LE
TRÉSOR DES TEMPLIERS - PREMIÈRE PARTIE (THE TEMPLARS' TREASURE - PART 1)
Levels by Thierry Stoorne
Walkthrough by Phil
Lambeth (with the help of Doggett TV's video walks for levels 1 through 10)
Level 1:
LES PRISONS DE ST. JEAN (THE PRISONS OF SAINT JEAN)
Click here for the video walk.
Slide down to trigger
a magnificent flyby. When it's over, run forward and hop down into an
enclosed area. The compass is haywire (E is W and W is E), so I'll indicate
directions according to the way the red needle is pointing. You'll pick up
diary entries periodically as you progress, but they're rendered in French so I
won't mention them but will just tell you what needs to be done at the proper
time. Run across the enclosed area and jump up NE onto the block next to the
fountain, turn right and hop up N twice more, then pull up to a higher ledge
area. Loop around right into a short passage to the left of the overhead zip
line. Face SW and stand jump over the fence onto a slope. Slide a bit and jump
off with a sharp left curve to land on the next slope. Jump off immediately to
grab a still higher ledge and pull up.
Push the button to
your right to disable the spikes underneath the zip line. Safety
drop from the N side and go into one of the short passages on either
side of the column with the zip line. Back flip onto the slope and jump off to
grab the column. Pull up and ride the zip line across the room, keeping the
action key pressed to activate the jump switch at the end. Two gates open down
below, so get down and enter the one on the right. Go around right and time
your way past the revolving blades while jumping over two death pits. Press the
button on the back wall to move aside a sarcophagus. Continue around to the
other side and navigate the death pits and revolving blades in the same manner
as before.
Find the sarcophagus
and drop down the revealed hole. Follow the passage to a button that opens the
gate ahead. In the next room run straight across E to another
gate and jump left (S) into the water below. Swim W past the first
overhang, flip turn and locate the underwater lever on the other side of the
overhang. Pull it to lift a gate and swim to the NW corner. Face the ladder and
mount it by hitting the action and up arrow keys. Climb up and shift left
around the corner to drop down onto the floor where you first entered this
area.
Head E to the other
end as before, but this time hop NE onto the short ledge. Slide down at the end
and jump off to the next ledge (if you miss and fall into the water, just pull
up onto the ramp and back flip). Continue to the end of this ledge and jump up
NW onto a block. Pull up N to the second level and make your way S to an
elevated pathway separating the two sections. About halfway down, vault up N
between two columns and find the cleverly disguised jump switch ahead. Take a
running jump to activate it, drop down into the water and swim E, looping
around right to find a gap in the bars of the triangular opening.
Swim inside and turn
right through the next opening. Turn left and follow to the opened trap doors.
Surface, pull up onto the ramp and back flip to a ledge. Stand left, jump
across to a ledge and run past the skeleton to alert two knights, one of whom drops the CRUCIFORM KEY. Go where the knights came from and
loop around right to shoot a jar containing a small
medipack. Return to the water and swim
back the way you came. Find the gate you lifted earlier and swim W under it. Continue
through the triangular opening and follow the long passage until you can
surface for air. Pull out and use the Cruciform Key to open the gate to your
right.
Vault up into the
passage and follow up the steps to a fenced-off area. The nearby jar is a pushpiece, so move it across the W side of the room toward
the fountains. As you progress, water starts flowing until all three fountains
are active when you place the pushpiece in front of
the SW fountain. In addition, a gate opens to your left, so enter and slide
down into a new area as action music signals the attack of two skeletal harpies. Take care of them and climb up onto the
NE ledge for the HANDLE. Go across
toward the SW corner and note the hole in the ground that's presently blocked
by a trap door. Pull up W, go up to the wall and take a running jump S over the
sand dune. Push the button to lower the trap door down below.
Before going down the
hole, hop up into the nearby S alcove and pull up to a higher alcove. Back flip
onto the W slope, jump off to grab the edge of the E slope, pull up and slide
down the other side to jump off to grab the E ledge. Pull up for the BLADE and get down to the hole in the ground.
Climb down the ladder in the N face to an underground room and find a
receptacle stand. Combine the Handle with the Blade and place the CEREMONIAL SWORD on the stand to open a crawl
space gate to your left. Go in and stand up to face another crawl space at the
top of a slope. Assume a crawling position and jump forward (jump and up arrow
keys) into a fixed camera to land on the slope. Jump over the darker-colored
spike trap as you slide, and you'll come to a stop in front of a water-filled
trench.
Swim across to the
other side, pull out and push the button to trigger another long flyby through
the next area. A gate has lifted in the trench, so swim inside and follow
around and up to a ceiling lever. Pull it to open the nearby gate. Enter and
loop around left to find the CROWBAR in
an alcove. Continue through the diamond-shaped opening and swim forward
underneath the first row of columns. Surface and look to your right for a
ladder. Mount it, climb up, shift right around the corner and drop off onto the
wooden walkway. Head N toward the door with a cross and turn left there.
Take a running jump E, curving right in midair to land on the facing walkway.
Run toward the skeleton for a small medipack.
Slide down through
the fence opening into the water and swim toward the N wall. Pull up onto the
sloped pillar and back flip into an alcove. You now need to make difficult
banana jumps in both directions, so save first. The E jump brings you to a wall
switch that disables spikes at a crowbar switch you saw in the flyby. The W
jump is much more difficult because of the slope that's in your way, so you
need to stand further back before executing the jump. When you get there,
shimmy right past the two slopes and pull up to activate the crowbar switch
(face E). An underwater gate lifts, not at the outer wall but at the central
structure. Swim E and loop around left to find the triangular opening opposite
a wall gate.
Enter and pull out
onto a ledge near the surface. Walk to the tip of the pointed rock and jump NE
onto an upper ledge. Hop SE to a longer ledge and jump off right into the water
for SECRET #1. Pick up flares and a large medipack and mount the nearby ladder. Back flip
onto the ledge, jump into the water on the other side and use the N ladder to
climb up to the wooden walkway. Activate the jump switch just below the N edge
a few steps away and swim back into the triangular opening in the E side of the
central structure. The floor trap door you may have seen earlier is now open,
so fill your lungs with air and swim down the hole into a vast underwater area.
Swim straight a long
distance S, and when you see the tell-tale bubbles rising off to your left, go
there and pick up the SMALL WATERSKIN.
Go back the way you came in a NE direction and locate the underwater lever on a
column near the E wall. Pull it to lift a gate and swim quickly NW back to the
exit hole in the middle of four tightly bunched columns. Surface for air, go
back down and swim this time toward the bubbles in the far NW corner for the STONE DISC. Return for air if necessary and
locate the opened gate not far SE from the exit hole in the E wall. Swim inside
and take the second opening to your right for a small
medipack near the skeleton (or come back
for it later). Continue E and see the air hole ahead and to your left. Surface
for air, but don't pull out yet. Swim back and take the first opening on your
left (N). Continue through the small crack and find an underwater lever to your
right on the far wall. Pull it to raise a cage and return to the air hole.
Pull out and climb
the raised cage that Lara looks at. Place the Stone Disc in the receptacle to
lift an underwater gate in the previous area. Go back there and take the first
right (S) past the opened gate. Swim forward and up and loop around left into
the next area to find an underwater lever on your left. Pull it to open a gate
down below to your left. Swim there and follow around to an air hole. Pull out
and go to the far wall to push a button that opens another underwater gate.
Return to the water hole and swim back around to the main passage that
separates the diamond-shaped openings. Turn right there and exit to the larger
underwater area. You've got a long way to swim, so grab air by swimming NW to
the exit hole where you see the four tightly bunched columns. Then swim all the
way to the far SE corner to find the opened gate. Surface and pull out into a
blue-tinted room.
Find the pushpiece and move it S onto the skull tile to activate a
laser machine. A trap door opens. Note for later the closed gate at the bottom
of the stairs (you need a Stone Disc to open it) and swim all
the way back N to the familiar exit hole. Surface, pull out onto the
ledge and fill your Small Waterskin. Swim back down
and S until you reach a large ceiling hole where the trap door opened. Mount
the ladder and climb up to the room with the laser machine. Go to the other
side of the laser machine and empty the Small Waterskin
into the bowl (face E). Flames go out where the laser is busily working. Go
there and pick up the STONE DISC. You
know where that goes, so jump into the central water shaft and swim back to the
opened gate at the far SE corner. Pull out into the blue-tinted room and use
the Stone Disc to open the gate at the bottom of the stairs. Step forward to find
a floor hole and save your game before going down.
Hang left from the E
edge and note the deadly water before. Release and drop onto a slope. Jump off
with a left curve onto the facing slope, back flip to the slope behind you and
jump off again with a right curve to grab the crack in the block. Shimmy right
around the corner and drop down into an alcove. A flame blower has been
activated on the other side of the room, but that's not your main concern at
this point, as you can easily get past it. Turn around and side flip right onto
the slope so you'll be facing in the right direction. Jump back and forth along
the facing slopes, using the arrow key to bring you to the right so you can
grab the slope. Shimmy right past the flame blower all the way to the wall,
wait until the flames are about to subside and save your game as you're pulling
up.
Back flip with a left
curve to land on the next slope, back flip to the facing slope and keep jumping
back and forth, using the arrow key to bring you to your right until you're
able to land safely on the NE corner block. Take a running jump SW to grab the
ladder, climb up and keep the action key depressed to transfer Lara to the
ceiling monkey bars. Monkey swing past two flame blowers and drop down into the
S passage. Pull up at the other end into a room with many fountains and
columns. The purple-tinted water is not deadly, so splash your way to the E end
of the room. In the left alcove is a receptacle for a Stone Disc. In the right
alcove is a closed gate, beyond which is another receptacle for a Stone Disc.
Step onto the trigger tile at the end of the water trench between the alcoves
for an apparent level change.
Pull up E to find a
ladder and an opened trap door. Climb up to a higher area, where you're greeted
with a burst of action music as the trap door closes behind you. There are
three knights
in this area, and you can trigger them one at a time and thus deal with them
more efficiently. The last one drops the CRUCIFORM
KEY, and the receptacle for it is on the column at the back (N)
wall. A trap door opens above you, so use the nearby block to reach the top of
the column. Pull up to a room with a timed wall switch, but the run is not too
tight. Pull down the switch, run around to the stairs and go up to the landing
past a closed gate, turn right at the end and take a running jump E to grab the
timed opening. Pull up inside and run forward past another closed gate to your
left.
Jump down into the
water, turn left and open the S door. Enter and swim left around the column to
find an underwater lever that opens the nearby N gate. Go to the other side of
the E column and pick up the HANDLE.
Exit this room, get some air and swim straight across into the N opening. Turn
right and look down on the far side of the W column for the BLADE. Open the next door in the N wall and swim
up just beyond the entrance to find a ceiling switch. Pull it down to open a
ceiling trap door a little further down. Swim up and around and surface for
air. Pull out E, combine the Handle and Blade and place the CEREMONIAL SWORD on the stand. A gate opens near
the trap door, so jump back into the water and swim E into the narrow opening.
Continue forward into the next room and take the STONE
DISC from the raised tile.
Return to the trench
and pull out S. Find the opening and use the Stone Disc, not to open the nearby
gate but to disable the spikes at the W end of the trench. Go there and
activate the cleverly hidden jump switch high up in the W wall to open the
gate. Drop down the hole onto the ledge below to trigger a flyby outlining your
upcoming tasks in the next area.
Hang from the edge
and shimmy right along the crack around the corner. Pull up onto the slope,
slide and jump to grab the crack in the W wall. Shimmy right around another corner,
pull up onto the slope, slide ever so slightly and jump to grab the ceiling.
Monkey swing to the far wall and turn right to continue along the ceiling
track. If you release instead and grab the crack, you'll be stuck with nowhere
to go. Drop down from the right side at the end onto a wooden platform. Stand
jump N from where you dropped to land on a sloped but stable block. Turn around
and drop from the other side to activate a jump switch to open a gate. Take a
rolling back flip upon landing and grab the pole. If you miss, keep jumping
back and forth until you're able to make the grab. Turn around and back flip
into the now-open N passage. Pull down the wall switch at the end to open a W
gate.
From the edge of the
opening, take a running jump slightly SW to land on a slope to the left of the
jump switch. Slide down to a flat surface and use the facing slopes and the
arrow key to jump back and forth until you're able to grab the W pole. Turn
around and back flip into the opening. The wall switch at the end of the
passage opens a timed gate on the E side of the room, requiring you to jump
onto the facing slope with pistols drawn (because the pole is in your way) and
jump back and forth while firing until you hit and shatter the jar beyond the
timed gate. When you're successful, the gate in the S wall opens.
Holster your pistols
while continuing to jump, get back to the W opening via the pole and take a
running jump slightly SE onto the ledge to the left of the sloped ramp. Turn
left at the pole and take a running jump into the S opening. Run forward and
pull up into a dark passage. Loop around right and follow to a ramp that brings
you down to a water hole. Jump in and swim past the skeletons and dormant (for
now) spear traps until you reach an area enclosed by glass panels. Grab the STONE DISC on the far side, activating the spear
traps and making your way back considerably more treacherous. Pull out of the
water, run up the ramp and return to where you pulled up into the dark passage.
Pull up higher W, turn around and jump slightly NW to grab the still higher
opening. Pull up into the alcove and place the Stone Disc to open a nearby
gate. Pull up N, use the wall switch ahead to open the gate in the W passage
and go there to hop down onto some wooden stairs.
You've been here
before, so go down to the NW wall switch and repeat the timed run to the
opening in the opposite SE corner. This time go left past the opened S gate and
run past another closed gate on your left. Go up the stairs and come to another
closed gate opened by the wall switch. In the next area the gate closes behind
you as four skeletal harpies attack en
masse. One of them drops the ST. JEAN CROSS.
The receptacle for it is in the NW alcove. The gate lifts to your left, so
enter the enclosed area and find the pushpiece. Move
it onto the skull tile between the two raised slabs. A gate opens and the slabs
are ignited. Exit to the previous area and jump over the fence into the water
below.
Pull out S and go
through the opened gateway ahead. Don't go down the ramp yet, but use one of
the ledges on either side to jump and grab the ladder in the ceiling shaft.
Climb to an upper room and push the button ahead to raise a cage in the pool
room. Return there, climb to the top of the cage and stand jump S to activate
the jump switch. A flyby shows you that changes have taken place at the bottom
of the S ramp, so go there and jump into the water. Swim through the S opening
and mount the ladder you see on the column ahead. Climb to the highest two-piece
rung and take a rolling back flip to grab the crack behind you. Shimmy right
around three corners and pull up onto a ledge. Jump up NE to an upper ledge
surrounding the pool.
Go around either
right or left and jump to the highest ledge. E and W are passages that are
presently blocked by closed gates, so take a running jump SE into the gap
between the E wall and the sloped roof. Jump into the small pool with the
purple-tinted water and swim E along the right side, avoiding the spinning
blades. Locate and pull the underwater lever on the other side, opening a gate
in the companion pool, then continue around counterclockwise past the other
spinning blades. Pull out of this pool and go around the roof structure on its
right side to the companion W pool. Jump into the water and swim past the
opened gate. Follow in a generally downward direction until you can surface in
a confined area.
Climb the nearby
ladder and transfer Lara to the ceiling. Monkey swing to the W ladder, release
and grab, shift right and drop down at the top of a slope. Note the suspended
boulder overhead, stand right or left and slide down toward a spike trap. Just before you reach the spikes, jump off with a left or right
curve and land safely beyond the spikes as the boulder rumbles by. Pull
up N onto the now-inactive spike tile, turn around and activate the jump switch
to flood the next area. Slide down the pole or jump
into the water below. Pull the underwater lever in the S alcove to disable
spikes on the ledge above, pull out N and follow to a room with a pushblock in the NW corner.
Move the block around
the hole onto the marked SW tile. A block rises to allow access to the W wall
switch. Pull it to raise a similar block under the E wall switch. Pull that one
as well to complete the ladder in the N wall. Climb up and back flip into an
upper passage. Turn left at the S wall as the gate closes behind you. Pull the
wall switch in the W alcove and watch the spectacular cut scene. The exit gate
is open again, so climb down as another explosion takes place. Return to the
pole (Lara looks up), jump to grab it and climb up to back flip into the
boulder passage. The slope now has block steps, so go up N and slide down into
the water.
Swim into the gap
beneath the E ladder and follow the passage back up to the pool with the
purple-tinted water. Pull out and make your way SW around the roof structure to
find an area strewn with rubble and featuring a pit that leads down to a S passage. Climb down the ladder at the end and drop to a
dark underground room. Go toward the SE corner and look down. Locate the ledge
above the water and run off the edge onto it. Take a curved running jump NW to
grab the higher block. Pull up, step forward and get onto the S ladder. Shift
right around the corner, climb to the bottom, release and grab and pull up onto
a ledge. Use the crowbar lever around the corner to activate spikes (the first
of several sets) down below.
Stand left on the
ledge facing S, hop back and save your game. As soon as you hear the snapping
sound of the spikes, run off onto the slope below, slide and jump to the spike
tile, continue with a running jump SE to another now-activated spike tile,
followed by another running jump in the same direction to the next spike tile,
and quickly run around the corner onto the safe tile. Take a running jump W to
grab the crack in the next column. Shimmy right to the other side and drop down
onto the tile. Walk up to the pointed tip and take a running jump with a left
curve onto the N slope and jump off to activate the jump switch. A gate opens
somewhere, so swim toward the NW corner, locate the ladder and climb up toward
the ledge with the crowbar lever. Shift left just below the ledge and climb all
the way up to the higher ledge. You can see the opened gate off in the distance
near the SE corner. To get there, take a running jump S to grab the crack in
the wall, then shimmy right all the way around the corner and pull up into the
passage.
Run to the end and
pull up higher. Navigate the rubble and pull up into the E opening. Step
forward to trigger the first of several boulders. You can easily hop up past it
to a safe area while triggering the next boulder, but beware of other boulders
rolling down toward you from above. Make your way up to the NE corner for a large medipack and look
up from there to see a jump switch. To activate it, side flip onto the exact
center of the boulder slope when the boulder is moving away from you, jump to
grab the jump switch and jump immediately to your right or left upon landing.
Go across to the S side and see that a trap door has opened above the central
boulder track. It's steeper here, so you'll need to angle a back flip so that
you can jump off the boulder track without sliding and grab the ladder. Climb
up quickly before the boulder returns, as its mere touch is fatal.
Climb up to a higher
area and run forward up the ramp past a number of side alcoves. You'll meet two
knights around the corner. Continue into
the next area that's lined with columns and turn left, then right to find the PART 1 KEY on a plinth. When you pick it up a cut
scene shows a gate opening. Go NE from there and take a running jump over the
gap into the NE alcove. Stand jump onto the highest part of the slope ahead and
jump off immediately to grab the ceiling. Monkey swing W and drop down in front
of the opened gate. Go to the end of the passage and take a running jump onto a
familiar ledge. The gate formerly blocking the W passage is now open as well, so
go there and drop down onto a ledge surrounding a pool below with deadly
water. Save your game before engaging in some risky gymnastics.
Stand jump to grab
the crack in the central column, drop and grab twice more, shimmy right around
the corner to drop and grab a final time, release to land on a slope, back flip
onto another slope and keep jumping from slope to slope until you reach the
jump switch. When you activate it the water becomes safe just before you fall
into it. Swim into the narrow E opening and follow to a room with the PART 2 KEY on the raised slab. Another gate lifts
when you pick it up, so return to the previous room and continue W into the
opened gateway. Surface in the next room and pull up E. Spikes are activated on
the central block, so face it at an angle so you can take two standing jumps in
quick succession and land safely on the higher ledge. Repeat to clear the
second spike trap and face a new challenge.
Don't try to jump and
grab the E ladder. Instead, face W and back flip onto the block just after the
spikes come up, and immediately stand jump W to grab
that ladder. Sneaky, no? Climb up so that Lara's feet
are on the second rung from the bottom, take a rolling back flip to grab the E
ladder and climb up to a wall switch. Pull it to lift a gate, then pull up into
the E passage and slide backwards down the other side to drop down onto the
surrounding ledge from which you started your gymnastic routine. Go through the
opened N gateway and up the ramp to a wall switch that opens the next gate for
an instant only, so get quickly past it into the next area. Do battle with two mounted horsemen and pick up the two CRUCIFORM KEYS they dropped.
Go to the E wall in
the N wing and jump up to grab the crack. Shimmy right around the corner and
pull up into the N opening. Use both Cruciform Keys to open the gate between
the receptacles. Go in, turn right at the closed gate
and follow W to an opening that overlooks more deadly water. Take a running
jump NW to land on the sloped roof of the central structure, slide and grab the
edge, then shimmy right to the corner. Pull up and back flip onto a ledge,
triggering a boulder in the next room. Take a long running jump W to land on a
flat surface. Hop up to the SW corner, hang from the
edge and release to grab the ledge below. Pull up, turn around and jump down N
onto the slope. Slide, grab the edge, release and grab the ledge below. Release
and slide down to a ledge at the water's edge.
Note that the tiles
in the pool change position every few seconds. Your goal is to reach an opening
on the far (E) side of the central structure. Save your game before starting.
The way I did it was to stand a bit to the left of the central structure,
facing E. When the tiles shift left, hop a bit left onto the first tile, hop a
bit right onto the second tile, hop straight E onto the third tile (catching
the shift in midair), side flip right onto the tile beside you, turn slightly
to your right and stand jump toward the column between two tiles (catching the
next shift while in midair), turn around immediately upon landing and stand
jump W to grab the opening in the central structure. Pull up, turn around and
take a running jump to grab the top of the column. Pull up, turn around and
jump up to grab the ladder. Climb to what appears to be the top of the central
structure. However, you can go even higher.
Loop around left and
back flip onto the slope at the NE corner. Jump off into an upper room. Use the
ledge at the W opening to access the higher N ledge. Pull up even higher N and
hop the ledges S to pull up into an enclosed room. Take the two WHITE GEMS from the plinths (a spike trap is
de-activated down below), then push the button between
them to lower a rope. Get back down to the ladder and climb down to drop onto
the column overlooking the shifting tiles. You need to get to a safe ledge in
the NE corner, so save your game, face E and hang from the left side of the
column. When the tile appears below you, release, turn right upon landing and
take a running jump N to catch the next shift in midair. Wait a second or two
(you have to time it just right) and run forward onto the adjacent tile the
instant the next shift occurs. From there take a running jump to the NE ledge.
Turn right and jump
to grab the block where the spikes were disabled earlier. Pull up and back flip
onto the slope. Jump off and grab the higher ledge. Pull up and prepare for
another round of gymnastics. Walk up to the top of the ramp and take a running
jump (no grab) to the NW corner ramp. Stand jump S to grab the higher slope.
For a secret (or to bypass it, skip down to the next paragraph), pull up but do
not jump off the other side. Instead, allow Lara to drop onto the slope below
and jump three times in quick succession to grab a crawl space occupied by a
skeleton. Pull inside for SECRET #2 and
grab the large medipack.
You can't crawl past the skeleton, so back out of the crawl space,
shimmy around to the other side and safety drop to the ledge below. I hate to
have to tell you this, but you now have to navigate the shifting tiles once
again to get back to where you were at the beginning of this paragraph.
Return to the NW
corner ramp and stand jump to grab the higher slope. Pull up, jump off the
other side and keep the jump key depressed until Lara lands on a stable
surface. Turn around and climb up onto the N block, pull up higher onto the
slope and take a rolling back flip to land on the S slope, slide and jump twice
to land on a ledge with steps. Climb up, push the button to open a gate and climb
higher to face the rope that was lowered earlier. Note from this vantage point
that the central structure has the shape of a human skull. Take a running jump
to grab the rope, turn slightly to your right, swing forward to jump off onto
the ledge in the S wall. Drop from the E end onto the lower ledge and take a
running jump to grab the long E ladder. Climb to the top, follow the passage to
the E wall and turn right past the opened gate to find a button. Push it to
open another gate and safety drop from the hole in the floor to the room below.
Enter the W opening
and find the ladder at the bottom of the ramp. Climb down as far as you can,
hang right and safety drop to the room below. Run across to the S side of the
room and use the ladder in the floor hole to climb down to where you
experienced the apparent level jump earlier. Stand on the trigger tile for the
same experience.
Loop around right
into the SE alcove and place a White Gem to open the gate blocking the NE
alcove. Go there and place the other White Gem to lift another gate elsewhere.
Run to the W end of this room and drop down the floor hole to the lower
passage. At the end, you can use the ceiling monkey bars to get back, but it's
risky because you have to slide briefly before making the jump and grab, and if
you miss you're toast. Alternatively, you can backwards down the slope, grab
the edge and shimmy right. When the flames subside, pull up and take a rolling
back flip with a left curve to land on the facing slope. Jump back and forth,
using the arrow keys as before (making sure you land on the left side of the
cleft so you'll jump off in the right direction), until you can land safely on
the NE block. Jump SW to grab the ladder and shift right and around the corner
to drop down into an opening where the gate is now closed.
