NEW ADVENTURES OF LARA CROFT

 

Levels by Levelman

 

Walkthrough by Phil Lambeth, using notes provided by Tom

 

 

Level 1 - NEW HOME

 

Begin in an outer courtyard.  Turn around and open the door.   Be forewarned that there are many areas to explore here, but relatively little to do.  This walkthrough will cover only the essential areas.  Turn left and go up the stairs.  Turn left at the grandfather clock and enter the pool area.  Jump up to grab the monkey bars and monkey swing across to the W side.  Release and drop onto the ledge.  Pull down the wall switch to release a rope.  Go back to the monkey bars and stand at the edge of the ledge.  Jump up to grab the top of the scaffolding, shimmy right a bit and pull up in a kneeling position.  Crawl to the E side and pick up the LASER SIGHT.  Hang/drop to the ledge and go down the N stairs.  Take a running jump from the N edge of the pool board to the rope.  Swing forward and jump off to land on the S ledge.   Pick up the GOLDEN SKULL for SECRET #1, then exit this room.

 

Turn right and run E past the stairs, turn left and open the brown door N.  Go all the way N and locate a floor lever on the other side of a pillar.  Push it to open the iron gates in the courtyard.   If you wish, you can continue up the stairs to the top floor and activate a jump switch to open a door for some flares, then enter the nearby room and push a button to trigger an instrumental rendition of San Francisco.  Otherwise, go downstairs and return to the courtyard.  Don't go through the open gates NE, but rather enter the S alley and follow to a courtyard with two tall sloped pillars.  Climb the ladder you see on one of them, pull up and backflip to the next pillar, slide, jump and grab the ledge.  Pull up, turn to your left and take a running jump and grab to the W ledge.  Pull up and step forward.  As you pick up the GOLDEN SKULL for SECRET #2, you hear the sound of a door opening.  Drop to the ground and locate the open doorway W of the tall sloped pillars.   Find the wall switch inside.  When you pull it down, a cut scene shows the garage doors opening.  You can go back the way you came or take a short cut through the swimming pool. 

 

Return to the first courtyard and enter the garage.  Shoot the boxes next to the motorbike (which, by the way, is inoperative) and pick up the REVOLVER.  You now have to locate and shoot four targets that appear in succession.  Go out into the courtyard, and you can see the first one high up to your left beyond the fountain.  Shoot it and follow the street beyond the open iron gates until you near the end, then turn around and look up N for the second target.  Shoot it and go back through the open iron gates.  Turn around and look up N, and you can see the tip of the third target peeking over the highest point of the building.  Shoot it and go back through the open iron gates.  Follow the street until you near the arched bridge, and look up W to spot the fourth and final target.  When you shoot it a door opens, so run down along the street until you reach an arched doorway to your right.  Open the door just inside if you didn't do so earlier, and find that another door in the room is now open.  Go inside and push the floor lever to open the exit gates around the corner.  Go there to end the level and return to the load screen.   Push "escape" and select the next level from the menu.

 

Level 2 - GOLD PYRAMID

 

After the brief opening flyby, turn right and enter the pyramid.  Go down the ramp and take the right fork to go up an adjacent ramp.  When you reach the top you'll hand two closed gates, each requiring a star artifact.  Shoot the vase, if you wish, to release a scorpion.  Climb the ladder, shift left at the first ledge and release.  As you walk around the ledge you trigger a cut scene showing a ninja coming up the ramp after you.  Go down to engage him in mortal combat and pick up the flares he drops.   Climb back to the top of the ladder and shift left and drop onto the upper ledge.   Go to the W edge of the ledge, just to the right of the pole, and jump up to grab the ladder in the wall of the shaft.  Climb up into an upper room and pick up the shotgun ammo and the HAND OF ORION.  Get back down to the ledge and hop over the W gap into the next passage.  The N corridor leads to the edge of the pyramid, and you can't get out that way, so go into the W room and shoot the vase behind the crypt for the CARTOUCHE PIECE 2.

