FROZEN PAST
Levels by Francesco Venco
Walkthrough by Phil Lambeth (using Steven Svorticher's excellent video, posted in six segments on
YouTube, the first of which you can find here)
[Video
walkthrough with commentary by KillerGameplayz
available here ]
Level 1: BURIED IN ICE
After the long opening flyby, Lara shoots
the gap in her motorized raft. Drive it through the narrow opening and
turn right. Go through another narrow opening and turn left. Drive
to the Easter Island statue and dismount (delete key for the left side or the
page down key for the right side) for the save crystal.
Beware, as the water is ice cold. Get back in the raft and drive W into
an open area to trigger a flyby.
Locate the wall switch just above the
water line in the E wall and dismount as close to it as possible. Pull
down the switch to retract a horizontal pole, then get back into the raft and
drive it NW to a notch near the temple entrance and dismount again. Run
to the W wall (noting the detonator to your left) and jump up to grab the
crack. Tap the jump key to grab the higher crack and shimmy left until
you can drop down onto a ledge. Turn left and walk to the end, then take
a SE standing jump to a higher ledge. The save function is disabled,
remember, so be careful (but you can use the save crystals you accumulate as
you deem appropriate, provided you use them sparingly at first). Make
your way E and jump the gap SE to the next ledge. Follow around the
corner and walk slowly toward the temple. Stop when you trigger the
falling debris, then jump over it and walk to the NE corner of the ledge.
Take a running jump and grab the face
block that's hanging from a chain. When you pull up as if into a crawl
space, your weight causes the block to descend past the pole you retracted
earlier. When you hop off the block stays put, so get back into the raft
and drive it E to the wall switch you pulled down earlier. Dismount and
push the switch back up to bring the pole out and lock the block into
place. Drive back to the NW notch, dismount and use the crack in the W
wall again to access the higher SE ledge. This time turn left at the
larger ice shelf and wait for more debris to fall down from the ceiling.
Using the N tip, take a running jump and grab to the other dangling face block.
Pull up, and nothing happens, so take another running jump N to grab the top of
a third face block. Pull up and crawl forward into the temple.
Hop down, grab another save crystal and hop down further to the stairs. Pull the N wall switch to
open the temple doors behind you, then turn left and enter the W
room. Cross to the other side and follow the passage to a
ladder hole. Climb down to the room below and search the nearby coffin
for a save crystal and an ANTIDOTE CUP. Go to the dark NE corner and pick up shotgun ammo and the SHOTGUN, then step onto the raised tile, crouch underneath
the unfortunate guy and pick up the DETONATOR KEY.
Go back up the ladder, through the
connecting room and down the stairs. Go outside and to the SW detonator
device. Insert the Detonator Key to cause a mighty explosion. Get
back into the raft and drive it out S. Turn right and dismount after a
short distance for a save crystal
to your left. Continue N into a new
area and dismount onto the ice shelf. Go E up the shelf past the bridge
support and turn left to face NW. Take a running jump over the water hole
onto a flat ledge to the left of the upper corner ledge. Turn left and
hop SW onto a flat area next to the bridge support. Walk to the W corner,
facing the save crystal you can see bobbing in the distance, and side jump
right onto an upper snowy ledge. Follow the ledge to the opening and add
the save crystal to your collection. Push the E button in the cross design
and watch the cut scene.
Exit through the S opening (you may need
to hop over the threshold), turn around and take a standing jump to grab the
roof of the structure. Pull up for a small medipack and shotgun ammo. Get back down and follow the ice ledge E. Slide down at
the end and jump over the gap for another save crystal. Hop
back a few times and drop down to grab the edge. Shimmy left around two
corners until you can pull up into a triangular opening. Run forward onto
a ledge overlooking the temple area you explored earlier. You might want
to use one of your precious save crystals here. Face NE and take a
running jump, curving left in midair, to grab the opening in the N wall.
Pull up and push the face block
forward. When it falls down and you step on it, you attract two Tinnos wasps. After disposing
of them, hop forward for the save crystal. Move the face block around the water to the
opposite (N) side of the room, directly underneath another face block, get up
on it and push the higher face block two times N to reveal a passage to your left.
Dodge the swinging fire pot and go into the alcove on your right. Pull
down the wall switch to retract a gate somewhere.
