1000
FEET UNDER
Levels by
Patricia S.
Authorized
walkthrough by Phil Lambeth, using very helpful notes provided by scottchu.
SKULL CAVE
As you
begin, you hear the sound of Lara sliding down a slope, but it's so dark that
you can see nothing. Before continuing,
boost your monitor's gamma settings as necessary to see what's going on around
you. Turn left and go through the short
corridor, pausing at the bottom of the steps for some flares.
Turn right and go up the steps to trigger a brief flyby of the deep cave
ahead, pausing at an ominous stone skull structure. The camera angle changes as you step forward, and flames start
shooting out of the mouths of the lion statues perched on the higher N and S
ledges. Hit the look key to restore
camera control, then turn right to face E.
There's a triangular-shaped ledge jutting out from the wall, so take a
running jump toward the vertex of that ledge and you should land safely. Step forward and crawl into the crawl
space. Turn around and lower Lara down
the other side. Climb down the ladder
into a rocky corridor and then climb down a second ladder. Turn around at the bottom and run forward
for SECRET #1. Pick up the large
medipack, the small medipack, the desert
eagle ammo and some flares. You can't pick up the bones, and I was
unable to make them shatter with the pistols.
Climb
back up the ladders and jump back across to the W ledge. Walk forward to the NW corner and you'll
find a ladder leading downward. Climb
down until Lara is dangling, then release and grab the lower section of the
bridge. Pull up and run toward the S
wall. You can now proceed either right
or left, but for no particular reason let's turn right and proceed W along the
wooden bridge fragment. Side step to
the right (you can see how the ledge across the way slopes down to your right)
and take a long running jump and grab to a point near the far right
corner. Pull up and run forward to the
end of some steps. Take a running jump
W without grab to land on the end of the ledge ahead. You can see ladders ahead and to your left. Leave the ladder to your left for later and
walk forward carefully, as the last three tiles in front of the ladder in the
far W wall are breaktiles. You can
avoid crumbling all three of them (thereby saving them for possible later use)
by hopping slightly NW beyond the first two breaktiles, then carefully
positioning yourself so that you can take an angled jump and grab to the
ladder. Climb up and shift left to drop
down onto a ledge.
Turn left
and hop SE onto a triangular ledge in the S wall. Turn left to face E and step back as far as you can. Take a standing jump to a higher ledge, then
go up the higher steps to the end. Take
a running jump to the lower E platform.
Look up NE at that blue-tinted area near the ceiling of the cave, and
use your binoculars to zoom in for a closer view. Make a mental note of the four symbols you see there, as they'll
become important shortly. Then enter
the S doorway and go down the stairs to a rock bridge. Approach the pedestal in the middle and the
gate ahead closes, releasing a bat at the same time. Shoot it, then locate the ladder in the SW rock face near the
pedestal. Use it to climb down to the
bottom and vault up into the W alcove.
Turn to face SE and take a standing jump into the corner of the opening
beside the ladder. Step down S toward a
dead soldier. The corpse is quite
sticky, causing you problems when you attempt to pick up the nearby
artifact. The best way to do it is to
stand next to the artifact, opposite the corpse, crouch and use the action key
to obtain the first TURQUOISE. Go down a little further and you'll find
some flares next to another ladder.
Climb up
the ladder to the rock bridge. Hop over
the gap and enter the W opening. Go up
the steps and follow the passage to an area where you'll find a side passage to
your right (S) for some more flares. Go back out, enter the E crawl space,
continue forward and find yourself back at the pedestal, having exited from the
opposite opening. We still need to get
that S gate open, don't we? Go back
through the E opening, through the crawl space, and light a flare in the more
open area to locate a trio of moveable blocks in the S wall. Number the blocks
from right to left, 1, 2 and 3. Push
Block 1 all the way S into an alcove.
An opening is revealed to your left.
Push Block 2 once into that opening.
Turn left and pull Block 3 once W (into the space formerly occupied by
Block 2). A fourth moveable block is thereby revealed, behind where Block 3 was
originally situated. Push Block 4 once
S, then turn to your right and push both Block 2 and Block 3 once W. Go back to Block 4 and pull it back N two
times. Now go into the S passage you've
formed, and at the end turn around and activate the jumpswitch in the
alcove. You hear the sound of a nearby
gate opening, and that's indeed the gate we want.
