TR ADVENT CALENDAR 2025 - SECRETS OF CLEOPATRA'S TOMB
Level by Thor2010
Walkthrough by Phil Lambeth
Level 1: RETURN TO EGYPT
After the opening flyby, turn right and look on a nearby crate for flares. Head S past a campfire and engage a ninja in the tent to your left. Enter the tent for the DIG SITE KEYS and grab the flares and the dropped small medipack on your way out. Run across the camp past the parked Jeep and shoot a crate to expose shotgun ammo. Another ninja will attack, and he drops a small medipack. There's a shallow pond near the tent where you got the keys, and just past it in the rock wall is a crawlspace opening that leads to a cave with more flares and a small medipack. Take a moment to examine Lara's Field Notes in your inventory, providing a wealth of useful information.
Exit, run past the tent toward the Jeep and use the wooden walkway to make your way down to the dig site. Shoot the ninja who steps forth to challenge you, go toward the scaffolding and another ninja will open fire from behind you. Go where the second ninja came from, shoot the wooden barrier and step inside the passage for a small medipack. Pull up onto the scaffolding, shoot the crate to reveal flares and hop down toward the closed gate. Use your keys to open it, follow the passage to a floor hole and jump to grab the ladder. Climb down and emerge at the entrance to a large underground area. Look for a ladder ahead and a bit to your right, climb down to a still lower section and deal with the ninja. Pick up the dropped small medipack, look for flares on the lone crate and shoot a smaller crate near the W wall for SECRET #1. Pick up the AK-47 and extra ammo for it as your reward.
Continue S and as you pass between the columns you'll meet up with two assassins. There's a jump switch on the SW column, so stand jump to activate it and open the nearby S door. Enter and search the scaffoldings to your right and left for flares and AK-47 ammo. Go down the steps into a lower room and startle one of the treasure hunters mentioned in the Field Notes, who beats a hasty retreat and duly fortifies his exit hatch. Run forward and look for shotgun ammo in the corner near the left column. Go to the adjacent pile of gold and find a small medipack in the far corner. Run W across the room, pause for flares and look for a crawl space at the corner of the companion pile of gold. Enter and crawl around the corner into a small room with a reach-in switch that lowers a ceiling trap door. Return there, run diagonally across the room and pull up into the opening at the NE corner. Jump up to grab the W crack, shimmy left around two corners and pull up onto a higher ledge.
Take a running jump SW with grab so you won't bump your head and land on a ledge against the W wall. Loop around left and take a running jump E to grab the ledge across the room. Pull up, loop around right and take a running jump W to grab the alcove across the room. Pull up for shotgun ammo, jump back E to the previous ledge and stand jump to grab the E wall crack. Shimmy right, drop onto the ledge and stand jump SW with grab to land on a ledge against the S wall. Face W, stand jump to grab the ceiling and monkey swing toward the ladder. Release, grab the ladder, shift right around two corners, climb up a bit and back flip to land in the upper W passage. Turn around and push the floor lever to unfortify the treasure hunter's hiding place. Jump back to grab the ladder, climb down as far as possible and release to land next to the gold pile. Go to the opened trap door at the middle of the S wall, hop down and slide to a level change.
Level 2: CLEOPATRA'S TOMB
After the transitional flyby, head E into the crypt and open the sarcophagus for a small medipack. Use the reach-in switch to the right of the sarcophagus (cut scene), exit carefully as a scissor blade trap is activated on your way out. Go down the ramp and use two more reach-in switches in the corners of the hub room. Go up to the W crypt, search the sarcophagus for shotgun ammo and use a fourth reach-in switch to your left to lower a block in the hub room. Get past the scissor blade trap, safety drop down the floor hole and enter another hub room of sorts for a new entry in your Field Notes.
