CREATE A CLASSIC 2021 - THE WRECKED SHIP

 

Levels by PedroTheGamer

 

Walkthrough by Phil Lambeth

 

Video walks have also been made available by Doggett TV and Steven3517

 

 

Level 1: THE WRECKED SHIP

 

The builder has provided information about possible bugs, so be sure to review this before beginning play. Also, for those who like to save at the very beginning of each level, an onscreen warning tells you not to do that here. Follow the water flow and drop down into a pond where a viking is wandering about aimlessly. Wade out near a building, shoot the viking and look in the corner to the left of the building (the compass is also wrecked in this level, having been replaced with a useless stop watch, which at least removes the annoyance of having to deal with yet another ring menu) for revolver ammo.

 

Go all the way to the opposite corner to find a triangular crawl space in the wall. Follow past the broken gate to a hidden jump switch that lifts the gate to the building. Return there and enter the disheveled interior. It's still not safe to save your game. Note the closed gate ahead, grab the shotgun ammo on the plinth to your right and go through the opposite opening to face a gauntlet of flaming blocks. To your left is a wall switch that turns off the flames for a short time. You've surely done this before, so hop onto the first block and take running jumps along the others until you reach the last one, and take a standing jump from there to grab the ledge. Pull up and push the floor lever to open the gate you saw.

 

Jump into the water, and on your way back look to your right for more shotgun ammo. Pull out at the other end, turn left in the next room and go past the opened gate. You still can't save. Step forward to trigger a flyby of the wrecked ship and surrounding area. Jump into the water and swim under the ship to the far wall. Pull out for flares, jump back in and look for a nearby hole in the wall. Swim inside for shotgun ammo, flares and a GOLDEN ROSE for SECRET #1. Exit and swim to a block next to the ship. Pull out and climb the ladder to the upper deck.

 

Turn left and run all the way to the other end. Run up the ramp to your left, turn the corner and hop to the ledge surrounding the rear mast. Go to the other side of the mast and activate a jump switch that lifts another gate in the building you saw at the beginning. Head toward the middle of the ship, and when you reach a gaping hole in the floor shoot the viking you can see strutting down below. Safety drop to the lower area, pick up the uzi ammo dropped by the viking and search the wooden shelves for more uzi ammo. One of the small wooden crates hides a large medipack. Note the gate requiring four keys and go to the floor hole at the end of this room. Don't drop down, but locate and grab the nearby CROWBAR that's stuck in the wall.

 

Climb back up to the deck, using the ladder next to the wooden shelves. For a secret, jump into the water below and swim underneath the ship. Find a hole in the hull near the front (the end facing the waterwalls) and swim up the shaft. Pull out for a GOLDEN ROSE and SECRET #2, then gather the rest of your goodies: 2 x shotgun ammo, uzi ammo and revolver ammo. Exit to the water and swim toward the waterfalls past a closed floor trap door. Pull out onto the wooden structure, note and ignore the bird pedestals and wall receptacles, and take the UZIS and the SHOTGUN from the other plinths. Jump into the water, locate and pull the ceiling lever on the underside of the structure to open the trap door on the lake floor.

 

Surface and look for a viking patrolling along the shoreline near a building. Swim over to him, pull out (Lara looks at the building) and shoot him for his shotgun ammo. Go up the steps of the building, loop around left behind the statue and pull down the wall switch to open the gate. Enter the building for a level change, and now you can save without fear.

 

Look right and left for 2 x uzi ammo and go to the far right corner to find a crawl space next to the column. Follow around, stand up and pull up left into a sloped crawl space (jump up to grab, hit the crouch key and then the up arrow key). Draw your pistols and shoot the grate beyond the narrow opening. Save your game before exiting, because if you get caught in the collision at the column you'll have to reload and try again (an inexcusable oversight that should have been caught and corrected during testing). It's best to turn and face the crawl space squarely before exiting, then stand and jump forward. Once you're safely away from that column, you'll find that the nearby gate is now open.

