Andreas' Sword, Part 2
Levels by Eric Claire
(December, 2006)
Walkthrough by Harry
Laudie
Isola
Bella
You start by sliding down a small slope and stop in
front of a pool of water. You can see a small underwater tunnel in the west
wall. Forget it for now, as the current is too strong from this side. Go up the
ramp in the north-west corner and go through the doorway. You enter an outside
area and see a closed gate to your left. Go north and see a large gate needing
two items in the far west. Go through a small archway and into another open
area with a tree. There is a large opening to the west but enter the small
tunnel in the east wall. At the end, drop down into a triangular hole. Go
south-west down a hill and stop at some wall torches. Go left and loop around
the wall torch and enter an alcove to pick up Uzi ammo.
Return to the wall torches and go to the north-west corner. Go against the west
wall and go north through a crawl space under the rocks. Go to the end with the
green lamp. You get secret #1 and crouch down
to pick up the Uzi's. Crawl back and enter the
doorway in the west wall.
Shoot a huge bat and
go south through another doorway. You can see ruins above you but first go
south and enter a pool of water next to a column. Follow an east underwater
tunnel and swim up through an upper underwater crawl space. Follow the tunnel and turn east to pick up
the crowbar off the floor. Continue to swim
east and pick up Uzi ammo and then you are back
in the starting area. Pull up to the north ledge. Go west up the ramp but this
time go south to the ledge behind the pillar just before the doorway. From that
ledge you can jump south-east onto the balcony behind the railings at the south
wall. Pick up red shotgun shells. At the back
of the balcony is another green lamp. Return and see a star on an alcove wall
to the north-west. Jump into the alcove and pry Golden
Star #1 off the wall for secret #2.
Dive into the water and pull back up at the north ledge.
Go up the ramp and this time use the crowbar to
open the gate to your left in the west wall. Enter the open gate and you are
above the room where you were earlier. Jump to the column in the south-west
corner and then jump to pull up onto the column to the east. Jump north to the
central column and a door opens in the north wall. Go to the lower south-east
column for red shotgun shells. Go back to the
central column. Jump east to a ledge and then north-west onto the ledge. Go out
the open door and another door opens in the wall to the west. Jump the gap
between the ledges but do not enter the second door yet. Run and jump to the
west to grab the upper ledge. Shimmy to the left and pull up into a crawl
space. Crawl to the right and stand up to press a face button. You get a cut
scene of a gate opening on a high ledge. Crawl back and shimmy to the right
corner. Pull and, turn around and run and jump back to the ledge. Jump east to
the ledge with the open door. You can jump to the upper east wall ledge for Uzi ammo. Then jump back and enter the open second
door.
To the east is the gate that you opened with the
face button. Watch out for the hole in the corner and enter the open gate.
Follow the short tunnel and press a face button. You get a cut scene of spikes
stopping at the blue gem. Exit the tunnel and continue north onto a ledge.
Enter a room to the east and search the room for shotgun
and flares. Exit and continue jumping over the
ledges to the north. Make a short trip onto a west balcony for Uzi ammo. Return to a larger area to the north and
pick up red shotgun shells. Go west and you can
see the blue gem through a narrow west wall gap. Jump south onto a ledge. Then
jump onto the west wall ledge. Get into the triangular crawl space in the
corner. Stand up on the other side and go north to pick up the Horseman's Gem. Exit back to the ledge and jump south
to the corner ledge with the vase. Press the face button on the south wall. You
get a cut scene of a wall dropping somewhere.
Jump down to the ground back into the area with the
tree. Go to the north-west corner and pick up Uzi ammo.
Then enter the archway in the west wall. To the left is an alcove with a ladder
to the face button you just used. Go to the right and follow to another small
area. Hop onto the north ledge and enter the wall that was dropped. You then
enter another small area with a water pool. Note the lily pads in the water.
Neat idea. Go to the north-east corner and use the crowbar to pry open the
closed gate. Enter the corridor and pull down the wall switch. Exit back to the
pool area and enter the hole that has appeared in the north wall. Go forward
and the wall closes up behind you.
You enter a ruined building with some columns. Go
west and see some pictures on the north and south walls. The lower part of the
pictures are mixed up. The parts are movable blocks. Go west and then north to
see a statue and the correct picture on the wall, if you need to see it. Start
with the north wall. Pull out the right block and move it aside. Pull out the
left block and push it into the location of the right block. A wall torch
should ignite beside the block if you do it correctly. Now go to the south
wall. Pull out the left block and move it aside. Pull out the right block and
push it into the location of the left block. A wall torch should ignite beside
the block if you do it correctly. Now just exchange the remaining two blocks in
the two remaining locations. The remaining two more wall torches should ignite.
You also get a cut scene of a gate.
Go east into an open area with a pool. Go to the
north wall open gate and pick up crossbow explosive
ammo from the pedestal. You get a cut scene of a closed door. You can
use the crowbar to open the south wall gate and pick up a large medipack from a pedestal. Return to the
building and go to the west wall. To the south is the closed door from the cut
scene. Go through the west wall crawl space. Kill a dog
and pick up the crossbow hidden in the grass at
the south-west corner. You get a cut scene of the door opening. Crawl back out
and notice a room with a statue to the north. Go south to the open door. Follow
the corridor and get a cut scene of five lamps on pedestals. You pass a blue
lamp. Arm yourself with the crossbow and explosive ammo and save the game.
