THE QUEST FOR THE ASPHAEINGS AMULET

Level 3: THE ESCAPE


By Fabio Ribeiro (Phabius Phobes)

Unauthorized walkthrough rewritten and expanded by Phil Lambeth.  The original walkthrough by Monika Pietsch follows this one.

Step out into an open-air building complex.  Head N toward the pool and locate the climbing surface to your left in the W wall.  Climb up to the lighter texture and back flip onto an arch.  Grab the uzi ammo and jump down into the water.  Climb out E and locate another climbing surface.  Climb to the top and pull out onto a ledge.  Step forward, pull up into a high crawl space for some shotgun ammo.

Get back down to the ledge and hop over to the N ledge.  Jump up W and grab the crack as the camera angle changes.  Shimmy left around two pillars and drop down.  Jump to the W ledge and get into the high crawl space near the SW corner.  Drop down the other side and push a button in the N alcove to open a door in the room below.  Go back through the crawl space and drop down onto the ledge.  Jump into the pool below and swim through the E opening.  Loop around to the left and you'll come to a door that one would expect you could open.  You can't do so, however, but if you'll flip turn while facing the door and push the action key, you'll trigger the secret chime.  Later in this walkthrough will be directions for obtaining the secret legitimately.

Swim back to the pool, stopping for the crossbow arrows along the way, and you'll find a door in the S wall that you can open.  Do so and follow the passage until a crocodile is alerted.  Flip turn and swim back to the pool, where you can pull out and dispatch the croc with ease.  Jump back into the water and enter the opened S doorway.  Turn left at the wall and continue looping around until you reach a small medipack.  Go back, continue straight across at the crossing and follow the passage for some shotgun ammo.  Return for air, swim back into the S opening and this time turn right at the wall.  Turn left at the intersection (turning right leads to nothing) and follow to a four-way intersection where you'll see another door to your left.  Go there and open it.  Follow to a pool and swim past a crocodile to pull out at the SW corner.

Shoot the vase in the NW corner for some revolver ammo.  Exit N to a smaller pool room through the door you opened earlier, and kill an assassin.  There's more revolver ammo down in the pool at the NE corner.  Pull out of the water, locate the climbable surface on the NE pillar and climb up to a roofed area.  Jump into the dark SW opening.  Turn right and slide down the short slope.  Jump across the fire tile onto a safe ledge.  Don't try to grab and pull up, as that didn't work for me.  Continue with a running jump N over the next fire tile, and enter the crawl space to your right.  When you can stand up, take running jumps E over three fire tile pits and go down the stairs. 

Pick up the uzi ammo and go back up.  Jump over the first fire tile pit and note the climbing ahead (over the second pit).  Jump to grab it and climb up into an alcove.  Jump SE to the adjacent alcove and you'll find yourself over a familiar room.  Jump up to grab the overhead grating and monkey swing forward.  Turn right at the intersection and release when you've reached the W alcove.  Run forward into the next room and step on a timed trigger tile.    Run back to the entrance, jump to grab the grating and quickly monkey swing across to the E alcove and release.  Dash into the next room, turn left (avoiding the holes in the floor) and run past the timed N door before it closes.  You'll deal with the assassin in a minute. 

Run across the bridge into the next room.  Step on the left trigger tile to open the timed door.  Allow the assassin to come in, then shoot him.  Go back and stand on the same (W) trigger tile to open the timed door, then flip turn left to the adjacent trigger tile to open another door in the previous room.  Use the sprint key to dash over the bridge, then veer left in the next room and jump over the floor holes to exit via the timed E doorway. 

