Iraq
Sacred Place
Level by Nella (October,
2008)
Walkthrough by Harry
Laudie
[Note] The author's readme file states that this level was made with the
unofficial editor Dxtre3D v2.x. [End note]
Level
1: I
You start facing a water pool. Go behind the south-west column and pick up a shotgun. Go to the north-east corner of the room
and shoot two guards. In the corner is a
pull chain. Pull the chain once and a door opens in the north-west corner area.
Go there and enter a long main hallway. Enter the first branch hallway to the
right. Search the alcove to the right and pick up red
shotgun shells. Exit and approach the gate and the gate opens. Enter
the next room and shoot a guard towards
the left. Enter that left hall and pick up blue
shotgun shells in a corner. Exit and go east and look for a brighter
panel on the south wall. Pull out the moveable block from that panel.
Enter a very ornate bedroom. Look for a green bottle on the floor to the left
of the cabinet at the north wall. Shoot the bottle and pick up the Horseman's Gem. Look behind the bed at the east
wall and see a water pipe. You cannot do anything with it but it just seemed to
be an appropriate item for the game setting. Go through the curtain in the
south-west corner and pick up a large medipack.
Exit this room and return back to the first long main hallway. Go north to the
end and place the gem to open the gate.
Go through the open gate and go to the right towards a green water pool and
shoot two guards. Go up the steps at the
east wall and follow the balcony. Go the far corner of the room and pick up a small medipack. Return down the steps to the
green water pool. Enter the north-east corner alcove and see a closed gate. Loop
around to the right and pull down a wall switch to open that gate. Enter the
gate and the gate closes behind you. I think that the gate is timed but there
should be no problem making it. Go west and pull down a wall switch in the
corner and the gate opens behind you. You get a flyby of the new area. Notice a
trap door and a wall switch in the flyby.
Enter the room and see a closed gate and an unlit wall torch to the west. Go
east and find the wall switch from the flyby. Two fire
wraiths attack. Pull down the wall switch to open the trap door. Safety
drop into the hole and go west to dive into water to extinguish the fire
wraiths. Pull up to the east ledge. Pull up onto an east block and then pull up
to the north. Go east through a crawl space. Grab an edge and shimmy to the right
over the fires. Shimmy around the corner and drop. Save the game in front of
the wall switch. Pull down the wall switch. Stand at the inside corner and jump
up to grab the crevice. Shimmy back and go through the crawl space. Pull up to
a higher west block. Stand jump up to grab the open trap door and pull up.
Immediately go east into the next room. Pick up a small
medipack from the south-east corner floor. Look to the south wall
for an alcove. If there are spikes in the alcove, you probably ran around the
big room and reset them. Reload and pull the wall switch by the fire again. Enter
the south wall alcove and pull down a wall switch. Spikes drop in the north
wall alcove. Go to the north wall alcove and pull down a wall switch. The
spikes drop and the gate opens in the east wall. You enter a room with an empty
pool.
Go north and use the sloped floor to pull up onto the balcony. You hear the
entrance gate close. Follow the balcony and pull down a wall switch. Notice
that the empty pool fills with water. Pick up the torch
off the platform and get down to the floor. Drop the torch on the floor and
dive into the water to extinguish two fire wraiths.
Swim into the underwater tunnel, and into a low room. Pick up a small medipack ahead of you. Swim to the south-east
corner and surface. Pull up into a small room and pull down the wall switch on
the east wall. This wall switch opens the entrance gate. Swim back to the pool.
Pick up the torch and exit the room.
Go west to the closed gate and the unlit wall torch. Go south and loop around
the corner to light your torch on a low wall torch. Then light the wall torch
by the closed gate and the gate opens. Go forward and reach a spike pit with
breakable tiles. Do not jump onto the middle tile. Run over the first tile and
run and jump onto the south-west tile. Turn and run and jump onto the tile at
the west wall. Turn and run and jump onto the corner ledge. Pull down the wall
switch and get a cut scene of a gate opening. Run and jump onto the middle
tile. Turn and run and jump to grab the entrance ledge. Pull up and exit the
corridor. Go south to the open gate.
