THE IDOL OF CREATION PART 1
Levels by TheWorldlyGamer
Walkthrough by José
Colors: pickups – necessary items – enemies – secrets
LEVEL 1 – PERUVIAN MOUNTAINS
Outside Area - The Old Hat
Turn around and go SW to get shotgun shells behind a crystal; from here you can go a bit N and climb a block to get uzi clips; now go NE and locate a fountain under a wooden wheel, shoot the box, jump into the water hole and swim to a room where you can find uzi clips, HK ammo and a rocket. Back in the outside area, near the jeep there is a box you can shoot to get a small medipack; continue climbing the roof of the hut and if you go right you can find shotgun shells on a snowy ledge. Anyway, drop through the hole in the roof of the hut and shoot the wooden boxes to get 2 X flares and a large medipack. Open the double doors with your hands and in the next room (take care of the pit) check the shelves to get harpoons and flares, and the table in the opposite wall to get information about your mission here. Go back outside and right, to the left side of the hut (NW corner), walk S a bit to find a movable icy block, pull it three times, climb it and climb the top of the column to get the Old Hat. Drop down and go S to the area with the pool and the horse statue, continue S to the fenced area and place the hat in the snowman to open a grate in the pool.
The Deep Pit
Go there and follow the underwater passage to a small room, shoot the wooden barrier, go through the crawlspace and advance to find a pit. After the flyby situate Lara in the right side of the opening, slide down the slope backwards, grab the edge, pull up and drop with grab past the edge to land into the opening below and get the SECRET #1: HK ammo, uzi clips, shotgun shells and revolver ammo; climb up the ladder and go back up. Use the horizontal poles to swing and grab the wall with white rocks at the other side, shimmy right and when you reach the corner go around a bit but quickly shimmy left around to avoid the falling ball, shimmy around the corner again and climb up to the top.
Timed Run
Advance, crawl under the dart traps getting a small medipack near the skeleton and in the next room take a standing jump between two rolling balls to save the situation. Light a flare in front of the closed door, turn around and look up to see a jumpswitch and open it. In the next room check the table to obtain more information about the history, pull the timed switch in the E wall, climb the block, go through the opening, climb up the ladder and from the high opening run/jump all around clockwise until you grab the ladder with the spikes above; shimmy right around the corner, jump back to the ledge with the switch to deactivate the spikes and run/jump to the opposite side avoiding the darts before the door closes.
Three Movable Blocks
In the next room check another table with books and note three movable blocks attached to the N wall, the left one hides a switch to open the door in the SW corner, the central one a trap and the right one a yeti, so pull only the left one to open that door, go there and push the block so it falls in the room below; drop/grab the edge and drop through the hole just under the entrance at the bottom of the room, pull the underwater lever and go back to the starting area the way you came.
The Scientists Hideout Key
From the pool with the horse statue go N to find the open gates; cross the wooden bridge and in the cave leading to another outside area turn left and shoot the woods to clear the W opening, avoid the rolling ball when going up the ramp (note the trigger tile) and in the room with the wide pit take a standing jump onto the slope in front of you, slide, grab the edge, locate the nearby ladder and drop down to the bottom of the pit; advance N, shoot the ahmet and look for a wall switch to pull in the N wall to the left of a closed gate, now climb up the ladder in the SW corner, climb the opening, pick up the Torch, light it, go back to the edge of the pit, throw the torch to the bottom, climb down the ladder, retrieve the torch, light the wall sconces in the W and E walls to open the door and enter to get the Scientists Hideout Key. Shoot another ahmet and go back up to the cave (climb up the ladder in the SE corner, shimmy to the very left at its top, and jump back and forth onto the slope at your back).
A Piece of Paper with a Code
Go left (N) and in the next outside area with the chopper climb the roof of the hut, pick up the shotgun shells and note the nearby closed trapdoor (1) for later; drop through the hole in the roof and go down the steps. In the next rooms you must approach to the tables with the (!) sign (press the "Ctrl" key) to complete a sequence, so in the first room start with the table in the N wall (Isabella Tape 1/6) and the table in the SW corner (Isabella Tape 2/6). Enter the kitchen, pull the small table in the left side to get the Shotgun and shotgun shells; now locate the signs on the kitchen countertop (Isabella Tape 3/6) and next to the sink (Carlos Tape 1/6). Exit NE to find another table in the corridor (Isabella Tape 4/6). In the bedroom there's another table near the entrance (Carlos Tape 2/4), another sign on the bedside table (Isabella Tape 5/6) and in the bathroom a small medipack, uzi clips and another sign on the washbasin (Carlos Tape 3/4). Climb the bed and open the ceiling trapdoor; in the attic light a flare and locate the last signs (Isabella Tape 6/6) near the entrance and (Carlos Tape 4/4) in the upper room; here you can find a Piece of Paper next to the stretcher too; examine it to get the 3984 code (use the arrow keys). When you get back in the bedroom you'll note some changes; exit crawling under the fire emitters in the corridor and in the kitchen try to not touch the blood-stained tiles. On my way out I noticed something to pull in the small bookcase in the NW corner; shoot the bookcase and it will break revealing a switch; pull it to get a secret soon.
Back on the roof of the hut go to its NW corner to see that the trapdoor (1) in the hole is now open; drop down to get the SECRET #2: revolver ammo, shotgun shells and another Shotgun.
Under the Wooden Bridge
Go back to the cave, advance S and from the first part of the wooden bridge drop down onto the roof below. There is a red keyhole here (2) to use your key, but if you are interested on more pickups you can take a detour but perhaps this ride will cost you some health: drop down to ground floor, approach to the table with the books to get more information, jump into the central pool and swim through the S opening, get out of the water at the end to get 2 X uzi clips; pull the switch, jump into the water and swim again S and up to get back to the fountain with the horse statue; from here go back to the wooden bridge and drop down onto the roof with the keyhole (2). Use the key to open the trapdoor, drop down and use the code (3984) in the keypad to open the door; go down the steps to jump to the next level.
LEVEL 2 – SCIENTIST'S HIDEOUT
Torch Tasks
Light a flare to discover, at the bottom of the stairs, a movable block attached to the corner; pull it several times to place it just under the hole in the ceiling in the trophy room, jump to grab the ladder in the hole (facing W), climb up but don't drop into the aquarium (it's a mortal trap); instead, turn right and kick the bricks obstructing the crawlspace, duck and go to the end to get the Wooden Pole. Go back to the trophy room. Now go to the NE corner, again kick the bricks obstructing the crawlspace and advance to a sinister room; note the closed door in the NE corner and pull the movable block attached to the E wall to clear the way, again kick the bricks obstructing the crawlspace, advance timing the fire emitters, shoot the box, pick up a Shotgun and shotgun shells, turn around to pull the jumpswitch and finally pick up a Torch that the box hid. Go back to the room with the movable block (you can crawl with torch in hand using the "sprint" key) and now you need to bring the torch to the trophy room, so situate Lara just under the S crawlspace against the wall, jump and drive pistols when Lara is in the highest position to drop the torch inside the crawlspace, climb, pick up the torch and from the trophy room go to the passage the movable block hid to find a fire to light the torch. Go back to the previous room and place the movable block under the left sprinkler in the S wall, climb the block and use the torch to activate it and turn off the fire in the corner; pull the wall switch where the fire was and move the block inside the NE passage, just on the tile with the popping spikes, climb it and take a running jump to reach the high opening.
