RESURGENCE

 

Levels by Danilo Rocha

 

Walkthrough by Phil Lambeth, with the help of Doggett TV's video walks. Click here for the first of two parts.

The builder has also provided his own video walks that set forth his intended progression through the levels, the first part of which can be found here.

 

 

Level 1: LOST TEMPLE OF KHNUM

 

Lara slides down behind her guide. Follow the guide, pull up onto the ledge and run ahead of her to trigger a flyby of the opening just a few steps ahead. You must owe the guide some back wages, because she seems reluctant to move unless prompted. Run ahead of her again to trigger a flyby warning of the spike trap just ahead. Stand in front of the spikes and wait patiently for the guide to bring her chassis along and punch something into a keypad to neutralize the spikes. Go on through and the flow of the game is once again interrupted by a flyby.

 

The guide runs around the corner and stops, holding her hand out as if demanding money, and since nothing you can do will make her budge you're on your own for the moment. Go up the W steps and continue to a rock wall. Turn left, go through the opening and drop down several blocks to the cave floor. Go through the E opening to a clearing with a small pond and pull down the W wall switch to lift two gates somewhere. For a pickup, jump into the pond, locate the floor hole and swim down for a small medipack.

 

Go back W through the opening and climb the blocks back up to the top. Take a running jump S over the gap to another opening and go on through to an outdoor area. Go around left, ignore for now the NW opening and come to a ledge. Hop SE to the jutting ledge (mind the low ceiling) and jump S to grab the crack in the wall. Shimmy right around two corners, pull up and continue to a dark E opening. Hop down more blocks, shoot two scorpions down below and pull up E to a temple entrance.

 

Go up the ramp to a floor lever and push it for a flyby that shows a gate lifting in the inaccessible area to your right, ending with the guide running into the open gateway. Go back the way you came, climb up the ledge facing the W opening, turn around and jump across to grab the E ledge, shimmy right past the obstruction, pull up and take a running jump slightly NW to grab the far ledge. Shimmy left if necessary, pull up and find the LOST DOCUMENTS for SECRET #1.

 

Don't proceed further N, but slide back down to the cavern floor, go around to climb the blocks again and this time exit W to the outdoor area. Go around and safety drop to the canyon floor. Head E and enter the cave with the broken columns in front. Follow to the room where the spikes were neutralized earlier and turn left past the stairs into the room you saw during the last flyby. The jars are empty save for one small medipack and the plinth is spike-protected, so walk slowly toward the trap and the guide will disable the spikes for you. Step forward and grab the YELLOW KHNUM STONE.

 

Exit this room and go up the stairs. Go through the NW opening at the top into a cavern. There's an opening in the dark N wall. Go down the steps to face a trap. Take two steps back from the first spike field and stand jump over it so the darts won't strike you. Crawl underneath the darts and jump at a sharp angle over the second spike field to avoid the next set of darts. Crawl underneath these as well and hop to the plinth with the LIBRARY KEY. Return to the cavern the same way you came and jump E onto the ledge with the floor lever. Push it to open a door beneath you and safety drop to the ground.

 

Go through the opened door to a partially flooded room with the ORANGE KHNUM STONE. Reverse roll and go through the W opening in the cavern wall, jump the blocks as you've already done and jump to the W opening. Go around left again, and this time enter the NW opening you bypassed earlier. Hop down, pull up onto the ledge behind the boulder and push the boulder off the ledge to roll down and crash through the door below. Follow after it and in the next room use the Library Key to open the W door.

 

Step in to a fixed camera and a room with four closed doors. Continue to the next room with four wall switches. Pull down both switches in the S wall and only the switch on the right in the N wall. In the previous room the NE door is open. Enter, save your game here for a timed sequence, pull down the lone wall switch and return to the four switch room. Push the left one on the S wall back up and pull down the one on the left in the N wall. The NW door in the previous room is now open, and so is the gate inside to your right, but it's timed so you need to hurry. In that room is the BROWN KHNUM STONE.

 

The timed door won't re-open behind you, so take the other passage and shoot two scorpions along the way. The door at the end automatically opens to return to the four switch room. Pull down the switch on the left in the S wall, and pull up the switch on the right in the S wall. Leave the N switches alone. The SE door in the previous room is open, so go there and pull down the timed wall switch. Return to the four switch room, pull the right hand switches in both walls up or down, as the case may be, opening the SW door in the previous room, go there quickly and turn left past the timed doorway for the RED KHNUM STONE.

 

Take the alternate passage as before, shoot two scorpions along the way and exit this area through the E doorway. Get outside, continue E to the rock wall and zigzag E into the opening. Jump across to the ledge, hop to the S opening and turn right. Follow down the stairs to the E wall and place your four stones in the receptacles to open the double doors between them. Your guide will put in an appearance during this exercise and looks on while you complete it. When the doors open, go on through to trigger another interruption of the game.

 

Go up the steps while your guide reluctantly follows. Continue to closed double doors flanked by two wall switches. As you might expect, pulling them down opens the doors. Go on through to trigger another brief and pointless interruption, follow the guide and climb the blocks in her wake. Step forward to trigger a magnificent flyby through the temple area below. Go down the blocks to your right as the guide goes on ahead of you. Take a running jump without grab onto the first column top, stand jump to the next one and runjump NW to the longer ledge ahead, run to the W end and jump right onto the smaller S ledge. Hop up SE to grab the opening, pull up and go past the dead body for more LOST DOCUMENTS and SECRET #2.

 

Jump back to the previous small ledge, safety drop to the slope and slide into the shallow pond. Loop around right and go through the open W temple doors where the guide is waiting. There appears to be nothing to do in here at the moment, so exit, turn right and wade N through the water until it deepens and you can swim down into an underwater opening. Follow the tunnel until you can pull out, climb the N block and shoot the jar for SECRET #3. Pick up more LOST DOCUMENTS, note the closed face door and jump back into the water. Swim into the E opening and emerge in another outdoor temple area.

 

Wade out and pull up onto the E steps. Pull the body of the stabbing victim away from an OLD LETTER. Swim back to the previous area and into the temple where the guide was waiting, go around the central structure to find that the door in the back is now open and go on through to a dark hallway. The jars are all empty except the back right one, which hides a small medipack. The next room is a small planetarium with closed doors and receptacles. When you step forward after the flyby you're taken to the next level.

 

Level 2: RAIDERS' NIGHT OUT

 

Click here for the builder's walk.

 

You're somewhere in the city during a rainy night. Run forward toward the closed grate and go up the ramp to the left of it. Hop over the railing and pull down the wall switch to lift the grate. Before going there, side flip left, kick open the door to a small office and note the card receptacle behind the workstation. Go down the ramp and loop around left into the parking garage. Behind the red car to your left (light a flare -- which stays lit, by the way) is a crawl space with LOST DOCUMENTS for SECRET #4.

 

Near the car is a sign warning you not to leave your garbage there. Shoot it and push the wall button for the HOTEL SECURITY CARD KEY. You know where that goes, so return to the small office and use the Card Key to open both doors. Go first through the N door ahead into a hallway. The wooden barriers seem to indicate an elevator undergoing repair work. Ignore all of this for now, don't shoot anything and don't push the button.

 

Continue down the hallway, turn the corner and go past two closed doors. A soldier will charge out of the next doorway to your right. Go where he came from into a room with a fixed camera. Continue through the SW opening into a side room with a message, uzi ammo and a large medipack. Exit both rooms and return to the office with the card receptacle. Continue straight across into the other (S) opened doorway and turn left into a room with crates and an open flame. Shoot the waiting soldier, then the crate in the NW alcove for a small medipack.

 

The SW crate is a pushblock, so pull it once N, go around it to the left and find a second pushblock. Pull this one once W, go around all crates to the right and find the revealed S opening. Enter a storage room with the SECURITY PASS, uzi ammo, a small medipack on the crate and a crawl space leading to more LOST DOCUMENTS for SECRET #5. Don't crawl out where you found the secret, or you'll drop into the fireplace. Go back the way you came.

 

Exit the crate room and go across the hall into the E passage. Use the Security Pass to open the doors to the Stairs and Basement controls. You have to choose one, however, because if you enter either alcove and push the button there, the door to the other one closes. Whichever route you choose, you'll end up at the same place, so if you wish to play them both you'll need to save your game before starting. Both routes are documented below.

 

STAIRS

 

Enter the left alcove and push the Stairs button. Return to the office, continue straight through N and follow to the opened W door. Go up three flights of stairs and follow the passage past two crossings and take the third left to find another elevator undergoing apparent repairs. Push the button to hear some machinery activating and shoot the wooden barriers if you wish. Note the S wall receptacle and go back down the stairs (ignoring for now the next (S) opening in the corridor) to the lower elevator. Lo and behold, it didn't need repairs after all, so shoot one of the barriers and hop down to find CIRCUIT PIECE 2 on the floor.

 

Go back the way you came, up the stairs once more and now take the second left into the side passage that you ignored a bit earlier. Hop into the SW opening and step down into a small room. Shoot the crate for shotgun ammo and exit this room. Drop down into a lower room with crates, one of which is a pushblock. Pull it back and aside, then go around it to find a second pushblock. Make room for it by moving the first pushblock N and W, then pull the second pushblock two times and move it aside. Enter the revealed passage and enter the first of two connected crawl space openings. Pick up the small medipack along the way and exit in front of a button.

