The Real Life of Tut Ankh Amun
Level by Jorg Schnitzler
Walkthrough by Dutchy
STORY AND BACKGROUND:
Lara recently discovered the widely unknown works of an jewish
englishman called Samuel Cecil Greenwood(1923-1976).
Greenwood ,who-since early childhood-had to live in the wheelchair-self
educated himself in studies of ancient jewish religious writings and
translation. Later he began to increase his skills and studies by working on
the translation of archaeologically relevant ancient original writings.
His last 15 years he focused on Egypt and translation of Egyptian
originals. Although his work could not be called "scientific"it was
of an original inspired and ingenious character like the man himself. His
interpretation of the ancient writings lead him to very different views of
egyptian histiory in general as well as spotting a disturbing new flash on some
single events of the Egyptian past.
No need to say his works were ignored or worse than that being laughed
at by the scientific world...
But LARA CROFT-an outsider herself-began to use his books
increasingly.The new one she bought in an old book store was named
"Unknown Egypt-the truth of old legends..." Out of breath she read:
"... these studies lead me to the conclusion ...that it could well be...a
young
Egyptian king might have escaped his responsibilities by faking his own death
and burial...just to live with the woman he loved seriously.
...of course needed help of a hundreds of slaves submissives and other insiders...
...after all I would conclude that this place must be near to the "Valley
of Kings", a huge water supply system integrated in a mountain and a
pyramid of enormous size...where we possibly may find the tombs and sarcophagi
of a great and forgotten love..."
For our heroine the case was clear-she began to equip her expedition to
Egypt immediately! But she might not be alone for the place she chose is
already being explored by a shady company-a part of the powerful "VON CROY
INDUSTRIES"...
Well--help Lara to explore the place that might well had been the water
supply system needed then to keep hundreds of people alive a long time
ago...will she find her way to the hidden pyramid?
Have a lot of fun...
J.J.S.
The Catacombs.
Follow the Crawlspace you saw in the flyby, get some Flares and go L
when you reach a bigger room, drop from the hole and proceed, dodge some
Mummies near the Torch when you take the Ammo. Follow the passage and climb the
block, to a cave with a hole in the end, slide down duck to avoid the darttrap
and slide the next slope, drop into the water, swim forward (N) and L/L, up and
out, climb the ladder and backflip to the upper floor, take the Flares and
shoot the R hand vase for a ½ MP, throw the lever on the L side and see an UW
(underwater) gate open, go back down and swim R, there are 2 gates, the R one
is open, go in and up, climb out and approach the gate inside, it will open for
you, climb over the crate and shoot 2 Ninjas in this room.
The Spikeball Puzzle.
Climb the S pile of crates and get the Hand of Orion from the pedestal
(a sound of a gate opening up, but I have no idea where). Now climb the pole on
the crate S, climb up past the yellow crate and backflip onto the ledge in the
NE corner, standjmp/grab into the passage S and go to the gate, the torch will
light, get the MP and go back on the pole, climb up and backflip into the
alcove with the Spikeball in the SW corner, the lower Spikeball will drop from
the passage it was in, drop backwards out and grab the edge of the slope below,
shimmy R to the ledge and go into the passage where the Spikeball came out. Climb
into the crawlspace in the end and shoot the Scorp waiting for you on other
side, pull the level (opens a gate at the UW gates) and return outside, go down
the pole and go back over the crate to the UW gates, R and up , pull up on L
side of entrance and hop back fast, swim L quickly and the Spikeball will drop
on the Tile (and the 3rd UW gate opens), go into the passage it came out of and
get some Ammo, pull the lever L in the end. Now return to the pole and climb to
the ledge on the corner again. Backflip onto it and now run into the passage E,
where the torch is now burning, run in a bit, so the top Spikeball will not
fall in your neck. The gate in the S passage opens now, go there and get Secret
# 1, the Uzis.
Swimming Out.
Make your way back to the UW gates and swim into the 3rd, follow the
hard to navigate tunnel to a closed gate, up and in this room (no there’s
nothing behind the crates, that’s why I didn’t mention them) to a hole in the
ceiling SE, climb up and follow the crawlspace to a lever which will open the
gate in the water, go back and swim in. Follow to a big caved in room and find
the crawlspace in the N wall, throw the lever inside and the room rocks, which
will cause the ceiling to cave in and flood the room, go back and swim up to a
pool, get some air and swim into the W tunnel, follow to an outside area with
sand covered temples and 2 big doors, go to the W door with the Hand receptacle
and open it.