Go to the opening, and you may see a foolish assassin trying to monkey swing his way over to you.  If so, he's ridiculously easy for you to kill.  Now that he's given you the idea, jump up to grab the grate and monkey swing over to the far side where he was.  In the next room is another trigger tile to open the previous timed door.  First, however, go into the S room (watch out for the scissor blade trap in the doorway) and take the GUARDIAN KEY from the plinth.  Go back and step on the trigger tile in the next room.  Quickly monkey swing back across and dash past the timed door.  In the room with all those holes in the floor, if you wish to detour for a secret (if not, simply go to the W opening and slide down the slope into the pool below), go to the hole in the SE corner and safety drop from the E edge.  You'll lose some health when you hit the bottom.  Step forward and slide down into a small pool.  Swim down and to your left for SECRET #1.  Pick up the UZIS, some uzi ammo and a large medipack, then open the door in the S wall.  Yes, that's the same door you couldn't open earlier from the other side.

Return to the larger pool, following the same path as earlier, and pull out S.  Run forward, turn left and advance through the half-open E gate.  Go up the ramp into a green-tinted upper room.  Lara looks to her left upon entering.  Go across into the E anteroom, turn left and find some crossbow arrows.  Return and climb up the ladder in the S wall.  Back flip into an upper room, turn around and shoot the vase on the right to alert an assassin.  After dealing with him, pick up the shotgun ammo.  Go into the next room and place the Guardian Key in the receptacle.  A cut scene shows why Lara's attention was attracted earlier.

Return to the room below and jump into the hole in the floor, which is now filled with water.  Swim down, follow the passage, then swim up to pull out into a small room facing an outdoor area.  An assassin pulls up out of a hole ahead, so shoot him before he can become oriented.  The pad behind you is timed, so step on it, run forward and jump over the hole, dash up the stairs and run past the timed door.  You'll slide down a long slope, and you can see a committee of hungry crocodiles awaiting you as you approach the water.

Swim to the N wall, slightly to the left of the center, and there's a place where you can pull out to your right.  Walk E, passing a couple of "underwater" doors on your right, and jump into the water.  Swim down and turn to enter the W opening. Continue through the small N opening and enter a maze-like area.  Take the first left and continue making every left you can until you're able to swim up and pull out W (when the flames subside) to pick up the LASER SIGHT.  Hop over to the E ledge and push the button to open the exit door.  Step out onto a ledge overlooking the pool by which you entered.  Draw weapons and wait patiently for three of the crocodiles to swim lazily by.  Do your thing, then jump into the water and swim back to the same section of the N wall. 

Enter the W opening and the small N opening leading to the maze.  Take the first left again, then take the next right and the next left.  Swim W past a crocodile into what seems to be a familiar area. Take a right at the depression in the floor and follow the passage until you reach another depression in the floor. Swim up here and pull out W.  Back flip over the water hole and turn around to shoot the crocodile down below.  Then jump to the N slope, slide down, grab the edge and shimmy right until you can pull up onto a flat spot.  From here you can take a running jump into the E opening.

In the next room, kill an assassin (the vase is empty) and push the button in the S alcove.  You can see a door opening beyond the gate.  Enter the E room and jump into the water hole.  Swim down into a familiar underwater area.  Now that you've eliminated the crocodiles, you can explore at leisure.  Go to the SE corner and loop around to the left to locate the CROSSBOW.  This is surely an unintended shortcut, but you can now progress by swimming to the middle of the S wall, pulling up onto a sloped surface next to an opening in the wall to your right, and taking a rolling back flip with a hard curve to your left to land safely on a stone-tiled floor.  If you prefer to do it the intended way, however, swim to the N wall where you can pull out to the right, as you did when you first entered this area, and find that those "underwater" doors you noted earlier are now open.

Enter and and locate the ladder on the other side of the pillar (facing the two large vases).  Climb up, take a rolling back flip at the top and come out onto a veranda as a fixed camera gives you a breathtaking overview.  Take a running jump S to the flat roof, take a running jump W to grab the sloped roof and shimmy left until you can pull up safely.  Go to the W wall and drop down S to a lower roof, and from there drop down to the stone-tiled floor (this is where you would end up if you took the short cut described in the previous paragraph).  Jump into the water hole and swim to a large water-filled trench.  Turn left and swim to the E end.  Pull out to your left as the flame blower subsides and quickly scoot to your left to safety.  Take a running jump across the water and grab the far edge.  Shimmy right until you can pull up.  Push the button to open a door elsewhere.

