THE ANCIENT JADE MASK

 

Levels by Danath

 

Walkthrough by Phil Lambeth (except Level 8), assisted by the builder's posted videos

 

 

Level 1: PESCARA

 

Click here for the builder's video walk

 

Turn left into the wooden building, pick up the flares and jump over the crates into the corner hole to find a wall switch that opens a trap door around the corner. Exit, loop around left and climb down the ladder. Follow the passage to a room, shoot three rats and find a wall switch in the corner that opens a gate back in the area you just left. Return there and go past the opened gate. Run up the ramp and follow the long alley until you reach a crossing. Turn right and continue to a dead end with crates. In the corner is a small medipack.

 

Go back, turn right at the wall and see a cut scene of a door opening. Take the first left, shoot a thug and a dog and continue to where the door opened. Enter the building and follow to a room with broken glass all over the floor. Hop to the wooden platform and push the block in the wall two times to reveal an alcove with the SILVER BROOCH for SECRET #1. Return to the wooden platform and take a running jump toward the ladder you see in the far corner. Climb up and back flip near the top onto a ledge. Jump the ledges to an opening that leads to an attic. Shoot the window and step out onto a ledge.

 

Take a running jump across the alley to grab a gap in the balcony. Pull up, enter the next building and shoot a baddy. Pick up the shotgun ammo in the corner and loop around right in the adjoining room to find a wall switch that opens a gate. Return to the balcony, safety drop to the alley and run past the dead thug and dog to find the opened gate to your left. Run down the ramp and engage the baddy shooting at you from an upper balcony. Use the crates to jump to the sloped awning sliding backwards. Grab the edge, shimmy right and back flip into the balcony. Pick up the small medipack dropped by the baddy and shoot out the window.

 

Enter the building and push the button to your right to open a nearby trap door. Drop down and shoot a baddy who drops the RUSTY KEY. The door opens, so exit to shoot a waiting thug in the alley. Run back up the ramp to the opened gate, turn right and use the Rusty Key to open the gate to your left. Enter and step into the alcove on your right. The trap door at your feet opens, dropping you down into a basement area infested with two rats. Light a flare and enter the dark passage. Jump over two floor holes and come to a section with glass shards on the floor. Walk carefully through them and pull the wall switch in the far alcove to open another gate.

 

Retrace your steps to where you dropped down and move the pushblock into the alcove so you can get back out. Turn right and go through the opened gate. Follow to an open courtyard and turn left. Go to the end of the alley, turn left again and shoot a baddy up there in the balcony. Continue to another open area, turn right into an alley with crates and shoot a thug. Hop over the crates and find a corner hole. Hop down and follow the passage to a room with glass shards. Jump over to the block and take a running jump to grab the crack in the far wall. Shimmy left and pull up into an alcove with a wall switch that opens a canal gate.

 

Hang from the edge, shimmy right a bit and drop down onto a safe spot. Jump to the previous block and take a running jump into the passage. Return to the alley with the crates and loop around right to the far corner of the open area where you encounter more crates. Find an opening in the crates for shotgun ammo, then go across to where the gate opened and enter the canal area where the motorboat is parked. First, jump into the water to your right and find a small triangular opening in the wall. Swim inside and follow the short passage to the BRONZE BROOCH for SECRET #2.

 

Return to the motorboat and pull up into it. Drive it to the opposite pier, dismount and shoot a baddy. Enter a room with crates and look around for the SHOTGUN, shotgun ammo, flares and a large medipack. One of the crates against the wall is a pushblock. Pull it away from the wall to reveal a wall switch that lifts a gate near where you parked the motorboat. Return to the motorboat and drive it past the opened gate into a narrow alley. Go around the corner and park next to a jetty. Jump into the water and pull the underwater lever near the end of the passage, lifting another nearby gate.

 

Swim past the motorboat, pull up where the gate lifted and swim around the corner into an alcove for a small medipack. Pull out onto the ledge, go through an opening and shoot a dog, jump into the water on the other side and swim into a small opening where you'll find another RUSTY KEY at the end of the passage. Return to the motorboat the way you came, pull out onto the jetty and use the Rusty Key to open the door. Shoot the baddy who comes charging out and enter the building. Hop up into the window ahead for shotgun ammo, find two pushblocks and pull the left one once. Go around and pull the second pushblock to rest next to the first one, loop left around the pushblocks and pull down the wall switch to open a nearby trap door.

 

Climb the ladder past the opened trap door and pull up. Jump to grab the crack in the wall and shimmy right until you can drop down onto an upper ledge. Go around and jump over the glass shards. Follow the passage to a room where a baddy is waiting. Shoot the corner window and step out onto a ledge. Turn left and take a running jump to grab the stacked crates. Pull up and take a running jump to the next stacked crates. Pull up and hop down into a corner hole to find a wall switch that lifts a platform not very far away.

 

Get past the stacked crates to the open area, turn left and run under the hanging laundry. Follow the alley up a ramp and keep straight when you reach the top. Hop onto the corner crate at the end of the alley and pull up onto the raised platform. Run to the far end and hop around the corner onto a balcony. Take a running jump onto the red awning, slide, grab and shimmy left to the other end. Pull up and back flip onto another balcony. Hop around the corner onto an adjacent balcony, go to the other end, face the red building and shoot the bell above the large clock while jumping up and down.

 

Take a running jump and grab to the next balcony, pull up for a large medipack and safety drop to the pavement. Run along the front of the red building (noting the two keyholes flanking the closed door), turn right and then left through the opened gate and to an open area with a gazebo. Turn left and go through the opening into a hedge maze.

 

Stay left and follow until you meet up with a dog and a thug. Turn left into the side passage for shotgun ammo. Continue past the dead dog and thug, staying right this time until you reach a wall switch that opens a gate in the maze. Go back, staying right until you reach the horse statue, then turn left into the maze and shoot a dog. After that, loop around right to find a pushblock. Jump up onto it, hop down the other side and pull it once. Get over it and push it once. Jump up onto it and hop down the other side once again. Pull it once for a cut scene of a trap door opening, return to the horse statue and turn left in front of it.  

 

Follow to the opened trap door, but run past it on the left to find a phantom opening in the hedge wall. Continue to the GOLD BROOCH for SECRET #3. Return through the phantom wall and climb down the long ladder where the trap door opened. Follow the passage to a slab with the WAREHOUSE KEY (cut scene of a large room filled with crates) and return to the ladder. Climb up to the ledge and run past the horse statue and the opened gate. Take the first right, continue to the brick wall and stay right until you reach the hedge maze entrance.

 

Turn right at the gazebo past the opened gate into the courtyard, continue straight through the alley and underneath the hanging laundry, turn left and follow to the pier where you first encountered the motorboat. Jump into the water on the left side this time and find an underwater lever that opens a door just around the corner. Find the opening and swim inside. Follow the passage and loop around right to find another underwater lever that lifts a gate behind you. Flip turn and swim along the passage until you can surface and pull out in a sewer area.

 

Run forward, turn right and push a button that raises two timed platforms in the water. Use them to get across and jump from the second one to grab a crack in the wall. Shimmy left and pull up into an alcove with a wall switch that lifts an underwater gate. Jump back into the water and swim through the passage the way you came. Take the first right and stay right until you reach a side passage to your left with shotgun ammo. Continue a short distance to the end of the passage, surface and pull out.

 

Run forward into the passage, turn left just before reach a ladder and pull up higher. Follow the dark passage and shoot two rats. A wall switch at the end opens a trap door at the top of the ladder you saw earlier. Return there and climb up to the warehouse you saw in the cut scene. Engage a dog, a baddy and a thug, look for a large medipack near the dead baddy and climb up onto a crate near the trap door where you pulled out. Your goal is to work your way clockwise around the room. Turn around, take a running jump and grab to a higher crate, pull up and take a running jump around the corner to land on a still higher crate.

 

Take a running jump and grab along the wall to the next crate, pull up and time a jump past the swinging crate into the window opening. Jump around the corner to the next crate, hop into the next window opening and from there jump and grab the next crate. Pull up, run forward and down to a slightly lower crate. Take a running jump slightly to your left to the next group of crates, and from the far right corner time a curved running jump past the swinging crate to grab the crate against the far wall. Pull up, face right and time another running jump past the swinging crate to grab the nearest of the grouped crates in the corner. Pull up and find the wall opening to your left.

 

Go to a new room with crates, at least one of them (on the far left) is a pushblock. Pull it away from the CENTRAL PLAZA KEY (1 of 2), return to the warehouse and safety drop to the floor. Find the nearby keyhole and use the Warehouse Key to open the adjacent door. Shoot two baddies who come forth and pick up the shotgun ammo dropped by one of them. Enter the new room and jump the crates to find the CENTRAL PLAZA KEY (2 of 2) on the highest one. Return to the warehouse, run all the way across and search the top of the crate to the right of the closed doors for shotgun ammo, then pull down the nearby wall switch that opens the double doors leading outdoors.

 

Run out to a familiar courtyard, turn left and enter the alley with the hanging laundry. Follow up the ramp and turn right at the top. Continue to the open-air park and go to the red building with the large clock and the bell you shot earlier. Use the two Central Plaza Keys to open the door and go inside. Turn right and find shotgun ammo on the grouped crates. Go the other way and loop around right at the crossing to flush out a baddy in the white building. Pick up his shotgun ammo and enter the building.

 

Go through the wall opening, shoot the baddy coming down the stairs ahead and go where he came from. Engage a thug upstairs and find shotgun ammo in the corner. Go where the thug came from and turn left into the unused fireplace. Push the wall button inside to open a door across the room, go there and turn left for a small medipack. Go the other way and walk through the glass shards to a wall switch that opens a door on the first floor in this building. Walk back through the glass and loop around left to the stairs in the next room. Go down and turn right through the opened door into a room with crates.

 

Hop onto the crate to your left for shotgun ammo, go to the opposite corner and pull the pushblock one time. Go around and pull it once more away from the wall and get on it so you can hop through the ceiling hole. Grab the DETONATOR KEY in the corner and get back down. Exit this room, turn right and exit the next room as well. Go straight across through the opened door to exit the building. Stand in front of the plunger at the end of the line of black powder and use the Detonator Key to create an explosion. Follow the powder line into the red building, drop down into the floor hole and slide down the slope into the darkness to end the level.

 

Level 2: BANDIT'S HIDEOUT

 

Click here for the builder's video walk

 

Begin in what appears at first glance to be a dungeon. Follow to the wall, turn right toward the stacked crates, pick up the flares and hop onto one of the crates for shotgun ammo. Go back the other way, wait for the thug to emerge from your left and dispose of him. Loop around left, pull the pushblock two times and go around it into the revealed passage. Follow to a room with glass shards on the floor and jump to a block in the far corner. Turn left and jump across the room into an opening, pull up right and continue to a dead end.

 

Shoot two rats, pick up the small medipack and go around the crate to find a corner wall switch that opens a gate near the pushblock. Return there, go past the opened gate and jump over the water onto a ledge with shotgun ammo. Jump into the water, swim into the wall opening and follow the narrow passage to a shaft leading up to an underwater lever. Pull it to open a trap door gate near the pushblock, return, pull out onto the ledge at a low spot near the corner, go through the opened gate and jump into the water hole to your left.

 

Swim along the passage past a closed gate until you can surface and pull out. Splash through the shallow water to a room with crates, two of which are pushblocks. First, grab the flares, then move the blocks out of the wall so you can reach the corner wall switch that lifts the underwater gate you saw. Return to the shaft, swim down and stay left at the crossings until you reach another shaft leading up to an underwater lever that lowers a trap door. Swim back down, stay left until you reach another shaft, and this one allows you to surface and pull out. Hop up into the passage and save your game.

 

Slide down the slope toward the glass shards below, jump to the first of several breaktiles that allow you to get across to the other side. Pull up when you get there and follow the passage to the wall. Pull up left into the alcove, pull down the wall switch to open a nearby door, get down and loop around to find another wall switch. Pull this one down to open the door to your left and release a dog and a thug. Follow to a side room with crates on your right, pick up the shotgun ammo and flares and exit. Turn right and follow the passage to a floor hole with glass shards down below.

 

Jump over the shards with grab into the hole and push the pushblock to reveal an alcove with the SILVER BROOCH for SECRET #1. Stand at the edge of the glass shards and pull up right into the adjacent opening. Hop around the corner over the floor hole and follow to the water hole on your right. Jump in, swim down and stay left until you reach the shaft where you opened the trap door earlier. Surface, pull out, go through the opened gate and jump over the water to the opened door. Go on through and encounter a dog and a baddy.

 

Proceed to the opening with water down below, take a running jump onto the breaktile and continue with a jump to the corner block. Turn left, take a standing jump to grab the next breaktile, pull up and take a running jump to the next one, turn slightly left and quickly side flip right onto a ledge. Go to the other end of the ledge and save your game for a pixel-perfect jump. Take a running jump onto the slope ahead and jump off with a left curve to grab a ledge in front of a ladder. Pull up, ignore the ladder for now, loop around left and take a running jump to grab an opening across the water. Pull up and follow the passage over breaktiles to a wall switch that opens a trap door above the ladder. Return there, jumping over the glass shards revealed by the crumbled breaktiles, climb the long ladder past the opened trap door and pull up into an attic.

 

Hop over the crates into the corner hole for a small medipack and search the crates on the other side of the room for shotgun ammo. Look on the floor for automatic pistol ammo and push the corner button to open the door to your left. Go on through and shoot a baddy in the lavish building. Turn left and wait for another baddy to approach from the connecting hallway. Go where he came from and turn left at the crossing. Push the button on the wall to your right that opens the adjacent door to the bathroom. Shoot the thug, take his shotgun ammo and enter the bathroom. Loop around left into the shower stall and push the button to open a nearby trap door.

 

Go to the opposite shower stall for a large medipack, hop onto the cabinet and pull up into the opening where the trap door fell. Make your way through the inner ductwork, watch out for glass shards in a corner hole and shoot two rats. Find shotgun ammo in an alcove to your right, continue to a fixed camera, pull up onto the slope and back flip into an alcove populated by a rat. Jump across the gap, light a flare and run forward to a slope. Slide a bit and jump off in front of an opening. Pull up higher, run past the opening to your left, hop down and loop around right to face another slope. Slide and jump the gap, go around the corner and jump another gap, shoot a rat and pull down a wall switch to shut off a fan.

 

Go back, jump the gap, turn right and jump over a fan, loop around left and pull up higher, go right and then left to the dormant fan. Climb the ladder and back flip near the top into an alcove with a wall switch. Pull it down to open a trap door, climb back down the ladder and go right, left and right to the opened trap door. Safety drop to the floor, push the nearby button to open the corner door and enter the kitchen. Go to the curtained opening, wait for a baddy to emerge and go inside to find a small medipack to your left. Pull the pushblock from the other corner and go around to pull down a wall switch that opens a door near the long ladder you climbed up earlier.

 

Exit the kitchen, go diagonally to your right across the hall and push the button to open a gate beside you. Proceed down the hallway and shoot the baddy around the corner. Take his shotgun ammo and run past the crossing and around the corner to find the opened door. Enter a room with crates, shot a dog and a thug and pick up the small medipack dropped by the latter. Look up in the far left corner and target a baddy. Just left of the entrance is automatic pistol ammo. Note the keyhole and closed door in the far wall.