The Spike Pit.
Up the higher floor, L and under the low ceiling, to the SW corner,
climb back off the edge of the pit and hang, drop and grab the crack in the
wall, shimmy all the way L to an alcove you can pull up in.
In this room we have 2 options to proceed: Route A and Route B, doors or gates
opened in route a will not be open in route B and vice versa.
Route A: (In my opinion the easiest route and pointed out to me by eRic,
thank you for that.)
Go to the CS in the crawlspace SW corner and go NW in this room to open the
gate when you step on the tile in front of it.
The Garage Area.
Run into the alcove L and turn to shoot the Ninja below, runjmp/grabbing
down over the pit and go over to the Land rover, shooting a Ninja on your way
there, climb the wooden crate next to it and jmp/grab the ledge under the
window on S wall, get a ½ MP and drop back down go past the Land rover to the
NE corner and climb up to get some Ammo. Down again and find a passage down in
N wall, shoot the Ninja and follow it to a couple of gray doors, shoot the
Ninja behind you and get the Hand of Sirius he will drop. Use it L of the door
and go in. Follow the R hand passage.
The 1st Eyepiece.
You’ll come to a room with the 1st part of the Eye of Horus. Get the MP
L and the Ammo R and get the Eyepiece, the lights go out and 4 Ninjas come in. Now
go over to the opened gate N with the electric discharge, back up to the block
and runjmp/grabbing into the opening, don’t touch the floor below the discharge
and you can get in. Don’t step on the second Tile, it will close the gate you
have to go to now, grab the ceiling and swing over the second Tile, climb the
ladder to the gate and up the yellow crate to take the Uzis on it, follow the
passage, up the steps and R, shoot the Ninja in the end. Drop down to the room
behind the Sirius doors; look for the passage in the NW corner. When you enter
a gate in the end will open (this one will close before you reach it in route
B) Climb up in the gate and follow to a Tile in front of another gate, which
will trigger the gate hereto open, but also a gate in the pit in the garage
area. Drop back at the Hand receptacle and go up the passage and R, to the pit
where the gate opened.
The Spike Balls.
Drop in and enter the gate, (the other gate is used in route B) jmp up
the slope and notice the Spike balls. Stay on the L side of the passage and
drop from the ledge, go up to the Tiles, but don’t touch yet, see the ledge L
of the slope?, run onto that one to be out of the way when the balls come down.
Go over to the L passage and hang on the edge, shimmy R and pull up, go to the
hole in front of you and drop in, push the statue into the alcove with the Tile
(the door hides a Tile for route B) and see a screenshot of a door below. Go
out and to the L sloped passage, see the ledge R of the entrance? Pull up to
the Tile and hop back, do a R sidejmp and wait for the balls to pass, then get
in and climb down the ladder in the hole, push the statue to the Tile (again
one hidden Tile behind the door for route B) and the door below opens.
Go to the N passage and drop into the hole to get some Ammo, shoot the
Ninja when you come out and go down the pole. Runjmp/grab from the ledge with
the pole to the one on the W wall and jmp into the open door. Follow this
passage to a drop off, you will land in the Labyrinth. Go N and R/R/Lat
crossings, get the ammo at the torch and return to where you came from, look
for some Ammo just in front of the Electrified pool room.
The Electrified Pool Room.
Go to the lever on the ledge R and pull it to open the single grey door
below in W wall, go down the ledges below the lever and run off the one at the
door, get the ½ MP L in the corner and enter the room. In this Grave room,
there are 4 doors playing a game, walk up to the 1st door R and close to the
pit L. Do a standjmp followed by a runjmp to the floor past the last doors, get
into the SW door and throw the lever inside, the water in the Electrified pool
room will be cleared. Go back with a runjmp and go get all the goodies in the
Electrified pool room. Ammo on a ledge R on water level when you go straight E,
the big hole in the bottom is for later. Go to the SE corner for a ½ MP and
Ammo in the NE corner, climb up there to get the ½ MP in the alcove above where
the Ammo was and now you got it all, go over to the hole in the bottom.
Here route A and B come together.