Go back
to the rock bridge and enter the open S gateway. Go up the stairs and find yourself in a small room cluttered with
debris. Pick up the flares, then pull up into the N crawl space. Crawl forward and emerge on a ledge high up
in the Skull Cave. Take a running jump N and grab the crack in the wall. Shimmy a bit left and pull up into the crawl
space. Crawl forward and lower Lara
down the other side while spooky music plays.
Believe it or not, you're now inside the skull structure. You're facing a bay of five wall switches in
the N wall, with a closed grate in the W wall and multiple flames in the E wall
(the skull's "eyes" and "nose"). The holes in front of the switches portend a spiky death if you
pull down the wrong ones. Pick up the flares next to the skeleton, then pull up into
the right "eye" (the one on your left as you face it) and use your
binoculars to review the symbols on the E wall that you noted earlier. Now hop down and look at the wall above the
five switches. You now know that you must pull down all the switches except the
one in the middle (yep, the one where the skeleton lies). You need to pull them
down in proper sequence, too. Numbering the switches from left to right, pull
down 5, 2, 1 and 4, in that order. A
cut scene shows double gates opening in the wall of the Skull Cave.
The grate
in the W wall has also opened, so pull up into the crawl space and crawl
through the passage until you reach a room with a grated floor. Pull the chain once in the W alcove, and a
flyby takes you below the grated floor and into the Skull Cave, where the
flames in the skull structure are extinguished. Go back through the crawl space and return to the room with the
bay of switches. You may have noticed a trap door in the floor of this
room. It leads to an essential
artifact, but if you get it now you'll be obliged to follow a path different
from the one described below. You'll be
coming this way later, so to avoid confusion I recommend that you leave the
trap door alone for now. Exit via
the crawl space in the SW corner and safety drop from the other side, losing a
small bit of health. Face SW and take a
standing jump to the slope. Slide down
and grab the edge. Shimmy left until
you near the S wall, then pull up and back flip to the base of the steps. Turn around and follow the steps to the top. Take a running jump to the lower E
platform. Cross the wooden bridge,
enduring the fixed camera angle, to the N side. Enter the arched opening and go down the stairs. Crawl through the cramped space and hop down
into a room with a caged artifact.
Climb onto the pillar fragment to the N of the cage and take a standing
jump and grab to the top of the cage.
Pull up and turn to face NE.
Shoot the only headless lion statue and take a long running jump to the
near corner of the ledge on which it was perched.
Turn to
face slightly NW and take a running jump to grab the side of the ledge sticking
out from the N wall. Climb up to the
top and note the inaccessible wall switch in the N alcove. Take a running jump S onto a rock bridge
where you have a choice of three wall switches (except that the S and W ones
are also hole-protected at the moment).
Stand in front of the E switch and save your game. When you pull it down, a timed trap door
rises in front of the S switch. Reverse
roll and jump across the bridge to your left to save time. Dash into the S alcove and pull the switch
there to raise the trap door in front of the N switch behind you. Get there as fast as you can, pull down the
switch, and make your way quickly to the fourth and final W switch, where another
timed trap door has been raised. When
you pull it down, a cut shows the cage being lowered around the artifact, but
an SAS comes out to take it away!
Go out
and safety drop from the N side of the bridge onto the pillar fragment, then
hop down and follow the SAS through the S opening. A cut scene shows the SAS being attacked by a giant scorpion, then by another, until he finally
succumbs and leaves the artifact behind. Run along the E ledge, turn around at
the end and hop back. Grab the edge and
shimmy right around the corner. When
Lara's feet find the ladder, climb down and keep shifting right until you drop
down onto a balcony. You can try to
kill the scorpions from here, but it isn't easy. At some point you're going to have to make your way down to the
cave floor, whether to finish off the scorpions or to explore the area at your
leisure. Pick up the second TURQUOISE
dropped by the SAS near the S wall, and locate the flares
near a boulder that has crushed an unfortunate soldier. There's a
nearby hole in the mesh floor, and if you look hard enough you can see a third
caged artifact off in the distance to the E, but you don't want to go down
there yet. Instead, head S past the
boulder and locate the entrance in the cave wall. Follow the passage until you're warped to the companion level.
