Crystals Of Amun
Level made by Dennis Götz (dennis16)
NOTE: Please replace the .exe file with the one provided in the level
folder as intended by the builder.
There are altogether 15
secrets to be found in this adventure. All of them are listed below and on this
occasion I'd like to give a special thank you to Janusch (Snork) at trle.net
for helping me finding some of them.
Level 1- The PSA Research
Centre:
Pickups: Small medipacks, normal shotgun ammo, flares, Floor
Key, large medipacks, uzi clips, shotgun wideshot ammo, Blue Fuse, Yellow
Fuse, Lost Access Card, desert eagle ammo, 2x Valuable Items
(Egyptian Sceptre), The
Crystal Of Time + 2
Secrets (the shotgun + the uzis)
Enemies: Workers, rats, armed guards, crocodiles
And So The Research
Begins.....:
Lara begins her search for the crystals
sliding down a slope into the research centre. Turn right and pull up into the
crawlspace ahead. Crawl through and
drop down into the lounge on the other
side. Proceed forwards and you will see a small fly-by of the hallway outside
the lounge. Pick up the small medipack
on the drawer to the right and go out through the only doorway in the room.
Here the path splits in three. The left and right path are dead ends so go
straight ahead until you reach the junction. The left way leads to a closed
door so we need to go right first. As you reach the opening into the room ahead
a burly guy runs
out to dispose of Lara. Deal with him, pick up the small
medipack he drops and enter the room he came from.
Here there's nothing but a closed door to
the right and a button on the wall. Push it and you'll hear the sound of the
door at the left side of the junction opening. Go back there and enter a
storage room containing stacks of crates. Ahead there is an open doorway and a
crawlspace above it and the two crates closest to the left wall (W) are
moveable (and slightly darker in colour). There is a space behind them so pull
out the first crate once and then take a break to whip out the guns and deal
with a pesky rat that
appears from the open doorway to the N. Once it's dead continue pushing the
first crate into the corner opposite, then turn and pull the second crate out
once before going over to its left and pulling it away to unblock the opening
behind it. But before going down there turn right and head through the doorway
where the rat came from (never mind the crawlspace over the door, it's not even
possible to grab hold of it). Pick up a small
medipack from the ledge ahead in the N/W corner and the normal shotgun ammo from the alcove to the S/W.
Leave this room and go back to the opening
you uncovered earlier. Go down the first three ramps to an area with a closed
door to the left and a fence and an opening to the right. Another worker comes running out of said opening so take
care of him first and he probably won't need those flares
anymore so bring them with you as well. Head down the final ramp
into a storeroom. No moveable crates in this one though, so climb up onto the
ledge by the right wall using the smaller crate and follow it around to a small
room with a pool and a large yellow tank in the corner. Dive into the pool and
swim through the opening N. Go on until you reach a closed off room with some normal shotgun ammo and a lever. Pulling this
opens a door in a previous area and there's nothing else to do down here so
swim back out the way you came. A rat has
now appeared on the floor opposite of the ledge with the yellow tank so climb
out on the latter and shoot it before continuing.
And Behind Block Number
X.....:
Swim across the pool and return to the
previous room. Head through the storeroom and up the ramp and on your right
you'll see the door you just opened. On top of the stairs you will be faced
with yet another storeroom filled up with crates. There is an opening high up
on the wall in the S/E corner, but before going that way go around to the right
and face the crates closest to the W wall. The first crate there is moveable so
pull it out twice, then climb
the crates next to it and drop down on the
other side. You will see that moving the crate has revealed another crate, but
before taking care of that push the crate you just moved into the corner ahead.
Go around it again to the crate you just revealed and pull it out once, then
climb around it to the left and pull it once more. Now that you have revealed
the room behind it you can go there to pick up Secret
1: the shotgun.
A Key On The First
Floor.....:
Now climb the immobile crates and face the
aforementioned opening in the S wall. Do a running jump while pressing Action
to grab the edge and follow the stairs to a room with a closed door and keyhole
to the right and another door straight ahead with a switch on the left side.
Pull said switch to open the
door on its right. Enter and go down the
hallway past a closed door on the left and around the corner into a room with a
coke machine and a door on the left that you can open. Pull the switch by the
control panel to the left and immediately roll while drawing guns. The worker ambushing Lara from the room she came from
reveals that a door out there somewhere has opened so once he's down take his small medipack and go back outside (NOTE: in
my case I had Lara running out of the room and the worker would then stay put
in there rather than following her out. This way I could kill him from outside
the room with no problems and no damage taken).
The door you opened is the one in the
hallway (now on your right side). It leads into a very confined room (poor guy
being locked up in there...maybe it's the house arrest???) where you can pick
up the Floor Key from behind the door
on the left. I guess it goes without saying where that key fits in so leave
this room and go right and out where you can use the newly acquired key to open
the belonging door. Climb the ladder up onto the glass floor above and here you
are faced with two open doorways to the N and S.
...And 2 Brothers On The 2nd:
We'll go N first as there's less to do
there: only a large medipack to pick up
to the left. Now let's continue with the one to the S and as you enter here
you might want to ready your guns: two workers are running loose up here and they're
not too happy about the intrusion. Repay their hospitality and pick up the small medipack once the work is done. The stairs
to the E only lead up to a locked door so we'll leave that for later.
There is also one moveable crate in this
room and it's located in the alcove in the S/W corner. Pull it out as far as it
goes (3 times) and go around it to the right, then pull it out once and enter
the alcove again. There's a crawlspace at the end so go through there and
straight ahead through the doorway with
a yellow Caution sign above it. Pick up the
uzi clips on the floor to the left and
pull the switch behind the pillar on the right to open the door on top of
the stairs.
The Reading Lounge: Self-help
Literature:
Return to the storeroom where you killed
the two guys and this time head up the carpeted stairs ahead. On top is the
door you just opened and inside a room that looks like a reading lounge. Stand
about one step away from the glass cupboard on the right side of the room and
press Action. Lara opens it and rummages inside for a small medipack. Now turn and go to the exact
opposite side of the room and to the right there is a book sticking out of the
bookcase to the N. This is in reality a switch and it opens the door in the E
wall.
Searching The Outdoors:
Go through there and continue E and as you
approach the glass windows another two workers will
rush out. These don't leave anything unfortunately so when they're dealt with
there's nothing to do but go back to the area they came from. Go right and as
soon as you pass the bookshelf turn right again to spot a jump switch. You will
see a shot of a door. Go back out where you came from and on the right you will
now find that the black fence is gone and you have free access to the door you
just saw. It leads outdoors and along the right wall there are some trash cans:
shoot them away to find some uzi clips and
a large medipack. Go W past the steps
with the closed door and to the right at the far end there are more trash cans
which conceal shotgun wideshot ammo.
Head back out where you came from and this time go right, right again and
finally left. Over by the S wall you can pick up the shotgun on the left side (in case you missed the secret
pickup).
Turn right and locate the crawlspace up on the wall and Bob's your
uncle. Go forwards past the fence on the left and at the end you can crawl out
into a sandy area with some Egyptian-style blocks. Go around to the right and
through the next room, pausing on the way to pick up the uzi clips straight ahead. Push the button to the
right and head back out to the area with the trash cans you shot.
The door on top of the stairs is now open
so go up there and through the crawlspace on the left. There's a shallow pool
below that you can drop
into and a grate in the E wall. In order to
shoot it you HAVE TO stand as close to it as possible. (NOTE: it is
also possible to simply crawl straight through, I don't know if that's a glitch
in the game though). Once you're through head left again.
Life In The Sewers:
You have now reached the sewers below the
research centre and there is a rat down
here very eager to greet you. Show it how much you appreciate the kindness and
if you go down the ledge to the left you can also shoot a rat on the opposite ledge from safety. Go back
where you entered and drop into the murky water, then swim into the alcove
right and pick up some flares. Swim
along the ledges around the right corner and climb the one where you killed the
second rat to pick up a small medipack in
the corner. There is an opening in the corner opposite (N/E) and that's where
you're going next.
Pools, Doors And Useful
Fuses:
Go up the stairs and start by opening the
door to the right. Open the glass cupboard to find some flares, then leave this room and go down the
stairs
opposite. In this room there are two pools:
one empty and one filled with water. High in the S/W corner of the empty pool
there is a narrow crawlspace on the wall, indicating that we need to fill the
pool if we want to explore it any further. There is also a receptacle for a key
on the generator to the right and a doorway between the two pools. We're going
to explore the latter first. Begin with going around the right corner where
there is a button which opens a door somewhere else. Go back and continue up
the stairs until you reach a catwalk above the two pools. There is an open door
to the right on the opposite side of the catwalk so that's our cue. Go through
it and continue until you reach a room where you'll find the door you opened
earlier.
There are two depressions in the floor on
the right side and one of them contains the key for the generator. Do NOT go
over to pick it up though as it's a fire-trap and
Lara will light up if you try. Go through the doorway with the Caution sign
above it first. The left path only leads up some stairs to a room
with a hole where you can drop down to the
room with the two pools so head right first. Climb the crate in the corner and
continue climbing upwards until you reach the crawlspace. Go through and drop
down on the opposite side, then go down the hallway to pick up some normal shotgun ammo at the end.
Return to the room with the fire tiles and get ready for a challenge.
Notice that there is a pool of water beyond the door you opened earlier??? Yes,
that's right: you have no choice but to pick up the fuse, fire trapped or not.
Stand at the edge of the depression with the fuse facing E, angled slightly
left to face the doorway and the pool beyond. Run one step forwards and fully
ablaze pick up the Blue Fuse, then
sprint off the tile and jump in the pool to put out the fire (using as many medipacks as you need on
the way). Swim down to the bottom and pick up the large
medipack, then climb out and leave this room.
To make it easier you can jump into the
filled pool from the catwalk, then climb out of the water and use the blue fuse
in the receptacle on the generator. A fly-by will show us that the second pool
is also being filled with water, making the crawlspace accessible. Go through
it and surface on the other side. The crawlspace on the right only leads to a
closed door, so we'll leave that for later. Go left and enter a room with a
button and a slope leading down to a burning fire. Pick up the large
medipack near the fence in the dark corner on the left first.
Pushing the aforementioned button opens a door on the other side of the
crawlspace back out where you surfaced, so that's where we're going next.
Upon entering said room climb the ladder
and eventually you will find Lara on a ledge above a storeroom. Ahead and to
the right there are two closed doors and in the room below a stack of crates.
Do a standing jump from the left corner to land on the tallest set of crates (a
running jump will have her
over-shooting it). First hop down into the
room and pick up the uzi clips from the
floor. Return to the stack of crates and drop down into the opening in the S/W
corner. Here you'll find a button and pushing it opens the right door up on the
ledge above the room. You can access said ledge from the stack of crates so
climb up and head through the door.
Drop down and notice that there's a closed
door to the left. As you pull the switch to the right you'll hear a door open,
but it's not the one on your left.
Meaning that the open door must be the
second one outside on the ledge. Return out there and there's yet another
closed door on top of the stairs to the left and a button around the corner
ahead. Pushing this opens the door on top of the stairs and upon returning
there you will get a glimpse of a swinging
chain. Not just one in fact as you will see when you enter that room,
but no less than four swinging chains.
Time your run past the set on the right and
pick up the uzi
clips at the end. Return past the chains
and this time go past the left set and hop down into the room below.
Shoot away the trash cans to find a Yellow Fuse, then slide down the slope
opposite. As you land a worker immediately
attacks so take care of him and grab his small
medipack. Do not touch the button on the wall as that will close the
door out in the crawlspace and you need to go through there. Instead follow the
hallway opposite of the button and you're back out by the water-filled opening
and crawlspace.
The Crocodile Tank- A Lost Card And A Secret:
Crawl back through it and return to the
room with the crates and two doors. Do a standing jump over to the crates like
before and climb up to the two doors. Go through the right one and in the next
room you can use the yellow fuse to open the door. Slide down the slope and go
left at the junction (right there's only a closed door and a slot for a key
card you don't have yet). There's an armed guard at
the bottom of the stairs and he drops a small
medipack when he dies. Climb the pillar with the black grating
(facing S) about halfway up and backflip to the ledge behind. Make your way
from
ledge to ledge until you can do a running
jump at the end to grab and pull down the jump switch on the wall. That done
the door in the W wall is now open.
Go through it and straight up the stairs
ahead. Pass the aquarium with the crocodiles in it and go over to the far wall
(W). Crawl under the pipes here and turn left at the end to spot a crawlspace.
Go through there and you can now pick up Secret
2: the uzis. Climb back out, return past the pipes and make your way
on through the doorway in the N wall and up the stairs. On
top push the button to open the door next
to it. This turns on the red lights and a very hungry croc crawls out through the door you just opened.
Kill it and proceed through. From the safety of dry land you now have the
opportunity to kill the two crocs in the
aquarium before diving in to pick up the Lost
Access Card (lost indeed!!!! Was it the guy feeding the crocs that
accidentally dropped it???).
