TURIN INCIDENT (COMPLETE VERSION)
Levels by Naxheel
Walkthrough by Phil Lambeth, with the help of Doggett TV's video walks
Level 1: GOLDEN PALACE HOTEL
Click here for the video walk.
Begin in the lobby of the Golden Palace Hotel. Run forward (E) and you'll be challenged by a guard hiding near the counter to your left. Loop left around the check-in station, noting the keyhole ahead, and pull down the wall switch in the dark alcove. Continue E to the end of the hall, passing a button on your right, and push the E wall button to open the E door to the restrooms. Turn left once inside and search the stalls for a small medipack. Go back and turn left at the S wall where someone has turned out the lights. Search the stalls on this side for flares and shotgun ammo.
Shoot the grate up in the SE corner and pull into the duct work. Take the first right for shotgun ammo and continue S to the hole. Lower Lara down the other side and shimmy left around the corner to pull up into the adjacent duct. Crawl until you can stand up, note the trench filled with deadly water and use the ladder to climb down the NW shaft. Drop to face a laser. Wait until it moves away from you, run forward and jump over it on its way back. Jump up to grab the ceiling and monkey swing over the flame tiles to the other side. Drop and pull down the wall switch.
Monkey swing back across, drop when the laser moves away and run forward to the wall. Reverse roll, jump to grab the ladder and climb back to the upper ducts. The water in the trench has been purified, so splash through it to the S crawl space. Enter and pick up the AUDITORIUM CARD. Return to the NE crawl space, shimmy around the hole as before and go back to the dark restroom. Exit to the hallway and push the S wall button to your left.
Enter the auditorium and engage two guards. The receptacle for your card is at the NW corner of the seating area. The lights come on, the stage curtain rises and a guard emerges from an opening in far left corner. This one drops desert eagle ammo. Go where he came from and you'll hear the sound of spikes snapping. Jump over the glass trench and find two pushblocks. Push the one on the left two times, turn around and push the other one toward the glass trench. Return to the first one and push it three times so it's next to the second one.
Face N to find two additional pushblocks. Move the one on the left against pushblock #2. Move the one on the right against pushblock #1. Two more pushblocks have been revealed, N of the second pair. Pull the one on the left one time and push it against the W wall. Yet another pushblock has been revealed further N. Pull this one three times and push it against the W wall. I hate to tell you this, but there's yet another pushblock further along N. Push this one forward into an alcove to reveal a passage with a wall switch. Pull it down and exit.
Go to the only pushblock you haven't moved thus far and pull it S one time to reveal an opening. Step down into the glass and walk carefully to the trench. Stoop near the S wall to pick up the KITCHEN KEY, then pull out left. Exit to the stage and shoot a guard on your way out of the auditorium. Turn left in the hallway and go all the way W to where you began the level. Turn right to find the N door leading to the indoor pool is open. Go down there and jump to the central island. Pick up the STAIRWAY KEY hidden in the vegetation and jump into the water.
The SW opening is for later, so find a cleverly hidden underwater door in the N wall and open it. Take the first right for a large medipack and continue through the narrow opening for desert eagle ammo. Return for air if necessary and continue N and W along the underwater passage for GOLD BARS and SECRET #1. Return to the pool and pull out S. Go up the steps to the hallway and continue straight across to the dining room.
Shoot the guard who challenges you and pick up his flares. Use the Kitchen Key to open the SE door and enter the kitchen. Push the button to open the freezer door and pull down the ceiling trap door in the NE corner. Turn around in place and jump up to grab the duct. Pull up into a crawl space. For a secret, turn right over a grate and turn left at the wall. Keep crawling to avoid the laser and come to a water hole. Hop into the aquarium, grab the nearby GOLD COINS for SECRET #2 and swim to the SE corner for the SHOTGUN. Return to the duct work.
Get past the laser, crawl over the grate and turn right. Continue straight ahead, stand up and pull up into a higher passage. Follow around to another laser trap. You can't crawl under these two, so wait until they start moving toward each other. Run after the nearer one, jump over it on its way back and continue with a jump over the second one. Slide down at the end of the passage and drop into a dark room. Light a flare, pick up the STANDARD ROOM CARD in front of the E bookcase, search the NE stand for the LASER SIGHT and the NW stand for uzi ammo, then push the SW button to open the door to the check-in station.
