THE TRUE LIFE OF TUTANKHAMUN

 

Levels by J.J.S.

 

Walkthrough by Phil Lambeth, except for Level 1 written by Dutchy for the original release and revised to reflect the substantial changes made for this edition, and assisted by Saki Croft's video walk.

 

 

Level 1: THE TRUE LIFE OF TUTANKHAMUN 1

 

The Catacombs

 

After the flyby, pick up the SMP at your feet, follow to the opening you saw in the flyby, get some Flares and go L at the crossing. When you reach a bigger room, drop from the hole, hop down N for another SMP and proceed, dodge some Mummies near the Torch when you take the LMP. Follow the passage and climb the block, to a cave with a hole in the end, slide down, duck to avoid the darttrap, pick up the LMP and slide the next slope, drop into the water, turn around and pull out for another SMP, then swim forward (N) and L/L, up and out E, climb the ladder and backflip to the upper floor, take the Flares and shoot the R hand vase for a SMP, throw the lever on the L side and see an UW (underwater) gate open, go back down and swim N and E past the crossing, there are 2 gates, the R one is open, go in and up, climb out and approach the gate inside, it will open for you, climb over the crate and shoot 3 Ninjas in this room.

 

The Spikeballs

 

Climb the N pile of crates and get The Hand of Orion from the pedestal (a sound of a gate opening up, but I have no idea where). Hop down and push the NE floor lever to open another gate, return to the water hole, jump in and turn right at the closed gate, swim up and start pulling out to trigger a spikeball. Release and quickly swim down away from the shaft as the spikeball drops down. Go back to pull out a second time and follow the passage around to a floor lever. Push it to open that second UW gate, return to the water and swim down the shaft. Turn N and follow the winding passage until it ends at a closed gate.

 

Approach the gate to make it open and release another spike ball, flip turn and swim back the other way to avoid it, then enter and swim up the shaft to surface. Pull out and go around the column to the NW pit. Hop down, follow the dark passage and pull up left to a higher passage. Continue around to a floor lever that causes a brief earthquake and ends with what sounds like a door slamming shut. Return to where you pulled up to find that the area has been flooded. Swim S into the previous room and up to the ceiling hole. Surface in an outdoor area. There's nowhere to pull out, so take a deep breath and swim W and S along the passage.

 

Pull out at the end and look right and left to see a temple on either side. Go to the W temple and place The Hand of Orion to open the entrance doors. Vault up higher and the doors will close behind you. Crawl under the low ceiling, hang from the other end and shimmy right around the corner to the far wall.

 

The Spike Pit

 

Drop and grab the crack in the wall, shimmy all the way L around corners to a crawl space you can pull up into. When you can stand up, go around right to find a floor lever that disables the spikes in the previous pit. Continue around and through the SW opening to an enclosed area. Grab the uzi ammo in the SW corner and note for later that you can open the NW gate by standing on the trigger tile in front of it.

 

Return to the crawl space, crawl in backwards, make sure you're at full health and safety drop onto the inactive spike tile. Pick up the Uzi Ammo on this tile and the LMP on the other tile. You can now drop either into the NE hole or the SW hole. One path apparently runs into the other, but for purposes of this walk I'll start with the SW route.

 

SW Route

 

Drop down onto a slope and slide to a level surface. Follow the passage to a maze-like area. Go straight to the N wall, turn left and follow around to a trench filled with deadly water. Hop right around the corner and proceed to a wall switch that starts with an earthquake and ends with a thud. Go back and jump up to grab the monkey bars. Monkey swing around the corner and drop on the other side of the trench. Follow around to that maze intersection and this time take the first right. Continue around to an alcove with uzi ammo and take a right at the S wall. Follow to a crossing, stay left and you'll come to another crossing. Go left and after passing underneath a ceiling hole you'll turn the corner to find uzi ammo and an opening to a new area (where you would have come had you dropped from the NE hole).

 

The Electrified Pool Room and Spike Balls

 

After the flyby, go left along the ledges and come to a pushable statue. Push it E to open the timed double doors below in the W wall, turn right and hop back over the edge, using the action key to glide down onto the ledge below. Reverse roll, step forward and hit the action key to regain a favorable camera view. Stand jump SW onto the block in the deadly water and continue with a running jump (avoiding the low ceiling) toward the timed doors. 

 

Pull up into the opening on the right, go up the ramp, turn left and pull up higher at the end, turn left into the alcove and step on the trigger tile to open the gate. Take a running jump to the jutting ledge and line up for a running jump to grab the ledge with the pole. Face S, climb the pole and back flip onto a catwalk. Go across W, start pulling up onto the ledge to trigger two spike balls, hop back and duck as they roll by. Pull back up, walk to the floor hole and climb down the ladder to the room below. Move the statue onto the trigger tile in the SW alcove and watch the de-electrification of the water in the pool room. You can also hear the sound of a door opening.