The Exhibition- Egyptian
Craftsmanship And Valuable Information:
Retrace your steps back down and past the
aquarium, down the stairs
and out and you'll encounter another armed guard. Leave this room and go straight
ahead and around the left corner where you can swipe the card you found to open
the door next to you. In the next room pull up into the crawlspace on the S
wall and crawl through until you reach the next crawl-space. Go on until Lara
can stand up and slide down two slopes.
Pick up the large
medipack at the end of the second one and if you're low on health
use a medipack to fill it up before dropping down into the room below.
An Item Of Great
Value:
It's quite a high fall and to make matters
worse an armed guard is waiting for you
below. Well, at least he dropped a small medipack for
you to pick up. Also get the desert eagle ammo on
the pedestal to the right and also shatter the chests to find wideshot and normal shotgun ammo (a pity to ruin the lovely
Egyptian craftsmanship, but who's there to stop you anyways???). You can now
also see the price you came to get, but it is on the other side of a glass
window so we have to find another way in. Go through the open doorway N and
first of all go left. Kill the armed guard and
pick up the small medipack from the
glass cupboard and the Valuable Item from
the ledge (the chest is empty, so no need to break the lovely work of art).
Leave the room the way you came and now
open the door in the E wall (a bit ahead of where you come out and left).
Approach the computers and a cut scene starts. Lara is reading something about
the crystals of Amun on the computer, but unfortunately she's speaking German
so I couldn't understand what she was saying. As you leave the room you hear a
door opening and see an armed guard running
out. Deal with him and once he's dead enter the doorway he came from and go up
the stairs.
One Valuable Item + Another =
Egyptian Sceptre:
There's another guard
here armed with a Desert Eagle so take care of him too and pick up
the ammo he drops. Remember to bring
along the 2nd piece of the Valuable Item
as well and leave this room. Go diagonally across the room to the left and
combine the two valuable items to create the Egyptian Sceptre. Place it on the
receptacle to open the door next to it.
The Main Attraction- Time
Trapped In A Crystal:
Enter the room and follow it around to the
right and left and there it is: the Crystal of
Time. Pick it up and the last door opens, letting out another armed guard. Go back outside, kill him and head
through the door he opened. Slide down into the sandy area to the right and on
the S side of the three blocks there is an opening in the ground. Drop down
there and slide down to the end of the level.
Level 2- Caves Of Sobek:
Pickups: Uzi clips, normal shotgun ammo, small medipacks,
Excavation Key, Ornate Handle + Hathor Effigy(=Portal Guardian), shotgun,
flares, shotgun wideshot ammo, Guardian Key + 4 Secrets (flares and desert eagle ammo + the
uzis + desert eagle ammo + a large medipack)
Enemies: Bats, crocodiles, workers, German shepherds,
werewolf
NOTE: In this level you will encounter some alternative routes. At one
point you have the choice of doing one route or another (one of them will have
a pickup that you won't find along the other), both paths are listed below.
Also notice that at other points (such as when Lara enters the excavation site)
you can choose to begin either with the left room or the right. That is
entirely up to you and what I have written below is only my preferred way of doing
it.
Welcome To The Underground
Realm Of Sobek:
This level starts where the last one ended:
at the base of the slope you slid down into what we will soon learn are the
caves of Sobek (according to the level name anyways). First of all go straight
ahead past the cobwebbed opening and left around the corner (we'll return to
the passage on the right afterwards). Draw guns and kill a bat, then enter the room it came from and pick up
the uzi clips and normal shotgun ammo before returning to the base
of the slope where you slid down.
This time turn into the right passage
(well, left when you're facing the slope you came down from). As you reach the
closed door on the left a drill starts
shooting out from the wall ahead. With these you can either stand as close to
it as possible, facing the right wall and as it retracts back into the wall
sideflip past it or simply crawl under.
The Cave Of The Twin
Waterfalls:
Around the corner to the right there's a
button on the wall. Push it to open a door behind you to the left. You will see
another drill behind this door so
sideflip past this one the same way you did
earlier. Go around to the left and push the button here, then return out past
the drill to the hallway with the
door that you just opened by pushing the
last button. Make your way past the drill again and enter the newly uncovered
room, where you'll find a slope going down. Slide down and go ahead, dropping
down at the end. Ahead there's a narrow crack (alas a dead end) and there is a
crawlspace to the right. Guess you don't really have much of a choice then. At
the other end continue on until you reach a fly-by showing you into a waterfall
cave. Before doing anything else go forwards and kill the two crocodiles in the water below.
Dive into the water from the left side
where it's deeper and pick up the uzi clips from
the bottom near the left waterfall and also some from the opposite
side in the S/E corner. Climb out of the
water at the E ledge and approximately on the middle of the ledge there is an
alcove with a small medipack. Once you
picked it up turn around and swim across the pool again to the other ledge
right where you can climb out of the water. Follow the winding passage around
until you reach an open area where a worker with
a wrench comes rushing in from the right to deal with the intruder so kill him
and pick up his small medipack.
A Secret In The Backpack Is
Better Than One On The Roof:
There is an opening in the shack ahead
(facing N), but first stand on the slightly elevated part of the floor left of
the door and jump up to grab the roof. Here you can pull up and pick up Secret 3: flares and some desert eagle ammo.
Drop down to the ground and enter the office shack through the open door. Enter
the room left and push the button on the N wall. Another worker comes in to deal with Lara so show him
who's in control around here and leave the room the way you came. Leave the
office to find that a door has opened in the W wall. Go on until you reach what
looks like a dig site.
The Excavation Key:
Head right and follow the ledges around the
room until you can do a running jump to the ledge by the S wall (but do NOT
press Action, otherwise she won't make it all the way). Continue following the path until you can
climb up onto the floor above and slide down the slope ahead. Proceed on until
you reach a narrow water channel with a croc frolicking
in it. Get rid of this overgrown lizard first and dive in the water. There is a
strong current preventing you from going through the channel right (W) so
instead swim through the underwater opening opposite.
Climb out of the water and go up the hill
ahead. As you approach the shack to the left a bat appears,
so deal with it before climbing up onto the roof. Crawl under the overhang left
until you can drop down on the other side and push a button to open a door in
the back where you killed the bat. Enter and pick up the Excavation Key laying on the floor to the
right. Now you can either swim under the wall to the right or go backoutside
and jump into the water-filled opening right outside the shack, both ways will
lead back into the waterfall cave from earlier. Retrace your steps back through
the cave and you're ferociously ambushed by a German
shepherd. Follow the cave around back to the excavation site, also
dealing with a pesky bat as you enter
there. There's now also a worker running
around down on the ground so kill him from up here (I found it easiest to
make my way back right to low stone ledge below the metal ledge...this way the
worker won't be able to hide under the ledges and you'll be able to kill him
with no problems). Once he's dead slide down to the ground and use the
Excavation Key in the keyhole to the left to open the door next to it.
The Excavation Site Part I-
An Ornate Handle...:
Go around to the right and at the end you
will reach a slope. Slide down it and go left at the junction. A fly-by kicks
in, showing you the next area with a
receptacle high up on one ledge and two
closed gates. Go through to the shown area and climb the lowest block in the
room. Turn left and do a running jump with a grab to get to the tall pillar and
immediately turn around and draw guns to kill the two
German shepherds that are now running loose down there.
Continue jumping across the pillars until
you can vault up onto the stone ledge on your left. Walk forwards and at the
end turn around and hop backwards to
hang from the edge. Shimmy right and pull
up into the first alcove for some uzi clips and
then continue shimmying right and around the corner where you can pull up.
Climb the ladder on the right around the corner and down to the bottom and
follow the passageway S to a crawlspace.
Crawl through and drop down on the other
side. Head around to the right and dispose of the worker
that runs out, then continue around to the opening in the W wall
where there's a button for you to push. Turn and draw guns as you're ambushed
by yet another German shepherd. Go back
to where you killed the worker and now you will see that the door in the shack
ahead is open. Enter and pick up the Ornate
Handle, then go back to the crawlspace and return to the room with
the ladder. A bat is waiting for you out
there, so take care of it and climb the ladder up and left. Hang from the edge
again and shimmy around to the left until you can pull up into the opening.
Drop down, go over to the W wall and turn left, then pick up the uzi clips over by the wall.
The Excavation Site Part
II-....And A Secret...:
Leave the room through the opening E and go
up the hill to the right. The camera angle will shift, indicating that the
protruding part of the ceiling is a
monkey swing. Grab it and swing right and
left, continuing along the path until Lara can drop down on a golden block at
the end. A bat starts pestering you
along the way, so get rid of it as soon as you land on the block. Turn to face
the hill N/W and do a running jump to the flat area on top of it. Head through
the opening in the fence and drop down to the ledge below. First we're getting
a secret. Turn left (W) and walk over to the wall. If you press the Look key
here the camera will return to normal and you will find a crevice in the wall.
Grab it and shimmy right until you can pull up into an alcove to retrieve Secret 4: another pair of uzis. To get back
simply shimmy back to the ledge you came from.
Walk back towards the E wall and at about
the middle of the ledge you will see some slopes below. Stand as far back as
possible and do a standing jump to land on the first slope. Slide a bit and
jump to the next one and from there immediately jump to land on the third. Jump
again as soon as you land and press Action to grab the crevice in the wall
ahead. Start by shimmying left and at the end you can pull up for some uzi clips. Hop backwards again and shimmy all
the way right as far as possible until Lara can pull up into a crawl-space. At
the end of it climb the block and continue following the
passage, climbing up as you go. Eventually
you will find Lara standing in front of a switch. Pull it and a gate out in the
area where you were earlier opens.
To get out of here go to the end of the
ledge and jump over to the opposite side. On the left there is a golden block
you can use to climb out of this area. Continue following the only obvious
path, climbing wherever necessary and sliding down one slope and eventually you
will find Lara overlooking the room with the monkey swing. Do not drop down yet
though, instead hang from the edge and soon a German
shepherd will dart out onto the scene. Pull up, turn and draw
weapons and kill it before dropping down and going back to the room opposite
(the room with the receptacle high up on the ledge and the three gates).
Excavation Site Part
III-...And The Hathor Effigy:
The gate you opened earlier is in the N
wall so go through there and climb the hill N. Vault onto the ledge above. The
pool doesn't hold anything of
interest, but on the right you will find a
block. Push it once and you will see that it was in reality damming up the
water and that it now starts flowing
down into the room below, quickly flooding
it. Slide down the waterfall and swim through the opening in the S/E corner.
Climb out on the other side and a bat awakens,
so take care of that and pick up the Hathor
Effigy from the pedestal. Swim back outside where you came from and
retrace your steps back to the hub area. Make your way across the pillars and
up to the middle ledge with the receptacle. Combine the Hathor Effigy and
Ornate Handle to create the Portal Guardian and place it in the
receptacle.
Walking Separate Ways:
Doing so opens the gate in the W wall (at
the back of the golden block by the receptacle) so drop down and head through
the opening. Slide down the slope and dispose of a bat
that flies in to greet our first lady. Run over to the wooden tiles
by the E wall, these will crumble under Lara's feet so step on them and allow
them to collapse, sending her down to the ground below.
This is where the path splits
in two. I prefer the first one, but either one is acceptable. The first path
follows what's written under the paragraph "1st Route". The second
path is marked by * and the title
"2nd Route". Choose any of them as you like (meaning that if you for
instance choose route 2 you are NOT to follow anything written under "1st
Route", but simply skip down to the paragraph marked by a *). After you
finish either route skip directly down to the paragraph called "Where two
paths become one", marked with **.
1st Route:
Go towards the lantern over by the W wall
and turn left. A ticked off worker comes
rushing up towards Lara so take care of him before he gets that far and relieve
him of his small medipack. There are
some boxes in the area where he came from and one of them contains some uzi ammo so go and grab those before doing
anything else. Return towards where you dropped down and look left. In the N
wall there is an opening and that's where you're going next.
Upon entering the cave with the purple
light ahead a German shepherd comes to
see what's going on so I'd advice you to kill it before going any further.
Enter the cave and first of all drop into the water to the left and swim N
under the ledge. Go around the right corner and pick up a small medipack. Climb out of the water and at
the middle of the brown ledge ahead and left there is an opening where you can
drop down into the water below. Climb out on the other side and make your way
through the dark cave until you reach a trapdoor in the ceiling. Stand with
Lara's back up against the wall facing E and jump straight up while pressing
Action to grab the handle and pull it down. Turn around and climb up.
First of all go right and at the end drop
down into the opening. Shoot away the two boxes to get normal shotgun ammo and the shotgun (you're obviously really going to need
this somewhere seeing as how the builder takes no chances on letting you miss
it). Climb back out and go around to the other side, past the door you came in
through and at the end of the hallway deal with another cranky worker.
Drop down into the hole at the end and go
left (right is just a dead end). There's a German
shepherd laying in the W passage and although it looks dead it's
everything but, as you will see when you approach it. Kill it and continue
along the same passage, picking up the flares at
the end. Go back to where the two paths merge and make your way through the
other passage (S). At the end pull up into a cave with several different
passages. First of all go right (N) and turn left again into an alcove where
you can pick up some more flares. Go back and this time go straight ahead (W).