 

Go to the stacked crates where the baddy was perched and hop into a floor hole for shotgun ammo. Go across to find another crate with the AUTOMATIC PISTOLS. From that crate, stand jump to the corner of the next higher crate and wait for the sandbag to drop. Take a running jump around it to the corner crate and take a running jump and grab to the next crate. Pull up, wait for the sandbag to drop and take a running jump to the right side of the next crate so you won't be struck by the falling sandbag. Jump to the dead baddy, pick up his automatic pistol ammo and jump to the corner.

 

Push the pushblock next to you three times to reveal a passage to your left, at the end of which are two sandbags. Carefully trigger them and pull up right at the wall. Pull up right again to find a wall switch that opens a picture door somewhere. Return to the crate room, drop to the floor, exit to the hallway and go all the way to the far wall. Turn diagonally to your right into a side hallway and push the button on your left to open the door. The open picture is in this room, but so is a baddy. Hop into the opening, push the button to turn off the flames in the fireplace, go there and push the pushblock two times to reveal another passage.

 

Climb down the ladder at the end, light a flare and get past a gauntlet of sword-wielding statues. Continue past a thug to a room with crates, on which you'll find a small medipack and the ELEVATOR ACCESS KEY. Return through the dark passage past the now-dormant statues and up the ladder to the previous room. Exit, turn right and run past the crossing to the elevator gate. Use the key to open the gate and follow around left. Push the button, get into the elevator and allow it to carry you slowly up to the next floor. Get off and for a secret, save your game in front of the button for a tricky jump. Push the button, wait for the elevator to start descending, hop into the gap as soon as there's enough space, turn right at the wall and jump up to grab the corner opening. Pull up and continue around the passage, pulling up higher, for the BRONZE BROOCH and SECRET #2.

 

Use the nearby floor hole to safety drop near the elevator. Push the button again to bring the elevator back up for later, run down the corridor and turn right at the crossing. Push the button to open the door at the far wall, turn right inside for shotgun ammo and go the other way to the end of the passage. Push the button to open a door you passed by, shoot two dogs on your way back, find the opened door and push the button inside to open the other door in the passage. Go there, shoot a thug, pick up his shotgun ammo and enter the new room.

 

Grab the shotgun ammo and large medipack to your right, go carefully through the phantom curtain to your left and jump over the floor hole (glass shards below) that's just inside. Continue to a wall switch that opens a door in the main hallway. Retrace your steps through the long passage. When you reach the main hallway, run straight forward to the wall, turn left and then right through the opened door. Shoot the dog and baddy in the next room, pick up his automatic pistol ammo and go to a side room with a ladder on a bookshelf. Climb to the top, turn around and take a running jump and grab across the gap, pull up in front of an opening and take a running jump diagonally to your right onto a block.

 

Push the button to raise two timed platforms, reverse roll and take a running jump to the left side of the first one, turn right and take a running jump to grab the next one, pull up while turning right and jump to a ledge before the platforms fall back down. Stand jump slightly to your right, grab the crack in the wall, shimmy right and pull up into an opening. Follow to a small room, shoot two rats, climb onto the crate for the LIVING ROOM KEY (cut scene of a platform being raised below you), return to the opening, hang from the edge, shimmy left and drop to the raised platform. Drop from there to the floor and exit to the hallway.

 

Turn left, loop around right and return to the elevator. Push the button, get in and ride down to the first floor. Get out, loop around right past the gate and continue all the way to the far wall. Use the Living Room Key to open the door, shoot the baddy up on the balcony to your left as you enter and find a wall switch on the left side of the fireplace to your right. Pull it down to open the double doors behind you and release two baddies. Pick up the automatic pistol ammo dropped by one of them and go past the opened doors up the ramp to a landing above the dining room where the camera angle changes.

 

Take a running jump onto the balcony to your right and pull down the wall switch to lower a platform down below. Turn left, jump from the opening in the railing to grab the chandelier, pull up and jump down to your right onto the balcony with the grated fence. Note the secret beyond the closed door. Hop down left onto to the corner block next to the lowered platform, pull down the wall switch to raise the chandelier a bit (you'll see why in a minute), reverse roll and jump onto the brick ledge. Face the room, side flip right onto the slope and jump off onto the lower chandelier. Take a running jump and grab to the higher chandelier, pull up and jump to grab an even higher ledge. Pull up, loop around right and jump over to get the large medipack and automatic pistol ammo.

 

Take a running jump across the room to grab the ledge in the far wall, pull up to find a wall switch. Pull it down to lower the chandelier, step back and turn left, then take a running jump to grab the opening in the wall. Pull up and follow the passage to a wall switch that lowers a trap door. Go back, jump down to the previous ledge, jump to the chandelier and turn to face the block with a ladder. Jump there, climb the ladder past the lowered trap door and back flip into an attic.

 

Find the shotgun ammo and automatic pistol ammo on top of the crates, locate the pushblock and pull it toward the closed gate. Go around it to find a second pushblock. Pull this one two times, get over it and find a revealed wall switch that opens the nearby gate. The wall section to the right of the wall switch is also a pushblock. Push it two times to reveal a wall switch that opens the door to the secret you noted earlier. Go back, get over the pushblock and enter the room where the gate opened. Vault up onto the crate for the HEADQUARTERS KEY (cut scene of where it's to be used in the hallway).

 

Return to the ladder, climb down and jump to the chandelier. Hop to the ledge and drop down the other side onto the lower chandelier. Take a running jump to the balcony with the grated fence and go past the opened door to find the GOLD BROOCH for SECRET #3. A large medipack, 3 x shotgun ammo and 2 x automatic pistol ammo are also added to your inventory. Safety drop from the balcony to the floor and exit to the main hall. Return all the way across to the elevator, push the button, get in and ride it up. Exit and turn right, left at the wall and stay left until you reach a dead end. Use the Headquarters Key to open the double doors, enter and do battle inside with two baddies, two thugs and a dog. One of the thugs (the gun-slinging dude who's particularly hard to kill) drops the ARTIFACT STORAGE KEY, and the baddies drop shotgun ammo and automatic pistol ammo.

 

Exit this room, stay right in the hallway and return to the elevator once more. Push the button, ride it down, stay left in the hallway until you reach the room with the crates, go to the far wall and use the Artifact Storage Key to open the door. Enter another room with crates, pick up the MASK TEMPLE KEY (cut scene of the exit gate opening) and exit this room. Loop around left up the crates and past the opened gate, save your game and run up the ramp to end the level. 

 

Level 3: UNDERWATER BASE

 

Click here for the builder's video walk

 

You're underwater as the level begins. You have the HARPOON GUN in your inventory, but in my game there were no harpoons. If that happens to you, reload your previous savegame and try again (I had 15 harpoons after reloading). Swim forward and down diagonally to your right. Locate the opening near the ocean floor and swim inside, where you're met by a fish. Dispatch it with your harpoon gun and go left into the side passage where it came from. Flip turn at the end of the passage, pick up a small medipack and 2 x harpoons and return the way you came. When you reach the main passage you can either (1) turn right and return to the open area, locate the opening in the far wall and swim inside and up for air, or you can (2) turn left, then follow the passage until you reach a crossing. Take a right and swim up the shaft to an air hole. Both routes should take about the same length of time, so (2) is more efficient.

 

Pull out, turn around and jump to grab the ledge. Pull up, walk forward, slide down the slope and jump to grab the opening. Pull up and follow the passage to an opening where a remote camera gives you a view of a partially flooded room. Hop down to the ledge below and target two fish swimming around in the water. Jump in and search the lake floor for 2 x harpoons in an alcove, shotgun ammo in a tunnel near a corner, then pull out onto a corner ledge for flares. Jump from there back to the ledge from which you shot the two fish, pull up into the opening and stand jump to your right onto the nearby block.

 

Make your way counterclockwise along the blocks, ledges and column tops until you reach a ledge against the wall with a slope going off to the side. Slide down the slope and jump off to grab the opening. Pull up, walk forward and jump to grab a higher opening. Pull up and follow the passage, dropping down several times until you reach a deep pit. Save your game, face away from the slope down to your right, back flip onto it, slide and grab, pull up and take a rolling back flip to grab the slope behind you, pull up and slide down the other side, jumping off with grab at the last instant to land    safely in a passage. Continue to a water hole, jump in and grab the flares in an alcove to your right, then swim to an open area where you find the eponymous Underwater Base.

 

Two fish are approaching, so quickly swim underneath the Base, pull the underwater lever to open the trap door behind you and pull out where you can more easily deal with the fish. You may need to jump back in to lure one of them to you. Search the room for 3 x harpoons and shotgun ammo, then return to the water and search the ocean floor directly below for 2 x harpoons. There's a small medipack in an alcove at floor level. Return for air and look for a ceiling hole in the corner that's covered with green algae. Swim up, surface and pull out near the RUBY VASE for SECRET #1. Return to the Base.

 

Find a corner hole created by the crates and pull down the wall switch to open the nearby door. Go on into a hallway to trigger an alarm and shoot two thugs who come forth to challenge you. Push the wall button to turn off that annoying alarm and grab the automatic pistol ammo dropped by one of the thugs. Go down a short ramp opposite the button and turn the wheel to open the door. Shoot the dog and thug in the next room, pick up his small medipack and vault up on the ledge for flares. Push the button to open another door and enter a passage lined with bunk beds. Search them for 3 x harpoons, a large medipack, 2 shotgun ammo and the MAIN ACCESS KEY.

 

Return through the previous room to the main hallway, turn right and pause as you turn the corner to allow the barrels to roll by. Shoot a thug and a dog in what I'll call the receptacle hallway, grab the dropped automatic pistol ammo and continue to two closed doors. Open the one at the end with the Main Access Key, go inside and shoot the thug perched up to your right before running forward for 2 x shotgun ammo. Push the wall button across the room to open the adjacent door for a short cut to the hallway. Enter the passage opposite the entrance door and follow, noting the ladder as you pass by, to a hallway. Turn right, then left into a room with pushblocks.

 

Loop around left and pull the first pushblock away from the wall. Go around it and pull the second pushblock to create a corner hole. Hop inside and pull down the wall switch to open a nearby trap door. Locate the floor hole where the trap door lowered and jump to grab the ladder. Climb down into a dark room where a thug is waiting. Grab the shotgun ammo on one of the crates, hop down into the corner hole and follow the metallic passage to a wall switch that opens a trap door. Return to the previous room and climb the ladder to back flip into the pushblock room.

 

Exit, turn right and then left into the passage where you noted the ladder earlier. Climb up past the opened trap door and shift right near the top. Drop down into a passage and go around to emerge on a balcony overlooking the room below. Jump the balconies in a counterclockwise direction until you reach an opening. Follow the passage to a wall switch that opens a door in the room below. Go back, hop over the railing and go past the opened door up the stairs to a room where a thug is waiting on the overhead cat walk.

 

Continue forward across the room and turn the wheel to open the door. Follow the passage up a ramp, shooting a dog and a thug along the way, and when you reach the top shoot another thug off to your left. Pick up his automatic pistol ammo, jump into the water and find 2 x harpoons in the near corner. Find the floor hole, ready your harpoon gun and swim down to flush out a frogman. At the end of the passage is an underwater lever that opens a door at the catwalk in the previous room. Return there, surface at a corner and pull out onto the steps. Run forward into the opening and follow the passage back to a previous room.

 

Turn right into the wall opening and follow this passage to a new room where two thugs are waiting, one at floor level and the other on a catwalk. Use the crates to reach a large medipack, then use the steps to reach the catwalk and shoot out the window at the far end. Pause for the shotgun ammo dropped by the thug and proceed into a control room. Pull down the wall switch to turn off the lights and open a door down in the previous room and return via the catwalk and steps, shooting another thug along the way. Go past the opened door to the opening in the opposite wall, climb down the ladder and follow the passage.

 

Shoot the thug you meet, go into the side passage on your right for shotgun ammo and flares, then continue until you hear action music. Shoot a dog and a thug, pick up the dropped small medipack and go around the corner into a new room. Light a flare so you can see a window you can shoot from the highest crate, jump into the opening and pull down a wall switch in the boiler room to open a door you passed by earlier. Get down to the floor, look for automatic pistol ammo surrounded by the crates and exit this room. Return through the passage to the ladder and climb back up to the top.

 

Turn left in the next room, go up the steps to the catwalk and turn left at the door you opened. Follow the passage to a catwalk in a previous room, grab the WASTE AREA KEY dropped by the thug and continue to a button that opens a trap door. Climb down the ladder to your right, reverse roll and exit to your left. Go down to a slightly lower room, turn left there and follow to the green receptacle where you can use the Waste Area Key to open the adjacent door. Enter and save your game at the top of the slope for a harrowing platforming exercise in a room with toxic goo.

 

Slide down to a remote camera, jump near the bottom to grab a slope, pull up and slide down the other side, jump three times off slopes to a ledge with a button that raises a platform behind you. Jump to it, continue to a ledge against the wall and drop down into the hole to find a timed wall switch that raises another platform at the far end of the room for a few seconds. Save, hit the look key to kill the cut scene, jump back the way you came, past the ledge with the button and onto the second raised platform. Turn left and take a running jump to the slope, followed by another jump to a ledge where barrels are triggered. Jump straight up to avoid them, save again so you won't have to repeat and go where the barrels came from into the passage. Pull up left to find the SAPPHIRE VASE for SECRET #2.

 

Return to the previous ledge and take a running jump to the next ledge, triggering more barrels from your left. Jump straight up to avoid them and continue with a running jump to grab the crack in the wall. Shimmy right and drop to a ledge. Turn around and jump to grab the higher ledge, pull up and find the FIRE CIRCUIT BREAKER to your left (cut scene showing where it's to be used). Turn around and take a running jump to a lower ledge, turn left and take a running jump to the next ledge, turn right and take a running jump to grab the block. Pull up, stand jump to grab the next ledge, pull up and immediately turn right and hop back to grab the edge as the barrels roll by.

 

Pull up, go to the end of the ledge and take a running jump to grab the first of two block steps. When you pull up onto the second one be prepared to jump over two barrels as they roll toward you. Push the wall button to open a trap door, pull up left and climb the ladder past the opened trap door into a previously visited room. Turn right into the receptacle hallway and continue into the red receptacle room at the end. Go up the stairs to your right, turn right in the next room, climb the ladder and shift left to drop down. Loop around the button into a boiler room with a receptacle for the Fire Circuit Breaker. The flames guarding the passage to your right go out, allowing you to enter the next room.

 

Find the pushblock among the crates, pull it back and push it aside to reveal another pushblock. Pull this one three times, get on the other side and push it once. Reverse roll to find a third pushblock in the passage. Pull it into the room as far as you can, hop over it and  follow the passage to a crate where you'll find the SAWBLADE BREAKER (cut scene of where it's to be used). Exit the pushblock and boiler rooms, climb down the ladder and reverse roll. Follow the passage to your left back down to another crate room, turn right and follow the passage to a hallway, turn right and enter the second doorway on your left, hop onto the crates to your right in the next room for automatic pistol ammo.

 

Insert the Sawblade Breaker in the receptacle to turn off the machine so you can step forward and pick up the DIVING AREA KEY. Exit this room, turn right and then left, follow the passage to the next room and continue straight ahead through the next opening to the receptacle hallway. The yellow receptacle is the one you want. Open the door with the Diving Area Key and shoot the thug coming up the ramp toward you. Turn the wheel to open the door at the bottom and enter a new room. Pick up 2 x harpoons and jump into the water below. Swim through the opening in the wall and draw your harpoon to deal with the approaching frogman

(or swim back and pull out to kill him with your pistols).

