SEARCH FOR THE HIDDEN STONE REIMAGINED

 

Levels by Lady_Wise

 

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

 

 

Level 1: ROSE KEY

 

After the opening flyby, hop down and run forward to learn that you're somewhere in Iran while a diary alert appears on your screen. Slide down next to a doorway leading to a room with a small medipack. Exit to engage a mercenary, loop around left in the E room and grab the flares. Another mercenary will soon arrive, so deal with him and go across into the W room to trigger a brief conversation with a guide named Salah inside. Grab more flares and pull the corner table away from a crawl space. Enter a dark cave, kill the waiting mercenary to your left but don't approach the area where he was posted (land mine).

 

Just in front of the skeleton, light a flare and look right to find the block in a deep pit. Use the block to take two standing jumps W, turn right and take a running jump over another pit to land in a passage along the left wall. Continue N until you reach a dead end with a ramp going up to your left. Hop backwards up the ramp to trigger the first of two boulders, run back down to avoid it and trigger the second boulder if you like. Go to the top of the ramp and turn left to face another pit. Stand jump to grab the column, drop to grab the ladder below the crack, shift right around the corner and take a rolling back flip to grab the facing ladder. Shift left around the corner, and with your feet on the bottom rung back flip onto a ledge.    

 

Face NE and take a running jump to land next to a crawl space. Pull the skeleton away from a STICK, stoop to pick it up and go through the crawl space. Turn right, pull up onto a block and hop left to reach an upper cave. Loop around through a tunnel, shoot two bats and trigger a brief flyby at the edge of a pit. Drop down one level, slide backwards down the slope, grab the edge and shimmy right to a flat corner. Pull up, jump SW toward the ladder but don't climb down yet. Hop up into the floor hole against the wall and crawl to SECRET #1. Pick up the large medipack and flares, return to the ladder and climb down. Pick up the METAL PIECE next to the skeleton and climb back up.

 

Jump back to the corner flat spot, hop SE into the tunnel and follow to trigger a siren. Shoot the mercenary waiting in the distance, approach the hanging victim ahead and turn around to deal with a second mercenary. Opposite the faint wall light is a crawl space blocked by a grate. Shoot the grate, crawl inside and you'll trigger a cut scene and another siren. Go past the skeleton, combine the Stick and Metal Piece and use the SHOVEL to dig up the spot marked with a large X. After the flyby, go through the W opening and shoot two bats before triggering an explanatory flyby in the room ahead. Go back the way you came (the earthquake will soon cease), run past the hanging victim and follow the tunnel past a gauntlet of falling debris. If you keep running forward you should avoid being hit and suffering any loss of health.

 

You'll come to a shallow pit and trigger a boulder which should cause no problem if you simply jump over the pit and keep on running. You'll eventually come to a crossing where forward progress is blocked by an invisible force field. Turn left to trigger a second boulder, jump into the pit and stand against the far wall until the boulder rolls by. Turn around, jump over the boulder (without touching it lest you die) to grab the edge, pull up and take a running jump and grab over the pit. Pull up two times and continue forward to a level change. 

 

Level 2: FLAMEL'S CLUE

 

After the transitional flyby, turn left, then right at the metal fence into a narrow park. As you approach the wall, hop down into a shallow grave and shoot the casket to reveal SECRET #1 (the secrets in this game are separately numbered for each level). Pick up the shotgun ammo and flares, pull back out and go around the church building until you reach a grate in the E wall. Shoot the grate to reveal a crawl space, enter and follow around corners until you reach another grate. Shoot it and enter to trigger a flyby through the interior of the church. Run toward the E staircase and look left for some stacked crates. Jump over them to find a corner button that opens a nearby door marked "staff only."  

 

Enter the office for flares and a large medipack for SECRET #2. Exit and loop left around the staitcase to the SE corner. Find another button that lowers a block elsewhere. Now go up that E staircase to the second story and loop around right to an alcove with a pushable suit of armor. Push it W for a cut scene of the closed basement door. The wall to the left of this alcove is climbable, so climb up near the ceiling and shift left around corners until you reach an opening in the N wall. Drop down and enter a room with a piano and a chest with flares and a small medipack for SECRET #3

 

Safety drop from the opening with a minimal loss of health and head NW to find a darkened alcove with another pushable suit of armor. Push it E for a cut scene of that closed basement door. There's a timed wall switch for later in the far NW alcove. For now, go back and left to find a third pushable suit of armor in the N wall. Push the armor W and the basement door opens. The wall tapestry here is phantom, so go on through and pick up the small medipack for SECRET #4. Exit, go back down the staircase and loop around right to find the opened basement door. Light a flare, go down the steps to the basement and shoot two bats.

 

Two smaller crates in the corners can also be shot, one of which reveal a pile of TORCHES and the other a shootable grate. First, shoot the SE grate and crawl until you reach a small medipack and shotgun ammo for SECRET #5. Exit, shoot the other crate if you haven't done so already and pick up a torch. Go back upstairs to the main floor and up the staircase to that timed wall switch at the NW corner. Save your game, drop the torch next to the switch, pull it down to light a fireplace down on the main floor, pick up the torch and get down to the main floor as quickly as possible. Run W past the benches and turn right to find the lighted N fireplace. Light the torch before the flames go out and light two candles in the adjacent alcoves for cut scenes of the closed storage area door.

