TR4 GOLD (Fan Project)

 

Levels by Cowboy (Michael Allan)

 

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

 

 

Level 1: MARIE LAVEAU'S SECRET

 

After a series of introductory flybys, begin in an amazingly clean street in downtown New Orleans near a graveyard. Run forward to the gate to the graveyard, turn right and shoot the trash container next to the bench for flares. Continue toward the parked car, vault up onto the trash bin on the right and jump up to shoot the railing that surrounds the upper balcony. Jump to grab it, pull up and do the same with the next balcony. Jump there, shoot the N railing and jump across the street to grab the graveyard wall at a break in the bars. Pull up, drop down the other side and shoot the waiting wolf.

 

Go to the SE corner and pull up onto the monument for shotgun ammo. Shoot a bat, hop down and go to the N wall to find an fenced enclosure with a floor lever that lowers a nearby block and releases another bat or two. Just S of the floor lever is another fenced enclosure with an urn you can shoot for uzi ammo. Enter the N passage where the block lowered and up to a mausoleum. Open the sarcophagus for a large medipack and time the steam reach-in switch to turn off the flames in the opposite reach-in switch. Use it to open a gate inside the graveyard, return there and shoot a wolf. Avoid the blade-trapped trenches and find the opened gate leading to the E section of the graveyard.

 

Run forward, note two statute mounts, each with a reach-in switch that can't now be used because of the floor holes, and go back to the central obelisk. Pull up onto the adjacent monument and shoot the small container for a small medipack. From there, jump SE onto the next monument for a cut scene of a floor lever. Hop down, go to the SW corner for flares inside a fenced enclosure and use the nearby sloped monument to reach the upper wall for uzi ammo. Hop to the ground, go to the SE corner while watching out for those blade-trapped depressions pull up onto the monument with the candles. Jump to grab the sloped roof and shimmy left until you can pull up and back flip over a gap in the fence.

 

Push the floor lever to raise a block next to one of those reach-in switches you noted earlier, get down and go to the NW corner of this section. Push open the double doors and shoot a bat inside the mausoleum. Stand on either side of the flame-protected reach-in switch, jump up when the flames subside and use the switch to raise the block beneath the other reach-in switch outside. Exit, shoot a wolf and use both switches to move aside the crypt between them. 

 

Drop down to an underground passage and follow around to find in the wall alcoves the PARK KEY, crossbow arrows in a jug and a tablet entry listing the objects of your quest, then continue to a room guarded by several baby spiders. Note the closed door and, as there's nothing more at the moment to do here, exit to the graveyard via the ladder and head past the opened gate into the W section. Go to the SW corner and use that block to climb onto the wall. Safety drop past the gap in the fence and shoot the waiting wolf. Follow the street W and S and find the receptacle for the Park Key on your right.

 

Open the gate, enter the park and shoot a couple of bats. Look left of the entrance for crossbow arrows, go around to the other side of the central statue and push the button to lift the statue and activate a flame blower and two steam blowers on the adjacent sides. Wait for the steam to subside, use the reach-in switch on the N side, then go around to the S side and do the same (the flames go out). Shoot a baby spider and use the third reach-in switch to grab the ROOSTER FEET and lower the statue once again. The S gate is now open, so go on through for a level change.

 

Level 2: MARDI GRAS MAYHEM

 

Turn right, run to the end of the street and for maximum kills shoot the two containers to release a bat. Return to the intersection, turn right and two wolves will awaken. The container at the end contains shotgun ammo, and there's more shotgun ammo at the other corner. Return to the intersection, loop around right into the next side street and shoot the container for crossbow arrows. Back to the intersection, turn right and find an open doorway just past the parked car.

 

Enter an enclosed room, shoot a wolf and back flip onto the NE slope. Jump off to grab the balcony, pull up and run forward to trigger a cut scene of a lurking baddy. Go around the corner, jump over the railing and watch a flyby that shows the route to your next objective. Take a running jump to grab the red awning, pull up and turn right to jump over to the next balcony. Go around the corner to a dead end, hop over the railing into an alley, back flip onto the slope at the end and jump to grab a higher slope. Shimmy left, pull up and back flip onto the facing slope. Jump off with a left curve to land on the roof and go to the other end for flares.

 

Slide down W and stand jump from the N side onto the balcony across the street. Go around the corner and hop over the railing to attract the baddy you saw in the cut scene. Continue around the next corner, shoot the wooden door and enter a small room to find the SHOTGUN on a chest and a small medipack in a corner alcove. Shoot the S door and loop around right for shotgun ammo. Follow this section of the balcony to the E wall and safety drop (or climb down the lattice) to a dining area. Go through the NW opening and use the reach-in switch on your left to open the gate to the street and another gate nearby. You have more work to do here, however, so return to the dining area and use the lattice to climb back up to the balcony.

 

Reverse roll and take a running jump past the opened gate to grab the small corner balcony. Pull up, climb the lattice, grab the roof and shimmy left around two corners. Pull up for a cut scene of a lurking baddy and stand jump forward onto the roof. Shoot an assassin who looks like he's dressed for a masquerade ball and go over to shoot the white-suited baddy across the way. Go around to the NW corner of this roof to trigger an informative flyby and stand jump down to the NW balcony. Shoot the waiting baddy, then the railing at the N end of the balcony, hang from the edge and shimmy left to pull up onto the facing balcony.

 

Open the green doors to crash a jazz band practice session inside. Take the small medipack from the alcove chest for SECRET #1, the shotgun ammo from another alcove chest and linger a while to listen appreciatively to the jam session if you like. Return to the N-S balcony the way you came, go to the break in the railing and take a running jump W across the street to grab the roof of the next building. Shimmy right around the corner past two awnings and drop onto the balcony. There's no break in the railing here, but you can take a running jump against and past it to grab a railing break in the N balcony across the street. Find and activate the jump switch on your right that opens the nearby door.

 

There's a baddy patrolling inside, but there's a protective wire fence separating the two of you. Make your way around the walkway past the boxes to the N wall and shoot the container in the corner for uzi ammo. Drop to the floor and climb over the crates in the NE corner for shotgun ammo. Find the pushpiece behind a crate against the E wall and pull it once so you can go around it and push a floor lever to open a gate up above. This allows the baddy to come through, so be prepared to do battle as soon as you jump from a crate to grab the catwalk and pull up. Make your way past the swinging chains to the opened gate, enter the new section and find a container at the SW corner with more uzi ammo.

 

Drop to the floor, look for the container in the shallow pool and draw the shotgun. Hit the look key and the down arrow to shatter the container and hop into the water for crossbow arrows and a large medipack for SECRET #2. Pull out and go to the NW corner to find a container you can shoot for flares. On the row of crates near the SW corner is a skull pushpiece. Move it to one side and step into the opening. Hop down for a flyby of the room ahead and go around to the N or S wall. Take a running jump over the railing into the central section, shoot the baddy and take the large medipack from the blade-trapped plinth. Get down to the floor and search the lower area for uzi ammo and shotgun ammo. Pull up onto the walkway near the SW corner, jump to grab the nearby crate and ledge jump up to grab the corner ledge. Pull up and take a running jump NE onto the roof of the central area.

 

Jump over to the crates against the S wall and stand jump slightly SE to grab the wall crack. Shimmy left to the corner and ledge jump back to land on the walkway against the E wall. Run past the ladders around the next corner, shoot the container and pick up crossbow arrows. Go back and climb either ladder to reach an upper walkway. Look for the ceiling monkey bars and jump up to grab them. Monkey swing W toward three flame blowers and time your way past them. Drop down at the end and turn to engage the assassin who was following close behind. Enter the next room and shoot the container for uzi ammo, approach the small chest for a new tablet entry and take the SHRUNKEN HEAD and the CROWBAR from the blade-trapped plinth. Exit this room for a cut scene of the assassin and baddy waiting on the central roof below. Run off the edge to deal with them, get down to the lower walkway and find the crowbar switch near the NW corner that opens the adjacent door leading out to the street.

 

Exit and loop around left to find a ladder. Climb up to a ledge and take a running jump to the awning across the street for shotgun ammo. Drop to the sidewalk, run E and turn left into an alley. Look for a pole in an alcove to your left, climb up and back flip to an upper ledge. Approach the N railing for a remote cut scene, then go the other way and hop SW over the railing onto an awning. Stand at the SE corner, save your game and take a banana jump with a left curve past the wire mesh barrier onto the E balcony. Push open the double doors and search the small room for uzi ammo and the UZIS for SECRET #3. Exit, look left for crossbow arrows and make a return banana jump W onto the awning.

 

Hop over the near railing, shoot the N railing and take a running jump NW onto a balcony. Shoot the railing at the far end, jump to the sloped awning and continue with a running jump onto the N balcony. Pull the chain to open a door below you, jump back to the awning and shoot the waiting baddy. Safety drop down to the courtyard and enter the N room to find a pushpiece. Pull it into the courtyard and move it W onto the marked tile for a cut scene of the closed door in the previous room. Use the reach-in switch in the S wall to hear the sound of a door opening, sidestep right and open the crowbar door to find another pushpiece. Pull it onto the marked tile behind you to open the door in the N room.

 

Go there and proceed down the ramp to a lower room with four reach-in switches. The one in the W wall opens a coffin to reveal another reach-in switch to your right. Time the steam blower for a small medipack, then use the left reach-in switch in the N wall to reveal a harmless skeleton. Skip the switch to your right for now and use the E reach-in switch to reveal a narrow opening that leads to yet another reach-in switch. This one opens a trap door at your feet and retracts spikes as you drop next to shotgun ammo. Pull out and use the last reach-in switch near the NE corner to move aside the coffin to your left. Go through the narrow opening to trigger a brief cut scene of the lounge ahead.

