The Lizard King
An adventure by Richard Lawther
Authorized walkthrough by Sutekh
CS = Crawlspace - MS = Monkey Swing - L = Left - R = Right - N,
S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ = Running Jump - RJ+G = Running Jump + Grab
Jump to: Castle Orr | Hyan Pyramids | Uranus | Uranus to Osiris Court | Demon Nursery | Babylon | The Lizard King
-- General Notes --
* Items in Bold are necessary to complete the levels or get the
secrets, either by using them, picking them up or both.
* You'll find a Combat Strategies Section and a Spoiler Section at the end of this walkthrough as well as a summary at the end of each level.
* The following walkthrough is the detailed one. If you just
need hints and outlines, take a look at the hints.txt file
provided with the game in the archive.
* With the exception of the last Underworld part and the Epilogue, you can play the levels in any order. The one chosen in this walkthrough is from easiest to toughest, judging from players' feedback and goes as follow:
- Castle Orr
- Hyan Pyramids
- Demon Nursery
However, difficulty being in the eye of the beholder there's no absolute certainty and you can choose any other order.
* Don't forget to consult Dante's Map (you'll find a link at the top of the Prologue Section). If you ever feel lost in the Underworld, it can be of great help!
* Important: Don't shoot Anubis at any time throughout the game as it can mess up his AI.
Whilst in London, investigating the legend of Jack The Ripper, Lara Croft has inadvertently resurrected the malevolent deity that lies behind the infamous serial killer. The Lizard King is an ancient demon that, when manifest on Earth, is capable of the most heinous crimes - it is also impossible to destroy. Faced with certain death, Lara is forced to invoke the Spell Of Anubis, and transport herself to the shadow world that lies between the realm of the living and the realm of the dead. This is the true home of the Lizard King, but it is also the only place where he is vulnerable...
With the help of Anubis, spirit guide to the dead, Lara must defeat the Lizard King before she can return to the earthly plain.
1. Collect the 5 Lizard Trueforms
2. Take Thor's Hammer from the impostor Hammer God.
3. Confront the Lizard King.
There are 5 secrets:
1 in Castle Orr
1 in Hyan Pyramids
1 in Uranus levels
2 in Babylon
Click to see Dante's Map
Well, well, well... What have you done? Resurrected an evil deity and now finding yourself right in the middle of the very Underworld to fix that little mistake of yours... As you make your first steps, we'll simply familiarize ourselves with the place then find our way to the first realm.
You're standing in the center of the Underworld, on a large square platform called "Magus entrance point" (2 on the map). From there, you can spot several stairways, each leading to a distinct destination (but none of them is Heaven). Would you turn around (NW), you'd see an impressive glass pyramid which you'll have to visit later. For now, look in front of you and below (E): there's a red and white chequered terrace with skeletons playing piano and five effigies. That's your first destination.
Simply run off (don't jump) to the ramp leading down to the Effigies Terrace, slide down to the other end then jump to the terrace. You're welcomed by the beautiful sound of the Moonlight Sonata, played in unison by the nearby skeletons. Now that you're closer, you can see that the five effigies each represent a particular episode in Lara's adventures. On the floor, some of the tiles are labeled with a name matching one of the effigy. What this means is that you'll have to move each effigy on its matching tile.
But you'll only be able to do so much later: as you run toward the effigies, blocks rise below them making them inaccessible for now, and cages lower on the nearby stairway, granting you access to the realms. Notice the two pedestals next to the effigies and go pick up a Shotgun and the 1st Anubis Invocation on the leftmost one (N) then shotgun normal ammo and a 2nd Anubis Invocation on the rightmost one (S).
Now, and before going anywhere, let's visit the place. Turn R (S) and climb the stairway ahead, stopping at the junction.
To your L (E), you can see a ledge extending away: it leads to Hyan Pyramids. Ahead and to the L (SE) is the beautiful Inverted Manse. You won't be able to access it but someone else will and cast a useful spell from there later. A minotaur is pacing around to your R (SW) on a red and white chequered platform. It's the impostor who has stolen Thor's Hammer, and you'll need some extra help to deal with him so ignore him for now.
[Note: what follows is a bit risky and you'll lose some health in the process from the Minotaur's quake waves. If you want to do it, just be quick. You'll get useful infos, and keep in mind you'll change level soon and get your health back. If you don't, return to the Effigies Terrace and resume at "To Castle Orr".]
There's a black standing stone beyond the minotaur's lair. Each time you'll see one in the game approach it to get some useful hints, so let's go read this one. Climb the stairs to your R (W) and go to the far L corner of the bronze platform. Turn 45° L (SW), do a SJ to the platform below. The stairs to your R (NW) lead up the the Demon Nursery. Turn to the chequered floor and do a RJ to it. Hurry to the stone to read: "A spell to stumble make him Trip, Deadly traps will apply their Grip" and pick up the Manna from Hexham on the floor.
Now climb the nearby stairway to the top. Pick up the Manna from Heaven then go read both standing stones to your R (S). The first one reads "The spell you need is in the Manse... Your spirit guide will take a Glance..." and the second one: "Place the icons from your past... Anubis can enter this place at last...".
Now that you more or less know your goals, return to the Effigies Terrace by going down the stairs, rushing through the Minotaur's Lair and jumping on the platform. Once there, go to the far L corner, turn to face the corner of the higher platform, aiming slightly to its right then hop back and do a RJ to it. Go back to the Effigies Terrace and cross it.
Nothing else to do in the Underworld for the moment, so let's head for the first realm: Castle Orr.
Turn to face the northern stairway and climb to the first junction. The stairway to your L (NW) leads to Babylon, the ledge ahead (N) to The Block which is a huge wall barring your way to an unknown other side and you'll need to break later. For now, turn R (E), run to the edge of the large bronze platform, turn 45° L (NE), hop back and do a RJ to the stairway ahead.
Climb to the junction. The stairs to the right (E) leads down to Uranus, the left ledge to Castle Orr which is where you're going right now. So turn L (N). Run ahead. You'll soon leave the Underworld and be sent to Castle Orr.
==== In this part, you should have found...
Items of note: 2 Anubis Invocations
Run through the corridor to enter a large square room. Before doing anything, draw your pistols: you're greeted by some of the most annoying occupants of the place - 3 spiky pests, running (and laughing) at you from the stairway ahead. Once you've got rid of them, take a look around.
Apart form the entrance, there are three openings here in each side of the room and a closed trapdoor on the floor near the entrance. There's also a ledge running around against the walls above. You're going there first.
Run ahead (W) and climb the stairs whence the spiky pests came.
You'll find yourself in a new room with two closed portcullis, a
keyhole and two stone receptacles (The Stone Holes Room). Ignore all these for now and go R (N) then R (E) again into an opening to climb another set of stairs. Again, ignore the opening to your L (N) and run ahead. There's a jumpswitch in the middle of the E wall ahead. Go grab it to lower a block in another part of the castle.
Hop back while holding Action to safely drop down to the level below, turn L (S) and run into the opening ahead. Climb down the stairs to find yourself next to a set of spikes traps on your R (W). Stand before the leftmost ones and wait for the spikes to be fully raised to run through them (don't sprint, you need precision). Stop on the safe tile with the shotgun normal ammo and pick up the latter. Deal with the remaining spikes traps like you did with the first ones.
Before you is a block that will lower later. Turn R (N), run to the end of the passage, climb the ladder on your R (E) and pull up in a new room. There are two jumpswitches here: grab the L one (N) to deactivate the spikes below then the R one (S) to open the floor trapdoor in the Entrance Room. There's an opening in the SW corner (the block you lowered with the first jumpswitch was there). Go through it and crawl a bit.
You're now standing on a transparent floor right above a large patch of burning floors. Activate the lever ahead to switch on sprinklers which extinguish four of the tiles below and make them safe. There's another opening in the room leading to the ledge above the Entrance Room. Would you have come here from there, you'd have meet a Xian Guard who would have activated a very nasty burning trap system.
Return to the previous room and drop down from the ladder hole. Return to the other end of the passage where the spikes were and turn R (S) then R again (W) to find yourself standing before the burning floors. The safe ones are the ones with smoke (see screenshot).
Stand to the right and do a SJ on the first safe floor. The next jump will be the trickiest one because you have to do a RJ, which means taking a run up and taking off without touching any of the nearby burning floors. Stand in the very corner of the tile with a 45° L angle (SW), run straight then jump with a hard R curve to land on the next safe tile (see screenshot). Turn R (NWW) and do a SJ to the next safe tile. Finally turn L (SSW) and do another SJ to the last tile. Run into the next room.
On your R (W) you can spot an opening and before you is a strange mushroom shaped cage enclosing a key, with motionless lights above. Run to it and beyond to pick up some shotgun normal ammo on the floor near the wall. Turn around and shoot the cage to break it. Immediately a swarm of fireflies comes to sting you. Crouch to lower the damage done and wait for them to fly away. Now you can pick up the Castle Key on the floor.
Go through the opening and run along the corridor. It's closed by a block at the other end but said block will lower as you approach. Continue running to find yourself back at the other side of the burning floors and return to the Entrance Room.
Go to the side of the trapdoor hole that's closest to the entrance (eastern side) and drop down to grab a ladder. Climb down to the room below. It's a rather small one bathed in lava and crossed by ledges. There are spikes on the middle one. Ahead of you (W) is a closed grate preceded by a brown colored tile, near the far R corner (NW) is a red tile with a pulsing compass rose, finally to your R (N) you can spot a moveable Xian Warrior effigy.
Your mission, should you choose to accept it, is to place the moveable Xian on the brown colored tile. Since you obviously can't do it through the spikes, the red tile is there to make them disappear, but very temporarily. The trick here is to proceed in several stages.
Turn R (N) and do a RJ to land near the effigy. Pull it three times to place it near the spikes then run to the red tile and turn around (E). The spikes have now stopped or even totally disappeared (even if they're still up, they're harmless). Save, the timed-run begins.
Run with a L curve and jump on the platform behind the effigy. Push it once, immediately hop back then go back on the red tile and save. Now return to the effigy and push it once again. Backflip this time to get out of the spikes way. Return to the red tile and save. Run to the effigy (you may jump to gain some time) and push it once. Side jump R this time. You've done it.
Now pull the effigy on the brown tile to open the grate behind you. Turn around (W) and enter the corridor beyond. Run to the other end and pick up the Orr Key on a pedestal. Return to the Entrance Room (you can side jump over the Xian effigy to avoid a detour if you so wish).
Go back to the above ledge via the western stairway opposite the entrance and this time run through the opening to your L (N). Run down the flight of stairs to find yourself on a closed balcony overlooking a lava room crossed by a spiked ledge. Look at the R (E) wall to locate an opening, pull up in it, pick up the shotgun then return to the balcony.
