Create a Classic: 20 years of TR - TEMPLE OF AMEN RA

 

Level by AgentXP

 

Walkthrough by Phil Lambeth (using the video walk posted by Mike the Aardvark)

 

 

You're given a choice of five outfits before you begin.  Lara slides down in her chosen garb into a moon-lit oasis in front of a large structure.  Hop onto the rocks to your right (E).  Take a running jump N to the wall and pull up. Grab the shotgun ammo SE and pull the wall switch in the central block to lift the gate in the structure.  Get back down and loop around right in front of the structure.  You'll find the SHOTGUN near the skeleton. 

 

Initial Tasks

 

Go back and enter the structure.  Follow the arched passage to a large room with columns, closed gates and a central pit. The large jugs scattered here and there can be shattered with your pistols. Three contain scorpions, another shotgun ammo, another flares, another desert eagle ammo, another a small medipack, one is empty and the last one unveils a skeleton that you can shoot into the pit. 

 

Locate a pushblock near the SW corner and pull it S once. Get up on it and pull up N to the second tier, where there are more large jugs to shoot.  The nearest one contains shotgun ammo, but the next one is empty. Other jugs you can reach from this position hide a skeleton and a pile of torches.  Hop into the W alcove, jump back to grab the edge and shimmy right until you can pull up into an alcove with two large jugs, one of which contains uzi ammo.  You can now shoot a second jug where the skeleton is stalking about on the other side of the room, and it appears to reveal shotgun ammo.  

 

Get back down to the floor and move the pushblock three times E. Use it to pull up N and shoot the caskets for another SHOTGUN. Get back onto the pushblock and jump S to the ledge for a TORCH.  Pick it up, shoot the jug and runjump there for shotgun ammo. Shoot the next jug N, jump there and continue to the ledge with the skeleton. Blast it over the edge and pick up the shotgun ammo at your feet.  With torch in hand, make your way counterclockwise around the ledges until you reach the flaming vase against the N wall.  Light your torch there and toss it down to the floor.

 

Jump across to the S archway and shoot the caskets. Stoop to pick up a small medipack and hop down to the floor.  Pick up your torch and light the nearby wall torch to open the N gate. Enter and raid the sarcophagus for the MECHANICAL SCARAB.  Turn around and go S to safety drop into the central pit.  Locate the pushblock in the N wall and push it two times. Pull up left and hop down into a dark passage for SECRET #1.  Shoot a jug along the way for flares and continue into a small treasure room for CANOPIC JAR 1.  When you pick up the DESERT EAGLE in the NE corner the nearby skeleton is awakened, so outrun him back to the central pit (he can't climb up after you).

 

Vast Moonlit Outdoor Area

 

Pull out SW and find that the E gate is now open.  Proceed through a waterfall to trigger a flyby of the vast area ahead.  Wait for the flame-carrying giant scorpion to arrive and deal with it. Head NE into the next area to flush out two more giant scorpions. If you didn't have the foresight to bring your lighted torch with you, there's another one in the casket next to the S wall torch.  Light it and go N to find a companion wall torch you can light (screen shot of a closed gate).  Leave the torch where you can find it and head back to where you entered this area.  Continue W to a small lake, swim across and pull out to the right of the waterfall. Hop left and jump to grab the top of the waterfall.  Pull up and immediately side flip left to avoid the triggered boulder.  Get back onto the waterfall and pull up higher.

 

Shoot the vase beyond the scissor trap and time a run past it for the first STAR OF SIRIUS.  Get back to the lake, swim across and pull out. You can see an object ahead, seemingly suspended in midair, but you can't reach it from here.  Run NE to an arched opening and stop at the edge of a spear pit.  Look down left and carefully get there for a small medipack and flares.  Pull back out and take a running jump N over the spear pit. Run forward to face a huge stepped pyramid.

 

Go to your left and locate a pushblock.  Move it aside and pick up the second STAR OF SIRIUS it was covering. Go to the NE corner of this area, save your game (if you miss there's no way back up that I could find) and take a running jump NE to a flat spot, keeping the up arrow key depressed so you'll run forward when you land. Pull up N for a large medipack, turn around and take a running jump S to the next ledge and another running jump S to a corner ledge. Take a long running jump NE, slide and grab the ledge. Shimmy right and around the corner to pull up onto a pillar for desert eagle ammo.  Jump NE to the next pillar for SECRET #2 and grenade gun ammo.  Jump back to the previous pillar and safety drop from the W side.