The Fish Food
In this room approach to the table with the (!) sign to get information, shoot the electrical box in the right side of the stairs and pull the switch to open the nearby door. In the next room check the shelves to your left to get shotgun shells, a small medipack and flares; go to the adjacent room with the fireplace, check the shelves to get uzi clips, flares and shotgun shells; in the opposite side check the table to get more information and open the chest of drawers to get the Fish Food.
Movable Crates Puzzle
Back in the adjacent room go to the SE corner and push the movable wooden crate only two times to reveal a passage to your left, push another crate and go around to push the first crate once to the N, go around and push this first crate once to the W inside the niche so you can go around all the cleared passage. If you pull twice the crate in the SW corner and go around, you can get shotgun shells. Anyway place this third crate again into the niche and pull the crate in the S wall once, go around and push this fourth crate once inside the E passage, now pull a fifth crate (S passage) three times and go around to pull a wall switch. Go back to the room with the pedestals in fire.
The Axe Head
Locate the open door in the NE corner, enter and slide down a ramp to land into a room with several reach-in switches, pull all five switches in a clockwise direction to open the doors in the SW and SE corners, go SW first to pick up the Axe Head and quickly (you are safe here, but if you wait for the spiked ceiling stops, you'll get trapped forever and you'll have to reload and start again) exit and go right to the SE passage before the spiked wall comes. In the next passage crawl to avoid the horizontal blades, climb the opening in the corner and go back to the room with the pedestals in fire.
The Jars
Go through the SE passage and right, back to the room with the fireplace, note that an armor (left from the fireplace) has missed the axe; combine the wooden pole with the axe head to form the Knights Axe, place it in the armor to move the fireplace and get the Paper Containing a Riddle, examine it to get a hint for a puzzle later and pull the switch to open a door in the room with pedestals in fire, go back there and locate the now accessible opening in the W wall. Pick up the shotgun shells, enter, go left and turn the wheel-switch to turn off the fires in the pedestals; now you can pick up all the glasses on the pedestals: Dark Red Jar, Dark Green Jar, Light Red Jar, Dark Blue Jar, Yellow Jar, Light Blue Jar, Gray Jar and Light Orange Jar. Combine the dark red jar with the dark green jar to form the Brown Jar; combine the light red jar with the dark blue jar to form the Purple Jar; combine the yellow jar with the light blue jar to form the Light Green Jar; finally combine the light orange jar with the Gray Jar to form the Dark Orange Jar. Now you are ready to use these jars in the receptacles with the skulls in the N wall. From left to right: the first, second and fourth receptacles are fire traps (use the jars to see what happens), so use only the purple jar in the third receptacle.
The Aquarium
Use the purple jar and enter to trigger three knights, shoot them and go back to the niche to get the Poison; now exit this room through the S opening, going back to the room with the sprinklers, continue to the trophy room, combine the poison with the fish food to form the Poisoned Fish Food and use it in the machine next to the aquarium (SW corner). As you did before, climb the block, jump to grab the ladder in the hole (facing W), climb up and this time drop into the aquarium, swim through the hole in the floor, open the door in the corner to get flares if you want, kick the brick wall at the end of the underwater passage, advance to find two more brick walls to kick: the one to your left hides a dead end, and the one to your right leads you to a dry room. Open the chest of drawers to get the Oxygen Tablets and pull the switch in the opposite wall to open a door in the aquarium, so swim back there.
Four Underwater Levers
Take a breath and swim through the new opening; in the next room (you can use the oxygen tables here when needed, but remember the notes in the readme file: only when Lara is close to drowning) kick the brick walls over the skull tiles to pull three underwater levers; now swim through the opening in the floor (SW corner), time the popping spikes and pull a last lever to clear an opening in the ceiling of the previous room; swim back there timing the spikes again and get out of the water.
The XPool Lab Keycard
Open the double doors, enter, shoot the giant bug and climb the opening in the ceiling; from this hub room with closed gates in both sides (1) continue through the crawlspace in the right side, go right at the crossing and drop in a dark room. Check the table with the PC and the E door opens, advance until you find a dead end with blinking light; in this room pick up the XPool Lab Keycard next to a dead soldier in the S wall; when you go back to the room with the PC a lot of giant bugs will attack. Once the calm is restored, locate a movable block in the SW corner and move it E under the hole in the ceiling: more giant bugs will attack. Climb the block, climb the opening in the ceiling and go back through the crawlspace to the hub room with two closed gates (1).
Use the card to open the door in the right side and in the next room pick up the Uzis and 2 X uzi clips; check the table with the PC, go back to the hub room and see that the other gate is now open. Advance and in the room with the "crypt" poster you are identified; go back to the hub room where a Big Boss will attack. I think he's immortal, so try to avoid him the best you can, go back to the room where you got the uzis, pull the jumpswitch in the N wall and quickly go back to the room with the "crypt" poster where the door is now open.
The Crypt
Climb down the ladder and inside the crypt shoot the wooden box to get a large medipack; one of the coffins (the one with the open cover) is shootable too, so shoot it to reveal an opening in the floor.
[Note]: if you don't shoot this coffin you still can drop through the hole under it from the back side, but if you do this you'll get trapped forever, you'll never can go up and you'll have to reload. [End note]
Drop down, pick up the Shotgun, shotgun shells and uzi clips; check the table with the books and take care of the spike trap before you pull the wall switch. Go back up to the crypt and note that the E door is now open; check the table with the books and move the Thomas Callahan's coffin on the brown tile in the NW corner and the Terry Rosales' coffin on the brown tile in the SW corner: the W door opens. In the next room advance W to trigger the knight and shoot him first to raise blocks in the SW and NW corners, climb both to get the Revolver, the Sight and revolver ammo; then shoot the rotating coffins and the Boss will turn into a flying creature, shoot him the best you can and pick up the Crowbar (a bone) next to the big skull; shoot the creature a second time and the entrance door will open when he dies. Go back to the crypt, back to the hub room (1) and use the crowbar to open the W door.
Timed Escape
In the next room advance W and after the cutscene go to the entrance and use the horizontal pole to reach the S ledge, jump to the opening with the open door, pull the switch in front of the closed gate to open the door in the N side of the room, go there, pull a second switch to open the gate next to the first switch, go back there and now make your way to go all the long way back to the snowy outside area where you started this adventure a long time ago (in the area with the wooden bridge, drop down, jump into the central pool and follow the underwater passage).
