TROGLODYTE TECHNOLOGY, Part 1

Levels by Leroy Perkins

Walkthrough provided by Michael Motley (except for the first level, which was written by Phil Lambeth with the invaluable assistance of Val). The locations of the secrets for the second level were also provided by Michael Motley and Val.

This walkthrough covers the full version of Troglodyte Technology, Part 1. If you're playing the demo version, that's essentially the same as the second level covered in this walkthrough, named Museum Caper.

TOMB RAIDERS' CAMP

Lara slides down a short ramp into a cave. A dog howls in the distance. Run down the passageway until you reach an opening leading to a larger area down below. Shoot a couple of dogs from your position of safety, then hop down to the lower cavern. Make a hairpin turn to the left and enter a narrow passageway to your left. Shoot the scorpion that crawls forward to greet you, then continue forward and run up the slight ramp to your right as ominous music plays. Enter the small room on your right and pick up the various goodies sprinkled around the central pillar--some revolver ammo and five stashes of uzi ammo (and prepare to shoot another dog that sneaks quietly around the pillar).

Return to the larger cavern area and climb over the short ledge to your left. Explore this area and note the sleeping dog beyond the sagebrush. One way to awaken it is by returning to the short ledge and jumping from there to the sandy ramp that winds around the thick support of a rock bridge. However, there's nothing to do when you get there, so you might as well hop back down and dispose of the dog. Back on the cavern floor, run toward the SE corner and locate the ramp leading up to the north. Climb up onto the block at the end and pick up two stashes of uzi ammo. Jump back to the ground and take care of another scorpion, then run back to the base of the ramp and find the adjacent climbable wall.

Climb to the top of the pillar, where you hear more ominous music as you look around and find you have access to the rock bridge. Hop across and work your way along in a counterclockwise direction until you reach a small medi-pack at the end. Then go in the other direction along a much longer path until you slide down a slope and find you cannot make further progress. Drop to the canyon floor and locate the nearby flares and uzi ammo. Another scorpion crawls out, so dispose of it. Get back onto the ramp, at the spot where you picked up the flares, and return to the rock bridge. However, before making the left turn at the south wall, locate the climbable wall in the corner and back flip into an alcove. Turn around and pick up the Golden Rose for SECRET #1.

Drop back down to the ramp and continue toward the rock bridge. You have to make two standing jumps to clear the slopes against the south wall; note the opening ahead and below into an area you can't access from here. Continue north along the rock bridge until you reach a squarish outcropping to the right. Turn to the right here and locate the sloped pillar just beneath another section of the rock bridge. Don't try to reach the top of the pillar by jumping to it squarely, as you'll grab the edge of the rock bridge when you hit the action key. Rather, sidestep to the left onto the level section of the rock bridge so you can make an angled running jump over to the pillar. Hit the action key at the last instant to land safely atop the pillar. Now turn left and walk toward the purplish central column to the north. Jump up to grab the rock surface and monkeyswing forward, making a dogleg turn to the left and then back to the right. When you reach the left side of the central column, drop and immediately grab the crack in the column. Shimmy to the left and around the corner, and pull up into the alcove.

Turn left and make a running jump and grab to the ledge jutting out from the north wall. Pull up to the sound of some "you done good" music and run forward into the rocky corridor. At the end, turn around and hop back to grab the edge. Shimmy to your left until you reach another alcove. Pull up and turn around. Take a running jump with a midair swerve to the left to land on a ledge. Draw your pistols and shoot the bat, then jump to the east ledge. Turn right and go through another rocky corridor to an apparent dead end. However, there's a crawl space up to your right, so get inside and prepare to shoot another bat when you make a turn to the left. Lower yourself down the other side and turn around. Run through the rocky corridor until you reach the first signs of civilization.

Run all the way around the fenced compound, and you'll come to a SE opening in the canyon wall. Go on inside until you reach a pit, where you appear to be stymied for a while. You can't reach the ledge across the way with a running jump and grab, and if you drop down into the pit (where two scorpions lie in wait) you can't find a way to pull up or jump out. But if you walk onto the highest point of the sloped rock in the SE corner and face the west wall, you can take a standing jump and grab a well-hidden crack in the wall. Shimmy to the right and around the corner until you can pull up into the far side of the tunnel.

Follow until you slide down a short slope into an open-air section. Jump onto the block and vault into the opening, and you'll find yourself overlooking the compound below. Turn to your left, vault up onto the metal block and use the ZIP line to gain access to the inside of the compound. You'll awaken a sleeping dog and alert a couple of thugs, so make short work of them. Pick up the small medi-pack and the uzi ammo dropped by the thugs, then pull the switch in the NW corner to open the gates. Enter the open doorway to the east and crawl up onto one of the crates for two stashes of uzi ammo. Lower yourself down on the other side and pick up the flares, then push the nearby button and you'll hear the sound of a trapdoor opening in the adjacent room.

Crawl back over the crate and go outside through the open gates. Run back around the periphery of the compound and return to the ZIP line, using the same route previously described. Take the ride down as before, but this time release just as you reach the crest of the roof, and your momentum will take you through the open trapdoor and into the room you couldn't access earlier. Reverse roll, step forward to climb up onto the crate, and pick up two stashes of uzi ammo. Then hop forward and pick up the large medi-pack. Push the button to open the door in the next room, then return to the trapdoor and jump/grab/pull up from the left side onto the roof.

Run to the other side of the roof and hop over to the roof of the building west for another large medi-pack. Return to the first roof and from the SW corner take an angled running jump to your left to the higher portion of the roof of the building west. Run to the far end and pick up the uzis. Get back down to the ground and enter the building east. Crawl over the crate and go through the open doorway into the next area.

You need a key to open the door to the building directly ahead, so run diagonally to the right and enter the south building with weapons drawn. Shoot the thug and pick up the uzi ammo he drops. Go around the corner to your right, past the garage where the Jeep is parked, and pick up the storage shed key lying on the floor in front of the cabinets. Another thug appears out of nowhere to protest your thievery, so reverse roll while drawing weapons and take care of him. Relieve him of his small medi-pack, then go back to the doorway where you entered this building and throw the nearby switch to open the gate in the SE corner of the compound.

Go outside and use your key to open the door to the building east. Inside, you'll find two stashes of uzi ammo on the crate, the AK-47 in the SW corner, three stashes of uzi ammo in the NW corner and a small medi-pack to the left of the shelves. A scorpion comes in to investigate, so after eliminating it search the right portion of the shelves for the dynamite. A cut scene shows a door opening elsewhere and a thug coming out to track you down. Wait patiently for the thug to arrive, then shoot him dead and take his uzi ammo.