 

Push the button to open the S door and go inside to find uzi ammo in a cabinet. Kick open the door to a control room with a wall switch. Pull it down to open a door somewhere. Return to the crate room. It's not necessary to move anything out of your way; simply climb onto one of the blocks and hop up to the wooden walkway. Exit N, take the first left and go up the stairs to the opened door. Push the floor lever, ignore the E stairs, go back N and down the stairs you came up,  continue W down the hallway and go down the three flights of stairs. Turn left in the hallway and follow to the elevator.

 

The doors are now closed, so push the button and backtrack up the stairs again to the third floor elevator. Drop down to an apparent dead end, but there's a crawl space you can enter in the dark SE corner. Crawl until you can stand up, pull up N and find CIRCUIT PIECE 1 in one of the cabinets. Push the button to open the door and go up the stairs to the room with the floor lever. Exit N, go down the stairs and take the first right to the third floor elevator. Combine the two Circuit Pieces and place the CIRCUIT BOARD in the receptacle to open the door leading to a stairwell.

 

Go up the stairs to a room with shotgun ammo in a cabinet. Pull up onto the W ledge, turn around and jump to grab the higher E ledge. Pull up, turn around again and jump to grab the crack, shimmy left around two corners and pull up in front of a timed button that opens the E door down below. Push the button, hop back, drop and grab and drop to the floor, then quickly run forward past the timed door to an outdoor ledge. Stand right, hang from the edge, drop to the sloped roof below, slide and grab and shimmy a bit left, drop and slide and grab again, and shimmy left around two corners to pull up into an opening.

 

Grab the small medipack and pull down the wall switch to raise a platform. Go to the opening and take a running jump slightly SE to land on the raised platform in the next building. Pull up onto the roof and run E to find a floor trap door. The room with the glass windows to your right is for later, so open the trap door and drop down into an office.

 

Pull down the NW wall switch to open a second trap door next to the one you opened, stand in the center of the room facing W and jump up to grab the ladder in the ceiling hole. Climb up through the trap door you opened, go to the second trap door and climb the ladder down to a passage that leads to another office. Pull the wall switch here to open two trap doors, climb the E ladder past both opened trap doors and pull out onto a small section of the roof. Walk S into a fixed camera and take a running jump onto the scaffolding you can see below. Run off the S end with grab to glide into the wall opening below.

 

At this point the Stairs path and the Basement path merge, so if you want to experience the gameplay offered by both, save your game here (just in case) and reload the savegame you made before making your selection earlier. Otherwise, just skip the next section and scroll down to Resume Game.

 

BASEMENT

 

Enter the right alcove and push the Basement button. Return to the office and exit outdoors. Loop around into the parking garage and find the opened door near the red car. Enter for uzi ammo and a small medipack, shoot the NE crate for shotgun ammo and open the floor trap door. Drop down into the water below, pull out into the sewer and follow E, S (left) and W through the opening to an area with ledges. Make your way to the S opening and drop down to find a wall switch. Pull it down to lift a gate and hop back up N. Navigate the ledges to the NW corner and follow to a fenced-off room with two buttons that raise and lower the water levels in this section.

 

Push only the S button, go back the way you came and make your way S along the ledges. When you can go no further, jump into the water, swim across and pull up in front of the S opening. Enter for CIRCUIT PIECE 2 and return to the room with the two buttons. If you like, you can swim back and find uzi ammo on the floor along the way. Don't push the N button yet, but go past it up the steps, loop around left and find shotgun ammo in the alcove. Continue N to a floor hole, drop down and look for a gate with a wall switch behind it, which you can reach by dropping further down and going around clockwise through the water until you can pull up W into the opening. Pull down the switch to lift the gate and provide a short cut through this area.

 

Navigate the ledges toward the S wall, pull up to your right into the sewer area, turn left, then another left at the second opening and return NW to the two buttons. Push the N button, proceed to the floor hole, drop into the water and swim E to find an underwater lever that lifts a gate next to the floor hole. Return to the two-button room and proceed N to the opened gate. Enter for CIRCUIT PIECE 1 and return to the sewer area. Locate the receptacle in the E wall between the crates lined up against the wall, combine the Circuit Pieces and place the CIRCUIT BOARD to raise a platform beside you.

 

Get on the platform and pull up into the E crawl space. Follow to the other end and drop down into some shallow water. Pull up onto the S block and jump up to release a ceiling trap door. Pull up into a small kitchen and note the timed button in the W wall that needs some prep work before you push it. Hop up into the S opening above the trap door and follow to an office. Continue NE and push a button that opens the door to the small kitchen. If you like, you can pull up into the crawl space above the button to scout out the timed route you're about to take.

 

Stand in front of the timed button in the kitchen and save your game. Push the button to lift a gate in the upper crawl space, run N into the corridor, jump W to grab the crawl space, pull up and crawl past the fixed kitchen grate and turn right past the timed gate before it slams shut. With your back to the closed gate, jump up to release the ceiling trap door. Pull up into an office with a wall switch. Pull it down to open a nearby trap door, push the button in the corridor and climb the ladder to an outdoor part of the building.

 

Open the nearby floor trap door and climb down into the same office you just left. Push the button again, stand in the center of the room facing W and jump up to grab the ladder in the ceiling hole. Climb up through the trap door you opened, go to the second trap door and climb the ladder down to a passage that leads to another office. Pull the wall switch here to open two trap doors, climb the E ladder past both opened trap doors and pull out onto a small section of the roof. Walk S into a fixed camera and take a running jump onto the scaffolding you can see below. Run off the S end with grab to glide into the wall opening below.

 

RESUME GAME

 

Go left into a small room, kick open the door, ignore the open doorway ahead, turn left and follow to another closed door (passing a door requiring a key), open it and shoot the soldier in the next room. Go up the steps into a control room. Push the uncovered button to open one door and close another, go back the way you came and shoot the advancing soldier, turn right at the N wall and go out onto an outside walkway. Loop around and push the button to open a door below you, go back to the control room and push the uncovered button a second time to reverse the doors that opened and closed earlier.

 

Return to the open doorway you ignored earlier and go all the way down the stairs to the bottom, where another soldier is waiting. This one drops the HOTEL SECURITY CARD KEY. Go back up the stairs and return to the control room. The slot for the key is on your left, and when you place it the cover lifts off the other button. Push the button to open another door, return to those winding stairs and go all the way to the bottom again, turn right past the opened door into a fixed camera and emerge in a fenced area while foreboding music plays.

 

Open the floor trap door and drop down into an underground passage. Follow it until you trigger a swarm of mice. Run forward and turn left to push a button. Reverse roll and run to the other side of the room and push that button. The E door opens, allowing you to take the CHURCH BACK ENTRANCE KEY from the plinth. Run back the way you came past the mice and pull out into the fenced area. The receptacle for your key is next to the S gate. Open it and watch the flyby that makes the area look more like a prison compound than a church.

 

Don't go left, because that's where the sentry guns are. Go straight ahead, turn right and follow the passage to an entrance hall. Note the receptacle to your right and pull down the wall switch to open the gate. Go up the steps and do battle with two soldiers. Shoot the crates and pick up the SHOTGUN, shotgun ammo and the HOTEL ROOM KEY. You're through here for now, so retrace your steps through the church compound and back through the fixed camera passage to the hotel building.

 

Go up the stairs to the top floor, turn right two times and find the keyhole you noted earlier. Use your new key to open the W door and shoot the soldier waiting inside. Take his uzi ammo and find the LASER SIGHT (which can be combined with the pistol) and a small medipack in two of the cabinets. Pull up S, step out onto the ledge and target the two sentry guns in the church yard. With that threat gone, return to the church compound and turn left into the area formerly guarded by the sentry guns.

 

Unfortunately, there's a third sentry gun that was beyond your range from the hotel, and since it's facing you anyway, all you can do is sprint S past it and turn right where you'll be safe. Continue through the E opening, pull down the wall switch in the entrance area to open the gate, and you can now go through the church building, turn right once outside and run clockwise along the outer yard to take out that third sentry gun. Good riddance.

 

Shoot the chests near the sentry gun posts to reveal the CHURCH KEY. Go up the E steps and use the key to open the chapel doors. After the flyby, go up to the altar and pick up the EMPTY GOBLET. There's a water fountain just around the corner to your left, so loop around right and place some Holy Water in the goblet. Go across to the S side of the chapel, find the opening to your right and go up the steps to an upper ledge. For some reason they have a soldier posted here in the church, so kill him and take the SOLAR ORNAMENT from the plinth.

 

On your way back, shoot the wooden barrier in the railing and use the rope to get across to the N ledge. Place the Holy Water in the empty fountain to open the gate next to you. Inside the next room is a plinth with the CAPPELEAN ORNAMENT. Go along the ledge, shoot the wooden barrier and safety drop to the floor. Exit the chapel, loop around left in the courtyard and go through the opening to the entrance hall. Place the Cappelean Ornament to open the gate above you to the left. Pull up inside and find a wall switch to pull. Go to the other end of the entrance hall, place the Solar Ornament and do the same thing.

 

Hop down, go up the E steps and find that platforms have been raised to enable you to move the pushpieces onto the marked tiles. After moving the second one, a trap door drops behind the altar, but before leaving jump into the S pool and squeeze through the narrow opening at the SE corner. Swim around into a flooded room, where you'll find uzi ammo and LOST DOCUMENTS for SECRET #6. Go back, exit to the courtyard and enter the chapel through the front door.

 

Drop down through the opened trap door and make your way to an underground cavern. Step forward into a level change.

 

Level 3: BURIED SECRETS

 

Click here for the builder's walk.

