SECRET OF KING SOLOMON

 

Levels by DroneSpencer

 

Walkthrough by Phil Lambeth, with the help of Doggett TV's video walk.

 

 

Level 1: TOMB OF SUTECH

 

Slide down to a flooded underground room. After the brief introduction, hop over to the vases at the SE corner to find shotgun ammo and a small medipack behind them. Jump into the water and open the S door, swim inside and follow the path to your left. When you reach the ceiling air hole, turn around and see an alcove to your left with the SHOTGUN and more shotgun ammo. Continue N along the passage until you reach a sunken room with the CANOPIC JAR on a buried plinth. When you pick it up a trap door opens somewhere.

 

Swim back the way you came, pausing for air at the ceiling hole, and continue E past the door opening until you reach a shaft leading upward. Surface and pull out near a ladder.  Climb up and shift right onto a block in the beginning room. Hop the blocks in a clockwise direction until you reach a second ladder in the E wall. Climb up past the opened trap door, back flip into a room with four plinths and place your Canopic Jar on the empty one to lift a gate down below.

 

Climb back down the ladder, drop to the floor and go through the opened S gateway. Slide down the slope and step forward to take your PISTOLS from the skeleton. On the other side of that column is a button that opens the three side gates to release two jackals.

 

Go through the W opening and turn right to find a pushblock. Pull it once to reveal a wall switch, hop around over the spike trap and pull the switch down to lift a gate in the trench, return and hop down N where the gate lifted. Pull a second pushblock three times, hop over it into the revealed passage and pick up shotgun ammo and a small medipack. Reverse roll, push the block two more times S, get up on it and move the first block across the trench as far E as it will go. Go around and push it two times N, get up on it and jump into the higher opening. Shoot the large vase in the E alcove for 2 x shotgun ammo, hop down NW and proceed to a pool where a crocodile is waiting. Swim to the other side and pull out to trigger a flyby through the next area.

 

Enter Sutech's chambers and run around to step on four bone fragments to make them explode and cause a door to open. Go to the higher plinth for a small medipack and some explanatory audio and an insult. Shoot the chests along the S wall for 2 x shotgun ammo and a small medipack. Near the NE corner is an alcove with the SMALL WATERSKIN. Go through the opened E doorway into a small room and search the sarcophagus for the LARGE WATERSKIN. Note the spike-protected coffin, return to the previous room and jump into the water.

 

Note the floor grate, swim N past the hanging seaweed and make three left turns. Pull down the ceiling switch to lift two gates somewhere, go back the way you came and pull out of the pool. Go the ledge jutting from the W wall and jump up to grab it. Pull up near the two opened gates and grab shotgun ammo and flares from the one on your left. Reverse roll, run toward the other opened gate and note the revealed pushblock for later. Go across the bridge, shoot the chest in the corner for a small medipack, proceed around the corner and note three poised spikeballs. Turn right, shoot an empty chest if you like and go down the N ramp. In the room to your left are two pushpieces and a chest with uzi ammo. Further W is a closed door, so go down the S ramp and look left to see another closed door. Go the other way two find two more chests, one of which is empty and the other containing revolver ammo and 2 x shotgun ammo. There's another closed door nearby, flanked by two shallow water holes. Finally, there's a closed gate at the SW corner.

 

Return to those spikeballs you saw earlier. Jump over the lava trench, reverse roll to trigger the spikeballs and jump back over.  Two of the spikeballs will clear the trench before rolling back into it, so go left to evade them. There's nothing to do yet at the top of the ramp, so return to the two gates you opened and pull the pushblock from the S alcove. Push it two times E and get up on it so you can jump up to grab the ceiling monkey bars. For a secret, follow the track all the way around to the N wall (after having noted the jump switch across the room in the S wall), release to grab the opening, pull up and run onto a trigger tile at the other end of the short passage. The underwater grate you saw earlier opens, but first take a running jump out of the passage to grab the ceiling and monkey swing over to that S jump switch (take the second left, not the first left, as you near the S wall). 

 

Release to activate it and open a gate in a previous area, jump into the water and locate the floor hole where the grate opened. Swim down and follow the passage to SECRET #1. Pick up the shotgun ammo and GOLD ROSE and return. Pull out of the water, go through the W opening near the SW corner and go left, then stay right until you reach the opened gate at the back corner. Go on through, note the receptacles to your left in the next room and continue up some steps to a room with scales, a jackal and a fire wraith. The nearby water isn't deep enough, so retreat all the way back to the pool to get rid of the wraith.  

 

Return to the room with the scales and note the clue on the W wall. Fill the small waterskin, combine it with the large waterskin, repeat so that 1 litre remains in the small waterskin and pour that into the bowl on the left to lift a nearby door. Exit to the hallway area and find the opened door flanked by two shallow pools. Jump into the water and explore the underwater maze for 3 x shotgun ammo if you wish (air holes are available to assist you). However, your primary objective is a ceiling hole, and to get there from the entrance take the first left,  then left at the crossing, right (E) at the air hole, a quick left to the S wall, right to the E wall, right again and surface to pull out into a room with a TABLET PIECE on a plinth. The nearby bone fragments don't explode when you step on them, but you'll find a small medipack and shotgun ammo close by them.