Now compare the items on the two sets of shelves, and you'll that in the left section, on the second shelf from the top, there's a box in the middle that's not found in the right section. Position yourself in front of it (you lose camera control here), draw your uzis and jump up while shooting continuously so that the box is shattered. Step forward and take the garage fuse, then return to the building south. Go into the garage and place the fuse in the panel in front of the Jeep to open the garage door.

Don't check out your new set of wheels quite yet. Go outside and shoot the dog, and you'll see a thug roaming about in the adjacent courtyard. Use the open gates to go meet him, and be sure to take his uzi ammo after he's dead. Enter the building south (where you first arrived via the ZIP line) through the now open door. Down the hall ahead is a closed door, so go up the stairs to your right. Action music signals a need to get out those uzis. Kill the dog and the thug that charge down the stairs toward you. Pause to pick up the thug's small medi-pack, then continue around the corner and down into the pool room where three more thugs await you. Pick up the uzi ammo and the Jeep key they drop. Before leaving, note the slope near the SW corner that you can't access on foot, so you know the first thing you need to do with the Jeep.

Go back to the Jeep, use the key to start it and drive it back to this room, shattering a door post here and there along the way. Drive up the SW ramp into the next room. You can see the Gold Rose lying on the floor, but position the Jeep so that it's headed back up the ramp before you get out. Then pick up the rose for SECRET #2. Get back into the Jeep and drive it outside this building into the little courtyard. Get out and run into the short alley that separates the south and east buildings. See that little black line on the ground? Place the dynamite at the open end (away from the building) by hitting the action key (rather than by trying to "use" the dynamite, as Lara will always reply by saying "no"). A cut scene shows another thug being released to give chase. Shoot him upon arrival and take his uzi ammo.

Run back into the building south and go down the hallway ahead. The door at the end is now open, so enter the next room, pick up the flares and throw the wall switch to detonate the dynamite stick you placed outside. Go there and find the hole you've blasted in the rock face. Take note of the nearby flames, as you'll make use of them later. You can go on inside and look around on foot if you like, but you won't find anything of any value and you'll soon come to a steep ramp that Lara can't access.

Go back to the Jeep and drive it into this cavern. Maneuver it onto a narrow rock pathway, being careful to avoid a hole in the nearby corner, and drive along the pathway a short distance until you reach a steep ramp to your right. Drive up the ramp and follow the passageway, avoiding the potholes and steep dropoffs, until you eventually reach an underground lake. Get out of the Jeep and jump into the water. Swim through the small opening to the north, and follow until you reach an open area where you can surface for air. Pull up into a new area of the cavern and locate the hole in a side alley near the NW corner of the cavern.

Drop down into the hole and wade to the other side of the V-shaped pool and climb out. Locate the nearby tunnel and proceed until you come to a pushblock that blocks your path. Pull it once toward you, and you'll hear the sound of something heavy dropping with a thud. Turn around and go back to the water. There's no place to pull out on the other side, so you'll have to make an angled running jump to the right to get back underneath the hole. Stand at the edge of the water, facing south, and jump up to grab the edge of the hole. Pull up into the higher cavern and run across to the east wall. The noise you heard earlier was a block being lowered in the wall, so pull up into the opening and slide down into the next room.

Go across to the NE corner and pull up into the opening. Slide down into still another room, then make a wide hairpin turn to the right around the corner and turn left when you reach the west wall. Jump up onto the rocky path overlooking the water, to which you'll be bringing the Jeep in a minute. Angle slightly to the left and jump down onto dry land, and run forward back to the Jeep. Get in and drive it back over the rocky path to the other side, and up the slope you just now slid down from. You'll drop down into the small room, so continue forward and drive up the ramp in the west wall. In the next room, turn left to head south, and follow the path along a series of twists and turns until you negotiate a particularly nasty upward turn to the right. There's a gap ahead, so back up here (using the ?/ key to put the Jeep in reverse) to give yourself as much gunnin' room as possible. Then drive forward at full speed to clear the gap, but be ready to make a sharp turn to your left on the other side.

Before continuing along the path, however, get out of the Jeep just beyond the gap. Walk back to the NW corner of the path and face north. You can see the glint of gold in the wall, so take a running jump and grab toward it. Shimmy to the left, if necessary, in order to get into the crawlspace. Crawl forward and pick up the Golden Rose for SECRET #3, then crawl back out, lower Lara down to grab the crack in the wall, and shimmy to the right and around the corner until you reach the path. Pull up, run back to the Jeep and get in.

Continue along the path until you reach a wide, steep ramp. Be sure to drive up on the right side, as a boulder comes crashing down from your left. Turn to the right at the top of the ramp and keep following your nose. When you come to a downward-slanting section, be sure to gun your engine on the way down to clear another gap. You'll next come to a stretch of bumpy road which, other than being annoying, poses no special danger. When you get to smooth pavement again, look out for another gap ahead; and when you get beyond that, drive this time on the left side to avoid another boulder that rolls down from ahead. There are no further hazards in this underground race track, so continue driving with confidence until you emerge in an open area where you began this level.

Turn the Jeep to the left and into the larger canyon area with the rock bridge you navigated earlier on foot. Locate the winding ramp that goes around the thick central column, where you woke up the sleeping dog much earlier, and drive the Jeep in a tight counterclockwise circle until you reach the rock bridge. You now need to negotiate the treacherous gaps and turns that were much easier to accomplish when you were on foot. When you get to the other side of the rock bridge, simply drive down into the area where you found the first Golden Rose, drop down to the canyon floor and drive up the east ramp to enter a new area (the area you got a brief glimpse of earlier).

Drive forward into this underground area, but be careful when you reach the section where the roadway begins to slant. A pool filled with some deadly liquid awaits you down below if you should slip and fall in. After you've wound your way around it, you'll come to a flat surface with a ramp leading down to your left. Drive on down, but stop before you get to the little creek. It seems like such an insignificant obstacle, but you'll discover to your sorrow that trying to drive through it means instant death. All is not lost, however. If you'll get out of the Jeep and climb up onto the nearby rock bridge, you'll see another one of those black lines that seem to trigger your destructive instincts. You'll also find a torch on the steps that lead down from the other side of the rock bridge, but don't pick it up yet.

Go back to the black line, stand at its end and hit the action key to place a dynamite stick there. Immediately side flip to avoid the boulder that rolls down toward you. Did you hear that noise when the boulder came to rest? Sure enough, a hole has been knocked in the wall at the end of the rock bridge. Go get the torch and go through the new opening. Turn left as you enter, as there's a deep hole straight ahead. Go right at the juncture and take standing jumps over two gaps. Turn left and take another standing jump over the next gap. But instead of jumping over the next gap ahead, simply drop down into it and turn left, then right into a dark tunnel, another right and hop down into some shallow water. Go left and then left again up a slight ramp, and turn right and take a standing jump up into the larger cavern area.

