BtB2024 - THE TALE OF HATSHEPSUT

 

Levels by PedroTheGamer_

 

Walkthrough by Phil Lambeth. Click here for LoreRaider's video walk.

 

 

Level 1: TRAKKING JEEP'S

 

After the opening flyby, LARA'S TABLET appears in your inventory. MUG'S JEEP KEY is there as well, but before driving away you can explore the immediate vicinity on foot for some pickups. Go back N and hop into the alcove for shotgun wideshot ammo. Around the corner SW is a first aid kit. Run S past the dune buggy and look up right to see a triangular opening that contains a small medipack. A little further on is a larger opening to your left that you can jump into for uzi ammo. Lara's attention will be directed to the bent dagger symbol on the wall. Slide back down, loop around left to find shotgun normal ammo on a block and return N to the dune buggy.

 

Get in and drive through the swirling sands until you reach a lowered drawbridge. Stop and find a flat spot where you can get out. Lara will look at the scalpel symbol on the wall of the E building. From the bridge support, hop SW onto the ledge, go to the far corner and save your game for a tricky curved running jump to grab the higher W ledge. Pull up to find the SHOTGUN in the weeds and take a running jump SE down to the slope. Jump without sliding and curve right to land safely on the other side of the lowered drawbridge.

 

Greet a most unlikely crocodile and pull up onto the nearby block. Jump up into the opening in the W wall for flares and get back down. Run a long distance SE, curving around left NE until you reach a small box canyon near a cave with many stalactites. Climb onto the block, take a running jump and grab E, pull up and hop up into the corner for the REVOLVER. Get back down to the block and jump up S onto the left corner of a higher block. Take three standing jumps NW and hop with grab into the N opening. Climb down the ladder or safety drop to a room with a sunken floor. Four of the tiles bear a scarab symbol facing in different directions, and make a note now of their respective orientation.

 

For now, go across the sunken floor and enter a huge cave. Slide down to the floor and run past the obelisk to its left. Hop up onto a flat surface just past a closed gate. Beware of numerous illegal slopes in this area. Use the slopes ahead to jump back and forth until you reach the upper ledge against the N wall. Enter the nearby opening for a remote camera shot, continue forward and Lara will look at a bug-like symbol on the wall to her right. Go up the steps and shoot the jugs for a small medipack, shoot the crates next to the W slope for shotgun normal ammo and exit this room.

 

Follow the ledge around to the right and use the swingpole to get across the gap to the ledge against the W wall. Push the floor lever to lower a gate below and use the slopes to slide down to the floor. Enter a room with statues on either side and the gate rises behind you. At the far end Lara will look up at a bird symbol on the ceiling. Continue into a room with a sunken floor, and you'll realize the significance of the similar room you visited earlier.

 

On the floor, on the same tiles as the scarab tiles in the previous room, are four hawk's head statues all pointing N. Their positions are controlled by the wall switches on the nearby ledge block. Rotate them as follows, using the switches starting on the far right and moving left: Pull (1) 3 times, (2) 1 time, (3) 3 times and (4) 4 times. The gate in the N wall should now be open, so go there and trigger a series of blades in the passage ahead. Time your way past them, pull up into the alcove and push the wall button to open a door elsewhere.

 

Return past the blades to the cave, jump the flat spots to get back up S to the sunken floor with the scarab tiles and climb the ladder to the outdoor area. Loop around right the way you came past a shrine-like structure. As you head N, look for a block a bit to your right that you can hop onto. Sidestep right and jump up to grab the wall crack. Shimmy left around many corners until you can pull up into a N opening where the door opened earlier.

 

Drop down into the next room, go across for flares and go to the W wall. Pull into the alcove in the right corner for grenades and into the alcove in the left corner for the SAPPHIRE KEY. Exit this room (stand jump to grab the opening), safety drop from the opening and run straight across S toward a pile of rocks. Hop onto the block behind them, take a tricky standing jump up into the groove ahead, jump up to grab the wall crack and shimmy right until you can pull up at the corner. Side flip right, pull down the wall switch to lower a nearby gate down below and slide to the ground.

