CLAWS IN THE DARKNESS
Levels by Astraf
Walkthrough by Phil Lambeth
Level 1: ABANDONED FARM
After sliding down, note that you have unlimited flares but no weapons in your inventory, run forward past a side passage to the wall and look left for a small medipack. Look right for a floor hole, drop down and run forward to find the FARM KEYS on a brick slab. Go back, pull out of the hole and run back toward where you slid down. Turn left, go up a slight ramp to a hut and open the door with your key. Enter and go around the table to open the back door. Look left for a COG WHEEL (1 of 3), loop left around the hut for another small medipack and go to the structure against the N wall for a SILVER CROSS (1).
Return to the hut, go up the stairs and around the bed for a large medipack, find the CHURCH KEY on the bed and beat a hasty retreat as a bat starts getting into your hair. Exit the hut, run straight across in the passage ahead and jump up left onto the stone wall for a large medipack. Hop down beside the dry stream bed and follow it around to a door in the N wall you can open with the Farm Keys. Go inside for a message saying that you need 10 of those silver crosses to accomplish some purpose either here or elsewhere. Pull down the wall switch near the fireplace to lower a nearby trap door, go around right and climb the ladder to face a panel with three missing cogs. As you have only one, turn left and pull the wheel several times to lift the S door ahead.
Run around the wheel onto an outdoor balcony and loop around right to find a jump switch that opens the floodgate and fills the stream bed with flowing water. Save, turn around and walk with your left shoulder against the wall to the corner. Turn slightly left and hop back. Take a standing jump past the railing to land on a flat spot below the balcony. If you miss and slide down to the ground, reload and try again. Pick up A Letter from Arnold that appears in your inventory as PERSONAL LETTERS (1 of 10). Slide to the ground, run across the bridge to a water hole and jump in to cause a level jump.
Level 2: CASTLE RUINS
Pull out E and take a running jump onto the W bank. Follow the cave to an outdoor chasm and take a running jump NW to land on a slope. Slide and grab, shimmy left and pull up onto a flat spot for a small medipack. Walk back the other way, stand jump over the gap onto another flat spot, hop up and turn right. Walk W to the slope, take a running jump past it and jump up left to a triangular cave entrance that brings you around to the CROWBAR. Return, jump back to the other side of the slope and go to the end of the ledge. Hop down left for a SILVER CROSS (2), jump back up to the entrance and return through the cave to the water hole. Swim back to the level change trigger.
Level 1: ABANDONED FARM (revisited)
Pull out of the water hole, loop around right to the third bridge and go across to return to the hut. Turn right and stay right as you follow the path to another water hole. Jump in, swim forward and pass through a narrow opening just below a ceiling grate. Pick up an illegible note that's added to your PERSONAL LETTERS (2 of 10), return for air and this time swim through the W opening for a level change.
Level 2: CASTLE RUINS (revisited)
Turn left at the grate, surface and wade out toward some spooky ruins. Search the N and S ends of this box canyon for 2 x small medipack and enter the W cave. Go up S and W to trigger two boulders and run back the way you came past the entrance. Wait for the boulders to stop rolling, go past them and continue up to an outside area. Keep to your right and you'll come to an entrance to the ruins.
Step inside and go left under a couple on chandeliers to find switches of several varieties. First, go around to the other side of the lectern and pick up the SILVER CROSS (3). Next, turn around and activate the NW crowbar switch to lower a block and set yourself up for a timed run. Save in front of the wall switch on the lectern, pull it down to raise a platform behind you and run up the ramp to your right. Turn right and jump E to grab the block. Pull up, turn slightly left and take a running jump to grab the crack in the column. Shift right around two corners, drop and reverse roll, walk up to the right corner, jump onto the column where the block lowered and continue with a running jump onto the raised platform against the W wall. Pull the chain inside the alcove to separate and drop one of the chandeliers so that you can now use its supporting rope.
