EIDOS COMMUNITY LEVEL 1

This is a composite level created by 23 different members of the level-building community. The screen name of each author is indicated for his or her room as the level progresses.

The walkthrough was written by Phil Lambeth, with authorization, encouragement and assistance from Treeble.

DATA'S ROOM:

Lara appears in the corner of a level of rafters overlooking a pool, looking very formidable with her punk hairdo and makeup. Draw your pistols and shoot the approaching scorpion. Go to each of the other corners and shoot the vases, two of which contain goodies. Drop down into the purplish pool below, which isn't toxic and won't hurt you. Pull up anywhere and jog around the perimeter once, stepping on each of the four brown tiles to open the exit door near the SW corner.

KIOPO'S ROOM:

You see a ladder in the west wall, but you can't get to it. Go beneath the opening in the ceiling near the south wall, face west with your left shoulder against the wall, and jump up to grab the platform above. Pull up and make your way over to the ladder in the west wall. Take an angled jump and grab to it, climb up and shift left when you reach the platform. Drop down, turn around and take a standing jump over the short gap to the ledge. Use the climbing surface ahead to reach the alcove above and to the left. Keep climbing up the south face of the alcove and shift right when you reach the top. Drop down into the higher tunnel and make a hairpin turn to the right.

DJ TECH'S ROOM:

This room looks intriguing, but there's nothing to do in here except pick up some Uzi ammo near the center. The vases are empty, but you can shoot them if you wish on the way to the exit portal in the NE corner.

SAGE OF TIME'S ROOM:

A couple of mummies come out to harass you, but they're easy to avoid. Locate the switch and the small medi-pack in the NE corner. Throw the switch to open the exit door in the NW corner and release a spike ball from above that does no harm. So you think it's pretty easy so far, do you?

GECKOKID'S ROOM:

Slide down the ramp into the water below. Pick up the flares at the bottom of the pool and pull up onto the west landing of the Chinese-looking structure. Turn left and make your way around to the north side of the structure where you can use the dirt bank to jump to the higher landing. Step forward and take a standing jump over the slope into the central hole with water at the bottom. Pick up the HAND OF SIRIUS, flip turn and swim out the tunnel. Turn left and locate the exit hole in the NW corner. Pull out and do battle at close quarters with a couple of red scorpions. Vault up into the next area.

ZOZO'S ROOM:

Don't go into the room to your right, or you'll fry. Go into the room to the left, but be sure to avoid the blue surfaces in this area as well. Drop down to the first ledge and pick up some flares, then dispose of the scorpion across the way before taking a running jump to the ledge it was on. The vases ahead are empty, so turn around and take an angled standing jump to the left to the next ledge. Climb up the blocks ahead and turn left. From the left front corner, take two steps back and one hop back. Take a running jump to clear the crest of the sloped block ahead and slide down the other side. When you near the bottom, take a jump to the facing sloped block and keep the jump key depressed so that Lara jumps to the next sloped block to the left and off that off one to the block. You may need to use the right directional arrow key on that last jump to make sure Lara makes it to the block. Pull up and avoid the three retching mummies, making your way to the right where you'll locate a ladder. Take an angled jump and grab to it and climb down. You can't help but notice the scorpions awaiting you down below, so be prepared to hop back and draw your pistols immediately upon dropping from the lowest rung of the ladder. After disposing of the scorpions, locate the ceiling hole with the ladder near the SE corner. (The coffin over on the west side of the room is empty.) Climb up and enter the cavern area to your left.

TRUERAIDER'S ROOM:

Run around the mummy and locate the floor switch to activate a pole in the corridor behind you. Grab the pole from the north side, climb up and back flip when you reach the higher level. Face the east wall and jump up to grab the crack. Shimmy left and pull up into the crawl space. Run down the corridor with the irregular flooring until you reach the crawl space ahead. Go into it, drop down and pick up the CARTOUCHE PIECE 1. Pull back out of the crawl space and continue down the stairs until you reach what looks like a dungeon area.

