HORIZONS: THE HELLGATE SAGA

 

Levels by Justin

 

Walkthrough by Phil Lambeth, with the help of the builder's detailed outline, which of course follows his intended progression through the game.

Click here for an alternate walkthrough prepared by D&G Productions.

 

 

Level 1: EVENT HORIZON

 

After the opening flyby, where Lara is dropped from a helicopter to the roof of an urban building, she expresses her impatience to get down to street level as she approaches the closed door. But first, note the gap in the railing at the NW corner. Hop down SW onto the block with the perched gargoyle and take a running jump around it S to grab the next block. Pull up in the corner, turn right and stand jump down to the jutting portion of the scaffold. Take a running jump S to grab the higher part and climb to the top. Go to the N end, hop to the ledge around the corner, slide down backwards, grab, shimmy right and drop down to the balcony. Open the glass door and enter the building for SECRET #1. Grab the SHOTGUN in the corner and a large medipack on the desk.

 

Open the SE door, pull up right and use the jutting part of the scaffolding to take a running jump E with grab to land inside the broken window of the first building. Turn right, open the door and exit to the hallway. The room to your left is for later, so go straight ahead to the stairwell and head up, passing a closed door until you reach an upper hallway where you can open both doors. The room on your right has a small medipack and a stereo with soothing Tomb Raider music, the room on your left has the CLOSET KEY near the bathroom entrance.

 

Exit to the stairwell. If you continue up you can open the door to the roof where you dropped down, but there's no need to do so. Go back down to the room with the broken window, turn right there and open the door to the room you bypassed earlier. Flick the switch in the bathroom to open a nearby trap door, return to the room with the broken window, grab the flares in the bathroom and use the Closet Key to open the E door.  Drop down past the opened trap door to a lower level with a guest bathroom. Exit to the balcony and pull up right.

 

Shoot the worker across the way and jump over to where he was. This building is still under construction, so drop down W between the column supports and continue dropping onto wooden surfaces until you reach street level where a dog is waiting. On the way down, you heard Lara mumble a warning, so be aware that the dogs and zombies in this area are infected with something that's harmful to your health if you're touched by them. Hop down into the alley and pull up left into the lower room. Loop around left and pull down the wall switch to lower an unseen elevator.

 

The door at the bottom of the steps is closed, so go outside to the alley and pull up three times. Face slightly SE and run off with grab to land inside the second story room. Loop around left into the lowered elevator and grab up to the third story room. Stand at the S opening and jump across to the next building via the broken window. Exit the guest room SE to the hallway, open the door ahead and climb down the ladder to an uncompleted stairwell. Exit NE to the lobby and find three doors you can open, all leading to the street outside.

 

Head N down the street to trigger a brief flyby. Continue around the corner and turn right (N) into an alley just beyond the bench. Shoot a spider and turn left at the closed trap door to find a timed button at the end of a short passage. Before pushing it, clear the area of enemies by returning to the street, going up a small rise and turning right into the next alley. Wait at the corner for two infectious dogs to arrive from your left and take them out now so you won't have to do it later. To continue scouting out the route for the timed run, return to the street and loop around right at the steaming gutter to enter the building via the open front door. Run up the steps, pull up higher at the top (you need to be standing in the precise spot to jump straight up and make the grab, so I saved in a different slot during the timed run just as I reached the steps) and run up more steps to find a lowered trap door in the gap ahead. 

 

Now that you know the drill, go back to the timed button, push it and get quickly to the raised trap door. Take a running jump to grab the N ledge and pull up. Drop down at the E end and shoot the worker pacing down in the alley. Pick up the small medipack and go up S into a room with flares and the 1 WESKER DR KEY on the desks. Play the stereo for more Tomb Raider music (I won't mention these any more, so stop and play as you progress or don't, as you prefer) and pull the pushblock by its bars into the room. Go around it and drop down next to a similar pushblock that hides shotgun ammo. Open the S door and drop down twice into an alley.

 

Shoot the fuse box at the corner and pull down the wall switch to open the trap door you noted earlier near the timed button. Climb back up to the room with the first pushblock (the wall there is climbable) and go out to the alley, pull up W onto the ledge where you finished the timed run and drop down where the laundry is hanging out to dry and where you shot the two dogs earlier. Exit SE (the W steps lead to a different street area for later), follow to the street, turn left and left again to find the opened trap door.

 

Drop down into the dark sewer, light a flare and go through the S opening. Turn right and follow the ledge up W. At the top shoot a zombie just around the corner and enter the E opening where he first appeared. Shoot the wooden barrier and enter a small room. Shoot the fuse box and pull down the wall switch to open a streetside gate somewhere. Retrace your steps to the opened trap door and pull up S to the alley.

 

Go out to the street, turn right and go up the sidewalk and around the corner to find the opening to the bakery. The 6 WESKER DR KEY is on the table against the S wall. Exit and go across the street to a building on your right beyond a short alley. Pull up into the opening for uzi ammo and a SKETCHBOOK with an entry about the gargoyles you'll encounter around the area, just like the ones you saw earlier but these are alive and quite dangerous. Continue up the street for flares near a dead end. Note the dry waterway on either side of the bridge that will require flooding later.

 

Go back down the street and open the door to the service station on your right. Search the shelves for a large medipack, a small medipack, shotgun ammo and uzi ammo. Enter the NW office to find on the desk a sketchbook entry dealing with the infectious dogs already mentioned. Exit the service station and step into the dark S alley to find such a dog lurking around the corner. The alley opens up at the other end to another street area for later, so turn around and run E back down Legolas Lane, passing the intersection at Wesker Drive.

 

Turn right just before the fire hydrant and start going up the steps where the camera becomes fixed. Turn right on the third step, jump up to grab the opening and pull up in front of a door that you can open with the 1 Wesker Dr Key. Enter the kitchen on your right and open the NW door to the basement, go down the steps and loop around left to shoot a spider. Search the desk for a NOTEBOOK with an entry that mentions some idiot artist named Phil. Pull down the wall switch and watch the flyby.

 

Go to the S wall next to the basement steps and find a pushblock. Push it twice to reveal an alcove with the UZIS and uzi ammo for SECRET #2. Open the E door and exit to a familiar alley. Turn left toward the street and turn left to go up W past Wesker Drive.  Continue around the corner at the service station and deal with two slow-moving gargoyles. Go back the way you came, turn right onto Wesker Drive and follow to an open manhole cover in the middle of the street. Climb down the ladder to another section of the sewer. Follow the ledge up W and meet a zombie near the top.

 

Enter the S opening, shoot the wooden barrier and step forward for a sketchbook entry belatedly warning you about zombies. Go through the SW doorway and loop around left to find a wall switch that raises companion platforms. Exit to the sewer, climb back up the ladder and go to the front porch of the nearby S building for a small medipack. Go W up the steps to the adjacent building and open the basement door with the 6 Wesker Dr Key. Inside are the platforms you raised earlier. First, go to the SW corner and pick up the Notebook entry with a helpful map for the upcoming Hedge Maze. Pull up onto the raised platforms, jump W to grab the crate ledge, pull up and hop down the other side. Grab the ESTATE KEY from the desk, open the N door and go out to the street.

 

Loop around left into the dark S alley between the buildings to encounter another fixed camera and a waiting dog. Continue around to the back porch for a sketchbook entry about a blind hunter, a creature we haven't yet stumbled across. Return to the street, turn left and open the W door with the Estate Key. Step inside to be taken to the next level.

 

Level 2: DARK ESTATE

 

You're on the Estate grounds, near the entrance of a huge Hedge Maze, and the door behind you has closed. Refer to your most recent Notebook entry if you should get turned around, as you'll need to return to this entrance several times. There are three major tasks to be performed in the indicated order, together with an optional secret near the first gate to be opened. You begin facing W. Go through the archway and go to the left of the central bush to be ambushed by a dog, and you'll likely be infected despite your best efforts unless you've got your shotgun out and ready. Take the first left and now make your way in a W direction by keeping to your right, encountering another dog along the way, until you reach a wall switch that opens a gate below you.

 

Pull the switch and return to the entrance. This time, turn left just past the central bush and follow the outer perimeter of the maze past a closed gate and down into an underground tunnel. Shoot two baby spiders and light a flare at the NE corner. Pull up S through the opening in the ceiling and follow W to SECRET #1 (3). Pick up the shotgun ammo on one side of the tree and a spare SHOTGUN on the other side. Return to where you pulled up, drop down and find the W gate you opened with the wall switch.

 

Go on through and follow the tunnel back up to the Hedge Maze. Turn left, take a right at the wall and follow to the NE corner, then loop around right past a closed gate to find a floor hole and a crawl space. Crawl to the other end, pull out, ready your shotgun and go right (E) to meet a dog around the next corner. Open the E door, shoot the fuse box inside and pull down the wall switch to turn on the lights outside. Exit this small room, turn left and follow to the light. Directly underneath it is the GATE KEY. Retrace your steps in a generally counterclockwise direction to return to the Hedge Maze entrance. Turn left at the light just before you reach the entrance and loop around left for flares. Go back, take the first left, then the fork to your left and continue W to the closed gate.

 

Open the gate with your Gate Key and step forward into a huge open area. Follow the path and take the left fork to some covered wooden steps and trigger a brief cut scene of The Darkhouse. Go to the left of the steps, light a flare and follow the stone wall S until you reach a gazebo. Continue past it to the end and hop up right to find a N passage guarded by a zombie. Inside are the UZIS and a sketchbook entry concerning some unnamed creature. Return N past the gazebo and the wooden steps. Follow the path that veers off to the left until you reach a small shed that requires a key for entry. To the left of the shed is a cliff overlooking a lake. For kicks, jump into the lake just to see what happens.

 

Follow the edge of the cliff W to The Darkhouse. Hang from the edge and shimmy right underneath the house until you can pull up into a crawl space for SECRET #2 (4). Pick up the UZIS and a sketchbook entry and return to the cliff by dropping from the crawl space into the lake. Return to the wooden steps and go up them to a landing where the camera becomes disorienting. Turn left and continue to the back of the house where you see a swimming pool, a jacuzzi and a barbecue pit. Go up the steps to the back porch, forget about the door and shoot out the glass windows to gain entry.

 

Someone has left the gas range operating in the kitchen. Open the S door, go down the steps and follow the dark corridor to a closed door. Turn right and go around the corner to the den. There's a grate blocking the SE crawl space. Since there's nothing more that can be done here, return to the outdoor pool and find two ground-level windows you can shoot to access the basement. Enter either one (the one on the right as you face the house harbors a baby spider), open the door ahead and encounter another baby spider as you roam about opening every door in sight. One goes to steps leading up to the back yard, another on the N side opens up to the den you saw earlier, and still another between those two leads to a room with a dead body and a valve wheel that turns off the flames on the gas range. You can flick a switch here to turn on some dim lights that don't help much.

 

Exit the valve wheel room to the main hallway, go to the N end and look up to see a ceiling trap door. Face E and jump up to open it. Pull up S and follow the duct to an intersection, turn left and deal with two baby spiders, then continue to another crossing. Turn right, open the floor trap door and drop down to a dark room with another valve wheel. Turn it to shut off more flames somewhere and exit S. Open the door to a familiar hallway and run straight across into the E room. Shoot the basement window if you didn't do so earlier and crawl out to the back yard.

 

Loop around left into the kitchen. Get up onto the range and pull down the ceiling trap door. Pull up S into the duct and follow around to a higher opening. Drop down the other side and crawl W to drop down further into the furnace room where you'll find the BASEMENT KEY. Open the S door to a valve wheel room visited earlier and kill the waiting zombie in the passage ahead. Go out to the main hallway, turn left and go all the way N to the den. For maximum kills you can open the bathroom door to your left and release a zombie, but you'll probably be infected before you can jump back beyond its reach.

 

The S light fixture is a disguised wall switch that ignites the fireplace in this room (1 of 3). Use the Basement Key to open the N door and proceed across the room to open the next N door to a storage area. Kill three baby spiders and go to the wall button near the NE corner. Save your game for a short timed run where you sprint to the door near the SW corner of this room (lighting a flare first helps). In the next room, use the crate to hop up S into a duct that leads to a room with a dead body and a Notebook entry on the S table. Push the button in the N wall to move a bookcase somewhere and open the E door.

 

You're back in the upstairs hallway, so go down the stairs and into the N passage and open the first door that leads to a bedroom. Search the small chest for a small medipack and a Notebook entry. The larger chest in the corner contains another small medipack. The next door to your left at the T-intersection leads to a bathroom with nothing of interest inside. Continue N down the hallway. The next room to your right is empty except for a rocking chair that rocks without an occupant. The door at the end of the hallway leads to a bedroom where you'll find another Notebook entry in the large chest. You can see a key on the balcony outside the window, but you can't get to it from here.

 

Return to the stairs, go past them and turn left into the opening to find more stairs. Go down to the basement and into the N passage. The door on your left leads to an office where the bookcase moved, allowing access to a sitting room with a table containing the MAIN FLOOR KEY (cut scene of another room). If you go out and open the N door, there's nothing inside that room but a bare table and an angry dog. Go up both flights of stairs to the upstairs hallway, go N and loop around right to find more stairs and go up to find a door that's opened with the Main Floor Key.

 

Go inside to a fixed camera and loop around left to open a door to an outside balcony, at the end of which you'll find some flares. Go back and up the W steps to the ballroom. That's a portrait of the builder's lovely wife over the fireplace. Pull down the W switch on the left to ignite the fireplace (2 of 3) and exit SE to a hallway. The door on the left leads to the dining room. Search the N chest for shotgun ammo and a Notebook entry, the S chest for another Notebook entry and open the nearby door for a shortcut to the kitchen. Go back through the dining room to the hallway and continue through the W opening to a study.

 

Continue S through the doorway into the grand foyer to see some poor fellow taking his dying breath at your feet. If you enter the nearby SE opening beneath the stairs you'll find a closed door and a zombie will materialize behind you. The opposite NE door leads to an empty guest bathroom. Go around the stairs to the open SE door. Draw your shotgun and proceed down the passage as the door closes behind you. As soon as the lights go out, shoot the advancing dog, then reverse roll to shoot a second dog that was sneaking up on you from behind.

 

Continue along the passage to an open door. Lights turn on as you step into the next room. Pull down the N wall switch to extinguish the flames in the grand foyer fireplace. Return there (the lights in the corridor are back on and the door at the other end has re-opened), loop around left into the fireplace and climb up W to an upstairs fireplace in a bedroom. Search the W chest for a Notebook entry and the empty smaller chest next to the bed, open the E door and step out into the hallway. Go forward into the E room and Lara looks at a TV screen that appears to have been taken over by a poltergeist. Draw your shotgun, reverse roll and shoot the sneaky dog. The small chest next to the bed contains the MASTER ROOM KEY.

 

Go back down the N passage and open two doors that bring you to the landing above the grand foyer. Use the Master Room Key to open the N door and search the SE table inside for the FOX EMERALD. The chests in the NW and SW corners each contains a small medipack. Open the NE bathroom door and find flares inside. Pull down the N wall switch to the left of the fireplace to move a bookcase elsewhere and to ignite the flames in this room (3 of 3). Exit the bedroom, run back to the S side of the landing, go through the doorway and turn left to where the bookcase moved aside.

