GODDESS OF TIME

 

Beyond the Basics Egypt (2024) – Level by Mr XY

 

Walkthrough by Treeble

 

Click here for LoreRaider's video walk

 

Cross either of the thresholds of the temple ahead. A gate bars your path to the right, so head all the way left to find a lever which opens it. As you retrace your steps back, you'll stumble upon two scorpions tracking you. You come to a plaza with a timed switch, but there's no point in trying the run just yet, so just zoom to the next area instead.

 

Grab the crevice on the wall to the right and vault to grab a slope above. Shimmy a bit and jump to the next crevice, then shimmy around the corner and backflip (tapping the down arrow while hanging) to the other side so that you can shimmy past the gate. Shatter the vases to find a SAPPHIRE KEY and a pack of yellow light sticks. Use your key to open the nearby door and run in. A text prompt says that you need something stronger to shatter those crates, and, what do you know, a shotgun just so happens to within sight but not quite within reach...

 

In the next room, notice another keyhole over a trapdoor. Hop onto the ledge on the left and pull the block twice. You can jump to the ledge above where it once stood for shotgun shells, then jump from the block to the top of the arch separating the areas. If you feel like it, you can jump around the corner to a vase behind a small fence for more shotgun shells inside that vase. Afterwards, go through the opening but mind the slit on the wall: a blade will make short work of you, so crawl to the end instead.

 

Drop to the passage below and claim that lovely SHOTGUN. This activates the spike traps, but you can take your time and safely walk through them, bending to the right to climb up a ladder there. Throw the switch and you're back over the pushblock, so drop down and go blast those crates to reveal another SAPPHIRE KEY, which you can use on the lock over that trapdoor.

 

You fall to a room with crawlspaces protected by flame emitters, use the crouching roll to get past them quickly and take a dip into the water at the end. Climb out on the other side and, at the top of the ladder, more scorpions show up. Time to prepare for that timed switch we saw much earlier on: from the block in the shallow water pond, grab the crevice on the wall and vault upwards, shimmy to the right and backflip to grab the balcony behind you. Run around to the end to find healing fruit (oka small medipack) and then go through the opening.

 

The camera angle changes to show an opening nearby, jump there and use the swing pole to get to the high ledge in the back. That lever raises a handy block just below, allowing you to finally tackle that timed run. After throwing the switch, use the raised block to quickly reach the swing pole, jump across to the previous area and drop to the floor, rushing through the door before it closes.

 

You reach the main courtyard of the temple complex. Before we get started, run straight ahead to the doorway there, you'll find a door tagged with a red glyph. This area with pillars is actually the exit of the level and we'll only get back here much, much later, but take this chance to collect a KNOT next to the closed doors in the back and shotgun shells next to the door.

 

Go back to the courtyard, there are more shotgun shells behind that massive rock nearby, and then go through the arched pathway to watch a small cutscene showing the obelisk and a merchant. Our objective is to locate four objectives, but you're now also aware that the merchant accepts knots as a form of currency: besides the weaponry you can't buy yet, he's selling a music scroll for 5 knots.

 

Right across from the merchant, next to a closed gate and a cat statue, is a second KNOT. Drop through the opening on the floor in front of the obelisk to find another KNOT. One of the four obelisk artifacts is down here, but it's behind an underwater door we can't open at present.

 

Enter the small doorway to the right of the merchant to find a trapdoor in the back, approach it from the right side. Before stepping on it, however, look up to find a crawlspace above where you'll find SECRET #1, a pack of grenades. Climb back down and try taking that large medipack to be immediately thrusted into a chute leading to a spike pit. Clear the trap and tread carefully the sloped corridor as not one but two boulders will roll down. When they're both disarmed, you're safe to gather those yellow light sticks.

 

On your way down, another boulder will follow on your heels, and this time around you also need to time your stride with the alternating spike traps near the bottom. Just as you steer clear of the boulder, turn around and check the wall behind you to find it looks somewhat unstable, but even the shotgun isn't strong enough to tear it down, so that means we'll be returning here later...

 

Go up the ladder and you reach another plaza surrounding the temple. Find a KNOT on the lowered blue glyph block nearby and go for the magnum rounds you see nearby. A camera clue shows a gem above you, but we're lacking the proper gear. Behind the fence next to the block with the knot is another of the four obelisk artifacts, so Lara makes a guess that's what the gem is for...