Go left a bit and use the Stairway Key to open the N door. Go in and shoot a dog waiting on the stairs at the end of the hall. Don't go there left, but enter the alcove to your left and push the button to open the door. The button inside acts as an elevator of sorts and causes a little disorientation. Stand in front of the W door and it opens to a hallway. Go left for a small medipack, then go the other way and down a lengthy flight of stairs until a door opens as you pass it. Turn around and enter the S hallway. Shoot a dog and two guards who charge out from the adjoining hallway. This hallway leads to a dead end at the S end, but near the corner is a N receptacle for your Standard Room Card. Use it to open the adjacent door and enter a room where someone has forgotten to close the balcony window.
Open the door to the bathroom and shoot the waiting guard. Pick up his DESERT EAGLE and return to the previous room. Step out onto the balcony and climb the E wall. Shift left around the corner and continue until you see an opening above you. Pull up into a crawl space and turn right at the steam blower for uzi ammo. Continue to find another opening at the E end. Lower Lara down the other side, grab the climbing wall and shift left and around the corner to drop down to another balcony. Enter the guest room, note the closed SE door (for later) and push the button to open the W door for later use. If you wish, you can step out into the hallway and deal with the guard waiting in ambush on your left.
Return to the same guest room, go out onto the balcony, jump SE to grab the ladder and shift left around the corner. Climb up a long way to the next higher floor, shift right around the corner and drop down onto a ledge. Go around to the ladder in the W wall and climb to the top. Keep the action key depressed to transfer Lara to the monkey bars. Monkey swing along the green track and around the corner. The camera angle will change for a moment, and when you reach the end, drop and grab the ladder. Climb down to a balcony. The occupant has thoughtfully closed the window, so shoot the grate to its left and pull up into the duct.
Follow around past a steam blower, and when Lara can stand up, safety drop into the shaft and jump up E to grab the ladder. Climb to the top, and when you pull up reverse roll immediately and jump back to grab the facing ladder in a corner to avoid the boulder that's rolling down toward you. (Or, you could run forward and take refuge in the alcove to your right.) Climb down after the boulder and find that it has broken through the grated W wall.
Hop over the boulder, turn left into the alcove and jump up to open the ceiling trap door. Pull up W into a bathroom, open the door to a room with gay art and pick up the hard-to-see REMOTE CONTROL near the television. Return to the bathroom and drop down to the duct work. Climb back up the E face of the shaft and run up the ramp. Pull up into the W alcove at the top for shotgun ammo, turn around and shoot the grate.
Get into the opening, hang from the other side and find the climbing surface on the outer wall. Shift left past the window and climb up to an outdoor lounge area with a swimming pool. Shoot your selection among the W windows and hop down into a game room. Exit S to a hallway and shoot two dogs. A guard will soon come around the corner to your right, and he drops the LOUNGE KEY. Note for later the nearby W receptacle, the S keypad and the E keyhole, but for now turn back to the N game room entrance.
Push the left urn forward to reveal a CD called TOMB RAIDER 2013. Combine it with the Remote Control to form the REMOTE + CD. Go to the E door and open it with the Lounge Key. A dog is waiting inside. Go across, push the SE button to open a timed door and exit W to the hallway. Sprint all the way toward the W wall and turn left into the timed doorway with the broom and pail out front. In the next room pull all three wall switches to open various doors, shoot the S grate and allow Lara to slide down several slopes and drop down a shaft into a water hole.
Swim down and forward, pull out and jump past the steam blower into a shaft. Shoot the N grate and crawl to the wall. Turn right and lower Lara down the hole into the freezer you visited earlier. Exit to the kitchen and W to the dining room and NW to the hotel lobby. Turn right (E) and go down the hallway past the aquarium and past the door you opened with the Stairway Key. The next door left (N) is open, so go inside and push the button.
Stand in front of the W door and watch it open. Step out into the hallway and turn left into a dark room with pushblocks. Pull the middle block back to reveal a small medipack. Vault up onto the W ledge and loop around right to see a fuse box. Shoot it and pull down the wall switch to drain the pool you visited earlier. Move the N pushblock around to the marked tile on the ledge (cut scene of a door opening). Exit to the hallway, turn right into the elevator room and push the W button. The S door opens when you stand in front of it.
Turn right in the hallway and run to the more open aquarium area. Loop around left and find the opened door next to the drink machine. Enter a dark office, pick up the grenade gun ammo, the shotgun ammo and the nearby GOLD SKULL for SECRET #3 (5 x shotgun ammo will also be added to your inventory, but only if you found the first two secrets). Exit to engage the guard who appeared at the doorway but didn't come into the room. Pick up the large medipack he dropped and go toward the W end of the hallway. Turn right and go down the steps to the indoor pool area.
