THE CITY OF GODS 3: THE UNEXPECTED (L'IMPRÉVUE)
THE CITY OF GODS 4: THE GATES OF THE FORGOTTEN CITY (LES PORTES
DE LA CITÉ OUBLIÉE)
Levels
by Claude Gross
Walkthrough
by Phil Lambeth. My gratitude to Moonpooka for her persistence and skill in
ferreting out and conquering that superhuman timed run for the second secret. I
also found the previous walkthrough posted here to be extremely helpful as I
made my way through these taxing levels.
L'IMPRÉVUE
Lara
begins underwater, facing north with no air hole in sight, so you can't waste
time sightseeing. Swim straight ahead to the north until the current sweeps you
to the oval opening. As you enter a large underwater chamber a couple of sharks come up to sniff out the situation.
Continue swimming straight ahead so you don't get caught up in the swirling
currents on either side, and before long you'll come to a sunken rusty
derelict. When you're about to run into its side, turn to your left and swim
down to the corner, where a third shark
is now swimming up to investigate.
Locate
the small opening into the sunken vessel near the sea floor and swim inside.
Just inside to your left is a hard-to-see wall lever; throw it to open a trap
door in the floor a little farther on. Just beside the trap door opening is an
air hole which you'll probably need to use about now. Then, with the shark
nipping at your heels, swim down the shaft and note the large medi-pack at the bottom. Don't pause to
pick it up yet, but swim out into the interior of the vessel and turn left
(west). In the juncture at the end of the first steel crossbeam is a wall lever
to your right. Pull it, then swim forward and turn left (west again) into the
juncture at the end of the third crossbeam and pull the lever on the west wall.
Now reverse roll and swim back up the shaft for some air. Use a medi-pack if
necessary to restore Lara's health from the inevitable shark attacks, then swim
back down the shaft and pick up that medi-pack at the bottom.
Hug
the right (east) side of the vessel this time, and note the plug for tro-online.com
on the wall as you swim by. When you reach the last crossbeam swim up and
locate the opening as Lara's theme music plays, signifying that you've done
well to get this far and that now we're ready to get down to serious business.
Pull
yourself out to find yourself in an enclosure above a section of the vessel
that's only partially flooded. Use the ladder at the break in the railing to
climb down into the lower area. Splash over to the work desk near the NW corner
and pick up the CROWBAR. Hop over the
nearby red steam pipes, which will scald you if you get too close, and stand on
the right side of the three dark shelves. Pull the first one out two times,
then run around, hop over the pipes again and pull back the second one once to
reveal a button. Push it, and you'll hear the sound of a nearby gate opening.
Reverse
roll, jump over the pipes and splash over to the stairs at the SE corner. Turn
right here and find the now-open gateway. Go inside, hop carefully over the
steam pipes and climb up onto the block against the west wall. Step in front of
the wall switch and save your game for a timed run. Light a flare, pull the
switch, hit the look key to kill the cut scene, reverse roll, take a running
jump over the pipes, sprint up the stairs and down the hall and scoot into the
last doorway on your left before the door closes. As you enter, a cut scene
shows a working underwater fan that will suck you in and slice you to ribbons
if you jump into the water in this room. The flaming pipes to your right guard
a scroll, and if you climb up onto the structure on either side you get a brief
remote camera shot.
Climb
up onto the structure to your left (north) and drop down onto the ledge on the
other side. Turn to face the red dot that's located at about eye level on the
side of the structure, draw your pistols and shoot it. Now crawl back over the
structure and approach the timed door by which you entered. It opens
automatically from this side, so go through and note the now-open doorway
across the hall.
Enter
and take note of the short burst of action music. Two SAS come out from either side of the pillar with
the strange brass sea serpent attached to it. Kill the SAS and pick up the small medi-pack dropped by one and the shotgun ammo dropped by the other. As you do so
you note the other brass sea serpents in this area. Go past them into the next
room, and Lara's attention is attracted to a burning sea serpent on the wall to
her left. Go past the benches and jump into the water. At the bottom of the
submerged stairs is a wall lever. Pull it to open the gate to your left, and
swim inside.
The
two openings, one on either side, are decoy traps, as swimming inside either
one will cause you to be sucked into a killer fan. Instead, open the near door
to your left as you pass through the open gate, and swim inside. Turn to your
left and locate the wall lever. Pull it to trigger a cut scene showing a door opening
outside. Before proceeding further, exit this room and turn right through the
open gate and up around the stairs to grab some air. Then return and swim
through the last door on the right that you opened with the wall lever. While
triumphant music plays, enter a larger room and locate two pairs of facing wall
levers, one pair in the middle of the north wall and the other in the middle of
the south wall.
Pull
the NE lever to open the NE door in the hall outside. Since you're probably
about to run out of air at this point, return through the open gate to fill
Lara's lungs. Then come back to the previous room and pull the NW lever to open
another door. Swim back to the hall and go across through the now open NE
doorway into what looks like a war room. Swim all the way across, past the
large map, and locate the opening in the NE corner. Swim to the end of the
short tunnel and head upward until you reach some air. Stop to get your
bearings before pulling out into the next room. You'll see the swinging spike
barrels directly in front of you, so pull out on the right side.
