FOLKLORIST DIARY II – THE CURSED MEMORIES

 

Levels by Leoc1995

 

Walkthough by Phil Lambeth, with the help of Doggett’s video walk.

 

 

Level 1: FIRST BLOSSOMS

 

Slide down into an underground area and pick up the shotgun ammo and flares near the corpse. The torch won’t hurt you, but neither can you pick it up. Facing the partially blocked opening ahead, jump up the rocks to the far right corner, pull up into the alcove and turn to hop over onto the ledge over the blocked opening. Run past another corpse and jump with grab into the opening in the far wall. Crawl into the passage for SECRET #1 and collect only a single grenade, 2 x shotgun ammo and a health crystal. Return to the ground area, get into the partially blocked opening, crawl through and slide down. Lara’s attention is directed to something on the ground next to a skeleton, so pick up the flares and the clue-bearing LOST PAGE.   

 

Pull the pushblock two times toward the torches, push it two times toward the partially blocked opening, get up on it and jump to grab an opening in the wall next to the torches. Pull up and slide down to some temple ruins. Note the nearby pool and parked Jeep. Head right toward a second pool and jump over to the sarcophagus for a grenade. Jump into the pool and find an opening that leads to a small medipack. Note the secret area beyond the bars. Get back, pull out of the water and find a wall switch on a column near the corner of this pool. Pull it down to open an underwater door in the first pool with the parked Jeep. Go there, jump in, swim past the opened door and follow the passage to a small room. Pull up carefully onto the slab for SECRET #2 and pick up an explosive arrow. There’s also a nearby health crystal for which you have no present need.

 

Return to the pool, pull out near the Jeep and pull up onto the column at the corner of the pool. Reverse roll and take a running jump to grab the next column with the cat statute (remember that Lost Page clue), pull up and stand jump (no grab) onto the higher sloped ledge. Hang from the edge, shimmy to the other end, pull up and jump to grab the wall crack. Shimmy right to a ladder and back flip onto a column top. Turn around to see another cat statue in the distance. Make your way there along the broken ledge and column tops in a clockwise direction, hop next to the cat statue and take a running jump to grab the wall crack. Shimmy right a bit, pull up and take a walking-running jump in cramped quarters (walk key followed by the jump key) onto the nearby column top. Hop down toward another cat statue, pull down the wall switch to open a nearby door and drop down into the pool. Pull out and find the opened door near the sarcophagus pool, but there’s much yet to do before going there.

 

Go to the small cavern on the other side of the sarcophagus pool and look up at the corner to see a ladder on a broken column. Jump up to grab it, climb up a bit and back flip into a passage with a wall switch that opens double doors down below. Drop down, go down a ramp and the doors close behind you. Grab the uzi ammo and flares in the next room, face the closed door and hang from the floor hole. Drop to grab the block, release onto a slope and back flip over the spike trap. Walk forward for shotgun ammo, find a crawl space in the dark corner and crawl in close to the wall to meet your first enemy, a snake. Pull down the wall switch to open the door in the room above, note the torch-wielding mummy on the other side of the bars and get back up through the ceiling hole. Go past the opened door into a hub room, shoot a mummy and get past the scissor blade trap. Grab the shotgun ammo and shoot the vase so you can go through the crawl space into a room with a quicksand pit.

 

Wade through the quicksand and pull up into the corner opening to trigger flame blowers in the next room. Time a running jump to grab the central column, pull up and jump again to a wall switch that opens a door in the quicksand room. Get back there and enter a room with a larger quicksand pool. Take careful standing jumps past the flames and jump to grab the wall ladder. Shimmy right, pull up into the opening and slide down toward double doors that open automatically. Step into a mirror room and pull the pushblock two times toward the double doors. Push it against the wall and get up on it to push an invisible button that lifts the gate to your right. Pull up into a small room with a wall switch that opens a door in the hub room and lowers the floor trap door behind you.

 

Safety drop into the hub room, go past the opened door into a room with a central spike pit and go around it into the adjacent to startle a flock of harmless bats. Pick up the shotgun ammo and flares, continue left through the partially blocked opening for a large medipack and return to the previous room. Go left through the opening to trigger a horizontal spear trap, crawl underneath it and Lara will look at the skeleton to her left. Pick up the SHOTGUN and find a wall switch next to the grated barrier. Pull it down to hear the sound of a door opening and crawl under the spear trap. Loop around left in the hub room and prepare to shoot a snake and a mummy as you approach the opened door. In the room ahead you’ll find shotgun ammo and a GOLDEN STAR (cut scene of two soldiers). Exit this room, loop around left through the next two room and engage those soldiers you saw in the cut scene, one of whom drops a large medipack.

 

Continue around the sarcophagus pool to the door you opened much earlier and enter a small room. Pull up into the window opening on your right for a second GOLDEN STAR and go through the opposite opening to find uzi ammo. Exit to the main room and run toward and just past the Jeep to find receptacles for the two Golden Stars. Place them to open the double doors and shoot the large vases inside for uzi ammo and a small medipack. Continue to a deep pit, hang from the edge and drop to grab a crawl space. Pull inside and crawl around left to a corner ladder. Climb to the bottom, drop to grab another crawl space, shimmy right and pull up at the corner. Reverse roll and take a running jump with grab to land on a lower corner ledge. Turn and jump across to a ledge with a dead soldier and shotgun ammo. Take a running jump to grab the wall opening, pull inside and shoot the charging mummy from this safe position. Hop down past the rubble into the next room for a large medipack (a second mummy may or may not make an appearance), jump up the pile of rubble surrounding the square column for MP5 clips that counts as SECRET #3. Slide back down to the floor and collect the health crystal that has appeared, pull up onto the ledge with two round columns and go up the ramp to a room with the UZIS. Approach the opened gate and save your game.

 

Sprint forward as the gate closes behind you, spike walls start moving toward you and the door ahead starts to lower. Roll just before you reach the opening, slide down the slope into a mirror room and run to the middle of the far (unadorned) wall panel to push an invisible button as another spike wall approaches. A floor trap door opens behind you, so get there quickly and stoop as the spike wall passes by overhead. Vault out of the trench facing the mirror, locate the marked tiles and step only on those three to open the exit door. Get through before it closes again and proceed to a partially flooded area where two mummies will attack. Hop onto the broken column at the far corner and take a running jump to grab a higher ledge. Pull up to a fixed camera, turn around and jump over to the central ledge for a large medipack. Make your way around the ledges to the higher opening over the entrance, pick up the small medipack and pull down the wall switch (cut scene of a closed gate).

 

Safety drop to the floor, use the broken column to get back up to the outer ledge and jump over to the central ledge. Pull up onto the column next to the skeleton, jump the next two columns in a clockwise direction and hop over to a ladder ledge. Climb to the top, crawl through and hang from the other side. Back flip onto the corner column and take a running jump to grab the next corner column. Pull up, jump over to the safe column against the wall and take a running jump over the burner (mind the ceiling obstructions) to grab the next safe column. Proceed in like manner to the next safe column and jump onto the adjacent column. Take a running jump to grab the ladder and climb up to a wall switch that opens the gate you saw in the previous cut scene. Climb back down, drop to the central ledge and safety drop to the floor.

 

The opened gate is opposite the broken column, so go there and step into the passage to trigger the boulder ahead and alert a mummy at the same time. Continue forward past a ladder to awaken a snake and collect the uzi ammo and a small medipack. Return to the ladder, jump up to grab it and climb up to the highest rung. Take a rolling back flip to grab the column, pull up and stand jump to grab the ceiling. Monkey swing to the far wall and drop down near uzi ammo. Pull down the wall switch to open the overhead panel, hop inside and down to an enclosed room. Locate the wall opening and pull up into it, turn and jump up into a column gap. Turn again and take a running jump to grab the opposite column gap, pull up and stand jump into the wide passage. Lara looks intently at the flares on the floor ahead, indicative of possible perils to come. A remote camera view appears to confirm such suspicions.

 

Continue toward the sword-carrying image which vanishes when you get up close. Hang from the end of the passage and safety drop to the floor. Shoot two attacking mummies and grab shotgun ammo and uzi ammo near the dead soldier. Note the flame-protected wall switch and climb the blocks near the empty vase. Jump to the column gap and take a running jump to grab the ledge. Pull up past the filmy membrane that becomes a solid wall as you step forward. Note the snake head receptacles and run forward to find a RED JEWEL on the raised slab. Picking it up awakens a diabolical flying skeleton and then a Shiva statue, which will drop another RED JEWEL when it dies. Go back and place the Red Jewels in the snake head receptacles to raise a block behind you. Get up on it and jump to grab the ledge connecting the snake head columns. Light a flare and go around toward the closed door ahead, pause for a GOLDEN STAR, hop the gap and place the Golden Star to open the exit door. Step forward and slide down the slope to finish the level.

 

Level 2: WHISPERING SIGNS

 

Slide down a couple of slopes into a partially flooded area. Run to the far wall for flares next to a dead soldier and go past the spike field to arouse a mummy. Grab the shotgun ammo next to the spikes and enter the dark area where the mummy came from. Loop around left up the dirt pile and pull up to find a wall switch that opens nearby double doors. Slide down and go past the opened doors to another wall switch that opens another set of double doors. Shoot the mummy and pick up 2 x uzi ammo as you enter the next room. Note the bobbing health crystal beyond the bars and continue forward into a large underground cavern. Turn left on the second step down and go past a ladder alcove to a passage leading to a wall switch (a torch ignites next to the bars you noted earlier). Return to the underground cavern, go down the steps and hop onto the rock bridge. Turn left, go toward the large statue and turn right as Lara looks toward the waterfall.

 

Take a running jump onto the ledge next to the campfire for shotgun ammo, angle right and jump into the water. Swim to a shallow area next to the wall, wade out and take a walking-running jump over the V-shaped cleft to find a wall switch that opens the gate you saw in the earlier cut scene. Swim back to the rock bridge, pull out and run back to the opened gate. Enter the room for SECRET #4 and collect uzi ammo, a small medipack and a health crystal. Exit to the underground cavern and go to that ladder alcove you noted earlier. Climb up a bit, back flip onto a block and vault up higher. Stand jump to grab the jutting ledge, pull up and walk forward, hang from the edge and shimmy right past the obstruction. Pull up near a wall switch that lifts a gate below you. Shimmy left past the obstruction, pull up and run off the edge to land on top of a column. Hop to the nearby opening and go past the lifted gate to face a deep room.

 

Take a running jump with grab down to the ledge where you see the burning campfire. Loop left around the skeleton to a wall switch that lifts a gate elsewhere. Return to the ledge, jump left to a ledge with another skeleton and shotgun ammo, drop down into the water below and pull up onto a nearby ledge. Go around toward a blazing fire for flares and shotgun ammo, jump into the water and prepare for a challenging exercise. Swim to the bottom and look for the underwater opening and a nearby air hole. Fill your lungs with air and save your game. The gate will close behind you as you pass through, so quickly pick up the HARPOON GUN next to the skeleton, flip turn while drawing it and swim up to find an opening blocked by debris. Shatter the debris with a harpoon, swim through and follow the winding passage to an underwater lever on your left that opens a door behind you. Flip turn, swim through and ready the harpoon gun to shoot more debris so you can continue through the passage to an open area with an air hole. Pull the underwater lever to open a door on the other side of the bars and swim back the way you came. You’ll meet up with a crocodile along the way, and you can either pause to deal with it or simply swim past it to the opened door.

 

Surface and pull out into an ornate room. Note three slabs bearing a similar design, one of which is occupied by a column. Pull up onto all three to lift a platform next to the cascading water, grab the flares and shotgun ammo on one of the bare slabs and go over to pull up onto the raised platform. Turn around, jump up to grab a column crack, pull into the crawl space, hang from the right side, shimmy right and pull up on the other side of the column for shotgun ammo. Stand jump onto a broken column, stand jump to the nearby flat surface and go around to find a column ladder. Jump to grab it, climb to the top and jump over to the central column. Save at the timed wall switch. Pull it down to raise two platforms in sequence, reverse roll and take a running jump onto the first platform, reverse roll again and take another running jump to grab a higher ledge as the second platform rises. Pull up and stand jump diagonally right onto the adjacent while turning right to take a running jump onto the left side of the second platform. Turn right as you land and continue with a running jump onto the ledge with the skeleton.

 

Run along the ledge toward a wall opening and engage two mummies. Time a run past the swinging flame pot and grab uzi ammo and a small medipack next to the skeleton. The SAPPHIRE KEY is on the raised slab, and when you pick it up the underwater exit gate lifts back up. Return to the ledge and stand facing the central column. Take a running jump with grab and you should land safely in the deeper water below. Swim down the floor shaft and turn left (a strong current keeps you from going right). Turn left against past the opened gate and back to the underground cavern where the crocodile is waiting if you didn’t kill it earlier. Pull out onto the rock bridge to shoot it and go over to the ladder alcove near the entrance. Climb up to the top this time, pull up left next to the cat statue and jump over to the jutting ledge with a closed gate. Jump onto the cat statue column and from there to the ledge against the far wall, turn left and jump the gap to the next ledge. Pull up near a wall switch that lifts a gate below you.

 

Go right to the end of the ledge, run off at an angle with grab to land inside a cave opening and go down past the wall torch. Slide toward the room below, jump over the spike trap and engage two mummies. Pick up the LOST PAGE on the central slab for a clue and find uzi ammo in a far corner alcove. Go to the other far corner and find a passage leading to a dark room. Pick up the large medipack next to the crates and look through the transparent wall and note the locations of the five cat’s-eye tiles. Go back around to the previous room, step only on those tiles and the door ahead rises and immediately starts to lower again. Run there and roll if necessary past the door to reach the next room. Lara looks across the spike pit toward a trio of dead soldiers. Take a running jump without grab from the lower section and simply remain in place when you land. Two of the “soldiers” are actually mutants that come to life briefly and start spewing poisonous fumes. However, they can’t reach you if you stand still, and all will become quiet again in a few seconds. Step forward for the MP5 and climb the wall ladder. You’ll hear a warning shout as you near the top, so take a rolling back flip and shoot the charging mummy. Go past a floor hole to the ledge overlooking the preceding room.

