DARK SKIES 5 - 7

Levels by Justin
Walkthrough by Phil Lambeth

 

Level 5: THE ABYSS

From Incantations, the transporter station to the east takes you to First World (or The Abyss), where Lara continues her adventure. Step down and take a hairpin turn either to the right or the left around the transporter, and the door on the opposite side opens as you approach. Step onto a broken walkway leading to a gigantic spaceship. Jump over the gap and the door ahead will open. Inside are three alcoves, each with a closed bulkhead door and a golden wheel. The ones to the left (north) and dead ahead will open; the one to the right appears stuck.

Go through the open bulkhead to the north and climb down the ladder (ignoring for the moment the golden wheel ahead). At the bottom step forward and turn the silver wheel, opening a trapdoor elsewhere. Reverse roll, draw weapons and kill the SAS guarding the control room beyond (ahead and to your left). While you're here, search the shelves in the northwest corner of the room for the SHIP UNDERLAY. (This is a map of the outdoor maze you'll soon encounter.  You might want to make a detailed sketch of it now, as you'll be referring to it often while you navigate the maze.) Then turn back and climb back up the north face of the ladder. Pull up, step forward and turn the golden wheel, opening the door ahead. Step into a low enclosed area, run around the support, turn to the left (facing a slowly turning fan) and climb up west through the open trapdoor into the next higher level. Step forward and pick up the CRYSTAL KEY in front of the formidable-looking machine gun. Hop back to drop down to the lower level, turn left and go back through the open door. Jump over the hole, attempting to grab so you'll land safely on the other side. Run forward into the next room and turn left. Open the door to the east if you haven't already done so and run through a passage connecting two sections of the spaceship. Step up onto the platform and use the Crystal Key to open the door ahead.

Inside, Lara's attention is immediately attracted to something over to the right. When you go over to explore, you find a rope overhead extending horizontally from the walkway to the central tower of this new multi-tiered room. Now go over to the opposite (north) side and locate the wall switch. Throw it to lower a trap door. The only way to get down to the lower level from here is to jump over the railing, so do so. Search the shelves in the northeast corner for the CROWBAR, then turn the silver wheel in the block on the other side of the room. (This is one of two wheels that must be turned to enable a sequence that will be explained later.)

You'll note a TORCH on a large marble slab against the west wall, but leave it alone for now. Next to it, down the ramp, is a door that you can open by walking up to it, leading to the room where you got the Ship Underlay. But for now, locate the vent near the NW corner in the north wall, and draw weapons to shoot out two rows of slats. Then pull up into the opening and run up the ramp. When you reach the trap door you opened, turn to the left and climb up the ladder past the passages to either side. Near the top, back flip into the opening, turn around, draw weapons and shoot out the slats ahead. Walk out to the edge of the opening and take an angled running jump SE to the top of the central gizmo with the red and blue stripes. Turn to the right, walk out to the west edge, then jump straight up and grab. Pull up in a crouched position into the crawl space, then crawl forward past the steam blower into SECRET #1 and pick up the Grenade Gun Ammo. Crawl back out and drop down to the central gizmo.

Locate the silver wheel below and to the southeast, and take a running jump to it. When you turn the wheel (the second of the two referred to earlier) you see a cut scene of the block below emitting flames. Turn to the right and run to the other end of the walkway. Turn to the right and take a running jump and grab across the room to the walkway on the other side. Pull up, step forward and vault up into the opening, and use the ladder to make your way back to the bottom floor. Go back out, vault up onto the marble slab and pick up the Torch. Carefully walk over to the flaming block in the SE corner. Here's the sneaky way to light the torch: Hug the block to the left of the wheel, then sidestep once so you're at the corner. Then angle Lara to the right and hit the action key. She'll actually reach through the block to light her torch without getting set ablaze in the process.

Carry the lighted torch to the opening near the corner in the north wall and take a standing jump inside. Run up the ramp, turn right, and at the end turn Lara around so her back is against the wall. Take a standing jump west into the next higher passage. Run forward up the slight incline to the end, where you can run across the corner to the left into the adjacent south corridor. (If you miss and fall down the hole, just run through the open door and try again.) Run forward, turn left when you reach the room with the three doors adorned with wheels, and return to the room with the red and blue central gizmo. Go to the right and locate the rope that fascinated Lara so much earlier. Jump straight up with the lighted torch, and the section of rope above Lara will catch fire and activate the sprinkler system. It will also open the hatch leading to the underbelly of the space ship, so toss your torch (you no longer need it) and head back down to the lowest level where the block is still spitting flames.

Stand on the north side of the hatch, facing away from it, and save your game (making sure Lara is at full health). Hop back and grab the ladder. Climb down and drop to the walkway below. Then immediately turn around (but don't reverse roll, or you'll fall to your death), run forward and make a quick right as machine gun bullets start tearing into you. Make a running jump across the gap ahead and keep running until the barrage ceases near the other end. Walk forward, draw weapons and shoot the Vulture that's flapping about. Then walk out to the end of the walkway and take a running jump and grab to the other side. Pull up and walk forward, around the central struts. Don't worry about the machine gun ahead or the rotating device on your left. Walk out to the left end of the broken walkway and take a standing jump to the next section between the swinging blades. You can jump to the platform to the right, past the blade, for some Desert Eagle ammo.

Jump back to the main walkway, turn right and continue on. Watch out for the hole ahead, marked by a flashing yellow light. Go around it to the right, draw weapons, and shoot the two SAS guards (one off to your right and the other ahead and below). Then turn to your left, jump over the hole and shoot out the supports to the south. Walk up to the near edge of the dark platform formerly blocked by the supports, turn around, jump up and grab the ladder. Climb to the top and pull up. Run forward and turn left into the tunnel. Make a left, then a right, and zig forward to the right past an oscillating claw. Draw weapons and shoot out the supports in the room ahead, blasting away the entire floor in the process and causing a ramp to lower.

Walk down to the edge of the ramp and take a standing jump into the area ahead for SECRET #2. You'll see a SILVER ROSE suspended over a central platform, but it's well guarded by blue sizzling bolts of electricity. Turn off the current by shooting just one of the crystals that are lodged in claws situated about halfway up on each of the four surrounding poles. Then vault up onto the platform and take the Silver Rose.

