LARA'S DAY OUT

 

Levels by George MacIver

 

Walkthrough by Phil Lambeth. Video walks have also been provided by Doggett TV, by Saki Croft and by kapil4417037.

 

 

Level 1: MORNING

 

If it's morning, it must be the pre-dawn hours. Run forward past the flaming pots and just beyond that lone column is a plinth with the REVOLVER (a generous 50 rounds were already in your inventory). Run W along the N wall until you reach a hard-to-see small medipack opposite the second red bush. Continue NW up a hill and through the W opening. Continue past a puddle to the next W opening, down a ramp and around to a lava room.

 

Jump across to a small island and face that tired old device where you're obliged to jump a series of slopes in the lava to reach your objective. You've done this many times in the past, and it's a piece of cake anyway, so I won't bore you with the details. When you get to the flat ledge, don't go inside yet but face NW and stand jump while keeping the up arrow key depressed to land inside the alcove. Pull down the wall switch for a cut scene showing an object in a room somewhere.

 

Jump back to the ledge, enter the structure and go around the corner to face a marked spike trap. You know the drill; jump up, grab the ceiling and monkey swing over the hazard (or simply jump over it). Turn left at the wall and run W over the bridge as the door ahead lifts obligingly for you (and abruptly slams shut as you pass through). When you reach the pool, go past it to the N wall and loop around right into an alcove with a wall switch that provides no clue of what happens when you pull it down.

 

The column nearest the N wall has a ladder you can climb. When you pull up to the top, flames on the next column will be activated in a few seconds, but if you're quick enough you can stand jump onto the column and continue in one fluid motion with a running jump to grab the ledge ahead while assuming no risk of being burned. Otherwise, you'll have to wait for the flames to subside before making your move. From the ledge take a running jump S to grab the next ledge, pull up and take one more running jump to grab the opening in the S wall.  

 

Pull up and run toward the bright object on the raised slab, but steer clear of it for now. Loop around right past the opening in the fence and pull down a wall switch that changes the color of the object from red to green. Now you can go there and step onto the raised slab to be transported onto a ledge in a new area. If you'd done so while the object was red, you would have been transported to the ledge in the previous room. Take a running jump SE with grab so you'll land inside the opening. Go around and take a running jump SW to grab the column. The top appears to be spike-trapped, but you can pull up safely.

 

Turn around and take a running jump NW to grab the upper opening. Pull up and run forward to a wall switch that activates an elevator platform. Go back, stand jump down to the column top and turn to face NW. Take a running jump onto the elevator platform at an opportune moment, turn to face W and when it nears the top of its cycle take a running jump slightly SW to grab a niche in the column. Pull up and jump down SW onto a ramp that's an obvious boulder trap. In fact, you can look up and see the boulder poised and ready to drop.

 

Run up the ramp, and when you reach the trigger tile on the flat spot hang left and wait for the boulder to roll by. Pull up, run up the rest of the way and pull into the S opening. Pull down the wall switch and a gate elsewhere takes seemingly forever to lift. Hop back down to the ramp, hang from the side as you did earlier and shimmy as appropriate until you can drop onto a column top. Take a running jump E to grab the next column, shimmy right around the corner and drop onto the ledge below. Run off SE onto a still lower ledge and pull up E into the opening where the gate lifted.

 

Run forward onto a ledge overlooking the lava room and follow to the S end. Turn the wall wheel to activate another elevator platform close by. Turn around and stand jump onto it at the right moment during its cycle. Face the central structure and jump to it. Go between the bamboo railing to find a GOLD SKULL on a plinth. Continue to the NE corner for a large medipack and return to stand jump back to the elevator platform. Run off S onto the island and jump over to the lower SW opening. Follow the passage around and up some large steps to a familiar area.

 

Run E through the opening and to the far wall, where you'll find a wall switch that opens the adjacent gate. Follow this passage as the gate closes behind you and come to another lava room. Loop around right and pull up into the S alcove for a SERPENT STONE. Hop down, go to the W end and stand left. Hop back once, and when the flames subside stand jump onto the green tile and continue with a running jump into the W opening. Slide down the slope and follow the passage to a gate that lifts upon your approach (and of course closes again as you pass through).

