MAINLAND OF MAGIC

           

Levels by Bigfoot

 

Walkthrough by Phil Lambeth. Video walks have been posted by Saki Croft and by Steven3517.

 

 

Level 1: THE NIGHT FANTASTIC

 

Lara begins on a sand dune near broken railroad tracks in a TR1-like environment. She is weaponless, and her pistols are tantalizingly out of reach high up on a sloped corner block behind her. Follow the tracks N to the far wall and turn left into an outdoor courtyard with a fixed camera. Jump into the pool and swim through the jagged W opening to find uzi ammo near the N wall. Go across and through the rectangular S opening, loop around right and surface. Pull out to another fixed camera and use the nearby reach-in switch to open the stone door beside you. 

 

First, for a secret, go through the N opening to your left and look for a high crawl space beyond the column in the W alcove. Pull inside for SECRET #1, grab 2 x uzi ammo and get back down. Continue into the N side room and pull the central chain to hear the sound of a door opening. Return to the room with the fixed camera and go through the E doorway. Turn left and splash through the shallow water to the opening in the NE corner.  Go up the steps, turn right at the opening and up more steps through an opening in the fence onto a ledge overlooking the outdoor courtyard.

 

Hop up the ledge, face W and take a running jump to grab the crack on the left side of the obelisk. Shimmy left around three corners and release to activate a jump switch that lifts a nearby face door in the E wall. Get past the scissor blade trap at the entrance, grab the nearby flares, turn left and listen to the growls of a demigod waiting in the next room. As you have no weapons, hop up E, slide down and jump into the water before the demigod has time to react. Swim to the E wall and up through the ceiling hole. Pull out and find the chain in the fenced alcove. Pull it to lift two underwater stone doors, jump into the water and swim back W.

 

Pull out and quickly hop W up the sand dune into the next room. Jump into the small pool, swim N past the opening, turn left through the W opening, stay left for uzi ammo in the fenced alcove, go around either side past one of the the lifted doors and continue through the W opening. Turn left through the S opening and surface at the ceiling hole. Pull out into an ornate but empty room and hop up into the fenced window alcove. Turn around and stand jump to grab the jutting ledge. Pull up and back flip into a higher window with a spider web. Use the ledge to get across to the opening in the far wall and run forward to a fixed camera.

 

Take a running jump SW onto the ledge in the next room and go around left to pull up higher. Jump N across the gap, pull up left and take a running jump to grab the higher W block. Pull up, take a running jump S to grab a still higher ledge and follow to the highest part of the ledge for uzi ammo while you enjoy the panoramic view. Hop down S and make your way around left toward the outdoor courtyard with the central obelisk. Slide down to the SW corner where you see a lone plant, safety drop from the corner and enter the S crawl space for SECRET #2. Grab the large medipack, shotgun ammo and uzi ammo, exit and slide down to the ground.

 

Hop up two times W to the higher opening and slide down to where the stone door lifted earlier. Go on through to a familiar area, run through the fixed camera and hop up onto the raised NW block. Pull up into the N alcove and take a running jump to grab the S ledge. Pull up and go around left as you did earlier, then continue in similar fashion toward the high dunes overlooking the outdoor courtyard. This time, continue E along the right side of the courtyard past a lone block until you reach the SE corner where you can see another open area down below. Take a running jump across the S gap to the far ledge. Go around to the SE corner and drop from there to grab the wall crack below.

 

Shimmy right around corners until you can go no further, drop and grab the opening below, pull up and follow around to the railroad tracks. Go up the tracks and turn left at the top to find an E opening. Stand right facing NE, stand jump onto the slope and back flip onto a stable ledge. Hop up SE and go around left for 2 x shotgun ammo and SECRET #3. Turn to face the tracks jutting out below and simply run off the edge to land on them. Safety drop from the E edge to land next to the PISTOLS you saw at the beginning of the level.

 

Stand jump onto the lower jutting tracks, enter the S opening for flares and safety drop to the ground. Follow the tracks N as you did earlier, turn left at the far wall into the outdoor courtyard and loop around right past the opened face door and the scissor blade trap. Continue past the NE opening where you can now engage the demigod on equal terms. When he dies he leaves behind the SACRED KNOT. Exit W to the outdoor courtyard and use the flat spots in the SW dune to reach the higher W opening. Slide down the other side, go past the lifted stone door and use the raised NW block once again to reach the ledge jutting from the E wall.

