THE TREASURE OF KARKUN
Levels by TRMaker
Walkthrough by Phil Lambeth
Level 1: THE TEMPLE OF KARKUN
Run forward and shoot a black scorpion before it has a chance to inject its poison. Go to the back right corner and push the button next to the statue to open a trap door in the central pool. Jump into the water and swim W into an underwater cavern. Keep to your left, pause for shotgun ammo and soon come to an open area with a small medipack. Flip turn, swim back into the passage from which you emerged and find the ceiling shaft leading to an air hole.
Return, swim into the narrow N opening for SECRET #1 and find 2 x uzi ammo, the UZIS and a large medipack around the corner. Go back for air, swim into the open area and continue SW past an oval opening. Loop around right until you come to an underwater door you can open. Continue to the wall and up the ceiling shaft for air. Pull out into a small room and follow the E passage to attract a crocodile from the crawl space to your left. Continue into the SE room, get past the scissor blade trap and push the button in the E alcove to open a trap door elsewhere. Ignore the crawl space, return to the water hole and swim back the way you came. When you reach the open area, loop around right into the NW passage and up to find the opened trap door.
Surface, pull out into another small room and enter the S passage. Shoot a scorpion and follow to a room with flame-protected reach-in switches. Shoot the alcove vase to release another scorpion and pick up the small medipack. Stand in front of the switches and wait for the flames to subside in the one on the far right. Activate it, hop back and activate the middle switch to open the gates in the opening room, then activate the dormant switch on your left for flares.
Return to the room where you began the level, pull out of the pool and enter either the E or the W passage. You'll hear a burst of warning music, so reverse roll and go back to engage two ninjas.
W Passage
Enter the W passage and come to a flooded room. Pick up the shotgun ammo in the corner and proceed to a larger area. Shoot the vase on the raised slab to reveal the SHOTGUN and go toward the NW ladder. First, pick up the uzi ammo in the nearby corner, then climb the ladder and take a rolling back flip near the top to grab the block jutting from the N wall. Pull up, take a running jump onto the spike-protected ledge ahead and time a running jump curving left to grab the S ledge. Pull up and push the button to open the gate behind you. Drop down, go past the opened gate and vault up into the W passage. Shoot a crocodile around the corner (it won't follow you back into the water) and continue past an empty vase up a ramp.
Don't turn the corner onto the next ramp, but reverse roll onto it to trigger a spike ball and run back down to safety. Continue up the ramp to an opening that overlooks the flooded area below. Time a running jump past the scissor blade trap onto the E ledge and pull down the wall switch to open the door in the N wall. Drop down, go through the N doorway and take the KARKUN KEY (1 of 2) from the plinth. Reverse roll to deal with the ninja who has appeared in the doorway and exit SE to the beginning room where an assassin is waiting.
E Passage
Step out onto a ledge overlooking a deep room and try to target two scorpions patrolling the lower N and S ledges. Dive into the water far below, pull out onto the E ledge, shoot the scorpion first and then the crocodile in the water. Jump back in, pick up the shotgun ammo at the SW corner and pull out at the NW alcove. Use the reach-in switch to open a door high above, watch the ensuing flyby and swim back across to the E ledge. Pull out, enter the SE passage and find your way blocked by flaming tiles and a spike trap. Time a standing jump onto the spike tile, followed by two standing jumps in quick succession to reach the other side safely. Climb the ladder, shift right near the top and drop into an upper passage.
Go around the corner and stand jump onto the column top. Jump across to the jutting N ledge, turn right and jump to the ledge with the ladder. Climb up, shift right and drop onto the ledge. Jump across to the SW opening, shoot the scorpion and find the interior ladder after picking up the nearby uzi ammo. Climb up, shift left and drop next to flares. Face E, jump up to grab the ceiling and monkey swing to the far wall. Drop down, step out onto the outside ledge and shoot the scorpions lurking on the ledges on the other side. Pull up right onto the block, jump to grab the crack and shimmy left around two corners. Drop onto the E ledge, go around to the other end and jump NE toward the door you opened earlier. Enter the next room, shoot a scorpion if you weren't able to do so before and take the KARKUN KEY (2 of 2) from the plinth. Save your game in front of the timed wall switch.
Pull it down, reverse roll and exit to the ledge, turn right and safety drop to the ledge below, ignore the scorpion for now and dash into the N passage, follow around the corner and past the timed door. Go up the ramp and continue for SECRET #2 into an upper room where you can collect a large medipack, 2 x flares, 2 x shotgun ammo and a small medipack. Pull down the wall switch to lower a nearby trap door for a short cut to the lower passage. Shoot the waiting scorpion and safety drop from the W side of the outdoor ledge to the lower ledge. Jump over to the W ladder and climb to the upper ledge. Jump across to the SW opening and climb the interior ladder to repeat the monkey swing over to the E ledge.
