THE LOST VALLEY
Level by Jeyem (Jun Munakata)
Walkthrough by Phil Lambeth
NOTE: The existing walkthrough had become over time a pastiche of added comments and explanations that made it somewhat difficult to follow, so I decided to write a more comprehensive walkthrough that incorporated all of the various suggestions, together with some helpful information in the reviews. The original walkthrough as amended follows this one.
Begin by sliding down a sandy slope into a pit from which it appears there's no escape. However, the upper portion of the N wall is climbable, and you can reach it with a running jump from near the W wall to a spot over the sloped platform on the floor against the N wall. Climb up, shift left, drop down onto the upper slope and jump off without sliding to grab the ledge jutting out of the N wall. Pull up and take a running jump forward to grab the crack in the E wall. Shimmy left around the corner and pull up into the crawl space.
Slide down N into a cavern and shoot four scorpions scuttling toward you in the knee-deep sand (three from ahead, one from behind). Continue forward and turn right into an open area. Enter the E opening and turn right for some shotgun ammo. Go back and enter the N archway. Turn left and climb up onto the block. Jump W to the crack and shimmy right around a corner as far as you can go. Pull up into a crawl space and go right until you can stand up in an outdoor area. Go W toward a wall on your left and a sunken pool straight ahead. On the floor of the pool is a closed trap door, and the opening in the N wall leads to a closed gate.
If you swam around to explore the pool, climb out S and locate the W pathway. Follow it to an opening high up in the E wall. You can't reach it from here, so continue past it into an area strewn with artifacts. Go to the right and into an opening in the E gate. Follow to a new outdoor area. Locate the movable block in the N wall between the first and second pillars, and pull it out to reveal an opening. Go inside and pick up the CROWBAR. Return to the previous area (the closed door you'll pass along the way doesn't respond to the crowbar) and locate the SE crowbar door. Before opening it, let's activate the jump switch you can see up on your right.
Go back to the low wall along the W side of the open area. Get up on that wall and run to the N end. Turn right and take a standing jump and grab to the sloped pillar. Pull up, slide down the other side and jump off with a left curve to land on the upper ledge. If you should fall short, simply grab the edge as you slide down and shimmy right until you can pull up safely. Run E until you run out of room and continue with a banana jump E. Follow the upper ledge and turn the corner S. When you run out of room, jump to the sloped surface, slide down and grab the edge, and shimmy right until you can pull up. Continue S and repeat the procedure. This time when you shimmy right to the end you can't pull up to a flat surface. Instead, take a rolling back flip with a sharp curve to the left to land on a flat surface. Turn left, face the jump switch and take a standing jump toward it to activate it. The underwater gate you saw earlier opens (for later).
Now open the crowbar door to your left and go down into a lower outdoor area. Shoot two scorpions in the SW corner. As you stand there in the waist-high sand, stoop down and crawl W into the hidden crawl space. Continue up the N passage past a gate and turn left at the intersection for some flares. Go back the other way (N) and pass another gate. Go through a crawl space and watch the crocodile scurrying about below. Continue into an area noteworthy for a central cage. Go around the cage into the S opening. Turn right in front of the huge vase and watch out for three blade traps in the corridor. Pick up some shotgun ammo as you make your way past the blades. Continue N along the passage and follow until you reach a dead end. Turn around, pull up into an alcove and press the button to lower the cage you saw earlier.
Go back there, past the blade traps, and drop down into the hole created by the vanishing cage. Try to eliminate the crocodile from this side of the crawl space, then crawl through and go down the left (N) passage. Crawl into a partially submerged area. There's an "underwater" door to your left, so you know that at some point you're going to need to flood this area. You can take time to explore if you wish, but since there's nothing to do here at the moment you may as well locate the underwater opening at the end of a short NE alley. Swim inside and surface at the other end. Pull out S and follow the passage to an opening that overlooks a lower room with slopes that converge to a pit. Hop down to the lower ledge and save your game.
Slide backward down the slope, grab the edge and shimmy left or right. Pull up, back flip and jump with a curve away from the central slope to land on a higher dark green sloped surface. Continue bouncing back and forth along the dark slopes as two boulders come rumbling down. Hopefully your trajectory is sufficiently high so that your jumps will clear both boulders. The second boulder is trickier, so it may help to slide a bit before jumping after the first boulder passes by. This gives you a little extra time to synchronize the apex of your jumps with the arrival of the second boulder. When the coast is clear, continue jumping back and forth while making your way up the dark slopes (using the arrow keys) until you clear the lighter-colored trench. At that point it's safe to stop jumping, and you'll slide down to a stable surface.
Go up as far as you can S, then turn around and back flip toward the opening from whence came the boulders. Jump off the slope and grab the ledge above. Pull up into an area with crates. Go into the slight depression formed by the crates next to the W wall and pick up some shotgun ammo. Turn right and use the crowbar to open the crate beside you. Step inside and pull down the wall switch to open a gate elsewhere. Go back onto the dirt floor and pull up into the N crawl space. Crawl over a crate and lower Lara down the other side. Release to drop down onto the ledge overlooking the boulder passage. Turn around and go back N. Jump into the water and swim back to a familiar place. You can hear a crocodile scuttling around in the S passage, so wait for it to come closer and then kill it from this position of safety.
