Level by Piotr Klonowski (Pedros)
Walkthrough by Phil Lambeth
Begin by stepping out of the corner of the uneven rock path and picking
up the flares ahead. Continue east along the path and hop down into the hole in
the far right corner. Turn left and safety drop to the bottom of a shaft. Turn
right and use the crawl space to access another safety drop opportunity. Turn
right, step forward and slide down the slope to a ramp leading down to a
nondescript room. Run forward and into the left opening. There's nothing in the
alcoves to your right and left. However, in the south wall of the north alcove
is a jump switch. Activate it and then duck to leave this area. Make a hairpin
turn to the left and run down the stairs.
Turn right and go through the doorway you opened with the jump switch
into a dark room. You'll alert a harpy, so do your best to hop around while
pouring pistol rounds into it. When it's dead, hop on the NE and SW blocks for
some shotgun ammo. Use the ladder in the north wall to access a crawl space. Crawl
around to the right, and when you near the opening ahead move to your left and
take refuge behind the column as soon as you can stand up, as a demigod will
start firing at you while you're still helpless in the crawl space. Kill him,
then go across the room and through the opening in the east wall. Turn left and
run past the skeleton that's coming your way. Stop to pick up the small
medi-pack as you enter the next room, and you'll see another harpy off to your
right.
It may be the better part of valor at this point simply to escape via
one of the two pools in this area, and save these enemies for later when you
have more firepower. It doesn't really matter which one you use first, but I
started with the one on the left (the West Pool). Jump into the water and swim
down through the hole in the bottom. Follow the passage west, turn right at the
bend and continue until you can surface. Pull up into a dark corridor and note
the receptacles on either side. You don't yet have either of the necessary
artifacts, so pick up the large medi-pack to your right and run to the other
side of the corridor for some uzi ammo. Continue around the corner and you'll
come to a deep slope that prevents your further progress from this end.
Go back the other way, jump into the water and swim back to the West
Pool. Pull up, run over to the the East Pool and jump in. There are two
openings in this pool, but swim through the hole in the bottom, in the SE
corner, first. This passage is longer than the first one, but follow it until
you're able to pull up into a red-tinted hallway. Pull up into the four side
alcoves for a small medi-pack and two stashes each of uzi and shotgun ammo. Continue
around the bend to the left and up the ramp to do battle with another demigod
in the next area. After he's dead, continue north up the ramp, but just before
you get to the next opening turn around and jump up to grab the lower part of
the ceiling.
Monkey swing across the room until you near the south wall, then dogleg
to your left and go to the crawl space. You'd normally be expected to drop/grab
here and pull up into the crawl space, but for me Lara just stood up with her
head in the ceiling somewhere. Duck down and crawl through the space until you
reach a larger area where you pick up the HORSEMAN'S GEM and the SHOTGUN. Crawl
back around to the opening and safety drop to the floor. Run to the opening in
the north end and continue down the ramp until you reach a fork in the road. Take
the left fork and pick up two stashes of shotgun ammo. Go back up and make a
hairpin turn to the left. Run up the ramp, pull up onto the block, pick up the
uzi ammo and step forward to slide down the slope.
Return to the small pool. Since you have the Horseman's Gem in your
possession, go ahead and place it in its appropriate receptacle. You need to
place both artifacts in order to open a door that allows you to proceed in the
level. Most gamers have trained themselves to wait until all necessary
artifacts have been collected before placing any of them. However, in this case
placing the gem opens a door in another room that gives you access to the
Pharos Knot. Many thanks to Val for this insight. Jump into the water and
follow the passage until you pull up in the West Pool. Use the shotgun to
eliminate the harpy and knock the skeleton into the water, then jump into the East
Pool and swim into the opening in the west wall. Follow the passage up and pull
up into a deep room. Kill the harpy, then look high up on the west wall. The
closed face door should now be open (because you placed the gem earlier).
If so, vault up onto the short block against the south wall, turn to
the left and pull up onto the ledge in the SE corner. Turn around and take a
running jump to the ledge in the SW corner. Turn and walk out to the NE corner.
then take a slightly angled running jump across to the thick ledge in the north
wall and pick up the UZIS and some uzi ammo. Turn to the right, walk to the
east edge and take a standing jump and grab up to the ledge in the NE corner. Pull
up, turn around and take a long running jump diagonally across the room to the
highest ledge in the south wall. Pick up the small medi-pack, then turn to your
right and take a standing jump with grab into the open doorway.
