HUNT FOR 5 ARTIFACTS
Level by Horst Kolodziejczyk (Hokolo)
Walkthrough by Phil Lambeth
After a brief flyby through portions of Lara's home, turn your back to
the fire, proceed toward the closed door in the south wall and it will open
upon your approach. Enter a combination library, music room and radar station
and pick up the extra pair of binoculars and the LASER SIGHT that you'll find
on the ledge. Exit the room and you'll see the revolver and a small medi-pack
lying in plain sight on the balcony outside. The trick is getting to them. You
can shoot the small ceramic barrel in your frustration if you wish, but it's
empty. Go into the laundry room in the SE corner and squeeze past the drying
vestments. Climb onto the washer and drier and pick up the small medi-pack.
The pool is empty and there's nothing interesting to see outside, so
leave this room, go past the fireplace and pick up two sets of flares in the
window alcove. Exit to the stairway landing, whereupon you'll alert an SAS down
below. Draw your pistols and wait for him to come to you, then take him out. Explore
this upper area a bit before going downstairs and take note of the two closed
doors in the outer hallway to your left, the first near the SE corner and the
second in the south wall. (The one farther on appears to be a dummy.)
Go downstairs now and you'll see two facing closed doors at the foot of
the stairs in the north and south walls. There's an open door leading outside
in the west wall, but it wouldn't be wise to step into the opening. There's a
sentry gun stationed outside to the right, just beyond your field of vision, and
you'll be both toasted and riddled with bullets the instant you show yourself.
However, if you stand on the uneven wooden floor panel next to the
doorway, you'll hear the sound of that door in the south wall opening upstairs.
If you turn around in place, you can also see part of that lurking sentry gun,
and a second sentry gun at a greater distance to the left in the garden.
Before going back upstairs, explore the downstairs area a bit more. Head
east and take the left pathway into the empty dining room and the kitchen to
your left. By this time you've probably noticed the impatient footsteps of more
SAS. One of them is waiting for you in the kitchen, so go there and eliminate
him. Pick up the revolver ammo he drops, then climb up on the counter next to the
oven and pick up the small medi-pack. Another SAS will then attack from the
opposite end of the kitchen, so kill him and relieve him of his revolver ammo. There's
another SAS outside beyond the closed door in the NE corner, but he's for
later.
Leave the kitchen and dining room area and make a hairpin turn to the
left into the gymnasium (or simply use the short connecting hallway in the
dining room). Go to the W wall, step onto the sloped platform with the
"6" on it, and pull up into the opening. Jump down into the hole on
the other side (you get a fleeting cut scene) and throw the floor lever. Return
to the gymnasium and notice another floor lever out of reach on a platform high
up on the south wall. There's an opening in the SE corner. Go down the stairs
past the door you just opened with the floor lever, turn right and a couple of
wraiths will give chase. Simply run forward along the passage, and a door ahead
will open before it even comes into view. Make a hairpin turn to the right and
keep running (the door closes behind you, but don't worry about that) until you
reach the end of the passage with a water hole. Go around the water hole past
the stepladder to the SW corner, and you'll hear the chimes of SECRET #1
as the wraiths magically disappear. Pick up the FIRST ARTIFACT - RIGHT
GAUNTLET, then step over into the SE corner and pick up the flares.
Jump into the water and enter a maze that's not too difficult to master.
If you make every turn to your left (not counting the dead-end alcove you'll
come to quite early), you'll soon reach a door that opens upon your approach,
giving you access to Lara's luxurious swimming pool. Quickly pull out after
surfacing, as there are three SAS in here with their weapons all trained on
you. After killing them, return to the gymnasium through the north exit.
Now it's time to go back upstairs. Find the open doorway in the south
wall and enter what appears to be a huge entertainment room. Pause for the
shotgun ammo in one window alcove and the SHOTGUN in the other, then go up the
stairs to the east. Enter a cozy loft with a fireplace, that Lara probably uses
for making out. Go to the far corners and pick up the shotgun ammo, then locate
and throw the floor lever behind the crate next to the fireplace. Now leave
this room and exit the next room through the north doorway.
Turn right and run toward the now-open doorway in the east wall. Go up
the stairs, and the door at the end opens upon your approach. Enter the next
room and make a hairpin turn to the left. As you step into the alcove you'll
hear the chimes of SECRET #2. Pick up the SECOND ARTIFACT - BREAST
PLATE. Reverse roll and come out into the room, and you'll hear the door
closing behind you to bar your retreat. There's another empty ceramic barrel in
the NE corner (beyond still more drying garments) that you can shoot for target
practice before looking for another way out of here. Go around the crate into
the SE part of the room and light a flare. You'll see a jumpswitch up on the
south wall. Activate it to open a door above you and to the right. Turn to your
right and climb up onto the lower grey wall. Draw your pistols and shoot the
bat that flies out to harass you.
