THE CURSED CONUNDRUM

 

Levels by 911

 

Walkthrough by Phil Lambeth, with the help of LoreRaider's posted video walk. The builder has also provided a video walk of his own, as has Saki Croft.

 

 

Level 1: BENEATH THE PYRAMID

 

After the opening flyby Lara awakens in the dark interior of a pyramid with thunder crackling all around it. Go through the E opening and follow to a floor hole. Hop down to a lower passage and continue to an apparent dead end. Face S, back flip onto the sloped block and jump to grab the ledge. Pull up, face E, back flip onto another sloped block and jump to land at the SE corner. Hop over N and follow around to trigger a flyby that ends with an exit door slamming shut. 

 

Jump to grab the N wall crack and pull inside for a small medipack. Back out of the crawl space, release and slide to the floor and search the W area for shotgun ammo, climb onto the nearby block for flares and jump to the higher S block for uzi ammo. Drop down, go through the E opening and crawl to a water-filled trench. Swim around to a room with a closed door and a ceiling switch that lowers the NW corner block so you can pull down a second ceiling switch to open that door. Go on through, surface at the end and pull out to be greeted by a couple of bats.

 

Note the scales at the E end of this room, shoot the large NW vase for shotgun ammo and jump into the S water hole for uzi ammo. Enter the SW passage to awaken two more bats, pick up the crossbow arrows (that look more like revolver ammo) and return. Exit W, hop up NW and pull up into the W alcove for SECRET #1 and a large medipack. Get down, head S, shoot another bat or two and pull out at the end of the passage into a room with an irregular floor. Grab the uzi ammo SW, enter the S passage and follow to a dark room. Loop around right and left for flares and uzi ammo in the corner alcoves, go to the closed gate and back flip onto the slope. Jump off to grab the pillar crack and shimmy right around two corners so you can pull up onto a ledge.

 

Jump over to the adjacent W ledge and push the floor lever to lift the E gate down below. Safety drop to the floor, pull up into the N alcove (stand right so you can jump up and grab the edge) for a small medipack, drop back down and exit E past the opened gate. Turn left to face a trench with a slope on each side. Hop NW onto the slope, slide and grab and release to grab the crawl space in the trench. Pull inside and crawl forward for SECRET #2 and the UZIS. Drop or flip out into the trench, follow around the corner and face a stepped ramp. Go up the center to avoid the boulders that tumble down on either side. Continue to the E wall and pull up into a crawl space.

 

Crawl forward, pause for a large medipack and continue around the corner to a floor hole as you begin to hear animal noises. Safety drop to the room below, light a flare and locate the E floor lever that lifts the S and N gates and releases an ahmet. For some reason your weapons won't target it, so don't waste valuable time trying to shoot it. Run past it into its lair and take the SHOTGUN from the skeleton that has no further use for it. Reverse roll and run past the opened N gate into a passage where you'll need to brave a fixed camera and jump over spike pits on your way through a maze-like area until you can jump E over a spike pit and grab a ladder. Climb up to a crawl space and pull inside for SECRET #3 and shotgun ammo. I'm sorry I can't give more precise directions, as I was too busy worrying about the pursuing ahmet to pause and take notes.

 

Get back onto the ladder, back flip over the spike pit and turn right. Jump S over two more spike pits, turn left in the next room and follow the E passage to a room with steps and a flowing fountain. Loop around left up the steps for shotgun ammo and uzi ammo, run back down and jump into the water where the ahmet won't follow. Swim E through a large opening, surface and pull out to engage two bats. The vase is empty, so jump over to the SW opening and follow past a floor lever for shotgun ammo. Go back and push the lever to generate some friendly rays that prove deadly to ahmets. Retrace your steps back through the water to the fountain where the ahmet is waiting patiently, pull out and run SW up the steps into the passage leading to the room with the rays.

 

Lure the ahmet to run into the rays (which are harmless to you) and it will explode, leaving behind AHMET'S HEART. Pick it up and go through the W opening. Follow the passage to a room with a central spike pit. Shoot the vases on the ledges, two of which hide uzi ammo and flares. Place Ahmet's Heart in the W alcove receptacle to lift the S gate in the previous room, return there and enter the S side room to find shotgun ammo on the plinth as the gate shuts behind you. Push the floor lever near the E wall to trigger a brief cut scene. When it ends, Lara is standing in the hub room to which she was forcibly transported.

 

The E and W doors are closed, so run forward into a partially flooded room and use the available ledges to jump your way to the NW corner. Push the floor lever in the alcove there to bring a block out from the wall so that you can jump over to the SW corner. Jump up to grab the ceiling and monkey swing E to the SE corner. Drop in front of an opening, run forward and crawl around to a floor hole. Flip out into a water-filled trench, grab the flares and pull out SW. Follow the passage past an opening to find revolver ammo around the corner. Return to the side room you passed by, push the S floor lever to open a door in the hub room and light the floor lanterns on this ledge, go back to the trench and take a running jump E to grab the crawl space.

 

Pull inside and crawl around to the partially flooded room. Jump into the water and swim toward the NW corner. Pull up onto some submerged steps for shotgun ammo, pull out W and shoot the vase for crossbow arrows. Face E, jump up to grab the ledge, pull up and exit N to the hub room where all doors are now open. Go through the E opening, shoot a bat and hop down NE. Turn to jump SW with grab and go through the opening into a small room for SECRET #4. Go to the central plinth and take the large medipack, the explosive arrows and the uzi ammo, carefully jump the ledges back up to the hub room (take a standing jump to grab the highest one) and go across into the W opening.