Face W and save your
game. Take a running jump over the deadly water, landing this time on the right
side of the cleft so you can jump off with a right curve and land in the
opening with the large medipack
for SECRET #3. Shoot the jar to open
the gate in the E alcove behind you. Get down on your knees and shoot the jar
at the end of that passage to open another nearby gate. To get there, run out
onto the cleft and start jumping back and forth until you land on the NE block
once more. Save your game and take a tricky running jump slightly SE with a
right curve and also using the action key to land inside the opening. Follow
around to a keyhole, combine the two Key Parts and use the KEY TO THE INFERNAL ROOM to open the
gate.
Run across the next
room to an obvious boulder ramp. Go up and roll in front of the obstruction to
trigger the boulder. Run back down and go right or left to avoid getting
squashed. Go back and follow the ramp (no more boulders) around to a ladder.
Climb up to a higher area and loop around right or left to flush out a pair of assassins. Go toward the NW corner to trigger a
couple of unusual contraptions with rotating blades beyond them. Side flip at either of the openings when the contraption
rolls away. Between the rotating blade traps is a jump switch high up on the S
wall. Activate it to open a nearby gate. Return to the hallway and go E to
activate another set of similar traps next to the first set. Get past the traps
as you did earlier and go around to find a wall
button. Push it to open another gate. Return to the hallway and pause to deal
with two more assassins.
Now go to the W end
of the hallway to find a final set of similar traps. Navigate them as you did
before and go around to find a wall button that opens
yet another gate. Return to the hallway and again negotiate the dual center
traps. Go through either opened gate at the rear and go around to find a wall
switch that lifts a gate at the W end of the room. Return to the hallway and
find the opened gateway. Go there and follow around to a large fenced area with
water below. Go left around the corner where you'll find an opening in the
fence. Jump into the water and swim to the lone central column. There's a
ladder on the S side as you face it. Mount it and climb, but don't pull up at
the top or you'll be spiked. Instead, release and quickly grab the edge, then
shimmy around two corners to the other side and activate the jump switch. A
flyby shows two gates opening up in the fenced area.
To disable the
spikes, swim into the diamond-shaped opening in the E wall, turn left and pull
the underwater lever. Return to the ladder on the central column and this time
climb all the way to the top and pick up the ST.
JEAN CROSS. Jump back into the water and swim toward the NE corner.
Look left as you pass the first grouping of columns to see another ladder.
Climb it and shift right as you hear spikes popping. Drop down onto the ledge
and time the spikes to jump NE and continue with a running jump to grab the
next ladder ahead. Climb up to an opening in the fenced area and run clockwise
around the perimeter until you reach an intersection. Turn left (W) and go past
the opened gate.
For another secret,
get up onto the ledge at the SW corner and look down to see a skeleton and a medipack in a corner alcove. You first need to execute a
trick jump into the adjacent alcove to its left. Stand with your nose in the
corner, hold down the up arrow key and then press the jump and roll keys simultaneously.
Lara should jump over the fence, roll in midair and land safely in the empty
alcove. You now need to execute a banana jump to reach the SW alcove with the large medipack and SECRET #4. If this doesn't work for you, an
alternative method is to make your way back up to the walkway above the secret
alcove. From the corner S side fence, make a diagonal backflip
over the fence into the secret alcove.
Jump into the water,
swim across toward the NE corner past the central column and mount the same ladder
you used two paragraphs above. Time your way over the spike trap as before and
climb up to the fenced area. Return to the opened gate on the W side and this
time continue around to the N wall. Turn right (W) and run a long distance
clockwise along the perimeter of this section until you turn the corner at the
E wall. Continue N a fairly short distance and look right to find the opened
gate. Jump W into the opening and see the laser machine down below. However,
you need to get to the upper W area ahead. Jump out SW to land in the near S
alcove (not the far one, which I couldn't reach). Hop NE into
the adjacent alcove and take a running jump with a right curve to land in the
far S alcove. From there take a running jump NW over the fence.
Locate the pushpiece in the S alcove and move it N onto a skull tile
in the NW alcove (screen shot of a spike-protected wall switch). Now move the pushpiece onto the skull tile in the opposite NE alcove to
trigger and disable those spikes. Stand with your back to the N fence, hop
forward, take two steps back and back flip over the N fence to land on the
sloped roof. Slide, grab, pull up and take a rolling back flip to grab
the facing roof. Shimmy right and around two corners. Pull up where the spikes
were disabled and pull down the wall switch to trigger an elaborate flyby.
Gates have opened and
spikes have been activated, so jump back into the water and swim NE toward the
opened underwater gate. Swim through to the next area and go across to the
familiar ladder near the NE corner. Climb it once again, and now you have to
navigate two spike tiles, the first NE and the second NW, followed by a jump
into the NW opening. Save your game first, as there's no margin for error. When you reach the opening, place the St. Jean Cross in the
receptacle to open the gate. When you enter the next area to a fixed
camera and action music, you need to deal with four skeletal harpies.
When peace has been
restored, go to the SW corner and hop up onto the ledge for more gymnastic
work. Pull up onto the N slope and jump to grab the higher slope ahead. Shimmy
right, pull up and take a rolling back flip with a left curve to land on the
facing slope. Slide and grab, shimmy right, pull up and back flip onto a corner
ledge. Take a running jump NW just to the right of the fence and land on
an upper ledge. Loop around left and take a running jump SW with a midair roll
to land on the slope sliding down backwards. Grab the edge, shimmy right, pull
up and take a rolling back flip to the facing slope. Keep jumping back and
forth, using the arrow key, until you land safely on the S ledge.
Pull down the nearby
wall switch to disable some spikes, then pull up onto the E block and take a
running jump N to land on the lower ledge with the ST.
JEAN CROSS. Activate the jump switch on the W side of this ledge to
open a trap door at the W wall. Go there and drop down into a dark passage.
Light a flare and follow the passage to a button that opens the gate ahead.
You're back in a familiar area. Turn left at the entrance and use the ledge and
slope to reach the block near the N wall as you did much earlier. Pull up into
the higher ledge area and loop around right to find the receptacle for the St.
Jean Cross. When you place it, a flyby shows a gate opening.
Go around the
perimeter counterclockwise until you reach the opened S gate. Jump into the
water beyond and swim right around the large central structure. Swim W into the
small triangular opening and continue down through the hole with the open trap
door. In the area below, swim SE past the twin columns and locate the opened
gateway in the E wall. Swim inside to the end and pull out at the air hole to
your left. Run through the E opening, turn left at the opened gate and run S up
the ramp past another gate that closes behind you. Turn right into a fixed
camera and open the doors ahead to trigger a flyby that carries you to the next
level.
Level 2:
ENCORE UN CHÂTEAU (ANOTHER CASTLE)
Click here for the video walk.
After the flyby, enter the crawl space ahead and drop down into the
hole. Enter the S crawl space and follow around to the end. Flip out (jump and
up arrow keys) onto a ledge in front of a water trench. Jump up to grab the
crack in the S wall and shimmy left to the other side of the trench. Drop down
into the alcove around the corner and push the button. The gate down in the
water opens slowly, so swim down through the opening and up to surface. Mount
the ladder and climb to near the top. Back flip onto a ledge and pull up E into
a crawl space. Continue to a dark pool room with a closed trap door at the
entrance. When you take the BLUE GEM
from the plinth on the far side, you hear the trap door opening at the
entrance.
Before leaving this
room, pull down the wall switch in the NW alcove to lift a grate. Drop down
past the opened trap door and find an open grate N (not the one you just now
opened). However, first hang from the S edge, release, grab and pull into the
crawl space past the lifted grate. Stand up, shoot the wooden barrier and come
to a trench with spear traps down in the water. Hop down to either slope and
jump back and forth, using the appropriate arrow key to bring you closer to the
N end so you can reach the passage with a curved jump. Place the Blue Gem to
lower another trap door. Get back to the S side of the spear trench the same
way you came. Return through the crawl space and flip out past the opened trap
door into the water below.
Pull out of the water
and go up the S stairs. Follow the passage to a ladder. As you climb up you can
see the boulder overhead, so side flip left as soon as you pull up. Go up the
wooden stairs and loop around right at the top to find a pushblock.
Pull it back once, go around to the stairs, go down two flights and jump over
the fence into the opening where the block had been. Pick up the GATE KEY in the alcove to your right, then get
back down to the boulder room. Shoot the wooden barriers and be wary of the
next boulder trap ahead. If you stand with your nose against the W wall at the
left corner and side flip right into the trench, the boulder should miss you
when it drops. Hop up into the next room and note a third boulder suspended up
in the NW corner. This one is easy to trigger and avoid, however, by simply
walking toward it. Pick up the large medipack and go up the S stairs.
Don't use the Gate
Key yet. Instead, hop W over the fence and back flip onto the slope in the corner
alcove. Jump off to grab the invisible crack in the wall. Shimmy left until you
can pull up into a triangular opening. Shoot the wooden barrier and run to the flares for SECRET #5.
Get back down, go over to the E side and climb the ladder to an upper ledge.
Shoot all the barriers so you can pick up the shotgun
ammo. Get down and now use the Gate Key to open the S gate. In the
next area, loop around left and find the sloped block. You need to back flip
onto its SW corner and jump off with a sharp right curve so you'll land on the
ledge above. Turn around and jump NE with grab so you'll glide into the alcove.
Push the button (cut scene of a closed trap door) and get back down.
Shoot all the wooden
barriers if you wish and climb onto the block near the NE corner (note the
closed gate around the corner). Hop E onto the ledge and go to the S end. Take
a running jump slightly SW down to the block, climb up higher and take a
running jump onto the W ledge. Push the button to open that trap door you saw
in the earlier cut scene. Get down to ground level and find the open trap door
near the SW (not SE) corner. Climb down the ladder and release to drop into the
room below. Go down the W passage and turn left at the intersection to face a
deep pit. Get across by jumping diagonally from alcove to alcove. When you get
to the ledge on the other side, pull the pushblock,
crawl over it and pick up the CROWBAR.
Get back across the same way you came (push the block into the far alcove to
give yourself more jumping room) and return to the hole from which you dropped
down. Jump up to grab the ladder, climb up and pull out.
Go backstairs
and head to the closed gate you noted earlier around the NE corner. It's
actually a crowbar door, so open it and come out onto the outer ramparts. Go
around counterclockwise to the higher W ledge, where you'll find a button that
opens the trapdoor in the other ground hole (SE) down below. Go there and climb
down the ladder. Note the nearby receptacle in the lower room and go around the
other way to find an opening that overlooks a pool far down below.
Hop your way to the N
wall. The two jugs up here are pushables, but before
doing anything else hang left of the N jug and shimmy left along the wall crack
to pull up onto the NE ledge. Use the zip line to activate the SE jump switch
near the water line. A platform is raised near the pushable
jugs. Use the SW ladder to climb out of the water and shift right to drop down
onto a ledge. Hop over NE and pull up to the area with the pushable
jugs. Move the nearer of the two jugs E onto a marked tile, causing another
platform to be raised. Move the second jug N over the first raised platform and
between the columns onto the other raised platform. Now move the first jug onto
the opposite W marked tile, then back to the E marked tile. A platform drops,
lowering the second jug onto the ledge below. Drop down after it and push it S
onto the marked tile. Pull up onto the block ahead and take the BLUE GEM which has magically appeared on the
plinth.
Jump to the SE ledge,
exit this area and go around the corner to place the Blue Gem in the receptacle
you noted earlier. The gate to your right opens, allowing access to the GATE KEY. Climb the nearby ladder to exit this
area and go around to the NW corner, where you'll find another crowbar door.
Open it and enter another section of the outer ramparts. Turn left and use the
Gate Key to open the gate and gain access to another area of the castle. Go to
the N end for some refreshing color in the form of numerous palm trees.
Go to the NE corner
of this sprawling area and use the ledges and blocks to get up into the corner
where you can access the monkey bars. Monkey swing W to the end, drop and slide
ever so slightly, then jump to grab the next segment of monkey bars, continue
forward to the ladder, release, grab and shift right around the corner. Back
flip onto a ledge and face W. Take a running jump to activate the jump switch
that de-activates the spikes on the short column ahead. Pull up for the GATE KEY, hop down W and use the next block to
access the higher W ledge. Grab the revolver ammo
to your right for SECRET #6 and get
back down.
Run a long distance
counterclockwise around the palace (E and S) until you reach a spear pit. Take
a running jump SW from the corner of the ledge to land on a slope. Slide down
to a large medipack and
pick it up still facing W, then immediately hop forward onto the slope as a
boulder rolls down. Stand at the edge of the boulder pit (death tiles below)
facing W with your right shoulder against the wall, turn just a little to your
left and back flip onto the slope. Jump off with a sharp right curve to land on
the column ledge. Hop to the adjacent alcove and open the gate with the Gate
Key. Go up the wooden steps and continue forward to a pool room.
Get down, jump into
the water and swim into the E opening. Follow around, surface in front of a
ladder and climb up into an opening. Hop down the other side to find a pushblock. Pull it once and get over it to find a pile of TORCHES. Pick up one, hop over the block and walk
down into the water trench. When it gets too deep to walk or wade, doggy paddle
with the torch safely in hand until you reach the other end. Wade out and light
your torch on the flame, then go back the same way you came. Light two sconces
on either side of the trench to open a gate at the pool. Drop the torch, go E
and drop down into the water where you climbed up, and swim back to the pool.
Pull out and exit W through the opened gateway to another pool.
Jump into the water
and find the shotgun ammo. Pull out,
light a flare and locate the WOODEN STAR
on the wall near the NW corner. When you pry it off
with your crowbar, four skeletons are
awakened in the other pool room. Evade them while making your way back over
there to place the Wooden Star in the E receptacle and open the nearby gate.
Get inside and hop down into a small room with columns. Shoot the wooden
barriers and enter an outdoor area. Run around left to shoot a wooden barrier
blocking a spear trap. Go back to the corner and back flip onto the slope. Jump
off onto a block and hop over to the E ledge. Take a curved running jump SE to
grab and pull up onto a shorter ledge to activate the spears and awaken another
skeleton. Strangely, when I ran past it
to pick up the TOKEN, the skeleton
jumped over the edge and disappeared.
Jump back over the
spear trap and use the corner slope once again to access the longer E ledge. Go
around the corner and look E to see a wooden barrier. Shoot it from here, hop
down and continue E to find a receptacle for the Token. When you place it, the
piper plays a tune and a rope rises behind you. Climb the rope facing W and
back flip into the opening. Look SE to see the suspended boulder. Hop down,
save your game and jump S onto the ramp. Sprint down and take refuge in the
second alcove on your right (the other alcoves are occupied by spears) as the
boulder rolls by. Return to the ramp and trigger more spears in the room ahead.
Your first task is to
create an exit path by shooting the wooden barrier blocking the W opening. Take
a running jump to the central column and face W before taking the BLUE GEM from the plinth. Skeletons are awakened at the four corners of the
room, so quickly sidestep left or right and jump over to the W ledge and make
your escape through the opening. Go to the far end of the water trench and dive
into the deeper water. Swim down the passage to the corner, flip turn and
return to await the arrival of a crocodile.
Swim back and continue to an underwater lever that opens the gate to your left
with maddening slowness.
Swim into the pool
room and surface for air. The trap door in the floor hole is now open, so swim
down and go right at the crossing. Follow to a dark opening. light
a flare and pull out to find the GATE KEY.
A trap door opens at the end of the other passage, so swim back, turn right at
the crossing and go up. Surface at the pool room where skeletons are still
roaming about and pull out E. Run forward and hop into the opening in the wall.
Continue through the small room with the columns to the outdoor area you
explored earlier. Return to the rope near the NE corner and use it to back flip
into the higher opening. This time, take a running jump
slightly NW onto the sloped roof, slide and grab the edge. From the
middle of this roof (to be sure you're positioned correctly, you can shimmy
left around the corner, then shimmy back two times only), pull up and take a
rolling back flip to the higher roof behind you, jump off W with a right curve
and grab the still higher roof. Shimmy right and release to activate the jump
switch below.
Go back around
clockwise to the spear trap and time a run past it. Open the gate with the Gate
Key and come to a floor opening. Drop down into the lower passage and follow
around to a room with two levels. Shoot the wooden barrier and step inside to
pry the WOODEN STAR off the wall. Pull
up to the higher ledge, jump onto one of the slopes and jump off to grab the
opening in the ceiling (it may take a few tries). Pull up and hop down into the
W pool. Locate the small opening near the NW corner and swim inside. Swim
up at the end, surface and pull out. Run to the S end of the passage and hop
back a couple of times as a boulder comes down to shatter the wooden barrier.
Jump over the boulder after it comes to a complete stop and go up the W ramp.
Hop into the passage
on your right, shoot a couple of wooden barriers and continue to the shotgun ammo for SECRET
#7. Go back down the boulder ramp to the water hole and swim back to
the pool. Locate the SE ladder and climb back up to the ledge facing the sloped
columns in the pool. Yes, you're in for more gymnastics, but don't try to do
the whole thing in one go as there's a spear trap at the end. Take a running
jump with a left curve onto the far corner of the lower slope on your left.
Back flip off and jump with a right curve from the second slope to the facing
third slope (you may have to jump back and forth a couple of times, using the
arrow key to bring you over). Jump off this one with a sharp left curve to land
on a ledge where you'll find a wall switch that triggers the spears on the SW
block. Sidestep left, save your game, pull up onto the slope just as the spears
pop up, slide down the other side and jump to the right side of the
spear-trapped block ahead. Veer left as you land and jump off to activate the
jump switch in the W wall to disable the spears on the exit ledge.
Return to the SE
ladder, climb up and repeat the moves described in the previous paragraph. This
time, however, you can jump directly from the wall switch ledge to the exit
ledge. Insert the Blue Gem in the receptacle to lift the gate, and note the
suspended boulder ahead as you step up to the ramp. Simply vault up to trigger
the boulder and hop back where you'll be safe until it stops rolling back and
forth. Go up the ramp where the boulder was and turn around at the W wall.
Stand jump to grab the crawl space and pull up inside. Follow around to a
wooden barrier, shoot it and place the Wooden Star to open the floor trap door
in the boulder room. Get down there and drop down to the lower passage.
Crawl N to the next
area with flames on either side. On the other side of the central slope is a
spear trap that you can see by using the look key. Stand jump to grab the edge,
pull up and slide ever so slightly, jump to grab the ceiling and monkey swing
over the spears. Release from the next-to-last rung (not at the very end) and
jump without sliding to land in the N passage. Turn around to activate the jump
switch. A trap door opens somewhere close by. Open the N gate with your crowbar
and go around the corner to find the opened trap door. Drop down and follow the
corridors to a wooden barrier. Shoot it and jump into the water hole. Follow
the underwater passage past three giant cigar cutters and pull out at the other
end into a dark and barren room (but note the gem receptacle). Pull up higher
through the ceiling hole, note the star receptacle and
go up the S stairs. Shoot the wooden barrier and step out onto a ledge
overlooking a pool.
Jump down into the
water and swim through the E opening. Go down and to your right (NE) to find a BLUE GEM. Ignore for now the other passages and
closed gates, go back, surface and pull up onto the ledge. Return to the gem
receptacle you saw earlier and place the Blue Gem to lift a gate in the pool
area. Go back there, swim into the S opening and go right to find the opened SE
gate. Go on through and pull out into a room where you can pry a WOODEN STAR off the wall. Swim back to the pool,
pull out onto the ledge and go back to the star receptacle you saw in the E
wall. Place the Wooden Star to lift another gate in the pool area. This one is
reached by swimming through the NW opening in the pool and going down a bit.
Turn right at the W wall and keep swimming until you hear a burst of action
music. Flip turn, return to the pool and wait for the crocodile to arrive. You may be able to shoot it
from the safety of the ledge, but if not it's easily confused and will likely
swim off somewhere remote and get lost.
Either way, return to
the croc passage and swim S where it came from. Continue a long distance and
turn left at the end, ignoring both side openings, and surface for air. Pull
out into the shallow channel, light a flare and locate the ceiling hole. Pull
out onto the S ledge and jump N to grab a crawl space. Pull up inside and crawl
until you can stand up. Pull up left into another crawl space and hear the
tell-tale sound of two awakened skeletons.
Flip out at the end into the room below, try to lure the skeletons away (they
won't come down after you) and jump to the N ledge. When you take the BLUE GEM from the plinth, a trap door opens
below, so hop down into the water and swim out E into the long passage you came
down earlier. Dogleg left into the other side opening (E) and take the first
left, then right, then left, then dogleg S and turn right at the wall, looping
around right past a giant cigar cutter for SECRET
#8. You can surface for air here before picking up 2 x shotgun ammo.
Go back past the
cigar cutter, take two lefts to head back in the direction you came, take the
next right (W) and get past another cigar cutter and continue into the alcove
ahead for SECRET #9 and the SHOTGUN. Get air here, swim back past the cigar
cutter, turn left, dogleg right (still S), take the next left and swim past two
cigar cutters. Turn left, get past another cigar cutter, turn right at the wall
and follow around to an opening where you can pull out into a room with two
burning pots and a receptacle for the Blue Gem. A gate opens above the shallow
channel. To get there, jump back into the water and swim past the nearest of
the cigar cutters, turn right at the wall and swim past the next two cigar
cutters, turn right at the next wall and make your way in a generally N
direction, working your way steadily right until you reach the NW opening, turn
left, then right, then right again at the W wall and go around the corner to
surface at the shallow channel.
Pull up W past the
opened gate into an outdoor palace area. Loop around right until you can
see a small medipack in the distance SE. Run toward
and past it to the E wall and wait until the
triggered boulder passes by, then pick up the small medipack. You now
need to get up onto the nearby tall NW block. It takes a tricky running jump
NE, followed by an immediate back flip onto the block. Note the ladder ahead to
your right, currently blocked by a trap door. From the SE corner, take a
running jump SE into the alcove for SECRET #10
and revolver ammo. Jump
back NW to the block and face NE. Take a running jump onto the far side
of the slope and jump off to land on the N ledge. Make your way clockwise
around the ledges until you come to a lower ledge jutting S over the water.
Activate the jump switch at the end of this ledge to open the trap door below
the ladder you noted earlier. Swim across SE and wade out onto the shore.
Locate the nearby
ladder, jump through the cleft to grab it and climb down to find a BLUE GEM on the plinth. Climb back up the ladder,
pull up at the top and back flip to the ground. Get into the water and swim W
into the opening in the ledge. Continue forward past the blocks and pull up
either right or left to find gem receptacles on the W face of the blocks. It
doesn't really matter which receptacle you use, but for purposes of this
walkthrough place your only Blue Gem in the left (S) block (cut scene of an
underwater gate opening). Get back into the water and swim W through the
opening in the wall and find the opened gate to your right (there's another
closed gate to your left for later). Swim into the passage and alert a crocodile as you turn the corner. Flip turn and
swim back to a suitable vantage point so you can deal with the croc. Return to
the passage and swim to the next corner for a large
medipack and SECRET
#11. Just beyond is the other BLUE GEM
you need.
Return and place your
Blue Gem in the other (N) receptacle to open the other gate in the W passage.
Go there and pull up into a room guarded by two skeletons.
Now that you have the shotgun, you can deal with them instead of simply
fleeing. Go through the SW opening and run up the boulder ramp. Scoot right or
left into an alcove ahead of the descending boulder. Continue up to a room
where Lara's theme music plays. Push the button to lower the trap door and jump
into the water. Swim along the passage to end the level.
Level 3:
LA CITÉ FANTÔMES - 1ere Partie (THE GHOST CITY - Part
One)
Click here for the video walk.
Swim forward and
surface. Step out into a courtyard and kick open the S door. Loop around left,
shoot the wooden barrier and the box behind it for flares,
then head E into the next room. Run past the pool with the green water (yes,
it's deadly) and around the corner to alert two soldiers.
After they're dead, go back to the S wall for shotgun
ammo in the left alcove. Continue through the NE opening and open
the door to your left.
Pull up into a dark
room, backflip off the upper slope and jump to grab a
higher ledge. Pull up, turn around and shoot a bat.
Jump over the hole and follow the passage around to a trench filled with more
deadly green water. Shoot the wooden barrier at the far end and use the facing
slopes to jump back and forth, using the arrow keys to bring you to one of the
flat surfaces at the E end. A soldier
will start shooting at you when you're halfway across. Jump with grab into the
passage he came from and push the button to open the trap door and a door
below. Climb down the ladder to find the motorbike parked conveniently nearby.
Mount the motorbike,
drive it out and left past the deadly green pool and over the N sand dune
without too much speed, as there's more deadly water on the other side. Drive
counterclockwise around the water until you're headed toward the S wall and see
a pile of sand on your left. Get off the motorbike and pull up into the SW
opening. Slide down for the KEY PYRAMID and
pull up E to get back down. Return on foot to the column near the SW corner and
place the Key Pyramid in the receptacle to open a gate up in the N wall. Pull
up there and jump from the end of the ledge to grab the edge of the slope. Slide down the other side and jump to the far ledge. Turn left and jump to activate the jump switch in
the E wall.
A trap door lowers,
so use the ladder in the S column to get back up to the ledge. Hop down and run
clockwise around the water past the column with the key receptacle to the E
wall. Pull up onto the slope to your right and jump without sliding to activate
another jump switch. A block lowers, so loop around left, pull up into the S
opening and slide down past the opened trap door into a lower area. Shoot a bat and head S to alert a second bat. Get up on the SE corner block and pull down
the ceiling trap door. Pull up E into an upper area and watch out for the
unmarked flame tiles on either side and in the alcoves ahead. Three of them are
safe, however (the clue is the plain white ceiling above each of the three). Go
down the passage and enter the first alcove on the right, the second alcove on
the left and the E alcove down at the end. A gate lifts in one of the alcoves,
and you can tell which one it is by the flames that ignite beneath it.