 

Go in a straight line towards the closed gates in the distance. There's a harp nearby but we're still saving up to buy that music scroll. Just our luck: the fifth KNOT we need is right next to the harp. On your way back, you will spot a small passage to the right to a small but closed yard, you can explore it now however to retrieve an extra healing fruit from the far alcove behind the ledge.

 

Just past the lowered blue glyph block, take the narrow corridor to the right and shoot a target next to the gate to open it, creating a shortcut to the main courtyard. You can now go and take that big medipack above the trapdoor from the corridor on the other side of the merchant. Speaking of which, stop by to buy that MUSIC SCROLL you've been looking at, then go through that shortcut gate all the way to the harp in the back. Use the scroll to play a tune and lower another gate.

 

Before entering the altar through the door tagged with the red glyph, go all the way to the back to find a burning magnum, and, next to it, a KNOT. Now enter the temple through the door tagged with the red glyph to find yourself short of two artifacts to open the doors inside. But fret not: shoot the vases on the left window to find shotgun shells and then save next to a timed switch nearby.

 

It opens a gate all the way in the main courtyard, so immediately go out the same way you came in, run all the way to the back and stick to the right, through the opened shortcut gate, and run in a straight line to the cat statue opposite the merchant before the gates raise up again. Deal with a panther inside and go through the open door to a backyard with four push blocks.

 

Start by moving the two blocks on the right hand side, moving each of them once to the W. Enter the revealed opening closest to the entrance door to fight off two panthers, then throw a switch inside to lower the trapdoor next door. Enter the next opening and go up the ladder, through said trapdoor, and shift around the corner to reach a floor lever above. It opens the gate to the first PILLAR OF TIME below, get that and then use the block from the second opening as a stepping stone to reach a ledge high up to find a big medipack.

 

Now go for the two blocks on the opposite side. There's only way you can move them, really. Behind the rightmost one is a panther and shotgun shells, which trigger a spike trap but you can calmly walk through them without a scratch. Behind the other block is a pair of gnashing teeth doors. At the end, use the crack on the wall to backflip to an upper ledge. Time the spike trap above and jump across the perimeter of the previous area to drop behind the other gate, where you'll find a lever to open the exit. Before leaving, use the push block next to the gnashing teeth trap to again reach the upper ledges again, shatter the crates for grenades and hop across the ledges over this side of the room for a KNOT.

 

Safety drop down and exit the same way you came in, now heading through the open door. Clear the first rolling blade trap and then wait until the second one rolls to the right to jump into the corridor behind it. There's a KNOT near where its track ends, if you time things right you can get it by rolling on top of it and then immediately running away from the blade. The switch opens a door on the track of the previous rolling blade, so get back there.

 

As soon as you run past the door, you're in the clear and Lara makes another remark. The door in its current position blocks your way to the artifact, so we'll need to figure out a way around that. Follow the corridor to drop into a room where a hammer minotaur attacks, shoot him to pieces and the flame trap goes off. Take a big medipack and shotgun shells in opposite corners of the room before throwing that timed switch.

 

Immediately climb to the tall block on the left and use the swing poles to jump into the open door. You must have enough spare time to throw that switch inside, closing the door on the rolling blade track, and still hop back into the minotaur room. Now climb up to the block next to the statue again and jump to the other one, then through the pillars to reach a crevice in the back wall. Shimmy left, backflip to grab another crevice, drop to the lower crevice and shimmy left until you can pull up in front of another target switch. Shooting it opens a gate nearby, so you can jump there and find yourself back in the room with the blades, but this time around your path to the second PILLAR OF TIME is clear.

 

Go back to the minotaur room and through the open door to get back to the main courtyard. Head left and go all the way past the harp to enter the temple again, but now you can use the pillars of time to unlock the main doors. As soon as you step in, you are awarded with a QUICK TRAVEL pendant, which you can use at any time to warp back here. Inspect the alcoves in the back side for yellow light sticks and shotgun shells, then pull up to the pillars flanking the statue to find a KNOT. Push that lever in the center of the temple, it shifts from the red glyph towards the blue one, and in doing so the sunny day turns into a rainy night.

 

In addition to flooding the water pits, all blue glyph doors and pillars are now active while the red ones are shut off. Exit the temple through the newly opened door, get magnum rounds next to the ram ahead of you and healing fruit between the tree and the rock. Shatter the crates in the alcove for a KNOT and enter a nearby cave-like area where Lara will take note of those unstable walls. Now we can convince the merchant to part with that heavy weaponry of his. Get the grenades nearby and use the block to climb to a higher ledge on the side room, fend off two bats, and throw the lever up there.

