Dead Sea Scrolls

by Trix

Walkthrough written by Monika Pietsch and authorised by Trix.

Further down, find another – more detailed - walkthrough written by Bex

Down Mt. Ararat 1

You start in an area with several openings in the rocky walls.
Start on the left side with the northwest opening. This will take you to a room with a waterhole. Go down and swim to the right. You pass a wall switch. Climb out and use the right wall switch. This will drain the water. Go back to the wall switch you just passed. Pull it and go back to the room. The metal door on the left is open.
Inside shoot a box and collect a Secret and the Shotgun. Leave the middle switch alone.
Use the left one to flood the area again. You swim to the right side and get out in room, which looks exactly like the one in the northwest corner. Or you swim straight ahead and climb up onto a block and with two jumps you are back outside.
Enter an opening in the southeast side Crawl in and you see a room with a small puddle and 3 boxes. Shoot them. Kill about 5 bats and collect flares and wideshot ammo.
Return the way you came.
All other openings are culs-de-sac with nothing in them.
Go to the southeast corner. Drop down. Crawl and go on. You see a skull on the wall.
This is a warning, because there is a spike trap you can’t pass just now. Crawl in on the right side. Pull a high wall switch. Climb up the ladder on the right side. Up in the room find a movable block and push it onto the skull square. This will stop the spikes.
Go down and you will see a waterhole in the corner.
When you are down there watch the popping up spikes.
You enter an area with a temple and a lake surrounding it. Go onto the bridge. Watch a fly-by. Kill a condor. Pick up a small medi-pack. Jump into the water and look for an opening on the right side. You can’t leave the water there. So swim to the east side and collect a Mithras’ Sun Crystal. Doing this will sink a block before an opening. Don’t swim any further there, because there is a current and a deadly spike trap. Return the way you came. In front of the temple is the opening. Swim in and up. Pull a switch.
In this room there is a glass wall with a scroll behind it. Swim back out. Go over the bridge and enter the temple. You can use the Mithras’ Sun Crystal and this will raise a block. You need two more Crystals. So go and search for them.
Going to the right opens the door there. Cross over the bridge.

Start: Down Mt. Ararat 2
You land in another level. You see a door and a keyhole. You have to shoot a few boxes. Kill a few bats. Go to the right side. Don’t use the switch on the block just now. Go on and pass the tent on the left side. You will see several cages. In 2 cages are bears, in one is a condor. In each cage there is also a switch. Start pulling the switch in the far cage on the right. Your goal is to open the cage on the left with the bear and the Shotgun inside. When you pull the switch there you see a picture of Larson. Get ready and kill him. Take the Bronze Key he leaves.
Go back and now climb up and use the switch. This will raise a block for a very short time, but you need it to be able to leave. So pull the switch, back flip and twist in the air and jump over to the rock. Go away from this area over the bridge.
While going through the temple you are for a short time in Down Mt. Ararat 1.
Go to the north door in the temple. Step out onto a broken bridge. Jump over a block towards the door. Use the Bronze Key. In the first room on the left side are two unlit torches and a keyhole.
In the second room you see is an open mesh door on the left side.
When you go nearer it closes. You can see a crystal behind the door.
Go into the right side room. You see a fly-by showing you 2 keys high up in this room. Shoot a few boxes.
Go out and to the right. There is a long pool. Go to the end and step onto a pad. The burners in this room will start. Run back to the room you just came from. Where the pad was is now a block. Climb up and grab the timed wooden platform.
Pull up and jump forward. Use the pads and timed wooden platforms right up to south side. Take the Bronze Key from the pedestal. You can’t get the other key because there is a spike trap in front of the pedestal.
Go down and return to the first room in this area. Go to the right and use the Bronze Key. Behind the open door you have to pull/push 3 movable blocks. Behind the last one is a switch. Pulling it opens the metal door on the opposite side.
Climb over the blocks in this room and enter the next one. Behind a mesh door you see a crystal (the same as behind the timed door). Pull a switch and a meshed door will open.
Return back and go through the metal door. Go along a passage. You come out on a balcony. Walk to the end and climb up a ladder. You are now high up on the north side behind the spike trap and you can take the Golden Key from the pedestal.
Go back to the balcony. From there nearer the south side of the balcony jump over to a slope (west), which you should grab. Transverse to the left till you can climb up. Then make your way to the crawlspace.
Inside you find desert eagle ammo and a Secret. Drop down and then watch out for a rock coming tumbling down. Go to the right side and in that passage you have to trigger 3 rocks. Use a crawlspace and you reach a lake. Go in and swim to the next one.
More or less opposite you can climb out. You will trigger 3 blocks to tumble into the pool. Kill a Condor. Collect some shotgun ammo. Enter the building and you can
take the Mithras’Sun Crystal from the pedestal. In the room with the broken columns, look for a block to climb up and leave.
Make your way to the front door of the temple. Go to the right door, cross the bridge (change the level) and at the door use the Golden Key.
Go through a few rooms and out onto terrace. There is for a moment a fixed camera. You have to use the switch on the right side. This opens a meshed door down below with a crystal on a pedestal.
Go back and out of the door. Turn left and go to the place behind the tent and this time pass the cages till you enter an area with water and a small temple. Jump over the water. The doors are open. Leave through the south door, go around the corner and look down where to drop. Down below you see the crystal and the meshed door.
Take the Mithras’Sun Crystal from the pedestal. Jump into the water and climb up to the balcony. You have now 2 more Crystals. Use them in the temple.
They will open the east door. Use a pole to go down. Down there you see a scroll. You can’t get it. If you step onto the square behind the pedestal a block rises and an ice wraith appears. Dash to the block, climb up and grab the monkey bar. Swing till you are over the scroll. Drop and take the Invocation Scroll. This will lower the other block.
Behind the block is the following text:
“WRITTEN ON THREE SECRET SCROLLS ARE THE WORDS THAT OPEN THE DOOR”
Get the Mithras’Sun Crystal from the block. Picking it up raises a block in the water.
Go back up the pole.

Drop into the water at the north side and swim to the block. Get out and walk a few steps. Turn around and look for wall switch (well hidden). Pull it and it raises a block in the water. Make your way back to the temple and to the north door and over to the block.
When you enter you get a Secret. Shoot a few boxes and take the goodies.
You have to push 3 movable blocks (and use the corner trick) to get another Secret and Larson’s Key.
Swim back over to the other block.

You will change to Down Mt. Ararat 2 again. Slide down and at the end of the longer slope jump and grab the monkey bar. Swing till the end. Drop and grab the edge. Pull up. Jump over where you see a receptacle in the wall. Use the Mithras’ Sun Crystal. Torches start to burn and you see a rope.
Use it to swing to the southwest corner. Drop and grab the edge. Transverse along the crevice to the left. Drop and grab again the crevice below. Transverse to the right.
Pull the switch there and the spikes on the high column will disappear.
Do running jump to the slope, slide and grab. Pull up and back flip onto the high column. Slide and grab. Let go and jump forward to a ledge. From there use a ladder to get into a crawlspace.
Go on to the next level.

Origins of Tigris and Euphrates

You do a deep fall into an underwater cave. In one place is an opening and a very strong current pulls you in and down.
Before getting caught look for a Secret. Swim towards the south and turn and look for an underwater lever. Pulling it shows a trapdoor. Swim to the west wall and there is well hidden the opening. Climb up and collect a Secret and some goodies. Watch out for two reptile fish. Now swim to the place where the current is.
You land in a room with 4 small openings.
West: nothing
East: air hole more to the right
to the left is a passage leading up to a trapdoor
South leads to a cave and north to a room with an underwater lever.
Swim to the south and north side to pull the underwater lever. In between go to the air hole. You will most probably just make it without loosing too much health.
When both levers are pulled, swim to the passage and up to the now open trapdoor. Climb out and watch a fly-by. You see water and a river and a Crowbar.
To the right is a rope and when you swing over an automatic machine gun starts.
So go to the left and jump over to the other side. There is an opening and an area with a gap, a rope and a sloped block. Leave this part for later, because you need a crowbar. So leave again.
Find a crevice in the south wall. Use it. Next you have to jump and grab the ladder.
Transverse to the left till you reach an opening in the wall. Drop on the right side of this opening otherwise you will fall into the water and that will be your end.
Climb onto a block and jump over. Use some more ladders and you will reach a monkey bar. Use it to cross the river. Drop on the right corner otherwise you will slide into the water. From this ledge do a running jump over to the beige block and from there towards the burning torch. Shoot the box and take the flares. Walk along the ledge and climb up. Make your way over ledges. At one point there is an opening. Go in and shoot a box and collect a Tablet Fragment.
Go out of the room and jump over the river. Do a diagonal jump from the triangle part to the grey. Over on the other side find a hole and drop down. There is an entrance covered with hanging plants. Jump through and on the other side there are up to 5 giant mosquitoes bothering you. Shoot them and then collect the Crowbar next to the dead soldier.
Go back the way you came. Jump on to the grey block facing the other side. Do a running jump to a slope, grab and transverse till you can pull up. Go back to where you found the Tablet Fragment.
In this room is a movable block. Pulling it twice opens the entrance to a room with
8 swinging blades. Don’t jump up onto the wall. There is a spike trap.
Kill 2 reptile fish in the water. Jump into the water. Collect a small medi-pack.
Swim to the south side and into a small opening. When you turn right there is an underwater lever to pull. This will stop the fire over the Tablet you can see but not reach yet.
Swim to the one corner where you can climb out. Go pick up the torch.
To light the torch you have to pull a timed switch and run to the opposite wall passing4 swinging blades.
You have to try yourself where to put the torch to pick it up. For me it worked, when the torch was lying just before the first blade.
When the torch is burning light the torch on the north wall and then on the south wall.
The south door will open. Go in and pick up the Sapphire Tablet.
Go over to the north door and you come out at the riverside. Go to the right and over the bridge. Shoot two boxes. Behind the left box is a movable block. Pull it twice and go through.