AL_COLLOT'S ROOM:

Drop into the dark water. Ignore the area to the right, which leads nowhere. Instead, dive down and swim through the small opening to the left, and when you come up look for another opening to the right. Swim forward, and if you find yourself in a shaft with a closed grate at the top, you've gone too far. Flip turn and go back the way you came, and look for two small adjacent openings to your left. Go through the left opening, and you'll soon come to an air hole where you can pull up into a tunnel. Use a couple of flares as you wind your way in a clockwise direction through the tunnel, climbing a block every so often. When you reach a place where you have to crawl under an obstruction, turn around and you'll see the receptacle for the Hand of Sirius. Place it there to open the exit door, then resume your trek through the tunnel. You'll soon see rays of light marking the open door, but don't get excited and make a dash for it or you'll fall down the hole that brings you back to the beginning of the room. You don't want to have to start all over again, so jump over the hole and then exit the tunnel. You might think you need to safety drop at the end of the hall to visit the next room. You'd be wrong, as this would only bring you back to the beginning of the previous room. Instead, take a running jump to the top of the pillar ahead, and immediately draw weapons. Turn to the right and take out a ninja in the opening below. Then take a running jump (without grabbing) to the platform on which he was perched, and turn around to shoot two more ninjas firing down on you from your right and your left. Then turn around and go down the short tunnel. Go up the stairs, and when you reach the end, turn to the left and jump up to grab the bars. Monkey swing across to the other side and zig right through the tunnel to reach the next room.

MICHAEL P'S ROOM:

Dispose of the two ninjas, then look around and see what needs to be done. There are four square pools filled with a deadly liquid. Your task is to bring four spike balls to rest in those pools. Start by going over to the NE corner of the room. With your left shoulder against the wall and your toes at the base of the slope, jump up to grab the platform overhead. Pull up and run up the path. Pull up onto the square with the pharaoh emblem, triggering the boulder to your right. As it comes rumbling down, back flip several times until you reach the floor below. Then take a standing jump forward over the slope, and the boulder should just miss you at it plops down and rolls to a rest in the nearest pool. Go over to the SW corner and repeat the foregoing drill. Two down, two to go. The remaining boulders are handled in a different manner. Go back up to the higher level, using the SW or the NE corner (it doesn't matter which), and turn past the pharaoh square along the pathway used earlier by the boulder. You'll see the other two boulders partially embedded in their ramps. Jump over the nearest one and locate a steeper ramp near the bottom of the one you're now standing on. Slide down that ramp, and when you come to rest turn and face the near wall with the ivy growing on it. Take a running jump and grab, and shimmy to the right. When you reach the climbable ivy, climb down and shift around to the right when you near the bottom. Drop down into the alcove and push the floor switch. A flyby shows the third boulder rumbling down to its destination. Use the same procedure to trigger the fourth boulder, and the door to the next room is now open.

APOLLO'S ROOM:

This can be the briefest room of all if you choose to be a wussie. Simply run across the bridge and take a running jump over the disguised death trap near the end and go through the open door to the next room. But if you want a secret you'll have to work for it. Near the beginning section of the bridge, safety drop to the ramp below. Pull the Egyptian statue out once, and you'll hear the sound of the exit door opening above you. Drop down the hole to the right of the statue (as you face it), and you'll hear the sound of another door opening. Make your way down to the bottom of this little cavern. Turn to face the block on the other side of the deep pit. Take a running jump and grab to it. As you pull up you'll trigger a spike boulder, but the usual drop back and hang routine won't work here. Instead, the instant you pull up, reverse roll and take a running jump and grab back to the other side. When the coast is clear, turn around and jump back. When you pull up the second time, draw weapons and deal with the two ninjas that pop out of the tunnel ahead from either side. Then go inside the tunnel and turn right. Locate the ladder and climb up the east face. When you reach the pattern design, back flip to the level with the Egyptian statue. Go along the ledge and enter the open door. Locate the colorful climbing surface to the right and climb up to the level of the bridge. Shift to the right and drop down. Pick up the grenade gun ammo for SECRET #1. Reverse roll, jump over the hole and turn right (don't stray too far to the left, or you'll burn up) into the open door to the next room.