 

Exit the maze and go up left and then right to find that the W door has also been lifted. Enter the underground dungeon and climb down the ladder to a lower room where you'll be attacked by a knight. When he dies he leaves behind the TABLET OF WISDOM. Grab 2 x shotgun ammo at the SE and SW corners and climb back out of the dungeon. Loop around right in the hallway area to a newly opened W door. Follow the passage to a ledge overlooking a seemingly empty room. However, the mirror wall to your left indicates what you need to do. Take a running jump slightly NW to land on a block. Face W and take a running jump onto the next block. Turn right and take a running jump to grab the higher S block. Pull up, turn left and stand jump to grab a swingpole. Swing around and jump off to land on the SW corner block.

 

Turn left, stand with your back against the wall and take a walking-running jump (shift and up arrow keys followed by the jump key) to grab the next swingpole. Swing and jump onto the next block, turn left and take a running jump toward the central column to land on a jutting block. Take one step back from the column and stand jump around the corner slightly NE to land on another jutting block. Take a running jump in the same direction to land on a sloped column next to the mirror wall. Stand jump down the the NE corner block, take a running jump W onto the next block and follow with a running jump and grab to the NW corner block. Hop up into the nearby opening and follow to the next room.

 

Take the TABLET PIECE from the plinth and combine it with the one you're carrying to form the TABLET OF HATHOR. Search the corners for 2 x shotgun ammo and climb the SE ladder to a passage that leads to a floor hole. Safety drop with a slight loss of health down to a block in the mirror room, take a running jump toward the mirror and another running jump to the S opening. Return to the hallway area and run to the E wall. Turn right to find that the door flanked by the pushpieces is now open. Enter a lava room spanned by a bridge and note the four colored panels bearing switches in the W wall.

 

Pull or hop up into the N opening and follow to a many-tiered lava room with pushpieces scattered about and many colored ceiling tiles. Return to the previous room and pull down all of the wall switches except for the blue one on the far left, noting the shifting topography of the next room after each pull. Return to the pushpiece room and jump over to the red pushpiece near the NW corner. Move it as far as you can S, E and S, return to the wall switch room and pull down the far left (blue) switch and push the 3rd and 4th switches back up.

 

Back in the pushpiece room, move the red pushpiece S and E onto its corresponding tile to see a small globe appear above it. Drop down next to the green pushpiece, reverse roll and push it into the S alcove. Jump to grab the nearby ladder and use it to return to the wall switch room. Push the 2nd switch back, pull down the 3rd switch and return to the pushpiece room where you can now move the raised green pushpiece one square W. Return to the wall switch room (yes, I know this is tedious) and push the 1st switch back up and pull the 2nd switch down. You can now move the green pushpiece W, N, E and N onto its corresponding tile.

 

On your way back to the wall switch room, drop down S next to the blue pushpiece, squeeze around to the other side and push it one time S. Jump SE around the corner, then to the E ladder and return to the wall switches. Pull the 1st switch back down and push the 3rd switch back up, return to the raised blue pushpiece and push it three times N (counterintuitively, away from its corresponding tile) next to the green pushpiece. Back to the switches and push the 1st one back up and the 3rd one back down. You can now move the blue pushpiece painstakingly in a clockwise direction onto the square at the entrance to this room. Return to the switches, pull the 1st one back down and push the 2nd one back up, and now you can move the blue pushpiece the remaining short distance onto its corresponding tile. Three down, one to go.

 

Back to the switches, push the 1st and 3rd ones back up, pull down the 4th one and return to the pushpiece room. The final pushpiece, the yellow one, is down near the SW corner. Drop down next to it, squeeze around it and push it one time E. Jump to grab the nearby ladder and climb up to return to the switches. Pull the 1st switch back down to raise the yellow pushpiece, return to it and move it N and W onto its corresponding tile. Mercifully, the door at the NW corner opens, so hop over there and follow the passage to a room with SETH'S SEAL on a plinth. Grab the nearby shotgun ammo and exit to the pushpiece room and from there to the wall switch room.

 

Continue S to the hallway area and go left past the ramp, then take a right and follow to the back SW corner and past the opened gate into the room with the tablet receptacles. Place the Tablet of Wisdom and the Tablet of Hathor to lift a gate at the top of the spikeball ramp. Make your way back there, be sure to jump over the lava trench and find the opened gate up the ramp in the E wall. Navigate your way up an irregular path to a crossing and turn left at the crossing. Get through the S crawl space and run forward to a plinth with a GOLD ROSE for SECRET #2. Not far away is a skeletal torso with 2 x shotgun ammo. Go back the way you came, ignoring the side crawl space, and go up N to a ledge overlooking a large room.

 

Turn left and jump E to the block, continue clockwise around the periphery of the room until you can jump onto the NE corner slope with a right curve so that you land facing forward. Jump to grab the first of four swingpoles, jumping from the last one to land on the NW corner block. Turn right, jump S to the next block, turn right again and jump to grab another swingpole. Swing around and jump off to land on a sloped block. Turn around and take a running jump to grab the ladder on the central column. Climb to the top and jump the column tops in a clockwise direction until you reach another ladder in the S wall.

 

Climb to an upper passage and run forward to press a button that opens doors in the familiar pool room. Climb back down and line up for a running jump NE toward the spikes. You should land safely in the water below, so pull out and jump over N to where the doors opened. You remember this room from an earlier flyby, so go around the spike-trapped sarcophagus, take the MECHANICAL SCARAB from the plinth and endure an unavoidable 90-second history lesson. The water hole behind you is covered by a grate, so return to the pool room and go across to the SE corner.

