BtB2024 - LEGEND OF THE LION PRINCE

 

Levels by JimmyBeon

 

Walkthrough by Phil Lambeth. Click here for LoreRaider's video walk.

 

 

Level 1: RUINS OF NUBIA

 

Slide down into an underground area and run forward to attract a scorpion. You may wish to refer to LARA'S PDA from time to time as new entries are added. Lara looks up when approaching the N opening but first, check the weeds E for a small medipack and climb the opposite W block (to the right of the column). Pull into the plant-obscured crawl space and go around left for poison arrows. Safety drop to the ground, enter the N opening to get a remote camera and face the W wall. Jump up to grab the crack and ledge jump back to grab the E crawl space.

 

Pull inside and follow to a floor hole. Hop down twice to a lower passage and continue to a crawl space. Go on through and emerge at the entrance to an open area with a central pool. Go left to the W column and note the jump switch on its left side. Stand beneath it, back flip onto the slope and jump off to activate it and lower a block at the entrance. Go back, drop down into the floor hole and push the wall button for an underwater cut scene. Pull out, run N around the central pool toward the columns, look left near a sarcophagus for crossbow arrows and continue to the barbed wire-protected wall.

 

Shoot the crates for flares and crossbow arrows, go back past the columns and loop around left. Climb the short block near the NE corner and pull up to the higher N ledge. Jump onto the column and take a running jump to grab the S ladder. Shift left around the corner, climb down a bit and back flip onto the wooden structure. Stand jump S onto the slope, jump off to grab the next ladder and shift left around the corner. Back flip onto the column and pick up the CROSSBOW.

 

Face S and run off either side to land on a slope and slide safely to the ground. Run SE toward the tent and awaken three black panthers. You can use the nearby block for protection, but the panthers will probably be smart enough to keep their distance. Next to the tent is a dead soldier. Pull his body away from the LASER SIGHT and you'll get a cut scene of an obelisk. Combine the crossbow and laser sight, go around to the N side of the central pool and look up at the obelisk. Shoot the target near the top to lower a nearby block.

 

Go to the wooden structure the W wall and pick up a small medipack before dropping down into a floor hole adjacent to the wooden structure. Crawl around to a wall button that opens an underwater door elsewhere. Return, run E past the central pool and jump into a smaller pool where the W door opened. Swim inside, pull the underwater lever to lower a block beneath the central obelisk and get some air. Swim through the narrow E opening and down through a floor hole. Fight your way into a small N crack at floor level for a first aid kit and return. Two soldiers are waiting for you to pull out, and one of them drops shotgun ammo.

 

Go to the central obelisk and locate the lowered block as you face N. Prepare for a long swim as you go down and along the passage until you can pull out into a small room. Shoot the jar for a first aid kit and exit E. The larger room ahead is filled with quicksand, so hop over to the SW alcove and jump up to grab the crack in the S wall. Shimmy left around the corner, pull up onto the block and enter the S passage for shotgun ammo. Ignore the E opening for now, return to the block and take a running jump NE onto the shorter block. Pull up onto the taller adjacent block and jump to the N opening.

 

Go up the winding steps to find a pushblock. Push it once to reveal an opening and enter the next room to find a wall switch that moves aside a sarcophagus. Step up to the skeletal fragments, face S and jump up to grab the ceiling hole. Pull inside crawl space for the SHOTGUN and get back down. Exit to the room downstairs and jump to the NE ledge. Grab the crack in the E wall and shimmy right until you can pull up into an opening. Run off the edge and go forward to the floor lever (cut scene of a closed door).

 

Return to the room with the quicksand via the wall crack and retrace your previous steps to exit W. Hop over the water hole, go out to a sand-filled room and shoot two bats. Go between the S columns and down the steps for flares, return and go across past the N opening to find the shifted sarcophagus. Drop down the floor hole into a basement area and push the N wall button. A gate lowers while a jackal starts nibbling on your heels. Grab the poison arrows in the corner alcove and pull out to the previous area (grab the E wall crack and ledge jump up to grab the floor hole next to the sarcophagus).

