AN OLD EGYPTIAN ADVENTURE

 

Levels by Fabio Ribeiro

 

Walkthrough by Phil Lambeth. Video walks have also been provided by Doggett TV and by kapil4417037. Refer to the builder's readme for an interesting history of these levels.

 

 

Level 1: THE UNDERGROUND PYRAMID

 

Run forward into a fixed camera and go around left to the rear part of this area to encounter a ninja who pops out of a NW alcove. Part of a gate is missing in the N wall, so go past an empty vase up the W ramp past another empty vase into a small room with shotgun ammo on the grated floor. Go back a bit to a second fence with a missing section, ignore the sloped pillars for now and slide down into the water below.

 

Swim across the room into the N passage and keep left for flares. Go back around the corner, surface and pull out through the ceiling hole. Jump to grab the ladder and climb up to find a floor lever that lifts a gate you can't get to from here. Return to the flooded room, pull out SE, climb the ladder and jump the sloped pillars with midair curves to get across to the N side (stand jump to grab the first one, shimmy right and pull up). Go past the fence with the missing section and turn right to find the gate you lifted. Take the GOLDEN STAR KEY from the plinth and jump back into the water. Swim across the flooded room, climb out and go back down the ramp to the outdoor area.

 

Turn left and find a NE cell where the fence is partially missing. Go in and shoot the vase for a small medipack, go up the E ramp and deal with another ninja. The nearby vase is empty, so proceed to a ledge overlooking a pool. Pull up onto the block on your right and use the monkey bars to get across to the N side. Drop down and jump NW and SW to find a floor lever that opens a nearby door. Hop down into the water, swim into the N opening and follow around to a ceiling hole. Surface, pull out and jump to grab the ladder. Climb to an upper level and run forward toward the door you opened. Inside the alcove is a plinth with a second GOLDEN STAR KEY.

 

Return to the water, swim back to the pool and pull out SE. Climb up to the entrance, go down the ramp to the outdoor area and turn left into the E passage. Use the ladder surface above the S alcove to reach the upper ledges. A cut scene shows a ninja waiting somewhere. Make your way S with jumps to find shotgun ammo, continue with a long running jump SE for a small medipack and go back the way you came. Continue around the perimeter in a counterclockwise direction until you reach the shotgun ammo on the W side.

 

When you pick it up a ninja will show up down below. You can either try to engage him from up here or drop down, kill him and then climb back up to return to the same spot. Jump toward the central structure and enter through the E opening. In an alcove to your left is the ninja you saw in the cut scene. Pick up his uzi ammo and exit to the outer ledges. Continue your counterclockwise circuit until you reach the S wall near the entrance. Pull up to find a dark SW passage with a floor lever that opens a door in the interior area where you encountered the most recent ninja.

 

Don't go back there yet. Get down to the ledge and jump E to grab the arch over the entrance to this area. Shimmy left around corners to the other side, pull up and take a back flip to land near a companion SE passage with a floor lever that opens another door in the same interior area. Another ninja appears down below, so deal with him in your chosen manner. I found it easier to drop down, kill him and climb back up via the NE ladder. Return to the room in the central structure and enter the S alcoves to place your two Golden Star Keys. Double doors open in the central structure down at street level, so get down there and enter from the N side.

 

There's a deep central pit inside with water down below, so hop back twice from the edge and take a breathtaking swan dive. Surface and pull out onto the interior surrounding ledge for shotgun ammo at the SE corner. Jump back in and swim out to the NE corner for more shotgun ammo, noting the giant central pyramid. Surface and pull out at the SW corner. In the short passage above is more shotgun ammo. More shotgun ammo is the passage at the NE corner. Swim over to the SE corner and pull out there to find a floor lever that opens a door ahead that you can't reach from here.

 

Jump back into the water, swim W and pull out S between the two columns to find a passage you can pull up into. Hop down the other side, shoot a scorpion and push the floor lever to open another door you can't reach from here. Pull out of this room, note the closed door and fire pit to your right and jump back into the water. Swim underneath the pyramid, locate the central floor hole, surface to take a deep breath and save your game for a long swim (and a timed one at that). Swim down and into the W diamond-shaped passage. Turn right at the wall and follow around until you're headed E and at the wall you trigger a cut scene of a door opening. Immediately flip turn and swim back the way you came, turn left into the diamond-shaped passage and swim all the way across into the E passage. Turn right and follow the passage to the timed door.

 

Continue to the ceiling shaft, swim up and surface. Pull out, kill a scorpion and find the RED STAR KEY on the nearby plinth. Pull up into the N passage and push the nearby floor lever to open a door to your left. Jump two fire pits and follow around to the pyramid pool. If you like, you can jump into the water and swim back down through the central floor hole. Go through the E diamond-shaped passage, stay to your left to find a large medipack in a floor hole at the end, and return for air. I hate to say this, but you now need to repeat the timed swim, but this time in the opposite direction. 

 

Save your game, swim down and into the W diamond-shaped passage. This time turn left at the wall and follow to trigger a cut scene similar to the earlier one, flip turn and swim back, turn right at the diamond-shaped passage and go across to the far wall, turn left and continue past the timed door. Swim up the ceiling shaft for air (you can't pull out here) and go back down a bit to find a N-S connecting passage. At the N end you can find a small medipack in a trench, and at the SW corner there's a place where you can surface and pull out.

 

Go through the W opening, hop left over the fire pit and pull up S into the higher passage. Turn left to find another RED STAR KEY on a plinth. Get back to the previous room and turn to face the N water trench. Jump right to land on the flat spot and take a running jump NW onto the slope. Slide, grab and shimmy right to pull up W. Turn around, jump to slide and grab the E slope, shimmy left around the corner and pull up into the N opening. Shoot the scorpion, stay away from the water hole (you can't pull back out if you fall in) and pull up into the W opening.

 

Note the closed door ahead to your right, turn left and jump over the fire pit. Go around the corner and take a running jump SW, curving left just past the column to grab the bridge. Pull up, turn right and go across the bridge into a hub room. From the S opening, jump across the gap for shotgun ammo. Return to the hub room, and from the W opening go out onto the bridge and take a running jump SW into the opening (better save first). The corridor ahead is lined with flame blowers, but if you hurry you can run to the S wall and pull up left before they activate. Push the floor lever to open a door and hop back down when the nearest flame blower goes off. Time your way past the remaining flame blowers, take a curved running jump NE to grab the bridge and pull up.

 

Turn left and hop left past the fire tiles ahead. Get past two more fire tiles and place a Red Star Key in the W receptacle. Double doors open around the corner, so hop past the fire tiles and enter the W room. Go through the S opening and face a lava room with sloped columns. Use the columns on the left so you can jump from the last one to grab the ladder in the S wall. Climb up, shift right around the corner and drop down near a room with fire tiles and a central flaming block. Stand jump SW with grab to land inside the W opening and jump over a fire pit. Take a running jump to grab the W ladder, climb up, shift right and drop down into the N passage that leads to a new room.

 

Note the rope hanging from the ceiling but ignore it for now. Jump NW to land on the slope between two columns, slide and grab and drop to grab the opening below. Pull up into the crawl space and drop down the other side. Turn around, hop back and climb down the long ladder to the room below.  Move the nearby pushpiece around the sarcophagus into the W alcove between two ram statutes to turn off the flames on the block in a previous room. Shoot the scorpion that has appeared and go back to the E side of the sarcophagus to find a ladder in the floor hole.

 

Climb down and push the W floor lever. Climb back out, turn left and climb the E wall ladder back up to the crawl space. Enter it, hang from the other side, release to drop onto a slope, back flip onto the facing slope and jump off with a right curve to land safely on the floor next to a fire tile. Shoot the scorpion and search the ledges surrounding the central floor hole for flares. Climb down the ladder in the S face and hop down N into a maze-like area patrolled by three mummies. Run around while evading the mummies and scattered fire pits and eventually find two vases to shoot, one of which contains flares. Nearby is a NE passage with a floor lever. Push it to open a door somewhere and continue running willy nilly through the maze until you reach a corner with two fire pits in close proximity. A third pit is safe and contains the SHOTGUN, and on the ledge nearby is shotgun ammo. There's another floor hole against the far wall opposite the entrance that contains a large medipack.

 

Pull up S into the passage you hopped down from and climb the ladder at the end. Run forward, jump over the fire pit and climb the long ladder in the S wall. Stand jump NE onto the slope, slide and grab, release to grab the crawl space below and pull inside. Drop down the other side, climb down another long ladder and shoot two waiting scorpions. You're in a room practically identical to one you visited earlier, but in this one there's no floor hole next to the sarcophagus. Move the pushable statue into the E alcove between the two ram statues. A cut scene shows a fire going out on a block in the room with the dangling rope.

 

Climb back up the long W ladder to the crawl space, hang from the other side, shimmy right, release onto the slope, back flip onto the facing slope and jump off with a right curve as you did before. Head N, jumping over two fire tiles and the central floor hole past the opened door into the next room. Take the BLUE PLATE PIECE 2 from the plinth and watch a door open as you do so. Go back S, shooting the scorpion that was trying to sneak up on you, and climb back up the wall ladder. Pull up at the top, reverse roll and take a running jump to grab the dangling rope. Slide to the bottom, pull up two times to minimize your arc, swing forward and jump onto the block (or grab it and pull up) for the TEMPLE KEY PIECE.

 

Jump back to grab the rope, swing forward and jump to the ledge above the ladder. Run to the end of the short passage and run off at an angle to grab the ladder in the W wall. Shift left, and with Lara's hands on the fourth rung from the top, take a rolling back flip to grab the E opening. Pull up, jump over the fire pit and at the end of the passage jump onto the central block where the flames went out.

 

Stand jump E with grab to land inside the opposite passage. Hop over the fire pit at the corner and proceed into a room with a central trigger tile for a remote cut scene and the sound of a door opening. The door is timed, so save your game before leaving the trigger tile. Return to the block in the previous room, turn right and jump up to grab the monkey bars. Monkey swing through a fixed camera, drop down at the end and run forward into the room you saw in the cut scene. Climb the ladder in the far wall, pull up and run toward the timed door. Jump right or left at the entrance to avoid the fire tiles and claim the shotgun ammo, large medipack and flares for SECRET #1.

 

Hop with grab into the SE opening and drop through the floor hole. You're not yet out of danger, so work your way E past the fire tiles to the bridge leading to the pyramid. Enter the hub room and go left to the N opening. Jump over the gap, take the path to your left and work your way past the fire tiles until you reach a crawl space. Crawl to a room with slopes and fire tiles. Jump the four slopes and grab the ladder. Climb to the top, pull up higher, go around and use the monkey bars to progress further. Release, grab and pull up, push the floor lever to open a door near flame blowers and monkey swing E to the entrance. Crawl back through, navigate the fire tiles to the other entrance and this time take the path to the right, diverting for flares around the corner just before going through the E opening to face a water trench. 

