THE LAST
JOURNEY
Levels by Piotr
Klonowski (Pedros) (May, 2002)
Walkthrough by Harry
Laudie, Val and Phil Lambeth
Searching For the Eye
of Horus
The game begins with a
series of flybys through a large structure out in the desert somewhere. When
camera control is finally restored and you're able to move without being rudely
interrupted, run forward down the passage and into an ornate room with a well
in the center. Jump into the water and swim west into a flooded room. Pull out
into the west passage and follow it around to an opening overlooking a deep
room. Take a running jump and grab to the bridge spanning the room. Pull up and
you'll hear the familiar sounds of a retching mummy. There's a closed door at
the other end of the bridge. However, there's a ladder in the east wall you can
jump to and use to climb down to the floor below. Push both floor levers at the
north and south ends of the room, and you can hear the sound of a door opening.
Dodge the two mummies and climb back up the east ladder. Back flip to the
bridge when you're even with the wall opening on your right. Run south and into
the open doorway.
Go to the closed gate,
turn around and pull down a jump switch to open the gate. Do this for the next
two gates. Watch out for ceiling spikes in the third doorway and enter the next
room. There is nothing in the vases. In the next doorway, watch out for floor
spikes. Run up the stairs into a large room to kill five dogs. At the top of
the steps, go down a corridor into a room with three doors, and the door opens
to your right. Dive into the water and swim down to pick up the UZIS and five
stashes of uzi ammo behind a fence. Then swim back to the previous room and
shoot the empty boxes if you want, and go south through the open doorway.
Get into the water and
swim. When you round the bend and see a crocodile coming toward you, flip turn
and swim back to shore to kill it. Go back and swim down the tunnel to pull up
into a room. Kill two dogs and go to any corner and climb up a few levels until
you reach a section with four switches. Pull all four switches and kill a bat
that appears. Get down, drop through the hole and swim back to the earlier room
and see that the east door is open. Go down the ramp and you'll fall into a
maze. Look behind you and you'll see two inaccessible keys behind the bars. Go
straight to the end, then right, left, and right and follow to the end to a
hole. If you go all around the maze, you can shoot vases (some of which are
empty, but most of which are not) for an assortment of goodies: three uzi
clips, four blue shotgun shells, grenade gun super ammo, two small medipacks,
two stashes of flares, three red shotgun shells, a large medipack and the
SHOTGUN. After you've picked up the shotgun, go forward from that spot and drop
down into a tunnel. Go north, left, left, right, pass, right, left, left, right
and follow to a hole that looks deceptively like the one you dropped down from
earlier. Pull up and follow the tunnel to pick up two CRYSTAL PYRAMIDS that you
saw from the other side of the bars. Go back to the hole and drop down. Go back
to first hole, pull up return to the original maze and notice that new vases
have appeared. If you follow the new vases (more of which are empty than not
this time) you will get grenade gun normal ammo, some uzi clips and a large
medipack as you return to the starting area. Go up the ramp and into the west
corridor to see the two receptacles on the walls on either side. Use the two
Crystal Pyramids and the north door opens. Enter the door and kill a very dry
crocodile. At the deep pit, turn around, drop and grab the ledge. Release and
grab a crawl space just underneath it. Follow the crawl space and pull up to
the other side of the pit. Note the monkey bars that you couldn't reach from
the other side. It is possible to kill another crocodile down in the pit as
Lara aims at it.
Go west and cross the
bridge over the water room you swam through earlier. Go up some stairs and kill
two dogs on the way up. Continue up the stairs and get a cut scene of the door
in the water room opening. Go back down the stairs and jump off the bridge into
the water. Swim south through a small opening and pick up four uzi clips, two
red shotgun shells, two grenade normal ammo, grenade flash ammo, large
medipack, flares and the GRENADE GUN in the next room. You also hear the secret
sound as you enter, although no secret is registered. Now return to the larger
pool and climb up the opening in the west side. Jump to the bridge (use the
grenade gun on the mummies down below if you wish), go through some corridors
to the south (enduring those hanging spikes) and back to the crawl space
through the north doorway in the three-door room. This time continue on up the
steps to enter a room. You get a flyby of the area that ends with a view of the
Eye of Horus on top of a tall column.
Use all four floor
levers and a door opens to the east. Follow that tunnel and another door opens.
