Quattuor
Levels by Ghostraider (January,
2008)
Walkthrough by Harry
Laudie
[Note]
Select the last four levels in the main menu one at a time. They seem to be
independent games and are not connected. [End note]
Level 1:
Oracleeye
You drop from the ceiling hole and land in a cave.
Pick up flares from behind you. Run and jump to
the north and grab the edge of a crawl space. Crawl through and drop on the
other side. You fall through the floor and do a very long drop into a water
hole. Swim to the bottom of the flooded cave and pick up a Horseman's Gem (Reiter Juwel). Surface and pull up
into a dark room. Go north and hop onto a block with a pillar. Use binoculars
and look north to see a jump switch on a door-like texture. Run and jump to the
door-like texture and pull down the jump switch. A block has been raised at the
east wall. Go there and pull up into a tunnel.
Follow the tunnel and crawl when necessary. Stand
up at the end and run down a ramp to the north. Ignore the pit beside you for
now. You will go there later. Run and jump to grab the edge of the corner north
wall. Pull up and drop into a hole for revolver ammo.
Pull up again and stand into an upper north wall alcove. Place the Horseman's
Gem in the receptacle and the door opens. Go forward to drop onto a ledge and
get a fast flyby of the cave. Run and jump to the north-west column and pick up
the crowbar (Brechstange).
Jump into a dark south-west alcove. Climb the east
wall and pull up into an alcove. Use the crowbar to pry Black Beetle #1 (Schwarzer Kafer) off the wall. Climb down and go
south to drop into water. Pick up revolver ammo
and swim through the lower east wall crawl space. Then go north and loop around
to the right. Surface and see a ledge to stand on. Climb the south wall and
pull up back onto the entrance ledge.
Again jump to the north-west column. Then run and
jump onto the north-east column. Pry Broken Beetle
(Zerbrochener Kafer) off the wall. Many beetles
drop from the wall. Jump back to the first column to avoid them. Run and jump
north to grab the top of a slope. Shimmy to the left and pull up. Slide down
and jump with a left curve to land on a ledge. Pick up the laser sight (Laser) off the ground. Jump north-east
to grab a climbable wall. Shimmy to the right around two corners. Climb up near
the top of the wall. Back flip, roll, and grab a crevice. Shimmy to the left
and pull up into an alcove. Pick up the Ornate Handle
(Ornate Handle) from the floor. Stand jump with grab to the north to
land on the wooden platform below. The green water is deadly.
Go to the end and jump over the green water to grab
the west wall. Climb up to the top. Turn around and climb down into a west
hole. Use the crowbar to pry Black Beetle #2
off the wall. Climb out of the hole and go to the east edge. Grab the wall
above you and climb to the top. Pull up into a crawl space to pick up the Hathor Effigy (Hathorbildnis). Climb down the wall to
the ledge. Climb down the outer wall and back flip onto the wooden platform.
Use the crowbar to open the door in the corner.
Follow the new tunnel and be careful of the
scissors trap at the exit. To the immediate north is a hole with deadly water.
Go south and follow the ledge at the wall to get around the large spike trap
pit. At the top, go east for a small medipack.
Jump down to the lower north ledge and pick up flares.
Run and jump to the south and grab the top of a sloped wall. Pull up and slide
down and jump to land back on the ledge where you entered. Run around the pit
again to the top.
Go to the outer north-west corner and face the
climbable wall to the south. Jump to grab the wall and shimmy to the right
around all the corners. Back flip onto a slope column behind you. Slide down
and jump to land on a south ledge. Grab a north climbable wall and climb to the
top. Face the west wall and jump there to pull down a jump switch. You get a
cut scene of a block rising on a ledge. Stand jump onto the sloped wall to the
east. Slide down and grab the edge. Pull up, back flip, roll, and grab a
climbable wall. Shimmy to the left to the other side of the wall. Climb up the wall
to near the top. Back flip and roll to grab the top of a sloped column. Pull up
and jump the slopes. On the last jump grab the ledge in the north corner. Pull
up into the tunnel in the upper west wall. Follow the tunnel and crawl space to
the end. Pull up into a higher east wall alcove. Use the reach-in switch and
get a cut scene of a door opening. Get down and return to the tunnel entrance.
Stand jump to grab the ceiling. Monkey swing to the
east and drop onto the platform. Hop onto the raised block and pull up to the
higher east ledge. Pick up the revolver and
continue to the east. Go down a long ramp and loop around to the right. Shoot a
box in the corner and pick up a large medipack.
Use the crowbar to open the door in the south-east corner. Safety drop into a
room.
The west wall door is closed. The east wall door
opens as you approach it. As you enter the room with the fountain, you get a
short flyby of the room and two skeletons awaken
from the floor. Use the revolver and laser sight to shoot the heads of the
skeletons and they ignore you. The north wall box is empty. Shoot the south
wall box and pick up a Horseman's Gem. Go east
and dive into the water pool. Swim down the hole in the floor behind the
central fountain. Swim north and west to pick up Pharos
Knot (Pharos' Knoten) from the corner floor. Swim south and east to pick
up pistol ammo from the corner floor. Swim out
of the hole and back to the water pool. Get out of the water and go west to
exit the room.
Place the Horseman's Gem in the receptacle to the
left of the closed door in the west wall. The door opens so you can enter the
next room. There are closed doors in the south wall. If you shoot the box in
the north-west corner, you also have to shoot the released harpy. Go north and enter the west side alcove. Use
the reach-in switch and get revolver ammo.
Enter the east side alcove. Use the reach-in switch and the doors open in the
south wall.
Enter the left door and go south to shoot a demigod. Go up the north steps and pick up the grenade gun and a small
medipack from the pedestals with the light. Return down the steps. The
south-east sarcophagus has a small medipack.
The south-west sarcophagus is empty. But there is a crawl space behind it.
Follow the crawl space and stand up. Climb the south wall and pull up into an
alcove. Grab the ceiling and monkey swing to a north alcove. Make the Portal
Guardian (Portalwachter) and place it on the post. You get a cut scene of a
door opening and a skeleton.
Safety drop to the floor. Use a grenade to destroy
the skeleton. Go to the north-west corner of the
room to find grenade flash ammo. Go south and
exit the room through the open door. Go east up some steps into another small
room. Go north and pick up revolver ammo. You
can see a receptacle for a scroll. Go south through the doorway. In the next
room the right sarcophagus has grenade flash ammo.
