THE SANCTUARY OF LIGHT - PART 1

 

Levels by tombraider1703

 

Walkthrough by Phil Lambeth (with the help of kapil4417037's video walks)

 

 

Level 1: TEMPLE OF HORUS

 

Click here for the video walk.

 

Slide down onto a grate bathed in rays. Go through the passage ahead into the next room and a door closes behind you. Jump across to the E ledge and note two wall receptacles to which you'll return later in the level. Go to the N wall, run off the ledge onto the slope below, slide and grab. Shimmy right around three corners and safety drop two times to the dark floor. Light a flare and locate the floor hole near the NW corner. Slide down and enter the next room for SECRET #1. Grab the large medipack, shotgun ammo and explosive arrows and hop up onto the sand dune in the NE corner.

 

Face S and take a "walking running" jump to grab the climbing surface. Climb the long ladder, pull up at the top and slide down to a ledge in the room where you began the level. Jump across to the S opening and follow the passage up, hopping a gap near the top, until you trigger a flyby of the deep room. Jump up NW onto the block and take a running jump W, being mindful of the low ceiling, to grab a higher block. Pull up and take another running jump W to grab the crack in the column. Shimmy left around two corners and continue until you can pull up into an opening with a wall switch.

 

A door opens, so hang from the opening and shimmy right a bit before dropping to the ledge below with some loss of health. Take two jumps to the crawl space near the SW corner and get inside. Go around the corner, hang from the edge, release and slide and grab, pull up and take a rolling back flip into the E passage. Follow around to the open area, and from near the tall green column take a running jump N to grab the jutting ledge. Pull up, ignore the E passage and jump up NW onto the block once again.

 

This time, turn right and stand jump E to grab the higher ledge. Pull up, stand at the S edge, take two steps back and stand jump to grab the pole. Swing around, jump off to grab the next pole, swing around and jump to grab the crack. Shimmy right around the corner and drop. Reverse roll to find a pushblock dead ahead. Push it twice to reveal a passage, go around and up the steps to a jutting ledge. Stand facing E at the highest point and jump up to grab the opening. Pull up higher to find a wall switch that lifts a gate somewhere.

 

Drop back to the ledge below and go down the steps to the outside ledge. Take a slightly angled running jump to grab the pole, swing and jump to the next pole, swing and jump to the previous ledge. Enter the E opening and follow to the gap. Take a running jump across the gap to grab the ledge, pull up and stand jump with grab to land inside the alcove with the timed wall switch that lifts another gate at the end of the E passage. You may wish to practice the route first and grab the shotgun ammo near the timed gate that wouldn't otherwise be available to you. Pull the switch, reverse roll and run out right onto the ledge, stand jump N to the next ledge, run jump SE to the next ledge, stand jump E into the opening and run forward.

 

When you get past the timed gate, jump the gap and go up the steps, hang left at the opening and shimmy left around the corner to the crack in the wall, shimmy left around another corner and pull up. Go down the steps to a plinth with the first ANKH CARTOUCHE. The gate ahead opens when you pick it up, bringing you to passages previously explored. Go straight to the W ledge, hop NW to the adjacent ledge, run jump W with grab to glide down to the block below, run jump W to grab the higher block as you did earlier, pull up in the corner and safety drop from the other side.

 

Enter the W opening and go up the steps to a new room. Shoot the scorpion, pick up the flares and note the rising block square. Climb the ladder at the end of the N passage and back flip when Lara's hands reach the horizontal band. Take a running jump slightly SW to grab the pole, turn around in place (down arrow key), swing around and jump to grab the opening in the N wall. Shimmy left around the corner and pull up into the opening over the swingpole. Face E and stand jump to grab the next pole, swing around and jump to grab the wall ladder. Climb up and shift right to drop down into an alcove with a wall switch.