 

Shoot the vases on the ledges for shotgun ammo and uzi ammo, drop down the central floor hole for a brief meeting with Von Croy. A giant slab drops down to separate the two of you, so grab the nearby small medipack before exiting W. Go up either set of stairs to the next level and jump into the small pool. Pull down the ceiling lever under the bridge to raise two blocks that will provide later access to a couple of wall torches, surface and continue E up the next flight of steps to an upper room where spikes are triggered.

 

Don't try to get past the spikes yet. Instead, drop down to the floor of the room ahead and find an opened gate at the SW corner. It's a trap, so sprint down the ramp to avoid the falling slab and drop down into a room with a central plinth. Take the CROSSBOW for SECRET #5 and search the alcoves for uzi ammo, a small medipack, shotgun ammo and crossbow arrows. Climb the E wall ladder and pull up to face another ladder. Stand jump to grab it, climb up higher and pull up into the room with the snapping spikes. Climb the blocks to the jutting ledge, time a standing jump onto the spike ledge and continue with a running jump toward the E opening.

 

Shoot two bats in the next room and pick up a TORCH. Light it on one of the handy flames and time another jump W past the spikes. Go down the steps to find that the pool in the next room has been drained. Use the raised blocks to light the two wall torches to open the W gate, leave the torch here and enter the W passage. The gate closes behind you, but continue to a wall switch that activates a series of squishy blocks. Time your runs past all four of them and face a N ramp. Ignore it, face SE and time a run past the fourth squishy block. Pull up S and W, shoot a bat and find the SHOTGUN in a nearby alcove. Return to where you pulled up, drop N into the floor hole and enjoy another brief exchange with Von Croy.

 

Van Croy walks away from you and stops as if expecting something. Enter the N opening for uzi ammo, then approach him to make him run away again. Don't go past him, but wait until he goes in front of a wall carving and does something to deactivate a spike field you otherwise wouldn't be able to cross. Continue S to the plinth for flares, take a running jump to grab the wall alcove and pull up in front of a floor lever that opens a door down below where Von Croy is waiting. Safety drop to the floor, go through the N opening and follow Von Croy along the passage to a dark room. Enter the SE crawl space and proceed to an adjacent room. Pull down the wall switch to lift the gate and allow Von Croy to enter.

 

Follow him into the S room and watch him do some acrobatics. When done, he stands and waits for you to do something, so jump into the small fountain pool and swim through the S opening. Follow the passage to another fountain pool, pull out and push the floor lever to open a door where Von Croy is waiting. Return and make your way up to the SW opening along the wall crack you saw him using. Shoot the vases in the foyer for flares and crossbow arrows, follow Von Croy up some steps into a large room with a central pool and hop down to a ledge.

 

Go around to the S side of the room and approach Von Croy so that he'll go over to a wall design and open the SW gate. Don't follow him yet, but jump into the pool and swim into the N opening for SECRET #6 and the REVOLVER. Return to the gate Von Croy opened and meet him at the end of the passage. He'll jump across a room with a sand-covered floor, so do the same (there's nothing down below) and follow him up the winding steps to a pool room. The S wall has a climbing surface, so climb up to the floor lever and push it to open the E gate where Von Croy is waiting. Get down and follow him past a fixed camera to a spike trench. Stand jump to grab the ceiling and monkey swing over the spikes.

 

Drop down and go past Von Croy to induce him to open the S door. In the next room he makes it obvious that you need to take the initiative this time, so hop S over the shallow trench and go to the end of the short passage to find a wall switch that opens the E door and causes Von Croy to perform a series of tasks. When camera control is restored, go through the E passage into a room with two wall torches. Go to the NE opening and around the corner for uzi ammo, go to the SE opening for a small medipack and up to the steps to a ledge overlooking two rooms N and S.

 

Go S and take a running jump into the fountain pool below (the vases you see in the room are all empty). Swim into the S passage and follow to the end. Pull out to face a spike field. Platforms rise and fall intermittently over the spikes. Save your game, stand at the edge and wait for the platforms to rise. Stand jump onto the first pair, continue with a running jump onto the higher pair and take another running jump with grab so you'll land inside the opening ahead. Jump into the fountain pool and swim to a ceiling switch that among other things keeps the platforms in a raised position. Return, jump the platforms and hop down over the spikes into the NE water hole.

 

Swim to a previous room, pull out and climb the raised block so you can reach the N ledge. Go through the opening ahead, jump across to another water hole, swim to a room with two wall torches and light a flare. Enter the W passage and follow to a room with a bridge. You may see Von Croy going into the SE opening, but continue into the NW opening (the one on the right) and down some steps into a room with a crawl space at the SE corner. Enter for SECRET #7 and grab the shotgun ammo. Go back up to that SE opening in the bridge room and  follow the passage to a room where you hear the crackling of thunder once again. Search this room for crossbow arrows NW and uzi ammo SW, exit S and follow Von Croy toward the bright outdoors for a couple of transitional cut scenes.

 

Level 2: ALEXANDRIA RUINS

 

As you begin, the IGNITION KEY appears in your inventory. Search this room for UZIS on the small N chest, uzi ammo in the NW corner and either go down the N steps or exit via the E arch. Whichever one you choose, you'll trigger the same game-delaying cut scenes that end with Lara driving the Jeep into a cave and crash landing in a lower passage to start a new level.

 

Level 3: JEEP THRILLS

 

Back up if necessary (the sprint key puts the Jeep in reverse, the walk key restores it to forward gear) and drive W along the passage until you get outdoors again. Drive with speed on the right side to clear a gap and dismount on the other side (jump key + left arrow key).

