THE LOST SECRET II: FENRIR'S LEGACY (Chapter 1)

 

Levels by Mehrbod

 

Walkthrough by Phil Lambeth, with edits and enhancements provided by the builder

 

Prologue

This cinematic can be skipped using ESC key.

The cinematic shows Seth walking towards a sandy slope as he looks at his dead army, crushing a dead skeleton in his way, then the camera shows a dead dog as Seth turns back and yells:

Seth:    In the name of Anubis, the god of the underworld, I, Seth, the god of chaos, shall revive you into the plane of existence once more.

Then, he moves his hands close together, forming beacons of lightning which are shot at the dead troops.

Seth:    Rise. Rise and bow before your god. For he shall breathe life into your pathetic lives and give you a chance to conquer the world.

The camera then shows skeletons and dogs being revived.

Seth:     My lords! My comrades! You were all abandoned by your generals and acquaintances to rot in this treacherous desert. I, rewinded The Sand of Time to give you another chance to prove yourself worthy. Serve me, and you’ll be rewarded with eternity.

After a pause…

Seth:     Fail me, and you’ll be rewarded with nothing but regret, and agony.

The troops cheer Seth for his powerful speech.

Seth:    Together, we will crush whatever stands in our way and take back what is our right. All who stand against me must be destroyed. We will attack The Palace of Guests to destroy Fenrir, who is conspiring behind my back to imprison me, at the present time.

Then, he orders:

Seth:    ALL TROOPS!  MARCH FORWARD!

 

Level 1: UNDERNEATH [THE] TEMPLE OF HORUS

 

The flyby sequence pans back from an igniting flame, showing the symbol of The Amulet of Horus in a small pit at the bottom of the temple, then it rotates and starts moving towards Lara, who has fallen down, unconscious, as she starts waking up.

Lara:     This is not good! I need to get back top!

 

After the lengthy introductory cinematic and flyby, pick up the nearby flares and shotgun ammo, jump N over the pit as a block slams down to your left, jump over the next pit to trigger a squishy block and time a jump to your left past it to land on a level spot. Shoot 2 x bats (one of them may flee and reappear later), face the wall, side flip right onto the slope and slide down to grab the edge. Shimmy right to a flat spot and pull up. Turn around and jump SE over the gap to land in front of a crawl space. Crawl through and drop down the other side.

 

Go S between the wall torches (go to your right around the column, as there's a spike tile on the left) for shotgun ammo and the SHOTGUN. Continue E to a timed wall switch that opens a gate behind you. The gate is set on a timer, so quickly reverse roll, jump over the spike tile and past the timed gate before it slams shut. In the next room take the SMALL WATERSKIN from the corner plinth to awaken the dog. Kill it and exit past the re-opened gate. Turn left, avoiding the spike tiles, come to a pit and jump onto the slope to your right. Slide and grab, shimmy left to a flat spot past the latent spikes and pull up. Hop into the E opening and enter a room with scales for your later use.

Lara:     These scales… I had seen them before in the temple above. I wonder how I may use them this time.

 

Tip from the builder: The scales puzzle is responsible for opening 6 doors scattered around the room. Each door has a switch next to it, which when pulled, ‘selects’ the associated door as current and ignites the flame above it (you can confirm this as a camera focuses on the Scales after use). Each doorway entrance has a series of ‘water waves’ sign above. The sum of all the waves is the correct amount of water you must pour into the scales’ plate (as an example, the NE door has a double-waves sign, along with a single wave. Summing them up, means pulling the switch next to it will force the scales to open the door only when 3 liters of water is poured. The same rule applies for other doors as well). Once a switch is active (a flame is ignited), using other switches won’t do anything (the camera won’t show the scales). At any point, if you were uncertain which switch you had used to activate the scales puzzle, just look at which one of the doors has its flame ignited. If you pour too much/too little amount of water, the scales will unbalance and the ‘punishment’ SE door opens. You must go there and encounter an enemy in order to reset the scales, otherwise, you won’t be able to pour water anymore. You must visit the punishment door at least once if you want to obtain all the secrets in this game (as described two paragraphs below).

