TOMB RAIDER I REVISED

 

Levels by Jens Franke (Daoine Sidhe)

 

This walkthrough is a team effort, written by a number of kind volunteers whose contributions are credited at the beginning of each level.  Their unselfish time and effort are greatly appreciated.

 

There are no unusual installation issues.  Just be sure that the title.tr4 file from the level editor disc or download is in the data folder, and that you place effects.bin in the root TRLE folder along with the provided tomb.exe file.  Although there's no 005.wav file included with the download, it has been reported that this file (presumably from the level editor disc or download) must be present or the game will crash.

 

 

LEVEL 1: CAVES

 

Walkthrough by Phil Lambeth

 

Begin in an underground passage as a wave of nostalgia sweeps over you.  Even the sound effects from the original game are present as you follow the tracks along the snowy passage down one slight hill and up the next.  Be careful of the dart traps along the wall as you continue forward.  The sure way to avoid taking damage is to crawl underneath them.  Once you're past the darts, stand up and run toward the north wall where the tracks come to a dead end.  Just before you get there, turn left and pull up onto the block, then pull up into the higher opening where you'll trigger a lingering flyby that takes you through the verdant valley and temple area below.  The bobbing crystal just ahead, and others like it that you'll see from time to time in the area, seem to serve no meaningful purpose, as you can't shoot them or pick them up (although they reportedly serve as save crystals for those playing on a Mac).

 

There are several wolves sleeping or prowling about below, so hang from the ledge beyond the crystal, shimmy to the right as far as you can and release.  You'll drop down to the next level of ledges, and from here you should be able to draw a bead on at least one wolf off to the north.  Safety drop to the valley floor and draw your pistols to eliminate another wolf that was sleeping nearby, and yet another sleeping wolf near the water's edge to the south.  Stay away from the water, by the way, or the strong current will carry you away to your doom if you should happen to fall in.  Explore the banks and jump across the stream to arouse two more wolves on the other side for you to kill.

 

After you've cleared the area (but remember there are more wolves in the upper areas you haven't reached yet), go back to the east side where you dropped down.  Leave for later the path between the two rows of purplish columns SE, and go underneath the huge arch toward a blue-tinted doorway.  Note the lattice trapdoor in the corner as you turn right.  You hear the faint sounds of a dart trap as you locate and drop down the west opening into a lower passage.  Follow the short passage to the end and pull up east.  There's another opening east on the other side.  Drop down into another lower passage where you get a fixed camera angle with a skeleton in the foreground.  Come toward the skeleton and turn right.  Pull up east at the end and safety drop from the east opening across the way.

 

You hear the characteristic retching sounds of a pair of mummies coming at you from different directions, so quickly head SE past the closed door and pull up west in the next room (the west opening here leads to a dead end).  Pull down the SE wall switch for a cut scene showing the door opening down below.  Drop back down and run past the mummies through the open east doorway.  Run over the skeleton to the right of the slabs (you can't go between them) and turn right into the next room.  Turn around once inside and jump up to grab the east ledge.  Pull up and run across the lattice floor to another wall switch in the NW corner.  Pull it down for a cut scene showing a door opening elsewhere to reveal an artifact.

 

Go back to the ledge, drop down into the lower passages where the mummies are waiting, and run past them through the open doorway.  Turn right and run NW toward the door you just opened.  Go inside and take the BLUE KEY 2 from the pedestal.  Reverse roll and run past the mummies to the room just before the first open doorway.  Quickly pull up west and retrace your steps to get back outside.  Head north toward the water and make a horseshoe turn to the left to run between those purplish columns.  Turn right into a red-tinted passage where you'll find another one of those bobbing crystals.  The connecting passage to your right leads to a closed door, so take a left and head east.  About halfway down you'll hear the sound of a door opening ahead.

 

Follow around to the end, and as you approach the second of two grates will lift, allowing you passage into the next room.  You may want to save your game here, as you need to avoid a spike ball on a stick in very cramped quarters.  Your goal here is to step on each of the four golden tiles in the corners, together with at least one of the two golden tiles in the trough, to open the far door west.  It's not as hard as it looks, however.  Step inside when the deadly device starts rolling away from you (the door closes behind you, so you're committed at this point).  Side flip either to the right or left onto the first golden tile.  When the spike ball comes and goes again, sidestep close to the fence and take two side flips in rapid succession to reach the other golden tile in the opposite corner.  Now run along the fence to the next golden tile.  Sidestep close to the fence and take two side flips to the final golden tile.  Now stand next to the golden tile nearest the west door and face west.  When the spike ball rolls by east, side flip over the fence onto the tile and simply run forward to safety as the door opens.

 

Turn either right or left in the next room and follow the passage around until you reach the west opening.  Pull down the wall switch to open the nearby door.  Go inside and turn left at the intersection.  Follow the passage and take the BLUE KEY 1 from the pedestal at the end.  Go back the other way and continue along the passage until you reach another closed door.  Pull down the wall switch to open it, and you'll come out into a familiar passage.  Return to the valley with the treacherous streams and jump over the water to the SW quadrant.

 

Stand at the mound of dirt on your right, where the plant is, and take a standing jump to the lowest portion of the sloped surface.  Walk forward to the highest point of the mound (the sharp tip) and face the waterfall.  Take a running jump without grab and you should land on the upper ledge.  Keep the up arrow key depressed if necessary to give yourself a litte extra boost.  Go to the block over the waterfall and take a standing jump NW to a small ledge around the corner.  From there you can make your way (crawling as necessary) over to the north doors.  Insert the Blue Keys in their receptacles to open the doors, and go on in.

 

Climb up onto the structure just inside and stand at the SE corner.  Take a standing jump east (angled slightly to the right) and grab the ledge.  Pull up and go around to the other side of that lattice panel. Pull down the switch to open the door down below.  Safety drop from the west ledge and run forward through the open doorway.  Go up the ramp and pull up to a higher level.  Keep going up, past the bobbing crystal, until you reach a cramped area with slopes.  Stand facing the north slope with your toes touching the base.  Back flip to the slope behind you and keep the jump key depressed to bounce off without sliding.  Grab the higher ledge and shimmy left until you're directly over the flaming candle.  Pull up and take a rolling back flip to grab the flat surface behind you.  Pull up and turn around.  Walk to the north edge and sidestep left until you're in the NW corner.  Side flip left and jump from the higher slope without sliding.  Grab the facing ledge and shimmy left as far as you can.  Pull up and take a rolling back flip.  Grab the ledge behind you and shimmy to your right until you can pull up onto a flat surface.

 

Walk to the NW corner and take a running jump to the sloped ledge NW.  Keep the jump key depressed so you'll back flip off to land on a safe ledge.  Turn around and face the bobbing crystal in the opening ahead.  Take a running jump slightly to the right so you won't be impeded by the sloped ledge beneath the opening.  Pull up and hop into the opening.  Slide down the icy slope onto a ledge and drop down backwards with the action key depressed.  You'll slide down another short slope and grab the edge of an opening.  Safety drop a fairly long distance to the cavern floor.

 

Run forward and stand against the wall near the NW corner.  Use the action and up arrow keys together to pull up into an upper cave for SECRET #1.  Go forward and to the left for a small medi-pack.  Safety drop back down to the cavern floor and turn around.  Go east under the outcropping of rock and turn right.  Drop down where the tracks end at the south ledge and hop down even lower to the ledge with a bobbing crystal.  Walk past the crystal and go SE as far as you can.  You'll see a closed door in the east wall ahead.  Face SE and take a running jump to a flat surface near the south wall.  Turn to face west and hop back to slide down the slope.  Grab the edge and release to drop a long distance to another slope.  Allow Lara to slide down to the cavern floor, then make your way over by a series of standing jumps over obstructions in a clockwise direction until you reach an alcove at the NE corner.  Face the north wall and jump up to grab the edge of a hole in the wall.  Pull up and run up the ramp to pull down the wall switch.  A cut scene shows that door opening in the east wall.

 

Reverse roll and drop back down to the cavern floor.  Go over to the SE side of the central debris.  You can stand at the base of the sloping pile of dirt and take a standing jump to the lower vertex where you won't slide back down.  From there walk to the highest point and take a standing jump and grab north to the flat pillar.  Pull up, walk to the NE corner and face the sloped surface east.  A standing jump and grab will get you there.  Pull up and face the next sloping surface SE in front of the open doorway.  Take a running jump to get there, but don't go through the doorway yet.  Instead, face the north wall and jump up to grab the top of it.  Pull up and take a standing jump and grab to the sloped pillar ahead.  Pull up, slide a bit down the other side and jump off to grab the edge of the hole in the north wall.  Pull up into SECRET #2 and go around to your right for a small medi-pack.

 

Go to the edge of the opening and take a standing jump over the sloped pillar.  Drop down and enter the east doorway.  Go up the ramp to your right and follow the passage to the end.  You hear the sound of a door opening.  Pull up to your right and find yourself overlooking the caverns.  Turn around and safety drop to the floor.  Reverse roll and run north to climb the ledges to the higher cavern area.  Follow the wide passage north to the end and turn left to run down a ramp toward a sunken underground area.  Locate the hole in the floor, surrounded by kudzu or some other kind of plant life, and drop down into a passage with stairs.  Pull the wall switch at the end to open the door.  Inside is a closed wooden gate to the north.  Go to the SW corner of this room and pull up through the hole.  Follow around until you reach a ledge overlooking a room with a wooden bridge spanning it from north to south.

 

You can hear wolves howling by this time, so draw your pistols, and if you're lucky you'll be able to kill all three of them from where you're standing.  When the coast is clear, safety drop to the frozen floor and take your time exploring a familiar area from the original game.  There's not much to do here, however, except to go for another secret.  Go to the snow mound where all the tracks converge and face west.  Take standing jumps up the snow mound until you're standing just beneath a ledge jutting out from the south.  Jump up to grab it and pull up onto the ledge.  Pick up the shotgun shells for SECRET #3 and drop back down.

 

Leave this area through the SE opening and drop back down into the room with the closed wooden gate.  Stand on the raised platform just east of the central structure and take a standing jump forward.  Back up into the corner and take a standing jump without grab to the SW corner of the next sloped block.  Face south, jump up and grab the hole in the ceiling above and pull up.  Make your way west toward the bobbing crystal and take a standing jump over the slope onto the ledge on which it rests.  Follow the ledge around the corner and stand at the SW corner facing the apex of that strange tall structure jutting out of the darkness below.  Take a standing jump toward the tip and allow Lara to jump off the far face.  Grab the ledge on your way down and pull up.  Turn to your right and face the north opening.  Take a running jump across the gap and grab the ledge on the other side.

 

Pull up and step forward to face a network of bridges.  Head west across the first bridge, and just past the intersection you'll spook a bat.  Kill it, then proceed across to the other side where you'll find nothing but you'll spook a second bat.  After disposing of it, go back and follow the wider bridge north.  More bats fly out to attack, so deal with them.  The bridge leads to an indoor passage where you'll find another closed wooden gate to your left.  Follow the passage past a bobbing crystal and slide down a slope for a large medi-pack.  Safety drop a very long distance to the room below and be prepared to deal with no less than five wolves.

 

After peace has been restored, climb up the blocks at the north wall and take a running jump to the ivy-covered ledge.  Enter the north opening for SECRET #4 and get the large medi-pack in the corner.  Go back outside and drop down to the floor.

 

Pull up to the east ledge and stand in front of the timed wall switch.  Pull it down, and you'll get a cut scene of the double doors opening to your left.  Wait for the doors to close so you won't have to deal with the cut scene again, then pull down the switch a second time.  Turn to your left, hop back once, take a running jump north and an immediate standing jump and grab.  Pull up and run forward and to your right.  You should just make it inside as the doors close. To your right is another wall switch.  When you pull it down it comes back up after a few seconds without giving you any indication of what may have happened.

 

Go up the stairs, watching out for the dart trap when you reach the second flight, and kill a wolf when you reach the top.  Step on one of the breakable tiles to land on a platform below.  You're in an area that you'll remember from the original game.  Go through the south opening past the bobbing crystal and take a running jump across the gap at the end to the other side.  Run toward the large medi-pack on the floor ahead as two wolves come charging out at you.  Kill them and then claim your prize.  Continue into the small room where the wolves came from and throw the wall switch.  The large double doors in the area below open, so go back the other way and drop down through the first opening you come to.  Enter the open double doors north and run forward to end the level.

 

 

Level 2: CITY OF VILCABAMBA

 

Walkthrough by Selene

 

Pickups: Small medipacks, large medipacks, Silver Key, Gold Idol, flares, normal shotgun ammo + 4 Secrets (revolver ammo and small medipack + normal shotgun ammo + 2x uzi clips)

 

Enemies: Wolves, bats, bears

 

The set of double doors ahead open as the level starts. Pass them carefully as there's a pack of wolves waiting on the other side (four to be exact). Since you only have the pistols with you it's important to take advantage of the room that the cave area ahead and the hallway where you came from can offer. When they're dead take your time to look around the area. To the N/W you will see the contours of an open area with a blue gem twirling around. That is (just like in the original game) the Main Area and most of the action early in the level will be revolving around this place. There are several corridors all leading to different spots in the Main Area and in these corridors you will find a lot of surprises, some more welcomed than others. So a good place to start is to run around in these corridors, getting rid of any obstacle and gathering a few items of good use.

 

Cleaning Out The Area:

 

Let's start with the N/E corridor. Another wolf darts out from around the left corner so deal with that to begin with. There are two doorways leading out: the one to the S/W leads to the Main Area so go for the N/W one first (to avoid unpleasant surprises coming at you when you least expect them to). As you begin down the short ramp three bats flutter down from the ceiling ahead (really annoying creatures, seeing as how difficult it is to lock onto them). Halfway down the corridor there is another branch on the left, this one leads out to the Main Area as well. Continue forwards and a wolf viciously attacks as you approach the left corner. Among the shrubs in the N/W corner you will find a small medipack. Down the S branch of the corridor you'll get more than enough to deal with as a wolf comes darting towards you from the hallway ahead and a few bats decide to interfere as well. To the left you'll see a closed door and a switch (that's for later) and the Main Area ahead. Continue further down S where the wolf came from and you'll find a closed door and a keyhole on the right side and the Main Area on your left. If you go on S, up the stairs and around the corner you will eventually run into another branch leading to the Main Area on the left and upon continuing you'll find Lara back to where she started. Now that you've become acquainted with the nooks and crannies surrounding said area you can concentrate on having a closer look there.

 

The Main Area- The Pool...:

 

Follow either hallway to the Main Area. There is a pool in the middle, a network of hallways leading out (most of them we've already been through) and a stable to the E (the two doorways with the trough between them). Also take a mental note of the closed stone door in the S wall. We're going to begin at the centre and go for a dive in the pool. Swim down the tunnel and at the junction go right (left is for a little later). You'll now find Lara in a submerged room so you'll need to find some opening where she can catch her breath. Swim ahead towards the S wall and turn right. Swim between the two pillars and you might notice a brightly lit alcove ahead and left. Head in there and left to find a lever. Pull it and you'll see a trapdoor above open. If needed you can go up there for Lara to catch her breath, but do not climb out of the water just yet. Instead swim back down and out from the alcove. Go straight ahead (E), keeping the pool where you came from on Lara's left, and at the end turn left (N). Swim forwards and you will see another lever on the last pillar to the left. Pull it and you'll see a door somewhere else open.

 

...And Two Secrets:

 

We're going there first so swim down where you came from to begin with (that's left and down to the right). Follow the underwater shaft down, ignore the first opening on your left (that one leads back to the pool in the centre of the Main Area) and at the end swim up the blue and red passage on your left. Lara will eventually surface in a pool. Pull out of the water and in the N/W corner of the room you'll find the door you opened earlier....it leads into a room where you can retrieve Secret 5: revolver ammo and a small medipack. Return to the pool and dive back in, this time go all the way to the end (S) and back up to the submerged room on the right. Swim ahead and right through the pillars and up to the trapdoor. Climb out of the water and pick up Secret 6: normal shotgun ammo from the corner. There's a switch in the room so pull it and the door to the left opens. Remember that I near the beginning mentioned a closed door up by the S wall of the Main Area??? That is the door you just opened now so go through it and you're back in the Main Area once more.

 

The Stable And A Moveable Block Puzzle:

 

This time enter the stable to the E through either of the open doorways. There are no horses here, but you will encounter a bear and it's not a happy one. You can either kill it close up or climb onto the small roof E and shoot it from safety (occasionally dangling Lara from the edge as a bait to lure the bear back in if it should venture out into the Main Area). Up here you will find a small medipack in the S/E corner so pick that up as well while you're first up here. Let Lara hang from the edge once more and you'll find that yet another bear appears, seemingly out of no where. Kill that as well and leave the stable.

 

This time make your way to the N/W corridor where the closed stone door and switch is. Pull said switch to open the door and climb up the stairs to the opening above the hallway. Do a running jump over to the opening ahead (pressing Action in the process so that she doesn't bang her head above the opening). On the other side you will find some of the infamous breakable tiles below. Drop down onto them, then run and jump at the end to land in the skull alcove ahead. Pick up the large medipack and drop down to the ground. You will notice a differently coloured block in the S/W corner. It can't be moved, but you'll see what to do with it later on. Counting to the left of said block (S wall) the third block is slightly darker than the rest and it's also moveable. Pull it out three times until it's positioned on top of the centre square with the hay and the aforementioned block in the corner will slide out, leaving you with access to the skull alcove from before (in case you didn't get the medipack earlier).

 

Finding A Silver Key And The Gold Idol:

 

But before leaving enter the room behind the moveable block. A bat will start pestering you so shoot it down and climb onto the elevated floor at the end. First go left and pick up the Silver Key from the pedestal and then go to the rightmost side where you'll find the Gold Idol. Bring it with you and return to where you came in. In the corner right of where you entered (right when facing the entrance) you'll see another block that can be moved (not by you personally though). Return to the previous room and pull the push/pull block with you into the room where you found the Gold Idol. By the ledge you climbed you will see another square with hay on it on the right side. Push the block onto it and the second brownish block will slide out, leaving you free access to climb it and jump to the floor above.

 

There are four bats up here as well so deal with them first. You'll also find a blue crystal and a large medipack at the other end. Climb into the opening and two more bats attack. Drop down and you'll find the Main Area on your right side (provided you drop down with your back to the opening). Head left and up the stairs right. Follow the passage around until you reach the closed door with the keyhole. You can now use the Silver Key to open said door. Do NOT rush in though, there are poisonous darts flying across the first room. Two wolves awaken in the next room as you enter so make up for the disturbance by bringing them to sleep for good. There's a door up to the S, but it's closed so nothing to do about that for now. Pull the switch in the middle and it opens the aforementioned door. You'll run into another closed door as you enter and ahead there is a four-branch bridge surrounded by fences.

 

The Four Branch Bridge And The Wolf Pen:

 

Just for further reference we'll call the path leading down to the entrance the North Branch. At the end of the South Branch you'll see a switch. Go down to it, pull it and you'll see a trapdoor somewhere open. Go right (following the West Branch) to drop down one step and find the open trapdoor right ahead. Drop from the edge to avoid taking damage and follow the passage all the way to the bottom. You're now in a large cavern area with a wooden pen and there is a whole pack of wolves running around inside said pen. To the left there is a trough partially blocking the entrance to the pen. The wolves will not venture past the trough so you can use that to your advantage when killing them (go barely past the trough and backflip while shooting when the wolves draw near). At least four of them will come all the way over to the trough and upon closer inspection you'll find two or so more (they'll often hide in the smaller pen E of the large one). There's also another small pen W and there will most likely be at least one more hiding there.

 

The South Area- The Entrance:

 

Now we'll need to inspect the pen area closer and it's rather large and complex so to make it a bit easier we'll split it up into four sections, the starting point will be the entrance by the trough. The South Area is where you came down, the trapdoor you dropped through it nestled among the rocks to the W (left when Lara is facing the trough from which she shot the first batch of wolves). There is a wooden roof above the pen and the goal is to eventually make your way up there. Apart from that there is nothing else of interest in the South Area.

 

The West Area- The 1st Switch:

 

Now let's look at the West Area. It's not really large enough to qualify for an area though, here you'll only find one of the smaller pens where the wolves hid and a gate ahead. You can enter the small pen on either the left or the right side, the two paths cross behind the gate and there you'll find a switch. Pull said switch to cause a brown block to slide out somewhere near the water channel running through the pen. Leave the small pen and cross the water channel to the North Area.

 

The North Area- The 2nd Switch:

 

In this area you will find two parallell water channels. The block that slid out is at the far right side of the second channel. Cross both channels and head right. Behind the pillar on your right side there is a switch. Pull it and a second block slides out of the wall. Continue E and ahead you will see the first block on ground level and the second on top of a pillar to the right. The third block (even further to the right) is still drawn back into the wall and we'll need to work on that. You can't jump over the wooden fences spanning across the channel so turn right and cross both channels again. You've now reached the East Area.

 

The East Area- Two More Switches And An Exit:

 

Across the floor ahead you'll see another blue crystal. Go all the way over to it and when you reach it turn left. You'll see a switch well hidden inside an alcove. A trapdoor similar to the one by the entrance opens somewhere. Turn around and as you leave the alcove turn left. Climb onto the rocks and above you'll find the recently opened trapdoor. This is the exit and leads back out onto the four-branched bridge. We're not quite done with the wolf pen though so return back down and start towards the water channel again. When you're nearly there turn right to find the second small pen. Now that it's safe you can enter it and find the fourth and final switch. Pull it to make the third block accessible, go back outside and cross the two water channels again. It's time to see where the three blocks lead.

 

Climb the first one and turn right. Do a running jump to the second and a running jump + grab to the third. Climb the ledge on the left and make your way up across the wooden ramps and slopes to the N where you'll find a switch on the wall to the left. The door that you passed as you entered the bridge room now finally opens. Make your way back down to the wolf pen and cross the East Area to the exit I mentioned earlier. Climb all the way to the top and pull up onto the right side. Vault up onto the wooden floor W and follow the East Branch back down to the switch (on the wall to the left). Turn right and cross the bridge, past the crystal and through the foliage-covered opening. The now open door is on your left before the entrance to the bridge room.

 

Reaching The Temple Area- Another Secret:

 

First of all go down the wooden ramp to the left. You're now in a room similar to the one from before and this is also above the wolf pen. Walk around the left side and almost immediately turn right. Across the gap you will see rocky blocks to the left, a slope to the right and next to the slope (left of it) a slanted block. Stand facing the latter, as far down as Lara can go without sliding down to the ground, and hop backwards. Run straight to the edge and jump, she'll land on said block. Go around to the right and you can pick up Secret 7: a pair of uzi clips. To get back where she came from you can do a running jump to the first block S and then jump over the slope ahead onto the wooden floor. Follow it around to the left back to the entrance.

 

Now continue following the passage to the end (W). At the end you will find her overlooking a familiar temple area and there are five sleeping wolves guarding the temple courtyard as well. Here it's a good idea to take things nice and easy and kill the wolves one at a time. The best thing would be to start with the one to the left of where you drop down since it will wake up as soon as you hit the ground. The remaining three will not be disturbed until you approach them. Continue with killing off the one sleeping on top of the temple stairs by the N wall (past the blue crystal) and then the other two. One is found on the rocks to the right, but it will not awaken yet at all no matter how close you get to it (however, if you still insist on getting it up so you can kill it simply go over to the foliage by the leftmost brown totem pole flanking the temple entrance, this seems to trigger its awakening). The other one does awaken as you approach though and it comes charging at you from the wooden floor E. The fifth and final is hidden up on the rocks to the left (opposite of the one that refuses to budge) and this will also wake up so kill it as well. 

