RELIC HUNTER

 

Levels by ViridionSama

 

Walkthrough by Phil Lambeth

 

The builder has provided his own video walk, together with Saki Croft, kapil4417037 and Steven3517.

 

 

Level 1: THE LANES

 

After the scenic opening flyby, start forward and you'll get an onscreen message stating that you're in the historic center of Genoa. Hit the escape key to continue, enter the alley and turn into the gunshop on your right. Help yourself to automatic pistol ammo (contracted here as autopistol) and shotgun ammo. You can see other goodies in the room, but you can't yet reach them. The hallway leads to three closed doors, so exit to the alley. If you go up the short ramp, the opposite door opens automatically, but that's for later.

 

Proceed N down the alley, get a screenshot of a key in the sewer below, continue toward a closed gate and turn left at the fixed camera when you run over a sewer grate. Go down the steps on your right to a guarded doorway and the onscreen text will tell you there's a weapon to be found once you can get inside. Go back the way you came, turn right at the sewer with the key and enter the short alley on your right. Push the W button to open the door and enter a house. Hop onto the table ahead for a small medipack and go into the next room. Open the E door to the bathroom and push the button to open the trap door at your feet.

 

Drop down into the sewer and swim forward. Pull out onto a metal ledge, turn left and follow to a large medipack that you must ignore for now, as the moment you reach it an electric cart is activated and starts pursuing you. Follow the ledge around to an E crawl space and enter it. Wait for the cart to pass by, exit and use your binoculars to read the numbers stenciled on its side (9571). Go back through the crawl space to find a key pad on the far wall. Enter the code, hit the star key and wait for the cart to complete its circuit. When it turns the circuit it will break through a wall and explode.

 

Jump into the water near the crawl space and grab the flares. Pull out and pick up that large medipack you passed up earlier, go to the S wall and enter the opening. Follow the dark passage to the end, crawl E through shallow water until you can stand up and activate the jump switch to lower a block somewhere. Turn left and pick up the APARTMENT 2 KEY, and a screen shot shows you where it's to be used. Return through the dark passage to the main sewer and to the crawl space room. Crawl through the opening next to the keypad, hang from the other side but don't release, shimmy left to the corner and drop to grab a crack. Shimmy right around the corner past the steam blower and pull up at the far right corner. Vault up to your right and jump to grab the overhead ladder. Climb up to another crawl space and hang from the far edge. Shimmy right around the corner and pull up to where the block lowered.

 

Vault up for an onscreen clue regarding the four statues in the courtyard ahead. You'll move them around later, but for now go past them into the S opening and follow the ramp down to a lower room with a central cage and side passages. First, check the plinths for automatic pistol ammo and flares, then go through the E passage to trigger a flyby through the burial grounds in the next room. Make note of the onscreen information and turn around when camera control is restored. Go toward the NW corner, hop over the short fence and find a pushblock on the ledge against the N wall.

 

Push the block W over the edge onto a corner trigger tile that raises a block near the SE corner of the room. Go there, hop onto the raised block and activate the jump switch to bring a swingpole from a wall somewhere. Light a flare, go to the dark SE corner next to a glass-filled trench and locate the ladder on the back side of the column. Climb up, shimmy right at the top and pull up. Take a running jump slightly NW onto a flat tile, hop NE over the hump and continue with a curved running jump to grab the ledge against the N wall. Pull up, find uzi ammo at the far end of the ledge and turn left to find the jump switch on the S column. First, jump onto the column for the CROWBAR, then hop back to activate the jump switch. The same cut scene shows another swingpole coming out of the wall.

 

Hop down into the floor hole behind you, open the N crowbar door and light a flare before you enter. Time standing jumps over the flame holes past two swinging chains and turn right to face a more difficult gauntlet. Take one step back from the edge, save your game and take a standing jump when the two chains are together. Jump off the slope without sliding and time a jump past the single chain. Push the floor lever to bring out a third swingpole and hop back into the shallow water hole. Pull out W, stand right or left and save again. (I experienced a black screen phenomenon in this room several times when attempting to restore a savegame, but without lasting ill effects. If this should happen to you, exit the game and restart with your last save. On further attempts, avoid the black screen by waiting for the load screen to appear without pressing the F6 key.) Time a running jump past all three chains to grab the edge of the flame hole. This will likely take numerous attempts, so save again once you get safely back.

 

Make your way past the remaining chains the way you did before and go to your left past the opened crowbar door. There's a wooden barrier blocking your way, but you can side flip over it. Activate the crowbar switch next to the flame tile to bring a fourth swingpole out from that wall you keep seeing in the cut scenes. Exit to that floor hole you dropped down into, pull out and go to the ladder near the SE corner. Climb up as you did earlier and make your back to the ledge against the N wall. Stand jump up to grab the block in the NE corner, pull up and turn right to face the row of swingpoles. Take a running jump to grab the first pole, then swing, release and grab four times in succession to reach an opening in the S wall.

 

Pull inside, turn around and hop up N for a GOLDEN SKULL that registers as SECRET #1. Safety drop to the ledge below at the cost of a modest loss of health. Hang from the edge, shimmy left to the ladder (the animation is a bit buggy here) and climb down to the floor. Exit W to the hub room and go around the central cage into the W opening from which you entered earlier. Go up the ramp to the outdoor courtyard, where it's now time to move those statues. Your task is to arrange them on the corners of the green area so that each one faces the tall plant in the center. Upon each successful placement you'll see a cut scene of the closed W double gates, which finally open upon completion of your task.  

 

Go on through, turn left in the familiar outdoor alley and go S up the steps. Loop around right past the gunshop to that door you may or may not have opened earlier by approaching it. Enter the building, note the wall button and enter the adjacent room with the burning stove. Next to the stove is a small medipack. Go back and push the button to open the door next to it. Go inside for flares (nice echo effect) and go up the winding steps to find the receptacle for the Apartment 2 Key. Use it to open the door and enter the room to find desert eagle ammo (contracted here as deagle ammo) on a plinth. Turn around and open the door to the bathroom. Go inside to find the drowned corpse of some poor soul. Drag the body away from a small medipack and exit.