 

Shoot two baddies and vault up E. Search the curtain alcoves for a small medipack and uzi ammo, hop down and find a SW grate next to the bar that you can shoot. Enter the crawl space and flip out into a cellar. Activate the S jump switch to lift a gate and return to the lounge. Shoot a baddy and go up the stairs to a brief fixed camera. Shoot the assassin and go to the NE chest for uzi ammo. Shoot the nearby railing at the corner to get it out of your way and stand jump NW to grab the wall crack. Shimmy left to the crawl space where the gate lifted, pull inside and crawl to the other side. Turn around and lower Lara down to a ladder, climb down to the bottom rung and release to engage a baddy in the room below. Take the MUSIC BOOK from the small chest and a block lowers behind you.

 

Exit to the stage and loop around right to place the Music Book on the stand to lower another block in the previous room. Go there and take the TONGUE from a plinth that's guarded by two blade traps (so immediately hop back twice to avoid them both). Go around the spiked skull into the E room and avoid the sunken blade-trapped tiles as you make your way to the curtained E opening and use the reach-in switch in the next room. The N opening leads to a small medipack if you care to brave the blade traps (you can trigger them safely by rolling over a corner). The S opening leads to a similar room guarded by a bat.

 

There are no side rooms here, so continue past the next S opening into a passage guarded by two flame blowers. Time your way past them and shoot a baddy posted around the corner. Get past another flame blower and two spike skulls, shoot two bats and continue to the exit room. Go around the flame blowers and wait for the flames to subside before pushing the floor lever. Side flip left and enter the E passage where the door lifted for a level change. 

 

Level 1: MARIE LAVEAU'S SECRET (revisited)

 

Shoot the object in the SE corner for a small medipack, pull the chain for a flyby through the adjacent chapel (the E door has also opened) and go there. Head to toward the S end, note the floor hole and shoot the SE object for shotgun ammo. Push the button in the other corner to raise a trap door in the floor hole and find the nearby pushpiece. Move it a few times into the blue light shaft, go to the N side of the chapel and push the button next to the cross so you can access a second pushpiece. Pull it three times into another blue light shaft, go to the NW corner and pull the final pushpiece three times to create a small explosion and move aside the central coffin.

 

Drop down into the revealed floor hole for the HEART, pull back out and exit E to the graveyard. A brief flyby tells you that enemies are waiting there. Run forward past the opened gate into the E section, engage five baddies and pick up the shotgun ammo and uzi ammo dropped by two of them. Pull up onto the taller monument NE of the gate (not the one with the candles) and jump NW to grab the roof of the building. Pull up to find a crowbar switch that lowers a nearby block. Get down, enter this same building via the N doorway. Hop down where the block lowered and continue to a lower room for a small medipack and shotgun ammo. Open the sarcophagus for uzi ammo and SECRET #4, exit to the graveyard and do battle with a demigod.

 

Pick up the dropped large medipack and go to the far E room past an opened gate. Shoot the smaller objects for shotgun ammo and to release a bat, open the E crowbar door and enter the next room. Search the sarcophagus for shotgun ammo, shoot the corner objects to release a spider and to reveal a small medipack for SECRET #5. Exit to the graveyard, find the floor hole between the two buttons you pushed earlier and drop down to the underground passage. Follow to the room with the closed door and place your collected items in the four wall receptacles: the Tongue, the Rooster Feet, the Shrunken Head and the Heart. The door rolls away, so go on through to start the next level.

 

Level 3: GRAVE DANGER

 

Run forward to awaken two bats and shoot the jars against the bars for a large medipack. Enter the W side room and take the SHOTGUN from the blade-trapped plinth as doors open and two mummies are released. Evade them while grabbing flares in the W alcove and go through the adjacent W doorway into a lava room where the mummies won't follow. Save your game and use the reach-in switch to trigger a flyby and release a wraith. Turn right, take a running jump to the next corner ledge and quickly hop up NW past the opened gate and into the passage before the sleeping mummy can fully awaken.

 

Time your way past the spike trap, turn right and run past yet another mummy, time a running jump past the scissor blades onto a block in the lava and take a running jump into the E opening past more scissor blades. Turn left into the N side room and avoid the sunken blade-trapped tiles while the wraith self-destructs against the bird statue. Enter the W side room and search the sarcophagus for uzi ammo. Shoot the containers if you like to release a poisonous spider. The statue in the N alcove is a pushpiece. Push it two times to reveal a plinth with poison arrows for SECRET #6.

 

Exit to the room with the sunken tiles, continue into the E passage and hop down into a hallway on the other side of the bars you saw at the beginning. Go there and shoot the container for a small medipack. Head toward the N end of the hallway and trigger a brief flyby of the area ahead. Go down the steps, angle right past the column and pull the chain in the NE alcove to open a gate elsewhere. Go to the SE alcove, shoot the container for uzi ammo and go back upstairs. Loop around left past the opened gate and awaken a mummy who's immune to the many spike traps you've triggered. Go around the corner, shoot a spider and pull the chain to open another gate. The nearby container hides another spider.

 

Exit past the mummy and the opened gate. Stand near the W wall torch at the top of the steps and take a running jump NW over the railing to land next to another awakened mummy. Go past the opened W gate, turn left and open the crowbar door. Pick up crossbow arrows, shoot a bat and exit quickly. Continue W along the passage but stay left to avoid a spike trench. Shoot a spider, open a second crowbar door to your left and enter past the scissor blade trap. Go around the flames for shotgun ammo, exit and jump N over two spike-trapped floor hole to a room with shallow water guarded by two mummies. Wade past them and pull up into the S opening. Get past the scissor blades, side step around the floor hole and search the sarcophagus for shotgun ammo.

 

Exit, wade over the the N opening and pull inside. Shoot the middle container for a small medipack (the jars are empty) and jump over the water into the SW opening. Get past the scissor blades and stand next to the chain facing the opening. Save your game for a timed run, pull the chain and run past the scissor blades. Take a running jump as far E as you can, wade to the E steps and run forward. Turn left into the passage, slide down and jump forward past the timed gate into the next room (if you miss and slide back down, you'll be spiked when the timer runs out). Shoot the bats and search the W sarcophagus for a small medipack. Pull the chain in the N alcove to raise a block behind you and release a horde of beetles, as well as a spider or two.   

 

You can get rid of the beetles by going past the statue in the NE alcove and watching them fall through the drain. Get on the raised block and take a running jump to activate the S jump switch. The W gate opens, so go on through, take a running jump over the spike traps to land in a floor hole, pull out and wait for the flames protecting the crowbar switch to subside. Quickly activate the switch to open the W door and hop back to avoid the blade trap. Go W up the ramp to pull another chain that opens a door elsewhere. Run back down the ramp as two spike balls are released and take refuge in the corner to your left until they drop into the floor hole. Exit E past the spike traps, turn right in the room with the raised block and slide down to trigger the spikes mentioned earlier.

 

Wait until the spikes retract, run forward and stand jump into the higher corridor. Continue S past the opened door and  pull down the wall switch to lower a block that's near at yet so far away. Exit, go down the W steps toward the drained trench and turn left into the S opening. Jump over the spike holes, loop around left into the N side room and pull the chain to raise a block elsewhere and release a wraith. Grab a TORCH from the plinth, exit, turn left in the passage and go past the opened gates to the bigger steps you encountered earlier. Go down to the bird statue in the N alcove, wait for the wraith to self destruct and go back up the way you came.

 

Drop the torch for a moment, search the SW sarcophagus near the top of the stairs for shotgun ammo and continue into the E-W passage. Turn left into the far crowbar-door room past the scissor blades and light the torch on the flaming block. Exit, turn right past the pursuing mummies and go back down the the bigger steps. Leave the torch near the bird statue where you can easily find it again and go back up the steps. Loop around left into the spike-trapped room and turn right into the E passage to trigger a brief flyby. Continue into the next room, shoot the SE container for uzi ammo and go to the E wall near the NE corner. Jump up to shoot the barrier, grab the opening and ledge jump up to grab a higher crawl opening.  Shimmy right, ledge jump up once more and pull up between the candles into the crawl space.

 

Shoot the barrier ahead and crawl around the corner to where you can stand up and shoot two spiders. Continue past an opening occupied by a skeleton and come to another crawl space. Enter it, shoot the NW barrier across the way and hang from the edge. Ledge jump up to grab the higher opening, shimmy right around the corner and drop to grab the opening you created by shooting the barrier. Pull into the crawl space and shoot two more spiders when you can stand up in the passage. Continue around to another crawl space and hang from the edge once again. Ledge jump up and pull into the crawl space. Turn around, get up on one knee and shoot the barrier across the way in the E wall.

 

Hang from the edge, ledge jump up once again and pull up into an alcove near the ceiling. Take a running jump into the NE alcove, take another running jump into the SE alcove and take a final running jump and grab slightly SW to grab the opening and pull up near a chain that opens a nearby gate. Take a running jump and grab back to the NE alcove, pull up, turn around and jump across slightly NW to grab the alcove with the candles. Pull up, take a running jump NE to the opened gate and for a secret, ignore the chain inside for the moment. Hang from the edge, drop to grab the crack and shimmy right around the corner. Pull up into the E crawl space for the CROSSBOW and a large medipack for SECRET #7.

 

Go back the way you came, ledge jump up to grab the N alcove, pull inside and now you can pull the chain to raise another block elsewhere and release a wraith. Turn around and jump back into the SW alcove. Hop back, grab the edge and drop-grab three times so you can safely drop to the floor next to a waiting mummy. Exit W to the spike-trapped room, pick up the flares, turn left and search the sarcophagus for crossbow arrows. Continue past the opened gate around to the bigger steps. Go down to the bird statue and await the inevitable result. Your torch should be nearby, so pick it up and light the two wall sconces on either side of the bird statue (which you couldn't do earlier because of the floor holes in front of them). The gate between them swings open, so leave your torch here and save your game for a fairly easy timed run.

