LOST IN THE CANYONS 2 (demo levels)

 

Levels by shabaobab

 

Walkthrough by Phil Lambeth, with the help of Steven3517's video walk

 

 

SACRED LAKE DEMO

 

Begin in a hallway as doors open behind you. However, a force field prevents you from going outdoors. Run forward to attract two flying bugs. Note that the shotgun and uzis are already in your inventory. Hop over the glass railing to the left of the waterfall, shoot the window, vault into the opening for a small medipack, shoot the next window and activate the S jump switch (cut scene of a closed gate). You've landed in an unfinished basement area. Take the CROWBAR from the nearby plinth, go up NW to a crawl space and get inside for uzi ammo. Exit, go to the SW corner, back flip onto the slope and jump to grab the pole. Climb up, stand precariously on top, turn to your left and jump off to activate the jump switch (same cut scene).

 

Go up either flight of the N stairs, turn at the landing and jump up to shoot the SE window. Stand jump to grab the lower right edge, pull up for shotgun ammo and push the wall button to lower that gate you've been seeing in the cut scenes. Hop down to the landing, go N past the lowered gate and down the stairs to a ledge partially spanning a flooded area. Hop down left through a gap in the railing, jump into the water and search the nearby weeds for ice arrows and standard arrows. Near the N wall are more standard arrows. Swim toward the SW corner, wade out and go back through the gap in the railing.

 

Take a running jump and grab N, pull up and continue to the end of the hallway. Go down the stairs to your left and push a button to open the nearby door. Jump to grab the pole, jump off to grab the next pole, and finally jump off with grab to land inside the E alcove. Face W and activate the crowbar switch to lower the spears that are blocking your progress. As you cross the threshold a cut scene gives you a view of the outside area. Loop around left into a cluttered alcove and collect 2 x revolver ammo and 3 x shotgun ammo. Push the floor lever in the opposite alcove to open a nearby door and proceed N along the corridor.

 

Go past the connecting hallway and look left amidst more clutter for revolver ammo, a small medipack and 2 x shotgun ammo. Stoop next to the crate for flares and go to the end of the hallway for a large medipack and 2 x shotgun ammo. Return to the connecting hallway and save your game. When you get to the middle of the wooden flooring it will collapse and trigger a flyby through the large area ahead. You may or may not fall to your death, so what I did was to stand right and take a running jump from the middle of the first wooden panel to land safely on a small ledge high above the ground. From there I ran off NW into the water below.

 

Wade out and go up the E steps for flares and shotgun ammo. Hop S over the railing underneath the spinning sprockets toward the hill ahead and three cat-like assassins will attack. If you stay where you are you can shoot them all from your higher perch without taking any damage. Go past the hill to awaken a flying bug and slide down to a checkered walkway. Follow down E, shoot another flying bug and come to intersecting stairways where two assassins and two more flying bugs will attack.

 

Go down the S stairs, come to a small courtyard on your left protected by an assassin, pick up the rope arrows next to the dirt mound and continue up the stairs ahead until you reach a ledge overlooking a lake. You can get across the broken bridge with running jumps, but for now hop down, slide into the water and pull out W near a wall opening. Crawl inside and go around to find flares, a large medipack, uzi ammo and a floor lever that gives you a cut scene of another floor lever elsewhere. Return to the water, swim across E and pull out. Turn right, follow the ledge to a large plant and pull up near a column.

 

Stand jump SE onto the broken bridge and go to the other end. Take a running jump to grab the next section, pull up and run toward the building ahead. Turn left in front of it and look in the W alcove for 3 x uzi ammo. On the other side of the entrance is a nook with a large medipack. Enter the building and jump to grab the pole. Climb up and jump off toward the floor lever you saw in the cut scene. Push it to open a nearby door and slide back down the pole. Go toward the opened S door but don't enter the room. There are four raised slabs, each with three tiles. One tile on each slab has a black mark. Jump only onto the marked tiles, starting with the one on your left, and the S gate will open. Enter the next room, push the floor lever to lower a scaffold elsewhere and exit.

