Levels by eRIC
Walkthrough G&D Productions.
Take your time and watch the amazing title flyby
1
-
Go straight and around the corner, near a torch to the left, push the block in.
A door opens E, in the NE corner is Secret #1/3, a small
medipack after you jumped into the gap.
When you attempt to pick up the Golden Lion Statuette on the pedestal, Lara
will fall and ends up in the next level.
2
- SUMERIAN MORNING. 4 secrets.
Go
straight and right, in the trench you can climb up where the box stands, then
turn around and use the jump lever up there. Go down the trench and through the
opened gate, kill the guy and get the Prison Key.
Go W, use the key on the right and then wait for a monkey to appear, it will
operate a high lever for you. Get into the open gate NE and pick up some Flares,
then go out and through the opened gate W.
Garden.
Keep going straight (W) a gate opens to a garden.
Climb up W then turn SE and take a running jump with Ctrl to get left of that
yellow coloured point S. Then you can shimmy left, pull up and jump to the
ledge with the vase. First go into the passage E and get Shotgun ammo
inside. Back out and do a run jump and grab to get into the passage N and find
a lever on the right, this opens a gate on the ground floor S. Don’t go down to
the ground floor just yet, but go W into this passage and jump left into the
alcove to get the Flares and Arrows. Go back, drop to the ground
floor and go into the gate S.
The 3 Fountains room.
In water SE you can pick up some Shotgun ammo, in an underwater niche N
are Arrows.
The Key Room, the Sword. (Crowbar)
Climb out of the pool and go through one of the openings S to a small hallway
with 2 vases. S of there is another room, the Key Room and just past the first
fire on the left is a Timed gate. In the hall with the vases, between the vases
is the lever that will open the Timed gate, save and pull, back flip and side
flip left, sprint into the Key room and hit “Alt” so you will roll underneath
the Flame thrower. (It is possible to continue to run without setting Lara on
fire, if stay close to the wall on the left). Turn left and run into the Timed
gate, grab the Sword from the pedestal. Go back out and you see on the pedestal
in the Key room is a Key, protected by spikes and flames. To get that item you
will have to get the flames and spikes down by collecting and using 5
Cogwheels.
Go back towards the pool and take the NW exit out of this room.
The Bag of Sand, the First Cog wheel.
On the left near the Fountains room you will find a ladder, climb it and go SE
and into opening S. There are 2 crowbar gates in this room, both leading down
to the same place. So open one of them and go down the stairs to a garden room.
Dive into the little pool and get Bag of Sand. In the SW corner is a
swinging ball, shoot it and a
Do a runjump to the swing pole N. Hold Ctrl and you will end up on a block,
jump and grab into the opening SW and go left to the next opening. Crawl out backwards
and shimmy right to the ladder. Drop and grab the Jump lever there and a gate
will open up. Go to that open gate E of the pool (opening in the middle of the
E wall). On a slanted block immediately inside and to the right are Arrows,
crawl in and get them, then go into the E end of this passage. Just around the
corner there are Arrows and Shotgun ammo then look N for a crack
up in the wall and spot the swinging ball. Shoot that while jumping up and down
and gates open up.
Back to the Fountain room and go left and left (E wall) up the stairs.
(If you want another pickup and Secret, turn around on the stairs and jump W to
grab the floor up over the entrance, walk to the edge and jump around the right
hand corner with a curve to a block in the NE corner of the Fountain room.
Climb up N, then W and jump to the NW side of the room to get to the ledge with
the Shotgun ammo, jump back to the large opening E, now jump and grab to
the crack in the pillar right of the brownish ledge E and shimmy to the brown
ledge, get Secret #1/4, Shotgun ammo and Arrows. Get down
to the open gates.)
Enter the open gates and in the passage to the right is a small medipack,
then go into the opposite passage N and get the Shotgun ammo after
timing the steam blower. Now head E and then S where a gate opens up. Before
going through that gate, first get the small medipack from behind the
fence E and the head into the gate.
