THE FIRST REVELATION

 

Levels by JimmyBeon and Nickelony

 

Walkthrough by Phil Lambeth, with the help of Doggett's posted video walk. Glitch-free videos have also been posted by Saki Croft and by kapil4417037.

You can play the levels in the order presented below, or you can begin with the separate house level (as was done by Saki Croft) if you prefer.

 

 

Level 1: RUINS OF THE OLD KINGDOM

 

Slide down among underground ruins, walk forward and shoot two bats. Go back a bit, and in the first W alcove is a high jump switch you can reach and activate by jumping off the lower slope. You hear the faint sound of a trap door opening. Go into the opposite E torch-lit passage and shoot the vase in the alcove to your right to reveal a crawl space that leads to shotgun ammo. Return, note the knot receptacle and jump into the water. Swim through the short passage, open the underwater door and surface near a wall switch that opens a door somewhere.

 

Return to the previous room, climb the block next to the knot receptacle, hop over to the receptacle block and jump up to grab the ceiling. Monkey swing to the corner block, drop down and jump E toward a low crawl space. Bur first, pull up S into a vine-covered crawl space, go around and flip out into a passage with a GOLDEN SKULL for SECRET #1 and grenades. Return, go through the lower crawl space and turn right at the crossing (the other way takes you back to previously explored territory) to flip out into a passage leading to a small room with a closed door requiring a key.

 

Climb the nearby ladder to a cavern. Pull out and turn left to greet two dogs. Continue to the NE corner and look right to see a crawl space. Go on through, light a flare and find the TREASURE ROOM KEY around the corner. Return to the cavern and find the door you opened in the N wall near the ladder hole. Enter a room with an ornate floor, go past a ladderless floor hole and pull the chain in the NW alcove to start a mild and brief earthquake. Climb the E blocks and pull up to a ledge to set off another minor earthquake. As you turn left toward the corner floor hole you feel another one.

 

This floor hole does have a ladder, so climb down to an enclosed room and pull into the SW niche for poison arrows. Go around to the SE floor lever and push it to lift a gate somewhere (another earthquake, so I'll stop mentioning them if they persist). If you climb back up the ladder you'll find that a pile of sand now blocks your way, so step into the S alcove and pull up right into an opening. Follow around to a crawl space, flip out the other end and slide down to the cavern. Climb down the ladder hole by which you entered and use the Treasure Room Key to open the E door.

 

Search the sarcophagus at the end of the short hall for shotgun ammo and the SHOTGUN. Exit to the previous room, find the ladder hole in the NW alcove and pull into a crawl space. Flip out W into the water, pull out and run W past the opened gate and turn left for flares. Enter the crawl space and follow until you can stand up. Pull out W (left is a lava pit) and push the wall button to open the door at the end of the passage. Enter the next room with an obelisk, shoot two scorpions and look for a small medipack. Lara's attention will be directed to her right toward an area beyond the fence. Note the designs on the three blocks outside, pull the nearby wall switch to change to water the lava in the pit you passed by earlier and return to it via the crawl space.

 

Drop down into the water and swim around to locate the ceiling switch. Pull it down to open a door and look in the mirror to locate a large medipack next to the SE corner block and the GRENADE GUN next to the NW corner block. There's also a ceiling hole on the S side of the ceiling structure where you can pull out into a dark room. Go up the S ramp and continue backwards up around the corner until you trigger not one but two boulders. Sprint back down to the first ramp, wait for the boulders to stop rolling and go back up to find your way blocked by spikes.

 

Go where the boulders originated and find a crawl space in the S ceiling hole. Pull inside and drop down the other side near an opened door with disguised doors in the far wall that you can push open. Run forward, take the BURIAL CHAMBER KEY from the plinth and hop back quickly before the blades activate. Return through the crawl space and walk carefully through the spikes. Turn the corner for shotgun ammo and hop up into the E opening. Pull up left and activate the jump switch you see ahead. A gate lifts somewhere, so run forward into the obelisk room, turn right into the dark passage, crawl S to the floor hole and flip out into the water.

 

Pull out at the S ceiling hole and run straight past the lifted gate into a room with five wall switches. Remember the block designs you noted earlier and pull only (looking from left to right) switches 1, 3 and 4.  Another gate lift behind you in the NW corner, so go on through to find a door you can open with the Burial Chamber Key. In the next room leave the enticing grenades alone, because if you take them from the plinth the more valuable PETROL CAN on the other plinth will disappear (and vice versa). When you grab the can you get a cut scene of a closed gate.

 

Exit and pull up W next to a row of spikes. Pull up onto the adjacent block, jump up to grab the ceiling and monkey swing over the spikes. Turn left at the wall, drop and grab the opening, pull up into the crawl space and follow until you can stand up and trigger a spike trap. For a secret, pull up left, crawl around left and flip out into a floor hole for uzi ammo and a GOLDEN SKULL for SECRET #2. Return to the spike passage, time a run or a sprint past them and continue to a room with a flaming pot. Go around it and take the KNOT OF BASTET from the plinth as you hear the sound of a door opening behind you.

 

Reverse roll and follow the passage past the opened door and E to the knot receptacle you noted earlier. Place the Knot of Bastet to lift the gate to your left and go on through. Take a left and two rights into a room with a pole. Shoot the vase on your right for uzi ammo and climb the pole facing N. When Lara's head reaches the lower edge of the jutting block, take a rolling back flip and grab the column top. Pull up and use the reach-in switch to open a floor trap door in the SE corner. If you like, you can drop to the floor and climb down the ladder to note for later an elements room you're not yet ready to use. Climb back out, use the pole to get back onto the column top and jump up to grab the ceiling. 

 

Monkey swing around the perimeter of the room in a clockwise direction until you can drop and grab a crawl space. Pull inside and crawl to a ladder. Climb until you see an opening behind you, back flip into the alcove, step back and  pick up a GOLDEN SKULL for SECRET #3. Jump back to the ladder and climb back down to the crawl space. Flip out into the previous room and locate the pushblock in the corner behind you. Push it two times to reveal an alcove to your right with a small medipack and another pushblock to your left. Push that one two times as well to reveal an alcove with revolver ammo.

 

Go back, exit the pole room and loop around right into a room overlooking a pit. Grab the flares to your left and jump to grab the crack in the N wall. Shimmy right and pull up into the corner alcove. Climb the E ladder, shift right and drop down into a short passage for a small medipack and get back down. Hang from the opening, safety drop from the low corner into the pit and find the ladder in the S floor hole (the "ladders" in the other two floor holes are dummies that lead only to spikes). Climb down and drop next to some spikes. Step forward to claim a GOLDEN SKULL for SECRET #4 and grenades.