Drop to the floor, use that ramp to reach the E block again and jump to grab the rope. You should be lined up to swing SE and jump off to land on a similar block across the room. Turn right and take a running jump to grab the slope. Pull up, slide and jump to grab the block ahead, pull up and turn around. Jump onto the slope, slide and grab, shimmy right around the corner and pull into a crawl space. Crawl around until you can stand up, continue to A Letter from Peter which is added to your PERSONAL LETTERS (3 of 10). Return to the crawl space, hang from the edge, shimmy to the right corner, drop onto the slope and take a rolling back flip with a left curve to land on a safe section of the floor.
Use the ramp a third time to reach the block on the N side of the room, repeat the moves described above to reach the higher block across the room beyond the W slope. This time, however, face SW and stand jump with grab to land inside an opening in the S wall. Pull the chain in the alcove to release the second chandelier, but you can't reach the revealed rope from here. So yes, you now need to make yet another trip to the first rope so you can use it to reach the second rope. Swing and jump to land on the W balcony, pry the GOLDEN COIN off the wall with the crowbar and safety drop to the floor. Run E to the far end of the room and find a receptacle beneath the timed platform. Place the Golden Coin to lower a portion of a nearby drawbridge.
Turn around, go SW to the floor pit and slide down backwards. Grab the edge, safety drop near a large medipack and slide backwards down the next portion of the pit. Grab the edge and shimmy left a long distance until you can pull up onto a flat spot next to the lowered drawbridge. Get onto the drawbridge, walk out to the end, turn around and slide backwards down a slope. Grab the edge, pull up and take a rolling back flip to grab the sloped ledge on the other side. Shimmy left a bit and pull up onto a flat spot. Vault up near the other half of the drawbridge (which is still rolled up), go past it into the cave and follow until you turn the corner facing E. Walk up backwards to trigger one or more boulders (I never saw them) and beat a hasty retreat back to the cave entrance. When the rumbling sounds stop, go back up to a veranda and loop around right.
Pull up onto the block where you see the red exclamation point and you'll get slightly misleading instructions for performing a sprint jump (instead of "3 x DOWN" you start by hopping back three times, which I concede may be another way of saying the same thing). So, walk to the E edge, stand right so you're not directly facing the pushpiece ahead, hop back three times and start sprinting. When you near the edge press the jump key and grab the ledge to the right of the pushpiece. Pull up and push the pushpiece off the ledge. Amazingly, it lands upright, so hop down after it and push it one time W, one time N, get up onto it and take a running jump to grab a N balcony. Pull up, take a running jump to the E ledge and push the floor lever to lower a block beneath a mural you can see ahead and to your right.
Jump back to the previous balcony and line up in tight quarters for a sprint jump W to grab the jutting ledge. Pull up and grab the COG WHEEL (2 of 3), jump to a slope and slide down with no health loss, go to the mural with a missing piece and move the nearby pushblock onto the spot where the block lowered. Return to the pushpiece and look NE for a Maltese cross, in front of which is a plinth with a SILVER CROSS (4). Use the pushpiece to get back onto the N balcony and from there to the E ledge, push the floor lever N to raise the block again and drop to the floor. Move the pushpiece S in front of the raised block, get up on it and push the pushblock into the mural to lower the second half of the drawbridge and awaken a malevolent creature.
Hop down and exit this area via the boulder tunnel through which you arrived. Run across the completed bridge and through the cave ahead past the waiting ahmet. Continue to the small pond, jump in and swim through the opening into the underwater cave. Turn right and continue to a level change.
Level 1: ABANDONED FARM (revisited)
Swim forward to the wall, turn right to surface and pull out into the path. Stay right and come to a floor hole. Hop down and follow the dark passage to another level change.
Level 3: CHURCH
Hop down to a lower passage, follow to an outdoor path and continue until you reach the eponymous church building. For some pickups, go to your right and look for a small medipack a short distance past the tree. Go the other way, around the left side of the church for a large medipack. Go around to the front of the church and use the Church Key to open the double doors.