 

Climb the E ladder, pull up at the top and use the ledges to get around the spike ball (or simply shimmy past it) to the N opening. Pull up on the right side, climb down the ladder in the floor hole to find uzi ammo at the other end of the passage. Climb back out and shoot the ninja who has appeared on the catwalk. Go over to the S opening, pull up to trigger two more spike balls and use the same technique as before to avoid them. Drop down through the floor hole and push the statue onto the N trigger tile to open a gate somewhere.

 

The Garage Area

 

Pull back out, hop down to the catwalk and pull up into the E opening to trigger a final pair of spike balls. There's no floor hole here, so climb higher, hop up the slope and slide down the other side to find that gate you opened. Go on through, pull up E and shoot two ninjas posted in this outdoor area. Go over E to the Land Rover, climb the wooden crate next to it and jump/grab the ledge under the window on S wall, get a SMP and drop back down go past the Land Rover to the NE corner and climb up to get some Uzi Ammo. Down again and find a passage down in N wall, shoot the Ninja and follow down to a couple of gray doors, shoot the Ninja sneaking up behind you and get The Hand of Sirius he will drop. Use it L of the doors and go in. Follow the R hand passage and the gate at the end opens when you step on the trigger tile.

 

The 1st Eye Piece

 

You’ll come to a room with the 1st part of the Eye of Horus. Get the LMP L and the Uzi Ammo R and get the Eye Piece, the lights go out and 5 Ninjas come in. Now go over to the opened gate N with the electric discharge, side flip over it onto the first trigger tile and you can hear the sound of a door opening. Don’t step on the second Tile, it will close the gate you have to go to now, grab the ceiling and swing over the second Tile, climb the ladder to the right of the gate and up the yellow crate to take the grenade gun ammo and crossbow arrows on it, follow the passage, up the steps and R, shoot the Ninja in the end.

 

Drop down to the room behind the Hand of Sirius doors; look for the passage in the NW corner. When you enter a gate at the S end will open, and then close again when you step on the trigger tile. Climb the ladder and the gate, pull up at the top and push the floor lever to open the other gate you saw in an earlier cut scene. Safety drop from the adjacent floor hole, climb up S and go up the ramp to the Garage Area. Go to the SW corner to find a floor hole. 

 

The Formerly Electrified Pool

 

Drop in and enter the L gate (E), which closes behind you, follow to a pit and simply run off the edge to slide down into the pool that was formerly electrified. Pull out and go get all the goodies in this room: Uzi Ammo on a ledge R at water level when you go straight E, the big hole in the bottom is for later. Go to the SW corner for a SMP and Uzi Ammo in the NE corner, climb up there using the block to get the SMP in the alcove above where the Ammo was and now you got it all, go over to that SW hole in the bottom.

 

Wade in and swim through the S opening. Allow the current to carry you forward, turn left (E) at the fenced opening and swim up a long shaft. If you feel you have enough air, turn into the N opening about halfway up and follow to a shelf with 2 x Uzi Ammo for SECRET #1. Return to the shaft, swim all the way to the top and head into the E opening. Follow until you reach an air hole where you can pull out into a small room. Exit E, up the steps and into the passage ahead. Follow to awaken a Mummy nearby, climb the ladder, shift right around the corner and drop down. Drop further down the floor hole to your right and slide down E to trigger some flames in the passage ahead.

 

Navigate your way past the flaming tiles and 4 Mummies to reach a floor hole in the back corner. Drop down from the S edge onto a block out of the reach of a steam blower. Take a running jump N over the deadly water to grab a slope amidst a fixed camera. You can see the spike-trapped block ahead, so shimmy right, pull up, slide down the slope and jump off precisely at the bottom with a right curve to land on a trigger tile beside the block to activate the spikes. Head into the E passage, where two more trigger tiles open the gate ahead.

 

The 1st Cartouche Part

 

Runjmp to the Golden Tile L across the pit, take the Cartouche Piece 1 and look S, see the pillar there, you have to run there and jmp next to it, R side. Stand on the lowest point of the Golden ledge and back up, runjump S (hit “look” on the way) and run, jump next to the pillar on the right (left is a steam blower), when all the Spikes are up, the gate opens, go in W (the gate closes) and get The Hand of Orion at the SW corner and hear a gate open to your right, follow the passage and turn right to open the E gate to the Spikepit again, now stand in the L corner, stoop and aim your pistols toward the Golden ledge, shoot the vase in the open gate and the Scorpion which was in it, hop back and runjump, no grab and be sure to hold the “run” key down and you should go over the spikes without harm, go E through this room, over the block and around to the pit, use the monkeyswing to go around the corner and over to the pillar at the exit.

 

The 2nd Cartouche Part and Eye Piece

 

Look up and see the shaft at the fence with the ladder in it, standjump/grab in and climb up near the top, shift right onto the W ladder and pull up into the opening. Follow to a Tomb, place The Hand of Orion in the receptacle you see there and see the flame in the crawlspace near the Mummies go out. Jump over the pit W and hop back from it, grab the edge and drop right in front of this crawlspace, get in and follow to a left opening that leads to a closed gate and an opening to your right a little further on that overlooks the slope into Burner alley. You should probably save your game here.