 

In the room with the slabs, jump E over the fence and search the crates for flares, super grenades, a large medipack and a small medipack. Jump back over the railing, go W and safety drop to the room below. There are three buttons in the N wall and three in the S wall. Push them all except for the middle one in the S wall to raise five scaffolds behind you. Pull up onto the lower NE scaffold, take a running jump S to grab the higher scaffold and pull up. You need to get over the pipe onto the other side of this scaffold. You can't simply jump over the pipe, so stand jump SW onto the slope, back flip off and hopefully you'll land on the other side of the scaffold. Take a running jump slightly NW onto the next scaffold, face W and press the up arrow key before the jump key so that you clear the pipe and land on the next scaffold.

 

Jump W to grab the pole, climb to the top and jump forward onto the ledge. Push the floor lever to lower blocks elsewhere, jump onto the N or S slope, slide and grab and drop to the floor. Pull up onto the low NE scaffold, jump to the stairs, go up to the slab room and exit N. Climb the pole once more, jump off toward the floor lever where the blocks lowered and go around either side to come to a ledge overlooking the room below.

 

Treat the pipe as a tightrope and walk across to the S side. Hop up higher and go around to the back room, where you'll find flares on the small table to your right and a small medipack on the small table to your left. Pull the larger table from the E wall and move it underneath the valve wheel so you can turn it and flood the area behind you. Go back, jump into the water and swim down the E floor hole. Continue through the long and winding N passage, and at the end swim past the small opening to your left and surface for air. Pull out W in front of a pentagonal opening and enter. The opening to your left is block, so turn right and follow to a room with a small medipack and a wall button that clears the way in the previous passage.

 

Return there, jump W onto the slope, back flip onto the slope behind you and jump without sliding to grab the ladder. Climb up the ceiling shaft, back flip at the top and shoot the lower half of the N window. Pull inside, go around and pull down the ceiling trap door. Hop up into a small room and search the small chest for a SECRET CRYSTAL (1 of 3). Return and climb back down the ladder to the passage below. Exit this building, jump into the water and swim past several snakes that seem reluctant to attack.

 

When you reach the open area past the stairs, turn left and follow the pipe E to an underwater lever that raises two or more nearby scaffolds. Flip turn, swim back the other way and near the N wall is another underwater lever that lowers a scaffold blocking a passage elsewhere. The snakes now become hostile, so beat a hasty retreat SW toward the far corner. On the submerged flat tiles next to the W wall you'll find shotgun ammo, flares and a small medipack that may have been there earlier. Continue to the SW corner where you can wade out with some difficulty and jump up to the S wall.

 

Climb up the ivy-covered wall, shift right and drop onto a brick ledge. Jump up E and follow the rock ledge to a seeming dead end. However, there's a swingpole to your right that you can reach with a curved running jump. But if you miss and fall into the water, that's not such a bad thing because you can grab the standard arrows, wade out at the SW corner and try again. When you make the jump and grab successfully, swing around and jump off onto a ledge. Shimmy past the obstruction, pull up and find a floor lever that opens a door elsewhere. Jump into the water, swim back toward the snake-infested area and loop around left.

 

Swim S and up the submerged steps to your right. Wade out, turn to kill any snakes that may have tried to follow (two in my case) and go up the steps to where the scaffold lowered earlier. Follow the winding passage to a crawl space, go on through and deal with two flying bugs. Take running jump W onto the first of several raised scaffolds, shoot as many snakes as possible together with another flying bug and take a running jump N to grab the next raised scaffold. Pull up, turn left and take a running jump to grab the opening in the E wall. Pull inside, turn the corner and jump up to grab the ceiling. Monkey swing N over the canal, using the up and down arrow keys as required, and drop down the other side.

 

Follow around to a ledge and take a running jump W over a plant to grab the next raised scaffold. Pull up and take a running jump NW onto the rock ledge. Hop up, shoot a flying bug and follow the ledge up and counterclockwise, making careful jumps until you reach a ladder in the E rock wall. Climb up to a ledge (I had to make several adjustments right and left before Lara would pull up) and jump over to a N opening. Enter the passage, grab the large medipack near the crates, get past a shallow pool and shoot three flying bugs. Go up the steps and continue to a high ledge overlooking the flooded area.

