ANCIENT ARTIFACT

Levels by Max (August, 2007)

Walkthrough by Harry Laudie

 

Level 1: Ireland

 

You start by sliding down a hill into a dark deserted village. Go east and enter the building. Hop up onto the north ledge and enter the next room. Get onto the ramp in the north-west corner. Turn around and stand jump to the grab an upper ledge to the south. Go east to hop the railings. Carefully go north and stand jump onto a higher west ledge. Go west and jump to a south ledge. Run and jump over the railings and onto an east ledge. Run and jump north to grab a higher ledge. Follow the ledge to the west and into another room. Pick up flares off the floor. Hop onto the corner block and pull down the wall switch on the east wall.

 

Exit the room and work your way back down the ledges. Exit the building and go south down the hill. Look west to see the open door. Go east and see luminous insects flying in the trees. You will also trigger a dog to shoot. Return west and enter the open door. You enter another deserted area. Run west and stand on the top of a small mount of earth. Stand up there and shoot three dogs. You can also see a cave in the upper west rock wall. From that mound, go south and find a hole in the ground near the south rock wall. Drop into the hole and follow the tunnel to the north.

 

You enter a cave area. Go west down the tunnel and enter a room. Go to the south-west corner. Climb the wall that is left of an opening. Pull up into an upper room. Pick up two Uzi ammo and secret #1. Safety drop back into the room. Go west through a doorway and see a large pool. Shoot a dog that was hiding inside the doorway. The water current prevents you from swimming to the opposite ledge. Go east and then south to exit back to the entrance hole. Pull back up into the outside area.

 

Go north and follow the small valley area. At the end, go west through a rock opening and emerge at the top of a pit. Slide down into the pit and shoot a dog. Go to the south-west corner of the area. Back flip off a slope and jump forward to grab the south ledge. Pull up and go south. Go west and hop up onto the ledge in the north-west corner. Run and jump to grab a higher south ledge. Pull up and pick up blue shotgun shells. Slide down and return to the entrance ledge. Do a hard "banana-type" jump around the column to the east. You land on a ledge and pick up a large medipack.

 

Run and jump to grab the column to the north. Pull up and run and jump into the west wall alcove. You get secret #2 and a small medipack. I could not jump back to the column. Back flip onto the top the south ledge and do the "banana-type" jump again. Then jump back to the top of the column. Run and jump to grab the edge of the large opening in the west wall. You can jump through the tree that is in your way. Pull up but do not slide down the other side yet. Go north and grab a crevice in the north wall. Aim to the right and grab the crevice over the lower slope. You cannot grab the crevice straight on. Shimmy to the right and pull up onto a ledge. Jump into the south-east alcove and pull down the wall switch. You get a scene of Lara in the alcove from very far away. A cage has been raised in a trench. Save the game before jumping back to the ledge. It was a difficult jump. Shimmy back to the left and drop onto the west ledge.

 

Look to the west and see the open door of the building. Use the raised cage in the trench to get over the trench and stand jump onto the west side. Go to the building and enter the open door. Look north and see a closed door. Look south and see a receptacle for an item that you do not have. Go west and pull down the wall switch under the rosette window. You will need to light a flare to actually see the wall switch. You get a cut scene through the rosette window above you. Exit the building and go west to get behind the building. You enter a graveyard and shoot a dog. Go to the west wall opposite the rosette window. Use binoculars or a flare and you should see a small cross in the west wall. Stand jump through the green wall and into a tunnel.

 

Go to the end and see a spike trap below you. Run and jump to the west. Land on a slope and jump forward over the spikes and into a safe tile. Run and jump to the north-east and land on a tile where you do not slide down into the spikes. A simple stand jump did not seem to work here. The camera view changes to increase the difficulty. Walk north to the wall and then walk to the west. You are stopped by a column that is very hard to see because of the camera view. Jump up and grab a ledge. Pull up and back flip onto a higher ledge. Go north into the doorway and the camera view changes back to normal.

 

You are inside a church in need of repair. Shoot a bat. To the east above your head is a chandelier. You can see a fire on ledges at the north wall. Go to the north-west corner of the church. Back flip off a slope and jump forward to grab the side of the ledge with fire. Do not pull up and run across the ledge or you will catch fire. Instead, shimmy to the right and pull up on the east corner. Stand jump to the east and grab the next ledge with fire. Shimmy to the right again. Pull up on the corner and stand jump to the safe ledge to the east. You will lose health but you will not catch fire if you stay on the corners. Stand jump to the higher east ledge and pick up a small medipack.

 

Pull up into an upper north wall crawl space. Crawl to the end but do not drop. Shimmy to the left and around the corner and avoid the spikes. Drop onto a safe ledge. Shoot two bats and hop up onto the south ledge. You can see another room through the fence. Pull down the wall switch and exit back through the crawl space. Drop onto the ledge and then safety drop to the floor. Go to the west wall and see a short and a taller column. Pull up onto the taller column. Run and jump to the alcove at the south wall. Pull up for secret #3 and revolver ammo. Stand jump back to the column. Stand jump to grab the higher ledge to the east. Pull up and go east and to the middle of the slope. Run and jump with no grab to land in the middle alcove at the south wall. You land in front of a closed door.

 

Jump east over a block. Run and jump to the ledge at the east wall. Hop south into an alcove and enter the crawl space. Drop into a safe hole and pull up on the other side. There were spikes here earlier. I think the wall switch removed the spikes. Continue crawling and stand up in a large room. To the north is the room with the wall switch behind the fence. Hop onto the short column. Jump to the east and pull up onto the higher column. Shoot a bat and the camera view changes. Stand jump to grab the next column. Pull up and pick up a small medipack. Stand jump to the next column. Stand jump to the south-west for the next column. Stand jump to the south-west and grab the ledges with the railings. Pull up onto the ledge. Run and jump over the railings to grab the ledge at the west wall. Slide down the next slope and grab the edge. Shimmy to the right and pull up.

 

Pull down the wall switch and get a cut scene of the door in the alcove opening. Safety drop to the floor and exit back through the crawl space. Jump back to the ledge and jump over the block. Go south and enter the open door. Use the wall switch and get a cut scene of a door opening in a building with a water trench. Go south and safety drop into the tunnel below. To the west is the spike pit. Go east and go through the wall to slide down into the graveyard. Go east and use the raised cage again to cross over the trench.

 

Go east to the slope and the camera view changes. However, stay near the south wall and the camera view is normal. Stand jump up the south side of the slope and you can get back to the top. Go east and then turn to the south. You go back through the valley. Run past the first building on the left side. You reach the second building from the cut scene. Enter the door and drop into the water. Pick up the golden key and let the water current carry you to the north. Pull up on the east side and go back to the open door. Stand at the edge and use binoculars to look towards the upper south wall. You can see a crawl space. Stand jump to the south to grab that crawl space. Crawl in for secret #4 and two Uzi ammo. Drop back into the water and exit back to the east side.

 

Go north back through the valley. Turn to the left and slide down the slope again. It has not gotten any easier since the last trip here. Back flip back onto the south ledge and do the "banana-type" jump again. Run and jump to the north column and then run and jump to the west ledge. Go west and use the raised cage again over the trench. Enter the building and go into the south alcove. Use the golden key and the door opens in the south alcove. Enter the door and get a flyby of the picture at the back wall. It shows a symbol on the wall. Run towards the picture and the level changes.

 

Level 2: Submarine

 

The level starts with a cut scene of two women talking about a picture of Lara. Then there is an underwater cut scene showing a submarine. Then the level starts with you standing in a room in the submarine. Jump over the railings and climb the ladder in the south-west corner. Back flip into the upper room. Pick up Uzi ammo on the box at the north wall. Pick up the Uzi on the box at the south wall. Climb down the ladder to the starting room.

 

Go south and go pass the ladder on the east wall. That is for later. You enter a small room. To the south is a ladder but it is blocked by a trap door. Climb down the ladder at the east wall. You enter a room with one closed door and two open doors. Go east and enter a room with a floor lever and a block that needs to be raised. There is a crawl space with a fire to the south. Exit and go into the west doorway. You see a crawl space with an item and a fire. Pull down the jump switch on the east wall beside the pipes. The fire is out in the crawl space. There is nothing else to do in this yet. Exit the room and climb up the ladder. Go north into the corridor and now climb the ladder at the east wall.