 

Loop around left in the sand-filled room, hop onto the short block and jump W onto the higher block. Jump up to grab the ceiling and monkey swing S and W to drop and grab the column. Pull into the crawl space and flip out the other side. Follow to a reach-in switch that opens the door you saw in an earlier cut scene. Go back through the crawl space, drop into the sand-filled room and go to the SE alcove next to the entrance. Jump up N to grab the crack, ledge jump back to grab the crawl space and pull inside. Flip out the other side and find the SEAL OF THE PRINCE (1 of 5) on the raised slab for SECRET #1. Return to the sand-filled room, exit E and turn right past the opened S door for a level change.

 

Level 2: THE SOLAR ENGINE

 

After the flyby, go back into the passage behind you for a first aid kit. A PDA entry provides information about the area you're next to explore. Run N off the edge into the water far below and swim W to find a ladder to your left. Mount it and climb up to a higher section dotted with obelisk slabs. Head E along the ledge beside the water and shoot a jar by the bear statue for shotgun ammo. Continue toward the E wall, turn left and jump the rocks toward the NE corner. In a hole next to the E wall you'll find uzi ammo.

 

From that floor hole, pull out S and climb the nearby blocks until you reach an upper rock ledge. Walk to the W end and take a running jump NW down to a lower ledge. From the upper block take a running jump to grab the W ledge, pull up and walk forward for a PDA entry. Continue to the corner and Lara will look up to her right. Go to that tall column, jump to grab the ladder surface and climb up a bit. Shift right around the corner into a fixed camera and pull up into the alcove. Turn right, take a running jump onto the rock ledge and jump to grab the crack in the W wall.

 

Shimmy left through another fixed camera (what is going on in this builder's mind?) and ledge jump back to grab the top of a column. Pull up, stand jump SW onto the slope, slide and grab and shimmy left to a ladder. Climb down, hop to the higher part of the nearby gully and run up along either side to trigger a pair of boulders. Jump left or right onto the slope to avoid them and continue toward the closed gate to find a crawl space to your left. Crawl around to a pushblock and push it once to gain access to the next area.

 

Shoot a scorpion, pick up the PICKAXE next to the skeletal fragments and go around the corner to find crossbow arrows on a slab. Grab a small medipack near the closed gate and exit via the crawl space. Run to the end of the boulder gully and jump over to the ladder. Climb to the top and take a running jump S onto the brick ledge. Hop into the opening ahead, hang from the other side, drop and grab and pull up for a first aid kit. Get back onto the brick ledge and hang from the E end. Shimmy left, drop to grab the wall crack, shimmy left a bit more and safety drop onto a corner block.

 

Hop to the lower block, hang from the edge and shimmy past a couple of statues until you can pull up onto a ledge in front of an opening. Go inside and around the corner to the right for flares, return to the ledge and go into the next opening (walk, don't run, so you won't go over the edge because of that damnable fixed camera). Go down the corridor past a keyhole and follow to the end for revolver ammo in the last alcove. Go back a bit to the previous alcove, ignore for now the wall switch and pull up E two times. Jump N to grab the higher ledge, pull up and follow around the corner for 2 x shotgun ammo and explosive arrows.

 

Return to the wall switch and pull it down to open a door at the end of the corridor. Go there, grab the flares and head N down the steps. Enter the side room at the landing and take the SEAL OF THE PRINCE (2 of 5) from the raised slab for SECRET #2 and a PDA entry. Continue down the steps and emerge back in the dark open area. Run forward through the fixed camera, jump W over the canal and follow the walkway W and N. Look left, drop onto a higher section of the canal and drop again from the N end for poison arrows. Pull back up, pull up higher W and turn right. Follow the walkway to the N wall and hop down left into a floor hole for uzi ammo. Pull out and look for a crowbar door near the NE corner. Use the pickaxe to open it and go the steps to a flooded section.