Slide down a slope onto a platform over a spike pit. Shoot to the side walls
next to the blue lamps to destroy the blue lamps only. Shoot to the left of the
left blue lamp. Shoot to the right of the right blue lamp. If you shoot the red
lamp the platform drops and you land on the spikes. If you wait too long (4-5
seconds?), the platform also drops. When you succeed, you still drop but the
spikes are gone and a side door opens. Go though the side door and pick up a
second Horseman's Gem of the pedestal. You also
hear a door open. Climb the ladder and pull up into a crawl space. Go though a
doorway and into a small open area. Go east though the doorway and you are back
in the room with the statue.
Go south to the building with the columns. Go to
the south-east corner and exit the area, as the wall is down again. Go south
and then to the south-west to the area with the tree. Go south and then west to
the large closed gates. Place the two Horseman's Gems to open the gates. Shoot
the dog that runs out of the open gates. You
enter a cave. Pull up onto the green west wall ledge and get a cut scene
showing a gate above a pit. Also notice the sloped pillar and the crevice.
Crawl west and turn around to grab the edge but do to release yet. Shimmy to
the right onto the next tile. Release to drop onto a slope. Slide down and near
the bottom, back flip and roll to land on the slope from the cut scene. Jump
forward to grab the crevice and shimmy left to pull up onto a corner ledge.
Jump south to a ledge and the camera view shows you
a ledge to the east. Jump south-east to land on that ledge. Go west into a room
with a statue. Go behind the statue and pull down the wall switch. Immediately
side jump to the right to avoid the opening trap door. Exit the room and see
the open gate at the north wall. Run and jump to the sloped column as before to
jump and grab the crawl space. Shimmy to the right and into the open gate. A
door is open in the north-west corner so enter the cave. At the green plant,
you can look south to see a tunnel and a closed gate. Continue to the west and
emerge onto a ledge over a deep pit. On the south ledge is a closed gate needing
a key. Follow the ledges towards the west to pick up Uzi
ammo. If you go west into the alcove, you can follow the north tunnel to
a room with a statue.
Climb down the ladder to a lower ledge. There is a
closed door in the north-west corner you can open by approaching it. You see an
underwater switch above a fire but no water yet. You will return here later.
Climb the block in the center of the pit and run and jump to a ledge at the
east wall in front of a crawl space. This is not the ledge with the ammo. Crawl
though into a small cave and pull up through a hole in the ceiling. Go to the
west and pick up red shotgun shells. Return to
the opening that overlooks the first pit. Notice that spikes are gone from the
middle column. Run and jump to pull up onto that column. Face the fires on the
slope. Stand jump to the south-east onto the middle edge of a slope. Jump over
the fire and if you are lucky, jump on the second slope and grab a ledge to the
east. Run into the tunnel for secret #3 and
the revolver. Exit to run onto a slope and
slide backwards to grab the edge. Safety drop to the ground.
Go to the south wall and dive into the water. Swim
through the plants and up the tunnel. Swim up the right channel and avoid a
fish. Pull up on a ledge and shoot the fish. Now
dive back into the water and swim up the left channel. Follow it to the end for
the Silver Key. Then swim back to the right
channel and enter a room. Be careful of the spikes as you shoot the horseman. Pick up a large
medipack that is dropped. Use the key
in the north wall key lock to stop the spikes. Pick up the trident from the pedestal and the trap door drops in
the north wall. Pull up into the room and shoot the skeleton
back into the hole. Place the trident on the statue and exit the room to the
north. Jump to the slope and grab the crevice again. Go through the door and
return to the second pit.
Now return to the room where you saw the underwater
lever and the fire. It is an awkward jump but jump to the left ledge and save
the game. The door closes behind you. Run up the ramp and the ball starts to
roll towards you. Curve and jump to the right ramp behind the other rolling
ball. Continue up the ramp to press a face button. You get a cut scene of a
door opening in a cave. Go down the ramp again and run, jump with grab to glide
into the open door. Go back to the rock in the center of the pit and jump south
to pull up into a crawl space and a cave. There is a closed door in front of
you. Go to the south-west and notice a vertical shaft in the ceiling. Then
enter the open door from the cut scene. You get another cut scene of the
horseman mounting his horse. Enter the room and shoot two
horsemen on the floor and a horseman on the
horse. Watch out for the wall torch as you jump around. It can set you
on fire.
Pick up a Horseman's Gem
from the horseman on the horse. The gate will open in the north wall. Go into
the room and hop into the upper left alcove for a large
medipack. Then pull down the wall switch at the north wall. Roll and run
out and towards the south gate as a fire wraith
follows you. The gate closes behind you. Ignore the pedestal and turn left and
go up a ramp and then to the right to find water to extinguish the fire wraith.
Now go back to the pedestal and pick up Alexandra's
portrait. Return to the water area and place it carefully on the steam
emitter on the south wall. Go to you right and though the open gate. The gate closes behind you. Time a jump
through the flame emitters. Use a real run and jump, as a run only always
seemed to catch Lara on fire. Turn the corner and press a face button.
