THE POWER OF SHOHAM STONES
Levels by DHermogenes
Walkthrough by José
Colors: pickups – necessary items – enemies
[Note:] Special thanks to lizard queen to help me explaining a new move in the beginning of the sixth level. [End note]
LEVEL 1: MACHU PICCHU CAVE
Underwater Business
Note the small ledge you can climb in the S wall (for later) and dive through the opening in the W wall. Take a breath in the next area and swim to the bottom, locate the hole in the floor under the bridge, swim through and open the underwater door in the corner; swim back for air if you want but follow the underwater passage to a dead end, pull the underwater lever near the grate in the ceiling, swim back to the previous area and look for a couple of underwater levers to pull in the W wall, left and right from the bridge, where the blocks lowered; pull them to open gates above in the W side of the bridge. Swim there and follow the path until you can surface; pick up the small medipack and go left to find a huge room with movable cages and four wall switches.
Movable Cages Puzzle
Explore this room to find four switches over water holes, there are also four movable cages, two of them on ground floor and two more on the upper E and W ledges. Your goal here is throw the cages into the water holes so you can pull all four switches; but let's look for some items to pick up first. Right from the entrance there's a large medipack next to the steps; there's a hole in the water channel near the SW switch, swim a bit and pull the underwater lever to raise a block somewhere to get more items later; get out of the water, run up the S wide ramp with the closed gates at its top, go right and pick up a small medipack in the very SW corner; here you can find the block you raised with the underwater lever moments ago, so climb it jumping from the grassy rocks in the S wall and take a standing jump to the top of the arch with the closed gates to find 2 X small medipacks, 4 X uzi ammo and 2 X large medipacks. Go back down and to the end of the high W ledge, take a running jump to the top of the cage, jump to the N ledge and pull the switch in the corner to lower the trapdoor and take the cage down. Now run to the E end of this ledge and take a curved running jump S-SE to reach the high E ledge (or drop down and go up the wide ramp again turning left this time), go to the S end and push the cage twice to take it down (near the rocky columns to your right there's a small medipack). Once all the cages are down, throw them into the holes under the switches; once all four switches are pulled the gates at the top of the S ramp open, run up the wide ramp and save your game before entering.
The Escape
Watch the cut-scene and once Lara wakes up run/jump/sprint in zig-zag depending the fire bolts as fast as you can to the very starting room of this level before all collapses, get out of the water in the right side (S) and continue to the outside area with the Quad; there's a large medipack near the N wall, mount it and drive trying to not touch the barrels (or you'll see what happens), use the sprint key when necessary (in the area with the three pits in a row jump with boost the first and the second ones from the left sided and the next ones from the right sides) until you eventually find a pit you can't jump with the quad; drop, climb from the SW corner and before you advance to the cataract area climb the rocks in the NW corner to find 3 X shotgun shells and a large medipack; continue S and after the flyby fight with the enemies (only with the pistols) and once they are defeated watch the final cut-scene to finish this level.
LEVEL 2: CHANIA CITY
Outside Areas
Advance N and after the flyby turn left and climb up the W vines, go left to get uzi clips and then to the N end, take a running jump to the terrace of the orange building, pick up a small medipack, uzi clips and continue N under the small arches; after the flyby take a running jump to the sloped roof to your left, slide/grab the edge, shimmy right and around the corner and when the camera angle changes pull up and take a backflip with twist and grab to land into the niche of the opposite building, pick up the small medipack and safely drop down onto the street below. Open the blue door you saw when watching the last flyby, enter the building, pick up the uzi clips, open the floor trapdoor in the corner, drop down, go through the crawlspace, drop and slide down the ramp to find yourself in the sewers area.
The Sewers
There is a small medipack on the red block, continue through the W opening, slide/jump over the pit and in the big room go right, take a running jump to the N ledge to get uzi clips, jump back to the entrance and make your way to go down to the bottom of the pit (the best way is to go left, take a running jump to the S ledge and take the first opening), climb the N ledge with the pipe to get a small medipack, pull the switch near the NW corner to open a door in the high ledges and go all the way back up to the entrance the way you came. Take a running jump again to the S ledge and this time take the second opening and climb twice to find the open door; go left, take a running jump to the W ledge, go N, climb the red block, turn around, take a running jump to grab the upper ledge with the closed door and continue running/jumping counterclockwise to reach a ledge with a red block and a switch (I took the last running jump with grab to land there); pull it to open the closed door you saw moments ago, climb the ledge above to get shotgun shells and make your way to go back to the high W ledge with the (now) open door. Advance to finish the level.
