CAVE OF THE ANCIENTS
Levels by Lukas Moll (tombraider1703)
Walkthrough by Phil Lambeth, using notes provided by Tom.
Level 1: Caves of the Ancients
There's a neat opening cut scene where Lara plays leapfrog with a raptor before it plunges over the side of a cliff to its doom. When you have camera control, head forward E and pick up the flares, then turn around and see a ladder SW. Go there, climb up and back flip onto a ledge. Jump NE to the stone bridge and hop down to enter the N doorway. Quickly scoot into the E side passage to your right as a boulder comes rumbling down toward you.
Walk down to the grass-covered stone bridge and follow it to the S end. Take a standing jump SW to land on the grassy ledge below. Walk to the N end and take a running jump and grab to the sloped pillar. Pull up and hop down to a lower stone bridge. Climb down the ladder there to SECRET #1 and pick up the shotgun ammo and the large medipack. For some reason there's no tell-tale sound in this game to alert you to the fact that you've just come across a secret. However, you need to find all six of them in order to play the bonus level, so I'll keep you posted on your secret count as you progress.
Climb back up and jump down W. Turn to face SW and jump down to a still lower level. Find a small medipack in the dark NW corner. Go S and find the boulder to your left. Facing E, push it over the edge. When it reaches the bottom of the valley a gate will open. Continue S and look to your right for some shotgun ammo. Go where you pushed the boulder and drop down E to a ledge. Drop down backwards from there N, slide and grab and safety drop to the open gateway. Slide down into a new area, face SW and draw your pistols. Two raptors will emerge from the cave ahead. When they're dead, enter the cave and take the RUBY from the pedestal. Exit the cave, loop around to the right into another cave and find a snake head receptacle. Insert the Ruby to lower a wooden gate and turn left. Climb into the passage, turn left and jump up to grab the ledge.
Pull up, jump up to the stone bridge, go to the SW corner and vault up S. Continue up to the sandy ledge, go around to the NE corner and jump up to grab the crack in the pillar. Shimmy left as far as you can go, then tap the down arrow key to make Lara turn around and jump to another crack. Grab it and continue shimmying to your left as far as you can go. Tap the up arrow key to jump and grab a higher crack. Shimmy to your right until you can pull up onto a ledge. Turn to face W and take a running jump and grab to the rope. Turn about 45 degrees to your left and swing forward. Jump off and land on the grassy ledge. Step forward and climb two blocks S. Go around to the right and save your game. Slide down W and jump off at the last instant to land on a stone bridge. Turn right and go to the end of the bridge. Turn left and take a running jump and grab W to the ledge.
Pull up and face SW. Side flip to the right, slide down and grab the edge, and shimmy right all the way to the wall. Pull up, run forward and pick up the large medipack for SECRET #2. Hop back several times, grab the edge and shimmy left until you can pull up. Turn slightly to your right, side flip left, slide down and grab the edge, and shimmy left until you can release and drop down to the sandy ledge below without losing any health. Hop down W and go around to your right. Walk out onto the grassy ledge, line up with the rope and take a running jump to grab it. Swing forward and jump off to land in the N opening. Run forward and climb up the ladder. Back flip near the top into a passage. Turn around and walk to the edge of the opening. Take a standing jump forward and grab the edge. Pull up and walk forward S along a stone bridge. Turn right before you reach the base of the pillar and take a curved running jump W over the wheel and into the opening.
Climb up into the N alcove and pull down the wall switch to lower the wheel and start it turning along with another wheel. Jump back to the stone bridge and walk to the NW end. Face W and take a running jump down to the stone floor. Pull down the wall switch to raise the wheel to your left a bit. Turn to your right and jump up to grab the crack in the brown pillar. Shimmy right around the corner and tap the up arrow key to jump up and grab the top of the pillar. Pull up and run forward to pull down a third wall switch. Now all the upper wheels are turning. There's a shimmy crack in the N wall, but it appears to be a red herring. Safety drop to the stone floor and dive down SE into the water below. Swim down the hole in the floor, pull up into the alcove at the end of the passage and pull down a fourth wall switch to set the remaining wheels in motion and open a gate.