The Great Ishtar Gate

Pull a movable block. Kill a giant mosquito. Go through the opening and you stand in front of the Great Ishtar Gate. Go to the right side. This room is filled with blue and yellow movable blocks. You have to push them all into the same coloured niches.
Start with the yellow ones. They will open the metal doors in front of the blue niches.
When the trapdoor is open and the block in the middle has risen, climb up.
Pull a switch. This will open a door down and opposite. Go there. Climb up and down in another hole. You will find a Tablet Fragment. Take it and go back outside.
Go on and you see 2 receptacles for Tablets. Combine the 2 Fragments and then use the Ruby Tablet and the Sapphire Tablet.
Enter through the door and go down. You see a fly-by and 2 fire wraith get started.
Turn and leave and run to one of the water pools near the entrance. After the 2 wraiths have disappeared go back and collect the Lasersight. Pull one of the dead soldiers and you find the Weapon Code Key underneath.
Read the message on the wall:
REFRAIN FROM FREEING WHAT SHOULD KEPT SEALED
Leave and outside this building look for a movable block (north / it is slightly different coloured)
Push it twice. Enter and pick up some shotgun ammo and step onto the beamer.
You land at the beginning of the river part (Tigris level). Go to the left and jump over the river. Go to opening in the wall. You have to jump over a gap. Running jump so you land in the middle of the backside slope. Jump forward and grab the rope. Swing over.
You come to an area with a pool and a closed door. First kill the 2 reptile fish in the pool.
You can go around the left wall and kill a SAS. Shoot a box and get some shotgun ammo.
Go back to the pool. In one corner is a pad, which will raise the wooden platform in front of the door. It is timed. So run over there and use the Crowbar to open the door.
Inside you will find Hammurabi’s Sceptre on a pedestal. Take it and return to the river, using the rope to cross the gap.
Jump back to the other side and go left. Use the rope there. The automatic machine gun is disabled (you have the Weapon Code Key) so you can go into the crawlspace.
Cross the cave. When you drop into the pool area you have to cope with 2 giant mosquitoes. Climb up near the waterfall and make your way to the other side. Avoid the water because it will pull you into the river.
When you are on the other side (near a ladder) climb up a block and take a standing jump to the edge. Pull up and go on.
You see 2 automatic machine guns on the other side. That is where you are going now. Jump over and kill a SAS. Take the small medi-pack he leaves.
Shoot the box in front of the tent and pick up the Desert Eagle.
Go towards the 3. automatic machine gun. Kill another SAS. Now shoot all the boxes in the tent. You will get an Invocation Scroll and a Sapphire Tablet.
Go back to the river. You have to kill another SAS.
Now go back to the part where the ladder is. Drop down and walk along the ledge.
Climb up a block and inside the opening use a monkey bar. Swing straight forward and drop. Do a jump to the opening on the left. Jump and grab the greenery on the wall. Transverse to the left and the back flip.
Slide down and go around the corner. You see two eye tiles on the wall on the sides of the entrance. There is a pool and a closed black door.
You can kill a reptile fish in the pool. Pull the movable block outside and use it to crash one eye tile. Combine the Desert Eagle with the Lasersight and shoot the left barricade. The boulder behind it will crash the second eye tile. Now the black door is open.
Go in and collect. Belshazzar’s Sceptre.

Leave this area and return the way you came to the river and pass the ledges by the waterfall. When you are back at the river use the rope to swing over to the other side.
Now you have to go all the way back to the room with the swinging blades.
Before you enter there you can jump over once more to where you found the crowbar.
In the pool there is an underwater opening. Swim in and get out. Shoot a box with the Desert Eagle and Lasersight. You will get a Secret and some Desert Eagle ammo.
Jump back over to the other side of the river. Pass the swinging blades and go to the north door and make your way to the Ishtar Gate. When you enter this area kill a SAS.
Walk to the still closed door. Look up on the left side. There is a lion’s head with a gem in its mouth. Use the Desert Eagle and Lasersight to shoot the gem.
The door opens, so go in. Go to the left and on the left side is a large empty room.
Go to the end and pick up a small medi-pack. Swishing blocks start and you have to go to the last opening on the right (facing the exit). Behind in that garden you have to kill a giant mosquito and then jump into the waterhole. On the bottom you find a Ruby Tablet. Go back outside and towards the backside (west).
In the water is a reptile fish to kill.
Then jump in and swim to the underwater opening. Inside swim to the right and climb out. In the upper room use both Tablets and torches start to burn and there are intermittent fires on the two pedestals in the middle. One pedestal holds a Sceptre.
Wait for a fire free moment and take the Kroison’ Sceptre and jump back.
In the water is another reptile fish. Swim outside and climb out. You can kill it or leave it.
Go through either entrance in the wall. You will see a fly-by showing the way up to the top of the temple. Up there are 3 receptacles for the Sceptres.
Climb up to the top and insert the Sceptres and a trapdoor in the floor opens.
Now follows a long fall into the next level

Har Meggido

You land in water. Climb out and you are in a main hall.
Behind you on the west side are 4 receptacles for Serpent artefacts and a closed metal door.
To the east are 3 Scroll stands
To the right (south) is a lava room.
To the left (north) is an icy area.

Start by jumping into the water and swim to the south side. You pull 2 underwater levers. You will have to do it in 2 turns, because your breath will not be enough for both levers.
A metal door opens. Swim through and up and you land in an ice room.
There are ice ledges. Make you way up. Some are sloped. In between 2 poisonous ice birds appear and you have to kill them the best you can. Some jumps are rather tricky.
When you reach the top collect the 1. Serpent of Elements. Go back down and to the exit. That is not difficult at all.
Now swim into the opposite opening. When you pull the underwater lever return with no hesitation to the exit to avoid 2 big balls. Swim back and climb out.
Walk to a switch and a closed metal door. Pull it and drop down and run in front of a big ball. You come to another closed metal door and a switch. Pull the switch to let the ball pass by. Jump to the ladder and climb up.
You come to room where there are several platforms on ropes are hanging in the middle of the room. One the sides are 3 switches. Watch how 11 skeletons awake.
You have to get rid of them (using the shotgun) and you have to push the 3 switches. A rumbling is heard. Maybe it is a small earthquake? There is a hole now in the bottom of this area. Go down and you come to a room with a walkway and far over on the other side is a Serpent. Now there is a current in the water.
So look to the right side and with a running jump go over to the opening there.
In the middle is a waterhole. You have to trigger a ball without being caught by the ball.
Again you hear some rumbling. When you go back the water has disappeared and you can now walk down and climb up to collect the 2.Serpent of Elements.
Return all the way you came. Getting out of the rocky area is a bit difficult. You have to keep to the right. Look for a block on the south side and an opening in the floor there.
After that just return to the main hall.

You can go now to the left side (north). Before you go there, look at the left side for a skeleton and there you find a Torch. Light it on the other wall and take it with you. You come to an icy area. Slide down and watch out for icicle traps in the floor and from above. You walk over an icy pool. Go to the next smaller room and use the Torch there.
A small waterfall starts and you can swim into an opening in one of the pools.
At the end of the swim you find a Secret and some ammo. Swim back the way you came.
Climb the iceberg till you reach a cave. Go to the eastside, drop into the water and then dive down. Pull an underwater switch, roll and swim to a timed metal door.
Inside is a current, which will draw you to icicle traps. So swim and avoid them. In the next room there is an underwater lever. Pull it and the current in front of the opening in the wall stops. Swim on and you come to the pool with the iceberg. Get some air and then collect the 3.Serpent of Elements. In this moment the ice cracks and disappears.
In one corner you can climb onto the iceberg and leave the water.
Go to the room where you came sliding down. In the right corner is a crawlspace. Go in, the drop into the water and eventually you come back to the main hall.
Go to the south side and you enter an area with a lava room and 3 ropes.
Go to the left and jump to the rope there. Swing and try to fall into the waterhole (otherwise you die). Get out and go to the switch. It will raise blocks in the lava.
The blocks are timed and you have to hurry to reach the next rope. There should be enough time to adjust your jumps once or twice.
On the second rope turn and swing to the north side into the corner where the waterhole is. Down in the water you find a large medi-pack and a Secret.
Swim to another opening and climb out. Jump over to a now solid block underneath the second rope. Swing to the third rope and from there towards the ladder. Swing as high as possible and jump and grab the ladder. Climb up and look for another ladder. Climb down and around the corner. Do a twist jump to grab the opposite wall. Go around the corner and back flip onto a block. Take a running jump to the pole.
Back flip onto a breakable platform. Turn and back flip onto the next breakable platform and from there another back flip into the opening. You see 3 switches.
When you stand on the dark square you can see 4 fires. With the switch puzzle you should stop the fires. Try this: middle, left, right and left back again.
When the fires stopped use the monkey bar over into the other room and collect a small medi-pack. Use the monkey bar again to the walkway where the fires had been.
At the end run, jump and grab a monkey bar. Swing over to the solid red column.
Drop and pick up a 4.Serpent of Elements. Now you can step in to the column and it is a beamer that takes you back near to the main hall.
Go to the receptacles for the 4 Serpent and use them. Enter through the metal door.
You see a Scroll at the end of the room. When you go there you can’t take it. There is an invisible barrier.
Go back towards the entrance. Look up and you see a ladder. Use it to climb up.
Up there is a small cave with water. Jump in and swim forward. Get out of the water. You see a skeleton and a rope. Take the large medi-pack. Grab the rope, slide to the end and drop. Now you can take the 3. Invocation Scroll. It is advisable to leave in a hurry, because fires start on the floor, spikes pop up and several fire wraiths appear.
There is block gone down revealing this sentence:
FIND SALVATION IN THE SIGN OF LIFE
Outside drop into the water and get rid of the wraiths.
Go over to the Scroll stands and use the Invocation Scrolls.
A cage starts closing you in and a door opens. You see a winged creature running around. In this room you have to push 4 element blocks onto the right element square.
In between the winged creature jumps up and starts shoots at you. You can drop into the water to keep the damage small. You can’t kill it. But there are enough intervals to get your work done. If you are short with medi-packs there are 2 small medi-packs in the water. When you managed the 4 blocks another one rises in front of the door. Climb up and grab the ladder. Climb up and back flip onto a higher block. Red rays start. Go down again and pick up the Ankh and then hurry to the door. Dash along the next corridor, because there are breakable tiles over lave. At the end jump and grab a ladder and climb up. The door closes behind you leaving the winged creature inside.
You are in a cave. Climb up and then a fly-by starts showing the cave and up you can see the blue sky.