Pull the statue from its alcove in the south wall. Push it to the north-west
corner brown tile and a door opens in the east wall. Move that statue to the
south-east corner brown tile and a door opens in the west wall. Notice the
switch behind the fire. Move that statue to the north-east corner brown tile
(you don't have to follow the darker tiles) and a door opens in the north wall.
The last statue can only be moved one square and it is stuck. However, the fire
is a fake so go to the west alcove and pull the switch. A column rises in the
center of the room. Climb it and get into a crawl space to the north. At the
end go the left and kill three crocodiles that try to push you onto the spikes.
Enter the east tunnel and then go north and use sprint to enter a room
hopefully ahead of the spikes in the tunnel. Kill two dogs that appear. Go west
up either ramp and get into an opening in the east wall. Turn around and follow
a tunnel west until you are over a lava room. Notice a door in the north-west
corner.
Run off to your right to
the ledge below. Safety drop from there to the central block. Save the game and
slide down the west slope. Just before you fall into the lava jump over it. Continue
west and pull the two switches. The left one opens the door behind you. Reverse
roll and hop or climb some blocks and run through a tunnel to reach the base of
the central block. A running jump to the left (without grab) will get you
safely over the lava square. Climb back up over the ledges to the open west
door. Go down the stairs and about halfway go to the right to pull a switch. Return
and continue down the stairs to a tunnel. The door opens before you, so exit
and pick up the EYE OF HORUS. Go back to the door you entered and face the
door. Stand one step from the west edge. Hop back and use grab (after you clear
the edge) and you should drop onto the flat section next to the switch. Use the
switch and the door above you opens.
Slide down to the floor
and go back to the open door to the east. Enter the next door and climb the
pillar to get into the north crawl space. The hardest part is getting from the
crawl space to the safe flooring before the spikes get you. Start your crawl at
an angle when the spikes go up and you should make it. At the other end wait
for the first spikes in the tunnel to go up. Then run in and go to the left. About
half way down the tunnel start to sprint and you should make it ahead of the
spikes easily. As before go up the west tunnel, over the lava room and through
the upper west opening, down the stairs and back to the bridge over the room. There's
a large medi-pack perched on the east landing below the bridge if you think
it's worth the trouble of getting it and coming back up to the bridge. Otherwise,
go to the open door to the west. Enter the doorway and a gate drops behind you.
Follow the tunnel to a room and kill six mummies (use a single grenade for the
first five, then another one for the latecomer). Jump into the octagonal yellow
wall west and use the Eye of Horus to open the circular gate. Go forward slowly
and jump over the spike trap at the other end. Slide down the long dark slope,
and when you stop, kill a dog that attacks from ahead. Go east and continue
your descent into hell until the level changes.
Going to the Death!
You are still sliding
down. Jump to the right and at the end of the slope, jump with a right curve
and grab to land on a platform in the lava. An alternate method is to jump/roll
and slide backwards and grab the edge, then back flip with a roll and a curve
to the right. Release and grab a dark crawl space and crawl into a cave that
opens in the north-east corner of the lava. Kill the two ahmets that are
frolicking in the lava and jump to the opening in the west wall. This is a
small maze where you kill two more ahmets. At the exit go up some stairs to
kill yet another ahmet. Notice a glass floor and go west to face a lot of
spikes. Notice that the spikes pop up on adjacent squares during the cycles. The
cycle seems to be spikes up, adjacent spikes up, all spikes down, and then it
repeats. There is an alcove behind each pillar with fire on it. When the spikes
go up, run for one of them and jump into it before the spikes pop up again. A
gate opens at the back of the room. Jump to the central structure and then into
the second alcove. Another gate opens at the back of the room. Kill the ahmet
that escapes. Go back to the central structure and face the open gates (I stood
facing the right side gate). Now take a standing jump down to the tile just in
front of the open right side gate, making sure you time this when the spikes
are just about to go down. Now quickly nip onto the tile to the left (directly
in front of the closed gate) as the spikes here will deactivate, and so will
the next set on the tile to the left in front of the left side gate (so long as
you remain standing on the tile), so stand there and look into the small room
beyond the gates; but don't go through yet. There is an open door at the end of
the small room but it's a red herring (it will close before you can get there
and you will then be spiked), so don't even try to make it through there. Instead,
look up in the ceiling behind the central closed gate and see a crawl space
with spikes inside.
