KITTEN ADVENTURE: ULTIMATE MEOW!

 

Levels by Delca

 

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

 

 

Level 1: WELCOME TO MEOWTOPIA

 

After the introductory flyby, check your inventory to see that you already have the SHOTGUN. There's also a diary entry that informs you of a possible 140 secrets in the game (125 paws and 15 golden heads) and that collecting at least 130 of these qualifies you to play a bonus level at the end.

 

Run forward into Meow Town sometime during 1998 and go around the red car. Kick open the door and enter a small room with a fixed camera. Take the ZOO PASS from the table, exit and turn right. Go to the Cafe du Zoo, open the door and go over to the counter. Help yourself to flares, uzi ammo, shotgun ammo and a small medipack. Exit, run past the red car through the S opening to the Meow Zoo. Just past the entrance shoot the panel to your right, hop into the opening and jump over the glass-covered pit for a small medipack.

 

Return and use the Zoo Pass to gain entry to the Meow Zoo. Go up the steps and turn right at the malfunctioning light into the first exhibit gallery. Collect the bobbing paw and ran past the cobra cages to a wall switch that opens the door to the monkey quarters. They're friendly, so don't shoot them. Grab two more paws on your way in, shoot a hostile bird that flies in from behind you and go behind that column to find a ladder on the back side. Jump to grab it, climb up for a paw and take a running jump E to grab the ledge. Pull up, hop forward and pull down the wall switch to open the S door near the column.

 

Slide down right for shotgun ammo, jump back to the previous platform and if you go to the SW corner you can barely see a floating paw just beyond the palm tree fronds. Take a running jump to collect it and you'll drop into deeper water in the far corner of the room. Wade out, go to the NW corner and find a cleverly disguised floor hole. Drop down, collect another paw and note the passage leading away E to an area you'll soon explore. Go to the SW opening, back flip onto the corner slope and jump off to grab the swingpole. Swing around and jump off to grab the ledge, pull up for a paw and hop up left onto the arch to jump straight up for another paw.

 

Drop down to the walkway and go past the opened S door. You hear the snapping sound of spikes. Take a running jump to activate the jump switch in the S wall and drop onto a series of collapsing platforms. When you land on a tree limb, turn around to see an orange-customed figure in the distance. Target two bears that are lumbering around beneath the vine cover until you hear their death rattles. Jump over NE toward the crowbar switch you can't yet use, pick up the shotgun ammo and large medipack and drop down past the vines.

 

The central floor hole is surrounded by breaktiles (with spikes underneath, of course), so hop onto the lower crate and pick up the WOODEN STICK. Hop back out and go to the SW corner, where you can jump to grab the limb where you dropped down. Jump over NE and use the wooden stick as a crowbar to activate the switch you saw earlier. Blocks rise from the floor, so get onto them and from the second one look E to see an opening on the other side of the tree.

 

Jump over there, pull up into the opening and save your game in front of the tell-tale skeleton. The trick here is to run counterclockwise along the wooden path in one go, collecting five paws along the way as delayed spikes spring up behind you. Stop in the safe corner for the UZIS and open the small chest in the alcove for a golden head (1 of 15). At this point you should have 14 paws if you've been following this walkthrough, and I'll provide periodic running totals as we progress. Pull down the wall switch to retract the spikes to your left and exit.

 

Take a running jump to grab the raised block, pull up and face N. Jump up to grab the monkey bars and proceed N to collect a paw and turn left at the juncture to drop onto a tree limb. Jump E onto the jutting limb and take a running jump N toward that strange figure that turns out to be a muscle-bound tiger whose name is Leon. Save your game before approaching him. After a brief conversation camera control will be restored with a receding time bar, so you'll quickly need to draw your pistols and shoot all the boxes in the area before the time runs out. There are seven boxes in the lower section, and a little time is added to the green bar when you shoot each one.   Get on the SE tree limb and jump up and down while firing to shoot the four boxes on the upper ledges.

 

When you succeed, a JUNGLE KEY (1 of 2) is added to your inventory and you're returned to Leon. Go around him through the passage, vault up onto a trigger tile that opens an unseen door and find a ladder that brings you up to a small room. Exit S, slide down to a dark passage and emerge at the floor of the jungle exhibit. Walk forward to find a corpse lying on a tree limb. Pick up the KNIFE next to its outstretched hand and three tigers will come to life. From the corpse, go to the N wall and look left for a crawl space with uzi ammo. Follow the limb E into the daylight and hop SW over the water onto a rock for a large medipack in the nearby opening.