 

Go back to the jutting ledge against the E wall and note the spikes down in the deep pit. The walls are climbable on two sides, so make your way down to the crawl space in the E wall, pull inside and crawl around the corner for SECRET #8 and shotgun ammo. Get back onto the climbable wall, shift left around the corner past the jutting ledge and pull out N. Return to the Jeep and drive a short distance to a rock bridge area. Dismount again and pull up W onto the wooden platform. Stand jump into a trench for SECRET #9 and collect uzi ammo and the LASER SIGHT.

 

Get back down and proceed on foot W underneath the wooden platform into a man-made tunnel. Shoot a scorpion, vault onto the raised slab and pick up flares and a large medipack. Note the S side tunnel for later, go back toward the Jeep and continue E under the arch to alert a jackal from your right. You might also be able to target another scorpion lurking just inside the E wall opening. Pull up there, pull up higher to your right for crossbow arrows and return to the area where the Jeep is parked.

 

Go on foot under the N arch to a spike pit, stand near the E wall facing W and see the sloped opening with a closed trap door supported by a post. Combine the laser sight with the crossbow (since you have an abundance of arrows) and shoot the post to lower the trap door and release a spikeball that rolls down into the pit. The slope is too steep to access on foot, so mount the climbable wall to the right of it, shift left into the slope passage and make your way painstakingly up to the trap door opening. Pull up for SECRET #10 and grab the large medipack, explosive arrows and grenades. Slide backwards down the slope (otherwise, you'll fall into the spike pit), grab at the bottom, drop and return to the Jeep.

 

Drive carefully N around the spike pit, go around the corner and proceed to the right of the column ahead. For maximum kills, you can dismount and walk over to the NE corner to awaken a jackal. In any event, drive with speed up the SE ramp to clear the gap, dismount briefly on the other side for the small medipack inside the small cave, back up to the S wall and drive with speed over the N ramp to clear the gap. Follow around to a steeper ramp, clear the gap and repeat the same move not very far ahead. You'll land next to a closed gate, so dismount and stand jump W over a gap to grab a higher ledge. Pull up, turn left and go through the opening, Drop down E onto a wooden platform, hop down to shoot a scorpion and activate the nearby jump switch to open the gate.

 

Get into the Jeep, drive through the passage and come to a wooden bridge and a fixed camera. Dismount on the bridge and look over W just past the overhanging arch to see a crawl space in the wall. Stand jump with grab, pull up inside and drop down the floor hole to shoot a waiting scorpion. Head E, take a running jump onto a wooden scaffold and jump to the N end for flares and to the S end for SECRET #11. Grab the uzi ammo and revolver ammo, return to where you met the scorpion and use the ladder to climb back up to the crawl space. Take a running jump to the wooden bridge, get into the Jeep and drive S until you run into another fixed camera.

 

Continue underneath the arch, dismount and jump over the spike pit into the E opening. Shoot the jackal in the next room, mount the raised slabs for flares and shotgun ammo, grab the uzi ammo in the SE corner and return to the Jeep. Drive through the NW opening, jump another gap and continue a long distance along the winding passage until you reach another fixed camera. Drive carefully along the narrow bridge and bump your way down to a dead-end cave with a waiting scorpion. Dismount and start climbing up E to finish the level.

 

Level 4: SHOSHENG II'S TOMB

 

Step forward to awaken a couple of bats, pull up N for shotgun ammo and climb the NE blocks to a crawl space. Proceed to an open area where another bat is awakened, go through the N opening to encounter two scorpions while an entry is added to your diary. Turn right past the falling streams of sand (nice overhead view) and up the E steps to trigger a flyby through the area ahead.

 

Go SE down some steps and shoot the jackal that greets you. Go past the floor hole and go up the large steps to a balcony. Jump across to the S side, shoot a bat and ignore the empty alcove vases. Jump to the NW opening and proceed to a ledge surrounding the large room. Turn right and follow the ledge to a NE opening where a circular blade trap is activated. Side flip or roll past it and shoot the nearby vase for uzi ammo. Continue onto a bridge spanning the next room and turn right past the E opening, shoot a jackal and crawl to the end for more uzi ammo hidden by a vase.

 

Return to the bridge, turn right through the N opening and hop down to a room with a closed gate and a slumbering bull. Get close to wake him up, stand in front of the W eye panel so he'll charge into it and open the N gate for you. Shoot the E vase in the next room and pull into the alcove where you'll be safe. Pick up the uzi ammo and run across the room into the W opening. Run down the ramp, get past the circular blade and shoot the vase for a small medipack. Continue up the steps to a room with three eye panels and the bull eagerly waiting on the other side of a closed gate. 

 

Go down the SE steps, get past another circular blade and come to a deep room with flowing sand and flame burners. Pull up W onto a ledge, face E and jump up to grab the monkey bars. Monkey swing across the room, timing the flame burners, and drop down next to a floor lever that opens the gate upstairs. Safety drop to the sandy floor with minimal health loss, exit W and return past the circular blade to the upper room where the bull is now waiting. Use your body as bait to induce him to charge into the three eye panels. When all have been smashed, a gate lifts near the NW corner. Hop up into the opening and find THE TIMELESS SANDS on a plinth.

 

Go down W toward a closed door, shoot a jackal and pull down the hard-to-see wall switch to the right of the closed door to open another door elsewhere. Return to the room where the bull waits and loop around left to find the opened door at the NE corner. Enter, turn right into the E side room and allow the bull to follow you. Pull down the wall switch to close the gate behind you and keep the bull confined in this room. Climb the N ladder, pull into the crawl space and follow to an alcove with a wall switch. Pull it down, continue to the end of the crawl space passage and flip out to land near the frustrated bull.