 

Stand jump SW to grab the farther pole, climb to the top and jump off toward a floor lever that lowers a nearby scaffold. Take a running jump NE to grab the other pole, slide down a bit and jump off E to land on an arch next to a chest containing a SECRET CRYSTAL (2 of 3). Slide down N, jump NE over the corner of the roof and go up NW to the opened passage. Drop into the floor hole for flash grenades, pull out the other side and take a running jump W to grab the column crack. Shimmy right around the corner and drop onto a paved walkway.

 

Follow clockwise along the lower portion of the rock ledge (being careful not to slide into the water) until you can jump over a plant into a nook containing standard arrows, uzi ammo, revolver ammo and a large medipack. Go back the way you came to the paved walkway, and this time follow the upper portion of the rock ledge until you reach a ladder in the  W rock wall. Climb up, shift right and back flip onto a jutting ledge. Take a sprint jump NE (back up and use the sprint key in conjunction with the jump key) to land on a small ledge with ice arrows, flares, 2 x revolver ammo and a small medipack.

 

Jump NW to the next ledge and enter the alcove to find a floor lever that lowers a nearby contraption. Return to the ledge, face S, take two steps back from the edge and stand jump to grab the swingpole. Keep the action key depressed, press the jump key to make Lara stand on the swingpole and press the jump key again to make her jump forward to grab the higher swingpole. Swing around and jump off with a left curve to land on a familiar ledge below. Take a running jump S toward the lowered contraption but go past it to an opening that leads to 2 x uzi ammo, rope arrows and standard arrows.

 

Return to the contraption, which is actually a zip line, face E and ride it down to a rock structure. Get on the jutting platform and take a running jump S to grab the next platform. Pull up, run forward and save your game before pushing the timed button. You have a generous 30 seconds to hop back two times, take a running jump to the right of the rising scaffold and grab the swingpole, move to your left with the arrow key, swing around and jump off with a left curve onto the slope, then back flip immediately onto the top of the scaffold. Stand jump to grab the pole, climb to the top and stand jump into the S opening.

 

Follow the passage, looping around left until you reach a nook with rope arrows, standard arrows and shotgun ammo. Continue S to the end of the corridor and look right for 2 x uzi ammo. Go back N to the horizontal pipe, turn left and go through the triangular opening to find a turning wheel on the back side of the pipe that raises two scaffolds elsewhere. Run W along the corridor and across a bridge into the next building, turn right where a door has opened at the end of the corridor and hop to an outside ledge for 2 x small medipack and a large medipack. Search the nearby chest for a SECRET CRYSTAL (3 of 3) and hop back into the corridor.

 

Take the first right and face an opening that overlooks a deep room. Ignore for now the crowbar switch and stand jump to grab the pole ahead. Climb up a bit, stand jump to grab the next pole, climb to the top and jump off onto the ledge. Go around to the right and up the stairs, jump onto the grate over the pipe and go around the corner. Pull up onto the ledge and onto the two raised scaffolds, take a running jump E and grab the top of the column. Pull up, follow the passage around to an opening and grab the uzi ammo in the floor hole to your left. Go down the steps, pull up into the W opening, turn around and jump up to grab the ceiling. Monkey swing across the room and drop into the E opening.

 

Pull down the wall switch (no cue of any sort), safety drop to the floor, turn left and hop up into the dark corner for shotgun ammo. Get back down, go around and up the S steps into a corridor. At the other end, take a running jump to grab the pole, turn to your right and jump off to grab two more poles, then a shorter one slightly to your right. Climb to the top of this one, turn a bit to your right, shoot something that shatters to the left of the column ahead, turn back around and jump to the ledge where the water is falling. Jump down E for shotgun ammo, hang from the W edge where there's a ladder texture, shift left around two corners and drop into a passage.

 

Pull up S, open the crowbar door and stand where you are as a boulder drops from above. Slide, jump to grab the swingpole, swing around and jump off in front of another slope. Slide, jump and grab the S opening. Pull up, open another crowbar door and enter a room guarded by an assassin. Pull down the wall switch at the NW corner to open nearby doors, go around the column and up the steps to find a plinth with flares, go back down and past the opened S doors for revolver ammo, rope arrows and a large medipack. Return to the previous room and search the S side for standard arrows and shotgun ammo.

