MEOW MEOW LIBRARY

 

Level by Shaleigh7787

 

Walkthrough by Phil Lambeth, with the help of Doggett TV's video walk

 

 

Begin in a small, cluttered room. Ignore the water hole behind you and hop forward onto the bridge fragment. Go up to the opening, vault up to face a staircase and go up further. I'll mention hereafter if any of the jars are worth shooting, but the two at the top of the stairs give you nothing but a scroll that you can't pick up. Hop down right for flares and jump over the pool (the water isn't deadly, but there's nothing down there other than a closed gate). Go up the dark ramp into the next room and watch the flyby that takes you from bottom to top. There's a ladder above the entrance hallway, but we'll save it for later.

 

As you explore this room you'll be joined by a cat that makes funny noises like those giant flying bugs we sometimes encounter in custom levels. They explode like monkeys when they die, but there may be a good reason not to shoot them, so I left this one alone. And vice versa, as long as you don't agitate them by firing at them. There are three doors in the E wall. Open the middle one for a small medipack (the others lead nowhere at the moment), come back out to the middle of the room and look up left (S) to see another ladder surface. Climb this ladder, get up onto one of the corner ledges and jump to the central structure. Grab the CROSSBOW and note the chains at each corner.

 

Pull all four chains, use the high pointed rock to jump S, grab the slope, shimmy right and pull up into the corner alcoves for a large medipack in the left one and flares in the right one. Continue shimmying along the E wall for more flares in the next alcove, hop back down to the roof of the central structure and from the SW corner run off SW with grab to land on the corner ledge below. Jump NW to grab the W ledge, pull up and open of the three doors, all of which lead to the same hallway. Go in to find a crawl space which brings you to a dark room with two flame blowers.

 

Drop down but don't move S away from the crawl space lest you be flattened by a boulder. Save your game, light a flare, reverse roll and run across to the safe NW corner. Wait for the flames to subside and take a running jump S onto another safe tile as a second boulder drops. You can see a third boulder poised ahead, but just enter the crawl space to your right and come to a decorated passage that leads to a dark pool room. However, what appears to be green water is just a trench covered by fog. Anyway, go to the NE plinths for the LASER SIGHT and a small medipack. One of the NW plinths has another small medipack.

 

In the E wall next to this plinth is an unmarked ladder. Climb up to a passage where you'll find a TORCH. Toss it down, climb back down, find the torch and pick it up and return to the boulder trap room (first standing back and tossing the torch through the crawl space). Crawl through, retrieve your torch and step into the SW corner tile to release not the boulder overhead but a nearby one. Light the torch on the flame blower, stand with your back to the fallen boulder and toss the lighted torch into the floor crawl space. 

  

Crawl forward, retrieve the torch and take it around to the "pool room." Toss it onto the dark surface between the two green ledges and watch the floor burn up. Now we have a real pool, so jump down into the water and pick up the OWL COIN 2 in the SE corner. Jump out of the water (you can't pull out for some reason) and return through the crawl space to the boulder room. Walk between the fallen boulders, turn left and run across a corner of the lower tile (when the flames are down) to trigger a final boulder if you like, then exit via the NE crawl space.

 

Back in the tall room with the central structure, safety drop to the floor and backtrack S to the pool near the beginning of the level. Combine the laser sight and crossbow if you haven't already done so, stand left near the light (so the weeds won't be in your way) and shoot the brass ball hanging near the ceiling. Return to the tall room, turn around and jump up to grab the ladder, climb to the ledge, turn around and jump to grab the opening in the central structure. Pull inside where a gate has opened and run forward for the CROWBAR.

 

Turn around, take a running jump to grab a ladder surface above the ledge, drop and grab several times to get back down to the floor and go through the NW opening. Follow to a room with cats, many jars and four wall switches. Pull down the rightmost switch to lower an upper block in the next room W, then pull down the leftmost switch to raise a platform in the same room. Activate the hard-to-see jump switch in the S alcove to release a boulder in the next room and wait until it rolls down and comes to rest in the NW corner.

 

Exit to the tall room with the central structure and go across to open the left door in the E wall if not already done. A block inside has lowered, allowing you to climb up, turn around and jump to a wall switch that opens the W gates in the tall room. Go there and you'll be greeted by four black cats. This variety is decidedly nasty, so you'll have to shoot them. One or more may re-spawn, so keep firing until you have peace and quiet once again. Continue down the S steps to an open area with more of those black cats and a couple of flying books that act like bats. Shoot them all and be prepared for more re-spawning.

 

Go to the SW corner and loop around up the ramp and pull up right at the end. In the next room you're met by a flying book and you may also have to deal with an otherwise friendly cat who gets in your line of fire. Go down the central walkway and find a N wall switch in a flame-free section of the floor. Go back to the beginning of the central walkway and look up to find a ceiling hole. Face the column there, jump up to grab a ladder surface and climb up into an attic of sorts. Go around either side S and follow the passage to a room with a flame blower. Wait for the flames to go through two cycles (they return almost immediately after the first cycle), step forward from an angle and quickly pick up the scroll called SOUND OF EVIL CAT. Back flip away from the returning flames and go back the way you came.