 

Take a running jump to land on the slope, slide and grab, shimmy left as far as you can, pull up and take a rolling back flip onto the facing slope, shimmy right to the end, pull up, back flip onto the facing slope and jump with a right curve to land on a flat ledge. Go through the opening, climb the ladder and back flip into a passage leading to a room with flame blowers. Climb the block to your right or left and use the monkey bars to time your way past the three flame blowers. Drop down at the end and run forward past the door you opened to find BLUE PLATE PIECE 1 on the plinth.

 

Return to the entrance, safety drop to the ledge in front of the water trench, work your way past the fire tiles and jump over to the pyramid. Go around right to the W opening and from the bridge take a running jump SW into the opening. Time your way past the first two flame blowers, turn around and jump N to grab the opening in the ceiling hole. Pull up before the flames return and hop up SW into the passage. Enter a room you saw in an earlier cut scene and climb the pole through the ceiling hole. Back flip at an angle to avoid the fire tiles and exit N. The ramp you come to is an obvious boulder trap, so walk up backwards until the boulder is triggered and scoot back into the passage as it rolls by.

 

Run all the way up the ramp and come to another room with a block surrounded by fire tiles. Hop onto the block and stand jump slightly NW to grab a slope. Shimmy to the left corner, pull up and jump three times so you can grab a ladder. Climb to the top, turn around and take a running jump with grab to land inside the S opening. Be prepared to deal with a ninja who tries to block your way into the next room. Pick up the UZIS and shoot a corner vase for uzi ammo. Push the floor lever to open the door behind you and go on through to trigger a cut scene of another opening to release a host of ninjas (four, to be exact).

 

You're back in the outdoor area where you began the level, so turn right and go around the perimeter to the NE corner. Enter the passage, where a fifth ninja is lurking, shoot a vase in the next room for flares and combine the two plate pieces. Insert the BLUE PLATE KEY in the receptacle to open the door to your left, go on through and jump over the fire tile to grab the pole in the next room. Wait for the flame blower in the shaft to activate and shut down briefly, then slide down the pole and back flip into a corner to avoid the surrounding fire tiles. Jump with grab into the W opening and go around to a long ramp.

 

Yep, you guessed it. When you're about halfway down a spike ball is triggered behind you, so sprint the rest of the way and duck right into the passage at the bottom. Jump a series of fire pits and come to an opening overlooking the pyramid. Hop right onto a slope, slide and jump to a ledge. Continue with jumps to the bridge, to the next ledge W and to the sloped column in the corner. Grab, shimmy left around the corner and pull up onto a flat spot. Pick up the uzi ammo and go back the way you came to the bridge. Go across S into the pyramid. Turn around and hang from the edge, drop to grab the inner ledge and pull up to find more uzi ammo in the NE corner.

 

Jump to grab the higher ledge, pull up and exit S onto the bridge. Jump across SW onto the ledge, jump to grab the sloped column and shimmy right around the corner. Pull up onto the flat spot and hop up NW into the wall opening. Jump to grab the W wall ladder, shift left and drop down into a dark passage. Use the S wall ladder in the same manner and push the floor lever in the next passage to open a door somewhere. Use the S and W ladders to retrace your steps to the opening. Jump the slope and ledge to the bridge, turn right and take the path to the right past the fire tiles to the opened door. Place your remaining Red Star Key in the receptacle to open a nearby door and loop around right past the fire tiles into the next room.

 

Go left through the E opening, around the central structure and to the next E opening that overlooks a previously visited room from the other side. Take a running jump to grab the flat spot between two slopes, pull up and run forward onto the jutting ledge as flames return to the block behind you. Jump to grab the rope, turn slightly left and swing forward to jump off onto the ledge next to the flame-protected artifact. Take a running jump N to grab the opening, pull up and follow around to a trigger tile that opens a timed door on the S side of the previous room.

 

Save your game before leaving the trigger tile, go back the way you came and jump back to the ledge with the flaming block. Don't try to hop over the block, but use the ledges to go around it and jump to grab the S opening. Pull up and jump over two fire pits past the timed door into the next room. Hop over to the W opening and slide backwards down the slope. Grab at the end, shimmy left around the corner and pull up in front of another slope. Use the same technique to slide down to a room where two scorpions are waiting. One corner vase hides another scorpion, the other one is empty.

 

Go out N to a pool room. Run through the shallow water into the next N room. Same vase situation here, one with a scorpion, the other one empty. The last N room with the pole is for later, so ignore it for now, return to the pool and run to the W end. Go through the opening, around the central structure and into a W room patrolled by two slow-moving mummies. Lure them away from you periodically while you move the two statue pushpieces onto the marked tiles on either side of the W ram statues. Each placement puts out a fire in a different place. Grab the small medipack from the alcove between the ram statutes and exit E to the pool room.

 

Turn left and go to the last N room with the pole. Jump over the fire tile to grab it, time the flame blower in the shaft and climb up past the ceiling hole. Back flip into the upper room, push the floor lever to open the S door ahead and go ahead to the opening. Take a running jump to grab the column ledge, pull up and grab the second TEMPLE KEY PIECE from the flame-free block. Use the rope to swing across to the W column where the other flame went out, take a running jump to grab the W ledge, pull up, run forward and go around the central structure to enter the next W room. Turn right past the opened double doors and take the right (NE) path to loop around for a small medipack, then make your way N to the bridge and go across into the pyramid.

 

Drop down through the central floor hole into the water below, fill your lungs with air for a long swim and continue down through the underwater floor hole. Enter the N passage which you haven't previously used and follow to find a ceiling hole in the next room. Swim up and N to surface at a dark throne room. Pull out, shoot two scorpions and combine the Temple Key Pieces. Place the TEMPLE KEY in the N receptacle, watch the door roll open and run forward to finish the level.  

 

Level 2: TEMPLE OF THE ANKH

 

Slide down to a fixed camera and run into a large room with an immense central structure. Run around it into the N passage and trigger a flyby through the area beyond the metal fence that you'll undoubtedly explore later. Pick up the shotgun ammo at your feet and turn right to see an opening up E. Hop inside and follow around to a floor lever that lowers a block in a passage somewhere. Return to the lower passage and the room with the central structure, turn left into the E passage and crawl underneath the dart trap.

 

Turn left at the wall and follow the N passage past the lowered block to a sand pit. You'll use the ladder in a minute, but first drop into the pit to find a large medipack in the E side passage and shotgun ammo in the W side passage. Climb back out S and now climb that long ladder, shift right at the top and drop down near the entrance to a room with a floor lever. Push it to lower another block and grab the shotgun ammo before climbing back down the ladder.

 

Go up the steps and across the hallway into the S passage where the second block lowered and stop in front of the fire tiles. Use the facing slopes to get across with jumps back and forth, using an arrow key for steady progress. There are openings on each side that you can jump into, and there's a chain at the end of each passage for you to pull. One shuts off the flame blower, and the other raises a block beneath the flame blower. Jump to the block and use the reach-in switch to fill the sand pit you visited earlier. Get back across the fire tile trench and return past both lowered blocks to the sand pit, which you can now get across.

 

Take the SAND KEY from the plinth and return to the room with the large central structure. Near the NW corner is a higher opening you can jump into, so do that and follow the passage, pausing for the flares that you probably noticed earlier from the other side. Turn left into a small room where you can place the Sand Key to lift a door in the adjacent room that you can't reach from here. Return to the room with the central structure and go right into the W passage with the dart trap. Follow the passage to the left (the passage to the right is blocked) and come to a room with a sunken central tile bearing an extra SHOTGUN.

 

Grab the shotgun ammo at the NW corner, note the S iris door and find a high opening at the NE corner. Jump up to grab it, pull into the crawl space and watch out for the steam blower ahead. Time your way past it to the left, lower Lara down the floor hole and climb the ladder to the room below. Push the floor lever to lower a block and climb back out. Drop down to the previous room, exit E and go across the hallway into the passage where the block lowered. Follow to a room with the door that was lifted with the Sand Key.

 

Enter the W passage and follow to a room where two bats will be awakened. You can an item below the grated floor. Go around to the NW corner and climb the ladder about halfway up, shift left and drop onto a block. Jump the ledges to the SE corner for a large medipack and go back the way you came, shooting another bat along the way. At the SW corner you'll find uzi ammo. Jump back to grab the ladder and climb down to floor level. Reverse roll, loop around left through the opening and go past a N door that slams shut behind you as you enter the next room.

 

Turn around to find the ladder and climb about halfway up. Take a rolling back flip to land on a slope, slide and grab, shimmy right, pull up and take a rolling back flip to land inside an opening next to the ladder. Hop down into the lower passage and push the floor lever around the corner to hear the sound of a door opening. Go back to the opening, jump to grab the N wall ladder, shift right and drop into the E passage. Follow around to another ladder, jump up to grab it and back flip into a higher passage, follow around past the opened door to still another ladder and this time climb all the way up to a hub room.

 

Go into the left (N) side room for flares and a small medipack, then save your game and slide down E toward that item you saw through the grated floor. Don't pause to pick it up, however, or you'll be sliced to ribbons. Jump from the bottom of the slope and sprint to the opening on the other side of the room. Slide down into a lower room where you'll be attacked by four jackals, probably the ones that have been annoying you with all that wailing. Head E down the long hallway, and about halfway down look right and left to see large openings. Start with the S opening. Vault up onto the ledge and stand right on the inclined portion. Take a running jump slightly SW to land on a ledge, go around to the steps leading to that steaming pole and jump to grab it.

 

Climb up past the ceiling hole and back flip to an upper area. Jump over W onto the ledge with the ram statues, go around past the fixed camera and take a running jump without grab (keep the up arrow key depressed until the last instant) to land inside the W opening. Walk forward and stand jump to grab the ceiling. Monkey swing over the fire tiles, face the W opening and release to grab it, pull up and find yourself in a passage with two ladders and a connecting hallway. Ignore the ladders for now and go down the N hallway. Hop over the first fire pit and look right to see a crawl space. Crawl inside for uzi ammo, get back and jump N over the next fire pit and a dart trap.

 

The pit ahead contains an extra set of UZIS. Pull out N, crawl under the dart trap and jump over the next fire pit. Turn right to find another crawl space. Enter it for more uzi ammo, get back and jump over the final fire pit into a small room and a closed door for an apparent dead end. And so it is for now. Make your way back S past the various traps to the last alcove on your right (W). The sunken tile there is actually a trigger tile that opens the timed door at the N end of the passage, so take standing jumps over the fire pits and sprint past the door before it closes. 