 

Pull the switch to lift a double gate somewhere, hop into the adjoining alcove for a small medipack and jump to grab the E ladder. Climb down as far as you can and release to drop onto a block with a slight health loss. Hop to the floor and go to the plinth near the S wall for CARTOUCHE PIECE 2. Get back onto the block you dropped onto and stand jump slightly SE to grab the higher ledge. Pull up and take a running jump W into the alcove with a wall switch that opens the door in the passage behind you.

 

Reverse roll, jump back to the ledge and go up the steps past the opened door to a new area that looks much like those you've already seen. Jump E onto the jutting ledge and hop around the corner to a plinth with CARTOUCHE PIECE 1. Jump NE onto the adjacent ledge and take a running NE to land on a ledge below in front of an E opening which leads to previously explored territory. Hop to the adjacent NW ledge, jump W with grab to glide onto the block below, turn and jump SE down to the ledge. Enter the E opening and jump over the spear pit. Follow the uneven passage down to a ledge near the receptacle ledge you visited earlier.

 

Jump over there, and if you haven't already combined the Cartouche Pieces do so now and place the Ankh Cartouche and Scarable Cartouche in their respective receptacles. The door between them opens, so enter the E room to find a large medipack on the wall ledge. Continue along the passage on your right or left to a room with scales and a closed door. Shoot a scorpion and wait for a second scorpion to arrive. Continue down the passage on your right to get rid of a third scorpion, then loop around right up the left passage to a ledge overlooking another deep room. Is this starting to get monotonous or what?

 

Anyway, save your game and stand jump to grab the slope ahead and a bit to your right. Pull up, slide down the other side, jump off with a left curve onto another slope and jump off with a right curve to grab a ledge. If you grab the exact corner, you can't shimmy or pull up and will have to reload. Pull up, turn around and find the jump switch. Take a running jump there to activate it, slide and drop to a lower slope, slide and grab and shimmy left, and back flip onto a flat ledge. Face N and take a running jump over the gap to grab a niche in the column. Pull up, turn left and walk to the corner. Stand jump W to grab the pole near the wall, swing around and jump to grab the next pole, swing around and jump off with a right curve and grab to land in a corner niche.

 

Face S, back up into the corner and take a running jump to grab a crack. Shimmy left around two corners and pull up into the S opening. Climb the ladder at the end of the passage, back flip near the top into a higher passage and come out to an opening overlooking the latest deep room. Jump NW to the ledge, turn around and save your game for a repeat of that slide and jump routine described in the preceding paragraph. Wheh you reach and pull up safely onto that N ledge, turn right and jump to the E ledge. Enter the doorway you opened with the jump switch and take the SMALL WATERSKIN from the plinth.

 

Jump W back to the previous ledge, face a bit NW and take a running jump to grab the stone slope. Pull up, slide and jump to the next slope, jump off onto the W ledge, turn right and run down to the room with the scales, loop around left down to the room where you shot the third scorpion earlier and note the handy side pools for filling waterskins. The S pool has a shaft you can swim down. Follow to an intersection and turn right. Follow to a floor hole and swim down the shaft. Turn left near the bottom and continue around the corner to an underwater lever. Pull it and swim up for air. Swim back the way you came, up the shaft to the very top and go S. Continue to another intersection, swim up the shaft and pull out into a room.

 

Pull down the S wall switch, jump back into the water and swim N at the intersection. Swim down the shaft past the intersection and an opened trap door to find another underwater lever. Pull it for just a glimpse of a gate opening and swim back up the shaft. Swim straight (N) at the intersection, surface and pull out into the room with the side pools. Turn right past the E gate you opened and find the LARGE WATERSKIN on the plinth at the end of the passage.

 

Go back and step into one of the pools. Fill the large waterskin, combine it with the small waterskin and empty the small waterskin. Combine the two waterskins to transfer the two litres from the large to the small and fill the large waterskin again. Combine it with the small waterskin, filling the latter and leaving the large waterskin with four litres. Exit up the W steps to the room with the scales and pour the four litres from the large waterskin into the bowl on the scales. A block lowers to your right, so hop down and slide down the long N slope.

