DARK SKIES 8: RUINS OF PINDUS
MOUNTAIN
DARK SKIES 9: ALABRONICUS HALL
Levels by Justin
Authorized walkthrough by Phil Lambeth
NOTE:
Some of you
may have not tried these fine
levels yet, scared off no doubt
by warnings in the forum threads
of some insidious
savegame bug. However, when I renamed SCRIPT2.DAT to SCRIPT.DAT
and used it (contrary to the
erroneous instructions in the readme file),
and when I started Level 8 without using a savegame from Dark Skies 7, I never encountered the savegame bug despite
saving liberally throughout. Now that the Dark Skies
series has been bundled into
a single download, none of this
should continue to be a concern.
So download, play, and submit your reviews!
Level
8: RUINS OF PINDUS MOUNTAIN
You begin on a rocky slab facing
a pedestal criss-crossed on
the top with a green X. Turn to your left, draw
weapons and shoot the box. Pick up the
M-16 and then
turn back to your right. Step up
to the broken
bridge leading west and enjoy the remote camera shot. Hit the look key
to regain camera control, then take a running
jump across the chasm to the
bridge remnant on the other side.
Ready your M-16 and run up the bridge
toward the torch. Turn left and shoot the Ninja who's guarding the opening ahead.
Go through the small archway, turn to the right
and save your game.
You're looking into a corridor and down a long ramp with
a giant cigar-cutter contraption at the bottom. Your next
move requires the use of
a lot of fingers on a lot of different keys at about the same time, so expect a little bit of frustration.
Start running down the ramp, tap the look
key quickly to regain camera
control, then hold down the sprint key
as a boulder starts following you down the ramp.
When you reach the cigar
cutter, stop briefly and reverse roll to get on the other
side, sustaining some unavoidable loss of health.
You'll slide down into a slight depression
facing south. Step forward quickly
and vault up into the passageway
in barely enough time to avoid the
boulder as it rumbles about
and comes to rest in the same depression you just vacated.
After catching your breath,
walk forward through the archway
into a red-tinged area. You'll see
openings ahead and to your right.
Being careful not to fall off the edge on either side, walk out to the end
of the broken
bridge and turn right to face west. Take a standing jump to the opening and run inside. When
you reach the juncture marked
by a lit torch, turn left and draw weapons to
take out the Ninja patrolling this area with
the linoleum floor. Pick up
the GRENADE LAUNCHER
on a crate-like formation near the west wall. Nothing else to do here,
so go back to the torch and shoot a nearby empty pot
for target practice.
Go through the opposite
opening to the north, turn right and go down the diamond-tiled stairs, and kill the Ninja in the room below. Pick
up the UZIS he drops and go to the
SE corner opposite the wall torch.
Pull out the block twice and run around
it into the
revealed passage. Shoot the pot that's
in your way and throw the switch to open a door in the third passage
outside. Retrace your steps back up to
the skull torch and turn right directly in front of the torch
to enter the west opening. Wind your way along
the tunnel and jump over the open pit
to the adjacent passage. Hop
over another open pit and turn left to run down the
west tunnel. Draw weapons
and shoot the tiger that's prowling about in the room ahead.
Just inside, turn right and
push the floor switch. A cut scene shows
a block lowering in the side of
a cavern. Shoot the vase in the SW corner and pick up the flares. At the other end of this
room is a ramp that's too
steep for you to scale,
so go back through the tunnel to
the east, turn right and jump over the pit, then
keep going back the way you
came until you return to
the red-tinged area east spanned
by the broken
bridge.
Take a standing forward jump with grab to land
on the bridge fragment ahead, then turn right and take a standing jump toward the south
opening. Run down the tunnel and draw weapons to kill a Ninja who's craftily waiting for you around
one of the
bends. Straight ahead you see the
SUBARU in a private parking
deck across the chasm. Ignore the
short passage to your left
and pick up the small medi-pack dropped by the
Ninja. Step out into the wide-open spaces
of the chasm
and turn right. Walk along the ledge until
you reach the ladder. Climb
up to the
top, pull up and turn left.