 

Exit S, jump over the spear pit and continue S to the twin waterfalls.  Hop up between them, pull up twice and shimmy left around the corner, pull up and lower Lara down into the cramped alcove for the STAR OF ORION.  Safety drop to the ground and return to the NE where you lit the wall torch earlier.  Retrieve your lighted torch and locate a nearby closed gate in the E rock face.  Hop up into an alcove just to the right of the closed gate, drop your torch and push the block once to reveal another wall torch.  Light it to open the gate below and to your left.  Enter and raid the sarcophagus for CARTOUCHE PIECE 2.  Shoot the surrounding four vases for 3 x uzi ammo and a small medipack.  Exit, take your lighted torch with you and head N and then E through a narrow opening to the next area.

 

Locate the rising block tile and drop your torch on it. Enter the N alcove, face E and jump to the slope. Back flip to the slope behind you and jump off to land on an upper ledge. Turn around and jump W to a triangular ledge. Hop down NW and find an alcove with a wall switch. Pull it down to raise the block (or more accurately, the pillar) below. Turn around and walk to the S edge.  Before jumping to the raised block, turn right and take a running jump SW to a ledge.  Look NW and you can see something bright in the distance, to the right of the golden structure. Stand jump up NW and continue along the ledge until you reach the grenade gun ammo and desert eagle ammo. Return the same way you got here (note the wall torch in the distance) and take a running jump E to the raised pillar.

 

Pick up your torch and jump SW to a triangular ledge.  From there, jump S into an enclosed area where you can see a closed gate.  Go to the NW alcove and light the wall torch (another cut scene of that closed gate).  Go through the W opening, drop your torch and take a running jump W to grab the far ledge. As you pull up you can see a wall torch in the distance, so you know you'll need to get back here with your lighted torch.  For now, make your way N along the ledge and pick up the second STAR OF ORION at the end.  A harpy is alerted, so kill it before you can be pushed over the edge.  Jump back E over the gap and retrieve your torch.

 

Stand at the NE corner, facing the twin tower golden structure, and save your game.  You need to make a tricky running jump NE around the corner to land on a ledge so you can light a wall torch there.  When you're successful, a platform is raised nearby.  Jump back SW to the previous ledge (another tricky jump, which is likely to require several tries), take a running jump W to the raised platform and hop up onto the block. Go across the bridge and light the wall torch you saw earlier (another cut scene of the still-closed gate).

 

Don't go back across the bridge, but turn right and take a standing jump SW to a flat ledge. From there a standing jump W and continue to a wall torch.  When you light it, that gate finally opens.  Toss your torch to the ground below, but make a note of where it lands (you'll need it later). Face slightly NW and take a running jump into that arched opening over the spear trap pit. Stand at the vertex and stand jump slightly SW to grab the ledge.  Pull up and face the N wall. Side flip left, slide and grab the edge, and shimmy left and around the corner until you can pull up safely onto a triangular ledge. Take a tricky running jump SW to another ledge. Remember that object you saw earlier that was seemingly floating in midair?  You can see it slightly SE, so take a running jump to it and pick up the UZIS for SECRET #3.

 

Two more giant scorpions (one of them wielding that curious flame) are scuttling about below, so shoot them from up here if you can or safety drop to the canyon floor and deal with them.  Retrieve your torch and put it in a conspicuous place where you'll be able to find it later. Run back NE toward that twin tower structure and turn right to find that E opening with the raised pillar.  Use the E block to get back onto the pillar and jump up S to the opened gate.  Enter for CARTOUCHE PIECE 1 and get back down to the canyon floor. Go to the opening in the S wall next to the lighted wall torch and hop inside. 

