Good Bye Amanda - Definitive Edition

By DHermogenes

 

This walkthrough is meant as a general guide only. It may not include every pickup or secret. There may also be (and definitely are) alternative ways of approaching situations within the game. Compass needle assumed RED as the directional indicator.

 

*   Pickups and Items

*   Enemies

*   Secrets (19)

 

WALKTHROUGH by Lizard Queen

LEVEL 1 – Ruins of Norway

 

Encampment

The journey begins with a cutscene of an encampment in the Ruins of Norway. N.B. Switching on the personal light device (< FLARE KEY) helps with any darkness issue. Head west, take a standing jump onto the slope and a running jump south. Pickup the LARGE MEDIPACK and slide back down. Head north then take a standing jump west and pickup the UZI AMMO on the slope. Slide down and head east towards the QUAD BIKE.

 

Mini Quest for FOUR SECRETS (1 to 4): N.B. These secrets can be done anytime up until The Abyss - Level 5 which is a point of no return. From the encampment, mount the bike, head up the slope east, turn left (north) then right (east) and head east to the large bridge. Head up the slope under the bridge and reconnect with the beige path east. Head north on the path then west and follow the sandy beige path west under the small bridge. Dismount the bike at the end. Jump up and grab the ledge south and pull up for the 1st secret. Pickup the STUFFED DOLL and two LARGE MEDIPACKS.  Head south/west around the upper slope and take a standing jump up the slope. Head north/west up the slope and slide down north for the 2nd secret. Pickup the STUFFED DOLL, GRENADE GUN AMMO and two DESERT EAGLE AMMO. Safety slide down the slope back to the bike. Head east following the right side of the sandy path back to the large bridge and head around the left side of the bridge then stop when Lara’s attention points to the cliff side. Dismount the bike, climb the cliff south and shimmy left. Pull up into the alcove then take a running jump east with a slight curve right over the slope to land in an alcove for the 3rd secret. Pickup the STUFFED DOLL, SMALL MEDIPACK, two UZI AMMO, LARGE MEDIPACK and two SHOTGUN AMMO.  Return to the edge, face east and take a running jump east with a slight curve right to grab the slope. Shimmy left as far as possible then pull up into the alcove for the 4th secret. Take a standing jump south/west and pickup the STUFFED DOLL, LARGE MEDIPACK and two DESERT EAGLE AMMO. Safety drop down to ground level and return to the bike. Mount the bike, head west back to the encampment and dismount.

 

Mini Quest Quad Bike TIMED RUN for DESERT EAGLE+LASERSIGHT: N.B. This quest can be done anytime up until The Abyss - Level 5 which is a point of no return. This quest is NOT necessary to complete the game but necessary if you want to obtain the Uzis later on. From the encampment, mount the bike, head up the slope east, turn left (north) then right (east) and head east up the slope under the large bridge and reconnect with the beige path where it breaks into three forks. Take the right (south/east) fork then south/east along the path and down through a small tunnel. Follow the sandy beige path and hug the left side of the cliff then head left (east) into a grassy opening through a tunnel to a light and a block with a wall button.  Dismount and push the wall button on the block on the right. Mount the bike, head up the slope and watch a cutscene of the bike run obstacle ahead.  Without slowing down, hug the right side of the tunnel and fly over the 1st gap then slower over the 2nd gap with a sharp curve right to avoid falling over the cliff. If possible, stop the bike after the 2nd gap, back up and line up to the 3rd ramp and drive over the gap to land in front of a wall switch. TIMED RUN #1: Park the bike facing the path and in front of the platform and dismount. Pull the wall lever, backflip and quickly mount the bike. Head around the pathway with a curve right then over the gap and through the door before the timer ends. Carefully navigate the path and head through the door ahead which opens automatically. TIMED RUN #2: Park the bike facing the path and dismount. Pull the wall lever, quickly mount the bike, curve through the path and over the ramp across the gap and through the door before the timer runs out. TIMED RUN #3: Park the bike facing the path and in front of the platform and dismount. Pull the wall lever, backflip, mount the bike, head straight over the gap and straight forward through the door. Dismount and pickup the DESERT EAGLE and LASERSIGHT from the pedestal. Mount the bike, turn around and navigate the entire path back to the sandy path along the cliffside. The doors all stay open so the backtrack is much easier, however the last 3 gaps need to be done altogether with no stopping to keep the speed and momentum to get over the final gap. Follow the sandy beige path along the cliffside. Head north under the low bridge back onto the sandy beige path. Turn left, head west under the large bridge. Continue west under the large arch back down to the encampment and dismount.

 

From the encampment, head up the slope east then follow the path left and head into the opening north. Turn right, climb the block, drop down and follow the corridor for a level change into Catacombs.

 

LEVEL 2 – Catacombs

 

N.B. Switching on the personal light device (< FLARE KEY) helps with any darkness issue. Head down the slope and through the south opening, careful of the swinging blade.

 

SECRET 5: Climb into the crawlspace west, crawl out and into another crawlspace west and pickup the STUFFED DOLL and exit.

 

Main Courtyard

Climb the crawlspace south and forward flip into the lower corridor. Shoot the two SPIDERS and crawl to avoid the spike trap. Continue through the corridor and south out to watch a cutscene of the courtyard with a large horse statue and Temple.  Drop down, pickup the SMALL MEDIPACK and climb out. Up the stairs south are two item receptacles for later. Climb the ledge west and pickup the two UZI AMMO and SMALL MEDIPACK. Climb the north ledge, pickup the UZI AMMO and shoot the two SPIDERS.  Climb the other north ledge and pickup the CROSSBOW AMMO. Drop down west, pickup the UZI AMMO and climb out. In the south/east corner, pickup the SHOTGUN AMMO. In the south/west corner, pickup the CROSSBOW AMMO, DESERT EAGLE AMMO and shoot the two SPIDERS.

 

East Ledge Door

Climb the east ledge, head through the door, shoot the knight statue and pickup the SHOTGUN AMMO. Head through the next door, shoot the box and pickup the SMALL MEDIPACK. Head through the next door and shoot the two SPIDERS. Take a standing jump with grab to the pole and slide down. Take a standing jump with grab to the next pole, slide down and jump off to the first level. Shoot the boxes and pickup the UZI AMMO and LARGE MEDIPACK. Take a standing jump back to the pole, slide down to the bottom. Head through the corridor, careful of the traps and climb the pole. Backflip off, head towards the stairs and watch a cutscene of the door. Head up the stairs, shoot the two SPIDERS and pickup the SMALL MEDIPACK. Drop to the left and right and pickup the SHOTGUN AMMO and two UZI AMMO. Open the door and watch a cutscene of enemies approaching. Arm weapons and shoot the three KNIGHTS. Drop down north and pickup the UNDERGROUND KEY. Climb the ladder (east wall), backflip to the ledge (where what looks like a pedestal for item placement) and pull the rope to open an underwater door somewhere. Climb down and shoot the two KNIGHTS. Open the sarcophagi and pickup the two SHOTGUN AMMO. Climb the stairs and exit through the west door. Climb the pole back to the upper level, through the blade traps and back to the courtyard with the horse statue.

 

East Lower Door

Drop down east, open the door and head down the north corridor. Shoot the knight statues and pickup the SHOTGUN AMMO. Drop into the water, swim through the underwater corridor, pickup the SECOND FLOOR KEY and surface for air. Pull up, pull the wall lever and watch a cutscene of a golden door opening with two key locks on each side of the door. Drop back into the water, swim through the corridor and surface back out. Shoot the two KNIGHTS. Head down the south corridor, shoot the SPIDERS and use the underground key in the lock to open the door.

 

Underground Key Door

Head to the south/west ledge and take a running jump with grab to the ledge west. Take a standing jump north and safety slide down to ground level. Pickup UZI AMMO south/west corner, push the button on the north/west column and watch a cutscene of the enemies. Enter the east door, pickup the SHOTGUN and SHOTGUN AMMO. Fight the GOLD KNIGHT for a KNIGHT’S SWORD they leave behind.

 

N.B. If you completed the Mini Quest for the Desert Eagle + Lasersight, shoot the FLOATING SKULL and pickup the UZIS it leaves behind.

 

Pull out the pushable block in the north/west corner and push east once to the upper ledge. Climb up and take a running jump with grab to the ledge. Pull up and take a running jump to the next ledge. Pull up and push the statue once. Take a running jump with grab to the next ledge and another running jump with grab to the far ledge. Push the statue once and hear the thud of another block falling onto the west ledge. Take running jumps with grab back to the first ledge and drop down to ground floor. Head to the north/west corner and push the pushable block to the west ledge. Jump onto the block, jump onto the west ledge, climb the block, climb the ledge and pickup the LARGE MEDIPACK. Turn to face east and take a running jump to grab the ladder on the pillar. Take a running jump and grab to the column south. Take a running jump and grab west, pull up and pickup the LARGE MEDIPACK and SHOTGUN AMMO and a running jump and grab east. Take a running jump and grab east, pull up and exit via the door in the east wall.  