 

Go around to the S entrance and enter the large building. Turn right, hop onto the corner block and jump up to grab the W wall crack. Shimmy left around two corners and drop/grab the crack. Before Lara's feet can become set in their ladder-climbing position (otherwise, you'll back flip to your doom), ledge jump up to grab a ladder. Climb up a bit, shift right past an obstruction and around the corner. Drop onto a wooden platform and stand jump a bit NW to activate a jump switch in the wall. If you happen to miss and grab the ladder instead, use the drop/grab trick mentioned above. A block rises underneath to help cushion Lara's fall and minimize her health loss.

 

Go to the SE corner, climb onto the block partially covered with sand and take a walking-running jump to activate the N jump switch. Drop down into the floor hole between the block and the jump switch, hang from the edge and shimmy right along the wall crack. Continue around two corners as far as you can go, come back one grab and ledge jump up to activate another jump switch and raise a platform below. For a secret reverse roll, hop forward, jump back to grab the edge, release and slide ever so slightly before jumping to grab the monkey bars. Turn right, monkey swing toward the S  wall, release and enter the crawl space. Turn left at the wall for SECRET #1 and grab the first aid kit, revolver ammo and 2 x shotgun ammo.

 

Go the other way for grenades and return through the crawl space. Back flip NW onto the slope, jump without sliding to grab the floor hole and pull back out. There are two open doors nearby to choose from. Go through the SE one and come to a room with a sunken floor bearing 20 symbols similar to the ones you've already noted. Lara will look to her right at a music stand that provides a valuable hint when you press the action key. Go to the sunken floor and step down onto the middle tile with the scalpel symbol. Stand jump NE onto the tile with the bug symbol in the second row. Stand jump E onto the corner tile with the bird symbol in the fourth row. Take a walking-running jump SW onto the tile with the bent dagger in the third row (not the second row).

 

The E door should open and a nearby block should lower. Hop into the floor hole for revolver ammo and go to the open doorway. There's a ramp leading up to a wall switch with a boulder poised overhead. Hop back twice onto the ramp to trigger the boulder and sprint back out at an angle (without touching the sunken floor) while it rolls into the floor hole. Go back up, pull down the wall switch for a cut scene of a closed door and exit to the hallway with the central pit.

 

Loop around left past the opened SW door and come to a trap-filled lava room. Run off the edge past a scissor-blade trap and watch the flyby that takes you around the lava room. You would be wise to save your game periodically as you progress. Begin with a running jump onto the NE corner block. Hop up NW onto the ledge and take a running jump to grab the swingpole. Swing and jump over the wall blade to land on a lower ledge. Time a jump into the N alcove and pull down the wall switch for a cut scene of a closed door.

 

Hop back to the ledge and stand jump into the wall niche. Grab the crack and shimmy left around the corner, ledge jump up to grab the higher crack, shimmy left and pull into a crawl space to get past the obstruction. Hang from the edge well past the statue, shimmy left some more and drop onto a corner block. Time a curved running jump down to the ledge and time a hop into the W alcove. Pull down the wall switch for a similar cut scene, hop back to the ledge and take a running jump to grab the S corner block. You needn't bother to pull up, just shimmy left around corners until you can drop into an alcove.

 

Time a standing jump NE past the blades onto the ledge, hop into the S alcove and pull down the wall switch to open that door you've been seeing in the cut scenes. Hop back to the ledge, stand left of the alcove and jump up to grab the wall ladder. Climb to the ceiling, transfer to the monkey bars, turn around and continue along the tracks toward the SE corner. Drop down there, enter the alcove past the opened door and pull down the wall switch to open a door in the hallway with the central pit.

 

Go out to the corner block, stand jump N to grab the swingpole, swing and jump down to the jutting ledge. Hop up into the E passage past the scissor blades and return to the hallway. Use the raised platform to get across the central pit and go past the opened NE doorway into a cave with an obelisk. Climb onto the block against the N wall, jump W to the opening and down the other side into the next room, hop onto the pile of sand and take a curved running jump to grab the crack in the W wall. Shimmy left to an opening, pull inside and pull the chain two times to open the W door below.