Run ahead to the north through the opening, and wind your way back to the compound area and the fire at the mouth of the tunnel. Save your game here, as lighting the torch is a fairly tricky business. You need to get Lara into the NW corner of the depression next to the wall and carefully turn her to face the flames. Light the torch and turn around, facing away from the flames, and run to safety.

Now retrace your steps with the lit torch back to the large cavern. You need to take a different route back to the Jeep, so don't drop down into the hole in the SW corner. Instead, locate the nearby opening in the south wall and toss the torch inside. Go on in with weapons drawn to alert and shoot four bats in the tunnel ahead. When that's done, go back and retrieve your torch. Hop up into the tunnel, and at the top turn to your right and hop over two gaps. Turn left and hop over another gap. There's a low ceiling ahead, so throw the torch across the gap (by hitting the space bar) and then jump across and use the action key to clear the low ceiling. Pick up the torch and continue left around the corner and back again to the right to return to the rock bridge.

Run around the boulder and across the bridge and turn left into the alcove. Light the end of the black line and watch a long and tantalizing cutscene that doesn't actually show you what's taking place when the dynamite is detonated. When control is restored, run back to find that a section of the rock bridge has collapsed, giving you a convenient passage across the creek with the Jeep.

Return to the jeep and drive it over the section of rock bridge that's now in the creek. Keep going forward, up the slope and around a slanted section of roadway, until you emerge through an opening into an outside area with a large pyramid-topped building before you. Turn the Jeep to the left and note the slope leading up to your left. However, stop the Jeep here and get out. Run along the wide pathway and around the turn to your right until you reach the end. Look down to your right and locate the squared-off depression in the sloped wall face that you can hop down to. Do so and face the building. Take a running jump across the gap and grab the roof. You'll be returning to this area in a minute, but for now just shimmy left and around the corner, and keep going until you reach the SE corner of the building. Pull up, climb up onto the block ahead and take the Golden Rose for SECRET #4.

Hop down, jump back to grab the edge of the roof, and shimmy back to the right until you reach the original NE corner. Continue shimmying around the corner, and drop down from the north face and immediately grab the crack below. Shimmy back to your left, around the corner, until you're almost back at the SE corner. Pull up into the opening when you're able, and enter the building to a strand of heroic music. Turn right and locate the hole in the floor. Drop down to find yourself in a room with collapsible tiles and deadly spikes beneath several of them. Step forward onto the first such tile, drop safely to the floor below, and pick up the uzi ammo. Then climb back up on either side and angle Lara toward the collapsible tile in the center. Take two steps back from the corner, then take a standing jump to the center tile and a running jump from there to a safe tile against the opposite wall.

Walk across all the remaining collapsible tiles, taking refuge on an adjacent safe tile as you do so. When done, hop down into the spikeless areas and pick up two stashes of uzi ammo and a large medi-pack. Then hop down into the hole in the SE corner and use the crawlspace to access a new room. Go to the opening overlooking the rock face outside, and take a running jump with grab so you'll slide down the wall and grab an invisible crack. There's a ledge directly beneath you, so you can simply safety drop from here at the cost of a little bit of health.

Hop down to the ground and run around to the south side of the building where you'll find the entrance. Go inside and turn right (in the other direction, spikes block your path), then left and then left again until you reach a brown slope in the wall. Stand facing west in the NW corner and use the action and up arrow keys to make Lara pull up to the ledge above. Turn around, jump over the gap and continue around the corner for a large medi-pack. Turn around and go back, jumping back across to the outer ledge. Look down and locate the spikes in the trench below, then line Lara up so she can take a standing jump over the spikes to grab a crawlspace in the wall. Pull up and lower Lara down the other side and use the ladder in the corner to access the room below.

When you reach the bottom, go down the ramp on either side and shoot the thug. Pick up the Tomb Raider's Note he drops and read it: "With all the new interest in Troglodytes, museums are paying good money for artifacts. So grab everything that's not nailed down." Speaking of artifacts, go through the archway and note the receptacle beneath the torch for an artifact that you won't be able to grab until you get to the next level.

Return to the ladder and climb back up. When you get to the top rung, take a rolling back flip and grab the crawlspace. Shimmy to the right, around the corner, then pull up and lower Lara down the other side. Drop to the floor below, at the point where you entered this building. Return to the brown slope around the corner and pull back up to the ledge. Turn left and climb up the blocks into an unfinished room. Go to the SW corner and turn around to locate the crawlspace above. Pull up and crawl forward until you spook a bat, then calmly pull up into a crouched position, draw weapons and dispose of it. Continue crawling forward until you can stand, then turn right and vault up to the ramp, run forward and pull up into the next room. A door opens conveniently to your left.

Before continuing, turn around and note the receptacle in the NW corner for a second artifact that you won't get until you visit the next level. Now go through the open doorway into a hallway similar to the one you've already seen. Go to the opening leading outside and take a running jump and grab to the crawlspace in the wall. Pull inside, then crawl forward one time and immediately draw weapons to shoot the scorpion. When you can stand up, run up the ramp and continue until you reach a deep pit that's impossible to jump over.

Sidestep to the right, turn around and drop down to a triangular ledge in the NW corner. Turn around and sidestep a little to your left to give you some additional running room, then take a running jump across the pit to another triangular ledge on the other side. Pull up and shoot the scorpion, then continue up the ramp to the west until you reach another pit. Take a running jump to the pillar against the north wall, then take an angled standing jump from there to grab the crack in the north wall. A bat attacks, but there's not a doggoned thing you can do about it as you shimmy to the left as far as you can go. Lara will find a ladder and get her feet set, so you can either climb quickly down into the darkness and take care of that bat, or back flip from the crack to the pillar behind and accomplish the same thing. (There's nothing of interest down there on the cave floor.)

In either event, get to the second pillar and take an angled standing jump to the NW to the next pillar slightly below you. Turn toward the west wall and take a standing jump into the opening. Step forward and slide down to the roadway you earlier drove up, and hike it on up until you get back to the Jeep. Get inside and drive it up the ramp to your left into an area laden with tumbleweeds. Run over the thug, then get out of the Jeep to pick up his small medi-pack. There's a central pit filled with deadly liquid, so avoid it. Note the statuesque thugs supposedly on guard duty atop the wooden structure. Ram the supports with the Jeep to wake them up, then casually run over them and stop to take their goodies: another small medi-pack and some uzi ammo.

Continue along, run over another thug and his dog, then stop to take the thug's uzi ammo. Keep on going, yet another thug and one more on elevated guard duty. Take the uzi ammo and large medi-pack and move on. You'll soon come across a small medi-pack and two stashes of uzi ammo just lying in the road. Stop to pick it up, then drive on until you reach the underground cavern. Turn left at the end and drive up the slope as you did earlier, being sure to avoid the hole in the SW corner. Drive up the steep ramp to your right as before and take the long, circuitous route back (as described earlier) to the outdoor area near where you began this level.

