PREMONITION

 

Levels by LOTRKingluis

 

Walkthrough by Phil Lambeth, with the help of kapil4417037's video walks. This walkthrough covers the version in which the player can save normally.

 

 

Level 1: CARGO AREA

 

Click here for the video walk.

 

After the introductory FMV, Lara revives inside a vessel that's partially flooded and where a flame is burning and an alarm is blaring. Run straight ahead and turn right at the flame into a passage to trigger a cut scene of an awakening zombie in the side passage to your left. You have no weapons, so continue forward and search the cabinet in the next room. Sorry, no weapon, only flares. Note the ceiling trap door to your right.

 

Wait for the zombie to get a little closer, then run past him and turn right into the passage he came from. Take the next right into an engine room, loop around left and climb onto the crate. Turn around, jump up to grab the ceiling and follow the monkey bars around to activate a timed jump switch that lowers the trap door you noted. Vault up (don't waste time trying to jump), turn left into the zombie passage, run past the zombie once more, turn left into the room with the shelf, go to the far right corner, turn around and jump up to grab the ladder before the trap door closes. 

 

Climb the ladder, shift right or left and drop down into a higher room. The water here is not deadly, but the underwater opening is blocked at the far end. Jump to the platforms and climb the E ladder. Shift right at the top and a cut scene gives you a preview of the chain you need to pull to lower the block in the underwater passage. Get back down, swim into the passage and ignore the empty floor holes (they're there for a reason) as you loop around left. As you approach the shallow water and start to wade out, turn around and walk up the ramp backwards. When a cut scene warning you of an approaching boulder is triggered, quickly get back to the deeper water and swim around the corner to safety.

 

Swim back and wade to the top of the ramp. Save the boulder ramp to your right for later, and pull up left to find monkey bars. Grab them and monkey swing back the way you came to a crawl space on your left. Release to grab it, crawl inside and follow to an opening. Jump out into a partially flooded room. Grab the small medipack on the crate next to the flame. Follow the E passage to a room with a couple of corpses. Pull the lower corpse away from the CORRIDOR KEY, go back W and jump into the NW floor hole. Swim along the underwater passage to a ladder. Climb up to a crawl space, enter (drop and grab the opening and quickly pull inside by pressing the crouch and up arrow keys) and follow to a opening.

 

If you hear retching sounds you can tell that your friendly zombie is still around and waiting below. In any event, jump out to a familiar area and follow the N passage to a keyhole. Use the Corridor Key to open the door and come to another flooded passage. There's a closed door to your right, so turn left and come to a crossing with a crawl space on one side and a flooded warehouse on the other. Note the crawl space for later and from the warehouse entrance look right to see your objective, a floor lever in the E wall alcove. Getting there is the problem.

 

Jump into the water and vault up onto the nearest low crate. Stand jump S to grab the duct and pull up for uzi ammo. Hop back down to the crate and stand jump N to grab the duct. Pull up, save your game and take a tricky curved running jump to grab the crate against the N wall. Shimmy right, pull up and save again when you finally make it. Take routine jumps to the next two crates and push the floor lever to open another door somewhere.

 

Swim back to the opening and pull out to the passage. Turn left twice to find the opened door. As you enter the new passage a second zombie is awakened. Near the end of the passage is a crawl space up to your left. Pull inside and jump out into a dry section with a couple of flaming tiles. Turn right and find a blood-stained opening to your left that leads to a room with a valve and a dead ahmet. Search the shelves for revolver ammo, then turn the valve to shut off one of the flames in the previous area. On your way back, beware of the fact that the lighter tiles in the corridor will now collapse under your weight, so take a running jump over them to grab the opening.

 

Pull up and go to the flame-free time. Move the crate two times E, get up on it and jump up to grab the E crawl space. Flip out at the other end in front of another crawl space and follow that one around to another opening. Don't flip out of this one (trap below), but lower Lara down the other side and shimmy left around the corner. Pull up into another crawl space, crawl forward a bit and flip out left to slide down to a room filled with crates and occupied by a live ahmet. Avoid it while hurrying to the NE opening.

 

Jump into the water, grab the uzi ammo in the NW corner and pull back out onto the platform. Locate the crack in the E wall and jump to grab it. Shimmy left over the obstruction and drop down at the wall. Jump W up the slope and take a running jump S to grab the block. Pull up, turn around and jump to grab the ladder. Climb to an upper duct, make your way around and use the slope to slide and jump to a wall switch that opens a hatch door somewhere. Drop down to the platform, get past the waiting ahmet, turn right and exit via the W opening on the right.

 

The opened hatch is right around the corner so enter the next room and don't bother to search the empty shelves. However, do pause to pick up the CROWBAR on the floor to the left of the shelves, exit to the previous room and loop around right to find a crowbar door among the crates. Step inside and push the floor lever to open another nearby door. Exit the crate room through the N opening and turn left past the opened door. Make your way NW past flame traps and pull up N into a crawl space.

 

Detour to your right for revolver ammo and lower Lara down the other side but do not drop until you've shimmied left past the flame trap. Push the crate behind you once, get up on it and flip out into the NW corner, push the crate to the end of the E corridor, get up on it again and pull down the wall switch to open yet another door. Return to the flame trap, back flip onto the adjacent slope, slide and jump to grab the crawl space. Drop down the other side, hop SE and then SW to find the opened door.

 

Follow to a crawl space up on your right, pull up into the duct and follow around to flip out into a lower passage. Another crawl space is ahead, so enter it to trigger a cut scene of a flaming mutant coming at you from a side passage. Crawl without haste to the crossing and turn right with the mutant in hot (sorry) pursuit. When you can stand up, jump up to grab the ladder in the nick of time and climb to safety. This might be a good place to save your game.

 

The next room has a burning crate and layers of duct work. Climb the layers to the top tier and hop up SW for a small medipack. Hop back down, and since the higher S opening behind you to your right is protected by a flame blower, hang from the duct where you're now standing and drop to grab the opening below. Pull up into the duct, follow to the other end, take a running jump and grab over the gap for uzi ammo, and drop/grab into this duct the same way you did earlier. Follow up and around to your left past a spinning fan into a crate room. Turn the NW valve to turn off the flames you noted earlier.

 

Search the nearby shelves for flares and go back the way you came, this time turning left past the fan to a valve that turns off the flames in the passage behind you. Don't go there yet, but return to the previous passage, turn left in front of the fan and go down to the flooded room. Hop into the water and climb out onto the SE crate. Pull up N onto the duct and jump back W over the gap to the other duct, drop down from the other end into the room with the burning crate. Climb up once more to the highest tier and jump to grab the flame-free S opening.

 

Pull up and hop down into the floor hole. Crawl S to a hold with a waiting zombie. Get past it into the S opening and proceed to a room with safe tiles and flaming holes. Hop SE along the safe tiles, jump SW to the corner platform and jump NE to grab the jutting block. Pull up and face a slope overlooking the room below. Slide down backwards, grab and drop to the room. Take the flares from the nearby table and note the floor trap door. But first, turn the valve to extinguish the flames to your left and now open the trap door.