The left sarcophagus has revolver ammo. Return
to the doorway and shoot the two empty boxes. Climb the east wall in the west
alcove and pull up into an alcove. Place the Pharos’ Knot and get a cut scene
of doors opening. Climb down and go south to shoot a demigod.
Pick up a Horseman's Gem from the body.
Go south into the room that the demigod came from.
Go south into the next room and get a long flyby of the area. Dive into the
water and swim down and to the south. Swim up inside the structure and pull up
through a hole into a small room. Place the Horseman's gem in the east wall
receptacle and get a cut scene of two doors opening. Pull up onto the south wall.
Jump to grab a climbable wall in front of you. Climb up and see the doors from
the cut scene. Shoot a harpy and enter the room
to destroy two skeletons.
Go into the north-west corner and pry Black Beetle #3 from the east wall. Go into the
north-east corner and pry Black Beetle #4 from
the west wall. Go east and down the steps. Continue into the next room and
place the four beetles in the pyramid receptacle. When the four sides drop,
step forward and pick up the Music Scroll (Laden)
(called Load). Return back to the room entrance ledge at the top of the ladder.
Go to the north-east corner balcony ledge for grenade
super ammo. Safety drop into the water. Pull up at any convenient ledge.
Run north to exit the room. Continue north into the next room.
Enter the left doorway and go north and place the
Music Scroll. You get a cut scene of a door opening. Go south and go left to
find the newly opened door. Enter the door and shoot a box for revolver ammo. Go north and destroy a skeleton. Just follow the corridors and run up many
steps. You emerge onto a bridge over a water filled room. Jump into a
south-west alcove near the bridge entrance and pick up a small medipack. Jump back to the bridge. Dive off the
bridge and into the water. Swim to the island in the middle. Pull up and go to
the south-east corner and pick up flares.
Dive into the water and swim to the north-west
corner. Pull open the underwater door in the west wall. Just follow the tunnel
until you can swim up. Swim west into a dark tunnel and up into an alcove to
pick up Pharos Knot. Swim back and swim north
to a T-junction. Take either branch and swim up to pull up into a large room.
Jump over the deadly floor and land on a platform to pick up the Winding Key (Aufziehschlussel). You get a cut scene
of light spirals and a golden Lara statue. Jump back to the ledge. Dive into
the left water hole and swim down to the left to find pistol
ammo. Follow the underwater tunnel back to the flooded room. Look down
to the east and see a hole in the floor. That hole is for later.
Swim to the south wall and pull open the underwater
door. The short tunnel is blocked by a closed door. Exit back to the flooded
room.
Swim to the north side of the island where you see
a plant on the floor. Swim into the tunnel that is in the corner behind the
plant. Swim into a cave and turn to the right to see a crawl space in the lower
west wall. Swim into the crawl space. Go to the end and pick up the Horseman's Gem. There is revolver ammo in a side
branch that I could not pick up. Swim back to the flooded room.
Pull up onto the island again. Go to the south-west
corner. Run and jump to grab the orange colored column in the corner. The
column is climbable. Climb up and shimmy to the left to climb back up onto the
bridge. Run and jump with no grab to land on the ledge to the east. Go east and
use stand jumps to get into the hole in the south-east corner. Place the Pharos
Knot in the receptacle and get a cut scene of that underwater door opening. Get
out of the hole and jump back to the bridge.
Drop into the water and swim to the south-west
corner of the flooded room. Enter the south wall tunnel again and swim through
the open door. Follow the underwater tunnel and pull up into a room with a
mirror. Go south and pick up the Mechanical Beetle
(Mechanischer Skarabaus) off the floor. You can see the position in the
mirror. It is invisible on your side. Swim back to the flooded room.
Swim to the north wall where you saw the hole in
the floor. Now swim in and go north. Ignore the east branch and follow the
north branch to pick up revolver ammo. Swim
back for air. Swim in again and follow the east branch for a small medipack. Swim back a little and then swim up
into an upper south underwater crawl space. Continue swimming in the tunnel and
then swim up to surface in a room. Use the beetle and key to trigger the
spikes. Pick up the beetle and key and enter the room. Run to the east wall and
pull down a jump switch. You get a cut scene of a floor dropping back in the
flooded room. Swim back to the flooded room.
Do not exit yet, as there is more to do in this
room. Pull back up onto the island and run and jump to the climbable column
again. Get back onto the bridge. Go to the north end of the bridge. Run and
jump to the north-west onto the ledge with a hanging plant. Pull down the jump
switch on the east wall. You get a cut scene of a door opening. Jump back onto
the north end of the bridge. Run and jump to grab the ledge to the north-east
and pull up into the alcove. Use the crowbar to pry open the door in the
corner. Follow the tunnel and go through an open door into another room. Pick
up the compass from the pedestal. You get a cut
scene of the outside room and the wall rises at your location. The light spiral
starts at the pedestal. Turn to the south and shoot a
harpy. Get into the hole in front of the right throne at the north wall.
Place the beetle and key on the floor with the beetle symbol. The beetle runs
through a crawl space and the door in the east wall opens.
Shoot the demigod
that emerges from the open door. Enter the tunnel and turn left to drop into a
hole and pick up the beetle and key again. Be sure to pick up the beetle and
key before you save the game. If you reload with the beetle and key on the
floor, it disappears. Get into the north alcove and stand jump to the south to
grab an upper ledge. Pull up into the crawl space. Drop at the end and follow
the tunnel. Pull up into a higher east wall tunnel. Follow the tunnel around to
a pit. Jump across the pit and grab the south wall crawl space. Crawl through
and drop on the other side. Crawl south-west into a cave above the flooded
room. Pick up the glasses and hear the secret
sound but no secret is registered. Safety drop into the water. You are at the
east wall.
Swim down to the north side of the island where you
saw the plant earlier. To the left of the plant is the dropped floor from the
cut scene. Swim in and follow the tunnel to a closed door. Roll and swim
upwards to pull up into a small room. Use the Horseman's Gem in the north wall
receptacle. Dive into the water and swim east through the open door. Swim south
up the tunnel towards the light and the level ends.