 

The Left Door- Jumping Practise:

 

Go up the temple stairs and begin with going through the leftmost door (as it's the only one currently open). Follow the passage around to the next room where you'll find a pool and ledges scattered along all the way to the top. Go up the stairs on the left and do a running jump to the first ledge S. From there you can do another running jump to the longer ledge and follow through the doorway and up the next flight of stairs. There's a bat waiting for you on top and once you've killed it you can run/jump over to the next flight of stairs ahead. On top you can shoot another bat, pick up the flares in the corner to the right and pull the switch to open the temple's rightmost door. Continue out through the opening and drop down from the rightmost side (right when Lara is facing the room she came from). On the rocks below she can pick up some normal shotgun ammo. Next go to the far N end of the rocks and drop down. Go over to the S and pick up more normal shotgun ammo.  Now you can drop down to the ground and head through the righmost door of the temple.

 

The Right Door- Doing Some More Jumping:

 

Go up the stairs until you reach a new pool room, pretty much like the one before. But this time it's slightly harder to reach the ledges because there are collapsible tiles between them. Run about halfway onto the first tile, stop and stand/jump forwards to grab the edge of the grey and red safe tile. Pull up and from there pull up onto the next safe tile (you can ignore the breakable tiles to the left). Pull up and turn around, then jump up and grab onto the next tile. Now, starting out facing S, you can make your way with jumps around the perimeter of the room until you reach the top ledge where there's a doorway and a bat that greets you as you enter. Continue up the stairs until you reach a room with another switch. Pull it and the final door in the temple, the middle one, opens. Drop down, on the leftmost side this time (that way you'll land on the rocks. If you miss them and fall directly onto the roof the fall will be higher). Drop down from the roof and this time you can enter the temple through the middle door.

 

The Middle Door- Axes And Pools:

 

As you do so you'll hear suspenseful music and that for a good reason. Walk forwards (do NOT run) and you'll see three sets of alcoves ahead. As you approach the first one an axe will start swinging back and forth in front of your eyes. Stick to either the left or the right side and time your run past the axe, but do not run too far as the same thing will happen when you reach the second set of alcoves. Time your run past the second axe like you did with the first one and you'll encounter a third axe. This time run past it on the right side and go down to the switch to the right of the closed gate. Pull it and a trapdoor opens beneath Lara's feet, sending her plummeting down to the pool below. Swim down under the arch and up again to surface in a large room. In the N wall there is an underwater opening so swim through it, left and up. Climb out onto the stairs to the N and follow them up to the next floor overlooking the room with the pool.

 

Ahead there is a blue crystal and on the left a switch. You will also hear the sound of running feet and you are soon to find out who the culprit is. Pulling the switch opens a door down in the room below. Walk out to the edge and you'll find the culprit: a bear running around below. You can of course shoot it from the safety up there, but it might run into hide below the floor you stand on and so it might be difficult to get to get a hold of it. It is also possible to drop down into the pool below and climb out occasionally while shooting, then dropping back in the water as soon as it comes close. Or simply run around dodging it, it's pretty slow-moving so it shouldn't be too hard. When it's dead go over to the S/W corner of the room where you'll find another flight of stairs.

 

The Lost Valley Entrance And A Last Secret:

 

Go up to the top and you'll eventually find Lara on the first floor again, this time across from where you were earlier. There is a switch here as well, but all it does is to stop the swinging axes and since you're not going back out there anyways there's really no point in it. In the S/W corner you'll find an alcove and at the end an opening where you can drop down. As you do so the secret chime will sound, indicating that you've just found something good. Drop down to the bottom and on the floor you will find Secret 8: uzi clips (they're a bit hard to spot, but they're laying on the centre floor tile....the one with the "happy face"). Climb back out of the room and drop down to the ground floor. In the W wall you'll find an open gate with a closed door behind it. The door has pictures of the Gold Idol on it and there is a receptacle right of the door. Place your Gold Idol in said receptacle to open up the entrance to the Lost Valley. Go through the now open door and the level ends.

 

 

Level 3: LOST VALLEY

 

Walkthrough by Moonpooka

 

Five Secrets

 

Lara begins her adventure in a rocky passage. Run ahead, and out into a small cave area. There is a way to the left and a way to the right.

 

First Things First

You need to get the shotgun before entering the latter stages of the level, so that is where we are heading for first. Take the left route, and make your way to the end of the passage. Jump the river to the other side, and then walk to the north wall. Face west, and jump to the other side of the river, and then go to the end of that path. Jump over the river again to the east side, and then go to the end of this ledge. Stand facing the west wall, and then jump forwards with grab to catch the upper west wall ledge. Pull up and make your way though the following passage, until you arrive at a bridge. Go over the bridge and you will see the machine wheels on the east wall; you will return here later with three cogs to place on the machine, and then you will use the lever on the north wall to start the machine, but for now, go to the south edge of the machine ledge, and drop down one level. Drop again one level, and Lara is on a wall above a dry waterway with a closed gate. Jump over the dry waterway to the south side, to get the Shotgun, and then return to the upper machine ledge. Go to the north side, and walk to the east edge of the ledge. Back drop with a grab to catch the edge of the ledge, and then shimmy left until you can drop onto a white safe ledge by the river. Nip up into the east alcove for the 9th Secret ~ LMP, and then jump into the water and let the currant take Lara to the end of the river. She will then have a nice ride over the top of a waterfall, and arrive in a lower cave with a pool.

Climb out on the north side of the pool, and shoot the lurking wolves from safety, and then make your way over the pool, and climb out on the south side. Go through the south wall passage to the end, and you will come to a set of high white rocks. Before climbing these rocks, go right and down into a small passage. Shoot the three wolves that attack, and then take the Flares from the end of the passage. Now return to the white rocks and climb to the top. Pick up a LMP from the highest rock, and then head forwards and make you way down into the valley.

Into The Valley

Run south, and soon enough trouble appears! Three small dinos are on the way, and they take some shooting down; but try to save shotgun ammo because you really are going to need it later. When the coast is clear, continue on south and suddenly danger is announced by the dramatic TR 1 music. At this point, quickly run into the passage in the west wall and wait for a T Rex to show its ugly jaws. You can, if you are accurate, pick the T Rex off from the safety of this passage, and it is possible to take him down with two shots from the shotgun, so good luck.
When Mr T is safely out of the way, continue on through the passage to the end, and drop down back into the valley.
To the east, is a white rocky structure but don’t go there yet. Go to the SW corner of this area and pull up on a low rock in the south wall (to the right of the waterfall). Inside this alcove, go right and find the 10th Secret ~ Shotgun Shells, and then return to ground. Go to the waterfall now, and on the left side of it, find a rock at the south wall to pull up onto. Jump SW to a small ledge, and then pull up on the south wall to grab a shimmy gap. Shimmy right until you are on the waterfall, and then pull up inside the waterfall. Go to the back of this small cave and go right, Climb up into the small passage to find the 11th Secret ~ Shotgun Shells & Revolver Ammo, and then make your way back to the top of the waterfall. Hang drop from the top of the waterfall, and Lara will fall into a small pool below.

Swim through the tunnel to the west, and pull out of the water at the end. A small dino is guarding the cave, so battle it out and then climb the rocks in the SW corner of the cave. At the top, climb up into the south alcove and find the 1st Machine Cog. Return to ground and leave the cave via the north passage.

Go through the passage, and climb the rock at the end. Go right and drop down into a lower cave, and then go east, and arrive back in the valley. The white rocky structure is to the east. Drop down to ground and head towards the white rocky structure. You will see a beautiful temple ahead, but also three small dinos will arrive to spoil the view. When the battle is over, enter the temple and drop into the pool. Swim down, and to the SE corner, and then swim through the passage in the east wall. At the end of the passage you will find the 2nd Machine Cog. Now return to the temple and make your way back out to the valley.

As you leave the temple, terror strikes and a cut scene will show you a second T Rex breaking through a wall in the valley. Grab your shotgun and wait for him to arrive. Hopefully you can take him down with two shots, and the drama will be short lived.

Time for another secret! From the temple entrance, make your way to the south wall, and between the temple and the white rocky structure, you will find a high rock to pull up onto; it’s just behind a palm type tree. From the top of this rock, face east. There is a slope ahead and a higher rock behind it. Take a running jump from the left side of the rock and grab the higher east rock over the slope. Pull up and jump to the NE rock, and then take a running jump to the next NE rock. From here, jump over to the temple roof and gather the 12th Secret ~ SMP & Shotgun Shells & Revolver Ammo. Now go to the NE corner of the roof, and jump towards the NE outer walls of the valley; Lara will land on a slope and slide safely to ground.

Walk out west into the valley a short way, and see up in the north wall there is an open passageway. Climb up and head through the passage. Keep going through the following tunnel until you can climb some rocks at the end. You will arrive above the valley, and a broken bridge lies ahead. Take a running jump from the broken bridge, and grab the other side of the bridge. Pull up and go to the top of the bridge, and then look left on the ground for the 3rd Machine Cog. You can now do a safety drop to ground from the left side of the bridge, and return to the valley below.

Look NE and you will see the break in the wall that the second T Rex smashed its way out of. Head there and enter his lair. Search the nest at the end of the den for some Shotgun Shells, and then climb the rocks in the NW corner. Make your way up the rocks to the top, and keep climbing up through the narrow passage until you can slide down to the top of the white rocks that led to the valley. Drop down the rocks to the north, and you will arrive back in a familiar place.


Placing the Cog Wheels

Go north, and you will arrive back at the pool cave. Climb the rocks at the west wall, and make your way to the top of the cave. Enter the north cave, and go straight ahead to the passage you visited earlier when you were in search of the shotgun and 1st secret (in this level). As before, jump the river from side to side until you arrive at the long passage leading to the bridge. Make your way through the passage to the bridge, and then head over to the machine and place the three machine cogs. Now use the lever on the north wall to start the machine, and watch as the door by the dry waterway is opened; causing the waterway to flood, and the river to drain.

Drop down south, and enter the newly flooded waterway. Swim east, and make your way to the end of the waterway. Lara then swims into a cave type tunnel. Proceed through the watery tunnel to the end, and then swim up through the hole in the ceiling. Pull out of the water for the 13th Secret ~ Shotgun Shells x 2 & SMP, and then leave via the west wall doorway.

From the doorway, take care not to fall from the edge or Lara will land in the drained part of the river and lose health. Jump from the doorway and over to the far lower cave. Go towards the save crystal, and then head south into the pool cave. Go to the bottom of the cave and drop into the pool. Swim to the north side, and see there is a new way open in the north wall. Pull up into the new passage, and then make your way through to a closed stone door. The door will open as you approach it, so go through, and down the passage ahead to end the level.

 

 

Level 4: TOMB OF QUALOPEC

 

Walkthrough by Phil Lambeth

 

That nerve-wracking, pulsating heartbeat gets your attention in a hurry as you continue along the passage.  Turn left at the intersection into a large temple room.  The north passage is barred by three separate gates.  It's your task to cause each of these to be lifted.  Go straight across into the east opening and run up the ramp until you see the boulder being released ahead.  Reverse roll and use the sprint key to get back down ahead of the boulder.  Veer to your right or left and allow the boulder to roll by harmlessly.  Go up the ramp, and as you near the top the camera angle changes to give you a view of the next room, including the artifact you've come here to collect.

 

A door bars your way, however, so go back down and head for the SW alcove in the west wall.  Pull down the wall switch there and reverse roll while drawing your pumpgun.  Two raptors charge in from the door that's opened in the south wall, so take all necessary evasive action while raining bullets into their hides (assuming you run out of pumpgun shells during the engagement).  When both are dead, go through the south passage into a hub room with a bobbing crystal.  There are three side passages, each with a different symbol over the portal.  (Turn around and note a fourth symbol above the opening from which you just now emerged.  Funny, but the symbols don't appear always to show up in the same position if you reload from a savegame in the previous room, and since these tasks don't need to be completed in any particular order I'll refer to the symbols instead of cardinal points in the following paragraphs.)

 

Take the passage with the symbol showing a partially-surrounded oval and a squiggle above it, and come to a torch-lined room.  There's a wall switch in the south alcove, but there's a breaktile underneath it.  There seems to be nothing else to do in here, so take a deep breath and step into the alcove.  Surprise!  The wall switch is a dummy, as you discover while the breaktile shatters to drop you into the room below.  Three wolves are coming down the ramps toward you, so quickly draw any available weapon and deal with them before they have a chance to converge on you.  Then go up the ramp and pull out the block in the north wall.  Push it to either side and enter the revealed north passage.  Go up the stairs and hop into the shallow pit for a small medi-pack.  Pull up two blocks west and resume your ascent up the stairs.  Pick up a small medi-pack at the top and pull down the wall switch.  A cut scene shows the first of the three gates lifting in the large room below.

 

Hop back a few times and safety drop through the hole into the corridor where you began this task.  Exit north to the hub room and go down the passage with the bird symbol above the opening.  You come to a small room with a wall switch and an opening overlooking a larger room.  Leave the switch for later and safety drop to the room below.  Enter the north passage and go up the stairs until you step out onto a tall block adorned with the same bird symbol.  Turn to your right and take a standing jump and grab to the higher opening in the north wall.  Pull up and keep climbing the blocks until you reach a passage.  Follow it around to a hole at the other end and safety drop two times.  Turn around and throw a wall switch to move a block in the passage below, then turn and hop down on the east side onto another tall block with a bird symbol.

 

Turn to your right and take a standing jump with grab to the opening in the south wall.  Pull up, run around the corner and pull down the wall switch at the end of the passage to move another block in the main room.  Turn around and go back to the opening, take one hop back and a standing jump down to the tall block with the bird symbol.  Safety drop to the floor in the main room and go around to face the west wall near the NW corner underneath the opening.  Jump up to grab the edge and pull up. Now throw the wall switch you ignored earlier.  This causes a tall block to shift positions in the main room.

 

Go along the opened passage to the right of the wall switch and climb up to the ledge where you threw the other wall switch earlier.  Drop down on the east side and take a running jump east to the tall block.  Take another running jump to the next tall block, and from there a running jump SE into the east opening above the spikes.  Run inside the small room and throw the wall switch beyond the two golden statues to lift the second gate in the north passage back in the temple room.  Reverse roll and walk out to the edge of the opening.  Take a running jump NW to the nearer tall block and safety drop (not onto the spikes, of course) to the floor.  Go to the west wall and pull up into the opening, and return to the hub room with the bobbing crystal.

 

Enter the third passage, the one with the indescribable symbol over the opening, and go past the ceiling opening into a small room with a block upon which sits an empty pedestal.  Push in twice the facing block in the south wall to reveal a second moveable block to your left.  Push it once to reveal a passage to your right and lower a trap door.  Run over the breakaway tile and jump with a grab to clear the opening.  Release to slide down a series of slopes (don't bother to pull up, as the wall switch ahead is spike trapped) until Lara lands on a ledge in an immense underground room and triggers a long and dizzying flyby.

 

There are parts of this area that contain nothing whatsoever of interest.  Although you're of course welcome to explore to your heart's content (for example, it's possible to reach the pyramid-strewn floor legally, although I can't vouch for the attempted return trip), this walkthrough will chart only the steps necessary to complete all essential tasks.  Turn left and take a running jump to the east ledge.  Jump to the oval opening NE and from to the next ledge east that's flanked by four statues.  Run to the south end and jump to the oval opening SW.  Line up in front of the opening in the south wall and take a running jump with grab to land inside.  Follow the passage and pull down the wall switch at the end for a cut scene showing a door opening nearby.  Go back to the opening and jump back to the ledge.

 

Make a counterclockwise circuit back to your starting point, and when you reach the ledge with the bobbing crystal continue a mirror-image route on the west side.  When you're standing in front of the other opening in the south wall, take a running jump with grab to land inside.  Pull down the wall switch at the end of the passage for a cut scene showing another nearby door opening.  Go back and jump to the previous ledge.  This time jump NE to the central ledge, turn to your right and take a running jump SE to the oval opening.  Locate a third opening in the south wall and take a running jump with grab to land inside.  Go forward to the intersection, and you'll see to the right and left the doorways you've just opened.

 

Turn left and run up the east passage.  Pull up into the higher passage and go through the open doorway.  Continue up the stairs, passing an opening on your right.  When you reach the top you find you can go no further, as a moveable block is in a position where you can't reach it from this side.  Go back down and walk out to the edge of the opening you went past just now.  There's a ledge underneath, so just hop down and walk out to the NE edge.  Take a running jump NE to the ledge and run across toward the spikes.  Take a standing jump NW to the block and stay away from the edge nearest the spikes.  Turn west to face the leftmost of two breaktiles and take a standing jump to it.  Immediately run forward one step and take a standing jump to the ledge.  Turn around to note that a block has arisen behind you, and pull down the wall switch for a cut scene showing a door opening elsewhere.

 

Turn to your right and take a running jump with grab over the second breaktile to the raised block.  Pull up and retrace your steps back to the central south ledge with the bobbing crystal.  Pull up into the opening and turn left at the intersection.  Follow the passage down and hop down into the lower red-lined passage.  When you reach the opening on your right you'll find that a door has been opened to your left.  Pull up into the opening and pull down the wall switch in the alcove at the far end.  A cut scene shows a block being shifted.  Reverse roll and hop down into the lower passage.  Turn left and go up the west ramp, pull up into the higher room and find the shifted block dead ahead.

 

Pull up onto the block and pull up again to your right.  Pull down the nearby wall switch to bring out another block.  Pull up onto it and walk on onto its NE corner.  Take a running jump (without grab) into the east opening and run down the passage.  There's a wall switch to your right, just past a closed door.  Pull it down to open that door.  Go inside, and for the moment ignore the wall switch and the moveable block.  Climb up through the hole in the ceiling SW and follow the passage to a bridge with a bobbing crystal.  Don't go across the bridge yet, but rather stop around halfway down and look to your right.  There's a bobbing crystal off in the distance.  Take a running jump and grab east to the pink ledge and pull up.  Walk to the NE corner and take a running jump to the pink ledge jutting out of the north wall.  Pull down the wall switch to open a door elsewhere, then reverse roll and jump back to the previous pink ledge SW.  Take a running jump and grab west to the bridge and pull up.  Turn left and go back toward the bobbing crystal.  You could finish up here and leave now if you wanted to, but let's divert for a secret.

 

Follow the winding passage, hop down through the hole in the ceiling and exit the small room with the moveable block and still-untouched wall switch.  Turn left at the intersection and take a running jump over the slope to the room where you moved the blocks earlier.  Hop down to the red-lined passage and find a new doorway leading north to a bobbing crystal.  Go outside and walk to the edge.  Take a standing jump and grab to the suspended breaktile.  Pull up and take a running jump and grab to the ledge on the other side.  Pull up and walk forward to the north edge.  Take a running jump into the opening in the north wall and run forward to pull down only the switch in the north wall.  A cut scene shows a block being shifted, allowing you the means to access the secret in this area.

 

You need to get back to the south side, only now the breaktile is gone.  Walk out to the south edge, on the left side next to the statue, and take a running jump SE to the sloped structure on the ledge below.  You'll slide down backwards to the ledge.  From here, make your way around clockwise with jumps as you did when you first arrived in this huge area, and jump with grab into the central opening in the south wall.  Turn right at the intersection and go up the west passage.  Climb the blocks in the next room and take a running jump into the opening in the east wall.  Turn right into the room with the wall switch and moveable block, and climb up through the SW hole in the ceiling.  Follow the passage to the bridge and repeat your running jump with grab to the pink ledge east.  This time, however, when you pull up walk forward and take another running jump east to the next pink ledge.  Walk forward and take a running jump SE to the gray ledge.

 

Run to the right past the fenced structure and drop down through the hole SW.  You're now behind the moveable block (block #1) at the end of the corridor in the secret area.  What follows is my lazy, utilitarian way of solving the block puzzle.  After that I've given what Moonpooka has found to be the perfectly legal way, and probably the way intended by the builder.  Anyway, push block #1 forward once to reveal another moveable block (block #2) to your left.  Push block #2 forward twice, and you hear the sound of doors opening.  There's a clear aisle west to the room containing block #3.  Go there and pull down the wall switch next to block #3 to open and close the doors behind you.  Return to block #1 and push and pull it in a clockwise direction around the stationary block six times until it comes to rest on a tile with a design on it.

 

Pull the wall switch in the corridor back up to open the door to your right.  Go inside and pull back block #3 two times until it comes to rest on another designer tile.  Go east down the passage and turn right to face block #2.  Pull it back once and reverse roll to run west back down the passage.  Pull down the wall switch in the corridor, then push it back up again.  The door to your right opens, and block #3 has magically disappeared, but that's okay (even though this is the part that makes you feel a little ashamed, as if you've cheated a bit).  Go inside and to your left, and pull back block #2 three times until it comes to rest on a third designer tile.  You hear the sound of another door opening, so return to the corridor and follow the passage around to the right and into a revealed alcove.  Pick up the uzi ammo for SECRET #14 and return to the corridor.  Pull up east at the end and turn left to face the bobbing crystal.  Go toward it and walk carefully to the sloping edge.  Take a running jump and grab across the gap and pull up.

 

Now here's the prim and proper and legal way suggested by Moonpooka for getting the previous secret:

 

1/ Facing west, push block #1 forward once.

 

2/ Face south and you are up against block #2. Push block #2, forward twice; it will be sitting in an alcove on a specially-designed red tile and two doors will open up the passage to the west with a similar designer tile between them.

 

3/Turn tight and enter the room to the west. You will see block #3, but don't move it yet. Use the lever on the wall and two more doors will open back in the previous passage.

 

4/ Leave via the northeast doorway, crossing over another designer tile. Turn tight and push block #1 forward once.

5/ Use the doorway to go around to the south side of block #1.  Pull is back once.  Go back around to the north side and push block #1 once.  Go around to the west side of block # 1 and pull it once.  Go around to the east side of block #1 and push it once.  Finally, go around to the north side of block #1 and pull it onto the designer tile between the open doors.

6/ Now go to block #2 in the southeast corner and pull it back once.

 

7/ Reverse roll, go out and turn left and run west down the passage to the lever on the south wall. Push the lever back up to open the doors to your right. There is another designer tile between these doors. Go through the door and you will see block #3 ahead of you, but don't touch it yet.

 

8/ Go left, and run east to block #2.  Pull it back three times so that it is sitting on the designer tile between the doors.

 

9/ Turn and go to block #3, and pull it back twice so that it is sitting on the final designer tile between the doors. You will hear a door open.

 

10/ Go east up the passage, then go right and right again. You will see the new open door in the south wall. Go through for SECRET #14 ~ one clip of uzi ammo.  Return to the outer corridor, pull up east at the end and turn left to face the bobbing crystal.  Go toward it and walk carefully to the sloping edge.  Take a running jump and grab across the gap and pull up.

 

If it would help for you to see a picture of the secret area, Moonpooka has graciously hosted an aerial view provided by the builder himself:


Map Of Block Puzzle

 

 

Enter the passage ahead and follow it around to a closed door.  Pull down the wall switch to your right to open the door and go inside.  Pull down the wall switch ahead for a cut scene showing a trap door being raised.  Reverse roll (the south passage leads to the bridge and territory you've already covered) and go through the east doorway.  Turn left at the opening and follow the passage through the opened doorways and walk down the ramp.  Allow Lara to slide down into the passage below.  Turn left and follow the passage to an anteroom with a block and a pedestal perched atop it.  Turn into the south opening and take a running jump across the gap onto the raised trap door.  Pull down the wall switch ahead for a cut scene showing the third and final door being lifted in the north passage in the main temple room where you began this level.