 

Carefully jump to grab the ladder and climb back out. Hop with grab into the E opening for a large medipack and shoot the wooden barrier. Step onto the ramp to trigger a boulder and hop back and to one side. Go up to a side passage and enter a small area with barrels and another wooden barrier. Open the well-disguised floor trap door just to the left of the entrance and climb down for a GOLDEN SKULL and SECRET #5. Climb back out and shoot the wooden barrier to reveal a pushblock. Pull it into the room, go around right and pull aside, enter the revealed passage and jump forward into a trench filled with quicksand.

 

Wade forward quickly and emerge just as your air supply is about to run out, pull up in front of moving water and jump up right to grab a crack in the wall. Shimmy right, pull into the crawl space and follow to the end for grenades. Return and loop around right in the water into an E room with a closed gate. Go up the SE ramp, turn around and jump to grab the slope. Hang left, pull up and back flip onto the first of slopes. Jump off each one and grab the W opening. Shimmy left a bit and pull into the crawl space. Flip out the other side, jump into the deeper water and locate a small opening. Swim inside and right for grenades, go back and pull down the ceiling switch that would be quite easy to miss, return through the opening and fight a fairly weak current toward the S waterfall where you can surface for air and pull out.

 

Turn around and locate the ladder, jump to grab it and climb up to a ledge next to an outdoor area. Shoot the vase for shotgun ammo, ready a powerful weapon and hang from the W floor hole as action music starts playing. Release, slide to a lower room and engage two waiting assassins, one of whom drops shotgun ammo. Open the NW floor trap door and climb down to a lower passage. Follow to a water hole, jump in and swim along the narrow channel to a ceiling shaft leading to an enclosed pool. Surface, turn around, pull out and deal with the crocodile. Grab the uzi ammo in the SE corner, hop into the water and pull the cleverly hidden underwater lever in the same corner. Pull out SW above the water hole, jump up to grab the crack in the W wall and shimmy right until you can pull up into a crawl space above the waterfall.

 

Crawl forward and pick up the GOLDEN SKULL for SECRET #6. Drop down into the water, return to the trench and climb the ladder back to where you met the assassins. The SE gate has lifted, so go on through and turn right into a flooded W room that wasn't accessible earlier. Jump into the water, light a flare and save your game. Swim down through either floor and locate a small triangular opening in the N wall. The collision is particularly nasty here, which is why you were advised to save your game first. The only way to get through is by entering directly N with your left arm against the wall, and you might find it easier to line up properly if you swim down through the S floor opening. When you get through, turn right and follow the narrow passage to a S ceiling shaft. Swim up, surface and if you so decide, swim back down and through the narrow E opening for a large medipack that Lara seems reluctant to pick up. Return to the ceiling shaft, surface and pull out to find a GOLDEN SKULL at your feet for SECRET #7.

 

Grab 2 x shotgun ammo around the corner and return the way you came (the collision isn't a factor on your return trip) to surface in the flooded room for air. Swim back down to find a W opening just below the surface. Go inside and down to see an underwater lever that opens an underwater door down below. Return and swim down past one of the floor holes to find the opened E door. Go through and pull out, run down the short passage to a floor hole and drop down a long distance into the water below. Swim down and through the opening in the middle of the E wall. Continue past the smaller opening, surface, turn around and pull out at the entrance of a dark room.

 

Back flip onto the SW slope, jump off and grab the ladder. Climb up to face a second ladder and climb that one as well. Shift left at the top and drop down onto a slope. Slide and grab, shimmy to the left side, pull up, back flip onto another slope behind you, slide a bit and jump to grab another ladder. Climb up to a flat ledge and go left to push a button in the E alcove that lifts an underwater door. To get back down, stand with your back against the W wall in the SW corner and save your game. Face NE and run off the edge without jumping to land on the slope below. Slide and grab, shimmy left just past the dividing line, pull up and back flip onto the slope behind you. Slide to the bottom and jump onto the next slope. Jump again and grab the ladder (unless you happen to land in the alcove above the ladder). Climb to the bottom and safety drop to the floor.

 

Jump into the water hole and swim back to the main room. Continue across to the W side where the door opened, go on through while noting to your dismay that the door shuts behind you, turn left and through the triangular opening into the next room. Pull the underwater lever ahead for a cut scene of a waterfall area, turn left through the door that has also opened, swim up the shaft, surface and pull out into a room with two cat statues.

 

Go to the connecting room and take the PILLAR OF RA from the plinth. A trap door opens above the ladder in the previous room, so climb up, shift left and drop down next to a steep pit with water below. Dive in, swim E into the main room and continue across into the smaller opening you went through earlier. Swim up the shaft, turn around and continue swimming up to an opening at the very top. Pull out W to find a GOLDEN SKULL for SECRET #8, hop over E and save your game in front of the timed wall switch.

 

Pull down the switch, reverse roll and run into the water hole, swim all the way down to the floor, making a half turn along the way, go a bit E to the floor hole, down again to the very bottom, flip turn and swim out W into the main room, go forward and up past the ceiling hole, veering a bit left to pull out onto the ledge, hop forward and run past the timed door in the SW corner before it closes. Note the wall switch in the next room, together with two plinths bearing items. You again have a choice to make, this time between the UZIS on your left or the SMALL WATERSKIN on your right.  Remembering the elements room you saw earlier, you would be well advised to choose the latter (cut scene of a closed gate). Whichever you pick, the other disappears.

 

Pull the switch and back up to re-open the timed door and exit to the ledge. Loop around left to find a ladder surface next to the waterfall that you don't need to use. Simply take a running jump into the opening and run up against the water flow. Turn around to see a more conventional ladder, jump to grab it and climb up a long shaft until you can shift right and drop down into an alcove. Stand at the higher corner facing N and jump up to grab the opening. Pull up into a higher room and use the E corner blocks to get up to the E ledge. Pull up even higher, go out E loop around right to find the receptacle for the Pillar of Ra.

 

A gate lifts to your right, so go on through and shoot an ornate vase for flares. Pull up onto the sloped pillar to your right (N), hang right of center, pull up and back flip onto the facing slope. Jump off to grab the E crack (harder than it looks, took me several tries), shimmy left around the corner and pull up into a pitch-dark room with what looks like revolver ammo but shows up in your inventory as crossbow arrows. Drop back down and look in the SW corner for shotgun ammo next to a skeleton. Note the closed gate in the SE corner and exit NW past a scissor blade trap into a throne room.

 

Pull down the N wall switch to open a door near a giant cigar cutter, reverse roll and run over the skeleton to pull down the S wall switch and awaken a demigod. Grab the large medipack he leaves behind and note the closed door in the NE corner before leaving. The scissor blades are now dormant, so exit this room and loop around right to find the opened door. Side flip past the giant cigar cutter, climb the ladder at the end of the passage and back flip into an upper passage for crossbow arrows. At the E wall jump up left to grab the crack and shimmy right around the corner to pull up past a crawl space into a new area.

