BtB2024 – Dark Secrets of Abydos

 

Levels and Walkthrough by Tolle87

 

(Make sure to TURN OFF bump mapping before playing)

 

 

-SURROUNDING TEMPLES

 

After a cutscene, go forward to the open area and kill three bats. On the SE corner, there is a broken pillar. Jump & grab its E side on the lowest part and do a ledge jump from the middle to reach and pull a jump switch. That opened a trapdoor in the small green garden in the SW part behind the fences. Go and drop there to get SECRET #1, ENERGY CUBE and some uzi ammo. Climb back up and go towards the awning on the N side. Shoot a crate and get UZI along with some more ammo. Go inside the temple.

 

Go to the other side of the room and for now notice a movable block to the left of the passage. Go through the curtains to the next room and turn double left where you will find two vases that you can shoot and get more uzi ammo inside the one of the left. Go between them towards the movable block and pull it once, then go back to the previous room to push it from the other side. From now on, you can use it to jump to the broken pillar and reach the upper level whenever needed. Don’t do that for now and enter the passage S, next to the block. Kill a crocodile inside and break the vase in the NW corner to get shotgun shells. Turn around and use the floor lever you’ll find next to the pool, which will swap the positions of the trapdoors in the upper part of the room. Go back to the movable block and use it to reach the upper level by jumping on the broken pillar first. Turn left and use the closed set of trapdoors to reach the middle platform. Turn left and jump towards the platform where the fence is missing. Approach the pushable object and pull it once. Go to the bottom part of the room any way you can and re-use the floor switch to swap the position of the trapdoors once again. Repeat the route to reach the upper part, stand in front of the trapdoors and look to the movable object you just moved. Now that it’s not on the edge anymore, you can do a running jump towards its original position. Go around the object, turn right and jump on the middle platform. Now you can use the remaining set of trapdoors to go S, climb and get the first ISIS KNOT.

 

Drop down, go back to the previous room and use the movable block and broken pillar to climb on the top part again. Go right and notice two receptacles for Isis Knot objects. Look towards NW corner and you’ll see a switch which you can reach by doing a running jump. Use it and the E door will open. Approach the door, but before you enter it, notice an alcove with a cat statue on the left. Go there and get a big medipack and uzi ammo. Go through the newly opened door and towards the central structure. Turn right and notice a broken part of the fence. Use a running jump to reach the top of the Pharaoh statue. Turn left and notice a crack in the pillar. Jump & grab it, then shimmy around the corner all the way to the left and let go to land on a catwalk. Go to the other end to reach the broken pillar, hang off the edge and shimmy around the corners until you can climb at a cat statue. Get a WATERSKIN from the garden and jump back down. Lara will notice the camel has followed her inside. Unusual, but nothing can go wrong with it, right? Go to the pool in the middle of the room and use the central structure to fill the waterskin (or use any of the other two pools that you’ve encountered) and go W through the curtains to get back to the other room. This time go right and you will find scales in the NE corner. Use the waterskin to remove the spikes from the nearby room and enter it. Jump from pillar to pillar all the way around the room until you reach the platform at the W wall where you will find the second ISIS KNOT. As soon as you pick it up, a cutscene will show you that the camel is drinking water from the scales, which means you have a limited time (around 40 seconds) before the spikes activate again, so you need to do a series of jumps to get out of the room in time.

 

When you do it, climb back to the upper part of the room, go right and place both Isis Knot objects in their places. The door on the W side opens, so go there, climb the little wall and get TEMPLE KEY and LARA’S TABLET. Check the tablet to see how it works, then go back and drop down to the bottom part of the room. Go W and exit the temple through the opening, shoot the vase on the right to get uzi ammo and continue towards the sandy area. Go right through a spider web and kill two panthers. In the NW part of the area, you will find some shotgun shells and a keyhole for the key in your possession. Use it and enter the temple, where you can shoot two vases to get a small medipack and more uzi ammo.