 

Drop down, go on through and side jump past the circular blade trap. Time a running jump S past the spear traps to a plinth with the PYRAMID KEY. When you pick it up another blade trap is activated, so quickly take a running jump over the spears, side flip past the circular blades and return to the previous room. Use either pile of sand to jump through the opening to the cave with the obelisk, exit S to the hallway and use the raised platform to get across to the other side.

 

Grab the W wall crack near the open doorway, ledge jump up to grab the higher crack and shimmy left around two corners to the E wall. Pull into the crawl space over the raised platform and pull up higher into the upper room. Exit N to the outdoor area with weapons drawn to engage three soldiers who have arrived in a yellow car. After clearing the area, go back E and S past the shrine-like structure and loop around left to find a nook with shotgun wideshot ammo. From there, continue S and SE into a corner with more shotgun wideshot ammo in the weeds. Go back N a bit, hop onto the block jutting from the canyon wall on your left and get up higher with standing jumps to a block against the W wall.

 

Hop SE into an alcove, push the floor lever hidden by the weeds and crouch in front of the crawl space just beyond the flowers. Hit the jump and up arrow keys to flip into a floor hole for SECRET #2 and collect a first aid kit, shotgun wideshot ammo, 2 x uzi ammo and the UZIS. Pull back out, slide down to the canyon floor and head back N and E to the stalactite-filled cave you saw briefly earlier. Hop inside and search the immediate area for a first aid kit in the NE niche (beware of many illegal slopes here) and shotgun wideshot ammo higher up E. Slide back down to the stalactite, jump S and look for a deep chasm to your right.

 

To get across, jump SW onto the slope, slide and grab, ledge jump back to grab the N wall crack, shimmy left and ledge jump back to grab the S wall crack, shimmy right and around the corner to pull up into an opening overlooking the canyon floor. Face S and take a tricky banana jump with a left curve into a triangular opening. Grab the flares to your left and find wall receptacles for your two keys. Several flybys tell you, among other things, that the drawbridge spanning the canyon gap has been raised. WARNING: Do not save your game again until you have returned to the dune buggy and have driven it across the bridge. Otherwise, the bridge will lose its collision when you reload and you'll be stuck.

 

Exit this room, safety drop to the canyon floor and run E and N to the bridge, go across to the dune buggy, get in and drive across the bridge (approach it head-on to reduce the chances of getting stuck on it at an angle). Continue through the canyon to the S opening leading down to the large cave you visited earlier. Drive down into the cave and up toward the W opening that faces more ruins. Get out and locate the N opening between the two areas and go around the corner for uzi ammo. Return, hop the flat spots up SE to get to the higher area. Run across NE to the large sand pile and jump up to the corner. Pull up E and follow the upper ledge to the SE corner.

 

Pick up the small medipack to attract the attention of a black panther. Three more black panthers are roaming about down below, and you may be able to target and kill them from up here. In any event, go back along the ledges in a counterclockwise direction, jumping as appropriate, until you reach a block against the W wall. Jump up the slope for revolver ammo, slide down the other side and jump over to the SW corner ledge. Pick up the uzi ammo in the weeds, safety drop to the ground and return to the dune buggy.

 

Get in, drive past the obelisk to the right of it and run over two black panthers in the box canyon. Park the dune buggy near the obelisk, get out and Lara will look at a dead soldier. Grab him by the head and pull his body away from a small medipack and revolver ammo. Run S to the left of the temple building and jump into the nook for a first aid kit. Crawl past the flowers and turn left for SECRET #3. Collect 2 x shotgun wideshot ammo and 2 x uzi ammo, exit and look for grenades to your left next to the temple wall.

 

Run all the way around the temple building to find more shotgun wideshot ammo at the other corner, keep the rock wall to your left as you follow along and hop up W for a small medipack in the weeds. A little further on is a first aid kit at ground level in a nook surrounded by columns. Return to the dune buggy and drive it W up the steep slope in the box canyon where you met the two black panthers. Park near a much larger temple and hop onto the nearby seated statue ledge for a first aid kit. Return and run S toward a row of tall columns you can see in the distance. Just past the columns is a slightly higher ledge that leads around to an invisible force field that prevents you from going any further.