Jump back to the ramp, run up past the swinging claw and make your way through the tunnel back to the hole leading outside. Turn around, hop back and grab the ladder and climb down. At the bottom, step to the left around the hole and jump to the adjacent walkway to the west. Follow it around to the end and use the Crowbar to open the door. Vault up into the small control room (shoot out the slats if you like) and take a standing jump ahead to grab the ladder. Climb down into a pulsating green light. At the bottom, reverse roll step into the depression to trigger an ominous sound. Lara's attention is attracted to the symbol on the greenish panel ahead. Turn to the right, draw weapons and shoot out the slats. Then vault up into the opening and get ready to endure the Mother of All Mazes.

When you step down onto the walkway, facing west, you lose camera control while being buffeted by fierce whistling winds. However, the stomach-jiggling gyrations soon abate as you move forward, but they'll recur briefly from time to time. Bring up the Ship Underlay from your inventory and refer to it often. Believe me, you'll need it. eTux has also prepared a detailed diagram for your convenience, and it's reproduced below.

 

 

The map is oriented toward the west. The two easternmost squares (at the bottom of the map) are the entrance portals. You're starting from the one on the right, the northeastern one. On the map, the blue squares denote doors, the purple squares denote switches, the red lines denote barriers (which remain in place throughout), the cyan strips denote inclined walkways, and the dark and light gray strips denote, respectively, upper and lower walkways. Now let's get started.

Go straight ahead (west) and drop down into the hole. Keep moving forward and you'll soon come to a four-way junction. Continue straight ahead (west) and throw the switch (1) at the next landing. (You have to make a hairpin turn to the right and face east to do so.) A cut scene shows a door opening ahead of you and to the left (as you are now oriented). Since you're now facing east, head back in that direction, turn left at the four-way junction and throw the switch (2). The cut scene shows a still scene of the door all the way across in the southwest corner, but you have to throw another switch before it will open.

Now let's go on a little hunting trip. Draw weapons and head west from here. You'll soon come to a tight hairpin turn, where a raptor waits. Kill it, then reverse roll and head back the way you came. At the previous switch (2), turn right and head south. Go past the four-way junction, then make a turn to the left and quickly back to the right. Go up the incline, and when you reach the dead end, turn right and go west down the incline. Turn right at the next junction, take a little dogleg at the intersection and continue in a northerly direction. Turn left at the next intersection, draw weapons and kill another raptor. Continue forward (west), make a little dogleg and you'll soon find your way blocked on either side by a closed door (this is the red-line barrier on your map). Pick up the M-16 Rifle lying between them. Reverse roll and go back the way you came.

When you make the right turn at the intersection and start heading south, take a right at the point where you made the first dogleg earlier and head west. Run past the intersection to your right. Shoot the supports at the next junction and pick up the Grenade Gun Ammo. From here, head south and turn left at the first dead end and right at the second. At the next junction, throw the switch (3) to open a door at the southeasternmost corner. Go there by heading east (the direction you're presently facing) and making a right turn at the dead end (passing by the intersection to your left). Throw the switch (4) there, opening the door across the way in the southwesternmost corner and releasing a third raptor. Make your way there by turning left to face north, turning left at the dead end and going west as far as you can (shooting the raptor as you approach) before turning left to enter the junction. Throw the switch (5), which opens a door to the right (north) of the double-door barrier shown as two red lines on the Ship Underlay.

Make your way to the next switch by exiting this junction to the north and turning right to head east, passing the switch (3) and turning left at the next intersection to head north. Turn right at the next junction and run up the incline (headed east), and at the next junction turn left and run down the incline to the north. Keep running forward, making a left turn and then a right, until you reach the four-way junction near the starting point of this maze. Continue north through this junction and turn left at the next intersection. Go around the hairpin turn where you encountered the first raptor, take a right and then turn left at the next intersection. Head south until you reach the switch (6). Throw it to open the door at the northwest corner. Go straight ahead (north) through the open door, turn left at the next junction and throw the final switch (7) at the west end, opening the door to the exit, which is the blue fork at the top middle part of the Ship Underlay.

To get there, you'll need to make a clockwise circuit around the double door (red-lined) barrier. Head east out of this junction, go around the hairpin turn, and at the switch (2) make a right to head south. Go past the four-way junction, and at the dead end turn left (east), then right (south) and head up an incline. Take a right (west) and go down an incline, then take a right (north), then a left (west) and run by an intersection. Take a right (north) and run up an incline, then left (west) past another intersection, and finally left (south) and into the exit. Reverse roll, draw weapons and take out the SAS who was sneaking up on you from behind. Pick up the large medi-pack he drops. Then turn around, jump up to grab the ladder, and climb up. When you reach the top and pull up, the wind and jiggling cease and camera control is mercifully restored.

Jump forward over the railing, avoiding the swinging claw, and go left through the open doorway to the east. Lara's attention is directed to the translucent crystal in the claw to her right, so stand clear of the sputtering blue bolts and shoot it to turn off the current and allow safe passage. Take the time to examine the shelves in the northwest corner of this room for the UZIS. Then reverse roll and go up either of the stairwells across the room, turning right and left as necessary to reach the top. There's an SAS up there, so dispose of him. You can then search the shelves against the north wall, but there are no goodies inside. Go around the central post and locate the ladder on the east side. Climb up to an enclosed area with a flashing yellow light. Light a flare, run forward and take either a right or a left (there's a steam blower on the left side) to make your way around to the bridge of the spaceship. Don't venture too far inside, or you'll alert the machine gun (not to mention another SAS). From just inside the entrance, use your combined Desert Eagle and Laser Sight to shoot out the supports near the ceiling to drop a door in front of the machine gun, then take care of the SAS and search the shelves on the ground floor (one yields some Grenade Gun Ammo, the other nothing).

Run up the stairs on either side to reach the con, where you find that Captain Kirk and Mr. Spock have apparently been called away on urgent Federation business. Run east across the walkway and throw the switch to the right of the closed door, opening another door outside and releasing a grim-faced SAS. Safety drop to the floor below, draw weapons, track down the SAS and make short work of him. Then run back either side passage until you return to the hole through which you climbed up. Jump over it or run around it and enter the open doorway beyond. Inside, take a right and run down the passage to the east until you reach the end. Turn left, draw weapons and shoot the SAS on the other side. Then go back the way you came, and about halfway back you can search the shelves for another pair of UZIS.