Jump into the water (note the crocodile swimming beyond the wire fence) and return N to pull out of the water hole.  Climb up to the cobblestone roof.  Jump to the N section, grab the edge and shimmy right until you can pull up in front of a pair of large closed doors.  Continue N along the roof line and get into the NW alcove for some crossbow arrows.  Jump back to the central building and from there to the ledge against the E wall.  Jump S to the cobblestone roof and take a running jump and grab to the pillar in the SE corner.  Pull up for some uzi ammo.  Make your way back to the central building and jump to the cobblestone roof near the SW corner as you did earlier.  This time, instead of jumping down the S side to the water hole area, look down the N wall and you can see an opening near the water line.  The opening is too high, however, to reach if you're in the water, so you need to get there by using a method that some would call cheating, but since it's achievable by using standard moves allowed by the game engine, I deem it to be perfectly legitimate. 

Stand at the edge of the roof, facing S, and hop back.  As soon as you clear the roof line, hit the control key and you'll glide into the opening below.  If you hit the control key too soon, you'll simply grab the roof.  Not to worry.  Pull up and try again.  Push the button in the alcove and take a running jump to the NW ledge.  Go through the doorway you just opened and jump into the water.  Swim into the E opening and follow the narrow passage to an enclosed pool occupied by a crocodile.  Since there's no place to pull out and kill him, swim quickly SW into the next room, turn left and approach the wire fence you saw earlier (from the other side) for SECRET #2.  Pick up the REVOLVER, the revolver ammo and the large medipack and swim back, down the hole and through the narrow passage. 

Pull out W and exit E.  Jump into the water and swim to the N wall where you pull out E as before.  Enter the central building and climb up to the veranda.  Jump across to the S roof, walk to the far edge and take a running jump and grab to the opening in the S wall.  Pull up inside and run a short distance into the darkness.  There are openings to your right and left, but whichever way you go you'll trigger a trio of flame blowers.  Let's start with the left side.  Inside of pulling up, take a standing jump to the upper ledge and run forward a step or two to avoid the flames.   If you go any further you'll trigger the second flame blower halfway down the passage.  Turn to face N, and when the flames subside quickly run to the N wall and pull up to a higher area.  Push the button in the wall and you'll hear the sound of a door opening.

Run off SE and reverse roll when you hit the tile to get away from the first flame blower.  The second one has probably been activated by now, so time is right take a standing jump E, grab the opening in the ceiling and quickly pull up.  There's a hole in the floor in front of you, but it just takes you back to the passage below (in front of the third flame blower).  Turn to face SW and jump to grab a still higher opening.  Pull up, go past the open doorway and up the stairs to find some flares in the SE corner.  At the end of the NW alley is a plinth with CANOPIC JAR 2

Go back down the stairs, run off slightly NE to land on the ledge below, wait for the flame blower to subside, run off the W edge and get down to the ramp.  Jump up the W side past the first flame blower, jump to grab the edge of the ceiling opening over the second flame blower, and pull up quickly.  Turn to face SE and jump to grab the edge of the higher opening.  Pull up and find the CANOPIC JAR 1 on a plinth at the end of the NE alley.  Get back down and run off the edge NE to land on the ledge below.  Jump with grab over the E hole and go around the corner to find an opening leading to the cobblestone roof.  From here you can reach the W and E ramparts, but there's nothing of interest there and you can progress no further because of the flaming pillars. 

Jump into the water and swim back to the N wall and pull out E.  Enter the central building and climb up to the veranda.  Go around to the NW corner and jump up into the opening in the N wall.  Follow the passage to a fire tile, jump over it and go down the ramp to your left.  Crawl under the darts and around a fire tile (the vases are empty), and follow the N passage to a fire tile.  Jump over it and take a left at the wall.  Jump NW over another fire tile and locate a small medipack.  Go back, continue to a second fire tile and jump NE over it.  Follow the passage to a dark room with a shallow pool.  Go to the closed doors E and vault into the N alcove on your left.  Insert Canopic Jar 1 in the receptacle and the door opens to your right.