LEVEL 3: THE SHOW
Main Hall - Bottom Floor
In the dark NE corner there's a small medipack, and if you go behind the N stairs there are two wall switches left and right which open doors in the W and E walls. Behind the W door there are shotgun shells, a closed door guarded by mercenaries and an opening (1) in the wall with the armors but it's covered with a shootable grate; as you still are disarmed, pick up the ammo and cross the hall to the opposite wall with the E open door. In this corridor pick up the small medipack in the left side and go around the corner; you can open the small double doors but the entrance is protected with lasers, so face E, take a standing jump through the center of the first laser barrier and duck under the second one; pick up the uzi clips next to the flowerpot and open the small double doors.
The Library - Bottom Floor
Here several passages are protected with laser barriers you can't cross, but you can go around the bookcases finding another clear passages or lasers you can pass crawling or jumping; what I found in this area were a large medipack, revolver ammo and shotgun ammo. But the most important thing is at the very end of the S side of the central corridor: there is a key on a low table behind a couple of laser lines; these lines are not so dangerous than the other ones, if you approach you'll progressively lose health but don't instantly die; so what I did was to approach and take a standing swan jump over the highest line losing some health to finally get the Blue Key; take another swan jump to get out and go back to the main hall.
The Library - High Ledges
This time climb up the left stairs to the upper floor picking up uzi clips on your way up, and if you go left to the E wing there are shotgun shells and a small medipack to pick up; anyway go right to the E wing to find the blue keyhole and open the door. Run up the stairs to find yourself on a balcony overlooking the library, go left to the part with the missing balustrade and the ladder, take a standing jump to the SW niche to get uzi clips and safely drop down to the lower ledge losing some health (or jump back to the balcony, climb down the ladder and jump back). In this middle floor you can go all around and jump onto the top of the bookcases to find shotgun shells and a small medipack, but your goal is to pull the jumpswitch in the W wall (yes, it seems that it was already pulled, but it wasn't) to open a door in the high balcony you came from, so climb up the nearby ladder to go there (run against the balustrade and jump to grab it). In this room look for a hidden switch to pull behind a flowerpot and go back to the main hall.
Getting Armed
Look for a hole in the floor next to the Neptune statue and drop down, follow the passage, note a closed door (2) to your left on your way, climb the N ledge, roll and take a running jump to reach the high S ledge; pull the switch to alert some enemies somewhere. Go back to the main hall, now bathed in darkness, and go to the W opening with the open door you visited before: the mercenaries are no longer there and the door at the back is now open; enter and pick up the Pistols and the Shotgun. Go back to the corridor with the armors, climb the N opening (1), draw pistols (select them from the inventory), shoot the grates, pick up the large medipack and in the adjacent room ignore the button and place the cross onto the checkered tile, exit SW, pull the switch to open the door and drop down again through the hole next to the Neptune statue, continue through the sewers until you find the open door (2) to finish the level.
LEVEL 4: VC ARCHAEOLOGICAL SITE
Dangerous Swim
Jump into the water hole and swim to find a room with shotgun shells and two keyholes; pick up the Yellow Key from the plinth and go through the W opening, pick up the small medipack, climb up the ladder, pick up the small medipack, more shotgun shells and jump into the water hole. At the end of the dark underwater passage pick up the Blue Key, so go back to the room with the keyholes and open the door. In the next room pick up a large medipack in a corner before you jump into the pool and swim as fast as you can using the "sprint" key so you can go through the half-pipes avoiding the strong currents and follow the obvious path until you find a Greek-looking area; pull the underwater levers E and W, quickly swim through the hole in the center, equidistant of the levers and right, to the NW corner where the air-hole is. Now, if you want you can swim back to the Greek-looking area to get 2 X shotgun shells, and back in the area with the air hole there are uzi clips in the SW corner too. Now surface in the W side behind the glass panels to find the next opening. Time the moving blades (approach and use the "roll" key) and pull the switch to get access to...
