The Nightmare Curse

Level and Walkthrough by Colin Benson; email: hh33@mymts.net ; website: http://meowth.0catch.com/

Further down, find another walkthrough by G&D productions, which includes all the secrets!

 

I hope you enjoy playing my (three part) Tomb Raider level, The Nightmare Curse. This is a walkthrough that will take you down the shortest route to the end. I will not include Secret Sapphires, most non-essential pickups, gold coins and whatnot. If you haven't played any of my other Tomb Raider levels, Secret Sapphires are difficult to find gemstones that can be traded in for goodies at two locations in the first two levels. Golden coins are just "bonus points" and can't be used for anything except bragging rights.

*****The Nightmare Curse Part 1*****

Lara starts the game by sliding into a small room. Run forward, then Northwest and jump against the wall. Grab the wall switch and the door opens. Draw your guns and take out all of the Jackals in the next room. Try to jump backwards and fire as often as possible to limit damage from their bites. You now have a choice as to which route to take. You may go through the doorway to the East to explore the flooded area or go West to search the lava rooms there.

Let's go in the order I built the rooms in by going West.  Follow the stairs and run down the corridor. While standing on the big ledge, look West for a rope hanging from the ceiling. Do a running grab jump to it and hang on. Slide down the rope to the very bottom if you need to and face West after Lara stops swinging around. Use the sprint key to build up some steam and jump to the three block "L" pillar. It's easy to overshoot or miss it so perhaps you'll do a quicksave while on the rope. Turn around, face Southwest, walk to the edge and jump to the single pillar. Now move to the center and face West. Do a running grab jump to the sloped pillar, pull up and let Lara slide down it to the end. Jump off and grab onto the next rope. While still facing West, swing over to the flat platforms. Turn South and jump across the platforms. Locate the pushable/pullable block and drag it one block South. Turn around and return to there you landed after the second rope jump. Face East, jump on the center of the slanted pillar, slide down and grab the rope again. Hang onto the rope and wait until Lara stops swinging back and forth. (You can also save F5 and Load F6 to make Lara and the rope stop on a dime. It is a good idea to save before a rope jump too, but be careful, sometimes Lara freezes while on a rope). Face South, aim towards the ledge behind pushable/pullable block you just moved and do a swing jump.  Shove the pushable/pullable block once more South then, Run around the it and pull it West once.  Jump and climb over the pushable/pullable block and push it one more time West. You should now be able to reach the wall switch when you climb and stand on the Pushable/pullable block. When you press the wall switch, you'll see one floor block collapse to the ground and another one nearby grow out of the ground (we'll go there a bit later). For now, return to where you landed from the rope jump and to a running grab jump to the Eastern pillar. On top, is an important Cartouche Piece. Pick it up, you'll need it.

Now turn 180 degrees and repeat the grab jump back to the ledge.  Climb atop the pushable/pullable block again,  jump to the ledge in front of you and face north. Jump across the platforms until you reach  the block that grew out of the ground. Jump or climb atop it, then jump and grab the rocks on the ceiling track. (Rarely, Lara won't grab the rocks on the ceiling. If this happens, climb down or save and reload). Shimmy your way to the North and drop to the ledge below. You are now facing collapsing platforms strung along a long corridor. It is going to be tricky, so save once more. Once you are ready to go, do a running jump towards the first two. Run along, turning to the Northeast. Jump to the next collapsing platform, turn North and do a standing forward jump to the next one. Run forward and aim Lara to the next platform. Turn Northwest and quickly do a standing forward jump to another collapsing platform avoiding the tall pillar. Aim Lara to the Northeast and do two more standing forward jumps. Now do one more standing forward jump to the Northern platform in front of you. Do a side jump to your Left and run along the collapsing platforms. Once you reach the end jump again and turn West. Run forward, jump over the two gaps. When you reach the end, aim Lara to where the next two platform's corners meet and simply run over them. Lara might stumble a little but she'll be fine as long as the gap is not too big. Run along the two collapsing platforms and aim your next jump to the Northwestern pair of platforms. Run across these and keep going until Lara is directly against the wall. Do a side jump to your Left, once you land on the next collapsing platforms, turn South. Run along these platforms and do a grab jump at the very end. Pull yourself up and run along the next platform. From here on out, you'll only have to do a series of simple jumps down the corridor. Once you reach the last collapsing platform, aim Lara to the Southeast or Southwest and jump around the stone archway, finally landing on a stable ledge.

If you'd like, you may save the game here, but don't get careless, A pair of Harpies is zeroing on your location. Draw your guns and take them both out. Avoid getting hit, as these harpies are poisonous. (If they do get you poisoned, don't freak out, a Large Medikit is nearby). Continue down the corridor, jumping around the archways and pick up the next Cartouche Piece. Keep going until you reach the archway around the gate. Face South and look around for a wall button. Press it and you'll see the the two platforms we were messing with a while ago swap positions. These platforms will help you get out of here. Go through the opened gate (if it's not open, you forgot to grab the Cartouche Piece) and continue across the ledge. Look to the Northeast, you'll see a raised section. Jump onto it and you'll find yourself right back near we started the collapsing platform jumps.

Jump up and grab the rocks on the elevated track. Shimmy along to the South and drop down to where the block sunk into the ground. Run South and jump over the two gaps. Now you will face West and you'll see a corridor full of steam blasters. You're going to have run and jump through here, unfortunately. It's very difficult to go though here without taking at least SOME damage, so perhaps you might want to save before hand. Try to time your runs and jumps right after the blasters "reload". One more tip: Lara's safe from the steam blasters if she's hanging from a ledge. Once you are ready, you'll need to need to do a series of "C" jumps all the way through. Once you reach the end, do a running grab jump on to the ladder pillar. Climb around the corner to your left and do a roll/grab jump to the next ladder pillar. (While holding "action" press and hold "jump" and "roll"). Climb around the pillar until you are facing North. (You might want to tap the look key a few times as the camera has trouble tracking Lara around the corners of ladders.) Climb up or down the ladder until Lara is lined up with the gap in the opposite wall. Once more, do a roll/grab jump and climb into the small corridor. Follow it down until you reach the golden receptacle in the wall. Combine the two Cartouche halves and place the Ba Cartouche in the cubbyhole. A gate will open up for you. Return to the ladder pillars and do a running grab jump to the first one. Shimmy around the corner once (you should be facing West) and jump off. You should land safely on a platform. Turn North, run and jump to the platform peeking out from the wall to your left and get ready to run the gauntlet of steam blasters again.

Once you've reached the end, turn South and make your way to the pushable/pullable block. Jump and climb onto it and press the button on the wall. Once more, the two blocks behind you will activate. One will shrink, the other will grow out of the ground. You will need to go back to that overhead track so jump your way over there. Climb on top of the raised block, face East and shimmy along. Once you are close to the newly opened gate, drop to the pillar below you. Enter the room and grab the Cthulhu Artifact. Jump back to the pillar and do a running grab jump to the two block pillar. Climb up and aim Lara towards the SouthWest rope. Do a running jump and grab the rope in mid-air. Re-position Lara towards a nearby platform and swing jump on to it. Return to the ceiling track. This time you'll need to face East and shimmy along to the very end of the track. Drop off, grab the pillar in front of you and pull Lara up. (If you aren't positioned at the absolute end of the track, facing East, Lara won't make it). From here, follow the series of pillars (it is an easy few jumps) East and then South. Do a running grab jump to the ladder, pull up, slide down the slope. Once you reach the edge of the slope, jump, grab the platform and pull up. (This part's a tad tricky, though). We are now done with this lava room, so let's return to the main hallway where we killed the jackals.

There's not much to do here until you have both Cthulhu Artifacts, so Lara is going to have start raiding the flooded area by taking the corridor of stairs to the East. Take a left at the intersection and continue ascending the stairs. When you reach the wooden bridge in large flooded chamber, just jump into the water. Swim East and look underwater for a two by two block hole in the Southern wall. Before we get started here, it's imperative that Lara has a full air meter before following this submerged passageway. If you start with anything but a full air meter or if you dwadle and pickup goodies, you won't make it. Dive down when you're ready to go and swim down the passageway. It's shaped like a square spiral, so you'll be making right turns at every corner. Once you reach the end, climb out of the water. Jump to the top of the raised section of blocks and drop down into the sandy area below. Two large doors at opposite ends of the room will open automatically. Behind these doors are a demigod and a giant scorpion. Your first instinct will be to draw your pistols and start firing at both of them. You can if you'd like, but play it cool and you'll get to see something interesting. Hang back from both monsters a little and try to draw the two baddies together. Surprisingly, they will actually start attacking each other if you do it correctly. (I discovered this by accident when I was building this level). When one of the monsters is kaput, it's a simple matter of taking out the victor. (The giant scorpion always managed to beat the demigod when I played my level. Let me know if the demigod managed a win when you played). Now that the monsters are out of your hair, check out the rooms they emerged from. One room has a button that raises a block in the center room, the other also has a button that opens a door to a room we'll visit a little later.

We're done here, so use the raised block to return to the long underwater passageway. Swim all the way back to the big flooded chamber. Swim North (around the large domed section) and start looking for a hole in the floor. (It's only a block away from the box of regular shotgun ammo). Dive down the hole and follow the angled corridor. Search for a hole in the ceiling, swim up and surface. (You may recognize the door you opened to the East). Go on through and take out the five jackals in the room. Look for and press a wall button between the pair of Eastern statues, you'll activate a rope in the large flooded chamber. In order to open the closed gate, you will also have to throw the Southern wall switch. Turn West and exit the room. Go through the opened gate and draw a flare. You have a unique challenge ahead of you here. The Western gateway that blocks the shotgun has three wall buttons in the Southern and Northern halls that must be hit before it will open. Though it doesn't sound difficult at first, a skeleton has just risen and it is intent on impeding your search, even worse, it's dark in the hallways so you'll need a few flares to find your way through. Let's find the easiest button first. Run straight South down the hallway to the very end and it's there. Press it and you'll find the next wall button on the West wall in the second alcove to the right of the shotgun gate. The final wall button is in the Northern room set against the Western wall.

Once all buttons have been pressed, you'll hear a curious little melody. The gate barring access to the shotgun is now open. Run over there and grab it. By now, you're probably just itching to eliminate the skeleton. Lure him to the flooded chasm behind you and use your new shotgun to blast him into the watery abyss.

(One point of advice: Use your shotgun judiciously, as you have a limited stock of ammo. You'll be facing many more skeletons in the near future; your regular pistols should work fine against most monsters).

Return to the room that had the shotgun and continue forward to the next wall button. Hit it and you will see a gate in the main flooded chamber open. You are done here; return to the flooded chamber. Swim towards the pillar to the Southwest, climb on top of it and do a running grab jump to the wall ladder. Climb it and follow the passageways. A giant scorpion will emerge from the shadows, so take it out. Go through the doorway to the Northeast and do a running grab jump onto the rope. Using the sprint key, build up some momentum and jump to the large raised dome. Take the Silver Key on the central pedestal and get ready to deal with two harpies. You can wait atop the dome for the harpies to come to you but that may take some time. Turn West, slide down and drop onto the wooden bridge and take out the harpies from there. Dive back into the water and search for an underwater passage on the Northern wall of the raised dome. (It can be easy to miss, so look around carefully). Follow the passageway to the rocky wall, climb up and jump off near the top. Use the Silver Key to open the door and you'll find the second Cthulhu Artifact around the corner. Take it and climb back down the rocky wall and out of the underwater passageway. Now you will have to look for another underwater passageway. This time it's on the Southern wall of the raised dome. Follow it to the end and surface in a cramped room. Look for a slanted floor, pull yourself up and jump to the platform behind you. From here, position Lara to face the Western wall ladder. Perform a standing grab jump and climb up. Throw the lever switch at the top. You will see one block sink and another block grow vertically in the underwater chamber. Return to the underwater chamber and find the block that raised. Climb it and do a running grab jump to the wall ladder. Climb up into the room with the wall torch and face Southeast half a block from the wall. Run and jump to the wooden bridge, from here, you will descend the pair of stairs and return to one of the first rooms you entered. Run North, place the pair of Cthulhu Artifacts in their receptacles and go through the open doors.