 

Slide down the slope toward an oil-filled trench as the timer begins. Jump off near the bottom and wade to the other end. Pull out before the oil is ignited and pull up onto the statue block on your right. Take a running jump into the nearby enclosed area and shoot the containers for shotgun ammo. Jump back, do the same thing on the other side of the trench and collect a small medipack. Return to the N passage and run forward to trigger a flyby through the room ahead. Time the rotating flame blowers and shoot two containers for a large medipack and shotgun ammo. Then, locate and use four reach-in switches to open their corresponding doors and also to release two mummies.

 

The clue on the N wall warns that you must pull only the two wall switches identified as I (SW corner) and III (SE corner). Do so and the central sarcophagus slides aside, so drop down into the revealed floor hole and push the floor lever to open the N gate. The flame blowers are also extinguished, so pull out and enter the N side room to find the ARAWAK IDOL ARTIFACT on a plinth. Spikes begin to spiral down from the ceiling, so quickly enter the E alcove and push the angel statue away from a jump switch that eliminates the mummies and opens the W gate. Head up the stairs for a tablet entry and continue forward to finish this level. 

 

Level 4: BORN ON A BAYOU

 

Proceed S past the open gate, turn left and shoot the wooden slats blocking a crawl space. Enter, shoot two wild boars and the E crate for shotgun ammo. Jump to grab the N wall crack, ledge jump up to grab a higher crack and shimmy right. Pull up onto a wooden walkway, go around to a pushblock and push it over the edge into the courtyard below. Drop down after it and engage two more wild boars. Hop into the central floor hole for revolver ammo and for maximum kills shoot a SW barrel to release a bat. Return to the pushblock and push it W so you can use it to reach the SW balcony via a break in the railing.

 

You can turn left and shoot a wooden barrier in front of a window, but there's nothing else to do over there for now. Stand on the raised slab near the spot where you pulled up and jump up to grab the monkey bars. Monkey swing W through a fixed camera, turn left into the opening and drop down to shoot a trio of bats. Shoot the wooden slats in the fireplace and use the revealed reach-in switch to attract possibly another bat and to release a horde of beetles. Exit to the S room, turn left and jump over the floor hole to the window alcove. Watch the beetles fall down to the lower floor and wait a few seconds for them to dissipate before dropping down after them.

 

Note the E wall switch and go to the W window. Activate the disguised jump switch in the alcove for SECRET #8 and enter the enclosed courtyard. Look for a large medipack NE and go to the wading pool. Shoot the wooden benches for poison arrows and a torn PHOTO OF GEN. BEAUREGARD. Jump into the water for crossbow arrows and exit the courtyard. Open the NW door and enter the next room to awaken two mummies. Grab the small medipack in the window alcove ahead and take the LASER SIGHT from the table near the E wall. Return to the previous room, go to the SW doorway and attach the laser sight to the crossbow. Shoot the submerged wooden slats, hop down into the shallow water and pick up an extra CROSSBOW. The nearby crate explodes to release another mummy, so wade over to the SW opening, swim inside and pull down the ceiling switch to raise a nearby block.

 

Swim back, pull out into the W window alcove and hop onto the raised block. Pull up through the ceiling hole to an upper room and pull down the wall switch to open the window on your right. Go out onto the porch you may have visited earlier and move the corner pushpiece into the room. Place it on the marked spot near the wall switch and the ceiling trap door opens. Use the ladder to climb up to the attic and spike traps will be triggered. Grab the shotgun ammo in the window alcove and time a run past the spikes to a safe spot. Pause for a small medipack in the E window alcove as two mummies approach and take the ENTRANCE GATE KEY from the N chest (screen shot of an outdoor gate).

 

Exit past the spikes as a beetle horde is released, climb down the ladder and hang from the nearby floor hole to get rid of the beetles. Pull back up, exit to the balcony and drop to the ground past the NE break in the railing. Head E toward the gate you saw in the cut scene and open it with your key. Step forward to trigger a flyby of the cabin community ahead. Jump into the water, swim to the first cabin and pull out onto the dock. Find a break in the railing where you can pull up to the balcony and shoot the crate for crossbow arrows. Look E to see a second cabin, jump into the water and pull out onto a flat spot at the S bank. Go around left and take a running jump through the leaf canopy onto the balcony. Pull the chain at the other end to raise a block in the water, side flip over the railing and locate the block under this cabin.

 

Pull out onto the block facing E and jump up to pull down the overhead trap door. Pull up into the cabin and shoot the SW crate for shotgun ammo. Shooting the NW barrel will release a beetle horde. Open the E door, step out onto the balcony and go to the N end. Jump NE over the railing onto the bank and duck until the locust swarm goes away. Look SW toward the canoe in the water and you can barely see a submerged barrel below the corner of the boardwalk. Shoot it with a crossbow arrow and swim over there for explosive arrows. Return to the N bank, pull out and jump up SE onto the balcony of a third cabin.

 

Kick open the door, get past the swinging chains and the mummy and shoot the N containers for a small medipack. Go against the central beam facing W, jump up to grab the crack and ledge jump back to activate a jump switch that lowers a rope outside. Exit to the balcony, jump to grab the rope, turn a bit left and swing S to jump off and land on the short boardwalk (being careful not to overshoot it, climbing up one rung from the bottom of the rope helps). Go toward the W wall, jump to grab the crack and shimmy right until you can ledge jump back onto the balcony. A mummy approaches, so evade it while grabbing crossbow arrows in the nearby alcove, then go back to open the crowbar door.

 

Grab the flares in the next room, side flip past the circular blades (which don't bother the mummy at all) and open the S door to trigger another flyby. Jump into the poisonous water, swim forward for uzi ammo and flares, turn right just past the flares and loop around the wire mesh until you can pull out onto a ledge. Shoot the crocodile if you like (it may lose interest in you and swim away into the lake) and jump up to open a ceiling trap door. Turn around and pull up into a room with the UZIS for SECRET #9. Shoot the wooden container for a torn PHOTO OF MARIE LAVEAU and grab uzi ammo in the NE corner. Return to the poison lake and swim back the way you came. Pull out E onto the bank near the NE corner and pull up S onto the nearby balcony.

 

Pull the chain at the other end to raise a block below you, drop onto the raised block and take a running jump W over the water to grab the boardwalk. Pull up, get up to the balcony and jump S onto the balcony of the adjacent cabin to release a locust swarm. Duck until they go away, go around the corner and shoot a wooden bench for a large medipack. Go back to the break in the railing and take a running jump SE down to the short boardwalk. Hop directly E onto the longer boardwalk and watch the central section explode. Take a running jump S for a small medipack and continue to the next E-W boardwalk. Walk, don't run, as three sections of the boardwalk lower in front of you and explode. Turn left and use the reach-in switch to raise a block behind you.

 

Run off the corner onto the raised block and take a running jump NW onto the next block. Jump NE onto the balcony, find flares in the far alcove and stand in the near alcove facing S. Jump up to grab the monkey bars and monkey swing over to the next cabin. Release to activate the jump switch that opens the door ahead as you land. Enter the cabin, shoot the barrel for a small medipack and side flip three times in quick succession past two sets of circular blades lest you fall into the poison water under the breaktiles.

 

In the next room, approach the NW column, watch it explode and release a swarm of locusts, duck until they go away and go behind it (mind the floor hole with a spike trap down below) for uzi ammo. Kick open the N door, exit to the balcony and take a running jump N to grab the next balcony. Pull up as you're joined by a mummy from the other end and get to the W door to the cabin before he does. Open the door, go inside and grab the NW shotgun ammo. Shoot the SE crate for uzi ammo, pull the chain to open the W door and exit to the balcony to trigger a flyby through the bayou.

 

Go down left to a break in the railing and shoot two crocodiles in the water. The water isn't poisonous here, but it's easy to become stuck in the collision near the cabin, so take a running jump NW onto the bank, shoot another crocodile lurking in the woods, note the ladders on the nearby tree and go where he came from for shotgun ammo. Return to the water, wait for a fourth crocodile to swim by and wade out NE for more shotgun ammo. There are three more crocodiles swimming around in the W section of the lake. You can swim toward them to get their attention, then retreat to the bank and pull out to kill them.

 

Return to the tree with the ladders and climb the N face. Shift right around the corner and drop onto the stub of a limb. Take a running jump E onto the limb stub of the next tree and continue with a running jump and grab to the next tree. Hop NE and take a running jump N to grab the limb stub of the next tree. Duck after pulling up to minimize health loss from the locusts. Use the reach-in switch for shotgun ammo, hop over to the W limb and take a running jump to grab the dangling rope. Turn a tiny bit left, climb up one rung from the bottom, swing and jump onto the limb of the next tree. Walk forward and take a running jump slightly NW past the trunk of the tree ahead to land on the far limb. Go around right and take a running jump N to grab the limb of the next tree, pull up and see that many more crocodiles have arrived in the water down below.

 

Get around to the other side of this tree and find a reach-in switch for uzi ammo, return and take a running jump W to grab the ladder on the next tree. Climb up to the wooden stake, shift left around the corner and drop next to a reach-in switch that lifts a submerged block. Await the arrival of a Tinnos wasp, jump SW to the next tree and use the reach-in switch to raise another block. Save your game for a tricky running jump SW down to one of the raised blocks next to the adjacent tree (hit the action key at the last instant to clear the jutting leaf). Shoot as many of the crocs as you can from this vantage point (I counted 7) and climb the ladder to the stake. Shift left around the corner and drop onto the limb.

 

Take a running jump E to grab a limb on the next tree, pull up and draw a powerful weapon to deal with two awakened Tinnos wasps. Face S and take a running jump to grab the first of two ropes. Turn a bit right and jump off SW to land on a branch of the next tree. Go around and use the reach-in switch for crossbow arrows. I found a direct jump SE to grab the next rope to be a little too tricky (you're welcome to try if you wish), so I jumped back to the first rope and used it to reach the second rope. Swing S and jump off onto a limb on the next tree, then jump SW onto the slope, slide and grab and shimmy left around the corner.