 

In the room below, make your way up N with running jumps and grabs as necessary to get to the opening at the far end. Follow the winding passage up some steps, shooting a scorpion along the way, until you reach the opening at the top. Take a running jump NE to the ledge and go up the ramp as Lara's theme music plays. As you approach the sunlight the level changes.

 

Level 2: RACE TO ALEXANDRIA

 

Click here for the video walk.

 

After the flyby, shoot the two ninjas below from your relatively safe vantage point, then get down quickly and pick up the UZIS and uzi ammo they dropped before two assassins show up. If you're too slow, one of the assassins will steal the ammo, but will then give it right back up when you kill him. The other assassin leaves behind a small medipack. A third ninja is shooting at you from a high perch SE, so move closer so you can target him from down here. Bask in the blessed sunlight a moment, then hop onto the slanted block near one of the Land Rovers and take a running jump E to grab the corner ledge. Pull up two times, turn to face NW and take a long running jump past the corner onto another ledge. Walk forward and hop NW toward the opening to draw out another ninja. Delete 094.wav from your audio folder if the annoying looping sound track is starting to get on your nerves.

 

Go around to another opening, jump W over the gap and jump the ledges in a counterclockwise direction until you can take a running jump S to grab a column. Pull up and shoot the ninja lurking in the cave to your right. Pick up the uzi ammo he dropped and return to the column. The two columns are connected by a tightrope, so make your way carefully over to the second column. When you get there, take a running jump S to grab the third column, pull up and take a running jump E to grab the crack in the structure. Shimmy left around the corner and pull up into the opening where the ninja was.

 

Use the reach-in switch to open a gate down below. Safety drop to the ground and go around to the SW gateway for the IGNITION KEY and watch one of the Land Rovers drive away. The other is still available, however, so get in it and drive it in the direction it's facing. Loop around left and up the slope, through the opening and down into an open-ended grotto. Get out momentarily, hop up NE for the uzi ammo and drive the Land Rover down into the valley. Delete 098.wav from your audio folder if you wish to get rid of the constant racket while you're driving.

 

When you reach a dark intersection, stop and get out and hop up the S slope for a large medipack and a rather easy SECRET #2. Get back and drive past the secret passage E into the valley and around a deep pit and you'll see the other Land Rover speeding along ahead of you. Drive over the stone bridges and precarious ledges to the E archway, continue along the rocky path and run over a ninja near a closed gate. Get out and look through the gate to see the other Land Rover, apparently stuck somehow and trying to get free from whatever is holding it back while someone is tossing grenades in frustration.

 

Hop up into the E opening and follow the passage until you hear an explosion. A bit further ahead is a floor hole. Hang from the edge, shimmy left around the corner and along the crack, and pull up on the other side. Continue forward to trigger a flyby in the area where the other Land Rover is parked. Three ninjas attack simultaneously, one drops a small medipack and the others 2 x uzi ammo (unless one of the ninjas swiped one of the pickups before you could kill him).  

 

Use the scaffolding to get on top of the central column for the GATE KEY. Get down and hop into the W opening. Climb the ladder in the N wall, shift right and drop down onto the ledge. Walk outside and over the scaffolding to the SW alcove, where you'll find the receptacle for the Gate Key. Go inside to find a pushblock. Pull it N and move it two times W so you can use it to get on top of the scaffolding and enter the S opening. Push the floor lever to lower a block somewhere, get down and go back outside.

 

Take a running jump E to the small ledge, stand right, save your game and take a tricky running jump to grab the swingpole. Swing around and jump off with a right curve to land on a block. Take a running jump slightly NE to the corner ledge and jump up to grab the crack in the wall. Shimmy left around the corner and drop. Jump the ledges until you reach the first of three platforms on the N side of the dig. Jump to the third platform, and you can see the opening ahead where the block lowered. However, you can't reach it from here, so line up with the SW ledge and save your game for a pixel-perfect running jump from corner to corner (it helps to jump up once before you start running).