 

For now, explore the room for 2 x crossbow arrows (NE and SE alcoves) and locate the NW pushblock. Move it to the other end of this ledge so you can use it to pull up into the W opening for the LARGE WATERSKIN. Get back down and pull the pushblock two times in front of the closed gate, get between it and the gate and push it onto the lower floor. Push the block N until it drops into the shallow fountain, providing access to the W wall switch. Pull it down to hear the sound of a trap door opening. Go around to the other fountain NE, jump into the water for SECRET #1 and swim past the opened trap door for the REVOLVER, revolver ammo and a large medipack. Surface, pull up W and fill both waterskins. Pull out of the water, go to the N scales between the two dividing walls and empty the Large Waterskin (5 litres) into the bowl on the left side. Tip from the builder: Because you have pulled no switches yet, pouring any amount of water always opens the bad ‘punishment’ door.

 

The ‘punishment’ gate (SE) opens, so reverse roll, run between the dividing walls and loop around left to the opened gate near the SE corner. Pull up onto the block, whereupon the gate closes behind you, hop down into the next room and take a running jump over the spike trap between the two columns with owl symbols. There's another spike tile in the middle of the next area. Locate and pick up 2 x shotgun ammo and pull down the E wall switch to open the next gate. Enter to face a slumbering bull, pick up the large medipack and reverse roll to awaken the bull. Tip from the builder: The bull has to hit one of the bird symbols painted on the central pillars of the room. You can either do this the hard way (by playing as its bait and jumping sideways at the right moment), or alternatively, by quickly exiting both rooms, avoiding the two spike traps, and hopping onto the block in front of the closed gate. The bull will start roaming around, eventually slamming itself into one of the bird symbols at a random time. The gate will then re-open and you’ll hear the scales ‘clank’ sound, which means they are reset, so hop down W to leave the bull behind and go clockwise around the larger room to the NE alcove. Note the closed gate inside (the scales are reset too).

 

Pull down the wall switch for a screen shot of the scale, which is now ready to be used again. Go there, empty the Small Waterskin into the bowl and hear another gate opening. Reverse roll, run between the dividing walls and loop around right to the NE alcove, where the gate is now open. Go on through past the cat statues (no spike tile) and come to the edge of a slope. Pick up the small medipack and look down to see that the slope is riddled with spike tiles. Save your game, stand far right of center and run off the edge to land in a safe flat area. Stand jump SE toward the wall and you'll slide safely down to the bottom of the slope. Go to the E wall, pull down the wall switch and you'll get a dark cut scene that doesn't reveal much other than a single lighted torch. Tip from the builder: If you use this switch before visiting the ‘punishment’ room at least once, it won’t do anything and you’ll miss the secret.

 

Getting back up the slope is a bit more difficult than getting down. Light a flare, stand at the base slightly right of center, jump onto the first flat spot, then SW or NW to the next one, SW or NW to the next one, NW to the next one, SW to the next one, SW to the last one and vault up two times W from there. Exit to the larger room and pull down the wall switch in the middle of the N wall for another cut scene of the scale. This time you need but 1 litre, so go to a nearby fountain and proceed as follows: Fill the Small Waterskin, combine it with the Large Waterskin, refill the Small Waterskin and combine it with the Large Waterskin, leaving 1 litre in the Small Waterskin. Go to the now-familiar scale and pour those contents into the bowl to open another gate, in the N wall next to the switch you used earlier.

 

Go there and enter as the gate closes behind you. Go past the first pair of columns and receive a warning of the spike-trapped area ahead (Lara says ‘I need to tread carefully.’). Go right to the E wall, walk N close to the wall and stand jump past the next column (spike tile). Continue to the next column and climb the ladder to the top (not trapped). Stand jump W onto the adjacent column, and for a secret turn left and take a running jump S to grab the next column. Pull up and do the same once again for SECRET #2. Pick up the UZIS, jump to the adjacent column for uzi ammo and return along the same path as before (or, you could drop to the floor and follow the safe path close to the E wall, jumping over that single spike tile). Stand jump N from the last column top to face an indoor pool. Jump into the water, swim to the bottom and go through the narrow opening to surface at a new area.