Crawl through the crawl-space and pull the switch to open a gate at the right
side of the crawlspace maze. Instead of going there though head left and at the
end go crawl through to the right (W). As soon as you can stand up climb the
right side and draw guns to shoot a bat.
Go forwards and pick up the normal shotgun ammo,
then follow the passage around and drop down at the end. Crawl through the
space ahead and at the junction turn left (if you go right you will end up out
by the opening where you climbed up into this area in the first place). Right
before the crawlspace ahead turn right (N) and go forwards. As you duck through
the crawlspace you will see the switch you pulled on your left and the starting
point on the right. Continue going straight ahead and at the end on the left
there's the gate you opened earlier.
Cage Run:
Drop down and follow the hallway down and
right at the end. Slide down the slope and head through the large room ahead.
Enter the cage and pull the switch here and as soon as that's done draw guns,
roll and prepare to fight the werewolf
that just appeared out of no where. The switch you pulled is actually timed, so
you're going to have to do it again as soon as you've gotten rid of the beastly
guest. It opens the wooden trapdoor in the S/W corner of the cage (so behind
Lara to the left when she's facing the switch). This is the way it worked for
me: Pull the switch, immediately roll and run over
to the corner, turning left so that Lara's back is up against the W wall. Now
do a standing jump forwards to land on the level above before the trapdoor
closes. There is another timed
trapdoor on this level and the drill for that one is as simple as this: Pull the switch-turn left-run over to where the trapdoor
hangs down and backflip.
The two blocks up here are moveable so go
to the right one first (when facing W) and pull it out once. Go around it to
the left and pull it out once more, then finally go to the opposite side of it
(so that Lara's facing S) and push it once up against the wall. Now turn right
to face the other block and pull it out once....you now have free access to the
opening on the other side of it.
Do a running jump to the wooden ledge ahead
and go through the crawlspace left. Drop down on the other end (this is a high
fall so Lara will lose some health) and go on until you reach a ledge
overlooking a pool with a waterfall. Here the two routes converge again.
*2nd Route:
Continue through the cave and kill a very
annoyed worker, before retrieving his small medipack. Follow down to a small cave
where you can shoot some crates to obtain 2
batches of uzi clips. Climb onto the block by the S wall, turn and
jump straight up to grab the monkeyswing under the black structure and shimmy
across and left until you come to a crawlspace high up on the
wall. Drop and immediately grab again so
that you can pull up into the crawl-space. Go through and slide down the slope
on the other side.
Triple Sec- Ready, Set, RUN:
You have now arrived at a rock bridge with
a chain in the middle. There are also some closed gates here: one to the left
in the W wall, one in the N wall that you can see to the right and if you turn
around towards where you came from you will also find one in the dark corner of
the E wall. The chain on the middle of the bridge can of course be pulled and
what you're in for now is no less than a TRIPLE timed run (and I thought single
runs were bad enough).
Here's the drill:
Face N/E and the closed gate
there and pull the chain 3 times. Sprint ahead and in through the dark gate in
the E wall. Save at the switch, pull it before backflipping/rolling and dart
back out, then go left and sprint past the chain to the S/W corner and the open
gate there before it closes. Once more save at the switch and repeat the
backflip-and-roll. Do NOT sprint out though, as the ledge ends right outside
and you'll fall down if you're too hasty. Instead run out and immediately take
a left and then you can sprint along the bridge and into the hopefully still
open gate.
Pull the switch and you will see a fly-by
showing a gate opening down below in the cave. Run out and left past the chain
(S/E) and go immediate right where you can drop down to the next level. Turn
(N), drop down again to the bottom and turn right, then head BACK again to the
S wall under the overhang. The open gate is located on the left (when facing
the S wall) in the S/E corner and at the end of the hallway there's a button to
push. Doing so opens a gate elsewhere in the cave so go back out and left and
at some point a dog will ambush Lara.
Kill it and go over to the N/E corner to find a slightly elevated ledge. On the
right side of said ledge there is some wideshot
ammo to pick up.
Todays Schedule: Rock
Climbing And Swimming For A Key:
That done, head back W and climb the steps
in the N/W corner up to the open gate. Continue climbing through and slide down
into a room with a river running through it. Where there's water you will in
many cases find crocodiles too, in this
case one of them so deal with that to begin with. Go left (W) towards the
waterfall there and at some point the bank is jutting slightly upwards. Across
from this point there is a pillar so do a running jump over to grab it and pull
up. Your next goal is the triangular ledge above the pillar to the N/E. Stand
in the back N/W corner of the pillar to do a standing jump onto said ledge.
Turn around (W) and do a standing jump to grab the ledge ahead.
Make your way over to the gap across from
the pool leading down the waterfall below and shoot the crocodile there from safety before jumping over
there to the pool. Swim over to the right ledge (N) first and go through to
where you can drop into a water-filled passage. If you turn around to face the
ledge you came from (W) you will see an underwater tunnel below it. Head along
it and at the end locate the door in the S wall to the left (this is slightly
darker than the rest of the wall, simply position Lara in front of it and press
Action to open it). Climb out on the other side into a dark room decorated by
some white vases. Shoot all of them to get the uzi
clips and a Guardian Key,
then return to the pool room via the underwater tunnel.
Step 1- Climb, Step 2- Shoot,
Step 3- Roll N Run:
This time make your way across the pool to
the opposite side (the left ledge), either by swimming or a running jump. The
gate opens automatically and in the wall ahead you will see a receptacle for
the Guardian Key you just found. A gate on the ledge above and behind Lara
opens and you see a shot of a werewolf running
through it. You can now either climb up and deal with it or jump and shoot from
below, either way works just fine. When it's dead go through the passage it
came from and step on the trigger tile to see a shot of another pool. Now
return to where you shot the werewolf and locate both the closed trapdoor by
the W wall and the switch further up on the E wall. The latter is timed and it
opens the former and this timed run isn't the most
daunting challenge ever: simply pull the switch, roll and run over to the timed
trapdoor, then drop into the opening.
You will now find Lara to be in the tunnel
back by the pool from before. Hop in the water, drop off the waterfall and down
into the river below. This time head E and left around the corner, then across
the shallow part and through the tunnel ahead.
Right before the overhang there is an
opening to the right, you'll have to go up there as Lara will be transported
through a waterfall and down into a spike trap and
certain death if you continue straight ahead. Climb out of the pool and shoot a couple of bats and here the two routes blend
together again.
**Where Two Paths Become One:
Deal with the crocodile
in the pool from above or slide down to take it out in close
counters. When it's dead jump into the pool and approach the left side and the
current will sweep you along. NOTE: If you've chosen Route 2 the crocodile
will be dealt with afterwards. When
you come to a halt climb out on the ledge to the W and push the button to see a
fly-by showing us that the spike trap out
by the pool has now retracted, leaving free passage past them. But first we
need to get back out there so follow the opening ahead and drop down on the
other side.
Shoot a couple
of bats and have a look around. NOTE: If you chose Route 2 the
opening in the S/E corner will take you back to the underwater passage you came
from and the bats mentioned above you will have killed already.
Jump over to the W bank and run over the
collapsible bridge. On the other side drop down to the left to pick up some flares. If you drop into the water you will be
taken straight back to where you pushed the button earlier. Make your way back
up on the broken bridge and do a running jump over the gap to the other side.
Jump over to the E bank and this time cross the bridge here. Crawl through the
crawlspace at the end and drop down on the other side. From here you can go
back to the pool cave with the now retracted spike trap (and if you chose
Route 2, also kill the crocodile in the pool for good measure...this is the one
mentioned at the beginning of this paragraph).
The Cave Of Damocles:
Now you can finally go N and run across the
deactivated trap. In the next room there are spike
traps galore and also swords hanging
from the ceiling. You might want to deactivate the sword
traps to begin with, by running under them, so that they won't get
in your way later on. Take a mental note of the closed gate E and also the
crawlspace over the spikes to the S.
Dive in the water in front of the closed
gate (and while you're down there take care to avoid surfacing below the spike grates) and pick up the flares and uzi
clips from the bottom. Now climb out in front of the gate and turn
your attention towards the crawlspace above the spikes.
You're now going to have to run up to it, spikes or no spikes, so hurry up and
do that and then pull up into the crawlspace before all health is lost. Push
the button here to open the gate out in the other room and also (luckily)
disable the spikes below the crawlspace. Go back outside and enter the room
beyond the gate you just
opened.
Crocodile Dundee And The
Waterfall Quest:
When you reach the pool first keep up the
habit of cleaning it before going in: in this case there are two crocs to deal with. The crocodiles are rather
elusive creatures so you might have to jump into the pool to lure them out and
then climb onto dry land immediately to shoot them. Once done jump in the pool
and swim until you reach the larger part of it. Here you might want to climb
out of the water quickly, as there's another crocodile
lurking around in the depths. You can kill it if you like, but
frankly it's not necessary as there's nothing of interest in the water anyways.
What is of more interest however is the open doorway to the N. On the other
side of it you will find a large cavern.
Do a running jump to the ledge on the left,
turn left and pull up onto higher ground. Stand on the right side of the block
(facing S) and push it once to reveal an opening behind it. Go through and pull
the switch on the right side, with the result that a waterfall starts pouring
down on the left, filling up the cavern below. Walk out on the waterfall and
drop down to the lower part. If you're finding it difficult to kill the croc in the pool from up there you can do a
running jump over to the rocks on the right side.
An Extra Push For A Secret:
When it's dead drop into the pool and first
of all climb out onto the small ledge by the E wall. Go to the end and push the
block here in twice to find a secret room on the left where you can pick up Secret 5: desert eagle ammo. Go back out and
dive in the water, then swim through the W opening as indicated in the previous
fly-by. Swim upwards at the end until Lara can surface and climb out. Vault up
on the higher ledge and the black marks in the wall shows that this is a ladder
you can climb. Go nearly all the way to the top, then backflip/roll and grab
the ladder above the slope. Climb up and right into the opening.
The Entrance To
Crocodilopolis- A Last Secret:
Go on until the end and drop down into an
area with a lovely and inviting pool. Jump in the water and swim left and
around to the large waterfall here. You can actually go through the waterfall
on the right side so do that and follow the passage to find Secret 6: a large medipack. Go back outside
and climb the ledge N, then continue around the passage until a fly-by kicks
in, showing you a room with depictions of the crocodile God Sobek painted on
the walls. It seems that you have indeed found the entrance to the lost city of
Crocodilopolis. The fly-by indicated in a crystal clear manner where to go so
drop down into the opening by the N wall.
Go forwards and slide down the slope to end the level.
Level 3- The Ruins of
Crocodilopolis:
Pickups: Uzi clips, shotgun wideshot ammo, small medipacks,
normal shotgun ammo, large medipacks, desert eagle ammo, desert eagle, Flame
Key, Plant Key, Trap Key, Water Key, The Water Crystal + 2 Secrets (the uzis + a small medipack and uzi
clips)
Enemies: Crocodiles, bats, dogs, werewolf, fire wraith,
demigods
Looking Around Crocodile
City:
Start forwards and enter the alcove on the
right where Lara can reach into a niche, causing a gate to open somewhere else.
You hear the sound of someone
moving about outside and that is indeed a crocodile, showing that the city lives up to its
name. Kill it and have a look round the room. The small pool is
empty (in the aspect of pickups that is)
and the path on the far right side of the N wall is leading into a larger area,
that's for later. There is also an open doorway to the left (W) and it crosses
paths with the entrance in the N/W corner. Following the latter you will find a
closed gate on the right side, but nothing else so go through the doorway W and
whip out the guns to take care of some bats.
On the left side you will be able to get a glimpse of a switch, but it's behind
a slope and there is no way to cross it for now.
Begin by going through the gate you just
opened and up the stairs (N/E). At the end you will be faced with a room filled
with spikes and an opening behind the
spikes in the E wall. There are also
three switches on the ledge to the right.
NOTE: I have heard that some
people have had troubles with this room as a bug causes the spikes to remain
out if you pull the switches in any other order than: middle-left-right. When I
played the game I could pull the switches in any order APART FROM the sequences
where I pulled the middle switch LAST. So as long as I pulled the middle switch
either first or second the spikes would go down anyways. But according to the
author the spikes should go down no matter what sequence you choose. At least
be sure to save your game before trying in case it goes wrong. Also note that
the spikes will pop back up if you go close to the switches again.
Once the spikes are down drop into the room
and go past them and into the opening in the E wall. Crawl through to the other
side and here's the switch I
mentioned on the other side of the slope
from earlier. Pull it to open the first out of four gates in a hallway
somewhere else in the ruins. I found that I
couldn't crawl back out the same way, so
pull up onto the slope and slide down to the start, getting rid of two bats in the process.
Locate the ladder on the E wall and climb
it to the top. First go left and bring with you some uzi clips, then go back and right to find the shotgun wideshot ammo around the corner to the
left. Head back out and follow the E path. You're now on a ledge overlooking
the starting room.
Make your way across the ledges to the
right with a running jump and then another one. Go around and up the steps,
then pull the switch in the next room. Doing so opens the second of the four
gates. To get out simply drop through the W opening and you'll slide down to
the starting area.
