THE CRYSTAL

 

Levels by Alphonse

 

Walkthrough by Phil Lambeth, with the help of Steven3517's video walk.

 

 

Level 1: RED VALLEY

 

Lara slides down to an underground lake. Don't get into the water, as there are no surfaces where you can climb back out. Jump the submerged rocks SW toward a burning barrel, pull up onto the ledge to its right and kick open the door to your left. Enter the building and loop around right. Open another door for a small medipack and continue down the hallway. Open the next door for flares, go up the stairs and search the first cabinet on the left for the SILVER KEY. Go back downstairs and note the SE receptacle near the entrance. Your key doesn't fit it, so exit the building and go past the burning barrel to the NW corner.

 

Hop down to a stable surface, face E, slide down backwards, grab the edge and shimmy right until you can pull into a small cave. Turn around, jump up to grab the ceiling and monkey swing W over the water. Drop onto the ledge, go around to your right (crawling as necessary), take a running jump N to grab the jutting ledge, pull up and continue around clockwise in a similar manner until you reach the last ledge near the waterfall. Pull up W near another burning barrel and go past it to find the keyhole for your Silver Key.

 

Enter the building, search the cabinet with the distinctive handles for a large medipack, go up the nearby stairs and pull down the W wall switch that opens the door to the MOTOR BATTERY. Go downstairs and find the SW receptacle that starts up the nearby machine and alerts a guard. Don't wait for him, but rather find the wall button opposite the cabinets and push it to open the SE door. Hop down the floor hole, crawl backwards into the opening and climb down the ladder to an underground tunnel. Ignore the side passage for now, shoot the wooden barrier and climb down the floor hole to a lower passage.

 

Slide down S to spawn a strange object in the room below. Stand on the mound between other similar objects and pull up into an alien vessel. There's nothing to here at the moment, so drop back down and return up the N slope into that side passage you bypassed on the way here. Pull the dead soldier away from the CARD KEY and pull down the wall switch to open the door behind you. Follow the E passage to a ladder and climb up to the upper passage. Follow to the end and jump up to open the ceiling trap door.

 

Pull up E into a hallway and loop around right. Push the wall button to open the door leading to the MINE POSITION DATA and the CROWBAR. Go up the nearby stairs to trigger a cut scene whereby a worker is either killed or knocked unconscious. Open the crowbar door in the W alcove and enter a familiar room. Go left and downstairs to the receptacle you noted earlier. Use the Card Key to open the door and grab the MINE DETONATOR BODY. Exit the building, go left around the corner to a fixed camera, combine the mine artifacts and place it at the center of the railing to detonate the mines in front of you.

 

Hop over the railing and jump into the water below. Pull out on the other side and go up and around left to find a crowbar door. Open it, enter the building and search the distinctive cabinet next to the injured worker (notice how he writhes in pain) for a small medipack and go up the stairs near the entrance doorway. Use the book switch in the upper room to open the adjacent door and go inside for the GATE KEY. Go back downstairs, exit the building and stand at the SW corner of the ledge. Take a running jump down to the partially submerged structure and take a running jump slightly SE to land on a flat ledge near the water's edge. Take a couple of standing jumps E and light a flare to detect a pushblock in the wall ahead.

 

Push the block three times to reveal a passage and follow to a floor hole. Drop down twice, enter the N room and climb the block to your left. Time a couple of running jumps over the invisible platforms past the flame blowers onto the block against the E wall. Pick up the GOLDEN ROSE for SECRET #1 and safety drop to the floor. Exit to the outdoor ledge, go to your left and make your way S with jumps to the uppermost ledge. Hop down the other side, slide down right to a triangular ledge and stand jump NE with grab to land on a lower ledge near an opening. Crawl inside, pull up into a passage and crawl to the other end. Drop down the floor hole and crawl into another passage.

 

Crawl past two flame blowers while they're dormant and come to a small room where you can stand up. Pull up onto the central block for SECRET #2 (I won't continue to mention the Golden Roses) and go back the way you came. Once you're back outside, make your way S to a lower opening and follow the inner passage around to the other side of the waterfall. Use the wall crack to shimmy over the water to a flat spot where you can pull up. Turn left and pull up higher, face NW and hop to a triangular ledge, slide down N to a lower ledge and follow around the corner to a ceiling trap door in the nook to your left.

