THE WORLD TOUR

Levels by flesko


Walkthrough provided by the builder.


 

Burg Lichtenstein

 

Lara drops into a small forest area and slides a brief slope. Run across the clearing to the low platform in the righthand corner and collect the small medipack. Hop into the opening and crawl through the tunnel on your right. Turn and crawl out again. Roll, run forward and approach the riverside. You will notice the large castle on the opposite side.

 

Turn around and face the area you came from. Run to the left until you find some grassy, pink-walled steps. Climb till Lara is underneath a mossy handhold. Jump up and traverse across to the ledge on the side of the wall and collect the uzi clips. Drop down, face the original crawlspace and now run to the right side. Climb the two blocks nearest to the wall and then jump in the air to grab the rocky slope. Traverse across, turn the right corner, continue upward and around the next corner. Once there, climb up and Lara will emerge through some foliage. Hop onto the higher area on the right, run across and out onto the diving-board like ledge. Take a running jump and grab to cross the gap to the next rocky branch, then climb up and follow it around to the right. Another running jump will get you to the final rocky outcropping where you will find secret #1, a large medipack and desert eagle ammo.

 

Turn around and look to the side of the river opposite the way you came. At the ground of the large castle you will see two leafy walls separating the castle from the riverside. Jump onto the leafy green wall from the secret #1 area. Follow the hedge across to secret #2, grenades.

 

Descend to the ground in front of the castle and kill the fox that comes from the righthand hedge. Then, facing the double door entrance, run around to the sunny area to its left and collect another small medipack. Roll, and run to the opposite side of the double doors. Light a flare and you will be able to spot a switch in the shadows. Throw it, and you will open an underwater door in an unknown area. Roll and dive into the river. In the main area here you should be able to find 3 bunches of harpoons. Once collecting them, turn around and swim towards the Northern area of the river. Take a right and you will be able to spot the door you just opened. Swim through and pull the underwater lever here. This will open one of the double doors.

 

ENTERING THE CASTLE: As you enter Burg Lichtenstein, some music will play. In this foyer, you will be met by a junction; to the left is the path to THE SECOND GLOBUS, forward is the way to the FINAL GLOBUS and to the right is the path to the FIRST. You may want to memorize the door at the top of the ramp in the room on the left, but after that run to the right-hand path into the dining room. Two foxes run up from behind. Roll and take care of them. Then continue across the room to a hallway with a staircase. Running to the right is useless, as all there is down there is mice. The left hand side leads to a large pool area, and if you follow it around the corner of the staircase, you will find some flares.

 

COLLAPSING FLOOR PUZZLE: Turn around and climb the stairs again and face the darkened corridor opposite the dining room. In it are two paths; they both lead to a tricky arrangement of collapsing platforms.

 

RIGHT HAND SIDE: The right-hand path is probably easier; you must run across the platforms and towards the end veer and jump to the left. You will land on a sturdy platform. Once there, save and run across 3 of the next collapsible platforms, then halt and side-jump to the left. You will land on a sturdy platform, and from there can jump to the middle of the room. Continue at (*)

 

LEFT HAND SIDE: The left side is harder. You must run down the set of collapsible tiles, veer right and make a perfect running jump and grab to the next set of tiles. From there you must climb up, run forward and jump to the sturdy ledge. Halt there and don’t continue across the tiles; turn right and jump to the next safe platform, and from there to the middle of the room.

 

*Whichever path you took, once you arrive in the middle of the room, kill the two mice running around. Throw the switch to open the door at the top of the ramp in the previous room. Run to the locked door in this room and it will open itself up, returning you to the top of the staircase outside of the collapsing tile room. Run to the right and enter the large pool room.

 

LARGE POOL ROOM AND BRONZE GLOBUS: Dive into the pool in the middle of the room and pull the underwater lever. It will open up a door in the main room. Emerge from the pool and run to the side of the room opposite your entrance. You will find a small pool there. Drop into it and you will find a deeper area on the right. Swim down and into the tunnel underneath to find secret #3, a large medipack. Emerge from the pool and from where you are, run to the righthand-side of the main pool. Pass the first opening (which leads to the now-locked exit from this room) and enter the second, through the door you just opened. Around the corner is a ladder onto the low balcony above the pool. Run to the end and throw the switch, to open a door on the level above. Once you have done this, descend the ladder and cross to the opposite side of the pool.

 

Around this corner is an identical ladder leading up to a balcony. Run to the end and jump into the windowsill on your right. Drop back and grab the edge and shimmy left. Climb up and collect the medipack, then descend and shimmy all the way to the end. Climb here and pull the switch. This will open the exit door of this room. Once you do this, shimmy back to the middle windowsill. Turn facing the laddered pillar and take a standing jump and grab to it. Climb it to the top and then turn to face the right. Take a running jump to the column above the smaller pool and follow it to the end. Then take a running jump to the opposing pillar. Jump onto the second-floor balcony.

 

Run into the door you opened earlier and drag the column out onto the golden floorboard. This will open an underwater trapdoor elsewhere. Turn around and climb onto the higher platform, then drop onto the walkway in front of it. Run across it and jump to the pillar on the left where you can find grenades. Jump back and run to the ladder at the end of the balcony. Climb it to the top and shimmy right. Drop onto the small square platform. Run to the wall and turn around facing the large structure on the wall. Take a running jump to the ladder and climb it atop the aqueduct. Dive in and swim through the trapdoor you just opened and claim the BRONZE GLOBUS. Swim to the top, climb out and swan dive into the pool below. Climb out and head to the exit door (to the left of the small pool containing secret #3).