 

Turn right to find a wooden barrier blocking a crawl space. Pull down the lamps on the left (a disguised wall switch) to move the barrier aside. Enter the crawl space, stand up and take the MASK OF TALION from the plinth. You're magically transported to the gunshop hallway, so go forward past the door that opened into a small office and take the AUTOMATIC PISTOLS from the desk. Now that you have some firepower, shoot the small box next to the desk for 2 x automatic pistol ammo. Exit the office, turn right and shoot the boxes to expose the APARTMENT 5 KEY on the counter. The attendant doesn't seem to mind if you take it with you.

 

 Exit to the alley, turn right, run forward a bit and turn right into the side alley leading to the statue courtyard. Turn right into the S opening and follow the ramp down to the hub room with the central cage. Go around and through the E opening into the burial grounds you visited earlier. Find the triangular opening near the NE corner and stoop to shoot the wooden barriers blocking your way. Crawl inside, pick up the flares and open the crowbar door. Go inside to find a crowbar switch that opens a trap door over the cage in the hub room. Return there, climb up onto the cage and stand under the opened trap door facing S. Jump up to grab the crawl space and pull inside.

 

The twin blades in the crawl space aren't high enough for you to avoid taking damage, so get as close as you can to the first one, save your game, get up on one knee and roll past it (crouch key) just as the blade starts swinging toward you. Repeat with the second blade and lower Lara down the floor hole at the end of the passage, pick up the large medipack, small medipack and automatic pistol ammo in the lower passage. Jump into the water hole and beware of the waiting piranha. Quickly swim around to your left and search the weeds for a GOLDEN SKULL and SECRET #2. Get back, pull out of the water hole, pull up left into the crawl space and make your way past the two blades as before.  

 

Drop down to the cage, then to the floor, go back up the W ramp to the statue courtyard, turn left past the opened double gates, turn right and then left in the alley, go down those nearby steps to find that the guard has deserted his post. Draw your weapons and enter the room to engage two thugs and a Genoese baddy. Search the bodies for a small medipack and 2 x automatic pistol ammo. Go through the SW opening to arouse two more thugs, pick up the flares and small medipack they dropped and search the S shelves for shotgun ammo and the VAN KEY.  

 

Go up the W stairs to a parking area. Use the Van Key to make the vehicle with the receptacle move forward sufficiently to reveal the GUEST ROOM KEY. Shoot the smaller boxes to reveal automatic pistol ammo and go back downstairs. Exit E to the room where you met the trio of enemies and turn left into the N hallway. The doors to the first two rooms open, two thugs emerge and a dog tries to sneak up on you from behind. Pick up the shotgun ammo and automatic pistol ammo dropped by the thugs and enter the first room on your left. Activate the book switch in the N wall, go across the hall to the other room and activate the book switch there as well. Continue down the main hall. Another door opens and out come a dog and an armed baddy. Pick up the M16 ammo he dropped and enter the room he came from to find and activate a third book switch. Take the shotgun ammo and large medipack from the small chests and exit.

 

The fourth door across the hall remains closed, but you have the Guest Room Key that will open it. Go inside and deal with a knife-throwing baddy. Activate both book switches in this room (N and S walls) to turn off the flames issuing from the mouth of the dragon head statue. Go there and pick up the DRAGON HEAD, and once again you'll be transported to the gunshop hallway, standing this time in front of the middle room where the door has just opened. 

 

Enter the small office and raid the desks of the SHOTGUN (a cut scene tells you that you may soon need it), the LASER SIGHT and shotgun ammo. There's more shotgun ammo next to the lounge chair. Exit the gunshop to the main alley, turn left at the first crossing and go up the ramped alley that's in dire need of repairs. A dog and an armed thug are waiting in the side alley to your left, and the thug drops M16 ammo. Continue W toward the light and find an open door to your left near the end of the alley, and there's a closed door just around the corner. Push the nearby button to open it and go inside.

 

In the library to your right is hard-to-see automatic pistol ammo next to the middle bookshelf. Go around to the small kitchen and shoot out the windows. Step up to the edge and look left to see a fuse box against the wall inside the adjacent building. Position yourself so that you can shoot it, then safety drop to the side alley. Continue up W into an open area where two dogs and an armed thug attack from your left. Grab the dropped shotgun ammo and go SW into the small park to find a small medipack and automatic pistol ammo at two of the corners.

 

Go toward the N steps leading to a lower area. Before going down, hop into the fenced area with the small tree next to the parked vehicle to your left for automatic pistol ammo. Go down the steps and turn right into the E opening to find yourself in an exhibit of some kind. Look in the near right corner for automatic pistol ammo and exit to the steps (you'll return here soon). Return to the alley and run all the way E. Turn right at the end into the S side alley and loop around right into the building you visited earlier. Go up the steps to the next room and shoot out the N window (which you couldn't have done during your first visit). Take a running jump across the alley into the next building.

 

Enter the den to your left, but don't venture too far inside or you'll take fire from the Genoese baddy perched on the overhead balcony. Pull up E, deal with the baddy and pick up the automatic pistol ammo he dropped. Grab the large medipack on the small chest and drop back down. Grab the uzi ammo at the corner of the long table, turn around and go through the S opening into the next room. Look right for a GOLDEN SKULL that represents SECRET #3. Pause for 2 x uzi ammo, hop SW over the chaise lounge for a large medipack and return to where you entered this building. Step up E and take a running jump over to the balcony of the next building. You can't shoot out this window, but there's an invisible crack to your right that you can jump up and grab.

 

Shimmy right around two corners, drop down into an alcove and stand jump E into the opening in the next building. Shoot the wooden barrier, go inside and shoot the box to your right for shotgun ammo. Search the shelves deeper into the room for more shotgun ammo. Climb out onto the roof through the W opening and look left for grenades. Return to the room and locate the pushblock in the SE corner. Pull it two times and go around it to find a wall switch that opens the nearby trap door. Go there, climb down the ladder and drop to a dark hallway. Light a flare and follow the hallway around the corner to a closed door with a keyhole.

