THE GREAT PYRAMID - REMASTERED

 

Levels by abbath81

 

Walkthrough by Phil Lambeth.  A video walk was posted by Doggett TV after this written walk was nearing completion.

 

 

Level 1: SEARCHING FOR THE GREAT PYRAMID

 

After the impressive opening flyby, turn left into the W tunnel and follow to a dead end. Shoot the jar for 2 x pistol ammo and note that you don't have unlimited pistol ammo in this game. However, each pickup consists of a generous 25 rounds. Go back to your starting point and head N into a more open area to attract a scorpion. Locate the nearby alcove containing flares, check the NE clump of grass near the mural for pistol ammo, continue to the W opening and go up the ramp to emerge on a plateau near a pyramidal structure off to your right. But first, check the NW clump of grass (crawl into the depression) for more pistol ammo, loop left around the wall to find crossbow arrows in another clump of grass and come to a cave where you'll need to deal with three bats.

 

If you wish to take a chance with the flame burner, stand as close to the flames as you can facing SE, and when they subside run forward to pick up the shotgun ammo and hop back quickly. Proceed to the E ledge and take a running jump over the gap (no grab) toward the opening in the far wall. Run forward, hop down and shoot two scorpions in the lower passage. Head N, shoot the jar to your left for 2 x pistol ammo and continue to a crawl space. Enter, loop around left on the other side and save your game before pulling down the timed wall switch that opens a gate that's not far away but requires a circuitous route for you to reach. 

 

Go back through the crawl space, turn left and sprint along the tunnel until you reach a ramp. Run up the ramp, loop around sharply left and jump E down to a ledge in front of the timed gate. Dash inside and pick up the SHOTGUN as your reward. Go back out to the W ledge, pull up N onto the ledge from which you jumped and climb onto the corner block to your right. Hop up into the N opening, drop down the other side and ignore for now the opening in the W wall. Continue into an outdoor area, shoot a vulture and search the NW grass clump for pistol ammo and poison arrows. Note for later the small structure with the closed gate and deal with two scorpions that may have emerged from the N cave.

 

Stand at the S edge of the lava pit, run off onto the slope, slide and grab at the bottom. Pull up and take a rolling back flip to grab the S wall crack. Shimmy right around two corners and pull up into an alcove. Turn around and jump to the W ledge. Shoot a bat and jump up to grab the ceiling. Monkey swing to the N ledge, drop down near a plinth and take the VRAEUS KEY. To exit, face S, side flip left onto the slope and jump to grab the edge. Pull out and go around through the N cave. Emerge in what appears to be a dig area and shoot a vulture. Go S over a land bridge and find pistol ammo in the first grass clump you come to. Continue along the bridge to find a small medipack in the NE grass clump.

 

From the grass clump take a running jump NE into the opening. Climb down the ladder on the other side and look right to see a plinth with the DAGGER ARTIFACT for SECRET #1. From the nearby opening you can see a long ladder across the way W. To get there, take a running jump NW onto the slope, slide and grab and shimmy left as far as you can. Pull up and back flip onto the ledge below. Turn to face SE and jump to grab the wall crack. Shimmy left and pull up into an alcove. Hang from the E opening and start a laborious shimmying exercise around several corners until you can finally drop and grab the opening below. Pull up into the alcove, turn around and take a running jump with a left curve so that you land on the W slope sliding backwards.

 

Grab the edge at the bottom, pull up and take a rolling back flip to grab the N ledge. Pull up and deal with a ninja who appears in an opening up to your left. For a few extra pickups, take a running jump W to grab the opening where he appeared. Pull up, walk to the far end and stand jump SW with a left curve but without grab to land on the ledge below. Walk forward and turn right into the short passage for shotgun ammo, revolver ammo and a large medipack. Return to the ledge, take a running jump NE to grab the ninja opening, pull inside and take a running jump E to the lower ledge.  Climb the ladder and pull up to find the ANKH KEY on a plinth. Stand left at the ledge and take a running jump NW to grab the wall crack. Shimmy right to the long ladder you saw earlier, where a fixed camera will take over. Climb to the top and pull up to find yourself on the land bridge you negotiated earlier. Go up W through the tunnel and back to the open area with the small structure you'll be visiting later, continue to the S opening and pull up into the alcove.

 

Hop down left onto the corner block on the other side, jump up to grab the crack in the E wall and shimmy right until you can go around the corner and drop onto a ledge near the timed wall switch. Take a running jump slightly SW to grab the far ledge, pull up and jump slightly NW to grab the crack in the wall. Shimmy right around three corners and pull up into an enclosed room where you're met by a scorpion. Shoot the NE jar for pistol ammo and flares and open the W gate with the Vraeus Key. Step out onto the ledge and shoot the jars to your left and right for pistol ammo and crossbow arrows.

