1000
FEET UNDER
Levels
by Cleopal
Authorized
walkthrough by Phil Lambeth, using very helpful notes provided by scottchu.
SKULL CAVE
As
you begin, you hear the sound of Lara sliding down a slope, but it's so dark
that you can see nothing. Before
continuing, boost your monitor's gamma settings as necessary to see what's
going on around you. Turn left and go
through the short corridor, pausing at the bottom of the steps for some flares.
Turn right and go up the steps to trigger a brief flyby of the deep cave
ahead, pausing at an ominous stone skull structure. The camera angle changes as you step forward,
and flames start shooting out of the mouths of the lion statues perched on the
higher N and S ledges. Hit the look key
to restore camera control, then turn right to face E. There's a triangular-shaped ledge jutting out
from the wall, so take a running jump toward the vertex of that ledge and you
should land safely. Step forward and
crawl into the crawl space. Turn around
and lower Lara down the other side.
Climb down the ladder into a rocky corridor and then climb down a second
ladder. Turn around at the bottom and
run forward for SECRET #1. Pick up the large
medipack, the small medipack, the desert
eagle ammo and some flares. You can't pick up the bones, and I was
unable to make them shatter with the pistols.
Climb
back up the ladders and jump back across to the W ledge. Walk forward to the NW corner and you'll find
a ladder leading downward. Climb down
until Lara is dangling, then release and grab the lower section of the
bridge. Pull up and run toward the S
wall. You can now proceed either right
or left, but for no particular reason let's turn right and proceed W along the
wooden bridge fragment. Side step to the
right (you can see how the ledge across the way slopes down to your right) and
take a long running jump and grab to a point near the far right corner. Pull up and run forward to the end of some
steps. Take a running jump W without
grab to land on the end of the ledge ahead.
You can see ladders ahead and to your left. Leave the ladder to your left for later and
walk forward carefully, as the last three tiles in front of the ladder in the
far W wall are breaktiles. You can avoid
crumbling all three of them (thereby saving them for possible later use) by
hopping slightly NW beyond the first two breaktiles, then carefully positioning
yourself so that you can take an angled jump and grab to the ladder. Climb up and shift left to drop down onto a
ledge.
Turn
left and hop SE onto a triangular ledge in the S wall. Turn left to face E and step back as far as
you can. Take a standing jump to a
higher ledge, then go up the higher steps to the end. Take a running jump to the lower E
platform. Look up NE at that blue-tinted
area near the ceiling of the cave, and use your binoculars to zoom in for a
closer view. Make a mental note of the
four symbols you see there, as they'll become important shortly. Then enter the S doorway and go down the
stairs to a rock bridge. Approach the
pedestal in the middle and the gate ahead closes, releasing a bat at the same
time. Shoot it, then locate the ladder
in the SW rock face near the pedestal.
Use it to climb down to the bottom and vault up into the W alcove. Turn to face SE and take a standing jump into
the corner of the opening beside the ladder.
Step down S toward a dead soldier.
The corpse is quite sticky, causing you problems when you attempt to
pick up the nearby artifact. The best
way to do it is to stand next to the artifact, opposite the corpse, crouch and
use the action key to obtain the first TURQUOISE. Go down a little further and you'll find some
flares next to another ladder.
Climb
up the ladder to the rock bridge. Hop
over the gap and enter the W opening. Go
up the steps and follow the passage to an area where you'll find a side passage
to your right (S) for some more flares. Go back out, enter the E crawl space,
continue forward and find yourself back at the pedestal, having exited from the
opposite opening. We still need to get
that S gate open, don't we? Go back
through the E opening, through the crawl space, and light a flare in the more
open area to locate a trio of moveable blocks in the S wall. Number the blocks
from right to left, 1, 2 and 3. Push
Block 1 all the way S into an alcove. An
opening is revealed to your left. Push
Block 2 once into that opening. Turn
left and pull Block 3 once W (into the space formerly occupied by Block 2). A
fourth moveable block is thereby revealed, behind where Block 3 was originally
situated. Push Block 4 once S, then turn
to your right and push both Block 2 and Block 3 once W. Go back to Block 4 and pull it back N two
times. Now go into the S passage you've
formed, and at the end turn around and activate the jumpswitch in the
alcove. You hear the sound of a nearby
gate opening, and that's indeed the gate we want.
