LB ADVENT CALENDAR 2020 - TREASURE OF TORNARSUK

 

Levels by PhryneCroft

 

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

 

 

Level 1: FOOL'S GOLD

 

Click here for the video walk

 

Lara drops immediately into frigid water, so quickly pick up the nearby shotgun ammo and small medipack and swim through the NW opening where more shotgun ammo and flares are lying on a crate. Surface for air if necessary and continue through the E opening. Swim all the way to the wall and turn left to pull out in front of a campfire. The door ahead is open, so go on through to alert two guards. Pick up the shotgun ammo and small medipack they dropped and search the top of a lower crate for flares, shotgun ammo and the SHOTGUN.

 

Exit, jump back into the water and swim W to the previous area. Surface and pull out right, run through the N opening to trigger three snowball boulders that are easy to avoid. Wait for them to stop rolling and search the top of the nearby crate for flares. Go through the E opening and find a large medipack and shotgun ammo near the far wall. Four wolves attack, and after dealing with them return W over the crate and continue up the snowy ramp   until you reach a trench.

 

If you jump across you'll trigger two more snowball boulders, so back flip immediately and allow them to fall into the trench. Continue up the ramp to find an open doorway to your right. When you enter a cut scene warns of an approaching guard, so greet him with pistol fire. Enter to find a pushblock. Move it two times E and then move the other revealed pushblock two times S and two times E to form a bridge. Pull the upper pushblock once, get on it and jump S to grab the opening in the fence. Pull up and go to the wall switch that turns off the flames down below.

 

Safety drop to the floor and go up either ramp to encounter two guards. One drops flares, the other Ranger.44 ammo. Go between the columns in the N wall and climb the ladder there to an unheated attic. Pull the skeleton away from 2 x shotgun ammo and hop up the N slope at an angle and slide down to a crated area. Find a large medipack on one of the crates and go outside E toward the fence to trigger a flyby.

 

Don't use the zip line. Instead, drop down to the lower ledge and climb the ladder down to an opening where two wolves are sleeping. Wake them up by pulling down the wall switch on the other side of the column, shoot them and return to the ladder. Jump up to grab it, shift left and climb down to the bottom. Take the small medipack and uzi ammo lying on the crate behind you and head E through the tunnel. Pause for shotgun ammo next to the skeleton and climb the ladder to where you would have landed had you used the zip line prematurely.

 

Shoot the guard inside, pick up the small medipack he dropped and go to the SW alcove for SECRET #1. Pick up the large medipack, GOLD COINS and uzi ammo, note the crowbar door in the S wall and exit SE. Turn left, go around the corner and greet another guard. Continue where he came from into a two-level storage area. Turn right and find a wall switch in the SE corner that lifts open the gate to your right. However, there's nothing inside but a keyhole, for which you still lack the key.

 

Go back and drop down to the lower level. Go through one of the web-shrouded E openings and note the on-screen message. Go to the NE corner and shoot the fuse box to turn on a flame blower that ignites a nearby puddle of oil. Exit W to the larger crate room and go to the SW corner. Shoot the dark panel over the lower crate and hop inside the opening for SECRET #2.  Pick up the shotgun ammo, a spare SHOTGUN and the GOLDEN BAR, turn around and find a similar dark panel ahead and to your right.

 

Shoot this one as well and climb inside to find a TORCH pile. Pick one up and go back E to light it on the flame. Back in the crate room, hop the crates to get to the upper level and go around to set afire the rope that's holding the snowball boulder (just hop onto the crate beyond the rope, and that should do it). The boulder drops down and smashes open the trap door on the floor of the lower level. You're done with the torch, so drop down to the lower level, climb down the ladder until you're just above the boulder and back flip into an alcove for the GILDED KEY. You know where that goes, so jump back to the ladder, climb up and use the crates to reach the upper level.

 

Go into the S room and use the Gilded Key to lift some outdoor gates. Exit SW and follow the passage past the W opening, hop over the snow bank and turn left at the corner to face the opened gates. As you step through a cut scene warns of a waiting guard, but he's down below and not beyond the E opening ahead of you. Slide down left onto a ledge. Turn to slide back N, grab the edge and safety drop to the ground. Shoot the approaching guard, follow the tracks to the N wall and hop up left onto the crate for the CROWBAR. A cut scene shows where it's to be used, but you already knew that.

