THE SANCTUARY OF ISIS

 

Levels by Drakan

 

Walkthrough by Phil Lambeth

 

 

Level 1:  SOMEWHERE IN EGYPT

 

After the opening flyby, begin at the outskirts of an outdoor market, or souk. Hop right over the fence into the camels' pen, vault up next to the pigeons and look right for a triangular corner hole that hides shotgun ammo. Head NW past the pigeons and a brick slope, pull up onto the adjacent structure and shoot the crates to reveal a crawl space in the N wall. Grab the SEAL OF ANUBIS inside for SECRET #1, take a running jump S over the railing and go up the steps to a lounge area. Take the PICKAXE from the SW cushions and get back down to the ground. Find the SW archway and both the REVOLVER and the SHOTGUN on a corner crate inside. Exit, loop around right into an alley with a parked car and pull up onto the structure for shotgun ammo.

 

Drop back down, return to where you began the level and enter the S alley. Open the door with the pickaxe and follow around corners to an open area where two ninjas will attack. Pick up the dropped small date branch (medipack) and shotgun ammo, go to the SW alley, note the ornate wall block and back flip onto the slope. Jump to grab the ceiling and monkey swing along the tracks until you can drop at the end onto a ledge. Run forward and move the pushpiece in the E alcove three times W and one time S, get up onto it and jump W onto a triangular ledge. Pull up higher, follow to the passage to a familiar slope and draw your pistols. Slide down while firing at the gong and make sure you've registered a hit.

 

Turn left where the ornate block has lowered and follow the passage to the pushpiece alcove. A door has opened there, so enter for yellow light sticks (flares) and the LAPIS LAZULI KEY. Exit to the N pit, drop into the shallow water and wade over to the NE ladder. Climb out of the pit and return to the outdoor market, noting the closed door and keyhole to your right on your way out. Loop around left and use the key to open the S door, enter a gift shop and grab the SAPPHIRE KEY from the plinth in the left corner. Go upstairs and use the key in the W keyhole to lower a nearby ceiling trap door. Jump up to grab the S wall ladder and climb up a few rungs, take a rolling back flip and deal with two scorpions. Shoot the crates in the SE alcove for shotgun ammo and hop down N into a hallway where a guard is posted.

 

Pick up his RUSTY KEY and return to the gift shop via the ladder. Exit and loop around right through the passage to that keyhole you noted a short while ago. Use the key to open the door to your right and release a hammergod. When it dies and explodes (dropping shotgun ammo) a second hammergod is awakened, and this one drops a first aid kit (large medipack) while an ornate block lowers in the E wall. Go through the opening and shoot the crates in the N alcove for revolver ammo. Slide down the S and E slopes and emerge in an open area where you're informed that you need to find and place four scarabs in the structure ahead. 

    

First Scarab

 

Loop around right over the lily pond and pull up onto the crate for the LASER SIGHT. Hop down and go around the central structure to the E wall and look S to see a slope with crates near the top. Stand close to the wall, combine the revolver and laser sight and shoot the crates to release a boulder that opens a floor trap door and eventually drops down into the water hole it created. You'll be going there soon, but for now stand jump S up the slope and crawl forward to find shotgun ammo. Go back the other way, but don't slide to the ground. Stand left and jump slightly NE to grab a higher ledge. Pull up next to a crowbar switch and activate it to open the E door next to the water hole (for later).

 

Stand jump W into the alcove, step forward and pull up onto a slope, slide and jump onto the column (remote screen shot of the small waterskin). Stand jump to the W opening, jump onto the ledge jutting from the S wall and take a final jump to the W wall. Turn right and stand jump N over the floor hole, note the spear traps ahead and take a running jump NE onto the lower triangular ledge. Stand jump up E between the two spear traps and time your way past the N spears. Hop down to a lower niche, face NW and take a running jump into an alcove with shotgun ammo. From the end of this ledge jump to the E block and down SE onto a slab next to the central structure. Face the green-tinted E alcove and shoot the gem in the bull’s mouth to raise a nearby platform.

 

Jump to the N block, to the raised platform and up into the green-tinted alcove. Take the SCARAB (1 of 4) from the plinth in the alcove to your left (a trap door opens elsewhere), drop W onto the slope and slide to the ground.

 

Second Scarab

 

Go to the SE water hole, jump in and swim down into the S passage. Pull the underwater lever to open the E door, flip turn and go back for air (just in case). Swim past the opened E door to meet two crocodiles, continue past them into the SE passage, open the door there and swim until you can surface and pull out into a small fountain room. Go up the steps ahead, shoot the jar in the alcove to your right and pull up. Drop down right for a large medipack, return and do the same thing on the N side for shotgun ammo. Take the SCARAB (2 of 4) from the plinth to summon two ninjas. Jump back into the water and swim to the room with the crocs. Go to the E wall, swim up to the ceiling, turn around and look for a narrow W opening. Swim inside for a SEAL OF ANUBIS and SECRET #2. Exit W (unfortunately, the crocs won't follow you past the opened door) to the outdoor area and enter the E room where the door opened earlier.

 

Third Scarab

 

 Go around the corner, noting the ornate block, and time your way past three sets of teeth doors. Continue to another ornate block and hop down N into a room with a deadly pool containing three columns that appear and disappear intermittently. Draw a weapon, hop back from the pool's edge and initiate the first of three successive running jumps in zigzag fashion along the column tops just before you anticipate their appearance. Shoot the guard waiting on the other side and pick up his small medipack. Follow the W passage around to revolver ammo and the E passage to shotgun ammo on a higher ledge.

 

Go back into a third N passage and take the SCARAB (3 of 4) from the plinth. The columns in the pool are now steady state, so get across with routine running jumps to the other side. Pull up S to see that the ornate block has lowered, so enter the passage, shoot all the crates in your way save one and enter the W crawl space next to that one and find THE LOST PIECE OF THE SCION for SECRET #3. Exit to the passage and continue to the outdoor area courtesy of the second lowered ornate block.

 

Fourth Scarab

 

Return to the SE boulder passage and get back up to the ledge with the crowbar switch. Repeat the moves described earlier to get back onto the ledge just before you reach the spear traps. This time, turn to face E and take a running jump onto the ledge with a ladder. Climb up past the trap door that opened earlier, shift left or right and drop (or back flip) into an upper room. Pull down the wall switch in the NE alcove to open the door in the S passage and activate traps in the next room.

 

Get past the scissor blades at the entrance and make a quick right where you'll be safe from the roller blades. Stand facing the triangular opening in the S wall and time a run past the nearest roller blade rolls to your left, pause for a second to allow the pair of roller blades ahead to part, then dash into the opening. Crawl under the rotating blades at the right corner and go left to pull up into the E passage. Climb the blocks to a higher passage and follow around to pull up still higher S. Go around the corner to an opening and climb down the ladder to a ledge overlooking an underground corridor.

