BAKETAMON'S JEWEL
Levels
by Josefina Tamareu (Cuqui)
Authorized
walkthrough by Phil Lambeth
Level
1: THE PYRAMID
Draw
your pistols immediately to deal with the ninja
to your left and the two scorpions in
front of you. You can then explore the sand dunes to your right for some revolver ammo and to your left for a large medi-pack. Then take a standing jump into
the pyramid's opening and kill another ninja
about halfway down the tunnel ahead. There's a closed gate at the end of the
tunnel, so turn into the passageway to your left. Enter the next room, where
you lose camera control, and shoot the large vases for some flares and a large
medi-pack. Back into the tunnel to restore camera control, and look
into the room to your left. There's an opening in the dark wall, so go there
and vault up into the alcove. Throw the floor lever, then jump straight up and
out of the corner of your eye you can see the crawl space up on the wall to
your right. Pull up into the crawl space for SECRET
#1 and pick up the REVOLVER.
Leave
this room and run back down the connecting tunnel. Turn to your left to find
that the gate you saw earlier has been raised. Kill the ninja and go into the anteroom where he was
posted. Shoot the large vase for some revolver ammo,
then go up the stairs toward the closed door, which opens upon your approach.
Go inside and greet the trio of mummies
that stagger forward to shake your hand. Search the slate ledges (the mummies
won't follow) for some flares and two
stashes of shotgun ammo, then approach
the closed doors on the opposite side of the room. They open as well, but go
inside only far enough to trigger the two spike
balls at the top of the facing ramp. The menacing music gives you
ample warning, so simply reverse roll and run back out of harm's way.
After
the spike balls have come to rest, run up the ramp to the north. In the green
torch-lit room at the top you'll see a closed gate in the far right corner. In
the dark left corner of the wall ahead is an opening. Pull up into it and throw
the floor lever to open the gate down below. However, don't be so quick to hop
back down, as there's more work to be done in this area. Step forward around
the floor lever and run through the green wall ahead into a tunnel. Use the
crawl space and turn left at the intersection. Pick up the shotgun ammo at the next intersection and look to
your right. There's a flame trap at the other end of the tunnel, so don't
bother going that way.
Instead,
crawl back toward the east until you hear the distinctive sound of a dart
gauntlet to your left. Keep crawling forward, making a slight dogleg to the
left, until you reach the revolver ammo
at the next intersection. To your left is another flame trap, so turn to your
right and crawl through another gossamer green wall. Stand up and step onto the
gold pad, whereupon a cut scene shows a gate opening elsewhere. Pick up the large medi-pack and back out of this area. Crawl
back to the west and turn right at the intersection. Keep the crouch key
depressed so that Lara won't stand up and be injured by the darts, then crawl
forward until you reach the LASER SIGHT.
Pick it up quickly, then continue crawling forward under the crawl space.
Continue
forward at the intersection, as the flame traps are all you'll find to your
right and left. Crawl through another gossamer green wall and stand up. Turn to
your right and use the climbable wall to reach the corridor above. Shift to the
left, drop down and run forward into SECRET #2.
Pick up the SHOTGUN and go back to the
alcove with the floor lever by crawling straight through. Hop down into the
room below and turn left to go through the new opening. Draw weapons to kill
the ninja, and be sure to pick up the small medi-pack that he drops. Wind your way
through the tunnel until you reach the dark drop-off at the end. Turn around,
hop back and grab the edge, and climb down the shaft to the bottom. Draw
weapons and hop back when you reach the bottom, and shoot the scorpion that was waiting for you.
Turn
around and step forward onto the designer tile, then vault up onto the next one
and turn to your left. You're facing a ramp that leads up to the next area, but
don't step onto it unless you want to fry. Instead, jump up to grab the
ceiling, then monkey swing over the deadly ramp until you reach the top. When
you drop down the doors ahead will open automatically, so step forward onto a
ledge overlooking a pool of water far below. Turn around, hop back and grab the
edge and shimmy to the right past the stone statue. Pull up and use the ladder
ahead to reach the upper ledge. Shift to the left and drop down. Turn to the
left and run along the upper ledge until you get a fixed camera angle, then
turn to your left and jump straight up to grab the ceiling. Monkey swing to the
other side and drop down. When you drop down and approach the plinth, you get a
cut scene showing an underwater gate opening.
