RETRO AOD - THE DIG (demo)
Level by Terry Barrett (dhama)
Walkthrough by Phil Lambeth (with Gerty's kind assistance)
Begin with Lara backed up at the end of a short passage. Run forward to
an opening on your right overlooking a deep pit. Climb down the ladder to the
ledge below. There's another ladder in the east wall that takes you to the
floor of the pit, but let's not go down there quite yet. Instead, walk to the
east end of the ledge and turn to your left. Take a slightly angled running
jump to the sloped pillar and grab the edge as you slide down. Pull up, take a
back flip to the slope behind you and keep the jump key depressed so you bounce
off to grab the ledge above the sloped pillar. Pull up, turn around and take a
running jump south to the other sloped pillar. Grab the edge, pull up and take
a rolling back flip and grab to the highest north ledge. Pull up into
the corridor and run forward. Shoot out the wooden barrier ahead and run down
the winding ramp, killing an SAS along the way. Shoot out another barrier when
you reach the bottom, and hop down into the lower passage.
Pick up the large medi-pack and push the button in the south wall to
open a nearby door. If you go to the end of this short passage and light a
flare, you can see a Golden Star imbedded in the far wall. However, you have no
way to pry it loose at present (or maybe ever), and you'll merely slide to your
death if you try to approach it. Pull back up into the higher passage and
follow the ramp back to the top. Take a running jump and grab to the higher
sloped surface, release and slide down the slope below and grab the edge, then
safety drop to the floor of the pit at a cost of some of your health. Kill the
awaiting SAS, then say hello to Jack in the Mummy before entering the opening
to the north. Zig zag to the right and pass a flaming basket in an alcove to
your left. Follow the passage to an opening overlooking a vast room and pay
careful attention to the flyby, which conveys much valuable information.
When camera control is restored, turn around and safety drop to the
ledge below. Don't get too close to the other end of the ledge, or a sentry gun
stationed down on the floor near the west wall of the pit will open fire on
you. There are several SAS stationed nearby, all of whom remain friendly until
you fire a weapon. However, some carry essential pickups, so it'll be necessary
for you to exhibit some aggressive behavior before long. There's a nearby
ladder leading upward, but that's for later.
Walk out to the east end of the ledge, angle Lara to the right and take
a running jump into the opening in the south wall. You can see an artifact
beyond the glass barrier, but that's for later as well. From the edge of the
opening, face NE and take a standing jump to the next ledge. Walk forward past
a closed door to your right (which apparently stays closed in this demo) and
stop at the edge near the SE corner of the room.
Turn around and hop back to grab the edge. Release and immediately grab
the crawl space just below. Pull into the space and crawl forward until Lara
can stand. Run down the ramp, but be careful of a blade trap that you'll
trigger as you approach the opening. Time a run past the blades and you'll fall
into a small pool. There seems to be nothing there, so you wonder what that's
all about. You'll soon find out. Pull out of the water on either side and then
pull up into the south alcove. You now need to make a series (four, to be
exact) of standing jumps across gaps lined with deadly spikes until you reach a
small torch-lit room guarded by two Big Mouth statues. Step onto the dais and
open the chest. Pick up the CANOPIC JAR 1 as
two fire wraiths come out to play. Now you know the purpose for that water
pool. As quickly as you can, make those standing jumps back across the spike
traps until you reach the water. Jump in to douse the wraiths, then pull out
into one of the south alcoves and jump across to the north opening. Time a run
past the blade trap and return to the crawl space. Lower Lara down the other
side, release and grab twice to use lower gaps in the wall from which you can
drop safely to the floor.
Run over to the SW corner of The Dig, dodging the sentry gun's fire as
best you can, find the nearby small medi-pack and locate a long ladder in the
west face of the structure protruding from the south wall. Jump up and climb
the ladder quickly, as the nearby sentry gun will fill you with lead during the
early part of your trip. Pull up at the top (noting the closed door just ahead,
which also seems to stay closed in this demo), then hop back and grab, and
shimmy to your left before Lara's feet get "set" and around two
corners until you can pull up onto the ledge where you entered this area.
