Antas Dungeons
Level by Talos
Walkthrough by manarch2
NOTES:
1) It is not recommended to return to the desktop without closing the game, as
it won’t start again. The window mode helped me here.
2) There are several spoken words in Italian I couldn't understand, but I
decided to still mention them each time they appear.
You play this level as Nefermaat, starting at sliding down into a small
courtyard. Run to the middle and pull the skeleton away to pick up the Crossbow. This opens the trapdoor, so safety-drop
down. Climb down another ledge (you need to duck and climb down on crawl mode
due to an engine bug here), then head through the corridor. Pick up Explosive Crossbow Ammo and take out the
Crossbow, as you’ll need it soon. A skeleton appears
when you run around the corner, so shoot an arrow at him and he’ll be history.
Head back a bit and spot a block in the NE corner; pull it out twice and then
pull and push it all the way W under the object in the corridor, this will open
a higher door. Climb on the block, run-jump to the ledge of the opened door and
hoist up.
Run up the ramp and a mummy appears in
the new room. Nefermaat also says something, probably pointing out the scroll
in the middle of the room. But before getting it, use the Crossbow to destroy
the mummy, then you can go and pick up Talos’
Scroll. Head into the dark SE corner and spot a jumpswitch on the E
wall; use it and the W door opens. Kill a jackal,
then climb up the ledge to the right of the E entrance (N of the jumpswitch),
then pick up a Torch and drop down,
leaving this room through the just opened W door. At the crossing leave the
Torch, then go left, climb up the block and turn around. Use the jumpswitch to
deactivate a spike trap somewhere, then drop down and open the double doors.
Pick up Flares in the new room, then
head in the passage that is right of the entrance and crawl through the short
passage to enter a small chamber. Shatter the box to your left and pick up a Large Medipack, then take the Flares S and leave this room again. In the larger
hall you can spot a W passage with a still activated spike trap and a
deactivated one if you used the jumpswitch earlier. The second trap can be
deactivated this way: Go N around the central pillar, spot a pushable statue
and push it E to the wall, then to the corner so that it faces the larger
statue. Afterwards climb into the W passage, head left and pull out the vase,
then put it all the way E on the marked tile in the corner. The N door in the
large hall opens, so head back there and climb the block. Be sure to remember
where you dropped the Torch, for much later.
Jump over the gap in the wall and slide down the ramp. Shatter the skeleton (probably a vase with a Small Medipack breaks as well) and find 2x Explosive Ammo in this room, then run to the E
end and drop down several blocks and get into the narrow water pool. Walk to
the end and swim down the shaft, then S and use an underwater lever, which
opens a door somewhere else. Turn and swim for air, then swim down again and N,
into a kind of underwater maze but it’s actually never hard to get through.
Until the blade trap, the path is very linear; swim through, avoid the passage
to the left and swim down to pick up Flares.
Either path (straight or right) leads you to the same passage, swim up and
behind the ramp for a Small Medipack.
Now swim up the ramp and right into a larger hall, swim for air and climb out
of the water.
After the long cutscene pick up a Large Medipack
in front of you and shatter two skeletons.
In the whole room you need to watch out for swords coming down from the
ceiling. Go up the E stairs and you are standing in front of a gate you’ll need
to open. Jump over the left hand fence, turn left and run onto the elevated
tile to jump up and grab a crevice. Shimmy left and get into the crawlspace to
find a Small Medipack. Get back out,
shimmy right as far as possible and then around the corner. Climb up and
stand-jump to the high S monkeyswing (the greenery on the ceiling), then
traverse all the way S, drop and grab the ledge of the platform, then hoist up
and get through the crawlspace to use the floor lever. Drop back down and head
back to the W part of the room, down the stairs. For a secret head up S, behind
the greenish vase, and turn SW. Take a run-jump to the far SW slope so that you
slide down forward (a mid-air turn is helpful here) and jump to grab the hidden
jumpswitch, which opens a trapdoor somewhere else. Now exit this room through
the W portal.