Take the BA CARTOUCHE from the
plinth.
Monkey
swing back to the other side, drop down and turn to your left. Run to the end
of the ledge, turn around, drop back to grab the edge, and drop down to the
ledge below. Jump and grab the ladder in the east wall, and climb down toward
the pool level. Shift to your right when you reach a dark area where you can no
longer see the ladder, and continue climbing down until you reach the pool
ledge. Turn to your left and pick up the uzi ammo
(but go no further or you'll trigger a hidden spike
trap), then turn back and walk slowly
west along the south ledge until you trigger a similar spike trap. Jump into the water and pull up onto the
south ledge on the other side of the spikes, then pick up the revolver ammo. The central portions of the other
two walls also hide deadly spike traps,
but there are no more pickups on those ledges in any event.
So
simply jump into the water and find the small
medi-pack (SE corner) and some flares (NW corner), then exit via the NE opening. Go down,
then swim along the corridor until you reach an opening where you can pull up. Immediately
draw weapons and kill the ninja and scorpion that are awaiting you. The nearby large vase is empty. The NE gate
opens as you approach it, so go inside the tunnel and turn to the right. Go to
the ivy-covered wall as you lose camera control, then jump straight up to grab
the climbing wall. Climb up, pull up into SECRET
#3 and pick up the UZIS. Turn
to your left and pull up into a higher corridor. Take running jumps across the
two fire pits and push the floor lever. A cut scene shows a gate opening
elsewhere.
Reverse
roll, go back to the ivy-covered wall and lower Lara back down to the first
tunnel. Turn to the right and you'll get a view of the area beyond the gate you
just opened. Run into a room with another pair of friendly mummies. Dodge them long enough to pick up the uzi ammo in the NE corner (avoiding the E
depression in the floor, which hides an unmarked spike
trap). Use the Ba Cartouche
in the receptacle in the south wall to open the adjacent gate as you
momentarily lose camera control. Pick up the shotgun
ammo in the W (safe) depression before you leave, then wind your way
through the tunnel until you reach a closed door at the end that doesn't open
as you approach. Hmm, must have missed something. Sure enough, if you'll
reverse roll and turn right at the intersection, you'll run through another
gossamer green wall. Throw the floor lever to open the large door, and come
back out to find a deep and narrow lava room with a series of three ropes ahead
to give you access to the other side.
Use
the ropes to get across, and draw weapons as soon as you drop down to deal with
two scorpions in the corridor ahead. Then
run forward and turn right (losing camera control again) toward an opening with
a pole that leads to a new area below. Slide down, step forward and draw
weapons to kill the ninja. Then continue
forward to another closed gate that opens as you approach. Turn to your right,
step through and find yourself transported to the next level.
Level
2: THE SCROLL
If
you turn around and try to go back, the door will slam shut rudely in your
face. So run forward down the tunnel and the door ahead will open upon your
approach. When you enter the next room, it will then close behind you. Go to
the middle of the room and take the MUSIC SCROLL
from the plinth on the raised tile. Then shoot the orange vase that you'll see
on a block in each of the room's four corners. Saving the near left, or SW
corner for last, climb up into the upper room located at each corner and shoot
an assortment of pots and pick up an assortment of goodies
along the way. You'll notice each time a closed door barring your further
progress. When you've finished harvesting the first three corner rooms, climb
up into the SW room and shoot the vase for some shotgun
ammo. Then vault up onto the platform to pick up the flares, and a cut scene shows a door opening. The
door is on a timer that's activated when you step off the platform, so turn to
the west and face the open passageway. Light a flare so you can better see
where to make the turn, then jump off and sprint down the corridor. Turn left
and sprint through the doorway ahead before the door can close in your face.