Jump to the wooden walkway with the torch
pole on the far end. Walk past the torch
pole, although you needn't worry about
catching Lara's hair on fire, and enter the opening
in the north wall of the
cavern. Make a hairpin turn to the left and throw
the wall switch. A cut scene shows
a ramped area. Reverse roll
and go back the way you came,
ignoring for now the new
area to the
north. Climb back down the ladder, also ignoring what looks
like explorable territory to the east.
Reverse
roll at the bottom and run to the
end of the
ledge. Turn right to face the
Subaru and jump across the gap toward it. Turn right halfway across
the bridge and take a running jump over the flaming
holes. Run forward a short distance and jump over the gap.
Continue west until you reach the
end of the
bridge. Turn around to locate the
ladder in the west face, then hop
back and grab the edge. Climb down the ladder into the
inky blackness. When you can
go no further,
simply let go and you'll find you're already at the bottom. Sneaky,
huh? Drop down into the hole to your
left and throw the wall switch to open a block near the area
where you began this level.
Here's a quick and undocumented
way to get
there: simply hop backward and drop down into oblivion in a seemingly suicidal gesture. However, Lara won't die but will rather be transported
to the beginning
of the level.
Turn right and locate the newly opened
area in the floor. Climb down the ladder in the
south face and drop down into the area below
for SECRET #1.
Draw weapons and kill the tiger in the area just ahead,
then step forward into the
room where it was prowling. With weapons still drawn, shoot the pot in the NW corner
and pick up the GRENADE GUN (if you didn't
get it earlier)
and some grenade gun ammo.
Climb back up the ladder and retrace your steps
across the broken bridge to
the west, down the now boulder-less ramp, into the
south passage in the red-tinged area, and up the
ladder in the Subaru cavern.
When you pull up at the top, reverse roll and hop over the
gap to reach
the east ledge you bypassed
a little earlier. Slide
down and continue in an easterly
direction, hopping over gaps as necessary
until you reach the end
of the ledge
and an opening to your left. Enter, dispatch the Ninja from behind you and to the right,
and go down the stairs to your
right. Slide down the ramp you saw
in the cut scene earlier, and continue past the
charming skull-design wallpaper.
You'll see another giant cigar
cutter in the opening to your
left at the end. You can either
use the phantom
wall two blocks from the end to
bypass the cigar cutter completely,
or you can
post Lara facing sideways next to
the deadly blades, and take a side flip
just as the blades open and
thereby get to the other
side completely unscathed. Kill the tiger that comes out to welcome you,
and run to the end of
the hall where you'll find a hole in the floor.
Drop
down into the lower level and run along the
gray path until you reach
another giant cigar cutter. Take a side flip through
it as you
did with the one earlier,
then continue down the winding steps
until you reach another drop-down
to a still lower level. Continue to the end and turn right to pull up
into a higher level. Make a hairpin
turn to the right, then turn left to vault
up onto some
steps. Enter the archway to the
south and turn left. Hop over the gap
and run along the outside ledge as thunder crashes
all around, until you reach the
opening to your left.
Enter a flooded area with
two waterfalls. Dive into the
water and swim past the green
pillar, under the ledge and between
the two purplish
pillars east. Locate the switch in the ceiling between
these two pillars and pull it. A cut scene shows a door
opening elsewhere. Swim back to the
west and pull up onto the ledge near
the waterfalls. Use the crawl space above the north
waterfall to crawl forward, then left,
and stand up to go through
the door you just opened to your right.
Draw weapons and prepare to shoot a quartet of wasps
agitated by your presence. You may have
to jump down east to the lower
level to flush them all out. When they've been
exterminated, locate the blue ball swinging
in the east wing of the
cave and shoot it to open up the crawl space
above the other waterfall. Return there by climbing
up onto the
corner block, turning and taking a standing jump and grab to the higher level,
then using the crawl spaces to finally drop
down into the waterfall room.
Turn right and run over
to the east
waterfall. Pull up into the crawl space and stand up as soon
as you're able to. Run up
to the end and take a right into
a passageway overlooking an
immense chamber. You'll hear the fluttering
wings of an approaching wasp,
so take time to dispatch it. Then take an angled running jump SE with grab to land on the
block in front of the switch. Throw the switch to trigger a lingering
flyby of the immense chamber beyond, and ending with a view of
the now-drained waterfall room.