Park the Jeep, get out and run to the opening in the NW corner. Climb up inside and run down the tunnel to your left until you hit the warp trigger that takes you to the next level.

MUSEUM CAPER

Follow the passage to a courtyard with a horse on a statue. Climb onto the statue and jump and grab the crack in the wall behind it. Shimmy left and climb onto the building. Shoot the barricades. Jump into the single width opening and open the door with the lever. Climb the ladder and back jump with a roll and then grab at the last second to get the crack. Shimmy right and climb up. LEAVE THE SWITCH ALONE for right now. In the NW corner of the room is an opening with a pullable block. Pull it out of the opening and into the SW corner of the room. Go up and flip the switch and return to the block and push it once into the corner where it's even with the ledge in front of it (and occupying the space where you lowered another block with the switch). Return and flip the switch again to raise the previous block, and go back to pull the moveable block to the other end of the ledge. Go down to the ground and jump and grab the block (which has a climbing surface) and pull up to the ledge. Follow the passage around and ignore the switch on the wall for now and continue to follow down the ramps to a door with a switch. Push the switch and exit the red building, grabbing the Copper Fragment (in the demo version it's uzi ammo instead) from the podium on the way out.

Go into the arched doorway and follow the passage until you reach an intersection. Look up and you’ll see a ladder to climb, which is the next destination. Climb it and follow the passage to a room with a big pit. Jump across the right side and follow the passage to a switch to push. Push it and return to the pit. Drop down into the pit and climb the ladder to the midway point and shimmy around to the middle of the other side. Backflip with a roll and grab to throw the jump switch.

Exit the way you came in and return to the fountain area. Go into the left side of the building with all the archways. (This is the museum building itself.) Enter the Egyption area and go in the left passage. Get the ammo out of the sarcophagus and go into the passage in the SE side of the room. Shoot the vase on the ledge and monkey swing to the opening. Drop and grab and pull up and enter the passage. Shoot the vase for some uzi ammo and flip the switch to open the door.

Go in and pull/push the block with the horizontal lines onto the grey square in the same room to raise a block in the next room. Go into the room and shoot the guard and climb onto the block and pull the jumpswitch. In the first room on one of the crates and behind one of the crates in the second room is some more uzi ammo. Go through the door and flip the switch in the passage. Return via the monkey swing to the museum. Before leaving, you can run around the perimeter of the museum and get the ornate handle out of the sarcophagus and an uzi in another and kill a guard. You might get familiar with the interior of the museum, as you'll need to return later.

Exit the museum and enter the red building and go up the rampway passage and return to the top and enter the door you opened with the previous switch. Follow the passage and jump onto the second floor of the museum. Flip the switch on the south side and go to the north side and grab the poison arrows and jump onto the white balcony and ignore the open doorway for right now. Jump from here onto the roof next to it and get the laser sight from the pool. Take note of the view you get on the way to the pool. You must later shoot the lock in the passage there from the balcony across the way with the switch we ignored earlier.

Return to the white balcony and enter the door. Climb down the ladder and shimmy left on the climbable wall. Flip the little switch to open the gate and flip the switch behind it and then flip the little switch again. Jump to the ladder you just lowered and enter the doorway behind the climbable wall. Flip the switch a second time to raise the ladder and climb it and jump onto the ledge where you will find the Other [Copper] Fragment (in the demo version you'll find a blue gem here) and more uzi ammo. Go back down the ladder and flip the switch a third time. Go across the ladder and drop down onto the ledge below it and monkey swing across and exit the area to another area with a pool. Flip the switch on the wall to open the large gates.

Before exploring this area, return to the piano room and drop down to the floor. Flip both switches in here and exit and go to the area we were just at and go to the building with the arches. On the west side is a passage to enter. Follow it and pass the crawlspace. Around the corner is a ledge to jump onto. Back up under the low ceiling and jump onto the sloping block and jump and grab the next one. Drop down onto the next block and run jump across the gap and follow the passage to another switch which opens a door at the start.

Now return to the museum and go out the front door (facing the courtyard with the fountain). Turn left and run past the columns until you reach the other side. Locate the ladder, climb it and get the key. Note the wraith-killing bird statue for later. Go back to the museum, enter the Aviation section and use the key in the door at the bottom of the stairs to reach an airplane in a hanger. Push the button on the east wall and open the door and follow to another door and open it and shoot the guard. Open the right door on the east wall and push the button to flush the toilet. (This pushes the security pass out into the sewer you will enter later, and it also allows access to a secret in the room with the push block puzzle where you began this level.) There's some uzi ammo on top of a wall between the stalls. Return to the hanger and shoot another guard and go the doorway on the opposite side and climb onto the box in the left corner. Turn around and pull up into the room with the boxes. Drop and shimmy to the ledge you can climb onto.

Climb onto the box and turn around and jump forward and grab the monkey swing and swing until you drop onto the plane. Go to the end of the left wing and do a run jump and grab and pull the jump switch. This moves a block out of the wall which you will go to later. Return to the top of the plane. Jump from the plane's body to the crack on the east wall. Ignore the jump switch near the left corner for now and shimmy either left or right into the room with more boxes. In this room is some flares and uzi ammo on top of a couple boxes and a sarcophagus with the head for the handle we got earlier. Picking it up releases a white spirit that does damage when it touches you.

You can either flip the jump switch we just ignored, or run back to the bird statue to kill the ghost and then return to do the switch with less pressure on you. After that, return to the museum and enter the Egypt area and stay on the right wall and eventually you will find the place to use the combined handle and head. Use it and another spirit chases you, so return to the bird statue to kill it and go back to the museum and get the crossbow from the room with the model of the pyramids. (Now you see why I said to get familiar with the museum.)

Exit once again and go into the red building and run around to the ledge next to the one with the switch. Jump to the second floor of the museum again and shoot the lock far across in the west wall that we saw earlier with the crossbow/sight combined (using the crouch key to zoom in as necessary).

Turn around and take a running jump back to the previous balcony. Run forward and continue through the open door. Make a horseshoe turn to the right and through the next open door, and continue all the way around until you reach the room with the earlier block puzzle. Go into the passage from which you first pulled the block, and you'll see that a block has been lowered to open up a passageway. Turn left at the end and pull up into the alcove for a golden rose and SECRET #5.

Drop down over the N wall of this room into the little courtyard with the ladder. Exit through the open door and go back to where the horse statue was, shoot the guard (collect his ammo) and jump to the crack and shimmy to the roof. Instead of jumping into the passage like earlier, we're going to jump E onto the right side of the roof with the now open gold door on it. Enter the door and climb the pole and enter the crawlspace above the pole and drop down into the room and get the Archway Key and do the jumpswitch in the corner. A cutscene shows a door opening in an underwater area.