 

When you exit, you will find yourself in a small junction room. Run to the alcove opposite and claim the shotgun shells. Roll and exit back into the main foyer to the right. Take another right into the room with the ramp, fire and make up table and climb the ramp to the now open door.

 

DUNGEONS AND SILVER GLOBUS: The door closes upon your entry. Light a flare and follow the passage to the left. Emerge into the darkened dungeon room. Run to the right of the shallow pool and then take a left. You should see the silver globus in the furthest dungeon here. To your left is an alcove containing flares. Follow the passage north and around the right corner, till foxes attack. Kill them and then collect the shotgun shells in the mossy dead end.

 

Turn around and return to the junction between the three dungeons. Continue south to the left of the southern dungeon and you should be able to spot a passage in the lefthand wall. Walk through and kill the mice running around here. Once you do that, claim the shotgun shells at the opposite side of the room. Facing the entry, run to the right of it and throw the switch here. This will open a trapdoor elsewhere. Draw weapons and emerge into the dungeon room and kill the fox that’s let loose. Run to the junction between the dungeons and face the entry to this room. You should be able to spot a holey section in the grate of the dungeon nearest to it. Shoot it through and run into the dungeon. Claim the small medipack here and then dive through the trapdoor into the pool. Swim down and follow the tunnel through to a green clearing.

 

Once here, climb the steps on the left and take a standing jump to the slope opposite. Jump again to the next slope and rebound to grab the ladder in front of you. Climb it to the top and then jump to the small rock in front to the left. From there, jump to the darker rocks where you will find the shotgun. Retreat back to the middle pillar and grab the monkey bars above. Swing into the hallway ahead where swinging blades will begin working. Maneuver past them and then throw the switch to open one of the dungeons. Climb onto the block and turn facing the exit. Jump to the crawlspace above it and crawl in to find a large medipack. Emerge, work your way past the blades again, swing to the pillar and jump to the slope, this time sliding to the ground. Roll and return to the watery passage till you are back at the dungeons. Walk into the one you just opened and claim the flares. Then enter the dug-up passage at the end.

 

Crawl through and to the right. Climb out into a room with a pool and an opening ahead barred by swinging blades and fires. Turn to your left and around the corner to find a switch. Pull it to open a door in the pool. Swim inside and pull the lever. Climb out and you will find the fires and blades have been inactivated. Head through to the room ahead.

 

MAZE: As you enter the cave here, run to the exit in the right corner. You should be able to see a crawlspace in front of you (through which is the exit door), a chamber on your right (which is empty, so there is no need to go there) and a path winding the corner on your left. Follow it till you see some ascending platforms on your right. Climb them to find some desert eagle clips at the top. Run forward into the next room and run right to the cemented path. Run past there till you find a wooden-floored clearing. Around the left corner is a vital switch, but you can find that afterwards. Turn to the right and follow the climb the blocks ahead, then run into the righthand passage and descend to an area with a mossy wall dividing two paths. Run to the left of it around the corner and collect some shotgun shells. Turn around and go back to the mossy wall, this time take two lefts and a right. You will find the exit door and the crawlspace leading back to the first clearing. From here, work your way back to the switch and turn the corner till you are facing it.

 

Once you flip it, the exit door will open for a very limited time. Only one route will get you back in time, and even then it’s a push. You must flip the switch, side jump to the left, and then sprint forward and jump onto the cemented area. Once there, veer right and sprint or jump (whichever you prefer) through the next area (where you found the desert eagle clips). Crawl through quickly and then jump forward through the now-closing door. It may take a few tries to perfect it, but it’s possible.

 

Once you’re through, follow the passage around. Collect some flares and then shoot out the grate at the end. You will emerge in the dungeon with the SILVER GLOBUS. Collect it and the door in front of you will swing open. Exit and you will see the entrance to the dungeon opened again. Return back to the main castle.

 

EXIT DOOR, LIBRARY AND GOLDEN GLOBUS: Now you’re ready to head for the exit. Return the foyer and take a left into the small junction room. Continue opposite till you’re in a larger room with a skeleton. Collect the desert eagle clips past the raider remains and then follow the tunnel down until you emerge in a large green clearing. In the middle, flanked by the two hedge walls you will see the double doors opened by the placing of the globuses into three creepy hands. On the opposite side is an open door. First, explore the left hand side of the hedge wall. Three slithering snakes await here. Slay them and collect the small medipack. Then on the right side is another snake and grenades. Once you have collected these, head to the passage in the giant building in the middle.

 

At the top of the ramp you will emerge in a huge library. Directly in front of you at the opposite end of the room is a door. Run towards and face the second bookshelf to its left. Behind it is a switch. Pull it to open a door elsewhere. Roll, run out from behind the staircase and turn back towards the library steps. Run around the left side of the steps till you find a ladder at the end of the hallway here. Climb it to find another switch at the top. Pull it to open a second unknown door. Jump into the windowsill to your right and claim the shotgun shells. Then descend back to the bottom floor.

 

Return to the main library steps and climb them up to the first corner on the right. Turn and you should spot a higher platform just past the banister. Jump onto it and climb on the block ahead of you. Drop behind it to find one of the doors you just opened. Enter and push the button to alternate some doors above. Exit the room, climb up onto the platform and face the windowsill to your right. Jump into it, drop out and shimmy across to the end. Turn around and face the ladder behind you. Jump, grab it and climb it to the top. Run around to the middle area here and climb onto the platform supporting the chandelier. Collect the large medipack and turn around. Between the two bookshelves here is another switch to open a third door below, but to solve the following puzzle it isn’t necessary to open all the rooms. So pulling the switch here is optional and unnecessary.

