Star Raider
Levels by Tim J
Authorized Walkthrough
by D&G Productions.
MS=monkeyswing,
CS=crawlspace, MP=medpack, have fun!!
Level 1 - The Discovery (A young Lara level,
no guns)
“Cambodia 1984”
Slide into a dark
room, Indy got Spiked here as there’s a nasty trap in the back of the room,
look for the lever L to deactivate that trap and climb up in the SE corner, Spikes
pop up and a Burner blocks the path, stepping on the Spike texture tile
will stop the burner, so go L at the next crossing and use the MS to go over to
the other side of the room where you can get a ½ MP. Go back and in
front of that burner floor you can grab the MS ceiling to go over it and drop
in front of a pool with a Croc. In the pool is a closed door and a pillar with
ledges in the centre, go to the S wall and opposite that pillar is a crack in
the wall you can grab up to, go L and into the alcove. Then climb up L and go
get a ½ MP, hop back immediately.
Don’t get too close to
the Lion statue or you’ll burn, standjmp over to the ledges on the pillar in
the pool to use the lever to open that door in the pool. Hold the “sidejmp R
keys” while Lara uses the lever to get off the ledge fast as Spikes will
pop up, dive into the pool and quickly swim into the E door. The door closes
and leaves the Croc behind, in the next room is a small tunnel in the N, near
the surface, climb up at the wall and go to a Boulder-trap some Boulders
will drop and Spikes will pop, but there are more to come, so stand one step
from the L side of the slope and slide, jmp with a sharp L curve from the slope
to land in the green passage (the red one has a Spike-trap).
1st Golden Skull.
Follow the path over
the higher ledges of the room with all the gates and finally go along a ledge
next to the water, in the end at the gate L, is a lever that will open the all
the gates to the central pool you just passed, Bats will come and pester
you, so dive into the pool behind that gate near that Skellie. Notice a blue
and yellow cube in the corners and into the tunnel in the centre of N wall,
swim up into the 2nd hole in the ceiling and get the 1st Golden skull, a
door opens. That’s the entrance to the lever in the blue cube in the pool. Swim
back, get some air and dive down into the difficult to swim tunnel in the NW
corner. In the end you can throw the lever in the blue cube.
2nd Golden Skull.
Swim back and notice
the flame in the yellow NW cube extinguished. Swim into the N tunnel where you
got the Skull and into the 1st opening up, just at the entrance. Swim in to get
that ½ MP from the yellow cube (there’s a Secret chime as a block
lowered giving access to a Secret) and then swim back and R into the room
again, climb one of the cubes and runjmp up to the sloped entrance W, notice
one of the colored blocks is now gone and the wall is a walk through wall. Go
in to get Secret #1, the 2nd Golden Skull, hold the backflip keys while Lara
picks it up, or else she will burn. Get back in the central pool and swim into
the N tunnel, into the last hole up in the back of the tunnel. A door opened
here and leads to a bridge through a large room, runjmp/grab the wall between
the 2 waterfalls E and go up, now this was a bit tricky. You have to get into
the L opening and because Lara didn’t climb L and up, or L around the corner, I
want to above the opening and hang L on the ladder (not all the way L),
drop/grab and when Lara hangs feet down, go L so she will stay like that, now
try to drop grab from the most L side of the ladder and this way I got in.
Go get Secret #2, a ½ MP, climb
out and go R to the ladder, down six steps and backflip to the bridge, go to
the next room. In the last room is a stone structure in the SE corner and some
closed doors and a gate in the walls, jmp on it and drop/grab to the crack
below, go R around the corner and in the end another drop/grab. Climb in to get
the 3rd Golden Skull and a ladder appears W of the CS. Don’t jump to the
ladder but drop backwards and shimmy L, around the corner and at the next
corner you can drop down into a hole in the grated floor below, swim to the SW
corner and get Secret #3, a ½ MP. Swim back to the hole and go behind the pillar to
find the opening in the S wall, climb the wall back up to a gate and jmp/grab
to the top of the pillar again. Notice the door in the W opened. Go in and
stand in front of the Spike-slide.
The Spike Slide.
Well this is a slide
into hell. There are lamps on the walls and Spikes in the floor that
seriously block an easy passage down, so Save and have a go at it, stand
a bit to the R and at the end of the first slope jmp L and slide backwards, the
timing of the next backflip is crucial, just before the side passage. Then you
will slide forward onto the slope around the corner, immediately jmp to get
over a next Spike-trap and land on the next slope around the R hand corner,
just slide now and run forward as you land into a very dark crypt, try to stay
clear of that water filled hole as a supplementary Boulder will crash
into that hole.
