Level by
Reggie
Walkthrough
by Phil Lambeth, adapted to the new version by GeorgeTR
5 Secrets
Abandoned Huts.
Begin at a
beautiful lakeside dock. Go right or left around the boathouse but don't use
the spike-protected Lever in the second hut. Follow S and to the dirt mound at
the end. Jump E to grab the tree limb, pull up and continue higher up into a
fixed camera.
Take a
running jump SW to the grassy ledge and run forward to find Secret #1. You can see only Gold Coins, but after you took them, 3x Uzi Ammo and a small Medipack appear in your inventory too. Turn S and
look up to spot a Target that will need to be shot later (as you can't reach it
from here).
Looking for Targets (1|2).
Drop down
to the ground and use the tree limb to jump across the lake to the E
campgrounds (in the dirty blue water are piranha). Left is another Lever,
unusable because it's burner-protected.
Run up E
and shoot three (little) rats. Go to the S side,
near the crate at the SE corner is a plant part you can kick open. Draw your
pistols, stoop down and shoot the Target
(1 of 5) similar to the one you saw earlier. You hear a funny noise when it
shatters.
Jump onto
the nearby crate, take a running jump N to grab the higher crate, pull up and
turn around. Jump S to grab the ladder and climb up to the tree limb. Continue
W and jump counterclockwise around the tree limbs until a remote camera gives
you a panoramic view of the surroundings.
Continue to
the limb NE. Wait a moment, a Crow appears, so
deal with it. Now look in the far N for the next Target
(2 of 5). Line up, stoop and shoot it with your pistols.
The Crowbar.
Turn left
and see the E opening at the end of the tree limb. Go on through and follow to
a computer area guarded by a Worker. After he's
removed you can pick up the Crowbar
he dropped. Then push the Button S to
lower a trapdoor. Go back outside and safety drop to the ground. Go as far N
along the bank as you can. Now you must jump (NE) into the water –populated by piranha.
Looking for Targets (3).
Look for
four barrels clustered together on the lake floor. Nearby is a hole. Swim down
before the piranha arrive (they won't follow you down). Continue around to a
shaft leading upward. Swim up, pull out, take the big
Medipack and use the ladder to get up to a
ledge overlooking the lake.
Go around
left to find a Crowbar Lever that
opens a trapdoor in the roof of the boathouse. Turn left and look up to see one
more Target (3 of 5). Go back to the
opening you came from, go close to the rock facing NE. Draw your pistols and
jump up and down while firing until the Target shatters.
The Scope and the MP5.
Now you can
take a running jump SE, down to the shore. Run forward and at the S end left to
that crate at the water's edge. Climb up and jump W across the canal. Go left
to the boathouse (NE), hop onto the roof and climb down the long ladder to the
room below. A man and a woman seem to be conversing in different languages by
short-wave radio. Open the small green chest NW for the Scope, the MP5
and some Ammo.
Looking for Targets (4|5).
Climb back
up the ladder to the roof of the boathouse and turn to your right (S). Remember
that target you could see but not shoot when you picked up the Secret? Combine
the Scope and the MP5.
You can do
the shoot from here if you want. Or you jump SE to the flat part of the roof,
pull up and follow to the other roof. Here the Target (4 of 5) is nearer. Aim and shoot it.
Return to
the ground and enter the hut next to the boathouse. In the right corner the
trapdoor is open, hop down through the hole. Follow the steps to modest living
quarters where you see the last Target (5 of 5) over the commode to shoot.
The Armoury Gun Collection.
The
grate next to it lifts, so crawl inside and find a small chest to pillage. Open
it to get the Armoury Gun – added to your inventory as an item and
not a weapon. It's a collection of weapons you must place anywhere later. A
little rat will bother you. Go back and press
the Button left of the E ladder to
open a trapdoor above.
Climb up to
the huts and go to the flat spot at the water's edge next to the large tree.
Take a running jump SE into the water toward the arch, swim to the side behind
and pull out (at the green part of the S ledge) before the piranha reach you.
Area behind the Arch.
Note the
fenced opening ahead and find the tunnel to your right. Follow to a narrow
passage where you see a trapdoor in the floor. Stop here and do not enter the
passage to your left, or you'll be incinerated by a Sentry
Gun right around the corner that you can't see from here.
Shoot the
lock with the MP5 and the trap door opens. Drop down and turn to take the Flares. When you continue S many (not killable)
little rats swarm at your feet. So, jump up and
monkey-swing over the plant-covered spike pit. Drop down on the other side and
pull out through another trap door (it closes behind you)
Approach
the S opening without venturing too far to your left (where another Sentry Gun
is lurking in the passage NW). Enter the next room and deal with one or two
black Panthers. Avoid touching the dynamite
crates next to the stairs, they will kill you.
The Hut Key and the Grenade Launcher.
You can
find Uzi Ammo next to the stairs leading up
to a Switch (for later). Now enter the S room and notice the wall receptacle.
Open the small green chest right for the Hut Key.
Turn around and shoot the lower crates to get MP5
Ammo and the Grenade Launcher.
Exit this
armory and loop around left into the area where the black panthers came from.
Continue past a closed wooden door and left around to find a big Medipack at the end
of the passage. Go back to the steps next to where the dynamite was, but don't
use the Switch yet. Jump up to grab the S roof. Shimmy right around and pull
up, go to the SE corner for Secret #2,
Gold Bars and Uzi Ammo.
Swamp Area.
Go around
the chimney and drop down through the opening in the roof. Take the Shotgun Ammo. Return to the ground and go back to
the W Switch. Pull it down and enter
the opened doorway. The crate to your right is between you and a Sentry Gun staying dry under a tent. But amazingly
enough you can destroy it with a grenade.
