WITHOUT A PADDLE

 

Levels by TombRaider95

 

Walkthrough by Phil Lambeth.

 

Steven3517 has contributed two video walks, one subtitled Hybrid Path + Hidden Ending and the other Kayak Path, documenting alternate paths that can be taken throughout the game.

Another video walk has been contributed by Saki Croft, which due to its length apparently covers all available paths. However, it is documented in Save Crystal Mode, which I elected not to use.

Nonetheless, I have followed portions of all three video walks in preparing this written walk.

 

 

Level 1: AN EGYPTIAN EXPEDITION  

 

After the opening flyby, Lara slides down into a cave with a small pool. Look right for flares and continue past the pool to find shotgun ammo in the path between the large jars. Shoot two scorpions and continue along the path to alert two more scorpions. Go SE next to the plant for a large medipack and pull down the switch in the E wall to raise a cage behind you. Climb the cage, shoot the S wooden barrier and take a running jump to grab the jutting ledge. Pull up and slide down to an outdoor area patrolled by a crocodile.

 

Go right to the pond it came from for shotgun ammo and deal with a second crocodile. Go toward the temple entrance and find the SHOTGUN next to the skeleton. Proceed around the right side of the temple, jump up the slope, turn around and follow the sandy ledge clockwise, hopping up as necessary, until you reach the small medipack at the end of the jutting E bridge. Continue your clockwise trek to the N rock wall, and when you can go no further take a tricky running jump E onto the slope and jump off with a left curve to land on the ledge near a plant.

 

Continue with a running jump E onto a flat spot, hop over the obstruction and make your way around toward the left side of the temple, pausing for uzi ammo near the palm tree to your right. That last slope near the temple is stable, so hop up there and take a running jump SW to land inside an inner walkway. Halfway down is an alcove with a reach-in switch that lifts the entrance gate.

 

Go back to the E end of the walkway, face slightly right and save your game. Take a running jump onto the highest part of the slope, jump off with a roll and grab the edge of the roof. Shimmy right, pull up at the corner and follow around to SECRET SKULL #1. Get back down to the ground by continuing to the end of this roof line, then run off left onto the lower sloped roof, slide and grab and shimmy left before dropping to a high spot. Turn around and slide to the ground, loop around right and go up the steps to enter the temple.

 

Shoot two scorpions and locate the ladder in the E wall near the back corner. Climb up and take a rolling back flip near the top to grab the ledge behind you. Pull up, run forward a bit and take a running jump to the S ledge near an opening. First, grab the nearby flares and go through the opening to face a deep room. Don't try jumping across to the far opening, but turn around and hop back to grab a ladder. Climb down to the sandy floor and hop into the alcove on your right for SECRET SKULL #2. Climb back up to the opening, go on through to the previous room and take a running jump S to the first ledge. Stand left and take another running jump S past the flaming chandelier to grab the next ledge.

 

Pull up, turn right and go to the wall. Jump up to grab the crack, shimmy left around two corners and drop down onto a platform. Reverse roll and take a running jump to grab the opening in the E wall. Pull up into an alcove and pull down the wall switch to lift a gate down below, but don't drop down just yet. Return to the platform, shimmy around to the ledge and take a running jump to the NW ledge. Hop up to the block and pull down the wall switch to lift a similar gate. Hop back down to the ledge on either side, hang from the edge and see two Atlantean crawlers down below. As a matter of strategy, you may wish to jump back to the larger ledge to fire at them while they cavort  about.

 

When the enemy threat has been removed, get down to the floor and find the two gates that have opened in the E and W walls. Starting with the W gateway, enter and go around the column into a dark room with pushable mirror stands. First, go to the back left corner for uzi ammo, then move the mirror stands as follows so that all face the center: the one against the S side of the sarcophagus to the NE corner tile; the one next to that tile to the SE corner tile; and the last one against the N side of the sarcophagus to the tile in the W alcove.

 

Laser beams descend from a ceiling and two gates are lifted.  Climb the ladder in the W wall and pull up into the opening. Loop around right or left, climb another ladder and pull up into a higher opening past one of the opened gates. Step down into a room where you see three of those laser beams and a floor lever protected by a cage, shoot two scorpions and go across the room into an opening in the E wall. Climb one of the ladders to a room with five reach-in switches. Use the first one on the left (N) for shotgun ammo, the next one to lower the cage down below, ignore the E one (releases a beetle horde) and use the two in the S wall for a large medipack.

 

Get back down to the room below and push the floor lever to lift lids on the laser beam tiles and also to move aside the sarcophagus down below. Climb down one of the W ladders, drop down into the room with the mirror stands and climb down the ladder that was exposed when the sarcophagus moved aside. Drop from the bottom rung into a lower room with an Atlantean crawler. Pick up the shotgun ammo and pull down the W wall switch for a cut scene of the unreachable opening you saw earlier. A tall cage has also lifted behind you, so reverse roll and climb it to the top. Step forward to the E edge and jump up to grab the ladder in the ceiling shaft. Climb back up to the mirror stand room and exit E as you hear the gates slam shut behind you.

 

Return to the main temple room and run all the way across and around that huge central hourglass to enter through through the opened E gateway. Go up the steps and around the column to arrive at a room where sand is pouring down from the walls. Jump down to a high spot on the sand slope and slide down the other side to find a TORCH pile on the plinth. Take one, note the sleeping mummy to your right and go to the N wall. Stand on the raised sand pile so you can light your torch, return to the plinth and hop up W. Walk up N toward the slope as far as you can and drop the torch there so you can pick it up quickly later.

 

Jump up the slope, go to the end and take a running jump onto the E ledge. Turn right and wait for the flames ahead to subside. Quickly use the reach-in switch for SECRET SKULL #3 and side flip left before the flames return. Jump back to the sand slope and hop to the NW corner platform. Take a running jump SW to the entrance ledge, stand at the middle (under the wall torch) facing E and save your game for a timed run that takes much longer to describe than to execute. It also helps to save in separate slots along the way.

 

When the reach-in switch on the E ledge has been spewing flames for about five seconds, take a running jump to activate the jump switch on the hanging block and initiate the timed run. When you land, turn left to face the sand slope, pick up the torch at your feet where you left it, hop up the slope and run up while swerving right to jump back to the E ledge. If you timed it right, the flames should be dormant when you get to the reach-in switch, so run past it and jump up SW onto a block that has been raised. Swerve to your right, jump up higher, swerve to your right again and jump down to the entrance ledge. Run to the other end and jump from the high corner onto a second raised block on the corner platform you hopped to earlier. Turn right, jump up higher and go up to the high corner of a short ledge. Take a running jump to the left side of the E block, turn right and hop up to the next block. Turn a bit right, hop to a bridge and light the central bowl (without standing too close lest you catch fire) to open the W gate. Hop back, jump right or left past the flaming bowl and run past the opened gate.