 

Follow the passage ahead and slightly to your left, loop around left into a treasure room and beware of phantom tiles in the path between two slopes. The safe tiles are those with the muddy splotches, so jump from one to the other as you cross over to a room with two plinths. This time it's safe to take both the SEED OF SETH (cut scene of a dark opening and the sound of a door opening) and flares without having to worry if one or the other will disappear.

 

On your way back, hop back from the second muddy splotch tile and hit the look key to see that you're on a ladder. Shift left and drop down into the alcove for a hard-to-see GOLDEN SKULL for SECRET #9 and a small medipack. The safest way out is to take a running jump SW to grab the first block, pull out and jump the blocks back to the E side. Loop around right into the passage you came from and turn left at the wall into an open-air room with that dark opening you saw in the cut scene. Light a flare, go inside and see your health bar steadily decline because of the poisonous gas. Turn left and follow the wall around until you come across a skeleton guarding a pile of torches (the air is okay here) and hear a door opening ahead.

 

Run straight E past the skeleton into another poisonous room, loop around right and find a large medipack. Return to the skeleton to restore your health and pull up into the high crawl space at the nearby SW corner for more flares. Get back down and pick up a TORCH near the skeleton. Run E into the darkness of the poisonous room and turn right past the block to light the torch where you picked up the large medipack. Restore your health and run E past the skeleton once more. This time go left and keep to your left until you reach another section with fresh air.   

 

Drop your torch here, draw a powerful weapon and enter the N passage to draw out a demigod. Retreat to the fresh air section to deal with him, then pick up your torch and go where he came from, first turning left and then staying right until you reach another safe area with shotgun ammo. Light the torch on the cat statue next to the red floor tile to open a trap door somewhere. You also hear the sound of another door opening. Return to the safe area where you engaged the demigod, drop the torch and light a flare so you can see what you're doing. Run forward to get on the E block and turn around to see a jump switch in the W wall. Activate it to open a gate, retrieve your torch and exit by looping around right, then go left and then right past the skeleton. Continue in a counterclockwise direction until you reach the opening to the outdoors.

 

Leave your torch here, go through the N opening and follow the E passage to the wall opening. Go down the ramp where the trap door opening, drop down into a dark section and drop down further W through the floor hole next to the skeleton. Pick up the LOST GATE KEYS at your feet, crawl N, turn right at the crossing and come to a floor hole. Slide down backwards, grab the edge (spikes down below), climb down a bit and shift left to drop into a passage with grenades. Go back and jump to grab the ladder, climb up past the opening, shift left around the corner to the W ladder, climb to the top and pull into a crawl space. Go up right until you can stand, turn around at the floor hole and climb down the ladder. Drop onto a column, hop down SW with grab and pick up the uzi ammo on the block.

 

Go around to the NW corner and pull the statue out of the alcove. Move it around the block and onto the ornate floor tile to open an underwater door. Jump into the pool, swim W past the opened door and follow the passage until you can pull out S and be attacked by a dog. Follow to a receptacle for the Seed of Seth and watch the brief flyby through a previous area. Return to the water hole, hop over it to open a trap door and climb the N ladder to a familiar area. Go S and left just past the receptacle, then left again and right to the SE gate. Open it with your Lost Gate Keys and be prepared to deal with two assassins waiting in the next room. Head through the SE opening and come to some shallow water near a receptacle you've already used.

 

Fill your Small Waterskin, which hopefully is in your inventory, go back past the gate you opened and continue to the W passage with the now-dormant giant cigar cutter. Climb the ladder beyond it, back flip into the upper passage, pull up left at the E wall and shimmy right to the E opening. Follow the familiar E passage, turn left at the wall and enter a new room with four plinths. Don't worry about any disappearing acts and take from left to right the UZIS, a GOLDEN SKULL for SECRET #10, grenades and the BAG OF SAND. You now have all the elements you need, but you're lacking a working torch. Not to worry, you dropped it not far away, so exit this room, go through the SW passage, turn left into the outdoor area where you left the torch and toss it down the W ladder hole.

 

Climb down after it, pick it up and head E past the opened gate. Continue to the E area where you filled the waterskin and turn left at the receptacle. Turn left again at the wall and loop around right into the room with the pole. Toss the torch down the SE floor hole and climb down after it into the elements room. Empty the Bag of Sand into the middle bowl to open the door behind you, empty the Petrol Can into the bowl on the left and light it with your torch to open the door to your left, and pour the contents of the Small Waterskin into the bowl on the right to open the final door. Go around to collect the REVOLVER and 2 x revolver ammo, climb the ladder to the room with the pole and exit W.

 

Loop around right into the room with the pit, climb down the ladder, turn around and hop over the spike hole with grab to land inside the E opening. Go up the ramp, loop around left at the top and jump down W into the quicksand trench. Wade across quickly, pull out and loop around right into the partially flooded room. Vault up left and go past the opened gate to find a GOLDEN SKULL for SECRET #11. Hop over the water for the CROSSBOW and explosive arrows, exit this room and go up the ramp to your left. Turn around, jump to grab the slope, pull up and back flip onto the facing slope. Jump three times, grab the wall crack, shimmy left and pull up into the W crawl space.

 

Flip out the other side, jump into the water, swim S against the current, pull out and turn around to see the ladder you used earlier. Jump to grab it, climb up to the ledge, turn left and drop down through the floor hole. Land on a slope, slide and grab, drop to the ground and exit S past the opened gate. Turn left at the receptacle, take the next right and attempt to jump into the dark pit to complete the level.

 

Level 2: TOMB OF ANUBIS

 

Walk forward to the N opening and slide backwards down the slope. Grab at the end, shimmy right to find a wall crack at the corner and continue around to the other side. Pull out and crawl forward to find a GOLDEN SKULL for SECRET #1 and uzi ammo. Return to the crawl space and drop down into the water below. Surface, pull out into a dark underground room and find the alcove near the SE corner for flares.

 

Go around to the W opening and down the steps to a pool room. Climb the ladder in the NW corner, note the monkey bars and go left for more flares. Go back and monkey swing E through a fixed camera to the next corner. Push the wall button to open a door and safety drop to the floor. Go to the SW corner where you can see a crack in the wall and jump up to grab it. Shimmy right and pull up into a crawl space. Take the first left, hop down into a lower passage and find a SW crawl space that leads to grenades and a GOLDEN SKULL around the corner for SECRET #2

 

Return, pull out of the trench, turn around and jump up to grab the ceiling. Monkey swing S and left around the corner to drop into a passage. Follow past the opened door to a wall button in the pool room that opens an underwater door. Return to the trench, pull out and go left to find a closed door at the end of the corridor. Go the other way, through the E crawl space and drop down into the pool room. Jump into the water and swim past the opened door into a lower section. Enter the narrow floor opening at either the N or the S side of the central structure, grab the shotgun ammo and pull the underwater lever in the W alcove to lower the water level.