 

Go N inside the next room, climb the first set of stairs and stop to get another small medipack from a little table, then climb to the top to reach the next room. Go right, then left (while shooting two vases for more uzi ammo). A terrorist will show up from the side room, so shoot him (he drops a small medipack) and notice a closed gate on the N wall. Keep going forward and kill two more terrorists that will show up from another room. Enter that room and use a floor lever on the left. Get out and shoot a vase in the NW corner to get uzi ammo, then go back to the newly opened gate to reach the newly created entrance to the palace. Press action to start walking on the rope and do not save while you’re on it! You can’t fall off it, so all you need to do is to keep holding forward. Somewhere around halfway to the other side, the rope will shake and a cutscene will show you the reason. That camel really means business. Keep going forward to progress some more, but you won’t be able to prevent the inevitable…

 

-THE DUNGEONS

 

Get out of the water NE and crawl under the ceiling. Before entering the tunnel, crawl to the left and again left through the plants inside a hidden passage to get SECRET #2, ENERGY CUBE and a big medipack. Go back and all the way through the tunnel to the big cavern.

 

Go forward and jump around the pillar to one of the sides. Go towards the other side and kill a mutant that will approach you. This area consists of five cells which you have to open and light a fire in every one of them. Go back to where you entered the area and jump on the catwalk at N side. From the white platform, you can find some torches if you go left. Ignore them for now but remember their location. Go to the other side of the catwalk and you’ll reach a timed switch. Pull it to raise a set of trapdoors on the S side of the room. Quickly turn around, run & jump to the starting area and keep jumping from one trapdoor to another. Make sure to use the small rock formation in the corner of the room as well. From the last trapdoor, jump and grab the open window and enter the cell. You can play with the floor lever to see how the prisoners were tortured, but it serves no purpose for progress. Use the wall switch to open the cell and get out. Go forward towards the cell on the opposite side and notice a big, barred window on the left. Jump on it and pass through the gap in the bars. Go forward and jump through the passage inside the adjoining cell where you can kill a jackal. Use the floor lever to reveal a lava pit with some burning prisoners. Hang off the edge on the S side of it and shimmy to the right, so that you can let go & grab the crevice below. Climb inside and get the TORTURE WING KEY. Do a ledge jump back up and pull the floor lever again, so that you can jump back inside the adjoining cell. Pull the switch next to the gate (if you haven’t before) and get out. Go towards the middle cell on the opposite side and just pull the switch to open it. Finally, go to the last cell in the SE corner and use the key to open it. Now go back to the torches, take one and go back to the cells to light it at one of the wall torches around the big door. Use the lit torch to light a bowl in every cell. You’ll get a message to get rid of the torch in the lava in order not to summon “El Laggo”, so do that and proceed through the big door.

 

The switch on the right is behind the ruins, so use the one on the left and get in the cell. Get out through the window on the right (the bar on the left is missing), go forward around the pillar and enter the bright passage. A skeleton is giving you a SHOVEL BLADE. Take it, get out and go double left around the corner towards the E wall of the room. Use the switch on the left, get inside and kill the jackal. On the left, you will see two skeletons holding hands, while the one on your side has a SHOVEL STICK next to it. Combine those two items to get SHOVEL. Get out of the cell and go towards the opposite one, pull the switch and get in. Use the stone structure on the left to reach the opposite side where the skeleton is. From there, do a running jump towards the window and enter the adjoining cell. Use the switch on the right to open the gate just in case for later, but your goal is to reach the window above the flame. The safest way to do it is to jump from the stone structure. When you reach it, do a running jump to reach the window on the opposite side. Somebody has already started digging here. Stand on the top part of the sand while facing the wall and press action to use the shovel. Lara will dig the sand and leave the shovel behind, along with some footsteps in midair. Your goal is to reach the other side of the gap, but you can’t do it from here, so hang off the edge, shimmy all the way to the left and drop to the sloped rocks below.