Go
back to the rock bridge and enter the open S gateway. Go up the stairs and find yourself in a small
room cluttered with debris. Pick up the flares, then pull up into the N crawl space. Crawl forward and emerge on a ledge high up
in the Skull Cave. Take a running jump N and grab the crack in the wall. Shimmy a bit left and pull up into the crawl
space. Crawl forward and lower Lara down
the other side while spooky music plays.
Believe it or not, you're now inside the skull structure. You're facing a bay of five wall switches in
the N wall, with a closed grate in the W wall and multiple flames in the E wall
(the skull's "eyes" and "nose"). The holes in front of the switches portend a
spiky death if you pull down the wrong ones.
Pick up the flares next to the
skeleton, then pull up into the right "eye" (the one on your left as
you face it) and use your binoculars to review the symbols on the E wall that
you noted earlier. Now hop down and look
at the wall above the five switches. You now know that you must pull down all
the switches except the one in the middle (yep, the one where the skeleton
lies). You need to pull them down in proper sequence, too. Numbering the
switches from left to right, pull down 5, 2, 1 and 4, in that order. A cut scene shows double gates opening in the
wall of the Skull Cave.
The
grate in the W wall has also opened, so pull up into the crawl space and crawl
through the passage until you reach a room with a grated floor. Pull the chain once in the W alcove, and a
flyby takes you below the grated floor and into the Skull Cave, where the
flames in the skull structure are extinguished.
Go back through the crawl space and return to the room with the bay of
switches. You may have noticed a trap door in the floor of this room. It leads to an essential artifact, but if you
get it now you'll be obliged to follow a path different from the one described
below. You'll be coming this way later,
so to avoid confusion I recommend that you leave the trap door alone for now. Exit via the crawl space in the SW corner and
safety drop from the other side, losing a small bit of health. Face SW and take a standing jump to the
slope. Slide down and grab the
edge. Shimmy left until you near the S
wall, then pull up and back flip to the base of the steps. Turn around and follow the steps to the top. Take a running jump to the lower E
platform. Cross the wooden bridge,
enduring the fixed camera angle, to the N side.
Enter the arched opening and go down the stairs. Crawl through the cramped space and hop down
into a room with a caged artifact. Climb
onto the pillar fragment to the N of the cage and take a standing jump and grab
to the top of the cage. Pull up and turn
to face NE. Shoot the only headless lion
statue and take a long running jump to the near corner of the ledge on which it
was perched.
Turn
to face slightly NW and take a running jump to grab the side of the ledge
sticking out from the N wall. Climb up
to the top and note the inaccessible wall switch in the N alcove. Take a running jump S onto a rock bridge
where you have a choice of three wall switches (except that the S and W ones
are also hole-protected at the moment).
Stand in front of the E switch and save your game. When you pull it down, a timed trap door
rises in front of the S switch. Reverse
roll and jump across the bridge to your left to save time. Dash into the S alcove and pull the switch
there to raise the trap door in front of the N switch behind you. Get there as fast as you can, pull down the
switch, and make your way quickly to the fourth and final W switch, where
another timed trap door has been raised.
When you pull it down, a cut shows the cage being lowered around the
artifact, but an SAS comes out to take it
away!
Go
out and safety drop from the N side of the bridge onto the pillar fragment,
then hop down and follow the SAS through the S opening. A cut scene shows the SAS being attacked by a
giant scorpion, then by another, until he
finally succumbs and leaves the artifact behind. Run along the E ledge, turn
around at the end and hop back. Grab the
edge and shimmy right around the corner.
When Lara's feet find the ladder, climb down and keep shifting right
until you drop down onto a balcony. You
can try to kill the scorpions from here, but it isn't easy. At some point you're going to have to make
your way down to the cave floor, whether to finish off the scorpions or to
explore the area at your leisure. Pick up the second TURQUOISE dropped by the SAS near the S wall, and locate the flares near a boulder that has crushed an
unfortunate soldier. There's a nearby hole in the mesh floor, and if you look
hard enough you can see a third caged artifact off in the distance to the E,
but you don't want to go down there yet.
Instead, head S past the boulder and locate the entrance in the cave
wall. Follow the passage until you're
warped to the companion level.
POOL CAVE
Follow
the passage to some flares, then pause
to shoot a scorpion. In the next room are more flares, together with a grated opening on a S
ledge and a W crawl space. Enter the
crawl space, navigate the partially water-filled hole and follow to a small
cave with two small pools. Jump W out of
the first pool and wade into the second one.