 

Pull out and walk forward to the edge. Jump NW toward the cat statue and go past it to jump NW into the large alcove. Pull down the wall switch to open a gate and reverse roll to drop down and slide to the lower floor. Note the spike tiles ahead and loop around right to find revolver ammo next to the cat statue in the near alcove. Head N toward the interior of the room, and action music will herald the arrival of two crocodiles. Deal with them and find a small medipack on the NW ledge. Note the N wall switch but don't pull it down yet. Instead, go toward the SE corner of this room and loop around right to see a cat statue nestled tightly in a small alcove. Jump past it into the alcove and pull down the wall switch there. Jump (or back flip) back out and find the nearby pushblock.

 

Push it two times E and it will drop into a shallow hole. Head toward the nearby NE corner and pull up into the dark opening in the E wall (above the fountain) and pick up the CROSSBOW for SECRET #3. Get back down and return to that wall switch in the far N wall you bypassed earlier. Pull it down now to flood the entire area. Flip turn, swim toward the central structure and pull up onto the surrounding ledge. Go around to the SW corner for shotgun ammo and return to where you pulled out. Take a running jump N over the water to grab the next ledge. Pull up and look in the bush on the wall ledge to your left for shotgun ammo. There's a wall switch at the end of this room, but leave it alone for now.

 

Jump back into the water and swim SE to an alcove where you can pull out. Enter the short passage ahead to find a pushblock. Pull and push it across the alcove so that it drops down into the water. Jump in after it and swim NW into a large underwater opening and pull the lever between the ankh symbols to drain the area once again. Run SE over to that second pushblock that you pushed into the water and move it two times N, two times W, one time N and one time E so that it drops into a shallow hole like the first one did. Return to the wall switch in the far N wall and pull it down to flood the area once again. Flip turn and swim to the central structure, pull out onto the surrounding ledge and jump across N as you did earlier. Pull down the switch in the far wall to raise the water level even higher and flip turn. Swim forward to the central structure, turn right and swim into the W alcove and up through the ceiling hole to surface.

 

Pull up past the opened door and note the sleeping dogs, one on either side. Turn right, go to the N wall and one of the dogs will awaken. Shoot it and jump up to grab the crack in the N wall. Shimmy right and around the corner, pull up to deal with another dog waiting up there and follow the upper passage to an opening. Jump up to grab the ceiling and monkey swing W and S. Drop to grab the ledge, pull up and run forward to pull down the wall switch that lifts a gate elsewhere and awakens the second dog down below. Shoot it, safety drop to the floor and jump into the water. Swim E around the central structure, into the alcove in the E wall and toward the opened gate as it closes in your face (no, it wasn't on a timer triggered by the previous wall switch). Swim up through the ceiling hole, pull out and turn left to find a crawl space in the N wall.

 

Crawl through to the next room and approach a deep pit. Take a running jump to grab the first of two ropes, swing and jump and grab the second one, swim and jump to land on the ledge on the other side of the pit. Pull down the wall switch and watch another rope drop from the ceiling somewhere else. Use the two ropes to get back across the pit, exit via the crawl space and see the third rope that has appeared in the previous room. Use it to access the higher S ledge and pull down the wall switch to open another gate elsewhere. For a secret, jump to grab the rope, turn to your right, swing forward and jump off to land in a dark opening in the E wall. Follow the passage N to the other end for SECRET #4 and pick up uzi ammo and a large medipack.

 

Safety drop to the floor, jump into the water and swim toward the central structure. Pull out onto a higher surrounding ledge, turn around and take a running jump E to grab the ledge. Pull up, hop down into the room ahead and save your game in front of a timed wall switch. Pull down the wall switch and hit the look key to kill the cut scene. Reverse roll, take one step forward and stand jump onto the ledge, followed by a precisely straight running jump over the water to land on the ledge surrounding the central structure. Run around to the other side and take a running jump to grab the W ledge. Shimmy right, pull up, hop down and jump into the dark NW opening before the timed gate closes. Go to the end of the passage and pull down the wall switch to disable spikes surrounding a pushblock.