 

Enter, go forward and around the corner. Draw your shotgun and step on the square depression in front of the double doors to open them and trigger a flyby of the next room. By the time camera control is restored, a viking is already upon you, so shoot him and take his shotgun ammo. Go into the next room toward the gladiator statue and loop around left to find a jump switch that opens the gate across the room (to your left as you land). Go there and shoot another viking, go left or right around the hallway (noting closed doors on both sides) to a rear door that opens when you step on the face tile.

 

Come to an indoor pool and go through the opening on your right to a second pool where you face a series of challenges. The first part is straightforward enough. Turn right, go to the wall and time a running jump to a corner of the first flaming block (where you're safe) and then to a corner of the next. Shimmy around to the other side, pull up and stand jump to a corner of the third block and finally take a running jump to the left corner of the last block. Jump to grab the ledge with the swinging blade (you'll probably lose a bit of health in the process), shimmy around to the far corner and simply pull up into a corner of the flaming block.

 

Turn left and stand jump to grab the top of the central column. Pull up, turn right, jump up to grab the ceiling and monkey swing toward the jump switch you can see in the far wall. Drop down, activate the jump switch to open a door in a previous hallway, pick up the shotgun ammo and uzi ammo at either end of this balcony and jump down into the water. Pull out, exit this pool room and the next, turn right in the circular hallway and find the door that opened just now. Enter, turn the corner and save your game before initiating your next hazard gauntlet. Take a running jump to enter the passage as the spike walls converge quickly and continue with a running jump over the lava to grab the ledge. Pull up left where the blade can't reach you and time a jump past the blades and swinging spike barrel. Do the same to get across to the other side and refresh your health if necessary.

 

Turn left in the next room and slide down the slope. Lara looks at something on her way down, but don't worry about that now. Concentrate your attention on the giant statue that comes to life and aims flaming bolts at you with his sword. Get close and fire everything you've got into him until he dies. Watch the ensuing flyby and return to where you slid down into this room. Climb two blocks, jump to the ledge jutting from the wall and continue with jumps along the column tops to the far veranda where you see the shiny object.

 

Run forward and take the COIN OF GUARDIAN from the plinth. Turn left, run past the cage, vault up onto the ramp and pull into the corner crawl space. Flip out the other side to the double doors that opened earlier, enter the room once more and go to the warrior statue. Place the Coin in the unoccupied left receptacle to create an earthquake and hold the left arrow key as the floor crumbles under your feet. Hop up with a right curve onto the ledge when camera control is restored so you won't fall to your death.

 

Stand jump with grab to land in the corner alcove, turn left and take a running jump with grab to the lower ledge and walk forward to the other end. Take a curved running jump up into the alcove on your right and pull down the wall switch to hear the sound of something lifting. Turn around and find the opening in the wall to your right. Getting there is easier said than done. Don't try crossing the gap with a running jump, as you'll never make it. Instead, go back the way you came and save your game before taking a pixel-perfect running jump without grab to land on the lower right corner of that corner block. Turn right, stand jump down to the ledge, pull up higher, turn to face the wall and back flip onto the slope. Jump off with a right curve and grab to clear the obstruction and land on the facing slope, slide and jump to land on a stable surface (or grab and shimmy right to pull up if necessary). 

 

Hop down to the ledge around the corner and walk forward as far as you can. Stand jump to grab the crack in the column and shimmy around two corners to the other side. Release and reverse roll as soon as you land on the breaktile below, take a running jump without grab to land on a stable ledge and turn right. Take a running grab to grab the ceiling and monkey swing through a fixed camera to drop in front of the opened gateway. Go on in, and you now have a choice of a crawl space and a ladder. The trap door above the ladder drops automatically as you approach its alcove, almost as if inviting you to go there first.

 

Ignore the invitation and go through the crawl space. Another trap door opens as you get close, so jump up into an earlier room and shoot the waiting viking. The cage you saw before has now lifted (maybe when you pulled down that last wall switch), allowing you to step inside for the STONE PIECE 2. When you pick it up a gate is lifted somewhere. Hop down into the floor hole and crawl back to that ladder. Climb to an upper hallway, go left toward the room where the floor crumbled and follow the ledge to your right past a statue. Jump up to grab the crack in the column and shimmy left around corners until you can pull up into a crawl space. Flip out at the other end onto a ledge and hop into the opening where the gate lifted.