Detour for a secret: from the pool with the horse statue go to the area with the now destroyed hut (where you got the second secret in the first level) and to the very NE corner to find the SECRET #3: the HK Gun and HK ammo.
Quickly go back to the wooden bridge and cross the cave to the area where the helicopter was in the first level, drop down (the countdown stops here) through the hole under the damaged helicopter, slide down the ramps jumping to avoid the fires and trying to roll so you always slide down backwards grabbing the edges; when you reach the long ladder, climb down almost to the bottom, jump back onto a breakable tile, drop/slide/grab the edge, climb down a short ladder, drop/grab the ladder below and climb to get the SECRET #4: the Uzis, uzi clips, 2 X shotgun shells and a small medipack. From the entrance, take a standing jump to grab the edge of the next opening, pull up, slide and drop into the pit to finish the level.
LEVEL 3 – TEMPLE OF CAPAC
Lava Room
Look closely the flyby to see the fires and the route you´ll have to follow to exit this room. Press the timed switch to your right, jump to the central rocks, to the N blocks, climb, roll, take a running jump to the top of the S block, roll, take another running jump to the NE block, turn left, climb the higher block and finally take an angled standing jump to grab the ladder; you are safe here. To get the first secret shimmy left and climb up to find a niche with the SECRET #5: uzi clips, a large medipack and shotgun shells. Go back to the ladder, shimmy right around two corners, jump back with twist onto a slope, jump in last moment and from the next slope jump with a left curve to grab another ladder; shimmy right around two corners and drop on the block with another timed switch. Pull it, take a running jump to grab the N ladder, shimmy left around the corner, jump back with twist to grab a hanging chain, turn right about 50 degrees, jump back with twist to grab another ladder, shimmy left around the corner, drop on a safe ledge, take a running jump to grab the S ladder, shimmy left around two corners and you are safe here grabbing this ladder (1). To get the next secret don't climb up, but take a backflip with twist to grab the horizontal S pole, swing to the slope in the corner, slide, jump with twist in last moment and jump from the next slope to grab the jumpswitch in the W block (if you are not success you always can grab the edge of the W slope, shimmy, pull up and jump back and forth); pick up the large medipack, take a running jump to the N rocks, another one to grab the N ladder, climb down almost to the bottom and jump back landing in a passage with the SECRET #6: shotgun shells, large and small medipacks, uzi clips and flares. To get out climb up the ladder, shimmy left and you are back on the entrance rocks. Note that two blocks have raised in the W wall, so from the entrance jump S to their tops and from the second one turn around and take a standing jump to grab the ladder (1) leading to the room above.
Two Switches
Check the table in the corner to follow the history, shoot the vases to get 2 X shotgun shells and go S timing the popping spikes to the back of the corridor, shoot the vase to get a large medipack and shotgun shells, turn around and jump to grab the N ladder above, climb up, cross the tight rope timing the fire emitters and pull the switch (1 of 2) to light a torch in the N room. Drop down through the hole in the floor and go through the W passage, check another table, cross the next room and in the room with the falling swords pick up the large medipack and pull the switch to raise several blocks around the room; beware of the falling swords from now. Climb the blocks in the SW corner, pull the switch, drop down, climb the block in the NW corner and jump from block to block until you reach the high E opening. In the room with the popping spikes, if you want to get the next secret take a running jump to the top of the column in the NW corner, pull the jumpswitch, jump back to the ledge you came from, go to the room with the falling swords, climb the block in the NW corner, jump to the top of the E block, roll and take a running jump to grab the top of the higher block in the corner to get the SECRET #7: the Uzis, uzi clips and shotgun shells. Go back to the high ledge in the room with the popping spikes the same way. This time take a running jump to grab the E chain, turn right, jump back with twist to grab the other chain, turn left and jump back onto the top of the column with the tight rope; cross it, take a running jump to the ledge in the corner and go all around the room clockwise using the horizontal poles and timing the moving blades until you can climb an opening in the S wall, pull the switch (2 of 2) to light another torch and go back to the room above the lava room using the chain and the column with the tight rope.
The Main Hall
Enter and shoot the vases to get another Shotgun and shotgun shells; the door opens as you approach, so drop down and go up the ramp avoiding the rolling balls, pull the switch to open the gates and continue up the stairs picking up uzi clips on your way up (in a chest at the end of a corridor in a corner) to find a big room. From now I'll call this hub room the "main hall". Shoot the vase in the SW corner to get uzi clips, check the nearby table, shoot the vase in the NW corner to get shotgun shells, shoot the vase in the SW corner to get a small medipack, climb the nearby block to get revolver ammo and go through the E passage. Shoot the centaur coming from your back, check the table with the (!) sign, pick up the shotgun shells in the chest (NW corner) and pull the switch behind the movable crate in the SW corner. Note the three keyholes in the E wall and go back to the main hall finding the open gate in the W wall.
The Dragon Room Gem
Enter and time the rolling wheel (sprint following it) to reach the far opening in the W wall, run down the steps and in the next room time the fire emitters to cross to the W, climb the block in the SW corner, turn around and take a running jump to pull the N jumpswitch, use the pole to reach the top of the raised block, climb the block in the corner, jump to the central ledge and time the swinging chains jumping onto the slopes to cross to the E side of the room; jump over the fire emitters in the corridor and finally pick up the Dragon Room Gem (a door opens somewhere). Go back to the main hall dropping from the hole next to the first fire emitter and timing again the rolling wheel.
The Inferno Room Gem
Run up the red stairs and go left, jump to the ledge, enter, pick up the small medipack, shoot the centaur, check the table, climb the block in the S wall and time the fire emitters to cross the lava pit to the W using the static chains and the horizontal poles (hard task; save in between when grabbing the chains and/or the poles). Once at the other side open the double doors and in the next room check the table; pull only the two switches in the W wall to open a hole in the floor of the room. Drop down, pull the switch, go up (avoid the white rays) and climb the raised block near the SE corner, light a flare and take a standing jump to grab the edge of the opening in the ceiling (tricky), pull up, pick up the Inferno Room Gem and the nearby door opens. Slide down the ramp and jump to grab the swing pole timing the next swings to land into the next passage (hard); when you are success you can go back to the main hall.
Revolver and Lasersight
Go to the right corner (SW) and take a running jump to grab the pole and swing to grab the E ledge. Pull up and push the lion statue out off the ledge to clear the way; climb up the ladder to your right, pick up the shotgun shells and in the next room pull the movable crate in the W wall to get more shotgun shells. There's an opening in the ceiling near the NE corner, so move the crate there and climb up. Go through the crawlspace and drag the corpse to trigger some things in the room below. Go back down, exit N, climb down the ladder, turn left, take a running jump to the top of the E column, jump to pull the jumpswitch and the door in the S wall to the right of the ladder is now open; jump there, enter, pick up the small medipack, shoot a giant bug, light a flare, shoot the vase in the NE corner to get shotgun shells, exit SW, pull the timed switch in the S wall and the lava pit will be filled with water; quickly jump into the pool and pull three underwater levers. If you are not success you are doomed (the switch can only be pulled once) and you'll be forced to reload. The entrance door should be open now, but before you exit go up the ramp in the NW corner to get the SECRET #8: shotgun shells and uzi clips. Go back to the dark room and locate the open door in the SE corner. In the room with the fire emitters pick up the Revolver, the Lasersight and revolver ammo; on the NW block there are uzi clips too. Continue through the next corridor to get back in the main hall.