 

Go left a bit and take a running jump to grab the next ledge. Pull up and jump across to the hanging cage and from there to the next ledge. Walk toward the corner and get ready to hop back as another mutant goes through its death throes. Hop into the corner opening and proceed around left past an inaccessible health crystal to a ledge. Don’t hop down lest you be burned to a crisp, but instead jump to the first block and from there to the designer tile. The door ahead lifts open, but will start lowering once you leave the designer tile, so save now. Slide down the slope and jump past the swinging flame pot onto the next block, continue in one motion with a running jump to the connected blocks and finally jump past the lowering door into the next room.

 

Shoot two mummies and pick up 2 x shotgun ammo next to the dead soldier. Continue forward and Lara’s attention will be directed to something ahead. Take a running jump over the gap to grab the ledge and pull up. When you take the GOLDEN KEY from the central slab a gate lifts elsewhere. Walk past the dead soldier and take a running jump from the right side of the column to grab a crack in the wall ahead. Shimmy left, pull up at the corner to trigger a boulder and hop back to grab the edge as it sails over your head. Pull back up, run forward and around the corner for SECRET #5 and collect a health crystal, a grenade and an explosive arrow. Return to the boulder passage, jump up at the edge to grab the greenery and monkey swing forward and left to drop onto the ledge with the dead soldier.      

 

Turn right and take a running jump over the gap to grab the ledge you came from earlier. Pull up and go left past the spike pit and opened gate into the next room for 2 x uzi ammo next to the skeleton. Turn left and enter the next room to greet a mummy. As you step forward the gate to your right lifts open, but before going through, continue to the far right corner and pull up onto the block to find a wall switch hidden by the chair that opens a floor trap door behind you. Go there, safety drop to a lower room and find a opening with a floor hole. Take a running jump to grab the ledge and pull up for SECRET #6. Collect the health crystal, shotgun ammo and uzi ammo, safety drop to the dark passage, turn around and return to the underground cavern. Turn left to the ladder alcove, climb up a bit and back flip onto the corner blocks. Make your way along the wall ledge and past the wall switch you used earlier. Stand jump to the hanging cage Lara is looking at and take a running jump onto a flat spot on the left side of the rock ledge ahead. Hop over the obstruction and into a small cave for flares and a large medipack.

 

Exit, return to the rock ledge and follow around left until you can jump over to a ledge with closed double doors. Note the keyholes, but for another secret jump down onto a rock column, take a running jump to grab the nearby ledge and pull up. Go to the wall, jump up to grab the crack and shimmy left. Pull up into a crawl space and proceed to an enclosed area for SECRET #7. Collect the health crystal, another measly grenade and 2 x uzi ammo. Return to the ledge with the key receptacles and place the Sapphire Key and Golden Key to open the double doors. Go on through, crawl underneath the dart traps right or left as the doors close behind you and take a running jump over the spike trap into the next room. Avoid the triggered boulder while engaging two mummies, pick up 2 x flares next to the skeleton and pull down the wall switch to lift the gate behind you. Go on through and pick up the clue-bearing LOST SCROLL on the raised slab. The door ahead opens, so step forward and honor the admonition to save your game.

 

Step forward into a diabolical maze. I sure do wish we had the luxury of a compass in TR3 games. Light a flare, turn right, then left, right again, take the second left and continue to a column, turn right just past the column and take the second-to-last left before you reach the wall. Continue running forward, zigging right and left as necessary until you reach the far wall, turn right and quickly come to a column. Go around it to the left and come to a seeming dead end. However, you can walk through the translucent membrane and slide down a slope to a chamber protected by flame blowers. Time a running jump and sprint past them onto a trigger tile that opens the door behind you. The door lowers once you leave the trigger tile, so save your game, go back the same way and roll underneath the lowering door.

 

In the next room grab the shotgun ammo in the corner and save your game before walking carefully through the spikes to trigger two boulders and a mummy in the area ahead. Locate the pushblock near a quicksand pit and push it one time away from the pit. Get up on it and jump to grab the higher ledge. Pull up to find another pushblock to your left. Pull it one time, jump over it and push it against a static block. Climb up and pull a third pushblock one time, get up and over to the other side and push it one time, get up on it again, walk forward and jump up to grab the ceiling. Monkey swing across the room to the opening, drop down and step forward. Jump right or left over the pit, continue to the wall ladder and climb up to a closed door. Turn around, light a flare if necessary to see the translucent platforms and jump them onto a bridge that brings you to a skeleton with another grenade.

 

Continue through the dark opening, light a flare and turn right. Run toward a raised slab with an apparent ankh that disappears as you near it. It reappears in the distance, only to disappear again as you come close. Be persistent, and when you approach it a third time you can finally pick up…flares, as the topography changes around you. Turn around and jump onto a suspended slab, stand jump to another nearby slab and take a running jump to the right of the floating mummy to land on a column top. Climb down the ladder on the right face to a ledge next to the quicksand pit. Go around left, jump to the rock ledge ahead and face another quicksand pit. Take a running jump onto the left slope, slide and grab, shimmy right and pull up at a flat spot in the corner. Turn right and take a running jump onto a flat green ledge. Walk forward and stand jump toward a wall switch that opens a door next to the flat green ledge. Jump back there, enter a small room and run forward to finish the level.

 

Level 3: WHERE THE DEPTHS UNFOLD

 

The door ahead opens, so run forward into the next room and hang from the floor hole facing the skeleton. Drop to grab a lower opening and pull up into a small room for SECRET #8. Collect an explosive arrow and a health crystal, go back to the opening and take a running jump to grab the higher floor hole. Pull up and go around to the other side of the room as a boulder rolls down and drops into another floor hole. Walk up the boulder ramp but beware of two more boulders up there that have yet to be triggered. Turn around, stand to one side and back flip onto the steeper slope to trigger the next boulder. Run forward and jump off to one side. Go back up, and this time hop up to the steeper slope. Turn around, back flip once and hop back to trigger the third and last boulder. Run forward and jump aside as before, then go all the way up to find a small medipack next to a skeleton.

 

Pull down the nearby wall switch to open a door down below, go back down the ramp and loop around right past the opened door. Engage two skeletons (you can kill them with your pistols) and a mummy, loop around left past a deep pit to a closed gate and pull up on its right side for uzi ammo and a small medipack. Hop over the skeleton, jump from the other end of the ledge toward some steps and pull down the corner wall switch to open the gate below. Drop down, go on through as the gate closes behind you and deal with a skeleton. Hop around the corner for a large medipack and shotgun ammo, take a running jump past the spike pit to the cave opening and go down toward the closed gate for more shotgun ammo. Go behind that hanging rock for a fixed camera and locate the ladder. Jump up to grab it and climb up until you reach an opening to your left. Take a rolling back flip while drawing weapons to deal with a skeleton and a mummy.

 

Hop down to the dark area where they came from and grab the nearby uzi ammo. Pull down the wall switch to open the gate behind you and go on through to trigger a thumper gauntlet. Time your runs past them and shoot the waiting mummy, drop down to a lower area and pick up the small medipack and uzi ammo. Pull down the wall switch to the lift the gate in a previous area and go back up past the thumpers. Turn left past the opened gate and climb the rocks to the passage with the ladder. Jump to grab it and climb down to the floor. Shoot the waiting skeleton and go past the opened gate and up the steps to greet a mummy. Grab the shotgun ammo at the landing, go up more steps and come to a dark pit. Take a running jump to grab the ceiling hole, pull up between the spikes and jump to the adjacent ledge to trigger a squishy block. Step on the corner trigger tile and save your game. A timed gate opens in the opposite corner, so run there, jump over the spikes into the opening and pull down the wall switch to lift another timed gate in the same wall that’s protected by the squishy block. Get there quickly and time a jump past the squishy block. Pull down a second wall switch to open the exit gate and get there after the timed gate opens for you.

 

Lara immediately looks to her left in the next room, so go there and run past the phantom wall into a dark room with an ominous appearance. First, collect the uzi ammo and shotgun ammo, then save your game after stepping on the raised trigger tile. The flames ahead are extinguished, but only for a short time after you leave the trigger tile. As you might expect, your task is to negotiate the blocks ahead with running jumps and grabs as appropriate, knowing in advance that the seemingly solid floor surrounding them is illusory. I started with a running jump to the far left corner of the first block, a standing jump to the second block and a running jump and grab to the third block. In this fashion I was able to make the circuit with no problem. Jump from the final twin blocks to the ledge and enter the next room to engage two skeletons. Jump into the water for shotgun ammo and flares, pull back out and locate the column with a ladder against the far wall. Climb up to a cavern opening and step forward to face a spike field down below.

 

Take a running jump with grab just to the left of the inverted V-shaped rock formation ahead. You’ll land on a slope and slide back to a safe spot without taking any damage. You can then step forward and jump up to grab the rock ledge. Pull up and head to your left. Face the wall and take a running jump to grab the crack. Shimmy right to an opening, pull up and hop down to a grated corridor. Pull down the wall switch to open double doors, get back to the opening and slide down next to the spikes. Drop from there into the water below, pull out and go past the opened doors into an underground cavern. Turn right just past the entrance and go up the rocks to a wall switch that raises a platform in the sloped structure (between the two waterfalls). But first, pull down the wall switch to lift the nearby gate and go inside for 2 x shotgun ammo. Exit and look up to see a row of boulders poised at the top of the sloped structure. Find the lowest flat spot at the corner next to the waterfall and hop from it onto the raised platform. Continue with a tricky walking-running jump to a higher flat spot and watch out for the first of several slow-moving boulders.   

 

Jump up a bit to your left onto a flat spot in the waterfall ahead to trigger another boulder, reverse roll and jump back the other way to slide down to the previous flat spot. Jump back to the waterfall and take a running jump to land on a flat spot near the rock wall to trigger two more boulders. Run off the edge into the passage leading to the first wall switch, loop around to run past the fallen boulders and use the same flat spots as before to reach the one that triggered the twin boulders. Turn left and walk up as far as you can. Turn right and jump up to grab a wall crack, pull up, turn right and make your way to a grenade and a wall switch that lifts another platform in the sloped structure. Return to where you pulled up and jump toward the waterfall to land on a flat spot and trigger a boulder some distance away. Jump over the waterfall onto another flat spot, note the spike pit ahead and continue with a running jump toward the raised platform. You won’t reach it but will slide to a flat spot and trigger another boulder, so quickly turn to your right and hop up to the raised platform.

 

Walk back to the edge, angle left, save your game and jump up onto the waterfall to trigger multiple boulders. Don’t delay, but run onto the adjacent flat spot while turning left and take a running jump to land on a sloped ledge and slide down next to a wall switch that lifts another platform over a nearby spike trap. Turn around, take a running jump to a flat spot next to the waterfall and stand jump onto the raised platform. Take a running jump onto the ledge ahead and reverse roll two times in quick succession to avoid the triggered boulders. Jump over the waterfall to trigger a harmless boulder, hop up left to trigger the final boulder and you’ve reached the top of the sloped structure. Go to the reclining skeleton and jump to grab the higher ledge. Pull up and follow to a wall switch that opens the double doors below. Safety drop down there and enter as the doors close behind you. You seem to have reached a dead end, but there’s a crawl space in the corner next to the dirt-clogged opening. Pull inside and follow around to an opening. Drop down on the other side of the piled dirt and make your way along the ledge to a wall switch around the corner that lifts the nearby gate.

 

Go inside and time a running jump past the thumper to grab the ledge on the other side of the spike pit, pull up and follow to a breaktile. Save your game, run over the breaktile and onto the next one around the corner and try to grab a third breaktile as you fall toward the spikes below. Pull up, run past another thumper onto a pair of breaktiles and swerve right to take a running jump to grab the opening ahead. Pull into a crawl space and drop down the other side to face your next challenge. Stand left or right and time a running jump toward and past the thumper (initiate your running jump when the thumper is going down), onto a breaktile and continue with a running jump to grab the ledge ahead. Pull up, hop down into the corridor and pull down the wall switch to open double doors nearby. Pull back up, turn left and pull up higher into a crawl space. Drop down the other side into the thumper passage, exit past the opened gate and look left to see the opened doors. Go through the thin membrane which turns solid once you pass through, note the closed gate ahead and turn left past another thin membrane which does not turn solid.

 

You’re in a dark room with posted artwork featuring Winston. Continue down the long hallway until you reach a spike field. Note the snake-head receptacle on either side of the Winston statue. When you walk to the CURSE SUMMONER clutched in the skeleton’s hand and pick it up, the gate lifts in the previous room. Go back there and jump over the quicksand moat onto the minecart tracks. There are closed gates both right and left, so turn right and jump left down to the rock ledge. Save your game and take a running jump over the quicksand, curving right when you clear the sloped block so you won’t land in the deeper quicksand ahead and die. Step forward and jump up to grab the wall crack. Shimmy left, pull up into the opening and turn around. Take a running jump to grab the higher block next to a wall switch that lifts one of the minecart track gates. Turn around, stand left and run off to land on a slope. Slide and jump to a previous flat ledge and jump from the other end to the minecart track.

 

Turn left, go past the opened gate and grab flares and shotgun ammo near the skeleton. When you pick up and memorize the MINECART INSTRUCTIONS, the other gate opens, so get into the minecart and prepare to embark upon a wild ride. When you’ve passed both opened gates you’ll need to duck twice to avoid ceiling obstructions. You'll then pick up speed as you go down an incline. Duck one more time as you approach a long stretch and jump over a gap. Hit the brakes upon landing (jump key) to slow down and then press the action key just as you reach the junction box on your right. You’ll swing your wrench and hit it so that you turn right at the crossing instead of slamming into the wall ahead. You’ll pick up more speed after having ducked three more times, so apply the brakes when you get a warning cut scene before approaching another junction box where you’ll need to hit it with your wrench key to avoid running into a wall. You’ll soon come to an automatic stop, so get out of the minecart and pick up flares and a grenade. Go down the steps, hang from the edge and shimmy left along the crack until you can pull into an opening for SECRET #9. Grab the shotgun ammo, uzi ammo and a grenade, shimmy back to the steps, collect the health crystal that has appeared and go up one step.

 

Turn around, jump up to grab the monkey bars and monkey swing over the deep pit. Turn right between the columns and drop down to find the SAPPHIRE KEY. You hear the sound of a gate lifting when you pick it up, so turn to your left and take a running jump to grab the outer ledge. Pull up, turn right and run past the opened gate. Safety drop down the floor hole at the end onto a familiar boulder ramp. Run down it into the next room, avoid the boulder hole and shoot the waiting mummy. Loop around right past the opened door and follow the path to the striped wooden barrier. Take a running jump over the gap, grab the edge and pull up near the receptacle on the wall to your right. Place the Sapphire Key to open the double doors beside you and go on through. Turn left through a short passage, turn left again at the wall and enter an enclosed area with another minecart.