 

Burner Alley

 

Hop to the ledge below, look down and see an alcove L at the bottom of the slide, that’s where you have to jump into. Stand at the centre of the slope and slide, you’ll stop on a safe tile, jump into the L alcove quick, as a Spikeball is already on its way. Run in a bit, if you stay too close to the edge the ball will kill you, climb the ledge with the burner E and run to the higher ledge, jump grab up and hang, shimmy L and pull up in the corner, drop back quick and hang there until the Spikeball goes by, now go up when the flames are down, shoot the Ninja guarding  Cartouche Piece 2 and take it. A cut scene will show you that a burner is off, so go back to the slope and stand on the end, in the L corner, so the burner will not harm you and standjump/grab the opposite burner ledge, go shimmy R along the crack until you reach dormant burner tile in the corner.

 

Pull up two times and climb the ladder to get the 2nd Eye Piece on the plinth ahead. Climb down again to the dormant burner tile and standjump/grab NE to the slope in front of the fenced window N, behind the window you can already get a glimpse of the “Hidden Pyramid”.

 

To the Hidden Pyramid

 

Make your way back up SE to where you got the Cartouche part and out of the now open E gate. Follow the passages back N and E to the crawl space leading to the Mummies and run past them to the closed double doors, combine the two pieces and use the Ba Cartouche to open them and you’re back in the outside Temple area. Just past the pool SW is a hole in the ground, go in and follow it to the Hidden Pyramid, watch the flyby and see the Vase up in the hole in the roof, just next to the Spikeball.

 

Runjump slightly SW to the flat part around the R corner and follow this cavity by climbing over the stone beam N, stand jump W to grab the higher ledge, pull up and hop down the other side to your right to find the Crossbow in the alcove. Jump back up to the previous ledge, run off E and slide all the way down to the floor. Turn right, climb the S ladder and shift left near the top to drop onto an upper ledge. Stand jump SW onto the arch, face SE and stand jump with grab to land on the opposite ledge. A Ninja will start shooting at you, so jump up SW onto the next arch, pull up S onto the ledge and shoot the Ninja for the Laser Sight he's carrying.

 

Turn around and grab the crossbow arrows at the E end of this ledge, drop down to the arch and look left into the E alcove for The Hand of Orion. Back onto the Arch and jump NE to the ledge on the wall, then to the other Arch N, stand left facing E, back flip onto the arch, slide and jump off with a left curve to grab the higher E ledge. Pull up, grab the nearby LMP and take a running jump from the NW corner of the jutting ledge to grab the ledge against the N wall. Pull up, grab the SMP and take a running jump slightly SW to land on the slope. Slide to the ground and go past the ladder to note a closed gate to your left.

 

Turn to face W, combine the Crossbow and the Laser Sight and look up at the hole in the roof where you can see part of a spike ball. Shoot the spike ball to dislodge it from its perch and get out of its way. It will roll down onto a trigger tile and cause the closed gate to open. Go there, jump up to grab the monkey bars and monkey swing over the spike pit. Drop down on the other side, go around the block and place The Hand of Orion to cause one of those earthquakes followed by a heavy thud. Monkey swing back across the spike pit, shoot two waiting Ninjas on the other side and enter the dark W opening.

 

Drop down the floor hole in the back right corner and fall down a long shaft into some water. Surface, pull out W and run toward to the blue light. Combine the Eye Pieces and insert the Eye of Horus to open the huge door. Run forward to complete the level. At this point my game crashed, so if this should happen to you, and if you wish to continue playing, you'll need to use the savegame.0 provided by the builder in the level download. 

 

Level 2: THE TRUE LIFE OF TUTANKHAMUN 2A

 

Slide down to a short passage with a slope on either side. The first marked tile is a trigger that lowers the cage blocking the E opening. Pick up the small medipack and hop over the second marked tile (which raises the cage). When the flames have completely subsided, hop into the opening and step forward into a passage with a glass floor. Go around the column, shoot the green pyramid and run off SE with grab to avoid landing on the spikes directly below.

 

Face the swinging spike ball, stand left just in front of the next spike trap and take a running jump when the spike ball starts moving away from you. That strange-looking object in the alcove has a reach-in switch that opens the door to your left. Go on in, run E as the door closes behind you and hop up left for a large medipack. Splash through the water, draw your pistols, stoop and fire two times through the opening in the fence to shatter the blue objects resting on the marked tiles ahead. Go back the other way, find the floor hole and swim down to an underwater room. Swim up through the ceiling hole and follow the passage until you can surface and pull out.

