COUREL'S SANDS 2
Levels by Angel Ruiz (AngelR)
Authorized walkthrough by Phil Lambeth, with much encouragement and assistance from the builder.
COUREL'S SANDS 2
Since this is a continuation of an earlier work, you begin in a sandy plain with the taunting challenge "You're out, now what?" There's a lot of area to cover here, with obelisks scattered about and closed doors practically everywhere you look. The nearby Jeep is inoperable at the moment. Avoid the NW ladder pit, as you'll use that later. For now, head E past the close-encounters-like mound and enter the dark opening in the wall.
It's dark in there, but if you run straight ahead without veering right or left you'll reach a torch-lit room. Search the sarcophagus against the far wall for the TRIAL KEY, then reverse roll and run back the way you came. In the first room you'll find a pedestal and a nearby wall switch in the NE corner. Pull down the switch to ignite a flame off to your right, then take a TORCH from the pedestal and run S and light it. Run E back to the room with the sarcophagus and locate seven golden vestal virgin statutes, three against the N wall and four against the S wall. Light the bowl each one is carrying, and exit the fixed camera shot after each one by pressing the look key (it may take a few seconds). When the seventh bowl is lit a block rises in the SE corner, so use it to access the opening high in the E wall. There's also an opening high up in the NE corner, but you can't reach it now.
Follow the passage, taking the laser rifle ammo and the small medi-pack from the plinths, and use the crawl space in the corner to reach a wall switch. Pull it down to open a gate outside. Exit this dark area and prepare yourself to do battle with a winged Atlantean on the way out. Remember where you dropped your lighted torch, as you'll need to retrieve it later. Back in the sandy outdoor area, head for the open NW doorway. Save your game before you enter. When you step across the threshhold the spiked walls start closing in on you, so sprint forward through the N opening, veer left as you enter the next room, exit into the third room and veer right to escape the spikes. The gate slams shut behind you.
Follow into a room with flame-guarded receptacles. Look behind the pillars against the N and S walls for jumpswitches that will turn off the flames. Go to the reach-in switches in the W alcove and activate them both to open the nearby door. Drop down several blocks until you reach the S opening that overlooks a lava pit. A flyby shows you the way through this room. Save your game here for an engaging breaktile run.
With your back against the wall, take a standing jump forward and grab the edge of the nearest slope. Shimmy to the left corner, pull up and jump off with a left curve to land on the breaktile near the E wall. Take a standing jump forward (S), then take a running jump off the next breaktile to land on the long ledge past the row of deadly skull tiles. Turn to face W. Wait until the flame blower stops, then take a running jump to the nearest breaktile. When you land take an immediate running jump to the next breaktile, and from there take a standing jump to the central platform. Take the grenade gun ammo (x2), the laser rifle ammo and the small medi-pack from the corners.
To get back across, go to the NE corner. Wait for the flame blower to stop, then take a standing jump to the nearest sloped pillar. Without sliding, jump off onto the next breaktile. Take a standing jump E and grab the edge of the next breaktile. Pull up and take a standing jump E to grab the edge of the next breaktile. Shimmy to the left and around the corner. Pull up and take a back flip to the sloped pillar behind you. Allow Lara to slide down without jumping, and grab the edge of the lower breaktile. Pull up and take a running jump and grab to the ledge ahead. Shimmy around the corner, past the deadly skull tiles and pull up.
Run to the S end of the ledge and take a standing jump and grab to the next breaktile. Shimmy right around the corner, pull up, reverse roll and take a standing jump and grab W to the next breaktile. Pull up and take two standing jumps in succession, a side flip left, then a running jump to the final breaktile and you should have plenty of time to turn to your left and take a standing jump (with grab, if necessary) into the S opening.
Vault up into the passage and follow to a small room with cat statues. Note the vestal virgin statute, as you'll need to come back here later with your lighted torch. Pull the SE wall switch to raise a tall block in the center of the room. Use the block between the cat statues to get to the top of the raised block, and jump W from there to activate the jumpswitch and open the trapdoor down in the NW corner. Get down and drop into the opening. Follow the passage to a wall switch. Pull it down and continue. Use the reach-in switch for a large medi-pack, then continue to the ladder and climb up. As you pull up into the beginning sandy area, a gate opens to release a Hammergod.
Run past him into the open gateway he came from and quickly pull up into the crawl space. Crawl forward for SECRET #1 and three stashes of laser rifle ammo. Now run to wherever you left your lighted torch and pick it up. Carry it back to the NW ladder pit and toss it down into the pit. Climb down after it and pick it up. Follow the passage and jump up into the room with the cat statues. Light the vestal virgin statue's bowl and watch the cut scene showing a block rising back in the dark sarcophagus room. Go all the way back there and pull up onto the raised block. Pull up into the NE opening and take the small medi-pack and the IGNITION KEY from the plinths. Use the crawlspace to pull down the wall switch and open the exit gates.
Exit this area and run to the Jeep outside. Use the Ignition Key to crank it up and run over that pesky Hammergod. Drive through the SW gates, turn right at the end and follow the narrow passage over a stone bridge and into the W opening. Use the ramp to your right to jump a gap, and do the same thing over two more ramps until you reach a closed gate. Get out of the Jeep and hop over the previous gap. You can see the ladder in the E wall. Climb down into the darkness and watch out for the spike tile behind you when you reach the bottom. Bring out a flare so you can see to pick up the large medi-pack and two stashes of Walther ammo for SECRET #2. Climb back out, hop over the gap and use the Trial Key in the keyhole to open the gate, and leave the Jeep behind.