 

Pull up into a small room. You see a ladder that seems to go nowhere. Go into the south-east corner and get into a crawl space. Go forward and hang in the hole. Do not drop, as the hole is a fire trap. Shimmy to the left and onto an invisible crevice. Pull up into the crawl space and continue. The next hole is also a fire trap but the crevice is more obvious. Shimmy again and continue in the crawl space. Drop onto a ledge over a deep pit. Jump and grab the ladder on the column to the east. Shimmy around the corner to the right and climb down. The floor is a deadly fire trap. Climb down to the last tile on the ladder. Back flip, roll, and grab the edge of the tunnel. Pull up and go to the end of the tunnel. Use the floor lever and exit the tunnel. Jump to the ladder and climb up. Shimmy to the left and back flip onto the entrance ledge. Exit back through the crawl space again.

 

Climb down the ladder to the starting corridor. Go south into the small room again and go down the ladder. The door is open in the north wall. Enter the door and go east. Run over the wire mesh floor and drop into the tunnel underneath. Just follow the tunnel to the end and use the floor lever. Exit the tunnel and return to the small room. Go west into the room and see that the fire has stopped in the crawl space. Get into the crawl space and crawl until you see an opening above your head. First continue down the crawl space to the end. You get secret #5 and a small medipack. Crawl back to the opening and stand up. Be careful of steam emitters and pull up on the east ledge. Use the floor lever and drop back into the hole. Go east to crawl back to the room. The block has risen in the room. Hop onto the block and use the floor lever. You get a cut scene of a trap door opening.

 

Exit this room and climb the ladder to the room above. Climb the ladder in the south wall alcove. Pull up through the open trap door. Go south and drop into the hole. Go south to the railings and see a structure in the water. Jump the railings onto a ledge with ladders at both ends. Do not jump into the water, as the water current holds you down to drown. Run and jump into the hole in the structure. Go west to the controls and the level changes.

 

Level 3: Poseidon Hall

 

You start the level in an underwater tunnel. Follow the tunnel to a larger area. Pick up flares at the bottom near the north wall. Swim up and surface and pull up onto any ledge. Go to the north-west ledge corner and shoot a bat. Jump over the north slope and grab the wall of the north column. Climb to the top and shimmy to the right and pull up onto the ledge. Run and jump to the east ledge. Run and jump to grab the south column. Pull up and run and jump to grab the west column with the railings. Pull up and shoot a bat. Hop over the railings and pick up a shotgun. Stand jump onto the higher south ledge. Go south and shoot a bat. You are on a ledge overlooking a large room. Notice the skeleton on the floor in front of you. Slide down into the room and the skeleton awakens. Run to the west and shoot the skeleton into a pit with spikes.

 

Look at an opening in the north wall. It is partly hidden by a green vine. Pull up into the opening and run and jump to grab the south ledge. Go to the corner and pull down the wall switch. You get a cut scene pf a gate opening high on a ledge. Safety drop to the ground and enter that north wall opening again. Drop into a safe hole and pull up on the other side. There were spikes in the hole before you pulled the wall switch. Enter an alcove for secret #6 and pick up a small medipack, Uzi ammo, and red shotgun shells. Exit the tunnel and return to the room.

 

Go east and south and see spikes at he base of a ledge. Go to the south-west corner and be careful of the spikes. Pull up onto the ledge. Go through the open gate from the cut scene. Drop into the next room and go north. Pull down the wall switch and exit the room. Go north and west back to the pit with the spikes. Some spikes are down so carefully get into the pit. Go north and pick up a small medipack. Step into the north-west corner alcove and hear a gate open. Climb out of the pit and go through the open gates in the west wall. The gates are not timed.

 

Enter the room and see a wall switch in the north-west corner. It is a spike trap. Notice the spikes and an item to the left of the spike trap. Go south and climb into a tunnel that is hidden by green leaves. The tunnel is between the right column and the left slope. Run down the tunnel and pull down the wall switch. Return to the room and see that the spikes are down. Pick up a large medipack. However, the wall switch is still a spike trap. There is a closed gate in the south-west corner.

 

Pull up onto the column in the south-east corner. The camera view changes but you can stand jump to the north onto a higher ledge. Go to the west wall and stand next to the railings. Lara does not grab the crevice if you are too far to the left. Jump up and grab a crevice. Shimmy to the right and drop onto a ledge. Stand with your back to the wall. Stand jump to the east to land on the leading edge of a breakable tile. Run and jump onto the east ledge. Then enter the open doorway. Follow the corridor to a ledge over a water pit. To the west you can see a wall switch. At the north wall is a platform with spikes. Look down to the south wall and see a breakable tile. Stand jump to grab an invisible crevice at the south wall. Shimmy to the right and when you get over the leading edge of the breakable tile, release and drop. Roll and run to the left diagonally across the breakable tile. Jump to land on the middle of the ledge at the west wall. Go west through the green leaves and enter a tunnel. You get secret #7. Pick up red shotgun shells, flares, and Uzi ammo. Exit the tunnel and drop into the water.

 

Look at the west wall and see a closed underwater gate. Swim north and go up the steps. There is a wall switch and a large gate.  Save the game in front of a tight timed run wall switch. Pull down the wall switch. Turn to the left and run into the water on the first step. You can run in the shallow water. If you have to wade in the water you will not make the open gate. At the corner, jump with a right curve into the water to the south. Swim south and into the timed open gate in the west wall. Enter the gate and the gate closes. Swim into a hidden tunnel in the south wall. Light a flare to see the tunnel. Swim to the end and pull down an underwater lever. Swim back out the tunnel and out the gate that has opened again. Swim north and go back to the wall switch. The large gate beside the wall switch is open. Go west to see a water hole.

 

Dive into the water, swim down to the bottom and then swim to the west. Follow the underwater tunnel to a T-junction. To the east are closed gates. Swim to the west and follow the tunnel through a small crawl space. Swim up and pull down an underwater lever. Swim back out and swim down the tunnel that you entered. Swim up the water hole to surface for air. Swim back and enter the open gate to the east. The water current carries you into a flooded room. Swim up into an upper north-east alcove and pull down the underwater lever. Swim out and swim into an upper north-west alcove. Pull down the underwater lever. Exit and swim down to the floor. Enter the north underwater alcove and pull down the underwater lever. Exit and swim south into the left tunnel. The water current carries you back to the entrance tunnel. Swim left through an open gate and surface in the next room for air.

 

Swim back to the first north-west underwater lever and continue swiming up and into a tunnel. Pick up revolver ammo and swim back into the east open gate for air. Swim west and swim into the first south opening. Swim up the slope and pick up revolver ammo. Swim back for air. Swim back into the flooded room. Swim to the upper south-east column for flares. Swim to the upper north-east column for Uzi ammo. The exit the room and swim back for air. Continue swiming east and pull up into a cave.

 

Go to the south-east and back flip off the east slope to jump forward onto the west column. Stand jump to grab the west corner column and pull up. Jump to the north ledge and pull up into the crawl space. Crawl in and stand up and get into the north tunnel. Follow the tunnel to an opening above the room you left. At the far south you can see a closed gate. Stand jump down to the south-east and land on a ledge. Shoot two bats and shoot the ball you see in the east wall opening. Pistols or shotgun are fine for the task. Run and jump onto the lower ledge at the north wall. Go west to get back to the crawl space and go back to the upper opening.

 

Stand jump to the west onto a small triangular ledge at the same height as the opening. It helps to light a flare to see where it is exactly. You have to do hard diagonal run and jump on the ledge and then use a right curve to grab the side of the south ledge. The gate ahead of you is open. Shoot a bat. Grab the ledge and shimmy to the right until you are over the crawl space. Crawl to the end for secret #8, Uzi ammo, and an Uzi. Crawl out and safety drop to the ground. Now repeat the column jumps, crawl space, tunnel and triangular ledge jump to get back onto the upper south ledge.

 

Run south towards the open gate and shoot two bats. Enter the gate and follow the steps down onto a ledge. Shoot a skeleton off the ledge. Pull down the wall switch and stand jump to the ledge at the north wall. The spikes are down. Pick up red shotgun shells and run and jump to the east ledge. Go south and follow the steps down to a ledge over the room with the wall switch spike trap. Safety drop to the floor on the west side of the ledge. The gate in the south-west corner is open. The wall switch is still a spike trap. If you did pull down the wall switch you get a cut scene showing that the south-west gate is closed. Ignore the wall switch spike trap and enter the open gate.