Locate the Orr Keyhole on the N wall to your R and go use the Orr Key on it. It extends a wide stairway over the spikes in the nearby room, granting access to the opening on the opposite side. Return to the Entrance Room by climbing up the stair and safely dropping down in it.
Go through the opening in the N wall (L of the entrance). Climb the stairs all the way up, past the one you've just extended, and continue until you reach a room with skeletal musicians playing some soothing music (you're in the Music Room). Notice the gold ring locked in a cage to your L (S), say hi to the skeletons who are perfectly harmless (for now), and resume running.
You'll pass a closed grate, another closed balcony then will eventually reach a small room closed by a portcullis. Pick up the 1st Virgil's Stone there on the pedestal. The portcullis opens as you do so. Go through it to return to the Stone Holes Room.
The Castle Keyhole is on the L of the portcullis ahead. Go use the Castle Key on it to open said portcullis and run into the passage beyond. You'll pass another open portcullis to reach a square room with a lever in the center and a closed grate in the far L corner (SE).
Enter the room (the portcullis closes behind you), activate the lever and immediately get ready to fight your very first Xian Warrior as well as 3 spiky pests for good measure. Once you've taken care of them, pick up the 2nd Virgil's Stone the Xian Warrior was nice enough to leave behind.
Go through the opening in the SE corner and follow the corridor to a small dark room. Notice the strange device you can spot by looking through the window: it's your way out (but of course, it's for much much later). For now, activate the lever here to reopen the portcullis in the nearby room. Return to the Stone Holes Room.
Turn R and run toward the edge of a lava pool. There are two floating platforms there, but the closest one is too far for you to reach. The Stone Holes are there on each side. Use both Virgil's Stones on them which will make two more platforms appear. But not exactly as expected.
The next part is indeed tricky. You have two sets of two platforms appearing alternatively for five seconds. You must time your jumps precisely. If you're too slow, the platform under your feet will disappear. If you're too quick, you'll land before the next one appear. In both cases you"ll meet a painful end in the lava.
Position Lara one tile away from the edge and facing the R corner of the first platform. Wait for it to appear and immediately do a SJ to it. Wait 3 seconds and do a RJ to the next one, which will appear as you land on it (see screenshot). Turn L to position Lara with a slight R angle and do a RJ with a R curve to the next platform (see screenshot). Turn R to face the future next platform, hop back and do a RJ with a R curve. Do another RJ to the other side of the lava pool (see screenshot).
On your L (S) you can see a gold ring on the wall and a closed portcullis surrounded by two jumpswitches, each above a fountain of lava (meaning they're very much inaccessible for now). Ahead of you (W) you can see stairways leading down and there's an opening to your R (N)
Run down the stairways ahead to eventually find yourself in a room bathed in lava crossed by four connected ledges, each with a moveable Xian Warrior effigy at the end. SJ over the lava to reach the ledge, turn L (W) and run to the other end to pick up some shotgun normal ammo.
Now note the three red drawings on each ledge. Turn around (S) and look at the drawing on the wall. You're now in for a puzzle. You can try to solve it by yourself or look at the detailed solution in the Spoilers Section at the end of this walkthrough.
Once the puzzle is solved, you get a camera shot of the cage lowering in the Music Room, granting access to the gold ring there (said gold ring being nothing but the Lava Key). Return to the previous room and run through the opening to your L (N), opening a large black grate on your way. Run through the latter, turn L (N) and go climb up the stairs to eventually be back in the Music Room.
Go to the now accessible pedestal and turn to face the skeletal musicians before picking up the Lava Key. Apparently, the musicians don't appreciate the fact that you're more interested by a petty key than they're artful performance and you've now got 3 angry skeletons to deal with. Your best chance in this case is to lure them in the Moveable Xian Room, SJ over lava to land on the ledge, turn around and shoot them with the shotgun in mid-air as they jump in turn to reach you.
Once you've dealt with all of them, return to the previous room and go use the Lava Key on the Lava Keyhole (the gold ring on the wall L of the portcullis). It turns off both fountains of lava, granting access to the jumpswitches. Go grab them both to finally open the nearby portcullis.
Go through it and run through the passage. Climb either stairway to reach another passage. It goes on to the L (E) but it's a dead end for now. Notice the blue wall covering on the wall ahead (S). It's fake, meaning you can go through it. Do so, climb down the stairs, cross the next room to the pole ahead (E), noticing the motionless little suns on your way. Run off the hole while holding Action to grab the pole and slide down to reach another room below.
There's a mechanism here, but it's currently blocked by a rock. Shoot it to break it and set the mechanism in motion. Climb up the pole to return to the room above. The little suns are now turning and there's a blue electrical column in the room above, visible through the transparent ceiling. Make your way there by going through the blue wall covering at the top of the stairs, into the passage then R (E).
Run to the blue electrical column which will then lift you (stay on it until it stops at the top or you'll be stuck down forever and have to reload). Run to the small wall ahead (S), turn around, jump up and grab the ceiling trapdoor handle to open it.
Pull up into the passage above and run through it until you reach a part with a yellow plate glass window on your L (S) and a closed portcullis ahead (W). One of the windows has been loosely fixed with some planks. Shoot it to break it and run through the broken window to find yourself on a balcony overlooking the void. You're now on the roofs outside the Castle.
Turn R (W) and run to the end of the balcony. Turn R (N) again to face the window then hop back with Action pressed to grab the edge. Let go and immediately hit Action again to grab the crack running in the wall below. Shimmy to the L until you can pull up in a CS at the end of the crack and crawl until you can stand up.
You're now standing on a ledge running against the wall. Run to the other end and notice the opening to the R in the distance (NW). That's your next destination. To help you get there are four slopes and a MS stretching on the ceiling against the far wall ahead (N). Turn to the wall with a 30° angle so you face SEE and the L side of the first slope is on your back and backflip. Immediately jump with a hard L curve to aim at the flat ledge ahead, hitting Action at the very last moment to avoid hitting the wall (see screenshot).
Turn around (W) and position Lara two steps away from the edge with her left shoulder against the wall. Side jump to the R and immediately jump and hit Action to grab the MS above. Swing forward over the next slope and go on until you're above the second one. Let go, slide to the bottom then jump and grab the edge of the platform ahead. Turn 135° R to face the opening (NE) and do a SJ to it, holding Action to avoid hitting the wall.
Climb the stairs to reach a higher ledge. Turn R (S) and run to the edge. Turn 45° R (SW) to aim at the next ledge beyond the corner and do a SJ to it with a hard R curve. To a long RJ+G to the stairs ahead hitting Action at the very last moment and pull up. Climb the stairs to the top, turn R (N) to face the wall and pull up on the battlements above.
Ahead of you, you can spot a Xian Warrior watching over a device with fountains of lava and a wheel. Whatever you do, don't get close to him or his three fellow guards strategically placed on the roof: they'd activate the device and you would be torched. There's no way you can kill them quick enough with the shotgun (let alone the pistols) and you won't find any other weapon in the whole game. So stay on the battlements for now and you should go unnoticed (and stay alive). We're now going to find a way to distract them and access the 1st Lizard Trueform (the little blue thing you can spot in the distance to your R).
Turn R (E) and run along the battlements jumping from crenel to crenel until you reach a large empty area near the end. There are stairs to your L (NE) leading back inside the Castle but you're now going to make a small detour to open a way to a Secret.
Run to the wall ahead then go R (S) to the edge. Turn 45° L (SE): there's a ladder ahead. Do a RJ and grab it. Go R along the climbable wall until you reach a part with a jumpswitch. Position Lara above the jumpswitch, let go and immediately hit Action to grab it, lowering a block elsewhere in the Castle walls, then land on the flat ledge below. Now you have to make your way back.
Jump up and grab the wall. Go L until you're back at your starting point. Position Lara as in this screenshot, backflip, roll in mid-air (hit Jump+Roll) then do a hard R curve to land back on the roof.
Turn R (N) and run across the roof until you run off on a stairway leading down. Turn around (S) and run down the stairs. Ignore the corridor to your R (W) for now, there's a Xian Warrior there ready to activate a fountain of lava device. Go L (E) instead. A blue imp is walking in circle on a raised platform, shoot it down quickly. Run along the platform and turn R (E) at the wall to pick up some shotgun normal ammo in the corner. Turn around (W) and run into the small alcove.
Activate the lever here to change the guard from Red Shift to White Shift. By doing so you have distracted the Xian Warriors and they now leave their deadly devices. Of course, this also means you'll soon have to fight them.
Draw your weapon and return to the passage between the platform and the stairway. The Xian Warrior who was waiting in the nearby room is already there, as well as a blue imp. They'll very soon be joined by 3 other Xian Warriors. Shoot all this beautiful people down, careful not to accidentally jump on the burning tiles on the platform while fighting.
Return to the roof via the stairway but stop two stairs before the top and go L (S) to pick up some shotgun normal ammo. Turn R (W) and go pick up the Lizard Trueform on the pedestal. Continue ahead across the roof until you reach a lever near a fountain of lava device. Activate the lever to create a pole near the Broken Window balcony.
Return inside the Castle via the stairway in the NE corner of the roof, climb them down and turn R (W) this time. Run across the room and through an opened portcullis to your L (E). You're back on the Broken Window Balcony.
Go on the ledge and face the pole. Run off while holding Action to grab it (don't jump to it) and slide down to the bottom, finding yourself on a terrace surrounded by crenels. Turn L (E), run to the edge and do a long RJ+G to the ledge ahead, hitting Action at the very last moment. Pull up and run around the corner. Time to collect Secret #1.
Locate the opening in the wall to your L (W). That's where the block you lowered a while ago was located. Pull up in it and pick up Secret #1: a Manna from Heaven. Return to the ledge below.
Do a long RJ to the next ledge to the N. The strange device to your R (NE) is a teleporter that will beam you back to the Underworld. Run to the end of the ledge, turn 45° R to face the teleporter and do a SJ to it to be immediately transported back to the Underworld.
A camera shot shows you the block under the Xian Warrior effigy lowering, meaning you've completed the China Realm. You're now standing on a platform floating in the middle of nowhere. Turn R (W) and do a RJ to land on the long ledge stretching ahead. Turn L (S) and do another RJ to the platform and return to the Effigies Terrace. Run across it to reach a wide stairway and stop at the junction.
For now climb the stairway to your L (E), do a RJ to the next one and follow the path through ledges and stairs until you're sent to Hyan Pyramids.
[Important: Make sure you've collected the Anubis Invocation Scrolls before entering Hyan Pyramids. If you haven't done so, you still can backtrack from there to the Underwold to pick them up.]
==== In this level, you should have found...