 

Go up the dark passage and pull up right at the N wall. Light a flare, enter the crawl space and time your way past the steam blower until you can stand up on a ledge overlooking a lava room. Ignore the slopes ahead and jump SE onto a ledge. Jump down NE onto the ledge on the other side and shoot a bat. Go up into the next room and take the BLUE PLATE KEY from the plinth. Return to the ledge, back flip onto the slope below, slide and jump off onto a lower block, jump without sliding to grab a crack in the wall and awaken a bat, shimmy right and pull into the crawl space for shotgun ammo before dealing with the bat.

 

Hang from the crawl space, shimmy left to the corner and release to drop to a passage with a crawl space at the other end. Enter and crawl through past a steam blower until you can stand up. Continue along the passage to a room with a closed door and another apparent dead end. However, when you approach the door it opens to release another bat. You find yourself back in familiar territory, so jump from the S ledge to the hallway, vault up onto the far ledge and from the inclined portion take a running jump to grab the SW ledge. Pull up and go around left to the steps leading to the steam-protected pole. Jump to grab it, climb up past the ceiling hole and back flip to the upper ledges.

 

Go across W and jump to the ledge with the ram statues. This time, instead of jumping into the W wall opening, turn around and climb down the long ladder through a fixed camera to the floor below. Wait for two jackals to arrive, then explore this large room for flares (in an alcove near a SE floor hole), a small medipack near the middle of the N wall and shotgun ammo NW. Drop down into that SE floor hole to find a crawl space. Crawl around to a passage and drop down at the end into a room with a large medipack on the central slab. Note the plinth up on the E ledge that you can't reach from down here and return to the previous room via the ladder in the floor hole.

 

There's another floor hole at the NE corner, so drop down there to find a similar crawl space. Crawl to a reach-in switch that drops a pile of sand into the plinth room (which covers the medipack if you hadn't gotten it first), so go back there and take the CRYSTAL KEY from the plinth. Return to the larger room and find a third floor hole against the middle of the E wall. Crawl through and push the floor lever to lower a block against the middle of the W wall, allowing access to a fourth crawl space.

 

Pull out, shoot a jackal and run across the room to the W floor hole. Crawl through, climb down the ladder to a lower passage and shoot a scorpion. Find yet another crawl space that brings you to an open area with one of those huge rotating spike balls encountered in the classic Tomb Raider games. Pull up right and run forward for a small medipack, then turn around and jump over S to find two connected ladders that bring you up higher. Take a running jump N over the gap to grab a ledge, pull up in front of a third ladder and climb to the top of the structure.

 

Go across NW and drop to a lower ledge. Stand jump N down onto a block, hop down right and push the floor lever in the alcove to lower a block back up where you came from. Slide down S, duck when the spike ball passes by, hop over the trench and make your way back up as described in the previous paragraph. When you reach the top of the structure, turn right to find that the E passage is now open. Proceed into the next room and take the GRAY PLATE KEY from the plinth. The door in the E alcove opens when you approach it, so continue into a dark hallway and run all the way to the far end and shoot a jackal. To your right and left are receptacles for your two plate keys, so place them to open the E door.

 

Enter a room with a pole, two closed doors and a spike field barring your way to the plinth you can see in the distance. Don't try jumping onto the ledge leading to the plinth. Instead, climb the pole past the ceiling hole and back flip to a safe tile. There's a floor lever in each of the NE and the SE alcoves. Push the one on the left to lower a block somewhere. A fire tile is also activated behind you, so carefully make your way around, jump to grab the pole and back flip near the second floor lever. For a secret, save your game here. Push the floor lever to turn off the flame in the NW corner tile for a few seconds. Get over there quickly (loop around to your right and take a running jump onto the tile) and pick up the crossbow arrows for SECRET #2, then jump to the pole before the flames return.

 

Slide down and exit W. Turn left into the S passage where the block lowered and climb down the ladder in the floor hole. Run forward into a room with two seated statues facing each other, shoot two scorpions, find flares in the SW corner and shoot two more scorpions. Use the reach-in switch in the N passage to trigger the spikes in the previous room (some of them, anyway, but not the ones at the corners). Return there after shooting one final scorpion and go safely past the middle spike field toward the E plinth. As you approach it you hear the sound of doors opening behind you and action music starts playing, so reverse roll while drawing a weapon to deal with three jackals before taking THE ANKH from the plinth.

 

Go back and enter the N passage where a door opened. Around the corner are fire tiles and two slopes. Face S, standing as far left as possible, stand jump onto the slope, take a rolling back flip and jump off the second slope to grab the higher W opening (it may take a few tries). Pull up, stand with your back against the wall and jump S onto the slope. Back flip onto the slope behind you and jump without sliding to grab an even higher ledge. Pull up to awaken a bat and hop NW with grab to land inside the W passage. Follow to a floor lever that opens a nearby door that you can't reach from here. Use the slopes to get back down to the lower floor and return to the room with the pole.

 

The S doorway leads nowhere, so exit W to the hallway and continue to the large openings on your right and left. Turn left and from the inclined portion of the ledge take a running jump slightly SW onto the ledge. Loop around up the steps and jump to grab the pole. Climb up past the ceiling hole, back flip into the upper room and go to the N window. Jump NE onto a flat corner of the sloped arch, hang and shimmy left to the other corner, pull up and carefully take a walking-running jump (walk key followed by the up arrow and jump keys) into the N opening. Go up the steps to your right and follow around to the S wall. Pull up to attract a bat, pull up higher into the E alcove and monkey swing a long distance to the W side of the walkway. You'll be treated to a couple of fixed camera angles along the way.

 

Drop down when you reach the end and hop back twice. Slide and grab, release and grab again, pull up into the statue's mouth for the SAND KEY. Safety drop to the floor with a slight loss of health and run E down the hallway. Turn right when you reach the large openings, and although I hate having to tell you this, you now need to repeat that SW jump to the ledge and around to the pole. Climb up past the ceiling hole, back flip and go across to the W ledge with the ram statues. Take that tricky running jump into the W opening and monkey swing to drop and grab at the next W opening. Run W past the ladder and climb the next ladder.

 

There are two flame blowers in the ladder shaft, so time your way past them and pull up to a passage leading to a small room. Place the Crystal Key in the left (S) alcove to open the N door behind you, enter and find yourself in a familiar room. Slide down E where you activated the blade trap earlier and pick up the TEMPLE KEY PIECE. Continue E, slide backwards down the slope and grab at the bottom. Safety drop to the floor and turn around to shoot two approaching jackals. Run E down the hallway, turn right at the large opening and yes, take a running jump once more to the SW ledge.

 

Go around to the steps, jump to grab the pole, climb up and back flip to the upper area. Jump over to the W ledge with the ram statues and take that tricky jump once again down to the opening in the W wall. Monkey swing to the next opening as before, release, grab and pull up. Climb the first ladder to your left and go through the next room. Turn right in the second room and place the Sand Key in the lap of the statue to lift a gate in the W wall of the previous room. Go there and follow the passage into the next room.

 

Shoot a bat and push the floor lever on the central slab to lower a block in a previously visited room. Exit this room and run all the way E until you encounter a jackal. Continue to the NE alcove for shotgun ammo and hop down into the trench. Climb down the ladder in the floor hole and safety drop to deal with the waiting jackal. Run S to the room with the central structure and turn right. Enter the W passage, crawl under the dart trap and turn right into the N passage. Continue up the steps, turn left in the next room and go up the steps to a room with a grated floor.

 

You can see your objective down below, so continue past it into the W room and drop down into the hole where the block lowered. Enter the E crawl space and time your way past the steam blower. Run forward, pick up the second TEMPLE KEY PIECE and return the way you came. Pull out of the floor hole, go back E through the next room and the passage, and in the next room turn right and continue along the S passage until you turn the corner and go up the steps to the room with the iris door. Combine the Key Pieces and place the TEMPLE KEY into the S receptacle. Wait for the door to roll open, then run forward to complete the level.

 

Level 3: THE ESCAPE

 

Slide down into a dark room. The W alcove vase contains a small medipack. Climb the long S ladder to a temple area where you finally see some daylight. Run forward past the opening in the fence and climb the ladder to your left. Back flip at the horizontal stripe onto an arch for shotgun ammo and get back down. Jump into the nearby pool and endure an annoying fixed camera as you swim into the N opening and awaken a crocodile. Swim back out and pull out onto a ledge to kill it so you won't have to deal with it later.

 

Go over to the NW corner and climb the ladder there to a ledge. Hop around the corner to the adjacent ledge and jump up to grab the E wall crack. Shimmy left around two columns, noting the sloped opening in between, and drop down at the corner. Hop to the adjacent ledge and pull up into the E crawl space. Drop down the other side and go across to push the S button. A door opens, so go back through the crawl space and jump down into the pool. Swim through the N opening again, turn left and then right into the next N opening. Loop around left for shotgun ammo, flip turn and go around through the S opening to find a small medipack in the alcove to your right.

 

Return to the pool for air and swim back through the N opening. Loop around right and then turn left to find flares at the end of the passage. Flip turn and go back across through the N opening, turn left at the crossing, go up a bit and swim through the diamond-shaped passage to a pool occupied by a crocodile. Loop around right to find a low spot where you can pull out, deal with the croc and find shotgun ammo in one of the corner vases. Go through the N opening to find uzi ammo around the corner. The door you opened is on the S side of the room, so go there and engage the assassin waiting inside.

 

Jump into the pool for crossbow arrows, pull out and find a ladder on the back of the SW column. Climb to the top and go around the structure to jump into the opening in the E wall. Slide and jump over the fire tile, take a running jump over the next fire tiles and go through the crawl space. Hang from the other side but do not drop, shimmy left around two corners and pull up. Jump with grab over the next fire pit and go down the steps to find uzi ammo to your left. The door ahead is closed, so go back the way you came.

 

Jump to grab the ladder in the E face of the ceiling shaft above the fire pit. Climb up and hop over to face the N opening. Jump up to grab the ceiling and monkey swing over the room to a crossing. Take the path to your right and drop down in front of the E passage. Enter the next room, turn to face W and hop back onto the raised trigger tile to initiate a timed run. Run forward to the opening, jump straight up to grab the monkey bars and monkey swing to the W side of the room. Drop down, sprint inside and turn left into the middle S opening past the timed door as an assassin follows you onto a bridge. Deal with him in close quarters and proceed into the first of two connected rooms.

 

In the second room you'll find a spare SHOTGUN on the raised NE tile. Push the button in the S alcove to open a gate somewhere and return to the first room. Save your game for another timed run and note the two raised slabs. Each slab has a trigger tile that opens separate doors. The one facing the E room opens the N door on the other side of the bridge, and the one on your left opens a door to your left in the room beyond the first door. Your best strategy is first to go and stand in front of the closed bridge door until you hear the guttural sounds of an assassin on the other side. Then go back, get on the E slab to your right to open the bridge door, wait for the assassin to barge in so he won't bother you during the timed run, then open the bridge door again while facing N. Side flip left onto the W tile to open the second door. Sprint across the bridge and watch out for the floor holes in the next room as you turn left into the W opening and past the timed door. Save again in a different slot when you get through successfully.