Tuen around and take a running jump back to the previous ledge,
go through the open door and and return to
the waterfall room via the crawl space. Get to
the floor by running along
the ledge to the west side
and hopping down onto the first block. Jump down the remaining blocks
until you reach the floor,
then draw weapons to kill the waterlogged tiger that's running around trying to
dry off. Go to the alcove in the NW corner and throw the wall switch to open up an area
behind you. Reverse roll
and run between the two pillars
and past the hole in the floor
(noting in passing the skulls on sticks
posted here and there), and go through the opening
you just created. A wasp descends from high up over your
left shoulder, so take care of it
before moving on.
Go up the steps
to the south
and climb up onto the greenish
block. Jump up west to grab the ledge
above, and pull up into a higher area.
Turn to your right and locate the rope dangling
from the ceiling. Walk out to the NE corner, turn to face the
rope squarely, and take a standing (not a running) jump and grab to it.
Slide down to the bottom, turn slightly to your left,
and swing over to the north opening
and release.
Straight
ahead is a swinging blade above a couple of sloped
structures. Go between the structures, turn Lara to face east
with her nose against the taller
structure. Then take a back flip onto the structure
behind you, jump forward to the
facing structure and jump
off it to the south ledge.
Hopefully you'll be able to
time this jump so that Lara
doesn't get sliced to ribbons
in the process. Pick up the
UZIS, test them on the empty
pot at the east end, and throw
the wall switch to open a door elsewhere. Hop back, grab the edge of the
ledge and drop down to the floor
below.
Turn to your right
and run past the sloped structures
into the next room. Lara's
attention is drawn to a hand-shaped pedestal, so step up to
it and pick up the TORCH. Take the torch
with you back to the opening
opposite the sloped structures. Toss the torch in the
general direction of the rope
to the floor
far below, then take a running
jump and grab to the rope. (If you
miss, the fall to the floor may
shake you up a bit, but it
won't kill you.) Slide down
to the bottom
and release.
Locate your torch on the floor
and pick it up. Off in the distance to
the south you can see
something flickering; hop down into the
trench to your left and run
to the end and turn right to face
a flaming skeleton. Step carefully toward it, not crossing into the
block it's on (lest Lara be set aflame)
and light the torch. Turn around and run back along the trench.
Make a hairpin left turn at the end and run up the
ramp. Light the
skull-on-a-stick next to the greenish block
you climbed up earlier, then
reverse roll and run down the
left side of the ramp.
Jump into the uneven opening connecting this chamber with the
previously flooded room. Light all three skulls-on-a-stick along the north wall
of the previously
flooded room.
You can toss this torch
now, as you
won't be needing it any
longer. Go back the way you came,
to the previous
chamber, run up the ramp
and climb up onto the greenish
block. Jump straight up and grab the ledge. Pull up to the higher
level and run up the sloped
structure slightly to your left
as far as
you can. At this point you'll
hear the rhythmic discharges of a nearby dart
gun. Turn around to face east,
take a back flip and keep the jump key
depressed to land on the upper
ledge. Release the jump key so Lara won't lurch forward into
the path of the lethal
darts. Crouch down, crawl forward
and pick up another M-16. Back up to
the ledge, lower Lara back down and release to
slide down to the lower ledge.
Run forward along the walkway and turn right into either
of the two
openings south.
Go through the open door in the SW corner and run down the corridor past
the stairway leading down to your left. (That's
the route to the next secret,
which you'll be coming back for a little later.)
You'll soon reach a gauntlet of two horizontal blades rotating through slits in either wall of the
narrow passage. Turn right at the intersection
just past the blades and make a horseshoe turn past a single blade. Continue along the corridor until
you come to a dark open area. Light a flare and make a hard left
to run down some stairs. Throw
the wall switch at the end, causing a torch to ignite
across the room, ahead and to your left.