 

West Ledge Door (north corridor)

Back in the courtyard, shoot two more KNIGHTS, climb the west ledge, open the door and shoot another KNIGHT. Pickup the SMALL MEDIPACK after shooting the statue. Head down the corridor and take a running jump with grab over the spike floor. Pull up and shoot the three SPIDERS. Pull up, keep to the side to avoid the blades and open the door on the other side of the room. Shoot the KNIGHT and head across the balcony. Open the east door, angle to face south/east and follow the blades across the room. Enter the south opening, hug the right wall and pickup the UZI AMMO. Reverse roll and exit back to the main blade room. Enter the east opening, follow the left corridor, and pickup the LARGE MEDIPACK on the right. Facing west, head through the 2nd corridor on the left go south then east and use the Second Floor Key in the lock. Arm weapons, enter and shoot the KNIGHT (or evade). Drop down to the lower two floors and pickup the CROSSBOW AMMO. Shoot the two KNIGHTS (or evade) and take a running jump to the platform on the right. Pickup the STAFF and take a running jump with grab to the platform north and pull up. Pickup the CYAN STONE and combine with the Staff = EMPEROR’S STAFF.

 

SECRET 6: Take a running jump back to the ledge west and head north. Take a running jump with grab to the alcove. Take a standing jump with grab over the spike trap. Reverse roll and take a running jump with grab to the slope south. Pull up, backflip, jump and grab the ledge above. Pull up for the secret and pickup the STUFFED DOLL, DESERT EAGLE AMMO and GRENADE GUN AMMO.  Reverse roll onto the collapsible tile then run forward so not to drop. Safety drop and grab the slope then safety drop to ground level.  Take a running jump with grab south back to the west wall ledge.

 

Safety drop to the ground floor and shoot the three KNIGHTS. Climb the ladder in the south/east corner, backflip to the platform and place the Emperor’s Staff in the pedestal. Watch a cutscene of another enemy materializing. Shoot the GOLD KNIGHT from the safety of the platform, safety drop to the ground floor and pickup the KNIGHT’S SWORD they leave behind.

 

Double Gold Key Room

Open and head through the east door, navigate the swinging blade traps, shoot the KNIGHT, pickup three SHOTGUN AMMO, two UZI AMMO, two SMALL MEDIPACK, a LARGE MEDIPACK and finally the JADE BROOCH. Watch a cutscene of two HORSEMEN and take them out from the safety of north wall ledge. Pickup the GOLD KEY 1 and GOLD KEY 2 they leave behind.  Use the keys on the south door locks and exit. Navigate through the swinging blade traps and exit west. Exit via the west staircase, drop into the hole, navigate through the traps, climb the pole to the top and backflip to the top platform. Climb out, shoot the KNIGHT and exit the corridor back to the courtyard with the horse statue.

 

Back in the courtyard, climb the west ledge, head through the door, take a running jump with grab over the spiked pit, pull up and shoot the KNIGHT. Pull up and follow the rotating blades around to the other side. Exit through the door to the balcony. Place the two Knight’s Swords in the shields on the wall. Exit via the double doors for a level change back to the Ruins of Norway.

 

LEVEL 1 – Ruins of Norway

 

Upper Bridge

Run forward to the end and pickup the ICE AXE from the skeleton on the platform, reverse roll and exit for a level change back to Catacombs.

 

LEVEL 2 – Catacombs

 

SECRET 7: From the entrance door (west), face south, take a step back from the edge and a standing jump with grab to the swing pole. Swing through the poles (press ALT to jump off) to the column. Crawl through, slide down the slope and grab the next pole. Swing to the column at the end and pickup the DESERT EAGLE AMMO, LARGE MEDIPACK and STUFFED DOLL.  

 

West Ledge Door (south corridor)

From on the balcony, safety drop to the courtyard with the horse statue. Climb the west ledge, head through the door and turn left (south). Use the Ice Axe to open the gate. Take a standing jump south/east and climb the pole. Jump off, head through the corridor and crawl out to another balcony. Swing onto the lamp pole to the other side and pull the rope/chain. Watch a cutscene of the horse statue revealing the location of another item. Safety drop to the courtyard and pickup the RUBY BROOCH from within the light source.

 

South Door

Climb the south stairs and place the Ruby Brooch and Jade Brooch in their respective receptacles. Crawl through the door, push the floor lever and watch a cutscene of a dark door opening somewhere with a sliding block trap. Take a standing jump to the middle (the gap in between is deadly) and pickup the MYSTERIOUS PURPLE STONE on the pedestal. Take a standing jump back to the perimeter and exit back to the courtyard.

 

SECRET 8: Head east to the left side of the grassy slope, climb into the crawlspace, use the Ice Axe on the gate and pickup the two CROSSBOW AMMO and STUFFED DOLL. Crawl out back into the courtyard.

 

SECRET 9: Head east to the right side of the grassy slope, climb the east ledge, head through the door. Head through the next door and through the next door. Take a standing jump with grab to the pole and slide down. Take a standing jump with grab to the next pole, slide down and jump off to the 2nd level. Use the ice axe to open the gate for the secret. Pickup the LARGE MEDIPACK, CROSSBOW AMMO, SHOTGUN AMMO and the STUFFED DOLL. Take a standing jump back to the pole, climb back up and jump off at the top. Climb the next pole, head through the doors and back to the courtyard.

 

Mini Quest for the Grenade Gun: N.B. This quest is not necessary to complete the level and on the “expert” side in difficulty. Head to the north/west corner, drop down and use the ice axe on the gate.  Jump over the spike trap and climb up the ledge south. Head forward then reverse roll back and hang from the edge to avoid the BOULDER. Climb back out, run forward, open the door and run through the door to allow another BOULDER to roll through the door. WARNING: The boulder MUST roll through the door. If the door is closed when the boulder reaches Lara, the boulder will “bounce” off the invisible block behind the door. Lara will still be able to open the door and complete the quest. However the exit will be permanently blocked by the boulder with no way out after completing the quest.  Shoot the two KNIGHTS in the next room and head through the door west and turn right outside. Pull the jumpswitch on the east wall and watch a cutscene of the gauntlet tower.  Climb the 1st block and take a running jump to the raised block. Face north/west and take a running jump and grab the collapsible tile careful to avoid the BLADE. Pull up and take a running jump with curve right to the next collapsible tile. Continue running with curve right and jump with curve to the right to grab the ledge. Pull up, take a standing jump and grab the pole. Angle to line up and face the next pole then jump and grab the pole. Angle to face the collapsible tile then jump and grab the edge of the tile. Pull up, turn around and take a standing jump and grab the ledge. Pull up, reverse roll and hop back to grab the edge. Shimmy right around the two ledges and pull up. Face west and take a standing jump to the middle of the horizontal pole. Swing and jump to grab the vertical pole. Climb up 4 times, turn around and jump to grab the horizontal pole. Swing and grab the vertical pole then shift to the right to grab the right side of the horizontal pole. Swing with a sharp curve right and grab the edge of the 1st collapsible tile. Shimmy to the left side, pull up, turn slightly right and take a standing jump with a curve slightly left and grab the edge of the 2nd collapsible tile. Shimmy left around the corner to the next corner of the tile. Pull up, turn slightly left and take a standing jump and grab the 3rd collapsible tile. Shimmy left around the corner to the middle, pull up, turn slightly right then take a step or two then a standing jump with grab to the 1st vertical pole. Climb up 2 times then jump to grab the 2nd vertical pole. Shift around to the right then jump and grab the horizontal pole. Swing with the “sprint key” pressed (to speed up the swing) then jump with a slight curve right to land on the ledge ahead. Take a running jump and grab to the next ledge careful to avoid the blade. Pull up and climb the ladder to the top where the camera angle changes. Pickup the GRENADE GUN and three GRENADE GUN AMMO on the pedestals. Head to the middle, open the floor trap door and drop into the water below. Swim south then up to surface for air. Pull up south, pull the wall switch, reverse roll and take a running jump to the ledge ahead. Drop into the room below, head right, climb the ledge and head up the ramp.  Continue through the corridor and exit back outside to the courtyard.

 

Head north through the north entrance, around the corridor, climb into the crawlspace and roll out (ALT key). Head through the opening, careful of the swinging blade and pickup the SHOTGUN AMMO on the grassy ground on the left. Climb the slopes ahead for a level change back to the Ruins of Norway.