 

Go past the green mushrooms (don't touch them, they're poisonous) to a closed gate. Pull down the wall switch to open it and follow until you trigger a flyby through the area ahead. When it's over you're immediately attacked by a pack of three wolves. Follow past the temple along the path marked by more glowing green mushrooms and encounter two more wolves. Continue to an open area with a pit at the far end and look for the path between the wooden structure on your right and the rock wall. Go around left and shoot the barrel to reveal an opening in the structure.

 

Follow around to a barrel and a crate that you can shoot. Grab the shotgun ammo and go back the way you came. There's a crate near the first barrel that you can shoot to reveal a crawl space, but that's for later. For now, go to the N wall in the open area and look up to find a crawl space. Jump to it from the raised area to the right of the green mushrooms and pull inside. Drop down N on the other side and follow to the passage to an area with two more wolves. Continue to the W opening and go down the steps to a lower room. Push the skull button to open an underwater gate you can't reach from here and make your way back to the crawl space leading to the open area.

 

Hang right, drop out and jump from slope to slope, using the arrow key until you can clear the mushrooms. Go down into that W pit and slide down S to the water. Jump in and swim to an intersection. Take the left (W) passage and follow to a diamond-shaped opening to your right. Grab the small medipack at the end of the passage, go through the opening and continue to a place where you can surface for air. Open the E door and pull the underwater lever inside to open a gate somewhere. Flip turn and swim across to the W door. It's a bit more stubborn than the first door was, but with persistence you can open it. Pull the underwater lever inside to open another gate.

 

Get some air, then exit S, return to the crossing and take the E passage where you can pull out near a waterfall. Climb two blocks, turn around and jump up to grab a ledge occupied by green mushrooms. Shimmy past them and pull up next to the waterfall. Jump up E to grab the ladder, climb up to a ledge, turn around and take a running jump W past the waterfall to grab the next ledge. Take a final running jump to the N ledge and pull up in front of a crawl space. Follow to a small cave for LOST DOCUMENTS and SECRET #7.

 

Return to the previous ledge, jump into the water and wade out NW this time. Pull up W, side flip left and pull up higher W. Turn around and grab the ledge above, pull up to find green mushrooms ahead and simply jump over them. Hop to the adjacent ledge and jump with grab to glide into the E opening. Continue past a closed gate that requires a key and come to an alcove with a wall switch. Pull it down to open the gate, step inside and shoot a barrel and a crate for an extra SHOTGUN. Follow the wooden walkway past an empty crate and hop down N to a familiar area.

 

Enter the N crawl space once again and follow the passage through the W opening and down to the room where you pushed the skull button earlier, and where the E and W gates have lifted courtesy of the underwater levers. Look up each shaft to see a mounted lion's head. Shoot both gems in their mouths to open different trap doors. Drop down into the water below and swim down into a lower room for the KEY BUNDLE. Make sure you've got plenty of air, then swim into the S opening and follow a familiar path to the crossing and forward into the E opening. In the next area, wade out NW and make your way up and into the E opening in the manner described in the previous paragraph. Go to the first alcove and open the gate with the Key Bundle.

 

Go around the central structure into the next opening and trigger the awakening of two skeletons. The best way to deal with them is to shoot off their heads with your combined pistol and laser sight so that they scamper around without direction while leaving you alone. Or, if you're feeling more creative, you can run down the steps and push the skeleton button in the W wall, opening a floor trap door into which you can blast the skeletons with your shotgun. After that, go back up and pull the giant wheel (facing N) six or seven times to open the gravity-operated door in the E wall. Turn and take a running jump to grab the block with the flame blower, pull up in a corner and wait if necessary for the flames to subside. Run through the doorway ahead of the descending door.

 

There are two passages ahead, both guarded by giant cigar cutters. Go past either one of them and continue to a plinth with the STAR ORNAMENT. If you turn around and look underneath the bridge you can see another one of those giant wheels that operates the same door you came through. Go down to it, and again facing N, pull the wheel six or seven times, hop back, stand jump forward to grab the bridge, pull up and go to your right, jump past one of the giant cigar cutters, run forward and you may have to roll to get past the descending door (the flame blower on the other side is now off).

 

Exit W to the mushroom canyon and look left for a crawl space in the wall just before you reach the opening with the wall switch. Enter, crawl around and stand up in front of the poisonous mushrooms. Carefully stand jump into the opening above them, pull up higher and jump over more mushrooms onto a ledge. Stand at the W edge, take a running jump into the darkness to grab another ledge, shimmy left as necessary to pull up, stand at the NE corner and take a curved running jump to grab the next ledge. Pull up and take a fairly tricky (because of the low ceiling) running jump to grab the W ledge. Hop across to the jutting N ledge, jump SW to the next ledge, hang from the edge and shimmy left and around the corner, and drop safely onto level ground.

 

Go up the steps and use the Key Bundle to open the gate. Crawl to a new area overlooking a body of water far below. Take a running jump to grab the ledge occupied by green mushrooms, shimmy left past them and pull up onto the next ledge. Jump across N to the next ledge, walk around to the other side and jump to grab the not-so-obvious monkey bars. Monkey swing toward the green mushrooms and drop down in front of an opening. Slide down to another one of those giant wheels. Pull it at least six times and stop when you see out of the corner of your eye that the flame blower is active. Stand jump from edge down to the block, step back and take a running jump toward the descending door. Don't go far once inside or you'll drop down to the water below.

 

Pull up S two times and pull down the wall switch to open a gate you can't reach from here. Get back down and drop through the hole into the water. Pull up into the E opening and walk forward toward that body of water you saw from much higher up. Hop down left and look in the S alcove for a large medipack. Go toward the E wall and find a more clearly marked climbing surface. Climb up twice to near the ceiling, shift left and continue climbing until you can pull up in front of an opening. Don't go through, but instead jump W to that mushroom-occupied ledge you visited earlier and repeat the moves described earlier to get to the ledge near the monkey bars.

 

This time, however, face SW and take a running jump with grab into the darkness to the right of the column to land in an alcove in front of a crawl space. Crawl through and go through the arched passage past the green mushrooms into a room with a lamp. Slide down, drop into the shallow hole and pick up the HEXAGONAL PIECE. Combine it with the Star Ornament to form the STAR MECHANISM for later use. Go back the way you came, drop down two times and slide to the floor near the body of water.

 

Climb all three segments of the E wall ladder again, and when you reach the top go through the opening ahead. Crawl to the doorway you opened earlier and get down E to the cave floor and slide down further S to the lake. Swim through, keeping always to your right, and emerge in the small room with the waterfall. Wade out NW and follow the path you've already taken twice to reach the upper opening in the E wall. Go on through, looping around right to the wooden walkway and hop down N at the end. Yes, you now need to step forward and get into that N crawl space for a third time, but at least this time we get to take a new path.

 

Drop down N as before, but now you can take a running jump E to land in front of an opening. Go on through, hop to the next ledge and follow around to your right to the other end. Take a running jump N to grab the small jutting ledge, pull up and hop over to the next ledge in front of an opening. Go inside and place the Star Mechanism to open the double doors below. Go back to the ledge and safety drop to the ground. Go W through the opened doors, which promptly shut behind you. Pull down the wall switch to open a floor trap door and drop down onto a block.

 

Go down the steps into the N passage and continue to a sarcophagus. Open it for the RED GEMSTONE and note all the closed gates with glowing red skulls over them. Go back to the block you dropped down onto, climb up and place the Red Gemstone to bring a spooky guide out of hibernation. Follow him into the room with the sarcophagus and watch him open one of the red skull gates.

 

Enter and follow the passage to a room with four spike-trapped skull buttons. Pull down the wall switch to open another red skull gate and go back to find that it's the SE one. Go down the steps to a lower room, shoot two wolves and continue into a smaller room with four pushblocks. Push each one once, effectively doubling the size of the room, note that all but one of the revealed tiles bears a skull design, and go back up the steps and through the E opening to where the guide is waiting. The pushblocks have neutralized the spike trap corresponding to the SW skull button, so push that one to open the E gate. Follow the guide inside and watch him disable the blade traps on the steps. Go on up and use the reach-in switch, then follow the guide through the N gate. Wait for him to open the gate leading back to the room sarcophagus, where he stops in front of the W red skull gate and opens it.

 

Enter and follow to another room with spike-trapped skull buttons. Pull down the wall switch to open another red skull gate and exit S the way you came. The opened gate is in the SW corner, so go down the steps to a room guarded by two wolves. Continue N into another room with four pushblocks. Push each one as you did in the other room and note again that one of the revealed tiles has no skull design. Pull back the NW block and move it aside to reveal a crawl space. Go on through to find LOST DOCUMENTS for SECRET #8.

 

Exit this room and go up the steps to the room with the sarcophagus. Go through the W opening where the guide is waiting and push the SW skull button to open the gate to your left. The guide goes ahead of you and disables another set of blades guarding the steps. Go on up and use the reach-in switch for a flickering flyby that provides no useful information. Follow the guide as he opens another gate leading back to the room with the sarcophagus. Go out ahead of him and loop around right into the adjacent N passage while the action is paused for another message. As you proceed further into the passage the gate closes behind you, separating you from the guide. The same thing happens when you enter the inner room to find the SUN KEY on a block.

 

A boulder drops behind you and an earthquake begins to rock the premises. Turn around and stand jump S to grab the opening. Pull up and step forward to trigger another boulder. Hop back and it will roll harmlessly away from you. Go up E to trigger yet another boulder and scamper out of harm's way. Continue up to the SE corner, pull up S three times and the earthquake mercifully stops. Shoot one nearby crate for the SECRET KEY (the other one is empty) and enter the S alcove. The gate opens automatically, so enter and loop around the central structure to find a skull button. Push it to open the door behind you.