 

Pull up onto a flat spot and go through the opening ahead. Turn left and run across the wooden bridge to awaken another Tinnos wasp. Continue around the corner onto a thatched roof for shotgun ammo and safety drop from the SW corner near some flares. Approach the cabin with the warning sign and find a large medipack in the NW alcove behind a large plant. Jump into the pool and open the W underwater door for later. Wade out E and open the crowbar door ahead. Enter the cabin, turn left, combine the two photo pieces and place the SECRET LOVERS PHOTO in the N wall receptacle.

 

A ghostly figure appears behind you. Go past him (he'll soon disappear), pick up the REVOLVER for SECRET #10 and return to the pool. Swim into the W passage and loop around left for uzi ammo. Go back and loop around right this time for a large medipack, then continue W down the main passage and turn left to find a ceiling switch that opens a nearby trap door. Exit to the main passage, turn left then right then surface and pull out into a room with swinging chains. Hop over the crates into the NW corner for shotgun ammo, jump back over and make your way counterclockwise past the chains and search the N window alcoves for revolver ammo. Continue to a small room at the far SE corner for a small medipack on a chest and drag the headless corpse away from a trap door that obligingly opens for you.

 

Hop over the corpse into a water trench and wade past the skeletal remains, turn left and pull up into a dart-protected passage. Crawl under the darts to the E wall and use the reach-in switch to open a gate behind you in the water trench. Crawl back there and start wading W to trigger a spike ball. Don't stop, but keep wading until you reach the cave ahead and hear the sound of the pursuing spike ball being blown to bits. Ignore the spike-protected plinth and go to the flat portion of the E wall. Jump up to grab the disguised opening, pull inside and use the reach-in switch to disable the spikes. You can now return and safely take the CEREMONIAL SKULL from the plinth (cut scene of a new area).

 

Wade back along the water trench, pull out into the previous room and get past the swinging chains as you're beset by four werewolves that explode dramatically when they die. Exit to the outdoor area, go to the NE corner and find a crowbar switch that opens the N gate. Go on through to trigger a flyby through the bayou section you explored earlier. Swim N toward the reach-in switch you saw in the flyby. Pull out onto the bank and use the reach-in switch to acquire poison arrows. Turn left, walk along the bank as far as you can go and take a running jump onto a higher bank next to a plant-hidden opening. Go on through and follow the underground passage down to a familiar courtyard.

 

Someone is shooting at you from the upper balcony, so turn left and run under the balcony for protection. Use the pushblock against the adjacent building to reach the balcony the way you did earlier, shoot the baddy and pick up his dropped grenades. Get back down to the ground, go N past the opened gate and place the Ceremonial Skull on the plinth before the awakened mummies arrive. A block lowers behind you, so hop back into the floor hole and follow to an underground room. Place the Arawak Idol Artifact on the central plinth and watch the connected flybys as you're carried to the next level.

 

Level 5: PORT ROYAL, AHOY!

 

Your tablet is updated as the level begins (and the previous entries are deleted). Run all the way around the boardwalk, jumping as necessary, and shoot the crates for flares. Go back and shoot the wooden barriers, look NW down in the water and use the crossbow to shoot a crate in the corner just beyond the boardwalk. Drop into the water, grab the uzi ammo at your feet and swim to the NW corner for revolver ammo. Loop around right, open the underwater door and surface. Pull out into an enclosed room, shoot two bats and the nearby barrel for a small medipack. Vault onto the ledge and push the NE button to set off the fire extinguisher and open the S gate and the door to your right.

 

Go past the opened gate and veer left to avoid the steam blower and the barrel that rolls down the ramp toward you. Mount the quadbike and drive out onto the boardwalk. Turn right and use the ramps to clear the gaps, drive up the steps and loop around right. Continue toward the W wall and turn left to crash through the wire mesh barrier. A flyby reveals the route through the village ahead, so drive forward and turn right. Dismount after passing underneath the clothesline and walk into the connecting street to target and kill the baddy posted on the NW roof. Shoot the wooden barrel near the SE corner for crossbow arrows and head N down the street on foot.

 

Pull up into The Last Resort and approach the scissor blades guarding the opening ahead to trigger a brief flyby. Enter a courtyard, go around for a small medipack next to a water hole and climb the W lattice onto a balcony. Shoot the dog and baddy, pick up the dropped shotgun ammo and shoot the railing near the N jump switch. Wait for the flames below to subside, jump to activate the jump switch and roll upon landing. The N door has opened, so get past the scissor blades and swinging chain, shoot two bats and the corner crates if you wish to release more bats. Take the UZIS and the NITROUS OXIDE FEEDER from the small chests, exit this building and return to the quadbike.

 

Affix the Nitrous Oxide Feeder, drive N and crash through the wire mesh barrier. Continue up the winding steps to a balcony. Dismount and look SE to see a baddy posted on a balcony in the distance. You can take him out from here if you wish with the combined revolver and laser sight. In any event, go to the NE corner and shoot a section of the E railing across the street. Take a running jump to grab the opening, pull up and shoot the small jars for grenades and a small medipack for SECRET #11. Grab the uzi ammo in the corner, jump back to the previous balcony and go to the SE corner. Take a running jump to grab the roof across the street, pull up and run toward the E wire mesh fence.

 

Turn right and take a running jump S onto the balcony where the baddy was posted. Pick up the dropped large medipack and return to the balcony with the quadbike. Mount up, back up to the S wall and use the ramp to drive with speed (sprint key) to clear the gap and land on the roof across the street. Two baddies are in the room to your right, but if you remain on the quadbike in the corner past the doorway, they'll come out and self destruct. Dismount, pick up the dropped small medipack and enter the E room. Shoot the jar on the small chest for crossbow arrows and return to the quadbike. Shoot or drive through the W rails and drive with speed up the S ramp to land on the roof across the street.

 

Dismount, shoot the nearby rails if necessary and shoot the baddy perched on the higher W roof. Pull up for his uzi ammo, shoot the dog and return to the quadbike. For maximum kills you can go through the E opening and awaken two more dogs. Otherwise, mount the quadbike and drive through the S opening and up the ramp to the rooftop where the baddy was posted. Drive N with speed to land on the sloped roof with flame blowers (while the flames are out) and continue without stopping to crash through a wire mesh barrier in the next building and land in a small enclosed room. Dismount long enough to shoot the wooden barrel for uzi ammo, then drive through the N shutters and down the steps to an enclosed balcony.

 

Dismount and drop down to the courtyard. Shoot the nearby wooden crate for poison arrows and note the baddy patrolling on the other side of the wire mesh fence. Enter the NE store room for crossbow arrows and push open the disguised double doors to reveal the GRENADE GUN for SECRET #12 and 2 x grenades. Exit and find a diamond-shaped button on the back side of the crane to raise it higher. Use the ladder surface on the crane to climb up to the top. Take a running jump onto the W balcony, continue with a running jump over the S railing to grab the roof and pull up. Run forward, open the W door and go down the steps to the basement.

 

After the brief flyby, shoot the N wooden crate for shotgun ammo and find a crawl space beyond the crates at the SW corner that leads to a pushblock. Push it two times, turn right and push the floor lever to hear the sound of a trap door opening. Shoot the wooden crate to your left for a small medipack, go back the way you came and engage two dogs and a baddy. Climb the W ladder past the opened trap door and shoot another baddy. Pick up his uzi ammo and trigger two barrels poised at the top of the steps. Avoid the swinging chains and go around to the other side of this upper room to find a red button that opens a door downstairs. Shoot an alcove container for a large medipack, climb back down the ladder and go past the opened N door.

 

Follow to another door, open it and hop down into an alley. Shoot the baddy you saw earlier, go through the opening near the wire mesh fence and get past the scissor blades to find a floor lever. Push it to lift the fence outside, shoot a couple of bats and return to the alley. Head N to trigger a flyby through the area ahead and continue forward. Jump into the canal and find submerged flares. Pull back out at the same corner and return S to the courtyard with the crane. Pull up S onto the flat spot on the roof, mount the quadbike and drive down to the courtyard and through the alley. Turn left and use the ramp to drive with speed over the canal.

 

Dismount and shoot the baddy perched on the crates to your left. There are three white-suited baddies in this area, two on this side and one across the canal. Shoot the wooden slats protecting the baddies on this side and jump up and down while shooting to kill them. Get back on the quadbike and drive with speed over the ramp to land on the other side of the canal. Dismount, shoot the baddy perched on the containers and trigger a rolling barrel near the NE corner. Mount up again and drive with speed up the narrow W ramp to crash through the rails and drop through three breakable floors to an underground cavern. Pull up into the S opening and open the floor trap door.

 

Hop into the water hole and swim S to the end. Turn left into the opening and follow around for uzi ammo and an air hole. Go back, swim across W and down to a passage leading to a ceiling hole. Pull out, grab the small medipack and save your game in front of the timed chain. Pull it to lift the exit gate, back flip into the floor hole and turn left to swim into the E passage. Loop around right into the W opening, stay left and make a quick left into the S passage. Fight the current as you make your way toward and past timed gate to finish the level.

 

Level 6: DEAD MEN TELL NO TALES

 

Surface, pull out and shoot some bats. The W crate hides uzi ammo and the N containers hide poison arrows. Go to the S opening to trigger a flyby and hop down onto a ledge. Go around right for crossbow arrows. Shoot the container for a spare LASER SIGHT and take the CROSSBOW from the skeletal remains. Surrounded by these obvious hints, look around for something to shoot. Find the swinging chain beyond the NE opening and shoot the attached skull to open an underwater gate. Target and shoot two crocodiles swimming around below, jump SE into the window alcove for uzi ammo and jump into the water.