 

Enter the small room ahead and a little to your left. Activate the crowbar switch to cause a raven statue to explode and reveal something underneath. Exit this room, go across the hallway to the opened gate and return the way you came as described above. Shimmy along the wall cracks, drop down next to the statue, reverse roll and run toward the facing statue. Loop around left past the double doors and through the opened gateway into a room where the STAR KEY can now be picked up. Go through the opening in the opposite wall for another level change.

 

You're back in the area with the wrecked ship. Jump into the water, swim straight across and pull out near a building where the entrance gate has been lifted. Go up the steps and inside for another level change. Step forward onto a ledge overlooking a vast pit. Turn left, jump to the next ledge and face the slope. Stand jump to it, slide and jump to grab the next ledge. Pull up and turn left into a passage with a closed door at the end. Look up right for the crawl space and pull inside. Follow to the next room and activate the crowbar switch to open the door at the end of the lower passage. Return via the crawl space, flip out into the passage and continue into a pool room.

 

Jump into the water and note a closed underwater door in each of the four walls. Surface, look around and see that, other than the door by which you entered, there's a closed door just above the water's surface in the middle of the other three walls. Begin by swimming toward the underwater door opposite the entrance door. Pull the underwater lever on the left side of the column to open the underwater door below the entrance door. Swim there, go inside and pull the underwater lever to raise the water level in the pool.

 

Surface for air and explore the upper balconies on one side of the room for flares, uzi ammo and shotgun ammo. Swim across to the other side and pull out for shotgun ammo and STONE PIECE 1. A brief flyby is triggered when you pick up the latter, and the water lowers to its previous level. Jump in and pull out right in front of the entrance door. Go to the room where the floor crumbled and take a running jump left to grab a crack. Shimmy right, pull up and jump to the ledge where the gate lifted.

 

Enter and come to a balcony overlooking a room with a waterfall and a pool. You can hear the sounds of a viking, so go down the steps to your left and shoot him. Loop around right for flares, then run down this side of the pool for shotgun ammo tucked away in an alcove. Continue in the same direction toward the closed door and activate the jump switch to the right of it. The double doors beyond the waterfall open, so go there (pausing for a large medipack in the corner along the way) to a deeper pool room and Lara will look to her right at the spinning paddle wheel.

 

You can see the revolver in a corner crawl space near the paddle wheel, but a strong current prevents you from swimming inside to get it. However, there's an underwater lever on the nearby column. Pull it to open another door in the previous pool room and return there. Go left past the opened door and jump into the water. Find shotgun ammo on a balcony, then keep swimming down to grab flares on the floor. Go through the opening in the rock wall and turn right as you approach the sunken building. Swim up the trench at the wall and pull out into an underground room. Go through the opening ahead and shoot two vikings you'll meet in the passage. One of them drops shotgun ammo, the other drops revolver ammo.

 

Enter the first opening to your left in the passage, turn around and jump up to grab the opening. Pull up into the alcove for uzi ammo and drop back down. Take the next left and push the floor lever to lift a gate near the paddle wheel. Return to the passage and pull up into the opposite alcove for more uzi ammo. The next alcove to your left has flares. Retrace your steps to the water, swim past the building and turn left, surface, pull out and return to the shallow pool room.

 

Turn right and go past the opened double doors near the waterfall. Hop left from the entrance to a ledge and find the opened gateway. Follow the passage up the steps to another shallow pool. Grab the shotgun ammo and climb the nearby ladder. Loop around right along the ledge to find a bird plinth near the corner. Turn it with the action key and go all the way to the far corner to find uzi ammo. Locate the nearby hole in the floor and drop down into a room with shallow water, losing a little health from the fall. Pick up the nearby shotgun ammo, take the flares from the corner plinth and run across to the far corner for uzi ammo

 

Move the pushblock next to the entrance laboriously into the next room (and past another pushblock at the other side of the entrance), through the opening in the far wall a little to your left, and all the way against the wall in the next room so that it blocks the barred window. Go back to the previous room, find the uzi ammo in a corner, then go to the second pushblock and move it in the same direction as the first pushblock, but place it against the other barred window between the gap in the crates. The water level rises to fill the pools, so swim through the wall opening at floor level and follow the passage down to the steps to the room with the paddle wheel.

