POOSAY OPS GREEK ADVENTURE REDUX
Level by Shadoofus
Walkthrough by José.
Colors: pickups – necessary items – enemies
[Note:] If you find the three hidden secret weapons, you'll be able to get access to a short bonus level when you finish the first level. [End note]
LEVEL 1 - ANDY'S TOWER
Starting Room
Pick up the small medipack in front of you, turn left and pull the wall switch to open the door in the SE corner; there's nothing in that niche, but only the omega sign (a hint?); anyway climb the S ledge above the switch from the right side and place the movable block on the tile with the omega sign; now go to the NE corner and do the same with the other movable block: two trapdoors raise in the N wall when you place the blocks. Climb the sloped block in the E wall, turn around and take an angled standing jump to grab the raised trapdoor in the N wall, jump to the NW corner, grab the crack, shimmy right and pull up.
Optional to get the first weapon later: pull the timed switch to raise another trapdoor at your back, run off the edge, slide and jump in last moment to grab the timed trapdoor (not easy), pull up, climb the tall pillar and pull the switch to raise trapdoors somewhere. Now take a curved standing jump to land onto the ledge under the niche in the S wall, climb, pick up the Golden Key, drop, take a running jump to grab the ledge in the SE corner with the keyhole, use the key to open the door in the E wall and take a standing jump to get there.
Without the weapon: ignore the switch, drop/grab the edge of the slope, shimmy right, pull up in the SW corner, take a running jump to the E sloped ledge, climb the niche to get the Golden Key, drop, take a running jump to grab the ledge in the SE corner with the keyhole, use the key to open the door in the E wall and take a standing jump to get there.
First Weapon (1/3)
If you pulled the timed switch before, drop/grab the edge of the spiked pit, shimmy left to the corner, drop, walk through the spikes, pick up the carbine clips, drop through the hole to your left and in the next room pick up the KS-536 (Shotgun) and a large medipack; pull the switch to go back to the starting room, climb the nearby block in the E wall and climb the opening with the door you opened with the key.
Pool Room with Centaurs
Anyway take standing jumps onto the breakable tiles trying to avoid the swinging blades and in the next room shoot several gorillas, climb the lower block in the NE corner and run and jump all around the room in a clockwise direction using the tall blocks until you can take a last running jump to grab the high E ledge with the switch, pull it to open a door below and to release two rats. From this ledge you can take a standing jump NE to the ledge above and pull the switch here to move a block and to make things easier for later. Jump back to the ledge with the first switch, take a running jump to the pillar with the small balustrade attached to the S wall and to get an extra item take a running jump (no grab) to the niche with the skeletons in the SE corner to get a small medipack; drop down to ground floor, shoot the rats and locate the door you opened near the SW corner.
The Bronze Key
Enter and note the closed door with the receptacle (1) (for later), continue to find another pool room; from the entrance, shoot the crocs, climb the block to your right and take a running jump to grab the E block, another one to the block in the corner and a last one to reach the block with the switch; pull it and take a running jump W-SW to land onto a sunken block in the water, from here take a running jump SW to a similar block, take a standing jump W, climb the block and pull the switch, drop and take a running jump SE to another of these sunken blocks, take a standing jump W, a running jump E, turn around, slide backwards, grab the edge, shimmy right a bit, pull up and take a backflip with twist to grab the edge of the ledge with the shotgun shells and the small medipack, take a standing jump SW to another sunken block, shoot the croc from here if you can and jump to the S balcony; advance and pick up the Bronze Key between the spikes; jump into the water and swim back to the first pool room with the centaurs.
The Golden Key
Again, climb the lower block in the NE corner, take a running jump to the W block but this time jump/grab the crack in the N wall, shimmy left, pull up in the corner and jump back over the small balustrade landing on a ledge with a switch, facing the switch note the keyholes (2) to your left (for later), pull it, drop down and locate the open door in the NE corner. Enter, slide down the ramp, shoot the lion and continue past the keyhole (3) to find a closed door with a switch; pull it to open the door, enter and jump back and forth onto the slope to grab the ledge above, pull up and continue climbing until you find a wide slope with a spiked pit at its bottom. Slide down the ramp from its center and jump in last moment onto a safe rock; if you want you can slide down the slope to your left losing some health to get shotgun shells and carbine clips between the spikes; anyway, from the safe rock take an angled standing jump to grab the crack, shimmy left to the very corner, drop down, drop/grab the edge of the spiked pit, drop down from a corner, walk through the spikes and pick up the Golden Key. Now go all the way back to the place where the keyhole (3) is the way you came using the crack and the flatter part of the wide ramp. Use the key to open the door to your right, advance and slide down backwards the slope to minimize damage.
The Divinity Key - Second Weapon (2/3)
In this area shoot two gorillas. From the ledge with the keyhole next to the pool climb the upper ledge, take a running jump S onto the small stairs, pick up the small medipack, the Greek Chalice and pull the switch to open a nearby door; jump back to the high ledge and take a running jump to grab the niche with the open door. The "wall" in front of you is really a movable block. In this area there are three movable blocks to move and place them on the omega tiles (it's optional to get the second weapon), so start by push this block 1 three times to the NE corner (there's an omega tile there), then go back to the entrance and pull block 2 once to the N; go around and pull block 3 once to the W, now you can push block 2 once to the S (its original position) and once to the W between the pillars, go around clockwise and push it twice onto the W omega tile; finally it's easy to move block 3 onto the remaining omega tile: pull it twice to the E, go around the pillar and push it once to the corner. The E door opens and you can pick up the Divinity Key. Go back outside and make your way to drop down to ground floor. Use this last key in the NW keyhole and a door opens in the pool, swim to a room with 2 X parabellum clips, a small medipack and the Dual Uzis. Swim back to the previous room.