 

Swim past the opened gate into the NE passage, surface and pull out into a room with flares on a nearby table. Get behind the SE crates and shoot the barrel for shotgun ammo. Pull into the SW window alcove, hang from the other side to find a ladder and before Lara's feet get set, ledge jump up to grab a higher ladder. Climb up to the roof and jump SE onto the slope. Slide, grab and shimmy as appropriate until you're over the jump switch. Release to activate it and lower the nearby drawbridge, swim back into the NE passage and make your way back up to the SW alcove window alcove. Save your game a take a running jump SW curving left to land on the drawbridge.

 

Turn right, enter the W room and awaken two skeletons. You can either try to blast them into the water with your shotgun or invest one of your explosive arrows to get rid of them more quickly. After having dealt with them, go to the turn wheel and pull it a half dozen times or more. Turn left and sprint across the bridge toward the E doorway. Reverse roll at the end under the lowering door so you won't run into the spikes in the next room. Quickly turn right and take refuge on a safe tile against the middle of the N wall as a huge barrel rolls by and explodes. Get past the spikes onto the balcony, turn right and drop down past the break in the railing. Look down N and shoot the submerged crate with an arrow. Swim there for revolver ammo, return to the balcony and go to the N end.

 

Take a running jump to grab the wall crack, shimmy right a bit right and ledge jump up to grab a higher crack. Shimmy right to the wall, release to land on a slope, slide and grab a ladder. Shift right and drop down into a passage. Loop around right while drawing your shotgun, alert a skeleton and blast it W into the water. Reverse roll past the scissor blades, grab the ladder on the other side and shift right around the corner. Pull up onto some steps and go up to the next room. Around the corner are floor blade traps in the sunken area, and two skeletons will start coming your way. Lure them to the stairway and blast them down into the water. Get past the blades with a running to suffer minimal health loss and turn right.

 

Neutralize the sunken blade tiles in the next room by jumping over the corners. For a minor pickup, enter the W crawlspace, hang from the other end, shimmy left around the corner, pull into another crawlspace and shoot the container for a small medipack. Return and find the pushpiece in the S alcove. Push it into the next room, go around it and slide down the W slope. Jump over the blade trap tile and vault onto the central crates. Shoot the containers for a small medipack and go through the NE opening. Note the steps for later and turn left in front of them for crossbow arrows on a chest. Return and pull down the W wall switch after saving your game. Watch the flyby as a fire wraith starts to give chase.

 

Reverse roll, run back to the NE opening and up the stairs you noted earlier. Turn left when you reach the upper walkway and go around clockwise. Jump the gap S when the spikes are down, turn right, continue past two wall switch alcoves and activate the jump switch in the W wall. The door to the right of the switch opens, but you'll have to make the same trek back up the steps and around the walkway so you can jump into the W opening to release a friendly water wraith that diverts the attention of the fire wraith. Shoot the container in the corner for a small medipack and jump SE back to the walkway. Deal with the advancing skeleton and pull down both switches in the S alcoves (screen shots of a closed gate).

 

The spikes are now disabled, so jump back to the N walkway and go down the steps to greet another skeleton. Run past it into the SE alcove and pull down a third wall switch to open the W gate you saw in the cut scene. Go there, run over the breaktile in the next room and blast the skeleton into the revealed water hole. Jump into the water and swim to an open area where a brief flyby is triggered. Your first order of business is to deal with a hammerhead shark, so swim forward and up to the ceiling air hole, pull out and kill it with a laser sight-enabled weapon. Swim back down to the ocean floor, grab a small medipack near the E wall and crossbow arrows near a closed S gate in one of the stone structures.

 

For a secret, get some air and find a disguised opening down near the NE corner. Swim to a ceiling hole, pull out into a cave and run past a ghostly guide to wake him up. Shoot the barrels for uzi ammo and watch the guide light two wall torches. If he does nothing else, go tap him on the shoulder and he'll saunter over to the closed E gate and open it to hear the chimes of SECRET #13. Enter and go around to trigger a flyby through the area ahead. Shoot a couple of crocodiles in the water (and a hammerhead shark if you can target it from here), jump in and swim S toward the archway, pausing for a small medipack. When you get close to the pirate ship, look for revolver ammo on a stone slab below the mermaids.

 

Swim left toward the E end of the ship and look for an ice-covered slope. Pull up at the corner facing E, take a back flip onto the facing slope, back flip again onto the next slope, then jump off to grab the side of the ship. Pull up and make your way past the spikes up to the S wall for crossbow arrows, continue W along the wall to encounter two bats and find shotgun ammo near the far wall. Note that flame blowers have been activated, go back a bit and find the ceiling monkey bars. Jump up to grab them, time your way past the flame blowers and drop into the N opening. Grab the grenades next to the canoe wreck for SECRET #14, shoot the nearby container for another GRENADE GUN and continue toward the N wall.

 

Pull up onto the block on your right, jump W over the railing and go around the cannon for a large medipack. Go up S and shoot the containers for grenades, jump into the water below and swim back N to where the guide is waiting. Pull out, run through the cave to the water hole and jump in. Return to the submerged cavern area, swim a bit W and open the left gate on the stone structure to your right (S). Don't enter here (as it seems to serve no useful purpose), but continue W over the wall and look right to see a spike-protected opening. Swim under them, avoid the floor spikes and pull down the ceiling switch to open an underwater door elsewhere. Exit this room, swim up past the crocodile and look for the opened N door near the ceiling.

 

Swim inside, get air if necessary and continue through the W opening to a room with corner ledges. Swim through the N opening into a maze-like area and loop around to find a small medipack in a weed-obscured alcove. Return for air, swim into either the N or S opening and go around to enter the spike-protected W passage. Time your way past the spikes, pull down the ceiling switch to raise a block on one of the corner ledges in the previous room and return there. Pull out NE, shot the croc and take a running jump to grab the raised block.

 

Pull up, take a running jump S over the water to grab a higher opening, pull inside to awaken a skeleton and blast it over the edge with your shotgun. Go around and pull the chain against the E wall to close a trap door near a jump switch. Go back to the opening where you pulled up and jump back onto the raised block. Jump up NE to grab the higher opening, pull up into the cell and shoot the containers to your left for shotgun ammo. Go around to awaken another skeleton, blast it over the opening and pull the chain to close another trap door next to a jump switch.

 

Go back to the raised slab covered with sea shell debris, jump up to grab the ceiling and monkey swing along the tracks until you reach the jump switch in the E wall. Release to activate it, drop into the water and flip turn. Pull out onto the corner ledge, jump to grab the raised block and jump back to grab the S opening. Pull up, loop around left and jump NE past a break in the railing into the E passage. Pull the chain to lower the water level, drop down into the water and swim down the floor hole. Grab the large medipack and the shotgun ammo, swim out of the floor hole and enter the E opening. Grab some air in the next room, continue through the S opening and encounter a crocodile in the familiar cavern you've already explored.

 

Swim up to the ceiling hole, pull out to deal with the croc (if you're lucky he may have gone away somewhere), jump back in and swim down to the SE passage. Turn right into the W opening, open the door in the W wall ahead and swim into a room with a crocodile. Surface quickly, pull out to deal with the croc and shoot the nearby containers for shotgun ammo. Enter the NW passage to flush out another crocodile, continue to a deep sand pit and look down for a ledge with revolver ammo. Return to the previous room, hop into the S opening and shoot the wooden barrel for uzi ammo. Pull the chain to open an underwater trap door and get down into the water.

 

Save your game, swim into the S opening just below the surface (a door closes behind you), quickly pick up the shotgun ammo before the sand rises to cover it and trap you inside this room, then swim into the E alcove and pull down the ceiling switch to open the S exit door. Swim below the spikes and loop around right to a ladder shaft. Surface and pull out to a room within the pirate ship. Shoot the containers next to a spike trap for crossbow arrows, exit NW and pull the chain in the next room to raise the sand level in the deep pit you saw earlier. The NW gate also opens, so loop around left to the sand pit and go across to the W side. Time a jump past the spikes into the W opening and shoot the wooden barrel in the next room for a large medipack.

 

Pull the chain to change the water level once more and release a fire wraith. Quickly return past the spikes to the sand pit, continue through the E passage past two skeletons and jump into the water to douse the wraith. Swim to the ocean floor and out past the opened E gate, straight to the E wall and around left to the cavern area. Pull out somewhere to shoot two crocodiles, get over onto the stone structure closest to the N wall if you're not already there and look down S with your back against the wall. Shoot the underwater crate in front of the opening and swim down there for explosive arrows. Grab the nearby shotgun ammo as well, surface and pull out W.Turn around, look down SE and shoot the barrel in the underwater window alcove. Swim there for a small medipack and SECRET #15.

 

Exit, pull out and go over to the stone structure closest to the W wall. Pull out, jump past the opened door into the N opening and hop down to awaken a skeleton. You can either (1) blow it away with a grenade or (2) disorient it by shooting off its head with a revolver round or (3) lure it to the W water hole and blast it over the edge with your shotgun. Shoot the nearby containers for uzi ammo and go W past the water hole. Turn left into the maze-like area you visited earlier and look for a higher opening with seaweed underneath. Jump up to shoot the barrel and pull up for more explosive arrows. There's nothing more to do here, so exit past the water hole and return to the underwater cavern area.

 

Swim through the SW passage into a new area (a strong current prevented you from doing so earlier) and evade two hammerhead sharks while exploring the ledge tops for grenades and shotgun ammo. Look for crossbow arrows on the ocean floor near the NE corner. Go over to open the SE door, swim inside and pull down the switch on the ceiling slab to open the adjacent trap door. Swim up to surface, pull out and shoot the SE containers for uzi ammo. Note the chain, jump back into the water, open the upper N door leading back to the shark-infested waters, turn around to grab the small medipack in the E alcove, surface and pull back out.