Light a flare to be able to spot more Explosive
Ammo in this room, then look up W to spot a jumpswitch on the wall.
Use it; when you’ve already pulled the floor lever the gates in the previous
room open, but don’t go back there yet. In the SW you can spot the gate you’ve
opened with the underwater lever; head through and shatter both a jackal and a skeleton.
Get through the two knife traps and open the double door to enter a well-known
room where you left the Torch, but still don’t get it now. Head to the opposite
(W) alcove and climb into it, then onto the vase. Both W and S walls are
climbable so get up, climb through the trapdoor you've opened with the hidden
jumpswitch and backflip into a small chamber. Pick up an Ancient Canopic Jar for Secret #1, then climb back down and retrieve the
Torch. Head all the way back through the NE knife passage and into the hall
with the falling swords. To your right, you can light the Torch. Now get up the
E steps and enter the open gate, into a new area.
First get rid of another skeleton, then
use the Torch to light two vases in the middle of the room, which opens two
doors, including the W one, but for later. NW of the right one, you can pick up
Flares, and SW, you can spot five
jumpswitches. From left to right, use the first and the fourth one which are
the only safe ones by the way, and the middle S door opens. Get on the slope
and immediately jump to grab the jumpswitch (can be done later too). Slide down
and head right. Pick up Explosive Crossbow Ammo,
then shatter the box in the left alcove and climb up to pick up the Tabula (Nefermaat tells you something again,
and you can read what it says - a hint for much later). Go E and push the vase
directly in front of the object that already has been used as an indicator for
the very first pushable puzzle. The exit door opens so climb the ladder and
re-enter the main hall.
The jumpswitch opened the NW door in the hall, so enter the room, drop down and
climb the right block (you might also want to directly jump there). Climb another
block and drop down into a pool room. Dive in the water and spot an underwater
door N you can open yourself. The next areas are poisonous so be quick: Swim
in, then left and in a high right opening, then quickly up to the water surface
and climb out to restore the poison bar. Dive back in and N to pick up a Small Medipack, get back out of the water and
dive in a last time to use the underwater lever near where you found the
pickup, then quickly get out (you might lose a little bit of health during this
last sequence though).
On dry land pick up Explosive Crossbow Ammo
and climb the W ladder. First get rid of the two
mummies, then kill the demigod with
your only weapon. Climb the SW rocks to get up to the floor lever, use it to
trigger a cutscene with more spoken words. Now you need to backtrack all the
way to the main hall – down the ladder, through the poisonous water – in the
pool room you’ll need to perform one a bit harder stand-jump to get up to the
corner block, but try to stand near the wall and it’s not that hard anymore –
and drop down the blocks to finally climb back up in the main hall.
Now head through the E door. Stop and save. The last lever has opened the door
in the left wall in this room, but it won’t be easy to get there since when you
run onto the slope, hell breaks loose in this room – a boulder drops down,
spikes appear and many tiles are fire tiles so you’ll die soon. Since all tiles
will soon or later kill Nefermaat, you’ll need to directly jump into the
opening with the door; align her with the door and run-jump from the very
corner of the first tile to the door, but don’t get too close to the open door
as object collision isn’t your friend today.
Don’t proceed yet through the passage, but turn and jump back to where you came
from, doing the same kind of run-jump again (a bit easier this time). Climb the
ladder to the left of the exit to the top, just where the boulder came from,
and enter a very small chamber. Shatter the box to get the Crowbar, then climb down the ladder, shimmy
right and drop near the exit.
Return to the main hall and to its S side. There are three crowbar doors that
lead you to three chambers. The SE (left) one leads to a small room with a Small Medipack (how fitting); the middle S one is
empty; the SW (right) room contains Poisonous
Crossbow Ammo and, hidden in a vase you have to shatter, the second Ancient Canopic Jar for Secret #2. Now return outside, to the E exit and
perform the jump again to return to the passage you previously ignored, and
that you now have to explore further.