 

Go across to the S wall and light two more candles on either side of the crawl space to open the storage area door, which is near the SE corner of this main floor. Bring the torch with you, enter the storage area and shoot the glass case against the N wall for the SWORD OF LIGHT. Exit this room, place the Sword of Light on the nearby shield in the S wall to open the door to the Chapel of Light and enter with your torch to trigger a flyby through the interior. Run forward and light the plinth in the middle of the aisle for another flyby. Leave the torch here, go to the small office at the NE corner and take a book called the VITRIOL from the table. Exit, go to the altar at the far end of the church and find a timed wall switch on the back side. Pull it down, loop around right past a phantom curtain and down the steps past the timed gate into a lower room for SECRET #6.

 

Search the gravestones for the SHOTGUN, flares, a large medipack and shotgun ammo, go back upstairs to retrieve your torch and exit to the main church building. Go up the staircase to the second floor and into the W section where you'll find the mirror room off to your left that you saw in the previous flyby. Look in the mirror to see a wall switch behind the suit of armor in the open alcove to your right. Pull it down to bring out another suit of armor from a nearby room and also to lift the gate blocking the other alcove. Go there, pull down the wall switch to move the mobile suit of armor all the way across the mirror room to the far corner. Go there and take the LIBRARY KEY which has appeared on the nearby plinth.

 

Exit the mirror room, remember where you left your torch and go downstairs to the main floor. Go down the SE corridor next to the Chapel of Light and open the door with the Library Key. Enter, loop around right and find DANTE'S INFERNO on the floor next to the table. Place it in the bookshelf to your left to rotate a nearby bookshelf in the E wall and allow access to another section of the library. Don't go there yet, but go past it to the NE corner and look up to see an inaccessible book switch. Next to it, in the E wall, is a pushblock that you can move under the switch so you can use it for a cut scene. Get down and pull the block four times W and four times S so you can use it to pull a second book switch for a similar cut scene. Now, enter the new section past the rotated shelf in the E wall. Near the N and S walls are two more book switches that open a door in the N wall of the main library room.

 

Go there and hop up into the opening for the key to FLAMEL'S EXHIBIT. Exit S to the main floor, go up the staircase and open the E door. Enter to trigger a brief flyby and retrieve your torch (which shouldn't be far away). In the E room, step forward and light the plinth to shatter the protective covering. Pick up FLAMEL'S STONE CLUE and two doors open elsewhere. You're through with the torch, so go back downstairs and exit W past the opened doors for a level change.

 

Level 3: FIND PAPPION

 

Step forward to trigger some unsolicited advice from a nearby attendant. Open the door to a dance hall and approach the figure standing near the mirror in the back left corner. It seems as if you've already found Pappion with a minimum of effort. After a brief conversation with him, followed by a flyby, you're transported to a bedroom somewhere in Paris. Turn around, open the bathroom door and pick up flares in the shower stall. Push the NW button in the bedroom to open the door leading to a den. There's an unmarked trigger tile at the NW corner of the den that opens the S door across the room.

 

Enter a cozy library and find a pushblock in the E wall. Pull it out, push it aside and enter the short passage for shotgun ammo and a large medipack for SECRET #1. Return to the library and open the door to a balcony if you like, although there's nothing to do or find there. Continue to the NW button and push it to open the N door. Exit to a hallway and loop around right in front of the stairway railing to find a grate hidden behind a plant. Shoot it, crawl inside and follow the duct to a floor hole. Climb down the ladder to find another shootable grate. Crawl into another bedroom and look around for a large medipack, flares and shotgun ammo as SECRET #2 registers. Push the button to open a door leading to an interior area quite similar to the one in the previous level.

 

Run past the closed door and fireplace on your left and go up the NW steps to a wall lamp that doubles as a switch. Pull it down, go down the steps and run SE to find the door you opened to the right of the staircase. Enter a small office and collect the flares and large medipack for SECRET #3. Return to that closed door at the SW corner and open it by pushing the button. Enter a hallway and head down S toward an outdoor area and you'll trigger a plea for help. Step out into the street and open the floor trap door. Drop down into a sewer and watch the flyby.

 

Pull out onto a ledge and head S toward a striped block with a button that opens the adjacent door. There's another closed door just past it, so locate a similar block SW and push a second button with similar results. Return to the first doorway and climb the ladder to an upper walkway. Loop around right, kick open the door and push the button inside to hear the sound of rushing water. Go back and up the steps, follow to another button and push it to flood the area. Jump into the floor hole, swim into the sewer and turn left past the door you opened, look right for an opening in the E wall and swim inside for the CAFE KEY. Directly above is a ceiling shaft with an air hole. Exit to the sewer and swim diagonally left to find a similar opening in the W wall. Enter and follow around corners until you can surface and pull out.