 

Hop to the ground and loop left around the ledge block to find a triangular crawl space that brings you to a third SEAL OF ANUBIS for SECRET #4. Return and find a large medipack at the mouth of the corridor. Continue N to find shotgun ammo in a shallow floor depression and return S to the ladder. Climb up to the opening, turn around and jump over to the SE ledge. Turn S with your back to the squishy blocks and hang from the edge. Shimmy a bit left if necessary and ledge jump back to grab the N ledge with the squishy block. Shimmy left around two corners, and from the second corner, ledge jump back with a left midair curve to grab the next squishy block ledge.  

 

Shimmy right around two corners, ledge jump back to grab the third squishy block ledge and shimmy right around one corner this time. From the right corner, ledge jump back onto a slope, jump without sliding onto a second slope, slide and jump N onto a ledge where you'll find plinths with another LASER SIGHT and a SCARAB (4 of 4). A block has lowered W to provide a short cut back to the outdoor area. Slide down the slope onto a breaktile, step forward for shotgun ammo and safety drop onto the roof of the central structure for the SMALL WATERSKIN.

 

Slide and drop to the ground, go around the central structure and place the four scarabs in their receptacles. When each scarab is placed a door to the central structure opens. When the last one is placed a block lowers inside the central structure, allowing you to pull up for the LARGE WATERSKIN. Exit W to the lily pad pool, fill the large waterskin, combine it with the small waterskin, empty the small waterskin and combine the large waterskin with its two remaining liters with the small waterskin. Fill the large waterskin again and combine it with the small waterskin, leaving four liters in the large waterskin. Go to the small room in the N wall, pour the contents of the large waterskin into the bowl on the left and a block lowers at the NE corner. Go there, enter the green-tinted passage and go up the winding ramp to finish the level.

 

Level 2: THE TEMPLE

 

Head toward the N opening, vault up right past a spider web for shotgun ammo and continue to trigger an impressive flyby through the ruins ahead. Turn left just past the entrance, pull up onto the ledge and follow to a side room for revolver ammo at the NW corner. Exit, go across to the ledge on the E side of the entrance, pull up into the side room and search the sarcophagus for shotgun ammo. The alcove jars are empty, but shoot one of them to exit this room E and go through the opening between two stone columns to a lower room where you'll find a sarcophagus containing a large medipack. Note the sunlit music stand near the SE corner and return to the outdoor section.

 

Return to the opening, proceed N past a number of statues and look for shotgun ammo on the fourth statue base. Note the nearby jump switch on the E wall, but leave it for later. From that statue base with the ammo, stand jump W to a ledge with surrounding columns and find a large medipack between two columns just ahead. Continue along the ledges in a counterclockwise directions with appropriate jumps until you reach a crowbar switch that raises a block in the central area. Grab the nearby REVOLVER, take a running jump onto the raised block and face S to activate a jump switch that lowers a floor trap door behind you and also alerts two ninjas. Pick up the dropped revolver ammo and locate the opened trap door.

 

Use the ladder to climb down to an underground passage. When you move forward a sword-wielding statue is activated, so time your way past it and come to a spear-trapped corridor. Take a running jump onto either slope, slide and jump back and forth, using the appropriate arrow key to make your way around the corner to face a similar task. You'll eventually reach a safe part of the passage, so continue past three more sword-wielding statues and come to an opening in the W wall. Stand jump onto the slope, slide and jump over the spear pit and continue around the corner to face a horizontal blade. But first, go back toward the spear pit and jump up to grab the N wall crack. Shimmy right, pull into a crawl space and flip out the other end to find a corpse. Pull it away from revolver ammo for SECRET #5.

 

Return through the crawl space, being sure not to drop into the spear pit, and get past the horizontal blade with some well-timed standing jumps. Push the large wall button to open the door behind you and also to raise an adjacent block. The block is for later, so proceed into the next room and loop around left into an alcove for revolver ammo. Slide down the W floor hole to a lower room and engage an arachnid-like demigod. When it dies and explodes, a second demigod materializes nearby. Hop down into the central floor hole where a trap door lowered (the surrounding jars are empty) for the MECHANICAL SCARAB. Pull out and go to the SW corner. Get to the upper ledge, shoot the crates for revolver ammo and hop down. Climb onto the nearby twin blocks, jump up into the SE alcove for a large medipack and drop to the floor.

 

Go over to the SE corner, pull up to the ledge and shoot the crates for another REVOLVER. Go across the room and explore the NE corner for revolver ammo. Finally, pull up at the NW corner for a large medipack and shoot the jar to expose the LASER SIGHT. Hop down, look behind the NW column for another large medipack and discover that the ornate block SW is actually a pushblock. Pull it two times N and push it one time W. You can now use it to take a running jump and grab the higher W ledge. Pull up and look left for a large medipack that registers as SECRET #6. Get down and move the pushblock all the way over to the slope against the E wall so you can use it to reach the upper E ledge. Pull up several blocks until you reach an opening that overlooks a previously visited room.

 

Hop down and return to that raised block you ignored earlier. Climb up onto it, stand at the E edge facing W and jump up to open the ceiling trap door. Pull out S to the outdoor area and run forward to find double doors on your right you can open. Enter and step into the helix to be transported to an enclosed room. There's nothing to do here yet, so step into the E alcove to be taken back to the previous room. Turn left, hop over the trap door hole and head up toward the NE corner past a ramp. Look for the E opening and enter a large puzzle room. Go to the NE corner to find shotgun ammo in a short passage, return to the central puzzle area and look for two floor holes. Drop down one of them and see four wall switches, two SE and two NW.  Pull down only the one on the left at the NW corner, pull down both at the SE corner and a block rises.

 

Go to the N floor hole, stand jump to grab the higher edge and pull out. Move the SW pushpiece over the raised block onto the NE marked tile so that the cat statue faces the middle of the room. Electric sparks should appear over its head, signifying that it has been properly placed. Move the SE pushpiece onto the NW marked tile, hopefully with the same result. Go back down to the lower room, pull down the only wall switch that remains up, and the block to your right should lower. Go over to the NW switches and pull the one on the right back up, causing the other block to your right to rise. Pull up to the puzzle area, move the NW pushpiece onto the SE marked tile and the NE pushpiece onto the SW marked tile to complete the puzzle.