 

Drop down twice, turn around at the end and jump to grab the ladder. Pull up into the opening, reverse roll and jump to grab the higher opening. Reverse roll once more and jump to grab the W ladder. Climb until you see an opening behind you and back flip into it. Turn around and run forward to trigger a preview of the puzzle in the next room. Hop over one of the low pipes to slide down into the shallow water. Find a small medipack at the E end and go to the W end where you can climb up N.

 

Enter the middle N opening and pull the CE chain. Exit, loop around left into the right N opening and pull the ABC chain to align the pipes and trigger a brief cut scene featuring someone's Goofy-like demise. Exit, turn right and go through the W opening. Jump over the floor hole to grab the ladder and climb all the way down to the floor, passing another opening on the way down. Head W, pull up twice and find yourself back in the room with the floor trap door. Go the N wall and pull up W two times, slide down onto a safe tile and hop over the flaming tile to the N opening.

 

Hop over the floor hole and enter a treadmill room. Save your game, turn right and time a running jump to grab the E ledge. Pull up and enter the N crawl space. You'll emerge in a room with a shallow pool. Go straight across into the triangular space to the left of the unmarked crate. Pull up onto the crate, pull up right and hop over toward the corpse. Pick up the ANNEX KEY and immediately back flip as the corpse slides down toward you (although it's harmless).

 

Now hop over to the left of the column and pull down the wall switch to lower a block. Safety drop from the grated platform and head N to the left of the crate. Go down the ramp, slide a bit and turn right at the spinning fan. Stay to your right as you go through the passage. Drop down at the end and enter the N crawl space. Flip out, search the dark room below for uzi ammo near the E wall and place the Annex Key in the N receptacle to open the door. Go on in to trigger a transitional FMV featuring a conversation between Lara and a dying admiral, who hands Lara his ADMIRAL'S MISSION DIARY with erroneous statements concerning the crucifixion. But still, we remember that this is just a game...

 

Level 2: CAFETERIA   

 

Click here for the video walk.

 

Follow the passage to a ladder. Climb up to face a flooded section. Turn left toward the closed door, which opens to trigger the unexpected appearance of a horse that trots down the aisle away from you and suddenly vanishes. Now what was that all about?  Step into the eponymous cafeteria and find a small medipack on one of the nearest tables. Go to the back of the room and into the W bathroom where a light starts flashing. Turn right to the wall and kick in the panel to create an opening for later. Look left in the last stall and activate the awkwardly angled jump switch. A hatch door opens back in the cafeteria, so return there and turn right to access the kitchen.

 

Grab the flares on the long table to your left and go to the back wall. Look up to find the ceiling trap door and pull it down. Vault up onto the flame-free section of the stove and jump NE to grab the opening. Pull up inside and follow the ramp up to a room where a fixed camera takes over briefly. The central block has four buttons, one of which is guarded by a steam blower. As you face the block, push the buttons in this order: N, W, E and S. A cut scene shows something being deposited nearby. Pull up into the E alcove and pick up the ENERGY PLUG.

 

Hop back down, pull down the wall switch in the SE alcove to open a squeaky door and return to the kitchen. Head back toward the cafeteria but look left at the entrance to find an underwater passage. Jump into the water and swim up at the end of the passage to pull out into a room where the door opened. Hop up into the opening and run forward to slide down to a partially flooded hallway. Flames block one end, but that's where you need to go, so hop or side flip over them and go around the corner to a connecting room. Grab the uzi ammo in the NW alcove before climbing the ladder. Back flip into the grated passage and follow it to the first of several back-and-forth level changes.

 

Level 3: HIGH COMMAND

 

Continue along the passage, hop down to a lower passage and a fixed camera, turn left and hop down still lower to face a crawl space with a laser bank on the far side. Stoop, wait for the laser to start moving away from you and crawl quickly to the floor hole. Flip out, wait for the laser to move away again, pull up and crawl left into a side passage. Turn around, and when the laser passes by to your right, turn left and flip out at the far end to another fixed camera. Slide down to a corridor where a laser wall is coming at your from your left. Turn right and run to the W wall where you'll be safe.

 

Pull up into the N alcove and push the button to make the laser wall retreat to its original position. Approach the laser wall and push the SE button to open the trap door high overhead and remove the nearest section of the lasers. Climb the ladder and back flip near the top into an upper passage. Follow to a crossing, turn left and hop down to a partially flooded room and see that mysterious horse appear and disappear once again. Climb onto the nearby crate for uzi ammo, hop down and approach the SW opening, only to see live wires drop down to electrify the water in the next room.

 

Standing a step back from the water line, jump the platforms for revolver ammo and continue to the NW opening. Hop there with grab and look right and left to see a ladder on each wall. Turn right and climb the N ladder to a room with a floor switch in the SW corner. A grate is lifted, so note for later the grate blocking the NE crawl space and climb back down the ladder. Go across to climb the S ladder, pull up higher and turn left at the crossing to arrive at a puzzle room.

 

Ten plinths rest on tiles, some of which are connected to harmless blue, green and red lasers. The position of the lasers can be changed by activating the plinths at the intersecting corners. Start with the plinth not far from the entrance where two green lasers intersect (1). Notice how the green laser beams shift positions. Go to the plinth nearest the NE corner, where the green lasers now intersect. Turn that one (2) and note that the green lasers now extend all the way across the room. Go to the plinth NW of the plinth that rests on the blue tile, where two green lasers intersect, and turn that one (3). Now go to the NE plinth where the two red lasers intersect and turn that one (4). Go to the W wall and turn the middle plinth where the blue lasers intersect (5). Finally, turn the SW plinth where the blue lasers now intersect (6) and the puzzle is completed.

 

The SE and SW hatch doors have opened. Go through either one and come to another partially flooded room. Find the poor fellow propped up in the corner and pick up the SECURITY CARD at his feet. This action alerts an armed guard, so beat a hasty retreat to the puzzle room and through the NW opening to the ladder. Climb down, use the platform to make your way E past the electrified water and jump with grab to glide into the entrance.

 

The grate you raised in the next room is in the middle of the N wall, so get into the crawl space and crawl left through the duct. Lower Lara into the floor hole at the end without dropping (trap below), shimmy left around two corners to the other side and continue crawling through the duct to another floor hole. You can safely flip out of this one. Note the crawl space to your right but pull up into the narrow opening straight ahead. Pull up N and follow to a small room with a NE floor hole. Drop down and come to a spooky room with a bunch of identical storage chests. Save your game and open one at random to see what happens.

 

Push the button in the W wall to open a door in the passage to your right. Follow to a room with warning signs on the floor. Grab the revolver ammo in the SE corner and push the button in the E wall to raise a machine between the warning signs. It emits a green light that identifies the booby-trapped storage chests in the previous room. However, one of the chests contains something other than a land mine. Push the button again to turn off the light, exit to the room with the storage chests and go to the glass window. Turn around and open the lone safe chest (facing W, the second one from the right) for the SUIT CONSOLE.