 

Look for uzi ammo on the balcony, then swim down to that small opening in the corner next to the paddle wheel and pick up the REVOLVER (you may experience some difficulty making the grab). Swim across through the higher wall opening and surface for air. Pull out into the central structure, right through the railing, and take the IRON KEY from the plinth. Also grab the nearby shotgun ammo and jump back into the water. Locate the submerged steps, swim there and wade out to the doorway.

 

Go through the connecting passage to the deep pit and take a tricky running jump left to grab the crack. It helps to hang from the edge, pull up and reverse roll before initiating the jump. Shimmy right, pull up onto the ledge and take a similarly tricky jump to the next ledge. Use the Iron Key to lift the gate and follow the passage up the steps to a ladder. Climb to a balcony, go left and take a running jump over the railing to grab a higher block. Pull up and jump down to a lower ledge where you'll find a second STAR KEY on a plinth. Look down to see a jutting ledge and hop down to it. Go through the passage for a level change back to the wrecked ship.

 

Remember that underwater trap door you opened ages ago? Jump into the water and swim over to it. It's easy to get disoriented down there, so make sure you have plenty of air, face the hull of the ship and dive down through the shaft. When you reach the bottom, swim straight ahead and loop around right to find an underwater lever that opens a nearby gate. You might want to return for air before proceeding further. Facing in the same direction as before, swim down the shaft and this time turn left at the bottom. Stay left until you reach the opened gate, swim inside and surface briefly for air. Swim down and past the arches opposite the entrance and find the corner opening to your left that leads to another level change.

 

Swim forward into a pool room where you're greeted by foreboding music. Go to your left and look for a large medipack on a ledge. A little farther along this same wall near the corner is a small balcony with an underwater lever. Pull it, flip turn, swim to the other side of the pool to find a similar balcony with a second underwater lever to pull. Flip turn, swim out and left to find in the same wall a third balcony with an underwater lever to pull. Flip turn, swim out and directly across to the other side of the pool where you see an opening beyond the balcony. Get air and save your game before entering.

 

Swim down the passage and look left for a small crack in the wall. Swim through quickly as spike walls converge and into an area with horizontal blade traps. Go around them to your left (going right leads to a dead end) and continue through the passage that narrows at the end. Swim down and left into a small triangular opening. Continue to an obstruction, turn right there through another small opening and then keep left until you reach an air hole. Continue along the cramped and winding passage to the right of the air hole until you see an opening in the wall ahead.

 

Swim through, surface and wade out to engage two vikings. One of the wooden crates in this room hides shotgun ammo, another one (in the water) hides flares. If you wish to go back and explode the nooks and crannies of the cramped and winding passage for flares and shotgun ammo (you're just as likely as not to get caught in the collision while you're searching), you're welcome to do so. Otherwise, climb the blocks against the wall left of the entrance where you swam in and turn around to take a running jump to grab the higher corner block.

 

Pull up, turn around and jump up to grab the ladder. Climb up to an alcove, go left through the crawl space and activate the jump switch in the wall to your left to open the upper door in the previous room. Climb back down the ladder and jump the chandeliers toward the opened doorway. Pull up into the alcove, jump up right to grab the crack and shimmy right around corners until you can pull up into another alcove. Turn right, hop up higher and take a running jump to grab the opening with a pole.

 

Climb the pole, back flip near the top and follow the passage to a ladder. Climb up and back flip near the top to a veranda overlooking the pool. Grab the uzi ammo, stand at the edge, save your game, jump up to grab the ceiling and monkey swing toward the flame blower you can see in the distance. Time your way past it (it may take a few tries, you can get one click closer by turning your body at an angle) and drop to activate the jump switch in the far wall.  