 

Exit, surface and pull out. Go down the E ramp into a room with a plinth bearing the BROKEN EYE OF ANUBIS. When you pick it up a door opens at the other end of the previous room. Go back and up the W ramp to a new pool room. Jump over to the SW ledge, vault up into the ragged wall opening and make your way over to the NW ledge. Pull up onto the higher ledge, jump to grab the ceiling and monkey swing to the upper SW ledge. Jump over E, pull up right and jump to the longer ledge that spans the room. Hop over to the NE corner for crossbow arrows and return to the long ledge.

 

Face E and jump to grab the ladder. Climb up in front of a closed door, turn around and take a running jump W to grab a still higher ledge. Pull up near a crawl space and follow it to a wall button that opens the door you just now saw. Exit, hang from the ledge and shimmy left or right around the corner to drop onto the long ledge. Jump to grab the E ladder, climb up and go past the opened door to a crossing. Continue E through the crawl space, flip out the other side into a room you visited earlier and go up the E ramp into a dark room where two jackals have awakened.

 

Continue through the E opening and down the steps to a lava room. Go to the N wall, jump up to grab the crack and shimmy right through a fixed camera until you can drop onto a block. Go through another E opening and down the ramp into what I'll call a hub lava room.  Two of the three other openings are blocked by closed doors, so go up the S ramp into a larger lava room. Turn left, walk to the end of the ledge and take a running jump to grab the corner alcove. Shimmy right along the wall crack until you can pull up into a crawl space that leads to uzi ammo. Return, slide down S, exit to the lava room and loop around left to find a ladder.

 

Climb to the top, jump up to grab the ceiling and monkey swing W around the obstruction, release to grab the ladder and shift right around the corner. Take a rolling back flip to grab the ledge behind you, pull up and take a running jump slightly SW into an alcove. Hop back, grab the edge, shimmy left past the obstruction and pull up in the corner for shotgun ammo. Return to the jutting ledge the way you came and run over the corner to the adjacent E ledge. Jump up to grab the monkey bars and monkey swing to the far wall. Release, grab the crack and shimmy left to the corner crawl space. Proceed to the left alcove and push the wall button to open a door in the lava room.

 

Return to the crawl space, hang from the edge and shimmy left around the corner. Continue until you can drop onto the entrance ledge, go to the W end and use the ragged opening in the wall to get over to the SW corner. Note the closed door, hang from the edge, shimmy left around the corner and along the wall crack until you can pull up in front of the door that opened. Go on through and push the wall button in the alcove to your right to open another door in the lava room. Shimmy back to the SW corner, go up the steps past the opened door and grab the flares. Continue N up more steps and come to a crawl space opening.

 

Go on through, jump to the jutting ledge and use the monkey bars to monkey swing over to the N opening. Run past the opened door onto a bridge, turn right and jump E to a corner block with shotgun ammo. Jump back to the bridge and onto the N section to find a floor lever that opens a nearby door. Jump to the NW corner block for a small medipack and hop down to the floor of the hub room.

 

The N door is open now, so slide down and drop into a tunnel. Turn around and enter the next room to find the other half of the BROKEN EYE OF ANUBIS on a plinth. When you pick it up another door opens, so exit E, go around the lava pool and climb the ladder in the E wall past the ceiling hole. Take a rolling back flip to grab the jutting ledge, pull up and face NE. Save your game and take a running jump over the slope with a right curve to grab an invisible crack in the wall. Release to grab the crack below, shimmy left and pull up into a crawl space. Drop down the other side for shotgun ammo and a GOLDEN SKULL for SECRET #3.

 

Return and flip out of the crawl space onto the ledge surrounding the lava pool. Use the E ladder once again to reach the jutting ledge, but this time run forward into the hub room. The W door is now open, so run up the ramp to a lava room with a central obelisk. Note the crack in the N wall to your right. Jump to grab it and shimmy left past a fixed camera until you can drop down safely. Go through the W opening and up the steps to a dark room guarded by two awakened jackals. You've been here before, so go down the steps and to your right, combine your two eye pieces and place the RESTORED EYE OF ANUBIS in the N receptacle. The door rolls open and you're treated to a long flyby through the vast area ahead.

 

Walk forward and you'll hear a burst of action music warning you of two giant scorpions scuttling about below. You should be able to target them from up here with your pistols and either kill or weaken them substantially before going down there via the steps to your left. There are some widely scattered pickups down here, presumably to encourage player exploration. From the bottom of the steps, loop around left to a corner crawl space containing shotgun ammo. Return to the main area and run a bit N until you see a ramp leading up from your left. Go there, jump a couple of gaps to a ledge with flares, get back down and go around the lava pool to the NE corner, jump up onto a sand dune past the closed gate and continue around right with a jump onto the ledge over the gate for a small medipack. Drop down, go back toward the SE corner of this room and loop around to the right of the stacked blocks to find more flares tucked away in a corner alcove.

 

Go to the SW corner and climb the stacked blocks there. Pull up onto the jutting S ledge and run forward into the alcove. Save your game before pushing the timed wall button on your right that opens a door to the next secret. The timer is generous, but since there's no indication that the exercise is timed (a bit unfair to the player, I'd say), and since you can't push the button a second time to try again, you need to know in advance what lies ahead .

 

Push the button, get down to the ground, go to that W ramp leading to the ledge where you found the flares earlier and continue with a running jump N to grab the column supporting the stone bridge. Pull up and go across toward the huge structure, pull up E two times and then left (N, where you see the red stripes) onto a ledge. Go to the other end of the ledge and take a running jump W to grab the jutting ledge. Pull up and follow the steps to the N wall. Take a running jump W to grab the lower right corner of the higher opening in the wall, pull up and climb the block to your left to face a row of similar blocks jutting from the wall.

 

Jump S to the next three blocks in succession (stand jump down to the third one), followed by a running jump to land in front of an opening. You're attacked by a giant bug immediately upon stepping into the next room, but don't pause to shoot it. Loop around right to find the opened door mentioned in the previous paragraph and dash inside. Shoot the pursuing bug, pick up the explosive arrows and take the GOLDEN SKULL from the plinth for SECRET #4. If you made good time getting here you should be able to exit before the timed door closes, which I suppose counts as a moral victory for the player. Otherwise, pull the wall switch down and back up to get out.

