TREASURE OF ARKANT

 

Levels by TRLE Maker

 

Walkthrough by Phil Lambeth, assisted by kapil4417037's four-part video walk. Click here for Part One.

 

 

Level 1: EL TEMPLO DEL DESIERTTO (THE DESERT TEMPLE)

 

Lara slides down to the mouth of a tunnel. Run forward and stay right until you pass through a W opening into a hub area. Turn right into a S pool room and jump into the water. Pull the SW underwater lever to lift a gate elsewhere, surface, pull out and head down the W side passage. Shoot a scorpion for the fun of it and return to the hub area. Go through the W opening, shoot another scorpion and find the lifted gate in the S wall. One of the jars in the next room hides flares. Run off the edge of the floor hole to grab the pole, slide down and exit E.

 

Follow the passage to a room with two pushpieces. Move them onto the marked tiles so that the statues face each other and the N doors will open. Go down to the wall, push the floor lever in the alcove to your right and an underwater gate lits elsewhere. Reverse roll and run to the opposite alcove where another floor lever opens double doors. Return to the pole, climb back up and exit outdoors. Turn left into the hub area and get a burst of action music. Shoot the ninja lurking to your left and go through the S opening.

 

Jump into the pool and swim through the floor hole you probably noticed earlier. Turn left at the crossing and continue past the lifted gate to a larger pool. There's no place to pull out, so look near the SW corner for a hard-to-see lever in the W wall (third square from the corner). Pull it to lift a nearby gate (timed, so hurry), return to the crossing, loop around left, surface and pull out into a small room. Run down E onto a ledge overlooking the larger pool and jump to grab the first of two ropes. Swing and jump your way over to the N ledge and run past the timed gate into the next room.

 

Take the EYE PIECE 1 from the plinth and push the floor lever two times to re-open the gate. Jump into the water, swim back to the smaller pool and pull out. Return to the hub area and run straight across N where another ninja waits. Go around the corner past the opened double doors and come to a deep floor hole. The slab seems to be a possible trigger tile, but I found no use for it. Drop down three times, face NE and take a running jump into the opening to the right of the waterfall. Loop around right into a short passage, shoot a scorpion and drop down once more next to a shallow pool for a small medipack.

 

Climb back out, go through the E passage, turn left and crawl past the obstruction. Drop down to your left, go through the S opening and drop down to a lower passage. Follow to a ledge overlooking a deep pit. Take a running jump E to grab a column crack, shimmy left around two corners and pull into a crawl space at the next corner. Continue S to a crossing, turn left and flip out into shallow water for SECRET #1. Wade forward for 3 x shotgun ammo and the SHOTGUN, pull out N and go to the opening. Take a running jump NE onto the slope, jump to the next slope and jump again to the N crawl space. Crawl through, climb the ladder to your right and push the floor lever to open a trap door elsewhere.

 

Climb back down the ladder, crawl back S, vault up to your right and jump up to grab the ceiling. Monkey swing along the ceiling tracks (don't veer off course or you'll drop to your death) around right until you can drop in front of a N passage. Run forward, climb up higher and return to the waterfall. Jump over the rushing water, pull up N, turn around and take a running jump SW onto the sloped ledge. Pull up W, run forward and pull up higher, turn left and jump to a ledge in front of a crawl space. Crawl through the passage until you can stand up and come to the opened floor trap door.

 

Use the ladder to climb down to a lower passage and follow around to a room guarded by two scorpions. Pull up into the NW crawl space and follow around until you can stand up. Time your way past three spike traps and come to a ledge overlooking the former room. Jump over to the floor lever and push it to open the doors below. Drop down, go on through and take a couple of steps up the ramp. Reverse roll to trigger a couple of spike balls and run back down. Veer to either side to avoid being crushed and go back up to awaken a mummy. Go around the corner, awaken another mummy and shoot the SE jar for the UZIS.

 

Lure the mummies back to the ramp, then return and move the pushpiece past the E opening that provides access to a floor lever that opens an outdoor gate. Run past the mummies and down the ramp, go through the S opening and climb the ladder at the end of the passage. Use the SW crawl space to get back to the ledge near the waterfall, drop down a number of times to get all the way down to ground level and go through the S opening to find a plinth with EYE PIECE 2.

 

Exit, pull into the SE crawl space and crawl a short distance. When you can stand, pull up E and follow to another crawl space that brings you back to the waterfall area. Jump SW again onto the sloped ledge, pull up W and climb the ladder in the S wall to a familiar upper ledge. Shoot two waiting ninjas, pick up their shotgun ammo and uzi ammo and return to the hub area. Go down the W steps, combine the two eye pieces and insert the EYE OF HORUS in the receptacle. The door rolls aside, so run forward for a level change.

 

Level 2: DENTRO DEL TEMPLO DEL DESIERTO (INSIDE THE DESERT TEMPLE)

 

Continue forward into a dark room and pull up right for shotgun ammo. Hop back down, take the next right into the E passage and shoot the ninja in the side room. Pick up his small medipack and pull up into the SE crawl space. Crawl through the winding passage and time your way past a flame blower. Stand up, face S and take a running jump over a lava pit to grab the ledge. Pull up, take another running jump and follow around the corner to a floor lever that opens double doors somewhere.

 

Retrace your steps through the crawl space and return to the side room where you encountered the ninja. Exit W, turn right and find the opened double doors. Enter, loop around left and go down a ramp to attract a ninja who attacks from behind. Continue into a lower dark room and find a N crawl space near the NW corner. Pull inside and follow the passage to a room with four floor levers, one of which is missing a handle. Push only the first two, those nearest you (note the colors of the wall panels opposite each one), and shoot the jar for grenades.

 

Return to the previous room and run straight across into the S passage where a gate has lifted and time your way past four spike traps to a small room with a water hole. Jump in, swim down and along the passage until you can pull out at the end near a deep room with an indoor pool. Jump into the water and pull the underwater lever near the SE corner. Pull out E, climb onto the ledge and take a running jump NW to grab the higher ledge. Shimmy right past the flame blower, pull up and wait for the flames to subside before climbing the N ladder. Shift right at the top and drop onto a still higher ledge.

 

Time your way S past two flame blowers, turn right at the wall and pull down the wall switch to lift an underwater gate. Hop back to drop into the pool and swim into the NW passage. Surface and pull out at the end, push the floor lever to raise the water level in the pool, return there and swim up to find a narrow opening at the SW corner with uzi ammo. Swim over to the NE corner, find the ceiling hole and pull out into a dark room. Exit N and find CARTOUCHE PIECE 2 on a plinth guarded by two mummies.

 

Beat a hasty retreat, find another narrow opening at the NW corner and follow past the opened gate for SECRET #2. Grab 3 x grenades and the large medipack, exit to the pool and get air at the NE ceiling hole. Swim down nearly to the floor and exit via the SE passage. Swim up the ceiling shaft, pull out and get past the spike traps on your way back to the dark hub room. Run across to the N wall and pull into the NW crawl space. In the room with the floor levers, push the one against the S wall and leave the others alone. Return to the hub room and go through the SE opening past the opened gate.

 

Shoot a scorpion around the corner, pick up the flares and return to the hub room. Run across to the NW corner, pull into the crawl space and pay another visit to the room with the floor levers. Push the nearest one (N wall) back to its original position, return to the hub room and go through the nearby W opening. Come to a small room with a floor hole, light a flare, save your game and run off onto a slope. Slide to a second slope and prepare to take a running jump as close to the bottom as possible. Land in a oil-filled trench and wade forward to pull out at the other end before the oil ignites. Go over to the SW corner, locate the crawl space and follow to a room with a lava pool for SECRET #3. Hop over to the plinth and collect 3 x shotgun ammo, flares and a large medipack.

 

Return to the room with the burning oil, go across to the N wall and climb the ladder surface to an upper passage. Come to another lava pool, jump up to grab the ceiling and monkey swing along the tracks, timing your way past two flame blowers. Drop down onto a block, hop down left and enter the side room where a scorpion is waiting. Loop around left, pull down the timed wall switch to extinguish the flames surrounding the plinth for a few seconds, jump over there and grab CARTOUCHE PIECE 1. Hop back before the flames return, exit this room and find a ladder at the end of the short S passage.

 

Climb up to a dark upper passage and pull down the wall switch to open a ceiling trap door blocking the ladder ahead. Climb up to the hub room and engage an assassin. Run up the S ramp and continue N in the next room for a level change.

 

Level 1: THE DESERT TEMPLE (revisited)

 

Return to the hub area, turn left into the S pool room and combine the Cartouche Pieces. Place the BA CARTOUCHE in the receptacle to lift the adjacent gate and follow the passage down to a room with more floor levers. From left to right, push only 1, 3 and 4 to lift the gates in the SE passage. Follow the passage, pick up the CROWBAR, then the flares around the corner, return to the hub area and engage another assassin. Pick up his dropped small medipack and go through the N opening past the opened double doors to the deep pit.