 

Jump into the water hole and swim across to pull out S. Climb or hop the ledges, jump down the other side onto the pushblock and exit E to a familiar hub room. Continue through the E opening to the Tower of the Undead, go up the ramp to the N wall and jump to grab the jutting W ledge. Pull up and jump forward to grab the crack in the wall. Shimmy right to the corner as generously timed platforms are raised and drop onto the corner ledge. Turn around and jump the raised platforms to the SE corner ledge. Take a running jump to grab the N ledge, pull up and jump to the slanted but stable NE corner ledge.

 

Save your game for a rather tricky running jump to grab the higher W ledge (stay as far left as you can). Continue around in clockwise fashion to face two swingpoles. Stand jump to grab the first one, swing around and jump to grab the next swingpole and release to land on the corner block. Jump E past a closed gate and continue to a corner trigger tile that opens the gate up in the NE corner. Hurry there before the timed gate closes and climb the ladder at the end of the passage. Shift right, drop to a higher passage and come to a ledge overlooking a new room.

 

Jump to the bridge and turn right. Go around counterclockwise past a closed gate, jumping as necessary until you reach the N wall. Hop right onto the corner ledge and jump S to grab the first of two swingpoles. Use them to get across and continue to the uppermost ledge. Take a running jump E to grab the jutting ledge, pull up and push the button to open not one but three gates. First things first. Jump N toward the first opened gate, enter the passage and slide down to the bridge leading to the second opened gate S. Go on through to a slope, slide and jump to grab the W opening. Pull up for a small medipack and 2 x shotgun ammo, drop back down onto the slope, slide a bit and back flip over a spike pit to a stable surface.

 

Turn around and follow the passage to a gate that opens upon your approach. Drop down into the water and swim down into the E opening to find the final opened gate. Enter an underwater cavern, swim toward the N wall and turn left to locate the floor hole. Swim down and through a small NE opening to reach a new area. Take SOBEK'S SEAL from the plinth and surface for air. Return the way you came S (left of the SE corner) to the previous room, pull out onto the bridge and exit W to the hub room and through the S passage to a cavern area.

 

Follow the obvious path until it starts winding S and look for a short block to your right. Pull up onto it and push the pushblock two times to expose a closed grate. Get back down to the cavern floor (you'll need to use Lara's crawling animation) and continue S to a passage. Go on through and take the winding steps down to your left until you meet up with a crocodile at the bottom. Crawl into the E space occupied by two skeletons for a small medipack and jump into the nearby water. Swim through, pull out the other side and step forward to trigger a boulder up to your right in the side passage.

 

Go up the S ramp where the boulder came from, jump up to grab the ledge, pull up and go forward to find a small medipack, shotgun ammo and uzi ammo. Get back down and continue along the passage and through a crawl space until you reach an open area. Head toward the SW structure but don't use your seals yet, since there's a crucial item you still need to acquire before leaving (along with the final secret of this level if you choose to backtrack for it).

 

Pull up onto the ledge to the right of the structure and take a running jump W to grab the roof. Pull up and crawl through to the other end. Hop down NW and make your way up and around with standing jumps until you reach the upper ledges. Make your way to an opening in the S wall, continue E along an interior passage until you reach a button that gives you a brief cut scene of a closed gate. Return the way you came, and now you need to make a laborious but not very difficult counterclockwise trek around the upper ledge area until you reach the NE corner, where you'll find a second button. Push it for a cut scene that shows that gate opening.

 

You still have one remaining task in this area. Stand jump up SE and loop around right to find a triangular crawl space against the rock wall. Enter and go around to find a wall switch that lowers the grate next to that pushblock you moved earlier. Return to the ledge with the button, and as you jump to it you can see the opened gate down below. Continue your clockwise circuit, and when you near the SW corner there's a place where you can hop down left and slide down without loss of health to the canyon floor. Run across to the opened N gate and enter the room ahead to find the WINDING KEY on a plinth. 

 

If you now wish to detour for a secret, exit this room and turn right to go through the E wall opening. Follow the long passage back the way you came earlier, and when you see the boulder ahead take a left to the water hole. Swim to the other side, pull out and go up those winding steps to the N opening. Continue to that pushblock opening (it's on your left, just past the section with a low ceiling), hop down past the opened grate and follow around to a plinth for SECRET #3. Take the uzi ammo, small medipack, 2 x shotgun ammo and the GOLD ROSE.

 

Return to the lower canyon, run across SW to the structure and place Sobek's Seal and Seth's Seal in the receptacles to open the doors between them. Enter and run past a couple of empty chests and down the steps to finish the level.

 

Level 2: SOBEK'S CATHEDRAL

 

After the opening flyby through the large room ahead, look in the near corners next to the large vases for 2 x shotgun ammo. Open the NW doors and shoot the first vase you come to for revolver ammo. Push the button around the corner to open the gate and make a note of the three designs in the wall to your left. To your right is a closed gate and two empty vases, so continue through the passage and shoot two jackals.

 

You'll emerge on a ledge overlooking a mirror room similar to the one you encountered in the first level. Stand jump slightly NE to land on the first block. Turn right and take a running jump toward the hanging column. Stand jump NW toward the wall and take a running jump N onto the corner block. Turn left and use the swingpole (stand jump) to reach the next block. Turn left and stand jump slightly SE (right edge of the ceiling ornament) to land on the next block. Take two running jumps in the same direction to land on a block against the S wall. Turn right and stand jump down to a lower corner block. Turn right and use three swingpoles to reach the NE corner block.

