The Eggs

 

Level by Marcos

 

Walkthrough by manarch2

 

 

NOTE: Be sure to watch the title flyby that gives you an impression what to do in this level.

 

 

Part I

 

The Sect Room

 

Watch the brilliant starting cutscene with Kurtis escaping from the sect members with the help of the skeleton guide. Afterwards head into the SW corner of this room, turn to the N wall and climb it up. Run towards the reach-in hole ahead and grab three times to get two Snake Eggs (Small Medipacks) and a Cell Access Key. Drop down again. Head to the W of the central structure, then climb up the left alcove and jump behind the statue. Use the hole in the wall to see a short snake attack, then use the hole again to get another Snake Egg. Get down and climb the right W alcove now, but wait a bit until the steam turns off (it’s pretty deadly), then jump, grab the Binoculars and quickly backflip away. Now head to the opposite (NE) corner around the central structure with the skeleton. Head into the small passage and press Action in front of the wood to gain the Crowbar. Now head into the SE passage and jump through the wooden barrier. Use the Cell Access Key to open the door here and enter the cell. Pick up Flares from the NE skeleton, then stand above the other skeleton, facing W, and pick up Revolver Ammo and an Explorer’s Diary. Read it – “Use a crowbar to remove ring and liberate skeleton fettered.”

 

The Trap Corridor

 

Return to the big hall, jump through the wooden barrier and climb up the lattice in the middle of the hall. Use the Crowbar in the middle facing N and the skeleton under you falls down. Drop down, pull the skeleton away and take the Skull and the Skeleton’s Arm. The skeleton awakes and hunts you, but don’t be afraid to have no guns, it cannot harm you the normal way, but it can push you in inconvenient places. Run W in the passage and use the Skull, the wall disappears and reveals a trap passage with burners and thumpers. First grab twice in the right hand hole twice to get two Snake Eggs. Now you have to get through the passage. The easiest method is to use the save trick to avoid being burnt by the emitters: Save while running under a thumper, then reload and the fire turns off. Don’t care for the items on the floor as you can get them later. The thumpers alone shouldn’t be a large problem for you and eventually you reach the other side; a cutscene shows what happens to the skeleton. Here is SAVEGAME.0 in case you cannot manage it. Grab the Principal Key from the statue and turn the gem lever to deactivate the thumpers and the burners. Head back through the passage, pick up 2x Shotgun Ammo and Revolver Ammo, don’t get frightened by another snake attack and re-enter the big hall.

 

First Swamp

 

Head just E of the central structure, then jump up to the E walkway. Head S to the end, then find a corridor leading E. At the end you reach a room with many fire emitters, but they will stop when you enter. Head straight to the snake statue and press Action to use it. The door ahead opens so head through. First grab the Fire Off Gem from the NW pedestal and then use the Principal Key to open the door to the swamp. It is actually pretty deadly so head E along the path, then jump NE to the lattice and shimmy left. Eventually Kurtis will do that for you, you only have to hold Action. Shimmy slightly right, then drop on the more even floor. Turn NW and jump to the slope, then backflip on the safe spot around the pillar. From here you can do a running jump to the near right corner of the walkway with the fire pot. Stand-jump to the right walkway to avoid the fires, thereon head S and W along the path. Around the room five small skeletons fall from the ceiling so avoid them best as possible. Do not yet pick up the items here but head over the S bridge and then W to the end of the path to pick up the Shotgun. This will trigger a short tutorial how to kill those skeletons – with a shot in their back. So that’s what you will do with them. Shoot at them with the Shotgun so that they fall, then jump with a midair turn over them and when they stand up, finish them off with a shot in the back. This might take a bit of time but you will manage it. So now search for the items you probably have seen: Pick up the Lasersight and Shotgun Ammo from the E end of the S walkway, then head over the N bridge and find the Revolver with fitting Revolver Ammo. At the W end of the S walkway you can use a devil jumpswitch to open the door back to the big starting hall if you missed anything (this also might be a shortcut later), but first combine Revolver and Lasersight and shoot the gem inside the devil statue in the W of the middle walkway and also the one over the opening on the N walkway to open both doors beneath them.