 

You can push the W button again to close the door to the connecting passage (although I'm not sure this is necessary) and exit through the NW crawl space. Hop down the floor hole at the end of the duct and flip out past the crawl space into the lower room. Use the E crawl space you noted earlier to reach a slope with an overhead laser bank. When the lasers pass by, jump up the slope, run forward and pull up higher. Grab the uzi ammo in the alcove, climb the ladder right and push the button to open the door. Hop into the adjacent SE passage and follow to a level change.

 

Level 2: CAFETERIA (revisited)

 

Jump to grab the ladder and climb down to the partially flooded room. Exit SW, jump or side flip over the flames and face the N alcove. Back flip onto the slope and jump off to grab the ladder in the ceiling shaft. Shift right around the corner, pull into the crawl space and follow around to trigger a flyby in the next room. Your objective is a floor lever high above you.

 

Begin by standing at the SE corner of the stacked crates, facing E. Back flip onto the slope behind you and jump off with a right curve to land on the upper crate. Hop onto the W slope, slide and jump to grab the ladder. Shift right around two corners to the other side, climb up a bit until the camera becomes fixed, hang right and back flip onto the slope. Jump off onto the NE ledge and face the swingpole. Stand jump to grab it, swing around and jump off to grab the lower S ledge. Pull up and go around to that floor lever. Push it to open a door down below, behind which a menacing alien is waiting.

 

Get down to the floor and exit via the S crawl space. Drop down into the flooded passage and find that the door in the N alcove is now open. It seems that the alien is not so menacing after all, just desperately hungry. Climb the ladder beside him and go through the crawl space. Shimmy left over the flame hole and crawl through the adjacent passage to a spinning fan. Navigate another flame hole and continue crawling N to an opening where you trigger a sputtering ball of electricity when you lower Lara down the other side.

 

Drop down and avoid the revolving ball and dangerous floor projections as you enter the N side room. The wall switch there begins the first of several consecutive timed runs, so wait until the revolving ball approaches you on its circuit and turns to the right, and pull down the switch. The cut scene costs you five of your available 30 seconds, so if I were you I would wait until the sequence ends, then push the switch back up and save your game at the same point (in a new slot, just to be on the safe side) before beginning your timed runs in earnest.

 

Reverse roll, exit this room and follow the ball around the central structure into the S room. Veer to your right and pull the chain to initiate a 50-second run, exit and go across to your right into the NE room and run off onto the block to the left of the ladder. Veer left and jump N over the deadly floor debris onto the next block. Turn slightly left, jump to grab the higher block and pull up in front of a chain. Pull it, reverse roll and take a running jump to the previous block. Pull up higher, jump to grab and pull up onto the ledge slightly to your right, exit (you may have to wait a few seconds for the ball to pass by) and run to the right of the central structure and into the NW opening. You may have noticed that a new timer now starts winding down.

 

Turn left into the passage and a trap door opens under Lara's feet. Allow her to fall onto the block below, hop or run over the debris, climb the ladder to your right, shift left, drop down and pull the chain two times. Drop down, reverse roll, run through the debris while taking unavoidable damage, climb the ladder to your left and shift right. Drop down, return past the first timed door to the room with the electric ball and keep right to get past the final timed door. Use a medipack to restore your health from having to run through all that debris.

 

Pull up N where the dead zombie is lying prone, jump to activate the jump switch in the corner and go through the opened W door for the GAS CAN (FILLED) and see a cut scene of the flooded kitchen where it's apparently to be used. Exit to the previous room (the electric ball has been neutralized) and continue to the E opening. Jump up to grab the monkey bars and follow the track to the S wall. Release, grab the crack, shimmy left and pull into the crawl space. Follow to the flame hole in front of the spinning fan, shimmy left around two corners and continue crawling until you can stand up in a hexagonal duct.

 

Go to the S and pull up left into another crawl space. Flip out into the cafeteria and go straight across S into the kitchen. Circle around left to that large pot on the inactive W burner, vault up onto the burner, face NW and pour the Gas Can (which is now named 3 LITRES) into the pot. Hop down and push the adjacent button. Instead of cooking the concoction you cause the place to blow up. Whether you meant to or not, you got yourself away to a safe distance. Go back and push the button again, vault up onto the safe burner and hop NW. Enter the revealed crawl space and flip out into the flooded room below.

 

Grab the large medipack in the NW corner and find the second ENERGY PLUG next to the propped-up corpse while ceiling trap doors open in the kitchen and in the cafeteria, causing live wires to drop and electrify the water. Pull out E and return to the kitchen. Jump the safe tiles and exit N to the cafeteria. Make your way along the table tops to the NW opening that leads to the latrine. Go to the N wall, enter the crawl space and flip out into the flooded passage. Turn right at the wall, left at the next wall and hop over the obstruction for a large medipack.

 

Return, go forward and left, jump or side flip over the flame and come to a room where you can use the two Energy Plugs to open the hatch door at the top of the stairs. Go on through for a level change.

 

Level 4: CONTAINMENT CENTER

 

Click here for the video walk.

 

Run forward into a small hub room and turn left through the W opening to trigger another disappearing horse. This one has a different color than the first one you saw, so these desultory appearances seem to presage the Four Horsemen of the Apocalypse that are mentioned in the Admiral's Mission Diary. 

 

You appear to be in a zoo of some kind. A tiger has died trying to escape, one cage is empty to indicate a successful escape, and a third cage is occupied by two lizard-like creatures. Enter the empty cage for uzi ammo and go into the W area to find revolver ammo on a concrete slab. Continue NE past an opening to a crawl space in the N alcove. Enter and follow around past another crawl space to a pushblock. Pull it once, enter the second crawl space and crawl around clockwise to face a caged monkey.

 

Crawl to the monkey, push his cage once to release him and watch the cut scene that zeros in on a prominent alcove you surely noticed in the previous area. Return to where you found the revolver ammo and the monkey will scamper up the column to the alcove and pull down the switch you couldn't reach. The W hatch door opens, so go there and enter a dark room with ominous spider webs. Enter the NW opening to trigger a cut scene of a giant spider, possibly explaining that empty cage you saw earlier.

 

Continue through the next room to a crawl space at the N end. Enter past a raised gate and flip out to slide down into the spider's lair. Just before you're seized and eaten, the trap door opens underneath your feet and you slide down to a still lower section. Walk forward to see three more giant spiders madly spinning their webs off to your left. Don't disturb them, but rather continue N, turn right past an open hatch door and slide down yet further to a new section.

 

Go to the SW corner, save your game and take the AQUALUNG from the plinth, causing the adjacent cage to lower and poisonous gas to spew forth. Pull twice the nearby chain next to the 2x sign (these numbers are significant). A green light comes on, another cage is lowered and your health bar starts declining. You don't have much time, so quickly run N to the next chain and pull it once as the sign says. Similarly, run N to the next chain, pull it twice and go W to the last chain and pull it four times. The W exit door opens in the middle of the room, so rush through for a breath of fresh air.

 

Pull up through the opening into the previous passage and approach the room where the giant spiders are spinning. Time a running jump to grab the central block (the water is ice-cold, but if you miss you have time to pull out and try again), pull up and time another running jump with grab to glide into the S opening. Follow to a crawl space, enter and get a warning cut scene of a waiting giant spider in the next room. Turn right in front of the spider into the triangular NE opening and save your game in front of the button for another timed run.