Fight the
Go to the
Use it to swing and grab the ladder up N and jump over the ledges with the
traps to the balcony S to get the Second Cogwheel, gates open up.
Drop down, go out N and straight through to the newly opened gate, and follow
through to a pit, careful, that
Stand on the NW corner at the pit and jump back in the direction of that ledge
in the pit, could be you hit the slanted block, just slide and jump with a
right curve and land on a small triangular ledge in the corner of the pit.
Climb up and leave to head back W to the Fountain room
The Third Cogwheel.
Go into the passage NW, a gate opens to the left. Go in there, walk and S to
the edge at the pool. Take a left curved running jump/grab to the opening in
the E wall and get a Third Cogwheel in there. Go up E and on the left
are Arrows.
Go into the opening W, turn around and crawl out backward and hang, you can’t
do anything else than let go and slide, and grab the end, shimmy to the right,
pull up, jump/roll and curve left to get on a safe ledge.
Get the Shotgun ammo under the balcony SE.
Go back to the ledge and run jump with a right hand curve onto the SE balcony,
place the Cogwheel inside.
The Fourth Cogwheel.
Go out, hop into the water and get Arrows SW, a small medipack on
the slanted bottom next to it and then climb onto the block in the middle of
the W wall, face S and grab up to the slanted block, hang on the left corner
and pull up, backflip and immediately jump from the next block, grab only at
the last moment so you’ll get onto a ladder in stead of a monkeyswing. Climb up
and get the Fourth Cogwheel. Hop down into the water and get back onto
that block W, do the same jump and this time hold grab so you will grab onto
the monkeyswing, turn right and go to the end and to the right. Place the
fourth Cogwheel there.
Watch the flyby of the Fire room. Get back in the water and climb out on a
block NW, grab up E and find the door opened again. Go back to the Fountain
room
Upper levels, the Fifth Cogwheel.
Go up that ladder NW again and use the swing poles to get to the NW corner, jump
to grab the opening W and get into that corridor. In the N end are gates, stand
near the right hand side of the opening and use the crowbar on the gate. Go
left around the corner and to the S end of that room. Look for a jump lever
over the third window left and use it. A Warrior will come running, take him
out and collect Flares and Arrows in the S of this room, go back
N and into the passage W to the room where the warrior opened the gate S.
Once on the balcony, turn to the W wall and jump into the windowsill, turn
around and take a running jump to grab the ledge up E, pull up and in this
passage is Shotgun ammo, there is one more pickup and that’s the
Medipack in the window E, stand on the SE corner of the ledge, face that window
and I took a small step back, then a standjump with a left curve so you end up
just next to that ledge, hold Ctrl and forward and when you got it right Lara
will climb up into the opening. Pick up the Secret #2/4, a Medipack.
Jump back to the same ledge you came from.
Take a run jump to the ledge SW, go into the opening W and shoot the Warrior.
Then open the crowbar gate W and push the button to raise the platform.
Go back to the large room and jump down to the ledge with the platform.
(From the platform you can jump SE to the balcony for a small medipack.
From the platform you can also go for the secret, jump/grab into the niche with
the blue tile S and then runjump out with a banana jump to grab the windowsill
W where you can get Secret #3/4, Arrows and Shotgun ammo. The door
there opens so you can go back to the raised platform.)
From the platform you can now jump and grab into the arched opening E, take a
right and follow up the stairs to a keyhole, go around and you are on a stone
bridge, look NE and spot a ledge under an arch with a broken railing and a
pedestal, jump over there and get the Fifth Cogwheel.
You see a door behind the keyhole block opening up, so back to the stone bridge
and into the open gate E to place the Cogwheel. Now you have a wraith on your
tail so move fast. Just run out of this room straight and with a left curve off
the edge of the floor, this way you will land in the water below (SE corner).
Start swimming and around left corner to some Shotgun ammo and then swim
out NE to the fountain room.