 

Open the trap door, turn around to pull into a hallway and go forward to meet the advancing guard. Continue N and use the Gate Key to open the exit door at the S end of the hallway (and not the one to your right). Go back down the hallway, and if you want the next secret don't hop over the floor hole but drop down to the ledge, walk to the W end and take a running jump toward the waterfall (so as to avoid the strong current in the river). Swim into the W opening, pull out at the end of the passage and loop around left to climb onto the block. Time a couple of running jumps over the invisible platforms past the dormant flame blowers to the block on the other side for SECRET #3

 

Safety drop to the floor, exit to the water hole and swim out to the river. Allow the current to grab you, swim NE and turn left between the wall and the structure you jumped onto earlier. Go around the corner, use the submerged rocks to pull out W onto the ledge and go up and around left to the ledge with the opened crowbar door. Jump down SE onto the structure once again, take a running jump SE to the flat jutting ledge and make your way S to the ceiling trap door, following the same route as before. This time pull up S and run past the opened exit door to finish the level.

 

Level 2: CRYSTAL RUINS

 

Go down the stairs, open the crowbar door and search the distinctive cabinet (take a step back from it) for flares and the SILVER KEY.  Open the crowbar door behind you and go downstairs to a dig site. Drop down the scaffolding, shoot the waiting guard and pick up his small medipack. The receptacle for your key is next to the wooden door near the SW corner. Open the door, drop down at the end of the short passage and push the wall button to open a door and trigger a descending spiked platform. Quickly reverse roll and climb the ladder behind you into the W opening before the platform reaches you.

 

Follow to a larger room and shoot the guard perched on the scaffolding ahead and to your right. Enter the N alcove for flares, climb up onto the scaffolding and pick up the small medipack dropped by the guard. Pull up onto the ledge, go to the NW corner and jump up to grab the ceiling. Monkey swing S through a fixed camera and don't release until camera control is restored and you're over a ledge against the S wall. There's a floor hole at the SW corner, so don't drop there. Face E, jump up to grab the ceiling again and monkey swing to the SE corner.

 

Drop into the passage and follow around to a couple of circular blade traps. Get past them with side flips, drop to a lower passage and continue to an area guarded by a dragon. Run past it into the SE opening and find SECRET #4 on a plinth in the next room. Hop back to avoid the spike ball that drops from the ceiling and relieve the skeleton of a small medipack. Run back around the dragon and into the NE passage for SECRET #5. Save and reload at any time to get rid of the pesky locusts temporarily. Grab the small medipack before leaving and find the SW water hole. Jump into the water for SECRET #6, pull out and exit this area the way you came.

 

Back in the room with the three blue diamonds, use the ceiling monkey bars to get over to the SW corner. Climb down the ladder in the floor hole to a partially flooded room. The water is safe, if unsightly, so hop up to the top of the central mound and take a curved running jump to grab the SE block. Pull up, face N and activate the crowbar switch. Return to the mound, jump to the NW block and activate the crowbar switch that has appeared there as well. Do the same with the SW block, and finally with the NE block. A floor trap door opens nearby, so run off W into the water hole and time your way past two underwater scissor blade traps.

 

Pull out at the other end after picking up a hard-to-see small medipack and get to the top of the transparent structure. In this room you have to activate four jump switches starting with the NE block. The second jump switch materializes on the SW block, followed by the NW block and concluding with the SE block. Another floor trap door opens, but ignore it and climb the SE ladder to an upper passage. Slide down and enter a room with a large rotating blade (now dormant). Hop down, enter the N passage and activate the jump switch around the corner. The blade starts rotating while a flame creeps along the passage to turn the water a deadly red.

 

Go back the way you came, wait for the blade to pass by, hop S onto the block and take two more hops clockwise until you can jump into the SW opening. Run to the end of the ledge, jump NW onto the next ledge where the swinging blade can't reach you and line up for a running jump slightly NE to grab the slope near another swinging blade. Shimmy right, save your game while pulling up and start a sequence of slides and jumps as you work your way from slope to slope around the corner until you finally land on a level surface.