 

Use the Apartment 5 Key to open the door and go inside for a large medipack on the floor and desert eagle ammo in the shelves. Finally, take the GOLDEN SKULL from the desk so you'll get credit for SECRET #4. Exit and note the fuse box on the S wall at the end of the hallway. You can shoot it now if you like with no discernible effect, but since the builder refrained from doing so in his video maybe you should as well. Anyway, return to the other end of the hallway and jump up to grab the bottom edge of the ladder. Climb back up to the previous room and stand at the edge of the N opening. Jump slightly NW to grab the crack and shimmy left around the corner to drop to the balcony.

 

Jump back across to the W building, hang from the edge and drop onto a slope that brings you safely down to the street. Go W up that bumpy alley, down the N steps in the open area and into the E exhibit you visited briefly earlier. Go to the S wall and climb the column there on the right side (action and up arrow keys only). Step forward, stand left and jump to grab the higher platform. Pull up and run around to that boulder you see to your right. Push it W over the edge and immediately draw a weapon to deal with two knife-throwing baddies, each of whom will drop shotgun ammo for you.

 

Climb up NE, shoot out the windows and take a running jump down into the courtyard below, where you'll find a GOLDEN SKULL on a plinth for SECRET #5. Jump into the small pool for a large medipack and pull out N to find desert eagle ammo. Safety drop from the S gap in the railing and go a few steps W to find a S alley. Shoot the fence blocking your way and you'll hear a burst of warning music as you run down the alley. Prepare to shoot three dogs and find a large medipack next to the small tree (stoop to pick it up). Return S, turn right and find yourself at that lower area near the museum exhibit you visited earlier.

 

Go S up those large steps, turn right and run through the W passage into a parking garage. Take the first right, run toward the next area and prepare to engage two dogs and two armed thugs. Pick up the dropped automatic pistol ammo and go toward the NW corner. When you approach the W opening with a fuse box next to it you'll trigger a level change.

 

Level 2: OFFICE

 

Run down the corridor and kick open the door to your left. Go up the stairs to the next floor and a door opens automatically in front of you. Enter and go a bit to your right, and the bathroom door across the hall also opens automatically. There's a fuse box against the N wall, but nothing happens when you try to shoot it. There are three stalls in the S wall. The first is empty, the second has shotgun ammo and the last has a bottle of STRONG ACID. Turn around and shoot the advancing armed thug. Pick up his ACCESS CARD and exit to the hallway.

 

Follow around the corner to a fixed camera, and the next door on your right opens as you pass by. Enter a large room guarded by two thugs. One drops a small medipack, the other the UZIS. Explore the room for automatic pistol ammo on the NW table, uzi ammo under the shelves near the SW corner, the ADMIN DISC on the desk in the E work station, and automatic pistol ammo on the long table near the E windows. Exit this room, go back the way you came along the hallway (if you go the other way, there's nothing but a shootable fuse box at the end with no wall switch behind it) and into the stairwell. Go up two more floors to a closed door with a receptacle for your Access Card, but don't use it yet.

 

Continue up two more floors to a closed door with a keypad. Around the corner from there is a dead end with flares. Shoot the grates, save your game and lower Lara down the crawl space, but don't drop yet. Shimmy to the right corner if you're not already there and release to drop onto a breaktile. (What follows worked for me, although there are certainly other efficient ways of accomplishing the same thing.) Quickly turn to face left and allow Lara to fall onto a slope. You'll slide and land on another breaktile, so face the corner and back flip to land on a third breaktile in the opposite corner. Turn left and either hop or run off onto an adjacent breaktile which will drop you into a water hole. Save your game again, as there are more dangers ahead.

 

Start swimming and time your way past the giant cigar cutter. Stay right, swim over the floor hole and when you reach the crossing you'll be grabbed by a strong current. Turn right and fight your way N to the underwater lever. Pull it, flip turn and return to the floor hole. Swim down to a second underwater lever to open the gate behind you. Pull it, flip turn, swim past the opened gate, follow to the shaft and swim up to surface and pull out. Take a running jump over the burning tiles, face S and climb the long pole near the N wall. Back flip near the top into an alcove with flares, stand right or left and take a running jump to land on a slope. Slide ever so slightly and jump to grab the first of two swingpoles. Swing and jump to the second one, swing and jump off to slide and land in an alcove.

 

Turn left and take a running jump into the N opening. Find the crawl space and enter on the left side. Wait for the first two translucent blades to fall, then crawl forward to trigger the last one. When you can stand up, turn left to face the flame-protected tightrope and save your game. Don't try to navigate the tightrope. Instead, stand facing NW at the edge and stand jump to grab the jutting slope when the flames are down. Pull up and back flip onto a ledge next to a pushblock and the CIRCUIT RESISTANCE. Get on the block, take a running jump to grab the S opening, pull up and shoot the wooden barrier. Get through the crawl space and slide down to M16 ammo. Enter the next crawl space, shoot the grate and go on through to a familiar stairwell.

 

Go down the stairs one level to the closed door and receptacle. Use your Access Card to gain entry and step out into a hallway and a fixed camera. Go slightly to your right across the hallway and  enter a room with a frozen swimming pool. Go around the pool to the right and enter the N passage to trigger a cut scene with some valuable information. Enter the next room and approach the panel in the back wall to create some changes in the room. The bottle of Strong Acid has disappeared from your inventory, meaning that it was used to short-circuit the panel and partially flood the room. Go down the center aisle, turn right halfway down and enter the W passage for a second CIRCUIT RESISTANCE.

 

Exit this room SE and in the pool room shoot the wooden barrier from beyond the glass shards. Walk through the shards, hang from the window opening and release to grab the crack below. Shimmy right around the corner and drop down into an alcove. Wait for the nearest flame blower to subside, quickly get on the higher ledge and hang from the edge. Shimmy right to the third flame blower, wait for the flames to subside, pull up, turn around and stand jump to grab the climbing surface. Climb up to a walkway, follow around clockwise and be prepared to engage an armed thug across the way when you hop over the railing at the corner.