 

LEVEL 1 – Ruins of Norway

 

South Wall

Head through the corridor, climb the block and head south to the opening. Head east and take two standing jumps up the slopes east. Continue east and pickup the CROSSBOW AMMO under a large stone arch. Reverse roll, head back to the left of the bridge south/west and watch Lara look upwards to the cliff on the left. Climb the cliff south and watch a cutscene of the path ahead. Take a running jump west and a standing jump to the ledge. Head south towards the wall, take a running jump south/west and another running jump north/west to the west wall. Pickup the UZI AMMO in the south/west corner and safety drop to grab the jumpswitch on the west wall.

 

Underwater Cavern

Head south through the door, pull the pushable block, climb and take a running jump with grab to the ledge south. Pull up, pull the 2nd Knight statue one spot and pickup the LARGE MEDIPACK on the pedestal. Pull the 5th statue, enter the opening and use the Ice Axe to open the gate. Safety drop into the water and pickup the SMALL MEDIPACK south/west. Climb out the south ledge and take a running jump north/west to the small ledge. Take another running jump across the gap north/west and pickup the SMALL MEDIPACK. Drop into the water, swim west, pull up south, take a running jump south/east, climb the ledge and pickup the CROSSBOW AMMO and SHOTGUN AMMO. Drop back into the water, swim east, climb out south and take a running jump with grab across the gap to the small waterfall. Angle to face north/east and take a running jump with a hard curve left to grab the ledge and pull up. Jump up and grab the west ledge, shimmy left around the corner and pull up west. Take a running jump with grab over the gap south and crawl through the space. Climb the ladder to the top and backflip to the ledge behind.  Head north/west along the sandy path, face east, backflip to the slope behind and jump to grab the ledge east. Pull up and take a running jump with grab to the ledge ahead. Crawl through to the end, safety hang, let go and grab the jumpswitch on the wall. Head north through the door for a level change to Mines.

 

LEVEL 3 – Mines

 

Wooden Mine Maze

N.B. Switching on the “personal light device” (< FLARE KEY) helps with any darkness issue. Head forward through the tunnel and safety drop to the maze below. Avoid the “light beige toxic mud” otherwise sacrifice a medipack. Take a standing jump into the alcove on the left and pickup the SHOTGUN AMMO. Return to the maze, head under the golden crystal, continue west through the dirt path and take the path south/west. Run past the SKELETON and safety drop south (at the outcrop by the golden crystal) to the area below. Head onto the dirt path and head east between the crystal and door and pickup the SHOTGUN AMMO in the south/east corner. Return to the double skull doors.

 

SECRET 10: Head onto the dirt path and head west to the sloped wall.  Head north along the ledge, angle to face north/east and take a standing jump to a dark alcove. For the secret, pickup the STUFFED DOLL and three UZI AMMO. Head south/west and take a running jump back to the west ledge and east back to the double skull doors.

 

Minotaur Maze – West Door

N.B. The maze map below is not a complete map of the maze but displays enough to get through the relevant sections. DO NOT take the TORCH down to the lower level. Tossing the torch into a diagonal wall will lose the torch for good and there is no respawning of the torch in the upper level. TIP: Using the “9” and “0” keys for medipacks will come in handy in the maze. Head through the double skull door and it closes behind you. Pull the wall switches to open the two gates on the left and right. Head into the right (west) door and south. Pickup the UZI AMMO in the alcove west. Reverse roll, continue up the stairs and drop into the hole. Step forward and the column rises behind you blocking the way out. This is a safe spot away from the enemies (START point on the map). Head forward to the pillar then right past the closed gate and follow the corridor to a small lower foyer where you see the unkillable MINOTAUR draining the life right out of you. Head into the top left corridor past four corridors on the right and enter the 5th on the right. Make a hairpin turn right then jump up and grab the jumpswitch #1 (see map) on the wall. A SKELETON also materializes making life even worse. Sideflip right twice and follow the lit wall torches ahead through the open gates with a hairpin turn to the wall. Jump up and grab the jumpswitch #2 (see map) on the wall. Sideflip right, head forward follow right through the room with the decorative pillars then left and back to the safe spot at the START (see map) for a breather and a good place to SAVE. Head forward to the pillar then right and head left through the newly opened gate. Head right then past the structure with two phoenix statues to the end of the corridor and turn left. Jump up and pull the jumpswitch #3 (see map) on the left wall. Head right then forward through the gate and back to the safe spot. (Hopefully the skeleton and maybe even the Minotaur are now stuck in the safe spot and not bothering you anymore.) Head left, left to a small lower foyer head through the top left stairs through the left corridor to a spiked floor. Jump over the spiked floor, down the corridor and a running jump over the next spiked floor. Pull the wall switch #4 (see map) and return back over the spiked floors to the safe spot. Facing south from the safe spot, head left, right, left, right and down the sloping corridors to the end. Pull the wall switch #5 (see map) to open the gate between the two phoenix statues. Return up the sloping corridors following the flashing blue lights, through the newly opened gate and pickup the SMILING MASK on the sarcophagus. Head forward and pull the wall switch #6 (see map) behind the sarcophagus to lower the column that was blocking the way out of the maze.  Exit east, head forward follow left through the gate right then forward back to the safe spot. Climb the stairs, climb out of the maze and follow the right wall back to the main hallway of the double skull door.

 

 

TWO SECRETS (11 & 12): Head to the entrance to Skull Doors and pickup the TORCH on one of the phoenix statues. Head back through the west door, drop down into the maze and light the torch.  Jump back out of the maze follow the right wall back to the main hallway. Light all the wall torches to open two ceiling trap doors. Climb up both trap doors and pickup three LARGE MEDIPACKS, two SMALL MEDIPACKS, two STUFFED DOLLS, four DESERT EAGLE AMMO and one GRENADE GUN AMMO

 

Push Puzzle – East Door

Drop into the hole, head south through the corridor and push the pushable statue twice. Face east and push the next pushable statue once. Push the floor lever in the corner and exit. Head into the hallway where the column lowered, follow the corridor, drop down and climb out. Arm weapons and shoot all the HARPIES flying around careful of the falling swords above. Pull up onto a column middle of the south wall and pickup the SMALL MEDIPACK and CROSSBOW AMMO. Angle to face north/west and take a standing jump to grab the column ahead. Pull up and take a running jump and a standing jump to the west alcove and pickup the SHOTGUN AMMO. Shoot the HARPY that materializes and exit back to the columns. Take a standing jump, a running jump, a running jump with grab, a standing jump and a running jump east along the right side columns to the far south/east column, push the wall button and shoot the HARPY that materializes. Head back west along the same columns, running jump, standing jump and running jump with grab. Pull up, face north and take a running jump with grab to the north column. Take a standing jump east and a running jump north/east to the triangle column and shoot the two HARPIES that materialize.  Take a running jump to the column south/east. Jump to the ledge north/east, push the button and shoot the HARPY that materializes. Take a running jump to the broken column south, drop to ground floor and exit via the east opening.

 

Hot Lava Cavern #1

Arm weapons and shoot the two HARPIES that materialize. Take a running jump to the moving platform then a running jump to grab the jumpswitch on the east wall. Jump back and forth to the moving platform on the right, reverse roll and take a running jump to grab the jumpswitch on the west wall lowering a pedestal in the north wall. Jump back and forth with a twist to the moving platform on the right, take a running jump to the moving platform north and a jump to the opening north.

 

Hot Lava Cavern #2

Take a running jump with one step back to the first moving platform. Continue running jumps over moving platforms, climb the blocks in the north/west corner and shoot the four HARPIES. Take running jumps over the moving platforms back to the south entrance, reverse roll and take out four more HARPIES (if they spawn). Take a running jump with one step back to the first moving platform. Take a running jump with grab to the slope on the left (west). Pull up, slide, jump to the next slope, grab the next slope, pull up, jump and grab the jumpswitch. Slide, jump to the next slope, slide and jump to the next slope. Jump to the moving platform then to the stationary block north and shoot the two HARPIES.  Take a running jump to the moving platform south with a running jump to the middle moving platforms and face east. Take a running jump to the slope east, slide and jump to the next slope and jump to grab the jumpswitch ahead. Jump to the block and shoot two HARPIES. Take a running jump to the moving platform north/west and another running jump to the block. Climb the raised platforms north/west to the highest one and shoot more HARPIES.  Take a running jump with grab to the ledge south. Head to the middle and take a running jump with grab to the next ledge south.