 

Follow the path to the left around 2 corners till you are at the opposite side of the library. Head out onto the catwalk and claim the shotgun shells. Turn around and take note of the door in the right-hand corner here. This is the secret #4 location. Run to the left till you find the pushable block tucked into the alcove. Push/pull it out and to the left. Push it around the corner till it has gone past the first open door. The second door here will still be barred. Jump past the block and return all the way around the room and get onto the platform with the chandelier. Safety drop to the second floor and return down the Western staircase to the platform behind which is the open door. Push the same button again to close both doors upstairs. Climb back over the platform and go to the second floor of the library. Enter the open door here and push the button in this little room. This will open the final two doors upstairs. Return upstairs the way you came and push the moveable block all the way to the end and onto the white floor tile. This will open the door at the very bottom floor.

 

Safety drop to the second floor from the chandelier platform, then descend to the bottom floor. Enter the door you just opened and claim the GOLDEN GLOBUS. Emerge from the room and, facing the exit, take a left to the two bookshelves. Run behind them to find a final switch; pulling it activates the timed door to secret #4. When you pull the switch, side flip to the left, roll and rush up the stairs. Jump onto the platform to the Northwest side of the stairs, jump into the windowsill and shimmy across. Climb up, turn and jump to the ladder. Climb to the top and run East around two lefts till you reach the closing door to secret #4. Inside are flares, shotgun shells, uzi clips and a small medipack.

 

Once you have collected everything, descend to the bottom floor and return to the outdoor gardens. Four foxes attack here; kill them and then head over to the double doors. Place all three globuses into the reaching hands to open the doors. Run into the corridor to end the level.

 

Wild Tomb Chase

 

Run forward, roll and safety drop to the slope below. Slide to the bottom and follow the cave around the right corner till you are met by two scorpions. Kill them and claim the small medipack on the ground. In this next junction, run forward and left into the lightly-colored chamber and collect the Canopic Jar from the pedestal. Roll and run back into the room.

 

ROOM WITH HOLE IN THE FLOOR (ALTERNATIVE PATH ROOM): Facing the entrance, you will see a rocky opening to its left. Jump past the sloped part and you will land in another room with a large hole in the ground. If you follow the lining of the room around the left, jumping past the pillars in between, all the way around you will find secret #1, flares. Climb onto the platform and jump back to the ground, then jump over the slope back into the previous room. Light a flare and approach the wall where the lighter-colored room is. To its right you should be able to spot a crawlspace in the corner. Crawl through it into the dark corridor and an alligator will approach from around the corner. Kill it and walk into the smaller, muddy opening.

 

LONG WAY ROUND: Grab the shotgun shells half-way down this corridor and turn the corner onto the woody area. From the opening on the left, two alligators will emerge. Kill them and then run into the room they came from. Behind the fire is a large medipack on a pedestal. Leave and continue down the woody corridor, claiming the desert eagle clips on the way, and then follow it till you slide down some slopes into another room. Here, smash the vases on either side of the balcony to find a small medipak and flares, and then jump to the small platform on the left for grenades. Once you have done this, return to the middle of the balcony and look down. In the middle of the pool of alligators is a lone-standing rocky pillar. Take a medipack if you need to return to full strength and then jump to it. Collect the Golden Vraeus here and then face the pillar in front and to the left. Behind it, in the corner, you should be able to spot a rocky ledge. Take a curved jump to it and follow the corridor inside. Turn the corner and make sure you jump over the firey pit here. At the end, climb the rocks on the right till you find shotgun shells, then descend backwards and you should be able to see a crawlspace in front of you. Jump, pull up and crawl through to the end. You should emerge above a slightly lower brown platform. Drop to it and walk to the end. Turn to your left and you should see a ledge jutting out to the immediate right of the wall in front of you. Take a running jump and grab to it and pull up. The camera will look at you from the next appropriate ledge. Jump to it and then into the lighter corridor.

 

Collect the flares here, and then run up the steps. Run past the overhead blades and crawl into the space. Follow it forward to the harpoons. When you get to the end, crawl out to the right and step onto the orange-y tile with the pharaoh. This will trigger some doors opening. Return into the crawlspace, and continue forward through the next opened door and take a right at the end. Claim the small medipack and step onto the pharaoh tile here. Turn around and return to the crawlspace, but do not keep crawling forward. Going over the colorful tile here will cause the exit door to shut. Instead, crawl back around two rights and you should see the previously closed door to the left of the entrance open. Halfway down this hallway, you should be able to stand. Turn right and jump in the air and you should be able to grab a crawlspace. Crawl inside and push the button. This will open a door elsewhere. Crawl out, and continue forward and take a left. This should get you through the exit door safely. Climb the next two platforms till you emerge on top of the room with alligator pool.

 

ON TOP OF ALLIGATOR POOL ROOM: Kill the two ninjas here. If they don’t accidentally fall into the water, they should leave uzi clips and a small medipack. You should see an open door up here. Run through it and climb up until you reach an opening in the floor. Drop inside for secret #2, the desert eagle, a large medipack and harpoons. Emerge and return to the room above the pool. Take an immediate left when you run out the door and face the wall you came from. Replenish your health and take a standing jump and grab forward (so Lara doesn’t knock her head). This should land her on the opposite side of the alligator pool room, where you couldn’t get before.