 

Drop down through the hole, exit W by dropping into the lower passage, return to the large room and take a hard left between the columns to find a GOLDEN TIARA in the N wall. Pry it off with your crowbar, reverse roll and loop around left to exit this area up the N steps. Back in the tall room, exit right (S) and jump to grab that ladder at the beginning of the hallway that you noted earlier. Climb up to a room, turn left and pry the EYE OF BASTET from the receptacle. (Don't do this, but you could now use the Eye of Bastet by placing it back in the same receptacle, but you would then lose it forever.) Shoot the jar in the SW corner for flares, then place the Eye of Bastet in this adjacent companion W receptacle. You hear the sound of a door opening while a cut scene provides no helpful information.

 

Climb back down the ladder and go down that dark ramp toward the S pool. To your right at the bottom of the ramp there's a receptacle in the W wall (and remember for later that there's another receptacle on the E side), but to get there you have to go through the flames with no apparent way of extinguishing them. Needless to say, not the best level design. Anyway, place the Golden Tiara, beat a hasty retreat to the pool to douse the flames, invest a medipack and swim past the opened SW gate and a dormant circular blade for the OWL COIN 2 and a small medipack. Pull out of the pool, return N to the tall room, combine the two coin pieces and place the OWL COIN in the N receptacle next to the left balcony.

 

A block to your right lowers, affording access to a podium for placement of your Scroll. The doors ahead open, but to get there you have to side flip over the railing. There are two mounted knights in the next room, and you have knock them them both out of their saddles and kill them by shooting the blue gems in their chests. This is likely to take some time when you're armed only with pistols. When both are dead you can find a large medipack in the SW corner. Look up N and shoot the hanging brass ball to lower blocks at the E and W walls.

 

Drop down into the W hole, jump to grab the pole and slide down (losing health for some reason). Open the crowbar door and go through the arched passage. Loop around right into a room with canals and proceed to the W opening. Hop to the slatted bridge and continue to a crossing. The right fork leads to a dead end, so take the left fork and either of the next branches will bring you to a paddle wheel room. Go to the NW corner, hopping over a pipe if necessary, and jump down next to the paddle wheel. Enter the N crawl space, stand up at the far end, turn around and activate the jump switch.

 

Crawl back out, pull up onto the ledge with the jar and hop down. Go around left and turn left at the slatted bridge to find that a trap door has lowered in the passage. Drop down and crawl E to the gem named the TEAR OF TRUTH. Go back across the slatted bridge, continue past the canals and through the arched passage, climb the pole and back flip into the alcove. Jump up into an earlier room and go across to the lowered block in the W wall.

 

Hop down and run down the ramp to a room with a flaming floor. Turn right at the entrance and activate the jump switch. The flame on the entrance ledge is harmless. From the right corner run off onto an invisible platform, take a running jump straight S, stand jump a bit SE and take a running jump S to grab the opening. Pull up and run to the other end of the passage. Climb down the ladder and light a flare. Go past the S passage, jump up into the left corner and pull up left. Go a bit S, then turn left to spot the jump switch. Activate it and crawl S. Hop down to the S opening and follow to a passage encircling a central building.

 

Enter through the opening on your right and grab the goodies from the plinths: the BASTET RIGHT GREAVE, the BASTET LEFT GAUNTLET, another TEAR OF TRUTH, the BASTET RIGHT GAUNTLET and the BASTET LEFT GREAVE. Exit this room, go back the way you came through the NW opening and continue past a closed gate (for later) in the floor hole to the ladder. Climb up and return to the opening that overlooks the flaming room. Save your game and take a running jump to grab the first invisible tile. If that doesn't work, you can run off slightly right down to a safe area between four flames, walk to the top of raised mound and stand jump to grab the tile. Pull up and stand jump slightly left from the far edge onto the next invisible tile and take a running jump to grab the entrance ledge. Pull up, run up the ramp and hop into the room above.

 

There's now a lowered block against the N wall. Hop down and run S to a crossing. Go around right or left into a dark room with wall switch contraptions with connecting floor lines. Pull the switch on the contraption blocking the entrance, then work your way clockwise around the room, pulling switches as follows: the next one (#2), #4, #6 and #7. A floor trap door opens in the center of the room, so drop down and follow down the steps to an underground room with receptacles for your Tears of Truth. When you place them two sets of E doors open, so crawl under the low ceiling and come to a sarcophagus that attracts a myriad of friendly cats. Watch the long and dizzying flyby, followed by the addition of the EARRING OF CAT and the BASTET BREAST PLATE to your inventory.

 

Now it's time for some backtracking. Return to the room with the switch contraptions, exit S and continue to the room with the lowered wall blocks where you did battle with the mounted knights, side flip over the railing and shoot a couple of black cats if necessary. Continue S toward the pool, loop around left at the bottom of the ramp and place the Earring of Cat in the flame-free receptacle. Turn around and go through the crawl space that has materialized behind you. Hop out at the other end into a room with a grated floor and fountainheads, pull down the E wall switch for another dizzying flyby and crawl back the way you came.

 

Go back N to the mounted knight room, hop down right into the E floor hole and make your way down to the flaming room. Negotiate the invisible tiles as you did earlier and climb down the ladder at the end of the passage. Light a flare, go into the S tunnel and hop down into the floor hole where the E gate is now open. Follow into a cluttered room, turn right into a larger room and take an immediate left to see the opened E exit gates ahead. Run past the friendly cats and up the steps as Lara's theme music plays. Climb the block, pull up right and stand jump N onto a flat spot amidst all the illegal slopes. Face slightly SW, walk toward the corner, stand jump onto the slope ahead and back flip toward the ceiling hole to end the level.