 

Hot Lava Upper Cavern

Take a running jump with grab to the opening in the south wall. Reverse roll, run off the edge to land on the ledge and shoot the three HARPIES that materialize. Take a standing jump back to the opening south and a running jump with grab to the ledge south. TIP: From the east side of the ledge face north, hop back and grab the edge, pull up, jump up once and take a running jump and grab the edge of the north ledge. Pull up, climb the sloped block and take a standing jump with grab to the column. Angle to face south/east and take a running jump with grab (to change trajectory) to the triangular ledge.  Take a standing jump with grab (to change trajectory) to the ledge south and a standing jump to the balcony south. Head around the balcony and pickup the SMALL MEDIPACK and two UZI AMMO. Use the ice axe and remove the SAD MASK from the south wall. Take a standing jump with grab (to change trajectory) to the ledge north and safety drop to the ledge below. Safety drop to the moving platform below, take a running jump south/west and exit via the west opening.  Head through the room and drop into the hole in the north/west corner. Head east through the corridor, hug the right wall and climb out through the hole in the ceiling.  Head to the south wall, combine the Sad Mask + Smiling Mask = MASKS OF EMOTIONS and place in the receptacle.

 

Lower Level Gold Columns

Safety drop into the opening below, head down the staircase, ledges and ramp to an opening showing a large room with gold columns. Drop down two blocks east to the ground floor.  Head left and take a running jump to the block in the north/west corner.  Take a standing jump to the block north/east and another to the next block north/east. Enter the corridor north and turn right. Reverse roll onto the trigger tile at the end and watch a cutscene of the room tilting sideways. Take a running jump to the opening west, angle to face south/west and take a standing jump and grab the ladder. Climb to the top and take a standing jump to the block south/west. Use the ice axe on the floor lever base and drop back down to the lower block. Take a running jump east to the ledge. Take a running jump with grab (to change trajectory) east to the ledge. Take a running jump to the slope east to slide to a safe tile. Walk slowly east (no health loss) and jump up and climb to the ledge east. Take a standing jump to the opening in the slope north. Angle to face south/west and take a standing jump with grab to the ledge west. Pull up and take a running jump with grab to the lower part of the ledge west. Climb the block north and use the ice axe on the floor lever base.  Take a running jump to the ledge west and climb the block south. Climb the higher ledge west and take a running jump with grab to the far ledge west.  Head right and use the ice axe on the floor lever base. Take a running jump with grab back to the ledge east and a running jump to the block north/east. Take a running jump to the ledge east and a running jump to the alcove north/east.  Head through the corridor and climb blocks to the top. Head right to the north end of the ledge and jump up and grab the monkey swing. Swing west then right into the opening north. Drop into the room and run onto the trigger tile. Watch the cutscene of the room tilting upright. Climb down the ladder in the hole, shift left (about 12 moves left), hang and drop onto the ledge below (some health loss). Take a running jump to the ledge between the two columns north/east.  Climb the block, head through the corridor and kick the door open.

 

Spinning Blades Moving Platforms Room

Head down the corridor through the door with a running jump to the 1st platform and a running jump with hard curve right to the flat part of the slope south/east. Turn around and shoot the CENTAUR. Take a standing jump north/west to the 1st moving platform and a running jump north/west to the 2nd moving platform. Turn left and take a standing jump to the brown platform on top of the slope. Shoot the HARPY. Take a standing jump to the 2nd moving platform and run along the platform. Jump to the 3rd and 4th platform then to the ledge. Shoot the HARPY and the two CENTAURS. Push the floor lever (to open the gate at the start) and pickup the STAFF. Take a standing jump to the moving platform, run west then a running jump with a curve right to the ledge north/west. Pickup the MINOTAUR HEAD, combine with Staff = MINOTAUR IDOL and place onto the pedestal. Walk to the middle of the ledge and pickup the MYSTERIOUS YELLOW STONE from the pedestal. From the east side of the ledge, face south and take a standing jump to the moving platform, a running jump to the next platform, a standing jump to the next platform and a standing jump to the flat part of the slope south/east. Angle to face south/west, take a running jump to the ledge and head through the door south. Head through the corridor and drop down two blocks to ground floor. Head west, jump up to the block, drop down and climb the two blocks between the columns west. Head up the ramp, climb the two ledges south, head up the stairs and climb out back to the main lobby. Head through the double skull doors north back to the swamp outside.

 

Head east as close as possible (without getting poisoned) to the north/east corner then take a running jump and grab the block north/east. Pull up, walk north then jump and grab the ledge above. Pull up, head west and take a standing jump over the slope west. Continue north/west and head through the opening back to the wooden mine maze. Follow the dirt path corridor back to the hallway with the golden crystal. Crouch roll under the crystal and head to the east wall. Head right through the metal corridor and take a running jump with grab south to the ledge ahead. Pickup the SMALL MEDIPACK and take a running jump with grab back. Pull up, facing north and jump up and grab the ledge. Pull up, head through the corridor for a level change back to the Ruins of Norway.

 

LEVEL 1 – Ruins of Norway

 

Underwater Cavern

Head to the south/east edge and safety drop into the water below. Climb out south and from the highest part of the ledge, face north and take a running jump with grab north to the waterfall ledge. Pull up, take a running jump north/east with curve left and grab another waterfall ledge. Pull up, head east and take a running jump with grab over the water gap to the ledge east. Pull up, head forward and climb the block ahead. Face south and take a running jump (no grab) to the block below. Climb left (east) back to the pushable Knight statues. Head north, drop to the lower floor, head east then north back to the edge of the encampment. Head east then follow the sandy path north down towards the encampment floor.

 

Encampment

From the encampment, mount the QUAD BIKE, head up the slope north/east and continue east along under the large bridge and reconnect with the beige path on the right where it breaks into three forks. Take the right (south/east) fork then south/east along the path and down through a small tunnel. Follow the sandy beige path along the cliff.  Continue along the beige path, head left past a light on the right then a grassy path outside. Continue through the cave down a steep slope. Keep to the left through the cave, follow the left wall to another steep slope up. From the bottom of the slope, aim for the beige triangle at the top of the slope then drive as fast as possible over the beige triangle to fly over the gap to the other side. Dismount the bike, open the gate with the ice axe and head through the gate east. Follow the bridge to the end and climb the north block. Reverse roll and take a running jump with grab to the block south. Take a running jump to the block east and a running jump with grab to the opening in the cliff north. Pull up, head forward and slide down into the water. Face south, swim down and then south at the bottom for a level change to the Submerged Cave.

 

LEVEL 4 – Submerged Cave

 

Underwater Cavern

Continue to swim down and forward towards the light. Surface for air at the top. Climb out west and pickup the UZI AMMO and CROSSBOW AMMO.  Drop back into the water, swim down then east follow the light area and up to surface for air.  Dive down east then south through an underwater corridor through a gate which closes behind you. Swim up to surface for air and climb out south. Pickup the SHOTGUN AMMO at the top of the stairs. Head down the stairs east and pickup the SMALL MEDIPACK in front of the door and back up the stairs. Head south and down to the second stair. Jump up and grab the ceiling then monkey swing forward to the south wall, let go and grab the jumpswitch. Drop into the water, swim to the middle and pull the underwater lever in the ceiling. Swim to the surface, climb out and head up the stairs to the middle. Head through the opened door north, shoot the pots and pickup the SMALL MEDIPACK. Walk slowly east through the spikes to the tile with no spikes. Face north, backflip to the slope and jump forward to grab the slope ahead. Pull up and jump to the ledge. Shoot the WRAITH to keep it away. Take a standing jump to the ledge west and a standing jump with grab to the block west. Pull up, angle to face south/east and take a running jump with grab to the opening careful to avoid the swinging blade. Head forward then through the east entrance.

 

SECRET 13: From the east opening, turn right and head to the south/west corner. Take a standing to the slope south/west and slide for the secret. Pickup the STUFFED DOLL, LARGE MEDIPACK and SHOTGUN AMMO

 

Drop into the water, swim west, pull up into the alcove and pickup the WHITE KEY. Swim around the bottom of the pool perimeter and pickup the CROSSBOW AMMO, SHOTGUN AMMO and UZI AMMO.  Swim east and pull the underwater lever. Reverse roll, exit through the gate and pull up onto the lower floor. Head through the west door, through the corridor on the right and shoot the AHMET. Head up the stairs, keep to the right to avoid the red areas (hidden spike traps) and use the White Key in the lock. Head through the door then to the east entrance. Take a running jump to the rope, angle to face north/east and swing to the ledge. Pull the wall lever and drop into the water. Swim through the underwater gate, pull up onto the lower floor and head through the west entrance, up the stairs, through the upper door and back to the east entrance with the rope. Take a running jump to grab the rope, angle to face south/east and swing to the ledge. Pull the wall lever and take a running jump north/east (no grab) to the small ledge in the east wall. Climb into the alcove east, push the button and watch a cutscene of the statue breaking in the upper floor. Drop into the water, head through the underwater gate, pull up onto the lower floor and to the west entrance. Head up the stairs, through the upper door to the middle of the upper floor.