The Hub Room
If you drop down to your left, there are shotgun shells to pick up. Anyway, from the entrance, take a running jump to grab the central pillar, drop from the other side, pick up the large medipack and take a long running jump to the far SW balcony, press the button in the corner and make your way to go down to ground floor. Pull the switch in the N wall to raise blocks in the central part of the room and use them to go back up to the entrance of this room (start by climbing the lower block from the small mound in the SW corner; face E in the very corner and use the "action" + "up" arrows). Again, take a running jump to grab the central pillar, drop from the other side and this time take a long running jump to the far SE balcony, press the big button and jump to the E rocks if you want to find uzi clips. Now both doors in the W and E sides of the room (bottom floor) are open, so make your way to go down and choose the E door.
The Pit
Before entering, pick up the shotgun shells in the corner to your right; enter, take a running jump over the pit and jump when sliding, take a standing jump to the ledge to your right (beware of the low ceiling) and press the big button at the end of the passage to lower a trapdoor somewhere. Go back to the pit and from the left side of the edge, turn around facing SE and jump back and forth onto the slope to grab the edge of the slope above, shimmy left, pull up and jump back and forth to grab the crack above, shimmy right and pull up. Now take a running jump to the top of the N block, climb the opening, advance, pick up the shotgun shells and soon you'll find another challenge.
Underwater Tunnels
Jump into the pool and when you reach the junction (currents here) turn right, advance and turn left to find an underwater lever (note the closed door here (1) for later); pull it, go back right to the junction and swim ahead W to find another junction where you can take a breath. Turn left and swim S to the very end, right and immediately S again avoiding the currents; continue swimming S and E to pull another underwater lever; quickly swim back and always right when possible to the very end (use the "sprint" key) and left to an area where you can surface, get out of the water, pull the timed wall switch and quickly swim (sprinting) always right until you find the junction with the underwater plants and then E to find the open door, surface, climb the N ledge, pull the floor lever and swim back to the area with the timed switch. Take a breath, turn around and look for a hole in the floor, swim through and follow the underwater passage until you find a triangular opening to your right; continue until you can surface. In this pool there is a small arch in a corner, swim there, pull the ceiling lever, swim back, get out of the water W, climb and pull the floor lever, exit W, jump into the pool, climb W go through the W opening and make your way to go back to the main room (hub room). (In the pit with the lowered trapdoor slide down backwards the longer slope, grab the edge and shimmy left around the corner; there are uzi clips in the next pit).
Lion Buttons
Shoot three mercenaries in the hub room and use the central raised blocks to get back on the high starting entrance as you did before. This time you'll need to take running jumps onto the SE and SW slopes (climb again from the bottom), slide, jump and land onto the raised trapdoors, climb, running jump to the opposite ledges and pull the lion-switches (on your way you can get access to a rocks in the E wall with a small medipack) and use one more time the central raised blocks to go back up again to the high starting entrance. This time take a running jump S to the top of the central pillar and a last running jump S to the ledge with the open door. At the end of the passage slide to a pool room with lethal hydras in the center.
The Hydras Lair
First swim NW and pull two underwater levers, W and N; now swim to the NE corner, climb the ledge and start by taking running jumps all around the room counterclockwise pulling two wall switches on your way; continue climbing blocks until you reach a sort of cave in the SW corner with a small medipack, you are relatively safe here. From this position, draw pistols and shoot a yellow bell in the far NE corner (jump up if necessary); continue running/jumping from block to block, this time clockwise until you reach a high balcony attached to the S wall, from here draw pistols and shoot a yellow bell in the far NW corner (jump up if necessary); continue running/jumping clockwise until you find a wall switch in the W wall, pull it to release a sword and kill the beast; now jump to the N ledge to get shotgun shells, jump back to the ledge with the switch, turn left and take a running jump with grab E so you land into the hole where the hydras were.
The Long Way Back
Swim to the end, pull the underwater lever, roll, take the S passage and check the sarcophagus to alert several enemies, swim back to the junction, straight ahead N and follow the path to go back to the main hub room. Press the white button in the N niche before entering, shoot the mercenaries and use a last time the central raised blocks to go back up to the entrance ledge and continue all the very long way back to the very beginning of the level (starting room) shooting some mercenaries on your way, to finish the level.
LEVEL 5: THE CONFRONT
The Battle
Advance E, climb the block and climb to the main hall (it seems that you are back at level 3), shoot a lot of mercenaries and when all they are dead the N gates open; go there, enter and after the flyby prepare yourself for a very hard fight against the Big Boss (go around in circles and shoot when you can). There are 2 X shotgun shells in the arena, and you have to pick them up before the boss is defeated. After the battle, the level finishes.