Take the SW opening and go down the steps to a hallway. Turn right into the passage to activate a series of swinging blades. Time your way past them into a grand room with many columns. Run past the pushpieces (for much later) and the statue to the far wall and pull up into the W crawl space. Crawl to the room ahead as a gate slams shut behind you to prevent any retreat. In this room are three coffins against the wall, flanked by four alcoves, two on each side. In each alcove is a pushblock. Go first to the SE alcove on the near left and push it as far as it will go, revealing passages to your left and then to your right. Enter the passage on your right for SECRET #2 and collect flares and a small medipack on the floor of the room ahead. Taking the large medipack from the plinth will release a horde of beetles, so beat a hasty retreat to the previous room and stand on the grill opposite the closed gate so the beetles will pour down through the bars.
Return to the SE alcove and save your game in front of the first revealed passage to your left. The floor spikes in the next room are not yet active, but they soon will be once you enter. A gate slams shut to block you in. Your task is to use three corner reach-in switches to lower a block so you can escape before the spikes are triggered. Your best strategy is run diagonally to your right for #1, take a rolling back flip for #2, run diagonally across the room to your right for #3, then hop back twice and side flip right with a second or so to spare. Follow to the next room, shoot everything in sight for shotgun ammo and flares, then pull down the wall switch to open up one of the coffins in the previous room. Your return path is now clear and safe, so go back to the room with the coffins, deal with any remaining beetles and enter the adjacent SW alcove. Push this block as far as it will go to reveal a single passage to your right. Shoot the objects for flares, AK-47 ammo and a small medipack, search the sarcophagus for the SHOTGUN and return.
Enter the NW alcove and push the block several times to reveal a passage to your left. Enter a small room with a floor hole as a revolving blade is activated. Face E, use the look key and wait for the blade to disappear from sight, hop back to grab the ladder and climb down away from the blade. There's a second blade down below, but this one is easy to avoid. Climb down the rest of the way, drop to the floor and run W to break the fixed camera. Save your game before going down the steps between the spike tiles. About halfway down the spikes will be triggered as a spikeball is released behind you. The fixed camera here certainly doesn't help, but what you need to do is run forward and jump one block from the edge of the pit so that you'll grab the swingpole that spans the room. Swing forward and jump to land inside the W opening. Enter the next room, pull down the wall switch to open another coffin in the pushblock room and shoot the container for a small medipack. To get back, hop back from the edge and take a walking/running jump (shift key followed by the jump and up arrow keys) to grab the swingpole. Jump across, look right for a spike-free spot and a large medipack and go up the steps to the ladder. Climb past the revolving blades, pull out and return to the pushblock room.
Loop around left into the NE alcove and push the block until a passage is revealed. Follow to a room with a closed gate, flares in the near left corner and steps leading up to a wall switch. However, in front of the switch is a spring-loaded trap door, so walk backward up the steps so you can grab the edge when your weight causes the trap door to open. Safety drop onto a slope, slide and drop to the floor as you hear the trap door closing overhead. Go through the passage into the next room as the door slams shut behind you, indicating more danger ahead. Save your game, just in case, and sprint between the columns as sand pours from the ceiling and starts filling the room. Enter the crawl space in the far wall and flip out into a room with a sunken floor. Shoot the container for shotgun ammo and go through the N opening to a tall ladder from which you can back flip with a roll as you near the ceiling. Enter a hallway ahead to trigger a series of squishy blocks. Time your way past them with standing jumps and enter the passage to your right in the next room. Side flip or roll past three circular blade traps on your way to a larger room with two jar alcoves. One hides a small medipack, the other a wall switch that deactivates the squishy blocks. However, to access the next secret the second squishy block in the passage needs to stop in the alcove to your right as you face it, so repeat as necessary (you'll get a cut scene each time) until this takes place.