Pull down the wall switch to your right, then crawl into the room ahead to minimize your damage from the darts. Move the blocks onto the gray tiles against the N and S walls, and the door in the NW corner opens. (If you move the blocks first, then pull the switch, you're obliged to make a fairly tight timed run to the open doorway.)
Follow the passage to an opening that overlooks a deep lava pit. Ignore the breaktile to your right for now and take a running jump to grab the first rope. Jump off and grab the second rope, then jump off into the passage ahead. Instead of continuing forward, turn around here and hop onto the ledge in the NE corner of the lava pit room. Take a running jump S to that third rope you didn't use earlier, and jump off to grab the opening high up in the S wall. Pull up into the crawl space and crawl forward. Lower Lara down the other side and pick up the CROWBAR. Return to the opening above the lava pit and drop down from the center of the crawl space onto the breaktile you ignored earlier. Immediately reverse roll and take a running jump to the rope. Swing forward and jump to the ledge or directly into the N passage, as you prefer.
Hop over the lava pit at the corner and hang from the E edge. Release and grab the opening below. Pull up and use your crowbar on the switch to open the overhead trap door, then step forward and take the shotgun ammo from the pedestal. Pull up through the open trap door into the passage and face a new lava room. This one is spanned by what looks like (but isn't) a breaktile bridge with a flame blower at the far end. Time a jump into the passage ahead and enter a huge room with a lava pool and three element scales. An opening flyby gives you an overview of the tasks awaiting you.
Go to the N end of the room and step up onto the ledge facing the breaktiles. Take one hop back from the edge, then take a standing jump and grab the first breaktile. Pull up and take a standing jump to grab the next breaktile. Wait until the flames are about to subside, then pull up and take a running jump to grab the ladder in the E wall. Climb to the top rung (you could keep climbing to the ceiling, but it wouldn't get you anywhere), wait for the flames to subside again and then take a rolling back flip and grab the edge of an upper breaktile. Pull up and take a standing jump to the next breaktile, then a running jump to the second story W ledge. There's another breaktile in the corner ahead, but ignore it for now. Go to the S end of the ledge and pull down the wall switch to open a door on the first floor just below you.
Run to the other end of the balcony and safety drop down through the hole in the NW corner. Go to the open doorway SW and run up the stairs. Pull down the wall switch to open the exit door to your left. Pull up onto the second story balcony and go to the NW corner. Facing N, jump up to grab the edge of the breaktile. Pull up, reverse roll and take a standing jump and grab. Pull up onto the third story balcony. Pull down the nearer of the two wall switches to raise a block down below. Run to the other end of the balcony and pull down the other wall switch to open a door that allows free access to and from the second and third story balconies. The nearby ladder leads to the fourth story balcony, but you can do nothing up there at this point. Now take a TORCH from one of the plinths and drop down through the hole in the NW corner onto the raised block (or you can toss the torch down first and safety drop after it to avoid the loss of any health). Step back just beyond the edge of the corner block and toss the torch into the crawl space. Crawl in after it, pick it up and light it with the flame from the wall torch. Turn around, toss the lighted torch onto the raised block, and go pick it up.
Take a standing jump through the hole to the second story balcony and run forward to light the two lampstands. The door between them opens, so leave your torch here and enter the doorway to be taken to the next level.
Run forward and down the steps into a room with a closed door on either side and a ladder in front of you. Climb to the top rung of the ladder, take a rolling back flip and grab the rope. Swing forward and jump off onto a balcony. Pull down the wall switch at one end (cut scene of a closed door) and pick up the Walther ammo at the other end. Jump back to the rope, slide to the bottom and release.
Run down the ramp on your left for a little reconnaissance mission. Go up the steps and enter a green-tinted room that can best be described as a giant spider zoo. You can't get at them, and they can't get at you, but there appear to be things to do later in both cages. Locate the Walther ammo on either side of the W cage and go up the S stairs. At the landing you see receptacles for three keys. You can now continue up the stairs to your left and progress, but I elected to come back here later.
Go back where you came from and this time run down the ramp on your right. A yeti comes charging around the corner, and he explodes quite spectacularly when you shoot him. Continue into the next room and kill a bat. Note the two closed doors and the wall torch and run up the stairs. When you come to the end of the passage, take a standing jump to the first sloped pillar, jump off and grab the edge of the next sloped pillar. Shimmy all the way to the right, pull up and slide nearly all the way down the other side, jump off with a right curve and immediately jump off the third sloped surface to back flip into a long alcove. Go to the other end of the alcove and take a running jump NE to the next sloped pillar. Slide, jump and grab the edge of the platform. Pull up and shoot a bat. Pull down the wall switch to open one of the doors downstairs, then take the GAIA KEY from the pedestal to open the other door.
Enter the triangular passage and follow through the open door into the area where you met the yeti. Go around the stairs to your left and past the wall torch to enter the open passage. Follow to the entrance of a maze. I suggest the following route to minimize your exploration time. Go to your left and stay to your left. There are several spike traps in here. When you reach the first one, dash to your right down the E passage when the spikes are down and pick up the TORCH at the end. Go back, past the spikes with a left turn and return to the entrance of the maze. Go to the wall torch you passed by earlier and light your torch with it. Return to the maze entrance and this time turn right. Watch out for the spike trap just around the blind corner where you have to turn left.
