THE TOMB OF YAROK

 

Level by Ray Croft

 

Walkthrough by Phil Lambeth

 

 

Begin in a small room. To your immediate right is a dark passage with the laser sight at the end, but if you save that for later you won't alert the mummy prematurely.  You have no weapons at the moment. Step forward a bit, turn right and climb onto the SE platform.  Run/jump and grab the E opening, pull up and run forward to slide down a short slope.  At the far end, carefully jump down to a safe tile and make your way to the E ledge.  Hop down and take the BA CARTOUCHE from the plinth next to the grate that separates you from the opening room.

 

Go back to the opening room and pull up onto the NW platform. Hop down into the next room, go around the large hole in the floor and push the button in the NW alcove. Drop down through the hole in the floor and find the door you opened in the N wall.  Go inside and insert the Ba Cartouche to open a door in the room above. Climb out of this lower room and return to the opening room. Enter the dark SE passage to alert the mummy, and wait for him to approach you before you run past him and pick up the LASER SIGHT

 

Return to the NW room and enter the open doorway in the N wall. There's a deep room below where a misstep and a fall will kill you, so save your game here.  Take a curved running jump N and grab the wooden platform.  Interestingly enough, if you miss there's a good chance you'll grab the under surface, which acts as monkey bars, but that avails you nothing. Pull up, turn around and jump up to grab the marked ceiling. Monkey swing to the SW platform and release to the sound of a toilet flushing (actually, the room is being partially filled with water), then pick up the explosive crossbow arrows. Drop down into the water and swim through the NW opening.

 

Swim down and up and locate an underwater lever (interesting animation). Open the nearby N door (another interesting animation) and swim through the opened gate. Pull out and enter a huge room. To your left is a ladder guarded by a swinging blade. The nearby breaktiles cover a pool with deadly water, so there's no need to mess with them. NW is a pole next to a spike trap. Let's save that for later. NE is a side room. Note the facetile door N and jump over the pool. Move the S pushblock (revealing another facetile door in the process) over to the NE corner.  Get up onto the N ledge and pull out the purple (it turns gray when it comes out) pushblock. Move it under the button, get up and push it.  Return to the huge room and find that the blade guarding the SW ladder is no longer moving.

 

Climb the ladder two rungs beyond the tiles with the pharaoh heads. Take a rolling back flip and grab the floating tile. Shimmy right around the corner and pull up in the far corner.  Wait for the flames to subside and take a running jump N to the next tile. Grab, shimmy left around the corner and pull up in the far corner. Take a running jump E to the next tile. Grab, shimmy right around the corner and pull up in the near corner. The next tile against the E wall serves no purpose, so take a running jump N to the wider ledge area.

 

Loop around left and hop up onto the higher S ledge. You can't avoid alerting a harpy, but if you jump up to grab the monkey bars the harpy will fly up through the ceiling and cause you limited harm.  Start monkey swinging S and wait for the flaming tile to subside before turning the corner.  The harpy will likely cause some damage here and may even inject you with her poisonous fangs. If so, reload and try again. When you get past the flame tile, continue to the E wall and drop down to activate the jump switch.  Pick up the small medipack at your feet and safety drop to the floor.

 

Run NE toward the pool while the harpy gives chase. The N facetile door you noted earlier is now open, so hop inside and wait for the gate to open. Enter a maze-like area and veer right, then left and go to the N wall. Turn right and make your way toward the NE corner. When you get there, turn right and run S to the plinth with the CROSSBOW.  Draw it quickly and dispatch the harpy with two explosive arrows.  There are no other pickups in here, so return S to the pool, hop SW and loop around right to the NW pole guarded by the spikes. The camera becomes fixed here, so climb the pole and back flip N into the alcove. Use a normal crossbow arrow to shatter the box and pick up the CROWBAR. Jump back to the pole and slide down.

 

Return E to the side room and jump over the pool.  Get on the block to the right of the S facetile door and jump W to the higher block for some flares. Return and use the crowbar to open the S facetile door (more weird animation) and enter a new room.  The jugs are empty, so don't waste arrows on them. Pull out the NE pushblock to reveal an alcove with a large medipack.  The E passage leads outdoors, but first, get on the N ledge and take a curved jump SE to grab the upper ledge next to the fence.  Pull up and open the W crowbar door (no more comments on the animation). Follow the passage to a scissor trap and run past it into the next room.