 

The timed gate has re-opened, so return to the previous room, pick up the uzi ammo and jump back into the water. Swim into the upper W alcove and pull the underwater lever between the cat statues to lower the water level once again. Jump back into the water, swim into the lower W alcove and pull the underwater lever between the ankh symbols to completely drain the area. Turn around, run past the torch-lit columns and loop around right to the pushblock in the NW that is accessble, now that the surrounding spikes have been disabled. Pull the pushblock one time S and one time E, then push it into the shallow hole. Return to the wall switch in the far N wall and pull it down once again to flood the area. Flip turn, swim to the central structure and pull out onto the surrounding ledge.

 

Turn around, take a running jump and grab N, pull up and run forward to pull down the higher wall switch that raises the water level. Flip turn, swim to the central structure again and pull up onto the higher ledge. Go around to the S side and pull down the wall switch you may have noticed earlier. The water level rises even higher, so surface and pull out onto the uppermost surrounding ledge. It's mighty dark in here, so you may want to invest one of your few remaining flares. Go to the S side, turn to face N, stand near the left corner and jump up to grab an opening in the central structure. Advance to the crawl space, go on through and save your game in preparation for a long upcoming swim. Turn around at the opening and drop past an opened gate into a water hole. Swim down while making a quarter turn to your right until you reach a closed gate, pull the nearby underwater lever to open it and swim out E and into the alcove on your right to find the CYAN GEMSTONE (1 of 2) on a plinth.

 

When you pick it up, the gate which blocked the way back to the scales room opens, so flip turn, swim out and up to your left into the S alcove. Continue down and slightly to your left into the narrow wall opening and swim up the long shaft to surface for some much-needed air. Pull out S to face the familiar spike-riddled passage. Take the quick way across by following the path along the E wall, being sure to jump over the spike tall beside the second column. Continue S into the larger room with round columns as the gate closes behind you. Go to the W alcove and pull down the wall switch for a cut scene of the scale. This time you need 2 litres so, assuming that your Small Waterskin is empty and your Large Waterskin is full (5 litres), simply combine the Large Waterskin with the Small Waterskin, go to the scale and pour the 2 litres in the Large Waterskin into the bowl.

 

Reverse roll, run between the dividing walls, turn right and enter the same NW alcove you just left. The gate should now be open, so go on by as it shuts behind you and pick up the much-needed flares. Go ahead and use one now as you step into a dark corridor. Save your game before you approach the N plinth, as a horde of beetles will pour from the ceiling. Quickly take the TORCH from the plinth, run around the plinth and light the torch on the flame ahead (probably triggering a gauntlet of squishy blocks in the process), take a rolling back flip and run back to light the torch on the S wall. Do your best to avoid the beetles as you run back N and get past the first squishy block, light a wall torch, repeat with the second, third and fourth squishy blocks and the N gate should open. Go on through and toss the torch, as you no longer need it. Head W up the ramp (the beetles won’t follow you) and save your game about halfway up. As you approach the top you’ll hear a burst of warning music. A boulder is triggered, but if you veer to the right to avoid it, you’ll be skewered by spikes that shoot out of the wall. Instead, take a running jump NW to land in the floor hole just past the spike trap. After the boulder has passed by, continue to face NW, pick up the large medipack, run to the corner and quickly back flip out of the floor hole before the floor spikes are triggered.

 

Stand jump over the slope and run the rest of the way up the ramp. Turn left to face an opening and you’ll get a warning not to jump the floating blocks (Lara says ‘Cunning, I wonder what would happen if I jumped on the squares. Probably a bad idea though…’) in the room ahead (they’re trapped at the moment, as the harmful blue bolts will zap Lara). Hang from the edge, drop to grab the wall crack and shimmy left to a corner and pull up in front of a wall switch that neutralizes a portion of the electrically charged blocks. Hang from the edge, continue to shimmy left and around the corner until you reach a crawl space with shotgun ammo for SECRET #5. Hang from the edge, shimmy right around the corner and almost to the next corner to find another crawl space. Pull inside, stand up and pull up left into a higher crawl space. Drop down from the other side into the previous passage. The nearest block is now safe, so take a running jump onto it and face the E wall. Take a running jump to grab the wall crack and shimmy right to the corner. Pull up into an opening above a voluptuous goddess and get a remote camera view of the room (take a note of the shape of the symbols). You can break the view anytime by pressing the LOOK key or drawing weapons. Don’t miss the uzi clips.