Go into the short
passage ahead and stop about a block away from the far wall. Facing the wall,
jump up and pull down a trapdoor. Now step forward and pull up onto the roof of
Lara's huge mansion. There are SAS patrolling up here, so you may as well deal
with them now. Run south toward the chimney and you'll hear a burst of "be
alert" music. Draw that shotgun you picked up recently and turn to your
right. Walk down toward the next chimney and the first SAS will burst out of
hiding from behind it. Shoot him, then pick up the revolver ammo he drops
together with another stash of revolver ammo lying nearby. The other two SAS
will then show themselves, so dispose of them and pick up the small medi-pack
and the revolver ammo they leave behind.
Don't venture too
close to the west edge of the roof, or you'll alert that sentry gun standing
guard in the garden. Also, as you explore the roof area stay away from any
broad black stripes you may see along the roof's edge or around the chimneys,
as they're deadly burner tiles. Go to the NE portion of the roof, and when the
camera angle becomes fixed you'll know you're in the right place. Walk
carefully over to the east edge and look over. You'll see a white slope jutting
out from the south wall with a small medi-pack just below it. Go over and do a
safety drop down to the slope. You'll slide down to the balcony you saw earlier
when you began the level. Pick up the small medi-pack and the REVOLVER.
The safest way to get
down is to right flip over the balcony at a slight angle into the water below.
Pull out and quickly draw that revolver to kill the SAS who was attracted by
the splash. Pick up the revolver ammo he drops. Now it's time to deal with
those sentry guns, after you perform a couple of preliminary tasks. Run west
along the path beside Lara's mansion. When you pass the first kitchen window to
your left, turn right and go through the little alley in the obstacle course to
the opposite pathway. Turn around, look up and locate the jumpswitch in the
wooden structure. Activate it to open the nearby door that gives you access to the
mansion through the kitchen. You'll find that this really comes in handy later.
Thanks to Yoav for pointing out the location of this jumpswitch.
Return to the previous
path and resume your circuit around the mansion. After you've gone only a few
steps, turn to your right just past the second kitchen window and step into the
sandy area beside the path, facing the mesh overhead that lines part of the
obstacle course structure ahead. Angle to the NW and take a standing jump
toward the mesh, then jump immediately off the slope and grab the mesh above.
(If you miss and fall into the water, just pull out and try again.) Monkey
swing into the opening ahead and step forward into SECRET #3. Pick up
the THIRD ARTIFACT - LEFT GREAVE.
Step forward, pull up
onto the slope ahead and slide down onto a trash heap. Go down to your left to
the opening in the south wall, combine your revolver with the laser sight, and
blow away that sentry gun that was poised just outside Lara's front door. The
other sentry gun in the garden is pointed in your direction, so you need to
make a long trek all the way around the house to position yourself to take it
out. It's worth it, however, so go ahead and do it now. As you near the pool
area you'll trigger a cut scene of the next artifact perched on the pool's
glass roof. Continue around the house past the hedge, and as you round the
corner you'll hear another burst of action music. Use that combined revolver
and laser sight to explode the second sentry gun, then run through the garden
to the front door of the mansion and pick up the revolver ammo near the portal.
Go back the way you
came, toward that giant hedge to the south. Note the closed door in passing,
then turn left and run along the path adjacent to the house with the hedge to
your right. Look for the crawl space at ground level and use it to access a new
area within the obstacle course. Get that revolver out and get ready to kill an
SAS weaving his way through the alley to your left. Take his revolver ammo,
then wait patiently for a second SAS to arrive. This one drops a small
medi-pack. Don't continue further into the alley, as you'll walk right into the
path of a sentry gun's bullets when you round the corner. Exit the alley and
take a standing jump to the top of the mound of dirt to the west. Slide down
the other side, go past the closed door you saw earlier, make a horseshoe turn
to the left and you'll come out into a clearing behind that sentry gun. Use
your combined artillery to blow it away, then run forward toward the motorbike
it was guarding. A brief flyby shows what you need to do next.
But first, let's get
that fourth artifact we saw earlier in the cut scene. Continue east past the
motorbike and past the obstacle course itself. Make your way up to the dark NE
corner beyond the grass and pull up onto the top of the hedge. Take a running
jump to the glass roof over the pool and step forward toward the artifact as
the chimes of SECRET #4 sound. Pick up the FOURTH ARTIFACT - LEFT
GAUNTLET. Turn around and take a running jump and grab from the ledge
surrounding the pool back to the top of the hedge. Pull up and return to the
motorbike.