POOL CAVE
Follow
the passage to some flares, then pause
to shoot a scorpion. In the next room are more flares, together with a grated opening on a S
ledge and a W crawl space. Enter the
crawl space, navigate the partially water-filled hole and follow to a small
cave with two small pools. Jump W out
of the first pool and wade into the second one. Pull back the drowned soldier and claim the LASER SIGHT that his corpse was concealing. As you approach the S opening four scorpions pour out of the nearby shallow pit
that's filled with bones, so kill them quickly before proceeding. Enter the S passage and follow to a room
where two SAS are engaged in mortal combat with a pair of giant scorpions. The brief flyby ends with a
glimpse of the desert eagle in an upper alcove. Unfortunately, the scorpions win, so you need to deal with them
before you can proceed. However, you
can shoot them from the safety of the passage.
However, when you enter the room a third giant
scorpion is awakened to your left, so hop back into the passage and
dispatch it. When all is quiet, enter
the room and pick up the desert eagle ammo
and the small medipack. There are openings in the N and S walls, but
for now drop down into one of the corner holes at the E wall.
Locate
the wall switch and pull it. Return to
the previous room and find that a block has been raised at the E wall. Now enter the N opening and the gate ahead
lifts as you approach it. Enter a small
underground room with a shallow pool and an open gateway S. Stand at the threshold of the gateway, noting
the closed gate SW, the lighted torch to your left and the unlighted torch to
your right. Save your game here in
preparation for a timed run. When you
step forward the gate slams shut behind you and a spiked wall begins closing in
from your left. That's the direction
you must go first, however. Dash toward
the skeleton, quickly pick up the TORCH,
then hop back with a midair turn and run to the flame near the closed gate and
light your torch. Then side flip to the
left and light the adjacent torch, which opens the SW gate behind you. Reverse roll and take a running jump into the
opening before the spiked wall reaches you.
This sequence is made more difficult by a fixed camera angle.
Once
you've arrived safely, save your game again and step back from the wall in
front of the crawl space. Toss your
torch through the opening so that it slides forward and falls into the hole in
the floor. The hole is partially filled
with water, so your torch will be extinguished, but don't worry about
that. Just crawl in after it, pick it
up and jump S into the passage. Follow
the passage and slide down into the SAS-scorpion room. Taking the torch with you, stand on the flat
central tile on which the pedestal sits.
Take a running jump E and you should land safely on the raised
block. Stand at the SW corner of the
block, facing the lower portion of the higher ledge N, and take an angled
running jump toward that lower corner. Walk forward one step from the edge and
toss the torch into the crawl space ahead. Go in after it, pick it up and head
up the stairs to an opening high up in the wall. Take a running jump across the SAS-scorpion room to a flaming
pedestal. Light your torch and then
toss it down to the floor far below.
Take a running jump S to the alcove with the DESERT
EAGLE and pick it up.
If you
don't mind losing a little bit of health, you can safety drop from the
triangular platform in front of the alcove.
However, it's just as easy to face E, take a standing jump and grab the
wall, and climb down until you can release with complete safety. Retrieve your torch and use it to light the
central pedestal. You hear both a trap
door and a regular door opening, both of which must be nearby. Drop your torch, hop down either of the
holes at the E wall and find the open trap door. Hop down further and pick up the WINGED
SERPENT. Climb back out,
retrieve your torch and exit via the W opening by which you entered. You see that a block in the W wall has been
lowered, but stay away from there for the time being unless you wish to unleash
prematurely a plague of insects. Return
to the cave with the drowned soldier and continue to the deeper pool E. Save your game here, just in case. You need to toss your torch into the SE
crawl space so that it slides forward into the partially-filled water hole
(snuffing out the flame, but so what).
Once you've accomplished this, go back the way you came and return to
that spot where the block was lowered.
Once you
enter the revealed passage you'll release a horde of beetles, so run quickly to the intersection, turn left and run
to the end. Pick up the small medipack and the flares, then reverse roll and run around to the other end past
the bones. You'll be rewarded with the
chimes for SECRET #2. Quickly pick up three stashes of desert eagle ammo and the large medipack while the beetles nibble at your
heels, then beat a hasty retreat to the crawl space into which you threw your
torch earlier. Retrieve your torch from
the partially water-filled hole and jump E into the passage. Toss the torch into the cave ahead and crawl
forward to retrieve it. The grate on
the S ledge is now open, so take an angled standing jump onto the ledge and
toss your torch through the opening.