Climb the stairs and the doors will close behind you. Keep going through the room with the slanted skylight and do a running grab jump to the pillar in the next room. If you were to look around, you might notice several blocks phasing in and out of existence. Creepy, huh? Continue North and jump to the next pillar. From here, do a running jump to the Northwest. Don't throw the lever here just yet, the blocks it raises will stop your progress. Turn and run West to the row of three phasing blocks. Watch the blocks for a little while to get their timing down. When you're ready, do a running jump onto the blocks. Keep going West and perform a running jump to the Northwestern pillar. From here, it's a simple jump to the West alcove in the wall. Throw the lever here and return to and throw the first lever we skipped a moment ago. Now all of the floor blocks should have risen from the ground. Climb the Southern pair and you'll be able to sneak through the hole in the ceiling and enter a new room. Here you'll find a Gold Ankh. Climb down and find the next pair of raised blocks. Use them to reach the ceiling where you can shimmy your way to the North. Drop down when you reach the end and turn West. You'll be facing another trio of phasing blocks. Jump across them as you did before and take the second Gold Ankh. Do a 180 turn and jump across the phasing row of blocks again. You should now be standing on a single block pillar facing East. You are going to have do more of the same phasing block travel but this one's a little tricky. (Perhaps do a save). Jump onto the blocks at the correct time and run East but when you reach the final block, you will need to turn South and perform a running grab jump to the hole in the pillar. Pull yourself up and look to the North for a wall button. Press it and the block behind you will sink into the floor. Climb up to where it was and drop to the platform below. Turn West and jump to the center pillar. Continue West and jump to the phasing blocks once more. This time, instead of going to the North after you jump off, you'll go to the South ledge. Pull the pushable/pullable block once to the North and push it one block to the East (or West). Walk through the archway, (save your game if you'd like) and look around. There are another trio of phasing blocks in front of you. Jump onto them and quickly turn East. Run across the phasing blocks and jump to the next three phasing blocks. Keep running and jump to the final trio of phasing blocks. Once you reach the end, jump to the "safe" pillar. From here, you can do a jump back to the room with the slanted skylight.

Drop into the hole in the center and slither through the cubbyhole using the duck and action keys. Draw a flare and get ready to take out a few pesky spiders. Place the two Gold Ankhs in the receptacles and the door opens. Jump to any of the platforms in the corners of the shaft. Hang on to the ledge of your platform and drop to the stone bridge below you. Safely drop off the stone bridge and you'll be at the bottom of the shaft. Go through and enter the next room. This one's actually pretty big but before you do anything, you are going to have to take out the demigod on the ledge. Once he's out of the game, look for and take the creepy red glowing Viper's Gem. Now turn your attention to the pushable/pullable block to the South. Start pushing and pulling it to the North. You'll have to make your way around the skeletons laying on the floor but don't worry about them... yet. There is a stone viper on the middle of the Northern wall and you'll need to be standing on the pushable/pullable block in order to place the Viper's Gem in its mouth.

The gate to your left will open up. Go on through and continue down the corridor. Jump the gap and draw your guns as the door behind you slams shut, while a pair of giant scorpions emerge from doors to your left and right. Once they are out of the picture, press the two wall buttons in the scorpion's rooms. The doors will open up, so proceed to the North. There is an optional room to the West if you are in need of a few goodies and if you're up for the challenge. Whether you try it or not, you'll still have to turn East and locate the "F" hieroglyph block on the floor. Once you step onto it, a timer will appear on the bottom of the screen showing a seventy second countdown. This number shows how many seconds you have left before the door at the opposite end of the room closes. In other words, this is a timed run. You have a choice of two different routes to take; one North, one South. The route to the North is (in my humble opinion) slightly more difficult. I'll give a walkthrough for both below, starting with the South route.

South Route:

While standing on the Eastern edge of the block, do a diagonal jump to the three block platform. Run to the end and do a running grab jump to the ledge. Pull yourself up and run Southeast. Don't jump, simply run over the gap where the two corners meet. Roll once and while standing on the next block, face North and drop off the edge holding action. Let go and grab the ledge below to break your fall. Repeat this step again with the next ledge. Drop again and slide down the slope, jump off and aim Lara to the pillar ahead. Walk backwards until you reach the back of the pillar. Run forward and do a grab jump to the terraced blocks. Pull up and ascend the blocks as quickly as you can. It would be faster if you were to do standing/side jumps rather than pulling yourself up with the action key. In order to do ascend the blocks with a single jump, you'll need to be one block distant from the block you are trying to scale. (This may require you to hold the walk key). Once you reach the highest block, face East (if you aren't already) and do a running grab jump to the next pillar. Pull up, roll and hop backwards. Catch the ledge with your action key and drop to the slanted blocks below. Slide down the blocks, roll jumping at the end. From here, it's a series of simple jumps to the timed doorway. If you can make it through before the timer runs out, the door will stay open unless you trigger it once more.

North Route:

While you are standing on the Eastern edge of the block that starts the timer, jump Northeast to the three block platform in front  of you. Turn North, run forward and do a running grab jump to the pillar. Pull up and perform a running jump to the blocks to the Northeast. Walk or run to the middle of the two blocks while standing on the Southern edge and face East-Southeast. You are going to a banana jump around the pillar in front of you, so getting into the right position is important. Hop back once with a tap of the back key, run forward and jump. As soon as Lara's feet leave the ground, do a hard left. If you do the jump correctly, Lara will land on the platform safely. Now roll once and run forward (West). Press the action key when Lara reaches the pillar to climb on top of it. Roll once again and run across the single block, doing a jump when you reach the edge. Once you land, press and hold action while pressing the roll key. Let Lara drop to the block below. Reposition Lara so she's aimed towards the Southeast platform. Do a running grab jump and pull up on to the platform. Face East and hop back until Lara's back is against the pillar. Perform another running grab jump to the next pillar and pull up. Run and jump to the Northeastern sloped pillar (ignore the flat pillar to your left).  Slide down and do a jump when you reach the end and you'll be standing on the shorter pillar. Walk to the Northeastern corner and hop back once to give Lara enough space to do a running jump to another slanted pillar. Slide down it and give me one more sliding jump. From here, the  remaining jumps are simple enough; you don't need a walkthrough for them. Just keep a quick but safe pace until you reach the timed doorway. If you make it through before the timer reaches zero, the timed door will stay open unless re-triggered.

Now that you've made the timed run, continue through the doorway and snatch the Quicksand Key on the pedestal. Turn around and take the route to the South. The blue hieroglyph block will teleport you back to the area where we started the timed run. Now return to the room where you fought the demigod. The skeletons will wake up when you enter the room, if that wasn't bad enough, another demigod has spawned on a ledge. Use your shotgun to blow the skeletons off the bridge and take out the demigod with your regular guns. Once all of the baddies are out of the game, look to the Southern wall for a keyhole. Walk up to it and unlock the Southwest gate with your Quicksand Key.

Go through the doorway, descend the stairs and drop or jump into the quicksand. There are few dangerously deep spots in the quicksand; the trio of mummies is likely the greater threat. Unless you have a grenade launcher or explosive crossbow ammo, you'll just have to avoid them. Go to the Northwest and enter the corridor. Draw your guns and take out the scarab. Continue into the next room. Here we have a large lake of quicksand (but none of it is at a deadly depth and there are ramps near the Eastern platform if you stumble in), platforms to the North, West and South and four levers and two buttons. You are going to find your way to all three platforms and those buttons and levels are going to help you do it. Let's start out by pressing the North wall button and throwing the most Northern lever. You can now reach the Northern platform, simply jump your way along the blocks that grew out of the quicksand. Press the wall button (nothing will happen right now, though) and return. Throw the central Southern lever. The Southern platform should now be accessible. Press the wall button and you may notice the wall torch to the West has ignited. Once more, return to the Eastern platform. This time you'll need to throw the two Southern levers and then the most Northern lever. The path to the burning wall torch is now ready but we won't be going there right yet. Return to the quicksand room with the mummies and wade your way to the Southern platform with the lion and seated king statues. Look for the wall button near the Eastern seated king statue. Press it and a block will sink into the ground revealing a hall with moving blade traps (you've probably heard them going off when you entered the quicksand room). Make your way to the North and take the second hall to your right. Carefully jump over the first knife blade, crawl under the second and jump over the third. Take out your shotgun and blast the two skeletons into the quicksand pit. Press the Eastern wall button and a block will sink into the ground revealing a room with torches. This one's on the second floor, so return to the quicksand room. Look to the Southeast for the doorway to the shaft enter and start climbing the black pillars set into the corners. Once you reach the end, jump to the catwalk, turn South and jump to the next catwalk. Run to the West and you should be able to reach the catwalk in front of the torch room. Don't do a standing jump from the closest ledge to the doorway or Lara will hit her head and drop like a stone. Position Lara roughly 3/4ths of the block away from the door and then do a standing jump (you can play it safe by holding action during the jump). Go ahead and take one of the torches off of the pedestal, if you lose one, you have several spares. Return to the lower level by either jumping into the quicksand below (a little risky) or by taking the shaft (also risky if you hit your head on the ceiling). Return to the room with the four levers and two wall buttons (Northwest corner, lower level). Hop along the blocks and walk up to the burning wall torch. Hit action to light your own torch. You are going to make your way up to the second floor of the big quicksand room again, so you'll have to take the shaft to get up there. Since you are holding a torch, you can't do any grab jumps. It's not as difficult to ascend the shaft as you might first assume, simply do standing forward jumps from the edges and you'll make it. Turn to the South and find the two unlit wall torches. Use your burning torch to light both of them. A blue harpy will start hassling you as you are doing your job, so drop your torch carefully (draw weapon button) before you start fighting it. Once both torches are lit, two blocks on the Southwest lower level will sink into the ground. Make your way down there and go on through. Run down the hallway and jump crawl into the narrow passageway. (press the duck while handing onto the edge with the action key and pressing up). Light a flare and crawl along the path to your right. When you reach the end, turn around and shimmy down into the room. Walk towards the door flanked by lion statues and you are taken to the next part of the level.