Pull back the drowned soldier and claim the LASER
SIGHT that his corpse was concealing. As you approach the S opening four scorpions pour out of the nearby shallow pit
that's filled with bones, so kill them quickly before proceeding. Enter the S passage and follow to a room
where two SAS are engaged in mortal combat with a pair of giant scorpions. The brief flyby ends with a
glimpse of the desert eagle in an upper alcove.
Unfortunately, the scorpions win, so you need to deal with them before
you can proceed. However, you can shoot
them from the safety of the passage.
However, when you enter the room a third giant
scorpion is awakened to your left, so hop back into the passage and
dispatch it. When all is quiet, enter
the room and pick up the desert eagle ammo
and the small medipack. There are openings in the N and S walls, but
for now drop down into one of the corner holes at the E wall.
Locate
the wall switch and pull it. Return to the
previous room and find that a block has been raised at the E wall. Now enter the N opening and the gate ahead
lifts as you approach it. Enter a small
underground room with a shallow pool and an open gateway S. Stand at the threshold of the gateway, noting
the closed gate SW, the lighted torch to your left and the unlighted torch to
your right. Save your game here in
preparation for a timed run. When you
step forward the gate slams shut behind you and a spiked wall begins closing in
from your left. That's the direction you
must go first, however. Dash toward the
skeleton, quickly pick up the TORCH,
then hop back with a midair turn and run to the flame near the closed gate and
light your torch. Then side flip to the
left and light the adjacent torch, which opens the SW gate behind you. Reverse roll and take a running jump into the
opening before the spiked wall reaches you.
This sequence is made more difficult by a fixed camera angle.
Once
you've arrived safely, save your game again and step back from the wall in
front of the crawl space. Toss your
torch through the opening so that it slides forward and falls into the hole in
the floor. The hole is partially filled
with water, so your torch will be extinguished, but don't worry about
that. Just crawl in after it, pick it up
and jump S into the passage. Follow the
passage and slide down into the SAS-scorpion room. Taking the torch with you, stand on the flat
central tile on which the pedestal sits.
Take a running jump E and you should land safely on the raised
block. Stand at the SW corner of the
block, facing the lower portion of the higher ledge N, and take an angled
running jump toward that lower corner. Walk forward one step from the edge and
toss the torch into the crawl space ahead. Go in after it, pick it up and head
up the stairs to an opening high up in the wall. Take a running jump across the SAS-scorpion
room to a flaming pedestal. Light your
torch and then toss it down to the floor far below. Take a running jump S to the alcove with the DESERT EAGLE and pick it up.
If
you don't mind losing a little bit of health, you can safety drop from the
triangular platform in front of the alcove.
However, it's just as easy to face E, take a standing jump and grab the
wall, and climb down until you can release with complete safety. Retrieve your torch and use it to light the
central pedestal. You hear both a trap
door and a regular door opening, both of which must be nearby. Drop your torch, hop down either of the holes
at the E wall and find the open trap door.
Hop down further and pick up the WINGED
SERPENT. Climb back out,
retrieve your torch and exit via the W opening by which you entered. You see that a block in the W wall has been
lowered, but stay away from there for the time being unless you wish to unleash
prematurely a plague of insects. Return
to the cave with the drowned soldier and continue to the deeper pool E. Save your game here, just in case. You need to toss your torch into the SE crawl
space so that it slides forward into the partially-filled water hole (snuffing
out the flame, but so what). Once you've
accomplished this, go back the way you came and return to that spot where the
block was lowered.
Once
you enter the revealed passage you'll release a horde of beetles, so run quickly to the intersection, turn
left and run to the end. Pick up the small medipack and the flares, then reverse roll and run around to the other end past
the bones. You'll be rewarded with the
chimes for SECRET #2. Quickly pick up three stashes of desert eagle ammo and the large medipack while the beetles nibble at your
heels, then beat a hasty retreat to the crawl space into which you threw your
torch earlier. Retrieve your torch from
the partially water-filled hole and jump E into the passage. Toss the torch into the cave ahead and crawl
forward to retrieve it. The grate on the
S ledge is now open, so take an angled standing jump onto the ledge and toss
your torch through the opening. Follow
it inside, lower Lara down the other side, retrieve your torch and light it
with either of the torches in the spike wall room. Turn around, hop onto the block against the N
wall and toss your torch into the crawl space opening. Follow it inside, retrieve your torch, run
forward into the NE passage and follow until you're warped back to the previous
level.