 

Pull down the wall switch in the next room for another cut scene of that unreachable opening and catch just a glimpse of sand rising to fill the pit. Pick up the shotgun ammo to your right, leave your torch, exit this room and make your way back down to the entrance ledge (be sure to jump with grab down to that short ledge so you won't bump your head against the bridge). Return to the main temple room, loop around left and climb the wall ladder. Take a rolling back flip near the top to grab the ledge as before, pull up and jump to the S ledge. Go through the opening, continue through the sand-filled room and up the steps come to a large, dark room.

 

Search the corners for flares, shotgun ammo and uzi ammo, approach the central plinth and take THE TIMELESS SANDS to initiate a slight earthquake and a flyby. The plinth withdraws into the floor, the door to this room closes and the entrance gate to the temple also slams shut. When camera control is restored you find that this room has become partially flooded. Exit S, enter the next room and find the ANCIENT SCROLL on a plinth. When you pick it up the floor levers at the E and W walls swivel around so you can access them. Read the Ancient Scroll to learn that you can choose either the E or the W path, so save your game here if you'd like to try them both. The E way appears to be for the bold and courageous, the W way for the sissies.

 

W Path

 

Push the W floor lever to open a nearby gate. Exit this room N and go through the opened W gate in the next room. Pull the chain in the middle of the side room to open a trap door next to the far wall. Drop down the long shaft into the water below and swim E toward the waterfall. Wade out of the water, find flares at the left corner near a plant and follow the cavern tunnel E to startle a bat. Look in the alcove to your right for shotgun ammo and turn around to face a deep pit. Stand right and take a running jump N to grab a cracked block. Don't try to pull up, or you'll encounter a bug of some sort and find yourself stuck. Shimmy left around the corner and continue as far as possible, then go back one "shimmy."

 

Pull up and take a rolling back flip to grab the column crack. Shimmy right around two corners and drop to a stable surface. Jump to the N ledge, go to the E wall and pull up two times to an upper ledge. Follow around left to a ladder, climb up to an even higher ledge, grab the uzi ammo behind the plant and loop around left to face a jump switch on the column ahead. Stand at the high corner, jump to activate it to raise a block and keep the action key depressed as you slide down to grab at the bottom. Pull up and back flip onto the ledge, go around to the ladder and climb back down. Jump to grab the column crack, shimmy around to the other side and drop to the ledge below.

 

Reverse roll, loop around left to the other ladder and climb to the top. Face W, stand left (low ceiling) and take a running jump to grab the block. Pull up in front of the raised block, climb it and jump up to grab the ceiling. Monkey swing S, avoiding the flame blower, and drop down at the other end onto a terrace. Deal with the Atlantean crawler and push the floor lever to the left of the steps. Go past the opened gates and along the grated floor past openings to your right and left. A mummy is awakened, but continue forward, hop up two slopes and slide down the other side. Slide to the floor, if you didn't already, for shotgun ammo. Turn around and jump back up the slope at an angle while standing at the left wall.

 

Hop through the opening back to the grated floor, run past the mummy and turn left into the opening. Just to your right is a TORCH, so pick it up and light it on the nearby wall torch. Hop up NW and slide down into a dark passage. In the opening to your right lurks an Atlantean crawler. Go further into its lair for a large medipack. Retrieve your torch to give yourself some light and head W into an otherwise empty cave if you like and shoot two scorpions for maximum kills.

 

Hop back up SE with your torch and slide down to where the mummy is waiting. Loop around right through the opening and stay right to encounter another Atlantean crawler. Kill it before the mummy arrives and continue W past a column remnant to a slightly elevated N opening. Pull up into the alcove on your right for uzi ammo and SECRET SKULL #4. Hop down, return to the column remnant and turn right to head S to a small pool and an alcove with shotgun ammo. Head back the other way and look left to see a small opening in the W wall. Toss the torch through the opening and crawl in after it. Pick it up and come to a higher crawl space.

 

To get the torch into the crawl space, use the old trick of standing against the wall and jumping up while drawing your pistols. Pull inside the crawl space, pick it up and through it W through the opening. Crawl on through, pick it up again and walk forward down a ramp until you reach a steeper slope. Apparently the only reason for the torch was to serve as a light source, so leave it here and slide backwards down the slope. Grab at the end, pull up and take a rolling back flip to grab the ledge across the gap. Pull up, run forward and down the ramp to trigger an earthquake.

 

Shoot the Atlantean crawler scampering about below before continuing down into the cave to find a lighted torch lying conveniently beside the column fragment. It's not of much use, however, since you now have to jump S to grab the dangling rope. Swing forward and jump to the other side. Run forward and stay right as debris falls from the ceiling. Turn left at the floor lamp and engage two giant scorpions. Pause for shotgun ammo at the inside left corner of their lair and stay close to the wall as more debris falls from the ceiling.

 

In the middle of the W wall is a pushblock. Pull it once, go around to either side and pull it away from an opening. When you enter the earthquake stops. If you now wish to try the alternate route described above immediately after you picked up the Ancient Scroll, load up the savegame you made at that time and read on. In either event, save your game again now if you wish to enjoy all possible paths in this game, since the path you chose after picking up the Ancient Scroll also determines the path you'll follow initially in the next level. When you're ready, slide down the slope to be carried to the next level.

 

E Path

 

Push the E floor lever to open a nearby gate. Exit this room N and go through the opened E gate in the next room. Pull the chain in the middle of the side room to open a trap door next to the far wall. Drop down the long shaft into the water below and swim S toward the waterfall. Wade out of the water, find flares at the right corner near a plant and turn right at the floor lamp to face the cavern tunnel. Stay close to the left wall as you go down, to avoid the triggered boulder that follows after you. Take a running jump and grab over the gap, pull up and stay close to the right wall as you go up N toward a building to avoid more boulders.

 

Pull up into the window alcove for a rocket, note the shotgun ammo you can't reach on the other side of the fence and go down SW to a water-filled area with two giant paddle wheels. Shoot the jackal that greets you and go to the S wall next to the paddle wheel. Hop down into the water gap for SECRET SKULL #4. Pull back out and go over to the N paddle wheel. Jump up to grab the slope behind the plant, pull up, slide down the other side and pull up into the E alcove to find a wall switch. Nothing seems to happen when you pull it down.

 

Take a running jump W to grab the tall block, pull up and face S. Stand jump to grab the monkey bars and follow the track a long distance S and E. Drop down at the end, look left for a wall switch and pull it down to lift the gates between the paddle wheels. Go there, enter the building and follow the grated floor to some shotgun ammo next to a skeleton. Continue W, hop up twice onto the sand pile and slide down the other side to awaken a mummy.

 

As you run past the mummy an earthquake starts and squishy blocks are triggered in the passage ahead. Time your way past them, shoot the jackal in the next room and go up the winding steps to your left. Stay right to avoid the huge falling block and prepare to deal with an Atlantean crawler. As you continue up the steps there's more falling debris. When you reach the top, pull up W into a crawl space, crawl through and emerge in an open outdoor area.