 

Reverse roll and jump back over the gap.  Follow the passage back to the bobbing crystal in the hub room.  Draw the weapon of your choice and kill the raptor that comes clomping toward you from the main temple room in the passage to your left.  Return there and run across the room into the now-open north passage.  Follow to a dart-trapped room lined with statues.  When you get past them safely to the stairs, pause at the first step on your left and pull up into the alcove with the statue for SECRET #15.  There are breaktiles inside with deadly spikes below, so take a standing jump over the first row of tiles and dash over to the NW corner for some shotgun ammo.

 

If there is still an intact breaktile adjacent to the safe NW tile you're on, run onto it to shatter it and run quickly back to the safe tile.   The floor directly beneath this tile is free of spikes.  Facing the north wall, hop back and allow Lara to clear the edge of the safe tile before pressing the action key.  You should land safely on the floor without being impaled by the spikes.  Step forward and pick up the revolver ammo for a BONUS SECRET.  According to the builder, this secret can be accessed only if you're using the patched tomb4.exe file that comes with the level download.  I have therefore elected not to include it in the official secret count.  Turn around and walk through the spike field, taking some inevitable damage, and pull up into the statue alcove south, then hop down to the stairs.  Run east up the stairs and follow the short passage beyond to the room with the SCION on the central pedestal.  As you pick it up, there's a small explosion and pieces of the ceiling fall down all around you.

 

Just for fun, turn to your left and approach the throne.  The mutant to your left comes briefly to life, lets out a bone-chilling moan, and dies at your feet.  Run to the other side of the room and wait for the west door to rattle open.  Go down the ramp to the main temple room and watch out for more pieces of ceiling coming down about your head and shoulders.  Squeeze around the boulder that's blocking the west opening and head down the passage until you reach a door that opens upon your approach.  Run past a bobbing crystal and jump into the lake ahead.

 

Without surfacing, turn right and swim through the west opening.  Follow the passage into SECRET #16 and pull up onto the ledge ahead for a small medi-pack and some shotgun ammo.  Jump back into the water and swim through the passage back to the lake.  Turn to your right, surface quickly and pull out while drawing your weapons, as Larson is firing at you from the bank.  Disable him with a few well-placed shots, and as he's trying to get to his knees approach him and you'll trigger a closing bit of dialog:

 

Lara sufficiently injures and disarms Larson. She crosses over to him. "Well, you have my total attention now. I'm not quite sure if I've got yours though," Lara chimes. Larson merely sways weakly and sulks. Lara trains her pistols on his head and prods him. "Hello?"

 

Larson is indignant and begins to spout, "Aw... I'll heel 'n hide ya to a barn door yet!"

 

"Of course," Lara interrupts, her voice echoing the smile on her face.

 

Larson continues to rant, "You and that driveling piece of the Skee-on. You want to keep it so bad? I'll harness it right up yer..."

 

"Wait..." Lara interrupts again, "We're talking about the artifact here?" she inquires.

 

Larson interjects his answer before continuing to curse, "Damn straight we are. Right up..."

 

"Hold on!" Lara's voice is tense, and feels it's necessary to apologize for interrupting him once again, "Sorry. This piece you say. Where's the rest?" She asks.

 

"Ms. Natla put Pierre DuPont on that trail," Larson replies with disdain.

 

Lara continues to question him, "And where is that?"

 

"Ha! Ya ain't fast enough fer him," Larson snaps smiling to himself.

 

Lara is not amused and asks, "So you think all this talking is just holding me up?"

 

"I don't know where his little jack-rabbit-frog-legs are running him to! You'll have to ask Ms. Natla," Larson answers dripping with sarcasm.

 

Lara turns aside to consider what her next course of action is. Larson spots his gun lying on the ground a little distance behind Lara. He dives for his gun but with lightning speed, Lara lands a spinning-back-roundhouse kick on Larson's forehead, laying him flat out on the ground. Triumphantly, Lara answers, "Thank you... I will."

 

Lara leaves Peru with her piece of the Scion.

 

(Closing scene courtesy of Tomb Raider Traveler's Guide)

 

 

Level 5:  ST. FRANCIS' FOLLY

 

Walkthrough by Moonpooka

 

4 Secrets

 

Lara arrives in a damp dark chamber, and the first thing you need to do is nip up onto the wall to the left or right, and kill the two lions that are heading your way. When the coast is clear, go ahead into the main room and to the south side. There is a movable block here, and two Omega tiles. (Thanks to Gunilla for clarifying that for me LOL). Pull the block onto the first tile and you will see a shot of a closed door up in the west wall. Now move the block onto the second tile and a door will open at the east end of the room. Draw guns and enter the room.

The door will close behind you and two gorillas will attack. After taking them down, use the lever at the east wall to open the door up in the west wall of the main room. Another gorilla will attack, you know what to do! Now head up the steps to the south and use the lever on the west wall to open the door out, and then return to the main room.

Do not go to ground yet. Three lions are waiting for you, so try to pick them off from the safety of the ledge, and then you can go down into the main room again.

Go to the movable block, and then jump up onto the low block to the north. Face east and take a running jump to catch the pillar to the east, and then pull up and take a running jump to the next east pillar ahead. Turn and face NW. There is a high pillar to take a running jump to; but do not use action and Lara will make it to the very edge of the pillar. Take the LMP at Lara’s feet, and then face SW. Do a running jump to the pillar to the SW, and then jump to the ledge at the south wall and enter a tiny room.

There is a slope to your right. Stand in front of it with Lara’s back pressed against the slope, then take two steps forwards. Back flip onto the slope behind, and press the action key so that Lara catches an upper ledge when she springs forwards from the slope. Pull up, and you will have a slope to your left and right. Stand with Lara’s back to the west slope, do a standing jump onto the east slope, then keep action pressed so that Lara springs from the east slope backwards, lands on the west slope, and then bounces forwards to grab a higher ledge. The bell will ring signalling the 17th Secret ~ Shotgun Shells & Flares. Return to ground and head back to the ledge outside.

Jump to the pillar to the NE, and then jump to the next east pillar. Jump to the NE pillar as before, and then jump to the ledges on the outer north wall. Head round the outer ledges westwards, and eventually you will come to the newly opened west wall door. Go through the passage carefully because there is a slope at the end and you need to save before sliding down.

Slide down the slope backwards, and grab the end of the slope. Drop onto a lower small slope and then slide and grab its edge. Pull up, and then back flip with a twist and action, so that Lara grabs the edge of a doorway in the east wall. Go through for the 18th Secret ~ The Shotgun.

Route For If You Did Not Make It Into The Secret Room

If you did not make it into the secret room, you will have to swim with a crocodile that is lurking in the pool below the slopes; and there is no way back for the 2nd Secret, but you can still get the 3rd Secret (in this level). Swim through the tunnel, avoiding the crocodile as best you can, and then swim up into a hole in the ceiling for the 19th Secret ~ Shotgun Ammo x 2 & SMP. Drop back into the water, and swim to the east end of the tunnel. Pull out of the water to the west, and then use the lever on the west wall to drain the pool. Do a safe drop down into the drained tunnel below, and shoot the waiting crocodile. Run to the west end of the tunnel, and then go right and up the steps; Lara will arrive in the beautiful Folly room.

Continuing From The 2nd Secret

Leave the secret room via the hole to the east, and do a safe drop to a small room below. There is a lever on the west wall, but don’t use it yet! Drop into the water to the east, and then avoiding the crocodile as best you can, swim west against the water currant to a hole in the ceiling. Pull up through the hole into the room above, and find the 19th Secret ~ Shotgun Shells x 2 & SMP.

Return to the water and swim east to the end of the tunnel. Pull out of the water to the west, and then use the lever on the west wall to drain the pool. Do a safe drop down into the drained area below, and shoot the waiting crocodile. Run to the west end of the tunnel, and then go right and up the steps; Lara will arrive in the beautiful Folly room.

Jump over to the central structure; you will be attacked by a few bats so gun them down quickly as it is hard to negotiate on the small platform. To north, there is a closed door to the Neptune Room which you will come back to later.

Notice the platform you are on is shaped like a U. Keeping to the left side of the U, walk to the east edge of the platform, and then face north. Do a safety drop back from here, and Lara will land on the platform below. There is a lever right in front of you, so use it and see the Thor door open. Now have a little look at the east wall. There is a silver tile on a ledge, this is a timed tile which opens the door to a secret, and we will be back here later to complete this task.

Drop down the central hole on the platform, and arrive on the next platform below. You can see the Atlas room to the east but the door is closed. At the north side of the platform is another lever on a pillar; use it and see the Damocles door open. From the lever, jump to the outer north ledge for a SMP, and then return to the lever ledge on the central structure. Pull up one block to the south, and then drop down one block to the south. Face west, and do a safe drop down to the next lower platform. Kill the three bats that attack, and then walk round to the east side of the platform where you will find the open door to the Thor room.

The Thor Room

Enter the passage, and immediately draw guns because two lions are heading your way. When the area is safe, carefully head through to the new room ahead, but take care because an electrical storm is about to shatter the peace and quiet. Lightening bolts will blast from the ceiling, hitting several silver tiles, and Lara must avoid them for fear of becoming fried meat! So, there is the warning, avoid the silver tiles at all cost and enter the next room.

There are more silver tiles inside the new room so take care. Make your way to the south side of the room, and pick off the angry gorilla up on the high south ledge. There is a block at the south wall, jump onto it and then face north. Take a running jump to catch an upper floating ledge, and then take another running jump to the next floating ledge to the north. Pull up and face west. You can now see the far west ledges ahead, but you will have to avoid a lightening bolt while jumping over to them. Once you have mastered that hazard, pull up onto the west wall block and face east. Take a standing jump to catch the upper east ledge, and then pull up and stay where you are. There is danger in the middle of this ledge; a lightening bolt strikes below it, and it will burn Lara if she stands on that tile, so judge the lightening bolt and nip over to the east end of the ledge. Face SE and do a running jump to the ledge at the east wall, and then enter the short passage. Find the Thor Key at the end of the passage, then walk back to the entrance of the passage. Stop here because a lightening bolt is now active on the first tile outside the passage. Wait until it is safe to pass, and then nip around to the left where it is safe. Stand at the south end of the ledge, and you will see a block has risen on the gorilla ledge. Take a long running jump over and down to the gorilla ledge, and then climb onto the new block. Face the slope to the east, and take a running jump up and onto the top of the slope. Grab the SMP, and then make your way to ground. You can now leave this room, but remember to take care when passing the lightening bolts on the way out.

Back on the structure, walk to west edge of the platform and drop down the hole to your left. There is a lever on the SW pillar, use it and the Neptune door will open. From the lever, jump SW to the outer ledge of the room to collect some Shotgun Shells, and then return to the structure.

Jump to the ledges in the NW corner of the room, and you will find yourself standing by the open door to the Damocles room. Before you go through, pull up above the door for a LMP, and then make your way into the Damocles room.

The Damocles Room

As you enter the room you will notice swords are hanging from the ceiling, this is a little unnerving but it is quite safe to cross the room to the other side. When you are at the west side of the room, walk towards the door in the west wall and it will open for you. Inside the small room you will find the Damocles Key on the central block, and if you pull up to the ledge above the key, you will find some goodies SMP & Shotgun Shells.

You can now leave this small room, but beware as you do because those swords are now ready to drop! Walk carefully back to the east side of the room, avoiding the swords as best you can, and make your way out to the main room.

Jump back to the central structure and head to the east side of the platform. Jump to the outer east wall ledge, and then go south to the end of this ledge. Do a safe drop down to the lower ledge, and kill the two lions who show up to greet you. Make your way to ground level, and use the lever on the west side of the central pillar to open the Atlas door. At the west wall you can see the four key holes that you are collecting the keys for. And if you venture over to the NE corner of the room, and look on the north wall, you can just make out a closed door in the wall; it is the same textures as the rest of the wall, but you can run Lara against it to determine exactly where it is. This is the secret door which is connected to the timed silver tile we saw back at the top of the structure, and we will get back to this later for the goodies.

It is time to go back up the structure. Make your way to the SE corner of the room, and then go up the steps to the top. Walk slightly right and onto the next ledge, and then turn and pull up on the upper ledge. Go north, and near the end of this ledge, jump back to the central structure. Go NW and jump to the outer ledges of the room; you will land by the Damocles door. Head east, and climb up the following ledges to the highest one. Face south and jump forward with grab to catch the upper platform of the central structure; you are now on the Thor door platform. Go to the Thor door, but do not go through it. Stop just before the door, and then jump to the outer ledges in the SE corner of the room. Go up the steps at the south wall, and at the top, pull up on the west block. Face north and jump onto the central structure. Head to the east side of the platform, and you will see the newly opened Atlas room door.

The Atlas Room

Enter the room with caution and with shot gun to hand, because a gorilla is lurking inside. Once he is seen to, go to the north end of the room, and then go right to a railed gate. The gate will open as you approach, so go through but stop inside the gate. The gate closes behind you and Lara is trapped. To the right there is a slope with a boulder sitting at the top, and we know what that means! First, drop down to the left for a SMP, and then make your way up the slope. When you are about half way up the slope, the boulder will start to fall. Quickly pull up on a low part of the east wall and the boulder will pass under Lara. Pull up to the north, and at the end of this ledge you will find the Atlas Key. As you collect the key, the gate will open for Lara to escape. Tuck the key away in your back pack, and then make your way back out of the room, and back to the central structure.

Back on the central structure, there is a hole in the centre of the platform. Stand on the north side of the highest step, and pull up through the hole to the upper platform. Some bats will attack, get them out of the way and then do a running jump over to the outer SW ledges. Make your way up to the top of the steps, and then jump to the top of the central structure. Jump over to the Neptune room door and go through.

The Neptune Room

In the new room there is little to do. Simply drop into the pool and the currant will drag Lara to the bottom of the hole. Swim north and you will see a closed railed gate ahead. Just before the gate, swim up and to the west where you will see an underwater lever. Use the lever to open the gate, and then swim down and inside the gate for the The Neptune Key. Swim back up to the top of the pool, and then leave this room.

You now have all the keys you need to open the way to the next level, but first you want to get that final secret right? So, jump back to the central structure, and then jump to the silver tile at the east wall. Remember, this is timed so you need to be fast. Stand on the tile facing the east wall, then step back twice so that Lara is on the front edge of the tile with her back to you. Save game and drop back without action so that Lara lands on the platform below; the Atlas door is now in front of Lara. Turn and face SE, and then jump to lower the east wall ledge. Run off of the south end of this ledge and Lara will drop onto a lower ledge. Sprint north to the end of this ledge, and then let Lara run off of the end. She will arrive in front of the secret door, and hopefully it will still be open for you. Run inside the room and get guns ready because a lion has followed you in and the door has closed. After the enemy is seen to, you can take the 20th Secret ~ Revolver Ammo & LMP. The door will be open again by now, so you can return to the main room outside.

Now it is time to use all those keys! Go to the west wall locks and use all of the keys to open the big door in the west wall. Go through the new door and run through the passage to end the level.

 

 

Level 6: COLOSSEUM

 

Walkthrough by Selene

 

Pickups: Large medipack, small medipacks, Rusty Key + 3 Secrets (2x normal shotgun ammo + uzis and a large medipack)

 

Enemies: Crocs, lions, gorillas, bats

 

Roman Safari:

 

The large door ahead opens so go through it and around the corner to the right. There is a pool here and in the water you'll find a crocodile. In my case it was stuck in the wall, but if it isn't you can shoot it from the shore. In case it should be stuck you can simply swim past it and climb out of the water on the other side. Shoot the lion that comes running at you from the building ahead and when it's dead you can concentrate on killing the croc in the pool if you haven't already. Go around to the left side of the building and shoot another lion there. Return to the front of the temple and enter through the open doorway. There are two flights of stairs here. The right one leads to a dead end so start up the one to the left. Another lion rushes out from the top of the stairs so kill it and go to the top where you'll find a closed gate. That's for later so leave the temple and go around to the left of the building again where you killed the lion earlier.  

 

Rock Climbing To The Secret Of The Green Cave:

 

Go all the way to the end and climb onto the tall pillar. Turn right and do a standing jump onto the lower ledge running around the building. Follow the ledge around to the very end where you can pick up a large medipack. Return to where you came from and climb onto the elevated block, from which you can vault up onto the higher ledge. Follow it around like you did with the first one and jump over to the rocks N/E. There's an opening down to the N, but we're not going that way quite yet. Instead slide down the slope to the E. Look over to the S/E to spot a slanted block jutting out towards the pool. Do a running jump over to it and from there do a standing jump into the opening of the green cave in the E wall. At the end of the passage you can pick up Secret 21: normal shotgun ammo. Return back outside and hop over to the slanted block you came from. Climb the tall pillar and do a running jump back to the flat ledge below the opening you saw earlier.

 

Crocodile Pit And Another Secret:

 

This time you can hop into the opening and follow the passage around until you reach a pit. There are two crocs crawling around in the pit so your best bet is to kill them first. There is an overhang below where you stand so it might make it a bit hard to hit them. In that case you can jump up to grab the crevice in the left wall and shimmy across to the other side, if that makes it easier. When they're dead drop down into the pit and pick up the small medipack. Use the block at the other end of the pit to climb out and shimmy back to the other side again using the same crevice as before. But this time pull up into the crevice as soon as it widens out enough for Lara to stand up. Crawl through the opening ahead and in the small room you'll find Secret 22: normal shotgun ammo. Crawl back out, hang from the edge and shimmy right to the end. Follow the passage around to the left and drop down at the end. Ahead there is a gate and a switch on the right wall, this is the gate you saw from the other side when you entered the temple near the beginning of the level. Pulling the switch only opens the gate which gives you access to the beginning of the level, but this isn't really necessary. Go up the stairs W and you're now overlooking the Colosseum arena.

 

Gladiator Flashback- The Colosseum Arena:

 

Drop down and approach the cluster of rocks N/W. A lion attacks so kill that and notice that there is a gorilla running around up on the rocks above, but it's hard to lock onto it from the ground level so leave that for later on. Run over to the S end of the arena and in the right wall you'll see an opening. Walk through the opening and stop by the slope, draw guns and slide down into the next room. Two lions are on the loose in here so these need to be disposed of right away. In this room there are four cells. The two by the N wall are both open and so is the rightmost one by the S wall. Left of the slope where you slid down there's a corridor with a closed gate and a blue crystal behind it. You'll also find two switches: one by the S wall and the other one in the N/E corner. The S switch opens a gate somewhere up by the arena and the other one opens the gate at the end of the corridor. Go through the latter to end up in a pit below the arena floor.

 

Sharp Teeth And Cell Timed Runs:

 

Loud roaring and running feet indicates that there are three lions running around in the arena. If they come close enough you can stand at the back of the pit and jump up and down while shooting, otherwise you can climb out, shoot and drop back into the pit. When they're all dead climb out and go around the cluster of rocks to find the open gate in the N/W corner. Go through it and slide down to the room below. Here you'll find two closed gates and a door to the left. Run over to the W wall ahead and turn right. Here you'll find a grey corner tile (N/E) which opens the doors leading into both the left and the right cell. This is one out of several timed tiles and the four timed runs that follow are pretty tricky. There's also a pickup in the leftmost cell so I'd recommend you to get that one first. Stand with Lara's back to the grey tile and hop backwards onto it to open the gate in the rightmost cell. Run forwards, drop down the stairs and sprint into the left cell where you can pick up a small medipack from the grey tile here. Standing on that grey tile also opens the door in the same cell and the switch left of the tile opens the door in the other cell (the one that I told you to ignore earlier), this is also timed. Open the cell door by stepping onto the grey tile and return to the first tile.

This time the run is a lot harder. You'll need to step onto the first grey tile and dash into the open cell on the left. You'll then need pull the switch (if the gate to the cell you're in has closed already, you'll need to step on the blue tile in there to re-open it), then sprint back to the first cell before the gate closes and through the final gate. Here goes: Hop backwards onto the first tile, sprint left and into the second cell. Pull the switch, sideflip right onto the second tile, roll and sprint back out, veering hard to the left and through the rightmost cell door. Dash in through the gate to the right before it closes. Congratulations!!!!

 

The Seat Of Caesar- And Some Gorillas Too:

 

Pull the switch here to open the wooden door out in the previous room. Return there (stepping onto the grey tile if necessary to open the cell door) and head down to the spike pit ahead. Go past the spikes on the left side and through the opening N. Climb the blocks at the end and on top do a running jump to the ledge jutting out S/W. From there you can safely kill the gorilla up in the darkness W. Turn S and do a running jump to grab the balcony. There are two gorillas up here too so kill them as well. You'll also find a blue crystal, a gate and belonging keyhole to the right and some stairs at the back of the central pillar leading down to a closed wooden door. About halfway down the stairs you'll reach a blue block on the left side, this is moveable. Pull it out twice to find a hidden alcove behind it with a switch. Pull it to open another door somewhere else in the area. Leave the balcony, jump back over to the rock cluster and slide down to the arena. Now you can use the block by the N wall to climb up onto the spectator area.

 

The East Tower- Boulder Ramp:

 

Climb up onto the seats ahead and turn right. There is an opening in the wall here and as you go through it you're ambushed by three bats. Here you'll find the door you opened earlier. Go through said door and also past the gate that opens (and closes) automatically. Stop there and wait for the boulder to roll down from the ramp ahead and into the pit in front of you. Now you can do a standing jump to grab the edge of the ramp and pull up. Follow the passage around to a switch you can pull, doing so opens a door somewhere in the area. Continue around and slide down the slope, then run ahead S across the spectator area until you run into a lion. It won't jump up onto the seats though, so you are quite safe here (if you remember the original game this is one of the places where you'd encounter Pierre).  

 

The South Tower- Platform Timed Jumps For A Secret:

 

Go to where parts of the seats have collapsed (ahead and right)  and you'll find another open tower with two bats and the door you opened earlier. Shoot the former and enter the latter. Now comes another well-remembered part from the original game (the best part in this level in my opinion): the tight timed pillar jump for the final secret. As soon as you enter there are two tall columns ahead and across from them another column and a block. The tile on which the leftmost pillar is located (this is when Lara stands with her back to the entrance of the room) is a trigger which causes the timed door up on top of the room to open. It's on an extremely short timer and you'll need to make your way to the top before it closes. A good way to find the right tile is to turn the sound up loud and you'll hear when the door opens and when it closes. Here's how to do the timed run/jump sequence: First position Lara opposite of the leftmost column (facing the block S, with her left foot approximately by the middle of the column base and her back up against the wall). Do a running jump over the trigger tile to land on the block (you'll hear the door open) and then sideflip right, backflip, sideflip left and stand-jump forwards. Now you're already all the way up by the timed door so dash through it and into the secret room.

 

You can now pick up Secret 23: the uzis and a large medipack. The door opens again as you approach it so leave and do a running jump over to the ledge W and pull the switch to open another door which location is currently unknown to us. Make your way back to the ground level using the same platforms where you came up. As you return to the spectator area you'll meet three lions. Kill them and make your way past the partially destroyed seats to the W tower. In here you'll find the door you opened up in the corner so climb in there, pull the switch to open the door at the bottom of the stairs up on the balcony above the arena and then jump in the water left of the switch.