 

Save your game, swim along the steps to an open area and down into the floor hole. At the second blue light (S) turn right and follow the passage to another floor hole. Swim down and S into an open area, loop around left and up into an alcove to find an underwater lever that gives you a cut scene and also drains the area. Hop down to the floor of the open area, enter the S side room and go through the crawl space to an underground tunnel. Run off N onto a slope, jump and grab the crawl space and pull inside. Hang from the other side and ledge jump back to grab the N opening. Pull up and follow around to a ladder.

 

Climb up to a ledge, pull up higher, turn around and take a running jump with grab to land inside the short passage. Follow around and use the ladders to get down several levels to the bottom floor without losing any health. Find the N crawl space and enter for a first aid kit. Exit and climb back up three levels, take a running jump N to grab the higher passage and pull up. Go around and pull up three times to face the object you saw in the previous cut scene. Step forward into the alcove and take MAAHES' SOLAR POWER CORE from the plinth (cut scene and a PDA entry).

 

Reverse roll, enter the NW passage and go up the winding steps to a landing. Loop around left into the familiar dark open area. Make your way all the way across to the far E wall and climb the same blocks near the NE corner that you did earlier to reach the top of the rock ledge. Follow the same path as before, NW to the lower rocks and W to the higher ledge, run forward a bit and turn left into the first opening. Go up to find the object you saw in the most recent cut scene and face S to place the Power Core. Watch a pair of flybys and go to the SW corner of this structure. Hop down to the lower ledge and take a running jump toward the cascading water to land safely in the pool below.

 

Swim SW to the ladder, mount it and climb up to the upper ledge with the obelisk slabs. Turn left, run past the bear statue and turn right into the S area where you saw the door open in the flyby. Go on through for a level change.

 

Level 3: FIRST SANCTUM OF ANUBIS

 

Step out of the blue light and turn left and up into an outdoor sandstorm where a hammergod is waiting. The declining health bar tells you when it's about to explode, and it leaves behind explosive arrows. Tip: If you stay on one of the entrance ramps, the hammergod will neither come down after you nor strike its earth-shattering blows. Go around to the right corner of the N structure for a small medipack and return to the N entrance. Enter the central hallway and Lara will look up at the device on the wall. Fit the crossbow + laser sight with an explosive arrow and shatter the gem in the device to open the N door. Shoot the jar against the E wall for explosive arrows. If you like, you can shoot the opposite jar to release a swarm of locusts and quickly pick up the uzi ammo before exiting down the steps.

 

You'll come to an immense lava room with suspended platforms. It's a fairly simple matter to jump them in sequence to reach the other side, timing the flames as appropriate. When you get across, go down the central steps to an underground passage that leads to a smaller lava room. Shoot two bats and jump across to the N wall. Note the receptacle behind you and use the wall crack to shimmy along the lava stream and around the corner to drop into an alcove. Hop down to the NE opening and enter a small room.

 

Grab the shotgun ammo at the NW corner and go to what looks like a stove at the SW corner. It's actually a pushpiece, so move it onto the marked tile next to the blocked N passage to lower one of the two blocks. There's a companion pushpiece over at the SE corner, so move it onto the other marked tile to lower a second block in the passage. Enter for the TYET OF BABI and the lava magically disappears. Return to the previous room and place the Tyet of Babi to get an overhead cut scene of doors opening. Exit SE and go up the steps to the immense lava room. Loop around left and through the opened E doorway to activate multiple sets of teeth doors.

 

Time your way past them into the next room, shoot two bats and if you like, shoot the jar to release locusts and expose a small medipack. Save your game in front of the timed E wall switch and pull it down to open a ceiling trap door. Go to the raised slab against the S wall and jump up E to grab the crack. Ledge jump up to grab the ledge, pull up and use two swingpoles to get over to the NE ledge. Take a running jump W to grab the next swingpole, swing around and jump off to grab the ladder. If you're quick enough, you can save considerable time by keeping the action and jump keys depressed before Lara's feet get set on the ladder. That way, you can actually ledge jump to the top. Otherwise, climb laboriously to the top, use two more swingpoles to get over to the SW corner, jump up W to grab the wall crack and ledge jump up to grab the trap door opening.