 

Run forward into the room with the eye panels, loop around right to the NW opening and follow around past the plinth to find that the W door is now open. Go on through for SECRET #12 and collect explosive arrows, shotgun ammo and a large medipack. Return to the eye panel room, continue S past two opened gates and hop up into the opening to the bridge room. Turn right, go through the W opening and up the steps to a room with a statue. Place The Timeless Sands in its outstretched hands and watch the ensuing flyby. Reverse roll and search the floor under the two E wall torches for crossbow arrows and a small medipack.

 

Return to the bridge, safety drop to the room below and find the floor hole where the sand is pouring down. Drop down further from the SE corner to land on the highest corner of a sloped block. Run off the edge, slide to the floor and go through the E opening. At the end of the short passage take a running jump to grab the slope ahead. Slide, grab and release to activate the jump switch to turn off the flames in the passage below. Note the W ladder and go E to a room where two scorpions will attack. Pull the chain to light the wall torches (and possibly do something else), run to the W wall and climb the ladder to a room with a central plinth bearing THE WEDJAT (not to be confused with a widget or a gadget).

 

When you pick it up the S and N doors open, but for an optional pickup go through the W opening to a small room with a burning floor. To turn off the flames, slide forward onto a trigger tile, jump over the burning floor onto the second trigger tile, back flip onto the first tile and you can safely slide down for the flares. Return to the previous room and go through the N opening. Shoot two bats in the next room, as well as the vase for shotgun ammo. Face N and open the floor trap door. Jump into the water hole and follow the passage to the end. Pull out, shoot another pair of bats and ignore for now the S wall switch.

 

Go through the N opening, shoot a scorpion and climb the SW ladder to an alcove. Turn around, stand jump to grab the wall crack and shimmy right until you can pull up into an alcove for revolver ammo and SECRET #13. Safety drop to the floor and return to that wall switch for a generously timed exercise. Pull it down, take a rolling back flip to clear the water hole and loop around left in the hallway. Climb the ladder to the alcove, and this time take a running jump onto the first of several raised platforms. Turn left, take a running jump E to grab the next platform, shimmy to the left corner, pull up and turn left. Stand jump to grab the higher platform, pull up and reverse roll. Take a running jump to grab the still higher S platform, pull up and turn right. Take a running jump W to grab the final raised platform, pull up and stand jump onto the steps leading to a plinth with the HEART OF SHOSHENG.

 

Go to the bottom step and take a standing swan dive down into the water hole below. Swim to the previous room, surface and pull out. Exit S, continue across into the S passage and go around the corner to greet a jackal in the next room. Open the floor trap door, jump into the water hole and swim to a room guarded by a crocodile. Turn left through the E opening and wade out so you can turn and kill the croc (you may need to use an explosive arrow or two if he refuses to follow you in). Pull the chain to open an underwater door and swim back to the previous room to greet a second crocodile. Dispose of it in the same manner as before.

 

Turn left past the opened S door and light a flare if necessary to see the spare SHOTGUN as well as the shotgun ammo and crossbow arrows. Exit this room, enter the W opening and follow the passage to where you can surface and pull out. Run around the pool to attract two scorpions, search the NW alcove for revolver ammo and hop up into the SW opening. In the next room climb the ladder to an upper ledge and loop around right up some steps and past an opened door into the E room for SECRET #14. Collect flares, a large medipack, explosive arrows and a spare CROSSBOW in the S nook while maintaining a watch for an approaching jackal.

 

Retrace your steps down to the room with the water hole, go to the closed E gate and place the Heart of Shosheng in the receptacle to open it. Go up the stairs to trigger a flyby whereby Lara makes some additional progression without your help or your active involvement. When camera control is restored, go to the S end of this ledge and climb down the ladder to engage two crocodiles in the room down below. Enter the SE passage and crawl to a room where another crocodile lurks. Grab the nearby flares and crawl back either NW or SW to the previous room. 

 

Climb back up the ladder, go E to awaken a bat and continue around the corner and down the ramp to a large lower room where two jackals and a bat attack. Turn left, run past the obelisk and into the next room with a closed door, turn right and enter a small sand-filled room. Pull up E at the NE corner and pick up the shotgun ammo. Go around the ledge to find revolver ammo in the S alcove, safety drop to the room below and exit S and E to the open area. Turn right just past the obelisk, jump into the water hole and swim down the floor hole.

 

Follow the underwater passage and pause along the way for a small medipack and uzi ammo in the side alcoves right and left, continue around the corner into the next room and swim through the E opening. Turn left in the next room, open the underwater door and swim past the released crocodile to surface and pull up right onto a ledge. Target the croc and kill it before jumping back into the water for the nearby shotgun ammo and uzi ammo. Pull back up onto the ledge and save your game in front of the tightly timed E wall switch that lifts a gate to the next secret.

 

Pull it down, jump to your right into the water, swim S and W until you reach a wider passage with a ceiling switch. Pause long enough to pull it down and the current will reverse and carry you further W. Turn the corner and swim N until you reach a room with a ceiling hole. Surface, pull out into a familiar area and loop around right past the S archway. Follow the wide passage to the deep pit you crossed in the cut scene. You can get across with a running jump and grab, so do that and the timed gate to the right of the vases ahead should still be open. If you sprint past it in time it will stay open when the timer expires.