Use the block and wall crack once again to reach the W ledge, drop down and return to the beginning room via the W passage. Shoot the waiting ninja and pick up his small medipack if he happens to drop one. Otherwise, go to the N door and place the Karkun Keys in the receptacles on either side to open it. Step forward, light a flare and slide down for a level change.
Level 2: KARKUN'S GRAVE
Save as soon as camera control is restored. Slide a short distance and jump to grab an upper opening. Pull into a crawl space and crawl forward for SECRET #3. When you can stand up, collect flares, a small medipack, 2 x shotgun ammo and a spare SHOTGUN, crawl back to the opening, drop and slide down the rest of the way while drawing your pistols. Shoot a bat when you arrive at an underground area, head W and shoot two red scorpions in a area lit by a single torch. Pull up onto the N ledge for flares, note the closed gate at the end of the W passage and hop onto the ledge to the left of the wall torch.
Pull up into the W opening for a burst of warning music. Shoot the scorpion to your right, crawl under the dart trap to the W ledge and pull up next to a floor lever that opens the gate in the W passage down below. Hop over the dart trap, drop down to the lower area and proceed past the opened gate. Turn right in front of the ram statue, hop over the floor hole in the N passage and reverse roll to trigger a spike ball. Take a running jump over the floor hole, and when the spike ball drops into it, hop back over and continue up to a small medipack at the corner. Continue through the connecting passage to another obvious spike ball setup. Hop backwards up the S ramp until the spike ball is triggered, run forward and scoot right as the spike ball drops into the floor hole.
Continue up the ramp to an apparent dead end. However, if you turn around and light a flare, you can see a ceiling hole with a ladder near the top of the ramp. Jump up to grab the ladder, climb up to a pitch-black passage, save your game after pulling up and light another flare for a timed exercise. Enter the crawl space ahead and crawl forward to hear the chimes for SECRET #4. When you can stand up, run around corners to the end of the passage to see a marked trigger tile. Turn your back to the tile, hop backwards and quickly pick up a large medipack, the UZIS, 2 x uzi ammo and shotgun ammo as corkscrews begin to descend steadily from the ceiling. Dash back to the crawl space before the corkscrews reach you and drop down to the ramp. On the way back you'll hear the sound of a door shutting behind you, preventing any further access to the secret area.
There's a pushblock in the W alcove. Pull it twice to reveal a passage, enter and hop over the harmless floor corner. Continue around the corner toward a small pool and a closed gate, deal with two jackals and shoot the vases in the back corners. One hides a small medipack, the other allows access to a long wall ladder. Start climbing, and as you near the top a flame blower is activated, so wait for the flames to subside before climbing further and executing a back flip onto an upper room with more flame blowers. Hop to your left over the floor hole and look for flares near the SW corner. Go back around past the ladder hole and face W. Time the flames to reach the safe central area, turn left and time a run to the N wall. Grab the uzi ammo to your right, time a jump to the NE corner and push the floor lever inside the short passage.
Time a jump W over the floor blower, turn right, time a run to the safe central area, turn right again and time a run to the E wall. Turn left, wait for the flames in the ladder hole to subside, jump to grab the ladder and climb down to find that the E and W gates are now open.
W Gate
Enter the W passage and beware of a dart trap in the connecting passage. Turn right and stay close to the wall as you draw a powerful weapon. A jackal will attack when you reach the corner, so kill it and crawl under the darts into the W passage. Go down the steps and run over a breaktile (fire pit) as you approach a lava room. Jump to the central island, shoot two bats and hop W for shotgun ammo. Get over to the SE corner ledge, grab the crack in the S wall and shimmy left past the flameblower until you can drop in front of a passage that brings you to a scorpion, a small medipack and a closed gate. Pull up into the E opening near the gate and slide down to a passage lined with breaktiles. Run around corners until you reach a safe spot and pull up S into a crawl space.
Follow past a steam blower, look for uzi ammo in a niche to your right and continue until you can stand up. Pull up W, take a few steps and pull up S, wait for the flames to subside and use the reach-in switch to open a door below. Hop back down, shoot a bunch of scorpions and enter a large W area. Go to your left, pick up a small medipack near the raising block. If you loop around left into the NE passage, you'll find a wall switch that provides a short cut back to the lava room. Pull it down now to open the door below, but you'll return here for later for a timed run. Look NW and note a timed wall switch next to another raising block. Go around to the passage at the SW corner and side flip past the circular blades. Enter the next room, shoot a bat and a couple of scorpions and take the flares from the plinth. Note the flame-protected wall switch in the corner and return to the timed NW wall switch you noted earlier. Save your game.
The two timed switches must be pulled in the proper order. Pull down the NW switch, return quickly past the scissor blades to the W room, wait for the flames to subside if necessary, pull down the second switch to raise the block in front of the entrance to the main room, return there and use the raised block to reach an upper ledge in the central structure. Go around left and pull down the wall switch (before the flames underneath return) to raise the second block next to the NW switch (which is also timed). Use this block to reach the W ledge and time the spikes into the N passage. Save again when you've done all this successfully.