Repeat the moves described earlier in making your way toward the SE corner.
When you reach the ledge where you used the crawl space earlier, angle slightly
to the left and take a running jump down to an alcove in the east wall. Face NW
and take a standing jump to the nearby ledge in the east wall, whereupon
another sentry gun will begin to open fire on you from ahead and above.
Quickly take a running jump to the next ledge north and ignore for now
the ladder on the wall to your right. Avoiding the white jug on the floor of
the ledge ahead, take another running jump north to the next ledge and you'll
finally be out of range of the sentry gun. Walk to the far end of this ledge
and turn to face NE. Take a running jump into the alcove in the east wall and
pull up into the crawl space on your left. Follow the passage until you can
stand up, and you'll come to an opening in the north wall overlooking the pit.
Turn around, hop back and grab the edge, and shimmy along the crack to your
left, around several corners, until you reach a short ladder with a ledge just
below. Drop to the ledge, turn left and hop down to a lower ledge, run forward
down to a still lower ledge, and turn right to face NE. You can see a flash of
metal at the end of the passage, so take a standing jump with grab to land
inside the opening, and use the crawl space ahead to access the REVOLVER.
After you pick it up, you can either slide down the nearby slope and
safety drop to the floor, or crawl back out the west end and drop down from
there. Either way you'll lose a little bit of health when you land. Stay far
away from the NW corner marked by a semi-circle of wooden barriers, as there
are undetectable land mines in the area that will knock you for a loop should
you step on one. Instead, keep close to the walls (because of the sentry guns)
and make a clockwise circuit around the floor of the pit (noting along the way
the barred opening near the NE corner and the closed door in an alcove at the
SE corner) until you reach the SW corner.
Use the long ladder again, enduring a hail of lead from the sentry gun
for the first part of your trip. Pull up at the top and turn around. Take a
running jump west and grab the ledge just to the left of a statue of some
big-mouthed creature. Shimmy to your right past the statue and pull up. A
friendly SAS approaches you along the curved ledge from your right.
Unfortunately, you need to kill him, so do so and pick up the LASER SIGHT he drops. Of course, your hostile
activity alerts all the other SAS in this area, so you'll need to watch your
back from now on.
Pause long enough to grab the large medi-pack from a nearby alcove,
then shimmy left past the big-mouthed statue once again, pull up and turn
around. Take a running jump back to the ladder and climb quickly (releasing and
grabbing along the way to speed things up a bit) down to the floor. Once you
reach bottom, reverse roll and take a position of safety next to the nearby
crates. Shatter the jar on top of the closest crate to give yourself some
running room, then pull up onto it and take a running jump NW onto the ledge.
From here take another running jump NW (to the right of the sloped pillar
ahead), which brings you behind the sentry gun without attracting its
attention. Turn around to your right, combine your revolver and laser sight and
blow up the sentry gun by shooting the red-banded cylinder.
An SAS patrolling this area will come to investigate, so kill him
before proceeding. This is as good a time as any to go for the secret in this
level. Climb back onto the crate and take a running jump NW to the ledge as you
did earlier in preparation for blowing up the sentry gun. But this time take a
standing jump to the surface of the sloped pillar. Slide to the floor and
immediately side flip to the right to avoid the boulder you just triggered. Go
to the ladder near the SW corner and climb both segments as you did earlier.
When you reach the top, walk out onto the metal ledge facing north. Use your
combined revolver and laser sight to shoot the large round object at the end of
the facing ledge that looks like a boulder from this distance. (It may take
three or four rounds of ammunition before the object shatters.) A rope is
lowered from the far ledge for later use.
Now climb down and take that long running jump and grab to the west
ledge where you shot the SAS bearing the laser sight. Shimmy to your right past
the statue, pull up and go to the highest point of that ledge and safety drop
from there to the small ledge below. You can see the barred opening ahead and
to your left. Use your pistols to shatter the barrier, then step forward to the
apex of the ledge and take a running jump and grab to the opening. Pull up into
the crawl space and turn around over the trigger tile (apparently opening the
door beyond the barrier in the east wall). Release and drop down the other
side, where you'll slide down the passage where you triggered the boulder trap
earlier.