Swim back to the lake and pull out W. Enter the building and pick up a small medipack to your left. The nearby crawl space is for later, as is the receptacle in the W wall. Pull down the wall switch in the N wall to open the adjacent door. Enter the passage and make your way carefully past two sets of teeth doors. Wait for the flames to subside, then run forward and quickly use the reach-in switch. Immediately hop back twice, turn around and go back to enter the S crawl space (the right side, where you have more room). Hop down into the hole at the end and enter the crawl space. Bring Lara to a kneeling postion and draw your pistols. When the spikes retract, hit the sprint key and you'll roll right past the spikes. Continue crawling E and turn the corner. Stand up, time the flame blower and jump over the hole. Pull down the wall switch to open a door behind you. Scoot past the flame tile into the E passage. Run forward and you'll be warped to the next level.
Level 2: Temple of the Ancients
The door ahead opens automatically, so enter the next room and turn left into a corridor. Pull the block into the room and push it E out of the way. Return to the corridor and go past and around a second block. Push that block into the corridor, climb up on it and grab the N crack in the wall. Jump up to grab the edge and pull up onto the balcony. Run around to the other side and pull down the wall switch to open a gate down below. Safety drop from here and enter the N room. Pull down the wall switch to open the W and E gates. Enter the E gateway first, hopping in backwards until you trigger the boulder. Run back down the ramp and to the side as the boulder rumbles by and breaks through the floor gate in the center of the room. Go back up to the top of the ramp, turn around and locate the ladder. Climb up the shaft and note the second boulder overhead. Go W down the ramp and take the MASK from the plinth. Hop backwards once onto the ramp to trigger the boulder, then run forward while veering to your right or left.
Climb back down the ladder and return to the lower room. Enter the W gateway slowly and wait for the teeth doors to engage. Make your way past them and save your game. Hop backwards onto the floor grate and grab the edge as you fall through. Climb down the ladder and release to drop onto a breaktile. Jump up to grab the ladder as the breaktile crumbles, then continue climbing down to a second breaktile. Release, turn to your right and quickly run past the first of two spike traps. After they've been triggered, time a run past the second one and enter the next room.
There are three moveable blocks in here. Move the two on the floor so that they line up against the ledge in the center of the room, then move the one on the ledge onto the S one on the floor. Get up on it and jump straight up N to engage the jump switch and lift the gate behind you. Take the second MASK from the plinth and get past the first set of spikes. The second set is thankfully dormant, so jump to the ladder (being mindful of the spike pit below) and climb back up and get past the teeth doors to the central room. Push the N wall switch back up to open the S gate and return to the room where you began this level. Insert the Masks in the W receptacles to open the door between them.
Go up the stairs and to the middle of the bridge. Turn left and take a running jump and grab to the N opening. Pull up, hop down and pull down the wall switch. Jump back to the bridge and find that the S gate is now open. Continue to a ledge overlooking a deep room. Take a running jump SE without grab to land on the near corner of the broken pillar. Take another running jump SE and pull down the wall switch in the corner to release a pair of boulders. Go on down N where the boulders rolled down, slide and hop down onto the grated flooring. Pull out E and enter a new underground area.
There's an opening in the railing leading to a ladder, but first go to the end of the E ledge and take a running jump to the triangular ledge. Continue onto the patio, shoot a bat and push the floor lever to open a gate near the ladder. Jump back W to the balcony, climb down the ladder and shoot the crocodile that swims up to investigate. Go around to the NW corner, vault up into the opening and go into the next room. Push the floor lever to drain all the water from this area. Go back and take a standing jump E to the lower column. As you do so you'll hear and feel the rumbling of a falling boulder (although I never saw it). From there, jump down E to another patio and pick up the shotgun ammo. Push the block S so that it tumbles down to the floor. Safety drop onto it, shoot another crocodile and move the block onto the adjacent marked tile to trigger a spike trap elsewhere. Shoot a bat and climb onto the block NW for some flares.