Looting Time
(Bonus Level)

A few days later in Athens you stand in front of a door. Now it is time to use Larson’s Key. The door opens and you enter a building. Go over the red carpet. There is on closed door on the left side. You come to a staircase. 2 dogs appear. Better get rid of them fast. Go to the right (north) next to the staircase. Go right and you enter a room with 4 red chairs. You can get a small medi-pack in there.
Go out and into the next room. There you can walk through an aquarium. You see 3 sharks, a mask, a golden skull and a medi-pack. You can’t do anything else but look.
Leave and go to the staircase area. Behind the staircase (west) walk through a curtain.
You come to a utility area. Go left through a blue door. In that room are two lockers and several boxes. You find lots of goodies here. The Crossbow, the Lasersight and more. Leave and go to the door opposite. You walk into a storage room. Meat is hanging from the ceiling. At the end is an opening into the aquarium. Kill the sharks from safety (e.g. Desert Eagle and Lasersight). Drop into the aquarium and collect a Creepy Mask and a Secret, a Golden Skull and a Secret and a large medi-pack.
Go back to the staircase area. On the south side are 2 closed doors.
You can enter there now or later. I did it later.

Go up the stairs. You see a door and a keyhole. Go to the left (south) and there you pull a lantern from on square to another.
This opens the door to an orangery. Inside are about 7 giant mosquitoes. Kill them and collect a Creepy Mask and a Secret.
Go on to the east side and to the right. In that room is a red sofa. When you step onto the grey wooden square in the corner, a rope drops.
You have to use the rope to go up to the beam. This is a bit tricky. Grab the rope. Slide to the bottom and go up 3 times. Swing forward and grab the edge.
Pull up and crawl to the next room. Drop into a bedroom. Collect a small medi-pack. Push a switch and jump back to the beam from the small wardrobe. Crawl to the next room. Drop into a bedroom. Collect the Shotgun and shotgun ammo.
Push the button and jump back to the beam from the small wardrobe. Crawl to the third room. Drop into a library with a fireplace. There is nothing in there. Push the button to open the door and leave.

Go to the two closed doors on down on the south side. Go first to the right door. It opens automatically. Inside you see a huge glass cage with scorpions in it. Go through the curtain on the right side. Climb up and crawl. Drop into the cage. Kill 3 black scorpions. Collect a Golden Skull and a Secret. Watch out 2 more black scorpions come.
After having dealt with them climb back up and leave this room.
Go to the left door. You enter a staff dining room. Look to the left side. There is a flag and you can climb up there. Inside you find a Box of Cookies and a Secret.
Go on and you enter the kitchen. Open the cupboards to collect some things.
Look to the right side. There is a fuse high up. Shoot it and the fireplace starts burning.
Go to the far end. Look for a chest of drawers. Pull it out and collect a Box with Coffee and a Secret.
Push the door there and you will enter the cellar. Go down the stairs and explore it.
Pull shelves and collect a Leg Part and a Secret. Look for a fuse in the cellar. Shoot it and in the next room you can collect a Breast Plate and a Secret.
Look for a Torch behind some boxes. Take it to the kitchen and light it there.
Go up to the library and light the fireplace there. When you turn round there is on the carpet the Scarab Trinket and a Secret.
Take the Torch with you and go down towards the door from the start. The one closed door at the side is open now. Enter the WC and push a button. This opens a duct to climb in. Go along till you reach another cellar. Behind some box are Another Leg Part and a Secret.
Find a Torch and light it. Turn and go back and light a fireplace. The fire goes to the next room and burns some boxes.
You can collect an Arm Part and a Secret.

Go back the way you came to the staircase and look at the right flag. You can climb up there and collect Larson’s Key.
Use it to open the door. Kill a dog. Climb onto the chest of drawers on the right and collect a Pyramid Thing and a Secret. Go to the left into a bathroom. Look into the mirror and you will see an artefact. Collect the Emerald Lizard and a Secret.
Go to the right side of the bed. Stand in the middle of the curtain and jump forward to grab a pole behind it. Slide down. Collect a Larson’s Key. Climb onto the right side and push a chest of drawers. Underneath are an old Clockwork Beetle and a Secret.
Push the blue door. Behind it is a keyhole. Use the key and go up the stairs and you come out into an empty street.
A fly-by shows Larson running along entering the house you just left and that is the END.

 

 

 

 

 

 

 

 


 

 

“Dead Sea Scrolls” by Trix

Walkthrough by Bex, April 4th 2003.

 

 

 

 

 

 

 

 

 

 

 

 

1:  Down Mt. Ararat 1.

 

Lara slides down into a pretty-looking rocky area with several interesting crawlspaces to explore. Some of these crawlspaces lead to the same underwater tunnels and can be ignored. This walkthrough will take you through the quickest route.

 

From where Lara finishes her slide, turn hard-left. Around the corner and over the small slope is a crawlspace at ground level. Follow this until you reach a room with a shallow pool. The pool has an underwater tunnel in it, so jump in.

 

Where the tunnel branches into 4 smaller tunnels, turn right (the other tunnels take you to rooms that lead back to the outside again, and do not contain any important pickups).

 

Almost as soon as you start swimming through the right-hand tunnel, you will spy a jumpswitch on the right-hand wall. Hmm – it looks like you need to drain this area! Swim a few more feet and you will soon be able to pull up onto dry land.

 

You will find yourself in a small room containing a closed gate on the left and 3 jumpswitches straight ahead. You must solve the puzzle in order to grab a secret. To solve the puzzle, look carefully at the floor tiles below the jumpswitches - from left to right, the tiles beneath the switches are as follows:

 

1)            Blue (Water)

2)            Skull (Death)

3)            Brown (Earth)

 

To drain the underwater tunnel so you can reach the jumpswitch you swam past a few seconds ago, pull the Earth switch. As well as draining the tunnel, this switch also closes a gate in there so you can’t get out. Don’t worry about being trapped, as you will soon open that gate again. For now, with the tunnel drained, you can now walk down and pull the jumpswitch that was previously immersed in water.

 

With that done, go back to the room with the 3 jumpswitches to find the gate on the left open. Shoot the box inside to find secret #1 – the shotgun. Yay! Pull the Water switch to flood the tunnel again and re- open the gate in there. Do NOT pull the switch above the Skull Square unless you fancy the idea of being spiked to death!

 

Jump back in the water and take the left tunnel to get back to the room you came here from. There is a hole in the West wall where you can pull up into a passage that takes you back outside.

 

When you get outside, turn right to face the South wall. At the far-left end you’ll see a high crawlspace, which you get to by jumping over a small slope. Go in and crawl through until you reach a dark cave containing a small shallow pool, some boxes, some lit torches on the wall and a handful of bats. Dispose of the bats, grab the loot from the boxes (shotgun shells and flares) and head back out the way you came.

 

As soon as you leave this area, turn left and make your way to the opposite corner on the same wall and climb over the rock there. There’s another crawlspace, this one hidden at ground level. Follow the crawlspace until the corridor splits in two. Straight ahead, near the torch on the wall, is a skull on the ceiling. Ignore that for now as you’ll be back here shortly (if you try to go through this passage now, you will get spiked). Instead, enter the crawlspace on your right.

 

When you can stand up, turn around and pull the jumpswitch above you, then climb the ladder next to it. The jumpswitch raises a block to fill in a hole in the floor of the room above.

 

Once you’re in this room, search for a movable block – it’s right above the jumpswitch – and pull it onto the Skull Square to disable the spikes in the previous area. With that done, head back to this area. You can now pass the bit with the skull on the ceiling without getting skewered.

 

In the room after the skull on the ceiling is a small pool. Jump in and stay still for a while, taking note of the two skull squares on the bottom of the pool. These shoot spikes out at timed intervals. It doesn’t matter whether you go left or right here as both ways lead you to the same place. Time a swim past one of the spike traps and look for a hole in the ceiling where you can pull yourself out. Head into the bright open area with the temple, the bridge and the lake, and enjoy the lovely flyby of the surrounding area.

 

The lake contains an important pickup – a gem – as well as minor pickups like flares. The gem is what you’re after. Swim around the right side of the temple and you’ll eventually see a yellow gem – Mithras’ Sun Crystal - on the bottom of the lake near a skeleton and some broken pots. Pick up the Sun Crystal and take note of the camera shot telling you where to go next. Swim back the way you came and head towards the front of the temple. (If you continue to swim around the back of the temple, you’ll be sucked into an underwater spike trap).

 

Underneath the bridge at the front of the temple, a block has lowered in the water to reveal a hole you can swim through. As soon as you swim through there, the camera angle changes to show you the objective of this part of the game – the first scroll. Swim upwards, climb out, and pull the nearby wall switch to open the doors to the main temple above. Swim back out of this area and climb out of the water (you can do this right next to where the bridge begins).

 

On the bridge is a small medipack to pick up. A big bird will also attack you at this point. Once you have killed the bird, enter the temple. You’ll see three receptacles scattered around this room at varying heights, and each one needs a Mithras’ Sun Crystal. You can place the one you have now if you like, or you can wait till you have all three.

 

Inside the temple are three sets of double doors. The doors to the left and right open as you walk up to them. The left set of doors leads to a smaller temple which you can’t access just yet, so instead go right and head over the bridge into the nearby cave. (You can shoot the box to the right before you enter the cave if you like, but it doesn’t contain anything).