 

Follow the tunnel and enter a dark room and shoot a bat. At the north wall are two closed gates and two receptacles. Stand jump to the top of the hill to the west. Drop on the other side into a large area. On the upper west wall are four ledges with spikes. There is also a closed gate in the west wall. Go north and see a closed tall gate in the north wall. Look around and you can see wall switches on blocks that you cannot reach. Go behind the north-west pillars and pick up a small medipack. Go to the middle of the east wall and hop up onto a short block. Jump up to a north block and monkey swing west to drop onto the block with a wall switch. This wall switch opens a timed door to the south over four spike traps. Ignore the wall switch for now.

 

Run and jump to the north-west block. Two fire wraiths appear and chase you. Run and jump the ledges and blocks clockwise around the room. You will get to the block in the south-east corner. Pull down the wall switch and drop to the ground. Run north into the open gate and dive into the water pool to extinguish the wraiths. Pick up red shotgun shells and a large medipack from the pool floor. Pull down the underwater lever on the south wall and pull up out of the pool. Go south and find that the tall gate in the west wall is open. That tall gate would also open if you just walked up to it. I guess the underwater lever also did something else that is not obvious.

 

Enter the open gate and see an opening in the south wall. Go west into another room. This is a push bock puzzle on a platform. There are three wall switches on the south wall that control spikes on the platform. Also some platform areas are deadly fire traps. First go to the west wall and pick up a large medipack. Below is a crude sketch of the room.

 

 

Note the following about the crude sketch:

 

--- You enter from the lower right corner.

--- North is to the top of the sketch and of the room.

--- The tiles on the platform are numbered #1 to #31. Non-numbered tiles are the floor.

--- There are two jump switches, JS, at the east wall with a dark triangle symbol.

--- Red tiles are deadly file traps.

--- White tiles are safe. They are either platform or floor tiles.

--- Yellow tiles are spike traps that are controlled by the wall switches.

--- The wall switches are numbered as S3, S2, and S1 on the sketch. In the room, these will be wall switches #1 to #3 from left to right as you look at them.

--- Wall switch #1 controls tiles #13 and #18

--- Wall switch #2 controls tiles #18, #21, and #24

--- Wall switch #3 controls tiles #13, #21, and #24

--- Green tiles are the tiles where you have to push the cage. They are tiles #1, #11, #30, and #31. Tiles #1 and #31 have a blue diamond symbol. Tiles #11 and #30 and a dark narrow triangle symbol. I do not think that the order is important.

 

The following procedure seems to work.

 

--- Pull down wall switch #1.

--- Move the cage from #8 to #6. Be careful of the fire traps. Then move the cage from #6 to #20. Shoot a bat. Move the cage from #20 to #22 and then finally to #31. You get a cut scene of a fire stopping at a gem on a pedestal.

--- Move the cage from #31 to #19. Be careful of the spikes on #18. You can get killed by just walking beside a tile with spikes.

--- Pull down wall switch #2.

--- Move the cage from #19 onto #18 and stop.

--- Move the cage north to #11. Spikes retract under the left jump switch.

--- Move the cage south to #30. Spikes retract under the right jump switch.

--- Move the cage north to #25. Move the cage from #25 to #23. Finally move the cage north from #23 to #1. You get a cut scene of a fire stopping at a gem on a pedestal.

 

Carefully go to the jump switches on the east wall. Pull down both jumps switches and get a cut scene of a very dark room. Now go east to exit this room. Go east through the open gate and into the room from the cut scene. Notice that two spike traps are gone from the ledges at the west wall. Go west and enter the open gate again. Now enter the opening in the south wall.

 

You enter a room with columns and bridges. Go south and see Uzi ammo on the floor. Sprint there and run over the ammo as the ceiling falls down behind you. You just want to trigger the falling ceiling now rather than later. Go north and pull up onto the north-west corner ledge. Run and jump to the south-east slope. Slide down and grab the edge. Shimmy to the left, pull up, and back flip to land to a flat triangular tile in the north-east corner. Jump south to grab the top of the flat column and pull up. Run and jump to grab the higher south ledge. Pull up and run and jump south to grab a bridge. Pull up and shoot a bat. Stand jump with grab to glide into the south wall opening. Go down the blocks into the room. Go to the south wall and pick up Key #1 from the pedestal. Climb the blocks back to exit the room.

 

Jump back to the bridge. Now just run off the south ledge with no grab and drop into an alcove in the south wall. Pull down the wall switch on the east wall. Safety drop to the floor. Go north and pull up onto the north-west corner ledge. Run and jump to the south-east slope. Slide down and grab the edge. Shimmy to the left, pull up, and back flip to land on a flat triangular tile in the north-east corner. Jump south to grab the top of the flat column and pull up. Run and jump to grab the higher south ledge. Pull up and run and jump to a higher north ledge. Jump to the corner ledge and then run and jump onto the ledge to the west. The floor grates in the next room are deadly fire traps. Only the raised platforms are safe. Stand jump to the left platform. Go to the south-west corner and pick up Key #2 from the pedestal. Jump onto the platform with the blue diamond design. Run and jump with no grab to land on the entrance block to the east.

 

Run off the edge onto the slope below. Grab the edge and safety drop to the floor. Exit the room by the north-east opening. Go east to return to the room with the spikes on the ledges. Go east and get over the hill. Go to the north and place the two keys to open the two gates. Enter the alcoves and pull down the two wall switches. You get a cut scene of the room with the spikes on ledges. Go west over the hill and notice that all four spike traps are done. Go north onto the short block again. Jump to a higher block and monkey swing over the wall switch that you visited when you entered this area. This is a very tight timed switch. It opens the gate at the south wall. Pull down the wall switch and turn to the left a little. Hop back and now run and jump over the four ledges. Sprint on the last block to get into the tunnel before the gate closes.

 

Follow the tunnel to a room with a pedestal. There is nothing to get. Go to the tunnel in the south wall. Slide down the slope backwards and grab the edge at the bottom. Pull up, back flip, and roll to grab the edge of a block with fire on it. Shimmy around the block to the left and drop onto a safe ledge. Pull down the wall switch and the fire stops. Hop onto the block and run and jump to the open gate in the upper south wall. Go to the end of the tunnel for secret #9 and two Uzi ammo. Safety drop out of the tunnel back onto the ledge. Dive into the water below. Swim south and enter an underwater tunnel. Continue swiming south and the level changes.

 

Level #4: Temple of Poseidon

 

You start by swimming in a trench. You get a flyby of the dark cave like area. When you gain control, swim west and pull up onto the steps. You can see a large closed door that needs only a single item. Go towards the closed doors and shoot two bats. Go west and swim to the trench at the start of the level. Pull up onto any ledge. Jump the ledges over the trench and go east. Jump onto the last north-east ledge. Face west and pull down the wall switch. Dive into the water and the current carries you to the west. Pull up on the steps and go to the south-west corner and see the open gate.

 

Enter the gate and jump over a spike trap in the floor depression. Go to the end of the tunnel and pull down the wall switch. You get a cut scene of a block rising near a pool. Exit the tunnel and go east to the water. Turn to the south and jump into the water. Swim into the underwater crawl space in the south-west. Swim into a flooded room and swim up through the hole in the ceiling. You swim into the pool from the cut scene. Pull up to the nearest ledge and turn around to shoot a crocodile. Pull up onto the raised block at the west wall. Pull up into the upper west wall tunnel. You can see an opening in the upper west wall on the other side of the pool. It seems to be not used.

 

Follow the tunnel to a room. Go up the steps to the north and enter a small room. Step in the small water hole and pick up flares. Exit the room and go to the bottom of the steps. There is a tunnel in the west wall. Follow the tunnel to emerge into a large outdoor area with four buildings. Go north-west towards the central platform with a post but do not fall into the hole in the ground. Look down and see blue lights flying around an item. Do not drop down there yet, as you cannot get back up if you do. Notice the symbol on the ground beside the hole. There are four symbols beside four holes around the platform. Go to the west wall and see a block with a pillar on top of it. On the front of the block is a bump, which the other blocks do not have. That is a moveable block. Place the block on the four symbols, one at a time, stopping on each symbol for a few seconds.

 

Go the middle of the south wall near the mound. Stand jump onto a slope where you can stand and not slide down. Stand jump to grab the edge near the right side of the south block. It is hard to grab. When you make it, pull up onto the block. Pull up east to another ledge. Run and jump to the north-east and land on the nearest ledge with columns. There are four buildings you can reach from here. On each ledge is an open door.