Turn around and run back up the stairs
and into the corridor to the
right. Run past the single blade trap to your
left, then keep going straight
through the next archway. Turn right and start running up the
steps. When you reach the
second step, stop and angle Lara to the right toward
the platform below that has
a dark speck in the middle of
it. Take a running jump down to
the platform and pick up the
"dark speck," which turns out to be another
TORCH. Turn to
your left and take a standing jump over the railing
to the east
balcony. Light your torch with the
flame near the wall. Run down the staircase to
the room below. Straight ahead are two wall sconces
for you to
light now. To the left of
these, past the pillar, is
another one. Keep going to your
left, past another pillar, and you'll see two
more sconces in the west wall. Light them both, for a total of five. Then
toss the torch aside temporarily
and go through the opening to
the south. In the little semi-enclosed room you'll
find a pot in the NW corner. Shoot it and pick up the
flares.
Now retrieve your torch and run diagonally across the large chamber in a SE direction, past the stairs
you ran down earlier, and locate the open doorway in the corner around the
pillar. Run up the stairs and turn right to follow the ramp upward.
When you reach a landing, Lara's attention will be drawn to
an alcove up in the wall. Take a standing jump forward to land inside
the alcove, then step forward
and light the torch that's sitting on a little stand. A cut scene shows a door
opening, allowing access to the
next secret down the stairs you
passed by earlier.
Hop back
to land inside
the corridor, turn left and continue to follow the ramp
upward and then downward. Toss the torch aside for
good and draw weapons to kill the Tiger prowling about near the
first landing below. Continue down the corridor until
you reach an area overlooking the large chamber you explored a little earlier. Climb up the
ladder to your left and pull up into a partially-enclosed
corridor with a closed door at the other end. Turn around and hop over the gap.
Pull up into the next room
and make a hairpin turn to the left
to face a wall switch. Save
your game here and prepare for a nifty
timed run.
Light a flare and throw the wall switch to open the timed
door at the end of the
partially-enclosed corridor
down below. Hit the look key to
regain camera control, hop back once and run forward
to your left
to drop down into the alcove.
Take a standing jump forward
with grab. If you were positioned
just right, you'll land inside the
corridor across the gap. If
so, you've got plenty of time. Simply run forward
along the corridor and through the open door to
throw the wall switch. It's far more likely,
however, that you'll grab and cling to the surface
above the corridor. If you
do, release immediately and grab the
edge of the
corridor, pull up and run forward with
the aid of
the sprint (?/) key. If
you run close
to the wall
to your left,
you should be able to
make it inside
the opening just before the door
closes in your face.
When you throw the wall
switch, a cut scene shows an opening leading to the
next level, near the place
where you began the current
level. Before going there, let's
detour for an essential pickup and a secret. Reverse roll
and run back down the corridor. Hop over the gap and pull up into the
room where you threw the
timed switch. Continue past it along
the walkway to the east,
and pick up the HAND OF DEIMOS
on the hand-shaped pedestal in front of the fountain
to your right.
Continue along the walkway and turn right (east) at the intersection. Take a left at the dead
end and throw the wall switch. A cut scene shows an enormous pothole being repaired on the Subaru highway outside.
Reverse
roll and head back down the
stairs. Turn right at the landing and run west along the walkway. Turn right at the pillar
and run up the stairs. Turn right and step into the opening
at the end, and simply run off the edge
to land on a platform below. Shoot the empty pot
for target practice if you
wish, then jump across the gap
to the north
and grab the ladder. Climb down to the
platform below, then turn to your
right and take a standing jump over to the stairway.
Turn left and run a short distance to the top
of the stairs.
Turn right and run through the archway
into the corridor guarded by the horizontal blades. Run past the first
one to your
left, make a horseshoe turn to the left past
the dual blades, and turn right
just past the next archway to
descend a short flight of steps.
Follow the corridor through the open door and into SECRET #2. Continue forward and pick up the large medi-pack. The way ahead is
blocked, so reverse roll and retrace
your steps.
You now need to find your
way to the
opening leading to the next
level, so at the top of the
steps take a right and return to the balcony
overlooking the large chamber with the
rope. Go down to the ledge above
the greenish block and hop down onto it. Drop down to the ramp and run
down the left side. Hop through the opening to
the previously-flooded room to the
north. Turn left and run to the
other end of this room. Climb
up the blocks
surrounding the tall green pillar
until you reach what used
to be the
waterfall room. Run down the corridor to
the south until you reach
the outside area. Turn right and run along
the outside ledge. Turn right into the
opening at the end, hop down into the
tunnel, and follow it until you reach
the hole.