Go back the way you came past the circular blade traps, turn left into the second alcove in the squishy block passage and pull up into the W crawl space. Continue to a darkened room for SECRET #3 and collect from the plinths AK-47 ammo, shotgun ammo and uzi ammo. Exit and make one last trek past the circular blade traps to the previous room. Go up the SW stairs and pull down the wall switch around the corner to lift the gate to the room with the spring-loaded trap door. However, trap door is now stable, so approach the wall switch without fear and pull it down. The final coffin in the pushblock room opens, so reverse roll, run down the ramp and return to that room. Run past the opened coffin on the right (the first one that opened, by the way) and shoot the jar in the next room to release a scorpion and the container for uzi ammo. Push the huge N wall button (cut scene of the beetle grate room), return to the previous room and loop around right past the opened coffin on the far left. Shoot the jar in the next room for uzi ammo and one of the containers for shotgun ammo. Push the wall button to lift the gate in the beetle grate room, go back and loop around left past the central coffin. Take the ORNATE SCARAB from the plinth as a cut scene shows you where it's to be placed.
Return to the previous room, hop down into the shallow floor hole and crawl under the lifted gate to trigger a warning cut scene. Flip out into the grand room you visited earlier and prepare to deal with two ninjas. Run across the room into the E passage with the swinging blades, get past them to the wider hallway and take the first left up the steps. In the next room above you'll meet up again with that elusive treasure hunter. Fire at him until he runs away (you apparently cannot kill him here) and go through the NE opening and down the steps to a closed gate on your right that you can lift with the Ornate Scarab. Enter and go down to a fountain room. Shoot the containers for the flares hidden by one of them. Jump into the water, locate and swim down into the floor hole. Follow the passage past a closed gate and find three underwater doors in the next room. Open the one on the left, swim inside and pull down the ceiling switch (cut scene of a door opening). Exit, open the door on the left for shotgun ammo (note the nearby jar), exit and return to the fountain room for air if necessary. Go back and open the final N door for a small medipack on your right, then swim into the narrow W opening, surface and wade out into a small room for SECRET #4. Take the flares, uzi ammo and large medipack from the plinths, return to the fountain room and pull out of the water. Go up the W steps to the hub area and look right for a large medipack in case you missed it earlier.
Continue S up the steps to the wider hallway and loop around left past the E stone block to find more steps leading down to a lower hallway. Turn left and walk carefully past the opened E door as it closes behind you. Most of the steps ahead are blade-trapped, but the tiles that are safe are marked with an ankh symbol (as the skeleton perched near the top step belatedly discovered). Stand left, jump onto the first safe tile in the second row, a standing jump across to the next safe tile on the third row, and finally a curved running jump across to the last safe tile at the corner of the fifth row. Go through the E opening and face a deep pit. Stand facing the N wall near the edge of the pit and hop back to grab the ladder. Climb down into the darkness and shift left at the bottom to drop into a passage for SECRET #5. In the lower room collect the UZIS, flares, a large medipack and 2 x shotgun ammo, return to the ladder and climb back up to the pit's edge.
Take a running jump along the N wall to grab the ledge on the other side of the pit, pull up and go around the corner to face an even more daunting pit. Stand left, take a running jump onto a slope and jump without sliding to grab the E wall crack. Shimmy left, pull up into an alcove and reverse roll. Take an angled running jump to a triangular ledge and vault up toward the N opening. Enter the next room with the Anubis statues and run toward them as the delicate floor crumbles with your added weight. Drop down into a underground lake, swim down for flares, surface and wade out SW. Shoot three scorpions, loop around left and pull down the timed wall switch to extinguish the flames on the blocks ahead (surrounded by deadly mud) for a spell. Take a running jump to grab the first block, pull up and take another running jump onto the second block and continue with a running jump to grab the ceiling. Monkey swing along the tracks and time two activated flame blowers to drop and grab a wall crack. Shimmy right around the corner and continue until you can pull up into a crawl space. Loop around right, flip out onto a slope and jump to grab a ledge. Pull up and crawl to the other end. Drop at the opening to a passage and follow to another mud pit.