 

Light a flare, slide down and hop up left to find a small medipack on a marked tile, and grenade gun ammo on the opposite side. Head W through the opening to trigger a brief flyby through the large room ahead. Turn right, go to the end of the ledge and jump into the SW alcove to find a wall switch that provides no clue of what happens when you pull it down. Return to the previous ledge and jump SE to the central section. Go past the bridge to the NE corner and jump over to where you see those blue pyramids. Your presence attracts some agitated attention that needn't concern you until later, so shoot the pyramids to reveal flares and jump back to the central section.

 

Go to the SE corner and take a running jump to grab the jutting ledge in front of the S wall switch. Pull up, activate the switch (again no clue), go to the jutting ledge and jump SE into the grated alcove for a small medipack. Drop down into the pool, pull out and go to the cubical waterfall surrounded by four objects with reach-in switches. Activate the SE switch to open double doors somewhere. While you're down here, divert for a couple of pickups. You'll find a small medipack at the E entrance near a dormant paddle wheel and a large medipack on a submerged block in the NE pool.

 

The golden arch over the E paddle wheel is climbable, so climb up, shift to the center and pull up onto the top. Locate the nearby crawl space for flares and look up S to see the monkey bars. Stand jump to grab them and monkey swing to the SE balcony. Drop down and follow around to an opening with a wall switch that attracts a wraith. Return to the monkey bars and get back to the golden arch with the wraith in hot pursuit. Drop down, hop back to slide to the floor and jump into the nearby pool to extinguish the wraith. 

 

Pull out and climb to the top of that golden arch once again. Turn around, jump to the central platform and go up the N bridge to the opened double doors. Enter a scenic hallway and turn right into the E pool room. Continue through the connecting hallway and step one of the trigger tiles to open the next set of doors. Pick up the crossbow arrows and enter a dark room. Climb the pole to your left past the ceiling shaft and back flip before you reach the flames. Stand right, slide down the slope and hop down next to a closed gate. Follow the passage in the other direction to a switch that opens the gate and exposes another switch.

 

Pull the switch and squeeze past the pipe to a ladder next to another closed gate. Climb the ladder and go around to find a pole at the SE corner. Run off to grab it, wait for the flames to subside and slide down to back flip away before the flames return. Head S into the larger room to attract a giant bug and a wraith at the same time. When you step onto the lower ledge a cut scene shows a door opening. Firing at the bug may drive the wraith away, but there's water nearby if you'll be sure to avoid the spike tiles. In one of the water holes you'll find a spare CROSSBOW and the LASER SIGHT

 

Pull out, go to the SE corner and vault up near a flame-protected reach-in switch. Go around it into the SE passage and reverse roll at the end. Stand jump to activate a jump switch (cut scene of a fountain), exit to the large room and see another jump switch in front of a floor hole opposite the entrance to this passage. Activate it to turn off the flames at the reach-in switch, go back there to find that it wasn't a reach-in switch at all. However, there's a high jump switch above it that you can now reach, so activate it to lower a trap door below you. You'll drop into a pool, so swim past a crocodile to find a ceiling hole, go up and into a narrow passage, pausing for a large medipack if you wish, keep going straight past the crossing and eventually wind up at an alcove with a small medipack. Surface, pull out and deal with the crocodile if it cooperates by staying put.

 

Go around left or right (noting the body of a dead soldier if you went W) and pull down the wall switch to lower a block in front of another wall switch somewhere. Go over to that flaming pipe, look out N, combine your crossbow and laser sight and shoot three stars hanging from the ceiling in the distance. The exit door opens and lets in a harpy, so draw your pistols while backing into a nearby corner so you won't be injected with its poison while you're shooting at it. Hop down into the larger room and go across to the NE opening with the burning pole. Look into the N passage to see a golden star high up on the wall. Your first thought will be that you need to find a pushblock and a crowbar so you can get up and pry it off, but think again. Just shoot it with your crossbow to turn off the flames on the pole.

 

Jump to grab the pole, climb up and back flip to a familiar upper room. The lowered block is up here, so go to the NW corner and pull down the wall switch to hear the sound of a door opening to your right. Go through the N doorway to trigger a flyby through the room ahead, featuring a giant skull with blue eyes. Approach the skull but stay right or left to avoid the spike traps at the center of the entrance. Stand on the strip in front of the spikes (and not on the marked tiles on either side, lest you die) and shoot those pretty blue eyes with your crossbow. A cage has risen in the spike trap row, so go around to avoid those deadly marked tiles and hop onto the cage.

 

Stand jump S to grab the block and pull up to find the NECKBONES. Hop back down to the cage and stand jump slightly NW to grab the opposite block. Pull up into the darkness and pick up the GUARDIANS SKULL. Safety drop W, hop over the deadly tiles toward the skull's mouth and jump inside. Turn left at the closed gate and come to an alcove with a stand. Combine your newly acquired artifacts and place THE GUARDIAN to open the gate. Go on through, pass a few alcoves and continue through the S opening into a new room.