 

Mini Quest TIMED RUN for CROSSBOW: N.B. This quest is not necessary to complete the level and on the “expert” side in difficulty. You’ll need at least two medipacks in inventory if you don’t have grenade gun or desert eagle. Head to the east entrance and stop at the stone entrance opening. Look up to see an opening in the ceiling with a shatterable box. From the middle of the stone entranceway, arm the shotgun. Look up and hold only the LOOK key. Jump and shoot while on the way up in the jump (or use the Desert Eagle + Lasersight if you have it) to open an underwater gate at the bottom of the main pool. Reverse roll and head to the north/west corner of the upper floor and drop (or swan dive) into the water below. Swim down to the bottom to the newly opened gate in the middle of the north wall. Swim through the corridor and surface for air. Facing south, pull up onto the ledge to the left. Sidestep to the right, angle to face south/west and arm the shotgun (for another shatterable box in the south/west corner). Look up and hold only the LOOK key. Jump and shoot while on the way up in the jump (or use the Desert Eagle + Lasersight if you have it) to open the door on the east wall. Head to the east edge of the ledge and take a standing jump and grab to the 1st horizontal pole. Swing to the 2nd and 3rd poles and grab the ledge at the end. Pull up and take a standing jump with grab (to change trajectory) over the spike trap. TIMED RUN: Pull the wall switch, turn slightly left and run through the corner. Take a standing jump and grab the slope. Pull up and backflip to the ledge behind. Hop back then take a running jump over the slope, jump to the next slope, backflip then jump to grab the horizontal bar. Swing and jump over the slope, jump to the next slope, backflip then jump to grab the horizontal bar. Swing and jump to the ledge. Turn right, take a standing jump to the wooden platform, a standing jump to the 2nd wooden platform and a final standing jump to the ledge below. TIMED RUN PUSHABLE 1: Head east along the ledge to the space between the last two wooden platforms. Pull the almost invisible wall switch, head left and pull another wall switch between the first two wooden platforms. Head right near the end of the ledge, reverse roll and jump up to the platform and jump up to the solid block. Drop to the next platform, turn right and push the block inwards before the platform lowers. TIMED RUN PUSHABLE 2: Head to the left of the first wooden platform and pull the wall lever. Turn right and take a standing jump into the alcove. Turn left and take a standing jump to the solid block. Drop to the platform, turn right and push the block inwards before the platform lowers. Watch a cutscene of an underwater gate opening. Hop out of the alcove and hop into the water and swim forward (north) through the underwater gate and up to surface for air. Pull up and head down the corridor. Wait for the flame thrower to turn away and run forward onto the platform north keeping to the right of the flame thrower. Take a running jump to the hanging platform on the right (some health loss) and another running jump to the hanging platform on the right (some health loss). Face south and take a running jump and grab the jumpswitch on the wall, jump off the slope with grab the ledge, shimmy left and pull up.  Wait for the flame thrower to turn away then head into the corridor left.  Face north, run to the left side of the flame thrower and jump to the hanging platform on the left (some health loss).  Take a running jump south/west to the next platform (some health loss). The tile ahead is a trigger tile to raise the platform ahead and is a “one shot deal”.  Run onto the tile and quickly take a running jump to the rising platform, reverse roll and take a standing jump with grab to the ledge above.  Head forward and wait for the flame thrower to turn away. Run to the left side of the flame thrower then run past the 1st moving block.  Angle to face south/east and when the next flame thrower turns away, take a running jump across the barrier to the ledge at the wall.  Head to the other side north and when the flames pass, pickup the SMALL MEDIPACK.  Head up the stairs east, take a running jump to the column ahead and watch a cutscene of the FOUR HEADED HYDRA boss fight ahead.  N.B. If you have the grenade gun, you can take out the monster. If not, turn to the left and take a running jump north/east into the poisonous swamp. Continue walking towards the waterfall, climb out, use a medipack to stop the poison. Arm pistols, face the Hydra and sideflip left to the other safe tile back and forth while shooting until all four snakes have exploded. Take a running jump south/west into the swamp and wade towards the 1st column, use a medipack to stop the poison and climb the ladder. Take a running jump south/east to the next column and a standing jump to the column east. Take a running jump with grab north to the left side of the platform and pull up. Pickup the BLUE FLAME KEY and push the floor lever to open the door and shut off the lightning bolts. Take a running jump with grab to the column south, standing jump to the column west, running jump to the column north/west, running jump to the column north/west and a running jump through the door west. Drop into the water, pickup the SHOTGUN AMMO and pull up onto the wooden ledge south/east. Take a standing jump to the slope south/east, backflip to the ledge above and head into the corridor south. Place the Blue Flame Key in the lock and take a standing jump with grab to the trap door south. Pull up and run into the alcove north/west. Take a running jump to the slope south/east, backflip to the slope behind and jump into the alcove south. Pull up, head down the corridor and push the door open.  Climb back into the door opening and take a running jump with grab to the upper ledge south. Head forward and pickup two CROSSBOW AMMO, three SMALL MEDIPACK and the CROSSBOW. Drop into the water and pickup the SMALL MEDIPACK, SHOTUN AMMO and UZI AMMO.  Swim south through the underwater opening and surface back to the main area.  Pull up onto the lower floor and to the west entrance. Head up the stairs, through the upper door to the middle of the upper floor.

 

Route to Outrun the Hammergod

Head forward and pickup the BLUE MYSTERIOUS STONE. Watch a cutscene of the circular door opening and a HAMMERGOD emerging. Run north/west and jump into the water. Pull up east into the lower floor and enter the room on the left (north). Walk into the spikes (no health loss), backflip off the slope and grab the slope ahead. Pull up, slide and jump to the ledge. Jump to the west ledge and a running jump with grab to the next ledge west. Take a running jump with grab to the south opening and pull up. Run to the south circular door, climb the ladder and backflip off to the ledge at the top. Climb the ladder and enter a room with battering rams.

 

Head past the 1st battering ram and pickup the UZI AMMO on the right. Take a running jump with grab over the spike pit and pull up. Climb the block north/west and take a running jump with grab to the alcove east. TIMED RUN: Pull the wall lever, reverse roll and take a running jump with curve right to land on the first bridge. Take a standing jump to the 2nd bridge and a running jump with grab to the 3rd bridge. Take a standing jump to the 4th bridge and a running jump to the 5th bridge. Run right through the door before it closes and a jump off the slope to the ledge ahead.

 

SECRET 14: Face north and safety drop to the collapsible tile below. Head forward and pickup the STUFFED DOLL, GRENADE GUN AMMO and LARGE MEDIPACK.  Take a standing jump with grab west, pull up and backflip to the ledge behind.

 

Icy Cavern

Take a running jump with grab to the horizontal pole, swing and grab the ledge ahead. Shoot the two BATS, turn to face west and take a standing jump to the dark ledge just to the right of the light ledge below. Turn to face south, climb onto the light ledge and immediately hop back to avoid the BOULDER that drops directly onto the ledge.  Face south and take a running jump and grab the horizontal pole. Swing and grab the ledge ahead. Take a running jump north/east to the column and a running jump with grab to the ledge north. Walk north then take a standing jump north, angle to face north/west and take a running jump to the column. Push the floor lever to open the gate in the south/east corner and quickly hop back to avoid the spikes. Turn around and take a standing jump with grab (to change trajectory) to the south/east ledge. Face west and take a standing jump to the light ledge below. Take a running jump and grab the horizontal pole. Swing and grab the ledge ahead. Face east and take a standing jump (no grab) to land inside the newly opened gate. Crawl through the slanted crawlspace to the end and watch a cutscene of a mass of monsters unleashed. Head south, avoid the red coloured areas (hidden spikes) and sideflip to the sloped platform on the right. Face north and shoot the six AHMETS from the safety of the platform. Sideflip right if needed to flesh them out and sideflip left back to the sloped platform until they are extinguished. Head north and pickup the CROSSBOW AMMO.

 

Ice Cold Water Pool

Angle to face south/west, drop into the ice cold water (health loss if not quick enough) , swim south/west then left curve south/east and pull up through the opening in the underwater ceiling. Drop back into the water, pickup the METAL KEY from the pedestal and pull up into the opening in the underwater ceiling. Drop into the water, quickly swim up then right (east) and pull out at the east ledge.