 

Follow the passage to a wall switch that opens the gate to your left. Hop down into the next room and receive a warning about pulling the many wall switches (some of which are as yet unseen). Tip from the builder: You must use the switches that only correspond to a valid shape displayed on the 5 blocks of electric lightning bolts. Other symbols are invalid and when their switches are used, will zap Lara to death. The order of pulling the switches doesn’t matter.

 

Let’s begin at this lower level. Pull down the middle switch in the E wall for a small explosion. There are four switches in the W wall. Counting from left to right, pull down 4, 2 and 1. Use the pointed mound in the central ledge to grab and pull up to the higher W ledge. There are more wall switches up here as well as a pushblock at each corner. Go to the pushblock at the SW corner and pull it two times, right through the adjacent wall switch. Go around it into that corner and find that another switch has been revealed in the S wall. Pull it down for a dark cut scene (if you hadn’t visited the ‘punishment room’ and used the switch in the 3-litre door, this switch wouldn’t do anything and you would miss the last secret), go pull down the NE wall switch and hop into the N alcove for the CYAN GEMSTONE (2 of 2) as you hear a gate opening. Safety drop to the lower floor, hop down past the opened N gate and slide to a level surface.

 

Go W up the two ramps and around the corner to face the floating blocks room. If you’ve pulled all the correct switches, all blocks are now safe, so jump them in a clockwise direction until you reach the ladder against the W wall. Climb the ladder and pull up into a higher passage. Follow a few steps for flares, turn left and slide down two long slopes. Continue to a crawl space and enter to draw the attention of 2 x bats. Back out quickly to kill them, then proceed in pitch blackness until you can stand up and deal with 2 x dogs that attack from around the corner. Continue to the end of this passage and hop or pull up onto a block to hear Lara’s theme music. Ta-da! You’re back at the room with Egyptian pillars and spiked floors. Stand jump over the top of a gate onto a column top, turn right and take a walking-running jump NW onto a triangular ledge. Hop SW onto the next column top for grenades, hop W onto another triangular ledge and pull up past the opened gate. Run forward for the GRENADE GUN that registers as SECRET #6, return to the triangular ledge and simply run off onto the ground. Head N into the next room and place the Cyan Gemstones in their receptacles to open the ornate doors between them.

 

Light a flare as you enter a dark passage and climb down several blocks until you reach a lower passage. Vault up left into a small room with four round columns and go past the opened W gate for a TORCH. Exit this room and light the torch with the N wall sconce. Turn around and hop onto the short ledge to trigger a cut scene.

 

The cut scene shows Lara looking above, at The Amulet of Horus symbol. Afterwards, she jumps into the shallow pit, moving toward a silver white statue.

Lara:     Incredible!

Lara then uses the torch to cast some light on the statues.

Lara:    This wolf statue shouldn’t be here. Silver wolves had nothing to do with the Egyptians, but were rather related to Norse mythology. These creatures next to it, are they its protector?

Lara then turns her back to cast light on the symbol of The Amulet of Horus, which was displayed at the beginning of the level.

Lara:    And eventually, The Amulet of Horus. I’m almost certain the amulet was not solely created by Horus. Could it be that… (inhales and exhales) … I need to find a way out first.

 

When it ends, turn around and hop next to the rearing wolf and light him up to open a trap door above a ladder. You can also light up one of the two horned beasts, but it won’t do anything useful. In any event, toss the torch away and climb or jump those E blocks back up to the previous room. Loop around right and jump up to grab the crawl space in the W wall. Pull inside and follow until you hear the sound of squishy blocks. When you can stand up, jump across the gap onto a level surface, turn left, walk S and take a running jump onto a triangular ledge next to the squishy block. Time a jump SE past the squishy block, jump the next two gaps and climb the ladder in the S wall. Pull up to reach the next level: Temple of Horus.

