NATLA'S QUEST

 

Levels by Sweet

 

Walkthrough by José

 

 

LEVEL 1 - BACK TO EGYPT

 

Look down to spot a small medipack near a corner and take a standing jump there; slide down to the bottom and advance passing the spiked pit. At the end of the passage, once the camera is restored, turn right (to your left are the exit doors to finish the level) and climb the blocks, shoot a couple of panthers and go left/left to get shotgun shells on the ledge to your left; if you go up the ramp two boulders will come to crush you. Go back to the junction and left to a small room with more spikes; pick up the small medipack in the corner, climb the sandy block and take a standing jump to grab the edge of the spiked ledge above, pull up, jump over the slope and climb the next block to find a huge outside area.

 

Shoot a bunch of panthers, pick up the nearby shotgun shells and go S to the facade of a huge building with big statues where another panther awaits. Turn right and go to the SE corner, find the movable block and pull it twice to reveal an opening, enter to find several movable blocks. For a secret: push the block to your right once against the corner and pull/push the first block in the W wall so it blocks the entrance; now you can climb the second block in the W wall from the other side to discover a hidden passage; advance and climb to the next room finding this way the SECRET #1: the SHOTGUN. For some extra pickups you can approach to the door, it will open and in the outside area with the pyramid, shoot the panther and explore this place to find magnum ammo, shotgun shells and a large medipack.

 

Now go back to the small room with all those movable blocks, climb the first block you moved and turn right to note another movable block in the corner; push it many times to the very end revealing openings left and right. For an extra pickup, pull it twice and go through the opening to your right, taking a U-turn to find shotgun shells in a niche at the end.

 

Preparations for a secret: go back to the tile where you left the movable block, push it twice into the niche where the ammo was and locate one more movable block attached to the S wall; push it several times to discover a wall switch and pull it to open an UW door somewhere (for much later).

 

Now exit this corridor and go through one of the N openings; continue to find a room with a croc, advance a bit to find a small pool with another croc, shoot it, jump into the water and swim to the very bottom, pull the UW lever and swim through the diamond-shaped opening in one of the walls; further on find another UW lever to pull on the left wall, this time the UW door opens. Continue swimming and avoid another croc, surface and shoot it, pick up the uzi clips and pull the switch to open the nearby door. Don't go there yet, but jump into the water and locate the door you opened with the UW levers; pick up 2 X shotgun shells and uzi clips on your way to a cave area where 2 crocs are waiting for you.

 

Explore the bottom of this pool to find shotgun shells in a corner and get out of the water in the NW corner, jump to grab the edge of the sloped rock, pull up, slide, jump onto the next slope and take a final jump to the ledge with the switch. For some extra pickups don't touch the switch (timed), but from here take a running jump to the W ledge, climb the block in the corner to get magnum ammo, drop down to the previous ledge, take a diagonal standing jump with grab to the opening in the pillar with the switch, to the bridge and take a running jump to the E opening to get shotgun shells.

 

Make your way back to the rocky ledge with the switch, pull it, run and jump to the W ledge, standing jump with grab to the opening in the pillar with the switch, and from the bridge take a jump with grab to land onto the raised trapdoor, pick up the small medipack and take a running jump straight ahead to the niche with the next switch; pull it to open the door at the top of the bridge, jump back, drop/grab the edge and shimmy right to the next niche, pull the switch here to open a door somewhere and take a tricky curved running jump to the blocks in the corner; finally climb to the bridge. Pick up the shotgun shells and take a running jump to the N ledge where the first SAPPHIRE KEY is.

 

Jump back to the bridge and exit W. Run through the corridor and in the next room explore the holes under the grates to get magnum ammo and a small medipack. Note the closed door in the corner and exit N; I found an immobile panther in this passage, perhaps the author placed the trigger in the other entrance of the next room with another closed door. Anyway in the next room climb the high W opening but not to the very top, go right to find a timed switch to open the door next to the hole where you got the small medipack moments ago; pull it and quickly run there before the door closes. In the next room with 6 wall switches, pull only the three switches to your left, the ones with the cat symbols above, to open the door in the corner; enter and continue to a huge room where two cat mummies will attack.

 

Dispatch them and from one of the blocks with the UW levers take a running jump to the yellow ledge at the base of the sphinx to get a small medipack; from here jump to the top of a higher block in the S side and a last running jump to the S ledge with the pillars. Shoot a cat mummy and for an extra pickup go all around counterclockwise to the N ledge to get shotgun shells. Anyway go to the W long ledge and climb the blocks to find more shotgun shells (alerting another cat mummy below), from here jump to the high opening at the back of the sphinx and run E to get shotgun shells and the second SAPPHIRE KEY. Turn SW and locate the nearby opening, climb there and pull the switch to open a door somewhere.

 

Run back W over the red carpet, climb down the blocks and shoot that annoying cat mummy if you want; safely drop to ground floor, shoot one more cat mummy and locate the open door at the back of the sphinx. Jump into the pool, avoid the croc and swim to the end of the UW passage until you can surface, picking up a large medipack and shotgun shells on your way. Advance and the next door opens as you approach; you're now in a familiar room, shoot another cat mummy and climb again the high W opening, but this time to the very top; go right to get shotgun shells and continue from the other side to finally find the keyholes to open the big double doors in the corridor to your left. Use the keys to open them and exit to find yourself back in the big outside area where you shot many panthers a long time ago.

