MYSTERY OF THE AQUEDUCT

 

Levels by TCake

 

Walkthrough by Phil Lambeth (assisted immeasurably by tartancroft's video walkthrough, presented in four installments).

 

 

Level 1: Mystery of the Aqueduct

 

You begin standing in front of a closed gate, so there's nothing to do but turn around and go back the other way.  When you emerge into an open area you find there are many places to explore with no clear direction as to their priority.  Actually, there is no priority, for there's absolutely nothing to do anywhere you might choose to go (although you may want to look around a bit first, as you won't be able to do so until much later in the game).  Nothing to do, that is, except for one place.  Turn right and follow the pathway N to a white wall.  Turn left here and proceed forward, hopping over a short fence into a grassy area.  There's uzi ammo on the first crate.

 

Continue NW up the grassy slope and shoot the crate up at the top for shotgun ammo.  The gate ahead opens upon your approach.  Enter a cemetery and kill up to four jackals (they might not all show up now, but they will before you leave).  Go up the SW hill and locate a hole hidden in the bushes.  Safety drop to the bottom and find a small medipack at the end of the tunnel in front of a closed gate.  Go back and climb out using the N ladder.  Kill any remaining jackals and go to the SE corner, where you'll find the tombstone for Alister Fletcher.  Pick up the ROSE that bears his name and wait for the slight earthquake to stop.

 

Exit NE to find that the topography outside has completely changed.  You appear to be trapped with no way across.  Save your game, because you'll either succeed or die while attempting the next sequence.   Stand at the edge of the pit near the left side and face NE.  Take a standing jump to land on the slope about a block and a half from the right margin.  Slide all the way down and drop off onto another slope.  Slide a short distance and jump off with a hard right curve.  You'll either land on another slope or drop down to your death.  Assuming you land safely, allow Lara to slide twice down short facing slopes and jump off the second slope with a hard left curve.  Land on another slope, slide a bit and jump off with another hard left curve.  You'll land on a final slope and slide down to a stable flat surface.

 

Save your game again.  Turn around and take a running jump NW past the gap.  You'll land on a slope, so jump off immediately to land on a flat surface in front of an opening to a cavernous area (if you miss, you'll fall into a spike trap).  Step out onto the corner of the ledge and take a standing jump NW to the sloped ledge below.  Slide and jump forward to evade a spike trap.  When you land, side jump left immediately or you'll be spiked on what appears to be a safe tile.  (Naturally, the blue floor is deadly).  Land on a slope and jump off onto a ledge.  Jump off before the spikes are triggered and grab the higher pillar.  Pull up and run forward immediately and jump NW onto the ski slope.  Of course, it's spike-trapped as well, so continue running up W and as you near the top jump up the steeper slope and jump off NW to land on a safe surface without spikes. 

 

Catch your breath here and turn to face S.  You can see a glow not far away, but you can't reach it from here.  Instead, jump back to the ski slope (the far ends still have active spike traps).  At the E end trigger any remaining spikes (by running onto the tile and taking a back flip).  Then run forward onto the last tile, swerve to the left and take a running jump slightly NE toward the wall.  You should land on a flat ledge.  Jump up higher to the right, go to the wall and sidestep right as far as you can.  Jump up (action and up arrow keys only) to grab the opening.  Pull up inside and follow the tunnel up until you reach an open area overlooking the cavern.

 

Turn right and take a running jump W to the small ledge, then another running jump W to the ice bridge (no spikes).  Follow the bridge as far as you can, then turn left and take a running jump and grab to the floating pillar (which is spiked).  Shimmy left around the corner, pull up and take a running jump to the spiked pillar ahead.  Take a standing jump forward to the next spiked pillar, then back flip to the previous pillar.  You're safe now.  Hop to the W pillar (not spiked) and turn left to jump to the highest pillar.  Pick up the ESSENCE OF THE DRAGON for SECRET #1.  (I checked my inventory here and saw a PROOF THAT FELL INTO THE PIT had also been added, but I have no idea when or how, or what significance it may have.)