 

Face the SE pillar across the way and take a running jump toward it. You'll land on an invisible block, so just jump E to reach the veranda surrounding the large building. Run around the building to the left and find the GRENADE GUN lying on the ground. Go back, use the invisible block to get back to the other side (you may have to slide, grab and shimmy right before pulling up) and return to the dune buggy. Between the two seated statutes on the far left is a ramp you can drive up and over into the inner sanctum. Do so, drive through either N opening into a lush outdoor area and dismount.

 

Jump into the pool, swim under the obelisk structure and up to find an underwater lever (cut scene of one of many closed doors in the courtyard). Surface, pull out and run to the NE corner near a pile of rocks. Locate the jump switch, activate it and the door you saw in the cut scene opens. It's over near the SW corner, so go there and enter an indoor pool room. There's a hint stand at the SW corner to let you know how the remaining courtyard doors are to be opened.

 

Go to the SE corner, hop onto the block and climb the ladder in the S wall. Transfer to the ceiling, turn around and monkey swing around the corner to a jump switch that raises a block across the room. Go to the W wall, climb onto the raised block and jump over to the N ledge. Counting from left to right, pull down wall switches 2 and 4 to open a door on the balcony level of the courtyard. Safety drop to the floor, exit E and loop around left past the pillar to face a wall crack in the nearby column. Stand right, jump up to grab it, ledge jump up to grab the balcony and pull up. The opened door is straight ahead to your right, so stand at a ledge overlooking a deep room with many things to do in there.

 

Turn around, hang from the edge and shimmy left past the sand barrier to pull up near a timed wall switch. Save your game, pull down the switch to raise three platforms, hop back and take a running jump curving left onto the first raised platform. Upon landing, continue with a running jump S to grab the swingpole. Swing and jump off to land on the left side of the second raised platform while turning right, continue with a running jump W to the third raised platform and jump up to the ledge ahead. If you get there in time the platforms will remain in their raised position.

 

Push the ornate wall button for a cut scene of two closed doors, go back the way you came along the raised platforms and swingpole (move to your right while swinging and jump off with a right curve), jump to grab the E ledge, shimmy right, pull up and exit to the balcony. At the S end is a small medipack, and at the N end is an invisible block that prevents you from going around the corner. Go to where you pulled up, hang from the edge and release to grab the column crack and drop to the ground. Go to the NW corner and pull down the wall switch to open the adjacent door. Stand at the threshold of another deep room and run off the edge onto the platform below. Turn left, stand jump down to the SE corner platform, and with your back to the E wall stand jump W down to an even lower platform. Face the S wall and run off SW with grab to land inside the wall alcove. Pull down the wall switch to bring a swingpole out from the wall, stand jump NE to grab the platform (better save first) and pull up.

 

Go back the same way you came to the entrance platform, stand jump N down to a new platform and jump again to grab the crack in the N wall. Shimmy left, pull into an alcove, face slightly SW and save your game. Time a walking-running jump onto the platform while the spears are down, swerve left and continue with a running jump S to grab the swingpole, swing around and jump off with a right curve to land on the platform while the spears are down and scoot into the W opening. Save again when you get there. For those who may need it, click here for the savegame provided by Ryan.

 

In the next room push the floor lever to open the floor trap door to your left (and neutralize the spears on the entrance platform), drop down for 2 x grenades and hop back out. Return to the alcove in the N wall with a similar sequence along the swingpole and spear-trapped platform that's difficult enough, although not as difficult as the first one. Hang from the edge, shimmy right to the corner, ledge jump back to the platform, jump up to the next platform and exit to the courtyard.

 

Loop around right into the room with the pool, climb the raised block against the far wall and jump to the N ledge. Pull down only the first wall switch on the left, get back down and exit to the courtyard. Run across to the palm tree near the NE corner, stand on the green mound and jump up to grab the column crack. Ledge jump up to grab the balcony and pull up near a first aid kit. Run S along the balcony to the opened door near the corner, push the wall button inside for a cut scene of the two closed doors and safety drop to the courtyard.