Enemies: Spiky Pests, Fireflies, Xian Warriors, Skeletons, Blue Imps
Items of note: Castle Key, Orr Key, 1st Virgil's Stone, 2nd Virgil's Stone, Lava Key, Lizard Trueform
some Traps- 1 Timed-Run
Run through the short passage into the next room. On your L (N) is a black standing stone near a wide white opening. On your R (S) is an Invocation Stand. Run to the stone first and "read" it: "The Nothings.... No Space... No Time... No Nothing... Just Nothing!" What this means is that would you enter the white opening now, you'd be irremediably lost. So don't. You need someone to guide you, and you're going to call him right now.
Go to the Invocation Stand and use a scroll of Anubis Invocation on it. A black man-jackal dressed in an Egyptian tunic will soon appear: this is Anubis, Egyptian God of the Dead. He will help you in your tasks in several occasions, so be nice with him. For now, follow him carefully into the Nothings and always keep your eyes on him. This said, he's patient and will wait for you would you lose him.
Once you're out of the Nothings, keep following Anubis across a large Egyptian room into a smaller one. He'll stop before an empty frame, his map still in hand. Truth is, he now needs a better one to guide you through another more complex part of the Nothings. Your task here is to find it for him.
First, collect the four Boulder Keys on the nearby pedestals then return to the Large Egyptian Room. There's a jumpswitch on a wall to your L (N). Activating it will be your next task.
Run to the other side of the room and turn L after the blue wall. Pull up on the stairway. Go one stair away from the wall, standing on the L of the edge (side step if necessary to position Lara so she won't go on the nearby step). Turn slightly L, hop back and do a RJ to grab the edge of the higher platform above. Pull up, cross it diagonally to the far L corner (SW), turn R (N) and hop back while holding Action to grab the edge. Position Lara above the jumpswitch, let go and hit Action again to activate it, raising a block nearby. Return on the high platform like you just did.
This time run straight ahead to the far R corner (W) and turn slightly R (NWW) to aim at the newly raised block. Hop back and do a straight RJ to it. Pull up on the nearby roof.
Don't go into the structure: there's nothing down there and you wouldn't be able to go back up (and have to reload). Go L (S) and around the corner, stopping roughly two tiles away from the W wall. You now have to jump successively on two collapsible tiles to reach the opposite side of the room. Since you can't grab the edge of said tiles, you must do RJs to succeed.
Turn 45° L (SW) to face the closest R corner of the first tile and do a RJ to it with a L curve at the end. Run in "S" and do a RJ to the next tile again with a R curve. Run with a L curve and finally jump to the large platform ahead (see screenshot).
Look to your R (E) to spot the Nothings entrance in the opposite side of the platform and the closed large double door at the top of the stairway. Run into the opening ahead (S) and go down the stairs to find a lever at the bottom. Activate it to open the nearby closed double door giving onto the Maps Room (say hi to Anubis) as well as the one on the top of the stairs above. Return up there, climb up the stairs past the newly opened door all the way to the top.
[Make sure you've picked-up the 4 Boulder Keys before going any further (or later do the mother of all backtracks, Richard dixit)]
This is a huge area (and I do mean huge), so take note of the landmarks here so you don't get lost. Run ahead (N) past a Small Sloping Pyramid to your L until you reach the wall in the very opposite side. Pick up the Manna from Hexham there in the corner.
Turn L and run W past a small step pyramid with four boulders at the top (we'll call this one the "Small Boulders Pyramid" for future reference). These are the very boulders you have to set in motion using the Boulder Keys. Your problem here being finding the appropriate keyholes. Continue running ahead, you'll soon spot a very Large Sloping Pyramid riddled with boulders and with triangular recesses scattered on the slopes allowing you to climb them up. You'll soon get there but keep running W past the Large Sloping Pyramid and along the wall until you find another Manna from Hexham to pick up.
Keep running around the Large Sloping Pyramid, this time heading S toward three obelisks. As you approach them, you disturb 3 pyramid spirits (two red and one blue). But don't be afraid: they're harmless (at least, these ones are). Simply enjoy the show while it lasts, they'll eventually go extinguish in a nearby pool.
Stay near the first obelisk and turn L (NE). Now it's time for some alpinism.
What you need to accomplish now is climbing all the way to the top of the pyramid and around its walls while avoiding being flattened by the numerous boulders you'll trigger on your way.
* Lower North-East slopes:
Standing with the first obelisk on your back (leftmost one when looking toward the pyramid), locate the entry point which is near the left corner and do a SJ in it. Turn R (SEE) to aim at the closest and slightly higher recess standing one step away from the edge and do another SJ. Turn L (N) and do a SJ to the recess above. Turn R (E) and do a SJ, then two more to the nearby recesses. Upon landing on the third one, you'll trigger a boulder but it will harmlessly pass on your side, so nothing to do here to avoid it. Turn R (S) and locate the recess ahead and slightly below. Do a RJ to it. Turn L (E) and do a SJ to the recess above (see screenshot for this part of the ascent)
Don't do a SJ to the next recess: you'd be crushed by the boulder that will be triggered when you land on it. Do a RJ to the recess beyond instead, then a SJ to the recess above and a RJ to the corner (see screenshot).
* Lower North-West slopes
Do a RJ to the next lower recess ahead then a series of upward SJ as shown is this screenshot. You'll trigger a boulder on your way, but it will miss you so no need to worry. The next part is a bit trickier. Turn L (SW) to aim at the next recess above, standing in the corner, then do a SJ with a L curve. You trigger a boulder right above you so immediately run to do a RJ with a slight R curve and safely land in the next recess. Do a SJ from there to the corner below (see screenshot).
* Upper North-East slopes:
Do a RJ to the next lower recess ahead, a SJ to the next the a RJ. Wait for the boulder to pass by (see screenshot). Do a RJ to the recess ahead then a couple of SJ to the corner (see screenshot).
* South-East slopes:
Go around the corner, position Lara as in this screenshot and do a SJ to the recess below. Do a RJ to the larger recess ahead and another RJ to the next one. You'll trigger a boulder upon landing so keep running for a last RJ to the corner (see screenshot).
* South-West slopes:
Do a couple of SJ to the closest high recess then a RJ to the next one (see screenshot). Do a RJ to the second recess ahead, triggering a boulder that will mercifully miss you, then a couple of SJ to the highest recess (see screenshot). The next jump is tricky indeed, because you'll have to do it while "blind". Position Lara as in this screenshot and do a SJ over the corner to safely land in a recess beyond.
* Upper North-West slopes:
Cheer up, you're almost there! Do three successive SJ upward and to the L (see screenshot) then three more to (finally!) reach the top (see screenshot) after which you will...
...fall all the way down through a deep shaft and find yourself swimming in a pool of clear water.
Before exiting the water, turn L (S) and swim to the wall. There's an opening there, but it's for a tad later. For now, turn L (E) again to locate the UW lever on the S side of the pillar and pull it. This will raise a block in the far L (NW) corner of the room. Now turn around (S) and exit the water.
You're in a rectangular room with blocks in all four corners, including the one you just raised which is topped by a jumpswitch. There's also a hard-to-spot opening up in the wall ahead (N), right in front of you. Let's start with the block on your L (W).
Run to it and hit Action to realize it's a moveable block. Pull it aside then jump over the pool corner and turn L (S). There's an alcove here with the first Boulder Keyhole. Use a Boulder Key on it. You get a camera shot of the Small Boulders Pyramid and a first boulder falling from its top.
Turn around (N) and go climb on the block in the NW corner. Jump up and grab the jumpswitch to lower the block in the opposite corner (SE).
Turn R (E) and run along the pool past the slightly raised floor to find yourself below the opening. Pull up in it and run through the short passage to find the second Boulder Keyhole and use a Boulder Key. This makes a second boulder fall.
Return to the pool room and turn R (E) to face the next block. This one's shatterable, so shoot it to break it, revealing another shatterable block. Shoot again to reveal the third Boulder Keyhole. Use your Boulder Key here to make a third boulder fall.
Turn around (S) and run to the corner ahead. The block you lowered with the jumpswitch was hiding an alcove with the fourth and last Boulder Keyhole. Use your last Boulder Key to set the last boulder in motion. As you do so, the Small Sloping Pyramid is turned into a Small Step Pyramid, allowing you to climb to the top.
Jump back in the pool and swim through the opening in the S wall. You're now in a small underwater maze (see Map). First, swim straight ahead (S) past the junction to the wall and go L (E) to pick up some shotgun normal ammo then turn around (W) and swim to the other end to get some lights.
Return to the previous tunnel and swim ahead (N) then R (E) at the junction and R again (S) at the next. Swim to the other end to pull the UW Lever there which lowers a block nearby. Turn around, go R (E) at the junction then ahead to eventually find yourself back in the pool where you got rid of the pyramid spirits in the Pyramids Area.
Turn R to exit the pool by its northern side and run toward the Large Bent Pyramid corner (with the Golden Pyramid on your R). Turn R (E) to run between the Small Boulders Pyramid and the Golden one. You'll soon spot the Pyramid Previously Known As Small Sloping (aka the one you turned into a step one) in the distance to your L (NE). Go to it and climb the steps to the top where the Pyramid Key is waiting for you. (Don't mix up your Pyramids, there. The pyramidal thingie at the top of the Boulders Pyramid isn't the Pyramid Key at all. It's a blue pyramid spirit that will chase you all the way to the pool).
Now, with your Pyramid Key in hand (so to speak), turn to face the
Small Boulders Pyramid (W) and slide down to ground level. Turn L
(SW) to head to the Golden Pyramid and find the Pyramid Keyhole
in the recess. Use the Pyramid Key on it to lower a tall block nearby
granting access inside and enter.
You're now at the bottom of a shaft with uneven stairs leading up against the walls. Climb the first flight of stairs then do a SJ to the next one. Once at the top, turn R (W), jump up and pull onto the top of the pyramid.
To your R (N) is a high golden block with a (for now) dormant red pyramid spirit on it. Climb it up: the Better Map for Anubis is there.
As you may have guessed, the spirit will awaken as soon as you pick up the map. The problem here is there's also a Secret nearby. So now you have the choice. Either you get the map and run for the pool then climb up back here to get the secret, or you feel bold enough to try to do both in one go. In the latter case, turn around to face S before picking up the map, do so then run off the block, turn L (E) then resume at the green paragraphs below. What immediately follows is the cautious way.
First, turn SW (you should see the pool down below) and pick up the map. As expected, the red pyramid spirit awakens so run off the block then the edge of the pyramid to slide down to ground level. Quickly run to the pool to get rid of the spirit. Now get back inside the Golden Pyramid to collect a secret.
Go back to the top, turn around (E),
position Lara to the R, standing two steps away from the edge and
turn very slightly R (see screenshot).
Now do a SJ of faith over the edge to land in a recess below, losing
a little bit of health in the process. Turn L (NE) so the outside
corner is on Lara's back, standing in the center of the tile and hop
back to land in another lower recess. Pick up Secret #2: a Manna from Heaven, turn R (S) then slide down to ground level.