Shoot three scorpions, go up the ramp to a crossing and turn right to trigger a series of blades in the next room. Shoot the corner vases, one to release a scorpion and the other for uzi ammo, time a run (sprint not necessary) past the blades and pull the chain next to the N wall to lift a door elsewhere. Go back past the blades into the S room, go to the end of the ledge, turn left and take a running jump to grab the W block. Pull up, hop SW to the adjacent ledge and shoot the scorpion lurking there. Pull down the wall switch to hear the sound of a trap door dropping, return to the previous ledge and time a running jump onto the spike tile, followed by a quick standing jump toward the S ladder.
Climb up past the lowered trap door, shift left and drop onto an upper ledge. Shoot the bat and face W. Jump up to grab the ceiling and monkey swing to the SW alcove, attracting another bat along the way. Pull down the wall switch to raise a timed platform, monkey swing back E and drop onto the ledge just before you reach the ladder. Turn right and take a running jump to grab the raised platform, pull up and side flip right. Shoot a bat and climb the pole past a ceiling hole. Back flip into an upper room, shoot two jackals and enter the S side room to find CARTOUCHE 2 on a plinth. Exit, climb down the pole and take a curved running jump to grab the opening in the N wall.
Pull up in front of a timed wall switch and save your game. Reverse roll, stand in the corner and take a running jump back to the S ledge. Stand jump SE onto the ledge below and safety drop to the floor. Reverse roll and run N and NE to that short cut passage you created earlier. Safety drop down the floor hole, run through the passage and use the S wall crack to shimmy to the other side of the lava pool (ignoring the bat and hopefully without having to pause for the flame blower). Drop down, jump to the central island and from there to the NE opening. Follow the long passage to the crossing with the dart trap, turn right and then left, follow to the hub room, jump over the pool and past the opened E gate into the room ahead.
E Gate
Turn left, run past the large vases toward a closed door and turn right to get past the timed E door. The bat and a jackal will likely have followed you inside. Use a medipack in case you were poisoned by the darts and enter the passage for SECRET #5. Collect flares and 2 x shotgun ammo, pull up onto the window ledge for 2 x small medipack, and the timed door will re-open to admit another jackal. Return to the previous room and shoot the vases to release a scorpion and expose shotgun ammo. Another bat may also attack.
There's a switch on the column to the right of the closed S door. Pull it down to lower a trap door, pull up into the W alcove and climb the ladder. Shift left near the top and drop into a passage with a reach-in switch that causes three of the tiles in the room below to become transparent. Climb back down and jump from one transparent tile to the next without touching anything else. This will cause the S door to open, so enter and follow to a crossing. Ignore the water hole for now, side flip past the circular blades and pull up into a slicer dicer area reminiscent of TR1.
Duck periodically as the slicer dicer rolls by overhead, go to the S depression for a small medipack and then proceed N, pulling up N and E, followed by a running jump and grab S. Pull up in front of a ladder and climb to the top of this area. Grab the nearby flares and make your way down the other (S) side. Drop onto a flat spot and stand jump onto a lower block. Run forward and turn left into a room guarded by a jackal. There are two pushable statues in this room. Move each one across the central floor onto the marked tile previously occupied by the other statue, so that they now face each other. The N door opens, so enter, side flip past the circular blades and go around the corner.
Time a run past three spike traps and jump into the water hole. Swim down and follow the passage S where you can pull out into a room with CARTOUCHE 1. A flame erupts on the plinth when you pick it up. Shoot the large vase for a small medipack, pull down the NE wall switch and swim back to the juncture. Turn left and continue E to an opened trap door. Surface and pull out S near a familiar passage. Turn left, return to the room with the transparent tiles and continue across to the NW opening which takes you back to the hub room with the central pool. Combine the Cartouche pieces and place the BA CARTOUCHE in the SW receptacle to lift the adjacent gate.
Enter the room ahead, whereupon the gate closes behind you, and save your game before taking KARKUN'S RELIC from the plinth on the other side of the sarcophagus. Debris falls from the ceiling as the S door opens and an earthquake rocks the area. Follow the passage to a sand-filled room, shoot a jackal and pull down the NW wall switch to make more sand pour down and raise you even higher. Pull out NW and the earthquake miraculously ceases. Run up the steps for a brief level change.
Level 1: THE TEMPLE OF KARKUN (revisited)
Follow around the corner to face a closed door. To your left is a wall switch and a button. The wall switch closes two doors fore and aft and should be ignored. The button opens the E door, so go on through to the water-filled room you explored much earlier, exit SE and engage three ninjas and two assassins waiting in the pool room at the far end of the passage. Head S between the columns to end the level.