Enter the crawl space, stand up and follow the passage to an intersection. Turn right and enter the nearby crawl space. Pull out through the hole created by the vanishing cage. Enter the SE passage where the gate opened and come to a half dozen crates, three on each side. Open the first one on your right with the crowbar and pick up the UZIS. Then open the third one on your right, stoop down and shoot the panel on your left to reveal a crawl space. Follow to the end and lower Lara down the other side. Kill the crocodile that comes forth to greet you, then proceed N. When you reach the raised area in the floor, stand on it facing the W wall and jump up to grab a ledge. Pull up into a higher passage and follow to a small room and another seeming dead end.
Vault up onto the raised surface and pull down the ceiling trap door (facing the wall but all the way back). Use the E ladder to pull up to the valley. Hop down to the sand and stand at the vertex of the E wall. Take a standing jump to the top of the short wall and look down to your right. Jump to the ledge in the corner on the other side of the wall and pick up the CROSSBOW and an extra quiver of arrows. Get down onto the lower triangular ledge and jump up (action and up arrow keys) to grab the crack in the wall, then shimmy back to your starting point and pull up.
Jump back down W and go into the S opening. Use the reach-in switch at the end of the short passage to cause a brief earthquake. You can stoop down and see an artifact in the room beyond, but the crawl space is too narrow to access. Go back out and up to the NW passage in the valley. At the entrance, jump up to grab the overhead triangular ledge. Pull out, back flip with a roll and grab the S ledge. Shimmy left and pull up to SECRET #1. Pick up the small medipack, shotgun ammo and the SHOTGUN, then safety drop back down. Go through the NW opening, slide down to the sand and turn left. Follow the narrow valley to the open area you visited earlier and find that the central pool has been drained.
Go to the N side of the pool, hang from the edge just to the left of that slight sandy slope, release to grab a crack in the wall, and shimmy left until you're able to pull into the crawl space. Stand up, slide down to a brick walkway and crawl some more. Shoot the crocodile and pick up the small medipack. It may be that the crocodile is crawling about on the grate above you. If so, and if you don't mind doing a little backtracking, you can jump up to grab the grate and pull up right through it! Shoot the crocodile and return to the drained pool. Go back a short distance and jump up to grab an opening in the W wall. Pull up into the crawl space and go forward to pick up the CARTOUCHE PIECE 2 that you saw earlier from the other side. Return to the crawl space opening at the wall of the pool. Drop down to the bottom and jump into the water hole where the trap door has now been lowered.
Swim N, turn left at the intersection, take the next right and follow to a room you visited earlier. However, the water level has now been raised a bit, so you can now open that NW underwater door. Do so and follow to a place where you can pull out into a passage. Follow the passage to a small room with knee-deep sand. You can see something poking out of the sand near the SW corner, so go there and pock up the GUARDIAN KEY. As soon as you do so you need to turn around and shoot the scorpion that's trying to sneak up on you. Return to the water and swim back to the room with the underwater door. You can't pull out W for the shotgun ammo there, but you can pull out E. Go to the top step, turn left and take a standing jump and grab to the slope. Pull up, slide down the other side and jump off onto the ledge in front of a closed door. Turn around and face the higher pillar. You can take a running jump with a curve to the right to land on the stable SW corner. It may take a few tries, but when you're successful step over and pick up the shotgun ammo for your reward.
You'll slide down into the water, so swim out S and turn left at the intersection. When you reach the flooded depression, swim down a bit and keep swimming E. You'll soon reach a place where you can pull out. Turn around and take a running jump into the alcove for some shotgun ammo. Turn right and jump up to grab the crack in the wall. Shimmy to your right around a couple of corners until you can go no further. Drop and immediately jump off the slope to grab the edge of the facing alcove. Pull up, step forward and use the Guardian Key to open the gate to your right. Go inside and pick up THE HAND OF ORION, then jump back into the water and return to the room with the underwater door. Pull out E and repeat the jumps to the irregular pillar where you got the shotgun ammo. Face SW and take a running jump with a left curve to the pillar where you see the hand receptacle. Grab at the last instant, pull up and insert the Hand of Orion to open the door behind you. If you wish, you can now face NW and take a running jump to the near corner of the ledge below and get that shotgun ammo.
An alternate way of reaching the hand receptacle, and the way that the builder probably intended, is to face NE (on the ledge in front of the closed door) and back flip to the slope behind you, jump off and grab the ladder, shift right and around the corner and back flip to the ledge with the receptacle.