 

Pull up into the E opening and follow to what I'll call a hub room. Look around for 2 x shotgun ammo and a small medipack and note the two closed gates and three rows of buttons ahead. Counting from left to right, push these buttons -- S1, N3 and E2. The N gate opens, so follow the passage to a crawl space, pull inside and continue to a room where you'll find the CROWBAR next to some bone fragments. When you pick it up the S gate opens (as well as another gate shown in the cut scene), so return there and enter for shotgun ammo. Deal with the knight and grab more revolver ammo and shotgun ammo in the passage.

 

Pull up into the SW opening and climb the ladder to an upper passage. Follow to a slope, slide and jump over the flaming pot, hop up the slope and lower Lara down the other side. Pick up the small medipack and safety drop with some health loss onto a block at the entrance of the mirror room. Exit W and follow the passage to the opened gate on your left. Enter a room with a central helix and look near the side walls for a small medipack and 2 x shotgun ammo. Enter the helix and take the KEY OF AIR from the plinth. A gate opens as you do so.

 

Exit, take two left turns and follow to the large room where you began the level. Loop around left and open the SW doors. Shoot the vase for a wealth of pickups: small medipack, 2 x shotgun ammo and revolver ammo. Continue past a closed gate to a room with a wall clue similar to the earlier one, two closed gates and a crowbar switch. Face S and use the switch to open the gate to your left. Enter and follow to a triangular crawl space on your left. Crawl around the corner to a plinth with a GOLD ROSE for SECRET #4. Grab the small medipack, revolver ammo, shotgun ammo and uzi ammo, exit to the corridor and continue to a ledge overlooking a lava room.

 

Take a running jump down to the E block for a small medipack, 2 x shotgun ammo and uzi ammo, take a running jump to the next E block and hop up into the opening. Go to the mound at the NE corner, pull up N and go to the W wall. Pull up higher, run forward and find the floor hole at the back wall. Climb down the ladder to a ledge in the lava room and hop or shimmy to the block jutting from the wall. Face E and jump the blocks until you reach the one in the far wall. Turn right and take a running jump to the lower corner of the sloped N block. Save your game and stand jump onto the corner slope so that you can jump off and grab the swingpole. Swing around and jump off to grab the jutting W ledge. Pull up, jump to the next ledge and into the N opening.

 

Follow around to a room with nine wall buttons. Remembering the earlier clue, push these three: S, W left and E far right. A gate opens, so return to the lava room, jump the two ledges jutting from the W wall and hop the blocks across to the E wall as you did earlier. This time, stand left and take a running jump down to the S block, hop up onto the corner ledge and use the two swingpoles to land near an opening in the S wall. Go on through and follow past the secret crawl space and the opened gate to the hub room with the crowbar switch.

 

Go left through the S opening and climb down a long ladder to a lower passage leading to another lava room. Jump across S to the island to trigger a flyby and awaken two knights. While you're dealing with them, a trio of hydras will also awaken and start hurling fireballs in your direction if you wander too close to them. You can take refuge at any time by jumping back to the entrance. Remember that the hydras are vulnerable only when they've raised their heads and are juicing up to launch the next fireball. You can defeat them with your pistols, but the shotgun is much quicker.

 

When all is quiet, search the area for revolver ammo, 3 x shotgun ammo, crossbow arrows and a small medipack. Enter the S opening and follow to a plinth with the UZIS. A gate opens, so return via the long ladder to the hub room. Turn left into the E passage and take an immediate left past the opened gate into a room with a helix surrounding a plinth bearing the KEY OF FIRE. Grab the nearby shotgun ammo, exit and follow the N corridor to the beginning room.

 

Go across and open the SE doors. Follow around to an apparent dead end where you'll find a small medipack, shotgun ammo and uzi ammo. Return to the main room, hop into the N alcove for shotgun ammo and alert a harpy, note for later the overhead ledge, hop down and open the NE doors and shoot the vase just inside for a small medipack, 2 x shotgun ammo and revolver ammo. Continue along the corridor past a second (empty) vase and come to the opened gate and another empty vase.    

 

Enter a pool room and note the pushpiece on the central ledge. Go around to the opening in the middle of the E wall, go up the slope and pull up to a ledge. Jump the ledges to the W wall and shoot the vase for 2 x uzi ammo. Jump back to the ledge against the S wall and drop down through the floor hole. Hop into the water, swim down the shaft and follow the passage up another shaft until you can pull out into a small cave. Climb the W ladder to a lava room and take a running jump onto the block and slightly to your left. Turn right and take a running jump to land on the lower block, jump W to the next block and NW to an opening. Slide down the slope, and just before you reach the spike trap jump to grab the ledge. Pull up and repeat, but this time don't grab or you'll fall to your death.

 

Grab the small medipack, vault up higher, turn around and hang from the edge while a trap door opens below and remains open. Pull back up to make the trap door close again, quickly safety drop down and allow Lara to fall onto a corner ledge with a slight loss of health. Hop down to a balcony surrounding the beginning room and open the nearby E doors. Enter another cave with a closed gate to your left and follow the path around to a lower section of the cave. To your right is another closed gate, next to which is shotgun ammo in the corner. Go to the E opening and slide down to an underground room.