Level 2:
Delusion
You start in a flooded room. Look through the grate
in the floor and you can see Lara's picture on the wall. Swim up and surface
and pull up on the north ledge. Shoot the orange vase and pick up crossbow explosive ammo from the pedestal. The white
vases on the side ledges contain nothing. Enter the north room and push the
center column south onto a decorated tile. Go south into the starting room.
Pull back the moveable tower from the south wall and push it aside. Go south
and enter the open door. Go south until the tunnel widens. Go to the south-east
corner and pull up into a crawl space. Stand up and use the floor lever. You
get a cut scene of a door opening. Get down and continue south in the main
tunnel.
Enter the next room and notice a bird statue. Go
south-east and pick up flares. The big face
button in the south-east corner has already been pressed. Press the big face
button in the south-west corner. Return north to the wide part of the tunnel.
Go to the west and see an open door. Behind the opening is a pole. Slide down
the pole and drop into the water. Swim to the lower south-west corner and pick
up the laser sight. Swim through the picture in
the south wall and enter another room. Swim to the back to pick up the crossbow and crossbow normal
ammo from the corners of the floor. Swim back to the first room and
surface.
Pull up onto the south ledge. Use the crossbow and
laser sight to shoot the orange vase in the north-east corner of the flooded
room. Swim there and pick up the Horseman's Gem
(Reiter Juwel). Swim back to the south ledge and use the Horseman’s Gem
in the receptacle. Turn around and see that a rope has dropped. Use the rope to
swing and grab the crevice in the north wall. Shimmy to the right and pull up
into a crawl space. Go through and go west to the open door from the cut scene.
Enter the next corridor and go south. Shoot the
orange vase and pick up Pharos Knot from the
pedestal. Go north and into a north-east alcove beside the sarcophagus. Place
the Pharos Knot in the receptacle and get a cut scene of a door opening. Go
south again and continue to the end to find the open door in the south-west
corner. First go to the south-east corner and pull up into an upper south wall
crawl space. Crawl to the end and pick up the Ornate
Handle. Crawl out and drop to the floor. Go west through the open door.
Enter the first south tunnel. Drop into a hole and pick up a compass. Exit back to the room and go west. Enter the
next south tunnel. Drop into a hole and pick up the binoculars.
Exit back to the room and go east.
Climb the wall above the first south tunnel. Back
flip onto a high ledge. Jump over a gap to a ledge to the west. Go west and see
a skeleton. You can destroy it now to save
problems later. Hop onto the platforms at the feet of the skeleton. Hop back as
two spike balls roll past you. Run up the east ramp to the end and hop back as
another spike ball rolls in front of you. Now pick up the large medipack and press the face button. A wraith starts to attack. Go down the ramp and run and
jump to the lower north ledge. Run through the door and loop around to the left
to find a bird statue behind the door. Crouch down there and wait until the
wraith explodes on the bird statue.
Turn around and shoot the orange vase in the
north-east bottom corner of the water pool. Swim down to the corner and pick up
the Hathor Effigy. Return to the entrance
ledge. Run and jump to grab the south wall and climb back up onto the ramp. Go
east and south up the ramps to the corner. Pull up into a crawl space in the
upper east wall. There is a closed door to the left. Go to the right and make
the Portal Guardian and place it on the post. Return and go through the open
door. Drop into the hole and go north. Crawl through the rubble and stand up on
the balcony over the water pool.
Go north and the orange vase to the right of the
sarcophagus is empty. The orange vase to the left of the sarcophagus has a small medipack. Enter either tunnel and find a single
tunnel going north. Go down the steps and notice that the floor descends under
your feet. There is a moveable tower in the east wall alcove. Continue north
and see a closed door in the east wall. Go west and shoot the orange vase and
you release a wraith. To the west is a bird
statue to get rid of it. Go to the south-west corner and run and jump to grab
the waterfall. It is a climbable wall. Pull up at the top and go to the right
and into an alcove. Press the face button and get a cut scene of a door rising.
Get down and go east to the open door. Destroy the skeleton
and get into the east alcove. Pull up into a tunnel. Go east and grab the pole.
Slide down the pole into a twisted tunnel.
Turn around and shoot the vases in the north-west
corner crawl space. Crawl through and use the floor lever you find on the other
side. You get a cut scene of a floor raising somewhere. Crawl back up out into
the twisted tunnel. Go south and pick up a small
medipack from an alcove opposite a crawl space. Go through the crawl
space and into a small room. Pull back the column at the west wall so that it
supports the ceiling above you. Crawl back into the twisted tunnel and destroy
a mummy. Climb the pole and back flip onto the
east ledge. Run and jump to grab the west ledge. Pull up and exit this room by
dropping into the alcove to the west. Go south and pull out the moveable tower
from the alcove in the east wall. Push the moveable tower north and east into
the alcove where you dropped into earlier. You get a cut scene of a door
raising somewhere.
Dive into the water and swim east to get crossbow explosive ammo off the pedestal. Swim to the
north-west corner of the water. Swim into the crawl space in the upper west
wall. Ignore the upper north side tunnel for now. Swim down and enter another
tunnel. Immediately swim to the right and pick up Pharos
Pillar (Pharos' Saule) from the floor. Follow the underwater tunnel and
pick up a small medipack. Continue in the
tunnel and swim up to surface near a fountain in a large room. Pull up onto the
south ledge. Shoot the orange vase for pistol ammo.
Swim back and now take that upper north side tunnel. Pull up into a small room.
Go west and see the door from a cut scene. You are above the room with the
water that you just left. Ahead of you are two ropes.
Swing from the first rope and grab the second rope.
Twist to the right and swing and jump to land on a ledge with a floor lever.
First place the Pharos Pillar into the corner receptacle. You get a cut scene
of a door opening. Use the floor lever and you see a block pushing out of the
wall on the south ledge in front of you. Climb on the block beside you and use
the rope to swing over onto the south ledge. Stand jump to grab an upper east
slope. Pull up, back flip, and roll to land on another slope. Slide down and
grab the edge. Shimmy to the left to against the wall. Pull up, back flip,
roll, and land on a ledge in front of the open door.
Go through the door and step onto a rising floor.
When it stops, go down the east tunnel and get a flyby of the next area. Back
up into the tunnel and wait to destroy two skeletons
that come for you. There is a lower hole in the north wall of the tunnel. Climb
down the ladder in the hole and pick up flares.