 

Go down the steps into a lower room for SECRET #15. Collect the flares, UZIS, uzi ammo and explosive arrows, go back upstairs and shoot the two vases for shotgun ammo and a large medipack. I'm not sure, but I don't believe that SW gate is ever opened in this level. Jump E across the gap, pull up and return to the large room. Turn right into the SE side room, climb the pole and back flip into an upper room with two closed doors. Go up the steps and shoot two alcove vases for grenades and poison arrows. Go down W and follow the passage to greet two scorpions in the next room. The vase here is empty, so pull the chain to open the two doors in the previous room. For a remote secret, stand at the balcony facing NW and shoot the vase across the way for SECRET #16 as revolver ammo is added to your inventory.

 

Go S up the stairs and past the swinging chains. Continue around corners to awaken two bats and come to an opening that overlooks another large room. Take a running jump to grab a ledge on the central structure, pull up in front of a water-filled trench that's blocked by a closed gate at the W end. Go around left past the trench to find a turning wheel. Hop over to it, face E and push it six or seven times. Turn left, hop back over the gap and sprint along the trench until you near the W end. Jump into the water and swim underneath the descending gate into the next room.

 

Pull out N quickly to shoot the crocodile, then shoot the vase and enter the crawl space it was blocking (the other two vases are either empty or hide a scorpion). Follow to the next room, go down two flights of stairs and safety drop to the room below, losing a small amount of health. The lantern in the S alcove is a pushpiece as indicated by the floor markings, so move it N and W to open the N gate. Go on through and climb the wall ladder. Shift right at the top and drop into a higher passage. The nearby vase hides a scorpion. Roll or side flip past the circular blade trap and turn right at the first of two W openings. Jump up to grab the ceiling and monkey swing across the room through a fixed camera to activate the jump switch in the W wall.

The door to your left lifts as you land, so enter the next room and climb the ladder to your left. Back flip onto the ledge and jump across to the balcony with the floor lever. Push it to open a door, grab the uzi ammo and drop to the floor. Exit E and run across past the opened door ahead for crossbow arrows. Go N, climb the wall ladder again but this time on the left side so you can back flip onto a corner ledge. Go up the steps to an opening and hop onto the grated walkway. Go to the E wall and hop to the steps. Go up to the crawl space you used earlier and return to the room with the pool.

 

Stand jump slightly SE to grab the bridge, pull up and go to the turning wheel. Pull it a few times to lift the gate blocking the E opening, drop down into the water and swim back to the water trench. Pull out left and take a running jump with grab to land inside the N wall gap. Turn around and take a running jump without grab toward the open S door you can see in the central structure. Go on through and follow to a mirror room. Note the five safe tiles that you can see in the mirror. Stand jump SW to land on the first one, then SE between the wall torches, sidestep right and stand jump S toward the closed gate, side flip right and back again to the previous tile, then finally stand jump SE toward the wall torch and the gate will open.

 

Go on through and follow to a room with flowing sand. Pull the chain near the S wall to open a door and return to the mirror room. To get across more easily than before, take a running jump to land on the central tile, followed by a running jump to the NW tile. Hop to the N ledge and return to the outer part of the central structure. Safety drop to the ground and deal with two crocodiles that you've undoubtedly heard scurrying about below. Go to the NE alcove for flares and exit via the NW opening. Go up the steps to a wall switch that opens the door to your right. Exit, turn right, run E across the large room and climb the pole in the side room.   

 

Back flip into the upper room. If the two doors are closed, as they were in my game, go up S and W to the room with the chain that opens them. Head E and hop down into a room guarded by two jackals. Search the N and S walls for shotgun ammo and uzi ammo, go to the E plinth for the CANOPIC JAR and exit W. Climb back down the pole, run forward into the large room and look right to find the ladder near the center of this area. Climb up to the ledge, place the Canopic Jar in the vacant receptacle to open the N gate below and get back down. Go past the opened gate to trigger a couple of transitional cut scenes.

 

Level 5: ESCAPE WITH THE WEDJAT

 

As you begin this level you've retained your accumulated ammo but your weapons have all disappeared, as has The Wedjat that you acquired in the previous level. Run forward and pull the CROWBAR from the entrance passage (the lone one on your right). The diary entries impart no useful information, so I'll stop mentioning them. Turn right and open the grate in the W wall. Crawl into the ductwork and turn right to find a ladder. Climb up to a higher crawl space and proceed to a floor hole. Lower Lara into it but don't climb down. Shimmy right around the corner, pull into the gap and flip out onto a mesh above a noisy fan. Crawl N for shotgun ammo, return to the higher floor hole, shimmy right around the corner once more and pull out W.

 

Crawl around the corner, locate the gap in the wall and flip out into a storage room. Your only objective here is the KITCHEN KEY on the short crate, so pull back up into the gap and return to the floor hole. Shimmy around the corner, pull out N, run past the scorpion and quickly open the floor trap door at the end of the corridor. Hop down into the kitchen and open the S door with your key. Enter another storage area and use your crowbar on the crate to your right. Step inside to retrieve your PISTOLS, which at least is a start.

 

Vault up onto the nearby crate (on the other side of the door) for flares, exit to the kitchen and greet a scorpion and an assassin as the E door opens to your right. Enter the dining room they came from and another assassin will attack. Exit SE and follow the corridor to a ladder that brings you to a higher passage and an assassin who drops uzi ammo. Proceed to a larger dark room filled with crates where two more assassins lurk. Climb the crates and find a crowbar door near the SW corner. Open it and step inside the crate for your SHOTGUN and SECRET #17.