 

The West Tower- A Swim For The Rusty Key:

 

Swim along the winding passage, climb out and push in the moveable blue block twice. Go around it to the right and pull it once away from the opening in the E wall. Now you can enter the alcove behind it and pick up the Rusty Key. Go back to the water, dive in and swim to the other side, then return to the spectator area. Kill the gorilla running around in the arena and drop down there. Return to the cluster of rocks, down the ramp and through the open door on the left back to the spike pit. Go through the opening in the left wall again and climb the blocks like before.

 

The Entrance Of Casa De La Midas:

 

Do a running jump to the cluster of rocks and from there over to the balcony with the furniture. Make your way around the central pillar, then down the stairs where the open door is. Through it and left you'll find a crystal and a small medipack. Return back up to the balcony and this time open the gate in the N wall using the Rusty Key. There is another gorilla down in the arena, but you're not going back there so you might as well leave it alone. I'd recommend you to save the game before diving in (if you choose not to, don't say I didn't warn you). There's a croc in the water and it's very, very hungry. Swim about halfway down the octagonal passage, dodging the overgrown reptile as well as you can, and locate an opening in the ceiling. Climb out, shoot the unwanted stalker and pull the switch. Dive in the water again, swim N through the opening ahead and the current will bring you along down the passage to the end of the level.

 

 

Level 7: PALACE MIDAS

 

Walkthrough by Moonpooka

 

3 Secrets

 

Lara  can be seen swimming towards us through a watery tunnel. As she approaches the gate ahead, it will open for her and she will emerge out into a pool in the Palace Midas. Climb out of the pool and make your way south. Turn the corner and kill the two crocodiles that are lurking in the passage, and then head up the steps at the west wall.

Note: There is a passage at the bottom of the steps, leading off to the right. At the end of this passage you will come out into a large room, but I found nothing more than a few lions and a gorilla to take on, so it is up to you if you want to waste time, health and ammo there.

At the top of the steps, go left and run through the passage to the five levers room. Kill the two gorillas and the crocodile that are waiting for you, and then take a look around the room.

Levers, Doors And Symbols

We call this the five levers room because there are indeed five levers up on the ledge at the west wall. The levers are connected to five Greek letters written on each of the four doors in this room. Let’s go take a look.

Reading the letters from left to right…..

1/ North Wall Door – Upsilon.
Omega. Omega. Omega. Omega.

2/ Right East Wall Door – Omega.
Omega. Upsilon. Omega. Upsilon.

3/ SW Corner Door – Upsilon.
Omega. Omega. Omega. Upsilon.

4/ Left East Wall Door. – ?.
Omega. Upsilon. Upsilon. Omega.


Code for levers

Upsilon (Y) Down
Omega (O) Up


Note: On the left east wall door, the first letter has been damaged and we will decipher that later. Also, read the letters on the doors from left to right, and when you use the levers, be sure to do them from left to right in accordance with the door letters.

Time to open up those doors!

Go to the NW corner of the room, and pull up on the pillar there. Face east, and jump to the pillar ahead. Face north, and jump to the balcony at the north wall. Run to the end of the balcony, and then jump to the balcony at the east wall for some Uzi Ammo. Return to the previous balcony and jump back to the nearest pillar. Face SE and jump to the next pillar. Jump to the south pillar, and then jump to the final pillar to the west. Now it’s a simple jump onto the five lever ledge.

You can now see all those levers on the west wall, but there is one thing to do before you start your quest to open doors. First nip down the hole in the floor nearby, and at the bottom, use the lever to open a small gate to your left. You now have easy access to the levers from the ground floor, and you will not have to use the pillars again to get to the levers.

1/ North Wall Door

From left to right, the levers must be set - Down – Up – Up – Up – Up

The North wall door is now open. Do a safety drop to ground or use the little stepped passage to get to ground, and go to the North wall door. Enter the small pool room and you will see a fire tile on the floor ahead. First, pick off the crocodiles lurking in the pool, and then stand in front of the fire tile. This next task is timed, and what you need to do is make it over the fire tile pillars before the fires ignite again. Once you step over the brown line in front of the fire tile, the fires will extinguish, and your time begins. So, run over the brown line, and then take a long running jump to the first pillar ahead. Keep running and do not grab the edges of the pillars, you must land on the pillars and run jump to the next continuously. On the last pillar, you do need to run and grab the edge of the final ledge, and then you can pull up and make it past the final fire tile. Phew! You made it. Go into the alcove at the north wall and collect the 1st Lead Bar. Now drop into the pool and swim to the SW corner. Pull out of the water and return to the five levers room.

Make your way back up the five levers, via the small gate in the north wall of the five lever structure, and it’s now time to take a new route.

2/ Right East Wall Door

First re-set all levers to up.

From left to right, the levers must be set - Up – Up – Down – Up – Down

Go to ground, and then enter the newly opened right east wall door. In the new room, there are some silver tiles on the floor, and spike traps scattered about, so beware! You can walk or run through the spikes losing a small mount of heath, but if you wish to conserve health then jump the spikes. Enter the south door and you will see a slope leading up. To the right of the slope is a movable block. Move the block out and reveal a lever, then use the lever to cause a change in the previous room. Run up the slope, and at the top, you will be above the first room. You can now see the changes. The silver tiles have risen into pillars, and you simply need jump around the pillars to get to a small room through the south wall. Inside the small room, you will find the 2nd Lead Bar. Take your item and jump back to the pillar outside the small room. Jump to the second pillar, and then do a straight jump with action pressed, towards the entrance door. Lara will land safely inside the doorway and her mission here is over. Return to the five levers.

3/ Left East Wall Door

First re-set all levers to up.

We can see that the first letter on this door has been damaged, but it is easily deciphered.
We know the letters 2, 3, 4 and 5 are Omega. Upsilon. Upsilon. Omega, so you can use levers 2 to 5. Set lever 2 - Up. 3 - Down. 4 - Down. 5 - Up. And because you have reset the levers from the last door, the left east wall door should now be open. This means that the missing first letter on the door is Omega – Up. So, the combination for this door is

Up – Up – Down – Down – Up

Go to ground and head through the newly opened left east wall door. We can see it looks quite bland in here, with only a central pillar for scenery, but things are about to change. Enter the east doorway and go right. Make your way down the steps to a tiny room, and then move the block out of the west wall. You will hear an explosion and can now return to the main room.

The explosion has caused a landslide and the entire room has changed. Go to the central pillar and face its north side. Back flip onto the slope behind you, and then spring forwards and grab the top of the pillar. Pull up and face NW. Jump to the flat area on the slope, and then jump to the west outer ledge of the room. There is a door in the west wall, jump into it, climb the blocks and walk out into the aqueduct area.

Ahead, you will see an aqueduct guarded by a lion, try to pick him off from your safe ledge, and then jump over to the pool. Grab your guns and kill the crocodile that is lurking in the water, and then drop into the pool. Swim through the east waterway and another crocodile will be heading towards you. Climb out of the water and gun that creepy creature down. Return to the waterway, and swim east into a small watery cave. Pull out on the south side of the pool, and then climb the rocks at the east wall. Walk forwards, and over a triangular rock, and then jump forwards so that Lara lands of a descending slope ahead. Slide and jump forwards again so that Lara lands in the corner of the cave, and then face west and make your way to the end of that path. Slide down the slope at the end of the path, and take the 24th Secret ~ Uzi Ammo & Shotgun Shells.

Return to the water, and make your way back to the beginning of the aqueduct. Climb out at the south end of the pool and stand at the left side of the wall. Do a safe drop from here, and Lara will land with the 25th Secret ~ Shotgun Shells at her feet.

Face west, whip out your shotgun, and jump over the small slope ahead. Shoot the angry gorilla heading towards you, and then walk north a little way. There are two pillars to your right, and between them you can see out over a new area (below is the room at the end of the passage by the steps, that we noted at the start of the level).

Go to the left side gap, and jump NE onto a balcony above the new area. Pull out your shotgun because lions lurk on this balcony, and will attack from the alcoves to your left. Walk to the penultimate alcove, and then face south. You can see a shimmy gap over the deep gorge, and that is where you need to jump to now. Grab the shimmy gap, and make your way left to the end where you can drop to a safe ledge. You now hear the familiar sound of bats flapping about, so pick them off quickly, and then jump over the gorge to the north and enter a new passage.

Run through the passage, and make you way to the top of this rocky route. You will come to a small cave with slopes on either side of you, but beware because there are also collapsible tiles between the slopes.

Note: If you fall through the tiles, you will arrive back at the 1st Secret area; this is quite handy if you did not get the 1st and 2nd secrets, but it is a bit of a pain if you did because you will now have to make your way all the way up to this area again from the aqueduct.

Run over the tiles, and then turn and jump left between the slopes for a SMP. Jump back south, and continue on through the passage where you will come to a slope leading down. Slide down the slope, and you will arrive at a hole in the ground. Do a safe drop down the hole, and arrive in a lower cave. Make your way down the rocks to the west, and then walk out onto a balcony above the pool at the start of the level. ALERT!!!! A lion is heading around the balcony for lunch, so be quick and take him out of this rather precarious area. Continue on around the balcony to the south side, and at the end you can go through to a new passage in the south wall. Stop at the top of the slope to kill the lurking lion below, and then make your way into the lower cave. At the end of this cave, nip up into the hole in the north wall, and walk out onto a small ledge above a new room.

Face east and jump to the east pillar, and then go right into a small cave. Drop into the pool nearby and swim to the end; avoiding a crocodile on your way. Pull out of the pool and shoot the crocodile, and then make your way up the rocks at the east wall. At the top, shoot the bats that arrive, and then jump over the gap to the temple roof. Go to the north side of the temple roof, and find the 3rd Lead Bar near to where the save crystal is. Go to the save crystal, and to the left of it, jump towards the outer wall of the cave. Lara will land on a slope and slide safely to ground, arriving at a small temple.

Lara is not safe for long though!!! A whole menagerie of lions and gorillas are about to break the peace and quiet, so I hope you have plenty of ammo. When the area is clear, walk to the blue double doors of the temple and they will open. Go through and make your way to the end of the passage. There is a lever here, use it and watch as the gate to the garden room opens. You can now leave the temple area and make your way out via the west wall passage. Go through the next room, taking care of any stray enemies, and then make your way to the west until you will come to the pool at the start of the level. Go right at the pool, and make your way down the steps to the garden room.

Turning Lead To Gold

Enter the garden room, and take out the two gorillas. Near to the garden room gate, and at the north wall behind the trees, you will find a lever. Use it to open the gate at the north wall, and then head through the new gate. Take care as you go through the passage because blade walls will be activated; and also between the blades is a collapsible tile with a spike trap below. Judge the blades and either jump, or run over the tile to get to the other side for the 26th Secret ~ Uzi Ammo & Shotgun Shells & SMP, and then return the garden.

Go to the SE corner and pull up on the south wall. Face north and jump to the upper north balcony. Go right through the short passage and Lara will arrive in the Midas Room. Go to ground and notice the three silver tiles close to the Midas hand. Lara must stand of each of these tiles to use each of the three lead bars and turn them to gold on the Midas hand. First, face the Midas hand south. There is a silver tile to the left and right, and another silver tile behind the right tile. It doesn’t matter which tile you use first but you must use one silver tile per lead bar. Let’s take the left tile first. Go stand on the tile and face the fingers of the hand. Use action and Lara will use the lead bar on the hand, thus turning it to gold. Do the same for the right side tile, and then take care with the third tile because Lara can accidentally run into the hand and burn. Also, if Lara stands on the hand she will turn to gold and die, so stay off of the top of the hand, unless, like I did, you want to see what happens LOL. Ok, so now you have three gold bars, and it’s time to leave here. Go back to the garden and out to the pool at the start of the level. Go south, and back up the steps to the five levers room.

There is one more door to open in the five levers room.

SW Corner Door

First re-set all levers to up.

From left to right, the levers must be set - Down – Up – Up – Up - Down

Go to ground and enter the new door. Go through the short passage and a lion will come bounding down the steps after you, gun it down and then head up the steps. Ignore the first room to the left for now, and continue on up the steps to the top. Go left and out onto a balcony, and then make your way around the balcony to the front for some Shotgun Shells. Return to the steps, and go down into the door in the south wall. You will now be in the final room of this level. Place the three gold bars in the three receptacles at the south wall to open the final west door, and then enter the new door and slide down to finish the level.

 

 

Level 8: CISTERN

 

Walkthrough by Moonpooka

 

3 Secrets

 

Note: There are five keys to find in this level, and it can get a bit confusing, so I have tried to make it as easy as possible by placing a title to each key area. The keys you will need are as follows.

2 Rusty Keys
2 Silver keys
1 Gold Key





Lara begins the level up in a high passage with a hole ahead. Drop down safely through the hole into a room below, and kill the waiting rat. There is a block in the south wall, push it forwards twice and you will be in a new room. Move the block onto the black grated tile in the NE corner of the room, and a block will rise under a lever at the west wall. Climb up onto the block, and use the lever to open a trap door in the floor, and also, a small door will open in the south wall. From the safety of the block, pick off the two rats lurking inside the south door alcove, and then go to ground and take some Shotgun Shells from the alcove. Now drop safely down through trap door to the room below, and go through the south door to enter the beautiful Cistern pool room; which will be known as, The Main Pool Room.

The Main Pool Room

Getting The 1st Rusty Key

From the balcony you arrived on, face west and jump over to the west ledge. Go down the steps and to the right, and then pull up to the shimmy gap in the north wall. Shimmy left until you can drop off onto a ledge with some Uzi Ammo, and then grab the shimmy gap in the west wall, and shimmy left until you can pull up onto a higher ledge. Face north, and pull up to the higher ledge, and then run all the way to the very end of this ledge. On the last tile of the ledge, you will find the ‘very hard to spot’ 1st Rusty Key.

Shoot the rats that are lurking on the ground and lower ledge, and then drop down to the south. Make your way back to the first ledge you arrived on when you entered this room, and then jump to the first bridge to the south.

Getting The 1st Silver Key

Jump to the closed door in the east wall, and then use the 1st Rusty Key on the lock and go through to the new room.

Kill the two gorillas that are heading your way, and then pull up onto the high west wall by the door. Turn and face east, and then jump to the bridge. Jump to the second higher bridge ahead, and then jump to the final higher bridge and save game. You can now see some ammo down in an alcove in the east wall, and it is a bit tricky to get these goodies because there is also a shimmy gap above the alcove which disables Lara’s ability to do a mere forward jump and glide in the low alcove. So, save game and take a running jump diagonally towards the alcove. As Lara is landing diagonally, she will glide into the alcove and not grab the shimmy gap above it. Take the Shotgun Ammo x 2, and then face SW. You can see a doorway up in the south wall, jump to it and pull up into a new passage. Go through and drop down into a new room.

Make your way down the slopes to the bottom of the room, and kill the three crocodiles that are waiting for you. Now enter the north wall passage, and kill the lurking rat. Take the Shotgun Ammo from the back of the passage, and then return to the room outside. Climb the blocks at the south wall, and then face west. Jump up and grab the upper ledge and pull up. Jump to the west ledge, and see there is a door down to your right. Face north and jump to the ledge ahead, and then run off of the end of the end of this ledge to land Lara on a balcony below. Pull up to the shimmy gap on the west wall, and make your way left until you can pull up in front of the closed door. Use the lever to your left to open the door, and carefully go through to the new room.

Stop inside the door of the new room because there is a trench ahead with a spike trap inside. Jump the trench to the other side, and then you can see inside the trench to see where the spikes are. There is a safe area in the trench, so drop down and kill the two rats that are scuffling about in the small passage, and then go through the trench to the hole at the end. You arrive on top of a green block in a new room.

Go to ground and kill any rats that are lurking nearby, and then make your way into the west room. There is a small pool here, and closed door in the west wall. First, try to pick off the crocodiles that are swimming in and out of the pool tunnels, and then make your way up to the top step in the room. Pull up on the west wall, and then pull up to the higher north ledge. Go to the end of this ledge, and face east. Jump over and down to the ledges to the east, and then climb to the top level. Jump to the south ledge, and then jump ahead into the south wall alcove. There is a lever here; use it to open the door below, and then make your way back to ground by simply dropping into the pool below, or working your way back around the ledges to ground level.

Enter the newly opened door and take the 1st Silver Key, and then kill the three rats that show up. Drop into the pool, and swim through to the next room. Pull out of the water and take a look at the closed door in the north wall, and an under water lever above the door to the right. You need to remember these things for later so take note, and then jump back into the pool. Head through the north wall tunnel, and then swim through until you arrive in the main pool outside.

Before you pull out of the pool, swim into the gap in the east wall, and then swim around to the centre of the tunnel. You will see a hole in the floor that you can swim down, and here you will find the 27th Secret ~ Uzi Ammo. Now you can return to the pool and climb out.

Getting The 2nd Rusty Key

Make your way to the west side of the room, killing any stray rats that show up, and climb the blocks at the west wall to the highest level. Face south, and then jump to the higher bridge. Pull up and face east. You can see a higher pillar on the bridge with a save crystal on top. Pull up onto that pillar and then turn and face west. There is an open door on a balcony to the west, jump to it, and then make your way up the steps to the new room.

Kill the rats that come bounding down the steps, and then go through to a room with a grated floor. There is a lever on the west wall in the SW corner of the room, and taking care not to fall through the various holes in the floor, make your way to the lever and use it to flood the main pool room outside.

Again taking care not to fall through the floor holes, make your way to the north side of the room, and pull up onto the highest north ledge. Turn around and jump to the ledge to the south, and then jump to the ledge at the south wall for a SMP &Uzi Ammo. Return to the north high ledge, and pull up to the higher north ledge. Grab the Shotgun Shells at Lara’s feet, and then go right and pull up into a hole in the north wall. Make your way through the passage and you will come to a slope. Slide down and jump to grab the ledge over the slope, and then pull up for the 28th Secret ~ Shotgun Shells x 3. Drop onto the slope and Lara will slide back into the grated floor room.

Go to ground and drop into the water below the room. Swim through the hole in the west wall, and out into the next room. Pull up out of the water at the north side, and make your way to the top of the steps. Face south, and jump to the far south ledge, and then jump to the east ledge and pull up. Make your way to the end of this ledge, and on the final tile, find the ‘very hard to spot’ 2nd Rusty Key.
There is now a doorway ahead of you. Turn and drop back with a grab to catch the edge of the door, and as rats snap at your feet below, shimmy left to a slope at the end of the wall. Drop off onto the slope, and slide back to the main pool room.

Getting The Gold Key

The main pool room is now flooded, and it all looks very inviting. Drop into the water and swim to the east side of the room. Pull out at the right side east door, and use the 2nd Rusty Key on the lock. The door opens to reveal a water hole, and at the bottom of this hole is a spike ridden floor. Drop into the water and swim carefully down to the top of the spikes; you will lose some health but if you stay high you should be fine. Swim SW over the spikes, and then swim north and down into a lower area. Swim east and up, and then swim south into a small underwater room for some Uzi Ammo and the Gold Key. As Lara takes the key, a door will open in the west wall to take her back out to the main pool room.

On arriving back in the main pool room, you will notice a crocodile is now patrolling the pool. Quickly find a ledge to pull up on, and blast that fiend out of the water.

Getting The 2nd Silver Key

Dive back into the pool, and make your way all the way down to the lowest central area in the pool. Swim through the south hole in the pool wall, and then swim left. Swim through to the room at the end of this tunnel, and then swim all the way up to the top. Because the pool was flooded, the water level has risen in this room, and you can now reach the higher ledges. Pull out onto the ledges and shoot the rats for their stash, SMP & Shotgun Shells, and then swim to the bottom of the room. This is the room you make a note of back at the start of the level, with the north closed door and an underwater lever above it and to the right. Now that the room is flooded, Lara can use the underwater lever to open the north door, and take the 2nd Silver Key from inside. On taking the key, a door opens ahead and you can swim back out to the main pool room again.

Leaving The Main Pool Room

You now have all the keys to open the way out of the main pool room. Swim to the central south ledge and pull out of the water. Go up the steps, and stop just before the doorway ahead. Go left, and find a movable block in the east wall, and push it through once to reveal a hidden room. Go inside the small room and kill the rat that attacks, and then stand with Lara’s back to the slope. Back flip onto the slope, and then spring forwards and grab the upper balcony. Pull up and kill another pesky rat, and then take the 29th Secret ~ Shotgun Shells & Uzi Ammo & LMP. Return to ground and go out to the closed south door. Use the 1st Silver Key on the lock and the door will open revealing a second lock and door behind it. Use the 2nd Silver Key on the lock and the next door will open, giving you access to a new room.

In the new room, pull up into the north wall alcove, and then face south. Jump to the south pillar, and then jump to the higher east ledge. Face south, and jump over to the ledge at the south wall; grabbing your shotgun as you land because a gorilla is hiding behind the wall. Now use the Gold Key on the lock at the south wall to open the south door below, and then make your way to ground.

Enter the new south room with shotgun in hand, and kill the two lions that come bounding towards Lara. The floor ahead is trapped with collapsible tiles, but they are not all deadly, and the far left tile hides some Shotgun Shells. After taking your stash, head to the south wall and use the lever to open a door in the west wall. Now take a look on the right side of this lever ledge. There is a movable block, but first you need to clear some enemies before you can use it. So, go to the west wall door, and carefully enter the room to trigger an attack from three lions. When the coast is clear, go back to the movable block and shift it into the room. In the centre of the room, you will see an odd tile surrounded by small slopes and this is where you need to place the block. When the block is in place, some steps will rise in the room and you can make your way to the upper balcony. Go through the east door, and out onto the upper balcony. Kill the hoard of rats that come screeching your way, and then search the area for a LMP & Shotgun Shells & Uzi Ammo x 2.

Return to ground now, and make your way back to where you moved the block from. Now that the block is moved, you can see a hole in the floor. Drop into the hole to end this adventure.

 

 

Level 9: TOMB OF TIHOCAN

 

Walkthrough by Selene

 

Pickups: Normal ammo, pumpgunner ammo, uzi clips, large medipacks, 2x Gold Keys, small medipacks, flares, 2x Rusty Keys, uzis + 2 Secrets (pumpgun ammo+ normal ammo and uzis)

 

Enemies: Crocodiles, rats, lions, gorillas, centaurs

 

Unflooding And Flooding Again:

 

After a high plunge from the Cistern area Lara ends up in an underwater tunnel. The current will carry her along for a little while, when she stops continue swimming forwards. Near the end you will find that she can swim upwards to a closed door and a switch. The switch is of no use at all as it is now so don't go there yet. Instead swim ahead to the very end where there's a small opening down below. Swim down there and S to find an underwater lever. Pull it and return back where you came from: you'll now find that the water level has lowered. Now you can climb onto the W ledge and pull the switch to open the door on its right. Follow the hallway and at the end when you turn left into a new room a crocodile will come out to say hello. Kill it (here there's a possibility of jumping onto one of the blocks in case you want to kill it from complete safety) and follow the green stairs up to some taller blocks that you can climb onto.