 

Climb the block, stand with your back against the S wall and jump up to open the trap door. Pull up N into the street area and loop around right past the other trap door to find a keyhole. Use your key to gain entry to Café Pappion and listen to some friendly words of advice from the proprietor. Pick up PAP'S HOUSE KEY on the counter and open the nearby door for a large medipack. Exit, turn left and follow the street to a short fence, jump over it and the next fence, continue to follow the street S and SE to another short fence beyond a street map. Hop over it onto a hedge and find a large wall button that opens the door directly across the street. Go there and search the room for flares and a large medipack for SECRET #4. Exit, go diagonally right across the street and use your key to access Pap's house.

 

Go upstairs and past the phantom curtain on your right into a room with the ABANDONED RAILWAY KEY. Go across the hall into the bedroom and open the W door to an empty bathroom if you like. Exit to the street, go back the way you came toward Café Pappion, but when you hop over the two fences turn left and find a receptacle for your new key. Use it to lift the gate, light a flare and drop down into a dark tunnel. Follow to the tracks, go left and look right for a floor hole and a crawl space. Enter for a level change.

 

Level 4: SEARCH FOR THE HIDDEN STONE

 

Run forward into the W tunnel and continue past a pushblock on your right to a side tunnel on your left. A second pushblock bars further progress, so push it once to reveal a small room. Go around and pull it away from a corner passage. Pull down the wall switch at the end to open a floor trap door elsewhere, return to the first pushblock and pull it two times to reveal a N passage. Enter to find the opened trap door, drop down into a lower tunnel and follow around to a crawl space. Before entering, pull up left for a diary entry that provides information regarding someone who died centuries ago. Crawl to an underground tomb and approach the W passage, which is lined with breaktiles.

 

Take running jumps through the passage to leave some of the breaktiles intact in case you have to come back this way. You'll likely land in a water hole, so swim down and follow the passage to a crossing with an air hole. Pause for air and follow the parallel passage to an area with falling debris to your right and another air hole to your left. Continue E and avoid the triggered boulder that rolls back and forth across your path. Swim up the ceiling shaft, surface and pull out in a dark tomb. Go to the NW corner, stoop in front of the lighter-colored block and shoot the bottom half to reveal a crawl space. Enter a passage with a canal on your right and an open area ahead. Save the canal for later and run N to trigger a flyby.

 

Run forward toward the shallow water, shoot two bats and follow the passage to an enclosed area. Pull the skeleton away from the BONE (crowbar) and a gate opens elsewhere. Return to the previous chamber, continue through the S passage and wade through the E sewer you ignored earlier. Follow a short distance past the opened gate to another lighter-colored block with a shootable lower half. Enter the crawl space and follow to a dead end where you can collect shotgun ammo and a large medipack for SECRET #1. Return to the passage, turn right, then left and follow the long passage past an out-of-place piano and telephone to a Hell Street sign near a crawl space. Crawl to the end, hop out left and watch out for the deep pit ahead. Jump to a flat spot W where the wall sections meet, face S and hop back to grab a ladder in the pit. Climb down to the bottom and splash N through the shallow water into a large underground area.

 

Note the keyhole straight ahead, turn left at the entrance and go to the top of a ramp. Pull up right and hop up into the SW alcove for shotgun ammo and the SHOTGUN for SECRET #2. Drop down, run back down the ramp and under the arch ahead to trigger a flyby through the open area. Jump the upper ledges in a counterclockwise direction until you reach a triangular opening near the SE corner. Hop inside and pull up around the corner. Jump down next to a canal, swim S to an open area and look for an underwater lever on the back of the central column block. Pull it to raise the water level, flip turn and swim S under the arch. Swim up at the wall, surface and pull out next to a wall switch that lifts a gate in a passage elsewhere.

 

Swim back N all the way to the end, wade out and go NE to a floor hole. Hop down, return to the triangular opening and jump into the water below. Look for a small opening near the middle of the S wall, swim inside and to your right for shotgun ammo on a plinth, which registers as SECRET #3. Return for air, swim through a vine-covered opening at the NW corner and pull the underwater lever to lift a second gate in that remote passage.  Swim across to the E end of the room, pull out next to the statue and find an alcove behind it with a wall switch that lifts the last remaining gate in that passage. Get down and take a running jump NW to land on a flat spot next to the waterfall. Hop up NE, pull up onto the ledge and take a running jump W over the waterfall to grab the column block.

 

Shimmy around the corner, pull up and go through the N passage where those gates lifted into a room with columns and a pool. In the N wall past the pool is a pushblock. Push it two times to gain access to a hidden room. When you enter a block lowers to your right, so go on through, pull up left and follow the passage to a chasm. Take a running jump slightly left to land on a flat spot, take another running jump NE to land in a lower passage, go to the E wall and take a running jump SE to land on a slope. Slide and grab, shimmy right and pull up onto a flat spot. Save your game, face NW and jump with a midair roll onto the slope below. Jump without sliding to grab the wall crack, shimmy right around two corners and drop onto a lower slope. Slide and grab, shimmy right and pull up into an alcove. Turn around, jump up left onto the ledge and follow into a mirror room.