When you entered the passage, follow into a larger room, kill a jackal, head to the room’s end and climb the long
ladder to your right. A wraith appears
and you cannot get rid of him yet. Jump to the near ledge and shatter two skeletons here, pick up a Large Medipack and 2x
Explosive Crossbow Ammo. Go N, kill a jackal
(he might be stuck in the wall though) and take a long run-jump to
use the jumpswitch, but be sure to have enough health since the drop will cost
you some. A cutscene shows a door opening. The wraith will disappear when you
head near the wraith statue NE, but maybe even in the cutscene.
There is a pushable statue to the W. It has to be placed on two marked tiles E,
but not on the two W ones, since they are spike traps. The problem is that you
have to pull it over the SW one to reach the E tiles. So first pull it S until
it is in row with the passage and the SW tile, then push it E and DO NOT STOP
pushing when you are pushing it over the tile, this way it won’t be activated.
Now push it on the SE and NE tiles and the high W door opens. Climb up the
block and enter the passage, avoiding several arrows. At the end is another
open door, triggered when lighting the vases in the main hall, you remember?
Drop in the room, head right, kill two jackals,
pick up Flares and find a Small Medipack in the small pool. Climb out and
jump over the deadly floor tile into the N passage, with many deadly tiles.
Ignore the left part for now and turn right, jump to the safe elevated tile around
the corner and make your way through the room only jumping on those tiles. At
the end climb the block and open either of the two double doors.
You’ll drop down; kill a jackal and pick
up Normal Crossbow Ammo in front of the
right door. Climb the long ladder up W and in the courtyard pick up a Small Medipack S. Use the Talos’ Scroll you
picked up ages ago on the table in the W, Nefermaat will play the harp and a
door opens somewhere. Go N and open the door in the middle using the Crowbar.
Run-jump up the slope and in the new chamber pick up a Large Medipack near the opposite wall, on an
elevated block. There are several pushables in this room and also marked floor
tiles; the puzzle is to put the pushables on the correct tiles. Remember the
hint from the Tabula you found a long time ago? Here it is:
“The Phoenicians are sailors and worked jars.
Etruscians love music.
The Egyptians and Greeks are devoted to Maat, their Athena.
The Romans pray in the temple of Vesta.”
Here is the solution:
- Put the pedestal with the vase on top onto the tile in the NE corner.
- Put the harp onto the tile in the SW corner.
- Put the large block onto the tile in the NW corner.
- Put the Athena statue on the tile in the SE corner.
- Put the iron vase onto the S tile in front of the ramp where you entered this
room.
The central door should open (if not, try pulling one of the pushables off the
tile and then pushing it on the tile again). Enter the fenced area and pick up Talos’ Lyre. Exit this room, enter the outside
courtyard and climb down the long ladder, at the end turn and go left to the
side of the room you haven’t explored yet. Head through the open door, drop
down into a cellar and pick up a Large Medipack
in front of a gate. Afterwards open the gate using the Crowbar, at the crossing
go right and pick up Explosive Crossbow Ammo,
turn and climb the blocks at the end of the passage to reach another outside
area.
After the flyby drop down in the outside area. The gladiator
running around can be killed with the Crossbow, but it takes very
long and much ammo, so it’s best to avoid him as good as possible. Head to the
floor lever SW and use it to open the door up S, climb the block to your left
and enter the open door. You’ll reach another maze, but just like the first one
it’s only half as confusing as you may think. There is only one real crossing
at the purple scrub – head left here and the path will lead you to the sole
pickup here, namely the Gladiator’s Helmet.
Along the path you can find 2x Explosive Crossbow
Ammo and 2x Poisonous Crossbow Ammo.