 

 

 

2:  Down Mt. Ararat 2.

 

Inside the cave is the door to a temple, which needs a key you don’t have yet. So kill a few bats and shoot the boxes instead. One of the boxes holds some shotgun shells. Continue into the cave and notice a switch above a block. You don’t need to pull this just yet; it simply raises a block behind you so that you can leave this area on the way back.

 

Outside the cave, find yourself in a bright area with a tent and a campfire. There are several boxes to shoot, one of which contains some shotgun shells. You’ll also find a small medipack inside the tent.

 

Near the tent is a gap in the rocks through which you can see several bamboo cages containing animals. Each cage also contains a switch. Head into this area and enjoy the flyby. The objective here is to open the cages. You don’t have to open them all - one of the bears’ cages has a shotgun in it, and that’s the one you really need to open. The bottom-right cage is open, so go in and pull the switch. This opens another cage. Repeat this procedure (killing the bird and the two bears as you go) until you can enter the cage with the shotgun.

 

Pick up the shotgun and pull the switch to see a flyby of a small temple nearby, and also Larson on his way to pump you full of lead. Kill Larson and pick up the Bronze Key he leaves behind. If you like, you can explore the area with the small temple that he came from, but you can’t do anything much here yet – just remember where it is, as you will need to visit this area later.

 

Head back to the area with the campfire and the tent, and go back into the cave. Remember the block with the switch above it? Now you can pull it to raise the block behind you. It’s pretty tightly timed, so be quick – as soon as you pull the switch, take one step backwards and do a backflip with twist to the other block. From there, run and jump to the area ahead before the block goes down.

 

You’re now back by the temple door that needs a key. However, you’ll soon realise that the key you just picked up from Larson isn’t the one you need for this door. Follow the cave to its end and find yourself back in the previous level.

 

 

 

3:  Down Mt. Ararat 1 - second time through.

 

Cross the bridge and enter the large temple. Go straight ahead to the double doors, which will open as you approach them, and make your way across the lake to the building which has ‘Larson Was Here’ written on the walls. Open the door with your recently acquired Bronze Key.

 

 

 

4:  Down Mt. Ararat 2 - second time through.

 

You’ll find yourself in an area with several exits. On the left is a room which needs another key. To the right is a closed gate. Straight ahead is a similar area with blue tiles on the floor and a shallow pool in the middle of the room. To the left in this area is a gem – but you won’t be able to get it yet. Straight ahead is a second closed gate. To the right is the way to one of the trickier timed runs in the game. Enter and watch the flyby to see where you need to go.

 

The second closed gate mentioned in the previous paragraph is now open, so go to this area (first right as you leave the timed platform room) and jump on the tile at the end to trigger the platforms. A camera shot shows a block and a platform rising. Head back to the timed platform room - be quick and cut corners as much as you can – and jump on the raised block.

Do a running jump from the block to the raised platform, and then run all the way to your left to step on the black floor tiles at the other end of the ledge. This raises the second platform.

 

Run back and jump to the second platform. Run to the black floor tiles nearby to raise the next platform. Repeat this procedure until you make it to the top and can claim your prize – another Bronze Key.

 

There is another key to be had from the high ledge opposite the one you’re standing on, but you can’t pick it up from this area without getting spiked. Never fear though, as you will get it soon. For now, make your way down to the floor, leave the timed platform room and turn left.

 

In this area, you may remember there was one room that needed a key – it is the room opposite the closed gate. You now have that key, so put it in the receptacle and go through the door. You need to move three blocks to reveal a switch. Pull the switch to open the closed gate you just passed.

 

From where you pulled the switch, turn right and hop over the slanted rocks until you get to an area with a skeleton underneath a pillar. Through the gate you can see your second Mithras’ Sun Crystal. Pull the nearby switch.

 

This switch opens part of the gate so that you can pick up the crystal – but the part of the gate that opens is on the other side of the wall, and it appears that you can’t get to it just yet. So head back to the room with moveable blocks, and go past the area where you placed your key. Continue straight ahead and find the closed gate open.

 

 

 

6:  Down Mt. Ararat 2 - getting the second Sun Crystal.

 

Go through the now open gate and up the slope to the top, ending up on a balcony overlooking the rocky area below. Follow the balcony all the way to the left and go through the opening at the end. Climb the ladder and you’ll find yourself behind the Key pedestal at the top of the timed platform room. You couldn’t get to this key before because of the spike traps in front of the pedestal. As you are behind it now, you can safely pick up the Golden Key without getting spiked. Yay!

 

Climb back down the ladder and go almost all the way back across the balcony, then turn left. You can do a running jump with grab to the rock face across from you. As you land on the rock face, slide and grab. Shimmy left as far as you can – a boulder will fly harmlessly overhead.

 

Shortly after the boulder, you can pull up and spy a well-hidden cave in the rock face ahead. A standing jump with grab will get you to this cave.  Inside, pick up Secret # 2 -  Desert Eagle ammo lying by the remains of a less fortunate explorer. Crawl back out of the cave and drop down to the ground below.

 

Near the bottom of the balcony is a cave. Enter this cave carefully or you will be flattened by up to three boulders! Pick your way through this cave as best as you can and climb onto the block at the end. Drop into the hole on the other side and head into the large watery area below.

 

As you swim through the gap in the rocks leading to the large outdoor pool, the camera angle will change. It’s very difficult to see where to climb out of the water from this angle. You need to look for a small triangular spot to the West.

 

As you climb out, a boulder will fly overhead and a bird will attack. Don’t jump around too much when tackling the bird or you could end up flattened by the other boulder that’s lurking at the top of the cliff.

 

After the second boulder has passed, explore the area to your right with the steps and the pillars on the wall. You can pick up some shotgun shells by a skeleton. Afterwards, head over to the building with the broken masonry and pick up the second Mithras’ Sun Crystal from inside the open gate at the end.

 

Climb over the wall and find yourself in the room with the skeleton under the pillar. Hop over the low West wall and turn left, making your way back to the area where you placed your Bronze Key (near the moveable blocks). Exit this room and turn right to get back to the previous level with the big temple and the lake.

 

 

 

7:  Down Mt. Ararat 1 – third time through.

 

Jump into the lake and swim to the right. Notice a block close by leading to a ramped area that you can’t access yet. Remember where this is as you will be back here later for an important secret. Around this area is a box and some flares underwater. Pick up the flares and continue swimming around the right edge of the lake until you can once again climb out by the bridge. Go across the bridge and enter the big temple, then turn right and go over the other bridge.

 

 

 

8:  Down Mt. Ararat 2 – third time through.

 

You now have the key to enter the next area so go ahead and use it. Go through the temple and out into the bright area outside. The camera angle changes here, so carefully make your way to the switch on the West wall. As you pull the switch, you are shown that the gate below at the bottom of the steep, water-filled ravine is now open. Your third Sun Crystal is here.

 

Tempting though it may be to dive into the water in the ravine, don’t – you get to your Sun Crystal another way. Remember where you shot Larson earlier, in the area with the caged animals? That’s where you’re heading next.

 

Go back through the temple and turn left. Go past the block with the switch above it and carry on past the area with the tent and the campfire. Continue all the way past the cages and into the area with the waterfall, stream and small temple. Head towards the temple, taking care not to fall into the water – there’s a strong current in there.

 

Go straight through the temple and turn right to find some flares in a box. Turn around and continue exploring the outside of the temple until you reach an area with several ledges and the Sun Crystal below in front of you. There is a ladder on the left; jump across to the ledge near the ladder and lower yourself down. Once at ground level you can make your way up to the third Mithras’ Sun Crystal using the other ladder on the opposite side of this area.

 

With your crystal in hand, you can now dive into the watery ravine and work your way back up to the top using the ledges and pillars close by. Once more, go through the temple, then continue straight ahead and out of the cave area to be returned to the previous level.

 

 

 

9:  Down Mt. Ararat 1 – The final time.

 

You now have all of your Sun Crystals so head into the big temple and place them in their receptacles (blocks will rise as you place the first two to enable you to place all three). The central double doors will open. Slide down the pole to the sound of a spooky heartbeat and find yourself in the room with the first scroll. Enjoy the nice flyby, then get to work!

 

You can’t just pick the scroll up. You have to land on it from above. Either side of the scroll pedestal are skull squares, and behind the scroll is a square which you must step on to trigger a raised block near this room’s entrance.

 

The block is timed, so dash back to it (taking care not to tread on the deadly skull squares). As soon as you are on top of the block, jump up to grab some monkey bars. The camera angle changes and a wraith may also chase you at this point.

 

When the camera angle returns to normal, drop down and pick up the first Invocation Scroll. A block also lowers to reveal the words “Written on three secret scrolls are the words that open the door”. Underneath these words is another Mithras’ Sun Crystal. As you pick this up, the camera shows a block rising in the water behind the temple. This is your next destination.

 

Climb back up the pole, and at the top, go out of the doors on the North side of the temple. On the bridge, turn around to face East and jump into the water. You will see the block you just raised not far away, giving you access to the next level.

 

Climb out onto the block and then walk down the short wooden path. Stop before you get to the stone flooring and turn around. If you look up you will see a jumpswitch. Pull this to raise another block in the water. A camera shows you that this block will let you enter the ramped area you passed a short while ago.

 

Hop back in the water and find your newly-raised block to the West. To get onto it you’ll have to climb out of the water once more and go across the bridge. As before, go through the big temple and take the left door. This time, do a running jump from the edge of the other bridge to land on the raised block.

Enter this area and shoot the boxes to reveal secret #3 - a small medipack and some shotgun shells. Before you leave this area, light a flare and you’ll see that there are three moveable blocks on one wall as you head back out.

 

These moveable blocks hide what is possibly the single most important secret in the game. Behind one of the blocks is Larson’s Key, which you need to enter the bonus level. Make sure you don’t leave here without it!

 

Solution to the block puzzle:

 

 

1)            Push the left and right blocks in.