 

The gate behind the rock opens, so go there (get the fruit from the alcoves behind the ledge if you didn't do so earlier) and when you get on the other side of the complex, kill two crocodiles. Now that it's pouring, head all the way left past the closed red glyph door to get the MAGNUM while the rain prevents the flames from coming back alive. We still need the lasersight, so for now take the shortcut gate into the main courtyard.

 

You should have five knots in your possession at the moment, so purchase the GRENADE LAUNCHER from the merchant. Any additional knots from this moment will only be useful for ammo, but I'd recommend still getting them. Notice the blue glyph pillars are now raised in front of the merchant? Climb up and hop across to the open balcony to find the lasersight there. But first you need to deactivate the spike traps, so jump to the other side of the room and trow the first switch, this makes the opposite switch safe to use which, in turn, allows you take that LASERSIGHT. Don't simply drop down, but instead jump over the railing to a ledge in the corner with a crate you can shatter for magnum rounds.

 

Return through the shortcut gate and now loop around the wall to shoot that gem (as well as two bats). A block rises nearby. Jump to the balcony across, get healing fruit by the doorway, and use the raised blue glyph block to reach the tall pillars. As you jump over the plants you'll notice a KNOT in the far back, go get it before climbing down the ladder on your left to get that SCARAB behind the fence. One down, three to go. Climb up the ladder to go back to the main courtyard.

 

Drop into the now water-filled pit beneath the obelisk and pull open that underwater door. There are yellow light sticks just behind it, follow the underwater path until you get to an underwater lever. Swim back for air, only then swim all the way in. Next to the lever is a now open gate leading right to the EYE OF HORUS plus shotgun shells. Swim back and climb out next to the obelisk.

 

We need to revert back to sunny daylight again, so go back to the temple (that pendant in your inventory is mighty powerful...) and switch the lever.

 

Exit the temple and go right towards the shortcut gate, but instead take a left when you get to the lowered blue glyph block and climb down the ladder leading back to the boulder trap. Now that you're packing explosives, you can blow that wall (from a safe distance, mind you!) for SECRET #2: shotgun shells, a big medipack, and a KNOT.

 

Climb back out and go through that narrow doorway NW to the year linking both sides of the complex. Just behind the rock, enter that cave-like area to blow another loose wall so that you can reach the SEAL OF ANUBIS. Finally, exit and go all the way to the left, past the closed blue glyph door, to find another doorway.

 

Kill a crocodile inside and drop down through the opening on the floor. Your goal here is to push all the blocks towards the center in a straight row, so that you can perform a tight timed run later on, this will require some crawling around but shouldn't pose any challenge. Take the KNOT in a crawlspace in the back then climb back out.

 

Notice the door inside this area is tagged with a blue glyph, which means we need to go back to the temple and switch things up again. But, before doing so, enter the side room for another KNOT then use that beautiful pendant in your inventory again.

 

Back in the temple, switch the lever to rainy night again. Step out of the temple and head immediately right to get back to that row of blocks you've just lined up. The door is now open, so throw the timed switch inside and sprint across to the open door in the back. Get the ANKH, the final of the four obelisk artifacts, and retrace your steps back but not in a hurry! Just before the open door, look up to spot a crawlspace where you can find the SECRET #3: shotgun shells, a big medipack and a KNOT, just like the previous secret.

 

Enter the temple again and switch that lever back to sunny day, then go place the four artifacts in the obelisk in the main courtyard. Spend any remaining knots at the merchant (anything you like) and then go through the open red glyph door in the far back SW corner. The doors in the back are open, so get the big medipack and shotgun shells and go down the steps to fall into a strong water current.

 

When you get out of the water, someone else throws that lever, shifting back to a stormy night. Follow the next current to wind up below the main temple chamber, where Lara discovers two ninjas staring at the mechanism. Drop down and run around the perimeter to find magnum rounds and grenades, plus a big medipack in an alcove opposite the entrance, before taking the mystical TIME CUBE from the middle of the room.

 

The mechanism no longer works, so go back the same way you came in and a short cutscene will show Lara running out of this place right into an ambush. And it's a big one. Draw your weapon of choice and keep dealing with as many ninjas and panthers as you can count. Eventually, minotaurs and harpies enter the fray as well. Shortly afterwards, Seth himself comes out to play. Your weapons should be more than enough to deal with all of them.

 

When Seth is done for, another wave of ninjas blast their way in, while conveniently creating a way out for you as well. Head back to your jeep to wrap things up here.