Stand on the raised tile and take a running jump over the mud onto a broken bridge. Run forward and pull down the timed wall switch to extend a swingpole overhead. Side flip left, turn right to face the broken bridge, back flip onto the slope and jump to grab the higher ledge. Pull up, run forward and around right to grab the timed swingpole and quickly swing and jump to grab the ladder ahead. Shift left around the corner and drop to a stable surface. Enter the nearby crawl space and follow around to the other end. Hang from the edge, shimmy right to a wall crack and continue past the obstruction to pull up into another crawl space. Grab the nearby flares when you can stand up and follow to a ramp where a spike ball is poised above. Walk up toward the horizontal stripes, roll onto the bottom portion and run back down and right to evade the spike ball. Go all the way up the ramp, loop around left to a ledge overlooking the mud pit and take a running jump to grab the ladder block. Shift a bit right and climb to the upper ledge that separates the two mud pits.
Face the N pit, jump onto the slope and jump off to grab the wall crack as you did earlier. Shimmy left to the alcove, jump to the higher ledge and return to the room with the fragile floor. Hang from the edge, find the ladder and climb down the irregular surface until you can shift right around the corner and drop near a wall switch that creates a narrow bridge spanning the pit. Treat it as you would a tightrope after climbing back up to the ledge and carefully make your way across to the N side (you can use the jump key to roll across and save time, as documented in the Field Notes). Shoot the jars, one of which hides a small medipack, and take the KEY OF SETH from the plinth as the W gate lifts. Go on through and follow to a small room with a floor hole for a new Field Notes entry. Drop down into the water below, swim down the shaft and follow the passage to a room with a closed gate. Pull down both ceiling switches, one to lift the nearby gate and the other to lift another gate elsewhere. Return to the ceiling shaft for air, swim back to the lifted gate and swim to a connecting passage.
Turn left, surface and pull out into the fountain room. Go up the W steps to the hub room where the second gate W lifted. Follow to the next room, shoot the containers for a small medipack and shotgun ammo, take the ORNATE VRAEUS from the plinth as the gate slams shut and a coffin opens to release an Atlantean that takes its last breath as you approach. Enter the next room, shoot the jar for a large medipack and push the floor lever to open the coffin on the W side of the previous room. Go there and awaken an Atlantean that's very much alive and explodes when it dies. Enter the side room, push the floor lever to open the gate and exit for a Field Notes entry that tells you more about what you just killed. Return to the lower hub room, go up the S steps to the upper hub room and continue straight ahead back to the block ledge and down the steps to your right to closed double doors. Place the Ornate Vraeus to open them and follow around the corner to a new room as the doors close behind you.
Shoot the jars in the near alcoves to your right and left for a small medipack, shotgun ammo and 2 x uzi ammo. The spike tiles are not yet active, so jump over the water onto the central ledges, save your game and take the KEY OF HORUS from the plinth facing E. Deal with the charging Atlantean, and when it dies an underwater door opens. Jump into the water and look for 2 x shotgun ammo S and W and flares NE before swimming past the opened NW door. Turn left and swim past two inactive blade traps for a small medipack in the alcove to your right, continue past a third blade trap and turn left at the S wall. Pull down the ceiling switch in the next room to retract panels elsewhere and also to activate the circular blade traps, make your way back past the three traps, turn left at the N wall, get past a final blade trap and surface. Pull out and Lara will look at the wall design. Shoot the jars for flares and shotgun ammo, check your Field Notes for a new entry and pull down the wall switch to open gates and release another Atlantean.
Exit E, go across into the opposite passage and look for an opening in the wall to your right. Pull up, light a flare and follow up another block to a spike pit. Take a running jump to grab the ceiling, monkey swing to the other side and drop. Turn right, crawl around the corner to a floor hole, drop to a familiar stairway and go up S, pausing for flares at the landing. Continue past the block ledge into the upper hub room, kill the waiting Atlantean and go past the SE block ledge down the stairs to the lower hallway. Loop around right to a fountain alcove, jump into the water and swim into the N opening. Follow to the far wall, light a flare and make a note of the wall design. Return for a Field Notes entry, grab the flares in the left corner and pull out. Turn right in the hallway, get past those swinging blades at the far end into the pushpiece room and climb the long SW ladder. When your feet are even with the base of the third row of columns, take a rolling back flip to grab the upper ledge. Pull up, turn left and save your game in front of the timed wall switch.