In
the small room beyond, dive into the water hole (the nearby pot is empty) and
swim down the greenish tunnel, stopping long enough to pick up the large medi-pack. The tunnel will curve upward and
bring you to a room where you can pull up. Go to the NW corner for SECRET #4 and pick up the CROWBAR, then shoot the shatter bones near the
east wall for fun. Push the face tile to open the door at the end of the west
corridor. Go there, passing a corridor to your right with a closed door at the
end. Enter a room sprinkled with holes occupied by deadly fire traps and spike
traps. Shoot the vase to your right for some grenade
gun ammo, then jump carefully to the other side of the room and push
the face tile. Go back across the room to the corridor and turn left, and
you'll see that the door is now open.
Go
inside and turn to your right. Jump to the ladder, grab and climb down. At the
bottom, turn left and go down the torch-lit corridor. If you then turn right at
the intersection you'll come to an alcove with a closed door at the end. If you
turn left, you'll awaken a skeleton, so
run quickly around it while it's still groggy and use the ladder to climb up to
an upper level. Yikes, another skeleton.
Ready your shotgun and maneuver the skeleton around until you're able to blast
it down the ladder shaft. Then step on the nearby ornate tile, and a cut scene
shows the door opening downstairs. Go back down quickly, as the door appears to
be on a timer (so you needn't bother with the ladder), and dodge the waiting
skeleton while running through the open doorway. Thankfully, the skeleton won't
follow; otherwise, you'd risk being pushed into the toxic water in the next
room.
If you go either to the right or the left
along the opening ledge you'll alert a wraith.
To get rid of it, stand left or right of center and take a standing jump to
grab the upper central platform and pull up. Step onto the raised tile there
(which also acts as a trigger to open a timed door in the east wall) and take a
standing jump and grab to the south ledge. Pull up, turn to your right and
shoot the vase to give you some running room. Then go over and take a running
jump to the ledge in front of the west opening. Go inside and wait until the
wraith implodes against the bird statute on the platform. Shoot the shatter
bones and the nearby vase for a large medi-pack.
Then go outside and make your way along the ledges on this level for some crossbow arrows
and some shotgun ammo.
Jump
back down to the central platform. If you want some extra fun, you can go over
to the west side of the central platform to awaken three skeletons. One is on the platform with you; after
you blast it into the toxic pool, the other two that are prancing about on the
NE and SW corner ledges will eventually decide to jump over toward you.
Hopefully they won't make this decision simultaneously. When each makes its jump
toward you, blast it while it's still in mid-air. Don't bother to investigate
these corner ledges where the skeletons materialized, as they were not guarding
any pick-ups. Avoid the other corner ledges as well, as otherwise you'll be
spiked.
Step
onto the raised platform and face east. You'll see the door opening high up on
the wall. It's on a timer, so quickly negotiate a running jump and grab to the
ledge. Pull up and run through the open doorway. Shoot the nearby orange vase
for a large medi-pack, then run to the
end of the west corridor and use your crowbar to pry off the first GOLDEN STAR. Hop back and turn to your left.
Follow the corridor until you come to a door that opens as you approach. In the
next room is a water hole. Jump into the water and follow the tunnel until you
reach an opening where you can pull out.
You
have several choices in this room. Ahead is a moveable piece, and there's a
closed door in the east wall. Pull up onto the lower ledges for some grenade gun ammo and a floor lever to push. A cut
scene shows a door opening elsewhere. Opposite the floor lever is a ladder in
the south wall. Take a running jump and grab to it, and climb above the ledge
to your right. Shift over and drop down to the ledge, whereupon you'll lose
camera control. Step out to the edge of this ledge and jump up to grab the
ceiling. Monkey swing over to the other side and drop down onto the ledge in
front of the face tile. Push the face tile, then safety drop to the floor. The
door in the east wall is now open, but before leaving this area push the
moveable piece all around the room so that it comes to rest on each of the five
designer tiles. When you push it into the alcove next to the green vase, a cut
scene shows a door opening elsewhere. Now go inside the open doorway in the
east wall.