The City Key.
Go into the Key room S and grab the City Key. A gate opens up W; it is a
shortcut back up to the keyhole. Follow through, left up the stairs and use the
key on the keyhole. Go over the bridge and into the open gate, up the stairs
and in that small room upstairs is an orange ball you have to shoot, the gate
opens. Go through the open gate.
2
- IN THE LION’S DEN. 4 secrets.
Go
down and in the room with the fire go left and come to a spike pit. Stand a bit
right of the middle, take a step or two back and jump onto the first slanted
block, slide a bit, then jump right onto the next block and slide a bit to jump
up into the passage straight ahead. Save and turn around, do a runjump with a
grab (to land safely) back over the slide and end up a floor down, find a
ladder at the end for a Secret #1/4, Shotgun ammo and the Shotgun.
Back up the ladder and slide/jump to the passage.
Go right and right (E) and then if you go left you’ll meet a lion.
Go back to the main passage and E again, in the next room is a ladder N. Go up
to get the Flares, go down and go E again to find a lever on the W wall
of the next room. This will open a gate and a block at the end of the passage
where you met that Lion, so go back there.
Use the lever and this open another gate in the same room (E) where there is
another lever. Go back in the alley (S) and the third alcove on the right a
block is lowered behind the tree.
Pool room, the Gate Key.
Climb up and in the next room, look at the wall ahead (left to right) jump only
those 3 marked tiles to the other side and the gates open (first straight
ahead, second is behind the next one straight ahead (spikes) and the last is
the one SW near the gates). Get the Gate Key and see a gate opening up. (Info; If
the combination is wrong, the player has to restart the sequence from the very
first tile of the room)
First we have to get another gate open so jump down and go to the room N and
use the first lever again (N). Jump back behind the tree, and take a running
jump opposite (E).
Find Arrows E and on the left. The gate you opened last is on the N
wall, jump N and on a raised platform to get to the room with the moving
blocks.
Get the Flares straight ahead and then go back to the moving block. Face
SE and run in E avoiding the block and get into the space behind the block.
Use the Gate Key and get back, run out left avoiding the moving block again. Go
out (S); jump over to the double gates and then to the left, the gate opened
there.
Go stand on the block in the NW corner, face S and spot a statue in a crack in
the opposite wall, jump up and shoot that statue till it breaks. Go to the
crack and grab up from the higher ledge, shimmy and pull up into the crack. In
the crawlspace W is a small medipack, then go back to where you look out
into the room and stand left, standjump and grab the grated ceiling, turn right
and go to the ledge E. The button is on the N wall.
Jumps over the Deadly Pool.
The grated wall below opens, go in to the end and to the left. A gate opens to
the right and you’ll see a block coming up from the deadly water. Jump SW where
you see that block in the water, then to the blue ledge SE and next S over to a
safe tile on the corner.
W is another block in the water, so stand in the corner and take running jump
NW with a curve to the block W.
Save, turn left to jump up onto the wooden platform E, jump again to get onto
the slanted block, slide far and jump a bit to the right to get onto the next
invisible block. Save there, then hop back once and jump to the crumbling
wooden platform ahead with a standing jump, run and jump to the one to the
left, stop running and stand jump to the next and get to the higher one up to
the right, just run off this one onto the balcony with the button, which is the
first for the gate back in the main hall.
Timed Target Shoot.
Exit to the left, go straight N and slide down. Jump straight and stand on that
blue tile there, the statues will shoot bolts every now and then, watch your
health. Stepping on the tile opens a gate in the SW corner, so best stand in
the NE corner, run over the tile and jump to the ledge SW, run in there and
shoot Orange Ball #1. Wait where the ball was and climb up the ladder to
the passage above, get Secret #2/4, a small medipack. Go back
down and save before stepping on that grate in the floor.