Mount the motorbike,
turn it around and drive west. Look for the ramp going up to your right, just
beyond the lone crate, and follow up ramp up and around until you're able to
drive down a slope into the other section of the obstacle course. Continue
straight ahead and up the next slope to clear the hedge. If you wish, you can
drive over the glass roof of the pool without fear of breaking it. When you
return to ground level beyond the pool, turn left and follow the path around
the house in a counterclockwise direction until you reach that crated area to
the west that you saw in the flyby.
There's an opening in
the SW corner that's blocked by a barrier. Don't go that way. Instead, locate
the nearby ramp that ends near a breakthrough tile in the north wall. Circle
around so that you start driving up the ramp with a good head of steam, and
your momentum will carry you through the opening as you shatter the tile.
You're about to embark
on a devilish maze. If you don't know exactly where to go, you're liable to
spend hours wandering around in here. But the correct course is deceptively
simple, so pay attention. Continue north up the sandy slope and make a slight
dogleg around a pillar. Turn left just beyond that, then another quick left,
and drive south up the slight slope. Turn right at the crossing and continue
past another crossing to the next wall. You have to turn right there, so drive
up the dirt slope and make a little dogleg to your right. Continue north along
the wider path and take the first right. Go past the crossing up the slope and
make another little dogleg to your right at the top. Continue driving east a short
distance, then turn right and drive along the dark and narrow path. Turn right
at the end and you'll see an opening leading to a bumpy ride down through a
wooden barrier. Continue until you see a closed door on your left, then stop
and dismount.
If you wish, you can
retrace your steps on foot and learn of the fate you may have met if you hadn't
meticulously followed the route set forth above. You'll soon come to another
wooden barrier that you might have stumbled across and been tempted to smash
through if you hadn't taken that last dogleg. However, if you'd done so you
would have been torched by the sentry gun posted inside the small room beyond.
Go back to the
motorbike and go around the large square marble structure opposite the closed
door. You can use either the north or the east path; it makes no difference.
Locate and activate the jumpswitch on the west wall of the structure, near the
NW corner. This opens the door right around the corner in the north wall. Draw
your revolver and go inside. Greet the SAS with a few well-placed rounds and
pick up the extra revolver ammo that he drops. Watch out for the flaming tiles
to your right as you go up the stairs. As you near the top of the stairs, turn
around to shoot two more SAS who were trying to sneak up on you.
When the coast is
clear, stand on the top step facing the north wall, and from the back of the
step jump up and pull down the overhead trap door. Step forward and pull up
into the room above. Shoot the empty ceramic barrel, then turn around and hop
into the dark area next to the south wall for SECRET #5. Shoot the bat,
pick up the FIFTH ARTIFACT - RIGHT GREAVE and throw the floor lever to
open the door where you left the motorbike. Vault over the crates and shoot
another bat, then drop down the hole and go back downstairs. Exit this building
and return to the motorbike. Drive it into the open doorway for a shortcut back
to the area where you smashed the breakthrough tile.
You're now through
with the motorbike, so you can park it and leave it. Run east along the path
beside the mansion, and enter through the kitchen door. Go through the kitchen
and into the hall. Turn to your right, and you'll see that in your absence
someone has posted a new sentry gun just inside the front door. You would have
gotten a mighty nasty surprise had you chosen to come back into the mansion
through what you thought was a safe front door! Use your combined artillery to
blow that sucker away.
Now that this distraction has been dealt with, continue through the hallway
into the gymnasium. You'll see that a rope has magically appeared, so use it to
swing up to that platform up on the south wall. You get a quick cutscene of a
closed door out in the foyer. Throw the floor lever to open that door, then
safety drop from the left side of the platform to the block below. Go to the
foyer and throw the floor lever in the north alcove. The door in the south wall
opens, so reverse roll and cross the foyer.
Here's the easy and peaceful way to finish the level. Go inside the new
room through the south doorway and go straightway to the lower level, avoiding
the radar equipment higher up in the east wall. If you wish to snoop around
in the area around the radar screens, save your game here and go satisfy your
curiosity. Locate some revolver ammo near the SW corner (although you no
longer have any need for it), then go around the structure to the east end and
locate an open doorway with a sphinx head design on the floor in front of it. Ignore
the footsteps of the SAS above you, climb down the ladder into the hole,
reverse roll and step forward to slide down the long slope. At the bottom
you'll be treated to a brief flyby through the room ahead, marked by three
electrified platforms bearing the same sphinx-head design, and a large
centrally-situated tiled rock. Run forward onto the tile, and the level ends.