BtB2024 - ASHES BEYOND TIME
Level by DHermogenes
Walkthrough by Phil Lambeth. Click here for LoreRaider's video walk.
Level 1: PLACE OF ACCIDENT
As you begin at the mouth of a dark, cavernous underground area, an onscreen indicator tells you that you have none of 20 "somethings" you need to find as you progress through the game. As you move forward, LARA'S TABLET appears in your inventory. As the messages contained therein are rarely helpful or important, I won't continue to document future PDA entries unless there's some reason to do so.
Continue to an open area with a closed gate and Lara will look to her right. Go there and pull the dead body away from the SHOTGUN. From there, you can go straight forward to a small opening that leads to a first aid kit (crawl to reach it). However, getting back through the crawl space is such an ordeal that I would pass up this pickup if I were you. SW of the dead soldier is a short passage with shotgun ammo at the end. Exit, turn left into the N passage to awaken a bunch of bats and look for much-needed flares against the W wall.
Climb the nearby block and hop E. Stand jump to grab the higher opening, pull inside and loop around right for 2 x uzi ammo. Continue through the E opening and come to a gap at the corner. Take a running jump and grab S, pull up and step forward to trigger a brief cut scene, go left around the column for shotgun ammo and go back the other way to take a running jump W onto a small ledge. Hop with grab into the S opening, pick up the shotgun ammo and continue around to an opening. Stand jump to grab the swingpole, swing and jump off to grab the ladder and shift right to drop into a passage.
Go around to a gap, stand jump NE to grab the wall crack, shimmy right, ledge jump back to grab the S wall crack, drop to grab the lower crack, shimmy left to the wall, ledge jump up to grab the higher crack and shimmy left around the corner to pull up to a short passage. Pull up higher N, jump forward and you hear the sound of something shattering as Lara looks up at a closed door. Pick up the flares behind you, pull out of the passage N, turn around and lower Lara down the other side of the crawl space. Continue to a boulder and push it over the edge to lower the gate you saw at the beginning of the level. Drop down after it, go S to where the gate lowered and go on through to attract the attention of an ahmet.
Slide down to an open area, shoot a couple of bats and search the lower section for 2 x small medipack and flares. Go up the ramp on the left side for revolver ammo, jump across to the S side and grab the lower part of the crack in the wall. Don't pull into the crawl space or you'll be stuck. Shimmy right, ledge jump back and grab the ledge jutting from the E wall. Pull up, push the wall button, take a running jump N to the next ledge, push that wall button as well to open doors down below, then return and use the wall cracks to get safely back down. Go past the opened NE door for shotgun ammo, continue down and around to find a couple of floor holes.
Drop down the second floor hole for a small medipack, continue down and safety drop from the next floor hole. Allow Lara to drop and slide down two slopes, grab the ladder, climb to the bottom and drop to an open underground area. Pick up nearby flares to your right and go to the skeletal remains propped against the wooden structure for a PDA entry. Walk out to the jutting triangular NW ledge and take a running jump to the block against the W wall. Save your game and take a rather tricky running jump to grab the higher N block. Pull up, stand at the right corner, take a walking-running jump N onto a sloped block, slide and jump to the next slope and Lara will slide safely to a lower section.
Jump SE onto the right "paw" of the Anubis sphinx (hereafter just called Anubis for the sake of brevity -- the opposite S edifice is the Horus sphinx), walk over to the skeletal fragments for a PDA entry and take a running jump NE into the darkness for flares. Jump back to the left paw, go over to the end of the right paw and look over the edge to see the floating, swirling dots. Hang from the edge, safety drop through the dots and a piece of THE ATLAS appears in your inventory while your onscreen indicator changes to 1/20. You now know what you're looking for in this game, so hop down to the ground, pick up the shotgun ammo and retreat to a safe distance (without falling over the edge) before shooting the explosive crates to see what happens.
Go to the gate, shoot the next stack of crates and enter the cave to find THE ATLAS (2). On the way out, grab the shotgun ammo next to the right paw. Go around to the other side of the Anubis to find a pushpiece. Get up on it and stand jump NE to collect THE ATLAS (3). You'll slide down next to a small medipack. Push the pushpiece one time W and two times N. Get up on it and stand jump to grab the W opening in the Anubis. Pull into the passage and hop into the floor hole to collect THE ATLAS (4). Exit, grab the small medipack next to the pushpiece and slide down into the pit near the left paw of the Anubis. Collect THE ATLAS (5) and run W, jumping gaps as appropriate.