Enter the dark interior and find a large medipack at the near right corner. Go to the altar at the rear of the sanctuary for a SILVER CROSS (5). Go back a bit, vault up left onto the raised slab and face S to jump up and activate a jump switch that opens the W gate in the altar passage. Enter the side room for the CELLAR KEY, look in the corner for a small medipack, exit and squeeze between the columns opposite the jump switch columns to find another Letter from Peter to add to your PERSONAL LETTERS (4 of 10). Go through the E opening in the altar passage and down the winding stairs until you reach a door you can open with the Cellar Key. Step into the cellar, pick up the small medipack in the alcove ahead and continue into a room with three wall switches.
Pull down the W switch and immediately side flip left to avoid the triggered spikes. The N door also opens, so go on through into a room with three more wall switches. Pull down only the NW switch, return to the previous room and pull down the E switch to lower a nearby block. Climb down the ladder in the N doorway, reverse roll and crawl underneath a horizontal blade trap. At the wall turn right and run across a corner of the slab in front of the stone face to trigger the hidden floor blades. Go around the left side of the stone face for a small medipack, avoid the spike-trapped floor hole behind the stone face and enter the S passage. Go up to your right and right across a corner of the first step to trigger the floor blades. Loop around right to the top of the steps, jump over the gap and press the face button (1 of 4).
Don't drop down (spike trap) but go back down the steps and enter the S passage. The raised slab will trigger a boulder, so hop back after stepping on it. Go up where the boulder came from and use the reach-in switch to grab the POWER GENERATOR CONNECTOR. Turn around, go back down to the steps and continue down E to a connecting passage. Crawl S to avoid a horizontal blade trap and push another face button (2 of 4) at the corner. Go up the steps to your left, trigger more floor blades just around the corner and crawl W to avoid another horizontal blade. Pick up the large medipack and use the reach-in switch to acquire a SILVER CROSS (6). Go N up the ramp to trigger a blade ball, crawl under it and continue N to a connecting passage. To your left is the flaming oil you've been seeing in the cut scenes. If you loop around right you will soon come to an alcove with a reach-in switch that releases a horde of beetles, so leave it alone.
Jump up to grab the ceiling and monkey swing past the oil, noting for later the alcove to your left. Drop down, push the face button (3 of 4) and return via the monkey bars. Return to the boulder passage by going up S to the blade ball, crawl under it and continue S with a dogleg left, loop around right past the face button, take the first left up the W steps, dogleg a bit left and continue up W, loop around left into the boulder passage and pull up left in front of the reach-in switch. Follow to a floor hole, pick up the small medipack on your right and push the face button (4 of 4) on your left. Retrace your steps back to the flaming oil and monkey swing to the alcove you noted earlier, where a coffin has opened up. Step inside and slide down into a cave. Follow until you reach a plinth bearing a TORCH.
Continue through the cave until you reach a wall torch with which you can light the torch you're carrying. Light the wall torch next to it, hear the sound of a block lowering, look for the nearby E opening and follow, looping around left until you reach a wall opening. Leave the torch here, go back the way you came, turn left at the wall and follow the W passage until you reach a gray slab at the SW corner. There's a ceiling hole above the slab, so climb the ladder in the E face, shift left and drop into an upper room. Place the Power Generator Connector in the receptacle to turn on the lights below and lift a gate elsewhere, get back down and follow the nearby N opening to the lifted gate.
Enter and grab the small medipack in the first alcove on your right. Continue to a dark room with two chains. Pull them both to release an ahmet, dash into its cage and quickly pick up the COG WHEEL (3 of 3). Run to the back wall and pull up into the alcove for A Letter from Arnold that gets added to your PERSONAL LETTERS (5 of 10). Hop down, run past the ahmet as it gives chase and keep looping around left until you return to the lighted wall torches. Continue N and loop around to the wall opening, pick up your torch and go up W. Jump N over the floor hole and light the wall torch to lower a nearby block. Jump back over the floor hole, turn left and then a quick right and follow to the lowered block.