You can now make a clockwise circuit around the blue passage. At the other end you'll find a hole with a ladder you can climb down. There's a bulkhead door at the end with a gold wheel, but when you turn it you find another closed door ahead. Turn around and go back up the ladder. Make a counterclockwise circuit all the way around the blue passage until you reach a silver wheel in front of a rail. Turn it to drop down a trap door above you. Then flip turn to the left over the rail, reverse roll and run up the ramp, winding your way in a counterclockwise direction until you reach the top. (Ignore the transporter, as it's not operational.) Use the ladder to climb up to a higher room. Pull up, turn to the right and locate a switch in the east wall. Throw it to open the door below (the one in front of the gold-wheel bulkhead door you opened just now).

Climb back down the ladder, run down the ramp, and make your way to the opening at the end of the blue passage. Turn around, climb down the ladder, go through the open door and head east down the long tunnel. When you reach the open area, zig to the right and run up the ramp. In what appears to be the Captain's Lounge, take the ABYSSAL KEYSTONE hovering above the square bearing the now-familiar symbol, and run through the open door ahead to the transporter beam and your next adventure.

 
Level 6:  DEATH PITS OF WRATH

You're now in a hub level named Crossroads. Run forward and place the Abyssal Keystone in the receptacle on the little hitching post. Then turn to the right and enter the transporter to the north. You enter the Second World (or Death Pits of Wrath, as it appears in your load screen) in a low cavern. Be careful, as you're on a raised volcanic island, and if you venture too close to the edge in any direction you risk falling to a fiery death. Walk gingerly to the southeast edge and look down. You'll see a switch, so make sure you're properly lined up and simply run off the edge down to a safe zone in front of the switch. Throw it and reverse roll. Then walk forward to the edge of the slab you're on, side step to the left corner, and jump straight up and grab the upper edge. Pull up and run around the transporter beam to the left. Stop at the edge of the volcanic island, facing the newly-opened door to the west, and take a standing jump (making sure Lara isn't "frozen" in place) and grab to land safely on the other side of the gap.

Run forward to the open door, but stop when you reach the entrance portal. Your weight triggers a set of deadly teeth doors, so time a run past them. Just beyond the teeth doors, in the alcove to the right, you'll find some Desert Eagle ammo. Continue west down the short tunnel and draw weapons. Shoot the tiger prowling about inside the next room, then step down onto the lower floor. If you walk across the nearby stairs you'll set off a rumbling earthquake. Make your way over to the central part of this chamber, where there's a broken structure spanning a large lava pit. Walk over to the northwest corner of this pit and look down to see a well-disguised switch. It's safe to drop down either from the north or the west edge. Turn to the switch and throw it, opening a door far above you. Then reverse roll, take a standing jump forward and immediately back flip to the ledge above the switch. Turn to the right and pull up to the chamber floor. Circle the room to the right and run up the stairs, enduring that earthquake I told you about, until you're near the top of the second leg. Watch out for the collapsing step on the third leg, and take a standing jump over the existing gap in the fourth leg. Draw weapons and kill the tiger that's padding about nervously at the fifth leg. Stop to catch your breath before going up that fifth leg, as a boulder is poised up there at the top to roll down and crush you. Walk up to the third step, then hop down to the right to avoid the boulder.

You'll see something on the pedestal ahead, but first turn around and vault back onto the stairs. Continue upward, from whence came the boulder, and two steps from the top turn right and pull up into a cramped space. Wind your way up the stairs to the very top, and you'll find a moveable block against the east wall. Push it aside to reveal the opening, then go inside for SECRET #1. Take a standing jump over the little moat, draw weapons and walk along the edge until you spot the barracuda. After disposing of it, drop down into the moat and pick up the M-16 Rifle near the southeast corner.

Pull back up to the island and take a standing jump and grab to land inside the opening to the west. Jump down, go straight ahead and make your way back down the stairs. At the triangular opening to the east, drop down again and go down a few more steps until you reach the opening leading to the pedestal. Go over and pick up the COPPER KEY, opening a door up the steps to the south. Go up the steps (tarrying not at the collapsing step near the top) and go through the open door. Pick up the Desert Eagle at the landing, turn right and continue down the stairs.

When you turn left and start heading south, you'll awaken a sleeping skeleton. Draw your M-16, and when the Skeleton makes its jump across the gap toward you, a short burst will blast it down into oblivion. Continue south into the next room and draw your Desert Eagle. Kill the pteranodon that comes flapping through the improbably small space toward you. Inside the next room, turn to the left and locate the T-intersection. In the left wing is a white pot. Draw your lasers, stoop down and shoot the pot to reveal some flares. Reverse roll and exit this passage, and go on down into the next room. There are closed doors to your left and to your right. In the center of the room is a well. Jump down into the well and swim down the tunnel to the north. Take a right at the greenish panel bearing the now-familiar symbol, turn left and then right again until you reach the waterfall source.

Walk out to the edge of the waterfall and take a running jump to the ledge ahead. Turn, hang from the north edge and safety drop to the ledge below. Immediately hop back once and take a running jump across the pool and grab the landing in front of the door that just now opened. Pull up, turn around and flip the finger to the frustrated skeleton across the way that you awakened upon dropping down. Save the south passages to explore a little later. For now, look down to the northeast and locate the opening near the water's surface. Aim for it and take a standing jump and grab. You'll probably land in the water and not inside the passage; but not to worry, because you're in a safe zone. (But out in the middle of this little pool, where the lava is, it's downright deadly.) Pull up into the doorway, draw your lasers and shoot the white pot ahead to claim some Desert Eagle ammo. Then turn right and go past the intersection to your left leading to a closed door.

Crouch down and crawl past the dart gauntlet. Throw the switch ahead to open a door up on the next floor. Turn right and run up the ramp. The door to your right opens automatically as you approach. Enter the tunnel, and at the landing ahead take a running jump and grab across the pool to the ledge. Pull up and go through the north door you just opened, keeping in mind that there's still a skeleton at large somewhere in there. Save your game at this point, just in case.

When you enter the next room and run down the ramp to your right, you can try to lure the skeleton near a pit at the bottom of the ramp (revealed when you run over a collapsing tile) where you reach another bend to the right. If you're running low on M-16 ammo, you may prefer just to attempt evading it. In any event, you'll also need to deal with a tiger that comes roaring around the bend from the right, so choose your battles wisely. If you get the chance, head back up the ramp to the west and step on the collapsing tile at the very end to reveal some Desert Eagle ammo in a shallow pit. After you climb out of the pit, head back down the stone street and make the turn to the right, but watch out for another collapsing tile about halfway down, not to mention the steep dropoffs on each side where a fiery hell lies below.