 

Drop down several times to the lowest level, jump into the water and swim through the NE opening. Follow past a closed gate and continue until you can pull out into a small room with a crowbar switch that you can use to open the S gate. Do so and come to a room with burning floor tiles. Loop left around the corners into the adjacent alcove for crossbow arrows, face S and take a step back from the edge. Stand jump with grab into the corridor, repeat and pull down the wall switch (1 of 5) on your left. Make your way around to the SW alcove in similar fashion for shotgun ammo and turn around. Stand at the edge and jump to grab the higher ledge.

 

Pull up and turn to your left to hop into the SW alcove. Pull down the wall switch (2 of 5), take two standing jumps with grab N, scoot left around the corner for uzi ammo, take one jump E and scoot left around the corner to find another wall switch (3 of 5). Jump one time S, scoot right around the corner for more uzi ammo, stand at the edge and jump to grab a still higher ledge. Pull up, turn to your left and hop into the NE corridor. Go forward and scoot left around the corner to another wall switch (4 of 5). Hop back NW to the corridor, scoot left around the corner for a small medipack, make two jumps W along the corridor and scoot left around the corner to find another wall switch (5 of 5).

 

A nearby gate has lifted, so scoot back into the SE corridor, take the first left and make your way S with standing jumps past the lifted gate into a room with the HAND OF SIRIUS. To get back down, exit this room and scoot right around the corner. Jump W over the floor hole, grab the flares and slide down to the level with the burning floor tiles. Stand jump two times E, scoot right around the corner and exit this room. Jump into the water hole, swim back the way you came and pull out in the waterfall area. Loop around right, get into the SE crawl space and pull up right at the end. Run forward to the next crawl space and emerge on a familiar plateau.

 

Loop around and take a running jump SW onto the sloped block as before, pull up in front of the ladder and climb up to the opened double doors. Return to the hub area, turn left into the W opening and deal with two ninjas and an assassin. Pick up their dropped large medipack and revolver ammo, go down the steps and follow the corridor to a level change.    

 

Level 2: INSIDE THE DESERT TEMPLE (revisited)

 

Run forward past the opened double doors and follow the ramp down to the dark hub room. Go across to the NW crawl space, pull inside and follow to the room with the floor switches. Push the first one W, the second one E, treat the third one as a crowbar switch and return to the hub room. Run E (don't fall down the floor hole) and into the wall opening, come to a room with spike traps and shoot the jars near the E wall for 2 x crossbow arrows.

 

Go back a bit, pull up into the N opening and time your way past two flame blowers and two spike traps. Pull down the wall switch, go back the same way and hop down into the room. Pull into the S opening, get past three flame blowers and pull down the wall switch. Return to the room and find that the gate in the E wall has lifted. Go on through and take the HAND OF ORION from the plinth. Exit to the hub room, engage a ninja and pick up the UZIS he dropped. Go to the SW corner, place the Hand of Sirius and the Hand of Orion in their respective receptacles to open the W double doors and go on through to finish the level.

 

Level 3: EL JARDIN DE ARKANT (ARKANT'S GARDEN)

 

Loop around left in the dark hallway, activate the jump switch in the N wall and a trap door opens to drop you onto a block. Go through the W passage, pull up at the end and run forward to trigger a brief flyby through the pool room ahead. Jump into the water to find a spare SHOTGUN at the NE corner, pull out and go through the NW passage. Keep to your right and come to a room filled with blocks arranged in a horseshoe and each bearing a wall switch.

 

Let's break with tradition and count from right to left this time. Simply pull down 1 through 7, in that order, and watch as flames appear and then disappear as you progress. Blocks rise at the NE corner, so use them to access the ceiling hole there (use the S ladder surface). Pull up into a small room and pry the BLACK BEETLE (1 of 4) off the W wall. Get back down, exit this room and go up the winding SE ramp. Use the reach-in switch at the top to open the door you passed along the way. Follow the passage to a hub room and turn left into the W side room.

 

Shoot the coffin on the left for shotgun ammo, drop through the floor hole and slide down toward an oil trench. Jump near the bottom of the slope, wade forward and pull out before the oil ignites. Take a running jump SE onto the ledge, turn and jump with grab into the alcove and pull down the wall switch to lift a gate elsewhere. (It leads to a secret and is timed, but since you can't access it at the moment we'll be returning here later.) Return to the W ledge, jump down NE to the opposite ledge and find a BLACK BEETLE (2 of 4) in the lower alcove. When you pry it off the wall, there's a small earthquake signifying that the slope has changed to blocks. Hop back to the ledge, jump up to grab the wall crack and shimmy left around the corner. Drop onto a flat surface and make your way up the blocks to the previous room.

 

Exit and run across E onto a ledge overlooking the pool room and attract the attention of a harpy. Use the reach-in switch to lift an underwater gate, exit and go through the S opening and up the ramp to awaken a skeleton. Lure it back down the ramp and either blast it into the floor hole in the W room or off the ledge in the E room. Go back up, open the crowbar face door and follow the passage to a crossing. Shoot the coffin in the short passage to your right for shotgun ammo, continue to another ledge overlooking the pool room and shoot the attacking harpy.

 

Hang from the edge, notice the wall crack to your right but for now locate the jump switch below and release to activate it. You'll drop safely into the water, so locate the NW floor hole and grab a lungful of air before entering. Swim down and follow the passage to an underwater room with a central pillar. Continue through the E opening, swim up and around to the back of the ceiling block, pull the underwater lever and through the NW opening where you can surface for air. Pull out into a dark room and pry the BLACK BEETLE (3 of 4) off the E wall.  

 

Jump into the water, swim back to the previous room and loop around left through the W passage to the room with the central pillar. Continue SW and emerge in the pool room. The skeleton you dealt with earlier may or may not be lurking down here; if so, deal with it when you pull out and note that the NE double doors are now open. However, you still have one more black beetle to find, so exit NW and loop around left and up the SE ramp. Continue in an upward direction along pathways you've already followed until you reach the uppermost ledge with the jump switch.

 

Hang from the edge and shimmy right along the crack around corners until you can pull up into an opening in front of shotgun ammo. Hang from the edge once more and shimmy right a long distance until you can pull up in front of an opening in the W wall. Follow to another hub room, turn left into the N passage and continue past a scissor blade trap into a room with a water trench. Swim down for a small medipack, return and carefully stand jump N between two flame tiles. Search the sarcophagus for the WINDING KEY and deal with the awakened skeleton by blasting it into the water trench.

 

Return to the previous hub room and continue through the S passage to a room where the door slams shut behind you and a horde of beetles will pour out. Quickly loop around right to find a wall switch. Pull it down, go back around and through the W opening, stay right and find another wall switch to pull down. Turn around, make your way to the NW corner for a third wall switch, reverse roll and loop around left past the opened W gate and follow to a room where you can pull onto blocks to escape the beetles. You'll also find a BLACK BEETLE (4 of 4) at the NW block. Hop over the NE block and pull the chain to lift a nearby face door.

 

Drop down, exit E and run toward the far wall. Turn right past the lifted face door and run down N to the hub room. Turn left, run down to the ledge and jump into the water below. Pull out, go past the N opened double doors into a room with a central pyramid and place the Black Beetles to open your way to the MECHANICAL SCARAB. Do battle with a demigod on your way out of this room, go through the NW opening and continue to the mouth of the NE passage. Combine the Mechanical Scarab and the Winding Key, place the device on the scarab tile to trigger the spikes ahead, go after it and pick it back up.

 

For some unfinished business, go back S and up the SE ramp to the W room with the central floor hole. Drop down the blocks toward the ignited oil until you can jump up to grab the N crack. Shimmy right around the corner, drop onto the ledge and make your way around clockwise (don't attempt a direct jump) to the SW alcove. For a secret, save your game in front of the timed wall switch (which is now back up in its original position). Reverse roll, make your way back around to the NE ledge, use the wall crack to get around to the blocks, climb up quickly, pull out to the hub room and run across into the E opening. Run off right onto the ledge (and not into the water) at the cost of some health, sprint to the NW opening and across left through the NE spike passage, continue N through the hallway and turn right at the crossing. Hop up NW into the alcove and past the timed gate into the room below for SECRET #4.

 

Search the area for a large medipack, 3 x shotgun ammo, 2 x uzi ammo and the UZIS. Pull the wall switch down and back up to re-open the gate, exit this room and return E to the hallway. Turn right, then left and use your device on the scarab tile at the NE passage to trigger the spikes ahead. Go after it, pick it up and blast two awakened skeletons into the pool. There are two scarab tiles in this room. Use the one on the left to open the NE door and go on through to retrieve your device. In the next room lure the awakened skeleton back to the pool and blast it into the water. Return and find yourself in another hub area.