As noted earlier, the pool has been drained, so safety drop into it and go to the W opening. The trap door inside has been lowered, so climb down the ladder to a lower passage. Pull up into the N alcove, pull down the wall switch to open a door to a guest room, and climb back up the ladder. The central structure in the pool is climbable, so use it to get back to the hotel lobby. Turn left and go to the elevator room (left near the end of the E hallway). Push the button and exit N.
Go down the hallway to the NE guest room and enter to find that the SE door you noted earlier is now open. Enter the bathroom to find the CROWBAR on the SW cabinet. Exit to the hallway, kill the guard if you didn't do so earlier, and run to the W end. Turn right into the narrower N passage and go back up the long stairway to find that the S door is now open, with a guard and a sentry gun waiting in the hallway beyond. Shoot the guard, combine the laser sight and the desert eagle and take out the sentry gun.
Open the W crowbar door near where the sentry gun was. Enter a lounge and flush out the guard waiting in the NW bedroom beyond. Place the Remote + CD in the unit against the W wall to open the door to your left. Enter the bathroom and note the numbers 1945 written in red on the wall in the SE corner. Return to the hallway, turn right and follow to the S wall. Turn left and stand in front of the keypad you noted earlier. Punch in the numbers you noted earlier, press the lower right star key and the door opens to a new elevator room.
Go in, push the button and exit though the only available door to a hallway. Turn left and follow to a garage. Go through the SE opening and do battle with a yellow-clad blonde boss enemy. When she finally dies she drops the EXECUTIVE SUITE CARD. Note the keyhole in this room and return to the elevator room. Push the button, exit to the hallway and turn left. The receptacle for the new card is straight ahead, so use it to open the W door to the executive suite. Shoot the guard waiting inside in the S wing. You can push the button to open the W bathroom door, but there's nothing inside but a dog.
Return N to the main room, turn left and go up the stairs to an upper area. Pick up the TELEGRAM near the desk and read it for some cryptic information. Pull the dead body away from the TNT KEY. You will recall that its receptacle is in the room off the garage, so go downstairs, exit the executive suite, turn right, then left, then right again into the keypad elevator room. Push the button to return to the garage, go into the connecting SE room and place the TNT Key to blow up the crate you may have seen earlier in the garage.
Go to the W end of the garage where all the destruction has taken place. Go into the S cave to end the level. Press escape to be taken to the next level.
Level 2: ROUTE TO ALCHEMY
Click here for the video walk.
Lara slides down into a labyrinthine canal. Swim W to draw out two crocodiles, then swim back and pull out next to the water slide to deal with them. Return to where the crocs came from and pull the underwater lever in the E wall to open a door somewhere. Swim back the way you came, past the water slide to the E wall and pull out S onto the ledge. Climb the ladder there and pull up into a passage facing the door you opened.
Go through the doorway and turn left (E) into the next room. Shoot a worker and pull up the floor trap door in the NE corner. Don't go down there yet, as the room below is filled with poisonous gas. Go SW into a larger room with a toxic pool. Shoot the two small crates for flares and harpoons. You can hear menacing footsteps, but the guard on the upper ledge is behind a railing and safe from your gunfire (but not vice versa).
Run clockwise around the perimeter of this room to the NW corner. The black pillar has a climbing surface, so climb up the N face, transfer at the top to the ceiling and monkey swing all the way back S. Drop down into the alcove, turn around and jump up and down while firing your pistols to kill the guard who's likely standing there waiting for you. Pull up to grab the desert eagle ammo he dropped and run to the N edge of this ledge. Turn right at the opening in the railing and time a running jump past the swinging chain to grab the E ledge.
Pull up and take another running jump E to grab a crawl space. Pull up inside, crawl to the other end and lower Lara over the edge. When her feet get "set," shift right to the end, climb down a bit and take a rolling back flip to grab the W climbing surface. Shift all the way left, climb down a bit and take a rolling back flip to grab the E climbing surface. Climb up into a crawl space and shoot the SE grate. Crawl forward and grab the flares at the end. Go back, turn left and drop down through the hole into a room where two workers are waiting.