 

Pull into the upper room and shoot the waiting harpy. Go across to the E side, hop into the barred window opening and grab the crack to your right. Ledge jump back to grab the higher N crack. Shimmy left around the corner and pull up into a crawl space. Go through the passage for grenades and push the E wall button for an overhead cut scene of the lava room. Return via the crawl space, safety drop to the previous room and go across to the W side. Pull up onto the block next to the trap door, take a running jump to grab the higher N block and pull up to activate a spear trap.

 

Time a run past the spears, grab the poison arrows to your left and go through the crawl space to activate another spear trap ahead. Run past them to a wall switch that turns off both sets of spears, return and jump NE onto the slope. Slide and grab, shimmy right and ledge jump back to grab a column crack. Shimmy left around the corner, ledge jump back to land on top of a column for a remote camera shot and hop down NE for uzi ammo. Jump back to the previous column, jump S to the disabled spear trap and take a running jump SW toward a plinth bearing the SMALL WATERSKIN (cut scene of a water hole).

 

Safety drop from the E side to land in front of a wall switch that re-opens the nearby trap door (you may have to push the switch back up again). Go there (SW corner) and drop to the block below. Hang and drop from the N side to land on a slope and slide next to shotgun ammo. Drop the rest of the way to the floor and exit W past the dormant teeth doors. Back in the lava room, continue across past the opened W doorway and make your way past a gauntlet of sword-wielding statues into a room featuring many roller blades.

 

Make your way across with timed jumps, and be aware that the marked end tiles are safe from encroachment by the roller blades. On the other hand, you're pursued the whole time by a wraith, so when you reach the W opening turn left into the S side room and wait for the wraith to self-destruct on the device with the swirling dots. There's a reach-in switch beyond the device, but leave it alone for now. Grab the shotgun ammo at the NW corner of the main hallway and take the LARGE WATERSKIN from the nearby block (cut scene of a trap door opening over a water hole).

 

Exit E to the previous room, turn left and jump around the corner onto the ledge. Pull up onto the NW block, pull up onto the higher ledge and follow E, dropping and climbing as necessary. When you've gone as far as you can, hang from the edge and shimmy right along the wall crack, pull up and continue E. Pick up the first aid kit at the end of the ledge (a mighty small reward for all that work) and go back the way you came. Now you can use that reach-in switch at the back corner of the S side room with the wraith-killing device to create some changes in the previous area.

 

Exit E to find that the roller blade room has been replaced by a hedge maze. Navigate your way through it, and when you face N to see a gray wall covered with familiar tile symbols, you know you're on the right track. Continue to the E opening and the door ahead opens upon your approach. The sword-wielding statues are now dormant, so run past them into the lava room and turn left. Around the NW corner you'll find the water hole you saw in the cut scenes, but first, search the nearby passages for flares and shotgun ammo.

 

Return to the water hole, jump in and swim N past four circular blade traps. Surface and pull out to face a closed gate flanked by wall symbols. Step into the shallow water, fill the large waterskin and combine it with the small waterskin (leaving two units in the large one). Empty the small waterskin and combine it with the large one, transferring the contents from one to the other. Fill the large waterskin again and combine it with the small one, leaving four units in the large one. Swim back through the now-dormant circular blades, pull out and return S to the lava room, where a caged ahmet has been awakened. Go around up the steps to the scales and empty the large waterskin into the bowl on the left.

 

A brief cut scene of the lighted area behind you shows that you've done it correctly (any other amount would have released the ahmet instead), so head S past the lighted area and start jumping the suspended platforms. When you reach the third one, walk to the E edge and look down. There's a safe alcove within all that deadly lava, and you can reach it with a standing jump or swan dive (jump and walk keys). However, the water at the bottom of the shaft will quickly sap your health, so you need to swim quickly S and pull out at the end.

 

Go past the columns to find a first aid kit at the SE corner. Open the S doors and face a prancing Seth beyond a force field. Go around him, open the S crowbar door with the pickaxe and go up the steps to a chain. Pull it to make Seth disappear, run back down the steps and turn right into the E side room to find a SEAL OF THE PRINCE (3 of 5) for SECRET #3. Exit W and N to a room with a raised slab and pick up the DARK SECRET KEY to be transported to the area with the swirling sandstorm. Pull N out of the floor hole and run forward to the structure you visited earlier.

