PANDORA'S LEGACY REDUX

Level by Shadoofus & DroneQuadcopter

Walkthrough by Phil Lambeth

 

Lara begins in the control room of an undersea facility. Go to the worker, tap him on the shoulder with the action key and learn a little about your upcoming mission. Pull down the SE wall switch to lift an underwater gate. You can open both the N and the W doors, but enter the N passage first and open the door to the kitchen on your left.  Brush rudely past the patron and tap the cook on the shoulder for more information. Search the cabinet on the right for a large medipack and exit this room. The next door in the passage leads to the latrine, where there's nothing of interest for you. Continue around the corner past a keypad and two closed doors to find another worker with yet more information.

Open the S door and enter a stateroom. The guy on the bed has something to tell you, but the cabinet is empty. Likewise, the N stateroom across the hall has nothing to offer. Return to the control room, enter the W room and search the shelves for a small medipack and uzi ammo. Exchange a few words with the undersea explorer and jump into the water. Swim E past the lifted gate and up, continue E past a couple of openings toward the far wall, turn right and then make a quick left through a narrow opening to find a place where you can surface for air and pull out if you like into a small enclosed cave.  Swim S toward an apparent temple structure, turn right in front of it, go through a vine-covered opening and loop around left to find an alcove with an underwater lever. Pull it to lower (or remove) the column on the temple structure, return there and swim up to the ceiling hole. Surface and pull out into an ornate room

Shoot the jars, one of which contains herbal medicine (it's not a medipack, so its beneficial use is not clear to me), and look for a jumpswitch on the column on your left that opens the S gate and lets in a couple of bats.  Enter the next room, shoot another bat and jump into the water hole. Swim down for the ANCIENT GREEK SWORD (crowbar) and pull the SW underwater lever partially hidden by a clump of seaweed that opens a nearby door. Pull out of this water hole, return E to the first water hole, jump in and swim W around the column and past the opened door. Swim down toward a pair of jellyfish and continue SW into a cave. Look up for an air hole, surface and pull out into a small room. Search the sarcophagus for a GOLDEN WREATH that registers as SECRET #1. The jars are empty, so return the way you came to the temple structure, surface and pull out into the ornate room. 

Go toward the W side and find two statues that you can move along the trench onto marked alcove tiles. Doing so raises a block in the central area, enabling you to push a button that opens the N gate and releases more bats. Go down some steps, shoot the empty jar and activate the crowbar switch to lift W gates in the main room. Grab the herbal medicine in the shallow water, return to the main room and enter the unfinished N area. Shoot the jar for more herbal medicine and pull into the SW crawl space. Flip out the other side, push the button to lift the N gate in the previous room and go there.

Shoot the bats and note a pushpiece and four wall switches named after a Greek personage. Look at the clue on the N wall and you will realize that you must pull down only two of the switches. I saved and pulled down 1 and 3 one time, then reloaded and pulled 2 and 4, with the same result each time. A huge block rose in the middle of the room, allowing me to move the pushpiece W onto the marked tile to open the W gate on the left.  The jars in the room ahead are empty, but there's a small medipack in the corner. Activate the crowbar switch to revive a gladiator and to start the gears turning in the W wall. The larger S gate outside also lifts, so go there and enter another unfinished room. Go across to the SW opening to activate a trio of swinging axe blades and two rows of oscillating buzzsaw blades. Stand right, time your way past the first two axe blades (the third one poses no problem) and shoot an awakened bat. Take a standing jump past the first row of buzzsaw blades, wait for more bats to arrive and stand jump past the second row to engage a giant scorpion charging from your right.

Go around the pool to your left past a closed gate and come to a water hole. Jump in and swim down for a GEMSTONE OF OSIRIS (1 of 5). Pull out S, turn around and jump to grab the higher block. Pull up, turn to your left and jump up to a still higher block. Jump to the SW column, turn right and take a running jump with grab (low ceiling) to land on the next column. Pull down the wall switch to trigger spikes in a nearby passage and drop down into the water. Pull out W onto the steps, run forward and jump into the small neighboring pool. Pull out on the other side, loop around left past a closed door and go past the neutralized spikes to a plinth with herbal medicine. Pull down the wall switch to lift the large gate in a previous room. The door ahead also opens, and a gladiator awakens as you take advantage of a shortcut to the larger pool area. Go around to the lifted N gate and face a roomful or spike traps.