Enter a familiar passage that leads to the flaming oil, take the first left with the ahmet in hot pursuit and then a quick right, the next left, the next right and up the steps to a crossing. Stay left, go up more steps and dogleg left, turn left at the first step and jump over the floor hole on your right. Light the torch on the face tile to lower the block beside you. Toss your torch so that it doesn't bounce off the wall and fall into the wall hole and pick up a Letter from Peter to add to your collection of PERSONAL LETTERS (6 of 10). Retrieve your torch, jump over the floor hole and turn left, then right, down a few steps and another right, continue to the wall and turn left, then a quick right, then a left, then a right at the wall and follow the passage toward the cave entrance. Loop around left at the floor depression, go up the steps and jump over the floor hole to your left when you reach the wall. Light the wall torch in the alcove to open a door behind you, jump back over the floor hole and follow the passage past the opened door to an earlier room with the wall switches.
Loop around left, go to the S wall and turn right. Hop down into the floor hole, turn around and light the wall torch to open a nearby door, hop back out (you have no further need of the torch) and go straight past the opened door. Go up some steps, turn left at the wall (if you turn right you'll return to the church) and go around the corner to find a ceiling trap door. Stand under it with your back against the S wall, jump up to open the trap door and pull up where you'll be safe from the ahmet. Go around the corner for a small medipack, look left for a narrow alcove with a jump switch and activate it to open a door elsewhere. Take a SILVER CROSS (7) from the W altar, beef up your health if necessary and drop back down into the passage where the ahmet is patiently waiting. Run E and N to an outdoor gravesite and find another SILVER CROSS (8).
Return to the passage and stay right so that you return to the church. Run straight across W into the side room, turn left and come to a new room with 3 x shotgun ammo and A Letter from Reverend Ferdinant to add to your PERSONAL LETTERS (7 of 10). Exit through the main sanctuary and the N front door, run straight forward and follow the path to the upper passage and continue, pulling up as necessary, for a level change.
Level 1: ABANDONED FARM (revisited)
Run forward, pull out and turn right at the wall. Follow the path to the hut, turn left toward the stream and follow it N and W to the opened door on your right. Climb the ladder in the NE alcove to the upper room, place the Cog Wheels on the three vacant pegs and watch the brief cut scene. Open the N crowbar door, enter a bedroom and grab the REVOLVER from the bed. Unfortunately, it's not loaded, so open the W door to a room with a shallow pool, go past the lifted gate in the N wall for a SILVER CROSS (9) and exit to the previous room. Run past the crowbar door and down the winding steps to a landing, locate the large medipack around the corner and open both doors now if you wish (the W door leads to a bedroom that appears to be of no importance).
Exit S and folow the path down to alcove on your right, where you'll find another SILVER CROSS (10) and get a screen shot of an earlier room. Continue down E and turn right at the wall. Open the crowbar door at the end of the short passage that provides another way back up to the hut. For now, turn around and go back the way you came. Open the door in the W wall with the Farm Keys and enter a familiar room. Approach the stove against the back wall to trigger a balcony view of the stream and also to arm yourself with 10 Silver Bullets for your Revolver. Exit S to the stream area, shoot an owl lurking outside, continue into the SE path and follow, looping right around the hut and staying right until you reach a familiar water hole. Jump in, swim into the W passage and follow to a level change.
Level 2: CASTLE RUINS (revisited)
Turn left past the closed grate, surface and wade out. Save your game here if you wish to play all available endings.
An ahmet will attack. If you shoot it now, you'll trigger a concluding flyby and miss out on a substantial amount of gameplay.