 

Shoot two soldiers, pick up the shotgun ammo and uzi ammo they dropped, find a small medipack on the NE sarcophagus and go through the W opening partially shrouded by spider webs. Pull the pushblock from the N wall and go around it into the opening. Save your game here so you can be sure to enjoy all possible nuances of this game, then slide down the slope to be carried to the next level.

 

Level 2: RIVER RAPIDS

 

W (Hybrid) Path

 

If you came here by following the W path in the previous level, continue S to the opening at the floor lamp and crawl through to find uzi ammo in the alcove ahead. Light a flare, slide backwards down the slope, grab, pull up, take a rolling back flip to grab the facing slope, drop to another slope, grab and climb down the ladder. Release at the bottom and deal with two crocodiles prowling the area below.

 

Pull out of the shallow pit, find a small medipack at the SE corner and head W toward a grated opening. Pull up left onto a ledge to find a floor lever that lifts the grate, run there and stop at the waterfall. Take a running jump NW toward an opening, vault up and follow to a water-filled room with flaming columns. First, jump into the water to attract a crocodile, pull back out to kill it, then swim to the third column to find a small medipack next to its near side.

 

Return to the beginning ledge and take a running jump to grab the first column. Shimmy around a corner and pull up at the next corner. Stand jump to grab the second column, pull up at the left corner and hop down into the S alcove for shotgun ammo. Return to the second column, pull up at the far left (NW) corner and look NW to see a jump switch. Stand jump to activate it and open a gate in the W wall. Swim to the W wall, pull the underwater lever there to open another W gate, return to the beginning ledge and jump all three columns in the manner described above. Stand jump to grab the W opening, pull up and follow past an opening to a large medipack.

 

Go back to that opening and pull down the wall switch inside. The flames on the column tops go out for a few seconds, so go out and take an angled running jump to the first column, jump to the left side of the second column, turn right and take a running jump to grab the high S opening, pull up and hop down the other side to face a lake with multiple waterfalls. Jump SE to grab the jutting ledge, pull up and take a running jump S to grab the end of a rock bridge. Pull up, walk to the right of the plant and jump onto the block just past the palm tree. Take a running jump SW to land on a flat spot on the waterfall. Don't fall into the water, or the current will grab you and carry you along to your doom.

 

Runjump E to the next flat spot, stand jump to the next and continue to a water-shrouded corner ledge for SECRET SKULL #5. Return W to the first flat spot you jumped down to, continue with a running jump NW, face the S wall standing right and use the action and up arrow keys to pull up in front of an opening. Follow the passage to a hallway guarded by an Atlantean crawler. There's a closed gate at the S end, but you can go through the E opening to draw out another Atlantean crawler and find shotgun ammo in the N alcove. Pull down the S wall switch before leaving and go through the NW opening on the other side of the hallway.

 

Grab the large medipack at the N end and pull down the S wall switch to open that S gate. Go on through and come to a sloped connecting passage. Turn right, run down the ramp and scoot left into the alcove as a boulder comes rumbling down. Go back up the slope, turn around at the top and back flip onto the slope. Jump to grab the ladder and climb up to a small room with grenades and a large medipack at the corners, and a central plinth with the BROKEN PLATE. Get back down to the boulder ramp, run down W, pull up N into the crawl space and drop down the other side to trigger squishy blocks in the passage below. Grab the uzi ammo to your left, light a flare and save your game at the top of the slope.   

 

Slide down and jump at the last instant, hopefully when the squishy block is not blocking your path, and grab the ledge on the other side. Pull up, go right at the wall and take the left fork (the right fork is a trap) past a second squishy block. An Atlantean crawler will attack as you turn the corner. Continue along the passage to find the GRENADE GUN as well as grenades. Go back the way you came, past the squishy block and this time taking the left (W) path, and deal with another Atlantean crawler.

 

Continue to the W wall, turn right and keep to your left until you come across some flares. A bit farther on you'll need to run SE across a corner to trigger another squishy block, then run past it NE. Pull up into the alcove on your left and jump up to pull down the ceiling trap door. Hop forward to the outdoor lake area and take a running jump and grab from one end of the broken bridge to the other. Pull up and follow the bridge around through a waterfall to find some shotgun ammo on your right. Shoot the wooden barrier and go through the dark W passage.

 

Turn left at the intersection (to the right is a closed gate for which you need a key) and follow to a room with a cage-protected pushpiece. Hop onto the SE block for shotgun ammo and the SW block for a small medipack, continue into the S passage and light a flare so you won't fall into the pit ahead. Jump up to grab the ceiling and monkey swing across the pit. Release, grab and pull up into a small room with a bat. Shoot the corner chests for shotgun ammo and uzi ammo, take the GOLDEN KEY from the plinth (cut scene of a closed gate), stand jump to grab the ceiling and monkey swing back across the pit.

 

When you drop down and enter the previous room, the six Atlantean crawlers you may have seen in the side alcoves are awakened as you run around the room, but thankfully not all at the same time (I had to hop onto the central cage to awaken the last two). The SW alcove has a wall switch. Pull it down to lower the cage and move the pushpiece onto the marked tile in the NE alcove. The N gate opens, so go on through and use the Golden Key in the alcove receptacle to lift the gate to your left.

 

Go up the steps into a cavern and loop around right for grenades and a small medipack. Go back and find a crawl space in the E wall that brings you to the outdoor lake area. Hop up NE to the corner ledge and follow the wall N as far as you can. Draw a weapon and take a running jump N onto the bridge ahead. As soon as you land, turn left and shoot the soldier firing at you from above. For a pickup, look down S and stand jump to the ledge with desert eagle ammo. Get back up to the bridge and cross to the E side. Jump onto (but not over) the slope to trigger a boulder that bounces harmlessly over your head. Now you can jump up the slope and go through the crawl space to a dropoff and slide that leads to an opening next to a waterfall.

 

Take a running jump without grab to land on a ledge, hop up NW to the next ledge and go past the huge columns and temple entrance to take a running jump SW to a flat area on the sloped ledge. Continue to the smaller plant to find SECRET SKULL #6. Return to the flat spot and take a running jump back to the temple entrance. Go inside and face the infamous game of Senet that's encountered so rarely these days. Run all the way to the N wall, shoot a jackal and find the ladder at the NE corner. Climb to an upper level, reverse roll and jump over the gap, turn left into the E side room and use your grenade gun to eliminate the awakened skeleton. Turn and blow away a second skeleton that had followed you inside, then shoot the chest for a small medipack.

 

A gate slammed shut when you entered the room, so search the sarcophagus for the DESERT EAGLE and the gate will open once again. Finally, push the central floor lever to raise a cage in the Senet game area and exit this room. Turn left and follow the hallway until you reach a second E side room. Walk forward until the scissor blades are triggered, time your way past them and blow away the awakened skeleton to your left. Grab the shotgun ammo to your right and search the sarcophagus for the EMERALD GEM. Get past the scissor blades, turn left in the hallway and jump the ledges around the corner to the W hallway.