Shoot
the vases in the alcoves to your right and left for some revolver ammo and a large
medi-pack. Then continue east and follow the corridor until you
reach a closed door that opens upon your approach. Drop down through the hole
in the floor of the next room, and you find yourself back in the music scroll
room. Climb up into the upper room in the SE corner, and you'll find the east
doorway that you opened with the moveable piece. Go down the corridor and find
a closed door at the end (that doesn't open upon your approach). Go back to the
south opening and you'll see a hole with a ramp beyond it. If it smells like a
boulder trap to you, the burst of action music indicates that you're right.
Jump over the hole and run up the ramp a short distance, then reverse roll and
run back down and jump over the hole while the spike
ball falls harmlessly into the hole.
Jump
back over the hole and run up the ramp until you reach the next room. You'll
awaken a skeleton, so draw your shotgun
and blast it down the shaft where you see the pole. Shoot the vase for some grenade gun ammo, then push the floor lever. A
cut scene shows the door opening at the end of the corridor below. Slide down
the pole and back flip away from the fire at the bottom. Run to the end of the
corridor for SECRET #5 and that GRENADE GUN to go along with the ammo you've been
finding. Jump back to the pole, climb up and back flip to the upper level. Run
back down the spike ball ramp and jump over the hole near the bottom. Turn
right and run down the corridor into the new area.
The
water in the next room looks clear and pure, but it's deadly stuff. You can use
the side ledges and take running jumps to get to the other side, but all you'll
find there is a closed door. What's more, there's a skeleton
clanking around on the upper levels. Step to your right and take a standing
jump to the sloped pillar ahead. Keep the jump key depressed and jump off the
other side, and grab the edge of the block. Pull up, and you'll awaken a second
skeleton on the higher ledge ahead. Turn
to your left and take a standing jump to the next sloped pillar. Again, keep
the jump key depressed so you'll immediately jump off and grab the ledge ahead.
Pull up and pick up the flares, then stand on the middle stripe facing east and
jump up to grab the ledge above. Pull up and pick up the revolver ammo, then ready your grenade gun and
take out the skeleton that's on the way over to greet you.
You'll
see a flaming ledge over in the NW corner, so turn around and take a running
jump to the opposite ledge in the NE corner. Turn right and take another
running jump to the ledge in the east wall. From here you can reach the safe
ledge in the south wall (with the empty vase on it) with a long running jump
(but you'd better save first). Shoot the vase to give yourself some running
room, then take a running jump to the larger ledge along the west wall. Push
the floor lever to raise the lower door in the south wall down at water level.
Take a running jump back to the ledge in the south wall, then face south while
standing at the back edge. Hop back and, when Lara clears the ledge (so she
won't grab it) hit the action key so she lands safely on the ledge below. Step
forward, jump up and grab the opening, and pull yourself inside. Collect the
second GOLDEN STAR from the wall of the
alcove ahead, then drop back down to the ledge. (You will have noted the rope
dangling from the ceiling, which you caused to be lowered when you shot a vase
earlier, but its only use is to afford an alternate means of reaching the
balcony with the floor lever.)
Take
a running jump to the NW back to the beginning ledge, then repeat the jump
sequence to return to the block in the center of the toxic pool. Take a running
jump and grab to the ledge in the east wall, and pull up quickly to deal with
the skeleton. Push the face tile to open the door directly below. The
hop-back-and-hit-action-key trick doesn't work here, so pick up the large medi-pack and take a standing jump back
down to the block in the pool. Turn around and take a standing jump with grab
to glide down onto the east ledge at water level and enter the open doorway.
Shoot
the orange pot on your left for some shotgun ammo.
On either side is an opening leading to a water hole, each of which will bring
you down to a water maze where you need to find some essential pickups, and for
your assistance the author has graciously provided a map in her download. Jump
first into the hole to your right (the one to the south) and swim down the
shaft. When you reach the horizontal section, swim to the very end (passing an
opening to your left) and turn left at the juncture. At the end is a lighted
alcove where you can pick up a large medi-pack. Flip turn and go back down the
corridor. Turn right into the opening you went by earlier, then make two left
turns in succession to find an air hole.