When you step on the grate at that first ball, the timed door NW opens, so
stand back against the door, facing E and run out left a bit. Jump to the
central ledge and run left to jump over to the NW ledge, shoot
Run over the grated tile and jump to the central ledge, run straight across and
jump to the ledge SE to shoot
Run over the grate and jump along the entrance to the last ledge NE to shoot
Now jump over to the opening in the W wall and enter there, the door is open.
SE is Shotgun ammo, jump back and stand next to the fence surrounding
that pillar NW, jump to the pole and swing to the corner ledge.
Proceed without Secret:
Face E and stand under the highest part of the ceiling, runjump over the
spike/burner trap and grab the crack in the E wall.
Proceed with Secret: Shoot the grate behind the spike trap and hand from the
ledge you’re on, shimmy to the spike trap and just around the first corner,
pull up when the spikes are about to go up and immediately sidejump right into
the alcove, get Secret #3/4, Shotgun ammo and a small medipack.
Now the fire on the spike trap is gone, stand left facing N and run out with a
right curve to jump and grab the crack E.
Shimmy right and pull up into the crack. Go into the room and push the second
button for that gate.
Hang out of the crack and drop, slide and jump with a right curve to land on
another sloped surface, slide and jump back to the entrance ledge.
Get out and go back to the spitting statues and leave E, back in the hallway
the door on the right in the middle is open.
Shoot the nasty guy, he leaves a Gate Key.
Go through the open gates W, go left, to the end and look down that hole in the
ground.
Face N and jump back and grab the ladder, climb down to the end of it. Back
flip (no roll) on a breakable tile, quickly take a step forward and jump over
the slope to land in an alcove below the ladder with Secret #4/4, a Medipack.
Turn around, jump and grab the ladder, climb up right or left. Then pull up and
take a jump with a curve left or right (easiest is to jump to the right hand
side). Jump back and fro until you land on the breakable tiles. Quickly enter
the opening right (W) where you get some goodies, Shotgun ammo and Flares.
Return towards the spikes pit and jump straight, slide down backwards and grab,
shimmy right and climb in (The breakable tile may still be there or not, it
does not matter). Jump up left and use a lever. Jump up and follow through you
are back at the hallway.
The Arena.
Go N and left and now the Lions are loose. Go W, and open the door N with the
Sword. In there a Shotgun lies on the steps and some breakable tiles are
found left, run over those to break them and shoot the skeletons into the hole.
Go behind the water bowl, face N and push it, so you can open the crowbar door.
Use the Gate Key on the N wall; go through the open gate and to the S, the gate
is open at the end.
Timed
Up the steps, you are above the Arena. Go into the opening N and look in the
niche to the right, shoot that thing to reveal a Timed lever.
Save, pull the lever and have a close look at the fly by to see where you have
to go in a timed run ….
The shortest route is in fact not the one shown in the flyby, but through the
room below where you pushed the water scale before. Save again at the lever (so
you won’t get the flyby again) and just have a couple of test runs: roll, run
out S, roll just before you hit the edge of the floor so you’ll land on the
Arena floor facing N and run into the room, up the steps at the scale and
straight E through the next rooms, then the tunnel and through the hallway, up
the steps and left through the gate in the room where the monkeyswing is.
(Save)
It is possible to make it via the longer route though.
The
Go straight and just inside the
Shoot the left bench of the S side block and climb up; jump to the block you
raised and turn around to jump on the arch, a door opens. Jump over the
balustrade E to get Shotgun ammo, jump back to the block, and down to
the ground.
Second Lion W, Room with the Tiles.
Behind the second lion W is the open door.
In the next room are 4 water holes, dive into one of them and find the
underwater lever behind the pillar (face E). It will open a timed gate in the
tunnel N. Swim over the first grate and through the timed gate, follow through
and up and climb out.
Pillars and Ladders.
