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