 

Get back up by going S and turning left past the first mine cart just before you reach the second mine cart. Hop up onto the snow ledge, jump up to grab the crack in the E wall, shimmy right and ledge jump (surprise, surprise) by hitting the jump key to grab a higher crack, shimmy right around the corner and pull up onto a block. Pull up onto the next higher block and finally up to the snow path. Go back W the way you came earlier.

 

Backtrack along the passage, and this time turn left into the W opening. The crowbar door is inside on your left, so open it and enter a crate room to find the SHOVEL. Check the tops of the crates for 2 x shotgun ammo and exit to the snow passage. Turn right and continue all the way to the second E opening you haven't visited yet. As you step through a cut scene warns of a sentry gun posted somewhere ahead. Turn right at the corner and go up the slight hill toward the S opening, but get into a crawling position to enter.

 

Crawl to the right around the sentry gun, and when you've passed it you can safely stand up. Continue forward and turn right into the W opening where the wind starts howling. Jump into the icy water and quickly swim down and left through the triangular SW opening, where the water turns warmer on the other side. Surface and wade out S to a frozen surface overlooking a dig area. Turn left for flares and continue to the small waterfall. Turn right there and hop up onto the snow bank. Continue to the top, turn and take a running jump E to the next ledge and for the next secret go past the opening to your right.

 

Stand jump NE down to a ledge, hop up E toward the crystals embedded in the wall and take a running jump NE past them to grab the crack in the wall. Shimmy left around two corners and pull up into an alcove with a crowbar door. Open it, pick up the small medipack and step forward for SECRET #3 to claim a GOLDEN SKULL, the UZIS and uzi ammo. Safety drop from the opening and slide down to the frozen surface.  Turn around, make the trip back up the snow bank, jump to the E ledge and this time go through the S opening to a ledge overlooking a deep pit.

 

Look down right to find the ladder and stand jump onto the slope. Slide, grab and shimmy if necessary to reach the ladder and climb (don't try to speed up the process by dropping and grabbing) down to the bottom. Slide the rest of the way down and enter the area beneath the frozen surface you explored earlier. Go toward the mine cart and walk around until you get an on-screen hint about using the shovel. Stand on the dirt mound to the right of the tracks, facing the crates on the left near the N wall, and start digging. The EXCAVATION SITE KEY will eventually appear in front of you, but before you can pick it up a cut scene warns of three nearby guards.

 

Return to the ladder, side flip to its base and climb back up to the top. Take a running jump to the opening and see the guards waiting down below. Get down to the frozen surface via the snow bank, deal with the guards and pick up the uzi ammo, shotgun ammo and Ranger.44 ammo they dropped. Go to the N opening, jump into the water and swim through the triangular opening where the water turns ice cold. Surface in the next area and pull out N (where you see the embedded crystals) to face a trigger-happy guard who drops a small medipack.

 

Enter the W crate room, loop around left and climb into the window for flares and shotgun ammo. Pull down the S wall switch to lift a gate and exit the crate room. Run E into the next open area and find the opened gate straight ahead. As you enter a cut scene shows a weapon and a waiting guard. Step forward, shoot the guard, pick up his small medipack and search the top of the crates near the E wall for the LASERSIGHT and the RANGER.44. Hop down and shoot the bag-like container in a nook near the NE corner to reveal uzi ammo and shotgun ammo.

 

If you like, you can now exit this building briefly, go to the opening between the N blocks and take out the sentry gun with the new items in your arsenal. Return to the E crate room, turn right, go up the slight ramp to the alcove in the S wall and use the Excavation Site Key to open the gate. A flyby through the next area shows that there's at least one more sentry gun that must be dealt with. Get down and crawl to your right around and past the sentry gun, sneak up behind it and blow it away. Go where it was, shoot the bags and pick up the RUSTED KEY.

 

Enter the S warehouse, hop up to the higher crates in the S wall next to the mounted light and enter the crawl space. Go around the corner and drop down to a lower room. Use the Rusted Key to open the gate you saw in the flyby and go to the far wall for flares and a large medipack. Pull down the wall switch to open the trap door behind you, drop down from a corner to the ledge below and face W before jumping into the ice-cold water. Swim toward the opening ahead to jump to the next level.