 

Run to the SW corner of this noisy room and find an alcove with a wall switch that lifts the gate you saw earlier in the main area. Go back toward the entrance and up the W ramp toward those rattling blades. Time your jumps past them to reach the upper ledge and take the HORUS JAR from the plinth. The blades mercifully stop rotating, so you can jump back and go down the ramp. For a pickup, walk forward to the end of the ledge, take a running jump to grab the ledge ahead jutting to the left, pull up and hop down right for a small medipack. Hop back to the previous ledge, jump up NW to a fixed camera and climb the ladder to the top of a tall column.

 

Pull up, turn around and take a running jump SE onto the adjacent ledge. Go to the E end, safety drop onto a slope and slide to a flat ledge. Turn around and jump E to grab the rope. Swing forward and jump off toward the block with a pole. Aim to hit the pole so you won't overshoot the block and fall onto some nasty spikes. Ignore the pole, as it serves no further purpose, jump E to grab the crack in the column and shimmy left around two corners to the other side. Drop onto a slope, slide a bit and back flip onto a ledge. Drop from the S edge onto a block below. Run off the edge and slide down to a ledge.

 

Run N to alert a giant bug, pull up left onto a higher ledge and continue N past two openings until you can hop down right near a wall switch that gives you a static cut scene. Pull back up onto the ledge and go through one of the openings you passed by. Hop down to face a dark room with differently marked red floor tiles. Your task is to get safely across the room, and your clue is the ankh symbol you can see over the plinth near the far wall. All floor tiles not so marked are phantom tiles that will drop you into oblivion if stepped upon.

 

The first such tile can be reached with a running jump slightly SE if you're standing right and facing the E wall. For a secret, continue with a standing jump SE with grab to land past the phantom wall tile with an oval symbol inside a room with revolver ammo, a small medipack and a plinth bearing a GOLDEN SKULL for SECRET #5. Stand jump back to the previous ankh tile and take a running jump NE onto the next ankh tile. Stand jump NE onto the final ankh tile and continue with a running jump SE to claim the WEPWAWET JAR (sounds like an Egyptian god with a lisp).

 

Turn around to find that all the floor tiles now bear the image of an ankh, so run across without fear to the W wall, turn left and follow the ledge back to the S end. Safety drop to the stacked blocks and go down to ground level. Go around to the NE corner where the gate opened, enter and follow around to a vase hiding a large medipack. Take the GOLDEN SKULL from the plinth for SECRET #6, exit to the main area and go around to that W ramp once again. Use it to gain access to the huge structure as you did during the timed run, but this time continue E past the red stripes and pull up left onto a flat spot.

 

Go forward, hop up the ramp and find a passage to your right that leads to a receptacle for the Horus Jar. Place it and continue around the corner and across the room to find another passage leading to a receptacle for the Wepwawet Jar. When you place it a flyby shows a transformation taking place in the lava stream below. Exit to the flat spot where you pulled up, drop to the ledge below and go a bit W to pull up onto the higher ledge you used earlier during the timed run. Continue the same route as before until you reach the room with the timed secret. Go out left to the end of the E ledge, jump to grab the ledge jutting from the left and from there to the ledge with the ladder. Climb up to the top of the column and repeat your trek to the rope as described above.

 

Jump to grab the rope, but this time turn to your left, climb up one rung from the bottom, swing forward and jump off N to land on a flat surface underneath an arch. Take a running jump N to grab the next rope, turn to your right and jump to grab the ladder surface you can see on the E column. Or, if you're feeling brave, you can jump directly down to the niche to the left of the column. Shift left around the corner, drop down onto the ledge and pull the nearby chain to open a squeaky door. Hop back from the W side of the niche onto a slope, slide and grab and drop to a flat surface. Go around right or left, slide backwards down the roof of the structure, grab the bottom and safety drop to the ground.

 

Go around to the S side of the main area and up the now safe ramp leading to the interior of the central structure. Just past the water flow, turn left to where the door lifted and drop down into a lower passage. Shoot two vases for revolver ammo and an extra set of UZIS, then shoot the casket for a GOLDEN SKULL and SECRET #7. Climb back out, go N down the steps but beware of a deep floor hole in front of the plinth you can see ahead. Jump over or go around it. The skeleton lying beside the plinth serves as a warning of what might happen if you rush to grab what's on it. If you like, you can save your game and find out before moving on. Also note the scales against the far wall and the four diamond tiles behind the plinth.

 

Go to the floor hole and climb down the ladder in the N face to a lower hallway. Proceed S to trigger a brief flyby through the next room. Deal with two advancing mummies and enter the room. To your left and right are plinths bearing the SMALL WATERSKIN and the LARGE WATERSKIN, and when both are taken a door lifts somewhere. At the feet of the S statue is the ALEXANDRIAN SCROLL. Climb back up to the previous room and go S up the steps. Just before you reach the water  flow, look left to where the second door lifted. Go there and climb down the floor hole to find a crawl space in the S wall. Go on through and drop down the other side near a pool with a convenient central slab.

 

Get on the slab (a cut scene confirms your suspicion that the required number of units is four), fill the large waterskin, combine it with the small, leaving two units in the large. Empty the small, combine the large with the small to transfer the two units from one to the other. Fill the large again and combine it with the small to leave four units in the large. Exit this room via the crawl space, flip out the other side, climb the ladder to the steps and go down to the scales against the N wall. Look at the ahmet just waiting for you to make a wrong move and empty the contents of the large waterskin into the bowl on the left. The ahmet goes up in flames and you're now free to take the ANKH OF ANUBIS from the plinth, causing large double doors to open.

 

Exit the central structure past the water flow, go around right to the block steps and up to the S opening, light a flare and enter the dark room. Continue around the pool and past the opened double doors into a hallway where you hear the guttural snarls of a demigod. The double doors close behind you, affording no escape, so draw your weapon of choice and await the arrival of your enemy. Look in the W throne room where the demigod came from to find a large medipack in the NW corner. Go down the E hallway and loop around left to find an opening where you can pull up and drop down into a small trench. Shoot the vase and pick up the MECHANICAL SCARAB it was hiding.

 

Hop out of the trench and go up the nearby SE steps to an upper level. Turn right, then left around the uneven block into a passage with a chain. Pull it to lift a gate and go back around to a wider W hallway. Go up the steps to find an opening to your left. Time your way past the scissor blade trap at the entrance and turn left to go up some steps. A burst of action music gives you a split second to prepare for two boulders rolling down toward you. Continue to a landing where another demigod attacks from your left. Go where he came from, turn left at the closed gate and pull up into the crawl space for the WINDING KEY.