 

Facing north, hug the right wall around and take a standing jump into an alcove south. Turn left (east) jump up and grab the edge of the slope and pull up. Bounce and grab the edge of the block. Shimmy left, pull up, arm weapons and shoot the two BATS attacking careful to avoid the red coloured area (hidden spikes). Take a running jump and grab north to the ledge. Take a running jump and grab west to the horizontal pole. Swing and land onto the ledge ahead. Take a standing jump south/west to the opening in the west wall and shoot the BATS in the distance west.  Take a standing jump to the ledge north/west and shoot the WRAITH to keep it away. Take a running jump with grab south/west to the lower part of the ledge ahead. Pull up, place the Metal Key in the lock and head through the door.

 

SECRET 15: Head forward to the left side of the ledge, turn around and take one step forward from the edge. Hop back then hit CTRL to land on the ledge below for the secret. Pickup the two DESERT EAGLE AMMO, STUFFED DOLL and LARGE MEDIPACK. Face east, hop back into the icy water, quickly swim forward and climb out.  Head north, hug the right wall around and take a standing jump into an alcove south. Turn left (east) jump up and grab the edge of the slope and pull up. Bounce and grab the edge of the block. Shimmy left, pull up, take a running jump and grab north to the ledge. Take a running jump and grab west to the horizontal pole. Swing and land onto the ledge ahead. Take a standing jump south/west to the opening in the west wall. Take a standing jump to the ledge north/west and a running jump with grab south/west to the lower part of the ledge ahead. Pull up and head through the door.

 

From the middle of the ledge, take a running jump with grab to the slope west. Pull up, slide and jump to the ledge ahead.

 

Four Wall Lever Room

Safety drop to the lower floor. If you like, you can shoot the two SKELETONS into the deadly water (they don’t die but they stay in the water and leave you alone) and pickup the SHOTGUN AMMO in the south/west corner. Quickly head to the north/west corner, jump up and grab the column and pull up. Watch a cutscene of the area. Take a standing jump with grab to the ledge with four wall levers. Pull the 1st and 3rd levers then climb the blocks along the north wall.  Jump up and grab the 1st of 2 jumpswitches. Return to the west ledge with the four wall levers and pull down the 4th lever. Climb the blocks along the south wall. Jump up and grab the 2nd of 2 jumpswitches. Drop to the middle block and take a standing jump with grab to the horizontal pole. Swing and grab the 2nd pole and swing to the ledge ahead. Take a standing jump to the ledge north and head through the newly opened double doors. Sprint down the slope and curve right at the bottom to avoid the two BOULDERS careful of the red areas ahead laden with hidden spikes. Top up health and run/jump through the area and drop into the water ahead.

 

Five Underwater Lever Pool

Swim down then west through a diamond shaped underwater corridor and surface for air where there are two key locks for later. Swim west then pull the 1st underwater lever on the left (south). Reverse roll and pull the 2nd underwater lever north. Swim west and pull the 3rd underwater lever on the left (south).  Watch a cutscene of all gates opening to an underwater pedestal with a key somewhere. Return east to surface for air. Swim into the north alcove and pull the 4th underwater lever.  Exit and surface for air. Swim west, enter the 1st alcove south, pickup the SMALL MEDIPACK and pull the 5th underwater lever. Exit and swim north through the north alcove and surface for air in a new room. Pickup the SMALL MEDIPACK in the south/east corner and the SHOTGUN AMMO in the north/east corner. TIMED RUNS: Climb the ledge in the middle and pull the wall switch to start a timed run. Hop back, head right and take a running jump into the corridor. Wade through the corridor, head left, jump over the spikes before the gate closes behind you. Pull the wall switch and watch a cutscene of an underwater gate. Climb the ladder and slide back down to the water corridor. Head through the corridor and shoot the wooden barrier on the right then wade back to the main room. Pull the wall switch again to start another timed run. Hop back, head right and take a running jump into the corridor. Wade through the corridor, head right, jump over the spikes before the gate closes behind you. Pull the wall switch and watch a cutscene of an underwater gate. Climb the ladder and slide back down to the water corridor. Wade to the opening in the east floor and swim out.  Swim left (east) and surface for air. Swim through the south alcove, through the diamond shaped underwater hole and pickup the SAPPHIRE KEY on the pedestal. Swim up, exit the alcove and surface for air. Swim into the north alcove, through the corridor and pickup the BERYL KEY on the pedestal. Reverse roll, exit the alcove and surface for air. Pull up onto the ledge and use the two keys in the locks and watch a cutscene of a trap door opening. Drop into the water, swim west and up through the opening. Climb the ledge and pickup the CROSSBOW AMMO. Head through the corridor, take a running jump over the gap and shoot the two FLYING DEMONS that materialize. TIP: Reverse roll back into the corridor, back over the gap and take them out slowly but with minimal health loss. Head into the room and pickup the BLUE KEY and YELLOW KEY they leave behind. Pickup the SHOTGUN AMMO, two UZI AMMO and LARGE MEDIPACK in the room. Use the keys in the locks to raise some blocks and release a HAMMERGOD. Climb the blocks to the top then a running jump to the ledge on the north wall. Push the floor lever to open the door below and return to the ground floor. Exit through the door north and head left (west) up the ramp. Keep to the left as BOULDERS fall and jump to avoid the spikes in the floor. Continue up the ramp keeping to the left then to the middle near the top. Head right (east) up the stairs then through the corridor at the top. Slide down to a water cavern and pickup the CROSSBOW AMMO around the perimeter. Drop into the water swim down then north for a level change back to the Ruins of Norway.

 

LEVEL 1 – Ruins of Norway

 

Underwater Cavern

Swim out of the water north, take a standing jump up the slope, continue forward and pickup two SMALL MEDIPACK ahead. Reverse roll, head back into the water and climb out south. Climb the rock ledge and take a running jump to the column south/east and safety drop to the ground. Head east along the bridge back through the gate. Mount the bike, head east then turn left to the ramp on the left side. Backup and take a speedy run up the ramp and over the gap with a hard curve right to avoid falling down the cavern ahead. Carefully follow the path around and exit west back outside. Follow the sandy beige path along the cliffside. Head north under the low bridge back onto the sandy beige path. Turn left and head west under the large bridge and west under the large arch back down to the encampment. N.B. At this point, there is no going back for secrets or mini quests once the level changes to The Abyss – Level 5. Dismount the bike and place the three crystals stones in the receptacles on the blocks in the middle of the encampment. Watch a cutscene and level change to The Abyss.

 

LEVEL 5 – The Abyss

 

Underground Cavern

N.B. Switching on the personal light device (< FLARE KEY) helps with any darkness issue. Slide down the slope and pickup the UZI AMMO in the north/west corner.

 

SECRET 16: From the south ledge, facing south sidestep to the right as far as possible, hop back and grab the edge of the slope. Let go and grab again to land in an alcove for the Secret. Pickup the STUFFED DOLL and GRENADE GUN AMMO.  Angle to face north/east and take a standing jump with curve, slide and grab the slope below. Pull up, backflip to the slope behind and slide to the bottom.

 

If you’re not going for the secret, safety drop from the north/east corner and grab the slope below. Let go and grab the crevice below. Shimmy to the right then safety drop to the bottom. Hug the right wall and pickup the UZI AMMO. Continue through the cavern, shoot the button to the left of the doors, head through the doors and watch a cutscene of a much larger cavern ahead. Pickup the LARGE MEDIPACK.

 

East Route to 1st Totem

Head to the east edge of the floor. Take a running jump and grab the ledge east. Shoot the pods and pickup the CROSSBOW AMMO. Take a running jump with grab to the ledge north.  Pull up and STOP as a BOULDER falls in front. Face east and safety drop to the slope below and quickly step forward to avoid the slicer blades. Turn around, head past the blades and pickup the SHOTGUN AMMO. Angle to face north/east and when the blades pass, take a running jump (with grab to change trajectory) to the alcove in the wall. Head east, sidestep to the left and take a standing jump and grab the horizontal pole. Swing to grab the slope ahead. Pull up, slide and jump to the next slope and grab the edge of the ledge. Shimmy to the left as far as possible, pull up then hop back and grab the edge as a BOULDER falls. Pull up and head forward (east). Sidestep right, slide then jump and grab the horizontal pole. Swing and jump to grab the crevice ahead. Shimmy right as far as possible and safety drop down. Climb the block, push the wall button and watch a cutscene of a platform rising.  Push the button again (not sure if important) and safety drop down. Turn to face west and take a running jump with grab to the ledge.  Angle to face south/east and backflip to the ledge behind. Immediately jump forward to avoid the BOULDER that falls. Backflip back to the ledge behind, turn around, jump up and grab the slope east, slide and grab the ledge ahead. Pull up, angle to face south/west and take a standing jump into the diagonal opening.  Angle to face south/west and take a running jump with grab (to change trajectory) to the diagonal ledge ahead.  Head south/west and safety drop to the slope below and slide to ground floor.  Head to the staircase north and shoot the three AHMETS from the safety of the stairs. Head to the north/west corner and pickup the UZI AMMO.  Take a standing jump to the tile on the slope north/west. Face south and take a standing jump and grab the raised platform. Pull up and take a standing jump with grab to the ledge south. Pickup the 1st TOTEM OF THE ANCIENTS, reverse roll and run off the ledge to land on the platform north. Safety drop to ground level.