The Obelisk Courtyard:
Now go over to the N/E corner and take the
left path. A nasty dog greets you so
kill it and continue along. You will see a larger area down to the right and
straight ahead you will run into a large
urn around the left corner (it can be shattered with your pistols, but
there's nothing in it and I don't think it triggers anything in particular so either
shoot it or ignore it). Go down to the N and enter an area with a small
pool. We'll call this the Obelisk Courtyard. There is an opening with a slope
high up on the N wall and a path going through the W wall as well.
A Small Maze:
Our first task lies beyond the pool so dive
in and head through the underwater opening in the N/W corner. Climb out onto
dry land on the other side, you're now standing by a network of hallways. The
one behind you and to the right (W) is a dead end so that leaves one way less
to go. This area is a bit maze-like and it seems very confusing at first, but
some of the paths overlap and many of them lead either to one pickup and
nothing else or a dead-end. I'll try to explain where to go as best I can.
Start off with getting a pickup: go straight ahead past the first opening on
the left, take a first right and at the end you'll find a dead end with a small medipack you can pick up. Now go back and
turn the corner, then go left and almost immediately right again. Ahead and
right there is a dead end so take a first left here too. Follow the path around
the corners until you reach a two-ways junction. The left leads to a closed
gate so just take a mental note of its location first and then continue along
the right path. As you round the second right corner you are once more faced
with a junction split in two. Just so that I have clarified that: going right
(W), left and straight again takes you back to the pool where you climbed out.
So go straight ahead instead (S) all the way to the end and around the corner
to find a niche. Reaching into this niche opens the gate I mentioned earlier so
turn around, go back and straight down the hall (N). Go around the corner
again, choose the right path and head W until you can turn yet another corner.
Now you should have a short way and a
corner ahead of you and an opening to the right. Go through the latter and you
will find the gate you just opened in the right wall.
Slide down the slope on the other side and
drop down into a shallow pool. Wade ahead and turn right, then climb out of the
water. As you turn the corner and enter the next room a dog rushes out so deal with it before going on.
Light a flare and go behind the structure with the ladder to the dark side on
the back where you'll find uzi clips and
normal shotgun ammo. Go around to the
other side again and climb the ladder up to the top.
Continue up the ramp ahead and climb
another ladder at the end. Go up the stairs and pick up two batches of normal shotgun ammo plus pull the
switch and you'll see the third out of four gates opening. Immediately draw
guns, roll and deal with a werewolf that
has decided on joining the party. Once it's dead go through the now open gate
in the S/W corner. Do a running jump OVER the first slope angling Lara slightly
left in mid-air so she'll land on the second slope facing upwards. Doing this
will enable you to grab the edge of the second slope and drop her down into the
room below, losing less health than if she just dropped without grabbing.
You're now back in the room with the small
pool. Turn your attention towards the W wall and go up the brown stairs here.
Halfway up the stairs turn right and follow the hallway to a room with some
blocks and slopes. Turn left and go up the ramp, then do a running jump while
pressing Action to grab the edge of the slope ahead. Shimmy as far to the left
as you can, pull up and slide a bit, then jump while angling her left in
mid-air and she'll land on the ledge to the left. At the end you will find Secret 7: the Uzis. Drop down into the
darkness on the other side, light a flare and go S, left and finally right. Now
you should see some stairs ahead and the pool room through the opening on your
left.
Go up the stairs and you will see an
opening ahead and one on the right. Go through the latter first, shoot an empty
urn on the left if you like and reach into the niche on the right to get a large medipack. Go back outside and this time
follow through to the E opening, shooting a bat at the end. You're now on a
ledge above the Obelisk Courtyard. Do a running jump towards the ledge ahead,
pressing Action in the last moment to grab the edge. In the next room you can
pull a switch to open the fourth and final gate and then go outside and drop
down.
Now it's time to find the hallway with the
four gates you've opened. It's closer by than you think: in fact there is an
opening in the N/E wall in this very
same room. Go through there and approach
the opening flanked by the two torches, then roll and draw guns to take care of
a crocodile before going on. Turn to
face the opening again.....this is in fact the infamous hallway of the four
gates!!! Continue to the end and slide down the long slope. At the bottom go
forwards and on your right you will see a closed gate with coloured tiles
behind it. On the left there's an urn and an open doorway. Shoot away the first
to get the desert eagle ammo and uzi clips from the former and then head through
the latter. At the end you will run into a dead end, but there is an opening
above where you can climb out.
The Gates Of The Elements:
First go into the N/W corner where you can
get a large medipack in the crawlspace
and go through on the other side. There's nothing in this room but a switch so
pull that to open the gate leading into the coloured tile room down below.
Shoot a bat on your way out and go back
down where you
came from. Next head through the open gate
and into the Gates of the Elements room. At the far end by the S wall there are
four coloured tiles on the floor: brown-green-purple and blue. Above them are
receptacles for some keys we'll obviously need. There are also four gates in
the room, each with tiles in the same colour in front of them: brown and purple
by the E wall and green and blue by the W. When you step onto the coloured
tiles in front of each of the gates that one gate will open, but it will close
as soon as you step off. Obviously we need to do one room at a time here, so
we'll start with the brown one.
The Flame Key- Entering The
Furnace:
Step onto the brown tile in front of the
gate and slide down the slope as the gate opens. Follow the hallway to enter
the fire chamber and as you approach
the ledge at the end you will see a larger
camera shot of the room and a nasty fire wraith come
alive. First of all we'll get rid of the eager and somewhat
unwanted host so drop down and rush into
the shallow water in the middle of the room. It's not deep enough to dive into,
but as long as you keep wading back and forth the wraith will eventually
extinguish itself in the water.....to our great pleasure. Pick up the large medipack next to the skeleton on the floor
and climb back up the ladder by the N wall up to the ledge you came from.
There is a ledge high up on the left side
(too high for Lara to reach from here),
five blocks around the perimeter of the
room that will get you to the said ledge and of course three fire emitters between them. Do a running
jump to the first block and as soon as the fire before
the second block subsides do a running jump to the block. Repeat the same
process to get to the third block and turn right, then do a simple running jump
to the block in the corner. Turn right again and do a running jump to grab the
block ahead. This time repeat the jump-as-the-fire-subsides-process to get to
the next one and immediately run forwards to dodge the flame. On the left there is an opening, go
through there and shoot the urn on your left between the two torches to get the
Desert Eagle.
Continue around until you reach a ledge
high above a lava pool with a closed
gate on the left, three red blocks across the gap over the pool (where the
middle and the third one are on fire)
and two switch ledges by the right wall with a fire
emitter between them, on the occasion one that doesn't shut off at
all. Do a standing jump from the edge to the first block and turn right to do a
running jump to the first switch. Pull it and jump back to the first block
across the pool. Lo and behold: as you do so the fire
on the second block shuts off. Jump to it and now the fire on the
third block stops as well, leaving you free passage to jump to that and then to
the second switch ledge. Pull the switch and the gate up where you came from
opens. Now there is of course a fire burning
on the first block. Make your way to the third and then second block and to get
safely across stand at the far back of the second block and do a standing jump
forwards to grab the edge of the first. Shimmy around two corners to the left and
pull up, out of the fire's reach. Turn around and do a standing jump towards
the other side, pressing Action in the very last moment to grab the edge.
Enter the room behind the gate and jump to
the ledge behind the water hole to the left. Turn around and look up to spot a
ladder. Do a running jump to grab it and climb up into the opening on the
right. Go into the next room to find fire tiles on
the floor and a closed gate in the N/W corner. First go ahead and pick up the small medipack. You will once more be shown a
shot of the closed gate. Among the elevated floor tiles some are safe, but
others will light up if Lara touches them. The flat
sections of the floor are most definitely fire-trapped as well so be
careful. Some of the elevated tiles have white tiles in the
ceiling above them, while others have brown
ones. The elevated tiles below the brown ceiling
tiles are fire-trapped, while the ones below the white are safe.
Make your way across judging by that....you MUST do it in a certain order to
complete the puzzle as the gate won't open if done the wrong way. I'm splitting
the room into a grid of four across (counting from the left wall) and five up
(so if I say 2/1 it would mean number 2 from the left wall and on the first
row). The sequence is simple and as follows: 2-2, 4-2, 3-3, 4-4, 3-5 and
finally 1-5. If that still didn't make any sense you can have a look
[url=http://webzoom.freewebs.com/selene_trmanor/Fire%20Tiles.PNG]HERE.[/url]
If you've done it correctly the gate will open, a fire
will start burning on the last tile you jumped on and you can
proceed on through the gate. In the next room you will find a pedestal
containing the Flame Key so pick it
up and go back towards the open gate.....a ladder is now accessible on your
right so climb up there.
On top turn around and slide backwards down
the slope, grabbing at the end. Do not drop down though, that comes afterwards.
First we're going for a pickup. Shimmy right and pull up, then go to the end
and climb down two ladders until you can pick up a large
medipack. Do not slide down the slope below, as it only leads to a
closed trapdoor. Instead climb back up where you came from and this time drop
down into the room I mentioned a little while ago. You're now back in the Gates
of the Elements room from before.
The Plant Key- A
Short Course On Gardening:
This time we're going through the green
gate- to the Earth chamber. At the end of the slope turn and drop down into the
next room. Follow through to the next room and shoot three bats on your way. Ignore the empty pool on your right
and continue forwards. There's a closed gate on top of the stairs to the right
and an open doorway ahead in the S wall. Enter the next room and pull up onto
the ledge by the E wall where there's a niche that will open the large gate out
in the other room. In that room there is a closed gate in the S wall. Go right
and stand on the slightly elevated patch of land to pull up onto the ledge
above. Do a running jump to grab the S ledge and pull up onto the block on the
right. Pull the switch and so the gate in the S wall opens.
Enter that room and shoot a dog on your
left. Now look around and see that there is a closed gate in the S wall as well
as two moveable pieces on each
side of the room. If you look up at the
ceiling you will notice a lot of green tiles and two purple ones. So the puzzle
is relatively simple this time: push and pull the two moveable pieces to place
them under the purple tiles. The gate opens so go in and pick up the Plant Key from the pedestal.
As you go back outside you will see that
the hedges have grown abnormally fast, creating a sort of maze. Go immediately
right, left and past the moveable
piece around the right corner. There is an
opening here so go through there and climb the ladder at the end. Ahead of you
is a ramp and on each side there is an empty alcove. That's right, this reminds
suspiciously of a boulder trap and so
it is. Turn around and hop backwards and as soon as you reach the green part of
the ramp and hear the startling and dramatic music start running forwards as
the boulder comes crashing down and
veer into either alcove. Once the boulder has
passed, go back out and up the ramp where it came from. On top go left and into
a room where you can pull the switch. Now go back outside and you will find
that the switch has lowered a part of the wall ahead as well as turned on a flame emitter in front of the opening.
Stand on the edge of the first step and as
the flame subsides do a standing jump
ahead and past it and run through the opening. Turn around and slide down the
slope backwards and down below is the main room again. There's an opening on
your left, but don't shimmy there yet as that's where you'll end up when you
finish the water chamber and there's nothing of interest down there now. So
with that drop down into the Gates room again and make your way over to the
purple gate: we're on our way to the Trap Chamber.
The Trap Key- Nerves Of
Steel:
Slide down the ramp and ahead of you
there's a switch in an alcove. As soon as you pull it a blade trap will unfold from the floor so
immediately backflip
(however, taking a bit of
damage is inevitable in this case. You have to pull it though, otherwise you
will be unable to proceed). Once that's done
go back
out and follow the hallway until you reach
an opening in the floor. Drop down into the water far below (if you hadn't
pulled the switch from before there wouldn't be any water there and the fall
would be too high for Lara to survive).
Swim through and pull out of the water on
the other side. The sound of
clanking blades
greet you, there are two of them and they
are located in the hallway on the right (W). If you go left (S/E) you will only
run into a closed
gate. Go back to the blades and to get past simply crawl under
them. At the end you will run into another switch and for once there is no blade trap below it. Pull the
switch to open the gate I mentioned before, crawl back under the blades and
make your way up to said gate.
I'd recommend you to SAVE your game before
attempting on going through the hall ahead as it is riddled with blades in the floor and you can't actually see
them until they unfold. You can run along the entire hall, setting off all the
blades as you go and thus creating safe passage. This will cost some health
though so I will tell you the exact way you need to go and where the blades are along that path and the rest is up
to you.
You start out facing down the hallway E.
The first blade trap is hidden in the
second tile from the entrance (the middle of the junction ahead). Jump over it
into the right hallway (S). Note that once you jump/run over the traps they are
set off and disabled, this can prove useful in the long run.
The second trap
is found below the corner tile ahead (S/W). Jump diagonally over it
into the left hallway (E).
Ahead there is an opening on the left and
the third trap is hidden in the tile
in front of that opening. Continue by jumping over it and proceed down the E
hallway.
The S/E corner tile holds the next trap so jump over it into the N hallway on the
left.
Go down the passage past the first opening
on the left and when you reach the second opening on the same side be aware
that there is yet another blade trap there.