2)            Push the middle block over to the left and then get behind it and pull it towards the entrance. It appears that you will block yourself in - but you won’t…

3)            Look for the monkey bars above and swing over the block you just moved.

4)            Pull the right block out and to the left.

5)            Pick up Secret # 4 – Larson’s Key – from behind the block.

 

You then just need to rearrange the blocks to get out again. Once you have done this, swim back to the block to the West (near where you pulled the jumpswitch to enter the secret area above) and go through the corridor which takes you to the gateway to the next level.

 

 

 

10:  Down Mt. Ararat 2 – Dark cave with slopes, monkey bars and rope.

 

Slide down the slope and do a jump with grab at the end to catch hold of the monkey bars above. Follow the monkey bars straight ahead and then left. Drop off and immediately grab again to catch hold of the ledge below.

 

Hop over to the ledge on the East wall, and from there take a running jump to the ledge on the same wall which has a receptacle for your Mithras’ Sun Crystal. The camera angle changes here. Place your crystal and a rope will descend from the ceiling. Hindered as you are by the camera angle, jump to the rope as best you can and aim slightly left to land on a handy ledge.

 

Drop down and hang from this ledge, then shimmy left as far as you can. When you can go no further, drop and immediately grab to catch hold of the shimmy-crack below. Shimmy right until you can pull up into an alcove containing a switch. Pull the switch. Now the fun really begins…

 

Facing the switch, look left. There are three slopes you need to traverse in order to get into the next part of the game. The trick here is to do a running jump to the first slope at a slight diagonal so that you land on the first slope facing backwards.

 

Grab the first slope at the end, then pull up and backflip (with no twist in the air). You should land on the second slope still facing backwards. Hang on to the edge of the second slope and shimmy right as far as you can before dropping onto the third ledge. Jump at the bottom of the third ledge and grab hold of the ladder on the wall. Climb up and enter the crawlspace, then slide down the slope and enter the next level.

 

 

 

11:  Origins of Tigris and Euphrates – The water caverns.

 

Take a screaming plunge into a big watery cavern. Before the current carries you to where you need to be, turn around in direction of a faint yellowish light (turn right and then right again as you plunge into this area). There's a lever which opens a trapdoor not far from the shaft where you fell down into this level.

 

Still avoiding the current (as well as the two nasty fish that appear), make your way to the trapdoor, climb out and collect Secret #5 – flares and two sets of shotgun ammo. Jump back into the water and swim around until the current catches you. Let the current take you down into the next water cavern.

 

In this cavern, there are four low alcoves to explore. From left to right as you enter this area:

 

1.            The first one contains an underwater lever.

2.            The second one splits into two passages. The left passage contains a closed trapdoor and the right one contains an air hole. You can see the crowbar above you from here.

3.            The third one contains an underwater lever.

4.            The fourth one is a dead end.

 

You need to pull both levers to open the trapdoor. Once you’ve done that, head to the now open trapdoor and climb out, and then enjoy a brilliant flyby which shows the deadly river you must tackle in this level. It’s deadly because of the nasty current that flows all the way through it. The flyby also shows you where the crowbar is, and that’s what you need to get before you do anything else.

 

Before you go anywhere, look to your right from where you pulled out of the water caverns and you will spy a rope in the middle of the river. If you use this to swing across the river now, a machine gun will blast you to smithereens – you need to return here at a later, safer time.

 

So for now, turn left and go as far as you can upstream. You’ll see a rock across the river, just to the left of the waterfall. Take a running jump with grab to this rock, and then proceed along the riverbank. Ignore the crawlspace on your right for now as you need your crowbar for that area. Instead, walk a little further and look up on the South wall for a shimmy crack.

Shimmy left until you can drop off onto flat ground. Behind you is a ladder over a small slope. Do a standing jump with grab from the part of the slope you can stand on, then climb round and up the ladder until you reach a part where Lara’s feet are dangling. From there, drop and immediately grab again to catch hold of the slope below, pull up and slide into a small cave. Ignore the crawlspace on the West wall of this cave as it leads to a slope which will take you back to the ladder.

 

Instead, jump on the big flat rock in the middle of this cave and jump to the East. Grab the block there and pull up. Turn around and hang off the edge of this block to find yourself on a ladder. Follow the ladder left and drop off onto a flat area at the entrance to another cave.

 

Proceed through the cave until you can go no further, then look above you for some monkey bars. Grab onto the monkey bars and follow them to the other side of the river, where you can drop off safely. The next bit is quite tricky – you need to get to the sandy-coloured platform in the middle. From where you dropped off the monkey bars, a standing jump will not get you there and there’s not enough room for a straight running jump.

 

To get there, back up as much as you can at a diagonal angle so that Lara has the pointed rock on the roof of the cave to her left and the platform to her right. At this point her right foot should be almost touching the water. You can do a running jump from this angle. It’s way off course though and Lara will end up in the water to the left of the platform if you just let her land as she is. You must turn her to the right while she is in the air to land her safely where she needs to be.

 

Take a standing jump from the sandy platform to the other side of the river. Shoot the box near the torch on the right and pick up some flares, then turn around and walk out of the cave area and into the sunlight.

 

Jump up to the ledge on the East wall (if you find that simply pressing the ‘jump’ and ‘grab’ buttons isn’t working, try pressing ‘action’ and the up arrow instead). Turn around to face the river. Below you to your right is a flat rock you can jump to. To reach it you need to take another running jump with a turn in the air to the right.

 

From this rock, take another running jump to the one nearby, and do the same again to the one after that. To your right, you will see a cave - but ignore that for now. You’ll be able to explore that cave soon, but first you need to hop across the river so you can get your crowbar.

Take a running jump to the protruding rock across the river and head downstream a short way until you get to a hole in the ground surrounded by greenery.

 

Drop into the hole and go through the small cave to emerge in a swampy area inhabited by wasps. Kill the wasps (five in total), shoot the box for some shotgun shells, then collect your trusty crowbar from the grating near the dead guard.

 

There is a secret in the swamp but you need the desert eagle and the lasersight to get this. You’ll be able to get this secret later, but for the time being make your way back to the small cave and climb out into the open again (on the left side to avoid slipping into the river).

 

From the protruding rock nearby, take a running jump to the greenery on the other side of the river. You will slide down a little, so grab and then shimmy right until you can pull up. Hoist yourself onto the rock above, then head into the small cave you passed earlier.

 

Shoot the box in the corner and pickup the red Tablet Fragment within. Opposite the box is a movable block, which looks like it is part of the wall. Pull it out and to the left, then drop down into the room below (carefully, so as not to fall into the water beneath the walkways below).

 

 

 

12:  Origins of Tigris and Euphrates – The swinging blade room and beyond.

 

Yikes! Swinging blades, and lots of ‘em. The first thing you should do here is to kill the two fish in the water. That done, jump in and swim to the right. There is a broken pillar here and you can swim through the gap to pull a lever. This turns off the fires in the room above and will allow you to pick up your Sapphire Tablet later on without getting fried.

 

Swim back out to the main pool and climb out near the unlit brazier on the wall. Look at the East walkway and you’ll see a pile of bones there. Underneath one of the swinging blades on that walkway is a torch. Carefully time your jumps between the blades and pick it up.

 

(Tip from Litepulsar: Instead of timing jumps between the blades to pick up your torch, you can shimmy around the walkway ledges to minimise health loss).

Torch in hand, head towards the switch on the West wall and prepare yourself for a timed run. Throw your torch down near the switch (being careful not to throw it in the water!) Pull the switch to light the brazier at the other end of this area, then pick up your torch again and dash across the walkways to light your torch before the brazier goes out. Phew!

 

Light the brazier next to the gate on the South wall and the gate will open. Go inside this room and pick up your Sapphire Tablet. Head back outside and light the brazier next to the gate on the North wall and the gate will open.

 

Continue through the gate and find yourself in a pretty area with a waterfall and a bridge across the river.  You can drop your torch if you like as you don’t need it anymore.

 

Cross the bridge, go under the rock arch and shoot the box in front of you so you can pull the moveable block out from the wall and to the right. The other box in this area only contains bones so there’s no need to shoot it. Go through the space behind the moveable block and enter the Great Ishtar Gate.

 

 

 

13:  The Great Ishtar Gate.

 

Pull out the moveable block near the bones and kill the wasp that attacks you. Go through the hole behind the moveable block and take a moment to think how pretty this decorative blue building looks before exploring to the lovely music of Rimsky-Korsakov’s ‘Scheherezade’. (The music throughout this whole game is perfectly chosen. Nice work Trix!)

 

Inside the gates is a pretty courtyard containing two small pools and several closed gates. After exploring this new area for a short while you will see where your Tablets need to go. Unfortunately though, you’re half a tablet short right now. Look on the North wall for a small, dark corridor you can walk into, and notice that there’s a moveable blue block in front of you. Push it forward once, then turn to face the sandy-coloured block on your right and push it forward as far as it will go. You’ll notice that you can actually push it into the wall.

 

What you need to do in this room is get all the sandy-coloured blocks pushed into the gaps in the walls – there’s a gap in each corner of the room. When this is done, several gates will open. You then need to push each blue block into a gate to raise a block in the centre of the room and open a trapdoor in the ceiling. (A tip for getting out of tricky situations when you have lots of blocks to move is to do diagonal sideflips over the corners to get to any spaces behind them - this can give you more room to manoeuvre if you get ‘blocked in’).

 

Once you have all the blocks in place and the trapdoor in the ceiling is open, jump onto the block you just raised and hoist yourself up into the room above. Shoot the boxes and find shotgun shells inside one of them, then pull the switch in the window and drop back down to the room below. Head outside and notice that the gate near one of the little pools in the courtyard is now open.

 

Go through the gate and around the back of the central structure. There is a ladder between the two statues, so climb up and look for another hole in the floor of this room. Drop down into the hole and pick up the red Tablet Fragment from the window sill. Combine the two red tablet fragments in your inventory to create a Ruby Tablet.