 

Pause at the plinth to grab THE RULES OF SENET and refresh your memory: To win the game, get all your pieces off the floor by landing them on the final ankh square. On your turn spin the sticks. Your throw is the number of white sides showing. If no white sides show, your throw is a six. If you throw a six or land on an ankh square (including the final square) you get an extra turn. If you land on a square occupied by an opponent's piece, the opponent's piece is returned to its starting position. Of course, the same rules apply to your opponent as well.

 

Continue to the end of the hallway and safety drop to the floor. Shoot a jackal and find a closed gate near the SW corner. Use the Emerald Gem to lift it and provide access to a pushpiece. Move the pushpiece in a straight line E across the raised cage and onto the green tile on the Senet playing field. A trap door lowers at the second level, so locate the ladder in the W wall and climb up past the opened trap door. Back flip to the second level and, for some additional pickups, go N and close to the pillar. Take a fairly difficult running jump and grab across the gap, pull up and shoot a couple of chests for uzi ammo, shotgun ammo and a small medipack. You can't jump back the way you came, so drop to the floor, climb back up the ladder and this time go E.

 

Save your game in front of the spin sticks, as whether you win or lose the Senet game will determine how you proceed in the level. You go first, so spin the sticks and step on the color of the piece you wish to move. There's a certain amount of strategy to this game, but it's largely a matter of luck, so you're now on your own as you play the game and hopefully are the first to get all your pieces across the board and onto the final ankh square. If you wish to enjoy the full playing experience, however, keep separate saves immediately after you win, and immediately after you lose.

 

Senet Loser Path

 

If you lose the game, underwater trap doors open next to the playing field. Safety drop onto the cage, hop into the water and swim down the nearby floor hole. Swim a bit W for flares, flip turn and swim E past two opened trap doors, turn the corner and you'll soon run into a crocodile. Swim past it, continue to an opening in the left wall where the texture turns to a sandy color, follow the passage to an open area and swim up for air. Pull out S, shoot two scorpions and go toward the waterfall you can see in the distance to find a parked kayak.

 

Get in (action and up arrow keys) and for those who may be a bit rusty, here are the basic controls: get out by using the shift key and the right or left arrow key, depending on which side you wish to exit from. Paddle forward or backward with the up and down arrow keys (helpful in fighting strong currents or slowing down the kayak).

 

Paddle down a slope into an open outdoor area. Follow the channel down another slope and into the rapids. Go past a closed gate on your right, and when you turn the corner and see a flame blower in the distance, stay left and time your way past it. You now need to fight your way up a slope and around the corner to an open area with two huge golden statues. Go to the one to your right, squeeze past it with some difficulty, fighting a strong current the whole time, turn left and paddle toward the waterfall you can see in the distance. When you pass through it you come to a dead end with no current, so turn the kayak around and dismount. 

 

Pull out S and go up the ledge to find the UZIS next to the skeleton. Go through the W opening and open the double doors on your right. Run forward onto a springboard and keep the up arrow key depressed to glide into an upper room with two dormant paddle wheels. A revolving blade is triggered at the opening upon your arrival. Grab the flares in the SW corner and go around the floor hole through the N opening into a room with a small pool flanked by two empty jars.

 

Continue through the E opening into a larger room and trigger a fire wraith. Retreat to the pool so it will follow and extinguish itself, return to the large room and shoot a jackal. All the jars are empty except the one in the back left corner which hides a small medipack. Note the central floor lever protected by a cage and go to the blocked S opening for uzi ammo. Go across into the N side room and find the CROWBAR on the ornate E chest. Hop over the short fence and shoot the W chest for a small medipack, hop back and climb the W ladder to an upper balcony. 

 

Go through the S opening to a larger balcony and shoot a knight. At the E end is a keyhole, at the W end is an ornate chest with shotgun ammo. Near the keyhole is an alcove. Go inside and use the crowbar to pry the PURPLE RUBY from the ornamental head. Return to the smaller balcony, climb down the ladder and return to the large room with the central cage. Go across and jump to grab the SW ladder. Climb up to another balcony and shoot a jackal. Place the Purple Ruby in the W wall receptacle to open a panel to your left. Don't enter yet, but go to the E end, note the wall switch and enter the S side room.

 

Find a large medipack in the left alcove and take the MUSIC SCROLL from the S ornate chest. Reverse roll, shoot another jackal and exit the room to pull down that E wall switch. Run to the W end and turn left past the opened panel. Turn right and follow around to a hallway where a knight attacks. Loop around right past a plinth, pick up the shotgun ammo in the alcove and activate the timed jump switch to open a panel back in that S side room. Sprint back there and turn left to get past the panel in the W alcove before it closes again. Take the second BROKEN PLATE from the plinth in the next room and the timed panel will re-open.

 

Go all the way back, past the jump switch alcove and turn right at the N wall. Go to the fence and jump straight up to grab the ceiling. Monkey swing across the room and drop down at the end onto a platform that was raised by using that wall switch earlier. Find the nearby pushpiece and pull it one time. You can now either simply push it over the W side and follow down after it, or you can do it laboriously "by the book" -- move it onto the raised platform by hanging from the W edge, shimmy as needed to pull up in front of the pushpiece so you can push it forward with some effort, safety drop to the floor, climb the SW ladder, go to the E wall switch and push it back up to lower the platform and drop the pushpiece to the floor, then climb back down the ladder.  

 

Whichever method you choose, move the pushpiece onto the red tile to lower the nearby cage. Push the floor lever to release a pair of hammers that shatter the pushpiece and reveal the TRAPDOOR KEY. Go to the N side room and climb the ladder to the upper balcony. Exit S to the larger balcony, turn left and go to the E wall where you can use the Trapdoor Key to open a ceiling trapdoor and release a rope. Don't try to face S and take a running jump over the fence to grab the rope, as you won't make it. Instead, return to the N balcony room, climb down the ladder, run across the main room and climb the SW ladder to the upper balcony, pull down the W wall switch again (if you chose the more laborious task described above) to raise the platform, go the other way past the timed jump switch to the fence at the end of the passage, monkey swing across the room again and drop down to the ledge. Use the raised platform (actually, I found you can reach the rope without it) to take a running jump and grab the rope.

 

Swing forward and jump off to land in the E alcove (which I found to be much more difficult than it looks, so if you also happen to be rope-challenged save once you get there). Pull the chain to start paddle wheels here and elsewhere and also to lift a gate, turn around and hop over the paddle wheel down to the steps, run W and you'll trigger a helix from which emerges a hammergod. Curiously, unlike most others of his kind he can be killed if you're patient enough and have sufficient ammo, and in this case it's actually necessary because the W exit gate won't open until he dies and explodes dramatically.

 

Exit W, turn left through the S opening, run off with grab into the floor hole, perhaps with a modest loss of health from the revolving blade, so you won't land on the springboard tile down below. Go through the S passage and in the next room place the Music Scroll on the stand, strum a few notes on the harp while you're waiting for the S panel to open and go on through to find SECRET SKULL #7 on the plinth. Shoot the nearby chest and pick up the ROCKET LAUNCHER.