 

Enter the library and pull down the timed switch in the N wall. You hear a trap door dropping, so take a rolling back flip and run back across the room. Just past the doorway, take a running jump to grab the opening and pull up before the trap door closes. Pull up N to a higher landing, go across and place the Fox Emerald in Mrs. Justin's portrait. You hear the sound of a bookcase moving aside, so go to the gap in the railing and safety drop into the library. Enter the N opening next to the timed switch and pull up to a fixed camera. Walk forward and hop down right into a darkened room. Push the E wall button to turn on the lights and be greeted by a gory sight. Turn around and shoot the explosive blind hunter that's raking you with its claws.

 

Pull down the lower W light switch to retract a block in the S wall. Go to the opening and drop down to another fixed camera. Draw your shotgun and walk E and S toward the steaming pipe to encounter a second blind hunter off to your right. Continue to a second steam pipe and find a small medipack in the alcove to its right. Enter the S passage and grab the uzi ammo at the end. Enter the alcove with the steam pipe and pull up right, then left, hop down near another steam pipe and follow to more uzi ammo in the SW corner. Enter the E side passage, open the floor trap door, make sure you have ample health to spare and safety drop with a roll upon landing.

 

Open the next floor trap door, drop down into the freezer as the exit door opens. Face the hanging meat and jump up and down while firing your pistols to shatter the hooks and trigger a cut scene of two dogs awakening outside. The glass windows break in the den, allowing them to arrive quite quickly, so prepare yourself. Exit the freezer, turn left to the den and go outside. Go up the NW steps and head toward the distant light to find a wall switch in the alcove directly underneath it. Pull it down to lift the garage door, slide down and head E toward the garage.

 

Enter and go all the way to the E wall for a Notebook entry. Go down the nearby steps and open the door for a shortcut to the basement hallway. Return to the garage entrance to find a wall switch just inside on your right. Pull it down to raise a platform at the end of an outside balcony. Exit the garage and follow the wide driveway clockwise, then continue on the grass around the house, following the lights. Slide down just past the last light, hop down E and again NE, walk out to the end of the jutting ledge and take a running jump NE without grab to land on the raised platform.

 

Go to the other end of the balcony for the SHED KEY. The fastest way to the shed is simply by safety dropping from the balcony into the lake, whereupon you're transported to the cliff. Turn left and run E to the shed, open it with the Shed Key, go inside and open the floor trap door. Push the wall button to turn on the lamp, pull up W into the crawl space and be careful not to get caught in the collision of the items on the wall shelf. Crawl forward for flares, get back down and safety drop from the opened trap door onto a crate. Hop down and go through the S opening to finish the level.

 

Level 3: SECRET TUNNELS

 

Go forward and around the spike pit, grab the small medipack in the next empty pit and go past a dormant flame blower to a cave. Shoot a huge bat and go to the S wall. Jump the gap and continue around the corner to a wooden walkway where another bat attacks from behind. Walk backwards toward the wooden gate ahead, and when a boulder is triggered (the camera angle will change), run forward and into the alcove on your left while the boulder drops into a hole in front of the wooden gate. Go back up N, hop up the boulder ramp, reverse roll and stand jump S to grab the alcove opening. Pull up and use the reach-in switch to open the wooden barrier down below.

 

Return there, jump over the boulder hole past the opened gate and  look for a small medipack near the barrel underneath the wooden walkway. Use the crate to hop up onto the walkway on, time a run past the spear trap and turn right when the flames ahead subside (or before they're activated). Continue underneath another wooden walkway and jump up to open a ceiling trap door.

Pull up N and back flip onto the remaining part of the walkway. Take a running jump into the SE opening and follow past two squishy blocks riddled with spears, one lateral and the other vertical. Step forward past the wooden gate to trigger a giant spider. Don't relax your guard when she's dead, as two baby spiders are spawned from her corpse. If you look down through the spider web on the floor, you can see two rows of tiles, and four of the tiles are aflame. There are also Roman numerals on the tiles to provide a clue for the upcoming torch room puzzle, but without binoculars in this game they can't be readily discerned. However, the same information is provided in clearer fashion in a Notebook entry.

 

Hop up into the NW alcove and save your game in front of a timed wall switch. Pull it, reverse roll, slide down and run underneath the wooden walkway. Jump onto the S slope, back flip twice onto the top of the walkway and side flip right three times to get past the timed wooden gate. Follow the passage to an opening where spears are protruding from a wooden ceiling. Draw your pistols, stand at the edge and target the baby spiders scurrying about down below. Safety drop into the pit, shoot the web blocking the E opening and go inside for extra UZIS. Pull up to the W ledge and see a gate opening ahead and below. Slide down into an area that shows signs of civilization and step forward as the gate closes behind you.

 

You've entered the torch puzzle room, and if you refer to the "Pillars of Fire" entry in your Notebook you'll see that the torches must be lighted in a certain order. But first, of course, you've got to find a way to light them. Turn left, enter the opening in the middle of the S wall and pull up for uzi ammo. Exit the passage, loop around left, pull up onto the slope and back flip onto the purple pillar. Hop W to the S end of the wooden bridge, which is stable (the rest of it consists of breaktiles). Hop SW around the corner and use the reach-in switch to raise a nearby platform. 

 

Hop back to the stable S end of the bridge and take a walking-running jump (walk key followed by the up arrow and jump keys) N to the green pillar, hopefully avoiding the breaktiles completely and thereby allowing later use of the bridge if necessary. Face SE, back flip onto the slope and jump off to grab the raised platform. Pull up and go to the purple pillar ahead. Take a running jump NE onto the slope and jump off to land on the suspended wooden platform. Hop to the nearby green pillar, drop down N and find a reach-in switch that extinguished the middle flame blower off to the S.

 

Pull up onto the green pillar, jump up to grab the monkey bars and follow the tracks S, turn right and time your way past the first flame blower, do the same with the third flame blower as you turn right there and drop down onto the purple pillar. Use the reach-in switch in the W wall for a cut scene of a flame source that has been activated down below. Look N to see that another nearby platform has been raised. Drop from the N edge of the purple pillar onto the stable part of the bridge, hop to the lower purple pillar and safety drop to the ground. Go N to that flame source, loop around right to find another reach-in switch on the back side of the adjacent pillar that provides you with the TORCH. Light it on the nearby flame.

 

Remember that the pole torches have to be lit in a certain order. One basic rule: leave the pole torches on the purple pillars strictly alone, as only the green pillar torches are to be lighted. Orient yourself by going to the blocked W passage and facing E. According to the "Pillars of Fire" entry in your Notebook, you must first light the torch on your immediate left, then the next one in line in the N row, then the last one on the far right (in the S row), and finally the first one in the S row (the one opposite the first one that you light). If you like, you can light an incorrect torch to see what happens. You won't die, and you won't have to save and reload, as the puzzle automatically resets each time a wrong torch is lighted (forcing you to start all over again).

 

To get up to the first torch, hop onto the slope just to the right of the S entrance and back flip onto the purple pillar. Hop NW to the bridge (here is where it's nice to have saved at least some of the breaktile sections) and get to the green pillar (don't light the torch there, of course). Use the same method described earlier to get to the suspended wooden platform, and from there stand jump SW down to the green pillar. Light the torch there and run off W onto the next green pillar and light the torch there. Make your way up and across the bridge to the third torch, light it and continue to the suspended wooden platform and hop E to light the final torch and open the W wooden gate.

 

Toss your torch to the ground (you'll need it later), get down yourself and go past the opened W gate for a small medipack and the TRIX MEDALLION. The exit gate E has also re-opened, so grab your torch, jump up the slope and go through the passage to the cave where you found the spare Uzis. Use the block there to hop up E and continue to the lair of the giant spider and her offspring. Toss the torch onto the web you looked through earlier and wait for it to burn and shatter.  Simply run off into the water below, wade out and shoot two bats.

 

The E passage is blocked by flames, so pull up onto the sloped N wall just beyond the swinging blade, pull up and back up onto the wooden platform. Jump W to the next platform and go up to a valve wheel that turns off the flames. Get down and exit E to enter a rainy area with another wooden platform. Start from the E end, get to the top of the platform and jump SE to the higher section. Time a jump S past the spear trap and back flip off the slope to the top of the platform. Time another jump S past the spears to the next platform, stand jump S from the far end to grab the opening and pull up into the passage. Shoot the blind hunter inside and follow the passage to a man-made tunnel for a level change.

 

Level 2: DARK ESTATE (Revisited)

 

Proceed to a small room and climb down the ladder to be greeted by two snakes. Go S and follow around to a ladder that leads up to a passage, at the end of which is a wall switch that drains the outdoor pool and opens a trap door in the gazebo you visited earlier. Go back to find that the basement has been flooded. Jump into the water hole and swim past the ladder where you met the snakes and continue around the corner to find that a block has lowered, allowing you to swim up to the drained pool and pull out.

 

Go up to the back yard of the Estate and head S past the back porch steps into the wooded area. Slide down E, turn left and head toward the N lights until you reach the gazebo. Find the ladder, climb down the hole as far as you can drop down to an underground area with strangely glittering walls. Enter the N passage for another level change.

 

Level 3: SECRET TUNNELS (Revisited)

 

Follow the lighted passage, killing some baby spiders along the way, and start across the bridge to trigger a boulder ahead of you. Wait for it to destroy part of the bridge and drop into the gap it has created, then jump across (beware of the breaktile in between) and run up to a door. Open it into a hallway and start climbing blocks guarded by steam blowers. Grab the small medipack in the niche at the top and take a running jump N to grab the wooden platform.

 

Pull up and follow the passage to a flooded area where a snake slithers up to you. Splash through the water to a crossing and turn right (closed doors at both ends). Crawl through to your right, jump into the deeper water and swim to where you can surface. Pull the N underwater lever to open one of the doors back there and attract another snake. Pull out onto the overhead platform and kill the snake if you like (the way back is now blocked) and pull up S into the ducts. Follow around, drop down and deal with the waiting zombie. Look for a small medipack, then open the S door and continue around right to the door that was opened with the underwater lever.

 

Search the table in the next room for shotgun ammo and a small medipack, and loop around left to find a receptacle for the Trix Medallion. The trap door beside you lowers, so drop down and proceed into the darkness for a level change.

 

Level 2: DARK ESTATE (Revisited)

 

Follow the passage and go up the steps to a room with uzi ammo past the short table to your left and a raised central tablet. Search the small E chest for a Notebook entry that provides some information about the central tablet, together with the CAMERA and the CITY KEYS. Turn around to see a camera icon bobbing and weaving over the central tablet. Bring up the Camera in your inventory, and you should get a screen such as what you would see when looking through the lens of any ordinary camera. Record the scene by pressing the F3 key while facing the camera icon. A CODEX is added to your inventory and the bookcase to your right moves aside.

 

Enter the N opening for a flyby through areas previously visited, accompanied by eerie music. When you've had enough, press the look key to regain camera control and exit the Estate to be taken back to the city.

 

Level 1: EVENT HORIZON (Revisited)

 

Follow the street past the open manhole cover, turn right when you reach the intersection with Legolas Lane, go left into the alley just before the bench and drop down the open trap door into the sewer. Go through the S opening and follow the ledge up and around the corner through the E opening and use the City Keys to lift the gate. Go inside and pull down the wall switch to flood the waterway mentioned earlier at the other end of the city.

 

Go back the way you came through a section of the sewer that's now flooded to pull out into the alley off Legolas Lane. Follow Legolas Lane W and N to the gaping hole in the street. Drop down there to shoot a zombie and find shotgun ammo. Vault up N, jump into the water and swim E through the passage to find uzi ammo next to a grate. Pull the W underwater lever to open a door back in the bakery.

 

Swim halfway back and wade out to your left. Walk up SE and jump to a higher flat spot, loop around right and pull up W onto the bridge. Go past the gaping hole in the street and turn left into the bakery. The opened door is in the back right corner, where you'll find shotgun ammo, UZIS and a large medipack for SECRET #3 (5). Return to the street, turn left and follow Legolas Lane down to where you see a fire hydrant on your right and a bench on your left. Turn left into the alley there, jump into the water and swim through the N opening. Take the first left to find uzi ammo. Turn around and swim back E and pass a pole. Swim up into the ceiling hole for a level change.

 

Level 4: SINGULARITY

 

Run forward into a flooded hub room and take first the left (N) opening. Get past the steam blowers to the edge of a dropoff and shoot a crocodile lurking down below. Drop down for uzi ammo and climb back out. Ignore the rope for now, go back the other way through the S opening and find a huge pushblock in the other room. Move it out of your way into the SW corner for flares, pull a second block from the E wall and move it aside to reveal a timed wall button which briefly turns off flames in the area you'll next visit.

 

Save your game in front of the button, push it and hit the look key to kill the cut scene, reverse roll and run out to take a running jump over the deeper water in the hub room. Pull up N, run past the steam traps to jump and grab the rope, turn a bit right, slide down, swing and jump off into the NE opening and run down the passage before the flames return. Hop down into a lower room occupied by a dead body and grab the large medipack. Pull up E and hop down into a sewer section with a fixed camera.

 

Loop around left to encounter a crocodile coming your way, turn around and head E past a ladder to a doorway on your right. Enter the small room and push the block in the back right corner three times to reveal another pushblock to your left. Push that one twice to reveal an alcove with UZIS for SECRET #1 (6).

 

On your way back, find the ceiling hole and pull up S into a stairway and go up to the landing. Loop around right and shoot the crate for uzi ammo, then go around the other way to find a wall switch in the SW alcove that opens a door somewhere in the sewer. Get back down and find a Sketchbook entry in the NW bathroom. Exit to the sewer and turn right where part of the ceiling has caved in. The opened door is to your left, so enter and slide down to face a zombie.

 

Shoot the crate in the N alcove and pick up the CROWBAR. Stand left, jump S up the slope and exit the sewer. Turn right and go past the ladder and the crossing until you see a barrel and an opening on your right (N). Enter to shoot a couple of baby spiders and find some flares to your left and the 6 BREAKDOWN ST KEY on the desk to your right. Exit, continue W down the sewer and around the corner where the water is deeper, and come to a small room with floating cadavers. Pull out right and use the crowbar switch to open the N gate.

 

Wade into the next room and around the sloped block so you can stand on dry land, face slightly SE and jump onto the slope with an immediate jump to grab the ledge over the spears. Pull up to face a gauntlet of intermittent flame blowers. To your right is a timed button in the S alcove, so wait until the near flame on the right goes out, run to push the button, go back and wait a second for the near right flame to go out again and run forward to the wall (or wait for the next flame ahead to go out also, as the case may be) and turn right to get past the timed gate with a second or two to spare. The flames don't seem to follow a defined pattern, so what I've described above may not work for you. However, the task is not unduly difficult.

 

Don't go too far or you'll drop down into the room where you found the most recent key. Jump over SW to the next ledge and go around to use the 6 Breakdown St Key. Shoot the zombie in the next room and go S up the stairs (cut scene of a dead body). Pull into the alcove on your right and go around for a small medipack. Continue up the stairs to find yourself back out on the street. In the alley directly across the street from you is shotgun ammo. Head E up Breakdown Street to trigger a flyby featuring the purple singularity that gives this level its name.