 

What appears to be a pool is actually deadly quicksand, so avoid falling in. The corner vases are empty, so hop to the button in the E wall and push it. Go to the NE opening, stand in front of the spike-trapped passage, combine the Winding Key and Mechanical Scarab if you haven't already done so and place the device on the scarab tile. Wait for the spikes to be triggered, run forward to retrieve your device and climb the ladder in the wall ahead. Pull up onto the slope, back flip onto the slope behind you and jump to grab a higher slope. Hang right, pull up, backflip and jump off the slope with a right curve to land inside the N alcove.

 

Face SW and stand jump into the W passage. Use your device again to trigger the spikes, retrieve it and lower Lara down the crawl space. Drop down further onto a ledge in the quicksand room and jump S and W to a floor lever on the central column. Push it to open a gate you saw earlier, take a running jump to the W ledge and pull the block from the wall. Get up on it, pull up W into a room with four sleeping jackals. Sleeping, that is, until you enter the NW passage and awaken them, so turn around with weapon drawn and await their arrival. At the end of the passage is a plinth with 3 x crossbow arrows of different varieties.

 

Exit to the ledge with the pushblock, jump to the central column and SE to the longer ledge, take a running jump with grab to land on a trigger tile in the corner and safety drop to the floor at the cost of some health. Run across to the NW ledge, pull up onto it and enter the N alcove past the gate that was lifted when you stepped on the trigger tile. Take the REVOLVER from the plinth and continue along the wide passage to a room with columns and scales. There's a convenient source of water nearby, so look for the clues on the wall beyond the scales and proceed as follows: Check your large waterskin. You should still have five liters in it, so combine it with the empty small waterskin, leaving two liters in the large. Empty the small waterskin and combine the two waterskins again, leaving two liters in the small. Fill the large and combine it with the small to leave you with four liters in the large.

 

Go to the scales on the right, empty the large waterskin into the bowl (left side) and you should be rewarded with a cut scene of the quicksand room. Combine your full small waterskin with the large, return to the water source, fill the small waterskin and combine it with the large again, filling the large and leaving one liter in the small. Go to the scales on the left and empty the small waterskin into the bowl (left side again) to get the same cut scene. Exit E, and near the end of the corridor turn left into the W alcove where a gate has lifted and take the volatile arrow and large medipack from the plinth.

 

Drop down to the floor and find that the quicksand has changed to pure water. Jump in and find the small opening at the SW corner. Swim inside and follow the passage with the nasty collision to find a GOLD ROSE for SECRET #5. Grab also the small medipack, revolver ammo and uzi ammo, return to the pool and pull out. Go to the SW opening, climb a few blocks and prepare to do battle with a knight waiting in the cave ahead. Go to the opened NW gate and pull down the wall switch at the end of the passage. A gate opens nearby, so exit to the cave and follow the path S to see the opened gate straight ahead.

 

Enter the next room and step into the helix to find the KEY OF EARTH on the plinth. Exit to the cave path after grabbing a small medipack near the steps and turn right through the W opening to the balcony encircling the beginning room. Go around to open the doors in the W wall and enter a new pool room. Hop over to the sarcophagus and enter the NE alcove to find a chain. Pull it with no discernible effect and go around to the SE alcove, shoot the jugs that are in your way and pick up the large medipack. Hop from there to the S steps and go up to a sunken area.

 

Follow the ledge to your left around clockwise until you encounter two harpies. Continue E to a ledge where you'll trigger a flyby through your next area to explore. Line up for a running jump into the pool far below, pull out NW and run in that direction to a side room with three wall switches. Pull down only the middle one to lift a gate at the SE corner. Go there to find a pushblock, pull it three times and return to the wall switch room. Push the middle switch back up and pull down the one on the right (cut scene of an opened gate). Make another trip to the pushblock, get up on it and take a running jump to grab the higher W ledge.

 

Jump the ledges along the S wall in a generally W direction until you reach the opened gate on your right. Go inside to find a second pushblock. Pull this one two times, drop to the floor and return to the NW wall switch room. Push the switch on the right back up and pull down the one on the left to open another gate. Return to the first pushblock, use it to gain access to the higher ledges and head W to the second pushblock. Jump from it into the opening in the W wall, pull up left and walk to the E edge. Stand left and take a running jump curving right to land on the high ledge. Go to the N and jump NW into the opening where the gate lifted. Enter to find a plinth with shotgun ammo, uzi ammo and a GOLD ROSE for SECRET #6.

 

Return to the entrance and take a running jump NE to the next ledge. Continue with a running jump to the ledge in front of the opened N gate. Enter a small pool room and pull down the switch in the far wall to raise the water level in the previous area. Exit, jump down into the water and swim straight ahead to find a small triangular opening in the S wall. Swim inside and pull down the ceiling switch to open two gates. Return to the pool, surface and make your way to the pushblock near the SW corner. Pull up onto it and jump into the W wall opening. Pull up left as before, and jump to the higher ledge in the pool room, but this time take a running jump to grab the E ledge.

 

Pull up, run to the other end, turn left and take a running jump to grab the ledge jutting from the W wall opening. Pull up and run into the next room to trigger a brief flyby and history lesson, after which you can do battle with the awakened hammergod while avoiding the flames that have appeared. Contrary to what you may have experienced in the past, this particular enemy can be killed with patience and sufficient ammo, of which you should have plenty. Along the way you can pause for shotgun ammo and uzi ammo near two of the walls. When the hammergod dies he leaves behind a large medipack. Since there appears to be nothing else to do here, you could be forgiven for wondering what this battle was all about.