 

Room With Many Spike Traps

 

Open the gate with a Star of Orion and enter a passage. In the water-filled trench to your left is a small medipack. Enter a red-tinted room at the end of the passage, but watch out for many unmarked spike traps here. You can see a casket NE, but getting there is tricky.  Walk left along the sand edge and hop up to a safe tile at the NW corner. You can jump from there to the tile with the casket. Shoot it and pick up the WINDING KEY

 

Take a running jump E, a stand jump SE, and a stand jump SW to the tile with the oval design. From here you can see what seem to be several marked death tiles ahead, but ignore them. Hop SW onto a sand mound toward a statue you can see in the distance. Hop SW again and slide a bit, then hop S and slide again.  You now have a clear path to the statue.  Pull it out, then push it S, get behind it and push it E, then push it S five (not six) times. The bones here mark spike tiles, so move the statute past the flame blower without touching them - one time E, one time S, then pull it E two times without getting set on fire.  While doing this, note the closed door in the S wall behind the flame blower.

 

Turn to your right and step on the scarab tile. Combine the Mechanical Scarab and Winding Key, face N and place the device on the tile.  It will deactivate the spikes between you and the next scarab tile.  First retrieve the device, then return to the statute and move it N past the second scarab tile onto the oval tile (screen shot of a gate opening). From here you can safely follow the stone path in a clockwise direction (past an apparent rising block tile) to the SE exit gate.

 

Puzzle Room With Lower Lava Lake

 

Enter a puzzle room featuring a floor covered with designer tiles.  Shoot the crate in the SE corner for shotgun ammo, then pull up into an alcove near the NE corner (stand on the high part and use only the action and up arrow keys).  Turn around and jump W to grab the top of the wall.  Pull up and run around to collect shotgun ammo and a large medipack.  Standing at the middle of the W end, jump to activate a jumpswitch in the W wall.  This opens the S door behind the flame blower in the previous room, so return there (following the safe route) and pull up into the opening for SECRET #4.  Follow to a plinth with the GRENADE GUN. Locate the nearby pushblock and pull it out and aside.  Shoot the scorpion down below and hop down to shoot the vase for grenade gun ammo.  Pick up CANOPIC JAR 2, pull back out and return to the previous room.  Be careful how you jump down (straight forward is fine, followed by a NE hop), as there's an unmarked spike trap near the entrance.

 

Now is as good a time as any to retrieve your torch if you chose not to bring it with you, so go do so and return to the SE puzzle room.  Locate the statue in an alcove in the W wall.  Pull it out and aside. Stand on the scarab tile in the alcove and place the Mechanical Scarab With Key on it.  It will go underneath the narrow space and open the gate to your left.  Pick up your torch, enter a treasure room and retrieve your device on the other side of the alcove.  Go through the E opening and light the bowl (don't stand too close) to create a lava lake.  The torch has now served its purpose, so you can either leave it here or carry it with you for additional light whenever needed. 

 

Return to the puzzle room above and save your game.  You need to jump from one lighted tile to the next without touching any of the others.  The walk-jump technique can be helpful here (hold down the walk key before jumping to shorten your stride). Start by hopping to the scarab tile, then take a walk-jump NE, hop NW, hop back SE, walk-jump SE, walk-jump SW and the S gate should open.  Hop S over the last tile and enter the passage. Pull down the wall switch to raise a number of blocks in the previous room.  Exit NW and hop to the stone floor to keep the gate open in case it becomes necessary to return here later.

 

The Stone of Ra

 

Return to the previous room and use the block with the cat statute to get onto the first raised block.  Take a running jump W to the next one, a stand jump with grab S to the next one, a stand jump W down to the next one, a running jump W to the next one, a stand jump with grab N to the next one, and finally a running jump N to grab the ladder.  Climb to the top and pull up, turn up and jump up to grab the monkey bars.  Monkey swing S, timing your way past two flame blowers, and drop at the winking face to shoot the casket for the STONE OF RA (stoop to pick it up).

 

Turn around to find that a rope has lowered.  Jump to grab it, swing forward a bit, wait until the flames ahead subside and then jump off to grab the ladder.  Climb all the way down and release.  Remember the nearby spike traps. Turn to face SW, hop and slide, and now you have a clear path to the W exit. Return to the outdoor area and loop around left to find a closed gate in the S rock wall to the left of the two waterfalls.  Use a Star of Sirius to open it and slide down into a large underground lake. Swim all the way to the bottom to find uzi ammo on a grate. As you come back up and look around, you realize that you'll need to find a way to drain this lake.

