A WITCH SHALL BE DEAD

 

Level by Josep Borrut

 

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

 

This level is presented in five separate zones that are connected to a hub (The Nexus):

 

Morgana's Castle

Seth's Lair

Mordred's Tower

Bastet's Pyramid

Morgana's Castle Underground

 

MORGANA'S CASTLE

 

Turn your back on the kneeling knight and take TOTH-AMON'S BOOK from the table. Note that the GAME MANUAL is also in your inventory, which consists only of the builder's readme. Pertinent entries will be added to Toth-Amon's Book (and occasionally to the Game Manual) as the game progresses. Step to your right for MORGANA'S CHALICE, and when you pick it up a wall panel rotates in the N passage. Hop there over the lava moat and refrain from exploring the purple barrier to your left that you saw in the opening flyby. Run past the gurgling lava stream and up the ramp past a closed door to a chapel-like room.

 

Go down either side and jump to grab the climbable cage. Do the same with the connecting chain (facing E) and back flip when you've cleared the ceiling shaft. Follow the passage to a brightly lit room and the doors will close behind you. Approach the blue object on the floor to trigger a flyby where a spirit is summoned to place colorful objects over the two plinths in this room. Then pick up the Fierabras Balm, which I will assume functions as a large medipack.

 

The plinths are pushable, and you'll note that their colors don't match those of the objects rotating above them. Therefore, you need to switch the placement of the plinths, and when you've done that you can pick up the HEPHAESTUS ARMOR SPELL and the SKULL SMASHER. Floor tiles have also collapsed to expose a flight of steps, but before going down use the Skull Smasher to strike the gong and shatter the stained glass window behind it. Stand against the gong facing E and back flip into the alcove for SECRET #1 (a golden skull, which I won't continue to mention).

 

Go down the steps through a passage and save when you reach a slope. Slide down and jump at the right moment to grab an opening. Pull up, turn around and jump up to grab a ladder. Climb to a turret for SECRET #2, get back down and jump onto the slope so that you slide down backwards. Grab the edge at the bottom (spike trap below) and shimmy left around the corner. Pull up two times into a crawl space and a wall panel will rotate near the room where you began the level. Flip out into the passage and hop over the lava moat toward the kneeling knight.

 

Note that four skull posts have appeared. Whack each one with the Skull Smasher (facing the red beams that issue from their eye holes), and when you've obliterated all four the suspended cage you climbed earlier will rise up into the ceiling shaft. On your way there, pause at the stand just beyond the gurgling lava, save your game and place the Armor Spell for an instant high as the bars retract behind you. Waste no time after body control is restored, but turn left and sprint N before the lava ignites to burn you to a crisp. Vault up into the alcove as the bars close behind you and pick up SECRET #3 before pulling up E.

 

Walk slowly into the passage to trigger a series of squishy blocks. Get past them with timed short runs, loop left past the third one for SECRET #4, loop left again around the third squishy block and step on the collapsing bars to bring you back to the passage below. The doors to your right at the top of the ramp are now open, but go past them to the room with the raised cage. Hop onto the central block and push the floor lever to open  the doors at the N side of the room, return S to the opened doors and pull down the wall switch to lower the cage once again. Go past the opened N doors, proceed to a spinning force field that blocks your path and use Morgan's Chalice to remove it.

 

Step onto the slab formerly occupied by the Energy Vortex to spawn a number of baby vortices. You're now in The Nexus and can choose between three paths, which presumably can be taken in any desired order (although for strategic reasons it's strongly recommended that they be taken in the following order). 

 

SETH'S LAIR

 

Turn left and take the W path. Turn around at the bottom of the steps and jump up to grab the bridge. Pull up, run forward into the Energy Vortex and watch the ensuing flyby as your playing field unfolds and the GUIDE SPHERE appears in your inventory. Run straight forward (E) and take a running jump with grab from the end of the bridge to land just inside the open door of the small structure ahead. Turn right and stand jump S to grab what's called a hang bar. Make your way hand over hand to the next similar structure, drop with grab and pull up into the structure. Turn right, save your game and use the more conventional zip line to release at the right moment and drop onto a floating island with a Fierabras Balm.

 

Turn around to face a series of rising and falling translucent platforms. Use appropriately timed standing jumps to get onto the last one, which is stationary, and pick up SECRET #5. Jump back W onto the previous platform, turn around and time a running jump E back into the small structure. Use the zip line again, and this time ride it all the way down W to the next structure as the door opens for you and then closes, and the zip line retracts to its original position (indicating possible later use). Step forward and reach up for SETH'S CROWN to trigger more pyrotechnics.