 

Continue past the intersection with GeckoKid Road and open the manhole cover in the middle of the street to provide a shortcut back to the sewer. In the alley to the left, where you see a malfunctioning street light, you'll find a small medipack and uzi ammo. Go back to Breakdown Street to find an opening in the fence near the barrel. Go inside and shoot the crate next to the barrel for the SECRET CELL KEY. Go to the E end of Breakdown Street, skirting the hole in the middle of the street, and come to a church building. Go up the steps and use the City Keys to gain entry.

 

Go through either door as both will shut while two dogs attack from inside. Go to the altar for a Sketchbook entry and note the inaccessible jump switch on the E wall beneath the stained glass windows. Go to the NE corner, pull up W onto the block (note the adjacent closed trap door), pull up higher S and get on the SW block. Stand left and take a running jump S to grab the very bottom of the rope. Turn left, climb up if you wish to make the rope stop swinging, then line up for a swing and a jump to the slope directly above the jump switch in the E wall. Slide, grab and release to activate the jump switch and lower a pole near the front of the church at the SW corner.

 

Return to the rope you just now used and this time swing and jump straight over onto the S ledge. Shoot the nearby crates for flares, uzi ammo and a large medipack, then follow the ledge to the W opening. Take a running jump to grab the pole, climb up past the ceiling hole and back flip into the belfry. Use the crowbar switch to lower the trap door you saw earlier, jump back to grab the pole, slide to the bottom and drop to the floor. Go NE to the opened trap door and drop down onto a crate. Shoot the zombie from there and hop down into a flooded room. Go through the S passage and use the Secret Room Key to open the grated gate to your left. Enter for SECRET #2 (7) and shoot the crate for shotgun ammo and a SHOTGUN. Go down the W passage, and the first doors on your right and left will open as you enter their respective alcoves.

 

The S room is empty, but the N room has a dormant gargoyle and a timed wall button that opens the door in the SW alcove for a few seconds. Push the button, take a rolling back flip over the gargoyle and rush to the opened door before it closes. Take the STUDY ROOM KEY from the plinth and use it to open the door in the NW alcove. The gargoyle has also awakened in the NE room, but in my case it didn't come after me, so unless you want maximum kills you may be able to continue without being attacked.

 

Proceed N into a dark area where you can hear the telltale sound of slow-moving knight dragging the tip of its sword across a concrete floor somewhere ahead beyond the grated fence. Use the crowbar switch to the left of the entrance to lift the W gate in the previous passage (for later), then proceed carefully NW along the right edge of the chasm until you can go no further. Hop forward (NW) into a triangular pit for SECRET #3 (8) for UZIS and a large medipack. Pull out N and go to your right into a partially enclosed area with a closed gate where you can see a swinging fire pot high overhead.

 

Get on the wooden slope next to where you pulled out, jump up to grab E, shimmy left around the corner and past the wooden barrier and pull up onto the ledge. Jump N to grab the slope, pull up and slide down the other side, jump to the next slope and jump off while avoiding the fire pot to activate the W jump switch. The gate down below opens, so exit this area S to the flooded area and turn right past the gate that was opened with the crowbar switch. Go up the steps into a passage with a dormant gargoyle and turn left through either opening past a swinging fire pot to a ledge overlooking a lava pit.

 

Jump the ledges over to the W side to find the PRISON CELL KEY. Jump back across and return to the N area where you can use the Prison Cell Key to open either gate near the entrance, releasing what sounded like knights but are actually a couple of those bruiser zombies featured in your Sketchbook. Lure them NW through the gate you opened with the jump switch and entice them, using your supple body as bait, to shatter the wooden support that blocks the trap door at the end of the short ramp leading up W (ignore all other similar wooden supports in this area). You will inevitably become infected during the process, so pull up into a loft through the trap door opening where you'll be safe from the zombies and replenish your health.

 

Go past the dead body and pull down the wall switch next to the dormant gargoyle. Another pole is lowered back in the church you visited earlier, so return there by dropping down the trap door hole and making your way past the zombies to the S exit. Turn left into the flooded passage and left again (N) at the Secret Cell. Climb onto the crate at the NE corner and pull up S through the trap door opening, and pull up once more S onto the upper ledge along the N wall of the church. Turn right and follow the ledge toward the NW corner, into the W opening just beyond the crate and jump to grab the pole. Climb up and back flip into the upper loft. Use the crowbar to pry the SHIELD off the W wall and get a dizzying flyby that shows a fire wraith coming your way. Its threat is not immediate, however.

 

Jump to grab the pole, slide to the bottom and drop to the church floor. Run to the NW corner where doors have opened and enter a room filled with crates. Climb over the crates and go SE to shoot a smaller crate for uzi ammo. Go up the S steps into a small room where the fire wraith makes its appearance. Climb the S brick wall ahead where the bricks are darker and hop down the other side into oily water that the wraith ignites when it follows you down and dies. Don't surface, or you'll be ignited as well. Instead, swim N and into the narrow NW opening into a room occupied by a floating cadaver. Continue through the N opening, turn right at the crossing (closed door if you turn left) and loop around to surface and pull out into an enclosed courtyard.

 

The NW gate opens as you approach it and closes again once you pass through. Go up the SE steps once again and pick up the TORCH in the next room. Light it with the flame that has appeared and light the nearby candlestick (a secret door opens). Exit N and light two wall sconces in the E wall of the area with crates to open the SW gate. Before leaving, however, drop the torch and go back to the S room. Climb the brick wall, go around and find a large medipack next to the crate in the NE corner. Go back and jump into the burning oily water and swim N as before. This time, however, take a left at the crossing and find that the door at the end is now open. Continue into the room and surface for air. Pull out N and save your game in front of the timed wall button in front of you.

 

Push the button, take a rolling back flip to land in front of the water hole, hop in and swim back S to the crossing, continue along the E branch and pull out into the courtyard, go around to your right as the gate opens, run a bit to your right and climb the NW crates, hop down and enter the church, run W along the N wall and turn right into the generously timed N doorway for SECRET #4 (9) before the door closes. Pick up the PULSE RIFLE and go back the way you came, through the courtyard and out the SW gate. Head W along the walkway past an alcove with a dormant gargoyle, proceed a bit further until you reach an alley, turn around with weapon drawn and wait for a fully active gargoyle to show up. Exit via the doors leading to the front of the church and continue W along Breakdown Street.

 

Turn left onto GeckoKid Road, stay on the sidewalk to your left and go into the first alley on your left for a small medipack at the corner. Return to the sidewalk and continue S underneath a bridge. Turn left and follow the fenced area to an opening where you can enter and find a large medipack near the flaming barrel. Back to the sidewalk and turn left past the fenced area. Go past the parked car into the E alley for some much-needed flares. On the way out search the second outdoor table for a Notebook entry (all previous entries have disappeared, but at this point they're no longer needed). As Lara approaches the street she looks toward a street marker next to a light pole. Continue S past the street marker and open the nearby manhole cover (face N).

 

Climb down to find a closed door and grab the uzi ammo NW and shotgun ammo NE before climbing back out. Go E from the manhole cover into the woods and see a yellow arrow on the rock next to the building wall. Crawl S underneath the tree limb and follow to another yellow arrow pointing left to the nearby tree. Follow this arrow across the street to a third arrow pointing down a hole. Drop down into the hole for SECRET #5 (10) and pick up the small medipack and uzi ammo.

 

Go back and follow the street S past another manhole cover and a dead zombie and you'll eventually meet up with three undead zombies as the street lights start malfunctioning. Continue down the unlighted street to its intersection with Atlas Road, where Lara looks at another manhole cover.  Open it and climb down for uzi ammo in the small pool. Climb back out and head S toward a parked car where a zombie is waiting for his makeout partner. Take his 7 GECKOKID RD KEY while he protests feebly, return to the manhole cover and continue past it along Atlas Road.

 

When you see a moving light ahead, draw a strong weapon and kill the approaching fire imp before he can set you aflame. Turn around and go back to the intersection. Turn right onto Geckokid Road, go down a bit and turn right at the first street marker where you see another manhole cover. Proceed down the driveway to a house and open the front door with the zombie's key. Go through the living room into the kitchen, through the NW opening and down the stairs into the basement. Go past the busily working dryer and around two corners to encounter a zombie that's harder to kill than the others. Continue past where the zombie first appeared and you'll come to a room with a VALVE WHEEL that you can pry off the wall with your crowbar.

 

Exit the house and loop around right or left to the back yard for uzi ammo and a large medipack. On your way out, search the small E cave between the house and the driveway for a Sketchbook entry. Return to Geckokid Road, turn left and after a short stretch turn left again onto Atlas Road. Go up the steps where you see the parked car and steal the shotgun ammo from the front porch. Go N past the next house left and go W along the alley for more shotgun ammo. Continue E toward the street lights and turn right at the next car that's parked near a closed manhole cover. As Lara approaches a contraption on her left she makes an observation about a missing fuel tank. To the left of the steps leading up to the house is a pushblock of sorts.  Actually, it's the missing fuel tank, so move it two times N, two times W and two times N again, go around to the other side of the generator and affix the Valve Wheel to turn on a light and start Lara talking to herself again.

 

Turn around and hop over the wire fence to find a four-pronged wire-connecting contraption. Push it one time S to turn on a light directly in front of you. Go there to see an arrow on the rock slab pointing E to another arrow in an alcove that's pointing down. Go there and pick up the 2 ATLAS RD KEY. Go back to the wire-connecting contraption, pull it back to its original position and then push it once W to connect another section of wires. Turn right, head N and slide down underneath Atlas Road to find a second wire-connecting contraption. Pull this one two times S and push it W to connect more wires. Exit N and look left to see a new light. Go there and look down at the slab to see an arrow. Continue W a few steps and turn left to see another arrow that points down to the

BASEMENT KEY.

 

Return to the house where you found the fuel tank, go up the steps and use the 2 Atlas Rd Key to open the door. Go inside and loop around right to go down the steps to the basement where two baby spiders are waiting. Don't go down the W hallway with a red light at the end, as a sentry gun is posted there. Shoot the crates in the SE corner for a small medipack and push the SW button if you like for a pep talk from the CEO. To the right of the button is a pushblock. Push it as far as you can to reveal a corridor and go down to find another pushblock at the far end. Push this one once to neutralize the sentry gun and go back to the basement. Loop around left into the W hallway and open the door to your right with the Basement Key.

 

As you go down the N passage and approach the opening, another sentry gun opens fire, so turn right and run beyond its range. Hop down into the sewer through the break in the railing and stay close to the far (N) wall as you swim W toward flares and uzi ammo. Go back the way you came, pull out onto the ledge, top off your health and sprint W while taking fire from the sentry gun. Turn left into the S opening and follow the passage as lights turn on to illuminate your path. As you near the end of the passage (at the fifth light), draw a powerful weapon and deal with the waiting zombie as the lights go out again.

 

Continue to the end of the passage and emerge on a ledge overlooking another sewer area. Drop down through the break in the railing and head W to a large crack in the wall. Hop down into the next room where you see a sleeping figure and pick up the shotgun ammo in the NE corner. Pull back up N and pick up the SHOTGUN to awaken the imp. Use the shotgun to blast it into the beam of the spotlight, whereupon it explodes and leaves behind the SWORD. Exit via the W doors that have opened and shoot the waiting crocodile.

 

In the large indoor courtyard, go up the W steps and use the City Keys in the receptacle at the corner and go up the N steps to another section of the sewer. Loop around right and climb the ladder past the open manhole cover to return to Geckokid Road. Go N along the sidewalk on the left until you've passed under the bridge, turn left just before the fire hydrant and go up two flights of steps to the top of the bridge, hop S over the railing and turn right.

Go past the sign that identifies Night Springs Highway and drop down at the end where the street has collapsed. Go through the S opening into a steady rainfall and go left up the steps. Loop around left at the landing and continue to the wall, where you see a jump switch up on the N wall to your right. 

 

Activate the jump switch to raise a platform. Go back and up the S steps, go around and pull up higher in front of more steps, continue to the end of this ledge and jump up to grab the raised platform. Pull up, turn around and take a running jump S for a Notebook entry. At the other end of this walkway is uzi ammo. Jump back to the raised platform and go to your right over this section of the walkway for more uzi ammo. Safety drop from the N side onto a block with flares.

 

Drop down to the stairs and go down to floor level. Enter the S alcove, combine the Sword and Shield and place the COAT OF ARMS in the receptacle. The door opens, so go down the steps and follow the passage to end the level.

 

Level 5: THROUGH THE BREACH

 

As this transitional level begins you're immediately fired upon by a hellknight. Although he's a bit hard to kill, the health bar at the bottom of your screen keeps you advised of your progress. Keep your distance and keep moving to avoid the lethal bolts he tosses your way. You can try the old demigod trick of getting up close and firing from a kneeling position. However, when the hellknight dies he explodes with damaging effect if you're too close, so hop back a few times before taking that final shot. The stone door behind him rolls aside to reveal the singularity, but first, go to the NE corner and find a treasure trove of ammo pickups and medipacks near the dead body. Jump into the singularity to be carried to the next level.

 

Level 6: UTOPIA VALE

 

Once again you're attacked at the very beginning, this time by a lizard man. Go up the steps or the ramp to find a camera icon bobbing and weaving above a sloped slab. Bring up the Camera in your inventory and take a picture of the icon (press the F3 key) to add a Codex entry. Look at the symbol on the sloped slab. Lara opines that if Earth is known to the aliens as Planet 3, this must be Planet 1.

 

The doors at the top of the stairs have opened, so go through to trigger a brief flyby through a blessedly well-lighted area made to order for a long vacation. Or so it seems at first glance. Go to the SE alcove for liquid rail gun ammo, then N past the statue and closed gate to hop over the railing and continue a bit N until you can slide safely down into the river. Locate the underwater lever in the E alcove near the rainbow waterfall and pull it to lower a trap door not far away. Swim S toward the gazebo you can see on the E bank and wade out at a convenient spot.

 

Hidden between the two bushes near the gazebo are the TREASURE MAPS for your later use. Drop down past the opened trap door and follow the dark tunnel to an open area with a timed wall switch in the alcove to your right. The switch raises a platform above and behind you, and the quickest way there is to reverse roll, run up and over a breaktile, turn left and jump to grab the ladder in the NE corner, climb nearly to the top, back flip onto the raised platform and scoot onto the balcony to your right. Continue down the E passage and turn the corner before the flame blower activates.

 

Take a running jump over the next flame tile and wait at the W opening for a boulder to roll by. In the next room Lara looks at a pillar that seems unstable, perched as it is on an uneven slab. Shoot the upper half to release a trap door. Shoot the nearby jar for a large medipack and face E on the uneven slab to jump up, grab and pull into an upper room with a lizard man. Hop up onto the E ledge and climb the pole past a spinning cog wheel and back flip onto a terrace. Shoot the jugs, one of which contains pulse rifle ammo and another mini plasma grenades that are also used by the pulse rifle.

 

Go to the balcony to find a wall switch at the N end. Pull it down to open a gate below you and drop down through the opening to slide to the terrace. Enter a small courtyard and shoot the small jar for flares. Climb the SE ladder and note the bell hanging from the ceiling in the bare upper room. Run over some breaktiles in the middle of the floor and try to target the elusive Tinnos monster from up here before dropping down (it has poisonous fangs and also explodes when it dies). Pull down the E wall switch to open a door above you and also to lower a trap door allowing you to use the slope and corner block to pull back up to the upper room. Hop over the gap created by the breaktiles, turn around, draw the pulse rifle and look up to shoot the hanging S bell with a single round.