The Generic Key
Now go up the W passage, shoot the lions, go to the SW corner and climb to find yourself at the other side of the grate, run up the stairs and from the first floor of this room jump to the first block, shoot the bats, take a running jump to the sloped ledge, grab the edge, shimmy left, pull up, jump back, shoot another bat and continue running/jumping/climbing clockwise until you reach the high ledge in the W wall; pull the switch to move a block somewhere and make your way to go back to the room with three movable blocks (easy; start by dropping from the corner onto the first block below). Once in this room go to the SW corner and climb. In the next room shoot the bat and the rats, climb the E ledge and pick up the Generic Key.
The Third Weapon (3/3)
Optional to get the third weapon: climb the opening in the NW corner, time the teeth doors, climb the block in the balcony, take a standing jump to grab the upper ledge and continue running/jumping over the holes to the very end to get the AutoMag III (magnums) and magnum clips. Now you need to go back to the room where you got the generic key, but unfortunately I was not able to go back there the way I came; what I did was take a running jump to grab the previous ledge, situate Lara facing NW and run off the edge diagonally and with grab to land onto a safe ledge below; from here you know what to do to go back to the room with the three movable blocks (you did it before).
Using the Keys
This time climb the S opening, pull the switch to open the door and continue to a familiar area; go always right and use the flatter ledges in the wide slope to get back to the main room with the centaurs. Again, climb the lower block in the NE corner, take a running jump to the W block, jump/grab the crack in the N wall, shimmy left, pull up in the corner and jump back over the small balustrade landing on the ledge with the switch, jump onto the slope, grab the edge, shimmy left and you are on the ledge with two keyholes (2); use both keys to open the door below, go there, enter and pick up uzi clips, magnum clips, a large medipack, the Cupcakke Artifact and the Gold Bar, exit, shoot the centaurs and go through the SW opening to find the receptacle for the golden bar (1). Open the door and slide to a pool room with big double doors.
Pool Rooms
There is a large medipack on the central ledge in the pool, don't try to jump over the W slope (spiked pit) but climb the S block and take a running jump to grab the spiked ledge in the SE corner, pull up and continue taking running jumps clockwise around the room (losing health in the spiked ledges) until you reach a high ledge with a switch; pull it to move blocks in the W wall revealing an opening and jump back there. Before you proceed through the opening, take a running jump to the NE balcony to get a second Greek Chalice; drop down and jump from the slope over the spiked pit.
The Harp
In this final room climb the block in the SW corner and continue jumping/climbing until you reach the high ledge with the switch in the S wall (note the closed door (4) on your way up), pull it to move a block in the pool, jump into the water, locate the underwater lever in the S side of the central pillar and pull it to open the double gates above; go there to see that the exit is blocked. Look for a movable block in the wall to your right, pull it once and climb it to pull the switch above, now climb back up as you did before to the ledge with the now open door (4), enter and in the room with the five wall switches pull (from left to right) only the second and the fifth (both with the Ω sign not inverted) to open a trapdoor somewhere. Jump into the pool and first swim through the NE passage to get the Decorational Harp.
The Scion
Ignore the other underwater passage and go back to the room with the spiked pit, climb the flatter part of the slope in the NE corner and take a running jump with grab to go back to the E pool room, use the harp in the statue (NE corner; no collision here; trespass the statue and do it facing against the solid wall) to open the double doors, run up the ramp, use the crack in the wall to save the pit, time the swinging blades, take a running jump to save the next pit, time the next swinging blades jumping over the rolling boulders and place the cupcakke artifact in the receptacle with the spikes (again without collision) to open the next doors; finally run up the next ramp and pick up the Scion (*) from the plinth: a camera shows where to go.
Now you need to go all the way back to the pool room with the spiked pit as you did before: the W opening with the movable block you used to pull the high wall switch is now unlocked. Enter, advance W and approach to the blue doors to finish this level.
(*) Hidden passage after you get the scion: walk down the ramp and near the left (N) edge look down to see an opening in the darkness down below; from the bottom of the ramp (just where the floor is being flatter) face NW and take a running jump over the sloped bock attached to the wall to land onto a safe ledge just to the left of that opening (it could require several tries), jump through the opening, advance avoiding the rolling boulder entering the passage to your left, pull the movable block once, fall into the next corridor and be prepared for a very hard task running and jumping onto breakable tiles a very long way. I was trying to follow that route dozens of times, but finally it was too hard for me, so I decided to abandon this kind of nasty gameplay. I think this passage will take you back to the room with fires on pedestals you've visited earlier, and you can go back to the final room thanks to the open trapdoor you've opened in the room with five wall switches, but I'm not very sure...
LEVEL 2 - JIAFEI'S COUNTRYSIDE MANOR
A Key and a Keycard
Exit the library and go left, note the keyhole to your right and in the next room note that the bookcase between the bears is movable, pull it twice, enter the room and pull the wooden crate in the corner to get the Golden Key; exit and go left (W) to use the key, enter and go straight ahead down the stairs to the basement, the block with the face just to the right of the entrance is movable, pull it once, climb it, turn left and pull the block in the NW corner to get the Security Keycard; run up the stairs back to the upper floor, pull the switch to open the E door, enter and use the card in the receptacle to open a door somewhere.
The Mask
Exit and go to the room with two bears, continue E and pull the wall switch to open the door in the corner if you want, but I found nothing in this bathroom. Run down the stairs to find the open door and once outside go to the niche with the flowerpot in the SE corner and pull the switch to turn off the fire in the fireplace of the starting room, go back there to pick up the Anti-Da Boys Mask. To finish the adventure go back outside to the gardens and advance N.
October – 01 – 2025