You now need to get to that open doorway. Unfortunately, the route you've already mastered is partially blocked by the door itself, but it's not difficult to jump over the door and land on the ledge below. Enter N and jump into the water. Swim forward and pull up into the partially submerged room. Vault up to claim the CANOPIC JAR 1 while a door opens SE and two assassins come pouring out. Deal with them, but before entering the SE doorway take a running jump S and grab the ladder. Climb up through the hole in the ceiling and pull up to SECRET #2. Pick up the small medipack and drop back into the water. Pull out E and enter the SE doorway. Follow the passage and pull up onto the ledge. Shoot the vase to your left for the LASER SIGHT and note the inaccessible artifact on the S ledge.
Position yourself where you picked up the laser sight and face SE. Back flip to the slope behind you and jump off to grab the ladder. Climb up, shimmy left at the crack at the top and pull up to a higher area. Crawl S and turn left. Drop down into a short passage, reverse roll and run to the dead end. Pull the block there back one time, then pull back up into the crawl space, turn left again, and open the crowbar door in the next room. Go out into an outdoor area, turn left and enter the N opening (made possible by pulling back that block earlier). Drop down the hole and follow the passage to the CARTOUCHE PIECE 1. Return to the outdoor area, loop around to your left and look up the hill NE. Combine the crossbow and the laser sight and shoot the barricades in front of three poised boulders. As soon as you've shot the third one, run to get out of the way as the boulders come tumbling down.
A hole has been punched in the SE wall, so enter and follow the winding passage to an open subterranean area. Slide down and follow the shifting sands until you trigger a cut scene showing an alerted crocodile. Draw weapons to kill two of the brutes, then venture a bit S to awaken a third one. When all is quiet again, stand where the sand is deepest between the narrowest section separating the W and E walls. Facing the right side of the E wall, stoop down and crawl through the opening beneath the sand. Continue until you can stand up at the bottom of a well with a fixed camera angle. Pull out S to find yourself in an enclosed area. Step forward and pull the block back once. Go around to the right, hang from the edge and shimmy right around the corners and past the block. Pull up and push the block once to the N wall. Go around to the right and push the block twice W. A cut scene shows a door opening. Hop back three times, turn right and jump over to the N crawl space. Pull out on the other side and take a running jump NE to the slope left of the arch. Grab the edge and shimmy left until you're able to pull up onto a triangular ledge. Hop down W, jump up the slope to your right, combine the two cartouche pieces to form BA CARTOUCHE and use it in the receptacle to open a nearby door.
Reverse roll, go over to the SW alcove for some shotgun ammo, then drop down to the sandy ground and go to the S side of this area. Pull up the blocks and jump into the S opening. Slide down and follow the passage to a small rock canyon. Get up onto the short block in the NE corner and jump up to grab the ceiling. Monkey swing S, turn left when you're over the crack in the wall, drop and grab the crack, and shimmy right until you're able to drop down onto a ledge. Take a running jump SW and curve left into the S alcove. Pull out right to find yourself on a rock bridge spanning the valley. Go across to the other side, turn left and take a running jump S to grab the ledge. Pull up and follow the passage to a deep pit.
Turn around at the edge of the pit and back flip to the slope behind you. Without sliding, back flip to the second slope, slide down and grab the edge. Shimmy right around the corner and pull up into the crawl space. Continue crawling and don't stop, as three scorpions are hot on your tail. When you're able to stand up, turn around while drawing weapons and deal with your enemies.
In this new outdoor area, ignore the opening straight ahead. Instead, turn right and go past the closed gate (with a jump switch above it) to the opening in the W wall. Follow the passage until you trigger a short flyby in front of a large sandstone temple. Enter the temple and shoot two scorpions. The artifact you see on the pedestal is protected by a cage. Shoot the two vases SE and NE to reveal two receptacles. You can place the Canopic Jar in one of them now if you wish, or wait until you have the other one.
Go back outside and pull up onto the taller SE pillar. From the SE corner take a running jump S and grab the ledge. Pull up, step forward and pull up still higher. Turn left, go to the wall, turn left again and take a standing jump and grab to the ledge. Pull up, jump forward and pick up the uzi ammo. Go back to where you jumped to this ledge. This time, turn around and slide down the slope. Grab the edge and shimmy left around the corner. Pull up and zig zag your way along the passage. When you get outside again, turn right at the end of the ledge and take a running jump E to a ledge in front of an opening. Grab the edge, pull up and enter the N passage. Follow it to a ledge high above the valley floor.
Take a running jump slightly NW to grab a crack in the N wall. Shimmy left and pull up. Go to the SW corner of this edge and turn to face slightly SW. Take a running jump with a left curve to land on a slope sliding backward. Grab the edge, and Lara's feet will soon find a ladder. Climb down and shift left near the bottom. Back flip onto a ledge and enter the N crawl space. Crawl until you can stand up. Turn right in the cramped alcove and, with Lara's left shoulder against the wall, take a running jump E. Grab the ceiling bars and monkey swing across while veering to your right near the end. Drop down onto a ledge. Pull up E, turn right and slide flip left onto the slope. Slide down, grab the edge and shimmy to your left until you can pull up. Step forward, pull up still higher and follow the passage until you reach a high ledge in the valley where you crawled in earlier.