 

Push the button, reverse roll and exit the passage (tight fit, hard to do quickly). Loop around left and return to the flooded spider room. Hopefully you won't have to wait more than a second or two before jumping past the spider to the central block. Take a running jump from the back of the block to grab the monkey bars. Monkey swing to the lowered gray block, drop down and run forward before it rises again (it stays down if you beat the timer).

 

Pick up the flares at the end of the passage and climb the ladder to a higher passage. Engage in a little friendly spider-see-spider-do game. Run against the first barrier and jump up and down while the spider beside you does the same. Hopefully the barrier will lower with no problem. The second barrier is handled differently, but watch the spider. Go to the barrier and try to walk through it with the shift and up arrow keys. For the next barrier, the spider is rolling over, so you do the same. For the fourth barrier, the spider appears to be trying to mate with the floor, but light a flare and that will lower the barrier. The last barrier is lowered by sprinting into it. The spider flies away and the door ahead opens.

 

Turn right in the next room and search the cabinet for the FREEZER KEY. The W cabinet is empty, so return through the spider passage to trigger a cut scene showing a wall lowering in a previous room to reveal a slope. Climb down the ladder, monkey swing toward the central block, drop into the icy water and swim left to pull out on a low E ledge. Time a jump and grab to the central block, pull up and take a running jump with grab to glide into the S opening. Turn right and crawl left to find the lowered wall in the S opening ahead.

 

Go on in and run off onto the slope to slide to a passage with a valve at the end. Turn it to release poisonous gas that kills the spider blocking the opening in the previous room. Back flip onto the slope, jump off to grab the ladder, climb up a bit, shift right and drop down into the passage. Exit and loop around into the W opening vacated by the now dead spider. Climb the long ladder at the end of the passage, shift left at the top and go around the corner to a fixed camera. When you reach the wall after having climbed up as necessary, shift left around another corner into another room, continue shifting left as far as you can and finally release to slide to an alcove with uzi ammo.

 

Turn around, grab another ladder and continue shifting left around corners through a fixed camera until you can drop into the E passage. Push the button to lower the door and run up the ramp and stairs through two spider webs into an upper room with a checkered floor. Turn right, then left into a room with a fixed camera, continue S and turn left through the open hatch door to a familiar area. Go S up the steps and left to the zoo section. Run past the cages and into the SE passage to the small hub room, and take a right into the E opening for a return visit to the Cafeteria.

 

Level 2: CAFETERIA (revisited)

 

Hop down into the shallow water, turn right, hop or side flip over the flame and turn left at the crossing. Use the Security Card to open the door at the end of the S corridor and return to the section with the starving alien. He's going to have to wait a little bit longer, so climb the ladder next to him and crawl to the flaming floor hole. Hang inside, shimmy around left and pull into the adjacent crawl space. Hang from the flame hole in front of the spinning fan, shimmy left around the corner and continue crawling S and E to the hexagonal passage.

 

Run to the wall, pull up left and crawl to the opening. Flip out to land near the electrified cafeteria. Use the table tops to get to the kitchen (using the action key to clear the low ceilings), and once inside use the safe tiles to reach the E freezer compartment and open the door with the Freezer Key. Crawl underneath the hanging ham hocks to the back SE corner, where you'll find the GREEN APPLE. When you pick it up, an agile knife-carrying zombie comes running. If you can make it back to the cafeteria without getting hacked to death, the clueless zombie will step into the electrified water and explode.

 

Make your way through the kitchen and cafeteria to the W latrine. Go across to the N wall, crawl through and flip out into the flooded passage. Return through the S short-cut door to the alien, who by this time has unfortunately died of starvation and is now undergoing rigor mortis. Place the Green Apple in his chest cavity to make his cadaver disappear and in its place the CAFETERIA KEY will materialize behind you.

 

Climb the ladder and repeat your trek to the cafeteria entrance as described above. Use the Cafeteria Key in the nearby receptacle to open the door to another section of the cafeteria. As you might expect, on your way inside a trap door opens to release live wires that electrify the water here as well. Jump to the nearest table, go to the N wall, turn around and light a flare to find the ladder in the ceiling shaft. Jump to grab it, climb up and shift left to drop into the upper passage. Follow around and hop down into a room that's over the room where you used the Energy Plugs earlier. 

 

There's a fuse box in the N wall, but you have no weapons to shoot it. Go through the E opening and come to a bat-wielding alien in the room below. He's practicing his moves and seems to be harmless at the moment, so go around him and pull up onto the SE block. Hop over to the E block, jump up to grab the ceiling and monkey swing along the track to a jump switch near the N wall. Release to activate it and lower a block somewhere. Climb over the SE block and drop down through the floor hole for uzi ammo.

 

Hop back out, get on the E block again, but this time jump N to the higher block. Hop with grab to glide into the N opening and drop down into a machine room. Step forward and pick up the FUSE. Go to the NW corner for a large medipack and find the crawl space in the SW corner. Enter and light a flare to find the ROYAL JUBILEE ROSE for SECRET #1. Exit the crawl space, pull S out of this room and hop over the block to the room with the crouching alien. Go past him up the W steps to the room with the fuse box and turn left to pull up onto the blood-stained block. Pull up higher into the connecting passage and drop down onto the table in the cafeteria.

 

Hop with grab into the S opening, go through the passage and jump onto the table to your right, turn around and jump to the latrine doorway and go on through to use the crawl space as you've done several times already. Flip out into the partially flooded passage below and take two right turns. Jump over the flame as before, go to the next room and up the N stairs for a level change.

 

Level 4: CONTAINMENT AREA (revisited)

 

Run forward into the hub room and around the central structure into the N room where a winged alien is lying on the floor, then place the Fuse in the wall panel. The lights go out for a few seconds, then start blinking and finally come back on. The winged alien has disappeared and the E door has opened, so go around to a mud-filled trench and wade to the dark circle. Pull up, jump to grab the W opening and pull into the crawl space. Follow around and flip out into a water hole. Swim through the duct and turn left at the crossing. Continue to a room where you can surface and wade out W.

 

You can either hop up NW onto a higher flat surface or jump there from the nearby N block just beyond the water. Ahead and to your right is a fuse box of no present value, and to your left is a room with a Tinnos wasp. I couldn't find a way to avoid triggering it (and it doesn't show up here in the hard/savedisc version), and since it's impossible to avoid it while performing your assigned tasks in this area, I manufactured a weapon by using the GUNS cheat and removed the distraction. I'll be glad to amend this walkthrough if someone can provide a legal way of dealing with this situation -- unless the answer is simply to grin, bear it and use up medipacks.

 

Leave for now the floor lever you can see in the SE corner. Vault onto the E block near the lever and jump up to grab the monkey bars. Follow the track, release at the end and grab the crate. Pull up, turn left and jump to the grated ledge. Stand left at the W wall (or stand right at the E wall), jump up to grab the slope, pull up and jump back and forth, using the appropriate arrow key to land on a flat surface. Enter the N machine room and use the crowbar to pry loose the BATTERY as the power in the room shuts down.