Go back to the previous room with the
central water hole and move the lower face block underneath the cross design
over the W opening. Get up and push the button to lower a timed platform
in the water hole behind you. Back flip into the water hole and swim
through the opening to another room. Pull out and grab the save crystal. One of the nearby jars hides uzi ammo. You can see a
ladder in the N wall, but you can't reach it from here. Instead, hang
from the edge and shimmy left onto a nearly invisible crack in the E
wall. Shimmy around two corners and release to activate a
jumpswitch. The spears below retract, but not in time to prevent you from
taking some damage.
Turn around and step down to pick up the ANTIDOTE CUP for SECRET #1. Climb the ladder, shift left and back flip to
land behind the wall switch you pulled down earlier. Follow the passage
past a save crystal and step onto a trap door that drops you down into a lower
passage. Pull back up N into the higher passage and retrace your steps to
the spot where you back flipped from the ladder. Take a standing jump NE
and grab the monkey bars. Monkey swing past the bright lights to the end
and drop down into a passage where you can see a face block. Push the
block three times until it falls down into a familiar room. Get down and
move this face block to the E opening.
Get up on the block and push the timed
button in the cross design. Reverse roll, hop down and quickly run across
the room to hop on the W face block. Push the timed button there, back
flip into the water hole and swim down to collect the TRAPDOOR KEY before either timed door closes to block your exit (and, of course,
cause you to drown). Get up into the S opening, take a tricky jump down
to the SW ledge and go W through the triangular passage. Drop down
the other side and run W past the raft. Jump into the water and swim
quickly underneath the metal barrier. Continue across the room and pull
up left onto the ice ledge.
After your health bar is fully restored,
jump back into the water and swim through the N opening. Pull up onto the
top step and shoot the Tinnos wasp that has followed you inside. Vault up onto the
E ledge and insert the Trapdoor Key in the S keyhole. Go back and climb
the E ladder into an upper room. Push the button in the cross design to
retract a metal barrier, then slide down NE, collecting a save crystal on the way down. Turn right and slide down further into the
temple area, then slide one final time and jump over the water to the ice
shelf. Get in the raft and drive through the W opening.
Turn left in the hub room and dismount
onto the S ledge where you get a fixed remote camera. Annoying, but
that's the way it is. Face the W wall and jump up to grab the
crack. Tap the jump key to grab a higher crack. Hit the down arrow
so that Lara turns around and jumps to a crack in the E wall. Shimmy
right around the corner and tap the down arrow. Lara will turn around and
jump to a swingpole. Use the left arrow key to
bring Lara directly in front of the jumpswitch. Swing around until the
green bar at the bottom of your screen is full, then jump off and activate the
jumpswitch. Swim to the raft and get in.
When your health bar is restored, dismount
into the water and swim through the underwater W passage and get out into a new
room. Go into the E room and vault onto the raised tile. Stay in a
crouched position as a flame blower is activated, and pick up another TRAPDOOR KEY. Exit this room and go across to the W room. As you enter
you trigger a cut scene showing that a giant mutant has been
alerted. Continue up the stairs, and as you round the corner a door
closes (hopefully with the mutant on the other side). The white jugs on
the upper ledge are empty, so take a running jump and grab to the other ledge
and pull up. That jug is empty, too. Climb up to the higher N
passage and follow around to pull up into a still higher room.
The jug up here hides an antidote cup. Use the Trapdoor Key in the S keyhole and climb down the N
ladder. At the bottom shoot a Tinnos wasp and take a running
jump into the NE alcove for a save crystal. Jump toward those light blue crystals clumped
together in the W wall and land on a stable surface. Hop up NW onto the
ledge and take a tricky jump to a higher N ledge (just to the left of that
flaming statue). Walk up to another save crystal.
Jump up to a SW triangular ledge to attract another Tinnos wasp. Jump down S to
a lower but larger ledge. Walk out to the NE tip and take a running jump
E to grab a crack in the pillar.
Shimmy right around the corner as far as
you can go. Tap the jump key to grab a higher crack, shimmy left to the
corner of the pillar and tap the down arrow key to jump across to the pillar
behind you. Shimmy right around two corners and continue shimmying along
the E wall until you're over a jumpswitch. Release to activate it and
retract a metal barrier in the E channel. Jump into the water, swim
through the E channel and pull up onto the ice ledge on your right. Jump
back into the water, swim into the S anteroom and get into the raft.
Drive it out N, take an immediate left and continue N into a dark cave area.