 

South-east building:

 

Enter the open door in the south-east building. This is the ledge you landed on. Pick up Uzi ammo from the floor. The interior door is blocked by earth. Exit this room and go back to the ledge.

 

North-east building:

 

Go north and jumo the gap to the north-east building and enter the open door. Go east and see a tunnel with spike traps and a wall switch above a fire. You can do nothing. Exit this room and go back to the ledge.

 

North-west building:

 

Run and jump to a column at the north wall. Then run and jump to the next ledge. This is the north-west building. Go west through the open door. Enter the open gate and see a closed gate in the north wall. Grab the edge of the slope at the north wall and shimmy to the left. Pull up, back flip onto another slope and jump forward to land on a ledge to the west. Jump up onto the higher north block. Pull down the wall switch and get back down to the floor. The north gate is open. Run north over the breakable tiles to about the middle. Turn to the left and jump up to grab the crevice in the west wall. Shimmy to the right and pull up into an alcove. Pull down the wall switch. Drop and shimmy back to the left over the breakable tiles. Drop and run to the north to break the remaining tiles. It is easier to get back if all tiles are gone.

 

Enter a room with a hole in front of you. I ran over all the tiles behind the west cage just in case they trigger something. Climb down the ladder on the north side of the hole. Run and jump to grab the block with the fire in the middle of the water. Do not pull up but shimmy around the corner and pull up. You are safe from the fire if you stand on the corner. Stand jump onto the ledge at the south wall. Grab the edge and shimmy to the left. Go around the corners and pull up into an alcove over a spike trap. You will lose some health. Pick up a small medipack and the spikes retract.

 

Drop onto the ledge where the spikes were located. Run and jump onto the east ledge. Go north and hop onto a block to pull down a wall switch. Exit the room and see that a fire has stopped on a platform. Jump back to the west ledge. Grab the crevice and shimmy to the right. Pull up and run and jump down onto the safe platform in the water. Run and jump to the ledge at the east wall. Go north and jump to the west wall ledge. Go north and jump to grab the block with the fire. Shimmy to the opposite side and pull up onto a corner. Stand jump to grab the next block with fire. Shimmy to the opposite side and pull up into a corner. Look north and see a room with a closed gate. Stand jump to the next safe block. Run and jump to the ledge at the south wall. Notice the closed gate above the block beside you.

 

Run and jump to the east and grab the climbable column. Shimmy around to the right. Back flip, roll, and grab the next climbable column. Repeat this flip, roll, and grab procedure until you grab the column in the south-east corner. The last few columns do not look like ladders but you can still grab them. On the last column, climb up and shimmy to the left to drop on a ledge. Pull down the wall switch and get a cut scene of a gate opening. It may be possible to get back the same way. I could not do it. Drop into the water and swim back to the entrance steps. Jump to the first block with fire again. Continue as before until you can jump into the room that you saw in the north wall.

 

Go north through the open gate from the cut scene. Go north and jump into the water. Go to the north-west corner and pick up a small medipack. Return to the ledge at the east wall. Ahead of you is a moveable block. Push the block to the west twice. Follow the tunnel and jump over a spike trap. Go to the east wall and pull down the wall switch. Return and jump into the south alcove. Push a block to the south once. Follow the tunnel and jump over a spike trap. Pick up a small medipack and return to the entrance. Push the first moveable block as far as possible to the east. Return to the west where the block was located and climb the ladder on the south wall.

 

You pull up into a room and see fire emitters to the south. Time a jump over the double fire emitter. Jump into the south-east corner to avoid the single fire emitter. Pull down the wall switch on the north wall. Exit through the fire emitters again. Getting out seemed to be easier. Climb down the ladder and exit west and then south to get back to the water. Notice that gate on the upper south wall is open. Run and jump to the south-east and onto the safe block. Run and jump south into the corner block. Pull up onto the next block and enter the open gate. Run up the steps and go the east. Pull down the wall switch and see the fire stop in the tunnel below you to the south. The ceiling looks like a possible monkey swing but I could not grab it. Exit down the stairs and drop into the water swim back to the entrance and pull up. Climb the ladder and back flip into the room. Go south and grab the crawl space in the west wall. Shimmy over the lava and pull up into the room. Go east to exit these rooms and return to the outside ledge.

 

North-east building again:

 

Run and jump to the north wall column and then back to the north-east building. Go east and enter the next room. Go through the open gate and drop onto the platform between the spike traps. Run and jump to the north platform where the fire has stopped. Pull down the wall switch and get a cut scene of blocks rising in the pit with the flying lights. Run and jump back to the first platform. Stand jump back into the doorway. Exit back to the ledge.

 

South-west building:

 

Run and jump to the north wall column and then back to the north-west building. Run and jump the gap to the south-west building. Go west and enter the open door. Go west through the open gate and enter a large room. There are holes in the floor. Safety drop into the room below. You get a flyby of the rooms in the area showing the location of tiles needing a moveable block. Go to the south-west corner and pull out a moveable block. Move the block into the north-east corner and onto a tile with a different design. Return to the tunnel in the south-west corner. Enter the tunnel and go into an open gate. Enter the room for secret #10. Pick up two blue shotgun shells from the corner blocks. Run and jump over the south fence for a large medipack. Climb the south wall ladder and back flip over the fence. Exit the room and tunnel and return to the first room.

 

Notice a dark tile in the middle of the west wall just below the hole. It has an "I" on it. Place the moveable block from the corner onto that tile. The moveable block also has an "I" on it. Turn around and enter the tunnel in the east wall. Follow the tunnel down a ramp into a room with a lava pool. Go to the south wall and grab the ceiling. Follow the monkey swing to drop onto the ledge at the east wall. Pull down the wall switch and get a cut scene of a block rising. Run and jump to grab the ceiling again and monkey swing back to the west ledge. Go up the ramp and enter the first room again. Notice that the moveable block has risen. Walk onto the small pyramid on the floor and stand jump to the east to grab the upper ledge. Pull up onto the floor of the upper room.

 

Go west and jump onto the blocks of the three-block ledge and shoot two crocodiles. Be careful as you jump down, as there is a deep pit on the north side of that ledge. Now move the raised block west next to that three-block ledge. Put it on the tile with an "I" on it. Hop onto the ledge and jump behind the fence at the west wall. Face east and pull down a wall switch that you see. Hop onto the ledge and see that the block has risen. Push the moveable block to the east onto another block with an "I" on it. Now go north and climb down a ladder into the hidden pit. The ladder is on the west wall. Climb down until your feet are above the spikes. Back flip with no roll and no grab and you should land on a block to the east. Turn around and pull down a wall switch. Run and jump to the ladder and climb out of the pit. Notice that the moveable block has been raised.

 

Hop onto the central ledge and run and jump to grab the south wall ledge. Pull up and jump up onto the east bridge. Look east to see a closed gate and a tile with symbols on the floor. Move the moveable block onto that tile to open the gate. You can see a receptacle but you do not have the item. Run and jump into the large opening in the south wall. Run up the ramp and see a wall switch behind a closed gate. Follow the tunnel to the west and south and enter a room with a lava floor. Run and jump onto the sloped ledges. Bounce between the ledges with a left curve to eventually grab the higher ledge at the west wall. Shimmy to the left to the end. Pull up and back flip onto a slope. Slide down and jump forward on a safe platform.

 

Go east to see another lava floor. Stand jump to grab the ledge at the north wall. Shimmy to the right, pull up, and back flip to the south. You back flip over a fence and land on a safe platform. You have to a very hard "banana-type" run and jump to the north-east. Turn with a left curve and grab the crevice on the north wall at the left edge. Shimmy to the right and drop onto a safe platform. Grab the slope to the east. Shimmy around to the right and back flip over the fence. Follow the fence to the end and see a fire emitter in front of a slope.

 

When the fire emitter is down, run and jump onto the slope. Jump forward and grab the edge of the central block. Shimmy to the right, pull up, and back flip onto a platform. Go north and pick up flares from the corner. Look to the west and see a fence. Stand jump to grab the central block again. Shimmy to the right around the corner. Pull up and back flip over the fence. You land at a tunnel entrance. Follow the tunnel to the end and pull down a wall switch. Turn around and enter the tunnel in the north wall. A block drops in front of you. Go to the end and jump down onto the bridge.

