THE LAST PLAGUE

 

Levels by DHermogenes

 

Walkthrough by Phil Lambeth. Video walks have also been provided by Doggett TV, by Steven3517 and by Saki Croft.

 

 

Level 1: SAHARA DESERT

 

After the introductory flyby, where Lara says something you can't hear because of the loud music, turn right and head N toward the nearby sand dune while noting that the shotgun is already in your inventory. Go around the sand dune to the right and see a solitary yellow light ahead. Shoot it for uzi ammo, look right and you'll see two similar yellow lights off to the E near a column structure (as you'll learn, there are many such lights scattered throughout this area). Go there and shoot them as well for 2 x shotgun ammo and a small medipack. At some point you'll be attacked by a giant sand worm like the ones you read about in Frank Herbert's Dune. However, it's fairly easy to avoid once you realize it's out there and that it's very, very hungry.

 

Now make your way S toward that beautiful full moon. You'll soon come to a wall, where you'll find shotgun ammo before embarking upon an extended treasure hunt for assorted pickups and a couple of essential artifacts. Follow the wall past two flaming pots (note the two receptacles inside the structure) and look for a small medipack in a field of purple flowers at the far corner. At this point I suffered an attack from the sand worm and had to beef up my health, so be aware that it will follow you underneath the sand, forcing you to exercise constant vigilance so you can maintain a safe distance from it. Continue along the wall until you see another yellow light in the distance. Go there and shoot it for uzi ammo, then climb onto the wall blocks in the immediate vicinity for a large medipack and shotgun ammo.

 

Near the shotgun ammo pickup is a small trench with 2 x small medipack. Head W and shoot another yellow light for uzi ammo. Continue W and around the corner to find another yellow light hiding more uzi ammo. Follow the line of sand dunes a bit further, then run N through a field of purple flowers toward the shimmering blue lights with a camel standing nearby. Shoot the yellow light for 2 x small medipack and go E from there to find a small pond with an ANKH (1 of 2). Wade out of the water and run W toward a giant pyramid you can see in the distance. Go around to its left side opposite a flaming bowl. Climb onto one of the blocks for shotgun ammo, hop down and run further W toward three yellow lights spaced not very far apart.

 

Shoot them for 2 x shotgun ammo, 2 x small medipack and a large medipack on a block. Now head N toward the next cluster of yellow lights and shoot them for 2 x uzi ammo and shotgun ammo. The next trio of yellow lights yield a large medipack, uzi ammo and 2 x shotgun ammo. Run W to the line of sand dunes, turn right and follow the dune line until you reach a small field of purple flowers. Turn left through a break in the dune line and go to two strange structures on stalks. Search the purple flowers between them for an ANKH (2 of 2) and run back S toward the pyramid. Just before you get there, turn left and run E toward those twin blue lights you can see in the distance.

 

You'll come to a small structure with two receptacles for your Ankhs. Place them to lower blocks around the corner in front of you. Go around on either side and proceed into the darkness to be carried to the next level.

 

Level 2: RUINS OF THE TEMPLE OF SETH

 

Light a flare and follow the dark passage left or right to an outdoor area. Hop into the shallow central pit for uzi ammo and a small medipack. Hop up NW and climb up through a fixed camera to the outer wall. Go left around the silo for a large medipack and continue for a whopping 5 x shotgun ammo. Drop back down to the ground and go E between the stubby silos (noting the receptacles) to find more shotgun ammo at the SE wall juncture.

 

Go back W, turn left through the archway into the next area and deal with six giant scorpions. From the entrance, turn left (E) and find a small medipack at the corner. From there, head S along the ledge and take the first left into a lower room with 2 x uzi ammo. The next room is empty (but it leads to Level 4: Hall of Thoth, which you could play now if you so chose), so continue to the SE obelisk and jump into the shallow pool for 2 x shotgun ammo. Pull out and follow the ledge to the SW corner for uzi ammo and shotgun ammo. Continue to the dark W opening, go down and crawl through to a lower room with desert eagle ammo, uzi ammo and 2 x large medipack.

 

Return to the outside area, continue N to the next opening on your left and go down the steps to find a small medipack and 2 x shotgun ammo. Exit, climb up onto the left block just past the entrance for uzi ammo and exit N to the area with the stubby silos. Run just past the silos, turn right and follow the ledge around past two burning bowls, pausing for shotgun ammo, and jump NE around the corner onto a jutting ledge to attract a giant bugs. Take a running jump to grab the next ledge E, pull up and target two more giant bugs resting on the nearby column top. Drop down next to the burning bowl for shotgun ammo and pull up onto the opposite side of the ledge.

Jump E and follow the ledge carefully past the flaming bowls and a closed gate to note the crowbar switch at the other end. Jump to the column top where the bugs were, jump W to the next column and drop to slide next to 2 x large medipack. Jump down NE and search the purple flowers up SE for shotgun ammo and uzi ammo. Jump up to the E wall and find more uzi ammo among the flowers. Go to the SE corner for a large medipack and crossbow arrows and slide down W to find more uzi ammo next to the flaming bowl.

 

Go to the W ledge and look down into the water to see three waiting fish (or could they be crocodiles). Anyway, shoot them from this safe vantage point and pull up onto the higher ledge to your left. Slide down the other side, grab the small medipack and turn left at the corner. Around the next corner you may encounter a crocodile stuck in the wall, as I did. Next to it was shotgun ammo. Go up the steps there for uzi ammo, continue up either side to note another crowbar switch on the ledge, pull up next to the obelisk and search the blue plants for a small medipack and shotgun ammo.