 

Exit E to a familiar ledge, hop into the water and get into the kayak. Paddle forward and turn left at the wall where that gate lifted earlier. Continue through the waterfall and allow the current to carry you down to a placid dead end. Get out of the kayak into the water, pull out onto the block and push the nearby floor lever for a level change. You may now wish to reload the savegame you made immediately after winning the Senet game and continue as documented below. Otherwise, scroll down to Level 3. In any event, make sure you have a savegame handy with both pieces of the Broken Plate in your inventory when you reach the section below entitled Level 3: Damage Control (after all paths have converged).

 

Senet Winner Path

 

When you win the game (it took me several tries), triumphal music plays while five tall cages rise on the playing field. Safety drop from the green tile and climb the cage of your choice. Jump the cage tops N and from the last one jump onto the ledge in front of the pentagonal opening. Take the WINNERS KEY from the plinth and safety drop to the floor. Go W up the steps and climb the ladder past the opened trap door. Back flip to the upper level and go W past the spin sticks. Hop SW to the closed gate and cause it to lift by using the Winners Key.

 

Go around to a slope and look up to see the suspended boulder. Light a flare, stand right and save your game. Start sliding down the slope, jump a couple of times to get farther ahead of the pursuing boulder, drop onto a slope going down to your right and jump at the last instant to grab a crack. Shimmy left, pull up and run forward. Turn left into the opening and follow to a ledge. Stand right, slide down onto a breaktile, run forward and pull up into a crawl space. Crawl forward into a cavern and go to the SE opening. Engage two scorpions and take the right fork once inside. Turn around and look up to see the timed jump switch.

 

Save your game, jump straight up to activate the jump switch, and when you land run forward and loop around right to the left fork. Take a running jump to grab the monkey bars and monkey swing as fast as you can past the scissor blades before they become active once again. Drop down at the end and immediately draw a powerful weapon to deal with the Atlantean crawler. Go down the nearby ramp and crawl through the opening to stand on the open hand of a giant golden statue. Take a running jump W to grab the other outstretched hand, pull up and run forward to find desert eagle ammo next to the skeleton.

 

Run forward between two rows of columns and shoot at three soldiers at a distance as soon as you target them. Don't venture past the second columns, or you'll attract fire from the sentry gun ahead. Locate the bridge slightly ahead and to your left, grit your teeth and run across while suffering some unavoidable health loss from the sentry gun. Step to the edge of the pit just past the S opening, hang from the edge, pull up and reverse roll to give you some extra running room. Take a running jump to grab the other side, pull up and follow the dark passage to a dead end. Grab the shotgun ammo in the left alcove, crawl through the opposite opening and shoot the soldier waiting for you in the next cave.

 

You may hear the death cry of another soldier, so keep your weapon drawn and await the arrival of a giant spider. Pick up the small medipack dropped by the first soldier, head S through the opening to an open area and alert a second giant spider. Pick up more shotgun ammo presumably dropped by the other soldier (assuming the spider indeed killed him, otherwise do it yourself), continue through the E opening to find the body of a third soldier in a dead-end cave. Pull the corpse away from the LASER SIGHT and exit the caves, only to find an Atlantean crawler lying in wait.

 

Go back through the crawl space, use the hang-from-the-edge trick to get across the pit and, instead of going across the bridge, turn left and follow the ledge, hopping over the obstruction and picking up the desert eagle ammo at the far wall.  Hop back once, combine the desert eagle and the laser sight, look right and zero in with the crouch key. Shoot the canister on the back side of the sentry gun and watch it blow up. Now it's perfectly safe for you to run across the bridge, so do that, turn left and collect the small medipack dropped by one of the dead soldiers.

 

For a minor pickup, go SW toward the waterfall as far as you can walk, hang from the edge there and shimmy left around the corner. Pull up in front of two closed face doors and go around the ledge to find flares. You need to find a couple of artifacts to open the doors, so shimmy back to the right as far as you can go, pull up and hop toward the crates. Use the lower crate to jump to the higher one, face slightly SE and stand jump to grab the column top. Pull up, face E and jump the column tops, pausing to shoot a harpy that appears behind you, until you reach the column with an empty plinth.

 

Not to worry. Jump N to the next column and pull up for THE HAND OF SIRIUS. Unfortunately, a demigod then steps out from a helix, so turn left and fire down at him. When he dies THE HAND OF ORION magically appears on the previous plinth, so jump over there to get it. You know where they're to be placed, but before going there jump to the middle N column top to attract a second harpy, jump across without grab to the N opening to note for later a closed face door requiring a pickup you don't yet have and jump back to the island (you can't reach the column top from here).

 

Return to the ledge beyond the waterfall and place the two Hand artifacts to lift the W face doors. Enter a small room and take the FOOTPATH KEY from the plinth. Return to the island and jump the column tops once again to reach that higher N opening you previewed a short while ago. Open the face door with the Footpath Key, shoot the jackal that greets you and follow the passage around to a slope. For a secret light a flare, save your game, slide down and jump precisely at the bottom to grab a higher ledge. Pull up two times and run forward to a ladder. Climb up to a balcony, where you'll find a plinth with SECRET SKULL #7 and flares. Get back down and slide the rest of the way down the slope. Go through the W tunnel and slide down to a level change to Damage Control.

 

But first I'll document your progress from the beginning of River Rapids if you happen to have chosen the E path in An Egyptian Expedition.

 

 

Level 2: RIVER RAPIDS

 

E (Kayak) Path

 

If you came here by following the E path in the previous level, run toward the faint light ahead and pick up the small medipack at the top of the hill. Continue to the W fence and find SECRET SKULL #5 perched on the stand to your left. Go to the S opening and safety drop to an underground river on the other side. Wade W to a waterfall hole and drop down into the water below. Pull out quickly before two crocodiles reach you. Note the kayak, follow the ledge around to another small medipack SW, then jump into the water and pull out N. Push the floor lever to lift the W gate, get into the kayak and paddle forward to the open river.

 

The current will begin drawing you forward, so save your game before it becomes too strong. As you approach the waterfalls the current will begin drawing you to the right, but for a secret keep the kayak oriented W so that you can paddle into the small opening ahead before you're drawn down the rapids. Save again when you get through successfully, as it may take several tries. Get out of the kayak and pull out onto the S ledge to find SECRET SKULL #6, a rocket and a large medipack. Get back into the kayak and allow the current to carry you until reach a closed gate on your right where you have to get the paddles out to continue S.

 

When you turn the corner you'll approach a flame blower where the current again becomes quite strong, so stay left, get as close as possible and time your way past when the flames subside.  blower. Follow the river upstream until you come to an open outdoor area featuring two giant golden statues. At this point the two paths merge, so you can now either scroll up to the corresponding spot in this walk where the W (Hybrid) Path is documented and continue, or load a savegame and move on to the next level.

 

Level 3: DAMAGE CONTROL (W Path)

 

If you came here by following the W path in the first level (An Egyptian Expedition), you'll begin by sliding down to a torch-lit cave. Please bear with me; all this mass confusion will soon be behind us. Run forward and crawl through the W opening to initiate an earthquake. Hop past the next opening and a brief flyby will result in a subtle change in your surroundings. Continue through the next opening to awaken a flying bug around the corner.

