LEGEND OF HATHOR (TRLE 20th Anniversary Celebration Project)

 

Level 1: TOMB OF HATHOR

 

Level by Klona

 

Walkthrough by Phil Lambeth, with the help of Doggett TV's video walk

 

 

Lara begins in a dark cave on a small area with grated flooring. For a couple of quick pickups, first go straight N to the sand dune, stand jump to grab the top of the column and pull up into a cramped area. Hop down left past the triangular opening, jump into the SW alcove for a small medipack and use the crack to shimmy left back to the triangular opening. Get down and return to your starting position. Go a bit W, turn left to face the block with the cobwebs and stand right. Jump up to grab the crack (action and up arrow keys only), shimmy left around the corner and pull up into the opening for flares.

 

Shimmy back around two corners this time and drop down. Turn around and stand jump slightly SW to grab an invisible crack to the right of the alcove. Shimmy around two corners and pull up into another triangular opening. Loop around right into a passage and go up the ramp to a dead end. Climb the W face of the wall and back flip near the top into an upper room for SECRET #1. Search the area for uzi ammo and a large medipack, then climb back down the ladder wall. Return via the ramp and the triangular opening to the underground area.

 

Go to your starting position on the grated floor and go straight S to the wall. Pull up into the opening and slide down the slope on the other side. Continue sliding downward and you'll wind up near or in a shallow hole occupied by a scorpion. Dispatch it and continue your downward trek through this dark area, exploring it for some flares, shotgun ammo and an additional scorpion or two. You'll eventually reach an underground lake with signs of civilization around it.

 

Go to the end of the short pier facing the S statue on the other side of the lake, jump into the water and swim S underneath the statue to find an underwater opening that leads to SECRET #2 and a small medipack. Swim back to a similar pier extending from the statue, pull out to see that there are three other statues all arranged in a circle facing outward. Go around them to awaken two jackals on either side of a closed S door.

 

Jump W over the water into a new but equally dark area and find the S opening. Run up the ramp until a spike ball is triggered, reverse roll and run back out and to one side as the spike ball rolls by. There's a second spike ball up there waiting for you at the top of the ramp, so keep right on the way back up and scoot into the side passage before the spike ball has a chance to drop. Continue past two streams of falling sand into a room with two closed doors and a plinth containing the RA CARTOUCHE. When you pick it up the W door opens and a nearby jackal awakens. Curiously, the companion SW jackal remains inert. Maybe later.

 

Enter the W passage and follow its twists and turns downward. Sure enough, when you reach the gap at the end and turn around, you see that the second jackal has awakened and is silently pursuing you. Take a running jump across the gap, grab the star-studded ledge and pull up. Follow around to an open area with two ledges spanning the room and spikes jutting from the floor of each quadrant. For a secret, you must use a well-known move of questionable legality. Stand at the edge of the NE quadrant, facing the designer tile in the E wall, turn around to face W and save your game. Hop back and press the action key the instant you clear the edge, and you should glide into the opening below for SECRET #3 and shotgun ammo. If you grab too soon, you'll grab the edge and will have to pull up and try again. If you grab too late, you land on the spikes and die.

 

To get back out, stand at either edge of the opening and take a slightly angled standing jump to grab the ledge and pull up. Use the E reach-in switch first, filling the quadrants with sand (and blocking your way to the secret if you hadn't gotten it earlier), then use the W one to collect a large medipack as four scorpions drop down en masse. Back flip while drawing your pistols and deal with them.  Exit S, take a running jump over the gap and grab the other side. Pull up and follow the passage back up to the previous room. Part of the floor has disappeared in your absence, so use the block next to the near wall to hop to the floor of the pit.

 

There are four raised tiles in this lower room. Stepping on each one save the NW one releases a spike ball from overhead, so trigger them all just for fun. The NW tile releases a rope, so use the block to climb out S, turn around and take a running jump to grab the rope. Swing forward and jump off toward the N door, which is now open. Don't worry about those ominous spike markings for now. Step forward, slide, jump, grab and pull up to trigger a dizzying flyby that takes you through the immensely tall room ahead.

 

Sprint forward up the steps as the camera becomes fixed and the spike traps activate. Once you're safely past them, wait while the next room fills with sand with maddening slowness. When the flow finally stops, vault out S but don't enter the spike-trapped opening. Disable the spikes by stepping on the trigger tiles in the SE and SW corners, then go through the opening and climb the wall ladder. Pull up at the top, run forward onto a trigger tile, climb back down four rungs and back flip into a large upper area. Go around right and left to awaken and dispatch two jackals.

 

From the W side, jump N to the safe ledge and time a running jump and grab over the spike ledge. Pull up onto a trigger tile and hear the sound of a nearby door opening in the N wall (it's timed, but generously so). Hop or run onto the adjacent column for a small medipack and take a running jump E to grab the next column. Pull up, hop or run onto the adjacent trigger tile to lower a rope and go back to the entrance ledge the same way you came. However, wait for the timed door above you to close (if it hasn't already) before stepping on the first trigger tile. That will re-open the timed door, so jump over the spike trap and don't waste any time getting back to the S ledge and looping around left onto the red-tiled platform. Take a running jump to grab the lowered rope, swing forward and jump off to grab (if necessary) or land on the slope beyond the timed N door. Pull up (if necessary, and save your game while doing so) and slide down the slope toward a new area.

 

About halfway down the slope, jump forward into the darkness and grab an opening. Pull up into a short passage for SECRET #4 and step forward to pick up the large medipack. Drop back down onto the slope and slide down to the bottom. In the next room run straight ahead over what looks like another trigger tile into the N opening. Reverse roll onto the ramp to trigger a spike ball and run back out and to one side. The E and W doors open (although there are multiple doors yet to open in the W passage) and two jackals are awakened. 

 

Go through the E opening into a small hub room with three more openings. Take the left (N) opening, and in the next room take another left and go up the stairs. You can see the monkey bars when you reach the top, but ignore them for now and take a running jump slightly SE to grab an opening. Pull up in front of a floor lever and push it to open a nearby door. Go past the floor lever, hang from the opening and shimmy right around the corner to pull up into a crawl space. Crawl forward until you can stand up, turn around and hang from the opening, shimmy right around the corner and pull up, and jump the gap to grab the N alcove. Pull up for SECRET #5 and claim the shotgun ammo as your reward. 

 

Safety drop from either side and roll as you hit the floor. Go through the W opening and up the stairs once more. When you reach the top, jump up to grab the monkey bars and follow the ceiling tracks around to your left. Release at the end to grab the N ledge just above the spikes and pull up in front of an opening that leads to a floor lever. Push it to open a door and grab the small medipack in the SE alcove on your way out. Take a running jump over the spikes down to the floor and exit S to the hub room.

 

Take the left (E) opening and pull up onto the block. Save your game and slide down the other side to a lower room. Three jackals attack while the room starts filling with sand, bringing you closer and closer to the ceiling spikes. Turn around, vault up higher and stoop in front of the S opening. When the sand level has risen sufficiently, crawl inside and push the floor lever to open another door. To get out, pull up S three times and go through the door that opens in front of you. To your right is the hub room, so turn left and hop down the blocks to a new room.

 

When you step on the trigger tile, spike tiles are activated one at a time, and your task is to follow onto each tile after its spikes have been triggered. On one occasion two spike tiles will be triggered simultaneously, so follow the one on your right. When you reach the SE block, climb up on it, turn around and jump to the trigger tile on the central column to open the final door in the W passage of a previous room. Jump to the SW alcove for flares, jump back to the central column and take a running jump W to the safe tile in front of the first trigger tile. Exit N to the hub room, turn left through the W opening and continue W through the now-cleared passage to the next room.

 

Turn right and go N up the wide steps. For another secret, climb the second block on your left and note the triangular opening. Crawl inside and follow around until you can stand up. Hop up SW to a passage and continue to a lower room for SECRET #6 and uzi ammo. Return to the wide steps, go to the top and into the N opening. Follow the passage to a hub room with THE TIMELESS SANDS. When you take it from the plinth the N door opens.

 

At the top of the steps climb up, turn around and jump to a higher flight of steps. Continue to an opening overlooking the hub room. Hang from the edge, shimmy right and pull up into the first corner opening. Face slightly SE and take a rather tricky curved running jump into the larger opening at the E wall. Walk toward the S wall and take another curved running jump SW onto a trigger tile that opens the E door down below. Safety drop to the floor of the hub room and follow the E passage to a crossing as the door slams shut behind you.

 

Turn right at the crossing and take a running jump over the spike trap to land on a slope. Slide down to a new room with several small pools and shoot two jackals. Save your game before jumping into the SE pool, because if you get caught in a wicked current that draws you toward spikes you won't be able to escape. Face N, run off the edge into the water and stay left to avoid the traps. Continue to the NW corner for CARTOUCHE PIECE 2 and go back the same way, this time staying right. Surface for air and swim into the SW opening where more current traps are waiting. You'll pass by a shallow depression containing another TIMELESS SANDS, but if you pick it up now you won't be able to get the last secret in this level. Your only reward for negotiating this longer swimming exercise is a large medipack at the end, and you still need another Cartouche Piece. 