 

A platform is raised and a centaur is brought to life up in the E wall alcove. However, it won't come down to engage you in battle, so you can easily kill it from below and watch it explode. Exit this puzzle room W, climb onto the ledge, vault up to your right and hop up into the NE alcove where a block has lowered. Hop down E and take a running jump to grab the first of two swingpoles that will bring you to the raised platform. Turn around and take a running jump NW into an alcove with shotgun ammo and a wall switch that lowers a nearby block. Jump back to the raised platform, shoot the jar at the NE corner and jump over there for revolver ammo. Hop SE past the slope and pull down the wall switch to raise a platform at the opposite corner.

 

For a pickup, take a running jump SE over the swingpole into an alcove with a jar that hides a large medipack. Jump back to the previous ledge and you'll realize that the raised platform was timed. Save your game, pull down the wall switch again, turn right and stand jump S to grab the first of two swingpoles. Jump off the second one to land on a slope, jump onto a second slope, slide to the bottom and jump W to grab the first of three swingpoles jutting from this wall. Jump from the third one onto the timed platform and pull up quickly into the opening where the block lowered.  Pick up the WINDING KEY, safety drop to the ledge below and hop to the ground.

 

You're back in the puzzle room, so exit W, pull up onto the ledge, turn left and run S past the central structure on your right and the large columns on your left, loop around left past the last column and run past the anubis statues to that W jump switch you noted earlier. Activate it now to raise a timed block behind you. It's too tall to climb from this side, so jump onto the shorter block behind it, climb up and jump SE onto the left side of the ledge ahead (the rest of it is spear trapped). Combine the Winding Key and the Mechanical Scarab, place the WORKING SCARAB on the tile at your feet and wait for the spears to be triggered. You can try to drop and grab and shimmy past the spear tiles, but you'll find that this won't work. Pick up the device at the other end and take a running jump E to grab the broken ledge section ahead.

 

Pull up, use your device again to trigger the spears and lower a block on the ground ahead. Pick up the device at the other end, safety drop E, reverse roll and jump onto a trigger tile where the block used to be. You'll float up onto another spear-protected ledge, so bring out your device once again and repeat. But before going across, turn around and locate the target on the S column. Use the shotgun to shatter it and raise a nearby platform, then go across the ledge and take a running jump onto the NE corner ledge. Go around to a plinth with the MUSIC SCROLL, get back down to the ground and run W across the courtyard. Loop around right to that timed jump switch you used earlier and use it once again to get up to the first spear-trapped ledge.

 

A platform has been raised at the end of the spear-trapped ledge ahead, allowing you to take a running jump E to grab and pull up. Unfortunately, you can't use your device a fourth time. If you try, it will simply gyrate like crazy and explode. Instead, face W and side flip right onto the slope, slide and grab and shimmy right around the corner. Pull up onto a flat spot and the helix will transport you to a room with a SEAL OF ANUBIS for SECRET #7 and shotgun ammo. Step into the nearby helix to return to the previous courtyard at ground level. You needn't worry, however, about that fourth spear-trapped ledge, as you've finished your work here.

 

Exit SW, turn left between those two stone columns and go down to that room with the sarcophagus you visited earlier. Place the Music Scroll on the stand at the SE corner and play a few notes on the harp while a block and wooden structure are raised elsewhere. Draw a weapon, as two panthers are stalking you. Exit to the outdoor area, loop around left and find the raised block. Use it to reach the raised wooden platform. Take a running jump E, turn left into the N opening and step out onto a new courtyard.  Use the NW block to reach the nearby ledge and move the pushpiece three times W. Turn around and take a running jump to grab the E brick wall. Pull up, go to the wall switch to your right and pull it down to open a trap door behind you.

 

Drop down the floor hole and pick up a SEAL OF ANUBIS for SECRET #8. Pull out, jump back to the pushpiece ledge and push the pushpiece S over the ledge and onto the ground. Get down and push it one time W and two times S. Get up onto it and stand jump from the SW corner to activate a jump switch that rotates two wall statues elsewhere. Run forward to the W wall, turn right and find opened double doors in the wall to your left. Enter, step into the helix and you'll be transported to a room with five blocks, each with a receptacle for the five Seals of Anubis you should have acquired by now. Place them all to open the W door and enter a treasure room.

 

Go around to collect 2 x shotgun ammo, a small medipack, 2 x revolver ammo, 2 x large medipack, 2 x crossbow arrows, flares and the CROSSBOW, then search the sarcophagi for the GRENADE GUN and grenades. Return to the previous room, step into the E helix and you'll be transported back to the outdoor area. Head back E toward that opening between the two stone columns and find that a block has been raised in the room below. Jump to grab it, pull up and turn to pull up S into the pushblock courtyard. Loop around left and get up to the higher block against the W wall. Pull up onto the wall, go a bit left and take a running jump W to land on a ledge near a cat statute with some health loss.  Go around to the other side, take a running jump across the gap to grab the W ledge and pull up.

 

Follow around to the other side, drop down the triangular floor hole and go around the perimeter, hopping over the gap, for the SHOTGUN. Return, pull back up to the outdoor ledge and go to the NE corner. Take a running jump N to grab the ledge supported by the stone birds, pull up and continue with a running jump to grab one of the openings created when the two wall statues rolled aside. Pull up, jump to the central ledge and use the NW reach-in switch to awaken Seth behind you. When he dies and explodes, blocks are lowered in the E wall. Before leaving, jump to the NE alcove for the HORUS CANOPIC JAR and shotgun ammo.

 

Safety drop to the ledge below with some health loss, hop down N and run forward to find a receptacle for the jar. Place it to open the nearby N doors and prepare to deal with two ninjas. Enter the next area, kill four scorpions and go past the NW archway for flares on a block and revolver ammo in a corner alcove. Exit and loop around left to grab the NE block. Ledge jump up to grab the upper ledge and pull up for a large medipack. Follow around the ledge and jump to a plinth with the BULL KEY. Safety drop to the ground, go to the SW corner and climb onto the wooden crate for another SHOTGUN. Finally, go over to the SE alcove, insert the key to open the door and go on through to finish the level.

 

Level 3: BEHIND THE TEMPLE

 

Run forward to trigger a flyby through the area ahead. Go around the central structure past the E opening and shoot five crocodiles swimming around in the small lake. Jump into the water, swim a bit S, pull out left onto the bank and climb the block next to the grove of palm trees. Jump SW for revolver ammo, return and pull up N onto the ledge. Turn right, hop left when you reach the corner, hang from the edge facing W and shimmy right past the slope and around the corner. Ledge jump back onto a slope, slide and grab and shimmy right to the far end of the gondola below, ledge jump up to grab the crawl space and pull inside. Crawl around the corner for the AQUAMARINE KEY that registers as SECRET #9.