Return to the area with the horse statue in the fountain (down the purple staircase) and use the Archway Key in the lock on the right side of the grey building with all the arches. Shoot the guard. At the bottom of the stairs is some revolver ammo and up top explosive crossbow ammo. Jump to the E ledge from the stairs and jump across to the big balcony and finally to the little balcony and throw the switch. Return to the big balcony and on the platform is a healthpack. Enter the doorway here and throw the jumpswitch, freezing the fountain and triggering a nice flyby. On the far side of the statue is a place to put the copper artifact (or the gem if you're playing the demo version) which is what you're gonna do now. Combine the two copper fragments to form the Copper Square and use it to trigger a cut scene showing a door opening in another underwater area.

Now go to the other fountain area, going back through the gate in the SW corner and up the purple stairs to the left. Shoot an explosive arrow into the closed door in the pool to shatter a barrier just beyond it, and go up to the switch on the balcony via the red building (the one you bypassed earlier, remember?). You may want to save here. Push the switch and immediately jump backwards; and when you land in the water to douse the unavoidable flames, roll and swim into the timed doorway. Swim around the corner and pull the lever and sit still a second (remember the bug I told you about) and the door by you will open. Swim in and get the Token and then exit the pool. (The gate ahead will re-open for you.)

Go back into the museum and into the hanger, shooting the guard on your way down the stairs, and use the token to start the plane's left engine, opening a door above the block that emerged from the wall. Enter the opening you just opened and climb up the ladder. Follow the passage and drop down onto the airplane to fall through the roof and land inside. Surface and proceed to the front of the plane and stand in the little indent. Dive and hit action to pull the lever (to start the right engine and open another facing door) and then crawl to the depression and drop down to the ground. Crawl back to the first opening and this time climb down the ladder.

Emerge into an area with water in the middle. Keep going around the perimeter by jumping across to the opposite ledge, when a wall or some other obstruction is in the way, to eventually find a wall switch which you pull. Along the way, locate the opening in the ceiling of the NW corner and use the winding crawl spaces until you can drop down into a corridor leading to a Golden Rose and SECRET #6. There's also in this area a passage leading to some flares; but when you pick them up fire comes out of the wall and sets you on fire, so you would probably be better off ignoring them. Return the same way you came and resume your trek along the canal walkway.

Anyway, after pulling the wall switch (which opens a trapdoor in the floor of the canal back in the direction from which you came) you can finally go for a swim and enter the trapdoor opening. Swim straight ahead and you will see the security pass which you can't get right now, but follow the current and swim up into the opening you will come to. Pull the switch to slow the current. Return to the water and swim south and get picked up again by the current and return to the security pass which got here by you flushing the toilet in the hanger.

Swim east, then south and eventually go back to the air hole with the switch. Pull the switch again and fill your lungs with air as you're gonna need it. Swim south and when the current stops swim west and follow the long path back to an area with air you can enter. Jump and grab the ledge above you and backflip and jump to the ledge before you. Do this again and pull up and backflip to finally arrive at the top. Turn around, go through the door and shoot the guard. Flip the switch on the wall to melt the pool you froze earlier and go through the gate and down the stairs to arrive at the pool. Dive in and enter the east opening. If you go right you get a Golden Rose and SECRET #7 (AK47 ammo in the demo version); and to the left you get the crowbar.

After getting the crowbar, go back to the hanger area (through the gates and up the purple stairs until you reach the other fountain area in front of the museum) and use the security pass. Push the button in the room to your left. Kill the guard and go into the right (NE) opening you made with the propeller in the hanger. Climb the ladder and follow the tunnels to a switch. Pull it to open a trapdoor to your left that leads back to the Egyptian Adventure.

Before going there, however, turn around and use the crowbar on the nearby door. Go inside and continue until you reach an open area with a deep central pit you'll want to avoid for now. Jump over and around the pit and continue until you reach a pole. Climb up and back flip to a ledge high above the floor of the Egyptian exhibit. Take a running jump and grab to the ledge ahead. Pull up and jump across to the alcove to your right and pry off the first Black Beetle with your crowbar. Jump back to the previous ledge and repeat this procedure with the alcove to your left for another Black Beetle. (One of these is for exercise only, as both don't seem to be added to your count.) A cut scene shows another Golden Rose sitting somewhere.

Go back the way you came until you reach the deep pit. Look down to the west and you can see the Golden Rose. Jump to the small triangular ledge and walk out to its far tip (away from the wall). Turn to the corner of this room, facing almost due west. Take a standing jump forward, using the action and right arrow keys as necessary to land below on a stable surface. Turn around and jump over to the Golden Rose for SECRET #8. Drop down into the water and swim through the open trapdoor. Return to the hanger via the laborious route described earlier.

When you reach the airplane, crawl underneath it and climb up through the two openings until you're standing on top of the plane. Make your way to the rear and jump over to the area with the crates on the east side. Climb up onto the gray block and use the crowbar to open the facing door. Pick up the Golden Rose for SECRET #9.

Drop back down to the hanger floor and use the opening in front of the right propeller to return to the open trapdoor. Climb up into the glass room of the Egyptian exhibit. Pull the switch on the wall and shoot the vases to open an escape route. Exit and proceed around to the monkey swing from earlier in the level, killing a guard on the way. Swing straight across and past the way to the right and forward a bit and drop onto the block we raised just now. Do a running jump and grab to the east and pull up into the room and pry the left hand beetle off the wall. (Again, the other one doesn't add to your count.) Now you have to watch out for beetles for the rest of the level.

Jump back to the platform you raised and safety drop down and go back to the glass room and back into the area below it. Pull the switch and open the door behind you right before where you pulled up into the red room, giving you access to the final Black Beetle.

Follow the route and jump across the ledges to eventually end up above the black pyramid thing you use the beetles on. Jump to the ledge in front of you and into the opening on the right and take the beetle (unless you got it earlier as described a few paragraphs back). Drop down to the floor and exit the room and follow the passage to the left to get the third Black Beetle out of one of the openings. Continue back to the glass case and get the final Black Beetle and return to the pyramid and use the beetles to open it. Take the Winged Scarab (a pharohs knot in the demo) and you can kill the white spirit thing (with the bird statue on the other side of the museum entrance) or just ignore it. Just go back to where the level started and you've solved the level. Enter the passageway where you first came out into the courtyard with the horse on a statue, and you'll warp to the bonus level.

