ONE ROOM CHALLENGE 2021 - EGYPTIAN ADVENTURE

 

Level by AgentXP

 

Walkthrough by Phil Lambeth, assisted by the builder's own video walk

 

 

 

Before beginning, you have a choice of playing outfits: the one from Legend or the one from Anniversary. After making your selection, begin in the Museum of Egyptian Adventure. Lara walks toward an exhibit, and Winston comes trudging up behind with the afternoon tea tray. The coffin opens suddenly and out pops a mummy, so terrifying poor Winston that he falls backward in a dead faint. Lara picks up a scroll that outlines her upcoming adventure at the Pyramid of the Beetle. The cut scene ends, carrying you to your mission.

 

At the threshold of the pyramid, turn right to face the opening and note the jump switch up to your right out of the corner of your eye. Face S, take a fairly tricky running jump with a mid-air roll to jump off the slope and activate the jump switch to access a later secret. Hop down E to the sandy floor, shoot the scorpion and pick up the small medipack near the skeleton. Go to the NW pushblock and pull it back to reveal a short passage, at the end of which is another jump switch. This one lowers a block and extends two swingpoles.

 

Return to the pushblock and push it as far S as possible. Get up on it and take a running jump to grab the crack in the S wall. Shimmy left until you can see the pickups in the alcove down below. Ledge jump back (down arrow key) to grab the first swingpole, swing around and jump to grab the second swingpole, then swing off and jump off with a right curve to land on a stable surface. Pick up the nearby large medipack, then walk S to the lowered block for the SHOTGUN (SECRET #1) and shotgun ammo.

 

Go through E where the block lowered and enter a dark room. Stand with your back against the W wall, stand jump onto the slope, back flip onto the higher slope and jump immediately to grab the ceiling. Turn left and monkey swing S. Drop down onto a ledge next to a closed gate and follow the passage to activate teeth doors around the corner. Get past them, pull down the wall switch and return. Safety drop from the ledge and climb up N where doors have opened. Hop down to the ledge below, triggering a flyby through the scenic area ahead.

 

Shoot the crocodile scampering about below and safety drop for a look-see around the immediate neighborhood. The central black pyramid is for placement of four black beetles, which you can see embedded just out of your reach in the base of the nearby obelisk. Your task is to raise the four blocks surrounding the base, after first finding the necessary crowbar to pry off the beetles. The underwater area here is just as vast as the open-air area, but you'll be exploring that later.

 

First, go to the skeleton SE of the black pyramid and pull it back to reveal three items: flares, a small medipack and the CROWBAR. Hop up onto the W ledge to find a pushblock. Push it two times N, reverse roll to deal with the awakened jackal, get on the block and take a running jump NE onto the higher ledge, where you're greeted by another jackal. A third jackal a little further down isn't awakened until you approach it. Run E along the ledge for an onscreen hint that won't bear fruit for quite some time. Continue with a running jump SE to the ledge against the E wall. Yet another jackal is awakened, and after dealing with it you can find more flares next to the unfortunate skeleton. Pull up right onto the head of the Sphinx statue for a large medipack, then turn around and activate the jump switch in the E wall.

 

Go S along the ledge to awaken another jackal, find a pushblock in the dark SE corner and pull it back two times. Climb over it, enter the revealed alcove for shotgun ammo, get back on the block and jump slightly SW to grab a higher block. Pull up in front of a wall switch that disables spikes in a corridor. Get back down to the E ledge (watch out for that low ceiling), go to the other end and jump over to the N ledge. Stand below the cracked column near the NE corner, jump up to grab the crack, shimmy right around one or two corners (depending on where you were standing when you jumped), pull up and find a wall switch that lowers a nearby block. Drop down W and enter the new area N.