Follow it inside, lower Lara down the other side, retrieve your torch
and light it with either of the torches in the spike wall room. Turn around, hop onto the block against the
N wall and toss your torch into the crawl space opening. Follow it inside, retrieve your torch, run
forward into the NE passage and follow until you're warped back to the previous
level.
SKULL CAVE
Follow the
passage into the floor of Skull Cave and approach the boulder straight
ahead. Toss your lighted torch into the
hole in the mesh flooring to the left of the boulder and safety drop in after
it. Pick up the torch and approach the
fiery trench E. Take a running jump
either NE and SE and slide a bit down the slope, then jump off with the right
or left arrow key as appropriate to bring Lara farther E. Continue until you reach the flat ledge at
the halfway point. Pause for a breather if you wish, then take the second leg
of this brief journey. When you land
safely on the E side, light the pedestal in the SE corner and watch the cage
lower next to you. You're not yet
through with the torch, so drop it only momentarily to pick up the third TURQUOISE.
You get another cut scene of that closed grate high up in the wall of
Skull Cave. Retrieve your torch and hop
the slopes back to the W end. Hop up
onto the N ledge and take a running jump onto the S block. Turn around and take a standing jump through
the hope onto the mesh flooring of Skull Cave.
Head E
through the ruins and leave your torch here for the moment. See that broken-down structure with several
lone pillars, to the W of the more complete structure that has all four pillars
intact? Inside that ruined structure is
a corner where two walls meet. Stand in
the corner, facing S, and pull up onto the highest point of the wall
remnant. From there, sidestep left a
bit, jump straight up and grab the roof of the structure. Pull up, turn around and take a standing
jump N to the top of a lone pillar fragment.
Step up to the SE corner and take a running jump E to the roof of the
more complete structure. Grab the edge,
shimmy right a bit and pull up onto the roof next to the lion statute. If you have difficulty making the grab,
give yourself a little extra running room by hanging from the E edge of the
pillar remnant, pulling up and doing a reverse roll before starting your
running jump.
Make your
way to the S side of the roof and take a standing jump S to the sloped pillar
remnant. Pull up, slide down the other
side and jump off at the last instant to grab the edge of the rocky ledge in
the S wall. Pull up and go to your right. Follow the ledge W until you reach the
ladder in the S wall. Climb the ladder
to the top, shift to your right and drop down onto a familiar ledge. Turn right and approach the next ladder in
the W wall, avoiding breaking the crumbling tiles once again if you wish, and
climb the W ladder to the top. Shift
left, drop down onto the ledge, and turn left to hop onto that triangular
outcropping. Turn left and jump to the
higher E ledge, run up the stairs and jump down to the large platform. Cross the wooden bridge to the N platform,
turn left and safety drop from the NW corner to the top of some steps. You can see a caged medipack in front of
you. Run NE across the corner into the
N passage (or, if you want to be absolutely safe about it, hang from the E
edge, shimmy right around the corner and pull up into the passage). Follow the passage up some stairs to an
apparent dead end. However, if you turn
to your left you'll find that the S wall is climbable. Jump up and grab it, climb up four rungs,
and back flip into an upper chamber.
Turn
around to find a receptacle for your Winged Serpent. Insert it for a cut scene showing a gate lifting elsewhere. Enter the W crawl space and follow to an
area with some desert eagle ammo. Return to the previous room and enter the E
crawl space. Run up the stairs and
listen for the sound of a nearby flame blower.
Turn to your left when you reach the top and take a running jump into
the S alcove. The frayed mesh window
can be shattered with your pistols.
Draw your desert eagle, combine it with the laser sight, and take aim at
the exposed brass ball across the way in the S wall. An earthquake ensues when you shoot it. Turn around, go back down the stairs and through the crawl space,
and you'll find an open trap door in the floor ahead. Hop down into the lower area and find the jump switch in the N
alcove. Activate it and you'll hear the
sound of a door opening. Exit the
alcove and head E down the passage. As
you turn the corner a flyby shows the fourth Turquoise (caged, naturally) in
the next room, together with a new area that you're obviously intended to
explore before doing anything else.
Pick up
the flares at your feet and turn
around. Climb back up to the room where
you placed the Winged Serpent, enter the E crawl space and return to the alcove
where you shot the brass ball. Drop
down onto the tiled ledge outside and follow it W to the end (walking carefully
as you approach the slope). Turn around
and slide down the slope backwards, grab the edge and drop to the large
platform below. Turn around and safety
drop to a familiar ledge. That small medipack you saw earlier is no longer
caged, so take a running jump across the gap (with grab to land inside) and
pick it up for a short burst of action music.