 

Go around the central column to trigger a flyby that reveals the soldier waiting down below. When you target and shoot at him, three more soldiers magically come to his aid. When all is quiet, safety drop to the canyon floor and head S along the valley. When you near that familiar pit, turn right into that alley between the wooden walkway and the rock wall. Remember that crawl space I mentioned near the beginning of this level? Well, it's now time to use it. Shoot the crate blocking it if you didn't already do so and enter the crawl space.

 

Drop down the other side and pull up E onto a ledge. Shoot the crate to your left for shotgun ammo and use the Secret Key to open the E gate. Enter and shoot the barrel for a large medipack. The crate hides LOST DOCUMENTS and SECRET #9. Exit this room, loop around left and climb the block. Take a running jump W to grab the crack, shimmy right around the corner and pull up into a crawl space (the same crawl space by which you entered). When you can stand up, go N and E, following the valley back to the open area with the closed doors.

 

Continue to the NE corner and follow the passage to an area guarded by two soldiers. Continue through the E opening to encounter another soldier, find the ladder in the E wall and climb up to a ledge. Run forward to trigger more information and continue for a level change.

 

Level 4: THE LAKE CITY

 

Click here for the builder's walk.

 

After the flyby through a gorgeous outdoor setting, follow the beach left until you reach the open sea and jump S into the water. Swim down through the opening and follow the winding passage to an underwater cave. Swim down into the S opening and surface for air. Pull out for a COG (1 of 3) and return to the beach.

 

Wade out E and look for an opening in the rock wall. Pull up and follow to a closed door that requires a key. Locate the E crawl space and proceed to an open area with another closed door. Open it with the two wall switches and watch out for the spike-trapped floor as you enter. Go around right or left, note the two crowbar switches and shoot all the jugs to find one small medipack. Jump to the central tile, which is not spike-trapped, and the E door opens. Go outside and shoot at least four poisonous baby spiders. You will have noticed by now that there are many empty jugs scattered throughout this level, so I'll mention only those that have significance.

 

Pull down the wall switch in the NE alcove (not timed, surprisingly) to raise two platforms. Use these to reach the upper W ledge. Go around and take a curved running jump to grab the vines. Climb up to a ledge overlooking another cave. Jump to the first jutting ledge to your left, followed by a long running jump to grab the W ledge on the other side of the cave. Pull up, run forward and pull up again into the opening that leads to a shallow river.

 

Follow the river until it runs off into the valley below and follow the cliff E toward the building you see in the distance, climbing blocks to get higher. Run through the fixed camera and pull down the wall switch in the building to open the entrance door down below. Safety drop to the front porch and enter a room with a closed door and two dormant paddle wheels. Climb down the ladder in the central floor hole and take the SMALL KEY from the plinth. A cut scene indicates that you now have company. One of the jugs here hides a small medipack. The S opening leads to a closed gate, so climb back up and go outside.

 

Jump into the water and swim W until you can wade out. Loop around right to return to the E opening in the rock wall. Pull up into the passage. Your key doesn't fit the lock you passed by earlier, so enter the crawl space and do battle with two waiting soldiers. In the open area the NE door is now open, so enter and pull down the wall switch to open a door somewhere. Go out to the open area and look for a lowered wooden platform near the small pond. A few steps N of that platform is a bush where you'll find the TORCH. Pick it up and light it on the wall torch next to the NE doorway. Light the two wall torches on either side of the front door, which appears to accomplish nothing, then do the same with the SE wall torch that opens the adjacent door.

 

Go in and pull down the wall switch to raise the platform you noted earlier. Go there, pull up onto it and climb the nearby blocks to a ledge. Go to the other end and jump E to grab the vines. Shimmy right around two corners through a fixed camera and drop down near a crawl space. Crawl to a room with a closed door and a SMALL BOX. When you pick it up the door opens, so proceed to another crawl space and hang out from the other end. Shimmy left and drop down onto a ledge. One of the jugs in the water below hides a large medipack, and if you jump down now to get it you can get back up here with some considerable effort, so you may decide to save it for later. Face the opening in the E wall and take a running jump with grab to glide inside.

 

Follow the passage to a room with dart traps, so crawl underneath the first set, get carefully onto the ledge, repeat and when you've passed all three sets follow around the corner to a new open area. There are crates in the water that you can shoot, using the reachable blocks to scout the area, revealing an extra SHOTGUN and 2 x shotgun ammo, then wade out NW near the propeller. In the back of the tent next to the wall you can find CAPTAIN AVERY'S KEY. Go back to the propeller, hop onto the block against the W wall, jump S to grab the vines and climb up to a ledge. Hop the ledges until it appears you can go no further, and take a running jump SE to a stable green ledge. Hop from there to a building ledge and pull down the wall switch to hear a door opening nearby.

 

Hang from the edge, shimmy left and safety drop near the opened door. Go on through for a cut scene of someone who's been hung out to dry. When you go past him and hop S past the waterfall, you alert four giant spiders. The best strategy for dealing with them is to back flip to the previous area where they won't follow, then continue firing as they skitter back and forth until they're sufficiently weakened to be engaged at closer quarters. When all are dead, note for later the closed door in the trench with the waterfall, find another hanging corpse in the NW corner, underneath which is CAPTAIN JESSUP'S KEY.

 

Nothing more to do here, so go back the way you came and jump into the water with the airplane parts, swim across and wade out NW at the propeller, enter the W wall opening and get past the darts, continue to the next opening and jump into the small lake, pull out W and shoot the jug in the water for that large medipack mentioned earlier. Pull up W onto the ramparts into a fixed camera and run forward to drop down from the next ramparts into the shallow pond. Exit W and follow the passage through the crawl space to the closed door you passed by earlier. Combine the Small Box and the Small Key and open the door with the SILVER KEY.

 

Step into a new outdoor area and splash through the water to a temple building guarded by a half dozen soldiers. Only one of them is carrying anything, a measly shotgun ammo pickup. The temple door is closed, so go back a short distance to that tree that's flush against the W wall (the second tree from the temple). Face N between the two trees, close to the wall and just in front of a smaller bush, jump straight up and grab the limb stub. Pull up and hop to the adjacent stub, jump SE to a limb of the next tree, hop up higher SE and take a running jump E to grab the wall ledge.

 

Pull up, turn left and make your way S along the ledges until you reach the longer ledge near the temple building. Find the jump switch over the temple door and take a curved running jump to activate it and open the door. Run across to the corner ledge and take a running jump across the room to grab the alcove. Pull up in front of the timed wall switch and save your game. The switch opens the door above you for a few seconds, and to get there you need to turn around and jump to grab the higher SW ledge, pull up, reverse roll and take a running jump with grab to land in front of the timed door and scoot inside.

 

Shoot several baby spiders and note the inaccessible E wall switch. Use the blocks to access the N ledge for uzi ammo (the indicated spikes are not yet active), jump over to the W ledge and pull down the wall switch to open a door you can't see from here. Get down to the floor, move the SW pushblock underneath the E wall switch, get up on the block and pull down the wall switch to open the upper E door (thankfully it's not timed) and activate the spikes and a flameblower.  Get down and stand facing the low block with the flameblower. When the flames subside, hop up and continue with a running jump to the E ledge.

 

Go through the passage (at the top is the unseen door you opened first), continue to a fixed camera and cross the bridge (jumping the gap) into the E opening, go down the steps and follow until you hear the sound of two approaching baby spiders coming around the corner. When you reach the opening, hop to the ledge below and pull down the generously timed wall switch that opens the door across the way. Turn left and start running with a left jump, jumping to grab the first flameblower ledge and pulling up in the left corner. When the flames subside, step forward and hop to the next flameblower ledge, continuing with a running jump to grab the N ledge. Pull up and hop past the timed door, shoot two baby spiders and ignore the empty jugs.

 

Go down the steps to a balcony overlooking the lake with airplane fragments. It appears you've come to a dead end, but hang from the edge and shimmy right around the corner. Drop down and hop around counterclockwise to an alcove in the E wall. Pull down the wall switch to lift a platform in the water behind you.  Climb the NE block and jump to grab the higher E alcove. Climb the block, jump NW, climb another block and turn around to jump E to an upper alcove. Turn around, jump up to grab the monkey bars and monkey swing W over the fuselage remnant.

 

Drop down onto the fuselage, locate the hole and drop down into the cockpit area. Walk around to trigger a flyby, after which Lara has a WETSUIT in her inventory. Grab the uzi ammo from the shelf, note the covered button and enter the cockpit. Loop around and use your two keys to lift the cover from the button. Go push the button to open the trap door behind you. Drop down and shoot a bunch of crates for the MACHETE, the UZIS and 2 x shotgun ammo. Continue out into the open and pull up W in front of a pushblock. Move it aside for LOST DOCUMENTS and SECRET #10.

 

Go S to the cliff's edge and jump to the corner slope so you'll slide to the ground with little if any health loss. Head E and S to that jutting ledge and take a running jump and grab to the block in the water. Use the next block to get across to the other side and enter that S building you explored earlier. Jump past the waterfall, go to the next building and pull up to use the Machete as a crowbar to open the door. Go inside and take the COG (2 of 3) from the plinth.

 

Exit the building, go to the SW corner of the wall and climb the vines. Shift right near the top and drop down into a cramped alcove. Hang from the edge and shimmy all the way to the E rock wall (or you can actually walk the whole way if you're careful not to fall off the edge) and use the crowbar switch that must do something, although there's no visual or aural clue. Go back a bit and safety drop to the front step. Jump into the water trench separating the two areas to find that the S door you noted earlier is now open. Swim inside for LOST DOCUMENTS and SECRET #11.