 

Jump over to the crates stacked against the NW corner for a large medipack, drop to the floor and open the crowbar door on the lower crate for shotgun ammo. Exit this room, climb back down the ladder and return to the dining area. Hop onto the NE table for shotgun ammo and enter the nearby passage. Follow to an opening, turn left into a small storage room and open the ceiling trap door at the NE corner. Pull up W and crawl until you can stand in the duct work. Shoot the advancing scorpion and continue to the other end of the passage. Hop down into another storage room, shoot the waiting scorpion and pick up the CROSSBOW for SECRET #18.

 

The N door opens and an assassin enters, but you should have plenty of explosive arrows in reserve. Enter the corridor (you've already visited the room ahead) and loop around right into a connecting corridor and climb down the ladder at the end. Shoot another scorpion and go E to the nearby corridor. Turn right, go past a closed door and climb down the ladder to encounter another assassin. Run S past the bunk beds, jump to grab the ladder and climb up to a corridor where you'll meet yet another assassin around the corner. Pick up the UZIS he drops and continue to a room with two water-filled trenches.

 

Grab the shotgun ammo in the E alcove, uzi ammo on the SE crate and a small medipack near the W wall. Jump into the E trench and swim to the far end for flares, get into the W trench and swim into a flooded area.  Go down several levels to the floor and enter the W opening just ahead of the pursuing crocodile. Loop around left, vault up onto the crate for crossbow arrows and pull out of the water onto the W ledge. Push the wall button ahead to lower the water level in the previous area. Turn around, shoot the waiting croc and jump into the water. Swim E into the next room, turn right and surface near the top of the steps.

 

Wade out to the corridor and loop right around the bunk beds to another corridor. Hop up E, run to the far wall and push the button to open a nearby door. Reverse roll, run back the other way and turn right into a pool room. Jump into the water and swim across to the other side. Pull out NW and go around the corner to find two ladders as you hear the sound of a door opening. Climb either ladder to an upper area, enter the SW opening and continue to a control room with a large medipack and the HIGH SECURITY CARD. Exit this room, loop around right through the SE opening and continue up the stairs to a room you visited earlier.

 

Exit S to the corridor, follow around to a floor hole and climb the ladder all the way down to the bottom. Use the High Security Card at the other end of the short passage to open the N door to another flooded room. Jump to the crates and climb up to the NE corner for shotgun ammo. Get down and into the shallow water at the NW corner. Search this area for 2 x grenades and the GRENADE GUN for SECRET #19. Pull up S for uzi ammo, search the water near the S entrance for explosive arrows and return to the ladder.

 

Climb up a few rungs and back flip into the corridor with the bunk beds. Run past them, climb the N ladder and run down the long corridor past the closed door you noted earlier. Take the next right into a new control room where you're greeted by a scorpion. The workers are too occupied to pay you any attention, so go around the periscope into the E corridor and meet an assassin around the corner. Pick up the UZIS he drops and open the W door with your re-usable card. Step into the room ahead for SECRET #20 and collect flares, shotgun ammo and the REVOLVER.

 

Retrace your steps to that closed door you noted and use the card one last time to gain access to a new corridor. Follow around to a control room, vault up onto the table and pick up THE WEDJAT for a transitional exchange with Von Croy.

 

Level 6: TEMPLE OF DENDERAH

 

You begin underwater and have a long distance to swim, so grab the small medipack on the nearby coffin and swim W past a shark. Follow the only available path until you can surface and wade out to trigger a brief flyby of the temple you're facing. If you wish, you can turn around and lob a few explosive arrows at the shark (the laser sight you acquired much earlier is still absent from your inventory). Check the pillars near the entrance for a SHOTGUN on the left side and shotgun ammo on the right side.

 

Enter the temple and run to the room at the far end. Stay at the entrance, shoot the scorpion and draw your shotgun to blast the skeleton into the floor hole upon its arrival. Go down the E steps to a lower room, shoot another scorpion and pull up SE onto the balcony through the gap in the railing. Reverse roll, jump up to the higher balcony and go around to the W end. Jump over to the next balcony, shoot the vase for uzi ammo and pull up W. Run forward onto a balcony encircling the previous room, note the pole receptacle in the S alcove and continue W to trigger a trio of pendulum blades.

 

Time your way past them as a gate shuts behind you and take a running jump to grab the rope hanging from the ceiling. Swing across to the ledge ahead, take a TORCH from the plinth and toss it down to the floor. Safety drop after it, pick it up and ignore the empty vases. Head E toward the flame you see in the distance, jump over the floor hole and pause to deal with an awakened skeleton. Light the torch, take the EFFIGY from the plinth and head back W to a room with a wooden floor. Toss the torch onto it and wait until it burns and crumbles.

 

Climb down the E ladder, drop to the room below and shoot the vase blocking the E opening. Follow the passage and hop down into the next room for SECRET #21. Collect another SHOTGUN, 3 x shotgun ammo and flares on the sunken floor, pull up W and return to the previous room where you'll find the HANDLE on the central plinth. A door opens when you pick it up. If you wish, you can shoot the three alcove vases and release the scorpion hiding in each one. Climb the ladder back up to the room with the burning floor, hop SE to the entrance and stand jump NW to grab the balcony. Pull up and go around past the opened N door to find the MECHANICAL SCARAB WITH KEY on a plinth.

 

For a secret, step up to the hanging ivy and jump up to grab the climbing surface. Climb and pull up near explosive arrows for SECRET #22. Drop back down, go across to the S opening and place your device on the scarab tile to trigger the spikes in the passage. Go after it, pick it up and follow around the corner as the door shuts behind you. In the next room two skeletons will awaken. Wait for them to jump toward you and blast them into the room below. Hop over E and shoot the alcove vases for revolver ammo and shotgun ammo. Go through the E opening to awaken another skeleton, go around the grated floor hole to grab the flares and note the spike-trapped passage ahead. Don't use your device on it now, or you may not be able to finish the level.