Route B:
Find the lever on the other side of the room, to kill those Spikes in the pit. Return
to the pit and climb in, after you checked your health, you need full health
for the drop you are about to make, from the alcove, drop to the Spiketrap,
hold Ctrl to keep damage down and get the Ammo and MP, check the health again
and drop in the NE slope, slide to a Labyrinth. Follow N and L to reach a
poison pit, run into the R hand passage and pull the lever in the crawlspace,
back out to use the new monkeyswing and go L, follow R and reach the burning
torch L, with some Ammo. Follow the passage further and go R/L/L/L, get some
Ammo in the corner and reach the Electrified pool room.
The Electrified Pool Room.
The Flyby will show some doors, Statues and a lever. Under the ledge you
stand on is a single closed door, which will only open in route A. On the
opposite side you can see the opening you would have come out if you took the
other slope in the Spikepit. But you would have missed all the fun in the
Labyrinth and you would have to do a difficult runjmp series through the room
to get to the Timed doors (we are about to tackle next) in time. Run onto the L
ledge and follow it along the wall to the Statue, turn and see the doors you
have to get to, timed so check out the route and Save in front of the Statue, I
did it by pushing the Statue, roll turn L a bit and standjmp to the block in
the water below, runjmp from here into the open doors. Follow and R/L/ up/L and
through the gate. (There’s a closed door # 1 opposite the entrance, this one
will only open when you chose route A). Runjmp to the Ledge L with the pole, go
up the pole and backflip to the crossing of the walkways.
The Spike Balls.
Go to the W passage of the 4, stand on the stone ledge and look up to
see 2 Spikeballs up there, pull up and run over the 2 trigger tiles with a R
curve and run off onto the stone ledge next to the passage, get into the
passage when the Balls passed and climb down the hole. Push the statue to the
Tile next to the closed door #3 (this door hides the Tile used in route A) and
see the water in the Electrified pool room turn safe, climb back up and go over
to the N side, climb down the hole to get Ammo and hear a Ninja, climb back out
and shoot him, now go to the S side, hang on the edge and shimmy R, pull up
there and see the Spikeball go by, drop into the hole and push the statue to
the Tile past the closed door #4 (also hiding the Tile for route A), a gate
opens. Go back out and to the E side pull up on the L side and run with a R
curve over the trigger tiles onto the block outside near the pole, wait for the
Ball to pass and go in, climb over the slope and enter the gate you opened.
The Garage Area.
Climb up R and here’s the Garage area, go to the end and climb the
wooden crate next to the Land Rover, jmp over to the window for a ½ MP and go
down, around the Land Rover and climb up in the corner for some Ammo. Now go to
the stack of crates and into the N passage going down, shoot the Ninja and go
on, shoot another Ninja at the big doors below and get the Hand of Sirius he
will drop. Open the big doors with it on the R side and enter, into R hand
passage.
The 1st Eyepiece.
You’ll come to a room with the 1st part of the Eye of Horus. Get the MP
L and the Ammo R and get the Eyepiece, the lights go out and 4 Ninjas come in. Now
go over to the opened gate N with the electric discharge runjmp/grabbing into
the opening, don’t touch the floor below the discharge and you can get in. Don’t
step on the second Tile, it will close the gate you have to go to now, grab the
ceiling and swing over the second Tile, climb the ladder to the gate and up the
yellow crate to take the Uzis on it, follow the passage, up the steps and R,
shoot the Ninja in the end. Drop down to the room behind the Sirius doors; look
for the passage in the NW corner. Enter and a gate opens in the end, you can
never reach it open, because the Tile in front of it will close it in route B
(this gate is used in route A, to get back to the Spike balls), just climb up
past it and throw the lever, the second gate in the pit of the Garage area
opens up. The gate in front of you also opened, so go down there and drop back
to the garage area, up to where the pit is and down into it. Enter the newly
opened gate E and follow to a dark drop off and drop into the safe water of the
Electrified pool room; you can explore the ledges for some Ammo and ½ MP’s.
Here route A and B come together.
Go to the Hole in the bottom and swim down into the tunnel with the
gate, follow and L, be taken by the current and follow till you can go up in to
a big shaft, get Secret # 2, Ammo in the N tunnel halfway up and go up the
shaft fast, into the tunnel thee and follow it to where you can climb out, take
the E passage to a ladder, up and R, drop and drop into a hole N, there’s a
door here which needs the Ba Cartouche.
The Spike Run.