 

Get into the minecart, hit the action key at the junction box to open the gate and ride a short distance to another junction box. Continue past the opened gate and duck when you reach the blade trap. Duck again at the obstruction, and when you trigger a cut scene save your game in a different slot. You’ll pick up speed and jump over a gap, after which you’ll need to brake sharply and then whack two junction boxes in quick succession. Enjoy the remainder of your ride with no further distractions and you’ll eventually come to an automatic stop. Get out of the minecart and proceed on foot toward the wooden barriers for flares and continue to a deep pit. Take a running jump over the gap, grab the ledge and pull up. Step forward, pull up into the opening on your right, enter the crawl space and drop down the opening on the far end. When you pick up a second CURSE SUMMONER, the gate across the room opens to release the skeleton that’s just dying to get at you.

 

Go past the opened gate into the next room and pull down the wall switch to lift a gate at the minecart tracks. Return via the crawl space to the deep pit, jump back across and get back into the minecart. Ride up past the opened gate Be prepared to swing your wrench at a junction box and hit the brakes when you start picking up speed. Go around the bend, duck under the obstruction, hit another junction box and come to an automatic stop. Get out of the minecart, follow the tracks to the quicksand area, turn left and jump over toward the lifted gate. Go on through, turn right into the dark hallway and follow to the Winston statue. Walk around the spikes and place the Curse Summoners in the two snake-head receptacles and watch the ambiance of the room change dramatically.

 

Save your game, do battle with three Winston knights and when all have been vanquished a SAPPHIRE KEY appears on the floor. Go between the snake-head receptacles, place the Sapphire Key and a gate lifts in the wall to your left. Go there, push the block three times to reveal a passage, continue to a room with a central light shaft and jump into it to finish the level.

 

Level 4: CHRONICLES REVISITED

 

You begin the level without any weapons. Wade up out of the water, go past the groveling gremlin through the red curtain and slide down a slope to land inside a warehouse. Look to your right for uzi ammo and a small medipack, go back to that green block and pull it two times so you can use it to reach a crawl space up in the corner. Pull inside, crawl around past a fixed camera, pull up two times to an even higher crawl space and climb down the ladder at the far end. Note the closed door, follow to a floor hole near a slowly spinning fan and drop down into a kitchen. Grab the flares and pull down the wall switch to turn off that fan. Pull back up into the passage and go left past the fan to a floor hole.

 

Drop down into another storage area, grab 2 x shotgun ammo and turn a red valve wheel to shut down the ovens in the kitchen. Return there and explore the oven tops for 4 x CROWBAR while a nearby door opens to release a worker. There’s shotgun ammo in the room he vacated, but the better part of valor is to beat a hasty retreat and pull back up into the passage. Climb up the ladder and return to the warehouse via the crawl spaces. Locate the crate with a mutilated appearance and open it with a crowbar (leaving you with three in your inventory). Step inside for your PISTOLS as a door opens in the opposite corner to release a soldier. Pick up his dropped small medipack, go past the opened door and turn right. Go past a side passage for uzi ammo, return to the side passage and step down as a door opens ahead and two soldiers sally forth, one of whom drops shotgun ammo.

 

Proceed into a storage room for the SHOTGUN and shoot a corner grate next to the doorway. Pull inside and follow the passage and you’ll hear the sound of a nearby door opening. Turn left at the wall, pause for a large medipack and shotgun ammo, proceed down the passage past the dormant fan, jump over the floor hole and shoot the grate to your right. Enter the short passage for SECRET #10, collect a health crystal, an explosive arrow and shotgun ammo. Jump back to the longer passage, run past the fan and drop down right into the kitchen to greet that hostile worker you alerted earlier. He drops the SILVER KEY, which in turn opens the door to the dining room. Grab the shotgun ammo in the worker’s office in case you didn’t get it earlier, enter the dining room and engage three soldiers. Collect the dropped 3 x SWIPE CARD and shotgun ammo, turn right in the dining room and enter the storage room in the left corner to meet a mercenary.

 

Find the mutilated crate, open it with a crowbar and step inside for the UZIS. At the opposite corner of this room are shotgun ammo and flares. Finally, get on the ledge next to the crowbar crate and jump at a slight angle to grab a high crawl space. Pull inside for SECRET #11 and pick up shotgun ammo and uzi ammo. Drop to the floor, collect the health crystal and exit to the dining room. Pick up uzi ammo on a nearby table, go across the room and open the door with one of your Swipe Cards. Enter the passage and go around to a floor hole. Drop down into the water and swim away from the spinning fan to an underwater lever that shuts it down. Swim past it and past two openings for uzi ammo, surface at the nearby ceiling hole and pull out into a small storage room. Use one of your remaining crowbars on the mutilated crate and step inside for the HARPOON GUN and 2 x harpoons. Return to the water hole, take the second right in the underwater passage and use a harpoon to shatter the grate and reveal another underwater lever that shuts down the fan in the parallel passage to your right.

 

Go there (after getting air if necessary), swim past the dormant fan and keep to your right to keep from being sucked into the active fan in the connecting passage. Fight the current toward another active fan ahead and to your left and scoot into the narrow floor opening on your right just before you reach the fan. Continue to a place where you can surface, but don’t waste your effort trying to pull out here. Instead, save your game and swim into the next room and into a strong current.that will quickly grab you if you’re not careful. The fixed camera as you enter doesn’t make things any easier for you. Hit the look key and make a quick right followed by a quick left as you enter the room, following the narrow path to the far wall and into the right corner opening where you can surface and pull out into a small room with a ladder.

 

Climb up to a closed door that you can open with one of your Swipe Cards. Enter a storage room guarded by three soldiers, collect the dropped uzi ammo and small medipack and find the mutilated crate at floor level near the doorway. Use your last crowbar to open it for SECRET #12 and the MP5. Collect the health crystal that has appeared nearby; climb the crates to find a green pushblock and pull it one or two times. Get up on it and jump to the crate hanging from the ceiling, take a running jump and grab the high crawl space on the other side of the room. Pull inside and crawl straight forward to a floor hole, jump over it for flares, go back and safety drop into a passage guarded by two soldiers. One of them drops shotgun ammo, and when you go to pick it up you’re attacked by a mercenary. Enter the dark room where the mercenary came from and turn the valve wheel in the far wall to turn off a fan elsewhere.

 

Go to the other end of the passage to find a receptacle for your final Swipe Card. Open the door to an apparently bare room and pull up right into a crawl space just past the doorway. Crawl past the dormant fan and drop down the other side to a fixed camera. When you approach the object lying on the floor near a dead mercenary, it explodes, the room turns dark and a warning horn starts sounding. Return to the crawl space and the previous room, exit to find that the passage outside is now partially flooded and drop down the opening at the far end. Climb down the ladder in the floor hole and follow the passage around right past a deadly side passage to the kitchen. Hop around to your right for shotgun ammo, continue to the opposite corner and use the safe stove to jump and grab the high opening. Pull up, shoot the grate and pull down the wall switch to open a door in the deadly side passage.

 

Get back down, exit to the side passage, walk along the left wall to the vertical beam and stand jump past the flames to a connecting passage. Turn left into the room at the end and hop onto the crate for the SILVER KEY. When you pick it up you get a cut scene of an ominous creature bearing Winston’s image. Exit to the next opening on the left and open the door with your key. Enter a flooded (and electrified) dining room and avoid the deadly water by hopping from table to table until you reach ceiling monkey bars along the left wall. Monkey swing past a fixed camera with a glimpse of a gremlin beyond the grated window, drop down onto the last table for flares and jump diagonally from the corner of the table with grab to land inside the far opening. Jump to grab the wall crack, shimmy right to the corner and pull up into a crawl space. Go and the corner and hang from the edge, shimmy right some more and drop onto a safe tile. Reverse roll and walk down the passage with weapons drawn to greet a mutant mercenary.

 

Continue along the dark passage, hear the sound of machinery activating and you may get a glimpse of the gremlin running to the right across your path. Follow him to a more brightly lit corridor and hear the sound of a door opening. Another mercenary mutant is slithering your way, so deal with it and go where it came from for 2 x shotgun ammo. Go back, turn right past the opened door into a storage room for flares and shotgun ammo (in a crate alcove), look for a crawl space in the far corner and pull inside from the right side of the crate. Drop down the other side, turn around and jump up to shoot the grate in the far wall and loop around the crate for uzi ammo and a small medipack before leaving this room. Pull into the crawl space, follow the duct to a floor hole and drop down. Pull up around the corner, follow to another crawl space and crawl to your left past a closed grate and around the corner to an opening.

 

Drop down the other side as wires unroll to electrify the surrounding water. Jump over to the blue crate for MP5 ammo, stand jump to grab the side of the duct and shimmy left until you can release to grab a crate. Pull into the crawl space, shoot the grate and hear the bellowing of a yet-unseen enemy. In the next room grab the flares in the corner and pull down the wall switch that turns off the electricity and causes more MP5 ammo to materialize near the wall behind you. As someone starts creepily singing a phrase from “Turn Around, Look at Me,” go up the corner steps and return through the crawl space to the room with the now-safe water. Drop down and climb the central crates so you can jump onto the hanging crate in the direction of the burning cadaver. Shoot the grate ahead, jump the gap and enter a dark area where two Winston mutants will attack. Thankfully, they don’t spew poisonous fumes.

 

Go to the corner opening from which the second Winston mutant issued and into a storage room where two mercenary mutants will glide toward you with their noxious breath. Climb the crates until you reach a wall opening near the ceiling (not far from a hanging crate) that leads to a ledge overlooking a deep room with fans in the floor holes. Stand jump to grab the left ceiling duct and monkey swing across the room. Drop near a wall switch (cut scene of a closed door nearby), hop back to grab the edge and shimmy right to pull up near a second wall switch that opens that door. Hop back, drop to the crate below, jump over to the nearby crate against the wall and from there to the lower ledge. Go past the opened door toward the rotating yellow beams and jump into them to finish the level.

 

Level 5: ALL ROADS LEAD TO ROME

 

Slide down to an alley, crawl past a fixed camera and turn left into the passage near the potted plant for uzi ammo. Continue around to emerge near a block. Climb onto it, look up to see a closed gate requiring a key on the balcony and take a running jump to grab the higher ledge over to your right. Pull up near a wall switch that lifts a nearby gate, drop down, loop around the block and go down the steps to a reach-in switch that opens a door back in the starting alley (for later). Head back in that direction, meeting a thug along the way, and turn left at the potted plant into a fountain square guarded by two dogs. Note another closed gate that requires a key, grab the small medipack, go down a side alley for shotgun ammo in the alcove and continue to another reach-in switch that lifts a gate elsewhere. Return to the fountain square, turn right to go down another alley and see a dead or sleeping Lara look-alike with the BALCONY KEY on the floor beside her.

 

Back in the fountain square, use the fountain base to jump and grab the striped awning, pull up and jump along two jutting ledges and into a higher opening in the adjacent building for MP5 ammo and SECRET #13. Jump back along the jutting ledges to the striped awning for a health crystal and drop to the floor. Return to that block, pull up onto the balcony and open the gate with your key. Go up the steps to an outdoor balcony, shoot the window in the next building and jump across to a ramp and steps leading to an opening that overlooks the alley. Hop across, go past the lifted gate and follow to a wall. Turn left and go down for uzi ammo as Lara looks intently at the design on the closed door ahead. Hop back, shoot the window to your right and enter an odd-looking bedroom. Go inside the side room to your left and pull down only the second and fourth wall switches (counting from your left).

 

Go back to find that the door Lara was looking at is now open. Enter a wine cellar for a large medipack and uzi ammo next to a dead thug. Return to the side room with the wall switches and pull #1 down, push #2 back up, pull #3 down and leave #4 down. Exit this room and the bedroom, turn left and follow the passage past the opening on your right and continue down and around to a wall switch that opens the gate to a pavilion. Shoot two dogs and locate the stairs leading down to a basement area. Pick up the INVESTIGATION DETAILS next to another one of those dead bodies that seem to populate this area in profusion. Examine it for some valuable clues and go back upstairs. Run past the closed gate to House 17 and the central fountain to a forklift in the back right corner. Pull up onto the forklift, turn to jump onto the awning and jump the column tops to a striped awning and jump from the far end to grab the top of the wall.

 

Pull up, drop down the other side and find a wall switch that opens the gate beside you to House 17 as well as a floor trap door behind you. Climb down the ladder at the floor hole into an underground area, loop around at the busily working machinery and pull up onto the central blocks for the SEWERS KEY. A cut scene reveals two enemies awaiting your return. Go back to the ladder, climb up and engage two thugs, one of whom bears a striking resemblance to Pierre. Go past the opened gate to the pavilion, turn left at the central fountain and go up the steps. Ignore the wall switch for now, turn right and take a running jump from the top step past the Poseidon statue to grab the opening at the ledge ahead. Pull up for SECRET #14, grab 3 x shotgun ammo and the health crystal, jump back to the steps and go up to pull down that wall switch and lift the nearby gate. Enter a room featuring suits of armor and look around if you like. You’ll be returning here later, so go back down the steps and loop around right down the steps toward the sewers. Place the Sewers Keys to lift the gate behind you, go down the steps and wade along the passage past some machinery until you can vault up into a dry section.

 

Run forward past the wooden barrier to find a corner crawl space that leads to a small room with a wall switch and a pushpiece. Pull down the switch to lift the gate beside you, push the piece two times next to the opening, go back through the crawl space and pull the piece through the opening so you can use it to jump up and grab the ceiling strip. Monkey swing across the quicksand pit and drop onto a block. Climb the ladder to an upper passage, run forward to trigger nearby blades and drop down into a lower passage. Crawl underneath the blades (crouch and sprint keys) and continue forward to the end. Pull up right, and when you pick up the MARS SYMBOL the door opens in the connecting passage. Go there, shoot a worker and pick up his uzi ammo. Pull down the wall switch around the corner to open the next door and go left up the steps to the pavilion with the central fountain.

