LARA NEVER HAS A REST 2:
AMULET


Level by Emoeke (Garfield)

Walkthrough by Phil Lambeth

Your first secret comes with breathtaking quickness in this level. You begin with a slide down a long slope. After sliding for maybe half a second, jump forward into a small room for SECRET #1 and pick up the large medi-pack and the CROSSBOW. Jump back to the slope and continue sliding all the way to the bottom. You're greeted by a red scorpion, so kill it quickly, then pull up onto the ledge to your right and drop down into the trench on the other side. Go to the far end on your right for some uzi ammo, then reverse roll and draw your pistols to kill the scorpion that's trying to sneak up on you from behind. Pull back out of the trench and return to the beginning passage. Go through the west opening and turn right at the intersection. Take another quick right, then a left, and locate the chain in the alcove. Pull it once to open a nearby door.

Go back out and find some flares in the west alcove. Continue north into a torch-lit room and find the doorway you just opened. Enter a room with a long stairway and endure the dizzying flyby. Follow the passage to the left of the stairs until you reach a south opening. Go inside, turn right into the first alcove and pick up the flares. Then step forward and activate the reach-in switch. A cut scene shows the door opening at the top of the stairs. Exit this area through the south opening and you find yourself in a passage on the other side of the stairs. Go back west, make a hairpin turn to the right and run up the stairs. Enter through the open doorway at the top and hop down into what looks like a drained swimming pool. There are five scorpions down there waiting on you, so kill them one by one.

When things are quiet again, pick up the flares in the SE corner and the small medi-pack near the north wall. Throw the floor lever in the NW corner for a cut scene showing a shotgun beyond a grate. Nearby, in the west wall, is a crawl space, so use it to drop down into a tunnel on the other side. Follow the tunnel until you reach another crawl space to your left. Lower Lara into a dark area on the other side and activate the nearby reach-in switch before continuing. Go to the other end of this area and pick up the flares. Go through the nearby doorway for SECRET #2 and pick up the SHOTGUN, some crossbow arrows and a small medi-pack.

Go back via the crawl spaces and return to the drained swimming pool. Four more scorpions have appeared, so draw your weapons and get rid of them. Go to the colorful ladder near the SW corner and climb back up to the ledge. A raised block that was apparently supposed to prevent your access to the ledge in the north wall (but didn't) has been lowered. First, turn to face SE and stand at the SE corner of the ledge. Take a standing jump to the ledge in the south wall and activate the reach-in switch. This opens the door in the east wall, but you have no way of getting over there yet. Jump back to the previous ledge and go over to stand at the NE corner. Take a standing jump to the ledge in the north wall and activate the reach-in switch. You hear a small explosion, and all of a sudden that drained pool has been filled with a toxic fluid of some kind.

Take a running jump back to the west ledge and turn around to face east. Jump up to grab the ceiling and monkey swing over the deadly liquid to the open east doorway. Drop down and go inside. Hop down onto a block, draw your weapons and shoot a couple of jackals that are roaming about below. Safety drop to the cavern floor (or use the nearby handicapped ramp) and note the closed iris door. You have a couple of choices now, but let's go down the south ramp first. You'll enter a room with two bays of four floor levers each, and a pedestal beyond them with an eye piece on it. Don't get cute and try to grab the eye piece without figuring out the levers, or you'll be spiked. Notice the red path leading to the pedestal, and the symbols on the various tiles. Now look for the same symbols where the levers are placed. Finally, look at the six symbols arranged in a row along the far (south) wall.

Starting with the bird symbol on the far left of the wall ahead, throw the corresponding floor lever until you've thrown all six in their proper sequence. On four occasions you'll see the spike traps being triggered, but don't worry about that. After you've thrown all six, you have a safe path along the four red tiles to the pedestal. When you pick up the EYE PIECE, the nearest red tile springs its spikes, warning you that it's not safe to try and go back the same way you came. Climb up onto the block near the SW corner and jump up to grab the ceiling. Monkey swing back across to the floor levers, using the clearly marked zigzag path. Drop down at the end and exit this area via the opening at the NE corner.