 

Step forward and take the REVOLVER from the plinth, look into the mirror to see the wall switch in the opposite corner, but first go behind the statue and pull up past the phantom opening into a room with revolver ammo and a wall switch that opens a floor trap door in the center of the room. Go pull down the NW wall switch to lower a block elsewhere (and this may also attract two bats), drop down through the floor hole and collect a small medipack and revolver ammo for SECRET #4. Pull out, exit the mirror room and find that the W gate is now open. Go on through, hop into the floor hole and run past the lowered block and down the N ramp. When you turn the corner you'll trigger a boulder, but just keep on running down the ramp and you should avoid it with no trouble.

 

When you reach the end, stand jump to grab the lower crack, release to grab the crack below, shimmy left around two corners and climb the ladder down to a dark area. Hop down next to a pushblock, pull it away from a crawl space. Enter, crawl over a grate and climb the ladder to a room with a wall switch that floods the area below. Jump into the water and swim to the previous room. Loop around right through the diamond-shaped opening, turn left and follow the passage around and up until you can surface and pull out. Pull up next to a ladder (for later), jump onto the nearby block and make your way W to a spike pit. Use the slated block to reach the higher S ledge, pull up and find a timed W wall switch.

 

You've got 15 seconds after pulling it down to reverse roll, turn left and take a running jump onto the jutting N ledge, another running jump NE to the adjacent ledge and a final running jump NW into the timed doorway. Go through the vine-covered NE opening and make your way down the steps to a spike-protected plinth. There's a pushblock in the alcoves to your right and left behind the crosses. Push each one to reveal a room (E) with a wall switch that turns off the spikes and a room (W) with a large medipack for SECRET #5. Go to the plinth and take the ANGEL HALO to hear the sound of the W gate opening behind you. Go there and step onto the slope, jump immediately to grab the monkey bars and monkey swing across the deep pit.

 

Drop at the other end and follow to a gate that opens upon your approach. Hop down next to the familiar spike pit and run past it to that ladder you noted earlier. Climb to an upper hub room, turn right into the S opening and  continue past the opened gate into the large open area with the pool down below. You can reach the E ledge with a running jump and grab from the E column block. Pull up and place the Angel Halo on the left receptacle to lift the gate. Enter a small room and take both the LASER SIGHT and FLAMEL'S KEY from the corner plinth. Exit to the ledge, take a running jump to grab the column block, shimmy around the corner, pull up and jump SW from the other column block to land on the jutting ledge. Go through the W opening and turn right to find a receptacle for Flamel's Key in the N wall.

 

The gate to your left opens, so go on through and follow down to a dungeon where you'll find the SCROLL CLUE next to a skeleton. There are four pushblocks in the central structure. Move the S one four times N underneath a ceiling hole, and a cut scene shows a stone rolling away from a passage. Go across into the SW passage to reach a crypt, shoot a bat and  step on the breaktile in the W alcove. Drop down into a water-filled trench and swim along the passage until you can pull out and trigger a flyby. Activate the jump switch in the left opening to lift a gate at the other end of the next room. Enter a treasure room for a large medipack but don't venture further inside lest a boulder drop down on your head.

 

Go to the NW alcove and pry the HIDDEN STONE off the wall to change the topography of this room. Exit S, hang from the E edge of the floor hole, drop to grab the crack and release to fall the rest of the way with minimal health loss. Run S down the ramp for a level change.

 

Level 5: THE 9TH CIRCLE

 

Click <url=https://www.youtube.com/watch?v=TE8y10tUqW0>here</url> for Part Two of Kapil's video walk.

 

Slide down to a crawl space, enter and crawl to a crypt much like the one you just left. Run past the gravestone and hop into the treasure room (no boulder here) for a large medipack and revolver ammo for SECRET #1. Return to the gravestone and step on the W breaktile to drop into a water hole. Swim to the other end of the passage, pull out into a dark room and light a flare to find the SW ladder that lets you climb down into a deep pit. Follow the S passage to a room with a burning floor. Stay left and follow a flooded trench E as a ghostly figure crosses your path in the connecting passage. Turn left at the wall and come to a ledge overlooking a lava pit.

 

Pull down the wall switch to raise two timed platforms behind you and release two boulders. Reverse roll, take a walking/running jump to land on the nearer platform and continue with a running jump to grab the N ledge. Pull up next to a wall switch. If you pull it down and push it back up, the other platform will stay up to make your return trip much easier. Use the jutting portion of the ledge to jump N across the pit (the ladder there appears to be a red herring) and trigger a flyby through the area ahead. Step forward and await the arrival of a harpy. The section to your right is fenced off, so take a running jump NW to grab the slope, pull up and slide down the other side. Jump to grab or land on the block ahead and save your game for the next exercise.  

 

Face the flame-blowing block against the N wall and time a running jump down to the right side of it. Turn right and quickly stand jump to grab the E ledge. Pull up and run forward onto a trigger tile that causes a platform ahead to rise. Take a running jump to grab it, pull up and time a run past the next flame blower. Stand on the nearby trigger tile to raise another platform SW, save your game and take a tricky running jump past the jutting column to land on a corner of the raised platform. Run forward and pull up left onto the block. Turn around and stand jump to grab the ladder. Climb to a higher ledge, run forward to grab the column crack ahead and shimmy right around two corners. Drop next to a grate you can stoop to shatter with your pistols, enter the crawl space and collect flares, a large medipack and revolver ammo for SECRET #2.