Turn
to your left, time a run past the spike barrel and then turn to your right when
you get past it. Pull up onto the crate and note the nearby floor receptacle
for your crowbar. Use it to open an underwater door elsewhere. Hop down and
skirt the next couple of swinging spike barrels until you reach the north wall
of the room. Throw the wall lever for a cut scene of the submerged area that
will be drained once you find and throw two more switches. Play chicken with
the spike barrels once more as you make your way back to the water hole. (There
are no pickups on any of the crates along the way.) Jump into the water and
swim all the way back and up the stairs for air before continuing.
Now
swim back to the room on the far right of the hallway, and pull the two facing
wall levers on the south wall of the room to open another underwater door and a
trap door. Then swim to the SW corner of this room and go through the opening
there and swim up alongside the submerged ladder until you reach another room.
Pull out and quickly kill the SAS, then
push the button on the wall to the left of the three lockers. A cut scene
indicates this is the second trigger required to drain the area down below.
Search the spacious bunks before you leave, for a large
and a small medi-pack, some shotgun ammo and the SHOTGUN.
Swim
back down the shaft and through the room below into the hall, turn left and
re-enter the NW room that you accessed by opening the door earlier. Inside
you'll find the trap door that was opened with the wall lever in the previous
underwater room. Swim up and pull out into a dark passage. Light a flare and
run to the other end to find a wall switch. Throw it for an extended flyby
showing that the area outside has now been drained. This includes the area
right behind you, so use the ladder to climb back down to the room below.
Go
to the north wall and stand in front of the empty shelving on the far left.
Pull it out to reveal a crawl space. Go inside and use the ladder at the other
end to climb up into a fancy office for SECRET #1.
Take the UZIS from the small credenza on
one side of the desk, and some ammo for
it from the one on the other side. Go into the NE alcove beside the bookshelves
and pry the GOLDEN STAR off the wall.
Now go between the bookshelves against the east wall and take the crossbow arrows, the revolver
ammo and the grenade gun ammo
from the small table.
Climb
back down the ladder, reverse roll and use the crawl space to return to the
now-drained room. Exit this room and cross the hall into the room on the other
side. You come to a gauntlet of flame-blowing pipes. Here's how I got across
safely. Wait until the first set of blowers subside, then quickly run forward
across the pink tile. You don't need to fool around with the second set; simply
jump over the pipe on either the left or right side. Stand in front of the
third set, wait until the flames subside completely, and run forward across the
next two pink tiles but stop before you get to the third one. If you stand here
and wait, the fourth set seems to spew out flames constantly. However, I found
that if I saved here and reloaded, the flames went out for some reason, so I
quickly ran forward across the third pink tile (which makes the final blower
set stop emitting flames for a few seconds). Continue forward, push the button
and step back quickly before the flames resume. (In case you didn't have a
chance to look at the cut scene, what you've just done is to open doors at the
top of two ladders, one of which you'll find in each of the two killer fan
rooms off the drained main hall outside.)
Getting
back is easy; just use either aisle and take standing jumps over the pipe
sections. However, don't get too close to them, because they're red hot and
will set Lara aflame.
Exit
this room, go back into the main hall and cross directly over through the
middle doorway in the north wall, into a room where earlier you would have been
sucked into a killer fan. There's a ladder just to the left of the entrance, so
use it to climb up into a ramped area where you can see a button far across on
the north wall. Use the bars overhead to monkey swing over to the other side,
then drop down and push the button. A gate opens nearby, so monkey swing back over
and locate the new opening in the west wall near the top of the ramp. Enter the
theatre and shoot the boxes on the ledge as you make your way around the
balcony area to the other side. (The first box contains some grenade gun ammo;
the others are empty.)
On
the other end of the balcony, go past the doorway to your right for the time
being and head down the stairs ahead. A gate opens in the corridor to your left
as you near it (and stays up), so go back up the stairs and turn left into that
room with pipes and hanging rusty chains. Look around to get the lay of the
land. On the ledge to your right you'll find two facing wall switches separated
by crates (making it impossible to get from one to the other without hopping
down to the floor). In the next alcove to the right is a pipe that you have to
hop over to get to the ladder on the wall to your right. If you climb up the
ladder you'll find another wall switch at the end of the short passage. All
three of these switches are timed. Finally, in the last opening to the right is
a pipe spanning the room with a closed door in the far wall. You should shoot
the box in the back corner of the main hallway to give you some extra running
room for the task to come, although it's empty.
Now
go back to the balcony area and exit through the east doorway to the ramped
area. Climb back down the ladder and return to the main hall. Go across and
enter the middle doorway in the south wall into the other room with a formerly
deadly killer fan. Use the tall ladder near the entrance to the left to climb
up into a new room. Pull up to face a row of burner plates. Go to your right
and vault up onto the safe plate and turn right to face the wall switch. Throw
the switch to extinguish the flames for a short while, then reverse roll and
sprint across the temporarily dormant plates to the room on the other side.
Face
the second wall switch and save your game here. This switch is the key to
gaining the next secret, which is a harrowing experience to say the least (as
it's combined with another grueling timed run that is necessary for you
to conquer in order to progress in the level). If after a number of attempts
you decide that getting the secret is simply not worth it, nobody will hold
that against you. You may wish to save periodically in different slots as you
dash through this timed course. Just remember that you have 90 seconds from the
time you throw this switch until the secret gate closes.