Run back up the ramp and turn right into the east passage. Follow it past the opening to your right, as you can do nothing there right now. Turn to your left when you reach the intersection, and you'll be looking up at a boulder trap. Step onto the scarab tile and reverse roll to trigger the boulder's release. Run forward and to your right, out of harm's way as the boulder tumbles by and comes to rest in the trench. Go up the north ramp and scoot to your right into the opening. Continue around to the right in this new area, and you'll trigger the first of a series of spike traps from the ceiling ahead. Pull the wall switch to your right, then quickly run forward as the spiked ceiling descends. Pull up onto the far ledge and pick up the second EYE PIECE. A door opens to your right, so go inside and jump across to the ladder at the end of the passage. (This is where you would have wound up had you taken that passage to your right a little earlier.)

Climb down the ladder and head down the north passage. Turn left at the intersection and go back to the iris door you saw earlier. Combine the two eye pieces to form the EYE OF HORUS, and use it in the receptacle. The door opens dramatically, with musical accompaniment. Enter a new area with ledges all around and what looks like a central barbecue pit. It's unclear whether there's any correct order of business in here, so begin by vaulting up onto the floor ledge to your right. Face north and take a running jump to a ledge that looks like it's too far away to reach. It is, except that it has a sticky surface on its side. Climb up, turn to your right and vault up into a higher area. Head forward into a darkened area and two scorpions will come out to greet you. After shooting them, go up the ramp against the east wall and find a large medi-pack at the end. Hop back down to the ground and go into the north opening. Turn right at the end of the passage into a larger room where three slicer dicers are rolling back and forth along the hall ahead. Save your game here, then time a dash to the other side, which is a lot easier than it looks. Pick up the small medi-pack to your right, then reverse roll and go down the west passage.

When you reach the intersection, go into the alcove to your left for some shotgun ammo and shoot the bat. Note the nearby blocked doorway, then head down the west passage. Climb the ladder at the end and pull up into a new area with a closed gate and a key receptacle on your left, a floor lever on your right, and what looks like a deadly lava pool in front of you. Throw the floor lever, and you'll see a cut scene with a lowered rope in the ledge room. And that red stuff that looks so lethal isn't hazardous after all, so jump in and either swim or paddle across to the other side. Pull up and take the GUARDIAN KEY from the pedestal. Sand is now pouring into the red-tinged water, but ignore that and go back to the other side. Use the Guardian Key in the receptacle to lift the adjacent gate, and go inside.

Run down the stairs and make a hairpin turn to the right when you reach the landing. Pull one time the chain you find in the alcove, which lowers the block in the doorway near the spot where you killed the bat, then slide down the long slope. There are two ways you can go from here. First, take the passage going around the slope to your right and heading east. Turn left at the bottom and pick up the flares at the end of the arched passage. You'll spook two bats, so shoot them both, then go back and follow the west passage.
You'll be greeted by your friendly Sahib, who lights a torch and stands at a closed door like he's expecting you to do something.

Since he won't budge from this position, go down the north corridor and follow to an intersection. Turn left to spook two more bats. Kill them, then go to the other end of the passage into a room surrounded by knee-deep water. Nothing to do in here, so go back out and return to the slope you slid down earlier.

Now Sahib starts moving! He dashes past you and takes the other passage at the bottom of the slope. Follow him into a room with water and a bridge leading to a closed door. Sahib is already there, and he lights the wall torches to open a door elsewhere. Then he takes a very leisurely walk back to where you first met him, and there he stands. Lead him back to that room surrounded by knee-deep water. Lo and behold, Sahib lights the water with his torch, causing the door to open back in the room where he lit the two wall torches.