Go back through the flame emitters to the still
closed gate. Push a movable block opposite the gate to the west. The gate opens
and you get a cut scene of an underwater door opening. Return to the water
trenches and go to the north-east corner to find the open door. Follow the
tunnel and swim up for air. There is a closed door in the lower east wall. You
cannot pull up so swim south into another flooded room. Pull up onto a central
column for a large medipack. You can also shoot
the fish from there. Dive into the water and see
a closed door in the west wall ledge. Follow the east wall ledge into a south
tunnel and pick up revolver ammo. Return and
get some air.
Swim back to the north room and swim to the closed
door in the east wall. Turn to the west and swim up towards the ceiling to see
an underwater lever. Pull the lever and swim into the open east wall door. It
is a very small maze of a tunnel. Follow the short tunnel to pull up into a
tunnel. Notice the unlit wall torch to the north. Go south and pull up onto a
ledge above the water. Shoot the skeleton off
the bridge to avoid later problems. Jump to south-west ledge for red shotgun shells. Then jump back to the bridge.
Jump to grab the opening in the north-west corner. Pull up and pull up onto the
next block. You are on a higher ledge over the water. Jump to a west ledge and
turn the left corner to see another unit wall torch. Jump to the ledge to the
east of the opening and then onto the east ledge.
Enter the east passageway. You see a closed gate
and a key lock to your left. You can go into the right tunnel for a small medipack. Go to the east wall and press the
face button. You get a cut scene of an underwater door dropping and a dry room.
Then you see another underwater door opening. A door also opens in the south
wall. Go there and down the tunnel into another room. Loop around to the right
to pick up red shotgun shells. You emerge on a
ledge overlooking the bridge again. Dive into the water and swim into the open
underwater door in the west ledge. Go to the back of the room and swim up a
vertical shaft. Pull up into a small room and go east. Continue east and shoot
the two skeletons off the ledges. Jump the
ledges and go to the far east wall. Place the Horseman's Gem in the receptacle
on the block. You get a cut scene of an underwater key. Go west and dive into
the water. Swim into an upper south-west crawl space and pick up the Silver Key. Quickly pull up onto the bridge and shoot
the fish in the water.
Run and jump to the east ledge and enter the open
door. Enter the room and go up the tunnel to the north. Go to the north-west
and use the key to open the north tunnel gate. Enter the tunnel and pick up a
torch. The south wall door closes to make the return trip harder. Go west and
jump down to the floor. Stand jump onto the west block. You get a cut scene of
all the torches going out and an electrical arc on a floor plate. Stand jump to
the higher ledge and go south into the opening. Jump to the bridge and jump to
the east ledge. Go into the room and find the electrical arc on the floor tile
in the east wall alcove. Step on the tile and get a cut scene of two wall
torches igniting. Save the game for a
timed run. Run out of the room and jump to the bridge. Jump to the west ledge
and light your torch before the timed wall torches stop. You have to be behind
the torch, as being to the side does not seem to work. Save a few times before
you run off the edge and fall into the water with the lit torch, as I did.
Jump to the bridge and then onto the east ledge. Go
north to the wall to the hole where you entered this room. Stand at the wall
and draw your pistols. The torch should fall into the hole. If you throw it, it
could land in the water. Get into the hole and pick up the torch. Light wall
torch #1 on the north wall and the gate opens in a side branch. Go up the steps
into the room. Stand jumps the blocks again to the west ledge and go to
south-west corner to light wall torch #2. Drop into the room below and go to
south-west corner to light wall torch #3. Drop into the lower room and go
behind the south-east column to light wall torch #4. Drop the wall torch, as
you do not need it again. Climb the short gray block to the north-west and face
the west wall. Back flip onto the upper ledge behind you. Jumping forward to
the ledge did not seem to work. You get a cut scene of a door opening. Turn to
the north and enter the open door. Pick up the trident
from the pedestal. The gate opens in the west wall so exit the room.
Slide down a slope and go north to a gate that
opens as you approach. Enter a small cave and go north. The door opens for you.
Crawl out and go north to safety drop back into the second pit. Go to the west
ledge and climb the ladder to the higher ledge. Go west and follow the north
tunnel to another statue. Place the trident on the statue and get a cut scene
of the pit being flooded and a key. Exit and dive into the water. First dive
down to the north-west corner and into the hole where you saw the underwater
lever above the fire. Pull that lever and get a cut scene of water in a hole.
Swim up and into the south wall crawl space. Go to the south-west and swim up
the vertical shaft. Pull for into a small room for secret
#4. Pry Golden Star #2 off the wall and
swim back to the pit.
Swim to the east wall and pick up revolver ammo from a ledge. Swim a little higher and
turn to the north. Swim into an east wall triangular crawl space that is
partially hidden by a plant inside the hole. Swim up a vertical shaft into a
small cave. Go east and pick up the Temple Key
from the pedestal. Go back to the flooded pit and pull up on the south side.
Use the key to open the gates. Enter the gates and go to the west into an
alcove at the back of the room. Go south and a door opens as you approach.
Enter the open door and the level changes.