 

Stand at the edge facing N, take one step back, wait for the steam blower to subside and stand jump to grab the first of three swingpoles. Swing, jump and grab until you reach the NW corner, slide down and pick up the uzi ammo dropped by the thug. The dark panels here can be shattered, so shoot them and step into a library with a sunken floor. Grab the large medipack and locate the ceiling trap door next to the E wall. Stand facing S, jump up to open the trap door and pull up E into a crawl space. Turn left in front of a steam blower, stand up and shoot the grate. Crawl into a small storage room and search the shelves for a third CIRCUIT RESISTANCE.

 

Return through the library to the outside walkway. The cage ahead acts like a pushblock, but nothing happens when you try to pull or push it. Likewise, Lara can't jump and grab the overhead platform, so get on the "pushblock" and jump W onto the platform. Hop forward to the next one, turn around and take two more hops to the higher platforms until you reach a ledge and eavesdrop on a conversation between two gentlemen in the adjacent room. At the same time you hear the sound of a trap door opening. Run forward to the tightrope and use it to get across to the S walkway (for some reason it's easy at first but becomes much more difficult as you near the end).

 

Loop around left and stand jump N to the ledge below (only the first panel is stable, the others are disguised trap doors). Take a running jump NE through the window opening and shoot the dog and guard waiting inside. Pick up the ELEVATOR CONDUCTOR dropped by the guard and find a grate you can shoot. But first, go to the N end of the hallway and find a cleverly hidden ceiling trap door next to the date palm. Pull it down, jump up S or E to grab the opening and pull up into a room with laser scissors. Time your way past them and pick up 2 x shotgun ammo and a GOLDEN SKULL for SECRET #6. Get back down to the hallway, enter the crawl space where you shot the grate, stand up right or left of the pipe and stand jump with grab to land in a dark alcove. Safety drop from there to a lower hallway.

 

Shoot the crates blocking your way for desert eagle ammo and use the Elevator Conductor to open the elevator door to your right. Go inside and push the button. Things go dark for a second, then you're standing at a hallway either higher or lower than the one you just left. Place the Admin Disc in the receptacle across the hall to open the adjacent door. Enter what appears to be a boiler room and use one of your Circuit Resistances to put out the fire behind you. Crawl into the opening and use another Circuit Resistance in the next room to put out the next fire. Repeat a third time, pick up the large medipack and crawl through to a floor hole.

 

As you turn around and climb down the ladder, you can see thugs gathering down below to the accompaniment of lively action music. Drop down, draw powerful weapons and deal with four enemies all at once: two thugs carrying night sticks, another thug wielding two pistols (he's very hard to kill), and a dark-suited guy up in the E room beyond the lasers. If you have time, you can pick up the GRENADE GUN on the block you dropped down onto. When the carnage is over, collect from the three thugs 2 x small medipack and the GOLDEN KEY

 

Go into the S hallway and use the Golden Key to open the doors on either side of you. Go past either one and continue down the narrower hallway as twin lasers are activated. You can jump past them with the inevitable loss of some health. Note the closed gate on your left and the laser-protected passage on your right. Time standing jumps past the lasers and pull down the wall switch at the end to open that gate. Go back the same way you came and slide down the E slope where the gate opened. As you slide down to the lobby you're transported back to the first level.

 

Level 1: THE LANES (revisited)

  

Step forward and take the SCARAB AMULET from the plinth. Once again there's that disorienting blackness as you're transported to the gunshop hallway, in front of the third and final door that has just opened. Enter the small office and take the M16 from the desk as another door opens somewhere. Shoot the box in the corner for M16 ammo, then activate the book switch in the opposite corner to open a panel in the E bookshelf. Enter the revealed passage for a GOLDEN SKULL and the DESERT EAGLE for SECRET #7.

 

Exit the gunshop to the street (it seems as if we're not destined to acquire those items on the counter), go up W up that bumpy alley and continue straight across that open area past the parked vehicles into the parking garage you visited earlier. Go to the opening in the back NW corner to be carried to the hallway leading to the stairwell in the second level.

 

Level 2: OFFICE (revisited)

 

Go up the stairs all the way to the top floor. Remember that conversation you overheard between those two well-dressed gentlemen regarding a ridiculously easy code? Well, just go up to the keypad and punch in 1-2-3-4, press the star key and the door will open. (We may have been able to do this earlier, but since the builder didn't, I didn't either.) Go inside for SECRET #8 and gather the GOLDEN SKULL and a spare DESERT EAGLE, search the shelves for 2 x large medipack and shoot the boxes for shotgun ammo, grenades, automatic pistol ammo and uzi ammo. Exit this room and go down the stairwell to hit the trigger that takes you back to the first level.

 

Level 1: THE LANES (revisited)

 

Exit the parking garage, run E through the open area and down the bumpy alley toward the gunshop, turn right at the SE corner and loop around right up the ramp and into the W doorway. Continue past the next W doorway, go up the stairs to the room with the plinth and the crawl space, turn left and jump N through the window into the next building. Turn right and jump over to the balcony in the next building. Jump N over the railing to grab the next balcony, pull up and enter the E building by walking carefully through the glass shards.

 

Search the small chests against the walls for M16 ammo and automatic pistol ammo, go down E to a veranda that circles the open area below and shoot two thugs. One drops automatic pistol ammo, the other a small medipack. Go to the E wall and pick up a TORCH. Return to the room with the glass shards, walk through them again and jump the balconies back to the W building. Go NW to the dining room and light the torch in the fireplace.

 

Drop the torch for a moment and step up to the pushblock in the fireplace. Push it two times to reveal the area where you pushed the boulder earlier, retrieve the torch and go through the two N openings for a level change.

