JEWEL OF EGYPT

 

Level by Lady_Wise

 

Walkthrough by Phil Lambeth, assisted by Steven3517's video walk

 

 

After a short slide, run down to a shallow pit. Turn left and pull a pushblock three times. Shoot the scorpion that has materialized in the pit, go around the pushblock to the W wall, reverse roll and stand jump to activate the jump switch in the alcove formerly occupied by the pushblock. A block has lowered in the S wall. To get there, take a running jump from the SW corner of the ledge to grab a crack in the E wall. Shimmy left and drop down to a flat spot in the corner. Turn around and stand jump with a curve into the S opening. Proceed to the next room, where you see an ominous message on your screen: "Guided by death."

 

Step into the room and shoot another scorpion. There's a hidden opening beyond the hanging vines next to the E cat statue. Reverse roll and stand jump to grab the W ladder in the alcove. Climb up to a wall switch that lowers some spikes in the room below. Drop back down, find the lowered spikes and pull up into a W crawl space. Drop down the other side and pick up the SHOTGUN and shotgun ammo for SECRET #1.

 

Return to the previous room. I have no idea what causes this, but if you approach the S wall and then turn around and run willy nilly around the room, the S wall opens up. I saved and reloaded several times, and the trigger action occurred at different spots in the room. Anyway, no real thought or work is required. Enter the next area and go up the steps to trigger a flyby through a hub room with a central obelisk. Hop up onto one of the E blocks, squeeze past the armless statute and jump up to make a grab that's more difficult than it would appear. Pull up onto the ledge and shoot the large vase to get it out of your way. Jump S past the sloped obstruction and take another jump W over the next obstruction.

 

Turn left, go up the steps and turn right to find a pushblock. Push it once, turn around and stand jump to grab the opening. Pull up, run up the ramp and take a TORCH from the plinth on your left. Throw it through the narrow E opening, go back down and run to the end of the E passage opposite the pushblock, pull up to retrieve your torch and light it on the flaming lampstand. Return to the E ledge where you pulled up next to the armless statue and light the lampstand there. Jump counterclockwise to the N ledge and find another lampstand to light.

 

Drop your torch for a minute and go to the nearby plinth to find revolver ammo, the LASER SIGHT and finally the REVOLVER itself. Combine the two and step up onto the higher ledge with the lampstand to see a hanging brass ball in the SE corner. Shoot it (camera clues are notably absent here), pick up the torch, note the opened trap door and continue your counterclockwise trek along the ledges.  Light the lampstand on the W ledge and shoot the large vase if you like. You're through with the torch, so safety drop to the floor and find that the S and W gates are now open. The order of use appears not to matter.

 

W Gate

 

A flyby takes you up and around a lava room with a central structure. Run forward to the left of the slope, jump up to grab the W crack and shimmy left around several corners until you can drop onto a flat spot. Go around and jump without grab into the NW niche. Note the crack in the N wall, reach it without risk by hanging from the E edge of the niche and shimmying right. Continue a short distance just past where the cracks meet and ledge jump back (down key) to grab the opposite crack. Release and grab the crack below, shimmy right around two corners and drop to a ledge. Pull down the wall switch to hear the sound of something moving.

 

Hang from the S edge, shimmy right along the crack, drop to grab the crack below, shimmy right around two corners and drop into a niche just above the lava. Walk over to the flares and large medipack for SECRET #2 while a block lowers in front of you. Vault up W and take a running jump SW to a corner ledge. Jump from there to grab the ladder in the S wall. Climb to near the top and shift left to drop onto a ledge. Climb two blocks to your left for a spare SHOTGUN. Turn around and hop up W onto a higher ledge, run around and jump N over the gap toward a flame blower.

 

Walk underneath the flames to the N edge, jump up to grab the monkey bars and monkey swing around the corner to face a second flame blower. Time your way past it (it's quite tight, so save first) and continue around right to drop where a block has apparently lowered (presumably courtesy of the earlier wall switch). Grab the small medipack in the niche beneath a ladder. Get on the ladder and climb it past a rotary blade, pull up or back flip into an upper room and engage a demigod at close quarters. Pick up the revolver near the skeleton and shoot the hanging brass ball in the E niche. Push the sword (actually a floor lever) in the skeleton to lower blocks in the central structure and grab THE TIMELESS SANDS from the W plinth.

 

You're through here for now, so climb back down the ladder after the wheel passes by, hop E and slide down the long slope. Return to the room with the central obelisk and go around it past the opened E gate.

