FOUNTAIN OF YOUTH - PART 1

 

Levels by Feder

 

Walkthrough by Phil Lambeth, assisted by Doggett TV's video walk

 

 

Level 1: MARDI GRAS FESTIVAL

 

After the opening flyby, go behind the E bookcase and shoot the grate in the far corner. Step onto a balcony and go to the other end for SECRET #1 and a small medipack. Return to the beginning room and go through the NW opening and down the stairs. In the den below, grab the flares on the small chest and open the S door. Step out into the street, loop around right into a dark alley and open the door to your left near the end.

 

Shoot the dog inside and also the small SW crate for a large medipack. Get on the stacked crates in the other corner and take a curved running jump SE to grab the opening. Pull up and jump SW with grab into the adjacent window for SECRET #2 and shotgun ammo. Safety drop to the floor and return to the street. Run E along the street and turn left at the intersection. Open the double doors to your left as you near the wall, enter a hotel lobby and go past the reception area and up the stairs. Loop around into the hallway and open the second door to your left. Enter the guest room and shoot a baddy.

 

Open the SE door to a balcony (there's nothing out there, but you'll return here shortly) and exit to the hallway. Turn left, go up more stairs into the next hallway and open the first door on your left. Enter the guest room, open the door to the balcony and shoot a bat before picking up the revolver ammo. Back in the guest room, open the S door to the bathroom and look in the shower stall for a small medipack. Exit to the hallway, turn right and go back downstairs to the room where you encountered the baddy. Go onto the balcony and hop S over the railing onto the first of two awnings, then to the second one, light a flare and jump SW over the railing where a baddy waits in the darkness. Pick up the uzi ammo he dropped and take a running jump over the railing onto the previous awning.

 

Take a running jump E to grab the striped awning across the street. Pull up, shoot a bat and engage the baddy shooting at you from off to your right. Run to the N end of the awning and take a running jump onto the balcony for a large medipack. Take a running jump and grab back to the awning, pull up and hop left over the railing. Follow around the corner, hop back onto the awning and stand underneath the ivy-covered trellis. Jump up to grab the ivy and monkey swing S until you can drop down onto the long balcony of the next building. Go around the corner and find that portion of the S wall that you can climb.  Climb to an upper balcony, turn around and jump onto the red-striped roof.

 

Go across to the other end, jump to the top of the trellis and hop N over the railing. Grab the small medipack to your right and go to the other end of the balcony for flares. Return to that upper balcony you climbed up to, hang from the W edge and shimmy right until you can pull up in a corner alcove. Hop SE over the railing onto the balcony, go to the E wall and jump up to grab the crack, shimmy right and around two corners and drop to another balcony. Follow E for the chimes of SECRET #3, shoot a bat and pick up the uzi ammo and crossbow arrows (although there doesn't appear to be a crossbow to find in this game -- maybe in Part 2, although that won't help much unless a savegame is provided).

 

Go back the way you came, use the crack to get back to the previous balcony, hop NW with grab over the railing to land in the alcove, take a running jump slightly NW to grab the trellis, pull up and shoot the wooden windows in front of you. Jump inside the hotel guest room, take the JAZZ CLUB KEY from the small chest and see where it goes, return to the trellis outside and stand jump N with grab to land on the lower balcony. Hop over the railing down to the street and go S and E to find the key receptacle on your left.

 

Open the door to the Jazz Club and go downstairs to kick open the door. The two bouncers inside disapprove of your intrusion. Pick up the small medipack and uzi ammo they drop and and kick open the W door to the bathroom. Light a flare and go to the far corner to find the REVOLVER. Return to the club and continue N into the wine cellar where a dog is waiting. Shoot the crate for the LASER SIGHT and find that the NW wine casket is a pushblock. Push it two times to reveal an alcove to your right with a large medipack for SECRET #4. Return to the wine cellar and shoot the lock on the E door to open it. Enter a storage room, shoot the grate between the shelves to reveal a crawl space and pull inside. Light a flare, crawl around the corner and shoot another grate. Drop down the other side to a brief remote camera view.