 

Jump into the water and swim under the limb to find a floor hole. Collect a paw and continue down to the bottom for a golden head (2 of 15). Return, pull up onto the SE tree limb and jump over E onto the nearby limb. Step through the vine cover, pick up the shotgun ammo and engage two guards and a bird. One of the guards drops a small medipack. Go around to the E side and jump from the elevated path to collect two paws. Stand in front of the rope where you see the yellow arrow and use your knife to cut it loose. Take a running jump NW to the river bank, loop right around the NE tree to a waterfall and jump to collect another paw.

 

You'll land in the water, so get out and make your way around to the NE corner, where you'll find another section of rope to cut with your knife, releasing two crates. Jump over to the submerged crates, face E and jump to grab the ladder. Climb up to an opening and go forward to collect two paws with a couple of jumps (watch out for the gap between the limb sections). When you reach the partially broken bridge you can make your way around left for flares and right for a paw (21). Jump the gaps E over the bridge and greet Eva the gorilla (formerly Eva the human), who introduces you to your next challenge which consists of .

 

When camera control is restored, you're standing in front of two rows of breaktiles arranged in horseshoe fashion over spikes. Hop either right or left and make your way around the circuit. Simple enough, but round two is more difficult. There's an underbroken field of breaktiles arranged in a large square with a hole in the middle. Your best strategy is to run around in a spiral motion, keeping in mind that you don't have to jump to safety after stepping on the final breaktile. Round 3 can be accomplished a bit more easily by running along the outer edge and then along the central path. When done a JUNGLE KEY (2 of 2) appears in your inventory and you're back at the broken bridge.

 

Go across, jump past the waterfall and continue through the area with the cut ropes to the W opening. Engage a waiting guard and hop over to pick up his small medipack. Pull up onto the W ledge for a paw and pull down the wall switch to open the door to the monkey exhibit. Go to the S opening near the column with the ladder, drop to the floor and look for a floor hole under the walkway. Run off to collect two paws and land on a crate. Go E past the vine cover and follow to pull out onto a tree limb. 

 

Pull up onto the jutting W ledge once again and run across the walkway to exit W. Look in the SW alcove for uzi ammo. Jump up to grab the lower section of the N awning, shimmy right to the corner, pull up and take a rolling back flip with a left curve to land on a stable ledge. Take a running jump back to the awning, roll in midair and jump off to grab the monkey bars. Monkey swing to the SE opening and drop to collect a paw (25) in the passage.

 

Go around to the other opening, monkey swing to the small chest and open it for a golden head (3 of 15). The monkey bars don't extend to the NW corner, so take a tricky curved running jump over there for shotgun ammo. Get down to the floor and use the two Jungle Keys to lift the gate between the receptacles. Go on through to finish this level.

 

Level 2: CRYSTALS VALLEY

 

Your accumulated totals of paws and golden heads aren't carried over to this level, but the readme confirms that there are 25 and 3, respectively, in each of the five levels. Begin in a deserted exhibit room. You can see three paws suspended in midair, but two of them are out of reach. Go to the NW corner, jump onto the slope and back flip to collect a paw. Shoot the grate in the NE corner, pull out into an open area and engage two guards in a steady rain.

 

Locate the obvious pushblock and move it two times S. Get up on it and take a running jump to grab the walkway extending over the building ahead. Pull up and go across to the SW corner. Jump over to the tree limb for a paw and jump back to the roof. Go over to the E side, jump over to the brown strip on the green hill and from there jump S onto the tree stump for another paw. Stand jump S toward the blue crystal and go around to an opening just past the tree ahead. Walk along the path to a quicksand patch and jump onto one of the yellow slopes. Jump back and forth, using an arrow key to bring you closer to the other side, until you can jump off with a curve to land on the platform.

 

Go to the cobra, who used to maintain this place as Ivy the Engineer. He's about to retire and needs your help finding five energy crystals to get the machinery up and running again. Grab a CRYSTAL CATCHER from the nearby slab (it doesn't appear in your inventory, so I don't know what else to call it) and jump back N toward the shallow portion of the quicksand patch. Wade out and make your way back to that blue crystal, which now has a yellow arrow in front of it. Collect it with your gadget and look over W to see that another such crystal has appeared. Go over there and collect it as well.

 

Head over to the N side of the building, where you'll find the other three crystals. You're probably thinking to yourself that this is too easy, but it's wise not to look gift horses in the mouth. Toss the gadget away as you would a torch and return to Ivy, using the pushblock and following the same route as you did earlier. Watch the flyby as lights turn on and a trap door opens in the center of the walkway. Return there, shooting a guard along the way, drop down through the hole onto a platform in the deserted exhibit and jump E to the next platform for a paw.