Go through the crawl space and you are back in the green water pool area. Go
south to return to the long main hallway. Continue south and enter the first
left branch opening. The gate that was there is now open. Enter and go up the
steps and follow the pillars. Go through the curtains into a room with a dry
fountain and two moveable pieces. Move the piece at the north wall onto the
dark tile in the south-east corner. Pick up the crowbar
that has magically appeared in the dry fountain. Go through the curtain and
exit this room. Go down the steps to the main long corridor.
Go north to the green water pool room and go through the north wall crawl space
again. Go left into the corridor that leads to the spike pit. Use the crowbar
to open the door in the south wall. Enter the room and ahead is a spike pit. It
only looks like ice or water. Grab the ceiling and monkey swing south over the
spike pit. Drop and enter the next room. Use the crowbar to pry the Golden Star off the wall. Grab the ceiling again
and monkey swing back over the spike pit. Exit the room and go east through the
open gate and turn to the south. Go through the crawl space and return to the
long main corridor. Place the star in the receptacle and the doors open in the
west wall alcove.
Enter the large room with two caged sections. Go to the south-west corner and
pick up a large medipack from the floor.
Go to the north-west corner and enter the open door. Enter the room to the left
and pick up flares and the door opens in
the north wall. Enter and go down the steps into a dark room. Shoot four scorpions. Shoot a green bottle near the east wall
for a small medipack. Go to the west
wall where you see the light from the windows. Pull up a trap door on the floor
between the windows. Drop into the hole.
Do not touch the deadly bright yellow floor. Shoot four scorpions on the blocks. Jump over the floor onto
the large blocks. Drop into a hole and shoot a scorpion.
Pull up the trap door on the floor. You will need a flare. Drop into the hole
and slide down a slope. At the end, jump over a spike trap and land on a safe
block. Drop and grab the edge. Do not release but shimmy to the right and
around the corner. Now release and turn around to face a dark room. Go north
and pick up flares under the wall torch.
Save the game for a timed run. Throw a flare as the flare bug has started. You
will see four tiles with a checkerboard design in an "L" shape on the
floor. Run over all of the four tiles to raises four sets of blocks to the
west. The blocks are on the ledges between fire pits. Start at the first tile
near where you got the flares. Run and jump onto the raised blocks. On the last
block run and jump to grab a crawl space and pull up.
Go through the crawl space and drop onto the other side. Shoot three bats and go north up the steps. Stand at the south
side of the last step and pull down a ceiling trap door. Pull up into a dark
area. Go south and shoot a hanging ball at the south wall between the openings.
Go north into a room and climb the ladder on the north wall. Climb to the top
and shimmy to the left over the open gate to drop onto the ledge. Or get on a
middle ledge and jump to a south wall ladder. Climb up and back flip onto that
ledge. Enter the tunnel and the gate closes. Go down the steps to a closed
gate.
Go north into a large room with a dry pool. Go to the north-east and follow the
tunnel to a pole over a spike trap. Climb the pole and back flip into a higher
room. Go south and follow the ledges to jump onto the south wall ledge. Shoot
the hanging ball at the east wall corner. Return to the north ledge and go
west. Pull down the hard-to-see jump switch over the hole. You drop into the
pool below which is now filled with water. Swim into the underwater tunnel in
the south wall. Surface in a small room behind a fence. Pull up onto a ledge
and pick up the Horseman's Gem. Swim
back to the pool. Go south up the steps and use the gem to open the gate.
Enter the glass floor room. The steps and tiles on the left side of the room
are fire traps. Carefully run around the floor area to release five rolling
balls from the ceiling. Step on a gray tile and the gate opens in the east
wall. Jump over the deadly step and enter the open gate. Go up the steps and
carefully go around the swinging chains. The gate in the alcove opens as you
approach. Go south into the corridor and the level changes.
Level
2: II
You start in a dark room. To the north is a corridor with a closed fence. Go
east and shoot the vase. The small gate opens in the north wall to your left. Go
to the end of that tunnel and pull open the trap door on the floor. Drop into
the hole and then into a lower tunnel. Follow the tunnel to a dark room. Pick
up flares in the south-east corner. Go
west into a room with a fountain and two green balloons. Shoot a tinnos fly and pick up the laser sight from the fountain. Exit and go south
through a dark corridor hidden by a hanging vine. Enter another room with a
fountain and shoot a tinnos fly. Shoot
the two red balloons if you want. Pick up a large
medipack from the south-west corner. Exit by the tunnel in the
south-east corner.