 

Shoot the coffin for shotgun ammo, go past the opened E door for SECRET #5 and search the sarcophagus for 3 x crossbow arrows, revolver ammo and a large medipack. Enter the N side room, deal with another skeleton and pull the chain on the central slab to trigger an entertaining flyby. Exit this room, jump over the spike ball pit and go up the W ramp to awaken another pair of skeletons. Shoot the coffins for a small medipack and jump into the water to open the door in the S wall. Swim into the next room and pull down the underwater lever to open a door elsewhere. Return, surface, pull out and grab the PHAROS PILLAR at the SE corner before exiting S. Be sure to jump over the spike ball pit just past the opened double doors, turn left in the hallway and continue S past the pool room and the spike passage into a room where doors open to release two demigods.      

 

When both are dead and gone, climb the decorative corner blocks, jump to the E niche and down to the longer E ledge. Activate the timed jump switch in the N wall to lift a platform high up in this room, quickly make the same circuit up the blocks and around to the longer E ledge, but this time jump up W to the higher block, N onto the ledge, W to the corner block and continue your clockwise circuit to the next corner, turn right and take a running jump E to grab the raised platform. Shimmy right to the wall crack before the platform drops and pull up at an opening leading to the next room. Beware of the scissor blade trap at the entrance and take the PHAROS KNOT from the plinth.

 

Exit this room, stand jump NW onto the slope and slide to the ledge. Stand jump S onto the block jutting from the column, hop SW with grab onto the corner block and get down to the floor. Exit this room, loop around right through the hallway and turn left to go up the W ramp. Place the Pharos artifacts in their respective receptacles to lift the doors between them and go on through into a hallway. Pull down the S wall switch to open the floor trap door, save your game, drop onto a slope and slide down to finish the level.

 

Level 4: BAJO EL DESIERTO (UNDER THE DESERT)

 

Click here for Part Two of kapil4417037's video walk.

 

The instant camera control is restored, flip turn on the slope so you're sliding backwards. Grab the edge, pull into the crawl space and crawl around the corner for SECRET #6. Grab the shotgun ammo, small medipack and flares, return and drop into the water below. Swim N through the passage, surface and pull out in an underground room. Shoot the scorpion and go through the connecting passage to a hub area with a closed gate.

 

Shoot two more scorpions and a jar containing uzi ammo, continue through the E passage and go toward the NW corner. Loop around right at the ram statue and find a floor lever that opens the gate you saw, activates a nearby dart trap and also attracts another scorpion. Get past the dart trap to the opened N gate, go on through and trigger a flyby through the area ahead. When camera control is restored, shoot another scorpion and turn right into the SW passage.

 

Emerge in a smaller room. turn around, locate the upper ledge and jump up to grab it. Pull up and go to the left wall. Grab the crack and shimmy left to the corner. Pull into the crawl space and drop down the other end. Jump up to grab a higher crack and pull up N and follow to a floor lever that lifts opens a gate below. Drop from the S wall to a lower ledge and go E past the opened gate to a water hole. Save your game, jump in and swim past a closed trap door to a larger room. Loop around left to find an underwater lever that opens the floor trap door. Swim down and pull the next underwater lever, swim up past the opened ceiling trap door to pull a third underwater lever that opens the trap door you passed by earlier, return there and surface.

 

Exit S, emerge on a ledge overlooking an earlier room and jump SE to grab the wall ladder. Climb up near the ceiling, take a rolling back flip to grab a high ledge and pull up next to a cartouche receptacle. Hang from the W edge, shimmy right to the wall crack and continue around corners until you can pull up into a crawl space. Follow around to a room, shoot the NW jar for flares and go through the W opening. Jump over the spike pit and push the floor lever in the next room to lift two gates. Push the lever back to its original position to open another door (sneaky) and return.

 

Do battle with a barrage of ninjas and an assassin, collect the dropped uzi ammo and small medipack and go back through the NE crawl space to the previous room. Shimmy to the cartouche ledge, jump to grab the E wall ladder and climb down to the floor. Vault up to the E passage and follow to a cave filled with lava. Turn right, carefully jump the ledges until you reach the alcove with the fire stand. Jump up N to grab the crack, shimmy right until you can onto a ledge with a small medipack. Return and continue jumping the ledges S, S, SE (note the closed gate to your right), S, NW and W, grab the crack and shimmy left, timing your way past a flame blower until you can drop onto a longer ledge.

 

Pull down the wall switch to lift the gate you saw earlier, go back there along the same route and go on through to greet a scorpion. Take the CARTOUCHE PIECE 1 from the plinth, return and jump the lava ledges back the way you came to the W exit. Return to the previous room, follow the ledge around right to the opened SW gate and continue to a surreal cavern. Loop around and pull up near a shallow pool with flares. Locate the nearby crawl space and go on through to face a strange water cube that acts as a transporter for possible later use. Pull up S to the left of the water cube, loop around left and take a running jump to the N block. Jump left, pull up E and loop around right into the water cube.

 

Emerge in a passage near another water cube. Loop around left, shoot the scorpion and grab the shotgun ammo, step into the water cube and emerge near blocks with wall switches. Leave the middle one (green) alone, pull down the other two and pull up into the NW alcove. Step into the water cube, emerge in a familiar area and get up SE to that first water cube you bypassed earlier. Step into it now and continue past the NW opening into a water cube that brings you to a plinth with CARTOUCHE PIECE 2. Pull down the wall switch to lift the N gate and go on through to the NW water cube. Continue to the SW water cube, emerge in the room with the wall switch blocks, loop around left to the closed trap door and pull into the W crawl space.

 

Step on the timed trigger tile in the next room, return to the previous room (you can flip out of the crawl space), loop around right and jump into the NW alcove with the water cube. When you emerge, sprint forward into the N passage, run off the ledge to the room below, continue through the opened N door and into a small room for SECRET #7. Don't stop, but turn right past the timed N door into a side room for SECRET #8. Shoot the jars in this room for grenades and the GRENADE GUN, push the floor lever and back again to re-open the timed door and return to the first secret room, followed by two scorpions. Shoot the jars to uncover another scorpion, revolver ammo, the REVOLVER and a large medipack, exit W and S to the larger room and go through the SW passage again.

 

In the room with the lion statue, pull up onto the ledge, go past the lifted gate and jump into the water hole. Swim to the first corner, surface and pull out past the opened trap door. Exit S, jump to grab the E ladder, climb up and back flip onto the upper ledge. Combine the Cartouche Pieces and place the BA CARTOUCHE in the receptacle to lift the adjacent gate. Go on through as the gate slams shut behind you and proceed to a dark room. Shoot the jars to release a scorpion and expose another SHOTGUN, activate the NE crowbar switch to open the floor trap door at the NW corner and drop down into a lower passage.

 

Follow to a hub room with shallow water-filled trenches and continue past the E opening as the gate slams shut behind you. Save your game before venturing into the open area ahead. Your task is to step on five time-delayed trigger tiles and wait until the gate in the far E wall lifts while trying to dodge all those rolling spike balls. An effective technique is to stand with your back to the closed gate and repeatedly run one block W, then one block back E until a flashing green light signals that the exit gate has lifted so you can escape. Save again when this section is successfully completed.

 

Go through the passage into the next room for SECRET #9 and collect the CROSSBOW, 3 x crossbow arrows and a small medipack. Go back through the passage, slide down N and shoot a half dozen scorpions in the crypt below. Go through the N opening and slide down to the next level.

 

Level 5: LA TUMBA DE ARKANT(ARKANT'S GRAVE)

 

Shoot the corner jars, push the floor levers in the other two corners and pull into the SW passage. Activate the crowbar switch in the next room to open the gate between the floor levers, return there and proceed to the next room. Shoot the jars for a scorpion and flares, shoot another scorpion sneaking up on you from behind and go through the W opening.

 

Drop down the floor into a dark passage and follow past a poised spike ball in the ceiling. Sure enough, before you've gone much further the spike ball drops down and starts pursuing you. Run around corners past fixed cameras until you can take refuge in an E side passage. Side flip past the circular blade trap, continue into a sand-filled room and shoot three scorpions. Pick up the shotgun ammo, go through the E opening and emerge on a ledge overlooking a lava pool. Shoot a bat or two and grab the first of several ropes.