 

Go back W and safety drop to the room below. Go to the W opening and enter an underground room where two scorpions will attack. Find shotgun ammo in one of the alcoves and climb the middle portion of the W wall and back flip into a passage with a waiting skeleton. Pick up the shotgun ammo and climb the E ladder to an opening that overlooks the room below. Jump the ledges to the E side, pausing along the way for uzi ammo on the SE ledge, get past the scissor blade trap and shoot the vase for more uzi ammo. Push the S floor lever to open the nearby door and proceed into the next room.

 

Do battle with a demigod and go into the E side room he came from. Search the sarcophagus for a small medipack and return to the previous room to raid the other two sarcophagi for uzi ammo and shotgun ammo. Go through the NE opening and use your device to trigger the spikes in the passage. Retrieve it, get past the scissor blades and stand at an angle to take a running jump E to grab the balcony on the other side. Pull up, get past another scissor blade trap and come to another spike-trapped passage. Use your device to trigger the spikes, retrieve it and proceed to a spike pit.

 

Jump up to grab the ceiling and monkey swing around the corner to drop next to a plinth with a small medipack, uzi ammo and the UZIS for SECRET #23. Monkey swing back over the spikes, drop to the passage and return to the scissor blades. Get past them, save your game and stand at an angle as before. Take a running jump W toward either side of the opening in the balcony railing and hit the action key so that Lara will glide over the railing and on the balcony just below. Go to the S alcove you noted earlier, combine the Effigy and Handle and place the KHNOUM STAFF on the pole to flood the area behind you.

 

Turn around and jump over the railing into the water. Swim down to the floor and into the S opening. When you reach a small room, open the door in the W wall ahead, swim forward and come to another pool. Surface and pull out SE, use the wall crack to shimmy right around a corner and pull up onto a ledge. Step forward, pull up higher and note the pillar receptacles and three closed gates. Go around to the flowing water and jump up E into a fixed camera. Wade to the next room where camera control is restored. Get out and push both floor levers to open gates in the previous room. Before returning there, jump over to the NE corner for flares.

 

Back in the previous room, go through the N opening and the next room (note the pushpiece) to find an arched SW opening. Enter the side room and raid the sarcophagi for 2 x shotgun ammo. Exit, back flip onto the sand pile and jump off W to grab the balcony. Pull up, hop over E for uzi ammo, return and go around the longer balcony to the next room and a fixed camera that features a raised platform overhead. Continue to some steps that lead to an opening. Jump up to grab the ceiling and monkey swing along the tracks to the S opening. Drop into the passage and come to an enclosed hallway. Push the W floor lever to raise a block in the room with the pushpiece, go to the E end of the hallway for a small medipack and enter the crawl space.

 

Crawl up a gentle incline until you can stand, step out onto a bridge and jump N onto the raised platform you noted earlier. Safety drop to the balcony, jump N over the railing into the floor hole and slide to the lower room with the raised block. Move the pushpiece over the raised block onto the trigger tile between the two ramps. The block lowers back into the floor hole and the raised platform drops to provide access to the jump switch right above it. Return to the N room, use the sand pile to reach the upper balcony and follow around to the monkey bars. Use them to reach the S opening, drop into the passage and loop around left to the crawl space, jump N toward the lowered platform and activate the jump switch to release a boulder that falls down to shatter the pushpiece so you can pick up the DENDERAH KNOT that's left behind.

 

Run a considerable distance S past the pool room with the receptacles until you reach a room with a smaller pool guarded by two skeletons. On the far side of the pool under the wall torch is shotgun ammo. Save your game for a long swim, jump into the water and swim down a long shaft to the bottom (note the closed floor trap door). Enter the E opening, turn a bit to your right and follow the underwater passage to an open area with three ceiling holes blocked by trap doors. Swim past the shark (or, if you prefer, retreat to the water hole where you can pull out to kill it before proceeding) around left down to the NE corner. Continue N to a side room with a central structure, in the middle of which is a ceiling switch that opens all four trap doors.

 

Retreat for air (no need to pull out), then return to this side room to find a small medipack and explosive arrows next to the skeleton at the NW corner. Get some air and swim back through the underwater passage to the opened floor trap door. Swim down to find the DENDERAH PILLAR on a plinth, swim up, pull out and run S to the other pool room with the receptacles. Before placing them, hop up E past the waterfall and in the next room swim down into the floor hole for SECRET #24 and collect grenades, a large medipack and the REVOLVER. Pull down the ceiling switch to turn off a flame blower in the next area and exit to the end of the waterfall. Hop down right or left, go around to place the Knot and the Pillar in their receptacles to lift the W gate and enter a room guarded by a skeleton.

 

Search the sarcophagus for explosive arrows, climb the nearby pole and back flip to an upper room. Shoot the alcove vases for grenades, shotgun ammo and uzi ammo, exit E through a fixed camera and continue to a balcony encircling the flooded room with the previous secret. Go around right to the S side room and shoot the vase for uzi ammo. Go around the other way to the N opening and slide down to the room you saw in the last cut scene. As soon as camera control is restored, run forward to deal with the demigod and take DENDERAH'S GEM from the central plinth.