Throw
the switch, reverse roll and scamper across the burner plates and go quickly
back down the ladder (releasing and grabbing, as opposed to climbing down, to
save precious time). Exit this room and turn left in the main hall. Sprint up
the stairs and in the next hall above take a right just past the first pair of
sea serpents through the open gateway. At the top of the stairs turn left into
the room with the three timed switches and climb up the ladder to stand in
front of the wall switch at the end of the short passage.
Now
for some additional timed run fun. Actually, it's one of the toughest ones I've
ever encountered, quite apart from the added challenge of the timed secret. You
need to throw all three wall switches in the correct order to open a couple of
doors and turn off a flame trap in the passage between the two, all for a
mercilessly brief span of time. So throw the first wall switch and reverse
roll, run forward and don't waste time climbing down the ladder. Sacrifice a
little health by running off the edge to the left (to clear the pipe below),
reverse roll as soon as you hit the floor and sprint back down the hall, angle
a jump to your left onto the north ledge and throw that wall switch. Turn to
your right, run off the ledge and make a quick hairpin turn to the right and
jump between the crate and the table laden with paint cans and throw the south
wall switch. Side flip to the left and sprint forward down the hall to the
south end. Turn right, hop over the pipe and sprint through the two-door
passage into the next area. TIP: The back door, opened by the third switch,
is on the shortest timer. I therefore suggest that you save in a different slot
the instant you reach that third switch (without having lost time by stumbling
along the way). By so doing, you can reload from that point and devote all your
energy to this final concentrated burst of speed.
Don't
stop to catch your breath in the hallway beyond, as you're still on a timed
mission to get the next secret. Turn right and ignore for now the SAS who immediately comes out to challenge you.
Sprint past him and take the second left into the next room before the gate
closes, for SECRET #2. Kill the SAS
when he follows you inside, then pick up the CROSSBOW,
some crossbow arrows and shotgun ammo. You can ignore the ominous
footsteps that sound as if they're very close by. (They are, but they're coming
from another SAS in the next room, and he can't get to you.) Return to the hall
and turn left, run north down the hall and take another left at the bend in
front of the closed gate. Keep running and you'll be warped to the next level.
LES
PORTES DE LA CITÉ OUBLIÉE
Follow
the passage and make two right turns. You come to a pit with goodies at the
bottom, but it's guarded by a perpetually burning flame. (You'll earn a SECRET down there if you can find out how to
extinguish the flame.) Hop over the pit and run up the incline and through the
opening onto a balcony. You'll get a brief cut scene showing an alerted SAS, followed by a lingering flyby of the room
beyond that concludes with an awakened dragon
while action music plays. The camera then shifts back to the SAS, and you have
to hit the look key to restore camera control.
You're
engaged in a staring contest with the dragon, so turn right and run to the
buckled end of the balcony while a plague of locusts
released by the dragon descends upon you. Angle Lara slightly to the left and
take a running jump across to the south balcony where you see a break in the
railing. Turn left and run to the other end while the dragon belches out
another dose of locusts. Throw the floor lever and reverse roll. Go to the
south wall and jump up to grab the crawl space. Pull yourself through the grate
and crawl forward. Take a left and then a right. When you pass the grate on
your left you'll get a cut scene of another alerted SAS.
When you pass the second grate you'll be able to stand up, so run forward and
use the right side of the ladder on the south wall.
When
your hands are on the third (counting from the top) charcoal gray strip, take a
back flip into the opening behind you. This short passage is a dead end, so
turn to face the wall to your left. Take an angled standing jump with grab to
land inside the opening below. Don't move for a few seconds, and wait until the
switchblade ball attached to a rope chain drops down and the blades have popped
out. If you've jumped to the center of the opening and are standing near the
edge, you shouldn't be injured at all. Crouch down and crawl east underneath
the switchblade ball, past a grated trapdoor in the floor and the left passage
just beyond that (for now, anyway). When you near the active steam pipes at the
east end, you get another long flyby as you stand up and run forward.
Time
a run past the steam pipes and climb down the long ladder on the south side of
the wall at the end of the corridor. Use the crawl space to access a small area
where you find a dead soldier still gripping his weapon. Pick up the REVOLVER and some ammo
for it, together with the LASER SIGHT,
then push the button on the wall at the NE corner (which releases more locusts) and activate the jump switch high up on
the fan grill. A cut scene shows the area back in the higher crawl space with
the steam blowers, and the fan blades start turning slowly in front of you.
Return to the ladder via the crawl space and Climb back up. Run past the first
set of steam blowers and note that the trapdoors just beyond are now open.
Take
a running jump to clear the steep gap, then hop back to grab the edge of the
west wall and climb down to the bottom of the shaft. Hit the look key to
restore camera control, then turn to your right and use the crawl space, taking
a bend to the right and continuing to a point where you can stand up. Here
you'll have to endure another flurry of locusts,
but they won't hang around for long.
This
next room is heavily guarded. Turn to your right and climb up onto the block
and pick up the uzi ammo. You'll
probably alert the sentry gun perched to the SE on the other side of the room,
but you're near the edge of its range and should endure only a short burst.