 

The Mortal Smoke

 

The N door is actually our first destination so head there, shoot another skeleton on your way. Enter the just revealed passage leading you into a pool room. The SW one has deadly swirls in it so be careful. Use the Revolver to spot and shatter a door in exactly this pool, then jump into it from the far W avoiding any of the swirls. Swim in the passage and climb out at the end. Stand in the SE corner with your back against the S slope. Take the Revolver and shoot another door in the water, it’s straight N of you – you should see a part of it just under the low ceiling underwater. Now jump back in the water and swim through this new passage, quickly climb out as three sea hags follow you. Watch the instructions how to use the Fire Off Gem, then shoot the three hags, head into the passage and stand on the marked tile, then use the gem to deactivate the fire. Run behind it and jump up to use the devil jumpswitch to open the door ahead. Take a run-jump over the deadly steam and at the end of the passage and grab the Mortal Smoke from the pedestal. Return through the tunnel, jump over the steam but don’t yet dive back into the pool. Go into the SW corner and Lara looks on the gate. Climb on the left hand block and sideflip over this gate, then enter the E passage, climb into the N alcove and jump S to the alcove with the pedestal behind a lattice. You can grab through the lattice (holding Action) and get the Skeleton Hamlet Key this way. Drop down, head E and jump up to the window at the crossing, from which you can jump into the water of the swirl pool. Make your way through the safe path in the swirl pool and climb out at the corner pillar quickly to avoid two sea hags. Kill them or leave them where they are, then head through the S passage into the swamp room.

 

Second Swamp

 

Head over the bridge to the middle walkway, then enter the W passage to enter a room with smoke on the floor. Avoid the deep pit in front of the stairs, then go to the right skeleton and place the Skeleton’s Arm to let it pull the rope and open the door. Run down the long stairway and afterwards place the Mortal Smoke on the pedestal. You wondered why the ball was called thus? Well, don’t wonder, duck! as you now know it. Approach the opening, run onto the safe part of the ramp and jump right around the corner to a block. See a skeleton jumping in a far opening, then jump to the N block in the middle of the swamp. The path the skeleton passed is actually not deadly so jump there and follow the flowers until you cannot move further. There is a hard-to-see platform that moves ever so slightly up and down with the water; jump there and from here run-jump to the tree that looks different to all others, and appears to be a pole. Climb up at about halfway (where it divides into more branches), then jump onto the bridge without pressing Action, but this time you need to position Kurtis facing the bridge – it’s a different movement in this level. (screenshot) Now run a bit W, then before the camera angle changes jump N to the tree pole, jump NE to the next one, then to the NW one, another NE one and to the slope.

 

The Red Crystal

 

Grab the edge and shimmy left all the way until you can stand up. Turn and spot another safe platform SW in the swamp, run-jump there. You don’t have to reach it as the swamp in front of it is safe too. From here jump up the slope in the opening and again don’t get scared, nothing bad will happen. Pull the low block away to reveal a crawlspace. Drop backwards into the swampy corridor and wade along. When you approach a larger room, jump over the deadly swamp to the safe other side. Run up the S stairs and then the ramp to behind the large griffin statue. Push it down the ramp to destroy the pedestal which hides the crystal. Slide down and pick up the now accessible Red Crystal. You could leave this room again now via the swampy corridor (skip next paragraph if you want to) …

 

First Egg

 

… but since you want to destroy the eggs I strongly recommend not to do so! Run up the stairs again and then head N, jump to the left corner of the E pillar with the firepot and face S. Drop backwards and grab the ledge of the pillar, then shimmy left to the NE corner of the firepot pillar. Climb up and stand-jump SE to the ledge avoiding the fire. Save because the next jump will be tricky enough. Turn NE and spot a low opening in the wall. Position Kurtis at the SW corner of the ledge facing this platform, run and jump with holding Action and hopefully he will land in the passage. Head on but don’t enter the next room as there is a nasty spike trap. With the Revolver you can shoot the first egg though. A cutscene shows the black harpy’s dead offspring. No time for condolence, so head back and run-jump to the ledge where you took this hard jump. From here you can either jump directly back NW to the slope or use the technique you used to reach that ledge. Either way, run downstairs.

 

The Swamp Worm

 

Jump back W over the pit to the swamp corridor, wade along the path and climb out at the end. Climb on the block, then up into the right opening and spot another safe platform down there. Jump there (either directly or with the help of the slope) and notice that you can walk on the square with the flowers. From here you can run-jump to the S slope. Catch the edge, shimmy left all over and soon a giant worm comes out of the water. There’s nothing you can do against him so just shimmy further left. Eventually you’ll trigger a cutscene where the skeleton guide appears again and kills the worm. Shimmy further left, around a corner until the very end where you can stand up. Take the Revolver and shoot the two windows up in the E wall, then jump to the tree pole, climb up and jump into either opening. Slide down and head into the passage. Run up the ramps until you reach a closed door. Run to the end of the passage, turn around and spot another devil jumpswitch – jump up, use it and the door opens and the adjacent passage leads you back to the small room before the first swamp. Enter this room, now either jump to the E ladder once more and shimmy left all the way, then drop on the safe spot again, jump to the NW  slope, backflip on the other safe ledge and jump up on the walkway, or run back in the starting room and run through the other open door NE (in case you opened it with the jumpswitch) to directly get to the swamp walkways.