 

Level 2: OLD FACTORY

 

Click here for the video walk

 

You're still underwater as the level begins, but it's no longer ice cold. Swim N into the hexagonal passage, pull the underwater lever to open the trap door directly overhead and swim up to surface. Pull out and search the nearby crates for flares and a small medipack. Get down, approach the S building and find the opening to the entrance hallway. Turn right to trigger a cut scene of a key and attract two guards (shotgun ammo and uzi ammo).

 

Go around the pool in the next room and find a passage at the NW corner. Follow to a ladder and climb up to an upper area. Pull up onto the console and shoot the bags for a small medipack and shotgun ammo. Go around to the W side and find a wall switch. When you pull it down you hear a sound like something that opens to drop something into the pool. Find a place to jump down into the pool and find near a fallen block the RUSTED KEY you saw in the cut scene.  

 

Pull out of the water and find the keyhole in the S alcove. The gates to your right lift, so enter and pull up into the W opening. Hop down into a storage area filled with crates and find a small medipack and shotgun ammo in an open section where a bunch of crates are clustered together. Note the closed SE gate and continue S into another section of the warehouse. Loop around left past another closed gate to find a N opening to another room where flames are ignited and two guards come forth. 

 

After subduing them, enter the room with the flames and note two wall switches on either side of you. Pull the SE and NW switches to turn off the flames on the E side for a few seconds. Hop up there, grab the uzi ammo and hop back before the flames return. Do the same with the other two switches to turn off the flames on the W side, giving you the opportunity to hop up quickly and pull down the wall switch to open the larger gate in the previous room. Go there and exit S to greet two guards (shotgun ammo and uzi ammo).

 

Note the keyhole up W and go E to a crate near the light. Use it to hop up N to the higher crate for a large medipack. Get down and go S through the opening into a room hewn into the rocks. Push the floor lever to lower the blocks to your right. Enter the next room and go right into the passage to trigger a trio of thumpers. Make your way gingerly S past them (their slightest touch is lethal) to a wall switch that opens the gates on the left (E) side of the previous room. They're timed, however, so you can't waste any time getting back past the thumpers.

 

Save your game when you get past the timed gates, because you now face another set of thumpers with no avenues of escape. The large medipack you can see nearby is protected by a flame. When you get past the thumpers to the next room, go to the S storage area and take the YELLOW BRONZE KEY from the small glass table in the back. Two female knights appear, their mammaries being their vulnerable spot. After you've breasted, er, bested them, find the NE passage leading to a side room, get the small medipack on the nearest crate before entering and find a row of wall switches. Pull all three to lower blocks near the SW corner of the storage area, allowing access to a wall switch.

 

Pull it down, exit to the storage area, turn left and go through the N opening, turn right and enter the E passage to activate the thumpers once again. Make your way past them, and since the flame formerly protecting the large medipack is now gone, grab it on your way out for SECRET #4, together with shotgun ammo and GOLD COINS. Back in the room you visited earlier, go through the N opening to the room with the floor lever and continue to the outdoor area. You could now use your key in the keyhole to your left that you noted earlier, but there's more to be done here first. Turn right, go past the crate and look left to see a dark opening in the N wall.

 

Go down a few steps and climb down the ladder in a lower room with a turning wheel. Shoot the wooden barrier blocking the E alcove and pick up the flares and shotgun ammo. Shoot the W barrier and enter a side room leading down to an opening. Follow to a crawl space and crawl to a large cavern with a deep central pit. Go left past the smoldering remains of a campfire, drop to the ledge below and drop again to a still lower ledge. Slide down N for an on-screen warning of the icy water down below (actually, it's just plain ordinary water, but if you slip and fall in there's no way out) and take a running jump to the lower suspended crate. Light a flare to see a triangular opening in the S wall.

 

Take a running jump, grab the opening and pull up to find a wall switch that opens an overhead trap door. Climb the ladder to your right and back flip near the top into an opening on the other side of the deep pit. Hop down and go around through the W opening to be attacked by three yetis. Check the nearby crates for shotgun ammo and a large medipack. This seems to be a hub room with an opening at each end, so go S and pull the skeleton away from a small medipack as you enter. Continue into a room filled with poisonous gas, hop over the crates and quickly pull the floor lever (cut scene of another floor lever) before retreating to the hub room.