 

Continue along the passage, surface for air and go back the way you came. Turn right at the crossing and fight the current that's drawing you back toward the fan behind you. When you break free, turn left, then right and follow down a floor hole that leads up to an underwater lever that opens a gate. Surface for air, swim back down and follow the passage the way you came. Turn left in front of the fan, swim behind it and continue to engage two frogmen. You can either do battle with them here and now or swim straight forward and pull out of the water. Shoot the thug perched overhead, then jump back into the water to deal with the frogmen if you haven't already done so.

 

Look for 2 x harpoons, then use the crates to pull up where the railing is broken. Save your game for a fairly tricky running jump and grab across to where the thug was perched. Pull up and run forward into a boiler room. Pull down the wall switch on the boiler to turn off the underwater fan and return to the water. Swim back toward the fan, turn left when you reach it and swim past the stilled blades to an opening in the far corner. Follow the passage, swim up to an underwater lever that opens a gate behind you, swim back and turn right past the opened gate. Swim to an area guarded by two frogmen, surface for air and then deal with them.

 

Search the floor for 2 x harpoons, locate the wall opening at floor level and swim inside. Follow the passage, turn right in front of the fan and carefully swim up in front of a second fan. Turn left in front of a third fan, loop around right for harpoons, flip turn and swim the other way toward a floor hole. Swim down, turn right and follow the winding passage to an underwater lever that opens two gates, including the one to your immediate right. Surface for air, swim back down and locate the opened gate in the far wall near the corner.


Swim inside, surface and pull out. Climb the ladder and back flip into an upper passage. Follow to a room with contraptions sliding back and forth. Work your way past them with appropriate jumps until you reach the corner ledge. Turn right, take a running jump to grab the next ledge, pull up and run along the ledge to jump to the next corner ledge. You've passed the swinging contraptions, but you still need to turn right and make a running jump to the next ledge. Go to the end and jump over the railing onto the next ledge. Pull down the wall switch to open a gate in the central structure, jump into the water from here and find the opened gate.

 

Swim inside, surface and pull out. Push a wall button to open a trap door, grab the automatic pistol ammo and 2 x harpoons, climb the ladder past the opened trap door and pull up to a room where a thug is waiting. Grab the CRANE CHIP (cut scene of the control room where it's to be placed), climb back down the ladder, jump back into the water and loop around right to enter the wall opening on the left. Swim inside past the dormant fan, turn right and then left, turn right at the wall and swim up the shaft to find an underwater lever. Flip turn, swim into the opening to your immediate left and surface in a familiar pool.

 

Pull out at the corner and go up the stairs, looping up right past a dead thug into a room with a receptacle for the Crane Chip. Return to the ledge overlooking the water and take a running jump to grab the lowered crate. Pull up and take a running jump onto the ledge ahead. Go through the opening and along the passage to meet three thugs and two dogs on your way to a room with a wall wheel. Turn it to open the door and enter a room with crates. Look first on the floor for flares, uzi ammo, a small medipack and 3 x harpoons, then vault up onto the crates for 2 x shotgun ammo and automatic pistol ammo.

 

Exit this room, run straight forward and jump into the open ocean water, swim right toward an opening and continue to a shaft leading upward. Surface, pull out for 2 x harpoons. Jump back into the water, continue along the passage and deal with a fish. Take the right fork when you reach a crossing, bringing you to an open area with a submarine that's patrolled by a fish and a shark. After surfacing for air, explore the floor near the submarine for a vegetation-covered nook containing the AMBER VASE for SECRET #3.

 

Surface and pull out onto the ledge above the entrance where you'll find 2 x harpoons, pull up onto the block to your left and stand jump over the slope toward the submarine. Jump from the slope on the other side to a jutting ledge,  turn left and take a running jump over the water to grab the next ledge. Pull up, turn right and take a running jump to the first of two slopes. Jump off the second one with a left curve to land on a lower ledge. Follow to an opening in the wall and shoot two thugs guarding their hideaway.

 

Pick up the shotgun ammo dropped by one of them, vault up into the strange structure for the RUINS KEY and return to the water. Swim through the entrance opening, stay right and come to an underwater structure. Shoot a shark, swim to the left of the structure and find a shaft leading up to an air hole. Pull out and follow up to a receptacle for your Ruins Key that opens the front door of the structure. Swim down and around and inside the structure to end the level.   

 

Level 4: SUNKEN RUINS

 

Click here for the builder's video walk

 

You're still underwater as the level begins. Swim forward, note the closed doors at the end of the hallway, grab 2 x harpoons at the far right corner, flares at the far left corner and look for a small opening up in the wall to your left. There's a shaft leading to an air hole just inside to your right. Continue along the winding passage until you meet up with a fish. You can either draw your harpoon gun now or swim past it into the next room, pull out of the water and shoot it with a conventional weapon. Jump back into the water for harpoons and pull out onto the central block.

 

Take a running jump to the corner block, turn right and take a running jump and grab to the higher block, pull up and make a tricky jump into the wall alcove (I did it with a running jump and a left curve). Pull down the wall switch to open the double doors you saw earlier, jump down into the water and swim back the way you came to the entrance hallway, pausing for air if necessary, turn left in the hallway past the opened doors and keep left for 2 x harpoons in a side passage. Exit, turn left again and avoid the flying discs while continuing to a flooded room guarded by a fish. Pick up the harpoons and a small medipack, swim into the narrow opening you'll find in a corner at floor level for the AMBER VASE and SECRET #1, swim back and pull up onto a corner ledge for flares.

 

You may have seen the trap door next to the corner ledge, so jump back into the water and find a side passage across the room leading to an underwater lever that opens that trap door. Swim down the shaft into a passage where a fish is waiting. Continue to a shaft where you can swim up, surface and pull out. Face the ladder and stand jump onto the slope. Slide a bit, back flip to the other slope, jump off and grab the ladder. Pull up to a passage, slide and jump over a spike pit to grab the ledge, pull up and come to an opening overlooking the water room.

 

Hop to the column and into an alcove with a wall switch that opens a timed door and activates discus-throwing devices (much like dart traps). Hop back while turning right, jump to the previous column, stand jump to the next column and continue with a running jump past the timed door into a room with the UZIS. When you pick them up a door opens and a yeti comes charging out. Go where he came from for a large medipack and harpoons, uzi ammo and automatic pistol ammo, and the RUINS KEY (the timed door re-opens), then exit this room, jump into the water below and swim through the opening ahead.

 

Continue through the next room, into the opening and swim up and around the stairs, wade out to a new room and find 2 x harpoons, 2 x shotgun ammo and a receptacle for the Ruins Key. Go past the opened door, stand at the edge of a spike trench and save your game for a breaktile exercise. Slide, jump to the first breaktile, stand jump to the next one, take a running jump off the next one onto the corner slope, jump off and grab the next breaktile around the corner, pull up and run left around the corner before jumping to a safe ledge. Pull up into a higher passage and follow around to a ledge overlooking a large flooded area.

 

You may be able to target and shoot a fish swimming around below, but be aware that there's another fish and two sharks in there that eventually need to be dealt with. There's an icy ledge you can pull out onto to make things a bit easier for you. Search the lake floor to your left for uzi ammo and 2 x harpoons on a slab near the sunken ruins, then look for an underwater lever on one of the yellow columns that opens a gate not far away. Look for a large medipack on your way there, swim past the opening and make your way up a long shaft (surprising a couple of harmless moray eels along the way) until you can surface and wade out. Hop into the opening in front of the gate (left side) and pull down the wall switch to open an underwater trap door.

 

Return to the lake and swim diagonally right toward the ice columns. Locate the open trap door in the lake floor between two columns, fill your lungs with air and swim down to a long passage. Follow it past three moray eels until you reach an open area where you can surface. Pull out, shoot a yeti, go where he came from and pull down a wall switch that opens a gate back in the passage. Jump into the water and swim back, staying right until you reach the opened gate. Swim inside and follow to a room where you can pull out at a flat spot on the right side.

 

Turn around and jump to grab a higher block. Turn right and take a running jump and grab to the next higher block. Turn right and stand jump to a flat spot down on the ledge. Jump diagonally right up to the next flat spot and back flip to avoid the triggered boulder. Jump back to the flat spot, vault up higher, side flip right and jump to the top of the ledge to trigger another boulder and awaken a yeti. Grab the small medipack and harpoons on the other side of the ledge, find an opening in the wall and pull up left into a passage. Run forward, pull up higher and continue up and around the corner until you reach an opening that faces the Sunken Ruins.

 

Pull up left, stand at the corner and turn to face a block with automatic pistol ammo that you can reach with a standing jump. Return to the previous block, stand jump in the opposite direction to a lower ledge, hop to the adjacent ledge with a plant where the camera angle changes, face the ruins and take a running jump with a right curve onto the sloped column. Slide, grab, pull up and take a rolling back flip to grab the ledge behind you. Pull up, run forward, pull up higher for another camera angle change, go toward the decorative door where a platform has been raised and take a running jump past it to grab the ledge on the other side.

 

Pull up, run forward and find a deep floor hole with a ladder surface. Climb to the bottom and jump into the nearby water hole. Swim down and along the winding passage until you reach a gate where you can pick up the SAPPHIRE VASE for SECRET #2. Return to the ladder hole and climb back up. When you pull out, turn left and take a long running jump down to a jutting block. Look a bit to your left and take another running jump to grab a crack in the wall. Shimmy left until you're over a slope, release, slide a bit and back flip onto a ledge. A nearby platform has been raised. Take a running jump to a higher ledge, pull up left and enter the passage.

 

In a room with spikes, jump to the block to your left, go to the corner and take a running jump onto a slope. Jump off onto the next slope, slide and jump to grab the ladder. Climb up, turn left into an open area where two yeti attack, find the shotgun ammo in an alcove and a large medipack near the yellow structure. Vault up into the structure and pick up the INNER CHAMBERS KEY to raise a platform down in the spike room. Return to the ladder, drop down from the hole opposite the ladder and slide onto the raised platform. Take a curved running jump with grab to glide into the opening and return through the passage to the wall opening.

 

Run off right to slide down to the block and take a running jump to the raised platform. Turn left and take a running jump to grab the corner block (to the right of the crack you used earlier), pull up and stand jump around the corner onto another block. Go to the wall, turn right and take a running jump onto a slope, slide and jump to grab the column and pull up. Take a running jump toward the Sunken Ruins and land on another column. Stand jump onto the broken column to your left and take a running jump to land on a ledge extending from the front porch.

 

Note the ladder, use the Inner Chambers Key to open the front door and enter the ruins. Step on the breaktile, allow it to crumble and drop you down into the water below. Turn right at the wall past a moray eel and come to an open area. Shoot the fish, grab the harpoons to your left and go through the opening in the opposite wall to a room with another fish. Surface, pull out onto a ledge for harpoons and pull up onto the block on your left. Turn right, jump to grab the crack in the wall and shimmy right until you can pull up into an opening.

 

Turn to face the slope, stand jump onto it and jump off to grab the broken pillar. Pull up and take a running jump to grab the ladder. Climb up and take a rolling back flip near the top to grab a block jutting from the wall. Pull up, go into the passage to your right and pull up higher into a room with a wall switch that opens a trap door. Go around the room for shotgun ammo, flares and a small medipack, return to the ledge outside and drop down into the water.

 

Swim through the nearby opening into the next room and continue straight to the ladder. Swim up past the opened trap door, surface and pull out. Turn around and jump to grab the ladder above the crack, climb and pull up into a room where two yeti are running about, go around the stairs to the right for shotgun ammo, then go back and up the stairs. Grab the uzi ammo near the far wall, slide down right and run across the room to find a floor hole in the left corner. Hop down to a dark room, shoot two rats and light a flare. Climb down the ladder, jump around the corner onto the breaktiles and quickly run over them and jump with grab into the next room.

 

Shoot three more rats and pull down the wall switch in the dark corner to open a door somewhere. Reverse roll, climb the ladder past the opened trap door to a passage, drop down at the other end and go right to the next ladder. Climb up, run forward and slightly to your right, pull up higher two times, run forward and turn right into the passage where the door opened. Run forward and shoot the charging yeti, come to a room with a grated floor and look for automatic pistol ammo behind the column near the far wall. Come back to the opening to the left of the ladder, follow to a balcony and jump into the water.

 

Swim into the opening on your right and follow the passage to a room with a wall switch you can't now use. Turn right at the wall into the opening and swim up to find an underwater lever that opens a trap door in the previous room. Go back there, swim up past the opened trap door and surface. Pull out in front of a gauntlet of discus-throwing machines, time your way past them and shoot two rats around the corner. Pull down the wall switch to open a door in the room with the grated floor, get back into the water and loop around right to surface in the room with the balcony.

 

Pull out at the far left corner, go up the balcony and through the passage to the room with the grated floor. Run straight across into the opening where the door opened and climb down the ladder at the end of the passage. Enter a deep room where the camera angle changes, go into the opening on your left and follow the ramped passage past dormant blades. Pull up two times into an upper room, pull down the wall switch to flood the passage and activate the blade traps, swim back the way you came and surface in the deep room. Pull out onto a broken balcony against the wall, turn around and take a running jump to grab a crack and shimmy right to pull up onto a higher balcony. Turn and jump the gap to the adjacent balcony-bridge and jump up just before you step down lower to grab an ivy-covered ledge.

 

Pull up and go around to find the RUBY VASE for SECRET #3. If you also found the other two secrets in this level, a number of goodies, including the GRENADE LAUNCHER, are added to your inventory at this point. Otherwise, you'll have another opportunity to get the grenade launcher later in the game. Go back, drop down to the balcony and run all the way across (hear a trap door opening for later) to a wall switch that lowers the water level in the deep room. Run back the other way, drop down backwards at the end, slide and grab and drop to a balcony with a timed wall switch that raises platforms to your right. Save your game, pull down the switch while turning right, take a running jump to the first platform, turn left and take stand jumps to the next platforms followed by a running jump to a balcony with another wall switch (not timed).

 

Pull it down to open a door, jump a bit to your left over the railing onto a slope and slide down to the floor. Turn around and find an opening across the room leading to a ladder. Climb up to an upper passage, go around to the room with the grated floor and climb the ladder in the far wall. Climb up past the opened trap door and back flip onto a ledge. Go around to find a gap in the railing and take a running jump to grab a ledge between two columns. Pull up in front of the door opened with the wall switch and run across to a balcony that faces flaming columns.

 

Turn left and pull down the timed wall switch that turns off the flames for a short time. Turn around and jump the column tops (there's never a need to grab and pull up) until you reach the far corner of the room. Turn around and take a running jump to grab the higher block. Pull up and pull down the wall switch to open an underwater gate. Jump down into the water and pull out on a corner ledge near the entrance balcony. Return to the previous room and safety drop to the floor below. Reverse roll and run straight ahead through the room with the grated floor and continue to the last room. Go to the floor hole on your left and climb down the ladder to drop into the water.