BONUS

Slide down the ramp and follow the passage to the room with the pools. In the passage is some ammo you can pick up. Jump and grab the ramp where the water falls into the pool and pull up. In the pool is some ammo. Do the same jump from the ledge to the water area above this one. Guess what you're doing again. The same going to the level above this one. Walk to the hole in the bars on the floor and face north and jump and grab the ladder and safety drop to the floor. In the pool is some ammo.

Climb onto the block and jump to the one with the monkey bars over it and use them to cross the room. Collect the ammo and walk around the ledge and run, jump and grab and pull up onto the ledge in the east corner of the room. Jump and pull up onto the ledge above you. Pick up the ammo and do the jump switch. Return to the ledge you used the monkey bars to get to and jump and grab the rope. Use it to jump from and grab the ledge below the waterfall on the east wall and climb through the passage.

Grab the waterskin and return to the passage you crawled through and drop into the pool. Climb out and climb onto the block and jump to the ladder you entered the room on and climb it and backflip onto the caged floor. Return to the room with the 3 pools above each other and make your way to the ground floor, filling the waterskin in one of the top two shallow pool. Use the waterskin on the scale. Jump into the pool and swim through the open door and follow the passage to get back to level 1.

TOMB RAIDERS' CAMP (revisited)

Draw weapons upon arrival and shoot the three baddies who come out to greet you. At least two of them will drop some ammo, so collect it before getting into the nearby Jeep. Drive around the central column and along the upper bridge until you reach the first secret area. Then drive up the ramp and continue until you reach the area with the huge temple in a pit. Get out of the Jeep and run along the ledge to your left until you reach the depression where you can jump over to the temple. Hang from the edge, drop and grab the crawl space, and shimmy around to your left until you reach the opening where you can pull up into the temple. Go inside and into the next room, and some "attaboy" music will tell you that you're on the right track.

Use the Winged Scarab in the receptacle to the left of the hole in the floor, and the nearby door will open. Jump over the hole into the new room and take the Troglodyte's Pillar from the pedestal.

Jump down into the hole and crawl down into the next level below. Locate the ledge over the trench with the spikes and jump over the trench and grab the gap in the wall. Crawl through to the other side and drop down into the interior of the building. Make your way down to the lowest level and locate the receptacle underneath the torch. Insert the pillar to open the door to your left, and step inside to slide down into another section of the bonus level.

BONUS

Collect the ammo lying around and enter the open door. Follow the path and slide down the ramp into a room filling with sand and spikes lowering toward you. Face the north wall and shoot the ball in the narrow slot that eventually comes down. Run to the west wall where a section of spikes raised and enter the open doorway and follow the tunnel. Under the ramps is some ammo. Enter the mouth of the statue and take the bag of sand from the pedestal and return to the room with the ramps. Use the bag of sand on the scale and go up the ramps, jumping the gap to the now open door. Enter the door and slide down the ramp to start level 3.

LOCKS TO THE UNDERWORLD

Slide down on the left or right side of the ramp and jump and grab to the ladder in front of you. Climb up about 3/4 of the way and back flip, roll and grab the ladder behind. Climb to the top and climb into the alcove on the right. Take a long running jump with a curve to the right down onto the block with the fire (it goes out as you land). Turn around and locate another block down to your left against the far wall and take a running jump with a slight curve to the right to land on it. Turn to your left and take a standing jump with grab to slide down a ramp and drop a ways into water. Swim down, get the health pack on the building and in the northwest corner of the room is a passage to swim through. Do so and emerge in a building.

There's a dog to kill and a flying glyph to kill and you can pick up ammo in the alcoves and around the room. Climb the stairs in the east alcove and kill the 2 glyphs. Around the corner is an opening you can use to jump on the roof of the building and on the southwest corner is a tricky jump to get onto the next balcony (watch your head). You have to step back a step and jump back and run and jump with action to grab the edge to pull up to. Go up the stairs in the alcove and kill 2 more glyphs. Go around and monkey swing across to the other side and kill another glyph. Run up the stairs into the next room.

Ok, now for one of the harder timed runs you will face, but it’s easy when you figure it out. Go to the east wall and stand about a step or 2 back from the raised surface on the floor, where you’ll lose camera control. You might save here, as this is still pretty tricky. You might also shoot the vases up on the south wall to give yourself more room. Step up onto the leftmost side of the platform (whereupon you hear the faint sound of the timed door opening), and in one fluid motion: Side jump left 2 times, back flip 3 times, 2 standing jumps forward onto the vase-less blocks, 2 side jumps left, one standing jump forward, two side jumps left, and three back flips (with a roll in mid-air during the third one). Run forward, and when you turn left into the corridor hit the sprint key so you’ll make it through the door before it shuts behind you. (Take a mental note of the chandelier with the fire high up on the east wall of the previous room, as you will go nuts later if you don’t remember it.)

Now for another annoying part of this level. Follow the passage into an octagonal room and go in the east door and climb into the room above it. Pull the lever and the room turns. Go through the south door into another octagonal room and go straight through. Climb up and throw the lever in this room. This time drop into the hole in the east wall and go straight through the room into another room and turn right and go to a room with what looks like a 3 (actually, it’s the Greek letter epsilon) in the floor. Go straight through the room and climb up into a room with 2 levers. Throw them both and then throw the first one again (the one nearest the hole you climbed up from). Return to the room below and go straight into the next room, hang a right and you can see a passage ahead and to your right has opened, which is where you’re going.

Pull up into the passage and follow it into a room with 3 doors. Stand by the door on the south wall and a bull will break out of a room with some ammo in it. Use the bull to break open the door on the east wall, giving you a short cut back to the octagonal rooms. Return there, hang a left in the first room and another left in the second and enter the alcove by the door. Pull the chain thing to open the nearby door, and get the bull to chase you down the ramps and get him to break the 3 eye things in the room below. In the southwest corner of the room is a block that’s been raised. Hurry to the block and climb onto it and turn to jump and grab the ledge above. The bull can get onto that block, so be quick. Jump onto the ledge on the other side of the pillar and run jump and grab and pull up onto the left side of the middle post. You can see a secret ahead, which you must ignore for now. Make your way across the room and take the star from the wall.

Return to the walkway you used to enter the bull room and enter the open doorway (or go to the bull room itself, pull up onto the walkway from the opening in the NW corner and take your first left) and go to the end and pull up onto the ledge above this one. Turn around and jump and pull up again. Turn around and do the jump switch you see (to lower the spikes protecting the secret you saw earlier) and then return to the top. Go to the end of the walkway and safety drop onto the ledge where the secret with the spikes was and pick up the Golden Rose for SECRET #10. Safety drop to the floor and go up the walkways. If you’re quick you can go to the door with the chain and trap the bull, as you don’t need to return to this area, nor do you need the bull further.