LEVEL 6: THE NAMELESS PLACE (first time)
Tricky Climbs
After the flyby take a running jump to the N slope (low part), jump and grab the edge of the W rock; pull up and continue taking running jumps from rock to rock until you reach an opening in the low part of the building. Climb the block to your right and be prepared to engage a very tricky movement (why the author didn't place a ladder here? Brrrr!). You'll need to climb the walls here jumping from wall to wall very fast. What you must do: situate Lara facing N with her back against the S wall, take a standing jump without grab, keeping only pressed the "up arrow" key to grab the wooden planks in the N wall, immediately depress the "up arrow" key and press the "down arrow" and "jump" keys simultaneously so Lara takes a backflip with twist and she will grab the wooden planks in the S wall (don't press any key here, she'll automatically grab the planks), quickly press the "jump" + "up arrow" keys so she jumps higher and grab the edge above. After you are success, pull up, go around, take a curved running jump SE to grab the next rock, face E and use that new move to reach the edge of the high block (take a standing jump without grab, keeping only pressed the "up arrow" key to grab the nude rock, immediately depress the "up arrow" key and press the "jump" key to get higher and grab the edge above), pull up and if you want an extra pickup, go around and jump over the slope to get shotgun shells; anyway, from the sandy ledge where you pulled up (E side), face N and use the new move to reach the edge above, pull up and run up the steps to find the entrance of the building with double closed gates.
Opening the Double Gates
Go right, take a running jump with twist onto the sloped top of the pillar (try to land on the very E side) and jump with a hard right curve to reach the E side of the ledge; when you reach the dead end use the new move (this time with backflip + twist) so Lara reaches the high W edge; once inside, pull the floor lever and make your way to go back to the entrance of the building the same way as before (drop and use the tricky jump onto the slope). Now approach to the SW edge and repeat the same tasks you did before (tricky jump onto the slope, new move to go up...) to find a second floor lever, pull it and the double gates should open. On your way back to the entrance you can drop from the SW corner to get a small medipack and use the new move to go up. Enter the building, jump over the rotating blades, go left, run up the narrow stairs, climb and advance a bit to jump to...
LEVEL 7: THE SECRET GORGE
The Revolver
At the end of the dark corridor there's a very huge outside area; go left around the big statue to get a small medipack, continue N past the stairs and in the platform with the basket containing shotgun shells shoot a harpy; now advance W, when you reach the tall pillar another harpy will be triggered, advance W to the very end until you reach a rocky wall, jump around the corners (a standing jump to the flatter triangular part and a running jump to a flatter part to the W) to discover the Revolver, uzi clips and a large medipack; now go all the way back to the entrance of this outside area.
Jumps, Jumps
This time advance E, take a curved running jump to grab the E rocks, continue counterclockwise using the flatter parts and when you reach a big slope, jump/slide/grab, shimmy left and drop when you see a basket below; shoot it to get uzi clips and go S a bit, take a running jump to grab the first hanging pole and continue jumping from pole to pole; from the last one jump to grab the plants in the rocky ceiling and monkeyswing until you can drop onto a safe rock, shoot the bat, take a long running jump W to grab the next pole, jump to grab the edge of the W slope, pull up, slide and jump to the top of the block. Continue taking a standing jump to the top of the N block and W taking running jumps to the top of the blocks until you reach the wall of the building; from the triangular ledge use the new move to reach the top of the next block, take a running jump NE to the top of the sloped block, slide/grab the edge, pull up and jump back and forth to grab the monkeyswing, swing to the end and drop; take a standing jump to the NE block and a final running jump (no grab) to the SW block.
The Big Lake - First Chain
Note the ladder in the W side of this block (1) (for later) and jump into the lake; if you swim all around the lake in a clockwise direction near the walls you can found 2 X small medipack a large medipack and uzi clips; after going almost all the way around, look for an underwater opening in the E wall near the NE corner (2), but don't go there yet; instead, follow the N water channel to the very end to find a large medipack; swim back E and just after the underwater passage you can climb the flatter rocks in the NE corner, go W a bit, take a standing jump over the slope and another standing jump to grab the monkeyswing, move yourself to the end, drop, take a detour jumping to the NE to shoot a basket and get grenades, shoot a bat, jump back to the rocks under the monkeyswing, advance SW, take a running jump to the next flat rock, shoot the bats, jump to the W block and use the new move to reach its top, jump to the N rocks, go W, take a curved running jump SW to the next flat rock, another curved running jump NW to the next flat rock and after the curtain jump over the spike trap (left side) and finally pull the chain (1 of 5) to get a screenshot of a closed door.