 

Loop around right up the wider steps and find two column wall switches that open gates on opposite sides of the room. Go down the steps next to one of those columns to a reading room with shotgun ammo. Run over the marked trigger tile in the nearby corridor and a section of the bookshelves will move aside. Enter the revealed area and walk carefully to your left to trigger another moving bookshelf. Don’t let it touch you, but hop back out of its way and wait for it to stop. Go where it came from and turn right toward another revealed area. When you enter an entire wall will be activated to your left, so run to your right and quickly pull into the crawl space. Drop down the other side to trigger more blades. They’re too low to crawl underneath, so side flip or stand jump over them and pull down the wall switch to rotate a bookshelf panel. Go past the lifted gate and loop around left into the reading room, run across to the opening and enter a small room with uzi ammo.

 

Vault over the short block and go up the steps to the GOLDEN KEY. The gate ahead opens, so draw a powerful weapon to deal with the charging mutant. Run forward into the fountain square and use your key to open the gate next to you. Follow the passage, pause for uzi ammo at the corner and walk carefully through the barbed wire. Turn left and go down the ramp for 2 x shotgun ammo, go back around and up the parallel ramp to meet a thug, continue to a ledge and get across to the other side via the Poseidon statue on your left. Look for a switch on the wall to your right that produces an unusual sound, safety drop to the alley and go to your right to alert a Winston mutant in the adjacent alley. Go right in this alley to find the SUSPICIOUS CAT PHOTO with a wall switch clue next to a reclining Lara look-alike. A bit further on, hop over the wooden barrier in the side passage for uzi ammo and grab the shotgun ammo in an alcove at the far end. 

 

Go to the other end of this alley and pull down the wall switch to open the gate to your left. Turn your back to the ramp and hop back to trigger rolling barriers and gunfire from a thug. Run forward and to the side to avoid the barrels, go back up to kill the Pierre thug and continue to a hallway. Turn left into a small room with an operational quad bike. Drive it back the way you came, down the ramp into the alley and take a right to the fountain square. Dismount (roll key and arrow key) and use the fountain base to get onto the striped awning. Take an angled running jump across the alley into a foliage-obscured opening in the next building. Turn around, hop over the alley into the opposite opening, continue to the wall, turn left and go down to that strange bedroom you visited earlier. Go straight across past the opened gate, continue diagonally left past the opened double gates and see a cat photo on the far wall. Pick up 2 x uzi ammo and 2 x shotgun ammo, locate a lifted gate nearby and enter the next room for the VENUS SYMBOL as a gremlin runs past the entrance.

 

Exit to find that the topography has changed. Instead of a bedroom, you return to a room with four lava pools. Save your game and pull down the switch in the far wall to bring three knights to life. One of them will drop a very hard-to-see OLD KEY. Use it to open the double gates and go through the phantom wall ahead. Pick up the MP5 ammo, jump into the pool and swim down to find a corner opening. Go on through, follow around, surface and pull out into a passage leading to another phantom wall. Hop down to the library floor, turn right and go up the steps to that strange bedroom on your right. Turn right into the side room with the wall switches, pull #2 down and push #4 back up (leave the other two in their down position).

 

Exit the bedroom to your right, get down to the fountain square and mount the quad bike (the action key makes you go forward and the jump key puts you in reverse). Remember that door you opened very early in the level but have never visited? It’s the entrance to the opera backstage room, and to get there go through the alley between the fountain base and the awning, turn left and then right into the second opening past the opened door and park at the base of the ramp in the next room. Dismount, get up onto the green crate and jump up to grab the burning ledge. Shimmy left, pull up and turn around. Take a running jump to grab the balcony at the gap in the railing, pull up and enter the room on your left for SECRET #15. Collect a large medipack, a grenade, uzi ammo, an explosive arrow, MP5 ammo and a health crystal, return to the quad bike and drive it up the ramp. Continue with speed to clear a gap, turn right and clear another gap, dismount and approach the gates that open automatically. Shoot two dogs, grab shotgun ammo in the short passage to your right and place the Mars Symbol and Venus Symbol to lift the door between the two receptacles. Go on through to finish the level.

 

Level 6: TRANSITION HALL

 

Take a running jump over the barbed wire, pick up MP5 ammo and a small medipack, then jump toward the ankh which vanishes and reappears in the distance. Continue with a running jump and grab across the gap, pull up and take two more jumps toward that elusive ankh. Alas, the ledge gives way as you land and drops you onto a slope where you’ll slide to the next level.

 

Level 7: THE DEMON SMALL

 

You emerge in an otherworldly environment featuring a huge statue surrounded by floating Lara cadavers. Pick up the nearby uzi ammo and MP5 ammo, draw a powerful weapon, approach the trigger tiles in front of the rotating ankh and save your game. When you step on the higher trigger tile, back flip immediately as the Demon Small appears and starts firing deadly bolts at you. If you’re hit you’ll die, so your best strategy is to side flip back and forth while firing continuously. Before long you’ll be distracted periodically by mutant workers that you’ll have to deal with as well, without being pushed over the edge or side flipping into a floor hole. When Demon Small dies in an explosion of blue flame, the ANKH reappears and stays put this time, so go up and grab it to finish the level.

 

Level 8: UNDERGROUND FACILITY

 

For a second time you have no weapons as you begin a level. Run forward through the phantom door and up the steps. The door ahead lifts automatically, so turn right and push the wall button to open the door to a cell with uzi ammo. Go the other way down the hallway and open another cell door for flares. Continue along the hallway and Lara will look at electrified wires blocking the opening to her right. Pick up the uzi ammo, open another door and enter a pool room.

 

Run across to the far wall and press the button to open a cell door for shotgun ammo. You’ll alert a guard as you do so, but he can’t get at you right now. Go across the pool room to the opposite corner, open another door and go up the metal steps to a partially surrounding ledge. Go to the pile of debris and jump up to grab the underside of a walkway. Monkey swing across the pool room, drop to the ledge and go to your right to open another door. Enter for a grenade, find the ceiling hole and jump up to grab the interior ladder surface. Climb to an upper room leading to a passage with an alcove with another ladder surface. Jump to grab it and climb to a laser-protected passage. Wait for the laser to pass by to your left, pull up and run along the short passage to your right. Drop down onto a block, hop down further and go around for uzi ammo and a grenade.

 

Just below is a passage guarded by two lasers. Hop down and take refuge in the alcove to your left, time a run around into the next alcove and repeat to get past the lasers. There’s a wall opening to your left, so take a running jump to grab the walkway in the pool room, pull up and find a grenade next to the skeleton. Go to the other end of the walkway, turn right and jump to grab the ladder. Climb up past the ceiling hole into a light rainfall and pull out to a fixed camera. Go up the steps and loop around right or left for your PISTOLS. When you pick them up a door opens and a guard emerges. Pick up his dropped grenade, go through the break in the fence and look down to see a closed door with a green strip on the wall beside it. Return to the door from which the guard emerged and find shotgun ammo behind the barrels. Continue into an area guarded by a soldier who drops uzi ammo. Find more uzi ammo next to a skeleton in the far corner and note the closed door and key card receptacle.    

 

Go around past a closed door marked by purple strips and a parked truck, turn right into a side area marked by flashing red and blue lights at both ends, note the closed door and the orange stripes and exit the far side of this room. Shoot the black-faced mutant coming toward you from your left, go past the dead raptor and pick up the POWER STATION INSTRUCTIONS as well as the GRENADE LAUNCHER. Pull down the nearby wall switch to lift the adjacent door, enter a machine room and note the closed doors with a red strip and the color-coded switches in the wall to your left. Pick up 2 x grenades and pull down the #2 red switch to open both of the doors to your right. The left room has a wall panel of four circuit breaker receptacles that are of no use to you at the moment, so put one foot into the other room to trigger the death throes of a mutant. Then enter for the UZIS and a CIRCUIT BREAKER (1 of 4).

 

Exit this room and pull down the #1 yellow switch to hear the sound of a door opening. Loop around the fenced machinery and exit to the outdoor area, go past the first set of flashing blue and red lights and look right to see that the door marked by the orange strips is now open. Enter the small room to startle a raptor and push the wall button to lift the adjacent gate. In the next room you’ll find the SHOTGUN, shotgun ammo and the VIP CARD (screen shot of where it’s to be used). Go back the way you came, shoot a lizard monster on your way out and turn right past the flashing red and blue lights. Turn left once outside, run past the truck and loop around right to the key card receptacle you noted earlier. Use the VIP Card to lift the nearby door and pick up the flares and uzi ammo in the next room. Go up the steps, turn around and jump up to shoot the grate in the far wall with your pistols.

 

Go there, pull up into the crawl space and go around to an opening that overlooks a storage room. Drop down and deal with the source of all that nervous pacing you’ve been hearing for a while--a soldier. Grab his dropped 2 x shotgun ammo as well as the nearby grenades (you now get two instead of one with each pickup). Light a flare, locate the floor hole near the grenades and enter the crawl space. Pull up at the other end into a garage, grab the uzi ammo as the trap door closes behind you and walk between the two trucks to trigger the death throes of two mutants. Continue past them for another CIRCUIT BREAKER (2 of 4) and when you pick it up you’re attacked simultaneously by two lizard monsters and two black-faced mutants.

 

Enter the crawl space on your right and pull down the wall switch to open the garage door at the other end of the room (the other crawl space has nothing of interest). Go on through, kill a guard and pick up his uzi ammo. Continue through the next two doorways to areas previously explored and loop around left and back to the machine room with the color-coded switches. Pull down the #3 blue switch and push the #1 yellow switch back up. Exit the machine rooms and go past both red-blue openings to return to the large outdoor area with the parked truck. Just past it is the door marked by purple strips that is now open. Enter a small machine to trigger two teeth doors. Pick up the grenades and time a running jump past the unobstructed opening to grab a wall ladder. Climb to the bottom, time a hop past another set of teeth doors and pick up the nearby uzi ammo. Jump up to shoot the grate next to the flaming barrel, pull inside the opening and crawl toward a gauntlet of flame blowers. Make your way past them to your right, taking refuge in the corner floor holes if you like, and come to a crawl space that brings you to a higher passage. Time a run past the next flame blower, drop down into a storage room and shoot a lizard monster.

 

Explore the room for shotgun ammo, a small medipack and grenades, pull down the wall switch near the skeleton to open the adjacent door and enter the room with now-activated teeth doors. Time a run past the teeth doors on the right, grab the ladder and climb down but not all the way to the bottom. Time a back flip past a lower teeth door opening and deal with the waiting guard. Pick up flares and a small medipack, go down the steps to a passage, turn right down more steps and come to an electrified room with a conveyor belt.

 

Save your game, take a running jump onto the conveyor belt and be prepared to jump off at the end to either grab or land on a block. Turn to face the conveyor belt, take a running jump to land on the sloped surface to the right and jump to land on another block. Stand jump to grab the ceiling block and monkey swing along the duct until you can drop near a generously timed wall switch that raises nearby platforms. Hop back, turn left and jump onto the nearby block. Take a running jump onto the conveyor belt, jump off onto the previous block, turn left and jump onto the raised platforms. Hop down to the hexagonal opening to your right, jump the crates to the other side of the room and shoot the middle wall grate. Pull into the opening and crawl around to the other end. Pull out left for SECRET #16 and collect a health crystal and 4 x shotgun ammo. Go to your right, push the button to open the floor trap door and drop down onto a crate in the electrified room.

 

Jump back toward the wall where you shot the grate, but this time work your way to the right past the moving contraptions. Jump to a crate with uzi ammo, jump to land on the right side of the conveyor belt and jump off at the last instant to grab the sloped column. Pull up, slide down the other side and jump to grab the wall ladder. Climb to an upper passage and run forward to pick up the CIRCUIT BREAKER (3 of 4). The nearby door opens, so shoot the guard and enter a room with teeth doors. Go to the one on the left, time a run past it to grab the wall ladder, climb up this time and back flip past the higher teeth door into the passage leading to the outdoor area. Exit, loop around right past both red light-blue light openings to the machine room with the color-coded switches. Pull the #1 yellow switch down and push the #2 red switch back up. Exit, go back the way you came past the truck and the door marked with the purple strips, turn left through the passage and turn left again into the courtyard with the corner door marked with a green strip.

 

The door is now open, so go down the steps into a dark room with two raptors. Light a flare and explore the room for uzi ammo on a ledge and a CIRCUIT BREAKER (4 of 4) on a short block. The door you entered by closes and a warning horn sounds, so exit through the side door to a large storage room and safety drop to the floor if you like (it’s not really necessary) to shoot the lurking raptor. Use the stacked crates to get back up to the ledge, turn around and take a running jump to grab the highest corner crate. Pull up, jump to grab the ceiling and monkey swing past a moving laser to drop onto a crate at the next corner. Take a running jump past the contraption onto the lower crate, jump up to grab the tracks and monkey swing in a generally clockwise direction past another moving laser and drop onto a balcony at the far wall. Grab the large medipack and flares, go through the opening and push the wall button to open a ceiling trap door beside you. Climb the ladder, pull up into the outdoor area, shoot the waiting guard and pick up his dropped shotgun ammo. Enter the machine room, push the #1 yellow switch back, pull the #2 red switch down and push the #3 blue switch back up. The red doors to your right open, so go through the left one and place the four Circuit Breakers in their receptacles.

 

The Power Station Instructions tell you what just happened, so exit to the outdoor area and engage two raptors. Enter the cage from which they escaped to find shotgun ammo and grenades, go back through the red light-blue light room and a door pops open near the corner to release another raptor. Enter the room it came from for 2 x uzi ammo, grenades and a small medipack, continue into the outdoor area and climb onto the tall crate next to the truck for more grenades. Hop down, run past the purple strips, turn left into the passage, go down the steps and climb down the long ladder. Shift right at the bottom, drop down into the pool below and pull out near the flaming barrel. Enter the dark cell you visited earlier when you had no weapons, shoot the wall grate and pull into the crawl space. Drop down the other side into the adjacent cell for SECRET #17, collect the uzi ammo, shotgun ammo, explosive arrow, small medipack and health crystal, exit and run to the far corner to awaken a dying mutant for a few seconds.