 

Return, drop into the water and swim SW over to the bank where you pulled out earlier. Do so again, run past the palm trees to the W wall and pull up near a higher opening. Hop through and explore the room ahead for a large medipack. Continue W to a floor hole containing revolver ammo. Pull out W and go left around the perimeter of this room to see a jump switch that you can reach and activate with a running jump over the slope. An underwater door opens to release a crocodile. Return to the lake, shoot the croc, jump in and swim SE to the passage where the door opened inside. Enter and swim all the way to the far wall, turn left into the N alcove and pull the underwater lever to open double doors elsewhere.

 

Flip turn, swim back the way you came and pull out once more onto the W bank. A ninja is waiting off to your left. Shoot him and find the opened double doors in the W wall ahead. Pull up for a SHOTGUN and hop down into the room to engage two guards, one of whom drops the RUSTY KEY. Insert it in the keyhole in the N wall to lower a block in front of you, pull inside and climb the wall ladder. Slide down the other side and jump to grab the column ahead. Pull up, take a running jump N to grab the next column, pull up and take a running jump NE to grab the jutting ledge. Pull up, stand right (low ceiling) facing E and take a running jump to grab the next column. Pull up, face S and jump to the next two columns in similar fashion. Stand jump E to grab the raised wooden platform, pull up and jump NE onto the top of the ledge.

 

Grab the shotgun ammo and push the floor lever to open the door to a structure down below. Go to the N end of the ledge, hang from the E side and drop onto a lower ledge for revolver ammo. Pull back up, go to the S end of the ledge, hop down to the wooden platform and hop SW onto the column top. Take a running jump to grab the S wall, pull up and run forward until you can hop down right onto the roof of a structure with three blocks. Behind the third block is shotgun ammo. Drop down W into the trench and go to the S wall. Drop down left onto a lower ledge, follow E and hop down right to an alcove with another BULL KEY for SECRET #10.

 

Pull back up to the N ledge, turn right and back flip onto the sloped block. Jump to grab the jutting ledge, pull up and back flip to land on a slope. Slide and grab and drop down near the lake. Run along the bank to the palm trees, jump into the water and swim N toward the gondola. When you reach it, look left for an opening and pull the underwater lever to lower a block in the W passage. Follow around the corner until you can surface and pull out into a small room with a closed door. Vault up into the alcove on your right and insert the Bull Key in the receptacle there. Go to the alcove on the other side and use the Aquamarine Key to open the door between the two receptacles. Enter another treasure room and collect 2 x shotgun ammo, another CROSSBOW, revolver ammo, flares, a large medipack and crossbow arrows.

 

Exit to the lake, surface and pull out W onto the ledge near the gondola. Go through the opening between the columns, note the central structure with a ladder and a keyhole and go around it into the N building where the door opened earlier. Look right for a plinth with the ANUBIS KEY. Picking it up sets off a silent alarm that summons two guards, so deal with them as you exit. Insert the key in the receptacle on the central structure to lower a trap door that was blocking the ladder, climb up to a wall switch and pull it down to raise a nearby platform and open a nearby door. Take a running jump W past the opening to land on the building ahead, slide and grab and shimmy left to a flat spot. Pull up, hop onto the raised platform and take another hop past the opened door into the NW passage. Follow to a brief return visit to Level 2. Step forward, take the LAPIS LAZULI KEY from the plinth and return to Level 3 (noting the screen shot).

 

Drop down to the raised platform, hop to the flat spot where you pulled up and take a running jump SE onto the ledge below. Hop down S, jump E to the bridge and go across to the other side (noting the monkey bars on the ledge up ahead). Follow the lakeside S until you reach a couple of jutting blocks on your left. Get up onto the second one, take a running jump S onto a ledge and look left for a pushpiece. Pull and push it three times W, get up on it and stand jump SW around the corner to land on a wooden scaffold. From there, take a running jump SW onto the ledge ahead and hang from the edge. Shimmy right past the slope until you can pull up near the receptacle you saw in the cut scene. Place the key to open the door above your head and enter the next room. Take THE TESSERACT from the plinth, return to the ledge and jump down into the lake.

 

Swim N to the island where someone has pitched a tent, pull out and locate the SE floor symbol. Stand in the center facing S and place The Tesseract to cause the SAPPHIRE KEY to materialize. Take a running jump E onto the bank, turn left and follow the lakeside toward the bridge. Look right just past the bridge for an alcove where you can place the key to raise a platform that connects the overhead monkey bars you noted earlier. However, you still can't reach them from here, so hop up onto the bridge, go across and follow the lakeside all the way to the S wall. Save your game in front of the timed wall switch you may have noted earlier. Pull it down to raise a block beneath the monkey bars, take a rolling back flip and sprint back to the bridge, go across and jump from the end onto the timed block. Jump straight up to grab the monkey bars and monkey swing N over the raised platform until you can turn right and drop to grab a ladder.

 

Shift left, climb up and shift left all the way to the wall. With Lara's hands on the third rung down, take a rolling back flip to grab a ledge and pull up. Open the nearby door, hop down for a stats screen and slide down the slope to the next level.

 

Level 4: IN THE DEPTHS

 

You'll drop into a water shaft, so swim down and into the short E passage for shotgun ammo, return for air and this time swim through a wider passage W to an open underwater area with two large seated statues. Swim down to the statue on the right, locate and pull down the ceiling switch in the alcove between its legs and return for air. Swim back W, go to the other statue on the left, pull down the ceiling switch between its legs to open a door between the two statues and retreat for air once more. Swim back W to the statues, pause if you wish for more shotgun ammo on a ledge near the statue on the left, then loop around between the statues past the opened W door and follow the passage around corners until you reach an underwater door that you can open.

 

Go on through, surface and pull out into a circular room. Search the ledge in the back corners for shotgun ammo and a large medipack, go through the N opening into a large area filled with columns to flush out two ninjas, a guard and two mummies (one of which I could kill only with explosive ammo). Go around left, come to a closed floor trap door flanked by two receptacles and engage an arachnid demigod. Pull up onto the central ledge for shotgun ammo and continue clockwise around the room to find nothing of particular interest at floor level. However, there are two jump switches on the back sides of the columns at the NW and SE corners. Activate them both to raise blocks at  corner of the central ledge and next to the W wall.

 

Go to the raised block near the W wall to reach an upper ledge for a spare SHOTGUN. Return, hang from the edge and shimmy right around corners until you can pull up N for a large medipack. Continue to shimmy right from that point until you reach a column with shotgun ammo. You're not through yet, by a long shot, so continue to shimmy right until you reach the next corner. Pull up for the ISIS KNOT (1 of 2), continue shimmying right around many corners until you see the shotgun ammo on a column top directly ahead of you. Pull up, jump to the next column for the ISIS KNOT (2 of 2) and to the next for that shotgun ammo. Safety drop to the floor and place the Isis Knots to open the trap door between the receptacles.