 

Shoot a couple of cat mummies and if you found the hidden switch in the long corridor with the movable block, it's time to go for it. Run to the very E side of this big area to find a small lake, shoot the croc, jump into the water and pick up the shotgun shells in the small pit at the bottom, there is also a large medipack on a small ledge in a corner, but beware of the rolling boulder. Locate the UW door you opened a long time ago and swim through the passage, lure the croc outside and when you're done with it swim back to the end of the passage to find the SECRET #2: shotgun ammo and magnum ammo.

 

Now go back to the lake and get out of the water; locate the big hole with spikes in the center of this area, pick up shotgun shells on the sandy ledge and safely drop to the bottom; continue down the ramp to a familiar passage and go all the way back to the beginning of the level; locate the open doors to your left, after entering, pick up the shotgun shells in the high niche left from the doors and finally enter into the chamber to finish the level.

 

 

LEVEL 2 - LOST TOMB

 

There are 4 X shotgun shells scattered all around this room, and the next doors open as you approach. Cross the hall, climb the ledge in front of you and the block to your right with the wall switch. For an extra pickup take a running jump N to the high block in the corner to get shotgun shells.

 

Detour for a secret: forget the wall switch (it's timed), jump to the E beam and to the top of the pillar next to the N wall with the low ceiling, run off the E ledge with a right curve and grab so you land into the N opening. In this room with the dark pit (there's a panther at the bottom) there are shotgun shells to pick up between two pillars; approach to the NE corner of this ledge and take a standing jump to the block attached to the wall, jump N to the next block and a couple of running jumps W to the other side of the room, then turn left and jump to the block in the corner, run and jump up to the next E block and a last running jump to the block in the corner with the cat symbol at its top. Save your game (it's a timed trigger), turn around and take a running jump to the previous ledge, another running jump right to the pillar in the center of the room and a final running jump W to the block with the open door; enter and get the SECRET #3: shotgun shells, magnum ammo to the left and a large medipack at the bottom of the ramp. Go back to the previous room and climb the block with the timed switch in the corner as you did before.

 

Save your game, pull it, roll and jump to the E beam, run and jump to the ledge to your left with the low ceiling, jump to the next beam and to the very E ledge with the (hopefully) open door in the corner to your right; inside, pull the wall switch (it's timed too) to open the double doors in the hall, run S and the exit door opens; quickly drop to ground floor and run to the double doors before they close.

 

In this room shoot a couple of cat mummies, pull the switches in the corners to open the next doors and enter. In this new room, try to shoot the panthers from a high position, what I did to trigger the boulders was jump to either one of the high ramps and take a running jump left or right to the opposite ramp; anyway if you drop into the pit between the ramps it's easy to avoid the rolling boulders. Once at the top pull the left switch to raise the W grate at the bottom, where the panthers were (for some reason, the right switch never worked in my game to open the E grate).

 

Go down to the W raised grate, shoot the panther and run down the steps to the very end; in the room with the pool pick up the shotgun shells and climb one of the openings to your right to find a wall switch; pull it to open a door in the pool. Back to the pool room pick up the magnum ammo on the central platform, jump into the water and swim to trigger a couple of crocs; return to the pool to dispatch them. Swim again into the passage until you find a golden opening in the ceiling, swim up to get some air and now swim through the next passage; pull the UW levers at the end to open a door in the opening with the air hole in the ceiling, swim back there, take another breath if you need it and continue swimming through the next passage. Surface in a pool room where you'll need to shoot several crocs, note the closed door in the E wall (for later), pick up the large medipack on the N ledge and the uzi clips on the S ledge; jump into the water and pick up a small medipack and shotgun shells in the openings of the central structure; now locate the opening in the floor in the NW corner and swim through to surface in a cave area.

 

In the room with the big sphinx shoot a couple of panthers and climb either one of the arms of the sphinx, run to the end and take a tricky standing jump to land onto the upper sloped part of the lateral side; in the back side pick up a large medipack and pull the switch to raise a grate in the room where you shot many crocs.

 

Detour for a secret: approach to the NE corner, climb the block and take a standing jump NE to the flatter part of the sandy ledge, climb to the top and if you go SE you'll find am immobile cat mummy and shotgun shells; anyway, from the top of the sandy ledge take a running jump to the sloped rock SE, continue S over the rocky ledge until you find the SECRET #4: magnum ammo. Safely slide to ground floor and go between the arms of the sphinx to find an open door, enter to get the first SAPPHIRE KEY, awaking the cat mummies outside. Go all the way back to the pool room where you shot several crocs time ago.

 

The raised grate is in the E wall, enter and cross the bridge (trapdoors will close so you can do it); from the end of the bridge, turn left and go S to pull a wall switch, then pull both switches next to the smaller door so this way both doors are now open.

 

Let's go through the E opening first. Run to the back of the room to find three wall switches, look above to see the symbols and look above the closed gates to see similar symbols too. So now you know what to do to open those doors.

 

I started by pulling the central switch first (up-down-up), so the first door near the entrance opens; go there and pull the wall switch to see a camera shot showing the doors over the three switches.

 

Now I pulled the switch to the right (up-down-down) to open the last door and release a panther; there's a movable block inside, climb it and take a running jump to the high opening in the wall, shoot the panther in the adjacent room, drop down and pull the switch to see another camera shot; use the movable block to go back to the previous room and go outside.