Now
go back the way you came, heading south, and turn left when you come to the
intersection. Swim all the way to the end (passing an opening to your left) and
pick up the crossbow arrows in the
lighted alcove. Flip turn and return to the air hole. Now swim east from the
air hole (past the near crossing) and turn right at the intersection. Take the
next left and swim to the end to find an alcove to your right and the first HORSEMAN'S GEM. Go back the way you came and make
two right turns. Pick up the flares in
the lit alcove and quickly return to the air hole (back the way you came and
taking a right turn). Now swim north from the air hole, take a right and then a
left, and keep swimming straight past an intersection. Pick up the second HORSEMAN'S GEM in the lit alcove. Flip turn and
go back the way you came. Take the first left to find another air hole if you
need it. Swim west from the air hole, take the second right, and you'll come to
a shaft leading up to the exit.
Pull
up, eliminate the skeleton that rises up
to greet you, shoot the orange vase and pick up the large
medi-pack. Head down the west corridor, where you'll lose camera
control again. Step forward carefully and take three standing jumps over three spike traps.
When you cross the last one, camera control is restored briefly and the door in
front of you opens automatically. Run up the stairs and turn left at the
juncture. The closed door at the end opens upon your approach, and out pops a mummy to greet you. Use your grenade gun to blow
it away, then enter the next area. To your left is a nearby ladder, to your
right a longer corridor with a closed door at the end. Go down that corridor
and turn left into the connecting passageway. When you walk over the scarab
tile it erupts into flames. Push the
nearby floor lever, and a cut scene shows a door opening elsewhere. Then shoot
the vases in the two adjoining alcoves, and stand in the corridor opposite the
east alcove and face the flaming tile. Step on the scarab tile in the east
alcove to shut off the flames, then turn around and take an angled back flip
onto the formerly burning tile. Back flip again to safety, then turn around and
run back down the corridor.
The
door to the left is still closed, so turn to the right and use the ladder to
climb up to an upper room. Shoot the orange vase for some revolver ammo, then locate the floor lever in the
alcove around the corner and push it to open the door at the end of the
corridor below. Go there and enter the new room. Drop down the hole to find
yourself back in the music scroll room. The door in the north wall is now open,
so go on inside. There's a shaft overhead with a climbable wall, so go up to
the higher room for SECRET #6 and the CROSSBOW. Shoot the white pot for some crossbow arrows, and the orange vase to release a
wraith. Run to the other end of the east
corridor, where the wraith will implode upon the bird statue. Step onto the
nearby scarab tile to open the timed door at the end of the connecting passage.
Sprint down the corridor, turn right and continue sprinting to get into the
next area.
You
come to a picturesque room with a waterfall. Jump into the water for some revolver ammo, then pull out and use one of your
golden stars in the receptacle in the north wall. The door to your left opens,
but once inside beware of the areas to your right and left, which are cleverly
disguised death pits. If you're curious, you can jump over the pits and climb
up into the adjacent alcoves. All you'll find in the one to the east is a
flaming death tile, and a skeleton in the
one to the west. Use your remaining golden star in the receptacle, and the
nearby door opens. Go inside, the door closes behind you, and there's a minor
earthquake.
Step
onto the translucent yellowish square in the center of this new room, and you
can see all kinds of goodies below. You'll find a smaller square against the
east wall. It has a fake covering, so drop back and grab the edge. Drop down
from the corner to avoid the flames below, then carefully turn and head into
the adjoining room to pick up all those goodies.
(If you can't do this without being set aflame, read to the end of this
paragraph to find out how to shut off the flames, which the builder probably
intended that you do first anyway.) Go back to the flaming tile and very
carefully jump up, grab and pull up to the main floor level. Go to the
translucent column near the middle of the west wall. There's a climbable
surface on the west face, so climb up and back flip into an upper corridor.
Turn around and run to the other end, where you'll find a floor lever. When you
throw it, the door below opens, revealing a welcoming committee of two mummies. Step on the nearby corner tile, which
gives you a static cut scene of the flames being shut off down below.
Climb
back down, eliminate the mummies, and go inside the open doorway to the north.
The door behind you closes, the one ahead of you opens, and there's another
minor earthquake. Step forward through the doorway ahead and you'll slide down
a long ramp into the next level.
Level
3: NO WAY OUT
Your
first order of business upon arrival is to deal with the demigod and the harpy.