 

Hop SW but don't push the floor lever yet. Go past it, hop SE onto a wooden bridge and shoot the wooden chest against the E wall. Move the adjacent pushblock to the middle of the wooden bridge between the two poised hammers. Now you can hop NW and push the floor lever to release the hammers and shatter the pushblock, revealing the CAR-JACK BODY. Safety drop from the wooden bridge to the floor of the basement, shoot a baddy and find flares on a crate against the E wall.

 

Exit SW and follow the passage to another storage room. Combine the revolver and laser sight and shoot the barrel up W to set off the sprinkler system and open the door to your left. Take the revolver ammo from the NW table and go through the opened E door to a small room where you'll find the HANDLE. Combine it with the Car-Jack Body to form the CAR-JACK. Exit via the passage to the previous room, use the crate in front of you to jump S to grab the wooden walkway, pull up and follow the passage around and up the stairs to a small room. Hop onto the corner block and use the Car-Jack to lift the trap door over your head.


Pull up into the room above, push the W doors open for a short cut back to the street, push the red button to lift the S garage door and shoot the dog and baddy that rush in. In this closed-off courtyard area you can find flares and uzi ammo near the dark SW corner. Look for vines growing on the W wall near the garage door entrance and climb up. Shift right near the top, go around two corners and drop down onto a balcony. Go to a curtained window on your left and vault up into a room with a ceiling trap door. Pull it down, turn around, jump up to grab the opening and pull up into an upper room. Push the red button to lower a rope in the courtyard.

 

Return to the balcony, shoot two baddies and pick up revolver ammo dropped by one of them. Continue clockwise around the balcony and go past the first S door that has opened. Open the blue doors to release a dog. Enter the building and loop around right through a curtained opening onto an outdoor balcony. Take a running jump N to grab the lowered rope and turn nearly all the way around. Swing forward and jump off SE to land on the small jutting awning. It's trickier than it looks due to the balcony on its right that gets in your way, so save when you land successfully.

 

Jump up to grab the roof and shimmy left past the first balcony. Just before you reach the corner, drop and grab the crawl space below. Pull inside for SECRET #5 and crawl until you can stand up. Shoot the chest in the corner for the UZIS and safety drop down through the floor hole. Exit to the balcony and loop around left through the blue doors you opened earlier. Return to the lowered rope and this time turn left and jump off W to land on the upper balcony. Shoot the waiting baddy, pick up his uzi ammo and kick open the W door to enter a hallway.

 

Turn right, go around the corner and shoot out one of the W windows. Drop to the hedge outside and shoot the lower E window. Vault up into a dark hallway and go around to a sitting room. Open the E door and enter a fenced-off room where a baddy is waiting. Pick up his large medipack and grab the revolver ammo on the small chest in the NW corner. Return to the outdoor hedge via the sitting room and drop down into a small courtyard. Look for shotgun ammo near the NW corner and use the crate to climb back out. Follow the hedge toward the W wall and shoot the baddy lurking in the darkness to your right.

 

Take a running jump NW onto the balcony where the baddy was and go through the W opening. Shoot two bats and locate the floor lever that lifts a gate somewhere. Exit to the balcony and take a running jump SE back to the hedge. Shoot the baddy waiting ahead and drop off to your right (S) into a courtyard with steps leading down to where the gate lifted. Go there to end the level.

 

Level 2: TOMB OF THE MARIE LAVEAU

 

Run forward and follow the passage to an outdoor graveyard. Go NE and open the door with the cross. Shoot the pesky bat and pick up the small medipack and flares. Note the wall torch for later. Exit and go across SE to find another door with a cross, but there are no pickups to find (you'll return here soon after lowering a block inside). Continue E past a fountain and shoot two dogs. The cross on the SE grave is a pushpiece, so move it to the other end of the grave to hear the sound of a door opening. Run N to find the opened door on your right, enter for SECRET #6 and shoot a bat. Push open the sarcophagus for uzi ammo and a large medipack.