Save your game. There are probably several ways to get safely across (note that several tiles to your left remain spike-free), but the following way is reasonably reliable. Stand right, and when the spikes next to the trench spring up, run onto that tile and take two running jumps in quick succession. When you get across, save again and deal with two soldiers advancing from the room ahead. Note the blocked floor hole near the entrance and turn around to face the spike-trapped room. The near right tile is spike-free, so step onto it and time a run off the edge into a fixed camera to grab the W ladder. Climb down, release to grab the lower opening and pull inside a short passage.  Turn around, activate the jumpswitch to open a door in a room elsewhere and hang from the entrance. Shift right or left onto the ladder, climb up and shift as necessary to get back over the opening without breaking the fixed camera, time a rolling back flip and jump E to safety. Enter the room ahead and climb the blocks near the far SE corner. Save your game in front of the timed wall switch and pull it down to raise multiple columns along the perimeter of the room.

Reverse roll, run onto the first column top and continue around the room with running jumps in a counterclockwise direction until you’re able to run off onto a stable column with a wall switch. You might want to save in a separate slot when you reach the NW corner due to the low ceiling there. Save again when you complete the circuit, pull down the switch to lower a column in the floor hole you noted near the W entrance to this room. Safety drop to the floor, go to the floor hole and drop down to a lower passage. Many spikes and buzzsaw blade traps will be activated to make your progress quite hazardous. Time your way past them, come to another column that blocks your path and push the button in the alcove ahead to lower that column. Go around and pull out of the floor hole to engage a gladiator in the previous room. A gate has lifted in the E wall, so go past two statues into a hub room and awaken another gladiator.   

Note four gem receptacles and the spike-trapped stairway next to them, go to the SE opening, mind the spike tile and jump over the lava pool to attract three bats. Take a running jump NE over more lava and jump SE around the corner. You now face a lava trench and an activated spike tile. Time a walking/running jump onto the tile while the spikes are up and continue with a running jump to grab the crack in the N wall. Shimmy left and drop down to pick up a GEMSTONE OF OSIRIS (2 of 5), whereupon the column blocking your way lowers. Continue into the hub room and loop around right into the parallel E passage past a statue. Take a running jump NE to clear a lava trench and turn the corner to take another angled running jump to a plinth with herbal medicine. Jump back the way you came and go to the NW corner where you see four wall receptacles. Jump to grab the wall crack next to the leftmost receptacle. Shimmy left around several corners and drop onto a ledge with a small medipack.

Go back the way you came and face the W opening. Take a running jump onto the jutting block near a closed gate, hop with grab into the NW alcove and activate the crowbar switch to lift the gate ahead (providing a short cut back to a room you explored earlier for later use). Turn around, jump down onto the block below the closed gate and drop down further onto a lower ledge. Stand jump SE onto a lower block, drop from the far edge next to some empty jars and take a running jump W onto the jutting block. Hop down the other side and pull down the wall switch to lift the gate you saw higher up. Get back there the way you came, jump into the W passage, stand as close as possible to the active spikes and save your game. Time a run past the raised spikes and push the button before the spikes spring back up. This takes split-second timing and will likely require several tries. A gate lifts elsewhere, so return E to the hub room, loop around right into the ornate room and continue across to the spike room. Turn around and drop back to hang from the edge over the trench between the spike fields. Note the opening below, pull back up and hop back, using the action key so you'll glide down and land inside the opening. Turn around, climb down the ladder and find a plinth with a GOLDEN CROWN for SECRET #2.