Reload if applicable, run past the ahmet and into the SW cave. Continue around to an open area, loop around right and return to the room with the two ropes. Use the ramp and block on the N side of the room to reach the block on the S side of the room. Take a running jump to grab the W slope, pull up and slide and jump to the next block. Use the binoculars and action key to spot the bell hanging over the W balcony, jump up and fire one silver bullet. Hopefully you'll be rewarded by the sound of a clanging bell. Run off SW onto the slope and slide to the floor, get up onto the N ramp and take a running jump NW into a high alcove with A Letter from Peter to add to your PERSONAL LETTERS (8 of 10).
Safety drop to the floor, exit SE while avoiding the ahmet and when you reach the open area turn left and jump into the small pond. Swim back to the level change.
Level 1: ABANDONED FARM (revisited)
Swim forward, turn right at the wall, surface and pull out. Run forward, turn right and follow to the floor hole. Hop down and run forward for another level change.
Level 1: CHURCH (revisited)
Hop down and continue along the path toward the church and save your game. When you encounter the ahmet, shoot it to trigger a different flyby and find yourself next to a campfire in the dead of night. Turn right, slide down into an open area and enter the S passage on your right. Turn right at the wall and make your way down a winding underground path, triggering several boulders along the way. When they've all stopped rolling, continue up to an outdoor area where a steady rain is falling. Locate a wooden bridge and run S across it. Head diagonally to your left into a pathway, or to your right into a cave, as it appears there's nothing left to do here. Shoot the pursuing ahmet for a couple of concluding flybys, the second of which is totally superfluous. Reload your previous savegame to continue normally.
Run past the ahmet into the church, continue to the altar passage and turn right into the side room. Turn left, climb the ladder surface, shift left and drop next to a large jar. Shoot it to expose a crowbar switch. Face E, activate the switch to open a nearby gate and drop to the floor. Exit the church N, loop around left and hop down into the SW passage. Go past the opened gate, pause for a large medipack and shotgun ammo, pull up S to a higher passage and continue to a floor hole. Climb down the ladder and follow the underground tunnel to a level change.
Level 2: CASTLE RUINS (revisited)
Follow the dark tunnel until you step on a pile of bones and trigger a brief cut scene. A Letter from Peter is just a step or two away to add to your PERSONAL LETTERS (9 of 10). Near the N wall you'll find shotgun ammo. Use the binoculars and action key for light if you want to go back and look for 2 x shotgun ammo. Otherwise, continue back through the long tunnel to the previous level change.
Level 3: CHURCH (revisited)
Run to the ladder, climb up to the winding passage and return outside to the church. Go in through the front door, run to the altar passage and turn left. Go through the S passage and shoot the grate in the SE alcove. Go outside, pick up the shotgun ammo at the opening and look left for A Letter from Reverend Ferdinant to complete your collection of PERSONAL LETTERS (10 of 10). Pause for 2 x shotgun ammo, return to the stairs and continue to the opened doorway that brings you to the lower room with three wall switches. Climb down the ladder in the floor hole, turn left at the face tile, crawl around right under the blade ball and go down to the S wall.
Dogleg left, loop around right past the face button and turn right at the wall. Go left, right and left again up through the passage to the crossing, continue straight to enter the cave and loop around right. Follow down to the S side passage to your left, go on past the torch plinth and through the opened coffin. Drop down the floor hole and slide to trigger a flyby and a level change.
Level 4: DEMON'S LAIR
Run forward and around the corner to trigger another flyby, get past an awakened mummy and drop down into an underground room. Pick up a book called DEMONIC CREATURES II and the nearby SHOTGUN and look around the perimeter of the room for 3 x shotgun ammo, one of which is at the NE cave entrance (for later).
Pull up into a crawl space in the SE alcove and flip out the other end into a dark room. Note the ladder on the column to your left, leave alone for now the wall switch to your right and search the perimeter for 2 x shotgun ammo and a large medipack (SW corner) as you note another switch in the N wall. Save your game in front of this switch, pull it down to raised a timed platform behind you, reverse roll and sprint back S and loop around right to that column ladder. Climb up, and when you pull up initiate a sprint jump to land on the raised platform. Stand jump forward and push the face button.