 

Exit and go to the NE corner to find shotgun ammo on the grave.  When you pick it up you get a remote camera shot of a flat spot on the nearby roof. Stand jump W to grab the roof and pull up. Turn around, back flip and grab the roof on the other side. Shimmy right a bit, pull up and take a rolling back flip to grab the roof of the next building. Pull up onto the flat roof and take a running jump S to the next building. Take a running jump W over the top of the next building, jump off the other side and hop over to the N ledge.

 

Drop down N into an enclosed courtyard and continue through the    N opening. Go down the stairs to a room with a mummy, use the N reach-in switch to open the E door and the W reach-in switch for a small medipack. Go E into the next room, use the E reach-in switch to grab a TORCH while another mummy awakens, distract the mummy long enough to open the sarcophagus for UZIS and light the torch from the flame on the opposite wall. Exit to the first room and up the stairs to the courtyard.

 

Use the graves to jump up to the ledge, hop down the other side and turn left into the first building you entered upon arrival. Light the wall torch inside (cut scene of the second building you entered), exit and go to the SW corner. Hop onto the short grave and jump N, then E onto the roof of the building with a cross, behind which is another wall torch for you to light. Finally, get down to the ground and run across to the fountain and from there to the N wall. Locate a third wall torch in a dark alley near the NE corner and see a block lower in that building you visited earlier.

 

Go there (SW) with torch in hand and avoid the mummy as you enter. Hop down where the block lowered and go down the stairs to a bridge. Step on the first stripe and hop back as blades are triggered and then become dormant. Continue across the bridge and follow the ramp down to a lower room. Drop the torch, look up right where Lara's attention is drawn and shoot the hanging bell. Search the N sarcophagus for revolver ammo, go through the E opening and save your game at the top of the slope.

 

Slide down to a floor with a delayed spike trap (you can hear the clock ticking). If you're brave enough, you can jump near the bottom of the slope, run toward the shotgun ammo, reverse roll in front of it, pick it up and loop around left to pull the chain, back flip with a roll and run left past the opened door just ahead of the springing spikes. If you're a wimp, you can run directly to the chain and have plenty of time to avoid the spikes. Follow the passage to a hallway and turn left to find a floor lever that opens the large doors you saw in the graveyard. Continue W and climb up the ladder. Shift right at the top and drop down (or back flip near the top).

 

The N gate opens upon your approach. Turn left and return to the room where you left your torch (which you no longer need). You're greeted by a wraith, so run straight forward W, up the ramp and over the bridge, up the stairs and hop out of the hole, run N around the mummy into the graveyard turn right toward the opened E doors. There's a bird statue on the grave near the doorway, so wait there for the wraith to self-destruct. 

 

Enter the building and follow the dark passage to a stairway. Go up and then down, and continue to a gate where you'll find a large medipack. Go back to where the stairs meet, turn left and go down to a room with a phantom sarcophagus and a large central column. Pull up into the crawl space behind the column in the E wall and drop down the other side to trigger a flyby through this large cathedral. Two ravenous dogs attack, and after dealing with them search the N sarcophagus next to the pool for a small medipack and the S sarcophagus for flares.

 

Jump into the pool and swim through the E opening. Follow around to a much larger pool and pull out on the side opposite from the mummy. The flames protecting the E and W reach-in switches are intermittent, while the S flames are steady. Time the E and W switches (one gives you useless crossbow arrows) to turn off the flames at the S switch, which in turn allows you to open a gate back in the cathedral. Swim back there, pull out and go through the arched N opening. Follow to a pentagonal doorway and enter to draw out a wraith. Continue forward and up the winding stairs to a W passage with a bird statue at the end.

 

When the wraith has done its thing, go back out to the ledge and pull the chain to open a door down near floor level. Go down the stairs and pull up W in front of the opened door. Take a running jump over the spikes and go up the stairs to a fenced-off ledge overlooking the graveyard. Loop around left, go up more stairs and search the sarcophagus ahead for a large medipack. Go around the column and vault up E into a dark passage. Continue around to an opening that overlooks the cathedral.