The crawl space goes back to where you started with the rising floor. Climb
back up into the upper tunnel. Go north and step on a face tile to see a timed
door open in the far north wall. Run and jumps will get you through the open
door with time to spare. Enter the room and a door closes behind you. Run
around a column and pick up crossbow normal ammo
as walls close in at your sides. Shoot the bones on the floor and the floor
drops in the east tunnel. Drop into the hole and go through the crawl space.
Stand up at the end of the crawl space and you are
in a mirror room. Look into the mirror for the traps and the items. Be careful
of the holes in the floor. Pick up the Hathor Effigy
from the pedestal. Pick up the Ornate Handle
from the floor at the north wall. Go east and enter an alcove. Make the Portal
Guardian and place it on the post. Go east to exit through the open door and
the door closes behind you. Ignore the flares as five spike balls roll down
into the room. Shoot the four vases in the four corners of the room. The door
in the east wall opens. Go through the door and it closes.
Go south and see a deep pit with spikes at the
bottom. You can drop down to a lower ledge. Run to the south-east corner for crossbow normal ammo and destroy a mummy. Go to the north-east corner and pull back up to
the upper ledge. Go north and see a floor lever in an alcove. When you approach
the floor lever, a wall moves and blocks it. If you step on the bright yellow
floor tile, the wall retracts. Shoot the white vase on the corner block and
pick up the Winding Key. Go to the front middle
section of the entrance ledge. Face south and see a spike pit. Make a leap of
faith and run and jump south out into space and grab the edge of an invisible
platform. Pull up onto a rising floor. When the floor stops pick up the Mechanical Beetle from the floor. Run and jump to the
north upper ledge. You will need full health to safety drop to the floor.
Pull up and go to the north-east corner again. Combine
the beetle and key and place it on the bright yellow tile. You can now go north
into the alcove and the wall does not push you out. Go to the west and press
the face button. The east face button is a spike trap. Get out and pick up the
beetle and key. Go south and then to the west tunnel and find the open door.
Run and jump south and into a cavern. The wall
torches go out. Pick up Music Scroll #1 (Musikrolle)
from the bird statue. Light a flare and go north and climb down a wall. Back
flip into an alcove. Shoot the bones and pick up the Horseman's
Gem. Climb back up the wall to the dark cavern. Use the hanging rope to
swing up through the open door and back into the tunnel. Go to the south-east
area again. Notice that a floor has risen in front of the floor lever. Use the
beetle and key again to stop the moving wall. Enter the alcove and use the
floor lever. Exit and pick up the beetle and key. Go south and enter the open
door. Place the Horseman's Gem in the receptacle. You can hear a door open.
Turn around and climb the west wall ladder above
your head. You enter a room and you can see the raised floor out the open
doorway to the south. Go north to the water and west to the wall. Turn around
and look up to the north-east and see an alcove in the ceiling corner. You can
just see the top of a vase in the alcove. Shoot the vase and a door opens at
the east wall. Jump into the alcove behind you. Get behind the broken pillar
and face outwards. Pick up a Horseman's Gem
from the broken pillar. Go east and run and jump to pull up into the new
opening. You see a receptacle. Place the Horseman's Gem and the door opens
beside you. Enter the door and save the game for a timed run. Push the column
to the north as far as possible. Roll and exit to pull up into the upper west
wall opening where you saw the vase that you shot. Run off the edge to the
north-west to land on the ledge with a vase. A block should be moved back in
the north-east corner. Crawl into a lower crawl space and pick up Music Scroll #2. Get out and go south to drop into
the water.
Get out of the water and return to the Horseman's
Gem receptacle alcove. Pull up into the upper west wall opening again. Monkey
swing on the black ceiling and drop into the west wall alcove. Drop into a
hole. Drop and grab the edge of the block but do not release. Below you is a
spike trap. Shimmy to the right around the corner and climb down the wall.
Follow the tunnel to a room and place the two music scrolls. Return and climb
the wall, shimmy to the left and pull up. Pull up again and drop into the
water.
Pull up on the south ledge. Go south and run and
jump to grab the floating floor. Pull up and go south to run and jump onto the
south ledge. Pull up and run up the south steps. Run through the doors and the
door closes. The floor drops and more doors open to the south. Destroy two skeletons that have awakened. Stand jump into the
picture on the south wall. Slide down a long slope as the level ends.
Level 3:
Seadevil
You start by sliding down a long slope. At the
bottom you can see some harmless rats that run away. Go west and pick up Uzi ammo on the ground next to the closed gates. Dive
into the water and swim under the bridge. Swim west down a wide tunnel. At the
end, swim up in the south-west corner and surface. Go north in the green tunnel
and use the floor lever. You get a cut scene of a trap door opening. Go south
and pick up an Uzi. Roll and run back to the
water to avoid the locusts. Swim up the wide
tunnel and surface and pull up onto the bridge.
Go east and pull down a jump switch to the right of
the entrance. Run and jump into the open door in the north wall. Shoot two bats and follow the ramps to the end. You see a
motorcycle and an open trap door. Get into the hole and jump over the deadly
floor. Use the floor lever and get a cut scene of the large gates opening. Get
out of the hole. Run up the ramps and dive into the water to extinguish a wraith. Return and drive the motorcycle up the ramps
and jump over the water to land on the bridge. Leave the motorcycle on the
bridge and continue on foot.
Enter the west area through the open gates. Shoot a
guard on the ground and pick up the revolver that the guard drops. Shoot two guards on the upper floors of the watchtowers.
There is a sentry gun in the north-west corner so avoid that area. Go to the
south-east area and see a small puddle of water. There is a graveyard behind
the south wall. Go to the south-west area and pick up Uzi
ammo. Now there is a timed run back to the water puddle. Hop onto a
timed raised block and pull up onto the top of the west archway. Run and jump
to grab the top of the south watchtower to the west. Pull up and go to the
south-west ledge. You get secret #1 and the Left Greave (Linke Beinpanzerung).
Stand on the south-west corner block and run and
jump to the north-west and land on a flat part of the sandy wall. Stand jump to
the west and run north on the top of the sandy wall. Go east and see an item
ahead of you. Save the game for the next jumps because you can easily slide
down the slope. It should take two run and jumps to land on the item. You get secret #2 and the Right
Greave (Rechte Beinpanzerung).
Return to the west and jump onto the roof of the
north watchtower. Stand on the east edge and face west. Take one step forward.