Hop N over the flames
into the opening, light a flare and go partway into the N passage, turn around
and pull down another ceiling trap door. Pull up E and go up the steps.
Continue around the corner to a new room where a flyby kicks in. Step forward
to see pattern of shifting tiles over the deadly green water. To get across takes good timing. Stand jump S onto the first
tile when it appears. Wait a second or two to catch the shift in midair, then
side flip right onto the next tile. Repeat with two more timed standing jumps
S, followed by a running jump up into the SE corner. Push the button and
save your game. Face NW and note the ladder in the central column. Take a
running jump NW down to the second tile when it appears, turn slightly right
and continue with a standing jump W and a hop up into the SW corner. Push the
button to open a nearby door. I couldn't get to the second tile with a running
jump from this corner, so hop down to the nearest tile when it appears, time a
standing jump E, turn right and jump to grab the ladder.
Climb up and shift or
shimmy right to drop down near that noisy rolling boulder. Go up the S ramp and
push the wall button. Take a curved running jump back to the ladder, grab,
climb up, shift or shimmy left and drop down on the ledge in front of the open
E door. Enter and go down the steps to a door. Kick it open and continue to a
fixed camera where you're looking over a vast watery area. Jump into the water
and swim to the SE column, where you'll find a ladder on the back side. Climb
up to a ledge and drag the dead soldier by the head to reveal a KEY PYRAMID. Jump back into the water and swim NW
to find an opening in the W fence with the metal bars. Swim inside and to the
right. In the far alcove to the right you'll find a large
medipack for SECRET
#12.
Return, surface for
air and pull out on the longer W ledge. The gratuitous slope makes it difficult
to get back into the W opening, but you can do so with a standing jump and grab
to the right edge. Return to the area with the noisy boulder and take a running
jump NW (so you won't slide into the deadly water) through the opening in the
fence to the ledge below. Enter the N opening and go down the steps to a floor
opening. Drop down and find the N receptacle for the Key Pyramid. The gate
lifts open, so hop down to trigger a flyby through an area guarded by sentry
guns.
Loop around left into
the alcove, drawing the fire of a sentry gun, and shoot the soldier posted at the top of the E stairs. Follow
the stairs, pausing for a large medipack to your
left, and come around to an opening on the other side of the sentry gun area.
They're all pointed away from you, so shoot the wooden barriers if you like and
go NE to the ledge overlooking the deadly water below.
Jump E down to the lower ledge and find the ladder in the N face. Climb down
and shift left around the corner. Drop down to the corner block and hop SW down
to the floating tile for the OLD KEY.
Hop to the N ledge with the closed gate and get back to the ladder. Climb up to
the ledge and go around left to open the S door.
Go inside, note the
closed trap door ahead, look left and pull the dead soldier away from the REVOLVER. Go to the dark SE corner, light a flare
if necessary and jump up to open the ceiling trap door. Face N and jump up to
pull into a passage. Go around and use the Old Key to open the gate. Pull up
left at the end of the passage and go around to find a jump switch. Activate it
to open the trap door in the room with the dead soldier. Return there and drop
down into a lower passage. Go down the steps, push the button to open a gate,
and continue down to the room with the deadly water. The N gate is now open, so
take a running jump down to the central tile and hop N to the opening. Go up
the steps, shoot a bat and pick up the LASER SIGHT at the top. Push the button to turn
off flames between two sentry guns, shoot another bat
and pull up right at the end of the W passage. Don't step out, thus
alerting the sentry guns, but pick up the KEY
PYRAMID on the dormant flame tile and return to the room with the
deadly water.
Hop onto the NE block
and use the ladder to get back up to the area guarded by the sentry guns. Take
a running jump slightly over the gap, and from here you can combine the
revolver and laser sight to take out the sentry gun SW across the room. Go a
little W between the columns, and from there you can eliminate one of the
remaining sentry guns. The third one is shielded by the ramped block and will
therefore be more difficult. Draw its fire by facing it from behind the SW
column and taking a quick side step into the open. Go back E to the sand dune
and enter the S opening. Follow around up and down the steps to reach the other
opening. Don't venture out,.but
keep against the right entrance wall with your back to it and side step right
until you can draw a bead on the red canister. Blow it away, and now it's safe
to enter this area.
Get on the block near
the dead soldier and jump N to activate the jump switch. A gate slowly opens
somewhere. Go back E to the sand dune, jump to the other side and go through
the S doorway you opened earlier. Go to the SE corner where you pulled down the
ceiling trap door, face N and jump up to grab the opening. Pull up, turn around
and jump S to grab the opening in front of the opened gate. Pull up, hop down
the other side and shoot the box for revolver ammo.
Place the Key Pyramid in the nearby receptacle to open the other gate, but stay
away from the opening because of the sentry gun positioned down below. Hop
back, draw your revolver and side step right (ignoring the sentry gun in the
distance) until a red canister comes into view. Blow it away and enjoy the
resulting cut scene as a helicopter bursts into flames and explodes, destroying
the sentry guns on either side of it.
There are still two
more out there, however, so draw the fire of one of them briefly by running off
the edge to a sheltered spot below. Run to the S block, pull up onto it, turn
around and destroy the sentry gun that's facing away from you. Turn around and
go clockwise around the perimeter of this area until you can jump up facing N to
see the final sentry gun in the distance. Stay close to the wall and walk
forward three steps. Aim at the left edge of the red canister so it will
explode. Turn right and run along the sand dunes to the W wall. Hop down left
and activate the W jump switch to open a gate and lift a trap door. Make your
way back over to the E wall and turn right to approach the deadly water at the
N end of this area. Jump to the open N gates and go inside.
The opened trap door
is straight ahead and a little to your left. Drop and slide down into a dark
passage. Light a flare and go around to a ledge overlooking more deadly green
water. Take a running jump NE past the column to a safe ledge, followed by a
precise running jump NW from corner to corner, which arouses a bat. Continue with a running jump to the NW
corner, followed by a final running jump E to find a floor lever. Shoot another
bat and push the lever to lower a block.
Go back the way you came, but when you reach the ledge where you shot the first
bat, don't jump across the water but instead take a running jump S with a left
curve so you land on the slope sliding backwards. Grab the edge, pull up and
take a rolling back flip to grab the E ledge. Pull up and take a running jump
slightly SW to grab the S ledge where you entered this room. Pull up and exit
E. Back flip onto the slope and jump off to grab the opening. Pull out and
return S to the sentry gun area.
The lowered block is
just beyond the first sand dune. Drop down and walk S toward an underground
canal as foreboding music plays. The water is safe, so you can wade or run S
and continue to the end of the passage while shooting a bat. Go up the slope to your right and alert
another bat. At the crossing, shoot the
box to your left for shotgun ammo and
push the floor lever to your right to lower a trap door in the canal room. Go
back there and pull up W at the water's edge. You hear a burst of action music,
so pull up higher and wait for three approaching soldiers.
In the room where
they came from, go to the NE corner and back flip onto the slope. Jump off and
activate the jump switch to open the N (leading back to the sentry gun area)
and S gates. Go up the S ramp to attract the attention of three wraiths. Go back and drop down through the hole
you climbed up earlier. Hop into the shallow canal and wait for the wraiths to
arrive and self destruct. Climb back up and return to the top of the S ramp.
Take a running jump from the ledge into the central square opening, where a
pool of safe water awaits below. There are three openings, one of which is
closed off. Swim into the S opening and follow around to the S wall. Swim down
right into the alcove for SECRET #13
and a large medipack.
Return for air and swim into the E opening. Turn right at the wall and surface
at the end of the passage.
Pull out into a dark
room and push the floor lever to open gates in an outdoor area. Jump back into
the water and swim S and up past the underwater stairs until you can pull out
in a torch-lit area. Hop down, run forward and deal with three soldiers as you turn the corner. Push the floor
lever at the end of the passage to open the nearby gates. Go inside and run
around the central structure. Hop up next to the ramp, making sure that you don't
fall down into the water below, and continue up to the E ledge. Find the opened
gates in the S wall and turn left at the intersection (there's a closed gate to
your right). Turn the corner and shoot three soldiers
in the next room with the deadly green water.
Turn right at the
entrance and shoot the stacked crates in the NE corner. Pick up uzi ammo and the UZIS,
go to the other NW corner and shoot the larger crate there for uzi ammo. Go to the central structure on the bridge
and take a running jump SW to the corner. Shoot the crate there for more uzi ammo. Go to the N wall and activate the jump
switch there to open a trap door next to the central structure. Jump back there
and first take a running jump SE for a final stash of uzi ammo.
Jump back to the central structure and jump into the water below the opened
trap door. Swim down and S, then follow around to an air hole where you can
pull put. Use the block to get up N and trigger more action music.
Hop up NE to deal
with a soldier and note the closed gate
requiring a key. Another soldier is
approaching from the W, so greet him with gunfire. Jump to the ledge against
the N wall and take a running jump slightly NW to land on a roof just around
the corner. Loop around left and shoot a soldier
stationed on a higher ledge. Go where he fell and pick up the OLD KEY for later use. Safety
drop to the shallow water below and find a door in an alcove on dry land
near the SE corner. Open it and deal with the soldier
inside. Shoot the crates in the corner for the NITROUS
OXIDE FEEDER and shoot two bats.
Push the button in the NE corner to open a trap door outside and left around
the corner.
Go there and jump
into the water hole. Follow the passage around several corners, where the
collision of the gratuitous wooden posts makes navigation quite difficult. Pull
out at the end into a fenced-in room and push the floor lever near the SW
corner to open dual gates somewhere. Jump into the larger N water hole and swim
down and right to exit through the fence opening you used earlier. Pull out
onto the longer W ledge and stand jump over the ramp as you did before to grab
the opening. Pull up into the W passage and follow around and up the ramp to
the room with the noisy boulder. At the fence opening, take a running jump NW
down to the flat part of the ledge below and enter the N passage. Go down the
steps and drop through the hole to the lower passage. Hop down N and take a
running jump SW past the opened gates to a ledge next to the deadly green
water. Follow around to the motorbike you deserted long ago.
Attach the Nitrous
Oxide Feeder, mount the motorbike and find the nearby wooden ramp. Line up the
motorbike facing E, back up as far as you can and use the / key to provide an
extra boost to get you over the ramp to the other (E) side. Continue across the
next room, staying left, and use the / key again to get up and over the sand
dune and soar across the pool of deadly green water. You're not through yet.
Drive the motorbike through the E opening into the next room and turn left.
Enter the sentry gun area (you don't need the / key for the short jump) and
stay to your right until you reach the floor hole down below to your left.
Allow the motorbike to drop down into the lower passage and drive to the left
or right of the shallow canal. Continue to the S wall and drive up the ramp to
your right. You hear the sound of a door opening ahead, so continue up E into a
sewer area as the door closes behind you. You now need to exercise a number of
tricky sequences with the motorbike, so it might be prudent for you to save
your game after the successful completion of each one.
Drive N, using the
booster key, and when you hit the ramp jump sharply left onto the parallel
ledge. Do the same thing here, with an even sharper
jump to the right (this one took me a number of tries). Continue around the
corner and line up with the wooden ramp. Drive up the ramp using the booster
key, jump off left onto the parallel ramp and without stopping jump off right
onto the ledge. Continue around the corner to a ramp. Jump off the ramp with a
sharp right turn (booster key not needed) to land on the ledge. Drive around
through the W opening and dismount on the ledge to the left of the water
trench.
Climb the ladder in
the S alcove to an upper passage. Shoot the boxes on the other side and jump
over for a large medipack
and SECRET #14. Get down and jump into
the water. Swim down to find a gate you can open with the action key. Swim down
and follow the passage to a partially submerged area. Locate the floor hole
near the middle of the S wall and pull the underwater lever there to open a
gate above a ladder. Swim to the alcove in the NW corner and climb the ladder.
By now you can hear the huffing and puffing of a nearby hammergod. Shift right over the slope and
drop down onto the ledge where the hammergod is doing
his thing. Run past him to the E wall, turn right and jump to grab the ladder.
Climb up past the opened gate and pull up into a dark passage. Pick up the WHEEL at the end.
Climb back down the ladder,
release onto the slope and back flip onto the ledge. Run W past the hammergod once again, turn right
and find a receptacle for the Wheel in the S alcove. Place it to release a
boulder, reverse roll, loop around left and drop down onto a lower ledge where
the hammergod can no longer bother you. However,
you're now facing a new set of challenges. Stand at the back edge, hop down N
with grab to land on the safe tile and turn right to face the spike
traps. Stand left, time a jump onto the first spike tile and continue
with a curved running jump to grab the opening in the S ledge, made all the
more difficult by the low ceiling (so keep the action key depressed). Pull up
for the next WHEEL and jump into the
water. Swim to the NW alcove and use the ladder to climb out of the water.
Shift right over the
ramp as before and drop down onto the ledge. Run past the hammergod
and turn right to find another Wheel receptacle in the N alcove. Place the
Wheel to release another boulder and run quickly to the E wall and left to drop
down onto the lower ledge. Get down N to the safe tile. Jump W to the spike
tile as before, but this time continue with a jump to the next tile which is
now safe. Time a jump W to the next spike tile and continue with a running jump
to activate the jump switch in the wall. A gate opens, so swim to the S trench
where you used the underwater lever and go past the opened gate to find another
ladder.
Climb up to a barren
room and run forward to climb the ladder in the S wall. Pull up into an upper
room with what appears to be a spike-protected plinth. However, it's not, so
take the third WHEEL and watch the
activity taking place near the motorbike. Pull up into the W opening for a
short cut back to the canal area. Run N, then W to find your motorbike near a
raised block and an opened W gate. Mount the motorbike and ride it over the
corner of the raised block and through the opened gateway. Continue around as a
door opens ahead and drop down to a lower area. Drive into the sentry gun area
and use the booster key to get over the sand dune to the next one. You can also
drive around to the right, but it's more difficult. Continue S into the next
room and use the booster key to jump the ramp over the gap to land on the S
ramp. Make your way up the uneven surfaces and when you reach the top, drive
down to your left and carefully go SE up the sand dune to the ramp, being
careful not to drop off into the water hole on your left. Drive along the outer
ledge and through the S gates.
Dismount and continue
on foot around left into the room with the deadly water. Go to the central
structure, jump into the water hole there and follow the passage around until
you can pull out into a familiar place. Use the block to get higher and go NE
where you can use the Old Key to open the gate. Place the Wheel at the end of
the passage to see a gate slowly opening. Return to the water hole and swim
back the way you came. Use the ladder to climb out and exit N to return to the
motorbike. Drive it forward and right (E) through the opened gate. Get ready
for more daredevil driving. Continue S onto a ledge with deadly green water
below and negotiate several corners until you're facing a longer slope with a
slight ramp at the end. Use the booster key to clear the ramp and continue
straight forward onto the next ledge (made more difficult, of course, by the
ramp). Negotiate more corners and face the W opening.
Drive forward and
land on the slope to your right, jump over to the slope on your left and go up
the ramp with enough speed to clear the gap in front of the W opening. This is
not as hard as it looks and can be done without the booster key. In the next
room, back up to the wall and use the booster key to clear the N ramp. Continue
along the sloped walls until you reach the N ledge and drive W into the next
room. Turn left at the wall, drive up the steps and dismount. Push the button
to open the nearby gate (cut scene of a dead soldier) and drive the motorbike
carefully around the corner. Turn left at the NW corner and use the booster key
to clear the gap. Drive up the ramp and into the E opening. Follow around to
the dead soldier you saw in the cut scene.
Drive past him and
take a right onto the ramp, using the booster key to clear the water and land
on the center ledge below. Drive up the ramp and loop around left. Drive toward
the NW corner and turn left just before you reach it. Drive off the edge onto
the ledge below and turn immediately to the right so you won't continue into
the water. Back up, facing the N ramp, and use the booster key to clear the gap
and land on the upper ledge. Go around the corner and do the same with the E
ramp to land in an area with a closed gate to your right. Drive S and use the
ramp to clear the gap. Break the wooden barriers to disable a spike trap and
dismount. Pull up onto the ledge and look down NE to see an opening. Take a
running jump to it, using the action key to glide inside, and push the button
at the end of the passage to open the gate you noted earlier.
Return to the opening
and take a running jump slightly NW to grab a crack. Shimmy left, pull up and
hop down. Go to the opened N gate and run up the steps to end the level.
Level 4:
EN SUIVANT LES OISEAUX (FOLLOWING THE BIRDS)
Click here for the video walk.
The level starts with
Lara sliding down a slope. Watch the ceiling, and when you reach the end of the
white part jump forward to grab an opening. If you miss, the builder has
graciously enabled you to back flip off the slope to make the grab. Pull up
inside the crawl space for flares, then pull the chain to lift a gate. Get back down and climb
down the ladder at the end of the passage. Go down the steps to a colorful
hallway and go around the central structure either right or left to find the
opened gateway. Drop down into a darker passage, run to the closed gate and
pull up into a room with many columns. As you step forward a spike block is
activated.
Time a jump past it
to activate the next spike block. Look right to see an opening in the E wall.
Jump inside when it's safe to do so and push the timed wall button at the end
of the passage. Two timed doors are opened, one in the S wall (required) and
the other up in the W wall just beyond the third spike block (optional for a
secret). Reverse roll and time your way past the second and third spike blocks.
I found that to claim SECRET #15, if
you side flip left and bump into the timed door as it's closing, it will open again, saving yourself a
few milliseconds. Whether you jumped or pulled up into the W passage, pick up
the crossbow arrows and get back down.
You now have to return to the timed button and repeat to access the timed door
in the S wall.
You'll drop down a
shaft into some water. There are three closed gates in the underwater room, all
of which can be opened by using the action key. Open the E gate, enter and swim
up and pull out to find a jump switch that lowers a block to reveal a second
jump switch. Get back down, open the N gate and swim up the ramp. In the upper room swim NW past the plants and pull up into a
passage where the block lowered. Activate the jump switch to lower
another block and get back down. Open the underwater W gate and pull up in the
next room to find a crawl space above where the block lowered. Get inside and
crawl to a ledge overlooking a deep room.
Turn right and jump
to grab the ladder in the S wall. Climb down to the bottom of the room and find
a large medipack
near the W wall. Near the middle of the room close to a skeleton is revolver ammo. Hop onto the short column
base next to the skeleton, hop W onto the higher column base, and from the back
corner jump S to grab the slope. Shimmy left, pull up, slide down the other
side and jump off with a left curve to land in an alcove for SECRET #16. Pick up the CROSSBOW and slide back down to the floor. Climb
back up the SE ladder and back flip onto the ledge when you can see it behind
you. From the opening in the fence, jump W with a right curve so you land on
the slope sliding backwards. Grab the edge and shimmy left to the corner. Pull
up and take a rolling back flip with a right curve to grab the ledge jutting
out from the N wall. Pull up, turn around and look SW to see a jump switch with
a flaming tile beneath it.
Turn to your left and
take a running jump NW past the column to a ledge. Push the button around the
corner to turn off the flames, then jump back to the
previous ledge. Stand at the SW corner facing NW and side flip right onto the
slope. Slide, grab, pull up and take a rolling back flip to grab the now-safe
tile. Pull up and activate the jump switch to raise a block somewhere. Turn around,
climb up onto the block and take a running jump slightly NE (no grab) to land
on the beginning ledge. Enter the crawl space ahead and return to a previous
room. Jump into the water and swim across E into the next room where the block
was raised. Use it to access an upper passage. Follow around to a ladder
leading to a lower passage. Another nearby ladder has a spike trap at the
bottom, so descend until you can see the ledge behind you and back flip into
the opening. Open the crowbar door and watch the ensuing flyby.
Save your game, slide down the slope and flames will erupt ahead. Just
before you reach them, as you cross from shadow to light, jump to grab the
ladder (you need to be quite precise here) and climb to a ledge overlooking the
room below. Shoot the container in the NE corner and jump there for crossbow arrows. Jump to the longer S ledge, note
the closed door and jump up to shoot the container in the SE corner. Stand at
the S edge, hop back once, jump up to grab the ceiling and monkey swing there
past the slope for revolver ammo. Monkey
swing back to the previous ledge and make your way clockwise around the room to
the small ledge W with the plant. Safety drop or descend the ladder to the
ledge below. Continue clockwise around the room from this lower level and shoot
the S container for uzi ammo.
Return to the
previous ledge, hop down from the E end and slide down to the floor. Go to the
central fountain, get on the block on the S side and jump to activate the jump
switch in the S alcove. Two harpies are
released, so after dealing with them get on the NW block, jump up NE and again
E, and climb the ladder to the upper ledge area. Drop down on the ledge with
the plant and take a running jump to grab the ledge in the NW corner. Pull up
and continue clockwise around the room, passing a receptacle and sliding down E
to the ledge below. Continue to the ledge jutting out N and take a running jump
SE to the flat ledge between a slope and a block. Get up on the block, jump N
to grab the next block, pull up and face SW. Take a running jump to land on the
slope, and jump off immediately to grab the W ledge. Pull up, turn right and
use the reach-in switch to open a door in the E wall.
Take a running jump E
with grab to land on the SE block, then jump N to grab the next block, pull up
and step forward to pull up N onto the ledge where the door opened. Enter the
next room and continue past the skeleton to open the crowbar door. You can see
a gem ahead, but as you approach it a gate lifts behind you and a demigod attacks. Deal with him and push the button
in his SW lair to remove a force field around the BLUE
GEM. When you pick it up, of course the other gate lifts to release
the second demigod. Push the button in
his NW domain to open another door in the ledge area (and also to remove the
force field barring your escape from this room). Exit this passage and loop
around left to return to the ledge area.
The opened door is in
the opposite W, so make your way clockwise around the perimeter of this room as
you did earlier and find the receptacle for your Blue Gem in the W room. The
next door opens, so go up the ramp to a ledge overlooking a pool of that deadly
green water. From the NW corner of the ledge, take a running jump to land on
the far slope sliding backwards. Grab the edge and shimmy left around the
corner to pull up onto a flat ledge. Stand jump to grab the slope, pull up and
back flip to the higher slope and jump off immediately to land on the NW corner
block. Pull up higher W in front of a closed door and turn around to activate
the jump switch. Another door opens, so run off E with grab so you'll land on
the NE ledge. Jump SW to grab the slope, shimmy right past the gap to the
second section, pull up and back flip into the E opening.
Get through the
scissor blades but beware of the spikes in the opening just ahead. Get past
them to trigger more spikes in the next room. Pick up a small medipack next to
the skeleton and continue around to a chain. Pull it to open a door and
continue around to grab the SHOTGUN on
the next tile before leaving. Jump onto the slope, grab and shimmy left around
the corner, pull up onto the ledge and get up to the upper NW passage as
described in the previous paragraph. The door there is now open, so go around to hop down to a lower passage and safety drop to the room
below. Open the sarcophagus for the PHAROS PILLAR
and activate the jump switch in the W wall.
The E door opens and
a skeleton comes at you. You can shoot
its head off with your combined revolver and laser sight, or use the shotgun to
blast it through the E doorway. Get past the scissor blades and see the higher
opening ahead. Jump slightly SE to grab the slope, shimmy left if necessary and
pull up to slide and jump into the E opening. Turn left and jump slightly SW to
grab the ledge jutting out of the wall. Pull up and go down the ramp past the
opened doors to the upper ledge area. Turn left and jump to the ledge with the
receptacle you noted earlier. Use the Pharos Pillar to open the door and enter
a water room spanned by a bridge with scissor blade traps.
First go left at the
entrance, note the ladder and pick up the shotgun
ammo behind the column. Go S across the bridge, activating the
scissor blades along the way (or shimmy past them and thus avoid activating any
of them), and when you near the far end shimmy past the last blade trap and
pull up to activate the spikes. Hop up right or left onto a block and pull the
nearby chain to open the SE door and attract two harpies.
You may wish to invest an explosive crossbow arrow here due to the close
quarters. Take a running jump E over the flame tile to grab the opening and
pull up into the SE passage. Go around past a scissor blade trap to a room with
many columns.
Run forward to the
far end to awaken a half dozen skeletons. The block is protected by a force
field, so deactivate it by using the jump switch up in the E wall and watch the
ensuing flyby. Grab the MECHANICAL SCARAB
and go back the way you came. You can try a running jump without grab to the
block next to the spikes, but it's tricky because of the low ceiling.
Otherwise, you can hang from the edge at the opening and drop down onto a
corner of the flame tile. Hang from its edge, shimmy to the other corner, pull
up and jump to the block next to the spikes. Jump from the other block to grab
the W opening over the flame tile and pull up into the passage. Follow around
just past a scissor blade trap and save your game. Stand jump W to land on a
slope, slide and jump with a right curve so you won't clear the second slope
and fall down to a spike trap. Jump off the second slope onto the third slope,
slide, grab and shimmy right to a flat spot. Pull up and pull the chain to lift
a gate somewhere.