Go inside and crawl past a steam blower.  Quickly stand up and shoot a scorpion.  Activate the reach-in switch for an outdoor screen shot showing that two of the flaming pillars have been extinguished.  Crawl back to the pool area and enter the NW alcove.  Insert the Canopic Jar 2 to open the door to your left.  Enter and crawl past two steam blowers.  Activate the reach-in switch at the end to extinguish the remaining pillars flames outside.  Get back to the pool area and exit SE.  Jump over the fire tiles and crawl under the darts and around a third fire tile.  Continue S to the dead end and go either right or left, jump over one last fire tile and wind up at an opening that overlooks the outdoor area.

Jump to the central building and from there to the S cobblestone roof.  Take a running jump to grab the opening in the S wall.  Pull up inside and jump up into the W passage with the flame blowers.  Make your way up to the next level and go E and around the corner to the opening.  Step out onto the cobblestone roof and jump to your right to the E ramparts.  Go to the N end and take a standing jump down to the pillar that was formerly protected by flames.  Take a running jump E and grab the ledge.  Pull up, go through the crawl space and grab the climbable wall on the other side.  Drop down from the left side (because of the fire tiles below) and step forward to pick up the GUARDIAN KEY

Take a running jump over the fire tiles to grab the climbable surface in the E wall.  Climb three rungs from the top and take a rolling back flip to grab the wall behind you.  Climb up and pull Lara into the crawl space.  Once back on the ledge, take a running jump and grab to the SE pillar, pull up and take a running jump to the S ramparts.  Get to the S wall and follow the cobblestone roof to the other ramparts.  Go to the N end and take a standing jump down to the pillar.  Take a running jump to the next pillar and take a standing jump E with grab to land inside the opening in the wall of the central building.  Use the ladder to get to the upper level of the central building. 

Face the upper opening in the N wall and take a running jump and grab there.  If you have trouble reaching it, try hanging from the edge (noting the ladder there), pulling up, doing a reverse roll and taking your running jump from there.  Pull up into the opening and go around the corner to find a fire tile gauntlet.  The wall to your right is climbable, so jump to it and  shimmy to your left past the fire tiles.  The camera angle changes, so be careful when dropping down to claim the flares.  Get back onto the wall and continue shimmying to your left.  Make sure you're high around to round the corner and drop down onto a safe ledge.  Follow the passage, slide and jump over a fire tile pit and continue to a dead end where you can pull up right into a crawl space.

Drop down onto a ledge on the other side and wait a few seconds for camera control to be restored.   Make your way S with assorted jumps until you reach another crawl space in the wall overhead to your left.  Pull up inside and hang from the other side.  If you release and do nothing you'll slide down a slope to a fire tile, so when you hit the slope and start sliding, simply back flip to a safe tile.  Turn around and go up the steps.  The crawl space in front of you, which you'll use later, leads down to the water.  In the next room you're confronted with a familiar slide-and-jump gauntlet.  No secrets here, just fire tiles below if you miss, and the opening on the far side is too far to reach with a slide and jump.  Therefore, start on the left side and slide and jump off the first two slopes.  When you slide down the third slope, wait until you're near the bottom before jumping off to grab the climbable wall.   Shimmy to your right and around the corner, and drop down into the passage.

In the next room is a short flaming pillar surrounded by fire tiles.  Make your way around it with standing jumps and grabs and enter the E opening.  Jump over a fire tile pit and take a running jump and grab to a climbable wall.  Shimmy to your right until you're able to release and drop down into a higher passage.  Ahead is a dangling rope, and beyond that is a flaming pillar.  Take a standing jump SW to the slope, slide down and grab the edge.  Release and grab the crawl space below.  Pull up inside and drop down the other side.  Activate the reach-in switch to turn off the flames at the pillar beyond the rope.  Get back out, release and drop down onto a slope.  Slide down and grab the edge (there's a fire tile immediately below), pull up and back flip to the slope behind you.  Use the arrow keys to jump off with a curve to the safe floor below.