 

Jump into the water and note that the W side is red and the E side is green. There are two underwater levers, one SW and the other SE. Both appear to be blade-protected, but you can pull the SE one with impunity. The NW doors open up above, so pull out, go there and step out onto a balcony. Take the shotgun ammo and small medipack from the plinths, push the floor lever to open doors elsewhere and jump into the water below through the break in the fence. Wade out SW, loop around right up the S stairs, jump over the glass railing and continue past the opened doors into the Holy Cistern of Jur.

 

Stand next to the column at the ledge, face SW and save your game for a tricky running jump into the wall nook (grab if necessary and pull up). Stand jump SE to grab the pole, climb to the top and stand jump S onto the next pole. Stand jump with a left curve to land on an enclosed balcony and pull down the wall switch (no detectable cue). Take a running jump to grab the previous pole, climb to the top and stand jump N onto the first pole and stand jump with a right curve to slide into the wall nook. Take a running jump back to the ledge (it's okay to land beside the column) and take another tricky running jump to a similar nook in the E wall.

 

Jump the poles the way you did earlier to reach the enclosed SE balcony with another wall switch. This time you hear the sound of platforms rising, so simply jump into the water below and take the time if you wish to explore the interior crannies for revolver ammo (W) and shotgun ammo (E). There's also a small medipack and more shotgun ammo to be found, but I didn't bother. Pull out N, hop up onto the ledge, face NW and back flip onto the slope, jump to grab the higher W ledge and pull up. The NE button opens the N doors to an area you've already explored, so you can ignore it. The button on the nearby contraption is timed, and it lowers the bars blocking access to the Holy Cistern of Jur on the S side of this room.

 

Take a sprint jump over the raised platforms, go through the S opening before the bars rise again and come to a ledge overlooking a flooded room. Jump into the water, swim down past the floor hole and into the S passage to end the level. 

 

FOREST CISTERN DEMO

 

Jump into the water and search the weeds ahead for a small medipack and 2 x uzi ammo (you already have the shotgun and uzis in your inventory). Swim through the SE Cistern Entrance and pull the underwater lever to activate a wheel. (You can delete the 110 and 120 files from your audio folder if the looping music starts getting on your nerves.)

 

Surface for air, then swim down the SE floor hole past the turning wheels and down a lower shaft. If you wish to make the attempt (the collision of the pipe and the turning wheel makes it difficult both to squeeze past the pipe and to initiate the pickup animation, so I didn't bother), turn into the S passage and try to grab shotgun ammo, uzi ammo, a spare SHOTGUN, a large medipack and arrows of some kind. Return for air, swim back down, take the N passage this time and pull the underwater lever to lower a timed scaffold ahead.

 

Continue into the next room, pull out onto a ledge and shoot four flying bugs as you move about the area.  You'll find flares in the SE corner, a small medipack at the SW corner, shotgun ammo at the NW corner and 2 x uzi ammo at the NE corner. Note the closed N door for which a key is required.

 

Run W past the submerged mine carts (all of which are pushpieces), push the lone cart at the rear one time W, move the others W as well until you uncover a large medipack and the RED KEY. There's no need to move the remaining mine carts, so head back E and N, use the Red Key to open the door to your left and step out onto a ledge facing a large room with turning wheels. Drop down into the shallow water, wade NE toward a table, vault up onto it and take a running jump SW to grab the first of several swingpoles. Stand up on it, jump W to grab the next swingpole, turn around (down arrow key), stand on this swingpole and jump E to grab the higher swingpole. Stand on this swingpole and jump forward to activate a jump switch.

 

Wade NW to the slope, back flip onto it and jump to grab the S swingpole. Turn around, stand up on it and jump N to land on a lowered block. Push the button on the contraption ahead to lower a scaffold and slide back down to the shallow water. Wade across to the S side, back flip off the slope to grab the pole, stand on top and turn around to face S. Stand jump to grab the ledge above the slope, pull up and run forward into the next room. Wait for a flying bug to appear, stand right or left of the central pole and jump to grab the swingpole. Stand up, jump forward to grab the next swingpole and drop to the floor.