 

Turn left and swim through the arched opening. Save your game and follow around over the horizontal blades and loop around right at the top of the steps for uzi ammo if you have enough air (or get it later). Return to the air hole you saw in the corner and pull out to engage a viking. Pick up his uzi ammo and go to the ledge overlooking the pool. Jump up to grab the ceiling and monkey swing past another flamer blower as you did before, veer a little to your right and activate the next jump switch.

 

Swim toward the corner where you see a skeleton on the floor and a waterfall above. Enter the opening cautiously, as there's an unmarked spike trap straight ahead between the two blocks. Turn right, swim up and stay close to the ceiling to avoid more spike traps as you locate and pull three ceiling switches to open a central trap door. Swim up, surface for air and pull out to another open section overlooking the pool. Yes, you now have to repeat the routine whereby you monkey swing, get past a flame blower and activate a third jump switch.

 

Face the opening near the floor that's blocked by debris, save your game and swim through the corner opening to the right of the debris. As you enter, a spike wall is triggered to your right, so swim left and through the small opening. Turn right as another spike wall is triggered, pull the underwater lever on your left and swim carefully through the small opening to avoid getting caught in the collision. Turn right past a third spike wall, pull the underwater lever on your right and turn around left to swim past the opened gate. You still need to get past three circular blades and two horizontal blades before you reach the air hole ahead.

 

Pull out, side flip past one of the circular blades and follow the hallway around past a closed wooden gate to find uzi ammo. Get past a circular blade, a horizontal blade and another circular blade to face a gauntlet of squishy blocks. No need to get past the blocks just yet. Draw your pistols and jump up to shoot the panel in the far wall to open the gate you passed. Get back there past the blade traps, run along the pathway between the barrels and activate the jump switch up to your left (you can pull up onto the penultimate barrel) to open a nearby trap door for later.   

 

Return to the three blade traps, get past them and time standing jumps past the squishy blocks. Pick up the uzi ammo and climb the ladder that Lara is looking at, past the opened trap door and onto another section overlooking the pool. The wooden crates behind you hide 2 x uzi ammo, and there's more uzi ammo in a corner beyond the railing. The opposite corner has a plinth with shotgun ammo. There's one more jump switch for you to reach via monkey bars, this time getting past two flame blowers, so gird up your loins and complete the task.

 

Double doors finally open down in the pool, so swim past the twin arches into a room where a third STAR KEY rests on a plinth. Exit to the pool, get some air and swim all the way across to the opening on the other side and follow the passage to a level change.   

 

Swim straight ahead, get some air and go through the opening to that cramped and winding passage you negotiated earlier. Go left, then stay right until you come to a crossing. Swim up the shaft there and past the opened trap door to the lake with the wrecked ship. Swim away from the ship and pull up onto that four-sided structure you visited earlier. Remember the bug alert mentioned in the builder's readme and place a Star Key in one of the three receptacles (it doesn't matter which one). The raven on a plinth behind you explodes to reveal a more docile bird. Before placing another Star Key, go and turn that plinth and watch double doors opening nearby. Then place the next Star Key and repeat for a similar result. Place the last Star Key, turn the bird plinth and now you have a choice of going one of three different ways.

 

Swim to shore, wade or pull out and go to the building where only one door opened (not double doors). A viking may be stuck against the steps there, making it easy to shoot him for his revolver ammo. Go past that building to the corner, turn back and look up to see a swinging blue ball. Unfortunately, you don't have the laser sight yet, so continue around clockwise to the next building where you can see a purple light inside. Enter to trigger a flyby of the large interior.

 

Two demigods are awakened as you go further inside. If you've been conserving your uzi ammo, you can stand behind one of the blocks with a wall switch and jump up and down while firing until one of them dies. Then run forward to the other one, stoop when you get close and finish him off with your pistols as he fires over your head. Go up the steps and take the GEMSTONE from the plinth. Return to those blocks, note the mathematical formulae on the wall ahead and pull down these switches (left to right as you face them): 1 and 4 (not 2 and 4 as you might expect). The gate to your left opens, so go on in and place your newly-acquired Gemstone in the alcove receptacle.