At the NW corner you'll pass a blocked opening with explosive crates inside. The ledge becomes wider here, and in the darkness you can grope around for a small medipack and uzi ammo near an alcove in the W wall. Standing in that alcove, face S, back flip onto the slope behind you and jump to collect THE ATLAS (6). There's another small medipack a bit further SE. Head back N toward the Anubis, pause for more uzi ammo and jump over NE toward a block you can climb to get back to the higher ledge. Go onto the broken bridge opposite the Anubis, jump the gap and find more uzi ammo next to the column.
Just past the explosive crates hop SW to a patch of weeds and look for a small medipack just inside the gate. Light a flare, jump up SW toward the wooden structures and take a running jump to grab the W wall crack. Shimmy right a bit, ledge jump back to grab or land on the wooden structure, jump E to the next structure and drop from the right side to collect THE ATLAS (7). Get back up onto this structure in the same manner and take a running jump NE to grab the crack. Shimmy left around the corner and ledge jump up to grab the upper ledge. Pull up and make your way up to the right side of the Horus. Pick up the small medipack, hop SE onto the triangular ledge and take a curved running jump to collect THE ATLAS (8).
Make your way over to the other side of the Horus to the E rock wall. Use the flat surfaces to get up to the S wall, jump up to grab the crack and shimmy left. Ledge jump back to land on a higher ledge and follow it around N to awaken a bat. Pick up the first aid kit hidden in the weeds and take a running jump across the gap to grab the E ledge. Pull up and continue to a short bridge. Take a running jump NE to land on the right side of the sloped roof, slide and grab the edge, shimmy right and ledge jump back to land on a flat spot. Walk forward and sidestep along the ledge until you're facing E. Stand jump to collect THE ATLAS (9) and hopefully slide back down to a flat spot instead of off into oblivion.
Return to the sloped roof, jump to grab it, shimmy left around the corner and ledge jump back to grab the bridge. Pull up and jump N past the stone structure. Walk NW into the darkness to collect THE ATLAS (10) near the wall. Enter the nearby N opening and run up an obscenely long ramp as the camera switches back and forth. When you finally reach the top you face a wall design that is supposed to make you very curious. Whether it does or not, run back down (a shorter trip for some reason), jump to the bridge and make your way clockwise around the ledges to the Anubis.
Just before you get there, you'll see a hanging block with a ladder. Jump to grab the ladder, climb up a bit, shift right around the corner and climb to the top. Transfer to the monkey bars and monkey swing along the ceiling track until you can drop near a wall switch that opens a door into the Horus. Walk back toward the monkey bars, slide backwards down the E side of the Horus, grab and safety drop with a roll upon landing. Walk to the NE corner and face NW to find a target in the far wall. Draw your pistols and fire until it shatters and causes the crates to explode in that blocked opening you noted earlier.
Turn around, slide down E onto a flat spot and look down NE to see those telltale swirling dots. Run off the corner to land on a lower flat spot and face S away from the E wall. Side flip left to land on a slope below, slide to collect THE ATLAS (11) and grab the edge. Safety drop to the ground and pick up the shotgun ammo. Go a bit farther to find 2 x small medipack near the fence and follow the ledge E for flares. You can see the swirling dots ahead that appear temptingly close, but resist the urge and return to the Horus. Go past the opened S door and follow the passage for a level change.
Level 2: UNDERNEATH THE HORUS
We'll now take a little break from collecting Atlas pieces. Continue down the ramp and turn the corner to face a spear tile. Note the receptacle, jump over three spear tiles in succession and turn around to activate the NW jump switch. The S door opens, so jump the spear tiles, pause for a PDA at the entrance and walk down to a partially flooded room. Wade right to the NW corner for shotgun ammo and go back E to the deeper water. Swim S along the central channel and find a first aid kit near the end to your left. Surface, wade out and take a few steps up the flight on the right. Jump over the rail to the SW corner for revolver ammo and wade around the column to the steps.
Go up to trigger a lingering flyby through the next room. Jump into the water, swim past the columns and pull up onto the platform. Save your game and try to pick up the key you saw in the flyby if you're curious about what will happen. Instead, hop over it and jump SE to the ornate column. Pull up to the higher ledge, go to the W end and hop back to activate a jump switch that raises a platform. Swim back to the open area and pull up once again onto the platform with the key. Hop S over it again and jump back to the ornate column.
