SIBERIAN EXPEDITION

 

Levels by TombExplorer

 

Walkthrough by Phil Lambeth. Video walks have also been provided by Doggett TV, by XenosagaLFX (new to me), by Saki Croft and by Steven3517.

 

 

Level 1: ABANDONED BASE

 

Slide down into a small pool and wade out to find you can choose between three possible routes. Start with the NW opening, where you'll find a large medipack in front of the column. Exit and run alongside the pool over to the E opening and follow to the end, where you can collect a small medipack, flares and uzi ammo. On your way back, look left near the iron bar fence for a Journal Entry. Finally, go over to the NE opening  and you'll soon come to a fork in the road, so to speak. Hop up E into a small side cave and pick up flares next to what appears to be a door to the armory. You'll return here later after you've found the necessary card.

 

Exit, turn right and continue N toward the roars of an enraged polar bear. Step out onto a rock bridge, jump to nearby slope, slide and grab and drop to the floor. Shoot the bear and go up W to find ROPE next to a skeleton. Get back up to the rock bridge by jumping N to grab a crack in the column, then pull up at the corner, turn around and stand jump to grab the bridge. Run across and continue E to a closed door you can open by pushing the button. Step inside, shoot several rats and note the keyhole to the left of the doorway. Shoot the boxes in the NE corner and pick up the HOOK.

 

Exit past the rock bridge to the beginning pool, turn left and go through the E cave to that iron bar fence on your right. Combine the Rope and the Hook to form the GRAPPLING HOOK. Place it on the fence and a brief flyby shows a lowered rope while the RED BASE CARD is being added to your inventory. Exit to the pool, go back into the NE cave and use your card to gain entry to the armory. Go inside and help yourself to a large medipack, GOLD INGOTS for SECRET #1, the M16 with a PDA Entry, uzi ammo and M16 ammo in the NE corner. 

 

Exit the armory, turn right and follow across the rock bridge and into the building where you found the Hook, hop up into the window, shoot the glass and hop down the other side. Pick up the YELLOW BASE CARD near the campfire and continue along to trigger a flyby through a wide open area.  Head S toward the large opening and pause between the two ice columns for a large medipack. Enter the open area and stay left between the wall and a building for another large medipack and greet the vulture that may have arrived by now. Go back and this time stay right along an icy rooftop.

 

Hop down to a lower section at the S end and take a running jump across the gap to grab an opening in the next building. Pull up and run forward along the tracks and over some hammer and sickle tiles to find a small medipack in the SE corner just past a pipe. Face the center of the S wall and jump up while firing to shatter a grate. Pull up there, crawl to the other end and shoot another grate. Take a running jump onto a block in a pitch-dark room and pick up the CORRODED KEY. Go back N to the previous room, backtrack along the rooftop and return to the cave tunnels. You may encounter another vulture along the way.

 

Turn left at the campfire, go through the window opening, hop down and loop around right to use the Corroded Key in the keyhole you noted earlier. Enter a small office, shoot the box for flares and pull down the wall switch to open a door just outside the office. Exit to the SE corner and go up a short ramp to find a pushblock to your left. Push it down into the next room and move it S so that you can climb on it and shoot both sections of a triangular grill high up in the wall. Stand jump to grab the opening, pull up and crawl a short distance. Flip out the other side, light a flare and pick up automatic pistol ammo, the AUTOMATIC PISTOLS with a PDA entry and JADE INGOTS for SECRET #2.

 

Return to the previous room, run across and pull up in front of the N opening. Hop down near the campfire and follow the tunnel back to the wide open area. Take the same path S that led you to the Corroded Key earlier and when you reach the hammer and sickle tiles look to your right for an important Journal Entry. Scroll to the end for some important clues concerning your next task. Go W and turn the valve wheel to change the red light to green. Reverse roll, loop around left at the tiles and find a floor hole with a ladder. Climb down to a lower area guarded by a soldier and a dog.

 

Grab the flares in the SW corner and go into the S side room for more flares to your left. Turn the gear handle (nice animation) to hear the sound of rushing water and climb the ladder back up to the higher level. Return to the hammer and sickle tiles and go to the E end to turn the valve wheel. Hmm, the red light stays red, so turn the wheel again. Okay, now it's green, so climb down the ladder once more, go to the S side room and turn the gear handle again. This time you get a brief cut scene along with the sound of rushing water. A flamethrower is headed your way, so reverse roll while drawing a weapon and kill him quickly before he has a chance to open fire.

 

Continue N under the arch and use the Yellow Base Card to open the door. Shoot two rats inside and go across the bridge to pull down a wall switch that presumably disables a sentry gun. The water here is safe, so jump in on the W side and swim through the narrow opening. Wade out, shoot a rat and pull down the wall switch to open the door to your left. Before going through, go around and hop over the water for the BLUE ENERGETIC CYLINDER. Go through both opened doors to the outdoor area, turn left and just past the burning barrel turn left again, run between two buildings and find automatic pistol ammo near a skeleton at the rock wall.