 

Go through the W opening, find the HORSEWOMAN GEM (cute) on the floor and return to the S opening. Light a flare to find the W opening at the entrance, jump to grab the ladder and climb down to a room with four turning wheels. The floor lever you saw in the cut scene is in an E alcove, so go there and push it to raise the large gate leading to the N room. Go there and pull down the wall switch on the NE console to lift the S gate near the ladder. Inside is a pool with deadly water, so climb the ladder and back flip to the hub room. Run across into the N room and push the floor lever to your left. You hear the sound of running water.

 

Go back S, climb down the ladder, jump in the pool in the S (not the N) room and find the RUSTED KEY. Pull out, climb the ladder again to the hub room, run across into the N room and find the keyhole in the E alcove opposite the floor lever. Use the Rusted Key and watch the cut scene as you hear the sound of a door opening. Climb down the ladder once again to greet the pair of female knights. One of them drops another HORSEWOMAN GEM. The gem receptacles are in the W side room down here, so place your two gems to open the gate between them. Step inside for the WAREHOUSE KEY and climb the ladder back up to the hub room.  

 

You're through here, so exit E to the ledge surrounding the deep pit. Go to the right side and stand jump with grab down E onto the block jutting out from the column, jump to the ledge and walk around to your left where you can pull up higher. Go through the E crawl space and up the ramp to a previous room with a turning wheel. Climb the ladder on the central column, go up the steps to the outdoor area and turn left. Find the opening at the NE corner and push the floor lever inside. Reverse roll and go through the opposite SE opening, climb the ladder and back flip to an upper room.

 

Locate the nearby keyhole and use the Warehouse Key to lift the E gate. Enter a large warehouse filled with crates and a few parked vehicles. Get onto a higher crate near the center of the room and pull up onto a girder. Jump to the E side of this upper area and push the floor lever to resurrect a batch of enemies down below while a gate opens. An on-screen message indicates your ability to conquer skeletons with your pistols, so drop down to engage three skeletons. They explode delightfully when they die. There's also a female knight in the section with the parked vehicles who needs to be breasted.

 

Exit N to an outdoor area, turn right at the N fence and enter the E opening. Run down the ramp to a machine room, vault onto the ledge and jump over the rail (without walking forward) into the water far below. Don't swim too far S, or you'll be caught in the strong current caused by the fan. Instead, swim around to the W side of the column and pull the underwater lever to open a gate somewhere. Surface and pull out W. Pull up higher and enter another warehouse area where a guard attacks. He drops the RED ACCESS KEY, so continue through the W passage and hop onto a crate for shotgun ammo. Hop down and shoot the fuse boxes on either side of the crate.

 

Return W through the passage, turn right and hop onto the crate in front of a pushblock. Push the block three times past the lowered block into another warehouse room and hop onto the crates ahead for SECRET #5. Pick up the shotgun ammo, large medipack and the GOLDEN BAR, exit N to the previous room and turn right to find a ladder. Jump to grab it, climb to the top, hop right onto the suspended crate and pull up onto the S ledge. Turn around, stand jump down to the yellow striped block and jump to grab the N ledge. Pull up and turn left to pull up higher W into the machine room you visited earlier.

 

Hop down, go left toward the S wall and go down the E ramp to a warehouse section. Step forward and pull the skeleton away from a small medipack. Head S into another section and two yetis converge on you. Vault up W and use the Red Access Key to lower a block behind you. Reverse roll, hop down and go through the alley to push a floor lever. You hear the sound of debris falling. Turn around, exit the alley and loop around left over the fallen beams to find the WAREHOUSE KEY near the SE corner.

 

Go back up the NE ramp to find the receptacle for the Warehouse Key straight ahead in the E alcove. Use it to slow down the spinning of the fans in a previous area. Hop down, vault up between the two machines and stand jump down into the water below as you did earlier. The current is still active, but not as strong as before, so swim S and turn left into the side room. Swim up, surface and pull out. Vault up onto the E ledge, climb the ladder to your left and run up the ramp to another storage area. The bags on the crate ahead are empty, but you'll find flares and shotgun ammo on the crate to your left.