Turn N and
follow to the next area. Go to the right side and hop down onto that solid
green patch in the swamp. Then take a running jump to the other side. Blow up
the next Sentry Gun in the W alcove just beyond
the crate and go there to pull down a Switch
that opens the wooden door below in the N.
The Armoury Launcher Collection.
Go on
through to find yourself back at the canal leading to the boathouse area. Jump
N into the water, swim through the arch and pull out onto the left bank. Run N
to the last hut. Here you can use the Hut Key
to open the door above you.
Pull up
inside and drop down through the hole into a partially submerged room. Open the
chest for the Armoury Launcher (again a collection and an item).
Pull back
up and exit the hut. Use the crate SW to jump across the canal. Return to the
boathouse and climb down the (long) ladder as you did earlier.
The Heliport Key.
Go to the
empty racks E and place the Armoury Launcher and the Armoury
Gun on either side to open the door between the racks. Pull up into
the opening and pick up the Heliport Key.
Climb back out of this building, outside run S to the big tree at the water's
edge. Use the nearby flat spot again to jump SE toward the arch.
Swim and
pull out in front of the opened S door. Go on through and continue all the way past
the swamp, a crane right, an arch, follow S to the tents almost to the end to
another crane near the edge of a slope. Opposite is keyhole, use the Heliport Key there to open the door at the
bottom of the slope.
Landing Field.
Go there,
slide down the first part of the slope. You can continue forward or backward,
jump or backflip with turn near the bottom to bump
against the wall ahead. With one more jump (with grab or roll) you'll land just
beyond the spikes.
Immediately
draw your weapons. The helicopter leaves just as you arrive, deal with the two
attacking Workers. Climb the NE ladder into the
alcove for Shotgun Shells. Hop SE into the
adjacent alcove and take the Flares. Drop
back down, ignore the E opening for now (you will get there much later).
Ahmet-Room.
Go through
the S opening to meet a Panther. Kill it, then
go W to the crates to get more Flares. Go
around the big tree to the S side and jump up to a crevice. Shimmy a few times
around the trunk until you can pull up.
Throw the Switch to open a gate SE. Drop down and head
there. Stop at the entrance, turn right and you'll see a boulder waiting. Draw
your weapons and hurry W. Avoid the boulder and deal with an Ahmet.
Climb the
ladder at the N wall next to the boulder hole. Carefully make your way E and
right around (along the barbed wire). Follow around the small model houses to
the NE corner to find Secret #3, Gold Coins, 3x Shotgun
Ammo and a big Medipack.
Go back
down and look for the trapdoor in the Ahmet-Room.
Shoot the lock and hop down into the opening. Stoop into the crawlspace to
start the next Level.
Underwater Labyrinth.
Hop into
the water hole and let the current carry you to an underwater labyrinth. Avoid
the deadly mines as you swim down the corridor and take the first left (staying
high because of the mine) for Shotgun Ammo.
Continue
along the main corridor and watch out for the currents that try to drag you
left into the side passages toward spinning fans. Avoid the mine at the corner
(swim under it) and if you have enough air grab the small
Medipack at the next corner.
Hurry to
reach an air hole where you can pull out into a latrine. A door opens somewhere
as you do so. Exit this room, loop right around, before you reach the green
light (that area is for later) continue straight W to the far wall.
The Shotgun.
Continue
right (S) along the pipes, loop right around at the blinking light and go up
the winding stairs, enter the control room E. The door closes behind you.
Go to the
NW corner and open the small chest for the Shotgun,
then turn around and look on the left side of the E wall for a big (override) Button
next to a ladder. climb up and if you turn around,
you'll see two hanging (dead?) men.
The Security Card.
On the S
wall and the N wall you find two more (override) Buttons.
You hear a door opening when the last Button has been pushed. Search the shelfs N for Flares and MP5 Ammo, then go to the middle of the E wall,
jump up to the hanging cage and pick up the Security
Card. An explosion is summoning the invulnerable Seth downstairs.
Short Time-Run.
Hop back to avoid the deadly lightning bolts. Go around the perimeter of the
room. Save your game, climb quickly down the ladder and run into the opened
alcove SE to push a small Timed Button. Poisonous gas is released as well, so
reverse roll and sprint across the room into the crawlspace NW before the timed
grate closes.
Return to
the Pipe Area.
Crawl
forward to the corridor, turn right and go to the W wall, throw what's marked
as the "Trapdoor" Switch.
Turn right and run past a fenced area. Climb down the ladder to a machine room
and exit to the corridor, the door opens automatically.
And you are
back in a familiar corridor. Follow N and take the second left, continue to the
far E wall. On the way you can take Flares
and Shotgun Shells from the tables right. At the end follow N toward
the green light and around to a ladder (where the trapdoor opened).
Climb up
and use the next ladder. The camera is fixed, go up the winding steps and
follow the short corridor to a Switch.
Use it to open a gate above, climb up the next ladder. The gate closes behind
you.
Time Run for the Generator Wires.
Follow to a
crossing and go W all the way to the end. There are some moveable Crates. Go right around to
find a Timed Switch on the N wall. Turn around and push the
Crate behind once. Now the run-way is free. (If you want you can pull the other
Crate to get more Shotgun Ammo; but better you
bring this Crate back.)
Now throw
the Switch that lifts a timed gate at
the end of the E passage you came from. Turn to your right, jump over the block
at an angle, turn left and sprint down the corridor to the timed gate. Pry off
the Generator Wires and the lights go out.
Break Tiles
and Flames.
Exit to the
main corridor, turn right (S) and at the wall turn left and continue to the
dark area with the blinking light. In the SW corner crawl under the obstruction
right of the pit and reach a small room with flames and break tiles.
Run over
the break tile on your right and wait on the safe ledge behind. Then climb down
the long ladder, timing the flame blower on your way. Drop to the ledge below,
where debris may fall on you if you venture too far W along the ledge.