You're now close to the Large Egyptian Room below. Turn L (E) and run along the edge to the other end then turn L (N) to run off to the stairs below. Climb them down (W) then continue on the platform to the other stairway to your L (S) and climb this one down as well to join Anubis. Go to the back of the empty frame he's staring at and use the Better Map on it.
"Excellent" says the Jackal God, and then he runs to the Nothings at the end of the ledge above. These Nothings are a bit more complex than the previous ones, so make sure you don't get lost and tightly follow your divine guide through them. You'll eventually emerge in a large stone room.
Okay, time for a bit of psychanalysis. You're now in the House of Self, meaning that you'll soon have to face your ego one way or another.
Run ahead (N) to the other side of the room, noticing an opening to your L (W) on your way and look behind the column to pick up a shotgun on the floor. Return to the hallway, run through the opening you just spotted and run to the junction.
Notice the closed stone double door on your L (S) with a receptacle next to it, then turn R (N) and resume running until you enter a new room. There's a chessboard floor here in the center with two moveable Lara heads and a closed double door to your R (N). Since it's a puzzle, you can either solve it by yourself or look at the solution in the Spoilers Section at the end of this walkthrough.
As soon as you have solved the puzzle, the northern double door opens. Draw your weapon and get ready to fight... yourself. Or to be accurate a super, deadly ray casting version of yourself. Once you're done with this ego crisis, go through the newly opened door and pick up the Super Ego she left behind.
Leave the Chessboard Room to return to the hallway and run S to the closed double door. Use the Super Ego on its Receptacle to the R and enter the next room.
Notice the Nothings there on your R (W) behind closed gold grates and the black standing stone nearby. Go pick up the Lizard Trueform on the pedestal in the center. The golden grates disappear as you do so. Run to the stone to read it: "Nothings super highway... suitable for novices". That means that you can enter this part of the Nothings without fearing to be lost.
So simply enter the white void and run straight ahead until you find yourself back in the Underworld.
You're now standing on a platform with the Nothings exit floating above your head. A camera shot just showed you that the block under the Lara Effigy is now lowered: you've completed the Ego Realm. The Inverted Manse is to your L (SW), meaning that to get to Uranus, you'll first have to go back to the Effigies Terrace.
Walk to the L corner ahead, turn toward the Inverted Manse and do a SJ to the ledge below. You'll lose a bit of health in the process, but since you'll soon go to another level, it doesn't really matter. Run W to the other end of the ledge and do a RJ to the bronze platform. The Effigies Terrace is on your R (N). Go there via the stairway then cross it to the opposite side to reach the northern stairway.
Like you did when you went to Castle Orr, climb to the junction then run R (E) to the end and do a RJ from the bronze platform to the stairs to your L (NE). Run up to the junction but this time go R (E) down the stairs and along the ledge to reach a grate platform. Walk to the other side of the strange apparatus pouring a crimson flow of blood into the mouth of a cave below and run off to surf the wave (or rather slide down the flow) and find yourself in Uranus.
==== In this level, you should have found...
Enemies: Red and Blue Pyramid Spirits, Super Yourself
Items of note: 4 Boulder Keys, Pyramid Key, Super Ego, Lizard Trueform
a few Traps
[On several occasions you'll have to shoot shatterable things to be able to continue. Don't search for a laser-sight: there are none. There are no revolvers or crossbows either. You'll be perfectly able to proceed with your pistols only.]
That's not your eyes deceiving you: this river is flowing upstream. What you have to do in this part of Uranus is follow the river up to its mouth to reach the Styx and Osiris Court.
You're now standing in a rather dark cave, with the River of Blood flowing up and away. First, go L (S) to pick up some shotgun normal ammo then turn around (N), go to the other bank, turn L (W) and do a RJ over the water. Go pick up the lights ahead.
Walk ahead a bit and turn R (N): this part of the wall looks different. This particular texture marks a climbable wall and this will be the case all along the level (it will mark MS as well). So climb to the top to reach an upper ledge running along the walls. Go ahead then L (S) around the corner: you're now above the upward cascade. Look to your L (SE) to spot some lights and make your way to pick them up, jumping over slopes if needed (during your journey along the River of Blood, slopes will be your principal enemies. Be careful where you step, lest you fall in - sometimes - deadly waters). There are some shotgun normal ammo ahead and to your L (NE). Go pick them up as well.
Now that you've collected all the goodies the area had to offer, return to the top of the cascade either by safely dropping down to the river and climbing back up or going around the ledge and turn W to face the river. There are some lights to your L (SW). Go pick them up, run to the end of the ledge then turn R (N) and do a RJ over the water to land on a larger dry area.
Draw your weapon and run ahead a bit. Soon your first lizard man will jump at your throat from the shadow. Take him down quickly, but be careful not to fall in the water during the fight, or he'll have a serious advantage when you have to pull out.
Take a look around. On your L (W) you can see another part of the river with a pillar emerging in the center. Beyond (NW corner), the river goes on following a narrower path. Go there but be very careful to stay on dry land, turn W toward the narrow part and walk toward the edge. A fly-by shows you a swinging Shiva head, a scimitar and some sort of loophole in a wall in front of it.
That swinging Shiva head means danger. It marks a scimitars trap hidden in the water. The stream in this part of the river being very strong, you'll have to deactivate the trap before diving. To do so, shoot the scimitar shown in the fly-by from the loophole. You'll meet that Shiva head/trap/shatterable scimitar combination again in the future. Now that you know what to do, let's find that loophole.
Turn around, run SE to the pool at the top of the cascade and jump in the water. The stream will carry you W. Stay on the L (S) to swim into an opening and through a short passage until you can surface in another, calmer pool. Exit the water, run ahead (W) and draw your weapon: you now have to deal with 4 mites and a lizard man.
Once you've cleaned the area, run to the R (N) and go pick up the manna from hexham on a low block to your R (NE). Turn around and run R of the stone column (NW) to collect some shotgun normal ammo in the corner. The loophole you're looking for is to your R in the N wall. Go to it, crouch, draw and shoot the shatterable scimitar visible through the hole. The trap in the river is now deactivated and you can swim there safely.
Return to the calm pool whence you came, swim back to the river and let the stream carry you to the pool with the pillar. Swim to the R (N) then L (W) into the narrow path and again let the (stronger) stream carry you through a series of tunnels until you can surface in a large, calm pool. You've reached the Blood Falls.
The Falls (or rather "the Rises" in this case) are right in front of you in all their crimson glory. Your next goal is to reach the top, but you can't do that from the bottom (too steep). If you look closely to your L (S), you can spot an opening in the rocky wall, but would you go there now, you'd only meet a dead end in the form of a swinging Shiva head and a scimitars trap which means you first need to find the matching scimitar to shatter.
Turn around (E) and spot the UW opening ahead. Swim through it into a flooded cave then ahead and down to pick up a manna from hexham near the E wall. Turn L (N), swim along the wall and look closely on the floor for some shotgun normal ammo near the corner. Now turn around and swim to the center of the cave (roughly) where you'll find a hole in the ceiling and swim through it. Turn S to pull out of the water.
Run through the passage until you reach the other end. Look up to spot the MS above, jump up, grab it and swing forward. Let go when you're above the flat triangular top of a pillar. Turn L (S): the shatterable scimitar is ahead of you. Shoot it to break it and deactivate the next scimitars trap. Don't try to jump in the passage, the low ceiling won't allow it. Drop down from the pillar instead to be back in the pool at the bottom of the Falls.
Swim W toward the Falls and draw your weapon as soon as you can stand up as 4 mites come flying at you. Once you've got rid of them, paddle to the L (S) and again draw when reaching dry land. Run through the opening. A lizard man will very soon attack you. Hop back while shooting until you're back in the water. Since the reptilian creature can't reach you there, safely shoot him down.
Run into the now safe opening again then through the short passage to reach a large cave. The swinging Shiva head can now be passed without problem. Go pick up the lights in the far R corner (SE) then return toward the entrance and climb onto the low block. As soon as you do so, the dreadly sound of scimitars bursting out resounds, coming from the two pillars in the room. You're now in for one of the trickiest sequence of the whole game.
Go to the L corner of the block, and turn 45° L (SE) to aim one R sidestep from the L corner of the closest pillar. As soon as the scimitars start rising, do a SJ (see screenshot). Immediately run with a R curve to take off from one L sidestep away from the opposite corner (NW) and jump to the next pillar with a R curve in mid-air (see screenshot). You're now facing an opening ahead, so do a SJ to it and you've made it (see screenshot).
There's a passage ahead but ignore it for now. It leads to another Shiva head scimitars hazard area, so you need to find and shoot a scimitar first. Go R (N) instead, RJ over the hole in the middle of the passage (or SJ+G and pull up. By the way, would you fall in it, you'd have to do the scimitars pillars sequence all over again) and look up for an opening in the ceiling one tile away from the hole. Turn R (E) and pull up in the passage above. The shatterable scimitar is just there, so shoot it, hop back to drop down and return to the previous passage (again, mind the hole).
Turn R (W) and run into the passage, drawing your weapon on the way as a lizard man comes to slash you. Fight him cautiously so you don't fall back in the scimitars pillars room. Once he's down, continue along the passage and past the swinging Shiva head until you find yourself at the edge of an opening overlooking the Falls.
Look up: there's a MS above you so jump up, grab it and swing forward to the opposite side of the room where you can let go to land on a pillar. Turn L (W), walk to the edge and to the very R of it then hop back to do a RJ to the relatively flat rock ahead, on the R side of the falls. Locate the triangular flat rock by the water to your L (SW) and go there, remaining careful not to slip and fall back to the pool below (see screenshot).
Go to the edge standing one L sidestep away from the R side, step back and do a RJ with a slight L mid-air curve over the Falls to a flat ledge on the other side (see screenshot). Now do another RJ with a slight L mid-air curve to the flat rock ahead against the wall (see screenshot).
The wall ahead is climbable, so grab it and go R to the other end. Pull up and slide down backward a bit to find yourself on a rather large flat part of the rocks by the Falls. Turn R (W) and proceed upward until you reach a wall. Jump up and grab the edge but don't pull up yet, you'd slide back down. Shimmy to the R to the other side of the Falls until you reach a wall. Now pull up. Congrats, you've made it to the top of the Falls.
You're now standing between the Falls behind you to the E and a pool of relatively calm water ahead (W). Locate the low ledge emerging at the other side, jump in the water and swim straight to pull up on it. Would you go through the UW opening to the L (S), you'd be carried away by the stream for a loooong trip that would end on a deadly scimitars trap served with a swinging Shiva head, meaning you need to find and shoot another scimitar.
But it's a long way to there, so, for now, just run ahead, SJ over the slope and go L (S). You'll find an opening near the wall in the corner. Go through it to pick up some shotgun normal ammo in a small recess. Turn around to go back to the river bank and draw your weapon to shoot down 2 mites that come to pay a visit. Once they're down, go S on the rocks separating the calm waters from the furious ones.