 

The gate on the other side of the main room opens, so go there and place the second GEMSTONE in the alcove receptacle after combining your two Stone Pieces. A trap door opens in the main room, so go back there and climb the pole near the block wall switches. Continue past the opened trap door and back flip to a four-sided terrace. The crates are empty, but you'll find shotgun ammo on a plinth near a statue. Grab the uzi ammo at one end of the narrow terrace wing, then run to the other end to find the GOLD KEY (1 of 4) on a plinth.  

 

Hang from the edge and safety drop to the ground, suffering a modest loss of health, or take a running jump into the lake. Go to the single-door entrance, the one with the nearby swinging blue ball you noted earlier. Enter what appears to be an indoor oasis and engage two vikings. Pick up the 2 x shotgun ammo they drop and take a look around. The interior of this building is a lot vaster than what appears from outside.

 

To the right of the entrance is an opening that seems to be covered with cellophane. Go on through and up the stairs to your left to an upper patio. Turn right and go to the wall for more shotgun ammo, turn left from there and hop to a small balcony. The marked surface on the wall is climbable, so jump to grab it. Climb up a bit and shift left as far as you can. Climb down a rung or two and drop down to another balcony. Turn left and hop to another patio. Pick up the small medipack, take the shotgun ammo from the plinth and activate the crowbar switch to open a door somewhere.

 

Safety drop to the floor and run away from the entrance past the indoor oasis to another room with three closed doors plus the one you just opened. First, check the closed door entrances on one side of the room for 2 x shotgun ammo, then go across into the opened doorway. Note the closed gate ahead, turn right and pull down the wall switch for a cut scene of a wooden gate opening somewhere in the wrecked ship. Exit this room and this building. When you get outside to the lake area, jump into the water and swim toward the ship. Find the column amidships, pull out and climb the ladder to the deck.

 

Go around to the other side of that that gaping hole and climb down the ladder. Find the opened wooden gate near a large barrel, enter and go left to find the GOLD KEY (2 of 4) on a shelf. Reverse roll and go the larger wall shelf for the LASER SIGHT. Climb back up to the deck, jump into the water, swim toward the four-sided wooden structure and pull or wade out somewhere. Go to the far right corner where you saw the swinging blue ball, combine the revolver and laser sight and shoot the ball.

 

Enter the nearby single-door building, turn right to go through that opening that appears to be covered with cellophane and go up the stairs to the veranda. Turn left and find more stairs at the wall. Follow them past a closed gate to a veranda on the other side, turn right and find a plinth against the far wall. Grab a TORCH, retrace your steps down to the floor below and run away from the entrance to the adjoining room where you'll find a flame to light your torch. Yes, I know, every time you cross the threshold you get a cut scene of a closed gate.

 

Return to the cellophane-covered opening, go up the stairs and light the wall torch on the column straight ahead when you reach the veranda. Turn left, cross over to the other veranda via the steps, turn right once you get there and light a second wall torch on the nearest column. You hear the sound of a gate lifting nearby. Drop your torch, turn left and see a swinging blue ball beyond a narrow opening in the wall that you can now shoot thanks to the lifted gate. Bring your torch with you and retrace your steps past the cellophane-covered doorway. Just ahead and to your left is a column with another torch to light. Run straight forward past the entrance, and on the other side of the first column is another torch to light.

 

A gate opens nearby, so turn around and see another swinging blue ball beyond the crack in the wall. Shoot it (you may need to back up a bit) and leave the torch behind, as you no longer need it. Run away from the entrance to the adjoining room beyond the indoor oasis and go past first doorway on your right (where you pulled down a wall switch earlier). The gate in the far wall is now open, so enter and go down the ramps to emerge in a mirror room.