 

Swing and jump from one rope to the other, four in all, until you can jump to land on a ledge in front of a S opening. Enter and loop around left to face a flame blower. Face S, back flip onto the slope when the flames subside, jump to grab the S slope, pull up, back flip and jump off again to grab the higher S slope, pull up and back flip into a N opening. Turn around and take the E branch to a wall switch that lifts a gate elsewhere. Go back, take the longer N branch and come to a slope. Slide a bit, jump and grab the wall ladder. Climb up to a floor lever that opens a door to a secret room.

 

Return to the ladder, drop onto the slope and slide onto a breaktile that drops Lara down to the passage in front of the lava pool. Go back W and N to a small room with the empty plinth you saw in the flyby. Turn left, pull into the E opening and run over the breaktiles (try to jump over the second one to save it for the return trip) to a small room with the GUARDIAN KEY. When you pick it up, a gate lifts elsewhere. Return to the previous room, jumping over the floor holes as necessary, shoot the released scorpion and a jackal, and continue S to find the lited gate and opened door at the SW corner.

 

Go in, pull down the wall switch to activate a sand elevator that brings you up slowly so that you can pull into a N passage. Pull down the wall switch to open the nearby door, shoot the jackal in the next room and go E to a familiar hub room. In the now-accessible E side room is a plinth with a small medipack, shotgun ammo and crossbow arrows for SECRET #10. Exit, loop around left and place the Guardian Key to open the N gate. Follow the passage to a wide bridge spanning the lava pool and shoot two jackals and some bats as you make your way around toward the S opening.

 

The room ahead is for later, so face E at the entrance and take a running jump to grab the hard-to-see wall opening. Pull inside and follow the passage to the end. Pull up W for a small medipack as a giant spikewheel passes overhead. Go back, pull up E on the right side, run forward and climb up at the wall. Turn left, pull up higher and take a running jump W to grab a higher ledge. Pull up for flares, pull up higher to the top of this area and drop down NW onto a ledge on the other side.

 

Stand jump down W at the cost of some health and go around the corner. Save your game before entering the next area if you want to try for a rather unfair secret, as there's a timed sequence involved with absolutely no hint or advance warning. Step forward to trigger a lingering flyby through the next area, and the timer starts as soon as camera control is restored (thanks, Treeble).

 

Find a pushblock near the middle of the S wall. Pull it two times between the ledges to form a bridge, get up onto the ledge and move the pushpiece from one end onto the marked tile at the other. Get down and move the pushblock N and E (ignore for now any scorpions that appear), push it into the N alcove opposite the pushpiece and climb on it to find a second pushblock in the E wall. Move this one onto the first pushblock and get up on it. Move the higher pushpiece onto the marked tile, go back a bit along the ledge and jump up N to grab the ladder.

 

Climb up, shift left and drop onto a ledge. Move the third pushpiece onto the marked tile to hear the sound of a gate lifting. Climb back down, go to the corner of the ledge and stand jump to grab the pole. Climb up and back flip to where the gate lifted. Go through the passage past a flame blower into the next room and ignore for now the crowbar switch. If you get there in time the gate beyond the SE crawl space will still be open. Get there for SECRET #11 and find a plinth with a small medipack and 3 x uzi ammo. If the gate slams shut before you get back out, there's a corner wall switch that will re-open it.

 

In any event, now you can activate the crowbar switch to open a gate down in the lava room. Climb back down the pole, shoot two scorpions if you wish, look for crossbow arrows near the wall to the left of the N exit, leave this room, slide down E and drop to the lower passage and follow around to the opening overlooking the lava room. Take a running jump W to grab the bridge, pull up and hang from the W side. Shimmy if necessary until you're over a platform and safety drop to land on it at the cost of some health. Take a couple of jumps to the opened W gate and follow the passage to a level change.

 

Level 6: CÁMARAS SECRETAS (SECRET CAMERAS)  

 

Proceed to a room with a central pool trench and engage four jackals. Continue through two connecting rooms and enter the SW crawl space. Push the floor lever to lift the N gate in the first room, go back there and proceed to a room with a pushpiece puzzle. Move the four statues onto the marked tiles so that all are facing the center. The E gate lifts, so go on through and monkey swing across the pit (spike trap below). Drop down and follow the passage to a level change.

 

Level 5: ARKANT'S GRAVE (revisited)

 

Continue to a familiar trench with the overhead giant spikewheel. Pull up N, run forward, pull up again, turn left, pull up once more and take a running jump S across the gap. Grab, pull up and climb the ladder to the top of the structure. Grab the revolver ammo that wasn't there earlier and note the subtle changes on the S side. Target a bat lurking down below, slide down backwards near the W wall, grab the edge, pull up and back flip onto the block. Hop down S, shoot the jar for a small medipack and pull the chain in the next room to lift a gate (but not the nearby one).

 

Go back, slide down N to the left of the block and hop down into the trench. Return the way you came for a level change.

 

Level 6: SECRET CAMERAS (revisited)

 

Monkey swing across the pit, drop down and exit the pushpiece room SW. In the room with the pool trench go through the W opening to the SW crawl space. Push the floor lever back to its original position to close the first gate and lift another. Return, loop around left into the SE room for SECRET #12 and shoot the jars for uzi ammo, 2 x small medipack, a large medipack, the GRENADE GUN and grenades. Exit this room, turn left through the room with the pool trench and follow the E passage for another level change.

 

Level 5: ARKANT'S GRAVE (revisited)

 

Continue to the lava cave and jump the platforms in a clockwise direction until you face a ladder in the N column. Jump to grab it and climb up to the bridge. Go across diagonally to your right and take another running jump to grab the N column. Pull up, run to the wall and jump up left to grab the crack. Shimmy left around corners until you can drop onto a ledge. Go through the nearby opening and follow to a room with many raised slabs.

 

As you move forward there's a small explosion, the gate slams shut behind you and jars appear on the raised slabs. Quickly run throughout the room, stepping on five red floor tiles while evading a host of mummies. There's a flashing red light when you step on the last one, so retreat to the closed gate and wait patiently until the E gate at the other end of the room opens. Proceed to a small room with a plinth bearing THE ETERNAL SANDS. The gate to your left lifts when you pick it up, so pull down the wall switch in the alcove to open the exit gate and retreat past the mummies to the lava cave.

 

Use the wall crack to get back around to the column, jump back to grab the bridge and hang from the W edge. Shimmy over the platform in the lava, safety drop onto it and jump the platforms to the W opening. Follow the passage to a level change.

 

Level 6: SECRET CAMERAS (revisited)

  

Go through the pool trench room and place The Eternal Sands in the statue's lap to lift the S gate and open the floor trap door in the W room ahead. Go there, shoot a jackal and note the ladder in the floor hole. But first, continue past the lifted W gate on the left through a connecting room to a hallway. The jars are empty but for a scorpion. The gate slams shut, so go to the NW opening, shoot a jackal and come to another hallway.

 

Turn left into the E passage, get past the flame blowers and pull down the NE wall switch. Return to the hallway, wait for the guide to emerge from the SW passage and light a wall torch. Go through the passage to a sand-filled room, shoot a scorpion, pick up the nearby uzi ammo and pull up onto a block for more uzi ammo. Return to the hallway and go past the guide toward the NW stairs, which will induce him to start moving again. Stand clear of the stairs and wait for the guide to trigger the invisible blades that were blocking your way up.

 

Go upstairs into the W passage and the guide will follow and light a wall torch. He will then go into the N side passage and simply wait at the end, so hop W into the floor hole and use the reach-in switch to open a wall panel in the N side passage. Go there and follow a new passage up E, turn the corner and come to a mirror room with a puzzle floor. By looking in the mirror you can see there are five tiles you need to step on. Better save first. Start with the one at the SW corner, take a running jump slightly NE onto the scarab tile in the adjacent row, then hop NW onto the tile with an oval symbol, then a standing jump N onto another scarab tile, and finally a standing jump SW onto another tile with oval symbol.

 

A door opens in the SW corner of the passage, so go there and use the reach-in switch to open a door in a room you haven't visited yet. Go back through the passage and down the ramp to the opened wall panel. Turn left and find that the guide has gone past the opened door into a room with a shallow pool. When you arrive he changes the water to burning lava and two jackals attack from the S opening. Go there and follow the passage to a room with flares and several closed gates. The guide will follow close behind and light a couple of wall torches to open the NE gate. Follow to a crossing, shoot two pursuing scorpions and note the spike trap in the S corridor.   

 

Turn right, use the reach-in switch when the flames subside and wait patiently until the spikes are triggered. Go past them down a ramp and wait for the guide to arrive and turn off the flames blocking your further progress. Follow him to a ledge overlooking a lava pool and use the E reach-in switch to lift a nearby gate and the W reach-in switch for a small medipack. Return to the previous room and watch the guide light a wall torch in the NW passage. At the same time a torch ignites in the SW passage. Go back down to the lava room to find that a bridge has appeared to provide access to the opposite ledge.