 

The gate you opened by pulling the chain is at the S side of the landing, so go there to trigger a cut scene upon entering. Combine the Mechanical Scarab and Winding Key and place the device on the floor scarab to trigger the spikes surrounding the plinth with the KEY OF AARU. Go around the plinth, pick up the scarab device and search the sarcophagus for a spare CROSSBOW and explosive arrows. Go to the NE corner to find a crawl space behind the column that leads to a vase you can shoot for grenades and flares. Continue around the corner to a plinth with a GOLDEN SKULL for SECRET #8.

 

Exit N to the hallway, continue to the N gate that's now open and go left up the steps to trigger a small and intermittent earthquake. Go straight at the crossing into the S opening and enter the E crawl space. Follow to a small enclosed room with a receptacle for the Key of Aaru. The gate behind you lifts as Lara's theme music plays. Don't exit yet. Return through the crawl space, turn left at the wall and loop around for a spare REVOLVER and a final GOLDEN SKULL for SECRET #9.

 

Go back the way you came to the gate you opened with the Key of Aaru, go on through and up the winding ramp ahead until you come to a ladder. Climb up to a room with some decent natural lighting and go around through the E opening. Push the S face button to lift the N gate and go through to finish the level.

 

Level 3: LIGHT OF ELYSIUM

 

All that firepower you've accumulated should come in handy for this brief but energetic boss level, although you'll need but a fraction of it.

 

Follow the hallway around the corner, climb the ladder to an outdoor terrace and bask in the unaccustomed light. Run about the exterior and look around if you like, then return to the ladder hole and step on the marked tiles in front of the iron fence to summon your old nemesis Seth. Run around to the other side of the force field as soon as camera control is restored, check your weapons and available ammo and draw what you think will serve you best.

 

When Seth dies he leaves behind the CORE OF ANUBIS, which you can place in the E wall receptacle. This lifts the iron fence you saw when you pulled up, and it triggers a dizzying flyby that's entirely too long for its intended purpose. When you finally regain camera control, go around the force field and past the lifted fence to the plinth bearing a scroll. I was frankly expecting a new battle, maybe more than one, but the level abruptly ends when you take the item. To play the final level, hit the escape key and select Lara's Home from the load screen.

 

Bonus Level: LARA'S MANSION

 

Begin with your back to a closed gate. Run forward to trigger a lavish flyby through Lara's sprawling estate. Continue along the driveway but veer off right before you reach the first archway. Go up S toward a wall and look down to see a trench. Slide down into the water and find the N opening. Swim down and up, pull out and push the button for a cut scene of the main gate. Return to the grounds (the collision swimming back up the ramp is quite nasty), run across the driveway toward the N wall and jump into the water on that side.

 

There's a phantom panel at the NE corner you can swim through. Continue down the floor hole and pull out into what looks to be an underground parking area. Your purpose for getting here is obscure, as there's nothing to pick up or accomplish in this area other than noting a cartoonish drawing on the wall. Return to the trench, pull out and climb a block to a tree-lined hill where you can find a floor hole near the NW corner. Hop or climb down the ladder to find a button around the corner that opens the main gate. Get back outside, and before going through the gate take a running jump N over the water to grab a ledge in the wall. Pull up and go left to find a short passage leading to a plinth with a BRONZE SHIELD (cut scene of a closed gate).

 

Proceed to the main gate, go on through and enjoy the view of Lara's stately mansion. Go to the front door and look around right to find a ladder that gets you up to a ledge over the door. Grab the flares behind the statue and push the wall button under the window to open the door below. Climb back down, enter the mansion and go left or right around the stairs into the workout room. Starting, logically enough, on the pad marked with the number 1, jump to grab the block, pull up and work your way S until you can stand and jump up to grab the monkey bars.

 

Monkey swing to the S wall, drop onto the block and jump W to grab the crack on the next block, shimmy right around a number of corners until you can pull up onto a block against the W wall. Although it's unmarked, the block hanging from the ceiling has a climbing surface, so jump to grab it, shimmy right around to the other side and take a rolling back flip to activate the jump switch on the next hanging block. A gate opens outdoors, but for now open the S door to the indoor pool and jump into the water. The four ugly face tiles all look the same, but the N one covers a door you can open with the action key.

 

Swim inside, down and around into a second pool, continue through the SE opening into a third pool, pull the underwater lever in the S alcove (cut scene of an underwater floor hole) and return for air. Pull out, exit the indoor pool and the workout room to the entrance foyer and go up the stairs. Open the E door ahead and a bit to your right, go up more stairs and around into the attic, climb the taller block opposite the chimney ladder (for later), crawl forward and flip down the other side to find a crawl space with the SILVER SHIELD (cut scene of the same closed gate).

 

Get back out and go downstairs to the landing, turn left and go down to the end of the S hallway. Open the door to an unfinished bathroom and grab the large medipack from the window ledge. Go back down the hallway and turn right into the E library. The second shelf to your right is climbable, so climb to the top and turn left to find a button that opens a nearby door. Drop back down, continue E and loop around left to find a book switch that opens another nearby door. Exit the library toward the main hallway and loop around right past the opened door and up some steps to find the SCRIPTURE OF FATE on a plinth. Return to the library hallway, take the first right to face the next opened door and enter an office where you'll find the GARAGE KEY on the small chest to your left.

 

Return to the main hallway, go to the SW corner and open the door to another unfinished bathroom. There's nothing to pick up here, but you can shoot out the window for a quick way outdoors if this should later prove advantageous for any reason. Exit the bathroom, go N down the hallway and turn left to open the W door to a bedroom. Push the hard-to-see wall button behind the television set to open an outdoor gate and exit N to the landing. Go downstairs and out the front door, turn left and left again at the wall to find the opened gate. Proceed to an outdoor courtyard with a swimming pool.

 

Jump into the water and find the NW floor hole you saw in the  cut scene. Swim down and follow to a crossing. Stay right and you'll eventually emerge at the aquarium. Go around it to the left and pull the E underwater lever to open a door in a dark stairwell. Return to the S wall opening, turn left and up for air, then swim back the way you came, staying left at all times until you can surface at the pool and pull out. Head E between the mansion and the outer wall, turn left at the closed gate and follow the alley past an opened gate to the obstacle course.

 

Save your game here, for when you step on the nearby riser bearing the numeral 1, an on-screen timer starts. As you have no idea how much time may be allotted, or even if this is indeed a timed run or not, discretion is the better part of valor. After going through the exercise described below it seems to me that the timer is intended only as an ego booster. If you get through in three minutes or less, I suppose you've made good time, but suit yourself. In any event, this is the route you need to take, as confirmed by the consecutively numbered risers you'll encounter along the way: Run E up the risers, continue with jumps until you reach some shallow water down below, climb the ladder ahead and jump onto the block a bit to your right. Jump or side flip left onto a slope, slide and jump to grab the next block, pull up and take a running jump to grab the slope ahead.