Go into the octagonal room and take the right path into the next and the left path and then another left into the room with a 3 on the floor. Go straight ahead and pull up into the room with 2 levers and open the door with the star. Now with your back to the north wall flip all 4 switches (two in each room) clockwise or just flip all 4 switches. In the room you opened with the star drop down the hole in the west wall and return to the octagonal rooms.

(LePerk: This section could be done later after the room with the puzzle piece you push through the blade traps.)

Hang a left and then a right and then go straight through the room with a 3 on the floor. Go past the boulder and climb onto the ledge in the east side of the room. Go down the stairs and you see a cut scene of 2 horsemen. Now you’ve got to take down the 2 horsemen, which isn’t easy. There’s a glitch or bug here that if you fire on them a bit and save and then load the save the horses disappear, making it much easier. Once dead, take their 2 gems and go up the ramp and place the 2 gems to open the door.

Go to the back of the room and climb onto the table behind the wall that comes to a point. Stand right at the middle and jump and pull up. Turn around and jump onto the ledge behind you. Enter the door on the right and shoot the ball in the far doorway opening the door you just passed. Ignore it and return to the room with the axes. Run and jump across the left side avoiding the axes and enter the doorway to your left. (The route across the right side of the axe-protected ledges leads to a closed door requiring a star you don’t yet have.) Go to the wall beside the door (but closer to the balcony than the door) and jump up and grab a hidden crack. Shimmy right around several corners until you get to the opening beneath you. Release and immediately grab again, and pull into the crawl space and drop down the other side to find the Golden Rose for SECRET #11.

Exit and safety drop to the floor. Run to the other side of the waterfall and go up the stairs in the north wall. Jump down into the room where the boulder is suspended to your left, and go through the NW corridor. Return to the epsilon (3) room (avoiding the bull if you didn’t trap it earlier) and go through the newly opened door. A strand of music tells you you’re on the right track. Run through the small room ahead and turn left at the wading pool. Pull up into the crawl space and turn left, then right. Drop down into the lower level and locate another pool in the SE corner. Jump into the pool and open the door in the passage, then swim through two weird shaped rooms, where you lose camera control, and get the Cog Key off the floor in the second one. Return to the room where you entered the pool.

Enter the door in the north wall and follow the passage into a room with a pool to your left. Enter the door in the west side and go up the steps and follow the passage to a room with fire above (ignoring for now the steps up to the right, which lead to a closed door). Right inside the door is a ledge you can jump up to. You’ve got to stand all the way against the wall to your left to grab it. You can get by the flames by jumping onto the ledge it comes out of and go the other side of the ledge and do a run jump from the corner to land again on the ledge. Behind the fire ledge is the second Cog Key. When you get it, a fire wraith chases you, and you’ve got to return to the room with the shallow pool to kill it.

In this room if you look up you see 2 giant cogs. You can climb up the wall behind them (one is next to the pool) and place the keys (one on either side in the south wall) to start the cogs, raising a platform below you. On the opposite side of the cogs in the NW corner is an opening to a ball to shoot to open the door beside you. Use the doorway to return to the room below. You will see where the floor raised a pool to jump into near the north wall. Swim past 2 pillars and enter the door on the right and hang a right in this room and swim past the pillar and enter the doorway to the left. Turn left and swim up through the hole in the roof.

Two monkeys attack you, but once you kill the 2 the rest are harmless. (If you do decide to kill them, you literally have an endless supply.) On the other side of the room is a ladder on the back side of a pillar you can use to climb onto the top of the pillar. Make your way across the right side of the room and pull up into the next room through the ceiling hole in the NW corner. Pull the chain, allowing you to get back to the room with the cog wheels. You might as well pull the chain at the bottom of the stairs (through the south doorway, past the earlier chain and down the stairs to the SW) and return to the cog room via the door you opened. Straight ahead is a ladder that’s tricky to grab due to some kind of bug. You can grab it by jumping straight up, if you have Laura stand at a slight angle.

In the room above, pull the chain in the SE corner and watch the flyby for a preview of what you need to do here. Shoot the monkeys if they get too frisky. Turn around and you’ll see a block with an angle and a block you can stand on. Stand with your back to the angle against the block ahead and back jump and jump and grab the platform ahead. Kill the glyph and then there’re 2 things to do at this point, using the rope.

There’s a jump switch to your left, which raises the platform by the star, which you can also get to via the rope. Then go back and use the rope to land on the near platform ahead and climb up the chain. Back flip off the chain to the platform behind you. Make your way to the other side of the room and kill another glyph and then get onto the block ahead and then jump from there to the ledge with the puzzle piece. Push it forward one square and jump back to avoid the blades. Push the puzzle piece onto the white square and do a back flip to avoid the next set of blades. Push the puzzle piece forward again to the white square and hop back (not using jump) and then duck to avoid the blades that drop. Push the puzzle piece forward all the way to the end now. Safety drop down to the floor and pull the chain again to smash the puzzle piece.

Return to where the puzzle piece got smashed to find the torch. Throw it to the floor and safety drop down to get it. Make sure you have the star before leaving. Throw the torch down to the floor below the ladder and safety drop down and get it. Go through the door in the south wall and follow it to the next room. Go down the stairs and drop into the room and go through the south doorway to emerge once again in the octagonal rooms with the switches.

Stand in the doorway two squares back from the symbol and throw the torch onto the 3 symbol. Go straight and hang a left and then right into the next room and pull up into the rooms with the 4 switches. Pull the 2 here and then only the one by the north hole. Drop down the north hole, pick up the torch and then go straight through the epsilon room, turn left and go straight through the next room, dropping the torch on the treble clef-like symbol like before. Pull up and throw the switch and drop down the south hole and grab the torch below you.

Go straight into the next room, dropping the torch onto the looped symbol and climb up and throw the switch here. Return and pick up the torch and go through the door and return to the timed run room via the long slope (the door ahead opens as you approach). Drop the torch and shoot the 2 vases on the ledges using the sight (unless you did so earlier to do the timed run). Jump around the platforms till you get to the chandelier and light the torch.

Return to the floor and do the timed run like before. Well, almost like before. The problem this time is that the sprint key is inoperable while Lara is carrying the torch, leaving you with even less margin for error. If you fail to perform the roll on the final back flip you’re dead meat, so be sure to keep the back arrow key depressed while you hit the roll key, and you can make it through the open door with a split second to spare.

Now go back to the octagonal rooms and switches. Do them like you did originally, but in reverse order, dropping the torch in the first room and the second and then in the epsilon room. Flip the 4 switches in a clockwise pattern as mentioned before and then return to the epsilon room, taking the long way around, to pick up your torch. Go to the room with the boulder and light the rope (hop down into the hole and jump up while pressing the action key) and watch out for the boulder. Jump onto the platform where the boulder was and throw the torch into the hole there. Watch the flames go out as the torch hippity-hops down the ramp into the water below.