 

You'll next come to a flooded area with blocks of varying sizes and shapes. For a pickup, hop down into the water and swim to the NW alcove, staying left because of the falling debris, for grenades. The collision of the fallen debris poses a problem getting back and can even cause you to become stuck in place, so swim out staying close to the N wall, turn abruptly right and swim over the middle portion of the debris pile. Wade out at the SW corner and pull up to the starting ledge.

 

Reverse roll and take a running jump to land on the N slope. Slide a bit and jump to grab the pole. Turn left to face the W wall, back flip onto the next slope, slide and jump off to land on a jutting ledge with a plant. Another flying bug has been attracted by your activity. Face S and take a running jump to grab the next ledge. Pull up, grab the small medipack and jump back to the previous ledge. Locate the NW slope and take a running jump to it. Slide and jump at the last instant to grab a block in the water. Pull up two times, face N and take a running jump to grab the ladder.

 

Shift right around the corner, hang left and back flip onto a ledge. Turn around, vault up higher and note the overhead trap door. Stand at the edge facing away from the N wall and jump up to open it. Pull up N and do battle with two Atlantean crawlers. Go through the cave and the N opening to a river with a convenient bridge. Go across the bridge and loop around left for flares. Enter the E passage and grab the desert eagle ammo at the corner. Light a flare in the SE alcove, draw your combined desert eagle and laser sight and shoot the plate beyond the narrow opening. A trap door opens at your feet and drops you down into some water.

 

Light another flare if necessary, swim S under the horizontal blade, turn right at the wall and loop around under another horizontal blade to an air hole. Pull out W and vault up onto a ledge. Look right for a large medipack and follow the ledge in the other direction to its end. Take a running jump W to grab the next ledge, pull up and run forward to find grenades and SECRET SKULL #8. Jump back to the previous ledge, minding the low ceiling, and return to the water hole.

 

Jump into the water, turn left and swim N under the blade, follow the wall while going around two corners and look for an opening on your left (E). Swim over the first blade and under the next blade, turn left at the wall and pull out N. A soldier comes at you from the E opening, and he drops desert eagle ammo. Go where he came from and slide down to a crawl space. Enter and come to a ledge with shotgun ammo and a zip line. Ride the zip line all the way down to a fixed camera. Lara will drop onto a slope, slide and fall down into a lake with three waterfalls.

 

At this point all previous paths converge so that you can finish the game with no further confusion. You may now wish to reload the savegame you made just before arriving at this level via the E path from An Egyptian Adventure, which I will now document before moving on. If so, it's important that you make a save now and keep it handy for use in the section below entitled Level 3: Damage Control (where all paths have converged).

 

 

Level 3: DAMAGE CONTROL (E Path)

 

If you came here by following the E path in the first level (An Egyptian Expedition), you'll begin right after having pushed the floor lever to lift the W gate. Hop into the water, get into the kayak and paddle past the opened gate. A flame blower is triggered ahead as you approach it, so stay left, get as close as you can and time your way past it. Turn right, save your game and stay close to the walls to avoid getting sucked into three diabolical vacuum holes (the second and third ones are around the corner from the first one). You then need to negotiate another flame blower, get past it and allow the current to carry you to a steep dropoff.

 

You may lose some health from the fall, so invest a medipack if necessary and save your game before negotiating twin flame blowers guarding the N opening. You'll need to wait patiently until both flames go out for less than a second, then paddle quickly past them. It will likely require numerous tries. Save again immediately when you get through safely, as another hazard lies ahead. You need to be facing due E when you reach the next dropoff in order to clear the gap and land safely (albeit with some health loss) near a placid lake. 

 

Turn right and fight the current past the S waterfall. Get out of the kayak and pull out W to deal with the hungry crocodile. Turn around and pull up higher W. Loop around right into an outdoor area and take a running jump to grab the E ladder. Climb up to a passage and follow to the other end after pulling up higher. Take a running jump SE to the sandy ledge, slide, grab shimmy left and drop. Get to the SE corner, take two steps back and jump E to a stable surface. You can now make your way past the palm tree to an opening in the wall.

 

Light a flare, crawl inside and walk down the N ramp until you trigger a horizontal blade. Jump over it and continue around the corner down to another crawl space. Go through, pick up SECRET SKULL #8 and enjoy the remote view of the area you're about to explore. If you light a flare, you'll see that you're standing inside the nasal cavity of a giant skull sculpture. Don't jump into the water, because there's a strong current down there. Instead, crawl back through the opening and follow the winding passage past the horizontal blade and the next crawl space to the sandy outdoor ledge.

 

Turn right and make your way along the flat spots to an opening in the N wall. Stand jump to grab it, pull inside and find a button that ignites a fire behind you. Turn right, jump back down to the ledge and walk down to a lower corner. Jump to the near island with the palm tree, shoot a flying bug and possibly target a crocodile close by in the water. Slide down N to the jutting ledge and take a running jump to grab the block. Pull up, jump to the next island and slide down N. Take a running jump to grab the crawl space in the wall, pull inside and climb the ladder to another part of the sandy ledge.

 

Shoot a flying bug waiting to your right, follow the ledge E to the plant, hop down S and shoot another flying bug. Jump to the S block and pull up into the opening to find another button that lowers the gate in the giant skull's "mouth." Turn left, jump back to the sandy ledge and make your way up and around W past the ladder hole to the NW corner. Slide down S to a flat spot, run off and jump to land next to a N opening. Follow the passage, shoot a jackal and emerge at another area of the sandy ledge. Hop up right, hop down SE onto a flat corner and jump down toward the opening you can see in the S wall.

 

Follow down to a current-free alcove where the kayak is parked. Get in it and paddle out into the swirling waters. Take an immediate right and fight your way to the E opening. Go down a long slope and back paddle when you reach the bottom as debris falls from the ceiling. Continue a bit forward and turn right toward a small waterfall and fight the current until you reach a spot against the S wall where you can get out of the kayak and find SECRET SKULL #9 next to a small plant. For an extra pickup, swim due N from here (staying as far left as possible helps in fighting the current) to the opposite small waterfall for flares. Pull out E and follow the higher ledge to its end. Slide down left into a deep pool occupied by two crocodiles (which I didn't encounter when arriving here via the zip line). There's a rock ledge near the NW corner where you can pull out and shoot them.

 

Level 3: DAMAGE CONTROL (after all paths have converged)

 

Before continuing, check your inventory to make sure you have both pieces of the Broken Plate. If not, load the appropriate savegame that hopefully is still on hand before moving on.

 

If you like, you can now explore the vast underwater area for a small medipack and desert eagle ammo on the lake floor (SE and NE respectively), a rocket (on the floor near the NW corner), flares (about halfway down on a ledge near the N wall), uzi ammo (about halfway down under a jutting ledge near the S wall) and shotgun ammo (on the roof of an underwater temple against the W wall).