SKULL CAVE
Follow
the passage into the floor of Skull Cave and approach the boulder straight
ahead. Toss your lighted torch into the
hole in the mesh flooring to the left of the boulder and safety drop in after
it. Pick up the torch and approach the
fiery trench E. Take a running jump
either NE and SE and slide a bit down the slope, then jump off with the right
or left arrow key as appropriate to bring Lara farther E. Continue until you reach the flat ledge at
the halfway point. Pause for a breather if you wish, then take the second leg
of this brief journey. When you land
safely on the E side, light the pedestal in the SE corner and watch the cage
lower next to you. You're not yet through
with the torch, so drop it only momentarily to pick up the third TURQUOISE.
You get another cut scene of that closed grate high up in the wall of
Skull Cave. Retrieve your torch and hop
the slopes back to the W end. Hop up
onto the N ledge and take a running jump onto the S block. Turn around and take a standing jump through
the hope onto the mesh flooring of Skull Cave.
Head
E through the ruins and leave your torch here for the moment. See that broken-down structure with several
lone pillars, to the W of the more complete structure that has all four pillars
intact? Inside that ruined structure is
a corner where two walls meet. Stand in
the corner, facing S, and pull up onto the highest point of the wall remnant. From there, sidestep left a bit, jump
straight up and grab the roof of the structure.
Pull up, turn around and take a standing jump N to the top of a lone pillar
fragment. Step up to the SE corner and
take a running jump E to the roof of the more complete structure. Grab the edge, shimmy right a bit and pull up
onto the roof next to the lion statute. If
you have difficulty making the grab, give yourself a little extra running room
by hanging from the E edge of the pillar remnant, pulling up and doing a
reverse roll before starting your running jump.
Make
your way to the S side of the roof and take a standing jump S to the sloped
pillar remnant. Pull up, slide down the
other side and jump off at the last instant to grab the edge of the rocky ledge
in the S wall. Pull up and go to your
right. Follow the ledge W until you
reach the ladder in the S wall. Climb
the ladder to the top, shift to your right and drop down onto a familiar
ledge. Turn right and approach the next
ladder in the W wall, avoiding breaking the crumbling tiles once again if you
wish, and climb the W ladder to the top.
Shift left, drop down onto the ledge, and turn left to hop onto that
triangular outcropping. Turn left and
jump to the higher E ledge, run up the stairs and jump down to the large
platform. Cross the wooden bridge to the
N platform, turn left and safety drop from the NW corner to the top of some
steps. You can see a caged medipack in
front of you. Run NE across the corner
into the N passage (or, if you want to be absolutely safe about it, hang from
the E edge, shimmy right around the corner and pull up into the passage). Follow the passage up some stairs to an
apparent dead end. However, if you turn
to your left you'll find that the S wall is climbable. Jump up and grab it, climb up four rungs, and
back flip into an upper chamber.
Turn
around to find a receptacle for your Winged Serpent. Insert it for a cut scene showing a gate
lifting elsewhere. Enter the W crawl
space and follow to an area with some desert eagle
ammo. Return to the previous
room and enter the E crawl space. Run up
the stairs and listen for the sound of a nearby flame blower. Turn to your left when you reach the top and
take a running jump into the S alcove.
The frayed mesh window can be shattered with your pistols. Draw your desert eagle, combine it with the
laser sight, and take aim at the exposed brass ball across the way in the S
wall. An earthquake ensues when you
shoot it. Turn around, go back down the
stairs and through the crawl space, and you'll find an open trap door in the
floor ahead. Hop down into the lower
area and find the jump switch in the N alcove.
Activate it and you'll hear the sound of a door opening. Exit the alcove and head E down the
passage. As you turn the corner a flyby
shows the fourth Turquoise (caged, naturally) in the next room, together with a
new area that you're obviously intended to explore before doing anything else.