Turn right and enter an area evidencing
human habitation. Turn left at the wall and then right into a little
cove. Dismount left, light a flare and locate the UZIS in the
alcove in the NW corner. Get back into the raft and dismount onto the
ledge at the E end of the cove. The jug on the E end hides an ANTIDOTE CUP; all the other jugs are empty. Get on the SE sloped block
and jump S to grab the crack in the wall. You get another fixed camera,
but you can kill it by hitting the look key. Shimmy all the way to the right
and tap the jump key to access a higher crack. Continue shimmying right
until Lara's feet sense a ladder. Climb up to a crawlspace, release the
action key for an instant to make Lara grab the edge, then shimmy right along
the crack before Lara's feet can get set again. When you near the corner
release to grab a lower crack, then shimmy right around two corners until you
can drop down safely onto a ledge.
Stand jump W to grab a crack in the ice
wall. Shimmy left as far as you can, then tap the down arrow key (keeping
the action key depressed) to glide into an alcove for a save crystal. Jump up SW onto an ice ledge, turn around and face the N swingpoles. Take a running jump to the first one and
swing around until the green bar is full, then jump to the second one and
repeat. You should land safely on top of a pillar with a snake's head
sticking out from the side. Take a running jump N from either corner,
avoiding both snake's heads, and grab the NW pillar. Pull up and take a
running jump and grab to the E pillar. Pull up, grab the save crystal, and turn left to jump up into the N opening.
Hop down into the next room and search the
coffin on the right for the ROYAL TOMB
KEY. Also, one of the jugs hides an ANTIDOTE CUP. Get the shotgun ammo in the NW corner and hop up into the S window.
Jump to the S pillar and safety drop to the floor. Go to the alcove in
the middle of the E wall and use the Royal Tomb Key to open the door. Go
around the central structure to the right, and just past the flaming statue
turn left and jump up to grab the crack in the central structure. Tap the
jump key to get up higher and pull up onto the roof for a save crystal. The jugs are empty. Turn to face W and take a running jump
to activate the jumpswitch over the entrance. Go around the central
structure again and enter a new area E.
There's a coffin to search near the
entrance, but leave it for a moment. Go past it NE and grab the shotgun
ammo, then go back and search the coffin for the MANUAL AIM (which acts
the same way as the Laser Sight), the CROSSBOW and the SWORD.
Hop back and prepare to do battle as soon as you open the coffin, as flames
erupt all around you and two giant mutants are released at once. Do your best to avoid
their poisonous stings while firing away. When you've killed them, two
more giant mutants come to the attack. When they're gone an arachnid of
some kind appears and starts throwing bolts at you. After peace has been
restored, enter the NE passage and pull down the wall switch to your left to
lower a trap door elsewhere.
Exit this area W and get onto the
raft. Drive it out of the cove and turn left. Dismount near the S
wall and pull down the wall switch. Enter the passage to your left into a
familiar room and climb the SE ladder to the upper passage. The trap door
rises as you pass it. Push the face block into the next room and go
around it to move the E face block aside. Enter the E passage and go down
the stairs to exit the temple. Go SW to where you used the detonator and
look down into the water. Combine the Manual Aim with the Crossbow and
shoot the jug just to the left of the underwater stairs for SECRET #2.
Jump into the water and swim down for the large medipack. Swim up and pull out of the ice-cold water.
Go back into the temple and turn left at
the top of the stairs. Go W through the face block room and climb down
the ladder at the end of the passage. Exit W and get back onto the
raft. Drive it W and turn left at the wall where you see the embedded
blue crystals. Dismount onto the W ledge and take another tricky jump N
onto the higher ledge to the left of the flaming statue. Turn around and
jump up S to the triangular ledge, followed by another jump S to the next lower
ledge. Crawl into the W opening and go around the corner for some flares.
Stand with your back against the S wall,
draw your Crossbow (with Manual Aim) and look up to shoot the breaktile that blocks your way. Jump up to grab the
crack in the E wall and tap the down arrow key to make Lara turn around and
jump to grab the edge of the W opening. Pull up and follow the passage
around the corner for SECRET #3. Pick up the shotgun ammo and uzi ammo, then drop down, crawl
back out and get down to the raft. Drive it all the way N and turn left
at the wall. Continue to the NW corner where you see a save crystal up to
your left. Dismount here, pull up onto the W slope and back flip onto the
pillar with the save crystal (a bit tricky, as you need to land on the lower SW
corner, and it may take a couple of tries to find the right spot to pull
up).