 

Go back, pull out of the water and vault into the hexagonal archway near the S end of the room. Jump to grab the higher S ledge, pull up, note all the closed doors at this higher level (which never open, by the way) and follow around clockwise until you reach an alcove in the W wall. Climb inside, jump up to grab the ceiling and monkey swing all the way to the NW corner. Release to drop onto a timed trigger tile that turns off flames in the opposite NE corner. Therefore, don't monkey swing back but safety drop to the floor and access the S ledge via the hexagonal opening. Repeat the same exercise in a counterclockwise direction on the E side of the room, hopefully arriving at the NE corner for CARTOUCHE PIECE 1 before the flames return.

 

Drop back down to the floor, combine the Carouche Pieces to form the BA CARTOUCHE and place the two artifacts in the receptacles flanking the S door to open it. Shoot two jackals that emerge and crawl through the next room to avoid the darts. Stand up at the steps and go down to a small medipack on your right just before you reach a dead end with a closed door. Pull up into the E opening for SECRET #7 (if you'd picked up the second Timeless Sands earlier, this opening would now be blocked, and the opposite door would be open) and grab the grenade gun ammo.

 

Drop down and return to the room with the pools. Now you can jump into the water for the TIMELESS SANDS you neglected earlier. Picking it up closes the secret door and opens the exit door at the bottom of the S steps, so go back a second time and exit via the opened door on your right. Slide down the slope backwards, grab the edge and safety drop twice to a ledge overlooking an underwater lake you visited earlier. Jump into the water, swim S and pull out near the four clustered statues. Run past them and place The Timeless Sands on the statues in the two SW alcoves (the statues in the SE alcoves already have theirs). The S door opens, so run down to a lower room, triggering an explanatory cut scene that carries you to a transitional level.

 

Level 2: NIGHT AT THE DESERT

 

Level by Klona

 

 

Not much to do here, but it's easy to lose your way in this desert wilderness. Run ahead straight N, ignoring the building that comes into view on your left, until you see something on the sand ahead to your right. Go there and pick up the large medipack, then run W, keeping the building to your left and staying close to the higher dunes on your right, until you reach a lone block near the NW corner. Push the button to open the front door of the building and go there. Enter W between the flaming bowls, hop down into the floor hole and slide to the next level.   

 

Level 3: TOMB OF MENEL

 

Level and walkthrough by DJ Full

 

 

DROPPING

 

Fall down to the corridor. Get flares, then shells from elevated part, then sprint roll down the gap. Go between the tombs, pick up a medikit on the left, then follow to the room over a blue pyramid. Sprint-fall onto the tip or use the ladder across the room to minimize the fall damage. Proceed to the map room. Three paths unfold.

 

FIRST SNAKE FANG (FIRE)

 

Across the map room there's a cog switch which raises the door around the corner, get in quick and watch out for the dart trap. The side room has a pyramid, jump on it then grab the cabinet and pull up. Follow around the ledge, for the TORCH up there in the pot. Light it in the burning fire, light the nearby pot and that lowers the cabinet in the side room. Jump onto it, carry the torch around the ledge and burn the brazier you took the torch from. A door opens, jump into it, on the higher ledge and carry the torch across it into the room with another pyramid. Drop down onto the ledge, then on the floor, and light the brazier next to the dart trap to stop it and pick up the SNAKE FANG. Leave the torch - can't take it anyway. Climb the top of the trap device, then back on the ledge, then back to the high room. There is a door open on the ledge now, you can cross it and drop on the pillar platform, then hang and drop to the city map room to minimize the damage.

 

SECOND SNAKE FANG (BASEMENT)

 

Go upstairs to the room with the hanging tomb and loop left to get into the crawlspace. On the other side, vault up to the jumpswitch and sprint to the left of the pillar to land on the lower cabinet and avoid the damage. Return to the nearby pyramid room and stick to the left wall - there's an open door, get in. Follow through the room, pick up 2x wideshot shells, hop over the ledge, get flares from the left descending ramp, then follow the other descending ramp into a foggy room with a crawlspace. Crawl through to find a switch, press it to cut through the door and get the second SNAKE FANG. Go back to the ramps but now all the way up and through the open trapdoor to find yourself back on the top of the first pyramid room. Descend like before.

 

THIRD SNAKE FANG (REAL TOMB)

 

From the map room, go upstairs, across the room with the hanging tomb, to the left of the closed double doors, vault up and pick up the UZIS. Continue around the ledges till you drop and grab the lower crack. Pull up, take a big medipack and crawl until you can stand up. Jump across the gaps, onto the cabinet and crawl into the hole with flares on the left - you can get them, then crawl another way of the pitchfork. On the other side, stand up and pull the switch. A trapdoor opens in the floor - get down there, follow the snake, allow the current to carry you into a pool of water, pull out, get some more flares and follow the ascending corridor to find another small medikit on the right side. Continue along the snake, to the chamber with the real hanging tomb. Turn right at the entrance, enter the passage and follow to the transparent floor room, where you can take uzi clips from the right tombstone.

 

Drop between the pillars and either acknowledge the medikit in the left corner, or just go right and descend the only way you can to pull the switch. The water door opens - go back up the ramp, re-enter the drop shaft, pull up through the glass and return to the pool to cross that underwater door. Swim till you can pull out of the water, climb through the cave and up the chests to the top opening. Crawl to the left of the pool for SECRET #8: Menel's Workshop with grenades, shells, uzi clips and flares. Then go back out and into the pool, for the uzi ammo at the bottom. Continue swimming to the dead end inside the flooded pyramid, pick up the third SNAKE FANG and open the exit to let you out of the water.

 

FLOODING

 

Place the fangs in the map room to complete the snake. The double door across the hanging tomb room opens, go through it and to the back of the big arena where you get trapped. Get some flares on the floor. See the eye, it also sees you. Approach it and evade the attack. You're out and everything is flooded. Run back through the arena and past the hanging tomb to the city map room and lure Apis to hit the big button on the wall. Climb over the ledge into the high room with the blue pyramid, drop down, snatch the torch (mind the backup fire), go through the open door into the hanging tomb area, now also flooded, and light the tombstone braziers. The door opens next to the entrance, go through it, pull the switch at the end of the corridor and pick up the small medikit.

 

HINT BIRD

 

Return to the tomb room (dry again), drop through the newly drilled hole and follow the snake until you see a hole in the ceiling - jump into the upper opening and platform to flip the switch. Enter the unclogged opening, hop on the rope, jump through the chop chopper and take the CORRECT PLACE REVEAL. Go back through the pit, then follow the turned snake under the blue glass and through the room with the transparent floor - now you can't go down but you can go up for SECRET #9 - the SHOTGUN (if a day ever comes this map gets a final update, there may also be some normal arrows).  Drop down, return below the glass, cross a square opening to the left, and at the far edge jump left diagonally to land on the entrance ramp. Follow all the way back to the map room, place the item above the city blueprint and watch it collapse, leaving intact the Vicennial Pyramid - the true location of Hathor's artifact. You got the Zreen light to explore that one...

 

Level 4: VICENNIAL PYRAMID

 

Level by Zreen

 

Walkthrough by Phil Lambeth, with the help of several posted video walks and, especially, a great deal of input from the builder, without which this walkthrough could not have been completed.

 

 

Lara slides down into some rocky desert ruins. Vault over the S blocks for a small medipack and go over to the N side of this area with a couple of jumps and a slide to find a scorpion. Stand on the high corner of the partially buried block, face E and jump up and down while firing your pistols to shatter the blue-tinted jug for the chimes of SECRET #10. That seems to be it, so go back to where you started the level and find the opening in the W rocks.

 

Follow the passage upward, pausing for flares along the way, and emerge at an opening where Lara's attention to drawn to a Jeep parked off in the distance. Hop down left for more flares and follow the ledge clockwise for uzi ammo. Continue clockwise to the end for shotgun ammo, then safety drop to the next lower level. Go to the NW corner and hop into the shallow pool for a large medipack. Pull out E and find a ladder hole near the middle of the W wall.

 

Jump to grab the ladder and climb down to a trench. Turn around to find a floor lever that triggers a flyby through the area beyond the bars you're facing. Climb back up, back flip near the top of the ladder and go around the ledges on this level to the E wall. Locate a similar ladder hole and climb down to where a door has opened to provide access to ground level. Tip from builder: To the left as you arrive on the grated floor is a set of double doors marked by two blue slopes. These doors open after you've shot all the blue vase secrets throughout the two interconnected parts of this level, 10 in all, of which you've already shot the first one. Turn right and grab the small medipack in the NW corner. Enter the N dark area and light a flare to find another ladder hole.

 

Climb down, grab the nearby flares and continue E to find two openings. You can use the block to access the upper opening, but there's nothing to do there at the moment (or maybe ever) unless you want to eliminate a lurking scorpion. Slide down the lower opening and hop down into a treasure room. Use the flat surfaces to jump to the top of the gold heap, where you'll find the HAND OF SIRIUS. (This and other pickups will show up in your inventory under different names, but I prefer to use their "classic" names.) An underwater door opens when you pick it up. Walk as far E as you can and take a running jump to grab the ledge.