Go to the end of the ledge and take a running jump to grab and activate the jump switch. As you fall to the ground the gate in front of you opens. Go inside and jump up the slope to a higher passage. Follow to a ladder at the end. Climb up, and when you pull up at the top you see a trap door being raised somewhere. Save your game here, as you're about to embark on a timed run. Follow the passage E, and when you turn left at the bend you see another jump switch. Activate it to lower a trap door immediately below you. You'll slide down onto the second (timed) trap door, so reverse roll when you land and take a standing jump forward to grab the crawl space. Pull up inside and crawl S until you can stand up. Go to the edge and drop down to a lower passage that leads to a spike-trapped room. It would be a good idea to save your game here.
From the SW corner of the ledge overlooking this room, take a running jump S with a slight curve to the left so you'll land on the slope sliding backward. Grab the edge and shimmy all the way to the right. Pull up and take a back flip with a curve to the left so you'll land on the next slope W. Immediately jump off this second slope with a slight curve to the right so you'll land on the next slope facing forward. Or, if you're lucky, you'll clear the third slope entirely with your jump and land in the trench described below, which will save you a bit of work. Jump off this slope and grab the ladder on the central overhang. I tried unsuccessfully to shift left around the corner, so shift right until you reach the W face of the overhang. You'll then release (whether you want to or not) and drop down to slide into a trench.
Pick up the revolver ammo and stand facing S, with Lara's right shoulder against the wall. Back flip to the slope behind you and jump off with a sharp curve to the right. You should land on the higher ledge on your first try. Go through the W opening and follow the passage until you trigger a cut scene of an assassin making his escape. Light a flare to discern a moveable block to your right, then continue forward into the next room and loop around to your right to find a wall switch. This switch opens the door farther along in the W wall, so pull it down and enter the W opening. Follow the corridor all the way around and push the block once into the passage. Go all the way back around and pull the block into the main room, leaving it somewhere out of your way. According to Pablito, the door in the E wall never opens. The assassin you saw in the cut scene is hiding behind it, and you'll deal with him later from the other side.
Now push the switch back up and enter the circular corridor via the opening in the N passage. Follow all the way around and find a revealed S corridor. You can turn left at the bend and continue if you like, but light a flare here to discern another moveable block here at the corner. Pull it back five times so that it comes to rest in front of the closed door, then reverse roll and run around to the switch. Pull it down to re-open the door, then go to the W doorway and pull the second block into the main room. Push the switch back up and enter the circular corridor as you did before. When you reach the bend you find an alcove with the REVOLVER and some revolver ammo for SECRET #3.
Go E down the stairs and enter what appears to be a spike-trapped room. However, the spikes are as yet inoperable, so feel free to run throughout this room without fear. Shoot the vases in the SE and SW corners and vault up onto the blocks for uzi ammo and shotgun ammo. From either block you can take a slightly angled running jump N and grab the upper ledge. Pull up and go to the NW to push the button that opens the gate down in the NE corner. Hop down, go through the opening and follow the passage until you reach that assassin who got away from you earlier. He leaves CANOPIC JAR 2 behind when he dies. There's a closed door ahead, so go back the way you came. Walk slowly into the spike-trapped room, because you want to make sure you're on a safe tile when you trigger the ensuing flyby. As soon as camera control is restored, try to shoot the assassin on the ledge above you now so he won't be a distraction later.
Make your way gingerly past the spikes, using the safe tiles, to one of the blocks in the far corners of the room. Jump to the upper ledge as you did earlier and enter the now-open SE doorway. The gate slams shut behind you, barring any retreat. Continue forward and slide down into a shallow pool of slimy oil. You're facing your next objective N. Save your game here, arm yourself with the revolver, turn around and start walking backwards until you trigger a flyby. Two assassins come charging forth, and be prepared to kill them quickly as soon as Lara targets them, first on her right and then on her left. The reason for haste is that if either assassin reaches a trigger tile in front of you, a flame will be ignited that will soon set the oil ablaze. But if you kill them both in time, you'll have no worries on that account and the remaining tasks in this room become much easier.
Wade to the W wall and pull up onto a ledge. Turn right and pull up onto a block. Jump up to grab the ceiling and monkey swing E, then turn right and head S. Take the first right and loop around to the right to release and grab a crack in the pillar. Shimmy around the corner to your left and drop onto a ledge. Go to the N wall and peek over it toward the NE corner. You can barely see the top of a vase beyond a gap near the ceiling. Use your combined crossbow and laser sight to shatter it, then follow the ledge in a counterclockwise direction until you reach a button. Push it to raise a trap door. Hop back four or five times and look across the room NW. You can barely see the top of a companion vase beyond a gap in the corner, so shatter it as well with your crossbow. A gate opens in the E wall below, revealing a wall switch. Drop down into the oil, wade over to the alcove with the switch, and pull it down. Go back across to the E side and get up on the monkey swing again. Use the closed trap door as a bridge to cross over to the E side, turn left and monkey swing all the way to the end. Drop down onto the ledge and enter the N passage.