 

Go north and jump into the opening in the north wall. Just follow the tunnel around to a room. Pick up the Azure Gem from a pedestal. Return back to the bridge and go east. Jump around the block and get into the alcove. Place the Azure Gem in the receptacle. Exit and go west over the bridge to the opposite side of the room. Enter the open gate, jump over the lava, and use the floor lever. You get a cut scene of a block rising in the pit with the flying lights. Go east and drop down into the room. Continue east to exit back onto the ledge. Safety drop to the ground.

 

All four buildings done:

 

Go to the north-east corner of the pit to find the raised blocks. Jump into the pit and pick up the Poseidon Pearl from the pedestal. The flying lights are not harmful. Climb out of the pit. Go to the south-east to exit this area. Go east through the door to return to the pool. Dive in and swim back through the flooded room and the crawl space. Pull up into the starting area and go up the steps to the large door. Place the Poseidon Pearl in the receptacle to the right of the door and the door opens. Enter the room and go west and use the floor lever. Look behind the columns at the north wall and see an open gate. The left column with the bump is moveable but you have no room to move it here. Exit the room back to the steps. Go into the water in the north-west corner of the room. You may attract a bat to shoot. You can swim through the west green leaves wall and into a tunnel. Follow the tunnel to the end and pull up into a room. Pick up flares and go south to push the column into the room. Swim back through the tunnel and go up the steps again. Enter the room through the open door.

 

Move the column to the right of the column in the south-east corner of the room. You get a cut scene showing a ceiling falling and a hanging rope. Look up to the ceiling in this room and see the rope. Go to the north-west corner to the place the column was located. The west wall with the black lines is climbable. Climb up and shimmy to the left onto a block. Stand on the outside corner and just stand jump to grab the rope. You do not have to go up or down on the rope. Just turn to the south and swing on the rope a little. Jump off to grab the upper south ledge. Pull up and go east. Walk through the east green leaves wall and onto the roof of the temple.

 

Use binoculars and look to the east. You can see a wall switch behind a cage. Go to the north side of the roof. Look down to the north-west and use the binoculars to see something that appears to be a closed gate. Run and jump down to the north-west corner. It was not a gate, but a green leaves wall that you can walk through. Hop into the tunnel and go to the end. You get secret #11, two revolver ammo, and a large medipack. Exit the tunnel and go east to safety drop into the water.

 

Return inside the temple, climb the wall, and use the rope again to get to the top ledge. Walk through the east green leaves wall and onto the roof of the temple. Go north again to the edge. Run and jump to grab the ledge at the north wall. Shimmy to the right and pull up. Do a triangular run and jump to the building to the east. Climb down the ladder at the east wall corner. Pick up a large medipack and climb back up the ladder. Run and jump to the south ledge. Grab the edge and shimmy to the right under the crevice to pull up onto another ledge. Run and jump to grab the ledge to the south. Pull up and use the wall switch. Go to the north side of the ledge and face south. Take one step forward. Hop back and delay the grab a little so that you do not grab the ledge. You should glide down onto the ledge below. You get secret #12 and two red shotgun shells. Run off the ledge and into the water.

 

Return inside the temple, climb the wall, and use the rope again to get to the top ledge. Walk through the east green leaves wall and onto the roof of the temple. Go south and stand jump over the slope nearest the temple roof. You land on a ledge that you cannot see from the temple roof. Use the binoculars and look down to the south-east. You can see an open gate and a slope. Run and jump to land on the slope and slide down and jump to the east ledge. Go east though the open gate. Follow the tunnel to a large room. Run east to the ammo on the floor. You get a cut scene of Lara's new enemy Brijett on a high bridge. She holds an item in her hand and walks away. When you get control, pick up the Uzi ammo.

 

Go onto the mound in the south-west corner. Climb the west wall ladder and shimmy to the left into an alcove. Make a very hard run and jump to the north-west to land on a ledge with an unlit lamp. Stand at the south corner and run in front of the lamp to jump and grab the ledge with an unlit lamp to the north. Shimmy to the outside corner and face north before you pull up. Use binoculars to look at the north wall and see part of a crevice. Run and jump to the north wall and grab the crevice. Shimmy to the right and go around the corner to drop into the bridge.

 

Go south and see a closed gate with a switch behind it. That must have been Brijett's escape route. Go to the east wall and climb a wall ladder. Shimmy to the left around the corner. Climb up and back flip onto the ledge behind you. Turn around and climb to the top. You see a tunnel in the east wall. Run up the slope of the tunnel and the level changes.

 

Level 5: Paris Street

 

You start in front of a fence. Go south down the street and ignore a side street. Continue south and look into a left alcove for flares. Continue south and see a closed gate. Hop onto the box in the south-east corner. Climb the wire mesh south wall and pull up onto a ledge. Hop over a short fence onto a roof. Go west and hop up into a corridor. I found nothing in the area to the west. Stand jump with a left curve to the north-east and land on a balcony. Run and jump north to the next balcony. Stand jump to grab the edge of a triangular opening in the north wall. Go to the other side and run and jump to the east. You land on a lower balcony. Notice a crawl space on the bridge to the north-east for later.

 

Go south and pass a room with bulletproof glass windows. Go south and run and jump over the street to grab a crevice in the south wall. Shimmy to the left and around a corner. Drop onto a bridge. Jump onto the window ledge and get a flyby of Brijett in the room below. Pick up the revolver off the ledge. Jump back to the bridge and run and jump onto the second window ledge. Run and jump to grab a crevice on the north wall. Shimmy to the left, around the corner, and pull up into a window alcove. Turn around and stand jump a little north of west to grab the crevice in the west wall. Shimmy to the right and pull up into a window alcove. Run and jump to the north-east to land on a lower bridge. Run and jump to the next east bridge. Run and jump with grab to glide into the tunnel in the east wall.

 

Go north and follow the tunnel to a large room. Drop and go north to see a structure in a pit. The pit floor is a deadly fire trap. Run and jump to the structure. Slide down and grab the edge. Shimmy to the right around two corners. Pull up and back flip onto a block at the north wall. Run and jump onto the south-east column. Jump and grab the climbable blue wall to the north. Climb up and shimmy around to the left. Then drop onto a ledge. Run and jump onto the higher west ledge. Run and jump down to the wall switch at the west wall. Pull down the wall switch. Turn around and run off the edge onto the structure below. Slide down and grab the edge. Shimmy to the right and around the corner to the middle section. Pull up, back flip, and roll to grab the south ledge and pull up.

 

Go south to exit the room and safety drop to the ground. Go west and south to climb the box and wire mesh wall again. Jump the balconies again and run and jump onto the bridge with the crawl space. Crawl through and go west to enter the open gate. Pull down the wall switch. Exit through the crawl space back onto the bridge. Safety drop to the ground. Go south and enter the open gate in the south wall. Enter a small room and the gate closes behind you. Hop behind the south-east box for blue shotgun shells. Hop out of the hole and follow the south tunnel.

 

You enter an outside street area and it is raining. Jump into the small bush to your right and pick up the Gate Key. The key lock is at the east wall beside you. But you need another item first. Go west and follow the corridor to a small room with boxes. Climb the blue wall at the south-east corner and back flip onto the west box. Pick up red shotgun shells. Climb the blue wall at the north-west corner and back flip to grab an invisible crevice in the east wall column. Shimmy to the right and pull up for Uzi ammo. Safety drop to the ground.

 

Go west and enter a large warehouse area with many boxes. There is an open hole in the floor that leads to a long drop into a lower room of boxes. The hole is to the left of the structure with the opening. Be careful where you run. Go to the dark north-east corner and jump up onto a box. Run and jump to the west to grab a crevice in the structure. Shimmy around the corners to the left and pull up onto a stack of boxes. Pull up onto the east box. Pull up onto the south box. Run and jump to grab the edge of the west structure. Pull up onto the ledge. Go west and stand jump down onto a box. Stand jump to the lower west box and jump into the opening in the west wall. Loop around to the left and pull down a wall switch. You get a cut scene of boxes in a corner. Exit the room and safety drop to the floor.

 

Look to the south-west corner of the room to see the boxes from the cut scene. Drop into the hole to get to the lower room. Climb the boxes in the middle section of the west wall. Jump south to get a small medipack on the top box in the south-west corner. Jump back and go through the upper crawl space to the north. Drop and go north for blue shotgun shells. That is all that I found to do in the lower room. Climb the boxes to get out.