The Compass Room Gem
As you could watch in the flyby, combine the revolver with the sight to shoot the golden bars in the E, N and W walls: something happened in the room with the fire emitters; so go back there, shoot a lion and pull the three reach-in switches under the Capac images to open a door somewhere. Don't go back to the main hall, but exit S back to the dark room where the door opened and pick up the Compass Room Gem: a door raises in the main hall, so go back there.
Movable Statues Puzzle
The doors in the NW and NE corners should be open now, exposing two movable statues (there is revolver ammo to pick up on the NE block too) so move them to the center of the room and place them on the tiles the white rays are touching (you'll know when they are in the correct position; don't worry) and the big gates at the top of the red stairs open.
The Right Lion Head
In the treasure room pick up the Uzis in the chest, pull the switch in the right side of the stairs to open the W door and check the nearby table; go to the corner with the open door, advance, shoot the lions and move the lion statues twice to the S onto the obvious tiles; go back to the corridor: the door in the corner is now open, advance, step on the breakable tile, fall and continue through the dark passage jumping over the pit and timing the swinging blade. In the next room (1) pull the jumpswitch over the small pool, shoot the lion and exit S to find a pool room where you can get rid of those nasty wraiths (climb the niche with the cross/statue); open the floor trapdoor, swim through the dangerous passage avoiding all the spike traps, surface in the treasure room, pick up the Right Lion Head and shoot two lions.
Timed Runs
Go back to the room with the small pool (1) using the same route and this time go through the crawlspace in the NW corner, advance always to the N until you find a dead end with a lightened torch, turn around, jump/climb, pick up a Torch, go back down, light the torch and go left, shoot a lion and light the wall sconces to open the central trapdoor. Drop down, check the table and go N, pull the timed switch in the corner and run/jump to the blocks in the lava before the fires tun on. Save your game here. Pull the switch and go back to the S side of the room using the horizontal pole and jumping on the sloped blocks, sprint S and from the room with the small pool (1) better take the route with the swinging blade to go back up to the corridor where you moved the lion statues time ago, continue N, up the stairs and jump over the deadly tiles under the white rays before the doors close.
Dangerous Corridors
In this room check the table and go through the opening in the opposite wall, check another table, shoot the vase to get harpoons, run up the stairs, jump from chandelier to chandelier to reach the high ledge in the opposite side, open the chest to get uzi clips and place the gems to open the gates below. Run up the ramp, open the double doors, check the table and pull the switch to open a door in the corridor. Avoid the rolling ball in the ramp (jump back to the entrance), go down, slide, jump over the moving blade and go to the left or right sides when you find the first swinging blade to avoid the rolling wheel; make your way to cross to the S side of the corridor (not hard) and in the crossing with the second swinging blade go right, climb the crawlspace, pull the switch, go back to the corridor where the door in the opposite side is now open, advance and open the double doors to get the SECRET #9: uzi clips and a large medipack shooting the vases and another large medipack in the shelves.
The Left Lion Head
Go back to the dangerous corridor and continue sliding/jumping onto the breakable tiles, timing the swinging blade and finally sprinting before the moving spiked wall turns you into a skewer. Climb the block in the corner, climb again and quickly go right to find a Torch in front of the moving spiked wall, light it and light the remaining wall sconces to open the exit door. In the next corridor ignore the first ladder to your right (closed door above) and ignore the second switch near the pit (boulder trap); pull only the first switch, climb up the ladder in the corner, slide down the ramp and in the room with the rolling wheels you need to press the four buttons in the corners; to avoid the wheels you can situate Lara just in the middle of two tiles against the N or S walls, and to go from the N side to the S side or vice-versa you can take running jumps between the wheels from the higher parts of the floor. When all four buttons are pressed a floor trapdoor opens in the center of the room and the central wheel shortens its route. This could be a good opportunity to get the large medipack if you are fast. Anyway drop through the hole, shoot a giant bug and pick up the Left Lion Head; go back up and to the N side, climb the raised block and the high opening, pull the switch, go down and to the opening in the SE corner to get back in the entrance of this room.
Exiting the Level
Exit N and this time climb up the ladder you ignored earlier, cross the passage avoiding the blades the best you can, drop down through the hole and in the room with the now inactive spiked wall exit through the N opening. Advance, climb up another ladder, shoot the mutant and continue to get back to the room with the big chandeliers; now take the same route with the swinging blade to go back to the room with the small pool (1), place the lion heads in the broken statues to open the central trapdoor and drop down to jump to...
LEVEL 4 – RX RETURNS
First Tape
Climb the W opening, break only the first tile and safely drop down, slide and drop down again; continue W, go through the W opening and pull the floor lever to open the door in the last room. Advance and in the passage with the cells go N, talk with Zip, continue and if you enter the open cell to your left to get the shotgun shells you'll alert a poisonous mutant. Go through the passage in front of this cell and in this library area shoot the white poster with the words "TURN BACK" to get the SECRET #10: the Revolver, the Sight, shotgun shells and revolver ammo; in the room with the blinking light check the cupboard to get harpoons and the table with the PC to hear the first Dr Jessica Illward Tape 1/6.
Cells Area
Exit this library and go right and around the corner, enter the first open cell to your left, kill a giant mutant and the door at the end of the corridor should be open. Pull the jumpswitch in the right side of this last cell to lower a block somewhere, enter the W room and go through the N passage. At the top of the stairs there's a room where you can't do anything at this moment, so go through the S passage, check the tables with the PCs, shoot the circular grate covering the S opening, enter to shoot an electrical box and pull the switch to open one of the cells in the main corridor. Go back to the passage with the cells and locate the open door past the library opening, in the right side.
Room with Sloped Blocks
Enter and drag the movable box out of the niche so you can climb it and reach the high opening in the ceiling, run up the steps, shoot the dog and from the entrance of the next room turn around and note that the RX TECH texture in the corner (inside the corridor) is really a movable block, pull it into the room and climb it to reach the high crawlspace in the S wall; advance, time the teeth doors and in the room with the popping spikes jump onto the series of slopes to reach the high safe ledge in the corner (when landing on the last slope I had to turn and slide backwards, grab the edge, shimmy left, pull up and jump with twist and a right curve to land on the small ledge in the corner); climb, go up the ramp avoiding the rolling balls, drop into the hole to get shotgun shells, climb the opening in the corner, go up the ramp avoiding another rolling ball and time the fire emitter in the crawlspace.