 

Jump up to grab the monkey bars and monkey swing S to a flame blower. Turn left just past it and monkey swing E to a second flame blower. Turn left at this one as well if you care to drop down to a balcony for uzi ammo while a mummy flails out at you. Monkey swing back toward the second flame blower, turn left in front of it and continue E toward a third flame blower. Turn right at this one and drop down at the end into a S passage. Follow to a fenced balcony and climb onto the ladder block on your right. Shift left around the corner, climb higher and shift right around the corner to drop down onto a ledge.

 

Go to the plinth, take the SCRIPTURE and quickly hop back before the blades are triggered. There's another mummy close behind you, so line up for a running jump W into the darkness to grab the W crawl space before he reaches you. Pull inside and crawl around until you can stand up at a floor opening. Hop down and follow the passage to a balcony with overhead monkey bars. Grab them and money swing N to the ceiling block. Release to activate the jump switch to lower a block and you'll fall down into the pool below.

 

Pull out and go to the E wall where you can place the Scripture. A gate lifts in the N passage, so go there and down the stairs to a flooded room. Hop onto the block with the pole (one of several) and climb up facing N. Back flip onto a higher block when Lara's head is level with the tops of the lower windows and leave the pole here alone. Instead, jump E to grab the slope, pull up, slide down the other side and jump off to land on the pole-free block. Hang from the S side, drop and back flip off the slope onto a block with a pole (or jump directly to the pole a grab it). Climb this pole facing NE and back flip onto an upper ledge when Lara's head is level with the tops of the upper windows and she's lined up at the left edge of the rightmost window.

 

Stand jump W to grab the next pole, climb up past the base of the column, turn right and back flip onto the column base. Hop over NW to the ledge and enter the W passage. There are stripes between the two spike traps, so it's best to sprint down the passage when the spikes go down. Turn the corner and take a running jump over the blade trap to trigger them harmlessly. Pull the chain and watch the flyby where a block is lowered in the cathedral. The blades are now dormant but the spikes aren't, so make your way carefully back the way you came and jump the ledges to the E side. Search the sarcophagus for a small medipack and for a secret, hop back NW onto the small ledge with a column.

 

Hang from the E side, drop to grab the crack, shimmy right around right and release to activate a sneakily hidden jump switch and drop down into the water. An underwater door has opened in the W wall, so swim there for SECRET #7 and continue around the corner with a good head of steam through a blade trap until you can surface and pull out into a torch-lit room. Search the sarcophagus for the GRENADE GUN, return to the pool, turn around and pull out W. Go up the stairs to the cathedral.  

 

Go across into the arched SW opening. The lowered block is to your left near the NE corner. Hop down and follow the stairs to SECRET #8. Continue into the W room where a mummy is waiting. Put that grenade gun to good use and raid the plinths for shotgun ammo, uzi ammo and a small medipack. Exit, pull out into the previous room and find a S opening that leads down to a spooky crypt. Shoot a dog and continue around the corner to a water trench. Hop NE into the alcove, face S and jump to grab the crack, shimmy left around the corner and drop down onto a ledge.

 

Go to the S end, slide backwards down the slope, grab at the bottom, pull up and take a rolling back flip to grab the S vegetation. Climb and pull up onto the next ledge, follow around the corner and shoot two dogs charging at you from the far end of the passage. Vault up right and proceed into a S room where two fire wraiths attack. Beat a hasty retreat, turn left in the passage and run off the end into the water below. The wraiths will follow and die. As a dubious bonus, grab crossbow arrows you'll never use in the N alcove, swim through the narrow W opening and turn right into the N opening. Surface, pull out W, pull up higher, turn around and hop NE into the alcove. Proceed as described above to return to the room where you encountered the wraiths.

 

First, pull up into the torch-lit NE and SE corners for uzi ammo and a large medipack. There are three pushpiece items in this room, together with ceiling tiles indicating where they're to be placed. Push the most visible one N in front of the steps and W in front of the opposite steps. Move the NW one W and five times S.  Finally, move the one in the dark SE corner three times N and once E into the alcove. The central sarcophagus moves aside, allowing you to drop down through a floor hole where four bats attack at once. Take the STATUE/GENERATOR from the plinth while a trap door opens in the previous room. 