When you reach the intersection, turn right and go through the opened doorway. If you turn left and climb the ladder there, you return to a ledge overlooking the room with spiked pits that you've already negotiated. Follow the passage until you reach a ladder. Climb up to the top and keep climbing your way forward until you reach another stone bridge spanning the valley below. Go across N and enter the next room. Pick up the crossbow arrows and revolver ammo lying between the crates. Go between the crates in the W wall and shoot the panels to your left to reveal a wall switch. Pull it down to open a door elsewhere. Return to the stone bridge and go to the W edge, facing SW. Look down to see a sloped block to the left of the open gate. Take a running jump to it and slide safely down to the valley floor.
Go across the valley floor to the W opening and go inside. Follow the winding passage to the temple you visited earlier and enter for the second time. Insert the Canopic Jars in the receptacles NE and SE. When the second one is placed, you'll experience an earthquake that's a little longer than the previous one. Exit the temple to find that a closed door and a nearby vraeus receptacle have appeared in the N wall. Climb up onto the NW block and take a running jump and grab slightly NW to the ledge. Pull up, go to the other end of the ledge and face NE. Take a running jump without grab to land on the corner of the ledge over the vraeus receptacle and closed door. Go to the other end of this ledge and jump E, then turn left, jump up to grab the higher ledge, shimmy right and pull up into a crawl space. Crawl forward, and when you can, stand up and look to your left for a wall switch that drops a trap door back in the valley.
Go back out, drop down to the valley floor and exit this area through the E passage. Return to the previous valley and locate the dropped trap door in the N wall. Jump to the wall to grab the ladder, and climb up past the opened trap door. Shift right and drop down onto a stable surface. Turn right and go to the higher step. Jump up and grab the monkey bars. Monkey swing S to the opening across the valley. Release and follow the passage to a higher block. Pull up and take a running jump and grab W across the gap. Pull up and follow to the first stone bridge. Go across and follow the passage to the end. Jump NW over the gap into the opening and come to a reach-in switch. Activate it to open a door elsewhere.
Vault up into the W opening, step forward and slide down the slope. Jump off to land in a lower W alcove. Turn right and follow the passage past the doorway you just opened and pull up left when you reach the end. You're high over the temple valley, so follow the ledge S and drop down at the end to find a crawl space. Crawl through around a loop and stand up at the end. Turn to face W and hop back to grab the edge. Shimmy right along the crack in the wall until you can pull up into an alcove. Step forward and push the button to lower the cage protecting the vraeus article down below in the temple. Shimmy back to the previous alcove and pull up. Turn left and pull up onto the ledge. Go S along the ledge about halfway, then turn to face W and use the "hop back and glide" trick (hitting the action key after you've cleared the edge) to land on the ledge below. Pick up the small medipack and drop down to the valley floor. Enter the temple and take the GOLDEN VRAEUS from the central platform.
Go back outside, shoot two assassins and use the Golden Vraeus to open the N door. Watch the flyby as it carries you through the trap-filled passage ahead, then save your game. Start from the right side of the passage, slide down a bit and jump off so you land running as the boulder drops down behind you. When you near the end of the passage, jump to your left to another slope. A second boulder is released and the camera angle becomes fixed, so run down the ramp and jump the gap at the end to grab the other side. Pull up into a crawl space and save your game again.
Crawl forward and to your right, avoiding the rotating blades. Stop for a large medipack in the depression if you dare, then get past the scissor-blade trap and slide/jump N over a spike trap. If you have to grab the edge, you'll sustain some unavoidable damage, so pull up quickly and save your game again. You're standing on a timed tile. When you leave it and run toward the chains, the timed gate beyond the crawl space ahead remains open for a few seconds only. The way I finally made it (after numerous tries) was by waiting until the chains separated at the same time in opposite directions, then sprinting forward and hitting the crouch key to make Lara roll at the crawl space and get past the closing gate.
Once inside, save your game again. Get up onto the central block and pull down the ceiling trap door. Turn around and jump up to grab the ladder. Climb up through the opening. You can end the level now by running forward through the N opening (by ignoring the hints in the fabulous flyby that you'll trigger along the way), but let's divert for another secret first.
After the flyby, turn around and go back the way you came. Light a flare in the enclosed area and discern a moveable block in the W wall. Push in the block as far as it will go, then turn around and take a standing jump to a revealed ladder. Climb up to the passage and run forward. You'll emerge in front of a giant seated statue. Take a running jump across the gap and enter the right side of the crawl space (where you have more room). Crawl around the statue, and when you can stand up take a curved running jump W into the next opening. Follow to the second giant seated statue, take a running jump W across the gap and enter the right side of the crawl space there. Go around until you can stand up, then take a curved running jump S to grab the crack in the pillar. Shimmy left and pull up onto the ledge. Step forward and climb the ladder to a still higher level.