 

Turn right and approach the edge, but instead of jumping forward, turn to the left and jump over the rocky part to another walkable area. If you look carefully, you will see a standable part of the blue rocks right in front of you which you can jump to (or alternatively, recognize another standable blue area diagonally to the right and jump to the mentioned part from there). You’ll see a pocket that you can jump into to get SECRET #3, ENERGY CUBE and a big medipack. Go to the wall, turn left and jump over the slope in the corner, then jump back to the starting point. Turn S and jump towards the lavafall, but make sure to jump as much to the left as possible, because the lava has a big hitbox. Jump to the raised part, turn to the right and carefully slide down to the lower gray walkable part. Jump to the next rocky area and then one more time to the one next to the wall. Turn right and approach the edge. Your goal is to reach the area across the lava, but a direct jump would be very difficult. Instead, look diagonally to the left and you’ll see a rocky slope part that touches the wall. Jump on it, slide for a bit and jump to grab the edge on the other side, then shimmy to the right to climb up. Jump on the raised part on the right, then turn around and jump on the higher gray part. Turn around once more and jump towards the highest part, grab the edge of the slope and shimmy to the right to climb up. Carefully walk to the other side and jump to the next part. Don’t bother trying to reach the cell above you but jump on the long slide in front of you. Get some uzi clips next to the blue flame and enter the tunnel on the W wall.

 

Slide down, go around the corner and drop into the water. Swim through the tunnels while avoiding four stargate traps, resurface and climb. Turn around and jump up to grab the edge and climb again. Be careful not to fall back into the lava area and jump through the window on the left side. Carefully jump your way around another gap while passing another unfortunate prisoner and get out of the window on the opposite side. Turn right, start walking on a catwalk and jump over the obstacle. Next, jump on the slope, grab the edge and shimmy to the left until you can climb up. Now you’re on the opposite side of that big gap at the start of the area. There is a secret in the cell on the left, but the switch for it is broken on the floor. There is also a switch on the right, which just opens a nearby cell, but it’s too late for that poor handcuffed guy. So, instead of getting away from the big gap, turn around to face NE corner of the room and jump over the obstacle to land on the next part of the catwalk around the gap. Look carefully to the “orange” part of the floor that is touching the big window. That part is walkable, so jump on it. Turn to the right and jump to the higher part, then drop down the passage on the right to enter the cell. You will find SECRET #4, ENERGY CUBE, a couple of uzi clips, a big medipack and a prisoner who met a very unfortunate fate. Exit through the SE passage, slide down the slope on the right and jump through the opening to get back to the main area. Turn left, pull the nearby switch and drop down through the trapdoor in the left corner.

 

Go down the stairs and notice an open window on the right. Jump through it to make things easier. Pull the switch to open the gate and exit the cell. Approach the skeleton that will start chasing you. Go back in the cell followed by the skeleton, use the switch again to close the gate and jump out through the window to permanently trap the skeleton. Go around the corner where the skeleton was lying and notice a keyhole on the left for later. Use the floor switch in front of you and see how it opens one of the side gates, while closing the other. Turn to face the W wall and notice a crack and a crawlspace near the top of it. Grab the crack on the left side, shimmy & enter the crawlspace and go through it until you can drop to the other side. Use the nearby switch to open a gate and enter the cell. Notice the passage high above which you can’t enter for now but remember its location for later. Turn left, go through the window with broken bars and exit the cell through the gate on the left (if you didn’t pull the floor lever before, the gate will be closed, so go back through the crawlspace again instead). Pull the floor lever again to open the other gate, get inside and approach the switch. When you pull it, it opens a timed door on the other side of the crawlspace. However, there is not enough time to use that route, so you must do the following – Pull the lever, turn around and get out of the cell. Quickly pull the floor switch to open the gate in front of you, enter, go right through the window, right through a gate and run & jump into the cell behind the timed door. As soon as you enter, look up and to the left. You will see an opening high above which you can’t reach for now but remember it for later to get a secret. There is a broken triangular stone in the NW corner. Climb on it, turn right to face the fallen structure and jump on the right side of it. Jump to the highest part on the left and climb above through the hole into a new room.