 

Hop up right past the small tree at the NW corner, hop up higher NE and jump to grab the W ledge. Pull up and enter the passage to your right that leads to a plinth with a LIZARD STONE. Go back and get down to the ground. Go through the NE opening after noting the nearby closed gate and go to the far side of the pool for a large medipack and flares. Jump into the water and swim through the narrow N opening into a second pool. Pull out W to find a JUNGLE THISTLE on a plinth. Swim back to the first pool, pull out E and find a timed wall switch that opens the gate in the W wall for a few seconds. Get quickly past it, pull up at the end of the short passage and step out onto another ledge overlooking the lava room you visited earlier.

 

Grab the large medipack at the S end and pull up E at the N end to find another LIZARD STONE in the E alcove. Get down to the ledge and go around into the adjacent E opening to drop to a lower passage. Follow around to the pool and exit SW to what resembles but isn't the beginning area. Run W, and just past the hanging tree roots turn left into an alcove for a small medipack. Just beyond the alcove hop up onto the ledge, back flip onto the slope and jump off to grab the ladder. Climb until Lara's feet are set, back flip to an upper section and go toward the S arch to encounter a flying medusa.

 

At the back SW corner is a wall switch that lowers the spikes behind you. Reverse roll, run to the cage and pull it three times. Climb onto it and take a running jump N to grab the ledge. Pull up onto a timed trigger tile and continue N with some haste to the next ledge, then to the column, pull up and take a walking-running jump (walk key followed by the jump and up arrow keys) up to the plinth. Step forward quickly to grab the SERPENT STONE and back flip onto the column before flames erupt around the plinth.

 

Drop to the floor, run off into the NE floor hole and hop down to the lower area. Run W and turn left into a shallow pool featuring four arch structures. Head SE toward the falling water and up past the opening onto a dry pavilion with a small medipack a bit to your left. Return to the shallow pool, go to the back of the NW arch, pull up the left side facing S and back flip into a high opening. Turn around, follow the passage and come to a floor hole right around the corner. Stand jump over the hole to trigger a boulder up ahead, back flip and hop back while the boulder rolls down and falls into the floor hole. Jump back over and proceed E up the ramp to an opening that overlooks the area you navigated earlier.

 

Take a running jump SE onto a ledge and step forward for a second JUNGLE THISTLE. Safety drop to the floor, reverse roll and place the Jungle Thistles in the N wall receptacles to lift the gate between them. Enter a new area as you hear a distant roar and hop up behind the NW column. Pull down the wall switch and go through the E opening. Turn left toward the arches and prepare to do battle with a quartet of flying medusas. Grab the large medipack in the SE alcove and find a wall switch on the E side of the second arch. Pull it down and continue N to find another large medipack at the NE corner. At the middle of the N wall is a plinth with a GOLD SKULL.

 

Go back S underneath the arches, right into the W room and left through the S opening. Head SW around the building toward the falling water and continue W through the shallow water toward a closed gate. Insert the Lizard Stone in the private parts of the statues on either side to lift the gate and go inside. Proceed a step or two beyond the bamboo fence, draw your pistols, stoop and fire continuously to trigger the land mines surrounding the gold skull you can see in the next room (although how the player is supposed to know that is beyond my half-wit understanding).

 

Enter the room to see that the gold skull has disappeared from the nearest plinth and probably from the next plinth W as well. If you look around you'll find a total of twelve sunken squares in this room, each with a central plinth originally bearing a gold skull (with the exception of the one at the middle of the N wall where there's an empty plinth and a burning pot beside it). There are also marked spike tiles here and there, and be aware that these are active. Now that you have a clue as to what's going on here, go around and shoot the remaining nine or ten gold skulls from a safe distance. One of these does not create an explosion for some reason, and two of the others will in addition release a flying medusa. You may also notice that Lara will target something in the ceiling of the central passage if she goes there with a drawn weapon. Anyway, when all 11 golden skulls have been dealt with, a GOLD SKULL appears on the N plinth next to the burning pot.