 

Take a running jump SW into the wall opening and slide down.  You'll find uzi ammo on the nearby ledge.  Run through the cavern to the SE corner and you'll find a cleverly disguised place in the wall that shatters when you shoot it.  Go on through (watch out for an unmarked spike trap in an alcove) and use a crawl space to access a path leading E.  Vault up onto the short block, face NE and take a standing jump to the slope.  Jump off and grab the N opening.  Pull up and walk carefully forward.  Just beyond the bush is a shaft.  Turn around, climb down to the bottom and safety drop onto a ledge.  Take the PULLEY'S ROOM KEY from the plinth for a cut scene showing a ladder appearing near the cemetery outside.

 

Take a running jump to the NW ledge and turn to face E.  Jump up and grab the ledge.  Pull up and continue up the path.  Drop down the hole ahead and run all the way to the W wall (veering slightly to the left).  Turn right near the SW corner and hop up into the triangular opening.  Follow to an open area and run up the ramp to the right for the UZIS.  Pull up through the open trap door overhead and pull up higher onto the SE block.  From here you can pull up onto the roof of the building in the cemetery.  Drop down to the ground and exit NE.  The ladder you saw in the cut scene is just outside.  If you wish to take the time to detour for a single uzi ammo pickup via a different route through the steep pit and the cave area, refer to tartancroft's video.

 

Climb up onto the wall and jump forward.  Go up the marble steps to your right and run forward until you see a closed gate on your right.  Use the Pulley's Room Key to open it and walk forward to the zip line.  Use it to cross over to a sloped brick pit, and slide down to begin the next level.

 

Level 2: Mystery of the Aqueduct 2

 

Tartancroft's video for the next part can be found here.

 

Go down the stairs and into a cobweb-filled alcove on your right.  Pull up E into the opening for some flares.  Continue down the stairs into a sewer-like area.  There are three doorways in the E wall.  Enter the one on the far left and follow the passage to a ladder.  Climb up into a modern living area and follow to a sparse kitchen.  Vault up unto the counter and pull up into a phantom opening in the N wall (to be fair, there are tell-tale stripes on the wall).   Pull up higher E and follow to a hole in the floor.  Drop down onto a brick block and pick up the SHOTGUN for SECRET #2.  Jump to the floor and push the button on the S face of the block to trigger spikes at the third opening back in the sewer area, and to lower a trap door that allows access to the sewer.

 

Go back to the sewer area (the washer-dryer room adjacent to the kitchen has a hole in the ceiling, but you can't access it).  Locate the open trap door near the middle of the channel and jump into the water.  Swim to the N end and look left near the stacked boxes for a hole in the floor against the W wall.  Swim down and follow the passage to the end.  There are two air holes here, and you can pull out of the one in the SW corner into what looks like a dark warehouse area.  There are several depressions in the floor beneath large vats.  The nearest of these hides a spikeball trap, but you can easily trigger it without harm.  There's another one of these near the NE corner.  Look for flares near the NW corner, pull into the opening above and note the strange drawing on the wall.  Go to the SW corner and find uzi ammo in the depression there (no spike ball trap). 

 

There's no corresponding depression near the SE corner.  However, there's a ladder in the N face of the overhead shaft that you can use to climb to the top of the vats.  As you pull up you trigger a long row of spikes at the far end that prevent you from accessing the ledges along the N wall.  You can reach the S ledges behind you, so pull up and go right to find a closed door in the SW corner. 

 

Face away from the closed door and take a running jump N to grab the end of a short bridge.  Pull up and run forward to the other end.  Save your game (because of the low ceiling) and take a running jump NE to the middle of the central wooden bridge.  A piece of the bridge falls to the floor as you land.  You could turn around and take a running jump NW to the other short section of bridge, but I wouldn't risk an attempted jump to the N ledges from there if I were you.  Instead, follow the wooden bridge E to the hole created by the fallen debris.  Draw your pistols or uzis here, hop over the hole and run along the row of breaktiles.  When you near the end, fire a forward burst while jumping up and down.  This will shatter something on the wall in the crawlspace ahead.  Holster your weapon, and when you reach the last breaktile jump up to grab the ceiling.  Don't attempt to access the crawlspace or you'll be spiked.  Instead, monkey swing to the left and drop down onto those N ledges you couldn't reach earlier.

 

Note the closed door in the alcove ahead.  Go to the SW corner of the platform and take a running jump W across the gap, curving out left and back to your right because of the low ceiling.  Grab the edge and pull up.  Run to the other end and locate the uzi ammo and small medipack in the NW corner.  Take a running jump S and grab the short bridge.  Pull up and jump SE back to the wooden bridge.  Run to the hole, jump up to grab the ledge, and pull up into a higher passage.