Go S dodge burners and Mummies and hop on the block in the end, go to
the hole in the S corner here and drop back from it, grabbing the edge, drop to
a pillar with a steam blower, stand with your back to the fence, save and
runjmp/grab the sloped pillar N, pull up/slide to the end, jmp/grab the pillar with
the Spiketrap on top, shimmy R and drop to the dark tile, enter the passage,
the gate in the end opens when you step on the Tile.
The 1st Cartouche Part.
Runjmp to the Golden Tile L across the pit, take the ½ Cartouche and
look S, see the pillar there, you have to run there and jmp next to it, R side.
Stand on the lowest point of the Golden ledge and back up, runjmp S (hit
“look”) and run, jump next to the pillar, when all the Spikes are up, the gate
opens, go in and over the block, get the Hand of Orion and hear a gate open,
follow the passage to the start of the Spike run and open the gate to the
Spikepit again, now stand in L corner and aim for the Golden ledge, shoot the
vase in the open gate and the Scorp which was in it, hop back and runjmp, no
grab and be sure to hold the “run” key down and you should go over the spikes
without harm, go through this room, over the block and around to the pit, use
the monkeyswing to go over to the pillar at the exit.
The 2nd Cartouche Part and Eyepiece.
Look up and see the shaft at the fence with the ladder in it,
standjmp/grab in and climb up into the gate and follow to a Tomb, place the
hand here and see the flame in the crawlspace near the mummies go out. Jmp over
the pit W and drop back from it, grab the edge and drop right in front of this
crawlspace, get in and follow to a drop off into Burner alley.
Burner Alley.
Look down and see an alcove L at the bottom of the slide, that’s where
you have to jmp into, stand centre of slope and slide, you’ll stop on a safe
tile, jmp into the L alcove quick, as the Spikeball is already on its way and
run in a bit, if you stay too close to the edge the ball will kill you, climb
the ledge with the burner E and run to the higher ledge, jmp grab up and hang,
shimmy L and pull up in the corner, drop back quick and hang there till the
Spikeball went by, now go up when the flames are down, shoot the Ninja guarding
the 2nd Cartouche part and take it. A cutscene will show you that a burner is
off, so go back to the slope and stand on the end, in the L corner, so the
burner will not harm you and standjmp/grab the opposite burner ledge, go shimmy
R till the 2nd last burner below, wait for the ball to go the other way and get
onto the ledge in the corner fast, climb up the ladder and get the 2nd Eyepiece
too. Climb down again and standjmp/grabbing to the slope in front of the fenced
window N, behind the window you can already get a glimpse of the “Hidden
Pyramid”.
To the
Hidden Pyramid.
Make your way back up where you got the Cartouche part and out of the
now open gate. Follow the passages back to the Mummies and run past them to the
Doors, use the Ba Cartouche to open them and you’re back in the outside Temple
area, just past the pool SW is a hole in the ground, go in and follow it to the
Hidden pyramid, watch the cutscene and see the Vase up in the hole in the roof,
just next to the Spikeball. Runjmp to the flat part around the R corner and
follow this cavity by climbing over the stone beam W, find the Crossbow in the
alcove behind it and return to the top of the stone beam, look S into the room
and spot the Lasersight on an Arch, jmp over there and get it. Climb down on
the S side of the Arch and follow this path to the other side, drop onto the
Arch here and one more drop to the ledges at the fenced window S, get the
Arrows and the Hand of Orion there. Back onto the Arch and jmp to the ledge on
the wall, then to the other Arch N, stand with your back to the Arch, L side
and look up L of the pillar in front of you, standjmp/grab the ledge there and
get Secret # 3, a MP.
Run back onto the Arch and then to the lower ledge NW, drop onto the
small ledge sticking out and to the ground, go to the gate in the W wall and
stand S side of it, walk forward till you can see the vase up in the hole in
the roof. Shoot it with the Crossbow and be sure not to stand in the way of the
spikeball, which will hit the gate. Enter and use the monkeyswing to go over
the pit, use the Hand behind the block and an earthquake will rock the room, it
will open a secret passage in the pyramid, so go back out and shoot 2 Ninjas,
one L one R and enter this dark passage, drop into the hole and faaallllll into
a deep shaft. Get out and go open the door in the dark with the Eye of Horus. Walk
forward and leave this place with some comment I couldn’t make out.
Perfect level by Jörg.
Thanks to eRIC I found the answer to all the closed doors I couldn’t
open.
Dutchy.