 

Activate the flame-free reach-in switches to open the NE and NW gates, go to the NE opening and shoot the vase for revolver ammo. Follow the nearby passage to a larger room, go up the steps to a floor hole and climb down the ladder to a lower room for SECRET #25. Collect the explosive arrows, flares and uzi ammo, return to the room where you met the demigod and enter the NW opening. Shoot the vase for uzi ammo, follow the passage to a bridge spanning a room with columns and crawl underneath the darts to the halfway point. Stand up, turn left and hop down W to place Denderah's Gem in the receptacle.

 

The N door at the end of the bridge opens, so turn around and stand jump to grab the bridge, pull up and crawl to the N opening. Follow the passage to a new room, shoot two scorpions and jump into the water. Search the floor for uzi ammo and crossbow arrows. Pull out and look in the plants on the S side of the entrance for more uzi ammo. Go through either S opening, trigger the scissor blades and wait for a scorpion to arrive. Time your way past the blades, go up the steps and  loop around left to raid a sarcophagus for a large medipack. Go around the floor hole onto a veranda and pull the chain to lower a trio of blocks in the room below and release a harpy.

 

Instead of going back downstairs, turn right to see a jump switch in the wall near the SE corner. Take a running jump to activate it and hear what sounds like a door opening. For the final secret, exit this room E to the bridge, crawl under the darts past the first wall column, stand up and jump down E or W onto the ledge between the columns. Take an angled running jump with grab to land inside the N opening where the spikes have been deactivated, turn around and jump up to grab the monkey bars on the underside of the bridge. Monkey swing to the S wall, release to activate a hard-to-see jump switch and a door opens below to release a giant scorpion.

 

Enter the small room, get up onto one of the ledges and pull up S onto an upper ledge. Turn around, take a running jump to grab the ladder and climb up to a crawl space. Enter and crawl forward to collect a small medipack, explosive arrows and a spare CROSSBOW as you hear the chimes of SECRET #26. Go back the way you came, climb down the ladder and exit the small room. Climb the ladder in either the W or E wall, jump to grab the bridge and pull up. Crawl N to the opening and return to the room with the pool. Go through either S opening, drop down SE and follow the lower passage to a slope.

 

Slide and jump to land in a trench filled with viscous oil. Wade forward quickly through a fixed camera and pull out before the roving flames ignite the oil. Push the floor lever to open a door in the previous room, climb the E ladder to the top of the arch and for a pickup run off SE to land next to a crawl space containing shotgun ammo. Back out, jump back to the ledge with the floor lever and climb up onto the arch. This time, since the crawl space on the N side contains nothing, jump over E to the companion arch. Hop down right or left and stand jump with grab to land inside the E opening. The slope has turned to steps, so pull up two times to the passage and go around to pull up to the room with the scissor blades.

 

Return N to the main room, turn left and go to the W passage where the door opened. Slide down the slope to a room with wooden flooring, turn left at the obelisk and face W. Back flip onto the slope, jump off to grab the balcony and pull up. Go around to the other end, take a running jump to grab the N ledge and pull up near an opening. Enter, back flip onto the slope and jump off to grab a higher ledge. Pull up to another balcony, go around to a floor lever and push it to lower a nearby rope and activate pendulum blades.

 

Return to the opening, stand jump N to grab a crawl space and pull inside for UZIS. Drop down, slide to the lower balcony, turn around and back flip once more to reach the upper balcony. Stand at the gap in the railing and take a running jump SE to grab the rope. Turn a bit left to face E, swing forward and jump off to land on a jutting ledge. Go up the steps and get past the swinging pendulum blades to a chain that when pulled opens two doors down below and releases a harpy. Safety drop from the N end of the ledge and go through either of the opened N doors.

 

Drop down to a fixed camera as the doors shut behind you. Run forward and slide down to trigger a brief cut scene and find yourself in knee-deep water. Run N past two rows of columns and go down the steps to your right or left into a dark room with a grated floor. Continue N past the wall torches and place The Wedjat in the receptacle to open the iris door and release a wraith. Don't rely on the old trick of firing at it with your uzis to make it leave you alone, as it needs to follow you in order that you might finish the game.

 

Reverse roll and run back S past the wall torches. Turn left past the E opening into the next room and turn slightly right into the SE archway for a large medipack. Exit and loop around right through the adjacent archway into a room where you can see two reach-in switches ahead. Run forward, hop onto the steps beneath the switch on the right, pull into the alcove and activate the reach-in switch to raise two cages. Reverse roll, take a running jump out of the alcove slightly SW to land on a balcony. Run to the corner for a small medipack, go back the way you came and hop down to the steps. Take a running jump to grab the N ledge, pull up, turn right and stand jump with grab into the alcove with the second reach-in switch. Activate it to raise and lower two more cages, hop back and safety drop to the floor.

 

Reverse roll and run back W under the left archway, turn left in the next room and run toward the S wall ladder. Climb up to an alcove, reverse roll and take a running jump N to grab the first raised cage. Pull up, stand jump onto the next raised cage, turn left and take a curved running jump NW to grab the ledge near the steps. Pull up, go up the steps and take a running jump across the gap to grab the jutting ledge. Pull up, run forward to the wall, turn left, back flip onto the slope and jump off to grab the S balcony. Pull up, turn left and time a running jump past the swinging pendulum blades to grab the E ledge. Pull up, run forward and take a running jump toward the figure in the helix. Wait for the wraith to arrive and self destruct against the helix, whereupon a cut scene shows something else exploding nearby.

 

Hop down E, safety drop to the floor and go to the SW corner where the explosion created an opening in the W wall. Enter the passage, run off onto a slope and slide down to an underground area. Follow the dark passage to a water hole, jump in and swim E to a fixed camera and a brightly lit cut scene that leads to a final cut scene and the ending credits.