 

Jump back to the previous platform, continue with a jump to the W platform and activate the crowbar switch to lift two gates and release a horde of wild boars. Fire down with your pistols until the squealing sounds stop, jump back to the central platform and take a running jump S to collect the final paw (5) in this room. Exit W, grab another paw between the two openings and step outdoors to trigger an ominous flyby. When camera control is restored, Lara revives from her long fall off the crumbling bridge into a mine tunnel.

 

Proceed W along the tracks, but be watchful for mine carts that cross your path along the way. Collect two more paws and save your game in front of the next set of mine carts you encounter. A reliable way of getting past them is by stepping up close and taking a side flip as the third cart in the row passes by. Repeat, then shoot the "no entry" gate and step out into an open area.

 

Get down to the partially flooded floor and look between the wooden columns N for a MACHINE COG lying on the track. Use the SE crate to jump to the S opening for a paw. A number of rats are aroused in the next room, so slide back down into the water, get on the crate and shoot as many of them as you can from there. You'll return to that room soon, but for now explore the partially flooded area for uzi ammo at the dry portion of the W wall. Hop onto the tracks and step into the W opening to trigger a barrel. Reverse roll, jump to safety and return. Pick up shotgun ammo between the guard rails and face the S wall. Take a running jump to grab a vine-obscured opening, pull up into the crawl space and proceed to a room with a paw (10), an extra pair of UZIS and a small chest containing a golden head (1).

 

Return, drop down into the water (you can't flip out of crawl spaces in this game) and quickly swim under the bridge toward the submerged crate as a giant water rat chases you. Pull out, shoot the rat and jump back in to find a paw in the W niche underneath the bridge. Get some air, swim back down and time your way past two sets of blades in the E opening, pull the underwater lever in the far wall to open a trap door below you, follow to an air hole and pull out E. Step forward to the opening and shoot as many as four water rats swimming about below. 

 

Slide down into the water and wade toward the central platform with the spike traps and spinning logs. The water is shallow near the corners, making it easy to time standing jumps to collect four paws (15) and quickly back flip away each time from the logs (which don't hurt you when they touch you, but they certainly impede your maneuverability). Make your way to the center of the platform for another MACHINE COG. You now need to activate two jump switches on the N and S columns, a task made more difficult by the spikes and the logs, so save after each successful effort.

A trap door opens above the SW column with the ladder, so go there and shoot a rat before you start climbing. Back flip near the top of the ladder and look for uzi ammo near the SW corner.  Go to the E wall switch and save your game for a timed run. Platforms are raised when the switch is pulled, so reverse roll and loop around left in front of the activated paddle wheel. Take a running jump E to grab the ladder, climb and pull up, run left along the walkway and through the passage until you reach the first raised platform. Turn right and stand jump up for a paw, reverse roll and take a running jump S to grab the next raised platform. Pull up, collect the paw and turn right. Take a running jump over the gap onto the slope, slide and grab, shimmy right to the final platform, pull up and stand jump forward to grab a crawl space opening.

 

Crawl to the end of the passage, drop down onto a walkway for a paw and open the small chest for a golden head (2). Safety drop to the ground and return to the timed wall switch. This time your task is much easier. Pull the switch and repeat what you did earlier to reach the first paw. But this time, take a running jump over the gap on this side, slide and grab, shimmy left to the raised platform, pull up, reverse roll and stand jump SW to the opening.

 

Go on through, jump to grab two of the suspended crates and get over to the N arch for two paws. Hop back to the previous crate and take a running jump E to grab the arch over the opening. Pull up for another paw, turn to face S and hop back to slide down the arch. Grab at the bottom, pull up and take a rolling back flip to grab the opening, pull up for a paw (22) and open the small chest for a golden head (3). Stand at the opening and take a running jump slightly SW to land on the mine cart tracks and slide down without any health loss. Go to the crate near the SE corner and use it to jump to the S opening.

 

Shoot any surviving rats and face W to climb the central pole. Take a rolling back flip to grab the platform between the blade traps, pull up and collect the nearby uzi ammo if you don't mind a little health loss. Follow the walkway past the blade traps for two more paws, pull down the wall switch next to the N opening to turn off the blades and go on through. Use the suspended crates to reach the arch in the S wall and place the Machine Cogs for an impressive flyby. Jump back to the previous crate and continue along them to the final paw (25) on the small NW arch. 

 

Jump back along several of the crates, safety drop to the tracks and exit S past the tunnel digger. Shoot two rats, engage a guard and go N up the tracks to trigger a barrel. Take refuge in a side alcove and continue toward the sunlight to finish the level.