When you step forward onto the slight ramp, the camera angle changes. Hop back until camera control is restored
(you should be able to keep it now) and save your game here. Run toward the rope ahead, applying the
sprint key when you hear the boulder rumbling toward you from behind, and jump
off to grab the rope. Make sure you
grab it as high up as possible, as the tile beneath it is spike trapped. So
that you jump off the ramp at the optimum spot, make sure Lara's toes are lined
up with the edge of the ramp before you take off on your run.
Climb up
to the top of the rope to make it stop swinging. Turn left to face N, slide down to the bottom of the rope, swing
forward and jump off to grab the next rope.
This seems to be a most aggravating jump, as you tend to bump against
the ceiling when you jump off at what appears to be the most opportune
moment. However, the builder has
informed me of a simple trick to make the jump successfully. Take a big swing,
and instead of jumping off at the peak as you would normally do, wait until
Lara starts swinging back in the other direction , and jump off at that point. You should then make the grab with no
problem. When you successfully
reach the second rope, align Lara with the jump switch ahead and swing forward
to activate it. You'll drop down to a
breaktile, so side flip to the left immediately upon landing and you'll wind up
on a safe ledge. The builder
intended that you reverse roll on the breaktile and jump back to the second
rope, and get back the same way you came.
However, she warns that there's little margin for error on the return
trip. You can give her method a try if you wish, or you can simply follow the
directions given below.
Turn to
face due E and take a standing jump from the edge on the ledge you're on
now. You'll land on a small but stable
triangular area. Turn to face SE, just
to the left of the notched pillar with the spike trap at the top, and take a
running jump to the safe ledge there.
Continuing to face SE, take a standing jump up to the flat area just to
the left of the notched pillar.
Sidestep left, facing S, then turn to face the notched pillar. Take a standing jump and grab the hidden
crack in the W face of the pillar.
Shimmy right, around two corners, and release to land on a safe ledge
below. Hop down to the floor of Skull
Cave and use the temple ruins to reach the large platform against the N wall as
you did earlier. When you get there,
enter the arched opening to your right (the one straight ahead is blocked by a
gate). Go down the stairs, and in the
next room you'll find two lion statues.
Push the W one aside and enter the crawl space it was blocking. Follow up a ramp to an opening, lower Lara
down the other side and release to drop down into a room with the fourth and
final TURQUOISE. A cut scene shows that gate opening in the
wall of Skull Cave. Jump into the E
opening and hop down the other side for some flares,
then exit this room the same way you got here.
Stand underneath the crawl space in the S wall, slightly right of
center, and access it by pressing the action key and the up arrow key, without
jumping.
When you
get back to the large platform in Skull Cave, you're attacked by three bats.
After disposing of them, use the nearby single lane bridge to cross over
to the SE platform. The central area of
the bridge consists of breaktiles, but you can avoid crumbling any of them by
hopping back to grab the stable part of the bridge and shimmying past the
breaktiles. Once across, locate the
nearby ladder and climb down until Lara is dangling by her fingertips. Release and grab the next section of bridge
below. Pull up and follow the ledge
around to your left, being mindful of the low ceiling when you reach the
corner. At this point you can hop back
and grab the edge, and shimmy past a row of breaktiles without causing them to crumble. When you're past them, pull up and use the
nearby ladder to reach an upper ledge.
Turn around and take a standing jump to grab the ceiling. Monkey swing S and turn left to face the new
opening in the cave wall. Release to
grab the edge, then pull up and allow Lara to slide down the long slope. Save your game on the way down, and Lara
will shortly hit a warp trigger.
POOL CAVE
As soon
as the new level loads, jump with a roll so that Lara slides down the slope
backwards. Grab the edge at the end,
then drop, turn left and run quickly to the S wall (being mindful of the dart
guns) as a horde of beetles attacks you.
Jump up and grab the crack in the wall, then shimmy left and around the
corner. When you come to an opening
over a breaktile bridge, save your game as you're pulling up. A lot is going to happen in the next few
seconds, and it'll take longer for you to read about it here than it does to
navigate the sequence itself. Run
across the breaktiles and turn right at the intersection. A boulder is then activated, so sprint down the
ramp while it chases you. You'll fall
down into a hole at the end, but your troubles are only beginning. As soon as you regain control of your
movements, make a hairpin turn to your right and run N down the next ramp
before the boulder drops down and crushes you.