 

There are two passages leading out of this room and there is a jump switch above the one on the W side, but you can’t reach it for now. Go inside the W passage, push the block once and enter the passage on the right. Get down to kill a crocodile, climb onto the structure at the N wall and take the CISTERN ROOM KEY, the SHOTGUN and some shotgun shells (which get respawned if you run out of them). Notice another movable block in the NW corner of the room, but you can’t move it from here. Go towards the SE corner instead, climb back up and enter the tunnel. Push the block that is in your way and turn right to get to the starting area. Enter the W tunnel again and pull the block back in its original place. Go back through the E tunnel around the building to reach the block from the side and pull it once. Now go back through the tunnels to the starting area, enter the W tunnel and go all the way down the stairs. Kill a crocodile and use the shotgun to break the crates in front of the movable block. Pull the block once and go through the new passage. Turn right and climb to reach the first block again. Push it back into the intersection, then go back and left through the newly opened passage to reach the block from this side for the first time. Push it once, go left, then right through the other tunnel to reach the starting area. Approach the block, jump to grab it and use the ledge jump to pull the jump switch. The nearby gate is now opened, so enter it and drop down the hole.

 

You came back to the cell with the timed switch (which you can’t use anymore because of the spikes to avoid a softlock). Leave the cell, go left, then right to the keyhole. Use the key and climb all the way to the top. Use your shotgun to break the crates on the right to get uzi ammo. Go diagonally towards the NW corner and you will see another passage between two lion statues. Enter it, climb to the top and use the switch to open the door. Go inside, kill three bats and take some uzi ammo and some shotgun shells. Use the floor lever to open the trapdoors. Then approach the lever from the other side, use it again but keep holding forward & left, because you must drop down on the platform in the room below before the trapdoors close. Do a running jump onto the structure at the E wall (if you fall, go back through the passage again and repeat the process). Jump up to grab the monkey bars and start moving towards the other side, while using the closed trapdoors as a monkey-bridge. Drop down at the switch on the other side and pull it. Now the dungeons are flooded. Go back down through the SE passage and drop into the water.

 

Back at the cell area, go left towards the floor lever and enter the gate on the right (with the spikes and the timed switch). Swim up at the NW corner, through the triangular opening that you came out from before. Drop into another flooded room at the center of the room and swim into the passage near the ceiling that you’ve noticed before. Swim through the tunnels, resurface and get SECRET #5, ENERGY CUBE, uzi ammo and a small medipack. Go all the way back the same route to the floor lever and swim into that crawlspace on top of the W wall. Go through to the other side, then through the gate at the bottom left and swim through the passage near the top of the cell (the one you couldn’t reach before). Swim towards the next room…

 

 

 

-THE GREAT PALACE OF ABYDOS

 

Swim forward and get out of the pool. You can find some uzi clips at the NE part of the room. You should ignore the E passage for now because it requires a key. Go through the S one instead to reach the main hub area. There are several ways to go through it, so let’s first see what our goals are. Climb the right (W) set of stairs and go double left around the pillar to reach a block with small plants on it. Climb on it, turn around and jump & grab towards one of the sides to climb to the upper level. On the W wall, you will see four receptacles, so you know what your current goal is. At the NW corner, you will find a pushable door which you can open, but still can’t do anything in the area behind it for now. Instead, turn around and climb onto the small, cracked platform (next to the sarcophagus-like thing). From here, jump on top of the broken structure at the N wall and slide off it to the other side of the room. Turn right, go to the other side of the room and jump at the window to the left where you will find a PICKAXE. Take it and drop to the bottom part of the room. On the E side, you will find a crowbar switch. Use the pickaxe on it and jump in the water. Swim through the tunnel, notice the underwater door on the right (but ignore it for now) and swim all the way to the end where you will find the first DJED PILLAR. Swim back to the underwater door, open it and follow the passage until you resurface at the main room again.