Look down
SW and see a crack in the wall. No need to use it, run off onto the slope
beneath the crack, slide and you are on the bottom.
The Supay Key.
Go left
around and kick open the panel E, crawl inside and find another big Button opposite
of one more crawlspace. Press it to make the way free and get down into the
fenced area you saw earlier from the other side and go to the N end. Take the Supay Key from the pedestal, the pulsating circle
on the wall will burst open and an Ahmet
begin to attack you. Destroy it, then return through
both crawlspaces to the previous area.
Starting a Machine.
Go to the
edge of the grated ledge and face N, get down as far as you can and release to
drop below an opening onto a stairway. Go down the steps to a fixed camera.
Follow E and right around, approach the door that opens for you.
Take the
first left and loop around left in the machine room and place the Generator Wires to
open large doors somewhere. Exit the machine room, turn left in the corridor, take the second left, then follow to the S end until you
reach the opened doors.
Containment and Water-Flow.
Go past
them to the wall ladder and climb a long distance, near the top backflip and turn and grab up. (If you had dawdled getting
there, Seth may have had time to meet you at the foot of the ladder, but you
can be sure he'll be waiting for you when you come back.)
Run forward
to find a hole in the ceiling. Pull up to a room with a number of something
looking like Switches (only two of them are really). Go to the W side and use
the "containment" Switch to
open a door, then throw the "water flow" Switch
E to trigger something happening in an UW passage.
The Green Room.
Get down
and jump to the ladder. Climb down to the bottom, roll and run around Seth avoiding his deadly bolts as best you can. Run to
the N wall and turn right (W). At the end turn left (N) and follow around to
the door (SW) you opened. Seth will follow you, but he doesn't enter this area.
In the
green room turn around and jump up to grab the ledge over the entrance. Pull
up, turn around and see the platform W alternately rising and falling back
down. Run-jump to the platform while it's rising, then stand jump to the raised
slab ahead. A suspended platform starts rising and falling in front of you. Run
jump onto it as it's falling, then walk forward and
stand jump to the next raised slab.
The 1st Amazonite Idol Piece.
Take one
step back from the edge and wait a few seconds. The pile driver ahead is next
to activate, but it pauses a bit after the fourth
thump. It's then safe to stand jump and grab the pole, but quickly jump forward
onto the far ledge before the thumping resumes. Run W and pick up Amazonite Idol Piece #1. Getting back is easy.
Simply hop down from the end of the ledge and run underneath all the hazards.
Back in the
main corridor area – and with Seth on your heels
– take the first right and hurry E all the way to the far wall. Turn right
toward the green-tinted area, run left at the corner and loop around to the
ladder you climbed earlier.
The 2nd Amazonite Idol Piece.
Get up past
the trapdoor, then follow the winding steps to the upper corridor and around to
the next ladder. Re-open the gate above the ladder, then climb up, take a right
at the "Bay-D" sign and follow the corridor S to the
"Bay-C" sign. Turn right there to find the keyhole for your Supay Key. The door to your right opens, so go
there and drop down a long shaft into ice-cold water.
Quickly
surface and pull out into an alien room. Go to the S area to find Amazonite Idol Piece #2. You can collect 2x
Uzi Ammo left and right of the big chair W. Jump back into the icy water and
swim through the W opening. The water isn't as cold here, so you can take your
time following the passage to double doors that open upon your approach. Take a
right and follow the passage to the S end where you can pull out. Step forward
and get into the crawlspace to return to the first Level.
Back to the Landing Area.
Back in the
"Ahmet Room" pull out, jump over or run
around the boulder hole E. Leave the room and this area to return N to the
landing field. Turn left into the garage (E) you ignored earlier. Walk slowly
toward the N wall until a boulder is triggered to your left, then
back flip out of its way.
Climb
through the gap in the wall and wait for the Crow
to arrive. Take a running jump over the spikes to the roof ahead avoiding the
falling debris. Throw the Switch to
open the wooden door above. Pull up into another familiar area. Turn left and
loop right around to a familiar place – you remember the deadly boxes left at
the stairs?
The 1st Gold Idol Piece and the 1st Temple Key.
Enter the
armory building S and place the Security Card
in the "ID access" to open a trapdoor behind you. Turn around, drop
into the water and swim down to the E passage. Follow it to an eerie room, and
watch out for the mines. Here you'll find Gold
Idol Piece #1 in the E alcove and Temple
Key #1 from the crate nearby (NE). There are also Flares in the middle and a MP5 Ammo in another alcove.
Return to
the armory building, exit and go right up the steps into the next area (W),
turn left and head N jumping over the swamp, at the N end slide down to the
canal bank. Turn right and jump W over the gap toward the tent where you'll
find a receptacle for the Temple Key.
The 2nd Temple Key.
The gates
swing open, so enter and take a running jump across the pit (without grab). Run
forward through the short passage and stand jump to grab the rope. Swing over
to the temple structure, activating a spike trap. Time a run past it and take Temple Key #2 from the plinth. Go back and run
jump to the rope this time to get across.
Obstacle Course.
Loop left
around to encounter a black Panther.
Getting up the steep slope is a bit tricky. First, hop up left into the green
triangular niche, hop up once more. From this green part face SE and run jump
toward that green slab. Pull up right onto the nearby tree trunk, turn around
and run jump over the slope to grab the left part of the W rock. Shimmy right
to a flat spot before you pull up, then jump to the grassy summit.
Search the
alcoves ahead for 2x Uzi Ammo, then continue E up the hill, run-jump with grab over the pit
and pull up. Turn left and look for a ladder NW, get down there to find a Switch. Throw it to open a trapdoor behind
leading down to the area with the tents, but don't use it now.
Climb up the ladder again and backflip to the
ledge where you came from. The way ahead is protected by three boulders indicated by the trigger
tile designs on the ramp, so let them all roll getting onto these tiles and
jumping aside.