Jump over a spike pit near the bottom, using the action key so you won't
bang your head against the wall. Slide
down the slope on the other side, and turn left as soon as you hit bottom. A spike wall is bearing down on you, so run
to the W wall and turn right. Pull up
into the NW opening and run across another breaktile gauntlet. Turn left and stand on a lone breaktile in
the corner while a second spike wall approaches. Turn to face S and wait until it crumbles, and you'll fall onto a
slope. Try to avoid the two blade traps
by jumping over them as you slide down.
Doing all this and coming out unscathed at the end may largely be a
matter of luck as much as skill.
You're
safe here for the moment, so pause and catch your breath. You're standing at the entrance of a
slicer-dicer trough, so when you're ready to proceed and you hear it whirl past
you step forth and turn left. Run down
the steep ramp and drop down into the water.
Locate the underwater lever in the N wall and pull it quickly before the
slicer-dicer returns. Flip turn and
swim down S, staying as high as possible.
When the slicer-dicer rolls by, continue S and pull down the companion
underwater lever in the opposite wall.
Flip turn, surface and quickly pull up into the alcove. Climb the ladder, pull up and run N up the
ramp. On the other side you see that a
gate has opened NW, so slide down toward it, jump off to grab the edge, and
pull up inside before the slicer-dicer gets you. If you wish, you can slide down the ramp on the right side,
drop into the alcove and jump to the crack in the wall after the slicer-dicer
goes by. Shimmy left and pull up into
the opening. Run forward and go up
the winding stairs to your right. In
the small room above you'll find a pedestal with a JASP
SPLINTER. When you pick it
up, a cut scene shows a gate opening in the floor of the submerged section.
Go back
downstairs, jump into the water and swim down toward the open gate. Pause to grab the small medipack from the
skeleton, then swim into the opening and follow the passage until you can pull
up in front of a wall switch. Pull down
the switch and swim back the way you came.
Turn right, toward the S wall, and pull up into the alcove with the
ladder. The gate in the S wall is now
open, so turn around and take a running jump toward the opening. Grab and pull up, then go up the stairs to
your left as the gate slams shut behind you.
You'll come to a bowl-shaped room with a water hole in the middle. Jump or slide down into the water, swim down
and open an underwater door at the end.
Swim inside and allow the current to carry you up to a larger pool where
the camera angle changes. Get some air,
save your game and then swim across the room and pull down the underwater lever
in the W wall. The timed gate opens in
the center of the floor, so swim down there and locate another underwater
lever. Pull it quickly and continue
swimming S. Pull up into a dry pool,
identical in most respects to the previous pool, before the second timed gate
closes.
Before
approaching the ladder in the E wall, draw your desert eagle and combine it
with the laser sight. Aim for the
rectangular opening above the ladder and shoot the grate that blocks it. Ignore the corpse of the unfortunate
decapitated soldier and run toward the ladder.
Jump up to grab it as two wraiths
and a couple of mummies are
awakened. Climb to the top, grab the
edge of the crawl space and pull up inside as the wraiths give chase. When you can stand up, turn around and jump
up to grab another ladder. As you climb
up the wraiths are somehow destroyed as if they'd encountered a nearby bird
statue (I never saw one). When you pull up and step forward into the opening, a
lingering flyby previews some of the tasks awaiting you. There's some unfinished business down below
you need to take care of first, however.
Climb back down the ladders into the dry pool with the mummies. If you're as fortunate as I was, you'll find
that they've mysteriously disappeared. I thought that this may have
something to do with triggering that flyby I just mentioned, and the builder
has confirmed my suspicion. She adds
that otherwise, the mummies would continue to be walking around after the pool
has been flooded. In any event,
you'll find to your surprise that they can be killed with your desert eagle,
although their bodies don't disintegrate at death (the builder explains that
this was the unforeseen result of an animation modification), so be sure to
lure them outside into the open pool area before shooting them.
Enter their abode and grab the desert eagle ammo from the NE alcove and the small medipack on the floor. Then pull out the block two times from the E
wall (do not push it N, or you will not be able to move it later and you
therefore won't be able to complete the level). Enter the revealed passage and go up the stairs to another
bowl-shaped room with a central water hole.