 

Drop down to the ground and follow the ledge to the NW corner where you'll find a small medipack and shotgun ammo hidden in the purple flowers. Continue E just past the flaming bowl for 2 x shotgun ammo. Jump into the nearby water and search the floor for 2 x small medipack, then locate the opening near the SW corner of the structure and swim inside. Surface and pull out, turn around and stand jump W to grab the crack. Ledge jump up to grab the slope, ledge jump back to grab the higher slope, shimmy to the right corner and ledge jump back to grab a crack in the column, shimmy left around the corner and ledge jump up to grab an invisible crack, shimmy left around the corner and pull up into an opening with blue plants. Await the arrival of a giant bug and pick up the nearby shotgun ammo.

 

Pull up into the N opening, crawl through and hang right from the other side. Ledge jump up to grab the opening, pull up and grab the small medipack. Walk out to the NE corner next to the column and take a running jump down to the slope below. Slide, jump and grab the crack, shimmy left around the corner and activate the jump switch to lift the gate you noted earlier. Go on through and follow the passage to shotgun ammo, crossbow arrows and a small medipack. Continue a bit further to be taken to the next level.  

 

Level 3: TEMPLE OF DEFNUT

 

Follow to a crowbar switch and jump into the water. Swim a short distance, surface and pull out near a much larger body of water. Jump in and swim left toward the cat statue adorning the central structure for a small medipack. On the floor near the NW corner is uzi ammo. Get some air and swim through the E opening at floor level, go up the ceiling shaft and pull out into a small room with a wall switch that drains the area. Climb down to the bottom of the ladder, release and grab the lower section, climb down further and drop to the floor below.

 

Push the floor lever to open the gate, but before leaving move the pushblock underneath the ceiling shaft. Enter the next room and do battle with an Atlantean crawler. Go to the plinth, grab the ANKH (1 of 3) and find uzi ammo in the NE corner. Exit W to the drained area and enter the S opening. Follow around to a pushblock and pull it two times. Go around the column and enter the revealed passage to find a water hole at the end. Jump in and swim a short distance until you can surface. Turn around, pull out onto the ledge and jump to grab the crack in the column. Shimmy right around the corner and ledge jump back to grab the swingpole. Swing around and jump off to grab the pole. Turn a bit to your right and jump off to grab the next pole.

 

Turn to face the swingpole ahead, save your game and make a precise jump to grab the swingpole (the top of Lara's head should be slightly above the swingpole). Jump off to land on the far ledge for SECRET #1. Gather 2 x small medipack, desert eagle ammo, a large medipack and a BRONZE COAT OF ARMS. Jump back into the water and swim through the opening to surface and pull out W. Loop around left at the pushblock and return to the drained (well, mostly drained) area. Go to the pushblock in the W wall and push it until it drops down into a water hole. Jump in after it and swim along the winding passage until you can surface and pull out near a small medipack and shotgun ammo.

 

Pull up between the flaming bowls and turn around to locate the jump switch. Activate it to open the gate on the other side of the spike pit and take a running jump to grab the pole. Slide down until the top of Lara's head is just below the top of the opening ahead, jump off to land safely and run forward so the Atlantean crawler won't push you down into the spike pit. The nearby water has a strong current that will draw you into a spike trap if you happen to fall in, so save your game and take a running jump SW to grab the lower swingpole.

 

Turn around (down arrow key), swing around to jump off and grab the higher swingpole, do the same with the next swingpole (using the sprint key to gain some extra distance) and jump off to grab the crack in the wall. Shimmy right to the corner, ledge jump back to grab another swingpole, swing and jump to grab the next swingpole, swing and jump onto a slope, slide and grab and ledge jump back to grab a higher swingpole. Turn around, swing and jump to activate a jump switch, slide and grab and ledge jump back to the swingpole, swing and jump to grab the pole, turn to your left and jump to grab a second pole, turn to face the wall, slide down and jump off to grab the crack, shimmy left until you're over the opening below, ledge jump back to grab the swingpole, swing and jump with grab to land inside an opening in the W wall.

 

Drop down at the end of the passage and pull down the wall switch to block off the strong current in the pool. Use the E wall crack to ledge jump up to the passage, pull up and hop SW to the block, jump down into the water and swim through the S opening. Surface, pull out and take the ANKH (2 of 3) from the plinth. Swim back the other way, pull out N and go through the NE opening to face another harrowing jump to grab the pole and jump safely across the spike pit to the other side (the top of Lara's head should be even with the top of the jump switch assembly in the far wall.)

 

Hop down, jump into the water hole and swim back to the opening you created by pushing the pushblock over the edge. Pull out and return to the drained area. Shoot the Atlantean crawler that greets you and place one of your Ankhs to open the gate to the central structure. Don't go inside yet, but instead go around to the E opening. Use the pushblock to grab the ladder in the ceiling shaft and climb up to the top of the lower section. Release and grab and immediately ledge jump up to grab the higher section. Climb up to the room with the wall switch and push it back up to flood the lower area.

 

Save your game, swim back there as quickly as you can (to conserve air) and enter the opened N gate to the central structure. Swim down at the entrance (watch out for the spikes on either side) and follow the passage into a room with a fixed camera as the gate closes behind you. A spike wall is triggered as you enter, so swim forward and pull the underwater lever to open the trap door up to your right. Swim through just ahead of the spikes and find a second underwater lever to your left as another spike wall approaches. Pull it to open the trap door overhead, swim up and pull out right, jump without hesitation into the water hole ahead and pull a third underwater lever. Flip turn, swim into the opening, flip turn again and wait for the spike wall behind you to pass by. Swim out left, surface at the opened trap door above the second underwater lever and pull out into a room for SECRET #2.