Locate the fuse box, shoot the cover off and pull down the wall switch to open another door. Open the floor trap door in the SW corner and drop down to the toxic pool room where two guards are waiting. Pick up uzi ammo dropped by one of them and go to the stacked crates at the NE corner. Locate the small medipack surrounded by crates and find that the darker crates are actually pushblocks. Push the lone S one W and all the way N to form a bridge. Pull the upper pushblock back to reveal the HARPOON GUN.
Exit the toxic pool room and go across to the smaller E room where you shot the worker earlier. Loop around to your right and go up the stairs to diverging passages. Take the one on your right and go up past the opened door to a computer room. Shoot the guard there and pick up the MAINTENANCE CARD he dropped. Go to the adjacent office and pull down the N wall switch for a cut scene of a pool containing pure water. Go back and take the other passage (E). Go left at the opening, shoot another guard, pick up his flares and continue around to a ledge over a toxic pool.
Continue to a toxic trench and face the vertical poles. Take a running jump to grab the first one, slide down a bit and jump forward to grab the next pole. Do the same thing, slide down and jump to the E block (grab and pull up if necessary). Sidestep right and jump SE to grab the climbing surface. Climb up and pull up in front of a long ladder. Climb up to a jump switch, release to activate it and drop a jarring distance to the floor. Safety drop from the opening, hop down S and see that a rope has dropped down over the toxic pool.
Jump to grab the rope, climb up to stop Lara from swinging, turn left, slide down and swing forward to the S wall switch. Jump, run forward and pull down the switch to lift a nearby gate. Jump back to the rope, turn right and jump back to the E ledge. Loop around left and use the vertical poles to get back across the toxic trench. Shoot a worker on your way out of this area and turn left at the S wall. Turn right or left at the glass wall and climb down the ladder to a ledge surrounding the pool with pure water. Go around to the N opening for harpoons and go past the E ladder for more harpoons.
Now climb the E ladder and pull up into a passage. Shoot the worker around the corner and turn the S valve wheel (screen shot of a duct). Climb back down, arm yourself with the harpoon gun and jump into the water. Swim down the central shaft and meet a frogman coming your way. Continue past his corpse, pause for air around the corner and swim past a broken grate (later) to a dead end with an underwater lever. Pull it for an unintelligible screen shot (just a green wall) and swim back to that broken grate.
Follow the dark passage W to an intersection and deal with the frogman off to your right. Continue S along the passage and swim up for air at the corner. Go to the W end of the passage, blocked by a net, and pick up the small medipack. Go back for air at the corner and swim all the way N where the frogman came from. Pull the hard-to-see ceiling lever near the end for a cut scene of the formerly toxic pool. Swim back through the broken grate and return to the pool you came from. Pull out N onto the ledge and exit by climbing one of the W ladders.
Exit W, turn right, go down the steps and turn right again to the pool room with the rope. The water is now pure, so jump in and swim into the NW opening. Follow around to another long dark passage. Just before you reach a shaft, pick up the hard-to-see DEPOSITORY DISK. Swim down the shaft at the end and surface in a familiar canal. Pull out onto the S ledge, wait for the approaching crocodile and climb the ladder to the upper passage. Shoot the waiting guard and pick up his large medipack.
In the area ahead, turn left into the room where you shot the worker earlier, place the Maintenance Card in the SW slot and go to the NE floor trap door you opened earlier. The poisonous gas in the room below has been cleared out, so you can safely go to the W terminal and place the Depository Disk to open the SE doors. Go there and pick up the GOLD BARS for SECRET #4. Search the room for the GRENADE GUN and uzi ammo, then exit and climb back up to where you placed the disk. The S door is now open, so go inside and turn the valve wheel to drain the nearby toxic pool (W).
Go there and safety drop into the empty pool. Note the NW ladder (never needed) and drop down into the central hole. Hop into the water hole and swim down the long shaft past the net you encountered earlier. When you reach the bottom, turn left and surface in an underground sewer. Watch the flyby and pull out SE onto a ledge. Shoot a crocodile on the other side and swim across to shoot another crocodile in the third section. Jump into the water there for an extra SHOTGUN in the SE corner.
Swim W along this third channel until you can see an opening up to your left. Surface and pull out there to face a fourth channel. Jump into the water, swim through the SW open and surface in a confined area. Pull out onto the S ledge, go a bit left and pull up higher near a crowbar door. Open it and crawl inside. Light a flare, drop down and go down some steps to a crypt area. Search the nearest crypt (N) for SECRET #5 and the UZIS and GOLD COINS. One of the other crypts has an extra set of UZIS, the third crypt is empty.