Pull it down to open a door across the room, take a rolling back flip and run to take a pixel-perfect jump from the very end of the ledge to grab the rope suspended from the ceiling. There's no need to slide up or down, simply jump from the height of your swing to land on the ledge in front of the timed door. Run forward, ignore for now the wall switch to your right and enter the room ahead. Shoot the jars for shotgun ammo, pull down the wall switch and watch the wheel above rotate to display a symbol. Pull down the switch a second time so that the wheel displays a different symbol (a row of beads). Go back down W, pull down the wall switch and back up to re-open the timed door and step out onto the ledge. Turn left and take a running jump toward the gap in the columns (grab and pull up if necessary). Look left for flares and enter the crawl space to reach a small room around the corner. The corner chest is empty, but the sarcophagus contains the SUN ICON and a large medipack. Grab 2 x AK-47 ammo on either side of the sarcophagus and exit via the crawl space.
Take a running jump back to the previous ledge, face W and take a running jump to grab the rope. Swing forward, jump off onto the ledge ahead and turn left. Place the Key of Seth in the S receptacle to lift a gate down below, reverse roll and place the Key of Horus in the N receptacle to lift another gate down below. Pick up the nearby flares and go toward the W wall. Take a running jump S to grab the ladder, climb down to the floor and loop around right into the S side room. Pull the wall switch down a total of three times until the wheel displays a symbol that resembles double daggers. Reverse roll, run across the room into the opposite N side room and pull down the wall switch one time to trigger an impressive flyby. All is now in readiness to execute the pushpiece puzzle in the main room, so return there and begin.
First, move the green pushpiece onto the SW marked tile. Move the blue pushpiece onto the NW marked tile and the red pushpiece onto the marked tile at the center of the room. A nearby floor trap door opens, but don't be in a hurry to climb down the ladder in the E face. Go behind the W throne and place the Sun Icon in the receptacle to move the throne forward and reveal a floor hole. Drop down into a treasure room for SECRET #6 and ransack the place for AK-47 ammo, a small medipack, a large medipack and shotgun ammo. Pull back out, go to the other floor hole and climb down the ladder. Follow to stairs that bring you down to a lower room, loop around left and shoot the corner container for AK-47 ammo. Loop around right to the other corner and shoot the container there for a large medipack. Approach the statue and take the KNOT KEY (1 of 2) from the plinth for a Field Notes entry. Go back upstairs, climb the ladder to the pushpiece room and exit E past the swinging blades. When you reach the hallway you'll be engaged by another elusive treasure hunter, but he'll go down with a few shotgun blasts. Pick up the dropped KNOT KEY (2 of 2) and go down the S steps at the middle of the walkway. Place the Knot Keys in the receptacles to your right and left to open the nearby door and go on through to finish the level.
Level 3: RUINED CITY
Run forward as a new entry is added to your Field Notes. In the room ahead, search the S gated alcove for flares and climb the blocks against the E wall. Face W, take a running jump to land on the far side of the sloped column, slide and jump to grab and pull up onto the ledge. Pull up right and either walk or roll along the tightrope to the other side. Follow the interior passage around to an opening and take a running jump to grab the nearer pole to your left. Climb up until Lara's head meets the hanging ivy, swivel around to face the next pole and jump forward to grab it. Position Lara so that her feet are at (but not extending beyond) the bottom of the pole, face the S wall squarely and jump to grab the slope. Shimmy right, pull into the crawl space and flip out the other end. Hop down a couple of blocks onto a ledge facing a room with a central pool, turn right to the wall and jump up to grab the crack.