 

Catch your breath, collect the GOLD COAT OF ARMS and the UZIS, jump back into the water and swim into the SW opening. Pull out into a small room with a wall switch that opens the exit gate, grab the ANKH from the plinth (3 of 3) and swim back the way you came down the NE floor trap door and out W. The water level has risen, so surface for air if necessary and go back down to exit the central structure S and swim through the E opening and up the ceiling shaft to pull that wall switch back down again.

 

The area is once again drained, so get down, exit W to the outside area and enter the central structure. Climb the block to your left, stand jump to grab the swingpole, swing and jump to the higher swingpole, turn around and swing with sprint to jump and grab the corner ledge. Pull up, turn left and take a running jump to grab the crack in the column. Shimmy left around the corner, ledge jump back to grab another column crack, ledge jump up to grab and pull up in front of a closed gate. Turn around and jump up to a wall switch, pull it down to open the gate and go there. Exit the central structure onto a surrounding ledge, go around left and take a running jump to grab the W opening. Pull up and place an Ankh to open the gate. Follow to a room with rotating blade traps and save your game.

 

Time a running jump to grab the base of the nearest blade trap, pull up and time a running jump to grab the pole between the rotating blade traps. Turn left and jump off to grab the next pole near the wall. Turn right, climb up until Lara's head is even with the flame ahead and jump off to grab the second of three swingpoles. Swing around with sprint and jump off to land on a safe ledge. Turn right and time a running jump to the base of the second rotating blade trap. Stand jump to grab the crack in the N wall, shimmy left and pull up into the opening. 

 

If you walk forward two giant cigar cutters will activate, so run toward them and roll at the least instant to avoid taking damage. Take a running jump past the two spike fields onto a platform in the next room and prepare for a battle royal with two demigods firing at you from opposite sides. Note the closed gates and jump down toward a corner of the room so you'll land in water rather than on a hard surface. Pull up onto one of the ledges surrounding the central structure, locate the pushblocks on the E and W sides and climb up onto the E one. Pull the higher block once into the center, get down and pull down the N wall switch (the one on the other side has no handle) to raise two platforms.

 

Move the W (or E, the order doesn't matter) pushblock onto the marked tile, get up onto it and take a running jump N to grab the raised platform. Pull up and jump W to activate the jump switch. Return to the central structure and push the W block into the water to raise a block on the ledge ahead. Now go to the E pushblock and repeat the procedure described above. When you activate the second jump switch a cut scene shows one of the gates above opening. Push the block into the water to raise a companion block on the E side of the room and find the crack on the SE side of the structure. Jump up to grab it, shimmy left around the corner above the working wall switch and wait until just before you hear the sound of the springing spikes. Ledge jump back and quickly scoot right or left before the spikes return.

 

Climb the block next to the spikes, stand left and jump to grab the lower corner of the central platform. Run through the field of purple flowers and jump the gap with grab to land inside the N opening. Use your remaining Ankh to open the gate and save your game now before entering the next room. It has been reported that the tasks ahead must be performed all in one go, so DO NOT SAVE inside this room until you've obtained the crowbar or you'll be unable to progress further.

 

Ahead is your objective, the closed gate at the top of the steps between the two burning bowls. As you enter you're immediately beset upon by a huge sword-swinging warrior and a floating, bolt-tossing Seth. Don't waste valuable time trying to kill them. If you run straight ahead to the closed gate, you can gain a brief respite while your enemies are stomping about below. At an opportune moment when both their backs are turned, run down the steps and turn left to pull down the E wall switch to raise a timed platform on that side. Reverse roll, run back to the closed gate, get on the E side block and carefully (so the flaming bowl won't set you on fire) take a curved running jump to grab the opposite column top. Pull up, take a running jump SE onto the ledge, turn and pull down the wall switch on the column before the timed platform drops. If you have time, back flip onto the ledge, safety drop into the water hole, climb out and repeat the same procedure described above for the two wall switches located on the W side of the room.

 

When you've successfully completed everything, the N gate opens and you can go up the steps to get the CROWBAR. At this point Seth disappears but you still have to go down and kill the other guy with the swords, and it takes a lot of firepower to bring him down. When that's done, look around the corners of the room for 2 x shotgun ammo and a small medipack. Put that crowbar to use on the floor switch near the S wall to lower a nearby block. Pull up into the opening, run to the other end and jump to the central platform. Time a jump past the spike traps, side flip through the lower cigar cutter, run off the edge and slide down near a large medipack.

 

Walk through the spikes on the left side of the rotating blade column (if you try to go down the right side you'll die). Hit the look key to regain camera control, stand at the edge of the floor hole and jump E to grab the crack in the next rotating blade column. Wait for an overhead opening in the rotating blades and ledge jump up to grab the top of the column. Pull up and jump forward onto a ledge. Drop down left for shotgun ammo, pull back up and hop up to the higher ledge. Exit S, turn left at the wall and take a running jump E to grab the surrounding ledge of the central structure in a familiar area.

 

Pull up and go around the ledge to face the S opening. Take a running jump across the gap to grab the ledge, pull up and run forward to jump into the water hole. Swim until you can surface and pull out near a crowbar switch you noted earlier. Activate the switch to lift a gate somewhere, jump back into the water and swim back the way you came. Pull out and face the central structure, take one step back from the edge, hop back and take a running jump to land on the ledge below. Turn around and take a running jump to grab the lower S opening, pull inside and follow the passage to a crowbar door.