Hop back and delay the grab so that you land on the floor below from where a
guard was shooting you earlier. Use the floor lever. Safety drop to the ground
and go to the north-east corner. Go beside the fence and into an open door. You
hear the secret sound and get secret #3. The
door closes behind you. The red water is safe to walk through. Shoot the white
jar on the corner block. The block drops and locusts
attack. Pick up the Left Gauntlet (Linker
Metallhandschuh) from the floor in the corner. Use the floor lever in
the tunnel and the door opens. Exit the room and go south and east to get back
to the bridge.
Get on the motorcycle and drive up the east ramp.
Stop in a small room at the top. Pick up a large
medipack from the north-west corner alcove. There is a block in the
south-west corner. Hop into the east window and get a flyby of a bridge over
water and ending in a closed trap door. Look towards the ceiling and see a
swinging blue ball. You do not have a laser sight yet. Drive down the ramp back
onto the bridge.
Get off the motorcycle and run and jump into the
open door in the south wall. Go forward and drop into the east trench. Use the
floor lever and hear a trap door open. Drop into the hole in the corner. There
is a tunnel to the east.
Useless side trip #1:
That tunnel leads to room with a guard and a floor lever. The floor lever opens a timed
door at the top of the room. You have to jump many ledges to get there. I think
that this is a way to get to top of the starting slope if you do not have the
motorcycle.
Ignore the east tunnel for now. Drop into the open
trap door. Go north and east to use the floor lever. You get a cut scene of a
block dropping. Turn around and shoot a guard to
the west. Go west and pick up a small medipack
and use the floor lever. You hear a door open. Use stand jumps to go south up
the ramps. Go west through the open door and shoot a guard.
You exit in the graveyard near where you got the first secret. Go north and
east to exit back to the bridge.
Get on the motorcycle and drive west through the
open gates. Drive onto the floor of the north watchtower and the floor breaks
beneath you. Notice a brown sloping tunnel to your right. It looks like the
tunnel you just left. Go west and follow the yellowish rocky tunnel. Stop to
pull back a dead body and pick up the laser sight. Follow the tunnel and drive over a guard. Continue driving and
carefully break the wall, as there is water behind it. Pick up a small medipack and notice
an underwater tunnel in the water hole. Reverse from the room and drive west
and south to break another wall. Drive up some steps and see a barricade near a
bridge. Get off the motorcycle and go north-east up the steps and shoot a guard. Use the floor lever
and a trap door opens in the corner. Drop into the room and pick up the crowbar from the corner.
Pull up and go down the steps to the bridge with the barricades.
Go south and see a swinging blue ball.
Pull up onto the ledge with the blue ball. Go left to pick up flares. Go right for secret #4. Pull back the dead
body and pick up the Right Gauntlet (Rechter Metallhandschuh). Shoot the blue ball and a wraith attacks. Run to the bridge and jump
over the barricades. Dive into the water under the bridge and the wraith dies
in the water. There is deeper water much further west. If you go there, there
is a triangular exit tunnel in the lower south-east corner. You can follow the
tunnel back to an area with you can pull up. Get out of the water and go back
to the barricades. Go to the south-east corner. Shoot three bats and use the crowbar to open the door.
Enter the room and pick up grenade flash ammo. Exit the room and shoot a guard.
Get on the motorcycle and drive down the steps and
reverse your route through the tunnel. When you see the brown tunnel, drive
east and down the tunnel. Stop at a 4-way junction. You can get flares to the north but the block drops and a sentry
gun shoots at you. To the east is a dead-end. Go south and either drive over or
ignore the two guards depending where they are
positioned. At the top of the ramp drive west through the open exit door back
to the outside graveyard. To the east is a dead-end with a closed underwater
trap door.
Useless side trip #2:
Stop the motorcycle by the exit door. Go up the
steps by the exit door towards the graveyard. Pull up into a north wall crawl
space and pick up Uzi ammo. Follow the crawl
space to a small room. Pull down the jump switch as you drop off the east
ledge. You get a cut scene of an underwater trap door opening. Get on the
motorcycle and drive up the ramp to the east and stop at a doorway. Get off the
motorcycle and go north into the next room. Dive into the water and swim down
through the open trap door. Swim south and down to follow the underwater tunnel
and swim up in a tunnel that seems to be fenced. You can swim through of the
third fence section to the west and into a wide tunnel. Swim down to the west
and you are back in the water under the bridge at the start. Now swim back and
get the motorcycle again because you still need it. Drive down the ramp to the
exit door to the graveyard. This may a shortcut for something that I did not
find.
From the graveyard, drive north and east to get
back to the bridge. Drive up the east ramp to the top again. Go to the east
wall opening again. Drop down onto the ground. Go east and to the back of the
first structure. Pull down a jump switch. Go back to the entrance and jump onto
the raised block. Stand at the right of the block and pull up to the north
structure. Run and jump onto the north ledge as a sentry gun shoots at you.
Kick open the door and enter the room. Crawl to the left and around the
platform to get behind the sentry gun. Pick up revolver
ammo and grenade normal ammo. Use the
revolver and laser sight to destroy the sentry gun. Exit back to the ledge or
the structure and shoot the blue ball near the ceiling. Blue electrical arcs
start on the top of the structure. Exit and return to the motorcycle.
Drive down the ramp and onto the bridge. I left the
motorcycle there and went on foot. Run west through the gates and drop into the
hole that the motorcycle broke at the north watchtower. Follow the tunnels and
find Uzi ammo from the run over guard. Return
to the water hole with the crawl space. Follow the underwater tunnel and pull
up into a military base area. Go east a little and shoot a guard.
Hop onto the block in the south-west corner. Pull
down the ceiling trap door and pull up into the tunnel. Go east and turn
around. Grab the edge and pull down a jump switch as you drop into the tunnel
below. You get a cut scene of a door opening. Go west and hop onto the corner
block. Pull up into the upper tunnel again and go north to the open door. Enter
the tunnel and go into the west room. Hop onto the BBQ with the guard inside
and pick up revolver ammo. Locusts start to attack so get down and run to the
east. Go north to the end of the tunnel and use the floor lever hidden in an
alcove. You get a cut scene of a block rising.