 

Hop down into the floor hole where you see the poised hammer, pull out the other side and find a floor lever that lowers a block in the floor hole. Drop back down and find a pushpiece. Pull it out of the alcove and the hammers will drop to shatter it. Step forward, pick up the BLUE CRYSTAL and hear the sound of a door opening. Pull out onto the ledge and head N to a new room. Hop NE onto the block, take a running jump NW and push the floor lever in the alcove to raise a block behind you. Jump back SE to the previous block, mount the climbing surface on the E wall and shift left until you can drop onto the raised block.

 

Be wary of the swinging blade and the low ceiling as you line up for a running jump N to land on a block in the deadly water. Jump NE to the next block, push the floor lever in the alcove to lower a block to your right and jump over to the E ledge. Hop into the floor hole, pull the pushpiece out of its alcove and watch the hammers do their thing. Step forward for a second BLUE CRYSTAL and turn left. Crawl under the hammer, lower Lara down the other side of the crawl space and drop to a lower passage.

 

Run forward, pull up into the room with the three blue diamonds and prepare to do battle with a guard. Pick up the small medipack he dropped and find receptacles for your Blue Crystals in the W structures next to the blue diamonds. A pathway opens in the W wall, so climb up to a passage and follow to end the level.

 

Level 3: CRYSTAL PALACE

 

Run down the hallway past more blue diamonds and come to an opening in the W wall. A trap door rises upon your approach. A flame blower is underneath, so you'll need to time a running jump to grab the first block in the passage. When you pull up a horizontal blade is activated, so quickly take another running jump to grab the next block and continue onto another raised platform and into the next room. Ignore for the moment the crowbar switch in the corner to your left and vault onto the column fragment to your right.

 

Stand jump to grab the jutting ledge, pull up and follow to the far end. Wait for the flame blowers to cycle on the W ledge, get over there with a curved running jump and activate both reach-in switches when the flames are down for a large medipack and a small medipack. Jump past the column onto the S ledge, climb the ladder and back flip onto an upper ledge. If you didn't do so upon landing, you can run along the ledge to trigger a spike ball that poses no real threat to you. Shoot the boulder precariously poised on the column top. It will roll down and create an opening for you.

 

Drop to the ledge below, then to the floor and go down the N steps toward a lava room. Use the reach-in switch in the alcove to your right for flares, and you'll hear the faint sound of a door opening. Go back up the steps to find that a pushpiece is now accessible in the SE passage. Move it into the room and clockwise around the nearest column onto the raised platform. Activate the crowbar switch to lower the platform and drop the pushpiece into the passage below. Drop down and move it along the passage past the two flame blower tiles (start pushing a second or two before the flames subside) and onto the marked tile in the far corner.

 

Pull up E, go to the N opening and down the stairs to a hub lava room, take a running jump to the E opening and go up to a ladder. Climb up to a hallway, turn right and a door will open upon your approach. Follow the passage around the corner, time the flames for uzi ammo in the reach-in switch, continue around the next corner and do the same for more uzi ammo. You'll come to another door that opens upon your approach, but before going through pull up into the opening on your right and proceed to a room with a wall button that rotates a wall section elsewhere. Return, go past the opened door and continue until you hear the door closing behind you.

 

Turn around, go back and follow the passages in a counterclockwise direction, past the flame blowers and a blue-tinted hallway, until you reach a third flame blower. Use the reach-in switch when the flames subside for uzi ammo, continue along the passage in a clockwise direction this time. Go straight (W) at the crossing past another door that opens upon your approach, use the reach-in switch around the corner for more uzi ammo and continue clockwise past two more opening doors. When you turn a corner and hear the sound of a door closing, turn around and go back around counterclockwise until you see a higher opening in the N wall to your left.

 

Pull into the higher passage and follow to a room with a floor hole. Jump over the hole and push the wall button to rotate another wall section elsewhere. Turn around, wait for the flames below to subside and hop down the floor hole. Go S along the passage, turn right into the blue-tinted hallway and drop down to the hub lava room. Jump around to the W opening, climb the ladder to an upper hallway and turn right at the wall. Go past the lowered pushpiece to a crowbar switch in the next room. Activate it, so that when you move the pushpiece into this room the floor magically becomes level so that you can place the pushpiece onto the marked tile in the SE corner.