 

*****The Nightmare Curse Part 2*****

Press the Southern wall button to open the door. Continue running South down the corridor until you reach the big room with the demigod. Run down the stairs and dodge his laser spears as best you can while hitting him with your guns. During the battle, four skeletons will rise up and give you some trouble. Blow them into the Western or Eastern chasms with your shotgun, switch back to your standard pistols and resume your battle with the demigod. Once the baddies are out of the picture, you'll notice that the demigod left behind a Chaos Key. Go ahead and grab it. Climb down the nearby pit ladder, go to the Western gate at the bottom and use the Chaos Key to unlock it. Press the wall button and you'll see the upper level gate opening up. Climb back up the ladder and use your shotgun to deal with another skeleton. Go through the open gate to the South and take the first left (East). The central stone brick pillar in this small room has a jump lever on its Eastern face (it's easy to miss). Jump straight up and throw it. A block underneath a key hole will grow out of the ground (we haven't been to the location shown during the short camera shot yet). Now's the time to go West until you reach the C-shaped room. If you assume that the red scaly sections of the floor are fire-trapped, you're right. Let's find the essential wall button here. From the safe Southwestern tile, aim Lara to the Southwest and perform a standing jump to the pair of safe tiles. Turn South South West aiming for the next pair of safe tiles. Move back enough to give Lara the distance she needs to do a running forward jump. Face West and do the same sort of jump. Do one more standing jump to the safe tile to the West North West. Walk forward one tile and perform a standing jump to the Northwest. Position Lara until she's facing West and do a side jump to her right. Walk forward (West) one tile and turn to the North. Do a running jump over the pair of fire trapped tiles. Face East and one single standing jump will get you close to the wall button. Walk up to it, press it and you'll see a tall block sink into the ground (you passed by this block near the beginning of this level). Now walk to the Southwestern safe tile and perform a standing forward jump to the West. Turn Lara to the South and execute a running jump. Walk to the Southeastern tile and perform one forward jump to the South. Aim Lara to the Southeast and do a standing forward jump. Turn East and execute a running jump to the safe tiles in front of you. Walk to the Northern safe tile and face Northeast. Preform a standing jump to the pair of tiles. Turn to the East and do a running forward jump. When you land, turn and walk to the North. Aim to the Northeast and execute a standing forward jump. Leave the "C" shaped room and turn South to the ladder.

Here's where the game gets a little interesting and more challenging. Climb up the wall ladder and enter the next room. Look through the iron grating, you'll be able to see all of the safe tiles in the fire-trapped room below. (If you want to break out of the forced perspective, walk a distance away from the iron grating and return). Take careful note of where these safe tiles are, scribble them down on a piece of graph paper, take a screenshot with the apostrophe key, use a digital camera to snag a quick reference photo or continue with my walkthrough. The reason for this extra step is simple: The fire-trapped tiles camouflage themselves when you enter the room below.

Continue going South, drop down into the corridor and enter this dangerous room. The two tiles East from the entrance are safe; stand on the second one facing East and do two side jumps to your right (North). Turn to the North and walk forward only one tile. Face East and do a standing forward jump. Walk one block forward (East) and do another standing forward jump. Once again, walk one tile forward. Face Lara North and walk forward one tile. Perform two standing forward jumps and enter the corridor to your right. Take the Red Ornament key and return to the fire-trapped room. Standing on the first safe tile, aim Lara to the South. Do two standing forward jumps, walk forward (South) one tile and turn Lara to the West. Walk forward (West) one tile and do a standing forward jump. Walk forward one tile and perform another standing forward jump. Turn Lara to the South and walk ahead one tile. A pair of standing forward jumps is required here. Now the only thing left is to turn Lara to the West and you can leave this deadly room.

Climb the ladder and begin trekking to the North. Proceed through the hall, run through the room where you fought the demigod and skeletons, climb the steps, continue through the corridors and turn East into the newly opened room.

Here we have a deadly quicksand room. You'll need to use the overhead track to shimmy your way around this room. Jump up, grab the overhead rocks and make your way to the pillar in the Northeast corner of the room. Drop on to the platform and press the wall button once. Now make your way to the pillar to the Northwest corner, drop down and press the wall button here too. Shimmy over to the pillar in the Southeast and press that wall button. You'll see the Eastern gate in the room open up. All that's left is for you to shimmy your way over there and go through. (I'll admit, perhaps I overdid it with the buttons in this room).

Make your way down the stairs and use the Red Ornament Key to unlock this gate. You are now in a lovely courtyard with a large pool to the North. Let's do the teleporter maze to start off. Find and go through the tall archway to the South. There are two raised teleport tiles in this room. Step on the Western pintail duck tile. Go down the corridor, take a right and step on the cane tile (it looks like the lowercase letter f). You are now in a fairly large room with three hallways. Turn East and step on the reed tile (it looks like a knife or feather). Run forward and hit the Eastern wall button. You'll see a tall block between a pair of cat statues sink into the ground. Behind it is one of four essential pickups. Walk over and step on the Western reed tile. In the next room, step on the pintail duck tile. Run forward, take a right and step on the Western wick tile. This next room presents you with three teleportation tiles: cane, wick and reed. The reed teleportation tile is the one you want to step on, it takes you to the room with the Unholy Scarab. Once you have the Unholy Scarab, you need to make your way out of here. Run to the Southwestern room and step on the wick tile. You will wind up back in the three teleportation tile room you were in a moment ago. This time, you'll need to use the Eastern wick tile. In the next room, step on another wick tile. Run down the slope, throw the wall lever and a pair of gates open. Now step on the cane tile and in the next room, the central reed tile. You can now leave the teleporter tile maze.

Don't let your guard down when you make your way out, though. There is a giant scorpion waiting for you around the corner. Dispatch this overgrown arachnid with your guns (you might want to hop on an island and fire from there). Search the Eastern wall near the big pool for a small slanted hole. Once you find it, climb in and draw your guns, as there is a harpy here. Unfortunately, there is also a waist-deep pool of water here too, so evading the harpy's attacks is difficult. Do what you can and go for those Medipacks if you need them. Throw both of the  wall levers when the harpy is pushing up daisies. One lever opens an underwater gate that you'll pass through shortly, the other makes the block beside the lever sink into the ground. Ascend the stairs, turn the corner and continue on. Go through the Northern archway, follow the corridor and slide down the slope. Take out the scarab and search the Eastern wall. You'll find a wall button here that will open the gate behind you. Go through and you'll slide on to a platform in the big pool. Grab the second Unholy Scarab and dive into the water.

Swim to the Northwest and search around for a hole in the big pool's floor. It is surrounded by a 3 by 3 block of grey stone and should not be too difficult to locate. Dive down to the bottom and turn to the West. Here's where the underwater gate was. Continue swimming West and snag the Akhet Key between the goodies. Leave this room, surface for air and swim to the South. There is a block near the Southern edge of the big pool you can use to climb out and jump to dry land.

From the grassy ledge, run three blocks to the West and scamper on to the platform. Stand in the middle, face North to the hanging rope and perform a running grab jump on to it. Reposition Lara slightly to the East (and slide to the bottom of the rope if needed) so she is lined up with the platform in the water. Swing over and jump to the platform. Face the next Northern rope and do a running grab jump to it (or you may also slide down the slope and do a grab jump to the rope at the end). Turn to the West and aim for the slanted pillar. Build up some momentum and jump onto it. As soon as Lara's feet hit the sloped pillar, press jump again so she doesn't fall into the water. Lara will wind up on a level pillar to the North. Aim Lara to the Western rope and perform a running grab jump to it. Turn North and swing jump to the pillar ahead. Once more, you'll need to run or slide grab jump to the next hanging rope. From the rope, swing to the cute little Northern island. Unlock the gate with your Akhet key and walk inside. An Unholy Scarab is sitting on the big "windowsill". Take it, dive into the water, swim all the way to the South and climb out.

You now have three of four Unholy scarabs. There is one more and it's sitting on a large Northern pillar in the big pool area. Follow the directions in the above paragraph as you did before, the only exception is that you must turn to the East on the last rope and swing jump to the platform where the final Unholy Scarab is sitting. (In other words, don't swing jump over to the cute little island on the final rope direct Lara to the Eastern platform instead).

With all four Unholy Scarabs, you can now unlock the gate. Return to dry land, run Southeast to the gate room. Place all four Unholy scarabs in the receptacles (the order doesn't matter) and you'll be able to continue on. Run down the corridor and enter the courtyard. Search the Southern wall for a button and press it. The golden tower at the opposite end is lifted level with the ground. Push and pull the golden tower to the large-tailed eagle tile. Once the tower's properly placed, the block in the center of the courtyard will sink into the ground. There is a Blue Ornament Key here. Pick it off the ground and immediately draw your pistols as four angry scarabs will descend upon you. Leave this courtyard when all of them are defeated, run West and make your way out of the courtyard.

Take the second archway to your left (you used this area to escape the teleporter maze earlier) and run to the Southern gate. Unlock it with your newly acquired Blue Ornament Key. Drop down the ladder and shoot the demigod across the pit. Once it's out of the game, a harpy will fly out of the pit and attack. Take it down and shimmy across (or crawl through) the Western or Eastern wall. Once you are at the opposite end of the chasm, look for a hole in the Eastern wall, go through and throw the lever in the room. You'll see a gateway at the top of a ladder open up. Exit the room and draw your shotgun, a pair of skeletons will animate and attack. Blow them both into the pit, crawl through the hole in the wall and climb the Southern wall ladder.

The first order of business is to dive into one of the two pools of water. While underwater, look to the Eastern wall for a portal to swim through. Here, you can swim through the left or right underwater passage. Let's do the left one to start. Make your way through the winding submerged tunnels until you are swimming North and you see two tunnels to your right. Continue swimming North and surface through a hole in the ceiling. Climb into the room and throw the floor lever. A pair of grey doors on dry land will swing open. Dive back into the water, turn to the South and take the second tunnel to your right. Continue through and keep a sharp eye out for a small floor passage to your left when you are swimming in a Westerly direction. (If you wind up at a dead end with a Gold Coin, you missed it). Swim into the room, surface, climb out and take the Keku Star in Northeast corner. The doors to the West will automatically open when you get close.

You are now back where you started near the two pools. You are going to have to jump back in and go through the Eastern passage way again. This time you'll take the right underwater passageway. Follow it to the East, swim around the corner and take the path to your right. After swimming around another corner and following the flooded hallway, you should notice a floor passageway to your right. Ignore it for now (unless you need air) and follow the main hallway. After rounding two more corners, immediately swim to the hole in the ceiling. Climb into the room and throw the floor lever here, too. As you might suspect, this lever also opens one more pair of doors. Return to the passageway we just skipped by a moment ago and go through. Surface in the room above and take the Golden Key from the Southeast corner of the room. The doors to the West will open for you, so go on through.

Take the Northeast staircase all the way up to the second floor. Unlock the double grey doors around the corner with your Golden Key. Inside the room is a path to your left and right. Jump up to the block to your left (North). Drop to the floor, turn East and push the block four squares. Climb on top of it, turn 180 degrees and drop down on the floor opposite. You should now be facing West. Start pushing the block West until you can push it no further. Turn around again and run East to the second pushable pullable block. While still facing East, pull it two blocks back. Climb on top of the block, run East over the top of the block, drop on to the ground and keep moving East. You'll come upon the third push/pull block. Here you need to push this block three squares to the East. Stop for a moment and look behind you. There should be a wall button high on the opposite wall. Turn back to the East, jump straight up, grab the edge and crawl through. (Jump button, hold action, press forward and duck keys together). Crawl across the two blocks, turn around and slide off to the ground. While facing West, pull the fourth pushable/pullable block back one tile. Crawl (West) over this block and let Lara down on the floor below. You should now be between the two pushable/pullable blocks. Turn West, push the block forward (West) one time. Climb on top of the block (you won't need to use the duck key this time) and press the wall button. You'll see a square behind you raise out of the ground. Clamber back to the ground, turn East, climb over the pushable/pullable block and run to the East to one more push/pull block. Push this one East until you can push it no further. Turn around, push and pull the two other blocks as far East as possible. You should now have a trio of pushable/pullable blocks all in a row in front of the closed gate above.

That was a tough puzzle, right? There is a good reason for all of this as you need a clear hallway in order to do a timed run correctly. Return to the entrance and run around the corner to South. There is a wall button here that opens the closed gate for eighteen seconds. Roll once, run, turn the corner, jump to the solid block ahead, turn the corner again and run forward (don't sprint just yet). Continue running East, perform a normal running jump on top of the second pushable/pullable block (correct jump positioning is the key; you don't have the time to grab jump or simply climb over it). Run off the block and as soon as Lara's feet hit the ground, start sprinting. Slow to a regular run when you are one block away from the trio of push/pull blocks. Do a running jump to the top of the blocks, run forward a little more and perform a running jump through the opened gate. You may want to save the game when you do the run successfully, if you screw up, you can return to the button and try again.