Go south and drop through the trap door back where
you entered. Go north and follow the corridors. You may have to shoot a guard somewhere during your trip. When you see the
walls are green, look up to the east ceiling and see a trap door. Pull the trap
door down and get onto the nearby console. Stand jump to grab the ledge. Pull
up into the room and pick up Uzi ammo, flares,
and a large medipack. Get down and continue
north to the corner. Go around the corner carefully and destroy the sentry gun
on a ledge. Pick up a large medipack from the
ledge. Use the crowbar to open the door and enter the room. Hop onto the raised
block and pull up into a west tunnel.
Follow the tunnel to a room. Use the floor lever
and get a flyby of a helicopter, a large lake, and a guard running into a door.
Return and drop into the room below. Exit the room and shoot a guard. Hop onto the south ledge and exit back into the
outside area you have visited before. Go south and east to get back to the
bridge. Get on the motorcycle and drive west and drop into the hole again.
Drive through the tunnels to get back to the bridge with the barricades.
Get off the motorcycle and dive into the water
under the bridge. Swim north and down the open trap door. At the bottom swim
east and north and then swim up into the lake from the cut scene. Pull up to
the south ledge and shoot the guard on the
opposite north-east corner ledge. Swim over to the north ledge and pull up by
the closed door. Shoot the fuel tank near the helicopter on the ledge and the
door opens. Aim near the top of the tank above the yellow warning label. Go up
the steps to the guard's location. Enter the tunnel and follow the steps onto
the plateau. Go south and get secret #5 and
the Breast Plate (Brustpanzerung).
Shoot the guard
below you to the west. Jump down there and pick up Uzi
ammo. Dive into the water and swim into the south-east or north-east
corner. Swim through the narrow diagonal slit in the wall and enter another
area from the flyby. Pull up onto any ledge and go east to shoot a guard. Dive into the water and swim up into the center
of the ship. Pull up on the west side and loop around to the right to pick up
the grenade gun. Shoot four
guards but only one of them drops Uzi ammo.
Swim out and pull up on the east ledge again. Enter the open door and shoot the
approaching guard. Pick up the small medipack that is dropped.
Ignore the side door for now and go east and follow
the tunnel to kick open a door. Enter the room and pull up onto the magnetic
tape console at the south wall. Pick up revolver ammo
and run and jump to grab a crawl space to the north-east. Crawl through and
shimmy to the left before you safety drop to the floor. Destroy the sentry gun
above you to the north. Kick open the door and run down the steps. Enter the
control room to shoot a guard and pick up small medipack. Go onto the south-west console. Run
at an angle and jump to pull down a jump switch on the wall of the center
structure. You get a cut scene of two large gates opening. Go back to the room
entrance and use the crowbar to open the black door in the east wall. Use the
floor lever and get a cut scene of a door opening. Turn around and shoot the guard.
Run up the steps and enter the room to shoot a guard. Go east and return to the first door that you
did not open. Kick open the door and enter the room. Go east and pick up a large medipack from an alcove. Shoot a guard that sneaks up behind you. Enter the south
control room and hop onto the boxes for Uzi ammo.
Hop down on the south side and shoot two guards.
Enter the open door and pick up grenade flash ammo
and the Nitrous Oxide Feeder (Verteiler Spezialbenzin).
Exit the rooms and return to the water. Swim through the diagonal slit again
and into the lake. Swim down the hole and follow the underwater tunnel back to
the water by the bridge.
Pull up out of the water and go to the motorcycle.
Place the Nitrous Oxide Canister on the motorcycle. Shoot the barricades if
they are not broken. Do not drive on the bridge center section. Get onto the
higher side edge of the bridge. Drive west and use the Nitro to jump over the
large water gap. Save the game when you land on the other side. Follow the road
around the corner to the open gates.
Useless side trip #3:
You can see a closed trap door in the upper
north-east corner. To get there, leave the motorcycle where it is. Dive back
into the large water pit that you just crossed on the motorcycle. Swim to the
lower south-east corner and into a triangular tunnel. Follow the underwater
tunnel back to the bridge. Go to the north-west corner and there should be a
hole there. Drop into the hole. Use a right curve as you jump between the
slopes over the deadly floor. You land on the ledge at the west wall. Use the
floor lever and pull down the ceiling trap door. Pull up into the south tunnel
and follow the tunnel to the end. Drop at the bottom and you should be back at
the motorcycle. I think that this is only useful if you had to get back to the
other side and get any missing secrets.
Get on the motorcycle again and drive north through
the open gates and over the hills as the level ends.
Level 4:
Icepharynx
[Note]
This game seems to have a large amount of tedious back tracking and repetitive
trips over the same route. Or I did things in the wrong order. [End note]
You start by dropping from above and landing in a
pool of water in an ice cave. Go east and start sliding down the slope. Just
before the side wall texture changes to ice, jump up to grab a climbable wall.
Climb up and shimmy to the right into an alcove. Use the floor lever and see a
spike ball drop in the sloped tunnel. Drop into the tunnel and continue the
slide down. You land in a large cavern and face east to see many ledges of a
tall structure.
Go to the north-east corner of the east ledge. Run
and jump down to the north snow column. Run and jump into the east ledge. Turn
around and look at the large face that comprises the west wall. You landed in
an eye from the starting slope. You were jumping from the nose. Go to the
north-east corner ledge. There is a hard-to-see triangular crawl space in the
east wall at the south corner. Crawl inside and stand up in a tunnel. Go north
and shoot two dogs and two
scorpions. You can find flares in the
north-east corner alcove. Continue to follow the tunnel and drop into a hole.
Go west and you are on a block near the ground. There is a closed gate to your
right. Safety drop to the ground.
Go south and see two statues at the east wall. Go
to the south-west corner and see a floor lever. Leave it alone for now. Go to
the south wall and climb up the wall and continue over the closed gate. Climb
as high as possible and back flip onto a ledge. Pick up Cartouche Piece 2 (Laden) from the ledge. Jump to the ladder and
climb back down to the ground. Now go north and use the floor lever. The gate
opens in the south wall. Enter the tunnel and pull the chain. A spike pit opens
behind you. Hop back and grab the edge. Release and grab the crawl space below
you. You are safe from the spikes. Crawl in and follow the crawl space. Drop
into a tunnel.
Go east and pick up flares.