 

Level 3: WEST COAST

 

Lara slides down into a forest clearing. Walk and don't run to your left toward the Jeep, jump over the sneakily disguised spike trap hole to collect the paw suspended in midair just beyond it, then continue to the Jeep for a timed exercise explained by Marcel the Monkey. Save your game, get into the Jeep and drive as fast as you can along the precarious marked path, collecting three paws and running over two guards along the way (save again here), until you jump a couple of gaps and reach the finish line just before time runs out. The time bar isn't triggered until you step on or drive over the checkered strip in front of the Jeep, and along the way there are also three hourglass pickups that extend your allowed time just a little bit.

 

When camera control is restored in a different forest clearing, the DESERT EAGLE (with three rounds) and LASER SIGHT have appeared in your inventory. Combine the two and hop forward onto the tree limb for a small medipack. Look up S and shoot out the light bulb in the wall. Go past the trees (avoiding the spike-trapped floor hole W of the tree limb) and do the same with the light bulb on the other side of the S doorway. The door opens, but again, don't simply run inside because of the sneakily disguised spike trap hole at the entrance. Before entering, pick up the desert eagle ammo near the wall to the right of the doorway.

 

When you hop over the floor hole and step forward into the exhibit area, a flyby warns of the dangers inside and the door closes behind you. Continue toward the trees to alert three guards and two tigers. Search the area for shotgun ammo and a large medipack dropped by two of the guards, but avoid alerting the sentry gun posted near the back wall. Stay close to the wall as you go to the NW corner to find a small alcove with a paw. Continue toward the SW corner for another paw and step out E to draw the sentry gun's fire.

 

Retreat, go clockwise around the perimeter of the exhibit area and collect another paw (7) in the E window alcove. Go back around to the tree near the entrance at the NW corner and find the ladder on its trunk. Pull up there and back flip onto a ledge. Shoot out the light ahead a bit to your left and hear the sound of a lifting platform. Go around to the other end of the ledge and take a running jump E to grab the swingpole. Swing around and jump off onto the raised platform, jump to the E opening and grab the small medipack on the central tile in the next room. Note the closed door that requires a key and go down the E steps into a control room.

 

Shoot the guard and pick up the "SECRET PROJECT" DISKETTE he dropped. Stand between the control panels and jump up to grab the ledge. Pull up and back flip to collect a paw. Pick up the flares and uzi ammo, drop to the floor and place the Diskette in the receptacle between the control panels to lift the S gate to your right. Crawl through and stand up to face a room with a fiery floor below. Look left and shoot out the wall light with your pistols. The floor grates open (and would have dropped you to your death if you'd been standing down there) but will close again after a few seconds. Be patient, and after a couple of cycles the grates will remain closed, so hop down and go around to face the lifted N grate. Stand jump over the floor hole to grab the opening, pull inside and come to another control room next to the one you just left.

 

Go through to the room with the caged tiger and push the wall button to set him free. When you turn around the cage has lifted and Leon has vanished, leaving behind the STOLEN KEY. When you exit the room an alarm sounds, bringing a guard and a dog running your way. When you kill them the alarm stops. Grab the guard's desert eagle ammo and leave via the connecting passage (the flames that were separating them have been extinguished). Shoot another dog and go up the steps to use the Stolen Key.

 

Step out to an opening that overlooks the forest exhibit you explored earlier. Take a running jump SW onto the tree limb for a paw, note the nearby small medipack that may or not be guarded by the sentry gun (which you can't destroy with the desert eagle, by the way). To be on the safe side, shimmy over there to get it. Go back the other way, jumping the limbs in a clockwise direction to collect two more paws as quickly as possible (lest the sentry gun set you aflame if you pause too long at the second one). Jump over to the ledge at the SW corner and push the pushblock E over the side. Go back around and take a running jump E to grab the ladder on the tree.

 

Climb up to a fixed camera (which soon resolves) and jump NW, NE, SE , NE and E to the next five trees. Take a running jump SE to the sloped tree, slide and jump with a left curve onto the next sloped tree, slide and jump to grab the ledge. Pull up, go around and jump S to grab the swingpole. Swing around, jump off onto the next ledge, hop to the tree limb and take a running jump SW to a flat spot on the roof. Activate the crowbar switch to open the exit door and deactivate the sentry gun. Look up W and shoot out the light to lift the gate below it.

 

You can't get there directly from here, so slide back and safety drop to the ground, use the pushblock to get back up to the SW ledge and jump to grab the ladder as you did before. Climb up and save for a rather pixel-perfect long running jump SE down to the flat spot for a paw. Stand jump with grab into the W alcove for another paw (13), pick up the uzi ammo and open the small chest for a golden head (1). Hop back to the flat spot, slide and safety drop to the ground and repeat your earlier moves to grab the tree ladder and climb up.