 

Return to the ledge on the other side of the column crack, climb the W wall ladder and pull up to a lava stream. A demigod is shooting at you from behind, so jump down to engage him and pick up the nearby revolver ammo. Return to where you pulled up, jump W over the lava and hop over the railing onto the grated flooring. Pick up the small medipack at the N end, use the column block to get back over the railing and stoop to shoot the panel behind the dragon statue. Another demigod is awakened behind you, so quickly crawl into the next room. The central floor lever (sword) is flame-protected, so  pull down both switches on the E block and the only switch on the W block to turn off the flames. Push the floor lever to trigger a flyby through previously explored areas, exit to deal with the second demigod and climb back down the ladder. Use the ladder on the S side of the ledge to get down lower, hang from the edge and drop to grab the crack below the lowered trap door. Shimmy left around the corner, drop to a lower alcove and hang from the edge.

 

Drop to grab a still lower crack, shimmy right around two corners and drop onto a ledge near the lava where a harpy will attack. Vault S onto a walkway, look left for an opening where you'll find a large medipack, 2 x revolver ammo and a wall switch that lowers spikes near the entrance to the lava room. Exit to the ledge, turn right and take a running jump from the corner into the NW alcove. Climb the ladder there until you're near the ceiling, shift left and drop onto the ledge where the spikes lowered. Run to the far end, take a running jump SE to land on the entrance ledge and continue a short distance to the lava pit. Stand right and take a running jump across to the jutting ledge. If both platforms ahead should now be in the down position, pull the E wall switch and one of them should rise and stay in the up position. Use it to get to the S ledge and continue in that direction past an opened gate until you see a ghostly figure cross your path ahead and you encounter a demigod off to your right.

 

Behind the column near the S wall is a jump switch that opens a door to your right. You may or may not awaken a second demigod here. Head E into a corridor for a cut scene of another ghostly figure, pick up the revolver ammo and enter the nearby cell. Push the floor lever, return to the corridor and meet an ahmet as you reach the corner. It explodes dramatically when it dies. Stoop to shoot the SE grate, crawl inside and come to a cell with a wall switch that opens the gate back to the corridor. Climb the N ladder next to the caged ahmet, shimmy right along the crack and pull up into the cell you opened earlier with the floor lever. Push the floor lever up here and drop down to the corridor.

 

Go back W, enter the cell on the left and kill the ahmet inside. Push the floor lever to hear a nearby gate opening, get onto the sloped block in the corridor and jump into the upper S cell. There's no floor lever here, but you can pull up into a passage at the SE corner and drop down into the adjacent cell for a large medipack and flares for SECRET #3. Return to the previous cell, jump across the corridor into the upper N cell and pull the skeleton away from the LASER SIGHT and the LOST KEY as you hear a demigod rampaging down below.   Hop down to engage him at close quarters, as he'll add the STAR OF SOLOMON to your inventory when he dies. Place it in the receptacle just around the corner past the N ladder and the door opens on the N side of the lava pit.

 

Take a running jump over the lava, but don't enter the room ahead yet. Drop down onto the raised slab, stand jump onto the next raised slab and mount the wall ladder to your left. Shift right around the corner, drop onto a ledge, face the W wall and hop back to grab the edge, and shimmy right around corners until you can pull up for the CROSSBOW and crossbow arrows for SECRET #4. Retrace your steps to the raised slab in the lava, jump carefully from that one to the next one, face N and jump up to grab the ledge. Pull up and enter the next area past the opened door.

 

Place the Lost Key in the nearby receptacle to open the E door. Enter a mirror room and get on the safe part of the ledge to your left. Walk toward the spikes, and a step away from them stand jump SE onto a platform. The entire ledge to your left is spike-trapped, so take a running jump SE to land on a platform just to the left of the central column. Turn left, jump with a right curve onto the slope, slide and grab and shimmy left around the corner. Pull up onto the E ledge, take the SKULL KEY from the corner plinth and hop S onto the block. Take a tricky running jump SW with a left curve to land inside an alcove. Go through the phantom wall and collect a small medipack and revolver ammo in the next room for SECRET #5.

 

Return to the alcove, stand jump NW onto the platform next to the column, take a running jump slightly NW to land on the next column and jump past the spikes onto the safe part of the ledge. Exit this room and use the Skull Key on the NW column to open the N door. A demigod materializes behind you as you enter, so deal with him before negotiating a room with four flame-protected columns. Step on the SW trigger tile to turn off the flames for a few seconds, jump three of the column tops (ignore for now the one with the large medipack on it), taking a running jump to grab the third one, and pull up. Jump over to the N ledge before the flames return and turn right. Step on the raised platform to release a boulder down below and take a running jump with a right curve to land inside the wall alcove. Ignore the nearby ladder and wall crack and take another running jump NE with a right curve to land on the E ledge.