 

Go towards the S end, jump over a sandy structure and reach the next room. Go up the stairs on the left, then turn right through the door frame into the next room, just to remember it for later. Shoot a vase to get uzi clips and notice the spiked tunnel that requires a mechanical scarab. Go back in the previous room, down the stairs and up the one on the other side. In the right corner, you will find a timed switch. Pull it, then quickly jump over the fence, up the stairs and rush through the gate before it closes. Follow the passage to the next room and kill a harpy. Go back to where you entered the room, climb the broken pillar ruins, jump & grab the sticking part above you and climb it. Turn to the left, walk to the edge and look to the right to see an alcove in the dark. Jump on it and climb into the opening on the right. Pull the lever to open the secret door. Drop down and get SECRET #6, ENERGY CUBE and a small medipack. Climb to the sticking part again and this time go right where you will find a small medipack next to the window. Go back to the edge, facing N and notice the alcove on the W side of the room. Make a running jump to it. Hang off the edge and use the crack to shimmy all the way to the right. Climb up in front of the window, turn right and stand on the highest part. Make a running jump to the broken pillar along the N wall. Turn to the right and make another running jump to the pillar in the middle of the room. Turn to the left and do the final running jump to the E structure where you will find the second DJED PILLAR.

Drop down, go to the NW corner, pull the switch to open the door and get out back to the main area.

 

Go down the stairs, up the other one and go outside to reach the yard. Down the stairs, then use the right “bridge” over the pool to climb to the other side. In the corner on the right, you will find a switch that opens the main door of the building. Turn right, jump over the fence and go inside. In the SE corner, you will see a crawlspace that is unreachable at this moment because of the furniture in front of it, so go up the stairs instead and get the SAPPHIRE KEY. Go right and kill a few scorpions. On the other side of the room, you will find a movable block which you have to push through the hole in front of it to break the mentioned part of the furniture. Go down, approach the block again and pull it. Jump around it, through the crawlspace and approach the tall pillar on the right. Jump to grab a crack and shimmy around two corners. A camera will show you what you need to do, so press down to turn around and jump, grab the pole and use it to reach the other side. Pull the switch to raise the block in the middle. Go back down and get back to the main room.

 

Use the gray block to reach the upper level just like before. Go NW towards that pushable door, open it and go left to the part without a fence. Do a running jump (no grab) onto the raised block, turn to the right and jump to the cracked part of the balcony. Go to another DJED PILLAR and take it.

 

Now it’s time to explore the other wing. Go all the way back to the starting room (go N from the main hub area) with the pool. Go through the E passage and through the next room, use the shotgun to break the crates and get some shotgun shells and a small medipack and continue forward to find a keyhole for which you already have a key. Keep going and you’ll see a hole switch at the left side of the wall. Use it to open the nearby gate. Go towards it, but as soon as you approach it, it will close in front of you and the camera will show you why. Lara has had enough of it, time to see what it’s all about. Approach the camel and the conversation will start (use the Escape button while going through the dialogue). You will find out everything you need to know, and you will get the last DJED PILLAR as a sign of good will. From now on, you two are working together. Go back to the main hub room and reach the upper level to place all four items in their receptacles. Pick up the VIZIER’S SPELL BOOK and bring it back to the camel. It will open the nearby gate for you, so go inside and fight two demigods. After you kill them, keep going towards the other side and you will recognize the place where you fell to the dungeons long ago. Look to the left side and you will see a platform with two sarcophagi. Jump on it and search the sarcophagus on the right to find a WORKING SCARAB. Yes, the only way back is through the dungeons again, but fortunately, it will happen automatically. Jump into the pit and Lara will reach a pool by herself in (fictional) 45 minutes.

For a secret, go back to the pit one more time, but instead of jumping left to the platform with the sarcophagi, jump to the right behind the burning bowl instead. Turn to the left, jump around the pillar and get SECRET #7, ENERGY CUBE and some uzi ammo. Jump into the pit again to make Lara spend another 45 minutes through the dungeons. Totally worth it!