Go down the stairs back to where you killed the horsemen and get the torch from the water. Walk right up to the edge and jump and you will exit the pool. Go into the room with the axes and turn right and go up the stairs. Make your way across the right side of the axe-guarded ledges and drop the torch in the anteroom beyond. Open the door with the star and follow the passages to the wall you can pull up to killing a couple dogs on the way. Climb down the wall on the opposite side of the crawl space and kill the horseman and take his Horseman's Gem. Make your way back to the room with the axes, go retrieve your torch and this time go across the axe-guarded ledges to the anteroom on the left side (near the invisible crack you used earlier to do the wall climb to the secret). Drop the torch somewhere and use the gem to open the door.

Kill the 2 dogs inside and open the trapdoor which opens from the side. Safety drop into the hole and jump from the edge to the rope and swing across. Don’t be fooled by the loss of camera control and perspective; you need to make a running jump and grab. Drop down into the fire pit and reach in and use the reach-in switch. Climb up, turn around and run and jump and grab the rope. Climb all the way to the top to make it stop swinging, and then slide back down and drop to the floor and do the reach-in switch there. Then use the third one (between the first two) to make the last jet of flames go out. Finally, use the final switch to start a fire in the floor (so you can light the torch) and release a fire wraith. Run to the north end of the passage and make your way back to where you killed the horsemen. Jump into the pool to douse the wraith, then return to the torch, get it and go back into the room with the fire to light it. Hop back onto the previous ledge, take a running jump over the flames, and exit via the north passage.

Return to the unlit torches in the anterooms on either side of the swinging axes (are we having fun yet, with all this backtracking?) and light them. Then make your way to the other side of the axe room (with your torch) and go into the room to your left. There’s some plunder on the boxes in the corners. Throw the torch onto the floor to make it burn and drop in. There’s another torch on a pedestal here, next to the north wall, which you get to light once again and return here with. Just use one of the wall torches in the anteroom instead of going all the way back to the fire pit. And don’t forget to pick up the loot near the skeleton before you leave.

You can exit via the floor you burned. Once you return, light the unlit torch and you can then discard it, as you’re done with all torch activity. Go down the stairs and kill the glyph.

Stand on the right side of the platform (so you won’t bump your head) and run, jump and grab the next ledge and pull up. Kill another glyph and turn around and face the ledge you just came from. Make sure you’re at maximum health and then walk off the edge to land on another one below.

Jump from the back of this ledge to the next one ahead to the south and run/jump to the one in the corner (without using grab) and throw the jump switch with a standing jump and grab, to lower a rope. On the back side of one of the pillars is a star to get. If you do too much running around in your search, you’ll awaken a couple of sleeping dogs near the pool, so go right to the star in the NW corner or spook the dogs as you prefer.

Now go to the south wall near the east corner. Face east and take a back jump onto the angled structure and grab the walkway above. Now, from the other end of the walkway, wait until the fire ahead dies down and run and jump to the collapsible tile and run across the left side of the fire by the edge and it shouldn’t burn you and run and jump to the ledge ahead and to the left. Run to the next collapsible ledge and jump from there to the ledge with the spikes (avoiding them).

Place the star in the nearby receptacle, duck to avoid the horizontal blade, and jump into the pool to kill the wraith you just released. Now you’ve got to go back to where you placed the star, but this time it isn’t so easy. You can run, jump and grab the fire ledges and pull up in the corners and wait until the fire dies down to go to the next ledge. Make your way back up to the ledge you landed on when you stepped off the second one you jumped to. Ominous music plays while the flames continue to shoot out ahead. Run, grab the rope and swing across to the ledge ahead but jump on the sloped part. Jump back on the flat ledge and jump back to the sloped one to avoid the blades. Go by the star receptacle on your left; you’ll come back here shortly.

Now for more fun. You have to jump onto the collapsible tiles and jump from there to where the fire is and not get burned. Once on the other side wait till the fire dies down and pull up onto the ledge above. Kill the glyph and get the star and safety drop to the ledge where the star goes. Be careful of the spears. This time it’s much easier to get across to the fire, as you can grab the crack and shimmy around to the other side and pull up by the fire. You can stand in the corner and pull up and the fire won’t get you. Get the Troglodyte’s Pillar and drop down to the pool while Lara’s theme music plays.

Under the column in the pool is a pull switch. Pull it to lower the spikes and open the door in the shaft below and swim through the opening to return to the original pool room with the house thing. Open both doors on the north and south sides of the central structure and swim up through the opening in the one in the north side and place the pillar. You hear the sound of a trapdoor opening. Swim to the south door and swim down through the opening. Immediately, before the current grabs you, turn around and swim down through the nearby opening and follow the passage to find a Golden Rose for SECRET #12, allowing you access to the bonus level. Exit this passage, turn right and swim through the east passage to end the level and go to the bonus level.

BONUS

Follow the passage into the room with the mirror. Look into the mirror to locate and bypass the spike tiles and get the Winding Key and the ammo, then pull up (facing the mirror, one block away from the wall) into the hidden passage in the ceiling. Follow the passage and drop into the next room.

Walk (not run) toward the pit, and the mirror ahead tells you you’re standing at the edge of a spike pit while your eyes tell you you’re still a block away. Turn around in place at this point, crouch and lower yourself into the pit (but don’t release). Immediately pull back up as you listen to the creaking sound, and the Mechanical Scarab magically ends up on the tile floor behind you (you can see it in the mirror). As an alternative, if you have any exploding crossbow ammo, you can fire it into the pit and the scarab will fly out onto the floor behind you.

Pull back up through the hidden hole in the ceiling and return to the start of the level. Combine the key and the scarab and use the wind-up toy to trigger the spikes. Grab the fuel can on the way past the skeleton and then grab the scarab on the other side of the spikes. Use it again on the south and north passages, picking it up each time after its run.

Go into the south passage and pick up the torch and go light it in the north passage. Go to the scales in the east passage, toss the torch aside and pour the fuel can into the well. Then light it with the torch to open the door to your left and the final exit door. Go through the doors and slide down into the room below it. Run to the end of the ramp and kill the Demigod that’s shooting at you from an alcove off to your right. Jump down to the walkway below and go up and get the red gem (or spearhead) he drops and place it in the nearby snake’s mouth. Return to the ledge where you retrieved the spearhead and jump over to the upper walkway. Eliminate the second Demigod over in the west alcove, get his spearhead and place it in the nearby snake’s mouth. Go back to the central upper ledge and kill a third Demigod in the SE alcove. You know the drill; get spearhead and place it. A cutscene shows the exit doors opening and a fourth Demigod approaching.

Killing this final denizen gets you no toys, so run down the walkway to the north, through the open doors and slide down the ramp to finish the game.