 

Save your game for a timed swim before pulling the chain facing N. Hit the look key to get rid of the cut scene showing the timed gate, run forward into the water and swim out past the N opening into the open water. Loop around left while swimming down, go through the lower SW opening and up to the ceiling hole, turn right to pull out W and run past the timed gate. Drop into the water hole and swim part way down the shaft (mind the spikes at the bottom), turn into the vine-obscured W opening and loop around right into a new underwater area guarded by one of those hammerhead sharks.

 

Swim forward and a little bit left to find shotgun ammo, go through the W opening and allow the current to carry you toward a spike trap in the room ahead. Swim around it on either side, surface and pull out through the ceiling hole. Search the side alcoves on the S side for uzi ammo, slide back down and jump over the water hole to grab the ladder. Climb up a bit, shift left around the corner and drop into a passage. Face W, jump up to grab the ceiling and monkey swing across the room, timing your way past two flame blowers as you follow the ceiling tracks. Activate the jump switch in the W wall to disable the spikes in the passage below, crawl underneath the scissor blade traps to get to the next room and continue crawling to avoid the dart traps ahead.

 

Two ghostly warriors will charge out to challenge you as you approach the next room W. One of the alcoves in the dart room has revolver ammo. Locate and pull three wall switches on the blocks surrounding the central plinth. Go up any of the the steps to the plinth and three more ghostly warriors will attack. Whatever was on the plinth has vanished, but the W door has opened, so go on through to trigger a flyby that carries you to the next level.

 

Level 7: ROAD TO CIBOLA

 

After the transitional flyby, note the tablet entry and explore the central area for crossbow arrows. Go over to the NW corner and pull up onto the first step. Shoot the containers for a small medipack. For maximum kills you can go all the way around to the E side of this structure and shoot a container on the first step to release a scorpion. Go across to the companion structure on the S side and find containers to shoot for shotgun ammo and another scorpion. Continue to the top of this structure and push the button on the sun dial face to lower blocks on either side. Drop down either floor hole, shoot two scorpions in the room below and slide down S into a sand pit.

 

Pick up the GOLD NUGGET to awaken a knight while sand pours down to fill the pit and bring you up to a spike-riddled ceiling. Kill the knight quickly while avoiding the darts and take refuge in the N alcove when it becomes available. Push the button in the alcove to open the S door and crawl over to the passage. Follow around the corner to meet another knight, enter the W side room and shoot the containers for crossbow arrows and flares. Approach the scrolls for a tablet update (Coronado's Map), exit to the N room and trigger a pair of squishy blocks. Jump either to the NE or the NW alcove and save your game. Time an angled running jump past the squishy block onto the safe ledge. If you like, shoot the W containers to release a scorpion.

 

Time a running jump past the second squishy block into the NE or NW alcove and jump from there into the N opening. Pull the chain on your left to open the door on your right, shoot the scorpion and enter a room with ceiling holes leading back to the outdoor area. Return there and go down to engage a knight. Go up to the N structure to meet another knight and place the Gold Nugget in the receptacle under the sun dial face to lower blocks on either side. Drop down, enter the N room and explore the side alcoves for uzi ammo and flares. Continue into the next N room and deal with another knight. Approach the W opening to trigger a series of rolling spike balls.

 

Time your way across the room past the spike balls into the next W opening. Shoot two approaching scorpions and crawl under the dart traps toward the next W opening. Hop down into a mirror room as a block rises behind you. Turn right and press the NE button (1 of 4). Hop back and walk W along the middle of the room toward the far wall. A block or so before you get there, angle right to avoid the spike trap ahead and press the NW button (2 of 4). Sidestep right, jump up to grab the slope and shimmy right over the spike trap. Pull up two times N, side flip left over the slope and stand jump up N to a button (3 of 4). Return to the longer ledge down below, go to the E end and pull up N two times. Side flip right next to a button (4 of 4) and press it for a flyby of the two outdoor structures.

 

Turn around, stand jump over the spike trap and exit E (the block has lowered). Get past the darts and rolling spike balls, then turn right into the S room to trigger an explosion that releases two harpies. Deal with them, continue S and pull out through one of the ceiling holes. Time the two nearby flame-protected reach-in switches, back flipping away each time, go over to the S structure and do the same thing. When the fourth switch has been used, a flyby takes you through a desert badlands area and transports you there as well.

 

Go down N toward a stranded Jeep, turn right and head E past a skeleton and pull up onto the ledge. Hop down, run SE under the arch and continue toward the tall stone structure in the distance (you may trigger a cut scene along the way). Pick up the somewhat-hard-to-see IGNITION KEY to attract four jackals. When they're all dead, look for uzi ammo near a small pyramid and a cactus not far from the S wall. From there, head E toward large double doors you see in the distance. Note the nearby spike pit. Use the blocks to the left of those doors to reach the sloped roof with a walking-running jump. Grab the roof, shimmy right and drop to activate the jump switch that lowers the huge blocks.

 

Take a few steps into the next room to awaken a harpy in the desert far behind you. Deal with it, return to the spike pit you noted earlier and hang from the edge facing the N wall and with the cactus on your left. Drop or climb down to an underground area, go through the N passage to a temple and  look on the sandy floor for 2 x uzi ammo. Face S, pick up the UZIS for SECRET #16 and quickly side flip left to avoid the triggered spike balls. Go toward the E wall, turn left and stand jump from the slightly raised area at the temple base onto the flat skull tile. Side flip left as another spike ball is released, use the reach-in switch (the one in the middle) to open the temple door and safety drop to the ground.

 

Go down the ramp to a pool of deadly water, turn right and make a couple of standing jumps to reach the E alcove area. Note the water hole, pull the chain for a cut scene and make your way over in similar fashion to the N alcove area. Note the closed door and continue to the W alcove area. Pull the chain to open the door and spawn a dragon in the pool, return N and go past the opened door into a room with three plinths. Take the explosive arrows, a large medipack and the GOLDEN SKULL TREASURE for SECRET #17 as you're surrounded by a swarm of locusts. Duck until they go away and get back around to the S exit (the water holes are for your use in case the dragon should set you ablaze during your escape).

 

Continue through the S passage, loop around left at the spikes and climb back out to the desert badlands. You now need the Jeep before proceeding further, so run back W, climb over the wall and use that Ignition Key you picked up earlier. Drive N up the ramp, turn right at the wall and follow the ledge around to the area on the other side of the wall. Continue to the E opening where the huge blocks lowered earlier, drive inside and drop down past the floor breaktiles to trigger a flyby through the new area ahead.

 

Get out of the Jeep and proceed on foot up the E ramp to a higher area where two scorpions are waiting. Shoot the containers in the nearby N alcove for uzi ammo, shoot another scorpion and head over to the S side. Jump the gap SW and shoot the containers for shotgun ammo as two jackals attack. There's nothing else up here, so return to the Jeep and drive it E up the ramp. Loop around left to the W wall and drive carefully along the slope to the S side where you encountered the jackals. Turn left and go E up the ramp. Loop around left and drive W up the slope with speed so you'll clear the gap and land on the wall below. Turn right, make sure you're lined up with the central structure down below and drive with speed over the edge so that you land on and crash through the breaktiles.

 

The Jeep has served its purpose, so dismount and shoot the nearby containers for revolver ammo. Head E for shotgun ammo and vault into the opening ahead. Hop down onto a ramp and go down carefully, as the area ahead is fraught with traps. If you walk under the ceiling skull tiles a block will drop down and crush you, so approach them step by step until they're triggered and will drop without touching you. Up NW you'll find grenades if you're quick enough to roll onto them, pick them up and jump forward before the block falls. When you've triggered all the blocks, continue down S to activate two sets of squishy blocks.

 

Jump onto the block in the pool with deadly water and time a running jump SW past the squishy block into an alcove with a chain (cut scene). Jump back to the central block, pull the chain in the SE alcove to raise the central block still higher, save your game and time a running jump onto it. Take a running jump to grab the S opening, pull inside, crawl under the dart trap (if it's been triggered) and shoot the corner containers for shotgun ammo. Shoot the containers in the opposite corner for uzi ammo and enter the larger W room. Look for a small medipack, then pull the central chain to release two giant scorpions.

 

Open either the N double doors, wait for the flames inside to subside, jump over the spike trap, duck for a flame cycle and then use the reach-in switch to open the door in the W wall. Exit, open the S double doors and repeat the same procedure for a large medipack. Return, go past the W doorway to trigger spike walls and time a jump past them by sliding down and taking a stand jump forward. Wait as a flame blower is triggered, jump past it and take the ARAWAK IDOL ARTIFACT from the plinth. Several things happen, as shown in the flyby, so return to the previous room, deal with two more giant scorpions (or simply run past them) and exit E and N to the room with the squishy blocks.

 

Stand jump onto the raised block and continue back the way you came until you reach the Jeep, climb the ladder to the outdoor area and find that a block has lowered to enable access to the SW opening. Go on through and watch as two skeletons are awakened at the bottom of the ramp. As you continue forward, another skeleton is awakened behind you. Blast them into any of the convenient spike pits (if you choose instead to blow them away, one will leave behind crossbow arrows) and go down the rest of the way. Hop over to the SW passage on the right, crawl under the darts toward a closed gate and shoot the containers in the NW alcove to reveal a crawl space.

 

Crawl through, go around the corner and hang from the edge of the floor hole (spikes below). Shimmy right around the corner, pull up and crawl to an opening that overlooks a room with a sand-covered floor. Flip out into the room, note the wall switches and corner raising tiles, shoot the containers for uzi ammo and a scorpion and pull down the N and S wall switches to raise and lower blocks. Next, pull down the E wall switch, go around the central column and pull up into the W alcove.  Turn around, jump up to grab the upper ledge and pull up to awaken a skeleton. After dealing with it, use the SE, NE and NW reach-in switches for crossbow arrows, a small medipack and revolver ammo, pull the chain to open the E gate for later and safety drop to the room below.