 

A ceiling trap door opens, so time the flames and pull up into the room above. Push the wall button to rotate a third wall section elsewhere, get back down and run past the blue-tinted hallway and the stairs into the S passage. Turn right at the second crossing to find a pushpiece. Pull it three times onto the rising block tile, reverse roll and run around counterclockwise to find a crowbar switch that lifts the pushpiece to the upper passage. Exit N, turn left up the stairs and move the pushpiece E past the flame blower tile onto the marked tile. A small globe should appear above the pushpiece to indicate that you've placed it correctly.

 

Go back downstairs, turn right into the previous room and find another pushpiece in an alcove to your left. Use the crowbar switch to lower the block, pull the pushpiece onto it and raise the block once more. Go upstairs and move this pushpiece onto the S marked tile. Back downstairs to repeat this procedure with a third pushpiece that you are to place on the remaining marked tile upstairs. Your reward for all this hard labor is a ceiling trap door that opens at the NE corner.

 

Pull up into a room with a wall button that rotates yet another wall section elsewhere. Drop back down, go downstairs and turn left into the blue-tinted hallway. Drop to the lava hub room, jump over to the S opening and run up the ramp to the room with the blue diamonds. Loop around left and right and pry the BLACK STONES off the wall. Run across the room to find two more BLACK STONES in the S wall. Pry them off as well and turn around to see an opening in the central structure that leads to a pyramid. Place all four Black Stones, step forward and take the PYRAMIDAL KEY.

 

Exit N to the hub lava room, jump over to the N opening, go up the ramp and turn left at the wall. Find the receptacle for the Pyramidal Key and place it to open the doors to your left. Enter the spacious room ahead, climb onto the block to your left or right and stand jump at a slight angle to grab the upper walkway. Pull up and follow around to the E wall. Pull up into the crawl space, crawl until you can stand up and jump over the blade-trapped tiles in the passage ahead. Continue to a ladder, jump over the trap to grab it and climb up to a higher passage. Jump over the floor hole, go around the corner and safety drop to a lower passage. Continue to a ladder, climb up to a crack, drop and grab immediately so you can shimmy left and pull into a crawl space. Crawl forward, drop to a lower passage and follow to complete the level.

 

Level 2: CRYSTAL RUINS (revisited)

 

Follow the passage to an opening, drop to a lower ledge, runjump W even lower and drop from the E end. Slide down to the floor and open the crowbar door. Turn left into the passage to trigger a remote shot of an altercation between a mutant and a guard. The guard loses, so shoot the mutant and go up the stairs to another room. Search the cabinet with the distinctive handles for uzi ammo, the UZIS and the PYRAMIDAL KEY, open the nearby crowbar door to a familiar room but don't go there. Instead, return to the first room with the blue diamond and climb the ledges back up to the N opening.

 

Light a flare to detect the pushblock in the wall to your left, push it as far as you can, climb up onto it and run forward for a level change.

 

Level 3: CRYSTAL PALACE (revisited)

 

Pull up W and run forward into the next room for SECRET #7. Hop into the SW opening and crawl through the passage to avoid the horizontal blade. In the next room is SECRET #8. Hop into the SW opening, jump over the nearby floor hole and follow the trap-free passage to the corner. Crawl S to avoid another horizontal blade, safety drop down the floor hole at the end and take a running jump over the gap. Go around the corner into the next room for SECRET #9, return and drop down through the floor hole onto a column top.

 

Jump S to the ledge with the spike ball, jump to grab the ladder and climb to the lower ledge. Drop to the floor, go to the E opening and take a running jump to grab the first block. Pull up, jump to the second block and from there toward the E wall. Pull up to the pyramid room, go through the N opening down to the lava hub room, jump around to the N opening, go up to the wall and turn left. Go to that spacious room you visited briefly earlier, use one of the blocks to get up to the walkway as you did before, go to the W side and find the receptacle for your Pyramidal Key.