What you need to do to get rid of it will take some guts. Get as close as you
can to it without actually drawing its fire, then make a mad dash across the
open floor to safe refuge on the other side of one of the dark gray columns
that flank it on either side, as more locusts
attack. Then, to avoid the deadly flames that emit from its barrel, I'm afraid
you're going to have to endure more punishment as you crawl to the nearest side
of the structure on which the sentry gun is perched. When you get there,
continue crawling around the structure, hugging the edge for dear life as you
go. When you reach the other side, you can stand up safely, calmly combine the
revolver and the laser sight, and blow away that bastard by shooting the gas
pack mounted on its rear. Then climb up to where it was and pick up the KEY RING as an explosion is triggered somewhere
(which actually closes off the crawl space by which you entered this room).
Turn to face north and note the receptacle on the left wall of the adjacent
structure.
Now
go to the other side of this room and climb up onto the similar structure
against the north wall. Pull down the wall switch to open the adjacent door and
attract yet more locusts. Go inside the
next room to trigger a flyby that features a submarine, an underwater iris
door, and a facing killer fan. After camera control is restored, turn left and
run down the passage and then turn right to run up a wide ramp. Go inside the
opening ahead and turn right to head down the dark passage and trigger a
repeating cycle of action music. (If you turn left, you'll attract more locusts
prematurely.) Turn left at the bend and enter a dark room with a number of
crates neatly arranged to your left.
Run
straight ahead to the other side of the room, and you'll see a closed metal
gate. In front of it is a large medi-pack,
which you probably need. Look toward the west side of the room and you'll see a
pipe emitting a steady stream of flames. If you approach it you'll start
hearing the crazed screeches of the nearby dragon, and its locusts will be sent
periodically to plague you. Go back to the entrance and locate the five crates
so neatly arranged near the SE corner. You'll find the TORCH on top of the SW crate, so pick it up and
take it over to the flaming pipe across the room. Avoid the nearby circular
saw, not to mention the locusts, and
light the torch (by approaching the pipe from the side and not by trying to use
the actual flames) as the dragon protests wildly.
Go
around the flaming pipe and locate the sprinkler head mounted on the bottom of
a ledge on the north side of the crates. Use the torch to set off the
sprinklers, and at the same time you get a cut scene showing a metal gate
opening. Hop back and you'll see another cut scene, this one showing a jump
switch higher up in this room. Your torch has been doused by the sprinkler, so
toss it aside. Go back to the SE entrance to this room and bypass for the
moment the new opening to your left. Turn right and run west to the other end
of the dark passage (passing a closed gate on your left) and turn right at the
bend. The raging sounds of the dragon are getting louder, and that's because
you'll emerge on a balcony in the dragon's lair.
Quickly
draw your combined revolver and laser sight, and blow up the nearby sentry gun
to your right. Then duck back to safety in the passage before the dragon can
spew you with its fireballs. Then run back out to the other end of the balcony
and throw the floor lever there, and reverse roll immediately and dash back to
the passage. Now return to the entrance of the room with the crates and turn
right into the new area you bypassed just a minute ago. Stop to pick up the large medi-pack, then turn left and push the
button to activate an elevator.
When
you stop rising, note the closed door behind you and then run along the passage
until you come to an opening overlooking the crate room. Jump to the alcove to
your left, and then to the adjacent one to your right. If you're the cautious
type, you can turn around, hop back to grab the edge, and shimmy around to the
adjacent alcove without risk. The next alcove is a little trickier, though,
because you'll encounter one of those large swinging hooks. However, you can
easily evade it by pulling up to the left or side side. Then simply walk
straight forward, turn around and repeat the shimmying procedure to reach a
ledge guarded by another swinging hook. Carefully pull up in the corner and
turn to your left. You'll see a lone ledge against the west wall, and above it
is the jump switch you saw in the cut scene earlier. Wait until the hook swings
back, then take a running jump and grab to the ledge. Pull up and activate the
jump switch as more locusts attack in a
fury.
Retrace
your steps to return to the elevator. The door that was closed earlier is now
open, so go inside, use the crawl space and lower Lara down the other side to
be warped back for some unfinished business in the first level.
L'IMPRÉVUE
You
drop down into a corridor you've already visited. You now have the key to the
door ahead, but for now run past it and go south down the long corridor. Turn
right at the end and use one of your keys to open the door. You now meet the
source of those ominous footsteps you heard just before you warped to the
second level, so draw your weapons and eliminate the SAS. Go inside and take the LABORATORY
KEY from the small credenza with a brass sea serpent on either side.
Now go back to the closed gate at the other end of this corridor and use one of
your remaining keys to open it. When you go inside you get a flyby showing a
number of alcoves with buttons to push, but it doesn't seem to be important
that you push them in any particular order, as will be explained shortly.
On
the cement ledge you're standing on, there's a closed door in the east alcove.
There are also three ropes strategically located to give you access to the
button alcoves. (There's also a presently unmarked ladder going down to the
room far below from the NE side of the cement ledge, but you're not supposed to
know that yet.) First, walk out to the north edge of the cement ledge and angle
Lara to the right. Take a standing jump into the alcove slightly above you and
push the button. Jump back to the cement ledge. You can use the first rope to
swing across to the first alcove in the west wall for some revolver ammo, but if you push the button there
you'll summon a giant flying bug. Wait
until it's in the alcove with you before you kill it, for it's carrying a large medi-pack. Then take a running jump back to
the rope, swing back to the cement ledge and release. Walk out to the NW corner
and face the second rope. Take a running jump to it and grab it, then turn Lara
so that she's facing the second alcove in the west wall. Swing toward it, jump
off and land inside the alcove. Push the button there, then reverse roll and
take a running jump and grab back to the second rope.