 

Then I pulled the switch to the left (down-down-down), the second door near the entrance opens, releasing a panther; go there, pick up the uzi clips and pull a last switch so the doors over the switches ledge open.

 

If you want, and for an extra pickup, you can pull now the switch to the right (down-down-up), the last grate raises, another panther is released and inside there are shotgun shells; but it's not really necessary.

 

Now go to the left side of the switches, there's a sandy small slope from where you can jump up and grab the edge of the ledge above the switches, pull up and go either opening, beware of the rolling boulders, climb either hole in the ceiling where the boulders were and finally get the ANKH. Go back outside and out of this sandy area to the room with the bridge.

 

It's time to go through the S opening with the open door, climb the blocks and in the room with the dormant cat mummies go through the S opening to a room with a central platform and 5 marked tiles. You already know what to do here, jump only onto the marked tiles (the remaining tiles are deadly) to open the S door, but beware of the falling rolling boulders when you step on them. Once the door is open you can pull a switch to open a door somewhere. When you try to exit this room the cat mummies attack, but now the central platform is safe and you can dispatch them without major problems. When the calm is restored, go out and directly straight ahead to the N opening, again to the bridge area but this time one level above; don't cross the bridge, but turn right and use the sapphire key to open the door at the other side; go there and pick up the SCARAB: an UW door opens somewhere.

 

Don't jump into the water but only onto the lower bridge below, the door you opened moments ago is in the S wall, so take a running jump there. In this new room take a running jump S to the other side of the broken bridge and use the crack in the wall to shimmy left and right to reach the switches in the niches, pull them to open a door in this room and another door somewhere. Make your way to go down to the floor and shoot the cat mummies.

 

There's a similar way to proceed here like in the TR1 adventure, in the cells of the Coliseum. Enter into the first room, step on the pad tile to raise the next grate outside (last door in the right side), and continue so until you open the fourth grate; slide to the bottom of the spiked pit losing some health, climb the ledge and get the SAPPHIRE KEY around the corner. There are also pad tiles to re-open the timed doors if you get trapped in a room. Go back to the room with the bridge and jump into the pool.

 

Locate the open door in the W side of the central structure and swim through. Surface in a room with another of those pad tiles in a corner to open the next door, pick up a last SAPPHIRE KEY in the corridor and advance to the temple area.

 

Shoot the crocs in the lake and jump into the water; you can exit the level now using the keys and the artifacts to open the temple door, but let's get some extra pickups first. Get out of the water in the SE corner, pull the movable block once to reveal an opening and enter, shoot the panther, avoid the rolling boulders and drop into the spiked pit to get a small medipack; also explore the back of the cave to find magnum ammo.

 

Go back outside and move the block once to the E, climb it and from the very right side jump to grab the edge of the ledge above, pull up and continue W to finally jump onto the roof of the temple; run to the very N side and drop/grab the edge near the corner, shimmy right and go up the ramp to get the SECRET #5: the MAGNUMS. Go back to the roof the way you came and from the corner take a running jump to the high W ledge and get magnum ammo; jump into the water and swim to the front side of the temple.

 

There is magnum ammo near the keyholes, now use the 4 items you have (the keys and the artifacts) to open the temple door. There are a couple of cat mummies waiting inside; pull the switches to open the next door, time several teeth doors in the next corridors and jump with grab at the end of the long slide to land into the niche; drop/grab the edge, shimmy left, pull up and continue through the dark passage to finish the level.

 

 

LEVEL 3 - MEET PIERRE AGAIN

 

In this huge area you'll soon meet Pierre, so as usual, shoot him until he escapes. Jump into the water and locate the opening in the W wall, near the corner; swim through and when you can surface pull the wall switch to open the door at the end of the corridor, continue and in the next room shoot a rat and a croc, climb the block in the SE corner so you can jump to the higher ledges, shoot another rat, pick up the shotgun shells and take a running jump to grab the crack in the W wall, shimmy right, pull the switch and shimmy back to the very left to find the open door; shoot another rat and pull the switch to flood the previous room.

 

Jump into the water and swim through the big hole in the floor to find an UW lever, pull it to open a door somewhere. Go out of this room the way you came (S opening) and swim through the small hole in the floor at the end, swim to the bottom and locate the door you opened; swim even deeper and pull the UW lever, swim back to the room with the balustrades and directly opposite the entrance is the bricked door you opened with the lever. Advance, shoot a rat, pick up shotgun shells and use the slopes to reach the high ledge with the SECRET #6: a large medipack and uzi clips.

 

Go back to the room with the balustrades, take a deep breath and exit again through the S opening, again through the small hole in the floor at the end but this time not to the very bottom but through the W opening. After a long swim, surface, shoot a rat and continue following the only possible way (shoot one more rat) to a room with swinging blades.

 

Use the blocks to drop down to the bottom, shoot the lions from a safe position and explore this area to find shotgun shells and magnum ammo. Now locate the movable block next to the S wall and place it onto the patterned tile in front of the closed door. Once the door is open enter but beware of the rolling boulders, use the movable block next to the N wall so you can reach the high opening in the E wall; there's another movable block here, push it once E and all what you can to the S until you find another movable block to your right; push it twice and get a small medipack, now push the same block 2 times N and 1 time W to reveal the first SILVER KEY. In this area there's another movable block you can push once to get uzi clips. Go back to the entrance of this area.

