SEARCHING FOR CLEOPATRA'S TOMB - Part 1

 

Level by PinkFlavOr

 

Walkthrough by Phil Lambeth, assisted by Doggett TV's video walk

 

 

Begin in a near pitch-black corridor. Run forward and push the floor lever. The door opens and slams you in the butt. Go around the door, enter the next dark area and look for flares to your left. Go W, jump through the opening and find more flares. Go the triangular crawl space in the W wall and follow around to a small hub area. Shoot two bats and note the closed trap door. One of the N openings is blocked by a flame, so go through the other N opening to a small room with a large medipack in the corner. Pull the dead body away from the AMULET OF HORUS and SECRET #1. Hop into the shallow pool for a GUARDIAN KEY (shows as "LOAD" in your inventory).

 

There appears to be no way to turn off the flame in the other passage, but not to worry. Stand against the wall near the flame and side flip past it. Enter the crawl space and push the floor lever inside to open that trap door you saw. Return there and climb down the ladder to a lower but equally dark passage.  Remain in the ladder shaft while shooting all the approaching bats. Don't bother with all the wooden barriers in the area, as the ground beyond the barriers is riddled with land mines. Instead, go to the raised slab in the SE corner, jump up to grab the ceiling and monkey swing N to the far wall. Drop to the ground, turn left and come to a partially flooded area.

 

Splash through the water to a crawl space in the far left corner. Enter and crawl/wade until you reach a hole. Swim down and come to an underwater area. Pick up the flares on the raised slab (there's an air hole above if you need it) and explore the surrounding area for 2 x crossbow arrows and a small medipack. Swim up the shaft and pull out into another flooded room. Climb up onto the nearby block and pull up onto the E ledge. Turn around and jump to grab the crack in the column. Shimmy right around two corners and pull up into the opening. Turn around, jump up, grab the opening and pull up to trigger a flyby through the dark corridor ahead that reveals two sentry guns waiting around the corner.

 

Ignore the motorbike for now and go E down the corridor. Before you reach the intersection, loop around left onto the sand pile and go up to find an opening up in the N wall. Pull inside and pick up another AMULET OF HORUS for SECRET #2. Grab the SHOTGUN and 3 x shotgun ammo and get back down. Stay close to the N wall, which is beyond the range of the sentry guns, and go to the E opening. Hop up the slope and find a ladder to your left. Climb up to a crawl space, enter and follow to a dead body covering the CROSSBOW, beyond which is a floor lever.

 

Return through the crawl space and face a deep pit. Drop down onto the block that was raised via the floor lever and search the perimeter of the room for 3 x crossbow arrows and an AMULET OF HORUS (sorry, no secret chimes this time, although SECRET #3 is apparently intended to register here). Climb out via the raised block, slide down S, turn left to face the sentry guns and save your game. Your assigned task is to dash between the sentry guns while they pour lead into you (don't even think about pausing for the laser sight along the way), go past the opening to your left but stay left to avoid the second sentry gun's flames.

 

Enter the W crawl space and find yourself in a crawl space maze (the worse kind, except those populated by scorpions). Stay left while using up valuable flares  but avoid the E side passages. Continue S toward a flickering light and emerge to greet two SAS. Explore this area for 2 x large medipack, the UZIS and uzi ammo. Time your way past the flame blower and go around left for shotgun ammo and the NITROUS OXIDE CANISTER. Return through the maze, staying right while avoiding the E side passages, and continue crawling as you exit the maze to safely pick up the LASER SIGHT between the two sentry guns.

 

Crawl to the E opening next to the crawl space and continue to the wall. Stand up and pull up into the E crawl space and drop down the other side (near the middle where it's lower).  To add lnsult to injury, an SAS is there waiting for you. Pick up the uzi ammo he drops and enter the N crawl space for a much-needed large medipack. Return and continue E past the broken column, noting the rising block tile between two openings.

 

Save your game and slide down the slope on your right. Jump at the last instant to grab a crack in the wall as a trap door opens below. If you miss and fall down past the opened trap door, you're stuck forever. Wait for the trap door to close again and drop down to it. Pull up left into the opening and follow around to a block. Turn with your back to the block and look up to see the hanging globe. Combine the laser sight and crossbow and shatter the globe with a normal arrow. Turn back around, pull up onto the block (which turns out to be a slope). Slide down into the previous area to find that the block has been raised. 

 

Get up on it and activate the E jump switch to open a door near the sentry guns. Exit W via the crawl space and drop down the other side. If you're lucky you won't attract the sentry gun's fire. Stay close to the N wall and crawl right around the corner past both sentry guns and enter the E passage where the door opened. Light a flare and go through a long crawl space to a room. Go right to find the CROWBAR just past a dead body. Nearby is a structure with the VALVE PIPE that you can pry off with the crowbar.

 

Now that you have the necessary equipment, you need to make your way back to the motorbike. Crawl back to the sentry guns, turn right, then left, combine the canister and valve pipe and fit the NITROUS OXIDE FEEDER to the motorbike. Drive straight E and up the ramp, using the sprint key as a booster to clear the gap ahead. Turn left at the wall and smash your way through the barrier ahead. Run over two SAS, dismount and activate the low jump switch. Search the immediate vicinity for 2 x uzi ammo and a small medipack, turn the motorbike around and drive back to the intersection where you turned left and dismount. Search the nearby blocks for shotgun ammo and a small medipack.

 

Save your game before driving the motorbike through the SE gap, because if you don't get a good head of steam and clear the fire pit ahead you'll die and have to reload. Loop around left on the other side into a room and dismount. Locate a receptacle on the E column and insert the Guardian Key to open the E door. Activate the jump switch at the end of the E passage to open a trap door. Save your game and drive the motorbike back the way you came, over the fire pit and to the place where you slammed through the wall earlier.