 

Enter the corridor ahead to trigger a squishy block. Get past it, drop to a lower ledge for revolver ammo and step forward to trigger a flyby through the vast room ahead. Combine the laser sight with either the crossbow or revolver, look up a bit right and shoot the hanging brass ball to lower nearby spikes. Take a running jump NW onto the spike-free jutting ledge and shoot the approaching harpy. Stand jump higher NE, pull down the generously timed wall switch and safety drop to the ledge below. You've got time to grab the nearby revolver ammo before pulling down another timed wall switch that raises two platforms behind you. Jump to the first one (which is controlled by the first timed switch) while drawing your crossbow or revolver, look right to shoot the hanging brass ball W to raise a third platform, then take a running jump to the second platform (which is controlled by the second timed switch) and a running jump to grab the third platform. Pull up and run into the S passage. If you get there before the second timer expires, both the second and the third platforms will remain in an upright position.

 

Go around the corner, push the floor lever to lift a gate elsewhere, return to the platform and deal with a harpy before dropping down to a lower ledge. Take a banana jump E around the wall to land on a flat spot, hop up E and jump around the corner to find a crawl space. Crawl inside for revolver ammo and a large medipack for SECRET #6. Return and climb the nearby ladder on your right. Pull up, back flip onto the facing slope and jump forward against as a timed platform rises between the two slopes. Face NE, save your game and take a tricky running jump to grab the higher slope. Pull up and back flip onto the corner trigger tile that raises a platform E (not timed). Take a running jump to grab it, pull up and take a running jump NE to land on the cage hanging near a closed door.

 

Jump N to the suspended ledge, N onto the next hanging cage, hang from the edge and shimmy around a corner if necessary to drop onto a column. Hop down N onto the ledge and push the floor lever to lift another gate elsewhere. Turn right, pull up onto the block, then up onto the cage and jump W onto the next cage. Turn left, jump to grab the ladder and climb up into the opening in the central structure. Take a running jump to grab the higher ladder above the brass ball, climb up to a passage and run past the opened gate to a wall switch (screen shot of a closed door). Go back the other way, take a running jump over the gap toward the other raised gate and pull down the wall switch to lift that closed door. To get back down requires a move of questionable legality. Return to the floor hole, stand at the edge facing N, hop back and hit the action key just after clearing the edge to make Lara glide down and land inside the opening below.

 

Hop down to the hanging cage, jump E to the next cage and S to the floating ledge, hop up E into the opening where the door lifted and take a running jump over the lava to engage the waiting demigod. Take two more running jumps E to a plinth with the DEVIL HORNS (screen shot of a skull receptacle). A fire wraith is activated, so reverse roll, jump back over two of the gaps and jump NW into an alcove with a pool to douse the wraith. While you're there, grab the small medipack and crossbow arrows, pull out and jump SW back to the entrance ledge. Hop to the floating ledge, jump to the two hanging cages and stand jump from the second cage to grab the triangular N wall crack. Shimmy left until you can pull up into the alcove with the timed wall switch.

 

Stand jump SW onto the jutting ledge, take a running jump SE to the larger ledge and pull up into the W corridor. Follow to a familiar lava pit, take the left side this time and jump with a left curve into the alcove. Stand jump N to grab the ladder, climb down and drop onto a safe block. Pull up into the alcove ahead for flares and a large medipack for SECRET #7. Retunr to the ladder, climb up to the wall crack and back flip into the alcove. Face NW and take a running jump curving left to land on the raised platform over the lava. Hop to the ledge overlooking the room with the flame-protected columns and drop down into the water below. Swim toward the far wall and enter the vine-covered SE opening. Pull the underwater lever to open a gate, flip turn and swim across to the N wall. Swim into the lower opening past the lifted gate and collect 2 x grenades and the GRENADE GUN for SECRET #8.

 

Exit, surface and pull out S onto a block. Climb the steps, pull up onto the ledge, and if you really want that large medipack you ignored earlier, you can now use the corner trigger tile to go get it if you like, attracting a fire wraith in the process. Either way, exit S, turn right at the statue into the room with the hanging skeletons and place the Devil Horns in the N receptacle to open the adjacent door. Enter the next room, get past a pair of squishy blocks and take a running jump onto the column in the lava pool. Time a jump past the flameblowers onto the next column and jump into the helix for a level change.

 

Level 6: ESCAPE

 

Run forward, deal with the waiting demigod and continue N up the stairs. Turn around at the landing and look for a hanging brass ball near the SW corner, on the left side of the window alcove near the hanging skeleton. Shoot it to hear the sound of a door opening, go down a few steps and hop down W. Pull down the lamp wall switch to open the adjacent door and follow the hallway to the opened door on your left. Enter a crypt and hop down into the second grave. Shoot the casket and pick up a TORCH. Hop back out and exit to the beginning room with the helix.

 

Take a running jump W over the pit, either from the S alcove or from the N side. Enter the next room and drop the torch long enough to deal with a demigod. Enter the SE passage and follow to a timed wall switch that provides a flame for your torch for 21 seconds. Pick up the torch, go back the way you came and take the first right past the entrance. Continue to the far wall, light the torch and hop back so you won't fall into a deep pit when the trap door opens at your feet.  Go back, take a right and light the wall torch in the W alcove. Continue along the passage, take a running jump over a lava pit and light another wall torch at the end.

