AS ABOVE SO BELOW
TEN Levelset by CNxnide
Walkthrough by Treeble
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LEVEL 1: ABOVE
You don't need the jeep keys to drive it around, but, for now, leave it where it is for a location reference in this open area. Just in front of the jeep hood you'll find a jutting angled rock, jump to grab it and shimmy left to pull up and pull up higher still to a ledge with flares on the right. Follow this higher ledge due south and around the perimeter to fight off three scorpions, you will also find a small medipack hidden between the rocks.
Drop down to ground level and find a small cave south, just below your current position, housing flares and shotgun shells. Keep the south cliffside on your right as you move towards east and you'll soon get ambushed by two ninjas, and just around the taller rock in the middle you can get more shotgun shells. Backtrack a bit and look at the cliff face, you'll spot a flat rock surface immediately beneath a climbable wall (which you could also use); from that spot you can work upwards the cliff with simple jumps. Before pulling up at the top, crawl to a large medipack nested in the cliff, which immediately springs a scorpion at your feet. At the top, shoot another two scorpions and collect uzi clips and a small medipack, making a mental note of a closed gate for later.
Take a running jump towards the pillar in the desert; you won't make it but you'll land on a very close ridge. From there, jump to the one on the right and simply pull up to the top to claim SECRET #1, HK ammo. Back to the ground level, go a bit further eastwards and pull up to the higher SE mound, shoot some crates for more HK ammo and drop into a nearby pit for a small medipack.
At the top of that steep slope east is the next half of the level for which we'll need the jeep, but ignore it for now as we don't have the necessary keys. Continuing our desert exploration counterclockwise, you will loop around the NE corner and you'll certainly spot a dark cave. There are two dogs and a closed door inside, so no point in going in just yet.
Climb the stepped rocks to the top of the north mound and face off two ninjas. Loot shotgun shells from their bodies and loop around the back to find flares. From this vantage point you can reach another two topside areas: to the left (SE), jump over the sand towards a pillar with an important item perched on top. As you run around that area, you'll get attacked by a ninja and an assassin, check their bodies for the GATE KEY and uzi clips. You can also find shotgun shells and a small medipack nearby.
Go back to the previous area and now head west. Perched at the top of a dividing ridge is a pack of flares, and there are more flares a bit lower, near the edge of the cliff. Proceed and unlock the gate with your newly acquired key. Before going in, peek around the right corner for a large medipack between the rocks.
Just as you go through the open gate, check the right hand corner to spot a jump switch[1] on the wooden wall. Bounce off the slope to activate it for a secret later down the line. Afterwards, slide down into the massive pit and go around the spike field to a small cave opening in the southeast corner where you'll find uzi clips. Go back a bit and grab the hanging craggy rock to shimmy right around two corners, above the spikes, to finally backflip to safety. Gun down three bats and throw a wall switch to open that gate we'd seen earlier on. Use the lodged rock southeast to jump over the spikes and pull out into the opening on the left to get back to the desert.
Now, go sort of straight towards the south end and go up that cliff face (there is a pack of shotgun shells at the top of that climbable wall, by the way). Enter the open gate and gun down a ninja to steal his large medipack, and another ninja should be running around carrying uzi clips. If you pulled the jump switch mentioned earlier on, the UZIS should be just within reach ahead of you — that's SECRET #2 —, otherwise if they're locked in a cage you could go back for that jump switch on the opposite end of the map. Further down these passages there's a third ninja, hopping over a pack of flares, and most importantly a CROWBAR on a corner block.
When you take it, you get a cryptic camera clue showing a water pit we haven't been to yet, so that's our next goal. Back to the desert, go northwest and you'll spot an eye-shaped opening on the cliff. But, before going in, jump over the ridge on the left for flares and uzi clips. Inside that cave, crawl across to the other side, enter a small alcove on the right for HK ammo, and finally swim to the other end of an underwater passage to pull out right in front of the SPIKED STAR. Prying it off causes the surrounding gates to open, unleashing two giant beetles. Loop inside the corridor to find a SHOTGUN and shells, and then pull down a trapdoor right in the middle of the corridor to find SECRET #3, a small medipack and HK ammo protected by a third giant beetle.
Return to the desert through the underwater passage and the dry crawlspace, then loop around to the left and go back up the stepped rocks to the top perimeter of the desert. Run past the open gate, in the far west, to find a receptacle for the star, which raises a trapdoor in that area with the pillar where you'd gotten the key. So keep to the topside as you head east and jump SE to that spot. From the small pile of sand on the ground, you can grab up to the raised trapdoor and finally get on top of that column with the GOLDEN VRAEUS.