 

Safety drop to a lower passage. Go around a bit, safety drop still lower and deal with a half dozen ahmets. If you take shelter behind a column near the lava pool, they won't come in after you and you can pick them off at your leisure. When all is quiet, note the ornate springpad nearby and go to the lava pool. Start on the right side and make your way around in a counterclockwise direction with appropriate jumps until you reach an area with a lava trench ahead and a pushpiece to your left. Go past an ornate wall block and push the floor lever to lower a different block elsewhere and release two more ahmets.

 

Go back and loop around right to that pushpiece. Push it as far as you can, next to that ornate block, reverse roll and stand jump to activate a jump switch. The ornate block lowers, so for a secret pull the pushpiece one time, go around to the opening where the block lowered and enter the revealed crawl space. Turn around in place, pick up THE MIRROR OF DREAMS for SECRET #11, draw your revolver and get up on one knee to shoot the attacking ahmet. Go back clockwise around the lava pool and come to that ornate springpad you noted earlier. Stand in front of it facing N and run across the corner while turning left to bounce off and grab the upper W ledge.

 

Pull up, turn left (right is a closed trap door requiring a key) and go around to face a couple of rotating beams. Save your game, stand as close as you can to the nearer beam and wait for it to swing by you. Stand jump NE and continue with a running jump to grab the opening in the N wall. Pull up for the IBIS STATUETTE that registers as SECRET #12. Turn around, time a standing jump down to the left side of the rotating beam and run around left to a safe spot between the two beams. Save again and time a standing jump NE to the right of the second beam, run and jump to the E wall. Turn to face S, hop back to grab the edge and shimmy right around one corner. Pull up to a safe spot at the next corner and face NW. Jump to the left of the third rotating beam as it swings by and run along the ledge to the N wall.

 

You'll see a bust sliding in and out of the E wall. Hop into the NE alcove (or shimmy along the ledge) for a small medipack, get back and wait for the bust to come out from the wall. Grab the NEFERTITI BUST and turn around. Take a running jump W to grab the flat spot between the two slopes, pull up and walk forward. Stand jump NW onto the slope against the N wall, jump to grab the first of two swingpoles, swing and jump to grab the next one and jump to the corner plinth for the AQUAMARINE KEY. A block lowers in S wall, so take a running jump onto the slope, slide and jump to grab the S opening and pull up. Pick up the revolver ammo and hop down into the passage. Turn around to place the key and the nearby trap door lowers.

 

Climb down the ladder and follow the lower passage to a guard. Continue past a closed door to a red-tinted room and take the crossbow arrows from the raised slab. Hop up SE onto the corner ledge, take a walking-running jump N onto a higher corner ledge and pick up the RUSTY KEY. Hop down and insert the key in the S keyhole to open the nearby NE door. Go on through, jump into the water hole and swim E until you emerge in a room guarded by two harpies. A block rises behind you to prevent any escape, so pull out right or left onto a ledge and deal with the harpies. When they're dead, jump into the water and search the ledges on the central structure for 2 x shotgun ammo, 2 x revolver ammo and a large medipack while noting several submerged wall switches and pushpieces.

 

Pull out S between two columns and jump up W to grab the crack on the column to your right. Shimmy right around the corner, ledge jump up to grab a higher ledge, pull up and stand jump SW through the gap to grab a jutting ledge next to a closed door. Pull up and begin a laborious clockwise trek around the perimeter.

 

Follow this route:

Running jump NW to a jutting ledge

Running jump slightly NE to a half ledge next to a column

Stand jump N to a jutting ledge

Running jump NW to a jutting ledge

Running jump NE to a jutting ledge

Running jump NE past a column, curving right to land on or grab a half ledge

Stand jump to an adjacent half ledge

Stand jump E to a jutting ledge

Running jump NE past a column, curving right to land on a jutting ledge

Running jump E to grab a jutting ledge

Running jump S to grab a half ledge next to a column

Stand jump S to a jutting ledge

Running jump SE past a column, curving right to land on a jutting ledge

Running jump S to grab a jutting ledge

Running jump W to grab a half ledge (2 x shotgun ammo)

 

Now backtrack a bit:

Curved running jump E to grab previous jutting ledge

Running jump N to grab jutting ledge

Stand jump NW to jutting ledge

 

Go around and stand jump SW to grab a wall crack. Shimmy right around the corner and safety drop with some health loss to land next to a floor lever that drains the area and removes that aura of blue light surrounding the central structure. The wall switches and pushpieces are now accessible, but first clear the area of two ahmets lurking about below. Slide to the ground and open the N crowbar door. Shoot the crocodile waiting inside and loop around left to find a wall switch (1). Pull it down with no discernible effect other than to release two more crocodiles that you'll encounter when you exit.

 

Go to the nearest pushpiece (on your left as you exit the previous room) and move it two times S and one time E, revealing another wall switch in the process. Climb over the crates and head S past the next pushpiece. Continue around the central structure until you can pull up N to a wall switch (2) that again does nothing discernible. Turn left, climb the crates against the W wall to a wall switch (3) that raises a block under the first pushpiece. Go there and pull down the N wall switch (4) that was revealed by moving the first pushpiece. Another block rises nearby, so climb the crates and pull the raised pushpiece one time S and push it E onto the ground between the crates. Return to the N wall switch and pull it back up to lower the previous block.

 

Climb over the crates and move the second pushpiece W and N onto the rising block tile. Climb the crate and pull down the N wall switch once more to raise the second pushpiece. Move the second pushpiece N and E, then push it E onto the ground so you access the next N wall switch (5). A taller block rises to your right, so hop onto it and pull down the next wall switch (6) to open a door that you've seen before. Stand jump slightly NE to grab the higher ledge, pull up and go clockwise around the perimeter until you reach the column with the crack. Jump up to grab it, shimmy right around the corner, ledge jump up to reach the higher ledge and stand jump NE to grab the jutting ledge next to the opened door.

 

Pull up, go inside and follow around to a floor hole. Drop to a lower room and make your way down lower and lower until you reach the opening to a huge subterranean area. Enjoy the impressive flyby, shoot the nearby funny-face jar for revolver ammo and await the arrival of two harpies. Look down below and take a running jump SE into the pool of water. Pull out, go to the N wall and pull into an alcove behind the ornate structure to find a sarcophagus with shotgun ammo. Exit to the ledge and side flip onto the ornate structure. Face the wall and stand jump to grab the crawl space. Pull inside and find a wall switch that raises a block elsewhere. Go back, drop into the alcove with the sarcophagus and exit to the main area.