Climb the ladder on the north wall. Pull up and follow the tunnel to a crawl
space. Crawl though and you overlook the large cavern. Grab the edge and shimmy
to the left as far as possible. Pull up into another crawl space. Crawl through
and stand up. The west wall is climbable but leads to a closed gate. Go south
and slide down a slope. At the bottom, shoot three bats.
Follow the long tunnel and you reach a deep pit with many sloped columns. Run
and jump to the land on the first north-east column. Run off the column to the
south-east and land into an alcove. Pick up Cartouche
Piece 1 (Laden) from the floor. Grab the crevice in the upper west wall.
Shimmy to the right and pull back up onto the first column.
Run and jump and land on a column at the east wall.
Run and jump to grab the top of the sloped column to the north. Jump to another
sloped column. Use a left curve on the next jump. Slide down backwards and grab
the end of the slope. Pull up, back flip, roll, and grab the top of a sloped
column. Pull up, slide down, and jump to grab the north ledge. Pull up and save
the game. There is an unseen hole in the floor ahead of you. Jump over the
circle texture and go to the north wall. Make the Ba Cartouche (Vase 2) and
place it in the receptacle. You get a cut scene of a gate opening.
Step back and safety drop into the unseen hole. You
have been in this tunnel before. Go north and follow the tunnel to the exit
ledge above the ground. Run and jump to grab the crevice in the west wall.
Shimmy to the right and pull up into the open gate. Go north into a wide
corridor and shoot three dogs. Go east down the
steps. Crawl to the back of the snowy overhang and turn to the right and follow
the crawl space. Drop into a tunnel. Go to the end and pull a chain. You get a
cut scene of a gate opening on the high ledges of the structure. Turn around
and shoot a scorpion. Return through the crawl
space and go up the steps again.
Do not go straight ahead yet. You need to make a
side trip. Go south to exit the corridor. Go to the south-west corner and get
into the tunnel again. Be careful of the spikes and get into the crawl space
again. Follow the tunnel and ladders again to the upper crawl space. Shimmy to
the left and into the second crawl space. Crawl through and stand up. Now climb
the west wall and pull up into a tunnel. You see the open gate from a cut
scene. Drop down onto the high ledge.
Just follow the ledges to arrive at the north-west
corner. Get into the triangular crawl space in the north wall. Enter the small
room and pick up Timeless Sands #1 (Vase 1)
from the platform. Turn around and shoot two scorpions.
Crawl back out to the ledge. Grab the crevice in the north wall and shimmy to
the left. Pull up into a tunnel entrance. The tunnel is for later. Turn around
and run and jump to the south to land on a snowy ledge. Follow the ledge to the
south. It is very easy and there is no place to slide off. Near the end of the
ledge, you should find a lower crawl space in the west wall. Crawl in and pick
up Timeless Sands #2
from the platform. Turn around and shoot three
bats. Crawl out to the ledge again. Go south
and run and jump into the dark cave area in the south wall. Go to the back and
drop into a hole. Use the floor lever and get a cut scene of a block dropping.
Get out of the hole and go to the north-east corner. Run and jump with a right
curve to land on an upper ledge. Pick up crossbow
explosive ammo and go east to find the open
gate where you entered.
Pull up into the open gate and return
back to the crawl space. Go south and slide down the slope again. Go north to
the end. This time grab the edge and shimmy to the right until you find a
climbable wall texture. Climb to the floor at the bottom. Go to the south-east
and pull up into the open doorway from the last cut scene. Save the game for a
difficult maneuver. Run and jump onto the south ledge. The gate closes behind
you. Run forward and turn to the left. Hop back and grab the edge as a spike
ball roll past you. There are spike balls on the side ledges so you cannot jump
there. When the spike balls are gone, pull up onto the ledge. Now jump to
either side ledge to trigger a second spike ball on the middle ledge.
Go to the top of the middle ledge. Drop
into the side holes for the crossbow and a large medipack. Use stand jumps to get out of the holes. Jump to the west ledge
that is higher than the middle ledge. Stand jump to the grab the opening in the
upper south wall. Just follow the tunnel and walk through the wall at the end.
You are back in the tunnel at the end of the slide. Go north and jump onto the
north-east column. Run and jump and land on a column. Run and jump to
grab the top of the sloped column to the north. Jump to another sloped column.
Use a left curve on the next jump. Slide down backwards and grab the end of the
slope. Pull up, back flip, roll, and grab the top of a slope column. Pull up,
slide down, and jump to grab the north ledge. Pull up and run forward to drop
into the hole. Follow the tunnel again to the outside ledge.
Drop down to the ground. Go
to the south-west corner and get into the tunnel again. Be careful of the
spikes and get into the crawl space again. Follow the tunnel and ladders again
to the upper crawl space. Shimmy to the left and into the second crawl space.
Crawl through and stand up. Now climb the west wall and pull up into a tunnel
again. You see the open gate from a cut scene again. Drop down onto the high
ledge again. Go to the north-west corner again. Grab the north wall crevice and
shimmy to the left. Pull up into the tunnel again. Follow the tunnel to the
east and drop into a lower tunnel. Follow the tunnel to a slope and save the
game.
Slide down the slope onto another slope. At the end
of the second slope jump forward to land on a ledge. Enter the opening in the
west wall. Go west a little and shoot two bats.
Continue west to a branch tunnel and shoot two dogs.
Enter the branch tunnel and use the floor lever. You may hear a gate open. Get
out and go west. Go around the corner and a gate opens at the top of the steps.
Jump over the hole with the rope and follow the west tunnel. Stop at the exit,
as there are holes in the floor of the next room. Run and jump west and pick up
Guardian Key #1 (Schlussel des Wachters). There
is another route to this key. I just got it now. Notice the wind symbol on the
floor tile. These are the only safe tiles. On the others you fall through the
floor into deadly water. Jump back to the tunnel and go to the rope.
Slide down the rope and drop onto a lighter colored
tile. Go north and enter the open gate. Pick up Ra
Cartouche #1 (Laden) (called Load) from the pedestal. Place the timeless
sands in the statue at the west wall. You get a cut scene of a floor dropping
somewhere. Place the timeless sands in the statue at the east wall. You get a
cut scene of a floor dropping behind you. Do not drop into the hole yet. There
is another route. Go up the steps in the south wall. Stop at the top and pull
up into a crawl space in the east wall. Stand up and go east to walk through
the picture at the end of the tunnel. You slide down a slope back in large cavern.