Room with the Deep Pit
In the room with the deep pit what I did was take standing jumps to grab the edges of the floating ledges, pull up and immediately drop/grab the edges to trigger the falling balls (you'll need to check the side of the ledges from where the balls run down); once all the area is cleared take a running jump to grab the edge of the NW opening, pull up, take a step forward, roll twice and drop/grab the edge in the very corner to avoid another rolling ball (or simply sprint forward); pull the switch, use the horizontal pole to land onto the lower ledge and make your way to go back to the room with several slopes and the popping spikes on the floor.
For a secret: from the high NW ledge climb the opening in the corner, take a running jump with twist to grab the opposite slope and continue jumping back and forth sometimes with twist until you reach the higher slopes and jump with a curve into the niche with the switch. Save your game, pull the switch and make your way to go down to the very bottom of this pit without damage (time the spikes at the bottom), quickly go back to the room with several slopes and the popping spikes on the floor, drop down, time again the teeth spikes and in the room with the cages go through the crawlspace in the NE corner with the open grate to get the SECRET #11: a large medipack, shotgun shells, flares and HK ammo.
Second Tape
The N door is now open, but don't go there yet (you need a keycard) and go back to the last cell, move the wooden crate out to the main passage and drag it N near the entrance of the small library so you can climb it and jump up to open the ceiling trapdoor. Climb up the ladder and go left to a room with a Shotgun, shotgun shells and a floor lever to pull (a cover raises somewhere). Before exiting don't forget to check the PC to hear the second Dr Jessica Illward Tape 2/6. Back into the corridor go left (N) and left again (2); jump into the water hole and fight against the currents (all the way in the next rooms) to go through the N opening first, through the N opening in the next underwater room and in the water pit swim up and through the opening in the S side to pull an underwater lever, exit and a bit higher locate the open door in the N wall; swim there and surface. You are safe now.
Third Tape
Check the table with the PC to hear the third Dr Jessica Illward Tape 3/6. Pull the switch in the W wall and go to the E side of the room to open a floor trapdoor; drop down, press the button to stop the big fans (and the currents) and swim all the way back to the room with the water hole (2) pulling an underwater lever behind the penultimate fan to stop the last fan. Once out of the water, exit and go left to the room with the raised covers, shoot the small spiders, check the wardrobes to get the Uzis, uzi clips and a large medipack; press both buttons and go all the way back to the cells area. Advance S to trigger a hammer demigod; continue S to a dead end and enter the cell to your left to pick up shotgun shells and pull a floor lever; go back to the corridor and run N to the end and left (W); in the room at the end of the passage go through the opening to your right and right at the junction to pull a jumpswitch. Now go back to the corridor with the cells (a mutant should be roaming around) and when you see the lava room to your left go there and through the crawlspace in the N wall, drop down, slide, advance and open the double doors.
Fourth Tape
In the room with the PC, check it to hear the fourth Dr Jessica Illward Tape 4/6 and shoot the wooden boxes to get shotgun shells, the Revolver, the Sight and revolver ammo. Go back to the previous room and climb the opening in the ceiling (E wall); go S first to pull a switch and then go back and through the N crawlspace. When you reach the junction you can go left to the room with the arch (for later), right to a room with closed doors and spider statues (1) (for later), so go up the steps and open the nearby floor trapdoor to get shotgun shells and flares; continue up the next steps and take the passage in the left side to find a nasty maze.
The Maze
Here, if you take the wrong paths leading to dead ends you'll find several enemies to shoot. Pick up the flares, advance shooting the box and go left at the first junction, take the first passage to your right and go left at the next junction; in the next area run straight ahead to the N wall, go left and continue to your left when possible to find a wall switch to pull; go back and continue to your left to find a floor trapdoor, open it, drop down and pick up flares, a small medipack, uzi clips, shotgun shells and revolver ammo; then go all the way back to the entrance of the maze and drop down in the room with the closed doors (1) where the N one is now open.
Fifth Tape
Enter, shoot the poster and go right in the next area to hear the fifth Dr Jessica Illward Tape 5/6, now go to the opposite side, pick up the revolver ammo, draw the revolver + sight and save the game for a timed run (only an attempt this time). Pull the switch and enter the W passage, shoot the targets with the golden sign (left, right and right) to raise the next gates and pull the jumpswitch to open the left door (if you are fast enough you can pick up a rocket on your way), run up the stairs and in the next room shoot the last glass urn to get an Apple, place it in the table with the missing apple (penultimate table) facing E and the S fireplace moves, revealing a passage; enter, go down the steps, open the wardrobe to get the Rocket Launcher and a rocket, go to the opposite wall and note that the texture with the "RESTRICTED AREA" words is really a movable block; pull it out and press the button to open the S door.
The Dr Illwards Office Key A
Enter and in this room shoot the mutants, exit S and in the room with electrified floor jump to the safe tiles and from the one in the SE corner shoot the grate in the N wall and use the revolver + sight to shoot a purple wire in that niche: the nearby trapdoor opens. Jump there and swim down and E, surface, pull the switch to turn off the electricity in the room with the hanging wires (alerting a mutant too) and swim back there; explore the area around the corpse to find the Dr Illwards Office Key A and go all the long way back to the spiked corridor where you shot the targets time ago. The door in the N wall is now open, so time the spikes to cross and pull the switch to deactivate them; continue running back to the room with the spider statues (1).
Opening the South Door
The S door is still closed, so exit W and go right up the stairs to the ledge with the opening leading to the maze; this time take a running jump to grab the chandelier and another one to the S ledge, go through the SE crawlspace timing the spikes (sprint key) and advance towards the Dr to the very end of the bridge near the three big faces and they will change; turn around, go towards the big spider and you'll be teleported to the corridor next to the crawlspace, turn around, pull the switch, go back to the room with the spider statues (1) and the S door should be open now. Enter, shoot the small spiders and go through the crawlspace to your left, break the tile, drop and get the SECRET #12: the Shotgun, 2 X shotgun shells and flares (I think only if you pulled the switch in the crawlspace; room with fires). Go back to the corridor, continue E (the other crawlspace is a spike trap) and again through the crawlspace to your left (another trap in the one to your right).
Room with the Big Cobweb
In the hub room with the big cobweb on the floor go to the S room and shoot the wooden box in the corner to get a large medipack and flares; closed doors here, so go back to the hub room and N to the room with the pillars. Shoot the lions and go through the crawlspace in the W wall (over the movable crate), turn around and push the crate outside so you can climb the pillar (better move the crate left or right to prepare a timed run for later), jump to the top of the next pillars avoiding a falling ball and to the opening in the ceiling; time the teeth doors taking a running jump with grab to avoid another falling boulder and to get the next secret drop through the nearby hole, jump over the next hole, pull the switch in the corner and exit to the hub room; go back to the room with the pillars and the ceiling trapdoor over the W one should be open, jump to grab the ladder, climb up and jump back to get the SECRET #13: a small and large medipacks, harpoons, the HK Gun, HK ammo, flares and shotgun shells. Go back to the corridor with the teeth doors.