When you reach the gap at the south end, turn right and walk to the west edge. Turn around, hop back and grab the edge. Shimmy to the left until you're directly over the dark square block, then drop down to it. Step forward into the open alcove and throw the switch to open a door in a room above you (providing access to the next secret). Turn around, vault back up onto the block, turn around again, side step to the left corner, and jump straight up and grab. Pull up to the stone street. Note the shrunken skull on the pole to your left. It and others like it will become important shortly.

Walk forward toward the closed door ahead. Take a standing jump over the gap and note the soundly sleeping skeleton on the floor in front of the door. Turn right and try to tiptoe past the skeleton toward the alcove in the south wall. Sorry about that, you woke it up. Hurry to the alcove, throw the switch and quickly reverse roll to beat a retreat before the skeleton can inflict too much damage. From the landing in front of the alcove you can turn left and take a standing jump over the gap.

Make a hairpin turn to the left and you'll find that the door near the southeast corner is now open. The white pot to the left of the entrance doesn't contain anything, but the one inside does: a TORCH. Pick it up, reverse roll, go outside and light it with the flaming skull to your left. Now, starting with the nearby one on the opposite side of this landing, light all the skulls-on-a-stick in this area. There are five in all. Two more are on either side of the pit across the gap to the north, and the other two are in the northeast corner near the other revealed fire pit and next to a statute of some bearded blue-eyed dude.

After you've lit all five skulls, toss the torch (you no longer need it) and go back up the stone street to the south. Turn left just before the pit. Take a standing jump over the gap, draw weapons, and go through the newly-opened door to the east. Bag the tiger that tries to catch you unaware from your right. There are several pots inside. The one in the northeast corner hides the CROWBAR; the one in the nearby alcove hides a large medi-pack and SECRET #2. Give the flaming skeleton a wide berth and take a couple of jumps outside to return to the open door near the south wall where you got the Torch.

Go inside and stop at the gray square to your right, which is a moveable block. Push it once, then reverse roll and observe that new vistas have opened up to the east where formerly there was a dead end. Turn right at the intersection and pull the next block once. Then reverse roll and run to the other end and turn right. Push the third block once, revealing a corridor to your right. Go down it and push the next block once, revealing a corridor to your left. Go down it, make a hairpin pin to the left to locate a switch, and throw it to open a door near the dart gauntlet. Go north past the switch and push the next block twice. Go left (south) down the corridor and pull the next block twice. Reverse roll, go back and around the switch clockwise and keep on going until you come to a pinkish square bearing an ugly-face design. Use the Crowbar to pry off the GOLDEN STAR. (There's a pushable block opposite the ugly face. It appears to be the first one you moved, from the other side.  If you push it forward, off the trigger pad, then pull it back again, you're rewarded with another cut scene that's slightly different from the first one because of the other blocks you've moved since then.)  Run back the way you came, and when you reach the first gray block (to your left), push it twice to reveal a corridor to the left that leads to the exit.

Go outside to the stone street, turn right and jump over the gap to the north. Remember to avoid those fire pits in the middle of the road on the other side, and return to the exit corridor leading south. When you get to the water pit with lava in the middle, take a running jump and grab to the other side. Pull up, take the right fork and run down the slight ramp, then turn left and run down the ramp until you reach the dart gauntlet. Crawl down the ramp past the darts and take the first right and go through the newly-opened door. Go down the stairs, draw weapons and shoot the tiger that's waiting for you near the bottom of the stairs next to the lava pit. Turn left and go down the corridor, then turn right into a larger hallway and face the opening double doors that lead to the next room. Draw weapons, step inside and shoot the pteranodon that flaps toward you.

The double doors promptly close behind you as you enter. Inside, you see a couple of pots (shooting them avails you nothing), four fire-belching gargoyles facing each other across a lava pit, and two pairs of switches on the walls behind the gargoyles. You can also see three translucent blocks suspended over the lava pit and protected by the belching flames. It's largely a matter of trial and error, but here's the proper sequence: First, go across the room and throw the switch on the right in the west wall. Leave the one on the left alone. Reverse roll, run to the east side and step over to throw first the switch on the right, then side flip to the left and throw the adjacent one. (The order here is important.) The double doors to your left magically re-open, and the gargoyles on the south side of the lava pit stop breathing fire. Reverse roll and take a running jump to the block suspended between the two bays of switches. Pick up the BRONZE KEY, turn around, take a running jump back across and exit through the open doors.

Run down the wide hallway, turn left, turn right to run up the stairs and through the corridor until you reach the intersection. Turn left and crawl past the dart gauntlet again, then go up the ramp to the right. Continue up in a clockwise direction, past the doorway to your left leading to the lava/water pit, until you reach the door at the top that opens when you step up close to it. The waterfall is to your left; a now-open doorway is to your right. Take an angled standing jump to the right to get around the central pillar to the connecting bridge, then run inside to the east. You'll find a switch; when you throw it, a flyby shows that the waterfall has been drained and it also gives you the directions to your next port of call.

Reverse roll, exit this room, and take a running jump and grab to land in the bed of the former waterfall. Run down to the west (you have to crawl briefly to get by a low area), zig to the right at the intersection and go past the wading pool to your left. Turn left at the intersection, then zig to the right and continue south until you reach the ladder. Climb the ladder and pull up at the top. Turn around and you'll see that the door ahead and to the left, up the short flight of steps, is now open. Inside is a skeleton that awakens when you enter, and unfortunately it's not possible to entice it outside where it'll be out of your way. Stun it briefly with a burst from your M-16 Rifle, then use the Crowbar to pry loose the second GOLDEN STAR from another pinkish ugly-face. Run back outside and down the stairs, where the skeleton won't follow.

Go to the double doors at the east side of the lower room, and use the Golden Stars in their receptacles on either side to open them. Go inside the darkened corridor and run over the collapsing tile on the left-hand side. Use the ladder on the north face to climb down. Reverse roll to find yourself on another underground stone road. Part of a skeleton sticks out from an overhanging rock. Nice touch. As soon as you walk under it, you'll awaken a skeleton across the way. You can stay in front of it by running forward across the little bridge and making a right into the corridor. Of course, when you do that you'll alert a pteranodon in the next room, so you've got 'em coming and going. Be sure not to run off the gap to the west into the lava below. Take a jump over it to the stone bridge, then turn left and walk up to the end. Shoot the pot in front of the closed double doors to your left, then hop over and pick up some M-16 ammo. Hop back across, then angle to the left and make another jump over to the bridge leading west. Run down the corridor, stopping long enough to shoot a pot in the alcove to your left for some Flares. Continue down the corridor, and the sound of some kind of nearby machinery starts getting louder. Lara's attention is drawn ahead to a row of symbols in red above a closed door.