Hang from the edge,
shimmy left to the corner, pull up and back flip with a roll onto the opposite
slope, slide and grab and shimmy right until Lara's feet find the ladder. Climb
down, release, grab and pull up into the alcove for a large medipack. Jump
down NW when the spikes are down and jump over E toward the deadly green water.
Take a running jump SE over the water to the S opening. In the next room shoot
the container to awaken a demigod in the
NE alcove. After dealing with him, hop onto the block for the WINDING KEY. Jump back NW over the deadly water
to the previous ledge and hop over the shallow ditch. Stand at its edge facing
S, see the jump switch on the far wall and save your game. Just as the spikes
pop up, take a running jump and continue with another running jump before the
spikes return to activate the jump switch and open a door somewhere.
Save your game again
and turn around. Stand jump just as the spikes pop up, run forward and jump to
your right onto the slope. Jump off to land in the alcove where you got the
large medipack. Take a running jump W to grab the
ladder, climb up one rung and take a rolling back
flip to grab the E ladder. Climb to the top, shift right, pull up and back flip
to the facing slope, then jump with a right curve to land on the flat ledge
next to the spikes. Face the spikes and run across the corner when they
retract. Continue with a jump to the E slope and jump off to land on the ledge
near the scissor blades.
Exit past the blades
and follow the passage to the next room. Get down to the block next to the
spikes by either method described earlier and jump down into the water. Find
the cleverly disguised hole at the W wall (look for a moss-covered truncated
pyramid) and swim down to follow a long underwater passage. At the bottom of
the E ramp is a triangular obstruction. Just beyond it is an opening to your
right (N). Go there and find an underwater lever in the alcove to your right.
Pull it to open a door and swim into the opposite (E) alcove for SECRET #17 and a large
medipack. Swim back S to the main passage,
turn right and swim to the E end for air. Note the closed gate, and if you want
the next secret ignore for now the nearby side passage and swim back along the
long passage to the previous room. If you're not a secret hunter, skip the next
paragraph.
Use the W ladder near
the NW corner to climb out, shift left and drop onto the ledge. Go E, take the
first right and return to the ledge area. Make your way counterclockwise around
the perimeter until you reach the small ledge with the plant against the N
wall. Jump to grab the ladder and climb down to the lower ledge. Jump E to grab
the higher ledge and shimmy left and around the corner past the opened door.
Pull up and grab the uzi ammo inside the doorway for SECRET #18. If you don't mind taking some
unavoidable damage, you can reverse roll onto the steam tile occupied by the
skeleton, pick up the UZIS and quickly
hop forward. Get back to the ladder, climb up and drop off onto the ledge with
the plant. Retrace your steps clockwise around the perimeter and enter the S
opening where you used the Pharos Pillar. Go to the bridge and run off into the
water below. Swim down into the hole against the W wall and follow the passage
past the obstruction at the bottom of the ramp.
Turn left into the S
side passage you ignored earlier and follow to a room where you can surface for
air. There's a depression between the columns near the SE corner that you can
swim into for SECRET #19. Pick up 2 x uzi ammo and
surface. Pull up N onto the inclined block, face W and jump up to grab the
ceiling. Monkey swing forward and turn right into the second alcove. Drop down
and push the button to trigger nearby spikes. Turn around, run onto the slope
when the spikes are down and jump into the N opening. Time your way past the
next set of spikes and pull the chain to lift a gate.
Get back into the
water, swim down into the exit hole and follow to the main passage. Turn left
(E) and pull out where the gate opened. Combine the Mechanical Scarab and the Winding
Key and place it on the tile at your feet to trigger the spikes ahead. Walk
forward, pick up the device and repeat just around the corner. Repeat once more
around the next corner. The device scurries out of reach under a crawl space,
but not to worry. Just pull up E into the dark passage and continue forward,
pulling up as you go, until you hit the exit trigger.
Level 5:
LA CITÉ FANTÔMES - 2eme Partie (THE GHOST CITY - Part
Two)
Click here for the video walk.
Run forward and hop
up onto the ramp. Pull up higher at the end and continue to a crowbar door.
Open it and step forward into a room guarded by a soldier
and a dog. The former drops a large medipack. Shoot
the wooden box in the NW corner for flares
and target the soldier who may be
shooting at you from an upper ledge. There are three more soldiers up there, making a total of five, so go
up the stairs (noting for later the key receptacle in the S wall) and deal with
them one at a time as they make their appearance. At the top of the stairs a
large crate blocks your further progress, so go back down the stairs, pausing
for uzi ammo dropped by one of the soldiers, to find you
can jump up W to grab the stair on the other side of the crate. Pull up, turn
around and jump onto the ledge over the crate for revolver
ammo, uzi ammo and a small medipack, all apparently also dropped by the
soldiers. Pull up into the S alcove and push the button to open the gate and
trigger a flyby through the next area.
Begin with a stand
jump S to avoid drawing immediate sentry gun fire and landing with fatal
results on the ledge near the water's surface. Swim around to the E side
of this area, drawing the unavoidable attention of a sentry gun, and find a block
against the central structure that you can climb out on. Use the ladder to
climb up just past the slopes, shift left, drop onto the slope, slide and grab,
shimmy left to the corner, pull up and back flip with a right curve to land on
the ledge. Jump to the ledge in the NE corner, shoot the wooden box on the next
ledge W and jump over there for SECRET #20
and a large medipack.
Take a running jump
SW to the sloped roof, slide and grab the edge, shimmy left to the far corner,
pull up and back flip with a right curve to land on the ledge. Jump W and S to
the next two ledges and from there you can take out one of the sentry guns
perched SE. Jump into the water and swim S to a block you can pull out onto.
Hop to the adjacent ledge, and from the NE corner you can take out the next
sentry gun SE just past the flaming tiles (aim at the left edge of the red
canister). Jump back into the water and swim to the N side of the central
structure. Use the ladder there to climb all the way to an alcove. Facing W, save
your game and take a very difficult standing banana jump with a right curve
into the adjacent alcove for SECRET #21
and crossbow arrows.
Jump down into the
water, making sure to avoid landing on a ledge, and swim to the E side of the
central structure. Pull out onto the block and climb the ladder past the
slopes. This time shift right, drop, slide and grab, shimmy to the right
corner, pull up and back flip with a left curve to land on the ledge. Look down
SE to see a submerged box to the right of the underwater slope. Shoot the box
and swim down there for the RUSTY KEYS.
Swim around to the other side of the slope and pull the underwater lever to
lower a block between the flaming tiles you saw earlier. Swim to the E side of
the central structure and climb the ladder there all the way up to an alcove
with a small medipack
and a button that opens the gate to your right.
Drop down onto the
interior ledge, go around and drop down past that crate and continue down the
stairs to a receptacle for the Rusty Keys in the S wall. Use them to open the
gate in the alcove above you, pull up inside and drop down the other side. Jump
S onto the lowered block, step forward and stay near the entrance as a spike
ball rolls toward you. Shoot three bats
(unless the spike ball killed one or more of them) and use the side alcoves to
get to the floor lever near the back wall. Push it to lower an underwater block
and get back past the spike ball. Jump into the water and swim to the N side of
the central structure where the block lowered to reveal an underwater lever.
Pull it to open the underwater gate in the S wall, near the spot where you
acquired the Rusty Keys.
Go there, enter and
swim past the columns to face another closed gate. Loop around right and use
the underwater lever to lower another block. This one is on the W side of the
central structure, so go there and pull the revealed underwater lever to open
that second gate in the S passage. Go there, swim to
the end and up the shaft to find a closed trap door. Pull yet another
underwater lever to lower yet another underwater block and swim back to the
central structure. The latest revealed underwater lever is on the E side of the
central structure. As you might expect, this one opens the trap door at the top
of the shaft in the S passage (yes, I know). Go there and pull out into the
interior room.
Open the W crowbar
door and follow the passage to a trigger tile that opens a trap door down
below. A fire tile is right beneath it, so quickly hop down left before the
flame blower ignites. Shoot a dog, then a
soldier who comes around the corner, then go up the N ramp to shoot another soldier. Continue up and around the corner to see
another trigger tile with a suspended spike ball at the end of the passage.
Reverse roll onto the trigger tile and run back down the ramp to take refuge in
the opening above the trap door (note that the flame tile is now active as
well). Wait for the spike ball to arrive and time the two flame blowers to hop
back down into the passage. Go back up the ramp and jump with grab into the S
opening where the spike ball was.
Follow the passage to
a pushblock. Push it until a side passage to your
right is revealed, but no further. Follow the new passage around to the end and
hop up S. Pull up into a higher room and shoot the wooden box for 2 x uzi ammo
and a small medipack.
Note the nearby gem receptacle and get back down to the lower passage. Hop down
S and find the pushblock you pushed earlier, this
time from the other side. Push it once N and go around clockwise, using the
higher passage, to reach the pushblock from still
another side. Your goal, as you may have guessed, is to move the pushblock onto the skull tile in the NW corner, so do that
by taking several trips back and forth along the upper passage. Upon completion
of this task a block is raised somewhere.
Reverse roll and go
to the intersection, turn right (S) and go to the wall, turn left and hop up
into the alcove where you'll find a button that raises one block and lowers
another. Get down and follow the main passage N to the second opening on your
right, where you'll find the BLUE GEM on
the lowered block. You know where that goes, so continue straight W and hop up
right or left. Pull up into the uppermost room and climb onto the S crate so
you can place the Blue Gem. Another block lowers down below. Get down to the
lowermost passage and find another (or a magically transported) pushblock at the end of the S passage. Pull it five times,
go around to the left and use that upper passage to maneuver the pushblock onto the now-vacant trigger tile. Another block
is raised. Go around and follow the main passage to the lowered block at the S
wall. Turn right and hop up into the alcove to find a ceiling trap door.
Pull it down and pull
up into another upper room. Follow around the crates and push the floor lever
to lower a block in the first upper room. To get there, drop
back down and go N down the main passage. Take the first left and pull
up twice to reach the first upper room. Jump over the slope between the two
columns where the block lowered, place your back against the block and jump up
to open another ceiling trap door. Use the block to access the upper area and
proceed S, where there's another ceiling trap door in the far alcove.
Pull up higher and
shoot the S wooden slats. Jump to grab the opening and pull up to find a pushblock. Push it as far as you can and you'll heard the sound of a door opening to your left. Get down to
the floor on the W side and deal with a skeleton.
Pick up the revolver ammo and pull the
dead soldier if you like, although his body is not hiding anything. Get over
the bridge to the E side and face blades and spikes. Time your way into either
alcove on your left or right and do the same to get past the spikes into the
diagonally opposite alcove. Continue in like manner until you reach the E side
and awaken another skeleton. Pick up the small medipack near the
dead soldier and pull up into the dark N opening for crossbow arrows. Get into the S opening and activate the jump
switch at the end to open the W door in the bridge room.
Return there past the blades and spikes and go down the steps as
ominous music plays. Three knights come
to the attack as you approach the wall lanterns. Continue around the corner
down the ramp and find a jump switch in the last alcove on your right. Activate
it to open a trap door back up the N ramp, again in the last alcove on your
right. Pull up N and go around S and W to find a pool room. Find the SW wall
switch next to the spike trap and save your game for a timed run. The switch
opens a timed gate up in the W passage, so turn right and run E to the left of
the columns. Turn right just after you pass the last one and jump onto the
slope. Jump immediately to grab the ceiling and monkey swing over the pool to
drop down into the W passage as the spikes are activated. Run forward past the
timed gate and pull down the next wall switch to open a door somewhere down
below. Time a jump over the spikes into the pool and swim to the other side.
Pull out and return to the ramp where you encountered the knights.
Go N and E and find
the opened door up in the second alcove on your right (N). Pull up inside and
climb the ladder to back flip into an upper room. Shoot four bats and stand in
front of the wheel facing E. Pull it at least 7 times, drop down through the
hole, exit S to the ramp and sprint down the ramp left and right and if
necessary roll to get past the descending gate on the left side. The next
room is guarded by two knights and a
slow-moving crusader. There are five
separate areas with wooden supports. You need to stand close to each one and
allow the crusader to whack at you with his sword and shatter the supports.
When this task has been accomplished, take two BLUE
GEMS from the plinths and back flip onto a slope made accessible by
the crusader's flashing blade. Jump off to grab either a short ledge or the
bridge, depending on which slope you used.
Pull up and jump to
the bridge if you're not already there. Three skeletons
are awakened, so deal with them and ignore the dead bodies strewn about the
area except for the one blocking access to the gem receptacle. Use the Blue
Gems to lift the W gate, and another crusader
is released. Lure him away a distance, then return to find a jump switch in his
cell. Activate it to open the gate on the E side of the bridge. Go there and
drop down two times. Slide backwards down the S slope, grab the edge, release
to drop onto a lower slope, grab the edge, pull up and back flip into a
passage. Follow to a pool and shoot the wooden boxes on the W side for shotgun ammo and flares.
Go over to the E side and look up N to find the jump switch. Activate it by
standing beside the slope, taking a back flip onto the exact center of the
slope and jumping off to grab the jump switch. The trap door in the pool opens,
so swim down and open the E and W doors.
Swim W and go around
left to surface. Pull out into a dark room, find the floor lever on a higher
ledge and push it to trigger a flyby through the next area. But first, shoot
the panel in the S wall and crawl down to a water hole. Jump in and swim down
for SECRET #22 and revolver ammo. Return to the main
underwater passage and swim E past the opened door. Turn left at the corner
where the passage narrows and surface. Stand in the SW corner facing W and pull
out onto a ledge. Hop up NE to find one of those wagon wheels similar to the
one you used earlier. Jump over it for SECRET #23
and pick up the large medipack.
Jump back over the
wheel and stand next to it facing N. You can see the gate it opens through the
barred window to your right. Arm yourself with the revolver or the crossbow
combined with the laser sight. Pull the wheel at least 7 times and reverse
roll. Hop down left so you won't land in the water hole, side flip onto the
block, hop down the other side and loop around left, being mindful of the
pendulum blade, and when you reach the descending gate in the alcove, don't
rush though. Instead, shoot the wooden panel down in the water, and if you
still have time, drop down after it (roll if necessary). Otherwise, you'll have
to go back and pull the wheel again to lift the gate once more. Swim into the N
opening created by shooting the wooden panel and enter the area you saw in the
flyby.
Don't swim forward
because of the sentry guns. Instead, loop around right and pull out onto a
ledge supported by a column. Get to the corner ledge and pull up W to a higher
ledge. Turn around to face NW and shoot the soldier posted
on the bridge. Jump E onto the bridge, and from here you can take out two
sentry guns down below E. Step further out onto the bridge to attract the
attention of two more soldiers, one
posted down NE and the other SE. Grab the revolver
ammo dropped by the first soldier and locate the fourth and last soldier posted far away on the high bridge near
the E wall. Ambush him with a laser sight-assisted weapon and jump into the
water. Swim E underneath the lower bridge where the two soldiers were posted at
either end, continue diagonally left and pull out onto a ledge at the SE
corner. Jump W to the next ledge and pull up onto the bridge. Look down W in
the water and locate three wooden crates. Shoot them and jump after them to
collect 2 x uzi
ammo, revolver ammo, shotgun ammo and a large
medipack.
Get back onto the
same bridge, and from the W side near the S wall, stand jump down to a ledge
near the water's surface. Jump from there onto the lower bridge and loop around
right to find a jump switch. Activate it to lift the gate and go S along the
tops of the crates until you reach the last of the stacked ones. Hop down SW
onto a ledge and continue down into an alcove for SECRET
#24 and a small medipack.
Find the nearby pushblock and push it to reveal a
passage to your left. Follow it over a couple of crates until you hit the
finish trigger.
Level 6:
LE CHANTIER (THE BUILDING SITE)
Click here for the video walk.
Run down the passage,
note the closed trap door at the end and turn left. Open the crowbar door and
step forward to hear a burst of action music. Nothing happens immediately, so
continue up the stairs with drawn weapon and shoot the worker in the room above. Pick up the small medipack he
dropped and go around the corner to hop onto a crate for the GATE KEY. Use it to open the NE door and shoot
the dog. Shoot the wooden box inside for shotgun ammo and activate the jump switch next to
the entrance to open the trap door you noted earlier.
Go there and drop
down into a dark passage. Follow to a water hole and jump in. Swim down along
the underwater steps and surface at the end. Pull out onto the floating crate
and jump up to shoot the NE wooden barrier. Jump there and pull down the wall
switch at the end of the passage to lower a trap door. Get back down into the
water and swim back to the previous passage. Pull out S, step forward and pull
up N through the opened trap door into a new area strewn with crates. Shoot the
worker and go where he first appeared
(from a ledge overlooking the pool with the floating crate) and take a long
running jump slightly NE to grab a higher ledge just past a suspended crate.
Shimmy left around the corner, pull up and back flip onto the crate.
Shoot the NW wooden
barrier if you like and jump to the longer W ledge. There are more wooden
barriers to shoot up SW. Stand jump NW from the W end of the ledge to land on a
slope. Slide and jump to grab the W slope. Shimmy left around the corner and
pull up into an alcove in front of a crate. Hop onto the crate and hop down
left for a large medipack.
Return to the alcove and take a running jump onto the S ledge. Stand jump S
onto the higher ledge and hop down into the small room on the other side. Pull
up into the E opening and jump up left to grab the tall crate. Drop down the
other side and go to the S end of the ledge. Shoot the SW wooden barrier and
jump there. Hop NE onto the adjacent ledge and pull up E. Turn left for a small medipack and
safety drop to the floor below. Go around the water trench and kick open the S
door.
Hop over the crate
and open the next door in more lady-like fashion. Go up the winding steps and
kick open the door at the top. Step forward into a room with more crates. There
are two alcoves in the N wall, each with a door you can open. Hop up into the
alcove on the right and open the door (opening the one on the left drops you
back down to the previous room). You'll drop down onto a ledge, so turn around,
get up into the alcove and loop around right to open the other door. A ledge
has appeared to break your fall, so stand with your back to the W wall and jump
to grab the ladder. Climb up to an opening and hop down the other side to find
a floor lever. Push it to open a gate, hop back up into the opening and from
there NW to the adjacent opening. Run out to land on the stack of crates below,
go past the crane and jump NW to a gap between the crates. Pull up W and get
onto the bigger N ledge. The opened door is in the W wall of the next room, so
hop to the ledge below the opening and pull up inside to find a pushblock (#1).
Push the block into
the next room onto another pushblock (#2) and into
the W alcove. Hop down left to find pushblock #3, but
leave it alone for now. Push block #2 two times S into the
corner. Move block #3 three times S against block #2. In the process,
block #4 is revealed in the NW alcove, so pull it out and move it S against
block #3. A NW passage has been revealed, so go down and around to find a wall
switch. Save your game for a timed run. The switch opens the floor trap door in
the pool, so run back up the passage, hop up to the pushblock
room and without stopping take a running jump SE onto the row of blocks and run
out the opening into the pool below. Swim down through the hole before the trap
door closes and continue N and around the corner to surface.
Mount the ladder,
climb up five rungs and back flip into a passage
above the slope. Pull down the wall switch to lift an underwater gate and go
back to jump to the ladder. Climb all the way up for SECRET #25 and shoot the wooden boxes for a pair of UZIS, another SHOTGUN
and shotgun ammo. Drop down down into the water and swim S along the passage through
the gate you lifted and surface. Pull out S, go
through the S passage again and up the stairs to the room with the crates. Hop
up into the N alcove on the left and take a running jump to grab the ledge
ahead. Pull up and run off the other side onto the crates below, jump NW to the
gap between the crates as you did earlier and return to the pushblock
room in the W wall of the next room.
Pull block #1 from
the alcove and move it aside to reveal a W passage. First shoot the N wooden
panel, then crawl inside and follow around to another crawl space. Crawl
inside, shoot another wooden panel and drop down into the room below. Shoot two
scorpions and activate the S jump switch
to open a gate somewhere. Get on the crate and jump S to grab the crawl space.
Return to the pushblock room, hop down to the ledge
just outside, jump S to the larger ledge and into the next room and find the
opened gate in the W wall. Just inside you'll find a floor lever that opens
another gate. There's a closed gate at the end of the S passage, so return to
the previous room and exit through the E opening.
Jump up S to grab the
crate, pull up and drop down the other side. Continue S and through the opening
into the next room and find the opened gate in the W wall. As you enter,
a burst of action music warns of danger ahead. Hop down, shoot the worker advancing from the passage to your left and
pick up his uzi ammo. Push the floor lever in the W alcove to
open a gate, note the closed gate in the N passage and return E to the previous
room. Pull up into the N opening on the right, hop down the other side and jump
to the crates down below. Return to the W room through the gap between the
crates and continue W into the passage. The gate you opened is the one you
noted earlier in the S passage, so proceed to a crossing and shoot two scorpions advancing from your left.
Go where they came
from (W) and activate the jump switch high up in the wall to open a gate.
Return to the crossing and push the floor lever in the S alcove to open the S
gate. Go on through and turn right at the wall. Hop E through the opening into
the next room and go right around the crates to find the opened E gate. Step on
through to trigger a flyby through an outdoor area.
Take the first left
to encounter a worker, who drops a small medipack. The
wooden box at the end of the short passage contains revolver
ammo. Go the center of this area and run N off the ledge onto a
crate. Drop to the floor and open the crowbar door in the middle of the E wall.
Back flip immediately and side flip to avoid the
oncoming boulder, which rolls over a trigger tile that raises a crate on top of
the one you ran off onto. Go up the boulder slope, hop onto either ledge to
your right or left, roll so your back is against the wall and use an explosive
arrow to take out the worker firing at
you from above. Jump to the other ledge and do the same thing to eliminate the worker posted up on the other side.
With those threats
gone, return to the main area and run toward the NW corner. Find the opening in
the fence in the N wall and pull up onto the higher ledge. Use the crate on
your left to reach the higher NW crate. Jump W to the sloped column and turn
around to shoot another worker should he
appear. Jump SW through the opening in the fence and follow the ledge to the
entrance gate, turn right there and run off the N end as you did earlier, but
this time onto the raised crate. You can now jump SW to grab the monkey bars. Following the ceiling tracks, monkey swing around to your right.
Activate the jump switch to lower a collapsible scaffold in the dark enclosed
NW area. Go there and find the revealed jump switch in the NE corner of the
enclosed area. Activate it to lift a wooden gate somewhere.
Use the nearby crate
to access the taller crate as you did earlier, but this time jump to grab the
suspended E crate. Pull up and jump N onto the roof. Shoot the worker if you
didn't do so earlier and pick up his small medipack. Find the hole in the center part of
the roof area and drop down from the E edge onto a crate. Head NW into the
opening and take out a worker who drops a
small medipack.
Further on N are three more workers, who
drop 2 x uzi ammo
and revolver ammo.
Go into the W side
room and locate the pushblock in the NE corner. Pull
it three times, push it aside E and enter the revealed passage to find the RIGHT GAUNTLET and the
LEFT GAUNTLET. Exit and push the pushblock
E as far as it will go. Get up on it and run forward to pull the higher pushblock away from the E wall. Get down and go around to find a jump switch in the revealed passage. Activate it
to lower the floor trap door in the middle of the main area. To get there, get
back down to the floor of the crate room, exit S, jump from a crate to grab an
edge of the floor hole, pull up onto the roof and get down N to the floor of
the main area. Find the hole with the opened trap door and drop down into the
water below. Pull out onto the floating crate and shoot the nearby worker. Activate the E jump switch to open a gate,
pull back up onto the floating crate and jump to the ledge where the worker was
posted. Pick up the GATE KEY he dropped
and run into the E opening, stooping at the ledge as the boulder rolls by
harmlessly.
Continue up the ramp
and shoot the wooden barrier at the top. Shoot the wooden box on your left for revolver ammo and push the floor lever on your
right to lift an underwater gate. Go back W and jump into the water. Swim into
the S opening and pull up onto the crate. Pull up left to warning music and
shoot the worker who arrives. There are
ladders at the end of the S and W passages. Enter the W passage and reverse
roll to see the jump switch. Activate it and climb the W ladder past the opened
trap door. Pull up into a sunken area bordering what I've been calling the main
area. Get down N to the floor of the main area and run across to the dark NE
corner, hop up onto the ledge where you'll find a scorpion
and a receptacle for the Gate Key. Use it to open the gate and enter to find
the motorbike. Before mounting it, shoot the wooden box in the corner for 2 x uzi
ammo.
Get on the motorbike
and drive it out S into the main room. Continue forward diagonally to the
left between the columns and find a slope leading up S. Drive up this
slope and the next one into the next room, staying left on the second slope so
that you land on the ledge rather than in the pit ahead. If you miss, simply
drive out SE. A trigger tile has caused a trap door to open in the pit, but
first, dismount and jump up W onto the higher ledge. Hop down N and shoot the
wooden box for grenade gun ammo. Get
down to the lower ledge where you parked the motorbike and go clockwise around
the pit and over the E crate. Hop down the other side to find two irregular
shaped pushblocks.
Move the block
against the E wall onto the nearest marked tile (next to the horse statue).
