TOMB RAIDER [1] REDUX

 

Levels by AngelOfDarkness

 

Walkthrough by Phil Lambeth. A number of video walks are also available on YouTube.

 

 

LARA'S HOME

 

For an optional training level, select "Lara's Home" rather than "New Game" from the load screen. Regrettably, the compass in this game is backwards (E is W, and vice versa), but I'll provide directions in accordance with where the red needle is pointing.

 

Begin in the library, turn around and head W toward the music room. Loop around left to find a book switch that opens a timed door downstairs. Reverse roll, exit W and S to the landing, jump over the railing and reverse roll when you land to see the timed doorway. Dash into a room with display cases, only to find that there's nothing to do or find here. At the doorway pull the wall switch down and back up to re-open the door and exit to the main hallway.

 

Turn right and hop over the crates into the NE passage. Continue into the workout room and you'll need to follow the screen prompts in order to cause the N door to the pool to open. Jump into the water and pull out to open an upstairs door. Return to the main hallway, run upstairs and turn left at the landing to find the opened S door to the master bedroom. Go to the night table next to far side of the bed for WINSTON'S NOTE with some useful information.

 

Open the nearby double doors for a brief cut scene followed by an onscreen challenge. There's nothing in the bathroom, so exit to the landing and go back downstairs. The front door has opened, so go outside and enjoy the full moon. Turn left and run counterclockwise around the mansion until you see a yellow forklift near the SE corner. Climb the crate next to the forklift, pull up E onto the scaffolding and take a running jump N to grab the column. Pull up, take a running jump NE to the lower scaffolding and take a running jump to activate the jump switch in the E wall of the mansion (to the right of the window).

 

A door opens around the corner, so enter the kitchen and exit NW to a passage on the other side of the crates in the main hallway. Enter the dining room and Lara will look at a small table at the SE corner. Go there for the HEDGE MAZE KEYS and open the N double doors if you like for a short cut to the workout room. Return to the kitchen, exit outdoors and continue running counterclockwise around the mansion until you reach the NW corner where you can use the keys to open the gate to the hedge maze.

 

Enter the maze, turn right and follow the outer walls past a small fountain until you reach a dead end with a floor lever that opens a gate elsewhere in the maze. Go back the way you came, and just past the fountain loop around right and you'll eventually come to the opened gate. Enter the courtyard and take the CELLAR KEY from the plinth. Exit the hedge maze, keeping the outer walls to your left, enter the mansion via the front door and hop over the crates into the passage leading to the workout room. Open the cellar door in the passage, go down and follow to a room with a wall switch that lowers a wall block behind you.

 

First, go back to the previous room and vault up onto the crate for some much-needed flares. Enter the S passage where the block lowered and continue past a burning wall torch to find a TORCH next to a ladder in the SE corner. Light the torch and go around the room igniting five wall torches. A trap door opens near the top of the ladder, so climb up and shift right to drop into a passage with a wall switch. Use it to open the door to a study and find the ATTIC KEY on a small table. Open the nearby double doors for a short cut back to the main hallway, go upstairs and open the NE door to the attic.

 

Go up to the attic, find more flares on a crate and locate a pushblock (with a red tag) next to the chimney column. Push it four times N into the next room, turn left and climb the ladder to back flip into an ever higher attic. Grab the GARAGE KEY (cut scene of the door where it's to be used), get down to the main hallway and exit the mansion via the front door. Turn left, go counterclockwise around the mansion one more time until you reach the door to the garage near the NE corner. Open it with the key and step inside for an apparent level jump. Pick up the flares in the corner and push the wall button to turn on the lights.

 

Note your challenge time on the blackboard, pull down the switch on the opposite wall to open the corrugated door, mount the motorbike and drive outside. Turn left, drive over the striped grating to start the timer and follow the prescribed course until you come around from the other side and park on the striped grating to stop the timer and see how you did. Since there's no finish trigger I could find, there's nothing more do here except dismount, exit to title and start a new game from the load screen.

 

Level 1: CAVES

 

Enter a cave as doors close behind you. Follow the tracks until you see human remains in the distance as you top a rise. Crawl past dart traps until you reach the skeleton, pick up the small medipack and continue around the corner until Lara looks up to her left. For a secret, ignore that for now and proceed to the wall near the SE corner. Pull up facing S onto the short block, take two back flips in succession off the sloped blocks to land inside the SW opening for SECRET #1 and find the nearby flares.

 

Drop down and return to where Lara was distracted. Climb up N and follow the passage until you disturb several bats at a crossing. Take the E path and pull up N at the NE corner to hear the chimes of SECRET #2. Shoot a bat and look in the N niche for some hard-to-see uzi ammo in the back left corner. Return to the crossing, take the N path and follow around to a ledge overlooking a large open area.

 

Use the ropes to get across to the E ledge and go to the S wall. Jump up to grab the crack and shimmy left around two corners to the other side and drop for SECRET #3 and shotgun ammo. Slide to the floor, hop down into the nearby hole and go down the steps to a wall switch that opens the E door. Enter, shoot another bat and pull up through the SE ceiling hole. Follow the path to an open area with two bridges, drop to the snow-covered floor and shoot three wolves. The W bridge is collapsible, so pull up onto the E bridge and go around N and E into the opening. Turn right and note the rope to be used to get across the gap. 

 

However, for another pickup safety drop to the floor, exit SW and shoot a bat in the next room. Follow to a trigger tile that opens the door ahead, pick up the shotgun ammo to your left and step on the trigger tile once again before dashing past the opened door. You're back in the bridge area, so get back up to the rope you noted and swing across to the N ledge. Go to the dark NE corner for flares before heading N down the steps and through the opening to trigger action music. Deal with another pack of wolves (four this time, one of which may show up late) and go to the NW ledge. Take a running jump to the nearby jutting ledge and go through the N opening for SECRET #4.

 

Pick up the large medipack in the next room and drop down to the cavern floor. Look in the dark SE corner for a small medipack and get up to the SW corner to find a generously timed wall switch that opens double doors off to your left. Go there and follow the steps around the corner to a gauntlet of dart traps. Side flip over them or crawl underneath them and shoot a wolf when you reach the top. Grab a small medipack at the NW corner and run onto the breaktile slats to drop to a lower room. Go through the S opening and follow around, jump the gap and meet up with two more wolves.

 

Continue through the NW opening, pull the chain to open nearby double doors and return to the passage. Turn right, slide down to the lower passage and go past the opened doors to end the level.

 

Level 2: THE LOST CITY OF VILCABAMBA

 

Run toward the next set of double doors, which open upon your approach. Shoot a quartet of attacking wolves and run at random through the surrounding tunnels to clear the area of bats and the occasional wolf. In the room with the waterfall emptying into a central pool, go through either W doorway into a stable and climb up onto the thatched roof for a small medipack near the NW corner. Hop back down, exit to the open area and jump into the pool.

 

Swim W to a wider tunnel, turn right and swim up to a crossing. Loop around left to find an underwater lever on the column jutting out from the wall. Pull it to open a door near an indoor pool, swim back through the wider tunnel to the N wall and turn left. Surface at the pool you saw in the cut scene, pull out and find the opened door at the NE corner. Enter for SECRET #5, shoot a couple of small rats and pick up the magnum ammo. Exit, jump into the pool and swim back W and S to the area with the columns. This time veer to the right, head back to the SE corner and pull a second underwater lever to open a trap door directly overhead.

 

Swim up, surface and pull out for SECRET #6. Grab the flares next to the empty jar, pull down the NW wall switch and go N past the opened door back to the area with the waterfall. Go across to the NE opening and pull down the wall switch inside the passage to open the adjacent door. Enter, go up the steps to a higher S opening and jump the gap into the opposite opening. Run off onto the breaktiles and continue with a running jump onto the jutting ledge for a small medipack. Drop down to the floor and push the cage through the S passage and into the next room.

 

Shoot the jar in the W alcove for flares, vault up S and search the corner alcoves for the SKULL KEY and the GOLDEN IDOL. Return and use the cage to pull up to the wooden ledge. Shoot three bats, drop down at the W opening and follow the outer tunnel clockwise to an ugly-face door. The receptacle for the Skull Key is just beyond, so open the double doors and crawl underneath the dart trap, pausing for a small medipack along the way. Shoot four wolves waiting for you in the next area and go up the E steps to a porch.

 

Continue through the left opening and follow the dark passage to an indoor pool. Continue around it up the steps, jump the ledges, go up the S winding steps, shoot two bats, jump the gap to the next winding steps, emerge at a small connecting room and shoot one more bat. Pull the chain in the E alcove to remove one of two wooden barriers blocking the front door down below, hang right from the N opening and drop to the ledge. Look for a nearby large medipack and drop down twice onto the front porch.

 

Go through the opening on the right, up the steps to another indoor pool and jump to grab the stable part of the bridge next to the W wall. Pull up and run E across the breaktiles to the other side. Stand jump to grab the wall crack and shimmy left around the corner. Ledge jump up at the next corner to grab a higher crack, shimmy right and pull up onto a jutting ledge. Jump across to the E opening, shoot a bat and go up the steps to another connecting room. Pull the chain in the E alcove to remove the other wooden barrier and open the front doors to this building.

 

Step out S onto the ledge, hang left and safety drop a long distance onto a corner ledge. Drop down again onto the porch and enter the middle opening. Swinging blades are triggered in the entrance corridor, so time your way past them and pull down the wall switch to open a floor trap door that drops you down into the water below. Swim up, locate the N opening and swim around left to a connecting pool. Pull out N, go up the steps, turn left at the top and pull down the wall switch for a cut scene of a closed gate. Jump down S into the pool, pull out to shoot two wolves and go up the SE steps to find another wall switch that opens the gate you saw in the previous cut scene.

 

Go out to the N ledge, shoot the medallion hanging from the E wall, go back and into the SE opening where a block has lowered to hear the chimes of SECRET #7. Drop down into the lower room (the block rises again to block the way out), grab the large medipack and uzi ammo, pull out NE and turn right. Jump up to grab the crack and shimmy right around corners until you're over a jump switch. Release to activate it and lower the block once again, make your escape and jump from the ledge down into the pool. Pull out E, place the Golden Idol to open the door and step into the doorway to end the level.

 

Level 3: THE LOST VALLEY

 

Follow the tunnel to an open area that seems familiar, stay to your right and go down to a lakeside to encounter three wolves. Jump into the water, swim through the E opening, surface and pull out for SECRET #8 and a small medipack. Return, pull out SW and go through the S passage to meet up with three more wolves as you progress. Grab the small medipack at the dead end, go back the other way and after turning the corner headed W look for a block to your right you can pull up onto.

 

Climb up several times S and see a higher tunnel ahead. Look for the SHOTGUN next to a skeleton near the entrance and continue into the Lost Valley. Two raptors come out to greet you, so deal with them and search the area for a small medipack near a skeleton out in plain sight and 2 x shotgun ammo in the NW niche and E just beyond a large yellow-green plant. Head S past the broken bridge and prepare to do battle with T-Rex (one well-placed shotgun blast to the belly should be sufficient).

 

Continue underneath a stone arch, shoot a raptor guarding the temple ruins and go back under the arch toward to broken bridge and look for an E wall opening between two large plants. Enter, follow around while dealing with a raptor and come to a small pool. Climb the nearby blocks until you reach the MACHINE COG up in the SE corner. Get back down to the Lost Valley, shoot the waiting raptor and run to the nearby waterfall. There's another wall opening to the right of it, so climb up and folllow around right for SECRET #9 and shotgun ammo.

 

Hop down to the valley floor, pull up onto the block to the left of the waterfall and find the nearby wall crack. Use it to shimmy right over the waterfall and pull up into a passage. Go around for SECRET #10 and magnum ammo. Return, drop into the water and allow the current to carry you E where you can pull out at that small pond you saw earlier and exit to the Lost Valley. Go underneath the stone arch again, pull up S onto a block and jump the next blocks in a counterclockwise direction until you reach the temple roof for SECRET #11. Go around to the other side for magnum ammo and a large medipack, drop from the N edge and slide safely to the valley floor.