 

Go to the end of this passage and you may see an assassin foolishly monkey-swinging his way toward you. He's not carrying anything (I awaited his arrival just to make sure), so you may as well shoot him off his perch now while he's helpless to defend himself. When the way is clear, monkey swing over to the W side of the courtyard and drop down near a room with another trigger tile. Leave it alone for now, continue along the pathway past two scissor blade traps and come to a room with a grated floor. Push the button in the N alcove to hear the sound of a door opening and go back past the scissor blade traps.

 

Stand on the trigger tile to re-open the timed door across the way, run forward and take a running jump to grab the monkey bars, monkey swing across, drop and sprint forward before the door shuts in your face. One of the floor holes in this room is shallow enough where the fall won't kill you, but you'll still lose quite a bit of health, so use a medipack if necessary and safety drop from the NW hole. Light a flare and push the N button to open a door, then slide down W and drop down into a pool. Surface, pull out S and run into the next room to find a plinth with the CRYSTAL KEY.

 

Jump back into the water, swim through the N opening and follow to a crossing. Stay right and continue to that outdoor pool with the fixed camera you visited earlier. Pull out N and go across the courtyard into the NW opening where part of the fence is missing. Continue around past another broken and Lara will look left at something. For now, go right and climb the N ladder. Back flip into a room with a grated floor and shoot the assassin. One of the large vases hides shotgun ammo. Go past the opened S door into the next room and place the Crystal Key for a cut scene of the area Lara was looking at earlier.

 

Go back N, jump to grab the ladder and climb down the floor hole to the previous room. Reverse roll, run across the room and jump into the water-filled hole near the S wall. Swim down the shaft, through the short passage and up the opposite shaft. Pull out S and exit to the outdoor area. Shoot the waiting assassin and find shotgun ammo in the SW alcove. The S door is closed, but you can open it by stepping on a trigger tile in the small room where you pulled out of the water shaft. There are three possible candidates, and the correct one (of course) is the one farthest away, requiring you to jump over the water hole on the way to the timed door.

 

It's not a difficult timed run, but you should save first, because when you get past the timed door you slide down a long slope into a flooded room where three crocodiles are waiting for you. There's no place to pull out, so swim to the SW corner for crossbow arrows before entering the central structure and swimming down the floor hole into a confusing maze-like area. You have a choice of four paths. The S path takes you quickly to some uzi ammo to your left. Flip turn and swim W to the second crossing, turn right, right again, then loop around left and swim W toward a slight ramp. Don't go in there, because it's blocked at the top. Instead, turn left and then right to a parallel ramp and swim up the shaft to surface.

 

Pull out, shoot two scorpions and push the button in the W alcove for a cut scene of the monkey bar area. Jump back into the water, swim down the shaft and make the following turns:

 

left

right

left

right ( pause to pick up the CROSSBOW on the first grate you come to)

right

second right (at S wall)

second left (at W wall)

left at S wall and go E past a long ramp to your right

left

right

left to a NE ramp similar to the first one and up to a room seemingly identical to the other one (including the two scorpions). But when you push the button in the E alcove a cut scene shows the exit door opening back in the monkey bar area.

 

Jump into the water, swim down and left, right, left, right and left up that long S ramp you passed by a bit earlier. Surface but don't pull out until the flame blower in the S wall subsides. Shoot three scorpions and time the flame blower for a small medipack. Exit N and use the monkey bars to get across the water to the central structure, drop down and deal with those three crocodiles from this safe vantage point. Take a running jump to the E ledge for crossbow arrows, return and find a ladder in the N face of the ceiling shaft. Jump up to grab it (tricky, it helps to stand at a slight angle) and climb up to a high level. Go around to the S side and across the bridge to an outdoor area where you'll be met by two assassins, one of whom drops uzi ammo.

 

Push the button in the E alcove to hear the sound of a door opening at some distance. Do the same with the button in the W alcove and go through the N opening onto the bridge leading to the central structure in the previous room. Hop to the E ledge, enter the passage ahead and turn right past one of the opened doors. Follow around to an opening overlooking a room with fire tiles and slopes. Stand jump to grab the first slope, pull up, slide a bit and jump five times to land on the slope at the E side of the room. Jump back and forth, using the left arrow key to bring you over so you land on a block in front of a wall ladder. 

 

If you wish, you can hop over to the SE alcove for uzi ammo. Get back to the ladder and climb up to the horizontal strip. Back flip onto a ledge, turn around and jump up to grab the monkey bars. Time your way past two flame blowers and drop down in front of a W passage. Follow around right, jump over a floor hole near the end and take FIRE JAR 2 from the plinth. Safety drop through the floor hole and go back through the E opening. Hop to the bridge and continue along the ledge through the W passage.

 

Follow S past the other opened door and come to another fire tile room with slopes. Jump right to find shotgun ammo in the NE alcove and return to the entrance. Stand jump W to grab the first slope, shimmy right or left, pull up and jump with curves as appropriate to bring you to one of the blocks on the other side. Hop to the W ladder and climb up to the horizontal strip. Back flip to a higher ledge and turn around to face a rope hanging from the ceiling. Jump to grab it, swing forward and jump off to land on the other side. Follow the passage around left to surprise an assassin. Hop over the floor hole and go around to take FIRE JAR 1 from the plinth.

 

Safety drop through the floor hole and return E to the ledge surrounding the flooded room. Turn left and follow the ledge around clockwise. When you reach the slope jutting from the N wall, shimmy past it and pull up on the other side. Enter the NE passage and explore S for flares and go back N to find a wall ladder. Climb to the horizontal strip and back flip into a higher passage. Go to the W opening and jump down NW onto a ledge. Hop over the slope and enter the N opening. Go around the central column and note the ladder in the N alcove. You're not yet ready to use it, so return to the ledge and continue to the W end.

 

Jump W between the column supports and turn right into the N passage. Hop over the floor hole and push the button in the E alcove to hear the sound of a door opening. Hop back and climb down the ladder to a lower passage. Reverse roll, grab the shotgun ammo and climb back up the same ladder. Back flip at the familiar horizontal strip into the previous passage and head S toward the far wall. Pull up into the left (E) opening (after noting the flame blowers in the area beyond the W opening) and monkey swing over to the central structure in the flooded room. Drop down, stand on the raised slab facing S and jump up to grab the ladder in the ceiling shaft. Climb up to the uppermost level of the central structure and enjoy the remote camera view.

 

Go around to the NE corner for the LASER SIGHT and go across the E bridge to an alcove with a flame blower. Wait for the flames to subside, run forward and use the reach-in switch. Stoop and wait until the flame blower cycles once again, hop back and reverse roll. Run over to the W alcove and use the reach-in switch there to turn off flame blowers somewhere. Return to the floor hole in the central structure, drop down to the next level and safety drop from the side of your choice to the next level down. Go S across the bridge into the outdoor area and continue through the opened gates into the temple.

 

Combine the crossbow and laser sight, hop into the E or W alcove, run to the bottom of the slope and shoot the square wall panel at the top of the slope. Use the binoculars with the action key for light if necessary. Nothing seems to happen, but if you repeat in the opposite alcove you should be rewarded with the sound of a lowering block. Sure enough, the S passage is now open, allowing you to step forward and take the LIGHT KEY from the plinth. Shoot the assassin who was sneaking up on you from behind, take his UZIS and check the SW alcove in the previous room for crossbow arrows before leaving.

 

Exit N through the outdoor area and onto the bridge leading to the central structure, get over to the NE corner and enter the passage there. Turn left once inside, climb the N ladder to the strip and back flip into the higher passage. Go around to the W opening and jump down NW onto the ledge. Hop over the slope, go through the N opening, go around the structure and climb the ladder in the alcove to an upper room. Grab the shotgun ammo in the window alcove and place the Light Key in the receptacle to trigger an impressive flyby.

 

Climb back down the ladder, return to the ledge overlooking the central structure and safety drop from the E or W side. Take a running jump to grab a lower corner of the central structure, pull up and go around to the W side. Jump over to the W opening and follow the passage, jumping the fire tiles as necessary, go around the central column and continue all the way to the back of the room. Find the receptacles for Fire Jars 1 and 2 on the back of the seated statues and place them to hear the sound of a nearby door opening each time.

 

Go to the N or S doorway and take a running jump over the file tile trench to grab the ledge in front of a flame-blowing reach-in switch. Wait for the flames to subside before pulling up, run forward and stoop while the flames cycle again. Use the reach-in switch to turn off flame blowers in another area, wait through another cycle and take a running jump and grab to the beginning ledge. Run across the room and repeat to turn off the remaining flames in the same area. Return to the large room and exit E to the ledge encircling the central structure.

 

Loop around left into the NW passage, turn right and climb the N ladder. Back flip into the upper passage, go to the SW opening where the flames have gone out and make your way over to the plinth bearing another CRYSTAL KEY. Go back E, climb up onto the block and monkey swing to the central structure. Drop down, run forward and jump up to grab the next set of monkey bars, taking you over to the E side. Drop down, hop forward into the E passage past a scissor blade trap and go around right or left. Before going through the next scissor blade trap, place the Crystal Key in the receptacle behind you to activate the trap and open a door.

 

Time a run past the opened door, jump to grab the ladder, shift left to the penultimate vertical row, back flip into an alcove for a small medipack and jump back to the ladder. This time shift all the way left and drop down next to another ladder. Climb to an upper room, search the windows for shotgun ammo and go through the W passage to an outdoor area. If you wish, you can approach the unsuspecting assassin to your right as if you were going to shoot him in the back, and lo and behold, three more assassins run to his rescue. Or, you can avoid the conflict entirely for now by simply going across to the NW opening and pushing the button in the W alcove.

 

A door opens behind you, so go on through and follow up the steps to a passage. Jump the first fire pit to grab a ladder in the ceiling shaft, climb to an upper room and come to an opening overlooking a pool. Slide down and drop into the water, pull out S and go past the opened door to find 2 x uzi ammo and a large medipack for SECRET #3. Return, climb the ladder on the column to your left and go around to jump into the NE wall opening. You've been here before, so slide down right, jump over the fire tile and take a running jump over the fire pit. Go around to a crawl space, lower but don't drop, shimmy around to the other side, jump over another fire pit and continue W past an opened door and turn left into a familiar outdoor area.

 

If you didn't engage the assassin quartet earlier you'll need to do so now. When peace has been restored, follow the street around to the SE opening and go inside the small room for a small medipack. Go back the way you came and up the N ramp past an opened door. Go around the central column to another opening and step forward to trigger a remote camera shot of railroad tracks in the distance. Slide down to complete the level.