 

Turn to face W, find the alcove above the cat's-head design in the far corner and jump up and down while firing your pistols to shatter the small chest inside. When you succeed, a cut scene will show a face door being lifted somewhere. Continue the now-familiar circuit to reach the upper ledges with the panoramic view, and when you get to the outdoor courtyard turn left and follow the ridge N to another alcove bearing a cat's-head designed. Shoot the chest inside to lift another face door (it looks as if there's still at least one more to go) and continue clockwise around the outdoor courtyard to a block bearing the familiar cat's-head design. Hop into the hole behind the block and shoot the chest to lift what appears to be the last of the face doors.

 

Pull back out, retrace your steps W and S along the ridge, and this time turn right at the rock wall and run along clockwise until you reach the uzi ammo at the very end. Go back a little ways and find the opening in the E wall of the building. Slide down and look for a small medipack next to the fenced window. The opened face doors are at the N end, so go on through past another scissor blade trap and search the sarcophagus for another SACRED KNOT. Retrace your steps back outside and follow the upper ledges around counterclockwise until you reach the far E rock wall overlooking the outdoor courtyard.

 

Along the courtyard E wall are two gaps. Face E and hop onto either slope so that you slide down facing backwards. Grab the edge, safety drop to the ledge below and make your way to the SE opening that's covered by a spider web. Inside the fenced enclosure are two alcoves with receptacles for your two Sacred Knots. When you place them the E face door opens. Enter the next room and take the SACRED GEM from the plinth. As you do so, double doors open down below. Exit and either safety drop from the ledge to the ground or jump into the nearest pool.

 

The double doors opened inside the S passage, where you'll find more railroad tracks. Run past a mine cart and deal with the harpy that flies from around the corner ahead. Pick up the flares and drop down the hole to find the S crawl space. Enter and follow around to the right until you can stand up and walk out to your left. Follow the underground passage to a section of railroad tracks leading up to a room lined with columns where a remote camera will give you a view of a giant pyramid.

 

Go across the room to find a block near the NW corner. Use it to reach the roof supported by a row of columns and go around to the parallel roof. From the SW corner take a running jump in that direction to a flat corner ledge. Hop back, grab and drop to grab the crack in the W wall. Make sure you're positioned over the jump switch, then release to activate it and open double doors nearby. Exit W and follow around to a room where you'll find uzi ammo and the UZIS in the fenced window alcove. Proceed through one of the N openings to trigger a flyby through a partially flooded area near the giant pyramid.

 

Search the W end of the entrance ledge for a small medipack, then go down the central steps and into the water, swim forward slightly to your right and enter the narrow channel leading to a ramp where you can wade out and run up N to find an alcove with a receptacle for your Sacred Gem. You can place it now if you wish, but be aware that you still need to find and place a second gem at the end of the parallel NW channel. On your way back, just before you reach the water turn to face the E wall and jump up to grab a crack. Shimmy right until you can pull up into an alcove for SECRET #4. Grab the large medipack, shotgun ammo, uzi ammo, drop into the water, swim back into the larger room, turn right and pull out at the W end.

 

Run forward and jump into the water on the far side of the ledge, swim around the corner and wade out onto the SW steps. Go up to a hub section where'll you hear the flapping of a harpy's wings off to your left. Enter the small room from which it came and step on the central trigger tile for a cut scene of another room. Note the relative position of the three King Tut tiles (3, 2 and 4, counting from the left) and go across to the NW room where you'll find four chains and a row of four plinths. Pull only the two chains on the near left and the far right to light all four plinths and go around to the larger NE room.

 

Step only on the three face tiles mentioned above, and it's okay if you also step into the shallow trenches separating each row of tiles. The N stone door will then lift, so go on through and face an E passage with four lifted stone doors. You sense a possible trap, but nothing happens when you run past the lifted doors, so the doors were apparently lifted when you lighted the plinths. Just past the third door, drop down into the floor hole on your left and follow the underground passage to SECRET #5 with shotgun ammo and uzi ammo. Return, go past the fourth lifted door and hop up SE.

 

Climb the two N blocks and awaken a skeleton. Climb the final W block and jump over the gap to grab the shotgun ammo and the SHOTGUN, with which you can blast the skeleton off the edge. Continue S into the next area and jump the ledges around to the SW corner for more shotgun ammo. Go to the E opening and see a skeleton skulking about below. Deal with it appropriately and enjoy the panoramic camera shot of the vast pool area ahead. Follow the ledge around to your left to an E wall opening, hop down left and take a running jump to the lone block.