 

Go to the SW corner for flares, go up the steps to the temple and enter to find a pool with cascading water. Jump into the water and swim into the SW passage to find a second MACHINE COG on a wooden grate. Return, pull out and go back to the valley to meet another raptor. Look for the N wall opening just beyond the large green plant, pull up inside and follow the tunnel down and up to the broken bridge. Go across, take a running jump and grab over the gap, pull up and go to the other side for a third MACHINE COG and a cut scene showing where it's to be placed.

 

Drop to the valley floor from where you picked up the cog, shoot another raptor and head N toward the spot where you first entered the Lost Valley. Enter the NE corridor, make your way over the blocks and down to a familiar passage you navigated at the beginning of this level. Shoot a wolf, go N to a lake with a waterfall, shoot another wolf and climb the blocks to a higher N opening that leads to an underground river. Go around the column and take a running jump W across the water. Take two runnings jumps NE and NW, followed by a running jump and grab W to grab the ledge and pull up in front of an opening, which you can ignore.

 

Take another running jump NW down to a corner ledge, pull up two times N and find the contraption where the Machine Cogs are to be placed on the empty pegs. Do so, then pull the chain in the nearby alcove to start up the machinery and lift a sluice gate. For a secret, use the nearby wall crack to shimmy left and drop down next to the rushing water. Take a few steps to hear the chimes of SECRET #12 and grab the small medipack. Jump into the water and allow the current to carry you to a crossing. Swim S and follow the long winding passage until you can surface and pull out for SECRET #13. Grab the flares and shotgun ammo, exit E and follow to an opening.

 

Hop down, continue S, jump down into the lake far below and pull out SW. Enter the S passage to flush out a wolf if you're looking for maximum kills, jump back into the lake, swim across and pull out N. Follow the passage and you'll hear the sound of a door opening just before you reach the finish trigger.

 

Level 4: TOMB OF QUALOPEC

 

Follow the passage to a hub room with a central floor hole. Go across through the E opening and up the ramp until you trigger a boulder. Reverse roll and beat a hasty retreat back to the hub room as the boulder drops into the central hole. The S door opens to release two raptors, and after dealing with them go where they came from to another hub room. Turn left and follow the W passage to an opening that overlooks a large room.

 

Drop down to find that one of the bridge supports is a gigantic pushpiece. Pull it one time, use the ladder to climb up to the E opening, turn and take a running jump SW to grab the top of the bridge support, pull up and stand jump to grab the SE opening. Pull up and follow to a chain that starts the machinery in the previous room and causes the other bridge support to slide over to the other end of its shallow trench. Return and hop down to the first bridge support, jump to the second one and from there into the SW opening.

 

Pull the chain in the W alcove for a cut scene of a gate lifting in front of a closed door, get back into the NW opening with jump from the bridge supports and return to the previous hub. Turn left into the S opening and come to an apparent dead end. Pull down the wall switch in the S alcove to open a trap door at your feet and drop you onto a breaktile. Draw a weapon as you drop even further to the floor and deal with three wolves. Pick up the large medipack, climb the pushblock and stand jump E to grab the jutting breaktile. Pull up, quickly turn right and run across another breaktile to the N wall, jump up to grab the edge and pull up.

 

Locate a second pushblock, pull it from the wall and push it aside. Enter the revealed N passage and follow to a corner hole with a small medipack. Pull up two times E, go up the steps to an upper room and pull the chain to lift another gate in front of the closed door you saw in the earlier cut scene. Drop down at the N opening, turn around and go to the hub room, turn left past a closed door and come to a room with another pushblock. Pull it from the wall, push it aside as before and step forward to face a shaft with a central pole and spikes down below.

 

Save your game, run off onto the slope, slide and jump to grab the rope. You can see a jump switch dead ahead, but there's another one to your right, so turn 90 degrees left and you'll see the closed door. Slide up the pole until Lara's elbows are aligned with the top of the closed door and take a rolling back flip to activate the first jump switch. When Lara lands on the slope below, jump with a roll and grab the pole. Line up Lara as before, turn to face the entrance and take a rolling back flip to activate the second jump switch and open the W door.

 

Jump with a roll to grab the pole, turn left to face E, slide up until the top of Lara's head is aligned with the horizontal beam and back flip into the passage. If you miss and start sliding, just jump to grab the pole and try again until you land safely. Light a flare if necessary and follow to a room with a chain that opens two doors, one to your left and another elsewhere. Exit N, turn right into the hub room and turn left into the N passage. Return to the room where you began this level and go straight across into the N passage where the gates lifted earlier and second door has now opened.

 

Follow around and crawl across the next room under the dart traps, pausing for a small medipack. Crawl up the steps as well past the first of three additional dart traps, stand up and pull up into the S alcove. Push the well disguised statue button to open a door behind you, get down and crawl to the NE alcove, pull up inside and step forward for SECRET #14. Ahead is a room with breaktiles, but the NE corner is safe and has a spare SHOTGUN for you. Drop down from the W edge to avoid the spikes and you'll hear the chimes of SECRET #15. Pick up a small medipack and magnum ammo, pull back out, jump to the entrance and hop down to the steps.

 

Crawl the rest of the way up the steps and go through the E opening. Follow to a throne room where a mummy drops dead at your feet. Take the SCION PIECE from the central plinth, whereupon debris falls from the ceiling and the E door opens while a violent earthquake shakes the room. Exit E to the hub room, continue across into the E passage while avoiding the falling debris and follow around to the underground lake. Jump in, swim across and pull out to engage Larson. After subduing him with a hail of gunfire, sit back and enjoy a couple of explanatory cut scenes until the next level loads.

 

Level 5: ST. FRANCIS' FOLLY

 

 Run between the rows of columns as two lions approach, then locate and push the floor lever in a shallow trench to raise and lower nearby columns. Go across to the pushblock and push it two times E. Get up on it and jump to grab the nearest column top, pull up and jump the other column tops W until you reach the arched roof. Jump to activate the jump switch in the N wall that opens the W door beneath the roof.

 

Shoot the waiting lion, enter the next room as the door closes behind you, shoot two gorillas and go up the steps on either side to find a floor lever near each corner. Push them to open two doors, get down and pull down the W wall switch to re-open the exit door. Return to the area with the columns to see a figure scampering across the ledge in the distance. Use the pushblock again to reach the taller column in the middle and jump to the S wall opening where a door opened.

 

Enter the small room, back flip onto the slope and jump off to grab a wall crack. Shimmy left around two corners and pull up S into an alcove. Stand jump onto the slope, back flip onto the higher slope behind you and jump to grab the wooden ledge. Pull up for SECRET #16 and a large medipack, run over the breaktile and safety drop from the hole to the slope below with no health loss. Exit to the area with the columns and push the floor lever a second time to re-arrange the columns. Move the pushblock to the other end of the shallow trench and use it to reach the NW column top.

 

Jump the columns E, take a running jump to grab the wooden ledge in the N wall, pull up and jump to the corner ledge and from there to the stone ledge against the E wall where the second door opened. Go around to the opening, turn your back to it, hop back and slide backwards down the long slope, grab at the end, drop onto the lower slope, slide and grab, pull up and back flip into the opening in the W wall. Enter the next room for SECRET #17, take the large medipack from the plinth and grab the flares in the corner.   

 

Hop down W, shoot a couple of rats, note the E wall switch for later and jump into the water. Swim E, surface at the ceiling hole and pull out for SECRET #18. Shoot another rat, grab an extra SHOTGUN and swim back W. Pull out and go to that wall switch to drain the area. Drop down into the dry passage and run to the E wall. Turn right, go past the opened door and up the steps to a ledge overlooking a deep room. Shoot two bats and drop from the N end of the ledge to land near a wall switch that opens one of four doors in this area . Jump W to a lower section of the central platform to awaken another bat, jump SE to the steps and go up to where you can jump N to a higher section of the central platform.

 

Jump over to the closed N door, hang from the W edge and release to activate a jump switch. A block moves aside as you drop to a lower ledge. Grab the nearby small medipack, jump to the central structure and shoot a bat. Take a running jump down to the E ledge, shoot another bat and pull down the wall switch to open a lower door (2 of 4). Take a running jump W to land on a lower section of the central platform, jump to the SE ledge for magnum ammo and jump back to the lowest section of the central structure. Jump back SE onto a lower ledge with a wall switch that opens yet another door (3 of 4), safety drop to the floor and deal with two lions.

 

Pull the switch on the block under the central structure to open the final door (4 of 4) and go to the NW opening for SECRET #19. Pick up the magnum ammo and small medipack in the small room, exit and go up the nearby steps to the end of the ledge. Jump straight up to grab the higher ledge, pull up and make your way around so you can jump back to the central structure. Hop over to the opened NE door and enter the Damocles room with swords (dormant for now) suspended from the ceiling and unmarked spike tiles on the floor. The omega tiles on the ceiling don't seem to provide any useful information, but here's a clear path across the room: walk straight ahead onto the column support, stand jump NE onto a safe floor tile, walk forward onto the next column support, hop to the larger column support, go to the far NE end and jump over the broken column to the E opening.

 

Enter the next room and take the DAMOCLES KEY from the elevated plinth as spikes go down on the corner blocks. Pull up through the ceiling hole for magnum ammo, drop down and exit W to find that the ceiling swords are now active (although by way of compensation the floor spikes have been de-activated). Make your way across the room with little difficulty, continue past the W doorway, hop to the second platform in the central structure and run along the connecting ledge into the Hephaestus room where random bolts of lightning issue from the ceiling tiles.

 

Your goal is to open the gate across the room, and there's no real trick to it. You just need to run over the four interior circle tiles without getting zapped, and the most reliable way is simply to wait until a lightning bolt hits your selected tile, quickly run over it and repeat with the other three. Go past the opened gate into the next room, run over the central floor tile and a huge hammer will drop from the ceiling. Go to the SW corner and move the pushpiece N onto the marked tile to open the W gate. Go inside and move the pushblock into the larger room so you can use it to access the ledge high up in the S wall.

 

Go around to the E wall, jump up to grab the crack and shimmy right to pull up onto a jutting ledge for uzi ammo. Jump W to grab the rope, swing forward and jump to land on the ledge in front of the W opening. Enter the next room and take the HEPHAESTUS KEY from the plinth. Shoot a jug for a small medipack, exit and drop from the S end of the ledge onto the arched roof below and from there to the floor. Exit this room and the lightning bolt room (avoiding the circle tiles), and in the hub room with the central structure jump to the SW ledge and over to the steps against the S wall.

 

Go up, jump over to the next higher section of the central structure and head W into the next room as you're attacked by a gorilla. Pull down the NE wall switch to lift the gate behind you and enter a corridor within the Atlas room. The S end is spike-protected, and there's a boulder poised overhead just waiting for you to trigger it, but if you stoop at the bottom of the ramp it will bounce harmlessly over you. Wait for the boulder to roll down and drop into the hole at the far end of the corridor, causing the spikes to retract, then hop up for the ATLAS KEY.

Slide back down, pull up W into the alcove and use the cracks to shimmy N until you're over a jump switch. Release to activate it and the exit gate re-opens. Exit to the hub area, climb up through the ceiling hole in the central structure and jump across to the SE steps. Go up to the top, jump over to the top of the central structure and from there to the doorway leading to the Poseidon area. Shoot two rats inside and jump into the deep pool. Swim to the bottom of the shaft and continue N past a closed gate to your left to an underwater lever that opens the gate. Go back there and follow until you can surface and pull out onto a surrounding ledge.

 

Grab the large medipack on the E ledge, pull the corner pushblock two times E to block the water flow and drain the pool. Safety drop to the dry floor, note that the exit gate has closed, use the raised mound to stand jump E and grab the wall crack, shimmy right and pull up into an alcove. Push the floor lever to flood the area once again, swim up and surface, pull out N and shoot the waiting rat. Push the floor lever to retract a fish statue down in the water and swim down to find the POSEIDON KEY on the N ledge. The W exit gate down below opens when you pick it up, so swim down and through the passage to the connecting passage and turn right. Swim up through the shaft, surface and pull out of the pool, exit S to the ledge and make your way down to the floor of the deep room with the central structure.

 

Go to the E wall between the flaming pots and place the four keys in their receptacles to retract the swords, one at a time, that were blocking the exit door to your left. Your quest now concluded, go past the opened doorway to finish the level.