Remember to press Action as you jump past this one as that will lower Lara's
arch and she won't bang her head in the overhang, dropping back down onto the
trap tile.
A jagged
sliding door starts slamming shut in front of you. To get past this
one in an easy manner simply stick to the middle and step as close to it as you
can without taking damage. As it starts opening again press the Roll key and
Lara will roll past it without taking harm.
There are no hidden traps in the floor in
the next room with the two niches, so no need to worry about that. The niches
aren't trapped either: there is a
large medipack in the rightmost one and the left one will set off an earthquake
and send poisonous darts flying
through the room behind Lara. Crawling under the first set of darts you will see that the earthquake created
a crater in the middle of this room. Avoiding the darts,
drop down onto the rafter below and from there down to the ground. Start
through the opening to the E and a bat will
come fluttering down. Deal with that and go through the doorway.
On your right you will see a bridge going
across the room. Oh, and spikes popping
up in front of you plus two swinging blades behind
them. You didn't think this was called the trap chamber for nothing, did you???
Stand about two steps away from the spike tiles and
as they start retracting do a standing jump to cross. To get past the two blades you can either time your run past
(shouldn't be too difficult) or cheat a bit and drop from the edge in front of
the blade, then grab the edge and
shimmy past them. As soon as you get by the second one, turn to face the ladder
on the right wall (W). Do a running jump to grab it and climb down to the
bottom. In this room you will find Secret 8: a small
medipack and two pairs of uzi clips. Once you got them climb back up
the same way you went down and backflip onto the bridge with the swinging blades.
Be careful as you enter the passage ahead,
there is a blade trap at the end of
it (S/E corner). Do a standing jump past it into the opening on the right. On
top of the stairs a spiked ball will drop from the ceiling so run
quickly past that before the blades shoot
out (or simply crawl under it). As you turn the corner crouch and CRAWL
forwards. A blade will slide along
the hallway (twice) and as long as you crawl it won't hit Lara.
Continue crawling around the corner and
down the hall as another blade will
appear there. When you pass the purple tile down the way a jagged sliding door will be activated (you can
stand up at this point) and you will see spikes up
on a ledge above and beyond. Pass the door
in the same way as before (go as close as possible and roll as it opens up).
Pull up on the right side (there are no spikes here) and notice the trap door
above you. But the most interesting thing in this room is probably the key
nestled among the stationary spikes in
the S/W corner. There is a purple tile ahead and spikes
shooting out from that as well as the tiles right in front of you.
What to do??? The solution is actually more simple than it seems: jump over the
first set of spikes as they retract
to land on the purple tile. This will disable the spikes
guarding the key, but the ones on the purple tile will continue to
pop up and retract so IMMEDIATELY sideflip left to get out of harm's way.
Phew....you can now pick up the prize for all this trouble: the Trap Key. Now time a jump past the spikes again to the safe tile in the corner
and you will find that the trapdoor above it is now open.
Climb up the first two ladders and go left
across the slope and around the corner, then continue climbing up the ladder until you can dismount on the left side.
There's one more ladder here so climb that too and at the end
you can drop back down into the by now very
familiar room with the gates. Now it's time for the fourth and final door,
leading down to the Water Chamber.
The Water Key- On The Dangers
Of Diving Among Local Wildlife:
Step on the blue tile in front of the gate,
slide down the slope and at the end there is a water filled opening. Dive in
and swim down and right, then left
until you reach a murky underwater cave. Uh
oh, it's inhabited too....by two crocodiles.
Immediately swim forwards and up to the right (N/W) where you'll see a cave
mouth. Go through there and you can surface and climb out of the water. The crocs will most likely follow you too, to make
your day even better, so shoot them from safety and when that's done pick up
the desert eagle ammo in the corner.
Dive in the water again and this time go to
the S/E corner where there is an opening to go through. Follow the passage
around until you reach a junction, with one path going straight ahead (S) and
the other going in to the right. Straight ahead is only a closed trapdoor so go
right this time and you will reach a room with three pillars. These pillars are
too tall to climb, most
unfortunately as there are two crocodiles in this room too. Luring out to
where you shot the others is no use so you just need to be fast and avoid them
as best you can. There is an underwater opening in the middle of the E wall, go
through there and climb out at the end. Go up the stairs on your right and you
will come to an opening overlooking the previous room. From here you can
finally get your revenge and kill those pestering creatures in the pool below.
Do a running jump to the first pillar ahead
and turn right. Darts are now
shooting out of the walls on both sides and beyond them there are two more
pillars you need to make your way over to. Do a running jump to the second
pillar, trying to avoid getting hit by the darts (this is a matter of chance,
so just apply the trial and error technique here until you can get past them).
You'll need to do a running jump and grab the edge of the third pillar and once
you pull up turn right and you will see your long awaited prize ahead across
the room. Do a running jump to the ledge, wade through the water and pick up
the Water Key from the pillar. Go
back out, dive in the water and leave this room the way you came in.
This time swim right and up through the now
open trapdoor. Climb out
of the water and climb the ledge to the W.
Jump in the water again on the other side and position Lara in front of the
underwater door in the E wall. Press Action and she will pull it up. Swim
through the tunnel and you will be swept along by the current. At the end pull
out of the water and kill two bothersome bats,
then go around to the burning torch and climb the ladder up to the top. Go to
the end of the passage and drop through the opening. You're now back in the
Gates of the Elements room and this time you have got all four keys in your
inventory. Insert each one of them in their appropriate receptacles. As you
insert the first one you will see a shot of the glass section of the floor on
the other side of the same room and nothing appears to have changed. Once you
have placed the last key turn around and go to the other end of the room. The
glass tile on the floor is now gone and it has revealed an opening with a slope
leading downwards.
Making Your Way To The Ruins:
Slide down the first slope and then the
second. You might have noticed a crevice running along the left side, but you
can't reach that yet. At the bottom of the slopes turn right and ahead is a
closed gate. There is also a switch on the left side and it doesn't open the
gate, but what it does is to raise a block
between the two slopes where you came down.
Go back there and climb it and you can now access the crevice above. Shimmy
right until you can pull up and go through the crawlspace on the right. Here
you'll find another switch and this one opens the gate down below. Leave
through the crawlspace and drop down onto the slope to slide onto the flat
block. Drop down and go through the gate to find an opening filled with water.
Dive down and open the door in the S wall.
Swim through to the next room and there's an opening in the S wall where
you can climb out. Follow the passage and climb the ladder up to the top. As
you reach the top two dogs will ambush
you from the opening ahead so kill them before going on. Pick up the two pairs of uzi clips along the wall to the
left. Before sliding down the slope to the temple area I'd advice you to dish
up some heavier weapons than the pistols. Personally I'd recommend the Uzis,
unless you've used them a lot before you should have plenty of ammo left and
the next battle is pretty tough so they should serve you well. Slide down the
slope, weapons drawn and get ready for a fight.
Entering The Ruins- The
Guardians Of Crocodilopolis:
As soon as you reach the bottom you are in
for battling a crocodile demigod and his
pet dogs (I counted four of them passing
by). It's a tough fight, but
with a good weapon (such as the mentioned
uzis) and A LOT of moving about you should get them down. Feel free to fill up
with as many medipacks as you need (if you haven't spent too many you should
have plenty to spare). A good strategy is to get rid of all the dogs first (as they are the most aggressive in
their attacks) and when it's only Lara versus the demigod left run over to him, crouch and shoot
him straight where it hurts. This way his attacks will fly over her head and
she will take little damage or none at all. Also note that one of the dogs usually takes cover in the N/W passage so
you might have to go in there and get rid of it, too.
Now the temple ruins might seem a tad
confusing, but many of the paths here converge. The opening to the S/W and
following the left passage S around the corner at the far end will both take
you to the main area. If you follow the doorway in the N/W wall you will come
to a block above the main area. There are two remaining paths: the one N/E and
the first opening on the left as you enter the S passage. These paths will meet
at the back of the first building on the left. We're going to start the search
in the main area so make your way out there through either of the two passages
I mentioned first.
There are three ramps going up to the W and
if you look closely you will spot a boulder hanging
above each of them. You will also notice three grated tiles
in the floor at the bottom of each ramp
with an urn placed on each of them. Stand safely at the base of the block
between the ramps and use the pistols to
shatter the three urns. This will set off a
fire on the left and middle grate and
some steam from the one on the right and the three
boulders will come
rolling down the ramp for each urn you
shoot. As long as you stay at the base of the block you should be safe and as
the last boulder rolls down the two
blocks between the ramps will rise. Climb
the block by the N wall (if you follow the passage behind it you will come
back out to the area where you killed the demigod and dogs) and turn to do
a running jump to the middle block and a standing jump to the third.
There is a crawlspace on the wall above it
so do a standing jump to grab it and pull up. Crawl through and slide down the
slope at the other end. A fly-by kicks in showing you a part of the area you're
in.
First go forwards and pick up the two much needed sets
of uzi clips ahead. The shallow water hole on the left doesn't hold
anything promising in it and there is no way to open the large gate on the
right so head through the doorway to the N to begin with. There are also some uzi clips in the alcove on the right as soon as
you enter so pick them up too before continuing. Follow the hallway around and
climb the ladder to the top. You will pass a closed gate on your right as you
climb. Follow the hallway and as one could very well expect given the amount of
pickups there is a demigod waiting for
you up there. Kill him and pull the two switches on the E and W wall. Go
through the entrance to the N and continue up the ramps, killing a dog at the end.
A Game Of Tetris- The Sisyphean
Way:
Be very careful though so you don't fall
into the trenches on the side as they're fire-trapped.
As you go up the steps ahead the camera shifts to showing Lara from the front,
emphasizing the closed gate above and behind her. We'll be opening that in a
second. Look up and notice the boulders hanging
above the puzzle-tiled floor ahead. Stand facing the middle row of tiles and
sprint across. The middle boulder drops
onto the tile below and a block on the other side of the puzzle board rises,
allowing you to drop onto it. If you look up you will see a switch, so you'll
need to raise the block a few notches more. Climb back up onto the puzzle board
and angle Lara slightly right. Run across the right line of tiles to the other
side, allowing another boulder to
drop. Go back again to the switch block, but this time run across the other row
of tiles (that are now on your right as your facing them) to allow more
of the boulders to fall. Upon
returning to the switch block you will find that it has now risen so much that
you can access the switch. Pulling it will drop the final three boulders and it will open the closed
gate above and behind besides. Jump up to grab the edge and pull up, then
follow the passage around to slide down the slope into the next room.
A Crystal From The Water
Realm:
It is a sight for sore eyes that greet
you.....you're shown a fly-by of another crystal on a pedestal. This one is
right ahead of you and completely unguarded by any foul trap or creature. Run
over there and seize the prize: the Water
Crystal.
Now go through the opening in the S wall
and follow the hallway around. Eventually you will reach a slope and be
deposited waaay down into a pool. Climb out and this is the time to find that
the large gate near where you entered is now open. Head through there and the
next level loads.
Level 4- Underwater
Excavates:
Pickups: Uzi clips, normal shotgun ammo, shotgun wideshot
ammo, small medipacks, Battery, Relay, Notebook (Noticebook), Area
Key, large
medipack, Acid Sample, Pump Card + 2 Secrets (uzi clips and a large medipack + shotgun wideshot
ammo and uzi clips)
Enemies: Barracudas, dogs, piranhas, guards, thug,
aliens
Fishy business:
The next level starts where the last one
left off.....in a murky underground cave. First keep in mind that certain parts
of the water have strong currents in it
and some of these lead straight into deadly
traps so be sure to keep yourself on the right track. Wade into the
water ahead and dive in on the right side. Keep to the right and immediately
pull up onto the cluster of rocks on your left (the rocks look like slopes,
but there are actually invisible blocks around some parts of it- see
[url=http://webzoom.freewebs.com/selene_trmanor/Invisible%20block.PNG]HERE[/url]
for closer orientation). You will now find that a very hungry barracuda has decided to join the party, but
unfortunately it tried to sneak in without an invitation so prepare it for a
swift departure immediately. When it's dead drop in the water again and swim
over to the S wall, then turn left. Swim as close to the middle cluster of
rocks as you can, go forwards and then veer Lara hard right so she can squeeze
into the narrow opening in the E wall (CAREFUL: if you miss the
opening she will be swept off with the current to the left and into a fire trap). As soon as you reach the
passage mentioned a fly-by will kick in, showing you the massive lagoon ahead.
The Blue Lagoon Part I- The
Dark Cave:
As soon as the fly-by ends swim forwards
and left, then follow the wall a little way until you can pull up onto a flat
rock. There are two more barracudas in
the area, so it wouldn't do any damage to be quick about it (quite the
contrary in fact). When they're both dead continue climbing up the N blocks
as far as you can go. When standing on the slightly slanted block do a running
jump to grab the short slope near to the left wall ahead. Pull up, slide and
almost immediately jump to land on flat ground. Enter the dark cave mouth ahead
and go around the right corner into the cave. Two
dogs ambush Lara in here so get rid of them to begin with. Continue
on N through the cave and at the end pull up onto the slope in the N/W corner.