 

Route back to the top

Head to the east wall and climb the block east. Shoot the three BATS. Head right and climb the block west. Climb the column north and take a running jump with grab to the column west. Angle to face south/west and take a standing jump to the slope, slide, jump and grab the column. Pull up and take a running jump with grab to the column north.  Take a running jump and grab the column west.  Climb south back to the top floor.  

 

West Route to 2nd Totem

Head west, take a running jump to the ledge north and pickup the SHOTGUN AMMO. Face north, take a step and a hop back from the edge and take a running jump with grab to the horizontal pole. Swing to the 2nd and 3rd pole and grab the ledge ahead. Pull up and shoot the three BATS. Use the ice axe on the door and pull the block out as far as possible. Jump up onto the block and crawl down the other side. Push the block as far east as possible and climb the block. Jump up and grab the jumpswitch to raise a platform. Drop down from the block, take a standing jump to grab the horizontal pole south and swing to the small ledge. Safety drop down to the lower floor and climb the raised platform. Climb into the room then drop back onto the platform and take out the AHMET and FLYING DEMON from the safety of the platform. Climb into the room, climb the ledge on the right and shoot two more AHMETS. Head to the end of the ledge and pickup the SHOTGUN AMMO. Climb the east ledge, angle to face south/west and take a running jump to the ledge. Head through the opening south and take a running jump with grab to the central structure. Carefully walk forward (south) and head past the trap doors. Continue forward as close as possible to the 2nd set of doors south, reverse roll and grab the edge of the ledge behind the trap doors. Pull up and turn around. Take a standing jump with grab south and pull up onto the ledge with the wall button. Push the button, quickly reverse roll, take step then a standing jump and grab the edge of the ledge north. Pull up and carefully run past the trap door. Repeat the same procedure for the west and east wall buttons. Face north and stand as close as possible to the set of trap doors, reverse roll and grab the edge of the ledge behind the trap doors. Pull up and turn around. Take a standing jump or run to the platform north/east.  Angle to face south/west then backflip to the slope behind and grab the platform ahead.  Pull up, head south/west and push the floor lever. Head forward (south) and pickup the SHOTGUN AMMO. Head east and pickup another SHOTGUN AMMO. Head west and pickup two UZI AMMO. Head to the north/east corner and safety drop down to the platform. Take a running jump into the north/west opening and a running jump with grab to the floating platform ahead. Pickup the 2nd TOTEM OF THE ANCIENTS and safety drop to the lower floor. Pickup the UZI AMMO and drop down through the hole in the north/east corner. Head to the north edge and safety drop to the platform below.

 

Placing the West Totem

Head to the north edge and take a step and a hop back then take a running jump and grab the horizontal pole north. Swing and use the “sprint” key to speed up the swing (CTRL+UP ARROW+/) and jump (ALT) to reach the tile on the slope. Shoot the three BATS. Angle to face north/west and sideflip to the tile on the right. Sideflip left back to the previous tile to avoid the BOULDERS. Sideflip back to the tile on the right and climb to the top ledge. Place the Totem on the pedestal. Angle to face south/west and take a standing jump to the west slope to land on the 1st tile below. Slide down to land on a flat part of the slope and shoot the two AHMETSTIP: Climb the raised platform to lure them back but drop back down as they can climb the platform. Drop to ground floor, head east past the boulders.

 

Route back to the top

Head to the middle of the east wall and climb the block east. Head right and climb the block west. Climb the column north and take a running jump with grab to the column west. Angle to face south/west and take a standing jump to the slope, slide, jump and grab the column. Pull up and take a running jump with grab to the column north.  Take a running jump and grab the column west.  Climb south back to the top floor. 

 

Placing the East Totem

Head to the east edge of the floor. Take a running jump and grab the ledge east. Take a running jump with grab to the ledge north. Continue north and take a running jump to the slope ahead. Jump off then jump off the next slope and grab the ladder. Shimmy right around the corner and as far right as possible. Climb down the ladder as far as possible with Lara’s feet still on the ladder. When the blade swings to the left, backflip with a twist to the column behind, run forward, arm weapons and shoot the BATS. Head east, safety hang from the edge, shimmy as far left as possible then safety drop to slide down to the lower floor. Head to the tile on the slope north, angle to face north/west, take a standing jump to the next tile. Backflip to avoid the BOULDER and shoot the three BATS. Return to the 1st tile, take a standing jump to the north/west tile and a final standing jump north/east. Place the Totem in the receptacle. Reverse roll, slide south and head to the west edge. Take a running jump to the slope on the stairs, shoot the two AHMETS. Climb the stairs north to the newly opened door at the top.

 

North Slope Double Door

Head through the door and down the corridor. Arm weapons and take out the two AHMETS. Shoot the vases (if not already shot) and pickup the SHOTGUN AMMO. Continue down the corridor, walk slowly through the VCI door and wait at the entrance. Arm weapons and shoot the two FLYING DEMONS, jumping back to close the doors (to block the enemy blasts) and forward to reopen to shoot until dead. Enter the room and pickup the SHOTGUN AMMO and UZI AMMO. Head to the south/west corner and pull the wall switch. Enter the newly opened door in the north/west corner and jump over the fire tiles. TIMED RUN: Pull the wall switch on the right, sideflip to the left and pull the other wall switch. Reverse roll, jump over the fire tiles and head through the door in the south/west corner (right). Jump over the fire tiles, pull the wall switch in the corner, run over the trigger tile to reopen the door and exit. Head to the right and through the south/east corner door. Avoid the laser traps, jump over the fire tile and pull the wall switch. Run over the trigger tile to reopen the door and head forward through the north/east corner door and ahead through the timed door before it closes. Climb the block and stop on the safe part of the block as blades slice through the rest of the block. Carefully turn around and pull up onto the ledge south then safety drop back down to the block. Shoot the two AHMETS then climb back up and head through the trap doors.

 

Upper Balcony

Shoot the vase and pickup the LARGE MEDIPACK and UZI AMMO. Head through the opening south and shoot the FLYING DEMON across the bridge. Take a standing jump over the gap east and push the glowing globe to the tile at the end of the ledge.  Reverse roll, return to the gap and take a running jump over the gap west. Push the glowing globe to the tile at the end of the ledge, reverse roll and take a running jump over the gap back to the half bridge ledge. Take a running jump with grab south across the bridge and pull up. Push the other two globes to their respective tiles at the end of their ledges and watch a cutscene of a weeping skull statue below. Enter the south balcony opening, shoot the vases and pickup the two SHOTGUN AMMO, three UZI AMMO and LARGE MEDIPACK. Exit to the ledge north and safety drop to ground level. Head west to the weeping skull statue and pickup the MARINE KEY on the pedestal. Exit east then turn left (north) and use the Marine key in the lock.