 

Level 4: MEDITERRANEAN COAST

 

Run forward, and from the surrounding ledge take a running jump to grab the structure in the shallow pool. Pull up to a fixed camera and look on the S end for uzi ammo. Safety drop to the pool and enter one of the S openings into a room filled with crates. Next to the boar cage on the E side of the room you can pick up shotgun ammo. In the back SE corner you'll find an extra SHOTGUN and in the dark SW corner there's more shotgun ammo. As you walk by the casket against the W wall it pops open and a harmless mummy leans forward to swivel its head around and around for your amusement.

 

There's nothing more to do here at the moment, so exit and run across NE to an arched structure. Inside is a trigger tile that lifts a pair of timed platforms when you step on it, so face W and save your game before stepping off. Sprint past the pool and into the W opening, go left up the stairs, hop left onto the ledge and jump SE onto the column jutting from the adjacent wall. Take a running jump to grab the row of raised platforms, pull up and take another running jump E to grab the next jutting column.

 

Pull up, jump over ahead to the next area (watch out for the gap between the ledges) and drop down into an enclosed room to find the GATE KEY on a crate. Unfortunately, it won't open the S gate, so climb back out and run W past the pool into the timed run opening, up the stairs and open the left gate ahead with the key. Go down the stairs and through the opening into a canal area, jump into the water and swim E until you see a crocodile coming from around the corner. Continue past it, pull out E and deal with it and a second crocodile at the same time.

 

Jump back into the water and continue your clockwise circuit along the canal. Swim W into a tunnel, turn right at the wall to encounter a third crocodile, swim past it (or lure it back to a ledge where you can get out and shoot it now if you wish) and turn left into the W opening. Surface and pull out into a small room, pull up onto the N crate for another GATE KEY and go up the S steps to an opening overlooking the canal. Shoot the crocodile from up here if you didn't do so before, shoot the wooden barrier in the wall ahead if you like, jump back into the water and return E to the ledge area.

 

Pull out and follow the ledge N, go up the stairs near the wall and go around left to the NW corner. Jump up into a window alcove in the N wall and grab the crack to your left. Shimmy left around two corners and drop down next to a short passage that brings you inside the building. Go W down the corridor to find a floor crawl space, get inside for a small medipack and continue along the corridor to another crawl space. Enter and follow around to a floor hole. Drop down inside the boar cage you saw earlier and clear the area. Pick up the CROWBAR SE and pull out of the cage NE.

 

Open the E gate with the crowbar and loop around left over the crate in the next room for flares. Shoot the wooden barrier in the SE opening to get back outdoors, shoot another boar that somehow managed to escape and go E up the nearby stairs into one of the openings. There's a crowbar gate ahead to your left, but first go right through the S opening and left down the steps for shotgun ammo, then go S and W to an outdoor veranda for more shotgun ammo in the SE corner. Return E to the previous room to face two gates. The one on the right is a crowbar gate, but you can open the one on the left with your Gate Key. Do so and go down the steps and around E to trigger a flyby through an outdoor lake area.

 

Run to your right along the beach to trigger an underwater cut scene, pick up the crossbow arrows on the other side of the palm tree and look up NE to see a target at the base of the other palm tree in the distance. Shoot it with your combined crossbow and laser sight, walk toward the water and turn to look up slightly SW to see a second target to shoot near the wall. Go over to the NW corner of the lake and look up SE beyond the palm tree on the far left to locate a third target. Shoot it as well and go back to where you found the crossbow arrows.

 

Take a deep breath, jump into the water, locate the SE floor hole and swim down. Follow the underwater tunnel to a room with a floor trap door that opened when you shot the three targets. Swim down and through the S opening past an inactive spike trap. Turn right at the second opening and swim through the narrow space for SECRET #4. You may wish to return later for the secret and for the uzi ammo and large medipack you'll find inside. In any event, exit to the corridor and swim into the S room for the TOMBS KEY. The spike traps are now active, so return carefully the way you came, surface for air and swim NW and left to find a second floor hole you may have seen in the flyby.

 

Swim down and follow the underwater tunnel to an opening on your left where you can swim up and surface at an indoor pool. Pull out and pick up a TORCH at the dark SW or NW corner. Jump the blocks at the E wall and come to an upper ledge. Go around to the W side, hop onto the block, stand at the rear edge at a slight angle and toss the torch through the narrow opening. Make sure it goes all the way through and drops down to the ground on the other side. Otherwise, go back down for another torch and try again. Jump down into the water and swim down the floor hole. Follow the tunnel S and up to emerge back in the lake by the sea. Swim around to wade out on the beach with the surrounding buildings.

 

You should hopefully find your torch somewhere in the N enclosed area. Pick it up and go back S and up the steps to your right. Turn left once inside and go up the next steps past an opened gate to a hallway you visited earlier. Loop around left and open the crowbar door if you didn't do so earlier. Proceed with your torch up the steps and find a burning container with which to light it. While you're here you can go to the NE corner for a small medipack and an extra CROSSBOW. Exit this room with your lighted torch and go through the N passage to your right.

 

In the next room drop the torch for a second to open the NE crowbar door, go on through without the torch to find flares and an extra LASER SIGHT in the next room. Retrieve the torch and go outside W through one of the openings. Light the container on the raised slab between the two openings to raise a platform near the timed platforms you used earlier. Go around SW and SE to the other side of this large building and find another container to light. Another platform is raised, so go back around NW and NE to the first lighted container and through one of the E openings. Turn right into the S passage, go right up the steps and around the raised slab to face E.

 

Save your game, run over the raised slab (which is a timed trigger tile) and down the steps, turn left and through the nearer opening onto the veranda, keep left and hop onto the raised platform around the corner, continue with a running jump over the water onto the next raised platform and into the W openings before the platforms drop back down. Make your way around to a NW veranda and find another container to light. Three platforms are raised W, and they don't appear to be timed, so go back to a previous room and look for a uzi ammo pickup if you like (noting the nearby post on your way out). 

 

With torch in hand, jump the three platforms to the other side, toss the torch down, drop after it and shoot the barrier in the S opening. Go on in and up the steps, search the windows in the rooms to your right and left for shotgun ammo in each one, then carefully jump SW with torch in hand into the wall opening. Follow into the next room and light the container there. Go back to the end of the passage and try to target and kill two crocodiles swimming about in the water below. In any event, stand jump with the torch to the NE ledge, go down the steps and through the opening in the S wall.

 

Go up the steps past the opened gate and go left to light another container. Go down the nearby stairs and across to the NE structure with the timed trigger tile, noting along the way the still-raised platforms on your right. Save your game and do the timed run again, this time using all of the raised platforms so that you don't have to grab and pull up. Make your way over to the NE veranda and light the container for a cut scene of a closed gate that gradually opens. You won't need the torch until later, so leave it here, safety drop near the timed trigger tile and find the opened gate in the nearby N wall.

 

Shoot three boars inside and search the SW window for uzi ammo. Go to the NW corner beyond the crates and pick up the GUARDIAN KEY HANDLE. Climb the highest crate near the center of the room for UZIS and exit to the outdoor area. Go across through the S opening, up the stairs and straight forward past the opened gate, down the steps to the canal area and jump into the water. Swim clockwise around the perimeter and through the tunnel into the W passage. Surface, pull out and go up the steps to find a raised platform at the opening.

 

You can now reach the opening where you shot the wooden barrier earlier, so jump there with grab and pull inside. Note the floor spike traps in the next room and avoid stepping on them as you make your way over to the N window for the GOLDEN COIN. Return to the opening, jump into the canal and swim back the way you came, meeting a crocodile along the way. Pull out onto a ledge at your first opportunity and run to the NE staircase. Go up and loop around right toward the timed platforms you used earlier. Continue past the near one (now lowered, of course) and follow the ledge to the SW corner. Take a running jump to grab the sloped part of the S wall and shimmy right toward the raised platform you can see in the distance.

 

Drop onto the platform, reverse roll and take a running jump to grab the opening in the N wall. Pull up and hop over to the window on your right for flares. Go around to the window on the other side and through the open portion into the next room. Place the Golden Coin in the receptacle on your left to lift the S gate and go through the corridor. When you shoot the wooden barrier you get a cut scene of the area ahead. Save your game, light a flare and slide down the ramp into a fixed camera as two boulders are triggered from opposite directions. You can avoid them by running to and fro in spiral fashion until they stop rolling.

 

When all is quiet, shoot the wooden barrier in the S wall and pull up inside to trigger a spike trap dead ahead. Avoid it and go around right to turn off the spikes and get some flares. Continue S into a new room and watch out for unmarked spike tiles all around you. Vault up onto the raised slab to face a mirror and jump SW to land safely. You can now see the spike-trapped tiles in the mirror, so follow the safe path W and N to the wall and turn left to climb onto the block.  Face E and take a running jump onto the next block. Face S and stand jump to grab the ceiling. Monkey swing all the way around the first column, continue E toward the left side of the second column and go around it counterclockwise to the N wall. Drop, grab and pull up onto the block.

 

Pull up into the phantom N crawl space and follow around past two steam blowers until you can stand up in front of a room with a grated floor and a hole in the middle. Drop down to the room below, shoot a boar and look around for shotgun ammo and the GUARDIAN KEY HEAD. You don't yet have the necessary key to open the N gate, but you can stoop and shoot its lock to open it, so do that and wait for another boar to attack. Exit to the canal area where the sky appears to have darkened and run all the way along the ledge to the N opening. Retrieve your lighted torch wherever you may have left it (you may have to do the timed run again to get it) and bring it with you up the stairs in the canal area and through one of the E openings.

 

Turn right through the S opening and go right up the W steps to the trigger tile. Step on it to raise the timed platforms again, exit and loop around left to the platforms and jump W across the canal to the other side. Continue to the N room, drop the torch so you can combine the Handle and Head and place the GUARDIAN KEY on the post you saw earlier. The S gate to your left lifts, so take the torch inside and stand at the W window. Jump up to ignite the dangling rope and a boulder will drop through the floor hole into the water below.

 

Drop down after it and swim NW to find a small medipack while being pursued by a crocodile.  It won't follow you through the E opening, so don't bother trying. Swim down the central floor hole where the boulder fell and follow S along the tunnel until you can surface. Pull out to awaken two skeletons and use your shotgun to blast them into the pool. Search the window alcoves for 2 x shotgun ammo and flares, exit S and get past two rows of spike traps. Blast the awakened skeleton into the pit and place the Tombs Key in the receptacle in the SE alcove. The S gate lifts, so go on through and slide down to be taken to the next level.

 

Level 5: LOST TOMBS

 

Slide down to a passage lined with columns. Look right for flares, run past two sarcophagi and continue around the obstruction onto a bridge to trigger a brief flyby through the next room. Most of the little pots around the periphery can't be shot, but one SW contains crossbow arrows. The sleeping skeleton at the center is doing a lousy job of protecting the CROSSBOW and the LASER SIGHT. After picking them up, safety drop to the room below and greet two awakened skeletons. With this variety you can shoot their heads off, causing mass confusion so that they leave you alone. 