 

Level 6: COLOSSEUM

 

Run forward and the large door ahead will open automatically. Enter a small cave with an underground pool, shoot a rat and target the crocodile in the water. Jump into the water, swim around to a larger area and pull out near the Colosseum ruins. Shoot the charging lion and enter the building at the nearby E opening. Go up the steps to the right for uzi ammo (the steps to the left lead to a closed gate), exit and go around the building to the SE corner.

 

Pull up onto the block, from where you can jump to an upper ledge encircling the building. Use the block there to pull up higher and go around toward the NE corner. Jump over the gap, face W and jump to grab the rope. Swing forward and jump off to land on a flat ledge. Hop forward into the dark opening for SECRET #20, shoot a bat and pick up the shotgun ammo and magnum ammo. Get back down and return to the lower ledge as  before.

 

Go around to the NE corner for a small medipack, return to the block and pull up to the higher ledge. Go around toward the NE corner again, but this time take a running jump NW down to an opening in the N wall. Follow around to an open area, shoot the crocodile scampering about below and drop down for 2 x flares SW and NW. Crawl into the dark W opening to flush out another crocodile, continue around the corner for shotgun ammo and SECRET #21, then return to deal with a third crocodile. Use the sloped rock to jump and pull back out W, use the rope to get across E and turn left to find a passage leading to a floor hole. Drop down, pull down the wall switch to open the S gate and shoot a lion.

 

The gate is the one you may have seen earlier from the other side, and it just leads back down to the lower entrance to the Colosseum, so go up the E steps and look out over the arena where all that fierce action took place centuries ago. Two lions and a gorilla are cavorting about below, and you may be able to target and kill them from up here (or at least weaken them substantially before they run out of range). Climb up the SW steps for shotgun ammo and the NW steps for uzi ammo, go around to the SE steps for a small medipack and drop down into the arena.

 

Dispose of any remaining enemies, go to the opened SE gate and slide down to engage Pierre. When he seems to succumb to your gunfire he is miraculously resuscitated and runs off to fight another day. However, he leaves behind the CELL KEY, which you can use to good advantage at the NW corner. Enter the cell, wait for the rat and go through the NE crawl space to the adjoining cell. Push the floor lever to lift a gate at the end of the nearby W corridor, return and go across into the SE cell to shoot a rat and grab a small medipack. Exit through the W corridor to trigger a cut scene of a fleeing figure. Pull out of the floor hole into the arena and run over between the rocks to the NE corner where a gate has opened.

 

Shoot the lion, go past the opened gate, slide down to engage a gorilla and locate two separated floor levers against the N wall. Push them both to open the S gates, pause to deal with 2 x lion after pushing each lever, and search the cell on the right for shotgun ammo while noting the closed gate. Go into the cell on the left and pull down the timed wall switch to open the gate in the other cell for a few seconds. Get through quickly and push the floor lever in the alcove to open the W door. Go there and run down the ramp into a room with spears and a rat to shoot.

 

Walk carefully into the spear field and pick up flares. Exit and follow the passage around, climb the rocks and pull up to find yourself overlooking the arena. Turn around and make your way further up the rocks N to find some shotgun ammo. Head back down SE, jump to the ledge over the opened gate and jump S to grab the higher ledge. Pull up onto a balcony and go down the steps to engage two gorillas. Note the closed gate and the NE keyhole, go E into the next room and pull the pushblock from the S wall. Enter the revealed passage, pull down the wall switch to open a door (not the one at the bottom of the E steps) and return to the balcony overlooking the arena.

 

Get down and shoot two waiting lions, go to the NW corner and climb up to the ledge. Locate the NW opening and go on through to find the opened door. Shoot a bat and go past the opened door to slide down into a dark cell to engage two more lions. Get on the central cage and take a running jump to grab the crack in the S wall. Shimmy right if necessary, ledge jump up, grab the opening and pull up into an alcove with magnum ammo. Jump back down to the cage, pull up onto the E ledge, turn right and jump over to the N ledge consisting of breaktiles. Quickly run to the stable NW corner and pull down the wall switch to open a door down below.

 

Safety drop to the floor (the pushblock in this room seems to serve no useful purpose other than to provide access to the N wall switch if necessary) and use the cage once again to reach the alcove up in the S wall, turn and jump NE into the opening and pull up S and W to face a wall switch that opens the nearby door and releases a bat. Drop down to the room near the arena and follow the surrounding ledge to the SW corner of the arena. Go through the opening and past the opened S door to a new room.  Save your game for a timed run if you wish to acquire the next secret and a powerful weapon.

 

The NW column sits on a trigger tile that opens a timed door up in the S wall. Stand at the SE corner of the trigger tile facing N. Back flip onto the block, side flip left onto the column top, stand jump forward, side flip right, take a rolling back flip and run forward to squeeze past the closing door for SECRET #22. Pick up the MAGNUM, push the E block two times to reveal a trigger tile that re-opens the timed door and exit this room. Jump across to the E ledge and pull down the wall switch to open a door elsewhere. Get down to the floor, exit N to the arena, shoot a bat and follow the ledge left to the SE opening.

 

Shoot two more bats, pull up into the E opening where the door opened, shoot a rat and jump into the water hole. Swim down the shaft and follow the passage to a wider area with cells on either side. Use the ceiling hole to grab air as needed at any time during the following exercise. Pull the underwater lever in the E wall to open the cell door to your immediate right, swim inside (room 1) to pull another underwater lever, swim W into the next cell (room 2) and turn left to pull the third underwater lever. Flip turn, swim straight across S into the next cell (room 3), pull the fourth underwater lever, flip turn again and swim back to room 2 and left to room 1, pull the first underwater lever again, flip turn and swim across into room 4 to find the WATERWAY KEY on a raised slab and a fifth underwater lever in the NE corner that opens a door elsewhere.

 

Swim back through the passage, up the shaft and pull out to meet a couple of rats. Return to the arena and drop down to shoot a lion. Go back between the rocks to the opened NE gate and slide down to a familiar room. Loop around left through the W passage to the room with the spear field and deal with the waiting gorilla. Climb the rocks as you did earlier and jump over to the ledge over the SE gate. Jump S to grab the higher balcony ledge, pull up and go down the steps to meet another gorilla. Continue E into the room with the pushblock to find that the door you saw earlier and also in the cut scene is now open.

 

Go inside for SECRET #23, pick up the magnum ammo and small medipack, return to the room where you met the gorilla and use the Waterway Key to open the adjacent gate. Jump into the water and swim N toward an advancing crocodile. Pull out through the ceiling hole, shoot two rats and push the floor lever to lift an underwater gate further down the passage. Target and kill the croc from up here if you have the patience, jump into the water and swim N along the passage and into the smaller opening where the gate lifted to finish the level.

 

Level 7: PALACE OF MIDAS

 

Pull out of the pool as the gate closes behind you, go around the SW corner and shoot the crocodile that's scuttling toward you. But before going where it came from, head W into a room littered with crumbling artifacts to flush out and kill two gorillas so you won't have to deal with them later. Return to the corridor where you met the croc, go around the corner and run N past the steps into a dark passage leading to more ruins exposed to the open air. Shoot the lion, turn left and follow around to the N wall for shotgun ammo and two bats. The small jars in this area are all empty (save one), so you needn't waste flares locating and shooting them. Go around to the other side, turn the corner to meet a crocodile and shoot the jar at the end for magnum ammo.

 

Return S to the steps you ran by earlier, loop around right and go up through the E corridor to an outdoor area guarded by two gorillas. Note the closed doors scattered here and there. Each one has a row of five Greek letters across the top, either Omega or Upsilon. Go to the NE corner, climb the rocks and jump W to grab the nearest column top. Pull up and jump to the arched roof for magnum ammo. Jump the column tops in a clockwise direction so you can access a veranda with a row of five wall switches. The Upsilon letters on the various closed doors indicate which switch or switches are to be pulled to open them. No particular order is required, so to begin, pull down only the switch on the far left, drop down the nearby floor hole and go down the steps to another wall switch that lifts a short cut gate to your left. 

 

Loop around the veranda structure to find that the N door has opened. Go through and follow around to a flooded room. Shoot two rats and step on a trigger tile to ignite all the column tops. There are two crocodiles swimming about in the water below, so you may wish to go down the steps to your right and eliminate them before proceeding. It's safe to stand at the corners of the columns, even when the flames are active, so make your way to the third column top and stand jump to grab the E opening. Pull up and use the wall switch to raise a column in the water.

 

Take a running jump to grab the fourth column, pull up and make your way N along the remaining columns and take a running jump from the last one to grab the N opening. Pull up for a GOLD BAR (1 of 3), jump into the water and swim back to the SW steps. Pull out, exit to the outdoor area and use the opened gate to return to the veranda with the wall switches.

 

Push switch #1 back up, pull down #3 and #5 and get down past the short cut gate to see that the W gate is open. Enter the next room, note the spike trap warnings and of course avoid them. Make your way to the S opening and go through to find a pushblock next to a ramp. Pull it two times, go around it into the revealed passage and pull down the wall switch to raise the columns in the spike-trapped room, go up the ramp and follow to an opening that overlooks the raised columns. Jump the column tops in a counterclockwise direction, being mindful of the low ceiling, until you reach the S room that's guarded by a gorilla.

 

Take the GOLD BAR (2 of 3) from the raised slab, get back down to the floor without being spiked and exit E. Return to the row of wall switches, adjust them so that only #1 and #5 are in the down position, and get down to the opened NW door. Enter a tall room with a central column, go around it through the W opening to a connecting passage with steps leading up and down at either end. Go S and downstairs to a small room, shoot the nearby jug for flares and also the wooden platform that's leaning against the column. The column itself is a cleverly disguised pushpiece, so push it E and immediately side flip to get out of the way of a more substantial column that falls from the ceiling.

 

Go back upstairs, continue N to the steps leading up and follow to an opening overlooking the tall room that has undergone dramatic change. Jump out NE onto a flat ledge, hop up NE to a flat spot, jump down SE so you can pull up onto the broken central column (or jump directly onto it) and take a long running jump to grab the E ledge. Pull up, hop into the E opening and pull up right into the rocky passage. Pull up further into the N opening and come to an indoor pool patrolled by two lions (with at least one more you can hear snarling somewhere close by). There are two crocodiles guarding the pool and the connecting canal, so deal with them before jumping into the water. If you like, you can also hang from the ledge alongside the canal to alert a bat and dispose of it now.

 

Swim to the end of the canal and through the W opening to a pool where you can pull out S. Loop around left, climb the rock, walk forward and jump twice in succession over the slopes, slide and jump into the NW corner to hear the chimes of SECRET #24 although there's nothing nearby to pick up. Continue along the ledge, however, and you'll slide down to some magnum ammo. Jump into the water and swim back to the indoor pool. Pull out S, near the point where you entered, hang from the other side of the ledge and shimmy right until you're over a skeleton. Release and drop for SECRET #25 and shotgun ammo.

 

Hop out E, shoot that lion you've been hearing in the background and head to the N wall to shoot a decorative jar for a small medipack. Go back S to an opening to your left, jump to the ledge and run past the large empty alcoves with their empty jugs until you reach the last alcove. Shoot the lion, grab the magnum ammo and go out to see a huge crack in the far wall. You can't reach it from where you're standing, so go to your right a bit and face the large end of the crack. Take a running jump across the chasm to grab the edge, pull up briefly for a small medipack and shimmy left until you can drop onto a block.

 

Turn around and jump N over the chasm into an opening that leads to a winding passage through the rocks. Shoot the bat and follow to a dead end. Back flip onto the slope, jump to grab the higher ledge and pull up in front of another opening. Continue forward, pulling up as necessary, until you reach an open area with a rope hanging over a pool. Jump to grab it, swing forward and jump to land on the other side. Slide down the long slope, drop down at the end and continue to a closed gate. Open it with the wall switch (cut scene of a nearby ladder) and enter to trigger some action music.

 

Follow the ledge around the pool, shoot two approaching lions and continue to the N opening. Follow the interior passage, pull up left into the window opening and face the cluttered room you visited briefly at the beginning of this level. Turn right, jump to the next block and go through the opening to find a water hole. Shoot the crocodile lurking down below, jump in and swim W until you can pull out at the other end. Climb the rocks to an opening, shoot a bat, jump over onto a roof and go around to the NW opening while greeting another bat. Enter the small room to find a BAR OF LEAD on the raised slab.