 

Open the door, go inside and follow the passage to a pushblock. Pull it once, go back to the opening and safety drop to the ground. Go to that familiar E opening, climb the block, use the ladders to get up to the wall switch and push it back up to flood the area. Reverse roll, jump into what now is a water hole and swim back W to the flooded area. Enter the central structure via the N opening, swim up and surface, pull out at the N opening and follow the ledge around left. Jump across into the W opening and you'll hear some thumping machinery.

 

Go around to the other side and pull up into the E opening (you can't reach it with a running jump so you'll have to swim). Go around the corner and time your way past two spear traps similar to teeth doors. Jump into the water hole at the end of the passage and swim under and over a couple of blade traps. Surface and pull out in front of the gate that opened in the cut scene. Step forward and take the SCARAB AMULET from the plinth. Swim back past the blade traps, surface and pull out. Get past the spear traps, jump into the water and swim around to the N side. Pull up into the opening and place the Amulet in the receptacle on your right to trigger a cut scene and open the way N. 

 

Walk through the field of purple flowers and pluck the NORTH STAR out of thin air. Reverse roll, jump into the water and swim back around to the S side. Pull out near one of the statues, jump into the water hole ahead and swim until you can surface and pull out near the crowbar switch you used earlier. Follow the passage for a return trip to a previous level.

 

Level 2: RUINS OF THE TEMPLE OF SETH (revisited)

 

Follow the winding passage and drop down at the end. Jump into the water and locate the opening on the N side of the structure. Swim inside, pull out at the ceiling hole and repeat what you did earlier. Turn around and stand jump W to grab the crack. Ledge jump up to grab the slope, ledge jump back to grab the higher slope, shimmy to the right corner and ledge jump back to grab a crack in the column, shimmy left around the corner and ledge jump up to grab an invisible crack, shimmy left around the corner and pull up into an opening with blue plants.

 

Pull up left into the opening, hang right from the other side and ledge jump up to grab the top of the structure. Pull up, take a running jump from the S end to the next structure and continue with a running jump and grab to the S ledge. Loop around left past the flaming bowls, jump the ledges around the corner as you did earlier and activate the crowbar switch in the far NE corner. The gate behind you opens, so go inside and right for 2 x desert eagle ammo and a large medipack, go the other way for crossbow arrows, grenades and a small medipack, and exit to the ledge.

 

Go back to the crowbar switch you just used and jump W to the jutting block. Take a walking-running jump (walk and up arrow keys followed by the jump key) to grab the swingpole, swing and jump to the next three swingpoles in succession and jump off to grab the sloped arch, release and grab the crack and pull into the crawl space to a fixed camera. Crawl through and hang from the other side, ledge jump up to grab the sloped arch and ledge jump back to grab the swingpole. Swing around and jump off to land on the ledge.

 

Step forward to awaken two giant flying bugs, pick up the large medipack and uzi ammo at the corner and jump or shimmy past the flaming bowl for more uzi ammo. Hang from the S end, drop to grab the crack and pull into the crawl space. Hang right from the other side, drop to grab the crack and ledge jump back to grab the column support. Shimmy right around two corners to the other side, ledge jump back to grab the next column support and shimmy right around just one corner. Ledge jump back to grab another column support, shimmy right around two corners and release to activate a jump switch (if you miss, just make the necessary adjustment and jump back up).

 

The gate on the ledge below opens, so go inside and follow the passage to crossbow arrows and uzi ammo, continue down the steps into the darkness and you'll be carried to a previous level for some unfinished business. 

 

Level 3: TEMPLE OF DEFNUT (revisited)

 

Continue down the steps to trigger a squishy block, stand left and time a running jump past it to grab a pole. Jump off onto the ledge ahead, jump to grab the crack in the W wall and shimmy right until the crack narrows, ledge jump back to grab another crack and shimmy left near another squishy block. Ledge jump back to grab the pole, swivel around right to face the swingpole, adjust Lara's height so that the top of her head is even with the bottom of the torch flame, jump off to grab the swingpole and swing around to jump off onto the ledge.

 

Run forward, jump into the pool, swim to the other side and pull out. Go up the steps and take the WEST STAR from the plinth.  Swim back across the pool, save your game, take a running jump to grab the right side of the swingpole and time a swing and jump with a right curve past the squishy block to grab the pole. Turn to your left, jump to grab the wall crack, shimmy right and ledge jump back to grab the other crack, shimmy left and ledge jump back to grab yet another crack, shimmy right around the corner and drop down.

 

Jump S to grab the pole, time a jump past the squishy block in an effort to grab the swingpole. You'll almost surely miss and slide into the trench, but the builder has considerately provided a ladder you can use to climb back out. Go up the steps and turn left at the top for another level jump.

 

Level 2: RUINS OF THE TEMPLE OF SETH (revisited)

 

Go up the steps and drop down at the end to the outdoor area. Run S along the ledge toward the far wall and loop around left to go up winding steps around left to a crowbar switch. Activate it to hear the sound of a lifting gate and go back down the steps. From the block next to the purple plant take a running jump S to grab the ledge, pull up for 3 x shotgun ammo and shimmy past the flaming bowl for 2 x uzi ammo. Drop down, go back up the steps, and this time loop around right onto the companion block and jump to the S ledge for a large medipack on one side of the flaming bowl and 2 x large medipack on the other.