Hop down
into the hole and follow the tunnel until you
reach a now-inert cigar cutter. Slide flip past the
opening and continue down the tunnel. When
you reach the end, to the
sound of some very active
cigar cutters, pull up into a higher
area and take the first right.
Run north and through the phantom block
you used earlier, and into the hallway. Turn right and run forward
until you reach the ramp.
Take two standing jumps forward to
clear the ramp, then turn right and look for the corridor
leading to the uneven green
floor. Go through the opening to
the south and you're outside once more. Run down the ledge, jump over the gap, continue
forward, jump over another gap, and take a standing jump forward to clear
the ramp. Jump forward to clear
another gap, then use the
ladder to climb down to the
ledge below. Reverse roll
at the bottom and run east along
the ledge until you reach
the opening to your left
and lose camera control.
Turn left and follow the corridor back to the large room where three tunnels
intersect. Take a standing
jump with grab to the central pillar,
then turn left and take another standing
jump toward the west tunnel.
Run down
the tunnel and continue in a westerly direction past the torch just to your left.
When you reach the pit,
jump across it to the east.
In the next room turn left, jump across the pit
and turn left again to locate the
now-open door. Run through it and into the next
level.
Level 9: ALABRONICUS HALL
Run forward to the
west, but hop back when you reach the
greenish tiles and lose camera control. A trio of strangely
synchronized Ninjas
comes out to do battle with you, so engage
them with a powerful weapon. Continue forward and climb up onto the
green block a little to your
right, just across from the truck
you'll explore a little later. You'll
also note a surreal structure
off in the distance to the west, but you can't access
it yet. Walk out to the north
edge of the
block and take a running jump and grab to the roof of
the structure ahead. Pull up and locate the hole
in the roof. Drop down into the inky
blackness and throw the wall switch. Reverse roll and
run outside through the now-open doorway.
Turn left and run past
the large opening to a smaller doorway
to your left.
Go inside and down the corridor, and turn left at the end to encounter
another hand-shaped pedestal with a swinging blue ball above it. Shoot the latter with your
rapid-firing uzis, then run back down the corridor and make a horseshoe turn to the right
into the larger opening. Run diagonally to the left
and locate the wall switch just beyond a small pool. Now that the flames
guarding the switch have been extinguished,
hop across the water and throw
the switch. A cut scene shows a block
rising elsewhere.
Now hop back into the water
and swim toward the SE corner. A door opens as
you approach, signaling the start
of a timed swim. Swim through
and turn right to go through another
door that opens in front of you, then
another. Continue in a clockwise direction until you pass through the first
door once more; but this time, turn to your left
and yet another door opens before
you. Go on through and swim across and to the right
where you'll find another door opening
as you approach.
Quickly now, as this one doesn't
stay open very long. Continue winding your way
to the right,
where a final door opens before you.
In this new area you'll find a ceiling switch to pull down. When you do so, a cut scene shows
a block retracting next to the
truck outside, allowing access to a floor
switch.
To get back out quickly, turn and face the door in the
NE quadrangle of this area. When
it opens, swim straight forward
and around the pillar that's blocking
your way, and surface for air.
Then pull up and run south outside to the driver's
side of the
truck. Stand on the lowered block and throw the floor
switch. A cut scene shows the now-open
rear of the
truck. Turn left and make a horseshoe turn to the left
around the pillar and jump between the spewing exhaust
pipes into the truck. Shoot the empty pot
to limber up your trigger
finger, then shift to your left
and shoot the box in the far corner. Step
forward and pick up the SUBARU KEYS. Reverse roll, jump out of
the truck and run around either
of the two
pillars ahead. Head east toward the
opening and return to the previous
level for a brief visit.