 

Pull all three wall switches back up, pull down the E wall switch one last time and get back up to the upper ledges. The SW reach-in switch is now accessible so you can acquire the EMERALD GEMSTONE. Go past the opened E gate and ignore all side passages. Jump over the spike pit, turn 45 degrees to your left and side flip away from the triggered spike ball. Go up the ramp where it came from for a small medipack and go back down. Head up the N ramp to the outdoor area and turn right. Go up E to the higher section, loop around left and run past the buildings on your right to the NW corner. Hop onto the block, jump N to grab the ledge and pull up.

 

As you proceed along the higher ledge, a fixed camera kicks in and two skeletons are awakened. A single grenade will take care of them both. Continue around the corner, note the closed gate, shoot the containers for shotgun ammo and go back the way you came. Look to your right for the alcove with a slope, take a running jump N over the slope and grab the corner ledge in the room ahead. Pull up next to a chain that opens the E door below. Safety drop to the floor and approach the ladder to trigger an attack by four scorpions. Pull the chain to open the S gate but go through the E doorway instead.

 

Jump over the first of two spike pits to awaken two skeletons, back flip to the previous ledge and blast them into either pit as they approach. Jump over both pits and pull the chain to open the E door to your right. Turn left and climb the W ladder past the ceiling hole, shift left and drop onto an upper ledge. Shoot the nearby containers for shotgun ammo, jump over to the W ladder and climb up to the roof of this building. Shoot the harpy that attacks from behind you, jump across E (close to the wall) to the next roof and drop from the SE corner onto a ledge. Shoot the containers for a small medipack, pull into the N opening and safety drop into a room with a sand-covered floor.

 

Pull the chain to open the SW door and approach the E reach-in switch with grenade gun drawn to awaken three skeletons. Use the switch to acquire the RUBY GEMSTONE, exit to the outdoor area and turn left to place the two gemstones in the receptacles in the E temple wall. Prepare to engage a mounted knight down in the lower courtyard, noting that the appearance of the place has improved dramatically. When you've finally knocked him off his perch and killed him, pick up the dropped BLUE TOPAZ GEMSTONE, deal with two harpies and search the blocks at the base of the temple steps for shotgun ammo and revolver ammo.

 

The lower SE opening is now accessible, so enter to awaken another knight and search the side alcoves for flares and uzi ammo. Shoot the containers if you wish to release a scorpion and push a sneakily disguised button in one of the W alcoves to open another door outside. Exit to the outdoor area, loop around left into the open doorway and find a small medipack in the room ahead. That's it, so exit and go up the temple steps to find that the upper S door is now open. Enter and watch the wall ahead rise to block your path. Loop around left and shoot the containers in the NE alcove for poison arrows, go to the NW alcove and shoot the containers to reveal a button that lowers the wall behind you.

 

Go there for SECRET #18 and take the large medipack and REVOLVER from the plinths. Exit to the veranda and place the gemstone in a third receptacle that appeared when you placed the first two. A block lowers and a harpy appears. Hop onto the block with the third receptacle and place the Arawak Idol Artifact on the plinth for a flyby that carries you to the next level.

 

Level 8: DR. YAYA'S COMPOUND

 

Take a few steps forward to trigger a flyby through the well-defended compound, turn left and run S close to the hedge (jump over the lounge chairs) and past the swimming pool. Turn the corner, face W and shoot the canister on the first of several sentry guns with the combined revolver and laser sight to blow it away. Run up (again staying close to the hedge) to where it was posted, face N and wipe out the remaining three sentry guns in similar fashion. Hop up to the sloped structure near the NW corner and push the hard-to-see button facing E to open a nearby gate.

 

Turn around, shoot the large jar in front of the SW block for a small medipack and go S to the next block. Push the button on it to lift the underwater gates in the swimming pool and reveal a hammerhead shark. Don't go there yet, but shoot the guard dog and loop right around the structure to find a ramp. Go halfway up, jump S to grab the wall crack, ledge jump up to grab a higher wall crack and ledge jump back to land on an upper balcony. Go around the corner to attract two guards, pick up the dropped REVOLVER and uzi ammo and continue N along the balcony to find another LASER SIGHT on a small table.

 

Safety drop through the gap in the railing, go to the pool and take out the shark before jumping into the water. Swim N past the opened gates and down into the floor hole. Locate and pull down the ceiling switch to lower a trap door and shut off the current that was blocking you from the next section N. Swim there past the hammerhead shark, pull out through the ceiling hole and shoot two guard dogs before dealing with the shark. Shoot the nearby jar for shotgun ammo and head W past the jutting hedge. Veer right past the palm trees for uzi ammo, go back a bit and up the ramp to your right as a gate opens ahead and an assassin attacks. Continue past the opened gate into an enclosed courtyard for a large medipack. Shoot the dog and a guard, pick up the dropped shotgun ammo and shoot the jars for more shotgun ammo.

 

Exit and activate the jump switch on the wall ahead to open the gate to your left for later. Jump onto the blocks in the opposite corner of this fence-enclosed section and use them to reach the upper balcony. Enter the building via the open window to trigger a flyby, shoot the guard and stay where you are as an assassin and a dog will attack. In a few seconds a nearby door opens and you're attacked by two guards and another assassin in quick succession. Pick up the dropped small medipack, 2 x uzi ammo and shotgun ammo, go around to the E wall and push the button to open the windows on your right. Find revolver ammo on a central table and go counterclockwise (so as not to draw the fire of the sentry gun)around the low railing toward the S wall.

 

Push the button in the SW window alcove to open more windows on both levels of this building. You now need to do something about that sentry gun posted at an inconvenient corner down on the ground floor, so go a bit E along the low railing to draw its fire, loop around right and stay close to the wall as you reach the stairs and step down onto the top step. Stand jump S over the railing with a right curve to land behind the sentry gun. Blow it away in the usual manner and note the nearby button. Search the tables on this lower floor for a tablet entry, a small medipack and crossbow arrows, push the button on the E wall to open more windows and return to the corner button you noted earlier. Push it to lower a block beside you, go N to find another button that lowers another block, then go W down the steps to the basement.

 

Go along the S hallway, grab the flares in the alcove on your left and turn around to face a lava pool. Time a running jump past the swinging blade to grab the ledge on the other side of the pool, pull up and shoot the guard in the distance before he even becomes aware of you. Turn left, enter the disguised floor crawl space and go around to face a treadmill that's coming in your direction. Run along it, get past the flame blower into the W side room and raid the plinths for SECRET #19. Collect grenades, the WEAPON CODE KEY, a large medipack and a spare GRENADE GUN, return to the lava pool via the crawl space and head W into a mirror room. Check the latest tablet entry for a heads up as to what follows,

 

Turn left, stand next to the mirror and side flip right to avoid both the spike wall and the floor blades. Enter the next W mirror room and note the ceiling spikes and wall spikes. Turn right, then left at the wall and wait for the charging dog. Stand jump diagonally SW and exit to the third mirror room. When you enter, a blade ball drops from the ceiling. Stand jump diagonally NW, note for later the chain and go through the phantom curtain N into the next mirror room. The grenades you can see are spike-trapped, so turn right and pick up the grenades you could see only in the mirror. Return to the chain, pull it to trigger a flyby (you may see a timer on your screen before the flyby kicks in, but don't worry about that now) and go back to the room with the spike-trapped grenades for a practice run.  

 

Make your way along the safe tiles to the N room, grab the small medipack from the table and continue N through the phantom curtain into a new mirror room. Face W, climb the pole past the ceiling hole, take a rolling back flip and shoot the assassin in the next room. Note the timed doors (now closed) on your right and go back down to the chain. Now that you know the route, save your game, pull the chain and repeat the practice run to the upper timed doors. Enter the S room and take the YAYA PUZZLE from the plinth. Hop back and side flip right or left to avoid both of the blade traps, pull down the wall switch to re-open the timed doors and return to the lower room with the chain. Continue E through the mirror rooms, avoiding the traps as you go, shoot a dog and an assassin and take a running jump and grab across the lava pool.

 

Turn left, loop around right up the stairs and turn right or left into a familiar room. Exit E and run NE to the gates you opened much earlier. Go on through to hear the chimes of SECRET #20 and drop down to a sandy beach. Shoot the crates for a small medipack and crossbow arrows, go to the water's edge and shoot the submerged crate. Swim down for explosive arrows and pull back out W. Find the NW opening and step into the passage for a warning cut scene of a sentry gun posted around the corner. Fortunately, this particular sentry gun has been neutered, so go around it without fear and hear the chimes of SECRET #21 as you enter an underground parlor. Explore the room for a large medipack, explosive arrows and grenades, note the control room on the other side of the see-through glass barrier and exit to the beach.

 

Pull out W, run past the opened gates toward the building and enter via the opened windows. Go around right or left past the lowered block and down the W stairs, place the YaYa Puzzle in the wall receptacle to open the door to your right and go down the wide ramp to trigger flame blowers in the passage ahead. The passage floor is a treadmill moving in your direction, so your best strategy for getting through is by "treading water," so to speak, as you time your way patiently past the four flame blowers. When you get through, take the ARAWAK IDOL ARTIFACT from the plinth (cut scene of a gate opening). Going back the other way is a bit more difficult, because now the treadmill is going in your direction and you'll need to hop back as appropriate to keep from being set aflame.

 

When you get back safely, deal with a waiting assassin and exit this building past the opened E windows. Turn left and follow around to the N side of the building. Go N down the ramp, shoot the assassin and continue N past the opened gate into a new outdoor area. Shoot the jar on the raised slab for shotgun ammo and go around the E raised slab for uzi ammo. Continue N into a lower area, turn left into a fixed camera and draw the grenade gun. Walk W and wait until four zombies have been awakened. Blow them away with a single grenade and use a reach-in switch on a block near the W building for a small medipack. Go back E a bit and find a pushpiece on a S raised slab.