 

Go back, shoot the window in the E building and hop inside. Look for uzi ammo and a small medipack near the crates, push the S wall button to open a short cut door to your left, pull down the E wall switch to open a trap door in the alcove to your left and climb the ladder to a section of the roof where an armed baddy and a flameblower are waiting. In the hallway where the baddy was stationed you'll find flares at the S end and a closed Stalin door at the N end. Go up the S ramp where the flameblower was and turn right toward the disabled sentry gun to find more flares. Opposite the sentry gun in the E side room are a small medipack, a large medipack and M16 ammo on the window ledge. Go past the nearby opened door into a larger room with pulsating lights.

 

Pick up the M16 ammo, automatic pistol ammo and uzi ammo lying near the skeletons, a small medipack in the SW column crack, grab the Journal Entry at the SE corner and examine it for tips on how to open heavy metal doors. The three globes scattered around the room are pushpieces, so move them as follows: (1) SE globe: two times W and one time N, (2) NE globe: two times S and one time W and (3) NW globe: four times S (opposite the doorway) and 2 times E. Go to the control console via the opening near the SW corner, grab the flares and the YELLOW ENERGETIC CYLINDER and shoot the S fuse box cover. Pull the wall switch for a brief cut scene of a door opening, go back around to find that blue sparks are sputtering along the pushpieces and exit W to the rooftop area.

 

Turn right at the sentry gun, return to the floor hole where you encountered the armed baddy earlier, climb down the ladder and go through the S short cut door. Turn left, run toward the railroad tracks and turn right past the opened door to find another Journal Entry near two fuse receptacles. Place the Yellow and Blue cylinders and you hear some sputtering noises but nothing else seems to happen. Go back through the short cut door and climb the ladder to the upper roof area. Loop around left to find that the Stalin door you noted earlier is now open. Go inside, grab the flares and push the floor lever to turn the light from red to green and hear the sound of heavy machinery.

 

Return to the railroad tracks at ground level and see that a cart has arrived. Hop onto the adjacent block for M16 ammo, go around the cart to face W and press a button to trigger an impressive flyby. When camera control resumes you're standing near the flaming barrel outside. Turn right and run W toward a spinning fan. Hop into the opening created by that super weapon and pick up the DUAL UZIS with a PDA entry and IRON INGOTS for SECRET #3. Hop back out, loop around right and climb the ladder to the higher rooftop level.

 

Head E toward the sentry gun but turn left right after you've vaulted up onto the short wall. Drop down next to the column onto a crate for a small medipack, automatic pistol ammo and uzi ammo. Pull out, go left toward the sentry gun and turn right into the S opening. Step forward to trigger two cut scenes. At the end of the first one Lara appears to step on a land mine. The second one features an approaching baddy. When camera control is restored Lara is being fired upon by a quintet of baddies, so draw a weapon while searching frantically for cover.

 

There's at least one more baddy perched on an upper ledge. You can either try to target him from down below or meet him at close quarters by climbing the crate near the S wall and pulling up N. Search the small box nearby for the REMOTE TNT and the DETONATOR KEY. Get back down to the cavern floor and head over to a niche in the S wall SW of the crate. Place the Remote TNT in the receptacle, use the crate to climb back up again and jump over to where the baddy was perched. Stand in front of the plunger facing S and use the Detonator Key to explode the TNT and flood the area.

 

Before jumping into the water, target and shoot as many fish as you can (I didn't try to count them, and their bodies disappear when they die). When the coast seems relatively clear, jump into the water and swim through the S opening. Turn right into the W opening where you'll attract the attention of another school of fish. Stay left, fight the current into the grotto and turn left into another diamond-shaped opening. There's no current here, so swim forward past some icy columns and find a place to pull out left. You can jump NW back to the nearest column for a small medipack if you wish. There's another small medipack on the lake floor next to a skeleton below the middle ice column, but it may require more time and effort than it's worth unless you're looking for maximum pickups. In any event, when you're ready, slide down E to be carried to the next level.

 

Level 2: LOST CITY

 

A Journal Entry is added as you slide down. Jump near the bottom to grab a ledge and pull up for automatic pistol ammo. Drop and slide the rest of the way down. Next to the nearby skeleton you'll find more automatic pistol ammo and a large medipack. Go W, jump into the water and swim N until you're able to surface and pull out at a huge underground cavern. Run toward the central raised slab for a Journal Entry that gives you some pointers about how best to proceed in this area.

 

Continue N toward that lake of molten gold you see in the distance.  Go around left, take a running jump to the central island and jump across to the jutting ledge. Turn right and jump E to a flat spot and step forward for a large medipack. Return to the jutting ledge and jump W to another flat spot. Walk around the corner, face NW and take a long running jump down to a jutting ledge. Walk S and at that large crystal take another long running jump down W to a flat spot at lake level. Stand jump to the nearby island and stand jump again to a higher flat spot on the rock. Walk up to the apex, jump straight up to grab the edge and pull up to the top.

 

Walk to the W edge, look down to make sure you're directly over a springboard tile and save your game. Run off the edge onto the tile and keep the action key depressed as you bounce off and grab the higher ledge. Pull up, turn right and jump N over the gap. Follow the ledge around to your right until you come across a skeleton with a nearby small medipack and M16 ammo. Go back the other way and follow the ledge along a clockwise path until you reach another skeleton with flares.