 

This time make your way generally NE with running jumps along the tree tops until you reach the one with two paws, shotgun ammo and a small medipack. Jump back to the previous tree, take a running jump to grab the ladder in the S tree, release and slide and grab and drop to the ground. Exit S past the disabled sentry gun and loop around right for a large medipack and desert eagle ammo. Go toward the aquarium entrance, look up N and spot the light you need to shoot. A ladder appears at the NE corner of the room, so go there and climb to the top. Shimmy left and pull up onto the ledge.

 

Go around and jump S to grab the first of two swingpoles. Use them to get across to the S ledge, where you'll find a wall switch that lifts a gate down below. Safety drop to the ground, exit W into a small room with two paws and open the small chest for another golden head (2). Use a corner platform to jump to the tree limb for shotgun ammo and another paw. Drop to the floor, exit to the next room and proceed S into the elevator shaft. Push the wall button and ride the elevator (down, apparently) to the first floor. Reverse roll and run along the enclosed walkway to a hub area.

 

Go right through the S tunnel to a room with water cascading down a slope. Loop around right into the NW corner for desert eagle ammo and around left into the NE corner to find an alcove with a valve wheel that activates a column lift. Jump onto the column top when it gets down low, face N and stand jump to the upper ledge when it nears its zenith. Pick up the small medipack and hop back onto the column top. Take a running jump S onto the central ledge and turn around to see a light high up N to shoot. Two more column lifts are activated, so use either one of them to get over to the upper S ledge and push the button to open a door near the NE corner.

 

Use a column lift to get back to the central ledge and use the triangular protrusion to jump NE and grab the door opening. Pull up and run forward as the door closes behind you. Shoot the guard in the control room, pick up his desert eagle ammo and go to the S walkway. Safety drop onto the lower walkway and collect the paw in front of the closed door. Go back the other way to find a pushblock. Pull it onto a trigger tile that floods the area and allows you to swim over E and pull up onto the ledge to the right of the steam-spewing fans. Time a run past the first two and turn left for a small medipack. Get past the next two and drop down to a lower area.

 

Run past a fixed camera and turn the valve wheel to flood this area. When camera control is restored, flip turn and swim back W, up the shaft and past the still-dangerous fans toward the control room. Pull the underwater lever next to the closed S door to open it. Swim through, follow up the shaft and surface to pull out into a room with UZIS, a paw (20) and a small chest containing a golden head (3). Return to the control room, turn left and swim over the pushblock into the W room with the column lifts, turn right and surface at the opening in the ceiling. Pull out S for uzi ammo, swim over N and pull out in front of a ramp.

 

Run forward past an opening to your left and dispose of a guard. Go back to the E opening, save and enter a room with deadly water. Stand jump SW to the first column lift, followed by a quick running jump SW to the next lift, turn left to shoot the SE light and quickly take a running jump into the opened S doorway before the column sinks into the deadly water. Loop around to the next opening, stand jump to the platform and jump over to the N ledge for the UNDERWATER LIGHT PIECE. Look through the E webbing to spot the clue for the next puzzle (the colors on the fuel panel). Shoot the NW grate and enter the next area to face a line of four buttons. From left to right, push 1, 2 and 4 in accordance with the clue and the deadly water magically disappears. 

 

Go back, loop around through the S openings and collect two paws in the drained room. Hop up into the NE passage and follow to the previous ramp. Turn left, go up to where you encountered the guard earlier, note the alcove to your left with a covered valve wheel and jump S into the pool. Swim to the bottom for another UNDERWATER LIGHT PIECE that attracts a school of hostile fish and locate the receptacles in the yellow columns in the E wall. Place both pieces, and after the flyby swim up to the ceiling for air. If you like, swim back down for a large medipack near the SW corner, return to the air hole and pull out into the S opening.

 

Run forward, turn right into the W alcove where the cover has lifted and turn the valve wheel to activate a column lift. Use it to access the ceiling hole and jump up to collect a paw. Run S down the ramp to find that the room ahead has been drained. Take a running jump to grab the other side and safety drop onto the central ledge. Use one of the triangular ledges to take a running jump down to the ledge in front of the N opening, at the cost of a modest amount of health. Run forward to the hub section and turn right into the E passage. Follow the wooden walkway into an outdoor area and a fixed camera until you reach a slope.

 

Slide down, cross the bridge and read the LETTER FROM LEON with instructions for your next task. First, go N, take the empty WATERSKIN from the dead guard and fill it here. Go S and E across the suspended bridge and collect a paw. Turn left and follow the ridge, with jumps as necessary, until you reach a path leading off to your right. Draw a weapon as you follow the path to encounter two guards, one ahead and the other sneaking up on you from behind. At the entrance to the clearing, look up at the palm tree and shoot down the paired coconuts with a single desert eagle round. Go pick up the COCONUTS separately and search the area for desert eagle ammo E and a MUSHROOM W.