 

When you're on top stand on the right side and do a standing jump over to the lower ledge W. (Note that you can do a running jump to the tall block on the left side as well, but as soon as you step on it poisonous darts will start flying out of the walls. It's hard to avoid being hit, but if you start the run from the left side of the block you stand on and try aiming for the right corner you might be able to land without being hit. If you want to save yourself the trouble jump to the lower ledge instead and avoid the tall block in the middle as much as you can.) From the right side of the lower ledge you'll see a higher platform straight ahead. Stand on the edge, jump forwards and grab it, then pull up. Turn left and do a running jump to the long ledge S/W. Climb into the alcove on the left side and pull the switch. You'll hear a flushing sound and as you return to the previous room you'll find that the room below is currently flooded.

 

The Floating Block - Changes In The Current:

 

Dive into the water and swim over to the W wall. The blue block that was previously located on the dry floor is now bobbing up and down in the water like a cork. And there's even a revealed alcove below it. Swim in there and pick up two boxes of normal ammo, then swim back out and climb the blue block. Enter the passageway beyond and drop into the water at the end. Swim down and when you reach the gap in the floor go down again towards the silver grate. Go straight ahead and pull the lever at the end. Now you can go back up where you came from, surface for air and then follow the submerged tunnel N. Before you pulled the last lever the current was going in the opposite direction, preventing you from accessing the tunnel. Now the direction of the current has changed and you're being swept along the tunnel instead. Just sit back and go with the flow until Lara stops, at that point you can swim ahead and surface in the opening above.

 

 A large and very energetic rat is running around in the room (is it just me or do these rats sound like galloping horses?). Climb out and dispose of it. (I experienced something very odd here. I saved and reloaded the game while Lara was still in the water and when she climbed up the rat had vanished into thin air, without her having killed it or anything. If this happens at least you'll have one enemy less to deal with.) Find the moveable blue block in the N/W corner and pull it out once, then go around it to the opposite side and push it onto the grate in the opposite corner. Doing so causes a block to slide out of the wall, conveniently leaving you access to the floor above. You can choose whether to climb up on the left or the right side, either way takes you directly to the top. Make your way onto the S/E pillar and from there do a running jump/grab into the alcove right of the swinging axe where you can pick up the pumpgunner ammo. Run/jump/grab back to the pillar and turn to face the rightmost opening in the S wall, make your way in there with a standing jump and grab.

 

Three Concealed Tiles - Bouncing For The First Secret:

 

Follow the stairs down, but be careful as you'll run into a bear trap about halfway down the stairs after you turn the second corner (if you look at the walls you might see the spiky edges of the trap). To get past it stand as close as possible and roll as it starts opening. At the end drop down and ready guns as a crocodile comes crawling up the stairs towards you. Take advantage of the large room at the bottom of the stairs to kill it. When it's dead you can pick up two boxes of normal ammo and some uzi clips scattered around the room. Do not leave the room yet though. There are three floortiles that look slightly different from the rest. One of them is in the N/E corner, the second left of the stairs and the final one in the S/W corner. Step onto all three and a passage opens in the S/E corner of the same room. Go in there and do a standing jump onto the N/W corner slope. Backflip to hit the next slope and slide for a moment, then jump forwards. You'll land on a ledge where you can pick up Secret #31: two boxes of pumpgun ammo. Drop back down and leave this room the same way you came.

 

Return up the stairs past the bear trap and at the edge do a standing jump to the pillar. This time do another running jump + grab to the alcove where you found the ammo earlier. Do an angled standing jump and grab from the edge of the alcove over to the leftmost opening in the S wall (being careful in order to avoid the swinging axe). Follow the stairs around the corner, but be careful as they end somewhat abruptly in front of a deep gap. Turn around and hang from the edge, then shimmy right past the crevice. Pull up at the end and follow the passage around to a switch. Pull it and you'll hear a flushing sound. Upon returning to the crevice you will find that the room below has been flooded so now you can safely drop down into the water. You're now in the room where you picked up the secret and ammo earlier. Swim up towards the trench where you dove down and at the end you'll find an opening that you can climb into. There is a rat running around in there so kill it before continuing. (I noticed that the same thing that occurred with the other rat happened here: if you save the game and then reload you will find that the rat has disappeared into thin air.)

 

Fur, Spikes And The Gold Key:

 

At the other end of the passage there is a water-filled opening. Dive in and swim down the slope and up through the winding passage until you can surface. Climb out of the water and prepare guns to kill the two lions that come running out of the S/E opening (staying on the step closest to the water is a quick and easy way to dispose of them as they will not come all the way down there). Avoid the spikes by the left wall and go down either passage in the opposite wall until you reach a switch. Pull it to open a door on the level above and release two gorillas in the same go. Head back where you come from and climb the block with the blue crystal. From there you should be able to shoot the gorillas. If not you can do a standing jump and grab the edge, then pull up onto the floor they're at, shoot and hop backwards off the floor as they come close (in this case they should stay put at the edge of the floor and so it will be easier for you to shoot them from below).

 

When they're dead climb onto the top floor again and do a standing jump across the gap (with the spikes below) to grab the edge of the doorway. Pull up and proceed through the door you opened to pick up a large medipack as well as the Gold Key. Run diagonally off the edge to the left to land on the floor, thus avoiding the spike trap below. Drop down to the floor below and climb up where the blue crystal is, this time drop down on the other side. Use the key you found in the keyhole here to raise the submerged blocks behind. Stand on the first one and do three running jumps and a standing jump at the end to reach the other side.

 

The Moveable Block Puzzle:

 

The next room is split in half: on the right side you'll find three closed doors and two keyholes and to the left three closed doors and four brown floortiles with some odd symbols on them. Right of the two tiles closest to the W wall you'll find a moveable blue block. Pull said block out twice to place it on the first of the brown tiles. Ready guns and prepare to take out a ticked off gorilla coming out from the other side of the room. Go to the room it came from and pick up two batches of pumpgunner ammo.

 

Go back to the moveable block and pull it twice again until it's on top of the dark tile below the high doorway. This opens the door left of the previous one and there is another gorilla in that room. If you're lucky it will remain in one place without moving and you can shoot it from the outside without it moving an inch to attack. Enter the room and pick up the pumpgunner ammo from the alcove on the left.

 

Some More Pushing And The 1st Rusty Key:

 

Now you can return to the moveable block and push it twice onto the next darker tile. Doing so opens the rightmost door in the S wall and it lets out four rats. The safest way of killing them is to run back out to the water and jump to the first block. This way you can kill them using the pistols with no trouble, although it does take a bit longer (alternatively you can pull up into the high doorway opposite the block you moved).

 

Once more return to the moveable block, but before moving it any further enter the room that the rats came from. Pick up the small medipack and seeing as there's nothing else in the room go back to push the blue block onto the final dark tile. The leftmost door in the S wall opens and so does the high door in the W wall. Go through the latter first, but be cautious as you enter because there's a bear trap waiting in the doorway. Roll past it and pick up the flares and the 1st Rusty Key, then roll past the bear trap again on your way out.

 

Rolling Stones - The 2nd Rusty Key:

 

This time enter the leftmost room S. Two boulders start rolling down from the ramps left and right so do not pause for a moment, but instead run/jump directly into the alcove with the key ahead to avoid being flattened. Pick up the 2nd Rusty Key in the alcove, then return to pick up the small medipack on the boulder path. Now you can leave this room and go to unlock the final door using the two keys you've found. Walk past the blue crystal in the doorway and you now find yourself on top of a steep slope. Do not slide down yet though, otherwise you'll miss a secret. Stand on the right side of the doorway facing slightly left past the large slanted block. Jump forwards to land on a slope and keep pressing the Jump key ONLY (do not touch any of the other keys, otherwise you'll miss and land on the long slope instead). The goal is to have Lara landing on a flat block down at the end on the left side of the slope.

 

Across Unstable Grounds For A Secret:

 

Enter the room and you're overlooking two breakable tiles leading over to an alcove with some pickups along the right side of the room and three breakable tiles along the left side. Hop once back from the edge and do a running jump to land on the first breakable tile on the right side. Immediately run and jump at the edge, then grab the edge of the second breakable tile, pull up and run forwards into the alcove where you can pick up Secret #32: a box of normal ammo and the uzis. This is the way I imagine the builder to have thought of, but there is a shortcut. Instead of running and jumping to the first breakable tile you can simply drop down into the room, then jump up to grab the edge of the second tile, pull up and run forwards into the secret alcove. To get back out there are two ways. Either stand on the right side of the alcove facing into the room, then turn Lara right to face the first tile along the opposite wall. Stand/jump to it, then sideflip left twice to reach the last tile. Roll and do a running jump angled right to land in the doorway. Or you can simply drop down to the ground, run over to the exit and just pull up into it.

 

A Long Slope And The Underground Lake:

 

Now it's time to drop down onto the steep slope. You'll slide into a pool so quickly press the Look key to get the correct perspective back, swim straight forwards through the opening and pull up onto the blue low block ahead. Turn around, draw guns and kill a crocodile in the water. Now follow the passage through the opening until you eventually reach a gap with a switch on the opposite ledge. Stand on the left side, slide down the short slope and jump at the end to land on a tall pillar in the left corner. From there you can grab onto the ledge and pull up to reach the switch. It opens an underwater door and you'll see in a short while which door it is. Having done this you can dive down into the water below.

 

The Temple Cave:

 

Under the N ledge you will see an opening, swim through there and follow the passage around until you can surface in a very familiar cave: the Temple Cave (with the well-known inanimate centaurs flanking the doorway). Swim under the platform they're standing on and approximately on the middle of the wall below the temple you'll find a brown passage leading in to the left. Follow it and you'll find the submerged hallway with the door you opened earlier. Swim through and you can surface in a room with a blue crystal and a switch. Pull it and the temple doors will open. Now you can draw your breath and swim back down and out to the temple entrance.

 

Entering The Tomb Of Tihocan:

 

Swim over to the left side of the cave (near the blue crystal) and SAVE your game. Approach the centaur closest to you and it will come alive and start firing at Lara (although not with the fire bolts like it did in the original version).  Back- and sideflip to avoid being hit and pump it full of lead until it falls. Enter the temple and head left and you'll encounter not Pierre, but two centaurs that are at least equally as harmful. One of them drops the uzis as it falls and when you pick them up the Gold Key will appear on the pedestal in the middle. If you return outside the other centaur will awaken as well, but there's no need to do so unless you want all the kills. Pull up onto one of the brown blocks and from there do a standing jump to grab the ledge above. Go around to the N/W to retrieve some normal ammo, on the ledge opposite you'll find some uzi clips and left of the golden keyhole you'll get a large medipack. Use the Gold Key in the keyhole to open the door opposite down on the ground floor. Drop down there and go through the door, this is the end of the level.

 

Here a cut scene kicks in, showing Lara as she discovers the tomb of Tihocan. The inscription on the wall reads: "Here lies Tihocan. One of the two just rulers of Atlantis, who, even after the curse of the continent, had tried to keep rule here in these barren other lands. He died without child, and his knowledge has no heritage. Look over us kindly...Tihocan."

 

 

 

After the Tomb of Tihocan, there is a cut scene of Lara reading the pictures on the wall. The speech is about Tihocan, one of two rulers of Atlantis who died leaving no heir.

 

Level 10:  CITY OF KHAMOON

 

Walkthrough by Harry Laudie

 

You start in a large cave. Go north and you reach a pit and hear spikes. Use a lower block to the east side to get onto the pit floor. Jump into a tunnel in the west wall and go to the end to pull down the wall switch. You hear a door open. Get out of the tunnel and drop into the trench. Pull a moveable block out of the open door. Push the block to the east end of the trench and the spikes stop. Go to the west end of the trench for Uzi ammo. Hop into the alcove where the spikes are located. Move the block from the west end to the east end of the alcove. You get a cut scene showing a block moving at the column near the north wall. Climb the block and then climb the column to jump onto the north ledge. Shoot a black panther although you can ignore it and continue north.

 

You are on a wide ledge facing another large cave and a pit. There is a Sphinx at the north wall. In the west wall is a closed door. First turn around and go to the south-west corner and use the slope to climb onto the south ledge. Search the ledge for a small medipack and Uzi ammo. Return north and shoot the mummified panther in the pit. Slide into the pit and go east. You see an obelisk with four receptacles.  Climb the east ledge and run and jump to get to grab the obelisk. Pull up to the top and pick up red shotgun shells. Get down from the obelisk and go to the Sphinx. Go behind the head and pick up red shotgun shells and the Saphire Key. The left side of the Sphinx is the easier route.

 

Get down and go between the Sphinx's paws to pull out a movable block. Enter the small room and use the Saphire Key to open the door. Enter the door and run down the tunnel. Enter an area with many statues. Climb the nearest block for flares and you can shoot a black panther in safety. Climb the block in the south-east and go up the ramp in the south tunnel. At the top, kill a black panther and a crocodile. You are on a ledge overlooking the Sphinx pit. Go east down the wide corridor and under a bridge. At the end, you are on a ledge overlooking a large area. To the south is a temple with a cat statue. Shoot the crocodile in the pit and safety drop to the floor.

 

Go to the south-east corner and enter a dark alcove for SECRET #33 and red shotgun shells. Go north and dive into the water. Swim to the south-east corner and into a tunnel. Near the end, pull an underwater lever on the wall to open the door. Swim west into a room and pull up to a ledge. Turn and shoot the crocodile that followed you in the tunnel. Pull up to the second floor ledge at any convenient location. You see a movable block and two blue tiles. Push the block onto the two tiles and two blocks expand from the walls.

 

Climb the north block and get to the higher ledge. Push the bock to the west and the door opens beside you. Wait and kill a flying mummified panther that emerges from the door. It is also poisonous so be careful. Enter the door and you are on the bridge that you saw. Be careful as you can walk through the fence and fall to the ground below. Pull down the wall switch on the south wall and get a cut scene of a trap door dropping. Exit the bridge and see the trap door in the ceiling above you.

 

Now get down and climb the block at the south wall. Pull up to the higher ledge and enter the south room. Go to the south wall and turn around. Pull up into a short tunnel above you to the north. Pull down the wall switch and hear a noise. Return to the water room and see that a ledge has projected from the east wall and is under the open trap door. Also another block has risen on the north ledge.

 

Return to the north ledge and the new block. Run and jump to grab the projected ledge. Pull up onto the ledge and then pull up to a higher room above it. Pull the wall switch and get a cut scene of a trap door dropping around the cat statue in the temple. Now you can safely go back and dive into the water to get back to the temple. However, go to the north-east corner and onto a ledge. Jump to the rocks to the east. Jump over the rock to the right and pick up Uzi ammo. Then slide down the slope at the north wall. At the bottom of the slide pick up a small medipack. Then jump to the rock ledge in the middle of the room and finally jump south onto the temple roof. Climb on a corner block and run and jump to land on the ledge at the west wall. Pick up SECRET #34 and revolver ammo. Shoot the crocodile from the safety of the ledge. Safety drop to the ground and jump out of the way of a ball that rolls from the west wall doorway.

 

Go to the new pit with the cat statues and safety drop to the floor. There are three tunnels. One is in the north wall. The other two are in the dark east wall and they both lead to the same spike trap. Enter the north opening and follow the tunnel down to a large dark room. Do not get down yet, but turn south and see an alcove. Go there and pull down the wall switch. You gate a cut scene of a trap door opening back in the pit with a temple. Face north and the dark room now has a lot of light. Drop to a lower ledge and shoot the two black panthers on the floor.

 

Safety drop to the floor and kill two black panthers and a flying mummified panther. Go to the east wall and a door opens. Go to the back of the tunnel for a large medipack. Back to the room and the door in the west wall is open. Kill two black panthers and go to the end of the tunnel for a small medipack. Climb the block at the north wall and pull up to the higher north ledge. Cross the bridge to the central platform. Run, jump, and grab the south-east ledge. Hop into the alcove behind the cat statue for SECRET #35 and red shotgun shells. Return back to the north ledge.

 

Enter the north wall tunnel and follow it to an apparent dead-end. Go to the north wall. Turn and push a movable block back into the entrance tunnel. Turn and pull a movable block out of the north wall. Push it into the alcove at the west wall to reveal a short tunnel. Go to the end of the tunnel and pull down the wall switch. A door opens beside you. Enter the next room and go east. Pull down the wall switch in the corner and the double doors open in the east wall.

 

Slide down and jump to land on a column. The double doors close behind you. Jump to another slope column to the east. At the bottom, jump and grab a crevice in the east wall. Shimmy to the left and drop onto a column. This turns off the fires on the pillars for a very tight timed run. Start at the back right corner of the column. Run and jump to the south-west to land on a column. Turn and run and jump to the next column. And so on until you reach a safe tile at the north wall. (I do not remember this tight timed run in the original Tomb Raider 1.)

 

Jump to the ledge with a fence at the east wall if you not jump there from the last fire column. Go east trough the next two small rooms and hop onto an east wall opening, Turn around and you can see a ledge to the upper west. Pull up there and kill two black panthers. Go to the right west alcove for blue shotgun shells. Go to the left west alcove to overlook the room and see a bridge. Drop onto the ledge and jump to the bridge. Run and jump to the opening in the west wall.

 

Push in the block #1 for two tiles. Get behind it and push it back into the entrance to get it out of the way. The movable blocks have small circles at the bottom. Go west and move another block #2 out of the way. You enter a small room. Go to the south-west corner and pull back block #3 from the south wall. Push it back to the entrance area. Go back to the new tunnel. You see a block #4 to the south in front of you. However go to the south-east and push block #5 to the south two tiles. Go behind block #4 and push it into the small room. Go back to the south wall and see block #6. Push it to the south two tiles. You enter a small room with a switch and a trap door. However, you may want another secret.

 

Return and move block #5 out into the small room next to block #4. Return to the tunnel and see block #7. Pull it out and push it back to block #5. Go back to the tunnel and enter a small room. Kill another black panther. Pull out block #8 from the north wall. Push it into the entrance tunnel and pull out block #9 out of the north tunnel. Go to the end of the north tunnel and pick SECRET #36 and a revolver. Move the blocks back and return to the room with the switch.

 

Pull down the wall switch and the trap door opens above your head. Pull up into the same room that you left earlier. This time, a door is open in the west wall. Enter the door and follow the tunnel to a large room. Kill a mummified panther and a flying mummified panther. Enter the large empty room and see a tunnel in the upper north-west corner that you cannot reach. Turn and go to the north-east corner and pull up into a tunnel that you can reach. Follow the tunnel up the ramp and enter another large room. Climb onto the column in front of you and pick up a Sapphire Key.

 

Get down from the column and go up the hill. In the west wall crawl space you can see the Sphinx from the start area. Go through the opening in the north-west corner. You are standing on a high ledge over a room that you visited earlier. Jump to the third small ledge for Uzi ammo. Jump to the south ledge and pull down the wall switch. You hear a noise. Jump the ledges to return to the entrance. A trap door has open and the sand has dropped. Safety drop into the hole and now you can reach the tunnel you could not reach earlier. Enter the room and use the Sapphire Key in the lock on the north wall. The door opens beside you. Enter the open door and the level changes.

 

 

 

Level 11: OBELISK OF KHAMOON

 

Walkthrough by Harry Laudie

 

Enter the open door again and go east. Ignore the steps in the trench and hop onto the north ledge. Go to the end and enter a tunnel to the north. Continue to the end and pass a key lock and a closed door. Go east and enter a room with four columns. At the bottom of each column is a movable block. Block #1 is in the north-west corner. Number them clockwise so that block #4 is in the south-east corner.

 

Move block #4 and enter the tunnel. Kill a black panther and pick up a small medipack. Return to the four-block room.

 

Move block #3 and enter the tunnel. Kill a black panther and find nothing. Return to the four-block room.

 

Move block #2 and enter the tunnel. Drop onto a column and slide into a pit. Kill three black panthers. Pull down the wall switch on the east column. You get a cut scene of a door opening. Climb the column in the north-east corner and pick up red shotgun shells. Pull up to the higher ledge and jump the columns to the open door in the west wall. Jump over the pit and go behind the door for Uzi ammo. Safety drop into the hole and you are back in the tunnel. Return to the four-block room.

 

Move block #1 and enter the tunnel. Get into the water and swim to a room with a large structure in the middle. Pull up quickly to a ledge and shoot a crocodile in the water. Dive into the water and pick up blue shotgun shells from a block at the north wall. There is Uzi ammo on the floor in an opening at the south-west corner of the structure. At the north-west corner of the structure is an opening with a Saphire Key. Pick it up and another crocodile appears. The exit tunnel is in the south wall. Return to the four-block room.

 

Exit the room and use the Saphire Key in the key lock. You get a cut scene of a door opening back in the four-block room. The door also opens in the west wall in front of you. I returned to the four-block room later. First I went through the open door by the key lock.

 

Enter the room and pick up red shotgun shells from the island in the middle of the water. There is an obelisk in the middle of the island. On the south-west floor in the water you can find Uzi ammo. Swim to the north-east corner and pull up onto a ledge. Enter the opening between the green blocks at the north wall. Slide down a slope to enter a room and shoot two black panthers. Pull up to the ledge in the north-west corner. Jump to the column in the middle of the room and then into the west wall opening. Drop into the dark west room to trigger two mummified panthers. Pull up to the opening again to shoot them from the safety of the ledge. I found nothing in that room but the panthers are gone in case you fall into the room later. Go around the slope and pull up into the south opening.

 

Go the ledge in the south-east corner. Now start working your way up the ledges to the top ledge in the north-west corner. It is a very simple and easy route. Go south to pull up onto a ledge over two pillars. There are stairs to the west. There is a wall switch and the room with the obelisk to the south. Go south and pull the switch and get a cut scene of the first drawbridge dropping to the obelisk. Look east and drop into a fenced trench for red shotgun shells and Uzi ammo. There are two secrets in this area and I got them now before I forgot them. Go east to the column and then run and jump to the top of the obelisk. Get SECRET #37, red shotgun shells and a large medipack. Look to the south-east and see a column with a decoration on it at the south wall. Run and jump to land on that column. You get SECRET #38, Uzi ammo and revolver ammo. Dive into the water and climb the ledges again back up to the stairs by the switch.

 

Go up the stairs and shoot a mummified panther. Pull down the wall switch on the south wall. The door opens beside the switch and you see another closed door. Go east and drop into the hole in the floor. Slide down to the bottom of the slope and into a room. Go to the west to shoot two black panthers. Hop into the alcove at the east wall and pull down a wall switch. The slope changes to steps. Climb the steps and jump west for red shotgun shells. Do not climb to the top step or the steps changed back to a slope. Go north to the ledge with the other slope. Enter a doorway to the east and turn to the right. You are on the drawbridge level of the obelisk. Go up the stairs and pull down a wall switch.

 

Go east and enter another doorway. You are on a ledge overlooking another deep room. First go east up the stairs and pull up to a ledge. Shimmy to the right around a block. Pull up to a higher ledge to the south. Enter the tunnel in the east wall for SECRET #39, red shotgun shells and Uzi ammo. Exit the other end of the loop tunnel and jump the ledges to go to the north-west corner for blue shotgun shells. Return by the same route back to the entrance. Jump down onto the ledge to the west for a small medipack. Now jump back to the east to an opening under the entrance. Enter the doorway onto a fenced ledge. Pull down a wall switch and get a cut scene of the second drawbridge dropping to the obelisk. Return to the room and safety drop to the ground and kill two mummified panthers. Go to the east wall and starting climbing the blocks to exit the room.