 

The door closes ominously behind you, and you can't help noting that each floor tile in this room bears a potential spike trap, affording no safe harbor if you happen to trigger them. For the present, however, they're thankfully dormant, so you can safely walk around the skeleton to pick up flares, the LASER SIGHT, the AUTOMATIC PISTOL and automatic pistol ammo. Combine the laser sight and the automatic pistol and save your game. Note the symbols and their order above the torch on the W wall. To keep things simple, the higher wall openings maintain the same symbol order, and beyond each opening is a brass ball. Starting with the brass ball in the opening above the bird symbol, shoot them one by one (with accompanying pyrotechnics) while working your way from left to right. If by some unfathomable circumstance you shoot one of them in the wrong order you'll be spiked forthwith. When the last one has been shot, two blocks lower, one providing access to a wall switch and the other to a jump switch. Pull down the wall switch to lift a gate you probably noticed earlier.

 

The exit door has also re-opened, but before leaving activate the high jump switch to the right of the wall switch. Take several side steps left and jump up to grab a crack in the column to the left of the wall switch. Pull inside the crawl space for a small medipack, hang from the middle of the opening and ledge jump up to activate another jump switch that's hidden in the darkness. Exit this room and hop back over to the E ledge where a block has lowered in the NE corner. Enter for uzi ammo and the UZIS for SECRET #2.

 

Jump back to the N ledge and go to the W end to find the opened gate. Go down the steps to a room infested by three scorpions and a jackal. Grab the small medipack in the SE corner and pull down a timed wall switch in the E alcove that causes the blocks on which the Pharaoh statues are seated to move out from the wall for a few seconds. The fixed camera makes things more difficult, but you need to turn around and climb up onto the middle block, face N and take a running jump to grab the jutting ledge before the blocks retract.

 

Pull up and look to your right. You can see a wall switch, but it's protected by a dart machine that shoots poisonous darts. Jump to the W ledge, shimmy left past the darts, pull up and move the SW pushblock so that it blocks the darts. Go into the alcove vacated by the pushblock and grab the automatic pistol ammo there. Jump the ledges over to the E wall and pull down the timed wall switch to raise a block to your left and alert a giant flying beetle. Dispatch it, pull the switch again, hop onto the raised block and take a running jump W to grab the higher ledge. Pull up, turn around and jump to grab a still higher ledge. Pull up and activate the jump switch to lower a rope behind you.

 

Turn around, stand with your back to the wall and hop down to the lower ledge. Jump to grab the rope, swing forward and jump off to land on a ledge with another jump switch. This one lowers a block directly below. To get there, take a running jump to grab the rope, climb up one rung, swing forward a short distance and jump off to land safely on the ledge, then run off NE with grab to land on the jutting ledge below. Make your way along the ledges to the W side where the block lowered, pull down the revealed wall switch to raise one of the blocks surrounding the beetle obelisk, note the tell-tale screen shot and jump the ledges back to the E side.

 

A block has lowered at the SE corner, so go there and push the pushblock you saw earlier over the edge and onto the ledge in the beetle pyramid room. Push it one time W, get up onto it and pull up into a plant-filled alley where you'll find a wall switch that provides access to a later secret. Shoot the jug at the W end of the alley for automatic pistol ammo and drop down to the ledge below. Make your way around clockwise to the S opening where spikes were earlier disabled.   

 

Shoot the awakened jackal upon entry, and while you're at it, shoot the large jar on the central slab to reveal a crowbar switch. Stand on the E edge facing W and insert the crowbar to lower a SW block and release three mummies. An onscreen hint suggests that they can be killed yet again, so hop into the space created by the lowered block and pepper the mummies with pistol rounds until each one explodes into tiny blue-green pieces. With peace and quiet once more restored, jump N to grab the higher block, pull up and take a running jump slightly NE to grab a still higher ledge. Pull up, go around and take a running jump E to land in front of a wall switch.