 

Go through the opening and wait for a second mutant to die, go past the now-safe dangling wires and shoot a black-faced mutant, continue into the next room and pull down the wall switch to open a trap door in the pool. Return there, jump into the water and swim down past the floor hole into an underwater area. There are two openings in opposite walls. Swim into the smaller of the two and follow to a ceiling hole where you can surface and pull out into a small room for SECRET #18. Collect the health crystal, 2 x uzi ammo and grenades, return and swim through the larger opening in the far wall. Straight ahead is a floor hole. Swim down into a lower passage and allow the current to help carry you to the end where you can pull out into a cargo hold. Follow around to the far corner and step into the helix to finish the level.

 

Level 9: THE BIG EMPTY

 

Run forward, pick up the flares and push the button to lift a large door to your right. Go inside, hang from the ledge and shimmy right past the obstruction. Pull up and go around in a clockwise direction. You can see a large medipack in the corner alcove, but it sits on a deadly surface so you’ll die if you try to pick it up. Continue to the steps and go up to the top step. Take an angled running jump onto a balcony and go to the other end. Jump up to grab the underside of a duct. Monkey swing across the room and drop down in front of a wall switch that lifts a door at the top of the previous steps. Monkey swing back to the balcony, jump to the steps and enter a control room for shotgun ammo (overhead cut scene). Pull up onto the slope next to a deadly corner block and back flip onto a walkway, hop up into the alcove for shotgun ammo, turn and hop down left onto the parallel walkway. Hop up into the next alcove, look down left and hop down to a safe spot that’s free of that deadly red stuff. Explore this area with appropriate jumps (the hanging platforms make this easier) for shotgun ammo and grenades near reclining skeletons, then take a slightly angled running jump from one of the hanging platforms to grab a triangular wall opening.

 

Pull inside for SECRET #19 and collect 2 x shotgun ammo, a small medipack and a health crystal. Jump back down to the ledge, hop to the adjacent ledge next to a wooden barrier and a platform extends from the wall down below (for later). Take a running ledge to the right of the red stuff on the next ledge and stand jump down to the hanging platform with crystal fragments. Stand jump with grab into the vacant wall alcove, turn and stand jump to grab the top of the tall column, pull up and shoot the dozing Tinnos wasp before hopping over to the next column for the CIRCUIT BREAKER (cut scene). Safety drop to the ledge, and from there to the floor. Run past the raised platform to the ledge overlooking the next room, get around to the other side and run off onto the wooden crate. Hop to the floor and place the Circuit Breaker in the wall receptacle over the red strip to open the door behind you.

 

When you go through to the next area the door shuts behind you. Stand on the timed trigger tile to bring out two platforms and open the door at the other end of the trench. Take a walking-running jump onto the first platform, continue with running jumps to the second platform and the opening, hitting the action key at the last instant to avoid bumping against the doorway. The door closes behind you soon after your arrival, you see that you’re surrounded by enemies poised for action, but nothing is going to happen quite yet. Run across the room, pick up the grenades and climb the ladder at the end of the narrow passage. Near the top, at the point where it gets too dark to see the wall markings, take a rolling back flip to grab a ledge. Pull up for SECRET #20 and pick up grenades, uzi ammo and a large medipack. Safety drop next to some red stuff for a health crystal and hop over onto the nearest column top. Take a running jump across the room to the next column top, then to the next, and finally to the ledge with the teeth doors. Get past the first set, then the next, and follow to another wall ladder.

 

Climb up to a ledge and prepare to do battle with three soldiers that have suddenly awakened. When all is quiet, find a wall switch in the middle alcove that opens a door elsewhere. Go around to a corner crate, climb onto it and hop into a higher alcove. Take a running jump onto the hanging platform and jump past the rail gap onto a balcony. Pull up into the wall opening and run across the ledge. Stand jump slightly left into the alcove, hang from the edge and shimmy left along the wall crack to the corner and pull up. Hop over to a series of colored switches and pull down the red and yellow switches (the blue switch is covered at present). You hear the sound of an unseen door opening somewhere close by.

 

Push the wall button to lift the door beside you but don’t go through. For a short cut back to where you now need to go (and probably not the way intended by the builder), stand at the edge facing the red switch, hop back and hit the action key immediately after clearing the edge to glide onto the ledge below. Jump the ledges toward the other side of the next room, and from the hanging platform hop down right to the ledge with the wall switch. Turn right again and hop down with grab to land next to a wall opening where a gate has lifted, turn to your left and hop with grab toward the orange strips where the door between them is now open.

 

Enter, proceed past a phantom wall and engage a guard. Follow the passage, jumping over patches of red stuff as necessary, until you come to a set of teeth doors. Save your game and time a running jump over the red stuff and past the teeth doors. Turn right off the edge of a floor hole to grab a wall ladder. Climb to the bottom, back flip onto a ledge in the red stuff and take a running jump onto the ledge ahead. Push the button to activate the springpad behind you, turn around and save your game. You need to take a running jump to land on the right side of the springpad so that you can jump off with a right curve and land safely inside the wall alcove across the room. Jump the suspended platforms to the other side of the room and go around to find a column button. Push it to activate a springpad on one of the suspended platforms (it lights up), go back and use it in the same manner to get up to the higher ledge. Run forward to a wall switch that brings two platforms out from the wall.

 

Run to the other end of this ledge, drop to the ledge below and use the extended platforms to get close to another activated springpad. Save your game and take a running jump to land on the far corner of the springpad, bounce off with a right curve and land on top of a tall column. Jump up to grab the ceiling and monkey swing to the corner of the room. Drop down next to a closed gate and take a running jump without grab to land on the next ledge. Continue with a jump over the gap to the far corner, pull down the wall switch to open the gate behind you and get back there in the same manner. Go past the opened gate into a passage, shoot a couple of grates and stand right. Save your game, take a running jump without grab to land inside the opening across the gap and walk forward into a fixed camera that showcases the next room.

 

Stand jump to grab the ceiling, monkey swing to the column and drop onto a block. Turn to your right and time a running jump past the moving contraptions to land on a red-tiled slab in the electrified water. Time a running jump with a left curve to grab the red-lined block against the wall. Pull up, hop to the nearby crates and take a running jump to land in a large alcove with the BATTERY on a raised slab. When you pick it up a door opens across the room, so go to the edge, take a running jump onto the corner block to your right and turn to take a running jump and land on the red-lined tile. Jump to the wooden crate and then to the block you dropped onto from the monkey bars. Jump back down to the same red-lined slab as before, but this time face the wall opening and take a running jump to grab it. Pull up, drop down to the balcony and climb onto the nearby crate. Hop into the higher alcove, turn to jump onto the hanging platform and take a running jump onto the balcony across the room. Pull up into the wall opening, run across the ledge and jump into the alcove to your left. Hang from the edge, shimmy left to the corner alcove, hop to the adjacent ledge and place the Battery in the receptacle to raise the cover over the blue switch.

 

Pull down the blue switch and pull the red switch back up. Go to the doorway you opened up earlier by pushing the button and drop down to the balcony. Jump at the railing gap to the hanging platform, turn left and jump to the next hanging platform, jump down right onto the corner crate and drop to the lower balcony. Make your way down to the floor and find that the door between the green markings is now open. Enter a hallway and walk forward toward the pile of red stuff with weapon drawn. The door to your left pops open to release a raptor, go into the room it came from to arouse two more raptors and note the receptacle in the far wall. Exit to the hallway, turn left into the side passage near the entrance and hear the sound of a door opening ahead. Turn left into the sleeping quarters and deal with the attacking soldier. About halfway past the bunk beds, turn left and pull up into a crawl space. Drop down the other side into private sleeping quarters and pick up the VIP CARD. Exit, head back toward the main hallway and look up to see a ledge. Jump up to grab it and pull into a crawl space for SECRET #21. Pick up the uzi ammo, grenades and a small medipack, get back down and collect the health crystal that has appeared behind you.

 

Return to the main hallway and the room where you encountered the two raptors and place the VIP Card in the wall receptacle to activate a springpad behind you. Go past it to the doorway, stand jump onto it, keep the up arrow key depressed and you should bounce up and float onto a bridge that spans the room. Climb the wall ladder to your right and pull up to a higher passage. Proceed to a slope, slide down backwards and grab the edge. Safety drop onto a minesweeper track, hop back while turning 45 degrees to your left and jump forward to get out of the path of the approaching minesweeper. Follow the ledge to the corner for flares and continue around to the next corner, where you’ll find a pushblock next to a pile of deadly red stuff. Jump over the pushblock and move it five times along the tracks away from the red stuff (while keeping well away from the minesweeper) so you can use it to pull into a crawl space in the central structure.

 

Go around and drop down into a dark room with a wall switch that lifts a gate in the outer area. Return to the pushblock and find the opened gate on the side of the room where you picked up the flares. Enter and loop around right to find a wall switch that lifts a door just outside in the central structure, but only for a second or two. Therefore, you need to wait until you see the minesweeper in your field of vision so that it will be drawn into the open doorway as it passes by. When you’ve accomplished this task, you no longer need to be concerned about this particular minesweeper, but don’t become complacent as a replacement will soon be deployed. Go along the ledge until you see a break in the grate in the central structure. Jump inside, note the deadly red stuff below and take a couple of jumps to reach the other side of the room. Take a running jump down to a safe spot in the red stuff, turn around, jump onto the block and turn left. Stand jump to grab the monkey bars and monkey swing along the tracks until you can drop onto another safe spot.

 

Turn left and stand jump with grab through the phantom wall instead a sloped passage. Run forward and slide down to a large open area guarded by four raptors. When all have died, go to the wall opposite the entrance ramp and look right. Use the pile of dirt to take a running jump and grab the higher opening. Shimmy right, wait until the flames are about to subside and pull up quickly. Scoot to the right away from danger and jump up to grab the monkey bars. Monkey swing along the wall and drop in front of a wall switch that opens the exit door. Slide down right, find the open passage on this side of the room and run into the helix at the far end to finish the level.

 

Level 10: RAPTORS UNLEASHING

 

Step forward and note the sign advising you to save your game. Continue to the raised slab, position yourself at the grenade-tossing machine gun and prepare for some fun. Raptors galore will attack, together with a skeletal T-Rex or two, but your ammo is unlimited so you can fire away with abandon. However, you would be wise to check your health along the way and refresh as necessary. When the onslaught ceases, disengage by hitting the roll key and run toward a second helix in the distance. Nothing happens when you pass through it, so look for a high wall opening between the two helixes, pull into the passage and pull down the wall switch to open a gate. Drop back down, run past the second helix and the opened gate to a sign admonishing you once again to save your game. Do so and slide down left to an other-worldly setting. Position yourself at another super weapon and quickly start firing at two skeletal T-Rexes so that they explode before they can reach you. 

 

Disengage and run along the safe path to four blocks, each bearing a switch. Pull down all four to activate a force field between two suspended platforms, jump to the lower one and pick up the ANKH to finish this short level.

 

Level 11: BEYOND THE TREASURE

 

Run past the phantom doorway and up the passage to a ladder, climb up to a Venice setting and bask in finally being outdoors again. Note that you’re weaponless, but you can steal shotgun ammo from the poor homeless guy propped up in the alcove. Find the corner ladder and climb to a low roof. Jump around in a counterclockwise direction until you reach a tall alcove with a closed door. The left wall is climbable, so go up to a column crack and pull into the opening. Crawl through, hang from the edge, shimmy past the next column, pull up for flares and jump down to the balcony. Jump to the next balcony around the corner to find your PISTOLS. When you pick them up a door opens at ground level to reveal waiting enemies.

 

Jump to a third balcony to alert the two thugs and jump from the other end into the ladder alcove where you'll have some cover while firing down at the thugs. When both are dead, get down to the ground and pick up the dropped small medipack and uzi ammo before leaving past the opened doors. The doors ahead open to release another thug who drops shotgun ammo. Inside is an enclosed canal with a disabled motorboat. Jump into the water, swim past the underwater opening and pull out right. Go up the steps to a wall switch that opens the door beside you. Follow to an outdoor courtyard where you’ll meet two more thugs, one of whom drops shotgun ammo. There’s more shotgun ammo, as well as the SHOTGUN, on one of the crates. Climb onto the red awning, jump over to the balcony for flares and shoot the window across the window. You can get there with a long running jump, which rewards you with SECRET #22, 3 x shotgun ammo and a large medipack. Safety drop to the high spot in the alley, collect the nearby health crystal and exit to a lounge area past the door you may have heard opening earlier.

 

Hop up into the corner passage and pull down a wall switch to open doors to the canal area you’ve already visited. Return there and go past the opened doors to alert a thug near the library entrance across the canal. Pick up his uzi ammo and find the BOAT INSTRUCTIONS next to the nearby parked motorboat. Pull down the wall switch to open more doors next to the disabled motorboat you saw earlier, jump across the canal for more uzi ammo in the corner alcove and swim to the other end of this area. Pull out to an overhead camera view, grab the shotgun ammo and return to the working motorboat after reviewing the instructions. Get in, drive around the corner and find that you need to find a key before you can continue on. Swim underneath the closed gate past the disabled motorboat and pull out on either side. Jump past the opened back doors into a new canal area, pull out onto the jetty and shoot the waiting thug who’s running around in circles.

 

Note the nearby keyhole and run around the corner of this jetty (away from the boat ramp), jump a gap and find a wall switch that opens the doors beside you and releases two thugs. Pick up the dropped small medipack and uzi ammo, enter the building and find shotgun ammo in the window alcove. Jump onto the adjacent ledge and pull down the wall switch to lift a gate to your right that you can see through the grated window. Exit, jump into the water and loop around left past the lifted gate. You’ll come to an open area on your left with a partially submerged crate with a large medipack on top. You’ll return here later, so flip turn and swim through the narrow opening. Look down right for uzi ammo and return to the main canal. Directly across from the doors you opened with the wall switch you’ll see two stacked crates in a short passage. Swim past them to the left to find an underwater nook with shotgun ammo, surface and pull out onto the nearby ledge as ominous music starts playing. Go through the doorway into a hall and pick up more shotgun ammo. Turn right and follow to an opening. Jump onto the stacked crates, stand at the far edge and jump up to grab a balcony. Pull up in front of a closed gate, turn around and take a running jump past the opening into the next building.