 

Pull up, run forward and jump into the water. Swim down and follow the passage to a partially submerged area where you can pull out. Take an angled running jump past a column to grab or land on a ledge jutting from the center of this area. Pull up if necessary and push the statue W onto the marked tile to open another underwater door. Sidestep left and look down to a see a blue-tinted jug in the water, similar to the one you shot earlier. Draw the shotgun (it comes with an umbilical cord, which is a game engine quirk and implies no fault on the builder's part) and aim downward (look key and up arrow key) to shatter the jug for SECRET #11.

 

Turn around and walk to the E end of the ledge. Jump to a flat spot in the sloped island ahead and hop up NE to land on a flat spot on the other side for some flares. Hang from the edge, shimmy left and pull up into another flat spot for a small medipack. Jump into the water and find the opening in the S wall. Swim inside and search the second alcove on your left for flares. Return for air, swim back inside and take the first right. Follow the passage to the end and pull out at the foot of some steps. Turn around to see two hand receptacles and then go up the steps. Loop around left at the top and find a crawl space in the third vacant alcove.

 

Crawl inside and stand up in the small room for SECRET #12. Pick up the crossbow arrows and small medipack and return to the top of the steps. Push the floor lever at the end of the N passage to open the doors in front of you that lead to the treasure room you explored earlier. For now, turn around and enter the S passage. Go down the steps, turn around just inside the entrance and jump up to grab the ladder.  Back flip near the top to a flat spot and pull up S. Stand at the NW corner and save your game for a platforming exercise.

 

Jump NW to grab the slope, hang right, pull up and back flip onto the slope behind you. Jump off with a right curve to land on the next slope, then jump three times in succession to grab the W block and pull up. Sidestep to the left edge and jump slightly SW to grab the ladder in the shaft. Climb to the top (spike trap down below) and pull up. Hop down left past the opening to an outdoor area guarded by three ninjas. Search the area for uzi ammo and flares dropped by the ninjas and more flares on the wooden slab, then go around the closed door in the tented area to the W wall and use the block to climb up onto the ledge. Note the designs on either side of the block, which operate as the clue for opening the door mentioned in the next paragraph.

 

Jump NE to the corner of the tent for a large medipack and SECRET #13. A fourth ninja is patrolling the ledge on the far side, but he doesn't appear to drop anything when you kill him. Get back down to the ground and stand at the E end of the tent area facing the closed door. On either side is a row of marked tiles, five on each side.  Remembering the two designs on the block behind the statue, step only on tiles 1L, 3L, 3R, 4R and 5R. The door ahead opens and you can enter for the OCULAR PIECE (cut scene showing you where it goes).

 

Hop back for another cut scene showing a door opening. Go around this sand pit in a clockwise direction to the SE corner, where you'll see a statue. Standing on the ramp to the right of the statue, jump to grab the roof and pull up to encounter a scorpion. Grab the nearby small medipack and look up SE to see one of those blue-tinted secret jugs in the distance. Standing on the NE rampart you can look up slightly and shatter it with the shotgun (jumping up and down with the pistols didn't work for me) for SECRET #14.

 

Get back down to the ground and go around the statue to the S wall. Here is where the door opened in the previous cut scene, allowing access to three floor levers. Push only the left and middle ones (the clue is on the roof above you) to open a door, grab the small medipack in the E alcove and go outside and around to the N side of the building. Find the passage leading beneath the building and follow down to the opened door. Run off to grab the pole and slide down to a lower room.

 

Push the floor lever at the NW corner to open the N doors and go on through the next room into the N opening and up the ramp. Vault up higher at the top, crawl through to the next room, get on the ledge and jump up to grab the ceiling track. Monkey swing N and drop near a plinth with the HAND OF ORION. When you pick it up a flyby is triggered that shows doors opening all over the place. Slide to the bottom of this sand pit for flares, then make your may back up to the ledge where you started the monkey swing. Crawl underneath it and run down the ramp to a previous room. The E door has opened, so go through and follow the passage to a familiar staircase. Go down and place the hand artifacts in the receptacles on either side of the water hole to open the E door.

 

PYRAMID HUB ROOM

 

Climb the first block and stand jump over the second block to grab the ceiling. Monkey swing over the fire trench, timing the steam blowers, and drop down at the far opening. Go down the steps into a pyramid room and greet a scorpion. The door closes behind you as you step forward. Push the lone NE floor lever to open an underwater door for later. Note two floor levers paired at the middle of the E wall, and also at the middle of the W wall, each of which opens its respective door. There are multiple tasks to be performed in each of these four sections, which according to the builder can be done in any desired order, but to obtain the crossbow and laser sight early on (which will come in quite handy as you progress) I recommend that you begin by pushing the NE floor lever.

 

NE FLOOR LEVER

 

Follow the passage and slide down to a flat surface as you hear the sound of a door closing above you. Hop down E into a partially sunken room as the door behind you also closes. Go to the middle of the N wall and swim into the opening. Turn left at the wall and swim W through the tunnel as the camera becomes fixed and takes you to a level change. Swim N through the opening into a room with a central column and multiple wall alcoves.

 

On the N side of the central column is an opening where you can surface for air and pull out onto a ledge. Shoot the jar in the E alcove for flares and the jar in the N alcove for crossbow arrows. Note a third jar beyond the fence, jump back into the water and find the CROSSBOW on a block partially submerged in the sand near the central column. Face the W wall and locate the opening with a scarab tile at the entrance. Save your game and swim through the passage to a room with a low ceiling. Turn right as you enter and stay close to the wall as you swim toward spikes in the N wall. About halfway there, turn left and fight the current as you swim to an alcove in the middle of the W wall. Swim up past a second level of this room to an air hole and fill your lungs. Save your game again.

 

Swim back down to the upper level and head E, staying close to the N wall. When the current grabs you and starts dragging you S, face in that direction, turn left at the opening and make a sharp U-turn. The current isn't strong here, so swim back to the N wall where the current will grab you again. Fight your way to the E wall and stay close to it as you swim S toward the spike wall. When you reach the depression, pick up the LASER SIGHT and swim up to the air hole. Swim back N the way you came, but when you reach the NE corner you'll have to repeat the U-turn technique because of the current, only this time in the opposite direction. When you again reach the N wall, turn left and make another loop until you can fight your way back to the NW corner. Surface for air and swim down to the first level. Fight the current once more to get across the room to the E opening on the right (it helps to stay a bit left of center and keep close to the ceiling).

 

Upon returning to the alcove room, surface for some air and dive back into the water. On the E wall on the lower level is a grate marked by a gold beetle beside. Above this is a small cubby with some revolver ammo. You will not able to access this cubby later, so get the ammo now. Pull out once more onto the ledge at the central column. Look down NW, combine the crossbow and laser sight and shoot the jar on the sand-buried gold beetle block to open the nearby fence gate. Push the floor lever to open an underwater door and shoot the jar if you wish to activate the spikes it was covering. Jump into the water and locate the opened door in the E wall near floor level. That door, now open, also covers the cubby where the revolver ammo had been.

 

Upon returning to the alcove room, surface and pull out once more onto the ledge at the central column. Look down NW, combine the crossbow and laser sight and shoot the jar on the sandy floor to open the nearby fence gate. Push the floor lever to open an underwater door and shoot the jar if you wish to activate the spikes it was covering. Jump into the water and locate the opened door in the E wall near floor level.

 

Swim inside and turn right at the wall. Surface at the end and pull out E. Hang from the other side, drop and slide backwards down the slope, grab and safety drop onto a central tile in a lava room. Pick up 3 x crossbow arrows, then look around to see a number of jars in various nooks and crannies in the far walls. Some of jars (marked with a spike field) will activate the spikes at your feet if you shoot them. Others will open the SW exit door and still others will provide access to the door up in the NW corner behind which a blue secret jar rests. Draw your crossbow and shoot only these jars: N wall - the one on the far left; NE corner (upper level) - fifth one on the far right; NE corner (lower level) - first one on the far left and the fifth one on the far right; E wall - the one at the end of the spike passage; SE corner - one you can barely see protruding out of a crack at the highest part of the corner; S wall - the lone jar at the upper level and the two jars on the right (they're not close to each other) at the lower level.

 

A door opens near the SW corner. Take a running jump toward the opening, curving right at the end to grab the edge. Pull up, but don't run up the ramp, as you're not through here yet. Instead, turn around and take a running jump SE to a flat corner. Crawl to the NE corner, hang from the E end and shimmy left until you can drop to a flat spot, taking a little damage from the spikes below if you don't shimmy far enough. Stand with your back to the wall facing E and hit the look key to see a closed gate ahead. That's your next objective. Crawl E until you can stand up. Pull up E onto the ledge and shimmy left around the corner. Pull up into a crawl space and see more jars ahead. Crawl forward and shoot the one on the near left (the one that's on a scarab tile). Crawl back W and turn right to where you can stand up. Walk N to the edge, look down E and shoot the jar on the far right (also on a scarab tile).