 

Turn around, take a running jump onto the tail end of a huge cobra and make your way to its hooded head (much safer to walk rather than trying to make jumps). Climb up to the top and turn right. Take a running jump (no grab) to land inside the small structure down below. Go to the N doorway and stand jump onto the platform. Use the tightrope to reach the next platform (alternatively, you can jump down to the lower platform on your left and take a running jump to grab the higher platform) and stand jump into the next structure.

 

Face E and jump down to the row of platforms. Walk the tightrope to the connecting platform and jump into the structure ahead as two of the doors open. Face the E structure and take a running jump to grab the high bar. Monkey swing across until your progress is blocked by a spinning vortex. Jump with the up arrow key depressed to land inside the structure and step forward for HORUS' MEDAL PIECE. Turn right and step forward as a CONTAINER SPHERE floats down through a fixed camera but does not appear in your inventory. The door has closed behind you, so bring up Seth's Crown and use it to rather spectacular effect. The Container Sphere shatters and three Jump Spheres are spawned.

 

When camera control is restored, the door re-opens, giving you room to take a running jump onto the first Jump Sphere. Take three consecutive standing jumps from there to land inside the next structure. Face W and take a running jump onto the central bridge. Jump up at the bottom of the steps to grab the top and pull up. Run forward through the vortex and hop down at the end onto the jutting ledge. Jump into the structure for a reconfiguration of the suspended platforms. Turn left to face S and stand jump to grab a swingpole. Swing around and jump off (keep the action key depressed, press the jump key and release both when Lara reaches the bottom of her swing without ever having touched the up arrow key) to float across to the next structure.

 

Turn left, walk to the edge, hop back and stand jump E to grab another swingpole. Swing and jump as before to land at the entrance to the next structure. Walk inside and pick up a different HORUS' MEDAL PIECE that you can combine with the other to form HORUS' MEDAL. Turn left, jump to the central bridge, pull up to the top and turn left at the vortex, continue W and jump the gap into the structure near the giant cobra. Turn right, hop to the tightrope platform and stand jump down to the short cut platform. This time, turn right, save your game and stand jump precisely E to grab the swingpole. Swing and jump in the same manner described earlier to grab a second swingpole. Stop Lara from swinging by pressing the space bar and the down arrow key while keeping the action key depressed. Press the sprint key, and if Lara is positioned directly over the tightrope she will drop to land on it.

 

Walk the tightrope to the connecting platform and grab SETH'S HEART via the adjacent reach-in switch. After that, bring up Horus' Medal and place it for a new configuration. Hop down to the metal walkway at the cost of some health and make your way over to the far SE corner. Stand at the edge facing W and hop back as if to grab and drop. Instead, you'll glide into the opening below. Follow to a Fierabras Balm, continue forward and get past the vortex, using the openings to the right or left of it (and not jump head on lest you fall to your death). Pick up another Fierabras Balm as gates lift all around you and your first enemies are released: two sloth-imitating ahmets that will do their best to push you over the edge.

 

When both are dead, the gates drop back down and a red MAGIC KEY materializes near the vortex (you may have to hop around a corner or two to reach it). Face the N wall, turn left and stay to your right until you reach the SW corner where there's an overhead opening. Climb the W wall and pull up into a higher passage. Follow to a blue MAGIC KEY and go back the other way. At the opening where you pulled up, stand jump to grab the ladder wall, drop to grab the lower ladder wall and pull up into an E passage that offers two possible directions. Go straight (E), up a ramp and past an opening to another ramp. Continue past another opening to the SE corner and hop onto the slope below so that you slide down backwards.

 

Grab at the bottom, climb down the ladder wall and loop around for SECRET #6. Climb back up S, back flip onto a slope, slide to a stable surface and head N. Continue to an elevator shaft, step inside, turn around in place to face S and wait to be carried up to a crawl space. Be prepared to jump up at precisely the right moment to grab the edge. Crawl forward, flip out to a lower passage, go around and safety drop down a floor hole. Make sure you're at full health before picking up SECRET #7, as otherwise the long fall will kill you when the floor opens up at your feet.  