 

Before leaving, go to the SW corner and pull down the wall switch to the left of the tree. This causes Lara no longer to target anything in the central passage, so there must be some connection. Anyway, exit NE, splash through the shallow pool and go left around the building. The S gate between the two burning pots is now open, so go inside to find a SECRET SKULL on the plinth. Exit, turn right and run clockwise around the building to the closed gate in the E wall. On either side of the burning pots is a snake-head receptacle. Insert the Serpent Stones to lift the gate and follow the short passage to a floor hole.

 

Jump into the water and swim across to pull out into a remote and oppressively dark fixed camera view of the area ahead that you can't break by hitting the look key. Walk forward, loop around right in front of the flame tile and pull up W to get a fleeting glimpse of your first objective here. Don't pull into the crawl space but drop back down and walk (not run, lest you stand on a death tile that's hidden from your view) S until something stops you. Hop back and take a running jump to grab the ledge ahead. Pull up and run around right to pull down the wall switch that lowers the spikes to your left (triggering another spike trap along the way).

 

Follow the winding path past the lowered spikes but stop as you approach the inaccessible plinth at the top of your screen. A flame is moving back and forth along the floor to your right, so wait until it starts moving away from you and follow behind it. Turn right into the side passage and face the triggered spikes. Time your way past them and a flame blower will now be triggered around the corner. Time your way past it as well, staying close to the wall, and loop around right into the W passage to find your way blocked by a pushpiece. Push it to the W wall, reverse roll and go SE to a second pushpiece. Pull this one two times to get it out of your way and deactivate the nearby spikes, go around and through the now-accessible SE opening and turn right (W) at the flaming tile as you see another nearby tile ignite.  

 

Turn left at the wall and pull down the timed S wall switch to turn off the nearer flame for a few seconds. Reverse roll and sprint N over the tile before the flame returns. Go past the next flaming tile to the pushpiece and push it once to extinguish the flame tile to your right. Go around past the tile as the camera view changes, turn right and follow the winding path until you reach the first of two death tiles. Take a running jump over the first and jump around the corner of the second one. Continue until you activate a spike trap, time your way past it and follow to the SE pushpieces. Pull the first one two times, go around and push it two more times S into an alcove. Reverse roll, go to the second pushpiece and pull it three times, go around it and into the passage it was blocking and scoot through the opening to your left before the flame blower activates.

 

Continue along the path toward the death tiles, pause for a large medipack in the alcove to your left and follow the moving flame to an opening that leads to a plinth with a GOLD SKULL. When you pick it up the nearly flame tile is extinguished, giving you a handy short cut to the water hole by which you entered. Swim back W, pull out and run straight forward through the short passage toward the closed gate. If you loop around right and left you'll find receptacles for the four Gold Skulls. Insert them all to open the gate and go inside to find your faithful nose-ringed sahib waiting for you with torch in hand. 

 

He's unresponsive until you brush past him and take the shotgun ammo and SHOTGUN from the plinth next to the burning pot. Turn around to find him gone, so run after him to trigger a brief flyby of a gate opening. Exit and loop left around the building to find sahib standing in front of the opened E gate. Go past him inside and run into the floor hole to be taken to the next level.

 

Level 2: AFTERNOON

 

We're told by the level title that it's now afternoon, yet the sun still has not risen. Strange, very strange. Go forward a few steps and hop up left opposite the burning pot. Locate the ladder on the side of the column and climb up the shaft, shift right around the corner and drop down into a tunnel. Follow E to one of those ubiquitous lava rooms. Pull the cage along the bridge as far as you can and, since this isn't the kind you can climb on, jump past it and go across to the other side where you'll find a GOLD SKULL on a fancy plinth. Go back, jump past the cage and return to the shaft. Jump to grab the ladder, climb down and head W to trigger a flyby through the vast area ahead.

 

Run to the ledge, hang from the edge, find the ladder and climb down to a valley. Slide down and go the the water's edge N for a large medipack, then return and hop back up to where you came from. Enter the SE passage that widens to a tunnel and follow through the opening ahead. Place the Gold Skull on the pole at the corner to open the gate behind you and go on through. Pull down the SW wall switch to lower a block at the other end of the corridor, reverse roll and avoid the marked spike traps as you make your way there. Also, jump over without stepping on the marked tile next to the second spike tile, or the block will rise again before you can get through.