Go down the steps and shoot three dogs. Pick
up revolver ammo from the north-east
corner. Use the floor lever in the south-east corner. Enter the open gate in
the west wall. Notice the yellow brick sections on the floor. These tiles
trigger spike walls with skeletons. Run and jump over the yellow bricks
section. If you trigger the spikes you cannot get back through the spikes. Pick
up revolver ammo and enter the south
tunnel. Stand jump over the next two yellow brick sections. Enter an area with
a long pool. Shoot a tinnos fly and a dog. Dive into the hole at the east side of the
middle of the pool. Swim to the end and pick up a revolver.
Swim back and get out of the water. Shoot the two red balloons. There is a small medipack near the back end wall.
Exit this area and be careful of the yellow brick sections again. Go to the
south-east corner and go up the steps to the second fountain. Go through the
tunnel and ignore the first fountain. Continue north and east to exit this
area. Follow the tunnel in the north wall and pull up through the trap door. Follow
the tunnel back to the starting room. Use the revolver and laser sight to shoot
a large vase on the upper west wall. Go onto the north-west corner and follow
the tunnel to the open gate.
Stand jump into the water pool below you. Get out and use the revolver and
laser sight to shoot the three underwater gates in the pool. The north and west
tunnel are blocked by underwater doors. Swim into the east tunnel and swim to
the end. Surface and pull up onto the west ledge to pick up a large medipack. There is a problem pulling out of
the shallow water section. Lara often falls back into the water. The opening in
the north wall leads to a room with a deadly pool. Ignore it for now. Go to the
north-west corner and save the game in front of the wall switch.
Pull down the wall switch and get a long flyby of dark corridors. When the
flyby is done, a wraith starts to attack.
Roll and run north. Push in the silver block in the north wall. Run to the
right and pick up a grenade gun and grenade flash ammo. Use the floor lever in the
south-west corner and hear a door open. Go south into the next room and side
jump over the east fence. Climb the east wall and back flip onto a higher
ledge. Go north to the white cross to attract the wraith.
Go south into a dark corner and pick up a large
medipack. The wraith should stay by the white cross and explode. Get
back down to the room below. Jump over the west fence for a small medipack. Exit this room and return to the
pool where you entered this area.
Now go into the north room with the deadly pool. The gates have lifted around
the middle platform. Run and jump with grab to glide onto the platform. Stand
jump into a north-east alcove. Run and jump with a right curve to land on the
north ledge. Stand jump to the south-east and enter the dark tunnel. Get
through the two teeth door traps and run up the steps. Pull up into a higher
room. Go into the north alcove and shoot a giant
spider. Pick up grenade super ammo, grenade
normal ammo, and a large medipack.
In my game, the spider still moved even after it was dead. I used a grenade to
destroy it. Exit and go west to shoot a barricade in the next north alcove. Follow
the tunnel and pick up grenade flash ammo.
Shoot another barricade and continue north. Enter a large dark room and shoot a
giant spider.
Go to the north-east corner. Shoot a barricade under a wall torch. Also shoot
another giant spider. Do not enter the
tunnel yet. Go to the south wall and then go west. Pull down a high jump switch
on the column wall. You hear a gate open. Return to the tunnel. Run and jump to
grab a crevice in the east wall. Shimmy to the right and drop onto a ledge. There
were fire emitters here before you used the jump switch. Go south-west into an
alcove and pull down a wall switch. You hear a gate open. Return to the ledge
and run and jump to the north to grab a hanging rope. Swing and release to land
on the far north ledge. Enter the open gate and pick up the Hand of Sirius. Run and jump with grab to glide
back into the entrance opening.
Go south-west to exit this room. Drop through the hole and go down the steps. Get
past the teeth doors again and stand jump onto the north ledge. Run and jump to
the south-east alcove. Stand jump with grab onto the middle platform. Run and
jump to the south ledge. Get into the water and swim back to the pool with the
three underwater tunnels. Pull up onto the south ledge. Place the Hand of
Sirius in the left receptacle.