 

Level 3: PRIORY

 

You're in a dark room with a cross-shaped sunken floor. Go around the outer walkway and light the wall torches on either side of three closed doors to open each one. Shoot the corner jugs, two of which contain a small medipack and automatic pistol ammo. Now you've got a choice to make. The N doorway of what I'll now call the main hub room is out, because it leads to a short ladder and a closed door. The W doorway leads to a large library where much work needs to be done, and the E doorway leads to two connected rooms, one with a palm tree and the other (another hub room) with an ice block that needs to be melted. There are wall torches in the first room, but they won't ignite with your torch. At this point the builder exited the hub room S and tossed the torch into The Lanes before returning to Priory, thus signifying that it's no longer needed, so maybe you should do so as well.

 

E Doorway of Main Hub Room

 

Go up the steps past the entry room with the palm tree and into another hub room with the central ice block. Go to the S opening, note the skeleton prowling about on the platform ahead, make sure you're at full health and climb down the ladder.    

 

S Opening of Ice Block Hub Room

 

When you reach the floor you attract a swarm of beetles, so waste no time sprinting across the room toward the far left corner to find a timed wall switch. Save your game before pulling it down. Reverse roll and run back toward the ladder. Hop onto the left corner of the lower block near the NW corner. Turn right, hop to the higher block and with a continuous motion take a running jump onto the NE slope. Back flip without sliding to land on a ledge, and if you've made good time so far (25 seconds or more remaining) save again in a different slot. Turn around in place and take two standing jumps onto the longer platform, run past the skeleton and take a running NE from the end to grab the sloped platform. Shimmy right around three corners, pull up and sprint to the left past a second skeleton into the timed opening (hopefully with only a second or two remaining on the timer, so that gate closes to keep the skeleton from following you inside).

 

Pull down the wall switch to lift an alcove gate, turn around and pull into the S crawl space. Hang from the W end, release and allow Lara to slide down near the timed wall switch. Run a bit W (the beetles have vanished) to find a large medipack near a short sloped pillar. Continue around to the blocks and get back up to the higher platforms as if you were doing the timed run again, but this time shoot the first skeleton off the edge and jump S onto the higher ledge where one of the gates lifted. Pull the stone piece from the alcove and move it onto the marked tile. A beam of light shoots out from the stone piece into the N opening above the ladder.

 

Safety drop from near the wall so you'll land on a slope and slide without damage to the floor. Run to the N ladder and climb back up to the ice block hub room. Go around the ice block and through the N opening.

 

N Opening of Ice Block Hub Room

 

Pick up the desert eagle ammo at the end of the passage and take a running jump to grab the column in the center of the room. Pull up to find that your task here is a bit more complicated than the earlier one. Not only is the gate in front of the stone pushpiece closed, there's a gap between you and it that must be filled. Look right to see a larger closed gate, and look left to find the narrow opening in the W wall. Combine the laser sight with the desert eagle and shoot the brass ball to lift the pushpiece gate. One down, one to go. The back (N) side of the column has a ladder surface, so climb down to the floor, note the two sleeping (for now) skeletons and  stand between the column and the E wall.

 

Shoot the brass ball past the narrow opening to cause the room to start filling up with sand and awaken one of the skeletons (in my game anyway; the other one may have gotten buried under the sand). You have several options: shoot off the skeleton's head now, run around to stay a few steps ahead of it, or climb back up the column and wait for the sand flow to stop. At this point I'm afraid you'll have to invest a desert eagle round by taking that head shot, thus making the skeleton dart about aimlessly, because you must hop down into harm's way and pull a pushblock from the N wall near the NE corner.

 

Enter the revealed alcove and push the nearly invisible button to open the E gate. Pull up there and push another button to raise a trap door bridging the gap between the stone statue and the column. (Yes, I thought about using the pushblock to accomplish the same purpose, but unfortunately that didn't work for me, due to the nature of the pushblock.) Move the pushpiece onto the marked tile on the column, with the same result as earlier, and return to the ice block hub room. 

 

E Opening of Ice Block Hub Room

 

Turn left into the E opening and hop down into a room with a central block. Pull down the switch on the block (note the rising tile)to lift a gate high up in the room. Light a flare to find the sneakily-disguised pushblock in the NE corner. Pull it three times so that it forms a bridge between the block and the wall. Use the block on the E ledge to reach the higher ledge where the gate opened. Pull the stone statue from the alcove and move it to the W end. Push it over the edge, where it will land next to the central block. Hop over NW and pull down the wall switch to raise the stone statue.

 

Go back SE, hop down to the corner block, get down to the stone statue and pull it onto the marked tile. Return to the ice block hub room, where the ice block has now melted, and drop down into the hole. Pick up the SCROLL OF TELEPORTATION, pull out W and deal with two armed thugs approaching through the passage ahead. Pick up the shotgun ammo and M16 ammo they dropped and exit W past the palm tree to the main hub room.

 

W Opening of Main Hub Room

 

Continue up the ramp past the W opening to trigger a long flyby through the large, multi-level library ahead. Step forward and loop around left to activate a book switch. Note for later the nearby plinth with several torches. For now, go around to the N side where you'll find a break in the railing. Stand jump SE onto the slope, slide and grab and safety drop to the floor. Reverse roll, walk W between the bookshelves and activate another book switch to your left. Go back E and grab the flares from the plinth in the SE corner.  

 

Find the pole in the E alcove, climb up a bit and back flip to the second level. Activate the nearby book switch to your right and go to the N wall (passing another plinth with torches) to find a button to push. Continue to the W wall, take the automatic pistol ammo from the corner plinth and activate another book switch to the right of the closed door. Take the small medipack from the SW plinth and push the nearby button in the S wall. A bit farther along the wall is a pushblock. Pull it once, hop back and safety drop to the ground floor. Run forward, pull up into the alcove, turn around and pull up into the second level alcove formerly occupied by the pushblock. Push it twice so that it falls off the edge to the ground floor.

 

Get down after it and pull it N under a high wall switch you may have noted earlier. Get up onto the pushblock and pull down the wall switch to lower some spikes behind you. An overhead boulder is also released, so quickly side flip out of the way before you're squashed. Get back onto the pushblock and hop up W to where the spikes lowered. Use the reach-in switch to open a door, get back down and move the pushblock one square N and one square E so you can activate the jump switch around the corner from the wall switch (or use the climbing surfaces on the shelves to accomplish the same purpose).