 

The Stone of Sobek

 

Swim back down, pausing for shotgun ammo on the lap tray of one of the pharaoh statues, and find a NE passage at floor level.  Swim inside and pull the underwater lever.  The gate to your left does not open, but the water level does drop significantly. Surface and pull out N onto a treasure area at the feet of the pharaoh statues.  Shoot the vase for the STONE OF SOBEK, then go SW and jump to the rock ledges next to the waterfall.  Look up SE and see the jumpswitch on the W face of the obelisk.  It may take a few tries, but you can take a running jump SW with a midair flip to the waterfall and jump off to grab the jumpswitch. You hear the sound of a nearby gate opening (but not in the NE passage where you pulled the underwater lever).

 

Get back to the treasure area and pull up onto the ledge where the right-hand pharaoh (as you face N) is seated. Turn around and pull up higher. Go to the E end, jump SE onto the rock ledge and walk as far S as you can.  Runjump SW, jump off the slope and land on the W ledge. Runjump W and grab the next ledge. Pull up and stand at the NW corner. Standjump NW to the slope, jump off and grab the N pillar.  Pull up, turn left and run jump W to the opened gate to the right of the waterfall.  Grab, pull up and turn around at the end of the passage.  Jump to grab the ladder, climb to the top and pull up to face a gate that opens upon your approach and step out onto the ledge.

 

Take a running jump S and grab the ledge.  Pull up, walk along the ledge and turn left to see two ropes.  Stand jump to grab the first one, don't slide up or down but swing forward and jump off to grab the next one, then turn to your right and jump to the ledge with the floor lever.  Push it to open the NE underwater gate.  Drop down into the water and swim into the NE passage and through the opened gate. Follow to a deep room and swim up for air. Pull out and go around shooting caskets, one of which contains a small medipack.  Get up onto the block against the N wall and pull up E.

 

Hop up higher, move the nearby pushblock once E and once S, then get up onto the highest ledge and pull the E block from the wall.  A nearby jackal is awakened, so dispose of it. Move the higher pushblock counterclockwise along the ledge until you can use it to pull up N.  Pull the E block back to reveal a passage in the N wall.  Before going there, hang from the edge and shimmy left past the jackal statue. Pull up when you get past it and pull the W pushblock once.  Shimmy left past it and pull up for uzi ammo.  Hop down to the lower ledge and follow around counterclockwise until you reach the shotgun ammo in the SE corner.

 

Go back to find a wall lever in the S wall, a couple of layers down. Pull it to open a gate in the upper NE passage and awaken three jackals. After dealing with them, get up there, enter the NE passage and side flip past the giant cigar cutters.  Safety drop from the opening to find yourself back in the moonlit outdoor area.

 

The Twin Tower Structure

 

Run NW to that twin-tower structure, combine the Cartouche Pieces and insert the BA CARTOUCHE in the receptacle to open the gate.  Go down the stairs either right or left and come to a lush room with hanging gardens.  Go around and start shooting the ornate vases for 2 x flares and a small medipack. Go to the dark SW corner and hop up onto the moss-covered ledge. Go N and pull up left onto a block. Turn around and take a running jump W to grab the ladder atop a column.  Shift left around the corner, climb down a bit if necessary and take a rolling back flip N to grab the next ladder.  Shift left around two corners, take a rolling back flip to grab the third ladder, and repeat to grab the fourth ladder.  This time, shift left around only one corner and take a rolling back flip to grab the W ladder.  Shift left around one corner and drop down to find a wall switch.  Pull it down with no clue as to what you've just done.

 

Jump back to the previous ladder, shift right around two corners and take a rolling back flip N to the next ladder.  Shift right around one corner and take a rolling back flip E to grab the next ladder.  Shift right around two corners and release to activate a jumpswitch that lifts a trap door above you.  I hate to tell you this, but you now need to repeat much of the activity described in the previous paragraph.  Return to the first ladder you jumped to, then continue your way N as before until you reach the third ladder.  This time, however, shift left around one corner only and take a rolling back flip to grab a crack in the tall column.  Shimmy left a bit and pull up into an opening.