Pull up to the ledge and go through the opening. Slide down into a passage and loop around right into an alcove with a wall switch that seems to turn things completely around. Return to the opening and look out into a new environment. Jump into the water, swim to the far column and pull up. Jump N to the stage and E to the raised platform. Jump to grab the N ladder, climb to the top, shift right, drop onto the slope and jump immediately to land on the upper stage. Run to the other side and jump to grab the W slope. Slide, grab and shimmy left until you reach the second shower of falling water.
Ledge jump back to land on a column base, stand jump to grab a crack on the next column base, shimmy right around the corner, go all the way to the next corner and ledge jump back with a left curve to land on the central platform. Go around to the other side for shotgun ammo, climb the block and jump N to activate the jump switch and open a door near the ceiling. Take a running jump from the N end of the platform to grab the crack in the column base, shimmy left around the corner and retrace your steps to the upper stage. Pull up into the N opening where the door opened, side flip past the circular blade trap and pick up the first aid kit at the end of the short passage.
Note the inverted wall panel, get past the blades and jump into the water below. Swim toward the SE corner, pull out W onto the sloped block and stand at the high corner to pull up to the ledge. Enter the S opening, slide down and loop around left to a wall switch that turns the place around again. Exit, jump into the water and swim across to the N side. Continue into the underwater opening beneath the stage and past the circular blade trap to find an underwater lever that opens a door elsewhere. Return, surface for air and pull out onto the central platform.
Jump over the key on your way to another visit to the S room so you can use the wall switch to turn things around once more. Jump into the water, pull out onto the far column and jump to the stage. At the N wall turn left and use the swingpoles to get to the NW corner. Hop W into the alcove and continue along the N wall with the help of three more swingpoles. When you reach the last alcove take a rather tricky running jump to grab the opening in the W wall. Pull up into the passage and use the reach-in switch for a screen shot of the central platform.
Exit, slide down into the water and swim around to that sloped SE block. Pull out onto it, from there to the upper ledge and into the S opening. Use the inverter wall switch once again, jump down to the central platform and now you can pick up the PYRAMID KEY in complete safety. Take a running jump to grab the N column, pull up and take another running jump to grab the stage. Pull up, run down the steps to the flooded room, swim across to the other side and go up the ramp to the hallway with the spear tile traps. Jump over all three and place the Pyramid Key to open the door to your left.
Run down the ramp into a dark, wide open area. Explore the section N of the entrance with standing jumps for a small medipack and 2 x shotgun ammo, and on the S side for the UZIS and uzi ammo. Walk to the E end of the ledge and take a running jump to grab the central platform, pull up and run forward to unleash a trio of dragons. An onscreen warning tells you to make prompt use of golden dust (whatever that is) for healing purposes. I just stood where I was and fired continuously with my uzis until all three dragon heads exploded. Go around the perimeter of the dragon pit (to slide down into it is to die) and take a running jump to grab the lower E step. Pull up and run to the temple entrance.
Before going inside, turn left at the entrance and find revolver ammo near the N wall. In the opposite direction, near the S wall you'll find 2 x uzi ammo and the REVOLVER. Enter the temple, pull up onto the central column, pull up higher and save your game before taking the ISIS KNOT from the plinth. A timer tells you that you have exactly one minute to beat a hasty retreat W back the way you came while avoiding the many firebolts being hurled at you by the harpies that you don't have time to stop and deal with, not to mention all the boulders and falling debris. When you get past the door you opened with the Pyramid Key, assuming you get there in time, you'll be safe. Note that the BULL KEY has also appeared in your inventory. Continue W up the ramp and turn the corner for a level change.
Level 1: PLACE OF ACCIDENT (revisited)
Continue along the passage to the opened door and you'll be attacked by three ahmets. As you exit the Horus, go down the short ramp to your right and slide down to a flat spot. Go left around the corner for THE ATLAS (12), stand jump slightly NW to grab the lower corner of the slope, shimmy left and ledge jump back to grab the bridge. Pull up and reverse roll. Take a running jump toward the wooden structure, go past it and jump NW down to the flat plain you visited earlier. Go around to the opening you noted earlier, hop inside to collect THE ATLAS (13) and exit.
Turn left and follow the ledge around to the Anubis and past it. Continue all the way to the E wall, circle around and jump SW down to the ledge. Pull up E next to the receptacle and stand jump W to collect THE ATLAS (14), go around the ledge and collect THE ATLAS (15) on the way to the S side. Opposite the companion receptacle, hang from the edge to collect THE ATLAS (16) and pull back up. Turn around and take a running jump S to a rock ledge, pick up 2 x small medipack and jump back to the previous ledge with the receptacles. Retrace your steps counterclockwise to the Anubis, go S across the bridge, jumping the gap, and turn right at the explosive crates.