 

At any rate, exit the room and take a running jump to grab the N ledge. Pull up, turn right and run along the ledge until you're opposite the next opened gate in the S wall. Take a running jump to grab the jutting ledge, pull up and run forward into a room with a shallow pool to trigger a harmless boulder to your left. Pull up onto the S ledge, loop around right and jump N onto the jutting ledge. Make your way around clockwise, jump to grab the W ladder, climb up and shift right to drop down onto a higher ledge. Jump the gap and enter the W opening. Follow to a second shallow pool, run across and pull up right onto a ledge. Loop around right and jump onto the sloped ledge with a left curve.

 

Slide, grab, shimmy right and pull up near the corner. Face the S wall and jump up to grab the crack. Shimmy right until you drop down onto the flat part of the ledge below. Stand jump from the NE corner to grab the higher ledge, pull up and push the wall button to raise a block. Get back down to the shallow pool, go through the S wall opening and safety drop from the ledge to slide down near the first shallow pool. Exit NE and take a running jump to grab the central ledge in the flooded room. Pull up, turn right, run to the far end and take another running jump to grab the W ledge. Pull up and turn left to face the raised block.

 

Take a running jump to grab the ledge in front of the raised block (which you're not ready to make use of yet), pull up and hop up NE onto the adjacent block. Hop down the other side and jump NE onto the ledge in front of the opened N gate. Don't enter, but continue E along the ledges to the opened gate in the E wall. Enter a lava room and grab the uzi ammo to your right. The diamond tiles ahead are deadly, so take a running jump SE to the tile with uzi ammo and hop NE to push the wall button that lifts an underwater gate.

 

Make your way carefully back to the entrance, follow the ledges clockwise to the raised block you bypassed earlier and climb up onto it. Stand jump S to grab the jutting ledge, pull up and climb the ladder to your left. Pull up at the right corner and run forward to a canal. Follow the ledge to the left until it ends, jump into the water and swim into the S passage. Surface and pull out at the end, take the TRIDENT OF 7 STORMS and the small medipack from the plinths, exit and swim back the way you came. Pull out onto the N ramp and run down to a Poseidon statue where you can place the Trident on its staff.

 

The gate behind you opens, so reverse roll and run into the N room where you can enter the helix and take the KEY OF WATER from the plinth. Exit this room, turn right and go through the E opening to the balcony that encircles the beginning room. Go to the NE corner and safety drop to the floor. Go to the NW corner and hop into the alcove for shotgun ammo. Hop down and go across to the NE corner. Hop into the alcove there and pull up higher. Go to the nearby balcony and place your four Keys to open the nearby gate. Enter the next room and take the CROSSBOW, crossbow arrows and 2 x SOBEK'S GEMSTONE from the plinth.

 

Exit to the balcony, get back down to the floor of the beginning room and run across to the closed doors in the S wall. Use the Gemstones to open them, slide down the slope ahead and run forward to finish the level.

 

Level 3: KING SOLOMON'S MINES

 

After the opening remarks, during which all other activity ceases, get down N to a lower area and continue in the same direction until you reach the edge of a deep pit. Jump NE to a flat spot, safety drop from there two times and look for crossbow arrows by the S wall. For more pickups, hop NE over to a low spot on the ledge, face E and hop back, hitting the action key just after clearing the edge so you'll glide onto the ledge below. Explore this ledge area for flares, shotgun ammo, a small medipack and a volatile arrow, drop into the water below and swim W into an underwater maze. Turn right at the crossing, then left into the main passage and follow to the far wall and into the side room left for shotgun ammo and a small medipack.

 

Swim back the way you came, look for an opening on your right (N), stay left and surface in a trench for air. Exit, loop around left and stay left until you see a small triangular opening to your right (W). Swim inside and stay right until you reach a nook with revolver ammo, shotgun ammo, a small medipack, another REVOLVER, flares and a GOLD ROSE for SECRET #7. Return to the trench for air, swim out S and keep right until you reach what appears to be a crossing but ahead (N) is a dead end. Turn left there and surface at the pool you visited earlier. Pull out and shoot the empty jars if you like, then go to the E wall alcove to find a button that opens the doors and traps you behind them unless you're quick on your feet. Enter the E room, go up the steps to find SOBEK'S GEMSTONE. When you take it from the plinth you get four separate but similar cut scenes showing items you'll need to find and acquire.

 

Return to the pool room to find that the double doors in the three other walls are now open. In no particular order, start with the N doorway and from the entrance to a lava room save your game and take an angled running jump onto the tracks ahead that's much trickier than it appears to be. I found it was easier to hop down right onto a flat spot, then back flip toward the wall and jump off the slope onto the tracks. Note the wooden barrier blocking the W opening and for a pickup you can take a running jump down NE for a small medipack. In any event, don't try to shimmy along the tracks. Use the nearby flat spots to get up to the SE corner, back flip onto the tracks and enter the E opening.

 

Follow the tracks, jumping gaps as necessary until you reach a veranda that leads to a new area. For now, continue S through the opening to a room with broken columns. Go E up the steps and search the plinths for 4 x shotgun ammo, being interrupted each time by a cut scene and some explanatory dialog.  Return along the tracks to the previous veranda and turn left to enter a room with intact columns and a central water trench. Deal with the attacking knight and climb the S wall ladder. Shift left near the top and drop down onto the corner block. Grab the nearby shotgun ammo and drop down twice onto a column top in the main room.