 

Jump back E over the gap and carefully jump to the ladder.  Climb all the way down.  Although your Hand of Orion will fit the nearby receptacle, ignore it for now and continue down the ramp and loop around to the right to find another ramp leading downward.  In the next room, climb the pole near the S wall, facing N, and backflip onto the S ledge.  Jump from there to the top of the central structure and push the floor lever.  A slight earthquake signifies that a change has taken place below.  Drop down to find that the E pit is now filled with water, enabling you to swim across to the other side.  Jump into the water, swim down to the bottom for CARTOUCHE PIECE 1, then swim up halfway and enter the W opening.  Swim along the passage into a small underwater room.  Turn left into the S tunnel and follow until you reach an overhead opening.  Swim up, surface and pull out into an alcove.  Take the EYE PIECE from the plinth and swim back N and turn right to return to the flooded pit. 

 

Pull out W, run up the ramp and loop around to the left to run up the next ramp.  Insert the Hand of Orion in the receptacle nearest the ladder and go through the opened gateway.  Turn left into a room with a bright pyramid structure and note the cartouche receptacle.  Combine your two pieces to form the BA CARTOUCHE and insert it.  A door has opened at the S end of the corridor, so go there and shoot all the vases in the next room.  Hop onto the corner ledges and pick up the large medipack, the SHOTGUN and the HAND OF SIRIUS.  Go back to the top of the ramp and insert the Hand of Sirius in the receptacle there.   Enter the opened gateway and follow the passage to a room with another pyramidal structure.  Climb either ladder to the ledge above and take the second EYE PIECE from the plinth.

 

Exit this area, run down the ramp and loop around to the left to continue downward.  Jump into the flooded pit, swim across and pull up on the other side.  Turn right at the intersection and walk forward slowly.  When you hear the burst of action music, hop back and take refuge in the adjoining passage as a spike ball rumbles by.  Head up the ramp and turn right at the landing.  Enter a torch-lit room.  There's an opening in the W wall as well as ramps leading up S and N.  Both ramps are spike ball trapped.  Trigger them both (although the S one is just for exercise), then go up the N ramp and pull up to locate a floor lever.   Push it to open a door in the adjacent room SW. Go there and run past two closed gates to a central pit. Go to its W side, hang Lara off the ledge and drop down, then immediately grab the crawlspace. Get in the next room and pick up another HAND OF SIRIUS at the end. Back through the crawlspace drop into the water and follow all the way back to the room where you can climb out. Place the hand in the W receptacle and an opening gets revealed in the alcove. Head through to enter a trophy chamber, kill two scorpions and pick up a large medipack and shotgun ammo at the end. Return all the way to the top of the shaft where you reached the crawlspace and enter the opening in the wall opposite the entrance. Climb up the pole, turn 90 degrees and back flip into a passage. Follow the passage until you reach a receptacle in the N wall. Combine the two Eye Pieces to form the EYE OF HORUS, then insert it in the receptacle to open the iris door. Shoot the two ninjas waiting for you outside, loop around to the left and go down the stairs.   

 

Shoot another ninja, go where he was and follow up the stairs to be warped to the next level.

 

Level 3 - STAR GATE

 

After the opening flyby, approach the guide to get his attention and pick up the nearby flares.   Go down S and make sure the guide is following you.   Keep to the right as you wind your way down, noting the unlit wall torches here and there.  Shoot two bats and continue down a narrow passage until you reach an underground room.  Shoot two jars in one alcove to release a scorpion and reveal a TORCH.  Light the torch by using the nearby flame (don't stand too close) and carry it with you up the ramp to the second story.  Shoot a jar for a small medipack, then go through the E opening and follow the passage to a room with a closed gate at the end.  Light the lampstands on either side of the gate, then go all the way back to the cave and find your guide.  He should be lighting one of the wall torches as he comes into view.  Follow him and watch him light the remaining wall torches in the cave.  You may have to lead him from torch to torch if he starts displaying a lazy streak.  Near the end of the route you'll find a wall torch that you can light yourself, so do so while the guide continues around the corner.  You may also have to shoot a scorpion or three along the way.  There's also some shotgun ammo in the area, but you need to take a detour to find it.