RUINS OF PINDUS MOUNTAIN (revisited)
Your sole task now is
to return to the Subaru and drive it back to
Alabronicus Hall. Run SE down the
corridor to the pit and hop
across it to the facing
ledge. Turn right and hop over the
next pit. Enter the corridor and follow it to the
intersection marked by the flaming
skull. Continue forward through the red-tinted archway and hop across to the
central pillar. Turn right and hop across
the gap to
the south opening. Follow the corridor around until you reach
the opening where you can
see the Subaru dead ahead. Don't
forget to hop over that
final gap, then run up the
ramp to the
Subaru. Use your keys to get in and crank
up the engine.
The doggone thing is a little difficult
to maneuver in these cramped quarters,
but remember that the sprint key
throws you into reverse and the shift key restores you
to forward gear. Very carefully inch forward out of the small
garage and turn left. Gun your engine
to clear the gap ahead,
then turn immediately to the right.
Go through the opening and up the ramp. Drive around the green
pillar and through the next opening.
Negotiate a nasty series of turns
and drive west down the ramp and into the
next level.
ALABRONICUS HALL (revisited)
Either turn left from where you
are and drive up the slope
to a narrow mountain road leading
toward the truck, or drive
forward and make a U-turn to the
left just in front of the truck
and drive up the slope headed
east to locate
the road. (The second choice here
will save you the trouble of a difficult
hairpin turn at the bend in the mountain
road.) Continue up the road
until you reach a covered area, then take
an immediate right into an opening. Drive down the ramp to your
right and turn left at the bend to
reach a level stretch with deadly green
goo on either side. Drive carefully, but fast enough to clear
the gap in the road ahead,
then jerk the wheel quickly
to the left
to continue south. Drive over a second gap at the
end, avoiding the pillar dead ahead,
and turn the Subaru to the right. (BUG ALERT: In earlier versions of this game some
players experienced a fatal
problem at this point, where Lara caught on fire while attempting to drive over
this second gap. The builder appears to have corrected
the situation in the bundled version
by reducing the gap substantially)
You'll find that the way ahead
is blocked, so get out of the
Subaru and head back to the previous pillar
on foot. Vault up onto it
and turn north to face the vertical
gray slab. Jump up, grab and pull up into an upper room.
Run up the stairs and turn diagonally to the left
toward a wall switch. Throw
it, then reverse roll, head back down the stairs, hop down to the pillar
and from there to the uneven
driveway, and return to the Subaru. Drive it up the
ramp ahead, and you'll find that your path is
still blocked. Don't make the mistake
of backing down the ramp, thinking
that a longer start will enable you to become
airborne briefly and shatter what looks
like a fragile barrier above
the row of
bricks. Instead, get out of the
Subaru again, slide down the ramp and return
to the pillar.
Pull back up into the upper room
and throw the wall switch again. Turn to your left
and run toward the flaming torch.
Turn right and go through the doorway
for a short cut back to the
Subaru. You'll discover that the ramp
has been reconfigured, allowing you to back up,
turn the Subaru around and continue south.
Rev your engine to
clear the deep pit ahead,
then get out of the Subaru. Ignore the stairway
ahead, which leads to nothing
of importance at the moment. Turn to the west and shoot the box that's in your way. Step
forward to the ramp and execute
a swan dive into the water
below. Swim down into the NW opening
and pull the ceiling switch
just inside. A cut scene shows a door
opening, giving you a clear view
of the Subaru parked across the
way. Continue swimming forward and surface at the air hole. Pull up into a small room
and use the ladder in the east
face of the
overhead shaft to climb up
into an open room. Shoot the empty pot
in the corner if you like, then
turn to shoot the box in the opposite corner.
Go inside the next room and turn left toward the
doorway you opened just now. Step forward toward
the Subaru and turn left to locate a wall switch in the alcove. When
you throw it, some instantaneous
highway construction takes place, allowing
you to drive
the Subaru over in this direction.
Run across the new
stretch of concrete toward the Subaru. Take a standing jump over the gap at the
end and get back into the Subaru. Get a good head of
steam to make sure you
clear the gap you just jumped
over, then continue driving forward across the concrete bridge
and against the dark square in the wall ahead,
shattering it and giving you access
to the next
area.