 

Enter, go down the steps and find that the lava room has been converted to a flooded pool room. There are three underwater levers you need to find and pull. They are located in floor holes (1) near the center of the S wall, (2) on the W side of the central structure toward the center and (3) near the NE corner of the central structure. When the third one is pulled a door opens in a floor hole on the N side of the central structure. Go there and swim N into a room with the UZIS and uzi ammo, exit and surface and pull out onto a ledge somewhere.

 

Go to the opened E door and run through the passage past the dormant teeth doors to the next room, use the crack in the SE block to intiate the timed run you performed earlier (only this time it isn't timed and the ceiling trap door should still be open). When you get there, pull up into the room with the columns and go around to a block at the SE corner for SETH'S MEDALLION. Return to the trap door hole, get down to the floor in the same manner as you did earlier and go back W to the lava/pool room. Jump into any part of the brightly lighted green field for a level change.

 

Level 2: THE SOLAR ENGINE (revisited)

 

Step forward and pick up the ANKH OF ANUBIS. Go around the column into the S opening and go to the end of the short passage. Turn around and stand jump to activate the jump switch and a door opens somewhere. Exit, continue N through the opening into the dark outdoor area, loop around left to find the opened door and step inside for another level change.

 

Level 4: LAST REMNANTS OF HORUS

 

Run forward and vault into the alcove for a first aid kit. Use the monkey bars to get past a spear corridor into the W opening. Drop down, jump over three flame-protected floor holes and for a pickup, drop down to a safe spot in the corridor between the spears. Enter the E crawl space and continue until you reach some grenades. Return to the corridor, pull up W and use the monkey bars once again to clear the spears and come to another fixed camera. Make sure you don't drop too soon. There are no further hazards to avoid, however, so run N into an outdoor area as a door closes behind you.

 

Continue toward the strange inverted structure and jump into the water far below. Search the nearby for a first aid kit and flares, surface near the SE corner and pull out onto the block. Face W and jump the stacked blocks. Pull up and face N. Pull up onto the first of several sloped pillars, and for an incidental pickup allow Lara to slide off the second slope and land next to crossbow arrows. Swim over to the SE block and climb the stacked blocks once again. This time, slide and jump off three slopes, grab the jutting ledge and pull up. Take a running jump NE to a break in the wall, hop down the other side and turn left.

 

Look for a small medipack near the SW weeds and hop up W. Pull up into the crawl space, flip out the other end and hop down to a passage. Head N and pull up into the vine-obscured opening to your left. Follow to a first aid kit and hop back down into the passage. Continue N into a flower garden, and when you turn the corner you'll be attacked by three black panthers. Go past a closed door for now, continue all the way around past a dirt mound (look for a small medipack hidden in the weeds near the NE corner) and find the SE crawl space. Enter and loop around right for explosive arrows. Return to the closed door and look up to shoot the highest circular emblem with an explosive arrow.

 

A door opens somewhere, so go back the way you came, through the narrow passage and up into the E crawl space, out the other side and up the steps, and look left to find the opened N door. Go on through to a pool room, shoot some bats and jump into the water. There are two openings; swim into the W one and you'll soon run into two crocodiles. Flip turn, return to the pool and pull out to deal with them. Swim back into the W opening, turn right and follow to an underwater ceiling switch (cut scene of a closed door).

 

Return, swim into the E opening and open the ornate door. You may wish to go back for air several times during the forthcoming sequence. In any event, follow the passage until you come to two narrow openings on your left. Beyond the second opening is shotgun ammo. Beyond the first opening is an underwater lever that opens the door you saw in the first cut scene. Return, pull out of the water, exit N and the door to the pool room closes behind you. Go up the steps ahead and push the wall button for a brief flyby of that inverted structure you saw earlier.