Go back up the steps and through the crawl space, and return to the sewer. Jump back into the fourth channel, loop around right and find the S opening. Swim inside, turn left and follow to an intersection at the W wall. Turn right and follow around to where you can surface and pull out W. Hop down, hang from the floor hole where the camera changes briefly, and safety drop into what appears to be a temple of some sort. Go S into the small chapel and pull up through the purple curtain on the right (W). Step forward for the GOLDEN SKULL and SECRET #6 (3 x explosive harpoons will also be added to your inventory, but only if, as in the first level, you found the first two secrets here).
Exit and go across N into the rock-filled tunnel. Hop into the hole at the NE corner and push the button to open the floor trap door near the spot where you dropped down from above. Pull out of the hole and deal with a skeleton. You can either use the grenade gun or explosive harpoons (the harpoon gun works out of the water). Drop down through the opened trap door into a hub area with four branching passages.
Take the E branch first and go down some steps into a water trench. When the water gets deeper, swim until you reach a shaft leading upward. Surface and pull out into a library. When you approach the N button a trap door opens beneath it before you can push it. Face E, hop back to grab the edge and drop down onto a slope. You'll slide down to a lower room, where three skeletons attack at once. A single grenade or explosive harpoon will dispose of all three.
Stand on the raised tile and jump up to grab the W face of the flaming pillar, shimmy right around the corner and pull up in the far right corner. Turn just a bit to your left. When the flames subside, roll and take a running jump to grab the top of the N pillar. Pull up and push the button for a brief flickering cut scene. Safety drop to the floor, jump up to the flaming pillar once more and this time shimmy left to the W wall to pull up in the corner. When the flames subside, roll and take a running jump to grab the crack in the E pillar. Shimmy left around the corner and continue until you can pull up.
Pull up higher S into the library where two doors have opened. Shoot the skeleton and go across to the W opening. Take the WATER CRYSTAL from the plinth and jump back into the water hole, as the trap door below the button is still open. Swim back to the steps, wade out of the water and return to the hub area.
Turn left and take the S passage. Crawl into a cramped space and get past a flame blower. Stand up on the other side and approach a plinth. A wraith emerges from the portrait ahead as you pick up the DEATH CRYSTAL. You can fire at it with your uzis to make it go away, even if that's not what the builder intended. Return to the hub area.
Turn left and take the W route. Go down into a room with one of those giant skulls with the deadly eyes. The gate closes behind you as you enter, so quickly turn left and take refuge behind the corner pillar. Combine the desert eagle with the laser sight if you haven't already done so and shoot out both of the skull's eyes. You can use the crack in the pillar for shelter as you zoom in on the deadly eyes. When both eyes are gone the skull goes as well, leaving behind the REBIRTH CRYSTAL. Pick up desert eagle ammo in the dark NE corner and return E to the hub area (the exit door has re-opened).
Turn left and take the final N route. Push open the doors to your left at the end of the passage and enter the alchemist's lab (I thought I caught just a bare glimpse of a flickering cut scene). Place the Rebirth Crystal in the receptacle to the right of the Table of Symbols in the E wall. Reverse roll and place the Water Crystal in the W wall receptacle. Finally, light a flare to locate the receptacle for the Death Crystal in the S wall.
Nothing dramatic seems to happen, but a roof panel has opened up. Go to the NW corner and climb the W bookshelf wall. Pull up and run forward into the green stargate to end the level. Press escape to be taken to the final level.
Level 3: THE DIMENSION
Click here for the video walk.
After the brief flyby through a surreal floating islands setting, turn a bit left and hop SW over the rocks for a cut scene of some pickup. Take a running jump W to the right corner of the next island and deal with the approaching harpy. From the other side of this island jump W to the floating green block and SW (no grab) to the larger island. Walk to the other end of this island and shoot another harpy. From the corner jump NW to the pavilion and deal with a third harpy. Note for later the central receptacle and jump NE to the next island.
Hop to the flat top and jump S to grab the hanging chandelier. Pull up, step forward and jump S to grab the higher floating island. Make your way to the very top for shotgun ammo and flares. Walk to the W edge, use your binoculars to discern the translucent platform below and take a running jump to land on it. Hop from there onto the roof of the pavilion. Walk around to the NW corner to find a flat spot with GOLD BARS for SECRET #1. Return to the middle of the E edge of the roof, take two steps back and stand jump forward to land on the platform.