Go past a closed gate on your right and turn left just beyond it. Explore the right side of this branch for some Walther ammo (beware of the hidden blade trap there). The left branch simply loops around to bring you back to your starting point. Go back to the closed gate and turn left, timing a run past a second spike trap. Continue, and explore the next branch for some revolver ammo. Go back and resume your counterclockwise circuit around the outer periphery. You'll come to two alcoves near the E wall with unlit torches (two of five). Light them and watch the cut scene of a light-colored wall after each one. You soon come to a dead end, so retrace your steps, this time keeping to your left, past the maze entrance, until you reach the NW corner and face another closed gate. Turn right just in front of the gate and you'll soon see the third torch in an alcove ahead and to your right. Continue E past another spike trap and locate the fourth torch in the alcove just past it to your left. Go around the corner and you'll soon come to that wall you've been seeing in the cut scenes. Continue N past another spike trap and locate the fifth and final torch at the dead end. When you light it you see a block rising at the light-colored wall.
Go back there and drop the torch (you don't need it any more). Use the raised block to access a new area of the maze. When you reach the T-intersection, turn left and grab a large medi-pack past the spike trap. Reverse roll and go the other way. Turn the corner and take a second GAIA KEY from the pedestal, releasing a raging yeti in the process. The yeti will find you soon enough, but if you try to shoot him here in the maze your game will probably freeze up for some unknown reason. Elude the yeti long enough to lure him outside the maze where you can blow him up just like you did the other one. Unfortunately, there's another yeti waiting for you there as well, although this one dies in the normal fashion (with a defiant roar) when you shoot him.
When order has been restored, return to the maze and take the left route to find that NW gate open. Enter for some flares. The other gate along the right-hand route is also open, so go there for a small medi-pack. Exit the maze and return to the beginning room with the closed doors and the ladder. Go down the left ramp and return to the giant spider zoo. Go up the stairs to the three key receptacles. If you continue up to your right you soon come to a closed door, so take the stairs to your left and follow to the roof over the giant spider zoo. There are holes sprinkled throughout, but none allow you to drop down into one of the cages (as if you'd want to). Go across to the N passage and jump to grab the edge. Pull up and follow the passage to the entrance to a breaktile room.
It's an easy matter to get across with a couple of running jumps, but at this point it's of course uncertain whether you'll need to come back this way later, so it would be a good idea to use the left or right row and save the middle one. Use the crawl space on the other side of the room to descend a series of blocks and find yourself overlooking the maze that you recently negotiated. Make your way along the tops of the walls for some grenade gun ammo, a small medi-pack and shotgun ammo, then go over and jump to the opening in the E wall. Step forward to the entrance of a room guarded by an obvious spike trap, with a flaming pedestal across the way. Actually, the marked tiles in this room are the only ones that aren't spike-protected, so use them to reach the opening across the way. That last angled jump is a little tricky, requiring use of the left arrow and action keys. Once inside, pull down the hard-to-see wall switch at the NE corner to neutralize the spikes in the previous room. Go there and pull down the timed switch in the S wall to turn off the flames surrounding the pedestal for a few seconds. Dash there and pick up the third GAIA KEY (although this one shows simply as "Load" in your inventory), quickly hopping back before the flames return. I found that taking a couple of running jumps along the way saved some valuable time.
Exit this area and go back across the maze top (and yes, you do have to use those leftover breaktiles in the next room) and return to the landing with the three key receptacles. Insert your three Gaia Keys to release five giant spiders from the cages in the room below. Kind to tough to handle with only the pistols in your arsenal. After your battle royal is over, go to the cages and enter the alcove in the larger one to push a floor lever (cut scene of a door opening). Push the floor lever in the other cage to open another door. Go back down to the room where you began this level, and you'll find that those two doors N and S are now open.
Pull the blocks out of the alcoves and move them onto their respective gray tiles. A door opens, so go back up through the spider zoo, up the S stairs and continue around to your right. Run through the passage until you reach the entrance to a large lava room with suspended breaktiles bending around to the right. It's fairly easy to span the gauntlet with a series of running jumps and jump into the W passage. However, there's more here than meets the eye. Literally. Looking across the room you can see an opening far off in the S wall, an opening seemingly impossible to reach. Pull out those binoculars, however, and you'll see several translucent tiles clustered just beyond the row of breaktiles.
Instead of taking the obvious bend-to-the-right route (although you miss out on some nice music if you take the more complicated route described below, so you may wish to save your game here and try it both ways), hop back twice from the edge and take a running jump to the first breaktile. Continue with running jumps from breaktile to breaktile until you reach the last one. Try to land on the right side of this breaktile, and as soon as you land turn to your left and take a standing jump S. You should land safely on one of the translucent tiles. You've probably attracted the attention of a bat by now, and you'll attract a second bat before you finish here. Use your binoculars or a flare to pinpoint the other tiles, together with a pair of sloped pillars leading to the S opening. Don't jump to the W tile now, for if you do, you'll burn and die when you pull up. Instead, take a running jump and grab slightly NW to the other tile, then jump back to the previous tile. The burner effect on the deadly tile has been neutralized, so you can now safely jump to the W tile and pull up. Face S and take a running jump and grab to the first sloped pillar, pull up, slide a bit, jump off onto the second slope and jump off again into the S passage (using the action key so you won't bump your head).
Don't try to pick up the shotgun ammo in the alcove to your left, as it's spike trapped. Turn right and take the large medi-pack from the pedestal, then continue E while avoiding a second spike trap. Jump into the water hole and swim to an underwater lever. Pull it to open a door you've seen already. Swim forward and pull out E. Follow the passage, taking running jumps over two spike pits, and shoot three baby spiders in the next room. Turn around and activate the jump switch to open the door at the top of the ramp. Pull the two wall switches there and note the cut scene showing a neutralized spike tile after each one. Also note the closed door to your right.