 

When you've collected whatever you want, swim to the left side of the W temple and locate the opening. Swim inside and pull down the ceiling switch to open the lower door to the temple. Get some air and swim back down W to enter the temple. Turn right at the top of the steps and swim into the N opening past a giant cigar cutter. Pull the underwater lever to drain the area and also to close the temple entrance door, locking you inside. Side flip past the cigar cutter and go around the steps to the S opening to push the wall button. The trap door under your feet stays put and you hear the sound of a door opening somewhere close by.

 

Exit to the steps, turn left and continue W past the opened door into a partially flooded area of the temple. Note the central puzzle tile field and go NW to the skeleton and awaken the nearby mummy. Pick up the SCRAP OF PAPER, which is sort of a Rosetta stone for the tile field, and run across the room to awaken another mummy. Pick up the rocket and continue to the SE corner where you'll find grenades next to the skeleton but no mummy this time. Finally, go to the NE corner for uzi ammo, then stand at the temple entrance facing W and prepare to put that Scrap of Paper to good use.

 

Your task is to run across the tiles in order from A to J, you have five vertical rows (A to E, counting left to right) and five horizontal rows (1 to 5, starting with the row nearest you). To save you the trouble of having to do the translation yourself, follow this path: B1, B2, C2, D2, E2, E3, E4, D4, C4 and C5. If you do it correctly without stepping on any of the other tiles, the W door ahead should open when you reach the last tile. Enter the W passage slowly and wait for a swinging blade to be triggered. Get past it and you'll see that more swinging blades have been triggered in the dark area ahead.

 

Time a standing jump past the first blade to grab a breaktile. Save your game while hanging, start pulling up while the blades are coming together and take a running jump across the gap to grab the ledge. Pull up and immediately draw a powerful weapon to deal with the waiting Atlantean crawler. Note the closed W gate requiring two gem artifacts, and the N and S openings. Go through the N opening, light a flare and collect the shotgun ammo, large medipack, rocket and uzi ammo in the small connecting room.

 

Continue past the opened gate into the larger N room and run across to the plinth. Take the BLUE GEM from the plinth, whereupon the configuration of the room changes and a demigod emerges inside a central helix. For the moment, however, he's harmless. Turn around and save your game. Wait for the flame on the nearest SW column to go out, then make a quick standing jump followed by a running jump to the balcony against the W wall. Jump S over the fence, push the wall button and jump back to the balcony. Time the column tops with a running jump and a standing jump NE back to the plinth, turn to your right and follow the same procedure to reach the E balcony.

 

The gate here is open, so get past the giant cigar cutter and grab the shotgun ammo and large medipack in the side alcoves. Pull down the wall switch in the E alcove, return to the balcony past the blades and jump N over the fence onto a block. Push the wall button, jump back to the balcony and this time make a clockwise circuit around the column tops until you reach the W balcony where a gate lifted. The opening there is protected by a squishy block, so time your way past it and pull down the wall switch to restore the configuration in the main room and also to release the demigod.

 

Go back and do battle, but beware of the floor tiles that burst into flame at random moments. When the demigod is defeated, the flames go out and a brief flyby shows you that the S exit gate is once again open. The next S gate at the end of the passage opens upon your approach. Emerge on a ledge overlooking a deep dark room with translucent platforms scattered here and there. Turn right and take a running jump to grab the W alcove. Pull up and hop SW to grab a wall crack. Shimmy left around the corner and drop down into a passage that connects to another dark room.

 

Take a running jump with a right curve onto the sloped column ahead so that you slide and grab. Shimmy left until you're near (but not at) the corner, pull up and back flip onto the slope behind you. Keep the jump key depressed while jumping from slope to slope. If you've positioned yourself properly you'll bounce sideways off the last one, so grab the upper ledge and shimmy right around the corner. Pull up for SECRET SKULL #10, face SE and see the bell in the distant alcove. Draw your uzis and take a running jump onto the slope under the bell alcove. Back flip while firing your uzis until you hear the pealing sound (you may have to use an arrow key to get directly in front of the bell). Holster your uzis, slide and grab the edge, make sure the raised platform is directly below, drop and grab the lower slope and drop onto the platform.

 

Take a running jump into the E passage and find that those translucent platforms in the next room are now changing position periodically. Save your game, stand left, and when the first platform appears hop onto it and continue with fluid jumps SE until you reach the S balcony. Push the wall button to open a nearby gate, turn around and save your game again. Face NE, and when you think the nearest platform is about to materialize, hop onto it and take running jumps to the next two platforms. From the third one turn right and stand jump to grab the opening in front of the E gate.

 

Go down the short passage, stand right or left, hop back and take one step back. Start a running jump so that you land just as the platform materializes, continue with a running jump past the swinging blade and face your next hazard. You now have to get past two swinging blades. There are also two platforms, but you need only use the first one. The trick here is to use the "standing running jump" (walk and up arrow keys, followed by the jump key) to get across safely. Go to the end of the passage, look left for shotgun ammo and enter the S room.

 

Run forward and stop before you reach the springboard in the gap between the fences. Note the platform ahead that appears and disappears periodically. Save your game, draw your uzis and just before the platform appears, run onto the springboard and fire at the top of your jump to shoot a bell. The platform should be there when you land, so stand jump forward to a safe ledge. Turn around and use the platform to jump back onto the springboard. Bounce off, grab the rope, swing forward and jump off to land inside the N alcove. Pull the chain for a cut scene of a gem-bearing plinth, safety drop to the floor and engage two Atlantean crawlers waiting down below. 

 

Exit N and W and yes, you have to get past those swinging blades a second time, and your techniques must be revised for the return trip. For the first two blades, I found it easier to stand left at the end of the ledge, stand jump to the first platform just as it's about to appear (assuming the blade is moving right), stand jump to the second platform and stand jump to grab the W opening. For the last blade, the walking-running jump followed by a standing jump and grab is the most efficient means of getting across safely. For the next room, stand jump to the far left corner of the first platform, stand jump SW to the next platform, swerve to your right and take a running jump to grab the W ledge. Pull up, turn right and pull up higher to a plinth with the second BLUE GEM.

 

To exit, save your game and execute a long running jump N down to the balcony at the possible cost of some health, holding down the action key during the jump. Return to the main passage, turn left and use the Blue Gems to lift the W gate. Run through the passage, go across a long bridge to a fixed camera and come to a small pool flanked by dormant paddle wheels. Hop left over the fence and paddle wheel and search the top of the wheel for SECRET SKULL #11. Hop back into the shallow pool and insert The Timeless Sands in the receptacle for a flyby and a level change.

 

Level 4: REALM OF THE DUAT

 

As Lara recovers from her dizzy spell, she finds that she has been transported to an alien environment and is about to do battle with (presumably) the eponymous Duat, who mumbles some gibberish before bringing out his big guns. Take a rather pixel-perfect running jump S past the gap in the fence and grab the edge of a floating island. Pull up, go around to find a rocket and take what appears to be a suicidal jump back N to Duat's island. Pull up, run forward and take another running jump to grab the next island N.

