THE GOLDEN SCARAB

 

Level by Zolee

 

Walkthrough by Phil Lambeth. Fully a half dozen video walks have been posted on YouTube.

 

 

Select your playing outfit and begin in a large room after watching the introductory flyby. Shoot a couple of scorpions and go to the NW corner to find a two-handed wall switch that opens the SW gate. Go there and move the pushblock into the room, crawl over it into the short revealed passage and pick up the small medipack. Push it once more W, get up on it and jump to grab the crack in the E wall. Ledge jump up to grab the opening and pull up into an alcove. Pull up higher, jump to grab the S crack, shimmy left around two corners, ledge jump up, grab and pull up near a S opening.

 

Crawl around until you can stand up, step out onto a ledge and stand jump to grab the first of two E swingpoles. Swing and jump off to grab the second, swing and jump off with a right curve to land safely on a ledge. Follow around for a small medipack, face S and hop back onto the slope. Slide, grab at the bottom, pull up and take a rolling back flip onto the next slope, slide and jump at the very bottom to grab the N wall crack. Shimmy left around the corner, ledge jump back to grab the first W swingpole, swing and jump to grab the next two and jump off to grab the crack in the W wall. Shimmy right around the corner and pull up into the NW alcove. Climb the adjacent blocks, shimmy past the obstruction and pull up to the N hallway.

 

Step forward, shoot three scorpions and go to the N wall. Turn left to the W wall, jump up to grab the crack, ledge jump up to grab a higher crack, shimmy right a bit and pull up into the alcove. Crawl left for SECRET #1 and shotgun ammo, get out and drop to the ledge below and follow around to face two swingpoles. Use them to get across the gap (hop back from the edge, take one more step back and run jump to grab the first one), continue around the next corner and now you'll face two ropes dangling over a spike pit.

 

Don't try to get across yet. Instead, locate the ladder, climb down into the pit and time a run into the SE alcove for SECRET #2 and a small medipack. Climb back out, stand jump to grab the first rope, swing and jump without sliding up or down to grab the next rope, swing and jump safely to the other side. Go up the steps and all the way to the N wall, look left for shotgun ammo and use the nearby ramp to jump and grab the crack in the N wall. Shimmy right to the middle of the wall, ledge jump up to grab the higher crack and ledge jump back to grab the S crawl space. Pull inside for SECRET #3 and a large medipack, hang from the edge, ledge jump back to grab the former crack and ledge jump up once more to grab and pull up onto a ledge to face a row of squishy blocks.

 

Get past them, loop around left for flares and proceed E to what appears to be a dead end. However, there's a shootable panel in the E wall, but you have to jump up while firing to shatter it. Pull up into the opening, pull up higher into a crawl space and  crawl around the corner to an opening. You can't flip out, so lower Lara down the other side and drop onto a block and hop to a lower hallway. Follow around to yet another pit, where this time you need to get across by the combined means of a swingpole and two ropes. Stand at the edge, hop back, take one more step back and take a running jump to grab the swingpole. Jump to grab the first rope, then the second, then jump onto the steps. The second swingpole must have been intended for a return trip, but it's not needed in either direction.

 

Go up the steps, turn left into the alcove at the top and pull back the skeleton to reveal shotgun ammo (crawl to pick it up). Pull down the E wall switch to lower a block in a previous hallway, reverse roll and get back across the pit. You needn't bother with the swingpoles and rope this time, just drop into the pit, run to the other side and climb out via the NW ladder. Go around the corner to the block, use it to access the crawl space, continue to the hallway and find the lowered block in the N wall. Go on through and advance to trigger more squishy blocks, get past the first one with a running jump and grab over the spike pit just beyond. Pull up, stand jump past the second squishy block and come to a room guarded by two jackals.