 

"Viridian leads to success. The flames lead to frustration." Whatever that means. Shoot two bats and note the moveable statue in the middle of the room.  Your first inclination is to move it onto the pharaoh tile next to the E wall, but if you do that you'll get spiked.  Instead, move the statute against the E wall, two squares to the left of the pharaoh tile. The SE door opens.  Enter and take the MISTLETOE from the plinth. Exit this room (the corner pools are empty and the scissor trap is now dormant) and follow the passage back to the previous room. Safety drop from the ledge and use the E opening to go outdoors. Hop over the obstructions and reach the N wall.  Climb down the ladder in the NW hole and arm your crossbow with explosive arrows.  Kill the crocodile that greets you from the next room.

 

Watch out for the intermittent flame blower at the entrance and shoot the nearby small coffin for shotgun ammo. Note the closed E gate and push the button to the right of it. A door opens near the NW corner, so go there and come to a pushblock. Push it W once, get around it and pull it N once, get around it again and push it N twice. Get on it, jump SE to activate the jump switch when the flames are down, and side flip right before the flames return. The SW gate is now open, so enter the alcove and take the SERPENT GEM from the plinth. Return to the previous room and insert the gem in the snake head receptacle. The gate opens, so enter and place the Mistletoe in the next snake head receptacle to open the next gate.

 

Enter the next room. Go around the plant to the E ledge in front of the pool. Jump SE to a gap in the fence and go around for shotgun ammo.  There's a closed gate (a timed gate, for later) in the E wall, and the coffin in the SE corner is empty. Jump into the pool and swim into the N opening. At the corner, swim up against the ceiling and turn left to avoid the deadly swinging blade. Swim up through the shaft and pull up into a dark room. Light a flare and pull up into a high crawl space behind a column at the NW corner.  Crawl forward into the only SECRET to be found in this level and pick up normal crossbow arrows and a small medipack.  Get back down, pull up onto the S ledge and save your game in front of the timed button in the W wall.

 

Push the button, turn right and run to the water shaft. Swim down and out E above the blade trap. Veer left as you exit the passage and swim up to pull out E. (The builder has provided this savegame for those who can't make it in time.) Run forward before the timed gate slams shut, but stop before you run over the ledge in the next room and fall to your death.  A fire wraith is after you, but the timed gate is open once more, so turn around and run into the pool to douse the wraith.  Return to the E room and use the rope to get across the pit to the far ledge.

 

There's no ladder in the deep shaft ahead, and if you safety drop into the shallow water below you'll die.  But if you simply run E off the edge you'll land safely. Go figure. Pull out carefully and make your way past two blade traps, sustaining some unavoidable loss of health.  Beware of the obvious spike trap as you emerge from the passage and look right and left for explosive crossbow arrows and a spare LASER SIGHT.  Look up at the ceiling.  There's no pharaoh head at the far left, and sure enough, you can jump safely across there. The NW coffin is empty, but there's a lion's head mounted up in the NE corner. Use an explosive arrow to shatter the gem in its mouth and open the door in the E wall.  

 

Go there and shoot the jackal waiting inside.  There are two spike-protected jump switches here.  Use only the one in the N wall. Pull up at the middle of the sloped block, facing N, slide and jump to grab the switch.  The NE door opens, so enter and grab JEFFREY'S PISTOLS and JEFFREY'S PDA. Examine the latter for information and leave this room.

 

The N gate outside is now open, so slide down into a new area. Hop NW over the pool and alert a harpy. Proceed W toward the sunshine and go through the W opening.  Shoot a scorpion and use the crawl space to your left. When you reach a space where you can stand up, push two buttons, then continue crawling in a clockwise direction until you reach the TORCH. You can't crawl while carrying it, so pick it up and toss it, crawl to it and repeat as necessary until you're out of the crawl space.  When you can stand up, pick up the torch and carry it with you back E where you can see the flame in the alcove.  Be sure to jump cleanly over the water, or you'll lose the torch and will have to reload.  Enter the alcove and carefully light the torch without getting too close to the flame.  Jump back over the water and light the two shell-like wall sconces in the passage.

 

The N gate next to the pool is now open, so drop your torch and enter. Take a standing jump over the deadly water. Jump immediately off the slope and grab the crack in the column. Shift left around the corner and back flip to a ledge. Push the floor lever, jump back to the crack and shift right around two corners. When you're close to the wall, back flip into the passage. Enter a room sprinkled with spike traps and meet a demigod.  You should have sufficient explosive arrows to deal with him from a distance. When he dies a second demigod replaces him, and you may have to finish him off with your pistols at close range (stoop while firing and his deadly bolts sail harmlessly over your head). Each demigod drops an ANKH PIECE. Combine them to form the HOLY ANKH and insert it in the receptacle next to the E gate. Slide down to end the level.