Instead of continuing up the ramp, go back the way you came and stop right in front of the first spike pit. You're on the trigger tile that opens that timed door at the top of the ramp. Sprint up the ramp, veer to your right and clear the open doorway just before the door slams shut. Step forward into SECRET #3 (as the door re-opens) and pick up the Walther ammo and the laser rifle ammo. Go back down the ramp, jump over the spike pits, then into the water and return to the area with the pedestal and the shotgun ammo. You can now pick up two stashes of shotgun ammo with impunity as you're rewarded with the chimes for SECRET #4. Go back to the ramp where you killed the baby spiders, through the opening at the top and follow until you're warped to the next level.
ROCKY ROAD PT. 2
Follow until you reach an opening where you trigger a flyby of another huge lava room, capped with a Mutant Monster straight out of TR1. Take a running jump and grab to the platform and pull up with your pistols ready to start firing. Actually, the mutant isn't as hard to kill as the giant spiders were, but you need to make sure it doesn't push you off into the lava as you dart about while filling it with lead. When the monster is dead you get a brief scene of the wall lowering across the room. Be sure not to save your game at this point, as upon reload the wall will be raised once more and you won't be able to progress. Face the ropes and breaktiles. From the edge of the platform, take a standing jump to the first breaktile and a running jump and grab to the nearer rope. Turn slightly to face the W opening, swing forward and jump off to land inside the opening. Run forward and pick up the BAG OF SAND and the SHOTGUN. You feel a rumble as the gate opens across the way, releasing two yetis. I found I didn't need either of the ropes to get back. It's also okay to save now, just in case you need more than one try. Take a running jump to the right side of the nearer breaktile, swerve left and take a running jump to the left side of the next breaktile, swerve a little to the right and take a running jump (without grab) to land on the edge of the mutant's platform.
Kill the yetis (they're both of the exploding variety) and go past the opened gate. Kill four baby spiders, enter the second alcove on your right and pull down a wall switch to lift a nearby gate. Go to the E wall and pull down the wall switch to open the door to your left. Shoot another baby spider and climb the tall ladder. When you reach the gap, take a back flip to the ledge behind you. Take a running jump and grab to a portion of the ladder above the gap, climb up the rest of the way, pull up and slide down toward a shallow lake. If you stand where you stop, the ensuing earthquake will become quite annoying, so stop it by sliding the rest of the way down into the lake. Start wading ahead and to your left, and watch out for falling debris. When you reach the NE corner, look for a slightly raised ledge where you can pull out W. Turn around, step down NE and walk forward as far as you can. Face the opening in the N wall and take a standing jump forward to grab it. Pull up into the passage and follow past a crawl space to the entrance of a new room. Save your game before entering.
You're faced with an array of switches of different kinds. If you don't pull them quickly enough and get out of here, you'll be spiked. As you enter you hear the timer start ticking its way down. Pull the levers in the following order: First, run forward and push the floor lever to your left to open a door to your right. Go there and pull down the wall switch to the right of the doorway before entering. Pull down the wall switch in the next room, then back flip with a twist and run into the previous room to pull down the wall switch ahead and to your left. Run diagonally across the room and push the second floor lever. Turn around and activate the jump switch in the corner across the room. The exit door opens in the W wall, so run to safety before the spikes get you.
Climb the block passage N and follow to the entrance of another lava room. It's fairly easy to get across, however. Step down diagonally to your left, then take a standing jump E (diagonally to your right), vault up and continue forward into the next area. Shoot two baby spiders in the next room and find some revolver ammo in the NE caged area. Take a running jump SW (with a midair curve to the left) from the higher plateau to grab the opening in the S wall. Shimmy to the rest as necessary to pull up inside and follow to an opening overlooking a small room. Safety drop into the room and take the GAIA KEY from the pedestal. Pull down the wall switch to raise a block that enables you to get back up. Return to the previous area and continue down the S alley. A yeti tries to sneak up on you before you've taken more than a few steps. After killing it, look for what appears to be a dead (yellow) plant in the alley and run to it to drop down into a secret passage. Step forward into SECRET #5 and pick up flares and a large medi-pack.
Pull back out, go to the end and use the Gaia Key to open the gate to your left. Continue onto a stone bridge. Run quickly along it to avoid the debris that tumbles from the ceiling. Shoot two bats in the narrow passage and emerge onto another stone bridge with more ceiling debris. You have to take a running jump and grab across a gap. Pull up and watch out for a bat and more debris. Go through an opening and follow the stone bridge until it comes to an abrupt end. An earthquake plagues you while you contemplate the ledge gauntlet ahead. Hop back twice from the edge and take one step forward. Take a running jump to the first ledge, then two quick side flips left in succession just ahead of the falling debris, then a standing jump forward. Quickly walk forward to the corner, and the debris should miss you. Take a standing jump with grab to the next segment of stone bridge, pull up and run forward as more debris falls. Take a running jump at the end to the lone ledge, a running jump off it to the final segment of stone bridge, and finally a running jump at the end to grab the ledge leading to the opening in the W wall.
It's not possible to jump into the teleporter beam. Instead, stand in front of it, hit the action key, then the up arrow key. You should then vault up onto the platform, where you'll be taken to the next level.