 

Turn around and follow the long winding rock bridge in a generally counterclockwise direction until you reach what looks somewhat like a missile launching pad. Vault up onto it, pick up the automatic pistol ammo, face S and jump up to grab the ledge. Pull up and loop around to your right. Jump N over the gap and for a modest but difficult ammo pickup go around to your right as far as you can. Save your game for a tricky running jump curving left around the corner to land on a flat spot next to a skeleton. Pick up the uzi ammo, and if you're unable to make the jump back (as I was), just return to the "launching pad" and make your way around again.

 

This time turn left at the N wall and follow the ledge W until you can go no further. Drop down and continue W along the lower ledge until you reach a wall opening to your right. Jump into the water and swim toward the crystals until you reach a spot where you can surface and pull out. Follow the tunnel to a clearing of sorts and hop onto the short block jutting from the far wall. Jump to grab the higher column with the crystal, pull up and line up for a running jump N without grab to land on a higher ledge. Make your way around clockwise, jumping as appropriate, until you reach a boulder. Push it over the ledge to trigger a transitional flyby.

 

When camera control is restored, Lara is standing on a block next to a flaming pit. Run straight forward and take the CRAFTING RUNE from the plinth, along with a PDA entry explaining its function. Go around the pit and search the three other blocks for automatic pistol ammo, uzi ammo and an Aetherium Chunk that can be transmuted by the Crafting Rune into one of two kinds of ammo (your choice). Head S through the opening and take the QUARTZ INGOTS from the central plinth for perhaps the easiest secret you'll ever find (SECRET #4).

 

A door opens S, so go inside and loop around left for a Journal Entry that tells you a little about that flaming pit. Make your way along the stream of molten gold in zigzag fashion with running jumps to flat spots and floating islands, but continue with a running jump off that smaller second island without stopping, or it will explode and kill you. When you reach a ledge alongside a building, light a flare and go inside to find automatic pistol ammo in the near left corner. From the opening, take a running jump S to land on the far side of the nearest island, slide and jump with a right curve to the corner of a ledge against the building in the molten lake. Vault into the opening and hop down to find the ARENA KEY on the central plinth. There's an easier way to get this key, as described in the next paragraph.

 

Pull up into the N opening, jump NW to the rock structure, hop to the ledge and go to the E end. Jump to the rock structure, hop up to the NE corner and pull up (action and up arrow keys only) onto the wall. For a couple of pickups, go W and jump over to the roof of the next building. Take the flares from the skeleton and continue to the S side (watch out for the floor hole near the W side) facing the next building. Take a running jump SW to land on a rock ledge and walk onto the roof for a large medipack. You could now drop down from the E side onto the rock ledge and get the Arena Key documented in the paragraph above. Stand at the corner facing NE, stand jump down to the rock island, slide and jump to the N ledge. Return E to the top of the wall as you did earlier and enter the nearby building.

 

Note for later the ladder in the left corner, exit and go out to the S edge beyond the crystals and save your game. You need to make your way along the column tops, but you can't linger on any one of them or you'll catch fire and die. Take a running jump to land on the left side of the lower column, turn right and take a running jump W to grab the higher column. Shimmy right around the corner, pull up and take a running jump S to grab the next column, pull up and take a running jump to land on the ledge surrounding the next building. Go around left and cross the bridge W to the next building.

 

Go around left again and continue along the ledge to a crystal garden. Enter the S opening and go around to the NW corner for a small medipack. Locate the ladder SW from the opening and climb down the corner floor hole to a dark room with a feeding trough and a closed door. Push the hard-to-see button between the two to open the door and enter what appears to be a stable for sheltering domestic animals. Note the closed door near the NE corner, go through one of the N openings to see another closed door and finally enter the W side room and vault into the window.

 

Stand jump down to one of those explosive tiles floating on the molten gold and immediately follow with a running jump into a basement area guarded by a giant spider. There's a ladder in the near corner to your left; to open the overhead trap door push another hard-to-see button in the S wall opposite the entrance. It's timed, however, so climb up quickly and drop down onto the trap door when it closes. Note the nearby wall sconce, pull into the nearby window for flares and go around to find a small medipack at the NW corner. Pull up into the S window, hop down the other side and climb the E ladder to the roof.

 

Go over to the E side and safety drop to the ledge below at the cost of some health. Go across the bridge to the E building and follow the ledge around to that crystal garden. Stand at the N edge facing S, back flip onto the slope in the molten gold, slide and jump to grab the S opening. Pull inside and hop down to another section of the stable. Push the button to open both the S door and the other door inside the larger area that you noted earlier. It's near the NW corner, so go there and enter a small room where you'll find a second ARENA KEY. Grab the flares next to the skeleton and exit to the S side room. Climb the ladder past the ceiling hole and back flip to the upper room you explored earlier.

 

Exit NE to the crystal garden and go to the N end, to that part of the ledge jutting out a little closer to the N building. Stand a bit to the left of that fence with the iron bars and take a running jump to grab the far ledge at the lower corner of the next building. Pull up and run forward to find a Journal Entry SE of that central floor hole that's now blocked by a force field. Read the entry for information concerning four upcoming trials and note the buttons on the four truncated pyramids surrounding the floor hole. You can see a connection between the two, and it doesn't appear to matter what order you choose to face these trials.