 

Hop onto the ledge for a large medipack and hop down S to trigger some unintelligible last words from a dying soldier. Pull up onto the block where he's lying and stoop to pick up the HOLY GOLDEN SKULL. Go back N through the passage and turn left into the last alcove to place your most recent artifact. Ignore what sounds like approaching footsteps, return S to the dead soldier and pull up W into the new opening. A skeleton is waiting for you and unfortunately you can't shatter its head with a normal crossbow arrow. Run around the skeleton and past the first of three swinging spike balls. Turn left into the second alcove for a small medipack and continue to the third alcove where the skeleton won't follow.

 

Hop into the triangular opening next to the statue, hop down the other side and follow to find more NECKBONES. Go back past the swinging spikeballs and the skeletons to the first alcove, where now is a flaming pole and another triangular opening. Hop up and down and around to find another GUARDIANS SKULL. You may have noticed the corner stand in that first alcove, so return there, combine the two pieces and place THE GUARDIAN while the skeleton hacks away at you. The flames on the pole have gone out, so climb up through the ceiling hole, back flip into the upper room and deal with the giant bug.

 

Use the reach-in switch next to the dead soldier to lift the E gate. Vault up into the passage and step on the trigger tile to open the next gate. Two more skeletons are running wild in here, so evade them while you make your way to a wall switch near the S fence. The nearby gate opens, adding yet another skeleton to the mix, so quickly loop around right to pull down a second wall switch that opens a floor trap door to your left. Hop down to find a third wall switch that opens more gates and awakens still one more skeleton. Go on through S, pick up another HOLY GOLDEN SKULL and continue to a floor lever (you can see another one beyond the fence). Push it and run W toward the passages with the marked tiles.

 

Note another dead soldier, pick up the nearby large medipack and climb the middle ladder. Shift right at the top and drop down into an upper passage. Climb up onto the block, hop down and find a brightly lit alcove with a jump switch. Activate it to open a door behind you, go on through and turn right for grenade gun ammo. Crawl S, stand up and place the Holy Golden Skull to lift a gate at the top of the ramp. Go there, jump to grab the ladder and climb down to a lower passage. Run forward to the ceiling hole, turn around, jump W to grab the ladder, climb up, shift left and drop down. Turn around to face a field of three roving spine balls (as distinguished from spikeballs) that kill upon contact.

 

Save your game and time the paths of the three spine balls until it's safe for you to run toward the four central tiles, where you'll find a large medipack, grenade gun ammo and the GRENADE GUN. I recommend a separate trip for each item. When you're done, go to the W side of the room, climb down the floor hole to the lower passage, go to the far end and jump to grab the ladder. Climb up, turn around, jump over the floor hole and go down the ramp and through the crawl space. A block has lowered in the SW alcove, revealing a jump switch that opens a gate in the lower area patrolled by the skeletons.

 

Pull up into the W opening, drop down the other side, jump to grab the ladder and climb down to where at least one skeleton is likely waiting for you. You now have the grenade gun, so blow it away and go down one of the E passages and the gate at the end will open upon your approach. Head toward the bright light, turn left just past it to find the second floor lever you saw earlier through the fence. Push it, continue E and turn right into a dark side passage to find a wall switch that opens a new gate and awakens another skeleton that arrives rather quickly.

 

Reverse roll, run toward the flame blower and deal with the awakened skeleton, loop around left past the flame blower to find a third floor lever (you can see a fourth one beyond the fence). Push it and go step on the trigger tile in the NW alcove to open the adjacent gate. Go to the fourth floor lever, push it to see part of the floor in front of you descend, and the ensuing flyby informs you of changes taking place in the large room you explored earlier. Turn around, jump straight up to grab the opened trap door and pull up to engage two of the skeletons. Head W toward the bright light and follow the passage to hear the sound of trap doors opening and closing.

 

There's a ceiling hole above the marked tile, so pull up into an upper room to see the source of those sounds. Save your game, face S and stand jump onto the lower trap door when it rises. Turn left, wait for the next trap door to rise, take a running jump to grab it, pull up and immediately reverse roll and take a running jump to grab the W ledge. Pull up and turn to face SE. Note that the third trap door has two cycles, one short and the other longer. Jump to the S alcove to get closer, and when the third trap door rises for its longer cycle, stand jump onto it, back flip onto the fourth trap door and stand jump forward onto the triangular ledge. Step back, hop into the E opening and slide down to a lower passage.

 

Drop through the floor hole (or climb down the ladder) and loop around right into the parallel passage to find another ladder with a closed trap door overhead. Reach into the pipe to pull out the METAL PLUG and release some steam, and a fixed camera kicks in. The trap door also opens, so climb the ladder and back flip into a small room. Climb the next ladder and run up the ramp to a pool. Jump into the water, enter the SW opening, swim up the shaft and meet a crocodile, continue into a tunnel and go to the S wall. Turn left into the opening and follow to a room where you can surface for air.