Down a ladder and go W and at the end face W under the ladder on the pillar W,
back flip/jump and grab the ladder. Climb up to the last sport and back flip
with roll to grab the next ladder. Climb right around onto a platform. Jump to
the ledge S and shoot the orange ball E (a rope appears). Take a stand jump to
the pole E and swing over the spikes. Jump to grab the rope and swing to the NE
corner. Jump to the next pole (W), swing over the fire and grab the ladder,
climb up, jump to the slanted block and slide backwards, hang in the middle of
the last block. Pull up and backflip/roll to grab the pole and swing to land on
a ledge.
Face SW and shoot that grey thing, jump over there and use the jump lever. Jump
back and go to the pedestal, face N and get Daniel’s Reward, immediately
side flip right and jump back to avoid the rolling balls. NW is another thing
you can shoot and that hides a small medipack.
Go to the pedestal and climb down the ladder, and when your feet are at the
bottom, back flip and grab the other ladder, use the jump lever and slide, then
back flip to safe ground. The door E is open again, so climb up and back to the
water to the room with the Tiles.
A Waterskin, Tablet #1.
The door W is open again go there and through the water to the room with the
marked tiles. Have a look at the ceiling in this room, (the full circle is the
safe floor and the half moon is the one the statue has to go to). Push the
pushable statue to the 3 Moon tiles (see the ceiling). The door S opens. Get
the Waterskin, now push the statue again (the layout of the floor
changed) on the so marked tile and go into the open door (N) and back to the
room with the lion statues.
Climb back up the S block and jump to the Arch where you can now put the gem
you have in that receptacle in the niche S. Jump back to the block and a
running curved jump around the fire to the next and go N (or jump from the arch
NW to the balcony and from the balcony to the N side raised block).
The deadly water in the room up N is safe now, fill the Waterskin there.
Get down to the ground floor and use the water in the bowl N, go through new
open door E.
Take Tablet #1 from the pedestal in that room and leave S.
SUMERIAN
MORNING 2.
Follow
through and watch the fly by. Keep going straight to the 3 Fountain Room. Go to
the W side fountain and look down NW into the pool, shoot that grate with the Shotgun
(aim by looking down) and get in to grab Secret #4/4, a Medipack.
Go back out of the water and into the passage NW, take a right and end back up
in the room with the stone bridge above, the opened doors are in the W wall.
3
- HIDDEN GARDENS. 2 secrets.
In
the next room where that Harpy attacks are Arrows SE, Shotgun ammo
NW and Flares under the wooden bench on the ledge N.
Go through open gate N and approach the other gate SE. Go through and climb the
N side ledge in the previous room, face NE and take a running jump to the
corner block in the room with the pool. Jump to the ledge W and then to the
grated monkey climb, watch out for the darts and go to the other side.
W is a Medipack, get it and go back via the monkey climb and stay on the
right, let go and grab the crack, shimmy right around the corner and push the
button to open a door.
Jump in the water and go back to the room next door, the door NE is open now.
Door Puzzle.
Stay in the opening and look up to spot an opening in the ceiling. There is a
lever there you have to use later. First run N into the passage to that open
door N and it will close, another door opens. Go back to the hole in the
ceiling Sand climb up to the room above, use the lever (2 doors open up) and
drop down again.
Go out W and out of the room, go right to the pool room and right around to get
into the second door E. Walk the lower path into the open door N. (if you step
on the raised floor, the door might close again)
In the next room, go into the passage N and push open both doors right and left
(not really necessary, but easier later).
Left hand door, the Crossbow.
Go left (W) and get the Crossbow.
Jump in the pool and stand facing W near that spike trap. The camera changes,
standing on the dark blue tile use Ctrl, Lara opens a trapdoor. Swim in and up
on the right is Shotgun ammo and on the left out of the water a Button
to open a gate next door.
Push it, swim back and go to the E room, up in the NE corner under bench are Arrows
Go into the alcove N, hop down and crawl in S, at the end is a button to raise
a block behind the vase up N. Get out and go into the small corridor between
rooms and to the right, pull out the vase twice, hop over the vase and push it
into the passage (or go back around through the crawlspace). Jump left over the
corner of the vase and pull the vase into the E room under that lowered blue
ceiling tile that is sticking out (4 pulls).