Take a standing jump and grab over the gap and climb down the ladder. As you near the bottom you see underneath you a slicer-dicer making its clockwise circuits around the room below in cycles of about 13 seconds each. Drop down to the floor promptly after it passes by, then turn around and climb up onto the block ahead before it returns. Run forward into a little room with two switches. Remember that pattern you saw earlier? That's right; you pull the switch on your right, leaving the other one alone. Reverse roll, and when the slicer-dicer passes by, jump down and turn left. Run up the lighter-textured left lane, take a standing jump forward when you can run no further, then run forward and pull up onto the block and dash ahead to safety. There's another switch in here, but--wrong symbol. Leave it alone.

Pull up on the right side of the gray block and turn to the right. Take an angled standing jump and grab to the ledge jutting out ahead. Pull up and duck down quickly if necessary to avoid the slicer-dicer as it rumbles by, then pull up twice more until you reach the zenith where you'll face two facing floor switches. Push them both, starting with the one that's directly in front of you as you pull up. After pushing the second one, reverse roll and allow Lara to slide down the ramp to the north. Take a jump as you near the bottom, and when Lara lands on the facing slope take another jump without sliding to land inside an alcove of safety. Turn to the right and climb up the ladder. Pull up at the top and shoot the pot to your right for a large medi-pack. The door to the north opens as you approach it.

Run inside quickly, past the dart trap near the entrance, and the door will close behind you. Crawl past the next dart trap and carefully time a run past the teeth-door ahead. Turn left and catch your breath before doing anything else. You may even want to save your game here. Now make a mad dash down the corridor to the west and make an angled jump to the right or left at the end as the boulder comes crashing by. To open the door ahead and to the right, here's what you need to do: Stand on the trigger pad to the south, then side flip across the gap to the pad to the north, then jump or back flip (depending on which way you're facing) to the third pad in front of the door. Step inside, once the door opens, for SECRET #3. Continue forward, vaulting up as necessary, make a hairpin turn to the left, then turn right into the corridor where you see the shimmering water.

Is that the sound of birds we hear? Continue west down the shallow waterfall until you reach the opening. Gadzooks! We're outside under a beautiful clear blue sky. So much for Dark Skies, but what a welcome change. Turn to the right and go down the stairs until they stop. Take a standing jump forward to the rock slab, draw weapons and kill two barracudas that are swimming around to the left. Then face the opening southwest where the palm tree is growing near the water's edge, and take a running jump toward it. Step up onto the bank, draw weapons and shoot the SAS just beyond the wreckage. Inside the cavern you'll see the Gold Rose on the pedestal to your left, which looks mighty tempting. However, you'll be sorry if you try to grab it now, because it's guarded by a deadly spike trap. Instead, continue west through the passage until you reach an already-sprung spike trap. Give the spikes a wide berth, as even inert they can cause Lara severe injury.

When you reach the sandy shores outside, step into the shallow water, draw weapons and shoot the SAS patrolling high above and to the left. A couple of barracudas soon come swimming up to investigate, so dispose of them as well. Swim forward, wade around the tiny island, and swim out into the open sea to your left, going past the inviting canyon (there's nothing down there of interest), until you find your progress being impeded by a strong cross current. Look to your left at this point and locate a triangular gap in the rock face. Fight your way into the gap and away from the strong current. Swim through the seaweed veil and continue south down the tunnel and turn left at the juncture.

You'll emerge in a large room where you can surface for air. Turn around and pull up onto the ledge. Go around the torch on your left and into the narrow passageway. Turn left again into the alcove and throw the switch, triggering the spike trap back at the Gold Rose. Make your way there, retracing your steps as described above. (It would be nice if you could use the ledges to climb up to the higher level, and if the door up there would open to give you a little short cut, but you can't and it won't.)

Step up and take the GOLD ROSE, then go back to the east pool, swim out to the rock slab and climb up on it, and take a running jump to the stairs. Say farewell to this fine weather and run back up the waterfall, along the corridor to the trigger pad room (take an angled standing jump with grab to land safely in the boulder passage), through the new teeth-door at the end of the corridor, and turn right to run past the other teeth-door you saw earlier. Dodge the darts and return to the well above the slicer-dicer. Climb down the ladder, turn right when you reach the bottom, wait for the slicer-dicer to rumble by and jump down to slide down still further. When you stop sliding, immediately reverse roll (if you land facing north) and run until you reach the east alcove. Pull up to safety, then turn around and note the climbing surface on the west side of the well. Take a standing jump and grab to it, and climb up until you reach the top.

When you pull up, you'll see that the door below the row of symbols is now open. There's another teeth-door ahead; be sure not to tarry in front of it, because the welcome mat is actually a collapsing tile that masks a spike trap. Once you're past the teeth-door, turn left and then right to reach some stairs. Draw weapons and kill the two tigers prowling about below (one to your near left and the other to your far right). Down in the many-columned room, make a hairpin turn to the left and shoot the pot behind the column near the southeast corner to reveal a TORCH. Pick it up and light it from the nearby fiery pedestal. Then go west toward another fiery pedestal.  Step onto the nearby ornate pad and light the stretched-out animal skin from the west side (this is the best way to keep Lara from being set on fire as well). Go to the northwest corner and repeat this procedure over there, and the nearby door in the west wall will open. Keep your lighted torch in hand and head up the ramp into the next room.

The first thing you'll need to deal with is an awakened skeleton. Lure it over to the central lava pit, then use a burst from your M-16 Rifle to knock it over the edge and out of your hair. Retrieve your torch and take a look around. There are a number of closed doors and the now-familiar skulls on sticks scattered about. You know what to do now, but don't just light all the skulls willy nilly. Go back to the entrance to this room and light the nearby skull to open the adjacent door around the column. Toss the torch, draw weapons and go inside. Shoot the SAS hiding over to your left and pick up the LASER SIGHT that he drops.