 

Slide back down the sloped shaft, drop to the floor of the previous room and push the SE floor lever to lower a block in one of the cages in the zoo area. Jump up to grab the W ladder, back flip onto a duct for a small medipack, hang from the N end, release, grab and pull inside the duct. Crawl around until you can stand up, turn left and you're in the zoo cage with the dead tiger lying outside. Exit through the SE passage to the hub room, go around the central structure and open the E hatch door by pushing the button (if you didn't do so earlier out of curiosity) and enter a flooded meeting room.

 

Search the cabinets ahead for 2 x small medipack, vault up onto the table and enter the code from your Security Card (3045) in the keypad and press the star key to open the N door. Go on through, climb the ladder and use the Security Card to open the hatch door. Enter a flooded hallway, take the first right and come to an equipment room. Use the crowbar to pry another BATTERY from the hanging power suit, combine the Suit Console and the Aqualung to form the CONSOLE WITH OXYGEN, then combine the two Batteries to form DOUBLE BATTERIES.

 

Save your game now and do not save again until you have completed the next level (Deepdive, which is short in duration). Otherwise, if you save at the beginning of Deepdive, you may find that your ability to save is lost for the remainder of the game.

 

You're nearly ready for some underwater exploration, so return to the flooded hallway, go to the N end, turn right into another equipment room and place both the Console with Oxygen and the Double Batteries on the hanging power suit. The screen fades to black and a cut scene shows Lara donning the lower and upper sections of the power suit before the level changes again.

 

Level 5: DEEPDIVE  

 

Click here for the video walk.

 

You're facing N as you begin underwater. As warned above, do not save at any point during this level. Continue swimming N and look down to see a yellow contraption. Go through the opening there, note the wall ahead and take an immediate left through a smaller opening into a cave. Find the W opening a bit to your right and go through the small caves and the next two W openings (the second one is a bit to your left). Turn right past the triangular opening into a side cave with another one of those yellow contraptions that serves as a casket for some unfortunate fellow. When you take the TORPEDO LAUNCHER from the top of the crate two fully functioning contraptions go into action.

 

Wait for your assailants to arrive and calmly neutralize them with a few bazookas. Return the way you came to the entrance, shoot that wall you noted earlier and watch it crumble after a while (if you're lucky, the first shot near the lower left corner will do it). Before entering, you may wish to determine your destination for the timed swim that's required to complete this section. Go back S toward a submarine (you won't be able to do this later, as explained below). On the ocean floor is the remnant of a chest. Directly above is the entrance to the sub, which is blocked and will remain so. Return to the wall opening and swim inside as a huge shark goes by without seeming to notice you. Turn left and down to see a square hole in the ocean floor. Before entering, swim past that short fence to find a small medipack near the wall.

 

Swim down the hole and into a small NE opening. Follow to a small cave and enter the N opening to trigger a dream-like cut scene where Lara opens a chest to find a shiny blue object that turns out to be the SPEAR OF DESTINY. The container was apparently booby trapped, as a beam falls from the ceiling and strikes Lara, momentarily stunning her and damaging her aqualung. When camera control is restored, start immediately swimming toward the entrance while your air supply steadily declines.

 

Exit S, loop around left and up through the floor hole. A strong current keeps you from swimming directly S to the sub, so head SW through the opening, allow the current to grab you and turn left (S) at the wall, continue straight and veer up as you reach the open water. Keep to your left to avoid a deadly land mine and swing around to your right to find the partially buried chest and the opening to the sub directly above it. Swim up to trigger a level change.

 

Level 4: CONTAINMENT AREA (revisited)

 

You should once again be able to save normally. You're back inside the sub, so exit W and turn left in front of the dead body. Continue S past the open hatch door, climb down the ladder and go through the flooded meeting room. Go around the table, exit W and a winged mutant comes to life in the hub room ahead. Lure it into the meeting room and run ahead of it into the room it came from. Take the PISTOLS from the corpse lying just to the right of the entrance and ambush the winged mutant when it makes its appearance. 

 

Go through the W opening to the zoo area, turn right into the tiger's cage and go past the lowered block into the crawl space. Flip out into the lower room and run straight forward to shoot that fuse box you noted earlier. That Tinnos wasp you may have vanquished earlier now makes a second appearance. Something apparently causes it to be triggered prematurely in the easy version. Pull down the wall switch to lift an underwater grate and go down the E ramp to the flooded room with the flame. Swim into the opening and find the opened grate straight ahead. Swim on through and allow the current to carry you to a level change.

 

Level 6: HORSEMAN OF CONQUEST

     

Swim to a floor hole and down into what I'll call the flooded room. Pull out onto the duct against the S wall and crawl to a pipe with a button. Push it for a remote cut scene, get back into the water, swim across the room and find the opening in the duct near the NE corner. Swim inside, down a floor hole, up the shaft at the ceiling hole, surface and pull out to trigger a flyby through the next room. Shoot two approaching Tinnos wasps, go to the E end of the ledge and face the nearest flaming block.

 

Wait until the flames go down and stand jump to grab the block. You can stand in the corners without being set aflame, so pull up and make your way counterclockwise along the flaming blocks until you reach the N ledge. Push the floor lever for the same remote cut scene you saw earlier. To get back, simply drop down into the water trench below, swim S to the ceiling shaft and go up and around to the flooded room.

 

Find the opening in the SW duct, swim inside and follow to a larger flooded room. Note the dangling rope, swim across and pull out W onto the grated walkway, climb the ladder and back flip onto an upper catwalk. Go around left or right and jump to grab the rope. Face E and swing forward to jump off in front of a floor lever. Push the lever to raise the water level, jump in and swim W toward the ladder. Loop around left to find an underwater lever on the column. Pull it to raise a drawbridge in the room with those cut scenes you've been seeing.

 

Swim back E and through the duct to the flooded room. Go to the NW corner and into the duct opening there. Follow up and around and wade out into that room shown in the cut scenes. Run across the raised drawbridge into the W passage. Pull up right at the wall and run up the ramp. Climb up higher until you reach a long slope going down to your left. Slide down forward so you'll land with your back to the eponymous horseman, which quickly morphs into an immortal giant spider.

 

When camera control is restored, run W away from the spider and turn right at the juncture toward the N wall, where you can see a swinging crate overhead. Reverse roll against the wall and wait until the spider comes close and side flip away. The crate should fall and crush the spider, but unfortunately it's only stunned for a few seconds, giving you time to run back to the juncture and turn right toward the W wall. Reverse roll against the target, but this time be sure to side flip left at the last instant to avoid the flames that spurt out from the other side when the spider triggers the target. 

 

Run back E to the crossing with the now-flaming spider giving chase, turn right and sprint to the S wall, reverse roll under the yellow triangle and do your side flip trick (in either direction) one last time. The spider will be electrocuted, so place the Spear of Destiny in its smoldering carcass to retrieve the SOUL OF CONQUEST as beetles start swarming out. Reverse roll and sprint past the crossing, avoiding the central square for now, and look left for the small medipack that you probably saw out of the corner of your eye while you were trying to stay one step ahead of the spider. Return to the crossing and step into the central square for a level change.