Turn
to face north, swing forward and jump off to grab the third rope, then swing
forward again and release to land on top of the large structure with a work
table on it. Sidestep in front of the work table and pick up the JACK HANDLE. Finally, walk to the east end of the
structure, take a standing jump into the nearby alcove and push a third button.
Jump back down to the structure and turn left to make a running jump and grab
to the nearest rope. Turn to face west
and swing toward the alcove on the far right.
Release to land inside and press the button. Jump back to the rope, turn all the way
around to face east and swing toward the second alcove from the left. Release
to land inside and press the button. Hop back, grab the edge and use the ladder
to climb down into SECRET #3. Shift
either left or right to drop down between the boxes, then shoot them for some crossbow arrows, a small
medi-pack and some shotgun ammo.
Step
down into the water and you'll alert a silent, giant flying bug. Kill it, then go over to the SE ladder and climb up
to the cement ledge you started from. The door in the east alcove is now open,
so go inside. (As you’ve probably noted, four of the six alcoves are marked –
1/2, 2/4 and so on – and two are not. I
assume that the four marked buttons turn off the killer fan in the area you
need to visit next. It's the act of picking up the jack handle that opens the
door in the east alcove. The unmarked
middle button in the east wall identifies the long ladders that you used to
climb down to the secret and then back up to the cement ledge. The sixth button
has no function that I could discern.)
After
a cut scene confirming that you've indeed shut down the killer fan, you find
yourself back in the balcony area of the theatre that you navigated earlier.
Turn right, then left, and run forward and down the stairs through the gate you
opened earlier to your left. Turn right and go past the mounted brass sea
serpents, turn left when you reach the rusty barrels and go down the stairs to
the room where you began your adventure inside the vessel. Turn left into the
little room, jump over the pipes and climb onto the metal slab in front of the
timer wall switch you've already used.
Do
so again, and repeat that tough timed run back into the room at the far left of
the hall at the top of the stairs. When you get inside, climb up the structure
to your left and jump into the water that's now safe. Locate the wall lever
next to the killer fan while you enjoy another plug for tro-online.com
on the facing wall. Pull the switch to turn off the flames in the blower pipes
above. Climb out of the water and pick up the scroll (or, more accurately, the VENTILATION PLANS) that was inaccessible earlier.
You immediately hear footsteps behind you, so reverse roll, draw weapons and
kill the SAS who's lurking in the doorway
area.
Exit
this room. Right outside to your left is a closed gate with a small credenza
inside. On top of the credenza is a torch. However, you don't have the required
key to gain entry, so turn right and go down the hall past the first rows of
barrels and locate the door to your right. You do have a key for this one, so
use it and enter. You're in a room with many levels, and a flyby shows you a
couple of closed gates, some more brass sea serpents and a bunch of crates and
translucent boxes.
Your
basic task in here is conquering a block puzzle. There are four translucent
blocks at floor level that need to be pushed and pulled to their corresponding
tiles near the center of the room. Start with the SW block directly in front of
you. Push it four times, then run around to the large center tile and pull the
block two times so that it comes to rest in the SW corner of the large tile.
You hear what sounds like a gunshot, which means you've done the right thing,
and the brass serpent mounted on the adjacent column also lights up. Repeat the
procedure with the NW block, then go to the east side of the room and do the
same thing with the other two blocks. (To do so, you must make room by moving
the first two blocks onto the east tiles.)
When
you've finished, you find that the configuration of the room has changed
considerably. Go back to the SW entrance and locate the nearby climbable
surface. Use it to access the next higher level of this room. There are four
more translucent blocks here. Just push each one onto the large interior green
tile, which triggers flashes of blue electricity each time you do it. (When you
push the first two, simply hop back, jump and pull up to the third level, run
across the slab to the other side and jump down, and turn around and push the
other two.)
When
that's done, climb up to the third level again, jump across to the west side,
and use the monkey bars to go the rest of the way into the now-open north
alcove. Drop down inside and throw the floor lever to open the east gate below.
You can safety drop from here if you like, at the cost of a little health, and
run toward the open east gateway. Drop down into the water hole inside and swim
through the short north passage into an outside area. Keep going straight, and
Lara's attention will soon be directed downward toward the ocean floor. At
about the same time a shark will come
over to dine, so quickly swim down and pick up the CLEF
EN ARGENT MASSIF. Flip turn and swim back to the safety of the
passage into the vessel. (The shark will follow you inside, but it's too smart
to go all the way in where you can pull out and shoot it.)
Pull
out, run back through the room where the blue electricity is still very much
active, through the west opening and left between the barrels to the closed
gate. Use your most recently acquired key to open the gate, then step inside
and pick up the TORCH. Hop back, turn
right and run west through the room with the mounted sea serpents and into the
next room with the benches where you find a couple of lighted sea serpents on
the facing walls. Use one of them to light the torch, then go back in the
direction you came from and take an immediate right through the open gate and
up the stairs to your right.