3rd Golden Skull.
Throw the lever when
the danger is gone, turn and see the S gate opening up. Go up a long and
tedious climb to end up where you started. Only difference is that the passage
E that was inaccessible at first has a glass floor now, go in to throw a lever
that will open the N door in the large room. Go in and runjmp over the pit in
the next room to the door that opens for you. Go into a courtyard with a
central structure and dive in the water, swim L and pick up the 3rd Golden
Skull, then climb out E and find that big round door that opened. A couple
of Wild Boars came out of that door, dodge them and go in, the next doors open
and you can go to a closed gate where a flyby will show an ancient Star gate?
Go into the CS to the
L and throw the lever. An explosion is heard, roll and get back into the CS
fast, go to the open gate L and hop to the flat part to the R of the broken
Walkway, then jmp to the one across and go through the Star gate to jmp/grab
into the opening E, follow up to a pit and climb the block in the E, runjmp and
grab the dark wall over the opening W and climb up where the broken fence is.
Go L and grab the dark S wall, go up and L till you can drop onto the 2nd grey
block, slide off and use the lever next to it to open the E gate. Go out to
time the run through the Spike-trap and come to a yellow valley. Run in and the
level ends.
Level 2 - The Quest of Star Gate
[i] “The year 2000,
somewhere in Egypt….”
Go L and pick up some Ammo,
a Ninja will come out of the open door, shoot him and grab the Ammo
he will drop. Go into the passage and hop over the purple floor parts, just to
the R up the Boulder slope is an alcove you can take refuge and get some
Flares, go on up the slope and get the Hand of Orion, to the E is
a receptacle, but it’s not for this Hand, go W and down to some big doors that
opened already, shoot the 2 Ninjas and get Ammo and a ½ MP
they dropped. N of the ledges is some more Ammo, head to the NE corner,
but don’t step on those Spike tiles next to the Ammo, run straight past
the Shotgun and Ammo in the back and wait against the wall as a Boulder will
drop behind you, turn and grab the Shotgun and Ammo pickups. In
the N of the room is a door that needs the Eye of Horus.
The Revolver.
Go to the SE doors and
through the passage, over some Fire traps and come to a yard where
you’ll see Spike traps. Have a good look at the Tiles and notice some of
them are placed the other way around, those are Fire tiles and can be jmped
over, so look for them and make your way over to all the Ammo and Secret #4, the Revolver.
Carefully make your way back over the fire tiles and through the passage with
the fire traps to the room with the Eye door. Go to the NW corner and 2
Mummies appear.
1st Eye Piece.
In the corner there
are some open doors, go in to a pool, in the pool is a wide tunnel in the N
wall, swim in and it’s a long swim (but can be done in one go even with getting
the Secret). So don’t linger and after you went through the smaller tunnel, two
up/down bumps and down a shaft, look in the S wall, for Secret #5, a MP. Roll
and swim R, go up to a long corridor. Wade to the higher part and I advise you
not to step on the darker floor parts, there are more tiles that can set Lara
on fire, look up at the ceiling. When you come to the large room, you have to
slide down the L side of the sloped entrance, so you can immediately jmp L away
from the end of the slope, as 2 Spike-balls come down after you. Go to the NE
corner and throw the lever that will open a bypass around the spike-trap in the
room, so hop over the burner floor part and go W, up the ladder, dodge the Mummy
and slide back to get the 1st Eye Piece in the SE.
Dive into the water
and swim to a yard with some big doors and a bunch of Scorps. Kill them
or just jmp past them to the ladder W, go up and more Scorps arrive, run
onto the slope on the R hand side and wait while the Spike-ball comes
by, then go up the L side and up the end, safety drop back into the upper hall
with the Hand receptacle, 2 Mummies here, go down to the room with the
Eye door and into the NW pool room again.
2nd Eye Piece.