COUREL'S SANDS REVISITED
You're back in a familiar area. Pick up the extra BAG OF SAND at your feet. Don't pull down the wall switch in the SW corner, or you'll close a door you'd previously opened. Loop around to your right and go down the stairs to the first floor lava pool. Place the Bag of Sand on the element scale to the right and watch the door open on the third floor above. Go up there and enter the open doorway to be whisked away to your next series of tasks.
INTO THE FIRE
If you don't move fast the lava flow ahead will cut you off, so run forward and take running jumps over (or simply sprint past) three sets of merging lava formations. Jump over the lava pit and crawl under the flame blowers. Be prepared to get up quickly and run past two more lava formations. Hop down into the lower passage and dodge yet another lava formation. Run forward and pull up into the crawl space. In the next room you're attacked by a female winged monster, who seems much too pretty to kill. Do it anyway. Stand at the edge of the lava pit, facing the ladder, and save your game. Don't jump to the ladder, however, or you'll be set ablaze by the hot lava. Instead, jump up to grab the crack in the wall to your left, then shimmy to the right until you're on the ladder. Climb up to the top rung and take a back flip to the breaktile behind you. Take one quick hop back and jump forward to grab the higher corner ledge. Pull up and turn to your left. Pull up onto the higher ledge and follow it to a low spot directly opposite the next breaktile. Take a standing jump and grab its edge, shimmy left around the corner, pull up and take a running jump to grab the next higher breaktile. Shimmy around the corner to your right, pull up and take a running jump and grab to the triangular opening in the N wall. Pull up inside and use the crawl space to your left (the pit ahead is a spike trap). It's a tight squeeze, but you can make it if you stay left.
Crawl past the spike pit (now on your right) and stand up. Continue to a room riddled with suspended boulders. It's not difficult to evade them by taking a running jump into the room and running for dear life into the opening on the other side. Step forward into SECRET #6 and pick up a small medi-pack, shotgun ammo and Walther ammo. Now you have to get out, which is easier said than done. Stand as close as you can to the rolling boulders, and when the two nearest ones pass each other, run out and take a running jump after you've taken a couple of steps. Turn to your right and run up to safety in the corner as the last boulder is triggered. Walk S along the ledge past the entrance and you'll see an opening to your right. If you look up the shaft you can see the telltale markings of a ladder. Take a standing jump and grab the lower rungs of the ladder. Climb up, shift right and release to drop onto a ledge. Lower Lara through the crawl space and release to drop onto a corner ledge outside. Pause to shoot a bat, then try to target another dormant bat W and shoot it so it won't bother you later. Turn to face S and take a running jump toward the wall. Don't worry about the poised boulders. Don't allow Lara's feet to get "set" on the climbable surface, but start shimmying to the right past the boulders until you're able to pull up (over the lava pool below) at the opening of a ramped passage.
Follow the passage into what looks like the devil's throne room. Note the key receptacles and the unlit lamp stands, then continue S into another boulder-protected room. Here's how I beat it. Run up the central ramp until the boulders are triggered, then pull up left (or right, maybe, I didn't try it both ways) onto the higher ramp as the boulders rumble by. Three harpies are alerted back in the previous room, and these are the kind that explode when you kill them. Pull up S and trigger a flyby that takes you through the next vast room. Go up the ramp on the left side and into the alcove around the corner for some grenade gun ammo. Return and go up the ramp on the right side and into the alcove to locate a jump switch. Get back out and between the two flaming platforms S. In the alcove to your right is a wall switch that turns off some flames in the previous room.
Go back where the boulders came down, pull up onto the ramps on either side and pull down all four wall switches (timing the flames, of course). Hop down and go back to the next room and find that a block has risen W, allowing access to a jump switch. Activate it to lower a block in the alcove S, directly across from the alcove just past the alcove near the two flaming platforms. Go there and pull down the wall switch for a static cut scene back in the room with the key receptacles. A bunch of fire wraiths are also released, so run back N and jump to your left into what was previously (and still appears to be) deadly lava. You're saved, and the wraiths are extinguished. Pull the underwater lever here to open the gate at the top of the ramp (there's a closed door in the opposite lava pool). Climb back out and run up S. Vault up and run past the open gateway. Use the monkey bars to cross the lava trench and drop down on the other side. Run forward to be carried to the next level.
Step forward and pick up the SHOTGUN. There are three corridors leading off S, W and N. There are two closed gates near the end of the W corridor, so don't go that way. Take the S corridor first. You'll also note that the flare bug afflicts this level from the very beginning. Follow the corridor to an intersection where you'll be greeted by two Atlantean mummies. Kill them and note six more dormant (wonder how long that will last) mummies before proceeding W to slide down a long slope. Jump off near the bottom to clear the lava pit and grab the edge of the block. Pull up, step forward and time a standing jump past the first squishy block. Stand either on the right or left side of the corridor and time a running jump past the next two squishy blocks. Be careful not to run into the lava pit in the corner ahead. Jump past the lava pit to the left and pick up the shotgun ammo in the elevated alcove. Face N and take a running jump and grab to the passage ahead. Pull up and follow to a long ramp that's ideally suited for a boulder trap. When you get to the opening to your left, turn around and hop back until you trigger the boulder. Dash back down the ramp and duck into the opening (now on your right). Pick up the shotgun ammo and pull down the wall switch to open one of the gates in the W corridor.
Reverse roll and continue S up the ramp. When you reach the intersection, turn left and go up the ramp. This is also a boulder trap, but it's a bit more difficult in that you don't trigger the boulder until you step on the seventh square. I suggest you stop on the sixth square, reverse roll onto the seventh and sprint back down the ramp until you can escape by turning right into the intersecting corridor. When the coast is clear, go back up the ramp, where you'll trigger a second boulder by stepping on the eighth square. Use the same technique as before to evade the second boulder and continue up the ramp. Slide down a long slope to the entrance of a large lava room. Save your game here.