On the ground level of the desert, finally enter that dark cave we'd seen earlier on (to the left of the steep slope), gun down the dogs if you haven't peeked in before, and use the vraeus to open the door inside. You come to a layered pit, first hop up on the west side and pull up to a ledge for a large medipack. On the other side of the pit, climb to the top and you'll spot a locked gate ahead, so go through the side passage to reach a small area with uzi clips, flares and a small medipack. Oh, there is a reach-in hole in the back, too.
It opens that gate you've just seen, but it's on a timer so don't dilly-dally. When you make it in, a danger horn sounds just as you go around the corner. Immediately duck and roll beneath the revolving wall blade to get out of harm's way. Find shotgun shells in the corner and jump across the gap to slide down into another cavern. There's a small medipack just on the other side of the narrow crawlspace, and in the corner of that spike pit is a safe block from where you can pull up to a level above.
Handle the two giant beetles and follow through the tunnel to reach a room with another beetle as well as two SCARAB STAMPS on mirroring plinths. A camera clue tells you where they go, so take the uzi clips before safety dropping to the bottom of this room. At the end of the collapsed corridor is a ladder leading you back to the reach-in hole, so just retrace your steps up and right to drop into the tiered pit and work your way back to the desert (SW).
Now take the jeep up that steep slope, sticking to the right hand side to clear a narrow gap halfway through, and stop at the doors. Place the stamps on the receptacles at the threshold and go through the open door, and go left to a larger hall. You can pull up on to the pediment above the entrance, where you'll find two vases. One unleashes locusts, the other reveals a large medipack. Take a running jump to the opposite ledge for another large medipack and then drop down and go up the slope.
Follow the paved passage, dealing with two crocodiles, and when you get into water you'll spot some uzi clips at your feet. Make a short stop at the air pocket, where you can find shotgun shells and two bats, then dive and swim deeper into the passage for a pack of flares before coming up on the other side.
Cross the spikes (noting a different texture on the right hand wall...) and pull up on the blocks in the back. From the top, first jump back over the gap to find an empty plinth and a wall switch which deactivates the spikes immediately next to that wall tile. Get back down there and discover it's a pushblock, so push it all the way inside and go right through the newly revealed passage. Kill a lurking crocodile and grab the rope to swing across the deep pit to land right inside SECRET #4: HK ammo and shotgun shells.
Retrace your steps and climb the blocks in the back, this time going through the open gate at the top. On the bridge, Lara looks to her right and realizes she's going to need two full cartouches to proceed, so hop across to the opening on the left wall and go in. Looks like we're also short of a hand-shaped object...
Go down the slope to the right, pick up some flares and go up to the next room, protected by two giant beetles. There are even more flares ahead. Then, crawl underneath the flames and time them to stand up and quickly interact with the reach-in holes and sideflip to safety with a large medipack in tow. Hop backwards and jump to pull up to a ledge above with another burning reach-in hole, this one retracts spikes near the top of the room.
Just above the fenced corridor is a crevice you can grab to and then shimmy all the way to left to find shotgun shells. Behind that fence, a timed wall switch in the back of the corridor will raise a block by the central pillar of the room, but you have to quickly spring back and hop onto it to reach the upper ledge in time. Grab the suspended ladder and shimmy all the way to the left, then backflip to a slope and immediately bounce to grab the upper half of the ladder so that you can resume your shimmying-to-the-left routine. Where the ladder ends, backflip to land on a spot where spikes once stood. Climb up that pole and backflip to a narrow passage where a giant beetle hoards the LEFT CARTOUCHE PIECE 1. Safely get back to the ground level and return to the previous area.
As you go towards the next area, a crocodile shows up. Go up the blocks and through the rotating knives, and you are greeted by a crocodile and another beetle. You can get some HK ammo from the back left, but your way forward is taking a dip. In the back side of the water there are uzi clips, take them before swimming down through the hole at the bottom. Outsmart the crocodile there and swim through the winding narrow tunnels until you can pull out at the bottom of a ladder, climb it to the top to find yourself staring at the RIGHT CARTOUCHE. Throw the floor lever next to it to open a gate elsewhere and swim back, minding the crocodile again. Run past the blades and go towards the cartouche receptacles.
We're still short of half a piece, so slide down to the area below the bridge and take uzi clips from the ledge left and a small medipack from the right hand side one (the nearby trigger tiles disable the flames protecting the receptacles, we'll get to them shortly). Mind the double hanging knives protecting the doorway and the rotating knives just around the bend, and push open the doors to enter another shaft. A skeleton rises as you enter, use your shotgun to blast it into any of the open holes on the floor.
Grab the large medipack and go up the sloped doorway, dealing with two giant beetles as you make your way to the top of an U-shaped ledge. Turn your back to the suspended ladder for a moment and find a passage tucked away, up in the SE corner, for SECRET #5: a large medipack and the HK GUN plus ammo.