Run across the Dig to the east side and locate the barred opening near
the NE corner. Shatter the barrier with your pistols and pull up into the opening.
The jars along the wall to your right are empty, but the white jar in the water
to your left hides an artifact. Use your combined revolver and laser sight to
shatter the jar, and swim down to pick up the AMULET
OF HORUS for SECRET #1. Swim back up
and exit this area.
Back on the floor of The Dig, go to the south end of the small central
pool and look down at the underwater north wall. There's an opening blocked by
a wooden barrier, so use your combined revolver and laser sight to shatter it.
Jump into the water and swim through the opening and along the passage. Be
alert when you reach an opening leading south into a larger room. If you stray
too far to the right you'll be sucked into a spike trap. However, if you go too
far to the left in order to avoid the current, a boulder will fall down and
crush you. The best thing to do is swim straight ahead and hope you make it.
Once through, turn right into the next passage and look for a nearby vertical
shaft. Swim up the shaft, following its twists and turns, until you reach a
place where you can surface for air. Pull out onto the east edge, step forward
to vault up into an upper room, and jump down into a shallow hole against the
north wall. Pick up the GOLDEN VRAEUS you saw
earlier from the other side of the glass barrier, pull out of the hole and jump
back into the water.
Swim back the way you came. That current is still treacherous, but you
probably triggered the boulder on your way in. That being the case, you can
swim to your right over the fallen boulder and avoid the deadly current to your
left. Return to the central pool and pull out. Head over to the NE corner and
hopefully get the sentry gun above you to point in that direction. Hug the
north wall as much as possible until you get to the semi-circle of wooden
barriers, then turn to your left and cross the pit to the right of the central
pool. Go to the long ladder near the SW corner, climb up, shimmy to the left
and pull up next to the second ladder. There's an SAS taking pot shots at you
from above, so pull up into the alcove to your left to give you a clearer shot
at him. After you've taken him out, hop back down to the ledge and climb up the
second ladder. Pull up and shoot the SAS who's firing at you from the top of
the structure against the west wall. (He drops something important, so remember
that for later.)
Turn around and take a standing jump up to the metal ledge, then locate
the second sentry gun to the NE and slightly below your present level.
Hopefully it's positioned so that you can blow it up with a well-aimed shot to
its red-banded cylinder. If not, there's little you can do except climb back
down and try again to direct its nozzle away from the SW. But once your mission
is accomplished, climb back down the second ladder to the ledge below. Turn to
face east and repeat the moves previously described until you come to the
ladder against the east wall that you bypassed earlier. Climb up the ladder now
until you reach the top. Release for an instant and grab again so that Lara is
hanging, and shimmy to the left until you're able to pull up into a crawl space
for some revolver ammo. Turn to your left and continue crawling until you're
able to stand up near a wall switch. Throw the switch to open a door high up on
the north wall, then turn around and hop down onto the metal ledge where the
second sentry gun was stationed.
If you run across to the SW corner of the ledge, you can take a running
jump from here to the top of the central pillar. This causes fires to break out
in three of the four baskets beneath you, but this appears to be for decorative
purposes only. Turn slightly NW to face the rope that you lowered earlier, and
take a running jump and grab to it. Climb up to the top to keep it from
swinging back and forth, turn to the right so that Lara is facing due north,
and slide down to the bottom. Swing forward and jump off at the apex of your
swing to land on the metal ledge in front of the opening in the north wall. Run
into the passage and pull up onto the wooden ledge to your right. Throw the
wall switch to add an extension to the metal ledge in the south wall, enabling
you to cross the gap later with a running jump and grab.
Now run east to the wall and turn around to face SW. Take a standing
jump to the slope and grab the edge as Lara slides down. Pull up and take a
rolling back flip to grab the edge of the opposite slope. Shimmy to the right
and release to drop down onto a slanted but stable ledge. Use the ladder in the
south face to reach a familiar ledge, and use the adjacent blocks as you did
earlier to reach the floor of the Dig.