 

Return to the outdoor lake, jump in, swim across and wade out at the familiar NW spot near the propeller. Go through the W opening in the rock wall, crawl underneath the darts as you did earlier and continue to the opening that overlooks the underground pond. Take a running jump over the water, pull up W into a fixed camera, safety drop from the other side and go around to the open NE doorway. Use the safe central tile inside to get to the two crowbar switches N and S. Activate them both to open separate doors and exit W. Loop around and climb the ledge in front of a pushblock. Push it once, go back and pull up higher onto the ramparts.

 

Go right and down the steps to find one of the opened doors. Go inside and loop around left to find the pushblock. Pull it once, go all the way around the ledge to the other side and pull it two times in front of the doorway. Go back around the ledge to the second opened door S. Enter to a fixed camera, turn around and climb up to the ramparts. Go around to the N side, note the S wall switch and drop down in front of the pushblock. Pull it four times, then go up to that wall switch and save your game for a timed run.

 

Pull down the switch, reverse roll and take a running jump onto the pushblock. Continue with a running jump toward the right side of the timed door, and you should be able to squeeze past it as it's closing. In the next room, pull down the wall switch to open another door and the trap door behind you, drop down near the pushblock and get up to the upper ramparts area. The opened door is just past the timed wall switch, so go inside and take the COG (3 of 3)from the plinth. Exit and loop around left to the rear of this building. One of the jugs back there hides a large medipack.

 

Get back to the trap door in the dark alcove past the pushblock and pull up into the enclosed room. Open the W crowbar door and go up the steps into a room with an empty plinth (where you got the Small Key earlier) and a ladder. Climb up to the room with the dormant paddle wheels and exit W. Turn left and follow the ledge to a waterfall. Pull up to a small village and go up the steps of the nearer hut. Open the crowbar door and shoot a baby spider. Drop down the NE opening in the railing and place one of the Cogs on the empty peg (screen shot of the closed door in the paddle wheel room).

 

Exit this hut and go to the other hut. Open the S crowbar door and shoot another baby spider. Drop down the opening and place a second Cog in the wall contraption for a similar cut scene. Exit this hut and go to the waterfall where you pulled up. Hop down NW and follow the ledge as far as you can go. Save your game and take a tricky running jump to grab the vines in the rock wall. On many of my attempts Lara simply refused to make the grab and fell to her death, so you have to be situated precisely in the corner in order to make the grab successfully. Shift right and around the corner, drop down and hop around the corner to find a crawl space.

 

Crawl through, shoot two baby spiders and place your last Cog in the wall contraption to open that door you've been seeing in the cut scenes. Exit via the crawl space, stand at the NW corner of the ledge and take a curved running jump to grab the N ledge. Pull up to find LOST DOCUMENTS for SECRET #12. Safety drop to the beach and make your way a long distance SW all the way around to that E opening in the rock wall that you explored at the very beginning of this level. Go past the opened door to the E crawl space.

 

Crawl through and emerge in the cavern with the temple building. Don't enter the building but pull up onto the overhanging ledge. Go through the NE opening and turn right through the doorway and past the pushblock. Pull up past the opened trap door into the small timed room. Exit W and go up the steps to the room with the ladder. Climb up to the next room, and straight ahead is the opened door that leads to a floor lever. Push it to activate all those paddle wheels you've encountered during this journey.

 

Exit to the W ledge, hop down left and follow the lower ledge N to that large leafy plant. Hang from the edge there and climb down the vine to the ledge next to the waterfall you saw in the previous flyby. Jump into the opening between the falling cascades of water and find a floor hole. Drop into the water, swim down the shaft and along the passage until you reach an open area with a submerged temple. Swim to the upper left or right corner of the temple and find a ceiling switch in the purple-tinted alcove. Pull it, return to the passage and shaft for air if necessary, then swim to the opposite corner of the temple to pull a companion switch in a similar purple-tinted alcove. The temple door opens down below, so swim inside to be taken to the next level.

 

Level 5: FLOODED REMNANTS

 

Click here for the second segment of Doggett TV's two-part video walk.

Click here for the builder's video of this level.

 

After the transitional flyby, look around to see that the passages beside you and behind you are presently blocked, and the way ahead is spike-trapped. The red corner columns here are all climbable, so take your pick and climb one of them to the top, shift around the corner and drop down onto a wooden ledge near the ceiling. Go to the N edge, find the jump switch and hop back to activate it. The trap door opens in the W water hole, so jump in and swim down to an underwater section of this building.

 

Go through the W opening and emerge from the building to face an immense vessel with a guard walking around inside. Swim to the vessel, turn left and and swim down to find an opening in the underside of the vessel as two frogmen are alerted to your presence. Pull out of the water and await the arrival of your assailants, who are surprisingly resistant to your gunfire. There are four closed doors in this area, three of which require swipe cards. There's also a neat little submarine available for your use, provided you can find a way to get it into the water.

 

There's nothing more to do here at the moment, so jump into the water and swim SE toward two lion statues in the distance. Go between them and surface at some steps leading into a building guarded by three samurai, one of whom drops the BLUE SWIPE CARD. There's another one of those neat little submarines parked nearby, but you can't seem to mount it. However, there's a crack in the S wall you can jump up and grab. Shimmy left around the corner and pull up onto a ledge. Shoot the jugs for a large medipack and jump back into the water. Swim NW to the opening in the underside of the vessel, pull out and use the Blue Swipe Card in the lower S receptacle to open the octagonal door.

 

Go and through and engage two soldiers in the hallway, one of whom drops a small medipack. Proceed to the connecting N hallway to find that your Blue Swipe Card still works on the receptacle to your right. Enter the small office and find the AQUALUNG on the shelves. Shoot the crates for the SHOTGUN and shotgun ammo and exit to the hallway. Go N and jump into the water leading back to the ocean.

 

Swim E and S past the lion statues and enter the SE tunnel. As you near a temple building look left to see a floor hole. Swim down and follow the passage, fighting a strong current as the aqualung kicks in to afford temporary relief (but it only works once), and when you reach a closed gate pull the underwater lever next to it to open it. Swim forward toward the vessel you visited earlier and loop around right to find a ceiling air hole at the end of the tunnel. Fill your lungs with air and save your game.

 

There's another underwater lever nearby, next to the metal fence, and it's timed. Pull it (remote view of the temple building beyond the fence), flip turn and swim back to the gate you opened. Return through the passage to the temple and swim through the timed doorway before it closes in your face. Surface and pull out in front of a wall switch. Pull it down to lift two gates in the temple you entered earlier, jump back in the water and follow the passage to a gate that opens upon your approach. Swim back NW to the lion statues and go between them to revisit the temple where the E gates are now open.

 

Stand on the raised central platform and look up at the corners of this room above the ledges. Draw your combined pistol and laser sight and shoot the wooden barriers to free up two wall switches. Go to the NW corner, hop onto the rock slab and pull up onto the ledge. Pull down the wall switch at the other end to turn off a flameblower. Use the sloped roof to shimmy over to the S ledge and pull down the second wall switch to turn off another flameblower. Safety drop to the floor and time your way past the flames in either of the E openings to find a pushpiece inside.

 

Move the piece into the opening, wait for the flames to subside and quickly push it into the outer room. Move it all the way around the raised central platform to the niche in the far corner. Do the same with the other pushpiece, so that their spears are pointing at the middle E opening. The door there opens, so go on through and up the stairs to a room with a closed gate and a rising block tile. Look up in the darkness above the closed gate to see a mounted lion's head. Shoot the gem in its mouth to open the gate and activate a flameblower.

 

When the flames subside, run in and pull down the wall switch to raise a platform on the tile. Jump back quickly, mount the platform and jump to grab the N opening. Pull up inside and step down into a dark hallway where two samurai are waiting. Pick up the uzi ammo dropped by one of them and proceed to alcoves on your right and left. The one on the right is blocked, so enter the other one and pull down the switch in the S wall to open a gate somewhere.

 

Go back the way you came and continue through the room with the two pushpieces. Jump into the water, swim W into the open ocean and loop around left past the lion statues. Swim E and then N to find an air hole, below which is a niche in the wall with an underwater lever. Pull it to open another gate in the nearby temple building. Go there and swim through several E openings, ignoring the side openings, until you reach an area inside where you can surface. In the last two sections are four underwater levers, two on each side wall. Pull them all to lift gates, get some air and swim back to the side openings you ignored earlier.

 

Enter the S opening, go through the next one and turn right into a larger room where you can surface. Pull out NW and enter the room ahead to pick up a TORCH. Exit to the larger room and loop around right along the outer ledge into the next side room. Hop up to light your torch and step out onto the N ledge. Take a running jump over the water to the next ledge and enter the small room ahead to find a wall torch you can light. The cut scene of an underwater area that follows is hard to break, and it's easy for you to be set aflame in the process, so be patient and be careful. Step out to the previous ledge and take a running jump SW to the opening there and light the wall torch inside. Exit and take a running jump straight across N and repeat to open the gate in the cut scene.

 

You're done with the torch, so jump into the water with it and watch it slide out of your hand and sink to the floor.Swim E into a fixed camera and a flyby. In the next area turn right just past the column and wade out in front of a small building with a closed gate. Look above the opening and shoot the gem in the lion's mouth to open the gate. Don't enter here, because there's another opening with a mounted lion's head at the NW corner. Wade over there, shoot that gem as well, enter here and follow the passage to a maze-like area. Turn right and follow the shallow channel around the corner to deeper water, cross over and pull out W. Continue around the next corner past an opening and hop up onto the slope to slide down to a water hole.