 

For a secret: perhaps when you pushed the first block you noticed another block in front of the entrance opening; push this block three times to reveal the SECRET #7: shotgun shells and magnum ammo. Go back to the main room with all those spikes and climb the blocks in the SW corner until you reach the ledge with the swinging blade where you entered into this area time ago.

 

Time the blade to jump to the N patterned tile just in front of the entrance: a door opens somewhere, but it's timed so don't waste time with the next tasks. Continue jumping to the N sloped block, slide and continue jumping until you reach the ledge with a closed door. Now turn left and jump to the next sloped block, slide and jump with a right curve onto the small ledge attached to the N wall, shoot the gorilla and advance E, climb the block in the corner and take a running jump S onto the gray tiles, turn left (one of them is breakable) and jump to the bridge. Time the swinging blade and take a running jump to the S side, here is the door you opened with the patterned tile, enter timing another blade, pick up the first GOLD KEY and pull the wall switch to open the door you saw in the corner moments ago.

 

Exit, jump to the N side of the bridge, to the top of the pillar with the small medipack and from here a diagonal running jump with grab to land onto the opening in the corner with the open door. Advance to find a dark room, time the blade and jump through the E opening, shoot Pierre and step onto the breakable tile in the niche, don't drop but jump back, turn around, drop/grab the edge and shimmy to the very right, from this position you can safely drop onto the spiked tile below and walk to get the second GOLD KEY (a door opens somewhere). Now go through the passage with the teeth doors; this way you only need to time the last ones at the top.

 

Time the swinging blade again and safely drop onto the block below, go through the N opening and shoot a rat, continue climbing the next opening and in the room with the pool shoot a couple of water rats and explore the bottom of the pool to find uzi clips, magnum ammo and shotgun shells. At the other side of the pool is the door which opened when you picked up the last key so swim there and enter.

 

In this room draw a powerful weapon to shoot a croc and three gorillas. Step onto the patterned tile to open the N door and in the next room you'll meet Pierre again, shoot him and locate the movable block in front of the high wall switch, move it all the way to the gap in the NW corner where the rolling boulder fell to create a bridge, now pull the switch to open the door in the NW corner and enter. In this new room note the patterned tile near the W wall so it's supposed what to do: drop into the hole and pull-push the block 2 times S to extend the "bridge". Now go back to the previous room and up the ramp, to the left and jump through the pentagonal opening to go back to the room with the dead animals, step again onto the patterned tile to re-open the N door, enter and approach to the NW corner so a new rolling boulder falls triggering the tile in the other room and opening the S door. Enter, shoot two lions and pick up the third GOLD KEY; before exiting pull the switch in the recess to open a door in the room where the dead animals are. So go back there the same way you did before (up the ramp and through the pentagonal opening) and look for the open door in the E wall, near a corner.

 

Enter and jump into the water hole, avoid a couple of crocs in the UW passage and finally surface in a temple area. Once you're out of the water, shoot several crocs in the lake and three gorillas on the platform. Now go to the back of the building, pick up a large medipack, shoot a croc and a rat and jump into the water; look for an UW opening in the wall of the building and swim through the winding passage to find an UW lever, pull it to open the main temple door.

 

Go there and enter; inside Pierre is waiting, but this time you can kill him and pick up all the items he drops: the magnums, the SCION, and the fourth GOLD KEY. Now explore this room to find magnum ammo and a second SILVER KEY. When you pick it up a door opens somewhere, so go outside and to the S side of the building, jump to the opening in the rocky wall and explore this sort of maze to find the open door; advance, slide down the ramp and find yourself in the starting cave of this level (but in the N side).

 

Pick up the shotgun shells and jump to the sloped pillars in the center of the room so after several slides and jumps you reach the S side of this cave. For an extra pickup you can go back N, bordering the lake, climb the N wall and find shotgun shells in the very NW corner. Anyway go back S and use the silver keys to open the door of the gray building, enter to get the SECRET #8: a small medipack and magnum ammo.

 

Go out and right to the lake, climb the gray block in the side of the building and climb even higher to the top of it; you are now on the ledge where you found Pierre at the very beginning of this level, climb the lower S blocks and when you can take a running jump N to the big suspended platform; explore this zone to find 2 X magnum ammo and look for a way to climb to the highest rocks of this place (from the E side). Once you're up, if you look W you'll spot the main temple with the barred door; make your way to run and jump from rock to rock to get there and use the golden keys to open the door. In this process you'll awake at least one of the centaurs guarding the temple.

 

Once inside, there's a platform with several marked tiles; take standing jumps only onto those tiles without touch any other one and the exit door will open (you can jump out of the platform during the process if you want). There are two more centaurs here, but if you don't go to explore the laterals of this room they will remain dormant; it's your choice. Finally enter into the last room, pick up the small medipack and run to the opening to finish the level.

 

 

LEVEL 4 - NATLA'S HIDEOUT

 

After the slide run straight ahead and turn left at the first junction, pick up the uzi clips and there's no need to pull the wall switch for now (camera shot of a closed door; it's for a secret later). Back to the junction run straight ahead and go always to your right when possible until you find a movable block near a corner, push it several times and go right to find magnum ammo. Back to the block, pull it now three times E and once N so you can clear the opening the block was blocking, go there to find another movable block, push it once, climb it and push another movable block attached to the S wall twice; in this room pick up the magnum ammo and pull the wall switch to open a door in the previous room, go back there and jump over the spiked pit to get the SECRET #9: uzi clips and magnum ammo. Go out of this area E and N to the corridor where you found the first movable block.

