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:
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.