Slide and jump to grab the pillar ahead. Now turn E and do a long running jump
towards the pillar with the crevice, pressing Action in the very last moment to
grab hold of said crevice. Shimmy around to the right until Lara can pull up
into an opening and
continue along the winding passage until
Lara is standing above a slope leading down into a fire
pit. Do a running jump from the left side over to the ledge ahead
and follow it to a much bigger fire pit.
The Blue Lagoon Part II- The
Fire Room:
There are four pillars across the pit and
one of these have fires burning on
top of it as well as spouting out from the N side of it. The first thing to do
is to position Lara facing the leftmost pillar and do a running jump over to
it. Turn right and do another running jump over to the slightly slanted pillar
to the W. From there a standing jump + grab from the left-hand side is more
than sufficient to reach the third block (the rightmost one to the S). Whenever
you jump away from a pillar it will be set on fire,
indicating that we're definitely not going back that way. From the third pillar
do a standing jump from the right side to grab the edge of the burning pillar. Shimmy around the corner to
the right and pull up onto the far right side of it. Turn around to face the
crawlspace in the S wall and do a standing jump over towards it, then press
Action to grab. Pull up and follow the cave around, shooting away some wooden
boards as you go, until you reach an opening in the ground. Safety-drop through
the opening to land in a different section of the caves. Follow the N trail
into another part of the cave and go on until Lara reaches a small pool with a
slim cascade running into it. Save your game here and get ready for a dip in
the lagoon.
The Blue Lagoon Part III-
Hunt For The Secret Base:
Swim down and S through the large opening
ahead, then left into a cave with a slight current and from there go straight
on (E) until you can spot what looks like an underwater base ahead. And that's
not all that comes in from ahead, so does a cloud of something grey and very
fast-moving. That would be a swarm of piranhas with
bad intentions and that is of course everything but what we needed right now.
There is a small cheat to get rid of them: simply save and reload and they'll
be gone for good. Or if you don't fancy even the slightest cheat, feed Lara
with medipacks while trying to outswim them (I actually found two swarms
down here so best get rid of them all while you can). Swim under the base
to the right and try to keep a steady course N/E. Eventually you will reach an
opening in the left wall where the bottom is covered in greeneries. Swim up
there and through the opening above where the bright light comes from to
surface. Climb out and press the button here to open a trapdoor under the base,
then pick up two sets of uzi clips before
diving back in there.
The Blue Lagoon Final Part-
Useful items:
The open trapdoor isn't too hard to find,
it's between the four pillars close to the N wall. Go up there for air, but do
not climb out of the water just yet....there are of course some goodies
scattered along the place and we're going back for them first. Swim down and if
you face N/W you may notice a very dark spot to the right of the leftmost
pillar (see [url=http://webzoom.freewebs.com/selene_trmanor/Secret%20Room.PNG]THIS
SCREENSHOT[/url]
for orientation). This dark spot is in fact
a very narrow triangular opening so go down through it into a small room where
you can pick up Secret 9: a large medipack and
some uzi clips. Go back up to the trapdoor for some air and that
done swim down to the S/E this time. Head S along the roof of the cave and turn
left towards the E wall to find an opening up there (right below the cave
roof). Swim through it and pick up some normal
shotgun ammo at the end, then hurry back down to the trapdoor to
surface for air. Now you can finally climb out of the water into the underwater
base.
The Underwater PSA Base:
As you climb out Lara will be looking down
the S hallway, to remind you of the armed guard that
is running towards her from that direction. Shoot him and take his normal shotgun ammo for the trouble. Go back to
the room you came from and turn the valve wheel on the door in the N wall to
open the gate on its left side (there's another valve wheel down the
corridor where
the guard came from, but
we'll deal with that later). As you enter the
now accessible room another guard starts
firing so deal with him first of all.
Go through the E hallway and in the next
room head up the ramp E. On top you will find Lara on a walkway above the fish
tank and there are two barracudas frolicking
in it. Kill them and dive in the pool to collect some
wideshot and normal shotgun ammo and
a small medipack from the bottom. Climb
back up onto the walkway and flip the switch on top of the steps to open a
trapdoor somewhere else. Return past the fish tank and into the room where you
killed the last guard to find the aforementioned trapdoor.
Drop into the water and swim down to a
submerged hallway. The E branch only leads to a closed door so go W instead and
pull the lever ahead to open the yellow door in the left (N) wall. Swim back
out and through the mentioned door into a room where you can see a control room
on the other side of the glass window. There is an open trapdoor up in the
ceiling above, but it only leads into a room with ledges too high for Lara to
climb out. The E path is a dead end, but there is a narrow crack in the W wall.
Swim through there and follow the hallway until Lara can surface in the control
room. Quickly climb out and dispose of the guard before
she takes too much damage. There is only one thing of particular interest in
this room and that is the crawlspace in the W wall. Crawl through there to the
Restricted Area and turn to climb up onto the ledge above the door.
The Restricted Area- Have A
Battery:
Go up to the top of the blocks on the right
and do a running jump to grab the crack in the W pillar. Shimmy around the
right corner until Lara can pull up, then go left and climb up through the
opening onto the floor above. Left of where you climb up you will find monkey
bars in the ceiling so jump up to grab those and shimmy across to the
crawlspace on the other side. Drop
and grab, but do not pull up yet. Instead
shimmy right past the crevice until it's possible to pull up. Flip the switch
here and you'll hear a door opening. Drop down and once more jump over to the
pillar with the crack, shimmy around and pull up, then climb up to the level
above again. The door you just opened is straight ahead of you (S).
Enter the room to find a floor with two fire emitters spouting out from the walls
ahead and to the right (luckily the one in the left wall is deactivated).
There is something on that floor you'll
need (conveniently enough placed right below the fire emitter ahead). Time your way past
the fire emitter ahead and pick up
the Battery from the floor, then
quickly back off before the emitter turns
on again.
Go back outside and swing across the monkey
bars to the other side again, this time drop and pull up into the crawlspace on
the left. Crawl along the duct until you can drop down into a room with a
button. Push this to open a trapdoor somewhere else, then dive into the water
behind Lara.
A Glass Maze Under Water- The
Relay:
Swim out through the yellow door again and
this time you can go up through the opening in the ceiling. Climb out of the
water and you will now find that you're back in the area near the main room of
the base. Make your way through the E hallway again back towards the room with
the fish tank and on your way you will find that trapdoor you just recently
opened. It's best to
save the game here as you're in for quite a
long swim. Dive in to the E and at the end of the hallway go right and keep
swimming through the openings in the fences until you reach the last room.
Below the dark pillar here there is a nearly invisible opening in the floor,
head down there and swim into the passage W. Follow it through a crack and in
the next room turn left. Hurry over to the lever on the wall and pull it, then
roll and swim to the opposite side of the room and up through the open shaft
(if you have a good swimming routine you should make it there with no problems
at all).
Climb out of the water and locate the
buttons on the N and S wall (lighting a flare will help). Push them both to
uncover a Relay near the N/E corner.
Pick it up and drop into the water once more, then swim down and you will now
notice that a door has opened to the right of the lever. Swim through there and
up through the ceiling trapdoor back to the room near the main hall.
Restricted Area Part 2:
The dead guard has now mysteriously
vanished (maybe that should be taken as a bad sign that there are more of his
kind in the area??). Go back to the main hall and this time head down the S
hallway again. Here there is a circuit board where you can place the missing
relay to open the door on the right. Nothing much behind that door though, only
a box where you can place the battery.
Now the door with the valve wheel to the left of the circuit board opens. As
soon as you enter a guard attacks so
show him who he is not to mess with should they meet in his next life.
Conveniently enough he has brought some uzi clips that
you can take into your possession (it's not like he'll need them more than you
do anyways). There are some doors in the E wall and for them you need a key so
that's not an option for now. Instead start through the doorway to the S.
Go right towards the stairs and right
before them look up on the wall to spot an opening. This is too high for Lara
to reach so go up the stairs and turn to face the right (W) wall. Jump up to
grab the narrow crack there and shimmy right until she can pull up into the
aforementioned opening. Stand on the edge facing E and do a standing jump while
pressing Action to grab the crack in the wall ahead. Shimmy around to the right
and pull up, then go right until she can pull up into the opening in the N
wall. Crawl into the duct below the Restricted Area sign and on the other side
walk onto the dark metal ledge on the left. Do a running jump to grab the ledge
above the lamp ahead and pull up, then go around to the left and push the
button here to open the yellow door behind you on the left.
Enter and turn to the first left to deal
with a guard there. Continue up the ramp
and on top you need to be quick about your business: as soon as you get up turn
immediately to the left (E) and pull up onto the ledge above. Roll and draw
weapons to kill the guard shooting at
you from the other side. When he's dead turn and go through the opening up
here. The green containers in the next room are moveable. The one in the S/E
corner doesn't hide anything of particular interest, but the one on the metal
ledge will reveal a hallway with a switch when you pull it away. Flip said
switch and go back outside, then jump over the fence where the guard stood and
pull out the two green containers to find a small
medipack. Jump back over to the other side, then drop down and shoot
the guard that you saw earlier through
the control room window. This does indeed mean that the door into the control
room has opened, this door is located in the S/E corner of the room.
The Control Room- Checking
Out Some Notes:
In the new room turn right and pull up into
the crawlspace on the S wall to get some uzi clips.
Crawl back out and enter the control room, then pick up the Notebook (or Noticebook as it is called here)
that someone has left over by the S wall. A cut scene starts with Lara reading
something from the notebook (something which I could sadly not understand as
it's in German) and we get to see the camera pan over a large room
somewhere else in the base. When the cut scene ends go over to the W wall and
climb the black grating up into the opening above. Ahead you'll see burners and fire
emitters. There's an opening behind the fire
emitters, but as they do not show any sign of shutting down you'll
have to go about it in a different way. Do a standing jump across the burners to grab the crawlspace in the S wall
(losing a tiny tad of health in the process) and quickly pull up. Crawl left
and when you can stand up turn and jump up to grab the monkey bars. At the end
drop and you will land on a slope and slide down into the opening beyond the fire emitters. There is some deadly steam oozing out of the wall here so
immediately crouch and crawl through the crawlspace E to avoid getting steamed
to death.
Filling The Tank- The Area
Key:
Go left and drop down by the valve wheel at
the end. Turn it and as you do so you will see a tank filling with water
somewhere else. Now you can climb onto the tile with the steam coming out of it
in the corner and crawl backwards out through the window here to drop down into
the control room from before. Leave the control room the way you came to begin
with (through the yellow door at the bottom of the ramp) and if you look down
from the ledge you will see the tank you filled with water before. Drop down
there and pull the lever on the N wall, climb out of the tank right above the
lever and follow through the open passage ahead. Jump into the open trapdoor
and swim along the passage, climb out at the end and pick up the Area Key from the floor. Swim back to the
trapdoor, climb out to the N and through the open doorway ahead you will find
the keyhole for the key you just acquired on the right side.
Go down a very dark ramp and at the bottom
head left and then a first right. You'll see a yellow door on your left. Next
to it on the left there is a button so push that to open a door down the N
passage (you've now started down the S one). Run back out, turn right and shoot
the thug that just appeared. Go down S
and enter the second opening on the right, this is where the door you opened is
located. Head through it out onto a metal walkway. Right in front of your very
eyes you will now see the room shown in the cutscene earlier.
Radioactive Material From
Outer Space- Another Secret:
The floor is covered in some sort of
radioactive material, it's not dangerous for Lara, but beware that there are
also burners down there. Turn right
and drop down at the end of the walkway, then head S to the large pit. Turn
towards the S/W and do a running jump over to the ledge on the right side of
the pit. Stand at the highest point facing S and jump up to grab the walkway
above. From there do a running jump + grab S into the opening ahead and go to
the end where you can get Secret 10: shotgun wideshot ammo and uzi clips.
Go back to the opening again and you can now drop down onto a dark walkway
right below.
Mysterious Alien Caves- The
Acid Sample And A Pump Card:
Drop down into the pit below, avoiding the burning tiles and across from the burner tile there is an opening in the
radioactive heap to the N. Crawl through there and do a running jump straight
ahead across the gap. Ahead in the N/E corner there is another crawlspace. Go
through this one as well and at the end jump over the burner tile to get a large medipack in the next room. Go back outside
and walk over to the pit again, this time turn left (when facing the other
side). Go through the opening in the E wall and do a running jump over to the
safe block on the other side. Turn right, hop over the burner tile and go around to the right where
you can retrieve the Acid Sample from
the alcove there. Return to the main room with the pit you jumped over and now
you can make your way over to the middle of the N wall (left of the
crawlspace where you got the medipack). You'll find an opening at this
point where you can climb up onto the radioactive goo in the main room. Turn S
and go back to the pit from before and on the left side of it you will spot a
small room with a machine in it. Upon entering this room we'll find that is a
set of yellow doors on the right and a fire emitter in front of them. Use the
Acid Sample in the machine and the doors open.
Walk carefully around the fire and into the
next room. Do not dive in the water though, the current is too strong so
there's no point in wasting time on that. Instead stand with Lara's back to the
slanted block, hop backwards onto it and jump forward to grab the level above.