Now the spikes have stopped in the pool room W, go and get the Anti-Spikes
Key. Go back to the room with the vase; use the lever in the N alcove, a
gate opens up.
Go out of the room S and to the left through the open gate, go right, a Harpy
attacks, watch out with jumping around as you can fall down.
Preparations.
Go to the E side of the room, hop over the fence and jump into the water from
the NW corner at the place where a floor lever is with spikes popping out.
De-activating the Spikes.
Swim S and the first to the right (W), keep to the right and get Shotgun
ammo and air.
Face S and swim there, over a plant turn right and open the underwater door in
the end. Now swim to the SE and up the tunnel to get some air.
For now go back to the opened underwater door and swim in a tiny bit to release
the boulder, roll and swim out and left around the corner (go for air if you
want). Go in where the boulder came from and use the lever there. Then swim
back E and left, then keep going right where possible towards the open gate
there, go through it and immediately around the left you can get air and climb
out.
Use your Anti-Spike key here. Go over the ledges N, stand on the W side ledge
with the fence (or E) and jump to the block with the lever. Jump backwards and
grab the edge, shimmy around to the corner of the lever. Pull up and use it, to
open up gates for later.
The Torch.
Jump back into the water, swim back S, first right then left to the room with
the boulder and left at the underwater door, up the tunnel and this time climb
out into the hall. S is the room where we have to place 3 Gems later. N are
double doors, open them now (easier later).
Go E into the passage and get a small medipack in an alcove to the left.
Go further and shoot two Harpies in a passage with 2 gates.
A Deadly Pool with Spikes.
Go to the right at the end and you are in a deadly poolroom. Go into the W side
behind the pillars and stand where there is an opening of the balustrade. Take
a running jump NE onto the slope and slide then jump to the other side.
Move the tall block with the purple stripes (NE) to the W near the water
opposite the opening between the slopes. A camera will show the other side of
the block if placed correctly.
There is a lever N behind the lamp, this shows a pole. Go to the waters edge,
find the pole there and jump to the pole, swing across and from the other side
do the jump the slope once again, but this time stand in between the slopes and
jump to the left one.
Slide and jump to grab the block you pushed, climb up and shimmy right. Back
flip/roll and grab another ladder, go climb up and shimmy left till you can
pull up in the safe attic (like in a crawlspace) Lara can stand in the middle.
Once up, stand exactly in the middle and do a run jump N after timing the
spikes (they should be just down as you land), do a running jump to the next
ledge (where you are safe on the edge) and jump to grab the next one. Pull up
(like in a crawlspace and crawl to the other side. Drop down and shimmy to the
right (under other spikes) and hoist up, take a quick step forward.
Next task is to avoid the emitter and go down at the end, get the Shotgun
from the pedestal, shoot the harpy. Use lever S, go out N and straight through
the hallway where you shot the Harpies before and get a Torch and a
screenshot of where to light it.
Torch Puzzle, Azaria’s Reward.
Go out and right and up the ramp and to the hall and into the open double doors
N (or open them first). Take the Torch in and at the intersection go left (W)
and left again (N). At the end is a small space; you can run (jump) through
with the Torch. Follow through passing a balcony, down some steps and go left
and again left (S). From this grassy ledge, jump down twice to get on the
ground floor of the main area.
Go into the room N and push that statue onto the blue tile. Then ignite the
Torch on the statue. Go out and right and straight to the NW door and ignite
the 4 statues there (down in the alcoves). The gate W opens, leave the Torch
here where you can find it again and enter. Shoot the two lions; and go W.