Go to the passage W
and down into the water, go straight along the bottom and find some flares there,
then to the NW corner and down the hole, up the shaft and use your Hand of
Orion there to open big doors in the submerged room. So swim back and cross
over to the SE to go in those doors, follow to where you can climb up near some
big doors that will close behind you, look over the Boulder-pit and see
the Artifact, look to the R and spot the flares, do a runjmp to those Flares
to land in the light colored slope corner and immediately jmp again with a
sharp R curve and you’ll land in the passage with those flares, go get them and
the 2nd Eye Piece, then return to the SW side, shoot the vase there and
get the Ammo, climb down the ladder into the now drained pit and drop
into the hole below, climb out and get up on the SW blocks for a ½ MP,
then go back through the E passage. Shoot that Ninja to get his Ammo
and return to the big room. Go up the ramp and back around the pool to the Eye
door and combine both pieces to open the door with the Eye of Horus, go
in, dive in the worm hole and the level ends.
Level 3 - Another Planet
Be prepared to
jmp/grab to a floating platform over the pit and from there a jmp to the sloped
S side, grab the edge and climb down to a passage with Secret #6, MP’s. Go back
out and dive down, collect all the Ammo and 2 Shotguns on the
bottom and swim into the N tunnel climb out, draw the Shotgun and jmp/roll over
the Skellie to shoot it into the water, go to the W wall and first deal
with another Skellie before getting a ½ MP from the small box.
Climb the ladder and from the ledge you can use a MS to go into the E passage.
Light a flare to spot the fire trap and go into the next room, run into a
corner and face up to the Harpy, she can’t hurt you now and you can
shoot her with pistols to save Ammo, then dive into the water and collect the Ammo
on the bottom near the S fountain.
In the N side of the
room is an opening, but all the ledges are just too far away, dive through the
grating in the deepest part of the pool and swim up at the other end, stand on
the E side of the hole, facing W and standjmp/grab up to a sloped ledge, pull
up and backflip. Then jmp/grab a ledge with a reach-in switch and use it, drop
from the ledge and swim back to the pool. Look E and see a door opened up
there, go in and to the NE corner. Climb the vegetation and backflip into the
upper room. Go to the W and shoot those small boxes to get the 2 Stargate
Pillars, place them in the receptacles at the bottom of the stairs and the
covers in front of 2 Jmpswitches go up, a Harpy will come into the room
too, so shoot that and go use the Jmpswitches to retract spikes on the ledges
in the N room at the Pool room.
Another Harpy
shows up. Get down to the Pool room again after you dealt with her and go to
the N side, runjmp straight to that dark ledge where the Spikes were before
runjmp/grab W and get the Ammo there, go to the N ledge to pick up the
ammo there and return to the S, runjmp/grab back to that former Spike-ledge and
standjmp/grab to the E, to that dark ledge, but don’t pull up, shimmy L and
pull up in the 2nd corner next to that pillar. Light a flare and get Secret #7, Crossbow and Ammo.
Then jmp to the ledge next to that pillar NE and go up to the top of the
pillar. Face N and grab the ceiling that seems to be a MS. Go straight to that
wall N and drop onto the ledge in front of it. In the W is more Ammo for
you and jump back again.
Drop/hang from the L
side and shimmy L along a crack in the wall (or runjmp to that ledge), drop on
the ledge in the end and a nasty earthquake occurs, runjmp to the W and then to
the blocks there to stand safe while you shoot that Harpy, get the Ammo
there and climb to the top block and use the MS to go to the W opening, drop
and runjmp/grab over a deep pit, go slow and time the Scissor-trap, then
L in the next room and don’t get into that water, but stand in a corner to
shoot the Harpy.
Get the Uzis
from the floor and head out to the N room go up the stairs. A flyby starts.
Shoot a Harpy, then shoot 2 Skellies down into the next room. There’s
a Demigod below, but if he doesn’t come close you can’t shoot him. So
just stay out of reach as much as possible going along the walls while you jmp
the ledges to get to the opening in the E wall. Grab the MS walkway above and
go to the other side, there’s a hole in the walkway there so you can grab up
and go to a hole in the ceiling to the W, careful, climb up facing W and
carefully go around the brown tiles to an opening in N wall. It’s filled with
water. But first look S and spot that Golden waterfall. Jmp to it and hit
“Ctrl” so Lara will grab Secret #8, Ammo. Jmp back and dive into the N
passage, you’ll swim and then climb out in the NE corner, go into a room where
a flyby shows the Demigod guarding a hole in the floor, I just went over
the hedges and standing on the one next to the water hole the Demigod was
shooting in the hedge and I could easily take him out, go to that dark wall you
saw in the flyby, S of the water and walk through the wall to get a Gem
in a reach-in wall. Go back to the water.
The Crowbar.