 

You can see a pushblock straight ahead, so pull it back to reveal a small medipack and uzi ammo. Head S into the Stonehenge-like area to alert two ninjas and a mercenary. Pick up 2 x uzi ammo dropped by the ninjas and the UZIS dropped by the mercenary, continue S to greet another ninja and climb up into the fenced window SW to find a jar with explosive arrows. Hop down and look over the edge to see a pool of water far below with three crocodiles swimming around. You could simply jump into the water and wade out quickly, but there's an important pickup you first need to acquire.

 

Stand left and take a running jump with a left curve to land on the sloped column sliding backwards. Pull up and take a rolling back flip to grab the crack in the next column. Shimmy left around the corner and drop down onto a ledge. Face W and stand jump with grab so that you land on the flat column below. Pick up the small medipack, poison arrows and shotgun ammo, take a running jump N to grab the ceiling and monkey swing until you're over the sloped column. Release to a fixed camera, jump to the next sloped column and jump again to grab the jutting ledge. Pull up, run forward to the timed wall switch and pull it down to turn off the flame blowers in the W wall.

 

Run around the ledge toward the W wall, jump to grab the rope, swing forward and jump off onto a series of ledges with the dormant flame blowers. Make your way quickly to the SW corner and take the SCARABAEUS KEY from the plinth before the flames return. If you get there in time, the flames won't return at all, so you can either return the same way you came or simply jump into the water and swim NE to wade out and dispose of the crocodiles if you didn't do so earlier. Explore the pool for uzi ammo near the middle of the W wall, pistol ammo at the SE corner and find a small opening obscured by a plant at the NW corner. Swim inside for the IRIS ARTIFACT and SECRET #2.

 

Wade out NE and climb the ladder in the E wall. Pull up into the passage and slide down to an underground tunnel. Follow around to meet two ninjas, pick up their 2 x uzi ammo and continue to the spot where you began this level. Keep going around until you reach the ramp in the W opening. Go up and turn right at the top into that N area you haven't yet visited. Shoot a vulture and approach the step pyramid. Place the Scarabaeus Key in the receptacle to open the gate and enter a maze-like area.

 

Wander about to alert a ninja and pick up his uzi ammo. In the NE side room are two jars containing a large medipack and shotgun ammo. In the NW side room is a perpetual flame blower that blocks your further progress, so you'll need to find a way to turn off the flames. Go back toward the S entrance, alert a second ninja who drops uzi ammo, and go around the SW corner to find another flame blower, a wall switch with an apparent numerical clue (12") and a jar with pistol ammo. Near the SE corner of this area is a block with a wall switch and what appears to be another numerical clue (25"). If these numbers have any significance, that wasn't made clear to me. What is clear, however, is that the two switches are used in conjunction with a timed run.

 

Save your game while standing on the SE block. Pull down the wall switch to shut off the flames near the SW lever, hop down left and sprint clockwise around the maze wall until you reach the SW lever. Pull it down to shut off the flames blocking your way in the NW side room. Continue around the wall in the same direction as before, make two left turns in quick succession (E and N), dash past the dormant flame blower and turn either right or left to go down some steps into a lower room.

 

Note the sign over the N alcove: "Only the ones that can be seen," which is unmistakably an important clue. Shoot the jars at each end of the room for 2 x pistol ammo and 2 x shotgun ammo, and note five switches, three in the S wall and one each on the steps leading down to this room. Well, if you turn around and face S while standing on the Ankh symbol below the sign, the only wall switches you can see are the ones to your left (W steps) and two of those in the S wall. Go pull down those three only, and the N door opens so you can take the second ANKH KEY from the plinth. Of course, when you do so the posted jackals awaken, so be prepared to deal with them.

 

Go back upstairs and through the maze room to exit S. Turn left, run up the ramp into the E opening and follow the passage, climbing as necessary, until you can hop down to the sandy alley you visited earlier. Turn left (N) and loop around left to the small structure with the closed gate. Place both Ankh Keys to open the gate and enter to find the motorbike. Mount it and drive it through the N cave ahead and continue to the land bridge you navigated earlier on foot. Drive carefully along the twists and turns of the land bridge, jump the gap and hit the brakes (jump key) on the other side. Save your game, turn left and continue N with speed so you can go up the steep W ramp without stopping and jump another gap with sufficient momentum to avoid falling to your death.