 

The Demon Head

 

Re-enter the N passage and enter the four-pool room. Run over to the N door and place the Red Crystal in the receptacle to open the door. There is another closed door at the end of the passage which you can open with the Skeleton Hamlet Key. A cutscene shows a few skeletons running on a bridge and one of them falls onto the ground. You might visit the area downstairs now, as it contains a skeleton holding a head that is blocked by spikes, and a trigger tile further in the room that deactivates the spikes but only when you stand on it. So you have to return upstairs again. Head on W (notice the remains of the unfortunate skeleton) and then right to the stairs, but don’t run up there, but look up the E wall and notice a lower part of the walkway. Climb up there and watch two skeletons running into one of the three faces that spit steam. Run there and when the steam vanishes quickly push it in to see a cutscene of the griffin statue lowering into the room under the courtyard where you are. Run a bit back W over the walkway, then drop on the slope until you stand in front of a large pit. Run-jump over it and grab into the left hole to get a Secret Key, then the right hole for a Snake Egg. Head W and jump back over the pit, turn right and jump up to grab the wall. Drop down and now head up the N stairs to insert the Secret Key in the keyhole. Pick up the Explorer’s Diary, Shotgun Ammo and 2x Revolver Ammo. The diary states: “Warning… Guardian zombies are invulnerable to bullets!” Return to the large courtyard, head E and head downstairs. The griffin statue positioned itself on the trigger tile so that the spikes are now fully deactivated and you can take the Demon Head without any fear. Head back upstairs.

 

 

The Immortal Monkeyswingers

 

Run S in the passage and enter the second right alcove in which you actually can stand. Turn around and shoot the box in the upper E box with the Revolver. Now climb the lattice wall, backflip with a midair turn and grab the edge of the crawlspace (for experts: a one-step running jump from the ramp is possible too). Climb up and on the other side climb off and grab the edge, shimmy around two right corners but stay at the left side of the slope’s edge as when you climb up you then can jump with a left curve onto the safe platform. Now look down E and jump on the safe part in front of the slope, from here on the higher S block and finally on the far E pillar in the lava lake. Two zombies climb on the monkeyswing in this room; doing the same will kill you rather quickly so you have to find another way. Jump to the E pillar, then turn left and run-jump to the next N pillar avoiding the sandbag. Now jump to the far E slope and shimmy as far left as possible, then drop on the safe floor. Look up S to see a crack in the wall – use the N slope as a boost to get up there, then shimmy left and around the corner. Climb up in the passage and crawl through the tunnel and in the large room there is only one exit (E) so crawl there and at the end of the passage you can stand up and pick up the Final Access Key from the pedestal. Head back, climb in the left hand crawlspace and drop down at the end. The passage leads you back to the room under the monkeyswing, jump to the W pillar, then to the next W one and then again to the far N pillar, always avoiding the sandbags. Jump to the slope again, this time shimmy right all the way, then backflip at the end and you’ll land at a safe ledge. Climb up into the passage. It might be possible that the two zombies are vanished till now, so in that case you simply can monkeyswing to the passage.

 

Second Egg

 

Either way insert the Final Access Key in the keyhole in the left hand passage to open the door. At the junction head right and stand with your front against the fence. Backflip on the slope and then jump over the fence in the new area. In the far NE corner you can find a Snake Egg in the wall hole. Now head in the SE corner, stand against the slope and jump up the slope, jump again to land on another slope and jump a last time to land on a high ledge. Run-jump to the far N ledge, afterwards drop in the hole to place the Demon Head. This opens the door below you so drop down and enter the passage. Don’t step on the ultimate tile in front of the spike pit as this would trigger a zombie which would make life hard for Lara. Shatter the second egg to kill the second offspring of the harpy, then turn around and jump up to use the devil jumpswitch. This lowers a block somewhere else. Run back in the courtyard, thereon head straight to the W statue and to the right of it. Sideflip over the fence. Now run in the passage between the slopes to find the lowered block. Drop in the hole and slide down.