 

Go always to your right when possible to find a couple of corridors at the end, one of them with uzi clips and another movable block and the other one with magnum ammo and a wall switch. Don't try to use the wall switch for the time being (it's timed) but go to the corridor with the movable block and pull it twice so you can climb it and go through the opening behind; advance to find a cave with lava.

 

Take a running jump to the safe ledge to your left, jump over the E rocks and to the sloped ledge in the N wall, slide/grab the edge and shimmy left to the very end, pull up and jump back onto a safe ledge.

 

Detour for a secret: pull the switch in the E wall and go to the S area with the buildings; as you advance you'll trigger an action music and a bald guy will appear; pick up his shotgun when he dies and if you climb to the roofs you can get a small medipack in the E side too. The door you opened with the last switch is in the corridor between the buildings, locate it and enter to pull another wall switch; now go out and left to find the next open door in the right side near the corner, pull another switch here to open the tall door at the end of the corridor, leading you back to the maze where you started this level. Note the remaining closed door in the corridor and go back to the maze.

 

Do you remember the timed wall switches you didn't pull in the maze? It's time to use them. From the tall door go always to your left when possible until you find the corridors with the movable block you used to get access to the lava area and the corridor with the wall switch. Save your game, pull it to open the last door in the outside corridor but note that there's still a fire protecting the secret items, so quickly roll and go always to your left when possible to the junction at the very beginning of the level, avoiding the dead ends and straight ahead in the junction to find the second switch (perhaps could be a good idea to save the game here), pull it and go back the way you came (straight at the junction) and always right when possible avoiding the lateral dead ends until you find the corridor with the tall door; run outside and to the (hopefully) open door in the middle of the corridor, right side. Quickly pick up the UZIS to get the SECRET #10. The next door will automatically open as you approach and you'll find yourself in a familiar corridor with the movable block; choose either left or right routes to go back to the E side of the lava cave.

 

Form the switch in the E rocky wall go through the N opening, continue through the next opening and slide down two ramps jumping at the last moment to land onto a safe ledge; draw weapons and shoot the winged atlantean, now go up the ramp in the SE corner and advance W jumping onto the flatter lower parts (the upper tiles are deadly) shooting another winged atlantean on your way. When you reach the SW corner drop into a hole to get magnum ammo. From that corner take a running jump to the N block and another jump to the next one.

 

Detour for a secret: turn left and take a running jump to the E ledge, turn around and drop/grab the edge and safely drop to the bottom of the pit (immediately jump when landing); continue jumping over the lava pit and following the only possible way until you reach a corner with the SECRET #11: 3 X uzi clips. The next door automatically opens, so exit and go directly E to the opening in the NE corner; climb the blocks to find a huge outside area.

 

Shoot a crawling atlantean and run up N avoiding the rolling boulders to get a small medipack on a ledge; shoot another winged atlantean and go to the S of the big central structure to find magnum ammo on a ledge; if you are lucky you can dispatch the centaur in the SE opening from here and also another winged atlantean is released too. From the W side of this same ledge you can take a running jump to the most W opening in the big central structure to find the PYRAMID KEY. Go out of this hole and turn right, run E and N up a ramp to trigger a rolling boulder if you go too far, but from the bottom of the ramp you can turn left and jump to grab the high edge of the E building without trigger it. Pull up and place the pyramid key in its receptacle: a trapdoor opens somewhere.

 

Now it's time to go through the opening where the centaur was, climb several ledges to reach the top of the room and shoot a winged atlantean (I found another one stucked in the black S mountains I couldn't shoot), pick up magnum ammo in the right side and approach to the W edge. Spot a hole in the high part of the big central structure and take a standing jump there.

 

You'll fall into the water; locate the opening in the S wall behind the white block and swim through, at the end of the winding passage pull an UW lever to open a door somewhere. Swim back to the previous room and to the air hole in the ceiling to take a breath; the open door is in the N wall, behind another of those white blocks; go there and after a long swim you'll surface in a room with three dormant crawling atlanteans. Pick up magnum ammo at the bottom of the pool and get out of the water.

 

When you exit SW one of them awakes, continue to a junction and take the left passage first; soon you'll find a room with magnum ammo, shotgun ammo and a small medipack in the niches to your right; in the E side behind the arches there are uzi clips and a wall switch to pull. Now go up the ramp (another of those crawling atlanteans will attack), pick up the magnum ammo and pull both switches (the last crawling atlantean will come). Go back to the junction and up the N steps.

 

In the next passage shoot two centaurs and advance E and N to find a large medipack (if you don't approach to the edge, the egg doesn't explode). Now take the W passage to get shotgun shells and then go E; this time the egg explodes so shoot the crawling atlantean and pull the switch to your right (camera shot of a closed door). Roll and advance S, pick up the magnum ammo to your left and pull the switch to your right; this time the door opens. Continue S and shoot another crawling atlantean, pick up the magnum ammo and go W; pick up the large medipack to your left and shoot two crawling atlanteans coming from your right; if you go further W you'll find shotgun shells and magnum ammo.