 

Turn around, jump up to grab the vine-covered ceiling and monkey swing N and then E past that raised trap door until you see a wall switch in front of you.  Drop down there at the NE corner and pull the switch to open a gate down below.  Hop SE to the triangular ledge, face S, back flip onto the slope and jump off to grab the ceiling.  Continue to monkey swing S until you see another trap door ahead that needs to be raised.  Turn right before you reach it and face still another lowered trap door.  Turn right and release to grab the ladder.  Repeat the exercise that is now starting to become decidedly boring, taking rolling back flips to the second, then the third ladder, on the back side of which you'll find another jumpswitch that raises both trap doors.

 

Get back to that crack in the pillar as described two paragraphs up, jump to grab the ceiling and take advantage of a short cut provided by the builder and monkey swing straight E past the raised trap door and turn right at the wall (there's nothing in the alcove dead ahead).   Just before the next raised trap door, turn left at the vines and monkey swing into a hidden alcove for SECRET #5.  Shoot the vase for grenade gun ammo and a large medipack.  Grab the monkey swing, go left and past the raised trap door, dogleg right around a ceiling hole and continue W until you can see a jumpswitch to your left past some hanging vines.  Hang over it, release to activate it and see another gate opening.  You're now through with ladders and monkey swings for a while, thank heaven.

 

Jump into the water, swim to the N end and locate a hole with an opened trap door.  Swim down for SECRET #6 and explore the side alcoves for 2 x uzi ammo.  Swim N past the giant cigar cutter, grab the grenade gun ammo and desert eagle ammo in the alcoves and pull down the ceiling lever. Return and surface for air.  Pull out and go to the opened gate in the E wall.  Enter a new area and note the central obelisk with receptacles for four stones.  You have only two, so there's work still to be done.  There's a small medipack NE in the grass, and 2 x uzi ammo down in the water, in a hole near the obelisk and in the NW corner.  You can do nothing more here now, so exit this room NW and run all the way across the previous room to find another opened gateway at the end of the partly blocked W passage.

 

There are a number of pushblocks in this room, which the lighting of a flare will quickly reveal. Let's start with the block near the SW corner. Push it once E to reveal an alcove with a large medipack.  Move the same block into the alcove formerly occupied by the medipack. Turn around and go NW to pull the next block (#2) back once.  This reveals a closed gate.  Push block #2 one time S into the corner and go SE to block #3.  Pull it once W to awaken a jackal. Now push block #3 once E and once S into an alcove. Now go SE to block #4 and pull it W two times to reveal a closed gate in the SE corner.

 

Go to the N wall and move the NE block #5 aside to reveal an opening with a receptacle (for later).  Now move the NW block #6 aside to reveal an alcove with a wall switch.  Pull it down to open the SE gate.  Go there and shoot three scorpions. Enter the fountain room and find a receptacle in the SW corner that accommodates your remaining Star of Orion (screen shot of a gate lifting in the W wall). Exit this room and go to the NW corner in the next room.  Pull the block away E and push it E once more to reveal a small medipack. Turn around and pull the next block back N to reveal a passage in the W wall and awaken a jackal

 

The Stone of Nebu

 

Go through the W opening near the SW corner and the gate shuts behind you. You're on a ledge in a very tall room.  Hop N and drop down to floor level.  Shoot the crocodile and wait for the second crocodile to arrive.  Note the underwater lever that is not now underwater, locate the pushblock against the E wall and move it near (but not onto) the S waterfall grate. Go to the NE corner and pull out pushblock #2 two times. Go around and find a revealed wall switch (allowing access to a secret, which would be unavailable if you waited until after flooding the room).  Pull it down to attract another crocodile. Return to the first pushblock and push it onto the waterfall grate to partially flood this area. Swim to the W underwater lever and pull it to open a higher gate.

 

Wade out along the ramp to your left and follow around to the blocks.  Climb up to face a raised block.  Get up on it, pulling up from the higher corner, and if you want to see what happens when you jump SW to the golden pillar, save your game first.  After satisfying your curiosity, face the E wall, stand at the right corner and jump up to grab a crack in the wall.  Shimmy left and around corners until you can pull up onto a ledge.  Look down SW, stand back a bit and hop to the pillar (this one is safe) and pick up the STONE OF NEBU.  A helix appears around you and the simulacrum that materializes on the deadly pillar, and a harpy comes to attack the latter.  Kill it quickly and hop down NW to the large stone wheel.  Make your way back up as before, and when you reach the upper ledge take a running jump to grab the higher ledge in the NW corner.