 

S Button

 

Light a flare, press the S button, listen to what sounds like someone either gargling or clearing his throat and watch a brief cut scene before the start of a 45-second timed run. Turn right, then make a quick left and continue with a running jump S to grab the ledge surrounding the next building. Pull up, turn right and sprint to the NW corner. Take a running jump down to the low block in the molten gold, stand jump up to the left side of the taller block ahead, turn sharply right and continue with a running jump onto the next column top and continue without stopping onto the N ledge with the crystal garden. Run through the opening ahead, turn left and climb the ladder to the roof. Your flare has probably gone out by now, but it doesn't matter. Pull up, turn right and take a running jump toward the bobbing red light you saw in the cut scene. If you don't reach it before the timer runs out, it will disappear and you'll have to try again. If you reach and run into it in time, you'll hear a high-pitched sound that indicates success.

 

You can't go back the way you came, and the return trip is rather tedious. Take a running jump S to grab the roof of the previous building, pull up and climb down the ladder, exit to the crystal garden and take a running jump to the left side of the S column. Turn right and quickly take a running jump to grab the higher W column. Shimmy right around the corner, pull up and take a running jump to grab the final S column. Pull up, take a running jump down to the ledge of the S building, go around left and cross the bridge to the E building. Follow the ledge around left and stop about halfway down. Turn left and repeat the running jump to grab the lower corner of the N building. Pull up and run forward to face your next trial.

 

N Button

 

Press the N button and after the cut scene you have 30 seconds to find and run into a bobbing green crystal. Reverse roll and follow the same initial route as for the first timed run by running diagonally to your right. Jump the gap and grab the ledge surrounding the S building, pull up and follow the ledge around to your right, sprinting where possible, past the bridge and around the next corner. You can see the green crystal ahead, so jump down toward the corner of the building, stand jump due S onto a flat spot, stand jump again and run into the crystal. This time it's possible to use the same route to return to the button structures, so do that.

 

E Button

 

Press the E button and wait for the cut scene to end before embarking on a timed run of fully 80 seconds. Your goal is a bobbing purple crystal perched on a nearby rooftop. Follow the same initial route as for the previous timed runs, and when you take a rolling back flip and sprint diagonally left toward the S ledge in preparation for your jump to the next building you can see the target crystal in the distance. You've been there before, but now you need to get there in a hurry, and you'd be wise to have a flare lit at all possible times.

 

Jump across to the ledge surrounding the S building, but this time go left and not right after pulling up. Run past the crystal garden into the opening, run diagonally right and into the SE floor hole with the ladder. Reverse roll upon landing and turn left right after going through the opening that leads to the stable. Hop into the W window opening, stand jump down to the explosive platform down below and continue with a running jump into the dark basement. Run forward and push the wall button to your left, opening the timed trap door above the ladder you remember having used before, go back left and around the corner to climb the ladder.

 

Take a rolling back flip when you clear the opening, loop around left and hop into the S window opening, hop down to the terrace and climb the wall ladder to your left (although you can save valuable seconds by jumping directly from the window opening to grab the ladder). Pull up onto the roof, turn left and run into the purple crystal. 

 

For a short cut back, go to the E end of the roof, safety drop near the bridge and go across to the next building, go around left and jump to grab the lower left corner of the building with the button receptacles.

 

W Button

 

For your final trial, you need to locate and run into a blue crystal, and you have 40 seconds to do this. Press the W button, wait for the usual cut scene to end and turn left to make your customary jump S to the ledge surrounding the next building. Turn right, run to the corner and jump down to the low block in the molten gold. Stand jump to the left side of the next block, turn right and take two running jumps in succession to the ledge with the crystal garden. Run to your right along the ledge and at the corner jump down left to a lower crystal garden. Swerve around right to take a running jump onto the right side of the explosive platform in the molten gold, swerve left and take another running jump toward the blue crystal.

 

Your successful completion of the four trials will trigger an impressive flyby through the environs. Upon its conclusion with the opening of a gate, go back the way you came to the lower crystal garden. Take a running jump from the SW corner to the ledge surrounding the red building, follow around to the SE corner and jump over the molten gold to the rock ledge at the corner of the next building. Pull up to the higher ledge as you've done several times already, go to the S end facing the columns and save your game.

 

Take one step back from the edge, hop back and take a running jump onto the first column. Stand jump onto the right side of the next lower column, turn left and stand jump with a left curve onto the block below. Turn left some more, stand jump onto the first of two vanishing platforms, stand jump to the second one and continue with a running jump to where the gate opened. Save your game again before entering.

 

The gate will close behind you and Voldinok, High Shaman of the Temple (no relation to Voldemort, I assume), will be unleashed. Your best strategy, according to the builder, is as follows: Yellow crystals will spawn around the rocks in this area, and getting on them not only heals you to the maximum, but it makes you invincible to enemy fire for many seconds. Also, be aware that while you're concentrating on Voldinok, his clones will spawn here and there, and firing at them has no effect. To tell the difference between the real and the fake, note that the fake clones are transparent and avoid wasting ammo on them. The declining health bar at the bottom of your screen keeps you advised of how you're doing with Voldinok. When he dies, there will be an explosion while gates lift all around you.