 

Level 2: TEMPLE OF HORUS

 

Turn around, light a flare and go up the ramp on the right side for crossbow arrows and a small medipack (Notice Seth’s head. Doesn’t it remind you of anything…?). Return, go up the left side a few steps for flares and continue all the way down the ramp. Turn left and notice the closed gate. Behind the left pillars in the dark corner, there is a large medipack. Pick it up and continue the previous path, passing over several closed floor trap doors to a wall switch that opens them and drops you onto a slope. Head for the small opening, slide backwards down the next long slope, grab the edge and shimmy right over the water to a corner flat spot. Pull up, turn around to shoot two crocodiles in the water and pull into the E passage. Go down the steps to a wall switch (cut scene of a gate opening), ignore the ladder for now and return. Jump into the water and search the nearby SE corner (next to a rock pile) for explosive arrows and the far NW and NE corners for 2 x shotgun ammo. Swim to the middle of the W wall and pull the underwater lever to open an underwater gate elsewhere and attract another crocodile.

 

Pull out onto a nearby ledge, deal with the croc and go to the SW “pool” (with a deadly blue goo surface). Take a running jump onto the central slab with the Horus statue and jump around it to grab the wall ladder. Climb up to a passage with a wall switch that opens a ladder trap door. When you turn back to go the other way, action music heralds the arrival of a harpy. It won’t attack as long as you remain in the passage, so jump down to the statue slab (perform a running jump so Lara’s head hit the grates above and land on the stone slab) and from there to the ledge to give yourself some fighting room. When you’ve killed it, jump into the water and swim over to the opening in the N wall. Proceed to an underwater door and open it (which may take some persistence, so go back for air if necessary). Turn left and swim W through a long passage and up the shaft to surface and pull out into an alcove. Pull the chain for a cut scene of an underwater gate, jump back into the water and return past the opened door to the large pool. Surface when you get there and pull out onto the N ledge next to a cat statue. Stand to the right of the statue facing E and take a running jump onto the higher rock ledge.

 

Walk forward as far as you can and jump forward with a left curve onto the sloped portion so that you slide backward and grab the edge. Shimmy right until you return to the corner flat spot you visited earlier. Pull up into the E opening and follow around to the ladder you ignored before. Climb up past the opened trap door, shift right and drop down as action music starts playing. Deal with the harpy, face W while standing at the higher back corner and jump up to grab the ceiling. Monkey swing to the crossing and turn left. Follow the tracks, timing your way past four flameblowers (turning right after the first one), and drop when you reach the opening in the S wall. Step forward and pull the chain to see a gate lifting elsewhere. Use the monkey bars to time your way past the first three flameblowers, but instead of turning left when you approach the fourth one, continue straight E and drop into the wall opening. Follow the passage around the corner and save your game for a timed exercise before entering the next room.

 

Tip from builder: Have a look at the water wave symbols above and inside each opening. You must pull the chains in order, otherwise the spike trap below activates and kills you. The order works like this: The first priority is with the smaller outer water waves symbol, then the inside. As an example, if the outside water waves symbol is 1 and the inside has no symbol (0), this will be the first chain to pull, then 1 for outside and 1 for inside, up to greater numbers.

 

So, turn left and pull the chain in the near (NE) alcove, take a rolling back flip and run across to pull the chain in the opposite (SW) alcove, reverse roll and loop around left to pull the SE chain, take a rolling back flip and run diagonally across to pull the final NW chain. Go to the plinth in the S alcove, grab the GOLDEN ANKH (1 of 3) as the central trap door opens, back flip and hop back once to drop through the floor hole and avoid the steadily descending corkscrew ceiling.

 

Follow the passage around the corner to a wall switch that opens a gate elsewhere. Continue around the next corner to another wall switch that lifts a timed gate in front of the large pool. Side flip into the water and swim NW to the ledge with the cat statute. Pull out and make way to the E opening at the far corner in the same manner as you’ve done twice already. Go around, climb the ladder and drop in front of the opening. Jump up to grab the ceiling and monkey swing past the same four flameblowers, following the same route as before, drop into the opening in the S wall and run past the chain without pulling it again. Follow the passage to a gate that was lifted earlier, hop down onto a ledge spanning the large pool and draw the crossbow armed with explosive arrows (or the grenade gun). Blow away 2 x skeletons that are running toward you (either with crossbow explosives if you’ve uncovered the secrets in the previous level, or push them off the ledges using the shotgun), proceed along the ledge and pull two wall switches. One opens an underwater gate, the other opens a trap door (as a shortcut to the upper-level structure from floor level).