 

Pull up, turn left and take a running jump S to grab the next ledge.  Pull up, shoot the harpy that appears, face the wall and jump up to grab the crack. Shimmy left around corners until you can pull up into a crawl space in the E wall.  Crawl past a small grate and loop left around the fence (if you do it all in one go you can probably get past the flame blower before it activates) for a large medipack.  Go back and find a wall switch that opens a nearby trap door.  Enter the crawl space to your right for SECRET #7 and pick up the desert eagle ammo and small medipack.  Shoot the two vases for 2 x desert eagle ammo and time your way past the still-active flame blower in the previous area. 

 

Just past the small grate is a place where you can stand up.  Pull up through the trap door you opened and pull up higher into the opening that overlooks the deep, partially flooded room.  Hop back at the edge, grab and shimmy left along the crack and around corners until you can pull up onto the highest ledge yet.  Face S and jump to a wall switch in the central structure. Pull it down to open the exit gate.  Jump back N to the previous ledge, jump down to the NW corner ledge for shotgun ammo and safety drop from either edge into the water below.

 

The Stone of Osiris

 

Pull out S, loop around left to climb the blocks, turn around and jump SE to the exit ledge. Go on through to find yourself back in the room with a half dozen pushblocks. Go to the opening in the N wall and use your remaining Star of Sirius to open the trapdoor to your right. Jump into the water and swim into a new water-filled room.  Pull out onto a nearby ledge to dispatch two crocodiles, then jump back in to collect the large medipack, 2 x uzi ammo, 2 x desert eagle ammo and small medipack you'll find in various nooks and crannies.  You may also see a underwater lever down at the NE corner of the central structure.  Pull it to open a high gate in this room.

 

Surface, pull out and wait for a third crocodile to show up. Jump over to the N ledge.  At the W end is a small medipack.  At the E end is an alcove with a wall switch that raises a platform.  Go across to the SW part of the ledge and jump to the higher S ledge. Go to the E end, hop onto the block and jump N to grab the vine-draped pillar.  Pull up and see an awakened skeleton ahead and to your left.  Jump N and grab the next pillar and pull up.  The raised platform seems to impede the skeleton, so save your game here and dispatch him from where you are with a single grenade.  (If you then find, as I did, that the raised platform is no longer raised, just reload and deal with the skeleton with the shotgun.)

 

Continue around the ledge to a pushblock. Pull it back three times, get up on it and jump to the W opening.  Pull down the wall switch inside to raise the other platform. Jump back to the ledge and move the pushblock clockwise around the ledge and over the raised platforms to the NE end.  Get up on it again and jump up W to grab the ladder.  Climb up to a higher ledge and note the pushblock in front of you.  Pull it back two times, then turn around and jump to the higher E ledge to rouse two jackals and a skeleton.  Save your game in front of the timed wall switch at the N end.  It lifts a platform at the previous ledge, so hurry back there and move the pushblock beneath the N wall switch before the platform drops back down.

 

Get up onto the pushblock and pull down the wall switch to open the gate at the S end of the higher E ledge.  Go there and trigger the first of three scissor blade traps in the next area.  Jump past the first one and time your way past the burner pits beneath the next two. Push the block at the end of the passage into the next room and deal with three jackals.  Move the same block (#1) along the S wall, directly underneath the high alcove with the scissor blade trap.  Go to the E wall to find another pushblock (#2), which hides a wall switch you'll be using shortly,  but not now.  Move pushblock #2 to the W wall, then underneath the high alcove with the scissor blade trap.  Finally, locate pushblock #3 near the NE corner and pull it one time, directly under the alcove in the N wall.  Now you're fully prepared for a sequence involving four wall switches.  I don't believe it's a timed sequence, but it might be best to save your game before starting.