 

Return through the north-west door to the room with the slopes. The second slope has changed to steps. Climb the steps to the top. Run, jump and grab the crevice in the west wall. Shimmy to the right and drop onto a ledge. Safety drop on the other side and enter a small room. Pull the switch and exit the room. Turn to the south to see steps were there was a slope earlier. Go up the steps and pull up into a room. Kill another mummified panther. Go east and pull down the wall switch. You get a cut scene of the third drawbridge dropping to the obelisk. Go to the north-east corner and pull down the wall switch to open the door beside it. Go through he door and you are back in the area above the obelisk.

 

Dive into the water and swim to the east ledge. Exit the room and go east to return to the four-block room. Pull up into the open door in the south wall. Follow the steps up into a room and kill a mummified panther. Go to the alcove in the south-west corner and pull down the wall switch. You get a cut scene of the fourth drawbridge dropping to the obelisk. Go out the west door onto the drawbridges.

 

Jump to all four drawbridges and pick up an item from each one. Pick up the Eye of Horus and get a cut scene of an underwater door. Pick up the Scarab and get a cut scene of an underwater door. Pick up the Seal of Anubis and get a cut scene of an underwater door. Pick up the Ankh and get a cut scene of an underwater door actually opening. Dive into the water and go to the north side of the island to find the open door.

 

Swim in and follow the tunnel to the south. In side alcoves you can pick up a small medipack, Uzi ammo, red shotgun shells, and blue shotgun shells. Continue following the underwater tunnel to the south. Eventually you reach a wide room and surface for air. Pull up to the north ledge and kill a mummified panther on the south ledge. Go to the south-west corner and climb the block. Go to the end of the tunnel and kill a flying mummified panther and two mummified panthers on the floor. Hop onto the blocks structure and go to the south-east to pick up a large medipack from a lower block.

 

Climb the blocks in the south-west corner and pull up to an opening. Go south down the blocks and you are back near the Sphinx from the start of the city of Khamoon. Go to the south-east and place the four items on the obelisk. With each item you get a cut scene of the door in the west wall. The last placement shows that the door is opening. Go west to the open door. Run down the steps to the next closed door and the level changes.

 

 

Level 12: SANCTUARY OF THE SCION

 

Walkthrough by Yoav

 

Start in the same tunnel where you ended the previous level. Run down and the doors open for you. Go right and see behind the closed gate an object you need for the receptacle on your left side. Turn around and run up the stairs, pull out your best guns as you are going to deal with three mutants running down one by one. Enter the room at the top of the stairs and look for clips at the right side block. Then climb onto the block and through the hole in the ceiling pull yourself up onto the top of a sphinx. Climb the angled block which faces east, then run and jump forward and grab the ledge. Climb up the wall and you are onto the sphinx's head. As you can see there are two receptacles (for Mac users there is also a Save Crystal).  

 

Back down and go south, slide down to the ground. In front of you is a closed door. Follow down the sandy path and kill a mutant but don't go far. Turn to your right and climb onto the short block. Run and jump over to the block that is part of the wall. Climb the ledge above, then run and on the north-east column pick up shotgun ammo. Turn to face south-west, run and jump to the next column. Climb the ledge above (for Mac users there is a Save Crystal). Follow the ledge and right around the corner you have to pass the teeth door trap. Pick up a small medipack and keep following the next ledges until you reach the wall switch.

 

Throw it down and get a screenie of a door opening somewhere. Now turn to face north and take a standing jump to the ledge for a large medipack. In the meantime a winged mutant flies in from afar off over you, kill him before he hits you and knocks you off your perch. Then safety drop to the sloped columns below and back to the sandy area.

 

Head south and cut into the area between the sphinx's paws. Notice the closed door, then get the clips and go out from there. Head to the east wall and look for a beige colored block you can climb onto. Jump to the south block and the one after it. Climb up, keep moving south, climb the next block and jump/grab the crack, then shimmy until you can climb onto a ledge. Keep climbing east and turn north. Take a series of jumps along the ledges ahead to reach the far wall switch. Throw it down and get a screenie of the opening gate you saw a few minutes earlier.

 

Kill a winged mutant, then stand to face north-west and take a running jump to the ledge. Pick up shotgun ammo. Run and jump forward, land onto the next ledge for more shotgun ammo. Do one more jump to the next ledge and pick up more shotgun ammo. Now from the ledge you are standing on you can reach SECRET #40. If you use the binoculars and look south you might see something floating on an invisible ledge. Run and jump over there, grab the invisible ledge and climb onto it for the revolver with ammo. Hmm, those winged mutants are really a pain in the ass. Kill another one, then run and jump back to the ledge you came from. Safety drop down to the path below. Before you proceed west, go east along the wall, kill another flying mutant and get more shotgun ammo.

 

Turn around and go back to the place where you dropped down and jump the west ledges. Climb the north block, then the west block, jump and run forward. Climb south to the top, jump west and climb up the south blocks to reach the entrance of a room you already opened up (for Mac users there is a Save Crystal). Enter inside and see three lined up blocks, take the left side and push the middle block forward. Now go to the other side and push the block onto the marked tile. Back to the other side and climb onto a new block and from there into an Egyptian room. Kill a centaur mutant and another mutant, then climb onto the center block for Ankh #1.  Exit the room and go back down to the entrance, drop south and slide down. From the higher place where you are standing take out the mutant, then drop back down onto the sphinx.

 

Once again go south and slide down, go through the opening door to a slope above a pool. Turn around and slide down backwards, grabbing the end of the slope. Shimmy left and drop onto a ledge, then climb into the left opening. Climb up the high stairs and before proceeding to the second set of smaller stairs, turn right and get down the stairs. Kill the crocodile in the pool, then jump in the water, dive to the bottom and look for a Gold Key. Climb the stairs back, turn left and go to the top to stand facing to a slope. Slide down and be ready to jump forward and grab the bridge above the pool ahead. Pull up onto it and go the north wall to use the Gold Key. An opposite door opens. Enter the Egyptian room and kill a centaur mutant, take from the center block Ankh #2. Pick up the flares (for Mac users there is a Save Crystal).

 

Now make your way outside this place and go back to the sphinx. Go to the south-west corner and near the sphinx's left paw you should see a sandy ramp. Climb there and the next west blocks to the top. Once again climb the sphinx's head and use both ankhs at their receptacles. This opens the door between the sphinx's paws.

 

Make your way down between the sphinx's paws. Through the opening door drop into a small underground lake with two submerged statues. As you can see, the level of the water is too high so you cannot throw the switch on the right statue. Dive and swim west between the statues and pick up revolver ammo. Keep swimming to the right statue and into the tunnel, look for an underwater lever nearby the door. Pull it to partially drain the lake and before you're able to swim back you will be sucked through the door and sent up along the tunnel to a room where you can surface. Pull out of the water into a room with pillars. Climb up onto the lowest pillar. Take a standing jump to grab the south-east pillar. Take a running jump to the south-west and grab the bottom of the stairs. Climb up to the top, then follow the ledge to the end.

 

Slide down a short slope (for Mac users there is a Save Crystal) on the left side. A winged mutant shows up, kill him before he reaches you. Go left to the edge and drop down onto a ledge, then take a simple jump to the north ledge below. Safety drop down into a hole below and pick up the clips. Climb out from the hole and jump into the lake, swim toward the right statue and climb out of the water. Now you can throw the wall switch, which opens another underwater door at the left statue. Swim between the left legs of the statue and into a room. Climb out of the water and start running up along the passage to the top, but on your way pick up a small medipack and two shotgun ammo stashes (for Mac users there is a Save Crystal) just before the gate.

 

Pick up the Scarab and the gate opens for you. As you can see, you're back at the beginning and once again you have to deal with three mutants. Go to the receptacle and use the scarab to open the gate. Go down the stairs and look for a high opening. Climb up and drop into a big Egyptian room. Prepare to take on Larson once again, then go east and climb the stairs to the top (notice the pedestal). From both side walls read the relevant note for you and throw the matching wall switch for you.

 

Left wall: Please use switch if you play with patched tomb4.exe (included).

 

Right wall: Please use switch if you play with orig. tomb4.exe.

 

Some object shows up on the pedestal. I think it's the Scion, but you'll never get it as the level ends when you start to pick it up.

 

 

Level 13: NATLA'S MINES - TREP Version

 

Walkthrough by Moonpooka

 

3 Secrets

 

Note: This is the version of Natla's Mines that you will play if you're using the patched tomb4.exe file provided with the level download. Lara has no weapons at the start of this level. They were taken by Natla and her sidekicks, and Lara is left exposed to any enemies lurking in the mines; but, you won’t meet any enemies until later on in the level, and you will eventually be able to retrieve your weapons. 

 

Arrival

 

After the cut scene showing Lara’s escape from The Sanctuary Of The Scion, Lara arrives in a wide river, and the currant will take her a short way ahead. When the currant lets Lara go, you are on your own. Swim to the end of the river and pull up behind the waterfall at the east wall.

Make your way up the passage ahead, and take a left turn. Walk a short way, and then take another left turn when you come to a high wall ahead. On the south wall there is a lever, use it to open a gate elsewhere in the mine, and then head back to the river.

Dive in the water and swim to the west side. Pull out near to the boat, and head through to the north cave. Go down to the north wall, and on the east side of the coal hill, find a movable block and pull it out. Jump behind the block, and there in the passage is the newly opened gate with a lever behind it. Use the lever, and see a new gate open in another area of the mine. Now make your way back to the river and dive in again.

Swim back to the east wall waterfall, and pull up behind it again. Make your way up the passage as before, but this time, climb up the high wall. Go to the top of the passage, and find the newly opened gate. Walk out onto the ledge ahead, and jump to the SE ledge. Go through the passage to the left, and make your way through a long rocky passage to a new cave.

The Cabin Caves

As Lara walks through this new cave, she will look at a cabin suspended from the ceiling. Your pistols are inside the cabin, but you need to lower it in order to get inside for your weapon. Also note in this cave, there is a cabin at the north wall; inside you will place three fuses to lower the cabin. That’s all for now, so head through to the next cave to the east, and take a look around.

Finding The Three Fuses

There is a lever on the south wall and a movable box nearby. There is also a closed gate on the west wall next to the movable box. At the east wall, there is another closed gate at the end of a track, and at the north wall, there is a passage.

Getting The 1st Fuse

First use the lever on the south wall to open a gate in another area of the mine, and then make your way through the passage at the north wall. Go through the passage to the end, and Lara will be facing a conveyer belt on a machine. Go to the left of the machine, and ahead, you will see the gate you opened with the lever. Go through the gate and use the lever on the west wall to start the machine outside, and then go back to the front of the machine. The conveyer belt on the machine has delivered you the 1st Fuse, and it’s there on the ground in front of the machine. Take the fuse and go back to the cave.

Getting The 2nd Fuse

Go to the east door at the end of the track, and the door will open as you approach. Walk inside and stop to get your bearings. Ahead are two barriers, and to the left, behind the first barrier, there is a passage. This passage spells danger as two lava balls are sitting inside. Up and to the right, is a slope with another lava ball sitting at the top of it. Jump the first barrier, and let the two lava balls fall and roll past you, and then jump the second barrier. As you jump the second barrier, the lava ball at the top of the slope will begin to roll down. You then need to run into the passage at the bottom of the slope (south wall). There is a gate to the left in the passage, and if it is still open, do not go through it, (even though you can see a fuse on the ground through the gate), or you will miss a pick up. Leave the gate to close, and then go right in the passage. There is an open gate to the left, so walk through it carefully and stop by the entrance.

In the new room, six lava balls will begin to roll back and forth from left to right. Take a running jump when the lava balls have made a path, and land in the safe area in the centre of the room. Judge the next set of balls ahead, and take another running jump to the end of the room. Go left and up the slope, and then enter the passage to the left for some Revolver Ammo. Head on down the passage, and at the end, use the lever to your left to open the gate ahead. Just outside the gate, you will find the 2nd Fuse.

Go up the passage, and at the top, a gate has opened. Run a short way into the new cave, but immediately jump back into the passage because two lava balls are hurtling down from a slope in the new cave. When the area is safe, re enter the cave and make your way left to the top of the slope. Do a safe drop down the hole in the floor, and arrive back in the boulder/track passage. Run up the slope, and go left at the top. Make your way to the end of this passage, and then do a safe drop down the hole in the ground. You arrive back at the previous caves.

Go to the movable box. You will see that the gate in the west wall, next to the movable box is now open, revealing a red tile. Move the box onto the red tile inside the gate, and another box will appear next to the south wall lever. Use the box to jump to the roof of the east cabin, and then fall through the collapsible tile in the SE corner of the roof; you will arrive in a lower passage. Run up the passage until you have an alcove to your right, and then go inside the alcove to use a lever. You will see the boat in the river at the start of the level, float away down stream. Continue on through the passage, and at the end, slide down the slope. Do a safe drop through the hole in the ground, and arrive back in the lower caves. Head through to west cave, and then leave the cave via the west wall passage, and make your way back to the river at the start of the level.

Getting the 3rd Fuse

Dive into the river and swim to the boat. Pull up on the centre of the boat, and then jump to the west bank of the river, where you see some boxes. Climb over the boxes to the left, and enter a small room filled with Natla cargo boxes. Go into the room, and find some Uzi Ammo in an alcove to the left. And then find the movable box in the west wall, (near to the ammo pick up) and pull the box out once. Move the box south once, and then enter the passage where the box was. There is another movable box ahead. Pull the box out twice, and then move it north once. Re enter the passage where the boxes were, and make your way round to a new lever. Use the lever, and then watch as a machine moves out of a passage elsewhere in the mines. Now return to the river and dive it.

Swim to the north a little way, and then pull out on the next west bank. Head through to the north cave and see to the east is the machine you just moved, giving you access to a new passage. Enter the new passage, and a movable box is blocking your path. Push the box forwards twice. Pull up onto the box, and then pull up to a passage to the east. There is a lever ahead, use it to open a gate in a new area of the mine, and then drop back top ground. Continue on through the passage to the east, and you will eventually arrive at the newly opened gate.

STOP at the gate. There is an enemy lurking in the cave ahead, and you do not have your guns yet to deal with him, so don’t stray too far into the cave. Walk straight ahead for a short way, and keep looking on the ground as you walk. Just at the bottom of the small slope ahead, you will find the 3rd Fuse. Pick up the fuse, leave the cave immediately, and return to the river.

Place The Fuses And Retrieve Your Pistols

Dive in the river, and make your way back to the passage behind the waterfall. Go to the top of the passages, and jump back to the cave passages. Head on back to the cabin cave, and go to the building at the north wall. Go right of the cabin, and make your way up the steps and inside the cabin. Place the three fuses in the receptacles on the north wall, and then watch as the suspended cabin outside lowers. Go to the cabin and walk inside. There to the right are you beloved Pistols.

Leave the cabin, and pull up onto the roof of it. Run and jump to the hole in the west wall, and then walk a short way up the passage (about half way). Pull up into a hole in the north wall, and head on through the passage. There is a gate ahead which will open as you approach it. Go through the gate, and it will close behind you. There is a slope ahead; slide down to a small wooden floor tile, and then pull up into a hole in the west wall. Drop down west, and you have found the 41st Secret ~ LMP & Uzi Ammo. Use the lever on the south wall to open the gate outside, and then return through the hole in the wall. Drop down to the wooden tile, and then jump the slope to the gate. Make your way back through to the end of the passage, and drop down at the end into the lower passage. Go west, and make your way to the end of this passage. Slide down the slope ahead, and arrive back at the river.

Dive into the water and swim to the west side, next to the north cave entrance. Head through to the north cave, and enter the east wall passage. Go all the way through to the end of the passage, and enter the cave where you found the 3rd Fuse.

Select the pistols from the inventory, and run down into the cave. A voice informs Lara that it ‘Ain’t nothin’ personal’ and a cowboy appears with guns blazing. Lucky you found your pistols eh? Take out the cowboy and the panic is over.

Go to the SW corner of the cave, and enter the passage in the west wall. At the end of the passage you will find the Shotgun, and can then return to the cave. Go to the east wall and then walk south to the edge of the ledge. You are now looking over a terrifying lava river. Look down on the wall below you, and you will see a small ledge. Hang drop to the ledge, and then hang drop and grab the small lower ledge. Pull up, and pick up the SMP, and then grab the shimmy gap on the south wall. Shimmy right to the end of the wall, and then shimmy round the corner. Shimmy round to the next south wall, and make your way to the end. Shimmy round the next corner, and Lara will not be able to go any further. Drop from here to a slope below, and as you land, back flip with a turn to catch a shimmy gap in the west wall behind you. Shimmy right, and drop off at the end of the wall.

Head into the passage to the north, and make your way to the top of the slope. At the top of the slope, slide down and go right. You are now at the lava river.

Jump to the low SE rock, and then face east and jump to the right side pillar. Jump to the central east pillar, and then jump into a hole in the south wall. Stop inside the hole because there is a bit of a dodgy task ahead. There is a movable box ahead in the passage, and a slope leading up to the left. As soon as you walk to the movable box, a lava ball will be on its way down the slope. Lara needs to move that box before the lava ball reaches the bottom of the slope, so be quick and run to the box, and immediately press action and forwards so that Lara pushes the box forwards and escapes the lava ball trap. You are now inside a small cave, and the secret bell will chime. But, there are no goodies in this room and you need to explore to find them. First move the box away from its corner, and find a hole in the ceiling to pull up into. Turn and jump to the west cave, and collect the 42nd Secret ~ Uzi Ammo & Revolver Ammo.

Jump back into the east passage, and make your way to the top. Go left, and drop down the hole in the ground onto a track in a new passage. Make your way west down the track, and collect the Shotgun & Uzi Ammo.

Pull back up into the south wall hole, and go back through the passage. Jump to the west cave again and then drop down the hole in the NE corner. The lava river is to the north. Make your way to the edge of the passage, and jump back to the central pillar in the lava river.

Face east, and jump to the right side east pillar. Jump to the east central pillar, and then to the last pillar to the east. Finally, jump down to the safe path ahead, and go through the east passage. Stop just around the corner to the left. There a slope ahead and deadly lava pool below. Slide down the slope, and then either jump and grab the upper north passage, or slide off of the end of the slope onto a flat safe ledge by the lava pool, and stand jump to the upper north ledge. Pull up and head left into the TNT room.

Run past the TNT boxes, and go west into the second TNT room. There is a hole up in the west wall, but you can’t reach it. Climb the box at the south wall, and then pull up into a hole in the south wall. Go up to the right, and pull up on the wall at the top of the slope. Walk on, and see a lava pit ahead with sloped sides. The green slopes to the left and right of the lava pit are safe, so jump to either of the green slopes, and then jump to the top of the west slope. Immediately run to the north wall and wait for a lava ball to pass, and then make your way west. Go left, and you are now out on a path above the lava river.

Make your way right, and up the path to the top where you see a lever. Collect the Shotgun Shells from in front of the lever, and then use the lever to cause an explosion back in the second TNT room. Head back down the path, and make your way back to the TNT room.

Back at the TNT room, you can now see the extent of the damage. A hole has been blown in the west wall, and Lara can now escape from the caves. Climb over the west rocks and slide down the other side into a lower cave. Go right, and Lara is faced with a whole new room.

The room consists of many paths, and in-between the paths are deep lava pits, so take care! First, run up the central north path, and stop half way up. A cowboy attacks from the path to the right. Gun him down and take his Uzis, and then make your way along the west path to the west side of the room. Look into the pit at the west wall, and to your left, and see that it is a water hole. Dive in, and swim down to the west, and then see a gate ahead. Swim towards the gate and it will open as you approach. Swim through the gate, and you have found the 43rd Secret ~ Flares & Revolver Ammo & Uzi Ammo. Swim out of the room, and immediately swim up. Climb out at the north wall, and make your way to the top of the steps. Pull up to the east, and then do a safe drop down to ground. You arrive back in the room with many paths.

Make your way to the north wall, and then head through the north passage. Go left and stop! There is a slope ahead with a lava ball trap. Run a short way up the slope to trigger the lava ball, and then run back to the safety of the lower passage. You are not safe yet though! Re enter the slope area, and make your way up the slope again. Two more lava balls are ready to drop, and you can either avoid the lava balls, or trigger them and sprint back down the slope to the safe passage again. Either way, you need to make it to the top of the slope. You are still not out of danger though. Go left at the top of the slope and stop! You can see another lava ball sitting up in a passage. Jump backwards up the slope to trigger the lava ball, and then run back down, and to the right to safety. All is clear now, so enter the passage and make your way to the top.

Pull up into the hole in the west wall, and enter a small cave. Go to the north wall rocks and pull up to the top. Jump to the east wall pillar, and then stand jump to the upper west ledge. Face south, and stand jump to the south wall pillar, and then jump to the final pillar at the east wall. Pull up into a hole in the south wall, and Lara arrives in a small sandstone room.

The Small Sandstone Building

There is sort of block puzzle within these walls, and Lara needs to find a couple of levers to open two doors. Light flares in each room, and this will help you to see the movable blocks. Movable blocks show up darker in colour to the rest of the wall when a flare is lit near to them. Here is the route in simple terms so as not to confuse too much.

From the first room..

Push the block in the north wall, forwards twice.
Go into next room and into the alcove at the east wall, and then pull up on the north wall into a hole in the ceiling.
Pull the block in the north wall, back once, and then move it to the east once to reveal a passage.
Go through the passage, and you will see a closed gold door to your left and a hole in the floor to your right.
Drop down the hole, and enter the west room.
Pull the south wall block back once, and then go back up the hole in the ceiling.
Go to the south room, and drop down the hole in the floor.
Push the block in the north wall forwards once, and reveal a passage to your left.
Enter the passage, and use the lever to your left to open a gold door elsewhere.
Go east, and pull back up into the hole in the ceiling.
Enter the north room, and go through the newly opened door to your left.
Go right, and to the end of the passage where a block bars your way, and push the block forwards once.
Go south, and a door opens at the end of the passage; but don’t try to make it thorough the door, it’s a red herring and you will never make it through.
Go to the door and to the left of it. There is a lever to use which opens a gold door in another area.
Head back up the passage, and go right up the steps.
Go left at the top of the steps, and drop down the hole in the south room.
Go through the west passage, and see the newly opened door ahead.

Departure

Walk out of the door, and you are facing the front of a large pyramid. There are also two small building to the left and right. The left building takes you back to the sandstone building, and the other building holds a much needed item.

Run towards the pyramid, and another cowboy attacks; muttering the words ‘Say cheese’. Shoot the fiend, and then take the Revolver that he drops. Go to the pyramid, and pull up on one of the pillars by the door. You can now see some flat areas on the left side of the pyramid. Jump up to each flat area until you are on the final one at the top of the pyramid, and then take a running jump over to the part of the slope that is next to the south wall. Let Lara slide down, and she will arrive on a flat area near the base of the pyramid, with a cave to her right. Enter the cave and find a lever inside, and use the lever to open a door in one of the small buildings outside. Return to ground, and make your way over to the small buildings. Enter the south building, and collect the SMP & Uzi Ammo from the floor, and then nip round to the right for the Pyramid Key.
Return to the pyramid, and go to the double gold doors. Place the Pyramid key in the receptacle on the south wall to open the doors into the pyramid. Enter the pyramid, and run through the passage ahead to end the level.

 

 

Level 13: NATLA'S MINES - Non TREP Version

 

Walkthrough by Moonpooka

 

3 Secrets

 

Note: If you have installed the game by the old method using the original Tomb4.exe, this version of Natla’s Mines is different from the TREP version. Lara has her pistols this time, gameplay differs slightly, and many enemies lurk in the mines. 