 

Use it to open the double doors, go inside and turn left at the wall. You'll soon come to a room with five blue diamonds at the far wall. Step only on the round floor tiles as you hop across the room, and the door will open in the W wall. Go on through, slide down and climb the ladder to a higher passage. Follow around and enter the passage to your right. Climb another ladder and pull up into a room with a wall button that causes some changes in the large room beyond the glass wall.

 

Get back down and continue E along the passage to be greeted by a pair of ghostly knights. Each will drop a BLUE CRYSTAL. Continue into the spacious room, drop to the floor and go to the W wall, where you'll find receptacles for the Blue Crystals. Place them to open the double doors and enter a hallway. Go around the corner, jump over the blade trap tiles and hop up left and right. Search the four sarcophagi for 2 x small medipack, 8 x shotgun ammo and 2 x large medipack. The W doors will then open to admit a ghostly bull, which of course is immortal.

 

Hop down and run back to the spacious room. Locate the two decorative columns on the E side of the room and entice the bull to charge into them. Find the ladder near the middle of the E wall and climb up to a crawl space. Crawl to the other end, drop down into a room with swinging blades and get past them to the NE corner. Pull up to a passage and follow around the corner for a level change.

 

Level 1: RED VALLEY (revisited)

 

Go around the corner and come to a seeming dead end. However, the wall in front of you is a pushblock, so push it two times and hop up into the dig area. Go to the SE ledge (without getting too close to the flaming barrel) and open the crowbar door. Shoot the mutant before it can poison you and open the S bathroom doors for a small medipack and a large medipack. Go up the stairs and in the upper room search the S alcoves for the SHOTGUN, 2 x shotgun ammo and a PYRAMIDAL KEY. Open the E crowbar door if you like, but there's nothing in the next room but an inoperative book switch. Return to the previous room, go N down the stairs and W to the dig area. Drop down the NW floor hole and return to the previous level.

 

Level 3: CRYSTAL PALACE (revisited)

 

Safety drop into the passage leading to the room with the swinging blades. Turn right (N) and follow around the corner to an alcove on your right. Pull into it, jump S to grab the crawl space and pull inside. Crawl to the other end, lower Lara onto the ladder and climb down to a dead end hallway. Open the double doors with the Pyramidal Key and follow the passage to a ladder leading up to the ledge that runs along the glass wall you navigated earlier. Walk up to the W edge and run off right or left so you won't land in the floor hole below. Walk carefully forward and pick up the BLUE CRYSTAL.

 

Return to the ledge, pull up and find the receptacle for the Blue Crystal. Place it to hear the sound of a nearby door opening. Turn left and take a running jump to grab the opening at the NE corner. Pull into the passage and follow to the next level.

 

Level 4: CRYSTAL CRATER

 

Continue around the corner and climb down the ladder to a room with a ghostly alient structure. Climb up on it, starting at the lower "tail," crawl toward the center and pull up W in a crawling position. Crawl until you can stand, turn around and pull or hop up E onto the top of the craft. Go to the E end, hop up NE and walk to the corner. Run off with grab to land inside the NE wall opening, follow the passage around to your right into a room with SECRET #10, exit and safety drop N into a lower passage guarded by a hammergod.

 

Quickly pull up onto the lower block to your left (SW corner), wait for the flame blower to subside and use the reach-in switch for flares, take a running jump to the higher N block and do the same there for shotgun ammo, repeat to the higher block against the N wall for uzi ammo and finally take a running jump slightly NE to land inside the wall opening. Enter the next room for SECRET #11 and continue into the NW passage. When you turn the corner, crawl to avoid the horizontal blades and continue that way until you reach the W opening. 

 

Safety drop to a pyramidal ledge and slide to the ground. Approach the green-tinted W ledge from the left side and hop up to trigger two boulders. Pull up where they came from and come to a cavern with an underground lake. Make your way carefully around the upper perimeter in a counterclockwise direction with some tricky jumps along the way (so save periodically). You'll eventually reach a skeleton with nearby uzi ammo, then the adjacent ledge with SECRET #12. Drop into the water, pull out at a nearby flat spot and look for another skeleton guarding uzi ammo.

