The Catacombs of Sri Lanka
Level by Brad Casili (June, 2001)
Walkthrough by Harry Laudie
You start in a small closed room with two closed doors. Go north and the large door opens. Enter the room and wade through the pool of water. Enter the north tunnel to pick up the Music Scroll. Exit and ignore the mummy. Go the south-west corner of the pool and use the Music Scroll on the music stand. You get a cut scene of a door opening. Exit back to the first room and enter the open small door. Follow the tunnel to a ledge overlooking a deep room with several ledges.
Jump north to a ledge but do not walk through the wall that is there. You can, but you die as the floor is not safe. Run and jump to the north-west ledge to pick up the crowbar. You get a cut scene showing a door opening on the ground floor. Go back to the first north ledge and jump to a lower north-east ledge. Jump to a lower west ledge. Run and jump to a south-east ledge. Monkey swing to the west to drop onto a ledge. Climb down the ladder on the east side to the ground floor. Go to the south-west corner and go down the tunnel. At the end, go behind the vase and shoot it from the west side. Shooting the vase from the front did not break it. Pick up the Horseman's Gem. Run back out of the tunnel and get a cut scene of a wall opening on the top north ledge.
Go to the door in the south wall and the door opens. Run down the tunnel and climb the ladder at the end. Shimmy left at the top into another tunnel. Follow the tunnel to a T-junction. Go left and the door opens for you. Go left again and follow the tunnel back to the ledge. Jump to the north ledge again. The floor is safe now so run to the north wall. Use the Horseman's Gem to open the door. Enter the door and follow the tunnel to a room with water. Dive into the water and swim north through an underwater tunnel. You swim into a large room. Swim near the bottom and do not surface as you can get stuck. Continue north into another underwater tunnel and eventually pull up into a small room.
Go north into another tunnel and reach a room with a deep pit. Use the floor lever to the east and the pit fills with water. Swim to the bottom and pick up a Horseman's Gem. Swim back to the room and use the other two floor levers. Exit south into the entrance tunnel and see an open tunnel to the east. Follow the tunnel and watch out for wall darts. At the end, enter a room and use the Horseman's Gem to raise a wall. You overlook the room that you swam through earlier. Jump the platforms to get to the north ledge. The door opens as you approach it.
Follow the tunnel to a large room with closed doors and receptacles. Go to the south-west corner and use the crowbar to open the door. The animation is a little strange. Enter the door and follow the tunnel to a room. Carefully cross the room to the other side. There are falling spike balls on the ceiling and spike traps on the floor. The left side by the wall is reasonably safe. Pick up the Ornate Handle and get a cut scene of a door opening. Carefully exit this room and enter the open door in the south-east corner of the large room. Follow the tunnel to enter another room and go to the south-east corner and pick up the Harthor Effigy. There is a spike ball on a slope, but it did not trigger. Exit back to the large room.
Go north and make the Portal Guardian and use it on the stand. Go to the north-east corner and enter the open door. Follow the tunnel to a room with a shallow depression in the floor. That depression is a spike trap. Jump around the outside ledges to pick up the Horseman's Gem. Then return to the large room. Go to the north-west corner and the door is open. Follow the tunnel and use the four floor levers to trigger the spike traps on the platform. Hop onto the platform and pick up a second Horseman's Gem. Exit back to the large room. Use the two Horsemanís Gems in the receptacles and the door in the west wall opens. Enter the open door and the level ends by crashing to the desktop.