 

Follow the corridor around to a slope, and slide down. Where you are now is at the bottom of the ROOM WITH THE HOLE IN THE FLOOR. However, taking the LONG WAY ROUND is necessary to claim the serpent without making two trips, thus prolonging gameplay. To your right in the corner are some shotgun shells. Once you have collected them, approach the rocky opening in front of you. Some scorpions will emerge here. Shoot them and then climb the large middle blocks to find shotgun shells and the shotgun (if you didn’t already get it in Burg Lichtenstein). Turn around and face the entrance. Light a flare and head to the very left corner. You should see an alcove to climb into for secret #3, shotgun shells.

 

Drop down and run to the left. You should see a large pillar with a gap in it in the middle of the room. Jump and grab it and shimmy around two corners till you are above a slope. Drop, slide and jump just before the end to land on a small platform at the opposite side of the pit. Turn around and climb into the next room.

 

CAVERN WITH THE TWO OBELISKS/ SECOND CANOPIC JAR: In this cavern, run to the obelisk closest to you. On it, you should be able to find a receptable. Place the serpent in it and the platform in the middle of the room will sink. This will allow you to safety drop into the room below. Run into the middle of the room and two ninjas will approach. Kill them and then claim the Canopic Jar. Run back to the hole in the roof and you should be able to spot two hallways. When facing the entrance, take the left-hand first; you must wait for the fires in front of you to stop burning, and then run past the overhead blades and jump past them. Then, run past the second blade and you will find a button. Push it and then maneuver past the blades/fires again. Head into the second corridor and run pas the first blade. Then, wait for the horizontal fire to stop burning and run past 2 sets of blades to the second button. Push it and return to the middle of the room. The exit door is now open. Climb the steps to the top and climb out of the room, back into the room with the obelisks.

 

WATER PUZZLES: Now we have to get out of here. On the steps ahead of you, shoot out the jar and collect the shotgun shells. Head back towards the entry to find a small watery area. On its very left side you should find some flares. Collect them and jump into the pool. Enter the small maze through the doorway and immediately stick to either the ground or floor, because homing darts emerge from either side here. Swim around the left corner and into the very next opening. Swim right to the door in the corner of this room. Push it open and swim past. Through the next doorway you should find a hole in the ceiling. Emerge at the top and push the button. A doorway elsewhere will open.

 

SUNKEN HOUSE: Drop back into the pool and swim back to the entrance. Catch some air and dive back into the maze. Turn left and follow the path around 2 corners and enter the next opening. Note the door here. Collect the uzi clips and flares and then return to the main area. Take another left around the corner and swim into the room with the sunken house. Swim through the open door and collect a small medipack. Just inside the doorway, note the button. Then keep going till you reach the surface.

 

To the right of the gate in front of you, you should find a colored tile in the corner. Step on it to see a glimpse of a door elsewhere. Run to the left of the gate and you enter a large room. Climb the steps on your right and then monkey swing across to the opposite balcony. Run along the left to the end and climb onto the next ledge. Follow it to the left up to some steps. The top step is another colored tile and will show you a second glimpse of the elsewhere door. Around the left corner, a ninja will attack. Dispose of him and claim his shotgun shells. Climb into the small crawlspace at the end of the stairs and you will crawl onto a colored tile. This will open the door elsewhere. Crawl out and run onto the catwalk. Take a running jump to the balcony on the right. Turn to the right and shoot out the jar. Run up the steps and activate the hole switch to open the gate on the bottom floor. Return to the balcony and jump to the catwalk. From there, dive into the pool and collect the large medipack and desert eagle clips. Climb out and run back to the now open gate. Through it await two more ninjas; kill them and pull the hole switch. This will open the exit door. Return all the way to the top of the room to the balcony, but this time shoot out the jar on the left. Claim the shotgun shells and run to the top of the steps. The exit door is now open on the left. Climb into it and run to the end of the walkway. Climb into the rocky cavern on the left and light a flare. On the right-hand wall you should be able to spot an opening. Drop into it around the right corner and through an open gate. Remember the three colored tiles? Well, they opened this door. Inside is secret #4, a large medipack and desert eagle clips. Return to the rocky cavern and go right around the corner. Inside this little alcove are some flares. Once you collect them, slide to the end of the cavern and kill the alligator. Run into the opening to emerge at the top of the sunken house.

 

Stand jump to the platform in the middle. Collect the small medipack and uzi clips and take a running jump to the opposite side of the room. When you climb up, a ledge will be raised on the left. Climb onto it and stand on the colored tile. A flyby will show that the water has been drained in this room, making it possible for Lara to reach a ledge at the very beginning. However, to claim secrets 5 and 6, you must take a different route. Jump back to the pillar in the middle of the house and turn right (so Lara’s back is facing left). Safety drop onto the slope and slide down to the left of the house. Collect the shotgun shells here and then drop to the bottom floor. If you’re not interested in secrets, head right out of here and to the beginning of the pool, and pick up at (*). If you are, run immediately into the house, push the button on the right and you will open a door in the middle of the maze. However, without water, Lara cannot reach the top of the room you just opened, so you must run up the steps here, climb back into the next room, all the way to the top where you drained the pool. Now, a second pillar will be raised, leading to a colored tile that fills the pool. Fill it, dive in and swim into the maze where the darts are. On the opposite side of the entrance is the open door. Swim to the top and climb out. In here is secret #5, a Guardian Key. Collect it and return into the pool. For the last time, work your way back to the top, step on the colored tile to drain the pool, make it to the bottom and reenter the maze.