 

Go around the perimeter in either direction and come to the raised block against the W wall near the SW corner. Get up on it and jump SE into a wall gap. Stand at the corner and jump SE to grab a higher ledge. Pull up for revolver ammo, drop to the floor and return to the wall gap. Jump E to grab the swingpole, swing around and jump off onto a jutting ledge. Turn to face NW and take a running jump onto a column ledge over another section of the pool. Take a running jump S to grab the smaller jutting ledge, pull up and continue with another running jump S to grab the next column ledge. Pull up and take a running jump to grab the crack in the S wall. Shimmy left until the crack gets wider, ledge jump back and grab the opening next to a receptacle and a large medipack.

 

Hang from the N edge, shimmy left until you can release to activate a jump switch that opens an underwater door in the SE section that leads to the SW section. Swim through and the door ahead opens automatically to complete the connection. Don't continue into the SW section, but turn left and swim S along the passage, surface at the end and pull out into a room infested with five bats. Grab the N shotgun ammo and go to the SE corner. Back flip onto the slope, jump off and grab the corner column. Pull up, turn to your right and jump to grab the S wall crack. Shimmy right until you can ledge jump up to grab a crawl space as you near the next corner (use the look key to know when you're there). Pull inside and find a wall switch that raises platforms nearby.

 

Go back, hang from the edge, drop to grab the wall crack and   shimmy right to the corner ledge. Drop down, reverse roll and take a running jump onto the raised platform. Continue with a running jump to grab the NW corner ledge, pull up and take a running jump NE with grab (low ceiling) to land on the next ledge. Take a running jump onto the next raised platform, jump with grab onto the next one around the corner and turn right. Stand left and take a running jump W into an opening with a pole. Climb up past the ceiling hole and back flip to an upper room. Search the alcoves for revolver ammo and a large medipack, vault up onto the ledge for a small medipack and take the DJED PILLAR from the plinth (cut scene of the receptacle you've already seen).

 

Run off the edge of the floor hole to grab the pole, slide down and safety drop from either side. Either drop or jump into the water hole and swim along the passage to the main area. Turn either right or left at the wall, pull out of the pool and go to the raised SW block. Repeat the moves described earlier, which are repeated here just for the hell of it. Get up on the raised block and jump SE into a wall gap. Jump E to grab the swingpole, swing around and jump off onto a jutting ledge. Turn to face NW and take a running jump onto a column ledge over another section of the pool. Take a running jump S to grab the smaller jutting ledge, pull up and continue with another running jump S to grab the next column ledge. Pull up and take a running jump to grab the crack in the S wall. Shimmy left until the crack gets wider, ledge jump back and grab the opening next to the receptacle you saw in the cut scene.

 

Place the Djed Pillar to raise a platform down to your left, take a running jump to land on it, stand jump up to the adjacent jutting ledge and go around the corner onto the next adjacent ledge. Take a running jump W into an opening with a crowbar switch, activate it to lower a block in the W wall ahead and take a running jump across the gap to grab the opening. Pull inside and come to a tall ladder. Climb to an upper passage, side flip past three circular blade traps and continue along a lower passage, turn right at the wall and come to an opening that overlooks the main area. Take a running jump S to grab the slope, pull up, slide and jump onto a metal walkway. Run forward to a pushpiece and push it three times past a revealed intersection. Get up on it and jump forward to activate a jump switch that lowers a block in the W passage behind you.

 

Go there, pull up into the S passage and follow around the corner to greet a ninja and three scorpions. Continue, hop down to meet another ninja and follow to a reach-in switch that opens the nearby door. Run to a pushblock and push it N three times. Reverse roll, go back the way you came and you'll eventually come to another pushblock. Push it E as far as it will go (past an intersection), and a door to your left will open automatically as you pass by. Hop down left onto the slope, slide and jump near the bottom to land on a ledge and trigger a blade trap. Time a jump past the blades onto a ledge, turn left and take a running jump W to grab the first of four swingpoles. Swing and jump to grab each in turn, jump from the last one to land on a slope and jump to grab a corner ledge.

 

Instead of pulling up, drop to the ledge below and stand jump NE for shotgun ammo. Return to the previous ledge, back flip onto the slope and jump to grab the corner ledge. This time pull up and stand jump S down onto a slope. Jump onto a ledge next to an opening and pull up into the passage. Follow around the corner and either blow away the mummy with a grenade or kill it with your shotgun. Continue to a closed door, pull up left and follow the metallic tunnel to a wall switch that opens a floor trap door behind you. Go back, drop onto a closed trap door below and pull out W onto a slope. Jump immediately to grab the ceiling and monkey swing toward the far wall. Drop to grab the revolver ammo and go back to activate the crowbar door to raise the first trap door and also to open a door in the S wall.

 

Jump up to grab the monkey bars and monkey swing to the raised trap door. Turn right and continue toward the S wall. Drop in front of the opened door and pull down the wall switch inside to open a nearby door. Exit to the raised slab, save your game and stand jump SW with grab to land inside the open doorway. Pull down the wall switch to raise platforms, turn around, walk to the opening and stand jump down left onto the first raised platform. Face the wall, jump up to grab the crack and shimmy right around the corner. Ledge jump back, grab a crack in the other wall and shimmy right to the corner. Ledge jump to grab the corner ledge, pull up and grab the crossbow arrows and the CROSSBOW for SECRET #13.

 

Face E, stand jump down to the raised platform with some health loss, turn left and jump to the next raised platform. Take a running jump to grab the connecting ledge, pull up next to the crowbar switch, turn right and jump up to grab the monkey bars. Monkey swing all the way to the E wall where a door opened, drop down and pull down the wall switch to open the exit doors. Turn around, walk to the opening and jump right or left to land in the water far below. Surface, pull out and find the opened doors in the E wall. Go on through, pull up for a stats screen and hop up into a sand-filled room. Pull down the wall switch to start rising and finish the level.

 

Level 5: THE SANCTUARY

 

Proceed through a hallway to a large divided room. Note the keyhole on the column ahead, go left around the column and note a ladder you can't reach due to the floor ramp. Go around to the other side of the column and shoot the alcove jar to reveal a wall switch that lowers a block on the left side of the larger column across the room. Go there, pull up into the opening and hop up higher for the EYE OF HORUS. Draw a weapon to deal with the hammergod that has appeared outside. When it dies and explodes, it leaves behind the RUSTY KEY, which you can place in the keyhole you noted earlier.