 

To the right of that wall is an opening that leads down to the opened trap door. There's a covering of some kind at the bottom of the ramp, apparently intended to be broken through by the weight of the motorbike, but it's a phantom covering that you can simply drop through. Either take a running jump and grab across the "covering" or pull up on the N side for a large medipack. Drop back down and into the water hole revealed by the opened trap door. The water is ice cold, so don't take your time. Pull out at the end to trigger a flyby through the next area.

 

Wade forward E to the top of the ramp, stand next to the barrier to your left and jump NE to a ledge, loop around left and find the ladder. Jump up to grab it, climb up and take a rolling back flip at the top to grab the upper ledge. Pull up and step forward to find a KEY of some kind (again appearing as "LOAD" in your inventory)and jump down into the water.  Search the SW and SE corners for 2 x uzi ammo, swim through a narrow crack in the E wall for a CARTOUCHE PIECE, then return and pull out onto the N ledge after grabbing the nearby shotgun ammo.

 

Go through the N opening, shoot two dogs and find flares in the corner. Turn left into the W opening and pull up right or left into an upper room. Find more flares near the SW corner and use your Key in the NE receptacle to do...something. Hop back down through the hole and return S to the water. Swim across, pull up onto the ledge at the SW corner, shimmy left past the barrier and enter the S opening. Pull up higher and open the crowbar door on your left. Enter for an AMULET OF HORUS and SECRET #4. Go back and open the S door. Enter and crawl around for the HOURGLASS.

 

Return to the water, jump in and swim over to the E ledge. Pull out and place the Hourglass in the lap of the statue to open a trap door. Find the ladder to your right and climb to the top of the structure. Go around to the other side of the column and activate the jump switch to open a door nearby. Look around the corner for flares and return to the SW corner where you pulled up. Jump to the S slope, slide, grab and shimmy right until you can pull up onto a flat spot for the GRENADE GUN and an AMULET OF HORUS for SECRET #5.

 

Jump down into the water and pull out onto the E ledge where the door opened to the left of the statue. Enter and drop into the water hole. Swim E across the room and into the E opening. Surface at the other end and pull out into a passage. Grab the uzi ammo in the alcove to your right and push the floor lever. Return to the water and swim W across the room and into the opening ahead. Surface and pull out near the opened door. Go through, jump into the water and swim through the crack in the E wall where you found the Cartouche Piece earlier. Pull up NE onto the ledge, hop onto the raised block and activate the jump switch to open the gates to your left.

 

Go on through and shot two SAS waiting around the corner. Pick up the flares dropped by one of them and find more flares in the nearby alcove. Go to the S wall and note the closed door on your right that requires a key you don't yet have. Go left and around the corner to find a pushblock. Move it in the direction from which you just came, past the closed door so that it blocks the keyhole. Get up on it and climb up to find a floor lever. Push it to open the exit gates nearby. You could now finish the level, but you'd miss out on quite a bit of gameplay. According to Teone, the ability to use the pushblock to access the lever now was almost certainly not intended by the builder and is a design flaw. The builder's likely intent was to use the pushblock solely in the manner described in the next paragraph.

 

Get down and move the pushblock E, N and W into the alley with the ladder-like textures. Place it in the SW corner and use it to climb up into a dark opening. Hop down the other side and pull up into the NW alcove for the KEY you need. Get down, go to the closed door and use the key to open it. Go on in to find a rising block tile in the SW corner. The builder's likely intent was for you to return here after raising the block, enabling you to reach the floor lever described in the previous paragraph.

 

Exit this room, loop around right and come to a new area with a dormant sentry gun. A small medipack is next to it on the slab. In the E alley where gates have opened there's another small medipack and flares. If you go further and slide down the slope, you'll end the level prematurely. Pull up onto the S ledge, jump over the water-filled trench into the next area guarded by a quite active machine gun. Run to your right and hop onto the W ledge, pick up the large medipack and hop down W into the trench.

There's a pushblock to your left, but you'll expose yourself to sentry gun fire if you walk up to it. Hop onto it, hang and drop from the other side and push it once. Crawl E along the trench until you pass the sentry gun and can run safely to the E wall.Three pushblocks are clustered together. Push the higher one off onto the ground, forming a line of three pushblocks. Move the S block two times S into the SE corner, pull the middle block once S and push the N block once N. A cut scene shows an underwater trap door opening. Go around the N block, jump into the water trench, loop around right and swim down into the opening. Follow the passage to the opened trap door and swim down to a flooded room.

 

Swim across and pull out S onto the ledge. Shoot the SE wooden barriers and go through the crawl space to a dark room. Shoot the SW crates, pull down the SW wall switch, climb the SE block, shoot the fuse box cover and pull down that wall switch as well. Go back through the crawl space to the water, jump in and swim back to the room with the active sentry gun. Pull out S (the sentry gun should be facing away from you), turn around and jump back N to grab the ledge. Pull up and hop down to the room with the dormant sentry gun.

 

Exit NE, loop around left into the room you opened with the key, and find that a block has arisen inside. However, it serves no useful purpose if you used the pushblock earlier to open the exit gates. The builder's likely intent was for you to get on the raised block, face N and jump to grab the crack, shimmy right around two corners and pull up in front of the floor lever to open the exit gates. In any event, I couldn't find anything else productive to do here, so I went back to the room with the dormant sentry gun, went past the E exit gates and slid down the slope to end the level.