 

Jump the column tops to the arch against the N wall for uzi ammo. Get to the left column flanking the W wall arch for a small medipack and shotgun ammo, pull up onto the arch and find the wall switch that awakens a hammergod, arouses a fire wraith and opens the W gate underneath the arch. Jump straight down into the water trench to douse the wraith, pull out and run past the opened W gate into the otherwise empty room housing the ROYAL GEMSTONE OF REUNION. When you pick it up a door opens somewhere, and although the hammergod is hot on your heels remember that you can kill him. Pick up the large medipack he dropped and return to the W veranda.

 

Go through the NW opening and down to the bottom of the track segment, jump with grab into the S opening, slide and hop over the lava hole and pick up the volatile arrow, turn left and jump the gap for shotgun ammo and uzi ammo. Climb the short ladder, lower Lara down the other side, drop and take a running jump W down to the tracks. Jump over the wrecked mine cart, shoot the wooden barrier if you haven't already done so and continue into the tunnel. Jump the gap and come to a crossing.

 

Take the left (W) opening and go up the tracks, jumping gaps as necessary, until you reach an upper room with a central spike-filled pit. Shoot the corner vases for a small medipack, revolver ammo and shotgun ammo, go to the S opening and stand jump SW around the corner onto the tracks. Follow to a gap with an opening to your left, jump there and continue to a room with two frozen knights. Take the small medipack, uzi ammo and revolver ammo from the skeleton to awaken both knights and deal with them. Pick up a small medipack dropped by each one and grab the SCROLL OF THE SKIES from the plinth. Examine it for a cryptic clue.

 

Two blocks have risen in the room with the spikes, so return there (jump right with grab at the crossing) and use the blocks to access the ceiling hole. Pull up to arouse a harpy and go up the steps past empty jars into a room with a long row of wall switches plus another one in the SE corner. Pull the solitary one to hear the sound of a chirping bird. The Canopic Jar is frozen to the plinth, so approach the row of wall switches and pull only 2, 3 and 5 (counting from left to right) to open the W gate. Enter and jump with grab over the lava pit around the corner. Pull up, run forward past more empty jars and jump the ledges to reach the S wall opening over another lava pit.

 

Shoot the waiting harpy and enter a room with an array of wall switches similar to the one you encountered earlier. Pull down the solitary switch to hear something that sounds like a blend of a chirp and a growl, then approach the wall and pull down switches 2, 4 and 5 to open the gate behind you. Continue to another lava room, jump onto the central column and hop the corner ledges so you can take a running jump and grab the opening in the E wall. Pull up, go around the corner to encounter two harpies and come to a room with a third array of wall switches. You know the drill, so pull down the solitary switch to hear a chirping bird followed by a burst of goofy laughter.

 

Pull down switches 1, 2 and 4 to open the gate and enter the otherwise empty room for the ROYAL GEMSTONE OF ABUNDANCE.  Retrace your steps past the wall switch rooms, drop down onto the raised block and exit through the S opening. When you reach the W gap, take a running jump onto the higher tracks and continue to a skeleton with uzi ammo and a small medipack. Hop back N, then SE and follow the tracks to a room with corner columns. Grab the shotgun ammo from the tracks and continue through the opening ahead. You'll eventually reach another room with a central pool. One of the corner vases contains 2 x shotgun ammo, another contains a large medipack.     

 

Jump into the water and swim down a long distance to see a closed W gate at floor level. To the right of the gate as you face it is an opening you can swim up into to find a ceiling switch. Pull it down to open the gate, swim back up for air and return to find a similar opening to the left of the opened gate. There's no ceiling switch here, but you'll find a small medipack and flares on the floor. Swim past the opened gate through a tunnel and surface to pull out into a room with four corner switch devices. Pull down all four to open the N gate and go on through. Shoot the jars next to the steps and collect 2 x shotgun ammo and uzi ammo, continue to the next room and note all the frozen enemies.

 

Be patient and eventually the demigod will show signs of life before his outer casing explodes to release him for action. I defeated him with pistols, but it took quite a while for him to die, leaving behind a large medipack. Blocks have risen NE and NW, so use either one to access a ledge overlooking the room.   Take a running jump S onto a spike-free ledge, turn right and jump to grab the next such ledge for flares and shotgun ammo. Jump back to the previous ledge and use it to reach the W ledge. Continue S, then E, E again, S and finally hop W to find a button that lowers one set of spikes. Drop down to the floor, use one of the raised blocks to get back up to the ledge and repeat the jumps along the W wall ledges to reach the SW corner. Grab the revolver ammo and large medipack, drop to the floor and exit S.

 

Back in the room with the switch devices, the S gate has opened (undoubtedly another result of pushing the button), so run past the empty jars and take the ROYAL GEMSTONE OF TRANQUILITY from the plinth. A gate lifts back in the room with the frozen enemies, but before leaving here find a triangular opening in the W wall you can pull up into. Pull up higher two times onto a ledge with 2 x shotgun ammo. Jump onto the roof of the central structure, slide and grab and shimmy left to the flat corner. Pull up and jump to grab the S wall opening. Pull up for a small medipack and revolver ammo. Jump back to the roof and make your way around into the N wall opening for flares and shotgun ammo, then into the E wall opening for uzi ammo and a volatile arrow.

 

Get down to the floor, exit N and find that the deep pool has been drained. Drop down one of the corner holes onto a ledge and from there to the floor. Head E through the dry tunnel and find a pushblock in the far wall. Move it three times W into the center of the room and enter the E passage to find a second pushblock. Pull this one two times and push it S so you can re-enter the passage. Stay left as you crawl past the low spot into a room with a plinth bearing uzi ammo, shotgun ammo and a GOLD ROSE for SECRET #8. Return to the previous room, get on the second pushblock and grab up to a ledge near a ladder.