Take a running jump and grab the rope. Swing forward and jump off to land on an invisible tile. Since you can't see it, reaching it is largely a matter of trial and error, but I was successful on the third try. Step forward and take a running jump to another invisible ledge. Take a running jump NE or SE and pull down one of the wall switches, then side flip and pull down the other one (which is timed). The gate opens briefly, so simply turn toward the door and run across the corner into the opening. Follow the corridor until you reach a closed door that opens upon your approach.
You're back in the Atlantean mummy room. Naturally, when you try to squeeze past the one blocking your way, two of the remaining six wake up. Exit E and return to the hub room, whereupon the rest of the Atlantean mummies decide to wake up and follow you. After dealing with the lot of them, follow the N corridor to a room where the door slams shut behind you upon your entry. Pick up the shotgun ammo and step forward into the room. Turn right and awaken two more Atlantean mummies. Pick up the shotgun ammo near the S wall and jump into the nearby water hole. Pull the underwater lever across the room, swim back and pull out N. Go to the other side of the room and awaken two more Atlantean mummies. Jump into the water hole there and pull the companion underwater lever.
Pull out and go to the closed door in the W wall. Jump into either water hole, pick up the large medi-pack and pull down a third underwater lever at the far end. Swim back, pull out and find that a block has been raised in the Atlantean mummy room. Use the slight ramp on the N face to climb to the top and take a running jump and grab to the E ledge. Pull up and step forward to pull down two wall switches that open the large gate below. Jump back to the raised pillar and safety drop to the floor. Enter the open E gateway and stay left as the camera angle changes. Jump a series of lava pits as you make your way up. Be ready for a steeper slope that makes you slide down toward the deadly lava, and jump forward to safety. Just beyond that is a larger gap. Take a running jump and grab across, but don't pull up yet or you'll prematurely trigger a phalanx of boulders. Shimmy to the right as far as you can, then pull up to trigger the boulders and hop back to hang from the edge as the boulders rumble by. Pull up and run to the top, noting the closed trap door behind you. Slide down into the next room and trigger a lingering flyby that cultimates with one of those fire-breathing, locust-spewing dragons.
When camera control is restored, quickly run forward and grab the INFERNO KEY from the pedestal before the dragon can gather its wits and start hurling fireballs and locusts at you. Picking up the key also awakens a second dragon, so beat a hasty retreat forward and to your right. Take a running jump onto the corner of the nearer raised block, wait for the flames to stop and take another jump to the corner of the next block. Take a standing jump into the opening in the N wall, using grab if necessary to prevent bumping your head, and run forward. At the end of the passage, reverse roll at the closed door and jump forward to grab the edge of the upper passage. Pull up and follow until you reach an opening high above the dragon room.
Draw your pistols and keep shooting down at the dragon until it explodes. Take a running jump down to the first ledge and shoot the harpy that's flying about. Then take a running jump and grab to the second ledge and destroy the second dragon in the same manner. Now you're free to handle the remaining tasks in this area without undue distraction. Take a running jump and grab to the third ledge, and finally to the fourth ledge against the W wall. Shoot the two vases (this is important, as shooting all five vases in this area opens an exit door) and pull down the wall switch to open a second gate in that W corridor back at the beginning of this level. Another harpy is aroused, so hunt it down and kill it. Look to the S wall between the third and fourth ledges, and you'll see an opening. Take a running jump and grab to the opening and pull up inside. Run down the steps and pull down the wall switch to open that door you saw earlier.
Go back to the ledges and cross over to the E side. Hop into the opening in the wall and follow to the open doorway. Instead of entering it now, however, let's divert for another secret. Hop down and run N down the ramp back to the dragon room. Time the flames to jump the blocks down to the central platform. Go to the middle of the S edge, precisely between two of the ledges overhead. Take a hop back, then one step back. Take a running jump forward, and you'll land safely in a hole in the lava. Swim along the passage until you reach a gauntlet of blade traps. You need to swim over the first one, under the second one, over the third one and then skim along the floor past the rest of the blades until you emerge in an underwater room for SECRET #7. Pick up the GRENADE GUN (or leave it for the return trip), then turn to your right and pull the underwater lever to open a trap door you've seen already. Swim down and then forward until you're able to surface for air. Swim back to the secret room to pick up two stashes of grenade gun ammo, then exit once more and pull out through the open trap door.
Return to the dragon room and use the SE blocks to get back into the opening in the S wall. Run up the ramp and pull up into the open doorway. Turn right to see the long ramp, and sure enough, directly overhead is a suspended boulder. Save your game, then start running down the ramp and hit the sprint key when the boulder is finally triggered. Turn right at the bottom of the ramp, but don't run too far into the passage ahead or you'll be set aflame. Crawl under the flames and time a run past the hammer trap. Shoot the vase against the W wall, then go around and shoot the vases in the SE and NE corners. There are four wall switches in this area, two upper and two lower. Pull them all to open the N exit door.
Run down the ramp and turn left. Crawl under the horizontal blade trap and sidestep left at the edge of the lava pit. Take a running jump and grab across. Even if you miss, you shouldn't catch on fire. Pull up and crawl under the next two horizontal blades. Drop down into the first pit for a large medi-pack, then pull out and jump over the second one (which is fire trapped). Side flip to your right into the lower passage. Run down the W ramp. The door below opens about the same time a boulder is triggered, so quickly scoot to your right as soon as you're past the opening. You're back in a familiar room. Exit W and return to the hub room. Enter the W opening and follow the inclined passage to a warp trigger.