 

Return S to the ridge, turn right and continue to a gap. Take a running jump over to the other side, turn right and hop over to find another MUSHROOM. Go back the other way and shoot down a third COCONUT in the next palm tree. You can see a paw in the distance, so continue along the ridge to collect the final paw (25) in this level and pick up the KITTEN EGG. Slide down, cross the suspended bridge and present your gatherings at the rock where you found the Letter from Leon. The ensuing flyby carries you away to a new hub area for a brief history lesson from Leon and the beginning of the next level.

 

Level 4: INSIDE THE VOLCANO

 

Turn your back on Leon and exit E to a lava room.

 

E Section

 

Flameblower pendulums are activated to block your way. Take a running jump NE for uzi ammo, jump back and time two standing jumps E onto translucent platforms between the flameblowers. The middle one is safe and has a paw. Take a running jump NE into the alcove, pull down the wall switch to open a door elsewhere and jump back to the previous platform. Time two standing jumps to the E runway and note the floor symbols. Continue into another lava room and, to avoid being burned, jump the tiles in the following progression: running jump E, stand jump NE, running jump NE, stand jump E, running jump SE to the left of the lava near an opening, stand jump SW, running jump SW for a paw and then return to the E opening.

 

There's a ceiling hole above the slab. Jump up to grab the ladder, climb to the top, pull up and jump back and forth using the arrow key until you can land on a corner block. Most of the tiles up here are fire-trapped, so jump only to the one on the S wall (the clue is on the E wall) for a large medipack. Hop SW into the corridor and follow around to another room with similar floor tiles. Jump only onto those with the same design (resembling a combination of the digits 2 and 4) as the one in the previous room. This requires running jumps NW and SW, followed by a standing jump SW for a paw. Then go back the way you came and save your game in front of the timed button in the E alcove.

 

You have 15 seconds to reverse roll and get across the tile field and past the timed W door. The easiest way is by taking a running jump NW over the slope onto the safe tile, followed by another running jump W and a standing jump to the entrance. When you step into the next room you get only a brief glimpse of the tile designs on the slopes that face away from you when camera control is restored. Don't worry about the first slope, simply take a running jump over it and grab the second slope. You can now see the designs, so shimmy as appropriate (just right of center), pull up, slide and jump to the other side of the lava.

 

Step into the next room, take the FIRE SPHERE from the plinth and slide down to a safe glass floor. Time the dragon breath for a paw and hop up NW into the doorway you opened earlier with the wall switch. Collect a paw (5), the UZIS and open the small chest for a golden head (1). Hop back down to the central ledge, hang from the W side and safety drop onto the suspended platform. Time your standing jumps W to return to the hub room with Leon and turn left for your next set of tasks.

 

S Section

 

Stand at the edge, hop back and stand jump to land on a safe spot in front of the flaming pots. You can't hang and shimmy from here, so time a couple of short runs to collect two paws, drop into the water and swim into the floor hole. Follow the E passage into a new room and stay close to the ceiling as you swim over all the floor slabs to activate the spikes. When the last one is triggered you hear the sound of a door opening in the E wall. Return for air, then go back and follow the winding passage generally upward, pausing for a small medipack in a side alcove, until you can surface and pull out into a smaller room.

 

Search the perimeter for desert eagle ammo and shotgun ammo, a small medipack and uzi ammo, approach the only available opening, and when you do so the door closes and you're required to do battle simultaneously with four flying dragons that toss deadly fire bolts at you. When all have died in explosive splendor, the pulsating action music changes to serene music and the W door re-opens. Go on through, grab the desert eagle ammo and push the wall button to rotate stone slabs in the far wall across the water room. Use your pistols to shoot the exposed blue lights and a gate opens down below. Slide down one of the slopes, jump and grab the translucent platform and pull up. Make your way toward the S doorway, hop over the floor hole, enter the next room and collect two paws.

 

Take the WATER SPHERE from the plinth, exit this room and make your way past the swinging flame pots to the hub room (the door closes behind you) and continue forward past Leon for your next quest.

 

N Section

 

You face a gauntlet of those lethal blade wheels. Stand jump from the edge down to the middle track when the fourth wheel is moving to your left to collect a paw (10), quickly make your way up to the E alcove on your right and push the wall button. Time your way over to the W alcove and push the wall button there to open the N gates. Hop down, pull up into one of the openings, turn around and take a curved running jump to collect a paw. Pull back up into an opening and proceed past a force field (preventing you from going back) into a room filled with sand.