 

Climb back up to the previous room, then climb down the ladder from the other hole in the floor to land between the two statues again. Leave this room, make your way outside, and find the receptacles for your two tablets. Place the Sapphire and Ruby tablets in their receptacles and proceed through the newly-opened gate.

Another lovely flyby and some spine-tingling music awaits you down the stairs. Unfortunately, so do two wraiths, so get back up the stairs and jump into a pool to get rid of them (they look like ice wraiths rather than fire wraiths, but water takes care of them nicely).  Once they’ve gone, go back into the room between the two tablet receptacles. Take note of the carvings on the walls. The square in front of each carving will kill you, so try and stay in the centre of the room as much as you can.

 

The first thing you’ll notice is that the pedestal in this room is empty – but don’t despair as there are still goodies to be had. First of all, pick up the lasersight that’s lying on the floor.

Next, notice the dead guard with one leg. He is lying near the stone which says “Refrain from freeing what should be kept sealed”. Pull the dead guard and see that he was lying on the Weapon Code Key. Very handy for disabling pesky machine-guns!

 

As soon as you pick up the Weapon Code Key, two things happen. The first is that you get a nice flyby of the next area you will be visiting. The second is that a secret not far away becomes accessible to you, and it’s a handy secret to have because it saves you a lot of backtracking. To get this secret, make your way back outside (you can shoot a guard near the entrance to this level if you’re feeling ready for some action).

 

Not far from the room where you moved all the blocks you can hear something electric. Through the window on the North wall you can see a swirly blue transporter. Near the window is a raised bit of ground on the floor, and in front of that is a pushable block which looks like part of the wall. You may have found this block already, but you would not have been able to move it. You can only do this once you have picked up the Weapon Code Key.

 

Now you have the Code Key you should be able to push the block with no problems. Push it in twice and explore the area for Secret # 6 – shotgun shells. Step into the transporter and experience a sense of deja-vu as you find yourself back in the previous level…

 

 

 

14:  Origins of Tigris and Euphrates – Getting your second scroll.

 

You’re back where you first started this level. Remember the rope across from you? You couldn’t use this the first time you were here because of a nasty machine-gun. However, you now have your Weapon Code Key, and that pesky thing can’t hurt you any more. Yay! Line yourself up and jump to the rope, then swing to other side of the river. Look up on the North wall and you will see where the machine-gun is hiding. Climb into the cave where the machine-gun is and follow this cave all the way through to its end, dropping out of the leafy crawlspace to find yourself in a pretty area containing a shallow pool and a large waterfall.

 

As you walk through this area, two wasps will attack you, so put them out of their misery and climb on the rock at the side of the waterfall. From this rock you can do a standing jump with grab to the ledge which is above and slightly to the left of you. You need to make your way across the ledges that span the waterfall, but if you get too close to the water you will be pulled in. Make sure that your jumps are taken at a slight diagonal to the left to avoid the waterfall, and then turn slightly to the right whilst in the air to land safely.

 

From the final ledge you can see a ladder in front of you. Ignore that for now and instead climb up to the ledge above you. Take a diagonal standing jump with grab to get the cave opening which is above and slightly to your left. Go through this cave and take a standing jump from the edge of the riverbank to the sandy-coloured platform in the water, followed by a running jump to the other side. Thank the powers that be that you have picked up your Weapon Code Key to disable those mean guns!

 

As soon as you land on the other side of the river, some military music bombards you and you just know you’re going to get shot at by some blood-hungry guards. Shoot the one that dashes at you from the right and then blast the box to your left to reveal the desert eagle. Pick it up and go through the small archway to the area where the guard came from.

 

Another guard will appear, so shoot him before he has chance to do much damage. Inside the nearby tent lie two very important artefacts. Shoot all the boxes and explore this area well to find the second Invocation Scroll and the Sapphire Tablet, as well as some flares on a pedestal. With these items tucked away in your backpack, retrace your steps to the area with the two machine-guns and shoot the guard nearby. Go back across the river via the sandy-coloured platform and proceed through the cave on your left. Hop to the ledge on your left and hang from here to drop to the lower ledge - but don’t go back across the waterfall yet, as you have another artefact to collect.

 

 

 

15:  Origins of Tigris and Euphrates – Getting your first two Sceptres.

 

You’re back where you first started this level. Remember the rope across from you? You Instead, take a standing jump with grab to the ladder on the West wall to get back down to ground level and run across to the rocky outcropping on the other side of this area. Climb up and enter a dark cave. Jump forward and upwards from the cave entrance to catch hold of some monkey bars and swing all the way to the other side, right over the deep pit below. When you drop off, turn right and walk forward as far as you can, then take a standing jump to the flat bit on the other side of the pit.

 

Walk along a short way until you come to another opening. Take a standing jump with grab to the greenery ahead and then climb round to the left. Backflip to land in a new area. Here you will see two of those ‘eye’ tiles that usually need a bull to break them, but as there are no bulls here you need to find alternative methods of destruction. Arm yourself with the desert eagle and lasersight and shoot the wooden crate at the left on the top of the hill. A boulder will roll down and smash the first eye.

 

Next, go into the small building near the water, the closed gate and the moveable block. Kill the fish in the water if you like, then move the block outside and push it into the other eye to smash it. Your gate will open and you can enter this area to pick up Belshazzar’s Sceptre.

 

Time to go back to where you came into this area. Head out of the building, turn left, go around the boulder and jump up the small slope at the end of the East wall. Take a running jump with grab to the greenery opposite, then climb right. Backflip to find yourself back in the room with the deep pit and the monkey bars.

 

As you enter this area, walk right and keep an eye out for a flat bit you can jump to on the West wall. From here, jump to the flat bit on the South wall. At this point you can get to the opening ahead by one of three ways:

 

1)            Use a jump with grab to get to the overhead monkey bars and swing to safety

2)            Position yourself for a tricky standing jump (no grab) to get to the opening

3)            My favourite – use a running swan dive to get the opening

 

Once you’re outside, head to the ladder, climb up and backflip to land on one of the ledges over the waterfall. Proceed across the waterfall in the same way you did originally. On the other side, explore the South wall for a crawlspace hidden in the greenery. Pull up, go through the cave and past the machine-gun, then drop and hang from the exit. Climb left until you are over dry land, and then drop off. Use the rope to get back over to the other side of the river and walk as far as you can downstream.

 

As before, take a running jump with grab to the rock across the river. Remember the crawlspace on your right? You can now enter this area, as you have your crowbar with you now. Follow the crawlspace and find yourself in a cave containing a deep pit. There’s a slope at the far end of this room, and above this is a rope.

 

From the edge of the pit nearest to the slope, take a running jump at a slight diagonal to the left so that you land on the middle of the slope. As soon as you land, jump and grab the rope. Aim slightly right and swing over to the flat area near the next crawlspace.

 

Go through the crawlspace and proceed through the small cave and enter a bright area which has carvings of lions on the walls.

 

Run around the outside of the building and shoot the guard there. Pick up some shotgun shells and head back to the main watery area. From the walkways, shoot the two fish. Equip your desert eagle and lasersight to shoot the box near the dead guard in the water. Jump into the water and pick up the small medipack you just revealed, then climb out again.

 

There is a closed gate in this area with a trapdoor beneath it. This trapdoor needs to be raised so you can stand on it and crowbar the gate open. Facing the gate as you enter this area, look on your right for a trigger tile on the floor. Standing on this raises the trapdoor for a short period of time, so hurry over to the gate before it lowers and drops you in the water again. Once your gate is open, enter this room ad pick up Hammurabi’s Sceptre.

 

Once more, you now need to head back to where you came from. Jump into the cave between the two waterfalls and go through the crawlspace. Line up a jump to your rope and swing across to the other side of the pit. Follow the cave until you see the other crawlspace on your left. Continue through this crawlspace and find yourself back on the riverbank.

 

 

 

16:  Origins of Tigris and Euphrates – Heading back to the Gates of Ishtar.

 

You’re back where you first started this level. Remember the rope across from you? You Find your shimmy-crack on the South wall. As before, shimmy left until you can drop off onto flat ground. Do a standing jump with grab to the ladder from the part of the slope you can stand on, then climb round and up the ladder until you reach a part where Lara’s feet are dangling. From there, drop and immediately grab again to catch hold of the slope below, pull up and slide into the small cave. Jump on the big flat rock in the middle of the cave and jump to the East. Grab the block there and pull up. Turn around and hang off the edge of this block to find yourself on a ladder. Follow the ladder left and drop off onto a flat area at the entrance to another cave.

 

Proceed through the cave until you can go no further, then look above you for the monkey bars you traversed earlier in the game. Grab onto the monkey bars and follow them to the other side of the river, then once more head across to the sandy platform in the middle of the river using the same method as you did last time. Take a standing jump from the sandy platform to the other side of the river then follow the riverbank until you see the ledge above you.

 

Jump up to the ledge then turn around to face the river. As you did before, take a running jump with a turn in the air to the right to land on the ledge below, then take another running jump to the ledge nearby and do the same again to the one after that. Ignore the cave once more and instead jump across to the protruding rock across the river. Head downstream a short way until you get to the area where you got your crowbar, and jump into the swamp.

 

There is a deep area in the swamp. Swim through the tunnel and climb out above the box. Equip your desert eagle with the lasersight and shoot the box below, then jump back into the tunnel and pick up Secret #7 – desert eagle ammo. Get out of the swamp and retrace your steps back to the cave hidden in the greenery nearby. Climb out into the open again (on the left side to avoid slipping into the river).

 

From the protruding rock nearby, take a running jump to the greenery on the other side of the river. You will slide down a little, so grab and then shimmy right until you can pull up. Hoist yourself onto the rock above, then head into the small cave nearby leading to the room with the swinging blades. From there, go through the gate on the North wall, over the bridge and back through the hole in the wall to return to the Gates of Ishtar.

 

 

 

17:  The Gates of Ishtar – second time through.