Enter the Oriental flavored area and active the jump switch in the alcove to your left. The N double doors open, so go inside and enter the first alcove to your right. Pull up through a phantom tile into a hidden passage. Your way is blocked at present, so go back out to the main hall and proceed N.
Pull down the wall switch on your left and listen to the sound of a gate opening. If you didn't know about that phantom tile you might go crazy trying to find what you just opened. Pull up through the phantom tile and go pull down the wall switch at the far end of the passage to open some double doors further on. Get out and proceed N into the next room.
Step out onto the ledge beyond the opened double doors and survey the lava room and assortment of sloped pillars. Hop back from the edge and take a standing jump to the first sloped pillar. Allow Lara to slide down the other side and land on a safe tile. Grab the edge of the block ahead but don't pull up. Instead, shimmy around to the other side and pull up in a corner so you won't catch fire when the top ignites. Take a standing jump and grab the far N block. Shimmy right around two corners and pull up at the NW corner. Take a standing jump and grab N to the sloped pillar. Shimmy to the left, pull up and slide down the oher side. Jump off with a left curve to land on the next sloped pillar, slide and jump off with a right curve to land on the next sloped pillar, jump off without sliding to grab the block ahead. Shimmy around to the other side, pull up in a corner and take a standing jump and grab N to the next block. This one doesn't ignite when you pull up (the adjacent block is deadly, however). Note the closed door in the nearby E wall.
Take a standing jump N and grab the next block. This one is safe as well, as is the next one. Take a standing jump from the back edge and grab the sloped pillar ahead. Pull up, but don't slide down the other side or you'll be ignited. Jump off immediately and grab the nearest block. Don't pull up, but shimmy to your right until you reach the third adjacent block against the E wall (which is a safe one). Pull up and take a standing jump NW to the next block. Without stopping, swerve to your right and take a running jump into the N opening before the flame burner ignites. Go past the dormant (for now) Samurai statues and note the three head receptacles in the next room. Return and take the W hallway. Turn right and note an opening in the N wall. Hop down and pick up a TORCH in the shallow depression. Back flip out and go back to the lava room. Wait for the flameblower to subside, then take a running jump to the block. Step quickly into a corner before the flames return, then light the torch. When the flames subside again, take a running jump back into the N passage.
Take the W hallway again and continue to an unlit wall torch. Light it to lift the nearby gate, then drop your torch and enter the open gateway. Walk out to the edge of the grate, wait for the flame blower ahead to subside, then take a running jump and an immediate standing jump to the safe tile.
Take a running jump without grab to land safely on the next platform. Step forward to the middle of the ledge and jump straight up to grab the rope. Swing forward and jump off to grab the slope high up on the W wall. Pull up and back flip onto a ledge. Turn around, jump to the next ledge and pull up onto the bridge. Run forward and pick up the TORCH. Turn around and light it with one of the nearby flames and return to light the wall torches. The gate between them doesn't open, but another one elsewhere does. Drop your torch and get back down to the ledge where you pulled up. Safety drop at the expense of a small amount of health, then walk E and take a running jump and grab to the ladder. Pull up and return to the grate at the entrance the same way you got here.
Go past the Samurai statues into the E hallway and find the open door around the corner. As you approach you'll trigger a hammer trap, so wait for them to pull back before taking a running jump slightly SW to grab the edge of a hole in the floor. Pull up and time the flames to reach the opening in the S wall. Follow the corridor to find a cockeyed floor lever. Push it for a cut scene of the previous room. Go back there and locate two chains near the hammers on either side of the room. The flames have been extinguished around the W one, so carefully make your way there and pull the chain once. The flames protecting the E chain are now gone, so go there (side flip over the adjacent flametile) and pull the chain once. A static cut scene shows a gate elsewhere.
Leave this room by jumping into the hole and landing in a pool of water. The exit gate at the end of the E shaft is closed, so pull the S underwater lever, flip turn and quickly swim into the N opening and up. Pull out before the timed trap door closes. You're near the entrance to the hammer room. Go back past the Samurai statues and down the W hallway. Pick up your lighted torch where you left it and stand at the base of the SE slope. Take a standing jump forward and stand as close to the crawl space as you can. Toss your torch past the crawl space. Crawl through, pick up your torch and take it with you to the SW corner. Light the wall torch there to open the nearby gate. Leave the torch here, as you'll be busy doing other things in the next room. Save your game.
The gate slams shut upon your entry, and you don't have much time to do what you have to do. Turn left and sprint diagonally down the long room. A spike wall starts coming toward you, but don't stop to watch. Pull down the switch in the W wall, back flip with a roll and run across the room to pull down the E wall switch, turn left and sprint down to the other side of the room and pull down the other E wall switch, back flip with a roll and run to the fourth and final wall switch in the W wall. Pull it, turn left and sprint to the open door a fraction of a second before the spike wall blocks your way. Your troubles aren't over, however, so I'd save my game again during the coming slope slides. A boulder starts following you down the second slope, so use the look key to give you a better view ahead. As soon as you see the overhead monkey bars, jump up to grab them and wait for the boulder to pass you. Release and continue sliding down the slope. Jump to activate the jump switch near the end. You'll slide down a third slope into a room where two sets of spike walls start to converge in succession. Sprint past the boulder and the spike walls into the E opening. Run up the ramp and wipe your brow in the next room after shooting three baby spiders.