 

Level 4: CONTAINMENT AREA (revisited)

 

Allow the current to carry you S and continue swimming in that direction, pausing on the way for uzi ammo, until you can pull out onto a deck of the submarine. Push the wall button to the right of the grate to open it, crawl inside and ignore the opening to your left. Follow around to another crawl space and use it to return to a familiar area where you encountered the monkey earlier. Out of curiosity you can look into the E passage and see its now-spinning cage, but your next destination is the W passage and the room with the checkered floor.

 

Go on through, turn left into the W room and find the VIRIDIFLORA ROSE next to the dead spider for SECRET #2. Return E, S and E to the familiar area and run SE past the zoo area to the hub room. Turn right into the S passage and turn left at the wall for another level change.

 

Level 2: CAFETERIA (revisited)  

 

Head W, jump over the flame and turn left into the S side passage. Take the next left and pull up right into the crawl space leading to the latrine. Go on through to the electrified section of the cafeteria, hop SE and then NE with grab into the passage leading to the next section (also electrified). Jump to the long table, reverse roll at the N wall and stand jump to grab the ladder. Climb up, shift left, drop down and go around to the lower room with the fuse box.

 

Shoot the fuse box (mind the hole in the grated floor to your left) and pull down the wall switch to power down the electricity in the cafeteria. Climb back out SE and return to the cafeteria. The water is now safe, so hop down from the long table and splash your way S across the room toward the hatch door. Push the button to open it and go on through for a level change.

 

Level 7: HORSEMAN OF FAMINE

 

Splash through the passage, taking two right turns until you reach a ladder. Climb to an upper passage and crawl through the narrow opening. Continue along the passage until you reach a shootable grate. Crawl on through and find yourself on a catwalk extending over a large room. Hop down SE onto a block with a floor lever. However, it seems you need additional support in order to use the lever. Hop to the floor and find the UZIS on the NW plinth.

 

Push the nearby crate all the way S so you can climb up on it and push that floor lever. A door opens at the end of the catwalk, so hop up NW and over the beam that's in your way, enter the E doorway to a fixed camera and the door closes again once you're inside. Pick up the SMALL and LARGE WATERSKINS and use one of the shallow holes where the bowls are being rinsed to provide the necessary contents. The clue is rather obvious, 2L above the scales, so fill the large waterskin, combine it with the small waterskin, and pour the remaining two liters from the large waterskin into the raised bowl on the left.

 

Both doors in the catwalk room are now open, so exit to the catwalk and take a running jump N over the fence to grab the entrance ledge, pull up and go inside. Follow the passage to a floor hole and safety drop onto a crate in an electrified section of the cafeteria to trigger the Horseman of Famine that immediately changes into a wheelchair-bound Von Croy. You're safe for the moment, but the wheelchair is equipped with a bolt-throwing device, so hop down and move quickly W, jumping the tables until you reach the hanging ham hocks. Reach inside for the TORCH and make your way around the tables to the flaming pot on the N side of the room, pausing for uzi ammo next to the crate in the NW corner (which also shields you from Von Croy's bolts).

 

Light the torch and, to your surprise, the pot explodes and takes away your torch. A row of flames protecting Von Croy also disappears, allowing you to fire at him while also having to deal with a harpy. When Von Croy's health bar is depleted the flames return with Von Croy still very much alive, requiring you to go to Plan B. A flame has appeared in the pot on the S side of the room, so get another torch from the nearby ham hocks and repeat the same process described above, complete with a new harpy.

 

For the third go-round, grab a new torch and light it on the flaming pot on the W side of the room. Voy Croy's health bar goes down more quickly this time, but another harpy also appears and this one is more bothersome a distraction. You're almost done. Return to the SW ham hocks, grab another torch and go to the flaming pot on the E side to light it. When Von Croy and the harpy are vanquished for the fourth time, peace reigns but the water is still electrified. Take a running jump over to Von Croy's wheelchair and place the Spear of Destiny in his lap to send him on his way.

 

The SOUL OF FAMINE has appeared in your inventory and the exit hatch door has opened near the SE corner, so go there and follow the passage to a block and a ladder. Climb up to the catwalk room, make your way up to the catwalk and exit S through the crawl space. Follow to the floor hole, climb down to the flooded passage and make two left turns for a brief return visit to the cafeteria.   

 

Level 2: CAFETERIA (revisited) 

 

Click here for the video walk.

 

Run forward through the safe water and turn left into the SW doorway. The water in the next area is still electrified, so hop the table tops S to the kitchen and just inside the doorway jump into the safe trench to your right. Swim to the other end, pull out and hop up into the N opening. Slide down into the flooded passage, jump or side flip over the flames and climb the ladder near the third flame. Back flip onto the grated walkway and follow for another visit to an earlier level.

 

Level 3: HIGH COMMAND (revisited)

 

Run forward, hop down to a lower passage, turn left and continue around to your right into the W passage. Crawl through and drop down through the opening where you lifted the grate earlier. Run across the partially flooded room and exit W to the room with the electrified water. Hop over to the fenced walkway, face N and shoot the wall panel (the one on the right) above the computer console. Continue firing into the revealed opening while jumping up and down, changing your position periodically, and eventually the water will become safe. You can tell when this has happened by looking at the dangling wires behind you. If the blue balls of electricity issuing from the ends of the wires have disappeared, the water is now safe.

 

Go over to the NE corner and pick up the MANCHU ROSE for SECRET #3. Exit W, climb the N ladder to your right, enter the next room and shoot the grate in the NE corner. Crawl inside and follow around to a new room. Pull up right in the NW corner, hop down into the floor hole for a large medipack and return to the previous room. Push the button on the block at the SW corner. A laser gun rises in the other room beyond the glass window and opens a panel in the W wall. Return there via the crawl space and step into the new opening to alert a soldier and a dog.

 

Search the room for uzi ammo, stand on the NE corner of the raised central slab, face E and jump up to grab a crawl space. Shimmy right around the corner, pull inside and follow around the corner to a floor hole and a ladder. Jump to grab the ladder and climb down to a dark lower passage. Run forward to trigger a flyby through an electrified room. Step onto the entrance platform and jump S to grab the crack in the pillar. Shimmy right around two corners and drop down to a safe platform. Take a running jump SE and another running jump NE with grab to glide into the E opening with a closed door at the other end.

 

Face NE and take a running jump onto the higher flat surface opposite the other E opening (where you can see another closed door at the end). Stand jump to grab the higher N column, pull up and see the overhead monkey bars. Turn around, jump up to grab them and follow the track to the SW corner. Drop down to a grated walkway, run to the other end and shoot the fuse box. Pull down the wall switch to shut off the power, and on your way back pause for the uzi ammo in the alcove to your left.

 

Drop down through the gap in the railing and push the floor lever in the SE corner to open both of the E doors. However, they only lead back to a previously explored room, so go across to the W opening and save your game before sliding down the steep slope.

