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)

 

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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.

 

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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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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.