THE QUEST FOR THE ASPHAEINGS AMULET

Level Two: THE TEMPLE OF AZZIVULAS


By Fabio Ribeiro (Phabius Phodes)

This is an unauthorized walkthrough written by Phil Lambeth.  The first secret remains undocumented.


Begin by sliding down a long dark ramp. At the bottom, run along the open tunnel until you reach the beginning dark room.  Turn right and run around the central structure, continue S along the hall and pick up the shotgun shells in front of the barred opening. A flyby will give you a glimpse of the vast room beyond, where much of the action is to take place. Go into the nearby E tunnel and throw the floor switch, then draw weapons and kill two bats. You'll hear the whine of a jackal off in the distance, which is a recurring theme in this level. Actually, it acts as a clue that something you just did opened a door somewhere that released one or more jackals. The frustrating trick on several occasions is to find that open door. In this case it's easy; the door you've opened is near the mid portion of the west wall outside.

Make your way back to the northeast portion of this room. You'll find two facing ramps, each leading up to a passage. The one leading north ends with a cartouche receptacle. That's your exit portal, but you have much to do before you get to use it. The other passage leading south has a hidden spike trap (the skeleton acting as a mute warning), so use either ledge to get to the other end of the passage. There's some grenade gun ammo on a safe tile occupied by the skeleton (but the ones on either side are deadly). You can't do anything else here at this point, so exit the passage. Outside at the steps, vault up onto the landing to the right (N) and pick up some flares. Then hop down and vault up onto the opposite landing.  A previous version of this walkthrough indicated that SECRET #1 is located here, but I was unable to find it when I replayed this level.  Run down the tunnel and shoot the bat.  Enter the crawl space for a small medi-pack. Continue through the crawl space until you can stand up. Turn left and vault up into the passage. Turn right and approach an intersection. Don't step onto the sunken tile, or you'll burn up and die. Jump to the alcove to the right and note a receptacle for a Guardian Key which you don't have yet. In the alcove to the left you can pick up some crossbow arrows.

Exit this passage and run to the west wall where you opened the door earlier. Inside is a cavern with a couple of dart traps. Avoid these and run down to the far end. There's a hole near the west wall you can climb down. Draw weapons at the bottom and shoot a scorpion. Then retrieve the shotgun ammo at the end of the tunnel and climb back out. To your right is a red mound of dirt, and you'll see a crawl space high up on the wall. Vault up and crawl through the tunnel until you reach a dark room. There's a small anteroom in the southeast corner where you can throw a floor switch. The brief cut scene that follows is too dark to convey much meaningful information. Exit via the crawl space and return to the cavern. Drop down, reverse roll and you'll find that throwing the floor switch raised a block on the opposite side of the cavern, allowing access to another crawl space.

When you reach the end of the tunnel, turn around and drop down into another dark room. Reverse roll, draw weapons and shoot a scorpion. Then run to the other end of the room and turn left next to the stairs into an anteroom. Take the GUARDIAN KEY from the pedestal and drop down the nearby hole into a tunnel. Shoot the scorpion, then continue along the tunnel until you reach the climbable wall. Climb up to the top, and you'll come out to find yourself overlooking the entrance to the cavern. Step forward, slide down and turn left to exit the cavern.

Run all the way across the dark room and turn right to vault up into the area where you [supposedly] triggered the secret earlier. Use the crawl space and return to the intersection with the flaming tile in the middle. Jump to the alcove to the right and use the Guardian Key in the receptacle. A cut scene shows a door opening; if you reverse roll, you can catch a glimpse of it through the window barrier. Return to the outer room the way you entered, then take a hairpin turn to the right and go down the S passage (using one of the side ledges to avoid the spike trap) until you reach the end. Take a left and go through the opened doorway.

Run up the velvet-lined steps. In the room above you'll first shoot a bat, then locate some crossbow arrows on a block in a dark sunken hallway near the N wall. There's some uzi ammo in a hole near the southeast corner. You'll also note a cartouche receptacle in an alcove near the southwest corner. Go through the exit in the south wall. Take a hairpin turn to the left in the next room, shoot the bat and climb up the ladder. Three rungs from the top, flip turn and grab the ladder on the opposite wall. Shift to the right, then climb up until you're four rungs from the top and back flip into the alcove. Turn around and walk up to the slicer dicer. Turn to either side and take a side flip past the trap when the blades open. Thanks for this tip, Momster. Run to the end of the tunnel and throw the floor switch.