 

Drop, grab, pull into the crawl space and flip out to your left onto a slope. Slide, jump and run N as soon as your feet hit the pavement, run up the ramp between the stacked crates and hop up left. Jump up to grab the monkey bars, monkey swing W over the water while carefully following the ceiling tracks around obstacles and drop at the end onto more risers. Run forward and jump to grab the rope. Swing forward and jump off to grab the ladder (or maybe even the top of the ledge). Pull up, turn right and run off onto a slope. Slide and fall onto a second slope and jump onto a flat ledge. Turn right and take a running jump E to grab a crack, shimmy right around the corner and drop to the ground. Reverse roll and run and jump up and over the risers into a water trench.

 

Swim forward and pull the underwater lever. A gate opens, indicating that this was the real purpose of the entire exercise. Swim around the lever, pull out at the far end of the trench and run forward toward the pole. Turn to your right, jump up to grab the pole, climb to near the top, back flip onto a column, back flip again to land on a paved road, sprint along the road, hop over a short wall and go underneath an arch, and the timer stops after you pass the yellow checkered flag. Loop around right and follow the foot path around the corner to the opened gate.   

 

Enter what appears to be an empty garage with a purple tint and approach the plinth as you hear the gate closing behind you. Take the PISTOLS to see three skeletons materialize, but as these can be killed with the pistols, start firing and each one will explode nicely as it dies. One of the three will drop the COMBAT AREA CORE, which you can place in the receptacle you saw upon entering the garage. An interior door opens somewhere. Go to your right and down the W alley past a closed door, turn left at the closed gate and find a small medipack in the alley at the rear of the garage. Exit to the obstacle course and go all the way across to the opened gate at the SW corner.

 

Follow the foot path past another closed gate and take the first left (S) into what I'll call the wall maze (as opposed to the more familiar hedge maze). Follow this route: Go left to the E wall and loop around for a small medipack. Go back W all the way to the W wall past a fixed camera, left and loop around to a crossing, left and loop around for revolver ammo. Go back, take the second right and you'll come to a dead end with flares. Go back N, go right and stay right until you reach a statue at the dead end. For a later secret, it's important that you shoot it (1 of 5). Go back, take the second right (S), go left at the crossing and continue to the N wall. Go right, continue to the E wall and turn left into a fixed camera. Turn left at the wall to restore camera control and continue to a crossing. Stay left and continue until you see a gate opening ahead of you.

 

Turn right just before passing through the gate and go behind the obelisk to find a sneaky timed wall switch that opens a door inside the mansion. It's a fairly tight timed run, too, so save your game, pull the switch, exit past the opened gate, turn left and then right, exit the wall maze and follow the foot path around the mansion until you reach the front door. Enter and loop right or left around the stairwell to find the timed door. Once inside, you can pull the nearby wall switch down and back up to re-open the timed door.

 

Go down the steps to a crossing. Ahead is a closed door (a secret for later), so go down left and come to a dark hallway. Left are flares, right is a pushblock that you can push two times to reveal a crawl space. Enter it and continue to find a second pushblock. Push this one three times, look right to see a third pushblock but ignore it for now and pull up E into a crawl space to the right of the second pushblock. Follow around and flip out at the end into a lower passage with yet another crawl space. This one leads to an E side room with a plinth bearing the CROWBAR.

 

At the end of the passge is a closed door, so go back the way you came and flip out into the pushblock room. Pull that third block (SW) two times and push it three times W to get it out of your way. There are two more pushblocks behind where the third one was. Move #4 as far S as you can, do the same with #5. Go around the passage through the crawl space, and now you can push the first block into an alcove and open the crowbar door to your right. Claim the GOLDEN SHIELD and watch gates open in the ensuing cut scene.

 

Exit up the basement stairs, turn right at the landing and loop around left through the workout room and go to that purple-tinted panel near the bottom of the entrance stairs. Use the crowbar to open it and enter a seemingly empty passage. Pull up left into the window opening and push the wall button to open another interior door. Exit, go up the main stairs and loop around right to the S side hallway. Open the crowbar panel to your left and step inside for a brief cut scene of an outdoor area. Vault up onto the ledge for a small medipack, a large medipack, revolver ammo (cut scene of that closed basement door) and the REVOLVER (cut scene of another outdoor area). Finally, push the easy-to-miss wall button in the SW corner (cut scene of an eagle emblem being shattered, which is 2 of 5 for a secret) and exit to the hallway.

 

Turn left and enter the unfinished S bathroom where you may have shot out the window earlier. If not, do so now and jump to the top of the wall maze. Run to the W structure and push the wall button to open an exterior door. Safety drop N to the ground and follow the foot path W to the closed gate you noted earlier. Open it with the crowbar and follow the wood-lined passage to attract a couple of baby spiders. Go through the crawl space to a small room and hop down NE to find another crawl space that brings you to the LASER SIGHT.

 

Exit to the estate grounds, turn left under that horse statue presiding over the entrance gate, combine the revolver with the laser sight and shoot the eagle emblem (3 of 5 for a secret) on the arch ahead. Reverse roll and follow the foot path around to the right of the mansion and into the S wall maze you navigated earlier. Take the first right, go through the fixed camera, turn left just before you reach the W wall and follow the exterior wall until you face a closed N gate. Shoot the lock at the upper right corner (an odd place for a lock) and the gate will open. Follow around to a GOLDEN ROSE for SECRET #1 and exit to the estate grounds.

 

Turn right and follow the foot path E around the mansion past the closed gate and the obstacle course until you reach the NW opened gate you saw in the cut scene. Take the GOLDEN ROSE from the plinth for SECRET #2 and continue E along the N wall to the opened gate leading to the garage you visited earlier. Continue past it to the opened door around the corner and enter a small foyer. Open the two pink-tinted panels with the crowbar. The room on the right has a plinth with the SMALL WATERSKIN and a pile of wood. The room on the left has an elements receptacle for later use. 

 

Exit to the foot path and return to the obstacle course. Turn right and run all the way NW, where you can use the Garage Key to open the gate. Go on through and turn left into the passage where a door opened and grab the NITROUS OXIDE FEEDER from the far ledge. Gates open when you pick it up, so return to the alley and continue around the corner into a garage where three cars are parked. On the S ledge is a wall button that opens a gate not too far away. Backtrack the way you came, continue E along the foot path toward the closed gate you see in the distance, and turn left to find the opened N gate.

 

Hop down into an enclosed courtyard and enter the garage on your right to find the parked quadbike. Attach the Nitrous Oxide Feeder before getting on it and drive with speed (sprint key) past the doorway and over the W ramp to get across a pit to the gates you saw opening in the cut scene. Drive down the passage, turn right past one of the columns and drive over a wooden ramp to clear a water-filled canal and land on the other side. Dismount, jump into the water and swim into a narrow opening down at the NE corner. Follow around and pull out. Climb the lowest block and jump SW to grab the next higher block. Pull up, jump to grab the ceiling and monkey swing toward the next block. Release to grab the edge and pull up at a ceiling hole.