Use the ladder near the SW corner to climb up and retrace your steps to
the ladder in the east wall. Climb up that ladder, and two rungs from the top
back flip onto the slope behind you, and keep the jump key depressed so that
Lara bounces off two slopes in succession, without sliding, and lands within an
opening in the east wall.
Run forward through the short passage and enter the next room. Looks
like a variation on the ol' Palace Midas theme. Before you can begin, though,
you need to lower a cage on the other side so you can collect the artifact that
awaits you. Jump into the water and swim between the pillars on the west end.
Locate the alcove to your left and swim inside for a cut scene showing the cage
lowering. Climb back out, using the nearby stairs, and walk over to your
starting point. The first dark tile shuts off the flames on the next tile for a
short time, and so forth. Go ahead and make your zig-zag run across the
pillars, run jump and grab the last one as spikes shoot out from the sides, and
pull up quickly and run forward to safety. Run forward and pick up the CANOPIC JAR 2. Jump into the water (avoiding the
spikes), swim to the other side and climb out onto the stairs to your left.
Go out to the opening overlooking The Dig and look down to see the
small medi-pack on the metal ledge to your left. Take one step back from the
edge, angle slightly to the left and take a standing jump down to the metal
ledge. Pick up the small medi-pack, then turn to your left and you'll see
another one on the slightly higher ledge against the south wall. Take a
standing jump and grab, then pull up to claim your prize. With your back
against the south wall, take a standing jump back to the metal ledge. Turn to
face north and take a standing jump and grab to the edge of the opening in the
east wall. Release and you'll drop onto a slope and slide down onto the ledge
next to the ladder. If you want to take the fast way down, turn to the SE and
jump to the slope in the east wall, slide down and grab the edge, and safety
drop to the floor with an unfortunate but unavoidable loss to your health.
Run over to the ladder in the long pillar against the south wall near
the SW corner. Climb up to the opening, shimmy to the left around the corners
as you've done before, and drop down onto the ledge. Step forward and climb up
the second ladder. Pull up onto the ledge at the top and turn to your left.
Pull up onto the extended metal walkway and turn to face north. Take a running
jump and grab across the gap, then pull up and run to the other side. Turn left
just before you reach the far end and take a standing jump across the gap to
the other section of walkway. Follow it to the north end and turn to your left.
Take a standing jump and grab to the ledge in the west wall. Pull up
and turn to your left. Run south along the ridge, and when you get near the far
end turn to your right and run off into an alcove. Face south again and take a
running jump across the gap to the base of the small pyramid. Take a standing
jump forward to reach the other side of the pyramid, and from there take a
running jump south into the alcove just ahead. Step back to the edge and turn
to your left. Jump up to grab the crack, and shimmy to your left around two
corners, and when you reach the third corner pull up and run forward to pick up
the GUARDIAN KEY dropped much earlier by the
SAS who was posted up here.
Reverse your steps as described in the two preceding paragraphs and
return to the floor of The Dig. Run over to the SE corner and place the
Guardian Key in the hard-to-see receptacle to your left (beneath the bright
light). Reverse roll and pull up into the alcove in the corner. The door to the
right is now open, so enter the small office. Insert the Golden Vraeus in the
receptacle to set off an explosion in the opposite NW corner. Leave this area
and cross The Dig area diagonally. The land mines have been neutralized, so
locate the triangular opening in the west wall, not far from the NW corner, and
vault up inside. Pull up into a passage, and a door closes behind you to bar
any retreat into The Dig. There's a closed door to your left and a sloped
passage to your right. Turn around and step back carefully toward the sloped
passage until you're nearly at the edge of the designer tile, then back flip
and jump forward into a small upper room before the released boulder has a
chance to flatten you.
You'll see two receptacles here, one for each of the Canopic Jars.
Place them both to open the west door down in the passage below. (When the
boulder came to rest, the exit door to The Dig also re-opened, but you're
through there for purposes of this demo.) Hop down and enter the new doorway.
Take a running jump over the designer tile into the alcove, and pick up the
large medi-pack. Then hop back (the tile has fallen away) onto a slope and
enjoy the ride down. The remote camera is aimed at you from below, and as you
approach it the level ends.