You reach a
field of break tiles, but you can get past it without breaking a single one.
(But if you destroy them all, yo can get more Goodies.)
Take a running jump to grab the W ledge, pull up for a big
Medipack, then run-jump to the corner niche.
Turn left, hop back to grab the edge. Then shimmy right until you can pull up
and backflip next to a wooden bridge in a tunnel.
Cross the
bridge, run up the ramp, turn right and go up a longer ramp W. Stop about in
the middle. When you continue a boulder will roll down, so jump onto the higher
ledges left or right (or roll and sprint back down to escape).
Switch & Block-Puzzle.
At the top
is a small rat. Use the Temple Key to
lift the gate and step forward into a hub room with three openings. Begin with
the N room and right around. Shoot two bats.
Time the flame blower gauntlet and follow down the steps to an area with closed
gates and a bay of Switches on the W wall.
Looking from left to right, pull Switch
#3 to open the gate immediately to your left. The flames inside move back and forth, so time your way to the far right corner and bring
the moveable Block onto the marked
tile for a cutscene of the area with the Switches
area. Return there and use Switch #1
to close the previous gate. Another gate opens and releases a black Panther.
Now reverse
the Switch-order from down–up–down–up
to up–down–up–down. The middle N gate opens. Run jump over the flames to grab
the pole and jump forward to a safe area. Push the Block
S onto the marked tile to open the adjacent gate
The Power Gem.
Get back
the same way you came, loop right around and enter the left N gate. Take the Power Gem from
the plinth and exit. Get past the flame blowers and return to the hub room.
Turn right into the E room and find the receptacle for your Power Gem to your
left (spike tiles to your right).
The Amazonia Mask.
Place the Power Gem to
activate the Mechanical Rat with Key that clears the way down the center of the
room, reverse roll and run straight N without veering – the spike traps to your
right and left are still active. Take the Amazonia
Mask from the plinth.
Go back the
same way and exit to the hub room. Ignore the S side room for now and exit W to
the entrance ramp. Hop up right to find a camouflaged crawlspace (S). Get
inside and use your Crowbar to break up the brick wall ahead (nice touch). Step
forward into the next room and remove a rat
before placing the Amazonia Mask.
Detour for a
Secret.
Return to
the hub room and enter the S side room. The E gates are now open, so proceed to
a scenic outdoor area with a Lake deep below. Turn left and jump to a rocky
ledge, continue climbing W. On the roof run to the SW corner and take Secret #4, the Gold
Skull. In the very far NW is Shotgun
Ammo. Make your way back down. You can cross the bridge and enter the
far E opening. Inside are two receptacles, but you don't
have enough pieces.
Down to the Lake with Pillars.
Although
this seems counterintuitive, jump down into the water deep below. Look for a UW-Lever NE and use it. Then roll and swim to
the NW, pull out onto the grassy ledge. Use the monkey-swing nearby to get
across the water, drop down on the other side.
Vault up
left onto the inactive burner tile and jump to the next ones. The adjacent
Blocks are all moveable, but if you push some into the water, the flames under
your feet will activate. Only the one next to last Block you should move into
the water to lift an UW-gate in the N wall.
Down to the Caged Pool.
Jump into
the water and take the Shotgun Shells in the
SW corner before swimming through the opened gate. There's a closed wooden door
at the end of the left passage, so swim forward and you will drop down onto a
slope and from there fall into the water below.
Swim
straight N to avoid two Crocodiles and pull out
onto the tree limb to deal with them. Jump back into the water and swim toward
the N fence. At the bottom is an opening you can squeeze through. Pull the UW-Lever just ahead to lift another gate
nearby.
The Uzis.
Roll and
get back under the fence and pull out onto the tree limb. Turn around and take
a running jump E to land on a break tile just below the water's surface. Pull
up quickly into the opening and collect the Gold
Skull, Uzis and Ammo for Secret #5.
The 2nd Gold Idol Piece.
Jump back
into the water, swim S toward the waterfall and pull up onto the ledge to the
left of it. Turn left, jump to the next ledge and continue jumping the ledges
around the pool until you reach a rope. Use it to get to the far N ledge and
the bridge with the monkey-bars. Swing across the water and drop down onto the
ledge. Follow right around and pull up (S) to the bride above.
Go to the
other end and face S, jump up to the unusual tree structure and shimmy around
to corners and along a crack, until you can drop down onto another bridge.
Follow to the E side and take Gold Idol Piece #2
from the plinth. Another gate opens.
Turn left
and run off SE to land in a passage below. At the end is the open gate. Pull
in, just to your right are Flares. Go to the
wall and get up right into the alcove. Turn around, jump to grab the slope,
pull up and backflip into an upper alcove. Turn to
the W wall and jump up to grab the crack. Shimmy right until you can drop down.
Opening the Upper Way.
Time the
nearby spikes to go around into the left alcove. Pick up a big Medipack, go past
the now dormant spikes and jump over the water hole. Notice the closed gate
nearby, then flip the Lever
to open an outdoor wooden gate. Jump back over the water hole and over the
re-activated traps. Safety drop from the slope and crawl back
to the ledge overlooking the pool.
Go to the
other end of the ledge, monkey swing back across the pool and turn left when
you drop down and use the rope again to swing to the ledge ahead. Jump up to
the overhead monkey-bars and swing back across the pool to drop down onto the
corner ledge. Then pull up onto the overhead bridge again.
Go to the
other end and jump up to grab the strange tree structure. This time pull up and
backflip to a ledge behind to land in front of the
wooden door you opened with the Lever. (Perhaps you may need to do a sideflip to over gate.)
The 3rd Temple Key.