 

A block rises to your left. Get up onto it and jump to grab the ladder above the ramp. Climb up to a crawl space, release, grab quickly and pull inside, flip out at the other end and jump to grab the swingpole. When the flames subside, swing around and jump to grab the next swingpole, swing and jump off onto a corner ledge. Face the next swingpole and time a walking-running jump past the first flame blower to grab it. Use the right arrow key while swinging around to bring you closer to the higher corner of the column ahead, so you can grab it after jumping past the second flame blower. Pull up, take a running jump S to grab the ledge, pull up and run to the other end.

 

Take a running jump to grab the slope, slide down the other side and jump off to the next ledge. Go around the corner, jump to the next ledge and place the Eye of Horus to open the door to your left. Hop into the doorway and face a dark room with a sunken central area. Go to your right and take a running jump S onto the jutting ledge. Turn left and take a running jump to grab the column in the central area. Pull up, take a running jump to the ledge jutting from the E wall and pull down the wall switch to lower a rope behind you. Turn around, take a running jump to grab the rope (better save first, as the switch has a tendency to get in your way), swing and jump off onto the ledge near the SW corner.

 

Take a curved running jump SE past the column to grab or land on the ledge at the SW corner. Push the floor lever to raise nearby platforms, take a curved running jump NW to the previous ledge and jump from there onto the first raised platform. Jump to grab the rope, swivel a bit to your right, swing and jump off onto the second raised platform across the room. Pull up S onto the block, walk forward and stand jump into the SE alcove and pull down the wall switch to raise a block in the central ledge down below. Drop from the alcove, slide to the ground and pull up onto the central ledge. Move the pushpiece over the raised block onto the trigger tile at the S end of the ledge.

 

A trap door that was covering a water hole on the ledge opens, but before going there you can grab shotgun ammo in the trench near the N end of the ledge. Jump into the water hole, swim down and along the E passage to an underwater room. Loop around right to find an underwater lever that opens nearby doors and releases two crocodiles. Flip turn and continue looping around right until you see the opened N doorway ahead. Swim through, surface and wade out to deal with the crocs. Stoop to search the N chest for shotgun ammo and climb the pole in the W alcove past the ceiling hole. Back flip into an upper room and go to the NE corner.

 

Back flip onto the slope and jump off onto the corner ledge. Hop up into the alcove and turn right. Take a tricky standing jump from th corner, curving left to land over the slope and onto the flat part of the SW column. Jump to the SW ledge, loop around left and take a running jump to grab the E alcove. Pull up and enter the crawl space to your right. Crawl a long distance around corners until you reach an opening that overlooks the room below. Face N, jump up to grab the ceiling and monkey swing toward the far wall. Drop onto a corner ledge, jump E to grab the column crack and shimmy right around the corner. Ledge jump up to grab an opening and pull up into an upper room with two closed doors.

 

Deal with two guards, shoot the blue jars for revolver ammo hidden in one of them and use the corner reach-in switch to open the nearer SW door and release a beetle horde. Get rid of the beetles by running over to the floor hole by which you entered, hang from the edge until they all drop through, pull up and go to the opened doorway. Hop down a couple of blocks, save your game, draw a powerful weapon and slide down to a room with two ahmets and a fireball-tossing centaur perched high atop a column. When all is quiet, locate and pick up the dropped ANKH, pull up onto the S ledge and use it to open the adjacent door. Hop down into a side room, note the springpad and look in the trench on the other side for revolver ammo

 

Standing in the trench, face SW and hop up onto the springpad. You'll bounce up onto a second springpad that will carry you up to a green-tinted alcove with a plinth bearing the KEY TO HAMUNAPTRA. Hang from the edge, shimmy to the right side if necessary, drop onto a slope, slide to a lower ledge next to the second springpad and safety drop to the floor. To get back out, step onto the lower springpad facing a bit NW and bounce up to the ledge overlooking the Ankh room. Go left past the statue and take a running jump N to grab the swingpole. Swing and jump off to land on a column, take another running jump N to grab the corner ledge and pull up. Pull up right onto a slope, slide and jump two times to land on a corner ledge and take a running jump S to grab the column.

 

Pull up, shoot the attacking harpy and use the crack in the E wall to shimmy right to the corner and ledge jump up to grab a higher crack. Ledge jump back to land on an upper ledge, save your game and take a running jump from the tip of the ledge onto the slope ahead, slide if necessary and jump at the very bottom to grab the bridge halfway across the room where there's an opening in the railing. Pull up onto the bridge, save again in a different slot, note the nearby wall switch but don't pull it down yet. Instead, face the S wall behind it, jump up to grab the wall crack, shimmy left, ledge jump up to grab a higher opening and pull into an upper room. Shoot three scorpions and a skeleton, take THE BOOK OF THE DEAD from the corner plinth and hop up into the NW alcove. Jump down left for shotgun ammo, return and hang from the floor hole. Drop to grab the crack, drop to the bridge and pull down the wall switch to activate a wall platform that rises and falls intermittently.

 

Go across the bridge, take a running jump to grab the jutting ledge, pull up and face the platform. Save your game and initiate a walking-running jump just as the platform begins to rise so that you'll land on it and continue with a running jump onto the NE corner ledge. Combine the Key and the Book and place IT'S JUST A BOOK... in its receptacle to open trap doors above a pool elsewhere and to open the door ahead and to your left. Stand jump with grab to land inside the opening and follow to a previously visited room. Face N and hang from the floor hole that you used to get rid of the beetles, drop to grab the crack, drop onto the slope, slide and grab and safety drop to the floor.

 

Run off the edge of the floor hole, grab the pole and slide to the room below. Wade into the flooded passage and swim to the opened trap doors. Surface, pull out E and shoot the jars behind you for revolver ammo. Push open the W double doors and face a gauntlet of traps. Crawl underneath two scissor blade traps, time a run past the first spears and don't dawdle, as a spike ball drops from the ceiling beside you. Get over to the safe tile next to the E opening, time a running jump to grab the ledge in the next room, pull up and make your way past three swinging beams. Stand jump to grab the wall ladder, shift right around several corners until you reach the last ladder, drop onto the slope, slide and grab, pull up and take a back flip onto a block in the deadly water.

 

Stand at the SE corner and take a running jump to grab a crack in the S wall. Shimmy left, pull into a crawl space, flip out the other side and go to the other end of this trench for a SHOTGUN and revolver ammo for SECRET #14. Return, not via the crawl space but through the larger N opening where a block has lowered. Take a running jump onto the block, turn right and take a running jump to grab the crack in the E structure. Shimmy left around to corners to the other side and ledge jump up to activate a jump switch that opens the door in the N wall.