 

The gate in the E wall should now be open, allowing you to crawl there and shoot another jar inside. Crawl back to where you can stand up and look NW to see that a gate has lifted, exposing a blue-tinted jar that you can shoot for SECRET #15. Jump up N to grab the ledge and shimmy left around the corner and continue until you can pull up. Jump over NE for a small medipack on the upper level (at the back corner) and uzi ammo on the lower level (near the lava at the N wall). Use the SW block to pull back up to the ledge near the crawl space, then jump NW to the throne area. Go around clockwise for a large medipack that counts as SECRET #16.

 

Make your way back to the E ledge and shimmy right and around the corner to drop down. Shimmy right along the adjacent ledge and pull up before you reach the flame tile. Take a running jump with grab into the NW opening. Run up the ramp and climb the ladder. Back flip near the top, turn around and pull up higher, turn left and pull up to a floor lever that opens a gate in the underwater alcove room and triggers a flyby in the partially submerged room you visited before that. The door to your left also opens, so hop down into the water and swim N. Take the first left and return to the alcove room.

 

The opened door is in the E wall, near the upper left corner. Surface for air, then enter the new passage and take the first left (E). Continue a long distance in a generally clockwise direction until you reach a crossing. Turn left there and surface for air. Pull out to find yourself in the partially submerged room you saw in the flyby.

 

Get your bearings and swim into the S opening as the camera angle changes. Loop around left and emerge standing on a green mound. Step forward underneath a ladder shaft, all four sides of which are climbable. Climb up the W face and pull up at the top. Run forward into the passage and find yourself overlooking the room you just came from. Slide down backwards, grab and shimmy left around the corner to pull up onto a ledge. Turn left and go to the end. Jump W to grab the block and pull up in front of a floor lever that opens an underwater door down below.

 

Jump into the water and swim down the central shaft and past the opened door. Swim up the next shaft and pull out into a sloped area. Hop up left, jump a couple of slopes and grab the ceiling monkey bars. Turn around and follow the tracks to an opening. Drop down and follow the passage to a ledge on the N side of the water room. Turn left at the entrance and take a running jump to grab the S block. Pull up in front of a floor lever that opens a grate you swam by earlier and also triggers a level change.

 

Jump into the water, swim across and pull up onto the ledge to the left of the W opening. Pull up, take an angled running jump into the opening and follow to a floor lever in the pyramid room. Push it to open a door (1 of 4) in the pyramid.

 

SE FLOOR LEVER

 

Drop to the floor, go to the E wall and push the floor lever on your right. Enter the passage and go past a closed door on your right to face a trench filled with what appears to be a deadly liquid but isn't. Yet. Take a running jump to gain as much distance as possible. When you land, the door closes behind you and flames start sliding down toward the trench. Quickly wade forward and pull up left before the contents are ignited.

 

Jump SE to the next flat spot, then NE to the next, and finally jump up to grab the ceiling and monkey swing S to your next challenge. Drop down in front of the statue and push it out of your way to reveal a flotilla of floor levers, all of them on fire except for one. Push that one to extinguish the flames on the two levers nearest you. You can continue pushing the flameless levers indiscriminately to open the SW door, but if you do that a perpetual flame in the passage beyond will prevent your further progress. To avoid this hazard, after you've pushed the first lever turn around to face the remaining five levers and number them clockwise, starting with the one on your left. Simply push them in this order: 1, 2, 3 and the SW door opens with no flames in the passage. You can also push levers 4 and 5 if you wish, but with no discernible effect.

 

As you enter the next area, note the closed door up on your right that you need to open. Hop up into the next room and jump onto all five of the scarab tiles in no particular order (while avoiding the surrounding deadly skull tiles, of course). You hear the sound of the door opening, so return the way you came, take a curved running jump around the flame that has appeared, and hop into the N passage.  Go up the steps to a higher level in the pyramid room (the door in the previous passage on your right opens as you go by) and push the floor lever (2 of 4) to open another door in the pyramid. Face N and take a running jump, curving right to land on the sloped block against the E wall. Slide, grab and shimmy left to pull up for shotgun ammo.

 

SW FLOOR LEVER

 

Drop to the floor and shoot the scorpion that's been stalking you. Push the W floor lever on the left if you haven't already and walk to the end of the passage. Step forward onto the slope as the door closes behind, slide and jump to the slope ahead, then jump twice, the second time with a right curve to land on the long slope facing backwards. Slide, grab and shimmy left to the wall. Pull up and take a rolling back flip to grab the E wall. Climb up one rung to avoid taking damage from the spike field below, shift left underneath the spike tile and drop down onto the block for a small medipack.

 

Take a running jump W to grab the opening, pull up and hop down to a sand dune with a palm tree. Light a flare to locate the SW ladder and climb up to a passage leading to a floor lever. Push it to transform the palm tree to something much larger and partially flood the previous area. Return there and pull up onto the jutting limb near the N wall. Climb the tree in a counterclockwise manner, crawling as necessary until you reach an opening high up in the N wall. Jump to grab it, pull inside and climb the ladder to an outdoor area.

 

Run the ledges for a large medipack and enter either opening in the N wall. Locate and push the floor lever, then return to the outdoor area and climb the block below the mural in the W wall. Jump E to grab the tree limb, pull up, turn around and jump to grab the opening in the mural. Oops, too far to reach, so Plan B is to return to the previous limb, jump up NE to the higher limb, go to the N end and jump to the next tree. Make your way to the SW corner and jump to grab the crack in the W wall. Shimmy left and pull up into the opening you couldn't reach before. Grab the uzi ammo and small medipack in the short passage and jump back E to the tree limb.

 

Jump to the second tree as before, but this time take a running jump N to grab the third tree, shimmy left around the corner and pull up onto a flat spot. Take a running jump to grab the opening in the N wall and pull up. Run forward, shoot the scorpion in the next area and push the floor lever to open a door in the outdoor area and to change the configuration of the trees. Loop around right past the floor hole and ladder (which merely take you back to the outdoor area) to another opening in the same wall and take a running jump (no grab) onto a limb of the repositioned tree. Make your way up and around to the short limb jutting out E and take a running jump with grab to land inside the opening in the E wall.

 

Run up the ramp to find yet another floor lever. Push it to open the door ahead and activate a spike gauntlet. Sprint forward just after the nearest spikes have been triggered, and you should make it to the other side safely. Loop around left to note the block and ceiling monkey bars you can use later to get back across. Proceed E into the next outdoor area with more spikes and deadly floor tiles.

 

Go around the trap area in other direction, and when you reach a wall, turn aside, jump up to grab the slope but don't pull up yet. Look down the other side to get your bearings, then pull up, slide and jump with a curve to land on the facing slope below. Slide a bit and jump to grab the E slope, then shimmy as appropriate around the corner and pull up to a ledge with a floor lever. Push it to deactivate the spikes, stand facing E with your toes against the base of the slope and stand jump over the slope while keeping the up arrow depressed to land in a safe area. Pick up the nearby uzi ammo, check the SW and NW depressions for flares and a small medipack, then slide back to the floor lever ledge.

 

Jump to one of the now-safe spike blocks on either side of the floor lever ledge and jump from there to the taller central block, where another floor lever awaits. Push it to open a door back in the outdoor tree area. Jump W to the exit passage, climb up onto the block noted earlier, take an angled jump SW to grab the ceiling and monkey swing across the spike field. A fixed camera helps you to know when to drop safely upon reaching the other end.

 

Run forward and continue W down the ramp to the outdoor tree area. From the bottom of the ramp take a running jump to grab the jutting tree limb. Pull up and hop to the adjacent limb. Face S, stand slightly right of center and pull up higher to face another one of those secret jugs. I was able to shatter this one with my pistols from here for SECRET #17. Take a running jump SW to the limb of the next tree, followed by a running jump SE to the limb of the third tree, then jump S into the opened doorway.

 

Turn around and slide backwards down the slope, grab at the end, release and slide some more to land on a stable surface. Turn around and drop down into a lower passage. Run to the N end for a small medipack, then go to the S end and hop down to a room with a grated floor. Turn left at the S wall and emerge on a corner ledge of the pyramid room as you hear the sound of a nearby door closing. Push the floor lever to open another door (3 of 4) in the pyramid. Take a running jump N, grab the block and pull up for a large medipack

 

NW FLOOR LEVER

 

Drop to the floor and push the W floor lever on the right. Enter the dark passage, allow Lara to fall and slide into a level change that marks a division between Parts 1 and 2 of this level. After the brief flyby, grab the flares at your feet and go left (N) along the ledge toward the flaming torch. Jump E onto a translucent tile illuminated by the torch. Light a flare to discern the next such tile, which is due E from your present position. This one is sloped, however, so hang from the E edge, pull up and reverse roll to give yourself a bit more running room. Take a running jump with a left curve so that you land sliding backwards. Grab the edge, shimmy right a bit and take a rolling back flip to grab the sloped platform behind you.