Go around to the left and face the SE gap, looking into a rocky area outside the temple structure. Take a running jump through that gap, land on a slope jutting out from the wall and jump off (with little or no slide) to land on a small but stable triangular ledge. Face NE and take a running jump to the ledge. Continue E through the tunnel and emerge facing one of the giant seated statues. Take a running jump N over the gap and grab the ledge behind the statue. Pull up and go around the statue. At the edge, take a long running jump slightly SW, without grab, and you should land safely on the corner of a sloped surface. Walk forward, turn to face NW and hop up into the alcove. Step forward and pick up the GOLDEN ROSE for SECRET #4. Hop back, safety drop twice, and now you can run forward into the N opening and trigger the concluding flyby that ends this engaging level.
And now, here's the original walkthrough for this level:
The Lost Valley
Jun Munakata / Jeyem
This is an unauthorised walkthrough by Monika Pietsch.
It has all the important pick-ups and items mentioned.
It will not contain all pick-ups, all enemies and maybe not all the secrets.
This walkthrough is meant as a guideline to get you to the end of the level, even so there might be other ways too.
Slide down and then do a running jump towards the climbable wall. Drop,
jump and grab. Do a running jump get hold of the crevice. In a cave you meet 4
3 come from the front and 1 from behind. On the right side there is some shotgun shells. Use the block and crevice to get up the sandy slope.
Up there is a valley with a water basin. In the basin on the North side is a crevice and an entrance to climb in with a closed metal door.
Use the road on the West side to get into the next valley. There on the South side is a closed metal door and a high up wall switch.
Go to the East side and where the pillars are is a movable block. Pull it and get the Crowbar behind it.
Now pull the high up switch on the wall.
„To get to that Switch, cross to the opposite side of the open area (don't know the real directions, but say the Switch is in the southwest (southeast) corner of this room, you need to go to the northeast (northwest) corner). There is a short stonewall running along this side of the room. From the end of this wall, you can jump and grab the back of sloped block. Shimmy to the left, then slide down the other side and make a jump to the left. You will either land on a flat spot or slide down, grab, and shimmy to the flat spot. From there, make your way back around to the corner the Switch is in. When you have reached this corner, jump to the slope directly in front of you, slide back and grab the edge. Shimmy all the way right. Climb up, do a rolling back flip and hit the "left" direction key. This way, you will land on a small flat spot near the Switch.“ (Tombaholic)
This switch opens the door on the side of the water basin.
Use the Crowbar on the metal door. You meet 2 scorpions in the sand.
In the right corner where Lara stands up to her waist in sand get down and crawl into the hidden pathway. After the crawlspace go to the right. There are 3 knife traps and shotgun shells. Crawl through underneath the knifes. At the end of the corridor is a button. Push it and a cage in the middle of the former room disappears.
Go down and get rid of a crocodile. Go down the left side. On the wall on the left side you can pick up some shotgun shells. There also is a receptacle for a Hand of Orion and opposite is a grey door, and on the left side another door.
On the right side is an underwater tunnel. Use it and get out. You come to a room with
4 slopes. Slide backwards on the right or left side and grab. Go to the side, pull up, back flip, slide a little and then jump to the right or left side. 2 boulders will come down. When they are gone, pull up and back flip and then use forward and backward jumps stirring to the side so that Lara eventually lands at the upper end of the slope.
Turn around, do a back flip and grab the edge of the ladder and then exit out of this room. In the room with the crates you find a switch and shotgun shells. The switch opens a door in the room where the cage has been. Climb over a crate, crawl and drop at the entrance of the 4-slope room. When walking towards the door you will meet a crocodile on your way. Go to the door. There are 6 crates behind it. The first on the right has the Uzi and in the third on the right you have to shoot free an exit.
You crawl through a tunnel and drop down where the 2 crocodiles were.
Shoot a 3. crocodile. Go to the left and where there is a little heap on the floor jump up.
You come to a room with 2 big vases and a trapdoor in the ceiling.
When you climb up you come to an open area. On the left side you can get
Crossbow and some normal arrows. Straight ahead there is a niche switch to use. It removes the water from the water basin, it opens the wooden floor. Over this place is one Secret, the Shotgun and shotgun shells. Pull up at the edge above the exit and twist jump.
Go to the water basin. Drop at the side where the crevice is. Grab and
move to the left.
Climb in and get a small medi-pack and in an opening above the Cartouche Piece 1.
Go back to the entrance and drop to the bottom of the basin.
Go back to the room with the receptacle for the Hand of Orion. Lara can
pull now the door on the left side. Go through. You end up finding a Guardian
Key and a scorpion. Go back and then swim to the left and straight ahead. Climb
out of the water. Get the shotgun shells and grab the crevice. Transverse to
the right. Let go and jump to the opposite side. Use the Guardian Key and take
the Hand of Orion.