Omegapolis
heirs
You start in front of a closed door. Go east into a
room. Go to the north-east corner and pick up the shotgun,
crowbar, and crossbow. Go to the south
side of the block beside you and push the block north into the corner. You drop
through a trap door and slide down a slope. Go north through an opening and
onto a ledge before the water pool. Swim east and see some flares on a south
ledge in front of a doorway. Leave them there for a marker. In the lower
south-east corner is a closed gate under a Neptune sign. Surface onto an east
ledge for red shotgun shells. Swim north and
pick up Uzi ammo from the pool bottom. Surface
now and pull up to a ledge for revolver ammo.
Continue swimming north and pull up into the north-east corner.
Hop onto a gray block and stand jump west twice to
land on a ledge. Pull up to a ledge in front of a closed gate. To the west, you
see a switch labeled Midas. To the east you see a closed gate under a Thor
sign. Jump over to the west ledge and shoot a vase for a large medipack. Drop to a lower ledge and look to the
west see a tunnel with a fire on a pedestal. Go towards the pedestal and a
skeleton appears behind you. Shoot the skeleton
into the water. Go to the pedestal and carefully time the fire to pick up Alexandra's Key from the pedestal. Go outside to the
tunnel entrance and see a closed gate in a crawl space on the far east wall.
Turn to the north and shoot a green panel. Enter the alcove behind it and pull
down a wall switch. You get a cut scene of that gate opening. Return to the
north-east corner and climb the blocks again. From the second block you can
run, jump, but no grab to land of a ledge in front of the crawl space. Crawl
inside for secret #5 and pry Golden Star #3 from the wall.
Now to start some serious searching. Go back to the
east ledge where you picked up the shotgun shells. Run and jump to the
south-west to land on a ledge next to the flares. Pick up the flares and enter the south opening. Pull down the
wall switch labeled Atlas. You get a cut scene of an under gate opening under
an Atlas sign. Exit the room and dive into the water. Just below the entrance
ledge, swim into a south tunnel to find the open gate for Atlas. Go through the
gate and swim to the south-east to find a ledge and pull up. Go south into an
opening and get a cut scene if the next area and see a crevice next to a
breakable tile. Slide down the slope to jump to grab the breakable tile. Do not
pull up but shimmy left around the corners and onto the crevice of the cut
scene. Continue shimmying to the left and the camera view changes. Release,
drop, back flip, roll, and grab a small balcony and pull up. The water below
you is deadly.
Jump east to grab a climbable wall. Shimmy to the
right to pull up into a crawl space for a revolver.
Then shimmy back to the left to pull up into an opening. Back up through the
east side and grab the climbable wall. Shimmy to the left wall, back flip, and
roll to grab another wall. Climb down and carefully drop and grab the edge of
the broken column below you. Pull up onto the column. Jump east to a small
balcony for revolver ammo. Jump to the slope
and shimmy to the left. Pull up to pick up a small
medipack and get a flyby of the room. Shimmy back to the small balcony
and jump back to the broken column. Run, jump with grab and you should glide
onto the lower north wall ledge. Enter the room for secret
#6 and pry Golden Start #4 off the
north-east corner wall. Go back outside to the ledge. Run and jump to the east
to grab a crawl space edge. Shimmy to the right and pull up into the crawl
space where it is flat. Just follow the crawl space to the north and around the
corner and stand up on a block over the deadly water.
Stand jump forward to grab the edge of the sloped
block. Pull up and jump with a left curve onto the ledge. When you land, stand
still and the rolling balls should roll in front and away from you. Stand jump
and run diagonally across the spikes when then are down. Jump and grab the
sloped wall to the south. Shimmy to the right side. Do not worry about the
rolling ball, as the ball will miss you. Pull up and save at the corner. Shimmy
around the corner, pull up and slide down a slope. Jump forward to grab the edge
of the west column. Save again as you pull up and get ready for a very
difficult set of jumps. Shimmy to the right side, pull up, back flip and jump
with a left curve to another slope. Slide down a little and jump south to
another slope. Then jump with a left curve to a west slope and another jump to
a slope at the west wall. Bounce between the two slopes and use a curve until
you land on the block next to a wall torch. Save a few times if you want.
Climb the wall ladder a little and shimmy to the
left around one corner. Then climb to the top. Shimmy to the right and release.
Land on a slope and jump to the slope in front of the opening. Slide down the
slope backwards and grab the edge. Shimmy to the left of the slope. Pull up,
back flip to a slope and jump forward with a left curve to land on a flat
triangular ledge. Go to the north-east ledge for small
medipack and Uzi ammo. Go through the
south wall crawl space and emerge onto the opening above the slope. Start to
slide down the slope and immediately jump up to grab the ceiling. The monkey
swing is hard because of the steep angle. You have to make many diagonal passes
to go up the steep angle. Monkey swing over to the west and drop into an
opening.
Enter the room and hop onto the west ledge to climb
a pole. At the top, back flip into a small room and look to the west to an
alcove. You see a crawl space with a breakable tile. Ignore the side space to
the left. Start your crawl back at the alcove entrance and not at the start of
the crawl space. This way, you seem to have enough speed to clear the breakable
tile and stand up on the other side with no loss of health. To the north is a
tunnel with crossbow ammo over a spike trap. I could never make it over the
breakable tile. Go south and safety drop into a room.