 

Go to the W windows, hop onto the crate to your right (cut scene of a keyhole) for the RUSTED KEY and satisfy your destructive nature by shooting out all the window panes. Take a running jump NW down to the ledge, pull up W, hop down and go around and up the W ramp to an outdoor area. Turn left and enter the S warehouse. To the left past the parked truck is the keyhole you saw in the cut scene. Use the Rusty Key to open the door to a nearby side room to your right, enter and take the EXCAVATION SITE KEY from the small glass table. Of course, this attracts the attention of two guards (small medipack and flares), so wait until they arrive and deal with them.  

 

Go to the SW corner of the warehouse and exit there. Look for a ladder to your left (S), jump to grab it and climb down to a lower outside area. Run to the W end of the passage, climb up onto the ledge and finally use the Yellow Bronze Key you've been carrying around all this time to open the gate. Enter and shoot the first window on the right. Go out, hop onto two nearby blocks and pull up W onto a ledge. Climb onto the crate to your left for SECRET #6. Pick up the UZIS, uzi ammo and the GOLDEN SKULL, get down the way you came, go back through the shattered window and follow around S to another outside area where two more guards (small medipack and Ranger.44 ammo) attack.  

 

Go across to the S end, hop up onto the ice ledge and make two more jumps SE (the second one is a bit tricky) to get up higher where you can pull up S. Take a running jump NW onto the top of the nearest column, a running jump and grab N to the next column, and a running jump W to the right of the barbed wire on the last column. Hop up NW, shoot the window and drop down to a room with a fire-protected chain. Hop into the S alcove, wait for the flames to subside, jump to grab the chain and climb up quickly before the flames return. Another flame blower awaits above, so wait for those flames to subside as well before back flipping to an upper room.

 

To the W are two timed flame-protected wall switches. The one on the far right (NW) raises two blocks, the other one opens a ceiling trap door. Pull them down in that order and quickly use the raised blocks to pull up W past the opened trap door before it closes and sends you back down to the floor. Find the NE pushblock, move it two times S next to another pushblock, get up on it and pull the upper pushblock once, hop over it and go down through the revealed passage for another EXCAVATION SITE KEY. Return to find that the trap door is open once more, so safety drop to the previous room.

 

The flames protecting the chain are now off, so slide down the chain to the room below, hop up into the NE window and safety drop from the column with the barbed wire. Go up NW to find receptacles for your Excavation Site Keys. Place them both to lift the gate and enter another warehouse. The bags on the crate ahead are empty, but shooting them draws the attention of a guard (shotgun ammo). Go through the W opening and turn left at the mine carts to trigger a flyby through the outside area ahead.

 

The cave to your right leads nowhere, so go through the S opening, slide down and take a running jump (no grab) to the wooden platform.  Pick up the large medipack and take a running jump SW to the icy slope. Slide and grab, shimmy a bit left, drop to a lower slope, slide and grab, release and slide all the way to the ground. Go to the dark S opening and slide down to end the level.

 

Level 3: FURNACE OF THE GODS

 

Click here for the video walk

 

As soon as the level begins with Lara in a downward slide, jump forward to grab the N opening and pull up for flares. Drop back down and you'll land in front of a pool of molten gold. Jump N around it (it's deadly) and get past the first of three swinging spike logs. Turn left past the second spike log into the W opening (the E opening is presently protected by flames) and climb the ladder in the far right wall. Shift right near the top and drop down into an upper room. An on-screen message suggests that you can shoot the crystals with your shotgun, so first step forward and take the SHOTGUN and shotgun ammo from the skeleton near the E wall.

 

Stand near the yellow crystals in the corners, draw your shotgun and look up slightly to shatter them with a single shell each. The E gate opens, so hop up, go inside and pull down the wall switch to lift the N gate down in the room with the swinging spike logs. Return there via the ladder, enter and pull the pushblock two times out of the NE corner. Pull it two or three times S and use it to activate the jumpswitch on the arch separating the two rooms. The flames in the E alcove have been extinguished, so go there for SECRET #7. At the same time a cut scene shows a gate lifting in a passage somewhere. Pick up the GOLD COINS, small medipack and shotgun ammo and return to the N room.

 

Enter the revealed passage in the NE corner and follow to an underground cavern.  Go N to the left of the cage on the central mound, note the sleeping wolf to your right and turn left into the W side room to trigger a brief flyby. Hop onto the S ledge for a small medipack, get onto the N ledge and jump SW to grab the ladder. Climb to a higher ledge and pull up twice W to face an upper room. There's a closed ceiling trap door above the chain at the SE corner of the central platform, which you can open by using the reach-in switch at the SW corner when the flames are down. Climb the chain and back flip into a small upper room.