 

You're back in a lower passage. Go N up a short ramp and step where the green arrow is pointing. The elevator descends, and when it arrives run forward past it without waiting around to see what might happen. Continue to the end of a translucent passage, wait patiently for the panels to open (because you have the red Magic Key) and step forward for TRITON'S TRIDENT HANDLE. Return to the elevator, ride it up and exit N when it reaches the top. Proceed to glass panels that open by reason of your blue Magic Key and walk forward for TRITON'S TRIDENT ELEMENT. Combine the two Triton artifacts to form TRITON'S TRIDENT for later use and turn back toward the elevator. Save your game.

 

Sprint past the elevator into the upper S passage. If you miss, you'll either fall to your death or catch fire and die. Continue down the ramp in the metallic passage, go back nearly all the way you came, and when you reach the second opening on your right, find a long ladder in the floor hole and climb down to the lower passage. Follow around to the structure in the outside area. Take a running jump onto the cobra's tail, make your way to its hooded head, climb up and jump down into the structure on your right as you did earlier. Turn left, jump down to the shortcut platform, negotiate the E swingpoles and tightrope for a second time, check your health bar and jump or run off onto the metal walkway.

 

Go SW to the spinning vortex for SECRET #8, return to the SE ledge but this time stand jump down to the floating platform. Take a running jump with grab to land inside the E metal walkway and go left up the ramp. Ride the elevator all the way to the top and exit S. Follow the passage to that long ladder, climb down and return to the outside structure. Make your way back up to the cobra's head and jump down to the structure on your right as before, but this time face S and stand jump to grab the swingpole. Swing and jump off to float over to the next structure. Step out left and take a rather tricky running jump S with grab into the metal walkway for SECRET #9. Jump back to the structure, work your way around the open door and use the swingpole to float back to the E structure. Turn left and jump back N to the central bridge. Run forward to The Nexus, turn right and take the E path to your next adventure.

 

MORDRED'S TOWER

 

Turn around at the bottom of the steps, jump up to grab a higher ledge and pull up. Run forward into the pink vortex, which then rises out of sight. Turn left, run just past the S opening, turn left again and stand jump to grab the monkey bars. Monkey swing to the end, turn around and pull up by pressing the jump key in addition to the action and up arrow keys. You can turn around and jump straight up to grab a higher ledge, but that's for later if you want to divert for a couple of tedious secrets. Face NE and jump to grab the wall ladder. Climb down, release and drop onto a slope, slide and grab, shimmy left around the corner and drop for SECRET #10.

 

Step back, pull up S and stand jump NW to grab the sloped roof. Shimmy left around three corners, and just after the third corner pull up and take a rolling back flip to slide and grab a companion roof. Continue shimmying left to the opposite side of the tower until you can drop down for SECRET #11. Face S and take a running jump to grab a ladder on the column ahead. Climb down a bit, shift right around the corner and climb down to a ledge that surrounds a metal floor. Locate the floor hole against the N wall and slide down into an elaborate maze. As you walk forward an onscreen hint reminds you of the Guide Sphere you acquired earlier (it provides flashing blue arrows that point you in the right direction).

 

When you come to another floor hole, go right, jump over a corner floor hole and climb down the ladder in the next floor hole. Do the same when you reach the bottom and follow the arrows to the NW corner where there's a ceiling shaft. Face E, jump up to grab the ladder and climb up to a corner ledge. Reverse roll and take a running jump with grab to land inside the W opening. Follow to the JEWELS OF GWAHLUR (1 of 4, which I'll refer to hereafter as simply a Jewel), hop up W and climb up to the next level. Climb down the ladder in the SW floor hole for SECRET #12, climb back out and go N to the next floor hole. Climb down two times and drop down onto a block for a JEWEL (2 of 4).

 

Your problem now is how to get back out, as the ceiling hole is too high for you to reach. Note, however, that the E side has a climbing surface, so jump to grab the E wall, climb up and transfer to the ceiling by pressing the sprint key, then monkey swing to the ceiling hole. Turn around and grab the opening (by pressing the jump key) and pull up. Climb the W ladder, then the S ladder, run forward and climb down the floor hole to your left (E). Hop down to a lower level and go to the NE floor hole. Stand jump up E, face SE and jump to grab the ladder. Climb up to the next level, loop around right by hopping over a floor hole and return to your starting position.

 

Back flip onto the slope and jump through the floor hole toward the central column. Go to the floor hole against the W wall and hang from the S edge (but don't drop). Get a bit lower with the down arrow key and transfer to the ceiling block by pressing the jump key. Monkey swing forward a bit until you're brought up short, press the jump key to turn around and grab a higher part of the ceiling, release the jump key and press it again to move away from the obstruction, turn around and monkey swing S to the column. Turn left, drop to grab the column, climb down a bit, shift left around the corner and drop down for a JEWEL (3 of 4). Pull up E, jump N and take a running jump NW to grab a higher block. Pull up for the final JEWEL (4 of 4) and get back to the SW column.