SUZIE CROFT'S ROOM:

Jump over to the large medi-pack, then continue past the exit door as you jump along the perimeter blocks. Pick up the small medi-pack in the NE alcove. Go back to the closed exit door. Pull up into the alcove in front of it, turn around and jump up to grab the ladder. Climb up and prepare to deal with the scorpions in the upper room. Run to the other side and push the floor switch to open the exit door and release a ninja (who drops the Uzi if you can locate and kill him).

DRIBER BALL Z'S ROOM:

In the next room, climb down the short ladder and make your way along the ledges to the south. Jump down into the water far below and locate a room through a hole in the south wall. Pick up the small medi-pack in the far corner for SECRET #2, then swim out of the room and turn left. Locate the elliptical opening in the west wall and swim through it. Turn left and swim up the passage until you reach the air hole. Pull up and run up the ramp. Take a standing jump over the last portion of the ramp. Turn around in the corner in front of the closed door and jump up to grab the ladder. Climb up, and when you're three rungs from the top back flip into the alcove behind you. Push the floor switch, then reverse roll and jump back to the ladder. Climb down and run back down the ramp and jump into the water. Swim down the passage back to the larger pool. There's an opening in the north wall you can't access because of the strong current. Pull out on the east side and run across the room toward the SE corner. Take a standing jump over the slope into the next room. Push the Egyptian statue out of the way so you can climb up on the decorated block. At the top, climb up the pole and turn 90 degrees, then back flip to the gray square when you near the top. Turn around and step back toward the pole as far as you can go, then jump up and grab the ceiling. A fixed camera shot shows the floor switch that's your next destination, so monkey swing over to it. Drop down a little before you reach the end of the monkey bars, turn around and throw the floor switch. You can restore camera control by turning to the side and hanging from the ledge. Drop down to the lower level and run along the ledge back to your beginning point to the north. Climb up the ladder and run past the entrance to an alcove that appears to be blocked by a tall slope. Back up to the slope, then back flip onto it and jump off to grab the ceiling. Turn all the way around and monkey swing to the wall. Drop down into a water hole, turn around, pull up into the passage, and make a hairpin turn to the right and locate the third floor switch at the bottom of a ramp. Throw the switch, then jump back into the water hole and swim down through the passage until you reach the current that spits you back into the pool. Swim through the elliptical opening, up the passage, and pull out and run up the ramp to the now-open exit door.

SETH'S ROOM:

Unless you're hurting for medi-packs, there's nothing to do in this room except navigate an underwater maze. Since you'll probably wind up using more medi-packs than you'll find along the way, do yourself a favor and take this direct route to the exit hole: Jump into the pool and swim into the hole dead ahead in the west wall. Take an immediate left, and at the next intersection zig to the right. Go by an opening to your left and take two short right turns and then a left. At the next intersection turn left, then right, and bear to the left and keep going straight until you reach the air hole. Surface, turn to the right, pull up and immediately side flip to the right to avoid the spike ball. Run up to the pedestal in the center of the room and take the EYE PIECE. Five or so scorpions give chase, so take the time to add them to your kill list before heading toward the exit door to the north.

BRAD CASALI'S ROOM:

In the next area, make a hairpin turn to the right, around the nearby column, for some grenade gun ammo before proceeding to the larger room. Simply run up the ramp, turn to the right and climb up onto the block. Turn right and vault up onto the higher block, then jump up to grab the ceiling. Monkey swing all the way to the end and drop down onto the ledge in front of the exit. There's absolutely no reason to stop along the way and explore the central structures with the yellow tops; in fact, if you try to do so you'll be fried as a reward for your curiosity.