 

 Grab the small medipack near the N wall and activate the SW jump switch to lower the grate in the center of the room. Jump into the water hole and swim along the passage to a closed gate. Open it by pulling the nearby underwater lever and swim into a crocodile-infested pool. Pull out onto the ledge above the closed gate, shoot the crocs in the water and jump back into the water. Pull the underwater lever on the W side of the entrance ledge to open the N gate in the opposite ledge and swim there for the SHOTGUN and a small medipack. Pull out N and go into the NW passage to flush out a third crocodile. Continue around the corner and pull the pushblock two times. Reverse roll, loop around left to find a second pushblock at the NE opening and push it two times.

 

Go right into the E alcove for SECRET #4 and a small medipack. Pull down the wall switch at the entrance to raise a platform and jump into the pool. Swim across, pull out S and see two pushblocks blocking the SE and SW openings. Push the one on the left (SE) as far as it will go, go down the revealed passage and push the other one onto the pool ledge. Go back around, get on the second pushblock and hop up onto the raised platform. Pull down the wall switch to lift the S gate behind you, go there and follow around to a closed gate. Activate the nearby jump switch to open it and shoot two jackals that arrive.

 

Go down the hallway and turn the corner to activate two sets of spike traps. Get past them easily and step out onto a ledge overlooking a village square. Target and shoot two crocodiles scurrying about below, face the E closed gate and look left to see a jump switch opposite a corner column. Activate it to lift the E gate and go on there to find a pushblock. Move it W as far as you can and get up on it. Face E, hop back to grab the edge, ledge jump up to grab the sloped roof, shimmy left or right and pull up onto a flat corner. Hop up higher, pick up the revolver ammo and carefully take a standing jump down to the flat SW corner.

 

Face slightly SE, save your game and take a long running jump to land inside the corner opening. Run forward for SECRET #5 and grab uzi ammo and the UZIS. Return, hang from the edge, drop to grab the wall crack and safety drop to the ground. Run a bit W, turn left and pull up into the first ledge opening for flares and continue W to flush out another crocodile. Loop around at the W wall to find a row of four wall switches. Looking from left to right, pull down 1, 2 and 4 to lift a gate in the nearby pool. Go around, jump into the water and swim past the opened W gate. Follow to a shaft leading upward, pull the underwater lever to open the gate, surface and pull out S next to a plinth with the SCARAB TALISMAN.

 

Go around the plinth and pull down the S wall switch to lift a gate in a previous area. For a secret, stand to one side of the plinth and take a running jump with a midair roll to jump off the facing slope and grab a higher opening. Pull up for SECRET #6 and step forward for uzi ammo and a large medipack. Drop down into the water, swim back to the pool and pull out. Go to the NW corner, face E inside the columns, draw your pistols and jump up to shoot the wall panel. Pull inside for shotgun ammo, go over to the SW corner and do the same thing. Pull into the alcove for the GOLDEN ANKH and find the receptacle for it next to the closed E gate.

 

Open the gate, go inside and activate the jump switch to raise a nearby block. First, search the N ledge openings for uzi ammo, then get up onto the raised block and use it to get back up to the entrance ledge with the pushblock. Go N past the spike fields and continue to the open area with the stacked columns. The opened gate is across the way in the N wall, so use the raised platform and swingpoles to get over there. Enter, climb the ladder and shift left at the top to drop next to a spike-trapped passage. Take a step back from the edge and stand jump to grab the ceiling. Monkey swing to the other side, and when you drop down a vertical squishy block is activated in the next room.

 

Stand as close to the block as you can, roll as it lifts and quickly hop back out of its way (or simply run underneath it). Do the same with the next vertical block, then time your way W past a row of conventional squishy blocks. The second one just quit in my game as I approached it, but you'll then need to be extra careful as there's a space of only one block between the third and fourth ones. In the next hallway check the near side ledges for shotgun ammo and flares, then pull down the wall switch in the NW ledge to open the exit gate and release an Atlantean crawler.

 

Go W through the connecting passage to trigger a flyby through the next area. Run to the SW corner for a small medipack, shoot two scorpions and go to the SW corner of the central structure. Facing E, jump up to grab the crack, ledge jump up to grab the higher crack, shimmy left around the corner, ledge jump up to grab an opening and pull up onto a bridge. Turn around and stand jump to grab the ceiling. Monkey swing to the N wall and drop onto a jutting ledge for uzi ammo. Monkey swing back, drop onto the bridge and run S to find a wall switch that opens a gate between the paws of the sphinx down below. 