Dive in and go up in
the end, go L (E), down the blocks and to the R, follow to a Crossbow
with a Lasersight, look in the dark over that deadly pool to spot some
nice Arrows and load them in the Crossbow, (notice the door there). Head
N again and now go over the blocks into the N room with the sarcophagus and
inside that sarcophagus you’ll find the Crowbar. The other room with the
sarcophagus S, only has a Skellie so leave that alone and head back to
that deadly pool SE where you got the Arrows and open the door with the
Crowbar.
The Lara Clone.
You will be hindered
by a nasty earthquake that will last to the end of this part.
Make sure you have full health, keep the Revolver “ready to draw” and head into
the next room, a flyby shows a Lara clone and 2 Harpies that start
attacking her. And if they hurt the Clone, Lara will be hurt too, so
runjmp/grab to the S platform, leave that Ammo if you don’t need it right now
and run S go to the R side and runjmp onto the next platform. And then a runjmp
straight to the red part of the next. Go L and from the end a standjmp down to
the lower platform, runjmp to the next and go N again and then come to the last
side ways platform, before the one with the Clone. Shoot those Harpies
now when they fly away from the clone and jmp onto that platform with the
Clone, to find Secret #9, a MP in the dark NE corner and now you can go back for
the Ammo on the platforms you’ve jmped.
Then head for that
side ways platform next to the one with the Clone and runjmp/grab to the brick
ledge in the SE passage, follow to the end of that one and grab up to the MS
under the walkway above, go S and to a hole in the R side of the walkway, just
drop onto an invisible ledge and grab up in the hole, go N and get Secret #10, Ammo. Go drop
back down from the hole and runjmp to the S and follow the ramp up to a fence
you can slide through, hop S over the Spike-trap and use the Jmpswitch there
(the other one over the spikes will cause instant death). A door opens W behind
you, but that one has a deadly Spike-trap, the one E has a Fire-tile
you can go over by using the MS ceiling.
Around the corner of
the next passage a few Harpies and Skellies will attack, take
them out and go slow at that door in the R hand wall, there’s a hidden pit
there, stand in the centre of the L (S) side Tile, turn around and drop/hang
from the edge, there’s a Jmpswitch just below, drop/grab and land in the pit.
Climb the block that went up next to you and back up to the side you came from.
Go through the now open bypass doors and get the ½ MP on the other side
of the pit. Go on to a door to the L and in the room at the end is a Demigod,
shoot him and notice you are in the room next to that pit you started the level
in. There’s a way to get back to that level beginning, go to fence and that
Tile in the floor, hop back through the fence and runjmp to that tile in the
centre of the pit, runjmp to the S, and down the vegetation again into that
passage where you picked up a Secret before, doors opened in the back and now
you can go up the ladder to get the Uzis and Ammo there, no
Secret though. Go out the passage and get back through that door you saw
before, go back to the room where the Demigod was. Use the jmpswitch on the N
wall to open the wormhole and dive in.
Level 4 - Star Raider
The Head of the
Master.
Pick up the Goodies
on the floor and go behind that star gate to get the Grenade-gun. Go out
N and shoot a Demigod after the flyby, get the Shotgun E and the Head
of the Master (that was dropped by the Demigod) near the Chain in the N
alcove. Pull the Chain and a ramp appears in the W. (You could jmp/grab to that
wall too from a sandy hill at the S wall) A whole bunch of Harpies
attacks, deal with them and go to an area with a Beetle Pyramid. 3 Skellies
wake up, get them to stand together and blast them with an Arrow.
The Beetle Pyramid.
Go to the dunes in the
W, opposite the black Pyramid and jmp behind that ridge, follow the CS in the
hole to another area with a Pyramid you’ve seen in the Load screen. Go around
the Pyramid and find the entrance, follow down to a hole from which you can
drop down into the heart of the Pyramid. A flyby will show 4 passages and each
one will lead you to a Beetle, 3 Skellies wake up and there’s a Chain,
get those Skellies together and shoot them, pull the chain to raise an
invisible pillar on top of the block you just landed on, the N side is
climbable, so that’s for when you want to get back out of here. You can choose
which passage you want to explore first, but I did as follows:
The 4 Element’s
Beetles.