 

Hop down E, return to the alcove and use the pole again to reach the second floor. Turn around and take a running jump with grab over the railing to another reach-in switch where spikes have lowered. Another door opens to give you a glimpse of a key, so drop down to the ground floor and run across the library to the opened door in the W wall. As you approach the key you saw in the cut scene, a trap door opens underneath your feet. You'll slide down to a room that's being filled with sand, bringing you ever closer to the spiked ceiling.

 

There's a safe spot toward your right, one square to the right of the NW corner. Go there, turn your back to the wall, walk forward one square and jump up to open the ceiling trap door. Turn around in place and climb up N so you won't take damage from the spikes. Pull up into yet another hub room with three closed doors which I'll call the Wall Torch Hub Room. Shoot the corner jars. One of them contains a small medipack and the SE one hides a button that opens the W door.

 

W Opening of Wall Torch Hub Room

 

Go there and face a pair of those gigantic rotating and revolving spike wheels. Save your game before proceeding further. Slide down to land on a flat ledge and take a step back lest you be nicked by the passing wheel. As soon as it goes by stand jump to grab the first rope. Quickly slide down, jump forward just far enough to clear a spike pit without also clearing the slope. Jump off the slope to grab the second rope and jump off immediately to land in front of a wall switch. If you've grabbed the second rope high enough, you may be able to weather a strike from the second spike wheel without suffering catastrophic health loss. Pull down the switch to open a second door in the previous hub room.

 

To get back, hop down to the lower ledge, stand a step back from the edge and stand jump to grab the rope when the spike wheel passes by. Jump directly to the next rope without benefit of a slope this time (it helps to wait until Lara reaches the apex of her swing and maybe just an instant thereafter), followed by a quick jump to the entrance block. Jump up the slope and return to the hub room.

 

N Opening of Wall Torch Hub Room

 

The N door has opened, so go through the passage (no trick trap door this time) and side flip past the first giant cigar cutter. Pick up the large medipack in the next room, side flip past another giant cigar cutter through the vines and pull down the wall switch to open the final door in the previous hub room. You need to hurry back there, as corkscrews are descending from both ceilings of the side rooms.

 

S Opening of Wall Torch Hub Room

 

Follow to the end of the passage and an overhead trap door opens automatically. Climb the ladder to an ornate room with the BLUE KEY you were unable to reach earlier. Go to the E opening and take a running jump across the gap. Pull up into the library, run forward to the pushblock, and if you used it earlier to activate the jump switch, move it back S so you can use it to pull up to the second story ledge. Turn right, run around the corner and into the W passage. Pass a small pool and the nearby bird statue and come to a new section of the library.

 

Continue forward between the bookshelves, pause if you like to pick up a spare CROWBAR on the floor and activate the book switch in the S wall to lift the gates to your right and left. Let's start with the E gate, as the builder did. Go down the passage and the gate will close behind you. Flame blowers are activated as you approach a sunken room. Slide down between the flames (you have only a small margin of error) and wait for the first one on your right to subside. Run forward to activate the reach-in switch, then quickly back flip away to the safe zone. Repeat with the remaining reach-in switches, in the following order: far left, middle right, middle left, far right, near left. When you activate the sixth and final switch a balcony enclosure explodes to release a fire wraith, so jump up the slope and exit past the re-opened gate. Turn right and run to that small pool you passed earlier. Jump into the water and wait for the wraith to follow to its doom.

 

Pull out and return to the gates opened with the book switch. Go W (again the gate closes behind you) to a room riddled with spike pits protected by slow-moving horizontal blades. Save your game, take a running jump W with grab and pull up into the safe crawl space. You need to work your way to a wall switch near the back SW corner, so crawl to the pit on your left, wait for the blade to pass by, lower Lara into the pit and shimmy left around the corner, and pull out before the blade returns. So far, so good. Crawl to the next pit. Situate Lara so that her right shoulder is against the wall, wait for the blade to pass, lower Lara into the pit and shimmy left around two corners to pull out on the other side. If you begin with Lara's shoulder against the left wall, as intuition would seem to indicate, you're more likely to take damage from the blade in the adjacent pit.

   

Repeat the same procedure with the next pit, crawl around the corner and pull down the wall switch to hear the sound of a gate opening. Return, get past the first pit in the same manner, and now you have to navigate the pit on your left (N). There's no wall here, so align Lara right, wait until the way is clear on both sides (the blade in the adjacent pit to your right needs to be considered as well), lower Lara into the pit and shimmy left around two corners to pull up near the opened gate. Continue around and shimmy past the gate to pull out into the N passage. Go to the wall, pull up right into a higher passage and crawl to the far end to avoid the blade trap triggered by your weight. Go around the corner, pull up higher and jump to activate the jump switch. Another balcony explosion, and another wraith is released. The bird statue won't work with this guy, so exit E and N, jump into the same pool and the wraith will follow and be extinguished.

 

Pull out, return S to the library annex and turn right into the near W room to see a batch of wall switches you may have noticed earlier. You need to pull down three of the six, and the clue appears to be the ceiling tiles. Avoid the switches beneath the dark tiles and pull only the switch on the right on each wall. There's a third explosion that releases another wraith, and this one will be attracted to the nearby bird statute and self-destruct on it.

 

Now go to the near E room in the library annex, look down into the deep pit and see a series of breaktiles and slopes. Save your game, hang from the edge and drop down onto the right side of the first breaktile. Turn right upon landing and stand jump to grab the wall crack. Shimmy right, drop to grab the crack, release onto the slope, take a rolling back flip onto the facing slope, slide and grab and release to grab the wall crack, shimmy right, release to drop onto the next breaktile, side flip left onto the final breaktile and allow Lara to drop safely to a spike-free section of the floor.