After you've done that, inspect the far corner tiles for a small medi-pack and some grenade gun ammo. Activate the jump switch in the
NE corner to open an underwater face door, then jump into the water hole in the
central platform and swim down into a large underwater chamber. Pick up the crossbow arrows
and grenade gun ammo in the SE and SW
corners, and enter through the open SE doorway. Pick up the flares on the floor of the next room, and quickly
open the doors on either side. Swim through the east opening and up to an air
hole. Pull up and quickly draw your grenade gun to blast away the demigod that's awaiting you to your left. Pick up
the grenade gun ammo he drops, and note
the artifact on the corner pedestal that's guarded by several flames.
Go
into the NW alcove where the demigod was hiding and activate the jump switch to
open the face door in the opposite corner of this room. Go there and take a
standing jump from the landing (after taking two steps back from the edge) to
the first submerged ledge. From there, use the ropes to swing over to the other
side of the toxic pool. Pick up the crossbow arrows
and uzi ammo, then step on both designer
tiles at the south wall to turn off the flames guarding the artifact in the
other room. Turn left into the
passageway. Carefully jump over the fire hole at the juncture, and take running
jumps (because of the low ceiling) over four more fire holes in the north
corridor. Turn left and go down the stairs, and the face door ahead will open
as you approach. Go to the pedestal and pick up the ORNATE
HANDLE. Return to the water hole at the west wall and take another
swim, this time through the west opening. Pull out south and take care of the harpy, then shoot the coffin in the NW corner for
some grenade gun ammo. You'll see
another artifact on a pedestal being guarded by a ring of fire. Look for the
opening in the south wall behind the plant and pull up inside, where you'll
lose camera control. Ahead is a closed face door; to your right is another
opening.
Use
your crowbar to open the face door, then go inside and step on each of the
three tiles to turn off the flames guarding the pedestal down below. Go back
there and take the HATHOR EFFIGY from
the pedestal. Now return to the tunnel in the south wall and pull up into the
opening to the right. Stop near the other end of the corridor for some flares. Just beyond it is another one of those
false floors; so turn around, hop back and grab the edge of the shaft. Climb
down the ladder to the corridor below and reverse roll. Step forward into a
small room being guarded by four skeletons.
Let them get together in a bunch so you can take them all out with a single
grenade, then look around the room and pick up the large
medi-pack and the crossbow arrows.
There's a jump switch on the west face of the pillar near the west wall, so
activate it to open the other face door in the underwater chamber you explored
earlier.
Climb
back up the ladder and return to the room where you collected the effigy. Jump
into the NE water hole and return to the junction. Swim through the north
opening along the passage until you reach the underwater chamber, then continue
straight across (unless you need to pause for air) into the opening in the
north wall. The first opening you come to is an air hole, so continue forward
and swim up the long shaft until you can pull up into a room where another demigod waits. After disposing of him, venture
further into this room and alert a harpy.
Deal with it, then go up the ramp toward the shotgun
ammo to alert a second demigod. When you've killed him, you'll have a
little peace and quiet to go around the room and pick up the rest of the
goodies (flares, crossbow arrows, small medi-pack).
Note
the closed face door above the ladder in the west wall. Locate the jump switch
near the SE corner (in the south wall to the left of the column) and activate
it to open the face door. Climb up the ladder and pull inside, and take the revolver ammo from the west alcove. Be sure to
step on all three tiles while you're there, to turn off the flames protecting
the area you'll visit next. Now jump down and locate the floor holes on either
side of the throne landing. Drop down either hole, then walk past the now-safe
flame tiles onto the stairway leading to a room with a small pool. A skeleton
is awakened to your left, so dispose of it. Get the uzi
ammo and the small medi-pack
from the nearby south alcoves, then pull up into the passageway in the dark
east alcove. The door ahead opens automatically, so time a run past the blade
trap into the next room. The door closes behind you. Go over to the right and
pick up the PHAROS KNOT, whereupon the
flames go out in the adjacent alcove. Go there and step on the tile to open the
exit door for just a couple of seconds. Dash through the blades and the open
doorway down the corridor to the previous room.