 

In the next corridor take the BONE SKULL from the SW plinth and go back the way you came through the tunnel and out to the open area. Climb the E ladder back up to the ledge and hop SW to the adjacent ledge. Place the Bone Skull in the receptacle to open the S door and go on through to greet a flying medusa. Near the back side of the central broken column is a small medipack.

 

Go up a hill to the SW corner. You can see a red object E that you can't yet acquire, so go and through the short W passage to an opening. Hop down and look to see -- you guessed it -- another lava pool far below. Go left past the red bush, take a step or two W along the wall, turn around and back flip onto a slope, grab and safety drop in front of a wall switch (1). Pull it down with no discernible effect and hop back to drop still lower.

 

Follow the ledge around just past a closed door and hop up NW into an alcove with a well-hidden wall switch (2). Pull it down as well and continue in the same direction along the ledge. Just around the corner hop up into a dark W passage to find a third wall switch (3). Get back down, continue along the ledge past a wall ladder to the S end and hop up for a small medipack in the alcove to your right. Slide back down, face the lava pool and run off the edge to slide onto a flat surface. Turn right and take a running jump NE to a higher ledge near a short passage. Go through, hop down N and pull down another wall switch (4). Return, hop back down to the lower flat surface and take a long running jump W onto the platform in the lava.

 

Jump up NW to a ledge with a wheel. Turn it and go around left to pull up near a N opening. Go around to find a wall switch (5) that finally rewards you with something, the sound of a nearby door opening. Apparently the other four have to be pulled first, as I discovered when I went back to replay from a savegame and intentionally skipped one of them. Go back the way you came to find that the platform is now moving up and down like an elevator. Time a jump onto it, ride up and jump off W onto a ledge near the opened door. Enter and follow the passage to a ladder. Climb up until you see the opening behind you and back flip into a higher passage.

 

Turn around and proceed to an upper ledge overlooking the lava pool. Turn right, hop over the gap for a large medipack and go back the other way to pull up N, run to the wall and jump E over the short ridge onto a flat surface. Go around left into the N opening continue looping around past an elevated key to a wall switch (not sure if I need to start numbering them again or not). Hop up to the plinth and take the GOLD KEY, slide down and go to the E opening. Hang from the edge, shimmy all the way left and safety drop in front of a cave entrance.

 

You've been here before, so head NE toward the raised slab and climb the ladder to the E ledge. Jump S to the door you opened with the Bone Skull and go on through to a familiar cavern. Go up the hill to the S wall, turn left toward that red object you noted earlier, hop up and look right for a keyhole that accommodates your Gold Key and allows you to take the SERPENT STONE from the plinth. Go back the way you came once again, through the N passage and hop NE to the ledge where you climbed up. Head E past the blazing fire and find the receptacle for the Serpent Stone near the back left corner. The ugly stone face statutes nearby move slowly away from each other, creating an opening by which you can enter a vast open area.

 

The distant roar promises some exciting upcoming action, so note the plinth with a presently inaccessible object and follow the NW passage to meet a dog around the corner. Jump over the flame-protected wall switch, note the spike trap to your left and loop around to an unprotected wall switch that turns off the flames behind you. Pull down the SW wall switch to deactivate the spikes to your right, enter the short passage and wait for another dog to arrive. Pull down the wall switch at the N end and return the way you came. Jump over the flame tile and loop around right into the SW alcove where flames have gone out and pull down the wall switch there to turn off the flames on the tile you just jumped over. Go back there and pull down the wall switch to deactivate the spikes blocking the corridor.

 

Go in S and loop around left for a small medipack. Go across the room into the SW alcove and pull down the wall switch to turn off the flames on a nearby tile. Pull down the wall swith to deactivate another spike trap and go around to arouse a dog. Take the GOLD SKULL from the plinth around the corner and note the closed door. You'll be back, so exit this mini-maze to the outside area and run toward the E wall. Angle left to see a number of columns. Look behind the SE column for a large medipack and go to a partially obscured opening at the NE corner. Inside is a plinth with another GOLD SKULL.