 

 

Arrival

 

After the cut scene showing Lara’s escape from The Sanctuary of the Scion, Lara arrives in a wide river, and the current will take her a short way ahead. When the current lets Lara go, you are on your own and will be heading towards two crocodiles at the end of the river. Pull up behind the waterfall at the east wall and shoot those ghastly crocs, and then make your way up the passage ahead. Take a left turn, then walk a short way and take another left turn when you come to a high wall ahead. On the south wall there is a lever, use it to open a gate elsewhere in the mine, and then head back to the river.

Dive in the water and swim to the west side of the river. Pull out near to the boat, and climb on the boxes at the west wall for Shotgun Shells x 2. Head through to the north cave and shoot the two crocodiles that show up to greet you, and then go to the coal hill at the north wall. On the east side of the coal hill, find a movable block and pull it out. Jump behind the block, and there in the passage is the newly opened gate with a lever behind it. Use the lever and see a new gate open in another area of the mine. Now make your way back to the river and dive in again.

Swim back to the east wall waterfall, and pull up behind it again. Make your way up the passage as before, but this time, climb up the high wall. Go to the top of the passage, and find the newly opened gate. Walk out onto the ledge ahead, and jump to the SE ledge. Go through the passage to the left, and make your way through a long rocky passage to a new cave.

The Cabin Caves

As Lara walks into this new cave she will be attacked by an Atlantic demon, see him off and then look up to see a cabin suspended from the ceiling which you will lower later on. Also note in this cave, there is a cabin at the north wall; inside you will place three fuses to lower the cabin. Enter the east cave and gun down a second Atlantic demon, and then take a look around.

Finding The Three Fuses

There is a lever on the south wall and a movable box nearby. There is also a closed gate on the west wall next to the movable box. At the east wall, there is another closed gate at the end of a track, and at the north wall, there is a passage.

Getting The 1st Fuse

First use the lever on the south wall to open a gate in another area of the mine, and then make your way through the passage at the north wall. Go through the passage to the end, and Lara will be facing a conveyer belt on a machine. Go to the left of the machine, and ahead, you will see the gate you opened with the lever. Go through the gate and use the lever on the west wall to start the machine outside, and then go back to the front of the machine. The conveyer belt on the machine has delivered you the 1st Fuse, and it’s there on the ground in front of the machine. Take the fuse and go back to the cave.

Getting The 2nd Fuse

Go to the east door at the end of the track, and the door will open as you approach. Walk inside and stop to get your bearings. Ahead are two barriers, and to the left, behind the first barrier, there is a passage. This passage spells danger as two lava balls are sitting inside. Up and to the right, is a slope with another lava ball sitting at the top of it. Jump the first barrier, and let the two lava balls fall and roll past you, and then jump the second barrier. As you jump the second barrier, the lava ball at the top of the slope will begin to roll down. You then need to run into the passage at the bottom of the slope (south wall). There is a gate to the left in the passage, and if it is still open, do not go through it, (even though you can see a fuse on the ground through the gate), or you will miss a pickup. Leave the gate to close, and then go right in the passage. There is an open gate to the left, so walk through it carefully and stop by the entrance.

In the new room, six lava balls will begin to roll back and forth from left to right. Take a running jump when the lava balls have made a path, and land in the safe area in the centre of the room. Judge the next set of balls ahead, and take another running jump to the end of the room. Go left and up the slope, and then enter the passage to the left for some Revolver Ammo. Head on down the passage, and at the end, use the lever to your left to open the gate ahead. Just outside the gate, you will find the 2nd Fuse.

Go up the passage, and at the top, a gate has opened. Run a short way into the new cave, but immediately jump back into the passage because two lava balls are hurtling down from a slope in the new cave. When the area is safe, re enter the cave and make your way left to the top of the slope. Do a safe drop down the hole in the floor, and arrive back in the boulder/track passage. Run up the slope, and go left at the top. Make your way to the end of this passage, and then do a safe drop down the hole in the ground. You arrive back at the previous caves.

Go to the movable box. You will see that the gate in the west wall, next to the movable box is now open, revealing a red tile. Move the box onto the red tile inside the gate, and another box will appear next to the south wall lever. Use the box to jump to the roof of the east cabin, and then fall through the collapsible tile in the SE corner of the roof; you will arrive in a lower passage. Run up the passage until you have an alcove to your right, and then go inside the alcove to use a lever. You will see the boat in the river at the start of the level, float away down stream. Continue on through the passage, and at the end, slide down the slope. Do a safe drop through the hole in the ground, and arrive back in the lower caves. Head through to west cave, and then leave the cave via the west wall passage, and make your way back to the river at the start of the level.

Getting The 3rd Fuse

Dive into the river and swim to the boat. Pull up on the centre of the boat to shoot the newly arrived crocodile, and then jump to the west bank of the river where you see some boxes. Climb over the boxes to the left, and enter a small room filled with Natla cargo boxes. Go into the room, and find some Uzi Ammo in an alcove to the left. And then find the movable box in the west wall, (near to the ammo pick up) and pull the box out once. Move the box south once, and then enter the passage where the box was. There is another movable box ahead. Pull the box out twice, and then move it north once. Re enter the passage where the boxes were, and make your way round to a new lever. Use the lever, and then watch as a machine moves out of a passage elsewhere in the mines. Now return to the river and dive it.

Swim to the north a little way, and then pull out on the next west bank. Head through to the north cave and see to the east is the machine you just moved, giving you access to a new passage. Enter the new passage, and a movable box is blocking your path. Push the box forwards twice. Pull up onto the box, and then pull up to a passage to the east. There is a lever ahead, use it to open a gate in a new area of the mine, and then drop back top ground. Continue on through the passage to the east, and you will eventually arrive at the newly opened gate.

Walk straight ahead for a short way, and keep looking on the ground as you walk. Just at the bottom of the small slope ahead, you will find the 3rd Fuse. Pick up the fuse, and then walk on into the cave. Two more enemies will show up just as you pass the high sloped rock to your right. Lara will be informed that “It ain’t nothin’ personal” and a cowboy will appear with guns blazing, and another Atlantic Demon will also arrive. But what I noticed with these Atlantic demons is, they will attack and kill human enemies, so it is possible to leave the cowboy to his fate, and then pick the Atlantic demon off at your own pace. (Note: on the two occasions I played this version, only once did I encounter both enemies in this place, so you might only get the cowboy to show up.) You will also see another Atlantic demon flapping about on the other side of the cave, he can’t reach you and you can take him out now if you do not wish to meet him in the tight passages later on in the game. Now look on the wall near to where the cowboy was standing, there is a fuse box, and you will return here later with a fuse to use on it. There is one more thing to grab before you leave. Go to the SW corner of the cave and enter the passage in the west wall, and at the end of the passage you will find the Shotgun. Now you can leave the cave and return to the river.

Place The Three Fuses And Retrieve The 4th Fuse

Dive into the river, and make your way back to the passage behind the waterfall. Go to the top of the passages and make your way back to the cabin cave. Go to the building at the north wall, and to the right of it, find some steps and make your way inside. Place the three fuses in the receptacles on the north wall, and then watch as the suspended cabin outside lowers. Go to the lowered cabin, and inside you will find the 4th Fuse.

Leave the cabin, and pull up onto the roof of it. Run and jump to the hole in the west wall, and then walk a short way up the passage (about half way). Pull up into a hole in the north wall, and head on through the passage. There is a gate ahead which will open as you approach it. Go through the gate, and it will close behind you. There is a slope ahead; slide down to a small wooden floor tile, and then pull up into a hole in the west wall. Drop down west, and you have found the 41st Secret ~ LMP & Uzi Ammo. Use the lever on the south wall to open the gate outside, and then return through the hole in the wall. Drop down to the wooden tile, and then jump the slope to the gate. Make your way back through to the end of the passage, and drop down at the end into the lower passage. Go west, and make your way to the end of this passage. Slide down the slope ahead, and arrive back at the river.

Dive into the water and swim to the west side, next to the north cave entrance. Head through to the north cave, and enter the east wall passage. Go all the way through to the end of the passage, and enter the cave where you found the 3rd Fuse.

Go to the east wall and place the 4th fuse in the receptacle to lower some spikes on a small ledge nearby. Walk south from the fuse receptacle, and to the edge of the deep ravine. You are now looking over a terrifying lava river. Look down on the wall below you and you will see a small ledge, this is where you just lowered the spikes. Hang drop to the ledge, and then hang drop and grab the small lower ledge. Pull up, and pick up the SMP, and then grab the shimmy gap on the south wall. Shimmy right to the end of the wall, and then shimmy round the corner. Shimmy round to the next south wall, and make your way to the end. Shimmy round the next corner, and Lara will not be able to go any further. Drop from here to a slope below, and as you land, back flip with a turn to catch a shimmy gap in the west wall behind you. Shimmy right, and drop off at the end of the wall.

Head into the passage to the north, and make your way to the top of the slope. At the top of the slope, slide down and go right. You are now at the lava river.

Jump to the low SE rock, and then face east and jump to the right side pillar. Jump to the central east pillar, and then jump into a hole in the south wall. Stop inside the hole because there is a bit of a dodgy task ahead. There is a movable box ahead in the passage, and a slope leading up to the left. As soon as you walk to the movable box, a lava ball will be on its way down the slope. Lara needs to move that box before the lava ball reaches the bottom of the slope, so be quick and run to the box, and immediately press action and forwards so that Lara pushes the box forwards and escapes the lava ball trap. You are now inside a small cave, and the secret bell will chime. But, there are no goodies in this room and you need to explore to find them. First move the box away from its corner, and find a hole in the ceiling to pull up into. Turn and jump to the west cave, and collect the 42nd Secret ~ Uzi Ammo & Revolver Ammo.

Jump back into the east passage, and make your way to the top. Go left, and drop down the hole in the ground onto a track in a new passage. Make your way west down the track, and collect the Shotgun & Uzi Ammo.

Pull back up into the south wall hole, and go back through the passage. Jump to the west cave again and then drop down the hole in the NE corner. The lava river is to the north. Make your way to the edge of the passage, and jump back to the central pillar in the lava river.

Face east, and jump to the right side east pillar. Jump to the east central pillar, and then to the last pillar to the east. Finally, jump down to the safe path ahead, and go through the east passage. Stop just around the corner to the left. There a slope ahead and deadly lava pool below. Slide down the slope, and then either jump and grab the upper north passage, or slide off of the end of the slope onto a flat safe ledge by the lava pool, and stand jump to the upper north ledge. Pull up and head left into the TNT room.

Go past the TNT boxes, and go west into the second TNT room. Kill another Atlantic demon that is waiting for you, and then see a hole up in the west wall; you can’t reach it but you will have access through that wall shortly, so make a note of this place and then climb the box at the south wall. Pull up into a hole in the south wall and go up the passage to the right. At the top, pull up on the wall, and then walk ahead to the edge of a lava pit with sloped sides. The green slopes to the left and right of the lava pit are safe, so jump to either of the green slopes, and then jump to the top of the west slope. Immediately run to the north wall and wait for a lava ball to pass, and then make your way west. Go left, and you are now out on a path above the lava river.

Make your way right, and up the path to the top where you see a lever. Collect the Shotgun Shells from in front of the lever, and then use the lever to cause an explosion back in the second TNT room, which will open up that wall you made a note of earlier. Head back down the path, and make your way back to the TNT room.

Back at the TNT room, you can now see the extent of the damage. A hole has been blown in the west wall, and Lara can now escape from the caves. Climb over the west rocks and slide down the other side into a lower cave. Go right, and Lara is faced with a whole new room.

The room consists of many paths, and in-between the paths are deep lava pits, so take care! First, run up the central north path, and stop half way up. A cowboy attacks from the path to the right, along side an Atlantic demon. Run away and the Atlantic demon will kill the cowboy; or simply gun the pair of them down and be done with it, and then return to the scene of the crime and take the cowboy’s Uzis that he has kindly left for you. Now make your way along the west path to the west side of the room. Look into the pit at the west wall, and to your left, and see that it is a water hole. Dive in, and swim down to the west, and then see a gate ahead. Swim towards the gate and it will open as you approach. Swim through the gate, and you have found the 43rd Secret ~ Flares & Revolver Ammo & Uzi Ammo. Swim out of the room, and immediately swim up. Climb out at the north wall, and make your way to the top of the steps. Pull up to the east, and then do a safe drop down to ground. You arrive back in the room with many paths.

Make your way to the north wall, and then head through the north passage. Go left and stop! There is a slope ahead with a lava ball trap. Run a short way up the slope to trigger the lava ball, and then run back to the safety of the lower passage. You are not safe yet though! Re enter the slope area, and make your way up the slope again. Two more lava balls are ready to drop, and you can either avoid the lava balls, or trigger them and sprint back down the slope to the safe passage again. Either way, you need to make it to the top of the slope. You are still not out of danger though. Go left at the top of the slope and stop! You can see another lava ball sitting up in a passage. Jump backwards up the slope to trigger the lava ball, and then run back down, and to the right to safety. All is clear now, so enter the passage and make your way to the top.

Pull up into the hole in the west wall, and enter a small cave. Go to the north wall rocks and pull up to the top. Jump to the east wall pillar, and then stand jump to the upper west ledge. Face south, and stand jump to the south wall pillar, and then jump to the final pillar at the east wall. Pull up into a hole in the south wall, and Lara arrives in a small sandstone room.

The Small Sandstone Building

There is sort of block puzzle within these walls, and Lara needs to find a couple of levers to open two doors. Light flares in each room, and this will help you to see the movable blocks. Movable blocks show up darker in colour to the rest of the wall when a flare is lit near to them. Here is the route in simple terms so as not to confuse too much.

From the first room..

Push the block in the north wall, forwards twice.
Go into next room and into the alcove at the east wall, and then pull up on the north wall into a hole in the ceiling.
Pull the block in the north wall, back once, and then move it to the east once to reveal a passage.
Go through the passage, and you will see a closed gold door to your left and a hole in the floor to your right.
Drop down the hole, and enter the west room.
Pull the south wall block back once, and then go back up the hole in the ceiling.
Go to the south room, and drop down the hole in the floor.
Push the block in the north wall forwards once, and reveal a passage to your left.
Enter the passage, and use the lever to your left to open a gold door elsewhere.
Go east, and pull back up into the hole in the ceiling.
Enter the north room, and go through the newly opened door to your left.
Go right, and to the end of the passage where a block bars your way, and push the block forwards once.
Go south, and a door opens at the end of the passage; but don’t try to make it thorough the door, it’s a red herring and you will never make it through.
Go to the door and to the left of it. There is a lever to use which opens a gold door in another area.
Head back up the passage, and go right up the steps.
Go left at the top of the steps, and drop down the hole in the south room.
Go through the west passage, and see the newly opened door ahead.

Departure

Walk out of the door, and you are facing the front of a large pyramid. There are also two small building to the left and right. The left building takes you back to the sandstone building, and the other building holds a much needed item.

Run towards the pyramid, and another cowboy attacks; muttering the words ‘Say cheese’ and a final Atlantic demon will show his face. Kill the fiends, and then take the Revolver that the cowboy has dropped. Go to the pyramid, and pull up on one of the pillars by the door. You can now see some flat areas on the left side of the pyramid. Jump up to each flat area until you are on the final one at the top of the pyramid, and then take a running jump over to the part of the slope that is next to the south wall. Let Lara slide down, and she will arrive on a flat area near the base of the pyramid, with a cave to her right. Enter the cave and find a lever inside, and use the lever to open a door in one of the small buildings outside. Return to ground, and make your way over to the small buildings. Enter the south building, and collect the SMP & Uzi Ammo from the floor, and then nip round to the right for the Pyramid Key.
Return to the pyramid, and go to the double gold doors. Place the Pyramid key in the receptacle on the south wall to open the doors into the pyramid. Enter the pyramid, and run through the passage ahead to end the level.

 

 

Level 14:  ATLANTIS


Walkthrough by Selene

Pickups: Uzi clips, small medipacks, normal ammo, revolver ammo + 3 Secrets (normal and pumpgunner ammo, revolver ammo and large medipack + large medipack, uzi clips and revolver ammo + uzi clips, large medipack and revolver ammo)

 

Enemies: Venomous mutants, winged mutants, centaur

 

The Incubator Chamber:

 

Go forwards down the brownish hallway to the golden double doors. They open as you approach. Head through them and unfortunately they will close again, leaving you no way out. Pick up the two sets of uzi clips on the floor to the left (you'll need all the ammo you can spare at this point!!!). Ahead you can see a large two-story room with red pulsating walls and huge yellow eggs. Those eggs are bad news, as you will see when you enter the room. Three of the mentioned eggs will hatch as you approach them, releasing mutants. They're large, they're ugly and worst of all: they're venomous. I'd advice you to release one of them at a time, even though that will take away the advantage of having a lot of room to move about in. Either you'll have less space to move or you'll have to deal with three venomous mutants at once....it's your call. If you prefer the cautious approach start into the room with guns drawn (I found that the revolver is the most efficient weapon, it will take about 4-6 bullets to take it down depending of how careful you are when aiming, but as the ammo for it is rather scarce you might want to try others as well) and as you draw near to the first egg on the left it will hatch. Deal with the noisy and extremely mobile mutant, taking advantage of the room behind you to avoid being poisoned. When it's dead venture a bit further into the room and kill the next mutant as it hatches out of the first egg to the right. Note that you can tell which eggs that will hatch by looking at the red "tubes" leading into the egg. If these are moving the egg will hatch, if not it remains intact. The third and last hatching egg is the final one on the left.

 

There are three doors leading out of this room and they're all over by the far wall: one straight ahead, one to the left and one to the right. The right and middle doors are both closed, but the left one opens as you approach. Go through it and follow the stairs up to the floor above the hatching chamber. As you go through the doorway notice that the red tubes leading out of the remaining six eggs start moving as well (definitely NOT a good sign). There's a small medipack for you to pick up over by the wall to the left and as you approach the middle walkway one of the remaining eggs will hatch, releasing a winged mutant. If Lara stands with her back to the W wall she will most likely be able to pick it down using pistols only and without taking damage. Go to the S side of the room and pick up the normal ammo near the wall. Left of where you picked up the box of ammo (when facing N) there is a switch in a small alcove. Pull it to open the door opposite, leading into another alcove with a switch. Another door opens up somewhere else, this time in the N/E corner of the room. Approach this doorway and the remaining two eggs below hatch, letting out another two winged mutants. You can kill them both the same way you did the first one and they won't be able to touch Lara this way.

 

Go down the stairs through the door you just opened and at the end you will find another switch. Pulling it opens the middle door in the room with the hatched eggs and the door at the end of the passage opens as you approach, letting you back out into the egg room. Now you only have one option available and that's going through the open middle door. At the end you'll be overlooking a tall room with a lava pool. A winged mutant will sail down from the ceiling as you enter so your best bet is to draw guns and backflip into the passage behind you. You'll meet several of these along the way and they can actually push Lara off the ledges, so stay clear of it as much as possible. It's imperative to note that this particular mutant in some cases can come flying down through the hallway ceiling. If it does so keep backflipping while shooting (you should easily spot it by the shadow it casts). If you're lucky it will get stuck up by the ceiling in the lava room and you can run out and shoot, but remember backflipping back to the hallway should it come after you.

 

Lava Main Room I - A Secret:

 

When it's dead re-enter the lava room. Stand facing the egg room and drop from the ledge, grabbing hold as you fall. Drop and immediately press grab again to grab the stone block below. Pull up and enter the passage to pick up a full package that is Secret 44: normal ammo, pumpgunner ammo, revolver ammo and a large medipack. Go to the end, climb up on the left side and follow the passage around until you can drop down into a hallway. The W end leads out to another ledge above the lava pool, but beware as there is a bear trap in front of the doorway. Instead go the other way (E) until you reach another lava room with a walkway and an incubator below. Walk out onto the glass walkway and turn right to face a crevice. Do a standing jump from the edge to grab the crevice, then drop down to grab the ledge jutting out into the lava pool.

 

Follow the passage until you reach a switch. Pulling it opens the door on the opposite side of the glass walkway. Continue to the end, pull up and pick up the normal ammo and two sets of uzi clips. Do a standing jump from the edge back onto the glass walkway and perform a running jump towards the other side where the open door is. The problem is only that the egg will hatch and release a winged mutant as Lara flies through the air and she'll need to grab the edge of the walkway and pull up. Do so quickly and run ahead into the hallway. You can kill the creature from there, but remember what I said earlier about its odd ability to fly through the ceiling. Running to the other end of the passage to avoid it altogether is also an option. At the end you'll find a blue crystal which is of little use to you and you'll be overlooking a room with a pool.

 

To the left you'll see a brown slope....this is a part of the pyramid you'll get to see way later. There is a stone pillar ahead and on the left side of it a spike trap. To the right you'll find a slanted pillar with a doorway leading out, a lower pillar in the middle and a flat block with a fence at the end. To the W you'll also find two low slopes by the pyramid wall, the first one of these leads down into the spike trap I mentioned and the second goes straight down into a second spike trap. At the far end there's a door, currently closed. Also notice the dark brown patches on the pyramid wall, these are flat tiles that you can stand on. We're going to begin by setting off some boulders and finding a secret on top of that.

 

Uphill Jumping For A Secret:

 

Do a running jump to the stone pillar and turn left to face the pyramid wall. Do a running jump to the first dark brown tile, but a boulder will come rolling down the side of the pyramid so immediately stand-jump to the next dark tile above and right. Now look down towards the pool. About three tiles to the right, above the second gray slope, you'll find another dark tile in the pyramid wall. Do a standing jump to land on the side of the pyramid above said depression to slide down into it. Another boulder will be released from above so immediately jump to the next dark tile up and right. Once you've dodged the second boulder you can continue jumping uphill along the dark brown patches. When you reach the one that has another one right above it you will find a hard-to-spot dark patch diagonally left. Use this one to get to the second to last patch. When you're done Lara should have reached a passage in the right wall. Pull up there and go to the end to find Secret 45: a large medipack, uzi clips and revolver ammo.

 

A Timed Swim/Climb:

 

Leave the passage by dropping onto the side of the pyramid, Lara will slide down onto a flat block by the closed gate. Your next task at hand is how to open it. Drop into the water and swim over to the underwater lever between the middle pillar and the blocks with the fence. Pulling it will open the aforementioned gate....it's timed, but not particularly hard to get by. So here goes: pull the lever, roll and swim over to the slanted rocks left of the block where the gate is. Standing on said rocks you can pull up onto the block so do this and from there it's a straight run through the open gate.

 

To the right down the walkway you'll see a closed gate. There are another three closed gates in the N wall, all leading up to lava chutes. In addition you'll find a tall ledge running along the middle of the room with a switch at the end and also an opening with a blue crystal in the far S/W corner. First things first and our first thing to do is to open the gate at the end of the walkway, something which will make the previous room accessible from here. To do this drop down into the large room and climb up onto the ledge by the switch. Pull it to open the gate on the opposite walkway and return there. Now you've opened yourself a way between this room and the former one.

 

Across The Lava Chute Room:

 

Return to the walkway and go out through said gate. You'll now find Lara on the blocks with the fence. Do a running jump to grab the middle pillar and another running jump and grab to reach the tallest pillar. Enter the room on your left, where you'll find nothing but a switch. Pull it and return to the room with the lava chutes by doing a standing jump to the middle pillar and a running jump to the blocks. Upon entering the room it's evident that the switch opened the chute gates and now molten lava has poured down into the room. Pretty much of a hazard indeed, if it hadn't been for the trail of blocks that has risen across the left side of the lava pool. Do a running jump and grab to the first one and make your way across the rest until you can jump into the opening with the blue crystal.