Timed Runs
This time go to the very W end timing more teeth doors and pull the timed switch, go back to the room with the pillars and run to the passage where the movable crate was, pull another timed switch there and go back to the hub room, to the S room and through the SE passage, pull another switch there, go back to the hub room and locate the open door in the SW corner, pull another switch there, go out and right through the S passage, straight ahead and pick up a Torch, light it, go back to the hub room and light the wall sconces in the E wall to lower blocks in the N room, go there and pull only the W floor lever to open the left door (the central one releases two lions and the right one is a dead end).
Deep Pit Area
Advance, go through the crawlspace, drop and soon you'll watch a flyby of a big area with a deep pit; shoot a big spider, slide down the slope backwards from the left side, grab the edge, drop/grab the crack below, shimmy right, drop onto the safe ledge, jump to grab the upper W ledge, pull up, pull the switch, take a running jump (no grab) to the E raised trapdoor, draw the revolver + sight to shoot the rock in the crack, jump onto the slope, slide/grab the edge, drop/grab the crack and shimmy left to the safe ledge in the corner. Shoot a big spider and take a running jump with a right curve from the opening to land onto the breakable tile, a standing jump to the next one and a running jump without stop to land onto the N safe ledge. Shoot the big spider, climb the N opening, go around and take a running jump to the safe W ledge; from here take a running jump to the high opening in the corner.
Timed Run
Pull the timed switch, jump back to the W ledge, use the swing pole to land on the raised trapdoor, drop from the S side, drop again from the N side, take a standing jump to the lower trapdoor, take a curved running jump to the opening in the wall, take a standing jump to the first breakable tile, roll, jump back with twist, take a standing jump to the last trapdoor and a last jump to the bridge where you are safe. Enter the E opening, shoot a big spider, continue SE, pick up uzi clips behind the E pillar, shoot two more big spiders, advance, pick up shotgun shells in a corner, shoot another big spider and at the end of the path you'll find a wall switch; pull it and go back to the bridge the way you came.
Fighting Against the Boss
Soot another spider and cross to the W side with the open gates, advance and the next gates will open. After the flyby shoot the Fire Demon taking sidejumps and his servants too, pick up 2 X uzi clips and pull the wheel-switch in the S niche to flood the room, go out and check the nearby ceiling to find a hole with an underwater lever, pull it, swim back to the niche with the wheel switch, up and E to a junction where you can take a breath. Swim through the N passage, time the circular blades and you're back in the main room (flooded now). Swim up and through the entrance opening; continue to find a dead end and a passage in the ceiling leading to a corridor where you can take some air.
Detour for a secret: swim back to the flooded pit and through the opening near the NE corner (under the N ledge) to find the SECRET #14: the Uzis, uzi clips and HK ammo. Swim back to the air hole you came from.
Raising Three Doors
Continue swimming W to the hub room with the cobweb on the floor and note that the cobweb has disappeared, so swim through the opening in the floor and soon you'll find an opening in the ceiling, get out of the water, climb the opening in the ceiling to your left and in the next room jump into the water hole with the pipes in the S side. Swim to a room with electrified waters, continue to the S room and to get a secret later, from the first safe block you can shoot the three electrical boxes (even jumping with the pistols) to open a trapdoor somewhere; anyway time the thumper to jump to the small ledge in the SE corner; pull the wheel switch and time the thumper again to go around counterclockwise timing the fire emitter to the ledge in the SW corner; pull the second wheel-switch to deactivate the wires in the previous room. Go back there, jump into the water hole in the center of the room, swim and go right at the junction to find the open trapdoor leading to the SECRET #15: flares, 2 X HK ammo and revolver ammo. Swim back to the junction, take the other passage and surface in a ledge overlooking the room with the wheel-switches; jump to grab the monkeyswing and move yourself to a ledge with a switch to open a door somewhere (1 of 3). Go back to the room with the orange tanks with pipes. This time jump into the water hole with the pipes in the E wall, beware of the falling boulder, time the circular blades, pull the underwater lever to open a door somewhere (2 of 3), take a breath in the air hole and go back to the room with the orange tanks with pipes. Now climb one of the pillars in the E side, climb the higher ledge and pull the timed switch to raise some blocks and turn off a fire so you can jump to the high ledge in the W side and pull a second switch to open a third door somewhere (3 of 3).
The Dr Illwards Office Key B
Drop down and exit W, from the room with the big pipes jump into the water hole and swim E, get out of the water, break the first tile and go down to a room where you'll fight against a Boss Mutated Zip and big spiders; once the calm is restored the N and S door open; in one of them pick up the Dr Illwards Office Key B and in the other one there's a wheel switch to open the exit W door. Go back the way you came to the hub room where the big cobweb was, swim through the E opening and continue back to the room with the spider statues (1). Shoot the posters to clear the keyholes and use the keys to open the E door.
Sixth Tape
Enter, go down the steps and in the next room check the computer monitor in the corner to see that Zip is still alive and look carefully to the table to his right to see a note with the code 8759; check the N computer monitor to get more information and insert the code in the keypad to open the E door. Drop down, open the double doors and advance to be teleported to Lara's bedroom; go inside the fireplace and climb up the ladder, go down, enter the N room, press another button, exit, enter the bathroom, shoot the windows and run and jump W over the platforms to avoid the giant heads; enter the kitchen, open the refrigerator to see Winston beheaded, approach to the S door and it opens; enter and you'll be teleported to a previous room where you can check the PC to hear the sixth Dr Jessica Illward Tape 6/6. Go back up to the room with the hanging skeleton, open the NW chest of drawers avoiding the mummies to get the Sewer Key and go back up to the room with the spider statues (1).
The Sewers
Exit W through the arched opening and continue W through the next arch to find the keyhole; first open the wardrobes to get 2 X shotgun shells, use the key and drop through the hole. In the sewers advance timing all the teeth doors and in the next room go straight ahead through the S passage, right at the crossing and advance W to the very end, continue N and take the W passage to your left; after the flyby continue to the dead end and pull the switch. Go back to the main passage, run S and E and take the first opening to your right; locate the raised door in the E side and enter.
Two Keycards
Check the NE wardrobe to get shotgun shells and flares, continue through the S opening with the open door, check the computer monitor to get information, go to the E room, pick up 2X RX High Security Keycards in the SE corner, check the computer monitors to get information from Carlos and Isabella; exit W, go N to the next room, exit W and go back to the N passage with blinking lights. Go left at the junction and right to the very end where you can use one of the keycards to open the next door; enter and pull the timed switch in the NE corner; now you'll need to wait 80 seconds avoiding a hammergod the best you can until the N door is open. Enter go to the niche to your left, press the button, go back to the previous room, exit S and sprint to the very S end, go left, take the first right and go right to find the open cover, press the button and go back left and right to the N corridor, go right (E) and take the first corridor to your left, locate the niche with the next button in the right side, press it, exit S and go left to find the last button to press: the door of the elevator opens. Go back to the main corridor and always left to find it.