 

Enter the E passage and push the floor lever to flood the area. Swim back up, being careful to avoid the spikes, as a wraith gives chase. Pull out and return to the bird statue so that the wraith follows to its explosive demise. Now it's time to climb those ladders you've undoubtedly noticed in the library annex. Each of the fours leads to a now-accessible balcony with a STAR OF DAVIDE. Climb the ladders on either side of the two columns, back flip near the top and pry your prize off the wall until you've collected all four.

 

Exit the annex N and return to the main library. Drop down to the floor and go through the N passage to a new room to encounter two thugs, one of whom is armed. They drop a large medipack and M16 ammo. You'll find more M16 ammo in the central pool, and a small medipack in one of the E side pools, so I'll call this the pool hub room. The closed gate at the far end of the room requires two keys that you don't yet have, but you can open the gates in the E and W walls with the Stars you've acquired.

 

W Gate of Pool Hub Room

 

Approach the GREEN KEY so temptingly perched on the central platform. Of course, when you pick it up two armed thugs will attack you from behind in the hub pool room, so quickly take cover and deal with them. Pick up the desert eagle ammo and automatic pistol ammo they dropped, go across to the E gate and open it if you haven't already, and enter.

 

E Gate of Pool Hub Room

 

You've already been warned to face the gate as you pick up the YELLOW KEY, and sure enough, two armed thugs materialize immediately. One drops the UZIS, another a small medipack. Use your keys to open the N gate and enter a dark foyer. Go up the stairs either to your right or left and emerge on second story balcony encircling the pool hub room. As you make your way around to the N end you attract the attention of two knife-throwing thugs. One of them seems to be afraid of you and will go downstairs if you don't shoot him fast enough. In any event, one thug drops a small medipack and automatic pistol ammo, the other drops desert eagle ammo.

 

When all is quiet, enter the room on the S side and find two plinths. One has WHITE CHALK and a trap door opens when you pick it up. The other has the STONE OF SANT'AGOSTINO ROSCELLI (quite a mouthful, no?). Go back downstairs and return S to the main library. Use the pushblock to get back up to the second story and go around to the N wall and climb the ladder past the opened trap door to the third story. Go around to the S wall and enter the side room to find a GOLDEN SKULL on a plinth for SECRET #9. Search the corners for automatic pistol ammo, uzi ammo and a large medipack, exit to the balcony and go around to the E opening.

 

Go down the ramp into the wall torch hub room, go through the N opening and climb the ladder. Run forward to trigger a cut scene in which Lara uses the White Chalk to create a helix. Step into it, and the Scroll of Transportation you picked up earlier will carry you to a different area. Go up the N ramp into an immense room with four Shiva statues, so I'll call this the Shiva hub room.

 

Central N Gate of Shiva Hub Room

 

Go straight across the room and use the Blue Key to lift the gate. Go up the steps into a chapel. Run forward and vault onto the altar for the STONE OF SAN GIOVANNI BATTISTA. Of course, when you pick it up you summon a host of enemies: four knife-throwing thugs, to be exact. Go around after the carnage is complete and collect a SHOTGUN, M16 ammo, uzi ammo and a small medipack from the corpses (provided you didn't kill them too near the benches, which may hide a pickup or two). Return to the Shiva hub room, turn left and open the NE gate with the Stone you just picked up.

 

NE Gate of Shiva Hub Room

 

Enter a room with four blue tiles and a central helix. Step into the helix and you'll be carried to a Tibetan cavern with a menacing yeti right around the corner. Note the artifact on a ledge that's out of your reach on the other side of the bars. Continue to a deep pit, note the ladder to your left but don't use it. Take three jumps in that direction down to an ice block in the W wall. You could now climb the nearby blocks to a strip of monkey bars along the ceiling, but there's some prep work to do first.

 

Run off NW onto a ledge, safety drop from the N side onto a slope and allow Lara to slide down into the icy water. Quickly pull out onto a nearby ledge and use the ice blocks to pull up onto the wooden bridge. Enter the S room, shoot the yeti and pull down the wall switch to release a boulder. Go across the bridge to the N end, pull up over the block and hop down for grenades. Return to the S side, hop up left near the end onto the platform and jump E to the ice ledge. Pull up in front of a short passage, pull up right and jump up to grab the slope. Shimmy right and pull up into an alcove. Climb the ladder you noted earlier and make your way back to the monkey bars near the SW corner.

 

Monkey swing to the N wall, release onto a slope, slide and grab. Shimmy right around two corners and pull up into an alcove. Pull up onto the block to your right, walk to the other end and take a running jump onto the sloped column. Slide, jump and grab the wall. Shimmy right until you're over another slope, drop onto the slope and back flip onto a flat surface. Stand jump SE to grab the cracked column. Shimmy right around two corners, and with Lara's hands four grabs below the crack, take a rolling back flip and grab the crack in the E wall. Shimmy left around the corner and drop down into a passage that leads to what appears to be an icy throne room.

 

Search the floor and E steps for M16 ammo, uzi ammo, automatic pistol ammo and shotgun ammo, place the Mask of Talion in the E wall receptacle to lower a block in the N ice wall, and out pops a chicken monster. Go where it came from to find a pushblock. Pull it once to reveal a wall switch that opens the S door. Go there and follow the passage to a room guarded by two yetis. This is the room you saw from the other side, so pull up onto the ledge for automatic pistol ammo and the STONE OF SAN LORENZO. A block rises nearby, so get on it and climb up into the W opening. Hang and drop from the other side to slide down near the helix. Go there and step inside to be transported to the previous room.

 

SE Gate of Shiva Hub Room

 

Go straight across to the SE gate and lift it with your most recently acquired Stone. Step into the helix in the next room and something seems to stun Lara. When you recover, find yourself in a small room with four immobile jade warriors. As you go W down the hall you pass more jade warriors in side alcoves. Pick up the large medipack and uzi ammo with some trepidation, and when nothing happens go past the jade warriors into the S alcove next to where you picked up the uzi ammo. Pull down the wall switch to lift the first E gate and waken one of the jade warriors in that room.

 

When you've disposed of him, go into the NE alcove to find another wall switch that lifts the second E gate and awakens another jade warrior. Kill him and exit E to a surreal floating islands area.