Speaking of buttons, there should be a new one to your left. This button activates another timed run. Roll immediately and run South. You are going to have to jump around the corner to a slanted floor to get started. There is just one problem: the distance is two blocks. The best technique I've found is to do a hard Western mid-air jump while you are 1/4th of a block away from the corner. This jump should be performed while Lara is running in a Southwest direction. (Yes, it's difficult to describe it accurately, but that's my best shot). If the jump is done correctly, Lara will land from the jump on the sloped floor and start sliding. Perform a regular forward sliding jump to land on the next slope. Repeatedly do more of the same jumps down the long hallway. Continue this way until you land on a flat raised floor. Simply run forward (West) and keep going. If you make it past the burning wall torch before the time is out, you did it. (If you don't make it in time, turn around and use the ceiling ladder to shimmy your way back East and try again). Climb to the block above and collect the second Keku Star. Drop to the ground below and you'll wind up near the button for the first timed run. Exit the entire room, we have no more business here.

Make your way to the lower level and locate the closed double doors to the East. Place the Keku Stars in their Receptacles, and the doors will open. There are two wall buttons in the room, each one opens a gate in the basement of the horizontal flame jet rooms. The one on the Southern wall opens the gate in the Southwest flame jet room and the button on the Northern wall opens the gate in the Northwest flame jet room.

Your first instinct is to run like crazy to get through in time but, honestly, you have an entire minute for each timed run. Anyhow, press the button of your choice and sprint to the flame jet room you've selected. There are three flame jets on each of the three floors, so be careful. Run by when the flame jet switches off and make your way down the floors. If you can do it in less that sixty seconds, you'll earn an Unholy Scarab or the Tourmaline Key. Repeat this for the second timed and you should now have an Unholy Scarab and a Tourmaline Key.

Run to the Southeast ascend the stairs. Unlock the double doors with your Tourmaline Key and walk forward into the room. Two skeletons are laying on the ground; both will animate when you get close. Use your shotgun to blast both off the catwalk behind you. Continue through the room, climb the wide staircase and enter the next room. The gate will eerily close up behind you.

Lara now has to endure a series of enemy battles. The first baddies Lara will have to deal with are another pair of skeletons. Deal with them as you've done many times before. Draw your standard pistols and take out the two blue harpies that spawn from the wall cubbyholes. Your next battle will be with an angry giant scorpion, take it out with your weapons. The next monsters you see will be a harpy and a jackal, avoid their attacks and defeat them both. Two more skeletons will appear, quickly followed by three jackals. The last enemy you have to face is a giant scorpion. Kill the giant scorpion as you normally would.

The Eastern gate should now be open, go on through, snag the Unholy Scarab and throw the lever on the floor. The gate to the West will reopen, make your way back out. Descend the stairs (or jump in the pool) to reach the first floor. From here, run to the closed double doors to the West. Unlock them with your Unholy Scarabs. Inside are two wall buttons, press them both and the final double doors on the second floor will open. You have a choice of starting with either the Northwest or Southwest rooms. I'll go the the Northwest room first. Walk into the room and Lara's attention will be drawn to a warning written above the archway. It reads "Do not step directly into the deadly gaze into the eyes of Infinata". This means you'll soon encounter several eyes staring out from the walls. You are safe as long as you don't walk, run or jump in front of them. If there is a wall, pillar or block between you and the eyes, you won't be in any danger. Moving beside, behind or around the eyes is also safe. Now, let's continue. Walk West and step on the raised teleport pads.

You are now in the room with the eyes of Infinata. Even though you are using this walkthrough, I'd recommend walking and liberal use of the look key. Walk forward one block, turn North (ignore the button) and do a u-turn around the rising/sinking block. You should now be facing South. Walk forward until you reach the wall, turn to the West and go forward two blocks. Now walk one block North, one block West, two blocks North and walk one block East. Press the wall button, this will swap the heights of all the rising/sinking blocks in this room. You will need to do a lot playing around with buttons here. Turn West and walk forward one block, go South two blocks, turn West and go two blocks. Now walk South one block, turn West and walk three blocks, face South once more and walk three blocks. Turn Lara to the East and walk five blocks, walk one block North and press the wall button, turn East and walk forward until you reach the wall. Turn South and go four blocks in that direction. Take the Lethal Asp off the pedestal to your left.

Walk back one block to the West, turn North and walk until you reach the wall, turn West again and walk forward five blocks (pausing once to hit the wall button along the way). Walk to the South one block, turn West and walk until you've reached the wall. Turn and walk to the North three blocks. Turn East and go until you reach the wall (three blocks). Walk one block to the North, two blocks to the East, two more blocks to the North and one block East. Hit the wall button to your right once. Travel one block West, two blocks South, one block East, one block South, two blocks East and three block North. Walk two blocks East and two blocks South. All that's left is for you to turn to the East and walk on to the teleporter tiles to exit the Infinata eyes room.

After teleporting, leave the room and make your way to the lower floor. Run to the Southwestern staircase and ascend it. Follow the catwalk and enter the room. You'll see the warning about the eyes of Infinata on the archway here too. Keep running West and step on the teleport tiles.

Walk one square West, turn to the North, walk up to the wall button and press it. Walk to the Southern wall, turn to the West and walk forward two blocks, turn to the north and walk three squares to the North, turn to the West and walk two blocks forward, turn to the South and walk over to the wall button. Press it once, roll and walk three blocks back to where you were. Walk two blocks East, then two blocks North. Make Lara face West and walk five squares in that direction. Turn to the North and walk two blocks ahead. Turn to the East and move forward three squares. Turn to the North, walk one block and press the wall button to your left. Walk one more block to the North and turn to the West. Walk forward five blocks, turn to the South and go two blocks forward, turn to the West and walk straight until you reach the wall, turn South and the second Lethal Asp is ready for collection once you walk up to the relic and grab it.

You have what you came for, so let's leave this dangerous room. Walk two squares to the North, turn to the East and walk four blocks forward, turn North and walk two blocks, turn East and move ahead four squares, turn to the South and walk to the wall button and press it again. Walk one more block to the South, turn to the West and walk ahead three squares, turn to the South and walk two blocks ahead, turn to the East and move ahead five blocks. Turn Lara to the East and walk forward two blocks, turn West and walk ahead two squares, turn South and walk over to the button on the wall. Hit it and walk four blocks ahead. Make Lara face to the East and walk two blocks ahead, turn South and walk up to the wall, turn East and walk forward two squares, turn and walk North a few squares. Look to your right  (East) and the hallway there will take out out of the Infinata's eyes room when you step on the teleporter pads at the end.

Now that you are completely done with the room and have both Lethal Asps in your inventory, you can advance to the final level. Walk out, drop or descend to the first floor and place both Lethal Asps in the receptacles to the South. Run through the open gate and proceed down the corridor. Drop into the next room through a hole in the floor and you'll be promoted to the final level.

 

*****The Nightmare Curse Final Part*****

Yes, you are on the last level. This one's a little different than the last two; you have to take out at least two dozen monsters in a fairly linear raid. Let's hope you have a large cache of Medipacks and Shotgun ammo with you. There are no Secret Sapphires or any Secret Sapphire rooms but there is a special room hidden somewhere in this level.

Run through the corridor and watch the short flyby camera of the wide quicksand room. Look to the ceiling for a guide on where the safe spots in the quicksand pit are. From the raised platform, drop into the quicksand and take the Southern and Northern paths that lead to the Bastet Relics. Once you have both, take the Western path through the quicksand and continue on.

Run down the corridor and open the first door on your left after you exit the corridor. There are jackals in this room smoke them all and collect the Ra's Amulet on the floor. Run West and use the second Bastet's Relic to open the last door on your right. Enter the room, slide down the pole to the bottom and run North along the bridge. Jump to the second platform to your right and unlock it with the Ra's Amulet. Quickly jump back to the bridge and draw your standard pistols. Use them to ground the pair of scarabs that emerged from the unlocked room. Once it's safe, jump back to the room you unlocked and take the Stone Disk of Emproer Qi off the ground. Make your way back to the bridge and run North. Ascend the pole and jump into the corridor to the North. Continue through and you will end up in a room with five unlit torches on the North wall, closed doors beneath and a pole in the center.

Climb this pole all the way to the top room. Unlock the Northern room with your Stone Disk of Emproer Qi. Take out the Demigod and shoot the skeletons into the pit. Enter the room, grab the next Stone Disk of Emproer Qi and press the wall button. You'll see one wall torch start burning. Unlock the Western room with Stone Disk of Emproer Qi. You'll need to fight off a harpy and a pair of skeletons. It might be best to eliminate the harpy first, then shoot the skeletons into the pit. Enter the room, grab the Stone Disk and press the wall button. Jump and grab the central pole and slide to the room below you. Jump off and unlock the Northern door. Two giant scorpions will come skittering out of the room. Avoid their stingers and claws as best you can and waste them both. (Constantly side jumping across the central pit works well for me). Enter the room, take the Stone Disk of Emproer Qi off the ground and press the wall button here too. Unlock the Eastern room and get ready to blast away four jackals. Once they're out of the picture, you know the drill: Take the Stone Disk of Emproer Qi off the ground and press the wall button. The final door you need to unlock is the one to the south. You will find a single demigod in this room. Smoke him, grab the Stone Disk of Emproer Qi, and press the wall button. All five wall torches below should now be burning and all doors open. Slide down to the bottom and go on through the open doorways.

Continue down the hall and take a left (West). When you enter the next room, take the Gold Globe off the pedestal. Turn East and run down the long hallway until you reach the giant sloped catwalk room. Run up the second sloped catwalk to your right (South). Place the the Gold Globe in the palm of the golden hand open the door. Get ready to fight off a harpy and two skeletons. Once all three baddies are gone, return to the room and collect the Gold Globe on the floor. There is a wall button in this room too, press it. Return to the central catwalk and continue running East. Turn North at the intersection and keep going. Run up the last slanted catwalk to your right and unlock the door at the top with your Gold Globe. Inside are two jackals and a giant scorpion. Instead of fighting all three, drop off the ledge and hang there for a minute. The giant scorpion will kill off the jackals instead of you when you are out of reach. All that's left is for you to kill the giant scorpion. Return to the room, grab the Gold Globe and press the wall button there, too. Directly behind you is another room you need to visit. Do a 180 and run to the door to the West. Unlock it and you'll fight off a pair of skeletons and a harpy, just like in the first room. Take the Golden Globe off the floor and hit the button on the wall. We are done in the Northern wing of this big room, so let's run over to the Southern wing. Unlock the first room to your left (East). There are a pair of jackals and a big scarab in this room. You can deal with them with your standard pistols. By now, you should know that you need to take the Golden Globe and press the wall button in this room as well. Only one more to go. The first room to the West in the Southern wing is your next destination (South West of your current location). Unlock it with the Golden Globe and you will once more be fighting off a harpy and two skeletons. As you'd suspect, there is a Golden Globe that needs grabbing and a wall button that needs pressing in the room. Once this is done, you'll hear a shattering sound and see the hallway that leads to this giant room open up.