 

Drop to the ground and back N to jump into the water. Find that SE opening in the central structure, swim inside and pull out at the ceiling hole. Repeat the moves done earlier to get up the central structure. By the time you pull up to the top you've probably heard the sound of whirring wings, so deal with the giant flying bug and make your familiar jumps S along the ledge tops. When you reach the other side, continue S past the stubby silos and down into the area where you encountered the giant scorpions earlier. We're done with pit stops for now, so enter the E opening on the right and go down into the passage to begin the next main level.

 

Level 4: HALL OF THOTH

 

Run forward into a small cave and look to your right for crossbow arrows. In the opposite corner behind a closed gate is a secret for later. Slide down N, shoot two scorpions and go through the W passage. Note for later the ladder in the ceiling shaft and go through the N opening into the next area to awaken two jackals. Search the SW block for grenades and the floor near the NW block for a small medipack.

 

Note: Before you start using the handle in the middle of this room to open the various gates, be advised that there may be a serious problem with this room. Whenever I saved in this area, gates once opened would slam shut for no reason immediately upon reload. This may explain the game-stopping moment I later experienced as documented below. If this should happen to you, I recommend that you try to play this entire section, from the beginning of the level until you reach the Senet game area, all in one go without saving.

 

Stand on the central dais facing the closed N gate and push the handle once toward the gate to open both it and the W gate. Go inside W, shoot the jackal waiting to your left, grab the shotgun ammo in the corner to your right and go around the ledge to the SW corner. Drop into the hole formed by the blocks for a large medipack, climb back out and go to the middle of the S wall. Jump up to grab the ceiling and monkey swing N to the green pushpiece and then E to activate a jump switch. Climb out of the pit SE, pull onto the block to your right and turn around to face slightly NW. Stand jump to grab the opening, pull inside and follow the passage to an opening on your right for 2 x uzi ammo. The nearby floor hole has a flaming bowl underneath, so turn around in this opening and hop back at an angle onto one of the slopes.

 

Get down to the ground, go back to the central handle and push it counterclockwise two times to open the E gate. Go there, note the red pushpiece and go around to either the N or S side of the ledge. Use the monkey bars to activate the W jump switch, climb E out of the pit and carefully jump SW past the flaming bowl onto the ledge. Go around to the SW corner, stand next to the wall and take a running jump over the flaming bowl to grab the crack. Ledge jump up to grab a higher crack, shimmy right around the corner and pull up into a dark passage. Run forward for shotgun ammo, pull up into the left opening for desert eagle ammo and get back down to the ground.

 

Return to the central handle, face E and push it one time.The S gate opens, so enter and follow to that SW ceiling shaft with the ladder you noted earlier. The trap door overhead has opened, so jump to grab the ladder and climb up to a dark room. Shoot two jackals and go out N onto the ledge where you'll find a plinth with the CROSSBOW and the LASER SIGHT. Combine the two, look up N and shoot the wall mask partially obscured by the flaming bowl to fill the red pushpiece pit with sand.

 

Hop down from the E or W end of the ledge onto a block, get to the ground and go to the N side of the room. Turn around and look up S to find a wall mask similar to the other one. Shoot it and hopefully you'll be rewarded with a flyby of the green pushpiece pit being filled with sand. Note: In my game nothing happened when I shot the second mask, but my savegame inexplicably performed properly on someone else's computer, so there's undoubtedly something buggy about this area. Go to the central handle and push it once while facing N. Enter through the opened W gate and push the green pushpiece to the SW corner underneath the marked ceiling tile.

 

Return to the central handle and push it two times counterclockwise to open the E gate. Go there and push the red pushpiece one time (under the marked ceiling tile). Return to the central handle one more time and push it two times to open the N gate. Enter this new area (from this point on I was able to save without mishap), look right for shotgun ammo and look left to see another opened gate that leads to a ladder. Pull up onto a Senet field and run past the pieces onto a bridge. About halfway down, use your binoculars to find a mask high up in the NW corner. Shoot it, then look up in the opposite E wall to locate and shoot a second mask. And no, I have no idea what might be accomplished by shooting these masks, if anything, and the game itself provides no clue.

 

Go back to the passage with the ladder and climb up to trigger a flyby that heralds the beginning of the infamous Senet game. Run N to the end of the passage for crossbow arrows and return to the spinning mechanism. If you win the game the two remaining stars are easily obtained, but you won't be able to acquire any of the three secrets in this level. If you lose the game you'll be able to get all of those secrets in addition to two powerful weapons, not to mention being able to enjoy a substantial amount of challenging gameplay.

 

Winning Scenario

 

Blocks rise in the playing field, so take a running jump onto the nearest one, turn left and take a running jump and grab to the one against the N wall. Pull up, activate the jump switch and jump the blocks until you reach the ones against the S wall. Activate both jump switches there, jump to the E ledge and grab the crack in the column. Ledge jump up to the top of the column, turn left and stand with your back to the wall. Stand jump to grab the swingpole, swing around with sprint and jump off to grab the second swingpole, swing around with sprint and jump off to land on a block. Hop up into the alcove, turn around and jump onto the upper ledge, walk through the spikes at the W and E ends to take the EAST STAR and the SOUTH STAR from their respective plinths.