 

Follow the passage, and as you approach the gate ahead it will open. Dismount briefly, shoot the jar for pistol ammo and shotgun ammo, then drive on through the passage and up the ramp at the far end. Continue past a couple of deep pits, which seem to serve no purpose other than as a potential hazard, and you needn't stop and check out the many grass clumps (they're all barren). You'll soon come to a dark tunnel. Follow its twists and turns until you see a clump of grass to your left as you turn a corner. Dismount and crawl through the grass (not beside it, or you'll get stuck in the collision) to find a floor lever that lowers a trap door somewhere. Continue driving along the tunnel in a generally downward direction until you reach a dead end. Park on the NE trigger tile to open the gate up in the S wall.

 

Before going there, pull up into the W passage and run forward to engage an assassin. In the next room shoot the two jars for explosive arrows and poison arrows. Locate the trap door you opened and drop down to find a plinth with the CROSSBOW. Go back to the opened gate near the motorbike and pull up twice. Follow the passage around the corner to face that Giant Pyramid you've been seeking, but don't rush forward yet. Look down left to see a floor lever and jump down to it. Push it to see a gate opening just past the entrance to the Giant Pyramid and go to the E end of the ledge. Jump NE to grab a higher triangular ledge, pull up and run toward the N wall.

 

Stand at the corner of the pyramid and jump up E onto a flat triangular ledge. Face SE, jump higher and jump E over the slope. Hop down and enter the S room to find a plinth with the SCION ARTIFACT for SECRET #3. Go back the way you came (if you miss the jump over the slope, just slide and grab and shimmy right to the triangular ledge), get down to the ledge with the floor lever and take a running jump to the S opening. Go through to the other side but don't try a running jump directly across the S gap. Instead, take a running jump SE to grab the slope, shimmy right as far as you can, pull up and back flip onto the flat ledge.

 

Two mercenaries are shooting at you from above. Deal with them, then face the sloped columns, take a running jump to the lower one and jump back and forth, using the right arrow key until you can back up to the land bridge leading to the entrance. Head E into the Great Pyramid for a level change. Hit the escape key to begin the next level.

 

Level 2: INSIDE THE PYRAMID

 

Head N toward a pool that's guarded by two ninjas, one of whom drops uzi ammo. Shoot the corner jars for shotgun ammo and jump into the water. Swim through the S opening, wait for the spikes to be triggered around the corner and time your way past them. Pull the underwater lever at the end to open the NW door in the pool room and return there. Enter the NW room to find the REVOLVER on a plinth. Shoot the nearby jar for a small medipack, exit this room and loop around left into the NE opening.

 

One of the jars in the next room contains pistol ammo. There's a pushblock near the N end, a closed door in the E wall, a ladder at the SE corner and a wall switch at the SW corner. For a secret, first climb the SE ladder, shift right and Lara will dismount automatically into an alley with three openings. The opening near the W wall has a timed wall switch that turns off the flames on the structure in the pushblock room.

 

Save your game, pull the switch, hop down right, turn left with your back to the wall and jump into the middle opening. Take a running jump onto one of the sloped surfaces and jump back and forth between them, using an arrow key to bring you to the flat surface with the dormant flame blower. Quickly jump N to grab the opening before the flames return. Pull up, run forward and hop down into the N alley. Stand left at the floor hole and take a running jump E to grab the higher triangular opening. Pull up and walk around the corner to find the DAGGER ARTIFACT for SECRET #4.

 

You can't exit through the nearby window, so safety drop from the triangular opening and go to the pushblock. Push it twice to the N wall to bring three ninjas running. Collect 2 x uzi ammo they dropped and pull down the SW wall switch to raise the pushblock. Climb the SE ladder and repeat the timed run to the N opening. Yes, I know, you could have done this and also acquired the secret in a single exercise, but I just like timed runs. Run forward, hop down into the alley and move the pushblock into the W alcove. Climb onto it and activate the S jump switch to lower a block in the E wall in the room below. Get down there and enter the new area, which appears to be a hub room.

 

There are three closed gates and an E wall that will lower when you have found and placed two gems. The SE passage is open, but first shoot the corner jars for revolver ammo and pistol ammo. There's a ladder on the SW column, so climb up to the ledge, jump to the corner ledges and shoot the jars up there for revolver ammo and crossbow arrows. Make your way over to the NE corner and push the floor lever to open the SW gate below and attract two ninjas and two mercenaries. Deal with them, grab the dropped 2 x uzi ammo and enter the SW opening.