N Passage: WIND
Go in and shoot a Harpy,
look down the W side of the crossing in the ledge and runjmp/grab to that ledge
with the rope under it, then standjmp N and turn around fast, walk to the edge
and standjmp back, runjmp with a L curve to get back to the entrance ledge and
shoot the Harpy that’s chasing you. Now look down the NE corner of the
crossing and drop to the now safe block below (were Spikes on it before), run
off to the N and runjmp to the next, standjmp to the brownish one and runjmp to
the NE ledge with the 1st Element’s Beetle on the wall. When you pry it
off the wall, 2 more Harpies will come, one close by and the other up S,
deal with both before you go back to the brownish ledge. Runjmp/grab S twice and
from that block to the rope, use it to swing SE and land on that block under
the ledges. Grab back up to the ledge above and go to the central room.
E Passage: EARTH
Go in and runjmp over
the Fire water, go into a garden room and shoot 2 Skellies. In the
N and S are 2 holes in the floor, go into one and use the reach-in switch, Beetles
pour out, so quickly roll and crawl back, jmp out of the hole and go to the W,
jmp back out of the room and those Beetles are gone. Go back in to do the
reach-in switch on the other side of the room and the same thing happens all
over. After the Beetles are gone you can go into the hole in the E. go down to
an alcove that was closed off by 2 doors before and get the 2nd Element’s
Beetle. Back to the central room fast as more Beetles will come
after you.
S Passage: WATER
Go in and dive into
the pool, swim down to the SE corner and see a narrow tunnel behind the Spike-trap,
time the swim into that tunnel and follow to a wider cave, down in the grey
wall is another tunnel, go up the slope in the end and come to a room with 4
Chains to raise the block under the Beetle, I number then 1 to 4 from L to R.
First #2, then #4, next #3, last #1, the block goes up and the 3rd Element’s
Beetle is yours. Swim back against the current. You can get some Ammo
in the R hand corner, just before you swim L to the Spikes and time the swim
through the Spikes again, then go straight up and back to climb out at the
exit.
W Passage: FIRE
Go in and time the
runjmp onto the block NE, then runjmp/grab to the one S and jmp/grab into the
passage with the steam and a Chain in the back, the flame at the Beetle will
extinguish, jmp back to the block and runjmp to the W, pry the 4th Element’s
Beetle from the wall. Runjmp back to the S block and then runjmp back to
the exit from the highest part and a curve L. Runjmp around the S pillar there
to get Secret
#11,
a ½ MP from the ledge S. Runjmp back and go to the central room, if you
didn’t pull the chain there, do it now and climb the N face of the invisible
pillar to grab back up W and leave the Pyramid.
The Body of the
Master.
Go around to the E
side and hop into that CS back to the black Pyramid in the big yard. Place the
Beetles and the Pyramid opens. go in and take theBody of the Master.
Go to the NE and enter
the building there, go in front of the L hand door and the doors will open,
runjmp/grab over the ledges to the door E and then L, follow to a ledge in
front of an opening N. Follow the passage to a room where Spikes pop out
of Pillars and a flyby will show you the way to the top of the room.
Go to the NW corner of the room and grab up the back of the pillar there,
slidejmp/grab and go over the top, slidejmp/jmp and grab the next around the
corner. Go on like this till you land on a flat pillar where a Harpy
will attack, shoot her fast before you’re pushed off the pillar. Jmp/grab the
pillar S and climb L around, over the top, slidejmp/grab the next, the rest you
can figure out yourself. The last series from the flat corner are easy jmps,
maybe shoot that Skellie first before you jmp to that Jmpswitch, which
will open that door in the other room. Run into the shaft in front and grab the
ladder, go down and drop/slide back into the spike room, head S and over the
ledges to the E door.
Quickly jmp over the
Skellie and blast him down into the blue room with the Shotgun (or use some
heavier weapon), go on to a pool that seems to be frozen there’s Ammo in
it, go S and a short flyby will show the receptacle for the Element’s Master.
Go over the pool and into the room in the S. go to a Chain in the SE to open a
door in the hidden passage in the NE corner, drop through the floor and go to
the (dry) pool to get Secret #12, Ammo, head back to the upper room and place the Element’s
Master on the receptacle W.
The doors on the black
Pyramid yard open, so go back through the room with the pool. Over the ledges
in the next room and out L past the Pyramid to enter the next passage that will
lead you to some Spike-traps, jmp through and take either side in the
end of the pool with the Dart-traps. Dive into the next channel and
follow to a big room with air in the centre, you can swim up in the back and
get some Ammo upstairs, then open the UW door NE and swim through the
nasty bend tunnel to go up in the Blue room. Jmp over the ledges and somewhere
on the N trail you’ll see a smoke plume in the air, runjmp to that plume and
standjmp to the ledge at the door in the corner, open it with the Gem you have
and get Secret
#13,
more Uzis. Shoot the Skellie that shows up behind you down into the room
and jmp back to the Smoke plume ledge. Follow the rest of the ledges and when
you come to the opening in the other corner, turn with the Shotgun in hand as a
Skellie appears behind you, go slide down and jmp the Spike-trap.