 

Flip turn, swim out into the room and turn left into the opening near the far wall where the gate opened to find an underwater lever (cut scene of a face tile with green eyes). Flip turn, swim out and loop around right into the parallel passage where an invisible barrier has been removed. Follow to a room where you can pull out at a flat spot in the corner. Stand jump to a higher flat spot, turn to your left and jump up still higher to trigger a boulder, side flip right and slide down to the previous flat spot. Hop back up to where you triggered the boulder, turn right and take a running jump onto a jutting block, continue with a jump to the corner and save your game.

 

Turn right and line up for a running jump close to the wall onto a blue surface where another boulder is triggered. Without stopping, jump again toward the corner, turn right and take another running jump to a flat spot that triggers another boulder when you land, so immediately hop forward onto the block and continue around the corner with a running jump to a corner opening. Follow the passage to a room with the RUINS KEY. When you pick it up a trap door opens, so climb the ladder to the room with the grated floor, turn right and climb a familiar ladder to back flip onto the upper balcony.

 

Pull the nearby wall switch back up to drain the area, climb back down the ladder and go back through the adjacent passage to your left. Follow to the lower balcony, safety drop to the floor and go through the opening in the far wall to trigger four sets of teeth doors. Make your way carefully past them into the next room, pull down the wall switch you couldn't use earlier to open a door and return past the now-dormant teeth doors. Go to the far wall in the next room, locate the pushblock and pull it two times into the room. Push it once toward the center of the room, get up on it and jump to grab the ladder in the central column.

 

Climb up to the ledge and run across to the doorway you opened in the teeth door passage. Shoot a yeti and grab the uzi ammo in the next room. Pull up into the alcove in the far wall and pick up another RUINS KEY. Go back, run across the ledge, climb down the ladder and jump to grab the higher corner opening. Pull up, hop to the balcony and follow the passage up the stairs to the room with the grated floor. Loop around left, climb the ladder, back flip to the balcony, run through the opening opposite the flaming columns to the other balcony and take a long running jump over the gap to grab the ledge where there's a break in the railing.


Pull up and use the two Ruins Keys to open the door. Go inside to the next room, step on the central tile and a door opens to release two yeti. Go into the side room, pull down the switch in the far wall, reverse roll and run straight across the room past the next opened door, shooting two more yeti along the way. Pull the wall switch in that room as well to open the final door, reverse roll and exit, turn right and go to a room with a MASK TEMPLE KEY (cut scene of a platform being raised) to go along with the one you've been carrying around for ages. The raised platform is behind you and to your right, so go there, jump to the raised platform and down to a corner ledge to your right. Stand jump a bit to your left onto a lower ledge with a plant, turn right and take a running jump to grab a crack in the wall. Shimmy left, pull up onto a corner ledge, turn left and stand jump down to a lower ledge. Take a running jump around the corner to land in front of an opening in the wall and follow the passage around to end the level.

 

Level 5: SIBERIAN MOUNTAINS

 

Click here for the builder's video walk

 

Slide down to a ledge. Follow down to a valley where a helicopter flies overhead. Continue around left to an open area where two vultures attack. Explore the immediate vicinity for a small medipack, then loop around left into a side passage to find a large medipack at the end. Return to the open area and go across to find an opening in the rock wall. Follow down into a cave to flush out a tiger. Nearby you'll find 2 x shotgun ammo on the floor and uzi ammo in an alcove.

 

Look for a slope that you can back flip onto and jump off to grab a higher ledge. Pull up, run forward, pull up higher and jump three spear pits clockwise (note the closed door beyond the first pit) to reach a wall switch that opens that nearby door. Go back the way you came, again jumping clockwise over the spear pits past the opened door, jump over a final spike pit and pull up and follow to an opening that overlooks the open area you explored earlier. Jump down left onto a ledge, go to the end, jump around the corner onto an ice-covered ledge and take a running jump across the gap to another ledge. Follow around clockwise, jumping as necessary(some long running jumps are necessary), until you see a crack in the wall ahead.

 

Jump to grab the crack, shimmy left and pull up into an alcove. Turn

around and jump out with a curved running jump to your right to land   

on an upper ledge where a tiger immediately attacks. Look ahead  for a wall opening, grab the automatic pistol ammo near the entrance and follow around (passing a side passage with a closed door) to an opening. Take a running jump to grab the jutting block, pull up and take two more running jumps to a small ledge in the far corner. Jump up right to grab the crack, shimmy right a bit and pull up in front of a passage. Follow to the end, hop down and watch out for falling icicles as you continue forward and around to your left.

 

When you reach the opening overlooking a cave, jump around counterclockwise while evading the falling icicles. Come to an opening and jump a spike pit as you round the corner and pull up in front of a wall switch that opens the door you noted earlier. Go back the way you came, following the path marked by the fallen icicles. Their collision can be nasty impediments to your progress, but you can take a shortcut on your way back with a running jump over the gap. Turn right at the wall and pull up into the passage, follow to the end and hang from the edge, shimmy left along the crack and drop to the ledge below. Turn right, stand jump to the block, take a running jump across the gap to your right, walk forward and take another running jump to grab an opening in the wall.

 

Pull up, follow around past the opened door to your left, go right down a ramp and take a running jump across the gap to grab the middle of the other side. Pull up, reverse roll and take a running jump back as two ice boulders roll toward you. Jump back once more, continue up the ramp and turn right into a room with ice columns. Shoot two tigers and pick up the automatic pistol ammo next to the skeleton. Find an opening to a short passage and follow inside for a small medipack, harpoons and flares. Exit and loop around right to another opening that takes you a longer distance to a larger room.

 

Stand jump the grab the slope next to the fenced window (with a secret on the other side), pull up, slide down the other side and jump to the corner of the column ahead to avoid the falling icicles. Stand jump to the next icicle-protected column, stand jump to the corner column, turn right and stand jump to grab the slope. Pull up, slide down the other side and jump off to grab the ice ladder. Climb down to the cavern floor where it's pitch black, light a flare and locate a nearby opening that you can pull up into. Run forward and climb the ice ladder, shift left at the top and drop down in front of another ladder. Climb up to a passage and follow around to find the GOLD CUP for SECRET #1.

 

Instead of backtracking, pull up three times and run forward as a door opens upon your approach. At the end of the passage jump to a ledge on the nearest column to your left and turn right. Take a running jump to grab the jutting ledge on the next column, pull up and jump up higher to your right. Turn left and take a running jump into the corner opening and loop around to another opening. Take a running jump to grab the ledge to your right, pull up, turn right and stand jump to the next ledge. Take a running jump into the opening and go up the ramp to an ice ladder.

 

Climb up to a wider passage, go around the corner to meet a tiger and look left for shotgun ammo. Climb the block near the shotgun ammo and take a running jump to grab a crack in the wall. Shimmy right, pull up into an alcove, turn around, take a running jump to an ice-covered ledge and follow the passage up a ramp. Just after you pass an alcove on your left a boulder is triggered, so take refuge in the alcove under the boulder rolls by. Continue up the ramp to an open area where the camera angle changes.

 

Turn right and jump into an alcove around the corner for a large medipack. Jump back and continue with a jump to the far wall. Turn right, take a running jump to grab the slope, pull up and slide down the other side. Jump off onto an icy ledge and make your way around clockwise, jumping as necessary until reach a spot where you have to jump off a slope and grab a rocky ledge. Pull up, turn around and jump across to a flat surface, pull up onto the higher block, turn around and take a pixel-perfect running jump (try it standing at the right corner) to grab the icy block. Pull up, take another running jump to grab a ledge that's partially rocky and partially icy, pull up and go into the passage.

 

Follow around, come to a spear pit and take a curved running jump around the corner onto a ledge. Turn left, hop up into the opening and immediately back flip to avoid the icy boulder. Jump back to the opening and follow around to another opening. Take a running jump to grab the ledge, pull up, turn around, side flip left onto the slope, jump to another slope and jump to grab the crack. Shimmy right, pull up and follow to the bridge and across to the other side.

 

Push the ice block into the next room, turn around and go back to the bridge. Loop around right and hop down into an alcove. Safety drop to a lower ledge, hang from the edge and shimmy right until you can pull up at the corner. Run forward past the opened door (which closes behind you), shoot a tiger and loop around left in the cavern for shotgun ammo. Go back the other way, loop around left again and climb up onto a block. Turn left and take a running jump to grab the next block. Pull up, turn around and jump up to grab the opening. Pull up into a small room with two wall switches. One opens a door in the room with the pushblock, the other opens a door back where you shot the tiger. Pick up the automatic pistol ammo and drop back down. 

 

Return to the place where you shot the tiger, find the opened door and go on through to attract another tiger. Continue around to an opening where the camera angle again changes, stand jump to grab the ladder and climb up to a ledge. Turn left, take a running jump to a lower ledge and enter the pushblock room. Move the block through the opening into the next room and onto a trigger tile in the far left corner to open a nearby door behind you. Get the uzi ammo in the other corner and go through the opened door.

 

Continue into the passage ahead, shoot a tiger and get onto the short control block. Jump to grab a higher block, pull up and follow to a wall switch that raises two platforms outside. Return through the passage and turn left to the bridge opening. Go outside, jump left to the raised platform and pull up onto the block. Climb down the ladder and back flip near the bottom onto the other raised platform.  Face the wall crack, carefully run off right to grab the crack and shimmy right to an opening. Pull up, loop around right for flares and 2 x harpoons and jump into the nearby water hole.

 

Swim along the passage, passing a closed door and staying left until you encounter a fish. Continue to an underwater lever, pull it to open that door and swim down for 2 x harpoons, then return for air. Swim back along the passage, staying left until you meet another fish, then continue on until you can surface and pull out to a wider passage. Follow to an opening where a base camp has been erected. Shoot two vultures, approach the structure and shoot the two posted guards, then run the other way through the valley, taking the right fork and turning left just after the sign post to find a wall opening.

 

Enter, beware of the ceiling icicles as you approach a dropoff, jump onto a slope to your right, slide and grab, pull up and take a rolling back flip to grab a ladder. Climb to the bottom, find the nearby shotgun ammo in an alcove and follow the passage to an opening where two tigers attack. Continue to a deep room where the camera angle changes. Climb the long ladder to the top, turn around and take a running jump to grab another ladder. Climb up, shift right near the top and climb up as high as you can before taking a rolling back flip to grab the ladder behind you. Climb this one all the way to the top, pull up in front of a passage and run forward to an opening overlooking the valley.

 

Take a running jump to your left to land on a ledge. Jump a bit to your right to grab the crack in the wall, shimmy right and pull up at the corner. Take a running jump around the corner, curving left to land on a ledge, walk to the other end and take a running jump with grab to glide into an alcove next to an opening. Follow the passage to a crossing, step inside to your right to trigger an ice boulder and hop back into the passage. When the boulder has gone by, go on up the passage where it came from and emerge at an opening overlooking the base camp you saw earlier. Take a running jump to grab the side of the turret where you shot the guard earlier, pull up and pick up his uzi ammo and jump to the companion turret. The guard there dropped a large medipack.

 

Climb down to the ground, go to the front fence and pull down the wall switch to open the gate for later use. Reverse roll and run into the cave. Go down into an open area where two guards and a dog are roaming about. One of the guards drops a large medipack. Go around to the left side of the lower building near where you entered (noting the snowmobile inside) and hop up onto the roof for M16 ammo. Drop back down and approach the larger building in the distance to flush out a third guard up on the roof.

 

Go to the stacked crates in the far right corner and find uzi ammo in a hole. Look next to the nearby building for the nearby 2 x shotgun ammo. Go to the front of the other building and push the button to open the door. Push another button inside to open another door and shoot the dog and guard who rush out. Pick up the guard's uzi ammo, enter the room and find a side passage with a wall switch that opens a door near the front entrance and releases another guard who drops automatic pistol ammo. Go to the opened door and pull down the wall switch in the next room to lower a trap door blocking the ladder beside you.

 

Climb the ladder, pull out onto the roof and look for 2 x grenades on the higher part. Slide back down to where you shot the guard and take a running jump to grab the wooden column. Pull up and jump to the roof of the next building, go to the other side to an unmarked trap door around the middle of the roof's edge that collapses under your weight and drops you inside the building. Shoot the guard and find a crate you can shoot with the automatic pistols (a crate that's slightly lighter than the others) to gain access to the SILVER CUP for SECRET #2. Push both buttons on opposite sides of the room to open doors. First, explore the storage room for 2 x shotgun ammo and automatic pistol ammo and find a nearby wall switch to pull that opens a trap door behind you.

 

Locate the opened floor trap door, climb down the ladder to the basement passage, go around the corner to surprise a dog and a guard, pick up the guard's large medipack and continue into a hallway. Push the button on your right to open the gate, loop around right to a timed wall switch that opens the gate on the other side of the hallway. Go there as the gate closes behind you and loop around to find a pushblock. Move it to the opposite corner, get up on it and pull up into an upper passage. Jump down the other side, shoot a dog and pull down the wall switch to open two gates out in the hallway.

 

Exit to the hallway, continue across into the opposite room and a gate opens to your right as you enter. Save your game in front of the timed wall switch in this room. Pull it down to raise a platform, reverse roll and run left past the opened door into an alcove with another timed wall switch that opens another nearby door. Reverse roll and run out to your left past the opened door, run straight across into the room with the pushblock, hop up onto its left side, turn right and hop into the upper passage. Run forward and jump onto the raised platform and jump across into the opposite passage before it drops, continue around the corner and safety drop into another room with crates. Pick up the grenades, the M16 with M16 ammo, and find the MOUNTAIN PASS KEY on the crates against the far wall.

 

The crate on the left is a pushblock, so pull it once, get on the other side and push it once or twice so you can use it to get back into the upper passage. Go around, drop down where the timed platform dropped, exit this room and turn right. Follow to the ladder and climb up to the former room at ground level. Turn left into the next room, exit this building and run diagonally to your left across the compound to the cave entrance. Follow around to the guard turrets, run past the gate you opened earlier and continue to the far end of the valley. Turn left before the next cave entrance and climb the corner block. Climb up higher onto a ledge and take a running jump down to an ice ledge to your left. Pull up onto the block for the SAPPHIRE CUP and SECRET #3. 2 x M16 ammo, 2 x automatic pistol ammo and 2 x uzi ammo are also added to your inventory.

 

Drop to the ground and use the Mountain Pass Key to open the gate. Follow the passage to a new section of the compound. Turn right right at the fence and go to the wall for uzi ammo. Run clockwise around the fence to find a wall switch that opens the gate. Go inside as the door opens, shoot three dogs, enter the building to your left and push the button to open the adjacent door. There's a closed door at the top of the nearby stairs, so enter the next room and find an opening on your right. Go down the steps, shoot a guard and pick up his M16 ammo. Continue through another room and come to a reservoir containing deadly water.

 

Go up to the pushblock and pull it back to reveal a wall switch that opens a door in the previous room upstairs. Return there, go up the stairs past the opened door to find a guard in the next room. Pick up his automatic pistol ammo and find a wall switch that opens a gate somewhere. Look at the wall map for the clue to the wall switch puzzle you'll soon face. Go back downstairs and loop around right into the next room, continue downstairs toward the reservoir and turn right past the opened gate into a room with crates. Pick up the flares and 2 x shotgun ammo, face the bay of wall switches and pull down only 2, 4 and 5 (counting from your left, remembering that map upstairs).

 

The water in the reservoir is now safe, so jump in and swim along the passage to a dead end with a shaft leading upward to an underwater lever that opens a trap door in the shaft just before the dead end. Swim up, surface and pull out. Push the wall button to open the exit gate to your right. Run straight forward, turn right at the wall and continue along the passage to shoot a dog and a guard. Continue to a closed gate and pull down the wall switch to open it. Enter the next room and hop onto the crate for the GARAGE KEY.