 

Climb up the E face to the top, transfer to the ceiling (sprint key), monkey swing N to the far side of the ceiling obstruction, turn around (jump key) and pull up to the metal floor. Save your game for a relatively risk free but painstaking sequence. Bump up against one of the four suits of armor surrounding the central column  to arouse its occupant. You'll need to kill it three times to make sure it stays dead. Be sure to stay away from the two floor holes during the battle, and avoid bumping into another suit of armor so you won't have to fight two or more enemies at the same time. Repeat until all four knights have been vanquished, then place the four Jewels in their column receptacles and watch something important happening after each placement.

 

Go to the floor hole against the W wall and return to the monkey swing ceiling in the manner described two paragraphs above. Climb down the column to the metal floor and go to the floor hole at the NE corner. Safety drop to the bottom floor and step on the central slab to pick up the MJOLNIR as the giant knight standing on the other slab comes to life. Use this Magic Hammer to subdue him, but it only works if you're far enough away from him, and you need to use it as often as necessary until the knight flops over on his back and remains inert. Go to the slab on which he was originally perched for MORDRED'S HEART and watch a slab move along the floor back up in the room with four dead knights.

 

Climb the metal wall, transfer to the ceiling and monkey swing to the hole at the NE corner. Pull up to the intermediate room, climb the SW column to the upper room as you've already done and go over to stand on the slab that you saw moving in the cut scene. Watch helplessly as all four knights are restored to life and start advancing toward you, but when camera control returns they've become dormant once again. Face W, jump straight up to grab the ledge and pull up. Jump over to the W opening, pull up onto the outer ledge and go to your right to a corner floor hole where a trap door has lifted for SECRET #13. Pull back out, return to the inner ledge with the central column and climb the ladder to the red band, shift left around the corner and repeat several times until you get near the top of the column and can shift right around corners for a change. Do this two times, climb up to a ledge, pull up higher to a hub area and find the raised NW platform.

 

Pull up onto the platform, step forward and jump up to grab a higher platform. Continue along the platforms in a clockwise direction until you can stand jump S and activate the funny-face jump switch. Doors open in the tower, so go back the way you came to the hub area and exit S. Turn left once outside and stand jump to grab the monkey bars. Go to either end and pull up onto the ledge. Pull up to the higher ledge above the ladder and go around the corner. Stand jump to grab a still higher ledge, pull up and runjump/grab to the next ledge, pull up, turn around and stand jump to grab the higher ledge where the doors opened.

 

Enter the tower and go up the winding steps to a room with two burning poles. Grab the Fierabras Balm from the table, save your game, face E and climb the pole that's not burning at the bottom. Climb up to about one body length below the flame and press the sprint key to perform a rolling back flip and grab the other pole. Swivel around left 90 degrees and climb up near the flame. Take a rolling back flip to grab a third pole you couldn't see at floor level. Swivel around left around 90 degrees, climb up near the flame and take a rolling back flip to grab a fourth pole. You can see the jump switch ahead, so swivel around a full 180 degrees and take a rolling back flip without climbing up or down to activate it with the unavoidable cost of substantial health.

 

Watch the ensuing flybys and go to that central table. Push it to one side and run over the revealed breaktile for SECRET #14. Face S, hop back and grab the edge, drop to grab a crawl space and pull inside. Crawl around for SECRET #15 and hang from the E opening. Release and drop onto a slope, slide and grab and drop onto a raised corner platform. You've been here before, so make your way around the platforms in a counterclockwise direction until you can drop down to the hub area. Exit S and once more turn left and jump to grab the monkey bars. Go to either end and pull up onto the ledge, jump up E to pull up onto the higher ledge, turn around and face those Abductor Spheres that are floating in the distance.

 

Take a running jump slightly SW to land on the nearest one, press the jump and sprint keys to vault up onto the next one, turn left to face the next Abductor Sphere and press the jump and up arrow keys to reach it. Press the roll (end) key to face the other direction and press the jump and sprint keys four times in succession to land on an upper Abductor Sphere close to the tower wall. Press the jump and up arrow keys to land on the lowered drawbridge and run inside the tower. Run forward into the dark N opening to find that any retreat is now impossible.