Go into the tunnel in the east wall. Pull down the
wall switch, roll, run out the tunnel and jump to the left or right side to
avoid a rolling ball. Afterwards you can see a fire under the wall switch and
there are breakable tiles on the floor. Run over the breakable tiles and they
break. Grab any edge of the hole and release to gab a crawl space edge
underneath it. Pull up and drop on the other side of the crawl space and onto a
ledge. Go east to the edge of the deadly water. Jump into an opening in the
east wall and enter a room. Pick up Atlas First
Rollingball from the pedestal. Return to the opening and jump to the
north-west passageway. Go through the open door and follow the corridors. Go up
a ramp and a gate opens for you. You are back in the room with the Atlas wall
switch. Go north back to the main starting area.
Dive into the water and swim into a south-west
underwater niche for red shotgun shells. Swim
north into the tunnel at the bottom of the central structure. Swim into an east
tunnel for red shotgun shells. Then exit the
structure and return to the north-east corner to climb the gray block again.
Climb again to the gate and jump east to the ledge. Ignore the Midas switch
again and follow the ledges towards the south. You will pass the closed Midas
gate but it is for later. Follow the ledges to the east and jump onto the top
of the central structure. Pick up flares and a large medipack. Drop off the east side of the
structure and enter an alcove. Pull down the wall switch labeled Thor. You get
a cut scene of the Thor gate opening. If you climb on top of the Thor wall
switch, you can look south to see the Neptune wall switch. Exit the alcove and
climb the north block. Drop onto the west side ledge for two Uzi ammo. Go off the west edge onto a platform
for red shotgun shells. Go back to the block
and jump over the water and onto to the east ledge.
Quickly kill two dark
harpies as they can poison you. Go to the south-east corner and enter
the Thor gate. Notice the red and blue lamps and the death sign above the red
lamp. Go east and jump into an opening in the wall. Slide down into a room with
colored lamps. If you go near a red lamp, the floor collapses and you fall into
deadly water. Go left to the blue lamp in the corner. Turn right and then right
at the first branch. Look left to see a green lamp. There is a space there that
I could not enter yet. Go east to a blue lamp. Go left to the next blue lamp
and turn to the right. You see a mound of dirt and a blue lamp. Go behind the
blue lamp and push in a movable block. Go behind the block with the fire vase
and push a button. An earthquake happens and you get a cut scene of a red lamp
turning to white.
Exit the room and jump over the water to your
right. The lamp there is now a green lamp. Jump south to a green lamp and turn
west to see a rope. Jump to grab the rope and turn to the north. Swing over to
the green lamp there. Now you can climb the wall into the space at the top. Go
to the south to get secret #7. Pick up crossbow explosive ammo and pry Golden Star #5 from the wall. Get down and use the
rope to swing back. Follow the green lamp sections back to the room with the
movable block. This time go east towards the white lamp. Follow the white lamps
towards the south and stop at a ledge over the water. Jump to grab a pole and
rotate around to back flip into a south alcove. You have to climb very high on
the pole to make it.
Follow the corridor and enter a room where the
camera view changes. Run to the west side of a pool. Pick up crossbow normal ammo. Shoot the vase at the
south-west corner and go there to pick up the laser
sight. This is rather difficult since Lara kept targeting Thor or a skeleton. Hop
onto the north-west block with the plant. Look up to the south-east ceiling to
see a hanging ball. Use the crossbow and laser sight to shoot the ball. You get
a cut scene of a block rising in the south-east corner of the room. Go to that
block and then jump to grab the bridge structure to the east. Do not linger too
long as Thor can also stand on that block.
Jump west onto a column to pick up red shotgun shells and a large
medipack. Shoot the dark harpy before it
pushes you off the column. Jump to the ledge at the west wall. Hop onto the
block and then jump and grab the higher ledge. Kill two
dark harpies and two skeletons. Go east
to enter an alcove. Press a button and get a cut scene of spikes popping up on
a sloped ledge. Exit the alcove and shoot another skeleton
off the ledge. Go to the spikes and place your back to them. You have to
guess at the spike timing. Drop backwards and then jump forwards to grab a
monkey swing under the ledge where you were standing. Follow the monkey swing
around to a jump switch at the south wall. Release and pull down the jump
switch. You may need full health for this, as it is a long drop to the floor.
Go south and find an open gate behind the
south-east block that was raised. You enter a room with hammers over a platform
of deadly water. And Thor can still hurt you with the shock of his hammer. Just
take your time going through the hammers. Wait until they retract before you
move forward. Save the game before the pedestal. Pick up Golden Lighting and side jump to avoid a lighting
bolt. There are also lighting bolts on the platform as you run back. Luckily,
the hammers do nothing. Run back into Thor's room and dive into the water to
extinguish two fire wraiths that have followed
you. Get out of the water and go behind the right column near the west wall.
Then pull up into the tunnel at the west wall. Follow the tunnel and go through
the open gate. You emerge back in the starting pool area.
Go north and west and this time pull down the Midas
wall switch. Follow the ledges to the south and enter the Midas gate. You have
to kill two dark harpies in route. Enter the
gate and it closes behind you. Continue west into a room with three other
tunnels. Take the north tunnel first. As you approach, spikes pop up in a
trench and a fire emitter starts. There are two choices to get across the
trench.