 

Jump to the central platform, pick up an Aetherium Chunk, M16 ammo and Khatral ammo, then hop down into the shallow and pick up RUBY INGOTS for SECRET #5. Jump over to the S ledge for the KHATRAL, a new weapon with certain advantages outlined in your PDA entry. There's nothing more to do here, so exit SW and repeat that harrowing trip across the vanishing platforms and the time-sensitive column tops. But this time, when you reach the third column top don't continue N as before but turn left and take a running jump to grab the W column. Shimmy right around the corner, pull up and take a running jump to grab the S column. Pull up and take a running jump down to the ledge of the next building.

 

Go around left to the bridge, cross over to the next building and go around right to find a ladder in the E wall at the corner. Climb up to the roof and run forward to find a small medipack in the midst of three clustered skeletons. Head NW from there to find more skeletons hoarding flares, automatic pistol ammo and uzi ammo. Go to the E side, safety drop near a crystal garden at the cost of some health, jump down E from the other side to a lower crystal garden and take a running jump from the NE corner to a flat spot on the rock ledge.  Vault up right and go up the huge S steps to find a Journal Entry near the closed gate. Read it for hints related to your upcoming encounter.

 

Insert your Arena Keys in the receptacles on either side of the gate to open it, then step inside to trigger another brief cut scene. When it's over you're confronted by Xord the Hammergod, Gluttonous Blacksmith of the Furnace of the Gods. Unlike other hammergods, Xord is not impervious to enemy fire, so draw your most powerful weapon to bring down his health bar while doing your best to avoid the ripples from his deadly blows, not to mention the spear pits and four giant scorpions that join you in battle.

 

When all is quiet, step into the blue sphere that has appeared in the center of the room, and you'll be transported to an upper ledge. Go to the W raised slab for AZURITE INGOTS and SECRET #6, then go over to the E raised slab for the ZORAK, the mother of all weapons as described in its PDA entry. Hop down from the ledge, light a flare so you can see where you're going and head up to the E wall where you'll find a small medipack, a large medipack, an Aetherium Chunk, automatic pistol ammo and another small medipack, in that order from right to left. Go back down to the railing and circle around this huge amphitheater until you can go up to the W wall for flares, uzi ammo, Zorak ammo, M16 ammo and more flares, in that order from right to left.

 

Now that you've collected everything, exit N past the opened gate, go down the huge steps and turn right to go up the huge E steps. Turn left at the central slab and run N toward the river of molten gold. Take a running jump to the island, take a running jump NE to the ledge jutting from the rock wall, follow the ledge left and take a running jump N to a flat spot, walk around the corner and stand facing the N island with a central crystal. Slide down to the springtile and Lara will bounce off to glide down to the island with a modest loss of health.

 

Take a running jump NW to the next island, walk past the crystal and take another running jump W to land on a jutting flat spot. Walk past the crystal and jump NW to another flat spot, jump over to the larger central island and jump N to what looks like a broken column. Walk around the column to the right and jump to a flat spot on the "shore." Walk around the short structure, face E and stand jump onto the springtile. Bounce off and grab the top of the broken column. Pull up and walk forward to pick up the CORRUPTED CRYSTAL'S SEAL.

 

Turn left to face W, hop back, slide and grab, safety drop to the ground and jump back to the central island. Make your way W with jumps as appropriate to reach the island with a stone structure featuring red-striped walls. Go around to the right and pause at the opening for the CORRUPTED CRYSTAL and a Journal Entry that provides information about your most recent pickups. Combine the two, step inside the enclosure and place the CONTAINED CORRUPTED CRYSTAL in the harp-like device to elicit a brief burst of light.

 

Hop E over the fence, angled left or right so you won't land in the molten gold, and note the frenetic activity taking place on the large island ahead. Make your way back there and run into the bright yellow light to be transported to a dark hallway. Run down the steps and stop at a ledge overlooking another lake of molten gold. Save your game. Stand jump onto a slope, jump immediately over a springtile, slide and jump near the bottom of the next slope onto another springtile. You'll bounce off and land safely on the ledge surrounding the N column. Walk left, stand jump NW down to a column top, continue with standing jumps in a counterclockwise direction until you reach a rock island.

 

Jump to the rock ledge against the red wall and follow the ledges around, jumping as appropriate, until you reach an opening in the E wall. Run down the hallway past an opened gate to a raised structure. The gate closes behind you, shutting you inside. Go around the structure, face W and stand jump onto a springtile that brings you to an upper ledge. Note the blocked S entrance, hop to the N opening and face a gauntlet of revolving flamethrowers. Time your way past the first pole on the right side and loop around right to find a wall switch (cut scene of the blocked entrance).