There's a climbable surface on the S side
of the pillar you're standing on. Nearby is a shaft with the lowered trap
door. Stand near the NW corner of the pillar, facing S, and hop back to
grab the edge. A fixed remote camera kicks in. Shimmy left to the
NE corner and tap the jump key to make Lara jump up and grab the crack.
Shimmy all the way right and tap the jump key again. Lara will grab a higher
crack. Tap the down arrow key and Lara will turn and grab a
platform. Pull up higher W to restore camera control and trigger an
impressive flyby.
As you walk forward a save crystal appears on the raised tile. Pick it up, then go for the crossbow arrows in the other corner. All the jugs are empty. Arm yourself
with the crossbow, stand equidistant between where you found the arrows and
save crystal, and hop up W onto the block being held in place by the stone
hands. Quickly shoot the blue eyes that come to life in the stone head
ahead before they set you aflame. The stone hands retract and an
opening appears in the mouth of the stone head. Hop back down and push
the released block three times N. Get up on it and jump up to grab the opening
in the mouth of the stone head. Pull up into it and get another fixed
remote camera. Run forward and slide down into the next level.
Level 2: BLOOD OFFERING
After another impressive flyby, run
forward into the next room and pick up the uzi ammo in the far left
corner. Exit N, loop around left and jump into the water.
Surprisingly, this appears to be a heated pool. Swim SW past the central
hole in the floor and find a small medipack tucked
away in a corner. Swim NE back over the hole and locate the UZIS tucked
away in another corner near the E wall. Now swim down into that hole,
light a flare and near the bottom find a passage going off E. Follow
around the corner to a new underwater area, where you're invited to save your
game whether you want to or not.
Turn left upon entry to find another save crystal. At the SW corner of the structure's roof is uzi ammo and shotgun ammo. Return for air and swim back here. Approach the S opening
near floor level and wait for the rotating blades to move to your left.
Quickly enter and swim up to your right. In the upper room is another
rotating blade trap. Make your way into the E alcove and pull the underwater
lever. Flip turn and swim up and to your left to find another underwater
lever in the upper S alcove. Flip turn and swim toward that ladder you
may have seen in the N wall. Swim up and past the lowered trap door into
a room with precious air.
Grab the save crystal and pull
out W. Turn around and take a running jump to the pillar. Grab the OCEANIC MASK and jump back. Pull down the wall switch and absorb another save crystal as you go through the opened W gateway and find yourself in a familiar
area. Jump into the water and down into the hole again. Use the E
passage to get back to the underwater temple. When you enter the lower
area with the rotating blades, swim straight across into the S anteroom for SECRET #4.
Pick up uzi ammo and
shotgun ammo to your right, more uzi ammo to your left.
Exit the temple area, swim back up through
the hole and surface for air. Swim S and pull up onto the rock ledge
against the wall. Turn left and take a running jump to the E
walkway. Run N toward the swingpoles and turn
left at the base of the statue. Jump W and grab the crack, shimmy left
around the corner and tap the jump key to grab an upper crack. Shimmy
left around another corner, and when you reach the next corner release to grab
the crack below. Tap the down arrow key to turn, jump and land (just
barely) on the corner of a rock ledge. Take a running jump SW and hop up
NW for the save crystal.
Jump back to the first rock ledge and
stand at the N edge facing slightly NW. Your objective is to reach that
low pillar near the N wall. Stand jump NW onto the near slope, slide a
bit and jump off to grab the left corner of that N pillar. Pull up and
take a running jump to the crack in the N wall. Shimmy right until you
can tap the jump key and reach a higher crack. Continue shimmying to your
right until you get a fixed camera view. Tap the down arrow key to make
Lara jump to the first swingpole. Swing around
until the green bar is full, then jump off to grab the second swingpole. Repeat and jump forward into the
darkness. You'll grab a ladder on the side of the bridge. Climb up
a bit and shift left to release into an opening in the wall. Claim the
nearby save crystal but don't enter the S passage.
Instead, locate a pushblock
in the E alcove and push it one time N. Turn around and climb the ladder
to an upper area of the opening room. Pick up the nearby flares and
continue to jump down SW to a balcony-like area. Run to the W wall and
push the button that looks like a skull. A spear trap is disabled in that
S passage I warned you not to enter. Go there now and push the face block
down to the ledge below. Go down after it and pull it one time S.