Go outside, run across the room and light the skull near the north wall, opening the door to your right. Draw weapons and shoot the tiger that's inside this room. Then go inside and walk down the little trench. Climb up onto the block and turn around. Take a standing jump forward and grab the edge of the slope. You find that you can't climb up, so climb down until Lara is hanging from the edge. Now you can pull up, take a back flip, jump off the surface behind you and grab the climbing wall ahead. Climb to the top, pull up, back flip to a sloped surface, slide a short distance and jump to the next slope. Slide down the second slope a bit, then jump off to grab the wall ahead. Climb up a rung or two if necessary, and shift to the right as far as you can go and drop down. Turn around in the small triangular flat area and take an angled standing jump into the adjacent alcove. Hug the lower wall to the north, then jump straight up to grab the ceiling. Monkey swing forward a rung or two, then turn left and continue monkey swinging all the way over to the west wall. Drop down into a rust-colored corridor. Turn to the right and run down the corridor to the pedestal and claim the GOLD KEY. Turn around, go back down the corridor and jump out onto the sloped surface to your left (the pot is empty). Lara will slide down through a phantom panel to the floor of the room below, near the doorway where she entered.

Go outside, retrieve your torch and run west to the left of the central lava pit to the large southwest portion of this room. Turn to the left and light the skull near the east wall to open the door to your right. Inside is a tiger off to the right, so kill it quickly. In the far corner is a moveable block. Pull it twice, then go around to the other side and push it once more onto the trigger pad. You hear some blades being activated. Go between the block and the pedestal and jump over the blade trap toward the open door. Go outside, turn right and cross the room (remember to avoid the central pit) to enter the now-open door to the north. Watch out for the collapsing tile in the dark area ahead. Turn to your right and throw the switch on the east wall. Go back outside, retrieve your torch and light the skull near the southwest corner, opening the door to your right. Go inside and shoot the barracuda swimming around in the pool.

Go outside, pick up your torch, and run across the room toward the open flame and light the fifth and last skull (which means you can now toss the torch for good) against the north wall, opening the door to your right. Go inside, go down the walkway, draw weapons as you turn left, and go through the open door and kill the tiger that attacks from the left in the adjacent room. Go to the pedestal in the corner and pick up the SILVER KEY.

Return to the large central room and note that the tall wooden door to the west is now open. As you enter, an earthquake will briefly set the ground to rumbling. Jump up onto the block ahead and draw weapons, turn around and kill the SAS posted in an alcove above. Then turn left to face north, combine your Desert Eagle with the newly-acquired LaserSight, and shoot the swinging blue ball. A rope magically appears in front of you. Note the closed tall wooden door in the north wall; that's your exit portal. Take a running jump and grab the rope, slide down to the bottom and rotate Lara to the left so she's facing the west wall.  Climb up a short distance, swing toward the upper alcove and jump off to land inside.  Turn around and use the ceiling track to monkey swing over to the upper east alcove where the SAS was standing. Throw the floor switch and hop back twice, grabbing the edge and making a safety drop to the ground. Reverse roll, run back to the rope, jump straight up and grab, climb about halfway up, and swing the short distance to the west alcove ahead and release. Run forward and turn right into the open doorway.

Take a standing jump ahead to the central pillar. Walk out to the right corner, angle Lara to the right, and take a standing jump to the next pillar. Use the Gold Key in its slot. Turn around to your left, jump to the next pillar and use the Silver Key, and so on for the Bronze Key. Finally, reverse roll, take a standing jump to the grate, and turn right to use the Copper Key. Make your way back to the pillar from which you started, and take a standing jump and grab through the mist to land inside the corridor. Run to the other end, jump to the rope and slide down to the floor. Run ahead and to the left through the open door. Run down the ramp and the door ahead will open as you approach. Pick up the MAGMA KEYSTONE and you'll be instantly transported back to Crossroads for the final leg of Lara's adventure.

 

Level 7:  DARK HEARTS OF THE WOOD

From Crossroads, the hub level, place the Magma Keystone in its receptacle in the proper hitching post, and then step into the transporter to the west. After a long and lingering flyby, begin your adventure in Third World (or Dark Hearts of the Wood, as it appears in your load screen). Run straight ahead to the west, crawl under the dart trap to your right, and draw weapons as soon as you get past it. A raptor comes charging at you from behind, so take care of it. Continue west into the dark interior of the forest. Note the closed door in an alcove to your right as you pass by. Draw weapons and shoot the second raptor that comes at you from the temple ahead. Amid a light rain and crashing thunder, go inside the open-air temple and jump into the central pool. Down below, locate and throw the switch in the east alcove, which opens the door you passed by earlier. (Don't be confused by the cut scene, which shows the door opening from the inside.)

Flip turn, surface through the tiny opening and pull up onto the temple floor. Go down the steps heading east, go around the big tree and turn left to vault onto its roots. Enter the open doorway and hop down to either side of the stairs and crawl past the dart gauntlet. Then draw weapons and kill the Native who comes up to challenge you from the tunnel ahead. Go through the tunnel and turn left to enter a large room. Ahead you see two switches, one that's high and inaccessible, and another that's protected by fire.

Turn around to locate a third switch in the east wall. Throw it, momentarily turning off the flames behind you, then immediately reverse roll and cross the room to throw the opposite switch. Quickly hop back before the flames re-ignite. Throwing that second switch revealed a moveable block at the northeast corner. Go over to it and pull it out twice, then go around to the right side and pull it twice more so that it comes to rest on a portion of the central floor symbol. Turn to the southwest corner and note that a fourth switch has been revealed. Climb up to it and throw it, raising a block to your right. Hop back twice, sidestep back and to the right until you're on the far corner, then angle Lara to the right and take a standing jump to the raised block. Throw the switch to open a panel up in the north wall.

Reverse roll, walk out to the left corner so that Lara is facing between the newly-opened area to the north and the block in the middle of the floor, and take a standing jump and grab the ceiling. Turn Lara slightly to the right and monkey-swing across the room to the alcove in the east wall. Drop down into the alcove for SECRET #1. Pick up the Desert Eagle and some ammo for it, then safety drop back down to the floor. Turn left and run to the north side of the room. Pull up into the large alcove and pick up the SKULL KEY on the left square. Hop back quickly to minimize your damage from the blade trap. Drop back down to the floor and exit this room. Go past the dart gauntlet by crawling down either of the aisles and turning to pull up to the top step. When you emerge outside, jump to the right over the tree roots and return to the temple.