 

Go back a bit, look left and stand jump W to grab the first of two swingpoles. Jump to the second one and from there jump to grab the W wall crack. Release and grab the lower crack, shimmy right, ledge jump up to grab a higher crack, shimmy right over the paws of the sphinx below, drop to grab the lower crack, shimmy right as far as you can, ledge jump up to grab a higher crack, shimmy right into a remote camera almost to the corner, and finally ledge jump back to grab and jump three swingpoles in succession to land on a bridge similar to the other one.

 

Pull down the S wall switch to open another gate between the paws, climb the nearby W ladder and back flip onto a higher bridge. Run across to the E wall and pull down the switch there to rotate a ladder back in the area with the pool and the stacked columns. Go back W toward the ladder, but look right about halfway across and jump NW to grab a column crack. Shimmy right around the corner and ledge jump up to grab a higher crack. Shimmy right a bit and use the down arrow key so you can look up and position yourself directly below a jump switch. Ledge jump up to activate the jump switch, drop onto a slope and land safely on the previous bridge.

 

Run to the N wall, turn right and take a running jump to grab the E block. Pull up, run forward off the edge onto a slope, slide and grab, drop and grab a lower crack, shimmy left around the corner and pull up into an alcove for SECRET #7 and a large medipack. Safety drop to the ground, shoot a scorpion and enter the central structure via the opened N gate. Shoot two jackals inside and search the interior for the REVOLVER and 2 x revolver ammo. Exit and go to the sphinx at the W wall. Run through the cleared passage between its paws, light a flare and enter the dark room ahead to find a second SCARAB TALISMAN on a central plinth.

 

Exit, run around the central structure and into the E passage, save your game in the next room and get past all the squishy blocks (horizontal and vertical), monkey swing over the spike pit and jump to grab the long ladder. Climb down to the passage leading to the pool area, turn left and climb the ladder to the top ledge. Hop or side flip over the broken column, shimmy left past the next two columns and pull up for a small medipack and uzi ammo. Get back over to where you pulled up from the ladder, face slightly SW and stand jump to grab the first of three swingpoles. Use them to get across to the S ledge (jump with a right curve off the third swingpole so you can grab the ledge next to a column and pull up).

 

Go up the steps to be greeted by a pair of Atantean crawlers. In the next room you see a pyramid structure with a closed gate and multiple spike traps. Seatch the ledge between the columns for a small medipack, go to the NW corner and climb the ladder to a higher ledge. Jump to grab the crawl space in the W wall, pull inside and drop down left into a short fenced passage. Pull down the S wall switch to open part of a gate across the room and return to the ledge (you'll need to safety drop and climb back up the ladder). Go across to the E side, deal with another Atlantean crawler and go up the steps to the gate opening.

 

Stand jump SW and slide onto a flat spot while triggering a harmless boulder. Time a jump to the nearby spike tile and continue with a running jump to the W flat spot. Time a running jump W past the next spike tile, land on a flat spot and pull up S to trigger another harmless boulder. When it passes by, hop up SW and take a running jump E. The boulder that's triggered this time is not harmless, so take another step forward upon landing so you won't be crushed. Time a running jump E over the spike tile, pull up onto the block ahead and time your way past two spike tiles in the passage. In my game the third spike tile became inert after being triggered once. If you're not so lucky, save your game in front of the third spike tile, time a jump to grab the S crawl space and quickly ledge jump up to grab the block.

 

Pull up in front of some stairs, go up the middle or left side as a boulder tumbles down from your right, place the Scarab Talismans (Talismen?) in their receptacles and watch the gate open at the base of the pyramid. Slide down there (avoiding any and all spike traps, of course), pull up into the S alcove and approach the item on the plinth (presumably the Golden Scarab) to end the level.