Land into a room and notice all the reach-in switches and some closed door in
the structure.
Reach-in Switches.
Use the coloured tiled
switches and the door opens, the other switches all seem to be Spike-trapped,
when you go into the open door the floor gives way and you’ll drop onto a long
slope.
Level 5/6 - Snow and Lava Under the
Sand
Just go with the flow
and you’ll end up in a cave, swim N picking up Flares and Ammo
and a ½ MP in the NE corner. Notice the closed door in the alcove N and
swim back for air. Then look for a small tunnel in the E wall, L of the pillar
in the SE corner, go in and follow up to a room with 2 Skellies, dodge
them or shoot them in the deepest part of the water and go up the steps to push
the button, don’t jmp on that pillar or you’ll die. Swim back and to the R the
door N opened, go in and up to where you get a flyby of the new area.
The Ice Temple.
2 Spirits will appear and I
couldn’t get rid of them near the Bird statues at the Temple N, so I just shot
them with the pistols a couple of times and then ran away and they didn’t
bother me any more. The doors of the Temple need to be opened.
Go up into the SE
corner and find a pole there, grab the pole and first turn around to face W,
that is straight for the ledge where you came from, go down into the room below
and you’ll end up over a sloped pillar. Facing that window in the wall,
backflip/roll and curve L, then jmp with a L curve from the slope you’ll land
on and land on the corner of a block L of the slope. Jmp/grab to the next pole
and go down, look for a button W on the central pillar. Pushing it you’ll get a
screenshot of one of the Bird statues at the Temple entrance, go pick up some Ammo
N and then go into the NE ice cave, stand N, close to the entrance and face N,
backflip onto the ledge S and just keep jmping till you are on a flat ledge in
front of a ladder, go up and through the passage to where you can slide down a
red sloped passage back to the temple area.
Go to the W and behind
a pointy ice pillar, you can jmp up the R hand snow slopes. Go on till you can
runjmp around the L to a pillar NW and get some Ammo from it, get down
in that corner and head to the W pointy pillar again, go into the cave to a
lava pool and from the rock in the lava a runjmp/grab to the ladder on the
pillar and go around the corners to the opposite side, go up and
backflip/roll/grab to the ladder W. Go up and almost from the top you can
backflip into a passage, follow the passage to the door that opened when you
pushed the button in the pole cave. Follow to a lava room where the level
changes. In the N is a lever (flyby of the next rooms) and a Spirit will
chase you, so duck behind the Bird statue and wait till it’s gone, enter one of
the opened doors N and go to the next room.
Climb the block in
front and runjmp/grab to the rope, swing to the ledge R of the lava flowing
from the face (there’s a MP on a pillar SW) and hop on the NE pillar. Drop onto
the ledge behind it and follow the passage to an Ice cave, in the S is a
receptacle for a Pillar and a pool beyond that.
Go to a cave in the E
and follow straight to a grey part of the floor, in front of you is a piece of
Ice wall you can grab up to, turn SW and hop to the snow ledge there, walk up
to the blue Ice pillar N and backflip/jmp/grab the top of the pillar, use the
MS ceiling to go E, Go to a lever in the back of the lava room and throw it. A
screenshot of that MP on the pillar in the lava room with the rope, as the
ledge behind that pillar is safe now.
StarGate Knot.
Two Spirits
show up, shoot them with pistols and go get the Ammo on the pedestal,
then return to the Ice cave. Go back W and through that passage to the lava
room with the rope, climb the block and go over to that pillar with the MP in
the W, drop to the ledge behind it and follow to a room with a blue
contraption. To the N is a closed door, go into the S passage and follow up the
stairs and through the passage W to a long tunnel with the StarGate Knot
right in front, return to the room with the Blue contraption and jmp over to the
N, open the door with the Knot and enter. Go up the steps to the R and come
passed a Star receptacle, go into the W passage and just around the 2nd corner,
opposite the grey wall, is a blue tile in the ceiling, jmp and grab up into the
hidden CS E and crawl to a room with the Golden Star, carefully hop over those
electrified metal floor parts and get the Golden Star from the wall.