Climb back up, take a running jump curving slightly NW to grab the ladder you used earlier, climb up and shift right until you’re over the opening, time a rolling back flip past the spikes and run through the ornate room back to the hub room. Turn left, jump W to the jutting block and make your way down the ledges and blocks to a lower hub area you saw in an earlier cut scene. Save your game, jump N over two lava trenches into the next room and prepare to do battle with a trio of hydras as columns rise behind you to prevent any escape. When all is quiet, go around the room and collect a GEMSTONE OF OSIRIS (3 of 5) from the central plinth (the columns retract at the entrance), the SHOTGUN and 2 x shotgun ammo. Pull up into the W opening, go through the short passage and jump to grab the ladder at the other end. Drop onto a slope and slide to a room with empty jars and a sarcophagus that contains the DIVINE STAR ORNAMENT. Mount the ladder, shift as necessary and back flip into the upper passage. Return to the hydra room, exit S (mind the lava trenches) and turn left into the E connecting room.

Note four wall switches, two on each side. The switches didn’t do the same thing for me upon each save and reload, so you may have to resort to trial and error here. Your goal is to retract spikes in the room ahead so that you can freely move four colored pushpieces onto their respective marked tiles. Here is how it is supposed to work: Pull down the switch on the left in the N wall to retract spikes in the lava room ahead. Go there and move the NE green pushpiece around the corner onto its marked tile, return to the wall switches and pull down the other one in the N wall. More spikes retract, so go back and move the blue pushpiece onto a similar marked tile. Now go back and push back up the N switch on the left. Go across the room, pull down the switch on the right in the S wall, then go and move the SW green pushpiece onto its marked tile. Finally, pull down the switch on the left in the S wall, push back up the switch on the right in the N wall. Go and move the red pushpiece onto its marked tile and hear the gate lift in the E wall of this room. Enter a room with empty jars and search the sarcophagus for a GEMSTONE OF OSIRIS (4 of 5).     

Before leaving, go to the blue pushpiece in the previous room, squeeze past it and jump to grab an opening in the W wall. Pull up and follow around to a wall switch that lowers a block in a previous trap corridor. Return, jump over the blue pushpiece and if you wish to end the level early, go around to the NE green pushpiece and move it off the marked tile to get it out of your way. Stand at the far corner and turn SW to face the lava down below. Save your game and take a tricky running jump with a right curve to land inside an alcove in the bridge abutment below (without actually brushing against the abutment lest you die). You’ll land on a trigger tile that opens a door in the E wall. Pick up the large medipack and take a running jump to grab the opening. Pull up and hop down into a surreal blue-tinted room with dancing girls to end the level.  

If you wish to continue (and you certainly should), reload your save, exit W to the hub area and continue W into a partially flooded room. Note the inaccessible wall switch across the room, wade over to the NW corner and climb the tall block. Turn around, hop E and take a walking/running jump E over the slope to land on a stable surface. Run straight across onto another stable surface, jump up NE to the corner and make your way S along the jutting ledges. Stand jump at an angle over the slope so you won’t overshoot it, jump immediately and grab the SE block. Pull up, turn right and take a running jump onto a block next to a closed gate. Save your game for a tricky jump W past a low ceiling (aim for the high vertex) so you can grab the lower block next to the wall. Pull up, run off onto a marked block near the SW corner and activate the jumpswitch on the S side of the block. A high gate opens, so loop around left, pull up onto the nearby column (W wall), pull up higher N, turn around and jump S onto the jumpswitch block, stand jump SE to grab the ledge against the S wall, pull up and make your way around to the central structure.

Pull up W, stand jump N to grab the higher jutting ledge, pull up and take a running jump onto the NW block. Face E, jump up to grab the ceiling and monkey swing to the far wall, veering right to drop onto a block. Take a running jump S to grab the higher column, pull up and take a running jump W to grab the corner block. (Yes, I know this is excessively tedious.) Pull up, take another running jump N to grab the next block, pull up to take another running jump E to grab the higher ledge, pull up and hop SW onto the jutting ledge. Jump SE onto the slope, slide and grab, shimmy left and take a rolling back flip into an alcove. Pull up N next to the opening and enter the next room. Search the sarcophagus for the ROYAL SKULL ORNAMENT, exit and jump back W. Climb up two times and take one final running jump E into a room with a GEMSTONE OF OSIRIS (5 of 5). Pull up into the S passage for a merciful short cut back down. Jump to grab the ladder at the other end, climb down as far as you can and drop into the ornate room.