 

You land on a walkway extending partway across a lava room. A rotating skull with those deadly electric eyes is on the central slab, so quickly step forward, side flip right and stand jump forward to a place of safety behind a block. At the right moment, hop back and jump up into the N passage. Run quickly around the corner and climb the N ladder into a higher passage. Hop with grab into the SE alcove and pick up the LASER SIGHT. Get back down, run S toward the rotating skull and jump right (SW) to another place of refuge.

 

Pull up onto the block for revolver ammo and hop back down to safety. This time, hop onto the block and continue with a running jump SE to the next safe spot. Time a jump up to the S opening and enter the next room. Go around to the back and find the REVOLVER on a plinth. Combine it with the laser sight and venture forth to do battle with the skull head. Standing at the opening, zero in with the look and crouch keys and shoot the eyes out one at a time (saving after each one) before they can recharge and fry you.

 

When the skull is defeated, it disappears and a ceiling trap door opens behind you in the SW corner. Hop up to the crate beneath it for a level change.

 

Level 8: HORSEMAN OF WAR

 

Run forward into a flooded control room. The tightrope connecting two stations indicates that before long the water here will become electrified. Hop over the hole at the entrance to the N passage and a cut scene betrays the existence of a nearby sentry gun. The crate ahead that bears the image of a skull is a pushblock. Push it N two times. If you push it a third time you'll take fire from the sentry gun that's posted to your left, so the better part of valor is to hop back, jump onto the block and continue with a running jump N out of harm's way before too much damage is done.

 

There's a second pushblock near the N wall. Pull it once W, then push it two times S against the first pushblock. Go around to the S side of the first pushblock without fear of the sentry gun and pull it three times S. Get up on it, draw your combined revolver and laser sight, target the red fuel container attached to the sentry gun and blow the sucker away. Go around into the area that had been protected by the sentry gun and grab the uzi ammo to your left.

 

Continue through the NW opening and push the floor lever in the next room. An exit door is opened in the flooded control room, but sure enough, a ceiling trap door also opens and live wires drop down to electrify the water. Go back E and take a running jump SE from the wooden crate onto the gray ledge. Take another running jump slightly SE down onto the pillar support. Grab the revolver ammo next to the skull crate and hop into the E opening. Slide down into a passage, grab the flares on your left and use your Security Card to open the door on your right.

 

Facing the room with the electrified water, hop up SE, take a running jump W and another running jump S to clear the low light fixture. It might be a good idea to save before trying to navigate that tightrope over the deadly water toward the opened W door. When you get across, jump N, W and stand jump with grab to glide into the W opening. Enter a small room where some torpedoes are stored, go to the NW floor hole and hop up SW for a small medipack. Hop back down, find the ladder in the floor hole and climb down to initiate another horse encounter in the room below.

 

This horse turns into a four-armed sword-wielding warrior. When he succumbs his body vanishes and re-appears in a kneeling position at the S end of the room.  Place the Spear of Destiny in his lap and a sword will descend from the ceiling to finish him off and leave you with the SOUL OF WAR. The S exit door also opens, so go there and follow the passage to trigger a ghostly cut scene and another level change.

 

Level 1: CARGO AREA (revisited)

 

Light a flare and pull up into the SW crawl space. When you can stand up, ignore the W opening and jump to grab the ladder in the floor hole shaft and climb down to a lower passage. Go near the W end, face S and side flip right onto the slope. Jump over the flame and grab the crack. Pull up into the crawl space and lower Lara down the other side (you don't have enough room to flip out). Hop SE and SW over the flame traps, follow the passage and pull up right into a crawl space.

 

Crawl W, then S, and at the opening get on your knees, draw your combined revolver and laser sight and shoot that flaming alien if he's still waiting patiently for you down below. Otherwise, flip out and wait for his soon arrival. Once he's gone, enter the S crawl space, turn left and follow the duct clockwise until you reach the DON JUAN ROSE for SECRET #4.  Crawl back the way you came and continue past the crossing for a long distance until you can finally stand up near a ladder.

 

Climb to a higher passage and run forward into the room with the burning crate. Climb up right onto the ledge that crosses the room and go to the W wall. Face N, hop back and grab the edge, release to grab the duct and pull inside. Go to the other end, take a running jump to grab the E duct in the next room, release and grab and pull inside. Follow around and turn right when you reach the spinning fan. Go around past the valve and hop down into a lower passage you visited a little earlier.

 

Turn right, jump to grab the ladder in the S floor hole shaft and climb down to a still lower passage. Side flip again onto the slope, slide and jump to grab the crack, go down the other side and hop SE over the first flame trap. But this time jump SE over the next flame trap and shoot the waiting ahmet. Proceed S into the room with the crates, turn left and enter the blue-tinted E opening for a level change.

 

Level 9: DORMITORIES

 

Click here for the video walk.

 

Run past the bunks, which hold nothing of interest, and enter the SW passage to trigger a ghostly apparition. Continue S until the color scheme changes from blue to red. Reverse roll, run back the way you came and loop around left to the NW bunks until the color returns to normal. The immediate danger has passed, so return to the SW passage and continue to the S wall. Look left to see a closed door and go to your right past an opening to note a cross in the S alcove.

 

Return to the N opening and proceed to a devastated section of the dormitory. Hop up SW and pull up W into a crawl space. Follow to the other end and lower Lara down into a passage. Head S to trigger a flyby through the large room ahead. Run forward toward the S wall and, just to the right of the central bridge, pull up onto a slightly lower catwalk. Go through the crawl space into a much smaller room. Time your way to the steam blower and go left to where you can stand up.

 

Make your way through the E passage past more steam blowers and slide down the slope. Jump over the glass pit onto the next slope and jump again without sliding to land on a glass-free section of the floor. Walk slowly through the shards and pick up the RITUAL SKULL (1 of 4) in the SE corner. When you do so a fire wraith issues from the rotating globe in the large room. Steel yourself and walk NW through the shards and into the opening, hop up twice onto the blocks and climb the ladder on your right. 

 

Run through the duct, hop down the other side, turn left and run into the large room toward the rotating globe. Stay right and just past the bridge, turn right into a water-filled passage and hurry to the deep end where the wraith will be extinguished. Swim down and follow the underwater duct, turn right at the crossing, surface and pull out. Turn left, go around the corner and turn the valve to open the hatch door.

 

Enter a new bunk area, hop over the concrete ramp for a small medipack, go up the ramp and hop down left to find a crowbar grate. Open it, enter the duct, drop down the floor hole (you'll use the ladder later) and walk through the glass shards to the S wall. There's a pushblock to your right, so pull it once, go back to the glass-free raised slab in the passage and pull up E into the glass-filled alcove. Turn around in place, stand jump to grab the W opening, pull up and walk through the shards to a floor hole.

 

Safety drop to a passage with a pushblock on either side. Turn right and push the E crate two times past the glass-filled passage you negotiated earlier. Reverse roll and pull the second crate two times. As you may have guessed, you now have to get behind the second crate, so walk through the passage to the ladder to a higher duct. Walk through the shards, hop down lower, walk down the ramp through more shards and find yourself on the back side of the second pushblock.