 

Use the reach-in switch for shotgun ammo and push the floor lever to lift a gate back in the main room.  Return there, enter the S passage and the guide will rudely push past you. Follow him into the next room and shoot the jars for uzi ammo. The guide will wave his torch like a magic wand in front of the E gate. When it opens he turns and flees in abject terror. A gate closes behind him, preventing you from following, so enter the E room and activate the crowbar switch to lift a gate elsewhere.

 

Exit NW to the main room and go across into the N passage. Follow down to the lava room and turn left. Hop over the floor hole in the E passage, continue forward and down the steps to the hallway, turn left and run past the opened door into the S opening. Turn left again to find the lifted gate, enter the W passage and follow to a room with an oversized plinth. When you reach up for CARTOUCHE PIECE 2 a wall panel opens ahead. Enter a room with two openings, one of which is blocked by a closed gate. Enter the S passage as the wall panel reverts to its original position and follow to the room with the opened floor trap door.  

 

Loop around left past the lifted SW gate, follow the passage to a series of circular blade traps and side flip past them into a room with a more normal-sized plinth bearing CARTOUCHE PIECE 1. You can see the guide waiting beyond the closed W gate. Stand there close to him for a few seconds and a floor trap door will open next to the plinth. climb down to a lower passage and follow to a room for SECRET #13. Collect 3 x crossbow arrows, a small medipack and a large medipack, climb back out and make your way back past the four circular blade traps. Back in the room with the opened floor trap door, climb down the ladder to the lower passage and follow around the corner for a level change.

 

Level 7: LA TORRE DE ARKANT (ARKANT'S TOWER)

 

Continue to a room guarded by a jackal. Pull two chains to lift the N gate and go through a shimmering block on the way to a flyby that takes you through an other worldly area. Proceed to a ledge overlooking a deep room and go to the NW corner. Jump up to shoot a scorpion on the higher ledge, then take a standing jump there and climb the ladder to an even higher ledge. Wait for the flames to subside before pulling up, run around the corner past another flame blower before it activates and stand jump S onto a ledge against the E wall.

 

Take a running jump to grab the ledge against the S wall, time the flame blowers and pull down the wall switch to raise a timed platform. Run left toward the W wall while turning left so you can jump to the raised platform and continue with a standing jump onto the NW corner ledge. Pull up left, jump up to shoot two scorpions ahead and stand jump to the uppermost ledge. The corner ladder is blocked by a trap door, so take a running jump to the ledge jutting from the S wall and jump W to the next ledge. Pull the wall switch inside the alcove to release an underwater trap door (which of course is timed) and take an impressive dive into the water far below.

 

Quickly locate the SW floor hole and swim down before the trap door closes. Follow to SECRET #14, pull out into a lava room, pick up the nearby small medipack and monkey swing to the corner platforms for a nice assortment of uzi ammo, shotgun ammo, revolver ammo, flares, a small medipack and a large medipack. The jar contains nothing but a scorpion. Pull down the SW wall switch, push it back up to open the trap door, return to the water hole, swim back to the pool and grab the uzi ammo before pulling out to engage two scorpions.

 

Push the floor lever near the SW corner to raise a block at the opposite corner, go there and jump from it to the W ledge. The ladder ahead is blocked by a trap door, so jump to the nearby jutting ledge, shoot the scorpion on the adjacent ledge, hop over there and into the SW alcove. Pull down the wall switch to release the trap door (not timed), return to the ladder and time the flames to climb up and shift right to drop onto the higher ledge. Get past another flame blower, pull down the wall switch in the alcove to your left to release another trap door and climb the S ladder to a slope. Pull up and back flip onto a ledge and pull down the wall switch there to raise a timed platform behind you.

 

Reverse roll and take a slightly curved running jump onto the raised platform, followed by a standing jump to the E ledge. Climb the ladder past a flame blower and pull up onto the ledge. Stand jump over to the SW ledge so you won't catch fire, go past the opening and jump back up to the NW ledge. Climb the ladder, wait for the flames to subside before pulling up, follow the ledge past the flame blowers and make your way as before to the timed switch in the S wall. Continue to the ladder at the upper NE corner and climb up past the opened trap door.

 

Shift left, drop onto the ledge and shoot two jackals before taking the RA CARTOUCHE from the central plinth. Climb back down, make your way down the ledges to the opening in the S wall and return to the passage where you began this level for another level change.  

 

Level 6: SECRET CAMERAS (revisited)

 

Follow to the ladder, climb up and exit NE to the connecting room. Continue into the E room with the shallow pool and past it into the E passage for a level change.

 

Level 5: ARKANT'S GRAVE (revisited)

 

Return to the lava area and jump the platforms in a clockwise direction, jump to the N ladder and climb up to the bridge. Turn right and follow around to the S room. Combine the Cartouche Pieces if you haven't already done so and place the BA CARTOUCHE and the RA CARTOUCHE in their respective receptacles to rotate a panel in the W wall. Go on through as the wall panel swings back around and walk slowly into the next room so you won't prematurely awaken a pair of bats. After the brief flyby, continue into the room, shoot the bats and take ARKANT'S AMULET from the S plinth as an earthquake drops debris from the ceiling and the W gate lifts.

 

Run W to a sand-filled room and pull down the SW wall switch to activate an elevator. Stand against the S wall near the SE corner. You'll eventually be able to pull into a passage that brings you to the next level.

 

Level 8: AFUERA DEL TEMPLO (OUTSIDE THE TEMPLE)

 

Click [url=https://www.youtube.com/watch?v=8KE-eTgg5lg]here[/url] for Part Three of kapil4417037's video walk.

 

After the flyby, run forward into the bright outdoors for a welcome change of pace. Your sense of tranquil bliss is abruptly shattered by the arrival of ninjas and assassins, perhaps eight in all. Retreat into the passage with grenade gun drawn. When the carnage is complete, collect the dropped shotgun ammo, flares, large medipack as well as the SHOTGUN on the nearby ledge.

 

From the ledge, jump SW to a higher block against the wall and then SE to grab the lower roof edge. Pull up and push the nearby wall button to lower a trap door in a moat. Jump back to the block, drop to the ground and head N and E around the building to a S opening between the columns. Follow to a reach-in switch that releases a trap door in a water hole and go around the building in the opposite direction toward the two electrified obelisks.

 

Locate the water hole in the moat, jump in and swim down to a door you can open at the NW corner. You've got a long way to go, so return for air, swim past the opened door (and a closed door) and down another floor hole into an underwater cavern and continue straight forward N into a narrow opening. Follow the passage a bit further until you can surface and pull out for SECRET #15. Shoot a scorpion, then the jars to release two more scorpions. Pick up the small medipack, 2 x uzi ammo and the UZIS, return to the cavern (fighting the nasty collision at the narrow opening) and swim around the column to your right to find a SE underwater lever.

 

Flip turn to find a handy air hole behind you, search the cavern floor NW for shotgun ammo and continue W past the nearby door that was opened with the underwater lever. Follow the winding passage until you reach another underwater lever that opens the door you passed by earlier near the moat. Return to the air hole in the cavern, then exit S and follow to the newly opened door. Go on through, surface and pull out into a small room. One of the jars hides a small medipack, and around the corner is a series of spike traps. Time your way past them into a room with the SUN TALISMAN and a scorpion

 

Return past the spike traps and swim E back to the moat. Pull out of the water, deal with a crocodile and enter the nearby W hallway. Four scorpions will attack in the next room, and the corner jars hide a small medipack and shotgun ammo. Jump into the pool and pull down the ceiling switch at the SE corner to open a nearby door. Pull out of the water and go past the opened door to a room with reach-in switches. Shoot the jars to get them out of your way and use the switch on the right for shotgun ammo. Then use the switch on the left to turn off briefly the flames protecting the middle switch. Wait for the flames to cycle once before using the middle switch to open a door at the other end of the pool room.

 

Exit and run across N into a room with a timed wall switch that raises platforms over the pool. Jump the platforms quickly (one will require a running jump) to get across to the W ledge with four flame-protected reach-in switches. The one on the far right has intermittent flames, so activate it when the flames are down to create the same effect in switch #2. Repeat for switch #1 and finally for switch #3. Another door opens elsewhere, so swim across the pool, pull out E and go outdoors to encounter a ninja

 

Go back N, use the ledge and the block to get back onto the lower roof of the building and go around to the opened SE door. Follow past a scissor blade trap into a room with the SUN DISC. Exit, shoot two scorpions and get back down to the ground. Return to the pool, combine the Sun Talisman and the Sun Disc, face S and place the SUN GODDESS in the floor receptacle between the two obelisks. The cage ahead lowers, so hop over there for the EXIT KEY. Go all the way around the building and use the key to open the E gate, then go on through to trigger two transitional flybys.