 

Jump back into the water and swim NE toward the blue wall gems. There's a small medipack in an alcove below the grouping on the far right. Swim back W toward the blue wall gems on the other side of the lake, pull out and make your way clockwise around the lower ledges until you reach more uzi ammo. Swim across the lake and pull up S onto a brown ledge. Pull up higher into a cave and drop down the other side to a lower section. Find the flares in the corner and open the W crowbar door. Prepare to do battle with a poisonous mutant that's more agile than the previous ones.

Search the usual cabinet for a small medipack, revolver ammo and the REVOLVER.

 

Hop up past the broken flooring and find a small medipack on a chest in the upper room. Go to the SW corner and step into the opening to trigger a boulder. Go down after it, grab the uzi ammo from the skeleton and jump down into a new lake. Look for two submerged skeletons, each guarding a small medipack. Pull out onto a triangular block near the E end of the electrified bridge, stand jump two times up E, face S and jump up to grab the bridge. Shimmy right past the bursts of electricity, pull up, turn around and take a running jump N to grab a flat spot on the jutting ledge.

 

Pull up, turn left and walk down to the corner. Jump W over the gap to the next ledge, hop up to the opening and look down NW. Run off the edge so that you don't land in the floor hole, step forward and drop into the water below. Look for a small medipack next to a submerged skeleton and find the alcove at the E wall. Pull out there, head S for uzi ammo and position Lara underneath the nearby ledge. Jump up to grab the edge (I found it easier to grab while facing E). Shimmy right around the corner (if necessary) and follow the wall crack until you can pull up. Jump NW to the next ledge and stand jump down to the large rock in the water.

 

Walk to the NE corner and stand jump to grab the wall crack. Shimmy left until you can pull up, turn around and stand jump with grab to land on the next large rock. Stand at the NW corner and jump to grab the W ledge. Pull up and stand jump N, take a walking-running jump over to the E ledge, loop around left onto a higher section and take a running jump to grab the triangular opening in the W wall. Pull inside and shoot the mutant in the cave ahead before pulling up higher. Approach the W slope on the left side and hop up to trigger two boulders. Pull up where they came from and step toward the lava lake for a flyby of your upcoming tasks.

 

Follow the ledges around in a counterclockwise direction, jumping as appropriate while being mindful of the flame burners. When you reach the first island, continue with a jump S to find uzi ammo next to a skeleton. Return to the island, look up to find the ledge, face W and when the flames subside go under the ledge and jump straight up to grab the edge. Pull up before the flames return and begin a clockwise circuit with jumps until you can face the N wall. Jump up to grab the crack and shimmy right and around the corner. Pull up at the far corner and take a pixel-perfect standing jump S tp land on the corner of the ledge below. Go through the nearby E opening and drop down the floor hole at the end of the passage for a level change.

 

Level 5: BATTLE FIELD

 

You land in a water-filled passage. Wade out and proceed to a room featuring two blue diamond structures. Hop up between them and face three crowbar switches. You now have the option of playing two endings: one rather short and the other a bit longer (and requires that you've collected all 12 secrets). If you wish to play them both, save your game now before continuing.

 

Shorter Ending

 

Activate only the middle switch and the one on your right (S). Hop onto the SE block that moved toward you and pull into the S passage. Drop down the other end and crawl W to avoid the horizontal blade as you hear the sound of a door opening. Walk out to an opening that overlooks the previous room, drop down and now activate the last (N) crowbar switch. A block comes out of the E wall, so get up onto it and hop up into the E opening. Drop down the floor hole and continue to a room where you'll engage a mounted knight. Hop over the blade trap tile at the entrance (there are others scattered throughout this room), knock the knight off his steed while firing from his right flank, and when he dies he drops a BLUE CRYSTAL.

 

Go to the SE corner, place the Blue Crystal to move out a block to your left, get up onto it and pull up into the S opening. Run to the floor hole, jump up to grab the ceiling and monkey swing around corners and past a flame burner until you can drop into the NE alcove. Shoot the coffin, pick up the small medipack and drop down E to a lower passage. Continue to a room guarded by two mutants and be mindful of the sunken blade trap floor tiles. 