Go
up the stairs to your right and use one of your Horseman's Gems in the
receptacle. The door to your left opens, so go inside and draw your grenade gun
to blow away a skeleton that awakens.
Turn around and activate the jump switch in the dark corner next to the door (a
cut scene shows a door opening elsewhere), then reverse roll and go down the
stairs into the blue-tiled room. Eliminate another skeleton,
then go through the opening and pick up the revolver
ammo from the alcove to your right. Reverse
roll and use your remaining Horseman's Gem in the receptacle to open the face
door. A harpy has been alerted in the
reddish room beyond, so go there and deal with it. You lose camera control when
you venture further into this room, but raid the tomb to your left for a large medi-pack. Shoot another skeleton.
The large door to the south opens as you approach, so go on inside.
Two
skeletons are awakened, one ahead and the
other to your left. After dealing with them, pick up the shotgun ammo in
the east anteroom and go to the other side of this area to note the closed door
and the gem receptacle to its left. However, you're fresh out of Horseman's
Gems, so you need to go exploring for another one. A demigod is stalking about in the room down below, so jump down
and kill him with explosive ammo. Run down the ramp and pick up the grenade gun ammo in the nearby alcove, then run
into the other alcove for that HORSEMAN'S GEM
you were seeking. Pull back up into the previous room and use the Horseman's
Gem to open the tall door. Go inside and run down the stairs into a small room
where you see a pole device. There's also a wooden container that's empty.
Combine the Ornate Handle and the Hathor Effigy to form the PORTAL GUARDIAN, then use it on the pole device
to open the exit door.
In
the next room you need to deal simultaneously with two skeletons and a demigod.
When that task is complete, shoot the wooden container for some crossbow arrows and go up the north ramp. Jump
over what looks like a solid tile, but isn't, and pick up the large medi-pack. Then hop back onto the phantom
tile and fall down a very steep shaft into a pool of water. Swim down and along
the north corridor, pick up the large medi-pack
at the end, and swim straight up until you reach a large pool with a flowing
fountain in the middle. Pull up on the west side and shoot the coffin in the SW
corner for some grenade gun ammo. Then
reverse roll and draw your grenade gun to kill two harpies
that are attacking you. Head north and pick up the large
medi-pack, and two skeletons will be awakened nearby. Blow them away,
then quickly pick up the flares near the
stairs while a demigod picks up the
attack from above. Kill him as well, pick up the crossbow
arrows he drops, then run up the stairs to alert no less than five
more skeletons. Dispose of them singly or
in a clump, as you prefer, then use the Pharos Knot to open the door in the
north wall. (The nearby coffins are empty.) Go inside, pick up the small medi-pack and
run forward to warp to the next level.
Level
4: THE JEWEL
Again,
if you turn around and try to retreat, the door closes as you approach. So head
north and eliminate the skeleton at the
juncture as a door opens behind it. Continue forward and run up the ramp until
you reach a subterranean area with a hole leading down to a larger area below.
Stop to pick up the grenade gun ammo
near the torch, then safety drop into the lower area. Shoot the crocodiles swimming about in the pool (not very
sporting; it's like shooting fish in a barrel), then vault up onto the ledge for
the grenade gun ammo, losing camera
control and spooking a number of bats in
the process. After killing them all, turn to the east and vault up into a
hidden area to pick up the first GUARDIAN KEY.
Then go over to the north side to alert a couple of scorpions.
Exterminate them, hop into the NW alcove for shotgun
ammo, then jump into the water and swim
through the south opening. Pull up into a dimly lit room and shoot two more scorpions. Pick up the large
medi-pack and go over to throw the floor lever, alerting a pair of skeletons in the process. A cut scene shows a gate
opening outside.