 

Exit, go to the NE corner of the roof and hop down to the rocks from where you can safely shoot two waiting lions. Run down to the steps and enter the building where part of the door has fallen away. Follow to a wall switch that raises a gate, exit and run across into the arched E opening to greet a gorilla (a lion may also show up). Go around either right or left into another cluttered room, go across to the indoor pool with the high surrounding ledge, turn right and go past the ladder you saw in the cut scene to some steps leading down to the opened gate.

 

Shoot the gorilla in the next room and find the well-hidden wall switch behind the tree stand in the near corner. Pull it down to lift the gate in the N wall, go there and enter a hedge area for SECRET #26. Jump over the breaktile (spikes below) to a plinth with a MAGNUM and a small medipack, jump back over and return to the previous room. Go across and pull up onto the SW section of the lower ledge, turn and hop N onto the roof, go through the W opening and follow to a room with a huge statue remnant. Hop down and, just for fun, save your game and bump against the open hand of Midas to see what happens. Reload and carefully walk up to the edge of the hand without touching it, press the action key and turn the Bar of Lead into a third GOLD BAR (3 of 3). 

 

Turn around and exit to the previous room, drop from the roof to engage a gorilla, go through the E gate back to the indoor pool, run S and E through the interior corridor to the steps leading up to the higher E corridor, follow to the outdoor area and shoot the waiting lion. Go past the opened door near the SE corner and engage another lion. Go up the steps past a room to your left and look for shotgun ammo on the balcony. Return to the S side room and place the Bars of Gold in the three alcove receptacles   to release the floor trap door. Climb down the ladder and slide down the slope to complete the level.

 

Level 8: THE CISTERN

 

Lara drops next to a floor hole. Drop down further, shoot two rats and push the S pushblock two times into the next room. Push it three times against the W wall so you can access the switch that opens the corner trap doors and also the S door. Shoot two more rats, enter the S alcove for flares and a small medipack, drop down past the opened trap doors and shoot yet another rat.

 

Exit S to the underground sewer and drop into the water. Pull out and look for flares behind a column near the W wall. Go over to the middle of the E wall, pull up into the opening, jump to the ledge and climb the block at the SW corner. Hop up E onto a balcony and go up the steps to a room with a grated floor. Turn right, climb over the ledge and drop down the other side to shoot a rat and pick up more flares. Pull back up onto the ledge and use the pointed rock to jump S onto the jutting ledge. Take a running jump to grab the upper S ledge, pull up and shoot two more rats, pick up the large medipack at the other end and get back to the jutting ledge.

 

Jump up to grab the crack in the W wall and shimmy left around the corner to pull up near a ladder. Climb the ladder to an opening, climb a few blocks and crawl under a duct to a floor hole. Flip out onto a slope, jump and grab a wall crack. Ledge jump up, grab the opening and pull up for SECRET #27 and shotgun ammo. Safety drop from the opening and simply allow Lara to slide down the slopes near the bottom of a room with ducts and a grated floor. Find the water hole, jump in and swim E past a crocodile into the corner opening and follow past a second crocodile into a connecting room. Pull out NW, deal with the crocs and go around to jump S (where Lara is looking) and grab the jutting ledge. Pull up, run forward and off the edge left to find a wall switch that opens a door somewhere.

 

Jump W to grab the next ledge, pull up and reverse roll inside the opening ahead to grab the far edge. Shimmy left along the wall crack until you're past the hole below, drop and shoot a rat. Drop N into the hole for flares, use the ladder to climb back out and slide down the S slope to an opening overlooking the large sewer area with the ledges. Jump out right, take a running jump and grab next to the railing near the SE corner and pull up for shotgun ammo. Jump back N to grab the ledge, pull up and go around to the NE corner. Pull up onto the block, hop N onto the next block, face the wall and hop back to grab the edge and shimmy right as far as you can go. Ledge jump up, grab the higher crack, shimmy right around the corner until you see the crack below, drop to grab it and shimmy right some more until you're near the balcony below. Ledge jump up, grab the crack, shimmy right a bit and pull up in front of an opening.

 

Run forward and pull down the wall switch to open a door similar to the other one. Drop down to the balcony, shoot a rat and take a running jump W to grab the next ledge. Pull up, jump the gap to your right and take a running jump W to reach the first of two openings in the wall where the doors opened. Go inside the one on the left, shoot a gorilla and pull up onto the ledge over the doorway. Turn around and jump N onto a higher ledge, continue with a running jump and grab to the still higher ledge, pull up and take a final running jump and grab to the highest ledge. When you pull up you can see and reach the wall crack ahead, but for a weapon pickup, position Lara facing the lowest portion of the crack and stand jump with grab to land inside an alcove with a MAGNUM.

 

Safety drop to the floor and make your way to the highest ledge as described above. Jump to grab the crack in the N wall and shimmy right. Drop next to a floor hole, hop down onto the grate and run off onto a lower grate. Drop to the floor, note the pushblock, shoot a crocodile and enter the dark passage at either the NW or SW corner. Shoot another crocodile and pull down the wall switch to open a door near a dangling rope. Return to the pushblock and move it SE so you can use it to reach the jutting corner ledge. Climb the ledges, jump to grab the rope, turn a bit left and swing forward to jump off and land in front of the E doorway.

 

Go in, drop several times (you'll meet a rat along the way) to an opening leading to a lower room with a pool. Don't jump in yet, as you won't be able to pull back out. Go to the SE corner of the pool and jump up to grab the crack in the E wall. Ledge jump up to grab the ledge, pull up and turn right to pull up higher onto the jutting ledge. Go to the corner and jump down to the lower ledge against the N wall. Pull up onto the higher corner ledge and jump to the S ledge where another rat is waiting. Jump into the S opening and pull down the wall switch to open another door somewhere. Drop to the ledge below, jump to grab the E opening in the corner and pull up for magnum ammo.

 

Get down to the floor and jump into the pool. Swim through the E opening and follow to a connecting pool. Don't pull out here, as there's nothing but a small room with a closed door. Instead, swim through the N opening and follow to an opening that leads to the large sewer area. Surface and pull out, go to the E end and make your way to the upper ledges as you did before. Climb the broken SW column, jump to the E balcony and follow the passage to the room with the grated floor. Go to the lion's head near the SE corner and turn the valve wheel to raise the water level in the sewer area. Return there, jump into the water and swim W toward the column tops you haven't been able to reach up until now. 

 

But first, locate the underwater lever on the right (S) side of one of the columns and pull it to open two underwater gates, one of which is directly below you on the other side of this same column. Swim down through the opening for SECRET #28 and follow around to a floor hole with magnum ammo. Either go back the other way or continue in the same direction to exit through the second opened gate. Turn left and locate the narrow opening in the S wall at the same level as the W gates. Swim inside and follow the passage to a pool where you can surface and pull out onto a ledge. Shoot two rats, one on this ledge and the other on the opposite ledge, pick up a SHOTGUN near the NW corner and a small medipack on the other ledge and jump back into the water.

 

Locate the underwater lever on a block underneath one of the ledges and pull it to open one of two doors in a passage (as well as a door directly below you). Swim back N to the sewer area, surface and pull out onto the ledge near the W wall in front of a door (the one of the right) you opened earlier but haven't yet explored (because you needed to raise the water level first).Jump into the water hole just past the opened door and stay close to the ceiling as you swim left over a spear field and down to a lower room. Swim through the SW passage into an adjoining room and pull the underwater lever to open a door behind you. Flip turn, note the submerged pushblock and return E to the sewer area.

 

Swim across to the E side, pull out onto the central ledge and climb the SW block. Jump to the E opening, run forward to the room with the grated floor (mind the floor holes and avoid falling through one of them) and turn the valve wheel once again to lower the water level in the sewer area. Return there, get down to the lower ledges and go around to the opened door near the SW corner. Go inside and loop around right to the pushblock you noted earlier. Pull it into the room and push it aside to reveal a wall switch that opens the second door in the cut scene passage.

 

Exit E to the sewer area, go across to the E side and get up onto that SW block in the same manner as you did earlier in this level. But this time, take a running jump SW down to the jutting ledge and hop up S to the passage where the two doors opened. As you enter the next room a furtive figure darts through the opening ahead and closes the door behind him. Go back to the balcony, turn right and push the block W into an alcove to reveal a secret room. Enter for SECRET #29, back flip onto the sloped rocks and hop off onto a ledge, go around for a small medipack and magnum ammo and return to the previous room.

 

Climb onto the E block, turn and jump up W onto the ledge, jump across S and shoot a gorilla, grab the magnum ammo in the SE corner and pull down the wall switch to hear the sound of a nearby door opening. Hop back a few times and safety drop to land in front of the opened door. Run forward into a room with a checkered floor, some of the tiles being breaktiles that cover spear traps for the most part but one (the last one on the right) containing a small medipack. Pull out and look in the dark NE corner behind the griffin statue for magnum ammo. The door in the SE corner is open, so go there and shot the charging lion. In the next room with a checkered floor (but no breaktiles), move the pushblock two times E and two times S onto the marked trigger tile and you'll hear the sound of a nearby door opening.

 

Get on the pushblock, jump S to grab the wall crack and shimmy left and around the corner. Pull up onto the ledge near the opened door and proceed W along the ledge overlooking the breaktile room. Pull down the S wall switch to cause the sarcophagus down below to move aside and reveal a floor hole, continue to the W wall for uzi ammo and safety drop to the lower floor. Go to the floor hole at the middle of the S wall and hop down to finish the level.

 

Level 9: TOMB OF TIHOCAN

 

Lara slides into a water hole, so swim down the shaft and follow the passage to a flooded canal. Swim down the hole at the N wall, flip turn and pull the underwater lever ahead to lower the water level. Swim back up, surface and pull out E. The now-accessible wall switch opens the door at the end of the E passage, accompanied by a totally unnecessary cut scene. Go there, shoot the crocodile and enter the next room.

 

Use the ramp at the SW corner to climb up onto the tall block against the W wall. The top of the tall block E is dart-trap protected, so to avoid being poisoned stand jump down to the ledge next to it. Jump up to grab the tall block, pull up in the right corner, turn in place and stand jump NE to the jutting ledge. Take a running jump over the darts onto the SE ledge, pull up into the opening and turn the valve wheel to flood the room.

 

Jump into the water, swim into the E alcove for a small medipack, surface and pull out onto the E ledge. Follow around to a water hole, jump in and swim down the floor hole to find an underwater lever that lowers the water level once again. Swim up and follow the N passage, where a strong current brings you quickly to a ceiling hole at the far end. Pull out, shoot two rats and pull the pushblock toward the water hole so you can use it to access the S ledge. Shoot another rat and climb the blocks to reach a higher ledge with a fixed camera.

 

Jump to grab the S opening, pull up inside and follow around to activate a set of teeth doors. Time your way past them and continue to a floor hole. Drop down and come to a room guarded by two crocodiles. Pick up the shotgun ammo and step on the four dark corner trigger tiles to open the SW door. Go on through, face N, back flip onto the slope and jump three times in succession to land on the SW ledge for magnum ammo and SECRET #30. Get down and go back the way you came, through the passage and past the teeth doors to the N opening, hop down to the ledge and take a running jump onto the NW ledge.

 

Take a running jump to grab the SW opening, pull up inside and follow around to an opening. Hang from the edge and shimmy right along the crack until you can pull up into a passage. Go around the corner to a valve wheel that floods the area below. Return, drop down into the water and pull out into the NW passage. Shoot a rat and jump into the water hole at the other end. Follow the passage, looping around right, until you can surface at a ceiling hole and pull out into a dark room. Avoid the spike field while dealing with a lion and go through either the SW or SE opening to find a wall switch that opens a door somewhere.

 

Return to the previous room, climb up onto the block in the S alcove and take a running jump to grab the higher N opening. Pull up, shoot the waiting gorilla and stand jump over the floor hole (with the spears below) to grab the N opening where the door opened. Pull up, run forward and find a wall switch on your left. Pull it down for a cut scene of a canal with blocks and return to the opening. Hop out over the floor hole and drop down through the S floor hole to the room below. Vault up S and come to the area you saw in the cut scene. Jump into the water and find uzi ammo in the SW corner.