 

Climb up to an alcove, turn around and stand jump to grab the top of the central column. Pull up, turn around and pull up higher. Turn right, pull up yet higher and continue in like fashion until you can pull up into the room with four corner columns. Shoot the SE wooden barrier and follow the tracks, jumping gaps as necessary, until you reach a skeleton with a spare SHOTGUN under its left leg. Continue E along the tracks to an open area with a lava pit. Don't jump down here, but go through the W opening and follow the tracks to a spike trap. Jump over the gap, shoot the wooden barrier ahead and come to another open area.

 

Take a running jump NW toward the wall opening and hop up right into the nearby W opening. Proceed, pause for the shotgun ammo in the next open area (yes, I know this is starting to get a bit tiresome, but be patient) and continue with appropriate jumps until you reach an apparent dead end in a dark passage facing W. Take a running jump SW around the corner, light a flare and take a running jump over lava. Go around the corner and come to a crossing. Take the straight (W) path and jump over the barrier to come to a lava trench. Jump up to grab the ceiling and monkey swing over the lava.

 

Drop down at the end, hop over more barriers and come to a spartan room with a plinth bearing another SHOTGUN, another REVOLVER, a small medipack, revolver ammo, a volatile arrow, 2 x shotgun ammo and finally a GOLD ROSE for SECRET #9. Of course, when you've collected everything the nearby knight comes to life, so dispatch him and return to the lava trench. Monkey swing back across it and jump over the barrier and the gap beyond it. Hop E over the next gap and around the corner, take a running jump N and stand jump NE to the next section of tracks. Follow the only possible path with multiple jumps until you reach a wooden barrier on your left.

 

Ignore the barrier and hop the gap to your right. Continue to a room with empty vases and a lava pit. Hop down onto the central column in the pit, then jump with grab to land inside the S opening. Follow around the corner to a mirror room and stop just inside the entrance to avoid being set aflame. Follow the safe path into the S opening, detouring first if you wish for a volatile arrow in the SW corner, and turn left in front of a closed gate. Shoot the small jars in the next room for 2 x shotgun ammo and place Sobek's Gemstone in the S receptacle to open the gate you saw.

 

Go there and enter another mirror room. Follow the safe path to the NE opening and go down the ramp into the red-tinted room with the ROYAL GEMSTONE OF DESIRE. Reverse roll and exit through both mirror rooms to the lava pit. Hop to the central column, jump to grab the edge and pull out. Exit NW and follow the tracks to that wooden barrier. Shoot it and save your game, for when you hop inside you'll trigger a spikeball. Your best strategy is to hop inside at an angle and back flip immediately, then scoot out of the way until the spikeball comes to a complete stop. Hop back into the W passage and follow a seemingly interminable length of track until you reach a gap where you have to take a tricky jump (take one step back followed by a running jump) onto a lone section of the track.

 

Hop around two corners from there and proceed E toward a green light where you'll finally emerge overlooking a large room you visited earlier. Lara's animation on the inclined tracks is quite clunky here, as I had to make my way to the top with standing jumps. Anyway, this isn't your final destination. Hop the gap, go through the E opening and proceed along more seemingly interminable tracks past an open area and through an opened gate. Continue along the passage, pause in front of the opened door for a volatile arrow and a large medipack, enter the next room and trigger a flyby while listening to some combative banter.

 

When camera control is restored you're being pursued by Seth and a hammergod. Get rid of the hammergod first, grab his small medipack if you have time and deal with an awakened knight while keeping away from Seth's lightning bolts. Another knight then appears, adding to your distraction, followed by a demigod. A hammergod and another demigod appear together after that, leaving you to deal only with Seth when they've been vanquished. Along the way a small medipack and uzi ammo are dropped if you have the inclination to look for them.

 

Go to the SE corner next to the closed doors and pull up into a ragged opening in the S wall. Crawl past the low ceiling into a cavern and follow around to an opening that overlooks Seth's domain. Hop the column tops in either direction until you can take a running jump onto the W ledge. Run forward and loop around left to another opening. Jump to the blue ledge and place the Royal Gemstone of Tranquility for a cut scene. Take a curved running jump NE onto an alcove ledge, then jump from there onto the green ledge to place the Royal Gemstone of Abundance (same cut scene). 

 

Jump back NW onto the alcove ledge, jump up to grab the crawl space, shimmy left and pull up onto a narrow ledge. Follow E, jumping the gaps until you can drop down onto the red ledge near the receptacle for the Royal Gemstone of Desire (same cut scene). From the pointed corner of this ledge, hop down SW onto the column top, take a running jump in the same direction onto the roof of the central structure and make your way around to the NW corner for SETH'S SEAL OF LAND. Go up to the raised center of the structure for SETH'S SEAL OF ETERNITY, hop down and place the Royal Gemstone of Reunion in the S receptacle to destroy Seth.

 

Drop down the N side of the central structure and place the Seal of Land and Seal of Eternity to lift the gate between the receptacles. Run forward, slide and drop two times, and from the third slope jump over the lava to land near another opened gate that closes behind you as you pass through. The lava pit ahead is covered by an invisible force field, so simply run across it as the door ahead opens and you're obliged to endure one final game-delaying burst of dialog before running forward to finish the game and roll the end credits.