 

In the room with the central pyramid climb the blocks in the SW and NE corners of the pyramid to get magnum ammo and a small medipack; there are also shotgun shells on the W window sill. If you don't approach to the S eggs they never explode. The door you opened with the last switches is in the E wall. Enter and time the teeth doors in the corridor.

 

In the next room go left and right to the SW and NW corners, push the blocks and pull the switches to open the exit doors in the far E wall (and get magnum ammo). Unfortunately you can't avoid the exploding eggs here so you'll need to shoot at least two crawling atlanteans (SW and NW eggs) so you can move the blocks. There are six more eggs with more crawling atlanteans, but I crossed the room starting from the entrance door and stepping only onto the very central tiles straight ahead to the exit passage and the remaining eggs didn't explode.

 

At the end of the exit corridor time the teeth doors and the swinging blade but don't go too far or you'll fall into the lava pit. For a last secret, from this single tile approach to the SE corner and look down to the lava surface to spot a small water hole, take a swan jump there and surface in a room with the SECRET #12: a large medipack, 2 X magnum ammo and uzi clips. Exit through the passage in the corner and climb several blocks to find yourself back in the corridor with the teeth doors.

 

Time again the teeth doors and the swinging blade but this time turn right and take a running jump to the small ledge near the corner, take a standing jump with grab timing the swinging blade to land into the opening and continue up the ramp to find more teeth doors and another ledge overlooking the lava pit. Shoot a winged atlantean and start taking running jumps counterclockwise from ledge to ledge until you reach an opening in the S wall near the corner with more teeth doors and another swinging blade (shooting two winged atlanteans on your way).

 

In the next room shoot a winged atlantean from the entrance and drop into the first pit to get 2 X uzi ammo, climb the ledge and jump left to pull the switch; take a standing jump to the N ledge and shoot another winged atlantean, jump left to the block with the next switch to open the exit door but before exiting pick up the magnum ammo on the N ledge.

 

In the next room pick up the shotgun shells near the entrance and shoot the centaur from a safe position, move the block near the entrance once N and then E to the very end. There is a second movable block on ground floor in the N side of the room; move it once E to create a bridge so you can move a third higher block S and E onto the different tile to open the exit door. There are 2 X shotgun shells to pick up in a nearby hole too.

 

Again you'll find another swinging blade to time and a small ledge overlooking the big lava pit, run up the ramp, climb a last block and take a running jump to the central platform to fight with a centaur. The exit door is in the S wall, so take a running jump there, step onto the marked tile to open it and advance through the corridor to finish the level.

 

 

LEVEL 5 - LAST CONFLICT

 

The door opens as you approach; run up the steps and in the niches left and right pick up 2 X magnum ammo, a small medipack and uzi clips; at the top of the stairs shoot a winged atlantean. As you can suppose, your goal here is to step on the marked tiles with the circles avoiding the rolling boulders and the blue rays. If you go to the very left or right rows of tiles the rolling boulders will be triggered, so try to jump only onto the central tiles until you have not choice but step onto one of the marked tiles in that rows. Once you got it go through the corridor with the open door (E side of the room) but beware of another rolling boulder (quickly go outside and left). I did all this wasting a lot of medipacks.

 

After all these dangers, continue to a room with a centaur; a rolling boulder also comes when you enter. If you climb the W ledges you’ll note that the S niche is blocked by a rolling ball (that’s the goal in this room) so pick up the uzi clips (note the block attached in the central structure in front of this ammo) and a small medipack. You need to trigger the rolling balls again, but blocking the way to the niche this time, so go to the N side of the room and locate the movable block attached to the central structure, pull it out, then move it W and S under the other movable block so you can climb it and pull the higher block twice onto the W ledge. For an extra pickup you can go into the niche where this last movable block was and push a third movable block once to get uzi clips. Now you need to trigger the rolling balls again, so go through the opening in the very NE corner, run S picking up more uzi clips on your way and when you exit through the other opening the rolling balls are triggered again. This time the rolling boulder over the W ledge was blocked by the block so you can go to the S niche and pull the switch inside to open a door somewhere.

 

Now you need to go back to the room with the spheres spitting blue rays, but the S trapdoors are now raised blocking the exit. What I did was move the block on ground floor all the way N and E, placing it onto the different tile in the very NE corner, then I went to the E corridor (through the opening in the SE corner) and stepped on the marked tile to reset the rolling boulders again, turn around and exit triggering the boulders and the trapdoors should be open now. As I said, go back to the starting room and this time go through the left corridor in the E wall, trigger the rolling boulder and climb the opening with the open door.

 

Advance and in the room with the big steps pick up 2 X magnum ammo and a large medipack at the top; in the next room fight against two winged atlanteans. Climb the gray block to your right and pick up uzi clips; now take a running jump to grab the edge of the N ledge, pull up and go E, drop down (beware of the falling debris) and climb the gray block to get magnum ammo, take a running jump to grab the edge of the S ledge, pull up and go W to the very end; pull the switch in the SW corner to open a trapdoor in the middle of this S ledge, drop into the hole and pull the wall switch to open a door somewhere (timed). Quickly, go back W and drop down near the entrance, beware of the falling debris and jump back to the high N ledge, run to the E end to find the open door.

 

Pick up the uzi clips left from the entrance and time the swinging blade to take a running jump onto the breakable tile and without stop to the next ledge, continue, pick up the shotgun shells and in the next similar room the magnum ammo; do the same as in the previous room, except that there is a second swinging blade to time here after the breakable tile.