Go there, shooting two jackals on the way out, and stop on the scarab tile at the entrance to the new room. A series of blade traps is triggered, so wait for them to cycle through before running up the stairs. At the top you find the seated pharaoh statue where you place the Timeless Sands. The only problem is, you don't have the Timeless Sands yet, so reverse roll, return to the steep slope outside and use the ladder beyond the ramp ahead to access the higher level. Pull up at the top and note the crack in the wall to your right. Jump to it and grab, then shimmy to the right until you're able to pull into the crawl space. Crawl forward until you're able to stand, and pick up the large medi-pack. Look to your left for another crawl space in the wall. Pull up into it and lower Lara down the other side into SECRET #3. Pick up the flares, uzi ammo, crossbow arrows, shotgun ammo and small medi-pack, then go back through the crawl spaces and shimmy to your left until you're back where you pulled up at the top of the ladder.

Go up the stairs and back to the bogus lava room, then turn to your right to face the south opening. Use the ladder to climb back down and follow the ornate hallway east until you reach the major intersection, then turn right into the opening revealed by the lowered block and run up the ramp to eventually reach the ledge room. Get down to the main floor of the ledge room and go over to the west side. Climb the ledges until you reach the higher balcony area. You'll see a torch-lit room with a closed door beyond an impassable translucent barrier. Go back to the ledge overlooking the ledge room below and take a running jump to the higher ledge in the SW corner. Turn to your left and take a running jump to the long central ledge. Walk out to the north edge of this ledge, line yourself up with the rope ahead and take a running jump and grab to it. Swing forward and drop off onto the small ledge ahead. Pull up onto the paved north section.

Go to your left and locate the crawl space. Crawl inside for SECRET #4 and lower Lara into a trench for a small medi-pack, some shotgun ammo and some uzi ammo. Crawl back out and go through the large round opening. Look to your right for some flares on the ground, and to your right for a small medi-pack on a ledge. Face the area ahead to the north and note the rope. Take a running jump and grab to it and swing forward to the ledge. If you happen to overshoot and land on the floor, just run around and try again. Take a standing jump and grab over the gap, and pull up into the small area ahead. Turn to your left and locate the floor lever. Throw it for an extended flyby that takes you back through some areas you've already visited. At the same time one block is lowered and another one is raised, giving you an escape from this area so that you can move on.

Enter the passage through the new opening and wind your way along it until you reach a slope. Step forward and slide down to the next slope, which carries you to the floor at a right angle. Don't move forward when you land, as there are spike traps ahead. See those tell-tale star holes in the floor? Side flip over the row of spikes, then carefully turn to face SW. Take a standing jump toward the west corridor and you should land safely. The spike peril is now behind you, so turn right into the next room and pick up the large medi-pack. Go through the south opening and follow until you reach the pedestal bearing the SANDS OF TIME.

When you claim your prize, two jackals come out to play, so dispose of them and then locate the hole in the floor next to the south wall where a block has lowered. Drop down into what used to be the bogus lava room. The sand has completely filled the pool area. Go through the west doorway that you opened earlier with the Guardian Key. Slide down the steep slope and take the west passage to your left. Follow until you reach the room where Sahib lit the torches, and continue forward and up the stairs. Deposit the Sands of Time in the pharaoh statue's lap, and another dizzying flyby reveals that the door has opened beyond the west balcony above the ledge room.

Return to the steep slope and use the ladder ahead to reach the stairs. Run up the stairs to the sand-filled pool, and climb down the ladder at the south wall opening. Follow the passage with the ornate walls until you reach the intersection. Two more jackals are loose, so kill them. Return to the ledge room via the short cut provided by the lowered block, and note that the floor grate covering the barbecue pit now has a hole in it. Drop down onto the central rock and pick up the AMULET OF HORUS. A flyby shows that the translucent barrier beyond the west balcony has been removed, so pull out of the barbecue pit and climb the west ledges until you reach the balcony.

Go on through the west opening and into the passage bordered by the gently falling sands. Climb the ladder ahead as Lara's theme music plays. Pull up and run forward to end the level.