ANUBIS: RETURN TO THE JACKAL (DEMO)
Level by Justin
Walkthrough by Phil
Lambeth and
Anya Marie McDonald
The level begins with Lara standing in an open area on a raised slab. Hop down
and run toward the large double doors with a flaming torch on either side. The
doors open as you approach, and you get a brief flyby of the next room which is
stongly reminiscent of Tomb Raider 1 Gold. Draw weapons and deal with the jackal
running down from your right, then run up the tunnel to the right from which it
came and throw the wall switch next to the closed gate.
Run back down the
tunnel and go between the paws of the huge jackal statue to climb up the
central blocks. Go through the opening and light a flare to see the scorpion
that comes out to greet you. After killing it, go up the stairs and into a tomb
area with a sarcophagus you can raid for some shotgun ammo. When you
step into the alcove to throw the wall switch there, you'll be stepping on a
breakway tile that covers a spike trap, so hop back immediately to avoid a
steel enema. But don't worry; you'll be coming back here shortly.
Go back to the main
room past the jackal statue's paws and turn left. Jump up into the NE corner
next to the tunnel you've already seen, and activate the nearby jump switch. A
cut scene shows a block rising to neutralize the spike trap in the previous
room, so go back there and throw the wall switch with complete confidence, to
open the gate behind you.
In the next room (in
which the lights aren't working) you'll find four statues of jackals in an
alert prone position, a central column, a closed door in the far wall and four
unlit torches. Since there's nothing to do here at the moment, return to the
main room and make a hairpin turn to the left around the giant jackal statue.
Jump up the slope into the alcove and climb up onto the block. Turn right and
jump up to grab the ivy-covered surface. Climb up and pull up onto an upper
ledge. Turn around to the left and take the torch from the pedestal
behind the head of the jackal statue.
With torch in hand,
run off the ledge to the block below, then jump and slide down to the cavern
floor. Return to the east room where you began this level and use the open
flame to light the torch. Then go back to the four-jackal room inside the giant
statue, via a series of standing jumps to scale the several blocks in your way.
Light the four torches in the four-jackal room to open the door in the west
wall. Of course, as soon as you do so two of the formerly inert jackals
come to life and attack you, so ditch the torch and take care of them.
Go into the next room and shoot the crocodile that's swimming
about lazily in the pool below. Then shoot the coffin in the corner for some shotgun
ammo. Jump into the pool and swim over to a new area nearby. Pull up into
the room and raid the coffin on your left for the shotgun and the one on
your right for a small medi-pack. Continue across the room to the double
doors at the north end, which open as you step up next to them. Draw weapons
and kill the scorpion at your feet in the doorway, then go inside to
note the moveable block on your right and the lovely gold design work barring
your way into the next area ahead.
Push in the block
three times and turn to your left to face the revealed area. Time a hop past
the teeth doors, then draw weapons to kill two jackals that are sneaking
up toward you on the stairs to your left. There are two coffins at the foot of
the stairs; the one against the west wall contains nothing, but the one against
the east wall reveals the Sands of Time.
Now walk down the central yellow brick road between the two creepy (but so far
inert) Atlanteans abd through the north opening as ominous music plays.
In the next room is a
giant egg sack suspended overhead from the left wall. As you pause to gaze at
it with awe, a crazed Atlantean attacks from your right. Kill it quickly
and step around its smoldering carcass to vault up into the area from whence it
came. Unfortunately, someone has already raided the coffin up here, so go down
the steps and use the Sands of Time in the statue on the left. The nearby gate
opens, so run up the ramp to trigger a flyby of the lovely room beyond the
gilded figures. At this point the level comes to a premature end.