Back
in the balcony area of the theatre, go to the west end and locate two pairs of
facing sea serpents in the walls of two alcoves. As you face them, light the
left serpent in the alcove to your right, and the right serpent in the alcove
to your left (in other words, the inside pair). Now go back down the stairs,
through the gate and take a right into the room with the green-tinged pillars
with all the mounted sea serpents. Light all four of them, and when the last
one is lit you hear the faint sound of a door opening ahead down the east hall,
left past the barrels and an immediate left directly across the hall from the
room with the flashing blue electricity.
You
can toss your torch aside, as you don't need it any longer. Go inside the newly
opened doorway and use the ladder to your left to climb up a good distance.
When Lara's hands reach the end of the gray, and the rusty color takes over,
back flip into the passage behind you. Turn around, and you'll see swinging
spike barrels in the distance. Turn left into a passage into the next room for SECRET #4. Take the small
and large medi-packs from the small
credenza against the north wall.
Leave
this room and turn left into the passage. Hop over the deep pit and time a run
around the first swinging spike barrel. Jump over the next pit and negotiate a
tricky running jump with grab over the next pit while evading the second
swinging spike barrel. Pull up and continue forward down the corridor. Turn
right at the bend and watch the flyby as you enter the next area.
Take
a running jump forward to the ledge in front of the closed gate. Turn to your
right and face toward the SW, then take a running jump to the ledge against the
west wall. (If you fall into the water, you'll be sucked into one of two killer
fans.) Walk around the ledge and pull up onto the block for a large medi-pack. Then take an angled running jump
to the higher east ledge. Turn left and hop back down to the ledge in front of
the closed gate. Step forward and jump straight up to grab the north ledge.
Pull up and take a running jump to the next ledge against the north wall. Make
your way around the ledges in a counterclockwise direction with fairly routine
standing and running jumps until you reach the ledge in front of the flame
blower. (You can use the hang-drop-shimmy technique in this area if hopping to
the adjacent ledges makes you nervous.)
Wait
for the flames to subside, then jump over and continue until you reach the
ledge against the north wall. Turn right to find a gap in the force field that
until now has prevented you from reaching the other side of this room. Continue
along the ledges (squeezing under the ceiling pipe can be tricky, so save
before you try that one), this time in a clockwise direction, until you reach
the work bench on the ledge abutting the force field. Turn to your right and
take a standing jump with grab to the ledge, then pull up and run off the other
side to land on a ledge in front of a button. Push the button to open the gate
on the other side, then make your way painstakingly back to where you started
in this room.
When
you've completed the reverse circuit, drop down onto the ledge in front of the
now-open gate and go inside to use one of your keys in the keyhole. A cut scene
shows that the killer fans have been disconnected, so dive confidently into the
water and locate the opening next to the south fan. Swim inside, through the
next room and into the opening on the other side. You've now finished
everything you need to do in the first level, but there are yet many tasks
awaiting you in the second level. Follow the passage down, turn left and swim
up, and you'll be warped away from here.
LES
PORTES DE LA CITÉ OUBLIÉE
Pull
up out of the water into an area surrounded by flame blowers, while that
annoying action music starts cycling through again. The east stanchion is a
disguised ladder, so climb onto it and shimmy around the corner to your left.
Start climbing down, and shift to your left when you reach a concrete slab that
connects the wall and the stanchion. Pull up onto the slab for some uzi ammo, then hop back and grab the edge, shift
back to the right and climb all the way down to the floor.
As
you roam around this room (if you venture too close to the south side you'll
get the dragon's attention and the inevitable rain of locusts) you notice that
some of the machines scattered about are equipped with levers. There are two
near the NW corner, one near the NE corner and the fourth near the SW corner.
Pull all but the one in the SW corner. The one near the NE corner gives you a
cut scene of a gate opening in the nearby watery area where the dragon lurks;
the other two don't provide any clue as to what you've accomplished.
Go
to the SW corner and stop at the threshold to pick up the large medi-pack while locusts
fly in and out of your hair. Angle to your left as you run across the next room
and go to the other side of the central structure. Go inside the opening where
the gate has lifted, and throw the floor lever on the right hand side. Now exit
this structure and make a horseshoe turn to the left. Against the east wall,
near the SE corner, you'll find a column with a climbable surface on the south
side. Use it to climb up (on the far right side) so that Lara's feet are above
the railing on the balcony ahead and to her left. You're not completely immune
to the dragon's fireballs when you get up this high, so quickly back flip to
the balcony behind you and push the floor lever you find there. A cut scene
gives you a brief look at an area elsewhere.
Take
a running jump over the balcony and grab the ladder. Climb down to the watery
floor, then run forward along the east wall and turn right at the NE corner
into the room with the switches. Run across to the other end to put yourself
beyond the range of the dragon's locusts, and push back up the switch facing
the north wall in the NW corner to turn off the flames above on this side of
the room. Then locate the climbable column against the east wall, next to the
column in the NE corner. Climb up, and shift to the right and around the corner
when you've cleared the ledge. Drop down to the ledge and discover that a gate
has opened in the west wall. The flames previously blocking your access to it
have conveniently gone out, so make your way over there and enter onto a balcony
in the dragon's lair. Throw the floor lever you find there and retreat to the
previous room as another horde of locusts
is released.