 

Pull back out through the hole, go around E up the steps and pull up in front of a ladder. Climb up past the opened trap door and run forward through the passage ahead to end the level.

  

Level 3: THE PLANTATION

 

Watch the scenic flyby through an entirely new environment, walk toward the house and shoot two crocodiles swimming around in the water. Go to the NE corner, hop over the railing and shoot a bat. Go around the corner, take a running jump and grab N over the gap, continue forward past a bridge and around the next corner to surprise another crocodile. Go back toward the bridge and you may be able to target yet another crocodile down in the water. Go across the bridge and around the left corner of the next building (noting for later the crowbar door as you pass by) to flush out another crocodile.

 

Go back across the bridge, continue clockwise around the main landing, and when you reach the front steps, jump into the water, swim N around that tree and wade forward for the shotgun ammo. When you pick it up three more crocodiles are attracted, so you may as well deal with them now rather than later. Swim E to that pier fragment jutting out into the water and pull out onto it. Look SE down into the water for a group of barrels and shoot the barrel on the left with your combined revolver and laser sight. Jump into the water and pick up poison arrows for SECRET #9.

 

Swim to the front steps and pull out. Turn right and follow the landing to the bridge. Go across and behind that outbuilding where you surprised the crocodile earlier. Use the block to get on the roof of the outbuilding, then face W and take a running jump to grab a higher block. Pull up and enter the alcove to your right for flares. Return to the roof of the outbuilding, walk to the N end and jump up to grab the monkey bars. Monkey swing toward the trunk of the large tree and continue N until you can drop down onto a ledge. Hop NE to the next ledge, hang from the E side and shimmy right along the crack around three corners until you can pull up onto another ledge.

 

Continue along the ledge to an opening in the wall. As you enter you hear action music, heralding the soon arrival of a boulder, so reverse roll and scurry to safety as the boulder rolls by into the water below. Re-enter the opening and run up the ramp to a cavern where you see the BASEMENT KEY. Picking it up draws a horde of locusts, and you can minimize your health loss by crouching until they go away. Return to the ledge outside, face SE and take a running jump with a midair roll so that you land on the facing slope sliding backwards. Grab the edge, shimmy right and pull up in the corner. Walk forward, hop up NE into the hole for SECRET #10 and pick up the explosive arrows and a large medipack.

 

Jump out of the hole and slide down into the water. Make your way S and wade out near the tree with the monkey bars. Light a flare and find a block next to that tree, use it to climb up and shoot two bats, then the nearby crate for grenade gun ammo. Hop back down to the tree trunk and shoot a giant flying bug. Get into the water and swim E and then S underneath the bridge connecting the house and the outbuilding. When you see those barrels down on the lake floor, swim into the nearby E opening and follow to an open underwater area. Take an immediate left and go around the corner to find a ceiling switch. Pull it down to open a nearby ceiling trapdoor and go there for air.

 

Pull up into a dark room and Lara looks at a small chest with the SHOTGUN perched on top of it. Ignore the empty containers but note the crowbar door and go through the SW opening and up the stairs to find the receptacle for your Basement Key. Use it to open the door and shoot two bats in the next room. The barrel contains flares. Move the left shelf two times W and pull the other shelf aside to reveal a crawl space. Pull inside and drop down the other side to find a floor crawl space. Watch out for the two steam blowers and crawl to the dining room as a door opens in front of you to admit two giant flying bugs.

 

Go up the stairs to a landing and find a large medipack in the N window alcove. Open the S door to a bedroom and shoot the zombie inside. Grab the flares on the small chest next to the bed and shoot the crate in the NE corner (unless the grenade you used on the zombie took care of it) for the CROWBAR. A screen shot shows the approximate location of a crowbar door you noted earlier. Exit the room to find a movable shelf at the SW corner. Move it two times E to reveal a passage.