Take a running jump to the previous island and hop down to the N alcove. Stand jump NE onto the top of the chandelier, turn left and stand jump NW down to a flat spot on the next floating island. From the corner take a running jump back to the pavilion and go to the SW corner. Jump to the next small island, loop around left and pull down the wall switch to create a nearby helix. Save your game, step into the helix and you'll be transported to a new area.
As you slide down the long slope, jump right and then left to avoid the flame burners. When you reach the bottom, run forward into an underground cave and shoot a Lara lookalike firing at you from your left. She drops shotgun ammo, so I guess it was okay to kill her. Note the ladder on the central pillar, jump into the underground lake and locate the NW opening. Follow around to where you can surface and pull out.
Climb onto the NW block, jump N to grab the crack and shimmy right and around two corners. Pull up onto the dark ledge, hop forward, turn right and jump up to grab the ceiling. Monkey swing W to a crack, release, grab and shimmy right until you can pull up onto a flat surface. Don't pull up ahead or you'll slide down to your death. Instead, turn around in place and back flip onto the facing slope. Slide, grab and shimmy left until Lara's feet find the climbing surface. Shift left around the corner to the far wall, climb up and shift left to drop into a passage.
Enter a small cavern with a pit of deadly goo. Get down to the lower ledge, stand jump into the hole and land in water with GOLD COINS for SECRET #2. Pull out into a cramped area and jump to grab the ladder. Climb up to a dark area, light a flare and go to the SE opening. Stand with your back to the wall and jump slightly NE to grab the climbing surface. Climb down, shift right a bit and drop down onto a ledge in a lava room. Note the W dart machine and climb onto the block the darts are coming from. Take a running jump to grab the crack in the W wall and shimmy right around two corners (you probably won't be able to avoid getting hit by a dart) until you can drop down onto a ledge.
Stand at the back corner of the ledge and jump slightly NE to grab the crack in the N wall. Shimmy right around three corners and pull up in front of an opening. Follow the E passage down to a S opening, hop to a lower ledge and jump across a lava pit onto a safe surface. Go NW and follow to a flame blower. Stand at the corner away from the flames, kneel and crawl or roll forward to your right when the flames subside. Stand up and run NW across the ramp ahead to trigger a spike ball.
Pull up N where the spike ball was and do battle with two Lara lookalikes, one on either side of you. The one on your left drops desert eagle ammo. Pull down the wall switch for a cut scene of a ladder near a passage. Light a flare and hop up onto the SE rocks. Locate the ceiling hole and jump up to grab the S face. Climb up to a passage and run up to the short wall. Duck as a spike ball rolls down overhead and continue up the ramp to meet another Lara lookalike. Pick up the small medipack and find a floor hole at the end of the passage.
Hop forward with grab so that you avoid landing on the block below and instead drop into a pool. Swim into the SW passage and follow to a pool you visited earlier. Pull out SE and jump N to grab the ladder. Shift left around the corner and climb up through a ceiling hole. Drop down right and face an obvious spike ball trap. Step backward up the ramp until the spike ball is triggered, then run forward and jump over the whole as the spike ball rumbles by. Jump back over, go up the ramp and find another ladder. Jump to grab the ladder and climb up to a new room.
When you hop onto the central slab a Lara lookalike materializes in the W alcove. Dispose of her, then pick up THE EYE OF ATLANTIS. Light a flare, find the W ladder and climb up to a crawl space. Crawl around to a wall switch that raises a block in the previous room. Go there, climb onto the raised block and climb the S ladder until Lara's hands are at the pulsating area. Take a rolling back flip and grab the platform. Pull up and turn around. Slide down N, jump NE toward the ladder and wait for the spike ball to drop. Climb the ladder, drop off left and place the Eye of Atlantis in the receptacle. A door opens nearby.
Jump back to the ladder, climb down and hop up NW where the door opened. Go inside and down the steps to a floor hole. Drop down into the water and swim to the bottom of the shaft. Continue through the W opening and surface. Avoid the waiting harpy as you pull out and draw a suitable weapon. Go around the perimeter of the room and open four sets of doors.
Go down the steps and crawl to a floor hole. Drop down to a lower area and trigger a spike ball by approaching the W ledge. After the spike ball comes to a complete stop, get on the ledge for a small medipack. Go N and come to a goo pit. Jump onto the block and take a running jump up NW to the ledge. Continue through the cave to a temple-like structure and do battle with a rat-tailed Lara boss with long toenails. Amazingly, she leaves nothing for you when she finally dies. Go through the W opening, turn right and then left into a hedge maze where a cut scene in the floating islands section is triggered.