 

 

Part II

 

The Boulder Pit

 

You will drop down onto a ledge above the floor level; a zombie drops down after you so quickly let Kurtis fall on the ground and climb the W alcove. The zombie won’t follow you here. Shoot the grating in the N wall and jump up to grab a monkeyswing. Get to the crawlspace and drop down to grab the ledge, then climb into it. Drop down at the other side and you’ll enter a large hall with a nearly as large pit in the middle. Follow along the W path and slide down to the ledge with the blue crystal which you actually can pull, but a cutscene showing the skeleton in the N passage warns you better not to do it. And indeed, when you pull this lever a couple of boulders roll down in the pit and you have no chance to avoid them. So jump back up and head to the middle of the E wall, climb on one of the pillars with the firepots and shatter the wooden door E. Now run-jump into this passage and follow it. Soon the way back is blocked but just run on, turn left at the only crossing and follow the passage to another blue crystal. Pull it and watch the next scene. You land back in the large hall – but now also filled with a zombie – and the boulders went into the hole in the floor. Slide down there (I don’t know if now using the crystal lever at the S side effects anything, but I did it just to be sure) and drop into the hole. Did you notice the floor lowered slightly when Kurtis dropped on it?

 

A Key Detour

 

Follow the passage and when you arrive at a larger chamber you can find two Healing Fungi to your right. They are Large Medipacks in fact. Since you don’t have a key for this keyhole now you have to jump over the fence – a normal running jump should be working. Pick up two more Healing Fungi, then enter the next room where you’ll meet the skeleton guide again. He warns you not to grab the key from the other skeleton, but save and try it, it’s worth. But since you cannot leave with this key now simply head left in the next passage after reloading and push the skeleton once N along the marked path, then push it back S to its starting position and the door in this room opens. Head through the passage, then go left and in the lava room jump to the left hand plateau. Face the left part NW opening, then step back to the E ledge and run-jump into the opening holding Action. To open the next door you have to turn and jump up to grab the devil jumpswitch. Enter the next room and shoot the head the skeleton holds with the Revolver to reveal a Secret Key. It’s best you aim for the eyes, otherwise you might have problems getting it. Return to the lava room, jump to the right hand plateau and then in the exit passage, then head all the way back to the fence you jumped over.

 

The Boss Fight

 

Sideflip from the E ledge of the firepot platform over the fence, then use the Secret Key SE to open the nearby door. Now run through the passage with the cells. Of the three cells you only can visit the second right one by crawling under the slightly raised door, but there is nothing of value to find inside, only a strange creature eating the remains of the other cell inhabitants you cannot shoot. In front of the passage to the third cell, you can climb a ladder so get up to the top and see a cutscene of a large creature coming to life. Quickly run away from the ladder as it would push you back in the hole. Four Revolver shots should be enough for him. After he passed away run to the E side of the roof, run behind the statue and drop down on the bridge (costs a lot of health). Follow the bridge and soon the level ends with credits and a cutscene what happens with the harpy children.

 

 

Bonus Level

 

The Skeletons

 

If you destroyed both eggs, you have access to this bonus level. Head upstairs and see a cutscene of several small skeletons appearing out of some wall holes. When you explore the area their highest amount is eight. There are several items to find in this courtyard (not hard to find, but explore some of the skeletons for the ammo): Nine Healing Fungi, the Revolver (near the back of the red slope), 8x Revolver Ammo and the Lasersight  (left of the red slope, at the corpse). While picking up the Revolver (near the back of the red slope) another instruction shows up and tells you the skeletons can be killed with a head shot. So run far away from the horde, then turn, combine Revolver and Lasersight and aim for the head of the skeletons. Don’t worry – you don’t have to hit exactly as this would be too hard because of the skeletons’ quirkiness. Obviously they don’t really die when you shot them but run around headlessly (literally).

 

The Wheel Puzzle

 

Warning: Do not save when having turned one of the wheels, because when you reload again, the wheels turn back in their original place and you cannot progress!

 

Thanks much to Marcos and José here. While facing the W exit door, go to the left (S) wheel. You have to push it 360° anticlockwise, but you always have to stop when having turned it 90°. When everything is made correctly you can hear the first door opening. Now go to the right (N) wheel and push it as well a full round anticlockwise stopping after  each quarter turn. The next door opens so head through the now fully revealed passage in the new courtyard and see a final cutscene. If the method described above doesn’t work, you can use SAVEGAME.1 – both doors are open – to let you be able to see the final cutscene.

 

THE END