 

Pull up E in front of a torch and jump SE to a ledge where you see two nearby wall switches, both of which are timed. Pull the one on the left (the one on the right seems to serve no needful purpose), which raises a platform just beyond and to the left of the opening between the two switches. Go to the opening, stand right and hop up onto the platform, turn to face the W opening and take one step away from the wall, then jump to grab the opening. Pull up into a room with four openings and a chain. Pull the chain to open a door in a library somewhere, drop into the water from the S opening where it's deeper, then exit via the E passage.

 

Turn right once outside and wade through the water to the other N gate you opened. Follow the passage to a similar-looking area and go straight across into the E opening. Turn around to face two more timed wall switches. You need to pull both of these, the one on the right first, to raise two platforms beyond the two switches. After pulling the second one on the left, go to the opening and take a running jump onto the first raised platform to your right, turn around and jump to the second platform and then hop E into an upper room with two more wall switches. Need I tell you that they're also timed.

 

Pull the one on the right first, then the one on the left, go to the opening between the two switches and hop onto the platform to your right, turn and jump S to grab the higher platform, pull up and take a running jump to grab the crack in the wall. Shimmy left and pull up into an alcove. Turn around and jump slightly NW to grab the higher opening. Pull up into another room with four openings and a chain. Pull the chain to open another library door, then drop from the S opening into the deeper water and grab the shotgun ammo before exiting via the W passage.

 

Once outside, jump into the water and loop around right to wade out E in front of the library building. Go in to trigger a flyby outlining the route of an obvious puzzle to be tackled in this room. First, turn right to find a crowbar door in the last alcove. Open it, go inside and find the DARK STONE on a plinth. Hop onto the nearby block and pull up S to find a floor lever. Push it to lower a block in the main room. There's a companion crowbar in the SW alcove down the hall. Go there and take the BRIGHT STONE from the plinth. Pull down the wall switch to lift a gate somewhere and exit.

 

From the entrance to this room, turn left between the bookshelves and climb the platform against the S wall. Jump NW to grab the top of the bookshelf to your right, pull up and run to the other end, jump over to the N bookshelf and pick up the crossbow arrows. Safety drop to the floor and exit the library building W. SW of the entrance is a rock column protruding from the water. Wade up to it and jump up to grab the greenery. Climb up, shift right around the corner to a fixed camera, take a rolling back flip from near the top and grab a crack. Shimmy left until you can pull up. Walk to the NW corner and take a running jump to grab the W block.

 

Pull up and take a running jump to grab the N red roof. Pull up to a fixed camera and run forward to the other end. If you wish to digress for a pickup, hop right onto the jutting ledge to break the fixed camera and jump to grab the crack in the N wall. Shimmy right and pull up into an alcove. One of the jugs inside hides a large medipack. Return to the alcove and drop down into the water. Go back to that column with the greenery and use it to get back to the red roof. This time, run to the other end and take a running jump left (E) onto a ledge. Walk over to the adjacent jutting ledge and from the S end take a running jump to grab the ledge on the column with the greenery.

 

Pull up and face NE. Shoot the railing and hop over to the balcony. Follow around left and go through the opened gate. Push the floor lever to lower a platform and drop down through the floor hole into a room you visited earlier. Use your binoculars to look up through the barred E window and press the action key for additional light. Make a note of the symbol on the wall and exit to the library room. At the end of the central N and S passages are pushpieces that are now accessible. Move the S pushpiece into the center of the room and push it onto the marked SW tile. Move the N pushpiece onto the other marked tile. The E gate lifts, so go there and be mindful of the deep pit in the dark passage (although it's not deep and no harm done if you fall in).

 

In the next room take the OLD MAP from the plinth to bring two samurai running. One of them drops the RED SWIPE CARD. Exit the library room, jump in the water and swim straight W into the next building. Swim past the underwater levers you used earlier and turn right into the S opening. Swim up the steps into the next room, turn right again and surface between two Buddha statues. Pull out onto the walkway, go around left and into the S opening, look up left inside the next room and activate the jump switch. A trap door rises beneath the S wall switch, but first, go into the adjacent W room and find another jump switch that raises another trap door in this room.

 

Pull down the wall switches in this and in the next room, which open doors that don't appear to be timed. The E wall ladder is for later, so exit to the walkway, go around left to the E opening, enter the next room and turn left through the opened S doors to awaken three skeletons. Shoot off their heads to make them run around like crazy. If you prefer to do it the hard way, shoot the gem in the mouth of the lion's head mounted up in the W wall to open a floor trap door, then blast the skeletons into the hole with your shotgun. Combine the two Stones you've been carrying and place the YIN YANG SYMBOL in the E receptacle.

 

Climb down the ladder in the trap door floor hole and take a rolling back flip near the bottom to activate a jump switch. You hear the sound of a door opening nearby. Climb back up the ladder and pull down both wall switches to lift the gate between them. Go inside and pull up into a crawl space. Crawl and drop down the other side, then climb down the ladder you noted earlier. Exit to the walkway, jump into the water and exit W and N to the hallway. Continue straight across into the N opening for a small medipack in the far left corner.  

 

Return to the hallway, turn right and swim E all the way through the hallway to the temple area. Swim SE and find a walkway you can pull out onto. Take a running jump from the far end to a corner rock ledge, turn right and take a running jump to grab a crack in the red column. Shimmy right around three corners and pull up into an opening. Run to the end, climb up left into an upper room and find the LIFE EMBLEM on a plinth. Drop back into the hole, jump into the water and swim NW to enter that long hallway once again. Swim all the way near the end, get some air in the ceiling air hole and continue W into the open ocean.

 

Swim W toward the immense vessel, and just after you pass the temple on your left, swim up to find an opening near the ceiling. Follow inside, surface for air and pull out N. Jump up the slope to find a dead body and LOST DOCUMENTS for SECRET #13. Get back into the water, swim under the vessel and into the opening, pull out and go through the opened S doorway. Go around either side and continue S to use the Red Swipe Card. Enter the control room, shoot the fuse box and push the button to open a door elsewhere in the vessel.

 

Exit, go back N and loop around past the central structure to find the opened S door. Go inside and grab a small medipack from the shelves on the left. Face E and pull down the ceiling trap door, climb the ladder to an upper room with three closed doors, turn around and shoot the fuse box to reveal a button that opens a door in a noisy area. Use your Red Swipe Card to open the E door, enter to find crossbow arrows on the bed and the COMMANDER'S JOURNAL on the desk. Go out and open the N door with your Blue Swipe Card for a short cut back to the hold where you pulled out from the ocean.

 

Hop down and go back S to find a wall keypad at the end. Refer to the Journal for the creative password: 1019, for October 19, get it? Punch it in, hit the star key to open the door and prepare yourself for dealing with the waiting soldier. Go through the missile room and pull up E into the duct system. Crawl past the steam blower, climb the ladder and push the timed button in the upper passage. There's no time to work your way past three more steam blowers in the passage, just sprint through them and drop down past the timed S door.

 

Shoot the soldier guarding the control room below and find shotgun ammo in one of the shelves and the GREEN SWIPE CARD in another. Push the N button to lift the gate to the missile room and go all the way back to the hold. Use your Red and Green Swipe Cards to open both of the N doors. Go through the upper door first and greet three soldiers. Go through the sleeping quarters to the hallway and use your Green Swipe Card to open the door to your right. Enter the machine room to see what has been making all that racket, take the explosive arrows from the shelf and exit S to the hold.

 

Go through the lower N door and search the shelves for poison arrows, the DEATH EMBLEM and the CROSSBOW. Two samurai are waiting for you when you return to the hold. Jump into the water and swim E to the right of the lion statues, continue into the temple hallway and turn left into the S opening. Go through the first room, turn right into the flooded room with the two Buddha statues and pull out onto the walkway. Go straight ahead E into the next room, turn left and go up into the next room where three headless skeletons may still be running around aimlessly. The S door is now open, so go inside to find LOST DOCUMENTS on the plinth for SECRET #14.

 

Exit this room, return to the main hallway, turn left and swim E to the temple area. Wade out E, enter the temple building ahead and go through the library room and over the pit to the room with a Buddha statute and a shallow pool. Equip your crossbow with an explosive arrow and fire it into the pool to shatter the jugs you may have noted earlier but couldn't shoot with the tools then available. Swim down for explosive arrows and LOST DOCUMENTS for SECRET #15

 

We're through here, so exit this building and swim W all the way back to the immense vessel and up into the hold for air. Swim back down and S underneath the vessel. Take the second right into the SE tunnel and swim up to the E temple building near the ceiling. Swim inside, left a bit and up to find the opened trap door and surface for air. Pull out into the spike-trapped room. Refer to the Old Map you've been carrying for information regarding the safe tiles on which to jump. Stand left, jump straight ahead over the first tile, take another standing jump straight ahead to the fourth tile, followed by a "standing running jump" (walk key, followed the jump and up arrow keys) NW to the tile in front of the gate.

 

Place the Life and Death Emblems in the receptacles to lift the gate between them, go inside as Lara's theme music plays and take the CAPELLA KEY from the plinth. A gate lifts, so negotiate the spike field the same way you came and climb one of the four corner red ladders in the flooded area, shift around the corner and drop down onto the rafters. The opened gate is in the S wall, so jump inside and come immediately to a crossing. Go right up the ramp and the gate opens upon your approach. Enter to start an earthquake as a spike ball rolls down the middle of the ramp. As you go further up a second spike ball rolls down the right side, then a third spike ball rolls down the left side, and finally a fourth spike ball rolls down the middle.