 

Climb the ladder at the next corner, pull up onto the high ledge and follow to a wooden bridge. Go across through the cascading water, turn right at the cat statue and continue E toward a closed gate with an Ankh behind it. Pull down the wall switch to open a trap door elsewhere, go back the way you came and climb down the ladder to the lower ledge. Hop back twice and safety drop to the familiar ledge with the cat statue. Make yet another trip across to the E wall opening, climb the ladder to the monkey bars and start making your way across. This time, however, turn right at the crossing and time your way past a flameblower. Drop into the N wall opening, run forward to the ladder and pull down the timed wall switch before climbing up quickly past the opened gate. Turn right and go up the ramp on the right side for a large medipack (if you haven’t already), then go up the slope the same way you entered the level and into the floor hole for a level change.

 

Level 1: UNDERNEATH [THE] TEMPLE OF HORUS (2nd visit)

 

Jump N over two floor holes, time a hop left past the squishy block and face the wall. Side flip right onto the slope and slide down to grab the edge. Shimmy right to a flat spot and pull up. Turn around and jump SE over the gap to land in front of a crawl space. Crawl through and drop down the other side.

 

Go S between the wall torches (go to your right around the column to avoid the spike trap), turn left at the wall and follow past the wall switch to the deep pit you navigated earlier. Hop onto the slope to your right, slide and grab, shimmy left to the flat spot in the corner and pull up. Jump into the E opening, return to the scale room, turn right and go to the wall switch next to the SE fountain. Pull it down for a screen shot of the scale. Your Small Waterskin should be full and your Large Waterskin should be empty. You need 4 litres this time, so hop into the nearby fountain, empty your Small Waterskin, fill your Large Waterskin and combine it with the Small Waterskin. Empty the Small Waterskin, combine the large Waterskin with the Small Waterskin, fill the Large Waterskin once again and combine it with the Small Waterskin, leaving 4 litres in the Large Waterskin. Go to the scale and pour the contents of the Large Waterskin into the bowl. Reverse roll, run between the dividing walls, turn left and go past the opened gate in the S wall. Continue around the corner for a brief return visit to Temple of Horus.

 

Level 2: TEMPLE OF HORUS (2nd visit)

 

Run forward, jump into the water hole and swim past one opened gate to a rather buggy underwater lever that opens the next gate into the large pool and another door elsewhere (take note of the now open door, as this will act as a shortcut for coming back/forth between levels). However, swim back left to the water hole and pull out for another level change.

 

Level 1: UNDERNEATH [THE] TEMPLE OF HORUS (3rd visit)

 

Exit to the scale room, turn left and into the SW opening to find a wall switch that gives you another cut scene of the scale. This trip requires 5 litres, so simply go to the nearest fountain, fill the Large Waterskin and empty it into the bowl on the left side of the scale. Return to that same SW opening and go past the opened gate for another level change.

 

Level 2: TEMPLE OF HORUS (3rd visit)

 

Take a few steps to a floor hole and drop down the deep shaft into the water hole far below. When you pull out the gate closes behind you. Save your game and pull the W chain to awaken 2 x fire wraiths. Unfortunately, the water hole is no longer available, so reverse roll, jump over it and continue into the next room to cross a row of breaktiles. Hopefully the flames protecting the next opening will go out before you get there (If not, you need to waste a few seconds before entering the next room by running around and avoiding the wraiths). Continue over more breaktiles toward the wall and jump left into the NE opening where another water hole will extinguish the pursuing fire wraiths. Pull out N, go around a couple of corners and take the GOLDEN ANKH (2 of 3) from the plinth as the gate ahead lifts.