 

Drop back down to find an open E doorway next to the wall switch. Enter for SECRET #1 (11) and shoot the jugs for a small medipack and liquid rail gun ammo. Get back to the upper room, jump the breaktile gap and enter the N passage. Go left up the stairs in the next room and quickly scoot to either side as a boulder rolls down and breaks through the doors ahead. Continue into a hallway and up more stairs to an outdoor balcony. Go to the other end for another PULSE RIFLE and continue to more stairs leading down to a bridge that brings you to the W side of the river. Pick up yet another PULSE RIFLE along the way (where's that liquid rail gun?), go past more statues and turn left at the portal ring remnant to find more clues for your Treasure Maps in the bushes.

 

Go up the stairs to an arched passage and just follow your nose, climbing up to another bridge and eventually coming to an opening that overlooks a deep room. Jump SW onto the platform that rises and falls, time a jump N to the next such platform and hop SW into the opening with a singularity portal at the far end. Jump into it to be taken to your next vacation spot.

 

Level 7: EMERALD DREAMSCAPE

 

Turn back to your left and a camera icon appears above the nearby slab bearing a symbol that indicates you're now on Planet 2. Take a picture of the icon for a new entry to your Codex. Go W toward the bridge and go a few steps onto it. Turn right just before the breaktile that would drop you onto the spikes below and take a running jump N to activate a jump switch that raises a block somewhere. Shoot two bats upon landing and use the E ladder to climb back up to the bridge. Go all the way across and hear the sound of a trap door opening.

 

Shoot the baby dinosaur on the other side and head N to find the raised block. Use it to jump up W and grab the ladder. Climb up to a wooden spiral ramp in the interior of a giant tree. What appears be a snake-head receptacle is actually a timed button, so save your game in front of it. Pushing it raises the platform above and behind you for a few seconds. To reach it, hop back, hop forward, turn around and jump onto the raised platform, turn around again and jump S to grab the next platform. Pull up, jump to the next platform, then to the ladder, and climb up to the top. Hang right, pull up, back flip onto the slope and jump off with a right curve to slide to a stable surface.

 

Run N up the ramp, turn around and jump up to a cozy room with a burning fire. Go to the E opening to trigger a flyby through the rain forest. You can loop around the outer wooden walkway of this hut, but there's nothing to find. Go across the bridge to the next hut E and shoot the lizard man hiding inside. Search the small chest for pulse rifle ammo and flares, note the floor trap door and exit the hut. Go around right to the N bridge where you see a dead lizard man lying on a blade trap. Walk up to the body, hang from either side and shimmy toward the body until you see the first set of blades starting to trigger below you, then shimmy back just far enough to where they won't slice you (otherwise they'll reactivate). Do the same thing with the second set of blades, then shimmy to the N end of the bridge and pull up.

 

Proceed to a dance floor where the lizard men party, go to the E end and make like Tarzan as you swing and jump the vines through the pouring rain to the next hut. Go around and enter N to find a small chest with a small medipack and another floor trap door. Exit the hut to see a rising and falling tree limb that resembles a giant tongue. Jump only onto that part with the greenery and continue with a jump to the S platform. Get on the raised slab, face E and jump up to grab an opening. Pull up into the interior of a giant tree and go to the E opening.

 

Drop down, stand on the S edge of the grate, jump up and ride the air current so you can grab and pull up onto the suspended platform. Turn around and stand jump to activate the jump switch that opens the gate in front of the platform. Get back up there, pick up the SCOPE and stand jump NW with grab to glide into the W opening. Run to the other end, drop to the lower platform and take a running jump SW to the end of the next limb for pulse rifle ammo. Walk out to the W edge and you can see a blue gem below the hut across the way. Combine the scope and the pulse rifle and shoot the gem to see a floor trap door opening.

 

Retrace your steps past the moving tree limb to the N hut. Nope, not this one. But wait, not all hope is lost. Stand on the closed trap door and look up over the entrance to see another blue gem you can shoot. Do so and drop down into a lower passage for SECRET #1 (12) and a large medipack, pulse rifle ammo and liquid rail gun ammo. Exit the hut, go around right and use the vines to swing back W to the dance floor. Go S across the connecting bridge (the blade traps here are still active) and enter the next hut where the floor trap door opened earlier.

 

Drop down and run through the passage to the next hut. Pull out, exit the hut, loop around left and take a running jump N to grab the bridge fragment. Pull up, jump up to grab the monkey bars and monkey swing counterclockwise around this tree until you can drop down for the GOLD KEY. Go back the way you came (no, you can't use the block as a short cut back up), drop down at the end and jump back S to the hut, enter and follow the passage to the next hut, exit and loop around to the N bridge, past the blade traps again to the dance floor and continue N past a snake-head receptacle to a more substantial structure.

 

Go around right to find a break in the railing. Turn around, stand at the edge, hop back and press the action key after clearing the edge to glide down to a lower limb for another PULSE RIFLE. Turn around and stand jump up to the higher limb, from which you can stand jump back to the walkway. Go back around and use the Gold Key to open the doors to the building. Enter and do battle with two lizard men and a hag queen. Search both small chests for 2 x pulse rifle ammo and flares, then go NE to an open air section, turn around and look up to find the jump switch. Activate it to lower a bridge allowing access to another nearby hut.

 

Exit this building, go S across the bridge to the dance floor and turn right onto the lowered bridge. Jump across the gap to the W hut and enter to confront a chain-pulling exercise. The N opening is blocked, and to free it up you need to activate the four colored gems you see embedded in the central structure. The quick and easy way to do this is to (1) pull two times the chain nearest the entrance (green gem), (2) pull three times the chain on your left (blue gem), and (3) pull one time the chain on the opposite side of the central structure (cyan gem). The N bridge should lower, allowing you to continue and jump the gap (watch out for the breaktiles on either side of the gap) to a partially flooded canal.

 

Follow the tunnel to an open area and crawl underneath the dart traps. Just beyond them is a group of column supports, several of which are pushpieces (on either side of the bridge). Push the nearest one three times N and go back to find a Treasure Map entry in a gap between two stationary supports near the one you just moved. This entry features something called a Kokopelli, which you'll recall having seen earlier on one of the hut walls.

 

Go W under the bridge to find more pushpieces. Push the outer one E and the inner one W to access a room with a timed wall button. The button raises a platform S that you can't see from here, because it's on the other side of the tapered rock structure jutting from the bridge and the floor. Save your game, push the button, back flip with a roll and sprint S around the left side of the tapered rock structure and past the raised platform to the far wall. Turn around quickly (you should have enough time if you haven't stumbled along the way), back flip onto the slope, slide and jump off to grab the raised platform, pull up and stand jump forward before the platform falls.

 

Run forward, jump up the slope and pull up to the left of the opening with the now-dormant trap into an ivy-obstructed opening. Go around and push the boulder to activate the trap and look down E to see a gem that appears to be but is no longer (thanks to the boulder) protected by spikes. Slide down, pick up the red SERPENT STONE and go around through the passage, side flip past the trap when the blades are open and return N to the room with the timed button. Turn right into the E passage and push the first pushpiece two times to reveal an opening and another timed button. You also hear the sound of a door opening in the N passage.

 

Go through the opening to find liquid rail gun ammo in the alcove to your left, then return to the timed button and save your game. Pushing the button raises a platform in the open area N, so reverse roll, sprint N to the opening, jump to the far side of the slope ahead and jump off with a left curve onto the ledge while continuing to turn left as you land. Jump from the raised platform to grab the rope and swing forward to the right or left of the flame and jump off to find the green SERPENT STONE. You hear the faint sound of a gate opening as you pick it up.

 

Turn around and look out through the pouring rain to see a faint blue gem in the distance. Shoot it to hear another gate opening. Take a running jump S to grab the opening, pull up and climb the blocks past the opened gate into a familiar room. Stand on raised portion of the floor at the W wall and use the action and up arrow keys to jump up and grab the opening above. Pull up into a dark passage and follow around and up to an opening leading outdoors. Follow to a gap in the railing and jump N to a tree limb next to a hut. Pick up the Notebook entry near the sleeping lizard man and take a tricky running jump NE (keep the up arrow key depressed) into the hut for SECRET #2 (13).

 

Search the small chest for scatter plasma grenades and jump back SW to the tree limb (much easier going back). Jump S over the gap and turn left to follow the path around the corner and greet a baby dinosaur. In the open area continue to a bridge, and halfway across look to your right to see another blue gem to shoot. To target it with your scope you first need to hop up into the shallow pool. Jump back to the bridge and go across S to find another baby dinosaur. Go W where it came from and turn right into a room with a leaky roof. Go on through into a dark passage and follow past the scissor blades to a room riddled with spike traps.

 

Refer to your Notebook entry to spot those tiles that have active spikes. Starting with the second row from your left, walk four tiles W, one tile N and two tiles N to the blue SERPENT STONE. When you pick it up all the active spikes are triggered, allowing you to go back without fear. However, you also have to deal with a lizard man. Get past the scissor blades to the next room, and for a short cut you can pull up left and slide down to the shallow pool. Jump to the bridge and retrace your steps all the way back to the canal with the pushpieces.

 

Go W and S down the canal to see closed doors ahead. Go back a bit and jump up SE onto the bank just to the left of the moss-covered section, followed by a stand jump up SW onto a flat surface. Another way is to stand just to the left of the closed doors, jump up to grab the crack, shimmy left to pull into an alcove and take a running jump N with a right curve to land on the same flat surface. Jump up to grab the monkey bars and monkey swing over the canal to drop down in front of three snake-head receptacles. Stand in front of the middle (red) receptacle and place your Serpent Stones to open the exit doors. Drop down, go on through and follow the tunnel to an open area where you're met by two bats.

 

Continue past more closed doors and come to the end of the canal. Take a running jump to grab the hanging vine and swing forward to jump to the hut ahead. Shoot a lizard man, who drops the SILVER KEY, and since the entrance to the hut is barred turn left to face two tongue-wagging tree limbs. Time running jumps onto them (to the first one as it's on its way down, and a running jump curving to the left to the second one as it's on its way up), followed by a running jump SE to the greenery on the jutting limb segment. Go around to the back of this hut where you'll find solar flares in front of a Kokopelli engraving for SECRET #3 (14).

 

Return to the jutting limb segment and take a running jump slightly NE onto the greenery-covered section of the higher limb. Hop down E to the bridge fragment, go up S into the chain-puzzle hut and to the E opening to jump across to the raised bridge and the dance floor. Go across the N bridge to the snake-head receptacle under the next tree limb and use the Silver Key to open the trap door you're standing on. No need to do anything, just allow Lara to drop and slide and fall into a pool of water with a fixed camera.

 

Wade forward, light a flare and follow the dark tunnel to an opening. Safety drop to the platform below and use one of the ladders at the E and W ends to climb down, drop and slide to what looks like a frozen river. Go to the central structure. One of the four supports is a pushpiece. Push it two times S and get up on it to find a wall switch that opens doors somewhere. A hag queen is pestering you before camera control is restored, but she explodes nicely when she dies.

 

Climb the ladder in the column against the W wall and pull up to face a hand receptacle. Hang from the right (N) edge, locate the jump switch below and release to activate it. A platform starts moving and another hag queen is released, so deal with her and climb the ladder in the column against the S wall. Pull up, turn left and jump onto the platform when it gets close. When the platform nears the E wall, take a running jump slightly NE onto a ledge. Turn to face N, jump up to grab the monkey bars and monkey swing to drop down onto a platform with another hand receptacle. The opened doors are up W, so jump to grab the opening, pull up and enter the next room.

 

Shoot a hag queen and face the block with four switches. As you face the block, pull down the W switch, the S switch and the E switch, watching what happens in the maze below you after each pull. Exit E, hop to the platform, climb down the ladder on either side and go climb the S ladder once again. Loop around right across the bridge and enter the maze area. Follow the only possible path until you reach a small chest, and search it for flares and a small medipack. Continue to the SILVER ORB and go back the way you came. 

 

Exit E and climb down to the river bed. Go across and climb the W ladder. Go across the bridge into the central structure and find a small chest containing pulse rifle ammo and a large medipack. Go back across the bridge and place the Silver Orb in the hand receptacle to open the door above you. Pull up into the opening, light a flare and shoot a lizard man as you progress along the passage. Side flip past a giant cigar cutter and hop down a couple of blocks into a lower room for a Notebook entry. Head N and jump into the singularity to be brought back to a previous level.

 

Level 6: UTOPIA VALE (Revisited)

 

Go through the tunnel, pull down the wall switch at the end to open double doors and grab the pole to slide down to the terrace below. Follow the covered walkway past the steps on your right into a tunnel, and you'll come to a crossing with several possible choices. First, turn right at the wall to deal with one of those exploding blind hunters, then go back (if you continue down this hall you'll get to a new level that's not intended for you to visit until much later in the game) and turn right down the S ramp to where those double doors opened. Turn right at the wall and follow to an outdoor area explored earlier. Continue along the lengthy route over the bridge to the room with the rising and falling platforms, use them to reach the high W opening and jump into the singularity.

 

Level 7: EMERALD DREAMSCAPE (Revisited)

 

Use the ladder left of the bridge to climb down to the valley floor. Go a bit N toward that support to find that a block behind it has lowered, allowing access to an E side room with a statue and two flaming braziers for SECRET #4 (15). Pick up the pile of goodies in front of the statue, consisting of a PULSE RIFLE (we need to set up an armory to store this arsenal we've accumulated) and 3 x pulse rifle ammo. That's all for now, so return to the singularity and jump inside.

 

Level 6: UTOPIA VALE (Revisited)

 

Drop onto one of the platforms, jump into the E opening and return to the double doors through which you recently came. Continue past them E down the steps to that broken portal ring. Face SE and look at that building to the right of the waterfall to see a bell hanging underneath the balcony. Shoot it with the combined pulse rifle and scope (it takes a few seconds for the bullet to get there). Step forward from there to slide down closer to the river and locate the W opening. Go there to a hallway with two side passages.

 

If you follow the hallway past the side passages, you'll come to a closed door. Opening it involves a timed run, so go back down the hallway and enter the first side passage you come to (S), at the end of which is a trigger tile. Stand on the trigger tile facing N, save your game, sprint across the hall into the next side passage (N), reverse roll over the trigger tile there, then follow the hallway with two left turns (hitting the sprint key when you reach the S stretch) to the timed door on your left. Step up to the plinth in the next room for SECRET #2 (16) and claim that elusive LIQUID RAIL GUN.

 

Return outdoors and slide down into the lower (S) section of the river. Swim toward the gazebo, wade out and drop down the lowered trap door into the dark tunnel.  Use the timed wall switch in the W alcove that you used earlier, which is a bit more difficult this time because the breaktiles are now gone. As you'll recall, the switch raises a platform above and behind you, so reverse roll, run up the short ramp, take a running jump NE onto the next short ramp and continue with a running jump (for some reason, the collision caused by the missing breaktiles prevents a standing jump) to grab the ladder in the NE corner. Climb nearly to the top, back flip onto the raised platform and scoot onto the balcony to your right. Continue down the E passage and cautiously time your way past the flame blower just around the corner.