 

Once you get there, go around to find a ladder beyond the lowered block, climb a bit and back flip into the passage above. Shoot a ninja lurking on the ledge near the S opening, jump to where he was and turn around to find the jump switch. Get as close as you can to it, jump to activate it and slide down to the ladder opening. Get back up to the higher passage and jump back to the ninja ledge. Go around to the S side of the dig and take a running jump to the top of the scaffolding. Go to the E end and shoot the ninja waiting for you from the S opening. Jump there, go around and continue along the ledge to the N opening.

 

Go there and push the floor levers to open gates down below, one where your Land Rover is parked and the other at the S end of the dig to release two assassins. Go back a bit, look down from the W edge to find the slope, hang from the edge, drop down to it and grab, and safety drop to the ground to deal with the assassins. Get into your Land Rover, drive it past the two opened gates and up the slope to the next level.

 

Level 3: CATACOMBS

 

Click here for the video walk.

 

Lara slides down sans Land Rover to begin the next phase of her adventure. One of the nearby jars hides shotgun ammo. Go W down the steps and pull up into the window opening for flares. Drop down and go S to a cluttered room. The larger jar in the corner contains more flares. Note the closed W door and go up the N steps into a small room where you can pull up higher E onto a ledge with a pushblock. Push the block over the edge, get down and pull it two times. Side flip right to escape the collision, get up on the pushblock and pull up N into the window opening.

 

Turn around and stand jump to grab the higher opening, pull up and find a wall switch that opens the door you noted earlier and also releases a wraith. Drop down, exit this room and go around right through the opened door and hop down into the next room. Go up the N steps and follow around to a wraith-killing bird statue. Shoot the jar for a small medipack and exit via either set of steps to the previous room. Shoot a similar jar for shotgun ammo, face the chain and run off the edge to grab it. Slide down to an annoying fixed camera, line up with the next chain and stand jump to grab it. Slide down to the floor and go through the W opening.

 

The door ahead opens as you approach it and closes again as you step forward to push the floor lever. Magically, everything around you lifts, so that you now stand on a ledge overlooking a large room. Use the W tightrope to get across to the other side. It's a long trek, and the camera becomes fixed when you're halfway across, but it's not really a difficult task. When you get there, shoot the jar ahead for shotgun ammo, note for later the ladder to your right and continue through the W opening.  

 

Go down the steps past a couple of empty jars and come out to trigger a flyby through the next huge area. Safety drop to the floor below, rolling upon landing to minimize your health loss, and find the wall switch in an adjacent alcove. Pull it to open the gate to your left and enter the N room that's cluttered with jars. All are empty save one with a small medipack. The SHOTGUN is there for the taking on a nearby plinth, together with some shotgun ammo.

 

Go through the NW passage near a shallow pool, arm yourself with the shotgun as you go down the steps, run past a skeleton, jump the gap toward a column in the next room, reverse roll and blast the skeleton into oblivion just before his leap brings him to you. Don't waste your time and energy with the jars in this room. Make your way around to the NE corner and enter the opening there. Vault over the oddly placed corner ledges into a small N room. Pull up to your right and use the blocks to get up to the N area.

 

Go through the W archway and pull down the wall switch to activate a waterfall. Go back and safety drop into the knee-deep water. Follow the channel back the way you came and in the next room run S past the sleeping skeleton toward the SE opening. The next skeleton you encounter awakens, so lure him to a floor opening and blast him over the edge. Return to the SE opening, go through to the next room and look in the dark SE corner for crossbow arrows. Hop onto the nearby sand dune and take another tricky jump up to the lower NE corner.  Standing at that same corner, turn to face W and stand jump to grab the swingpole. Swing around and jump off onto the platform.