 

Grab the shotgun ammo in front of the closed door in the N passage, the small medipack in front of the closed S gate and the SHOTGUN next to the sleeping skeleton SE, then locate the two pushpieces and move them onto their respective marked tiles (two for each pushpiece). When you near completion of that task the third skeleton down here awakes, so shoot its head off and continue. When finished, a door opens up at the bridge level, so use the E or W ladder to climb up to the strip and back flip onto the bridge. The skeleton up there has also awakened, so use your shotgun to blast in over the side.

 

Go S past the opened door into a large hub room and enter the NE passage to find a CROWBAR next to the sleeping skeleton. Shoot the jar at the end of the passage for shotgun ammo and note the closed door to your right. Return to the hub room, loop around left and enter the wider E passage. Grab the shotgun ammo between the large jars at the wall and go back to loop around left into the SE passage. Jump NE to the flat opening, SE to the next flat opening, and a final jump NE to the E opening. Climb the pole and back flip to an upper ledge. Turn around and jump NW, SW to grab the slope, pull up and take a rolling back flip to grab the N opening, pull up and jump SW onto a ledge surrounding and overlooking the hub room.

 

Before venturing further, hop up N into the window opening for revolver ammo, return to the ledge and make your way clockwise around the periphery until you reach the W side for a small medipack in front of a closed gate. Go back the way you came to the SE and go past the empty jug into the W passage to trigger flame blowers and dart traps (one at a time). In the second alcove to your right is uzi ammo. In the next area are jars hiding flares, and as you continue W you'll trigger more flame blowers and a dart trap. Turn right at the wall and come to an opening that overlooks the pit you navigated earlier from down below.

 

Take a running jump NE to grab the slope, pull up and take a rolling back flip to grab the opening behind you. Pull up for shotgun ammo and repeat the same progression in the other direction until you reach the upper W opening (the builder has graciously provided a ladder surface in case you don't make the jump). 

 

Go past the opened S door into a short hallway. The alcove on your right has a face button that opens a door down below you. Grab the ladder surface in the floor hole, climb down and safety drop to the room below. The door opened N, but first use the ladder to climb down E and shoot two sets on bones lying on the floor. It probably isn't necessary for progression to shoot these bones that are scattered throughout the level, but I'll mention them anyway. Enter the N room filled with fire tiles, shoot more bones just ahead and to your left, jump the safe areas to the N side of the room and find revolver ammo in one of the small jars. Shoot more bones on the tile next to the plinth and pick up the SAPPHIRE KEY. Exit this room and climb back up to the W ledge.

 

Get across to the hub room on the E side with diagonal jumps to the flat alcoves as you did earlier. Go across to the SE opening, climb down the ladder there and shoot two more sets of bones in the short hallway. Enter the N room, which is similar to the one you navigated a short while ago, shoot two more sets of bones, pick up the REVOLVER next to one of them and go to the plinth for another SAPPHIRE KEY. Exit this room, climb the W wall ladder to the hub room and, for a weapon pickup you can enter the middle S opening, go to the back wall and note the pillar receptacle on the column, then enter the E opening and go up and down the winding ramps for UZIS.

 

Return to the hub room and enter the NE opening. Note for later the sleeping skeleton and the closed door at the end of the passage, go back to the hub room and run across to the W side. You'll find shotgun ammo at the end of the middle passage. Exit and loop around left into the NW opening. The skeleton at the end of the passage awakens as you draw near, so deal with it by your preferred method and climb the pole. Back flip to an upper ledge and get across to the E side using the same techniques as before.  

 

Hop NE onto the ledge, enter the nearby side room and shoot the vase on the raised slab for flares. Return to the ledge and make your way over to the NE side room and shoot the vase inside for crossbow arrows. Continue your clockwise circuit to find a small medipack in front of a closed gate, return to the NW side room where you got the flares and step into the W opening to trigger a series of spike traps. Time your way past them (the last one may require a sprint) and come to a room with a floor lever. When you push it there's no indication of what may have just happened. 

 

Go through the N opening and make your way clockwise around the perimeter with appropriate jumps until you reach the opening in the N wall. Enter the room ahead and push another floor lever that gives you no clue as to what's been done. However, when you exit to the ledge you now see two dangling ropes, whereas there was only one before. Go back the way you came along the perimeter, and when you reach the second block jutting from the W wall take a running jump to grab the rope on the right. Turn to your right, swing and jump off to land on the small ledge in the middle of the S wall. Pick up the large medipack, jump back to grab the rope (I couldn't get there with a direct jump so I went around clockwise again to the far jutting block) and turn N to face the second rope.

 

Swing forward, jump off to grab the second rope, turn to face the block jutting from the middle of the N wall, swing and jump off to land on it. Hop down NE onto the ledge and enter the room ahead to find 2 x shotgun ammo and a third floor lever. Sure enough, when you push it and go back onto the ledge, a third rope is now hanging from the ceiling. Hop back onto that jutting block, jump to grab the third rope and turn Lara to face the block jutting from the middle of the E wall. Swing and jump to land on it, make your way over to the opening in the S wall (from which you first entered this area) and time your way past the first two spike traps, turn right for shotgun ammo and go back past the second spike trap to find a crawl space high up in the N wall.

 

Pull into the crawl space and crawl around corners until you can stand. Vault up into the passage and go around to find yet another floor lever. Push it, crawl back the way you came, negotiating steam blowers that are now active, drop down between the spike traps and exit to the S opening. Note the monkey bars in the ceiling, which can be reached from the NW alcove. Make a couple of jumps to get there, face SE and stand jump to grab the ceiling. Monkey swing along the tracks to the NE alcove, drop onto the slope, slide and grab and shimmy right around the corner to pull up onto the E ledge.

 

The nearby jar is empty, but the face button in the S alcove opens a door somewhere. Return to the ledge and safety drop to the floor below, losing a small amount of health, and shoot off the head of the waiting skeleton. Enter the S opening and run down the ramp to find a receptacle for one of your Sapphire Keys. When you place it a block is raised somewhere. Return to the hallway above, run diagonally across the hub room to the SW opening and hop the side ledges to get to the other side. Run down the ramp to find the receptacle for your other Sapphire Key. Place it to raise another block and go back up. Jump the ledges back to the hub room and go across to the SE opening.

 

Use the side ledges to get across, climb the pole and back flip onto the upper ledge. Jump the side ledges again to get across to the W side, take a running jump NW to grab the jutting ledge in front of the pushpiece and pull up. Move the pushpiece as far E as it will go, over the raised block and against a raised slab. Jump into the far SE alcove for shotgun ammo, jump back to the ledge and safety drop to the lower floor. Go across the hub room to the NW opening, climb the pole at the end of the passage and back flip onto the upper ledge. Jump the side ledges again to get to the other side, jump SE to grab the jutting ledge in front of the second pushpiece and pull up.

 

Move this pushpiece as far W as you can and watch the water fllow to flood the hub room. Two sprites also appear, so run back to the other end of the ledge, jump into the water and swim left into the N opening, continue right or left at the wall and watch out for the spike trap ahead as you turn the corner. There's a bird statue in the next room, so wait there for the sprites to self-destruct, continue across the room and swim up the shaft past the N opening to surface for air. Pull out S and push the face button to open an underwater door.

 

Swim back down, exit S past the spike trap, return to the main room and surface for air. Go back down and swim through the S opening where the door opened and get past a similar spike trap. Continue through the next room after grabbing uzi ammo in the far left corner to find a row of spike traps along with dart traps. You can go right or left, so turn left and swim E past an opening with another spike trap and surface in the next room. Pull out E and shoot a jar for flares.

 

There are flame blowers overhead that you need to get past. The lower corner tiles are triggers that turn off the flames for a brief time, so save your game and start with the SE tile. Run clockwise around the outer ledge, stepping on all three trigger tiles, pull up onto the NE block (it's too high to reach with a jump), pull up turning right and jump to grab the first of the upper jutting ledges. Pull up turning right and jump the upper ledges in clockwise fashion, grabbing and pulling up as necessary, until you can jump and grab the opening in the E wall. Pull inside and follow around to a slope. Slide, jump and grab the ladder. Shift left and drop beside the fire tile.

 

Climb the E ladder to a ramp and follow up to a floor hole. Hop around the corner and come to a ledge overlooking a deep room. First, turn right and squeeze past the columns to find a floor lever that drops a rope in the center of the room. Use it to get across to the central ledge (without overshooting it), turn left and go through the W opening into the next room. Go around the large vase, hop down into the trench and push the W floor lever. Turn around to note the spike-protected star and exit to the central ledge. Another rope has been dropped, so jump N to grab it and swing to the other side. Grab shotgun ammo in the NW alcove, enter the N passage, jump to grab the ladder and climb down next to a slope.

 

Slide down into the next room, where you'll be met by a horde of beetles. The floor holes on this side aren't deep enough to contain them, but the ones on the other side of the pushpiece are, so choose one of the four and hang from a side until all beetles have been safely deposited. There are two marked tiles on the raised ledge, so move the pushpiece onto both of them to open the door in the S wall. But first, go into one of the E openings, hop past the fire tile and find the ladder. Climb to an upper bridge, run across and down a ramp, hop over the spike trap at the bottom and step on a trigger tile that deactivates the spikes protecting the star you saw earlier.

 

Getting back there doesn't appear to be timed, so return to the ladder, climb down and hop past one of the fire tiles, go through the S doorway to your left and jump over the fire tile to grab the wall ladder. Climb up to the strip, back flip onto the ledge, jump to grab the first rope, swing and jump to the central ledge, turn left into the W opening, hop down into the trench and pry the GOLDEN STAR off the E alcove wall. Pull N out of the trench, enter the opening ahead, slide and jump to grab the ledge ahead. Pull up and make your way to the W opening by way of your now-familiar techniques. Safety drop to the floor, run to the flooded pit and jump into the water.

 

Swim down and into the S opening as you did earlier. Get past the spike trap, proceed through the smaller room into the larger room with the other traps and this time turn right. Swim past the W opening past another spike trap, surface and pull up W. Go up the long ramp ahead to hear a burst of warning music. No boulder in sight, however. When you reach the crossing, go left and climb down the ladder in the floor hole as far as you can go. Back flip to land on a ledge beyond the fire tiles and pick up the large medipack at your feet. Shoot two sets of nearby bones (one of them on a fire tile) and jump back to grab the ladder.  

 

Climb back up to the inclined passage, but don't go up the ramp yet. Instead, turn around and stand jump S to grab the monkey bars. Monkey swing to the far end, release and grab, pull up and follow the passage to a ledge overlooking a room with a fire tile floor. Wait for the skeleton on the next ledge to awaken and jump toward you so you can blast it into oblivion with your shotgun. Ditto with the skeleton on the next ledge. Jump across and take the SAPPHIRE KEY from the plinth in the E alcove. Jump the ledges back to the W side and monkey swing over the pit. At the end drop, grab, pull up and run N up the ramp to a room with a sunken central floor tile.