Go back to the room and use the Hand of Orion. (Getting the shotgun shells on the block was bit tricky). Jump to the slope at the left, grab and move to the right side and do a back flip.
In the big room when you pick the Canopic Jar 1 appear 2 ninjas. Use the climbable
wall and get a Secret and a small medi-pack. In the next room you get the Lasersight and you can see the second part of the Cartouche behind a vase.
Climb up and use the corridor. There is a movable block. Pull it once.
Open the metal door with the Crowbar. Enter the place where you got the Crowbar and you will find the Cartouche Piece 2.
Now you use the Crossbow with Lasersight and shoot the barricade in front of
3 boulders. When they rolled down there is a new opening in the corner.
At the end of the corridor in the sand are 3 crocodiles waiting for you.
Two come straight away and for the third you have to walk a bit forward.
Look for the hidden tunnel in the sand. Use it and climb to the right side.
There is a movable block. Pull and push it. When it stands on the right place the door in front of the Cartouche receptacle will open. Go to the other side from the hole you came up. Use a running jump and grab, move to the left and get up.
Use the Cartouche. Take the shotgun shells with you. Get down in to the sand.
Go to the other side of the room and climb up to the open grey door.
From a block jump to the monkey bar. Use it, then climb up and walk over the rocky path. You have to pass 2 holes and sloped blocks. Go to the right side and do
2 back flips, grab and transverse to the opening. Crawl through the tunnel.
3 scorpions appear behind Lara.
Now in this place is a very high up switch and a big metal gate underneath.
If you go to the west there is a temple. There are some blocks in the yard.
When you enter the temple there are 2 scorpions to kill. In the temple is the Golden Vraeus with a cage around it, 2 big vases and behind each vase a receptacle for a Canopic Jar. (you have one)
Outside the temple use the highest block and take a running jump to the right.
Climb so you can get the Uzi-Clips. Slide backwards and transverse to the left.
Cross the rocky path, take a running jump to the ledge on the left, go and then take a running jump to grab a crevice. From this place straight ahead is a corridor and at the end a closed grey door.
Turn Lara around and there is a hidden slope with a climbable wall. Take about one step from the right side. Do a running jump pressing the left side key at the same time. Lara should land backwards on the slope. Grab and climb down. Do a back flip to land on the wall behind her. Go through the crawlspace and with a running jump grab the monkey bar. Jump forward to the slope and grab and transverse to the left and
go on till you are on the block opposite the high up switch.
Pull it after a running jump. Now the door underneath it opens.
You have to climb up. There you stand on a grey tile (this closes a gap with a metal grate). Now you have to do the following and hurry because both metal grates are timed.
Dash along the corridor and around the corner. At the end jump to the switch on the wall (this opens the metal grate right underneath), fall down on the metal grate, roll and jump/grab. Pull up in to the opening.
The corridor ends at a room with spike traps.
“From where you enter the room, face the sloping block to the left.
You'll need to do a running jump so that Lara hits the slope and slides down
backwards to grab the edge (save your game first as you may need to tweak her
position a bit before you hit it right).
Once you make it, shimmy all the way to the right. Pull up and jump with a quick mid-air roll and holding your "left" direction key to land on the next slope on the left side of the room; jump again to the following slope and jump and grab the structure hanging from the ceiling. Shimmy left around to the other side of the structure. Do a back flip to land on the slope behind, immediately jumping across to the opposite slope (this is the one that is directly in front of you when you first enter). Slide back and grab the edge and shimmy all the way to the right. Pull up and jump with a mid-air roll so you're facing the other way (you'll now be flipping back and forth between the two slopes). Now, as you're about to land on the slope near the side of the room you're trying to reach, hit the "left" direction key and Lara should just make it to the small flat square.” (Tombaholic / Version 1.3.8)
With Version 1.5.6 you don’t have to do the flipping forward and backward part.
“If you don't want to do all that again, just ignore the revolver ammo in
the little pit
there .” (Tombaholic)
When you enter the next room you see a ninja dashing across the room to a
door that closes behind him. You can ignore him. In the pinkish corridor is a
movable block. Push it a far as possible. The go in to the room and pull the
switch. This opens the door on the right. Go through and pull the movable block.
Go out again and back to the place where you started pushing. Push the block
once more. Go back to the door and pull the block at least once. This will open
the corridor to the next room. Go back to first place and now walk all the way
to a room with spikes traps. At the moment they don’t do anything.
Take a running jump from the left block to grab the ledge above. Make your way to a button and push it. The metal door down in the room opens and when you go through it, you meet the ninja that dashed away before. When he is dead he leaves the Canopic Jar 2.
Take it and go out. Get on to a spike free tile. The metal door above opens and a ninja appears. Make your way through the now active spikes. Get up to the ledge again and go through the door.