 

Now that you have the scarab, it’s time to go through that spiked passage. Just keep going S through all the rooms until you reach it. Use the scarab on the beetle part of the floor and wait until spikes are deactivated. Do it one more time for the next set of spikes, but bad luck – The scarab, like many others before, went into that hole and can’t be reached anymore. So, what now? Well, the vizier said that we go back to him if something goes wrong, so that’s what we’re going to do. Go back to the vizier, who will sacrifice his remaining power to send you back in time after another long conversation. When the dialogue is over, you will be sent 5 months back when the level was in its beta state. You can roam around and visit some areas, but there is nothing to find, and you just need to go back where the spikes were. Go through the harmless passage and you will be sent back to the present. Go forward and shoot the vase in the SE corner of the room to get a small medipack. Up the stairs, pull the switch and push the block down into the corridor. Before going through the door, drop down to the left side of the movable block and push it all the way to the wall inside the previous room. Climb on it and climb inside the crack in the pillar where you will find SECRET #8, ENERGY CUBE and a small medipack. Go back inside the passage and climb right through the door. Break another vase for another small medipack and slide down the long slope…

 

 

 

-THE ARTEFACT

 

Climb the little stairs, turn right and pull the jump switch on the W wall. Turn around, go through the open gate into the treasure room and pick up THE ARTEFACT from the pedestal.

 

You are teleported to the dream area inside The Artefact. Check your Tablet to read something about your first task. Go inside the white light to begin. If you remember the original game, then you remember the place you’re in. There are several ways to reach some areas and there are some optional switches, but none of it serves any purpose except to show some resemblance to the original. In any case, go forward to the big room and go to the NE corner to climb the shortest pillar. From there, jump from pillar to pillar until you reach the last one. Don’t jump right on the middle structure but jump forward to the gray one instead. Turn to the right and try to climb to the highest part. Lara will grab the edge but won’t be able to climb. However, that’s enough. She has learned her lesson and summoned the item at the bottom. Use Escape to skip through Lara’s thoughts, go down and get the first HORCRUX.

 

You are back at the main area. Check your tablet and when you’re ready, enter the next open area. Go to the NW corner of the room and take the INSTRUCTIONS book. Go towards the big square on the floor full of symbols. Examine the book which reads: “Being non-unique is not the solution”, which means that being unique IS the solution. In other words, you need to step only on those tiles that are unique (symbol & orientation). There are five such symbols, one in each row. From the point where you’re now, here they are: First row - 4th from the left; Second row - 2nd from the left; Third row - 5th from the left. Fourth row - 3rd from the left; Fifth row - 1st from the left. You can jump on them in any order, if you don’t step on any wrong tile in the meantime. You can also get out of the square area, and it still won’t restart. When you’re done, the door will open. Go inside and turn double left. There is a message for you on the right wall and there is a receptacle for the book on the left. Use it, climb the stairs at the end of the room and get another HORCRUX.

 

Back to the main area again. Make sure to check the tablet again because you must make a decision. The following task might be considered inappropriate as it suggests a certain “interaction” between Lara and Jonah. It got “nerfed” with the latest update, out of respect for one of the Lara’s voice providers, but the message is still very clear. Anyway, you have the opportunity to skip it by simply getting the spare HORCRUX from the SE part of the main room. If you decide to do that, you can skip the next paragraph.