Back to Previous Areas
Press the button in the elevator, exit and you are back in a familiar area. Go E and S, a crate falls from the ceiling, shoot a poisonous mutant, move the crate 10 or 11 times to the S until you can't do it more and push it inside the cell to your right. As you did before, climb it and climb the opening in the ceiling, continue to the room with the caged dog, enter the N room, shoot the ahmet, check the cupboards to get 2 X shotgun shells, a small medipack and HK ammo; open the N double doors and follow the corridor to find the receptacle for the card. Use the card to open the next double doors, advance, shoot the posters, take care of the falling debris and in the control room push the metallic block to the left from the entrance to reveal a button, press it, take the N passage, press the button in the S wall, go back to the control room, shoot the electrical panel near the SW corner, go through the crawlspace, shimmy right to pass the pit with the hanging wires and in the next room check the cupboards to get a small medipack and 2 X shotgun shells; check the central PC to get information and pull the jumpswitch in the W wall to open the S door.
Final Room
In this room another hammergod appears, pull the switch in the SW corner, go to the E wall and pull the jumpswitch to open the SE door; advance and go S, W, S and W to find another jumpswitch to pull; now go through the SW passage and always right when possible to find another wall switch to pull; finally go all the way back to the room with the pit and the metal bridges to find the raised gate in the S wall, pull the switch to open the door of the elevator in the W wall, go there and press the button to activate it.
At the bottom of the pit pick up the TNT Detonator Key in the left side and be prepared to fight against the Boss Malleum and a bunch of flying creatures (harpies); when all the harpies are dead, the ambience turns darker, and you can shoot several hammergods (clones) until eventually a countdown appears on screen showing the time remaining until the N door opens; go there, pull the timed switch in the middle of the corridor and quickly climb the high crawlspace in the W wall; back outside, sprint to the open door in the S wall, pull the switch and watch the flyby. Re-use the switch to open the door and use the E teleporter to return to previous areas of the level.
Exploding the TNT
Exit SE, go left (E) and all the way back to the cell where you placed the movable crate to climb up, exit to the main passage, go N to the very end, turn left and go W to the room with the elevator, go through the N opening and up the steps to the room where you can use the detonator key; explode the TNT and go back to the room with the elevator taking care of the burning floor and the fire emitters, continue E to the passage with the cells, S almost to the very end and go through the opening in the left wall just before the last cell; advance to find the room you saw with the camera shot when you exploded the TNT. Drop through the hole in the floor and advance to find an elevator, use it to finish this very loooong and complex level.
LEVEL 5 – WRATH OF THE GODS
Lava Room
In the lava room pull the reach-in switch in the W wall and now the next one (timed) in the E wall to turn off the fires on the blocks in the lava; jump from block to block to reach the safe opening in the W wall. In the next room shoot the vase to get shotgun shells and climb down the pole timing the circular blades almost to the bottom, jump back into the niche opposite the fire emitter, pull the switch and make your way to climb up to the top timing again the circular blades (use the niches to take a break). Climb up the ladder above the entrance, pick up the uzi clips, cross the wooden bridge, go through the crawlspace, pick up the Uzis and uzi clips, time the fire emitters, use the pole to cross the pit, go up the ramp and use the pole again to jump back to the S side, grab the edge of the slope, pull up and take a backflip with twist to grab the pole again and go back up the ramp. Climb the opening to your right, time the fire emitters, cross another wooden bridge, take a standing jump with grab to land into the E opening and save your game. Pull the timed switch, climb up the ladder, drop down from the opening and jump from block to block to the entrance of the lava room; climb the raised block, take a running jump to the bridge and sprint to the N side before the doors close.
Blade Traps
Take a running jump over the first blades and another one over the second ones with a right curve timing the swinging blade to reach the bottom of the stairs; don't go up but locate the ladder and climb down to the bottom of the pit to get flares. Look up to spot an opening in the N wall, so climb up the ladder and a bit more than middle way shimmy right all what you can and jump back to land into the niche with the SECRET #16: the HK Gun, HK ammo, shotgun shells and a large medipack; take a running jump to grab the ladder, climb up to the bottom of the stairs, go up a bit and quickly grab the ladder again to avoid the rolling balls. Climb up and run up the stairs to a room with three floor levers (1).
Shoot the vases in the corners to get a small medipack and shotgun shells, pull all three levers to open doors above and climb up the ladder next to the entrance. Once on the high ledges you can see open gates in the E, W and S walls; you can follow these paths in any order.
East Door - Key of Viracocha
Carefully walk from the left side of the spike trap, climb down the ladder and in the next room advance N, shoot the centaurs and shoot the vase in the NW niche to get flares. The big column is movable, move it twice to the W and once to the N, enter the opening in the E wall, pull the switch to open the entrance door, pull the switch in the NE niche to raise blocks (and the column), exit W, climb up the ladder and take the E passage to the upper bridge; jump to the top of the raised column and to the small ledge in the S side, pull the switch, make your way to go back down to ground floor, re-use the switch in the NE niche to lower the blocks and move the column five times to the N (over the marked tile where the other raising block is); re-use the switch in the niche (NE corner) to raise the blocks, exit W, climb up the ladder and take the E passage to the upper bridge; jump to the top of the raised column and to the small ledge in the N side, pull the switch, make your way to go back down to ground floor, re-use the switch in the niche (NW corner) to lower the blocks and move the column three times S and twice E onto the marked tile; now pull the wall switch in the E wall under the lightened torch to raise the column once more and exit W, climb up the ladder and take the E passage to the upper bridge; jump to the top of the raised column and to the E ledge; advance to a new room.
Shot several harpies here and open the double doors behind the throne to get the Key of Viracocha. Now go all the long way back to the room with the three floor levers (1), but this wont be easy because things have changed in this room. Jump to the SE block, drop down and run/jump all around the room counterclockwise timing the fire emitter to the block in the SW corner with the timed switch; pull it and quickly jump back to the N one, to the central ones and continue jumping/climbing clockwise until you reach the high S opening (you don't need to grab the edges except when jumping from the block with the timed switch to the N one, or you wont get it in time). Continue to the room with three floor levers (1) shooting a harpy on your way.
South Door - Key of Capac
Advance avoiding the rolling boulder an it'll open a trapdoor; climb down the ladder timing the popping spikes and advance to a lava room. Use the safe blocks in the lava to reach the high W ledge with the switch (climb up the ladder in the right side), pull it to raise blocks in the bridge and go there; from the first part of the bridge jump to the top of the NE raised block and to the ledge above with the movable crate. Push the movable crate to the S, out of this ledge, so it falls onto the bridge, now jump to the E wooden bridge, pull the switch in the niche and push the movable crate to the W, out of the bridge, so it falls onto the bridge below too; now drop down onto the lower bridge and push both crates to the S so they land onto the last part of the bridge with flames: a trapdoor opens somewhere). Now go the very NE corner of the room where the open door is, advance avoiding the rolling boulder and pull the switch to turn off the fires in the last part (S) of the broken bridge. Drop down and go back to the ledge were the first movable crate was; again, jump to the E wooden bridge and to the niche with the switch you used before. Here there is the open trapdoor, so climb up the ladder and in the next room be fast to pull all four switches before the moving spiked wall catches you; when all four switches are pulled a third crate will drop on the last part of the bridge.