VON CROY'S ROOM:

Turn around and slide down the ramp backwards. Grab the edge and pull up. Immediately take a rolling back flip and grab the facing wall. Shift to the left a short distance so that Lara is in the center of the room. Climb to the top, pull up, slide nearly all the way down the other side and jump off at the last second to grab the face of the column ahead. Climb up to the top, pull up and take the flares, then take a standing jump and grab the ladder ahead. Climb up into the blackness and pull up at the top. Light one of those flares so you can see what you're doing. Shoot one vase for some shotgun ammo, and the other for some target practice on a scorpion. Then face the climbing wall and jump straight up and grab. Climb up one rung (no more, no less) and shift around two corners to the other side of the column. Take a rolling back flip and grab the face of the next column. Shift around to the other side of this one as well, then climb a good distance in the darkness until you can go no further. Then come down two rungs and back flip to the top of the facing column. Pick up the CARTOUCHE PIECE 2 and draw weapons to shoot the ninja waiting down below near the exit. The easiest way to get there is by sliding backward down the slope ahead. Grab the edge, pull up and back flip to the slope behind you. Keeping the jump key depressed, jump off this and one more slope until you slide down a ramp where you can run forward and exit.

EL DIABLO'S ROOM:

Take a standing jump over the deadly grill near the lower stairs, then take a running jump and grab across the larger one near the top of the stairs. Climb up the ladder in the far wall and shift either left or right at the top and drop down. There are several vases scattered about in this cave-like area, but there's nothing inside a blessed one of them. Try to keep the mummy out of your hair while you pull and push the Egyptian statue from the north wall all the way over to the south wall. (This causes some spikes to retract in the column below.) Go over to the hole near the SE corner and climb down the ladder. Reverse roll when you reach the bottom, and take a running jump and grab to the crack in the pillar. Shift around the spike-less face to the other side and drop down. You'll finally find a vase with something in it, even if it's a measly small medi-pack. Jump across to the other side of the room, using the blocks (and the side ledges if you like), and climb up the ladder at the other end. Back flip into what looks like a mirror image of the cavern you just left. Two scorpions scuttle up to greet you. More empty vases. Run to the highest point of the cavern and turn around to locate a receptacle. Combine the two cartouche pieces to form the BA CARTOUCHE, and insert it here. You'll hear the faint sound of a door opening. Go to the hole in the far wall and drop down to the small ledge. Face the south end of the room and take a standing jump forward. Grab the ceiling and monkey swing in a horseshoe-shaped route around the perimeter of the room until you can drop down onto the column facing the open door to the next room.

JEFFREY VAN OORT'S ROOM:

Throw the floor switch to your left. A spike ball rumbles down and comes to rest behind you, but it poses no threat or impediment to your progress. The vase at the west end of the room is empty, so locate the crawl space in the east side of the central structure and lower Lara down to the next level. Reverse roll and shoot the vase ahead for some shotgun ammo. Draw weapons and shoot the two ninjas below from your higher vantage point. Then jump down to the floor. It may look like there's a lot to do down here, but there isn't really. Run forward to the triangular opening in the west wall and climb through. Make your way to the back of this area for the shotgun. Reverse roll and go back the way you came. Turn right and run between the blocks. Draw weapons and shoot the ninja who comes up to challenge you atop the block to your right. Turn right past that block and make a hairpin turn to the left into the doorway to the east. Crawl past the dart gauntlet and run down the ramp to your left. Locate the wall ladder and climb back up. Run straight ahead to the exit and take care of one more ninja before you leave.

ETUX'S ROOM:

This is the one that drove nearly everyone crazy. Hop down the psychedelic staircase (no, there's nothing to do in here) and enter a room with shimmering sands. Stay away from the sand or you'll be fried. Run to the right along the path, and when you get to the little hump turn around and jump up to grab the ivy-covered surface. Climb up to the top, and when you pull up take an immediate rolling back flip and grab the leading edge of the slope behind you. Pull up and slide down the other side until you're almost at the bottom, then jump forward to clear the crest of another slope ahead. Jump off its far surface and grab the ladder ahead. Start climbing up, and endure the bursts from the ninja's weapon into your backside, as there's not a darn thing you can do about it. Stop two rungs from the top and take a rolling back flip to grab the leading edge of the slope behind you. Shimmy all the way to the right, then pull up and slide a short distance down the other side. Jump and hold the right arrow (but not the action) key, and you'll land on a stable surface on the roof of the structure. Draw weapons and dispose of that ninja strutting around down below. Then hop to the center of the roof and pick up the HAND OF ORION. A cut scene shows a door opening below that allows you to leave this area. Walk over to the east edge of the roof and locate the sloped wooden platform below you. Take a standing jump to it and slide down backward. Grab the edge, pull up and take a rolling back flip to the threshold of the open door. Go inside, but don't run straight ahead to the exit or you'll be treated to a steel enema. Skirt the spike trap either to the right or left and enter the next room.