 

Surface, pull out W and jump the blocks in the water to reach the E opening. Shoot two rats in the next room, look left for a CRUMPLED NOTE between the skeleton's legs and examine it for a hint regarding your upcoming task. Enter the S puzzle room and scout the territory. There are three marked tiles and a raised slab on the floor. In the wall alcoves are a plinth with Greek letters, a defaced plinth with obscured writing and a plinth with a misspelled name (unless the title of this level is misspelled, or maybe both are). The plinths presumably relate to the marked tiles, representing three different monarchies.

 

Move the plinth in the E alcove onto the NE omega tile, which seems illogical, but humor me. Move the plinth with the Greek letters from the SW alcove onto the E marked tile. Finally, move the unknown plinth onto the marked tile depicting an eye with running mascara, and a cylinder with the OLD KEY will sprout in the raised slab. When you pick it up doors open in the N wall and a gorilla attacks. Enter the cell on the left, shoot two rats and grab the shotgun ammo and magnum ammo. Enter the other cell and pick up flares at the NW corner and magnum ammo against the W wall.

 

Exit and use the Old Key to open the E door. Save your game for a pickup, stand left, slide down the waterfall slope and jump with a left curve just before you reach the tunnel to land on a flat surface. Turn left and face a room with breaktiles. Stand jump onto the first one, side flip left, stand jump forward, stand jump forward again, side flip right and run into the alcove for SECRET #31 and uzi ammo. Drop to the floor, pull back up into the N opening, jump to the waterfall slope and slide the rest of the way down into an underground lake.

 

Swim through the E opening and loop around right into an open area. For a secret, swim through the narrow opening in the N wall and follow to a place where you can pull out and hop forward into a cave for SECRET #32. Search the area for a large medipack, shotgun ammo and a SHOTGUN, swim back to the open area and grab some air if necessary before looking for a dark slanted block against the W wall. Just to the left of it is an opening that leads to a ceiling hole where you can pull out into a small room with a wall switch that opens the temple door.

 

Swim back to the open area, surface and pull out onto the island next to the flaming bowl. As you approach the temple entrance the statue to your left comes to life and a centaur starts hurtling flaming bolts toward you. Get up close to it and fire the shotgun repeatedly into its belly until it explodes. Do the same with the second centaur, which comes to life as you go through the doorway. Enter the temple, turn left into the next room and meet up with Pierre. This time, when you kill him he stays dead and leaves behind another SCION PIECE to add to your collection. A nearby door opens, so use a corner block to jump and grab the S ledge. Pull up, run past the opened door and pull down the wall switch to open another door down below. Drop down and run N into the next room to finish the level.

 

Level 10: THE CITY OF KHAMOON

 

After the cut scenes, go through the tunnel and come to a pit. Hang from the edge, drop to grab the crack, shimmy left and safety drop to the ground. Hop into the nearby trench and pull the pushblock away from the opening to a short passage. Climb over the block and go forward for flares. Go back, get onto the stationary block between the E openings and jump to grab the wall crack. Shimmy left to the corner, ledge jump up to grab the higher crack, shimmy left around the corner and continue until you reach a sloped block.

 

Release and jump without sliding to grab the N crack, shimmy left and around the corner onto the sloped block, pull up and jump onto the corner block. Pull up N into the crawl space, hop down the other side and shoot the panther. Get up onto the ledge over the crawl space for an extra MAGNUM and get back down. Jump over the N sand dune to land in front of a temple complex and shoot the Atlantean crawler that comes to life. Jump into the pool and look for magnum ammo on the obelisk slab. Pull out, note the receptacles on the obelisk and jump back up onto the sand dune.

 

Walk to your left onto the rock and Lara will look to her right toward a wall crack. Jump to grab it and shimmy left to drop down at the corner. Follow the ledge past a fenced enclosure and jump to grab the N wall crack. Shimmy left, drop down onto the sphinx and pull down the nearby wall switch to open a door somewhere. Slide down and go around to the front of the sphinx to find a pushblock between its paws. Pull it away from the opening and climb over it to find the door you opened. Go through the passage into the next room, shoot a couple of panthers and grab the shotgun ammo between two of the statues.

 

Note the closed gate, pull up into the SW opening and follow to that fenced enclosure you passed by earlier on the other side. Shoot another panther as you turn the corner and continue W under a bridge to an expansive open area. Shoot two crocodiles, hop down and run laterally across the ramp leading up to the closed E gate to trigger a boulder. Go up the ramp, stand with your back to the gate and jump to activate a jump switch that opens the gate over at the NE corner. Loop around left through the passage and pick up the large medipack in front of the next gate for SECRET #33.

 

Return to the open area and go across to the SW corner to find an opening in the rocks containing magnum ammo. Jump into the pool at the NW corner to draw out a crocodile, pull out to shoot it and jump back in. Swim through the passage to an underwater lever that opens the door ahead. Enter the next room, pull out to shoot another crocodile and swim back down to find a small medipack in the S alcove. Get out, pull up onto the higher ledge and use the pushblock to reach the jutting S ledge. Pull up and enter the next room. Pull up through the ceiling hole to find a wall switch that opens ceiling trap doors in the previous room.

 

Return there and move the pushblock NW so you can use it to jump and grab the higher N ledge. Pull up and push the second pushblock away from the N opening. Enter the fenced room and pull down the wall switch to hear the sound of something happening nearby. Return to the previous pushblock and pull it two times so you can jump and grab the ledge beneath the opened trap doors. Pull up to a fixed camera, turn around in place and jump up to grab the opening. Pull up into the room above and find the SW wall switch that opens trap doors down at the S side of the open area. Hop out onto the rock ledge at the NE corner of the open area and jump to grab the rope. Swing forward and jump off to land on the ledge ahead for uzi ammo and SECRET #34.

 

Safety drop from the S end of the ledge to land on the roof of the structure below with a modest health loss. Look around for a small medipack and magnum ammo before taking a running jump from the NE block onto the E ledge for uzi ammo. Safety drop to the ground and go over to the cat statue near the S wall where the trap doors opened. Safety drop onto a block at the NW corner, get down to the floor and enter the N room. Shoot the large jar in the alcove to your left for flares and drop down through the hole in the NW corner. Loop around left, pull down the wall switch to open another trap door and drop down to the floor below.

 

A door opens to release two panthers, so shoot them and go through the NW doorway into a short passage and pull the pushblock all the way into the room. Go around it and into the passage for a small medipack, return and use the pushblock to get up onto the NW corner column. Take a running jump to grab the E ledge, pull up and ignore the N opening for now. Go across the bridge to the SW corner and take a running jump to grab the S ledge next to the cat statue. Pull up and shoot the large jar in the alcove for uzi ammo, note the jump switch on the central column and safety drop to the floor (for some reason you can't reach the far ledge from this side). Use the pushblock to get back to the NW column and the E ledge. Go through the N opening and follow the passage to a room guarded by an Atlantean crawler.

 

Pull up into the NW opening and go up the stairs to a room piled high with sand. Make your way up to the NE opening and pull down the wall switch to raise six timed platforms. You need use only half of them in getting over to the SE ledge with standing jumps. One of the jars hides shotgun ammo. Pull down the wall switch to lower trap doors that drops the sand pile to a lower room. Stand jump NW to grab the ceiling and monkey swing to the ledge with the timed wall switch. Drop down, hang from the edge facing W and safety drop to the room with the statues. Pull up into the SW opening, follow the path to the large open area and drop down to engage an Atlantean crawler.  

 

Go to the N wall and locate the floor hole where a trap door has opened. Drop down onto the column and face N. Hop back to grab the edge and release to activate the jump switch that opens a door below and releases two panthers. Go through the opened NE passage for shotgun ammo and flares for SECRET #35. Return and use the pushblock to reach the NW column and the ledge with the bridge. Go through the N opening and follow the passage to a room now partially filled with sand. Go up to the NE opening and pull down the wall switch in the next room. Exit N to begin the next level.

 

Level 11: THE OBELISK OF KHAMOON

 

Go down the W steps for uzi ammo, go back up and pull up N near an elevated crawl space that you can't access from this side. Continue around the corner to a hub room with a pool and a central obelisk. Swim or go around to the NE alcove for magnum ammo and find more magnum ammo underwater on the E side of the obelisk base. Pull out SW or NW and go through the W opening to a larger room with multiple wall switches.

 

The four column bases in this room are actually pushblocks. Push the SW one toward the corner to reveal a room with a panther and flares. Note the symbol on the wall. Move the adjacent block S to reveal a room with a large jar hiding shotgun ammo and a different wall symbol. The right block against the N wall hides a room with uzi ammo and another wall symbol, and the final left block against the N wall hides a room with no pickup but another wall symbol to be noted. With these symbol clues at hand, go to the wall switches on the central platform blocks and see two symbols above each one to choose from. To keep things as simple as possible, just pull down only the switch to your right on each of the four blocks.

 

A door opens above the column remnant against the S wall, so pull up into the opening and go up the steps to meet an Atlantean crawler. Continue into an upper room with scattered items of furniture and pull down the SE wall switch to open the NE door and lower a bridge (1 of 4) to the obelisk. Go there and pick up the EYE OF HORUS (cut scene of an underwater door). Go back down to the pool room (you can jump into the water below for a short cut) and hop into the NW opening. Slide down E and go around to a room guarded by two panthers. Use the ledge on the W wall to pull up N onto the jutting block, jump S to the higher block, note for later the rope hanging from the ceiling and take a running jump onto the SE column.

 

Hang from the edge, shimmy right around the corner and pull up past the cat statue into the alcove. There are spikes below, so jump out right onto the slope and slide down into the next room. One of the large jars hides a small medipack. Go into the dark N side area, light a flare and locate a wall switch that lowers the nearby spikes as well as other spikes elsewhere. Pull out through one of the W openings, drop down to the previous room and get back up to the higher block against the W wall. Jump to grab the rope, swing forward and jump off onto the ledge above the cat statues. Pull up higher onto the ledge where the spikes lowered and jump the ledges clockwise around the room until you reach the SW corner.

 

Use the block to grab the W wall crack and shimmy left to the corner. Ledge jump up to grab a higher crack and continue to shimmy left around the corner until you can drop onto a high ledge. Take a running jump S to grab the rope, turn right, swing forward and jump off E to land on a ledge with a small medipack, jump S to grab the ledge at the bottom of some steps and pull up. Go around the ledge, being mindful of the columns, and pull down the W switch to lower another bridge (2 of 4) to the obelisk. Face N and take a running jump to grab the platform suspended from the ceiling. Pull up for an extra MAGNUM and SECRET #36 and jump back to the previous ledge.

 

Jump NE past the column and go up the steps to greet an Atlantean crawler. Continue past a closed door and drop down the floor hole at the dark corner to slide down to a lower room. Shoot the panther, grab the magnum ammo at the NW corner and pull the chain in the SE alcove to change the slope to blocks. Climb the first couple of SW blocks and hop over E onto the ledge for flares. Hop back to the blocks and continue to the NW opening. Pull down the wall switch to open the gate behind you, go on through and follow around to the lowered bridge to find the ANKH. Go back the other way along the ledge and pull the chain in the SE alcove to convert the slope in the previous room to blocks.

 

Return there past the opened E gate and climb the blocks to the S wall. Take a running jump to grab the crack in the E wall, shimmy right around several corners until you reach a fixed camera, drop onto a slope and slide, jump at the last instant to grab a jutting ledge and pull up. Go through the opening and follow to another geometry-altering chain. Return to the ledge and jump S to the newly fashioned blocks. Climb to the top, pull up left and shoot the Atlantean crawler. There are two wall switches in this area. Pull down the SE one to lower another bridge to the obelisk (3 of 4), then go over and pull down the NE one to open the adjacent door.

 

Enter an area you visited earlier and drop down once more through the NW floor hole. Get down the next three blocks S and run off the edge NE to land on the ledge below. Go around past the opened gate W and across the nearest bridge for the SEAL OF ANUBIS. Go around the obelisk to the W bridge and take a running jump to grab the S ledge. Pull up and go past the opened S gate. Turn left and climb down the blocks to the floor of this room to trigger action music as two Atlantean crawlers charge toward you from the E alcoves. One explodes and the other erupts in flames.