For a secret: once you've pulled all four switches, go back to the entrance opening (the block blocking the entrance disappears) and climb the crawlspace in the corner to go to the area where the spiked wall initially was, finding the SECRET #17: 2 X shotgun shells and revolver ammo. Go back to the main lava room the way you came.
From the last crate you released take a running jump to the S side of the broken bridge, take another running jump (no grab) to the W block with the switch, pull it, jump back to the bridge and use the E blocks to reach the higher wooden bridge; cross to the W side timing the swinging rams the best you can (I did it without damage by crawling and using the "sprint" key). Once at the other side note the locked opening with the woods (2), time a last swinging ram to take a running jump to the next bridge, push off the movable crate so it falls into the lava floor, drop down onto it and climb down the ladder.
In this room pull the switch in the niche and go back up to the lava room; time the swinging ram again, time two more rams in a E direction and drop down on the platform below where a machine gun has appeared; shoot the harpies and use the machine gun to shoot in a NW direction to break the woods (2) in the high W opening at the end of the wooden bridge. Go all the way back there as you did before; advance up the ramp avoiding the rolling boulder and pull the switch to open the door in the E side of the bridge with the swinging rams (yes, you'll need to time them again to cross to the E). In the next room check the table, open the double doors and pick up the Key of Capac just in front of the wall switch, pull it, go back to the lava room, cross the lower bridge to the N side and jump to the opening in the very NE corner with the open door as you did before; enter, climb the opening in the corner and go E to a pit with a ladder; climb it up to the very top and advance to get back to the room with the three floor levers (1).
West Door - Key of Illapa
In the opening to the left pick up 2 X shotgun shells, go up the ramp avoid the rolling boulder, jump into the water hole, pick up the large medipack and continue to find a pool room (3). Shoot the vases to get uzi clips, jump into the pool, follow the underwater passage and go left at the junction to pull an underwater lever (if you swim up through the holes in the ceiling a shark is waiting); go back all around counterclockwise to a hub room (4) with an air hole in the ceiling where you can take a breath. Swim N first, down at the end and right (ignore the opening to your right) to find a sunken room; pull the lever in the S wall to open the door below and quickly enter (moving spiked wall) to get shotgun shells; exit W, surface and in the next room pull the switch to trigger something in the pool room (3). Swim all the way back there (via the hub room (4)) to see that it's flooded now and you can swim up through an opening in the ceiling (S). Time the circular blades, pull the underwater lever, swim back to the air hole, swim back to the pool room, swim back to the hub room (4) and take the S passage this time to find the open trapdoor; get out of the water, time the darts and the gates open as you approach.
Movable Crates Puzzle
In this new area shoot the yetis and locate a wall switch to pull behind the N waterfall, it opens the E door in the pool to get the SECRET #18: 2 X shotgun shells. Now swim through the opening in the opposite side and in the next room note that there are three movable crates on the floor and two high openings in the N and S walls with wall switches. Use one of the crates to pull these switches and see that they raise blocks near the NE and NW ledges (not marked). What you must do is to place two crates over the unmarked tiles with the raising blocks and use the remaining crate to pull the switches to raise the blocks (and the crates) so you can climb (with the help of that third crate) the NE and NW ledges and drag the upper crates next to the fish statues once to the S to flood the room; once you are success pull the underwater lever near the SW corner and swim to the S niche with the wall switch to find the open trapdoor.
Sunken Room
In this room use the zip-line and take a standing jump over the upper part of the waterfall, take another standing jump to grab the edge of the S opening, pick up the large medipack and drop down into the water hole. In the next underwater room there's a Harpoon Gun + harpoons to pick up and a couple of underwater levers to pull in the N and S walls to open the floor trapdoor in the center of the room (there are more harpoons near the N lever too), but there's also a furious shark to do things difficult; the entrance is locked now so I advise you to quickly pick up the gun, shoot the shark and pull the levers before you get out of air. If you were fast, swim through the hole in the floor with the open trapdoor (center of the room) and follow the passage to take a needed breath.
Room with Breakable Tiles
In this room time the white rays and run over the four tiles under the spheres (you'll need to be lucky) to open the E door (I had to use medipacks here); go there, pull the switch and use the remaining tiles to get back to the entrance. Go back to the room with the waterfalls where the W gates are now open. Continue timing the moving blocks, climb the opening in the corner and in the next room pick up the revolver ammo and time the moving blocks to pull the switches in the SE and NE corners; there is a crawlspace in the SE corner with a small medipack, shotgun shells and uzi clips too. The doors in the SW and NW passages should be open now, so time the blocks again and go there to pull two more switches and open the exit door.
Pick up the shotgun shells and jump into the water hole, advance and in the next room pick up the shotgun shells and shoot the vases to get more shotgun shells and a large medipack. There are double doors to open in the N and S walls. Open the N doors and shoot the vase to expose a bird statue so you can get rid of a wraith later; now open the S doors and go up to the first floor. Shoot the vase in the corner and use the poles to reach the N ledge, shoot the vase to get shotgun shells, run down the steps, open the double doors, explore the small pool in the NW corner to get 2 X shotgun shells and check the table to release the Spirit of Apu Illapa and two wraiths. Quickly run back to the main room, use the statue to kill the wraiths and shoot the spirit in different parts of the room until he explodes (and a yeti too???), a bit later a flying creature will show up spitting fire bolts, so shoot and shoot again until you defeat it. The central pool should be accessible now, so jump into the water, open the W door and pick up the Key of Illapa. Now go all the long way back to the room with three floor levers (1).
Final Fight
Once you've got all three keys a hole appears in the floor of this room; climb down the long ladder to the very bottom and use the three keys to open the E door; enter, pick up (uf! very suspicious!) 2 X shotgun shells, 2 X revolver ammo, 2 X uzi clips and large and small medipacks; shoot the vases in the N and S niches to get 2 X uzi clips and exit E. Go up the stairs and at middle way turn left to see that one of the alcoves has a missing lion statue, climb there, kick the lower part of the wall, pull the switch and go back up the stairs. Use the teleporter and after the flyby you'll have to deal with two very hard bosses: XP002 and Dr Jessica Willard, seasoned with harpies and poisonous lizards (run and jump continuously all around the platforms, use powerful weapons and medipacks when necessary; you can save the game in between if you consider the fighting is going right). When the battle ends the adventure finishes.
February – 16 – 2026