 

Go to the north-east corner again. Use the crevice and boxes to get onto the top west ledge again. This time run and jump onto the ledge in the lower south-east. Get into the east crawl space. Drop on the other side and pick up a small medipack. Crawl back and then run and run to the lower boxes at the south wall. Go to the west end and turn around to run and jump into a south-east alcove. Grab the ceiling and follow the blue monkey swing to the west. Drop onto the boxes from the cut scene. Go up the south tunnel and see a closed gate. Go west and be careful of the drop at the tunnel exit.

 

Drop onto a ledge. Go south and climb down to a lower ledge. Run and jump to grab the west wall ledge. Pull up and go south into a triangular opening. Go through the opening and run and jump to an east ledge. Pull up and then pull up to the higher ledge to the north. Stand jump to the south wall and grab an invisible crevice. Shimmy to the right and pull up into an alcove. Jump to the box and then jump into the west wall opening. Hop down into a room of boxes. Jump the boxes to get onto the high alcove in the upper south-west corner of the room. Pull down the wall switch and get a cut scene of a wire mesh door opening. Get down and exit the room. Jump back to the box and the alcoves. Shimmy to the left and drop onto a ledge. Jump to the west triangular opening again. Then jump back to the east ledge and climb the wall up onto the entrance ledge.

 

Do not exit this area yet. Go north and jump up to grab an invisible crevice. Shimmy to the left around the corner and pull up into an alcove. Pull down the wall switch and shimmy back to the entrance ledge. Pull up into the east wall tunnel. Go east and the gate is open. Follow the tunnel to the end for secret #13, red shotgun shells, large medipack, and revolver ammo. Return through the tunnel and the exit to the warehouse is blocked. Go outside again and shimmy back into that alcove. Push up the wall switch and shimmy back to the ledge. Enter the east wall tunnel and the gate is open. Go north and drop back into the warehouse room with the boxes.

 

Go to the north-east corner again. Use the crevice and boxes to get onto the top west ledge again. Go west and jump down onto the boxes and into the west wall opening again. Loop to the left and see the open wire mesh door from the cut scene. Jump south-east on a box. Jump south and pull up onto the box hanging by a rope. Run and jump into the large opening in the south wall. Go east and pick up the crowbar from the floor. Go north and drop onto the box. Safety drop to the floor. Watch out for the pit as you run north and east to exit this warehouse area. Go east to the key lock and use the key to open the gate. Lara may look to the left at the place where you found the key.

 

Enter the gate and go up the ramp in the south wall. At the end, kick open the door. Enter the room that you saw from the revolver window ledge. Go to the safe at the east wall and use the crowbar to pry the safe open. Enter the safe and hop onto a ledge to pick up a floppy disc. Exit the room and go into the west wall alcove. Climb the ladder in the south-west corner. Back flip into a room and go south to the computer on the desk. Insert the floppy disk into the external floppy disc drive on the desk. The picture on the south wall behind the desk rises and reveals a tunnel.

 

Hop into the tunnel and follow it. You gate a flyby of the library. Enter the library and go south-east. Climb the wall ladder to the upper balcony. Follow the balcony to the opposite side and pull down a wall switch. You get a cut scene of a gate opening. Jump over the railings and go north to exit the library. Jump over the railings again to land in the room below. Go to the south-west to exit through the door and go down the ramp. Exit out the open gate and go south into a corridor. The gate is open at the end. Go through the gate and the level changes.

 

Level 6: Temple of Osiris

 

You start by sliding down a slope in a sandy room. Go to the north-east corner and grab the top of the column. Shimmy to the left, around the corners, and onto the crevice in the north wall. Continue shimmy to the left and pull up onto the top of a column. Stand jump south to land on a platform. Push the box to the south. Pull up into the crawl space in the west wall. Crawl to the end and drop down in a large room. In the middle is a broken obelisk with many crevices. There are corridors in the side walls. There is an upper balcony to the west.

 

North corridor:

 

Go north and follow the corridor to another room. You can see a structure with a receptacle for something. Continue north and jump over the east ledge to enter the east room. There is nothing in the room to find. Pull up into the upper tunnel in the north wall. Drop into a large room in front of a temple. Notice a very high jump switch on the obelisk in the south-west corner. On the east wall is a closed door and a high opening. There is a north-east corridor that ends in a closed door for later.

 

Go north into the wide doorway and shoot two dogs. Turn around and shoot the two dogs sneaking up behind you. Follow the corridor and shoot another two dogs. You reach the ledge of a deep pit. There are alcoves in the walls and swinging chains over the pit. Do not drop into the pit, as you cannot get out again. Forget the pit for now and turn to the left and pull up into a crawl space in the west wall. Go through and drop into a sandy room. Stand on the small sand mound near the south wall. Stand jump onto the sloped block in the south-west corner. You can stand on it. Pull up onto the higher ledge to the north. Go to the end and pull down the wall switch. The column drops below you and you fall. Enter the opening in the north wall beside you.

 

The floor is a deadly fire trap but the first platform is safe. Jump onto the first platform and notice a closed door in the east wall. Some platforms have immediate spikes and some have delayed spikes. Stand jump to the north platform. Stand jump to the north-east platform. Adjust a little and stand jump to the north-west platform. Adjust a little and stand jump to the north-east platform. Then jump onto the safe ledge at the north wall. Look back and you can see the delayed spikes on the platforms. The other two platforms have immediate spikes.

 

Hop onto the corner block at the west wall. You get a cut scene of a column rising in the room you left earlier. Go east and follow the tunnel to a closed door. Go to the left and follow the tunnel to the end. Pull down a jump switch to open the door. Return to the open door and jump back onto the safe platform. Jump south in the room. Hop onto the south-west block again. Pull up to the upper ledge and run and jump to grab the raised column. Pull up onto the column. Pull down the wall switch on the south wall. You may need a flare to see the wall switch, as it is almost the same color as the wall. Get onto the east alcove. Drop and grab the crawl space below it and exit the room. Drop into the corridor and go to the pit.

 

Run and jump to the north wall alcove. Grab the edge and shimmy to the right and pull up. Be careful of the chain. Run and jump to the south wall alcove. Grab the edge and shimmy to the left and pull up. Be careful of the chain. Run and jump into the north wall alcove. If you had come here before the raised column wall switch, there would have been a closed door here. Enter the open door and see a room with a pit. Stand jump down to the tiles with the "Eye" picture. The other tiles are fire traps. Stand jump to grab the north ledge. Pull up onto the north ledge.

 

Pull down the wall switch and get a cut scene of a hole near some steps. Grab the ceiling above you. Monkey swing to the south over the deadly pit. Go to the pit with the chains and alcoves. Repeat the jumps and shimmies again to return to the entrance corridor. Follow the corridor down to the outside of the temple. Now enter the north-east corridor. Hop onto the ledge and go east down the steps. You reach a closed door. Behind you is the hole from the cut scene. Grab the edge and drop down to pull down a jump switch. You hear the door open above you. Go east through the tunnel and stop at the edge of a pit. Do not fall into the pit. It has a spike trap at the bottom. Run and jump over the pit to grab the climbable east wall. Climb up and back flip into a room. Go west out the open door. Go up the steps and return to the outside of the temple.

 

The door in the east wall is open. Hop up and enter the room. Shoot the two empty vases. Climb the column but not to the edge of the slope. Just jump up and grab for the correct position. Back flip into a higher opening in the west wall. Run and jump to the north-west ledge. You are in front of closed doors. Go west and shimmy to the left around the columns. You see a dark sandy crawl space to the north. Crawl into the dark area to get secret #14, Uzi ammo, small medipack, and red shotgun shells. Crawl back to the ledge. Run and jump to the south to grab an invisible crevice on the column in the corner. Shimmy around the corner and pull down the jump switch. Go east into the room and back flip again to get back onto the higher ledge. One of the doors is open.

 

Go north and up the steps. Pull up into a room and go south to see a corridor of spikes. You can sprint through the spikes with little damage. But light a flare and look to the south-east corner over the steps. Jump up there to grab the crawl space. Follow the crawl space and drop on the other side of the spikes. Go south and pick up Key #1 from the pedestal. The key looks like a golden scarab. Crawl back through the crawl space and go down the steps to the ledge. Safety drop to the ground in front of the temple. Exit this area by the tunnel in the south wall. Go west back to the structure. You can place the item now or later. I placed it later. Go south back to the starting room.

 

South corridor:

 

Go south and follow the corridor to another room. You can see a structure with a receptacle for something. Shoot a dog. Continue south and jump over the east ledge to enter the east room. You see an opening in the north wall for later. Drop into the room and slide down the slope into the hole. Watch out for the moving blade as you drop onto the tunnel below. Go south and enter an area with pillars. Go south to pick up a large medipack. Drop south onto a high ledge over a deep room. On the ledge are moveable blocks for later. In the east wall is a closed door.