 

Exit this room, return through the cave passage and take a right into the next cave passage. You'll come to a fence with a wall switch that opens the gate to a familiar compound. Go to the building on your left and open the door with the Garage Key. Get on the snowmobile you saw earlier and drive it out of the building (up arrow key) and into the cave passage to your immediate left. Continue past the guard turrets, through the gate and take the right fork as you approach the far wall. Turn right at the sign and gun the snowmobile (action key + up arrow key) up the ramp and over the gap to the other side.

 

Turn the corner, back up as far as you can and gun the snowmobile over another gap as four boulders roll down from your left. Stop at the bottom of the ramp, turn left and line up with the left side of the ledge ahead while noting a row of suspended boulders ready to roll down and crush you. Stay left as you drive the snowmobile past them (no need to use the action key), stop and turn left and carefully negotiate the ice ledge in the next area. Drive to a dead end, dismount (jump key + arrow key) and take a running jump to grab the ladder. Climb down to the icy floor, shoot two tigers and follow the valley past shotgun ammo, then uzi ammo (both to your right), go back a short distance after picking up the uzi ammo and go through the opening in the ice wall.

 

Follow to a crossing, turn left for 2 x grenades, then continue along the other fork until you reach an open area. Loop around right and climb the corner block. Take a running jump to the ledge, continue with a curved running jump around an obstruction to grab the next block, pull up and stand jump to the next block. Turn to your left and take a running jump to grab the next block, pull up and stand jump to grab the high opening in the wall. Pull up into the passage and follow around to a floor hole. Lower Lara down the other side, where there's a ladder surface, climb to the bottom with her feet still on the ladder and take a rolling back flip to grab the facing ladder.

 

Climb up to the passage, hang from the opening on your left and safety drop to the ground. Follow to a pushblock, pull it once to release a boulder and cause it to roll down and smash an ice barrier, reverse roll and pull back up to the previous passage, use the two ladders to get back across to the other side, go to the opening and safety drop down to the open area, reverse roll and run straight ahead into the opening created by the boulder. Jump two blocks to reach a passage, then follow up to an opening that overlooks a temple area.

 

Look right, take a running jump to the first of two slopes, jump to the second one and jump off to grab a ledge. Pull up, drop down the other end and make your way down the blocks to the ground. Run toward the temple, pick up the automatic pistol ammo and uzi ammo near the right corner, then run to the left side to find a floor hole next to the wall. Drop down, walk to the edge of a slope and save your game. Slide down left, jump off near the end onto another slope, slide and jump with a right curve onto a third and shorter slope, jump and grab a crack in the wall. Shimmy right, pull up and the door ahead opens automatically. Run inside to end the level.

 

Level 6: ICE TEMPLE

 

Click here for the builder's video walk 

 

Follow the passage past a closed door to an open area, grab the flares in the corner, note the closed trap door and find the ceiling shaft opposite the entrance. Face the entrance and jump up to grab the ladder surface in the shaft. Climb up, shift right at the top and drop down into a dark overhead passage. Follow around to a spike trench, run off the edge at a sharp angle toward a wall and walk carefully through the spikes and hop into the opening around the corner. The next room is floored with breaktiles with spikes underneath, but there's a safe spot in the far left corner. Run there, straight to the wall and then left to leave a row of breaktiles intact for the return trip, and allow Lara to fall down. Walk through the spikes and around the corner to a wall switch that lowers the trap door you noted earlier.

 

To your left is a pushblock. Push it to reveal an alcove with the SILVER CUP for SECRET #1. Walk through the spike field to the safe spot, jump up to grab an unbroken breaktile, pull up and run across to hop into the passage. Walk through the spike trench, vault up at the end and continue to the ladder shaft. Jump to grab the ladder, climb down and find the opened trap door not far away. Jump into the water hole and swim forward to a sunken room with a timed underwater lever to your right (next to a wall opening for later). Pull it to raise a platform, swim back the way you came and find a narrow opening going off to the right.

 

Enter and swim a long distance until you reach a shaft leading upward for air. Pull out and run past a gauntlet of those disc-throwing machines to a pool where the timed platform was raised. Take a running jump over the pool to grab the platform, pull up and enter what appears to be the Ice Temple where two thugs await. One drops a large medipack, the other the ICY KEY. Return to the pool, jump into the water and swim into the opening next to the underwater lever. Surface, pull out onto a ledge, run forward for 2 x shotgun ammo and 2 x automatic pistol ammo, vault up onto the porch and insert the Icy Key in the receptacle (cut scene of the door opening back at the beginning of the level).

 

Jump back into the water, swim back toward the pool but loop around left and look for a shaft leading upward in the far corner. It's a short cut back to the opened trap door. Swim up, surface and pull out. Enter the passage and turn left at the wall  to find the opened door. Turn right into a room with a purple flame and a large medipack on one slab and 2 x uzi ammo on the other. Exit, run straight across to the far wall, turn around and look up to see a ladder surface. Jump to grab it, climb up and back flip near the top into an upper passage. Note the ice boulders to your left. Save your game, run along the passage as ice boulders are triggered, jump over two blade traps and turn right at the wall with more ice boulders in hot pursuit, run over a breaktile and jump to the next breaktile against the wall, turn left and drop onto a slope. Slide, jump and grab the ladder as the boulders roll by.

 

Climb down and drop just in front of spikes, run forward and find flares in the next room to your left. The door to your left opens upon your approach, so follow to the wall and turn right where another door opens. Continue until you heard another door opening, turn around and go back around the corner to the far wall to find a switch that opens a door behind you and to the left. Go there, get past two blades with timed runs and find another wall switch to open another door. Go back past the blades and continue straight forward into a cell-like room.

 

Get on the raised floor, turn around and jump up to grab an opening in the ceiling. Pull up into a passage with more of those disc-throwing machines, get past them and drop down into the floor hole at the end. Pull down the wall switch to lift a gate, climb back out of the hole and return through the passage (the machines are now dormant) to drop back into the cell. Exit, loop around right, turn left at the lifted gate (which drops down behind you) and shoot two thugs inside. Pick up the ICY KEY they were guarding, the gate lifts again when you pick it up, so exit and turn left to hear another door opening. Go around the corner and use the Icy Key to open the door.

 

Climb the ladder in the far wall and back flip near the top into another room with a purple flame. Vault up into the alcove for M16 ammo, hop down for 2 x shotgun ammo and follow to the next room. Once again a gate shuts behind you, locking you in. The two statues to your left come to life when you approach them and become  Xian swordsmen. Those flaming bowls are dangerous, so avoid them as you dance about while firing at the swordsmen. They turn blue and shatter nicely in their death throes. Go where they were, find a wall switch in each of two side alcoves and pull them down to lift the gate opposite the entrance.

 

Go on through and follow down the steps to a deep room. Stand at the edge of the ledge facing the far right corner, ready your uzis and save your game. Stand jump onto the spring board column and hopefully you'll bounce off and land safely on the corner ledge. Turn left and take a running jump with a right curve to land on the slope so you slide backwards. Grab the edge, shimmy left, pull up at the corner and take a rolling back flip to land on the facing slope. Slide and grab and shimmy right through a fixed camera until you reach a ladder surface at the corner. Pull up while saving and back flip onto the ledge behind you while drawing the uzis, jump off while firing at the bell and quickly holster the uzis so you can slide and grab the edge and climb down the ladder until Lara's feet are at the very bottom.

 

Back flip onto a ledge fragment, turn left and stand jump to grab the next section of ledge. Pull up, run forward and jump to grab a ladder. Climb to the top, turn right and take a long running jump (no grab) down to a white ledge. Jump to grab a ladder to the left of the purple flame, climb up to a crack, release to grab it and shimmy left to pull up into a short passage. Climb another ladder at the far end, shift right at the top and drop down into an upper passage. Follow to a gap, jump onto a slope, slide a bit and jump to a continuation of the passage, hang from the opening at the end and safety drop to the room below.

 

Shoot a Xian swordsman while it's still reviving and pull down the wall switch to open double doors back in a previous room. Go into the side passage where the door ahead opens automatically, jump with grab down to the white ledge to your left and go up the steps to the room you saw in the cut scene. Turn right past the opened double doors and go up the wide steps to a larger room. Pick up the uzi ammo on a crate next to the central structure, go around to the other side and find M16 ammo and automatic pistol ammo on a similar crate. Go through the nearby opening and into a room with a knife-throwing thug.

 

Pick up the grenades and find a pushblock in the far left corner. Pull it out of the wall, go around to the side and pull it four times onto a trigger tile that opens a trap door across the room. Go there and climb down the ladder to a passage. Don't step on any of the manhole cover tiles down here. Hop over the first two, take a running jump over the next pair, go past a closed door and jump to grab a crack in the wall ahead. Shimmy right past three deadly tiles, drop to the passage and step on the trigger tile in the alcove to open the nearby door. Grab the crack once more and shimmy left, pull up into the alcove and hop down safely.

 

Go through the opened door and turn left. Save your game at the end of the ledge and take two running jumps off slopes to grab the ledge around the corner. Pull up and save your game again. Line up with the blue jutting ledge across the room and take a running jump onto the far edge of the spring board column so that you bounce off and hopefully land on the blue jutting ledge instead of jumping straight up ad infinitum or overshooting the ledge. When you get there, save your game again, turn to your right and take a running jump onto the far edge of another spring board column and bounce off higher to land on an upper ledge. Shoot the knife-throwing thug waiting there and target another knife-throwing thug on a ledge across the room. Take a running jump with grab there, pull up, go around and jump to a balcony (avoid striking the rails). Hop up onto the block at the other end and stand jump into the wall opening.

 

Follow the passage to a ladder, climb up to a passage with those deadly manhole covers and jump over them, using the safe spots, until you reach a trigger tile in a side passage that opens a nearby door. Go back the other way with equal care to the opened door and jump across the gap to grab a break in the railing. Pull up and loop around left through an opening to a room with a wall switch on your right. Pull it down to lower the platform to your left. Now face the bell across the way, save your game for a timed run and jump up and down while firing at it. Timed platforms are raised, so quickly make your way clockwise around the room, jumping to the three raised platforms (only grab the second one) with a final jump over the balcony to land in front of a passage.

 

Take a running jump onto a breaktile and continue forward into the cage-like structure. Step on the trigger tile to lift the gate and release a knife-throwing thug. Go where he came from and find the collapsible trap door. Stand on it and drop to the room below, shoot two tigers and pull down the nearby wall switch. Go around the pushblock on your right, pull it three times and get on it to take an angled running jump past a ceiling hole. Walk forward to the opening, jump to an ice block, hop down to the next ice block, turn right and take a running jump to grab the next ice block. Pull up and drop down the other side. Drop down once more and jump onto the nearest ice column beneath the cage.   

 

Jump to the next ice column and climb down the ladder that was hidden on the other side, follow the passage behind you and vault up for the GOLD CUP and SECRET #2. Climb back up the ladder, jump to the broken ice column where you find an opening and follow to a wall switch that lifts a gate in the cage. Jump back to the ladder column, turn left and jump to the next ice column, then to the one with the block steps against the wall, go to the top and make your way counterclockwise around the perimeter until you can jump through the opening in the cage. Loop around left past the lifted gate and shoot a Xian swordsman as he's in the process of reviving.

 

Pick up the uzi ammo and pull down the wall switch to open the trap door blocking the ladder beside you. Climb up, back flip onto an upper platform and shoot a knife-throwing thug. Note the closed door, jump to the corner ice column for a large medipack, return to the platform and jump from the far corner onto an ice column. Turn around and take a running jump to grab an opening. Pull up, hop over a floor hole and follow down some steps into a room that appears at first glance to be safe. However, look at the ceiling to note all those manhole covers which signal deadly tiles below. You need to step only on those tiles with no overhead manhole cover. There are four of them, and you can use the safe central slab to help in this endeavor. When you step on it, or on one of the four trigger tiles, you get a cut scene of the door that needs to be opened. When all four trigger tiles have been activated, the door opens back where you shot the thug. Return there the way you came and go through the opened doorway.

 

Go up the steps and find a small medipack, uzi ammo and 2 x shotgun ammo on your right. There are two wall switches, one of which raises a platform and the other gives you a cut scene of closed double doors. Return to the platform, climb down the ladder into the cage, go through the nearest opening and turn left. Take a running jump to grab the opening in the wall, pull inside and approach the deep room. Take a running jump over the ledge (hop back twice before initiating the run) to grab the raised platform, pull up and hop inside the central structure. Step on a trigger tile that raises another platform, jump to it and follow the balcony around to a wall switch that opens a door down below.

 

Return to the central structure, slide backwards down the sloped column and safety drop to the floor. Turn around and run past the opened door down some steps. Jump to grab the wall ladder, climb down to a lower passage and approach a room riddled with manhole covers. Jump to the safe tiles, stand jump to grab the corner block, pull up and jump to grab the wall ladder. Climb up and follow more steps up to the cage. Pull down the wall switch to open those double doors and return to the ladder. Climb down and back flip onto the block when you're just above the spikes. Get across the room by jumping to the safe tiles (jump with grab to the first one because of the low ceiling).

 

Climb back up the wall ladder and back flip toward the opened door. Re-enter the large room and go through the opened double doors between two purple flames. Run through the cave toward the Ice Temple and do battle with three knife-throwing thugs. Check the bodies for a large medipack and the RIGHT WING KEY, then look for a separate alcoves with 2 x automatic pistol ammo and 2 x shotgun ammo. Opposite the shotgun ammo alcove is a receptacle for the Right Wing Key. Open the door and proceed to a room with uzi ammo on  the ledge to your right. Jump over the floor hole to grab the wall ladder and climb down to a passage leading to a room with rolling slicer wheels.

 

Time a jump from the left side of the balcony to land on the wooden ledge as the slicers are rolling to the left, run up to stand between them and time a jump onto the column to your right. Jump around right to the next column and face the next slicer ledge. Jump there as the slicer starts rolling back to your left, follow closely behind it and jump off to your left onto what looks like another column but is actually a spring board. Curve left in midair to land on the far edge, bounce off to grab or land inside the higher opening, pull up if necessary and follow the passage, jumping two gaps to reach a wall switch. Pull it down to open a trap door back in the passage and return the way you came.

 

Drop down past the opened trap door onto a bridge and note the ice barrier at the other end. Run toward it and watch the barrier shatter to release a slicer coming your way. Jump left onto the column before the slicer reaches you. Wait for the slicer to start going back to your right, jump back across to the bridge, turn left, run to the wall and pull up right for the SAPPHIRE CUP and SECRET #3. If you didn't get the grenade launcher in Level 4, the GRENADE LAUNCHER will be added to your inventory here (assuming you got the other two secrets in this level), together with 4 x grenade gun ammo. Wait for the slicer to start going away from you, hop down and run along the bridge to jump back to the column. Face the next set of three slicers and save your game. Take a running jump to the left side of the first ledge just as the slicer is getting there, continue without stopping with curved jumps to the right side of the second ledge and the left side of the third ledge, followed by a running jump to grab a crack in the far wall. Shimmy right to an opening and pull up in front of a ladder.