 

Move the pushpiece in the SE corner to the N opening and it will fall through the hole to the room below (with you right after it). Use the chain to get back up to the upper room, get on the E ledge and push the floor lever to trigger a flyby through the room below. Get down there, exit E, hop down twice and jump into the water. Swim through the N passage, turn right and time your way past two giant  cigar cutters, surface in the next room and pull out S onto a block. Take a running jump (no grab) to the left corner of the E block. Hop down N to the ledge and pick up the shotgun ammo and small medipack. Jump or swim back to the S block and take a running jump to grab the W crack. Shimmy right and pull up onto a ledge. Pull up onto the block to your right and hop to a higher ledge.

 

Go W to an opening overlooking the underground cavern. Turn left and carefully jump the ledges until you reach the S obstruction. Hang from the edge, shimmy right past the obstruction until you can go no further and pull up into a crawl space. Crawl around right until you can stand up in the corner, hop down W and take a running jump S with grab to land near a wall switch. Pull it down to open a gate at the N end of the underground cavern and note the on-screen advice. Two guards have materialized down below and may be firing at you by now, so jump back N to the previous ledge, turn around and wait for them to show themselves and shoot them from up there (they drop nothing).

 

For a secret, pull up into the crawl space, crawl a bit left until you can lower Lara so she hangs from the edge, shimmy left past the obstruction and pull up onto the ledge. Turn around to face the sloped pillar, take a running jump to land on the slope and jump off with a left curve to land on top of the cage. Stand left and take a running jump W to land on a flat surface. Go around the column for SECRET #8 as another gate lifts in a passage somewhere. Pick up the Ranger.44 ammo, the GOLD BAR and a large medipack, safety drop from the SE corner of the ledge to the cavern floor and go up the steps to the N opening where the fence lifted earlier.

 

As you enter three skeletons are awakened, but remember that they can be destroyed with ordinary pistols if you have the requisite patience and wish to conserve your higher-powered ammo. Follow the hallway and look for a N opening that leads to a series of rooms filled with beautiful but lethal molten gold. Moreover, the elevated temperatures over the golden pools are injurious to your health, so save your game. Watch the ensuing flyby that reveals several openings in the area and use the blocks to get across the first pool to the N ladder. Climb up to the next pool as your health bar continues to decline. Jump to the next two blocks, turn left and take a running jump (without grab) toward the W opening.

 

Don't just rush in, as the spear trap will get you. Time your way past it into a room which is much cooler than outside, shoot the awakened skeleton and pull down the wall switch to activate a platform that rises and falls. Exit past the spear trap, jump to the nearest block and go back S to the previous golden pool. Climb quickly down the ladder, go to the W end of the ledge and take a running jump SW into the opening you saw in the flyby. Enter a small room with a central elevator, ride the platform up and jump to grab the opening in the ceiling. Pull up into an upper room and exit W to trigger another flyby, during which you can hear the sound of something snorting.

 

While you're awaiting the arrival of that something, look around the room and that there are wide yellow panels on the N and S walls. On either side of those panels is a raised tile, four in all. By this time your latest assailant has probably arrived, a ceratopsian bull. Your task is to stand in front of each raised tile as the bull charges toward you, jumping aside at the last possible instant so that the bull's momentum carries it against the tile with shattering force. When all four tiles have been no treated, a nearby gate opens. Go through the W opening from whence the bull came and pull down the switch in the far wall, raising a cage behind you.

 

Climb to the top of the cage and pull up into the E opening. Run through the passage to an upper ledge encircling the bull room. Go around counterclockwise and find a small medipack under a skeleton in the S alcove. Continue around to the E opening where the gate opened. Push the floor lever inside to lower the cage in the underground cavern. Return through the W passage, drop down and run through the bull room into the E room, ride the elevator down and exit to the golden pool area where it turns hot again.

 

Take a running jump to the block in the molten gold, turn right (you still need a key in order to take the left route) and jump the blocks to the S opening where it's cooler inside. However, two guards are there waiting for you. Follow the hallway W, turn left into the underground cavern and go to the lowered cage for the MASK OF TORNARSUK. A third gate opens in the cut scene passage and the wolf you saw earlier awakens from its slumber, along with its mate. Return to the gold pool area via the N opening and the E hallway. Save your game before undertaking the following exercise.

