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