 

Return to the S section of the open area and go to the SE corner for a small medipack. On either side of the nearby ramp is a receptacle for a Gold Skull. Insert them both to open the S door, go up the ramp and you'll activate spikes on the block to your right as you enter. Stand against the block facing W, hop back, time the spikes and stand jump onto the block followed in one continuous motion by a running jump to grab the higher ledge. Pull up, go around and jump or shimmy past the flaming bowl (the spikes become dormant while you're on the W side of them). Hang from the edge and shimmy left past the greenery to the wall, pull up in front of a wall switch, pull it down and safety drop to the floor.

 

Make the same timed jump over the spike-trapped block to reach the upper ledge again, turn to face NE and hop up into the opening. Turn around, hang from the edge and shimmy right along the wall crack and around the corner. Pull up onto a column top and take a running jump W onto the next column top as a bowl ahead ignites. Jump across to the ledge and approach the flaming bowl, whereupon a flying medusa awakens, and jump or shimmy past the bowl. Take a running jump N to grab the next ledge, pull up and follow around the corner to a triggered spike trap three tiles long.

 

Time a running jump past the spikes (run into the ones on the first tile while they're up and then jump), turn right and jump the column tops E, turn left when you reach the third one and take a running jump N to grab the opening in the wall. Pull up inside and go around the corner to trigger more spikes. Time your way past them and continue to a bridge that takes you over the outside area into a S room with a central plinth. Take the SERPENT STONE and go back onto the bridge. For some reason you can't hop back and grab the side of the bridge, so treat the bridge as a crawl space and lower Lara down one side, grab and safety drop to the ground with no loss of health.

 

Run W across the open area to the plinth, where you can now take the SECRET SKULL with no reward other than the joy of acquiring it. Continue forward into the NW passage and take the first left into the spike-free opening. Keep to your right as you return to the closed door you noted earlier and use the Serpent Stone to open it. Follow to a ledge overlooking an area you've already visited, turn right and take a running jump onto the NW ledge. Continue into the W cave and take the SILVER KEY from the plinth against the far wall.

   

Go back a bit, jump up S next to the flaming bowl and grab a small medipack. Slide down, go to the mouth of the cave, hang left from the edge and safety drop into the shallow water. Go up SW and follow the tunnel to a closed door. Use the Silver Key to open it and go through to trigger a flyby featuring the return of sahib (who hasn't taken an active role at all up until now and is sadly destined to remain a bit player). Enter the next area and bear left to where sahib is waiting. Run into the floor hole next to the flaming bowl to be carried to the next level.

 

Level 3: EVENING

 

Slide down a bumpy slope to land near a pool. Since it's now evening, the darkness can no longer be faulted as a misrepresentation. Jump into the water and swim through the S opening for a SERPENT STONE. Pull out and look behind the E column for a ladder. Climb up to the connecting ledges and run straight across W for another SERPENT STONE. Drop down into the lake below and pull out N near a closed gate. Use the Serpent Stones to lift it and follow the passage to trigger spikes in the next area and alert a couple of baby dinosaurs. For some reason, if you go to the N wall and turn right or left, the sound of the snapping spikes stops, then resumes as you move away from the wall.

 

Push the button on the SE column to raise two blocks. Jump from the lower block to the higher block, pull up left onto the jutting ledge and hop S toward another rising block tile. Stand next to it and jump up N to grab a higher ledge. Pull up

and go around to the SW corner. Face the spike-trapped block, time a standing jump and continue with a running jump to grab the still higher E ledge. Pull up, go around to a SW block that must also have risen when you pushed the button below, stand jump NE onto the uppermost ledge and loop around left to a jutting section. Jump straight up to grab a lone jutting ledge, pull up, face N and jump up to grab the ceiling. Monkey swing along the ceiling tracks around the perimeter of the room past a closed gate and drop down at the end for a TORCH that doesn't show up in your inventory.

 

Throw the torch down toward the SE corner. You might toss down a second torch from the pile as a safety measure, but leave the last one up here just in case. Run off SW onto the ledge below and perform a series of safety drops until you reach the ground. Pick up a torch and light it on the SW flaming bowl. Push the button on the SE column to lower the blocks and drop the torch on the N tile. Raise the blocks again, jump from the lower one to the higher one, pick up the torch and stand jump onto the jutting W ledge. Hop over S and drop the torch onto the rising block tile.