Choice 1: Stand jump to the closest edge of the
breakable tile. Run and jump north to grab the next breakable tile. Pull up and
run onto the safe tile. You will loose some health.
Choice 2: Stand with your back to the wall and face
east. Side jump to the far edge of the breakable tile. Turn to your left a
little and stand jump forward to grab the crevice. Shimmy to the left and
release. Side jump onto the safe tile.
Face either slope and back flip to the slope
behind. Keep jump pressed and you go up the slopes. Grab the top slope and
shimmy around to the south. Pull up into the room and kill a dark harpy. Pick up the Golden
Skull from the pedestal and hear a trap door open. Go south to the trap
door. Climb down the wall ladder and drop into the trench. The spikes have gone
below you. Pull up back into the tunnel and go south into the room. Now follow
the south tunnel and place the Golden Skull on the pedestal. You get a cut
scene of gold flowing in the channels beneath you. Exit the room and follow the
west tunnel. Jump onto the mound in the center of the room and pick up a Golden Bar. Exit the room and go east back through
the open gate and return to the starting pool area.
Follow the ledges to get pack onto the top of the
central structure. Climb over the Thor
wall switch and then drop onto the other side. Go south and pull down the
Neptune wall switch. The author's note also refers to Neptune as Poseidon. You
get a cut scene of the underwater Neptune gate opening. You can see an area
behind the wall switch. You will get there later. Dive into the water and
follow a south-east tunnel through the open gate. Follow the tunnel to the left
and the level changes.
Omegapolis
heirs II
Swim down the tunnel into a large flooded room.
Swim south through an archway and watch out for the current and the spikes.
Swim to the south wall and pull the underwater lever. You get a cut scene of a
small statue near a door. Then swim north through the archway and swim up to
the surface for air. Pull up to a west ledge and enter the open door in the
west wall. Go up to the top step and turn around. Jump forward and pull up into
a higher room. Go west and pick up the Statuette
from the floor. Return back to the pool ledge. Loop around to the left to enter
another open door. Enter the door and the level changes.
Omegapolis
heirs
Go up the ramp and kill a dark
harpy. At the top of the ramp, the gate opens for you. Exit through the
gate back to the starting pool area. Go forward and pick up a small medipack from the
ground. Go to the key lock under the torch and use Alexandra's Key. You get a
cut scene of a gate opening. You can pick up red
shotgun shells near the west wall. Go back to
the gray block in the corner and climb to the open gate near the Midas wall
switch.
Enter the open gate and face a wall. Go
around the wall in either direction and kill a dark harpy. Go north and see two closed gates and
two side rooms. Go west and into a small room. Place the Golden Lightning for
Thor and the Golden Bar for Midas. Go east into a small room. Place the
Statuette for Neptune and Atlas First Rollingball for Atlas. You get a cut
scene of a gate opening. There is electrical arcing and a sword appears. Exit
the room and go north through the open gates. Pick up Andrea's Sword from the pedestal.
The gates open in the north wall. Go down the ramp and a right door opens for
you in the north wall. You have a possible choice of two endings.
ENDING 1: You only have one or two
Golden Stars.
Enter the right door and the level
changes.
Omegapolis
heirs II
You slide down a small slope. Destroy a skeleton and follow the cave tunnel to the north-west.
A gate opens for you. You enter a room with a fountain and small fish in the
water. Go to the north-west corner and pull down the jump switch. Return back
through the tunnel and take the north-east tunnel through the open gate. Go
through a room with pillars and enter room and see a closed green door to the
north. Back flip onto a sloped side wall and jump forward to grab the ceiling.
Monkey swing south and pull down a jump switch on the high south wall. The
green door opens and you get a flyby of the outside area. Go north to enter the
door and the game ends.
ENDING 2: You have three or more Golden
Stars.
Do not enter the right door but go to
the west wall and place three Golden Stars in the receptacles. The left door
opens. Enter the left door and the level changes.
Omegapolis
heirs II
You slide down a small slope. Destroy a skeleton and follow the cave tunnel to the north-west.
A gate opens for you. You enter a room with a fountain and small fish in the
water. Go to the north-west corner and pull down the jump switch. Return back
through the tunnel and take the north-east tunnel through the open gate. Go
through a room with pillars and enter room and see a closed green door to the north.
Back flip onto a sloped side wall and jump forward to grab the ceiling. Monkey
swing south and pull down a jump switch on the high south wall. The green door
opens and you get a flyby of the outside area. Go north to enter the door and
the door closes behind you.
You are in a large outside area of a temple. To the
north is a fountain. Most places are closed off by gates. Go to south-west
corner and climb the west side of a wall where you see the ladder lines go up
to the top of the wall. Jump to the middle ledge. Stand at the north end and
run, jump, and no grab to land on the north-west ledge. Jump into the west
alcove and pick up a small medipack. Go to the
end of the ledge and run, jump, and grab the north ledge with a statue. Go
behind the statue and run down a tunnel to press a face button. Return to the
statue and dive of the ledge into the water below. Climb the wall again and go
to the far east ledge. Time a jump over the spikes and go north to the second
statue. Go behind it and down a tunnel to press a face button. You get a cut
scene of doors and gates opening somewhere. Return to the statue and dive into
the water below.