StarGate Pillar.
Head back and down to
the passage that leads to the receptacle for that Star. 2 Mummies appeared,
dodge them and place the Star to open a trapdoor. Look between those steps in
the W side of this hall to find it. Climb down the ladder and go E, then L and
come to a tunnel. Careful here, those dark metal rings are deadly (I picked up 3
Spirits, they were flying high up in this tunnel.) Do runjmps through the rings
and get the StarGate Pillar in the end, one more runjmp and you can pick
up a ½ MP in the end of the tunnel. Go back and up to the hall with the
Mummies, out to the Blue contraption and to the lava room with the rope E. Jmp
to the face and go down into the NE passage to the Ice cave again. Place the
Pillar on the block S and dive into the pool where an UW door opened now.
Swim through and come
up in a room with 2 ladders, both leading up to a passage that will bring you
to the top of the Temple. Go down one ledge and look on the front of the roof
for a ½ MP near that Bird statue. Go to the W side and down the ladder,
drop and go up into the SW corner to find a passage opened there.
The Icy Caves.
Follow the low cave to
a crossing, the tunnel to the L has a closed door, so head W for now and follow
all the way to another fork in the road, L are two tunnels and to the R a grey
tunnel, take the small opening SW just before you reach the darker floor and
follow to a button (a screenshot of the door in the 1st L cave). Go back to the
crossing of tunnels and go through the SE opening, then head S and come to the
area with the closed door and a Bird statue, look for a tunnel to the R (W) and
go down, at the first grey floor part is a bright blue Ice wall to the L, crawl
through that wall and follow the tunnel to get the Uzis in the end,
you’ll see Spikes go down in a lava room.
Lava Room with the
Snow floor.
Go back to the crawl
through Ice wall and back in the tunnel, follow down to the L, come into the
wider cave you saw through the spider web at the Uzi pick up. Follow up the N
tunnel and keep going N, up a slope after the gray cave and up to a lava room
with a fall through snow floor, in the mirror to the N you can see a ledge to
jmp to, stand on the NE tip of the entrance and standjmp straight NE, walk to
the SE corner of that ledge and runjmp SE, then standjmp to a ledge at the E
wall, in a ENE direction, turn S and runjmp to the corner of the room, go
through the walk through wall and get Secret #14, several Ammo pickups. Go back
out and runjmp N and one more runjmp N to the opening in E wall.
Go around the mirror
and here’s a lava room with ledges on the same places as in the previous room,
jmp over the ledges to the button, save and push it to open an UW door, one or 2
Spirits appear and these wouldn’t leave me alone, so you have to get back
over the ledges fast, one of them has Spikes now, you have to time the
runjmp to it so you’ll land when the spikes just went down, then quickly jmp to
the next and save, check the health regularly while you time the jmp to the Spiked
exit ledge and make your way back through the 1st room and to the exit S, a
cutscene will show the door opening up. Go straight at the next crossing and
where you can stand again in a somewhat wider cave, go up L and follow that
tunnel to the cave with the open door and a Bird statue to get rid of the
Spirits. Behind the open door was a lever and throwing it will re-open the
entrance to this cave system and two doors in the Temple area are open,
allowing lava to melt down an Ice wall.
Go back through the
tunnel N from the lever and R at the crossing, back up to the Temple area. In
the E is the passage where the Ice wall melted down, jmp over the lava and get
up the ladder. Go into the next room past all the debris and follow the L or R
hand wall, close around the pillar and to the button next to the door. Enter
the door and come to a room with 2 levers, only use the S one and get into
Spike Alley, go slow and time each Spike-trap to get to a split in the
passage, here you have to time the sprint through the double trap and in
the end come to a slide down to the temple area. The Temple doors have opened.
The Scroll of the
Slaves.
But first go to the S
side of the Temple yard and down into the water again. Swim back into the cave
where it all started and up in the airpocket S. Face SW and dive in after you
saved, swim into a tiny triangular hole in the SW corner of the cave and follow
this winding and narrow tunnel to that UW door you opened with the buttons
before, climb up in a room with 2 Skellies and after dealing with them,
go into the N passage, follow the winding stairs up to a lever behind a pillar
and head back down again. At the water hole a door opened in the S passage. Go
in there and get the Scroll of the Slaves.