Move the other block a longer distance onto the other marked tile next to the
other horse statue. The E gate between the horse statues opens, so go inside
and do battle with a dog and three workers at floor level. Up above are two more workers, both up S, so arm your crossbow with
explosive ammo before venturing further into the room. Stand with your back
against the N wall so you can take them out more easily. Pick up the 3 x uzi ammo dropped by
the lower lever workers and get onto the higher crate next to the central
column. Jump slightly NW to grab the higher ledge and pull up. Locate the revolver ammo and large
medipack dropped by the higher level
workers and find the E pushblock. Pull it back once
and hop over it to face a wall switch. Save your game for a timed run.
Pull the switch to
raise a platform and take a rolling back flip so that you land on the pushblock while running. Jump off and run SW toward the
ramparts. There's a lower SE ledge in the corner just on the other side of the
ramparts. You should have sufficient time to run off onto that ledge and line
up for a running jump W to grab the timed platform. Pull up and continue with a
running jump to the W ramp, followed by another running jump and grab to the W
alcove. Activate the jump switch there to trigger a flyby showing you where
next to go. Turn around and jump back to the lower corner of the ramp (no
grab). Stand jump NE onto the roof section that seems too sloped to be stable.
From the left corner, stand jump NE to land just beyond the apex of the roof
section and continue with a running jump to grab the N rampart.
Pull up, and for a
secret hop down NE onto the ledge and go around clockwise, jumping as necessary
until you reach the wooden box on a short ledge jutting from the E wall. Shoot
it and hop there for SECRET #26 and a large medipack. Go back
the way you came. When you reach the rampart where you pulled
up, continue W to another wooden box. Shoot it for SECRET #27 and the GRENADE
GUN. Pull up N, jump over to the next ledge, hop over the fence and
go around to the opened W gate you saw in the flyby. Climb the crates and pull
up through the ceiling hole to encounter a worker. Pick up the crossbow
arrows he dropped and continue W to a pushblock.
Push the block S to reveal the LEFT GREAVE
and the RIGHT GREAVE. Get on the block
and pull down the S wall switch. Go back to where you met the worker and find
that a block has lowered to reveal a floor lever. Push it to trigger another
flyby, ending with a lowered trap door.
Return to the outside
ramparts area and run off NE onto the raised crate as you've done before. Drop
to the floor and drop down through the central floor hole into the water below.
Pull up onto the floating crate and jump to grab the jump switch ledge. Pull up
and go E up the boulder ramp. Just before you reach the E wall, jump up past
the lowered trap door to grab the edge of a slope. Pull up and jump four times
to land on a level surface. Pull down the S wall switch to lower the
collapsible scaffold to your left, stand jump E to grab the ledge, pull up and
turn around to shoot a worker. Continue
to the E wall switch and pull it down to open the W door behind you.
When you go there,
you can see the jump switch ahead, but don't activate it yet. Instead, jump SW
onto the corner crate, hop W with grab to land in the opening and go
counterclockwise around the ledge to collect 2 x uzi ammo. Open the crowbar door at the end and
enter a room filled with crates, several of which are pushblocks.
Pull the SW block once and push it N two times. Get up on it and pull the block
to your left onto it. Go around and hop up to claim the BREAST PLATE. Return the way you came to the
opening that faces the jump switch (save your game before making a rather
tricky jump into the opening). Face W, slide a bit down the other side to avoid
hitting the barbed wire and jump to activate the jump switch, opening a gate in
the pool with the floating crate.
Run forward and drop
down through the floor hole into the water below. Swim into the N opening,
surface and pull out into a passage. Wade past the wooden structures and come
to an opening that overlooks another pool. Walk down the ramp a bit and hop NW
over the block onto a ledge. Loop around left and pull down the wall switch to
open the nearby door behind you. Go W over two blocks to the far wall and take
a running jump N to grab the higher ledge. Pull up and jump the perimeter
ledges counterclockwise until you reach the one against the E wall. Hang from
the edge, shimmy left around two corners and pull up into the E opening.
Use the side alcoves
to get to the other side of the trench filled with deadly green water. From the
last alcove on the right (N), pull up higher and side flip left into a short
passage. Back flip onto the S slope and jump off to grab the higher N ledge.
Pull up and follow clockwise past a closed gate. Don't attempt a direct jump to
the S ledge because of the low ceiling, but rather stand near the wooden post
and take a running jump SW from there. Once on the ledge, face E and jump up to
activate the jump switch to lower a rope ahead. Take a running jump to grab the
rope, slide down just a bit and swing forward to jump off and grab the block
that's hanging from the ceiling. Shift left or right around two corners to the
other side of the block, climb up until Lara's hands are level with the red
stripes on the sidewalls, take a rolling back flip to activate a jump switch,
slide and grab, shimmy right and around the corner, pull up, slide and jump
onto the N ledge and go around to use the rope again. Jump to grab the hanging
block as before, shift around to the other side and climb up. But this time,
continue to the top and transfer Lara to the ceiling, then monkey swing to the
opened doorway and drop down.
Safety drop from the
other side of the short passage and hop down to find a floor lever. Push it to
open a door you recognize from earlier. The gate behind you also opens, so hop
down NW, pull up N, side flip left and use the slope to jump back up to the
higher N ledge. Enter the N room and take the EYE
FRAGMENT from the plinth. Pull down the timed wall switch to open
the S gate, take a rolling back flip over the plinth and quickly get over
there, using the rope ledge to get across (be sure to grab the S ledge because
of the low ceiling). Pull up and dash through the timed gateway for the second EYE FRAGMENT. Pull down the S wall switch to open
an underwater gate and be on the lookout for three workers
posted down below in the green water trench alcoves as you exit this room.
Shoot them from this
upper ledge, together with a fourth worker
who emerges from the opposite N room, and go around to collect the uzi ammo, grenade gun
ammo, revolver ammo and small medipack they
dropped. Shoot another worker posted down
below in the E water room, safety drop to the floor and shoot a final worker posted high up NW. Look for the crossbow arrows dropped by the fifth worker and
the shotgun ammo dropped by the sixth
worker up on the small N ledge. Drop down into the water and swim into the
opened S gateway. Continue along the partially obstructed passage until you can
surface and pull out into a torch-lit passage. Follow around the passage to a
closed door (the passage continues around to a dead end). Combine the two Eye Fragment and place the EYE OF HORUS in the N receptacle.
The door rolls open,
so enter the next room and go to the NE corner. Pull up into the S alcove, step
forward and prepare for a jumping exercise. Pull up onto the slope, slide and
jump to the next slope, jump off with a left curve onto a third slope, slide
and jump off with a right curve to land on top of a tall block. Jump NW onto
the structure, continue forward over the thankfully dormant spike trap and open
the N crowbar door. Follow the passage to the next room, where a brief flyby
ends the level.
Level 7:
À LA RECHERCHE DE L'AMULETTE (SEARCH FOR THE AMULET)
Click here for the video walk.
Lara is admiring the
Anubis statue as the level begins. Reverse roll and run back S through the
passage and past the still-dormant spikes to find that the area you left at the
end of the previous level is now flooded. Jump into the water and pause for air
near the S wall. Turn right at the S wall and follow to a ceiling hole in the N
passage. Swim up and left through the E passage and surface at the wall ladder.
Climb up a long distance to near the top and back flip into a passage. Follow
to a trap door that you can open.
Drop down into the
lower passage (note the ladder) and follow around the corner. Go past the
opening on your right and take the next left to find a pushblock.
Pull it four times N, loop around it right and push it once more N. Loop around
it left and pull it once. Loop around it right and push it once, and finally
loop around it left and push it two times N onto a trigger tile that opens a
gate somewhere. Reverse roll and turn right, then left and follow all the
way to the S wall. Turn right and look left to see the opened gate in the S
passage. Continue E and find the W wall switch just around the corner. Pull it
down to open another gate and return to the opened gateway in the S passage.
There's a pushblock at the end, so push it to reveal
a passage leading to the recently opened gate.
Go on through to a
partially water-filled area, hop left to the other opened gateway and push the
block once. Go around left and pull it once again, and continue until the block
is on the ledge overlooking the water-filled area. You now need to move the
block onto the nearby NE corner trigger tile. After doing that, go along the
ledge (mind the gap) to the next pushblock against
the S wall and move it onto the SE trigger tile. Do the same with the block
against the W wall, moving it onto the SW trigger tile. If you should ever fall
into the water, you can use the pointed rock near the E wall to get back up.
Finally, move the N block onto its corresponding trigger tile and you hear the
satisfying sound of a door opening. Hang from the ledge, shimmy left past the
opened gate and pull up. The upper opened doorway is just ahead, and if you
jump to pull up inside you can turn around to see the ceiling monkey bars.
However, I found it impossible to jump and grab them. Therefore, it's necessary
to return E to the first pushblock and painstakingly
move it all the way around the passage onto the ledge directly beneath the
monkey bars so you can reliably access them.
After you've done
this, get up into the higher passage and pull the wall switch at the end to
de-activate a spike trap. Use the pushblock to jump
and grab the ceiling bars. Monkey swing across the water and drop down onto the
dormant spike field. Walk to the edge of the water hole and jump to grab the
ladder in the ceiling shaft. Climb up through the greenery and pull up into an
upper room with deadly green water. Turn around, climb the N ladder and drop
off left onto a ledge. Take a running jump S across the gap, run up the ramp
and pull up at the end (up arrow and action keys only) to an area with swinging
blades. Turn around and note the suspended boulder overhead.
The water here isn't
deadly, so swim to the other side and find the ceiling switch near the S wall.
Pull it down to open a gate, swim back and pull out N. Take a running jump onto
the first block and time your way past the swinging blades with running jumps
(or shimmy to the other side of each block and stand jump to grab the next one)
until you reach the other side. Gates lift and action music starts playing when
you arrive. Shoot two knights and pull
down the wall switches at the end of the E and W side passages. Go to the N
ledge and take a running jump E over the fence to grab the opening. Pull up
into the passage for SECRET #28 and
grab the crossbow arrows, the REVOLVER, revolver
ammo, the UZIS and uzi ammo. Use the ceiling monkey bars to get back to
the ledge. Stand jump to grab them, and if Lara refuses to move forward try
going left or right to get started. Or, you can simply take a running jump back
to the ledge.
The opposite W gate
is still closed, so time a running jump past the first set of swinging blades
and take another running jump into the open W passage. Pull down the wall
switch at the end and use the monkey bars to get across to the opposite E
passage. Pull down the wall switch at the end to open the first W gate and get
back to the S ledge. Take a running jump W over the fence and grab the opening.
Pull up inside and come out to a new area. Jump into the safe water and swim to
the N wall. There are two doors you can open in the central structure, each one
leading to an underwater lever. Open both doors and pull both levers, getting
the same cut scene each time. Swim around to the S side and do the same thing.
After you've pulled the fourth lever you see a cage rising on a block. Surface,
pull up onto the central structure and go up to the W wall. Jump over the fence
to grab the cage and pull up. Jump E to the top level of the central structure
and push the floor lever to trigger a flyby featuring that suspended boulder
you noted earlier.
Jump down SW or NW to
the ledge and go around to the E opening. Jump into the water of the swinging
blade room and swim N to pull out at the opening where the boulder was
released. Go down the ramp and use the ladder to climb down to the ledge
overlooking the deadly green water. Climb down the shaft through which the
boulder fell and drop down into the water to find the floor trap door opened by
the weight of the boulder. Swim down and W, turn right at the wall and then
left to see the trap door ahead that you need to open. Return for air and this
time turn left at the W wall, take the first right and continue to an
underwater lever. Pull it to open that trap door, swim back to it and pull out
into a room with several closed gates.
Move the nearby pushblock aside to reveal an alcove and activate the jump
switch inside to open the S gate. Two skeletons
are awakened, so deal with them before proceeding to the S water-filled trench
with spikes down below. Use the side slopes to jump back and forth until you
reach one of the central blocks. You can see the ladder on the suspended
ceiling block, but access is blocked by a trap door (same thing is true on the
other side). Take a running jump S with a left or right curve (depending on
what side you're on) to land in an alcove. Pull down the wall switch to open
one trap door and release a wraith, then
quickly jump over the obstruction to the other side and do the same thing. The
two wraiths are of different varieties and don't like each other, so when the
two are released they go off to fight each other and leave you alone.
Use the slopes to get
back to the central blocks. Start with the E side with the blue-tinted opening.
Jump to grab the ladder on that side, back flip into the passage to activate
scissor blade traps and time your way past them to the E wall switch. Pull it
down to trigger a flyby, get quickly past the blade traps and drop down onto
the central block. Don't attempt to jump directly to the S opening. You won't
make it, and you'll slide down to your death. Take a running jump with a right
curve into the wall switch alcove and stand jump from there into the opening.
Proceed to a wall switch and pull it down to lower a trap door. Exit this area
by using the slopes to reach the central block on the W side with the
red-tinted opening.
Jump up to grab the
ladder and back flip into the passage. Get past the scissor blade traps and hop
onto the block in the W room. Climb the ladder in the E face of the ceiling
shaft to an upper passage. Follow around and down the ramp, and as you approach
the nearest pushpiece a block rises ahead (and also
behind you). There are four pushpieces in this area.
Go around this nearest one and push it S onto the platform, whereupon the
platform lowers and drops you and piece down to a lower room. Watch out for the
marked tiles down here, as they're deadly. Move the pushpiece
carefully along the translucent floor and into the far SW corner (static cut
scene). Reverse roll, pull up N and then E to get up
to the higher level. Push the nearest piece N onto the platform, with the same
result as before. Move the piece to the far NW corner (another static cut
scene, from a different angle) and pull S onto the ledge.
Turn left into the W
room and pull the chain to lower the blocks and raise the platforms. Get back
up and move the alcove pushpieces past their
respective platforms (which don't drop this time) and onto their respective
block tiles. When the second one is thus placed, a ceiling trap door drops down
close by. Stand jump W to grab the opening and pull up into an upper room with
another pushpiece. Go around and pull up W onto the
slope. Slide down to a pushblock and pull it once.
Reverse roll, jump over the slope and go around clockwise to find another pushblock. Push it once to reveal an opening to your left.
Pull down the wall
switch at the end of the short W passage and return to find that the trap door
is once again closed, allowing you to move the pushpiece
onto it. Go back and push the wall switch back up, lowering the fifth pushpiece to the area below. Go
down after it and push it W onto the marked tile to trigger an impressive flyby
through the area below the translucent floor. Reverse roll and run E past the
opened gate and down the ramp to a floor hole. Climb to the bottom of the
ladder and safety drop to the room below. The W gate is now open, so enter the
room you saw in the flyby, find the central floor hole and climb down the
ladder to a trench with a small trickle of water. The water below is safe, so
walk E over the edge and drop to a fixed camera. Pull out W onto the crate and
look up slightly NW. Use a laser sight-assisted weapon to shoot the red button
and open a nearby gate in the N wall.
Jump there and pull
up into the passage to find a wall switch that opens the opposite S gate. Go
there and save your game in front of the timed wall switch. It opens a gate up
in the E wall, so pull the switch, reverse roll while drawing a laser
sight-assisted weapon and run out of the passage onto the crate to your right.
Turn around and shoot the red button high up in the E wall before the timed
gate closes. Get back to the lower E ledge and pull up into the passage. Go around
and up to the ladder. Climb to a dark upper passage and go around past the
opened gate to face a steam tile and a spike trap.
Run forward when the
spikes retract and slide down into the water trench as four skeletons awaken. Swim to the other side and pull
out there, so you can turn around and pick off the skeletons with ease. A demigod is prowling about on the ledge overhead,
but neither of you can target the other from here. However, if you have five
explosive arrows to spare you can eliminate him now by simply firing up at the
ceiling in his vicinity. Go along either ledge toward the N end, back flip onto
the slope while the spikes are down and jump off to grab the ledge. Pull up,
and if you haven't already dealt with the demigod you'll also have to contend
with an awakened skeleton. When you're
the only occupant of the ledge, activate the jump switch in the S wall to
disable spikes near a floor lever.
The N gate in the
water trench has also opened, so swim there and pull the ceiling lever to lower
the trap door behind you. Swim down and follow the passage to the other end.
Pull out in front of the floor lever where the spikes were disabled. Push it to
open a gate somewhere and run up the S ramp (no lurking boulder to worry
about). At the top, hop up NW and jump E to grab the slope. Shimmy left past
the opening below, pull up and back flip off the facing slope, jump off and
grab a higher third slope. Shimmy right, pull up and take a rolling back flip
onto the facing slope, jump back to the first slope, slide a bit and jump off
with a left curve to land on the upper ledge. Turn around, jump into the E
passage and follow up the ramp to the opened gate overlooking deadly green
water.
Take a running jump
SE between the gate and the column to land on the ledge below. Hop to the NW
alcove and activate the jump switch to open a nearby gate. Jump back to the
ledge and proceed S past the opened gate. You need a key to open the next gate
ahead, so turn left at the crossing and follow past a water hole blocked by a
trap door. First, pick up the large medipack, then open the trap door and jump into
the water. Swim along the passage and turn left at the crossing, noting the
closed gate ahead. Continue up, pull out at the end and prepare for the
daunting task of doing battle with four demigods
firing at you from all directions. While you're frantically scurrying around,
or after calm has been restored, you can go around the
room and collect two pairs of UZIS, a small medipack, a large medipack, the REVOLVER, the SHOTGUN,
shotgun ammo and 2 x uzi ammo.
Go up the N stairs
and pull down the wall switch to your left. The N gate opens, so step over the
skeleton blocking your path and follow to a water hole. Jump in and swim until
you reach an E wall. Turn right there (closed gate to your left) and swim N
until you can pull out into a room guarded by three knights. Get up into the S alcove and
activate the jump switch to open an underwater gate near a spike trap. Go to
the NE corner, face N and back flip onto the slope. Jump off to grab an opening
obstructed by greenery, pull up inside the passage and follow to a floor lever
that opens an eye gate back in the room. Return there and hop up E into the
opening. Pull down the wall switch at the end of the passage to lift a gate
somewhere, then go back a bit and pull up S into a dark passage.
There are no boulders
to worry about, so go up with confidence and pull down the wall switch to open
the gate ahead. You're back in the demigod room, so drop to the ledge below and
follow around to the opened S gateway. Pull down the wall switch at the end of
the passage to lift the gate at the top of the W stairs. Go there, pull down
the wall switch and go across the room to the opened E gateway. The wall switch
there opens the other eye gate in a previous room, so go up the N stairs to the
water hole, jump in and swim back to the room where you met the knights. Hop up
E into the left eye passage and follow to a wall switch that lowers a nearby
underwater trap door.
Return to the water
hole and swim straight down through the opened trap door. When you reach the
bottom of the shaft, watch out for the nearby spikes that aren't triggered
until you get close to them. Time your way past three sets of spike traps, turn
the corner and get past one final spike trap. Pick up the hard-to-see AMULET OF HORUS, continue up into the alcove and
pull the underwater lever in the S wall to lower a trap door in the demigod
room (and also to open the E and W gates behind you). Flip turn and swim E or W
to surface for air in a room you visited earlier, but which is now partially
flooded. There's nothing more to be done here, so swim back into the passage
and make your way past the spike traps and up the shaft.
Surface for air and
swim S to the closed gate, turn left and continue up and around to surface and
pull out into the passage leading back to the demigod room. Jump to the central
structure and find the opened trap door at the top. Hop down for the SILVER KEY and make your way back down to the
floor. Jump into the water hole and swim to the other
end of the passage. Pull out and run forward, turn left at the E wall and use
the Silver Key to open the gate. Save your game in front of the spike field, as
a boulder is triggered ahead when you pass the spikes. Start left or right, run
diagonally across the spike field when the spikes are down, jump over the hole
and continue with a running jump left or right into a side alcove just ahead of
the boulder. Continue up the ramp and climb the ladder to an outdoor area where
your ride is waiting. Enjoy the flyby that carries you to the next level.
Level 8:
L’ÉGLISE ST. JEAN (SAINT JEAN CHURCH)
Click here for the video walk.
After the brief
opening flyby, you begin in an enclosed courtyard. Go E and locate a floor trap
door between the crates. Open it facing S and drop down onto a crate in a lower
room. There are lots of crates in this level, which could easily have been
named Saint Jean's Crates. Hop to the floor and go W and SW down the ramp for shotgun ammo. Hop E through the opening to alert
a worker in the next room. Go to the SW corner, shoot a couple of crates and the fuse box in the
revealed alcove, then pull down the wall switch to lower a trap door. Return E
to the previous room to find the opened trap door on the left side of the
column near the ramps.
Climb the ladder to
an upper room and go through the S opening. Shoot a dog
and a worker, turn left at the wall and
push the button to open the gate. Continue down the stairs and target a worker firing at you from across the next room.
Jump to the W suspended platform, run off SW onto a lower suspended platform,
and jump slightly NW to grab the ledge where the worker was. Pull up and loop
around right to find a jump switch. Activate it to lower a nearby trap door and
hop onto the adjacent suspended platform for a hard-to-see SHOTGUN. Get down to the floor and shoot the SE
crates to reveal the RED FUSE.
The opened trap door
is in the floor near the W wall. Jump into the water and swim to a slowly
spinning fan. Swim down below and past it, then continue into the narrow N
opening and face another spinning fan. Turn around carefully at the entrance to
find an underwater lever. Pull it and then swim down and under the blades to
find the opened trap door. Pull out and look W to see a worker who hasn't yet seen you. Ambush him and
note the nearby receptacle and covered wall switch. Go over to where the worker
was, face S, back flip onto the slope and jump to grab the ladder. Climb
up and drop off left into a room with more crates. Hop down and loop left
around the nearest crate to find the ELECTRIC WIRES.
Pry them off the wall with your crowbar and return via the ladder to the
previous room.
Go to the NE
receptacle you noted earlier and place the Electric Wires to lift the cover
from the wall switch behind you. The switch is timed, so save your game before
pulling it. A gate opens in the upper crate room, so quickly return there in
the manner described above (except back flip from the top of the ladder to save
time) and run E to the chain between the columns. Reverse roll so that you
climb it facing W, back flip near the top with a roll and grab the crate. Pull up
and run forward past the timed gate. As you enter the next room a worker is shooting at you from your left and a
boulder is rolling down toward you from ahead, so run diagonally right or left
and allow the boulder to take of the worker for you.
Go up the boulder
ramp, shoot the crates blocking the NE opening and go down the ramped passage,
shooting another worker along the way.
Shoot more crates at the end, pick up the large medipack and drop down into the room below to
find a covered button and even more crates. Place the Red Fuse in the W
receptacle to lift the cover and push the button to open a gate near some
water. Shoot the crates to your left and pick up the OLD KEY, then push the NE button to open the exit gate. Follow
to a ladder, climb up a bit and back flip into an upper room. Go around the
column and pull down the wall switch to open an underwater gate. Jump back to
the ladder, climb up higher and pull up into an opening. Turn around, shoot the
crates and hop up N. Run off into the shallow trench for SECRET #29 and pick up uzi ammo
and a large medipack.
Get back out and stand jump with grab to land in the lower S passage.
Follow to a crawl
space and pull up inside. Crawl to a floor hole and jump out to land in a room
visited earlier. Go S down the steps, but if you want the next secret don't use
the Old Key to your right yet. Instead, go left and use the suspended platforms
to get down to the floor of the next room. Jump into the water hole and swim N
under both spinning fans. Pull out at the other end and jump W into the
adjacent pool. Swim past the opened N gate for SECRET
#30 and pick up shotgun ammo and the UZIS.
Return in like manner to the passage with the receptacle for the Old Key and
use it to open the E gate. Follow up the steps and loop around right or left to
the W opening. Weave your way to the NW opening in the back and follow to the
waiting worker who drops another OLD KEY. Its receptacle is just ahead, so use it
to open the floor trap door.
Climb down and drop
on top of stacked crates in a pool with scattered floating crates. Climb onto
the lone N crate and jump NW to the ledge for revolver
ammo. Jump back to the crate and jump to the SW opening and the
opened gate. Go up the ramp and continue W to a staircase. Go up the winding
stairs, and at the top jump E to grab the ladder. Back flip to an upper room
and go around counterclockwise to find a crawl space. Crawl to the SW opening
and follow to a grate. Shoot it and enter an outdoor area. Note the receptacle
to your left and head S down the walkway.
Your welcoming
committee consists of two workers and a dog. One of the workers drops a RED FUSE for you to place in the noted
receptacle. Go past the opened gate and shoot a dog and three more workers,
one of whom is posted up on a SW balcony. Go to the back left corner and shoot
the crates and the fuse box behind them. Pull down the wall switch to open the
gate and draw a quick burst from the sentry gun in the next room. Back flip
away, approach the opening from the right side and sprint SW into the room
where you'll temporarily be safe from sentry gun fire. Scoot right around the
corner and down into the trench. Follow the steps down to a lower room and
shoot the crates on your right for revolver ammo.
Go around the other way past a receptacle and shoot the grate on your left.
Enter the crawl space and follow around to where you can stand up. Pull up N to
draw the sentry gun's fire and immediately stoop.
Back out of the crawl
space and return to the lower room. Go up the steps, staying against the left
wall, go around the corner and target the sentry gun's red canister to blow it
away. Step forward and shoot the crates for another RED
FUSE. Return to the lower room (for a change of scenery you can
shoot the crates in the S passage and go that way if you like). Insert the Red
Fuse in the receptacle to open the E gate and enter the next area. This time we
have deadly red water instead of deadly green water. Run off right onto the
slope and back flip twice to land on a ledge. Take a running jump E to the next
slope and jump off without sliding to grab the next ledge. Pull up and face NE.