Run back to the hallway and throw the floor lever to the South (You'll see a door open up). Turn around and run inside the room opposite. Throw the first two floor levers to your right (East) and the wall button between them. Exit the room and continue running East (You'll be passing through the large slanted catwalk room). Perform a running grab jump across the quicksand pit and pull up. Turn South and climb the stairs we just built with the levers and wall button. Enter the next room and climb the Northern or Southern staircase. At the top in the next room turn to the West and go through the hole in the wall. Duck and shoot the Northern Pot to reveal a Shiny Key. Use it to unlock the door to the East. Beyond the door is a 45 degree hallway with a Demigod. Take your final enemy out and continue moving forward. In the next room is the all-important Purification Scroll sitting atop a pillar at the Southern stairway. Take it and run to the Northeast. Run through the second 45 degree hallway, go through the next room and climb the two tall wall ladders. At the top, you'll finally be able to leave the temple. Run West until Lara's theme plays, then turn South and continue to the large archway. Once you reach the motorbike, the level ends.

Congrats, you did it!

Sweet dreams, Lara.

 

 

Complete Walkthrough by G&D Productions.

Warning!!! This walkthrough contains all Secret Sapphires and Gold Coins, so if you want to go for those yourself, don’t use this walk but the one provided by the author above.

 

We recommend you try to get the Secret Sapphires because they’ll give access to supply rooms.

The Gold Coins won’t give you a reward, only bragging rights to how many you found (a nice side quest).

Be aware that firing the Grenade Launcher in this adventure will hurt Lara a bit; so be careful… ,

 

Files mentioned in the walkthrough:

If you need savegames/jpg’s, download this -folder- (103Kb)

The video’s are in this –folder- (29Mb)

 

Part 1.

6 Secret Sapphires, 33 Gold Coins.

Some Supplies.

Lara drops down into a small room. Pick up the Gold Coin (1) from the corner and use the jump lever on the other side. Go through the door and shoot the Jackals, one of them leaves a Gold Coin (2) (I went up one of the stairs a bit and shot them from there, so the coin might be on the stairs).

Go up the stairs W and take a left, shoot vase #1, then #3 and last but not least #4 (There’s a nasty Scarab beetle under vase #2). Pick up Flares,Gold Coin (3) and 10 Normal Arrows. Go back down the stairs and up straight ahead (N).

The Lava Room with Ropes, the 1st Cthulhu Artifact.

In the lava room start with jumping to the left and get the Gold Coin (4) and jump back to the entrance. Take a running jump to the rope (W) and turn right and swing to the 3-block pillar (N). Turn left and jump the one SW. From there line up in the middle, take a running jump to the sloped pillar, pull up, slide and jump to grab the rope.

Turn a bit left, swing and jump off near the steam blowers. Turn left (S) and jump the pillars, picking up a small medipack in the corner. Jump over to the E and pull out that block in the corner, the block has to go under the button, but not possible yet.

Jump back to the ledge at the steam blowers. Take a running jump to the sloped pillar E, pull up and slide, jump to grab the rope.

(Turn left and swing to that two block pillar, grab the Gold Coin (5) and from the corner take a running jump back to the rope (you could also get this later, when you are using the monkey climb N).

Turn to the right a bit and now swing towards that opening in the wall you made by pulling that block out. Turn left (E) and jump to that pillar and grab the Cartouche Piece #1 and jump back.

Push the block once, pull it left, go around it and push it under that button you see on the wall. Jump on top and use the button (one block goes up and the other one down, we’ll need to do this again later). 

Break Tile Run.

Jump back to the steamers. Then jump the blocks (N) and climb on top of the block that went up, grab the monkey climb and swing sort of straight ahead (N) and let go above another pillar(In case Lara will not grab the monkey swing, drop from the block and go back up again, she will then grab the swing).

Now we go for the break tile run (if you are able to grab one of them, you can hang on and then make a save game as it is a long run).

Take a running jump to the one on the left; keep running, curving to the right and jump over. Standing jumps to the next two, keep running and jump to the next on the right, side flip left to a long series, run over the corner to jump to the one against the wall (N).

(This passage is optional, but it makes life a bit easier later if you are able to get to that button). Take a running jump curving sharp to the left from the last tile, as there is an opening in the wall there. Use the button and see a door opening up. Roll and run up the slope to the breakable tiles (BreakTileRun1).

Jump out a bit to the left on the tiles in the middle, run-jump to the next in the corner and curve left to jump to the next. Then take a running jump to grab the next breakable one (I saved here).

Pull up, run a bit and then hop 3 times, run a bit and hop again and then a running jump either left or right onto a ledge (savegame.0- (BreakTileRun2).Better wait here a bit so you can shoot a harpy that will show up. Take another running jump to the ledge behind the pillars and get the Cartouche piece #2. Another harpy shows up.

Using the Cartouche.

More jumps to do to the E and near an open gate on the left is a Medipack and on the right is a button. Push it and see the blocks change positions.

Go out the gate and jump up on the left, a running jump to grab the block, get on the monkey climb and swing back and jump back to the ledge with the steam emitters.

Now we have to pass the emitters. You can hang and shimmy passing them safely. At the end, pull up and backflip/roll grab the edge of the next one till you are at the end or running jumps with slightly curves to get pass them with a bit more health loss. At the end take a running jump to the pillar ahead and grab the ladder.

Shut down the Steamers. (Only if you managed to get to that button at the break tiles)

Shimmy left around 2 corners and backflip/roll to grab the next one. Go right around one corner and climb a bit up and backflip into the door you opened. Shoot 4 spiders and pick up Gold Coin (6) that appeared on the floor. Use the button (shuts down the steamers) and go back out to jump to the ladder. Now you have to use the ladders to get into that opening straight across (S).

Go down the slope and combine the Cartouche # 1 with # 2 to get the Ba Cartouche and use it. A gate opens in the lava room with ropes, go back up the slope and jump out right to that ledge. From the ledge jump back NE to the emitters on the right and make your way to the other end (if you couldn’t shut them down do back flip rolls again).

Back in the Lava room with the ropes, first go to the button (S) on top of that pushable block and use it, then go back and jump the ledgesto the block N and use the monkey swing, face E, to swing to the pillar in front the open gate on your left.

Get into the open gate and grab the 1stCthulhu Artifact from the pedestal and go back out to the pillar after getting Revolver ammo from the right windowsill (SW), Flares from the other one and a Gold Coin (7) from the SE corner of the floor.

Getting Out.

Hop back out to the pillar; take a running jump straight ahead (S) and grab the ladder. Climb up and (if you didn’t yet, grab the Gold Coin) go to the corner on the right and jump to the rope. Swing to the steam blowers and make your way N to the monkey swing. Face E again and now take it to the end, let go and grab immediately and hoist up. Jump to the pillar on the left and then to the corner and follow through along the wall, picking up a Medipack and 2x Shotgun ammo.

Another running jump to the ladder S and up you go, slide to the end and jump to grab the edge of the entrance and leave the Lava room (W). Go down two flights of stairs and you are back in the room where you shot those dogs before.

Now you have some Flares to spare, check out the dark spot to the right of the second arch in this room, go up the ladder, jump to the N and get Gold Coin (8). Jump back to the dark arch and find Revolver ammo there on the right, now jump over to the last arch (S), look for a crawlspace up in the right hand wall (W). Jump to get in there, follow through to a small room with 2 small medipacks, a large Medipack and 10 Poison Arrows. Go back and take a Medipack to top up your health, safety drop out losing most of your health, but it was still worth it.

Go up the other stairs (E). Take a right, up the stairs and up the pole.

For a Secret Sapphire: Climb up all the way and through the hidden opening in the ceiling, turn and back flip off into a room with Secret Sapphire #1. Grab the pole again and go down one level and backflip off.

The Courtyard, some Goodies.

Go to the outside (S) and take a left (E), go through the opening, shoot two dogs coming from the right. On the left (NE) behind that palm tree are Flares.

Go where the dogs came from (S), straight into the building and climb a pole (on the left).Backflip off and go around the corner; in the NE corner is another Gold Coin (9).

Go outside over the bridge and use the jump lever at the wall (W).Two gates open up, safety drop down or go back down the pole. In the yard under the bridge, near those small rocks N in between the grass is Gold Coin (10).Go back N and left, in the first area loop around left for 10 Normal Arrows in the corner behind the grass.

The gates are opposite the entrance, enter the right hand gate of the two and pick up Gold Coin (11).Go up to the terrace and shoot the 3 vases for Grenade ammo, a Medipack and Uzi clips. Jump over to that obelisk (NW) for Gold Coin (12). Safety drop down.

Go to the pool area (SW) and shoot a nasty Scarab beetle. In the SW corner near the closed gate (you can see a Sapphire) is Shotgun ammo.

For the Secret Sapphire: Go back to the obelisk (NE), Run left into the corner left of that Lion statue N of the obelisk and see that gate open up... Go in there and get Secret Sapphire #2from the room. Go back out

Jump into the pool and get Gold Coin (13) from a small alcove.

Swimming for the 2ndCthulhu Artifact.

Get back out of the water and leave (N), slide down the pole and run down and then straight up the next stairs.

From the bridge, jump to the right in the water, go S and swim around the corner of the structure and find a large opening in the right hand wall (S). Be sure have your lungs full and don’t bother (yet) with the pickups, just keep swimming around corners to the right, or else you won’t make it.

Get out and jump up the wall. There are two doors; one E and one W, walking near the doors will open them. A Demi God and a Scorpion appear and let them fight it out and take down the winner. Once it is over get a small medipack from the Demi God room W and push the button to open a door somewhere, then go to the one on the other side for a Gold Coin (14) and another button. Climb back up the wall using the block that went up (W)and jump back in the water and swim just around three corners, pick up a Gold Coin (15)and go back for air. Now swim back to the lake. Swim back into the tunnel a bit if you want the Shotgun ammo near the lake side.

Swim right, then left and around two corners (N side) and find an opening in the floor, first get the Shotgun ammo and then get air and face N. Dive into the hole and swim all the way through this underwater structure till you can swim up, get out and turn around, there is the door you opened before with the button in the Demi God room.

Jump over, wait a bit and backflip over the water so you can safely shoot the pack of dogs.

Pick up the Gold Coin (16) one of them dropped and go further. Use the jump lever on the wall to the right (S); this opens one gate. Push the button in the E wall (a rope appears in front of a gate) and pick up Flares to the right next to the statue and Shotgun ammoin the dark NE corner. In the dark behind a pillar on the W side is Gold Coin (17).

Go out and jump over the water and get Uzi clips on the floor on the right and Flares at the other side.

Go in the opening (W) and be aware there is a skeleton on the loose.

A Shotgun.

We best go for the Shotgun first and skip pickups. Run in left, all the way to the end and use the button (1), roll and run back, all the way towards the end and go left into the fore last alcove, into a small room, use the button (2) in the back. Run out and right and into the third alcove right for the last button (3). Roll and go right, second opening right and grab the Shotgun from the pedestal. Roll and run straight to get to the water and jump over. Roll and as soon as the skeleton jumps over, shoot him into the ditch.

Go back to where you got the Shotgun; push the button W behind the pedestal for a gate behind that rope you saw before.

Turn around and go right, and in the 3rd alcove on the left is a Gold Coin (18), follow through and the 5th alcove on the right leads to a small room. Pick up the Flares left then go out back to the corridor. If you want dome more Flares go back to the N side and in the alcove opposite the room are some on the floor. Then back to the corridor and take a left and go back to the passage with the gates.

Go E, into the water and swim back to the lake, in the last stretch is a Gold Coin (19) on the bottom.

The Silver Key.

Swim to the W wall and climb up onto the left pillar (SW), run jump to the ladder and climb up. Go up the next ladder and follow through, kill the giant Scorpion and find an opening on the left. Jump to the rope and swing to the building in the middle and grab the Silver Key.

To the right (E) is a Sapphire, line up with the gem, walk down as far as you can and a running jump gets you to an invisible platform. Walk to the end, then hop back and take another running jump and grab the invisible ledge of the next one. Then take a last running jump and watch out, two Harpies will attack. Get the Secret Sapphire #3.