 

Pull up N as you did earlier and push the button on the column ahead to raise the block. Pick up the torch, drop it on the ledge somewhere and push the button to lower the block. With torch in hand, stand jump SW onto the spike-trapped block and continue with a running jump onto the higher ledge next to the raised block. Use this block to access the uppermost ledge and make your way to the N wall. Light the sconce to hear the sound of a door opening and leave the torch here (you won't need it anymore). Hop over to the section of the ledge jutting out W, jump up to grab the higher ledge section and use the monkey bars to reach the ledge with the now-open N door.

 

Go inside to activate a flame tile, jump over it and continue past a spike trap onto a waterfall. Look down E to see more nascent spikes. Save your game, take a running jump to trigger the spikes and jump without sliding to see if you can get safely over them. This worked for me the first time I tried it, but I was unable thereafter to duplicate the move successfully. A more reliable method is to stand jump NE onto the slope, slide and jump as you near the spikes. You'll land on a flat surface, so stand right and slide down the next section to avoid a second set of spikes below. Slide and jump with a left curve to avoid the final spike trap and continue down the rest of the way to drop into the lake below.  

 

Try pulling out at the waterfall to see what happens. Locate the S opening and swim along the passage to the far end. Surface and pull out into a room with four raised slabs. Go through the W opening and follow the passage to a ledge overlooking the lake. Go to the end, hop up SE and continue a counterclockwise circuit around the room with appropriate jumps until you reach a high opening near the NW corner. Go through the passage to a room with a closed central trap door and a surrounding lava moat.

 

Push the button in the E wall, which seems to do nothing, note the snake-head receptacle in the W wall and go back through the passage to the N opening. Jump into the water and swim to the submerged plinth on which a SERPENT STONE has magically appeared. Backtrack to the previous room, which requires another swim through the S passage to the room with the four raised slabs, a run through the W passage to the outdoor ledge and another laborious counterclockwise circuit to the NW passage that leads to the snake-head receptacle. Yes, DOZY would have come in quite handy here.  

 

Use the Serpent Stone to open the central trap door, jump into the water hole and swim halfway down the shaft to find an underwater lever that lifts a generously timed gate in the E passage behind you. Flip turn (interesting new animation), swim to the end of the passage and up the shaft, pull out and shoot two baby dinosaurs that are waiting for you. Pull up into the high W alcove and push the button to turn off flames protecting a bone skull elsewhere. Drop back down and exit this room NE to a pool. Loop around right into a room with multiple columns and locate the plinth you saw in the cut scene back near the SE corner. Take the BONE SKULL and go to the NE corner of this room and look for a ladder opposite the burning wall sconce.

 

Climb the ladder to an alcove with a button that again seems to do nothing. Climb back down and return N to the pool room. Go to the opening behind the jaguar head through which the water is gushing and pull up W into an alcove with a plinth bearing a second BONE SKULL. Drop down, turn left and exit S through the opening to another pool room. Place a Bone Skull in the receptacles on either side of the water-spewing jaguar head while noting the spike-protected plinth in the SW alcove. Jump into the nearby water and find an underwater lever in the W passage that deactivates those spikes. Go to the SW alcove, claim the third BONE SKULL and now we just need to find where it's to be placed.

 

No sweat, man. Just pull up N next to the nearby receptacle you've already used and find the third receptacle. Place the Bone Skull and the ugly face stones in the S wall below will separate to allow access to the next large area which features, naturally, a lava pool. Run forward to the S wall and look left to see a ladder on the column. Climb a long way to the top, note the ceiling monkey bars, go down three rungs and take a rolling back flip to grab a shorter column. Pull up, turn around and jump up to grab the monkey bars. Follow the tracks E and N and drop down at the end onto a ledge.