 

Water Cavern: 1st Energy Cell

Head through the door and shoot the FLYING DEMON. Head through the corridor, past the closed door north with two receptacles, swim to the south/east ledge. Pull up and pickup the SMALL MEDIPACK. Head to the pillar north, drop into the water, swim a bit north then surface. Face east to the lily pads in the second alcove. Swim down to the middle level, forward through the two glowing seaweeds, turn right and pull the 1st Underwater lever. Watch a cutscene of a VCI door.  Swim north then west and surface for air. Swim north to the block in the middle of the pool, pull up and shoot the two FLYING DEMONS on the north land area. Pickup the SHOTGUN AMMO and head to the west edge. Swim west towards the small building and down to a small opening half way down. Reverse roll, swim up and pull the 2nd Underwater lever. Watch a cutscene of the VCI door, swim through the opening east and surface for air.  Climb the block in the middle of the pool and head to the north/east corner.  TIGHT UNDERWATER SWIM: Take a standing swan dive north/east and down into the water. Swim down near the bottom where there is a light and an opening in the north wall. Swim through the opening, through the corridor left then up. Swim following the left wall and pull the 3rd underwater lever. Cancel the cutscene (no time) and swim hugging the right wall then down through the hole then left at the bottom then right and up as quickly as possible to surface for air back outside.  Swim south/west just before the entrance. Face south and swim down between the entrance on the right and the structure on the left to a diagonal crack in the rock south. Swim into the crack through an opening and corridor into an underwater room. Pull the 4th underwater lever in the wall ahead. Cancel the cutscene (no time), reverse roll, swim through the opening around and up to surface for air back outside. Swim to the south/east ledge, pull up and head to the pillar north. Facing north, dive down to the bottom of the structure ahead and enter the opening. Reverse roll, swim up, climb out onto the south/east ledge and shoot the three PUFFER FISH in the water. Swim back down into the north opening then up through a hole in the ceiling. Pull the 5th underwater lever and the cutscene shows the underwater VCI door opening. Exit down through the hole then through the opening south. Climb out onto the south/east ledge and shoot the two PUFFER FISH in the water. Head to the east edge of the ledge and drop into the water.  Swim down to the bottom then west through the opening in the wall west. Swim through the corridor then up to a hole in the ceiling for air. TIGHT UNDERWATER SWIM: Swim south then east (left) then north (left) through the opening in the north/east corner. Swim through the staircase corridor, keep close to the right side of the room and pull the underwater switch in the south/west corner. Reverse roll and swim back through the staircase corridor back into the previous room to a hole in the ceiling south/west for air. Swim down and pickup the GRENADE GUN AMMO, DESERT EAGLE AMMO, LARGE MEDIPACK, and CROSSBOW AMMO. Return to the hole in the ceiling for air. Face north, pull up and shoot the AHMET (if you like) or simply run and pickup the ENERGY CELL from the pedestal and drop back down into the water. Swim down through the opening north and surface for air in the hole in the ceiling. Continue swimming through the corridor then right (east) through the opening and up to surface for air back outside.

 

Cavern Cliffs: 2nd Energy Cell

Swim to the middle block, pull up and shoot the two PUFFER FISH. Drop into the water, swim to the north/west corner of the cavern, pull up north and shoot the three PUFFER FISH. Pickup the SHOTGUN AMMO in the north/west corner and head east.  Take standing jumps up the slopes and continue across the ledge south.  Climb the ledge south, crawl through, lower down and pickup the LARGE MEDIPACK. If you are NOT going for the secret, head west then right around the wall east and climb back up the ledge south.

 

SECRET 17 (Part 1): If you ARE going for the secret, the following is prep work for the secret pickup underwater later on. Head west then take a running jump with curve a sharp curve left over the slope south. Shoot the three AHMETS and continue south along the cliff side.  Use the ice axe on the floor lever base. Head west and pickup the UZI AMMO on the lower slope. Return north along the cliff side and take a running jump over the slope. Head right (east) up the slope and climb the ledge south.

 

Climb south to the upper ledge and shoot the five BATS to the north. Head south and take a running jump with grab to the ledge south. Head to the end and shoot the FIREBALL to keep it away. Take a running jump to the ledge south/west. Climb the ledge and pickup the GRENADE GUN AMMO. Push the floor lever then face north and jump back into the water.

 

SECRET 17 (Part 2): You need to complete Part 1 first (see above). Swim south towards the south/east ledge and down to the bottom between two columns. Pickup the GRENADE GUN AMMO, SMALL MEDIPACK, STUFFED DOLL and SHOTGUN AMMO and swim up to surface for air.

 

Swim back to the north/west corner of the cavern and pull up north. Head east and take standing jumps up the slopes. Continue across the ledge south and climb the south ledge and the upper south ledge. Face north/east and take a running jump to the alcove. Pickup the CROSSBOW AMMO. Take a running jump north/west to the ledge north. Pickup the UZI AMMO. Head north then take a standing jump to the ledge west. Take a running jump to the ledge north/west. Take a running jump to the slope north/west, slide and grab the edge then shimmy left until you can pull up. Take a standing jump to the ledge south/west and a running jump with grab to the ledge south.  Crouch and wait for the FIREFLIES to disappear.

 

Detour for SECRET 18: Angle to face south/west and take a running jump and grab the crevice in the cliff. Shimmy left then pull up into the alcove for the secret. Pickup the STUFFED DOLL, CROSSBOW AMMO, DESERT EAGLE AMMO, GRENADE GUN AMMO. Safety drop into the water. Swim back to the north/west corner of the cavern and pull up north. Head east and take standing jumps up the slopes. Continue across the ledge south and climb the south ledge and the upper south ledge. Face north/east and take a running jump to the alcove. Take a running jump north/east to the ledge north. Head north then take a standing jump to the ledge west. Take a running jump to the ledge north/west. Take a running jump to the slope north/west, slide and grab the edge then shimmy left until you can pull up. Take a standing jump to the ledge south/west and a running jump with grab to the ledge south.

 

Take a standing jump to the two ledges south/east and shoot the three BATS. Head to the middle of the ledge, take a standing jump south then immediately backflip to avoid the BOULDER. Take a standing jump to the ledge south/west and a running jump with curve and grab to the ledge south/west.  Pull up then crouch and wait for the FIREFLIES to disappear. Take a running jump to the slope south/west, grab the edge and shimmy left as far as possible. Pull up, backflip with a twist and grab the horizontal pole. Swing to the ledge and shoot the ICE WRAITH to keep it away. Push the floor lever opening a door in the north. Shoot the FLYING DEMON on the north/east ledge. TIP: To save ammo, aim pistols at the demon even though Lara does not auto-target and shoot while jumping.

 

SECRET 19: Head to the south/west corner of the ledge and take a standing jump with grab (to change trajectory). Drop south and pickup the STUFFED DOLL, LARGE MEDIPACK and two DESERT EAGLE AMMO.

 

Face north and take a swan dive into the water. Swim to the north/west corner and pull up. Enter the north door and shoot the two AHMETS. Pickup the 2nd ENERGY CELL from the pedestal, reverse roll and exit. Drop into the water, swim south and exit via the south/west entrance. Place the two Energy Cells into the receptacles and enter through the door. Head left through the corridor and pickup the UZI AMMO, SMALL MEDIPACK and SHOTGUN AMMO on the pedestals. Jump up and pull the jumpswitch and head through the door west.

 

Final Boss Fight

Enter the room and watch a cutscene of what lies ahead. Shoot the TEMPLAR first then the three HYDRAS until they explode. Pickup the SMALL MEDIPACK, SHOTGUN AMMO and UZI AMMO around the perimeter. Take a standing jump west across the deadly gap and use the ice axe on the three floor switches. Arm weapons and shoot the two FLYING DEMONS. Take a running jump with grab to the platform in the middle and pickup the COSMIC CUBE. Take a running jump north off the platform and a standing jump to the ledge north. Pull the wall switch and shoot the FLYING DEMON. Take a running jump with grab east and head through the reopened door. Head through the corridor and place the Cosmic Cube onto the pedestal in the middle of the room. Watch a cutscene and prepare for an apocalyptic escape.

 

Final Escape

Quickly head east through the corridor as a SWARM OF RATS follow. Head right and keep to the right to avoid the FALLING ROCKS. Jump over the lava gap. Turn right then left to avoid the two AHMETS. Take a running jump with grab over the lava gap, grab the edge and pull up. Head left then right, avoid the six AHMETS and head down the stairs to the bottom. Keep to the right, take a running jump to the slope, jump with a curve right to another slope, slide then grab the horizontal bar. Swing to the slope ahead and jump to land on a flat slope. Take a running jump forward to the block ahead, face north and jump up and grab the edge. Shimmy right and pull up onto the flat tile. Sideflip left, reverse roll and take a standing jump with grab to the raised platform. Take a running jump with grab to the ledge ahead and pull up. Head to the south edge, turn around, hop back and grab the edge, shimmy right once then let go to land on the platform below. Take a running jump with grab south and pull up onto the ledge. Head left (west) and shoot the FLYING DEMON. Take a standing jump to the ledge west and a running jump to another ledge west. Take a running jump to the ledge north, angle to face south/east and take a running jump with grab to the ledge. Head south and climb the block west. Climb the column north and take a running jump with grab to the column west. Angle to face south/west and take a standing jump to the slope, slide then grab the column ahead. Pull up and take a running jump with grab to the column north. Pull up and take a running jump with grab to the ledge west. Pull up, turn left and pull up onto the upper floor south.  Shoot the FLYING DEMON. Head through the south corridor for a level change to the Bonus Level.

 

LEVEL 6 – Bonus Level

 

Head forward then left and pull the lamp switches under the paintings for music related to the streamers in the paintings. Enter the room on the left and pull the lamp switches for additional music.  Exit the room, head left (west) and the level ends.