Get on it and push the skull button to lift a gate elsewhere. A save crystal appears below and to your left, so go down and get it.
Use the pushblock
to get back up into the E opening. Go to the NE alcove and use the ladder
to get back up. Run across the ledge and hop down SW as you did earlier
to find the open S gateway. Enter and trigger a cut scene of someone
apparently giving chase. Enter the first opening to your left and pull
down the E wall switch. The trap door drops you down to a lower
level. Avoid the slow-moving but lethal flame-breathing mutant while running in circles around the outer passage.
Do not under any circumstances enter the inner passage, but rather lure the
mutant into it from the opposite side and let him be the one to trigger the
spike trap. Then you can step forward and safely pick up the HIGH PRIEST KEY it dropped.
Go to the keyhole you undoubtedly noted
while running around in circles and insert the High Priest Key to lift the gate
behind you. Reverse roll, enter and take the second OCEANIC MASK from the pedestal. Exit NW (a block has been conveniently raised)
and find a save crystal before exiting to the W passage. Turn right, go across the
balcony and hop up NE to the upper balcony. Run all the way across to the
N side and hop down to the companion balcony. Pick up the flares and
continue W down the stairs. A save crystal materializes
on the way, so add it to your inventory. One of the jugs in the
room below hides an ANTIDOTE CUP. Light a flare and enter the S opening.
Follow the passage to another room where the door slams shut behind you.
Poisonous gas starts filling up the room, so you need to hurry.
There are several wall switches in this
room. Pull down the one the nearest one in the S wall next to the
entrance, then reverse roll, run across the room and pull down the one in the W
wall (NW corner). Reverse roll again and quickly hop up NE onto the
ledge, pull down the switch in the E wall and hop up left into the
opening. The gate closes behind you, enabling you to breathe fresh air
once again. Shoot the jugs in this room for an ANTIDOTE CUP hidden in one of them, then push the faceblock
E into the room below. Get down and move the faceblock
to the other side of the red column, against the wall. Get up on it and
climb up onto the higher block for the third OCEANIC MASK. Get
down and go up the E stairs.
Run forward and turn left into the tall
alcove to find a ladder. Climb up into an upper room for a save crystal.
Hop down NW and enter the crawlspace, but there's not much you can do about the
darts in the cramped passage. Crawl W and turn right at the
intersection. Stand up and push the skull button. Turn right and
then turn right again into a passage created by a lowered block. Note
another block in front of you that also needs to be lowered. Continue clockwise
until you reach a second skull button. Push it and turn back left.
Go to the W wall, turn left and find a third skull button. Push it and go
back clockwise. Pull back out the first and second skull buttons and go
back counterclockwise to find a block lowered past the third skull
button. Continue to a fourth skull button and push it to disable a spike
trap elsewhere.
Go around the outer passage clockwise,
past another apparently disabled spear trap and into the crawlspace.
Crawl S until the end, where you can stand up at the disabled spear trap you
saw in the cut scene. Jump SW and grab the ladder. Shift left into
the alcove and absorb the save crystal. Endure another fixed remote camera. Step
up to the edge of the alcove, take two steps back and face the swingpole. This might be a good place to save your
game, as the following sequence must be done in one go.
Take a standing jump to the first swingpole and swing around five times (the number of swings
is important, so that you don't overshoot or fall short) before jumping off to
the second one. There's no need to adjust your position on the pole
between each jump. The best time to release the action key is when you've
reached the bottom of your swing. Swing around five times from the second
swingpole and jump to the third one. This time
swing around six times before releasing to grab a crack in the wall.
Shimmy right and around the corner onto a pillar. Proceed from pillar to
pillar as follows:
Release and grab lower crack, shimmy right
around another corner to the end, tap the down arrow key to jump to the next
pillar.
Tap jump key to grab higher crack, shimmy
right around corner, drop to grab lower crack, shimmy right around corner and
tap down arrow key to jump to the next pillar.
Shimmy right around corner, tap jump key
to grab higher crack, shimmy right around two corners and tap down arrow key to
jump to open hand of giant statue.