Shoot a couple of scorpions and take the small medipack from the center of the structure.  Climb the N wall (jump over the fire tile first) a long distance to the previous ledge.  This time take a standing jump to the SE slope and slide, drop, grab and pull up into a crawl space.  Crawl forward and drop down the other side.  The reach-in switch here turns off the flames protecting that short pillar you saw earlier.  Get back out, release, slide, back flip back and forth until you're able to jump off to safely.  Use the W wall to climb back up to the ledge.  Turn around and take a running jump and grab the rope.  Slide down to the bottom and go up one rung.  Even then, you'll have to be careful in swinging forward and jumping off to land safely on the pillar. 

Pick up the GOLDEN VRAEUS and jump back to the rope.  Swing toward the ledge and jump off.  Go to the edge, turn to your right and jump to grab the climbable wall.  Shimmy left to the end and take a rolling back flip to grab the ledge behind you.  Pull up and jump over the fire tile pit.  Step forward and jump to the short pillar.  Turn left to face S and jump up to grab the overhead grating.  Monkey swing S to get across the slide-and-jump gauntlet.  Release at the other end and continue forward to the wall.  Use the crawl space to your left to slide down into the water below.   A new crocodile has been spawned, so swim to the N wall and pull out to your right to deal with it (if it follows you, which it probably won't).

Enter the central structure and use the ladder to climb up to the veranda.  Jump S to the cobblestone roof and into the opening in the S wall.  Make your way up as you did before, step out onto the higher cobblestone roof and jump to the W ramparts.  Get back to the NW pillar next to the central building and jump E into the opening.  Use the ladder to climb up.  At the top pull up, turn around, hop over the hole and climb down the ladder to the bridge below.  Enter the N passage and insert the Guardian Key in the receptacle on your right.  Enter and use the rope to cross over to the far N side.

Enter the next room through either passage and note the openings in the E and W walls.  Pull up into each one in turn and pick up the revolver ammo (W opening) and crossbow arrows (E opening).  Stand in front of the slope, combine your revolver or crossbow with the laser sight and shoot the ornamental disk at the top of each slope.  It's dark up there, so you might need to use the binoculars first to get your bearings.  When you've shattered both disk coverings, a block is raised in the central structure.  Go there, climb up and pull up through the hole in the ceiling. 

Go up N and enter through either gateway.  The vase between the next two gateways contains some flares.  In the next room is a receptacle for the Golden Vraeus.  When you insert it, you're treated to an outdoor electrical display and a flyby that shows a block lowering in the water.  Go back the way you came, jump S over the gap and use the rope to swing further S.  Get out onto the bridge, climb the ladder so you can climb down the other side.  Safety drop to the veranda and jump into the water.  Either elude the crocodile again or go to the SW corner and use the pull-up-back-flip-with-roll-and-curve-to-left routine to eliminate it from a position of safety.   Then jump back into the water, locate the lowered block and swim down the hole and along the long W passage. 

Surface for air at the other end and pull out onto a S ledge for the GRENADE GUN.  Then swim across the pool and pull out N.  Get up onto the climbable wall W and back flip to a higher ledge.  Jump SW, then S, then turn around and jump to the climbable wall N.  Climb and pull up, then take a running jump NE to the next ledge.  Another running jump SE to a longer ledge, two hops SW and finally climb the ladder, shift right and drop down into an upper room.  Go around to the E opening and follow the passage to a crawl space.  Crawl past the steam blower and pull up in front of a ladder.  Climb to the top and pull up.  Enter the E passage and push a button to open a nearby door. 