Continue forwards, turn left and proceed until Lara is standing on a ledge
overlooking a room with two aliens running
around in it (these are retextured horsemen, so they will ONLY die if
they're shot in the chest.....because of this you can't kill them from up
here). Do a running jump over the gap to grab the grated platform ahead and
drop down onto the grey block below on the left side. From here you can shoot
them both from safety....it will take some time, but it's more than worth it.
Once they're both dead and gone pick up the Pump
Card that one of them carried.
Leaving The Base- The
Underwater Temple:
Return to the room with the water-filled
trench and use the card in the machine on the left ledge (on the other side of
the trench from where you
dropped down). This stops the current in
the water so you can now jump in the water and swim S under the gate. Go up for
air, swim to the end and save your game.
Dive and swim all the way down to the
bottom, then turn to face N/W and swim up into the cave ahead. Go up and left
and Lara will be swept along the current S and around the right corner. Now
you're facing some magnificent ruins of a sunken temple. As you swim towards it
some pestering barracudas will appear.
Avoid them as much as you can, continue straight ahead and beneath the temple
you'll see an opening. Climb up on the right side here and head up the S/W
slope to end the level.
Level 5- The Oasis Fayyum
Pickups: Golden Vraeus, desert eagle
ammo, Car Keys, uzi clips, small medipacks, normal shotgun ammo, shotgun
wideshot ammo, large medipack, Metal
Key, 2x Gate Keys +
3 Secrets (a large medipack + wideshot shotgun ammo, flares and desert eagle
ammo + a Desert Eagle and ammo for it)
Enemies:
Wild boars, bats, crocodiles, scorpions, ninjas
NOTE: From what I've heard
there are at least two paths through this level. One is a shortcut which will
enable you to complete the level faster, whereas the other one is longer and by
following it you will get all three secrets (which you will miss if you choose
the shorter route). For that reason alone I have chosen to stick to the long
route.
Seeing Daylight Again:
As the level begins we find Lara standing
(still dripping wet) at the bottom of a long ramp. On top you get to see a
fly-by of some old ruins. There is a switch on the left side of the entrance to
the W so go over and pull it to see a door open somewhere else. Immediately
press Look and draw guns as you're under attack by two
wild boars. When they're dealt with go through the entrance W and
make your way over the wall ahead. Hop down on the other side and go ahead (W)
and right. Two bats will come flying
down to say hello and we're not in the mood for being nibbled on the neck right
now so kill them too. Go forwards a bit and on the left is the door we just
recently opened. The path going straight down N we'll explore later, so leave
that for now.
My Oasis For A Golden Vraeus:
Through the door already mentioned climb
the blocks as they come and go along the passage until you reach a green area
with some trees and two wild boars coming
along to welcome our heroine to Fayyum. No time for playing though, we have a
temple to raid, so deal with them immediately. Next to the tree on the right
side (S) there is a closed door so that is one thing we'll
take a mental note of for the time being.
Go on to the opening E and head through there until you reach a ledge
overlooking the area where you first entered. To the right (S/E) there is a
ledge so a standing jump will do nicely to get over there for further
exploration. The first thing to explore is the switch down in the S passage and
pulling it opens the aforementioned door out by the tree. I guess it doesn't
take much to remember where you can find it so I'll leave the route to your own
imagination. Go back there and in the alcove on the right you can push a button
to shut off the fire you saw as you entered.
Approach the blade
carefully and it will swing right into action. Crawl under it and enter
the next room, where your main objective is to pick up the Golden Vraeus in the S/E corner. And now for a
bit of backtracking: crawl back out under the blade
and return to the area with the trees, then down the block passage
and back to the Oasis entrance.
A Valuable Find:
There is an open passage in the S/W corner
and that is of course not to be forgotten. At the end of a long and winding
passage you will come to a slope and when you slide down it there's a pool
ahead of you. Now's a good time to get rid of the bat
and two crocodiles lurking in
the area, so you won't have to worry about them later on. Dip in and swim W,
then turn left at the corner and as you do so do NOT continue to the right, but
instead locate the narrow opening in the S/E corner. Swim through there, then
climb out of the water for a nice surprise.....Secret
11: a large medipack is waiting for you at the end of the dark
ledge. Swim out where you came from and let the current sweep Lara along to the
shore where another crocodile is
patiently awaiting its light snack. Climb up onto the safe block on the right
and remove the overgrown lizard from the surface of the earth.
The Golden Obelisk Courtyard:
Wade up to the shore and enter the open
doorway in the N wall. Stick to the left side, as a boulder
will roll down on the right side further up. As Lara reaches the end
a fly-by camera shows a nice view of what we for simplicity will call the
Golden Obelisk Courtyard. Drop down onto the ledge below the opening and from
there another drop will bring Lara down to ground level. To the W there is a
column with a receptacle perfectly suitable for the Golden Vraeus you acquired
earlier. Yes, quite predictably it does open the door to the right. The two crocodiles sneaking up from behind as the
door opens are not quite as predicable though, but they do need to be taught
some manners right away. Maybe a few bullets through the hide will show them
exactly what lady no one under any circumstances should sneak up on. Well, now
that they've learnt their lesson maybe we can go on with the show and proceed
through to the next area which is just begging to be explored.
In the next room there is an urn that can
be shattered (although it holds nothing of interest) and a huge
waterfall. There is also a passage in the N wall to the right of the waterfall.
Go around the corner and straight ahead E (again the left path is for later)
and at the junction head to the right (there's nothing but a currently
closed door to the left). Continue following the hallway until you reach a
small chamber where you will find upon closer inspection a niche mechanism in
the N/W corner.
Go back out and turn right wherever
possible until you find your way back to the junction with the now open door.
The room beyond is inhabited by a single scorpion and
the only decoration is the button to the right and another breakable urn. The
urn is as empty as the previous one and the button opens a door in an as of yet
unknown location.
Leave the room and go right down the
hallway and you can now head up the stairs to the right (these were on
Lara's left when she entered from the waterfall room). Once more stick to
the left side only as there are two more boulder
traps on the right.
The Cascade Chamber- Finding
A Secret:
As the last boulder drops look to the right
to discover the door that opened when you pressed the button in the previous
room. Go through the crawlspace, shoot the urn here if you like (although
it's as empty as the others) and pull the switch to open a door out by the
waterfalls (and do take a note of the monkey swing above them too). As
you leave the crawlspace go a bit further up and through the passage S/W. Climb
the blocks and on top you can go either straight ahead or up to the left (both
sides lead to the same place.....the room with the two waterfalls). Monkeyswing
across to the opposite side and as you drop down turn around and jump over to
the lowest pool on the right (N/W). In the S/E corner there is a low ledge
where Lara
can climb out of the water, do so and crawl
through the crawlspace ahead.
The wall leading down into the large pit
ahead is climbable so go all the way to the bottom and head through the passage
to the N/W. Eventually Lara will reach a room with a small pool and a
waterfall. In this room you will find Secret 12:
flares in the water on the other side of the waterfall and shotgun wideshot ammo + desert eagle ammo to
the left of the doorway. Now you have to retrace your steps back to the previous
room, up the climbable wall, through the crawlspace, swim across the pool to
the small block opposite and a hop into the opening below the monkeyswing.
The Valley Of The Lost Car
Keys:
Go through the opening and hop over to the
flat floor on the right, then slide down the slope backwards into the pit.
Safety drop down (you will still lose a little bit of health) and go up
the steps over by the W wall. Go right at the junction and up the ramp to a
room with a small water hole and two bothersome
bats. In the pool you will find some
much needed desert eagle ammo. Climb
out, return to the junction and this time go up on the other side (E). There is
another bat up here and as you climb up
the blocks to a green area a lonesome ranger (or
ninja rather) attacks from the left. There is a jeep here and that is indeed of
great interest to us. Not yet though, we have some other business to attend to
first. Behind the jeep you will see a boulder and it's held up by a branch.
Shoot said branch and the boulder will drop down into a pit. As it does so a
shot is shown of a pool. This pool is located to the right (W) so head that way
first, climb the ledge and drop into the pool. Swim into the small cave behind
the waterfall and here you can pick up the misplaced Car Keys from the bottom (did the ninja go for a swim
before he ran up on Lara??). Anyways, return to the jeep and get ready for a
ride.
A Short, But Rewarding Race:
There is only one obvious choice of road
for now and that is the canyon to the S/E. Run over the ninja and stop by the pit on the right. Go back
to the latest kill and search him for some uzi
clips. Now jump over the pit to the climbable wall on the other side
and climb down into the water below. As you will notice as you go down there is
a crawlspace up on the right wall so turn to face it as soon as Lara has
reached the bottom and pull up into it. You will be greatly rewarded with Secret 13: another Desert Eagle and belonging ammo.
Climb back out and up and backflip onto the ground behind before getting into
the jeep again.
Give full speed over the ramp and pit and
drive down a ninja around the corner.
Get out of the car and pick up his uzi clips,
then back to the jeep it is and up the ramp (approximately in the middle).
Drive carefully around the ledge to the left and at the end you will encounter two more ninjas to get out of the way. The last
one of them dropped a small medipack so
make sure you pick that one up. Afterwards head back to where you came from
(S/W) and in the room with the narrow ledge drop down to the cave below to
retrieve one box of normal shotgun ammo and two boxes of
wideshot shells. Go to the ledge where you found the wideshot shells
(S/W) and use that to climb up onto the ledge above. Return to the jeep and
take it down the passage N. Continue along the network of hallways until you
get to a sandy area with another ninja.
Run over him and stop for a moment to pick up the large
medipack he left behind.
Desert Gate- Metal Key:
Go with the jeep over the ramp to the W,
then around the tunnels until you reach the lower area where you need to kill a
ninja and two
bats. Get out of the car for a moment and go to the far W wall where
there is an opening. Head through there to a small room with some mining
equipment and shoot the box to find the Metal
Key. Go back outside and use it in the keyhole
next to the gate to open it. Another ninja appears from behind and starts firing so
deal with him first. Take the jeep through the open gate and go on until you
can't drive any further.
The Jungle Cabin- Search For
The Gate Keys:
Enter the green area to the E and deal with
a wild boar in here. Find the slope to
the S/E, slide down and kill another boar.
Here all there is to do is to follow the path around until you reach a new
passage in the wall. This leads out to a larger area with two crows on the left and a pool in the middle.
Kill the crows and continue through the
E cave mouth. Follow the tunnels around until you find Lara on a ledge
overlooking an area with a small house.
Drop down here. There's a ninja lurking around here too so he needs to be
dealt with as well. Inside the house there is a small
medipack hidden in one of the crates, but nothing more. There is
also an opening in the ceiling so jump and pull up there, then shoot the box
near the W wall to find a Gate Key.
Once you've found it drop down and leave the house. Go right and through the
narrow passage in the N wall. At the very end you will find a gate with two
keyholes on the right side. Meaning that there must be another key hidden
somewhere around here.
Go through the opening in the left wall and
follow it to a small pool. Dive in and swim through the opening in the W wall
down by the bottom (there's nothing but a dead end in the opening S). Swim
along the winding tunnel until Lara can surface and climb out of the water into
a small room. On a block in the S/W corner you will find the 2nd Gate Key. Grab it and swim back out, then
retrace your steps back to the closed gate.
The Temple Entrance:
Continue straight N past the tent and
through the opening ahead. Slide down the slope on the left and proceed into a
jungle area with a small pond and a red scorpion.
Note that these guys are poisonous (despite the fact that they never use to
be) so be careful not to get bitten. Climb onto the block in the S/E corner,
then the brown stairs ahead and pull up onto the ledge
right (S). Turn around (N) to see a temple
building in the distance. But before going there run S over to where the ledge
juts
out towards the tree branch to the right
(W). Do a running jump over to said branch and pick up the uzi clips there. Now go back to where you came
from and towards the temple mentioned earlier. Slide down the slope in front of
it to end the level.
Level 6- The Temple Of Osiris
Pickups: Desert eagle ammo, large medipacks, uzi clips, Blue
Jewel, 2x Osiris Keys, normal shotgun ammo, Scarab Disc, Light
Ankh, Canopic Jar, Crystal Of Vegetation + 2 Secrets (Desert Eagle + a small medipack)
Enemies: Crocodiles, bats, Tinnos wasp, giant mutants,
jackal
I'll have a scotch on the
blocks- with a secret to go with it:
Go forwards and push the button on the wall
ahead to open the gate on the right. Walk down the ramp for a bit and when you
reach the slope you can either slide down on the left side and jump with a hard
left angle to land on the ledge N/W from which you can shoot the crocodile in the room below OR simply slide down
to the bottom and tackle it the hard way. Wade into the water and pick up some desert eagle ammo on the left side of the
skeleton there and as soon as that's done another croc
crawls in from the side. The block in the N/W corner is a good place
to kill it from safety. Climb onto the ledge above the block again and locate
two moveable blocks in the W wall. Pull the leftmost one out once, then go to
the one on the right and push it in once. GO behind the left one again (facing
E this time) and push it all the way to the ledge and then you can go around it
to the left and push it as far as it goes out in the corner. Now return to the
rightmost block and pull it out twice. You can now go behind where the block
was and pick up Secret 14: a Desert Eagle.