 

A transporter beam has been activated behind you, so go back down the steps and run forward to be taken inside a building somewhere. Exit the transporter, follow to some steps and go up to the end for a spare SHOTGUN and a closed gate. Go back around the corner to the S alcove and open the floor trap door. Drop down into a water hole and follow another one of those labyrinthine passages until you can surface and pull out to greet two harpies. There are three buttons in the W wall, and you know what will happen if you press the wrong one. Look through the closed gate for the symbol that matches the one over the wall buttons. That would be the one on the far right, and you'll hear the sound of a trap door opening when you push it.

 

Stand against the middle of the closed gate, jump up to grab the ladder and climb up past the opened trap door. Pull up into a room with crossbow arrows and find the SW crawl space. Flip out the other side into a dark passage and drop into the SW floor hole for shotgun ammo. Go past a closed gate to find flares near a wall torch and shoot two mummies in the W room. One of the jars next to the swirling dots hides uzi ammo. Continue to a hallway, turn right and jump up to grab the N wall crack. Ledge jump back to grab the ceiling and monkey swing around the corner to find a jump switch that opens a ceiling trap door.

 

Proceed through the flooded S room and turn left at the wall to find explosive arrows. Continue into the E room and look for a first aid kit near the NE corner. Go to the S alcove, jump up to grab the W crack, ledge jump back to grab the higher E crack and shimmy left around the corner. Ledge jump back to grab the opening where trap door opened and pull up to an upper level. Go through the W hallway and a fixed camera, and around the corner you'll find flares. Return to the S passage and emerge on an outdoor veranda. Turn around and look up N. Shoot the device attached to the roof with an explosive arrow and a trap door will fall open. Head E, look for a small medipack in the weeds and open the double doors to release a harpy.

 

Enter the next room, drop down the floor hole where the trap door opened and collect shotgun ammo, uzi ammo and the MORTAL POWER KEY. Climb the E ladder and back flip into the previous room, exit to the veranda and back into the building, turn left and follow around the large column on either side into the N room and shoot the waiting harpy. The receptacle for the Mortal Power Key is near the SE side of the column, so use it to open the adjacent door and enter to find a reach-in switch for the GRENADE GUN and a crowbar switch that opens a nearby door. Exit this room, loop around right and hop over the floor hole to the opened E door.

 

Follow the dark passage and up the steps to the outdoor area to find that the inverted structure is no longer inverted and is now spinning. Go up toward it and take the ESSENCE OF HORUS from the plinth for a change of scenery and the arrival of Seth's Human Experiment, which behaves like a chicken monster. When its health bar declines to zero it explodes satisfyingly and a block rises against the W wall. Use the nearby column base to stand jump and grab the corner, pull up and activate the S jump switch to re-open the W door.

 

Exit, turn left and go back down the stairs to the room with the large central column, hop the gap and find a plinth across the S hallway. Face S and place the Essence of Horus to open the nearby gate. Enter the short passage, take the HORUS KEY from the plinth (cut scene of an outdoor area), exit and loop around right down the S hallway. Turn right at the ladder, then left and emerge on the veranda. Turn left, run down the walkway into the E side room, turn right into a rock-obscured passage and pull up into the crawl space. Go around the corner, flip out into a lower room and take the SEAL OF THE PRINCE (4 of 5) from the raised slab for SECRET #5.

 

Climb back out, exit to the veranda and re-enter the building N. Turn right in the hallway, drop down through the floor hole with a little loss of health, exit W and N through the flooded room, continue E through the next room and turn right into the dark hallway. Go past the closed gate and jump to grab the SE crawl space. Pull inside by holding down the crouch key while releasing the up arrow key and action keys (takes a little practice). Drop down from the other side and climb down the ladder past the opened trap door. In the room below, enter the S alcove and pick up THOTH'S VISAGE.

 

Climb back up the ladder, go through the crawl space and retrace your steps back to the flooded room. Turn just past it and use the column cracks in the S alcove as you did earlier to get back up to the higher level. Head N to the room with the large central column, go to the NE corner, turn around and back flip onto the slope. Jump off to grab the ladder, climb up and shift left to drop onto a ledge. Go through the passage to a room with a plinth. Save your game and take the WINDING KEY to attract a wraith and beat a hasty retreat to the ladder. Don't get on it but take a tricky running jump directly W across the gap to land on the lower corner of the ledge.