 

Shoot a couple of rats and look around for shotgun ammo, uzi ammo and a small medipack. Push a wall button on the other side of the opening to lift the balcony gate, jump back over there and step inside a piano room as the gate closes behind you. Turn right and find the pushblock in the wall next to the piano. Push it three times to reveal a second pushblock to your left, push that one two times to reveal a passage and follow to SECRET #23. Collect grenades, a health crystal and a small medipack, return to the piano room and go up the steps. Time a run past the sword-wielding statue and continue to an upstairs room where you’ll find the UZIS and uzi ammo together with the LIBRARY KEY in front of the comatose guard. A screen shot reminds you of where it’s to be placed, and the nearby door opens, so step out onto a balcony overlooking the courtyard where you began the level. Jump down to the ladder alcove, to the red awning and safety drop to the ground (rolling as you land to minimize any health loss).

 

Exit to the canal area, turn right, jump into the water and swim underneath the closed doors into the confined area where the motorboat is parked. Continue forward past the opened doors and swim diagonally left to pull out onto the jetty with the “library” sign over the closed door. Use the Library Key to gain entry as a screen shot reveals a formidable enemy waiting inside. Ready a powerful weapon and step into the library to alert the flamethrower guy in the left corner. Hop back into the opening (he won’t come forward to attack) and turn to sidestep in his direction so you can fire and side flip to safety. In this manner you should easily be able to kill him without being set aflame. Shoot the corner window for shotgun ammo and go up the stairs to a reading room for more shotgun ammo. Go to the railing between the tables and shoot the window across the way. Find an opening in the railing and take a running jump to grab the chandelier. Pull up and take another running jump to grab the window opening.

 

Pull up to find a wall switch that opens a nearby door. Safety drop to the floor, go back up the stairs and turn right past the opened door. Go around right for uzi ammo, reverse roll and continue up more stairs to surprise a worker who drops shotgun ammo. Go a bit further to engage a thug who emerges from a hallway and drops uzi ammo. Push the button to open the nearby doors and step out onto a balcony overlooking the canal. Make your way between the two buildings with three running jumps in zigzag fashion onto flat spots, side flip onto the sloped roof, slide and grab and shimmy right until you can pull up and back flip onto a red awning. Take a running jump to grab the small roof over the closed doors, pull up and jump up left to grab a ledge you saw in an earlier cut scene. Pull up for the GATE KEY and jump down into the water.

 

The parked motorboat is nearby, so pull out next to it and use the Gate Key to open the double doors that were blocking its progress. Get in, drive through and turn left, then right and past the lifted gate Continue along a winding passage until you reach a ledge infested with two rats. Grab the HUT KEY (screen shot of a thug), get back in the motorboat and drive back the way you came. When you exit the winding passage, get out onto the jetty to your left and go around the corner. Turn left in front of the boat ramp to surprise the thug you saw in the cut scene. Pick up his shotgun ammo and use the Hut Key to open the nearby door. Enter the hut and pull down the wall switch to open a ceiling trap door. Find the pushblock and move it so that you can pull up through the ceiling hole. Go the corner away from the red awnings and jump to the balcony on the adjacent building. Go around for uzi ammo and pull down the wall switch to lift a canal gate.

 

Go around the corner, face the first red awning and jump over the railing to grab it. Drop down onto the crate you saw earlier and pick up the large medipack. Jump into the water, swim back to the motorboat and get in. Back up a bit (jump key) and turn left past the lifted gate into a narrow passage. Turn left, drive past the crate and dismount onto the ledge after backing the motorboat against the wall so you can get away quickly. Save your game in front of the timed wall switch (note the hourglass above it). Pull it down to lift a gate in the boat ramp, jump into the motorboat, return to the canal and turn left two times, hitting the sprint key as you approach the ramp. Clear the gap and land in a new section of the canal. Dismount onto the nearby jetty, kill a rat and engage two thugs on a neighboring jetty. Swim over there to retrieve their dropped shotgun ammo and uzi ammo, follow to an alley for more shotgun ammo and find a button at the other end of the jetty. Push it to open the doors to an art gallery. Explore this upper story for 2 x uzi ammo next to a dead thug and across the room in a window alcove. Go downstairs and find flares near the back wall. In the area around the stacked crates are shotgun ammo, uzi ammo and grenades.

 

Return upstairs, find the ladder surface on the column near the top of the stairs and climb up to a balcony. Turn around, light a flare to see an opening and jump to grab it. Pull up and enter the crawl space for SECRET #24. Collect the health crystal, shotgun ammo, large medipack and an explosive arrow, return to the balcony and shoot the thug across the room. Jump through the break in the railing onto the chandelier, continue with a jump to the far balcony and pick up the shotgun ammo dropped by the thug. Enter the next room and pull down the wall switch to lift the nearby gate. Enter a study where you’ll be ignored by the sole living occupant, collect the shotgun ammo and uzi ammo, time a run past the sword-wielding statue and shoot the window overlooking the alley you went through earlier.

 

Jump with grab onto the balcony of the next building, go around into the next room and shoot the waiting thug. Pick up his uzi ammo and check the upper section for flares and more uzi ammo. Push the button to open the door to a stage area and turn left. Go down the center ramp and jump toward the Atlantean centaur, which will explode and leave behind the CATHEDRAL MECHANISM. When you pick it up, doors open and the seating area turns to deadly lava. Jump the few remaining safe spots to the exit door (don’t try taking a direct route, as you won’t get there successfully), which has reopened, and engage a thug and a flamethrower guy in the previous room. Pick up the dropped 2 x shotgun ammo and note that it has turned to night outdoors. Take a running jump over the railing to land in the water, swim to a far jetty and pull out to engage two thugs from a safer distance.

 

Swim over there, search the corpses for shotgun ammo and uzi ammo, enter the art gallery and go around to the opened doors leading to the disabled motorboat. The doors to the cathedral are now open, so jump there and prepare to do battle with a thug and a flamethrower guy. Pick up the dropped 3 x uzi ammo, continue past the opened doors and go up the steps. Place the Cathedral Mechanism in the receptacle and enter the cathedral to admire the portrait of a regal lady. Drop down the floor hole onto a slope, slide past a phantom portal and run toward the closed door ahead. Loop around left and pull down the wall switch to open the door and arouse the Atlantean centaur in the next area. Sally forth as to do battle with it and the level ends before you can reach it.

 

Level 12: THE DEVIL IN THE DETAILS    

 

The doors open as you approach them. Go down the steps and explore the room for uzi ammo on the block to your left and shotgun ammo in the jar to your right. Stand on the Omega tile between the centaur statues to open the doors ahead. Go down to a lower room to locate and step on three Omega tiles at floor level, one of which is on a broken corner column to the left of the doorway as you enter. Go toward the corner to the right of the doorway, hop onto the shorter slope and jump to grab the taller column. Pull up, turn around and jump onto the archway. From the far end jump down to the ledge and pull up for 2 x shotgun ammo. Hop down to a lower ledge and go around left or right (if you go around left there’s a small medipack in the window alcove) to a fourth Omega tile that opens the doors down below. Safety drop from the ledge to engage a mutant that explodes when it dies and enter the room it came from.

 

Look in the near left and right corners for uzi ammo and shotgun ammo. There are two central hourglass tiles, each of which will open a door on one or the other side of the room for a second or two. As you face the closed doors at the top of the steps, there’s one closed door on your left and two on your right. Take a running jump off the corner of the broken slab to open the left door on the right side and dash through before it closes. Save your game and time a running jump past two swinging pots and a spike hole to land on the Omega tile in the next room. The other door opens and is not timed, so pull down the wall switch for a cut scene of the closed doors in the main room. Return there and hop onto the other hourglass room to open the door on the other side. Take a running jump to get through and time another run past two swinging pots and a breaktile to enter a room with shotgun ammo and a wall switch that opens the double doors in the main room. Go back the way you came and up the steps past the opened doors in the main room.

 

Grab the 2 x uzi ammo from the dead soldier and continue up the winding steps and past a thin membrane to a floating islands area. Avoid the deadly red block, note the receptacle on the block to your right and hop onto the green block. Take a running jump to grab the higher opening, pull up past the membrane that turns solid behind you and drop down to a room with suits of armor and a central Winston statue. Walk toward the statue and you’re suddenly transported to another room. Step forward and pick up the NOTE that removes any apprehension that may have been caused by those menacing centaur statues. Continue to the back side of this room, pick up the uzi ammo and shotgun ammo on the steps and pull down the wall switch to open doors in a previous room. Go across the room, pull up into the wall opening and stand jump onto the green block below.

 

Jump down to the ledge, go through the thin membrane and return to the room with the timed doors to greet a mutant. Continue past the opened doors through the next room to the room with the centaur statues, go past the opened doors to your right toward the hanged skeleton and find an entrance to your right to a large room guarded by a bolt-tossing mutant poised on a high ledge. Jump into the water and search the labyrinthine floor for shotgun ammo, a small medipack and an explosive arrow. Pull out, go to the corner with a broken column, mount the wall ladder and back flip onto the upper ledge. Go around to the far wall and shoot the jar for that elusive CROSSBOW. Return to the opposite wall and go through the opening to a short hallway with shotgun ammo. Turn right at the wall, go past an opening and shoot a corner jar for a small medipack and uzi ammo. Return to the opening and drop down next to a skeleton for 2 x uzi ammo. Continue toward a swinging flame pot and run past it into a small room with a closed gate. Locate the passage to your left and follow around corners to a wall switch that opens the gate in the previous room. The centaur that appeared to have come to life is immobile when you encounter it in the passage. Go past the opened gate and find uzi ammo in the back left corner. Go back, turn left into the dark passage. Around the corner is a crawl space leading to a cell with an albino tiger.

 

Pick up 2 x shotgun ammo, step on the timed hourglass tile in the alcove and dash forward and to your left to roll (if necessary) under the descending door into a room with a bolt-tossing mutant. Pick up the large medipack and uzi ammo, take the BLUE GEM from the raised slab (cut scene of the receptacle you noted earlier) and find that double doors have opened to a ledge overlooking the timed doors room. Run to the opposite wall and climb down the wall ladder near the corner. Exit via the opened doors at the top of the steps and follow past the thin membrane to the block with the receptacle. Place the Blue Gem to raise a platform ahead and to your left. Jump from the top of the block to the raised platform and from there into the shimmering blue opening.

 

You’ll land on a lone ledge. Jump to the neighboring platform and into a similar blue opening and find yourself facing a ladder. Pick up the explosive arrow (still only one per pickup) and climb the ladder to face a gauntlet of swinging flamepots. Save your game and step on the timed trigger tile to open the door across the way. Get past the flamepots before the door closes (not difficult) and shoot the jar in the next room for uzi ammo. Go through the doorway into a room with a wall switch that opens the nearby door and activates a set of teeth doors. Get past them into a hallway and pick up 2 x shotgun ammo to your left. Go to the other end of the hallway and into a room with clustered centaur statues. Grab the uzi ammo and small medipack, take the DESERT EAGLE from the skeleton’s clutches and pull down the wall switch to hear the sound of a lifting gate.

 

Exit, get past the teeth doors and through the small room to the room with the plants, turn left to find the lifted gate and step out onto the ledge to alert a bolt-tossing mutant in the room down below. Shoot it from up here, safety drop past a giant eyeball and search the corner alcoves for 2 x shotgun ammo and 2 x uzi ammo. Pull down the wall switch between the alcoves to open a nearby door and release another mutant, go where it came from and grab desert eagle ammo, 2 x uzi ammo and a large medipack on the ledge with the dead soldier. Slide down the long slope with a powerful weapon drawn to deal with two Atlantean centaurs (yes, the Note lied) in the room below. Note the closed floor trap door in the center of the room and see that each of the two blocks has a wall switch on the side facing the wall. Save your game, pull down either one of those switches to release two more Atlantean centaurs on the other side of the room, go where they came from for a pickup (desert eagle ammo on one side, 2 x uzi ammo on the other), pull down the wall switch near the back wall, then repeat with the switch on the other block. With a half dozen centaurs slain, go across the room past the spike traps and go to the back wall for a small medipack and uzi ammo.

 

Pull down a third wall switch here to open that floor trap door, go there and jump into the water hole. Follow the underwater passage to the end, surface, pull out and go up the steps to a room piled high with sand. Jump into the window opening and pick up uzi ammo and a large medipack. Face the room and ready a powerful weapon before picking up the GOLDEN STAR, as an Atlantean centaur will make an immediate appearance. Hop down and loop around right past the opened double doors into a familiar room. Find the empty receptacle on the block bearing a centaur statue and place the Golden Star to open a door in a room previously explored.

 

Run forward past the opened double doors, go down the steps to the trigger tile room and continue to the timed door room. Go to the far right corner and climb the wall ladder to the upper ledge. Walk as far right as you can and take a running jump with a left curve so that you land on the piled sand sliding backwards. Grab the edge and shimmy right until you can pull up in front of a dark crawl space. Light a flare, go inside and crawl around to a dark room for SECRET #25. Collect a large medipack, 2 x uzi ammo, shotgun ammo and a health crystal, exit to the ledge and safety drop onto the steps in the timed door room. Exit through the trigger tile room into the room with the centaur statues, turn right past the opened door and take another right past the hanging skeleton into the flooded room.

 

The door at the far end is now open, so go there and search the ledges for 2 x uzi ammo, 2 x shotgun ammo and an explosive arrow, pull down the switch in the far wall to open a nearby underwater door, hop back a couple of times and drop into the water. Swim along the long passage past the opened door to finish the level.

 

Level 13: CENTAUR STRONGHOLD

 

Swim forward and pull out of the water for an overhead view. There’s a pushblock in one of the walls, so push it two times to reveal a passage and go left or right. Turn around, jump up to grab the red ledge and pull up. Pull down the switch on the block to lift two gates and get back down. Go across the room past the lifted gate and climb the vine ladder until you can take a rolling back flip to face the second lifted gate. Hop into one of the side alcoves for uzi ammo. Slide down, enter the next room, note the keyhole in the ledge to your left and hop up onto the ledge to your right. Push the block two times to reveal a crawl space, then push it a third time into a small room where you can pick up a small medipack and an explosive arrow. At the end of the short passage is a timed wall switch for later.

 

Pull the block toward the skeleton to reveal an enclosed alcove and return to the timed wall switch. Save your game, pull down the switch to lift one of the alcove gates and loop around left to that crawl space. Roll inside (crouch key followed by sprint key), pull down a second wall switch to lift the second alcove gate, turn right and sprint past both gates into a passage where spear traps will be activated just ahead. Get past both sets and step on the timed trigger tile after saving your game. You have 8 seconds to get back past the spear traps and the timed gate, only to slide down to a gauntlet of closing spike walls, swinging blades, a descending door and breaktiles. When you reach the crossing, stop and jump up to grab the ceiling. Turn right and monkey swing toward the swinging flamepot. Drop down in front of it and go around the flamepot to a ladder. Climb up and back flip into an upper room.