Pick
up the flares at your feet and turn
around. Climb back up to the room where
you placed the Winged Serpent, enter the E crawl space and return to the alcove
where you shot the brass ball. Drop down
onto the tiled ledge outside and follow it W to the end (walking carefully as
you approach the slope). Turn around and
slide down the slope backwards, grab the edge and drop to the large platform
below. Turn around and safety drop to a
familiar ledge. That small medipack you saw earlier is no longer caged,
so take a running jump across the gap (with grab to land inside) and pick it up
for a short burst of action music. When
you step forward onto the slight ramp, the camera angle changes. Hop back until camera control is restored
(you should be able to keep it now) and save your game here. Run toward the rope ahead, applying the
sprint key when you hear the boulder rumbling toward you from behind, and jump
off to grab the rope. Make sure you grab
it as high up as possible, as the tile beneath it is spike trapped. So that you
jump off the ramp at the optimum spot, make sure Lara's toes are lined up with
the edge of the ramp before you take off on your run.
Climb
up to the top of the rope to make it stop swinging. Turn left to face N, slide down to the bottom
of the rope, swing forward and jump off to grab the next rope. This seems to be a most aggravating jump,
as you tend to bump against the ceiling when you jump off at what appears to be
the most opportune moment. However, the
builder has informed me of a simple trick to make the jump successfully. Take a
big swing, and instead of jumping off at the peak as you would normally do,
wait until Lara starts swinging back in the other direction , and jump off at
that point. You should then make the
grab with no problem. When you
successfully reach the second rope, align Lara with the jump switch ahead and
swing forward to activate it. You'll
drop down to a breaktile, so side flip to the left immediately upon landing and
you'll wind up on a safe ledge. The
builder intended that you reverse roll on the breaktile and jump back to the
second rope, and get back the same way you came. However, she warns that there's little margin
for error on the return trip. You can give her method a try if you wish, or you
can simply follow the directions given below.
Turn
to face due E and take a standing jump from the edge on the ledge you're on
now. You'll land on a small but stable
triangular area. Turn to face SE, just
to the left of the notched pillar with the spike trap at the top, and take a
running jump to the safe ledge there.
Continuing to face SE, take a standing jump up to the flat area just to
the left of the notched pillar. Sidestep
left, facing S, then turn to face the notched pillar. Take a standing jump and grab the hidden
crack in the W face of the pillar.
Shimmy right, around two corners, and release to land on a safe ledge
below. Hop down to the floor of Skull
Cave and use the temple ruins to reach the large platform against the N wall as
you did earlier. When you get there,
enter the arched opening to your right (the one straight ahead is blocked by a
gate). Go down the stairs, and in the next
room you'll find two lion statues. Push
the W one aside and enter the crawl space it was blocking. Follow up a ramp to an opening, lower Lara
down the other side and release to drop down into a room with the fourth and
final TURQUOISE. A cut scene shows that gate opening in the
wall of Skull Cave. Jump into the E
opening and hop down the other side for some flares,
then exit this room the same way you got here.
Stand underneath the crawl space in the S wall, slightly right of
center, and access it by pressing the action key and the up arrow key, without
jumping.
When
you get back to the large platform in Skull Cave, you're attacked by three bats. After
disposing of them, use the nearby single lane bridge to cross over to the SE
platform. The central area of the bridge
consists of breaktiles, but you can avoid crumbling any of them by hopping back
to grab the stable part of the bridge and shimmying past the breaktiles. Once across, locate the nearby ladder and
climb down until Lara is dangling by her fingertips. Release and grab the next section of bridge
below. Pull up and follow the ledge
around to your left, being mindful of the low ceiling when you reach the
corner. At this point you can hop back
and grab the edge, and shimmy past a row of breaktiles without causing them to
crumble. When you're past them, pull up
and use the nearby ladder to reach an upper ledge. Turn around and take a standing jump to grab
the ceiling. Monkey swing S and turn
left to face the new opening in the cave wall.
Release to grab the edge, then pull up and allow Lara to slide down the
long slope. Save your game on the way
down, and Lara will shortly hit a warp trigger.
POOL CAVE
As
soon as the new level loads, jump with a roll so that Lara slides down the
slope backwards. Grab the edge at the
end, then drop, turn left and run quickly to the S wall (being mindful of the
dart guns) as a horde of beetles attacks you.
Jump up and grab the crack in the wall, then shimmy left and around the
corner. When you come to an opening over
a breaktile bridge, save your game as you're pulling up. A lot is going to happen in the next few
seconds, and it'll take longer for you to read about it here than it does to
navigate the sequence itself. Run across
the breaktiles and turn right at the intersection. A boulder is then activated, so sprint down
the ramp while it chases you. You'll
fall down into a hole at the end, but your troubles are only beginning. As soon as you regain control of your
movements, make a hairpin turn to your right and run N down the next ramp
before the boulder drops down and crushes you.
