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.