 

Return to the W room with the raised block and wall switches, ignore the one on the far left and pull the second one back up, the third one down and the fourth one back up. Get down, exit to the courtyard, get up to the balcony via the NE palm tree mound and go to the opened door near the corner. Step out onto a ledge overlooking a room with cascading water. Jump down left into the W pool as you listen to the wailing jackals, find the SW passage, light a flare and follow to an underwater lever (1 of 3). Flip turn, swim back out, turn left and swim to an open area with a closed door to your left, turn right at the wall into the E pool, turn right at the S wall to find another underwater switch (2 of 3) that opens the door you passed by, return there and find another underwater lever (3 of 3) in the N room.

 

Swim back to either pool, pull out and deal with two jackals. Go to the column near the NE column and see the platforms rising and falling on either side. Jump onto either one,  ride it up to an alcove with a wall switch, pull it down and ride the platform on the other side up to another wall switch that lowers a third wall switch down to floor level. If you're on the left (N) side, ride the platform down and jump off N to land on the stationary corner platform. Jump up onto the ledge and go to the W end to find the lowered wall switch. Pull it down to bring out a face button to your right, go there and push it to open those two doors you've been seeing in the cut scenes.

 

Get down to the floor and go to the W pool. Take a running jump past the falling water to grab the opening just to the left of the column, pull up and jump higher SW. Hop up SE onto the block and take a running jump to grab the crack in the S wall. Shimmy left as far as you can go, ledge jump up to grab the entrance ledge, pull up and exit to the balcony. Run to the SE corner, turn right at the break in the railing and take a running jump to grab the gap in the W wall. Drop and grab the crack below, shimmy right around the corner, ledge jump up to grab the higher gap and shimmy right until you can pull up.

 

Hop over to the opened doors, beyond each of which is a chain. Pull them both to lower the bars of the gate below. Drop down to the ground and engage a half dozen soldiers, three on each side of the central pool. Get into the dune buggy and drive N past the lowered gate and through the tunnel to end the first level.

 

Level 2: THE SPHINX OF HATSHEPSUT

 

Night has fallen, and Lara is still behind the wheel of the dune buggy. Get out and jump up into the E niche for shotgun normal ammo. Slide down and run W toward the opening you see in the distance. Look up right when you're about halfway there to see a triangular opening with a first aid kit inside (stoop to pick it up). Pull up onto the W ledge to trigger a flyby through the cave ahead.

 

Hop down, turn right and run toward the truck parked near the NE corner. Pull up onto the back end, turn around and take a curved running jump to grab the trapezoidal block against the E wall. Pull up, jump N onto the raised platform and stand jump to grab the swingpole. Swing and jump to the next platform, repeat and jump up onto a double platform. Save and take a curved running jump around the corner to land on another platform, save again and take a curved running jump with grab to land on a platform in cramped quarters.

 

Save again and take a difficult walking-running jump onto the next platform, a more routine running jump S to the next platform and turn right for a running jump to grab the jutting W ledge. Pull up, hop into the adjacent niche for a first aid kit and a small medipack and pull down the wall switch to raise a block. To get down with minimal health loss, hop back to grab the edge, shimmy right around the corner and drop to slide (in my case) to an illegal slope. Break the perpetual dance with a jump to one side and run W toward the raised block. To get on it, get up against the W wall to the left of the raised block, face S and back flip onto a flat spot in the upper corner.

 

Turn, jump onto the raised block and pull up N onto the back of the sphinx. Run up to its head covering and crawl under it for 2 x shotgun ammo. Go around to the S side of the sphinx's head and hop up onto a flat spot. Face NW, hop up to the corner of another flat spot and pull down the nearby wall switch to sound a general alarm. For a secret, pull up N, look down NE to see a floating object and take a running jump down toward it. You'll land on an invisible block, so drop from the N side and pick up the UZIS for SECRET #4.    

 

By this time you're being fired upon in earnest, so take a running jump SW to land near the head of the sphinx and slide to the ground to do battle with eight soldiers (if I made a correct count of the bodies). My game froze up briefly during the ensuing cut scene, but when camera control is restored, run back around the sphinx to the raised block, get up onto it the same way you did earlier, make your way up to the wall switch and push it back up to open the exit doors between the front paws of the sphinx. Get back down to the ground and run W past the opened doors to end the game with the promise of a continuation.