Walk a bit on the Right Bank until you stand between two slopes and do a SJ to the flat triangular rock in the corner (see screenshot). Turn R (W), jump over the next slope and run along the bank turning L (S) at the corner. You should now spot two high ledges extending from each side of the river, facing each other (see screenshot). Go to the one on your side, turn R (W), jump up, grab the edge and pull up. Turn around (E) and do a RJ to the opposite ledge. You're now on the Left Bank.
Proceed carefully along the wall by SJ from triangular ledge to triangular ledge, holding Action to avoid hitting the ceiling, until you reach a wall. Turn R (S) to face the opposite bank then slightly L to aim at the high block to your L (see screenshot). Do a long RJ+G to pull up on it, hitting Action at the very last moment. You're back on the Right Bank. Turn L (E), walk until you're stopped by the edge of the next slope, turn 45° L (NE) and do a SJ to land on the bridge.
Cross the bridge to the Left Bank and make your way E along the wall until you're near a stone column. There's a large ledge beyond to your R but you can't reach it directly from here. What you can do though, with a little patience, is safely dispatch the 2 lizard men roaming around there from where you stand. If they insist on hiding away, let them be for now, you'll soon have another occasion. Now, whether or not they're both dead, prepare yourself for a very tricky jump.
Your next target is the ledge extending from the wall on the other side of the river on the Right Bank. Position Lara as in this screenshot then run with a hard R curve. You'll run over the gap between the two rocks but won't fall. Take off from the edge and jump with a hard R mid-air curve to land on the tip of the ledge. Turn 135° L (SE) to face the high ledge on the other side (if you still haven't safely killed the 2 lizard men, now is you last chance to do so) and do a RJ to land on it.
If you miss the first ledge, there's still a chance that you land on the lower one beyond. In this case, turn E toward the other bank, walk back until Lara's back is against the wall then sidestep R as far as you can. Now do a long RJ+G over the river to the high ledge, hitting Action at the very last moment and pull up.
Turn L (S) and run to the other side of the ledge. Turn 45° L (SW) and do a SJ to the ledge ahead. Turn R (NW), locate the low ledge below and run off to land on it. Run W and stop one tile away from the end. Turn around (E) and look up. There's a higher ledge above which will allow you to go on the Right Bank. Pull up on it, cross it then turn L (W) at the corner.
Run along the ledge until you reach a slope and can't go forward anymore. There's a platform extending from the wall on the other side with an opening beyond. This is one other tricky jump for you to perform.
The trick here is to run long enough to do a RJ while not being "re-oriented" by the nearby slopes or low ceiling. Position Lara as in this screenshot then run with a L curve and jump to the platform with a L mid-air curve.
The last shatterable scimitar is right in front of you, at the end of the long alcove beyond the opening. Shoot it to deactivate the last scimitars trap. Now all you have to do is jump in the river and swim a bit past the Shiva head to find yourself in the next part of the India Realm.
==== In this level, you should have found...
Enemies: Lizard Men, Mites
Items of note: None
a few Traps
You're now waist deep in the water, standing at the top of a cascade flowing in a shallow pool, itself located in a large room. There's absolutely nothing to do where you are, so simply run off in the room below, go L to the southern side and turn around (N).
You're standing near five slightly raised tiles. If you look up, you'll see a suspended river flowing above, joined to the floor by four thin water columns. Finally, on your R (E) in another part of the room, is a set of dark grey blocks with another slightly raised tile in the middle. What you need to do is create an aquatic way up from the room to the river by walking on some of the first five raised tiles. You can try to solve this puzzle by yourself or look in the Spoilers Section at the end of this walkthrough for a detailed solution. Once the puzzle is solved, you'll have created a continuous column of water from the floor to the river.
Go to the column of water. As soon as you touch it, you'll be transported directly to the top. Turn around (S), swim to the other end and exit the water.
Well, with all these swinging heads and knowing you're in the India Realm, I suppose you did expect that little surprise a bit, didn't you? There are indeed 2 Shivas stomping their way to you, and they don't seem that friendly. Take advantage of the high steps on each side of the river and dispatch them both quickly.
You won't have fought for nothing, though: one has left the Upper Pole Section and the other the Lower Pole Section. Make sure you pick them up and combine them to create the Boatman's Pole. You'll need it in a little while once you get to the Styx, which is at the top of the River to the South. But before going there, a little detour for a secret.
Go N toward the suspended river then L (W) and R (N) at the corner to run along the edge of the pit giving onto the large room until you reach the wall. Climb on the battlements to your R (E) then turn around and hop back while holding Action to safely drop down on the top of a pillar below. Crawl through the low CS ahead and pick up Secret #3: a Manna from Heaven. Return to the top of the pillar.
You now need to make your way back so go to the R corner, turn 45° R (SE) to face the column of water, hop back and do a RJ to it. You'll be sent at the top as soon as you hit it. All you have to do now is swim S, exit the water and climb up the stairway where you met the Shivas.
Go to the R (SW), you'll soon spot a jetty with a docked barge nearby. The large expanse of black water ahead is the Styx, and diving in it is not recommended. Jump on the jetty, minding the gap between it and the quay. You now need someone to lead you beyond the Infernal River of the Dead.
The Boatman's Pole Hole is on the far L corner (SE) of the jetty. Use the Boatman's Pole on it to call your personal boatman who isn't grim Charon but no-one else than Anubis (after all, better travel with a god than with some underling). Now simply run off to the barge to be safely carried beyond the Styx to Osiris Court.
Well you're not quite there yet, to be accurate. You'll first have to explore around a bit and collect a special something before being allowed to see the Lord of the Underworld.
SJ from the jetty to the stone stairway ahead (ignore the manna from hexham floating in the corner to your L/SE, it's just here to tease you and can't be picked up). Anubis climbs to the top and stops there by a large closed gold door, waiting for you to accomplish your task.
Don't follow him yet. Turn R (W) and look up to spot a chain in the NW corner, leading up. You're going to use it soon but first let's visit a bit and collect some goodies.
Pick up the shotgun wideshot ammo lying on the ground ahead before joining your divine guide at the top of the stairs. Once there, turn L (E) and do a RJ to the ledge extending from the wall. There are some shotgun normal ammo waiting for you to your L (NE). Go pick them up then return to the top of the stairs.
Run ahead to the W edge. The side of the ledge you're facing is climbable. Do a RJ+G to grab it, go R and pull up on the ledge. Run ahead (careful not to slip and fall) and stop one step away from the wall. Turn 45° R (NW) and do a SJ to the western ledge. Make your way N to the chain, jumping over slopes when necessary and remaining careful not to fall (the slopes and the ceiling are treacherous here).
Grab the chain while facing N, climb up until you've passed the upper floor and backflip over a slope to land on a relatively flat rocky ground. Turn around and slightly R (SSW), walk to the edge and do a SJ over another slope. Run ahead (S) to pick up some lights near the wall. Turn R (W), run on the slopes and slide down the other side to a large area looking very much like Stonehenge, thanks to the tall standing stones arranged in circle. You've reached Gorn Standing Stones.
Run into the circle. There's a stone standing in the center, looking like some weird mineral mushroom. It's moveable, so pull/push it aside to reveal the Lizard Trueform it was standing on. Pick it up. As you do so, chimes resound and you get a glimpse of the golden door opening and Anubis running through it. Osiris Court is now accessible.
Run to the far R corner (NE) and SJ over the slope to a slightly flatter part. Run ahead then turn R (E) and slide down to the red flat ledge. Turn R (S), walk to the edge and turn 45° R (SW) to face the chain you climbed to get here. Run off (don't jump) to it while pressing Action to grab it and slide down to the bottom.
Turn R (W), run ahead a bit then turn R (N) to face the wall, hop back holding Action and let go to safely land on a block below. Turn R (E), go pull up on the stairway, climb it up to the top and enter Osiris Court through the newly opened door.
Run through the wide corridor to eventually reach a richly decorated place which is nothing but Osiris' Throne Room. Anubis is there, standing by his lord who's patiently waiting for you to approach. Don't make him wait any longer. Walk toward the throne, climb on the witness stand before him (or is it a dock?) and listen to his sentence:
"All those that come before me are judged !.... Lara Croft there is much for which you must answer ... I see there is blood on your hands ... the blood of the innocent, as well as the blood of the guilty ... but why are you here before me now, this is not your time ....... I see you took the magus route to my domain, that will not spare you my judgement ... All those that come before me are judged ! .... my servant pleads on your behalf for leniency ... as always he puts forth a compelling case ... you are here on a mission to rid us of the abomination that goes by the name of the Lizard King. For that reason alone you must be allowed to continue your quest."
Well, that was close, wasn't it? Wouldn't it be for that Lizard King who must be taken care of, the gods only know what would have become of you. Anyway, once his speech is over, Osiris sends you back to the Underworld, and you're now standing at the very place where you started: the Magus Entrance Point.
The block under the Shiva Effigy has lowered, meaning you've completed the Realm of India. There are two more to go, though, so no time to waste.
Run off to the ramp like you did when you first arrived and jump from its bottom to the Effigies Terrace. Run R (S) and climb the stairs to the junction. Once there, turn R (W), climb up the remaining stairs and go to the L corner of the platform. Turn 45° L (SW) to aim at the other platform below and do a SJ to it. Turn R (NW) to face the stairway leading up and do a RJ from the corner of the platform.
Climb the stairs to the top. You can see the impressive Unnamed
Pyramid to your L (N) as well as a floating platform close to you and
above. Walk to the N edge of the stairway and do a SJ+G to pull up on the platform. Go R (W) to the L corner, turn 45° L (SW) and do a SJ to the next stairway. Run up, you'll soon be sent straight to the Demon Nursery.
==== In this level, you should have found...
Items of note: Upper Pole Section + Lower Pole Section = Boatman's Pole, Lizard Trueform
[An "enemy" in Demon Nursery used to measure time left in a timed manoeuvre is actually an animation that resets itself when you save/load. So play this section without saving to get the full effect. The timed run itself is NOT affected by this, so saving will only confuse you but not affect the game.]
Lots of zip lines, suspended platforms and collapsible tiles here. Your sejour comes in two parts: first, you need to reach a high terrace which you can spot looking up and ahead in the distance (W). Second, you'll have to go to the long suspended platform visible high above to your L (S) and from there leave the Nursery for the Unnamed Pyramid. Needless to say, it won't be easy. At all.
You're for now standing at the top of the stairway that led you here, facing W. Go to the R corner, turn 45° R (NW) to face the closest large platform and do a SJ to it. There's a pole leading up ahead, but ignore it for now. Turn L (SW) instead, walk to the corner, hop back and do a RJ to the small platform ahead. Turn R (NWW) and do another RJ to the next platform. Finally, turn R (N) and do a RJ to the long floating platform.