 

Run across into the N alcove and place the Sapphire Key to lower a block behind you. Drop down into the lower passage and follow to the source of the flooded room below. Jump into the shallow W pool for crossbow arrows and go through the N opening. Enter the NE passage to the right of the funny face for revolver ammo, return to the previous room and climb down the ladder in the NE floor hole to the room below. Note the closed doors at either end of the room, as well as four panels with dark diamonds high up in alcoves near the corners of the room. Shoot all four diamonds with your combined crossbow and laser sight, and the S door will open while beetles pour out from everywhere.

 

Run toward the S opening and take a running jump over the trench with fire tiles to eliminate any issues with the beetles. Grab, pull up on the other side and continue into the next room where a skeleton attacks. Blast him into the fire tile trench and hop over it to place the Golden Star in the S alcove. The N door opens back in the previous room, so return there and enter a room with a pushpiece and a skeleton. There's no convenient pit here, so use your combined revolver and laser sight to shoot off its head so it'll go away (or lure it back to the fire tile trench in the S passage and blast it over the edge with your shotgun).

 

Push the pushpiece into the N alcove to start a minor earthquake that doesn't last long. Return to the previous room and climb the E wall ladder to the upper ledge. Go up the N opening to the back room, which is now open, and take the SANCTUARY KEY from the plinth as two wraiths are released. Run all the way back S, pull up past the lowered block and run forward into the S passage. A spike ball will soon be triggered, so turn left into the E side passage and sprint down as a second spike follows behind you, to jump left or right at the opening into the water below.    

 

The following part is a bit tedious, unless you're a wimp and choose to fire your uzis at the wraiths to make them lose interest in you. Otherwise, swim into the E opening past the spike trap, take the first left (N) into the opening where you see a row of spike traps, swim through the next room and past the spike trap, swim around the obstruction into the larger N room and surface for air if necessary. Otherwise, continue into the N opening, swim around the obstruction and the spike trap into the room with the bird statue. There's a ceiling air hole here that you can use while waiting for the pursuing wraiths to self destruct. When you hear the satisfying twin blasts, exit S past the spike trap to the larger pool.

 

Surface and pull out N behind the waterfall. Follow the N passage onto the bridge in the next area and safety drop to the room below. The flame tiles there have gone out, so move the N pushpiece all the way S onto a tile marked with a central square, then do the same thing with the S pushpiece in the opposite direction to hear the sound of a door opening nearby.   Go past the opened N door and down the ramp into a small room for SECRET #5. Grab the large medipack, the uzi ammo and the shotgun ammo, exit to the previous room and enter the E opening to your left.

 

Climb the ladder, back flip at the strip and run W across the bridge. Turn left at the crossing into the S opening and continue to the waterfall area. Go around and turn into the central S hallway, go to the back column and place the Sanctuary Key in the receptacle you noted much earlier. A floor rises in a previously inaccessible trench, so enter the E passage, go up the winding ramp and turn left to find the raised floor. Go across S to a closed door that opens upon your approach. Run forward and slide down into the dark pit to finish the level.

 

Level 6: THE SANCTUARY

 

Drop down into a pool in yet another regrettably dark setting. Pull out S in front of an impressive building and go around its right side to find flares in a little nook. Go across the entrance area past the closed front door and into the E opening. Turn around and jump to grab the ladder, climb up to a ledge and note the closed corner gate to your left. Make several jumps W to see another closed front door and a closed SW corner gate with shotgun ammo close by. There must be some way in, but for a few more valuable pickups go back the way you came to the ladder ledge.

 

Take a banana jump N around the wall to the next ledge. Don't worry if you miss, as you should land on a flat spot and be able to pull up right. Walk to the end of the ledge and hop down with grab to land on the rock ledge below.  Continue N to the block, pull up and hop down to find the SHOTGUN and shotgun ammo. Continue around the corner, hop down W to the rock ledge, save your game and make two running jumps onto flat spots ahead (lining up for the first one is rather tricky). Stand jump to grab the NW block, pull up and hop down to an enclosed area to find the REVOLVER and revolver ammo. Continue your circuit with a running jump and grab to the next ledge S, pull up and hop down into a shallow hole for a large medipack and SECRET #6. You can't proceed further from here, so slide down to the ground and use the E ladder to get back up to the entrance ledge.

 

Go to the closed central door, stand facing it and hop back from the edge to activate a jump switch to open the door at ground level. Enter the building and go down the ramp to find a spike trap at the bottom. Hop past it to the left and follow the E passage down to a room with another spike trap. Jump left to avoid it, climb the block and stand jump S onto the slope. Slide and jump to grab the ladder, climb up and face SW. Back flip onto a higher slope and jump off to grab the S ladder. Climb to the top, pull up onto the slope and take a rolling back flip to grab the N opening. Pull inside and face a closed gate you saw earlier from the other side. Turn around and activate the jump switch for a cut scene of the outdoor area.

 

Take a running jump with grab SW to land inside the adjacent passage. Grab the shotgun ammo at the end, turn around and run off SE to land on the corner block below. Climb down the ladder on the W side and safety drop to the floor. Hop with grab over the spike trap into the W opening and follow up to the next spike trap. Hop the corners to get around the trap (or jump over it with grab) and continue up to the W end. Pull up onto the block, face NE and save your game. Back flip onto the first of four slopes (if you miss there's a spike trap waiting for you down below on either side of the block), jump them all without sliding and grab the ladder at the end. You may need to jump off the last slope with a right curve, because if you grab the ladder on its far left side you find yourself unable to move.

 

Climb to the top, turn left and take a running jump with grab into the E passage for more shotgun ammo. Turn around and take another running jump NW with grab to land inside the adjacent passage. Activate the jump switch inside to open a door in the cut scene you saw earlier and stand jump to grab the ladder. Climb down a bit, take a rolling back flip onto the slope, slide and grab, safety drop to the floor and climb onto the block. Exit S, hop left past the spike trap and go up the ramp to the front entrance. Use the ladder in the E passage to get back up to the ledges and find that the upper front door is now open.

 

Enter the building, go around the central floor hole and the empty caskets into a larger room. There's shotgun ammo behind the first column, and one of the nearby caskets contains flares. Jump over the floor hole and start up the stairs to awaken two skeletons. Blast them into the floor holes and shoot the caskets in the next area for the CROSSBOW. There are two flights of stairs at the top, one to your left and the other to your right. If you go up left, you'll come to a closed gate and shotgun ammo. Go up the stairs on your right and come to a large hub room with two fountain pools.

 

Jump into the nearer fountain pool for a small medipack in the dark NW corner. Pull out and run across to the SE corner. In the S wall is a short passage leading around the corner to crossbow arrows. In the middle of the S wall is an opening flanked  by slopes with a closed gate at the end of the ramp. Reverse roll onto the ramp to trigger a boulder and sprint back out to avoid being squashed. You'll return here later, but for now go to the SW corner and find a spike-trapped passage (for later) beyond a small pool. Nearby around the corner are grenades.

 

Jump into the small pool and swim into the N opening. Open the door in the W wall and come to a small enclosed room. Pull the chain in the W alcove for a cut scene of the hub room. Return to the small pool, surface and pull out. Go across to the E fountain pool and shoot the casket in a window alcove for the CROWBAR. Jump into the pool and open the door in the W wall. Swim inside and down the floor hole to a crossing guarded by a dart trap. The E path leads to a dead end and a large medipack behind the dart column. The W path has a continuation past the dart column, leading to another dart trap. Turn right at the dart trap, swim up past the ceiling hole and grab the flares to your left if you have enough air left. If not, get them on your return swim. Open the W door and follow up to surface and pull out into another enclosed room.

 

Shoot the casket for shotgun ammo and pull the chain in the W alcove to see a block rising in the hub room. Jump into the water and retrace your path back to the fountain pool. Pull out and go to the far side of the W fountain pool to find the raised block. Use it to jump up and grab the E ladder. You have to be positioned precisely to make the grab, and unfortunately you'll have to use this ladder several more times before finishing the level. It helps to stand at a slight angle. Climb up to a room with a grated floor over the fountain pool. Pick up the LASER SIGHT and note the E spike-trapped bridge leading to a similar room over the E fountain pool. You have other present alternatives, however. Go to the N opening and take a running jump to grab the roof of the structure. Pull up, walk forward and deal with an awakened skeleton.

 

Follow the upper E hallway and deal with another skeleton. Open the face door at the end with your crowbar and enter the next room before twin scissor blade traps are activated. Go around the central floor hole and search the W alcove sarcophagus for crossbow arrows (when are we ever going to get the explosive variety?) Time a run past the E trap, grab the ladder and climb down to the room below to find another waiting skeleton. Shoot off its head and search the alcove sarcophagi for a small medipack and the MECHANICAL SCARAB.

 

Climb back up the ladder, time a back flip past the scissor blades and exit to the upper area of the hub room. Run to the W end just past the mural and take a running jump NW down to a lower alcove from which you can drop to the floor after picking up the uzi ammo. Use the raised block to climb back up, but this time reverse roll and take a running jump to grab the W structure. Pull up to see a face door ahead, but it's not of the crowbar variety. Jump from the SE corner to the jutting ledge and go around the outer section to your right (E) to awaken a skeleton in front of the crowbar face door.

 

Rush into the next room before the scissor blade traps activate and search the W alcove sarcophagus for more relatively useless crossbow arrows. Time a run past the scissor blades to grab the W ladder and climb down to the lower room to deal with a skeleton. Search the E sarcophagus for the WINDING KEY and climb back to the upper room. Get back to that jutting ledge and jump SE over the ramp to the adjacent ledge. Grab uzi ammo from the left alcove and jump back to the jutting ledge. Jump NE from the end onto a ledge in the central structure and jump E with grab to the next ledge for an extra set of UZIS.

 

Safety drop to the floor, use the raised block to get back up once more and go to the E opening you noted earlier. Affix the Winding Key to the Mechanical Scarab and place it on the tile at the entrance to trigger the spikes. Bug Alert: In my game, when I picked it up at the other end and proceeded normally, the animation sound persisted. It's important that you save right after picking up the Mechanical Scarab with Key, then reload and pick it up a second time. According to Doggett TV, this not only makes the animation sound go away, it also eliminates a ladder bug that you would otherwise encounter later in the level. Note the rope hanging from the ceiling ahead, with a crowbar face door just beyond it in the E wall. But first, go out onto the SW ledge, jump with grab to the next E ledge and jump over SE to the jutting ledge. Take a running jump SW over the ramp to find uzi ammo in the right alcove, jump back and take a running jump SE to an opening in the wall. Follow around for more uzi ammo, activate the jump switch on the back side of the column to open a door at floor level and return inside the central structure via the same jutting ledges.