 

Take a running jump over the next flame tile and in the next room face E on the uneven NW slab to jump up, grab and pull into an upper room. Hop up onto the E ledge and climb the pole past the spinning cog wheel as you did earlier and back flip onto the terrace. The SE door is now open, so enter for SECRET #3 (17) and grab the liquid rail gun ammo, plasma grenades and a large medipack. Go out to the wall switch you used earlier, safety drop down to the lower terrace and go through the E doorway. Climb the ladder ahead and hop N over the gap and through the opening to the boulder room, pull up on either side to get past the boulder and go up the steps to the balcony. Continue down the next set of steps to the bridge getting you across to the W side of the river.

 

Continue up to the W hallway and turn right at the opened double doors. Go up the ramp to the hallway where you exploded the blind hunter earlier. Turn right and turn left at the covered walkway to go down and up the steps to a ladder. Climb up two times and trigger a flyby where Lara exchanges pleasantries with Lizard General Maro and learns the reason for all those statues scattered throughout this area. Take the Notebook entries from the NE and NW plinths and open the N doors between them. Drop down into the room to your left and save your game in front of the timed wall switch.

 

Pull the switch to raise a platform, take a rolling back flip and sprint to the ladder, jump up to grab it, climb up one rung further and take a rolling back flip to run across the raised platform and jump to grab the block over the wall switch. Jump to the W ledge, go around right and shoot the jug for flares and pull down the nearby wall switch to raise the platform once again. This time it stays put, so go back along the ledge to the block and look up to see a jump switch. Grab it to tip the bucket over and a REUSABLE TORCH falls down with you to the floor. There's no visible sign that you're carrying it, but it will be available whenever it's needed.

 

Climb the ladder and get back to the W ledge, but this time go around left and save your game in front of another timed wall switch. Pull the switch to ignite a flame, quickly bring up the torch from your inventory, hop to the floor and light the torch before the flame goes out. Light the sconces on the N wall to open the gate between them and follow the passage (if you bring the torch with you it disappears when you round the corner but remains in your inventory) to a room with a singularity. Hop inside for a return trip to a previous level.

 

Level 7: EMERALD DREAMSCAPE (Revisited)

 

You drop into a lake in the midst of a heavy rainstorm. Swim W through the opening into another area, pull out left and shoot two bats. Note where a block needs to be raised, jump back into the water and find the underwater lever on the back side of the sloped pillar. Pull it to raise a block at the indicated spot, pull out and hop onto the block, pull up E and hop up to the ledge. Follow E past a dead lizard man and once outside take a running jump S onto the corner of the sloped corner block and jump off to land on the ledge. Continue with a running jump E to the next ledge, go around and jump N past the singularity to grab the next block, pull up and stand jump SW to grab the bridge. Pull up, go across either side and head W to trigger a flyby.

 

If you wish to try out that liquid rail gun, you can take out three attacking wolves with a single round each.  Follow the stream past that monolith and the kissing trees to find a colorful plant in the bushes that acts like a snake. It's poisonous as well, so don't get too close. Go through the nearby SW opening and along the passage until you can pull up into the interior of a huge tree. Climb the S ladder, back flip onto a wooden platform and immediately side flip right to avoid the blade trap. Climb the W ladder until you can see the scissor blade trap behind you. Back flip with a roll to grab the high wooden ledge, pull up, walk forward and pull up into the E opening.

 

Run forward to hear the chimes of SECRET #5 (18), so pull up into a hut with a dead or sleeping lizard man and search the small chest for plain plasma grenades and plasma grenades for the pulse rifle. In the alcove near the lizard man is WEAPON PART 1. Exit the hut, jump to grab the ladder, climb down and run off S to grab the next ladder (the blades on this platform are still active) and climb to the ground. Drop down into the tunnel and return outside.

 

Turn right and go E to the two trees that seem be locked in an embrace and go between them into a S tunnel that leads to a hub area with four openings. Search the small chest for a Notebook entry that confirms something your mother told you when you were a child. You can now choose from the other three openings. If you choose the wrong one (W or S) you'll return to the opening beneath the kissing trees, so go E to another hub area and shoot the charging wolf. Search the small chest for flares and turn right to take the S tunnel to the next hub area. Shoot three baby dinosaurs and search the small chest for pulse rifle ammo.

 

Next, go E to another hub area. Instead of a small chest, there's a poisonous plant to shoot. Pick up the pulse rifle ammo near its roots and go S to a hub area with another poisonous plant. Near the W tunnel is a small medipack. Turn around and go E to a hub area with a poisonous plant and a small chest containing the BRONZE ORB.  Take the N passage past the broadleaf plant to a hub area with a poisonous plant and pulse rifle ammo near the small tree at the W opening. Go N toward the campfire and bring up the reusable torch from your inventory to light it.

 

Go E into the next area and drop the torch to deal with two wolves. When you pick it back up you find that it's gone out (at least mine did), so return to the campfire and light it once more. Take it E to the tree and light the sticks at its base to make the tree move aside and reveal an E opening. Leave your torch where you can find it again, go on through and place the Bronze Orb in the hand receptacle to raise a block behind you. The column to the right of the receptacle is a pushpiece, so pull and push it three times W against the raised block. Use the block and the pushpiece to reach a ladder and climb up to face a pentagonal opening.

 

Go to the E edge to see a platform going around the next room in a clockwise direction. Hop onto the platform at an opportune moment and ride it along a couple of circuits to check out the lay of the land. N and S are lower sections, each with a timed wall switch. Double doors, now closed, are in the upper S section. Time a jump to the lower S section, face the platform near the wall switch and save your game. When the platform is approaching the far (N) end of its circuit, turn around and pull down the wall switch, reverse roll and run to jump onto the approaching platform, ride it N and jump off to the other timed lever, pull it and reverse roll and wait a few seconds for the platform to arrive, jump to it and when it approaches the S end jump to grab the ladder, climb up and go past the opened doors to a small chest with the GOLDEN ORB. A cut scene shows two more kissing trees.

 

Turn around to face N. In the distance you can see another upper area with a small chest. If you crave adventure, you can hop onto the platform, and when it's starting to head back S you can take a running jump to grab the N ladder. All you get for your efforts, however, is a small medipack. Get back onto the platform and time a tricky angled jump into the W opening. Get down to the ground, hop over the raised block and pick up your lighted torch if you remember where you left it. Otherwise, bring it up in your inventory, light it and go W through the tunnel to the campfire. Continue W, jump over the slope and shoot three baby dinosaurs in the next area. In the covered shelter near the column you'll find DRY STICKS to pick up. Place them in the pile of gray stones at the end of a short walkway SE of the column.

 

Retrieve your torch, relight it if necessary and ignite the dry sticks to cause a tree limb to move aside. Hop down into the revealed ditch and walk forward into a fixed camera. Hit the look key to restore camera control and jump to the N ledge for mini plasma grenades for the pulse rifle. Jump back S and safety drop to the top of the maze with the switch block. Exit E and hop to the platform, place the Golden Orb in the hand receptacle to open the double doors above you, hop up and run forward to finish the level.

 

Level 8: ETERNAL REST

 

As you begin you see a block lowering ahead and to your right. Go there for a quick cut scene of your next foe, Xergoth the Exiled, while the block rises behind you to cut off any escape. Having lost both legs and most of his torso in the most recent galactic war, Xergoth is understandably in an ill mood. Run away from him while pulling out your reusable torch. As in TR1, the platform you're on is surrounded on all four sides by a lava trench, and Xergoth will do his best to push you over the edge to your doom. He is also remarkably impervious to enemy fire in his active state, so you will only waste valuable ammo if you try to kill him right now.

 

Light the torch on the W flame, then run around the platform lighting the three braziers placed at the other compass points. When the third brazier is lit, electricity shoots out to disable Xergoth for a short period of time, during which you should draw a powerful weapon (uzis work best because of their rapid-fire capability) and blast away at Xergoth until he revives. You will then have to pick up your torch, re-light it (as in my case) and go through the process a second time. Continue until Xergoth's health bar goes down to zero and he explodes. If you have enough uzi ammo, twice should be sufficient.

 

Exit NE and follow the passage and up the stairs to a fixed camera and a crossing with pulse rifle ammo. If you go straight you'll come to a room with a dormant singularity. Turn left up more stairs and emerge outdoors during a heavy downpour. Lara looks at the tree on her right, so look up to see something hanging from its branches. Draw your pulse rifle + scope and shoot it so it drops to the ground. Pick up the GREAT ACORN to activate the singularity in the other room, go there (note the closed double doors SW) and step inside to explore a new level.

 

Level 9: DESOLATION

 

A snake-like creature slithers by as the level opens, but don't bother chasing after it. Bring out your camera and take a picture of the camera icon for a new Codex entry. Go N and turn right to see a small opening. Crawl through and kill two baby spiders. Head right (S) at the wall and come to an open area with two swinging flame pots. Time a running jump past them (initiating your jump just as the pots are crossing each other) to land on a block. Time another running jump SE to land on the far ledge. Go around to the wall switch and pull it down to turn on one of three lights at a door entrance.

 

Don't worry about the pots going back. Just slide down into the pit, pick up the pulse rifle ammo on the other side of the block and pull out N. Continue forward and around the corner to a large open area with a broken bridge. Walk down this end of the bridge to attract a Tinnos wasp and note that the last section is a breaktile. You can get across to the other side (N) without disturbing this breaktile (or the one on the other side of the break) by using the ledges against the W wall, alerting another Tinnos wasp in the process (although this one may wait until you're on the way out before showing up).  When you get to the N ledge, pick up the flares and pull down the wall switch to turn on a second light at the door entrance.

 

Go back across the bridge and stop in front of the breaktile. Take a running jump E to grab the ledge in front of the opening. Pull up for SECRET #1 (19) and enter the new cave to encounter another Tinnos wasp coming in from your right. Go left for a large medipack, pulse rifle ammo and liquid rail gun ammo, then go the other way for solar flares. Return to the room with the broken bridge, safety drop down and climb out via the SW ladder. Go back through the cave the way you came and exit through the W crawl space. The exit door in the main cave, where two of three lights have been turned on, is to your right, and if you like you can go there now for a large medipack and pulse rifle ammo on either side of the door.

 

Pull up onto the W ledge near the raised slab and make your way along NW until you reach the upper W tunnel. Run up to a fixed camera and continue to an open hazy area with pulse rifle ammo to your left. As you go further in, the blazing sunshine causes your heat index bar to increase, so quickly sprint to the wall switch alcove (where it's cooler) and pull the switch down to turn on the third light and open the exit door in the main cave. Return there, slide down and exit N into a room with a couple of floor lamps and flares. Near the corner is a Codex entry near the N opening. Note for later the rising block tile against the W wall and the two S openings, then proceed N into the tunnel to encounter almost immediately a giant scorpion.

 

Continue E to a room much like the one you just left, pick up the large medipack near the N wall and a Treasure Map in the S alcove with a drawing crafted by the builder's daughter (you may have seen a replica on the ceiling of the tunnel leading to the cave with the first secret). The wall switch raises a platform on the tile you saw in the previous room, so return there and use the S openings (pausing for pulse rifle ammo in the connecting passage) to jump and grab the platform. Pull up and walk forward to trigger a boulder, then proceed into the next room and go underneath the SW stairs for liquid rail gun ammo.

 

Go up the stairs and press the button beneath the light. Stay where you are while a boulder drops down to your left. Push the boulder N so that it rolls into what's called the rolling lock in the NE alcove, causing the device to rotate one notch (the first boulder caused the same thing). Push the button again to drop a third boulder, push it down the slope to rotate the device one more notch and the W exit door opens. Slide down and go there into a mining area that has suffered a major cave-in.

 

There's an extra PULSE RIFLE on the taller plinth and a Codex entry in the smaller plinth. The gap is too wide to reach with a jump, so climb down the ladder where the tracks end and greet your first centipede (which appeared upon first glance earlier to resemble a hairy snake). Pick up two small medipacks and see that there are four openings here, two N and two S. They can be done in any desired order, but the builder prefers the following progression.

 

Enter the NE tunnel, grab the small medipack at the corner and proceed into a flooded tunnel. Swim forward toward the blue object on the floor and learn that centipedes can swim, too. Beat a hasty retreat to dry land, eliminate the centipede and swim back for the mini plasma grenades. Continue swimming along the tunnel until you reach a stretch heading W. Pull the ceiling switch near the green crystals to open a gate in a previous area and grab the pulse rifle ammo. Swim back the way you came, and when you're headed N look to your right for a partially obscured E opening. Swim inside and around the corner, surface for air and pull out on the left side of the ledge.

 

Climb the nearby ladder to the opposite side of the caved-in mine section you visited earlier for SECRET #2 (20). Go to the E end of the tracks for plasma grenades and WEAPON PART 3. Go back, jump over the ladder hole and pick up a cache consisting of a large medipack, pulse rifle ammo and liquid rail gun ammo. Continue N along the tracks and shoot the window on your right for more plasma grenades. Climb down the ladder at the N end of the tracks. If you're impatient to move on, you can simply climb the next ladder N and resume the game by going through the gate you opened with the underwater ceiling switch. However, if you're as greedy as I am you'll probably want to continue exploring the tunnel section a bit longer.

 

First, pick up the nearby small medipack, pulse rifle ammo and liquid rail gun ammo, then if you're in an exploring mood proceed W, picking up 2 x small medipack and pulse rifle ammo until you reach a crossing. Continue straight S into a flooded section, swim to the wall and turn right to alert a centipede, retreat to deal with it, return for pulse rifle ammo and continue a long swim (past the ceiling switch you pulled down earlier) until you can wade out E to find yourself back at the original four-opening crossing.

 

Loop around right into the NW opening to encounter another centipede. Proceed to an earlier crossing, take a hard left into the S passage and wait for the centipede to charge from around the corner ahead. Proceed to another crossing and loop around right into the W tunnel for pulse rifle ammo. Continue to a flooded area, jump into the water, turn right into the N opening and swim to the end, wade out to a crossing and loop around right into the S passage where you'll find more pulse rifle ammo you may have missed earlier hidden in a bush beneath a green crystal. Go back N to the crossing. There's a bush in another passage with hidden pulse rifle ammo if you care to look for it.

 

That's enough exploration for me, so at this point I dog-legged left and continued N and E until I reached the open area with the exit ladder. Climb up N to find the opened exit door E and walk in slowly as you hear a burst of warning music and a boulder rolls by from your right. You've just entered a room with not one but three of those so-called rolling locks. The numbers on the rolling lock platforms presently read 2-2-1.

 

The code for this room, translating the alien digits set forth in your most recent Codex entry, is 4-1-2, so go up the steps and push the button beneath the blue light to release another boulder. Push it W once and then push it down the slope. Do this once more, which takes care of the leftmost rolling lock. Go through this exercise three times for the middle lock and just once for the rightmost lock. When you've done all this the E door should open, allowing access to a green-tinted area patrolled by a giant scorpion and a centipede. If you stay back and don't try to engage them immediately, they'll turn on each other and you can just shoot the survivor. Then shoot the N glass window for a small medipack and venture out into the tunnel.

 

The S branch leads to liquid rail gun ammo and a dead end; the N branch leads to mini plasma grenades at the W end and an exit to the desert called Desolation at the E end. Head SE toward the palm tree, where the intense heat starts to kick in, and stay in its shadow for some relief. If she gets too hot Lara will actually be set aflame, so keep your eye on the heat bar at all times. Continue S to the next palm tree, relax in the shade a spell and run W between the sand dunes to another shaded area. Arm yourself in preparation for an attack from two desert raptors.