 

Take the ROCKET LAUNCHER from the plinth in the N alcove and two centaurs will materialize behind you. When both are dead you'll be transported to a new room with deadly traps. Safety drop to the floor, shoot two scorpions and duck to take the small medipack from the nearby slab. Time the revolving blades to collect four paws (15) and find the SAND KEY at the SE end of the blade platform. Use it at the N keyhole underneath the ledge to open the gate up in the S wall. Time the blades to get there and  climb one of the ladders to a familiar hallway.

 

Go to the NE opening, jump NE into the alcove for uzi ammo and use the suspended platforms in the blade room to jump and grab the rope. Turn around, swing and jump with grab to land inside the S opening. Step forward and take the EARTH SPHERE from the plinth. Stand jump down to the translucent platform, take a running jump into one of the S openings and return to the room with the rolling blades. Carefully make your way across and pull up into the hub room.

 

W Section

 

Go through the W opening and across the ice floor. A centaur awakens when you approach it, so dispose of it and pick up the small medipack from its perch. The W door opens, so go on through and face your next challenge.

 

The air currents here can play cruel tricks. Stand jump onto the central column, take a running jump either NW or SW for a paw, take a running jump to collect the other paw, then take running jumps E and W from the paw columns and push a wall button on each side. You hear spikes being deactivated when you push the second button. From one of the paw columns, run off onto the slope below and jump W to land on a spike-free column. Hop down into the central hole for a paw and open the small chest for a golden head (2). Pull out E, turn around and hop up W. Save and take a rather pixel-perfect running jump NW onto the slope (just left of the apex), slide and jump to the next slope, jump with a right curve at the last instant to collect another paw and land on a flat ledge. If you miss, just jump back to the previous ledge while collecting the paw and back flip to safety.

 

Take the AIR SPHERE from the plinth and go to the S end of the ledge. Hop back, take another step back and take a running jump slightly SW to land on a small ledge in front of an opening. Follow around for a paw (20) and open the small chest for a golden head (3). Return to the small ledge, stand jump onto to the slope and jump off to land on the ledge with the plinth. Take a running jump E onto the slope, slide and jump onto a spike-free column, hop the columns to the other side and take a running jump to grab one of the paw columns. Pull up, stand jump NE or side jump SE (for some reason it makes a difference) down to the central column and take a running jump to grab the upper E ledge. Pull up for a paw, safety drop to the opening and return to the hub room.

 

Turn around and jump to grab one of the W ladders. Climb up to the ledge and place the the Air Sphere in the wall receptacle. Go around the perimeter of the room in either direction, placing the Earth Sphere, Fire Sphere and Fire Sphere and collecting four more paws (25) as you go, and a time portal appears in the center of the room. Drop from one of the ledges to the walkway and enter the portal to complete the level.

 

Level 5: THE TWILIGHT ZONE

 

When camera control is restored, Lara begins in a frozen sea surrounded by small embedded icebergs. Head W to get your marching orders from King Kitten. There are three chests close by, and you can open them in any desired order. Let's start with the one to your left (S) behind the iceberg.

 

The Race

 

Open the nearby chest for the SPACE DISTORTION AMULET and you'll be transported to be standing next to a Jeep. Your tasks here are timed, and they start when you step onto or drive over the checkered field ahead. First, hop over the railing into the NE alcove and jump up for a paw. Then go on foot to collect the two paws on the other side of the checkered field and return to restart the timer (otherwise, you'll die if the time bar runs completely out).

 

Go back across the checkered field into the first passage on your left for a paw and open the small chest for a golden head (1). Return to the Jeep, save and get in. Drive forward, and as you drive up the steps use the Amulet to close the gap just ahead. Continue a short distance through the suspended hourglass (that slightly extends your remaining time) and use the Amulet again to close another gap. Drive down the ramp right or left and use the Amulet once more. Turn right at the wall and continue to collect two paws. Use the Amulet one final time, collect another paw (7) and stop when you reach the end and serene music starts playing.

 

Exit the Jeep, grab the small medipack you drove over and make a circuit around the area to collect four paws. Return to the Jeep to restart the timer and look down right. Take a running jump SE down to the ledge, collect a paw and open the small chest for a golden head (2). Reverse roll, pull back up and quickly jump back to the Jeep. You can see another paw (13) further E, so sprint there, collect it and sprint back to the Jeep. You're now through here, so step into the bobbing yellow light for your next task.

 

The Path

 

Open the nearby chest ahead and to your left, and you'll be transported to a floating islands environment where the Amulet will come in especially handy. Slide down S a bit left of center, and as you're sliding use the Amulet. Jump to grab the platform, pull up and stand jump from the far side. While still in the air use the Amulet and you'll land safely. Jump over SW onto the adjacent platform, face W and take a running jump toward the setting sun. Use the Amulet in midair to land on another platform, face NW and stand jump toward the corner niche. Curve a bit right in midair, use the Amulet and grab the lower ledge that has appeared.