 

E Gate

 

Enter to trigger some squishy blocks, time a jump SE into the alcove beyond the first block to find 2 x shotgun ammo and revolver ammo. The other alcoves are empty, so return and make your way past the second squishy block to a deep room with a spear-studded floor. Stand jump to grab the grab, shift right or left around two corners to the other side and back flip onto a ledge. Enter the E room to awaken two jackals and note four pushpiece statues distributed throughout the room.

 

The marked tiles indicate where the statues are to be placed (two are already where they belong), but they must all face the center of the room. Begin with the easier one, the one in the NW corner. Move it into the N alcove, then move the SW statue into the SE alcove. Blocks lower in the E wall, so proceed to the edge of a deep pit.

 

Turn right, jump up to grab the crack in the wall and shimmy left as far as you can. Back jump to grab the crack in the facing wall, shimmy right around the corner and drop down onto a ledge. Jump S across the gap to trigger two multiple blade traps. Stand right and jump up to grab the monkey bars. The blades come out in cycles of 10 beats each, so follow the ceiling tracks to get close to the first set of blades and near the wall, stop and wait for the next cycle to start, count the beats and start monkey swinging forward at beat #9 so you can hopefully get by without taking any damage. Do the same with the second set of blades and drop down at the end. Step forward to trigger a flyby through the next room.

 

Approach the pool to attract the attention of a crocodile, jump into the water to awaken another crocodile and pull out quickly to deal with it. The large NE vase (the others are empty) hides revolver ammo. Stand on the skeleton fragment near the E wall and look N to see a triangular crack. Shoot the hanging brass ball in the opening to lower a block in the W wall of the pool. But first, for a secret, go to the large plant in the NW corner and jump up to grab the W crack. Ledge jump up to grab the slope, shimmy right around the corner and pull into the crawl space. Enter the next room and take the SECRET ANKH from the plinth for SECRET #3.

 

Return to the pool room, jump into the water and swim into the upper W opening. Continue right or left past a spear trap and navigate the W passage past two more spear traps. Swim up, surface and pull out into a room with four skeleton sword levers. Note the colors through the grated fence. Green is the important color. Facing W, push the sword on the far left (#1). A boulder drops and a block rises. Go to your right and push sword #3. A boulder drops and an underwater door opens. Leave the other two swords alone or you'll be set aflame.

 

Pull the NW pushblock two times and go around it into the revealed passage to find a second pushblock.  Push it one time, turn left and hop up into a passageway. Vault up higher, hop the gaps S, using the action key so you won't bump your head, and continue into the SW niche for flares and a large medipack for SECRET #4. Don't attempt to explore the room with the colored blocks, as their surface is deadly to your touch. Go back N the way you came, hop down into the pushblock passage and return to the room with the skeleton sword levers. Jump into the water and make your way past the three spear traps on your way back to the main pool.

 

Surface for air, then swim down past the central opening and into the S passage where the door opened earlier. You hear a burst of action music as you emerge in a room where the spiked floor is rapidly rising toward you. Swim up and to your right into the W opening, continue up the shaft and pull out. Go to the E edge and face the block you raised earlier. Take a running jump to grab it, pull up and hop onto the E ledge to find the PHAROS KNOTT (sic). Another block lowers in the central structure of a previous room.

 

Turn around, stand with your back against the wall and stand jump onto the raised block below, take a running jump and grab W, pull up and return to the main pool, noting the symbols on the floor of the room with the spiked floor (now ceiling). Get some air, then swim down to see a NE ceiling switch partially obscured by hanging vines. Pull it down to lower a block just beyond the nearby scissor trap in the E wall. Time your way past the trap, then past the circular blades, swim up to surface and pull out.

 

Go E through the opening and watch the flyby. You're in a mirror room, as you can tell by looking to your left. From the edge, stand jump E toward the central column to land on a block. Stand jump SE from the far right corner to the next block, take a running jump NE to the next block and stand jump to the E ledge with a plinth bearing the PHAROS PILLAR. Another block rises near the previous raised block. The wall directly behind the plinth is phantom, so go on through into a hidden room and take the revolver ammo, uzi ammo, large medipack and the UZIS from the central plinth for SECRET #5.

 

Go back through the phantom wall and jump the blocks in the mirror room, the same way you came, to exit. Jump into the water and swim past the blade traps into the main pool. Swim down and get past the N scissor blade trap. There's a dart trap ahead in the next room, so pull out on either side. Place the Pharos devices in their receptacles in the E and W walls, jump back into the water and get past the scissor blades. Surface and pull out to find that the W gate is open. Enter, hop over the spears and take THE TIMELESS SANDS from the plinth as another block lowers elsewhere. 