Enter the N
passage and go up the ramp to trigger ominous music in a red-tinged area. A Flameblower Guy is stationed inside, and he's hard to kill. There
are a couple of handy water holes nearby in case you get torched despite your
best efforts.
When this
bad Guy dies he drops Temple Key #3.
Proceed S past the fire traps and place the Key
in the receptacle to lift the grate to your right.
Back to the Lake with Pillars.
Crawl
inside, at the other side turn around and hang, shimmy right around the corner.
Drop to grab the crack below and continue shimmying right to drop down in front
of a familiar spike trap. Get past the spikes S and the water again, turn right
to the pedestal and collect 2x MP5 Ammo.
Now jump
into the water. Swim along the passage, turn right at the wall and continue to
the Lake with the Pillars. Swim to the S wall and pull up in front of a ladder.
Climb up to an outdoor area and meet an Ahmet to destroy. If you want, you can get more
Flares (ducking).
Placing the Idols.
Climb up
onto the SW ledge and use the S crack to shimmy right around the corner. Pull
up in front of a ladder and climb to the top and pull up. Enjoy the scenery
from this height and jump NW onto the temple roof. From the
edge drop onto the bridge and go across to the E side.
Four green Ahmets are roaming around
looking for a victim. Deal with them and remove one after another. Enter the
temple and combine the collected pieces to the Amazonite
Idol and the Gold Idol.
Then place the Idols in the receptacles left and right. The E gates open, so go
inside to end the Adventure.
Original Walkthrough:
Create a Classic 2019:
LOST IN THE AMAZON
Level by Reggie
Walkthrough by Phil
Lambeth, assisted by steven13575's video walk
Level 1: PERUVIAN
AMAZONIA
Begin at a beautiful
lakeside dock. Go right or left around the boathouse but don't try to push the
spike-protected floor lever in the second hut. Go past it S to the dirt mound
and jump W to grab the tree limb. Pull up and hop to the hut roof for a large medipack. Hop back to the tree
limb and pull up higher into a fixed camera. Take a running jump SW to the
grassy ledge and run forward to find a pile of gold coins for SECRET #1. The UZIS also appear in
your inventory. Turn right, look up and you can see a target that will need to
be shot later (as you can't reach it from here).
Drop down to the ground
and use the tree limb to jump across the canal to the E campgrounds. Run up the
hill and shoot three rats. Near the crate at the
SE corner is a panel you can kick open. Draw your pistols, stoop down and shoot
a target (1 of 5) similar to the one you saw earlier. You hear a funny noise
when it shatters. Jump onto the nearby crate, take a running jump N to grab the
higher crate, pull up and turn around. Jump S to grab the ladder and climb up
to the tree limb. Jump around the tree limbs in a counterclockwise direction
until a remote camera gives you a panoramic view of the surroundings. Continue
until you can see a target (2 of 5) off in the distance slightly NE. Line up,
stoop and shoot it with your pistols. A crow appears, so
deal with it as well.
Turn left and see the E
opening at the end of the tree limb. Go on through and follow to a computer
area guarded by a worker. Push the button to
lower a trap door and pick up the CROWBAR dropped by the worker. Go back
outside and safety drop to the ground. The water isn't deadly in itself, but
it's populated by piranha, so go as far N along
the bank as you can before jumping into the lake. Look for four barrels
clustered together on the lake floor. Nearby is a hole. Swim down before the
piranha arrive (they won't follow you down) and follow around to a shaft
leading upward. Swim up, pull out onto a ledge overlooking the lake and go
around left to find a crowbar lever that opens a trap door in the roof of the
boathouse.
Turn left and look up to
see a target (3 of 5). Go back to where you pulled out of the water, draw your
pistols and jump up and down while firing until the target shatters. Now you
can take a running jump down to the S ledge and run forward and left to that
crate at the water's edge. Get on it and jump to a flat spot across the canal.
Go to the boathouse, hop up (you can't pull up for some reason) onto the roof
and climb down the long ladder to the room below. A man and a woman seem to be
conversing in different languages by short-wave radio. Open the small green
chest for the MP5 and the SCOPE.
Climb back up the ladder
to the roof of the boathouse and turn to your right. Remember that target you
could see but not shoot when you picked up the secret? Combine the Scope and
the MP5 and shoot the target (4 of 5) from here. Hop to the ground and
enter the first hut behind the boathouse. This is where you opened the trap
door earlier. Hop down through the hole and follow down the steps to modest
living quarters where you see another target (5 of 5) over the commode to
shoot. The grate next to it lifts, so crawl inside and find a small chest to
pillage. The ARMOURY
GUN (apparently
an artifact and not a weapon) is added to your inventory. At the same time its
owner is alerted and he isn't pleased.
Crawl back toward the
opening and shoot the worker from a crouched
position with your pistols from this safe position. The ladder
in the crawl space is blocked by a closed trap door, so exit the hut and go
to the flat spot at the water's edge next to the large tree. Take a running
jump SE into the water toward the arch, swim a short distance and pull out on
the left part of the ledge (with the green surface, not the brown surface)
before the piranha reach you. Note the fenced opening ahead and find the
tunnel to your right. Follow to a narrow passage where you see a trap door in
the floor. Do not enter the passage to your left, or you'll be incinerated by a
sentry gun right around the corner that you can't see from here.
Shoot the lock with the
MP5 and the trap door opens. Drop down for flares. When you step forward the trap door
closes and rat
beetles swarm
at your feet, so monkey swing over the spike pit and drop down on the other
side. Pull out through another trap door (it closes behind you) and approach
the S opening without venturing too far to your left (where another sentry gun
is lurking in the passage). Save your game before entering the next room, as
you need to do battle with two black panthers, and if you touch the dynamite crates
next to the entrance while hopping around you'll blow up and die. However, you
can stoop and shoot them with your pistols, rendering them harmless, either now
or later.