Use the blocks to reach the ledge up in the S wall. Go to the W end and take a running jump over the obstruction to grab the wall ladder. Climb to the top rung and back flip onto a higher ledge. Turn around and go to the E end. Jump to the ladder and start climbing. Same drill, back flip at the top rung onto a still higher ledge and look for the baby spider at the W end. Use the raised tile to jump up and grab a suspended ledge above. Pull up and take a running jump N to the next ledge, and finally another running jump with grab into the opening in the N wall. Follow the passage until you reach a pedestal with the first DRAGON'S HEAD. The gate ahead opens, so step forward to an opening that overlooks the lava room that you navigated earlier. Jump to the nearest pillar and progress N in the same manner you did before.
When you reach the N area, turn left at the Samurai statues and follow the W hallway and back through the crawl space. Enter the spike wall room, which is now safe, and run to the S end for the BLAZE KEY in the SE corner. Pull down the four wall switches again to re-open the door in the W wall. Slide down the slopes into the second spike wall room, where you'll be attacked by four Samuari soldiers. One becomes dormant during the ensuing battle. Step on the ledges to revive four more Samurai soldiers (one at a time, of course). Jump into the side pools and pull an underwater lever in each one. When you pull the fourth one a gate opens in an area you've already explored. Pull out and run up the E ramp to a familiar room. Use the blocks, the ledges and the ladders to reach the high opening in the N wall. Repeat the route you've taken twice already to reach the passage in front of the green Samurai statues.
Take the W hallway, enter the W gateway and repeat the laborious process of getting up to the bridge above. The E gate is now open, so run forward and take the second DRAGON'S HEAD from the pedestal. A cut scene shows an underwater gate opening while a harpy attacks. It explodes when you kill it. Get back down and run past the Samurai statutes down the E hallway to the hammer room. Take a running jump past the opening hammers and use the action key to make sure you don't fall into the water below. Pull out if necessary and wait for the flames ahead to subside before making your way over to the receptacle in the S wall. Insert the Blaze Key for a cut scene showing another underwater gate opening. On your way back to the water hole, note that the W cage is now open. Go inside and take the small medi-pack from the pedestal for SECRET #8.
Exit the cage and jump into the water. Enter the E opening and follow the passage to the end, where you pull up into the E cage in the hammer room. Take the third DRAGON'S HEAD from the pedestal and jump back into the water. Return to the pool room, take a breath, then pull the S underwater lever and flip turn to swim through the N opening and up through the timed trap door. Pull out and go past the green Samurai statues to place your Dragon's Heads in their receptacles. The door in the NW corner opens, so go inside and watch two synchronous dragons rise out of the lava ahead. You have to be persistent, but they can be killed. After both have expired in a burst of explosive glory, go to the E end of the walkway where the exit door is rising and falling intermittently. Go inside and climb the ladder at the end of the passage. Back flip at the top into an upper passage.
Turn around and run down the passage onto an upper ledge, where you encounter a fixed camera angle, and note that a third dragon has materialized below. Kill it and go to the middle of the ledge to take the INFERNO KEY from the pedestal. Doing so attracts a trio of fire wraiths, so don't waste time trying to get back down via the ladder. You'll probably find the exit door closed anyway. Instead, run off the edge onto that portion of the walkway leading to the S doorway. The nearest water is in the hammer room, so you know where you need to be headed now. Unfortunately, when you pass the green Samurai statues they magically come to life, so run past them and jump past the hammers into the water to douse the wraiths. When I did so the Samurai warriors jumped in after me. They can't be killed down there, of course, but they appear not to carry any essential pickups. Pull the S underwater lever again and make your escape via the N opening.
You now have to retrace your steps S back through the long lava room and all the way to the spot where you began this level, whereupon you'll be whisked away to a previous battleground.
Follow the passage to the hub and run straight ahead into the E passage toward the flame to hit a warp trigger.
INTO THE FIRE
Monkey swing across the row of flames and run down the N stairs into the large lava room. Jump past the boulders and insert your Inferno Key (cut scene of a jumpswitch) and your Pyro Key (cut scene of an area behind you, although its significance is uncertain) in their receptacles. Go back up S and encounter another one of those winged female monsters. Kill her and continue S up the stairs. In the highest room go past the twin flames and enter the alcove on your right, just before the open gate. Pull down the wall switch (I don't know if this is important or not, but it doesn't hurt anything to do it) and go back down and around to your right. Enter the alcove to find a jumpswitch there. Activate it for a cut scene of the area you just left. Go back there and pick up the TORCH. Light it using one of the nearby flames and carry it with you back down the N stairs.
Jump past the boulders again and light the two lamp stands near the W and E walls. The gate in the wall of the E lava pool (now safe) opens, so jump in and swim through the short passage. Pull out and pick up the JERRYCAN at your feet, then step forward and pull up into the teleporter.
COUREL'S SANDS BACK AGAIN
Your Jerrycan is not in your inventory, so step forward and pick up another JERRYCAN. Pull down the SW wall switch and grab a TORCH from one of the plinths. Go down the stairs to the second story balcony and light the torch with one of the burning lamp stands. Go down the stairs to the lava pool level, drop your torch for a moment and dump the contents of the Jerrycan into the middle scales. Light the concoction for a cut scene showing a door opening upstairs. Drop your torch, go up the stairs to the third story balcony and use the ladder in the S wall to back flip onto the fourth story balcony. Locate the door you opened and enter to end this segment of your adventure. Watch for the full version, coming soon.