Retrace your steps now go up the ladder. At the top, two bats bite you, so instantly make them pay. Get the HK ammo and go through a crawlspace in the other end of the room to drop at the bottom of a shaft. There are two vases, again one contains locusts and the other one, a small medipack. Pull up to the ledge above, spot the flares and from there you can grab a jump switch on the wall behind the supporting pillar of this structure. The trapdoor rises, so climb up to it to reach the top of the room.
Take a gleeful running jump towards those items in the back, only to find yourself falling into a pool with a crocodile. Quickly climb out south to dispatch the beast, and then swim past the underwater knives to pull out in a spiked corridor. The camera angle betrays you. Walk forward, and take simple standing jumps all the away across to get your grubby hands on the STAR OF HAITI, then hop back and swim past the knives again.
Climb out of the water south again, but this time drop on the other side to find yourself in a room you've been to before. Don't swim deeper into the water, instead wade out and go through the rotating knives back to the room with the receptacles. As you get close to the bridge with the cartouche receptacles, trade the star for the LEFT CARTOUCHE PIECE 2 and combine both parts to form the, well, LEFT CARTOUCHE.
Detour for the last secret: slide down to the bottom of the bridge and go through the knives again, all the way up the ladder at the U-shaped ledge and to the top of the room with the raised trapdoor. You are now clear to perform that gleeful running jump, and now you can take SECRET #5, and it's packed: UZIS and clips, shotgun ammo and a large medipack. Retrace every step until you're back at the bottom of the bridge with the receptacles.
Time to slot those cartouches into the burning receptacles. Step on the trigger tile on the lower ledge, face the bridge and take a standing jump to grab it. Pull up and backflip with a midair roll and quickly place the cartouche, then backflip to safety. Repeat the same routine on the other side and the central door opens. Jump in.
Loop around the wall, timing your strides past the sword-wielding statues, and push open the doors to be warped to an arena. Kill the first harpy, enter its chamber and find some shotgun shells and flares, then pull the chain to release a second harpy. The chamber it came from has uzi clips and HK ammo, another chain to pull, and just outside the doorway you can pick up some flares. Fall through the trapdoor in the middle...
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LEVEL 2: BELOW
A small medipack rests on a ledge on the right. Take it and go through the doorway. That mesmerizing purple light distracts you from the giant scorpion coming from your right. When you investigate said light, turns out its a small lair for two giant beetles who had been hoarding HK ammo and flares. Next to the crooked steps you can get some uzi clips, but watch out before going up: there's a deadly spike trap coming from the ceiling on the left side. And, wouldn't you know it, just across the first gap there's a boulder. Drop in the second, wider, gap to find shotgun shells and climb up on the opposite end.
A giant scorpion comes out from behind the block, and in that dark corner it came from you can find a large medipack. Collect the HK ammo but ignore the uzis for obvious reasons (for now, anyway), and pull up to the floor above by using the block in the middle to find shotgun shells just above. In the opposite corner, squeeze climb into the crawlspace (forward+action) and go up to that ornate column at the top.
Kill another giant scorpion then circle around the room to find several goodies, including another HK GUN and, more importantly, a BLUE ORNAMENT nested in a corner alcove. Another couple of small scorpions show up along the way. The receptacle for the ornament is in the central column. If you're feeling brave, time the wall spikes to throw that floor lever: it disables the spike trap in the previous room so you can go back there and claim the UZIS, if you like (but keep in mind the surrounding tiles are still trapped).
Mind the wall spikes on the slope and take a running jump from the top to grab a ladder, then climb up through an open trapdoor. Find a small medipack and uzi clips casually lying on the floor and approach that ominous dark corner to lure two giant scorpions. When it's safe, get in there and squeeze into the crawlspace and then into the even narrower crawlspace (forward+action) to reach a lava pit. Jump to the hanging ornamented wall, shoot a bat and use the crowbar lever in the back ledge. Glide jump into the alcove with flares and step out through the opening next to it to reach a large medipack in the next alcove.
Retrace your steps back to the previous area and you can now begin your ascent via the grey blocks NE. Climb them to the very top to find a floor lever, throw it and then retrace your steps back down to use that white ledge which allows you to get across to the other side, where a new block has just been raised. Loop right for uzi clips by the wall and climb up for HK ammo just above it. Hop across to the opposite side, before going through the open doorway you can collect some more shotgun shells on the right.
Two giant scorpions greet you, then head up to face off two harpies at the top. Jump over the lava to get to a floor lever in the corner. Again, retrace your steps and safety drop to the floor, then go through the open door for a cinematic walk. When you take the MYSTERIOUS ARTIFACT from the plinth, this adventure comes to an end.
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1. Many thanks to billie2001 for spotting this jump switch.