 

Spikes ahead are activated, so run forward, time your way past them with a running jump and grab the higher ledge. Pull up and walk to the far end. Take a running jump NW onto the first of three slopes, slide and jump to reach the W ledge and go to the NW corner. Take a running jump NW into a column breach, take a running jump SW down to a ledge and hop S over the gap. Hang from the edge, shimmy left past the flame tile, pull up in the corner and stand jump S to grab the ledge in front of the spike trap. Pull up and time a run onto the spike tile, veering left so you can jump onto the top of the SE column before the spikes return.

 

Continue with a running jump to the E ledge where a plinth with a SERPENT STONE awaits. Go back the way you came (the spikes are now dormant, so you can jump and grab and pull up without fear). Run off N with your left shoulder against the wall to land on a corner of the flame tile, hang from the edge and shimmy right around two corners to the other side and drop with no health loss. Hop down, run to the E end of this room past two ugly stone faces and find an alcove receptacle for the Serpent Stone near the SE corner. The ugly stone faces dutifully move apart, so go between them S to face yet another lava room.

 

The platforms you see are really breaktiles, so save your game and take two hops back before initiating a running jump to the first breaktile. Continue with another running jump slightly left to the second breaktile and jump again SE onto a safe ledge. The other ledge W has no significance, so take three standing jumps in succession to jump off two more breaktiles and reach the S ledge. Run through the shallow water ahead and vault up onto the island to your left for a large medipack. Continue S past a central structure and note the closed gate in the far wall.

 

Go back a bit into a W side area where you see two columns. Enter the SW opening there and come to a room with raised slabs and snake-head receptacles. Push the button in the far wall to raise a block in the lake area. Go back N, find a small medipack on the rock between the two columns and find the raised block against the N wall. Get up on it and jump up W to grab a jutting ledge. Pull up and take a running jump E onto a ledge past a gated opening (the other side of which you'll eventually reach via a tortuous route).

 

Turn left, jump to the corner column, to the next column E, stand jump to the jutting ledge and take a running jump slightly SE to land on another jutting ledge. From the far end stand jump SE into the passage and follow around the corner to shoot a lizard monster. Continue to an opening and jump across to a ledge. Go across to the other end for a small medipack and take a running jump into the S opening. Go around to the opening and stand jump SW to the opening in the S wall (hopefully this is the last one). Shoot another lizard monster around the corner, continue out one opening and into another, and you'll finally come to an opening high up at the SW corner of the shallow lake.

 

Use the two columns ahead with running jumps and grabs to reach the opening in the N wall. Pull up and follow the passage, shooting the inevitable enemy (a dog this time) around the corner, to a button that raises a block in the central structure outside. Return to the opening, jump the column tops to the S opening across the way, continue around to the outdoor ledge and look down left just past the bush to see a flat spot you can run off onto for a SECRET SKULL.

 

Pull back out, go left through the E opening, follow around and stand jump NW down to the ledge below. Hop the gap and follow the bridge N to the central structure. Jump E to the short ledge and hop over to the raised block. You can use it to reach the top of the central structure, but there's a gate you first need to open. Go around the block and jump to a ledge on the other side of the structure. Hop W to the next ledge and take a running jump NW into a niche. Push the button to hear the sound of a gate lifting, get back to the raised block and jump from it onto the roof.

 

Go across, jump to the rocky ledge and follow it around to an opening in the N wall. As you approach the raised slab the flame goes out and a flying medusa emerges. Shoot it and hop over the raised slab for a SERPENT STONE. Heroic music starts to play as you return to the central structure and safety drop two times to the shallow lake. Splash through the water around the structure to the E entrance. Enter past the gate you opened and take a second SERPENT STONE from the plinth as the raucous music changes mercifully to something more soothing.

 

Exit and run across the lake floor to the SW opening and into the room with the raised slabs. Place the two Serpent Stones to lift the gate between them, vault up and jump into the water. Swim W past a bottom-crawling ahmet and a sea hag to a plinth with a BONE SKULL. Flip turn, swim back the way you came and pull out onto the ledge near the entrance. You can expend considerable time and effort killing the enemies if you wish, but it's not necessary. Jump with grab to the E entrance and exit to the shallow lake.

 

Run across to the closed gate in the S wall and use the Bone Skull to lift it. Follow toward another closed gate that lifts upon your approach. Run toward the electrified plinth to trigger a concluding flyby through the lake area.