 

Shimmy left a bit and pull up onto the central ledge. Go to the S end for flares, then take a running jump slightly SW to grab the higher platform. Pull up, turn left and take a running jump down E to the platform to the right of the suspended block. Take another running jump E to grab one of two facing slopes. Pull up, slide down and jump back and forth between the slopes, rolling somewhere along the way and using the arrow key to bring you closer to a flat platform. When you land on it, jump W to grab the suspended block.

 

Pull up and take a running jump slightly SW down to a lower platform. Turn left and take a running jump to grab the slope in the S wall, shimmy right until you can drop and grab a block. Pull up and hop down left for some hard-earned flares (which by rights should count as a secret). Face slightly NW and stand jump to grab the entrance ledge. Pull up and go to the flaming torch at the N end. Repeat the moves described in the previous two paragraphs to get to the central ledge. Loop around left and pull up onto the suspended block. Mount the pole and climb up through a hole in the ceiling.

 

Back flip into an upper room and save your game before pushing the floor lever. The S door opens, but it may close in your face before you can get there (it's not timed, however). If that should happen to you, reload and try again. When you get through, save again and go up the steps to a puzzle room where the door behind you slams shut to lock you in. 

 

Turn around and note the ladders in the NW and NE corners, one of which is blocked by a stone structure. The central area features marked tiles and a pushable statue with nowhere really to go. Run to the S end of the room and jump into the water for a large medipack and shotgun ammo in opposite corners. Note the closed underwater door, pull out and return to the N end of the room. Climb the NE ladder and back flip near the top. Turn around, light a flare and note the translucent platforms ahead. Jump to the first one, take a running jump S to grab the next one, pull up and walk up to the SW corner.

 

Take a running jump SW to the next platform and a final running jump SW to grab the last one. Pull up, turn left and jump to the corner ledge where a small medipack rests on the plinth. Light a flare to detect the E platform between the corner ledges, jump to it and hop over to the SE plinth where the second OCULAR PIECE awaits. When you pick it up a solid sheet forms here, giving you an easy path back to the N end of the room. Look down at the puzzle field on the way and note the changes on the tiles below. There's one marked tile beside the pushable statue and five similar marked tiles on the remainder of the field. Make a note of them. Grab the flares NW and climb back down the NE ladder to the puzzle room.

 

Push the statue once E and refrain from stepping on anything other than a correct marked tile. Take a running jump past the first tile onto one of the next tiles, side flip right or left onto the next tile. Hop E onto the middle tile, then take a running jump onto the SE tile and finally hop onto the last scarab tile S. The underwater door should open. Jump into the water and swim through the opening to pull up into a new room. Push both floor levers, each of which opens a door somewhere.

 

Swim back and pull out to find that the N exit door has re-opened. Go down the steps to the small room with the floor lever, run off to grab the pole and slide down to the suspended block. Note that flame blowers have been activated throughout the room with the translucent platforms during your absence. Time a standing jump down S to the central ledge, jump from the S end to the higher S platform as before, take a running jump E down to the next platform and negotiate the facing slopes to get on the next platform. Face E and take a running jump over the slope to grab the wall. Shimmy left and pull up into the opening.

 

Step forward and pull up higher, hop down right and slide down to a canyon area where you now face some tricky platforming exercises. Your primary goal is to get to the canyon floor for some secrets and then get back up and out. The first part is fairly easy; the second part, much more difficult. Step forward onto the jutting ledge, turn right and take a running jump S with a right curve to land on the long slope facing backwards. Slide, grab and shimmy left until you can pull up.

 

Walk S down the short ramp and take a running jump slightly SW onto a flat surface. Hop down slightly SW onto a block against the wall and drop down a series of blocks behind you to reach the floor. Turn around and shoot the blue-tinted vase in the NW corner for SECRET #18. Now head SW and loop around right to hop NW through two cracks into an alley. At the end of the alley, hop up right (N) and follow around to find another blue-tinted jar for SECRET #19.  Return to the alley and continue S past it. Follow the next alley featuring triangular tiles with a jackal-eye design and continue around in a generally clockwise direction to the end where you'll find a final blue jar in a shallow hole for SECRET #20.

 

Go back through both alleys, hop through both gaps and loop around left to find the series of blocks you used to climb down here. Go back up, and from the fourth block face slightly NE and jump to grab the higher block, pull up and vault up higher to your right. Hop up SE onto the ramp and jump SE to grab the slope. Shimmy left and drop to grab a crawl space. Pull up inside and crawl left until you can stand up in an alcove. Face slightly NW, stand jump to grab the crack and shimmy right around two corners until you can pull up into an opening. Step forward and look down NW to see a blue secret jar that you can shoot with your crossbow + laser sight for SECRET #21.

 

Turn around and jump up to grab the ceiling. Monkey swing along the tracks for a long distance until you can drop down on top of a flat column to your left. Note the grouped slopes down below to your right and take a running jump W to land on the first one (more brightly lighted than the others). Slide and jump to the second slope and jump off with a left curve so you'll land on the next slope facing S. Jump once more over the next slope and slide down to a flat surface. Face NW and take a running jump to land on the next slope. Slide and jump to the next one, slide down a long distance and jump off at the bottom to land on a much shorter slope. Don't slide but jump immediately to grab the next slope E. Pull up, slide down the other side and jump to grab the top of a column.

 

Pull up, run forward and jump to grab the ladder. Climb to the top, take a couple of steps forward and pull up to a higher ledge. For a few extra pickups, continue with this paragraph. Otherwise, skip down to the next paragraph. Face S and take a standing jump to the slope, followed by an immediate standing jump to land on the ledge with the monkey bars underneath. You'll find flares in a crawl space on the E side, but beware of getting stuck inside if you crawl too far. Go to the S end, face W and take a running jump to grab the ledge. Pull up for a small medipack and walk out to the N tip. Take a running jump to grab the lower part of the ledge ahead, pull up and walk around to the SW tip. Take a running jump SW without grab to land on a small ledge. Crawl forward for a large medipack, stand up and save your game. Take a running jump down SE to grab the slope, shimmy if necessary to get Lara over the flat surface below and drop to it. Repeat the moves described in the previous paragraph to get back to the ladder.

 

Climb the ladder, pull up to the higher ledge, turn around and stand jump NW to a flat portion of the facing ledge. Hang from the edge, shimmy left to the end, pull up and back flip to another ledge. Go around clockwise to the ornate ramp, save your game, face W and take a running jump with a right curve to land on a flat spot. Hop up W and walk forward to the W edge. Hop down NW to a lower ledge, face W and take a running jump to grab the ladder. Climb to the top of the column, hop forward, pull up right and walk to the N end of the ledge. Jump to grab the pole, climb up, rotate 90 degrees to your right and back flip W to land in front of an open grated door. If the door is closed in your game, as it was in mine, all this means is that you won't be able to get the final secret and you'll miss out on a small amount of gameplay.

 

Crawl through to trigger a level change. Follow around to a blue-tinted jar for SECRET #22. On the way back, step on the corner trigger tile for a cut scene in another area. Remember the builder's tip mentioned at the beginning of this level. If you wish, you can later return to the area in question for additional gameplay and pickups as documented below. Trigger the level change once more and crawl back to the canyon area. Jump to grab the pole, climb up and turn so that you face E. With Lara's feet at the level of the ledge ahead, swivel around to face W and back flip onto the ledge. Jump E to grab the rope, turn left to face NE, swing forward and jump to land down on the checkered block. Pull up right, face S and back flip onto the slope. Jump off to grab the ladder and climb to the top. Shift right to the far wall, make sure Lara's feet are on the bottom rung and back flip to a ledge. Hang from the edge, shimmy right to an opening and pull up.

 

Follow the passage to another level change and continue to a ladder. Climb up to an opening and run forward into the pyramid room. Push the floor lever to open the final door in the pyramid. Hop down, shoot two scorpions and enter the N opening. Go past the opened doors and push the floor lever. Watch the flyby that shows an explosion at the top of the pyramid as well as a row of translucent platforms extending from E to W. Note the cartouche receptacle above the S block on your way out.

 

Jump into the water at the N wall and swim all the way to the partially submerged room you visited earlier. Pull out onto a ledge and jump to the central ledge where the statue still rests on the trigger tile. Pull the statue out of your way so you can take a running jump W and grab the ladder. Climb up, combine the Ocular Pieces and place the EYE OF HORUS in the receptacle to open the door. Go on through and take CARTOUCHE PIECE 1 from the plinth.

 

Return S to the pyramid room. Enter the SW passage and go up and around to the floor lever corner ledge. Take a running jump N to grab the block, pull up and climb the W wall. Shift right at the top, and when you reach the middle panel (third of 5), release, slide ever so slightly and back flip onto a translucent platform. Turn around, jump to the next platform and from there to the top of the pyramid for CARTOUCHE PIECE 2. A host of ninjas will now arrive on the scene (I counted 7).