 

Go to the east ledge and drop onto the blocks below you. From there you can safely shoot two dogs. Enter the hole in the east wall. Follow the tunnel to a slope and a pit. Go to the east wall but do not slide down the slope. Just run and jump to the south to grab the crevice in a column. Shimmy to the right around the column and back flip onto a column. Pull down a jump switch in the east wall. It is partly hidden behind green leaves. You get a cut scene of a column rising in the pit. Stand jump to the west column. Jump down and go through the west doorway. You emerge onto a ledge near the bottom of the pit. Go to the north-west to the column supporting the upper ledge. Climb the east side of the column to get back onto the ledge.

 

Look to the south wall and see three columns. On the ledge are two moveable blocks and many tiles with designs. There is an easy and hard way to do the next task.

 

Easy way:

 

Push the north-west block #1 over the raised column and onto the west corner tile. You get a cut scene of the left column dropping. Pull back block #1 to the east once. If you do not pull block #1 back then block #2 seems to be stuck and cannot be moved.

 

Pull back the north-east block #2 and push it back into the corner to the original position. You may get or may not get a cut scene of the right column dropping.

 

Pull back the north-east block #2 and push it onto the tile at the south ledge with the big yellow bird design. You get a cut scene of the middle column dropping.

 

Hard way:

 

Pull back north-west block #1 once.

 

Move north-east block #2 over the raised column and onto the west corner tile. You get a cut scene of the left column dropping.

 

Drop onto the blocks in the pit again. Jump into the east wall tunnel again. Use the crevice and shimmy again to get onto the corner block. Go west onto the ledge near the bottom of the pit. Run and jump onto the south ledge where a column was lowered. Enter the room and go to the back for a small medipack. Return near the entrance and save the game in front of a timed wall switch. Pull down the wall switch. Roll and run to the south-west corner. Back flip off the north slope and onto the south corner column. Run and jump to the east to grab the column. Try to grab it on the left side. Pull up, turn left, and stand jump to the higher north block. Turn left and stand jump onto the bridge. Stand jump onto the west wall block and run through the timed open door. Pull down the jump switch on the west wall. Exit the room and jump back to the bridge. Jump into the opening in the south wall. Drop into a room and pick up red shotgun shells. Exit the room and safety drop to the floor. Exit back to the pit and climb the column again to pull up onto the ledge. Go into the open door in the east wall. Pull out block #3 that you find in the room. Move block #3 onto the tile at the south ledge with the big yellow bird design. You get a cut scene of the middle column dropping.

 

Move block #1 onto the north-east tile where you obtained block #2. You get a cut scene of the right column dropping.

 

All three columns are down:

 

Drop onto the blocks in the pit again. Jump into the east wall tunnel again. Use the crevice and shimmy again to get onto the corner block. Go west onto the ledge near the bottom of the pit. Run and jump onto the south ledge where a column was lowered. Run and jump the blocks to the west and jump into the west wall tunnel. Follow the tunnel up to the end and shoot an empty vase. Jump east onto the ledge. Pick up Key #2 from the pedestal. Go back down the tunnel into the pit. Climb the column again to pull up onto the ledge.

 

Go north and enter the tunnel. Carefully climb up the pole with the moving blade. Climb near the second yellow ring from the top and back flip to the north. Follow the north tunnel and safety drop to the ground. Go into the north corridor and place the key in the structure. You get a cut scene of the starting room. You may notice a light beam behind then structure. Exit and go south into the starting room. Go into the south corridor and place the key in the structure. You get a cut scene of the starting room. You may notice a light beam behind then structure.

 

Hop onto the east ledge and stand jump into the north wall opening. Go north to the ledge overlooking the starting room again. Stand jump onto a ledge to the west. Run and jump to grab the crevice in the central obelisk. Shimmy around the two corners, get into the normal climbing position, and back flip onto a ledge at the north wall. Jump to the corner ledge and then into the opening in the west wall. This is the area of the cut scene. To the west are two opens doors and a room beyond them.

 

Enter the room and the doors closes. Shoot a demigod and pick up a Key from the dead body. Go to the south-west and pick up a small medipack. Go to the north-west and pick up a large medipack. Then enter the alcove in the west wall. Use the key and the door opens next to you. Shoot a demigod and pick up a Key from the dead body. Go west up the steps and enter the alcove in the west wall. Use the key and the door opens next to you. Shoot a demigod and pick up a Key from the dead body. Go west up the steps and enter the alcove in the west wall. Use the key and the door opens next to you.

 

Enter a small room with an obelisk. Go out the south opening and into a large room. You can see an object on top of a high south column. There is a hole on the floor on either side of you. Go west and drop into the hole. Land on a slope and jump over the spike trap. Ignore an upper crawl space. It leads to a parallel tunnel that ends in spike traps. Go south and climb the wall. Back flip into a room. The tiles on the floor with symbols are spike traps. Carefully jump the spike traps to get into the north-east corner. Pull down the jump switch on the north wall. Exit out the tunnel you saw in the north wall.

 

Turn around and grab the south wall above the tunnel entrance. Climb up and pull up onto the ledge. You get a cut scene of Brigett with wings near the pedestal. She back flips into a vibrating blue cloud in the south tunnel and disappears. You can jump onto the ledge but you cannot seem to pick up the item on the pedestal. Jump south into the vibrating blue cloud in the south tunnel and the level changes.

 

Level 7: The Beyond

 

You start by sliding down the slope and landing in a cave. You get a flyby of a church with flying buttresses. You may have noticed a high jump switch while Lara was sliding down the slopes. Turn around and go into the dark south-east corner. You need flares to see anything. Stand jump the slopes to the west and pull up onto a block. Run and jump to the slope at the east wall. Stand jump onto the north-east mound. Go north and slide down the slope. Jump up and pull down the jump switch. Safety drop to the ground.

 

Shoot a light spirit that dies like a bat. I do not really know what to call it. But it looked like a light spirit that I saw in a TV program called "Beyond". Go west and enter a room and the camera view changes to annoying. Go into the south-west corner and pick up a small medipack from a pedestal. You can look above you with binoculars to see platforms and a birdcage. Exit the room and look back to see many closed gates in the west wall corridor. Go north and you can see the death figure on a boat. Beware of the deep pit in front of you. Go north along side of the church and find an open gate in the east wall. You also have to shoot four light spirits.

 

Enter the church and see a water hole in the floor. At the north wall is a large steaming bowl. At the south wall are torches on a pedestal. Dive into the water and swim to the west. Take the left branch and swim up into a large room with many floors above your head. There are also three side tunnels in the walls. Climb the ladder behind the tree and pull up to the second floor. Shoot two light spirits and go to the east ledge for a small medipack. Safety drop to the floor.

 

East tunnel:

 

Jump up into the east tunnel and follow it to a ledge over a lava pool. You can see a crawl space in the north wall for later. Run and jump to the east wall and grab a crevice. Shimmy around the corners to the right and go to the end. Drop onto a slope. Jump and roll to grab a ladder. Shimmy to the right and pull up into a triangular space. Run and jump to the south to grab a crevice on a column. Shimmy around the corners to the other side. Drop onto a slope. Slide down to about the middle, and then jump with roll to grab a crevice on another south column. Shimmy to the right and pull up onto a block. Grab the north wall and climb up into a triangular opening, Turn around and stand jump to grab the edge of a south tunnel. Pull up and go south. Jump over a lava pit and pull down the wall switch. Return to the entrance and notice that a block has risen in the lava pool. Safety drop back to the block below you.

 

Run and jump to the west onto the safe dark area. Pick up a large medipack and climb the ladder. Wait and shoot two light spirits. Climb the ladder to the higher ledge. Do not jump onto the west wall opening. It is a spike trap. Run and jump to grab a crevice on the east structure over the lava pit. Shimmy to the right and around the two corners. Pull down a jump switch as you fall onto a safe platform. Run and jump to the safe dark area to the south-west and climb the ladder. The spikes are still there. Go into the north corner and grab the crevice in the north wall. Shimmy around to the right and drop at the entrance.