You can find uzi ammo next to the stairs
leading up to the wall switch, and inside the armory you can get up on the
crate for MP5
ammo and 2
x uzi ammo. Note the wall receptacle and open the
small green chest for the HUT KEY and the GRENADE LAUNCHER. Exit the armory and
loop around left into the area where the black panthers came from. Continue
past a closed wooden door and find a large medipack at the end of the
passage. Go back to the steps next to where the dynamite was, but before
pulling down the wall switch jump S to grab the roof. Pull up and go to the SE
corner for gold bars and SECRET #2.
Go back to the wall
switch, pull it down and go through the opened doorway. There's a sentry gun
staying dry under a tent to your right, but amazingly enough you can destroy it
with a grenade. Go N into the next area and hop onto the crate to your right for grenades. Hop down NE onto that
solid green patch in the quicksand and take a running jump to the other side.
Blow up the sentry gun in the W alcove just beyond the crate and go there to
pull down a wall switch that opens the wooden door down N.
Go on through to find
yourself back at the canal leading to the boathouse area. Jump N into the
water, pull out onto the left bank and run forward to the second hut. The
receptacle there accommodates your Hut Key, so use it to open the door above
you. Pull up inside and drop down through the hole into a partially submerged
room. Open the chest for the ARMOURY LAUNCHER (again, apparently an artifact and
not a weapon), then pull back up and exit the hut. Use the crate at the water's
edge to jump W across the canal. Return to the boathouse and climb down the
ladder as you did earlier.
Go to the empty racks E
and place the Armoury Launcher and the Armoury Gun on either side to open the door between the
racks. Pull up into the opening and pick up the HELIPORT KEY. Climb back out,
run S to the flat spot next to the tree and jump SE toward the arch and pull
out in front of the opened wooden door. Go on through and continue all the way
S past the quicksand to a crane near the edge of a slope. Opposite the crane is
a receptacle for the Heliport Key. Use it to open the door at the bottom of the
slope. Go there, slide down the first part of the slope and save your game when
you reach the flat spot.
Slide down further and
jump near the bottom to bump against the wall ahead. When you land, jump again
with grab to land just beyond the spikes. The helicopter leaves just as you
arrive, so take out your frustration on the two workers. Climb the NE ladder into
the alcove for the SHOTGUN. Hop SE into the
adjacent alcove for shotgun
ammo.
Drop back down, ignore the E opening for now and go through the S opening to
find a black
panther.
Pull up into the crawl space in the S wall near the SE corner and drop down the
other side. Hop over the floor hole to your left to trigger a boulder, then engage a green ahmet.
Climb the ladder next to
the boulder hole for 2 x uzi ammo. Shoot the lock to open the
floor trap door and hop down. Stoop into the crawl space to start the next
level.
Level 2: THE HATCH
Hop into the water hole
and let the current carry you to an underwater labyrinth. Avoid the deadly
mines as you swim down the corridor and take the first left (staying high
because of the mine) for shotgun ammo. Continue along the main corridor and
watch out for the currents that try to drag you left into the side passages
toward spinning fans. Avoid the mine at the corner (swim under it) and grab
the small
medipack at the next corner.
You finally reach an air
hole where you can pull out into a latrine. A door opens somewhere as you do
so. Exit the latrine, loop around right before you reach the green light (that
area is for later) and continue straight W to the far wall. Loop around right
at the blinking light and go up the winding stairs to a control room. The door
closes behind you, so loop around right and push the large override button next
to the ladder. Search the small chest in the NW corner for a spare SHOTGUN, go back and climb the
ladder to find two more override buttons in the upper room. You hear a door
opening when the third button has been pushed.
Search the shelf near
one of the buttons for MP5
ammo,
then go to the middle of the E wall, stand at the fence opening facing W and
pick up the SECURITY
CARD.
There's an explosion at the same time, summoning the invulnerable Seth downstairs, so hop
back to avoid his deadly lightning bolts. Go around the perimeter of the room,
save your game, climb quickly down the ladder and run into the opened S alcove
to push a small timed override button. Poisonous gas is released as well, so
reverse roll and sprint across the room into the floor crawl space before the
timed grate lowers.
Crawl forward to the
corridor, turn right and pull down what's marked as the trapdoor lever. Turn
right and run past a fenced area. Climb down the ladder to a machine room and
exit to the corridor. The door ahead opens for you, so turn left into a
familiar corridor, take the second left and go all the way to the E wall. Turn
right toward the green light and follow around to a ladder where the trap door
opened.
Climb up to a fixed
camera, go up the winding steps and follow the short corridor to another
ladder. As you pull up you get a cut scene of the trap door closing. Follow to
a crossing and go straight (W) all the way to the end. Pull back the pushblock on the left and climb over it to find shotgun ammo and a wall switch
that lifts a timed gate near the ladder. Turn to your right, jump over the
block at an angle, turn left and sprint down the corridor to the timed gate.
Pry off the GENERATOR
WIRES and
the lights go out.
Exit to the main
corridor, turn right (S) and at the wall turn left toward the blinking light.
Crawl under the obstruction to the right of the pit and continue to a small
room with flames and breaktiles. Run off onto the breaktile on your far right, wait for it to crumble and
climb down the long ladder, timing the flame blower down below. Drop to the
ledge, where debris may fall on you if you venture too far W along the ledge.
Look down SW and see a crack in the wall. Don't try to grab and shimmy, or you'll get a nasty surprise. Instead, run off
onto the slope beneath the crack, slide and grab and shimmy right until you can
pull up. Kick open the panel to your left, crawl inside and find another crawl
space.
Drop down into the
fenced area you saw earlier from the other side and deal with the
charging ahmet. Take the SUPAY KEY from the pulsating
pile and return through both crawl spaces to the previous area. Wait until the
flames subside in the SW alcove and take a running jump there (stay in the
corner) to trigger and to avoid the trap I warned you about in the previous
paragraph. Jump to the slope as you did earlier, slide and grab and shimmy
right past the crate and around the corner to a climbing surface on the dark
ledge. Climb down as far as you can and release to drop below an opening onto a
step.