Flip past the slicer dicer and take a running jump and grab to the ladder against the far wall. Climb up, shift to the right and drop down into the tunnel (or just jump to it from the opening). Flip past the slicer dicer and climb the ladder. Back flip into the adjacent tunnel and go through the door you just opened. Flip through the slicer dicer and climb up the next ladder to your right. Pull up into a room where you'll find a closed door to your right, a torch room with an empty pedestal to your left, and a vase ahead and to your left which you can shoot for some revolver ammo (the other one is empty).

Now face the ramp leading downward between the pedestals where the two vases were. It may be a good idea to save your game at this point. Step forward and slide down the ramp. Just before you reach the bottom, take a jump forward and keep the jump key depressed so you'll keep moving forward and avoid the deadly blade trap triggered by your descent. (Forget all about the cartouche piece you may see as you glide by, at least for the moment.) As soon as you've reached a point of safety, you'll drop down through a hole in a huge lion's head onto the bridge that you saw via a flyby at the beginning of this level. Draw weapons quickly and dispatch a welcoming committee of three jackals. With weapons still drawn, run all the way to the other end of the bridge to flush out another jackal. After killing it, you can explore this area at leisure to find closed doors at the end and to the right. To the left is an alcove containing a statute patiently awaiting the Sands of Time you haven't yet located.

Reverse roll and run back out to the open part of this huge room. Turn to the left and locate an open area with burners and a distant pole. You can jump to it, but if you do so you'll burn up. So climb up onto the ramparts and locate a dark ledge to the right of the column separating it from the burners. Position yourself on the highest part of the ramparts and take a running jump to the ledge. Don't make the mistake of trying to grab, or you'll fall to your death. Turn left and locate the pole. Don't walk up to it, or you'll burn up. Take a standing jump to it and grab on for dear life. Climb up, and when you reach the next level take a back flip to the ledge. Turn around and make your way E across the room, using the ledges jutting out from the north wall. At the other end you'll see a hole in the east wall with a slicer dicer just beyond. Take a running jump to the hole, again being careful not to grab, and side flip past the slicer dicer. Ahead you'll find a ladder to the left and a crawl space to the right. The ladder leads you to a room with a receptacle for the Guardian Key you don't yet have, so you can leave it for now unless you'd like to shoot the vases to either side and collect some shotgun ammo.

The crawl space leads to a trip through an elaborate maze, so it would be helpful at this point to get out a pencil and a piece of paper to draw a map to mark your progress. You're coming in from the northwest, headed east, so start your map at the top left corner of your piece of paper. You'll be crawling almost all the way, and you'll encounter fire pits along the way where you'll need to turn around, back down to hang and carefully shimmy around one or more corners in order to progress. Make a left turn into the tunnel immediately upon entering, and after navigating past two such fire pits, if you'll turn left at the third one and head east and turn left at the bend, you'll come to a pit to the north which seemingly is a dead end. Actually, it's a safe pit where you can drop down for SECRET #2 and a large medi-pack. Pull out and crawl to the previous pit. Turn left and at the next fire pit turn left again. Crawl S along the tunnel, make two right turns, and at the next fire pit turn left to head south. Crawl by the tunnel to your right, and at the southernmost fire pit turn left and head east toward another dead end and a safe pit. Drop down, turn around and use the crawl space to make your way up to a floor lever which opens a door elsewhere in the maze.

Now you need to make your way painstakingly back to the southwestern part of the maze. You began at a slicer dicer hole near the northwestern wall. Working your way south, there are two crawl space entrances along the same wall, one to each side of the lion's head outside, but getting to either of these avails you nothing (other than some flares opposite the first one). You need to keep progressing south until you come to a slicer dicer exit (and a small medi-pack just  beyond it) near the southwestern wall. Just beyond this tunnel, to the south, is the door that you opened with the floor switch in the southeast corner. Watch out for the fire traps as you enter. Take three standing jumps (stopping after each one) to get past the fire traps and the darts. In the next room, go up the velvet-lined steps into the corridor. Make two turns and emerge in a dark area with sloped columns.