 

Look right to see three rows of five targets each. Look in the mirror to see that the ledges are lined with deadly lava. If the mirror provides a clue as to which targets you need to shoot, it eluded me. But here's the solution: turn around and shoot these targets only: First row, middle target; second row, targets #1 and #2 (counting from left to right); third row, target #4. If you shoot the wrong targets you'll get spiked. Exit this room, go up the ramps and return to that frequently-visited opening that appears to be covered by cellophane.

 

Go up the steps to the veranda, turn left and go up the steps at the wall. The gate there has lifted, allowing you to step up to the plinth and take the GOLD KEY (3 of 4). Take a running jump into the water below, flip turn and pull out. Turn left and enter the next building where you see skeletons on the floor and warrior statues on each side. Enter the opening on your left and go up the steps to vault up to a veranda. Turn right and go through the curtain to find a GOLDEN ROSE on the plinth for SECRET #3.

 

Get down to the beach (a safety drop through the break in the railing is the quickest way) and go in the direction of the wrecked ship to the next building. Pause for the small medipack near the entrance steps and go inside. Turn right into the passage and prepare to do battle with two vikings. One drops revolver ammo, the other drops shotgun ammo. The narrow passage ahead is for later, so for now turn left and go around the central structure right or left to encounter another viking.

 

Turn left in this larger room and go through the opening to a smaller room with a wooden beam. Pull up into the alcove in the far wall, pull up higher right and jump the ledges for uzi ammo. Hop around to the other side for shotgun ammo and exit to the main room. Turn left between the two blocks and enter a new room. Pull up left for a large medipack and pull up right for a small medipack. Exit this room, turn left and go through the opening into another side room.

 

Pull up into the alcove ahead (between the two slabs)  for a large medipack, go left for shotgun ammo and exit to the main room. Turn left again and go through the opening past two statues. Turn left into the opening and follow around to a ladder. Climb up to a passage and turn the corner as a gate lifts in front of you. In the next room, go to the central turnstile and push it once clockwise. Run forward into the passage and the gate ahead opens. Follow to another turnstile, go to the other side of it and push it two times clockwise.

 

Run forward to the closed gate that lifts upon your approach, go on through and turn left to face a third turnstile. Go to the other side and push it once counterclockwise. Turn right, go through the archways and right, approach the gate that closes in your face, hop back until the gate re-opens and go on through past the turnstile into the passage ahead, turn right as the gate closes behind you and continue past the next turnstile to the wall. Turn right, follow to the ladder and climb down to the lower passage. Loop around right into the larger room, trigger a flyby of the bird plinth around the corner, go to the plinth and turn it to trigger a flyby.

 

Enter the larger room where the blue pyramid has been destroyed, climb the central block, get on the pole and climb until the top of Lara's head is flush with the top of the arch. Take a back flip to the ledge behind you and turn around. Run forward, pull up higher to a veranda and go to the far end to find a plinth with a GOLDEN KEY (4 of 4). Jump into the water below (a bit tricky, so aim precisely), swim to the wrecked ship and pull out onto the column amidships. Climb the ladder to the deck, drop or climb down into the gaping floor hole and place the Golden Keys in the four receptacles to open the gate between them.

 

Enter the alcove to take ERIC'S MASK? from the plinth and go to that floor hole you've been avoiding up until now. Climb down the ladder, hop back with grab when you reach the bottom and climb down another ladder to a dark cave. Reverse roll and run past the arches to closed double doors. Place the Mask in the receptacle on the right to open the doors and go inside. Slide down the slope to finish the level.

 

Level 2: THE VOLCANO

 

Step forward to trigger a flyby through this dark room. When camera control is restored, grab the nearby shotgun ammo, revolver ammo, large medipack and approach the shotgun ammo Lara was looking at. When you try to pick it up you first open two passages in the wall ahead. Grab the ammo and go through either opening to another opening that leads to a lava room. Save your game, run along the bridge and jump to the central platform to engage a warrior. When he dies a chicken monster drops from the ceiling to replace him. When he dies he explodes quite dramatically and peaceful music starts playing. One of the wall doors opens, so jump there and go around to an opening with a slope.

 

Slide down and follow to a nighttime setting where a helicopter is hovering in the distance. Step forward to trigger a concluding flyby.