Step out into a street scene and trigger a flyby that brings three assassins running (while a fourth one lurks nearby).  Kill them all and pick up the GUARDIAN KEY dropped by one of them.  Go to the NW opening and follow the passage to a receptacle for the Guardian Key.  Insert it and the exit door opens.  First, however, go back the way you came and find that the SW door is now open.  Go inside for SECRET #3 and take the small medipack from the raised tile.  Return to the NW exit door and go through for a final fixed camera scene and a slide down to the finish trigger. 

 

Now, here is the original walkthrough for this level:

 

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.

Walkthrough

Go towards the pool. Climb the wall on the left and back flip. You get some ammo there. Climb up on the right side. In a crawlspace you find some shotgun ammo.
Walk along the ledge and jump over to the right. Use a crevice to shimmy along.
Go into the crawlspace in the wall. You will find a button that opens a door.

Go back and jump into the pool. There is one opening. Swim in till you reach a golden door. Behind it is a Secret.
(couldn’t open the door, but turning Lara with her back to the door and pushing action got her the Secret)
Open the golden door in the pool. Draw out the crocodile and kill it. Swim to the left and collect a small medi-pack and some ammo. Swim to the right and open another golden door. Swim up avoiding a crocodile. Kill it.
Go to the next room and kill a black ninja. Get some ammo out of the pool and then use a climbable wall. Pass some fire pits. .At one square turn round and use a climbable wall.
Up there use the monkey bar and swing to the right. There is a pad for a timed door.
Use it and hurry to the monkey bar, swing over and dash to the left to get through the door. Avoid a black ninja. The door will close behind you. Open it with stepping on the left pad. Kill the ninja. Step onto the left pad and side flip to the left on to another pad. Then you have to dash through the door and to the left to get through that door in time.
On the other side is a black ninja. Wait till he gets onto the monkey bar and kill him there. Swing over and collect a Guardian Key. Crawl underneath the clapping knife.
Step onto the pad and then hurry to the monkey bar, do a running jump, grab and swing over to get through the timed door.
Look for an opening on the left side. Slide down and Lara will fall into the pool.
Get out and go through the half open black door. Pick up some arrows. Climb up the wall and back flip. Shoot 2 vases to get some shotgun ammo. Kill a black ninja and afterwards use the Guardian Key. In the room below flows water into a deep pit.
Go down the waterhole.
Climb out. You will meet a black ninja. Kill him. Step onto the pad and dash through the door. Slide down a long way. In the water are 4 crocodiles. Swim and avoid them as well as you can. Swim to the right and then sort of left underneath the central building. There is one place you can climb out at.
Walk to the other side of the ledge and jump into the water. Swim down and take the first left opening and left again. You will end up in a room with a fire emitter and the Lasersight in front of it. Get the Lasersight. Push a button and step outside. From there you can kill 3 crocodiles.
Jump into the water and find the underwater opening again. This time swim to the left and the second opening to the left. Pass a crocodile and swim to the right.
When you can get out you can kill the crocodile from above. Shimmy to the other side.
Kill a black ninja, shoot a vase and take some ammo. Then push the button and this will open the double golden door just where you can climb out of the water.
Search the underwater passages for ammo.
Then go up and through the golden door to enter the central building. Climb up the ladder and make your way to the southwest corner. Behind the red roof you can drop down. Kill the 4.crocodile. Go into the waterhole. Watch out for poisonous darts and a fire emitter. Take a running jump to the other side and shimmy to the right. Push a button.
This opens a door.
Get back and climb onto the red roof. At the place where there is a niche with a button underneath use a little trick to get down there.
(Stand with the back to edge. Draw a flare and wait till it is almost gone. Then jump backwards and press the action key.)
Lara lands in the niche. Push the button and jump over to the open door.
(Or you can jump from the central building to a slope opposite the door. Back flip, twist and direct Lara to the right. That should get her onto the ledge where the door is.)
Go down the waterhole. In the bigger part swim to the left and you get the Revolver, a Secret, a large medi-pack and some ammo. You might need the large medi-pack because a crocodile will get some of Lara’s health.