 

Follow around to the end, turn around and jump up to grab another ledge.  Pull up to a still higher room.  Run forward to the N end.  To the right of the alcove filled with weeds is a block you can climb onto.  Do so and note for later the hole in the NE corner.  For now, turn left and take a running jump onto the W slope and immediately jump off to land on a red roof.  Stand at the corner of the roof facing NE.  Draw weapons and take a running jump NE to land in an alcove.  Kill three jackals and shoot the dragon emblem in the E wall.

 

Get back down to the floor of this room and climb back onto the same block you did earlier.  Slide down the slope in that NE hole and jump off to grab the ladder in the E wall.  Climb down and drop down into a familiar area.  Reverse roll, head down the W passage, light a flare and save your game before sliding down the slope.  If you want an ammo pickup, you're going to have to be quick.  At the bottom of the slope, jump over the hole with a midair turn, land and backflip over a breaktile to some revolver ammo (also on a breaktile).  Pick it up, run forward onto the first breaktile and jump into the hole, where you'll fall into some water.  If the ammo pickup isn't worth it to you, simply fall into the water on your way down.

 

You're in the canal you visited earlier.  Swim to the adjacent water hole and pull up into the dark warehouse area.  Go to the SE corner and find a new opening where the S face is climbable.  Climb up to a passage and push the face button at the end.  A screen shot shows the high SW alcove outside.  Simply jump straight up from where you are to find yourself magically on top of the vat.  Jump W to the adjacent vat and pull up onto the S ledge.  Run to the W end and turn left into the alcove to find that the door there is now open.

 

Follow the short passage to a new room where spooky music plays.  Go to the SE stage-like area, stand at the edge of the central box facing W and press the action key to drink a small glass of red wine.  This opens a doorway in front of you and clears a path through the crates.  Go there, jump between the crates and enter the SW doorway.  Follow the passage to a larger room with more crates.  The one just below at the entrance is shootable, so hop down, shatter it and jump NW toward the open area.  The lower floor ahead is deadly, so jump and grab the crate in the deadly area.  Jump up to grab the ceiling, and monkey swing N over a spike trap and drop into the enclosure at the end.

 

Stand underneath the pole near the NE corner and jump up to grab it.  Climb to the top through an irregular cylinder (you could have shot it, but that's not necessary) and back flip into an upper room.  Shoot the crate in the SW corner and push the block W three times.  Climb up N and go up the passage.  Pull up right when you reach the ramp leading to an outside area, turn around and jump up to activate the jump switch.  A door opens in the outdoor pool just ahead.  Hop down and go up the ramp into the outside area. 

 

Jump into the pool, swim into the open doorway and follow the passage to the end.  Swim up into a larger pool and pull out.  Go to what looks like a white water fountain near the W wall and take the LASER SIGHT from the bowl.  A cut scene shows a room you haven't visited yet, at the sewer area near the beginning of this level.   Also, the REVOLVER mysteriously appears on the SW block in the pool (the statues helpfully shine their flashlights on it).  After grabbing it, swim back to the first pool via the NW opening.

 

Pull out of the pool.  You're not quite ready to explore the area beyond the NW passage, so go back down the ramp you came up earlier and retrace your steps to the room with the pole.  Run off the edge to grab the pole, then slide to the bottom and release.  If you didn't shatter that surrounding cylinder earlier, it might be a good idea to do so now.  Climb back onto the pole and face the green spikes (with your head even with the spikes' points).  Back flip into a water pool.  Take a running jump E and grab the crate.  Pull up, turn right and take another running jump S to the next crate.  Grab and pull up.  This crate is spike trapped, but the spikes don't appear to harm you.  Take a running jump SW to the higher crate, and jump from there to the safe floor.

 

Pull up into the E opening and run along the passage to the room with the crates, loop around left and continue to the dark warehouse area.  Run E along the higher ledge and hop down onto the next-to-last vat.  Use the ladder to climb down to the floor.  Locate the water hole at the N wall and jump in.  Swim to the canal in the sewer area.  You can't pull out at the open trap door, so follow the W wall to the end and locate a ceiling hole where you can pull out. 