 

Where the pool’s entry was, run to the right and climb into the opening in the corner. Push the button to open the door in front of you, allowing you to return to the ROOM WITH THE TWO OBELISKS and also raise a ledge. This platform is at the top of the left-hand steps. Return there, climb the steps, climb onto the platform and turn around. Jump to the rocky ledge now in front of you and follow the steps around to the left and push the hole switch. This will raise a platform on the opposite side of the room’s stairwell. Descend and then run up the stairs opposite. At the top, climb onto the platform, and run around the rocky ledge to the right and take a standing jump to the balcony. Push the button here to open the exit door of this room.

 

Drop back down to the bottom floor. Facing the pool area, turn directly around and run to the ledges in front of you. Approaching from the left, you should see a platform in easy reach pretty quickly. Climb onto the next ledge and take a running jump to the right. From there, take another jump to the ledge where you will find a small medipack. Return to the top ledge on the left and jump to grab the crack in the wall. Shimmy right to the end, drop onto the slope and IMMEDIATELY rebound off it to grab the ledge ahead. Climb up and face the right wall. Turn slightly to the left and jump to grab the lowest ledge here. Climb up, climb the rocks on the right and jump to grab the bars. Shimmy all the way across to the ledge with the exit door. Enter and climb the ledges all the way to the top.

 

When you enter the next room, two more ninjas will appear from behind the statues. Eliminate them and smash the pots to collect the goodies in the room. Go all the way to the opposite side of the room and climb the rocks all the way to the top. Slide down the slope at the end, and collect the flares and large medipack. Head all the way back to the entrance and slide to the ground below. You’re back at the beginning of the level!

 

Now, with 2 canopic jars in hand, head downstairs and this time walk up the left-hand ramp at the end. In the next room, take a running jump to the left-most ledge and drop to the platform behind it. collect the small medipack and drop into the pool below. Swim forward, avoiding the alligators (if you want, you could stay on the platform until you kill them) and climb out at the opposite end of the pool. Once outside, shoot the six scorpions running around here, and run to the temple. Place the canopic jars in the receptacles, and head into the now open door.

 

Here, wait for the flames to stop, then take a jump over the fiery pit and run between the blades on the right. Next, you must wait for all three flames to stop burning and take a running jump across the pit. Leave this room and enter the next room.

 

DAYTIME TEMPLE WITH OBELISK: In this next, slightly brighter temple, collect the large medipack on the right side of the pool. On either side are 2 hallways leading to 2 locked doors; you must get them open by reaching a button at the top of the room. Climb the small ledge to the right of the pool upon entering, then take a jump to the ledge atop the pillar. Take another running jump to the next pillar and collect the small medipack. Jump on the monkey bars and swing around the right corner. Two ninjas will begin running around below, but ignore them. When under the middle platform, drop down. if you want, you can try and take out the ninjas from here. Otherwise, wait till late and shimmy through the gap. Climb up and cross the monkey bars. From the platform in the corner, turn and run/jump to the next ledge on top of a pillar. Turn around and climb onto the ledge above. Crawl underneath the rocks looming from the ceiling all the way around the right to find secret #6, uzi clips. Return back to where you were and run/jump to the opposing rocky ledge. Drop to the platform below and collect the large medipack and uzi clips. Climb back onto the ledge above and run all the way around it. From there, take a running jump into the open mouth of the aqueduct. Push the button in here and a flyby will show both doors downstairs opening.

 

Dive into the pool and collect the small medipack. Climb out and kill the ninjas, grabbing the desert eagle ammo and shotgun shells they leave. Dive back in the pool and swim into the opening on either side. follow the tunnel to a larger room where some grenades are lying around. Surface and look for the receptacle for your blue diamond. Place it in there, and then enter through the door. Follow the path to a crawlspace, crawl through and find secret #7, harpoons, a large medipack and the harpoon gun. Leave this room and return to the obelisk room via the pool.

 

Facing the entrance, take the left-hand door to begin with. In the middle of this courtyard are the uzis on a pedestal. The door opposing you is a timed door you will activate later; so remember its location and then turn around and head through the opposite room’s open gate. Run through this treasure room and enter a large rocky courtyard next to a temple. Three ninjas will run down from the temple. Eliminate them and then collect the flares and large medipack on the temple’s floor.

 

Turn around and run to the very opposite side of the court. Climb the rocks to the right to the yellow blocks at the top. Collect secret #8, desert eagle clips (and the desert eagle, if you haven’t already). Return to the ground and face the wall opposing the entrance from the treasure room. Climb onto the leftmost yellow block and take a jump from there to the taller platform on the left. Climb once more and then face the edge of the temple. Jump and grab it and climb up. Take another jump over the slope (saving beforehand) and you will land on a colored tile, activating the timed door in the opposite gate room. Run forward and jump onto the rocky slopes ahead. Slide to the bottom and then run right back into the treasure room. Run and jump all the way through it, not running too far from the middle of the pool or you will waste precious time, into the courtyard. However, you mustn’t take any time to halt here, but jump onto the lowest ledge, take another running jump to the middle platform with the pedestal and a further standing jump onto the lower block will give you no halts and should get you through the door in time. Save once more, and then run onto the colored platform in front of you. Roll off it and return to the room outside. Four ninjas will run out, and if you want to collect the goodies they leave, stay and kill them. Otherwise, run back into the pool room  and dive into the pool. Swim through the tunnel to the room with the door leading to secret #8, and you will find the door to your right open. Run through just before it closes, and claim the large medipack and harpoons in the middle of the room. On the lefthand wall you should find an opening to a small chamber with a hole-switch. Activate it to open the gates in the previous room. Run through them and follow the passage to the outside of the pyramid. Slide to the bottom and the level will end.