 

You still need the torch, so go back the way you came and continue to the left of the statue past the spikes. Jump over the lava pit, light the third wall torch at the end of the passage and engage an ahmet. You're now done with the torch, so jump back over the lava pit and meet a second ahmet. A trap door has opened behind the statue, so drop into a pool and swim through the NE opening and follow to a series of spike traps. Turn left, swim close to the ceiling where you'll be safe and continue past a closed trap door to an underwater lever that opens a that trap door. Return, surface and pull out into a library with fire traps.

 

Loop around right for revolver ammo, then look up at the ceiling. Avoid the tiles below the skull designs, jump onto the other ones (including the one above the small medipack in the NW corner) and a bookshelf will rotate in the far wall. Go on through and take the DAGGER from the plinth as a door opens in the beginning room. Exit to the water hole, avoiding the deadly tiles, and swim back over the spikes to the previous room. Pull out E, jump onto the slope and onto the S block, stand jump to the NW block and jump to grab the W alcove. Ledge jump up to grab the upper ledge and pull up behind the statue. Exit this room, jump over the large pit and turn left. Jump down to the opened door to the right of the stairway and go down a short hallway. Deal with the demigod who's firing at you from the other side of a lava pit.

 

Jump down left onto a stone ledge and take a curved running jump N to grab the ledge where the demigod was perched. Pull up, step forward and you'll attract another demigod on the SE side of the pit. Use the book switch at the NW corner to retract some spikes, jump back S across the pit and take a running jump E onto the ledge where the second demigod appeared.  Take a running jump N to grab the higher block where the spikes were and pull up. Turn right, pull up higher and go to the N wall. Turn right and find a pushblock. Push it once, go around and get on it to pull down a lamp wall switch that retracts more spikes. Go back W, jump over the lava and turn left. Locate the passage where the spikes retracted, jump over the burning floor and use the book switch to hear the sound of a door opening near the stairway.

 

Go there, enter the N room and find LARA'S ROOM KEY on a plinth. Exit this room, engage a demigod on the landing and jump E over the lava. Drop onto the spike-free block, stand jump S onto the lower ledge and take a running jump with grab to land inside the lower S hallway. Go around to the left of the spike trap and time a standing jump onto the block, followed by a quick jump W toward the stairway. The flames protecting the stairway have gone out, so go upstairs and loop around right to use your key to open the bedroom door. Enter, go through the phantom curtain near the SE corner and hop onto the shelves for SECRET #1. Collect grenades, another GRENADE GUN, a large medipack and shotgun ammo, exit to the bedroom and pull down the lamp wall switch in the NW corner to extinguish the flames in the fireplace. Go there, climb the back wall and pull up into an attic.

 

Hop onto the crates ahead and pick up the FREEZER KEY near the corner. Return to the bedroom, exit and go to the stairway. Hop down to the NW door you opened earlier, run forward and use the key to open the N door. Enter the kitchen, loop around left and open the freezer door to liberate Winston. Squeeze past him, climb onto the shelf to your left for the HEART (cut scene of a door opening) and exit to the stairway. Hop onto the stairs, go up into the NW room, approach the plinth as debris falls from the ceiling and combine the Dagger and the Heart. Place the SACRIFICE on the plinth to trigger a couple of cut scenes, pull down the ghostly lamp switch on the W wall and exit to the stairway. Run across to the opened NE doorway, go left up the ramp and see the boulder poised up ahead. Turn around, hop back to trigger it and sprint back down to get out of its way.

 

Run up the ramp into a room with stacked crates, climb onto the tallest one against the W wall, jump N to grab the break in the railing and pull up onto the upper walkway. Go around right to pull down a wall switch, go back and drop to the room below, exit E down the ramp, turn right and find the opened W doorway. Enter a small room and collect uzi ammo, revolver ammo, the UZIS and a large medipack for SECRET #2. Exit to the stairway, hop down left and continue past the opened E door. Run down the steps into the basement as debris falls behind you. Go to the SW pushblock and pull it away from grenades and crossbow arrows. Run toward the far E wall as more debris falls and look right for another pushblock. Move it against the E wall next to the stacked corner crates, forming a bridge that allows you to pull a higher pushblock from the SE corner. Go around it and slide the revealed opening to a lower room (cut scene).

 

Run forward and place the Hidden Stone in the S mural to hear the sound of a trap door opening. Enter the E side room, find the floor hole where the trap door opened and safety drop into a spike-trapped tunnel. Get past three spike tiles and come to a boulder ramp. Run down the ramp ahead of the triggered boulders and jump at the very bottom to clear the gap and activate a squishy block ahead. Time your way past it without falling into the pit ahead and save your game. Stand jump to grab the rope, swing forward and take a tricky jump with a high enough arc so that you land inside the helix for a level change.