Stand jump onto the next slope, slide and jump to the next slope, and jump to
the N ledge. Neither a direct running jump nor a standing jump will bring you
safely W to the next slope, so take a running jump to bounce off the N wall
onto the slope, and jump to the next ledge. Step forward and stand jump to
activate the W jump switch, and when you land, slide and jump three times in
succession to land on the S ledge.
Continue to the E
ledge as you did earlier and this time face NW. Take a running jump around the
corner with a left curve to land on the ledge. The E gateway you opened with
the jump switch is too far away to reach with a routine running jump, so give
yourself a little extra room by hanging from the E edge, pulling up and doing a
reverse roll before initiating the jump. Grab the opening at the last possible
instant and pull up into a flooded Station 3. Dive in, swim E along the tracks,
turn right at the wall and pull out through the air hole. Shoot a dog and three workers,
two of whom are posted on the upper ledges. There's a fourth worker posted on
the roof of the central structure. Climb into one of the window openings, take
an angled standing jump to grab the sloped roof structure, shimmy around the
corner, pull up and back flip onto the ledge. Wait for the worker to show himself and take him out.
Take a running jump
to grab the lower ramparts of the central structure's roof and pull up. Hop
down to the lowest part of the roof, light a flare and find the trap door. Open
it facing W and safety drop down to a stairway in what appears to be the
church. Go down the stairs and loop around either left or right to the E end.
Note that the NE and SE alcoves are spike trapped. The two large jars are
actually pushpieces, so move them onto the marked
tiles against the E wall to open a trap door against the N wall. Drop
down twice and stand left or right facing a ramp with deadly red water down at
the bottom. Run down as a boulder pursues you and jump at the last instant to
grab the ceiling. Monkey swing the rest of the way over, drop, grab and pull
up. Run up to what appears to be a wall switch (but different animation), and
activate it to open the E trap door and trigger some spikes. Turn around, pull
up and use the ladder to get back to the pushpiece
room.
Time the spikes in
the SE alcove and beyond to get to the room in back. A boulder starts rolling
back and forth beyond the fence and spikes in the other alcove are
triggered. Cross the room over the closed trap doors and make your way to
another one of those unusual wall switches. Activate it to open the W gate and
disable the spikes protecting the large medipack. Return to the back room to find that
the large floor trap doors are now open. Look down to see translucent platforms
above the deadly water that change position every few seconds. Stand at the SE
corner facing W, take one step back and save your game. When the platform
appears below, stand jump down to it, turn slightly left and back flip to the
next platform. Turn around and stand jump down to the E column. Climb down the
ladder on the N face, shift right at the opening and drop down into a lower room.
Turn the wheel
(another nifty animation) to lift a gate outside. Jump back to the ladder and
climb to the top of the column. Look down SW and save your game again for a
very difficult jump. I was able to do it only by taking a stand jump with
action to clear the low ceiling and land on the slope against the wall, and
without sliding by jumping off with a sharp right curve to land inside the
opened gateway. Save your game again when you get there. Pull down the wall
switch and take a running jump NW from the edge to grab the sloped roof. Shimmy
left around the corner, pull up at the wall and take a rolling back flip with a
right curve to land on the facing slope. Jump back and forth using the arrow
key until you're able to land with a curved jump inside the W opening. Pull
down the wall switch here as well, and be advised that this next sequence is
trickier than the previous one. Take a running jump NE directly onto the near
facing slope (you can't grab the roof and shimmy). Jump back and forth as you
did before, but don't bring Lara all the way to the wall or you won't be able
to make that final curved jump to land inside the opening. Pull down the wall
switch to lift a gate high up in this room.
Take a running jump
SE from the edge to grab the sloped roof, shimmy left around the corner and
take a rolling back flip to grab the ladder. Climb up past the opening and pull
up onto the column. Save your game, as you now need to time those shifting
platforms once again. Your destination is the opened gateway up in the W wall.
Face N, and when the platform appears stand jump up to it. Wait a second or two
and stand jump NW to the next platform just when you think it might appear.
Turn a bit right and stand jump SW to the next platform and from there standing
jump to grab the upper W opening. Pull up and activate the wall switch to
trigger a long flyby, ending with an opened gate.
Your destination now
is the upper N passage, and to get there you need to time the shifting
platforms in a clockwise direction, beginning with the one that appears below
you and to the left. Stand in the NE corner facing SE and jump down to the
platform when it appears. Time your standing jumps in
a clockwise circuit SE, NE, NW and into the N passage, whereupon a gauntlet of
squishy blocks is triggered. Make your way past the first four sets, and at the fifth and last set line up NW for a running
jump up to a ledge in the right (W) passage. Pull up N onto a ramp and go up
(no boulder) to the gate you saw being opened in the flyby. Instead
of climbing down the ladder (deadly water below), simply run off the edge with
grab to glide onto the lower ramp (yes, boulder). You'll sustain a
slight health loss upon landing.
Reverse roll onto the
trigger tile and run back down the ramp. Jump to grab the ladder and climb up
quickly to avoid the boulder. Continue to the top, run off with grab again and this time go up the now-safe ramp to an opening that
overlooks the room below. Use the ledges to jump into the W alcove (with grab)
and from there to a slope against the W wall. Stand jump N over the slope,
slide and jump to activate the jump switch. Five skeletal harpies are released, so slide down E to the ledge
below and pick them off one by one. Make your way around the perimeter of the
room counterclockwise, jumping as necessary, until you reach a ledge against
the S wall from which you can jump to the central structure.
Turn the wheel to
lift a gate, and the resulting action music signifies a rather lengthy timed
run. From the lower ledge jump NW to the nearest block surrounding the column
and use the other blocks with stand jumps to the corners to get as high as you
can. Jump or pull up E and back flip into the alcove you visited earlier. Jump
SE to the central ledges and get across to the SE end. Take a running jump E
past the obstruction and go clockwise around the ledges, again jumping as
necessary, until you reach the timed gate in the N wall. It's a fairly tight
run, so save your game when you successfully complete it.
Follow to a floor
hole and drop down to a ledge. Jump NE over the deadly water, and from the
level ledge jump across SE to the corner of the sloped ledge, NW to the corner
of the next sloped ledge, and a pixel-perfect jump W to the corner of the next
sloped ledge (start your running jump from the middle of the ledge you're on).
Jump across to the S sloped ledge, face W and save your game. When you jump
onto the slope ahead spikes are activated on the ledge to your right, so
without sliding jump off with a right curve, turn a bit left in midair and
immediately side flip left to land on a farther slope. Jump off with a left
curve to land in front of the wheel. The way apparently intended is for you to
jump off the second slope, grab the climbing surface ahead, shimmy left and
drop to grab the wheel ledge, but all that extra work is unnecessary.
Turn the wheel to
open the SW door and disable the spikes directly in front of it. The adjacent
spikes are still active, however, so time a curved running jump around the obstruction
when the spikes are down and side flip left immediately upon landing. Follow
the W passage to a flooded sanctuary, jump into the water, swim down and to the
N wall, and locate the ceiling switch between the two stained glass windows.
Pull it down to open a gate directly above you, so surface and pull out onto
the jutting ledge. Hop into the N opening and pull down the wall switch to lift
an underwater gate in the lower W wall. Swim inside and follow up and around
clockwise to a fixed camera until you surface near the CROSS OF THE TEMPLE. Pry it off the wall with
your crowbar and pull up left into a crawl space. Follow around the
obstructions and drop down the other side into a central shaft for a short cut
back to the flooded sanctuary.
Swim back there,
surface and pull out S in front of three receptacles. Your Cross fits only the
middle slot, so place it now to open a gate. Jump back into the water, swim
through the W opening and up the central shaft, and pull out W in front of the
opened gate. Go up the ramp to a room guarded by two workers, one of whom is posted over the entrance on a higher
ledge. Shoot the NE crates for the OLD KEY
and the NW crates for uzi ammo. Another worker is posted on a higher W
ledge, but he's behind a fence and leaves you alone for now.
Return to the central
shaft and swim down to the floor and through the N opening to wind your way up
the ramps to where you found the Cross. Pull up into the E crawl space and
crawl until you can stand up. Hop N to the stairs and go up to a closed gate.
Use the Old Key to open it and climb the ladder, shifting right as you go until
you can drop down onto a trigger tile in the NW corner. The gate opens, but as
you hop into the next room it closes behind you. There are two pushpieces shaped as crosses. Push the NW one onto the
marked tile to close a trap door, then move the same
piece next to the trap door. Now move the other pushpiece
past the closed trap door and place the first pushpiece
onto the trap door. Finally, move the second pushpiece
onto the marked tile in the SW corner. The trap door re-opens, dropping the
first pushpiece to the room below, so climb down the
W ladder and drop down next to the pushpiece. Move it
beyond the marked tile in the center of the room onto another marked tile
against the E wall.
A cage rises behind
you, so get up onto it and jump E to pull up onto the higher ledge. You now
have the attention of the worker, so
shoot him before jumping to the S ledge for shotgun
ammo. Get over to the N ledge and take a running jump SW onto the
slope. Back flip to where you shot the worker and pick up the OLD KEY he dropped. Its receptacle is in
the next room in the E column, and it opens a trap door in the water behind
you. Drop down and swim W and down to an underwater passage. Follow it around
several corners until you can surface. Pull out N, stand jump onto the slope
and jump off to grab the crack in the W wall. Shimmy right and drop down onto a
ledge. Enter the S passage and follow to a barrier that you can shatter with
your pistols. Hop down into a library and stand at the S end of the table on
your right, facing N. Jump up to grab the chandelier and pull up. Turn around
in place and jump up to open the ceiling trap door.
Get back up onto the
chandelier and jump slightly SW to grab the opening. Pull up and shoot the fuse
box, then pull down the wall switch to open a picture wall down below. Get down
and hop into the S opening. Go down to another wall switch and pull it down to
open another picture wall to your right. Hop down into the next room littered
with crates, go into the E passage and hop up SE. Go up one flight of stairs
and partway up another flight to end the level.
Level 9:
LE THÉÂTRE (THE THEATER)
Click here for the video walk.
After the brief
opening flyby, go up the stairs in Lara's mansion and engage the worker off to your right. Pick up his uzi ammo and go up either the NW or the NE stairs to
the next level. Shoot another worker who
also drops uzi ammo. Hop over the fence onto the glass floor
and pull up onto the SE chandelier. Stand facing out at the W edge and jump up
to open the ceiling trap door. You'll fall to the floor, so get back up and
jump N to grab the edge. Pull up into a passage and shoot the fuse box at the
end. Pull down the wall switch to open a trap door and go back downstairs to
the main (ground) floor. Loop around right or left, locate the crawl space
where the trap door opened. Flip out onto a crate down in the basement.
Hop down E and shoot
a worker (more uzi ammo)
coming around the corner toward you. Continue around and pull up on the right
side of the E slope. Back flip and jump from slope to slope until you reach the
top. Use the arrow key to bring Lara over to land on the upper ledge with a
right curve. Go around the ledge and up the stairs to a crowbar door. Open it
and continue to a floor hole. Drop down next to a closed gate and go down to
another floor hole. Climb down the ladder and safety drop to a lower passage.
Grab the uzi ammo in front of the closed gate and push the W
button to open a picture window. Face E, jump up to grab the ladder and climb
back up to the previous passage. Follow around to the next ladder (not needed)
and pull up to the stairs. Follow to the room with many slopes.
The only way I found
to get safely back down was to use the drop and glide technique, since the drop
and grab technique doesn't work. Jump to the top slope so that Lara slides
backwards, and without grabbing the edge use the action key to make Lara glide
down feet first onto the next lower slope. Continue until Lara is safely down
on the floor, then go E to the crate. Get up on it and jump up S to grab the
ladder. Pull up past the opened trap door to the main floor. Loop around right
or left, go up the stairs and continue up to the level with the glass floor. Go
down the stairs on the W side of the glass floor (the corresponding E opening
is blocked by a gate) and emerge on a landing surrounding the main floor. The picture
window opened in the N wall, so enter that passage and when you step into the
depression it sounds as if someone is taking a shower nearby.
Climb the E ladder to
an outdoor area, where it becomes obvious that what you heard was the sound of
a steady downpour. Go around to the W wall and push the crate once S (revealing
another pushable crate to your left) and pull it
three times E. Get up on it to find another pushable
crate in the S passage. Pull it once and hop down to the floor. Go over static
crates into the SE corner and pull up W into the opening. A crawl space has
been revealed, so flip out into a lower room for SECRET
#31 and shoot all the crates to get them out of your way. Pick up uzi ammo, shotgun ammo,
crossbow arrows, revolver ammo and a large
medipack. Return to the outdoor area and
go to that revealed pushblock in the W wall. Push it
two times into the next room.
Pull up S into the
ceiling hole, shoot the crates and pick up the OLD KEY. Return outdoors and use the Old Key to
open the gate. Go down the ramp, turn around, hang from the edge, drop and grab
the crate below. Shimmy left and drop down onto a
lower crate. Face NE and hop up onto the next crate. Hop down E with grab to
glide into the opening. Run forward into a room littered with crates. Jump up
into the E alcove and follow around to another outdoor rainy area guarded by
two workers. One drops uzi ammo, the other a RED
FUSE. Enter the W opening and locate the receptacle to your left
near the closed gate. Place the Red Fuse to open the gate and note that you
still need to find and place some wiring.
Enter the next room
and open the floor trap door. Climb down the ladder and drop to a shallow
trench. Go to the other end where the water gets deeper and swim past the
obstructions to where you can surface and pull out in an outdoor area. Shoot
the NE and NW crates to reveal crowbar switches. Activate them both and enter
the opened E gateway. Run up the ramp into an empty and across to the NE
opening. Wait for the laser bank to come to you, run after it and hop over it
into a higher passage. Continue to the ladder and climb up even higher. Follow
around to a slope leading to an outdoor area and save your game. Slide ever so slightly
down the slope and jump to grab the monkey bars. Monkey swing to the far N
opening and drop down. Pull up higher and run over the glass floor. At the end
of the passage is a small room where you can pry the ELECTRIC WIRES off the N wall.
Pull up W through the
ceiling hole and come to a trench filled with deadly
green water. Jump up to grab the ceiling and monkey swing past four flame
blowers. Drop down at the end, turn around and hang from the floor hole's edge, drop and grab the crack, shimmy left around the
corner, drop and grab the lower crack, shimmy left and around the corner until
you're over a slope. Drop onto the slope and jump across to the facing slope,
jump off with a midair roll and use the arrow key to get you inside the SW
opening with a right curved jump (from slightly away and not right against the
wall). Place the Electric Wires to open the outdoor W gate, drop down to the
shallow trench and swim back to the outdoor area where it's still raining hard.
Enter the opened W
gateway and follow around to more of that deadly green water. Take a running
jump SW to a ledge and continue to the next opening in the fence. Jump E to
grab the slope, shimmy left, pull up and take a rolling back flip to grab the
ladder. Climb up until Lara's feet are "set," then shift right around
the corner and back flip from halfway up the ladder onto a ledge. Face slightly
SE and take a running jump S, curving to the left to grab the ledge. Pull up,
turn right and stand against the fence. When the flames go down, take a running
jump to grab the parallel E ledge. Wait for the flames again to subside (use
the look key), then pull up and take a running jump over to the far E ledge.
Stand right facing N, save your game and take a running banana jump, curving
left to land in the next alcove. Shoot the fuse box and pull down the wall
switch to open a nearby gate in the S wall between the flame blowers.
Stand jump onto the
SW onto the slope just as the flames are about to subside, slide and jump to
grab the S ledge, shimmy left around two corners and pull up into the opened S
gateway. Run forward and hop down to an outdoor area. Run forward to attract
the fire of a worker positioned behind a
fence up on the W wall behind you, reverse roll and run back into the passage. Another
worker has appeared up on an E ledge, and
you can target that one from here if he's not taking refuge behind a fence.
Then arm your crossbow with explosive arrows, run outdoors, turn around and
take out the first worker if he's still there. If he's hiding, shoot in that
direction anyway until you see body parts flying. Run to the E end of the room,
hop onto the SE crates and jump slightly SW to grab the upper ledge. Pull up
and search the ledge for the OLD KEY
dropped by the second worker.
Hang from the W side
of the ledge at the fence opening on the N side, shimmy right and follow the
crack in the N wall until you can pull up onto the W ledge. Pick up the uzi ammo dropped by the first worker and head into
the SW passage. Pull up into an upper room and open the E gate with the Old
Key. In the next room stand facing E and save your game for the flame blower
gauntlet. When the flames subside, hop up onto the crate, continue with a
running jump and grab the ceiling. Hang for a moment until the flames subside
again, then drop down into a trench and immediately roll to a spot where you're
safe for the moment. Turn around and time the flames once more to get over the
E crate into the passage beyond.
In the dark room with
more crates, hop up into the NE passage and follow to a crowbar door. Open it
and climb down the hole to a wooden platform. Go down the W ramp for a large medipack in front
of a closed gate. Go back up and follow the N ramp up and around to a ledge
overlooking the eponymous theater. Continue across to a pushblock,
pull it back and push it aside to reveal a passage. Follow to a floor hole and
drop down onto a block surrounded by crates. Crouch and flip out for SECRET #32. Shoot the crates and pick up revolver ammo and uzi ammo.
Get back onto the block and pull up W into the passage leading to the upper
room.
Return to the ledge
overlooking the theater. Go to the W end where there's an opening in the fence
and safety drop to the stage below. You can see an "underwater" lever
in the W wall, indicating that this area needs to be flooded, so drop to the
lower section between the stage and the seating section, and go either to the W
wall or the E wall to find a passage leading up to an area behind the stage. Go
toward the middle of this area and find a lone N pushblock
next to a curtained section. Pull the block twice and push it four times E,
then get around to its left side and push it one time N. Get up on it, stand at
the E edge and jump up to pull down a ceiling trap door. Stand at the NE corner
of the block facing slightly SE, light a flare and stand jump to grab the
opening. Pull up inside a duct and enter the crawl space. Flip out at the end
and jump down into the water hole.
Note the ladder,
which you'll need to get back out, and swim across to the W wall of this sunken
room, noting a closed gate along the way. Down in the NW corner is a small
opening. Surface and fill your lungs with air before entering. Follow the
winding passage to an underwater lever that opens the gate you passed by
earlier. Return, get some air and swim into the opened S gateway. Climb the
ladder at the end, hang at the left corner, pull up and take a rolling back
flip with a right curve to land on a slope. Jump to the facing slope, jump
across to the opposite slope and keep jumping back and forth while flipping
Lara around so she's facing in the other direction, and once that's done jump
off E with a right curve to trigger a flyby through the next area.
Make your way around
to the NE crate, get up on it and shoot the higher crate in the N wall. Hop
into the opening and pick up a TORCH.
Hop back down and light the torch by using one of the flaming pots. Jump onto
the NW crate and from there SW to the upper ledge. Go to the S wall and light
three pots in as many alcoves. A flyby shows paddle wheels turning, a fleeting
glimpse of a spike trap and a wall switch that must next be addressed. You no
longer need the torch, so toss it aside and drop down to the lower level with
the water trench. The wall switch is beyond the opened gate in the N alcove,
and it initiates a lengthy and elaborate timed run, so you may wish to save
your game now and familiarize yourself with the route described in the next
paragraph before giving it a try.
After pulling down
the switch, hop back once, turn a bit left so you won't fall in the water and
hop back again out of the alcove. Jump E onto the crate and continue with a
running jump SE onto the upper ledge. Continue around with a running jump SW
over the gap, turn right and hop up E into the left side of an alcove formed by
a crate, reverse roll and run out to your left (NW) with a jump up to another
such alcove. Continue forward and run out with a running jump NW at the near
right corner (because of the low ceiling) onto the slope, jump off after a
brief slide to grab the ladder without hanging from it if possible (you may
wish to save in a different slot here if you've made it this far without a
hitch), shift right around the corner, climb up to the fourth rung from the top
and take a rolling back flip onto the upper ledge. Loop around right or left
and sprint past the spikes to the first timed gate in the N wall, turn right
and sprint down the passage, bringing you to the green-tinted paddle wheel
area. Continue clockwise around the paddle wheels (avoiding the deadly green
water, of course) with jumps from ledge to ledge as necessary until you reach
the second timed gate at the NE corner. Save your game again when you get
through successfully.
Activate the crowbar
switch to flood the theater, pull up into the E opening and open the crowbar
door. Drop down into a lower passage and follow to an even lower passage. Open
the floor trap door and drop down still lower. Pull up W and continue to the
area where you started the timed run. The water trench has been drained, so
jump to grab the S ladder and climb down to the floor. Pull up N and drop down
the other side past the opened gate. Safety drop from the E edge, reverse roll
and run to the E wall. Back flip onto the slope and jump off to grab the
ladder. Climb up to the upper passage, light a flare and get into the crawl
space ahead. Crawl until you can stand up, and jump down into the flooded
theater.
Swim N and W to the
stage area. Surface and pull out N onto the balcony. Get on the nearby ramp, face E and jump up to grab the higher balcony. Pull
up, light a flare and locate the pushblock in the NE
corner. Move it to the threshold of the E room with the deadly floor, get up on
it and take a running jump onto the chandelier. Pull the chain to open the S
picture window and save your game for a tricky jump. Stand at the W edge, take
one step back and stand jump with a right curve to land on the pushblock. Get down the other side and move the pushblock away from the doorway. Take a running jump SE
into the opened passage and prepare to meet a worker
around the corner.
Continue along the
dark passage past a closed gate to a fuse box, shoot it and pull down the wall
switch to open the exit door, which is actually another picture window leading
to the room with the deadly floor. Don't try to enter from here. Instead, go
back along the passage and take a rather blind running jump NE, curving left
around the opened doors into the E passage. Pull down the wall switch to lower
a trap door. From the W edge, stand jump to grab the
chandelier, pull up and take a running jump with grab
to glide into the opposite doorway.
Jump down into the
flooded theater and swim SW to find that underwater lever you noted much
earlier. Pull it to open the overhead grate, pull inside and follow around to
the lowered trap door. Jump to grab the ladder and climb down to a winding
staircase. During your descent into hell four skeletal harpies are awakened. When you reach the landing,
climb down the ladder to the safe floor. However, the surrounding water is not,
so avoid it while dealing with another skeletal harpy.
Use the ledges to make jumps to the SE alcove. Pry the CROSS OF THE TEMPLE from the wall and go in
similar fashion to the alcove in the SW alcove for another CROSS OF THE TEMPLE.
Return to the ladder
in the N column and climb up to the landing. Reverse roll and take a running
jump S to grab the ledge. Pull up, hop to the adjacent ledge and take a running
jump SW to the ledge in the corner. Pull up N and go up the steps to the top.
Take a running jump into the higher E alcove and hop down left to find a wall
switch. Pull it to disable spikes where you're going next and take a running
jump slightly SE to grab the ledge. Pull up past the disabled spikes and hop
down to a lower passage. Follow the winding path down to receptacles for your
Temple Crosses. The gate between them opens, but there's deadly water below, so
take a running jump without grab into the NE alcove. Face SW and stand jump
with grab to land safely on the ledge below.
Go around and take a
running jump to grab the ladder. Climb up to a small room and take the pieces
for the INCA STATUETTE from the plinths
for use in your next adventure. The underwater gate opens, so swim through and
follow until you can pull out in a rainy outdoor area. Run W toward the yellow
car to end the level.
Level
10: LA CITÉ PERDUE (THE LOST CITY)
Click here for the video walk.
After the
opening flyby featuring a wrecked airplane and Lara apparently being dropped
off by a helicopter, go around to the E wall and open a cleverly disguised
floor trap door (face S). Drop down into the water below and open the nearby E
door. Enter the next room, surface and wade out E. Walk forward and shoot three
wolves. Return to the water's edge and take a running jump
SW to the small ledge. From there take another running jump SW toward the left
side of the waterfall slope, roll in midair and jump off immediately upon
landing to grab the monkey bars. Turn around and monkey swing toward the
waterfall. Drop down at the end for SECRET #33 and pick up the large medipack. Return to the area where you encountered the wolves.
Jump up N
and face a room with deadly red water below. Get up on the NW triangular ledge
and save your game for a tricky jump to the opening in the W wall. I did it on
my first try by taking what's called a "walking running jump," a
helpful move in cramped quarters. Hold down the shift key and press the up
arrow for Lara to start walking. Release the shift key and press the jump key
to make Lara run and jump. In this case, curve Lara to the right in midair so
she can grab the W opening. Pull up, turn around and jump to grab the ladder in
the central column. Shift right around the corner, and
from the fourth rung down take a rolling back flip to land in the N passage.
Hop down
to what looks like a graveyard and go down W. Turn left at the wall and drop
down the other side of the N crawl space onto a slope that drops you into a
pool of water. Use the ladder to climb up to the E opening and shoot a wolf. Go
around and jump the slope into the N area and shoot another wolf. Pull up
onto the long ledge extending N-S, turn left and pull up several times to the
higher E opening. Get down to the lower E area and continue E through the upper
NE opening to the next area. Note the closed N doors down to your right and go
to the SW corner. Go over the block there and look down to see more of that
deadly red water in the next room. Safety drop to the
ledge below, face SE and save your game. Stand jump onto the lower right side
of the long slope below, jump without sliding onto the slope ahead and a bit to
your right (spikes are activated), jump to the next slope, jump to the
spike-trapped ledge (they should be down when you arrive), curve left and jump
to the safe NE ledge.