 

Pull up and go around for a paw. Stand against the E wall, use the Amulet and jump up to grab the ledge. Pull up, turn left and pull up to the top of this structure. Hop over W while using the Amulet to create a solid roof. Stand jump from the NW corner down to the platform. Stand at the N edge and jump straight up while using the Amulet to grab a higher platform. Pull up, hop to the platform with the pole and mount it facing S. Use the Amulet while climbing up, and when the top of Lara's head reaches the tips of the inverted pyramids, take a rolling back flip to grab the platform. Pull up and take a running jump to grab the higher platform.

 

Pull up, collect two paws and use the Amulet to create a gap at the S edge. Face N a step away from the edge, save (as this may take a few tries), hop back and when you clear the edge hit the action key to glide into the alcove below for another paw (a move of questionable legality, but everyone seems to do it and it appears to be required in this case). Use the Amulet again, safety drop to the connected platforms and take a walking-running jump E to grab the swingpole (you'll overshoot it with a normal running jump). Swing around, jump off and while in midair use the Amulet to land safely on a platform.

 

Walk forward to the edge, jump up to grab the overhead platform and jump NE to grab the slope. Pull up, slide down the other side and jump while using the Amulet. Jump the next two slopes, using the Amulet again after the second one to land on a platform. Stand jump SE with a left curve, use the Amulet and grab the lower corner ledge. Pull up, stand jump SE toward the open air while quickly using the Amulet and you should land on a higher ledge. Go around, pull up to the top of the structure and take a running jump S onto the platform after first taking a step back from the edge.

 

Stand jump slightly SE while using the Amulet and you'll land on a platform with side rails. Take a running jump S to the lower platform, stand jump between the sloped blocks while using the Amulet to land on a bridge, take one step back from the edge and stand jump to grab the swingpole. Swing around and jump to land on the platform, use the Amulet and jump onto the higher platform that has appeared to your right. Jump W to the higher platform and over N to the roof of the structure. Grab 2 x large medipack, uzi ammo and shotgun ammo at the corners and use the Amulet to create a platform off to the W.

 

Take a running jump onto the platform, jump W to grab the roof and pull up for two paws (19). Open the central chest for a golden head (3) and retrace your steps E to the other structure. Run into the bright yellow light to be returned to the frozen sea.

 

The Double

 

Open the last chest a bit to your right behind the iceberg. Emerge on a playing field opposite your doppelganger across the way. Her moves will mirror yours. Hop back twice, side flip right onto the brown corner tile, then take a walking-running jump forward to the next brown tile. Stand jump W onto the safe gray tile, take a walking-running jump NW to the corner brown tile, then a standing jump S onto the gray tile and walk forward onto the brown tile to create a floor hole in the center of the platform. Stand jump into the hole and run around while your doppelganger collects four paws. Run toward the yellow light and you'll return to the frozen sea.

 

A yellow light has appeared, so save your game and run into it for your final challenge. 

 

The flyby gives you a preview of what's to come. When camera control is restored you're immediately fired upon by your double, so draw your desert eagle and take evasive action. Quickly shoot the five suspended crates, rendering your double vulnerable to gunfire, and use the most powerful weapons available to you in hastening her demise. Desert eagle ammo and a small medipack are available for pickup should you have time to spare, together with the final pair of paws (25). When your enemy finally succumbs a floor hole appears in the middle of the platform.

 

Jump into the floor hole for a brief conversation with King Kitten and sit back to enjoy the concluding flyby and credits. After the screen showing your cumulative stats you're given the privilege to play a bonus level called Traverse Town, for which the secret password is meow (although you don't seem to need it).

 

A scantily clad Lara stands in an outdoor shopping square in a nighttime setting. There's not much gameplay, if you want to call it that, to this "bonus" level. Run SE to jump on a crate, stand jump W to grab a jutting platform and pull up. Jump W to the next platform and turn left into the alcove for a POSTCARD (1 of 4). Safety drop to the ground, run across N to the jewelry store and go inside to find another POSTCARD (2 of 4) beside the fireplace. Exit and head SE toward the veranda with the tables and chairs.

 

Vault up S and go through the doorway into a colorful living area where you'll find another POSTCARD (3 of 4) in the far SE corner of the adjoining room. Exit, go straight across past the N doorway into a little shop for the last POSTCARD (4 of 4). Exit, go across SW to the mail stand for the GATES KEY and head E past the tables and chairs and up the steps to the doors that open upon your approach. Run forward into the darkness to finish for real.