Safety drop to the floor and go to the S wall switch, which is also timed. Pull it down, reverse roll and go to the column ladder, climb up and take a rolling back flip onto the raised platform. Stand jump forward, push the face button and drop to the floor. Go to the S wall where a gate has lifted, pull up and take the DEMONIC KEY 1 from the plinth. Hop down, shoot four cadaverous dogs and go to the NW corner where you entered this room. Go through the crawl space, flip out into the previous room and loop around left to the middle S alcove to find the receptacle for your key. The double doors open above you, so hop up and walk slowly to the left of the slope to trigger a spear trap. Crawl underneath it and pull the cage from its resting place. Get up on it, stand a bit right of center and jump up to grab the opening.
Pull up and take a rolling back flip with a sharp left curve to land on a slope. Grab, shimmy to the right corner, pull up and take a back flip to land on a stable ledge. Face SW, stand jump to grab a corner block, pull up and take a running jump slightly NW to grab the crawl space. Crawl through to a ledge overlooking the first room, shoot three snakes approaching from your right and go E where they came from. When you reach the floor hole, drop to a lower room and pick up the nearby shotgun ammo. Go around to the other end of the ledge for a large medipack. The lower portion of the room needs to be carefully navigated. From the E side of the ledge, drop down onto the tile with the circular design. Your task is to jump only onto those tiles bearing that same design, except that you can also use the safe central square. You can also jump to the same tile more than once, to make things a bit easier. When done, a gate opens. Climb back up to the ledge, go to the W wall and pull up into the passage.
Follow the ledge past the dead snakes, hang from the edge and shimmy right to the corner. Pull up for shotgun ammo, hang from the edge again, shimmy left until you can drop safely and drop further to the lower floor. Go to the SE alcove, pull up into the crawl space and flip out into the room where you began the level. Climb the nearby ladder, pull up and turn to face slightly NW. Take a running jump to land on a slope, slide and jump with grab to land inside an opening in the N wall. Pull up and enter the crawl space to your left. Crawl to an interior passage, turn left and jump over the sleeping mummy so as not to awaken it. Go past the lifted gate and take the CRESCENT MOON from the plinth. Run back, jump over the mummy again and use the crawl space to return to the previous room.
Safety drop to the floor and jump up to grab the lower crawl space. Pull inside and crawl through, flip out the other side and run forward across to the NE opening you visited earlier. Pull up, enter the cave and come to a slope. Slide and jump over the spike pit, come to a lower passage and walk slowly to trigger a spear trap just around the corner. Crawl under it, pick up the shotgun ammo and run forward and around right to a lava pool. Shoot the undead dog and go around to the N wall. Face W and initiate a sprint jump over the lava to grab the wall crack on the other side. Shimmy left around the corner and pull up into a crawl space. Crawl around in horseshoe fashion, pause for a small medipack at the corner and flip out S into the "lava" that, strangely enough, doesn't kill you immediately but does sap your health in the same manner as a scorpion sting.
Swim forward and pull out onto a small ledge for shotgun ammo and a large medipack. Swim to the NW corner, pull out onto the ledge, use a medipack and await the arrival of a snake (one or two more are lurking nearby in the lava, but you might not encounter them until later). Enter the E cave via either entrance and save your game in front of the timed wall switch in the E alcove. You may want to practice the elaborate run described below before doing it in earnest. In any event, pull down the switch for a dizzying cut scene, reverse roll, run toward the entrance on your right and initiate a sprint jump to grab the wall crack across the lava. Shimmy left around the corner, drop onto a ledge, reverse roll and take a running jump to the next ledge, turn right and take another running jump, go left around the corner and take a running jump to grab a wall crack. Shimmy right around the corner, and just after you reach a fixed camera drop onto a small slope and jump without sliding onto a block in the lava. Face E, take a running jump onto the ledge ahead, continue with a sprint jump onto the ledge near the SE corner, take a running jump onto the slope ahead, slide and jump onto a small ledge. Turn left, jump up to grab the monkey bars and monkey swing W until you drop onto a ledge near the wall. Turn right and take a running jump to grab the wall crack, shimmy right until you can drop into a sloped passage, go up E toward the timed door and ignore the shotgun ammo for now.