Shimmy
past the flame blower near the entrance, then pull up and follow the ledge
until you reach the SE corner. Push the button to open the adjacent gate,
giving you access to the room where you shot the sprinkler head earlier.
Turn
around and make your way toward the NW side of the flame blower room, where you
find another opening. Jump over to it and look down into the next room. There's
a dead SAS off to your right, with a small medi-pack on the floor near his
body. However, it's a decoy disguising a deadly mine field, so take a running
jump to the ramp ahead and keep moving forward as you hear a series of
explosions. Straight ahead is a friendly SAS, so you can safely ignore him
while locating and pushing the button in the north wall.
Go
through the opened gateway on the south side and step up onto another balcony
in the dragon's lair. Throw the floor lever you find there and return to the
previous room. Go back to the ramp and take a running jump over the row of
skulls. You'll trigger another explosion, but it's harmless. Step forward and
pull up into the east opening, then jump back to the central area with the small
pool. Continue over to the SE corner and go through the room with the crates
and the sprinkler head. Keep running south across the room and exit through the
passageway. Near the SW corner you'll find a passage to your left that was
formerly blocked by a closed gate. Go inside and use the ladder to access a new
area. You're met with a sound that's like a machine badly in need of oiling.
Hop
down into the room and place the Ventilation Plans on the central podium. A cut
scene shows an unfamiliar and as yet unvisited area. Push the floor lever in
the north alcove and a door opens down the stairs to the south. Go there and
run past the friendly SAS. In the next room, however, you'll encounter three or
four decidedly unfriendly SAS, not to
mention a sentry machine gun. Stay on this side of the room as you eliminate
your human foes and then blow up the sentry gun with your combined revolver and
laser sight. Go to the ledge against the east wall, not far from the NE corner,
and pick up the CAR JACK. Combine it with
the handle now, before you forget, as you'll be using the assembled part before
long.
Return
through the SW opening down the ramp to the previous room. The SAS has decided to turn nasty, so kill him. Then
go to the pole next to the podium and climb up to near the top and back flip
into a ventilation duct. Turn around and crawl forward, turn left at the
juncture and use the ladder to climb down the shaft formerly blocked by the
large trap doors. At the bottom you'll recognize the new area you saw in the previous
cut scene. Step up to the brick wall and press action, and you'll surprisingly
be prompted to use the car jack. Don't argue; use it to blast a hole in the
wall.
Hop
back, jump up to grab the metal grate, and pull up into the crawl space. Crawl
forward and turn right at the bend. When you stand up you'll find yourself back
in the room where you encountered the first sentry gun. Remember that
receptacle on the south side of the central structure? Go there and place the
Laboratory Key to trigger a continuous set of raucous explosions while a cut
scene shows you a button to push. Move away and the ruckus stops. Go to the
north side of this room and vault up onto the metal block. If the door ahead is
open, ignore the switch to the left; otherwise, throw it to open the door.
Go
inside to a room you've already visited. Jump up to grab the top of the wall
ahead. However, don't pull up. As you shimmy all the way to the right, you can
see the still active killer fan to your left and the submarine floating on the
water below. Pull up onto the small corner platform and hop forward onto the
ledge below. Turn right and push the button to open the iris door in the water
below and, at the same time, turn off the killer fan.
Jump
into the water and swim along the east passage. When you get to the natural,
craggy section, swim up and look to the left for a small opening. Squeeze
through it and swim up into a new area. Pull up and shoot the nearby crate for
a small medi-pack, then step forward
through the north opening. Pay attention to the extended flyby through the room
ahead, then turn around and hop back to grab the top edge of a ladder. Climb
down to the ledge below, then drop down to the floor. Go east into an area
featuring four Poseidon statues. Locate the block on the south side of the
nearest Poseidon statute and climb onto it. Still facing south, angle Lara
slightly to the left and take a standing jump and grab to the higher ledge.
Pull up, walk forward and throw the floor lever. A cut scene shows an underwater
trap door opening.
Note
the huge carved stone head beside you. Your next task is to gain entrance to
the interior of that head, so go back north to the edge of the runway you're
on, and take a running jump and grab to the large ledge overhanging the water.
Pull up and make a hairpin turn to the right, hopping to that portion of the
ledge where you're closest to that huge flat red tongue. Take a running jump
toward the stone creature's snout. Slide down and grab the edge of its nose,
then release and immediately grab that unusual square tongue. Pull up into the
creature's mouth and crawl forward into its gullet. At the other end, turn
around and lower Lara down into an indoor pool area. Reverse roll and jump into
the pool. Locate the opening you created in the near left corner and swim
inside.
Follow
the tunnel until you reach the first intersection. Turn left here, then make
two more left turns. Next you make four right turns in succession and locate
the nearby shaft which leads you up to air. Pull out into a dark room where
you'll find a floor lever. Throw it for a cut scene revealing one of the four
tridents you need to locate and collect.
Jump
back into the water and swim down the shaft. Exit this area headed east, then
turn right and make another immediate right. Continue following the tunnel as
it bends to the left, and when you reach your first intersection continue
swimming north down the long straight portion to the end. Turn left and look up
to locate the opening. Swim up the shaft and pull up into another dark room
where you'll a ladder in the north alcove. Climb up into a passage that leads
to a ledge overlooking the area with the Poseidon statutes. Activate the jump
switch in the south wall to open a trap door in the opposite corner of the large
indoor pool you jumped into on the way to the underwater maze area.