 

In the next room, to get a secret run over all the breakable tiles and look for a place without spikes to safely drop down into the pit and get the SECRET #13: a large medipack and 3 X uzi clips. Climb back up and in the next similar room pick up the uzi clips and do the same as in the previous rooms, advance, pick up a small medipack, slide down the ramp and jump in last moment to grab the edge of the central platform, pull up and prepare yourself to fight with the Legless Mutant. Once he is defeated the exit door opens; pick up 3 X uzi clips before exiting.

 

In the next room go right first to pull the switch which will raise the bridge and quickly (it’s timed) roll and pull the switch in the opposite corner to open the exit door. In the next passage shoot two centaurs and pull the switch to open the exit door. In the next room pick up 2 X uzi clips and jump to the big platform to fight with Natla. Once you kill it twice, use the groups of black blocks NE and NW to reach the wall switches in the corners of the high N ledge. If you go down to the bottom of the pit there are shotgun shells to pick up and also a small medipack on one of the black blocks and uzi clips near one of the switches too. Once both switches are pulled a bridge raises in the N side of the big platform, make your way to go there and cross the bridge to pull a switch: the door in the high N ledge opens; unfortunately you’ll need to take a banana jump from one of the sides with the switches to get there.

 

Once you get it, slide down the ramp and drop into a hole with a breakable tile, once the tile breaks fall to the bottom and continue through the dangerous passage running and jumping fast to avoid the moving lava blocks; at the end time the swinging blade to cross the opening to your right before the rolling boulder crushes you. In the next room avoid the darts and another rolling boulder, approach to the exit and save your game.

 

Take a standing jump onto the first flatter part of the big slope (a rolling boulder will fall) and shoot a winged atlantean; now jump W to the next flatter part and SW to the next one; from here perhaps you can shoot the centaur roaming around on the lower ledges. Continue jumping onto the next W flatter parts but beware of the last one (rolling boulder) until you run and jump to reach the high opening in the very NW corner. Inside, pull the wall switch and go outside, slide down to the bottom of the big slope next to the W wall and continue running and jumping clockwise until you reach the E opening; inside pull the wall switch to finally open the UW door.

 

Now jump into the water and locate the open door in the S wall; if you swim always to your left you'll find a large medipack. Swim back to the lake to replenish your lungs and now swim through the other opening until you can surface. Go out of the water, pick up the uzi clips and advance W to the mine cart tracks, avoid the rolling boulders and go left and right to get shotgun shells and a small medipack. Advance W to the area with the work booths, avoid another rolling boulder, shoot a centaur, go left to find uzi clips and climb to the roofs to get 2 X uzi clips, 2 X magnum ammo and a large medipack. Continue W and behind the crates floor trapdoors will open; drop through the hole to finish the level.

 

 

LEVEL 6 - NOT REALLY OVER

 

Slide down the wide slope and for a secret jump in last moment to grab a crack in the wall, shimmy right to the very end, drop down onto the safe block and jump to the niche in the corner to find the SECRET #14: 3 X magnum ammo. Go back to the small ledge and jump to the bottom of the wide slope, slide/grab the edge and shimmy right until you can drop onto a safe block below.

 

Turn around and jump to the S rocks (left side) advance and shoot two winged atlanteans. For a secret: take a running jump to the nearest brown rocks in the E side (no grab) and advance S to the corner; jump to grab the crack above and shimmy to the very left, pull up and go through the triangular opening, over the breakable tiles to the end and drop, go into the niche to get the SECRET #15: 3 X uzi ammo. Go back to the ledges in the lava river the way you came.

 

Take a curved running jump to the lonely block in the lava and save your game. Now jump over the sloped blocks and when you land onto the first breakable tile take a couple of sidejumps onto the next ones and a final jump back to the safe block; now jump S to the next block and to the lower one with the magnum ammo, shoot a winged atlantean and take a running jump to the W opening but quickly roll and jump back to the previous block to avoid the rolling boulder; jump back to the opening and continue to the end of this corridor to find another winged atlantean. Now jump to the ledge on your right, pick up the uzi clips and take a running jump to the NW opening; advance to find a big area.

 

Shoot two winged atlanteans and pick up the small medipack on the E end of the tracks. You need several fuses but unfortunately the ones near the N opening are not available for you. So go to the W opening, locate the movable box to your left and push it once, then go right and push the last block to your left once to reveal a wall switch. It's your goal here, but if you want you can also move another blocks to get 2 X uzi clips; it's your choice. Anyway pull the switch and go outside to find the skater boy, kill him, pick up his uzis and go to the N opening where the door is now open, finally pick up the first FUSE and go all the way back to the lava river in the area where the breakable tiles were.

 

Jump to the last block in the N side and then to the E opening, but quickly jump back to the block in the lava river to avoid a rolling boulder. Advance through the corridor and when a second rolling boulder is triggered take refuge in the opening to your right. Nothing to do in the area where the rolling boulder came for the time being, so climb the blocks N to a higher area where a centaur awaits. Once he's dead, forget the E opening for now and go to the N side of this area, turn right and take a running jump to the small ledge with the large medipack, jump to the W ledges, go left (N) to a room with some movable crates.