Exit E to the hub room and place four of your Gemstones in the wall receptacles to trigger the spikes blocking the adjacent stairway. Go up into the next area, strewn with gold coins, to awaken a few bats. As you venture further inside, two ahmets charge at you while two soldiers also attack from the hub room behind you. When all is quiet, pick up the dropped uzi ammo and shoot the alcove jars to collect 2 x herbal medicine. You can see the plinth ahead with PANDORA’S BOX, but don’t go and take it yet if you wish to collect the remaining two secrets and play all four possible endings.

Return S and W to the ornate room, drop down the floor hole next to the N wall and follow the now-dormant trap passage to a lowered block. If you happen to find your way blocked by one of the buzzsaw blades, you’ll have to use the floor hole next to the spike room and navigate past the traps that are once again activated. When you reach the lowered block, slide down to a lower passage and drop into a crypt with empty jars, statues and a sarcophagus with a GOLDEN WREATH for SECRET #3. Exit E and open the doors to a passage that leads back to the hub room. Go through the W opening to the partially flooded room and find a wall switch on the back side of the central structure that opens a door high above. Use the SW column to make that same tedious trek as before up the blocks and ledges until you reach the opened door in the W wall, Loop around right and pull up into an opening with a wall switch that opens a nearby door. Hop down and go past the opened door in the opposite corner. Crawl to the next room and pick up the GOLDEN WREATH for SECRET #4. Get back down (you can drop safely into the deeper water below), exit to the hub room and climb the central blocks.

Jump W to grab the ledge, pull up and make your way up the blocks and ledges to the room where you placed the gems. Go up the steps past the disabled spikes, save your game and take PANDORA’S BOX from the plinth for the first of four possible endings.

Bad Ending

The gates ahead open, so go past either one, jump into the pool in the next room and allow the current to bring you down to an undersea area similar to the one you explored at the beginning of this level. Pull out onto a nearby ledge for a concluding flyby sprinkled with on-screen information.

Good Ending

Reload your save, grab PANDORA’S BOX but ignore the opened gates, turn around and return to the previous room. Go to the W opening, jump to the jutting block and into the NW passage with the crowbar switch. Pull up into the room ahead, and if you want maximum kills turn left and continue W past the lifted gates and N past the next gate into the room with the large pushpiece. Turn left to engage two soldiers who are waiting in the adjacent rooms, then return E to the place where you pulled out and jump into the nearby water hole. Swim N, then generally W and continue to an underwater building. Swim down and past the lifted gate, continue to the ceiling hole, surface and pull out into the area where the level began. Approach the guard in the E control room to trigger some concluding on-screen messages.

Dead Ending

Reload your save, grab PANDORA’S BOX and turn around. Return SW to the ornate room and continue across to the spike room. To get past the spikes, stand on the safe tile in the right corner, time a running jump over the gap onto the next safe tile, time another running jump SW onto the next safe tile and go up the steps to the pool room. Go around the pool into the W room, jump into the water hole and pull out the other side. Place the Divine Star Ornament and the Royal Skull Ornament to open the door between the receptacles, enter the room ahead and deal with the giant scorpion around the corner. As you enter the next room two soldiers try to sneak up on you from behind. Hop onto the central structure, stand against the railing and press the action key to toss Pandora’s Box into the lava. Go all the way back the way you came, past the spikes and to the room where you picked up Pandora’s Box, go past the opened gates, jump into the water, allow the current to carry you down and pull out onto the ledge to finish the level with a series of on-screen messages.

Secret Ending

I’m not sure how this one differs from the Good Ending. Anyway, nothing new seems to happen, except that maybe the on-screen messages are different. I didn’t bother to read any of them.