You are in the other eye of the large face. Pick up Cartouche
Piece 2 from the floor.
Go to the south-east corner and run and jump to
land on the nose piece again. Run and jump onto the east ledge as you did
earlier from the other side of the nose piece. Go to the north-east corner
ledge. There is a hard-to-see triangular crawl space in the east wall at the
south corner. Crawl inside and stand up in a tunnel again. Continue to follow
the tunnel and drop into a hole. Go west and you are on a block near the ground
again. Run and jump to grab the crevice in the west wall. Shimmy to the right
and pull up into the open gate again.
This time go west and follow the corridor to a
room. There are closed doors and bull statues. Loop around to the left and enter
another tunnel. Follow the tunnel to a junction. Hop onto a block and pick up Guardian Key #2. You can see receptacles for the keys
on the north and south walls. They will be placed later. Go west to a large
lava pit. Use the reach-in switch at the north wall to drop a rope. Use the
rope to swing over the lava pit. Go west and shoot three
scorpions at a junction.
Go north and grab the west wall and shimmy to the
right. Pull up, back flip, roll, and jump with a left curve to land on the
ledge. Pick up a large medipack from the
pedestal. Wait while sand fills the spike pit so getting back is easy.
Go south and grab the east wall and shimmy to the
right. Pull up, back flip, roll, and jump with a left curve to land on the
ledge. Pick up a Cartouche Piece 1 from the
pedestal. Wait while sand fills the spike pit so getting back is easy.
Enter the open door in the upper west
wall. Go forward and climb the black wall above your head. At the top, back
flip into a tunnel. Go east and stop at the end of the tunnel. The floor of the
room has many holes in it. This is the opposite side of the room that you
visited earlier. Run and jump to the wind symbol tile that is to the left of
the central picture. Stand jump with a right curve to the east. Run and jump
into the east tunnel. Continue east to the rope that you used earlier. Grab the
rope and slide down to the bottom. Swing and release so that you do not drop
straight into the hole in the floor. Go up the steps in the south wall. At the
top of the steps, go to the right.
You overlook a pit and see a rope.
There are two dangerous blade cylinders moving around. Stand back from the
tunnel entrance and wait so you can see and time them. Run and jump west to
grab the rope. Swing and release to land on a ledge in the middle structure. If
you swing too far, you fall off into a deep cave. If you release too soon, you
may drop into a hole so use full health before you swing. You are safe on the
top of the structure. Climb down into the hole behind you if you did not fall
into the hole. Pick up Guardian Key #3. Climb the ladder back onto the top ledge.
Save the game for a very hard maneuver.
Slide backwards down the west slope and delay the grab. You should not grab the
edge but glide into a lower alcove below the slope. Place a Guardian Key and
get a cut scene of two gates opening somewhere. Run and jump to the west to
grab the edge of a tunnel. Pull up and go to the end. Use the reach-in switch
and hear a gate open somewhere. Go to the tunnel entrance. Be careful of the
blade cylinder and safety drop to the floor. Follow the lower tunnel to the
west. Enter the room and pick up Ra Cartouche #2 from the pedestal. Exit the room and slide down to the floor. Go
south into a tunnel. The end wall drops as you approach. You enter an ice cave.
To the east is the large cavern but it
is behind an ice wall. There is a shallow water pool at the south wall. Go west
to the west wall. Go south into the corner and pull the chain. Go east and you
can see an upper crawl space in the north wall. That is the exit to be used if
you missed any items. Get into the shallow water and crawl south and east under
the ice wall. Pull up to the south and enter a room. There is a closed gate in
the south wall. Make the Ba Cartouche and place it in the west wall receptacle.
A hole appears in the floor under the closed gate. Enter the room and use the
floor lever. You hear a gate open. Pick up a small medipack in the north-west
corner. Get out of the room and jump into the open gate in the south wall.
Enter the tunnel and the gate closes
behind you. Follow the tunnel and see many frozen guides behind an ice wall.
Follow the tunnel and go up the steps into a room from the cut scene. Place the
two Ra Cartouches into the two receptacles. With each placement, you get a cut
scene of a block dropping. Go east and see two holes. Get into either hole and
turn around to face west. Climb down the west wall of the hole as far as
possible. Then safety drop to the ground. You fall from the nose of the face
like a common nose dripping when you get a cold.
Go to the south-west corner and get into the tunnel
again. Be careful of the spikes and get into the crawl space again. Follow the
tunnel and ladders again to the upper crawl space. Shimmy to the left and into
the second crawl space. Go forward and slide down a slope. Go north to the end of the tunnel. Jump onto the north-east
column. Run and jump and land on a column. Run and jump to grab the top
of the sloped column to the north. Jump to another sloped column. Use a left
curve on the next jump. Slide down backwards and grab the end of the slope.
Pull up, back flip, roll, and grab the top of a sloped column. Pull up, slide
down, and jump to grab the north ledge. Pull up and run forward to drop into
the hole. Follow the tunnel again to the outside ledge. Run and jump to grab
the crevice in the west wall. Shimmy to the right and pull up into the open
gate again.
Follow the corridor to the room with the bull
statues. Loop around to the left and enter the next tunnel again. Stop at the
junction. Go north and place a Guardian Key and see a frozen guide. Return and
jump into the west wall opening and pick up an Eye
Piece (Laden). Go south and place a Guardian Key and see a frozen guide.
Return and jump into the west wall opening and pick up an Eye Piece (Laden). Now go east to return to the room
with the bull statues.
Enter the open door in the east wall. Go east and a
guide appears out of the frozen wall. Get near the guide to activate him. He
lights an invisible torch and lights the four wall torches in the room. Follow
the guide back to the room with the bull statues. He lights the torch on the
south wall. The guide goes north and opens the door. Follow the guide but not
too closely. The guide activates a set of blade traps on the steps. Follow the
guide up the steps. In the next room, the guide opens a gate and activates a
spike trap. The guide then gets a torch from an alcove, lights the torch and
waits.
Go north and make the Eye of Horus (Goldener
Vraeus) and use it to open the circular door. Go up the steps and pick up the Amulet of Horus (Das Amulet des Horus) from the
pedestal. The gate opens in the north wall. Enter the tunnel and the gate
closes. Just follow the tunnel and the level ends.
14-jan-2008