 

Take a running jump S to the next platform, turn right and stand jump to grab the next swingpole. Swing around and jump off onto the corner sand dune, slide down right and hop to the long W alcove. Go to the far end, hang from the edge and shimmy right along the crack until you can pull up. Hop N to the next ledge and take a running jump E across the room to grab another crack. Shimmy right around the corner and drop down onto a corner ledge. Face S and take a running jump to grab the next crack. Shimmy right around the corner and pull up into an alcove.

 

Run forward and pull down the wall switch. Go back, safety drop to the floor and go through the connecting passage to the next room. Turn right at the sleeping skeleton and go through the E opening. Follow the dry channel to a closed gate and look to your right for shotgun ammo in the dark SE corner. Continue into the E room with the sleeping skeleton and turn left into the N side room. Face W and climb the chain, back flip onto the ledge and save your game in front of the timed wall switch.

 

Pull the switch, hit the look key to kill the cut scene of a door opening (or wait for the timer to reset), reverse roll and make your way counterclockwise along the ledges at this level to reach the timed door in the S wall before it closes. Step over the sleeping skeleton and pull down the wall switch to activate the waterfall in this area and, of course, awaken the skeleton. Deal with him or run past him as you prefer, jump NW twice and go through the W passage to the ledge overlooking the large room.

 

Turn left and take a running jump to the S ledge for shotgun ammo. Jump back to the previous ledge and take a running jump (mind the low ceiling) to grab the W ledge. Pull up in the corner, hop to the column with the platform cap and take another running jump to grab the N corner ledge. Pull up and hop into the alcove with a wall switch that lowers a cage. From the previous ledge stand right and take a running jump and grab back to the capped column (for some reason I found the jump back to be other than routine). Pull up, turn right and take a running jump and grab to the W capped column.

 

Pull up and take a running jump to the N ledge. Hang from the other side, shimmy right around the corner and pull up in a cramped archway. Stand jump W to grab the ledge ahead, pull up in the corner and walk to the W end. Hang from the edge, shimmy right around the corner and pull up onto the adjacent ledge, jump W to the central column and take the PHAROS KNOT from the plinth. Safety drop to the floor, ignore the empty jars and head E toward the activated waterfall. Dive down into the water far below and swim into the W passage. Allow the current to carry you to an apparent level change (although the name of the level stays the same).

 

Click here for this part of the video walk.

 

Swim E into the sunken room, go up and swim N into a larger room, find the ceiling hole and surface there. Pull out S and stoop to pick up a small medipack. Jump back into the water to find that the room has multiple openings on two levels. We'll call this the hub room. Swim through the upper left opening in the S wall, stay high and continue through the first triangular opening. Turn left and swim up in front of the bird statue. Pull out S for SECRET #3 and walk past the plant for shotgun ammo and a large medipack

 

Get back into the water and return to the previous passage. Swim S through the second triangular opening into another large room guarded by a crocodile. Swim across the room and pull out onto one of the column bases to deal with this enemy. Jump back into the water and swim to the lower NW corner to find an underwater lever. Pull it, flip turn, loop around left and swim back N through the two triangular openings and the two archways to the hub room.

 

Take a sharp right into the upper opening in the E wall and come to another large room. Yes, I know this has the potential to become quite confusing. There's another crocodile, so pull out at a convenient spot and deal with it. Back in the water, swim to the structure against the middle of the N wall. Enter via any of the three openings, swim up and into the N passage for uzi ammo and SECRET #4

 

Return to the large room and pull out onto a ledge. Make your way to the S wall, shoot two of the jugs to get them out of the way and save your game in front of the timed wall switch. It opens the gate at the end of the E ledge, so take a rolling back flip and jump the corner NE with pixel-perfect precision, then sprint the rest of the way to get there in time. It's quite tight, so save again when you succeed. Go up the steps, jump the gap and you can see another wall switch in the distance. You can get into the W opening with a running jump and grab (so as not to bump your head). The wall switch at the end opens the gate down below in the W wall, and it doesn't appear to be timed.