 

Jump up to grab the wall crack, shimmy right back to the other side and ledge jump back onto the block. Take a running jump    N past the opened door and into a mirror room. Pick up a REVOLVER in front of the closed door and a large medipack in front of the opened door, stand at the doorway and pull up W into a disguised opening. Pull down the wall switch to open the other door in the mirror room, get down and go on through to a hallway. Pull up E onto the first of several ledges, climb up to the top and walk forward to an opening. Drop down into a trench for shotgun ammo, pull out left or right and jump W to grab the ladder. Climb back up and take a running jump E to grab the block. Pull up and face a deep pit with a deadly water down below.

 

Take a running jump to grab the jutting ledge, pull up and note the ornate wall block, Jump straight up to grab the ceiling. Monkey swing along the tracks, drop at the E wall and grab the crawl space. Pull inside and follow to a small empty room. Pull down the wall switch to lower the block to your right, go on through and follow the winding passage to an opening created by the other lowered block. Run off left onto the jutting ledge you used earlier, take a running jump slightly NW onto the slope, slide and grab and shimmy right to pull onto the raised platform. Take a running jump to grab the crawl space in the N wall, pull inside and go to a huge wall button. Push it to open a door in the S wall behind you, shoot the gem in the bull's head and the door closes again.

 

The platform down below has been raised, so jump down onto it and face the jutting ledge a little above you. Look down into the deadly water and see a safe water hole. Save your game and take a running jump to land (hopefully) in the water. The current will drag you close to shotgun ammo. Grab it, swim foward and around the corner, continue until you can surface and pull out into a small but highly decorative room. Open the N door to a puzzle-mirror room, wait a few seconds and a hint will appear on your screen: Some squares have strange reflections.

 

There's a hidden spear trap at the NW corner of this room that prevents access to the exit button, so it must first be disabled. The key is the brown tiles scattered throughout the room that act as trigger tiles. There are nine of them, and they can be accessed in any desired order. It's also okay to walk along any path from one to the next. To detect them, go to your right, look in the mirror and see which brown tiles have a mottled and not a plain surface design. Two are on either side of the entrance and one is on the first raised slab to the right of the entrance, so step on those three tiles first. Next, walk straight forward from the entrance past the column and grab revolver ammo in front of the statue to your left. Trigger tile #4 is on top of the interior ornate block. For #5, turn around and hop up onto the taller block. Hop down W, go past the cat statues and pull up onto the ornate block against the wall for #6. #7 is between the block and the N column. #8 is at the N wall next to the column with a crack. Finally, face that column and stand left, jump up to grab the crack, shimmy right to the opening and pull up into the alcove for #9. You should hear the sound of the spears being triggered. If so, you'll know it's safe to go to the NW corner and push the huge wall button to open the nearby double doors and bring two ninjas running. Enter the next room and pick up the dropped ISIS KNOT. The jars are empty, but there's shotgun ammo at the NE corner next to the shrine. Go down the hallway and place the Isis Knot to open the large doors to your left. Draw a weapon and go on through to trigger a flyby of the large area ahead.

 

Engage two hammergods as soon as camera control is restored, run diagonally left across the room past a lowered platform and climb onto the block against the S wall. Take a running jump N to grab a crack in the central structure, ledge jump up to grab a higher crack and ledge jump back to grab the upper S ledge. Pull up, activate the E jump switch to raise the platform you ran past, run off onto it and take a running jump onto the higher E ledge. Follow to the end, jump down to the next ledge and walk to the slope between two columns. Stand jump NE over the slope, follow the short ledge and take a running jump to grab the N alcove. Pull up near a wall switch that opens a door elsewhere. Safety drop to the floor with some health loss and run across the room toward the opened W door.

 

Climb the block in front of the doorway and pull up higher to face a ladder. Climb to the top, pull up right and follow the interior passage to a boulder. Push it onto a slope, where it will roll down into the central pool and its weight will open an underwater trap door. Slide backwards down the middle of the slope, grab at the end and ledge jump back to grab a rope. Turn all the way around to face the slope, swivel a bit left and climb up one rung from the bottom so you can swing and jump through the gap to the left of the slope and land on a stable ledge. Go to the end of the ledge, jump up to a higher ledge and go to the far end. Vault onto the block with the statue and stand jump W to grab the higher ledge. Pull up for THE MATI ORB, which registers as SECRET #15.

 

Drop down and return N to the slope between two columns. Hop onto the midpoint of the slope, slide and grab, pull up and take a rolling back flip to grab the rope. This time, swing forward and jump off onto the central ledge. Go around to the left and look for a jump switch on the left column. Stand a bit right and take a running jump to activate it. A block and a platform rise close to each other for later use. Turn around, jump into the pool and swim down the floor hole created earlier by the boulder. Swim diagonally across the room and through the NW passage, surface and pull out into an enclosed room. Push the floor lever to drain the pool, go back and follow the now-dry passage to the previous room.

 

Shoot the funny-face jars for shotgun ammo, push the boulder W and N onto the brown trigger tile (cut scene of two ornate wall blocks) and return to the room with the floor lever. Loop around left and pull up several blocks to get back to the main room. Return to that block against the S wall, use it to reach the crack in the central structure, ledge jump up to grab the higher crack and ledge jump back to grab the upper ledge as you did earlier. Use the raised platform to reach the higher E ledge, hop onto the raised block and jump W to grab the platform that was raised via the jump switch. Pull up, take a running jump NW onto the higher ledge and hop around the corner.

 

Go to the pushpiece near the N wall and two harpies will attack from behind before you reach it. When you've dealt with them, pull the pushpiece two times, go around right onto the triangular ledge and push it next to the column, go around and pull it four times past the next column, get up on it facing E and stand jump to grab the ceiling. Monkey swing to the far wall and drop next to a floor lever. The blocks on either side are spear-trapped, so hop back to grab the edge, shimmy right and pull up so you can push the floor lever to release another boulder that drops down into the central pool and opens an underwater trap door on the other side of the column.

 

Turn around, take a swan dive into the pool and past the opened trap door into a room similar to the one you visited earlier. Swim into the NE passage, surface and pull out into an enclosed room with a floor lever that drains the adjacent pool, just like before. Return to the drained pool, move the boulder onto the brown trigger tile and the two ornate blocks move apart to reveal a treasure room. The funny-face jar is empty, so return to the room with the floor lever, exit SE and climb the blocks back to the main room.

 

You'll be greeted by two ninjas, two ahmets and a centaur perched on a higher ledge. When all are dead a platform will rise nearby. Go to that familiar block against the S wall, use it to reach the wall cracks and upper ledge as you've done twice already, make your way counterclockwise around the perimeter until you reach the platform recently raised, jump to the ledge formerly occupied by the centaur and enter the brightly lit treasure room. Take THE BOOK OF THE LIFE from the plinth on the dais to open a nearby trap door, drop down into the W floor hole and slide to a final stats screen, then slide some more to end your adventure.