 

Go around to the S side of the central structure, stand on the marked tile and a block will lower to provide access to a wall button. Push it and go around to the N side and do the same thing. A block has risen at the SE corner, so use it to access the S passage. Stop at the edge, jump to grab the ceiling and monkey swing in the same manner as before to drop into the NE alcove. Shoot the coffin for another small medipack, drop down the other side and proceed to a room guarded by two mutants

 

The central structure in this room has flame-guarded reach-in switches on the N and S sides. Use both to obtain another REVOLVER and the LASER SIGHT. Doors open above you, so shoot the exposed blue urn (you can use the shotgun if you prefer, by aiming up with the look and down arrow keys depressed). A block rises at the NE corner, so go there and pull up into the E passage. Follow to a room with a glass floor. Shoot two mutants and go to the W side of the central structure. Activate the jump switch to lower a timed trap door on the other side of the central structure. Run around there, climb the ladder quickly, wait for the trap door to close and drop onto it (this may take several tries, but fortunately the jump switch will reset each time). Pull up into the E passage and crawl toward the opening to avoid the horizontal blade.

 

Hop down to a fixed camera, pull up E and run toward the waiting helicopter to finish the level.

 

Longer (Secret) Ending

 

Activate only the middle switch and the one on your left (N). Hop onto the NE block that moved toward you and pull into the N passage. Follow to a room with central columns and flame-protected reach-in switches. At each corner is a line of three receptacles. First, go around the room and place all of the Golden Roses you've collected. All of the flames then become dormant, allowing you to use the four reach-in switches to lower a floor trap door near the E wall.

 

Drop down the floor hole and crawl (to avoid the horizontal blades) to a room where you'll engage a mounted knight. Hop over the blade trap tile at the entrance (there are others scattered throughout this room), knock the knight off his steed while firing from his right flank, and when he dies he drops a BLUE CRYSTAL.

 

Go to the NW corner, place the Blue Crystal to move out a block to your right, get up onto it and pull up into the W opening. Run to the floor hole, drop down into the passage and proceed to a room guarded by two mutants. Be mindful of the sunken blade trap floor tiles as you do battle with them. When both are dead, go around to the E side of the central structure, stand on the marked tile and a block will lower to provide access to a wall button. Push it and go around to the W side and do the same thing. A block has risen at the NE corner, so use it to access the N passage.

 

Run to the floor hole, drop down into the passage and proceed to another room guarded by two mutants. Eliminate them and use the trigger tiles to turn off the flames protecting the N and S reach-in switches so you can obtain another REVOLVER and the LASER SIGHT. Doors open above you, so shoot the exposed blue urn (you can use the shotgun if you prefer, by aiming up with the look and down arrow keys depressed). A block rises at the NE corner, so go there and pull up into the N passage.

 

Run to the floor hole, drop down into the passage and proceed to yet another room guarded by two mutants. Use the trigger tiles to turn off the flames and use the N and S reach-in switches for shotgun ammo and uzi ammo. A block has risen near the SW corner, so use it to hop up next to a floor turning wheel. Pull it a half dozen times or so, go around it and take a running jump E to grab the ledge, pull up, run forward and jump with grab into the E wall opening ahead of the descending door.

 

Drop down the floor hole and proceed to the next room where two more mutants are waiting. Begin with the reach-in switch on the W side of the central structure, use it for shotgun ammo, then the E side for uzi ammo, the S side for a large medipack and finally the N side for the BLUE CRYSTAL. Place it in the W receptacle to open the door to your left. Enter the next room and do battle with a mutant demigod. When it's dead, activate the jump switch in the SW column to bring out a block to your left and open a nearby trap door (it's timed, so don't dawdle). 

 

Get onto the column, jump up to grab the ceiling and monkey swing across the room through a fixed camera, face the ladder at the end and drop to grab the ledge. Pull up and climb the ladder past the opened trap door before it closes. Run forward into the next room and take the GOLDEN CRYSTAL from the plinth. Enter the E passage and crawl after turning the corner to avoid the horizontal blades. Run forward, pull up higher and make your way to the waiting helicopter to end the level.