Pull up
into the E opening, walk forward and pull up left. Take a running jump from the
far opening to grab the ceiling. Monkey swing to the end, release and you'll
slide safely onto a ledge. Take a running jump W toward the closed gate for the
GATE KEY (a cut scene shows you where it goes). Hop down to
the lower N ledge and face the NE slope. When you hear the spikes pop, wait
just a bit and take a running jump to the slope. If you hear the spikes pop
again while you're in midair, you should be safe. Jump the slopes past the
spike trap as you did earlier and return to the monkey bars. Monkey swing
toward the S wall, but this time turn right near the end and drop down onto a
higher ledge. Hop up E and loop around right to to
the NW opening.
Slide
down the slope a bit and jump off to land in the alcove. Pull up left and
return to a previous room. Go across to the opening at the NW corner and drop
down to the lower area. Climb up to the W opening and slide down to another
lower area, go right (S) to a still lower area and stand at the NW opening that
overlooks the pool. Take a curved running jump slightly NW to land in the
alcove, and use the monkey bars to get across to the S crawl space. Drop, grab
and pull inside. Return to what I earlier likened to a graveyard and pull up S.
Jump to grab the ladder, shift left around the corner and from the fourth rung
down take a rolling back flip to land in the W passage. Face SE, save your game
(because of the obstructions) and stand jump down to the slope jutting out from
the central column. You'll slide down safely, so pull up into the area where
you encountered the wolves earlier, run forward and find the receptacle for
your Gate Key near the SE corner.
Open the
gate, enter and shoot two bats. Loop around left in the partially flooded room and
come to a pushblock decorated with pained visages.
Move it E until it's lined up with the N opening, then push it N as far as you
can. Finally, move it E into a grated alcove to trigger a flyby showing that
flames protecting a statuette have been extinguished. Turn around, go through
the W opening and loop around left to find a second INCA STATUETTE (you
already have one in your inventory, courtesy of the previous level) on the
plinth. When you take it the gate behind you closes while one in front of you
opens. Accept the invitation and go through the E opening to find yourself in a
previously visited room, the one with the deadly red water. Repeat the routine
you've performed twice already to get past the spike trap to the safe NE corner
ledge, then to the monkey bars, etc.
Turn
right at the end and drop down as before. Loop around right through the next
room, slide a bit down the slope and jump to the alcove. Pull up left two times
and go across the next room to those double doors you noted earlier (decorated
with the same pained visages as the most recent pushblock).
Open them with the Inca Statuettes and disturb two more bats upon
entering the dark passage. In the third alcove to your left (E) is a pushblock (yep, same ugly mug). Push it twice and slide
down S. Continue down and around to your right to emerge on a ledge overlooking
what appears at first glance to be deadly water but isn't. Hop down E twice to
find a central floor hole that's blocked by a trap door. Continue E through the
jagged opening and look up right (N) to see the jump switch. You have to get on
the nearby ramp and take a running jump NE with a slight right curve to
activate it. When you do so successfully the trap door opens, so jump into the
central floor hole and swim down into an underwater
area.
Open the
S door and follow the passage to the next room. Turn left and swim behind the N
column to find an underwater lever. Pull it to open a double gate somewhere and
swim up to surface near a slope. Pull up and back flip onto a ledge. Take a
running jump E to a second-level ledge and run forward. As you pass the
waterfall down to your right you can see the opened gates ahead and to your
right. Take a running jump NE to get there, but before entering the next area E
stand at the edge at the corner, save your game and take a long running jump NW
to grab the slope. Shimmy left around the corner and pull up into the alcove
for SECRET #34 and a large
medipack.
You're too high up to drop to the floor from here, so take a running jump NW to
slide and grab the waterfall and safety drop from there. Climb the S blocks for
a short cut back up to where you were. Jump the gap NE again and enter the E
area.
Shoot two
wolves approaching you from the other end of the bridge. In
the next room pull the skeleton away from a small medipack and pull up into the E alcove for a glimpse of an
area still to come and a new entry in your French diary. Return to the bridge,
go past the ladder you can't yet use and stand at the fence facing the
waterfall (N) at the exact center of the lowest section of the ceiling. Take a
running jump over the fence, roll in midair, slide and jump off the waterfall
slope to activate the jump switch you wouldn't otherwise know was on the side
of the bridge. A gate lifts in the S wall, so wade over there and enter a
partially submerged room.
Turn
left, get to the W wall and pull out S onto the ledge. Jump the irregular
surfaces up to the SW corner and emerge at an upper level surrounding the water
room. Loop around left, go about halfway toward the far end, turn right and go
up the steps to the W wall. Use the blocks to get higher and pull up S to the
uppermost level. Go through the S opening ahead and follow the passage around
to a spike trap near a closed gate. Pull up into the alcove next to the spike
trap slope and look up NW to see a ladder. Save your game and take a curved
running jump to grab the ladder, which is made more difficult because of the
bars that are in your way. Shift left and climb up the ceiling shaft.
Back flip near the top to an upper passage and follow around to a floor hole.
Use the
ladder to climb down to an enclosed trench in front of a wall button. Push it
to open double gates somewhere, jump from the N alcove to grab the ladder and
climb back to the upper passage. Follow to the other ladder, jump to grab it,
climb down the shaft and shift right, drop onto the slope when the spikes are
up and jump over them onto the ledge. Start back S, hop down left and go around
N to find the opened gates. Inside is a bay of four wall switches and an E
alcove with a receptacle. The wall switches are used in different sequences to
open the various gates in this area.
Looking
from left to right, pull down switches 1, 3 and 4 to open the the first gate in the S passage (the torch above it is now
lit). Go through the small entrance room and jump on all of the raised tiles in
the next room without touching the lower floor. You hear the sound of a nearby
gate opening. Return to the wall switch room, pull down switch 2 and pull
switch 4 back up. The gate to your right opens, so enter and shoot two wolves.
Shoot the jars in the side room for a small medipack and the GATE
KEY.
Return to
the wall switch room, push switch 3 back up and pull switch 4 down. The second
gate to your left in the S passage is now open, so go there and enter a room
with swinging spike logs over deadly red water. The S gates are now open by
virtue of your earlier activities, so stand between the swinging logs and time
a running jump into the alcove with the SKULL HEAD and STATUETTE PART 2. Jump back over and return to the wall switch room.
Pull
switch 3 down and push switch 1 back up. The last gate on the left in the S
passage is now open, so go there, enter and use the Gate Key to open the gate.
The next room involves an extended jumping sequence, so you may wish to save
your game in different slots as you proceed. Take a running jump to grab the
slope and pull up. As you slide down the trigger tile on the other side, a
timed platform is activated. Jump to grab the ladder, wait a second for the
platform to rise below you, drop down to it and quickly turn right, then jump S
to grab the ladder in the column ahead. Shift left, climb to the top and pull
up. Jump without sliding and with a left curve to land on the SW slope, take a
rolling back flip onto the spike ledge and continue with a running jump to the
SE ledge. Take the STATUETTE
PART 1 from the plinth, save your game at the
center of the slope, slide down and jump off with a left curve to land at the
entrance opening.
Return to
the wall switch room and place the Skull Head in the E receptacle. The gate
over it lowers, so hop up into the passage and drop down the other side. Stand
at the edge of the nearer opening and take a running jump NW to the alcove in
the W wall. Combine the Statuette Parts and place the INCA STATUETTE in the receptacle to lift twin gates. Jump SE to the
previous alcove, go around and stand at the edge of the other alcove. Stand
jump NE with a left curve to land on the ledge outside, jump N onto the
triangular corner ledge and hop up NE. The lifted gates are straight ahead, so
enter either opening, back flip onto the slope and jump off to activate the
jump switch. Another gate lifts, so get back down with a cautious standing jump
to that triangular corner ledge and take a "walking running jump" S
back to the previous ledge. Stand jump SW from the other end into the opening,
pull up W onto the tall block and flip out the other side into the wall switch
room.
Backtrack
S past the gates, hop up SE onto the ledge and follow around to the upper level
ledges surrounding the flooded area. Get down to the floor the same way you
arrived and look across to see the opened gate in the E wall. Take running
jumps along the blocks in the water to get there and go up the E ramp. Engage
two raptors in the room at the top and pull the skeleton to
reveal the GATE KEY. Activate the jump switch on the inside face of the W
column to open the E gate behind you. Enter an apparently cold area, run
forward until you're near the E wall, turn right and go all the way to the N
wall. Pick up the large medipack in the
partially fenced alcove and go back in the other direction, nearly all the way
to the S wall. Turn left just before you get there and go through the arched W
opening. Go a bit SW to see what looks like an ugly face push button.
Continue all the way to the back and loop around right to see another one of
those ugly face push buttons. There's a chain in the nearby NE corner. Pull it
to lift the adjacent gate.
Go inside
to see a slumbering bull (disguised as a Triceratops) to your left. Now you
realize the significance of those ugly face push buttons. There are two more of
them in this room, so wake up the bull by approaching him and entice him to run
headlong into each push button. It's a game of chicken, where you stand
directly in front of the push button and jump aside just before the charging
bull makes contact. When all four push buttons have been ruptured in this
manner, the S gate opposite the bull room opens. To keep the bull from being a
further distraction, lure him back into his lair, dash back out and pull the
chain again to lock him inside.
Enter the
S gateway, turn left into the first alcove and use the Gate Key to lower a
block in the SW alcove. Pull up into the passage and make your way up to
another section of the upper ledge surrounding the flooded room. Jump across N,
go to the slope and jump up E to a higher ledge. Go to the N end and hop down
to find a timed wall switch. Save your game before starting. The timed route is
counterclockwise over the tops of the ramparts to a gate high up in the N wall,
so you may wish to do a practice run first. Pull the switch, hop back once,
turn a bit right and jump up to the ledge, run S to the fence opening and jump
SW to the first rampart. Continue with running jumps from each one to the next,
followed by a jump to the N ledge. Take stand jumps up NE, followed by a
running jump SE, then turn right and go past the timed gate into the N alcove.
Pick up the SKULL HEAD and go back the way you came, but this time continue
E past the timed wall switch and jump over the long red slope to the next
ledge.
Look down right (N) into a lower enclosed area and stand jump
onto the near column. Spikes are triggered on the next column, so time a
"walking running jump" (so you won't run out of room) past them to
grab the E ledge. Pull up and pluck a second SKULL HEAD from the
NE pole. Take a running jump NW to the ledge, jump W over the slope and
continue with a jump NW to the next ledge (but not onto the spike trap). Hang
from the edge, shimmy left to the middle of the second spike trap and release
to activate a jump switch below. The spikes are disabled and five skeletal harpies
are awakened. Note the receptacle in the SW niche and get back up to the spike
trap ledge by using the NW slopes. Face W, back flip onto the slope behind you
and jump back and forth, using the arrow key until you can land on the NW
ledge. Take a running jump S to grab the spike trap ledge, pull up and add two
more SKULL HEADS to your collection.
You now
need to backtrack once again, following the same route described above to
return to that long red slope you jumped over earlier. When you get
there, jump E over the other long red slope and make your way around and up
until you reach the ledge at the top of the long red slope. Enter the
triangular S opening and place the four Skull Heads to open the SW and SE
gates. Enter either S side passage and stand between the column rows to trigger
a gauntlet of squishy blocks. Make your way past them and the swinging spike
logs and stay right as more squishy blocks are triggered. Face SW and time a
jump past the squishy block to the far left corner. Pull down the wall switch
and make your way N past the swinging spike log and squishy block. Continue
around this room in a counterclockwise direction to the SE corner, where you'll
find another wall switch. Pull it down to open a nearby gate up in the S wall.
The
safest way to get there is to go back around to stand between the column rows
where you began this latest exercise. Staying right, make your way toward the
back of the room and time a jump S up to the block. Pull up past the opened
gate and pull up to overlook a pool with deadly red water. Take a running jump
down to the SW alcove and pull the wall switch to open the S gate and trigger a
lingering flyby through the next area. Turn around and stand jump SE to grab
the slope. Pull up and slide down the other side. Jump to grab the slope,
shimmy left around the corner and pull up onto the S ledge. Stand at the edge
overlooking the deep area below and stand jump SE to grab the alcove as the
gate closes behind you.
Pull up,
hop down the other side and climb down the floor hole ahead. Walk out and down
to the SE corner and run off S onto a much lower ledge. Turn and stand jump NW
into the large opening, climb down the ladder in the S face of the floor hole
and walk to the E edge. Stand jump with grab to glide down into the E alcove
below. Pull down the wall switch to disable spikes elsewhere, turn and take a
running jump to the lower W alcove and safety drop to the ground. Splash around
through the shallow water to find the N opening between the stone ledges. Enter
and go all the way to the back. Climb the steep steps and turn around on the
fourth step to see the ladder. Jump to grab it, climb up and
continue S to another ladder. Climb this one as well and pull up to face
a hexagonal opening in the S wall.
Take a
running jump SW onto the jutting ledge, walk around to the NW corner and stand
jump to land in the NW alcove far below. Turn and stand jump with grab to land
in the E alcove. Pull down the wall switch to disable more spikes, hang from
the edge, drop and grab, and pull up into the opening. Hop down the other side,
jump E to the next opening, hop down the other side and safety drop to the
ground. Go around once more to the N opening and return to that ladder opposite
the fourth step. Climb up as before, proceed S to the next ladder and climb up
to face that hexagonal opening. Jump once more to that jutting ledge, but this
time walk to the NW corner. Stand jump down to the alcove where the spikes have
been disabled and pull down the wall switch to trigger a boulder somewhere as
well as rising-falling platforms behind you.
Turn
around to face the platforms, and when the nearer one is about to rise stand
jump to it and hop up SE into the hexagonal opening where more spikes have been
disabled. Pull up left and push the button next to the activated boulder to
start intermittent spikes popping somewhere nearby. Hop down to the spike
ledge, go to the NE corner and take one step back. When the next platform
rises, stand jump to it and continue with a running jump to grab the E opening.
The spikes have been disabled here as well, so pull up and pull down the wall
switch to open the S gate behind you, below which are the popping spikes. A
squishy block has also been activated, so when the spikes are down stand jump
SW into the opening but go no further.
Time a
run into the SE alcove to face another squishy block. Get past it NE and go to
the end of the passage for the RED
INCA STATUETTE. A cut scene shows a
gate opening somewhere. Return to the previous squishy block and get past it to
find a ramp on your right (S). Run up the winding ramp (no boulders) to the top
and pull down the wall switch to open the gate. Hop down to the hexagonal
opening and jump NW to the sloped ledge. Go up to the NW alcove, climb the
ladder, turn around and get into the E opening. Jump over the opened gate into
the lower E alcove, turn and hop up NW. Step forward and the gate closes behind
you while a boulder rolls down and comes to rest on a trigger tile. Squeeze
past it when it comes to a complete stop and trigger the next boulder to open
the N gate ahead. Enter and follow the passage around to a floor hole leading
down to a squishy block area you visited earlier.
Drop
down, go N past the various traps as you did before and continue through the
triangular opening to the vast open area you've already explored. Slide down
one of the red slopes and hop down N onto the tall block below. Time a
"walking running jump" to the spike column and continue with a
running jump to grab the E ledge. Pull up and turn to jump NW to the next
ledge, jump W over the slope, hang from the N edge, shimmy left and drop down
onto the corner block. Hop to the ground and enter that W niche you noted much
earlier. Place the Red Inca Statuette in the receptacle to destroy the floor
behind you, pull up S onto the block you dropped down to,
then jump E to the floating block. Continue with jumps E to the next two
floating blocks, and from the last one jump NE to grab the corner block. Pull
up, turn around and hop into the hanging enclosure.
Walk up
to the NW corner, save your game and take a running jump to the next hanging
enclosure (made more difficult because of the poles that get in your way). Jump NE to the next hanging enclosure (much easier) and from there
to the NE corner with a curved running jump because of the low ceiling.
Pick up the red ARTIFACT and watch the impressive flyby. The hanging
enclosures and most of the floating blocks have been set afire, so save your
game again and take a running jump NW down to the vertex of the slope below.
You should land sliding forward, so quickly jump onto the floating block. If
anything else happens upon landing, reload and try again.
Jump W to
the next floating block, and from there to the block
jutting from the W wall. Jump up to grab the slope, shimmy left, pull up, back
flip and jump off from the slope with a left curve to land on the NW corner
block. Take a running jump S to grab the ledge, pull up and go around clockwise
to the ledge where you acquired the second Skull Head. Drop down into that E
area where the wind is blowing and make your way over to the opened S gate.
Continue up the sand dunes toward the waiting helicopter and the level
ends.
Level
11: RETOUR À PARABAÏLARLABAMBA (BACK TO PARABAÏLARLABAMBA)
Click here for kapil4417037's
video walk.
After the
transitional flyby, run forward and hop onto the NE corner ledge, turn and jump
W to grab the higher ledge, pull up and follow around to your right. Jump to
grab the S section, pull up and go around left to face the N ladder. Jump to
grab it and climb to the uppermost ledge area. Shoot three baby dinosaurs and go to the back N wall. Loop around
and go S down the central aisle for shotgun ammo. Continue around to the E wall
to find a pushable cage.
Move the cage, not
onto the nearby ornate tile, but upon the two lighter tiles NW and SW of the
ornate tile. A gate opens in the W wall at the second ledge level, but first,
walk S to that low triangular obstruction, look down to your left and stand
jump slightly SW with grab so you'll land in the short passage. Step forward
for SECRET #35 and pick up the SHOTGUN. Slide to the floor, return to the NE
corner and make your way up to the second ledge level as you did earlier. You can
jump to the NW corner ledge for a large medipack now if you wish, but you'll have to
return here later after you've found the key you need. Jump back to the central
E ledge, loop around left and take a running jump W toward the hanging fern and
grab the ledge there.
Pull up onto the
ledge and into the opened W gateway. Save your game at the NW corner. Take a
running jump NW to land on a slope next to a flame tile. Jump to the facing
slope and continue jumping back and forth, using the arrow key to bring you to
the right so you can access a longer slope facing S. Slide and jump from the
bottom of that slope to grab a ladder. Climb up to a plinth where you'll find a
green ARTIFACT. Spikes below are
disabled when you pick it up, so climb back down the ladder, drop and slide
down safely to the dormant spike tile. Jump SE to grab the crack in the wall
above the flaming tile floor, shimmy right and drop down near a wall switch.
Pull it down to lift a gate beyond the spike trap just around the corner.
Save your game, draw
your pistols and stand with your back against the wall. Stand jump to the first
slope, jump to the corner slope and start firing as you jump to the final
slope, to shatter a jar beyond the opened gate and trigger the spikes just
before you get there. Pick up the OLD KEY at
the end of the passage, go back to the disabled spike field and stand jump S
onto the slope. Slide and jump to grab the ladder, climb to the top and
slide/jump off the slope on the other side to grab the E opening.
Hop down onto the ledge and take a running jump through the fern to grab the
central ledge. Loop around right and jump to that NW corner ledge where you may
have grabbed the large medipack earlier. Use the Old
Key to open a trap door. Jump back to the previous ledge and jump the gap to
the S section. Loop around left to jump to the N ladder, climb up to the upper
ledge section and go around clockwise to the opened trap door near the pushable cage.
Activate the jump
switch in the E face of the floor hole to open a face door to your right. Grab
and drop twice to reach the floor, use the NE ledge to reach the second ledge
section once more and use the N ladder to reach the upper ledge section. Go
around counterclockwise and turn around just past the face door that opened.
Hang from the edge, shimmy right between the wall and the door and release with
grab to land inside the opening. Pull down the wall switch to lift another face
door, then safety drop to the ground and use the routine described earlier to
get back up to the upper ledge section. Go around clockwise and stop just
before you reach the second raised face door. Hang from the edge, shimmy right
and drop down with grab into the opening. Pull down the wall switch to open
double doors down below and release two raptors.
The opened double
doors are near the SW corner, so go inside and pull the skeleton away from the OLD KEY. The receptacle for it is right behind
you, so use it to open the nearby trap door. Climb down and follow the passage
past a closed gate and up the ramp to trigger boulders in the next room (but
not, fortunately, directly ahead of you). Note a place for a missing cog in the
wall to your right and time your way S past the three boulders to a wall switch
to open the gate you passed by earlier. However, before returning there go to the E wall and pull up into the opening at the top of
the nearest boulder ramp. Follow around for SECRET
#36 and pick up flares, the REVOLVER, a large medipack and revolver
ammo. Return to the boulder room, make your way to the N side and
retrace your steps to the opened gate.
Go to the end of the
passage, pull up right and jump three times to land on a stable ledge. Quickly
take a couple of steps back before the flame blower is activated, but not so
far that you collide with the swinging spike log. Face W, stand right or left
and save your game. When the log swings away, take a running jump onto the tile
and continue with a running jump to grab the block. Pull up to find a wall
switch that lowers a block back in the boulder room. You can't get back the
same way you got here, so save your game again, stand left or right with your
back against the wall and initiate a running jump when the log is swinging back
to your side. You'll land on a corner of the tile, so immediately stand jump
forward onto the slope. I would save again in a different slot once you've made
it successfully to the slope. Jump back and forth between the slopes, using the
arrow key to bring you to the other side, and time a jump to land and run to
the wall beyond the reach of the swinging log.
Watch out for that
flame blower as you exit to the E opening. When the flames abate, run off right
or left, grab and drop three times to land in the passage and return to the
boulder room. Step just inside the N room made accessible by the lowered block
and pick up the shotgun ammo. The spike holes indicate that further progression
would be hazardous to your health, so use your combined revolver and laser
sight to shoot the medallion in the N alcove. The spikes are triggered, and a
gate drops to block the alcove. Step forward, vault up onto the block, pick up
the WHEEL and place it in its proper
place on the wall outside. A block rises on the S side of the boulder room.
Make your way past
the rolling boulders, get up onto the raised block and face N. Stand right,
wait for the nearest boulder to roll by and stand jump to the lower part of the
ladder ahead. Climb up to a higher passage, light a flare and follow past a
closed gate to a ramp leading downward. Stop at the bottom of the ramp as spear
traps are activated ahead. Make your way past them and continue along the
passage until you reach a bay of wall switches with spikes underneath. If you
pull the wrong one you'll receive a steel enema. Pull the middle one, go back
and pull the first one, and finally pull the third one to open the E gate.
Continue forward and shoot four baby dinosaurs.
In the next room go to the NW corner, back flip onto the slope and jump to grab
the higher ledge. Make your way counterclockwise along the ledges until you
reach the SE corner. Face W, look up to see the jump switch, save your game and
take a running jump W to the slope and jump off to activate the jump switch.
A gate is opened and
two fire wraiths are released. Run
forward to the N wall, back flip onto the slope again and jump to grab the
higher ledge, continue to the E ledge and jump into the water hole to douse the
wraiths. As long as you're here, swim down and follow the passage to a higher
narrow opening where you'll find the INCA STATUETTE.
Return to the water hole and pull out onto the ledge. Take a running jump SW to
that slope you earlier jumped off of to activate a jump switch, but this time
grab the edge and shimmy left to pull up next to a receptacle. Place the Inca
Statuette to open the gate to your right and pull up into the S passage. Follow
to a room with columns.
Go to the back wall
where you'll find a hole in the floor. Jump, slide and grab, drop down onto a
block, hop down and slide to the ground. Go to the W column supporting the
bridge and hop up behind it. Back flip onto the slope and jump off to activate
the jump switch. A gate lifts at one end of the bridge above you, so go to the
entrance of the nearby S pentagonal passage and pull up left onto the block.
Stand at the corner and jump slightly NW to grab the higher block. Pull up,
follow the ledge around to where you can jump onto the bridge and go to the E end
where the gate opened.
Continue through
openings to the E wall and you'll find a pushable
cage. But first, shoot the jug in the NW corner for a small medipack. Now
pull the cage into the room and push it aside to reveal a passage. Enter and
climb the ivy-covered E wall, shift right and drop down onto an upper ledge.
There's nothing there, so go to the N end, climb higher and shift right around
the corner to drop down to an E passage. Follow to a fence of steel bars where
you can go left or right. The left branch leads to a dead end, so go right and
come to an opening that overlooks a large room. Jump NE onto
a balcony and go to the E end. Take a running jump with a left curve to
land inside the opening. Go SW and note the horizontal bars to your right. Loop
around right at the S wall, hop over the low bar and crawl underneath the two
bars ahead. Take the WHEEL from the
plinth (cut scene showing you where it goes) and exit to the S hallway.
Loop around right,
crawl underneath more bars, side flip over the next one and continue around the
corner for SECRET #37 and shotgun ammo. Return by the only available route
to the opening that overlooks the large room, hop down NE to the ledge and take
a running jump NE over the slope into a small body of water. Pull out and go
left (E) to find shotgun ammo. Return SW
to the ledge you jumped from, hop up SW into the S opening and jump to the W
balcony. Take a running jump to the SW ledge and jump NW over the slope into a
shallow pool of water. Wade around left toward the NE corner and pull out onto
the ledge. Hop down to the NE corner ledge and up into the N opening that looks
much like the one on the S side.