Go down the steps to a
fixed camera. Turn right and approach the door that opens for you. Take the
first left and loop around left in the machine room to find a ladder. Climb up
to a familiar passage and run forward to the trapdoor lever and pull it back
up. (Remember that earlier cut scene that showed the trap door closing?) Go
back the way you came, climb down the ladder to the machine room and place the
Generator Wires to open large doors somewhere. Exit the machine room, turn left
in the corridor, take the second left, then the next left, and you're facing
the opened S doors. Go past them to the wall ladder and climb a long distance
to near the top (about a square down). If you had dawdled getting there, Seth
may have had time to meet you at the foot of the ladder, but you can be sure
he'll be waiting for you when you come back.
Take a rolling back flip
to grab the ledge behind you, pull up and run forward to find a hole in the
ceiling. Pull up to a room with a number of wall switches. However, only two of
them work. Pull both down, one to open a door and the other to trigger
something happening in an underwater passage. Get down and jump to the ladder.
Climb down to the bottom, avoiding Seth's deadly bolts as best you can. Run to
the N wall and turn right. Turn left at the next corner and loop around right
to the door you opened. Go in a short distance, turn around and jump to grab
the ledge over the entrance. For some reason Seth doesn't follow you inside.
Pull up, turn around and see the platform alternately rising and falling back
down.
Run jump to the platform
while it's rising, then stand jump to the raised slab ahead. A suspended
platform starts rising and falling in front of you. Run jump onto it as it's falling, then walk forward and stand jump to the next
raised slab. Take one step back from the edge, save your game and wait a few seconds.
The pile driver ahead is next to activate, but it
pauses a bit after the fourth thump. It's then safe to stand jump and grab the
pole, but quickly jump forward onto the far ledge before the thumping resumes.
Run forward and pick up the AMAZONITE IDOL PIECE. Getting back is easy. Simply hop down
from the end of the ledge and run underneath all the hazards.
Back in the main
corridor area, take the first right and run E all the way to the far wall. Turn
right toward the green-tinted area, turn left at the corner and loop around to
the ladder you climbed earlier. Climb up past the re-opened trap door and go up
the winding steps to the upper corridor and around to the next ladder. Climb
up, take a right at the Bay-D sign and follow the corridor S to the Bay-C sign.
Turn right there to find the keyhole for your Supay
Key. The door to your right opens, so go there and drop down a long shaft into
ice-cold water.
Quickly surface and pull
out into an alien room. You'll find the DESERT EAGLE on one side of the chair and 2 x desert eagle ammo on the other side.
Go into the S opening to find another AMAZONITE IDOL PIECE. Jump back into the icy
water and swim through the W opening. The water isn't as cold here, so you can
take your time following the passage to double doors that open upon your
approach. Take a right and follow the passage to the end where you can pull out.
Step forward and get into the crawl space to return to the first level.
Level 1: PERUVIAN
AMAZONIA (revisited)
Pull out, jump over or
run around the boulder hole to the foot of the boulder ramp. Turn right and
jump up to grab the crawl space. Pull up inside and hop out the other side
(jump key + up arrow key) to find yourself in a familiar area. Run N through
the opening ahead to the helicopter pad and turn left into the garage you
avoided earlier. Walk slowly toward the N wall until a boulder is triggered to
your left, then back flip out of its way.
Climb through the gap in
the wall and wait for the crow to arrive. Take a running jump over the spikes
to the roof ahead and pull down the wall switch to open the wooden door above
you. Pull up into another familiar area. Turn left and loop around right into
the armory building. Run forward and place the Security Card in the receptacle
to open a trap door behind you.
Jump into the water and
swim down to the E passage. Follow it to an eerie room where you'll find flares on a card table,
a small
medipack on a crate and the GOLD IDOL PIECE in the S alcove.
Watch out for the mines while you're collecting these goodies. Return to the
armory building, exit and go right up the steps into the next area, turn left
and head N past the quicksand patch and slide down to the canal bank. Turn
right and jump over the gap toward the tent where you'll find another
receptacle for your Security Card.
The gates swing open, so
enter and take a running jump across the pit (no grab). Run forward through the
short passage and stand jump to grab the rope. Swing and jump to the temple
structure, activating a spike trap. Time a run past it and take the TEMPLE KEY from the plinth.
Go back across (run jump to the rope this time) and loop around left once
outside to encounter a black
panther.
Getting up the steep
slope is a bit tricky. First, hop up left into the triangular niche, turn a bit
right and hop up once more, face SE and run jump toward that green slab. Even
if you don't get there, you'll land on a flat surface in front of it so you can
vault up. Pull up right onto the tree trunk, turn around and run jump over the
slope to grab the left part of the block. Shimmy right to a flat spot before
you pull up, then jump to the grassy summit.
Search the alcoves ahead for 2 x uzi
ammo, then continue around up the hill to the right and run
jump grab over the pit and pull up. The way ahead is protected by three
boulders (indicated by the trigger tile designs on the ramp), but you can trigger
all three if you like so you won't have to worry about them later if you're
obliged to come back this way.
Ahead is a breaktile field, but you can get past it without breaking a
single one. Take a running jump to grab the W ledge,
pull up for a large
medipack, then take a running jump to the corner niche. Hop
back, grab the edge and shimmy right until you can pull up and back flip next
to a wooden bridge in a tunnel. Cross the bridge, run up the ramp, turn
right and run up a longer ramp to find a rat at the top. Use the
Temple Key to lift the gate and step forward into a hub room.