Three doors open, just go through any of the doors and keep doing that till you
are in a small room (after 4 doors) with a drawing of three animals on the N
wall. Note which animal comes after the next, from the left to the right. Go
through the next doors and out S to the room with the pedestal. Now start the
door puzzle again in the order you wrote down (left door/middle door/left
door). Between the last doors; if you did it right, you’ll get a flyby. Take Azaria’s
Reward from the pedestal and go out E, pick up the Torch again and head
back to the main area.
Michael’s Reward.
Drop the Torch, so you can find it later and go into the gate SW you opened
before, when you enter a room with lion statues, left around the corner is a
bench with Arrows under it.
Go to the N wall and pull the statue NW opposite the lion statue S.
In the passage W is one more lion statue (NW, facing the wrong way) that one
goes opposite the lion statue in the fist area (the one standing in front of a
blue vase right around the corner). The spikes in the passage W are gone, use
the button.
Watch the flyby and go to one of the sides of that glass structure in the Lions
room. Dive into the opened trapdoor and swim into the structure either way and
get the Michael’s Reward.
(For a Secret: After taking the Gem, swim straight up, NE out of the room and
into the gate in the middle of the pool to get Secret #1/2, Arrows.
Swim back the way you came and climb up in the room with the lion statues).
Get the Torch Up, the Anti Spikes Key #2.
Go out E and go get your Torch, light that pedestal standing in the middle of
the main area. A block goes up on the balcony NE. Take the Torch into the SW
corner and go into the passage S where you’ll find a lever. Turn W and throw
the Torch a bit where you can easily pick it up because you have to hurry to a
timed block with the Torch.
Save and pull the lever, get the Torch and sprint along that fence W to the
raised block, jump up onto the right hand side of it, turn left to face NW to
the opening in the balustrade and run jump up there with a curve. Hop onto the
other block you raised and turn around, jump up onto the grassy ledge and go in
N. Follow through to where the passage is caved in, throw the Torch through the
opening and crawl in yourself (takes a bit of manoeuvring).
Take the Torch, go left to the crossing and left to sprint jump (Alt) over the
Knife trap or run down using Shift and Alt. Open the double door if you didn’t
already and see a lever. Go all the way into the N room behind the lever and
throw the Torch on the lowered block (hit #1 key) and now use the lever. Now go
back over the Knife trap, at the crossing go left into the passage and get the
small medipack. Return to the crossing and climb up through the opening in the
ceiling. Go get the Torch N, it is almost at the end on a wooden floor. Now go
to the pedestal N and ignite it. Leave the Torch where you can find it again.
Go into the opened gate N and get the Anti Spikes Key #2, a flyby shows
where to use it.
Hanania’s Reward.
Take the Torch, go all the way S and to the last opening on the right (W), jump
to the grassy ledge below, hop backwards to get down to the balcony and throw
the Torch down to the ground floor. Then get Secret #2/2, Shotgun
ammo on this balcony. Get yourself down to the ground floor.
Take the Torch, go to the E over the wooden bridge, up some steps to that
keyhole and use the Anti Spikes Key there. Get the Torch once more and hop onto
the now safe ledge and ignite the 2 unlit face statues. A gate opens in the
passage N. Leave the Torch and go into the room with the circular blades, the
camera shows where the Gem is…
Run jump to the right hand island and follow the turning blade to jump to the
next island, immediately get to the centre (blue axle) where you are safe. Time
the Blades and get the Hanania’s Reward. Run and jump into the opening
NE and get the Medipack there. Get back to the axle and time the jumps
back over the right hand island again and to the exit (if necessary; you can
side flip over the gate).
Tablet #2.
Go back to the water W, dive under the wooden bridge and swim in W towards the
boulder room, up the tunnel left and up to the hall, go into the room S where
you can place the 3 Gems, go into the opened gate S and pick up Tablet #2.
Go out S and hop into the water.
SUMERIAN
MORNING 3.
Follow
the tunnel and get a short flyby of a Warrior. The current will take you back
to the 3 fountains room. Climb out, go N through the enclosed garden and keep
going N, down some stairs, use the 2 Tablets NW and NE. Go into the open doors
N…
BABYLON
WILL FALL 2.