 

That's apparently all, so climb back up the blocks to the corner and pull up onto the W ledge. Shimmy past the obstruction, pull up twice for magnum ammo in the W alcove, drop down to the lower ledge and hop into the SW opening. Go around to the next opening, drop down W onto a block, hang from the edge and shimmy left around the corner into the crawl space you saw much earlier from the other side. Grab the uzi ammo, get back onto the block, shimmy right along the crack until you can see another crack overhead and ledge jump up to grab it. Shimmy right around two corners and ledge jump up to grab the highest ledge. Pull up and go to the NE corner for SECRET #37 as you pick up flares and a large medipack.

 

Go back to the other end, drop to grab the crack you ledge jumped up from and shimmy left to the SE corner. Safety drop to the lower ledge, hang from the edge and shimmy right along the wall crack until you can drop at the NE corner. Take a running jump to grab the W block, pull up in front of an opening and go around into a passage with a fixed camera to find a wall switch that lowers the final bridge (4 of 4) to the obelisk. Exit to the block, take a running jump SW and curve a bit left to grab the jutting block. Pull up and climb the higher blocks to the N wall. Turn left, go through the N opening to the obelisk and find the SCARAB TALISMAN straight ahead. When you pick it up that underwater door you've been seeing in the cut scenes opens.

 

Drop down into the pool, locate the opened door on the S face of the obelisk base and swim inside and down the shaft. When you reach the bottom follow the passage S, pausing if you wish for a small medipack in the second alcove on your right. Turn right at the wall and continue to a shaft leading upward. Emerge near a pool and surface for air. Pull out, shoot the Atlantean crawler and pull up onto the central S ledge for uzi ammo. Get down, pull up SE and step forward for some unfinished business in the previous level.

 

Level 10: THE CITY OF KHAMOON (revisited)

 

Run forward past the fence, take a running jump onto the stone structure ahead and try to target the Atlantean crawler before dropping down the ground. Go around to the SW corner and find a small medipack on the low ledge. Climb the blocks against the E wall and come to a SE opening that overlooks the temple area you visited much earlier. Hop onto the slope, slide to the ground and go around to the obelisk in the pool. Place the Eye of Horus, the Scarab Talisman, the Seal of Anubis and the Ankh to open the temple doors E. Go there and enter the building to be taken to the next level.

 

Level 12: SANCTUARY OF THE SCION

 

Run down the steps and the double doors ahead will open upon your approach. Continue forward and two Atlantean crawlers come skipping down toward you as the doors close behind you. Shoot the two jars at the entrance corners for uzi ammo and magnum ammo. Note the closed gates on either side, go W up the steps and through the smaller opening into the next room. Grab the flares to your right and use the sloped block to pull up E through the ceiling hole onto a stone structure.

 

Go to the S edge, stand right and slide down near a closed gate. Go W through a short alley for flares, shoot another Atlantean crawler, go around the stone structure (which is actually a huge sphinx) until you hit a fixed camera and admire the impressive edifice. Go back to the SE corner of this area, hop up the sand dune and jump W onto a block. Jump straight up to grab the jutting ledge, pull up and take a running jump slightly to your left to grab the top of a column. Pull up, jump NE onto the next column top and face W to jump up and grab a still higher ledge. 

 

Turn around, jump to grab the rope, turn a bit left, swing forward and jump off SE to land on a corner ledge. Pull down the wall switch to lift one of the gates you saw earlier, wait for two winged demons to arrive and shoot them from this safe vantage point. Stand jump down N to the block with a large medipack, hang and drop from the N side onto a slope, slide and grab, release and slide safely down to the ground. The SE gate you saw on the other side of the short alley is now open, but don't go there yet. Climb onto the right arm of the sphinx for shotgun ammo and go to the W blocks opposite the left arm.

 

Use the blocks to jump and grab the higher N ledge, pull up and go forward a bit for more shotgun ammo. Turn around and go back the other way. Stand on the high corner of the jutting block and take a running jump S to grab the crack. Shimmy right around two corners and drop down the other side. Climb the next block, jump to grab the wall crack and shimmy right until you can drop onto a flat surface. Pull up onto the corner block for flares and use the crack to shimmy back left past the spot where you dropped down. Ledge jump up to grab the higher crack and shimmy left until you can pull up.

 

Jump N to the next ledge and hop down NE to a lower jutting ledge from where you can jump to grab a second rope. Turn to face the N wall switch, swing forward and jump off to land in front of it. Pull down the switch to open a door in the far corner of this area, jump NE to the next ledge and shoot the approaching winged demon. Take a running jump (no grab) E to the next ledge, another running jump E to the next ledge, turn left and face an object seemingly suspended in midair. Take a running jump to grab an invisible platform, pull up and take the UZIS for SECRET #38.

 

Quickly shoot two approaching winged demons and jump back to grab the previous ledge. Pull up, face W, side flip left, slide and grab, release and slide onto a ledge. Make your way E and S along the rock wall, jumping and climbing as necessary, until you reach the opened E door. Go inside to activate teeth doors around the corner. Time your way past them and continue to a ledge overlooking an indoor pool. Jump down into the water, being careful not to land on anything solid, and look for a large medipack against the S wall. Swim down into the trench and pull the underwater lever to open the nearby door for a short cut for later back to the sphinx area.

 

Pull out N and see the cracks on either side of the wall mural. Pick one, jump up to grab it and ledge jump up two times to activate a jump switch (roll upon landing to minimize your health loss). Do the same with the crack on the other side of the mural, swim across to the S ledge and repeat with jump switches #3 and #4 (to reach #4 you need to use a shimmy crack from #3). When you activate the final jump switch the central column rises, so jump to grab it and climb to the top. Don't pull up but shift left around the corner and back flip onto the jutting ledge. Go through the E opening and shoot the centaur in the next room.

 

Grab the magnum ammo at the SW corner and take the ANKH from the central plinth. Exit this room and jump back down into the water. Swim down into the trench and past the opened W door to surface and pull out W. Run forward and loop right around the sphinx to the SE gate you opened much earlier. Enter the passage and note the opening to your left. Slide backwards down the slope, grab and shimmy left. Drop onto the ledge, go to the corner and pull up three times to a torch-lit hallway. Go down E, jump into the water and find the SAPPHIRE KEY on the lake floor. Surface, pull out W and climb back up to the torch. Turn left, climb the steps and slide backwards down the slope. Grab at the end, pull up and take a rolling back flip to grab the E ledge.

 

Pull up, see the closed door to your left and turn right to place the Sapphire Key in the N receptacle. You hear the sound of the door opening behind you, but don't rush out blindly. Step forward to activate the teeth doors at the entrance and time your way past them. Go past the opened S door and shoot the centaur waiting in the next room. Look for a small medipack near the W wall and take another ANKH from the central plinth (cut scene of a receptacle on the sphinx). Exit, drop down into the water and pull out W. Climb back out, turn right and go back S to the other pool. Jump in, look for the magnum ammo on the bottom and pull out NW. Climb out, go left and right to exit past the opened gate.

 

Loop left all the way around the sphinx and climb up onto its left arm. Climb the nearby blocks to get up onto its back and look for a lone block. Get up on it and take a running jump W to grab the alcove. Pull up, step forward to pull up higher and go to your left to find the receptacle you saw in the cut scene. Place an Ankh there (cut scene of closed ornate doors), go around to the other side and hop down to a flat spot next to the sphinx's neck. Place the other Ankh to open those double doors and go back around to make your way carefully down to the sandy floor.

 

The opened doors are in the chest cavity of the sphinx between its outstretched arms, so enter the E opening, drop down and slide into an underground lake populated by two impressive stone carvings of Egyptian gods. Swim down between the two monuments at elbow level and find a floor hole with a large medipack. Down at the lake floor between the two statues lies uzi ammo. Swim around to the SE corner next to the hawk-face statue, where you'll find flares. A quick look at the surrounding walls and topography gives evidence that this area probably needs somehow to be drained.

 

Get some air and swim down through the E opening between the legs of the horse-face statue. Pull the underwater lever to open the door, unleashing a current that grabs and carries you up to a trench with a closed gate at the end. At the same time the water level is lowered in the lake behind you. Surface, pull out into a room with columns in various states of disrepair, start with the lowest one and make your way around clockwise with running jumps and grabs until you reach the ledge against the S wall. Go left to the E opening, slide down to a lower ledge and await the arrival of a winged demon. Safety drop from the N end of this ledge onto a column top, stand jump N onto the sloped hood of the statue, slide and grab and drop still lower.

 

Take a running jump toward the water so that you land in the narrow space between the two statutes. Surface, pull out onto the knee of the hawk-face statue and pull down the wall switch affixed to its chest. Jump into the water and swim between the legs of this same statue to find that the door at the end of the E passage is now open. Swim inside, surface at the ceiling hole and pull out at the bottom of a staircase. Go up the stairs, climb the long ladder and pull up next to more stairs. Go up and around to find a plinth blocking your path. Take the SCARAB TALISMAN from it as the gate ahead lifts. Go on through and shoot the centaur that's hurtling fireballs at you from your right.

 

Note the W stairway but go past it to the NW corner. Place the Scarab Talisman to lift the gate and hop down onto a slope. Slide down, hop past the N opening into a room with columns and do battle with a combative Larson. He dies with a mild epithet but leaves nothing behind for you to pick up. Go to the NW corner for uzi ammo, proceed into the W side room to find shotgun ammo near the SW corner and climb up onto the central platform. When you approach the plinth and take the third SCION PIECE, the level comes to an abrupt end.

 

Level 13: THE CHASE

 

Lara steps out into the bright sunshine (we sure haven't seen enough of that in this game thus far) to be confronted by two armed dudes and Natla. After being deprived of her precious Scion Pieces, she's about to be shot and killed before she breaks free and dives down into the water far below. When camera control is restored she has all accumulated ammo but no weapons. Don't jump in the water, or the current will take you a long way down the river where you'll come to a dead end and simply drown.

 

Hop SW onto the block and take a running jump to grab the tall block in the river. From the high corner take a running jump to grab the block against the E wall. Pull up to face a climbing surface. Mount the wall, shift left past the obstruction, climb up until you can shift right around the corner and drop onto a ledge. From the other end jump NE onto the slope, slide and grab and shimmy right until you can pull up into an alcove. Run forward, vault up higher, turn around and jump up to grab the ceiling. Monkey swing across the river and drop down at the end. Jump N to the next ledge, turn right into the W opening and slide down to a temple area.

 

Run forward toward the motorbike that's conveniently parked next to the temple entrance (which is blocked and leads nowhere). Between the legs of the left statue is a crawl space that leads to uzi ammo for SECRET #39. Get on the motorbike, turn around and drive a bit S. If you continue through the valley you'll soon come to a box canyon, so turn left into the W opening. Your route is circuitous but does not appear to be timed (until the very end). Follow the tunnel until you reach an outdoor area. Drive forward with speed so you'll clear the gap and land safely on the other side. Loop around left downhill and clear another gap. Turn right into a dark tunnel, go left and loop around to a wall. Turn right there and emerge in an open area with the river below. Jump the gap, enter the passage ahead and stay left to follow the slope around to another tunnel.

 

There's a floor hole in this tunnel that you'll need to jump over with speed. You soon come outdoors once again, so drive a bit left and use the jutting ledge to get across the river. Enter the tunnel, jump another gap and loop around left. Follow the tunnel until you emerge elsewhere in the valley. Save your game here, turn left and drive toward the open ocean where you see a speedboat with Natla and her minions trying to make a getaway. A cut scene kicks in, and upon its conclusion turn left toward the rock jetty, get on it, make a sharp right and drive as quickly as you can to jump off at the end toward the departing speedboat. If you don't get there in time, the speedboat gets away and you're returned to the load screen. If you do get there in time you'll be taken (eventually, after some explanatory words) to the next level.  