Pause to collect the save crystal, then run up the left arm of the giant statue. You'll get a
series of fixed remote cameras, but if you keep running and jumping you should
be able to reach the head with no problem. Go around to the back of the
head and pull up into the W opening. Step forward into the room and grab
the fourth OCEANIC MASK (I had to go around to the back of the stand before Lara would reach
up). Get the ANTIDOTE CUP on the way out and run back down the left arm of the
statue to the open hand. Jump N and grab the crack in the nearest pillar,
shimmy left around two corners, release to grab the lower crack and safety drop
to the floor.
Go E, turn right between the last two
pillars and jump up SE to the higher balcony. Locate the receptacles in
the E wall and place the four Oceanic Masks. A crowbar receptacle appears
on the lower ledge facing the giant statue. As you approach it a save crystal appears and two Tinnos wasps are alerted, one from your right and other from your
left. Insert the Sword in the crowbar receptacle to cause spurting
electric bolts to issue briefly from the chest of the giant statue. A cut
scene shows a revolving door behind you that reveals a statue holding a blue
object. That's the clue introducing a most ingenious puzzle.
Take a look at the multi-colored cross
pattern on the chest of the giant statue. Your objective now is to light
up the blue gems only, and this is accomplished by turning the giant wheels
opposite the mask receptacles. Begin by going to the giant wheels.
Facing W and counting left to right, pull Wheel #2 two times, watching what
happens between each pull. Then pull Wheel #4 three times, and finally
pull Wheel #3 one time. The four blue gems in the chest design should now
be shimmering. Go down and insert the Sword in the crowbar receptacle
once more. The revolving door reveals the statue once again, but this
time it unleashes a bolt of blue energy that causes the chest emblem to
withdraw and open to reveal a passage.
Pick up the crossbow arrows that you
may have missed to the S of the crowbar receptacle, then take a running jump W
to grab the edge of the opening in the statue. Pull up and run forward
into a new area. Two save
crystals materialize to your right and left.
Grab the one S, then run W down the pathway to find a protruding skull button
in the next-to-last pillar. Push it to lower a nearby trap door.
These pillars are climbable, so go between the first and second pillars on this
S side and climb up the W face of the first pillar. Go up past the opened
trap door and shift right to release into an upper passage. The trap door
closes behind you. Go to the S end and pull up into a large room.
Locate the face block N and pull it back
two times. Go around left and push it one time E. Get up on it and
take a running jump slightly NE to grab a ledge. If you grab too close to
the skull in the corner, you're stuck and will have to try again. Shimmy
left as far as you can. Don't pull up, but tap the down arrow key with a
midair curve to the right to jump safely to the ledge behind you. Turn
around carefully to find that the flame on the first ledge has gone out
(temporarily). Jump over there, quickly turn right and take a running
jump S to grab a crack. Tap the jump key to activate the overhead jumpswitch,
then collect the save crystal when you land.
Pull up S and follow to a room where a
bolt-tossing arachnid is stomping about on an upper platform. A
couple of Tinnos wasps
also fly out to make your life more miserable. When the arachnid finally
explodes it drops a HIGH PRIEST
KEY. A save crystal also
appears on the upper platform. A receptacle for the High Priest Key is
down in the S wall. Before using it, pick up the uzi ammo behind you. Go
through the open door on the left and light a flare. In the next room
avoid the lava pool and go around to stand with your back against the rock wall
in the E alcove. Hop forward, then jump back and hop off the slope to
grab the crack in the face pillar. Quickly shimmy left around the corner
to avoid the rotating blades, and in the far corner tap the jump key to grab
the higher crack. Shimmy right just around the corner, and tap the down
arrow key to turn around and jump over the blades onto the corner of a rock
ledge with a save crystal.
Time a running jump W and grab the
ledge. Pull up and time another running jump N to grab a crack in the
pillar ahead. Shimmy right around two corners and pull up into the
opening. Walk to the far end and stand jump slightly NW to grab the ceiling.
Monkey swing N and release to grab a crack in the wall. Shimmy left
around the corner and endure another one of those remote fixed cameras.
Shimmy as far as you can, then tap the down arrow key to turn and jump to the
opposite crack. Shimmy left until you can pull up W into a
crawlspace. Crawl forward, lower Lara down the other side, drop onto a
suspended platform and collect the save
crystal. Jump N to activate the
jumpswitch. Reverse roll as soon as you land. The platform you were
standing on lowers to skewer the three fire-breathing mutants in the pit
below. The door on the right side of the S receptacle for the High Priest
Key is now open, so go down there.