Take a running jump to the slope dead ahead, angled so that Lara slides down forward. Jump to the next slope, slide a bit and jump across to a smaller slope, and finally slide and jump a third time to the adjacent slope. This time, don't slide but keep the jump key depressed and grab the edge of the facing column. Pull up, then step forward and pull up to a higher level. Pick up the flares. Turn right and take a running jump and grab to the next column. Use the crawl space and go through the tunnel, making two turns to the left. In the next room, you'll see an artifact far ahead and a series of sloping blocks below. Look to the left and note the crack running along the wall. Take a standing jump and grab to the crack, and shimmy to the right until you can safely drop down. Shoot a bat. Enter the next room W to pick up the TIMELESS SANDS. Go back out to the ledge facing the sloping blocks. Turn around at the edge and take two steps forward. Then take a back flip onto the block behind you and keep the jump key depressed as you take two jumps and a grab to the wall ahead.

Immediately shift to the right as a bat begins to harass you. Pull up into the alcove and assume a crouched position so you can draw weapons. Shoot the bat, assuming it followed you into the alcove. If it's fluttering around outside, pick up the shotgun ammo in the alcove and wait for the bat to go away. Then back out of the alcove and shimmy left until you can drop down onto some stairs. Run up the stairs, making two right turns as you go. Shoot two vases to open the door ahead. Go through the opening and shoot the bat. You find that you've returned to the huge room with the bridge, near the southwest corner opposite from where you entered the maze.

Step forward (watch out for the burning tile on the right) and take a running jump to the bridge. Turn left and run to the left alcove near the end where you deposit the Timeless Sands into the statue's lap. This causes the door at the west end of the bridge to open. Go inside, and you'll see a pole in the middle of the room with a pedestal behind it in the distance. On either side is a closed door. Don't attempt to approach the pedestal yet, as you'll be skewered by spikes. Instead, step forward and climb up the pole. Turn 45 degrees to your left and back flip onto a safe corner tile.  You'll see two W alcoves with floor levers. Jump to the walkway along the north wall, then to the lever on the right.  Push it, which ignites the tile behind you. Carefully turn around and take an angled standing jump back to the walkway along the north wall. Take a curved running jump onto the tile in the front of the other lever. Jump to the walkway against the south wall and go to the tile in the southeast corner (which is now not emitting flames) for SECRET #3 and the CROSSBOW. Go to the other switch and throw it (again igniting the tile behind you). Turn around and take a standing jump and grab to the pole and slide back down.

Throwing the switches opened the N door opposite the Timeless Sands statue in the outside alcove. After killing the jackal awaiting you below, go to the open door outside and run into the tunnel. At the intersection, turn right into the alcove for some flares. Hop back two times and grab the edge of the hole in the opposite alcove. Climb down the ladder into the tunnel below. Hop back and shoot a couple of scorpions, then turn around and push the floor lever to trigger a portion of the spike traps above. Climb back up and return to the room with the pole. Go around the pole and step on the central spike tile, which alone has been neutralized. Run down the ramp, and just before you reach the pedestal reverse roll and shoot three jackals that are charging you from behind. Then turn around and take the AMULET OF HORUS from the pedestal. The doors on either side of the pole are now open. Go into the one to the south, turn left and enter a larger area. Locate a slab to your right and back Lara up to it. Take two steps forward (E), then back flip to the slab, and keeping the jump key depressed jump off the slab to grab the upper ledge.

Pull up and shoot the bat. Then turn Lara so she's facing north, with her back against the wall. Take a standing jump forward, back flip off the slope and keep the jump key depressed to jump off the other slope and grab the upper ledge. Pull up and push the floor lever to open a door far below. Go back down the way you came, return to the room with the pole, and go back outside E to the bridge. Turn left at the ramparts and make the same jump you made earlier (without grab, remember). Turn left and jump over to the pole, climb up and back flip onto the upper ledge. Turn around and use the ledges against the north wall to make your way to the other side of the room as before. However, instead of jumping to the slicer dicer hole, turn around and locate a ladder leading all the way to the floor level. Climb down and shoot two jackals and a bat that are prowling around below. Then locate the hole against the east wall behind a giant column and use the ladder to climb down to the bottom. Use the crawl space and step forward to push the floor lever.