 

Proceed W, and when you reach the end of the walled section turn right and come to an outdoor bazaar. Behind one of the stands is an out-of-reach switch in the W wall. Push the barrel aside to reveal pulse rifle ammo, move the nearby pushblock underneath the switch and pull it down to raise a platform not far away. The platform is near the N end of this area, in front of a wall exhibit that looks like something right out of the Steampunk BtB competition. The object is to connect the pipes and allow the steam to pass through. Turn the valve on the right once, get onto the raised platform and turn that valve once, hop down and turn the left valve twice to open the iris door to your left.

 

Go on through to a glass-covered hallway. Open the doors in the alcove on your right to access a room with a pushbarrel in the SE corner that hides pulse rifle ammo. Pull up into the W opening next to the cot and pull down the switch to turn on one of three lights near a door. Hop down, go across the hallway and open the W doors to a spa. Take the pulse rifle ammo from the SW plinth and return to the hallway. Open the NW doors to a room with more pulse rifle ammo and the NE doors to find a burning brazier and pulse rifle ammo in the upper W alcove.

 

Return S to the outdoors and go past the bazaar, and in the open desert continue E with the canyon walls looming high on either side. When you leave the shaded area, take a sharp right and sprint toward the shade of the palm tree ahead before you burn up, continue a bit further and sprint right into another shaded area between two sand dunes. Continue W to a smoldering campfire in front of a strange structure, the bottom part of which looks like a giant shoe. Climb up on the "toe" and run forward to activate a jump switch that raises a platform behind the "heel." Use the platform to pull into a crawl space for pulse rifle ammo.

 

Get back onto the platform and jump straight up to grab the bottom of a sloped staircase above the crawl space. Run up the stairs into the blazing sun, step up against the slope and quickly stand jump over it to the far side, slide, jump and slide again to where it's cooler. Grab, shimmy left around the corner, locate the jump switch below and drop to activate it and lower some steps elsewhere. Go to the N wall and climb the ladder to a terrace where those steps lowered. Grab 2 x pulse rifle ammo from the plinths and go down the steps to a hallway with flares and a bedroom with a burning brazier.

 

Jump up to open the ceiling trap door and pull up N onto a ledge. Hop up into a room with a slope and a swinging flame pot. Time a back flip onto the slope, jump off to grab the E ledge and pull up. Cross the tightrope-like beam to the W ledge and continue through the opening to an outdoor area. Turn right and run across the burning sands to the shade of a palm tree. Face NE, save your game and sprint to the balance beam. Get onto it quickly and you'll be safe from the heat. Make your way across and climb the ladder to an upper ledge. Open the crowbar door and enter a room with plinths bearing flares and pulse rifle ammo.

 

Pull down the wall switch to turn on the second of three lights near a door. The stairs lead down to a closed door, so exit S to the ledge and climb down the E ladder (not the one you just used) to find a small medipack at the bottom. Safety drop into the canyon, go E past the walls and run to the shade of the E palm tree when you've entered the open desert. Continue from palm tree to palm tree, going SE, SE, SW and S, pausing to cool off in the shade of each one, until you reach a post with two directional signs, one red and the other blue. Draw a weapon and await the arrival of two flying raptors coming at you from opposite directions.

 

Save your game and sprint E until you reach a small pool with a cactus growing in the middle. It's close, but you should be able to make it with a split second to spare. Go through the N opening for SECRET #3 (21) and pick up the scatter plasma grenades and a knapsack containing a large medipack, pulse rifle ammo and liquid rail gun ammo. Return to the shallow pool and press the action key while standing in the water. You'll be invulnerable for about 30 seconds, making it easy for you to sprint W to the signpost and beyond until you reach a larger pool. The bent-over palm tree points to a valve wheel exposed to the hot sun that opens a manhole cover in the pool.

 

Jump in, swim down and follow the passage to an indoor pool where you can surface and pull out.  Exit N and deal with two escaped and confused desert raptors. In the next room pull down the wall switch to turn on the third and final light next to the door you've been seeing in the cut scenes. To get there, swim back to the oasis, cross the desert E until you reach the signpost, taking advantage along the way of the shade provided by the palm trees, and from there continue in similar fashion N, NE and N until you can see a building ahead. Go there and enter to find the opened doorway from the cut scenes. Pillage the plinths for liquid rail gun ammo, a large medipack and 2 x mini plasma grenades, then go through the opened double doors and around the corner to end the level.

 

Level 10: GLIMPSE OF TRUTH

 

In this transitional level continue forward through the next double doors to trigger an FMV where Lara picks up something next to a dead lizard man and Anaura the Reclaimer expresses her extreme disapproval. When camera control is restored, draw a strong weapon (the liquid rail gun will do nicely) and open fire. When your assailant is about to die she retreats to a wall ladder and explodes, taking the skeletal remains with her. Go around this room picking up pulse rifle ammo, a large medipack and mini plasma grenades, but avoid contact with the other skeletal remains scattered about. Check your inventory to see that what Lara picked up was PART OF THE HORIZON BEACON?

 

Climb the hazard-free E ladder to a ledge, take a running jump S to grab the slope, shimmy right until you can pull up, use the next ladder block to take a running jump slightly SW onto a flat triangular surface, cross the nearby balance beam to the metal ledge, hop to the wooden scaffolding, jump NE with grab to the next metal ledge and get across the second balance beam to the W wall. Hop down with grab to glide onto the ledge in front of the singularity and step inside.

 

Level 6: UTOPIA VALE (Revisited)

 

Bring up your camera and take a picture of the camera icon for a Codex entry. Shoot the jug in the W alcove for a small medipack and slide down the pole past the circular blade to the passage below. Follow around the corner and the door ahead opens upon your approach. Walk out to the edge, stand jump S and go down the steps to find a new TREASURE MAP and go W over the bridge. Continue up the steps into the arched passage and turn right at the opened double doors.

 

Go up the ramp to a familiar hallway, turn left and then right to where you encountered that blind hunter much earlier. Continue around the corner to a room with a singularity. Step inside to begin the next leg of your adventure.

 

Level 11: LANGUID WASTES

 

Step forward and take a picture of the camera icon for a new Codex entry. Pick up the Notebook entry that provides information about the flora and fauna in this next area you're about to visit. Exit this cave, walk W toward the tall mushrooms and shoot a snake coiled near a pile of rocks. Continue to what appears to be a shrine and go into the S opening in the wall there. Follow the passage left to an outdoor fenced path to trigger a small flyby of this dismal area. Continue to a pagoda, where you'll find a Notebook entry dealing with poisonous mushrooms. Move along W, jump the gap and continue to the end of the path. Turn right into the N room that's cut into the wall, go through the opening next to the burning brazier and follow around to a room where glass floor panes are moving back and forth. The solid-seeming floor beneath the panes is an illusion, for if you drop off the moving panes you'll fall to your death.  

 

Your goal is the E opening near the SE corner, and you should make it safely there after a few tries (or maybe even the first time if you're lucky). Run forward and drop down into the trench for flares, run forward, pull up E and loop around left to drop down into another trench. Follow the passage W and S and shoot what appears to be a sand bag (I haven't mentioned the others because they were empty) for the BONE KEY. Go back the way you came, drop down N for a large medipack, hop over the skeleton and pull up N to face a crossing. Take the left branch for mini plasma grenades and go back along the other branch for liquid rail gun ammo to your right and a longer dark passage to your left.

 

Follow the passage to the end and pull up left. Continue to a crossing, grab the pulse rifle ammo ahead and go back into the N room for an engaging pushblock puzzle. If you pull down the wall switch you'll see that it lowers and raises platforms in the NE and NW corners, so leave the switch up for now and start working. There are four pushblocks in this room, and your job is to arrange them so that they form a coherent picture. The upper block belongs in the bottom left position, so move it W to the corner, lower it with the wall switch and put it in its proper place. The block to the left of the switch belongs in the bottom right position, so move it to its proper place. The remaining two blocks are already close to their proper positions on the upper row, so move each one into the nearest corner, push the wall switch back up to raise them, and move these upper blocks into place to complete the picture of a mushroom and open the W door.

 

As you enter the next area, straight ahead of you on the wall is one of those poisonous mushrooms you were warned to avoid. The open area to your right is for later, so turn left in front of the wooden ramp, jump over a poisonous mushroom and pick up a small medipack and, farther along against the S wall, a POISONOUS ROOT (1 of 4). Hop back over and go up the wooden ramp. Use the Bone Key to lower the bars and use the crowbar switch in the next room to raise two blocks in the open area. Go up the nearby wooden ramp and steps to find another POISONOUS ROOT (2 of 4).

 

Go back down and into the S open area. Climb the raised blocks and stand at the W edge facing the swingpole. Hop back, take one step back, and take a running jump to grab the swingpole. Swing around and jump off over the spear field to a corner ledge. Jump S to the next ledge for a POISONOUS ROOT (3 of 4). Hop to the ground, get onto the raised blocks once again, jump into the E opening for a POISONOUS ROOT (4 of 4) and pull up into the next room. Step on the giant mushroom, which acts as a launching pad sending you up to the hanging roots overhead. Jump to the S platform and exit through the E opening.

 

Slide down to the path and head E toward the bridge with the pagoda on top. As you get close, draw your pulse rifle and shoot the gong you can see in the bridge just below the pagoda (cut scene of a pole that has appeared in the pagoda). Continue to the bridge, go across toward the pagoda (behind you is the opening you went through earlier) and prepare to deal with two flying dragons. If they get close they'll set you aflame, so you may want to back flip a few times before opening fire. When the coast is clear, climb the pole in the pagoda and back flip into a dark upper room. Pick up a TREASURE MAP and the MOUNTAIN PASS KEY, climb back down and continue N across the bridge. Turn right to encounter a dragon dog with the same coloring as the flying monsters you just killed. Go up the E steps, shoot a small barrel for a small medipack and continue up more steps until you reach a gap. Use the swingpole with a straight running jump and grab to get across to the other side and go up more steps to reach a ladder.

 

The sections to your right have a ladder surface on one side and spikes on the other that alternate back and forth, so you must be quick to shimmy past them when the ladder surfaces present themselves (and don't get too close while you're awaiting the changes). When you've passed the hazard drop down and look E to see a platform coming in and out of the wall. Time a jump onto it and continue with a running jump to steps leading up to a cave entrance. A flying dragon tries to sneak up on you from behind (a clue, perhaps, that you should save the cave for later). From the ledge at the top of the steps, take a running jump SW to reach a higher ledge. Pull up N and go up the steps past the columns (the gong overhead seems to have no significance) to find the TEMPLE KEY on a plinth.

 

Now it's time to explore that cave. Get back down, enter the cave and shoot a snake lurking around the corner. Continue around a spear-filled hole to a gaping hole. Hop onto the temple roof and slide down to a flat surface. Go to the SE corner, jump to the sloped wall and slide to the ground. Go NW from there to awaken a two-headed dragon. After killing it, go up the nearby steps to find a hard-to-see receptacle for the Temple Key in the N wall. The double doors to your right open, so go inside for mini plasma grenades, a large medipack, pulse rifle ammo and a Notebook entry about something called the Eternal Toad. Go back down the steps and head S down the tunnel until blocks drop from the ceiling to land behind you. That's your cue to go back to find a W opening just past the dropped blocks and proceed past a mild earthquake. Jump over two flame blowers and pull up to start another earthquake. Hop up E and take a running jump N over the gap to grab the next ledge. Pull up, step forward and pick up the small mushroom which shows up as INGREDIENTS in your inventory after automatically combining with one of the poisonous roots you were carrying. (Check if you like, there should be only three of those roots remaining.)

 

Drop down to the tunnel and proceed past the dropped blocks to a doorway with one of those sliding glass panes. When it gets close, run across it into the opposite E doorway. On the small hill to your left in the next room is another small mushroom that causes a nearby trapdoor to move aside while it combines with another of your poisonous roots. Go back W across the sliding glass pane and just past the red mushroom on your right is a cleft in the rock wall. Go there and pull up N into the dark opening. Slide down into a shallow hole and save your game as you're pulling up E. A boulder ahead is released, so step forward quickly and pull down the ceiling trap door to stop the boulder in its tracks.

 

Turn around and pull up onto a ledge for pulse rifle ammo. Run across the wooden bridge, some of which consists of breaktiles, and pick up the third small mushroom on the other side. Drop to the ground and approach the sliding glass pane once again. You need to ride it left to the NE opening that you can see across the way. There's also a moving spike wall to contend with on that side of the room, so it would be best to save your game and time the movements of the two before getting on the pane as it moves to your left. Once you've reached the opening safely, pull up for pulse rifle ammo and note the rotating flame-breathing statue ahead. Pull up as the flames are going by and jump to the right of the statue into the SE passage.

 

Go around the corner to pick up the fourth and last small mushroom and slide down to the room below (one you visited earlier). Drop down through the opening at the E wall and exit S to the outdoor area, pausing along the way to shoot a small jug for pulse rifle ammo if you didn't get it earlier. Turn right, cross the bridge to the S side of the chasm and continue past the shrine into the S opening. Follow the underground tunnel to the fenced walkway outdoors and proceed to the gazebo-like structure on your left. Place one of the ingredients in the bowl, do a little culinary work and wind up with a TOXIC REMEDY in your inventory. Do this a total of four times, turn around and go back through the cave.

 

As you emerge, look left to see an ornate mushroom in the W wall. Stand close to it, but not too close lest you be poisoned, and pour a Toxic Remedy onto it with dramatic results. One down, three to go. Now that the door is no longer blocked, you can use the Mountain Pass Key to open it, but let's divert for a secret before going inside. Go E past the bridge and continue to the NE edge of the chasm. Look down to see one of those giant trampoline mushrooms and stand jump down to it. You'll bounce off and up onto a wooden platform. Go up the steps to a terrace, climb the ladder next to a green curtain and enter the S room.

 

Grab the liquid rail gun ammo and shoot the barrel for a small medipack. Pour a Toxic Remedy into the E mushroom and pull up into the opening above it for SECRET #1 (22). WEAPON PART 2 is in the next room, together with plasma grenades. Combine the three weapon parts to form the PLASMA LAUNCHER for all those grenades you've been accumulating. (The default ammo is the standard plasma grenade, of which you should have 50 if you've been following this walkthrough. The scatter plasma grenades are more powerful but fewer in number, and the even scarcer solar flares will freeze most enemies for 10 seconds, which may come in handy in tight situations.) Exit this room and climb down the ladder in the floor hole of the room below for a short cut back to the beginning of this level. Drop from the bottom of the ladder to the cave floor and return W to the door you opened with the Mountain Pass Key.

 

Go inside to a room with Oriental flavor and jump up through the wall opening on your left. Follow the convenient mushroom lamps up to another fenced walkway that you'll use later. Go back to the lower section of the cave, light a flare and locate the E ladder in a shaft near the second mushroom lamp. Climb up until you can see an opening behind you and back flip onto a ledge. Draw your pistols and jump up and down to shoot the SW bell and open the nearby door. Go into a hallway and turn the valve wheel to open the palace doors down below. You can safety drop from the other side of the nearby window for a short cut if you like, or you can take the long way around by climbing down the ladder and going up via the fenced walkway.