 

You've seemingly arrived at a dead end, but there's a phantom block at the NE corner.  Run E along the passage and emerge in a new area.  Turn left and find an opening to your left near the N wall.  Go on through to find yourself back in the sewer area.  Loop around right and go through the middle opening, the one you haven't yet visited.  You hear a warning burst as you enter, but there are no enemies inside.  Shoot the two leaning contraptions.  One causes spikes to trigger, after which you can safely retrieve the small medipack from the platform.  The other one hides a breaktile, the purpose for which is not yet apparent.

 

Combine the revolver and laser sight, and shoot the bulb in the device that's lying in the middle of the floor.  Exit this room and go back through the previous opening on the far right.  As you enter you get a cut scene of an outside door opening somewhere.  Run past the row of barrels, noting that one is now missing to reveal a closed door and shotgun ammo.  Continue to the NE passage and go up the winding stairs.  At the top, jump up to grab the opening and pull up into a dark game room.  Run past the pool tables and take the SAKE (strong alcohol) from the shelf.  You hear the sound of a door opening and rattling billiard balls. 

 

Drop down SW through the gap in the railing and loop around to the row of barrels.  Enter the opening in the N wall and go around left to another game room.  There's another bottle of SAKE (strong alcohol) on the N high shelf.  As you take it you hear a door with squeaky hinges opening.  Turn around and look for a stepladder against the S wall.  Facing E you can actually climb up onto it as if it were a block.  Take a standing jump forward and grab the higher ledge.  Pull up and run forward for crossbow arrows.  A cut scene shows a door opening at the top of stairs in the first game room.

 

Go back there (looping around left at the row of barrels) and up the stairs through the open doorway.  Go behind the bar for some revolver ammo, then head outdoors through the E opening.  Kill two waiting jackals and go where they came from down the SW passage and through the open gate back to Level 1.

 

Level 1: Mystery of the Aqueduct (revisited)

 

Here is the third segment of tartancroft's video walkthrough

 

Wait for at least a half dozen, maybe seven jackals to arrive.  After disposing of them all, head S toward that large outdoor pool with the picturesque fountains.  Gates have opened in the SW corner of this area, so go there for another level change back to Level 2.

 

Level 2: Mystery of the Aqueduct 2 (revisited)

 

Go up the ramp into an outdoor area that you saw in an earlier cut scene.  Loop around right and enter the E archway, where the door is open at the end.  Pick up the large medipack inside for SECRET #3.  Tickle the pig's chin to make it squeal and to make the TOWER OF THE SUN REPLICA appear in the NE corner.  Crossbow arrows then appear in the NW alcove. 

 

Exit this room and enter the S archway.  Ready your favorite weapon as you're met by four jackals in the dark room at the end of the passage.  You'll find a small medipack in the NE alcove.  Picking it up attracts three more jackals.  There's nothing more to do here, so exit this room and enter the N archway (the remaining doors in the W wall do not respond to your approach).  The door at the end opens upon your approach.   Admire the golf cart and the red hot rod and continue into the dark NW passage.  Open the umbrella propped against the small chest, and out pop the IGNITION KEY and the GARAGE KEY.  Get into that shiny red sports car and drive it outside and down the SE ramp for a return to Level 1.

 

Level 1: Mystery of the Aqueduct (revisited)

 

Drive N as far as you can go and turn right at the white wall.  Drive up the adjoining ramp to the higher level and attempt to access the patio.  A colorful wall comes up to block your way.  Get out of the vehicle to hear R2D2 admonish you that motor vehicles are not allowed in this area.  With the colorful wall still up, ran back the way you came to the bottom of the ramp.  Follow the gray walkway S to the opening where you began this level long ago, and find that there have been some changes.  Pull up E onto the short wall and hop down the other side.   

Follow through the open gates and another level change.

 

Level 2: Mystery of the Aqueduct 2 (revisited)

 

Go up to the outdoor market area and find a keyhole S that allows access to the garage.  Go on inside and find that you appear to have your pick of vehicles.  However, the only one that's operational is the red motorbike, so get on it and drive it through the breakable wall in the NE corner.  You'll fall down to the market area.  You'll be tempted to explore the area on the motorbike, but a barrier has appeared at the SW corner and actually, breaking that wall has given you the ability to perform some needed nearby tasks on foot.  Therefore, dismount and go past the toppled fruit stand SE into the alley.  You'll find shotgun ammo in the small room beyond.