 

You’re back on a ledge over the large pool. Drop down into the water, pull up onto the nearest ledge and deal with the waiting crocodile. Jump back into the water, swim across toward the E wall and find the triple opened gates. Swim inside, surface and pull out right. Go up the steps and around the corner to find another GOLDEN ANKH (3 of 3) on a plinth. This gate doesn’t open, so go back around to the water hole and swim across to the E side of the pool. Pull out onto a handy ledge and find the receptacles for your Golden Ankhs. Each time you place one a force field appears around the central statue in the corresponding deadly “blue goo pool.” When the last one is placed you’re treated to a panoramic flyby and a cut scene revealing a new item. Go to the NW ledge with the cat statue if you aren’t already there and make that familiar trek along the N wall to the E wall opening. Climb the ladder to the monkey bars, go out and turn right at the crossing, get past the flameblower and drop into the passage in the N wall. Pull  down the wall switch in front of the ladder to hear a gate opening, climb to the top and pull up as the gate closes behind you. This time, don’t drop into the pit. Instead, take a running jump over it and grab the extended (closed) trap door on the other side. Pull up and run forward through the now open gate, approaching the blue beam over the sealing door.

 

The following cinematic shows Lara looking at the Amulet of Horus, the key that has sealed off the door and trapped Seth beneath. In order to find a way to get out of the temple, Lara decides to shoot the door, taking out the Amulet and releasing Seth once more.

Seth:     (evil laughter) … Ah… I’m free… at last!

The camera shows the amulet dropped on the ground in front of Lara.

Lara:     Oh, not so fast! You seem to have forgotten something!

Seth flies down to the floor, landing in front of Lara and towering over her.

Seth:     Ha-ha! That useless piece of junk cannot hurt me. Not anymore.

Lara, in a futile attempt, tries to shoot amulet’s power at Seth, to no avail.

Seth:     Ha-ha! Seems someone is out of juice now!

Seth:     You should have escaped by yourself when you had the chance, lady. Or even sacrificed yourself for your race and never left this temple alive. Now, you shall face the consequences of your selfishness and stubbornness. I warn you, I have no mercy over those who defy me. You can join me anytime, as I had already…

Lara, cutting Seth’s speech and aiming her pistol at him:

Lara:     NO, NEVER! I’LL NEVER LET YOU OR YOUR KIND DESTROY US!

Seth:     A futile choice, then I’ll be glad to see you try.

Seth:     A piece of advice from a three-thousand years old god:  You may never outnumber the evil in this world, as the scales of justice will unbalance. You may however, stand against it, but, you’ll be absorbed by it. Trust me, you never can, and will be able, to stop me. It was destiny to let me on the loose again, but this time, it will be different.

Afterwards, Seth flies upwards, throws bolts that open the escape way, and disappears. Lara, covering her face:

Lara:     Damn it.

Then, she notices something in Seth’s speech.

Lara:     Hmph… unbalancing the scales of justice… sounds a good idea!

 

When camera control is restored, the AMULET OF HORUS has been added to your inventory. Remember what Seth told you? Unbalancing the scales of justice? Drop down the floor hole, find the nearby opening and slide a long distance down into the large pool once more. Swim to the W ledges and pull out near the middle to find the wall ladder you certainly noticed earlier. Climb up past the opened trap door, back flip onto the extended platform and go to the next ladder in the NW corner. Climb to the uppermost ledge, go around to the wooden bridge and run across it through the cascading water and past the cat statue. Turn left and then right to the opened gate in the E wall for SECRET #7. Pick up the large medipack and revolver ammo, run off the ledge into the water far below and swim over to the opening near the SW corner. Go inside, surface, pull out left and run forward for a level change.

 

Level 1: UNDERNEATH [THE] TEMPLE OF HORUS (4th and final visit)

 

Enter the scales room, go to the scales and place the Amulet of Horus in the bowl (select Amulet of Horus from inventory by hand, not by pressing ACTION) to blow up the contraption and create a floor hole behind you. No, you don’t get to engage in a shootout to the death with Seth, using all that firepower you’ve been carefully preserving. Instead, turn around and run into the floor hole to finish the level and trigger the end credits.

 

This is the end of Chapter 1.