 

When you reach the closed iris door at the end of the route, light the two wall torches on either side while the guide watches you.  A nearby door opens, so drop the torch for the moment and enter the E opening.  Turn the corner and side flip past the giant cigar cutter.   A door opens ahead, so enter the next room and take from the plinths an EYE PIECE for SECRET #3 and the SHOTGUN.  Go back the way you came and approach the iris door.  That door you heard opening is in the alcove to your left, so enter the E opening and run down the winding passage until you reach a room.  Take a running jump over the lava pit and grab the block as the camera view changes.  Pull up and take the TIMELESS SANDS.  Jump back into the passage and return to the patiently waiting guide.  Now pick up your torch and enter the W opening.  Run up the ramp and follow the passage to an upper portion of the cave.

 

Turn to your right, cross the W rock bridge and follow to a room where you can light another wall torch.  A cut scene shows a gate opening where you lit those two lampstands earlier.  You can see the second eye piece across the way, but you can't get there from here with all those spikes blocking your way.  Go all the way back to the other end of the cave where you got your torch, run up the ramp and return to the room where the gate is now open.  Pick up the flares and use the reach-in switch for a cut scene showing that spike pit filling with sand.  Go all the way back there and walk across the sand-filled pit and take the second EYE PIECE from the plinth for SECRET #4.  Return to where the guide continues to wait, combine the two eye pieces to form the EYE OF HORUS, and insert it in the receptacle to open the iris door.

 

Before entering, note that the W gate in the alcove to your right is now open.  Go inside, climb the ladder to an upper room and push the floor lever to open a nearby door.  Go down, enter the new room and place the Timeless Sands in the statue's hands.  The guide will now enter the room and go down to stand in front of a closed door requiring an artifact.  Leave him there and go up the ramp on either side of the Timeless Sands statue.  Shoot two giant bugs in the room above, then climb the ladder in the S wall.  Shift left and drop onto the ledge, then go to the other end and hop down to the lower block.  Enter the S passage and pick up the GUARDIAN KEY.   Go to the companion alcove at the other end of the ledge and find a large medipack.  Drop back down to the floor and climb up one of the N ladders.  Insert the Guardian Key in the receptacle to open the gate.  Go inside and follow the passage to a room with a floor lever.  Push it, then return to the previous room and find that the Star Gate has been activated.  Enter it to be taken to the load screen, then press the escape key and select New Level. 

 

Level 4 - IZIS & CLEOPATRA

 

Lara slides down into a room supported by columns.  Follow the W passage and turn right at the intersection.  Go around and find a ramp leading upward.  Go to the second story and find some flares.  Continue around to the SW corner and pull the chain to open a door nearby.  Go around to the S side of this second story and find a companion chain in the NW corner.  Pull it to flood the area down below and go back down to the first story.  Jump into the pool and follow the W passage into a wider area.  Open the underwater door near the SW corner and follow the passage up to a small room.  Shoot the coffin for the MUSIC SCROLL and pick up the CROWBAR in the NW corner.  Swim back to the main pool, pull out into the W alcove and activate the jump switch to form a bridge overhead. 

 

Jump into the water, pull out E and use the crowbar to open the face door in the E wall.   Go inside and pry the first BLACK BEETLE off the wall.   Use the nearby ramp to get back up to the second story, and go all the way around to the NW corner where you'll find that a door there is now open.  I found that Lara would not jump and grab the pole to slide down, so I got down with a simple safety drop.  Take the flares from the central platform, then take a running jump and grab to the E alcove and pry off the second BLACK BEETLE.  Do the same thing on the W side for the third BLACK BEETLE, then climb the pole until you're near the very top before taking a back flip to the E upper ledge.   Run around to the NW end and take a running jump and grab to the W ledge.  Pull up and activate the jump switch, then go back around and activate a companion jump switch near the SW corner. 