 

Time your way across to the W wall, progress NW and find another wall switch (2 of 5). Continue N along this side of the room, go through the opening down a ramp toward more rotating flamethrowing poles and loop around right to go up the parallel ramp to find another wall switch (3 of 5). Go back N down the ramp, time your way to that central hole and hop down  to find another wall switch (4 of 5). Jump up to grab the opening, and when the coast is clear pull up and run toward the N wall. Pull up onto a block for an Aetherium Chunk, turn around and hop down to find a wall switch on the left side of the column (5 of 5). A gate lifts at the blocked entrance, so make your way carefully back there S past the flameblowers (it may help to use that central hole as a refuge).

 

Hop the ledges to the opened gate and step into a dark room. Grab the small medipack and automatic pistol ammo from the skeleton, pull down the wall switch on the back side of the column to open the nearby E gate and go there. Approach the plinth with the sputtering yellow light and take the TAINTED KEY to be transported to a section of the molten gold lake that you navigated earlier. Begin by jumping S to the small ledge and work your way clockwise around the wall with appropriate jumps until you reach the staggered blocks near the N wall. Use them to reach the column with the surrounding ledge, go around the left side and jump E to the ledge on the next column.

 

Walk around left, find the ladder and climb up to a higher ledge. Jump across W to the column cap for a large medipack and walk up to the W edge. Light a flare and take a running jump to the right of the column ahead. You'll land on a flat spot, so walk around the column and jump over to a ledge near a wall opening. Just inside to the left are flares. Continue past the opened gate to a slope leading down to a deep pit. The following sequences take much longer to describe than to play, so save your game now, light another flare and slide down to trigger a brief cut scene. When camera control is restored don't stop to look around, as a spike wall is coming at you from your right.

 

However, you can't simply turn left and run along the transparent floor, as there are gaps along the way. Turn diagonally left to face SE and take a running jump to land on a barely discernible platform (that's why it was necessary to light a flare before beginning this sequence). Stand jump in the same direction to the next platform. From the right corner stand jump SW to the next platform, take a running jump SE to the next platform followed by a running jump SW to the final platform and a running jump into the S opening where everything turns pitch dark as the gate closes behind you.

 

There are two packs of flares next to the skeleton. You can see a shimmering plinth beyond the W gate, and your only path forward at this time is through the E opening. You have more spike walls to deal with, so save your game again. Walk forward into the darkness until you reach an invisible edge, stand jump for a remote camera shot of what lurks behind you, then sidestep left and take a running jump NE to start the fun. Turn right at the wall and take another running jump across to the S platform, turn left and stand jump NE to a platform strip running along the center of the room. Take a running jump from the end of it NE to the next platform, and from there take a running jump SE to a platform just around the corner. If you're lucky you'll land past the trigger tile that triggers the next spike wall, giving you a rare opportunity to save your game in a different slot and catch your breath before proceeding. The builder, however, tells me he plans to update the level to eliminate this lagniappe

 

Face S and walk to the end of this strip. Jump SW to the next strip, walk to the end and jump SE to the next strip. Finally, walk to the end and jump SW around the corner onto the next platform. At this point my luck ran out and the next spike wall was triggered. Follow the same pattern as before, jumping from one side to the other until you near the far wall. Take a running jump across the gap to trigger the next spike wall. Turn right and take a running jump to the platform near the left wall, stand jump forward to the next platform that's against the wall, turn right and take a running jump to the platform against the other wall, take a running jump to the platform in the middle of the room, a running jump slightly to your left followed by a running jump into the opening. Everything turns black again, so light a flare and go through the W opening.

 

Approach the plinth with the sputtering blue light and take the KEY OF PURITY. Go to the E opening that overlooks the lake of molten gold, turn left and take a running jump slightly NE to grab a ledge between two columns. Pull up and go around to face E. Take a running jump to the column cap, grab if necessary and pull up. Jump E to the column ledge, hang from the other side to find the ladder and climb down to the lower ledge. Go around right, jump W to the next column ledge, turn right and take a running jump into the N opening. Use the Tainted Key and the Key of Purity to lift the gate and go on in.

 

Pause at the second raised slab for flares, continue to the central raised slab for an Aetherium Chunk, and further on you'll find a large medipack on another raised slab. Approach the N opening where you see those rolling knife-edged wheels and stand at the edge to note a fifth rolling wheel down below. Wait for the first wheel to roll by to your right, stand jump to its bridge, wait until the second wheel rolls by and stand jump to its bridge. Continue with running jumps along the third and fourth bridges, swerving as necessary, and land inside the far opening. Step forward to trigger two consecutive flybys where Lara shoots a bell and a gate lifts to reveal a multi-handle wheel.

 

Go to the back wall to find a small medipack, automatic pistol ammo and M16 ammo next to the skeleton. Return to the S ledge facing the rolling wheels. This would be a good time to use the Crafting Rune to transmute the five Aetherium Chunks you've accumulated, assuming you haven't already done so. As already stated, you can choose between the Zorak and the Khatral, each of which has its own unique qualities. When you're ready, get across the four bridges with appropriately timed jumps as you did before. Draw your weapon of choice and step forward into the S opening to trigger a flyby that introduces Fjodor, Leader of the A.V.A.L.A.N.C.H.E., and his minions.