Go right into the N room
and shoot two bats. Navigate the flameblower gauntlet and run down the steps to an area with
closed gates and a bay of wall switches. Looking from left to
right, pull down switch #3 to open the gate immediately to your left.
The flames inside move back and forth like spike traps, so time
your way to the far right corner and move the pushblock
onto the marked tile for a cutscene of the wall
switch area. Return there and pull down switch #1 to close the previous
gate and open another gate to release a black panther.
The switches are now in
this position: down, up, down, up. Reverse the order so that it becomes up,
down, up, down. The middle N gate opens. Run jump over the flames to grab the
pole and jump forward to a safe area. Push the block onto the marked tile to
open the adjacent gate and get back the same way you came. Loop around right
and enter the N gate on the far left. Take the POWER GEM from the plinth and exit. Get past
the flameblowers and return to the hub room. Turn
right into the E room and find the receptacle for your Power Gem to your left
(spike tiles to your right).
Place the Power Gem to
activate the Mechanical Rat with Key that clears the way down the center of the
room, reverse roll and run straight N without veering (the spike traps to your
right and left are still active) and take the AMAZONIA MASK from the plinth. Reverse roll and go
back the same way and exit to the hub room. Ignore the S side room for now and
exit W to the entrance ramp. Hop up right to find a camouflaged crawl space.
Crawl inside and use your crowbar to break up the brick wall ahead (nice
touch). Step forward into the next room and place the Amazonia Mask to summon
a rat.
Return to the hub room
and now enter the S side room. The gates are now open, so proceed to a scenic
outdoor area. Although this seems counterintuitive, jump down into the water
far below. Pull out NW onto the grassy ledge and look up to find the monkey
bars. Monkey swing across the water and drop down on the other side.
Vault up left onto the inactive flame tile and jump from tile to tile. The
adjacent blocks are all pushblocks and can be pushed
into the water, but doing so will activate the flames. All but the third (next
to last) block, that is, so push that one into the water to lift an underwater
gate in the N wall.
Jump into the water and
grab the shotgun
ammo in
the SW corner before swimming through the opened gate. There's a closed wooden
door at the end of the left passage, so swim forward and allow Lara to drop
down onto a slope and from there to the water below. Swim forward as two crocodiles approach and pull
out onto the tree limb to deal with them. Jump back into the water and swim
toward the N fence. At the bottom is an opening you can squeeze through with
some difficulty. Pull the underwater lever just ahead to lift another gate
nearby.
Flip turn, squeeze under
the fence again and pull out onto the tree limb. Turn around and take a running
jump E to land on a breaktile just below the water's
surface. Pull up quickly into the opening and pick up the gold skull for SECRET #3. Jump into the water,
swim S toward the waterfall and pull up onto the ledge to the left of it. Turn
left, jump to the next ledge and continue jumping the ledges around the pool
until you reach the bridge with the monkey bars. Monkey swing across the water
and drop down onto the ledge. Follow to the opened gate and pull up inside.
Just to your right
are flares. Go to the wall and
pull up right into the alcove. Turn around, jump to grab the slope, pull up and
back flip into an upper alcove. Turn left to the wall and jump up to grab the
crack. Shimmy right until you can drop down in front of the spikes. Time the spikes
to go around into the W alcove. Pick up 3 x uzi
ammo and
the UZIS, go past the now
dormant spikes and jump over the water hole (not deadly) to push a floor lever
and open an outdoor wooden gate. Reverse roll, jump
back over the water hole and over the traps (which re-activate). Safety drop from the slope and crawl back to the ledge overlooking
the pool.
Go to the other end of
the ledge, monkey swing back across the pool and turn left when you drop down
to see the rope. Jump to it and grab it, swing forward and jump off to the
ledge ahead. Find the overhead monkey bars, grab them and monkey swing back across
the pool and
drop down onto the corner
ledge. Pull up onto the overhead ledge, go to the other end and jump up to grab
the unusual tree structure. Shimmy right around three corners and follow the
crack in the wall to a ledge where you can drop down. Reverse roll and go
across to find the GOLD
IDOL PIECE on
the plinth.
Go back a bit and jump
to grab that strange tree structure. Shimmy left around corners until you can
pull up at the same spot where you jumped up and grabbed before. But this time,
instead of dropping down to the ledge, back flip to a ledge in front of the
wooden door you opened with the floor lever. Depending on where you landed, you
may need to drop back and shimmy left to pull up in front of the opened gate.
Enter the N passage and go up the ramp to trigger ominous music in a red-tinged
area.
A flameblower guy is stationed
inside, and he's hard to kill. There are a couple of handy water holes nearby
in case you get torched despite your best efforts. When the guy dies he drops
a TEMPLE
KEY.
Proceed S past the fire traps and place the Temple Key in the receptacle to
lift the grate to your right. Crawl inside, but don't jump out the other side.
Instead, lower Lara down the edge and shimmy right around the corner. Drop to
grab the crack below and shimmy right to drop down in front of a familiar spike
trap.
This time, get past the
spikes S and jump into the water. Swim along the passage, turn right at the
wall and continue to a lake previously explored. Swim to the S wall and pull up
in front of a ladder. Climb up to an outdoor area and shoot a green ahmet. If you wish to
go to the flares you can see E, have at it. I got stuck in the collision, so
you may prefer to leave them be. Climb up onto the SW ledge and jump up S to
grab the crack. Shimmy right around the corner and pull up in front of a
ladder. Climb the ladder to the top and pull up.
Enjoy the scenery from
this height and jump NW onto the temple roof. There's nothing to do or find up
here, so drop from the E edge onto the bridge. Go across E to engage four
green ahmets. Enter the temple and combine the two
Gold Idol pieces and place the finished product in the receptacle on your
right. Similarly, combine the Amazonite Idol pieces and insert the finished
product in the receptacle on your left. The E gates open, so go inside to end
the adventure.