 

Return to where you placed your Sapphire and Ruby tablets the first time you were here, then turn round and look up. On the left side of the big closed gates, high above you, is a lion’s head. Equip your desert eagle with the lasersight and shoot the gem in the lion’s mouth to open the gates.

Proceed through the gates and head left, following the path around the pool. Go through the first corridor on the left wall to find a room which seems to have nothing in it but a small medipack at the far end. As soon as you stand on the raised area containing the medipack, blocks will start to smash behind you. These blocks are timed, so dash back through them as quickly as you can. There is a new area behind the last one on your right – be quick and get through there before the blocks stop or you will have to do this bit again.

 

In the new area, kill the wasp that attacks and jump into the small waterhole which is surrounded by pillars to pick up the Ruby Tablet. Head back to the room with the smashing blocks and turn right to exit this area. Back outside, shoot the two fish in the pool and dive in.

 

Underwater, there is a crack on the wall of the central structure. Swim through this and turn either right or left then swim up. Whichever way you swim, you will end up in the room above. Place your Ruby and Sapphire tablets in their receptacles and enjoy the short flyby.

 

Getting the sceptre that has now become visible is easier than you think. Notice that the flames on the two pedestals are blowing outwards. Simply climb up between the two pedestals and you can easily pick up Kroisos’ Sceptre without getting burnt to a crisp.

 

With your prize collected, jump back into the water and swim back through the crack in the wall, then climb out of the pool. You’re almost ready to go to the next level.

 

On the same wall as the room with the smashing blocks is another corridor. Head through this and find yourself at the foot of a huge pyramid. After the flyby has finished, climb up the pyramid via the central ‘band’ of ledges between the lion carvings.

 

Place your three sceptres in their receptacles and drop down through the newly-opened trapdoor. You’re about to enter one of the game’s most challenging and exciting areas – welcome to Har-Meggido…

 

 

 

18:  Har-Meggido - overview.

 

You start this level plunging into a pool of water. You can get out and explore if you like. In front of you are three pedestals for your scrolls. Three? But you only have two! Never fear, as you will get the third one later. Don’t try to place the two you have just yet or you will instantly get spiked to death.

 

There are four areas to complete in Har-Meggido, each one containing a ‘Serpent of the Elements’ artefact. It doesn’t matter which order you do these areas in. This walkthrough will cover the underwater ones first. This is simply because one of these areas contains the room which I found to be the most difficult as it contains my worst nightmare – a really nasty boulder run.  I wanted to get it out of the way early on this time through!

 

 

 

 

 

19:  Har-Meggido – The Serpent of the Elements: Earth.

 

If you got out of the water to explore, jump back in. You’ll see two underwater passages. Take the one on the North wall first. As you swim through the passage, take a moment to panic as you see a huge boulder above you. Continue swimming and you’ll come to an underwater lever. A quick peek around the corner will show you another boulder blocking a gate. You know what’s going to happen when you pull the lever, don’t you! Take a deep breath, pull the lever and swim back as fast as you can to avoid being squashed by one or both of the boulders in this area. Grab some air and then go back into the passage to find the gate at the top open.

 

Climb out and see a sloping path in front of you. Look up and try to dispel that sinking feeling inside as you see another huge boulder above your head. Now might be a good time to grab a quick change of underwear if you haven’t needed one already.

 

The boulder will start to roll shortly after you begin your journey down the sloping path. This part of the path is straight, so use the speed-dash to your advantage here to gain some time. Stop at the bottom to pull the switch on your right and the gate in front of you will open. Jump down into the hole behind the gate and try to land facing left. Turn left again, then dash down the straight bit and jump across the corner to save a valuable millisecond. Dash again on the straight bit, and pull the switch to open the gate nearby. Do a standing jump with grab to the ladder on the wall, and breathe a huge sigh of relief as the boulder plummets into the shallow hole just below your feet. Phew!

 

Crawl through the crawlspace and feel that panic rise once more as you see the ensuing flyby – a whole army of skeletons rising out of the dust to the sound of Gustav Holsts’ “Mars – the God of War”. Yet another perfect choice of music! Grab your shotgun and quickly blast the skeletons into oblivion before hopping over the suspended platforms and pulling the three switches in this area. As you pull the third switch, a small earthquake occurs and reshapes the ground beneath the platforms. Drop down and slide into the hole in the earth.

 

Go through the doorway near the lit torch on the wall and proceed onto the bridge. You can see your serpent close by. However, you can’t just jump to it as it’s too far – and the currents in the swamp either side of the bridge are deadly.

 

As you step onto the bridge, look for a hole in the wall on the right which you can reach. Take a running jump with grab to the hole and pull up. Quickly jump across the hole in the floor to release the boulder above. This drains the swamp outside. Head to the now-drained swamp and climb up on the left hand side of the raised platform to collect your prize – the first Serpent of the Elements.

 

Go back to the hole in the wall and pull up. From there, turn around and take a running jump with grab back to the bridge and return the way you came. Head back up the landslide and pull up facing South. Immediately backflip to land on a flat piece of rock.

 

If you look up and slightly to your left, you can see a rock which is slightly brighter than the rest. This is where you’re heading. To get there, take a running jump to the flat area just to your right. Hop up to the next flat bit, then turn left take a standing jump to the flat rock above. From here, make your way to the slightly brighter block nearby. Climb up, then hoist yourself up onto the platform above. Jump to the platform ahead and then to the one on your right, and finally jump to the ledge containing the crawlspace where you entered this area.  Follow the crawlspace until you get to the ladder. Hang from the ladder and shimmy left until you can backflip to the opening in front of the gate above the fallen boulder. Continue up the slope until you reach the water hole. Jump in and swim out to find yourself in the main pool area, and prepare yourself for your next challenge.

 

 

 

20:  Har-Meggido – The Serpent of the Elements: Air/Wind.

 

Still in the pool, head over to the underwater passage on the South wall. As you swim through this passage you’ll see a closed gate. Swim by this and head upwards. There are two underwater levers in the two alcoves overhead, so pull those and swim back down to find your gate open. Pull out onto dry land just as your lungs are about to burst.

 

Walk over to the gap in the wall and see an incredibly pretty area with transparent platforms in it. If you look up really high, you’ll see the second serpent far out of reach. You need to traverse the transparent platforms to get your serpent.

 

From the gap in the wall, take a standing jump to the first platform, then turn right. Take running jumps to the next three platforms and shoot a harpy. Continue taking running jumps to the platforms around the room (shooting one more harpy as you go) until it appears that you can’t go any higher.

 

There’s a ledge ahead but it’s too far to jump to. Notice the steam jet coming out from the wall on your right. Take a blind leap of faith to the steam jet and land on a slope.

 

Jump at the bottom of the slope and grab the edge of the next platform. Pull up and take a running jump to the next steam jet on the right. Once again, you’ll land on a slope. Jump at the end of the slope and grab the edge of another slope.

 

Before you slide down this one, shimmy as far left as you can go. That done, pull up and slide down. There are two slopes here – slide down both of them and jump at the end (you may need to make a slight turn in the air to the left) to land on the high platform nearby.

 

Take running jumps to the high platform to the East and from there to the steam jet ahead. Turn to face North and jump to the slope ahead. Once more, at the end of the slope jump to land on the platform in front of you (you may need to grab for this one).

 

Finally, turn to your left and do a running jump with grab to the steam jet. Pull up onto the platform and claim the second Serpent of the Elements.

 

Turn around and make your way back to the hole in the wall where you entered this area using a series of standing jumps to the platforms below, suffering some loss to health as you go. Jump into the water hole just past the entrance and keep swimming downwards until you find yourself in the main pool area, then climb out and face the scroll pedestals.

 

 

 

 

21:  Har-Meggido – The Serpent of the Elements: Ice.

 

Facing the scroll pedestals, turn left and explore the rocks around the edge of the room to find a torch near a skeleton. Light it using the small fire on the other side of the room, and then head back to the skeleton. At the end of this wall is the way to a your next serpent.

 

Jump through the gap in the wall and find yourself in a room with four large pillars in it. Past the pillars is an icy slope. It’s not just icy, it’s also deadly as you’ll find out soon enough.

 

Slide down the slope, timing jumps over (and under) the spikes. Go over the frozen pool (taking note of the skeleton beneath the ice) and find yourself in a really pretty area containing a massive iceberg. You’ll be tackling this iceberg shortly, but for now turn left and go into the room with the small pool and the unlit brazier on the wall for a secret.

 

Light the brazier and the ice will melt to fill the small pit in the ground. Jump in and swim through the icy tunnels to find yourself near the skeleton that you saw earlier beneath the ice. Pick up Secret #8 – a small medipack. Swim back out the way you came and pull up onto dry land. It’s now time to tackle that iceberg.

 

There are two ways to get to the top of the iceberg:

 

 

Method 1:

 

1.            Climb up the snow-pile on the East wall.

2.            Turn around to the West to face the cracked patch of ice.

3.            CAREFULLY jump to the flat area right next to the cracked ice.

4.            Jump over the cracked patch of ice (you’ll get spiked if you land on it).

5.            Run past or jump over the next set of spikes.

6.            Turn to face East and jump up to the flat spot above you.

7.            Jump to the flat spot just to the left and above you.

8.            Take a running jump to the second patch of cracked ice (this one is safe).

 

 

Method 2:

 

1.            Climb up the snow-pile on the East wall.

2.            Turn South and jump to the flat area nearby.

3.            Take a diagonal running jump with a very sharp turn to the right to land on a flat spot on the other side of the steep slope.

4.            Jump to the flat spot just to the left and above you.

5.            Take a running jump to the cracked patch of ice.

 

 

Whichever way you choose to do it, get to the peak of the iceberg and climb the ice wall at the top. When you pull up after climbing the ice wall, backflip to land on a flat spot.

 

Drop down into the hole on the East wall and follow the small corridor to drop into a pool. Do a safety drop from the South edge of the pool to land in the pool below. Climb out and jump to the ledge ahead. Follow the ledge around to your left and pick up a small medipack, then jump into the water below and swim into the recess on the East wall of the pool. There’s an underwater lever here which opens a gate not far behind you.