Many thanks to Val,
both for donating her time and expertise to conquer the next phase legally and
for providing her notes that make up the next two paragraphs. If you find that
you're simply unable to duplicate her effort, click here for a savegame that allows you to resume in the dark
pool described below.
There is no easy way to
explain the next tasks, other than to say you will be reloading a lot in order
to pass the next two areas, because the maneuvers are accomplished by timing
and happening to be in the right place at the right time. There is no skill
involved other than you have to be quick and arrive under the crawl space so
that Lara can pull up into it without any hesitation because spikes will
activate within seconds of you entering this small room. So first run to the
crawl space and immediately jump/grab and pull up into it, and this is the next
problem because you will have to have arrived up in the crawl space just as the
spikes have lowered, you should just see them sticking out of the floor of the
crawl space. If this looks good then crawl quickly through to the end, and then
quickly round to the left, stand up, and then jump through the circular blade
before new spikes activate.
Lara will now slide down
several slopes with spikes popping up behind her, and then she will eventually
arrive on the final two slopes. You will need to take note of what to do here,
and again this is a case of timing and being in the right place at the right
time. So, when you are on the penultimate slope, slide and jump onto the final
slope so that Lara lands on the near side of it, then when you are sliding on
the final slope you must jump again so that Lara lands on the first tile in the
passage below (don't let her slide off the slope into the passage or she will
stumble and there won't be time to run on before more spikes activate). As soon
as Lara lands on the tile she will be able to run on, but don't sprint through
the next spike passage or you will arrive at the other end too soon and will
get spiked in the final passage, so just do two running jumps through this
passage to the end and then go right into the final spike passage. Now run
normally until you are about two tiles along the passage, and then sprint to
the end and jump through the circular blade. Lara will now fall down into a
dark pool.
A crocodile will be
quick to greet you, so get your bearings without delay and locate the small
opening in the NW corner. Swim through the passage, turning left once, and
emerge into a huge underwater room where more crocs lie in wait. Swim upward and
note the hole high up in the ceiling to your left. Pull up for some air and a
little peace and quiet after your previous ordeal. You may even get lucky and
target a few of the crocs from your safe vantage point. The door at the other
end of the short passage remains closed, so don't try to find a way to open it.
When you're ready, jump back into the water and take whatever time you have,
depending on how much of the reptilian population you were able to thin out, to
explore this large area. However, to move on in the level you have to do two
things, and two things only: Swim down to the SW and SE corners of the room, in
the small space between the wall and the structure. You'll find small companion
openings at floor level which allow you to swim inside the structure. There's a
red diamond on each side that you must swim directly over. Doing so opens the
front door at floor level between the two Anubis statues.
Swim inside, use the air
hole to fill up your lungs, and continue west through the long passage. Swim up
at the end and pull up into what appears to be a pulsating gullet leading down
to deadly lava. Ha, ha, fooled you. Not lava at all, but harmless water, so run
down the gullet, slide down the slope into the water and swim up through the
east opening. A croc lies in wait at the end. Pull up beside it and kill it
before moving on.
You find yourself on a
ledge overlooking a lava room, with pillars scattered randomly about. There are
no spikes in this area, so go to the south end of the ledge (watch the low
ceiling) and take a running jump (because of the ceiling) to the nearest
pillar. Take a running jump and grab east to the next pillar, pull up and take
a running jump to the pillar against the south wall, and take a final running
jump NE to the next pillar. Turn SE to face the opening in the south wall, then
save your game and take a running jump with a midair curve to the right and
hitting action at the last instant to land inside the opening. Walk up to the
giant cigar cutter and turn to one side. Take a side flip past the blades as
soon as they open, and run to the end of the passage and throw the wall switch.
This causes a realignment of the pillars on the north side of the lava room, so
take a side flip back through the blades and then take a running jump NW to the
nearest pillar. Retrace your steps back to the west ledge and run to the north
end. Take running or standing jumps as necessary to reach the pillar nearest
the NE corner of the lava room. (That last jump is easier than it looks, as the
west face of the NE pillar is climbable.) Step back to the NW corner, facing
the opening in the north wall, and run off the pillar with the action key
depressed so you'll land inside the opening.