However, you can walk on the edge of this bowl without sliding down into
the water (which turns out to be a nothing but a wading pool). Walk around to the W opening and go up the
stairs. You see a chain beyond the
closed grate and an unlit wall torch to your right. There's nothing more you can do here for the moment, so return to
the large pool room. Turn around and
climb up the E wall ladder again. Pull
up into the crawl space, crawl forward, stand up, turn around and climb up the
second ladder to the ledge overlooking the pool room. Step out and go to the N opening, noting the ladders on either
side of it. Crawl into the opening and
enter a third pool room (this one having water in it).
Run NW along the narrow ledge and shoot the balcony in
the W wall. Vault up into the opening
and use the ladder to climb down to a ledge at the water's level. Turn to your right and drop down into the
water hole. Swim down and through the
opening (you may encounter some unseen resistance here) into the larger
pool. Swim across to the submerged
ladder in the E wall and pull up into the opening. Follow to a ladder and climb up until you reach the opening to
your left. Shift left and around the
corner, and drop down into a small alcove.
Turn around and place one of the Turquoises in the receptacle. Return to the ladder and resume your climb
upward. Pull up at the top and go
around to your left to pull down the wall switch. You hear the sound of rushing water. Climb all the way back down the ladder, jump into the water and
swim across to the W end. Swim into the opening (again fighting that unseen
resistance) and pull out E. Jump up to
grab the ladder and climb up to the top.
Jump down onto the ledge surrounding the third pool and follow it around
to the S crawl space. Crawl inside to
find that the second pool is now filled with water (and that the corpse of the
decapitated soldier is floating on it).
Jump into the water and open the underwater door in
the N wall, then flip turn and save your game before pulling the underwater
lever in the S wall. A cut scene shows
a block shifting in the next pool area, but it's timed so you need to hurry.
Flip turn and swim through the N opening into the adjacent pool room, then turn
left and swim into the W opening. Turn around and pull out E, then back flip
onto the timed block and jump up to grab the ledge above before the block
retracts. Pull up and step forward to
place the second Turquoise in the receptacle.
Safety drop to the ledge below, jump into the water and swim back across
the pool. Pull up into the E opening above
the submerged ladder and run around to your left to climb the ladder to the
very top. Pull the wall switch back up
for another sound of rushing water. Get
back down to find that the connected pools below have both been drained.
Go S into the second pool, where the decapitated
soldier once again lies on the floor.
Climb the ladder in the E wall, use the crawl space to access the next
ladder, and emerge on the ledge overlooking the second pool. Use the crawl space in the N wall to access
the ledge overlooking the first pool, then run around to the crawl space in the
N wall. Crawl through to find that the
third pool is now filled with water.
Jump into the water, swim into the opening high up in the E wall, and
pull up W to place your third Turquoise.
Now retrace your steps (and strokes) down to the floor of the second
pool and pull that stone block out of the mummies' lair. Push and pull it through the connecting N
doorway into the next pool (it's very picky as to where it will and will not
go), and into the alcove in the far N wall. Once you get it there, you hear a
sound like a bull ramming into an eye tile.
Return to the previous drained pool room and use the
ladder in the E wall, etc., once again to get back up onto the higher ledge
overlooking this pool. You see that the
alcove across the way in the W wall is now accessible, so go there and place
your fourth and final Turquoise. A
flyby shows major changes taking place in the adjacent drained pool N. Go to the N opening and climb up one of the
ladders on either side. Pull up at the
top and jump down onto the central pillar in the next pool. Disregard the shining rays, which won't hurt
you, and take the RUBY STAR from the pedestal. Two fire wraiths are
instantly released, so run N and dive into the water of the next pool to douse
them. Then pull out N and climb up
either ladder past the opening, shift as appropriate and drop down onto the
bridge. Run forward into the alcove and
push the tile button.
Turn around and follow the bridge S around the lion
statutes until you meet a skeleton lying on the bridge. Pick up a TORCH,
then turn right around and go back to the filled pool at the N end. Stand at the W side of the central lion
statue pillar, one step back from the edge, and throw the torch down onto a
raised platform in front of an open flame.
Take a standing jump down to the platform, pick up the torch and light
it. Hop down to the ledge below, drop
your torch for a moment and pick up the large
medipack in the nearby alcove.