 

When things are once again quiet, you can either end the level now or retrace your steps for some additional gameplay as a reward for finding all of the blue vase secrets. If you want to end now, skip to the last paragraph. Otherwise, read on. Go to the N wall, jump into the water, swim N along the passage and take the last left (W) to return to the large room with the stairs. Run up the stairs and vault up into the W passage you opened upon picking up the Hand of Orion earlier. Follow that passage to the room with the sand pile and a central column. Hop down and go up the N ramp. Vault up, crawl through to the next room and climb the E ladder on your right. Shift right near the top and back flip onto a ledge. Turn around and make your way W around the sand dune. Enter the crawl space and crawl W until you can stand up. Drop down into the hole, run forward and climb the W ladder. Back flip at the top onto a flat surface and head SE to a room you visited much earlier. The S double doors ahead should be open.

 

Enter and follow the passage to a level change. Continue to a dark room where you'll find an extra CROSSBOW and 3 x crossbow explosive arrows. Push the floor lever to remove the force field barrier and enter the dark E room as action music starts to play. Use your newfound weaponry to eliminate a half dozen mummies, one of which drops a large medipack, and jump up to the top of the central sand dune for a SHOTGUN. The longer you stick around, the more mummies will materialize, so return to the floor lever. Push it once more to reinstate the force field and open the exit door.

 

Go through the passage to trigger another level change and go N through the next room and into the cavern passage. Continue to the ladder hole, climb to the bottom and slide down the E slope, hop down into the treasure room and make your way up to the top of the pile. Take a running jump E to grab the ledge, pull up and run forward to jump into the water. Follow the passage to the partially submerged room, turn right and follow the S passage back to the pyramid room. Climb the S block, combine the Cartouche Pieces and place the BA CARTOUCHE in the receptacle to open the doors on either side. Enter and slide down the slope to end the level.

 

Level 4: THE POSEIDON APPARATUS

 

Level by Sabatu

 

Walkthrough by Phil Lambeth, with the help of DoggettTV's video walk

 

 

Step forward and slide down toward the spikes. Jump near the bottom onto the facing slope (the spikes there have retracted), slide and grab the edge. Shimmy left, pull up and back flip onto the first slope. Slide and jump literally at the last instant to land on a flat surface (you may have to jump back and forth a few times before getting there). Go around left for SECRET #23 and pick up the flares, small medipack and shotgun ammo.

 

Go back to the opening, run off onto the slope below, slide and jump over the spike field at the bottom into a shallow pool. Light a flare and go to the N wall. Jump up to grab the crack, shimmy left and pull up into a crawl space. Follow around right and drop down at the end to find a floor lever. Push it to open a nearby door and return to the shallow pool. (Getting back into the crawl space is tricky, requiring a combination of the action, up arrow and crouch keys that I was unable to duplicate reliably, so just keep trying.)

 

The way E is now open, so step forward to trigger a flyby and wait for a couple of mummies to arrive from your right. Go left to find a pushpiece in the NW corner. Move it underneath the face tile in the NE corner, then go past the pool and a receptacle to the SE corner. Climb the block and jump up N to grab the crack. Shimmy left around the corner and pull up in front of a floor lever. Push it for an underwater view of the receptacle. Get down, jump into the pool, swim E underneath the receptacle into the next room and wade up the steps.

 

Jump up to grab the marked ladder near the NE corner and climb up. Pull up into the alcove, hop back to grab the edge and shimmy left along the crack before Lara's feet can get "set" on the ladder. Continue around two corners and pull up into an opening that leads to the next area. Walk to the end of the ledge and stand jump down to a lower ledge. Go around and take a running jump SE to a flat spot on the S slope. Hop up SE as a spike ball falls harmlessly to your left. Go to the top of the slope and find a SE opening. Go around to a spike trench.

 

Jump up to grab the ceiling and monkey swing over the spike trench. Drop down, run to the other end of the ledge and push the floor lever to raise a door. Go back the way you came and slide down the slope to the room below. Use the NW column (climb it from the right side) to reach the W ledge, turn right, hang from the N end and shimmy right along the crack until you're over the deeper part of the pool. Release, drop into the water and wade out E where the door lifted.

 

In the next room (the door closes behind you) pick up the SHOTGUN to your left and shoot the jar in the window for a small medipack. Jump the ledge on the right to access the E opening. As you enter the next room Lara looks up toward a SE opening. Continue past it for now (you need a crowbar) and go around the corner to a NE opening, where a lengthy flyby is triggered. From where you stand you can shoot the head off the skeleton in the distance with your combined crossbow and laser sight. Draw the shotgun as you walk toward the E end of this ledge, so you can blast a second skeleton off the edge before it fully awakens.

 

Jump over to the ledge where the second skeleton is wandering about aimlessly and jump N to the next ledge toward the closed door. Take a curved running jump NW into the dark opening and hop down into the shallow pit for SECRET #24. Pick up the shotgun ammo and uzi ammo and drop down to the lower ledge. Hop to the ground and go around to the NE corner for the CROWBAR and shotgun ammo. Go back W, loop left around the ledge and pull up N to see the ladder in the N wall.

 

Climb the ladder to an upper room, deal with the awakened skeleton and proceed through the opening to a room with a grated floor. Push the floor lever to open a nearby door. Grab the shotgun ammo on your way out and climb back down the ladder. Jump W to the next ledge section to awaken another skeleton. Go across the room to the NW corner where the door opened and find flares. Run S along this ledge to awaken yet another skeleton. Look up S to see a jar in a niche. You can either shatter it with a crossbow arrow or climb the column ahead and shatter it with your pistols while jumping up and down. Either way, a door is opened somewhere and a wraith is released, so hightail it back to the opening in the middle of the N wall.

 

Continue through the passage to a new ledge area and turn left. Hop up into the W opening and follow to a pool room with star receptacles and a bird statue up in the W niche. Hop up there and wait until the wraith explodes. The jars scattered about are empty, so you needn't waste your time shooting them. Return to the first ledge room, turn right and use the ramp to reach the NW opening. Continue to a small room with a pushpiece. Move it onto the marked tile to raise a block and release another wraith. Lure it back to the bird statue and then return to the raised block.

 

Use it to reach the NE column, jump W to grab the higher ledge, pull up and go around to pry the first GOLDEN STAR off the wall. Get back down and exit to the ledge area. Hop down to ground level and find the W opening. Follow around to the end for shotgun ammo and go back to pull up W onto the first ledge section. Use the sloped block ahead to reach a higher ledge section. Hop over S (note the spike ledge ahead) and enter the W opening. Run past the face tiles and Lara will again look up SE. Hop up into the opening and pry the second GOLDEN STAR off the wall.

 

Turn around and take a tricky running jump NE up to a flat spot in the dark corner. With your back against the E wall, stand jump to grab the W crawl space and pull inside for SECRET #25. Pick up the large medipack and revolver ammo and get back down. Return to the first ledge area via the NE opening and jump the ledges again. The door at the NE corner is now open, so enter and pick up the REVOLVER. Find a good place to safety drop to the ground and get over to the SW corner. Pull up onto the ledge and onto the column against the W wall. Pull up higher onto the sloped ledge and grab the revolver ammo near the spikes.

 

Grab the crack in the W wall and shimmy left around the corner. Pull up into the opening and follow around and down the steps (mind the darts, although they're too high to hurt you unless you run and jump down the stairs) for a small medipack on your right. Continue to an opening and step through to trigger a flyby through the next area, including the next Golden Star. Use the ladder to your left to get down to the canyon floor. Hop up E and down left for flares. Head SW and pull up S into the opening. Note the shatterbones at your feet. There are more ahead in the next area, and it's necessary to shatter them all in order to get the next secret. You can do so with the combined crossbow and laser sight, or you can stand in front of them with pistols drawn and reverse roll repeatedly while firing.

 

Proceed S down the steps to awaken a skeleton. You can deal with it and the next two sets of shatterbones with a single explosive arrow. At the bottom of the steps look down left at the flaming tiles and you can see the fourth and final set of shatterbones to shoot. Go back up the steps, light a flare to find the dark opening. Pull up inside, turn right and pull up higher into a passage where a door opened after you shot all four sets of shatterbones. Enter for SECRET #26 and pick up the GRENADE GUN, uzi ammo, crossbow arrows, shotgun ammo and grenade gun ammo.

 

Go back S down the steps and jump into the water below. Turn around and swim through the large N opening. Surface at the far wall, turn around and pull out. Go through the triangular opening ahead and save your game before lining up for a tricky running jump SE to grab the rope. For some extra pickups, swivel around to your right and swing slightly SW. Jump off into the dark alcove for a large medipack and crossbow arrows. The crack in the W pillar leads nowhere, so jump back into the water and return to the triangular opening.

 

Jump to grab the rope again, and this time swivel around left and swing to jump E onto the ledge over the flaming tiles. Run forward and pull up left to find a floor lever. Push it to lower spikes somewhere. Get back to the water, jump in and swim down to the grated floor and through the E opening. Surface and pull out near a ladder. Climb up to a passage with a ledge. On the ledge is a floor lever. Push it to open a nearby door. Climb back down the ladder, jump into the water and return to the room with the hanging rope.