 

Pull up, go around and face a swinging blade. Time a running jump and grab past it, pull up, run forward and jump to grab a ladder on a small island. Climb to the top and use the zip line to pass underneath the next island and release to land on a breaktile. Continue with a running jump and grab and pull up onto a block. Turn left and take a running jump to the next island to awaken a harpy that doesn't attack immediately, but the main threat is the waiting jackal in front of you. When you approach the swinging blades the harpy will then fly in for the kill.

 

Hang from the E edge and shimmy past the first blade. Pull up and time a running jump to the next N island (landing between the two blades) to awaken another harpy. Hang from the W edge, shimmy to the corner and pull up safely. Stand jump N to the next island and take a running jump to land on a row of breaktiles. You may need to keep as many as possible intact for later use, so hop up right over the fence to land in a covered pavilion, only to find that Duat has beaten you here. If you have time, pick up the shotgun ammo, uzi ammo and desert eagle ammo in the corners and push the button on the left side of the E block.

 

Take a running jump past the S gap in the fence and grab a floating block. Shimmy left around the corner and continue until you can go no farther. Pull up, back flip to the slope behind you and jump off with a left curve to land on a higher slope. Slide, grab and shimmy left to the end. Pull up and take a rolling back flip to grab a crack. Shimmy around a corner, pull up and prepare to engage a giant scorpion from the flat surface where you're standing (to avoid triggering an overhead boulder). When the scorpion has been defeated, run a bit E down the ramp and quickly turn right or left to hang from the edge as the boulder rumbles by. Alternatively, as soon you pull up you can stand with your back to the pillar, reverse roll to trigger the boulder and allow it to crush the scorpion.

 

From the far end of the ramp take a running jump to the next ledge. Hop up onto the lower corner of the sloped block, pull up left and jump to the moss-covered island. Walk across NW, take a running jump onto the stable top of the gray pillar, and from the highest edge ready a powerful weapon and take a long running jump N with the action key depressed to land in front of a swinging blade and a squishy block. If you hang around too long the Atlantean crawler will push you over the edge, so time your way past the squishy block, reverse roll and draw your weapon. Run E and S across the bridge, await the arrival of a giant scorpion and time your way past the flame tile.

 

Three ghostly apparitions are patrolling this ledge (as well as a giant scorpion), and they appear to be immortal. They don't pose much of a threat, however, although they can suck out some of your life force, so quickly get past them as well as two flame tiles and fight your way past another ghostly apparition into the small E building. Squishy blocks are triggered, so save your game and get past them (veering left and right along the way helps). Save again on the other side, because here comes Duat once again. Turn right and take a running jump S to the island with a ladder. Climb up to find the TRAPDOOR KEY next to the plant.

 

Take another seemingly suicidal jump N back to Duat, run past him and loop around right to find the receptacle for the Trapdoor Key. It lives up to its name, so turn right and climb the ladder past the opened trap door and pull up onto a block. Hop up W and follow the ledge to an overhead bridge. Jump up to grab the monkey bars and monkey swing S until you're over a slope. Turn to your left, position yourself between the scissor blades, release when they open and jump off the slope below to grab the S ladder. Shift right and pull up onto the far corner of the block with a flame tile. Duat--no, a demigod--is waiting down below, so run to the SW corner when the flames are down, jump S to the safe ledge and deal with the demigod from the safety of this perch.

 

When he dies, hop down and search the pavilion for a rocket, uzi ammo, a large medipack and desert eagle ammo. Go to the S wall, shoot the bell beyond the opening in the next building and hop over the fence SW onto a jutting ledge. Climb the ladder back up to the previous ledge and see that a central cage has risen. There's a rotating flame blower inside, so make your way past the flame tiles to the N block, hop from it onto the top of the cage and monkey swing S and E toward the sloped blocks you can see below you. Turn to your right at the end, release and drop onto the slope, slide and grab and shift left along the ladder. Drop to the flat ledge, turn around and take a running jump onto a springboard. Grab the top of the column, pull up and face the zip line. Save your game.

 

There are two flame tiles ahead, but you want to release and drop onto the first tile when the flames are down. Take a running jump NE onto a row of breaktiles and continue with a running jump to grab the E ledge. Pull up and engage two demigods shooting at you from your right and left. Take a running jump and grab toward the N helix for SECRET SKULL #12, jump back to the ledge and follow it E to trigger two more demigods in the next alcoves. Continue in like fashion past the last two pairs of alcoves and at the end you'll also have Duat to deal with in addition to the demigods.

 

Hop back along the ledge and you'll be safe for the moment. Gird up your loins, save your game and take a running jump off the end of the ledge toward Duat. You'll land on a springboard, and if you're lucky you'll bounce over Duat into the alcove with the helix and be transported to a small closed room. Push two buttons on either side of the E gate to lift it and run down down the ramp to a room with a huge pile of sand. For a rather useless pickup you can go around left, hop over the short fence and continue around clockwise until you slide down into a small valley for uzi ammo.

 

Go back the way you came, and when you near the NW corner look for a flat spot you can jump up onto. Hop W to the next flat spot, continue up the sand pile with standing jumps until you reach the top. Stand jump N to a jutting ledge, turn right and take a running jump to a higher ledge. Light a flare, jump SE onto the slope, slide and grab and shimmy right until you can pull up at a flat spot in front of an opening. Follow the tunnel up to a courtyard. Approach the statues, combine the two pieces of Broken Plate you've been carrying and place the ANCIENT OWL COIN in the receptacle to open the door. If you wish to play the alternate ending, save your game before entering.

 

Go up the ramp into the treasury and run past the golden baubles to find a ladder in the back right corner. Climb up to a balcony alcove, pull up left and go around the column to a plinth with with the GOLDEN KAYAK, which counts as a special SECRET #13 although it doesn't register as such in your stats. Face N and take a running jump to grab the first of two ropes. Swing forward and jump off to grab the second rope (it helps if you first slide up just a fraction from the bottom of the rope). From there swing and jump onto the ledge with the helix. Step inside and enjoy the concluding visuals.  

 

For an alternate ending, restore your save, go back N to the tunnel, turn left just past the entrance and hop up into the opening. Slide down into a cave to trigger an earthquake. Shoot two soldiers, go through the S opening while debris falls from the ceiling, jump forward to escape more debris and hop up into the SE alcove. Climb the ladder to a ledge, turn left and take a running jump to a ledge with a pole. Climb the pole facing the twin streams of falling sand, and when you get above them back flip onto a flat ledge. Pull up N onto a higher ledge, triggering another earthquake, reverse roll and take a running jump to grab the S ledge. Pull up, run forward while staying left to avoid the boulder, vault up and continue forward along the left wall as debris falls from the ceiling, but then cross over to the right side to avoid more falling debris.

 

Pull up W as Lara's theme music plays and walk toward the light. Stand a bit left of center at the edge of the pit and take a running jump to grab the other side as more ceiling debris falls. Pull up and run forward for some nice concluding visuals.