You come to a room with an inflammable liquid. If you pass a certain
point wading in the liquid 2 ninjas appear and run to a tile and that triggers
a flame and the liquid burns and if Lara is still there she dies. (I’ve tried a
tip from Sash to kill the ninjas before they reach the tile. It was not
possible, because they came to fast)
Go to the left where Lara can stand on a slope and jump to grab the edge. Pull up and go and push the button. This will close the hole on the roof (just where you came down). Use the Crossbow with Lasersight and shoot the vase in the left corner. Jump over to the right side. Use again the Crossbow with Lasersight and shoot the vase in the right corner. This will open the metal door below with a switch behind it.
Now grab the crevice and transverse as far as possible, drop and climb on to the low ledge. Do a running jump towards the switch on the other side.
“This triggers the Ninjas but you can still operate Lara while they appear, to climb into alcove, operate the Switch, roll, run and walk back to the low ledge and climb up before the fire gets you. Use the Monkey Bar to swing towards the exit . Climb up and cross the second stone bridge. You come into a crate room. There are some Explosive Arrows.” (Fairy Godfather)
“With them shoot the crate at the left side. You will see a Switch and
you pull it. It opens a door somewhere. “If you want to you can come back and
remove the Ninjas with the new arrows.” (Tip from Fairy Godfather)
Jump towards a slope and grab and get down.
Walk back to the temple and shoot the vases and insert the Canopic Jars.
An earthquake follows. When you go out of the temple the structure on the left has risen and a door and a receptacle for the Golden Vraeus appeared.
The Golden Vraeus is still behind the cage.
Go to the first block on the left side. Get up and jump towards the
temple. From there jump to the risen structure and over to a block and climb
up. Inside is a switch. Pull it.
A metal grid falls down. Go to the first room and go up the climbable wall where the grid was. Use the monkey bar to the other side. Walk along the side till you come to the first stone bridge. Cross over and then jump into the opening. There is a niche switch. After using it the door opens. Jump over to the opening and go through the door.
Now you can make up your way to the button in the middle of the temple front.
After pushing the button the cage around the Golden Vraeus disappears.
Get down on the right side and pick up the small medi-pack.
Then go into the temple and take the Golden Vraeus.
Kill 2 ninjas in the yard. Then insert the Golden Vraeus and the stone
door opens up. Now comes a tricky part. You have to avoid 2 boulders, jump over
spikes, pass rotating blades, jump through a clasping knife trap and jump over
To get pass the 1. boulder jump two times, run a little and jump to the left. Passing the 2. boulder jump two times again, run a little and jump grab. Now watch out for the rotating blades. Pick a large medi-pack and then run and jump grab through the knifes (there are spikes in a pit behind them). Now you have to pass two swinging chains and get through a timed low metal door. From the first square step forward, when the door closes jump back, dash toward the door and press the cowering button (.) as well. This should get Lara into the next room. Climb onto the block. Pull the trap door in the ceiling. Use the ladder to climb up.
Go through the temple door and then comes THE END
Addendum by Condor:
addition to walkthrough of The Lost Valley by Jun Munakata/Jeyem.
When you climb up through the last trap door in this level you'll come through a small temple and you'll see two giant statues ahead with an entrance in between toward the end. But first you''ll find two pairs of grey slopes either side directly in front of the trapdoor you climbed out of. Between the left two slopes is a pinkish wall with a movable block, push it all the way to the end. You'll come past a door and a switch. flip the switch and teh door will open to reveal a ladder, go up. A corridor goes to the right, follow it and at the end jump across to a crawl corridor that runs behind the back of the right giant statue. form there lara can jump to a roofed ledge above the exit of the level. From there she must jump to a crawl corridot that runs behind the back of the left giant statue. At the end Lara must jump back to the temple whence she came from. Save your game here because this is a tricky jump from a steep slope which must be angled correctly to jump straight ahead instead of to the left. For me it worked by angleing Lara slightly to the right making it look like she is going to jump into the right wall (that is from beside the right shoulder of the left giant statue and you would be seeing the back of said shoulder) After reching the temple again you will find another ladder up to arrive at the uppermost level of the trapdoor temple. To your left you can see the right side of the temple where you are supposed to go, in front of you, you can see a yellowish portion of rocks in which you can discern a slope towards the left with a crevice opposit of it. Take a running jumptowards this slope and jump forward from it and veer to the right with the right arrow button to land on a triangular ledge below the crevice (I recommend to study this area by binoculars first before jumping and of course to save your game so you can try this jump to the said ledge sevreal times). Grab the crevice and shimmy to the left, climb down the climable wall so Lara can maken a back flip without banging the back of her head against the roof edge. after landing turn around and walk forward to emerge at the front right of the trapdoor temple from where you can jump to a corridor that runs behind the back of the head of the right giant statue. At the end make a running jump angle to the left without grab!! to land on a slope Lara can stand on which is part of the uppermost level above the exit of the level. From here you can jump to an inner ledge where you will find the last of the secrets of this very interesting level: the golden rose. From here do a safety jump with grab to hang from the level below the rose and from there just let go to land on the floor and end the level by entering the exit and find "THE END" Happy Raiding everybody!!!