 

Hop up to the E ledge, dispatch another skeleton and jump the remaining ledges to the left side of the N bank (so you won't slide down into the water). Drop down through one of the floor holes ahead and run toward the slope toward a diabolical flame trap. Run past the flames near the top of their upward cycle and continue down the steps and around the corner to trigger a flyby previewing an upcoming timed run. Go up the steps to attract a harpy and note the death tiles on the floor ahead. Enter the side room to your left and step on the central trigger tile for a screen shot of the three tiles (two raised and one sunken) that you need to step on in making your way across. Pull the chain in the NW alcove to open generously timed double doors, and you should have little difficulty negotiating the death tile room and continuing E into the next area before the doors close.

 

The opening ahead leads to a room with three closed doors, so turn left and go up the N stairs to a frozen outdoor pool guarded by a demigod. Near the SW corner are receptacles for four Sacred Knots. Beyond the obelisk near the SE corner is an opening that leads to a room with four chains. Pull all but the near left (NW) chain and run back downstairs after grabbing the small medipack near the far wall. Two of the three doors in that E room are now open, so enter the one on your right and follow the passage to two more lifted doors. Enter the one on your left (W) and look left for a SACRED KNOT (1 of 4). Exit, turn left and run past the next lifted door. Follow around to find another SACRED KNOT (2 of 4) and return to the three-door room.

 

Go across past the N lifted door and follow around past another lifted door to find another SACRED KNOT (3 of 4). Go back upstairs to the frozen pool, enter the SE side room and this time pull all but the far right (SE) chain. Go back downstairs to the E room and find that the middle door has been lifted. Enter and follow around to a final SACRED KNOT (4 of 4). Go back up to the frozen pool, place the Sacred Knots to open the W door between the four receptacles and enter the next area. Get past two scissor blade traps and a spike trap, continue along the long passage and you'll reach a room with a grated floor underneath the frozen pool.

 

There are two chains in this room. Pull them both to lower a block and go to the opening in the N wall. Drop down to where the block lowered and go through the N passage to find a SACRED GEM on a plinth. When you pick it up a block is raised back where you dropped down, so go back and use it to climb back up to the room with the grated floor. As you pull up you see the timed double doors being opened once more, so exit SW and follow the long passage past the three traps you negotiated earlier to the frozen pool. Turn left and run past the N opening, go downstairs and into the W room lined with columns.

 

Make your way up the blocks and slide down the other side to the doorway with the flame trap. Get past the flames, continue up the sand dune and pull up through the SE ceiling hole. Jump S into the water and swim around W into the large flooded room. If you placed your first Sacred Gem earlier, swim into the narrow NW channel, wade out and find an alcove to your left with a receptacle for your second Sacred Gem. Otherwise, do the same thing in the narrow NE channel. When both gems have been placed a door opens in the room behind you, so go around through the central N opening and up the stairs past the opened door into a dark room with two openings. Go through either one to finish the level.

 

Level 2: THE TOMB OF MAGIC

 

After the opening flyby Lara's attention will be drawn to the mural in the wall off to her left, where one of the figures bears an uncanny resemblance to herself. Jump into the water and swim through two E openings into a room where you can pull out onto a block with an obelisk. Hop up to the E ledge and use the reach-in switch to lift a stone door. Use the obelisk block to get up to the W ledge for flares and take a right as you swim out of this room.

 

Follow the long N passage around the corner for uzi ammo and flip turn to go back the other way. Explore the perimeter of this flooded area at your leisure, realizing that you can surface at any time for air. Turn right at the S wall, dogleg left at the next wall, continue along the passage to a crossing and turn left. Stay left and you'll eventually come to a room with a central block that's too tall to climb. Nearby you'll find a small medipack, and if you swim through the N opening you'll be in an enclosed area with shotgun ammo and 2 x uzi ammo. Swim back around the tall block through the S opening and pull out W.

 

Climb the block to your left and jump over the gap to a ledge with a reach-in switch that lifts a stone door near the beginning of this level. Jump back into the water and swim E, then S, dogleg a bit right and turn left at the light-colored pillar. Pull out onto the low block, then onto the beginning ledge and go through the opened N doorway. Pause for a spare SHOTGUN and deal with two awakened skeletons. Continue through the next opening and follow the ledge past two lifted N stone doors into a room with a central fountain.