 

Return to the pool room, go to the N pit and navigate your way back across via the monkey bars, using the technique described above. Drop down, hop the gap, use the shimmy cracks to get across the next pit as described earlier, go through the room with the pushable statues, jump to grab the ladder, shift around to the other side and back flip to the ledge, get past the squishy blocks and return to the hub room. Turn left in preparation for the final remaining area.

 

S Gate

 

Go on through to trigger a flyby that features the cave in the E wall. Try to target and shoot the crocodile swimming about lazily in the central pond so you won't have to deal with it later, make your way to the E cave and approach the E sarcophagus you saw featured in the flyby. Shoot two scorpions, stand at the skeleton's feet and pick up the BONE (or crowbar). Return to the pond, jump in and swim down SE through the floor hole and S at the crossing to enter an underwater room. Grab the small medipack and flares on the S ledge, flip turn and swim through the NE opening and follow the passage to a sunken room.

 

Continue N and veer left in the next room to find a ceiling switch in a niche. Pull it down to lower yet another block in the previous central structure. Surface for air, return S and loop around right to surface at the pond from whence you started. Pull out SW onto a ledge, run forward and jump up to grab the S crack, ledge jump up and shimmy left if necessary to pull up onto a ledge overlooking the pond. Hop up W and take a running jump NW between the cat statues to find a skeleton sword lever. Push it to open a gate and jump back SE.

 

Go up S to a room to where all those blocks you've been seeing in the cut scenes have lowered. Go around the room and push four skeleton sword levers in their respective alcoves to open the S gate. Vault up into the passage and get past the squishy block, ignoring the springing spikes in the side alcoves. Drop down at the S end and proceed down the ramp, staying close to the left wall to avoid the boulder as you slide down N. Step forward to face a red-tinted lava room.

 

Take a running jump E onto the sand pile, continue with a SE jump to the sandy ledge and look NE to see a hanging brass ball. Shoot it and turn around to hop up S into the niche. Grab the revolver ammo to your left and push the S wall button. Hop back down to the sandy ledge, jump NW to the sand pile and take a running jump W to grab the ledge. Pull up, turn right and pull up higher to where a block lowered revealing a wall switch. Pull it down to lower another block, get down to the ledge and jump NE to where the block lowered. Turn around and jump up W to grab the upper ledge. Pull up and look right and left to see what appear to be wall switches (actually, one of them is a dummy). Leave the active wall switch alone, as it's a spike trap.

 

Go S, turn around in front of the "wall switch" and stand jump to activate the higher jump switch. Run toward the N wall switch, turn left and take a running jump slightly NW to grab the jutting ledge where spears have lowered. Pull up and push the button in the N alcove. Reverse roll and take a running jump over the lava pool to grab the S ledge. Pull up and run forward to push the button in the S alcove. Reverse roll, go to the end of the ledge and take a running jump E to grab the longer ledge spanning the room. Pull up and jump across to the far E ledge. Hop to the NE corner for 2 x uzi ammo, jump back and go through the opened E gate.

 

Place one of The Timeless Sands in the lap of the statue, loop around right or left and place the other Timeless Sands to open the E door behind you. Reverse roll and run across the bridge to engage a demigod in the next room as the door slams shut. Continue E into the next room as the flyby shows you what to do. An onscreen message tells you that "only the true jewel shines the brightest." As you look around you see that the brightest gem is in the N wall, so pry that one off with your crowbar. You're rewarded with a cut scene showing an underwater block lowering.

 

Two more demigods appear, so deal with them before exiting W to find that the topography in the previous room has changed. Take a running jump to grab the central column, pull up and take a running jump S to grab the crack in the wall. Shimmy right around four corners before ledge jumping back to grab a slope. Pull up, slide and jump to grab the N ledge. Pull up, turn left and take a running jump SW with grab to land in front of the opened door. Run W around the two statues, jump to the bridge in the lava room and stand jump down to the sand pile. Stand right and take a running jump W to grab the ledge, pull up and go up the S ramp and around to pull up into the spike-trapped passage. Get past the squishy block and jump to the N opening.

 

Go on through, jump into the pond and swim down and into the S opening partially covered by vines, turn right and follow to an underwater lever for a cut scene as Lara's theme music plays. Swim back the way you came, surface and pull out S. Go through the opening between two statues, climb three blocks and save your game as spike fields are triggered ahead. Start running (no need to sprint) when the nearest spikes spring up, continue down a ramp as a boulder chases you from behind and jump to grab the ledge. Pull up to face a choice of openings.

 

Choose the left openings in both cases to avoid boulder traps. Take a running jump to the opening where you see two skulls. Don't linger, or blocks will drop down to crush you. Continue up and around to the right, and a gate opens upon your approach. Run up the ramp toward the blue sky to end the level.