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