Go
right (E) and follow through to a room with pillars, go right around the E side
pillars and into a triangular opening SE, turn around under the high ceiling
and use the jump lever. Now doors have opened N, go into the Hall of Jumps
where Harpies will attack.
The Hall of Jumps.
There are two ways to go, a hard route with a secret and a not so hard route
without the secret.
No secret:
Stand NW, take a running jump NW and grab the slope. Shimmy all the way left,
pull up, slide and jump with a curve to the left again. Take another running
jump NE and then a curved running jump N, jump up to the entrance N, slide down
and watch the flyby, timed platforms over spike traps.
With secret:
Stand on the NE tip of the entrance ledge, aim for the lower right hand side of
the pillar N and run jump with a roll over the top, grab the edge as you slide
off and pull up on the flat surface. Face NW and step back in the corner, run
NW and curve right to jump to that grey block along the E wall. Climb up N and
get Secret #2/3, Flares and a Medipack. Jump
further to the N and jump up to the entrance N, slide down and watch the flyby,
timed platforms over spike traps.
Fast Moves and Deadly Spikes.
Hop down to the water edge, stand with your back to the stone (to the left a
bit), save and then run jump to the first of the collapsible ledges with a bit
of a right curve, a left curved running jump to the next and a running jump to
the last.
Or; Walk just off the lower flat ledge (under that torch) onto the
slanted part, stand to the left a bit and standjump to the first of the
collapsible ledges with a bit of a right curve, a left curved running jump to
the next and a running jump to the last.
Side flip right to a safe ledge below.
Once save, turn around and jump back to the Medipack and then to the
floor lever. Jump back N again timing the popping up spikes. Go up the ramp and
in the next room there is a harpy but also another foe. Way back N are water
and a small medipack if you catch fire. Try to take out the harpy first.
You can take refuge in the passage where you entered.
W is a button, E as well, climb on the raising block with a face and jump to
the pillar W and run up the ramp indicated by stroboscope lights. From the
pillar SW you can jump over to a small room W with a small medipack. Once
all the way at the top, jump onto the grey ledge and shoot a harpy. Climb the
ladder N, turn around and hop to the central ledge (the lever S is for a
secret, I’ll explain later). Go W (or E, it doesn’t matter), just around the
corner is a pit, use monkey climb (another earthquake), go left into a big hall
and pick up Lion statuette N.
Go the opening S, face SE and jump to the triangular ledge, stand one step away
from the edge, face SE and jump backwards with Ctrl. Go down to the ledge near
the water. First get onto the ledge SW. Jump/grab and to the crack W and shimmy
right. Pull up into the passage, now the spikes below are gone, so drop out
again and go N for a Medipack.
Climb back up and push the button in the end of the passage, see water flow
into that deep shaft. Go into the open door and the elevator goes up. Climb out
E, use the monkey climb over the pit and jump back to the central ledge.
(If you want to go for the last Secret, go to the lever S. This is how I did
it:
The gates are in the West wall of the ground floor, on the right of Lara.
Use the lever, hop back twice while turning right, so Lara will land onto the
central ledge below this one. She has to globally face W when she will land. Then
run jump and jump again with Ctrl from the edge of the floor to the most right
hand side of the sloped architecture of the wall in the SW corner (those grey
triangular ledges). Keep holding Ctrl and Lara will go down from ledge to
ledge. It requires a bit of practice, and even if Lara does not die in the
process she may lose some health. At ground level, quickly run to the gate(s).
Take Secret #3/3, a Medipack.
Go back up the path of stroboscope lights and up to the top of the central
pillar.)
Dive into that deep shaft on top of the upper ledge. Swim down and through,
stay up high and left. Watch out for falling rocks when you go up, better face
W or E when climbing out. Go stand on the blue tile and get transported.
Follow through W, just keep going W to where the level started before…