 

Push it N over the edge and its weight will lower a trap door and you with it. Pull up S, run down the ramp to activate a revolving flame blower and use a grenade to blast away the dormant zombie in the SW corner before entering. Time the flames as you run in left, evade the spike trap and use the E reach-in switch for uzi ammo. Continue around to use the W reach-in switch to open the S gate to your left. Go there and take the ARTIFACT PIECE 1 from the plinth, hop back to avoid the blade trap and return N toward the outdoor area. You're met by a wraith, so stand jump to grab the edge of the floor hole, pull out and turn left. Run toward the building and up the steps, quickly open the crowbar door and step inside.

 

Wait for the wraith to self-destruct on the bird statue, open the floor trap door in front of the dais and climb down to a basement area. Hop to the floor, run around the room to trigger the coffins in the E and W walls to reveal four narrow passages, each one guarded by a flame-protected reach-in switch. Time the flames to activate each one. The order doesn't seem to matter, but if you start with the NW or SE switch you'll release a horde of beetles. Simply retreat to the next room E, avoiding the deadly water holes, stand on the grate and wait for the beetles to drop through (which may require several trips). The switches in the other two passages cause a wall torch to light up and trigger the coffin in the W wall. The beetle passages may simply be red herrings, but it does no harm for you to use all four switches.

 

Return to the E room and shoot the large jars for uzi ammo and crossbow arrows, then go through the W passage to a ledge over a pool of deadly water. Get rid of the mummy up in the NW corner with an explosive round, shatter all the large jars surrounding you and jump with grab to land inside the N alcove for a large medipack. Jump back to the starting ledge, take a running jump up NW to where the mummy was, dodge the spikes and enter the W opening. Go around past another spike trap, face slightly NW and take a running jump into the upper W passage. Take the ARTIFACT PIECE 2 from the plinth (cut scene), turn around and take a running jump with grab to land in the NE alcove for shotgun ammo. Stand jump down to the starting ledge and exit to the coffin room.

 

Get on the central slab, jump up to grab the ladder in the ceiling shaft and climb back up to the room with the bird statue. Go outdoors and to the second block on your left. Combine the artifact pieces and place the MONUMENT ARTIFACT in the receptacle to lower blocks on either side of you. Drop down right or left and step into the N opening to trigger a long flyby through the cavernous area ahead. Continue forward, shoot three bats and an awakened zombie, head E to a pool of deadly water and take a running jump onto the lower block. Take another running jump with grab SE to land inside a nook with flares and crossbow arrows. Jump back to the previous block and jump N onto the central structure. Turn around, back flip onto the slope and jump to grab the ceiling.

 

Monkey swing along the tracks, timing your way past the flame blower, drop onto a slope near the end, slide and jump at the bottom to grab a jutting ledge. Pull up, sidestep and turn a bit left and stand jump to grab a wall crack. Shimmy left, timing your way past three flame blowers, continue around the corner and quickly pull up. Face W, stand jump to grab the ceiling and monkey swing past another flame blower while being plagued by more bats. Drop when you reach the wall, deal with the bats and go through either N opening to trigger a spike ball. Continue NE to awaken two zombies, come to a pool of safe water and wade SW into a passage.

 

When you reach the underwater spike traps, stay to your right and time your way over the corners. Use an explosive round to eliminate a third zombie, step up onto the ledge and push the button to open the gate to your right. Save your game for the harrowing sequence that lies ahead, step forward into the water to attract a wraith and turn left into the N passage. Jump over the flame blower slope (and not over the flames themselves), avoid the spike trap and awaken a skeleton and a zombie in the next cave. Either continue past them or pause to blow them away, and in the E cave time your way past a spike trap and a series of flame blowers. Pause if you dare for revolver ammo as you enter the final cave and encounter the immortal hammergod you saw in the flyby.   

  

You have a new tablet entry if you care to pause and look. Otherwise, run clockwise around the central pit and stop briefly so that the wraith's attention will be diverted to the bird statue near the open gate. Continue around the perimeter and come to a bay of three wall switches. It's not clear if the following order is required, but at least it works. Pull down the switch on the far right to release an ahmet. Either kill it now or later, drop down into the central pit (where you're safe from ahmets and the hammergod) and search the area for uzi ammo N and a large medipack in an interior alcove. Pull back out SW, go to the W wall and pull down the switch on the far left to release another ahmet.

 

Go to the bay of switches on the E wall and pull down the one on the far left. Another ahmet is released. Now pull down the E switch on the far right and the gate beside you lifts. Go across to the W side, pull down the middle switch to release another ahmet and finally go around to pull down the middle switch in the E wall (cut scene) and deal with one last ahmet. Go to the opened gate at the S wall, pull down the wall switch to the right of it for a tablet update as the gate closes. Pull the switch back up to re-open the gate, enter the S room and find a plinth in the S alcove with the SECRET EXIT KEY that registers as SECRET #22. Exit this room and go around the perimeter to the far right alcove in the E wall and place the Arawak Idol Artifact on the plinth.

 

After the flyby, turn around, save your game, bid farewell to the hammergod and jump into the flooded central pit. Fight the strong current and swim into the N opening in the central structure. Surface, pull out S and step into the helix to be carried to the final level.

 

Level 9: GATEWAY TO NIRVANA

 

Allow the current to take you along a passage until you wind up in an indoor pool. Pull out and search the environs for flares and a small medipack, then exit into the W hallway for a new tablet entry as squishy blocks are activated. The wall switch to your left starts a timed run down the hallway, so pull it down to get the flyby out of the way and save your game before pulling it back up (to re-open the timed door and restart the timer). You can make it past the squishy blocks by running (not sprinting) in zigzag fashion, but you'll need to sprint the rest of the way to make it past the the timed door ahead with seconds to spare.

 

Continue forward to trigger another flyby through the next maze-like area, after which the timed door behind you re-opens. Ignore the side passages for now and continue W to face a deep pit with deadly water down below. Jump SW onto a jutting ledge, continue S into a lava room and turn right to make your way SW and W to another lava room with reach-in switches. Follow the translucent but stable ledges to activate all three switches, but leave the one in the S wall for last. The one in the N wall gives you flares (you probably have more than 200 in your inventory by now), the one in the W wall gives you a cut scene, and the one in the N wall releases a fire wraith.

 

Turn left and go back the way you came to the first lava room E, jump the gap past a reach-in switch and turn left, continue N around the columns to a small room with a safe water pool. Jump in to douse the wraith, note the closed underwater door, pull out and ignore the three reach-in switches for now. Exit NW and follow the passages around right to a new lava room W. Use the translucent ledge to reach the NW opening, come to a room with a safe pool and jump in for a small medipack. Pull up, climb the pole facing E and back flip onto a ledge. Time a running jump SE past the spike trap in the far wall, wait for the flames to subside and use the reach-in switch to shut them off entirely. Side flip right, do the same thing with the next reach-in switch and all three flames are neutralized.

 

Turn around, time a running jump past two spike traps and use the third reach-in switch to release a nearby hammergod. The spike traps are now deactivated, so drop down into the water, pull out and wait for the hammergod to arrive. Run past him and exit S, follow the translucent ledge to the S opening ahead and continue around the columns to the next lava room S. Turn left, go around more columns until you reach the E lava room, use the reach-in switch in the far E for a now-familiar cut scene and use the S reach-in switch for a large medipack. Get past the hammergod to the N reach-in switch and use it if you like to release a wraith. Make your way N around columns to the small room with the safe pool, douse the wraith and use the E and W reach-in switches for a small medipack and to open the door in the pool (the N switch releases another wraith that won't die in the pool, but you can lead it back to one of the bird statues in the squishy block hallway).

 

Jump into the water and swim past the opened doorway, time your way past the spike trap as you swim lower past another spike trap and pull down the ceiling switch to open a nearby door. Flip turn, swim past the spike trap, turn right past a third spike trap and pull down the second ceiling switch for a familiar cut scene. The spikes have been turned off, so swim back to the pool, pull out and exit SW to the main room (which has undergone significant changes). Jump onto the nearest column and hop into the central helix to be transported elsewhere.

 

Take a running jump toward the S exit as debris falls from the cave ceiling, go through the opening and turn left into the E opening as a flyby warns you of the dangers ahead. Save your game, start sliding and jumping over the spike pits and flame blowers until you reach an underground lake. You now have the choice of ending the game via any of three different methods, so save now if you'd like to try them all.

 

First Ending

 

Simply hop down to the boardwalk and run off the edge toward the water to trigger the end credits.

 

Second Ending

 

Hop down to the boardwalk, turn left and use the Secret Exit Key to open the exit door and provide a new tablet entry as you hear the chimes of SECRET #23. Step forward to trigger a flyby, proceed past the motorboat and push the button on your left, step past the lifted gate and the end credits will be triggered.

 

Third Ending

 

This one is by far the most fun. After using the Secret Exit Key to open the exit door and provide a new tablet entry, step forward to trigger a flyby and proceed just past the motorboat. Save again here and pull down the wall switch on your left to initiate a timed boat ride. Hop back twice to land in the motorboat, drive forward through the opening and past a host of traps until you reach the far S wall, turn left and drive over the ramp into the next section of the lake. Make a sharp left (you might want to save in a separate slot here) and drive N past the most hazardous traps of all (flames and spikes). Tip: If you waste no time, you can get past the flame blowers before they're activated. Turn left at the wall, drive over another ramp, turn right toward the timed gate, turn right again and dismount onto the boardwalk (shift and left arrow keys). Dash past the timed gate to trigger a concluding flyby, followed by the end credits.