 

Use the fountain block to get across to the N side and go around the first column in the next room to see a sunken trigger tile. For a secret, save your game, face S and step on the tile to trigger a 50-second timed run. A force field also appears just below the surface of the pool for the duration of the timed run, making life easier for you. Run past the two opened doors, turn left and jump down into the shallow water, hop up onto the ledge and run past the E opening, turn right through the S opening to the beginning room and loop around right past the wall mural that so fascinated Lara. Hop down into the N channel, turn left around the corner and about halfway down pull up right into the opening opposite the reach-in switch you used earlier. Hop down N into the next channel, turn right and hop up E at the end for SECRET #6

 

Pick up the large medipack, shotgun ammo and uzi ammo, and either run or swim back W, pull out and follow the same route back to the beginning ledge that you followed after using the reach-in switch. Pull out, go through the N and W openings, follow the ledges past the two N lifted doors and use the fountain block to get over to the other side. Run past both columns into the next room and note the receptacle stand on the raised slab. Since there's nothing more you can do here at the moment, return to the trigger tile for another timed run of 50 seconds.

 

Once again, save your game, face S and step on the trigger tile. Run forward and jump into the fountain pool, but this time turn left and follow the E channel all the way to the end. Pull up and continue forward into the next room where there's a central trigger tile that opens three face doors ahead. Go through the SE one on your right and when you emerge you see a Pharaoh head over the opening behind you. This happens three times, as you'll see, and apparently using the correct routes has some significance even though the reason isn't made clear. If you've made good time so far, run NE to your left, and when you reach the wall with the three face doors hop up N into a hole for SECRET #7. Quickly pick up the small medipack, the shotgun ammo and the uzi ammo, reverse roll, hop back out and step on the central trigger tile to open the three E face doors. Go through the one on the left and note the same Pharaoh head design overhead as you emerge from the opening.

 

In the next room, step on the central trigger tile to open three underwater face doors, jump in and swim through the middle one into a partially submerged room (where you'll see the same Pharaoh head design behind you as you emerge). Surface and go up either flight of stairs toward the helix, step inside to be transported to a small room, and go through the door that opens in front of you. Run past three flaming plinths, jump into the water trench and swim W to a familiar room with the central fountain. Pull out N, and now let's go for a third timed run by using the same trigger tile.

 

Step onto the tile and run off S into the fountain pool, turn left into the E channel as before, but this time pull up left about halfway down and run past the N opening. Make your way through three connecting rooms, and in the last room pull up onto the central platform and take the ORNATE HANDLE from the plinth. When the timer runs out, jump into the water and swim through the S passages past the connecting rooms until you reach the far wall. Turn right and pull out N at the fountain pool.

 

Are we now done with timed runs? Apparently not. Step on the trigger tile to start the timer again, run across the fountain pool and pull out at the S end, go past the lifted stone doors and continue to the far wall. Turn left and follow the ledge into the next room, turn right and loop right in the beginning room around the familiar wall mural, hop down into the narrow N channel and follow it around two corners. Pull up right onto the W wide ledge with two columns and go around right or left into the back room. Slide down N to a lower room, pick up the UZIS and large medipack at your feet and pull up onto the block ahead.

 

When you pick up the PTALLAYA EFFIGY a flyby is triggered whereby a Lara simulacrum appears in an upper helix and two harpies are released to attack it and deplete your own health. A block is also raised at the far wall, so run there and use it to reach the second level bridge. Run across to the S end and pause along the way for a small medipack to boost up your health. Jump across the gap, hop up the slope, turn around and back flip onto the higher slope, jump off to grab the ledge and pull up to find a much-needed large medipack. Take a running jump across the gap to grab the ledge supporting the third level bridge, pull up and deal with the harpies while being careful not also to target the simulacrum.

 

Take a running jump with grab to land inside the W face door opening and climb the block at the other end of the passage. Turn around, pull up higher and go through the spider web opening into a room with a grated floor. Pull the chain on the raised platform to raise an escape block down below, exit through the NE opening and drop down to a passage. Jump to the helix ledge, retrace your earlier route to get back down to the floor, and on your way to the raised block hop down into a floor hole in the middle of the room. Crawl W and N for SECRET #8, grab the small medipack and large medipack and return.

 

Use the raised block to exit this area and jump back into the channel. Swim to the beginning room and pull out near the wall mural. Exit N and follow the ledges back to the fountain pool. Swim across, pull out N on the other side and run past the trigger tile into the next room. Combine the handle and effigy and place the GUARDIAN OF MEROE on the receptacle stand to lift the stone doors ahead.

 

Go through either opening into a vast new area you're now able to explore. The tongue bridge is for later, so drop down to the floor and go N past the statue on either side. Locate the S passage and continue to an underground room with two chains. Ignore them for now and loop around into the NW passage. Follow down to a room with nine sunken tiles and without stepping into any of them go to the N side room and step on the trigger tile for an overhead view of the sunken tiles. Note the three tiles bearing a Pharaoh head that you have to step on, return to the previous room and do just that (it's not necessary to jump from one tile to the other). The W stone door lifts, so go on through to face a reach-in switch. You can't use it because of the floor hole in the alcove, so drop down and crawl into an underground passage.