 

Pull the underwater lever, then roll and swim forward, aiming for the gate ahead and to the right of you. It’s timed, so you have to be quick. Once you’re inside the gate, keep the wall close to your left to avoid being pulled into the spike trap nearby.

 

Follow the underwater tunnel and avoid the three white patches of cracked ice as these are also spike traps. Once you’ve passed these, pull the underwater lever on the left in the next room, and swim out through the tunnel behind you.

 

You are now underneath the ice. Pick up the third Serpent of the Elements just as you are about to run out of air. As you pick up the serpent, the ice above you shatters and you can surface to fill your aching lungs with oxygen.

 

Climb out onto the flat spot on the iceberg and make your way back to the room with the small frozen pool in it, at the foot of the spiked slope where you entered this area. To the right of the slope there is a crawlspace. Proceed through the crawlspace and jump into the water hole. The current will take you to a place where you can climb out. Follow the short crawlspace nearby and drop down into the room with the four pillars. From here, turn around and head back out to the area containing the scroll pedestals.

 

 

 

22:  Har-Meggido – The Serpent of the Elements: Fire.

 

Only one serpent left to find now. Go through the hole in the South wall (on the right of the scroll pedestals). You’ll come to a room with three exits, all overlooking a vast lava pool. Through the exit on the left you can spy a rope.

 

Jump onto the rope and then turn around to face the central pillar. Line up so that you are aiming for the small water hole on the left. Let Lara drop off the rope just before she gets to the top of her swing to land in the water, then climb out and head around the corner to the switch. This would be a good place to save your game. Pulling the switch triggers a particularly nasty timed sequence. Several blocks are raised in the lava and you must get across all of them and grab a rope before they sink and drop you into a fiery grave.

 

Although it is possible to complete the entire timed sequence without stopping, you do have a few seconds in which you can stop and line up on the blocks. You can do this twice. Any more than that and you just won’t make it to the other end in time, so it’s crucial that you try and clear as many as you can in one continuous run at the start. Here’s one possible way to do it:

 

1) Pull the switch, roll and run 2 steps forward.

2) Do a standing jump to the far side of the first block.

3) Take running jumps with turns in the air for positioning (no stopping) to the next two.

4) If you know you have been really quick, save your game at this point (in a different slot just in case you weren’t as quick as you thought you were!)

5) Walk to the edge of the next block, hop back and do a running jump to the one after.

6) Repeat above step for the next one.

7) Take running jumps with turns in the air to the right for the final blocks. You should land bang in the centre of the last block and be able to jump up to the rope with a few seconds to spare.

 

Your first instinct will be to swing over to the ladder on the South wall, but before you do, turn around on the rope for a secret. You will see a small area in the corner of the North wall which is filled with water instead of lava. Aim for the far-left corner of the water and jump off at the highest point of your swing. Swim down and pick up Secret # 9 - a large medipack.

 

Swim upwards, climb out of the water and go up the ladder. You’ll see that the last block you jumped to has stayed raised. Jump back to it, grab onto the rope and swing over to the other rope just in front of you. From there, swing over to the ladder on the South wall, once again letting go of the rope at the top of your swing. Catch hold of the ladder and climb up.

 

Run about two-thirds of the way across the balcony, then drop and hang. There is a ladder around here. Climb down and around the corner. When you can go no further, do a backflip with a twist in the air to grab the ladder behind you. Once more, go around the corner and backflip to land on a block.

 

There are two collapsible tiles in this room, and each one has a doorway next to it. You need to enter the one on the left first. Take a running jump to the pole in the middle of the lava and climb up a short way. Manoeuvre Lara so that she has her back to the tile on the left. Do a backflip with a twist in the air to land on the tile, then turn and jump into the doorway before the tile collapses beneath you.

 

Pick up a small medipack from the floor, then return to the doorway and look up. Monkey bars! Swing across to the doorway opposite and find yourself in a room with three floor levers. The objective is to pull the levers to turn off the flames on the walkway in the next area. If you step on the black grate just in front of the levers, a camera shows you the next area and you can see whether or not you got the combination right.

 

The combination, for those who would rather know straight away, is simple. You just need to pull the right lever and the middle lever (in that order).

 

Go back to the doorway and drop onto the tile below. Quickly turn to your right and jump to the wall before the tile collapses beneath you.

 

With the fires on the walkway now extinguished, you can proceed along it until you get to the end. At this point the camera angle changes. Jump up and forward to grab hold of the monkey bars above you and make your way over to the fiery pillar ahead.

 

When you can go no further, drop off and pick up your final Serpent of the Elements. As you do this, the fire inside the pillar goes out. Step into the pillar and you will be transported back to where you first started this level. Continue straight ahead and you will find yourself back in the room with the scroll pedestals.

 

 

 

23:  Har-Meggido – Getting your final Invocation Scroll.

 

With your back to the scroll pedestals you can see the receptacles for your four serpents on the wall just over the pool. Head over there and place your serpents to open the gate between them. Down the stairs your final scroll is in plain sight – but it’s not such a simple job to get it.

 

Walk down to your scroll and notice that you can’t pick it up because you’re blocked by an invisible barrier. Look above you and you notice see a hole in the ceiling with a rope descending from it, a very long way up - so you know that you must find a way to get higher somehow.

 

Turn around to face the entrance to this area and spy a ladder just above the doorway. Climb up into the cave above, turn around, and head for the water. Once you’re in the water, look around you for a ledge. Climb out and jump across the small water channel to pick up the large medipack lying near the skeleton.

 

Jump to the nearby rope and slide down all the way to the bottom. Your scroll is directly below you. Drop off the rope. It’s still a very long way down and you will lose some health in the process. Pick up your final Invocation Scroll. A stone lowers to reveal the words “Find salvation in the sign of life”.

 

As you walk forward to leave this area, the camera shows that the spike trap guarding the scroll pedestals has been triggered and is now safe. You, however are not. Your journey back to the scroll pedestals has become a dangerous one, because your path is now beset with spikes, fire and wraiths.

 

Exit this area as quickly as you can and jump into the pool to get rid of the wraiths. With that done, it’s finally time for you to place your scrolls.

 

 

 

24:  Har-Meggido – The final battle.

 

Place your scrolls and then wonder what on earth is coming next as the walls of the surrounding cage crash down around you. A door opens in the wall and you’re faced with Seth. To make matters worse, he looks pretty angry. (Doesn’t he always?)

 

You have to survive Seth’s firebolts, which is bad enough. Even worse, you have to do this whilst you’re working out a moveable block puzzle. Argh! Let’s just hope you saved some medipacks for this bit! (If you run short of these, there are two small medipacks in the water).

 

The solution to the puzzle is below (incidentally it is best if you leave the Fire block till last. When you start this puzzle, the fire block is directly in front of Seth and it seems to block him in, preventing him from making your life even more miserable by coming after you).

 

As you’re facing Seth:

 

1.            First left:  Fire block (the red, orange and blue one).

2.            Second left:  Air block (the transparent one).

3.            First right:  Water block (the icy one)

4.            Second right: Earth block (the grey one).

Once you have all your blocks in place, another block rises near the entrance to this room. Jump on this block and climb the ladder above the entrance, then backflip to land on the ledge above. Woohoo! Lara is electric! Jump back down the way you came and notice that the block in front of Seth has lowered to reveal an Ankh.

 

Grab the Ankh and run past Seth, going over the collapsible tiles and jumping to grab the ladder on the wall at the end. Pull up into a cave. Climb up in the North corner and enter another cave. Climb up in the East corner of this cave and enjoy the beautiful camera shot which shows Lara’s way out of Har-Meggido.

 

 

 

25:  Looting Time.

 

Using Larson’s Key which you picked up many moons ago in the Ararat levels, open the door. If you have got this far you will be an expert explorer by now. As such, this section of the walkthrough does not tell you exactly how to get to each location. It merely tells you in which rooms the remaining 14 secrets are hidden.

 

(If you didn’t get Larson’s Key, turn around and go out of the Exit door and into the street. The game will end for you here).

 

 

List of Secrets in Larson’s House:

 

1.            The box of cookies is in the dining room behind the left banner.

2.            The box of coffee is in the kitchen behind a pushable furniture block.

3.            One armour leg is in the green cellar in the heating room behind a pushable rack.

4.            For the breast part shoot at the little fuse box in the green cellar. (The explosion also   causes the bathroom door to open).

5.            There’s a golden skull in the scorpion terrarium - reachable through the curtain.

6.            There’s a golden skull in the shark aquarium - through the curtain behind the stairs.

7.            Your first creepy mask is also in the shark aquarium.

8.            The other armour leg is in the blue cellar (through the bathroom) in the biggest crate room. Climb up and shimmy round some crates in the corner.

9.            The armour arm is freed from its box when you light the chimney coals with the torch.

10.          The second creepy mask is in the greenhouse (push the lantern to open the door).

11.          Now for the most complicated item: the scarab trinket. it's in the library, reachable from the beam that starts in the lumber room with the rope. Swing up and crawl all the way along the beam (in the other two rooms there are only superfluous goodies). Drop into the last room - the library - and open the door from inside with a button. See the chimney that cries for fire! In the green cellar you can find a torch in the biggest crate room. Shooting the fuse case in the kitchen lights the chimney there. Light the coals in the library with the torch. This makes the trinket visible in the middle of the library.

12.          Pyramid shaped thingy - bedroom right from the entrance, soft blue light. The key for the bedroom is behind the right banner.

13.          Emerald lizard – bathroom. Check reflections in mirrors.

14.          Clockwork beetle: in Larson's office behind a pushable furniture block.

 

Check Larson’s desk for a complete treasure listing. (Also check the walls of his office for some great references to other custom levels!)

 

Exit Larson’s office and go into the street. A camera shows that Larson isn’t dead after all and is on his way back home. Meanwhile, Lara escapes with a full backpack and the game ends.