 

Pull out and follow around to a pipe where you can drop down several times. Jump into the green water next to the pink waterfall and swim down the floor hole to find the HIDDEN EYE OF AMUN above the area patrolled by the remaining skeletons. Swim back up the shaft, get some air if necessary and swim into the SE opening where a gate has lifted. Follow the passage to an intersection, turn right past the crocodile and swim to the far wall. Turn left, continue into the S opening and swim forward to finish the level.

 

Level 3: THE TRUE LIFE OF TUTANKHAMUN 2B

 

Swim close to the ceiling so you'll clear the obstruction and trigger a fixed camera shot of a giant skull similar to the one you saw in the previous level, only this one has red eyes. As you emerge from its mouth, swim up to the ceiling hole for air and go back down to explore the floor area for 4 x uzi ammo. When you're done, return to the ceiling hole and pull out W. There's a pushblock just ahead and to your left. Push it once to reveal a small medipack, then follow the passage around to another pushblock. Push this one all the way to the end to reveal a side passage that ends at a third pushblock. Pull this one two times, go around to the second pushblock and push it all the way W.

 

Hop back, go to the end of the N passage and pull that pushblock two times. Reverse roll, loop around left and enter a horrific room riddled with dead soldiers. There's uzi ammo on the crate next to the SE dog statue, and more uzi ammo at the feet of the soldier at the NW corner. Locate the pushblock against the W wall and pull it aside to reveal an opening. Enter the passage, note the pushblock to your left and continue to a ceiling hole with a ladder on your right. Climb to an upper passage, run to the end and pull up higher E. At the end of this long passage is a floor hole. Top off your health and safety drop to the lower passage.

 

Go to the SE pushblock and pull it two times. Turn right, loop  around left and push the same block one time N. Go around again and pull the same block one time W. Go around once more and turn right at the E wall. Pull this block one time N. Turn right, go around and push the block one time. Go around again and push the same block one time N. Reverse roll, run S to the next block and pull it two times N so that you're now standing between two pushblocks. Turn right, go around left and follow until you hit a fixed camera with a green light below you.

 

Face E and simply run off the edge to land in a water hole far below. Grab the UZIS and uzi ammo in the floor depression, surface and pull out N for 3 x uzi ammo and SECRET #2. Jump back into the water and swim E to another opening. Pull out N and find more uzi ammo near the NE corner. Pull down the nearby wall switch to open a trap door on the other side of the column and awaken an angry demigod.  Drop down, deal with the alien demigod in the room below and find 2 x uzi ammo on the NW and SW crates. Pull down the wall switch on the nearby column and hear the sound of a door opening across the room.

 

Enter the S room, vault onto the crate ahead for uzi ammo and pull the adjacent pushblock two times to reveal a passage. Follow to trigger an explanatory flyby in the next room. Turn left and step on the dark trigger next to the flaming tile to open the S door near the fellow with the torch. Continue into a control room with a grated floor and you'll hear one of the doors closing behind you. Pick up the uzi ammo and go across left into an opening leading down to a trigger tile that opens the door ahead. When you enter, the door closes and a cut scene features (presumably) the first fellow's brother who lights a torch for you and is all set to serve as your guide.

 

Avoid the pools of deadly water as you explore the area with flare in hand for a large medipack and 2 x uzi ammo (apparently this needs to be done or the guide may refuse to cooperate). Go to where the guide is waiting in front of a closed door. He stoops to do something, and you hear the sound of a door opening, but it's the one to the right of where he's now standing. Exit to the hallway, turn left and wait for the guide to follow you. Go to the fence, turn left up the ramp and the guide will open the W door to release an ahmet. Enter the room from the other side of where you entered earlier, pick up the SPECIAL FUSE and 3 x uzi ammo, then go back down and around to the first door that the guide opened fro you.

 

Opposite the doorway is a receptacle for the Special Fuse. When you insert it nothing seems to happen, but the fence to your left opens. Go there and hop onto one of the crates for a safe perch from which to shoot an ahmet. Go to the NE corner, face N and jump up to grab the ladder. Back flip and pick up the uzi ammo at your feet, jump back to the ladder, climb higher and take a rolling back flip to grab the opening. Pull up into the passage and run forward to find grenades. Continue to a trigger tile that opens the double doors, enter a large open area with a surrounding ledge and loop around right to climb a block.

 

Stand jump NW to grab the crawl space and pull inside for SECRET #3 and 2 x uzi ammo. Get back down to the ledge and jump over to the roof of the nearby building. Pull down the E wall switch to lift a floor trap door, jump down into the N pool and swim through the S opening into the adjacent pool. The opened trap door is to your left, so swim there and up to pull out into a small room. Pull down the wall switch on the S side of the column (the N one must be for later) to hear the sound of another trap door opening. Jump back into the water, swim through the N opening to the adjacent pool and pull out W. Turn left, shoot out the window and hop into the building. Locate and pull down the wall switch on the central column (cut scene of a gate illuminated by a spotlight).