 

Enter the opened S doorway and find some submerged steps, at the bottom of which is a small medipack and a dead end. Go back, find the shaft to your right and swim down to some steps and through the N opening. Pick up the PHAROS KNOT on the floor of the next room, then look for the nearby grenade gun ammo and the crossbow arrows on the higher ledge. Swim back up the shaft and continue N to surface in the room with the hanging rope. Wade out NE and go up the steps to the opening that leads to the partially submerged area.

 

Hop down into the shallow water and pull up into the N opening. Climb the ladder to your right and pull up two times to push a face tile. Spikes retract somewhere, so get back down to the shallow water and splash your way to the NE corner. Climb up onto the block and jump up to grab the E ladder. Climb to near the top and back flip onto the ledge you jumped from earlier. Turn to face SW where the spikes have retracted and jump down to the ledge beneath the window. Jump S to the corner ledge and take a running jump to grab the higher E opening. Pull up and step forward to claim the third GOLDEN STAR.

 

Retrace your steps to the ledge where the spikes retracted and slide backwards down the N end. Grab and safety drop into the water. Climb the NE block and the E ladder again, back flip onto the ledge and go through the N opening. Turn left and go up the steps and through the NW passage to the area of the ledge room. Stand at the edge of the opening facing NE and take a tricky running jump without grab to land between the pillars in the alcove down below. Step forward past the opened door and hop onto the ledge to awaken a skeleton across the way.

 

Jump over N to where the skeleton was and follow the ledge up to the end. Turn around, jump to grab the opening and pull up into a small room with a small medipack and a floor lever that opens a door back in the main ledge room. Return to the opened door and safety drop onto the small slope below. Head N, climb the blocks to your left to reach the higher ledges, and take a running jump to grab the first ledge N where you can see the flares beyond the opened door.

 

Continue forward into the dark room and light a flare. Jump the column tops to the E end of the room and pry the fourth GOLDEN STAR off the wall. One would expect this to trigger a trap of some kind, but I encountered none as I went back the same way I came. Safety drop from the ledge to the ledge below and go through the wide N passage. Make your way to the room with the bird statue and star receptacles, place the Golden Stars and watch the flyby as the ledge room becomes partially flooded.

 

Go back there, jump into the water and swim counterclockwise around the central structure to find the E opening that started the flyby you just watched. Swim inside, surface and pull out into a passage. Climb the block and follow the steps up to an opening. I ran into a force field there, but you can jump through it to the room below.

 

As you step forward you're met by a horde of beetles. Run to the NE corner between the blocks and climb the broken block to your right. Hop to the NE corner block and up to the higher ledge. Jump over to the S ledge and find that the opening up in the wall is too high for you to reach. Take a running jump E onto the corner of the slope so that you can jump off facing forwards. Grab the crack and shimmy right around two corners until you can pull up into the S crawl space. Continue forward for a second PHAROS KNOT. Return to the ledge below, drop down and exit this room just ahead of the pursuing beetles.

 

Return to the water and swim back to the main ledge room. Pull out N and go through the wide N passage once more to another flooded section you haven't yet explored. Jump into the water and search the W alcove for flares. Surface, pull out onto the N ledge for more flares and place the two Pharos Knots to open the door. Go in, jump down into the water and follow the irregular tunnel W until you can pull out into a room with a small medipack and revolver ammo. Vault up S and follow the passage to a slope. Slide down to a room where five skeletons wake up all at once. A single explosive arrow will eliminate them all if you wait for them to bunch together.

 

Grab the crossbow arrows near the closed S door. There are five jars in this room, two in plain sight, two behind lower wall openings and one higher up in a N alcove. Shoot them all with normal arrows to open the S door. Go on through to activate an elevator. When you reach the top of the shaft, go to the NE corner and pull up W. Climb the block ahead and the ladder to your left, run forward to the plinth with the HORSEMAN'S GEM and the door ahead opens.

 

Run forward, drop down the hole into the water below and pull out E. Place the Horseman's Gem to open a S underwater door. Hop back into the water, swim through, pull out, run toward the dark S opening and slide down the slope to end the level.

 

Level 5: SANCTUARY OF THE GODDESS and TRIAL OF TEFNUT

 

Levels by Niveus

 

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

 

 

Lara falls a harrowing distance into a body of water. Allow the current to carry her to a level change (you'll be going back and forth periodically between the two levels, and I won't try to keep track of which one you're in at any given time), and note the on-screen admonition when camera control is restored. Swim up through the hole in the ceiling, head NW and wade out toward the N ledge. Pull up and hop down the other side to trigger a flyby through the area ahead. Shoot the small chest on the W ledge for flares and note the nearby floor hole. Go over to the E side, hopping over the canal, and shoot the small chest there for a small medipack.

 

Return to the floor hole, climb down the ladder in the E face and drop down to the room below.  Reverse roll and run forward into another level change. Turn right at the last opening and run W into a new room. Climb the ladder in the W wall past an alcove on either side and pull up into the opening. Step forward, pull up into the crawl space and lower Lara down the other side. Drop to the floor and go to the SW crawl space for SECRET #27. Enter the small room for the GRENADE GUN, a large medipack and revolver ammo.

 

Return to the previous room and climb the E block you dropped down from. Go through the crawl space ahead and climb down the ladder. Go back down the passage and take the last left. Proceed to a level change and climb the ladder in the E wall. Climb up to the area where you began the level and head N alongside the canal. When you reach the water's end, continue N through the opening to a new area and turn right to find a low crawl space obscured by greenery. Crawl through and around to a dark room where grenade gun ammo rests on a plinth for SECRET #28. Grab the flares and shoot the chest for uzi ammo.

 

Return to the new area and go straight across W to the broken column against the wall. Get into the opening, face N and take a running jump to grab the lower corner of the next column. Pull up and loop around left through a crawl space for uzi ammo, get back and take a running jump slightly NE onto a ledge jutting from a broken bridge support. Face S and take a running jump to grab another jutting ledge, pull up, note the closed door W and jump E to the next ledge where the camera angle changes. If you need more flares, jump E to the next ledge and return W to the previous ledge.

 

Face N, jump up to grab the ceiling and monkey swing through a fixed camera to the column. Release, grab the crack and shimmy right around the corner. Note the spike trap below you. Continue around the next corner and release to activate the jump switch that opens the doors you noted in the previous paragraph. Return to that broken column in the W wall and use it to get back up to the ledges. Repeat the moves described in the previous paragraph and take a running jump W toward the opened door. Proceed into the next room and pull the chain to deactivate some spikes.

 

Exit this room and return to the ledge where you grabbed the monkey bars. This time, take a running jump NE onto the now-safe ledge and follow to the N wall, passing another spike trap that is still active. Turn left, find the ladder and climb down into a new area and go across toward the W wall. Use the sloped block to jump and activate the jump switch to open double doors in a previous area. You also hear the sound of rushing water.

 

Go through the opened doors in the S wall, run straight ahead and turn left immediately after passing the jump switch you activated earlier. Find the opening in the E wall (the nearby chest is empty) and enter the next room. Stand on the trigger tile that initiates a timed run and sprint back W. Turn right as soon as you can, continue N through the opened double doors and bear to your right (NE) to reach the opening before the timed door closes. Pull the chain in the next room to deactivate more spikes, then exit through the passage and loop around left to find the ladder you used earlier.

 

Climb up to the ledge area and loop around left. Hang from the edge and shimmy left to the deactivated spike field and pull up. Jump the ledges to the W wall for shotgun ammo and take a banana jump S past the column (or try a running jump to grab the ledge with the still-active spikes and shimmy right around the corner). Go around the column next to the spike field and pry off a BROKEN DOOR SEAL. As you do so a door opens down below.

 

Turn left, safety drop to the floor and go through the nearby W opening to your left for another level change. Find the ladder in the floor hole ahead and climb down to a dark trench. Run across a room with a grated floor and climb the W ladder to a passage leading to a ledge overlooking the impossibly tall room where you dropped down to begin the level. Don't drop into the water, or you'll be grabbed by the current again.

 

Take a running jump W, curving right at the end to land on the ledge. Turn around to find a jump switch on the column. Activate it to open a door, then jump S from the end of the pointed ledge to grab the top of the arch. Pull up, turn around and jump to grab the green-tinted ladder. Pull up at the top, walk forward and take a running jump N (better save first) to grab the lower corner of the ledge to the left of the column. Pull up and activate the jump switch on the column to open another door.

 

Jump S back to the previous ledge, walk to the ladder, stand at the very corner facing E and jump up to grab the higher ledge. Pull up and go around to find another jump switch. This one closes a door, shutting off the current, so drop down into the water and pull out onto the E bridge abutment. Stand jump toward the W bridge abutment and activate the jump switch there to open yet another door. Pull out onto the short column, from which you can reach the jutting E ledge. Pull up, turn around and jump W back to the ledge where you activated a jump switch earlier, then jump S from the pointed ledge to grab the top of the arch.