Enter the fenced area, jump up S toward the wooden structure and go around to jump and grab the W wall crack as you did earlier. Shimmy right, ledge jump back to the other wooden structure and make your way across the tops so you can jump and grab the crack in the Horus base. Shimmy left around the corner, ledge jump up to grab the corner of the ledge and pull up. Hop up to the left "paw" and work your way around in a counterclockwise direction to the NW ledge supported by two columns. From the W end take a running jump SW down to the top of the tall wooden structure.
Take a running jump to grab the W wall crack, shimmy left and ledge jump up to grab a higher crack, ledge jump up again to collect THE ATLAS (17) and keep the action key depressed so you'll grab the crack again on the way down. Shimmy right around the corner, pull up onto a ledge and make your way N with appropriate jumps to a jutting ledge that activates a set of those noisy rotating blades. Time a running jump to grab the E side of the column top, shimmy left around the corner and ledge jump back to grab the longer ledge. Pull up for flares and take a running jump from the E end to grab the green ledge. Pull up, jump up the rock surfaces toward the Anubis and stand jump to grab the first of four ledges jutting from the E wall.
Jump the ledges until you reach the one at the top, turn left and take a running jump to grab the left "shoulder" of the Anubis. Pull up, face the rock wall and jump up to grab the ladder. Climb up and shift left until you can drop next to a wall switch that opens the door to the Anubis. Turn left, go to the W side and turn around. Hop back to slide and grab, safety drop next to THE ATLAS (18) below and slide down further. Jump to the right "paw," safety drop from the end and go around past the opened N door. Follow to a receptacle, use the Bull Key to open the next door and continue along the passage to another level change.
Level 3: THE DEPTHS OF ANUBIS
Follow to a wall, turn left for uzi ammo and go the other way for a PDA entry. Go S down the steps to a connecting hallway, continue around left for a first aid kit and go the other way to find more steps. Drop down a floor hole to additional steps and run off into the sparkling blue field for a remote camera shot of the underground cave you've entered. Proceed S to trigger an impressive flyby of the area ahead.
Run along the bridge toward the structure through another remote camera and don't veer to fall off into the lava below. Stand at the SE corner of the bridge facing the first of several breaktiles and save your game for a harrowing platforming exercise.
Take a running jump to land on the first breaktile, continue with a running jump to the second breaktile and jump with a midair roll to land on the slope ahead sliding down backwards. Attempt to grab so you'll land on a row of breaktiles below instead of in the lava, then run toward the structure curving left so you can jump off to grab a higher breaktile. By this time a harpy is probably badgering you with its firebolt blasts, so pull up, reverse roll and stand jump onto a higher breaktile. Reverse roll again, stand jump to the next higher breaktile, reverse roll and jump onto or grab a thankfully stable ledge. Step back to the edge (unless you pulled up), stand jump to grab the swingpole, turn around, swing and jump off to grab a vertical pole. Climb up, turn more than halfway around to your right until you're facing the rotating pyramid and back flip into an opening in the structure where you'll be safe for the time being.
Enter a room with marked floor tiles and collect 2 x small medipack. Stand on the NE tile with the scalpel symbol, take a walking-running jump SW to the next similar tile, stand jump to the SE corner tile, return to the previous tile, stand jump NW to the adjacent tile and stand jump slightly SW to the tile against the W wall. If you didn't encroach on any of the adjacent tiles the SW door should open. Stand jump into the opening and step forward to get a preview of your next harrowing exercise (but not as bad as it looks).
Stand jump to grab the pole, slide down, turn a bit to your left and back flip onto a stable ledge. If you're lucky you may be able to target and kill the harpy from here. Otherwise, take a running jump around the corner to grab the next ledge, pull up and for a secret, turn right and take a running jump S to grab an invisible platform. Pull up, take another running jump to grab another invisible platform and pull up for the only SECRET in this game as 4 x grenades are added to your inventory. Step forward for the GRENADE GUN and return the way you came to the ledge against the structure.
Use the swingpoles to get past the blades onto the higher E ledge. Take a running jump around the corner onto a breaktile, stand jump immediately onto the jutting ledge for uzi ammo and face the first of three breaktiles. Stand jump onto the first and second ones, run across the corner onto the third one while curving left so you can take a running jump and grab the W balcony. Pull up next to a row of wall switches. Pull down only the first and third ones to raise blocks around the corner. Take a running jump SW onto the next ledge, hop to the first raised block and climb the others so you can pull up to the roof of the structure and awaken three harpies.