 

Climb up, shift right at the top and drop down right into an upper room. Loop around right and pull down the wall switch to open the door to your left, but first turn around and run up the stairs and then down the stairs to a maze-like area. Loop around left for M16 ammo, then wander about to flush out two knife-throwing thugs. Locate and pull down the wall switch to open a door on the other side of the area, go there and follow to a passage guarded by two blade traps. Get past them and come to an opening that overlooks the room below.

 

Hop back twice, take one step forward and take a running jump onto the springboard column to your right. Bounce off and land on or grab the ledge in the upper corner. Pull up if necessary, turn around and take a running jump onto the slope to your right and back flip off it onto a ledge. Safety drop from the other side to climb down and enter a passage past a closed door where a Xian swordsman waits to your left. Step on the trigger tile he was guarding to open a door, run along the passage to a parallel passage where another Xian swordsman is waiting at the end. Step on his trigger tile as well to open another nearby door, go back looping around right and follow to a dead end. The wall on your right is climbable, so climb up to the ledge and save your game for a tricky jump.

 

Take a running jump with grab a bit to your right to land on and grab the ledge, pull up if necessary, hop down to the flat part of the ramp below and jump to the ledge on the other side of the central beam. Hop the ledges in a clockwise direction until you reach a wall switch that opens a door down below. Jump back along the ledges until you can safety drop near an opening. Go up the stairs and past the opened door, step out onto the balcony for the CEREMONIAL MASK (1 of 2) and go back down the stairs to your left. Go through the opening to the Ice Temple courtyard, turn right and run over the frozen central pond toward a closed door. Loop around right into an alcove just before you get there and pull down the wall switch to open the door in the adjacent alcove.

 

Go on through, find the small medipack to your right, note the object beyond the floor grate and go up the stairs to an opening leading to a balcony. Jump from the right side of the balcony across the gap to grab the opposite balcony, pull up and encounter a reviving Xian swordsman. Go past him to the end of the balcony, stand jump to grab the end of the next balcony around the corner, pull up and follow to the end. Jump to grab the crack in the wall and shimmy left until you can pull up. Turn around, hop down to the next balcony, hang from the edge and shimmy left past the obstruction, pull up and jump around the corner to the next balcony. Follow to a wall switch that opens a door down below.

 

Safety drop from the other end of this balcony, run across the Ice Temple courtyard to the opened door and go through a cage tunnel to a cave with a zip line. Ride the zip line over the cage and follow the left fork of the passage on the other side to a large medipack. Go back and take the right fork to an opening. Jump the ice blocks and ledges in a clockwise direction, grabbing and pulling up onto the last one, and from there take a running jump down to a slope with a ladder. Climb down to the floor, shoot a tiger and find an opening on the other side leading to an ice passage that brings you to a ramp with boulders poised above. Run up the ramp to trigger the boulders, run back and jump to safety as the boulders smash through an ice barrier, then follow down and past a gate that closes behind you.

 

Pick up the CEREMONIAL MASK (2 of 2) to open two gates and release three tigers. Explore the side passages for uzi ammo and automatic pistol ammo, then find a corner block where you can pull up several times until you reach an opening overlooking an outdoor canyon. Safety drop to the canyon floor, run across to find an opening on your left, pull up inside and jump over the spike pit to

grab a ledge. When you pull up a fixed camera shows you what next to do. Turn around, back flip at an angle onto the ice slope, jump off onto the facing slope and use the left arrow key to bring you over so you can grab the ladder. Climb to the top, jump left to a higher block and follow the passage to an opening.

 

Take a running jump left to grab the block, pull up and continue with a running jump with grab to glide into the opening, hop over the gap, turn right and take a running jump to grab the next block. Pull up, take a running jump to grab the crack in the wall and shimmy right until you can pull up. Follow the passage around and up to an opening. Take a running jump onto the ice column, turn around to your left and save your game. Stand jump with a midair flip to land on the corner of the springboard, bounce up and hopefully land on top of the cage tunnel you ran through earlier. Jump to an opening in the wall and follow the passage to a room with 2 x grenade gun ammo on the ledge to your right.

 

Pull down the wall switch to open the door to your left, go on through to find yourself back in the Ice Temple courtyard, turn right and then left to the closed double doors. Use the Ceremonial Masks to open them, go on through and up the stairs past a giant gong to a landing. Pull down the wall switch to tip the huge courtyard bowl and cause molten gold to pour down and thaw out the central ice pond down below. Return down the steps to the courtyard, jump into the central pond, swim down and follow the long winding passage until you reach a shaft where you can swim up and surface.

 

Pull out and splash through the shallow water to a raised slab with the GONG HAMMER you saw earlier through the grated floor. Return to the water, swim back to the Ice Temple courtyard, pull out and return to the double doors you opened not long ago. Go back up the stairs to the giant gong and put that Gong Hammer to use. The vibrations cause an ice barrier to shatter near the foot of the stairs. Go back down and through the new opening. Slide down to a bridge, run across to a fixed camera and pick up from the central slab the third MASK TEMPLE KEY. A chicken monster makes its appearance and the bridges drop down, leaving you without an escape route. When the chicken monster dies the level ends.

 

Level 7: HENGSHAN

 

Click here for the builder's video walk

 

Lara is now dressed for jungle exploration. Run forward down Tree Valley and deal with a couple of vultures at a crossing. On the left side, you'll find a small medipack and shotgun ammo on the other side of the rock slab. In the corner opposite that rock slab is automatic pistol ammo. Go back the other way and around the corner toward a rock wall. Shoot the tiger and find an opening in the wall. Follow the passage to an open area with flares and 3 x harpoons. Continue along the passage, going down a bit, until you reach a water hole.

 

Swim down and follow the passage, meeting a fish along the way, and pause for 2 x harpoons. Swim up at that spot, surface and pull out onto a corner ledge. Stand right, jump to grab the crack in the wall, shimmy left and pull up near a wall switch that raises a platform near the water hole. Jump into the water, swim back the way you came, pull out near the raised platform and pull up onto it. Turn around, jump to a higher opening, follow to a slope, slide down backwards, grab the edge (noting the ladder for later) and take a rolling back flip to grab an opening. Pull up and follow the passage around, taking the left fork for 2 x shotgun ammo. Go back along the right fork, pull up onto a block and run up the ramp to an opening overlooking Tree Valley.

 

Turn left and take a running jump to the block, continue with a standing jump to the adjacent block around the corner, turn right and take a running jump to the block against the tree. Turn right and take a running jump across the gap to grab a crack in the tree. Shimmy left along an invisible crack and pull up into an alcove. Drop down the other side and follow to the JADE DRAGON for SECRET #1. When you pick it up a platform is raised outside to eliminate the need for some backtracking. Go back, drop down from the tree and pull up onto the nearby raised platform. Jump the two blocks next to the trees, then jump to your left into a tree opening and finally jump to grab a ledge.

 

Pull up, run forward to a floor hole and climb down the ladder to a slope. Release, slide and grab, shimmy right and pull up into a flat corner. Turn around and jump to a block. Turn right and stand jump to grab a slope. Shimmy right to the corner, pull up, slide and jump off with a right curve to land on the next block. Take a running jump slightly to your right to land on a block against the wall, jump up to grab the crack and shimmy left until you can pull up into an alcove. Turn around, save your game and take a tricky running jump into the opening slightly to your right, follow to an opening and take a running jump to grab the block ahead.

 

Pull up, turn right and take another tricky running jump to grab the ladder (I did it by standing right and curving left in midair). Climb up until you see an opening behind you, back flip into the passage and hop into the passage to your right past the floor hole. Drop down into a passage laced with ominous spider webs. Continue into a dark den, shoot two baby spiders and grab flares in the corner. Vault up into the opening in the opposite corner, pull up higher and follow to meet another baby spider around the corner. Pull down the wall switch at the end to open a door. Return to the spider den and pull out into the passage, hop right past the floor hole and safety drop at the end. Find the ladder you used earlier and climb all the way down to the cave floor. Look behind you for shotgun ammo and loop around the block to find a small medipack in an alcove. Go back around past the ladder into a passage and shoot a baby spider just inside.

 

Follow to a wall and look up right to see a ladder. Jump up to grab it and climb up a long distance. Back flip with a roll near the top and grab a ledge. Pull up into this higher passage and run forward to trigger a boulder. Quickly scoot to safety past an opened door into the passage on your right and follow to a series of slopes. Slide and jump over a gap with a left curve if necessary until you come down to a stable surface. Shoot the approaching tiger, wait for a second tiger to arrive and search a side passage for automatic pistol ammo. Return to the tiger den, run across to the opposite side passage and pull up into a higher passage. Run up the ramp, greet two more baby spiders and continue along the passage to a dropoff.

 

Safety drop from the edge and stay left as you go around the corner to another opening. A cut scene warns of danger ahead. Continue to a camp site, shoot the guard, find automatic pistol ammo, uzi ammo and shotgun ammo near the crates, then find a pathway between the trees and follow to a clearing where two more guards are waiting. One drops a large medipack, the other uzi ammo. Continue down the path with trees on your left and a rock wall on your right, stay left at the end and drop down to a lower forest area. Shoot two tigers and look for a side passage in the trees for shotgun ammo.

 

Come to a expansive clearing and jump counterclockwise around the perimeter onto flat spots in the tree roots. You'll soon come to a green-lined pathway through the trees that loops you around right to automatic pistol ammo, grenades and a large medipack. Go back to the ledge overlooking the clearing, slide down backwards, shimmy left and drop down to a block, then safety drop to the forest floor. Find the cave opening and slide a long distance, jumping over a gap along the way. At the bottom, stay left and come to a den defended by three giant spiders, one of which is hiding in a side passage to your left. Take the M16 ammo from the skeleton, go where that third spider was and find a large medipack.

 

Exit to the den, turn left and then right into a passage that brings you to an opening. Turn around at the entrance and look up to see a crack in the wall. Jump up grab it and shimmy left until you can pull up into an alcove. Turn around and run off right (low ceiling) onto a block, take a running jump across the gap to grab the column, pull up, hop up to your left and take a running jump to grab an opening above the crack in the wall across the way. Pull up and follow the passage to another opening.

 

Jump into the ledge to your right, go to the other end and jump into the passage a bit to your left. Go around to a slope, slide down backwards, grab and safety drop into a dark spiders' den. Shoot four baby spiders and look for a wall switch that opens a door outside. Find a nearby passage and enter to flush out a giant spider. In the side passage to your right you can loop around for grenades. Return to the main passage and slide down to an opening. Look right and jump to grab the ladder. Climb up to the top, pull up onto the slope and take a back flip onto the ledge down below you.

 

Turn left, stand jump with grab onto the slope, slide a bit and jump off to grab the ladder. Climb all the way to the top, turn right and take a running jump to grab the familiar wall opening. Pull up and follow around to the next opening, jump right to the ledge and this time turn left and take a running jump across the gap to grab the ledge to the left of the column. Pull up and run past the opened door into a passage. Pull up higher, run up the ramp and look for a wall ladder to your left when you reach the open area at the top. Take a long running jump, grab the ladder and climb to the top. Drop down the other end of the block and find a passage leading downward (noting the closed door in the opposite passage). Climb down the ladder at the end, run to the wall and loop around right into a parallel passage as a triggered boulder rolls behind you.

 

Follow to a dark den guarded by a giant spider and a couple of baby spiders. Pull down the wall switch to your left to open the door you noted earlier and return through the spider den to the ladder. Climb back up, run straight forward past the opened door and climb the next ladder as well. Go to the opening, save your game and take a rather precise running jump across the gap to grab the opening. Pull up and go up the ramp to your left just past a side alcove to trigger another boulder. Take refuge in the alcove and continue up the winding ramp to a much longer ladder. Climb up to a clearing and step forward for the DRAWBRIDGE COG (1 of 3).

 

Enter the side passage to your right and follow around to an opening. Hop and slide down into Tree Valley and follow around left to reach the path with trees on your left and a rock wall on your right. Turn right at the end into a glade where you'll meet a guard. Take his uzi ammo and continue on to find grenades and M16 ammo clumped together. Climb onto a lower brown sloped block near the wall, back flip onto a higher block, turn around and jump the other blocks until you face a slope. Slide down and jump off with a right curve to land inside an opening, follow around until you emerge at an opening in Tree Valley where the camera angle changes.

 

Hang from the edge, drop to grab the crack and shimmy right to pull up into an alcove. Turn around and take a running jump across the gap onto a growth-covered limb. Turn right and take a tricky running jump with a right curve to land on a corner ledge. Turn left, take a running jump to grab a higher ledge, pull up, turn left and take a running jump to grab a block to the right of a tree. Pull up, stand jump a bit right onto a slope, slide and jump off onto a block. Turn right, stand jump to grab another slope, hang right, pull up, slide down the other side and jump off at the last instant to grab the ladder ahead. You probably won't reach it, but if not that's okay. Just slide down to the ground, locate a nearby alternate ladder, climb back up and try again.

 

When you're able to make the grab, climb up and back flip two rungs from the top onto a tree limb. Take a running jump to another tree limb, stand jump to the next tree for automatic pistol ammo, go back and take a running jump in the direction of the ladder to grab a jutting limb in the next tree (to the right of the sloped portion). Pull up, look up to your left for an opening, hop up there and follow to an opening that faces a rock wall. Stand jump onto the block to your left, take a curved running jump with grab into the wall opening and follow the passage to the end.

 

Run off left onto a slope, slide a bit and jump to a tree block, take a running jump from there onto a limb stub, turn around left and take a running jump to grab a jutting tree limb, pull up and take standing jumps to the adjacent limbs on this tree to find grenades and a small medipack. Hop back to the previous limb and take a running jump to grab a short limb on the next tree on your right. Pull up, go around and take a running jump without grab to land on the corner of a short limb on the next tree. Take a running jump down to the top of a rock ledge, loop around right and take a running jump to grab a limb on the other (left) side of the previous tree. Pull up, turn left and take a running jump onto a limb stub on the left side of the next tree. Turn left, take a running jump to grab the next limb, pull up and stand jump around the corner onto the next limb. Turn left and take a long running jump to grab the long jutting limb of the next tree.

 

Pull up, wait for two aroused vultures to arrive and jump down from the end of the limb onto the block against the rock wall. Take a curved running jump from there into the wall opening and follow around to a see-through fence for 2 x shotgun ammo. Go through the opposite passage, slide down and safety drop from the end several times to an opening overlooking a lake. You may be able to target and shoot a fish from here, but you'll probably need to jump into the water and flush out a second fish. Locate an alcove at floor level for 2 x harpoons, surface and pull out onto a low block.

 

Walk to the high end of this block, take a running jump from the corner to land on the farther of two slopes, slide and jump to grab a crack in the wall. Shimmy right, pull up onto a corner ledge and take a running jump onto another slope. Slide, jump and grab the block, pull up and jump to the next block, turn left and take a running jump and grab to the opening in the rock wall. Pull inside and follow to the end, pull up right and continue to an opening. Take a running jump and grab the block near the waterfall, pull up, turn left and take a running jump to grab an invisible opening on the right side of the waterfall. Pull up and follow around to the SILVER DRAGON for SECRET #2.