Get out of the water and go to the east. Enter the
room behind the columns and see the area of the last cut scene. Go to the
middle door in the east wall. Go east until you see a fire on a pedestal. The
fire will not harm you. Stand beside the pedestal and look up to the west. You
should see a jump switch. Pull down the jump switch and get a cut scene of a
door opening somewhere. Now go west back into the entrance room.
Go to the south-east corner and enter the open
green door. You have to move three different blocks onto three different tiles.
Block 1: You see the open door from the jump
switch. Go to the mirror at the south wall and see a fancy tile reflected in
the mirror. Move the fancy block from the open door onto the fancy tile
equivalent in front of the mirror.
Block 2: Shoot the green wall in the south-west
corner of the room. Look at the large squares on the tile. Pull out the second
block from the east wall. You can check the position from the mirror. Notice
that it has large squares. Move that block into the south-west alcove.
Block 3: Hop onto the middle block at the east wall
and press the face button. You hear a door open. The two end buttons are fire
traps. Go north and shoot the wall to the left of the face tile. Enter the
alcove and pick up flares. Notice that the
block in front of you has small squares on it. Pull out the block from the
alcove. Exit this room and go into the middle room to push the block some more.
Return to the south room again and move that block into the hole in the east
wall. Notice that the floor tiles also has small squares. You hear a gate open
and some theme music.
Go to the middle room and pick up a torch from the
floor behind the now open gate. Go east to light the torch on the pedestal.
Return to the south room again. Look in the mirror and see a wall torch in
front of the face tile. Go there and light the wall torch which now can be
seen. You hear a gate open somewhere. Exit this room and go into the north door
and enter the next room.
Enter an open gate and pick up Ring of Completion #1 from a pedestal. You get a cut
scene of a gate opening into an outside area. Go east and through the open gate
and into that area. Before going further, return to the south room with the
mirror. The mirror is gone. Go into the mirror section of the room and press
the middle face button on the east wall. You hear a door open. Go to the open
door in the south-west corner and enter the alcove. You get secret #8 and pick up the grenade
gun. I think that the room changed after picking up the Ring of
Completion. I am not sure. Now exit the south room and return to the open area
in the north room.
You can see a pool of water and a waterfall at the
east side. To the south you can see the balcony with the fire under the jump
switch. Dive into the water. Swim under the balcony for red shotgun shells. Swim to the south-west corner for crossbow explosive ammo. Also notice that gray
sculpture jutting out of the north wall. Pull up onto the island under that
sculpture. Run and jump to grab the broken column to the east. Shimmy to the
right and pull up into the opening behind the waterfall. Crawl backwards to drop
down behind it. Go south to use a floor lever in front of an ahmet behind a closed gate. You cannot shoot the ahmet
but it can reach you. Return to the water area and see a rope has dropped from
the sculpture. Pull up to the island and grab the rope. Swing south and jump to
grab the pole. Climb the pole and carefully back flip to an upper ledge.
Destroy the two skeletons running around the
upper ledge. Go north to jump onto the sculpture. Go to the right side
triangular ledge near the wall. Stand jump to a north alcove and then to an
east balcony for red shotgun shells. Jump back to the triangular ledge and pull up onto the north
wall. Then enter the north cave. Destroy the skeleton and pick up a large medipack from the south-east
corner. Go back to the ledge and go west. Crawl into the triangular crawl
space. Stand up into a room and destroy a skeleton. Then pull down the wall switch. You
get a cut scene of a column rising beside the sculpture. Exit the room and go
onto the sculpture. Get onto the column and use the crowbar to pry Secret Seal #1 from the sculpture.
You also get a cut scene of a wall block dropping somewhere. Pull up to the
sculpture and jump back to the south ledge with the pole.
Stand jump with grab to the south and
glide into the lower passageway behind the pole. Or back flip from the pole
into the opening. Use the revolver to quickly kill the ahmet in this passageway. Explosive ammo
seems have no effect. Go north and follow the passageway to pick up a crowbar. Stand to the left side of the gate
and use the crowbar to open it. Now use the floor lever again and push it back
in the other direction. Return to the west end of the passageway. Run and jump
over the spike pit. Turn around and jump to a dark upper north-east alcove.
Pull up through the open trap door and into a south crawl space. Carefully pull
up into a room with poison wall darts. Crawl under the darts to get a small medipack. You can look out
the east wall windows to the next room. Drop into the south floor slot and land
on the ledge below.
The water is deadly. Jump to south
corner block for red shotgun shells and return to the ledge. Jump north-east to a single column in
the water. Then jump onto the middle of the columns at the north wall. Watch
out for the wall darts there. There is
now a choice of routes.
Route 1 (Hard): Jump to grab the ladder
on the column with the fire emitters. Climb down below the fire emitters.
Shimmy around to the east side and climb down so that you see the slope behind
you at the bottom of the screen. Back flip, jump to another slope, and jump
again onto an east wall ledge. This maneuver takes a little adjustment to land
on the closer side of the first slope. You back flip too far to the east and
the second jump never works.