 

Begin by taking a running jump to the sloped structure on your right (SE). Slide, grab, shimmy left and pull up at the flat spot. Hop to the higher block, turn around and take a running jump N to grab the next structure. Pull up, turn right and take a running jump to grab the crack in the . Shimmy right around the corner and pull up into a crawl space. Flip out the other side (jump and up arrow keys) onto an interior ledge with a pushblock and a small medipack. Pull the block under the jump switch in the E wall and activate it to lift a nearby gate.

 

Drop down through the floor hole and shoot two jade warriors. Go to where the gate lifted in the SE corner and enter to awaken two more jade warriors, one on either side, as the gate closes behind you. Search the floor for 2 x automatic pistol ammo, 2 x shotgun ammo, 2 x M16 ammo, 2 x desert eagle ammo and 2 x uzi ammo. Enter the S alcove, save your game and place the Dragon Head in the receptacle. The remaining jade warriors then start coming alive, at first one at a time and then in a wave, so prepare yourself for a battle royal until all eight have been killed. The central jar explodes and the trap door beneath it opens, so use the ladder in the S face to climb down to a lower room.

 

Grab the desert eagle ammo near the SE corner, the grenades at the SW corner, and the STONE OF SAN GIORGIO between the two sleeping jade warriors (which thankfully don't awaken). Exit N and step out to face rows of red and green tiles. Of course, you know better than to step on any of the red ones. Take standing jumps along the green tiles and take a long running jump slightly NW to grab the right corner of the floating platform. Pull up, repeat and jump with a left curve to grab the ladder in the central column. Climb to the top, pull up and jump to grab the higher block to your right. Pull up and stand jump over the slope to grab the N green ledge. Pull up and go around to find another ladder. Jump to grab it and climb to a green platform.

 

Face SE and take a tricky curved running jump around the central structure to grab the floating green ledge. Pull up and take a running jump from the other end to grab the roof of the S building. Pull up and go to that block ahead where you see the bolts of blue lightning flashing intermittently. They're harmless, however, so pull up for a GOLDEN SKULL and SECRET #10. Drop back down and use the nearby zip line to reach the higher opening in the E wall (keep the action key depressed to grab and pull inside). Turn left and flip out through the crawl space down to the lower alcove. Make sure you've got ample health and take a long running jump NW down to the platform far below. Step inside the helix to return to the Shiva hub room.

 

NW Gate of Shiva Hub Room

  

Save your game now in a separate slot that you'll remember when you finish the game. Open the NW gate with the San Giorgio stone and go in to step inside the helix and be carried to an Egyptian setting guarded by two armed thugs. Pick up the desert eagle ammo and uzi ammo they dropped and go to the central obelisk. Grab the M16 ammo on the E side of the island and pull down both wall switches on the obelisk to open an underwater gate directly beneath you. Jump into the water and find the opened S gate. Swim inside and down the shaft until you reach an underwater lever that drains the room, opens trap doors and drops you onto a slope. Grab and release, or simply allow Lara to fall into the water far below near a replica of the Sphinx.

 

Search the floor for a large medipack SW and flares SE, pull out onto a platform near the SW corner and jump W around the corner to grab the next platform. Pull up and continue W until you reach the last sloped platform next to the waterfall. Jump N over the waterfall and take a running jump to grab the first of two swingpoles. Use them both to reach the next ledge, from the far end of which you can take a running jump E onto the Sphinx structure. Head NE, pausing for shotgun ammo, and use the block to take a running jump E to grab the jutting ledge. Pull up, hop over the obstruction to the far corner and save your game for a tricky curved running jump S to grab the ledge extending from the E wall.

 

Pull up and take a running jump from the W end of the ledge to grab the opening in the central structure. Pull up and climb the block to your right. Take a running jump into the darkness to grab the N ledge, pull up, turn left and take a running jump without grab onto the W ledge. Save your game for another tricky curved jump S to land on the flat roof of the Sphinx structure. Run forward, pick up the large medipack and pull the nearby chain to open a trap door. Go back to the N end, slide down E to land on a previous block, lower Lara through the crawl space to the block below, safety drop to the floor and hop SW into the alcove with the ornate tile. Stand jump SW to grab the monkey bars and circle around to the nearby crawl space.

 

Release, grab and pull inside. Pull down the wall switch to hear the sound of a gate opening, turn around and flip out of the crawl space to land in the water below. The opened gate is in the N wall, so swim inside and up past the trap door you opened earlier. Pull out and run forward to place the Scarab Amulet in the wall receptacle (the jars on either side are empty), and the game comes to an abrupt end.

 

For some additional gameplay, restore the savegame that was suggested before you opened the NW gate. Go to the SW gate and open it with the Roscelli stone you've not yet used.

 

SW Gate of Shiva Hub Room

 

Enter the room and step into the helix to be carried to an area with a molten golden river. Turn right at the stone wall you're facing and jump up E onto a flat spot. Follow the rock ledge N and take a running jump onto the sloped tree trunk. Jump off to grab the swingpole, swing around and jump off onto the bridge. Go left, pick up the flares and pull up W. Stand at the high NW corner and take a running jump slightly W to activate the jump switch. Slide, grab, shimmy left and safety drop.

 

Jump E over the golden river and hop up to the same flat spot as earlier. This time, however, go up to the SE corner and stand jump to grab the jutting limb. Pull up for a small medipack, save your game and jump W to grab the rope. Turn slightly right, swing forward and jump off to activate the jump switch in the W wall. Slide, grab and release to grab the crack below. Shimmy left and release to drop safely onto a limb.

 

With your back against the wall, take a running jump N over the golden river and turn left into the opened W gateway. There are ten receptacles flanking a central door. Start placing the Golden Skulls you've accumulated in the receptacles. When you've place five on one side, a boulder is released. When you've placed the other five a second boulder is released and the W door opens. Enter a treasure room and run forward to find the GOLDEN IDOL. When you pick it up you get an onscreen message saying you've got 30 seconds to finish the level, so exit E to the golden river room and hop into the helix for a concluding congratulatory note.