 

Vault out of the window, loop around left to the next building, shoot out the window on the far side and enter to find another wall switch that results in the same cut scene. Exit the building, loop around left and find an opening in the grated floor. Climb the ladder, blast the skeletons waiting down below and hop into the N window for a small medipack. Ignore the W opening and drop down through the corner floor hole to the room below. Note the cage blocking a receptacle and go to the NW opening where you see two dormant spine balls.

 

Go to the steaming pipe and insert the Metal Plug to open the gate ahead. Enter and pull down the wall switch at the end of the passage to trigger a mild earthquake at the illuminated gate you saw in the cut scene. Go back the way you came to find four activated spine balls. Time your way to the central tiles as you did earlier to pick up uzi ammo, some spare UZIS, a small medipack and the HOLY GOLDEN SKULL. Exit S to find that the cage has retracted, so place the Skull and the double doors to your left will open.

 

Follow the passage to find a pushblock in the N wall just past the torches. Pull it once and move it aside to reveal a wood-lined passage. As you enter you hear the sound of a door opening. Follow to a ladder, climb up to an opening and hop down to a room you visited earlier as the door closes behind you.  Climb the S ladder and loop around left to the NE corner where you'll find grenade gun ammo. Climb onto the roof of the nearest building, jump over to the S building and locate the opened trap door. Drop down, shoot the dark wooden crates for uzi ammo and pull down the NW wall switch for the same cut scene as before. Use a crate to jump the ceiling opening and pull back up to the roof.

 

Get over to the N end of the room and jump into the water. Swim through the S opening into the adjacent pool, surface and pull up through the opened trap door and pull down that wall switch you ignored earlier. The door next to the illuminated fence opens, so swim back to the N pool, pull out and run toward the SE side of the room to find the opened door. Enter what appears to be a garage, pull down the S wall switch and prepare to do battle with two skeletons, a harpy and an ahmet. Exit the garage and go to the NE corner of the room to find that an E room has opened up, guarded by an ahmet. As if that weren't enough, an alien demigod lurks around the corner.

 

When the coast is clear, enter the E room, time the flaming tiles with jumps to the SE corner and pull down the wall switch for a cut scene of the garage. Hop over to the NE corner, pull down the wall switch there and a door opens in the garage. Return there (W side of the room), shooting another harpy along the way, and go past the opened door as it closes behind you. Run toward the closed door ahead to finish the level.

 

Level 4: THE TRUE LIFE OF TUTANKHAMUN 2C

 

The door ahead opens as the level begins, so run forward and deal with the waiting harpy. Before entering the next room, search the passage for 3 x uzi ammo and grenade gun ammo. You can hear a demigod snarling nearby, but he can't get at you yet. Get on the motorbike and ride it onto the S grated floor. Your combined weight will cause it to crumble, dropping you down into a lower passage. Run over the demigod and park the motorbike on the ramp facing E. You may shatter the fence in the process, but that's okay.

 

Dismount and pull the wall switch to hear the chimes of SECRET #4 (if you've added 005.wav to the audio folder as suggested by teone), together with the flapping wings of a harpy. Climb the W wall to the previous room, shoot the harpy and find that the W door has opened. Enter the alcove for a small medipack, a large medipack and 3 x uzi ammo

 

Get back down to the motor, ram it against the E fence if you haven't already done so and drive onto the grated floor to make it crumble and drop you down onto a bridge protected by swinging spike balls. Dismount and get past the first spike ball, take a running jump over the deadly water past the second spike ball onto a cage (a cut scene shows a flaming pipe) and look up to see a ceiling hole. Stand jump W to grab the opening, shimmy right around the corner so you can pull up in a safe spot amidst a host of swinging spike balls and face SE. Stand jump to the marked tile for 3 x uzi ammo and a large medipack as ghostly beetles converge, then hop over the skeleton into the S alcove and pull down the wall switch to awaken the skeleton. Jump back to the floor hole and hang from it to make the beetles magically disappear.

 

Pull back up and go to the NE corner for a small medipack if you like, then drop down from the E face of the floor hole, slide and jump to the flat ledge against the N wall. Hop SE and NE, pull up S on the other side of the cage and save your game in front of the timed switches on the two pipes. When you pull them down, double doors open to your right and the cage behind you disappears. Get quickly back W past the swinging spike balls, get on the motorbike and drive E past the spike balls to the ledge with the vertical pipes. Turn right and drive down past the timed doorway. You'll land on a waterfall, so fight to keep from falling into the deadly water and run over the alien demigod on your way to a flat spot at the NE corner.

 

Dismount, hop over the motorbike into the opening and go to the other end of the waterfall. Pull down the wall switch, return to the motorbike and back it up a bit. Drive forward around the column and make a sharp left to go up the steep slope to a passage with a floor hole at the end. Allow the motorbike to drop down and dismount in front of the E passage. Go to the N opening and note the suspended spine ball. Run down the ramp, reverse roll near the bottom and hang from the edge as the spine ball rolls by. You may have seen the ladder ahead on your way down, but it serves no useful purpose other than as an alternate means of evading the spine ball. Release and slide down into a shallow pool of harmless water. Side flip over the spine ball and vault up into the N passage.