 

A gauntlet of swinging sand bags will be triggered, making your pathway along the central ledges, with green quicksand on both sides, a treacherous ordeal. Time your jumps past the bags, standing right or left as you prefer, until you reach the S wall switch. Pull it down to open the NE gate in the hub room and return there the way you came.

 

Go through the NE opening to a room with a transparent floor. The clue on the wall is plain enough: "As above so below." The catch is that the floor operates as a mirror, reversing the images above and below, so move the pointed pushpiece two times S and two times W. Then push the bowl three times to the E wall and you should hear the faint sound of the NW gate opening.

 

Go there and run up the ramp to get a remote camera of a sign advising you to "light up your path." Turn right on the ledge overlooking a lava room and pick up the flares in the corner. Use your binoculars (bring them up in your inventory and hit the action key to provide additional light) and look down to find your highlighted path across the lava. It's also important to note that it's very hot down there, so you need to get across as quickly as possible so you won't burn up in the process. Go to the W end of the ledge, stand a block and a half away from the wall, light a flare and take a running jump N. Follow the path, jumping corners where you can to save precious time, and jump at the end to grab the N ledge before the temperature bar reaches its maximum.

 

Pull up, go left and take the HORSEMAN'S GEM from the corner plinth. Get back across the lava following the same path in reverse and run down the ramp to the hub room. Enter the SE opening and follow the passage to a puzzle room with two pushblocks. For a secret, go to the NW corner and pull up W into a crawl space. Follow to the SCION ARTIFACT for SECRET #5 and return to the puzzle room. Grab the small medipack in the NE alcove and note the deadly skull tiles in the room. Needless to say, you must avoid stepping on them.

 

Begin by hopping into the trench and move the lower pushblock against the S wall. Pull the upper pushblock away from the corner, get down and pull the lower pushblock two times, then use it to move the upper pushblock across the trench and against the column. Go around and push it once N onto the skull tile. Don't try to jump or climb over the block or you'll burn and die. Go around the column counterclockwise, pull and push the block three times E and finally push it three times onto the marked tile in the SE corner. The ornate door behind you opens, so follow around to a squishy block challenge.

 

Technically, they're not blocks but spiked columns, but you know what I mean. Time your way past them with standing jumps, and when you turn the corner and face S you'll need to take a running jump to clear a tandem set. Continue until you reach an alcove with a second HORSEMAN'S GEM. Return along the same path past the spiked columns through the pushblock room (don't forget those deadly skull tiles) and back to the hub room, go to the W wall and place the gems to clear the way to the next room.

 

Hop over the debris at the SE corner and pick up the explosive arrows. Go down the steps into the N side room and shoot the jars for flares, shotgun ammo and revolver ammo. Go past the cat statues to find two blocks, one of which you can pull away from the E opening to release three jackals. Enter the dark passage and follow to a wall switch that lifts a gate and awakens a mummy. On your way back, light a flare and find the ceiling hole in the passage. Pull up N onto a slope, back flip into an upper passage, turn around and walk carefully between the spears. Pick up the IRIS ARTIFACT for SECRET #6 and return to the room with the cat statues.

 

The other block to your right can now be moved, so push and pull it past the cat statue adjacent to (and not onto) a marked tile against the N wall. Turn around to see the ladder in the S wall next to the entrance. Climb to an upper ledge, go left past the lifted gate and try to take out all four mummies with a single explosive arrow. Hop over the debris in the NE corner for a large medipack and pull down the wall switch in the NW alcove to raise a column next to the pushblock you moved and also awaken another mummy.

 

Climb down the ladder and use the blocks to reach the upper N ledge. Go up the steps, shoot two mummies and take the LASER SIGHT from the SW plinth. Combine it with the crossbow armed with explosive arrows and slide forward down the N slope. As soon as you land in the sand-filled room below you'll start rising toward a spiked ceiling, so look up and fire an explosive arrow into the gap you see in the N wall to open the N gate to your right. Scoot past the opening, pick up the revolver ammo and shoot the jar for a small medipack.

 

Go down the E ramp to a room with ornate floor tiles. Get your crossbow or revolver out and walk forward to trigger the appearance of a giant scorpion. You may need to invest a medipack to drain its poison from your system after it dies. As you approach the E passage the gate above it opens, allowing you to pull into the upper passage for the AMULET OF HORUS. Go past the plinth and follow the passage up a ramp. Stop just before you reach the top, as there's a floor hole with a spike trap down below.

 

Stand jump E onto the slope, jump twice and grab the higher ledge. Pull up and run up the ramp to an opening. Slide down the other side and continue E to an opening in the Great Pyramid that provides a great view of the setting (or rising) sun. Slide down to the desert floor and approach the motorbike to end the level.