 

Return to the market area and re-enter the garage.  Go to the shattered wall and jump down NE to the awning.  Follow the awnings around counterclockwise, and when you reach the third one (jumping over a palm tree), shoot the window and enter the house.  Locate the hole in the floor and drop down into a familiar area. 

 

Go around and pull up through that phantom wall at the end of the counter once more.  Pull up higher to the right and run up the ramp to the higher room.  A burst of blue light greets you upon entry.  Loop around left and pull up onto the block to cause another level jump.

 

Level 1: Mystery of the Aqueduct (revisited)

 

You're in what appears to be an empty room.  Pull up onto the block ahead.  Jump up through the phantom ceiling to grab the edge.  Pull up into a sparse powder room and take the HATHOR EFFIGY from the plinth.  A scenic flyby takes you through the area outside, ending with the rising of an edifice that resembles one of your pickups.  The fence design in the N wall will shatter when you shoot it, revealing an opening to the outdoor area.

 

Take a running jump and grab the wooden ledge against which the ladder rests, pull up and walk carefully through the foliage to the other end.  Take a running jump and grab the ramparts leading up to your sports car.  Go to the car but don't get into it.  Instead, run past R2D2 and continue W to that raised edifice.  It's actually a pushable, so push it S three times and E three times so that it lines up with the planet figures.  A flyby shows the nearby statue changing its orientation and thereby causing a block in front of it to lower.  Go there (just follow the blue electric bolts).

 

The final segment of tartancroft's video walk kicks in here

 

Drop down onto the white block and pick up the ORNATE HANDLE.  If you'd like to detour for a difficult and aggravating SECRET #4, now's the time.  Stand at the N edge of this white block, facing S, and jump back.  Hit the action key as soon as you clear the edge, so you'll glide down into the cleft below.  Look around at the floor of the cavern and you'll see a number of free-standing pillars that weren't there before.  The trick is getting to them.  Side step right to the corner, turn left and take a curved running jump with a hard right so that you land on the top of the nearest pillar. 

 

From there, take a curved running jump slightly SE to the next pillars.  The third pillar SE appears unnecessary, so from the second pillar take a running jump W to the long slope.  From there jump slightly SW to the next pillar.  You see the triangular ledge against the wall in front of you.  Take a running jump to the left slope of that ledge so that you land facing forward (E).  Immediately jump off and grab the ladder.  Climb up as a spike ball drops harmlessly below you.  Shift left around the corner, but don't go all the way.  As soon as you've cleared the vertex of the triangular ledge below, drop down and immediately jump off to land on an invisible platform near a floating golden globe.

 

Stand jump forward onto an invisible block over which the first globe hovers.  When you come into contact with it, it will simply vanish.  Look to your right and you see more golden globes ahead of you.  These are all on a timer and will soon burn out, so you need to make haste.  With your back against the wall, take a running jump directly toward the second globe.  You should land on another invisible platform.  Swerve right and jump to the next one (3), then jump around the corner to your right to the next one (4).  The next one (5) is in front of you, and from there you jump left to a small medipack.  You may want to save your game here if you're making good time (the globes will go out in a few seconds, so you may or may not want to pause for the pickup).   Run/jump from the next globe (6) to the one ahead and below you (7), sidejump right to the next one (8) and simply run forward to the next one (9) in front of you.  Turn right there and take running jumps to the next two (10 and 11).  Turn sharply right (you can use the pillar face for support) and take a running jump S to the next one (12).  Continue with a running jump slightly to your left to the next one (13), and a standing jump forward to the next one (14).  Finally, a running jump to the last one (15), and now you can catch your breath and take a standing jump SE down into an alcove with a button.  

 

Push the button and look left to see three platforms come floating down.  These platforms are highly unstable, however, so you need to jump so as to land as close to dead center as possible.  In fact, I suggest you save after each successful jump.  From the third platform, save before taking a leap of faith W.  You'll hit a jet stream that carries you up and through the phantom ceiling to a jump switch.  When you activate it successfully you'll fall safely into a small pool below, just like the clowns did it when you went to the circus.  Spikes are deactivated in the area outdoors.  Pull out and go to the plinth near the W wall.  Hit the action key to place your quivers of arrows in the bowl, then pour your two bottles of sake into the bowl to soak your arrows and form (naturally) 2 x ARROWS SOAKED IN ALCOHOL.