Thanks
to Lizard Queen for this helpful correction: This jump switch actually does not
open the second trap door in the pool, but rather a trap door in the main area
leading to another SECRET in the NW
corridor of the north beast head. Climb the ladder there for a large medipack and revolver
ammo.
Go
back through the passage, climb down the ladder and jump back into the water.
You now have two means of getting back to the indoor pool via the underwater
maze, so choose the one that suits you best and return to the pool. Pull up
onto the central fountain and pick up the first TRIDENT
(it's easier if you stand at a slight angle), then swim over to the north side
and pull up out of the pool. Crawl back through the stone creature's gullet and
turn around when you reach the end and hang from the tongue. Drop down into the
water, climb out and place the trident in the nearest Poseidon statue. You'll
be rewarded with a cut scene showing an iris door.
Turn
to the west, jump into the water and pull up next to the block that you used
earlier to access the floor lever. Climb back onto it and take a standing jump
and grab to the south ledge. Turn around for another running jump and grab to
the central ledge. Pull up and go forward to another stone head on the north
side. Enter its mouth in the same manner that you entered the other one, and
crawl through until you reach the end. Turn around and lower Lara down into a
room with a swimming pool and flame blower holes in a central structure. (The
east and west faces each have two blower holes, making a total of six.) Since
the south flames blow continuously, start with the east face and wait until the
flames subside in each hole, then reach inside quickly and make your way around
the structure in a counterclockwise direction. When you get to the south face
you find that the flames have gone out, so reach inside twice. (Why twice?
Maybe for good luck.)
Climb
inside the central structure from the south face. (It's very hard to convince
Lara to grab, but be persistent.) The fire that was burning in the central
shaft has gone out, so climb up the ladder and pick up the second TRIDENT in the alcove. Climb back down and exit
through the south opening (as the other blower holes are still operable). Pull
up into the south crawl space and return to the former room. Place the trident
in the nearest Poseidon statue as you did earlier, and you'll see another
static cut scene of the iris door.
Face
toward the SW, jump into the water and return to the same climbing block you've
used twice already. Use it once again and return to the central ledge, and when
you pull up turn left to face west. Enter the third stone beast's maw, using
the same technique as you did with the other two. Turn around at the end and
lower Lara into a room where a flyby shows the third trident behind a series of
closed gates. It's time for another timed exercise. Make a circuit around the
central pyramid and you'll see a wall switch on each of the four faces. Begin
by facing the west switch with the closed gates behind you.
Throw
the switch, hop back, angle slightly to the left and jump over the corner. Run
forward and turn back to your right and throw the second switch. Repeat in a
similar fashion until you reach the fourth switch (which opens the gate nearest
you). Jump over the corner, turn slightly to the left and sprint through the
corridor until you've passed all the open gates. Vault up onto the platform
ahead and pick up the third TRIDENT.
Many
thanks to Alarable for the following tip: After the 4 timed switches, when you
reach the third Trident...In the back SW corner there is a jump switch. If you
use it then on your way out after passing the second gate, the sidewalls are
transparent and you can jump on a block on the left side and get a SECRET consisting of the crossbow, large medi
and something else.
Reverse
roll and go back the way you came, as on the return trip the gates open upon
your approach. Return to the previous room via the stone beast's mouth, and
place the trident in the nearby Poseidon statue. You see another cut scene of
the iris eye, same as before.
Now
make your way to the east end of the room, where the fourth stone beast sports
a wall switch on its snout. Use the block to the right to get into its mouth,
and crawl forward through its gullet to the other side. Lower Lara down onto a
ledge and drop down to the floor below. Locate the climbable surface on the
pillar near the west wall and use it to climb up, shifting to the left as
necessary to continue your progress. Then shift around the corner to your left
and pull up into a dark corridor. Follow the corridor around to the right and
climb up onto the ledge at the end. Step forward and you'll find yourself on
top of the stone beast's head. Turn around and slide down backwards onto the
bridge of its nose. Continue hopping backward until you come down in front of
the wall switch. Throw it for a cut scene showing a door opening in a flame
blower area.
Stand
at the apex of the stone beast's nose, hop back, then take a standing jump
forward to land on the bridge area. Run forward and repeat to get to the stable
surface between the ears, then take a standing jump forward with grab to get
past the ears to the other side. Hop down to the corridor and return to the
other side. Turn around and climb back down to the floor. Locate the open
doorway in the NW corner and go into the hallway. Time runs past the three
flame blowers in the hallway and emerge in a room with a central pillar.
Climb
up the pole, and when Lara's feet reach the pink portion, back flip to the top
of the column. Turn around, pick up the fourth TRIDENT,
then turn around again and jump back to the pole and slide down. Go past the
flame blower gauntlet into the SW corner of the previous room. Pull up into the
stone beast's gullet and crawl back through to the other side. Place the final
trident to open the nearby iris door up in the north wall.
Climb
back onto the adjacent block and use it to access the mouth of the east stone
beast once more. Crawl through the gullet to the other side, drop down into the
dark room and use the climbable pillar to reach the top of the stone beast's
head. Slide down to the bridge of its nose and walk out to the NW corner facing
the new opening. Take a running jump down to the opening and run forward to end
this enjoyable and most challenging level.