 

Drop down from the NW corner onto the ledge below for uzi ammo, get back onto the upper ledge and drop down from the SW corner onto the block. Hop up into the alcove and stand jump with a right curve to grab the opening in the S wall. Pull into the opening and crawl through to a ledge overlooking the room with the central handle. Stand jump SW to grab the ladder, climb to the bottom and drop without health loss onto the block below. The exit gate is S, and in my case it was closed upon my return here. To open it, push the handle three times, go through the passage to the cave and continue through the S opening past the secret you were unable to get. You'll be transported to a previous level. 

 

Losing Scenario

 

Get down to the playing field and find that three of four floor trap doors have opened on either side of the bridge. Climb down the SW ladder, face SW at the bottom and take a running jump into the connecting passage (so you won't land on the slope and slide down) for SECRET #3. Collect the small medipack, 2 x large medipack, grenades and the BRONZE COAT OF ARMS, go around to the end of the passage, face NW at the edge and save your game. Stand jump with grab so that you land on the ledge below, take a running jump with grab to land on the N ledge across the gap, go the NE corner and take a running jump up into the passage for SECRET #4. Go around the corner and collect 2 x uzi ammo, 2 x desert eagle ammo, crossbow arrows and the SILVER COAT OF ARMS.

 

Continue to the other end of the passage, run off the edge onto a slope and Lara will drop onto a facing slope. Jump onto the slope across the gap, slide and grab and drop down next to openings N and S. First, hop down S, note the closed gate and receptacle, pick up the crossbow arrows, take a TORCH from one plinth and light it with the flame on the other plinth. Important: Leave the other torch where it is, as you'll return here later to use it. Hop up N into the passage, hop down the other side and light the wall sconces on either side of the gate to open it.

 

Drop the torch for a moment, draw a weapon and walk forward to draw out three jackals. Continue into an enclosed hallway with a closed gate at the W end. There are two gaps, one at each end. Go to the E gap, look up left to see a mounted gargoyle and shoot the gem in its mouth. Drop down onto the ledge below the opening and use your binoculars to look down a bit to your right to see another gargoyle mounted on the third column not far above the ground. Shoot the gem in its mouth, pull out to the hallway and go down to the W gap. Look out to see another mounted gargoyle inside an alcove a bit to your left. Shoot the gem in its mouth, then stand at the edge facing E and use your binoculars to see another mounted gargoyle through a gap. You'll need to be perfectly positioned in order to shoot the gem in its mouth, and I was able to go this by hanging near the W end of the gap and pulling up.

 

Having shot all four gems, the gate at the W end of the hallway opens. With lighted torch in hand, go there and step out onto a ledge overlooking an area patrolled by two giant scorpions. Toss the torch down there, shoot the scorpions from up here and hop down onto the SW block for shotgun ammo. Get down to the sandy floor, explore the SW alcove for a small medipack amidst the purple flowers and retrieve your torch. Light the SE flamepot, go to the NW corner, drop the torch near the floor lever and save your game before pushing the lever to initiate a 50-second timed run.

 

Push the lever, pick up the torch and run toward the E wall. Hop onto the NE block, turn around to face W and jump the blocks in a counterclockwise direction, timing those blade traps along the way until you reach the safe block in the SW corner, hop up SE onto the block with the purple flowers, turn to hop up W and turn right to continue a clockwise circuit along the wall and the timed platforms until you reach a safe block jutting from the E wall. Continue jumping the blocks until you reach the S wall. Light both wall sconces to open the gate between them, drop the torch for a moment, enter the S alcove to pull down the wall switch and go back to retrieve the torch.

 

A gate has opened in the E wall, so jump the blocks back the way you came, hop up into the E opening and go through the passage to a ledge surrounding a room below. Take a running jump onto the interior ledge and make your way around for a running jump to the SE corner and light the flamepot there. Jump back to the interior ledge and drop the torch while you explore the area for uzi ammo (NE exterior), 3 x small medipack (all interior) and 2 x shotgun ammo (NW exterior). Retrieve your torch, find the floor holes near the N wall of the central structure and drop the torch through one of them.

 

Safety drop down after it and prepare to do battle with two dinosaur-like creatures that behave like bulls. However, unlike the bulls you can kill these monsters, although it takes quite a bit of firepower. When all is done, go around to collect the GRENADE GUN, grenades, shotgun ammo (walk through the spikes), uzi ammo in the nearby purple flowers, the DESERT EAGLE, desert eagle ammo and a large medipack. Finally, in the center of the room and easy to miss is the SCARAB AMULET. Important: Before leaving, pick up the torch and toss it over the edge of the platform. Stand jump to grab the rope that's hanging just past the N edge and use it to jump across the gap onto the ledge against the far wall.

 

Go around the ledge and jump to the NW alcove for a large medipack and the NE alcove for a small medipack. From the E end of the ledge, safety drop onto a corner slope and slide down to engage two giant scorpions. Retrieve your torch and light the flamepot, then toss it away. Go to the SE corner, hop the blocks up to the S wall and save your game for a swingpole exercise. Take a running jump W to grab the first one, swing around with sprint and jump off to grab the second one, swing around (sprint not necessary) and jump to the third one, turn around (end key), swing without sprint to jump E and grab the fourth one, swing with sprint to the fifth one, swing without sprint to the sixth one and swing with sprint to land at the corner of a ledge.

 

Turn around, stand at the edge and stand jump to grab yet another swingpole. Turn around, swing without sprint and jump to grab a higher swingpole, turn around and swing once more without sprint to jump and grab a familiar jutting ledge. Pull up,  turn left and pull up again into the enclosed hallway you visited earlier. Exit S between the two wall torches and continue through the rooms to the closed gate. Use the Scarab Amulet to open it, take the remaining TORCH from the plinth, light it and hop into the S passage. Light the flamepot at the end, drop the torch and go back to pull up through the ceiling hole.