 

The Egyptian Museum

 

BRIDGING THE GAP: Slide down the slope into this small courtyard. Run around the small house here and climb onto the ledge. Climb onto the next platform and take a running jump to the left to a ledge with a small medipack. Descend and climb past the two crates in the corner. Enter the crawlspace behind them and run around to the left up to the fountain. Dive into the water and claim the grenades and desert eagle ammo. Climb back out and head to the opening in the left corner underneath two yellow ornaments. WARNING: You must go this way first to open an underwater door, or you will get stuck when pulling the switch in another room, which is irreversible. As you run up the gravelly slope, a harpy will appear. Kill it then dive into the small pool here. You will find a door in the tunnel linking this underwater area to the beginning of the level. Turn around and swim halfway down the corridor to a small opening on the right. Swim into it for secret #1, desert eagle ammo. Emerge again and return to the harpy courtyard.

 

Return up the gravel slope and drop into the pit behind it. Run around the corner and collect the flares. Run back  around the corner and climb the mesh. When near the top, you must back-flip and twist to grab the mesh block behind you. Flip around 2 corner and do a second back-flip twist (Lara must have her feet on the bottom rung to not hit the ceiling). From there, turn just one corner left and back-flip to grab the mesh against the wall. Shimmy right to the end, drop onto the slope and immediately back-flip to the ledge behind you. Claim the shotgun shells then take a standing jump to the vertical switch just beside the mesh you came off of.

 

CRUCIAL TIMED RUN: Once you have pulled the switch and opened the underwater door leading back to the beginning of the level, you are ready to do that timed run. For those of you who missed that, I can send you a savegame if you email me. Run to the opposite side of the fountain and to the left of the entrance you will find a small temple. Enter it and climb the blocks (not the one with the fire; Lara will burn too) to the top. Light a flare and enter the crawlspace on the left.

 

Crawl to the end and step on the slope. Immediately jump forward to miss the spiky pit. From here, memorize the pool in front of you; when you are done, you will have to do a timed run (or swim?) back to the entrance of the level. Climb the ladder to your right to the top. Run to the end of the corridor and slide down the slope. Jump and grab the ladder and climb it to the top. Back-flip and twist to grab the second mesh ladder and climb up. Use the monkey bars to cross over to the opposite side of the room, where the jump-switch is. Pull it, and a flyby will show a door beside the entrance to the level opening.

 

Hop back, onto the slope, slide down and shimmy down the ladder and drop when you’re close to the bottom. Lara will slide back into the dark corridor, just to the right of the crawlspace. Run to the right, over the spike pit and drop into the pool. Swim left all the way to the end of the corridor until you see the opening on the left. Swim through it, through the open door, and up out of the pool to emerge back in the first courtyard. Run through the closing gate and save your game.

 

GIANT ROOM/ EFFIGY: Uzi clips are in the right corner. Once you collect them, keep going upwards and onwards till you emerge in a large outdoor area. Kill the harpy, being careful not to drop into the deep pits. Collect the grenades and climb onto the slightly sloped ledge on the right of the entrance. Jump from there to the taller ledge above the pit, and take a second jump to the walkway with the crates. Jump to the catwalk in the middle of the next pit and collect the ornate handle. A cam will show you the location of the ornate head you must put on the stick to make it work. Return back to the ledge with the crates and, facing back to the entrance, head over to the left-most corner. Safety drop backwards and Lara will slide safely to the bottom of the dark pit. Head around and to the right and you will find a doorway leading to a small boiler room and secret #2, harpoons, the harpoon gun and a large medipack. Emerge from the room, and head over to the now-open door on the left wall. Climb through into the previous deep pit, and light a flare to spot the mesh you can use to return to the top.

 

From here, head all the way back to the ledge with the crates, climb them to the top and then jump to the catwalk to your right. From there, take a standing jump to the small standing platform against the S wall. Turn left and jump onto the second, now sloped platform, and immediately rebound to grab the next catwalk. Run around the pillar here and jump to the building on your right. A harpy will be heard zooming towards you now, so take care of it while being careful not to fall into the pit. Use the top ledge here to climb onto a bridge above. From there, jump to the sloped awning across from you to slide and jump onto a second bridge. Another harpy is on its way now, so eliminate it and collect the small medipak. Jump to the small sloped ledge in front of you, and rebound from that one to the next identical sloped ledge, and from there a big jump to a much lower ledge sloping left. From there, a third good rebound will get you to the terrace with the effigy. Kill the harpy coming at you and claim your prize. Jump to the ledge to the S of the room. From there, return to the ledge with the crates via the sloped ledge. Combine the stick and head to form the effigy, head over to the middle catwalk and place it on the pedestal. The door to the museum is now open!

 

ENTERING THE MUSEUM: From here, take a running jump to the sloped area in front of you. You should a find a small patch of climbable land. Climb onto it, and jump to the flatter square forward and to the left of it. From here, take another running jump to the opposite set of slopes, and shimmy almost all the way to the left to find another flat surface. Climb onto it, take a jump 2 squares in front and right, and from there a third leap to the final sloped roof. Shimmy all the way to the left, climb up, jump to the flat surface 2 squares in front and right, and from there a huge jump and grab to the mesh underneath the catwalk above. Shimmy all the way around till Lara’s back is facing the museum. Back-flip and enter through the open door.