Right above where you entered the secret
room there is an opening so pull up on the right side into a passage. Follow it
into a small green cave and you will be attacked by two
bats as soon as you attempt picking up the large medipack in the N/W corner. To the left of
where you picked up the medipack there is an opening in the ground so go with
the flow and drop down that way. Follow the passage around until you have no
choice but to clamber over a tall block, then make your way past the green area
and through the only likely exit until you reach a pool and a fly-by kicks in.
Said fly-by shows you the upper levels that seem to contain an abundance of
ammo and finally rests upon the likes of a crystal hand on a pedestal.
Obviously that's a sign that we need to retrieve this hand, but first of all
take the utmost joy in killing the croc in
the pool.
Struggling against the
current- the legendary Blue Jewel:
There are two openings on ground level, but
the one to the W is in need of a gemstone to become a tad more accessible.
Luckily the one S is open and ready to be explored. Ahead you will find a
trench with a strong current rushing through it and on the right a narrow
alcove up on the wall containing some uzi clips.
You'll get to battle with the current now so dive in the trench and swim to the
right (W). Let the current carry her along an underwater tunnel until she can
swim down into a deep pool. Pick up the Blue
Jewel from the bottom in the S/W corner and struggle your way back
up to the trench until you can climb out of the water. This can be a tad
tricky, but luckily for Lara and us it's not impossible. Return to the pool
room and now that you have fulfilled the requirements of one piece of gemstone
you are granted access to the door over in the W alcove. Go up the steps to the
middle level right above the pool and go around the ledge until you run into an
open doorway with a slope leading down in the S wall.
An expedition party in the
jungle- the 1st Osiris Key:
Slide down that slope (and the ones
following it) and at the bottom take the right path which leads into a jungle
area. You will soon find that one of the infamous
Tinnos wasps is inhabiting the area and it's definitely not happy to
see you. Definitely not a place for those with an allergy for wasp stings, but
luckily Lara is (or rather should be, provided that you have spared as much of
the heavy ammunition as possible) armed to her teeth and thus fully capable of
dealing with the minor issue of insects in any dense jungle of your choice.
Speaking of jungle: the tropical heat can
be a bit much for even the roughest of adventurers so a refreshing dip in that
inviting pool to the S is next on our schedule. There's an underwater gate in
the N wall and a conveniently placed lever by its right side. No doubt what
opens what here so go through the gate
and swim down the long and winding tunnel
until Lara can surface and climb out of the water into a small room with a
wooden ceiling trapdoor and a switch in the corner to the left. As you pull it
a shot is shown of a gate opening somewhere else and upon turning around you'll
find that the wooden trapdoor has also opened.
That's our cue to leave so climb out there
to find Lara in front of a closed door flanked by a keyhole and a receptacle.
Neither of these are currently in Lara's possession so that means we'll need to
take a closer look at the nearby area.
On the right side you'll find two sloped
blocks, one lower than the other. Stand between them with Lara's back to the
tallest one, stand-jump onto the lower, immediately backflip to the taller one
and jump forwards to grab the ledge above. Pull up and right in front of you
there's a sight for sore eyes: the gate you just recently opened. On the other
side of said gate there is nothing apart from a switch and it opens the door
behind Lara. There you'll find nothing but......a niche????? Reach into it and
pull out the prize: a small item identified as the 1st
Osiris Key. You can now return down to the ground. The key you just
acquired fits mysteriously enough into the receptacle (which looks like it
could hold a larger item, but oh well...if you insist). We still need one
more key if we want that door open though so keep old Ossie's key in the
backpack for now and let's go hunt down key number 2.
The hunt for the 2nd hidden
Key of Osiris:
Start towards the S to where two paths
cross. The E path leads back to the pool from before so let's stay sharp and go
for the W path this time, this one leading into a small valley. Start by
picking up the normal shotgun ammo ahead.
Oh woe, as you do this a cut shows a giant mutant of
the poisonous kind coming stomping down from the E. I'd recommend you to break
the
camera shot by pressing the Look key,
otherwise you risk that the mutant is already standing on Lara's toes when the
camera pans back to her. A few well-placed shots with the Desert Eagle should
take it down easily (and in these close counters you might just want to settle
for the easy solution). When it's dead you can continue doing what you did before
and pick up the uzi clips lying nearby.
There is a tunnel in the wall to the S/W so
head through there to reach a lovely cave with a pool. Dive in the water
without wasting any more time and swim over to the N/W corner where you can
climb out onto a low step. Climb up into the corridor on the right (N) and
through the narrow opening on the right you will spot the key we've been
searching high and low for.
Unfortunately it's still out of reach so we
must find some way around the problem. Continue into the next room and pull the
switch there to open some underwater gate nearby. Go back out to the pool and
dive in, then swim E and you will see the recently opened door straight ahead.
Head through it and pull the lever to flood the pool as far as this is possible.
You can now return to the opening where you spotted the key (swimming under the
overhang W). Enter the passage again and now that swimming through the narrow
opening is a possibility you can retrieve the 2nd
Osiris Key. Head back to the cave and climb out the same way you
entered.
The Tree Courtyard:
You can now retrace your steps through the
tunnel, past the valley where you encountered the mutant and back to the door
with the receptacle and keyhole. Use the two keys to open the door in the middle
and go along the hallway until you reach the stairs ahead and two jagged doors slam together in front of
your very eyes. Position Lara near the middle of them, as close as possible,
and when they start opening quickly roll to get past them. On top jump over to
the ledge ahead and you will get a fly-by of the next area. Drop down and go up
to the crawlspace W, then through it and slide down the ramp that you saw
earlier in the fly-by. Kill the jackal running
around down here for a start and when that's over and dealt with go over to the
button on the N wall and push it. You'll hear something opening, but you're not
given anything else than that audible hint. Follow the same wall to the right
and between the green slope and the lower block a trapdoor has opened.
The Top Of Extreme Sport-
Ropeswinging And Traps:
Drop down and run along the short hallway
until you reach a moveable block ahead. Push it in once (which is as far as it
goes), then turn left and push a second moveable block out of the way so that
you can access the opening in the ceiling behind it. Climb up and a highly
dramaticalfly-by camera will reveal that the room ahead have poisonous darts shooting out of the walls,
you'll need to swing your way across a pit filled with razor-sharp blades and there are two clanking blades thrown in for good measure
to the left and right on the other side of the pit. Crawl under the darts and
do a running jump to grab the rope. Swing to the other side, being careful to
avoid the poisonous darts shooting
out from the wall here. The two passages going past the blade traps both lead to the same room so
crawl under either one until you reach a large room with a pool where you can
kill two crocs frolicking about.
A Trapdoor In The Pool- The
Scarab Disc:
There is a closed door up the steps to the
N so as usual we need to find some means of opening it. But first of all pull
up onto the green zigzag ledge on either side of the room and follow it around
to the S wall where you can pick up some normal shotgun
ammo. Drop down again and dive into the pool, then pull both the
underwater levers on the E and W wall to open the
trapdoor in the middle of the pool. Swim
down there, pull all three levers to open the gate and swim through it down a
tunnel where you can pick up the Scarab Disc at
the end (I had no problems doing it all in one go, but you naturally have
the possibility of going up for air in case it's needed during the process).
Going Up.....:
When you surface again after picking up the
disc it turns out that the door in the N wall has opened. Go through there and
turn left to find a button on the wall. Pushing this opens a gate in the bars
behind Lara so go there and do a running jump out to the brick platform. Make
your way up to the top with jumps and grabs via the blocks by the N wall and
when you reach the last one jump up to grab the monkeyswing and shimmy over to
the opposite side. Drop down onto the slope and follow the hallway until you can
climb up into the next room.
...And Down:
Here you'll find two buttons on the walls
to the left and right. Two flame emitters spewing
out fire are also nicely placed in front of the buttons. Stand as close as you
can to each button without catching fire and as soon as the flame ceases run to the button and push it,
then immediately backflip into safety. When both buttons are pushed the
trapdoor near the S wall opens. Get rid of the bat fluttering
about, then dive in and swim right at the junction and around the left corner
to pick up some desert eagle ammo near
the wall. Roll and swim back out to the open trapdoor to surface for air. Now
you can go back to the junction, but this time head left. At the next junction
go right first and around the corner you'll find an underwater lever. Pull it,
roll and swim back out, but this time go straight ahead (ignoring the opening
on the left) and at the end you will find a trapdoor you just opened by pulling
the aforementioned lever.
Return To The Tree Courtyard-
An Uninvited Guest:
Pull out of the water and slide down the
slope to the left. A short fly-by shows you the next room and you will also
hear stomping and growling, meaning that a nasty mutant
is wreaking havoc on the room below you. Shoot it from up here as
best you can (it can be a bit hard as it has a tendency of getting stuck in the
walls and also marching around right below the ledge Lara stands on). You can
also do a running jump over to the tree branch on the left to get a better
shot...you'll have to go there anyways as there is a button in the alcove on
the right. Push it and you'll hear a door open down below. Drop down and said
door is found in the W wall straight ahead.
Let There Be Light:
Go through there and climb up at the end
into a green room with a pool and two bats.
Nothing else to do in here apart from diving into the pool and there is an
underwater lever on the E wall to pull. The gate behind Lara opens so swim
through it and in the next room climb the low block by the N wall. Face W and
do a running jump to grab the crevice in the golden pillar, then shimmy left
around the corners until you can pull up. Turn to face S, do a running jump to
the block there, turn left (E) and swing across the monkey bars to the other
side. When you get there turn left again (N) and do another running jump to
grab the crevice in the next pillar. Shimmy left until Lara can pull up, then
turn around to spot a ladder W. Do a running jump to it and press Action, then
climb up and turn left once more. You can now do a running jump to grab the
bridge with the burning pot and pull
up there. Go right and pull the pink switch. A shot is shown with a crocodile swimming around in the pool below. Drop
backwards from the bridge, grab the edge and shimmy left past the burning pot. Get back up on the bridge and
pull the switch on the left. Drop into the pool again and immediately locate
the low block by the S wall, where you can climb out and shoot the crocodile. When the water is safe jump back in
and swim through the open gate W, then pick up the Light
Ankh at the end of the passage.
Go back outside and leave this area behind
by going through the E opening, then climbing out of the water straight ahead (above
the underwater lever). Continue following the path straight on by dropping
through the opening E and following the hallway ahead out to the room where you
killed the jackal earlier. In this room you will find a gate in the E wall
where you can insert the Scarab Disc and Light Ankh in order to open it. Draw
guns before entering, because as soon as you do you're in for an attack of the
winged kind.....two bats are taking up
residence here and they do not like being disturbed.
A Final Secret:
Climb the ladder up past the crawlspace and
on top push the block to open the door next to it. Be very cautious as you go
around the corners, as the light you see will attest there is a burning pot right nearby. Time your run past
it and climb onto the green block ahead, then turn left to pull up into a dark
crawlspace. Here you can pick up the final secret- Secret
15: a small medipack.
A Jar Behind Closed Doors:
Drop back down and enter the passage W.
Reach into the niche to raise a block in the room with the ladder. Go back
outside, past the burning pot and
down the ladder, then climb the block to the right and do a running jump to
grab the crawlspace left of the ladder. At the end of the crawlspace you can
pull up into a lovely outdoor area. In the S/W corner there is some uzi
ammo to pick up and even more of its
kind on the right side up by the building ahead. When you pick up
that last batch of uzi clips turn right to spot an urn through a crack. Shoot
it and you can now enter the room in the N building on top of the hill. Go
around to the left and step onto the elevated floor tile, this stops a jagged door trap on the other side of the
hallway (NOTE: I found here that the door would freeze in a closed position
and would not open again no matter how many times I stepped onto the elevated
tile. If this happens reload a save-game and try again). Go behind the door
and reach into the niche to find the Canopic Jar.
To the S/E there is a closed gate and right
before it there is a foliage-covered opening on the right side. Go through this
opening and place the Canopic Jar in the receptacle on the left wall to open
the aforementioned gate. A giant mutant will
appear in the outdoor area as you do this so either kill it or simply run out
and right, then do a running jump over the blade
trap to grab the ladder on the other side (mind the blades below the ladder too). Climb up
and left across the burning floor and
pull up into the opening at the end. Pick up the large
medipack and continue out through the doorway to a ledge above the
pool room from waaaay back.
How About A Hand- The Source
Of A Good Harvest:
You're now on the same level as the much
awaited-for hand on the pedestal (talk about going through a lot of hard work
for it). Do a running jump over there and before getting your prize pick up the
three batches of uzi ammo scattered
around. You can now retrieve your final artefact for now: the Crystal Of Vegetation. Guess the adventure
isn't over yet: two giant mutants appear
as you pick it up. They won't approach Lara if she stands on the back of the
block with the pedestal so you can shoot them from safety with the trusty
pistols. When you picked up the crystal a block raised in the N/W corner. Climb
it and as you climb over the wall ahead a great adventure comes to an end.