Return all the way back to the start of the maze (going right at the crossing
of course) and backtrack all the way through the sandy area with the gladiator,
the cellar and the room with the long ladder, then through the room with the
deadly floor and only few safe elevated tiles, through the room with the small
pool, the room with arrows, and finally in the room where the wraith once
vanished and you pushed the statue to open the door you are just coming out of.
Climb the N ladder and drop into the new room, watching out for several arrows
coming out of the walls. Approach the E door and it will open. The next room
behind this door is full of spikes and contains also a monkeyswing you have to
get to. The sequence to do it is a bit confusing: Climb up onto the slope,
slide a bit and jump up when Nefermaat has just passed the middle of the slope
(not too early as she would bounce off the wall, not too late as the spikes
would kill her). It seems like she would grab the ladder, but in fact she grabs
the monkeyswing just in the right time to not being hit by the spikes.
Monkeyswing left, drop and use the jumpswitch to open the door further in this
room.
Now position her in the SW corner, facing NE, and backflip through the spikes
back on the slope, then do the same jump again to grab the monkeyswing and get
to the open door. Climb up the blocks and the door opens on approach, but first
climb the ladder in front of the door to the top, then right around the corner
and use a jumplever to be able to exit this room. (savegame.0 after pulling the
jumpswitch, for those who have problems with the monkeyswing) http://www.file-upload.net/download-704
... ame.0.html
Follow the passage and watch a cutscene of the next room. Enter and climb the
SW rocks for a Large Medipack. The door
that opened with the jumpswitch is in the middle of the S wall, it provides a
way back to the hall you came from before doing the monkeyswing task. For now
go to the S side of the pedestal in the spirals and place Talos’ Lyre on it.
This opens a door in a red corridor (the one with deadly tiles). Climb back up
the SW rocks and run-jump to the exit door. Drop in the room, avoid some arrows
and climb back out S to the hall. Climb back up W, head through the arrow
corridor, drop in the next room, follow along the small pool and jump back over
the deadly tile. At the crossing head left this time. Jump to the safe tile
around the left corner, then into the open doorway.
Climb up several ladders and finally into a crawlspace, then get out to the
right and pick up a Small Medipack. Go
further, ignore the pool as there is nothing in it and climb up to the left.
Save before running through the curtain though, as another challenging sequence
will follow. First of all, jump up to the left block. Look through the curtain
(but don’t walk through it, since you’ll slide down getting chased by boulders)
noticing a SW ledge you can jump on, so do that (boulders aren’t activated
yet), then turn N and run-jump to the far ledge, over the trigger tiles, so
that the boulders are released but since Lara is standing on the high ledge,
they pose no danger for her. You can now drop down and follow down the ramp. At
the end take a run-jump over the pit the boulders dropped into, landing on a W
ledge.
If you didn’t get the Gladiator’s Helmet you’ll now need, simply climb back up
the ladder to your right and return to the deadly floor corridor. If you have
found it, go to the SW corner (it doesn’t matter where exactly) and press
Action in front of the pedestal to place it. The nearby door opens, so climb up
and slide down in another chamber. Here you can find the door you’ve opened
ages ago when playing the harp. Go around the corner and find two Small Medipacks (here is also a ladder back
up to the last room in case the door isn’t open yet), then enter the open door,
pick up Explosive Crossbow Ammo and
climb up another long ladder into a lovely courtyard. Pick up 2x Explosive Crossbow Ammo in the W part (you’ll
need them), then run through the N curtains.
Progress through the passage and a cutscene shows heavy danger is awaiting you.
And indeed, when control is restored and you run into the “arena”, a skeleton, a gladiator,
a demigod and Seth
himself are attacking you, but since you have enough ammo, you can
easily kill them (the gladiator only can be killed when shooting from the
front, though, it might take its time to finish him off). Seth will leave you
the Gladiator’s Dagger; pick it up
and return through the passage to the previous courtyard. Place Nefermaat in
front of the pedestal in the middle of the room, facing E, and place the
Gladiator’s Dagger on it. Enjoy a final cutscene.
THE END