Then retrieve the torch and carry it with you to the S crawl space. Stand at the opening, hop back once and toss
the torch through the crawl space.
Crawl through and pick up the torch on the other side. Go around the
ledge to the S crawl space, back up to the edge and toss the torch through the
opening. Crawl through and pick it up
on the other side. Toss your torch down
to the floor, where the decapitated soldier awaits. Go around the ledge to the E opening and use the ladders to get
down to the floor of the pool. Pick up
the torch and enter the mummies' lair.
Follow the passage you opened up earlier by removing the stone block,
and go up the W steps to light the wall torch.
The nearby gate lifts, so go inside and stand next to
the chain. Drop the torch at your feet
by drawing a weapon, and pull the chain one time. A rising platform carries Lara (and the torch) to an upper level
where you find more stairs leading W.
Pick up the torch and follow the stairs around to a gate that opens upon
your approach. Step out onto the top
step and take a running jump to the lion statue. Apply your torch to create some fiery lion's breath. Drop the torch and enter the S alcove to
push the tile button. A cut scene shows
an underwater gate opening. Go back
out, retrieve your torch and follow the bridges N to the companion lion statue. Light it as well, and you hear the sound of
a nearby door opening. Draw weapons to
drop the torch, then turn to find that the gateway to the W alcove is now
open. Take a running jump with grab to
land inside and take the EMERALD EYE
from the pedestal.
Turn around, sidestep right or left, and take a
running jump back to the lion statue.
You're through with the torch, so simply jump down into the water and
swim into the N opening. Find the shaft
and swim upward until you reach the now-submerged dart room and (most likely)
some waiting beetles. Swim up through
the hole in the ceiling and pull out E.
Follow the passage, crawling as necessary, until you reach a
ladder. Climb up to the top, turn left
and slide down into a warp trigger.
SKULL CAVE
Go through the crawl space and emerge on a high ledge
overlooking Skull Cave. Climb down the
long ladder, follow the lower ledge (shimmying past the breaktiles, if you
wish), turn the corner and continue following the ledge all the way to the W
wall in the same manner as described earlier.
Climb the ladder in the W wall, shift left and drop down onto the higher
ledge, and make your way E until you can jump down onto the large
platform. Let's now take care of some
important unfinished business that probably could have been handled
earlier. Turn right into the arched
doorway and return to a familiar room.
Go past the central pedestal through the opened gateway and run up the
stairs. In the next room, go through
the crawl space in the N wall and emerge on a ledge overlooking Skull
Cave. Take a running jump forward to
grab the crack in the wall. Shimmy left
and pull up into the crawl space. Crawl
forward and lower Lara down into the room with the five wall switches.
Note the different-colored tile on the floor in front
of the skull's "nose." Stand facing E and pull up a trap door. Turn around and hop back into the hole. You'll slide backwards down a slope. Grab the end and drop down into the skull's
"mouth." Cross the bridge W
into an opening in the wall. Follow the
passage around to the right until you reach a small torch-lit room with the OBSIDIAN SPLINTER resting on a central
pedestal. Continue through the N
opening and go up the stairs until you reach an opening in the wall. Safety drop to the ledge below.
Follow the ledge to the E end. Stand at the SE corner, take an angled
standing jump and grab to the ladder in the N wall and start climbing down,
shifting right as you progress, until you can drop down onto the balcony in
front of the open double doors. Go
inside and locate the two lion statues inside.
There's a receptacle at the base of each one. Insert the Jasp Splinter and the Obsidian Splinter. When you do so, a laser device drops down
from the ceiling and causes an artifact to materialize on the central pedestal.
Go there and pick up the SAPPHIRE
STAR. When you do so, an
earthquake begins and two wraiths are
released. At the same time, a gate
opens in the N wall. Watch out for
falling debris as you approach the opening.
As you enter, the camera angle becomes fixed. The entire passage ahead consists of breaktiles over deadly lava,
so run without stopping to the N end.
Jump up to grab the ledge, and pull up as more debris falls. Turn left and climb the ladder to the
top. Climb down two rungs and back flip
into a higher passage. Turn around to
find another ladder. Start climbing, and
at this point the wraiths will probably self destruct. Pull up at the top and run forward to avoid
being crushed by the stone slab that drops into the opening behind you. You'll then trigger a brief flyby through
the room ahead that ends this epic adventure.