 

After you've cleared the area, go across the room past the S gateway and take a running jump to the column ledge. Turn left, jump to the other column ledge and go around to climb the ladder. Jump the higher column ledges around to the W opening as you did earlier, but this time go past the opening and jump S to the next column ledge. Take a running jump E to the ledge on the left side of the next column, walk around to the E edge and take a running jump SE down to the slope so that you land on it facing S. You'll slide onto the springtile you jumped over earlier, bounce off and glide up into the S opening.

 

Deal with the baddy who steps forward to confront you and continue up the steps toward the yellow light. Run through it to be carried back to the river of molten gold you navigated earlier. Turn a bit left and take a running jump NE over the river to the flat ledge. Continue generally E along the ledges, jumping as necessary, until you reach the island with the central crystal. Face due S and take a running jump onto the springtile on the next island. If you manage to reach it without sliding back into the molten gold, you'll bounce off and land on a higher ledge next to a "goldfall." Follow the ledge and shoot the baddy running around in circles on the central island.

 

Jump to where he was and continue with another jump to the ledge on the other side. Continue to a courtyard you saw in an earlier cut scene, go through the E opening toward the wheel with many handles and go around it left as if turn it to complete this part of your adventure. Hit the escape key to continue.

 

Level 3: BLUE FOREST

 

Run forward E to find a Journal Entry advising that your goal in this level is to locate the Aetherium Fortress (and the nature of the difficulties you're likely to encounter during this quest). Continue E toward those stone structures in the distance. When you reach the first one, go up right to the SE corner and pull up (action and up arrow keys only) to the top. Hop N onto the column top and take a running jump E to grab the jutting block.

 

Take a running jump slightly NE into the darkness and hopefully land on the stub of a tree limb. Walk forward and stand jump NE up to a higher ledge. Take a running jump E to a longer but lower limb, walk forward and stand up NE onto a higher limb, walk forward and pull up E. Turn right, hop over the obstruction, turn right again and take a running jump W to grab the limb of the next tree. Pull up, take a running jump to the next tree N, jump down NW to a lower limb and take a running jump to grab a broken column in the N wall. Pull up for an Aetherium Chunk and stand jump back to the previous limb.

 

Take a running jump S to land on a lower limb of the next tree, repeat the moves described in the previous paragraph to get to the E tree and around it to make that running jump to grab the limb of the W tree. Pull up, but this time jump to the SW limb and from there to a niche in the S wall where you'll find another Aetherium Chunk. Take a running jump (to avoid sliding to the ground) back to the previous limb, hop down NE and take a running jump to grab the jutting limb on the E tree. Pull up, walk forward and take a running jump down to that large opening.

 

Walk forward, hop to a lower ledge and look over the edge for a flat surface you can run off onto. Take a running jump SE to land on a corner ledge, face N, stand jump onto a slope and you'll slide to the floor of this deep pit with a modest loss of health. Go through the E opening to another area. Enter the S alcove, back flip onto the slope and jump off to land on a corner block. Take a running jump NE onto the slope, jump off to land on a higher corner block, face N and jump to grab the next block. Stand jump W to the higher block, take a running jump SW to grab the next block, pull up and stand jump E, and finally stand jump NE from the back left corner to grab the last block, pull up and go through the triangular opening.  

 

Run forward a bit and turn left through the N opening into an open area. The spider web ahead gives you a hint of what's to come. Draw your weapon of choice and run around the columns and spider webs until you start to hear the patter of not-so-little feet. A number of giant spiders will spawn as you roam here and there. I didn't stop to count them, but there were probably eight or more. When your wanderings stop drawing out additional arachnids, head N toward that shimmering blue light you can see in the distance.

 

Look for a Journal Entry on the surrounding ledge next to the clustered skeletons and run into the blue light to be transported into a building. Go through the N passage to the next room and step on the central trigger tile to awaken the surrounding jade warriors that come at you both from floor level and from up at the ceiling. There were at least eight of these as well. When all have been conquered, there's a brief flash of light and the way N is opened up. Run inside and this time deal with a paltry trio of jade warriors. Continue N through the next opening, ignore the passages to your right and left and get onto the bridge to trigger the sound of more awakened jade warriors.

 

They take a while to appear, so be patient. They'll all appear from the N, so that gives you something of an advantage. With that threat eliminated, proceed N and as you approach the ramp ahead another quartet of jade warriors will be summoned. A flash of light heralds their demise, so go up the ramp and into the hallway to complete the level.

 

Level 4: AETHERIUM FORTRESS

 

A force field prevents you from going back S, so run N past a number of dormant jade warriors and turn right into the E side passage. Run past more dormant jade warriors and come to a room with an Aetherium Chunk on the floor. At this point I suggest that you transmute all the chunks you've accumulated into your desired ammo. Go back W and continue past the open room into the far opening. This fortress is starting to become monotonous, so I won't keep mentioning the dormant jade warriors unless something changes. Run through the long passage until you reach a dead end. Turn right and run N to an open area with a sunken floor.

 

Look for a triangular crawl space to your left, get inside and crawl to a room with a small medipack, a large medipack and the AUTOMATIC PISTOLS. Pick up the Journal Entry and read it for hints concerning your upcoming task. Crawl back through the opening and turn left to continue N. When you reach the inevitable dead end, save your game and turn right into the E opening to trigger a series of flybys, resulting in the unleashing of Feynsos, Beast of Darkness, who somewhat resembles Cerberus.