Abandon the Subaru and vault up into the
short tunnel. At the end you find yourself overlooking Alabroniucus Hall. Hop down to the left
and climb up into an elevated area where you'll
find a floor switch. Throw it to open a door
down below. Reverse roll, hop
down to the stairs and run down to locate the
open doorway in the west
wall. Go inside and follow the
tunnel until you reach a giant
cigar cutter just beyond a ladder to your left.
(The opening above is blocked, so don't bother climbing
up.) Side flip through the cigar
cutter and continue along the tunnel.
Throw the floor switch at the end. Reverse
roll and flip past the cigar cutter,
and head back into Alabronicus Hall. Make
a hairpin turn to the left and through
the adjacent door you just now
opened. Follow the tunnel past another
ladder to your right, and you'll spook a Ninja from the dead end ahead.
Kill him, then step
back and turn to face the ladder. Look up to see
a blade trap guarding the shaft. Carefully
climb up the ladder and pull up into an area
where you'll lose camera control. Walk forward to the
end of the
walkway, then hop forward over
the gap, pick up the
EYE OF APOLLO from
the hand-shaped pedestal and watch the cut scene.
Now you need to return
to the open area where you
began this level. Safety drop
to the floor,
run up the
stairs, hop up into the
east opening, continue forward until you reach
the parked Subaru, then go around
it on foot across the miracle
stretch of highway you created. When
you get to
the deep pit you drove
over earlier (from the other
side), you say to yourself:
How am I ever going to get
across that? Simple, just run up the
first flight of stairs and turn left. Jump up to
grab the monkey bars, and monkey swing across the gap
to the other
side. Retrace on foot the path
you took earlier with the
Subaru.
When you emerge on the narrow
mountain road to the sound
of crashing thunder, just slide down the bank to
reach ground level. Run past the truck to
the west, and take a running jump and grab across the gap to
the extended block. Pull up and draw powerful weapons to dispatch the
Demigods perched on suspended green contraptions ahead and to your
right and left. Then step forward
and light a flare. Turn to the left and toss
the flare in the direction of
the green contraption, highlighting a translucent platform suspended in front of it. Take a standing jump to the platform,
then turn to the right and walk
out to the SW corner facing the
green contraption. Take a running jump to the contraption and drop down into the alcove in the
south face. Throw the wall
switch to lower a block next to
the truck back in the clearing.
Pull
back up, take a standing jump back to the translucent platform, and from there turn left and take a running jump to the bridge.
Turn right and run to the east
end of the
bridge. Take a running jump
and grab back across the gap. Pull up and run forward and around to the
passenger side of the truck. Drop down into the hole
and enter the underground area for SECRET #3.
Shoot the box and pick up the large medi-pack.
Climb back up into the clearing
and jump back across to the bridge to
the west. Run forward toward the shimmering
blue-white light in the distance, which turns out to be
another giant cigar cutter. Hop down into the room
below and pull up into the alcove
in front of the cigar cutter.
Side flip past it and continue west through a red-tinged room and tunnel, and into a hallway guarded by a translucent
Demigod on a block to your
left. Draw your favorite weapon and take care of him,
then step forward into a large open area with a circular
staircase going up to your
right and left.
Run forward to the
block, combine the Hand of Deimos and Eye of Apollo to form the ARMAGEDDON RELIC,
and use it in the slot ahead.
Flashes of blue electricity shoot around Lara, signaling the start of
an end-game campaign that allows the successful
completion of this level. The block ahead now
affords temporary protection from the invulnerable Winged Marauder that springs from
the west opening. Since you can't
kill it, your immediate assignment is to
bottle it up so it won't
be able to
distract you from important exit activity.
Avoiding its deadly bolts, dash
up the stairs
west and lure the Marauder back into its lair. Once
it's inside, and it starts to
gird up its
loins for a pounce in your direction, run around it and outside. Throw one of
the wall switches just outside the opening, then side
flip and throw the companion switch. This traps the Marauder inside
just long enough for you to
complete what you need to
do. Reverse roll, run down the
stairs and throw the two floor
switches you'll find on the other side
of the room.
Then run up either bank
of the circular
staircase and throw the other two
floor switches you'll find on the upper landing. Run into the opening
to the west, and follow into a small room
with a teleporter device on the floor.
Step on it to finish the level.