 

Level 7: RECTIFY

 

Run down the long, dark passage to the W wall and an apparent dead end, go back and look right for a side passage that has appeared in the S wall. Continue to another dead end and stoop to shoot the barrier blocking a crawl space.  Enter, turn right and run to the N wall. Reverse roll to see that the passage has been extended and follow S to a TR1 environment where two bats and a wolf attack.

 

Go through the SW opening and prepare to do battle with two wolves and two bats in the next room. Go around the pool to collect 2 x uzi ammo, revolver ammo and a large medipack. Jump into the water and swim in the helix to be transported to an Oriental setting à la TR2. Head N to an open area, jump the gap and face S. Hop back into the floor hole, grab the edge, release onto a slope and allow Lara to slide all the way to the bottom. Stay where you land until the following boulder drops harmlessly behind you.

 

Turn left to see that an awakened Samurai is floating your way, so shoot to make him explode before he arrives. Stand left and take a running jump onto the boulder ramp, followed by two more running jumps in rapid succession onto the other boulder ramp and into the N opening before either boulder can reach you. Your next task is to negotiate a floating islands environment. Stand left again and take a running jump curving right so that you land on the slope sliding backwards. Grab the edge and shimmy left, pull up and back flip onto a stable ledge.

 

Go up the ramp a bit to trigger the boulder, hop back as it rolls by and go to the high end. Face E, take a walking/running jump down to the slope, slide and jump S curving left to land on a flat spot. Jump W to the next floating island and W again to a much larger island. Turn around and await the arrival of another floating Samurai and blow him away. Grab the small medipack inside the cave and jump back E to the previous floating island. Jump across E to the flat spot, stand at the edge facing W and back flip onto the slope. Slide and grab, shimmy left, pull up and back flip onto the ledge next to the boulder ramp.

 

Go up the ramp again, but this time take a walking/running jump NE down onto the sloped block, slide and jump off E onto a flat spot on the small island. Stand jump E and N onto the corner flat spots, face the helix and take a walking/running jump into it. As you might expect, you're now in a TR3 environment, so light a flare, safety drop down the floor hole and shoot two waiting cobras. Exit S into a large area and go past the trees. Look for a wall switch on the left column next to a dormant Shiva statue and pull it down to open the S door. Go inside as the door closes behind you, engage the awakened Shiva and use the NE dirt mount to explore the upper ledges if you like, although I found nothing of interest up there. The S door opened when the Shiva died, so run into the helix in the next room.

 

Slide and jump over the spike pit into a TR4 Egyptian setting. Stand in front of the left opening (save and see what happens if you try to get up via the right opening) and note the ceiling skull tiles to avoid those areas. Jump across the first spike pit on the right side, angle left and jump across the second spike pit. Continue straight forward up the ramp and into a puzzle room. Two mummies are making their way toward you, so put that grenade gun to good use. Take a TORCH from the plinth to your left, light it on the nearby flame and note six wall sconces on the E and W walls. Light only the four corner sconces to open the S gate and step into the helix.

 

Arrive in a more modern setting and climb the ladder into a ceiling shaft. Shift right and pull up into a laser-protected duct. Wait for the laser to move away from you, run after it and stoop down when you reach the lower section. Crawl forward past the laser and come to a connecting passage off to your right. Walk down the ramp, stand jump forward and follow the duct to a ledge overlooking a deep room. Jump up to grab the laser, and when the laser starts moving away from you, monkey swing forward and to your right. Time your way past a second laser, drop into the W duct and face a third laser. Use the same follow, stoop and crawl tactic to get past it and enter the N duct. Get past a final laser in the same manner and come to a floor hole. Climb down the ladder to a lower duct and enter the crawl space. Shoot the grate, emerge in a hallway and step into the helix for another change of scenery.

 

Step forward to trigger a flyby through the next area. Continue around the corner to face three angry hydras. You know the drill. Draw a powerful weapon, jump back and forth to avoid their fireballs without dropping into the water and shoot only when a hydra is about to launch a fireball. It's tedious work, but it can be done with patience. When all three hydras have disintegrated, you can jump into the water and collect multiple goodies for which you have no further use. Find the passage in the N wall that leads to a shaft where you can surface and pull out near a wall ladder. Climb up to a slope and back flip onto a ledge overlooking the hydra room. Grab 2 x uzi ammo if you like and drop down onto the ledge below.

 

Follow SW to the entrance and take a running jump to grab the S wall ladder. Climb up to a passage with uzi ammo, the UZIS and a large medipack. Drop into the water, swim back to the N ceiling shaft and return to the upper ledge. Drop down into the hydra room once again, go toward the alcove at the S wall and take a running jump E past the hanging skeleton to grab a hard-to-see gap in the column. Pull up and take a running jump up NE into a short passage with revolver ammo and uzi ammo. Pull up left for a large medipack, drop down two times in front of the opened gate and run into the helix for a final level change.

 

Level 8: RECTIFIED 

 

Walk forward to a deep pit and safety drop with a slight loss of health that won't make any difference. Open the floor trap door and drop down to trigger a dizzying camera view as Lara's theme music plays. Climb the ladder to a fenced passage and head W along what I'll call Builder Alley to finish the level and the game.