LEE O'S ROOM:

In this outdoor maze, run past the first opening to the left and continue until you reach an intersection. Take a right and continue on. Run past the opening to the right (which leads to the exit) and take a left just beyond it that leads you to a pool. Jump in and locate the crossbow arrows in one corner, then swim across and pull out on the other side. Run to the end of the short corridor and pick up the crossbow. Then reverse roll and dive back into the pool. Swim directly across and pull up into a corridor that leads you to a floor switch. Push it to open the exit door. Reverse roll and run back to the pool. Jump in, make a hairpin turn to the left and pull out. Turn into the opening you bypassed earlier and run into the next room.

NETSLIDER'S ROOM:

Four empty vases in the corners, so don't bother. You see a pedestal in the center of the structure ahead that's aflame, and for good measure there's a fire blower protecting it at each point of the compass. Jump into the water and swim over each of the four coffins. What this does is douse the pedestal fire, but you still need to deal with the flame blowers. Pull up anywhere, pick a flame blower, and wait until it stops spewing flames for a second or two. Jump past it on either side and approach the pedestal for SECRET #3. Take the large medi-pack as your reward. Then hop back over the handiest flame blower and make your way to the west plank. At the end of it you'll find a climbable wall. One block from the top, back flip into the room above. Turn around, step forward and wait until the flames below subside. (They can and will reach you way up where you are.) Then take a running jump and grab across the gap. Pull up into the portal to the next room.

NOANGEL'S ROOM:

Jump into the pool and doggie paddle over to the NE corner. Pull up onto the sloped surface and wait ever so slightly before making a rolling back flip. Grab the ivy-covered surface behind you and shift to the left. Before turning the corner, climb down as low as you can and then take a rolling back flip and grab the wall behind you. Climb up the short distance, pull up and throw the floor switch to open a door elsewhere. Then take a running jump and grab back to the wall, and shift left around the corner twice. Climb up through the hole and pull up, and Lara's attention will immediately be attracted to a point to her left. Go over to a depression in the NE corner and jump up to grab the ceiling. A cut scene shows some spikes being triggered. Now go over to the depression in the NW corner where you can safely pick up the second EYE PIECE. Take a standing jump and grab over the hole, pull up and run south down the stairs into the next room.

KING SPYDER'S ROOM:

Turn right and take a running jump to the ledge in the SW corner. Turn left and take a running jump and grab to the facing ledge. Climb down the ladder to the floor. Run around to the other side of the column you just climbed down and place the Hand of Orion in the receptacle. You'll hear the sound of a door opening. Then jump into the pool in the NE corner and choose the left hole, the one headed east. Swim around in a clockwise direction until you reach an air hole where you can pull out. Run up the ramp to the portal, but don't venture ahead onto the green canopy. Draw weapons and eliminate the two ninjas across the room. Then turn around and safety drop into the final room.

TREEBLE'S ROOM:

Pick up the flares from the pedestal, then turn around and jump into the water. Swim through the small opening and wind your way through the tunnel until you reach an air hole. Pull out, light a flare and locate the crawl space in the NE corner. Crawl through and you'll emerge in a small room with a climbable wall in the far corner. Climb up, and when you pull up into the next room you'll lose camera control. Walk forward between the two torches, combine the two eye pieces to form the EYE OF HORUS, and use it in the darkness ahead to finish the level.