 

At the top of the ramp pull up twice on the right side of the E wall, turn left and find the opening to a passage that leads to a crawl space. Crawl straight forward, stand up and run into the S opening for a brief flyby that precedes an on-screen warning and a level change as you step forward.

 

Level 6: RETURN TO CAPELLA

 

Click here for the builder's video walk.

 

Step forward into the desert air and scramble up the mound to trigger a flyby of the guarded outpost below, one that looks eerily similar to the one you visited in an earlier level. Make your way down the blocks and engage the three soldiers posted in front of the temple building. The Sun Key you're carrying opens the doors to both of the side buildings, and you're not forced to make a choice between the two.

 

Open up and enter the N building. One of the large jars in the entrance hall (the NE one) hides a small medipack. There's an underwater lever at the N end of the shallow canal, but we'll use that in a minute. Go behind the huge statue, climb the block, turn around and activate the jump switch mounted on the statue's shoulders to open the door in the W wall. Go there to scout the territory for a timed run. There's a ramp on either side of the entrance, both of them leading up to a closed gate that's opened (together with another one in the next room) by pulling that underwater lever. Return there, jump in the water and save your game in front of the timed lever.

 

The timer is fairly generous, so when you pass through the timed gate continue with a running jump slightly to your right across the gap toward the second timed gate, beyond which is a crawl space. Lower Lara down the other side and drop down to find a TORCH pile. Grab one and hop down in front of a gate that opens upon your approach. Light the torch using one of the handy nearby flames and go through the timed W passage and up one of the ramps. When you reach the top, drop the torch in front of the closed gate, go back down and repeat the timed run by using the underwater lever once again. Pause to pick up your torch, go through the first timed gate and don't worry about the second one this time.

 

Go through the S opening and follow the passage to a new room. Light the bowl without standing on the raised tile, and you'll hear the sound of spikes popping. Go to the NE corner of this room and loop around to find a wall switch that opens the E gates. Bring your torch with you, go through the E opening, turn right and walk to the N end of the ledge. Take a running jump to the next ledge and turn right into a room that looks much like the previous one. Light the central bowl to hear more spikes popping and drop your torch, as you no longer need it.

 

Go down either ramp to find the disabled spike field and two wall switches which open timed gates. Pick either one, pull it down, reverse roll and sprint up either ramp and through the timed gate before the scissor blades can activate. Take from the plinth the SMALL KEY or the MECHANICAL SCARAB, as the case may be, get past the scissor blades, go back down and repeat with the other wall switch and timed gate.  When you have both pieces, combine them and exit W to a previous area. Go to the N opening and place the Scarab Device on the marked tile at the entrance to trigger the spikes in the passage. Follow behind it, pick it up and step forward as the door ahead opens automatically.

 

When you step forward into the next room a harpy is alerted and the door closes behind you. When it has been vanquished the door re-opens and you can go up the N steps to pry the GOLDEN STAR off the wall. Go back S through the passage and drop down into the water-filled trench. Swim to the S end, pull out and return to the temple area where you began the level. Run across to the S

side building and use the Sun Key to open the door. This area is more cramped than the other one, and you can shoot the large jar in the back left corner for a small medipack. The water trench here leads to a long underwater passage that splits off after a while.

 

Take the left (SW) branch and immediately come to another crossing. Turn right and follow to another crossing where you turn right and surface. Pull out into a small room with a plinth bearing LOST DOCUMENTS for SECRET #16. One of the large jar hides poison arrows. Swim back the way you came, stay left wherever possible and go up a short ramp into a passage that leads back to the trench. Pull out E, turn around and hop up W next to the pillar. Pull up to your right, walk up to the point of that pointed rock and jump E to grab the upper ledge. Pull up and make your way over to the S opening. Use your Scarab Device to trigger the spikes in the passage, be sure to pick it up at the other end and step forward to open the automatic door.

 

As you might suspect, a harpy is waiting for you in the next room. Take it out and pry another GOLDEN STAR off the far wall. Exit this room, go through the passage and take a running jump to land in the water trench below. Pull out and exit to the temple area. Head NE toward a lighted opening in the cave wall and go on through into a new outdoor area. Keep to your right as you go around the lake to a camp area. Shoot the crate to the right of the tent for an extra SHOTGUN and go to the other tent. Shoot two crates there for shotgun ammo and a small medipack. All this activity will alert a nearby soldier, who drops uzi ammo when he dies.

 

Go past the campsite to the E building and use your Capella Key to open the door. Enter and shoot two scorpions before heading N into the short dark tunnel. Climb and hop up W at the end to find yourself at the edge of a deep pit. Hop down NW to a rock ledge and climb down the blocks to another temple. Shoot two more scorpions and go through the N doorway. Push the large button on the central block to activate a machine and open a door on the other side of the block. Enter to face the inevitable harpy and pry a third GOLDEN STAR off the wall. Exit the temple and climb the blocks back up to the rock ledge.

 

Grab the crack in the E wall and shimmy left until you can pull up. Slide back down to the dark tunnel and exit to the outdoor lake. If you take a running jump from the last step, you'll land in deeper water and find a W passage that leads to a more open area where you can pull out near a N ledge with a crowbar door. Open it, go inside and hop down near a lower underground river. Jump your way along the ledges (the water has a strong current) to the one with the large plant, and jump from there into the W opening. Don't jump down into the water, but instead hop down right to the ledge and jump up to grab the vines. Monkey swing W and drop down at the end onto another ledge.

 

Jump the ledge sections in a clockwise direction until you get near the S temple building. At this point it's safe to jump into the water, swim a short distance and pull up onto the steps. Enter the building and push the large button on the central block to activate a machine similar to the one you encountered earlier. The S door also opens, so enter yet another room with a harpy and a fourth GOLDEN STAR. Exit to the lake, jump into the water and pull out onto the green ledge straight ahead. Jump the ledges back to the ledge just before you reach the monkey bars. From there jump across N to the next ledge, and from there hop into the alcove formed by the N and W walls.

 

There's no current here, so locate the narrow N opening at floor level, swim until you can surface and pull out for LOST DOCUMENTS and SECRET #17. Swim back out and allow the current to catch you and carry you E, where you can pull out and jump into the opening. Jump into the water on the other side and allow the current to carry you back to where you can pull out near the opening leading back to where you opened the crowbar door. Go on through, get into the water and swim E back to the temple complex you first encountered much earlier in the level.

 

Wade out of the water, run forward and turn left into the W building you haven't yet visited. Go around the central structure and into the W doorway to engage a samurai who drops uzi ammo. Continue across the room to the next W doorway. Inside is a planetarium guarded by two more samurai, one of whom drops a spare set of UZIS. Around the central column are four receptacles for your Golden Stars. When you've placed them the N and S gates open. The order doesn't matter, so if you start with the S gate, go up the steps to your left and pull the chain to open the door between the steps. Hop down and pull the globe from the alcove, move into the main room and between the two circular floor tiles. Push it onto the tile to your right (W) and a tiny globe should appear above it to signify it's in the right place.

 

Return to the S room, go up the steps to your right and pull the chain with similar results. Move this globe opposite the first globe. Repeat with the two globes in the N room (the only difference being that their tile placement is switched), and when you've finished this simple but exhausting task the place lights up with blue flashes of sparkling electricity to the accompaniment of triumphant music and the W door opens.  Go down a long flight of steps to a lower room where a cryptic on-screen message appears. One of the large corner jars hides a large medipack.

 

Go down either of the E passages to a room where you encounter the Portal Guardian. His health bar indicates how effective your gunfire is proving to be as you dart hither and yon trying to evade his deadly hammer blows while pouring lead into him. Eventually you win and he loses, and when he finally succumbs you can step into the shallow red-tinted floor hole and climb the nearly invisible "pole to nowhere" just for fun. More productively, you will find marked ladder surfaces in the N and S alcoves. Climb the one of your choice on both sides and push the two floor levers to open a trap door in the red-tinted floor hole and trigger a lengthy but impressive flyby through the vast area down below.

 

Get down to that red-tinted floor hole, and now that nearly invisible pole does go somewhere, only downward. Jump to grab it, slide a long distance down to the ground and make your way S through the water to a doorway guarded by four jackals. Go up the steps to the flameblower, and when the flames subside use the reach-in switch to grab the PYRAMID KEY and release a fire wraith. Run back to a deeper part of the water to douse it, then return to the S doorway to find the receptacle for the Pyramid Key on a column.

 

Place the key to lift a gate somewhere and go across to the N end of this area to find an opening similar to the one on the S side. There are also four jackals waiting inside, together with a flame-protected reach-in switch that yields another PYRAMID KEY and releases another fire wraith. There's also a receptacle in the same relative spot as the other one, and when you place the key another gate is lifted somewhere.

 

Now make your way to the W end of this area and climb out of the water onto a block near the surface. Hop up NW and take a running jump to grab the higher N block. Pull up two times and hop the upper ledges until you can walk out E facing the central area. Take a running jump to land on the nearest column and stand on the low corner. From there, take a running jump N to grab a ledge that's hard to see in the dark. Pull up and hop NW around the corner to the adjacent ledge in front of an opening.