Run inside, pull up onto the block and pick up the PHAROS KNOT. Hop
back down and jump back across to the previous ledge. For a neat short cut back
down, walk to the NE corner of the ledge, facing NE, and take a swan dive
(standing jump with shift key depressed) down into the water hole. Swim back to
the East Pool, pull up and run over to jump into the West Pool. Swim through
the hole in the bottom and follow the passage to the dark corridor. Pull up and
light a flare. Place the Horseman's Gem and the Pharos Knot in the receptacles
to your right and left. Now stand facing the south wall next to whichever
receptacle you used to complete the cycle, with Lara's shoulder snug against
the east or west wall as the case may be. Use the crouch key and negotiate the
fairly difficult triangular crawl space. When you reach the bend, continue
south past the doorway you opened with the two artifacts, and stand up when
you're able.
Pull up onto the block ahead and run up the stairs. Continue along the
passage and pick up the shotgun ammo along the way. You'll soon
reach a ledge overlooking a room you navigated earlier in the level. Run west
to the end of the ledge and turn right. Take a standing jump to the slightly
sloped ledge in the west wall and pick up the shotgun ammo. Take a standing
jump over to the north ledge and pick up the large medi-pack. Turn right and run
along the ledge to the slope seemingly barring your way. Angle Lara slightly to
the left and take a running jump over the slope. Lara will hit another slope
and start sliding down backwards. Keep the action key depressed so that Lara
grabs the edge. Shimmy to the right until you can pull up, then continue east
along the ledge and drop down into the opening in the NE corner. Turn to the
right and take a standing jump up the slope. Pull up onto the two blocks ahead
and look out over the room below to your right.
Now face south and side step all the way to the right. Angle Lara
slightly to the right and light a flare. Take a standing jump forward and grab
the crack in the south wall. Shimmy to the right until you reach a crawl space
into which you can pull. Light another flare while in a crouched position and
crawl along the passage, making a horseshoe turn to the right. When you reach a
well-lit area, continue past the opening to your right and you'll soon reach a
corridor where you can stand up. Run forward and slide down the slope, jumping
off just before you reach the hole in the floor ahead. Pick up the uzi ammo in
the two alcoves, then hop back onto the slope, facing south, and slide down
backwards. Depress the action key so you'll grab the edge, then safety drop
into the next room.
Immediately reverse roll while drawing your uzis, and do battle with
two harpies and a demigod. When the coast is clear, head down the south passage
and turn right. You'll come to a ramp with a closed face door at the bottom. Go
past it to the SW corner, and jump up to grab the crawl space in the wall. Pull
up into it and crawl around to a bridge where another harpy is tossing bolts at
you in your helpless position. Draw your uzis as soon as you can stand up, and
kill it. In the next room following the path of the bridge is a pit with a
closed door on the other side. Hop down into the shallow pit on the west side
of the bridge in the first room, and locate the low-placed jump switch.
Activate it to open that door, and pick up the uzi ammo and the large medi-pack
before climbing back up to the bridge.
Turn to your left, walk up to the edge of the pit and take a running
jump and grab to the open doorway. Pull up and use the crawl space inside to
access an opening where you can stand up. Jump up to grab the ceiling, and
monkey swing along the textured ceiling until you reach a crawl space in the
east wall. Once again Lara will assume a standing position within the crawl
space, with her head stuck in the concrete above, so hit the crouch key and
crawl around to the right until you reach some stairs. You'll find absolutely
nothing to do or pick up in the room ahead, but run around quite thoroughly
anyway, as I suspect that somewhere here is the trigger that opens the face
door at the bottom of the ramp you saw earlier.
Crawl back out and safety drop to the floor. Head to the south end of
the room and turn left. Locate the ramp and, sure enough, the face door at the
bottom is now open. Go down there and use yet another crawl space to access a
room with closed double doors to your left and a throne of some kind to your
right. Go past the throne into a room where a harpy waits. Kill it, then pull
up onto the central block. There are two closed face doors ahead to the north,
and crawl spaces in the walls to your right and your left. Turn left and take a
standing jump and grab to the west crawl space. Pull inside, crawl to your
right past the closed face door, and stand up. Use the west crawl space to
access a ramped area with a jump switch in the wall. Activate it and go back to
the previous room. Back flip onto the central block and turn around.
Take a standing jump and grab to the crawl space in the east wall. Pull
up inside and crawl to your left, where you'll find a similar ramped passage
with a jump switch at the end. Activate it and return to the previous room. The
face doors beyond the north crawl space are now open, so Take a standing jump
and grab there, pull inside and crawl to an open area with two more jump
switches. Activate them both and return to the previous room. Go back through
the south opening, around the throne, and find that the double doors are now
open. Go inside and run up the ramp to end the level.