 

Turn right into the S passage and proceed to a small room for the KEY CHAIN next to a corpse. Go back, turn left, walk through the shards and up the ramp, pull up higher and return to the ladder. Climb down a bit, shift right and drop down into the N passage leading to the bunks. Exit through the hatch door you opened and continue past the water hole. Turn right at the N wall and stay right to find flares around the corner. Use the Key Chain to open the door in the N alcove. Go inside and pull down the wall switch to open a nearby hatch door.

 

Go back the way you came to find the opened W doorway. Enter a macabre room with floating bodies and eyeballs. The four eyeballs can be shot with your pistols by jumping up and down, or with your combined revolver and laser sight. When all four have been shot a blue ball suspended over the central plinth explodes, allowing you to approach for the RITUAL SKULL (2 of 4). When you pick it up another wraith darts out of the rotating globe in the large room.

 

Exit this room through the open hatch door, turn right and then left into the water hole, swim back toward the large room, wade out and run diagonally left under the bridge and across the room into that SE alcove where you saw the cross earlier. Kneel in front of it and the wraith will eventually fly into it and explode. Reverse roll and run straight across the room into the N passage. Near the end, pull up right into the crawl space and flip out into the bunk area. Vault over the slab, exit SE and follow the uneven passage to the S wall. Turn left and open the E door with the Key Chain.

 

Walk through the glass shards past more bunks, crawl over the crate to your left, flip out the other side and walk through more shards to your right for a small medipack. Go back the other way and pull down the wall switch to open a door, crawl back over the crate and walk through the glass shards to the hallway. Turn right and follow the passage to the N wall, turn left to find the opened door and continue into a new bunk area with more glass shards.

 

Loop around left and search the small chest for revolver ammo. Reverse roll and search the N chest for a RITUAL SKULL (3 of 4), whereupon another wraith issues forth from the rotating globe in the large room. Carefully exit the bunk area, turn right and run S down the passage, turn right and then left into the S alcove and kneel in front of the cross until the wraith explodes against it.

 

Go back N through the irregular passage to an earlier bunk area, vault over the slab and enter the W crawl space. Lower Lara down the other end and return S to the large room. Jump up to grab the bridge and pull up onto it. Go to the S end, face E and jump up to grab the opening. Pull up into a duct and go around to turn the valve to open the hatch door. Enter and climb down the ladder to a bunk area. Push the floor levers N and S (a cut scene after each one), go over the wooden crate to find a third floor lever. Push it to open a nearby trap door, push the unmarked bunk to your right two times to reveal an alcove and go inside for the BLUE ANGEL ROSE and SECRET #5.

 

Go back, drop into the floor hole where the trap door opened, enter the crawl space and crawl around the corner for the RITUAL SKULL (4 of 4). Of course, another wraith is released from the rotating globe in the large room, and this time you're in no position to be in a rush. Crawl back to the floor hole, face W and back flip out of the hole, hop forward and climb the ladder to the upper passage. Go through the open hatch door, hop down to the bridge and again to the floor of the large room. Don't head for the cross, but instead turn right into the N water-filled passage and the wraith will snuff itself out in the deeper water.

 

Return to the large room and approaching the rotating globe. Place a Ritual Skull on one of the surrounding plinths. Lara will at first say "no" but quickly relents. The rotating globe explodes and the other three skulls appear in their respective places without your having to do anything else. Step into the central blue hole for a level change.

 

Level 10: HORSEMAN OF DEATH

 

The entire platform with the surrounding plinths has been transported to a surreal floating islands setting. Vault out of the hole and go to the pointed S ledge. Take a running jump down to the island below, face the SW ladder and take a running jump from the right of the brick platform with a midair left curve to grab the ladder. Climb to the top, hang from the other side and drop to activate a jump switch that unfurls part of a bridge.

 

Face the rope in the distance E and take a standing swan dive toward it. You'll go through a force field of some kind and land back in the hole where you began the level. Honestly now, how were you supposed to know that if I hadn't told you? Anyway, go to the jutting SW ledge and take a running jump across the gap to grab the W ledge. As you pull up you can see the titular horse in the distance. Run forward a few steps and take a running jump to the S structure. Go to the back left corner for revolver ammo and return to the previous island. 

 

Walk out to the W tip and take a running jump without grab to land on the next ledge. Go around to the S end and take a running jump to grab the next small island. Pull up, turn right and take a running jump W onto the unfurled bridge. Step forward to startle the white horse that abruptly turns into a winged death angel who mumbles something about eyes and "reaching the end of this stairway". Turn left for more revolver ammo and note the floating eyes that have materialized around you, one close by and at least two more in the distance. If you now try to follow the winged angel up the W stairway, you'll get caught in an endless loop and never reach the top. Your obvious task is to get rid of all those floating eyes.

 

Draw your combined revolver and laser sight and shoot the closest eye. It crumbles with one shot, so you know you're on the right track. You can target two more eyes from where you're standing, one SE and the other NE. How many more are there? Take a swan dive at random into the darkness, as your exact orientation is apparently irrelevant, and once again you wind up in the beginning hole. Pull out and you can see an eye ahead to your right. Destroy it. Look S and you can see four more, all reasonably close to one another. Eliminate them. That makes eight so far. Go to the W end of this island and you can see two more eyes, one up to your right and the other below to your left.

 

Ten is the required total, so if you've shot them all you can step into the central hole for a cut scene confirming that you've accomplished your goal. Jump to the W island and then to the next W island as you did earlier, go around and jump to the S block and over to the W unfurled bridge, run forward and ascent the stairs a long distance to the top. An onscreen message tells you to save before entering the portal. As you go up further, another onscreen message tells you that, if you lose the game, exit to the desktop and reload here. As you approach the portal flanked by three flaming pots, save your game and step into the blue hole.

 

Apparently it's necessary that you win the senet game that follows, which is always a hit or miss affair. In case you've forgotten, here are the basic rules:

 

You move the colored pieces (blue, green and red) on the row nearest you; the winged death angel moves the other pieces. To take a turn, stand close to the four-tiled contraption and press the action key to spin it. You may then advance one of your pieces by the number of white tiles showing. If your spin results in all black tiles showing, this counts as a six. Step on the colored square (red, green, or blue) corresponding to the piece you want to move. The selected piece advances accordingly. If you spin a six (four black tiles) or if your piece lands on one of the four ankh tiles, you get to take an extra turn. You may not land on a square occupied by one of your own pieces. If you land on a square occupied by one of your opponent's pieces, his piece is sent back to its starting position. In order for one of your pieces to reach the last square on the board, you must spin the exact number required to land the piece there. The first player to get all three pieces to the final square wins. Of course, the same rules apply to your opponent, the winged death angel.

 

You can neither save (F5) or reload your savegame (F6) while you're up here, so if you should ever get the feeling that your position is hopeless and you just want to start over again, you'll need to exit the game (Alt-F4), restart it and reload your most recent savegame.

 

If you should lose, follow the above instructions and try again. When you do win, the winged death angel is destroyed and the SOUL OF DEATH appears in your inventory. Turn around, run into the portal that has once again appeared, kick back and watch the concluding FMV.