 

Translucent bridges have been formed beneath you, so safety drop from here and follow to the N alcove for the PHAROS KNOT.   Pull into the crawl space at the NE corner and go claim the fourth BLACK BEETLE.  Go back and safety drop to the level below.  Use one of the S ladders to climb down still further, then drop down to the lowest level of this room.   Locate the floor hatch in the center of the room and open it facing S.  Climb down for SECRET #5 and pick up the LASER SIGHT and the revolver ammo.  Climb back out and use one of the corner platforms to get back up to the level where you can see the beetle pyramid.  Use one of the ladders to get back up to the level with the pole.  Go toward the N wall and jump either NW or NE to the next ledge.  Hang from the edge over the block beneath you, release and immediately grab the top of the block.  Pull up and use the overhead monkey bars to access the N alcove.  Drop down inside and pick up the REVOLVER.

 

Safety drop to the floor below, time a jump past the flame blower and insert the Black Beetles in the four sides of the pyramid.  Step forward and pick up the MECHANICAL SCARAB.   Climb one of the S ladders to get up to the next level, then climb the pole and back flip to the uppermost  E ledge.  Safety drop to the ledge below and exit via the S opening.  Go around and run W across the translucent blue bridge.  Follow the passage into a new room and note the jump switch at the SW corner.  Jump to the ledge there and activate the jump switch to open the W double doors.  Go past the closed face door on your right (you'll come back to it later) and enter the next room to trigger a cut scene.   After camera control is restored, either go around or swim across to the ledge separating the two pools.  Pull up and turn left.  In the next room, activate the reach-in switch and proceed SW into the next room.   Place the Music Scroll on the stand and play a tune on the harp as a nearby door opens.

 

Enter the E doorway and shoot the coffin for the WINDING KEY.  Exit this room and return to the large room with the twin pools.  Go to the NW passage, combine the Mechanical Scarab and Winding Key to form (naturally) the WINDING SCARAB WITH KEY, and place it on the beetle tile at your feet.   Watch it trigger the spikes, then walk forward and pick it up.  Climb the ladder and use the reach-in switch for a HORSEMAN'S GEM and SECRET #6.  Go back down, locate the NE ramp and go up to the second story.  Pull the chain just before you enter the next area, and a cut scene shows a yellow translucent bridge being formed.  Shoot the harpy and proceed N across the bridge.  Follow the passage to a room with a statue of an Indian princess.  Go on down the ramp and activate the reach-in switches E and W.  Go up the ramp to the N wall, climb up onto the raised block and activate a third reach-in switch. 

 

Hop down to the ledge and take a running jump and grab to the central yellow platform.  Pull up and take a running jump and grab to the W ledge.  Pull up and take the HATHOR EFFIGY from the pedestal.  Safety drop to the floor, go up one of the S ramps and you'll hear a burst of action music as you enter the passage.  You've awakened two skeletons, but you can shoot their heads off with your combined revolver and lasersight (as long as you're sure to keep at least one round for later).    Return to the twin pool room and look up S to see a coffin in the distance.  Shoot it, then go down the SW ramp to find more spike traps.  Use the scarab to trigger the first one, and note that these spikes are intermittent.  Therefore, you have to time your runs past them.  Pick up the scarab after you've passed the second spike trap, and pull the chain in the far corner of the room.  A block lowers in the pool area, so go back there, swim down through the opening and follow the N passage.

 

The next room is filled with spike traps, both of the floor and the ceiling variety, so you need to make your way very gingerly to the NW corner and surface before you run out of air.  Wade up into the next room, open the sarcophagus for the ORNATE HANDLE and SECRET #7, then shoot the coffins for a large medipack and the SHOTGUN.  Go back into the water, swim past the spike traps and surface in the twin pools room.  Go to the SE opening, turn left into the open face door just past the stairs and run up the ramp to the second story.  Go around to the SW corner and combine the Hathor Effigy and Ornate Handle to form the PORTAL GUARDIAN.  Place it on the stand to open the door to your left.  Go inside and insert the Horseman's Gem in the receptacle on the E wall. 

 

A demigod is awakened as the S doors open, so go there and engage him in battle.  When he's dead, continue W into the next room and pull the chain.  The N doors open, so enter the next room and go to the N wall behind the throne to insert the Pharos Knot in the receptacle.  The exit doors open, so run up the stairs and into the cavern ahead to end the level.