 

Jump the blocks to the N ladder as you did earlier. Climb over and start jumping the blocks in the next pool. When you reach the third block jump left to the safe gold hill W, turn right and take a running jump up N, turn left and hop up SW, run forward and take a running jump S over the molten gold onto a ledge, turn around and take a running jump into the NW passage where cooler temperatures prevail. 

 

The next room features darts and clearly marked (for the most part) spear tiles. Side flip over the first dart trap to find a small medipack. You can crawl underneath the second dart trap, as there are no spear tiles in your way. Side flip over the last dart trap and watch out for that last sunken tile in front of the plinth, as it's a disguised spear tile. Hop into the alcove and take the GOLDEN KEY (cut scene of an area you haven't yet visited, but alluded to a few paragraphs back). Go back to the golden pool area the same way you came. Save your game again before stepping out into the high heat.

 

Jump S to the ledge, turn around and jump N to the flat gold surface near the wall, turn right and run up to the E edge, stand jump NE down to the flat surface, take a running jump and grab to the E block, pull up and jump to the ledge ahead and into the E passage. Use the Golden Key to open the gate and get past the swinging spike log as the gate shuts behind you. Come to a new golden pool and watch the flyby.

 

It's hot in here, so you need to move quickly at all times. Enter and go left along the ledge. Advance with two standing jumps and as you approach the waterfall take a running jump across the molten stream and grab the slope. Shimmy left just past the waterfall and pull up. Turn left, stand jump N and run forward to the wall. Scoot right into the triangular NE opening where it's cooler and take a breather. When your health has been fully restored, go back out and jump down to a flat surface just to the right of the molten gold and take a running jump W to grab the ledge. Pull up for SECRET #9 as a gate opens and pick up the flares, large medipack and GOLDEN SKULL.

 

Get back into the triangular opening, beef up your health and return to the entrance the same way you came (taking a curved running jump without grab over the molten stream). Now it's time to take the S route. Go to the end of the ledge, jump E three times and carefully jump a bit SW so that you land on a flat surface and not the slope. Take a running jump and grab to the next block, pull up and jump S to the ledge. Pull up to where it's cooler and continue forward to startle a bat.

 

Jump into the water ahead and locate the E opening. Swim forward, down and continue E until you can surface. Pull out S and follow the passage (where those secret gates opened) to a flame-protected plinth. Turn around in front of the plinth, hang from the edge of the floor hole and drop down into the water far below. Pull out N, save your game and run forward to find a timed wall switch that turns off the flames surrounding the plinth and turns on another flame behind you. You also hear what sounds like a platform rising. Anyway, you need to hurry, so get up to the flame block, pulling up in a corner, side flip onto the bridge and hop up NW into the column niche. Walk forward, jump N to grab the next column niche, shimmy right around two corners and back jump (down arrow key while holding the action key) to grab the N ledge.

 

Pull up, go to the E end of the ledge and jump SE to a ledge behind the column. Turn right, hop up SW onto the block and pull up W onto the ledge near the plinth. Grab the DAGGER OF XIAN for SECRET #10 before the flames return and exit N through the passage. Jump into the water, swim through the W passage and up, continue W into the underground cavern, pull out right (N) and shoot the annoying bat. Jump back into the water, swim S and pull out right (W) on a lighter-colored ledge with the underwater crystals. Hop up right onto the flat corner of the higher block, stand jump up NW and again W to the wall. Look right for the N opening and follow around to a ledge. Take a running jump over the E gap to grab the next ledge, pull up and run forward underneath the archway into what appears to be a hub room.

 

Two skeletons awaken, so take them out and examine your surroundings. The N opening is gated and the E side room is fraught with traps, so start with the easier S side room for Ranger.44 ammo and a large medipack. Note the on-screen hint, together with the blue-tinted and red-tinted alcoves. Go to the E side room, time a jump past the spears and push the floor lever near the back wall to open the large floor trap door in the hub room. Go there, use the blocks to get down to the floor and go through the E connecting passage to a room with colored floor tiles. Although the colors aren't terribly distinct, remember the hint in the S side room and step only on the second and fourth (counting from left to right) tiles in the first and second rows to open the SE gate.