 

Level 9: LA BASE HORRORISTA (THE HORROR BASE)

 

Run forward, push the wall button to turn on a flickering light and go to the SE corner. Face S and jump up to open the ceiling trap door, turn around and pull up into a small room. Follow the dark passage and push the floor lever to open the door near the wall button you pushed. Return to the lower room (ignore the harmless rats), go past the opened door and shoot a dog and a guard. Enter the hallway, loop around right and push the second of two wall buttons to open the door to your left. Enter the cell and loop around right to push another wall button.

 

Exit to the hallway, deal with another guard around the corner and pick up his REVOLVER. Push a third button in the S wall, enter the cell to your left for grenades and continue N down the hallway to an outdoor ledge overlooking a deep pit. Turn left and go up some steps to an alley where a dog will attack. Continue around several corners until you encounter a guard, pick up his revolver ammo and continue past the W side passage. Come to a major crossing, continue straight N under some hanging laundry and enter a courtyard guarded by a sentry gun.

 

Stay left and loop around the block to find a jump switch that opens double doors. Await the arrival of a guard, pick up his grenades and run S back past the sentry gun. Take a right into the S alley and kick open the door to your left. Enter a small office, shoot the guard and the crate against the wall for more grenades. Push the nearby button in the E wall to open a grated door and exit. Turn left in the alley and follow past the opened double doors into a courtyard guarded by a dog and a guard

 

Shoot the wooden barriers at the NE corner, stand near the N wall facing W and slide down backwards. Grab the edge and release to grab a crawl space below. Enter and pull up next to a timed button that lowers a nearby trap door. Continue crawling and pull up into a larger room for SECRET #16. Collect revolver ammo, shoot the crates for flares and a small medipack, push the N wall button and activate the SW jump switch to open a door leading back to the alley. Turn left, open the SW crowbar door and enter a short passage to encounter two dogs. Continue around into a small room and open the S door.

 

Shoot the waiting guard and push the floor lever to lift a trap door somewhere. Return to the alley, turn left (S) past the opened double doors, continue past the office and turn right, then take an immediate left into a courtyard and locate the opened floor trap door at the W wall. Drop into a lower tunnel and crawl to a flooded passage. Follow to the SE alcove, shoot a couple of bats and pull down the wall switch to open the trap door over the ladder to your right. Climb to an upper room, shoot a dog and push the floor lever to open the nearby door and release a guard. Push the NW wall button that opens a door elsewhere and exit to the alley where it has started to rain.

 

Run to the E wall, turn left to find the opened door and enter a room with a walkie talkie. Shoot the crates for a small medipack and the LASER SIGHT, hop onto the SE block and vault into the alcove for the TEMPLE KEY. Exit to the alley and return N and W to the room with the floor lever. Climb down to the flooded passage and use the Temple Key to open the W door. Enter the temple, shoot a couple of bats and combine the Laser Sight with the crossbow or the revolver. Go to the closed door in the W wall, locate and shoot a swinging blue ball up NE. Go around the corner to your right and shoot a similar blue ball beyond the wall torch up in the SE corner.

 

The W door opens, so follow the passage to a lava trench. Time the rising and falling platform to jump over to the SW ledge, do the same to get across E and come to a pool room. Shoot two more bats, pick up a small medipack and pull the dead SE guard away from shotgun ammo. Step onto the SW trigger tile to raise a timed block, jump into the water and swim quickly along the passage to a ceiling hole. Pull out into a dark room, hop up NE onto the raised block and pull up N next to a floor lever. Push it to open the S door in the previous room, swim back there and go up the steps to awaken more bats.

 

Open the crowbar door in the N passage and push the floor lever to open a floor trap door in the previous room. Return there, drop down to another floor lever that drops a trap door at the E end of the N passage. Grab the grenades, return to the crowbar door and look left to find the opened trap door. Pull up N and go past a dead soldier to find the GUN CODE KEY. When you pick it up a wraith is released, so beat a hasty retreat to the previous room, exit W down the steps and jump into the pool to douse the wraith.    

 

Pull out, make your way past the lava trenches as before (but this time with running jumps along the raised platforms), go E through the flooded passage and up the ladder to the room with the floor lever and exit to the alley. Shoot a dog and a guard, pick up his uzi ammo and continue E to meet another guard. Turn right at the E wall, go N under the hanging laundry and into the courtyard where the sentry gun has been neutralized and kick open the SW door that leads to a courtyard occupied by two guards and a dog. Pull down the NW wall switch before the place starts to rock with multiple explosions and an earthquake, exit E and turn left.

 

Run a long distance S, turn right at the doorway leading to a room with a floor now burning inside, dogleg left under a flame blower and past the opened double doors, turn right and run to the end of the E alley to trigger a transitional flyby.

 

Level 10: CUEVAS DE CRISTAL (CRYSTAL CAVES)

 

Once again you're in a bright outdoor setting, at least for the moment. Run forward into the opening in the N wall and follow to an underground cavern leading off to the right and left. Take the right (W) option first and go all the way to the wall. Turn right, shoot the jug for flares and light one of them to find the crawl space in the S wall. Don't go there yet, as it's for later. Instead, head N through the opposite passage and emerge in an outdoor area with a shallow pool.

 

Shoot the wild boar that comes forth to greet you and proceed through the W opening. Turn right at the wall and go past a closed gate to a ledge overlooking a deep canyon. Locate the ladder at the NW corner, jump to grab it and climb down to a block. Take a running jump S over the gap, pull up higher and push the wall button to raise an overhead platform. Jump back to the ladder, climb up, shift left to drop onto the previous ledge and take a running jump S to grab the raised platform. Pull up, stand jump forward and go up the ramp toward a palm tree.

 

Vault up next to the tree, jump N over the gap and pick up the flares, hop E toward another palm tree and take a running jump over the gap toward the N opening. Go on through, jump to grab the crack in the N wall and shimmy right until you can pull into a crawl space. Crawl to an interior room, push the E wall button to open a gate elsewhere and return via the crawl space. Drop down next to the shallow pool and head E through the opening ahead and keep to your right as you return to the entrance to the underground cavern. Go past it and keep looping around right until you emerge past the opening gate into a courtyard.

 

The jar is empty, but you'll find a spare SHOTGUN in the nearby pit. Pull back out, go through the E alley and find revolver ammo at the NE corner. Continue to a dead-end courtyard and shoot the wooden barrier to continue on to something called the Egyptian Adventure. Enter E and trigger a couple of jack-o-mummies as you run about the room. Grab a REVOLVER in the NE alcove and enter the SE crawl space. Follow to a bare room, push the wall button to open an outdoor gate and return. Both the S and the E gates can be opened with the crowbar.

 

Open the S gate, go on through and come to a room with an inaccessible receptacle in the far wall. Climb onto the higher NW block and shoot five targets on the S ledge with the weapon of your choice (combined with the laser sight). A coin named SYMBOL appears on the floor beneath the receptacle, so go there and pick it up. Return to the previous room, open the E gate with the crowbar and go on through to a room where you can place the Symbol on a pole to raise a sturdy rope from the basket ahead.

 

Mount the rope, climb up and back flip into an upper room. Find the DOOR KEY in the S alcove and drop back down. Exit NW and turn left into the dirt-covered street to encounter about a half dozen skeletons. Blast them all away with a single grenade and continue N and W to the paved area and turn left (N) at the wall. Continue to a beach where three crocodiles are sunning themselves, pick up a spare LASER SIGHT to your right and go E through the wall opening past the opened gate. Follow to a room with a wall button that opens another gate elsewhere.

 

Return to the beach, get into the deeper water and explore the ocean floor for shotgun ammo. Pull back out near the W end, go through the S opening and open the gate around the corner with the Door Key. Go on through for a level change.

 

Level 11: LAS CATACUMBAS SECRETAS (THE SECRET CATACOMBS)

 

Run forward into a room with empty jars and a closed door. Go through the S  opening to a room with a floor lever. Push it and shoot the alcove vase for shotgun ammo before moving on to a dead-end room with a bird statue. Go back to the first room where the door opened and proceed N to a ledge overlooking a deep pit. Turn left, find a water hole in the side room and jump in. Swim down, follow the passage to a crossing and turn left. Follow to an underwater lever, pull it to open a door in the opposite direction and swim past it to surface near a waterfall.

 

Pull out W and go through the opening ahead. Turn left at the wall and follow the winding passage to a larger room with a pushpiece. Shoot the small jars for shotgun ammo, stoop to shoot the bone fragments (1 of 4) with your pistols and move the pushpiece onto the marked tile at the SE corner. Go to the raised slab at the SW corner, pull up E onto the ledge and jump to the raised block on the E ledge. Pull up N onto the jutting ledge and enter the crawl space. Crawl past a steam blower into a room with a face button that opens an upper wall door in the previous room.   