 

Pick up the flares, note the closed gate, continue into the next room and go down the steps to your left to a wall switch that opens the gate in the previous room and activates the converging spike walls. Take a rolling back flip, sprint past the descending door to safety and loop around right at the top of the steps to the opened gate. Light a flare and follow the dark passage to a slope. Save your game and slide down to a hallway where.spike walls will begin to converge from both ends. Pull down one wall switch, side flip to the other one to open the gate between them, go on through and jump over the swinging blades, the spike pit and the breaktiles to the connecting passage. Turn right and run away from the boulder that’s rolling toward you from your left. Hop onto the wooden ramp where you can stop to catch your breath.

 

Go where the boulder came from for uzi ammo, return to the ramp and step on a trigger tile to lift the gate. Step forward to pick up the STRONGHOLD KEY as one gate closes and another one opens. Enter a familiar room and turn left. Go up the ramp and climb the vine ladder, back flip to the upper room and go past the lifted gate into the next room. Hop up onto the window ledge to your left. Turn around to find the vine ladder on the hanging column, jump to grab it and climb up to the slope. Pull up, back flip onto the slope behind you and jump without sliding to grab the upper ledge. Pull up to engage an Atlantean centaur, jump the ledges to the opening opposite from where the centaur emerged and run past the deadly helix to a rubble-filled alcove on your left. Stand inside the alcove with your back to the rubble, side flip right and jump off to grab the topmost ledge. Pull up and go right to find 2 x shotgun ammo in a window ledge.

 

Make your way over to the wall switch between the flaming bowls and pull it down to lift a timed gate one level below you. Hop back, safety drop and run forward before the gate slams shut. Follow to a wall button that opens the nearby gate and activates two spear traps. Before going there, hop back and pull up left for SECRET #26 and collect a health crystal, uzi ammo, a small medipack and an explosive arrow. Get down, go past the spear traps and follow past a swinging pot into the strange combination of a shrine and a prison cell. Pick up the desert eagle ammo and go past a closed floor trap door into a side passage with a wall switch that opens the trap door. Go back there and safety drop onto a block in a quicksand room. Turn right and take a running jump toward the greenery. Wade forward onto the ledge, go to your right and turn to face the hanging vines.

 

Take a running jump toward the vines, wade forward and pull up onto the crates. Stand jump to grab the grated ceiling and monkey swing past the vines and drop down onto a ledge. Go through the opening on your right and follow to a wall switch that lowers a ceiling trap door. Hop down into the quicksand and wade diagonally left to the column with a ladder. Climb up past the opened trap door into an area featuring centaur statues. Grab the small medipack from the nearby skeleton and go underneath the swinging flamepot into a hallway. Search the window alcoves for 2 x uzi ammo and 2 x shotgun ammo. To access (much later in the level) the secret area you see beyond the gate, step on the marked tile next to the gate for a screen shot that shows another gate opening inside the secret area. Go to the other end of the hallway and hop onto the block next to the pile of sloping rubble. Jump onto the rubble and jump again to grab the window alcove. Pull up, turn around and jump to the column top. Hop to the red ledge, turn left at the far end to see another window alcove and take a running jump with grab to land inside it. Push the wall button to lift a nearby gate, turn around and jump to grab the sloped roof.

 

Shimmy left and pull up at the crack. Turn left, stand jump to the flat tile and take a running jump without grab to land on the wall ledge. Hop up left and pull into the opening. Continue to a dark passage and follow to an enclosed room with a wall button (cut scene of a torch becoming lit). Go back the way you came, safety drop from the wall ledge and run to the other end of the hallway. Get back up to the red ledge as described in the paragraph above, but this time jump in the other direction toward the opening where you see a hanging vine. Stand jump onto the first column top, jump to the connected column tops and continue with a running jump to a ledge with a timed wall switch. Pull it down, reverse roll and jump the column tops, turn to your left at the opening and jump to the ledge with the harmless helix, swerve right and take a running jump over the railing onto a balcony with the timed gate.

 

Run through, turn right at the crossing and follow to a dark cell with an explosive arrow. Go down to a short passage with a button that opens double doors you probably noted earlier. Return to the timed gate, which opens upon your approach, and jump over the railing onto the red ledge with the helix. Jump the other ledges back to the tall column, drop onto the rubble and slide next to the opened double doors. Go around to a room with the THISTLE STONE on a raised slab. When you pick it up an Atlantean centaur emerges from the helix on the red ledge. Its freedom of movement seems to be drastically limited, however, making it easy for you to kill it from down below. Get back up to the red ledge for a third time, go around to the helix ledge and continue away from the balcony toward the far wall, using the ledge on either side of the room to get past a flaming bowl. Place the Thistle Stone in the snake-head receptacle to open the large doors down below, safety drop from the ledge and run forward into a clunky underground area.

 

Walk up the triangular slab and jump over a spike pit onto a block. Hop with grab into the adjacent opening and follow past a closed gate to a large double-helix room. Ready a powerful weapon, jump over the deadly moat onto the central platform and pick up the silver STRONGHOLD KEY. Two Atlantean centaurs materialize in front of you, so beat a hasty retreat and deal with them from an area where you can move around more freely. Avoid stepping into either helix as you go to the other side of this room and find raised platforms on the columns against the back wall. Pull up onto one of them, pull higher onto an adjacent block and find a wall switch that lifts the entrance gate. Get down, jump to the other raised platform and pull down a companion wall switch to lift the gate you passed by on the way here. Get to the ground, exit this room and enter the opening near the end of the passage. An Atlantean centaur is awakened in the room ahead, so approach with caution. If you simply stay in the passage and wait for it to approach, things will be much easier for you. Enter another double-helix room, go about halfway across and find two columns with ladder surfaces. Climb the broken column to an upper ledge, turn left and jump to grab the next column ledge. Pull up, look left and hop into an alcove with a wall switch that lifts a gate down below. Safety drop to the floor, pull up right and follow the passage to an opening that leads to a lower room for SECRET #27. Collect a small medipack and 2 x shotgun ammo and return to the larger room.

 

Go across to the door blocked by three horizontal bars and safety drop to a lower ledge in front of a keyhole (for later). Go around and jump up to the adjacent ledge to find a wall button that lifts a gate behind you. Make your way there along the ledges and step through the phantom opening into a barren surreal area. Locate the floor hole and slide down to a water hole where the current will tug at you. Follow the long and winding passage until you can surface and pull out onto what appears to be a boat deck. Go through the phantom opening into a library and position yourself so that you can jump over the spike pit and immediately back flip to a safe spot as an Atlantean centaur is alerted. After killing it, jump back over the spike pit, turn around and look into the pit to see a crawl space. Jump back over and drop into the pit in front of the crawl space without taking damage from the spikes. Crawl through and around to SECRET #28 and collect a health crystal and desert eagle ammo. Return to the crawl space opening, stand up when you can, turn right and pull out of the pit.

 

Jump back over the pit and loop around the back right corner of the room to find a place where you can pull up onto the bookshelf. Jump the chandeliers and bookshelf tops to get across to the other side of the room. On the balcony to the left is uzi ammo. On the balcony to the right is a timed wall switch, so save your game before pulling it down. Reverse roll, run and jump to the nearest bookshelf, onto the chandelier and without stopping onto the next bookshelf and past the timed window opening. Go beyond the swinging flamepot to find a small medipack and shotgun ammo down in one corner. Note the closed door in the other corner and time a run past the flamepot into the dark passage. There’s a boulder poised at the top of the slope ahead, so back flip to trigger it and run forward and to one side while of course evading the flamepot. Go back up with standing jumps and continue through the phantom opening into a passage with a timed wall switch of undetermined duration.

 

Save your game, pull down the switch to raise two platforms and use them to jump across into the opening in the far wall. You’re not out of the woods yet. Save in a separate slot in compliance with the warning, step on the “start” trigger tile, continue forward onto the ledge and the gate closes behind you. Turn left, go to the end of the ledge and wait for the nearest platform to rise. Stand jump onto it, jump to the next platform, turn left and jump into an alcove between the columns. Loop around left in front of another timed wall switch (over a Knight tile), save again before pulling it down, go to the opening and wait for the platform to your lift to rise, hop onto it and take a running jump toward the ledge with two raised platforms. You don’t have to step on both platforms, but you need to continue in a clockwise direction and jump onto the next raised platform on the other side of the room. Stand jump from there into the alcove to your right and save your game in front of another timed wall switch (over a Rook tile). Pull it down, go to the opening and hop up onto the platform to your left when it rises. Take a running jump to the long ledge (no platforms) and ignore the platforms ahead. Instead, jump from the end of the ledge past the timed gate at the first opening where you see another Rook tile.

 

Stand on the Bishop tile, pull down the timed wall switch, turn left, run past the Knight tile to the opening, hop onto the rising platform to your left and make your way around clockwise as before, jumping to the first opening with the Bishop tile and past the timed gate. Pull down the final (in this area, at least) timed wall switch, turn left and run past the Rook tile to the opening, hop up left onto the raised platform and make your way all the way around along the raised platforms to the other side of the room. Go past the timed gate into a lava room. Check the side alcoves for flares and desert eagle ammo, go to the central slab and pick up the silver STRONGHOLD KEY. A ceiling trap door then drops open, so climb the wall ladder as far as you can, climb down two rungs and take a rolling back flip to grab the facing ladder. Climb all the way up to a dark passage, light a flare and follow the passage past a closed gate to a trigger tile that opens that gate, go there to find another trigger tile that opens the gate next to the first trigger tile, continue past it and walk down to a floor hole.

 

Hang from the edge, drop to a slope and slide into a spike field while suffering minimal damage. Find the nearby crawl space and crawl past the greenery as a gate opens in front of you. Stand at the opening, hop down to a raised platform and take a running jump up toward the timed wall switch to your right. Save your game, pull down the switch, reverse roll and take a running jump to the first raised platform. Wait a split second as the next platform rises a bit to your left, take a running jump to land on it, stand jump right onto the next raised platform and jump to the ledge ahead. Step onto the red trigger tile if you’re not already there and pick up the small medipack as two gates lift below you. Check your health and safety drop a long distance to the platform below, pull up to face a familiar area and jump the ledges to the other side of the room.

 

Place a Stronghold Key in the keyhole to move aside one of the bars blocking the nearby door. Get one level down. The easiest way to do is by using a move of questionable legality. Hop back from the edge and hit the action key just as you clear the edge so that you glide onto the ledge below. From there, make your way across the room to the window ledge where you can place the first (red and blue) Stronghold Key you obtained. Another bar slides aside. Turn around, jump to grab the column with the vine ladder and climb up to the column crack. Pull up, back flip onto a slope and jump to grab the upper ledge. Pull up and go around clockwise to the broken column with the ladder surface you used earlier. Climb up to the top, take a running jump to grab the next ledge, pull up and jump up right into a wall alcove where you can place the silver Stronghold Key to remove the final bar blocking the door down below and behind you. Get back down there, go past the opened door and through the phantom wall to slide down to the next level.

 

Level 14: THE CHAMBER OF CHAOS

 

Slide down to a floating islands environment, where you’ll immediately be attacked by an arachnid monster. Draw your desert eagle and fire at it while trying to evade its deadly bolts. Don’t be deceived when it becomes immobile, as it’s only stunned for a few seconds. Take the opportunity to pick up 3 x desert eagle ammo on opposite sides of the surrounding ledge. There are four wall switches in remote areas that you need to locate and pull. Two of them will awaken an Atlantean centaur that you’ll need to deal with in addition to the arachnid monster. You would be wise to save in different slots as you progress. When all four switches have been pulled, the exit gate opens, so run there and save your game and beef up your health if necessary while sliding down to a new area.

 

You have a few seconds before two Atlantean centaurs descend in the passages ahead, so your best strategy is to run into one of the passages, reverse roll at the end with desert eagle or crossbow drawn and await the arrival of these enemies. You can then pull down the wall switch at the end of each passage to open the exit door, loop around into the passage and run outdoors. Take a running jump to grab the block with the rotating light beam, pull up and pick up the ANKH to finish this short but daunting level.

 

Level 15: CURSED MEMORIES

 

You begin the level with no weapons. Turn around, hop down for flares and jump to the floating platform, then to the ledge between two burning torches. Run toward an angry Lara image and jump onto the yellow ledge to the right for uzi ammo. Jump back to the ledge and to the floating block on the other side. Pull down the wall switch to open a nearby gate, jump back to the ledge and return the way you came. As you near the portal, jump onto the yellow boulder to your left, then to the larger boulder and finally a running jump to grab the fleshy boulder. Pull up for uzi ammo and 2 x grenades, use the higher portion of this boulder to jump back to the bridge and turn left toward the portal. Before you get there, jump onto the checkered platform, the translucent platform and hop to a balcony area. Grab the grenades and MP5 ammo in the back right corner and return to the bridge.

 

Go right past the portal and jump to the floating gazebo where you began. Turn around and jump left onto the floating platform and from there toward the opened gate. Enter the room ahead and go around the plant for desert eagle ammo. Continue around the corner to find a floor trap door. Safety drop onto a column in a dark area below as the trap door rises to block any retreat. A grotesque monster is stalking about beyond the gate ahead. Hop down and pull down the wall switch to your left to lift a gate elsewhere. Proceed further into the cave, walk along the ridge toward the wall on your right, turn around and jump up to grab a higher crack. Shimmy right until you can pull up near a wall switch (cut scene of a closed gate). Hop down onto the nearby golden block, drop onto a slope and slide to the cave floor. Go across toward the burning torch near the far wall, turn left at the wall and go through a passage to a back room with a wall switch that opens the gate you saw in the cut scene. Go back around and past the opened gate into a dark hallway.

 

Run forward as torches ignite, and when you reach the other end pick up 2 x shotgun ammo. Enter a side room to your left as a remote camera features that grotesque monster you saw earlier. Pull down the wall switch in the alcove to lift the gate and step inside the next room. The monster is nowhere to be seen, so enter the room to your left as the gate lowers behind you. Pick up the DESERT EAGLE and desert eagle ammo as the gate ahead lifts. Waste a round on the rat that enters, then go forward, find a small medipack and uzi ammo next to the skeleton and climb the wall ladder to an upper room. Pull down the wall switch in the back corner to raise a platform outside and to lower the floor trap door in this room. Safety drop to a subterranean area and target two Tinnos wasps while they’re still quiescent.