Take the DEMONIC KEY II from the plinth as a trap door opens elsewhere, hop back for that shotgun ammo and go back down the ramp toward the lava if you'd like to kill the snakes that were following you during the timed run. Otherwise, slide N down the slope and shoot two undead dogs waiting in the cave below. Locate the ladder block in the ceiling, face E and back flip onto the nearby slope. Slide a bit, jump to grab the ladder and climb up past the opened trap door into an upper room. Grab the shotgun ammo on the block to your left, open the NW crowbar door and follow the torch-lit path W. Get past the mummy, safety drop right into the room below and use the key in the middle N alcove to open the double doors above.
Hop up, walk slowly toward the left of the sloped block to trigger a spear trap, crawl under it and back flip onto the slope. Jump to grab the upper W slope, shimmy left, pull up and take a rolling back flip to grab the flat spot. Pull up, jump up the slope to your left and take a running jump SW to grab the crawl space. Pull inside, crawl to a ledge, vault up and shoot three snakes advancing from your left. Look right for a small medipack, go where the snakes came from and drop down the floor hole onto a lower ledge. Grab the small medipack and shotgun ammo, look down and see a puzzle similar to the one you navigated earlier. The drill is the same. Step only on those tiles with the simple circular design, and when you've done this a gate lifts elsewhere.
Pull out onto the ledge and go to the ceiling hole against the W wall. Pull up and follow the passage to the ledge with the dead snakes, hang left and shimmy if necessary to drop onto the ledge below. Safety drop to the lower room and go to the NE corner. Pull up onto the ledge, enter the cave and slide down the slope, jumping over the spike pit along the way. Crawl under the spear trap, run forward a bit to the slope on your right, face E and back flip onto the slope. Slide and jump to grab the block ladder, climb to the upper room and loop around left to the opened door. Follow E past the bewildered mummy and the lifted gate and take the STAR CROSS from the plinth. Go back, drop off left and slide to the floor, go that device in the middle of the floor and combine the Star Cross and Crescent Moon. Face W, place the LILITH SYMBOL on the device and the double doors ahead open.
Go up the steps past the double doors, pick up the large medipack and turn right at the crossing. Jump W over the lava pit, loop around right and push the floor lever to attract an arachnid monster that shoots deadly blue bolts. It took me nearly 30 shotgun shells to kill it, but I had plenty of medipacks in reserve while accomplishing that mission. Go the other way (S) and jump over the lava pit on your left to find another floor lever around the corner. Push it, head W past the lava pit and loop around right to find another lava pit. Jump over it, push a third floor lever and continue along the perimeter past a larger lava pool on your left. Turn right at the N wall, jump over the lava pit and push a fourth floor lever. There's a fifth floor lever back near the NW corner of this area. When you've pushed all five, double doors open on the other side of the larger lava pool at the W side of this area. Go there and sprint jump over the pool to grab the far edge. Pull up and go past the opened doors up the steps as the doors close behind you.
Continue to a large room to trigger a flyby where the attractive woman is changed to a sword-wielding Valkyrie who requires your undivided attention, along with several mummies. Don't waste your shotgun ammo on the mummies but concentrate on the Valkyrie until she finally succumbs. Pick up her SUCCUBUS HEART and look around the perimeter of the room for 5 x shotgun ammo, a small medipack and a large medipack that you probably no longer need. Go to the alcove in the middle of the E wall and place the Succubus Heart.
Turn around, pick up the nearby torch and light it on one of the many wall torches in this room. Return to the receptacle where you placed the heart and set it aflame to take care of those pursuing mummies. Toss the torch, enter the N passage and run forward to trigger a series of concluding cut scenes.