 

Pull the block just in front of you once and go around the box to your right to the other side of the block and push it several times to the S, out of this room. Now from the entrance go left and to the very end, turn right and push the last block once to the W, now go all around this row of crates taking a U-turn and pull the same block twice to the S towards the entrance; now go all around the crate to your right to the W side of this block and pull it once to the W. Now go to the entrance and directly N between the rows of crates, to the end and find a last movable block to your right; pull it twice to the E and go all around to the tile where this last block initially was to get the RUSTY KEY. And that's all in this room, go out and to the S side of this ledge to find an opening to your left.

 

Pick up the magnum ammo near the entrance and pull the crates several times to the E to take them out of the way; now push the crate with the TNT sign to the N inside the next room and place it onto the marked tile with the same sign: a door opens somewhere. Nothing more to do here at this moment, but remember this place because you will be back later. Go back out to the lava river area and cross to the E side using the small ledge where the large medipack was.

 

Now it's time to go through the E opening, to the left is the cabin where you must place the fuses and the door you opened with the TNT crate is in the N side; enter and jump to the opening to your left. In this room you'll find an old "friend": the cowboy; shoot it, pick up his magnums and pull the switch to trigger a small earthquake. There are also uzi clips and a small medipack to pick up here. Go out of this room and E through the big pentagonal opening, to the right and up the steps to the hut with the centaur; inside use the rusty key to activate a drill somewhere, pick up the large medipack and pull the wall switch in the corner to open a door somewhere.

 

Go out of this area and all the way back to the room with the TNT crate to get the second FUSE. Go back to the E side of the lava river the way you came. Still a third fuse is needed, so go back S and down the passage you used to reach this area a long time ago, right at the end, when you reach the tracks avoid a rolling boulder and go right, passing the drill to the room where the last FUSE is.

 

Go all the way back to the room with the cabin and place the fuses in its receptacles; you already saw what happened so go through the pentagonal opening and climb the fallen cabin so you can reach the high opening in the E wall; on your way up beware of the rolling boulders and when you reach the area with the boat pick up the small medipack before you jump into the lake.

 

There is magnum ammo on the platform in the corner and if you go behind the waterfall you'll find 2 X magnum ammo and uzi clips. Anyway swim to the boat and climb it (from its center), take a running jump to the W cave, pick up a large medipack and pull the switch to open a door somewhere; now approach to the lake and turn left (N), jump to the next cave with a wooden platform and pick up 3 X uzi clips.

 

Continue E and in the next area you'll find Larson; once he's dead go to the SE corner to find the door you opened moments ago, pick up the magnum ammo and push the wooden crate once, pick up 2 X magnum ammo and pull the switch to open an UW door in the lake. Go back to the lake, jump into the water and swim S to find the open door, advance, pick up the large medipack and continue swimming to finish the level.

 

 

LEVEL 7 - EPILOGUE

 

Don't waste time exploring this UW passages or you'll soon get out of air; swim as fast as you can until you find signs of civilization, quickly swim up the shaft and locate the UW lever near the ceiling (SW corner) to open the next door, continue swimming through a wide passage, avoid the croc and at the end swim up and find an open door, continue and immediately up to replenish your lungs. Climb the nearby ledge and from here you are safe to shoot up to three crocs in the water and another croc on this ledge.

 

Explore this area to find yourself in a place you already visited before: the room with the big sphinx, but this time is partially flooded. Go to the E side of this room and jump into the water, locate two UW levers on the blocks in front of the sphinx and pull them to open both E UW doors.

 

I went through the NE one first, there's a closed door but also an opening to your right; after a long swim through a winding passage, surface in a room with a panther. In the next room there are several cat mummies, but if you don't step onto the tiles with the skulls they'll stay dormant; so jump only onto the three tiles with the pharaohs signs to open the next doors.

 

In this room beware of the spiked pit and shoot a cat mummy and two panthers; the N opening is blocked by a boulder so go through the S opening and go right and left timing the teeth doors to find a couple of switches to pull; one of them will trigger the boulder, unlocking the N passage in the previous room and the other one will open the exit door so you can go back to the room with the sphinx (an also release a cat mummy).

 

Go back to the previous room and through the N passage now. In this new room you'll find a panther and a pit with two movable blocks, place them just in front of the entrance to create a bridge so when you trigger the rolling boulder again (it can be reset) it will go to the ledge in the N wall in front of the entrance with the pharaoh sign on the wall. When you are done, go through the W passage (this will reset the boulder), jump over the hole but quickly jump back twice to avoid the rolling boulder; continue up the ramp to a room with a marked tile, step on it to trigger a new rolling boulder and approach to the double doors so they open. Back to the room with the spiked pit, go again through the N passage down the ramp and in the room with the movable blocks the E door is open now; enter and pull the switch to open a door in the room with the sphinx.

 

Go back to the room with the spiked pit as you did before (W opening), shoot another cat mummy, exit this room E and swim to the big room with the sphinx the way you came. Now swim through the SE opening (the other door you opened with one of the nearby UW levers), to the right and up and in the next water room pull the UW lever to open a trapdoor somewhere. Swim back to the main room, get out of the water and go to the back of the sphinx (W), climb the blocks there to find the door you opened time ago in the room next to the chamber with the movable blocks.

 

In this room is the trapdoor you opened moments ago, and also two panthers; drop into the hole, slide down the ramp and in this final room shoot up to three cat mummies (perhaps you'll need to run around the room to trigger them all); when all three are dead the last door opens, go outside to the big area you explored in the first level of this game to finish this fantastic adventure.

 

January — 25 — 2022