Make your way to the far SW corner for a small medipack. Return toward the entrance, loop your way around left to roughly the middle of the W wall (you'll probably be attacked along the way by a panther and a harpy), turn left there and follow around to a floor hole. Drop down and crawl N and then E. Stand up, pull up right or left and hop to the adjacent block with the ORNATE KEY. Get back down, ignore the W crawl space (it leads to a dead end and, to make matters worse, you won't be able to return) and pull back up to the hedge maze.
Go through the maze and exit E. Follow the passage until you come to an opening on your left, leading back to the cave area. Go toward the green E wall, turn right and hop onto the block in the goo pit, jump across and continue up to the SE corner. Climb the ladder, get into the crawl space and follow until you can stand up. Go up the steps into the pool area.
Loop around left and go down the steps. Follow the passage to an empty room and continue N. Turn right in front of a closed door and come to another pool. Jump into the water, swim around to the SE corner and find the ANCIENT KEY in a recess in the central structure. There's nothing more to do here, so return to that closed door and use the key to open it. Enter a room with a checkerboard floor and note the pushblocks supporting the columns. Move each one out of the way to reveal a passage, but pull at least one of them beneath a lighted torch.
Enter the E passage and pick up a TORCH. Light it and go into the NW passage and down the steps to a lower room guarded by a mummy. Light the central lampstand on the dark ledge to create a helix in the N alcove. Leave your torch here (just in case), step inside and find yourself transported to a dark trench with a central column. Climb the column, pull up and shoot a prowling panther. Jump to an outer ledge, hop down W and note the closed gate. Get up onto the NW block, jump up W to grab the higher ledge, shimmy left a bit and pull up. Turn around, jump to a flat corner of the central structure and hop up to the top for shotgun ammo.
Slide or hop back down to the NW corner and take two jumps N for the EMERALD STONE. Safety drop to the ground, note that the gate blocking the W alcove has disappeared, so step inside and open the doors. Step out onto a balcony and attract the attention of a harpy as you go around left. Open the W doors and continue to a library where you're attacked by a flying book. As you step onto the balcony you can target a second flying book up to your left.
Hop NW over the railing onto a block and get down to the floor to engage a Lara lookalike. As you explore the library floor near the NW corner three more flying books will attack. Look up at the ceiling and find the monkey bars. Climb the tall bookshelf directly below them and transfer Lara to the monkey bars. Monkey swing along the tracks (don't miss the dogleg left, or you'll fall to your death) to the S wall and drop down onto another balcony.
Get on the SE block and stand jump N to grab the chandelier. Pull up and W over the railing to encounter another Lara lookalike (who may be trying to escape through the curtain). Pick up her UZIS, shoot out the window of your choice and look down to see a panther and a rat-tailed Lara boss on the patio below. The latter drops a Set of MP5s when she finally dies. Get on the NW block with the fruit tree and hang from the other side to find a climbing surface. Shift left and pull up into the window sill. Shoot the window and hop down through the curtain into a room with a GOLDEN SKULL for SECRET #3. A large medipack (and uzi ammo, according to the readme) are added to your inventory.
Climb back out through the curtain, hang from the other side and shimmy right back to the terrace. Jump through one of the E windows to the inside balcony and hop over the railing onto the slanted block below. From the floor, hop NE over the railing onto the block near the E wall and get down to the floor. Climb the E bookshelf near where the books are scattered on the floor and shift left over the railing to drop down onto the balcony. Exit E and return to the balcony overlooking the pool. Take a swan dive over the railing into the water and pull out.
Enter the NW opening and trigger a cut scene warning you of two Lara lookalikes ahead. Continue N past the closed door to the armory, shoot the first one and soon thereafter you'll encounter the second one. Your continued progress is blocked by a grated fence, so shoot the fire hydrant on the E wall to open the grate to its left. Crawl inside and follow to an intersection. Go left and drop down onto a ledge next to a flame blower. Time a jump past it (with grab because of the low ceiling) and shoot the grate to your left.
Run down into a passage guarded by two Lara lookalikes. One of them drops a small medipack. Continue W down the passage and loop around at the end to open the chest for a SET OF BAZOOKAS. Go back the way you came and open the floor trap door. Hang from the edge and wait for the laser below to move away before dropping down. Jump over the laser and crawl N toward a flame blower. Stand up, and when the flames subside run forward and pick up the ARMORY CARD.