 

Start with the block against the S wall and work your way clockwise.  Stand at the back edge, wait until the blades are about to open and hop up into the passage.  Pull down the wall switch at the end and get back down. Repeat with the block against the E wall, and the passage in the N wall does not have a scissor blade trap.  Finally, hop down to the ground and pull down the switch in the E wall.  Reverse roll and run across the room to find that a block has lowered in the NW corner, revealing yet another wall switch.  Pull it down to set off an explosion, raise a couple of blocks and start some flame blowers. A jackal may also appear to your left.

 

Go back into the N alcove and pull that wall switch back up to turn off the four grated flame blowers. However, there's still an active flame blower protecting the plinth on the central pillar. Use the SW raised block to get up there.  Jump to grab the pillar, use the look key to determine when the flames have gone out (or pull up in the corner where you'll be safe), then quickly pull up and grab the STONE OF OSIRIS before the flames return.  Hop back onto the raised block, jump E to the next raised block and finally hop up NE into the alcove. Climb up, hang from the other side and drop a long distance into the water.  Exit this area via the S opening and pull up into the room with many pushblocks.  Turn left and exit NE to the dark room with the pool and many pillars, and go straight across E through the opened gate to the room where the four Stones are to be placed on the central obelisk.

 

After all four Stones have been placed, a gate opens in the SW corner.  Enter a small room with a fountain, pull up into the vine-covered NW alcove and pull down the wall switch to lower an underwater block in the previous room.  Shoot the large vase on the NE ledge for shotgun ammo and return to the previous room. Jump into the water, pull the underwater lever beyond the lowered block to open the N gate and go through there for the grand finale.

 

The Pyramid Talisman

 

Two demigods await you in the next area, but you need deal with but one at a time.  There's a large medipack at the SW corner.  Go to the SE corner, stand on the raised part and jump up E to grab the crack in the wall. Shimmy left until you can pull up into a cramped triangular opening. Turn around and jump W to the cracked pillar. Take a running jump W to grab another cracked pillar and pull up. Turn right and stand jump N to the next pillar. Grab and shimmy left around the corner. Pull up at the far corner, turn left and jump N to the next broken pillar.  Take a long running jump E and grab the crack in the next pillar. Shimmy right or left around two corners and activate the jumpswitch on the other side of the pillar to lower a rope.

 

Return to the SW corner and jump the pillars as described in the previous paragraph.  When you reach the third pillar and pull up in the corner, you can see the lowered rope ahead.  However, turn around here and jump W to grab a crack in the wall. Shimmy left and around the corner, and pull up onto a ledge near the entrance gate for SECRET #8. Pick up the uzi ammo and shotgun ammo, drop down and get back to that third pillar for a third time.

 

Jump N to the fourth pillar and stand jump from the corner to grab the rope. Turn left, swing and jump off to land on the N ledge. Take the PYRAMID TALISMAN from the plinth. Drop down, exit S to the room with the Stone receptacles, turn right and go to the dark room with the pool and columns, turn left and exit either SW or SE back to the outdoor moonlit area. Run SW toward the distant waterfall, go under the bridge and loop around right through the arched N opening that leads to the pyramid.  Remember the spear pit at the entrance and jump over it.

 

When you reach the pyramid, jump down onto the golden pillar on the left. Vault up N and stand jump NE to the flat section. Vault up N again, then stand jump E to the next flat spot and shoot a giant bug.  Stand jump E one more time, vault up N and continue up N as far as you can go.  Take a running jump W and shoot another giant bug. Stand jump SW to the block and insert the Pyramid Talisman in the receptacle to open the pyramid doors between the golden pillars down below.  Before going there you can climb up onto this block for uzi ammo and jump down SW and then up NW for desert eagle ammo.  Slide down to the bottom from here and make your way to the golden pillars.

 

Drop down into the opening and walk down carefully.  See those skulls in the ceiling? Jump over the hidden spike trap and continue down into the pyramid. Turn left and follow the passage to a room guarded by two demigods.  Again, one remains dormant until the first one dies. The second one drops the SERPENT KEY, and the receptacle for it is in the S wall. The gate in the N wall opens, so reverse roll and go there. Follow the passage to a long ladder and start climbing.  Pull up at the top and look out over a beautiful subterranean temple area.  One can only wish for additional productive exploration here, but alas, there's nothing to do or to find. Jump into the water, swim NW over to the pharaoh statues, pull up between them and run W past the cat statue to slide down and end the level.