 

Level 14: NATLA'S MINES

 

You begin the level underwater, so swim N through the channel, turn right at the corner, fight the current and pull up W at the waterfall. You still have no weapons, so follow around and pull up into the N opening. Go up the ramp past an opening in the gate and step out onto a catwalk remnant. Jump over the railing onto the jutting ledge and go left into the W tunnel. Follow to an open area and Lara's attention will be directed to a suspended hut. Continue past it through the W opening and climb the crate to your right. Jump W onto the metal structure and step on the breaktile. Drop down inside the structure for the CROWBAR and climb back out.

 

Hop down to the ground and go past the mine cart through the N opening. Follow to another open area and Lara will look to her right at some wooden barriers after passing a row of fuse boxes. Use the crowbar to open the wooden gate and go inside to find a wall switch that activates a nearby conveyor belt. Go back the other way and loop around left to find a RED FUSE on the ground. Return through the tunnel to the previous area with the mine cart. Turn left and go past a second mine cart to find a wooden gate at the end of the short tracks. Open it with the crowbar, turn around and slide backwards down the slope. Grab at the bottom, pull up and take a rolling back flip to land on a breaktile. Side flip right to land on another breaktile, drop onto a lower slope, slide and grab and safety drop to the ground.

 

Use the crowbar to pry the BLUE FUSE off the N block. The SE gate opens, so go there and crawl underneath the drill bit so you can climb the S ladder. Pull up to face another drill bit and ladder, repeat and pull up onto a ledge with another ladder. Climb up the left side to avoid more drill bits in the shaft, shift left at the top and drop down before you reach another drill bit. Climb the E ladder to a tunnel and follow around to a floor hole. Safety drop to land next to the gate you opened near the mine cart.

 

Run E along the tunnel back to the ledge near the waterfall you saw earlier. Jump over the wooden barrier down into the water and pull out W near the wooden motorboat that attracts Lara's attention. Go through the N opening and follow the tunnel to an open area with tracks and a drilling machine. Go around left to the NE corner and find a pushblock. Pull it one time, hop up onto the rocks and down into the revealed N opening. Use the crowbar to open the wooden gate and pull down the wall switch at the end of the short passage. The drilling machine changes position, so return there and follow the tracks through the W opening to a room where you can pry the GREEN FUSE off the block to your right.

 

Return E and S to the lake with the wooden motorboat, jump into the water and swim to the waterfall. Pull out and follow an earlier route back to the catwalk, jump over to the jutting ledge and continue to the open area with the suspended hut. Go around the nearby N building to the right and enter to find receptacles for the three fuses you're carrying. Place them and the hut outside drops to the ground, the impact causing the door to fall away from its hinges. Exit after grabbing the uzi ammo from the ledge, enter the hut and pick up the PISTOLS. Well, that's a start anyway.

 

You can test your new firepower by shooting everything in sight, including the windows of the building where you placed the fuses, but for more productive activity make your way back E to the ledge at the waterfall, jump to the right corner of the catwalk and continue to the underground lake. Swim across and pull out near the wooden motorboat that Lara keeps looking at. Stand at the edge facing that light-colored patch in the N wall, just to the right of that short post, stoop and fire your pistols at the connecting rope and the boat should move away from the wall.

 

Restoring camera control is tricky, so don't hop back lest you be set aflame. Move forward so you'll drop into the water, swim over to the boat and pull up onto it. Jump over to the E area you couldn't access before now, go past the opening in the fence to hear the chimes of SECRET #40 and find the shotgun ammo. The small crates near the N wall hide a small medipack, and there's magnum ammo on a larger nearby crate. Exit, swim over to the waterfall, pull out and follow the path back to the catwalk and the jutting ledge. Continue to the dropped hut, climb onto it and take a running jump to grab the higher E opening.

 

Pull up and look for a higher opening to your right. Pull up N and the gate ahead will open upon your approach (and then close right behind you). Walk up to the edge of a slope and stand jump NE into an opening. Hop down the other side for SECRET #41 and shoot the small crates for a large medipack. Pull down the wall switch to re-open the gate, get back there (the wooden platform at the bottom of the slope is stable) and drop down to the previous passage. Continue to an opening that overlooks the underground lake, jump into the water and swim over to pull out E.

 

Follow N to the area with the drilling machine, go through the W opening and shoot the wooden barrier at the end of the passage. Enter a new area, turn left, hop over the gap and shoot the small crates for uzi ammo. Go back, head NW toward a lava pit, hang from the N edge near two wooden barriers and shimmy as needed to drop down onto a jutting ledge. Take a long running jump E to land on a flat surface just past a slope. Your health starts receding from the heat, so turn left, jump up to grab the wall crack and shimmy right around two corners until you can drop onto a flat surface at the next corner. Take a running jump to grab the higher E wall crack, shimmy right a bit and drop to grab the lower crack, and shimmy right some more until you can drop down into a cooler passage.

 

Follow to an opening down at the lava pit and your health bar starts receding again when you step forward. Jump SW onto the rock ledge, jump SW again down onto the block, wait for the flames ahead to subside and take a final running jump into the SW opening. Step onto the tracks toward the pushblock and hop back as a boulder rolls by. Push the block two times to reveal an opening and pull up N (up arrow and action keys only) into a confined area and shoot the small crates for uzi ammo. Look NW for a small medipack and hop around the corner into the W opening. Follow to a wall switch that opens the gate behind you and drop down onto the tracks.

 

Proceed E to the pushblock you moved earlier and pull it back two times to its original position. Go back W along the tracks, pull back up right at the spot where you dropped down, go past the wall switch and drop down next to the pushblock for SECRET #42. Grab the SHOTGUN, pull back out W and follow the tunnel back to the tracks. Hop down, go down E to the opening at the lava pit, jump to the first block, turn right and jump the other blocks W until you can hop down in front of an opening. Go around and slide down a short slope, jump over the lava to grab the higher ledge, pull up and follow to an area with a familiar look.

 

Shoot the small crates until you find flares at the NW corner, continue E to the pushblock, get up onto it and jump up SE into the opening. Go E up the ramp, pull up at the end and walk forward to face a lava pit. Jump SE and NE to get past it, go past a row of fuse boxes and turn left at the crossing. Turn right at the lava pit and go around to a wall switch that causes a brief earthquake. Go back the way you came, and when you turn right into the W passage a boulder is released behind you. Veer right toward the fuse boxes until it rolls by, jump NW and SW to get past the lava pit and go down W. Drop down N next to the pushblock and head E through the tunnel to an open area where you'll meet the first enemy you've seen in quite a while.

 

Shoot a baddy and pick up the UZIS he leaves behind. There's a four-way intersection at the apex of the concrete bridge. Take the E branch, look down left to see a trench with clear water, run off the edge into it and swim to a gate that opens automatically. Continue into a small cave for SECRET #43 and grab the large medipack and magnum ammo. Exit, swim up just beyond the entrance and pull out E into a passage that leads to an opening after you've climbed a few blocks. Safety drop onto the concrete bridge, go up to the crossing and turn left into the N branch. Go through the tunnel, turn left at the wall and come to a wider tunnel. Veer right or left to avoid the oncoming boulder and continue up to the E wall. Hop back as another boulder rolls down from your left, go where it came from and pull up right at the S wall.

 

In the upper area pull up onto the N block and stand at the SW corner facing NE. Back flip onto the slope and jump off to grab a higher ledge. Pull up, turn around and take a running jump to grab the W wall crack. Shimmy right, ledge jump up to grab a higher crack, shimmy right around the corner and pull up onto a corner ledge. Pull up S next to a wheelbarrow and go past it to find a pushblock. Leave it be for now and pull up N onto a ledge. Enter the next room, note the floor hole and continue through the NE passage to a wall switch. It won't reset, so you'd best save your game before pulling it down. It opens a door, not the one nearby at the end of the S passage but elsewhere. Without entering the passage, turn back and return to the floor hole you noted earlier. Drop down, find the pushblock and pull it once (which is really all you can do anyway).

 

Pull back out of the floor hole, go S into the next room, drop down through the floor hole there and push the pushblock one time N. Turn left into the revealed passage and opened door and someone inside will greet you with a hearty "say cheese." Engage a black-suited baddy and pick up the SHOTGUN he drops. Go to the pyramid structure against the E wall and make your way up the flat spots, beginning near the NE corner. From the third flat spot take a running jump SW to land next to the nearer of the two blocks. Go between the blocks, jump up E, then NE, then a running jump N followed by standing jumps NE, N and NE, which brings you to the opening of a tunnel.

 

Follow until a remote camera signals that a boulder has been triggered behind you. Run forward and veer right as the boulder rolls by. Drop down to a lower tunnel, continue to a wall switch and pull it down to open one of the doors in the place where you engaged the baddy. Safety drop from the S floor hole and go through the S passage you ignored earlier. The door ahead opens, so go inside for SECRET #44 as the door closes behind you. Pick up the uzi ammo and pull the wall switch down and back up to re-open the door.

 

Exit and turn left toward that pyramid structure. Hop the flat spots as you did earlier, but this time, when you reach the flat spot between the two blocks, start making your way up in the other direction. Take a tricky running jump SE, two standing jumps SE, a standing jump S and a standing jump SW to slide down to a flat spot next to an opening. Enter, pull the chain inside to open the doors at the base of the pyramid structure, get down there and go on through to finish the level.

 

Level 15: ATLANTIS

 

Watch the cut scenes and, when camera control is restored, run forward into yet another dark cave to meet up with a baddy who leaves the MAGNUM behind when he dies. Go the sloped column against the W wall and use it to pull up onto the S ledge. Turn around and jump across N to the next ledge, walk to the far edge and activate the hard-to-see jump switch in the N wall. Climb back up to the S ledge, but this time make your way clockwise around the perimeter of the cave with appropriate jumps and grabs until you reach a small ledge near the NE corner. Stand at the corner and take a curved standing jump NW to activate another jump switch in the N wall.

 

The N doors open, so enter either one and come to a surreal room. Turn left and grab the uzi ammo in the dark corner and flares in the right corner. Step toward the shallow trench lined with giant claws or teeth, as the case may be, and the sphere to your left will catch fire and explode to release an Atlantean crawler. Run down the trench and a similar sphere will react in a similar manner to release another Atlantean crawler. As you approach the iris door in the N wall you'll get a fixed camera view. Turn left or right and go through the opening and up the stairs to the second level of this room.

 

Run toward the S wall. Before you arrive another sphere will explode to release a winged demon. Pull down the wall switch to open the iris door down below, wait a few seconds for another sphere to explode and shoot the winged demon upon arrival. Continue around the upper level to the opening near the NW corner and go down the winding steps to engage another spawned Atlantean crawler. Step forward into a fixed camera, run along the trench to trigger the final Atlantean crawler in this area and go to the N opening where the iris door was.

 

Step out onto a ledge to trigger a flyby through the immensely deep room ahead. It's hot in there, as indicated by your declining health bar. Jump to the NW ledge to activate a set of teeth doors. Turn around and see an opening below the entrance ledge. Jump back there, hang from one of the edges, drop to grab and pull up near the S passage for SECRET #45. Pick up the magnum ammo, continue around the corner for a small medipack, pull up W and follow around to drop into the passage on the other side of the teeth doors. Go around and come to a catwalk over a lava lake. Jump over the gap, face W and stand jump to activate the jump switch that opens a door at the end of the catwalk.

 

Take a running jump E over the lava to grab the ledge, pull up, jump to the ledge against the S wall, jump to grab the crack in the W wall, shimmy left as far as you can, ledge jump up to grab the higher crack, pull up and take a rolling back flip to grab the     catwalk. Pull up and jump back over the gap toward the opened N door. Follow the tunnel to an underground lake with a pyramid structure similar to the one you saw in the previous level. Jump forward onto the block and take a running jump SE over a spike pit onto the first flat spot on the structure. Quickly hop forward SE onto the next flat spot to avoid the triggered boulder. Make your way along the remaining flat spots in zigzag fashion until you reach the opening in the E wall.

 

Pull inside and run forward for SECRET #46 and magnum ammo. Drop back down to the flat spot, slide down onto a block at the water's edge and note the closed door. Jump into the lake, save your game and pull the nearby timed underwater lever to open said door. Swim back W to pull out and quickly make your way to the opened doorway via the flat spots on the structure (possibly triggering another boulder along the way if you happen to land on its trigger tile). Enter the enclosed room and follow the ledge to the closed exit door. The E wall switch opens it, but first drop down and pick up the hard-to-see uzi ammo near the ledge. Pull up E, run forward and pull down the switch (not timed), go past the opened door and jump the blocks to a wall opening above the lake.