 

Jump from the waterfall back to the previous block, take a running jump toward the shrine entrance and shoot the guard who comes charging out. Take his uzi ammo, enter the shrine and shoot another guard waiting inside. Look around the room for 2 x grenades and flares. There's a closed door barring your further progress, but if you step inside the alcove your weight will open a trap door, dropping you down into a water trench. Wade out and follow the passage around the corner to find one of those rolling slicers. Wait for it to roll away from you and wade as fast as you can in its wake, take refuge in the alcove on your right as the slicer makes another circuit, then wade across to the opening that connects to another passage and another slicer. Turn right as it rolls by left, take refuge in the alcove ahead where the water becomes more shallow and time a run into the dry passage.

 

It's dark in here, so light a flare. Follow around to another slicer and a swinging spike bag, use the protective alcove to get past them and come to a see-through fence. Light another flare and get past more swinging spike bags until you reach a ladder on the other side of the see-through fence. Climb to the top, follow around and pull up higher. Continue to a room with the DRAWBRIDGE COG (2 of 3). The door ahead opens when you pick it up, so run through the shrine back to the waterfall area.

 

Jump into the lake below (being sure to avoid any hard surfaces), pull out onto the low block and jump two more blocks in the direction of the waterfall, one higher and one lower. Turn to your right and hop up into the opening near the waterfall. Follow the passage up and meet a guard, continue to the end and pull up higher. Follow to a wall switch to open the door behind you and run straight across the clearing into the wall opening. Follow down to another lake, shoot the guard across the way and look to your right for 2 x harpoons. Shoot a fish down in the water, then jump in and loop around left for 2 x harpoons and uzi ammo, surface and pull out on the low end of the ledge. Jump from the other end of the ledge onto a block in the lake and take a running jump from there to grab a block against the rock wall. Pull up, turn right and take a running jump to grab the next block. Stand jump onto a slope beside the tree roots, slide and jump to the ledge where you shot the guard.

 

Go to the other end, jump over to the block in the lake, take a running jump to grab the block inside the opening that leads to a waterfall (stand right and watch out for the low ceiling), pull up and take a running jump to grab the block just past the waterfall. Pull up, jump onto the slope ahead, slide and jump off to grab the crack in the wall. Shimmy left, pull up at the corner and take a running jump to grab the sloped block in the water. Pull up, slide down the other side and jump off to grab a block jutting from the rock wall. Pull up, turn left and stand jump to the next block, followed by a running jump (low ceiling) to the block a bit to your left. Turn to your right and take another tricky jump to grab the next block.

 

Jump to two more blocks where the ceiling is higher, shoot two fish in the water and take a long running jump in the same general direction as before (toward the waterfall) to grab the next block. Pull up, turn right and take a running jump onto a slope. Slide and jump to grab a block near a closed door. Pull up, jump past the door and pull down the wall switch to raise platforms over the lake. Enter the passage to your right, go to the crossing and look right for 2 x harpoons. Note the floor hole, go back up the previous passage and jump into the lake. Swim left to find the first raised platform, pull up onto it and stand jump onto the nearest block. Jump to the next block (ahead and not to the right), go around and take a running jump to grab the wall ladder. Shift left, pull up at the corner and jump to the second raised platform.

 

Turn around to your right, stand jump from the corner into an opening and follow the passage to a guard. Look for the nearby 2 x shotgun ammo and find a side passage with a wall switch at the end. Pull it down to open a floor trap door in the lake, exit and return there. Jump into the water and swim straight across to find the opened trap door. Swim down the shaft and follow the passage to an open area. Shoot two fish, note the closed door and turn right into an opening that leads to an air hole. Get some air, then follow the passage around to an underwater lever (cut scene of that closed door).

 

Exit, go back the other way to the open area, go straight across into the opening and loop around left into an alcove for 2 x harpoons. Surface, pull out onto the low block and jump right into the alcove. Turn right and take a running jump to the next block, save your game and take a long running jump to grab the wood-lined opening in the wall (try standing a bit right of center). Pull up to find a wall switch that opens that underwater door you saw earlier. Jump into the water, swim forward into the opening, turn left when you get through and look up left to find the opened door.

 

Swim on through, greet a fish and find a long shaft at the end leading up. Surface, pull out into the nearby opening and follow the passage to a pushblock. Pull it back once,.go back around, jump the gap and pull up left to a wall switch that opens the door beside you. Go around left past a switch you used earlier and come to a mud slide leading to the floor hole you noted earlier. Go right, jump into what is now a water hole and swim along the passage to a place where you can surface for air. Turn around, pull out onto the ledge, jump to the higher corner block, turn right and take a running jump to the next block, face the wall ladder, jump a bit right to grab it and shift right to the wall. Go up as high as you can, come down two rungs and take a rolling back flip to grab the opening behind you.

 

Pull up and follow the passage to another ladder. Climb up to a higher passage, walk forward and hop up left, then continue to a room with the DRAWBRIDGE COG (3 of 3). Find grenades and M16 ammo near the see-through fence and find a nearby passage that brings you back down to Tree Valley. Slide to the ground, go diagonally to your left, pause for 2 x shotgun ammo near a rock monument and continue along the tree-lined path, staying to your right, until you meet a guard. Pick up his uzi ammo and proceed a little further to a shrine building. A drawbridge there needs to be lowered so you can go across.

 

Go to the dropoff on the right side of the bridge next to the wall, hang from the edge, release and grab the crack below. Shimmy right underneath the bridge until you can pull up in front of a passage, run down to a room with the GOLD DRAGON for SECRET #3. If you found the two other secrets in this level, a large medipack, 2 x grenades and 3 x M16 ammo will be added to your inventory. Go through the opening ahead, pull up at the end two times past an opened trap door and proceed to a building. Enter via the front door and look left for a large medipack and M16 ammo in one corner and 2 x automatic pistol ammo in the other. Go to the wall contraption and place your three Drawbridge Cogs to open the door to your left.

 

Go into the next room and pull down the wall switch to lower the drawbridge outdoors. Exit this building and run along Tree Valley until you reach the drawbridge enabling you to go across the ravine to the shrine building. Find receptacles for your three Mask Temple Keys and insert them to open the double doors. Enter the shrine to end the level.

 

Level 8: TEMPLE OF THE MASK

 

Click here for the builder's video walk

 

Walkthrough for this level by Treeble

 

Take either of the paths in front of you to face off two knife-throwing cultists. Loot their bodies for a large medipack, and press the button behind the pillar to open a door near the ladder. Down the next passage, make an U-turn to the right to find some uzi clips, then proceed between the two lamps to find a hole at the end of the passage.

 

As you drop into the water, there's a small alcove with grenades near the shaft. You can't climb back out, so swim through the other underwater tunnel, making a stop for some harpoons all the while a barracuda shows up. Pull out of the water and gun down the cultist on the other side of the pond, then hop over to take his SILVER KEY. The nearby gate opens, but enter the side room for a small medipack and uzi ammo before going through.

 

At the end of the passage you'll find yourself near the hole you've just dropped into. Grab the harpoons, if you hadn't done so before, and run up the ramp to use the key on the locked door. Climb down the ladder to a room with sloped pillars and bouncing pads. A general rule for all bouncing pad jumps in this level is to jump on them and keep only the forward cursor key pressed down to make sure Lara goes the intended distance.

 

From the opening in the railing, what you want to do is bounce off the first pad towards the slope against the wall, then jump as you slide down and swerve to the right in order to hit the second pad and launch to grab a ladder high up. Climb to the top and use the nearby slope to reach the flat surface, then jump across the gap to the other side.

 

Time your moves past the two wall blades and jump to the wooden platform. Look left and you'll see a lever behind a swinging spike trap. Pull the lever and jump back to the wooden platform, then jump over to the wooden platform in the corner. You should see another opening behind the last spike trap, but before jumping in there, look to the wall on your right to spot a dark opening near the ceiling. Jump inside and claim the SILVER DRAGON as SECRET #1.

 

To get back, walk to the edge and do a simple jump, then jump into the pathway behind the swinging trap. Go up the steps and you'll notice the trapdoor falling, granting you a quick and easy way back up. For now, jump to the doorway near the ladder and save your game. As you step inside the passage, a boulder will come from the end. There's enough time for you to run into the inner side passage, but be warned that a second boulder will be coming from the side, so steer clear from the first boulder and wait in the alcove where it came from until the second one comes to rest near your current position.

 

Proceed back to the catwalk and shoot the bell over the railings before jumping into the opening on the wall. Grab the small medipack and pull the lever to open a door below, then jump back to the catwalks and go around to safely climb down the ladder. Run down the ramp and, this time, make an U-turn to the left to find the next open door.

 

It might be a good idea to save your game. Near the end of the chute, jump and veer left to bounce off another slope and into a claustrophobic chamber. A spiked ceiling is coming down, so promptly activate the two levers on the opposite ends of the room to open the exit door in time. Grab the M16 clips from the skeleton and approach the crouching statue in the back to wake it from its slumber—only to blow it to smithereens. Press the button hidden in the alcove to animate the remaining crouching statue and, again, reveal another button which opens the exit door.

 

Go down the steps for a second bouncing pad trial. Again, from the railing opening, aim to the wooden slope and jump to the bounce pad in front of you. From the slope, you want to jump off to another slope in the middle of the room. It happens to be mirrored by another slope, so you can bounce back and forth as much as you need until you draw your pistols to shoot the bell, once that's done slide and grab the edge below the bell to shimmy all the way to the open door to the right.

 

The button inside will raise a trapdoor in the opposite corner for a brief amount of time, so it's in your interest to save right now. Push the button, roll and do a running jump steering to the left so you land on a flat spot between the slope and the bouncing pad. From here, hop to the platform with the railings and quickly run to the opposite end to jump to the trapdoor. Immediately roll and do a running jump to grab the ladder and climb up, backflipping at the top.

 

Enter the side passage and shoot the stone warrior, grab the ammo pickups around the lamp and throw the lever. The exit door opens as you approach, so head back up to find the open door between the two burning dragon sconces. Run around the corridor and try the lever by the giant golden gate.

 

Underwater, either harpoon the two barracudas or outsmart them as you pull the underwater lever in a small tunnel. It raises a trapdoor, allowing you to climb out of water. Jump to the flares and large medipack first, then do a running jump to the opposite ledge. From there, take a running jump at an angle towards the next slope, so you can slide and grab the edge and shimmy to the right to pull up. Jump to the slope then swerve towards the wall and climb up to the top.

 

In the next area of the caves, you'll see a flashing light in the opposite corner, so use the sloped pillars to navigate the area. Be careful, as the tunnel with the flashing light houses a deadly fiery pit, requiring running jump to reach the lever in the back. Pull it, and perform a series of jumps over the soil platforms surrounding the rocky pillar to find the open gate.

 

As you slide down, you'll hear the thumping footsteps of a weretiger coming for you. Follow around the cage to the right to find a pack of flares next to an opening in the wall. Inside, if you look left, you'll see a passage protected by wall blades, so jump to the opposite end where you'll find a button inside the cage. The blades stop, but only for a moment, so don't waste any time as you run and jump across the fiery pit. Once past the blades, they deactivate permanently. Jump over the lava for another lever and then return and hop across the last safe spots in the fiery tunnel to climb back to the area with the cages.

 

Two weretigers are running free, so dispatch them before throwing the lever inside the newly opened cage. Find a large medipack near the cage gate, then follow around the wall to the left to pull up into an open door. Up the wall, get some uzi clips in an alcove before stepping into an even deadlier fiery pit. As you'll have noticed, there are some floating break-away tiles, so you need to keep your momentum as you jump across.

 

Start by jumping to the slope next to the first tile, then backflip with a mid air roll to the first tile, preparing for a running jump to the next one. Run up to the wall, side flip left and immediately jump to the flat soil behind the rock wall. Climb up and you'll finally find yourself on the opposite side of the giant golden gates. They open, but there's no need to return (but, just to prove that you can, you should pull that lever now). Head up into the main temple area.

 

From the entrance, take the corridor to the right to find a ladder in the corner. Backflip at the top, gun down the statue and throw the lever to open the double doors near the entrance in the floor below. Get back there and take either of the ramps to fend off three cultists, who leave behind a large medipack and, more importantly, a SILVER KEY. Unlock the door right in front of you to throw a lever on the balcony.

 

Return down the ramp to the entrance and run around the central courtyard to find the next pair of doors open by a giant golden gate requiring a pair of keys. Both paths will lead you to the same room above, where you'll find a chamber with three levers. Throw all of them to open different sets of doors below, each tagged with the same texture as the levers, then return back to the main area.

 

With your back to the locked golden gate, run to the tower in the courtyard and take a hard right to spot the open door in the distance. Make a short stop by the side room to the left for some supplies, then venture outside. Leap to the rocks on the right for some uzi clips, then back to the balcony and on the opposite side. From the soily platform, jump to the greenery and shimmy sideways until you can pull up, then spot a ladder on the other face of the edge.

 

Climb down safely into the ravine below, keep your back to the ladder and follow the wall on your left to find a hidden alcove in the nearby corner. Pull into it to find the JADE DRAGON as SECRET #2. Climb the ladder back up and take a running jump towards the giant tree in the middle of the ravine, grab the edge and shimmy left. Save your game. If you look left, you'll see a funny "w" rock formation; take a running jump to reach the rightmost edge (or as close as you can), and keep jumping back and forth as you swerve to the right. Where the "w" rock ends, you cannot backflip any longer but you should be able to slide and grab the edge and shimmy right to stand up (and save your game again).

 

Roll and keep making long jumps towards the safe soil spots in the cliff until you find a cave entrance. On the opposite end of the bridge is a locked pagoda, so let's go fetch a key. From the middle of the bridge, look a bit to the side of the raised trapdoor to see a lower soil block in the corner. Take a running jump there, then look at the rocks below the pagoda to find your way down. The third soil surface is actually a slope, so keep that in mind as you need to bounce to another rock near the rocky ladder formation.

 

Find a tunnel at the bottom of the pit and kill the spiders inside. Once you slide deeper into the cave, you'll come across a giant spider. The first ladder you come across is your way back, so ignore it for now and follow the dark tunnel into the spider lair. After the first few spiders, you can retrieve some flares from the alcove on the right hand wall. When you get to the skeletons, dispatch the two giant spiders before retrieving the CAVERN TEMPLE KEY from one unlucky person. The trapdoor in the bridges and pagoda area drops, which means we can and must go back now using that ladder we ignored a few moments ago.

 

Use the rocks supporting the bridge to reach the ladder and climb to the top, then backflip and go unlock that pagoda. You can find some uzi clips on the left side. Inside, approach the two spear soldiers to deal with them, retrieve the large medipack near the cage and press the button behind the lamp on the opposite building to open the cage. Before you can go up, you must go down, so carefully climb down the ladder to find two weretigers caged in. Step on the pressure plate nearby to open the cage, then find a lever inside.

 

Climb back the first ladder and you'll spot an open door, head inside for a room with several dragon tiles on the ceiling. Your objective is to drag the block on the right hand wall all the way to the far corner of the room, on top of that golden tile, but you cannot step on any of the tiles beneath the purple dragons. After carefully maneuvering the block through the safe green dragon path, you'll gain access to the rooftops of the buildings above, so return to that ladder in the cage.

 

Take a running jump to the opposite rooftop and shimmy all the way left to pull up. Save your game before you safety drop through the hole in the roof, as you'll have to outrun two chambers of moving spike pits and, what's more, at the end of the second one you need to grab a ladder above a deadly slope, so you need to time things just right—if Lara keeps bumping into the wall, try standing still for a second before jumping to the ladder, you are safe once you latch onto it. Climb the ladder and take the grenades, then, from the door threshold, jump to the rock in the corner in order to jump to a lever on the last rooftop.