 

Return to the pushpiece and move it onto the marked tile at the NE corner to lower the first block and raise another block on the W ledge. Get there via the raised SW slab and pull up past the opened W door. Push the floor lever in the next room to hear the sound of rushing water, get down to the floor and exit E. Follow the passage past the E entrance into a room where a small fountain has been activated. Jump into the water and swim to a small room where you can surface and pull onto a column for a TRIDENT.

 

Return to the previous room, exit and turn left at the entrance to the pool by which you arrived here. Jump in and swim through the long passage to the ceiling shaft leading back to the deep pit. Pull out, run W to the other end of the ledge and enter the opening there. Turn right at the wall, proceed S to a hallway and pick up the flares. Shatter the nearby bone fragments (2 of 4) as well. A neat trick to save valuable ammo is to draw your pistols, face the bones and fire repeatedly while rolling back and forth with the end key. Push the face button to open two stone doors behind you, deal with a released skeleton and enter the first room E.

 

Drop down the floor hole and crawl to the shotgun ammo while listening for the warning sound of a nearby spike trap. Hang from the E opening, allow Lara's feet to become set and shift left around the corner. Climb the long ladder to an upper passage that leads to a deep shaft. Jump at a slight angle to grab the ladder and climb down to a room with shotgun ammo and a face button that opens the stone door behind you. Enter a connecting hallway and run into the W room ahead for more shotgun ammo and a SHOTGUN. Follow the nearby passage to a water-filled trench and deal with the waiting mummy. Push the face button to lift another stone door elsewhere, return to the connecting hallway and turn left (S).

 

The opened door is SW, so enter the small room for the DECORATED HANDLE. A wraith is awakened when you pick it up, so exit this room and run N down the hallway. Turn left just before you reach the wall and follow the ledge to the opening on your left. Continue S with a dogleg to your right until you reach the room with the bird statue you noted earlier. Wait for the wraith to self-destruct and return N to the deep pit, turn right through the N opening and this time turn left at the wall. Proceed along the passage to trigger a flyby through the area ahead.

 

Continue past the opening on your left, jump over the gap for revolver ammo and return. Enter the W hallway, deal with a skeleton and note the closed S door. Go through the NW opening, shatter the bone fragments (3 of 4) near the SW opening and follow the passage to another hallway. Greet the skeleton, shatter the bone fragments and continue S up the ramp to a crossing. Note the rising block tile in the alcove but stay left and arrive at a ledge overlooking the previous room. Deal with three skeletons in your preferred fashion and jump the ledges E to awaken yet another skeleton. Note the floor lever near the E wall, but for now enter the N side room and push the wall button to lower the block in the alcove you noted earlier.

 

Exit, jump to the E wall and push the floor lever to lower a nearby trap door. Jump back to the W wall and climb the ladder in the NW corner past the lowered trap door. Back flip to the upper ledge and confront two more skeletons. Jump your way to the opening in the E wall and enter the side room for the HATHOR EFFIGY. Exit and make your way down to ground level. Locate the SW floor hole, drop down and shatter the bone fragments (4 of 4). Pull back out, exit W and turn right to find that the S door is now open (perhaps by shooting all four bone fragments).

 

Enter the side room and push the face button to activate an elevator. Ride it up until it stops and pull up into the W opening for SECRET #17. Shoot the large jar for flares, a large medipack and 2 x crossbow arrows, exit SW and follow the passage to another face button that opens the door to your right. Hop down to the ledge, drop to the lower ledge and jump over to the SW opening. Run down the ramp to the alcove where the block lowered, drop to a lower passage and follow to a small room with a face button that raises a platform in the area with the deep pit. Turn around to find that the formerly harmless tiles in the passage have suddenly erupted in flames. Stand jump over them, pull out of the floor hole and go down the ramp to your left.

 

Turn left into the E passage and follow past the water hole to the tall E room with the ledges (noting that the door to the previous secret is once again closed). Go around right, enter another passage and take a right into the E room with the deep pit. Take a running jump N to grab the raised platform, pull up and find the nearby pushblock. Push it all the way into the passage to expose a new passage and follow around the corner for a level change.

 

Level 12: EL POZO DE AQUA (THE WATER WELL)

 

Click here for Part Four of kapil4417037's video walk.

 

Continue along the passage to a floor hole, climb down the ladder to a lower section and enter the W passage. Follow past an indestructible jar to a ledge overlooking a room with multiple columns. Save your game upon entry, as you're on a timed mission. It would be tempting for you to draw your shotgun, hop back and simply await the onslaught of multiple skeletons, but if you do that you'll run out of time before fiery explosions in the room bring about your quick demise. Do your best to avoid the skeletons while jumping the columns throughout the room to press four face buttons. I found that clearing the area periodically with a grenade or an explosive arrow, and saving immediately thereafter, worked wonders.

 

When you press the fourth face button the the door in the NW corner opens (but the timer is still ticking away). Go there for a TRIDENT. When you pick it up the door ahead opens, exposing another face button. Push it, exit this room and jump the columns back to the E passage as quickly as possible to avoid the explosions and return to the area where you climbed down from above. Go around the pit to the NE passage and turn right at the floor hole into a room with a pole. Climb up, back flip onto a ledge and shoot the jars bunched at the SW corner for shotgun ammo. The lone jar at the SE corner hides a blue diamond that behaves much like a bat.  

 

Hop the gap to the hallway and press the NE button to bring a block out from the wall. Use it to reach the upper N ledge and push the floor lever to hear the sound of a trap door opening. Get back down, push the button again to withdraw the block, reverse roll and climb the ladder in the W alcove past the opened trap door. Pull up near a flame blower, get past it and  come to a room with another floor lever. Don't push it yet. Instead, use the nearby block to reach the upper N ledge, turn around and take a running jump S to grab the higher opening. Pull up and follow the passage to a slope. Save your game, slide down and quickly push four face buttons while the corkscrew ceiling descends. The SW door opens, so drop to a lower passage and find the PHAROS KNOT in the nearby alcove.

 

There's a slight earthquake as the door behind you opens. Go on through to find yourself in a familiar hallway. Go to the NW opening, climb the ladder again and get past the flame blower to the room with the floor lever. Use the nearby block to reach the upper N ledge and place the Pharos Knot to create an opening in the E wall. Follow the passage to an empty room and, since there's nothing to be done here at the moment, go back and drop to the lower hallway. Go S past the floor lever, drop down and continue to the pole. Slide down, exit S and climb down the ladder in the nearby floor hole to your right. Go through the passage past a spike trap and enter the next room. Save your game again, push the timed wall button to raise a block in the empty room you visited earlier and go back the way you came.

 

Climb the ladder, loop around left to the pole, climb up and back flip to the ledge, climb the ladder in the NW alcove, get past the flame blower and use the block to reach the upper N ledge, follow the E passage to the room with the timed block. 

Use it to reach the upper ledge and take the PORTAL GUARDIAN from the plinth. Note the nearby keyhole and closed door, shoot two blue diamonds and return along a familiar route to the pole.

 

Slide down, exit S and this time loop around left to a floor hole. Climb down the ladder, follow to a room with a closed door and a floor hole, face E and hop back to grab the floor hole. Release and grab a crawl space, pull inside and follow to a room with a wall button. Push it, reverse roll and climb the ladder to an upper W passage. Follow to a floor hole, safety drop into a room with a raised block. Use it to access the face button that opens the N door, go on through and follow to the next level.

 

Level 13: EL SANTUARIO DE ARKANT (ARKANT'S SANCTUARY)   

 

Run forward, combine the Hathor Effigy and Decorated Handle if you haven't already done so and place the two Portal Guardians on the posts on either side of the steps. The double doors ahead open, so search the N water trench for uzi ammo before going up into a hallway with closed doors on either side. The first one on the right (S) seems to be locked.

 

Open the first door on your left, proceed to the room ahead and deal with a knight. Grab the small medipack near the back wall, note the closed door, exit to the hallway, loop around left and open the middle N door. Don't enter, but note the pole inside for later. Go around, open the third N door and follow the passage to a room guarded by another knight. Take the DOOR KEY from the plinth, grab the large medipack at the nearby corner, note the scroll stand on the raised slab and exit to the hallway.

 

Open the S door on the far left, follow the passage to a room guarded by another knight, shoot the SW vase for the UZIS and use a laser sight assisted weapon to shoot the brass ball hanging near the NE corner of the ceiling. The S gate lifts open, so follow the passage to a level change.