 

Start firing at Feynsos immediately upon restoration of camera control and watch his health bar start to go down as he charges toward you. Run around the central platform to keep away from him, but avoid falling off the edge to your doom. You'll see a flash of light at some point, whereupon your adversary's health bar goes back up again. The reason for this is a yellow sphere that has spawned somewhere in the room to restore his health and make him invincible. You need to shoot and shatter that sphere before you can resume your battle, and to do that you need to get dangerously close to the platform's edge while staying far enough away from Feynsos so he won't push you over. Repeat as necessary (sometimes you'll have to deal with more than one sphere at the same time) until the spheres stop spawning, whereupon you can devote your full attention to Fenysos.

 

Don't become complacent when Fenysos finally dies. More flybys will be triggered while the one-headed dude on the throne comes alive to take over as Khazol, King of the Aetherium Abyss. You'll need to follow the same strategy as you did with Fenysos, only this time there are blue spheres to shoot and shatter, and there are lots of them. Moreover, jade warriors materialize to assist Khazol, adding to your woes. To get through this part successfully you'll need to bring your most powerful weapons to bear.

 

When Khazol and his assistants are vanquished, several Atlantean crawlers will spawn to take his place and prolong your ordeal. Finally, when the fighting is over a series of flybys will allow you to catch your breath before having to deal with Aetherium's Abomination, similar to the upper-torso monster encountered in TR1. While you're fighting him, stay away from the center of the platform. Before long concentric circles will start issuing from the center, drawing you to your death if you're too close. Fight your way toward the perimeter as purple clouds issuing deadly hammergod-type ripples appear in random fashion on the platform, forcing you to find refuge at a corner until they temporarily vanish so you can resume your battle. When AA finally dies with a roar, approach the center of the platform and a blue cloud will appear. Step inside and take the AETHERIUM CRYSTAL to finish the level.

 

Level 5: GOLDEN ESCAPE

 

Lara has been momentarily stunned but revives to check out her most recent Journal Entry. The Aetherium Fortress and the adjacent Blue Forest have been flooded with molten gold, and it's now time to leave this place.

 

There are two possible endings, one the builder calls the Good Ending and the other what he calls the Bad Ending. If you wish to try them both, save your game now.

 

Go toward the NE corner and jump onto the block. Take a running jump to the NE ledge and exit through the E opening. Continue to a raised slab with the AETHERIUM CRYSTAL'S SEAL. For the Bad Ending, skip the rest of this paragraph and continue as described below. For the Good Ending, combine the Seal with the Aetherium Crystal and return W to the former room. Jump back to the block and take a long running jump NW to the far ledge. Pull up two times toward Khazol's throne, go to the harp-shaped device behind the throne and place the CONTAINED AETHERIUM CRYSTAL to create a rotating blue light.

 

Jump back to the block and exit E as before. When you get to the raised slab, turn right and pull up onto the block to the right of the closed gate. Step forward, pull up higher and loop around left. Take a running jump onto the E corner block, stand jump N from the left corner down to an arched roof, take a running jump N from the apex onto a ledge in front of a triangular opening, proceed in a generally E direction past several openings until you reach the outskirts of Blue Forest. Hop down and you can now choose between two routes, an easy one pointed out by the builder and a harder one.

 

Easy Route

 

Take a few steps forward and turn left to see a triangular opening in the wall. Pull up into it, drop down the other side and reverse roll. Take a running jump slightly NW to grab the block. Pull up and take a running jump slightly NE onto a ledge. Jump down SE to an opening, go on through, turn left and pull up into the N opening.

 

Harder Route

 

Continue forward until you reach a now-gilded forest area. Take a running jump NW to a corner ledge, carefully turn and line up for another running jump without getting too close to the edge. Save your game and jump with a left curve around the corner onto a ledge. Head N past a red-herring opening to your left and pull up into the N opening.

 

At this point the two routes merge. Continue past a triangular opening and jump NE onto a block. Turn and take a running jump onto the N ledge, hop forward and down to a lower ledge on the other side. Line up for a long running jump down to that block you see near the molten gold, pull up N and go through the opening to face the trees you navigated earlier.

 

Jump down NW onto the platform, hop up NE to the base of the tree, stand jump NE to the flat part of the sloped limb and take a tricky running jump E (without touching the golden stream) curving right onto the lower corner of the next tree's base. Alternatively, you could hop up right onto the higher limb and take a running jump down to the next tree's base. Hop down NE to the adjacent root, take a running jump to the NW platform followed by a running jump to grab the W trunk. Pull up, run off right onto the adjacent root and jump to the NE platform. Stand jump around corners to the next two platforms and hop up W into the triangular opening, where you'll be transported to another familiar area.

 

Follow the ledge alongside the golden river until you reach the stone bridge. Go across and continue W toward that sputtering yellow light you see in the distance. Walk carely to the end of that pointed ledge jutting from the wall and take a running jump S to conclude your adventure. Hit the escape key and sit back to enjoy the ending sequences.