Walk to the L corner and turn L (NWW). Do a SJ to the floating cube, turn around (NEE) to face a pillar supporting a pole leading up. Go to the L corner and do a SJ+G to grab the edge in the R corner and pull up. Turn L a bit (NW) and look up.
Your next task is indeed tricky. You need to climb the pole, backflip on the collapsible tiles on the L and jump to reach the high platform above the pole.
Go to the pole and turn around (SEE) before starting to climb. Grab it and climb until Lara is approximatively one tile away from the upper platform and backflip (see screenshot). Immediately hop back, turn very slightly L to aim at the upper platform L corner and do a SJ+G to the edge and pull up (see screenshot).
Turn R (S), walk to the corner, turn 45° R (SW) and do a SJ to the diamond shaped platform ahead. Turn L (S), go to the tip of the edge, hop back and do a RJ to the small platform. Pick the shotgun normal ammo before turning 135° R (NW) to face the zip line.
Before using it, take a moment and look down to appraise the situation. Your next destination is the long ledge with the boulder in the distance. The zip line goes beyond, so you'll have to let go at the right moment lest you fall into the void. Hit Action to grab the zip line, slide down and let go when you're above the long ledge. The boulder will roll at you but won't do you any harm. It will push you, though, so hop back while holding Action and grab the edge of the ledge to let the boulder pass, then pull up.
Turn R (N) and run to the ramp ending the ledge as far as you can. Do a SJ over the steep part of the ramp to land on an orange platform beyond, which turns out to be an elevator. Wait for it to stop under a collapsible tile with another zip line. The ledge below has turned red, meaning it's now a deadly burning floors trap. Walk to the edge of the elevator, jump up and grab the edge of the collapsible tile.
The difficulty here is that you need time to grab the zip line, so you have to be perfectly aligned with it and standing close enough. You can try to pull up now and run ahead to stop precisely before the zip line, but it's extremely hard to do so without being either to far from it or run off the platform and fall on the burning floor below. An easier way is to shimmy to go to the other side of the tile right under the zip line and pull up. Quickly turn around and hit Action to grab the zip line and slide down.
The next tile is collapsible as well so try to let go soon enough to grab the edge instead of landing on it. There's another orange elevator ahead and to your L (SSE) so shimmy to the L until you're roughly one sidestep away from the corner, pull up and run diagonally to the L to jump on the elevator. Turn R (W) and wait for it to lift you to a platform extending from the Nursery Terrace.
There's a zip line to your R (N) but it's currently barred by a transparent block which you need to lower. Run ahead to the lever and take a look around before using it. There are nine green paths here, all ended by a colored tile and with a small black motionless figure at the start. Once you've pushed the lever, the figures will turn into baby demons who will start to walk to the colored tile. You need to shoot down the baby demons before they reach the colored tile, or the floor will turn into a deadly burning trap. They will do so one at a time at first but the last ones will awake together.
OK, ready? Go to the lever, push it and immediately draw. The target practice begins.
(Map of the room)
The 1st baby demon to awake is the one on your L (NW). Shoot it down and turn R (NEE) to shoot the 2nd baby demon. The 3rd baby demon will awake behind you so turn around (SW) and shoot him. You've got one spare second so side step L so you're not standing right behind the lever (you'll see why later) then turn L (SE) to shoot the 4th baby demon as soon as he awakes.
Now things will go faster. Baby demons 5 and 6 will awake
simultaneously so quickly turn around (NNE) to shoot the 5th baby
demon who's closer to his goal then R (E) to shoot the 6th baby demon. Baby demons 7, 8 and 9 will awake in turn, one after the other but with very little time between them. Turn L (N) to shoot the 7th Baby demon (which you wouldn't have been able to do had you stayed behind the lever) then R (NE) to shoot the 8th baby demon and the 9th and last baby demon.
The last baby demon has left something behind so go were he started to pick up the Demon Key (If you can't pick it up because of the black silhouette, crouch before doing so). As you get the key the block that barred the zip line lowers, so go there (E) and use the zip line to find yourself back on the platform where you started.
Turn 135° L (NW), go to the pole ahead and turn S before jumping up holding Action to grab it (using Action while standing before it won't work). Climb up until Lara's waist is at the same height as the zip line ahead and backflip on an orange platform behind. There's another pole to your L (E), go there and face S again before hitting Action to grab it and climb up to backflip on a long platform above.
There's a closed double wrought iron door ahead (S) but don't go there yet. Turn around (N) and run to the end to pick up a shotgun in the NW corner. Now run S toward the door. You'll find the Demon Keyhole on your way to your L (E). Use the Demon Key on it to open the door.
Turn R (S) and run to the now accessible edge. Do a RJ to the floating flight of stairs ahead and approach the standing stone to read it : "Confusion comes to those who save...". Take note of this wise advice, turn R (W) and save before doing a RJ to the terrace ahead. Timed-sequence coming.
As soon as you set foot on the terrace, a little baby demon will start running (with his tiny legs, so he's not very fast) along the green path to the colored tile at the end. You have to perform a series of tasks before he reaches it, or the entire terrace will turn into an infernal burning trap. As said at the start of this level walkthrough, try not saving during the whole sequence or you'll be confused, indeed. Oh, and that transparent cylinder he's wearing is a force field that will prevent your bullets to hit him, so shooting him is useless.
Last but not least: what you need to do is to place the moveable Baby Demon Effigy on a colored tile located in the center of the terrace. Once you've done so, the timed-sequence will be over. Let's go.
As soon as you land, make two L diagonal RJ to land on the rightmost transparent block. Run off to land right before a lever. Push it to lower a block near the Baby Demon Effigy. Roll to turn around and SJ on the block. Turn 45° R and jump over the Baby Demon Effigy. Roll to turn around and push it on the lowered block.
SJ over the Effigy then do a R diagonal RJ to land on the other side of the first lever. Push it to raise the block again then quickly run and jump on the blocks to land L of the effigy. Push it once, go around it and pull it 3 times. Sidejump L then backflip to land by the second lever. Push it to lower the block under the Effigy. Run there and quickly pull the Effigy on the colored tile. As soon as you do so, the Baby Demon stops, and the timed-sequence is over.
You've also raised a block on another one near the far R corner (NW) in the process, granting access to a zip line. Go there and turn R (N). This face of the blocks is climbable, so grab it, climb and pull up on the top of the newly raised block. Go to the far R corner (NE) and use the zip line there to slide all the way down to...
What about a nice transparent 3D maze, now? You need to find a path to the top, using the ladders you'll find on your way.
Run ahead (N) past the first two junctions and turn R (E) at the third. Turn L (N) then R (E) and run past the junction to the edge of the Pyramid. Go R (S) then R (W). Turn L (S) at the junction then R (W) and follow the passage until you find a ladder to your R (S). Climb up to pull up on the second floor. (click for a map of the first floor)
OK. Now things get a little bit more complex, since you'll have (hard to spot) holes to deal with as well. Go R (W) then R (N) again at the junction. Run to the wall and turn R (E). There's a rectangular hole before you leading down to the first floor and a corridor to your L giving onto the middle of the hole. Walk to the edge, turn L (NE) and do a SJ over the hole with a L curve in mid-air to land in the corridor. Run ahead (N) to the wall then turn R (E) and do a SJ over another hole. Walk to the edge, position Lara as in this screenshot, facing NNE, hop back and do a RJ with a hard L mid-air curve to land in the passage at the N edge of the pyramid. There's a ladder to your L on the S wall. Climb it up to reach the third floor (click for a map of the second floor).
Turn R (E), run along the edge then S around the corner and stop at the junction. Turn L (E), do a SJ over the hole, run to the wall and turn L (N). There's a low block ahead so climb onto it and turn around (S). The wall above is climbable. Jump up and grab it then climb up to pull up at the top (click for a map of the third floor).
Pick up the Lizard Trueform on the pedestal. As you do so, the block under the Baby Demon Effigy lowers, meaning you've completed the Ireland Realm. Turn around (N) and hop back while holding Action to safely drop down to the floor below. Turn around again (S) and use the zip line. Slide down until you're above a collapsible tile and let go. Immediately hop back while holding Action to grab the edge of the tile. Wait for it to break to land on a platform below, losing a very tiny amount of health in the process.
Now it's time to head for the last Realm: Babylon.
Turn 45° L (SE), walk to the edge and do a SJ to the stairway below. Climb down to the bottom, SJ on the lower platform and turn L (E). Walk to the edge, standing in the L corner, turn L to face the next upper platform, hop back and do a RJ to it. Run down the stairs to be back to the Effigies Terrace.
Cross it, run up the stairs to the junction, turn L (W) and climb up to the platform. Go to the far R corner, turn 45° R (NW) to face the next stairway and do a RJ to it. Resume running up until you're transported to Babylon.
==== In this level, you should have found...
Items of note: Demon Key, Lizard Trueform
- 1 Timed-Run
[The vehicle used in Babylon does not have reverse so don't leave it in a stuck position facing a wall.]
[Vehicle controls - Mount: stand on the right side and press Action. Dismount: Jump+Right. Accelerate: Action. Brake: Jump. Turn: Direction keys]
Welcome to Babylon! Here you'll mostly practice your driving skills through fire, treacherous grounds and vertiginous heights. As for the vehicle you'll drive? Well... you'll see.
Run down the wide stairway to reach a square room which three openings, a closed golden door and a set of five levers (the Entrance Room). The two openings to your L (E) only leads to dead ends for now, as the ramp at the end of the passages they give onto it's too steep for you to walk. The closed golden door won't open before a good while. Of immediate interest are the five levers in front of you (S), and the opening to your R (W).
This is a puzzle indeed, so take a look at the Spoilers Section at the end of this walkthrough if you can't or won't solve it by yourself. Once the puzzle is solved, there will be a passage accessible beyond the R (W) opening.
Run through the newly opened passage to reach a new large room with two closed golden doors on each side (R/N and L/S), a tall closed double door near the far L corner (SW) and a summoning stand. You're in the Summoning Room. You should have at least one Anubis Invocation scroll left in your inventory so use it on the stand to summon Anubis. A jackal comes running to you, turning into the Jackal-God himself then into... the amazing Nubie Bike, waiting for you by the now open double door!
Get on it and drive to the Entrance Room. You can now drive up the steep ramps at the end of the passages beyond the two openings ahead (E). You can do this in any order, but we'll arbitrarily start with the rightmost one (SE)
Drive through the R opening then up the ramp until you find yourself on a large terrace giving onto a complex course. Right now the course is bright white, meaning it's made of burning floors, so don't drive on it.
There's a lever to your R (S) and a black standing stone nearby. Go park the Nubie Bike near the rightmost entrance of the course, its right side facing the lever, and dismount. Run to the standing stone to read "Beware!! Some levers work but once...". What this means (obviously) is that the nearby lever will only work once. After that, you can push it as many times as you want, it won't do anything. Now go to the lever and save (for the reason just mentioned).