Jump down into the water. Swim to the right, then left around the corner, in the structure, a bit high up is an opening near the next corner, swim in and to the end. Climb the wall there and backflip off. Use the Silver key and go through the door for the 2ndCthulhuArtifact.

Climb back down and when you swim around a corner to the right, swim straight (N) and pick up a small medipack behind a plant. Roll and swim right around corners to get out. Get air and then swim to the left (W) around the corner. Halfway along this side on the bottom are Flares, pick them up and swim around another corner and into an opening in the wall on the left near the bottom, follow through to the end and up. On the right you can find Uzi clips and at the other end a sloped block. Pull up on the slope and backflip, turn around and jump to the ladder and climb up.

Use the floor lever to change the position of the blocks, jump back in the water face N and swim down and straight to a wall, to the right is Gold Coin (20) in a plant. Roll and swim out. When you are out of the passage swim SW over the bottom and near the wall in a plant is Gold Coin (21).Then swim to the pillars and get on the now tallest one (NW). Jump to the ladder and go up. Then jump over to the bridge and leave this place. Go all the way down the stairs; take a right in the room with the arches, pick up some Shotgun ammo and use the two Cthulhu Artifacts next to the door N.

Phasing Ledges, the 1stGold Ankh.

Once inside, the only vase to shoot is the 1st one on the right (E) for Gold Coin (22) then continue your way N (the hole in the floor is for later). Take a running jump to get onto the pillar straight ahead. Jump to the next one and then jump towards the ledge with the floor lever. Do NOT use it just yet, but go to the other side (W).Time a running jump to the phasing block and run-jump with a right curve to the safe one. Hop over to the lever and push it (changes the position of the blocks at the structure). Time the phasing block again to go back to that structure you came from. Now you can push the lever at the other side you ignored before. More blocks change position around this structure.

Climb up the blocks on the left (S) and hoist up into the ceiling (face S), grab the Gold Ankh as well as the Gold Coin (23) and go back down again. Safety drop down W and then climb the blocks on the N side. Use the monkey swing and drop down when you almost reach the end. Go first left to the other Gold Ankh and then to the right a Gold Coin (24).

Look SW and see an opening there, use the phasing blocks again to get there. Get the Medipack and Revolver ammo and push the button around the corner. This lowers a block behind you, get up there and drop down. Go straight jumping some more and leave this place (S) (The ledges in the SW corner are an alternate route back to the exit).

Use the Ankhs.

In the room with the vases, get down into the hole in the middle and crawl out backwards. Shoot the pesky spiders and place your Golden Ankh’s in the receptacles. Jump down left or right into the corner and safety drop twice to the bottom.

Room with the Viper’s Gem.

In this new area is a Demi God on the left on a ledge you cannot reach, just run to the central bridge and shoot him from there jumping from side to side. At the other end (S) is a pushable block.

Secret Sapphires: Look down the E side of the bridge (maybe light a flare), near the entrance to spot a ledge below the bridge, drop down and pick up 2x Uzi clips, after crawling under the bridge, you can stand up, run down right onto a ledge with Secret Sapphire #4, jump back up SE and grab up to the bridge.

In the SE corner is the Secret Room where you can pick out what you want if you found Secret Sapphires.

Pick up the Viper’s Gem and push the block to the other side (N) around the skeleton that plays dead in the middle of the floor. Once the pushable is against the wall (N), jump up and now you can use the Viper’s Gem.

The gate left opens so get in there. Follow through grab some Uzi clips from the floor and jump the gap, with your pistols drawn as two Scorpions emerge from left and right. Once they are dead go into their rooms, push the buttons and pick up a Gold Coin(25) from the E room. The last double door is open now (N), jump the gap and run to a terrace overlooking a Lava pit with a rope.

Optional: The Fiery Rope Swing.

This is a quest for pickups (and later a Sapphire) only: Jump to the rope and swing to the other side (you have to be patient here, obviously both emitters should be off when you jump from the rope, eventually there should be an opening available), timing the emitters and grab the edge, pull up when the emitters are off (or crawl in) and then get your bounty, Uzi clips, a small medipack and Shotgun ammo. Pick up also Gold Coins (26 + 27).

Step down to the lower part of the entrance and stand back, take a running jump when the emitters are off and grab the monkey swing, almost outside the emitter range, quickly go forward. When you are at the rope (close), let go and grab the rope, slide down and swing back to the terrace. The other opening is still blocked; we’ll open it later.

Timed Jumps, the Quicksand Key.

So walk through the E opening and find a timed trigger tile. Before standing on it jump down to the first ledge.

There are two possible routes across the room, left and right side, but first save the game!

Left hand side explained:  just do two training runs so you’ll know what to expect and you can pick up the Coins. There is a teleporting tile to the right of the timed door so you can come back up if you decide to do a trial run first.

Turn left, a running jump to the ledge N (no Ctrl) (hop up to the block against the wall to get Gold Coin (28)) and jump to the ledge E. Then a curved jump around the pillar, on the ledge between the pillars, roll and grab up to the pillar you just jumped around, roll and run jump to the next pillar, roll and grab the edge to safety drop on the other side. Run jump S to the ledge at the tall pillar and run jump left to the next pillar, left again, back to the N side and hop E onto the slanted pillar. Slide and jump, then jump left to the slanted block, jump to the block and hop to the next, run over the corner and a right curved running jump to get to the opening, run through, jump left to the opening in the E wall and through the Timed door.

To the right of the door is a blue trigger pad; it will bring you back to the start.

Right hand side explained:

Jump S (no Ctrl), run over the corner left to the ledge, roll so you’ll drop down from the back side, grab the edge and drop/grab the ledge below (for the Gold Coin (29), shimmy around to the front side and crawl in to get it, crawl back out to the S side). Drop/grab again and hang left on this last crack, drop while holding the “right” key and immediately jump when you hit the slope below, curve sharp left to get to the grey block. Do a running jump and grab the block E on the right hand corner, pull up and hop up straight onto the right hand side so you can side flip left onto the next one, turn a bit right and hop up SE, get onto the highest block and run jump to the one E. Roll to drop from the other side and slide a bit before you back flip with roll to a ledge. A few more jumps will get you to the entrance and the Timed door. Get back using the blue trigger pad.

Make the timed run along the preferred route and get into the door (savegame.1).

Once you have the Quicksand Key go out, take a right and pick up Gold Coin (30) and 2x Uzi clips.

For a Secret Sapphire: Go outside first, jump to the right (N) and then a running jump to the corner (NE). Jump down and use the button to see the blocks change position at the rope swing. Back up again and jump back to the Timed door. Go to the teleporter pad to get back up. Go straight to the terrace at the Lava room.

The Sapphire: Now there are two ways to do it but I found the easiest one is to jump to the rope and turn to the right. You have to aim to the right hand corner of the opening there and then swing, keep swinging while watching the emitters and jump off to grab the edge. Pull up and find a Secret Sapphire #5 to the right.

Going back is the same as you did on the other side, I got down to the lower ledge again and took a running jump and grabbed the monkey swing as far from the emitters as possible. At the rope I let go and grabbed the rope and then swing back to the terrace.

Go back (S) over the pits to the room with the skeletons. Now they wake up and another Demi god showed up on the other side of the room, so kill them all. Maybe visit the Secret room and then go and use the Quicksand Key on the S wall. The gate to the right opens, go in and down the stairs to a room full of quicksand.

Quicksand, Torch Puzzle.

I jumped towards the pillars on the left and got up in between them for Gold Coin (31). Avoid (or kill) the mummies. There are 4 openings in the walls, two of them blocked.

Go to the column in the middle of this ledge, face the other side (W) and walk slowly straight to the middle column W, you’ll go up a high spot in the bottom, there is a bit of blue light coming from below. Reach down into the mud to get Secret Sapphire #6 and walk to the W side.

Go into the opening NW, follow through and kill the insect.

The Levers for some Fire.

-Push the NE button and use the right most (N) lever. Jump over the blocks to the button N and push it as well and jump back to the entrance.

-Throw the 2nd lever from the left (facing W) and jump over to the S side, push the button and the wall torch is ignited (W).

-Jump back to the entrance and now push the 1st lever (S side)then the 2nd as well and as last push the most N lever also. The way is clear to the wall torch but now we have to find the Torch first. So out you go and wade through the quicksand to the S. On the ledge a bit further are some Uzi clips. Go to the terrace with the thrones S.

To the left of the thrones is a button and you see a block going down. That is the NE opening, get there and inside stay on the left side and jump over, crawl under and jump over and take care of the two skeletons. Push the button on the opposite side and see another block going down and it looks like there are some Torches on a pedestal.

To the Torch.

Get back through the knives and once out, loop around left into the next opening. Use the blocks to get onto the walkways. First go right into an opening NE and find a small medipack, a Gold Coin (32),Uzi clips and Shotgun ammo.

Jump back to the walkway and go left (S) and jump over to the next walkway. Turn right and jump over to the right.

First go all the way to the end (N) and jump in the opening left, push the button to raise the EXIT block and get out (this block allows you to go back and use that last Sapphire).

Walk back and jump into the opening where the torches are. Get a Torch and make your way back over the walkways to the other side. Better throw your torch into the opening of the E wall and then jump in. Pick it up and jump the blocks to the ground floor. Wade through the quicksand to the opening NW, jump the blocks and ignite the Torch.

Jump back over the blocks and back to the room where you can use the blocks to get back to the walkways.

Once up jump to the ledges S and ignite the two wall torches SE and SW, two blocks go down in the last opening. Watch out as a Harpy is now flying around. 

You don’t need the Torch anymore, get back to the ground floor and find the opening (W wall left) and get in.

Crawl through the opening straight ahead. To the left is the way to a Gold Coin (33) and to the right drop into the quick sand and wade through to the door.    

 

Part  2.

6 Secret Sapphires, 31 Gold Coins.

Press the button next to the door and enter. In the first alcove up on the left are Uzi clips, in the 4th one right is a Gold Coin (34). The last alcove left has Shotgun ammo.

Supplies.

At the intersection go right, shoot two dogs and go right. This is a bit of a nasty jump but stand near the wall (W) and turn right (NE).Take a running jump to the slope there and immediately jump again. Get 2 x Uzi clips, a Gold Coin (35) and 2xShotgun ammo. Jump back using the same trick, go to the other side and there you can find Gold Coin (36), a large and a small Medipack, Flares and Shotgun ammo. Jump back again and go back to the intersection, notice the block in the E wall.

The Chaos Key.

Take a right (S), down some steps and kill the Demi God. Watch out there is a hole in the floor, once he is dead get his Chaos Key and some skeletons are also awake so get rid of them.

Find the hole in the floor and get down the ladder. Go around the ladder pillar and use the button to open a gate, go to that gate SE and get the Gold Coin (37). Back out and on the floor in the NE corner is Shotgun ammo, go left to the NW corner picking up a small medipack and in the corner is a Gold Coin (38).

You may have noticed the Sapphire behind the left gate E, later!

In the SW you can use the Chaos Key. Use the button inside to open a gate and climb up the ladder. The last skeleton is awake so you know what to do. Go in (S) and first go the left, on the back of the pillar is a jump lever (a block goes up under a keyhole). Leave and go sort of straight (W) into another room.

Lava Carpet.

Those red tiles are instant death so avoid them. First start jumping to the left (best is to walk as close as, then hop back, take one step back and then a running jump forwards), picking up a Gold Coin (39) and Shotgun ammo on the way. Jump all the way to the end, there is a button you have to use to lower that block at the intersection. Then jump back to the entrance. Around the other side is also a button; that opens a gate with a goody; that is in the gate under the bridge where you had to fight the Demi God and skeletons.