 

Jump once more to the green-tinted ladder, climb up, stand at the corner and jump up to grab the higher ledge. Pull up and stand at the NW corner and stand jump with grab to land on the corner of the opening in the column. Take a running jump W to grab the top of the golden arch and pull up. Turn around, jump to another green-tinted ladder and climb to the top of the column. Jump into the N opening and take the last right into a passage leading to a lowered block. Pull up into the E alcove and enter a new area where a block rises behind you and you're attacked by a demigod and a harpy.

 

There are six alcoves with reach-in switches, four in the N wall and two in the W wall. The only safe ones are the two in the N wall with a pharaoh's head above the alcove. Activate those two to open the face doors in the E and S walls. Enter the S room, pull the chain and watch the extended flyby. Enter the E room and pick up the MECHANICAL SCARAB to release a horde of beetles and awaken a skeleton. As you beat a hasty retreat a block lowers W, allowing you to make your escape through the previous passage where another skeleton is waiting.

 

Turn left at the end and jump at the end of the passage onto the column to get rid of the pursuing beetles. Don't attempt a direct jump to the S structure, but instead run off onto the ledge below and jump to grab the green-tinted ladder. Climb and pull up into the S opening, run through the now-open passage and shoot two skeletons when you reach the far wall. Turn left, run to the end of the E passage, drop down the hole and cross the room with the grated floor to a flooded trench.

 

Swim to the next room, turn right and pull out S. Hop up into the higher alcove and pull the chain for another extended flyby. Hop back down, jump NE to the jutting ledge and climb the ladder in the E wall. Follow the passage to a water hole, jump in to a fixed camera and swim to a level change, then allow the current to carry you just as it did at the very beginning. Surface, pull out onto the ledge and climb the ladder to a fixed camera overlooking a large underground area.

 

Hop down onto the arch to restore camera control and slide down either side to the floor. Run S and locate the ladder hole SW you used much earlier. Climb down the E face, turn around and run into a level change. Take the last right, follow W across the next room and climb the ladder past the two closed face doors. Pull up into the crawl space and lower Lara down the other side. Drop into the flooded room, swim to the central column and pull the chain to open two doors behind you.

 

Swim back E and through either opening to allow the current to grab you and take you left through the N opening and to another level change. Swim forward into a fixed camera, take a left and surface into a new area. As you prepare to wade out of the water a flyby kicks in. When camera control is restored, walk out onto the ledge into a familiar area that is now partially flooded. Head E through either opening to the ledge area you explored earlier. Continue E past a spike passage on your right through the opened double doors to a ramp that brings you down to where two doors opened in the flyby.

 

Proceed into a fountain room, where the doors close behind you and new doors open to release two harpies. Jump into the water to find a selection of three floor crawl spaces. Enter the NW one and swim under a fixed camera. Continue clockwise around the outer wall and swim through another small opening to emerge in another fountain room where you can pull out onto a corner ledge and another fixed camera. Shoot the small chest NW for a small medipack and hop onto the block in the W alcove.

 

Turn around, jump E to grab the next higher ledge (there are several layers in this tall room), pull up and go around to the NE end. Jump the platformed columns S, S and NE, shoot the small chest SE and jump over there for crossbow arrows. Use the NE reach-in switch to raise a door and jump back down into the water. Swim back to the first fountain room, enter the SE crawl space and follow past another overhead fixed camera to a new room. Pull out, go up the steps to where the door lifted and hop into the opening. Find the ceiling hole and pull up to the upper ledges.

 

Take a running jump SW to the jutting wooden ledge, hop the W gap and go NW to drop into a fenced-off room. The small chest is empty, so pull the chain to raise and lower blocks nearby. Jump into the S water hole (you couldn't have pulled out if you'd approached from the other end) and swim back to the second fountain room. Loop around left into the NW crawl space and follow back to the first fountain room. Pull out onto the corner block and go to the trench against the E wall.

 

Enter the crawl space and don't dawdle as beetles pour out from your left. When you can stand up, run to the end of the passage and climb the ladder to a fenced-off area with a jump switch. Activate it to lower a block, get back down and make your way past the beetles to the fountain room. Jump into the SW section and swim SW to the next fountain area. Continue through the SE opening to the small room with the steps. Pull out, go up N and hop up into the opening. Use the ceiling hole to reach the upper ledges as you did before, and go over NW to the room with the chain. Pull it once again, watch the cut scene, exit via the water hole and loop around left into the NW passage once again.

 

Swim all the way back to the first fountain room, pull out onto the corner block and go over to the raised block near the NW corner. Hop onto it, turn around and jump to the ledge, jump E onto the first platform and take a running jump to grab the raised block on the S platform, enabling you to reach the third tier of ledges. Once you get there, a harpy is awakened. Go around to the E plinth for the WINDING KEY and watch the cut scene when you pick it up. The W plinth is empty, but you can light a flare and hop over to find a NW opening behind the plant for SECRET #29. Grab the uzi ammo and the revolver ammo, then make your way back down and jump into the NE water section.

 

Swim through the crawl space to the next fountain and continue underneath the fixed camera to the fountain room. Pull out SW in front of the opened double doors. Run W up the ramp past a pair of opened doors and continue up the next ramp for a level change. Jump into the water hole at the top and swim into the W opening. Wade forward when you can no longer swim and come to an upper room with a plinth sputtering with blue electric arcs. Take the NILE STONE from the plinth to turn off the electricity.

 

Hop down left and crawl W underneath the arch. When the water gets deeper, swim down and left for SECRET #30 and a large medipack, revolver ammo and crossbow arrows. Return and safety drop from one of the waterfalls, rolling upon landing to minimize your health loss. Go through the W opening, hop down to the lower passage and turn left at the end to return to the impossibly tall room. Run off into the water fall below, surface and pull out onto the short column. Jump E to grab the jutting ledge, pull up and run forward to the floor hole at the end of the passage. Climb down the ladder, reverse roll and go across the room with the grated floor.

 

Run through the next room and come to the spike-trapped passage you noted earlier. Combine the Mechanical Scarab and the Mechanical Key and place it on the scarab tile at the passage entrance. Follow behind after the spikes have been triggered and be sure to pick up the device before moving on. Climb down the ladder in the floor hole to a partially flooded room. There's another ladder in the N wall between the curtains of cascading water, but it's not marked until higher up when you jump to grab it. Climb to an upper room, take the crossbow arrows from the plinth for SECRET #31, collect the grenade gun ammo and shoot one of the small chests for revolver ammo.

 

Climb back down and proceed E into a dark room. The right alcove is covered with a screen, so enter the left alcove and pull up into a short alley where a flyby is triggered to outline your upcoming tasks. There's a field of spike traps on the floor just ahead, so light a flare to avoid stepping on them. Walk E to the left of the spike traps to find a water hole. Jump down into the trench, wade to the other side and pull out left into a fenced-off area. Hop down into a longer water-filled trench and wade to the far end. Pull out right in front of the chain you saw when you entered this area. Pull it to cause floating platforms to appear above some of the spike traps.

 

Go back the way you came through both trenches and pull out right (and not straight ahead S, or you'll be spiked). The spike fields directly beneath the floating platforms have been neutralized, so go around to the fence-enclosed chain where you entered and stand on the raised spike slab just in front of it. Stand jump SE into the depressed field, stand jump E into the next depressed field, stand jump NE onto the raised slab, and finally take a "walking running jump" (walk key, followed by the up arrow and jump keys) slightly SE to the plant in front of the chain.

 

Go around the fence to its open side so you can pull the chain to disable the remaining spike fields (although you can still hear the sound of spikes popping somewhere). Go to the N side room and use the reach-in switch there to lift the face door in the S side room. Go there, turn around at the ceiling hole and jump to grab the ladder. Climb to an upper area and go to the lone ledge against the W wall. Jump to grab the crack and shimmy right around multiple corners until you're able to drop onto a ledge (again at the W wall).

 

Go to the other end, face E and start jumping the floating platforms until you reach the last one. Turn right, jump up to grab the ceiling and monkey swing to the ledge and drop down for crossbow arrows. Monkey swing back past the previous platform, dogleg right near the end and drop down to a ledge in front of an opening in the N wall. Follow the passage to a reach-in switch, use it, go back and safety drop to the floor.

 

Doors have opened in the E wall, so go there to learn the source of those spike-popping sounds you've been hearing. Save your game, stand facing SW at the corner of the raised section, back flip onto the block when the spikes retract and stand jump immediately to grab the W ledge. Pull up and hop into the W opening. Run forward into the larger room and take a second NILE STONE from the sputtering plinth, awakening a demigod and two skeletons. When all is quiet again, return E to the spike room, drop down and run across the room with the dormant spike fields to exit W from whence you entered.

 

Hop down, climb the W ladder and run through the passage to the ledge area. Continue straight across through the W passage to a level change and climb down the ladder. Go through the room with the grated floor, climb the next ladder and proceed to the impossibly tall room. Take a curved running jump to land on the ledge slightly NW as you did earlier, jump from the pointed ledge to the S arch, turn around and jump to grab the green-tinted ladder, jump into the W opening and find receptacles for your Nile Stones in the walls to your right and left. Place them to create a force field that supports your weight as you run W toward the sputtering block. Vault up there to conclude your adventure with the closing credits and wrap-up remarks from Lara.