 

Jump E to grab the rope, swing forward and jump off to open the crowbar face door. Enter a room with multiple slopes and ladders. Mount the accessible ladder in the S wall (for some reason it won't work if you start with the N ladder). Shift left around corners to the middle of the E wall, climb up a bit and take a rolling back flip to grab the ladder surface on the ceiling block. Climb up to the strip, take a rolling back flip to land on a slope, slide and grab, shimmy left and pull up at the corner opening. Reverse roll and take a running jump and grab W, shimmy left and pull up to an opening that overlooks the immense area you explored at the beginning of the level.

 

Go to the N end of the ledge and take a running jump over the gap to grab the far ledge. Pull up for revolver ammo and jump back the other way. Go clockwise along the outer ledges with appropriate jumps, pausing for grenade gun ammo in a dark alcove soon after reaching the S wall, and after a few more jumps you'll reach an opening in the S wall. Enter to trigger a flame-protected reach-in switch. When the flame subsides, run forward and use the switch, then duck during the ensuing cut scene. Return to the outer ledge and resume your clockwise circuit, being mindful of low-hanging obstacles.

 

When you reach a metal fence, I found it easier (and safer) to hang from the ledge and shimmy around to the opening. Search the sarcophagus for the GRENADE GUN and retrace your steps to the E ledge where you entered this area. Go across the bridge to the central structure and go right to the NE corner. Jump across N to the outer ledges, make your way around counterclockwise and shimmy well past an obstruction before pulling up for grenade gun ammo. Return to the central structure and walk W along the rooftop to attract the attention of two harpies. Hop across W to the other structure to deal with two additional harpies, then locate the N jutting ledge between the two structures and reach it with a running jump and grab.

 

Run forward into the N opening toward the reach-in switch you saw in the cut scene. A flame blower is activated, so use the switch when the flame subsides. The flames protecting the a third reach-in switch go out, so return to the central structure and make your way to the W end. Take a running jump over the gap onto the far ledge and enter the W opening. Use the reach-in switch there to turn off the flames protecting yet another reach-in switch. When you emerge you'll need to deal with another harpy.

 

From the opening on this ledge, go N past the column and take a running jump to grab the next ledge. Pull up and jump to the next ledge for grenade gun ammo, go back the other way and this time jump S toward the fenced area where you got the grenade gun. Facing the W wall, hop back to grab the edge of the column and release to activate the jump switch below. You'll fall safely into the pool below, so pull out and use that faithful raised block nearby to climb back up into the central structure. Reverse roll, take a running jump to grab the W ledge and pull up. Go to the N end and jump to the column top for shotgun ammo. From there jump NW to the next ledge and find an opening that leads to a room guarded by a skeleton. Blast it into the central floor hole and shoot the E alcove casket for revolver ammo. Step inside the S alcove, turn around and jump up to activate the overhead jump switch and open a door.

 

Exit N to the outer ledge, turn left, hang from the edge and release to activate another jump switch below. You hear the sound of a door opening, so return to the raised block and climb up to the central structure yet again. Go left to the N opening and take a running jump and grab to the mural ledge. Pull up, go right and go past the opened E door into a room similar to ones you visited earlier. The sarcophagi are empty, so run off the opening past the scissor blade trap to grab the E ladder. Climb down to the room below and blast the skeleton away with your grenade gun. He leaves behind a SAPPHIRE KEY, so pick it up and climb back out.

 

Exit to the main ledge and jump back S to the central structure. Go to the W opening and jump with grab to pull up onto the ledge there. Go left and jump from the corner to the jutting SE ledge. Jump SW to the next ledge and follow W past another opened door. Climb down the ladder to the skeleton whose head you shot off earlier, put him out of his misery with the grenade gun and pick up the second SAPPHIRE KEY he leaves behind. Climb back out, exit to the main ledge and retrace your steps back to the W ledge to which you jumped a bit earlier. Enter the W room and place the Sapphire Keys in the W alcove receptacles to lower a block.

 

Exit to the main ledge, jump N to the column top where you got the shotgun ammo earlier and drop down twice to the ground. Go to the NW opening and use the Mechanical Scarab with Key to trigger the spikes in the passage ahead. Be sure to do the same thing you did earlier: go through and pick up the scarab, save your game, reload and pick up the scarab again before proceeding. Go past the opened door, around the corner and down the ramp to a crossing. Turn right past the scissor blade trap and search the S sarcophagus for grenade gun ammo. Climb down the nearby ladder, dispatch the skeleton in the room below with a grenade and pick up the SAPPHIRE KEY he leaves behind.

 

Climb back out, exit this room and go back carefully up the ramp, which is now a boulder trap as indicated by the action music that starts playing just as the boulder is triggered. Reverse roll and take refuge in the opening as the boulder rolls onto the fire tiles. Go back up and exit to the main hub area. Run across to the SW corner past the small pool and use the Mechanical Scarab with Key to get through the S passage. Use the same save-reload technique as before and proceed past the opened door and around the corner to a ramp. This time the boulder is triggered on your way down, so sprint to the crossing and turn right in front of the fire tiles.

 

Get past the scissor blade trap, search the E sarcophagus for more grenade gun ammo and climb down the S ladder to blow away another skeleton for his SAPPHIRE KEY. Exit to the main hub area (no second boulder on your way up the ramp) and run all the way across to the opening in the E wall (not far from the SE corner). Enter the room and place the Sapphire Keys in the E alcove receptacles to lower a block outside. Reverse roll, exit this room and find the lowered block just in front of the fountain ahead. Climb down the ladder in the E face of the floor hole and drop down into a passage. Run down the ramp (no boulder this time) and get past the dart traps to shoot a casket hiding the GUARDIAN KEY HEAD.

 

Go back up the ramp, climb out of the floor hole and go around between the two fountains to find another floor hole on the N side near the wall. Drop or climb down to the lower passage and go down a similar ramp past similar dart traps to shoot a similar casket containing the GUARDIAN KEY HANDLE. Go back up, climb out of the floor hole and go between the fountains to the S ramp where you triggered a boulder much earlier. Go up to the closed gate, combine the Head and the Handle and place the GUARDIAN KEY on the post. The door ahead opens, but not the gate, so reverse roll, go back down and loop around right or left to enter the building via one of the stairways.

 

Go through the S doorway for a remote camera shot of a large room with a central pyramid. Look on a ledge next to the pyramid for a small medipack and a nearby pair of BROKEN GLASSES. Go to the alcove in the middle of the W wall and pull the chain for a cut scene of the pyramid. Run across to the E alcove and pull the chain there to see doors opened to release a demigod. Sally forth to engage him and, since he drops nothing, proceed SW to the opened doors from whence he (maybe) came. Inside is a closed face door you need to find a way to open. The same is true of the opened doors at the SE corner, so go to the opening near the NE corner to find a closed gate to your right and a slope to your left.

 

Slide backwards down the slope, grab at the bottom, release and grab again, and pull up onto the block to avoid the spike trap below. Drop down right or left and go a bit S toward another spike trap. Hop onto one of the facing slopes and jump back and forth, using an arrow key until you can land safely on the other side. Continue S and get past the next spike trap in the same manner. Run forth into the alcove at the end and pry the BLACK BEETLE (1 of 4) off the wall. A horde of beetles pours through the hole you've just created, so get back across the spike traps in a little more hurried fashion than before and stand facing S with your heels against the slope ledge. Take one step forward, back flip onto the slope and jump off to grab the ceiling.

 

Monkey swing S and drop off onto the column to your right.  Face E and stand jump to grab the ladder in the ceiling shaft. Climb up to a room with a casket hiding flares. Open the S crowbar face door and step forward into a hallway. Follow around to the pyramid room and run across to the opening in the NW corner to find a ladder on the left wall. Climb up past the ceiling hole and back flip to an upper hallway. The E branch leads to the pyramid room. Take the N branch, go around the corner and take a running jump W to land past a spike trap. Use the ladder to get up and shift right to drop near the W opening, turn left at the wall and jump W over the spike pit. Hop down into the hole to the left of the column for revolver ammo, pull out and go through the N opening to find a floor hole with a large medipack.

 

Pull out, jump W over the spike pit and find an alcove with another BLACK BEETLE (2 of 4). As before, beetles pour from the hole, so make your way E past the traps to the ladder hole. Drop down, light a flare and hop over the spike trap, climb the N ladder, shift right and drop down into the opening. Return to the hallway and turn left toward the pyramid room. Hop the upper ledges to your right until you reach an opening in the fence near the SW corner. Go down the hallway, turn right into the N side room and deal with a skeleton, drop down through the floor hole into the water below and pull out. Shoot the casket for revolver ammo and open the S crowbar face door for a short cut back to the pyramid room.

 

Jump back into the water, swim down and follow to a crossing guarded by a dart trap. Turn right, swim up the shaft and pull out into a small room with an alcove chain. Pull it to hear the sound of a block lowering and jump back into the water. Swim down and over to the S end of the passage where the block lowered. Swim down further to another dart-protected passage, swim to the end  and up the ceiling shaft to pull out into a room with another BLACK BEETLE (3 of 4). Amazingly, no beetles gush forth when you pry it off the wall, so swim back N, up, N again, E, up and pull out near the opened face door. Return to the pyramid room and deal with another demigod that has arrived upon the scene.

 

Go to the NW opening, climb the S ladder again and back flip to the upper ledges. Go around the ledges again, but this time continue all the way to the fence opening near the SE corner. Go on in for revolver ammo and continue ledge jumping until you reach the fence opening near the NE corner. Go on in to find an opening in the N wall, follow the passage to a room with a timed trigger tile. Save your game, stand on the trigger tile facing W, stand jump onto the higher block, side flip right onto the still higher block, back flip onto the block behind you, side flip left, jump forward onto the ledge and sprint past the timed door before it closes in your face. 

 

In the next room run around the floor hole and pry the last BLACK BEETLE (4 of 4) off the wall as more beetles pour forth. Hop back several times, safety drop through the floor hole and enter the E opening. Drop into the trench and pull out the other side into the room with the timed trigger tile. Exit S and W to the ledge overlooking the pyramid room, safety drop to the floor at the cost of some health and engage the waiting demigod. Go to the central pyramid, affix each of the Black Beetles to lower one face at a time, step forward when done and grab the MUSIC SCROLL.

 

You've probably already noticed the stand near the S wall, so go there and place it to open an upper door, start an earthquake and unleash two harpies. Go to the NW opening, climb the S ladder one last time and back flip to the upper ledge. Make your way around to the opened door in the E wall, go on through and up the ramp around several corners toward the daylight (the door closed behind me at some point, I don't know if it was timed or not) to trigger a flyby of some beautiful Egyptian sky that we didn't see nearly enough of throughout this adventure. Run forward toward the water to end the level.