 

Drop into the water from here, pull out onto the nearby ledge and enter the W opening to find a ladder. Climb up, shifting left as you go, and at the top shift left to drop down onto a ledge. As you step out onto a network of upper ledges you awaken a skeleton, so pause to take care of it. Find the pushblock and push it off the edge down onto the ledge below. Jump into the water, pull out onto that ledge and move the pushblock as far S as you can. Get up on it and pull up S to face a chain.

 

Face S, climb the chain and back flip into the N alcove. Pull down the wall switch to open a trap door back up where the pushblock was, and jump down into the water. Pull out onto the NW ledge, climb the ladder back to the upper ledges and safety drop past the opened trap door.  Take the PHAROS PILLAR from the plinth and the E face of the cage opens. Jump into the water and swim to the far NE corner. Pull out N, get on the adjacent block and pull up W onto the higher ledge. Shoot the crocodile down in the water and jump the ledges to get to the SW corner. Jump to grab the crack in the W wall and shimmy right to reach the opposite ledge.

 

Drop down, shoot the jug and hop E, face the swingpole standing left and take a running jump to grab it. Swing around and jump off to land on the upper ledge. Make your way to the N opening, go past the sleeping skeleton and push the large button to open an underwater door and, of course, awaken the skeleton. Jump into the water and swim all the way toward the SW corner. Take a right past the archway into the hub room, grab air via the ceiling hole and find the opened door just beyond the lower opening in the E wall.

 

Enter and follow the passage to a small room, turn left and continue E to a similar small room, swim down the floor hole and continue to yet another small room with an underwater lever. Pull it to lower the water level in the hub room and beat a hasty retreat for air in the ceiling shaft of the previous room. Return to the hub room and pull out E. Run forward into the previously flooded area and you may encounter a stranded crocodile. Run to the far E wall and find an opening with a wall switch. Pull it down with no indication of what may have just happened and run a long way toward the NW corner, where you'll find a ladder.

 

Climb up past the ceiling hole, shift left and drop down. Hop over to the SE ledge and take a running jump across the room to grab the W platform. Pull up and find that you've awakened a skeleton on a ledge off to your left. Deal with him and jump over to where he was. Go around the corner to find a tightrope. Make your way S along the tightrope to the next ledge. Hop SW to the platform around the corner and jump W to the ledge with the columns to find another tightrope. Use it to reach the S opening in the central structure. Go around to the other opening and take a running jump SW onto the ledge in front of the W wall opening.

 

Go up the steps and past a grated floor into a room with a wall switch. Pull it down to raise blocks and release a wraith. Run back the way you came, safety drop to the floor and run SE to the bird statue within the column opening. Wait for the wraith to explode and run through one set of archways in the W wall. Jump into the pool, turn left and pull out S. Continue to a smaller pool, jump across with grab to land in the triangular opening and continue S to another pool. Uh, oh, here comes another wraith, so go back a bit to find a bird statue in the alcove on your right.  

 

When the wraith is gone, go back S to the larger pool and jump up SE to the gap in the column. (If the column is solid, that means you didn't pull the underwater lever down in the NW corner that was noted earlier.) Take a running jump S with grab to land in the next gap. Face SW and take a running jump to grab a crack in the corner. Shimmy left into you can pull up into a crawl space. Hang from the other side, shimmy right and pull up onto a slanted block. Turn right and jump up to grab the ceiling. Monkey swing S to another slanted block and release. Turn left and jump to grab the swingpole. Turn in place, swing around and jump off to land on a higher ledge.