Jump over a spike pit near the bottom, using the action key so you won't
bang your head against the wall. Slide
down the slope on the other side, and turn left as soon as you hit bottom. A spike wall is bearing down on you, so run
to the W wall and turn right. Pull up
into the NW opening and run across another breaktile gauntlet. Turn left and stand on a lone breaktile in
the corner while a second spike wall approaches. Turn to face S and wait until it crumbles,
and you'll fall onto a slope. Try to
avoid the two blade traps by jumping over them as you slide down. Doing all this and coming out unscathed at
the end may largely be a matter of luck as much as skill.
You're
safe here for the moment, so pause and catch your breath. You're standing at the entrance of a
slicer-dicer trough, so when you're ready to proceed and you hear it whirl past
you step forth and turn left. Run down
the steep ramp and drop down into the water.
Locate the underwater lever in the N wall and pull it quickly before the
slicer-dicer returns. Flip turn and swim
down S, staying as high as possible.
When the slicer-dicer rolls by, continue S and pull down the companion
underwater lever in the opposite wall.
Flip turn, surface and quickly pull up into the alcove. Climb the ladder, pull up and run N up the
ramp. On the other side you see that a
gate has opened NW, so slide down toward it, jump off to grab the edge, and
pull up inside before the slicer-dicer gets you. If you wish, you can slide down the ramp
on the right side, drop into the alcove and jump to the crack in the wall after
the slicer-dicer goes by. Shimmy left
and pull up into the opening. Run
forward and go up the winding stairs to your right. In the small room above you'll find a
pedestal with a JASP SPLINTER. When you pick it up, a cut scene shows a gate
opening in the floor of the submerged section.
Go
back downstairs, jump into the water and swim down toward the open gate. Pause to grab the small
medipack from the skeleton, then swim
into the opening and follow the passage until you can pull up in front of a
wall switch. Pull down the switch and
swim back the way you came. Turn right,
toward the S wall, and pull up into the alcove with the ladder. The gate in the S wall is now open, so turn
around and take a running jump toward the opening. Grab and pull up, then go up the stairs to
your left as the gate slams shut behind you.
You'll come to a bowl-shaped room with a water hole in the middle. Jump or slide down into the water, swim down
and open an underwater door at the end.
Swim inside and allow the current to carry you up to a larger pool where
the camera angle changes. Get some air,
save your game and then swim across the room and pull down the underwater lever
in the W wall. The timed gate opens in
the center of the floor, so swim down there and locate another underwater
lever. Pull it quickly and continue
swimming S. Pull up into a dry pool,
identical in most respects to the previous pool, before the second timed gate
closes.
Before
approaching the ladder in the E wall, draw your desert eagle and combine it
with the laser sight. Aim for the
rectangular opening above the ladder and shoot the grate that blocks it. Ignore the corpse of the unfortunate
decapitated soldier and run toward the ladder.
Jump up to grab it as two wraiths
and a couple of mummies are
awakened. Climb to the top, grab the
edge of the crawl space and pull up inside as the wraiths give chase. When you can stand up, turn around and jump
up to grab another ladder. As you climb
up the wraiths are somehow destroyed as if they'd encountered a nearby bird
statue (I never saw one). When you pull up and step forward into the opening, a
lingering flyby previews some of the tasks awaiting you. There's some unfinished business down below
you need to take care of first, however.
Climb back down the ladders into the dry pool with the mummies. If you're as fortunate as I was, you'll find
that they've mysteriously disappeared. I thought that this may have
something to do with triggering that flyby I just mentioned, and the builder
has confirmed my suspicion. She adds
that otherwise, the mummies would continue to be walking around after the pool
has been flooded. In any event,
you'll find to your surprise that they can be killed with your desert eagle,
although their bodies don't disintegrate at death (the builder explains that
this was the unforeseen result of an animation modification), so be sure to
lure them outside into the open pool area before shooting them.
Enter their abode and grab the desert eagle ammo from the NE alcove and the small medipack on the floor. Then pull out the block two times from the E
wall (do not push it N, or you will not be able to move it later and you
therefore won't be able to complete the level).