 

Pull down the switch to hear the sound of snapping blades, turn around, side step away from the switch and jump back to the previous ledge. Take a running jump SE to the ledge against the E wall and pull up onto the raised block in the far corner. Hop up N and face the first of several retracting blades. Time jumps counterclockwise past the blades until you reach a block up in the SE corner. Jump across N and pull up onto the upper ledge. Grab the nearby large medipack and mount the nearby pole facing E. Climb up four rungs and jump forward to grab the higher ledge. Pull up to see a rotating cog wheel overhead.

 

Turn around, wait for the wheel to go by and take a running jump W to activate the jump switch. Voila! Another block is raised at the beetle obelisk and you see a cut scene of the entrance to the room where you encountered those mummies. The blade traps have been disabled, so make your way down to the floor where another mummy is waiting. Exit this room, turn left and go to the W end of this ledge. Save your game at the rubble and take a tricky running jump W to grab the opening where a block has lowered. Pull up for SECRET #3 and grab the large medipack and 2 x automatic pistol ammo.

 

Get down to the floor, and now it's time to explore that vast underwater area. Jump in, swim down and find flares in the SE depression surrounding the central column (note the beetle embedded in the base). Go through the lower right opening in the E wall, but as you do so be wary of the activated scissor blade trap. Or, you can time your way past the giant cigar cutter in the upper opening. In either event, pull the underwater lever inside to lower a nearby block, grab the small medipack in the SW corner, exit and go down to where the block lowered at floor level here on the E side.

 

Enter and quickly locate and pull three underwater levers (E, S and W, in that ascending order) as spikes from the floor rise and begin to converge with the stationary ceiling spears. A block lowers in the N wall upon the third pull, allowing you to escape. In the next dark room, surface for air and pull out S to find the WINDING KEY on a plinth. When you pick it up a block lowers in the previous room, but before going there swim back down and through the S opening into the spike-trapped room. The spiked floor has fully ascended and is now out of your way, so go down to the floor to find shotgun ammo (SECRET #4) and automatic pistol ammo. Swim back up and exit by looping around N, W and S, noting the blade symbol on the red-tinted NW block and pausing for a small medipack on your way out.

 

Swim up a bit, turn around and get past the scissor blade trap in the higher N opening. Inside the NE alcove is a symbol similar to the one you noted earlier. Pull down the ceiling switch there for a screen shot  of the red-tinted block. Grab the uzi ammo before exiting, go across to the S side and time your way past the giant cigar cutter (SW opening) into a room filled with spikes, most static but some that are not. Carefully maneuver along the gaps in the static spike field so you can swim below the active spikes toward the S alcove. Pull the underwater lever there to lower a nearby block next to the entrance.

 

Flip turn, make your way to the lowered block and swim up to find a SE alcove with another ceiling lever. Pull it down for the same cut scene you saw before. Grab the small medipack and swim out straight N via the short cut. Now, swim into the lower N opening on the left to encounter a relatively weak current that pulls you left. Turn left into the opening just before you reach the spike wall and swim past a statue into the S alcove to find a third and final ceiling switch that lowers the block above the red-tinted block with the blade symbol. Flip turn and loop around right through the second opening into the outside area.

 

Swim to the lower NE opening with the scissor blade trap, get through and continue straight forward past the lowered block into an entirely new area. Search the NW ledge for uzi ammo, the SE corner for flares and a small medipack in a dark lower corner partially obscured by seaweed near the flares. You can swim straight up for air in this room at any time. There are three underwater levers in the E wall. However, two of them have skull tiles above them, indicative of a warning to stay away. You can save and pull one if you'd like to see what happens. Also, note on the floor a shallow track that would give evidence of a pushblock puzzle were this a dry area.

 

Fill your lungs with air and pull the middle E lever to lower a block behind you. If you flip turn and head directly for the W opening, the block will rise again. Instead, head down and swim close to the floor along the track, but make sure that as you head W along the N wall, you continue past the left turn to swim over a trigger tile that provides access to a secret in the next room. Time your way past the retractable blades until you get to the W opening. You might want to save before entering to be sure of getting that secret, as once you're inside the block rises behind you, preventing a return visit. Take a hard left and swim up to find an air pocket in the SE corner. Of course, you can return to it as needed while you perform the necessary tasks in this room.  