 

Locate the crack in the SW column and jump to grab it. Shimmy right around two corners and pull up into the W opening. Face slightly NE and stand jump to grab the upper ledge. Pull up and walk to the edge of the N opening on the right. Take a running jump to grab the jutting platform, pull up and jump to the plinth with a second PHAROS PILLAR. When you pick it two skeletons are awakened, one on either side of you. Drop down into the pool below.

 

Swim N, pull out in front of the triangular passages and continue N to the hub room. Pull out NW and follow to the next large pool. Jump in and swim across to the N end. Pull out and place the two Pharos Pillars to open the large door. Go up the steps and follow to another apparent level change (although the name of the level stays the same once again). 

 

Click here for this part of the video walk.

 

Continue to the plinth as the gate ahead opens and pick up the LASER SIGHT. A skeleton also awakens, and as you run past it (there's shotgun ammo just around the corner to your right) trying to find a hole to blast it into, another skeleton awakens. There's an opening near the NE corner with steps leading upward, but the skeletons won't follow you very far inside. Instead, turn left into the W opening and follow around to your right to a receptacle for the Pharos Knot as a third skeleton joins the party.

 

Rush inside, take the CROSSBOW from the plinth, arm it with explosive arrows and exact your revenge upon the skeletons. As you look around you realize you've been here before. Go back to those steps near the NE corner and go all the way up to a ledge overlooking a huge room. Jump SW onto the adjacent ledge, follow around past a closed gate and jump to the W platform with the sleeping skeleton.  Face S and look up to see the bell in a ceiling alcove. Combine the laser sight with the crossbow and shoot the bell. If a normal arrow doesn't work (it should if you aim at the lower section), invest an explosive arrow. The gate you just passed by opens, but the skeleton remains in deep slumber.

 

Go to the opened gate and climb the chain. Back flip into an alcove at the top and notice another closed gate. Hop to the outer ledge and take a running jump S to grab the next ledge. When you pull up the skeleton awakens, so decide whether to blow it over the edge or reduce it to small pieces. Continue with a running jump S to grab the ledge supporting the tightrope. Walk the tightrope to the E structure, go around left and pull down the wall switch to lift a gate. Turn left, take a running jump slightly SW to a ledge with a small medipack, then jump to the W ledge and go around left to find the opened S gate.

 

Enter and follow the passage to an opening. Jump to the N structure and continue N along the W wall, jumping blocks until you reach a swingpole. Take a running jump slightly NE to grab the left part of the swingpole, swing around and jump off with a left curve and grab to land in the N opening below. Go to the other end and take a running jump NE to the ledge against the N wall. Go to the E end and take a running jump to grab the next swingpole. Swing around, jump off with a right curve onto the slope and jump off onto a ledge in front of a closed gate.

 

Face NE and jump to the ledge with a wall switch that opens that gate, but don't go back there. Instead, continue clockwise around the ledges to find another wall switch. This one pushes out a block somewhere. Jump S to grab the block and pull up into the gap. Run off the other side and stand jump to grab the swingpole. Swing around and jump off to land in the next S gap. Jump slightly SW to grab the higher block, pull up and face SE to jump and grab the upper ledge. Pull up, go around and take a running jump S to grab the triangular opening. Pull up and loop around right to face a silent spike gauntlet.

 

Save your game and wait for the cycling spikes to reach you. Run forward (sprint not necessary) and go around to the opening. Jump to the platform with columns and continue with a running jump N to grab the rope. Turn left, swing and jump off onto the jutting W ledge. (I had to aim a little right of the ledge, as Lara refused to jump off smoothly.) Jump N to the platform and again to the N ledge and use the tightrope to reach the E structure. Run forward and pull the chain to trigger a flyby that ends with a door being opened.

 

Jump to the N opening and go down the steps. Hop down twice onto a ledge. Jump clockwise around the periphery of this room and get on the N ladder. Climb down all the way to the floor and loop around right into the W opening to awaken a skeleton. Go up the steps past the fountains and approach the closed door to end the level.