 

Safety drop and head inside the open door in front of you to find the INNER TEMPLE KEY. A cutscene shows the last door at the bridges opening up, so get back there and take the new path. Kill the weretiger and grab the crack beyond the pit, shimmy all the way to a slope. The camera pans out to show you where you need to land, so slide and backflip with a mid air roll so you can steer left to land safely. Follow the tunnels to emerge near the huge tree, but at a vantage point from which you can jump and grab the upper branches and finally the balcony to the second floor of the temple.

 

Kill the two cultists inside and go right to find a lever. It opens a door near the balcony access, go inside and down the ladder to face a spear soldier. Step on the ornate tile it once rested on to open both doors, enter the one closest to the ladder and clear the traps to eventually reach another lever. Go back through the (now safe) hallway and up the ladder to where you were to find the open gate leading to a bridge-like area connected to the central tower. Pull the lever inside, the gate doesn't open just yet, but we're getting there.

 

From the last lever, go back and take the right path to find a pressure plate which opens the gate back to the main temple. Take the ramps leading downstairs and now go to the left to find the two remaining gates we'd opened with the trio of levers way back when. Start by the leftmost hallway, tagged with the blue background textures at the top. At the bottom, climb the broken ladder and, inside, find the movable block at the end of the track. Pull it once, then return to the ladder and find a tall side passage you can jump to from here.

 

Climb down into the empty pit and throw the lever, then proceed through the open door near the ladder to a lava chamber. Jump across the blocks, timing your moves past the sword statue, to find the lever that opens the exit door. Climb up the ladders and you'll come across a lever that will flood the pit adjacent to the ladder room. To get there, climb the nearby ladder and drop through the trapdoor. Swim to the other side of the pit and push the block once, then return to the ladder room and move the block around so that it completes the ladder, forcing you to go around the back through the water pit.

 

Climb the tall ladder to the top (well, one rung down from the top) and backflip to grab the ledge behind you. Claim that SILVER KEY and proceed through the open door back to the main temple. Head down the ramp, go left and now take the rightmost hallway (textures with the red background at the entrance). Drop into the water pit and save your game. As you cross the first gnashing doors, you'll trigger a boulder so you need to immediately roll and return to safety. Follow the shallow water tunnel, minding the several gnashing doors, until it gets slightly deeper, at which point you must wade in a straight line to avoid a moving spiked wall just in time.

 

When you're in the clear, explore the area behind the spiked walls to find an alcove you can pull up into. There, you'll find a lever to unlock the last secret somewhere in the temple. Proceed up the ramp for a room with several colored dragons and gates. Each button toggles all respective gates, and it's a rather simple although elaborate puzzle:

 

Start by pressing the #1 green button to your left, go in for the #2 red button, then press the #1 green button again before going through the opposite passage where you'll find the #3 blue button. Open the #1 green gate again to press the #2 red button, then go through the blue gate opposite the entrance and you'll find the #4 black button. Press #2 red and #1 green buttons again to open the path to press #3 blue button and you're golden. The button behind the row of open gates opens a side passage behind the blue gate, so press that #3 button one last time to go in.

 

The lever inside opens a gate near the flooded area with the spike walls, so go back down for another fun bouncing pad sequence. Use the side slopes to jump to the bouncing pad at an angle and swerve to the right to land on a platform high above. The next bounce pad gets you to a slope, slide and grab the edge, pull up and backflip with a mid air roll to grab a crack on the opposite side and shimmy into the opening.

 

Follow the pathway to return to the main temple area and use the silver key to pull the second lever, opening the gate to the tower in the courtyard. Press the button near the ladder to lower the trapdoor, climb down and take the GOLDEN DRAGON as SECRET #3, plus 5 x uzi clips and a large medipack if you've gathered all secrets in the level. Head to the tower in the courtyard and climb up to get the second INNER TEMPLE KEY. Victory is almost at hand!

 

Climb down and go around the tower towards the golden gate, then use both keys and cross the warp point. In the lava filled caves, ignore the locked door for now and follow the path of rocks deeper into the caves, doing a series of jumps, slides and shimmies as you move upstream. Do a long running jump to the DRAGON SEAL, resting on a ledge above the temple entrance, and use the ladder on the side for a quick way down, but remember to backflip off the slope to solid ground. Unlock the door and proceed to the final level of this adventure...

 

Level 9: LAST TRIAL     

 

Click here for the builder's video walk

 

Run forward and loop around left past the statue guards into the next room for 2 x uzi ammo, a small medipack, a large medipack, flares and 2 x automatic pistol ammo, then exit and continue along the passage to steps leading down to closed double doors. Use the wall switch to open them and enter a large open-air hub area with surrounding lava.

 

Take the passage to your left and go down to another lava room. The ladder ahead is blocked by a trap door, so from the right corner of the ledge stand jump onto the sloped block, slide and jump off onto a corner block. Turn around to your left, take a running jump to the next block, followed by another running jump to grab the block near the lava waterfall. Pull up in front of an opening, hop around the corner and jump to grab a higher opening. Pull up and follow the short passage to another part of the lava room.

 

Jump onto the nearest block where you see a lowered platform and face the opening to your right. When the rolling slicer wheel is coming toward you, initiate a running jump into the opening and execute a looping left turn with a running jump onto the next block in the lava before the wheel returns. Face the next roller slicer wheel and perform the same move, looping this time around to your right. When you land on the next block to find a small medipack, teeth doors are activated behind you.

 

Time a running jump past the teeth doors into the opening, slide down a short slope and jump the gap to the corner ledge. Turn right and time a running jump past another set of teeth doors, follow the passage and jump over the lava onto a block to your left. Walk to the edge of the opening and time a standing jump, curving to your right, past more teeth doors. Follow around to a ledge, watch the low ceiling and take a running jump down to the block, turn around to your left and save your game for a jumping sequence past spike walls.

 

Take a running jump to the first, continue without stopping to the next ledge on your right and jump onto the ledge with an opening ahead to trigger a boulder. Hop back immediately, grab the edge and wait for the boulder to roll by. Pull up, run forward past the side passage (closed gate) and slide down to a room with a descending spike ceiling. Quickly take standing jumps onto the three marked safe tiles to get across the room before the spikes reach you.

 

Follow the winding passage to a room with a small medipack in the corner and a wall switch that lifts three gates, one in this room, one in the lava room and one in the side passage you ignored earlier. Reverse roll, turn right into the opening and pull up higher. Follow the passage past the opened gate to the lava room and take a running jump onto the ledge on the other side of the spike wall. From the far end take a running jump to grab the block, pull up, run forward and jump to grab the next block. Pull up, run forward and jump onto the next block in the lava. The slicer wheel is now dormant, so jump to its opening, loop around left with a jump to the familiar block, and this time turn right and take a running jump to grab the platform that has been raised in your absence.

 

Pull up and jump into the opening ahead. Hop down at the other end, turn around, hop back up onto the ledge near the lava waterfall and turn right. Take a running jump to grab the jutting block, pull up and jump across to the entrance ledge. Turn right, jump to the next ledge and continue with a running jump to the next ledge where the gate lifted. Save your game for a difficult timed platforming exercise.

 

Slide down the slope and jump near the bottom onto the first of many suspended platforms. The platforms are timed, so you mustn't tarry. Jump to the second and third platforms, swerve to your right and jump to the fourth platform before the first three fall. You now have some additional time to navigate the next set of timed platforms before they fall and jump off the last one toward a water hole in the far wall. 

 

Swim down and follow the passage to a room with a room protected by disc-throwing machines. Note the closed gate to your right, turn left into the next passage and stay right to avoid the swinging spike bag. Turn right and navigate your way past two more swinging spike bags into the next room. Swim up right into a short passage leading to an underwater lever that opens the gate in the room with the discs. Swim back there, get past the opened gate and up the shaft for air. Pull out and follow around to a room where you hear the tell-tale sound that signals an upcoming timed run.

 

Face the lava trench, jump to the slope to your left, slide and grab the edge, shimmy to the far end and pull up in front of an opening. Run to the button and save your game. Push the button, reverse roll and run out, jump as far right as you can onto the slope across the lava and jump back and forth, using the arrow key to bring you to the right until you land on the facing slope and jump toward the opening (with grab) where the flames have been extinguished for a brief time. In the next room, pull down the wall switch to lift gates in this area and back in the lava room. Exit this room, hop over the lava trench and turn left into the opened passage. Climb the blocks to a ladder, climb to the top and follow the upper passage to a ledge overlooking the lava room.

 

Hop to the adjacent ledge, slide down the slope and jump to the entrance ledge. Follow the route you followed when you first arrived here (stand jump to the slope, etc.), but this time jump to the right side of the lava waterfall where the gate opened earlier. Follow the passage to a tall lava room. Vault up onto the block to your right and take a running jump onto the slope in the near side of the alcove ahead, followed by a quick jump over the blade trap. Save your game, take on step back from the edge, stand jump onto the breaktile and take a running jump onto the next breaktile. Side flip left onto the dragon tile in the corner of the central structure and save your game again.

 

Take a running jump with a midair roll onto the left side of the springboard tile, jump off with a right curve and grab the top of the central structure. Pull up and face ledges occupied by rolling slicer wheels. Face the wheel in the middle, wait until it nears the right wall and take a running jump to its ledge. Turn to your right and quickly jump to the next ledge. The easiest way to progress from here is by dropping back to grab the edge and shimmying to the far right wall. Pull up, turn around and jump to grab the block with a blade trap. Pull up again, turn left in the corner, hop back to grab the edge and shimmy past the blade. Pull up, turn right and pull up higher. Push the wall button to lift a gate on one of the slicer wheel ledges and also to disable the blade trap.

 

Hop down and take a running jump onto the central structure.  Time a running jump to the ledge to the right of the ledge with the opened gate (it's too far to reach directly), stand in the corner and time two successive standing jumps to land just inside the opened gate. Run down the other side into a small room, note the ladder to your right and run left up the ramp. Continue over a bridge into a room with the SEAL OF VALOR. When you pick it up a trap door opens over the ladder you saw at the beginning of the level (and which is also the same ladder you just now noted). You can see another artifact through the grated wall ahead, but for now retrace your steps across the bridge and down the ramp. Straight ahead is the ladder where the trap door lowered.

 

Jump to grab the ladder, climb to the bottom, release onto a slope and back flip to the entrance ledge. We're through here, so return to the hub room and go straight across into the opposite passage, noting another ladder to your left at the entrance. Continue into the next room and raid it for 2 x uzi ammo, a large medipack, 2 x M16 ammo and 2 x grenades. Go to the opening next to the statue guard, ready a powerful weapon, stand left and slide down the slope onto a breaktile, jump to the next breaktile and run off onto the central ledge. Three Xian swordsmen come to life, so quickly dispose of them before they fly to your ledge and push you over the side.

 

Jump to the ledges where the swordsmen were originally posted (one requires you to grab and pull up), push all three wall buttons to lift a gate in the wall opposite the entrance slope and return to the central ledge. Jump to grab the block where the gate lifted, pull up and follow the passage to a lava room. Two knife-throwing monks attack from a ledge above and to your right. You can either deal with them from here or jump the ledges clockwise to give yourself more fighting room. Jump to where they were and hop up left two times into an opening where you meet two more knife-throwing monks at much closer quarters.

 

Go into the next room for uzi ammo and automatic pistol ammo, pull down the wall switch to lift a second gate in the lava room with the central ledge and return there. Jump from the central ledge to the button ledge to the left of the newly-opened gate, then hop up there and proceed to a room with flares, uzi ammo and grenades. Jump to grab the ladder and climb down a dark shaft. Release to land in front of an opening and light a flare. Run forward past statue guards and confront a Xian swordsman coming from your left. Pull down the wall switch in the alcove at the end, go back the way you came and do battle with another Xian swordsman. Continue into a room at the end of the passage for M16 ammo, pull down the wall switch in the opposite corner and return to the hallway.

 

Deal with two more Xian swordsmen and go all the way to the far wall. Turn left, find the ladder and climb up to an opening in front of a ramp. Go up to a room with 2 x automatic pistol ammo against the far wall, note the closed door and keyhole to your left and go right past the opened gate that closes behind you, trapping you inside a room with three knife-throwing monks. One drops a large medipack, another the GOLDEN KEY. The gate re-opens, so run across to the far wall and unlock the next gate. Enter the room ahead and climb the ladder in the far left corner. Shift right at the top and drop down into an upper room.

 

Go even higher, cross the bridge into the central structure and pick up the SEAL OF MIGHT you saw earlier from the other side of the grated fence. Go back across the bridge and use the ladder to your left to climb down past the lowered trap door to the hub room. Reverse roll at the bottom and loop around right to the final unexplored area where two Xian swordsmen are awakened. Go up the steps and place the Seal of Valor and the Seal of Might in their appropriate receptacles to open the double doors between them. Enter the next room, turn left into the side room and grab 2 x uzi ammo and 2 x grenades.

 

Return to the previous room, slide down the slope between the two statue guards and face a seemingly quiet but ominous-appearing room. And so it is. Run forward, take the ANCIENT JADE MASK from the central slab and draw a powerful weapon as a huge lizard-dragon appears. It breathes flames as well, so keep to one side of it as you pour lead into its body. When it appears to die, approach its belly (you may have to run around it, depending on how it fell) and remove the protruding ORNAMENTAL DAGGER before the lizard-dragon recovers, reducing its carcass to its skeletal components. The exit doors open, so run up the ramp to a lava room and begin your escape sequence, during which strange explosions will take place from time to time.

 

Jump from the left corner of the ledge to grab the crack in the wall, shimmy left and pull up into an alcove. Turn around and take a running jump with grab (to lower your trajectory) down to a sloped block in the lava, slide and jump off with a right curve onto the next sloped block, slide and jump to grab another wall crack. Shimmy left as the camera changes to show the block behind you. Release onto a slope, slide and back flip onto the block. Turn left and make your way along the lava river with jumps to the blocks on the left side. When you reach the lower blocks with the boulder gauntlet, trigger the first one on your left, side flip right to trigger the next one and side flip left to the first block while the second boulder rolls by. Jump back to the previous block, stand jump (not too close to the corner) to trigger the third boulder and back flip onto the previous block. Now the way is clear for you to jump and grab the wall ladder.

 

Climb to the top, shift right to the next ladder section and continue upward to pull into a passage. Turn right as debris falls from a couple of places in the ceiling and take a running jump over the gap to trigger a boulder ahead. Turn a bit left, side flip right onto the slope to avoid the boulder, then continue to the crossing to trigger a second boulder (simply hop back). Turn left, then right, hop up the slope and pull up higher. Follow around and jump the gap onto a block, turn left and take a running jump to grab the ledge. Pull up, then hop back to grab the edge as another boulder rolls down. Go up the ramp and follow around as more ceiling debris falls.

 

Pull up into a higher passage and follow to a room with blocks of varying heights. Look for the lower block near the right corner, climb it and make your way clockwise around the successively higher blocks until you hear Lara's theme music playing. Jump to grab the ledge in front of a temple, pull up and run past the statue guards through a force field of some kind. Continue forward to the wall, pull up into the opening that leads outdoors and walk forward into the early morning sunshine. Cross the bridge and approach the forest ahead to end your mammoth adventure.