Jump back into the water hole and turn right to swim north. When you pass through the diamond-shaped archway, turn to the left and swim into a darkened alcove past its leaf veil. When you get to an intersection a Crocodile will swim out from the right to greet you, so flip turn and swim back south to the air hole, where you can pull up to safety and dispatch it. (You may need to pause along the way to make sure the dim-witted Croc is still following you.) Then jump back into the water and swim back to the north, but this time continue past the alcove and enter the flooded sanctuary through the small opening. Swim around the stairs until you reach an air hole. Pull up and either vault up or climb the short stairs and look around. There's a closed door flanked by two lighted torches, a smelly raptor carcass, and a pedestal with another Desert Eagle. Jump back into the water and swim along the submerged stairwell and exit the flooded sanctuary. Turn right into the leaf-veiled alcove where you spooked the Croc earlier. (At this point it would be a good idea for you to make a good mental note--or maybe even a rough sketch--of this entire underwater area, as you'll be making your way through it later after it's been drained. And believe me, the environs look vastly different when they're dry from when they're wet.)

Turn right at the intersection and continue forward into a small enclosed room with an air hole. After catching your breath, pull the switch on the north wall. Flip turn and swim back into the tunnel. Take the first right, then a left and zig forward until you reach the next intersection. Then bear to the right and enter another small enclosed room with an air hole. Pull the switch in the west wall to open a nearby door. Flip turn, exit this room and make a left-hand loop around the tunnels until you reach the newly-opened passage with an air hole at the end. Pull up into a small room with a fire burning in one corner. Use the Skull Key in the slot across the room to open a door not far away.

Jump into the water, make a loop to the right until you reach the intersection, then swim to the left, make an immediate right, and turn to the left to swim through the leafy veil. Turn right and grab some air at the central entry hole if necessary. Then dive down and continue south into the next area and then swim down, down through a many-tiered area until you reach the bottom. Locate the door you just opened, in the south wall, and swim through it up some stairs until you can wade up into a dry area. Then turn around, draw weapons and kill the Croc that was stalking you from behind. With weapons still at the ready, reverse roll and run up the stairs. A raptor will pounce out at you from the left, at about the same time you notice the carcass of its dead buddy to your right, so kill it quickly.

Ignore the wheel ahead of you for right now, and go to either side of it up the stairs around to the pedestal on the blue slab, where you pick up the Laser Sight. Wind your way back down the stairs, being careful not to slide into the gas grills located on either side. Make a hairpin turn to the wheel and turn it. The flyby shows this area being drained and gives you an idea of how long a trip it'll be to get back up.

Reverse roll and run down the stairs to the dry floor. Take a look around if you like. In the three walls ahead are closed doors with a lion's head mounted above each one. Combine your Desert Eagle with the Laser Sight and shoot the gem in the mouth of each lion. The door will open in the north wall (possibly after shooting just two gems, but go ahead and shoot all three). Go down the north stairs into a partially-flooded room and throw the switch beyond the empty pedestal to open a door leading outside.

Reverse roll, run around the pedestal and go back up the stairs. In the next room there's a tall darker-colored block straight ahead. Go around to its left side, jump up and grab, and pull up. Don't walk around too much up there, or you'll slide back to the floor. Jump straight up and grab the ceiling overhead, then monkey-swing ahead and turn left at the bend. Drop down near the end onto the bamboo bridge. Turn left so you're facing east and hop back until you're directly underneath the edge of the overhead ledge. Jump up to grab its edge, then pull up to the next higher level. Run halfway down the ledge and turn left to face an open door in the distance. Carefully jump over the central hole and continue forward to the north until you reach the other end of the ledge. Take a standing jump into the tunnel slightly above you and run down it a short distance. As you near the end, a pendulum blade starts swinging past the opening.

Walk out to the very edge, turn to the left and step back into the corner. When you hit the look key you can see a tunnel to the west just beyond the arc of the swinging blade. Sidestep once to the left to give Lara some maneuvering room, then wait until the blade swings past you and take a running jump into the tunnel. When you land, immediately dash forward to avoid the blades that spring up from the floor, and you'll be rewarded with the distinctive sound of SECRET #2. Turn left into the tunnel and pick up the Grenade Gun.

Reverse roll and come back to the edge of the tunnel, to the left of the swinging blade. This next part is basically trial and error, so save your game here and ready your Desert Eagle combined with the Laser Sight. What you do is step down and slide down a short ramp which makes a quick U-turn to bring you sliding down a longer ramp to the west. You need to jump over a spike pit to a sloped surface, then immediately jump over another spike pit and past another swinging pendulum blade to land on a flaming block (whose flames stop briefly the instant you land). The term "trial and error" is used because you have to make the jump off the second slope precisely when the pendulum blade ahead is at the top of its arc. If you hit any portion of the blade or its handle, you fall into the spikes and die.

But don't get complacent when you successfully make the jump past the swinging blade to the block. You need to draw your Desert Eagle (if you didn't slide down with it drawn) and quickly shoot the gem in the mouth of the lion's head straight ahead to lower the block so you can jump down into the tunnel before the flames return. Run down the tunnel and turn left at the bend. With your Desert Eagle still at the ready, shoot the Native who comes out to challenge you from the next room. Turn left, go up the steps and pull the switch in the northeast corner. A cut scene shows a still-closed door back where you shot the three-gems-in-lion's-mouths earlier, so you know there's at least one more switch you need to find and pull before that door will open.

Reverse roll, run across the room, pull up onto the stairs ahead and turn left. The door ahead will open for you, so go back into the lower room with the three lion's heads. Turn left and locate the starter climbing block you used before. Go around to its east face, pull up to the top, monkey-swing around and drop down to the bamboo bridge. Pull up to the next higher level. This time, go all the way to the end of the ledge and turn left at the bend. Go past the clump of sharp-pointed rocks and turn right to face the open portal slightly above you. Take a standing jump to land inside the tunnel.

Run down the short tunnel into the open area ahead, draw weapons and shoot the Native coming down the stairs ahead and to your right. Continue up the winding stairs in a clockwise direction. When you reach the top, make a hairpin turn to the left and run down the tunnel until you reach an opening overlooking the forest. A sheath of water cascades down from above. Walk out to the edge and take a running jump to the tree limb ahead and slightly below you. Immediately turn right, draw weapons and shoot the Pteranodon that's headed your way.