Go back the way you came. The laser is now dormant, so pull up to the earlier passage and go E to find the receptacle for the Armory Card on your right. Open the door and go in to engage another Lara lookalike. Pick up the flares she dropped and the nearby grenades, then pull up N through the ceiling hole and get a remote shot of a sentry gun. Run up the ramp, combine your desert eagle with the laser sight and take out the sentry gun (I hope you've saved at least one round of desert eagle ammo). That was easy enough.
Open the floor trap door against the N wall (face E) and drop down to a lower section of the armory. Note the empty racks on either side and place your Set of Bazookas and Set of MP5s to open the door at the bottom of the steps. Go down the ramp to an alien morgue and find the ceiling hole in the NE corner. Climb up N and back flip into a control room. Use the W reach-in switch to open a door somewhere and go to the S doors, which open automatically.
Step out into a familiar passage and engage a Lara lookalike. Turn left and exit NE. Time a jump E over the flame blower and pull up left. Crawl through the duct to a previous passage and go to the S end. Turn left to return to the pool room. Go around to the SE opening.
SE DOORS (revisited)
Follow the passage down to the underground room, continue N through the checkerboard room and veer left into the NW opening. Go down the steps to the dark room where you left the lighted torch and step into the helix. Climb the central structure in the green trench, jump to the ledge (there may be another panther there) and hop down to the sand. Exit W, go left around the balcony and exit W to the library, use the block down on your right to get to the floor as you did earlier, and climb the bookshelf beneath the monkey bars.
Transfer Lara to the ceiling when you reach the top and monkey swing over to the S balcony (don't forget that dogleg to the left). The opened door you saw in the cut scene is in the SW corner. Two flying books will attack as you enter. Go to the NE corner and climb the bookshelf to the upper rafters. Go to the W end, hop over the crate and use the Ornate Key to open a door down below. Get down to the lower room, exit N to the balcony and hop over the railing to the NE block and from there to the floor. The opened door is in the SW corner, so go there.
In the next room, loop around left into the passage and go down the steps to a basement area. Pull the chain near the NE corner to lower a trap door. Go back up the steps to the previous room, loop around right into the library and go to the E wall. Climb the bookshelf as you did before, but this time go all the way to the ceiling. Shift left, going around a couple of obstructions, until you find the open trap door. Climb up, back flip into a dark attic and shoot a couple of flying books. Pick up the glowing SPELL BOOK and get a cryptic cut scene.
Stand near the floor hole, jump to grab the bookshelf and climb down to the main floor. Exit E to the balcony overlooking the pool, jump over the railing into the water and pull out.
NE DOORS (revisited)
Go to the NE doorway and down the steps. Crawl through and drop down to the lower area. Go N to the goo pit, use the block to get across as you did earlier and go NW to the room with the columns. Go on through the W opening, turn right and then left into the hedge maze. Make your way to the back W wall and around left to the floor hole. Drop down and crawl into the W opening I warned you to avoid earlier. The overhead grate is now gone, however, so pull up into a bare room with two flaming tiles. Pry the PHILOSOPHER'S STONE off the column, go around to the other side for a large medipack and step into the helix.
You're back in the floating islands area, standing in front of the artifact you saw in a cut scene at the beginning of the level. Pick up the SCEPTRE and shoot the approaching harpy. Slide down S (without jumping) to the floating island below and walk over to the W end. Jump from island to island to reach the pavilion as you did earlier. Approach the central receptacle stand, combine the Sceptre and the Emerald Stone and place the ENCHANTED ROD to be transported to a new area.
Go around past a receptacle and down the steps to a room with a black-clad boss lady. She drops the MAGIC ROSE when she dies, so go back up the steps and place it in the corner receptacle. The N gate opens in the room below, so return there and go on through. Go down the steps to a pool, jump into the water and swim down the floor hole. Follow the passage past an opening to your right, swim up the shaft at the end, not all the way to the top but take a into the E branch. Take the next right as well and swim up the ramp to a water hole.
Pull out into a dark room, kick out the slat in the E wall and enter the crawl space. Stand up in what looks to be a maze area. Turn left and then right into the next alcove and climb up left (N). Pull up into the crawl space and follow around to an opening on your right. Climb the W wall and pull out to trigger a flyby through a town square at night. Exit the square in any direction to end the level.