Second and Third Chains
Exit, go right and jump into the lake; look for a nearby passage in the NW corner and continue wading to the very end, climb the ornate pillar in the corner and again use the new move to climb the E opening, shoot the bats, go one tile to your right, situate Lara facing E and use the new move to jump between the columns, jump back and up to reach the high W opening; pull the chain (2 of 5) to get another screenshot and go back down. Now continue S and follow the path with the orange plants to reach a hidden part of the lake, jump into the water, go left to get a small medipack, go around counterclockwise, climb the block to your left, take a running jump W, climb left and take a running jump to the opening in the S wall, pull the chain (3 of 5), exit, shoot the bat, make your way to go back to the main lake and cross it to the opening in the NE corner (2) you ignored earlier.
The Sapphire Key - Fourth Chain
Swim through that opening this time and always to your right to find a small medipack; continue always right when possible until you find a closed door; here pick up the Sapphire Key in the corner, pull the ceiling switch to open the door and continue swimming to find a dead end with revolver ammo and an exit to surface in another smaller lake. If you want, there is a water channel in the N side leading to a ledge and use the new move several times to reach the high rocks and shotgun shells, but it's a very hard task, so if you don't want to complicate your life, climb the rocks in the S wall and go around clockwise to the N side of the lake to find a basket with a small medipack. Shoot the harpy and the giant crab and from the S side of this lake go E to find a passage with a stuck crab, climb the block between the columns, use the key to open the door, enter and pull the chain (4 of 5). If you drop into the pit there's a crawlspace with uzi clips, but I think this will alert two harpies. Go W an always next to the walls in a clockwise direction all around the big valley to find baskets to shoot with a small medipack and shotgun shells; I found also a harpy and four giant crabs. Soon you'll find a grassy area with two columns in the left side (3); remember it if you want to get more pickups later. Now you have two options:
OPTION 1.- Fastest Route: ignore the columns and the block between them and continue W, past the dead trees to the very W side of the canyon, note the blocks attached to the W wall and climb the leftmost one; jump from block to block to the very NW corner and pull the floor lever (5 of 5) to finally open the door you saw in the screenshots. Slide down to ground floor and go E to shoot a basket near the N wall containing uzi clips, shoot a harpy and continue E to the smaller lake.
OPTION 2.- Longest Route: climb the block between the columns, take a running jump S-SW to the flatter part with the orange plant, climb the next block and continue running/jumping counterclockwise around the canyon using the flatter parts until you find an ornate pillar in front of you and a wall with wooden planks to your left; facing S use the new move to climb the high N platform, pick up the uzi clips, use the new move to climb the N wall, turn left and jump to grab the high ledge with the steps. From here (4) you can take two different routes:
a) With more pickups: go left and back to the very beginning of the level, go E as you did before but when you reach the wide slope, shimmy left until you can pull up and continue N running/jumping until you reach an area with several columns; in the NE cave there's a basket with the Uzis plus 3 X uzi clips. Exit the cave and go right to the very NW end, run off the diagonal ledge to land onto a slope below and continue N to an area with two tall pillars where you can get 4 X uzi clips and shotgun shells. Go back SE to the very end of the ledge and take a running jump S-SE to land into the lake below; get out from the S side, go back NW to the grassy area with two columns (3) and repeat all the tasks to go up to the upper part of the canyon (4) where you came from. Continue with the next b) section:
b) With less pickups: go N to face the opposite side of the canyon with four minarets. Take a running jump to the rocks in the right side of the ornate ledges to minimize damage, take a running jump W to the first ornate ledge; the second one is too sloped, so drop down and take a curved running jump to the rock between the first and second ledges; from here it's easy to go to the NW area and find 4 X shotgun shells, a small medipack and a bit to the E a large medipack. Now run/jump to the very SW corner and run off the diagonal edge to safely land to ground floor. Turn around and climb the N block to your left, jump from block to block to the very NW corner and pull the floor lever (5 of 5) to finally open the door you saw in the screenshots. Slide down to ground floor and go E to shoot a basket near the N wall containing uzi clips, shoot a harpy and continue E to the smaller lake.