 

Go up the winding steps to a brightly lit room. Shoot as many windows as you like and hop out E onto the ramparts. Go left around to the other side of the tower and the double doors will open upon your approach. Continue to the SW turret and pick up the ROOF KEY. Return to the interior room and use the Roof Key to lower a trap door on the other side of the room. Go there, climb the ladder and transfer Lara to the monkey bars (sprint key). Turn right, go to the ceiling shaft and transfer Lara to the ladder (jump key). Climb up past the opened trap door and pull up onto the roof where a torch-wielding knight is waiting for you. When he dies he drops the UNIVERSAL KEY, so get back down to the room below, use the Universal Key in the same keyhole as the Roof Key and hear the sound of doors opening.

 

Go back down the winding steps to the opened E doors, take the MORDRED SCEPTER from the plinth and watch the brief cut scene. Exit S and do battle with two knights. There are two drawbridge wheels. Use the Mordred Scepter on the left one two times (the first time standing at its left side and the second time standing at its right side) and on the right one once (standing in front of the wheel), in that order, and the way out is now open. The quickest way down is to walk to the SW corner of the drawbridge, face W and stand jump to land on an Abductor Sphere far below. Reverse roll and jump E to the next Abductor Sphere. Turn around to your left and jump toward the N tower opening.

 

Don't go inside but drop down lower and run inside to spawn some baby vorticies at The Nexus. Turn right, pull up at the end and go up to the spinning vortex, turn right again (N) and drop down at the end. Run forward to The Nexus to spawn more baby vortices. Turn left and return to Morgana's Castle. Go around the corner, stand on that blue object on the floor and use Triton's Trident to trigger a cut scene where Lara walks through the force fields and a door opens nearby. Run forward around the corner and take the INCA IDOL from the plinth. Go back to a similar blue floor symbol and use Triton's Trident once again to get through the force fields.

 

Return to The Nexus, turn right, go to the end and pull up higher. Run straight S through the spinning vortex and drop down at the other end. Run forward to The Nexus and turn left once again into Morgana's Castle. Stand on the floor symbol, use the Mjolnir to walk effortlessly through the gurgling lava stream and go around the corner to collect another INCA IDOL. Return in the same manner, turn left (N) at The Nexus and embark upon a new adventure.

 

BASTET'S PYRAMID

 

Go down the steps, turn around and jump up to grab the upper bridge. Run forward, turn right at the spinning vortex and hop down at the end. Turn around and jump right or left onto the face of the pyramid and slide down to a flat surface. Safety drop to the lower steps and go down to the pool. Jump into the water and find the E opening. Save before swimming inside, although the Guide Sphere will help point the way and keep you from drowning.

 

Take the first left, then the first right past a narrow opening, zigzag right, left and right (S) through another narrow opening, zigzag left and surface at an air hole. Pull out, go around the corner to another water hole and jump in for SECRET #16. Take another right and a quick left at the corner air hole. Return to the first water hole, jump in and swim E. Loop around left and swim N into a room where you can wade up the ramp and go around into the S wall opening.

 

Go up the ramp and turn left at the wall. Continue to some steps and pull up W into the opening next to a floor hole. Run off with grab into the floor hole to land inside a lower passage with a wall switch that opens double doors nearby. Return to the opening, save your game and stand jump at an angle right or left to grab the edge of floor hole. Pull up and find the opened doors NW. Pull down the wall switch to open a door beyond the grate to your right, and also to lower bars next to the first wall switch. Return to the floor hole and run off with grab into the lower passage.

 

Turn left at the wall switch and pull up to another wall switch that opens a panel in the pyramid just behind you. Pull out W and hop down right to slide back into the pool. Pull out at the steps and run up into the pyramid. Doors open ahead, so continue into a hallway and turn left to go down the steps to a room with a grated floor. Go across toward a force field flanked by two statues, but don't stand too close or you'll be set aflame. An onscreen message tells you about an upcoming task. The nearby empty plinth seems to be a nonfunctioning pushpiece. Return to the steps and continue going down to a lower level.

 

Enter the S aisle, turn left into the first room and stand against the SW stand. Press the action key to create a floor hole behind you, hang from the edge and drop onto a suspended platform underneath the pyramid. Take a running jump W to grab the next platform, pull up and then pull up higher into a room with a similar stand in the SE corner. Stand in front of it, press the action key and the doors will open. Turn right in the aisle and go to the last room on the right (SW). Use the corner stand to create two more floor holes, hang from the one in this room and drop onto the suspended platform. Runjump and grab the E platform, pull up two times and use the SW corner stand for something a bit different: one platform goes back up while another one lowers.