 

If you were successful in the previous room, two blocks should have lowered in the floor directly opposite the large seated statute. Swim down for uzi ammo and shotgun ammo (SECRET #5). Swim up to the large seated statue and pull down the ceiling switch over its head. Blocks lower to reveal two alcoves protected by giant cigar cutters, one SW and the other NW. Time your way past the blades and pull the underwater lever in each alcove. When you emerge after pulling the second one, there are intermittent explosions and colored lights surrounding an artifact begin to appear above the four centrally situated obelisks. Hover near the obelisks and wait until the blue light appears, then quickly swim there and grab the SCARAB TALISMAN. If you try to claim the artifact while it's within a red light, you'll die.

 

There's a screen shot of the submerged beetle you saw earlier, and the exit door re-opens. Swim E into the previous room, turn right past the second statue into the openings that lead back to the main underwater area, go to the central obelisk and place the Scarab Talisman on the submerged beetle. The block above it lowers, exposing a ceiling switch that in turn lowers a block in the Sphinx statue.

 

Surface, pull out, go E toward the Sphinx statue and enter the passage beneath its head. Go around left to find a TORCH on a plinth, then turn around to see a spike-trapped passage and a flame that you unfortunately cannot reach. Exit and run to the W end of the outdoor area. If you like, along the way you can approach and awaken two jackals guarding the N Pharaoh statue that have heretofore remained dormant and docile. Hop onto the W ledge with the cat statues and use the N pushblock to reach the upper ledge. Run E along the ledge and turn left past the next pushblock into the spike room. There you can light the torch.

 

Return to the upper ledge, light the two torches there and use the second pushblock to hop up to the plant-filled alley where you can light two more torches. A block lowers near the NW corner, so go there, drop the torch (it's no longer needed), take a running jump into the gap, turn around and hop up NE to grab the automatic pistol ammo. Turn to face slightly SE and stand jump to grab the jutting ledge. Pull up, note the hanging brass ball in the distance (you can shoot it now to lower a rope) and jump up to grab the monkey bars. Monkey swing E, timing your way past the steam blowers, and drop down onto the next jutting ledge where you'll be greeted by a fixed camera.

 

Jump to grab the lowered rope, turn slightly to your right, swing forward and jump off onto the upper S ledge. Crawl to the W end, take a running jump across the gap to grab the next ledge, pull up and crawl to another jutting ledge. Time the retractable blades to jump N to grab the next ledge, pull up in front of a wall switch that lowers a central rope from the ceiling. Go back counterclockwise until you can jump NE to grab the second rope. Turn to your right, climb up a bit to stabilize the rope, slide down and swing forward to jump off and land on the high E ledge in front of another wall switch. Pull it down to raise the third block on the beetle obelisk, turn around and jump back to grab the rope.

 

Swing forward, jump off to grab the W ledge and pull up to find another wall switch. This one raises the final block on the beetle obelisk, making all four beetles accessible. To get down quickly, save your game and take a harrowing swan dive into the water far below. Pull out W, use your crowbar to pry the BLACK BEETLES from the obelisk base, hop over to the black pyramid and relinquish your beetles one by one. A panel lowers with each placement and blue electricity starts to shoot from the top of the pyramid. After the final placement you can step forward and claim the MECHANICAL SCARAB

 

Enter the E passage underneath the head of the Sphinx statue, drop down (not jump down, lest you land on the spike field) right and combine the Mechanical Scarab and the Winding Key. Place the gizmo on the scarab tile at your feet and wait as it makes its way forward while triggering all the spike traps. Be sure to pick it back up as you emerge from the passage to face an underground lake. Jump into the water and search the floor near the NW corner between the cat statues for a small medipack.