Time a jump past the revolving blades to
slide down and trigger a flyby through a previous area. Run forward and
collect the save crystal, then make your way past the revolving blades into
the passage on your left (W). Pull down the wall switch at the end, then
reverse roll and make your way past the blades. More revolving blades,
and worse yet, a remote fixed camera. Go into the E passage and pull down
a companion wall switch to open a door in the next room. Go back and
squeeze past the blades, angling to your right. In the same manner get
past the second set of revolving blades in a NW direction and reach the safety
of the wall, then duck into the N opening. Collect the save crystal and safety drop to the floor below.
Go NE and jump up to the higher
balcony. Go around to the crowbar receptacle and take a running jump W to
grab the hole in the chest of the giant statue. Pull up, run forward and
in the lava room with the skull pillars turn right and grab the save crystal if you didn't do so earlier. Run W down the path and find a skull
button to push. You hear the sound of a trap door lowering, so locate it
at the top of the first pillar on this N side and climb up through the
opening. Shift left to drop down in an upper room, and the trap door
rises once again.
Run N to the end of the passage and turn
right. The jugs here are empty. A bolt-tossing arachnid and
two Tinnos wasps
await in the next room. When the arachnid finally explodes, it
leaves behind a HIGH PRIEST KEY, which fits the SE keyhole and opens the nearby
door. Before leaving E, collect the NE save crystal. Go
E up the stairs and pick up the ANTIDOTE
CUP on the ledge. Go through the E
opening, up the steps and claim the save crystal.
Note the spear trap ahead and the two
flame-breathing mutants crawling around in the pit below. Use either
the SW or the SE ladder to climb up, shift toward the center but don't pull up
onto the flat surface (spear trap). Instead, back flip onto the platform
holding the spears and activate the N jumpswitch, lowering the platform and
skewering the mutants as before. A cut scene shows a door opening
somewhere. Run S across the platform and down the stairs. In the
lava room below turn right and go through the N opening. Collect the save crystal as you go through the passage and activate the revolving blade trap in
the next room.
Face the blades, and when they start going
away from you, run after them and drop down into the trench. Hop back so
that your back is against the wall. Wait one cycle, and when the blades
have gone back the other way, jump forward out of the trench and pull down the
timed W wall switch. A door opens in the E wall behind you. Hop
back into the trench and reverse roll. If you've timed it right, you can
jump forward ahead of the blades and sprint through the timed door before it
closes. Pull down the wall switch for a static cut scene and the sound of
a door opening.
Go back S into the lava room and go right
into the W opening and back to the room where you did battle with the
arachnid. Blade traps on the N and S walls have been activated, and you
need to get past one of them to reach the upper W ledge. Time a standing
jump to one of the blade-protected ledges and take a running jump to that upper
W ledge. Enter the small anteroom, grab the save crystal that
appears and pull down the W wall switch to open a nearby door.
Exit the anteroom, safety drop from the
upper ledge to the marble ledge below and go through the W opening. Turn
to your right and enter the N alcove to pull down the wall switch. The
trap door opens to drop you down in a lower area. A screen shot informs
you that you've got company. Grab the nearby save crystal, hop down
SE, go up the E stairs, turn right between the last two pillars and jump up SE
to the higher balcony, loop around right to the crowbar receptacle and find
that changes have taken place in your absence. Insert your Sword in the
receptacle and quickly draw your uzis before the red-clad enemy in the giant statue's chest hole can start tossing lethal flame bolts
at you. Start shooting in his direction while taking periodic side flips
to avoid those deadly bolts. You'll know you're making hits by the red
spots that appear around the enemy. You'll also need to deal with a Tinnos wasp or two. When the
red spots stop appearing, so do the flame bolts for the time being.
Repeat the foregoing procedure by
inserting the Sword once again. Continue as often as necessary until you
hear the sound of a door opening somewhere. The next time you insert the
Sword the force field in front of the enemy should be gone. Insert the
Sword one final time and the enemy will explode, accompanied by the sound of
another door opening. Take a running jump W to grab the hole in the chest,
and pull up into the gelatinous mass to claim the LOST STAR with your Sword.
Take a running jump and grab back to the
ledge with the crowbar receptacle. As you pull up you're greeted by a cut
scene of the waiting helicopter. Jump to one of the green translucent
floating islands and walk around until you hit the finish trigger.