 

Go up the steps and take the SOUTH STAR and EAST STAR from their respective plinths. Pull down the S wall switch to open a trap door, locate the column crack near the floor hole, jump up to grab it and ledge jump up to grab the top of the column. Pull up, turn around and take a running jump to grab the swingpole between the ceiling supports. Swing around with sprint and jump off to grab a ladder. Climb up the ceiling shaft past the opened trap door and pull out into the room with the central handle. The S gate should be open, so exit to the cave, jump up S and the SW gate ahead should also be open.

 

Vault inside for SECRET #5 and collect in reverse order 3 x small medipack, a large medipack, desert eagle ammo, grenades, crossbow arrows and the GOLD COAT OF ARMS. Exit, loop around right into the S passage to return to a previous level.

 

Level 2: RUINS OF THE TEMPLE OF SETH (revisited)

 

A few more pit stops will be necessary before we can move on to the next main level, so run forward into the outdoor area and go right and up the steps to exit N through the passage to the stubby silos. Place the four Stars you're carrying in the silo receptacles to trigger a couple of flybys indicating that changes have taken place on top of that pyramid in the Sahara Desert. When camera control is restored, head W into the area with the shallow central pit and continue through the dark opening ahead and around eithher side for a brief return trip to the first level.

 

Level 1: SAHARA DESERT (revisited)

 

Go around either side into the outdoor area and heroic music will start playing. Run W toward the giant pyramid now being guarded by a dragon, being also mindful of that ever-present sand worm, and go around the pyramid to the left. Hop up N onto one of the entrance blocks and jump to the flat spot while the dragon belches fireballs at you. Surprisingly, you can make it explode with a half dozen or so desert eagle rounds fired into its lower belly. Jump the flat spots W and take a running jump to grab the ledge. Pull up, turn right and take out a second dragon perched on the other side of the pyramid (use the desert eagle combined with the laser sight). Run toward the N end of the ledge and deal with a third dragon. Continue around toward the NE corner and take out a fourth dragon.

 

That seems to be all of them, so go around the ledge to the E side opposite the oasis with the camels. Use your binoculars if necessary to locate the flat spot (a bit left of center) and stand jump down to it. Hop up SW, vault up higher and jump N to find an ANKH (1 of 4). Jump back S to the previous flat spot, hop SW around the corner and jump up W for another ANKH (2 of 4). Hop back to the previous flat spot and take a walking-running jump NW so you'll slide down to the next flat spot on the W side of the pyramid. Take a running jump N to the next flat spot, vault up right and hop up for the ANKH (3 of 4). Return to the adjacent flat spot, stand jump N over the corner and you'll slide to a flat spot. Turn around, hop up SE and jump E for the final ANKH (4 of 4). 

 

Simply slide to the ground, turn right and run E toward the twin blue lights you see in the distance. As you get closer veer toward the one on the right and enter the stone structure. Go around either side for a final return trip to the second level.

 

Level 2: RUINS OF THE TEMPLE OF SETH (revisited)

 

Run around either side back to the outside area with the stubby silos, where snow is now falling. Run E between and past the silos into the building ahead and place the four Ankhs to trigger the formation of a helix that carries you off to the next level.

 

Level 5: PARADISE

 

Pick up the uzi ammo to your right, exit E and turn right in the passage for a small medipack. Follow the passage into a wider hallway and you'll soon be attacked by four scimitar-wielding assassins. Pick up the dropped 4 x small medipack and continue down the hallway to an opening leading outdoors into a raging sandstorm. Search the pavilion area for shotgun ammo SE, 2 x uzi ammo next to the central well and 2 x shotgun ammo SW. Go up the N steps after checking the first column on the right for more shotgun ammo, dodge the triggered boulder on the way up and you'll trigger a brief flyby when you reach the top.

 

When camera control is restored another quartet of assassins will be unleashed, two from in front and two from behind. Again, collect their dropped 4 x small medipack, continue N toward the next building and loop left around the statue for crossbow arrows. As you approach the building Lara will be attracted by something to her left. First, hop NE to a flat surface next to the building for grenades, go back and hop NW onto a much smaller corner ledge. Save your game and take a curved running jump to grab the W breaktile. I don't need to tell you what will happen if you fall into the sand. Hang left, pull up and take two steps forward before jumping to grab the next breaktile. Pull up, take two steps forward and jump NW around the corner to land on a flat surface.

 

Pick up the large medipack, face N and save your game once more. Take a running jump to grab the first swingpole, swing without sprint and jump to grab the next swingpole, swing around with sprint this time and jump to grab the vertical pole. Climb up a bit until Lara's neck is even with the lower swingpole ahead and jump off to grab it. Swing without sprint and jump to grab the breaktile. Don't pull up, but shimmy left around two corners to the other side, pull up and take a running jump to grab the higher swingpole. Turn around, swing without sprint and jump off to grab the next swingpole, turn around once more and swing without sprint to jump and grab the higher swingpole, swing without sprint and jump off to grab a stable ledge and pull up.

 

Blade traps ahead are activated, so time a running jump past them to grab the next ledge. Pull up, time a running jump and grab past the next blade trap, pull up and hop to the ledge around the corner. Stand at the edge, hop back once and take a walking-running jump to grab the swingpole (otherwise you'll overshoot it), swing without sprint to jump and grab the next swingpole and swing with sprint to jump off and land on a ledge in front of an opening.