Enter the revealed passage and go up the stairs to another bowl-shaped
room with a central water hole. However,
you can walk on the edge of this bowl without sliding down into the water
(which turns out to be a nothing but a wading pool). Walk around to the W opening and go up the
stairs. You see a chain beyond the
closed grate and an unlit wall torch to your right. There's nothing more you can do here for the
moment, so return to the large pool room.
Turn around and climb up the E wall ladder again. Pull up into the crawl space, crawl forward, stand
up, turn around and climb up the second ladder to the ledge overlooking the
pool room. Step out and go to the N
opening, noting the ladders on either side of it. Crawl into the opening and enter a third pool
room (this one having water in it).
Run NW along the narrow ledge and shoot the balcony in
the W wall. Vault up into the opening
and use the ladder to climb down to a ledge at the water's level. Turn to your right and drop down into the
water hole. Swim down and through the
opening (you may encounter some unseen resistance here) into the larger
pool. Swim across to the submerged
ladder in the E wall and pull up into the opening. Follow to a ladder and climb up until you
reach the opening to your left. Shift
left and around the corner, and drop down into a small alcove. Turn around and place one of the Turquoises
in the receptacle. Return to the ladder
and resume your climb upward. Pull up at
the top and go around to your left to pull down the wall switch. You hear the sound of rushing water. Climb all the way back down the ladder, jump
into the water and swim across to the W end. Swim into the opening (again
fighting that unseen resistance) and pull out E. Jump up to grab the ladder and climb up to
the top. Jump down onto the ledge
surrounding the third pool and follow it around to the S crawl space. Crawl inside to find that the second pool is
now filled with water (and that the corpse of the decapitated soldier is
floating on it).
Jump into the water and open the underwater door in
the N wall, then flip turn and save your game before pulling the underwater
lever in the S wall. A cut scene shows a
block shifting in the next pool area, but it's timed so you need to hurry. Flip
turn and swim through the N opening into the adjacent pool room, then turn left
and swim into the W opening. Turn around and pull out E, then back flip onto
the timed block and jump up to grab the ledge above before the block
retracts. Pull up and step forward to
place the second Turquoise in the receptacle.
Safety drop to the ledge below, jump into the water and swim back across
the pool. Pull up into the E opening
above the submerged ladder and run around to your left to climb the ladder to
the very top. Pull the wall switch back
up for another sound of rushing water.
Get back down to find that the connected pools below have both been
drained.
Go S into the second pool, where the decapitated
soldier once again lies on the floor.
Climb the ladder in the E wall, use the crawl space to access the next
ladder, and emerge on the ledge overlooking the second pool. Use the crawl space in the N wall to access
the ledge overlooking the first pool, then run around to the crawl space in the
N wall. Crawl through to find that the
third pool is now filled with water.
Jump into the water, swim into the opening high up in the E wall, and
pull up W to place your third Turquoise.
Now retrace your steps (and strokes) down to the floor of the second
pool and pull that stone block out of the mummies' lair. Push and pull it through the connecting N
doorway into the next pool (it's very picky as to where it will and will not
go), and into the alcove in the far N wall. Once you get it there, you hear a
sound like a bull ramming into an eye tile.
Return to the previous drained pool room and use the
ladder in the E wall, etc., once again to get back up onto the higher ledge
overlooking this pool. You see that the
alcove across the way in the W wall is now accessible, so go there and place
your fourth and final Turquoise. A flyby
shows major changes taking place in the adjacent drained pool N. Go to the N opening and climb up one of the
ladders on either side. Pull up at the
top and jump down onto the central pillar in the next pool. Disregard the shining rays, which won't hurt
you, and take the RUBY STAR from the pedestal. Two fire wraiths
are instantly released, so run N and dive into the water of the next pool to
douse them. Then pull out N and climb up
either ladder past the opening, shift as appropriate and drop down onto the
bridge. Run forward into the alcove and
push the tile button.
Turn around and follow the bridge S around the lion
statutes until you meet a skeleton lying on the bridge. Pick up a TORCH,
then turn right around and go back to the filled pool at the N end. Stand at the W side of the central lion
statue pillar, one step back from the edge, and throw the torch down onto a
raised platform in front of an open flame.