Up to the Open Door
Regardless of the option you chose, you must have pulled the floor lever, the door must be open, and you had to return to the smaller lake. Jump into the water and take the W underwater passage as a shortcut to get back to the big lake, swim left (S) and locate the ledge next to the ladder (1), climb it to the top, take a running jump to the NE block, a standing jump to the block under the monkeyswing and facing N use the new move to grab the wooden planks and quickly jump back with twist and grab to the ledge above, pull up, go right to shoot the basket with the shotgun shells, go back and around the corner, jump to the ledge with the open door and to get another item jump to the S ledge, shoot the basket and pick up the large medipack. Anyway jump back to the ledge with the open door and enter.
The Candle
Go to the S room, drive pistols and jump/shoot the moon with the star to open the W door, go there, to the left, drop/grab the edge and safely drop down. To get an extra item go SW using the triangular ledges to get grenades; go back to the place where you fell and climb the E opening. In this room shoot the small spiders, pick up the shotgun shells, pull the floor lever and in the N side of the room there is a ceiling trapdoor you can open (facing N) to go back up to the entrance. Back in the balcony, your goal now is to reach the central platform using the ledges with the conveyor belts, so take a running jump to grab the first, (shimmy where you consider when grabbing the edges of this ledges before pull up), take a running jump to the second one another running jump to the top of the pillar where the block lowered and a last running jump to the central platform. Shoot the harpies, take a running jump to the S ledge, pull the switch, jump back to the central platform, take a running jump to the W ledge, shimmy right and around the corner, pull up, time the next jumps to the S ledges and time the jump again to the ledge attached to the S wall; pull the switch and make your way to reach the W balcony using the ledges with the conveyor belts (not so hard at all). Enter the room and pick up the first Candle.
Back to the Beginning
This is everything we came to this level for, so we need to go back to the very beginning and jump to the previous level. To do this take a running jump to land into the big lake below, swim to the E side to locate the ledge next to the ladder (1), get out of the water, jump to grab it, climb it to the top, take a running jump to the NE block and run off NE to the bottom of the canyon; continue N to the grassy area with two columns to your left (3) and do the same as before: climb the block between the columns, take a running jump S-SW to the flatter part with the orange plant, climb the next block and continue running/jumping counterclockwise around the canyon using the flatter parts until you find an ornate pillar in front of you and a wall with wooden planks to your left; facing S use the new move to climb the high N platform, use the new move to climb the N wall, turn left and jump to grab the high ledge with the steps. Turn left and continue all the way running/jumping all around to reach the entrance opening of this level; enter the S opening between the statues and continue through the corridor back to...
LEVEL 6: THE NAMELESS PLACE (second time)
Go down the narrow stairs, take a U turn and go down the next stairs to a room with closed double gates. Continue down the SW stairs (the flare/light doesn't work here in my game) and go W, S and E to jump to...
LEVEL 8: TEMPLE OF ILLUSIONS
Drop down and go S to a hub room with a sort of well in its center; there are skull textures in the E, S and W walls, but all they are phantom walls you can trespass. From here, I'll call this room the Hub Room.
West Skull (first time)
Go through and in the corridor with the skull texture at the end look up to see an opening in the ceiling; climb up using the new move and go E to a ledge overlooking the hub room, shoot the flying skull and go around to the E openings with the hanging curtains. It seems to be a dead end, but the E texture with the winged lions is a phantom wall, go through and in the next room pull the floor lever. Go back to the hub room and this time go through the E skull (a block lowered here).
East Skull
Advance and drop down into the pit, follow the passage to a pit with a spike trap below; what I did here was drop/grab the edge of the pit and time the intermittent spikes to drop down and quickly run ahead (not hard at all). In the next pit simply take a standing jump to your left and finally pull the jumpswitch to open doors in the corridor you came from. To go back up, face the first popping spikes and from the left side take a standing jump SW; the next ones are harder, facing N time the spikes to jump and use the new move to grab the wall and jump back to reach the high edge. When you reach the dead end, use the new move to go up to the corridor with the open doors; in the N one pick up 3 X shotgun shells, and in the S one 4 X uzi clips. Go back to the hub room.