 

Turn right at the plant and go past the opened gate to the outside area. Jump back to the gazebo where you began the level and pull up onto the raised platform. Turn if necessary to face the burning torches, stand jump to grab a higher translucent platform and pull up. For a secret, turn to face the gazebo roof and take a running jump onto the flesh-free column corner. Turn around, hang from the edge and shimmy right to the next corner. Pull up for SECRET #29, a health crystal, the GRENADE GUN and the MP5. Get around to the next corner in like manner for grenades, then continue to the fleshy (but safe corner) and jump back to the translucent platform. Jump onto the ledge overlooking the bridge you negotiated earlier, but avoid the deadly red stuff. Jump the safe blocks for desert eagle ammo and return to a wall switch. Pull it down for a camera shot of that angry Lara image and a Winston likeness that has appeared on the bridge.    

 

Safety drop onto the bridge, go to Winston’s head and turn your back to the angry Lara image (which is really a boulder) before picking it up. Sprint forward as the boulder is released and jump onto one of the floating platforms before the boulder reaches and crushes you. Jump back to the bridge and run all the way to where the boulder was poised. Hop up to a wall switch that lifts a gate back where that grotesque monster is lurking. Run back down the bridge and greet the advancing Winston crusader with withering gunfire. Hop to the translucent platform and from there to the gazebo. Turn right and take a running jump from the ledge extension to grab the slope below a closed gate. Shimmy left until you can pull up and step on the raised trigger tile to raise a platform against one of the gazebo columns.

 

Go past the opened gate and find the SHOTGUN next to the skeleton. Continue to a crawl space and go on through. When you can stand up, go past the opened gate to your left and walk forward carefully as the gate closes behind you. You’ll soon trigger two squishy blocks, so time your way past them and pick up 2 x shotgun ammo. Pull down the wall switch to open the gate beside you (cut scene of the area ahead), go on through and run between the railings, take a running jump to grab the column and save your game while pulling up. You’re immediately transported to a subway station with a subway train bearing down on you, so side flip left or right and check both sides of the immediate vicinity for desert eagle ammo and MP5 ammo. Find a pushblock in the wall near the burning barrel and push it two times onto a trigger tile. Reverse roll to find yourself in a new environment, a derelict vessel. Take the first right, go down the steps to an open area and shoot two Tinnos wasps before they become fully awake. Go around to a floor hole, hop down and find a pushblock to your left. Pull it once and hop over it to find a revealed wall switch that opens a nearby window door.

 

A bolt-tossing mutant has appeared in the room above, so be prepared to engage it upon pulling out of the floor hole. Go back the way you came, up the steps and right into the passage where the corner door opened. Light a flare and follow the dark passage to a cramped area guarded by two Winston crusaders. Pick up the UZIS and a small medipack in one alcove and desert eagle ammo in the other, pull down the wall switch to lift a gate elsewhere and return the way you came to find another change of scenery. Hop over the railing and continue into the ballroom to finally meet up with that grotesque monster bearing Lara’s face. Turn left to the floor hole and drop down. Find a smaller floor hole in the corner and drop down to the opened gate. Follow to a crawl space, grab the desert eagle ammo as you’re going through, and when you can stand up ready a powerful weapon as a Winston mutant charges out from an alcove to your left. Grab the small medipack, then enter the alcove to find a pushblock. Push it to reveal a side passage and follow to a dark cavern where a half dozen wolves abide.

 

Find a raised slab with the PISTOLS. When you pick them up a nearby gate opens. To find it, face the nearby closed gate in the wall ahead, turn left and follow the marked path, run down to the wall and go to your left. Run past the opened gate and slide down to a water hole. There’s a closed gate blocking the passage below, so swim the other way to an underwater lever that opens the gate, flip turn and swim down the passage until you can surface and pull out. Shoot four waiting rats and pull the corner cages away from 2 x grenades, a large medipack and shotgun ammo. Find a third cage in the wall. Pull it once and push it aside so you can access a short passage. Take a running jump over a pair of breaktiles in case you later have need to return this way (you don't), pick up the flares and turn around to find an overhead ladder. Jump to grab it and climb a long way to an alcove with a trigger tile that reconfigures the passage down below. Light a flare if you wish to read a discouraging message, save your game and climb back down. Release to drop onto a series of slopes.

 

When you land on a flat surface a spike wall is coming from at you from the left, so jump through the opening onto another slope and slide to another area with an oncoming spike wall. Turn right and pull up into the wall alcove to activate another spike wall. Run forward, pull up into a crawl space and wait for the spike wall to pass by. A third spike wall is coming toward you, so quickly back out of the crawl space and drop down. For a pickup, go to the far wall, drop down from the opening and find MP5 ammo. Get back up to the top level and find a crawl space opening with the same discouraging message, prompting you to save your game once again. Crawl through, hop down and go to a wall switch. When you pull it down, unseen spring pads bring you up to a new environment facing a Winston boulder. Reverse roll, sprint away from it and take refuge right or left. In the left alcove is a floor hole trap with a ladder on one side and another Winston boulder on the other. Go toward the Winston boulder, grab the grenades in the alcove and step into the passage to trigger the boulder, hopping back immediately to evade it. Jump over the floor hole and climb the ladder to an upper area that’s literally riddled with Winston boulders.

 

Walk carefully through this area, avoiding the fiery spots, until four Winston boulders have been triggered. Go where the last one came from, hop around the corner and loop around right to find the monkey bars. Stand jump to grab them and monkey swing along the track, triggering another Winston boulder, and drop near a ladder. Pull up into a boat deck passage and follow around to a floor hole. Don’t drop down (trap below) but run off the edge toward the wall with a weapon drawn to deal with two wolves near a closed gate with a poised Winston boulder. Go around back to find a wall switch that opens the gate, return to trigger the boulder by stepping into the passage and hopping back. Light a flare, go up the ramp and around the corner, jump over the floor hole and jump up to grab the monkey bars. Monkey swing over the deadly red stuff and drop down the other side. Continue along the passage, jumping over another floor hole and come to a ledge overlooking the dark cavern you explored earlier. A platform rises ahead as you enter.

 

Pull down the nearby wall switch to open a double gate elsewhere. Jump around the corner onto the ledge to your left. You can see the raised platform below, but that’s for later. Instead, jump to the column ledge to the right of it. Turn to face the broken column and take a running jump to grab the gap. Pull up, take a running jump to grab the higher column to your left and pull up for SECRET #30. Pick up desert eagle ammo and MP5 ammo, jump back with grab onto the broken column and safety drop from the right side. Collect the health crystal that has appeared on the slab where you got the pistols earlier and continue to the opened gates down below. Step inside to alert an Atlantean centaur and turn left to an opening that overlooks a Venice-style canal. Face the opening where you see the glass shards, hop back from the edge and stand jump with grab to land inside the opening. Walk through the shards for 2 x grenades and climb the nearby ladder to an alcove with a closed gate.

 

Turn around and hop down to the flat part of the roof and Lara will look across to the other side. Take a running jump to grab the sloped roof, shimmy right and pull up at the corner for a large medipack. Take a running jump to the wooden balcony and continue past the opening as a Winston boulder is triggered. Take a running jump to grab the next ledge, pull up and jump over the water to a ledge next to deadly red stuff. Jump to grab the ladder and climb down to a ledge with the TRAPDOOR KEY (screen shot). Ready the desert eagle, climb back up the ladder, take a rolling back flip to the upper ledge and deal with the waiting Atlantean centaur. Go back the way you came to the flat corner spot where you got the large medipack, hop down left onto the sloped roof next to the glass shards, slide and grab. Pull up, fall back and hit the action key just after clearing the edge to glide into the opening below. Place the Trapdoor Key to open an underwater trap door, jump into the canal and pull out onto the nearby jetty to your left for desert eagle ammo. Jump back into the water and find the wall opening with the opened trap door. Swim down and follow the passage to the end for grenades. Surface and pull out to encounter another grotesque monster with Lara’s face. Pull the pushblock one time toward the wall to reveal desert eagle ammo, get up onto it and jump into the gap over the waterfall.

 

Pull up left for grenades and a small medipack, go down the nearby passage to a wall switch that lowers a trap door near another lurking Lara monster as well as a door behind you, go back up and turn left onto a ledge overlooking the canal. Loop around left, jump to grab the ladder and back flip onto the upper ledge. Return to the wooden ledge, check your health, ready a powerful weapon and jump down past the opened trap door into a room with the Lara monster. Pick up the flares and pull down the wall switch to open the door beside you. Go past the phantom membrane and a seemingly endless series of rooms until you finally reach a dead end. Reverse roll, light a flare, go back to the raised slab in the previous room and look up to see a ladder. Jump up to grab it and climb through a phantom ceiling into an upper room. Draw a powerful weapon and approach the helix to awaken an Atlantean centaur.

 

Enter the opening in the back left corner and drop through the floor hole in the next room into the water below. Swim through the passage, aided by the current, and pull out at the end into a dark room. Light a flare, locate the alcove with a ladder and climb up to a passage that leads to the GOLDEN KEY (cut scene). The gate ahead lifts when you pick it up, so walk forward to an opening that overlooks the canal and climb down the wall ladder to an area you visited earlier. Walk carefully through the glass shards into the opening on your left and stand jump to grab the higher wall opening slightly to your right. Pull up near the keyhole you saw in the cut scene and use the Golden Key to lift the gate to your left. Enter the next room to trigger two squishy blocks. Time a running jump past either one to land near a slab bearing another Winston head. Pick it up to lift the gate ahead and continue to a crawl space. Get past it and run through the hallway to the outdoor area.

 

Use the raised platform to get back to the gazebo, turn right and take a running jump to grab the ledge extending from the neighboring island. Pull up, run forward place the two Winston heads in the snake-head receptacles to lift the gate between them. Go through the phantom wall into the next room and run forward without fear, as there are no remaining enemies to encounter in this level. Follow the passage to a large room and go across the bridge around and past the helix. Place the three Amulets you’ve accumulated (I’ve been mistakenly calling them Ankhs) in their receptacles to activate the helix. Step inside it to finish the level.

 

Level 16: THE ANKH AMULET

 

Save your game and get set for a battle royal. A demigoddess is preparing to fire at you the moment you arrive, so without delay run forward and take a running jump to grab the stone ledge. Pull up and hop down onto one of the floating blocks below. Turn left and take standing jumps toward the next stone ledge, where you can take refuge next to the falcon statue. Take a running jump onto the block next to the column ahead, pull down the wall switch to lift a gate behind you and jump back to the bridge. Loop around right and take a running jump toward the opened gate. Dash inside the next room where you’ll be safe for the moment. Draw a powerful weapon and run toward the double helix to awaken a pair of Atlantean centaurs. When both are dead, run between the helixes (deadly), pick up the grenades, desert eagle ammo and large medipack and turn the valve wheel on the nearby block (screen shot). Return to the entrance and save your game. Take a running jump onto the ledge to your right, loop around left and jump to the block with the wall switch. Stand jump up left onto the slope and back flip onto the column. Hop back and take a running jump over the gap, continue past the opening into the next building and engage two mutants.

 

Find grenades, a small medipack and MP5 ammo against the far wall, approach the triple helix with grenade gun drawn and eliminate a trio of stomping Shivas. Go through the harmless helix and turn the valve wheel on the block (similar screen shot). There’s an Atlantean centaur waiting just outside, so position yourself near the entrance so that you can target it without taking fire from the demigoddess. It may take a while, but it will eventually die and explode. Run out onto the exit ramp, take a pixel-perfect jump down to your left to land on a block, slide down left and jump to the stone ledge ahead. Continue with a jump to the next stone ledge ahead and to your right, jump onto the column top and from there to the next stone ledge, take a running jump onto a gray platform and pull up in front of a timed wall switch. This would be a good time to save your game.

 

Pull down the wall switch, reverse roll and take a running jump back to the stone ledge, then to the next stone ledge, hop onto one of two floating blocks, then to the final stone bridge and quickly jump forward into the opening past the descending door. When you get there in time, the door protects you from the demigoddess’s deadly fire. Save in a different slot, stand right and take one step back from the edge. Stand jump onto the first of three slopes, jump off each one in succession and grab the wall crack. Shimmy right to the corner, save again as you’re pulling up onto the slope and take a rolling back flip onto the first of several breaktile rows. Run forward, jump to the next.row a bit to your right, then to the one to your left, and finally to the last one, swerving right as you land so that you can jump to grab the monkey bars. Monkey swing to the end of the tracks, drop onto a floating block and turn left. You’re again vulnerable to demigoddess fire, so jump to grab the edge of a long slope, pull up and take a rolling back flip to engage an Atlantean centaur. Pick up the nearby 3 x shotgun ammo and desert eagle ammo and turn the valve wheel on the corner block (similar cut scene) to raise a platform behind you.

 

Use the platform to take a running jump to the floating block, grab and pull up and slide down the other side. Jump to a large platform area with inconvenient floor holes and shoot the awakened Shiva, followed by two Winston mutants and finally two more Shivas. Turn the valve wheel on the block to lift a cover you’ve been seeing in those cut scenes. Beef up your health and make your way toward the demigoddess, first by using the raised platform, continue to the alcove with the wall switch you used earlier, take a running jump onto the floating slope, jump the gap and turn left to the uncovered switch that will take care of the demigoddess once and for all. Make your way up to her former perch by hopping from the end of this ledge onto the floating block, then to the suspended platform next to the column, and finally by climbing the column ladder to claim the ANKH AMULET and finish the level.

 

Level 17: EPILOGUE

 

Drop down onto a raised slab as double doors open to your right. Exit past the opened doors and jump onto the slope beyond the gray column. Jump off to land on the column, pull up through the ceiling hole and follow the passage around the corner. Pull up higher through a phantom membrane, go around left past a gap in the fence and find the parked quad bike. Get on, drive out, turn left and go up the ramp past a phantom wall, run down a couple of soldiers in the next area and continue past a parked Jeep and up the slope at the far right corner. Drive around the bend into the night desert air to end your adventure, but stick around for the end credits.