Shimmy left around two corners, drop to a corner ledge and go around to grab another wall crack. Shimmy left around two corners, drop to the next part of the ledge and pick up the flares. At the other end you'll find a small medipack. Safety drop to the floor and go to the E wall mural for a Field Notes entry. Find the NE pushblock and pull it two times S and one time W so you can use it to pull up onto the higher E ledge. Enter the room ahead and search the ornate S sarcophagus for AK-47 ammo and the N one for shotgun ammo. Take uzi ammo and AK-47 ammo from the blade-trapped plinths, hopping back quickly each time. Finally, pull down the wall switch to lift an underwater gate (but not in the nearby pool). Get back down, deal with the waiting Atlantean and go to the passage at the NW corner. Follow to a room with half of a KEY PIECE, jump into the water hole and swim past the opened gate. Turn right at the wall, surface and pull out into a room with two closed doors. Grab the flares S, find the N pushblock and pull it into the room and aside so that it doesn't block the other passage (although it serves no useful purpose). Get up onto it, jump up E to grab the higher corner ledge, pull up and use the tightrope to reach the other side of the room.
Hop up into the N alcove and save your game in front of the timed wall switch. Pull it down to open a nearby door and turn to face S. Take a running jump from the alcove to grab the swingpole, swing around and jump off to grab the pole, climb up and swivel right so you can jump off to grab the ladder. Climb to the top, save in a different slot as you're pulling up, reverse roll and take a running jump onto the wooden bridge. Continue with a running jump past the swinging blade into the N opening and past the timed door. Push the floor lever to activate a mechanism in the previous room and to open the exit doors down below. Get back down by jumping past the swinging blade onto the wooden bridge and running off left into the water hole. Swim N and W, surface and pull out into the room where you found the Key Piece, exit NE to the main room and go to the arched N opening. There's a side room on the right with a large medipack in the corner. Exit and go across to the opened S double doors.
Enter the sphinx room as an entry appears in your Field Notes. Run past the sphinx to its right and find a fence section you can shoot at the SW corner. Enter, go up a couple of steps and pull down the wall switch to lift an upper gate. Prepare to engage an Atlantean as you exit and go N across the room. Climb the blocks to the left of the entrance and pull up in front of a crawl space that brings you around to a higher ledge overlooking the sphinx room. Stand jump S to grab the ivy-covered ceiling and turn to your left. Turn around at the edge and continue along a slope until you reach a vertical wall. Climb up, transfer to the ceiling and turn around. Loop around left as you monkey swing to the N wall, release and grab the crack, shimmy right and drop onto a ledge. The green strip to your right is a ladder, so jump to grab it and climb to the ledge below. Pick up the flares and AK-47 ammo, climb back up to the ledge and face E. Take a running jump to grab the jutting swingpole, swing around and jump off to land on the ledge ahead. Walk up the slope, jump to grab the wall crack and shimmy left to drop next to a dark passage.
Light a flare, go to a crawl space and follow around to another opening that overlooks the sphinx room. Hang from the edge, shimmy right and climb down to drop onto a column in the water. Take a running jump from the SE corner to grab the lower swingpole, swing around and jump off to grab the ladder ahead. Climb up to an opening, go around and shoot the alcove jars for uzi ammo hidden in one of them. Continue through the SE opening and follow to an area behind the sphinx. Shoot the jars for flares and shotgun ammo and note the key receptacle in the wall. Pull down the hard-to-see wall switch near the jar that hid the flares to lift the gate beside you and go up the steps.
Light a flare so you can see the SHOTGUN, 2 x shotgun ammo and the other KEY PIECE. Go back down, combine the Key Pieces and find that the BURIAL CHAMBER KEY doesn't fit in the S receptacle. Turn around and find the pushblock between two columns. Push it over the edge to the floor below and take a running jump to the NW ledge for a small medipack. Jump down to the pushblock, drop to the floor and loop right around the sphinx to the E wall. Find a small medipack in one of the alcoves and look S to see an alcove with a receptacle near the SE corner. Go there and place the Burial Chamber Key to lower the block in front of you.