Hop down N and locate the ladder on the back side of the nearby stone pillar. Climb up to the top and safety drop from the S side. Follow the bridge W and turn left. Take a running jump S over the gap and follow the balcony all the way E until you find a wall switch on the pillar to your left. Pull it down to spring two more spike traps, then return to the pillar with the ladder. Shoot a bat, then turn left and jump up to grab the top of the pillar. Pull up and turn left. Take a running jump W and grab the ledge. Pull up and turn left. The two pillars S are now spike free, so jump to the first one, then the second. If you have trouble making the grab from here, as I did, use the ladder to your right to get to the higher ledge. Go around to the E end, where you made the jump earlier, turn right, hop back and grab the edge to make sure you're over the previously spiked pillar. Pull up and hop back again, only this time don't hit the action key until you've cleared the ledge. You should glide down onto the pillar below.
Take a running jump S to the next pillar, then turn right and take a running jump slightly SW. Grab the crack in the pillar and shimmy left around the corner and continue to the wall. Tap the down arrow key to make Lara turn around and jump off the pillar. Jump off two sloped pillars in quick succession, and hit the action key after the second jump so that Lara grabs the monkey bars in the ceiling. If you have trouble making her monkey swing forward, start with an angled swing toward the wall and then straighten her out. Turn left just past the pillar and drop down onto a patio. Step forward on the spike tile that's now safe, and push the block over the edge. Make sure Lara is at full health and take a running jump N to the lower patio. Safety drop to the floor and pull the block onto the adjacent marked tile to open a gate elsewhere.
Go NW to that stone pillar with the ladder, and climb to the top of the pillar. Jump to the W ledge and pull up. Go through the opening at the NW corner and push the floor lever to flood the area again. Go out and jump into the water. Swim SE and locate the opening in the S wall. Swim inside and up, and pull out E to face a wall switch. Save your game before pulling down the switch. Many players have noted a bug here, where the game crashes after you pull this switch. However, you should be able to avoid the crash by pulling it down, up, and down again in quick succession (taking your finger off the action key for a split second after each pull).
Swim back NW and pull out onto the ledge. Use the ladder to access the upper ledges, then jump across to the patio where you pushed the first floor lever. Two platforms have been raised, allowing you to jump from the N patio to the S patio. Do so and get past the square gap in the floor to the S wall. Turn right and pull down the wall switch to open the gate near the SW corner. Step forward in front of a sloped pillar and save your game. What happens next happens very quickly, and here's how I made it through the next segment: Pull up and slide down the slope. Jump off with a roll, and when Lara lands again jump to land on a slope near a combined spike trap and flame blower. Jump over this hazard and allow Lara to slide down onto a timed platform. Quickly take two steps back and take a running jump to the sloped ledge in the corner before the platform drops back down. Jump off the slope onto a breaktile. Quickly turn right and take a running jump over a slope to slide down into an alcove with a wall switch.
Catch your breath, save your game again and pull down the wall switch. The spike trap down in the SE corner has been neutralized, so jump there through the gap and turn to face NW. Wait for the flame blower to subside, then jump over to activate the jump switch. Reverse roll and take a standing jump forward to grab the next flame pillar S. Pull up in the left corner, and when it's safe (you have only a slim margin for error) take a running jump to the central sloped pillar. Slide and jump off with a curve to the left to land on the next one, and continue until you approach the last pillar. Roll in midair so that you slide down that last one backwards, grab the edge and release to fall onto a breaktile. Immediately reverse roll and take a running jump down to another breaktile. Turn left and jump E into the darkness to land on a ledge in front of a wall switch. It would be wise for you to save your game again here.