So, go out E and left to the bridge, shoot the last skeleton.

For that Sapphire in the left gate E, look over the edge of the bridge in the NE, there’s a jump lever on the outer ledge, use that but watch the health and the gate is open, get Secret Sapphire #1.

Go to the NW corner gate and grab that small medipack, and climb back up. Go back up the ladder into the gate S.

Deadly Floor Jumps, the Red Ornament Key.

Go straight through to the ladder S and climb up and follow through. Lara looks through an iron grating; better make a drawing, as you have to navigate that place (if you run away a bit and come back, you can look everywhere). Get down by the next ladder (SW) and now look at you notes and start to jump, your goals are the two openings E and one NW (Map-OrnamentKey.jpg).

The right hand one (SE) has a Gold Coin (40), the left one (NE) has the Red Ornament Key. The opening NW has some Shotgun ammo. Make your way back to the ladder and up you go. Go down the ladder to the bridge room.

Monkey Climb Button Puzzle.

Go straight and up the steps and straight to the intersection. Take a right (you lowered the block here earlier) and use the monkey swing to reach each of the pillars where you have to push a button.

Start with the one SW as that opens a gate to goodies somewhere in the Lake area where you go next, then do the other three (NE, NW and last the one SE).

Go through the now open gate E and down the staircase. Use the Red Ornament Key next to the gate (you raised the block earlier, S of the Demigod bridge).

Sapphire hunters: Do NOT push the button on the other side (lowers the first of three blocks to get a Sapphire later, we’ll lower them another way).

The Lake Area. (can be done in random order)

In the garden shoot the vase on the ledge straight ahead and get the Gold Coin (41). Run off the other end into the water and get the Uzi clips. Get out, go SW and go get some Shotgun ammo right of the S entrance.

For a Sapphire later: jump on either of the grey slopes there to trigger a gate giving access to the Sapphire, we’ll go for it later.

Go to the SE corner and to the right of those gates is Shotgun ammo in the grass, in the NE corner, next to the palm tree is a Gold Coin (42). Turn S and go into the open gate (you opened it earlier) SE. Climb down the ladder and prepare to fight 4 dogs. Two of them leave Gold Coins (43 + 44) and in the back are Shotgun ammo and a Medipack.

Go up the ladder, outside and a bit left. Right around the corner in the right hand wall (opposite the small pool) you can get into an opening on the right (E), slide down and jump landing into some water and wade to the stairs so you can shoot the Harpy. In the SW corner is a Gold Coin (45). Use the two jump levers to open a door in an underwater room (right hand side) and the left one for the door here, go up the stairs.

At the intersection go right (E) and in here are vases in alcoves.

E wall from left to right shoot the second one for a Cold Coin (46).

W wall from left to right the third one has Flares.

In the SW corner is a button, use it to lower the first of 3 blocks in the entrance to a Secret room.

There’s more to this room, but we need a free access to water first.

Go out W and at the intersection take the W passage (Reed symbol), follow through picking up Shotgun ammo and slide down, kill the Scarab and get a Gold Coin (47) and push the button and get out through the opened gate into the Lake. Swim straight to the block, pull up and jump to the left (S). Go back to the E wall and pull up into the same opening, slide and jump, up the stairs and go right again, to the room with the vases. This time shoot the most left one E wall and a wraith appears. Take it to the passage, straight into the W passage and get out to the Lake to get rid of the Wraith. Once again go into the same opening E and back to the vase room, go up into that alcove where the Wraith was. Light a flare and spot the hidden crawlspace, get in, go right and pick up Uzi clips. Then you can stand, continue through that side picking up a Gold Coin (48) and in the back is another crawlspace left.

Grab up through the opening in the ceiling there (face S) and go around to get Secret Sapphire #2, go back down to the passage.

Straight into the crawlspace and keep right to get to another Gold Coin (49), follow through, go left a bit to get a Medipack from the central crawlspace and turn around to get out of here. Go back W to the passage.

The Unholy Scarab #1

Now take the passage N (Duck Symbol). Pick up some Arrows, slide down and kill another Scarab beetle, push the button and slide down the now open gate. Pick up the Unholy Scarab #1 (you need 4 of those).

The Akhet Key

For a pickup, face N and dive into the water and a bit left of that orange vase N is a Gold Coin (50) on the bottom.

Swim W from there, there is a hole in the middle of that slab of stone. Dive in and swim W, there was a gate you opened (with a jump lever before), get that small medipack, the Akhet Key and Revolver ammo.

Swim out, straight into the E side (the gate opened when you jumped onto the grey slopes before) to get Secret Sapphire #3.

Get back and swim up and go to the SE side and get out of the water using the low block. 

Now for some rope swings.

Optional Pickups:

-Go to the platform a bit further and take a running jump to the rope. Turn left and swing to the next one and if needed grab the edge. Line up for the next, just a running jump will get you to the rope, swing to the next one. Turn right and running jump plus grabbing the edge will get you to the Grenades.

-Unfortunately you’ll have to swim back. Hop down E and grab a Gold Coin (51) from the bottom, swim SE to where you can pull out of the water again and get to the first rope again. Turn slightly to the right and jump to the block there.

Face the next rope and another running jump will do the trick. Turn to the right facing the orange vases and swing to jump to the single block. Jump to the vases and shoot them to get Arrows and a small medipack. Swim back, get out and get to the rope again.

Unholy Scarab #2.

On the first rope, turn slightly to the right and jump to the block there. Jump to the next rope and turn left and aim for the sloped one, when you hit the slope jump again to get to the next one. 

Now jump to the rope (W) and turn right and swing to the next platform. Take a running jump to the last rope, turn right and jump to the island to get Unholy Scarab #2.

Unholy Scarab #3.

Sorry again, but jump in the water and go for the rope again. This time go the same route as last and from the last rope straight to the building. Use the Akhet Key and get in to get the Unholy Scarab #3.

Go out, right into the water and swim around the corner to the ledge NW for the Shotgun ammo. For the last time, you have to swimback to the SE ledge and get out. Head S of the small pool.

Teleport Maze, Unholy Scarab #4.

Go into the opening in the S wall and enter the teleporting maze.

Look at Symbols Maze.jpg to see what symbol is what.

-Go step on the bird tile (right), go straight and take a right and step on the knife tile. Go left (E) and step on the reed (looks like feather) tile.Go straight and use the button on the right to lower the entrance to the Scarab. Then step on the reed tile on the left.

Next room, get the 2xShotgun ammo left and right of where you land.

The opposite wall (S) has a button, two blocks go down in the entrance to a Sapphire (if you pushed the button at the Red Ornament Key door, only one goes down and you will have to go back later to de-activate that button again).

Step on the duck tile on the right. Next room go right and step on the knot tile. Next room take the reed tile on the right. Straight ahead is the last Unholy Scarab #4.

Go out and take a right and into the passage SW and step on the knot tile. Go straight and now take the knot tile and get to a dark room. To the right is a crawlspace (NE), get in and pick up Shotgun ammo and a Gold Coin (52).

Look up in the N wall for an opening, go through to get Secret Sapphire #4. Get back out to the dark room.

Getting out:

Step on the knot tile right (NW). Next room down the steps and use the jump lever to open the exit gates and then step on the knife tile (E) and last but not least take the reed tile straight.

You are in the exit room and if you used that jump lever, the gates should be open. To the right in the grass is a Gold Coin (53).

There are more pickups in this maze if you just run around hitting different tiles, you might get some more goodies, Arrows, Flares, Uzi clips and a Gold Coin (54) as a reward (from the room with the jump lever, take the knife tile twice). Get out of the Maze and shoot the huge scorpion that guards the entrance for the Unholy Scarabs you have (E). Place them and go in to a walled-in garden.

Push Puzzle Garden, Blue Ornament Key.

Find the button on the wall on the right (S) a golden pillar goes up (N). Left of the button, at the base of the palm tree is a Golden Coin (55). Go to that pillar and push/pull it to the tile near the button. The red block in the middle goes down, get the Blue Ornament Key and a couple of Scarabs attack. After they are dead you are ready to leave.

Sapphire: Push that button S again to lower the block N, go into that hole and into the crawlspace for Secret Sapphire #5, get out. To the E of this Garden are the secret rooms (also one floor up).

When you’re done, leave (W). Back at the Lake go into the second gate left, the exit of the Maze, ignore the tiles and go straight where you have to use the Blue Ornament Key.

Draw your guns as a Demi God is waiting and a Harpy also shows its ugly face.

Quest for the Two Keku Stars

Go left (E) and use the crack and crawl through to get to the other side. Use the lever to open a gate, out and slide down and then prepare to fight some skeletons.

Sapphire: Jump up at the other side (S) and grab  Secret Sapphire #6, get out.

Get out and go into the crawlspace on the right (S). Climb the ladder and you are in a room with two pools.

Loop around to the right for Shotgun ammo and in the SE corner is a Gold Coin (56). Jump in the pool and find Revolver ammo SW, Shotgun ammo NE.

On the central floor part, between the two pools are 4 circle symbols, if you walk over the SE one, stepping on each part of the dark circle, an underwater gate will open with some Shotgun ammo behind it. The gate is under this floor, in an underwater passage between the W side pillars.

Golden Key, open doors for a Fire Run.

Get air and then dive again, swim to those columns and go into the opening right E, then take the right hand passage way first, loop right around a corner and keep going right through an opening (W) and up at the end. Get the Uzi clips and a Golden Key from the other corner and the double doors will open when you approach them.

Dive back in the pool you came out from, swim back into the passage, left then keep going right to get to a Gold Coin (57). Swim back, left around, left and left again and then take a right to the same small poolroom. Get air, swim back in and left, right around the first corner and when you hit the wall, a bit left right to the E, follow through and get a Medipack in the end. Roll and swim back to the small poolroom.

Swim one more into the passage and keep right, go up in the back through a hole in the ceiling and use the lever there to open double doors. There’s a big vase in the water under this room, better not touch it as it will trigger a Scorpion once you are outside. Swim back (S) to the small pool and go through the double doors to the main room.

Open doors for a second Fire Run, Keku Star #1.

Back at the pool outside, jump in and swim back in the E opening but now take the left hand passage. Go around corners and find a hole in the ceiling (N) and get out. Flip the lever and see another door opening.

Sapphire: After flipping the lever, take one sidestep right and look down (NW) into the waterhole, you can just see a vase. It is possible to shoot it with the Shotgun, or if you have an explosive arrow. Swim there to get Secret Sapphire #7 If you want to collect the bonus, you’ll have to backtrack to the Push Puzzle Garden on your own.

Face S and jump in the water, swim in the opening on the right and when you hit a wall take a right and around a few corners get the Gold Coin (58), roll and swim back right around corners and through the opening (S) and up. Get out and grab Shotgun ammo and the Keku Star #1. Approach the doors and they will open, step out.

The Pushblock Timed runs, preparations.

Go to the NE corner and up the stairs, around the corner use the Golden Key.

Once in jump up on the left and down, push the block 4 times. Jump over it and turn around and push it all the way back as far as it will go.

Turn around again and go to the second one and pull it 2 times and this one will stay here. Jump over the block and face the third one, push that one as far as it will go (3 times). Turn around and look up to spot a button.

Crawl over the block and down at the other end and pull that fourth block once. Crawl back over it and push the third one once (W), climb on top and push the button to raise a block in the pit a bit further.

Get down from the block, turn around and crawl over the fourth one. Push the next block (#5) in the E as far as it will go (under that gate). Go back and push/pull the 4th and 3rd block also as far as they will go to the E. You should now have a sort of clear path in this passage.

The Runs, Keku Star #2.