 

Claim the uzi clips just inside the door and enter the large room with the fountain. Shotgun shells lie in the pool and also in the crypt across the room. To the left of the smaller staircase is a pit with a large medipack. Once you have collected all this, climb the larger stairs all the way to the top. Shoot open the sarcophagus to claim some flares, and then run all the way around to the opposite side of the room. Here, don’t shoot any crates; they trigger the appearance of skeletons. Instead collect the small medipak at the end of the diving board and return to the opposite side of the room.  Run into the darkened corridor in the R corner and light a flare. Two small medipaks can be found in this hallway. In the next room with the toppled pillars, kill the two harpies and then climb onto the toppled blue pillar. From there, take a standing to the taller pillar in front, and a third standing jump to the sloped pillar in front of you. From here, you need a perfectly precise jump to the slope in front of you. Lara must aim for the lowest part of the slope if she is to make it. From there, take a final rebound to the toppled pillar in front of you. It may take a few goes, but you should be able to make it. From there, jump to the highest pillar and claim the crowbar. 2 more harpies attack, kill them and head to the side of the room directly opposite the entrance to find a mesh ladder going to the lower floor.

 

Run into next corridor but do not run onto the mesh. The smoke reveals that fires burn beneath it. instead, climb the stairs into the next room. Run out of the doorway here, because going upstairs benefits you nothing but a harpy. Run to the right to the crates. Climb them and drop into the pit in the left corner. You will find the harpoon gun here. From there, run to the opposite side of the building and enter the small garage. Equip yourself with the shotgun and shoot the skeleton into the pit. Collect the desert eagle and clips (if you haven’t already got it) and retreat back into the courtyard outside. Climb the mesh on the building to your left, avoiding the smoke when it blows out of it. At the top, turn around and take a running jump to the next building. At the end of the catwalk to your right is a small medipack. Once you get it, climb onto the lowest pink slope and do 3 rebounds from the subsequent slopes to reach the blue crystal on the uppermost pink pillar. Descend to the ground and work your way all the way back to the staircase above the smokey mesh.

 

From here, jump diagonally into the corridor opposite the entrance. In the middle of the room is a receptacle for the crystal. Use it and enter the pool beyond the door. Dive in and swim to the end of the hall. Take a left here and from there the first right into another hallway. Swim all the way to the end, avoiding any other paths, and take a left at the end. You should find an exit in the ceiling.

 

CHESSBOARD COURTYARD/ HANGING SWITCH PUZZLE: Collect the small medipack and shotgun shells in this room. Head up the stairs and a skeleton will appear from behind you. Shoot him into the pool, and then continue up the stairs. A second skeleton will appear, eliminate him and take care of the third who should appear when you just reach the top of the stairs. In the pool below, you will find some flares. Climb out and head to the chessboard on your right. A block will be raised from the ground, giving you access to the jump-switch above. Pull it and a second block will appear to your right. Use that one to grab the second jump-switch above, and then jump to the block you just raised. From there, you will have to take a running jump to the jump-switch against the wall. Flip it and the next block will be raised. When Lara falls in the pool, collect the shotgun shells and large medipack. Once you emerge from the pool, you will see the block giving you access to the other taller blocks has sunk into the ground, therefore you can’t continue your path. Climb out and climb the stairs in the middle. Run to the right and grab the mesh. Cross over to the balcony and jump from there to the hut in the middle. Turn to the left and take a running jump to the next jump-switch. This will raise a block on the chess board in front of you. Replenish your health and then climb onto the low ledge to your left. From there you should be able to spot another jump-switch in front of you. Pull it and it will complete your path on this chessboard. Jump to the purple-floored block in the middle, from there to the next 2 raised blocks. And from there jump to the final pillar and to the jump-switch in front of it. When you land in the pool, collect the grenades and emerge. Now head over to the opposite chessboard and you will find a new block giving you access to the taller pillars has been raised. Use it to get all the way to the top and jump to the final switch. This will open the door behind the throne at the top of the stairs.

 

Climb out of the pool and jump past the throne into the room. Use the two slopes on the left to get to the middle platform. Collect the small medipack and Pharos Knott. This will open a door back in the room where the crystal receptacle was. Descend to the ground and jump past the throne. This time round, an angry guardian has been released. You can choose to fight him or just run down all the way to the bottom and into the pool you came from. Work your way back to the door opened by the blue crystal and take a left into the small corridor where a new door has been opened. Crawl inside and stand at the other side. Don’t fall onto the grate ahead because underneath it are burning fires. Instead jump to the flat area on your right and climb onto the sloped block on the left. Jump past it to the flat blocks against the wall and turn right and through a second crawlspace. You will emerge on the other side of the corridor with the smokey mesh.

 

Turn left and maneuver past the darts to the end. In the pit at the end is the grenade gun. Return through the crawlspace back into the tall room with the grated floor and jump back to the other side of the room. Climb the pillars until you are underneath a small terrace. Climb onto it and jump to the pit on the opposite side of the room, next to the grated wall. Climb the wall to the top and then shimmy across the room to the other side. Drop, turn and do a running jump to the block ahead. Turn and do a standing jump to the slope and at the very end a jump and grab to the ledge with the second blue crystal. Collect it and then take a running jump from this ledge to the crevice in the wall. Shimmy left, descend the ladder and jump back to the opposite side of the terrace. Drop to the tallest block on the bottom floor and from there head back through the crawlspace.