 

Go inside and pull the chain to change the interior of the previous room. Return there, note your declining health bar and get across the ledge to the SE opening. Follow the passage, jump over a spike-trapped pit and pull up near a water hole. Jump in, swim W, turn around to pull the underwater lever and swim past the opened W gate. Surface, pull out at the ceiling hole and step out onto the jutting ledge. Look right, draw your magnum and wait for a winged demon to be triggered. Jump to the far side of the W beam for uzi ammo, go back and take a running jump S onto the next ledge to trigger a set of teeth doors.

 

Go past them, jump into the water and swim into a room with columns. Grab the small medipack at the NE corner, surface and pull out. Look around to see a total of five wall switches. All need to be pulled, but bad things as well as good can happen when you do. Pull the SE one and wait for a winged demon to be triggered. Three of the remaining four will open an underwater gate. The SW and NE ones release no enemy, but the middle N one spawns an Atlantean crawler. The last one NW triggers a centaur and another Atlantean crawler simultaneously. Jump into the water, swim through the cleared S passage and pull out at the end. Follow around to a cavern, note the sinewy column near the far wall, loop around right and pull down the E wall switch to raise a similar column behind you.

 

Use the nearby block to get on top of the raised column, hop up into the S alcove and pull down the wall switch there to lower the first and raise the adjacent column. Safety drop to the ground, push the first switch back up and now three columns are raised. However, the door up in the W opening is closed, so more work needs to be done. Use the block and the first column to get onto the middle column,  hop up into the N alcove and pull down the wall switch to lower all but the E column. Get up onto it, hop into the S alcove and push the wall switch there back up. Drop down, pull down the E switch once more and now the W door is open. Jump the three columns to get there, hop with grab into the opening and slide down to a passage.

 

Follow to a ledge overlooking a large room and wait for the winged demon ahead to be triggered. Jump NE onto a ledge next to another opening, follow around and slide down the slope. Jump near the bottom over the spikes onto one of the red strips (which is flat), go on up to the N opening and follow around to a lava room. Step out onto the ledge to bring that receding health bar onto your screen, shoot the approaching Atlantean crawler and turn right. Run along the central ledge to about the midpoint and take a running jump to the N ledge. Go right to the timed W wall switch and pull it down to open the E door. Get there quickly, jumping the gap along the way, and go on through. Follow the tunnel to an opening with teeth doors, get past them and turn right.

 

Jump S over the gap and engage an Atlantean crawler. Go where it came from and pull up several times to a higher passage. Continue to an opening and wait for the winged demon to spawn and fly toward you. Note the SE opening but if you wish to divert for a couple of pickups and don't mind some extensive backtracking (otherwise, skip down to the next paragraph), stand jump SW down to the flat sinewy surface. Hop down E for a large medipack and an extra pair of UZIS, take one hop back from the "trunk," stand right facing the SW opening and stand jump with a left curve to land on a lower "limb" and slide to a flat surface. Jump around to the E ledge on the right and jump across to the S ledge. Get past the teeth doors, jump into the water hole and swim through the S passage. Refer to the previous paragraphs and follow the same route to get back up to the opening where you encountered the most recent winged demon.

 

Jump over to the SE ledge and another set of teeth doors will be triggered. Get past them and follow around to another heated lava room. Jump to grab the column, pull up and wait for a winged demon to be triggered so you can deal with it before jumping E to grab the rope. Swing forward, jump to the ledge and follow to a wider passage where an Atlantean crawler will attack. Continue through a narrower passage, and when the camera angle changes sprint forward to the far wall (no need to jump over the hole on your way down) just ahead of the pursuing boulder. Jump back over, go about halfway up and look right for a ladder.

 

Climb up to a dark passage, turn around and run off the edge to activate the timed S jump switch. Run E back up the passage, turn left when you reach the wider part and go past the timed door for SECRET #47. Grab the large medipack and uzi ammo, pull the wall switch down and back up to re-open the door and return to the ladder. Climb back up to the dark passage and be mindful of the teeth doors that will be triggered ahead. Get past them onto a jutting ledge and jump NW to the next ledge. Follow the passage to meet an Atlantean crawler and continue to a cavern. Go around the ramp to find uzi ammo on the N side, then run across the ramp to trigger a boulder.

 

Go up E into a shrine area. The lighter S structure is a pushpiece, so push it two times to reveal a corridor and go left for flares. Go around the other way to find a closed door and two wall switches. Pull either one to open the trap door under your feet, drop onto a slope, slide and drop to a lower slope and jump over a spike-trapped pit onto a flat surface in front of a W opening. Go on up to find a NW crawl space. Pull inside and crawl until you can stand up. Pull up N into a passage and follow around to a cage that's blocking your way. Pull it into the passage, go back around and through the now-unobstructed E opening to the shrine room.

 

The E door between the wall switches is now open, so go on through and run up the ramp past another opened door. Run across to the N wall switch as the door closes behind you, pull it down to open a door in the central structure. Before entering, wait for a centaur and a winged demon to be spawned. After dealing with them, slide down E and prepare to do battle with another winged demon that's guarding the simulacrum in the room below. Run around to the other side so you won't target the simulacrum while eliminating the winged demon. Then, if you step into the E passage you'll attract an Atlantean crawler.  

 

Continue up the passage and you'll come to an opening that overlooks the room below. Take a running jump to activate the jump switch in the column ahead. A row of timed platforms rises while another winged demon materializes. Run around to the other side as you did earlier before opening fire. When all is quiet, hop onto the NE block and pull up N for a large medipack. Hop back down, go up the E passage again and activate the jump switch a second time without any distractions. When you land, turn left and run N to jump onto the corner block. Jump up to grab the opening, shimmy right past the timed platforms into a fixed camera and ledge jump up to grab the opening. Pull up in front of a wall switch that lifts a timed gate down below.

 

Drop from the edge to grab the crack, drop to grab the crack below and safety drop to the ground. Reverse roll and sprint S toward the opened gate. Once inside, pull down the wall switch ahead to extinguish the blue lightning bolts encircling the simulacrum, and also to lift a higher gate in the S wall. Turn around and perform the ritual of pulling down and pushing back up a second wall switch to re-open the timed gate. Exit, loop around right to the SW corner, pull up into the S opening where the gate lifted and pull up several more times until you reach the sinewy S passage.

 

Run forward, deal with an Atlantean crawler and continue into an open area where your health bar starts receding again. Note the W exit door dead ahead, turn right, save your game and follow the ledge around past a gauntlet of battering rams. You can hang and shimmy past them, but this is not advisable due to time constraints. Your best strategy is to jump over them while keeping the up arrow key depressed so you won't be pushed into the lava. Continue to a wall switch that opens the N exit door.

 

Reverse roll, get past the gauntlet and continue clockwise along the ledge past a second gauntlet until you reach the timed SW wall switch that raises a row of platforms leading to the exit doorway. Reverse roll, get past the second gauntlet with jumps and continue to the bridge of timed platforms. Turn left and sprint past the doorway into a room with more flashing blue lights and a central rotating contraption. Step onto the raised slab, face the contraption and press the action key to trigger a couple of action-delaying FMVs before you're taken to the final level of this adventure.

 

Level 16: THE GREAT PYRAMID

 

Save immediately upon the restoration of camera control, as you're about to embark upon a duel to the death with what's officially known as the Atlantean boss, but I prefer to think of it affectionately as the torso monster. Hopefully you've saved plenty of magnum ammo, as it will take as many as 50 rounds to subdue it while you're doing your best to keep from being swept off the platform by its long spidery arms. When you're once again alone, look for 2 x uzi ammo at the NE and SE corners and go through the W doorway that has opened up for you.

 

Follow the tunnel to a slope, slide down and come to a second slope. Jump off at the very bottom of this one to clear the spike pit and grab the ladder. Climb to a closed gate and back flip into an upper passage. Step forward to trigger a set of teeth doors, save your game and time a run past them to activate the jump switch in the S wall. This opens the gate at the top of the ladder, so slide down N once more, jump to grab the ladder and climb up to a still higher passage. Go around to an opening and hop down onto a cage. Target and shoot two Atlantean crawlers, grab the small medipack at the NE corner and move the cage N and E so you can access the crack high up in the N wall.

 

Jump to grab it, ledge jump up to grab the higher crack, then shimmy left and around the corner until you can drop down onto a catwalk. Pull down the wall switch to open a door down below and spawn an Atlantean crawler. Safety drop to the floor and hop into the S passage. Continue into a heated lava room and jump to the corner ledge next to the closed door. The platforms in this room go up and down alternately, but it's not hard to navigate them successfully. Still, it would be a good idea to save your game first. Stand jump E to the first platform as it rises, wait a split second and stand jump to meet the next one, then the third one, and jump with a left curve to land inside the S opening.

 

Pull down the timed wall switch at the end of the passage to open the SE door, go quickly back the same way you came and go past the opened door for SECRET #48. Pick up the shotgun ammo and magnum ammo, return to the ledge and get back to the passage with the wall switch. Go up the ramp past the switch to trigger a boulder, reverse roll and run back down and to the right until it rolls by. Go back up the ramp and loop around to face E. There's another boulder up there, so trigger it the same way and avoid it the same way. Continue up to a large medipack and a breaktile.

 

Reverse roll over the breaktile to make it crumble, then safety drop a long distance down the floor hole to land with a roll in the room with the rotating contraption. Lara's attention is drawn to it, so jump up while shooting at it to trigger an explosion and an earthquake. Go through the E opening into a heated lava room, go over the bridge to meet an Atlantean crawler and jump down onto the rocks on the N side of the bridge. Locate the floor hole against the N wall and safety drop onto a block in the lava below. Take a running jump to grab the crack in the E wall, shimmy right to the corner, drop onto a slope and take a rolling back flip onto a ledge. Run forward and turn left past the N opening where it's cooler.

 

When your health bar is fully restored, run down to trigger a couple of boulders and jump over the gap. Continue around the corner, jump to grab the rope, swing forward and jump toward the E opening. In the next room jump S to grab the wall crack, shimmy right over the lava and drop down onto a ledge for SECRET #49. Shoot the small crates for uzi ammo and a small medipack. Don't try to shimmy back. Instead, stand jump E onto the sloped block in the lava, back flip without sliding so that you land on a lower block and hop down NE next to a row of breaktiles (thereby eliminating the need to use the wall crack provided by the builder).

 

Run across the breaktiles and scoot right into the passage to avoid the oncoming boulder. Turn left and go N down the ramp toward the flares to trigger a second boulder. Turn right to get out of its way and make the effort if you wish to get the flares that the boulder landed on top of. Otherwise, slide down S to a fixed camera and jump over the gap ahead of the pursuing boulder. Hop down to the W opening and sprint across down the middle to avoid the deadly lava flow. Hop down into the obvious boulder hole, pull out N to trigger another boulder, back flip over the hole and wait for the boulder to drop into it before proceeding N.

 

Take a running jump over the lava pit and continue to a broken ledge spanning a river of lava. Wait for the first flameblower to subside, take a running jump over it to grab the next section of the ledge, pull up and time a run past the second flameblower to the far end. Jump the rest of the way W past a third flameblower and enter the opening ahead to start a persistent earthquake. Jump the gap onto the breaktile and continue with a running jump into the W passage for SECRET #50. Loop around left for a large medipack and shoot the small crates for magnum ammo. Go back, stand at the entrance and take a standing swan dive (walk and jump keys) down through the water hole in the lava lake.

 

Swim N through the short passage, pull out at the end and run forward into the cave to meet two Atlantean crawlers. Pull up onto the large block, go to the far corner and take a long running jump NE onto the next block. Continue with a running jump onto the ledge and a fixed camera. Go to the N wall and jump up to grab the crack. Ledge jump up to grab the higher crack, shimmy left around two corners and pull up onto a higher ledge. Walk to the far end, jump to the next ledge and pull up E into a wide passage. Run forward as the earthquake resumes and slide down the long slope to conclude your adventure with an impressive set of cut scenes and the end credits.