Go back (W) and at the door take the other passage S and save first then use the Timed button (I waited till the button reset and then used it again, so no camera shot). Backflip/roll, run right and jump up the blocks, down and run to the next one, jump up and down again, sprint through the next area and jump up the blocks and jump again to get through the timed gate (savegame.2-video-Pusblockrun.wmv). Here you’ll find another Timed button. 

If you want a Gold Coin, first drop down S onto a lower block, turn right and jump onto the first sloped block, just slide down and grab the Gold Coin (59). Face W, back flip onto the slope and jump onto the next block, slide a bit, jump and grab the monkey swing. Turn around and go back, left around the corner to drop back at the button.

Push the button, roll and run towards the corner and take a running jump around right and land on a slope, slide and jump, slide and jump and so on and land on a flat one, run off this one through the hopefully open gate (savegame.3). If you didn’t make it either go back to a save of use the monkey swing to get back to the button.

Jump up the last one and pick up the Keku Star #2. Safety drop down and leave this place.

Timed Burner Runs, Tourmaline Key and Unholy Scarab #1.

Get down the stairs to the ground floor (or jump in the pool), go left and after the pool again left. Place the Keku Stars at the door there and enter. In here are two buttons, the one on the left (N) is for a timed run in the room outside to the right (NW) and the one on the other wall (S) is for a timed run in the room outside to the left (SW).

It doesn’t matter which one you start with, as the runs are identical. Push a button and run out to the room with the emitters.

N: NW Burner room: You have to time all the burners and there are three floors you have to cover (Roll almost at the edge of the floor and grab the edge to safety drop down). When you made it through the gate pick up the Tourmaline Key and make your way back upstairs, pick up a Gold Coin (60) from the NE corner of the lowest level.

S: SW Burner room: Go to the other button and repeat the timed run in the other room. Here you find an Unholy Scarab #1.

Get back up and out(savegame.4).

Unholy Scarab #2.

Take a right and up the staircase left in the SE corner. Jump over to the double door and use the Tourmaline Key. In here are two skeletons so get rid of them (there is some Shotgun ammo to the right at the double doors when you come in) and after that go through the gate. The gate closes and prepare for some nasty fighting. Also watch out for the floor has nasty spike traps. There will be skeletons, harpies, scorpions and jackals, they will come in one after the other. When you have slain them all, the E gate opens so you can pick up Unholy Scarab #2. Flip the lever in the back to re-open the entrance gate so you can get out of here. When you are on the ledge outside around the corner on the right are two vases, just only shoot the right hand one for Arrows if you want. A running jump will get you there to collect it. Jump back and dive into the pool and get back out.

Go to the closed door in the W and use the Unholy Scarabs to open them and get in. Press both buttons and the doors one floor up will open.

The Eyes Maze, 2 Lethal Asps.  (Map: EyesMaze1.jpg)

NW Side: Go out and left, take the stairs in the NW corner and enter the double doors. Loop around to the right for Gold Coin (61). Go further and Lara looks up so read the message.

”Do not step directly into the deadly gaze of the eyes of Infinata”

Step onto the Duck tiles and you get transported.

Do NOT step in front of the sight of the yes on the walls. When there is a wall or a block shielding you than it is OK.

Walk forwards one block, turn to the right (N) and ignore the button on the wall. Loop around the red block and so you face S again. Walk to the wall straight ahead and turn to the right (W). Walk to the wall, turn right and walk one tile forwards. Turn left (W) and go one tile forwards, turn right (N) and go to the wall. To the right is a button, push it; the buttons alters the position of the blocks.

Go back one tile (W), turn left and walk to the wall (S), turn right and again go to the wall (W). Turn left (S) and go one block, turn right (W) and walk three blocks (to the right is a gate with a Gold Coin behind it..

Turn left (S) and walk to the wall, turn left (E) and go to the wall, turn left and go to the button and press it. Turn to the right (E) and walk to the wall. Turn right (S) and go to the pedestal and get the First Lethal Asp.

Back out:

Same route, same buttons only reverse..

Optional, with pickups:

Stand one block from the pedestal (facing a button W), turn right (N) and go to the wall (where that block is), turn left (W) and walk forwards to push the button again, turn left (W) and then walk to the wall. Turn left (S) and walk one block, turn right (W) and go to the wall, turn right (N) facing that gate and go left around the next corners to get to a button opening the gate. Use it and turn left (N), go around the corner left through the gate and get a Gold Coin (62) and Revolver ammo.

Go back through the gate and left around to a wall (E). On the left is a block, go forwards one block, turn to the right (E) and go left around the block, on the right is a button on the pillar, use it again. Turn right (W) and forwards one block; left (S) two blocks. Then turn left (E and walk around the corner and loop around the red block to get back to the teleporters.

Go out, right around the corner and jump to the two vases, shoot them for Uzi clips and Shotgun ammo. Go down the stairs (or jump in the pool) and up the stairs in the SW.

SW Side: Once up there is another message on top of the archway. Pick up a Gold Coin (63) in the far left corner and step on the teleporters.

Go forwards one tile, turn right N, go to the button (left) and press it, turn left (S) and go to the wall. Turn right (W) and go forwards two tiles, turn right (N) and go three blocks. Turn left (W) 2 blocks, turn left (S) and to the wall and press the button to switch the blocks.

(Optional for pickups: Turn around; go back and left around the wall to get to another button, this one will open a nearby gate.)

Turn around (N) and go three blocks to the wall, turn right (E) four blocks, left (N) two blocks. Turn left (W) 5 blocks; turn left and go to the orange block, go around it and turn right (W) into the open gate and get the final Golden Coin (64) and Arrows). Back through the same opening (E) turn left (N) five blocks; turn right (E) go to the wall. Turn left (N) and push the button on the left. Turn right from the button, one block N and turn left (W), five blocks. Turn left before the orange block and go right around the block and straight (W) to the wall. Turn left (S) and get the Second Lethal Asp.

Turn around (N) and go two blocks, turn right before the orange block (E) four blocks, turn left (N) two blocks, turn right (E) four blocks. Turn right (S) use the button again and go one block S, turn right (W) three blocks. Turn left (S) two blocks; turn left (E) to the wall (five blocks). 

Turn right (S) two blocks, right (W) two blocks, turn left (S) to the wall and push the button (again). Roll (N) and go back three blocks, turn right (E) two blocks. Turn right (S) and loop to the left around the red block and to the right and jump onto the teleporter.

Leave by either stairs or jump in the pool, get out and go right to the gate (S) and use the two Lethal Asps.

Run through the corridor and safety drop down through the hole in the floor.

 

Final Part.

No more Sapphires and Gold Coins.

Go through and shoot all the vases for 5x Shotgun ammo and a Medipack. Go out and watch the flyby.

Surviving the Quicksand, 2 Bastet's Relics.

Look up to the ceiling and spot a hint of the routes to take through the quicksand.

Here you have to wade to both far corners of the room to get the Relics, keep Lara’s head above the sand as much as possible.

Explained: Go to the SE corner of the entrance terrace. Face S and run jump as far as you can into the quicksand. Wade forwards and almost at the corner of the building on your left make a turn to the right. Line up with the pedestal (W) and go forwards. Pull out and take the Bastet's Relic. Return to the entrance using the same route you used to get here.

Make your way to the North and line up with the tiles on the ceiling. Running jump gets you on the ledge under the mud. At the corner of the building go forwards one block and turn left, forwards two more blocks and turn right (N). Walk to the end and almost at the wall turn left, line up with the pedestal and walk towards it. Get out and take the Second Bastet's Relic. Get back the same way.

Once back at the entrance stand in the middle, aim straight for the opening W and run jump in as far as you can, just wade straight and climb in.

Door Mazes.

We’ll direct you to the important doors, the rest only have enemies.

Use a Bastet’s Relic on the first door on the left, 4 jackals appear, after killing them pick up Ra’s Amulet.

Go out and left (S) and open the last door on the left (SE) for a Medipack and a small Medipack as well as another Bastet’s Relic and no enemies.

There’s a Hidden Room nearby: Go to the pit in the SW room, face South and look a bit left down into the quicksand pit (if you have binoculars).Otherwise jump down S into the quicksand with a flare in hand. From here head South to the wall and you should be able to see the doorway with a flare. Some surprises in there and additional audio can be turned on/off with the levers. The guy with a cat is the author…

When you’re done, step on that tile in the middle of the room to get back to the entrance of the Door Maze.

Go to the NW section, last door to open here is in the NW corner the one in the N wall. Slide down the pole and walk onto a bridge. Jump over to the second door on the right, use the amulet and shoot two Scarab beetles and get the Stone Disk of Emperor Qi.

Jump back to the bridge and go right to the end and climb the pole there. Turn around at the top and backflip off.

Emperor Qi Puzzle, ignite the 5 Torches.

Third Floor.

Follow through to another room with a pole and 5 wall torches, representing 5 stone doors. Climb up the pole all the way (3 floors) and backflip and go to the door N and open it with the Stone Disk. 2 Skeletons and a Demi God attack. Inside grab another Stone Disk of Emperor Qi and push the button (one wall torch is ignited).

Go to the door W and now you have to fight a Harpy and a pair of skeletons. Same story here, grab the Stone Disk of Emperor Qi left and push the button (two wall torches are ignited).

Second Floor.

Get to the pole and slide down one floor. Go to the door N and two giant scorpions come out. Kill them and again grab the Stone Disk of Emperor Qi and push the button (three wall torches are ignited and a first door opens up).

Go to the room on the left (E), 4 jackals appear, once they are gone go inside and grab the Stone Disk of Emperor Qi and push the button (four wall torches are ignited). Last but not least take the S door, inside is a Demi God and again grab the Stone Disk of Emperor Qi and push the button (all wall torches are ignited and the last door opens up).

There’s nothing of interest on the first floor, so grab the pole and slide down to the ground floor and enter the passage N. Take a left and in the room pick up 5x Shotgun ammo,2x Medipack and a small medipack.

Jump over to the pedestal and get the Gold Globe, leave and go straight (E) to enter a huge room with walkways.

The Globe Rooms.

Run forwards and the up the second slope on the right (S). In here are a Harpy and 2 skeletons. Go in and get another Gold Globe, push the button in the other corner.

Go back out and down the slope, go right (E) and at the intersection go left (N). Take the last door on the right (NE), 2 jackals and a big Scorpion are in there (you can let the scorpion kill the jackals and then kill the beast afterwards), in the room is a Gold Globe and another button.

Go out and straight (W), open the door, fight against skeletons and a harpy. Then pick up a Gold Globe and push the button. Get out and go to the other side (S). After the intersection, take the first door on the left; there are 2 jackals and a scarab in here. Find a Gold Globe and push the button.

Go out, down the slope and take a left and then take the first slope on the right. Kill a harpy and two skeletons, pick up the Gold Globe and push the last button (screenshot).

Go out and back to the intersection, take a left (W), part of the wall of that entrance passage is gone, revealing a lot of levers.

Lever Puzzle.

Push the lever on the left (S) a stone door goes up. Go to the other side and push only the first two levers on the right and then the button in between the levers. Go out, left (E) to the Globe Rooms and all the way straight into the passage there. Jump over to the other side and jump up all the blocks on the right to the top of the room.

Exit Rooms, the Purification Scroll.

Inside take either right or left the stairs and then into the opening (W). Shoot the vase on the right and pick up the Shiny Key.

Go out and unlock the door straight ahead. A Demi God is waiting, kill him and continue up some more steps SE. In the next room go up the steps and get the Purification Scroll and leave through the other doorway (E). Follow through and come into a room where you find a ladder so up you go. Backflip and run around to find another ladder. Climb this one all the way to the top and leave this place W. Once you reach the bike (SW), the adventure ends….

G&D Sept 07- ‘17