 

Another Incubator Chamber - Pulling The Right Switches:

 

Follow the ramp upwards, jumping across the spike pit, and jump in the water at the end. Swim through to the next pool and pull the lever in the S/W corner to open the door E. Swim through, climb out of the water and be cautious of the bear trap awaiting in the doorway ahead. Stand as close as possible to it, approximately on the middle, and roll through as it opens up. Turn right and do a running jump to grab the next ledge, then continue through the opening right. Dive into the water and swim through to the next pool. There are two sets of pillars in the water and you'll find one box of revolver ammo closest to the S wall and more ammo by the N wall. Good thing too, because you're going to need it now. Climb out onto dry land. In this room there are four incubators, all with moving "arms" (the red tubes leading out of the eggs). There are also three switches over by the N wall and two switches in each corner of the S wall. Next to the latter you'll find a closed gate with a blue crystal in front of it. In the water below the mentioned gate there is an underwater opening, leading down to three closed gates (plus the fourth closed gate in front of the crystal).

 

Go to the switch in the S/E corner and pull it to open the innermost one of the underwater gates. Next pull the switch in the N/W corner. The first one of the underwater gates open, but nothing else happens. Finally you can pull the middle switch by the N wall. This opens the middle gate and one of the eggs by the opposite wall hatches, releasing a winged mutant. If you want to avoid the hatching of the remaining eggs this is how to do it. If you still want all the kills you can proceed to pulling the remaining switches and release the rest of them (some winged ones and some that are ground-bound). If not just drop into the water and swim through the opening in the S wall and through all the three gates. Climb out of the water on the other side and proceed up the sloped passage until you reach the red pulsating walls. There is a switch in the alcove to the right, pull it to open the door next to it and then enter the next room.

 

Moving Some Blocks To Get Ahead:

 

As you proceed you'll hear a rumbling and a boulder drops from the slope ahead. It lands right in front of the exit door. Ignore the N passage for now, it only leads out through two gates that will open automatically and eventually let you out to the pulsating hallway out by the switch you just pulled. Pick up the uzi clips on the floor and go ahead towards the boulder. As Lara walks under the overhang turn right and you'll see a moveable block. Pull it out once and afterwards go around to the right and pull the block onto the slightly different-looking tile. This opens the door behind the boulder. You can easily get past the boulder by jumping over it, but there's a moveable block right behind it so no point in going any further here. Return to the previous room and head through the N passage. Follow it to the end, through the two gates and left into the alcove with the switch. Push it back up to open the door and upon entering again you'll now find that the boulder is gone and the puzzle has been reset. When you approach the boulder will roll down again like before, but this time it will be stopped by the open door. Head down to the moveable block and pull it out so that you can access the hallway behind it.

 

Lava Main Room Part II - Two Incubators And A Spiked Trap:

 

At the end you'll be looking out over the very familiar lava room from before (but now you're way higher up than earlier). A winged mutant swoops down from the ceiling so kill that before going on. Notice that there are blocks even higher up on the left side so that's a good indication that you're not going to stay down at this level for very long.       

 

Do a running jump to the next ledge to the right and proceed CAREFULLY through the passage. At the end you'll reach a room with two incubators and they're both highly active. Only one of them will hatch at this time though and that's the one on the left, letting out a winged mutant. The best thing to do is to retreat to the passage with the blue crystal to take it out from safety. Do NOT rush out though, as the ground leads down to a slope, which again leads down to a spike pit. Look ahead and you'll see an adjacent slope on the other side of the room. If you look carefully you should see two pulsating and red trails in said slope. Stand across from the leftmost one (where you can see the ammo ahead) and slide down towards the spikes. Jump at the end and run up to retrieve the revolver ammo ahead. Doing so finally causes the second egg to hatch, but the winged mutant will most likely not come all the way down to Lara so she can kill it from relative safety. Pick up the uzi ammo as well and head into the pulsating hallway.

 

The Bridge And Incubator Room:

 

Now you're facing a room illuminated in red, with an uneven bridge made from that same flesh-like pulsating material spanning across the middle, a lava pool below and  active incubator by the left wall. Approach the bridge and a winged mutant will appear. Kill it and pick up the uzi clips ahead by the bridge. Now return to where you came from and this time do a standing jump diagonally left to the ledge by the left wall. From there you can do another standing jump diagonally right to the stone pillar by the doorway. Follow the passage around to find Lara in a doorway directly above the incubator. Looking down to the left onto the bridge you'll see a flat, non-pulsating ledge jutting slightly out over the lava. Do a running jump to it and the egg behind you hatches. Kill the winged mutant and turn to face the N wall. Stand on the highest peak of the bridge and do a running jump over to the other side. Go up the ramp to the right and pull the switch here. You'll get a shot of the brown block opposite on the same ledge and what pulling the switch did was to open a door behind said block. Cross over the ledge, being careful to do a running jump over the sloped part, over to the brown block. It's moveable and pulling it out once reveals the door you just opened and the passage behind it.

 

Lava Main Room Part III - The Shifting Blocks And A Secret:

 

Follow the passage and pick up a small medipack on top. Walk forwards carefully as a bear trap will be activated near the doorway. Roll through it like before and walk out onto the ledge right. Do a running jump from there over to the cave opening you see in the wall ahead. Follow the cave around to the left and climb up the steps to the top. Head out to the right and at the end you'll find Lara once more overlooking the lava room from before, this time even closer to the ceiling. Do a standing jump over to the ledge S/W and a bear trap will start clanging together the moment she lands. Roll through it and follow the hallway past the blue crystal to the end. Lara is now in a room with another lava pool and some tall blocks. There is an open doorway opposite (W) and another one by the tall block in the S/E corner. Do a running jump to the latter mentioned block and follow the hallway left up to a switch. Pull it and upon returning to the previous room you'll find that the blocks have changed heights. Do a running jump back to the walkway by the entrance and from there go to the end and do another running jump to the first block left. Make your way across the blocks with standing jumps until Lara can pull up into the opening in the S wall. Follow the hallway to the end where you can pull another switch to once more change the heights of the blocks.

 

This time do a diagonal standing jump left to land on the N/W block. Continue with a running jump to the next N block and a standing one to the S/W block. From here a standing jump to the W doorway should be simple enough. In the hallway beyond you can pick up some revolver ammo. In the next room you'll encounter two mutants, one of them shoots at Lara (although I found that it actually got stuck shooting the floor). When it's dead you can pick up some more revolver ammo left behind. Return to the passage you came from (you might have to go all the way to the doorway above the lava pool in order to make this work). In the middle of the passage there is a tile on the floor which does not have a gold pattern like the others. When you run over this a door opens to the right on top of the fleshy ramp. Run up said ramp and into the room to the right (if the door isn't open go back and try again or if you don't want all the secrets you can ignore it). Pick up this level's last secret - Secret 46: uzi clips, a large medipack and revolver ammo.

 

A Run Against Liquid Fire:

 

Leave this room and proceed through the doorway on top of the ramp. Past the gate you'll notice a black trapdoor in the ceiling. Continue ahead and you'll reach a junction with three passages: the one you came from and two lava chutes S and E. Pulling the switch on the wall will cause lava to pour out of the chutes and kill Lara. Unfortunately the entrance is now blocked and so this is our only way out. Pull the switch and try not to panic even though you see the lava flowing towards her. Turn right and sprint down to the end of the hallway, turn right and pull up through the trapdoor you just opened by pulling said switch. The trapdoor opens below Lara so she's safe and sound....for now. Follow the passage to the end and you're once more in the tall room with the lava pool at the bottom, this time you're all the way up on top and the lava pool below is not even visible anymore. Do a standing jump over to the N/E ledge and a bear trap is activated in the doorway. Follow the tunnel around and in the next room a firing mutant is stuck over on the opposite side of the room. Take it down from the safety of the doorway and continue through to the next room.

 

A Killer Challenge:

 

If this doesn't look like a tough challenge then I don't know what it is. There are two dart emitters mounted on the left wall and a ramp in the middle. Halfway up the ramp you might be able to see the contours of a bear trap and to make matters worse there is a boulder up on top of the ramp. Fear not, it's not as bad as it looks. Start up the ramp and time a run past the first dart emitter. Walk one step ahead and three things should happen at once: the second dart emitter starts spewing out darts, the bear trap is activated and the boulder rolls down the ramp. Immediately sideflip right to avoid the boulder and if you're lucky you should also be able to avoid being hit by the arrows. Return to the ramp and head up to the top, crawling under the darts and rolling through the bear trap on your way.

 

The Throne Room - Two Trapdoors And A Gate:

 

You have now reached what looks like a throne room, where you'll find the three thrones of Qualopec, Tihocan and your arch-enemy Natla. The block in the throne of Tihocan on the left is a moveable block (in the original game it was Natla's throne that held the moveable block). Push it in twice to access the room behind it. Go right and behind Natla's throne you'll find two switches and a gate between them. None of the switches open the gate, what they do open are the trapdoors below them. The two trapdoors lead to the same room so you can choose either one as you like.

 

The right trapdoor:

 

Pulling the right switch will open the trapdoor immediately and so Lara drops down and loses a bit of health. Walk to the edge and notice the boulder on top of the ramp opposite. Do a standing jump over the gap and the boulder starts rolling down. Backflip to safety and let the boulder roll down into the pit. Jump over it and follow the ramp up to the junction.

 

The left trapdoor:

 

Pull the switch and Lara drops down (she will still lose a bit of health, but considerably less than if she had gone down the other trapdoor). Slide for a split second and backflip (she will also lose a tad of health as she backflips over the spike pit). Follow the passage up to the end and you'll come out right of the boulder passage. Go left to the end and pull up into the opening there.

 

The Atlantean Mutant Cave:

 

Continue climbing up to the switch that you can pull to open the gate between the two switches. Continue climbing up through the passage until you can drop down into the throne room again. Go around to the left and now there is nothing stopping you from heading through the open gate. Go up the ramp and into the next room, the gate closes behind you. There are three incubators in the room and as you step forwards a heavily overactive mutant bursts out of the first egg on your right. Shoot it and proceed to pull the switch to open the door between the two pulsating ramps and let out two mutants: one with wings and one without. Kill them and head through the door between the two ramps. Slide down the slope and ready guns to kill the two mutants running around down there (if you are desperate to save ammo you can run past them and over to the low block by the left wall and climb onto this. From here you're safe and can kill the two creatures using your pistols). In the original game this would be where you'd meet Lara's Atlantean clone, but due to limitations in the level editor this is not possible to recreate and so you'll not meet this clone anywhere.

 

You'll find a gate in the W wall, but it is currently closed. Climb onto the low block by the S wall and do a running jump over to the closest stone pillar, from there you can do another running jump to the tall ledge S/E. Be careful with the pit in the middle, there is a fire trap at the bottom of it. Head over to the opening S and climb up there, then pick up two boxes of revolver ammo. Proceed up the ramp. Around the left corner you will find a bomb-throwing mutant. If you stick to the left side and barely peek out around the corner, then hop back it will follow you, but get stuck on top of the ramp shooting at the wall. You can now shoot it from safety with your pistols. I'd recommend you to kill this one first, because when you continue past where it came from you'll meet a centaur and it's easier (and less health consuming) to kill them one at a time.

 

The Timed Drawbridge And Exit:

 

When they're both dead you can have a look around the room. Across from the entrance (E) you'll see the exit door and below it a lowered bridge. Between the exit door and yourself there is a lava pool and around to the left and right there are two switches. The left switch will raise the bridge and the right one opens the exit door. Both are timed and the exit door stays open longer than the bridge stays up. Here is the drill:

 

Go the right switch first and pull it to open the exit door. Roll and run around the bend to the right, then SPRINT the rest of the way (taking it easier when going around the corners) to the left switch. Pull this one too to raise the bridge. Now you'll need to roll and run around the corner and then finally dash to the bridge and across it through the exit door.

 

Ahead is an incubator across the gap and some spinning device with the Scion in the middle. Go up the stairs to the Scion to pick it up and the level ends with a cutscene.

 

Cutscene:

 

An explosion is heard and right afterwards we hear Natla's voice sounding out of the darkness.

 

Natla: Back again?

 

Lara: And you? For a grand re-opening I assume?

 

Natla: Evolution is in a rut....natural selection at an all time low. Shipping out fresh meat will incite territorial rages again, will strengthen us and advance us, even create new breeds.

 

Lara: A kind of evolution on steroids then?

 

Natla: A kick in the pants. Those runts Qualopec and Tihocan had no idea. The cataclysm of Atlantis struck a race of languoring wimps, plummeted them to the very basics of survival again. It shouldn't happen like that.

 

Lara: Or like this.

 

You'll hear a computer voice booming out: "Hatching commences in 15 seconds..."

 

Natla: Too late for abortions now.

 

Lara: Not without the heart of the operation.

 

Lara draws pistols and aims for the Scion.

 

Natla: NO!!!!

 

She jumps at Lara, causing them both to fall off the edge. Lara barely manages to grasp onto the edge of the lower platform, but Natla on the other hand falls down into the darkness below and out of sight. We see Lara fighting her way up onto the incubator platform as the computer voice continues its countdown:  "10.....five....four....three....two....one..."

 

 

Level 15: THE GREAT PYRAMID

 

Walkthrough by Phil Lambeth

 

The level begins with the infamous giant mutant spider bedeviling you as you do your best to evade its crushing blows.  For some reason it didn't seem to be as hard to kill this time, probably because of your more sophisticated weaponry.  Anyway, after you've reduced it to a fairly small puddle, step on the light brown square near the middle of the central platform to raise a timed trap door.  Run over to the north wall and pull down the wall switch.  A cut scene shows a block being pushed out to your right, but don't linger to watch it.  Back flip to the central platform before the trap door drops down again, then pick up the revolver ammo (two stashes) and the uzi ammo (four stashes) from the corners of the central platform.

 

Pull up onto the block in the NE corner and pull down the wall switch to raise a timed trap door in the south wall.  Reverse roll and run over there to pull down the wall switch to cause another block to come out to your left.  Back flip to safety and climb onto the SE and pull down the wall switch.  Another trap door is raised in the west wall, but this one doesn't appear to be timed.  Go to the central brown square and pick up the HEART that has magically appeared.  Jump to the west tile and insert the Heart in the receptacle.  The door in the east wall opens, so turn around, take a standing jump and grab to the central platform (it's a long way down if you miss), pull up and run across to the other side.  Enter the pulsating east passage and follow to a slope.  Slide down to a lower level and continue down the north ramp.  At the bottom turn right and push the block three times to reveal another ramp to your right.

 

Run up the ramp and follow to another movable block.  Push it twice to open up another pulsating passage to your left and cause a block to come out to your right.  Climb up onto the block and take a standing jump and grab to the higher passage.  Pull up to face a saw-tooth blade trap.  Just in front of it is a breaktile, so time a run over the breaktile and past the blades.  When you come to an intersection with a ramp ahead, take a right into the dark passage and run down the parallel ramp until you reach another movable block.  Push it once, then reverse roll and go back the other way.  When you reach the intersection, turn right and run down the west ramp.  Hop down onto a ledge overlooking a lava pit and you'll see the block you just moved.

 

Push the block forward as far as you can, and you'll hear the sound of another block moving into place behind you.  Turn to your right and follow the passage up the ramp to the intersection, turn right and run down the west ramp to a now-accessible wall switch.  Pull it down to open the door behind you, then reverse roll and head down the south passage toward another lava room.  Walk to the end of the ledge and take a running jump SW down to the ledge across the lava.  Turn around and take a standing jump straight across the lava to the next safe ledge.  Turn to your left and take a standing jump west to the next safe ledge.  Fire blowers are activated at this point, so you need to be careful when you jump SW across the lava. Keep working your way in this manner back and forth across the lava until you reach the upper ledge in front of the opening in the SW corner.  When you step on this last ledge you hear the sound of a timed bridge being lifted all the way across the lava pool in the east wall.  However, the timer is not of an unforgiving nature.

 

Make your way back across the lava room (you have time to pause for the flame blowers) and jump onto the ledge.  Turn right, run into the passage into the passage and turn left into SECRET #47.  Pick up the uzi ammo and pull down the wall switch.  Pull the switch back up to restore the timed bridge, then reverse roll and run back to your original starting position in the lava room.  Repeat your jumps to get back to the opening in the SW corner.  Inside the tunnel, look up the ramp to your left and you'll see a lurking boulder.  Now that you're forewarned, hop backwards up the ramp until you hear the unmistakable sound of the boulder being released.  Run back down the ramp and into the safety of the opening on your right.  Wait until the boulder comes to a complete stop, then run up the ramp to the top.  Turn right and you'll come to an intersection.  Another boulder awaits to your right, so trigger it the same way you did the first one and dash into the opening to your left as it rumbles by.

 

Again, wait a few seconds for the boulder to come to a complete stop, then run up the west ramp.  Continue along the tunnel until you reach a breaktile.  Reverse roll onto it and run forward to safety as it crumbles.  Turn around, hang drop from the edge and release to the floor below, sustaining minor damage in the process.  Walk forward into a room where you'll see a rotating device with an artifact in the center suspended in midair.  Draw your pistols and keep firing until the artifact shatters.  (Be patient, as it'll take quite a while.)  To the east is the platform where you did battle with the giant mutant spider at the beginning of this level.  Go through the west doorway, doing your best to ignore the headache-inducing earthquake that will unfortunately remain with you for most of the duration of this level.

 

Select a more potent weapon from your arsenal and shoot the two mutant zombies that are cavorting about on the other side of the lava pit.  Keep that weapon drawn and take a running jump across the gap to the west side.  Another mutant zombie charges out from the opening ahead and to your right, so deal with it quickly.  Then drop down into a safe area of the pit and locate the hole against the north wall.  Safety drop onto a ledge in the lava below and listen for the sound of nearby darts.  Take a running jump west and grab the crack in the pulsating wall.  Shimmy to your right past the darts, taking unavoidable damage in the process, until you reach the far end.  Release onto a sloped block, slide a short distance and back flip to a stable surface, then immediately hop back to avoid the final dart.

 

Turn around and enter the north opening.  Walk down the right side of the ramp, away from the swinging blades, until you trigger a boulder that rolls harmlessly by you to the left.  Turn left and walk west near the edge of the ramp, between the two swinging blades, then turn right when you reach the other side.  When the blade in front of you makes its swing to the left and is about to pass you, take a standing jump over the lava trench onto a bare square in the spike-infested zone.  Carefully walk past the spikes over the bridge to the right of the boulder.  Once you're past the spikes, turn left in the next area and step up onto the ramp.  Stay far enough back from the edge to avoid taking damage from the spikes and face NW. Take a running jump to the collapsible bridge, then an immediate standing jump to the NW ledge.

 

Go into the next area and turn left.  Take a slightly angled standing jump and grab to the crack in the south wall, and shimmy to your right until you hear the chimes of SECRET #48.  Drop down onto a ledge and pick up a large and a small medi-pack.  Stand at the east edge of the ledge and line yourself up with the slope below.  Take a standing jump down to it, slide down a bit and back flip onto a stable platform with a bobbing crystal.  Turn around to face west.  You could jump down to a safe ledge NW, but don't do it.  Instead, take a standing jump and grab the crack in the west wall.  Shimmy to your right as far as you can, then release onto the breaktile and take two side flips to the right in rapid succession to avoid the boulder that comes rumbling down from your right.

 

Go back down the ramp and time a run past the first blade, then the second.  Turn left and run north down the ramp.  Turn the corner to see a boulder lurking just beyond the short passage to your left.  Turn right to face the swinging blade, and when the blade reaches the left apex of its swing, start sliding down the right side of the slope and jump off past the blade to land on a safe ledge ahead as the boulder rolls down behind you.  Hop down left, next to the bobbing crystal, and face the east passage.  There's a small-medi pack ahead, just in front of a closed door.  Step forward carefully and stop where the spikes to your right end.  Note the lava in the alcove to your right, and the spikes between you and the closed door.  Make sure you're at full health, just be on the safe side, and run forward, jumping over the spike field as lava flows are triggered on either side of you.  If you have difficulty making the jump without being skewered and/or being trapped by the lava, use the sprint key to get past the lava flows and endure the inevitable damage as you run over the spikes.  Pick up the medi-pack and pull down the wall switch to open the door.

 

Enter the next tunnel and turn right, as you must because of the open door.  The door closes behind you as you run south to a dead end.  The way north leads to a boulder trap with no apparent means of escape, so what is poor Lara to do?  She simply needs to face the danger head-on.  Run fearlessly north toward the boulder and stop at the edge of a lava pit.  The boulder should bounce harmlessly over your head if you've timed it right.  Stand at the edge and take a standing jump and grab over the lava pit.  Don't pull up immediately, however, as another boulder is rolling down toward you.  When it drops into the lava pit, pull up and run forward.

 

Take a right into the next area and squeeze past a bobbing crystal onto a bridge that looks like it spans clear and safe water rather than lava.  Yes, it's clear and it's safe, but there's no need to dive in, even though you have a way back out via the NW ledge should you fall in.  Walk out to the east edge of the ramp.  Flames start shooting out of the blocks ahead, but not to worry.  Take a running jump and grab over the first burner tile to a sloped pillar.  Pull up and jump over the second burner tile.  Take a running jump and grab over the third burner tile, and you're home free.  Pull up and run forward into the opening.

 

You're facing a deep pit with a swinging blade guarding a breaktile ahead.  Save your game.  Take a standing jump as the blade swings by and grab the edge of the breaktile.  There's a pool of water directly beneath you, but don't release.  Pull up and take a running jump across the breaktile into the east passage.  Run forward into SECRET #49 and pick up the REVOLVER and the revolver ammo.  Step up to the edge of the ledge overlooking the deep pit and take one step backward.  From here take a long swan dive (alt + shift) into the small pool far below.  You're in an underwater chamber with pulsating walls all around you.  Swim north toward the gate, and it will open as you approach.  Follow the short tunnel and surface.  Pull up and run past the bobbing crystal into the next area and prepare to face the wrath of a red-winged Natla.

 

Draw that revolver and start pumping bullets into her while evading her deadly firebolts.  It'll require quite a few rounds before she finally dies.  Once peace and quiet have been restored, go to the west wall (the opening at floor level in the east wall merely loops around and the passage contains nothing of interest) and locate the opening that's too high for you to reach.  There's a pile of rocks in the nearby SW corner.  Walk up the slope as far as you can, and take a standing jump to the flat surface.  You can now see another hole in the west wall.  Take another standing jump forward and pull up into the opening.  Follow the tunnel until you come to the opening you couldn't reach from below.  Take a running jump to land on top of the first pillar east.

 

Turn left and take a standing jump and grab to the next pillar north.  Another standing jump to the next pillar will bring you to an opening in the north wall.  Pull up into the tunnel and follow it up, climbing two more blocks, until you reach an opening.  Drop down onto a pillar below the opening, then turn around to face south.  Take a running jump to the first tall pillar, a standing jump and grab to the next, and a running jump and grab to the one beneath an opening in the south wall.  Pull up into the tunnel and run forward.  Climb up onto a higher ledge and continue up the tunnel until you reach an opening.  Safety drop onto the tallest pillar yet and turn around.

 

Face west and take a running jump to the ledge.  Pull up into the ornate tunnel and run forward.  Slide down the slope into the darkness and this grand adventure will come to an abrupt and unceremonious end.