 

Some creature is making a racket inside, so enter N and safety drop to the room below. Greet the friendly contingent of assassins and collect the customary 3 x small medipack. One of the white baskets contains uzi ammo, and you'll find more uzi ammo near the NE corner of the room. The water in the central fountain contains desert eagle ammo. Pull up onto the W ledge for shotgun ammo and a large medipack. Go to the cage near the SE corner and move it counterclockwise around the perimeter of the room to the middle of the N wall. Use it to pull up onto the N ledge and activate the crowbar switch to open a door ahead in the E wall.

 

Get down and move the cage so that you can pull up onto the E ledge and activate two foot-stomping monsters in the next area. You don't even have to go inside, just stay where you are and kill them from your safe vantage point on the ledge. After that, go onto the outdoor balcony and collect 2 x shotgun ammo to your left. Go right to the break in the railing, save your game and take a running jump to grab the swingpole. Swing around and jump off to grab the breaktile. Shimmy left around the corner, hang left and pull up to stand jump and grab the next breaktile. Pull up and take a running jump N to grab the ledge. Pull up and shoot two more foot-stomping monsters coming toward you.

 

Note the array of five wall switches on your right. From left to right, pull only the second and fourth switches to raise blocks in the pyramid in front of you. Climb the block with the fourth switch and also the raised platform in front of you. Turn right and take a running jump E to grab the raised block. Pull up, hop up NW two times and face W. Take a running jump to activate the jump switch and you'll slide safely down to the wall switch array. Pull down only the middle (third) one, use the raised platform above the first switch to reach the W block, hop up NE two times and jump over E to a second jump switch.

 

Activate it to raise a platform on the other side of the building and jump back W to the previous block. Drop down N and go around the corner for 2 x shotgun ammo. Slide down S to the wall switch array and engage three assassins who drop nothing. Go to the NE corner use the raised platform to get up to a ladder on the higher E ledge. Climb up and take a curved running jump around the corner to grab the raised platform. Pull up and shoot an assassin lurking around the next corner. Hop over there, shoot a second assassin and pick up the dropped 2 x small medipack.

 

Climb a second ladder that seemingly leads nowhere. However, near the top you can take a rolling back flip and grab a pole. Turn to your left and jump onto the ledge to trigger a flyby of your next task. Save your game before starting. Jump onto the first breaktile, run forward onto the second one and jump SW around the corner onto the third one (or better yet, grab it if possible, so you can save again while pulling up). Turn quickly and stand jump to grab a higher pair of breaktiles. Don't be fooled by the different colors; both are fragile. Pull up and jump around the corner to grab a final breaktile. Hang right, pull up, quickly turn to the wall and jump up to grab the ledge.   

 

Pull up to engage two huge mallet-carrying hammergods and two wraiths. Stay away from the dazzling light as you dart to and fro, as you'll die if you venture into it. Your screen will also darken periodically, making things much more difficult for you, and about all you can do during those times is circle around the light until you can see normally again. When the hammergods die they drop 2 x AMULETS OF TIME, which you can place on the E and W stands. A flyby will then carry you away to the final level. 

 

Level 6: COSMOS   

 

Go out to the end of the S ledge, turn left and take a running jump to grab the E block. Pull up two times and take a running jump NW with a right curve to grab the higher ledge. Pull up to a lounge area and use your binoculars (hit the action key to provide light) to look up over the N carpet to find the marked ceiling tile. Move the S pushpiece under that tile to raise a platform on the W ledge. Pull up onto it and save your game for another breaktile exercise.

 

Take a running jump to grab the first breaktile, shimmy left around two corners, pull up and take a running jump to grab the next breaktile. Pull up, take a running jump to grab the next breaktile, shimmy left around the corner, pull up and jump onto the higher ledge area. Look up and see the spikes on top of the central column. Save your game before activating the nearby crowbar switch. A protective platform appears over the spikes, but it immediately starts moving slowly upward, so you have no time to waste. Hop onto the lowest breaktile facing S and with a continuous flowing motion jump counterclockwise in spiral fashion onto the second breaktile and jump to grab the third breaktile. The fourth breaktile is further away, but you should have time to shimmy right, pull up and take a running jump onto it and then side flip onto the platform.

 

As the platform rises, enjoy the spectacular view in all directions until you're able to access the N pavilion. Run forward underneath the arches and approach a device spinning in midair. Save your game in preparation for a battle royal. Take a running jump across the gap to grab the ledge and pull up as two flying monsters are activated, together with two demigods. Draw a powerful weapon and concentrate on the demigods and their deadly fireballs while doing your best to avoid contact with the flying monsters (who will set you aflame if you allow them to touch you).

 

After the two demigods have been eliminated a third demigod will materialize. Deal with him, then fire continuously at the flying monsters with your uzis to make them lose interest in you. When peace and quiet have been temporarily restored, you may wish to save your game again before proceeding. Pick up the CANDLE OF TIME dropped by one of the demigods and place it on the stand at the S end of the platform to release a four-headed hydra and a wraith. Hop back, draw a powerful weapon and side flip back and forth while firing until all four heads have exploded, then apply the uzi treatment to the wraith.

 

Jump to the central platform where the hydra was and pick up four RECORD DISCS. Their receptacles are floating in midair on the W and E sides of the platform, so take a running jump and grab to one of the ledges, pull up and place the four Discs. An ORNATE DAGGER appears on the plinth at the N end of the platform, and when you pick it up your adventure comes to a rather anticlimactic end.