 

Now head down the hallway in the middle of the room with the many pits. Be careful as these house deadly spikes. Once you’re past them, explore the small corridor on the left with the crawlspace. In it are shotgun shells. Emerge and head over to the final corridor you haven’t explored in this main room. In it are deadly blades. Run past the first and you have the choice to go right and continue on with the level; if you are a hardcore complete-ist, continue down the corridor past the blades and darts to claim the grenades. Otherwise, take a right past the first blade and open the door at the end with your crowbar. Inside, a skeleton will attack while a second approaches from behind. Shoot them into the pit and crowbar the door at the other side. from here, turn into the corridor on your left. A pit here has smoke coming out of the mesh; however, the square underneath the jump-switch doesn’t. jump and grab the switch and fall into the pit. This will retract the spikes outside. Climb out, not stepping on any of the smoking tiles, and return to the corridor. Now place your Pharos Knott in the receptacle and head over to the now open door beyond the now retracted spikes.

 

DARK ROOM WITH SPIRALS PUZZLE: In this room, all you must remember is that any square with a spiral is a safe square, while the rest will burn Lara to death. Run to the end of this first walkway and turn left; the only exception to this rule is one sunken square in the room, which should now be in front of you. Jump to it and from there take a second jump to the spiral square with a large medipack. Return to the first walkway and take a running jump to the spiral square in front and left. From there, a standing jump to the spiral square slightly on your right, and a very precise standing jump to the walkway on the left. At the end of the walkway, crowbar open the door and collect the flares. Behind you, the spiral squares have begun spinning and the exit door is now open. Jump to the low spiral square you were previously on, and now jump to the spiraled walkway closer to the window. From there jump into the hallway beyond the open door.

 

FINAL ROOM/ 4 SWITCHES PUZZLE:            Follow the corridor into the next large room. Climb onto the ramp on the large architecture in the middle. Run up the ramp and around the right corner. At the highest ledge here, jump to the awning to your right. Jump from there to the next flat window box and jump and grab the edge of the sloped awning ahead. Shimmy right to the middle of the right square and climb up. Slide forward and jump and grab the first jump-switch. Then Lara will fall into the pool. Collect the desert eagle clips and emerge again. Climb back onto the ramp up to the highest block, but this time take a left to the crack in the wall. Shimmy around the corner and wait for the smoke to turn off in the crawlspace. Crawl past, turn and crawl out and grab the edge to stop Lara from falling into the spike pit. Shimmy right around the corner and climb out. Safety drop to the slightly lower ledge in front of you and take a running jump to the jump-switch ahead. Pull it, drop into the pool and climb out. Grab the small medipack and work your way back to the ledge just before you jumped to the second jump-switch. Continue this time up the mesh ladder in front of you. Note the door on your left but don’t open it yet; instead, take a running jump to the catwalk in front of you. A harpy will fly up from below; eliminate it and collect the shotgun shells. Climb onto the block on the left and take a running jump to the slope. Rebound from it onto the next slope and once more to reach the curved awning here. 2 more harpies will ascend, so kill them and walk to the end of this awning. You should be able to spot the third jump-switch on the left-hand side of the sloped ledge in front of you. What you must do is run and jump to this slope, then back-flip and twist onto the opposite slope so Lara is facing the first sloped block and jump and grab the switch below it. This may take a few tries so make sure you save before attempting. Once you have done it, fall into the pool, collect the large medipack, and work your way up the central structure up to that door you didn’t open.

 

This time, crowbar it open and equip yourself with the grenades. If you just clued into the walkthrough now, and don’t have the grenade gun, the next section will be very difficult. Run upstairs and 4 skeletons will begin running towards you from the corridor on the left. If you have the gun, you can blow up the skeletons and follow the path they came from all the way around to secret #3, grenades. Otherwise, you will have to run and pull the 2 jump switches here to open the exit door while avoiding their stabs. Either way, open the exit door using the 2 jump switches and climb the ladder to emerge on a balcony at the top of this large room. 3 harpies ascend to kill you so eliminate them and then collect the shotgun shells and large medipack. Turn to the right and look at the meshed pipe work. Jump to the mesh and shimmy around the right corner. Climb onto the slope above the fire, jump off it and rebound from the next slope to the sloped awning ahead. Slide back, grab and shimmy left. Jump to the final slope on your right, grab the ledge, shimmy around the left corner and drop and grab the jump switch. The exit door is now open.

 

Fall into the pool, collect the shotgun shells on the poolside and climb all the way back to the balcony at the top of the room. This time, jump to the sloped awning on the left, shimmy right and back-flip and twist to grab the balcony with the exit door. Run inside, either blow up the skeleton or shoot it into the hole in the corner. Place your blue crystal in the hole and an earthquake will start. Drop into the hole and you will fall down into a pool. Swim out of the pool to emerge at the fountain at the bottom of the room. An angry guardian has emerged, so run through to the exit door opposite the entrance. Slide into the next sloped room and run right into a room with a golden Lara. Shoot the harpy, avoiding the Lara statue because she takes the hurt for you too. Once you have killed the harpy, run through into the mysterious spiral in the next room. And thus the adventure ends.

 

 

Where has Lara gone? Watch out for the next installment of The World Tour to find out. Includes Burma, China and the Arctic.