Take a standing jump down to the platform, pick up the torch and light
it. Hop down to the ledge below, drop
your torch for a moment and pick up the large medipack
in the nearby alcove. Then retrieve the
torch and carry it with you to the S crawl space. Stand at the opening, hop back once and toss
the torch through the crawl space. Crawl
through and pick up the torch on the other side. Go around the ledge to the S
crawl space, back up to the edge and toss the torch through the opening. Crawl through and pick it up on the other
side. Toss your torch down to the floor,
where the decapitated soldier awaits. Go
around the ledge to the E opening and use the ladders to get down to the floor
of the pool. Pick up the torch and enter
the mummies' lair. Follow the passage
you opened up earlier by removing the stone block, and go up the W steps to
light the wall torch.
The nearby gate lifts, so go inside and stand next to
the chain. Drop the torch at your feet
by drawing a weapon, and pull the chain one time. A rising platform carries Lara (and the
torch) to an upper level where you find more stairs leading W. Pick up the torch and follow the stairs
around to a gate that opens upon your approach.
Step out onto the top step and take a running jump to the lion
statue. Apply your torch to create some
fiery lion's breath. Drop the torch and
enter the S alcove to push the tile button.
A cut scene shows an underwater gate opening. Go back out, retrieve your torch and follow
the bridges N to the companion lion statue.
Light it as well, and you hear the sound of a nearby door opening. Draw weapons to drop the torch, then turn to
find that the gateway to the W alcove is now open. Take a running jump with grab to land inside
and take the EMERALD EYE from the
pedestal.
Turn around, sidestep right or left, and take a
running jump back to the lion statue.
You're through with the torch, so simply jump down into the water and
swim into the N opening. Find the shaft
and swim upward until you reach the now-submerged dart room and (most likely)
some waiting beetles. Swim up through
the hole in the ceiling and pull out E.
Follow the passage, crawling as necessary, until you reach a
ladder. Climb up to the top, turn left
and slide down into a warp trigger.
SKULL CAVE
Go through the crawl space and emerge on a high ledge
overlooking Skull Cave. Climb down the
long ladder, follow the lower ledge (shimmying past the breaktiles, if you
wish), turn the corner and continue following the ledge all the way to the W
wall in the same manner as described earlier.
Climb the ladder in the W wall, shift left and drop down onto the higher
ledge, and make your way E until you can jump down onto the large platform. Let's now take care of some important
unfinished business that probably could have been handled earlier. Turn right into the arched doorway and return
to a familiar room. Go past the central
pedestal through the opened gateway and run up the stairs. In the next room, go through the crawl space
in the N wall and emerge on a ledge overlooking Skull Cave. Take a running jump forward to grab the crack
in the wall. Shimmy left and pull up
into the crawl space. Crawl forward and
lower Lara down into the room with the five wall switches.
Note the different-colored tile on the floor in front
of the skull's "nose." Stand facing E and pull up a trap door. Turn around and hop back into the hole. You'll slide backwards down a slope. Grab the end and drop down into the skull's
"mouth." Cross the bridge W
into an opening in the wall. Follow the
passage around to the right until you reach a small torch-lit room with the OBSIDIAN SPLINTER resting on a central
pedestal. Continue through the N opening
and go up the stairs until you reach an opening in the wall. Safety drop to the ledge below.
Follow the ledge to the E end. Stand at the SE corner, take an angled
standing jump and grab to the ladder in the N wall and start climbing down,
shifting right as you progress, until you can drop down onto the balcony in
front of the open double doors. Go
inside and locate the two lion statues inside.
There's a receptacle at the base of each one. Insert the Jasp Splinter and the Obsidian
Splinter. When you do so, a laser device
drops down from the ceiling and causes an artifact to materialize on the central
pedestal.
Go there and pick up the SAPPHIRE
STAR. When you do so, an
earthquake begins and two wraiths are
released. At the same time, a gate opens
in the N wall. Watch out for falling
debris as you approach the opening. As
you enter, the camera angle becomes fixed.
The entire passage ahead consists of breaktiles over deadly lava, so run
without stopping to the N end. Jump up
to grab the ledge, and pull up as more debris falls. Turn left and climb the ladder to the
top. Climb down two rungs and back flip
into a higher passage. Turn around to
find another ladder. Start climbing, and
at this point the wraiths will probably self destruct. Pull up at the top and run forward to avoid
being crushed by the stone slab that drops into the opening behind you. You'll then trigger a brief flyby through the
room ahead that ends this epic adventure.