Climb back up out of the hole and shoot the jackal when you reach floor level. Run all the way across the room and enter the open door in the southwest corner. Shoot the vase and pick up the CARTOUCHE PIECE. Then exit this area, turn left and run across the room to locate the open door in the northwest corner. Go inside and shoot the vase to release a bat. Climb up the ladder, and when you're four rungs from the top, take a rolling back flip and grab the opposite ladder. Shift right and climb up past the ledge. Shift to the left and drop down onto the ledge. Turn around and shoot the vase to open a door above. Turn around and take an angled standing jump and grab to the same ladder you just left. Climb up, and one rung below the tunnel to your right, flip turn and grab the opposite ladder. Climb up, shift right near the top and drop into the alcove. Push the floor lever, and a cut scene will show a door opening at the end of a tunnel.

Reverse roll and climb all the way back down to the floor level, using the ledges along the way. When you finally get down, run east across the room and take a hairpin turn to the left near the end to locate the ladder. Climb all the way back up and pull up onto the stone ledge. Run back the other way until you reach the climbing pole. Turn to the left and vault up onto the ramparts. Take a running jump to the ledge overhanging the bridge. You'll come to rest on a triangular area in the corner. Jump up onto the ledge, and you'll start sliding backwards. Grab the edge and shimmy over to the left as far as you can go. Pull up onto a similar triangular flat surface on the other end. Turn to the left and walk to the edge of the ledge. Take a standing jump and grab to the lighter ledge across the way. Pull up and locate the stairs ahead. Run up the stairs and through the open door. At the end of the passage, pull up into a higher area. Draw weapons and shoot the bat. Keep moving forward and turn right into the last alcove. Pick up the shotgun ammo, then back out, turn around, walk forward a few steps and pull up into the W alcove. Turn around and jump up to grab the monkey bars.

Monkey swing all the way across this vast room, enjoying the camera angles as they change, and drop down onto the lion's head when you reach the other end. Hop back twice, and when you start to slide down, grab the lion's nose. Then release and immediately grab the lion's lower lip. Pull up into a crouched position and pick up the GUARDIAN KEY that's perched like a pearl on the lion's tongue. Back out and safety drop down to the bridge. Reverse roll and run all the way back down the bridge. Turn right near the end and take a running jump from the ramparts to the ledge to the right of the flaming burners, as you did before. Turn left and take a standing jump and grab to the pole, climb up and back flip to the higher ledge. Turn around and make your way east along the ledges, and take a running jump without grabbing into the slicer dicer hole at the other end. Side flip past the blades and climb up the ladder to the left.

Pull up and run forward to the alcove in the upper room. Shoot the vase on the right for some shotgun ammo if you didn't get it earlier.  Use the Guardian Key in the N receptacle to open the door to your left. Draw weapons and shoot the jackal, then enter the new area. Shoot the vase on the near left for the RA CARTOUCHE, and the vase on the far right for some uzi ammo. Then safety drop through the hole in the central runway to return to a room near the point where you began this level. Kill a jackal and make your way back to the facing passages near the northeast corner of this dark room. Run up the passage to the south, remembering to avoid the central spike trap as you kill a pesky bat near the end of the passage, and go through the door to the left and up the stairs. Kill another bat as you enter the next room, then go to the alcove near the southwest corner and use the Ra Cartouche in the receptacle. The door to your right opens, allowing access to a long ladder. Climb up and when you're three rungs from the top, back flip into a tunnel. Turn around and run up the tunnel, picking up some shotgun ammo at the bend. Turn right and run the rest of the way, and a door in front of you will open. Stop long enough to pick up the large medi-pack, then enter the room with the slope leading down to the lion's head. But this time you can slide down without fear, for the slicing blades are now deactivated. Pick up the CARTOUCHE PIECE and the grenade gun ammo near the skeleton.

Step forward and slide down the hole to the bridge. Draw weapons and shoot two jackals, then repeat the process of getting back to the facing passages of the dark lower room as described in the preceding two paragraphs. Run up the passage to the north, combine the two pieces to form the BA CARTOUCHE, and use it in the receptacle. The door behind you and to the right opens. Go through the doorway and turn left at the intersection. Run up the long passageway as the camera pans to a remote shot, and you'll leave this level behind.