Then turn back to the left and take a standing jump to the adjacent limb jutting out to the south. Walk out to the edge of this limb and angle Lara slightly to the left, beyond the trunk of the tree ahead. Take a standing jump ahead to the limb of the next tree, and note the opening to your left. But straight ahead to the south is another lion's head, so walk forward, take an angled standing jump past the trunk to the adjacent limb jutting out to the south, and draw your Desert Eagle combined with the Laser Sight. (You'll be tempted to get closer and jump to the last tree, but there's nowhere to land there.) Shoot the gem in the lion's mouth to raise a block in the room beyond the opening to your left. (It's difficult to draw a bead on the gem because you're so far away, so use the zoom feature on your lasersight - the crouch key - for some help.) Make your way there, hopping back to the previous limb, and be careful not to make the mistake of thinking you can simply walk up to the opening and pull up. There's a gap separating the tree limb and the wall face, so be sure to take a standing jump into the tunnel framed by the bamboo structure. Run down the tunnel to the east, drop down into the water, wade past the pedestal, climb up onto the block you just raised, vault up onto the block ahead and pull the switch. Ah, it seems this is the second switch you've been looking for, that causes the final door in the room down below to open.

Reverse roll, make your way back to the tunnel and run down to the end. Take a standing jump to the tree limb, turn right and navigate back to the waterfall entrance. A running jump from the higher right corner of the tree limb will bring you safely inside the room past the waterfall curtain. Run west up the stairs and down the tunnel, taking a hairpin turn to the right at the bend to run down the stairs to the room with the funny square tree. Continue west into the tunnel, but don't run too far or you'll stumble over the ledge in the large central room and suffer significant damage from the fall. Jump forward onto the ledge, then run around to the right and stop at the southwest corner. Hang from the west edge and drop down to the bamboo bridge. From there, safety drop to the floor and enter the newly-opened door to the east.

Go down the stairs and bear to the right through the underground room until you reach a waterfall overlooking the primeval forest floor. Jump down onto the swampy ground and splash your way past the trees whose upper branches you traversed earlier. You'll come to an entrance portal flanked by two unlit torches and a closed door on either side. High up on the wall, above the right torch, is a lion's head. Draw the Desert Eagle combined with the Laser Sight and shoot the gem in its mouth (using a higher vantage point of the nearby tree root if that helps). The doors ahead are now open, so keep that Desert Eagle cocked and enter by the door to your left. You'll come into a large darkened room to the accompaniment of Lara's familiar theme music. A Native will come out toward you from ahead and to the left. Deal with him quickly, for one of his buddies is standing nearby to the right, eagerly awaiting his chance to enter the fray.

After disposing of both Natives, you'll note a central structure with a winding open staircase. If you go up the stairs, you'll find an essential pickup on a pedestal, but it's guarded by deadly flames. How to turn them off? Go back down the stairs and find the switch in an alcove on the west side of the central structure. Pull it to lower a block to your left, then reverse roll and make a hairpin turn to the right to locate a moveable block in the north face of the central structure (revealed by the lowered block). You've probably already noticed the weird-looking column with the missing block over by the west wall, so what you need to do is drag the block there to fill in the gap. Pull it out twice, then go over to the left side and push it five times (yes, over the rock debris). Finally, go to the right side and push it twice. Now go up the steps of the central structure and take the HEARTWOOD KEYSTONE from the pedestal at the top.

Your mission is almost, but not quite, completed. Go down the stairs, exit this room via the door to the north, and slog your way through the swampy forest floor until you reach the waterfall. Use the block on the right to pull up, then run through the chamber and into the tunnel leading to the deep central room. Go around to the right and locate your climbing block. Repeat your monkey-swing and drop to the bamboo bridge and pull up to the next higher level. Go around to the east side where you'll find another little bamboo bridge between the pillars in the central structure. Pull up onto it and take a running jump west to yet another one. Turn around, walk out to the edge, and take a standing jump and grab. Pull up to a still higher level, facing east. Turn around and carefully (because it's a long, bone-crushing way down) take an angled jump northwest to reach the adjacent ledge. Turn so Lara is facing squarely north, then take a standing jump into the corridor that was filled with water the last time you saw it.

Run down the corridor, past the open alcove to your left, and turn left at the next open area to enter the leaf-veiled tunnel where you flushed out that Croc so long ago. Take a left, then a quick right, and you'll come to a greenish alcove to your left. Stop at this point, turn so your back is to the alcove, and walk forward (north). Zig to the right and you'll shortly come to an area where the light is flickering and you're facing a block to the east that has a bunch of ugly faces on it. Just to the right of that block is a moveable block. Push it to the south twice. Then reverse roll and make a clockwise trek around the central blocks until you come to the east side of the moveable block. Push it twice to the west, then hop back twice, turn to the right and make a little counterclockwise circuit until you reach the north face of the moveable block. Push the block once into the greenish alcove, and you'll see a cut scene of the door opening in the upper sanctuary room where the dead raptor continues to rot.

Remember how to get there? Turn left, run to the end of the corridor and turn left again. Then make a quick turn to the right and run down the tunnel through the veil of leaves. Turn left and enter the sanctuary that was flooded last time you visited. Run up the winding steps, and at the end of the bamboo bridge jump up, grab and pull up to the upper room. Go through the open door to the south for SECRET #3. Jump down into the water and swim along the trench. Go past the first intersection to the right, which leads to a dead end, zig left at the bend and emerge to the sound of crackling thunder and more Tomb Raider theme music. Draw weapons and turn around to the left to take out a Native sneaking up on you from behind the column. Keep your weapons poised and turn to the open area to the north. There's another Native ahead and to the right you'll need to deal with, together with a pair of Pteranodons that fly out of the darkness to your left. Run over to the northwest quadrant to flush out a third Native hiding in a sunken alcove. That should take care of all the enemies in this area, freeing you to approach the pedestal in the little wading pool and claim the EMERALD ROSE.

Now make your way back to the water tunnel to the south, jump in and swim to the end. Pull up, run back to the room with the rotting raptor, head down the stairs and exit the sanctuary. Run south down the corridor outside and turn right when you reach the next open area. Go inside the alcove you bypassed earlier and look up to find a climbing surface marked with horizontal handholds. Jump up, grab and climb to the top where a purplish, lightning-riddled sky awaits you. Pull up and back flip to the outer temple floor. Turn around and run east through the temple, past the trees ahead and under the dart trap until you reach the transporter. Step inside and you'll be whisked back to Crossroads. Run forward and deposit the Heartwood Keystone in its little hitching post. Assuming you've already done the same thing with the Abyssal Keystone and the Magma Keystone, another transporter will now activate in the central square to carry you off to Lara's next mission.