Explore the area for 3 x small medipack and revolver ammo, note the wall switches on the column bases and pull down only the two on the N side. Go to the opening in the railing on the E side and take running jumps along the suspended platforms until you reach the floating dots that seemingly transport you to a different area.
Jump back to the structure, where you'll be greeted by two more harpies. Collect 3 x shotgun ammo and a small medipack, note that the wall switches have disappeared and hop over the railing onto the W ledge. Face S, jump up to grab the higher ledge and pull up. Turn around and save your game for a breaktile jumping exercise. Stand jump to grab the first one, pull up and stand jump to grab the second one. Pull up, run around the corner onto the third one, jump to the fourth one, then to the fifth one and jump to grab the sixth one. Save in a different slot as you're pulling up, reverse roll and stand jump W to grab the next one. Pull up and jump forward to grab the stable ledge and pull up.
Save again before pulling up S onto the roof of the structure. During the ensuing flyby, prepare to do battle with Seth and a hammergod. When both have succumbed, blocks rise and a brief flyby shows a final prize for you to obtain. Go around the room to collect a first aid kit, shotgun ammo, uzi ammo and revolver ammo that you likely no longer need, climb the raised blocks and jump E to grab the column. Pull up, go around and jump to the central platform. Take the DJED PILLAR from the plinth and you'll be transported to a previous area. Hop down, go to the hallway and up the N steps, turn right and follow the passage to a level change.
Level 1: PLACE OF ACCIDENT (revisited)
Save your game here if you wish to play both endings.
FIRST ENDING (A)
Continue past the opened doors of the Anubis, turn left and make your way along the rock ledges to the E wall and from there to the structure with the receptacles. Go around to the other side and place the Djed Pillar first. Save your game before placing the Isis Knot in the receptacle on the N side, as doing so will initiate an extended timed run across previously navigated territory while being attacked by , and you may wish to save in different slots along the way.
Reverse roll, make your way back W along the rock ledge while being attacked by harpies, turn left at the Anubis and run N across the broken bridge, jumping the gap between the pieces. Turn right just past the explosive crates, go through the opening in the fence, jump up to the cleft in the rocks and run around right to jump and grab the wall crack. Shimmy right, ledge jump back to the wooden structure, jump to the next wooden structure and take a running jump to grab the column crack.
Shimmy left around the corner, ledge jump up to grab the left "paw" of the Horus, pull up and run diagonally across and up toward the right "paw." Jump to the rock ledges and go up SE. Turn to face W and stand jump to grab the block. Pull up, go left and up to the S wall, jump up to grab the crack and shimmy left. Ledge jump back to land on the upper ledge, run around clockwise and take a running jump to grab the next ledge. Pull up, continue to the short bridge, hop onto it and take a running jump E over the gap. Run forward through the opening and turn left into the N passage before the timer runs out. A brief flyby follows, after which you can run up toward the bright light and emerge in an enclosed area with a fixed camera. Continue N up the ramp toward a waiting helicopter and you'll be greeted by some dude with a drawn knife as the level ends.
SECOND ENDING (B)
Continue past the opened doors of the Anubis, run straight forward and cross the broken bridge toward the Horus. Turn right just past the explosive crates, go through the opening in the fence, jump up to the cleft in the rocks and run around right to jump and grab the wall crack. Shimmy right, ledge jump back to the wooden structure, jump to the next wooden structure and take a running jump to grab the column crack.
Shimmy left around the corner, ledge jump up to grab the left "paw" of the Horus, pull up and make your way over to the right "paw." Jump down NE to the rock ledge, take a running jump E past the fence section and grab the rock ledge. Pull up, jump over the obstruction and take a running jump to grab the jutting N ledge. Pull up, go around to the SE fenced section and hang from the E edge to collect THE ATLAS (19). Pull back up, enter the fenced section and pull up S.
Turn left and jump toward the SE corner to collect THE ATLAS (20). Approach the nearby statue and it moves aside as your reward for collecting all 20 pieces. Go down the steps and follow the winding ramp to a dark room. Light a flare to find the chain near the W wall. Pull it to open the E door and turn on some lights. Go there and follow the ornate passage to an open area stocked with all kinds of creatures. You'll have to deal with them another day, as an extended flyby now kicks in to bring this adventure to a close.