 

Pull up to a higher room and find the central block with a plinth for a GOLDEN ROSE and SECRET #3. Get back down, jump into the water hole and swim back to the quadbike. Drive it up the NE ramp to a new enclosed area and dismount. Shoot the lock on the E gate to open it and enter on foot. Follow around to a button that opens a gate and return to the quadbike. Drive it forward (E) into an alley and loop around left past an open gate (for later) and jump the water to the other side. Continue driving to an open area and dismount. Shoot the eagle emblem (4 of 5) on the roof of the building ahead, turn around and find a dark SW opening. Pull up into the W crawl space and flip out the other side. In the NW alcove is a GOLDEN ROSE for SECRET #4.

 

Go back to that building where you shot the eagle emblem and use the crowbar to open the NE gate. Go inside and take the AQUARIUM KEY from the plinth. Exit, turn left and continue on foot past the opened S gate, go right and then left past the opened S gate leading to the mansion, go straight and the door ahead opens upon your approach. Continue to the workout room and turn right into the main entrance area. The receptacle for the Aquarium Key is in the dark hallway on the S side of the stairway.

 

Go past the opened door to a ladder and climb up to a passage leading to a water hole. Pull the underwater lever in the S wall ahead, return to the mansion and turn left. Run past the aquarium through the door that just opened and enter an office. Take the PRIVATE GARDEN KEY from the small chest and exit the office. Go upstairs and turn left at the landing into the N hallway. Turn left again into the master bedroom and push the button in the W window to open an exterior door. There's nothing else to do here, so run straight across into the E room across the hall and open the S door to the bathroom for a large medipack. While you're here, fill the small waterskin in the shower stall.

 

Go back, open the windows to the E balcony and step out to shoot another eagle emblem (5 of 5, pistols are fine, the secret door should now open). Exit to the landing, go downstairs and out the front door. Turn right and follow the foot path N past the opened gate and left into a control room. Search one of the shelves to your right for the STORAGE ROOM KEY and note the power code on the wall (2137) in the far corner. Exit, return to the mansion and enter through the front door. Loop around the stairway to the timed door that you should earlier have opened permanently with the wall switch, go downstairs past the W door that opened when you caused those five objects to shatter (thanks, Saki Croft). Continue to a plinth with a GOLDEN ROSE for SECRET #5.

 

Go back up the stairs to the landing and go down left (N) to find the receptacle for the Storage Room Key. Enter a room with crates, turn right and follow the passage to a button that opens an outside gate. Return to the previous room and find the pushblock in the far left corner. For a laborious secret, pull it back and aside, go where it was and crawl to a new area. Look right to see another pushblock, pull it once and crawl around to pull it E between two blocks. A third pushblock has been revealed, so pull it three times N past the second pushblock, crawl around again and come to a fourth pushblock next to a triangular crawl space. Pull it two times N, reverse roll and pull up onto the pushblock behind you, crawl over it and flip out the other side.

 

Turn right, go around clockwise to the fourth pushblock and push it one time N. Reverse roll, pull the pushblock behind you one time N and squeeze into the W crawl space. Go around to the same pushblock and push it two times N. Reverse roll, go to the pushblock behind you and pull it one time W. Go through the crawl space, pull the same block one time N, go back through the crawl space and follow the revealed passage to an alcove with a GOLDEN ROSE for SECRET #6. To get out it's not necessary to move any of the pushblocks again, but you do have to crawl in a few spots. Exit to the stairs and go up to the workout room. Turn left and go outside via the N shortcut door.

 

For the final secret, turn right and follow the footpath along the N wall past the obstacle course to the opened gate leading to the garage. Go past it through the opened N door, turn right into the second crowbar door room and pour the contents of the small waterskin into the bowl around the corner. The N door opens to allow access to a room with a stained glass window and a plinth bearing a GOLDEN ROSE for SECRET #7. Return to the obstacle course, run across it S and past the opened SW gate, follow the foot path to the SE gate (with the Restricted Area sign) you opened with the button you pushed in the storage room. Before entering, however, there are a few tasks you first need to perform elsewhere.

 

Continue W along the foot path past the swimming pool and use the Private Garden Key to open the gate at the corner. Enter and take the second left to find an opened gate. Enter the crawl space and ignore all side passages as you make your way clockwise around the perimeter until you reach an alcove with a wall button that opens a door in the area you'll visit next. Return the way you came to the opened gate, exit to the garden and go forward a few steps to find a TORCH to the left of the tree.

 

Follow the foot path E along the S wall and continue past the opened gate into the Restricted Area. Come to a closed door with a keypad and drop the torch in a place where you can easily reclaim it. Remembering the clue you saw earlier, punch in 2137, hit the star key and the door opens. Take the small medipack from the raised slab and go back through the E opening. Follow the passage, dodging steam blowers along the way, and shoot the fuse box in the S wall. Pull down the exposed wall switch to open a door inside the mansion and go back the way you came. Exit to the alley, turn left and go around to the E door you opened with the wall button. Enter and follow the passage to an alcove with a fuse box. Shoot it and pull down the wall switch to turn on the flames in a fireplace.

 

Turn around to see that hazards have appeared in the room while your back was turned. Jump up to grab the ceiling and monkey swing over the burning floor while timing your way past a steam blower. Drop down and return to where you dropped your torch. Retrieve it and follow the foot path around the mansion to the front door (clockwise is quicker). Go upstairs, loop around right at the landing and enter the S hallway. Turn right into the bedroom and light the torch on the burning logs. Go back downstairs and left into the S hallway alongside the aquarium. Turn right into the lounge and light both sets of logs in the fireplace (cut scene of a closed trap door).

 

Leave your torch here, exit to the N hallway and turn right into the freezer. Poor Winston is frozen solid, so move him out into the hallway, S toward the stairs and all the way around the front of the stairs into the S hallway and from there into the lounge. Place him in front of the fireplace next to the Athena plaque to open the trap door you saw in the cut scene. Go upstairs to the landing and past the opened door ahead and to your right. Continue up the wood steps to the attic and climb the ladder you noted earlier. Pull up into a higher room and place the Scripture of Fate on the music stand. Lara will play a few notes on the nearby harp while a flyby takes you through the estate grounds and ends at the front gate with Winston having assumed his post there. 

 

Climb back down the ladder, exit the attic to the landing and continue downstairs and out the front door. Continue W to where Winston is waiting and right past him is an opened door leading to a plinth with the PARIS PLANE TICKET. When you pick it up the front gate opens, so take a few steps W to finish the level.