 

Run forward and push the S wall button for a remote cut scene. Turn around, take a running jump to grab the swingpole on the right, turn around, stand up to grab the higher swingpole, move left, stand up again and take a tricky jump forward to land on the upper S ledge. Go through the opening ahead, turn around to shoot a pursuing flying bug and push the floor lever in the next room to raise a scaffold in the pool. Stand jump to grab the scaffold, pull up and save your game for a tricky running jump with a midair roll so you can jump off the slope ahead and grab the monkey bars on the overhead pipe. Monkey swing to the N wall, drop onto the balcony and push the wall button to lift a door elsewhere.

 

Jump back onto the scaffold, face W and stand jump to grab the swingpole. Stand up on it, jump forward to grab the wall opening and pull inside. Note the flame-protected button to your left, go right and run off onto the slope. Slide and jump to grab the swingpole, stand up and jump forward to activate the jump switch in the W wall to extinguish the flame you saw. If you miss the swingpole, just back flip at an angle onto the slope and jump off to make an easy grab. Slide down N, make your way back up to the S ledge and get onto the scaffold in the next room.

 

Face W again and get up into the opening as before. Push the wall button to your left for a brief cut scene (and note that these buttons turn blue once pushed), get back down onto the scaffold and this time use the swingpole to reach the high opening in the E wall. Pull up, turn left past the flame-protected button and slide and jump to activate the jump switch that extinguishes said flame. You've fallen into the water below, but before surfacing swim to the N underwater lever and pull it to lower a nearby scaffold. Flip turn, loop around left past the lowered scaffold and down the N passage to another underwater lever that lowers the scaffold blocking your way ahead.

 

Continue N, surface and pull out onto a ledge. You need to get back to the upper S ledge, so use the appropriate swingpoles to accomplish that task. Get on top of the scaffold in the pool, use the swingpole to your right to get up to the E opening and push the flame-free button to extinguish another flame on the outside steam blocks. Get down to the floor of the pool room, exit N and the flame on the central steam block should now be out. However, in my game it was not, so I just took two running jumps to get across to the the N ledge engulfed in flames, used a medipack and jumped into the shallow water in the next room to douse the flames and prevent further damage. I was later able to cause the flame on the central slab to go out by going down to push the lower S button again. Go figure.

 

A flying bug has been alerted, so deal with it and push the button on the back side of the pipe to extinguish the flame. Go around, face E and jump to grab the swingpole. Stand on it and jump off to grab the sloped roof ahead. Shimmy left around the corner, pull up onto a flat spot, turn around and take a step back from the edge. Stand jump to grab the first swingpole. Stand on it and jump to grab the next swingpole. Stand on it and jump forward to land on the N ledge. Turn left, stand jump SE into the passage and follow to a button that turns off another steam block flame. Go back the other way, jump up to grab the monkey bars and use Lara's funky animation with the up and down arrows keys to make your way over to the opposite W passage.

 

Drop down, follow to another button, push it and go back to slide down to the room with shallow water. All of the flames on the five steam blocks should now be out, so take a running jump E onto a slightly higher slab and quickly draw a weapon to kill the attacking flying bug. Jump to the adjacent E steam block, face either N or S and take a sprint jump into the wall opening (press the up arrow key, followed immediately by the jump and sprint keys). On the S side is revolver ammo and a button to push. Monkey swing to the opposite side and push the button there. On the N side you'll find standard arrows. Money swing to the center of the room, drop onto the steam block and jump over to the far W block.

 

Shoot another flying bug, repeat the sprint jump into the N or S opening, push the button there and monkey swing to the opposite opening to do the same. On the S side is a small medipack and on the N side are flares. When the fourth button has been pushed, a scaffold blocking the submerged railroad tracks is lowered. Get down there, go to the E end of this room and pull the mine cart one time W. Go around to the other side and pick up the exposed COG and ENERGY PLUG. Run all the way to the W side of the room, wade to the wall opening, vault up and run forward to place the Cog.

 

A trap door opens at your feet, dropping you into a water hole. Swim a long distance up a ceiling shaft and along a passage leading upward. Pull the underwater lever and swim a few more feet to finish the level.