Swim
back to the main room and pull up out of the water. Jump up a slope to the NW
for some flares, but be careful not to
trigger the spike ball trap to the
left of it. Then turn to your right and climb to the top of the pillar to spook
a bunch of bats. After killing them all,
pick up the large medi-pack. Now jump
down, go over to the block near the west wall and pull up onto it. Take a
standing jump to the opening in the west wall and blast the assassin that lopes up to greet you. Pick up the grenade gun ammo from the alcove to your right,
and the revolver ammo from the
depression ahead. Jump down into the hole opposite the depression, shoot the scorpion and throw the floor lever to open a door
elsewhere. Pick up the uzi ammo on the
ledge, then continue up the ledge toward the block and listen for a warning
burst of music. Pull up onto the block,
then immediately hop back as a spike ball
comes crashing down. When the coast is
clear, pull back up onto the block for a large
medi-pack. Get down, climb
back out of the hole and continue west down the slope. Two bats come out of hiding, so shoot them.
Go
to the bottom of the ramp, passing the large opening to your left, and jump
down into the shallow south hole. You'll lose camera control down there, but
stand in the middle of the hole, hit the action key, and Lara will pick up the
second GUARDIAN KEY that you couldn't
even see.
Pull
up out of the hole, run back up the ramp and jump down into the large hole to
your left. Avoid the large medi-pack in the alcove to your left because of the
spike ball trap (which never seems to stop moving after you trigger it, making
it impossible for you to jump out to safety). Instead, head down the south
passageway and kill the assassin who
tries to follow you. Run up the ramp and
take a right at the charcoal grill through the open doorway. Enter the next
area, and just before you reach the ramp, turn left and jump up to grab the
wall. Climb up into the upper level and throw the floor lever. A cut scene
shows a door opening elsewhere. You can hear the whines of a jackal, so climb
back down, draw weapons and head up the ramp. Sure enough, the jackal comes down to meet you, so kill it and
continue up the stairs. Go through the open doorway at the top and enter a new
area.
A
door opens to your right, so first pick up the flares
and go on inside. Follow the stairs and ramp until you come to another charcoal
grill where a skeleton is awakened. Blast
it away, then walk toward the door and watch it open as you approach. Pick up
the small medi-pack and use one of your
Guardian Keys in the receptacle to open the large door. As you enter, two assassins scramble to your right to take up
position, so shoot them before they can get settled. Collect the revolver ammo and crossbow
arrows on the east ledge (the vases at the corners are empty), then
go over to the gold-laden west ledge and pick up three BLUE GEMS (which look pretty, but serve no real
purpose). Use your remaining Guardian Key to open the large door to the south,
and enter a dark subterranean room with a large stone block in the middle.
Avoid
for now the west side of the block, as there's a hidden hole just on the other
side of the sloped rock at the NW corner. Instead, go over to the east side and
enter through the doorway that opens up upon your approach. Go up the stairs
and shoot the bat and skeleton inside, then go down the ramp to your
left and throw the floor lever to open a door you'll reach later from the west
side of the room above. Reverse roll, go back up the ramp, shoot another bat, turn left and use the ladder in the north
face of the pit to climb down to a ledge below. Continue descending until you
reach the bottom, where you pick up a WINGED
ARTIFACT that's described only as "load" in your
inventory. Climb back up out of the pit, run north down the stairs and return
to the main room.
Shoot
the large vase near the south wall and climb up onto the nearby blocks. You can
jump over and look through the grate at a pedestal over which is a suspended
Ankh, but it's for show only. You can't get to it. So turn around and take a
running jump and grab over to the large central block. Pull up and turn to your
left. Take a running jump over toward the west wall. You'll start sliding down,
so hit the action key to grab the edge of the phantom hole referred to earlier.
Drop down into the wide shaft, then turn and hop down into the smaller hole.
You'll lose camera control, so turn to face south and run down the sloping
corridor until you slide down to the open doorway at the end.
Shoot
the two jackals, then step forward and
take the AMULET OF HORUS from the
central pedestal. Pick up the grenade gun ammo
in the corner for good luck, then use the winged artifact in the receptacle
beside the door. When the door opens, run into the underground tunnel and deal
with the skeleton. Turn right at the
intersection and pick up the crossbow arrows
next to the charcoal grill. Then reverse roll and run the other way, up the
stairs and blow away one final skeleton.
Turn left at the juncture and slide down the ramp toward the closed door as
Lara's theme music plays. You'll run into the finish trigger on the way down.
A
beautiful set of levels by a beautiful lady.