 

Go across the aisle into the SW room,.drop down onto the suspended platform and face N. Stand jump to grab a ceiling hang bar and make your way hand over hand toward the next platform. Press the jump key to land on it safely and turn right to take a running jump and grab to the E platform, and from there to the S platform. When you pull up, the platform retracts and brings you up into the room. Use the corner stand to open the doors, exit and turn right. Go back up the steps to the room with the grated floor and cautiously approach the E force field once again to trigger the onscreen message. Turn around to see that a Fierabras Balm has appeared on the plinth. When you pick it up, an ominous cut scene is triggered.

 

Wait for five anubis ninjas to show up. The first two are rather easy to kill, but then things start to heat up. You'll almost certainly need to boost your health before the battle is over. A second Fierabras Balm has appeared on the plinth for the purpose, and then you get a third Fierabras Balm for good measure. Your taste for blood is not yet sated, so approach the force field once again to release five more anubis ninjas and grab two more Fierabras Balms before they arrive. When calm has been restored you can acquire one final Fierabras Balm before the supply runs out.

 

We're not done yet. Approach the force field to trigger an onscreen message that informs you of 20 seconds of invulnerability to go along with two free Fierabras Balms. Unfortunately, you now have to deal with eight anubis ninjas all at the same time.

 

For the final course, stand near the force field to bring those two demigod statues to life, one at a time. Your best strategy for dealing with them is to get up close and kneel while firing steadily at them so that their firebolts sail harmlessly over your head. When both are dead, help yourself to three more Fierabras Balms and approach the force field for a congratulatory message. Go over to the SW corner where a platform has lifted and hop down the floor hole for SECRET #17. Pull back out, go up the steps on the other end of the room and into the W room (the door opens automatically) where the anubis ninjas were quartered. Step into the NW containment field for SECRET #18 and go back downstairs.

 

You can now enter the force field without fear and press the action key to move the glass door aside. Step inside the cylinder and press the action key again to ride up to a bridge. Go to the next cylinder and repeat to be taken up still higher. Take a few steps forward and you'll be surrounded by deadly lasers. Note that the upper bars flicker on and off. Save your game and time a swan dive through the gap by pressing the action, walk and jump keys, followed by the up arrow key.

 

Boldly pick up the Fierabras Balm and the seated she-wolf will come to life and attack. When she dies the lasers disappear, but before leaving get behind her throne and push it away from the BASTET HEART. A gazebo descends from the ceiling, so get inside and ride up to the outside area. Turn around and run W toward the pool, drop down at the end of the bridge and run E to The Nexus. Turn left and use the Universal Key to lower the stone wall to your left. Enter the passage and turn left at the wall. Go around until you reach an alcove where you can place an Inca Idol on the plinth. Continue going around and around in a clockwise direction until you come across another alcove where you can place the other Inca Idol. Bars lower so that you can embark upon your final adventure.

 

MORGANA'S CASTLE UNDERGROUND

 

Continue running in a clockwise direction until you reach the opening where the bars lowered. Continue through a fixed camera around several corners until you reach a cavern with shallow but deadly water. At the entrance turn right and take a curved running jump into the SE corner. Walk around the corner into an opening for SECRET #19 (the MIDGARD SERPENT) and pull up E into a cramped area. Follow the N passage to an opening farther along the deadly pool. Look left to see a receptacle, but for now take a running jump to land on the central platform.

 

Approach the central stand that you may have noticed earlier, face N and place Triton's Trident on it. Walk back W toward the receptacle to give yourself some distance, face the elongated stand and use the Mjolnir for some fancy pyrotechnics. Debris has fallen from the cave ceiling, giving you a way to reach the W receptacle and place Seth's Heart. Jump back to the central platform, make your way to the N receptacle and place the Bastet Heart. Finally, hop over to the E receptacle you noted earlier and place Mordred's Heart to purify the deadly water.  

 

Run past the N receptacle and turn left at the wall to find a W passage  Vault up inside to trigger what appears at first glance to be a three-minute timed run. Continue around the corner into the next room, take ALADDIN'S LAMP from the plinth, turn back to your left and stand on the flat surface NE to use it. Wait for a sequence of on-screen dialogue to run its course and follow the floating head S and then N down to a waterfall. Walk around right through a fixed camera, wait for the magic carpet to arrive and hop aboard. Turn around to face E, press the action key and take a seat while you enjoy the exit sequence.