 

Turn left, go down the S hallway, turn right at the ladder and left to the veranda where a wraith-killing device has been activated. Wait for the wraith to self-destruct, then return to the room with the large central column and go left to the W side. Stand jump to grab the pole on the nearest suspended platform and be aware that contact with the platform itself will mean instant death. Turn to face E without climbing up or down, back flip to land on the slope and jump off to grab the next pole. Turn to face the slope, climb up a bit and back flip to land on another slope behind you. Back flip without sliding into the N passage and follow to a plinth bearing the MECHANICAL SCARAB.

 

Another wraith appears on the scene, so return to the entrance, hop to the platform, jump to grab the S block, shimmy around the corner to the other side, ledge jump back to the corner block, pick up the first aid kit and try to take a pixel-perfect running jump to grab the E ledge. Otherwise, use the crack in the nearby block to get over there. Loop around right into the W hallway, turn left to the veranda and wait for the wraith to be destroyed. Return to the previous room, go to the far NE corner and face a spear-trapped corridor. Combine the Winding Key and the Mechanical Scarab and place the WORKING SCARAB on the scarab floor tile.

 

It will scurry forward and trigger all the spears, so run after it and pick it up. Crawl around the corner to evade the dart trap and pull down the wall switch to open a door in the previous room. Return there and find the opened doorway in the central column. Climb the ladder to an upper mirror room and locate the pushpiece against the S wall. Without stepping on the deadly sunken portions of the floor, move the pushpiece W and N until you hear a clanking sound. Go to the other pushpiece NE and move it W and N past the ladders. You should hear a similar clanking sound. Jump N and loop around left to find a third pushpiece. Move it all the way against the E wall and a ceiling trap door opens over the ladders.

 

Go there, climb up to a hallway and go around right for a first aid kit. Go back the other way to encounter two mummies, continue to the back side of the hallway to meet a third mummy and go through the E opening. Hop down left for shotgun ammo, light a flare and pull up onto a ledge for poison arrows. Face W, jump up to grab the crack and ledge jump up to grab a higher block. Pull up, hop to the adjacent block and activate the W jump switch to open a door somewhere. Hop down to the S alcove for uzi ammo and go around the ledge to a transporter beam in the N alcove. Step inside and emerge at a previously visited area.

 

Go past the opened E door, jump into the water hole and swim a long distance up several shafts until you can surface and pull out W. Grab the flares in the alcove to your right and continue into the next room to awaken a harpy. Grab the shotgun ammo in the SW alcove and make your way N and W past the lava pools and swinging chains until you trigger two boulders in the passage to your left. Go where they came from, enter the crawl space and follow all the way up the E ramp. Shoot a bat when you reach the top and grab the first aid kit in the nearby alcove. Open the ceiling trap door at the end of the N passage, turn around, jump to grab the ladder and climb to an upper hallway.

 

Get past the scissor blade trap at the W opening, turn right and grab the shotgun ammo at the far corner. Back up a bit, jump to grab the block and ledge jump up to grab the upper ledge. Pull up, turn around and jump the gap E, go through the opening and go up the steps to a landing. Go to the W balcony and look left for 2 x uzi ammo. Go back E to a companion balcony and find an extra set of UZIS. Exit, loop around left for shotgun ammo at the SE corner and locate the nearby transporter beam. Step inside for a level change.

 

Level 2: THE SOLAR ENGINE (revisited)

 

Step forward and take the EYE OF HORUS from the plinth. After the flyby, go around the column for uzi ammo and exit N to the dreary landscape you've explored previously. Make your way across the vast area through the inevitable fixed camera toward the E wall and go through the opening near the stacked blocks. Head up two flights of steps, turn right at the wall and make your way W along the connected corridors until you reach the keyhole you noted much earlier. Use the Dark Secret Key to open the door to your left and follow the inner passage to a room guarded by the False God Abomination.