 

Alternatively, go into the next open area to play through the task normally. Start going clockwise around the house until you reach the NW corner. You will notice a higher part of the sand with some flowers on it. Jump on it, jump on the white pillar, then once again to the sloped platform and climb up on the roof. You can’t go through the barb wire, and it also hurts you. There are several semi-legit ways to reach the top, but we’ll follow the intended one: Go around to the opposite side and climb to the stone part. From here, you can jump over the first row of barb wire to land on the SW corner. Turn around and you will see that a part of barb wire is missing, so use that gap to jump to the higher part. Face N, notice a raised white part slightly to the left on the lower level and jump on it. From there, jump to the non-sloped NW corner on the same level. Turn to the right and jump to another white part, then do a running jump to the NE corner. Turn around and you will see a couple of gaps in the barb wire that you can use to reach the top of the roof and get JONAH’S KEY. Face S and do a running jump back to the stone area (make sure to locate it first). Go to the W side and you can do a couple of safety drops to the ground. Go to the door and use the key. Go inside, approach Jonah and you decide for yourself what happened during the cutscene. Another HORCRUX has showed up in front of you, so pick it up.

 

Check the tablet and get ready for the final challenge. We can’t help you much, it’s just a series of traps and it’s clear what you need to do all the time. Go for it and good luck. As you concluded from the tablet, the timer is important only for the final secret, so if you make it in time, the door at the end will be open and you will be able to get SECRET #9, ENERGY CUBE and a big medipack. In any case, after you pass through the gauntlet, pick up the final HORCRUX.

 

You will get a message on your tablet that you’re ready to face The Emperor. After few seconds, another entry will show up, this time from Lara herself, hinting at how to wake up. In short, you must find a way to die inside that little room. The only way to do it is to climb on the pillar and do a swan dive jump to the floor. Good morning!

 

Back at the starting area, place all four items in their places and go through the newly opened gate on the N wall. When you reach the big room, the cutscene will reveal The Emperor and his minions. All of them are immortal, so don’t waste your ammo on them. On the bright side, The Emperor (the mutant) himself can’t hurt you in any way, he’s just the supervisor. Your first goal is to reach the bottom of the room. You can either drop down to the middle level (basically from anywhere) and then drop down again to the bottom, while probably losing some health, or you can go to the N side of the room and use the ladder that leads all the way down. In any case, once you are down, keep going around the central structure and you will find three switches on it that you have to pull to raise the blocks all the way up. When you do it, use the ladder on the N side to climb all the way to the top. Turn to the right and make a running jump to the “blue” corner of the room. Avoid the swords and climb on the block. Pull the timed switch to lower the blocks at the “blue” wall, quickly drop down and start jumping & running counterclockwise around the room to reach the lowered blocks in time. Stand on one of them and when the timer reaches zero, the block will lift you up. Turn around and jump on the platform with HORUS CANOPIC JAR. Get it and drop down. Turn to the right and jump to the “green” corner with the skeleton. If you want, you can use your shotgun to send him into the lava. You know what to do. Climb the block, pull the lever and this time start running clockwise towards the lowered blocks. Stand on one of them until it lifts you up, jump to the platform and get another HORUS CANOPIC JAR. Drop down, turn to the right and jump to the “yellow” corner. No obstacles this time. You know the drill. Climb the block, pull the lever and start running counterclockwise. You know the rest until you reach the last HORUS CANOPIC JAR. Drop down to the middle level anywhere you can. Run around the middle level and while doing that, you’ll find three receptacles for the jars. When you place all of them, The Emperor and his minions will vanish with the bang. Use the ladder on the N wall again to climb to the top, use any of the bridges to reach the central structure where the mutant was and drop down the hole.

 

Not over yet, there are still some Emperor’s followers around. Swim through the tunnel and resurface on the other side. Climb E and go towards the fence to get several shotgun shells, uzi clips and a medipack. Turn around and go towards the other side of the big room. As you go through the room, you will face 14 ninjas (some of them will be behind you). When you kill them all and reach the end of the room, go left to the adjoining room and pull the floor lever which opens the door to the end of the level. If you have less than 5 secrets (or if you just want to see all the endings), just go through the door and see the least good (but still satisfying) ending. If you have at least 5 secrets, use them on the energy fields to bring your friend back. Now, if you have less than 9 secrets, go through the door for the good ending. However, if you have all 9 secrets, go forward through another door and use the remaining 4 energy cubes to bring the vizier back into his human form, then exit the palace for the best ending.