 

Follow through, eliminate the mummy awakening in the side passage on your right, continue into a library where two more mummies are waiting and open the E door. Shoot two bats inside and proceed to a room containing nothing but barrels. One you can shoot for revolver ammo and another to release a horde of locusts. The W door is closed, but you can open it by returning to the passage to your right outside the library where the first mummy was awakened and activating the hard-to-see jump switch. Another mummy is released as you step out onto an upstairs landing.

 

Turn left, run around the corner and shoot a barrel in the far corner for shotgun ammo. Go back around the corner to the N wall and take a running jump W over the railing to grab a ledge. Pull up, jump up N to grab the crack and shimmy right around the corner to a ladder. Take a rolling back flip to grab the ladder behind you, shift left around the corner and drop down to another landing. Follow the landing around the corner, shoot a mummy and continue clockwise until you alert a giant flying bug. Pick up the shotgun ammo at the S wall and go back the way you came.

 

Kick open the S door where you encountered the most recent mummy and enter a spooky den with a demonic symbol on the floor. Take the VOODOO DOLL from the small chest and the W door opens to release another mummy. Go out to a familiar indoor landing, hop over the railing to the stairs and go down to the dining room. Exit via the N doorway and jump into the water. Swim under the front door steps to find a small medipack. For an additional pickup, swim around the house and beyond it into the passage at the SW corner. The side passage to your left has uzi ammo.

 

Remember that crowbar door? Swim to that vine-covered opening in the E wall of the main house (near three barrels) and proceed to the opened trap door. Pull out into a room you visited earlier and open the N crowbar door for SECRET #11. Launch a grenade to clear the room ahead of debris and step forward to grab revolver ammo and crossbow arrows. Return through the trap door and swim back W to the outer portion of the house. Turn right and swim underneath the bridge. Pull out left, pull up onto the landing, run around the left side of the outbuilding and open the N crowbar door.

 

Enter the building and open the floor trap door. Jump into the water and swim through the winding W passage until you can surface at a graveyard. Wade out and shoot two crocodiles. The NW grave has grenade gun ammo, but back flip as soon as you pick it up to avoid the released boulder. Get back on the NW grave and jump N into the opening from whence came the boulder. Face S, back flip onto the slope and jump off to grab a crack. Shimmy right around two corners and pull up for SECRET #12 and grenade gun ammo. Return to the graveyard.

 

If you pull up onto the SW grave you'll trigger a swarm of locusts, but you can jump from there SE into a small enclosure for a large medipack. Return to the previous SW grave and take a running jump to grab the W opening. Pull inside and follow the passage to a room guarded by darts. Crawl underneath the darts and pause along the way for a small medipack and uzi ammo.

 

Proceed through the N opening to face a large indoor pool. Jump into the water and search the NW weeds for shotgun ammo. Swim through the narrow E opening and follow to an enclosed room. Pull the central ceiling switch hidden by the greenery and watch the ensuing flyby. Return to the indoor pool and pull out S. Use the translucent platforms to get across to the N ledge. Approach the two mummies to awaken them, dispose of them with a single grenade and use your crowbar to pry the VOODOO GEM off the wall.

 

Return S via the translucent platforms, crawl underneath the darts, follow the passage back to the graveyard and deal with two giant flying bugs and a crocodile, pull up into the E opening and follow the passage past an opened door to the outbuilding. Run past the outbuilding and over the bridge, turn left at the landing and follow around past the front steps to the SE corner. Find the floor trap door near the house and open it. Drop down and follow the passage to an underground room that looks like a shrine.

 

Search the shallow moat for shotgun ammo and a large medipack, vault up onto the central platform, combine the Voodoo Doll and the Voodoo Gem and while facing E place the VOODOO TALISMAN on the receptacle. After the flyby, some action music warns you of an upcoming battle with a white-masked demigoddess. When she dies a block lowers in the E wall. Go on through and take the stairs to your right or left to an upper room. Place the Statue/Generator on the stone plinth. A helix appears and a nearby door opens in the E wall. Go up the stairs ahead to end the level.