Route 2 (Easy): Jump to grab the ladder
on the column with the fire emitters. Climb down below the fire emitters.
Shimmy around to the east side. Climb up to the top and shimmy around to the
right above the fire emitter. Pull up to the top ledge. Jump down to the east
wall ledge.
Then jump to the south ledge and pull
down a wall switch. You get a cut scene of a jump switch on a face tile.
Go north and jump back to grab the
ladder on the column. Climb up to the top and shimmy to the right. You are
safely above the fire emitter. Now climb onto the top ledge. You see a closed
gate to the south. Go near the gate and look down to the west to see a sloped
column. Jump onto the column and jump forward to grab the edge of another slope
at the south wall. Then shimmy to the left and pull up into the alcove with the
jump switch. Pull down the jump switch and you hear spikes popping. Turn around
and see spikes at the east wall and the fire emitters have stopped. Face the
room and jump straight up to grab the ceiling. Do not run and jump or you have
trouble moving on the steep angle of the monkey swing. Monkey swing straight to
the end and release and grab the edge of the sloped column below you. Shimmy to
the far right side. Pull up, slide down and jump with a right curve to grab the
ladder on the column. Shimmy to the other side and climb to the top ledge. The
door opens for you in the south wall.
First jump to the east ledge with the
green door and wall torches. It is not a door but a movable block. Push the
block in as far as possible (three times). Crawl under the block on the right
side. Stand up and use the crowbar to pry Secret Seal #2 of the south side
of the block. You get a cut scene of a wall block dropping in the building at
the level start. Now exit the room and return to the ledge. Go through the open
door and follow the tunnel to a slope. Save the game here. I had a lot of trouble
with the slide and the drop at the end. Just slide forward and you should hit
the wall and drop onto the center of the tile below. On a few tries I slide
down backwards or used grab and I landed outside the fenced area and had to
reload. Pick up Ring of Completion #2 and the trap door opens beneath you. You drop into water. Pull up
to the north and run up the tunnel. Jump through the north opening and you are
back at the water. Swim north to pull up onto the entrance ledge.
Go west back through the rooms and
return to the starting area with the fountain. Enter the north building. Place
the Secret Seals in the receptacles on the south wall near the entrance door.
This stops the spikes at the pedestal. Go to the pedestal for secret #9 and pick up Alexandra's fan. Exit the room and
enter the fountain area. Return to the south-west corner to climb the water to
the higher ledges. Jump the ledges and enter the room to the east. Go to the
south-east corner and enter the tunnel. At a T-junction go to the right and place
the first Ring of Completion. Run to the opposite end of the tunnel and place
the second Ring of Completion. The
doors in the tunnel open. Enter either door and pick up the West Garden Key from a pedestal.
Exit the rooms and return to the outside ledges.
Diving into the water is a fast way to
get to the ground. Then go to the west wall and enter a doorway. Continue west
through another doorway and stop at the closed gate. Turn around and jump onto
a block at the east wall. Use the key to open the gate. Enter the gate and go
to your right and pick up flares. Go west and safety drop into a hole and enter a cave. Go west
and follow the tunnel to a slope. An ahmet attacks and pushes you down the slope. Slide down and jump to
grab another slope. Pull up, back flip, and roll to grab another slope. You can
see fire below you. Shimmy to the right side. Pull up, back flip, and roll. You
land on a slope so slide down and jump forward to grab a ledge. Pull up for a large medipack.
You may see an ahmet below
you. Safety drop into the room and run to the west. Turn and kill two ahmets and two skeletons that
try to push east into the fire. Try to not kill an ahmet in front of the door
in the west wall. Go north and enter either corridor. Destroy a skeleton on the steps. In the next room, go to the
middle of the east ledge. Turn around and face south. You see a jump switch on
the column. Jump to the switch and pull it down. Drop, jump over the fire and
jump over the spikes to land on the north ledge. Exit this room and enter
either north corridor. Go to the back of the room and see a slope at the east
wall. Back flip off this slope and jump forward to pull down a jump switch.
Return to the first room and enter the open gate in the west wall.
Go up the steps and the gate closes behind you. You
face a deadly water trench. You can also see an area above you. There is a
tunnel to the north-west but a gate closes it. It is a few easy jumps to get to
the other side of the deadly water. Hop onto the south block to jump up and
grab the higher ledge. Go to the middle of this second floor. Then go north and
jump down into a lower tunnel. The gate opens to your right. Go forward and
turn to your left. Press the face button at the end of the tunnel. Exit through
the gate back to the start of the trench.
Now it is not easy to get across because the blocks
keep changing shapes. However, you can jump on the slopes and bounce between
them using a curve to go west. When the shape changes, you land on a flat spot
so stop jumping. When the shape changes again, you bounce between more slopes.
Eventually you reach the end of the trench. Jump on the south block when it
appears and jump to grab the higher ledge again. Or just stand where you think
the block appears and it pushes you up when it does appear. Again go to the
middle of the second floor. This time go south and drop in front of an open
gate.
Run up the ramp to the next room. Run between the
two coffins and get a cut scene. It shows a door opening in the room above you.
The wall descends in the south wall in front of you. It then shows an opening
to the outside world and the level ends.
20-dec-2006