 

Level 11: THE SECRET CATACOMBS(revisited)

 

You won't be here long, so prepare yourself for a lot of back and forth between levels from now until the end of the game. Follow the passage to a dead end room, push the wall button to open a face door elsewhere and go back down the passage.

 

Level 13: ARKANT'S SANCTUARY (revisited)  

 

Return to the hallway, loop around left and open the middle S door. Go down the steps to a room where a wraith will awaken. Retreat to the opening room and jump into one of the side water trenches to douse the wraith, return to this room and shoot the vase in the near corner for uzi ammo. Continue S, pick up a small medipack and go around the corner for the PHAROS KNOT. Go back to engage a knight so you won't have to deal with him during the upcoming timed run. Jump into the small pool (yes, you could have used this to douse the wraith if you'd known about it), save your game and pull the W underwater lever.

 

A timed panel opens in a room you've already visited, so pull out of the water, exit up the steps to the hallway, sprint diagonally left into the first N room and past the opened panel in the right corner for SECRET #18. Collect 2 x revolver ammo, a large medipack and a small medipack, proceed into the W side room and pull down the dragon handle to lift the N gate. Push the wall button in the alcove two times so you can exit, return to the hallway and loop around left into the middle N room with the pole. Run off the edge to grab it, slide down a bit and back flip into the room below, avoid the rotating blade and run off the edge into a still lower room.

 

Head W to a larger room with two spinning paddle wheels, deal with the knight and note the receptacles on either side of the entrance. Go to the back of the room and into the passage on the left. Continue down a ramp to trigger a boulder, sprint the rest of the way down and take refuge in an alcove to your left or right as the boulder rolls into a spike pit. Activate the W jump switch to lift an underwater gate, return to the previous room, note the closed gate to your right, loop around left and enter the SW passage.

 

Follow past three swinging chains, open the floor trap door and jump into the water. Swim W past the lifted gate in the next room, surface and wade out for the PHAROS PILLAR. Swim back the way you came, get past the swinging chains and greet a trio of knights in the passage on your way back to the previous room. When you get there, five more knights are waiting for you, but you can handle them. When all is calm again, place the Pharos artifacts in the wall receptacles to lift the NW gate. Go there, deal with the awakened skeleton and pry the GOLDEN STAR off the wall.

 

Exit this room and the next room E, climb the pole past the rotating blade and back flip into the uppermost room. Exit to the hallway, turn right and go down the steps into the E passage for a level change.

 

Level 12: THE WATER WELL (revisited)

 

Follow to the ladder, climb to the upper passage, go E and climb down the floor hole, get past the spike trap and push the wall button for another timed run. Go back the way you came, climb back up the ladder, loop around left to the pole, climb and back flip onto the upper ledge, run to the NW ladder, climb up, get past the flame blower to the room with the floor lever, turn right and use the block to get up to the higher ledge, turn left into the next room and hop onto the raised block. Jump to the ledge ahead and use the Door Key to open the door to your right.

 

Enter a small room and pry the NE GOLDEN STAR off the wall to release a horde of beetles. Go back the way you came, run past the floor lever, drop to the lower hallway and use the pole to get even lower (or simply drop down).  Exit S, loop around left to the ladder hole and get to the lower area, continue N past the opened door for a level change.

 

Level 13: ARKANT'S SANCTUARY (revisited)  

 

Run forward and up the steps into the hallway with many doors. Enter the first room on the left (N) and place the two Golden Stars to lift the NE gate. Enter the next room for the MUSIC SCROLL, exit to the hallway and loop around left into the NW passage. Follow to the next room, place the Music Scroll and play a tune on the harp while a nearby wall panel moves aside. Follow to a room with a TRIDENT, return to the hallway, go E down the steps and continue into the passage ahead for another level change.

 

Level 12: THE WATER WELL (revisited)

 

Go through the S passage, climb the ladder and go across to the SE alcove. Find another ladder that brings you up to a winding passage that brings you back to an earlier level.

 

Level 11: THE SECRET CATACOMBS(revisited)

 

Follow to the room with the deep pit, use the raised platform to get over to the S side, go through the passage to the next room and turn right into the E passage for--you guessed it, another level change.

 

Level 10: CRYSTAL CAVES (revisited)

 

Follow to the beach, turn left and run all the way to the E wall opening. For the final secret of the game, save in front of the tightly timed button in the room ahead and light a flare. Push the button, exit to the beach and turn right into the S passage between the two palm trees. Go straight ahead past the opened gate, follow the passage to the underground cavern and turn left at the far wall. Stay to your left into the passage ahead, follow to an outdoor area and continue straight forward into the opening ahead. Turn right, then left past the timed door into a passage that leads to SECRET #19.

 

Collect 2 x small medipack, a large medipack and crossbow arrows, push the button two times to re-open the timed door and go N into a paved passage for a level change.

 

Level 11: THE SECRET CATACOMBS(revisited)

 

Follow to a shallow pool and continue straight ahead for the SERPENT STONE. Shoot two blue diamonds and get past the activated flame blower into the S passage to return to the previous level.

 

Level 10: CRYSTAL CAVES (revisited)

 

Take the first right into the outdoor area and continue E into the underground cavern. Light a flare and run forward to find the crawl space in the S wall. Crawl to a flooded area, place the Serpent Stone in the S receptacle near the entrance to open the underwater trap door and grab the small medipack before swimming along the passage to surface at a torch-lit room.

 

Exit S and get past two spike traps to a wall ladder. Climb up past a flame blower and shift left. Drop onto a slope and back flip onto a ledge. A boulder drops harmlessly from the ceiling. Push the wall button to open the trap door above the ladder, jump back to grab the ladder and climb up past another flame blower to pull up for a TRIDENT. Climb back down the long ladder and exit past the spike traps to the water hole. Swim back to the other end, crawl to the underground cavern and exit E and N past the opened gate. Continue to the beach, loop around right into the S passage and return to a previous level.

 

Level 11: THE SECRET CATACOMBS(revisited)

 

Turn left in the next room and go past the opened N door. Use the raised platform to get across the deep pit and continue to a level change.

 

Level 12: THE WATER WELL (revisited)

 

Climb down the ladder at the end of the passage, loop around left and hop up the slope to an area we haven't yet visited. Hop down into the corridor and pull up right into the N passage. Follow around, drop to a lower passage and pull up at the end into a room with a flame blower. When the flames subside, hop into the NE opening and turn right at the wall. Place one of the Tridents onto the Poseidon statue to hear the sound of rushing water elsewhere and note for later the opposite S side room.

 

Exit W to find that the previous room has been flooded, leave S and swim along the previously dry passage to pull out W. Follow to an opening, jump across into the S opening and follow to a room similar to the flooded room. Deal with two waiting skeletons and enter the S passage. Greet another skeleton and come to a room with another Poseidon statue. Place a Trident to flood the previous room and return there. Exit W, go around to the opening and hop down into the lower passage. Turn right, pull up W and slide down to a familiar area. Hop over the pit and up the slope on the other side.

 

Pull up into the W passage ahead and follow to the room with the ugly wall face. Turn right into the S side room and place a Trident on the Poseidon statue to flood the previous room. Go back through the passage by which you arrived, hop down into the trench and pull up into the N opening. Follow to a floor hole, drop down and continue into a new room with an ugly wall face. Climb the NW ladder, shift right and drop onto a higher passage. Deal with the skeleton that pops out from around the corner and place your final Trident on the Poseidon statue to flood the previous room. Shoot the small jars to release a blue diamond, grab the shotgun ammo and small medipack and go back the other way to trigger multiple cut scenes.

 

Jump to grab the ladder, climb down to the flooded room and swim back to the passage that returns you to a familiar area. Now that the deep pit is filled with water, it's safe to jump in and swim down to a NW passage. Follow until a strong current grabs you and drags you to a level change.

 

Level 13: ARKANT'S SANCTUARY (revisited)  

 

A trap door opens as you swim forward, so pull out into a room with closed double doors and pick up 3 x revolver ammo scattered near the walls. Activate the N jump switch to open the double doors and go on through to encounter four mounted knights simultaneously. There's little to be done other than knock them off their horses and kill them one at a time, saving and replenishing your health as necessary along the way. Only when all four are dead should you go around the room to collect four dropped CABALLISTA GEMS. Place them in the W wall receptacles to lift the gate to your left. Go on through and follow the passage to a long ladder.

 

Climb to an upper room and pull the chain to your right (cut scene of doors opening). Open the N doors, go on through to find yourself in a familiar hallway. Turn right toward the opened doors, dispose of one final knight and enter the room ahead. Pry the BLACK BEETLE off the wall and a panel rotates to your left. Follow the passage to a button that opens a nearby trap door, approach the ladder to climb outdoors and your extended adventure comes to an abrupt end.