Pull down the wall switch and turn around. Jump across the gap to a ledge beneath an opening in the W wall. It's an obvious boulder trap, so walk forward until the boulder is triggered, then hop back onto the ledge and the boulder will sail harmlessly over your head. Continue up the ramp and turn left into the S passage. More fun and games. There may be more than one way to do this, but here's what I did (with thanks to cheng for his encouragement and confirming tip) to get through. You will probably want to save your game in different slots along the way. First, run onto the left side of the breaktile, swerve to your right and jump off to grab the crack in the pillar. Shimmy around the corner to your left. Just before you hear the sound of the spikes springing up behind you, tap the down arrow key and Lara should arrive just as the spikes are retracting. Quickly turn a bit to your left and take a standing jump to the nearest breaktile surrounding the next pillar. When you land, turn to your left and jump up to grab the top of the spike-trapped pillar. Shimmy around two corners to the other side, being sure that you're not making a turn while the spikes are coming up. Don't release onto the breaktile, but the instant after the spikes pop up, pull up and take a standing jump forward onto a higher breaktile. Turn slightly to your right. Jump forward onto the first of two sloped surfaces, landing as far as possible on the near edge (otherwise, you'll be set on fire). Jump off both slopes and grab the central ladder that's protruding from the ceiling. Descend until Lara is hanging, then shift right around two corners to avoid the flame blowers. Release to land on the breaktile below and immediately side flip right onto the first of a series of sloped platforms. Jump around the room in a counterclockwise direction until you're back at the central ladder. The flames have now been turned off, so shift right around two corners and climb up a bit, then back flip over the remaining breaktiles and the spike traps onto a safe block. Turn around, jump up to grab the ladder, and climb up five rungs. Take a rolling back flip and grab the edge of the upper platform.
Pull up and move the plinth onto the central tile to open the N gate. Slide down into a lower room and take the RUBY from the plinth. Climb the nearby ladder and back flip into a higher passage. Turn around and walk slowly to trigger two sets of teeth doors. Make your way past them and kill the raptor that appears as you turn the corner. Continue along the passage until you reach a small room with a switch in the far wall. It's timed, but it's not too tight. Pull down the switch, turn either to your right or left and jump onto the short block against the wall. Turn and jump onto the higher block against the next wall, then turn and jump onto the central pillar. Face N and jump into the opening before the gate slams shut. Run forward up the ramp (no boulder here) and climb the ladder to your left. Pull up right into a familiar area.
Slide down the left side. The spike trap dead ahead has been deactivated, so jump across the gap and climb the ladder in the N wall. Pull up into the passage and run across the bridge into the W opening. Run down the ramp into the hub room that you navigated much earlier. Go straight across into the E opening and you'll be warped back to the first level.
Level 1: Caves of the Ancients
Mind the flaming tile and scoot to your right into the passage. Remember that spike trap beyond the crawl space. Get up on one knee, draw your pistols and hit the sprint key just after the spikes have popped up. Continue through the crawl space and return to the hub room. Insert the Ruby in the snake head receptacle to open the door beside it. When you step into the doorway you trigger a looping flyby that won't cease until you hop forward to restore camera control. There may be a raptor to deal with, but in my case it was stuck in a wall and making like a hamster on a treadmill.
Go across the bridge (watch out for the breaktiles in the middle) and take care of two raptors in the far W cave. Hunt around for two stashes of uzi ammo to your left and another stash up the slight hill to your right (in front of the closed door). Pick up a TORCH near the N fire pot and use the flames to light it. Go to the other side of the central pillar and light the wall torch. That door you saw is now open, so go there and pick up the GOLDEN DISC in the small room. Exit the cave and turn right onto the sandy beach where you see the skulls on stakes. Take standing jumps to work your way SW up the hill until you reach a cabbage-like plant near the W wall that's hiding the UZIS. Pick them up for SECRET #3 and slide back down the hill.
Slide down into the river and open the lower door in the E wall. Swim inside, turn left (the current keeps you from swimming down right at the moment) and open a second door to your right. Don't go in, however, or the current will trap you. Flip turn and return to the hole at the end of the S passage. You can now swim down, so do so and follow the passage to an intersection. Turn left (I had to fight a strong current), then turn right and swim down the hole. Follow the lower passage to SECRET #4 and pick up the uzi ammo, the SHOTGUN, shotgun ammo and a large medipack. Go back and swim all the way up, then go S and swim to a surface hole. Pull out, shoot two bats and locate the block in the N wall. Get up on it and pull up into a higher passage in the N wall. Run forward and pick up a small medipack, some funky-looking explosive crossbow arrows and some shotgun ammo for SECRET #5.