West Skull (second time)
This time go to the end of the corridor and through the phantom skull, go N, blast the mutant with a grenade, drop into the pit, shoot another mutant and look for an opening in the W side of this room, enter, face W and jump to grab the ladder, climb up but not to the very top, shimmy left or right and make your way to press the N and S buttons in the niches, then climb up the ladder to the very top, turn around, jump E and drop down to the entrance. This time go S and take a standing jump with grab to the texture wit the skulls (another phantom wall), at the end of the passage there is another of those phantom walls with skull textures, so go through but don't drop down, simply jump back, grab the edge, shimmy right and pull up: there are two open doors in the W wall.
The Stars
Go through the left one and shoot a lot of those flying skulls, when all they are killed a hole in the center of the room is available; drop down and pick up the Big Star (called "Load" when you open the inventory). Exit N and to the previous area; now go left, take the right open door, go through the phantom-skull-wall but don't drop down or you will have to reload; instead, take a running jump N to an invisible ledge, turn right and use the new move to climb the NE block (take a curved standing jump to grab the block), shoot the flying skull, go to the E edge and jump to grab another invisible ledge above, turn right and take a running jump S to the slope in the corner, slide/jump to grab another invisible ledge, pull up, time the popping spikes to jump and take a running jump to grab the crack in the W wall, shimmy right, pull up and face S to use the new move and climb up to the ledge above; time the popping spikes and jump to grab the monkeyswing, move yourself to the very SE corner and pick up the second Big Star. Now make your way to go down to the S ledge with the phantom skull. Go right (S) and take a standing jump with grab against the texture with the skulls in the S wall, at the end of the passage take a running jump through the texture with the skulls, go right (E) through the phantom skull texture and back to the corridor leading to the hub room, but don't go there yet; in this corridor look up and use the new move to go up to the room above, go E to the ledges overlooking the hub room and go around to the E side, run up the stairs, go through the phantom wall with the winged lions texture, go left to the ledge with the lever, climb up W, shimmy left, pull up, place the stars N and S into their receptacles and go back down to the hub room.
South Skull - Second Candle
This time go through the S phantom skull; in the cave area several Winged Demons will shoot blue bolts, so take care; go left, drop down, pick up the shotgun shells, take a curved running jump E, shoot the star (1 of 4) in the corner and drop down to the bottom of the cave. If you go E you can find a couple of small medipacks. Continue all around clockwise until you find a W passage, climb the rocks to your left and face NE to shoot another star (2 of 4). Quickly run and jump all around fast SW and use the new move to climb the block under the next star (3 of 4), jump, shoot it, drop down to the bottom, sprint to the very NE corner, climb the central ledge and use the new move to grab the high ladder, climb up to the top, go right and take a running jump to the top of the rocky wall; continue to the end of the path, take a running jump to the SE block, go E to get shotgun shells, shoot the star (4 of 4) in the very SE corner, go back the way you came to the balcony and down the ladder to the ground floor; sprint W (pick up uzi clips on your way) and past the fire bowls, in the NW pit take a running jump to grab the block attached to the N wall, pull up, take a running jump W to the block with the large medipack, drop down, drop into the NW hole and follow the path to a dead end with an item; as you approach an earthquake begins, so quickly go back up the way you came to the cave area, climb the raised E block, face S and take a standing jump and up with the new move to grab the high edge, pull up, sprint E and go N to the ornate pillars with the ladder; use the new move to climb it up again to the very top, go right, again take a running jump to the top of the rocky path and this time go always right to the W and take a running jump to grab the W platform from the very SW corner, pull up, go right, take a running jump to land onto an invisible ledge, jump to the N balcony, jump NE and take the left passage to a room with the second Candle; pick it up, go N under the arch, climb the block in the corner, use the new move to reach the high ledge and advance to get back to...
LEVEL 6: THE NAMELESS PLACE (third time)
Final Fight
In the room with the big double gates look up to spot high poles hanging from the ceiling, go to the NE and SW corners to jump to the W and E walls using the new move to grab these poles and jump to pull the high jumpswitches to open the big double gates. Advance N past the open gates, place the candles in the N receptacles to open the trapdoor in the ceiling, climb up facing W and advance E to trigger an ominous flyby. Make your way to shoot the couple of Strange Creatures and a couple of hitmen and when they are defeated a Big Boss appears. Draw a powerful weapon and shoot him until he dies; watch the final flyby and run up the E stairs to finish the adventure.
October – 11 – 2026