Swim to the northwest corner and find the Crossbow. Swim to where you can climb out of the water. Enter the central building again and climb up.
Go towards the red roof on the south side.
Take a running jump to the opening.
You come to a place with fire emitters on both sides.
Start on the left side. After the first fire emitter turn round and jump up to the opening on the right. Up there is a button that opens a door. Go down and now jump forward and grab the edge. Pull up. Look up and jump to a higher edge. There is the open door. Behind it you will find the Canopic Jar 2. Drop down and go to the right side with the fire emitters. Up there jump forward to grab the edge. Look up to the upper edge and there is the door, which you opened a little while ago. Up there you find the Canopic Jar 1.
Go down and over to the central building. Go to the north side. First jump over to a corner on the left side to collect some arrows. Then jump to the opening in the wall.
You have to pass some fire pits and in a bigger room are poisonous darts. Behind that room go to the left and collect a small medi-pack. Go to the right and you enter the room with the 2 big doors. Use the Canopic Jars in the niches next to the doors. Behind the left door Lara has to crawl and pass two gas emitters. She has to return the same way. Behind the right door there is one gas emitter and a black scorpion. There is a niche switch at each end. Each switch will turn off the fires on two blocks (as shown on a fly by).
Leave this area and go across the central building towards the red roof and there jump over to the opening.
Climb up on the right side, watching the fire emitters. Get onto the upper level.
At the right side you can step out onto a roof and then make your way to the blocks on the right side. Take a running jump to the ledge and use a climbable wall. Do there a twist jump and a back flip to reach the bottom. Pick up the Guardian Key.
Go back up and make your way to the left side. There is an opening in the central building and inside is a ladder to climb to the top. Up there take a running jump towards the opening in the wall.
Use a climbable wall to transverse to the left. Pick up some flares and continue.
You climb outside through a crawlspace. Keep to the left and enter another crawlspace. When dropping down do a back flip over a fire square.
In the next room Lara has to jump over fire pits. She starts on the left side and has to jump over slopes and at the end has to grab a climbable wall.
In the next room is a block on fire and over it is a monkey bar.
Go on till you reach a big room where you see a rope and Golden Vraeus with a fire around it.
First jump to a slope on the right, grab and drop grab. Crawl in and use the niche switch. This will turn off the fire around the Golden Vraeus. Go down grabbing a slope and using back flips till Lara is on a safe floor. Go to the centre. Kill two black scorpions and pick up a small medi-pack. Then climb up the wall. Repeat the procedure on the left side. This switch will stop the fire underneath the monkey bar.
When you get back up use the rope to swing over and take the Golden Vraeus. Use the rope to swing back and then go to the block underneath the monkey bar. Swing over the fire pits to the other side. Use the crawlspace on the left. You will slide into the water. Watch out for a crocodile.
Make you way back up to the top of the central building.
This time use a ladder to climb down to a bridge. Use the Guardian Key to open the door. Use the rope to cross a room. Go to the right side and use Crossbow/Revolver and Lasersight and shoot up the slope. Repeat this on the left side. This will raise a block in the centre. Climb up using the block. Shoot a vase and get some flares. Then use the Golden Vraeus and you see how an opening in the centre down in the water opens.
Go back using the rope once more and climb so far down that you can jump into the water. There is a crocodile there, but that should be no problem. Swim into the opening and through a long passage. When you enter a bigger room watch out for poisonous darts.
On the left side is a ledge with the Grenade Gun on it. Get it. On the right side you start your climb up over climbable walls and ledges. Crawl pass a gas emitter and so on.
When you reach the top push a button. Once you step through the door 3 black ninjas appear. Get rid of them. One leaves a Guardian Key. Around the corner is another ninja.
Go to the exit on the left and use the Guardian Key.
This opens the double golden door, but first go back into the yard, because there is another door open. Inside are a small medi-pack and a Secret.
Now go to the golden door and you see a jeep in the sand.

This is the END.

Addendum by Esra: You can get to the first secret from the other side of the underwater door. In the room with the two timed doors and the eight holes on the bottom savely jump into the hole in the southeast. But be sure that you are on good health.