 

Hop there, take a step inside to activate blade and spear traps, side flip over both and take the TORCH from the plinth as the NE gate opens. Side flip back over the traps and exit W to the previous room. The flames there are too high for you to reach, so use the blocks to hop back up to the hub room. Enter the E side room, time a jump over the spears and hop onto one of the blocks near the back corners. Light the torch, return to the lower room and go through the E passage and into the opened SE gate. Light the tile in front of the ramp with the target as Lara's theme music plays.

 

Toss the torch, as you're done with it, and return to the hub room. The N gate has lifted, so go inside and take the SUN DISK from the plinth. An on-screen message tells you what to do next, so wait for the cage ahead to lower and go where it was to be teleported to a new section of the golden pool you visited earlier. Follow the ledge to a gated opening in the E wall. From there, take a running jump W to grab a flat surface on the structure in the gold pool. Pull up, go to the far end and take a running jump (no grab) onto the next structure, using the highest part of the arched opening.

 

Continue with a jump to the third structure, hop down toward the W building and find shotgun ammo near the end of the SW passage, together with a wall switch that opens a gate in the S wall behind you. Go there for a cryptic on-screen message. You know that certain yellow crystals must be shattered, and that you can't use your pistols for this purpose. Over four of the crystals you'll see a red design on the ceiling, and three of the crystals rest on a red circle. Whether these are intended as clues is anyone's guess. In any event, shoot only these crystals with your shotgun: (1) the one to your immediate right as you enter the room, (2) the one SE of the central raised tile, and for some reason you must get off the brick floor and onto the adjacent gold mound before shooting (3) the one SW of the raised tile (otherwise you burn and die).

 

The S gate opens, so enter the small room and pull down the wall switch to open the E gate in the golden pool area and also to summon a wraith. Exit both rooms N, go around left and jump onto the flat roof of the structure. Jump the structures to the E wall, hop down in front of the opened gate and loop around right to face the SE column. Jump up to grab the crack, ledge jump higher, pull up onto the bridge and wait for the wraith to self-destruct somewhere nearby. If you run N along the bridge, Lara will look to her right at a red wall design that resembles one of the ceiling tiles in the previous room. This accounts for one of the correct yellow crystals you needed to shoot there, so there must be two similar clues in some other location. Don't worry about it in any event, as any such clues are no longer relevant.

 

Get back down to the ledge and enter the E room. Vault up onto the raised tile and take the second SUN DISK from the plinth. Reverse roll, exit this room and make your way W back over the structures to the other end of the golden pool. Hop down at the end and enter the W building through the opening on the left. Pull up two times to an upper level, run forward and loop around left into a side room where Lara looks up at another red wall design. Too little, too late. There's undoubtedly a third such wall design around here somewhere, but I didn't spend any time looking for it. Pull back the skeleton in the corner to reveal shotgun ammo and a small medipack.

 

Get back down E to the ledge at the golden pool. Go around to the N gate and place the Sun Disks in the receptacles on either side to open the gate. Grab 2 x shotgun ammo in the first alcoves to your right and left, continue up the steps and trigger a flyby through the next room. When camera control is restored you will need to deal immediately with four awakened skeletons. After peace has been restored, run along the ledge on the right, turn right and jump the blocks to an upper N alcove. Pull up left and climb the ladder to an upper story. The wall switch in the NW alcove is spear-protected, so go to the SW corner and climb or drop down to a ledge with a keyhole.

 

Slide backwards down the slope, grab and shimmy left around the corner until you can pull up onto a triangular ledge. Jump SE onto the column and take a running jump E to grab the rope. Slide to the bottom, climb up once, swing forward and jump off to land on the next column. Take the OLD IRON KEY from the plinth and look N to see what is probably the third clue that was intended for use in the earlier room with the yellow crystals. As Mr. Spock might say, their placement is illogical.

 

Stand jump NE with grab to land on a previously used block. Get back up to the N upper story, using the other blocks and the ladder, loop around left and climb or drop down to the SW ledge. Use the Old Iron Key to neutralize the spear trap in the NW alcove, climb back up there and pull down the wall switch for a completely anticlimactic response. Nothing. Go to the NE alcove, pull down the wall switch there, and now you get some action. The grates in the floor holes disappear, so drop down either one to wind up in the water below and pull out E. Go around the central structure into the hallway, turn right at the corner and run into the darkness to end your adventure.