 

When it dies and explodes, take the FALSE SCARAB from the raised slab and place it in the receptacle you'll find in the S alcove. The floor trap door opens, so drop down near a lava room, pick up the uzi ammo and use the grated ceiling to monkey swing around to the other side. Drop onto the block, pick up the ANUBIS KEY and return. Climb back up to the previous room, go back the way you came to the dreary open area and continue W along the walkway to the canal. Drop into the water, swim S and loop around right past some lily pads to pull out onto the N ledge. Hop down into a small flooded room and use the Horus Key and Anubis Key to open the door.

 

Enter the next room, vault up onto the ledge and collect 2 x revolver ammo and the REVOLVER. Exit to the canal, swim SW to the ladder you've used before and climb to the upper section. Head back toward the E wall, but this time continue to the NE corner and climb the familiar stacked blocks to the rock ledge. Jump down NW as before, take a running jump to grab the W ledge, pull up and run along the walkway to an opening on your right. Go up the N steps, turn right, climb onto the block and drop down the other side into a floor hole with shotgun ammo. Climb back out, find the receptacles on the nearby column and place the Ankh of Anubis and Eye of Horus to open the N door.

 

Go on through and pull the chain in the alcove ahead to trigger a brief flyby of the structure outside. Exit S to the structure, climb onto it and look for a good spot to jump into the water below. Swim to the SW ladder, climb out and loop around right past the fallen boulders to the NW corner. Go up the steps, into the E opening and down to a lower room. Drop through the floor hole, make your way in a generally downward direction until you reach a shaft, use the ladder to climb down and go through a faux transporter beam to the lowest room with a section that's blocked by a force field.

 

Take the HUMAN EFFIGY from the plinth and make your way painstakingly back up the way you came. Exit the upper room NW, go up the winding steps to the dreary outdoor area and loop around left to the N walkway leading into the massive structure. Step into the green tramsport beam for a final level change.

 

Level 5: THE TOMB OF MAAHES

 

Turn right, go through the W opening and down to a passage, climb over a block to hear the door closing behind you, continue to a larger room and search the W alcoves for a first aid kit. Go to the SE corner and jump up the piled sand to find a crawl space. Go on through, turn around at the wall and jump to grab the ladder. Climb up to a small outdoor area and grab 3 x shotgun ammo. Return to the previous room, go up the N steps either right or left and search the sarcophagus for the KHOPESH OF MAAHES as Seth is   unleashed. He's a tough guy to kill, but when he finally explodes he leaves behind the PILLAR OF HUMANITY. To play both endings, save your game now.

 

"Bad" Ending

 

Place the Pillar in the S receptacle to open the doors to your left. Go S up the steps and the doors ahead will open upon your approach. Enter a blue-tinted compound, shoot three soldiers and go up the piled sand to the NW corner. Slide down the slope to trigger a concluding flyby.

 

"Good" Ending

 

Place the Pillar in the S receptacle to open the doors to your left, but don't go through. Instead, turn right and go past the opened W door. Activate the crowbar switch to re-open the door that closed at the beginning of this level. Exit, loop around left into the second alcove and pull up into the W crawl space. Flip out the other side, look for 4 x uzi ammo to your left and take the SEAL OF THE PRINCE from the raised slab for SECRET #5.

 

Go back through the crawl space, exit this room NW, climb over the block and run past the re-opened door, return to the beginning room and find a narrow opening in the N wall. In the next room is a row of receptacles. Place all five Seals of the Prince and go around to the N wall and past the opened door into a room with a strange contraption. Go around right and crawl underneath the structure for MAAHES' ANCIENT GROOMING KIT. The structure vanishes, so hop out right, go through the N opening and find the ANCIENT TEXT on the raised slab.

 

Go W into a new room, pick up the grenades and pull down the NE wall switch to activate the transporter beam in the N passage. Step into it to return to the room where you engaged Seth. Run S up the steps and door at the top will open upon your approach, so you can repeat the "bad" ending described above and finish the game.