 

Now run and jump to the north wall crawl space. Crawl inside and pull up onto a west ledge. Go west into a room with wall ladders. Climb the wall ladder to the top. Release and grab the edge and shimmy to the left as far as possible before Lara gets into the normal climbing position. Pull up, back flip, roll, and use a right curve to avoid the spike traps. If you use the normal climbing position, Lara is too far to the right to jump safely. Go south to the open gate. Shoot two light spirits. Go to the end and safety drop into a hole. Use the floor lever and get a cut scene of the water hole. Run and jump over the spikes on the east ledge. Go north and shimmy back to the entrance. Go west to exit and save the game before you enter the room with the water hole. The fire has started at the entrance of the east tunnel and you may fall into the fire.

 

South tunnel:

 

Jump up into the south tunnel and follow it to a ledge over a lava pool. The camera view changes to annoying but you can use binoculars to look ahead of you. Turn around and hop back to grab the edge. Shimmy to the left around all corners until you see a jump switch below. Release and grab a lower crevice. Release and pull down the jump switch. The spikes retract so that you land safely. Jump down the north ledge. Hop onto the platform in the lava. Go back to the ledge and shoot four light spirits. Go north and save the game in front of the timed wall switch. Pull down the wall switch and jump the platforms over the lava to the open south wall gate. You probably will not make the first time. Land on the north ledge and hop back to the platform. Pick up a small medipack and shoot two hellhounds that you have attracted.

 

Return to the north wall switch. Pull down the wall switch. Roll and go forward about half a tile. Stand jump onto the nearest edge of the platform in the lava. Run and jump to the second platform. Stand jump twice and you should make the timed open gate. Once inside, the gate opens and stays open. Go into a wide corridor and see a closed gate at the top of the east ramp. Go up the west ramp to a large room. Stop just before the spikes and hop back onto the ramp. Shoot four hellhounds from the ramp. They cannot go down the ramp after you. Now run and jump over a spike trap and enter the room.

 

Climb the ladder to the south. At the top, shimmy to the left and pull onto a flat ledge. You can see a jump switch on the east wall but do not go there yet. Go west and stand jump to the south-west ledge. Be careful of the fire in the cage. Jump into the opening in the south wall. Go south and stand jump over the slope. Go west and pull down the wall switch on the north wall. The go down the east slope and pick up two Uzi ammo. Safety drop to the floor. Jump over the spike trap again and enter the wide corridor again. Go east and go up the ramp and through the open gate. Go north and climb down the long ladder onto a ledge. Climb down a second long ladder and go north to enter a room. Shoot two hellhounds and three light spirits.

 

Notice a jump switch on the high south wall above the middle alcove. There is another jump switch high above the north-west ledge. Go to the column at the middle of the east wall. Climb the wall and back flip onto a ledge. Ignore the jump switch on the south wall for now. Go west and jump to the ledge at the west wall. Run and jump to the north wall ledge and pull up. The circular thing on the wall is not a receptacle but will be a fire emitter later. Jump up and grab the invisible crevice on the column to the east. Shimmy to the right to the other side of the column. Drop to the ledge and climb the east column. Run and jump into the east wall tunnel. Go to the end for secret #15, two Uzi ammo, and a small medipack. Exit the tunnel and jump back to the west column.

 

Jump down to the lower south-east platform. Run and jump to grab the block to the south. Do not pull up, as the block is a spike trap. Shimmy around the block and drop onto a platform. Run and jump onto the platform to the west. Run and jump to grab an invisible crevice on the west wall. Shimmy to the right and drop onto a ledge with railings. Run and jump over the railings and pull down the jump switch on the north wall. It is not obvious but a block has dropped on a column at the upper south wall. Safety drop to the floor. Climb the east column again and back flip onto the ledge. Now run and jump to south to grab the edge above the jump switch. Do not pull up but release and pull down the jump switch. You get a cut scene of a gate opening and many fire emitters starting above you.

 

When you land notice the gate behind the bowl in the alcove in front of you. Climb the east ledge again and shimmy to the left or right side. This just requires a lucky jump since you cannot see when the fire emitter has stopped. When the light reflection gets dimmer back flip onto the ledge. You should land beside the stopped fire emitter. Immediately hop back to avoid the fire emitter as it starts again. Time the next fire emitter and jump to the west ledge. Run and jump to grab right side of the north ledge and pull up. Shimmy around the east column. Climb the east wall and be careful of a steam emitter near the top.

 

Jump down to the lower south-east platform. Run and jump to grab the block to the south. Shimmy around the block on the left side and drop onto a platform. Run and jump to the south-west and grab the edge of the dropped block. Pull and jump to the column to the east. Go east and stand jump to grab a ledge. Pull up onto the ledge with the railings. Go north and stand jump the railings onto the next ledge. Jump over a spike trap and stand jump the railings onto the next ledge. Stand jump over to the two columns to the west. Finally jump onto the ledge at the west wall. Run and jump onto the south ledge. Hop up into the west wall alcove. Pull down the jump switch and exit the alcove.

 

Jump to the corner south ledge and pick up a small medipack. Stand jump over the east railings and land on the dropped block from earlier. Run and jump to the north-east platform. Stand jump north-east down on the sloped column. Slide down and safety drop to the floor. Go to the south wall and hop up into the alcove with the bowl. The gate is open so jump down into the small room. Hop onto the block and pull down the wall switch. You get a cut scene of spikes dropping in another area that you have visited before. Get out of the room and shoot a hellhound. Go to the south-west and climb the long ladders to the top.

 

Pull up and go west into the wide corridor. Continue west up the ramp and jump over the spike traps again. Climb the ladder again and shimmy to the left. Run and jump to grab an invisible crevice on the east wall. Shimmy to the right and pull down the jump switch. You get a cut scene of two platforms rising in the lava room. Go east down the ramp and north to return to the lava room. The raised platforms are on the south wall above your head.

 

Go east and then go north and see a column with the black marks to denote that the column is climbable. Climb the column up to a crevice. Back flip and roll to grab a ledge behind you. Pull up and jump south-west onto a raised platform. Go west onto the next platform and then onto the column in the corner. Enter the tunnel and follow it to an opening over the lava room. Run and jump to the floating platform and shoot three light spirits. Use the floor lever and get a get a cut scene of the water hole. Run and jump to grab the crevice at the north wall and shimmy back to the entrance. Go north to exit and save the game before you enter the room with the water hole. The fire has started at the entrance of the south tunnel and you may fall into the fire.

 

North tunnel:

 

Enter the north tunnel and shoot a light spirit. Jump over the spike pit and use the floor lever. You get a get a cut scene of the water hole. Go south and jump the spike pit again. Save the game before you enter the room with the water hole. The fire has started at the entrance of the north tunnel and you may fall into the fire.

 

All tunnels done:

 

Dive back into the water hole and swim back to the church. Remember the torches at the south pedestal. You can return here later for a torch. Exit the church and go south and then west into the room from the level start. The gates are open at the west wall. Go through the gates and enter a room over a lava pool. The gate closes behind you. Shoot three harpies and see the body of Brijett on a platform in the middle of the room. You can jump onto the platform and jump on the dead body if you want.

 

Go to the south-east corner for a large medipack. There is Uzi ammo on the ledge to the west. Climb the south wall ladder and go west over the slope. Shoot a harpy and a light spirit and pull down the wall switch on the west wall. Safety drop to the floor. Pick up red shotgun shells from the floor. Jump the ledge and go north to pick up Uzi ammo. Notice an unlit wall torch. Go north-east for a small medipack. Jump over the gap for now and pick up red shotgun shells. Jump to the south-east and pick up a small medipack. Climb the north wall ladder and go west over the slope. Shoot a light spirit and pull down the wall switch on the west wall. Safety drop to the floor.

 

Go east and climb down the north wall ladder to the lava pool area below. Jump onto the platform in the center of the lava. Run and jump to the block at the south wall. Pull down the wall switch. You get a cut scene of a fire in a bowl. Hop back to the ladder and climb up again. Go east to exit the building and go outside. You see the fire from the cut scene. Return to the church and pick up a torch from the south wall pedestal.

 

Exit the church and light the torch on the fire. Return west to the room with the body. Go to the north-west corner and light the wall torch. The gate in the west wall opens behind you. Go there and enter the gate. Go forward and slide down a long slope. At the bottom, you see the Sacred Grail on a pedestal. Run towards the Sacred Grail and get a flyby of the area. Then there are some closing end credits. There is a final scene of the lava pool room again. Brijett’s body is gone and there are bloody footprints going towards the door. The rumors of her death were premature. Then the level ends.

 

14-nov-2007