 

Pull down the wall switch at the end for SECRET #5 and return to find that the slope has turned into climbable steps. Go back up to where you left the motorbike, enter the S alcove and pick up 4 x uzi ammo and a small medipack. Go on foot past the motorbike into the E passage and follow to a room with deadly water where spine balls are rolling back and forth on parallel ramps. Time your way past the first two spine balls and run off onto a safe central ledge in the front of the last spine ball ramp. Pull down the wall switch to hear the sound of a door opening, turn and jump up to grab the second spine ball ramp.

 

Pull up when the spine ball is moving away from you, reverse roll and hang from the other side. Pull up at the next opportune moment, take a running jump and grab the third spine ball ramp. Hang left, pull up, turn left and hop up the slope into the W passage. Shoot the awakened skeleton and run to the end of the passage to find a wall switch that opens a door at the W end of the second spine ball ramp. Return to the opening, wait for the spine ball to start moving away, run out to slide down to the ramp and turn right. Hop back to grab the edge, shimmy right a bit and drop down to the central ledge. 

 

Jump up to grab the second spine ball ramp, shimmy right as far as you can, pull up when the spine ball starts moving away, turn right and hop up the slope into the W opening. Hop into the floor hole, turn around and pull down the wall switch to open a door at the W end of the first spine ball ramp. Pull back out, stand at the SE corner of the opening and take a running jump down to the bridge that's connected to the first spine ball ramp. Fire a grenade in the direction of the skeleton waiting for you at the opening, then time a jump up the slope into the W opening. Drop down the deeper floor hole at the end of the passage and pull down the wall switch. Reverse roll and climb the ladder to get back out, return to find that the spine balls have disappeared and the configuration of the room has changed.

 

Hop down to the ramp, exit S and return to the motorbike. Drive it up the ramp and into the reconfigured room, clear the obstacles in one full swoop as you gun the motorbike into the N opening only to find that you've reached the end of the line. Dismount and pick up 2 x uzi ammo next to the dead soldier. Vault up N, crawl forward for grenade gun ammo and continue past the NE opening where a skeleton and an ahmet are waiting in the passage ahead. Follow the torch-lit passage around the corner, pick up the explosive arrows and pull down the nearby wall switch to open the double doors to your left.

 

Enter a large room you explored in a previous level, and after the flyby go down the bridge and go around the pool to your right. When you reach the next bridge, jump to the NE ledge and encounter an alien demigod in the wooden-lined passage. The soldier propped up against the NE corner isn't quite dead, and when you take the BROKEN SUN at his feet he makes a statement in his native tongue. Exit to the ledge and if you wish, engage another alien demigod firing at you from the central area. In either case, drop down the floor hole into the pool below, pull out onto the block for a large medipack and eliminate three skeletons with a single grenade or explosive arrow. 

 

Explore the floor of this section for 2 x uzi ammo (near the S column), a large medipack and grenades next to the SW pool where two more skeletons are patrolling nearby. Go to the E paddle wheels and hop down behind them to find two structures with reach-in switches. Use them both for a cut scene warning of an approaching harpy, three skeletons and an ahmet. Pull out, eliminate the enemies and proceed E toward the receptacle where a cage has lowered. Combine the Broken Sun and Hidden Sun and place the SUN OF AMUN-RE in the receptacle to open the door and give you access to the final level.

 

Level 5: THE TRUE LIFE OF TUTANKHAMUN 2D

 

We've arrived at the home stretch. A spilt second after you arrive a trap door opens under your feet and you drop down a long shaft into a surreal tunnel. Swim E, turn right at the closed gate and the next gate opens upon your approach. Swim toward the moving blue lights, pause to pick up the REVOLVER and revolver ammo (for which you regrettably have no present use) on top of the first cage and a small medipack on top of the second cage. By this time you're being pelted with demigod fire, so continue swimming forward into the S passage, turn the corner and light a flare, swim up the pitch-dark shaft and emerge in an upper passage where you can surface for air and pull out S into a room with more of those moving blue lights.

 

Shoot the ghostly soldier and pick up the MASK OF TUTAMUN? he dropped. Climb the left side of the long W ladder along with a fixed camera and pull up past the opened trap door at the top to trigger a flyby of the mountainous surroundings and a touching tribute to someone known to the builder who passed away on Valentine's Day of 2022 and who must have liked rock music. Go to the SW corner, pull up onto the ledge and go around right to the NW corner. Drop down into the hole, pull down the wall switch to activate flame blowers, pull out and go to the S passage where a gate has lifted. Go to the far wall and pull down the wall switch.

 

The N double doors at the other end of this area have opened, but the way there is blocked by flame blowers. No problem, just crawl under the flames on the right side, go up the steps and run forward to trigger a concluding flyby that brings you back to the beginning of the first level.