Go down the steps to a room with a flammable floor. Grab a TORCH from the nearby plinth and go back up the steps. Loop left around the sphinx, and when you near the dark SW passage hop up left and use the pushblock to get up to that higher area behind the sphinx. Turn left, go up the steps and find a flame to light your torch. Go back down, but prepare to engage an Atlantean when you reach the bottom of the steps. Continue with your torch to the room with the flammable floor, throw the torch onto it and wait for it to burn away so you can jump into the shallow water and wade over to a wall switch that raises a block. Pull S out of the pool, go to the raised block at the E wall and use it to pull up onto the corner ledge. Pull up higher onto the E ledge and save your game in front of the tightrope. Walk close to the flame blower and roll two or three times when the flames subside to get past that particular danger. Time your way past the two swinging blades (rolling is best) and save again when you safely reach the other side. Run forward into the alcove and use the reach-in switch to drain the sphinx room. Stand jump down into the shallow water with no loss of health, pull out S and go up the W steps.
Loop around right when you reach the sphinx room and go down to the SE corner for AK-47 ammo and a large medipack. Go around the dividing wall into the NE passage and continue down some blocks to a lower passage. Walk carefully W to trigger the first of four sets of teeth doors, make your way past them all (the side alcoves are empty) and climb the ladder in the W wall. In the upper room shoot the alcove jars, two of which hide 2 x AK-47 ammo, and take the LIBRARY KEY from the central plinth (cut scene of two closed doors you noted earlier). Climb back down the ladder, get past the teeth doors and return to the sphinx room. As you might expect, an Atlantean is there waiting for you. Deal with it and go pas the N opening up the steps to trigger action music. Hop back quickly before you're wiped out by the centaur's fire bolts. Destroy it and go to the dark NW passage. Follow down to the room with the water hole, jump in and swim past the opened gate. Turn right at the wall, surface and pull out to face those two closed doors. Insert the Library Key in the receptacle between them to gain access to the next area.
Go through either doorway as an entry appears in your Field Notes and search the immediate area for flares on a plinth, a large medipack at the nearby corner, the AK-47 on a plinth next to a S passage, AK-47 ammo on another plinth, and a small medipack and shotgun ammo on still another plinth, and uzi ammo on a final plinth. Go toward the NW corner, find a ramp and use it to climb up onto the adjacent bookshelf. Jump the bookshelves E and take a curved running jump SE to grab the higher alcove where you can see a jar inside. Pull up, shoot the jar for shotgun ammo and jump back to the previous bookshelf. Make your way around in a counterclockwise direction and you can see another E alcove with a jar inside. Get there in the same manner as before, shoot the jar for AK-47 ammo and return. Drop to the floor, go through the SW opening into a small room and take the ANKH ARTIFACT from the corner plinth. Draw a powerful weapon on your way back to the library and engage another mysterious treasure hunter. Kill him and exit past one of the E doors.
Jump into the water and swim back N and W to the previous room. Pull out, follow the passage back to the room with the central pool, go past the S double doors down to the sphinx room as the doors close behind you and a flyby is triggered that presages your final battle. Save your game when camera control is restored and prepare to deal with an awakened and enraged Seth. His green health bar declines gradually as you fire away at him, but periodically he'll become protected by an indestructible shield while being reinforced with harpies, centaurs and Atlanteans. Save frequently as you continue to make progress during this epic battle. When Seth finally falls, he leaves behind the ANKH ARTIFACT that he'd stolen from you upon your initial entry.
Run past the sphinx to the right, use the pushblock to get back up to the higher area behind the sphinx and place the Ankh Artifact in that S receptacle to lower the block between the sphinx's paws. Go back down there, head down the steps between the paws and go around right (the left way is blocked) and follow to a passage with a floor hole. Jump as if to grab the ladder, and the level ends with the promise of a continuation. We'll see in due time...