It turns the deadly white course into a safe blue one, but only for a few seconds: you're now in for a timed race.
There are at least two ways to do this. The Center Way involves driving over gaps and some hard curves and requires perfect control of the Nubie Bike. The Right Way is longer but much easier. Click to see the paths to follow: Map of the Right Way - Map of the Center Way. Whichever way you choose, the trick is to anticipate the curves and release Action before the hard ones so you can drive more accurately. On the other hand, if you choose the Center Way, remember that you need momentum to leap over the gaps.
Said momentum will be of the essence for the next trial. There's a series of upward ramps to your R (SE), with gaps between them. Drive R (S) then turn L (E) and drive up the ramps with a L diagonal without ever slowing. Turn slightly R at the last so you take a straight perpendicular line to clear the last gap (see screenshot). Turn 90° R as soon as you've reached the upper platform.
The next part is easier. Simply follow the narrow ramp. You can take your time to negotiate curves at your leisure. Once the third and last one passed, drive fast enough to be able to clear the gap between the ramp and a balcony below (which seems to scare Nubie, by the way). Try tweaking your speed here so you don't lose too much health when landing.
This is, by far, the toughest task you'll have to accomplish in this level. You have to drive up the slope using the safe tiles while not touching the fire a single time. Then you'll have to do the same down the other side.
Upward slope: Going up is the easiest. When you have to go sideway, hit Forward+Right, release then repeat. Use Jump to brake as often as necessary, this key is your friend here. When you must go down, simply release Action and again hit Jump to brake to avoid sliding too much and end in the fire. Once on the last upward part before the top, anticipate a L curve.
Top: Drive L to the other end then L again to the short slope at the top so you'll slide backward down the other side, which will give you much more control.
Downward slope: deal with it like you did with the upward one, but this time going L. You'll know you've completed the trial when you hear Nubie panting with satisfaction.
Make a U turn then drive through the passage ahead (W) until you reach a room where you can spot a key on a pedestal. There's a spikes trap before you. Don't try to drive over it, you'd have a nasty surprise. There's another way to reach that key, but first you're gonna do a little something to open the way to an upcoming secret.
Stop at the entrance and dismount. Go ahead (E) to the edge of the spike pit and do a SJ over the spike to the flat ledge beyond... which instantly turns into a slope (that was the nasty surprise, by the way). Backflip to safely land back whence you came.
Return to the Nubie Bike and drive R (S). The red wall ahead can be broken by your trusty steed so drive through it then along a narrow corridor and break the wall at the other end as well. You're now in the other part of the room. Dismount.
There's another spikes trap with a slope to your L (W), preventing you from reaching the coveted key, a closed golden door ahead (N) and a lever to your R (E). Use the latter to turn the slope into a flat ledge then do a SJ over the spikes. Climb up to the pedestal and pick up Faust's Key, opening the nearby golden door and giving you access back to the Summoning Room. Do a RJ over the spike to get back to the Nubie Bike and drive it to the Summoning Room.
Leave it there. You're now going to collect that secret you prepared a moment ago.
The golden door ahead (N) is now open. Go through it, run a bit through the corridor while keeping an eye on the ceiling. Soon, you'll see a hole up there. Turn around, jump and pull up in a small alcove which is Secret #4, and pick up some shotgun normal ammo and a Manna from Heaven. Return to the Summoning Room and the Nubie Bike.
Drive the Nubie Bike to the Entrance Room. You're going left this time.
Drive through the leftmost opening (NE) then up the ramp to find yourself back to the upper terraces, but on the L side.
The course before you isn't trapped nor timed but riddled with raised transparent blocks barring your way. There are also green and red tiles. It's another puzzle which can be solved only when driving the Nubie Bike. As usual, you can read a detailed solution in the Spoilers Section at the end of this walkthrough or solve it by yourself.
Make your way to the upper platform, turn R (S) then R again (W) to drive down the ramp. Make sure to go as fast as you can as soon as you reach the green tile so you can leap over the gap and land in a wide passage.
Drive ahead a bit then park the Nubie Bike by an opening to your R
(N). Climb in, run ahead, climb the ladder and pull up in the passage
above. Go L (W) and run to a narrow corridor starting with a steep
downard slope and ending with an upward one, with a trapdoor between the two.
Slide down the slope. You'll pass on a red tile and the trapdoor will open on a deadly spikes trap. Jump on the other slope over the spikes, keep jumping back and forth until the trapdoor closes again then safely slide on the trapdoor.
Turn L (S), climb the ladder to the top and pull up in the CS. Crawl, turn around and drop down from the CS to grab a ladder. Climb down in a new room. There are two closed double doors here, and a key enclosed in a cage.
In the center of the room, on a large raised platform, are four moveable Jackal Effigies. On each corner of the platform is a bone hanging from a chain of light. You're in for another puzzle. You can read a detailed solution in the Spoilers Section at the end of this walkthrough or (of course) solve it by yourself. Once the puzzle is solved, the cage enclosing the key lowers.
Go pick up Alighieri's Key on the pedestal. Both double doors open as you do so. The L one (E), gives onto the corridor where you parked the Nubie Bike. The R one (W) opens on another corridor. Don't go anywhere yet, you're first gonna make a short detour for a Secret.
Turn around and go climb the ladder whence you came, on the N wall. Pull up in the CS, crawl, turn around and climb down to find yourself back on the closed trapdoor. Turn L (E) and do a SJ on the red tile on the slope to open the trapdoor and slide down backward in the hole. The spikes trap has disappeared and the trapdoor will closes above you. Pick up Secret #5: a Manna from Heaven, opening the trapdoor in the process. Turn R (S), jump up, grab the ladder and make your way back to the Bones Room.
You don't need the Nubie Bike anymore, but you may want to go get it to make a last little trip with it. It's in the passage beyond the E door (R if you're still facing the ladder). Whatever you do, go through the W door to enter another corridor.
Stop/dismount at the opening to your R (W) and pull up in it. There's a closed double door to your R (NW) surrounded by two keyholes. Go use Faust's Key in the R one and Alighieri's Key in the L one to open the door. Cross the passage beyond to find yourself in a new room.
Ahead of you (N) is a large patch of burning floors with three paths of safe tiles. There's a closed door beyond it. On your R and ahead (NE), you can see another part of the room with a lever in the opposite corner. There are four double tiles there, as well as in the part you're in.
This is the last puzzle of the level. You have to find a way to create a path to the eastern part of the room to access the lever, then from there to the northern part to get to the door. You'll burn even of you jump over the burning floor so the path needs to be a continuous one. You can solve this by yourself or look in the Spoilers Section at the end of this walkthrough for a detailed solution. Once the puzzle is solved, you'll be in the northern part of the room and the door there will be opened.
Go through the door and run ahead (N) to the colored floor at the end of the passage. It's an elevator. Let it lift you to a new room (don't leave it or you'll be stuck forever and have to reload). The Lizard Trueform is here on a pedestal to your R (E) but don't go pick it up yet. Look at the wall ahead (N) to spot an alcove covered by a transparent panel. Go jump in there and collect some lights. Turn around (S) to spot a similar alcove in the opposite wall. Run there as well and pick up a Manna from Hexham.
Now you can go get that (last) Lizard Trueform. As you do so, you're sent back to the Underworld.
The block under the Jackal Effigy lowers, meaning you've completed the Egypt Realm. That was the last one and you're now (more or less) ready to confront and eradicate the Lizard King. You still have a few things to do though to access his lair, and it starts at the Effigies Terrace.
You're now standing on one of those floating platforms. Turn L (E)
and do a RJ to the straight narrow ledge ahead and below. Turn R (S)
and do a RJ+G to the platform in the middle of the stairway then climb them down to be back to the Effigies Terrace.
==== In this level, you should have found...
Items of note: Nubie Bike, Faust's Key, Alighieri's Key, Lizard Trueform
some Traps - 1 Timed-Run
Now it's time to place the five moveable Effigies where they belong (you can solve this puzzle by yourself or read the detailed solution in the Spoilers Section at the end of this walkthrough).
When the last Effigy is placed, a fly-by shows you that Anubis is now in the Inverted Manse and casts a spell from there. If you have read the standing stones near the Minotaur's lair and the Manse, you should know what it's for: the impostor Minotaur is now paralyzed, helpless and at your mercy.
Go to his lair via the southern stairway, going R (W) at the junction, up to the platform then SJ on the lower plaform to your L (SW) and from there RJ to the chequered platform where the poor creature stands, transfixed. If you haven't done so already, go R (W) by the standing stone and pick up the Manna from Hexham on the floor, then climb the stairs to the Inverted Manse to collect a Manna from Heaven at the top.
Return to the Minotaur's Lair and run to the Minotaur, careful not to step on the tile with the grey little domes: they are trapped with fire. Hit Action to take Thor's Hammer from the hand of the impostor.
Now that you've got it, it's time to use it to break your way to the Lizard King's lair. Return to the Effigies Terrace then cross it to the northern stairway and climb up to the junction. Do a RJ+G to the narrow ledge ahead (N) and run to the other end finding yourself in front of The Block.
The Hammer Receptacle is there to your R (NE). Use Thor's Hammer on it, opening a breach in The Block and granting a passage to the other side.
The next jump is a bit tricky. Walk to the edge, facing the lowest part of the breach (see screenshot) and make sure Lara's perfectly aligned N (you can drop from the platform, pull up and roll to turn around to get the perfect angle). Do a long RJ to the bridge, hitting Action at the very last moment to grab the edge, and pull up.
Walk ahead to the edge and do a RJ+G to the narrow ledge. Run to the other end. There's a dark red octogonal gate ahead and below. You need to jump in the central hole, as the edges are fire trapped, so walk to the edge of the ledge and do a SJ. You'll be sent directly into the Lizard King's Lair.
You land a tad harshly, losing a bit of health. Run ahead (S) through the corridor to the L (E) to enter a long room with serpent heads torches and a skeletal band which will start playing as soon as you come by (not the soothing music you heard in Castle Orr, though). Run to the closed gate ahead and wait there a moment. Soon, it will catch fire and the Mighty Lizard King will appear, oozing wrath and power.
There is absolutely no way to kill him with your weapons. In this form, he's perfectly invincible. Your only chance during the whole following sequence is to be quick. He has three different ways to make your life miserable: casting blue rays at you, casting blue sparkling rays which will set you on fire and a nasty melee attack using his sharp claws. He can fly too, meaning you're not necessarily safe when on high places. You can however try to avoid his rays by running in zigzag, and there are safe places. All in all, be prepared to use a good load of Mannas if you want to make it alive.
Your goal is to find the five receptacles for the Lizard Trueforms in order to turn His Reptilian Majesty into something more... affordable.