 

Go the SW receptacle next to the white marble plinth, combine the Hathor Effigy and Ornate Handle to form the PORTAL GUARDIAN.  Place it in the receptacle to trigger the nearby spikes.  Get ready to do battle with the hydra down below. 

 

The way to get down safely is to go to the SW blue column.  Drop down there, where you'll find a flat area.  From there take a running jump slightly NW to the ramp where the hydra is located.  Reverse roll to find that a platform has been raised in the deadly lava at the SE corner.  Jump there and climb back out.  Return to the white marble plinth and find that the CROSSBOW has magically appeared on it.  Take it and arm it with your drunken arrows.  (As you might have already gathered, you won't be able to kill the hydra with bullets in the usual fashion, so don't bother trying.)  Get back down and shoot the hydra with a drunken arrow.  As it staggers downward another hydra appears ahead, so jump there and repeat as many times as necessary.  Always jump to the ledge where the last hydra has appeared.  When you shoot the final hydra the spikes on the last ledge are triggered, allowing you to progress further in the lava lake.

 

Follow the floating tiles (not breaktiles) up N.  Be careful as you approach the N wall, as the next-to-last tile hides a spikeball trap.  If you stand jump quickly from that tile to the tile in the N wall, you should be safe.   Continue along the N wall and pull up to the highest platform, where you'll find a pushbutton.  After pushing it you'll get a cut scene of a block lowering outside, and you'll then fall safely into water beneath the lava.  Don't swim E or you'll fry.   Swim W and follow the smooth path around toward the blue lights E.  Enter the passage and swim up the long shaft until you emerge in a large pool. 

 

Pull out and run E to the statue surrounded by a moat.  The spikes that would have killed you before have been neutralized, so enter the N alcove, push the block to reveal the ESSENCE OF THE DRAGON for SECRET #4, which you earned back in the hydra cavern. Now go SW past the gazebos and turn S onto the bridge.  About halfway down you'll find the lowered block.  Drop down, but watch out for spikes in all directions except N (which you triggered when you landed).  Run in that direction and push the block to the left three times.  You could now end the level prematurely, but you would miss a final secret and some fun gameplay.  Go back S, and just before you reach the blue floor tile, go into the W opening to your right, turn around and hop back to grab the edge.  Shimmy right as far as you can go, and when you pull up you'll trigger the spike trap.

 

Run all the way S to a white marble plinth and turn to your right into the next-to-last opening between the pillars.  Walk to the W edge, take one step back, face slightly to your left and save your game for a rugged timed run.  Your objective is to use the floating ledges to get around in a counterclockwise circle to your destination, and since a picture is worth a thousand words, I suggest that you refer to scottie's excellent video sequence so you'll know what to do. The hardest jump for me was near the end, from the cyan balloon to the dark blue balloon.  There was never enough room to jump off from the cyan balloon ledge.  But I finally made it after many attempts, saving in different slots along the way. 

 

Once you've made it to the final ledge, save your game and take a curved running jump W toward the white marble plinth.  Take the THANK YOU FOR PLAYING cake from the plinth and note the on-screen hint.  Now that the spikes have been triggered, make your way back along the ballon ledge path until you reach the SW corner.  Shoot the window in the S wall and jump there with grab.  In the next room go to the desk in the S wall and take the KOJIKI (Records of Ancient Matters).  A doorway opens up NE, so go there and find a pushblock in the wall to your left.  Push it into the next room and find another ESSENCE OF THE DRAGON on the white marble plinth for SECRET #5.

 

Now push the block away from the plinth and you'll get a cut scene showing you the way out of here.  Return to the window and jump to the nearest ledge.  Make your way along the ledges to the raised NE platforms.  Jump across to the waterfall and pull up past the mustachioed dragons.  Pull up onto the bridge and run N as clusters of balloons pop up to applaud your approach.  As you approach the large pool you hear a voice telling you that something remains to be done (that is, if you didn't push that N block earlier, before you embarked on the balloon spike run).   If you turn around, you see a red balloon marking the necessary spot.

 

Pushing that block opened a second trap door in the floor of the large pool (and raises a dark blue balloon over it).  Go there, swim down underneath the fire-breathing dragon heads and enjoy the closing credits.