 

When you enter the palace you're met by a skeleton, and this might be a good opportunity to test-fire your plasma launcher. Proceed W into the next area and turn left into a tall room with a section surrounded by a shallow moat. The SW branch of the moat leads you to deeper water where you can swim around the corner into an underground area where you can wade out and go down the steps near the burning brazier. Another skeleton is awakened in the room below, and you can feel the rumblings of a mild earthquake.

 

Climb down the ladder (there's nothing down on the floor, so you can ignore the second ladder), face N toward the flame blowers and swingpoles and save your game for an acrobatic exercise. You first need to take a rather pixel-perfect running jump, hitting the action key at the last instant to grab the first swingpole. Initiate your running jump as the flames are about to go down and don't hesitate, swing once and jump off to grab the second pole before the flames return. Swing and jump immediately to the slope in the NE corner and jump off without sliding onto the W slope and jump off this one to grab the next swingpole. If you make it this far, save in a different slot while hanging from the swingpole.

 

Swing and jump to the NW corner slope, jump off to grab the first of two S swingpoles and wait for the flames ahead to subside before swinging and jumping to the last swingpole and repeating the same exercise to land safely on the SW ledge. Pick up the CODE ROOM KEY, hop down E and climb the SE ladders to get back up to the ledge where the earthquake starts all over again. Go up the steps and swim back to the palace moat. Exit to the hallway and enter the N cave. Drop down into a dark passage, obliterate the snake and hop up S to some steps. Go down for a Codex entry and go back the way you came. Jump up E to grab the steps, pull up in front of a closed door and turn around to hop to the wooden walkway. Pull out W and enter the room ahead.

 

Turn right and use the Code Room Key to lower bars in the alcoves to your left, providing access to four pushpieces that need to be moved across and placed in their proper position on the tiles in the S wall. From your most recent Codex entry you can see that the secret code is 1323, but the numbers on the pushpieces are alien numbers. If you refer to the various clues in your Codex, you'll see that the pushpieces (counting from left to right) now display the alien numbers that correspond to 2432, but of course they'll be facing in the opposite direction when moved to the S side of the room.

 

The marked tile near the chain operates as a turntable. When you move a pushpiece onto it and pull the chain, it rotates 90 degrees. To get started with this puzzle, pull all of the pieces from their alcoves and move them toward the S wall. Go behind them to see what numbers are displayed on their back sides. Facing S, pushpiece #2 bears the numeral 1, so it doesn't need to be rotated. Place it on the leftmost tile in the S wall, whereupon you hear the sound of a door opening. Likewise, pushpiece #3 bears the numeral 2, so push it straight across S into the third tile from the left. Again you're rewarded with the sound of a door opening. The other two pushpieces bear the numeral 4, and since that's not a remaining option both of them will need to be rotated (and it doesn't matter which one).

 

Move one of the remaining pushpieces onto the turntable tile and pull the chain three times. The alien number 3 should now be displayed as you face S, so move this pushpiece onto one of the unoccupied S tiles. Finally, do the same thing with the last pushpiece and place it S to complete the row of pushpieces, and the W gate will open with a strain of attaboy music. Arm yourself with a powerful weapon before going through, as a flying dragon will attack as soon as you go up a ramp to enter the next area. Loop around right into the N passage and follow to a door you'll need to open.

 

Return to the outdoor area and go up to the S wall to the right of the ramp. Turn right into an alcove and pour a Toxic Remedy into the poisonous mushroom to eliminate it and allow you to turn the valve wheel it was covering. The door opens in the N passage you visited earlier, so return there and enter the next room for SECRET #2 (23) Grab the solar flares and large medipack, exit to the outdoor area and hop up to a flat area near the W wall past a tree stump. Jump to grab the tall NW block, pull up and use the spearpole (stand jump and grab) to reach the E platform. Turn around and take a running jump to grab the higher W platform. Pull up to the next platform and run forward onto a ledge.

 

Go around counterclockwise and jump around the obstruction. Hop down next to the lion statue, take a running jump NE to grab the sloped wall, shimmy left and drop down in front of an opening that leads back to the palace. Go straight up the E steps and turn right into the passage. Follow around past a fixed camera and come to a wall switch that causes a couple of spearpoles to come out of a wall somewhere. Go back the way you came to the steps and turn right to face those spearpoles. Use them (stand jump to the first one) to get across to the E ledge where you'll find the PALACE KEY in the far left corner.

 

You may not have noticed three valve wheels due to the remote camera, so hit the look key to restore camera control. Above the valve wheels in the E wall is a six-piece mural consisting of two rows, and the valve wheels you're now facing control the bottom row. Your goal is to cause the mural to display the image of the Eternal Toad, similar to the painting you put together in solving the pushblock puzzle early in this level (refer to your most recent Notebook entry). Therefore, turn the wheel on the left two times, the middle wheel three times, and the wheel on the right once, and you're halfway home. Return to the W walkway via the spearpoles, go down the steps ahead and turn left to go along the fenced walkway to a ladder.

 

Climb up to a passage and follow to a receptacle for the Palace Key. Use it to open the door to your left and go across the wooden walkway into the adjacent building. Turn right for a Codex entry with instructions for dealing with Plagmus, the dreaded Protector of the Goddess of Death. Ignore the stairs for now and go through the NE opening to find monkeybars leading E across the room. Jump up to grab the ceiling, monkey swing to the SE platform, drop down and hop NE to the adjacent ledge. The three wheel valves here control the upper row of the mural, and in this case a fixed camera actually comes in handy for a change. Leave the wheel on the left alone, turn the middle wheel three times and the wheel on the right three times, and the double doors above you will open.

 

Monkey swing back across to the W ledge, exit to the stairs you ignored earlier and go up the first flight to find a corner barrel hiding mini plasma grenades. Continue up the next flight to the end and take a running jump to grab the N opening. Pull up inside, go down the E ramp and turn around to shoot a flying dragon. Continue to the E pagoda, where you'll find the OLD WORLD KEY on a plinth. Go back the way you came, jump to the broken stairwell and go all the way down, across the connecting walkway into the next building, down the ladder at the end of the passage, and across to the N wall where you'll find a receptacle for the Old World Key.

 

Go through the opened doorway to access a section of the Great Wall. Turn right and follow down the ramp past an opening on your right that provides a view of the bridge you visited earlier. Continue N to a caved-in area. Drop down several blocks to reach a lava pool. Along the walls are moving platforms which you must navigate, so it would be wise to save your game before beginning. Face the first platform E and hop onto it when it comes out. Wait about a second, then take a running jump to the next platform at just about the moment it starts to come out. Turn left, wait another second and take a running jump N onto a ledge. Run over it and jump to a safe block, then take a running jump over the deadly hot springs below.

 

Head up the steps, avoiding the flames of the rotating lion statue with little difficulty, time a running jump W over the gap, reverse roll and jump back the other way, only slightly to your right, to activate a jump switch in the E wall. For a secret, get back onto the SE block at the edge of the lava pit and negotiate the moving platforms a second time, only in the opposite direction (not as difficult on the way back). Go W and climb up two blocks, go to the NW corner and you'll face another lava room. Go down the steps and take a running jump W to the other side, vault up and find the last poisonous mushroom next to a flame blower. Use your only remaining Toxic Remedy to destroy it and turn the valve wheel to lower the bars beside you for SECRET #3 (24).

 

Step inside, grab the scatter plasma grenades and spare PULSE RIFLE, hop up SE near the flame blower and take a running jump E to grab the swingpole. Swing around, jump off onto a slope, slide and grab and shimmy left until you can pull up near the steps. Return to the first lava room, negotiate the moving platforms a final time and make your way past the first rotating lion statue. Jump the gap to the second statue as before, but this time turn left and take a running jump S to grab the block. Pull up, run up the steps and past a faster-rotating statue and pull up E. Go left up the steps for liquid rail gun ammo, continue E and around the corner, hop down N and slide toward a lava pit to end the level.

 

Level 12: NATURE'S WRATH

 

As this transitional level begins, Lara continues her slide down to the lava pit. Just before you get there, jump to the first of three tiles in the lava. Don't dally, as these tiles are of the type that sink after you've stood on them more than a second or two. Turn to your left, stand jump to the second tile, turn left again, stand jump to the third tile and continue with a running jump W to stable ground. Loop around right and climb the ladder on the short block to trigger a cut scene featuring Plagmus, Extant of Storm. Actually, he's just a garden variety dragon, but he's proud of the title.

 

Turn around to face your foe as he starts to spit out health-sapping butterflies. You can target him from here with your pulse rifle, but he's out of range of your fire so don't waste your ammo. Face N and use the swingpole to reach the NE corner. Take a running jump W onto the slope angled slightly left so you can jump off to grab the ledge with the tall mushroom. Pull up, hop S onto the platform and go around left to pull down the wall switch. Big rocks fall down from the ceiling to stun Plagmus for a short while, and the grate underneath you opens to drop you down close to him. Use a strong weapon to bring his health bar down until he recovers, then quickly climb the ladder again and repeat the process (if you use the liquid rail gun, twice should be enough) until the health bar is fully depleted.

 

Plagmus will then say he's had enough and will slide down into the lava. Two sinking tiles will take his place, so use them to get across to the W side. Stand right of the first tile and face its near corner, take two steps back and hop back, then take a running jump onto the first tile, followed by an immediate running jump to the near left corner of the second tile. You should have time to turn to your right before taking a final running jump to the ledge that juts out into the lava. Go to the W wall next to the tall mushroom and pry off the ETERNAL TOAD with your crowbar to activate the nearby singularity. Go on through to continue your adventure.

 

Level 6: UTOPIA VALE (Revisited)

 

You won't be here long, so take the pulse rifle ammo (a blue variety we haven't seen before) from the plinth and go N through the arched passage, crawl underneath the darts in the cave and emerge in an isolated outdoor area. Look E and you can see an alien guard in the distance. Save your game, take a running jump slightly SE to land on a stable upper ledge (slide, grab and shimmy left if you don't quite make it), walk E as far as you can and jump E to slide down to the grassy plain. The alien guard doesn't attack, and if you approach him he'll ask you in guttural tones to find and return the Horizon Beacon, as if you knew what and where that was. There are openings to the N and S. The S opening leads to a closed gate, so go through the familiar N passage to follow past the crossing to the wall. Turn right for a brief return trip to a previous level.

 

Level 11: LANGUID WASTES (Revisited)

 

Exit the cave and run W past the bridge into the doorway leading to the palace. Go through the cave and up to the palace, using either the fenced walkway or the ladder. Go through the main entrance, past the lava room on your right, loop around right into the cave, hop down E to the steps and see that the door ahead is now open. Go on in for SECRET #4 (25) and pick up the cache in front of the winged statue (affectionately named Trix) to give you another PULSE RIFLE along with 3 x pulse rifle ammo. Go back the way you came and step into the singularity.

 

Level 6: UTOPIA VALE (Revisited)

 

Exit to the hallway, take the first left and follow to the covered walkway. Turn left and follow the steps down and up to two ladders. Climb up into the great hall, where a friendly alien guard is now posted. Open the W doors to confront a gap that's too wide for you to jump across. Turn around, drop down into the dark trench, jump over the flaming tile and climb the ladder to a room with a closed door and two wall switches. Save your game for a tightly timed sequence. First, pull down the S switch on your left (raises the platform over the flaming tile in the trench) and then hop back and turn right to pull down the W switch (raises another platform near the alien guard).

 

Reverse roll, sprint E and use the first platform with a running jump to get back across the trench, loop around right in front of the alien guard and use the second platform to take a running jump S and grab the block in front of the wall switch. Pull it down to open that N door in the previous room, return there and go on through to find a new singularity. Step inside.

 

Level 13: DESOLATION (TERRA CONTOUR 14)

 

The centipede scurries out of sight before you have the chance to draw a weapon. The shallow pool to your right contains healing water like the one you encountered earlier, but there's no need to use it right now. The three openings are laced with spider webs, which provide a hint of what may lie beyond them. Go through the S opening for a small medipack, note the green pulsating mass ahead and go back to the central cave. Enter the N opening that leads to an otherwise empty side cave and note a similar pulsating mass hanging from the ceiling.

 

The W opening leads to the same pulsating mass you saw from the other side, so approach it with weapon drawn and shoot the baby spider that erupts from it. The W gate is closed, so return to the central cave. Climb the ladder opposite the singularity and pull up to the broken mine cart tracks. Follow W to a reception area and note that all three glass doors (N, S and W) open upon your approach.

 

Go through the N doorway into an office with pulse rifle ammo and a Notebook entry on the corner plinths. Push the button on the N wall to turn on a light near a door. Exit this room, run across the reception area and go through the S doorway. Climb down the ladder and slide down near a closed E gate. Follow the tunnel W to another open cave area with several side passages at the far end. Go through the SW opening underneath a pulsating green mass into a small cave with mini plasma grenades.

 

Return and go through the NW opening, shoot a centipede and add a PULSE RIFLE to your collection. Hop up the nearby S slope and pull up E to a stairway leading down to a flame-blowing paddle wheel. Run past it and push the button to turn on another light near the first one and open a door. Go back up the stairs, drop down to the side cave and return to the central cave. The W opening leads to an area that's inaccessible from here, so return to the NE opening, pull up two times S opposite the ladder, note the closed door ahead, turn around and jump to the ladder. Climb up and return to the reception area.

 

Go through the W doorway and up the steps after grabbing the flares on the plinth to your right. In the large hallway are side doors that open upon your approach, together with a glass wall at the S end (the N glass wall remains impassable). Explore the smaller rooms first. The NW door opens to an office with a Codex entry on a plinth. The SW door opens to an office with nothing but pulse rifle ammo. The E door provides a Notebook entry about a raptor-like entity named Enidan, Outland Queen.

 

Go past the S glass wall into a room where your task is to solve the water wheel puzzle. The most recent Codex entry provides the code in alien numbers. In Yankee numbers the code is 5-8-2. Go up the NE steps for liquid rail gun ammo, then face W to see that the numbers presently displayed on the paddle wheels are 1-4-6. When you pull down the wall switches, the corresponding wheel keeps turning until you push the switch back up. Now that you know the drill, pull and push the three wall switches until the correct digit is displayed (if part of an adjacent digit shows it won't work, so the time to push back up is when the desired number is about 1.5 or 2.0 digits away). When done correctly, you hear a burst of attaboy music and the S door opens.

 

Before going on, go back N past the glass wall and take the second right back to the reception area. Go through the S doorway, climb back down to the cave area and go across to the W opening to find that it has been flooded. Jump into the water, swim across and wade out into a side cave for SECRET #1 (26). Pick up the plasma grenades, the scatter plasma grenades and the solar flares for your plasma launcher, go back and use the ladder in the NE passage to climb back out and return to the reception area.

 

Turn left and run up the W steps, turn left again and go past the glass wall into the water wheel puzzle room and continue through the S doorway. Go up the steps into a hub room with a reusable healing water pool. Use it now if you wish (step into the water and hit the action key) to give yourself 30 seconds of invulnerability (although I made it through the next segment unscathed). Go through the W opening and up a ramp as if you were boarding an airplane, follow the passage around the corner and time your way past the flaming wheel. Pull up, get past another flaming wheel and pull up into the SE opening. Walk forward to the top of a ramp and look up right to see a flaming spike ball poised to drop and chase you down.