You're met immediately
by an enraged ahmet, and the tricky thing here is killing it in the right spot
so the burning carcass won't impede your progress. Do your best to flip past
the blades and engage the ahmet (while gulping down medipacks) so that it dies
at the NE corner of the passage, right at the bend. At any other place you
won't be able to throw the wall switch, or get back through the blades. Once
you've accomplished this and thrown the wall switch, stand at the right corner
of the opening facing SE. Take a standing jump and grab to the pillar and pull up.
In a second or two you'll see the door in the east wall opening. Make your way
back to the west ledge, jumping and grabbing as necessary, and run back to the
south end. Use the pillars on that side to get back to the one nearest the SE
corner. Repeat the running jump with a midair curve to the right while
depressing the action key to land inside the passage. Side flip past the blades
and push the wall switch back up to return the pillars to their original
configuration.
Go back to the opening,
face NW and take a running jump back to the nearest pillar. Turn to face NE and
take a running jump to the next pillar. Stand at the back left corner facing
east, and take a standing jump and grab to land inside the east passage. The
door closes abruptly behind you, so there's nothing to do but run up the ramp
and into the next room as the door ahead opens automatically. There are three
closed gates here, but the east one opens when you stand in front of it. When
you step inside the door closes behind you. Run up the stairs, side flip past
the blades of a giant cigar cutter, and time a run past the nearby spikes. Side
flip past an angled cutter (a little trickier), simply squeeze past it to one
side, and then you'll face a third cutter where the spikes are on both sides. The
side flip trick isn't apt to work here, so dive and roll through when the
spikes are down and the blades are open. Continue running once through to make
sure you're past the spikes, then continue down the passage and side flip or
squeeze past another cutter. Turn right and time runs past two more sets of
spikes, bringing you in front of a final cutter. There's a ladder in the wall
to the left at the cutter, so climb up and pull up into an area overlooking a
steep slope leading down to what looks like lava.
Actually, it's not, so
slide down and drop through the "lava" into a lower room guarded by
an ahmet. Kill it, then climb or jump the steps east until a door opens
silently in front of you. In the next room you see a closed door guarded on
either side by a pair of presently sleeping bulls. Draw a weapon and wait for
the ahmet to join you. Kill it, then quickly enter the next room and turn to
your left away from the bulls. If you're lucky you won't awaken either one of
them. Light a flare and push the first of four floor levers you'll find in each
corner of this room. Continue making your way counterclockwise around the room,
noting first the closed door in the north wall and the spikes above that
plagued you earlier. You'll alert a second ahmet as you approach the second
floor lever in the NW corner. When you get to the south wall the companion door
there is open, so go inside and step on both omega tiles. Push the fourth and final floor lever and go back the other way (so you
won't have to run past the bulls) and step on the two omega tiles in the north
room. Now to go where the bulls are and run between them into the open doorway
before either bull can give chase. The door will close behind you, but if a
bull happened to make it inside then just run up the stairs until another door
opens in front of you. It too will close as you enter, and this should take
care of any trailing bull.
There are three wall
switches in this room. Throwing the two to the south causes the next door to
open, but you may as well throw the third one as well. Go inside, and the next
door opens while the previous one closes. There are four wall switches in this
room. Throw them all, even though the SE one alone will open the next door.
When you enter the south passage the door closes behind you. The door ahead
opens as you approach, allowing you to enter a room filled with giant cigar
cutters. As far as I can tell there's no need at all to engage them. Just kill
the two ahmets that greet you, then pull the wall switches at the NE and SW
corners to open the south door. Go inside, light a flare and walk up to the
edge of a slope. Save your game here. You're about to embark on a series of
connected slopes with spikes that shoot up as you near the bottom, and you need
to jump over them with precise timing.
Start by standing at the
left side of the first slope. Slide down and jump forward as you near the
bottom, just before the spikes are sprung. When you reach the next slope, jump
off at a 90-degree angle and press the action key so you won't bump your head
on the ceiling. You'll land safely beyond the spikes. Turn left and look down
the next slope. Start sliding and counting. You'll slide down two slopes and
then land on a spike ledge. Back flip immediately, slide a short distance and
back flip again to clear the second spike trap. You'll then continue sliding
and trigger a lengthy closing flyby that takes you through a treasure room you
never get to visit, and finally through a crawl space to the author's credits,
whereupon the level ends.