 

Go inside, pull up onto the block to your right and take a running jump W to grab a crack. Shimmy left around the corner and pull up into an alcove. Turn around and take another running jump to grab the N slope. Shimmy left, time your way past the first flameblower and pull up at the second one. Climb the blocks and hop up NW. Jump E to grab the triangular opening and pull up inside. Turn around to face NE, save your game and take a back flip onto the slope, jump off and grab the other triangular E opening. Pull up, hang from the other side and safety drop to a ledge surrounding a star-spangled floor (not spike trapped). 

 

Go through the N opening you saw in an earlier cut scene and drop to the floor. Pull down the switch in the W alcove to raise and lower blocks behind you and climb one of the raised blocks to find a pushblock. Pull it once, get down and push the W switch back up, go across to the E alcove and pull down the switch there, then push it back up. Go over and pull down the W switch, then pull down the E switch once more, and you should now have a clear path along the floor to move the pushblock two times S. Push the E switch back up and move the pushblock two more times S against the wall. Now push the W switch up and the E switch down, climb the raised block and push the pushblock through the upper S passage as far as it will go into the next room (cut scene of the central floor area).

 

Go out to the E end of the ledge and look for a place where you can jump down into the deep water (running off SE should do it). Make your way over to the S end of this area where you placed a Pyramid Key earlier and stand on the NE ledge at the water's surface. Jump E to grab the sloped block, shimmy right around two corners and pull up near a crawl space. Enter, crawl until you can stand up and climb several blocks until you reach a sloped passage that's tailor made for a boulder trap.  

 

Save your game, run up the slope on the left side until you see a crawl space. Don't try to get inside it, because you don't have enough time before the boulder crushes you. Instead, crouch next to the wall and the boulder should pass over you. Enter the crawl space, jump over the gap ahead and turn left into the N passage. Continue into a puzzle room much like the one you visited earlier.

 

Pull down the switches in the W and E alcoves, push the W switch back up, climb the raised blocks and pull the pushblock two times N. Hang from the edge, shimmy past the pushblock, pull up and push it one more time N. Get down, pull the W switch down and push the E switch back up, push the pushblock once N, pull the E switch down, climb the raised blocks and push the pushblock into the upper N passage as far as it will go into the next room (cut scene of a star lifting in the central floor area).

 

Go to the W end of the ledge and take a running jump SW with a right curve to land safely in the deeper water. Wade out and go to the N end of this area where you used the other Pyramid Key earlier and stand on the SE tile at the water's surface. Jump up E in front of a crawl space, enter and crawl around until you can stand up. Take a running jump N to grab the block, pull up and find LOST DOCUMENTS for SECRET #18. Jump into the water, swim into the opening and follow back to the large outdoor area. Wade out and approach the star that lifted in the cut scene. Pull down the wall switch for a bouquet of colors, an explosion, a boring and time-consuming exchange between Lara and Tihocan, and a level change.

 

Level 7: CROFT MANOR (EPILOGUE)

 

Click here for the builder's video walk.

 

You get to play this extra level as a treat for finding all 18 secrets in the previous levels. If you happened to miss one or more, here's a savegame at the beginning of the level.

 

Lara starts in her bedroom. Loop around right to open the bathroom door in the NE corner. Get the flares near the window, exit and loop around left to open the door next to the bed. Inside you'll find more flares and a large medipack. Open the main door to the bedroom, step out into the upper hallway and go downstairs to the main floor. Open the SW door to Winston's bedroom and take the FREEZER KEY from the small chest.

 

Exit to the main floor and go through the NE passage to the right of the grandfather clock into the gymnasium. There's a jump switch over the N door leading to the swimming pool. Get up onto the blocks to the left of the door, pull up onto the suspended wooden walkway and jump to activate the jump switch. The door in the W wall opens, so go there and open the door to your right to another bathroom with a fixed camera. Next to the sink you'll find an unnamed KEY, and there are flares in the S stall on the right.

 

Return to the gymnasium and pull back up to the same wooden walkway. This time take a running jump W to grab the block, pull up and hop S to the longer wooden walkway. Run to the other end and jump to grab a crawl space near the ceiling in the W wall (light a flare if necessary). Pull inside and crawl until you can stand up. Pull up into a higher crawl space and drop down the other side to find a floor trap door you can open. Drop down into the kitchen, open the E door to the laundry room for flares and use the Freezer Key to open the door to the freezer. As if you didn't already have enough, there are more flares in the shelves to your left, as well as a KNIFE (that later acts as a crowbar).

 

Go to the NE corner of the kitchen and push the button to open the doors to the dining room. The N button across the room opens the doors to the gymnasium. If you want some looping music that becomes annoying after a while you can turn left and push the SE button next to the stereo; otherwise, turn right and open the hallway door to your left into another bathroom where still more flares can be acquired (for some reason the actual number you've accumulated doesn't show up in your inventory). You can kick open the N door, but it just leads to a familiar hallway.

 

Exit the bathroom and open the S door across the hall. Go down the stairs and use your unnamed key to open the door to the basement. There are more flares near the motorbike at the NW corner, and the shelves S of the stairs contain a small medipack. Use the crowbar switch in the SW corner to raise a platform beside you. Get on it and jump to grab the E crawl space. Drop down the other side into another section of the basement for more flares in the nearby shelves. Push the button in the opposite alcove to lift the gate and connect the two sections.

 

There's nothing in the N control room, so go through the connecting gateway to the basement steps and return to the main hall. Go up the stairs to the living quarters and open the second door in the S wall. Enter the guest bedroom and find a pushblock in the E wall. Push it aside for -- you guessed it -- more flares. Move the pushblock to the foot of the bed and get up on it and pull down a ceiling trap door in the N alcove. Pull up higher into a dark attic and open the E crowbar door to a closet. On the shelf behind the door you'll find the AUTHORIZATION OVERWRITE DISC.

 

Return to the landing, go downstairs to the main hall and return to the stairwell near the dining room to go back down to the basement. Remember that N control room? Go there and place your Disc in the device next to the table (cut scene of a fan being shut down in an underwater area). Go back upstairs to the main hall and open the NW door. Inside is a library with a pushblock blocking your way. Go further upstairs to the landing, loop around right and open the last door in the N wall. Step out onto a balcony overlooking the library, go down the stairs and find four pushblocks clustered together.

 

Move these four pushblocks out of the way to reveal a fifth pushblock blocking the SW doorway. Push that one into the room, go around to its left side and push it once S, turn left and pull the next pushblock once, go around it and activate the book switch that's been revealed in the W wall to open a door.

 

Push the move recent block back against the N wall, pull the first block back toward the button, climb over this block and drop down the other side to return to the main hallway, go up the stairs to the doorway leading to the balcony over the library, down the stairs to that SW doorway, push that same block you climbed over once into the room and turn around into the main library room. Use one of the pushblocks to get up to the NE alcove and jump SE over the railing and into the opened E doorway.

 

Go upstairs into a music room and search the small chest opposite the fireplace for the ANCIENT TABLET. On the other side of the jutting bookshelf is a book switch that turns off the flames in the fireplace. Use the ladder in the S wall to climb up in front of a crawl space. Crawl inside and drop down the other side into an attic room with a pushblock and a crowbar door. First, open the crowbar door and go to your right to find another crowbar door. Open that one as well, go back and find a keypad on a fenced-off area. Enter the digits 8542 (I guess there was a clue for that somewhere along the way) and press the star key to lift the gate beside you.

 

Go inside and vault up to grab the CROFT EMBLEM. Go back to that S crowbar door you opened and enter a room filled with crates. Go around to the SE corner and find a pushblock. Pull it into the room, move it aside and go around it for a small medipack. Go across to the W side of this room and push the button to open the door. Go down the stairs and push another button to open a door to the upstairs landing. Return to the library balcony via the NW doorway and go down the stairs to the main library. Note that two of the small chests are already adorned with tablets, so place your Ancient Tablet on the bare one to open a door in the E bookshelves.

 

You may have to move a pushblock or two, but go there and find another room filled with pushblocks. Pull the middle one away from the N wall and climb over it to find a RED GEMSTONE that you can pry off the wall. Get back over the pushblock and push the button to open the S door and create a shortcut to areas you've already visited. Turn right into the gymnasium and turn right again to visit the indoor pool for the first time. Go around the right side of the pool and place the Red Gemstone on the cat statue to open a door in the pool.

 

Reverse roll, jump into the water and swim into the S opening. Turn left in a larger area where you shut down the fan earlier and continue into the smaller opening ahead to find an underwater lever. Pull it to lift the gate beside you and return to the pool briefly for air. Go back to the underwater lever and swim through the W opening into a beautiful area that surrounds a museum. In the back left corner is another underwater lever. Pull it to open a ceiling trap door nearby and swim back to surface there for air. Swim clockwise around the glass-enclosed museum and go all the way to the E wall to find another CROFT EMBLEM on a raised slab.

 

Go back around, pausing for air at the opened trap door, and exit to the indoor pool. Pull out S and go through the gymnasium to exit SW past a timed door to your left to the main hallway. Go into the NW library anteroom and save your game in front of the timed button you've ignored up until now. The timed door is in the passage just outside the gymnasium, so after you've pushed the button, turn left and sprint into the main hallway and around right past the stairs into the timed doorway. Walk carefully down the first step in front of the laser, stoop and crawl underneath it, repeat with the next laser and follow around the corner to crawl underneath another laser. Side flip or jump over the final laser and step into that underwater museum you saw earlier from outside.

 

Place your Croft Emblems in the receptacles on either side of the entrance to lift the gate. Go inside, enjoy the exhibits and go around the fireplace on either side of the fireplace to find a golden ark and a note on the table. The level ends when you turn around to face the ark.