 

Sprint down the ramp with the spike ball in hot pursuit and jump off to the right or left into the water below. If you were lucky the spike ball killed the centipede down there. Otherwise, swim forward, wade out of the water and draw your favorite weapon. Jump back into the water and locate the underwater lever in the S wall near the submerged tube. Pull it to open the E gate, go there and pull down the wall switch in the next room to activate a moving platform. Exit this room and go through the N doorway. Turn left at the wall and follow the passage to an opening that overlooks the cave area with the healing water pool (you can use it again if you like).

 

Safety drop to the floor and go through the S opening. Follow the tunnel tube to a room with swinging flame pots. Time your jumps past each pot to the two blocks and the E ledge. Follow to a new cave area where a centipede scuttles along a tube during a cut scene. Shoot the Tinnos wasp and endure a brief swarm of locusts. Run across to the N end to pull a wall switch that activates another moving platform. Go back S, turn around as you go up the entrance ramp and hop NE onto a jutting ledge. Jump from there to grab the ladder in the column and climb up for liquid rail gun ammo. Use the balance beam to get to the W column, pull up into the opening ahead and return to the hub cave (passing to your left a pool you've already explored).

 

Safety drop to the floor and go through the E opening past some tell-tale spider webs. When you reach the opening, wait for the turning flame wheel to go by, then hop down left and follow the flames around to an opening. Stay left and scoot into an alcove for liquid rail gun ammo. When the second flame wheel goes by, run out to your left and remember that you can always take refuge in a corner as you make your way along the corridors in similar fashion until you reach the W opening. Draw a strong weapon and run down the ramp into a large cave where you'll meet up with a giant spider. When she dies and you approach her remains, she spawns a couple of baby spiders and a horde of beetle-like embryos, and a nearby tall platform rises.

 

Pull up quickly onto the E block and take a running jump to grab the W platform. Jump over E to the block with the wall switch, pull it down to activate another moving platform and climb the ladder to your right. Back flip at the top onto the slope behind you, and without sliding jump off onto a wooden platform. Climb the adjacent block and jump E to grab the higher block. Continue into the E passage, turn left at the opening and drop down into the hub cave at the end.

 

Climb up onto the NE wooden platform and use the moving platforms to work your way clockwise around the cave (you need to initiate your jumps before the platforms actually appear). Take a running jump to the first one and standing jumps to the second and third ones. Climb the block ahead and turn right to face the rope. Take a running jump to grab the rope, swing forward and jump off straight E to land on a flat surface. Jump up the rest of the way to find yourself back in the hot burning desert.

 

Your Terra Contour 14 Desert entry in your Notebook provides clues as to the nature and location of the tasks to be performed here. For now, make your way counterclockwise around the perimeter of this large pit (there's plenty of shade along the way) until you catch a glimpse of cacti off to the E. Go there to find a hole in a patch of sand that's lighter in color than the surrounding sand. Drop down into that hole to fall into a pool of water containing the SMALL WATERSKIN. Surface, wade out SE and pull down the nearby wall switch to open the exit door and release one of those raptors with the four-bladed snouts, and after killing it exit SE.

 

Grab the small medipack from the plinth to your left and go up the ramp, turning left at the top to return to the desert. Take refuge in the shade of the nearest palm tree, and from there make your way to the far side of the desert, going from tree to tree in a generally S direction until you reach what appears to be the skeletal remains of some giant creature. From there you can see an opening in the sand, but ignore that for now and continue N to a building with some available shade as you approach it. Pull inside to find four plinths loaded with a large medipack, mini plasma grenades and 2 x pulse rifle ammo. Note the closed doors with three as yet unlit blue lights.

 

Go to the ledge where you pulled up and see a large black platform ahead. Hop down into the desert and run NE to the left of that platform until you come to another building structure with shade in front of it. Take the small medipack from the plinth on the left and hop down to steps leading to a hazy puzzle area. There are eight flame stands arranged in a circle. Four are lit and four are not. For those of you who like to figure things out on their own, read no further. The rest of you can go clockwise around the circle, pushing the buttons on the flame stands in the following order: (1) the one nearest the W wall (all flames are out except for one); (2) the one nearest the N wall (two flames are now lit); (3) the adjacent one at the NE corner; and (4) the adjacent one closest to the E wall. All flames go out and a trap door slides aside in the center of the room, allowing you to hop down for the LARGE WATERSKIN.

 

Exit S to the desert and head E toward a large mushroom-shaped stone structure. Continue past it to the left and find the shade of the nearest palm tree. Look N toward a broken portal ring to see a nearby floor opening with a ramp leading down to a room with scales that are more precise than the ones you used earlier. Two liters are needed, so fill the large waterskin, combine it with the small waterskin, and pour the remaining contents of the large waterskin into the jug. The door opens to your left, so go inside and turn around to see the blade-faced raptor charging toward you.  Push the N button behind the chair to turn on one of three lights you saw earlier.

 

Exit to the desert and go generally SE from tree to tree until you see a tall windmill in the distance. Between the windmill and a large sand dune is another floor opening that leads down to another room with scales and a pool. This one requires 1 liter, and your small waterskin should be full (if not, fill it). Combine it with the empty large waterskin, fill the small waterskin again and combine it with the large waterskin, leaving 1 liter in the small waterskin. Pour this into the jug, opening the door ahead, go inside and wait for the flaming wheel to go by before following after it into the S room. Take the mini plasma grenades from the plinth and push the button in the W wall to turn on a second light in the structure you visited earlier.

 

Get past the flaming wheel once again (remember, you can duck into a corner to elude the flames) and return W to the desert. Your next destination is that huge backbone you saw earlier. To get there, head in a generally SW direction past the windmill, to a healing water pool, thence to a shady hut structure, Thence NW to the next palm tree from where you can see the skeletal remains ahead. Just beyond is the floor hole you passed by earlier. Go down and around either side to a room with flares, a small pool and scales requiring 4 liters.

 

Combine your full large waterskin with your empty small waterskin, leaving 2 liters in the large waterskin. Empty the small waterskin, combine the large with the small again, transferring the 2 liters to the small waterskin. Fill the large waterskin, combine it with the small, leaving the requisite 4 liters in the large. Pour this into the jug, opening the door to your left, and proceed along the passage to a nasty trap sequence. Ignore the ladder at your feet and save your game.

 

Time a standing jump to the first rising platform and jump off with a left curve so you'll bang into the wall instead of clearing the far end and landing in the pit. Turn left and go push the W button at the end of this corridor. This turns on the final light and opens the exit doors. Return to the traps, face N and save your game again, as this next part is more difficult than the first. Hop back from the edge and stand jump onto the rising platform at the precise moment when the flaming wheel is farthest away from you and on its way up. Continue with a running jump and grab from the platform to the N ledge.

 

If you like, you can drop down and pick up the mini plasma grenades in this pit, use the S ladder to access the first pit for pulse rifle ammo, then climb up the far S ladder and navigate the flame hazards a second time. Your choice. In either event, pull up N and follow the passage past closed doors to the room with the scales. Exit to the desert, run to the skeletal remains and from there sprint W across the hot sand to the building with the exit doors. Go on through, turn right and slide down to end the level.

 

Level 14: INEXORABLE TIDE

 

Continue your slide to a new desert, one not as hot as the previous one. Run toward the floating yellow diamonds to your left to trigger a cut scene of the mightiest blade-faced raptor of all, Enidan, Outland Queen.  Before attacking she vomits two flying raptors to help her out. Amazingly enough, she continues this disgusting practice (albeit disgorging them one at a time after the initial pair) to distract you while you're trying to deplete her health bar with the most powerful available ammunition. Ultimately you succeed, allowing you to continue S unimpeded until you reach a structure with a long hallway. Go on through and emerge in a room with a shallow pool containing the SPROUT OF TERRA. When you pick it up the S doors open, so go inside and step into the singularity on your right.

 

Level 6: UTOPIA VALE (Revisited)

 

Your journey is nearing its end, and all that remains are a few pit stops. You've come to an enclosed room with floor tiles bearing alien numbers. One of the small jars hides pulse rifle ammo, and there's a Codex entry on the plinth next to the SW table. The small lamps against the N and S walls are pushpieces. Move the N lamp onto the NW tile and the S lamp onto the SE tile. The NE door opens, so go on through to emerge outdoors near the alien guard you met earlier. Run past him into the N opening and follow the passage to a familiar crossing.

 

Turn right and run E to the covered walkway. Turn left to go down and up the steps to the ladders leading to the grand hall where the other alien guard is posted. Go past him into the W opening, drop down into the dark trench, jump over the flaming tile and climb the ladder to the next room. Turn right into the room with the singularity and step inside.

 

Level 13: DESOLATION (TERRA CONTOUR 14) (Revisited)

 

 You're back in the hub cage you visited not long ago. Climb the W ladder to the broken mine tracks and follow to the reception area. Turn left and go through the S glass door that opens automatically. Take a running jump across the gap and grab the opening on the other side. Pull up and run forward into the bedroom. Enter the crawl space obscured by bushes in the E wall for the final secret in this game, SECRET #2 (27). When you can stand up, run forward to the winged statue and pick up the cache at its feet, consisting of yet another PULSE RIFLE together with 3 x pulse rifle ammo. Read the message on the N wall and go back the way you came to Utopia Vale.

 

Level 6: UTOPIA VALE (Revisited)

 

Exit S, turn left into the next room and -- I hate to tell you this, but you need to do the first leg of the timed run again to get back across the dark trench. It's not nearly as difficult this time, however, because you now need to pull down only one switch, the S one. Do so and use the raised platform to get back to the alien guard. Go down the steps to the right of the guard and open the double doors at the end of the passage. Step forward into the pavilion, where another alien guard will nag you about that Horizon Beacon.

 

Go W over the bridge, avoiding the holes and sneaky breaktiles, and you'll come to a wooden gazebo encircling an immense pot. Go to the open section, stand against the pot facing N and place the Great Acorn, the Eternal Toad and the Sprout of Terra to create an unappetizing mix that causes the double doors in front of you to open. Go on in, pass under the spaceship and come to an elevator slab. Stand facing the keypad, refer to the Lift Access Code in your Codex and enter 3-9-2-5, press the star key and you'll be lifted up into the spaceship to end your adventure. If you collected all 27 secrets in the game, you'll now be treated to a bonus level.

 

Bonus Level: FLASHBACK

 

A bikini-clad Lara does a creditable one-and-a-half somersault into a lake and climbs out. Look in your inventory to see three choices of swimwear, all of them scanty in appearance. However, you won't be able to see Lara change outfits between your selections. Go through the W tunnel to another lake with signs of civilization. Jump into the water and open the S door. Beware of the spear trap as you swim through the passage on the way to a memorial garden in honor of our Mugs (Pat Chancey).

 

Take the REBREATHER from the plinth, giving you unlimited air underwater, pull down the E wall switch to raise a platform and swim back N to the previous lake. Wade out and climb the block against the N wall. Take a running jump W to grab the raised platform, pull up and face the S swingpole. Take a running jump to grab the precise middle of the swingpole (otherwise, this won't work). The pole will rise for a second or so, and while it's doing so hit the down arrow key to make Lara turn around to face N. Swing around and jump to grab the middle of the second swingpole, turn around quickly and jump S onto the cliff edge. Tip: If you turn Lara around while she's hanging from the pole, it will rise again to keep you from having to do everything in one go. 

 

Note the broken bridge and crawl W under the dart trap. Grab the flares in the next room, take YET ANOTHER COG (1 of 3) from the plinth and hop back quickly before the blades slice your feet to ribbons. Crawl W under the next dart trap and take a running jump and grab to the central platform. Pull up to find yourself in a hub area of sorts.

 

Go through the S opening, noting the swingpoles to your right, and take running jumps over two spear pits and past two dart traps. Hop backwards up the ramp until you hear the boulder being triggered, then scoot back down and to your left. Go back up and turn right into the next room, take YET ANOTHER COG (2 of 3) and hop back to minimize damage from the blade trap. Continue N for a large medipack and slide down near where you started.

 

Return to the hub area and go through the N opening to trigger a swinging blade. Side flip over it and continue to a plinth with YET ANOTHER COG (3 of 3) and the inevitable blade trap. Go back to the central platform and face those swingpoles you noticed earlier. Use them to get to the SW passage and crawl underneath another kind of blade trap. Enter the N room at the end, place all three cogs in the wall contraption and watch the ensuing flyby.

 

Return to the hub area to find that it has been flooded. Stand in front of the turning water wheel and Lara will climb onto it and ride to the broken bridge above. In the W upper room note the closed doors with a receptacle on either side, pull down the wall switch near the SW corner to open a door and return to the central platform. Jump into the water and open a door just beneath the water wheel. Swim inside and go around left to find an underwater lever that opens another door. Grab the small medipack at the NW corner and swim back to the water wheel.

 

At floor level near the NE corner is a door you opened. Swim inside and go around right or left to find an underwater lever that drains the area you previously flooded. Turn around for flares and exit to the drained pool. Loop around right into the N opening. Hop into the water-filled trench and pull the S underwater lever to open a door in the drained area. Climb the blocks in the central structure and save your game in front of a timed wall switch.

 

The switch opens the door up to your left, so reverse roll after pulling it, turn a bit right or left so your back is against the wall, take a running jump E to the lower block, followed in quick succession by two standing jumps, the second one curving right so you can continue with a running jump to grab the S swingpole. Swing around and jump off to land on the first of three slopes, slide and jump to the second, then the third, and when you near the bottom jump to grab the W ledge. Pull up and scoot left past the timed door (which remains open if you get there in time).

 

Side flip over two swinging blades in the passage, and in the next room pull the SE wall switch to raise the water level once again, but from the exposed "underwater" lever on your right you know it needs to be raised yet more. Return over the swinging blades to the hub area, jump in the water and swim to your right to pull out into the E opening. Hop over the trench and continue around the corner to find a wall switch that opens an upper door. Return to the flooded hub area, swim across to the N end and pull out into the opening. Get past two swinging spike logs and come to a pushable cage in the next room. Pull it back, reverse roll for flares and go around the cage into the opposite alcove for the MASK.

 

Return to the hub area, hop into the water and pull out onto the ledge to the left of the N opening you just vacated. Stand jump W to the swingpole and jump off onto the corner block, side flip left and climb the ladder to the upper ledge where you opened a door earlier. Go inside for a small medipack and pull down the wall switch to raise the water level still more, allowing you to swim across to the SE corner and into the new opening there. Grab the small medipack to your left and follow the passage around to a N underwater lever that partially drains the area once again.

 

On your way back be careful of the spear trap that has been activated. Loop around right to the opening that overlooks the hub area and jump into the water. Swim to the central platform and pull out. Face N, jump up to grab the ceiling and monkey swing across the room to the switch in the far wall. Pull it down to open a nearby door, jump into the water, swim into the S opening and pull down the underwater lever you saw earlier but haven't yet used. The water level lowers and the swinging blades re-activate, so swim across to the N side, pull out onto the ledge next to the opening, use the swingpole to get back to the ladder, climb up and in the next room push the wall switch back up to flood the area once again.

 

Jump into the water, grab the small medipack from the plinth in the central structure, swim to the upper NE opening and surface in the next room. Pull out and take the IDOL from the plinth. Swim back to the central platform, pull out and climb the water wheel as you did before. Go past the cascading water and place the Mask and the Idol in the receptacles you noted earlier. The doors open, so go inside with weapons drawn and shoot the floating fireball that approaches you. The N doors open, so walk forward and ride the zip line down to a pyramid. Enjoy the concluding flyby.