Crawl back into the
water and swim back to the cave, head N and up to the Temple yard again. Enter
the Temple and go E, get the Grenade-gun and Ammo from the
pedestal and place that Scroll of yours to open the door E. Well a bunch of
Spirits are flying about here, but they don’t harm Lara very much, at least not
in my game, go up the ladder in the back and in the upper room is a Push-pillar
that has to be moved to that Tile in the opposite corner, but you’ll have to
work for that, notice the receptacle for the StarGate Pillar and go down the
ladder in the E, come to another room with a Push-pillar. Shoot the vase and
get the StarGate Pillar (the doors W open).
Move the Push-pillar
to the W once and go onto a ledge at the pool N, get the Flares and dive
in, swim into the E tunnel and go up to a cave with a lever, 2 Skellies
awake, blast them and use the lever to raise a block in the pool. So swim back
and climb on a ledge behind the pillar N, runjmp/grab to the new block W and
then a jmp/grab to the crack N. Shimmy R and pull up to use the button in the
alcove, to re-open the door at the Push-pillar. So get out of the pool, go to
that ladder to climb back up to the room with the receptacle for the StarGate
Pillar. Place it and go down E again, the lower room has changed and now you
can move that Push-pillar to the tile.
Go back up the ladder
and a wall disappeared in that upper room so you can move that Push-pillar to
the Tile too and a block goes up in the SW corner, climb it and climb up in the
s passage, throw the lever there to break down a wall in the 1st room you’ve
visited. Go down to the room with the pillar and down the W ladder, look N and
see where the wall is gone. Climb up and notice the openings between the
pillars, when you go up Boulders will come down and you have to roll and run
back into the last opening, the others have Spike-traps. Then go up to
the N and don’t step on the Teleporter Tile yet, standjmp onto the block
with the electric discharges behind it and go down into the place behind it,
shoot vases to get Secret #15, Ammo. Climb back up the block and run into the bright
light, to get back to a previous level.
Level 4 - Star Raider (part 2)
Get the Ammo in the
passage with the deadly water W and then go to the door S and it will open for
you. Run around the room for a while to collect all ten, yes 10 Skellies
and then run back N, turn in the passage and blast them with the Grenade-gun,
when they all demised you can have a look where they disappeared and find 2
StarGate Pillars (maybe use a flare, as I ran over them a couple of times
before I saw them) Place the Pillars near the s door and go in after you shot a
Harpy, get the MP in the next passage as you’re going to need
that.
The 4 Jmpswitches of
the Demigod.
A flyby will show the next room, in the centre is a Demigod (no
you can’t shoot him) and a Harpy will join the fun. Shoot that first and
see that around his quarters are 4 Jmpswitches on the pillars. The water along
the outside walls is deadly and over that deadly water are sloped ledges, you
have to go to each corner pillar one by one and backflip onto the highest part
of the slope under the switch, then jmp/grab that sloped ledge, shimmy to the
centre of it and pull up, backflip/roll/grab the switch and go stand where the Demigod
can’t shoot you to save and go for the next switch (another 4 or 5 Harpies
will come for you) After all 4 switches the cage will lower and you are now
able to take out the DG, he will leave behind the Body of the Master.
Go to the W side of the SE pillar and see it’s climbable, stand in front
of the high part of the sloped base, backflip/jmp/grab the sloped ledge. Go L
to one grab from the L corner and backflip/roll/grab the pillar, go up to the
top of the structure to get the Head of the Master there. Go down to place the Element’s
Master (combined parts) on the stand near the NE pillar, the N door opens
and a flyby shows the outside area. Go into the passage and time the Spike-traps
to jmp through them, the last one a sprint and go to the N StarGate, jmp in and
go back to a previous level.
Level
2 - Quest of StarGate (part 2)
You are back in the storage room with the Eye Door, where you’ve been
earlier, it looks different though…
I just stood ground when all the Ninjas and Scorps came to
attack me, and then went to look for the 2 pieces of the StarGate‘s
Cartouche some of them dropped, on the crates in this storage room you can
find Shotgun, Uzis and Ammo and somewhere on the ground
are some Flares. Go to the SW corner and into the passage there, climb
the block to the E and shoot 2 more Ninjas, get the Hand of Sirius
and a ½ MP they will drop and go to that statue E, pull it out and go behind,
climb the crates and place the Hand in the receptacle behind the crates, get
some Ammo behind the other crate and climb back, those doors are the
ones you entered from when you came here the first time around. Go back to the
storage room and go out the W doors and open the 3rd set with the StarGate‘s
Cartouche.
Go out the door and
end the level.
05-04-2005.