Head NW and loop
around right at the N wall to find a pushable cage.
Pull it into the room and aside, go where it was and find a wall switch at the
end of the short passage that lifts one of several gates that you can see in
the cut scene. Go back and run down the longer E passage. Shoot four baby dinosaurs, take the S passage and loop around
right to find another wall switch that opens another gate. Go back, turn right
at the depression in the floor and loop around right once more to find a third
wall switch that opens a third and presumably final gate. Reverse roll, go N
past the depression in the floor and the second wall switch, loop around right
into the S passage where all those gates lifted and continue to a plinth
bearing a second WHEEL.
Return NE to the long
passage where you encountered the baby dinosaurs, follow it W, turn right at
the pushable cage and continue to the opening
overlooking the large room. Hop down to the SW corner ledge and jump over the
slope into the water. Continue in a generally SW direction and you'll come to
the place for one of your Wheels. Place it on the vacant pole,
go around toward the NW corner to find a second such contraption. When you
place the second Wheel the block between the two contraptions lowers to reveal
a wall switch. Pull it down and watch the flyby indicating that the large room
has been flooded. Get off the ledge into the water and wade E to the opening
opposite the central pillar. Slide down the long slope and jump off near the
bottom to grab the ladder surface in the pillar. For a pickup, climb all the
way to the top and pull up for a large medipack.
Run off N into the
water far below and open the door in the N wall. Follow the passage up and
around to the far end and pull out into a new room. At the far end of the
grated floor are overhead monkey bars. Jump to grab them at their low point on
either the N or S side and monkey swing to their highest point. Turn to face W
and release to activate the jump switch. A trap door has opened at the W end of
the grated floor, so hang from the W edge, drop onto the slope below and slide
down into the lair of three wolves. Move
the pushable cage onto the three marked tiles to open
the E gate, go inside and shoot two raptors,
then pull the skeleton away from a second green ARTIFACT. Return to the slope, back flip onto it
from the ledge on either side of the slope and jump off to grab the opening in
the grated floor. Pull up and go to the back wall of this room to find
receptacles for your two green Artifacts. Place them both to open the gate
between them and save your game at the threshold of a room with slopes and
deadly water.
Click here for the second part
of kapil4417037's video walk.
Take a running jump
slightly SE to land on the far side of the slope. Jump back and forth between
the slopes and roll in midair at some point so you're facing in the right
direction. Use the arrow key to bring you toward the block, which you can reach
with a final jump. Take a running jump slightly SW to the next block, and
you're close enough to the S opening to reach it with a direct running jump and
grab (provided you jump up once from the S edge to give you just a little bit
more running room). Pull up into the passage and go up the ramp (no boulder).
Pull up at the end onto a ledge near a canal. Jump into the water and swim SW for
an INCA STATUETTE (cut scene of its
receptacle). Go the other way and into the middle (W) passage for shotgun ammo. Finally, go into the NW underwater
passage for a second INCA STATUETTE (identical
cut scene).
Exit this area
and return to the room with the slopes and deadly water. You don't have
sufficient clearance for a direct jump back to the first block, so use the
slopes as you did to reach the block from the other side. When you get to the
first block, jump to the second block and take a running jump NW to land on the
slope to your right, jump off into the W opening and go through the room with
the columns to the W water hole. Jump in and swim back to the flooded room.
Surface and wade out SE into a dark area where three bats are awakened. You can find uzi ammo
near the NW corner and the OLD KEY S of
the skeleton. Get back into the water, wade out NW on the other side and find
the receptacle for the Old Key. Use it to open a gate a bit further S and to
your left.
Pull up into the
opening, drop down the other side and take the second red ARTIFACT from the plinth. Spikes are disabled
somewhere. Get back into the water, climb the central pillar facing S, and when
your hands are just above where the water is cascading off the slopes to your
right and left, back flip onto a ledge. Go to the back (N) wall of this area
and locate a receptacle for one of your Inca Statuettes. Doors open to your
right and left and two bats emerge. Go
inside a pry a BLACK BEETLE off the wall
(cut scene of the bridge area you explored earlier). As you might guess, your
next destination is the opposite S ledge, so jump back to grab the pillar,
shift right or left around two corners to the other side, back flip onto the
ledge and repeat what you did on the N side. Shoot two more bats and add a second BLACK
BEETLE to your collection.
Go back out onto the
ledge, stand jump W to grab the block, pull up and climb the blocks back up to
the SW corner. Hop up into the S opening and follow SW to the floor hole. Drop
down twice (or climb down the ivy-covered walls) and go past the pushable cage into the W opening. Continue to the bridge
outside and run to the far end. The ropes and pointed logs prevent you from jumping
directly to the side ledges, so use the longer ledge on your right to go around
and hop to the N side of the column. Place the first Black Beetle, then go around counterclockwise to the S side of the column
to place the second Black Beetle. A gate opens nearby, so get down to the
ground and down the E steps to arrive at an underground pool.
Swim down and open
the N door on your right. Follow the passage and swim down. Continue E
underneath the pipes and through the narrow passage until you can surface for
air. Pull the S underwater lever to open a gate and swim back the way you came
to the previous pool. The opened gate is down E, so swim there and watch out
for three sets of spear traps just inside. Get past them, swim down, flip turn
and face two more spear traps. Just past them is an underwater lever that opens
a nearby trap door. Flip turn, get past the two spear traps and swim up into
another narrow passage. Follow to the other end and surface at the opened trap
door. Pull out into a room with ornate columns.
Locate the pushblock against the E wall and move it onto the marked
tile against the N wall (cut scene of a gate above the underwater lever you
recently used). Similarly, move the W pushblock onto
the S marked tile to open that gate. Jump back into the water, swim W past the
three spear traps and into the previous pool. Swim left through the N door you
opened, under the pipes and through the narrow passage to the pool with the
underwater lever, turn left and pull out at the opened S gateway. Enter the W
side room and climb the ladder to an upper room. Loop around right, go E on the
right side of that last column and jump up SE to slide down into a new room and
trigger a flyby.
Step forward into the
open area, wait for three wolves to arrive
and deal with them. Go to the S wall and find a slope that appears to be facing
the wrong direction. However, if you jump on it at just the right angle you can
jump off W and grab the upper ledge. I did it by standing with my back to the
nearby column and taking a slightly angled standing jump onto the slope. Once
you get there, follow the ledge around and hop N over the gap to that section
with the long red slope. Go E and N around the red slope and pull up W into the
opening with the pipe. Crawl under the pipe and flip out the other side into an
enclosed area. Go around the central slab for shotgun
ammo and return to the outer ledge. Go back along the red slope, and
at the SW corner enter the dark S passage for a pair of UZIS (one of them is hidden in a plant).
Go back to red slope
where there's a short wooden fence on the other side of the ledge, and hop up
SE onto the block. Continue clockwise around this ledge until you reach the SE
corner. Take a running jump E to grab the slope, pull up, slide down the other
side and jump off near the bottom to grab the ladder. Climb up a bit and shift
right around two corners to drop down onto a corner ledge. Face N and take a
running jump to grab the next slope. Pull up, slide and jump three times in
succession to reach an alcove in the NE corner for shotgun
ammo and SECRET #38. Hop
down to the red roof, slide and grab, shimmy left around the corner, and just
before you reach the next corner pull up and take a rolling back flip. Slide
twice and jump off two slopes to activate the W jump switch to raise a block
and open a gate.
The raised block is
behind you as you land, so get up on it and pull up into the N opening. Go
forward into the next room, note the receptacle and pull up into either corner
opening. Hop down into the water below, pull out W, climb the block and jump up
to grab the grated ceiling. Monkey swing around the corner and drop down in
front of a crawl space. Crawl around the fenced area and pick up the OLD KEY at the end. Return to the water, pull out
E and get back up to the room with the receptacle you noted earlier. Use the
Old Key to open the trap door behind you.
Drop down into a
lower room and pull down the E wall switch to lift a gate. Use the blocks to
get back up to the upper room and drop down into the water outside once again.
Pull out N where the gate lifted and enter the next room for a blue ARTIFACT. As you take it, another gate is lifted
to provide access to a wall switch. Get back up to the upper room and exit S to
the wide open area. The wall switch you saw in the cut scene is in the W wall,
so go there and pull it down to lift still another gate. Reverse roll, run E
under the arch toward the raised block and loop around right to enter the NW
passage. Two raptors come from around the
corner ahead, so after dealing with them go where they came from and find
another OLD KEY, this one being a little
shinier than the others (cut scene of the bridge area).
Exit to the wide open
area and loop around left to face the slope you used to get here. Hop up NW
into the room with columns, go around and climb down the ladder in the floor
hole. Go to the underground pool, jump in and swim into the narrow W opening,
follow along the passage and under the pipes, swim up at the end and continue S
to the next pool. Surface and go W up the steps and turn right into the arched
S passage. Use the block at the entrance to get up to the bridge area as you
did earlier. Fight your way past the ropes and pointed logs to find a
receptacle on the W face of the same column where the Black Beetles were placed
earlier. Use the Old Key to open the gate behind you, turn around and vault up
inside the new W area.
Go around the central
column to the back side where you disabled the spikes earlier and place the
blue Artifact to open the double doors in that S arched passage down below. Get
back down there and come out to an opening that overlooks a vast outdoor area
with water far below (too shallow for you to drop down to from where you are).
Take a running jump S to grab the upper ledge of the central structure. Pull
up, go right and hop over the fence onto the block. Jump SW onto an interior
ledge and continue with a jump S to the next ledge. Go to the fence opening at
the S wall and safety drop to slide down to a dark lower ledge. Go to the NW
corner and slide down the long slope onto the floor that's covered with shallow
water.
Splash your way over
to the middle of the S wall and pull up through the opening to face a canal. At
the far end of the canal is another opening where you can pull up still higher.
Run up the ramp to trigger a flyby through this rather hellish area. Run
forward, jump S down to the lower bridge and go across to loop around right at
the end. Face N at the edge of the moss-covered corner ledge and use your
binoculars with the lights (action key) to find the hanging medallion at
roughly your level in the N wall. Shoot it with the combined revolver and laser
sight and go over to the companion NW corner ledge to make the same discovery.
Shooting both medallions causes a gate to open down N. Hop NW to the nearby
ledge for a spare REVOLVER before going
down to the end of the central N ramp.
Turn around and hang
from the edge, release to grab the ladder below, climb up, slide ever so
slightly down the other side and jump off the slope to grab the ceiling. Monkey
swing forward into a fixed camera, go to the far wall, release and grab the
crack, and shimmy right and around the corner. When you reach the next wall
crack below you, release to grab it, shimmy right a
bit and release to grab the final wall crack. Shimmy right over a spike trap,
release to activate the jump switch, back flip immediately upon landing onto
the slope and jump off to grab the higher ledge. Pull up onto the ledge where
spikes have been disabled and take a running jump N to grab the ledge. Pull up
and jump off the W end onto a lower ledge.
Note the nearby spike
trap, save your game and take a difficult running jump SW over the corner onto
a slope and slide down to a ledge with a wall switch that causes the spikes to
pop out intermittently. Jump up when the spikes are down and hop down to the N
ledge. Save your game again, hop SW onto the block when the spikes are up but
about to go down, followed by an immediate stand jump onto the adjacent
slope. Without sliding, jump to the next spike trap (the spikes should be
down when you arrive) and continue with a running jump to grab the S ledge.
Pull up and safety drop from the other side onto the ledge below.
Stand jump SW from
the back corner to grab the crack in the wall. Shimmy right and around the
corner, and drop down in front of the S opening. You've finally come across the
receptacles for those red Artifacts you've been carrying around for so long.
Place them to open the S gate and go into the next room to shoot two bats. Take the ST.
JEAN CROSS from the plinth to open a ceiling trap door. Face S with
your back against the plinth and jump up to grab the ladder. Climb up to an
outdoor area and make your way toward the waiting helicopter to end the level.
Level
12: LES CATACOMBES DU THÉÂTRE (THE CATACOMBS OF THE THEATER)
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walk.
After the opening
flyby, step out into the pouring rain and come under immediate attack by a worker from ahead. Two more workers are posted in the S area to your left, so
you may as well deal with them now so you won't have to worry about them
later. A fourth and final worker is up on a ledge near the back NE corner. Shoot the
crates near the E wall and pick up a small medipack and 2 x
revolver ammo. The nearby crate that doesn't shatter is a pushblock. First, get up on it and jump S to grab the roof.
Pull up and loop around clockwise to find a large medipack near the E wall for SECRET #39.
Get back down and
move the pushblock all the way around to the middle
of the W wall of the central building. Use the pushblock
to get up onto the roof and pull down the wall switch to open an underwater
gate. Get down to the ground and jump into the larger water hole near the SW
corner. If you want the next secret you won't have any time to waste, so
perform the following tasks as quickly as possible. Swim straight E under the
arch and into the opening over a floor depression. Turn right at the wall (N),
swim through another small opening and turn left in front of yet another small
opening. Turn left in front of a closed gate and stay straight to the S wall
for a large medipack
and SECRET #40. Go back the way you
came to the N wall, turn right and then left through the small opening into a
room with the gate that was opened with the wall switch.
Swim past the opened
gate, turn left and go to the end of the S passage, swim down into the floor
hole and follow the uneven W passage until you can surface for air. Wade
out of the water and pull down the wall switch to open another underwater gate
behind you. Swim back the way you came, follow the only available route and
pull out inside a building. Go to the E ledge and take a look through the
window at the toxic sewer area that's next to be explored. Go up the S ramp and
follow to an opening overlooking the sewer area. Shoot the worker waiting down below, keep your weapon drawn
and jump across to the W ledge, reverse roll and shoot a second worker. You can see that both workers have left
behind things for you to pick up, but save that for later.
Stand jump S with
grab from the opening in the fence to clear the ceiling and land on the ledge
below. Turn around, and from the opening in the fence stand jump with grab at
an angle (so you won't grab the ladder) to land in front of the W opening. Go
around the corner and crawl underneath the higher laser. Stand up when it
starts moving away from you, run forward and jump over the lower laser. Follow
the passage until you reach a window. Turn around and find the ceiling hole
with a jump switch. Activate the jump switch to open a gate in the room where
you encountered the two workers. Go back there past the lasers and take a
running jump E over the deadly water to grab the ledge. Pull up for the uzi ammo dropped by one of the workers, run off the
N end onto the lower ledge for more uzi ammo
dropped by the other worker, return to the higher ledge and stand jump from the
S end to grab the opening at the opened gate.
Pull up, draw a
weapon and follow the passage until a worker
steps out to challenge you. Pick up the OLD KEY
he dropped and return to the previous room. Jump to the N ledge, turn and take
a running jump SW to the next ledge. From the fence opening jump straight N so
you'll grab the ladder. Climb up to an upper ledge and jump over the gap into
the E opening. Go down the ramp to the water hole, jump in and swim back to the
wall switch. Push it back up to re-open the gate so you can return to the area
where you started the level. Swim down the long E passage, then N and loop
around right through the pipe room and the narrow opening, straight through the
next narrow opening, left through the next narrow opening and straight to the
exit pool. Pull out and go to the pushblock against
the central building. Pull up onto the roof with the wall switch and jump W
onto the square roof with the hole in the center.
Use the higher SW
corner block to jump to the W landing. Use the Old Key to open the gate behind
you and enter the building. Around the corner is a wall switch that opens the
gate at the opposite landing. Return to the square roof with the central hole
and use the higher NE corner block to jump to the other W landing. Enter
through the opened gate and open the floor trap door in the back room (facing
W). Turn around and climb down the ladder, release at the bottom and drop down
to shallow but safe water. Follow the passage around to a floor hole. Before
jumping in, lob a grenade down into the water. After it explodes, jump in and
swim E toward a crate. The narrow grate to your right (N) that was closed
before should now be lifted; if not, return to the water hole, pull out and try
another grenade.
When you find that
the grate has lifted, swim inside and surface. Pull out into a small room and
shoot the crates for uzi ammo and to reveal an E wall switch that opens a
gate in the next room. Return to the water, swim out into the main room and
climb out via the E ladder to face a gauntlet of swinging sand bags. Start by
standing left and taking a stand jump when the sand bag starts swinging to your
left. You may be buffeted about a bit, but you should land safely at the far
edge of the first ledge. Do the same thing with the second ledge. For the third
ledge, wait for the sand bag to swing to your right, then jump SE and continue
to the corner where you'll be safe. Crouch, crawl back for the grenade gun ammo and go forward to stand up once
more in the corner. Walk N along the edge, face SE and repeat for the fourth
ledge. Hop E to the exit ledge and NE past the opened gate.
Arm your crossbow
with explosive arrows, run forward into the next room and take out two workers taking shelter behind fences on the upper
ledges. Use the SE crate to access the upper ledge through the opening in the
fence and grab the uzi ammo dropped by one of the workers. Jump W over
the slope, go to the wall and side flip left over the fences onto the ledge on
the N side. Go around to find the OLD KEY dropped by the other worker. Get
back over the the S side and jump back E over the
slope. Turn left into the S area and shoot two more workers,
one near and one far. Side flip over the fences as you did in the N area
and find uzi ammo dropped by one of the workers.
Continue through the
S opening to a similar-looking area and go around clockwise, hopping from
alcove to balcony when you reach the S side. Use your Old Key to open the SE
gate and go down the ramp to a partially water-filled room. Shoot two workers and a dog.
From the entrance, take a running jump S over the steps toward the crate to
cause an overhead sand bag to drop. Go back N, loop around right and take a
running jump over the burning slab to drop another sand bag and douse the
flames. Since there's nothing in the water, and since It's
now safe for you to get up on the slab, face N (slightly back from the edge)
and jump up to grab the N ladder. Climb up to a passage and shoot the crate.
Hop down into a lower room and shoot the smaller crates for a large medipack. Pull
down the S wall switch to open a gate leading outdoors.
Get back down to the
boulder room and go up the N ramp to the outdoor area. There are no fence
openings here, so go around this section counterclockwise, hop down to the
crates and from there to the floor. Exit W through the opened gate and face a
gauntlet, not of swinging sand bags but this time of drill bits. Time your way
past them on either side (but right side is slightly easier) with standing
jumps until you reach the SW opening. Shoot the worker
waiting at the top of the ramp and go up to encounter another worker just around the corner. Pick up 2 x uzi
ammo they dropped and continue up to the top to engage two more workers. The last one drops an OLD KEY that you can use at the end of the E
passage.
A trap door opens,
but there's deadly green water down below. Hang from the edge, drop to grab the
crack and shimmy left around corners until you can go no further. Drop to grab
the lower crack and shimmy right around corners until you can drop down onto a
checkered ledge. There's a wall switch behind you that initiates a timed run,
so you may first wish to take a dry run of the route described in the next
paragraph. In fact, it's best that you do so, so that you can get the next (and
last) secret along the way.
Jump the checkered
platforms suspended over the deadly water until you reach the last one. Take a
running jump N, roll in midair and jump off without sliding to grab the upper S
ledge. Pull up, turn around and hop down into the NE alcove for a large medipack and SECRET #41. Jump back to the ledge, run to the
other end and continue with a running jump to grab the crack in the S wall.
Shimmy right and pull up in front of the timed gate at the SE corner. Now that
you know the route, safety drop onto the checkered platform below and return to
the wall switch. Pull it down, reverse roll and repeat the moves described
earlier in this paragraph (without diverting for the secret this time, of
course). When you pull up in front of the timed gate, hop forward before it
closes in your face (it re-opens when you've beaten the timer). Pull down the
wall switch inside to open the gate below you, and safety drop once more onto
the checkered platform in front of the opened gateway. Shoot all the crates
inside and take a running jump with grab so you won't bump your head and you'll
land safely.
Jump to the steps,
noting the closed door at the top, and go down as far as you can. Stand jump SE
down to the checkered ledge and go around to the far end. Take a running jump
NE with a midair roll so you'll land on the slope facing forward. Jump off to
grab the ladder and climb up until Lara's hands are on the rung just above the
black stripe. Take a rolling back flip to activate the jump switch behind you.
Take another rolling back flip when you land on the slope below to grab the
ladder once more. Save your game while hanging from the ladder for perhaps the
most difficult jump in the whole game (at least it was for me). Climb down and
shift right so that Lara's hands are at the vertex of the slope. The idea is to
back flip onto the slope and jump off with a right curve so that Lara lands on
the other slope and slides safely down to the checkered ledge. However, the
problem is that in this game Lara automatically turns around when making a back
flip, and I found no way to prevent that from happening. Therefore, the instant
Lara lands on the slope facing the ladder, she has to jump off with another
midair turn so she'll be facing in the right direction. It took me many tries,
and I was not a happy camper when I finally got there.
Anyway, the jump
switch opened a gate in the E wall, so take a running jump to grab the ledge,
pull up and run down into an area with safe water. Go across to the N end (note
the closed trap door in the water) and enter the E crawl space. Shoot all the
crates in the next room and use your crowbar to pry loose the ELECTRIC WIRES in the NE alcove. Place them
around the corner in the SE alcove to lift the cover from the nearby wall
switch. Pull down the switch to lower the trap door in the water room. Return
there, note the closed gate up in the NW alcove, swim down and follow the
passage to a room with waterlogged crates. Pull the E underwater lever between
two of the crates to open the gate you noted back in the water room. Go back
there and pull up two times N into a barren room with a receptacle.
Hop down the N floor
hole and shoot two dogs and the worker you may have heard pacing nervously for
quite some time. Pick up the RED FUSE he
dropped and climb back up to the previous room. Place the Red Fuse to trigger a
lengthy flyby back through previously explored areas and ending with deadly
water now being made safe. Return to the water room and swim down through the
open trap door once more. Go through the waterlogged crate room to the boulder
room and up the N ramp to the outdoor area. Go around as you did before to the
next S section with the trees down below. Go around to the crates and use them
to get down to the water hole. Jump in and swim past the opened gate to where
you can pull out and hop across into the adjacent pool. Swim around and up to find
the opened gate. Continue to the S steps and surface. Walk up the steps,
continue to the E wall and pull up right.
Walk over the
disabled spike trap and jump down to the water below. Find the N ladder, mount
it and climb up to a checkered ledge. Turn left and go up the winding
staircase. Near the top, turn right and jump W past the torch and an opening in
the fence to find a receptacle on the other side. Place the St. Jean Cross to
trigger a flyby and transport Lara to a different area. Step out of the opened
cage and go across this dark room to the NW corner. Climb onto the block, stand
left, jump up to grab the slope, pull up and slide down the other side, jumping
off with a left curve and grab to land on a higher floor. Or, you can simply
back flip onto the NW slope, jump off to grab the facing slope, shimmy right
around the corner and pull up.
Enter and shoot all
the crates near the back of the room. Pick up a small
medipack and
crossbow arrows and go to the opening of the next room N to trigger
numerous spikes that pop up at different times. Time a quick run into the NW
alcove and pull down the wall switch to disable spikes in a nearby alcove. The
spikes along this row follow a regular pattern, so when the nearest spikes go
down start running across the room and take a final jump into the E alcove.
Don't pull down the wall switch there lest you be spiked. Instead, turn around
and time your way across three spike traps ahead (pause briefly before stepping
from one square to the next) and to your left to reach the NE alcove where the
spikes were disabled. Pull down this wall switch to disable more spikes, turn
around and see that in this row, the spikes are coming toward you instead of
going away from you.
When the nearest
spikes go down, start running W and take a final running jump into the NW
alcove. This may take a few tries. When you get there, pull down the wall
switch to disable the final spike trap, turn around and loop around left into
the adjacent W alcove in the same manner as you did earlier. Leave this switch
alone, turn around and run across the room into the E alcove you visited
earlier. The spikes here are now disabled, so pull down the wall switch to open
the N gates. Loop around left into the NE alcove, wait for the nearest spikes to
go down, run out and turn left to reach a safe area past the opened gates.
The plinth to your
left is spike trapped, so first take STATUETTE 1
from the plinth on your right (which appears also to be spike trapped but
isn't) to disable those spikes. Take STATUETTE 2
from the E plinth. These Statuettes are for apparent use in Part 2, as they
aren't used in this level. Step back toward the spike room to trigger
explosions that drastically change the topography of the areas to the S. You
now need to get through the spike room. The easiest way is to step on the
raised SW slab when the spikes are down, walk down to the adjacent S square,
and continue in like manner, pausing briefly on each square, until you reach
the S exit. Run through the next room to the area where the explosions took
place.
Go to the archway on
the left, light a flare and stand jump SE with grab to land in the niche with a
low ceiling. Walk to the SE corner and look up right to see the jump
switch. Take a running jump to activate it and open an underwater gate. Run off
S into the water and swim to the back SW corner. Loop around left and pull the
underwater lever you see on the back side of the column (cut scene of a closed
gate). Swim N close to the right wall, all the way to the NW corner and pull
another underwater lever to open the gate you saw in the cut scene. Surface for
air, then swim N past the gate you opened earlier with the jump switch and take
an immediate right to swim past the other opened gate. Follow to a third
underwater lever. When you pull it another gate opens and Lara's theme music
plays. Flip turn, swim back to the gate, turn right and swim straight across E
past the other opened gate. Turn right and swim N along the passage to end this
epic adventure.