The order in which you place the Lizard Trueforms is optional. The following course is the shortest route, but not necessarily the safer one. You may try another one by heading for the far southern room with the boulders and the levers first. The Lizard King will follow you there and, if you're lucky, stay a while in this back area. Rush back to the scalding waters pools room and you'll have more time to move the blocks without him being around.
As soon as he appears, don't waste time gazing at him but run through the opening ahead and go R (S). Run across the corridor and down the stairs, jumping and sprinting when possible to take the lead over him. You'll reach a room riddled with scalding water pools. There's a pink transparent block to your L (SE). It's moveable, so go to it, push it, then quickly turn L to place a Lizard Trueform in the 1st Trueform Receptacle.
Turn around and run to the R (NW). The transparent pink block there is moveable as well. Pull it, roll to turn around and run L around the pool to the entrance. Go L, do a RJ over the scalding water to the other side of the block and use a Lizard Form on the 2nd Trueform Receptacle.
Turn R (E), do a RJ over the scalding water to be back near the entrance and turn R (S). Go ahead and cross the room to run down a flight of stairs to the L (SE). You'll reach a room with white marble stairs, a set of ramps to the R (SW) and some boulders in the opposite side. Go there.
There's a hole and a lever before each boulder. Three of the holes contain scalding water and one (the 3rd one from the left) contains cool water. If you push a lever next to a lava hole, Lara will catch fire. So run to the 3rd one, push it and immediately sidejump R to avoid being flattened by the boulder. A camera shot shows you a pool of clear cool water and a Trueform Receptacle (the water there was scalding before you triggered the boulder).
Hit "Look" to cut the camera shot (you still have the Lizard King on your tail, so better hurry) and roll to turn around. There's a lever ahead (N) in the alley between the wall and the ramps. Go push it to lower a block in the Clear Water Pool Room, granting access to another Trueform Receptacle. Rush to the Scalding Pools Room.
Go L (W) after the first scalding water pool and run ahead in a short corridor lined with skeletal musicians (percussionists, as it seems) to reach the Clear Water Pool Room. Jump in the pool and swim to the R (NW). Pull up on the emerged platform in the corner and use a Lizard Trueform on the 3rd Trueform Receptacle. Turn around (E). The next receptacle is on the opposite wall, between two flame throwing serpent heads (on/off traps).
Dive back and head for the ledge between the serpent heads. Pull up and use a Lizard Trueform on the 4th Trueform Receptacle. Now jump in the water again and swim R (N) to pull up after the serpent head and avoid having to wait for the fire to turn off. Grab the pole, climb up, turn around at the top and backflip on a high ledge.
OK. You're safe up here, so we'll take some time to collect some healing goodies (just in case) before getting to the last Receptacle. Turn L (S) and run along the ledge. There's a zip line on top of a set of white blocks at the other end, but ignore it for now. Go L (E), run to the edge left side and turn 45° L (NE) to aim at a white ledge extending from the wall beyond the corner. Hop back and do a RJ to land on it.
There's a Manna from Heaven to your L after the first column near the W wall. Pick it up then resume running along the ledge to the opposite side of the room where you'll find a Manna from Hexham near the E wall between two pillars. Return to the other end and do a 45° SJ (SW) to the ledge where the zip line is.
Climb on the taller white block but again don't use the zip line yet. Turn 45° R (SE) instead and do a RJ with a R mid-air curve to land on a flat ledge near a slope. Turn to the slope (E), walk to it, sidestep L to go to the edge and do a SJ over the slope to a flat higher block. Pick up the Manna from Hexham there. Turn around (W), jump over the slope to the lower flat part and walk to the edge. Stand one step away from the wall, turn 45° L (NW), hop back and do a RJ to land on the white block.
Time to use that zip line now. Go to it and press Action. Slide all the way down. Lara will hit the high white platform and let go. Keep Action pressed to grab the edge and pull up. Go use your last Lizard Trueform on the 5th Trueform Receptacle and enjoy the show.
Now that the Mighty Lizard King has returned to his true form, that is a harmless pathetic little reptile, time to deal the death blow.
Safely drop down from the white blocks and turn R (S) to return to the Ramps Room. The lizard is here, timorously hiding at the bottom of the ramps ahead. Approach him and yell "boo" to see him flee to the top, not far from a boulder waiting to be triggered. As he does so, your old friend Anubis comes and creates a pole by a high pillar topped by a lever, in the E side of the room.
Go there, face the wall, grab the pole, climb to the top and backflip on the pillar. Push the lever to set the boulder in motion and squash the Lizard King, putting a permanent end to his reign of terror (and his singing career).
You'll immediately be sent in another part of the Lizard's Lair. Anubis is there, standing by a turning circle of light. Go to the circle to be lift out of the Underworld, as Anubis watches you go to the sound of the Skeletal Orchestra last hit...
==== In this level, you should have found...
Enemies: The Lizard King
Items of note: Thor's Hammer
- Blue Imps: These wouldn't be that much of a problem if they weren't poisonous. Shoot them down quickly using your pistols.
- Pyramid Spirits: The Hyan counterparts of the dreadful wraiths, they come in two colors: Blue and Red. They can be dealt with the same way: just find a pool to dive in and they will follow you and extinguish in a very suicidal way. The red ones, however, are slightly more dangerous than the blue ones insofar as they can put Lara on fire if they hit her too often.
- Skeletons: Against them, bullets won't do much. Your best chance is to run away as fast as possible and lure them in a place where you can shoot them at point blank with the shotgun and make them fall in lava.
- Spiky Pests: Annoying, aren't they? Not only they hurt you, but they find very funny doing so. They're not very harmful but often come in group and are rather tough and quick. Shoot them while moving and you should eventually get rid of them easily.
- Super Yourself: This is Super-Lara, taller, tougher and casting deadly ray. She won't come close so keep shooting while side jumping to avoid being hit and you should be fine.
- Xian Warriors: You're best chance here is to constantly keep moving and avoid being hit because these guys strike hard indeed. Go back and forth while shooting, jumping over them when necessary and never let them corner you.
- Lizard Men: Try to keep them at bay by moving/jumping away when they get too close: they strike really hard and deal a good amount of damage. They're quick too, so speed and reflex are of the essence.
- Mites: Tiny, hard-to-spot insects. They won't do much damage but often attack in the worst situations. Keep shooting until Lara doesn't aim at anything anymore, spotting them thanks to the beep-like sound they make.
- Shivas: Those one strike hard so don't let them going close enough to hit you. Keep moving at all costs. They sometimes take a defensive stance, "closing" their scimitars on their chest like a shield, and you won't be able to harm them. In this case, fool them into attacking you by sheathing your weapon then draw and shoot, or roll or run past them so you don't aim at them anymore.
On each ledge, one of the drawings matches one quarter of the drawing on the wall. This is where you must place the Xian Warriors effigy.
(Xian Warrior effigies numbered from L (W) to R (E) when looking from the entrance)
- Go to Xian #1 (farest from the entrance) and pull it twice to
place it on the first drawing.
- Go to Xian #2 and pull it four times to place it on the second drawing.
- Go to Xian #3 and pull it four times to place it on the second drawing.
- Go to Xian #4 and pull it six times to place it on the third drawing.
Look for a way to the upper floor in the NW corner, L of the entrance.
Go to the NW corner and crouch to crawl under the black column. Climb up the ladder against the W wall and go L to let go on the transparent floor. Look down through it to see where you must place each Lara head.
What you can see through the floor
- Go to the leftmost head (when facing the entrance), turn N
toward the closed door and pull it twice
- Go around it so you're facing the entrance (E) and pull it twice again.
- Go to the other head, facing the entrance (E) and push it four times.
- Go around it so you're facing the closed door (N) and push it twice, solving the puzzle.
The column of water is made of 4 parts. Walking on the tiles in the southern side of the room will make some parts appear and in most cases some disappear, depending on the tile. The tile on the dark grey block in the eastern part of the room resets the puzzle.
Click to see the effect of each tile.
The 4 column parts are numbered 1 to 4, from bottom to top. The five southern tiles are labeled A to E, from L (W) to R (E) when looking N at the column.
- Go on tile E (rightmost) to add part 3
- Go on tile A (leftmost) to add parts 1 and 4
- Go on tile D to add part 2
There are five colored levers: white, gold, green, red and blue. To know which levers work, go through the W opening and look up at the wall. A frieze there gives you the correct colors: white, gold and red. Now simply push the matching levers to remove the wall beyond the W opening.
- It can be done in any orders
- Once the wall is removed, using any other lever (green or blue) will make it reappear, and you'll have to restart the puzzle from scratch.
Map of starting positions
Driving on a green tile will lower a matching block, driving on a red tile will raise one.
- Roll on green tile #1 to lower block A (see
- Your next destination is tile #4. Go ahead, turn R at the first junction then L at the corner and roll on red tile #2 which raises block B (see map)
- So turn L, roll on green tile #3 to lower block B then on green tile #4 to lower block C (see map)
- Go R, take a clockwise U turn then go ahead to pass block C. Turn 45° L and roll on green tile #5 which lowers block D then green tile #6 to lower block E (see map)
- You're now heading for tile #9. Carefully negotiate the curve and roll on red tile #7 which raises block F (see map)
- Drive ahead then turn R to roll on tile #8 which lowers block F then tile #9 to lower block G (see map)
- Now make your way to the exit (see map of final positions)
Each Jackal is oriented differently and each bone has its own angle as well. Put a bone in the Jackals' mouth, as hinted by the painting on the N wall.
Map of starting positions
- Place Jackal #1 on tile A
- Place Jackal #2 on tile B
- Place Jackal #3 on tile C
- Place Jackal #4 on tile D
Map of final positions
In the southern part of the room, where you start, the white disc tiles change the disposition of the safe tiles while the nearby black disc ones cancel this action. In the eastern part, the 1st and 3rd white disc tile and the 2nd and 4th black disc tiles change the disposition of the safe tiles. The nearby tiles cancel.
- From the southern side to the eastern side: Map
of the room and tiles results
- From the eastern side to the northern side: Map of the room and tiles results
- Step on tiles 1 and 3 to create a continuous path from the
southern side to the eastern one (map
of the room)
- Go to the eastern side of the room and push the lever in the far L corner (NE) to open the double door in the northern side.
- Step on tiles 3 and 4 to create a path to the northern side and go there (map of the room)
Each Effigy represents one of Lara's adventure. Look at the floor to find the labeled tiles and lace each Effigy on its matching label.
(Effigies mentioned from left to right when facing them)
- The Xian Warrior Effigy goes on the China tile,
right of the northern stairway.
- The Jackal Effigy goes on the Egypt tile, before the northern stairway.
- The Lara Effigy goes on the tile labeled "All" behind you (W) near the ramp.
- The Baby Demon Effigy goes on the Ireland tile before the southern stairway
- The Shiva Effigy goes on the India tile which is behind you between the ramp and the leftmost pianist (when facing the ramp).