Hop back down. You can see something in the passage beyond the block, but you can't move it out of the way so that you can go inside and check it out. If there's a way to get in there, I couldn't find it. Pull down the E wall switch, shoot a bat and jump into the water. Swim back to the outdoor river and pull out at the NW corner. Jump up SE over the plant and pull up in front of the doorway where you entered this area. The door in the S wall is open, so go there and find the ladder just inside and to the right as the camera angle become fixed. Climb up to the top of the wall, turn left and go to the S end. Turn to face E, hop back and grab the edge of the wall and safety drop a long distance to the shotgun ammo and SECRET #6.
Jump back into the water, climb out NE as you did before and get up onto the wall via the ladder. This time jump NE and take a running jump over the railing and onto the balcony. There are two moveable blocks here. Move the S one onto the adjacent marked tile, then move the N one into the W alcove. Get up on it and climb to a higher section of the wall. Turn around and climb up higher. Locate the monkey bars in the ceiling, near the middle of the room, and monkey swing W into the passage. Drop down and make your way past a set of teeth doors. Place the Golden Disc in the receptacle to open the door to your left.
Slide down and trash two raptors. Don't approach the central plinth yet, as it's spike trapped. Pull down the switches in the S, W and N walls and now you can safely take the GOLDEN IDOL from the plinth. The SW door opens, so enter the dark corridor and run into the finish trigger. As a reward for finding all six secrets, you're now taken to the bonus level.
The Golden River (Bonus Level)
Run forward, pause at the river's edge to shoot a bat, and take a running jump across the river (deadly, by the way) to land without grab in the vertex of the rocky ledge. Walk a bit N, face the E wall and hop back to grab the edge. Shimmy left as far as you can go, then shimmy back to your right to the next high vertex. Tap the down arrow key to turn around and jump away from the ledge, and turn slightly to the right in midair to land safely in an alcove in front of a wall switch. Pull it down to raise a platform further down the stream. Back up to the edge, turn right and take a running jump N to the edge of the sloped ledge. Immediately jump off to cross the stream and grab the lowest portion of the first ladder in the E wall. Shift left and drop down onto the raised platform.
Face NW and take a standing jump with grab to clear the low ceiling and land on the block below. Now take a tricky running jump to the crack in the E wall. I was able to do it from the left side of the block with a straight jump, but it took a few tries. When you make the grab, shimmy left as far as you can go, then come back once and tap the down arrow key. Lara will turn around and jump to a slope. Slide down ever so slightly and jump off with a right curve to land on a second slope. Jump off that one to land on a safe block.
Ignore the overhead monkey bars for now and drop down N onto a lower ledge. Use the ladder to climb down further and shift left into the alcove. Pull down the wall switch to lift the nearby gate. Jump back to the ladder, climb up and now use the monkey bars to swing N and turn right to drop down into a passage. Follow the passage E and pick up the flares. Jump up to grab the monkey bars and follow the tracks to drop down onto a platform overlooking a large S room.
Turn around, hop back and grab the edge of the platform. Tap the jump key to make Lara jump up and grab the higher platform. If she refuses to do so, shimmy right or left and try again. Pull down the wall switch. Lara will drop down onto a breaktile, but not to worry. Just remain calm and Lara will drop down again onto a stable platform. Hop back and grab the edge, then shimmy left along the platform and the adjacent column and continue around the corner. Tap the down arrow key and Lara will turn and jump to the next column. Repeat by going around to the other side, then tap the jump key and grab the higher crack. Now pull up and take a rolling back flip to the sloped pillar so that you slide down facing forward. Jump off at the last instant to grab a crack in the W wall. Release and grab the next crack immediately below. Tap the down arrow key, and Lara will turn around and jump to the lower opening in the pillar. Keep the action key depressed so that Lara lands safely inside.
The golden ledges SW are safe, so jump over there and climb up along the W wall and come down along the S wall. Jump to the bright block in the golden pool and face SE. Jump to the crack in the pillar, shimmy left around the corner and all the way to the wall, and tap the down arrow key. Grab the crack in the E wall, shimmy left as far as you can go and tap the down arrow key to turn around and jump to the corner of a platform. Pull up, stand in front of the wall switch and save your game for a timed run. Pull down the switch, then take a series of flip turns to the right to land on three raised platforms (no adjustments necessary along the way). When you reach the third one, turn to your right and take a running jump into the opening in the W wall. Follow the passage to bring this entertaining and energetic adventure to an end.