Dive into the water and swim into the north underwater tunnel. Be careful of
the spikes on the floor and pull up at the end into a large room for air. Return
to the water and enter the west tunnel. Get to the end and pull up onto a
ledge. Pick up a small medipack and swim
back to the large room. Get out of the water and go to the south-west corner of
the room. Those blue dots in the air are a pull chain. Pull the chain once and
go north to see that a block has risen near the entrance to another room. Push
the light blue token into the other room. Push the token north and west onto a
light blue tile. Roll and go to the north-east corner to pull down another blue
dot pull chain. Go back and see that the token has risen. Get behind the token
and push it north once.
Pull up onto the south-west platform and pull another blue dot pull chain. Turn
around and see that the token has risen again. Shoot the vase and push the
token into the opposite corner where you see a picture of the token. Get down
and enter the previous room. Shoot the vases in the corners. Shoot the vase in
the south wall archway. Shoot the four vases on the upper ledges. Just in case.
I do not know if they are necessary to shoot. Pull back a moveable block from
the north-west corner to reveal a tunnel with an open gate. Enter the tunnel
and get into the water. There is a strong underwater sink in the room. Swim
into the alcoves in the middle of the north and south walls. Pull down an
underwater lever in each alcove. Swim back to the entrance tunnel. Swim at an
angle to get out of the alcove and back towards the entrance. If you swim
straight out from the alcove, the water sink drags you onto the spikes.
Return to the room and go east into the room with the water entrance. Go south
and into the open gate. Go to the right and climb the dark wall. Climb near the
top and back flip onto a safe ledge. Stand jump onto the upper south-west ledge
and pull the blue dot pull chain. Go back to the safe ledge. The ledges to the
east are fake ledges. You can fall through them onto the spikes below. Stand
jump to the south-east and land on a safe ledge below the fake ledge. Pull down
the wall switch. Jump back to the safe ledge. Run and jump to grab the dark
wall and climb down to the bottom. Enter the open south gate. Go east to the
end and pick up the Hand of Orion. Exit
back to the room with the entrance pool to the north. Swim back to the pool
with the three underwater tunnels. Remember the spikes and be careful in the
tunnel as you swim back.
Pull up onto the south ledge. Place the Hand of Orion in the right receptacle. Jump
into the water and swim into the west underwater tunnel. Pull up into a room
with fences and fire emitters. Go north and return to the water to extinguish
three fire wraiths. Go north again and
return to extinguish three fire wraiths
in the water. Every time you go north fire wraiths appear. Do not go north. Go
to the south-east corner and climb the south wall. Back flip onto a column.
Run and jump to grab the west ledge. Pull up and go west. Notice a
closed gate on your left. Stand jump the ledges and go north. Sprint through
the swinging blades and pull down the wall switch on the north wall. Run back
through the swinging blades and jump the ledges. Jump down to the floor and get
back into the entrance water hole to extinguish another three fire wraiths. Climb the wall and back flip to the
column again. Run and jump to the west ledge and enter the open gate.
Get past the moving spike columns and onto the block at the east wall. Stand on
the north edge and face south. Jump up to grab and pull down the ceiling trap
door. Pull up into the room above. Go into the north-east corner and pull down
a wall switch on the west wall. Go to the north-west corner and enter the open
gate. You enter a room with two closed gates in the east wall. Shoot the lower
grate in the north-west corner. Crawl through the crawl space. Stand up and
save the game. Look at the floor and see some yellow brick tiles. Avoid these
tiles. If you step on them, wall spikes with skeletons appear in the corner and
block a wall switch. Stand jump onto the safe tiles and pull down the wall switch
in the north-east corner. Get back through the crawl space into the previous
room.
Enter the small open gate in the east wall. Run and jump onto the center
platform. Shoot the yellow walls in front of the wall switches. Run and jump
into both alcoves and pull down both wall switches. Get back onto the center
platforn. Run and jump onto the right alcove in the north wall. Pull down the
wall switch and run and jump back onto the platform. The platform will rise.
Shoot the fence on the east wall ledge. Pull up onto the east ledge. Go south
towards the timeless sands item on the floor and the level ends.
08-oct-2008