 

Swim to the SW opening and save your game before trying to navigate past two squishy blocks. They're more difficult underwater, since you can't simply jump past them. Once through, continue through the eye-like W opening and locate the ceiling air pocket in the SW corner. Pull out E to see a glowing object, but the opening is too narrow for you to crawl into to reach it. Jump back into the water, swim over toward the NW corner and pull out onto a verdant ledge. Jump over to a higher S ledge, note the door ahead that will later be opened, and look up right to see what appears to be an inaccessible jump switch. However, there's a crack in the wall underneath it, so jump to grab the crack and ledge jump up to activate the jump switch.

 

A block lowers, so jump back over to the verdant ledge and go up just past the palm tree to find to your left the place where the block lowered. Pull up N in front of a wall switch that lowers two blocks, one underwater and the other up in the E wall. Jump into the water and swim down to the SW corner. Pull the underwater lever inside the alcove to raise the water level and to get an onscreen message urging speed. Swim up the SW shaft which is now completely flooded. You couldn't crawl into that opening you noted earlier, but you can swim into it. Do so and grab THE TIMELESS SANDS. The block underneath lowers, providing a short cut back to the lever, which you can pull again to bring down the water level so you can get air.

 

Flood the area again by pulling the lever once more, swim NW toward the verdant ledge and up toward the skylight. Don't assume you can get air up there. In fact, if you try you'll trigger warning spears as you approach. Curiously, you can swim right through the barrier and into the spears, but once through you can't swim back down again. Anyway, swim to the NE corner where the second block lowered and pull the underwater lever inside to open a door you saw earlier. Return to the SW alcove, noting something on the floor far down below, pull the underwater lever and get some air. Flood the room again (the floor hole is open only when the room is flooded), swim down to the bottom and into the hole for a large medipack (SECRET #6) and uzi ammo.

 

Lower the water level one last time, pull out NW onto the verdant ledge and jump over to where the SW door has opened. Drop down, face S and place the Mechanical Scarab with Key on the scarab tile. When the spikes have been triggered, shoot two scorpions in the passage, pick up your device on the other side and place The Timeless Sands in the statue's hands to lower another block. Return through the spike passage, pull out and jump over N. Make your way up past the palm tree and vault up to where the block lowered.

 

Enter a sand-filled room with columns and shoot the scorpion that greets you. Loop around right to find automatic pistol ammo and uzi ammo, then loop around left past the spider web and shoot the vase that hides a large medipack. Walk N between the columns to cause an explosion that awakens two demigods and two mummies. You have adequate automatic pistol ammo to take out the demigods, which explode nicely in their own right when they die, and the mummies require only a few rounds apiece.

 

When all is quiet once again, pick up the PHAROS KNOT and the PHAROS PILLAR that the demigods had been guarding, awakening two more mummies in the process. Return toward the entrance and note the cracks in the flanking columns. Use the sand piled against the one on the left to jump up and grab the crack. Shimmy right around the corner and ledge jump back (down arrow key) to grab the crack in the other column. Shimmy right around the corner and ledge jump back to grab the first of several ladders. Shift left around the corner, hang left and back flip onto a ledge occupied by a pushpiece.

 

Hang from the ledge, shimmy around the pushpiece, pull up and push it away from a receptacle for the Pharos Knot. Place it, take a running jump NE onto the broken pillar, turn left and shoot the vase in the alcove for shotgun ammo, hop back to the broken pillar and jump NW to another pushpiece. Push it away from the receptacle for the Pharos Pillar and watch a block lower when you place it. Turn around and take a running jump NE directly to the plinth with the GOLDEN ANKH. When you pick it up another block lowers.

 

Stand jump SE to grab the ladder, shift right around the corner, back flip with a roll from the bottom rung to grab the next ladder, shift left around the corner and back flip into the room where the block lowered. Light a flare to find the spike pit in the N passage, hop over it and run up the ramp into the sunny outdoors for a concluding cut scene that features a revived Winston.