 

Follow around until you can stand up, pull out E for SECRET #9 and collect shotgun ammo, a large medipack, uzi ammo and a small medipack. Return through the crawl space to the previous hallway and run to the opening at the S wall. Note the floor below lined with death tiles and take a running jump to land on the slightly darker spider web tile in front of you. Take a running jump a bit SE onto the next such tile and hop up onto the block in the SE corner. Face W, stand jump to grab the higher spider web tile, pull up and take a running jump slightly NE onto the next one. Follow with a running jump NW onto the next one and jump up into the W window opening. Pull the chain in the side room to lift a block in the reach-in switch alcove.

 

Jump back to the previous spider web tile, face W and stand jump with grab to land inside the opening below. Follow to the reach-in switch and use it to raise a block in one of the two chain openings you noted earlier. Run E across the nine-tile room, follow the passage to the now-accessible chain and pull it to create a path in the gullet of that long-tongued statue head.

 

You still need to pull that second chain in this room, so go through the NE passage and follow past a closed face door to face a trench with death tiles below. As was the case in a previous room, the darker spider webs are safe to walk on, so make your way E, jumping as necessary until you reach a crossing. Straight ahead is an impassable slope, so use the spider web tile in the N alcove to pull up to a corner ledge overlooking another death tile room.

 

The darker ceiling spider web strips are sticky, so jump up to grab them and monkey swing along the winding path to the SE opening, hitting the look key periodically to make sure you're keeping on the right track. If you misjudge and stray off the proper path you'll fall to your death. Drop down in front of the opening and pull the chain in the next room to lift the face door you saw just before reaching the death tile trench. Return there, carefully following the same darker path along the monkey bar ceiling, and stand jump SW from the alcove onto the safe tile over the death tile trench. Take a running jump over the W gap and continue over the trench to find the opened doorway to your right. Go up to face your next challenge.

 

Ahead is a mirror room, and the flooring is adorned with cat's head tiles. The mirror shows you which ones are safe to step on, but first drop down E from the entrance into a phantom floor hole for SECRET #10. Pick up the small medipack, shotgun ammo and uzi ammo, pull back out W and stand jump NE from the ramp onto the first safe tile. Walk E onto the adjacent safe tile, hop NW onto the next two and stand jump E onto the last one. Hop over to the reach-in switch from there and use it to lift a block in the second chain opening you noted earlier. Use the same safe tiles to get back across the mirror room, exit and follow the passage to the two-chain room.

 

Pull the nearer chain to create a second safe path in the gullet of the long-tongued statue head, which you're now ready to explore. Exit through the N opening, turn right or left at the wall and continue up to the room with the statue head. Climb the S blocks to the entrance and run N along that long tongue into the mouth of the statue head. Run along the safe paths you created into a room with a fountain. Go to the N wall past the fountain and pick up 2 x uzi ammo in the shallow water. Pull up onto the fountain block and jump to activate the jump switch in the N wall to open double doors in the E and W sides of this room.

 

Go past the W opened doors and up the stairs to a hallway where a harpy will attack. Continue along the hallway, pause for uzi ammo next to the fenced opening and continue past a closed face door to encounter another harpy. Advance to the dead end for a small medipack and turn around to see a jump switch in the S wall. Activate it to lift that nearby face door and go back along the corridor to the now-accessible N opening that faces that ugly statue head. Stand jump NW down to the nearest suspended block and hop NW to the next block.

 

Take a running jump onto the snout of the statue head and hop up two times N to face a scissor blade trap. Run past it and up the ramp past two gem receptacles, continue into the next area and do battle with two demigods, first on the left side and then on the right side. Each will drop a SACRED GEM when it dies, so go back up and place them in the noted receptacles to raise a block behind you. Use it to climb up to an upper area with a fountain pool. Go around the pool to the S ledge, pull up into the opening with the flashing green lights and run forward into the next room.

 

Go through the S opening and Lara will look up to her right. Hop SW past the phantom wall and go down to grab the BROKEN GLASSES from a floor photo of Bigfoot. Return to the previous room and step up to the central plinth. Take THE BLACK LOTUS to lift a stone door, go back E past the fountain pool, drop down through the floor hole to a previous area and backtrack N past the caged section to the lifted stone door. Run up the ramp toward the full moon to end the level.