LARA NEVER HAS A REST 2:
AMULET
Level by Emoeke (Garfield)
Walkthrough by Phil Lambeth
Your first secret comes with breathtaking quickness in this level. You
begin with a slide down a long slope. After sliding for maybe half a second,
jump forward into a small room for SECRET #1 and pick up the large medi-pack
and the CROSSBOW. Jump back to the slope and continue sliding all the way to
the bottom. You're greeted by a red scorpion, so kill it quickly, then pull up
onto the ledge to your right and drop down into the trench on the other side. Go
to the far end on your right for some uzi ammo, then reverse roll and draw your
pistols to kill the scorpion that's trying to sneak up on you from behind. Pull
back out of the trench and return to the beginning passage. Go through the west
opening and turn right at the intersection. Take another quick right, then a
left, and locate the chain in the alcove. Pull it once to open a nearby door.
Go back out and find some flares in the west alcove. Continue north
into a torch-lit room and find the doorway you just opened. Enter a room with a
long stairway and endure the dizzying flyby. Follow the passage to the left of
the stairs until you reach a south opening. Go inside, turn right into the
first alcove and pick up the flares. Then step forward and activate the
reach-in switch. A cut scene shows the door opening at the top of the stairs. Exit
this area through the south opening and you find yourself in a passage on the
other side of the stairs. Go back west, make a hairpin turn to the right and
run up the stairs. Enter through the open doorway at the top and hop down into
what looks like a drained swimming pool. There are five scorpions down there
waiting on you, so kill them one by one.
When things are quiet again, pick up the flares in the SE corner and
the small medi-pack near the north wall. Throw the floor lever in the NW corner
for a cut scene showing a shotgun beyond a grate. Nearby, in the west wall, is
a crawl space, so use it to drop down into a tunnel on the other side. Follow
the tunnel until you reach another crawl space to your left. Lower Lara into a
dark area on the other side and activate the nearby reach-in switch before
continuing. Go to the other end of this area and pick up the flares. Go through
the nearby doorway for SECRET #2 and pick up the SHOTGUN, some crossbow arrows
and a small medi-pack.
Go back via the crawl spaces and return to the drained swimming pool. Four
more scorpions have appeared, so draw your weapons and get rid of them. Go to
the colorful ladder near the SW corner and climb back up to the ledge. A raised
block that was apparently supposed to prevent your access to the ledge in the
north wall (but didn't) has been lowered. First, turn to face SE and stand at
the SE corner of the ledge. Take a standing jump to the ledge in the south wall
and activate the reach-in switch. This opens the door in the east wall, but you
have no way of getting over there yet. Jump back to the previous ledge and go
over to stand at the NE corner. Take a standing jump to the ledge in the north
wall and activate the reach-in switch. You hear a small explosion, and all of a
sudden that drained pool has been filled with a toxic fluid of some kind.
Take a running jump back to the west ledge and turn around to face
east. Jump up to grab the ceiling and monkey swing over the deadly liquid to
the open east doorway. Drop down and go inside. Hop down onto a block, draw
your weapons and shoot a couple of jackals that are roaming about below. Safety
drop to the cavern floor (or use the nearby handicapped ramp) and note the
closed iris door. You have a couple of choices now, but let's go down the south
ramp first. You'll enter a room with two bays of four floor levers each, and a
pedestal beyond them with an eye piece on it. Don't get cute and try to grab
the eye piece without figuring out the levers, or you'll be spiked. Notice the
red path leading to the pedestal, and the symbols on the various tiles. Now
look for the same symbols where the levers are placed. Finally, look at the six
symbols arranged in a row along the far (south) wall.
Starting with the bird symbol on the far left of the wall ahead, throw
the corresponding floor lever until you've thrown all six in their proper
sequence. On four occasions you'll see the spike traps being triggered, but
don't worry about that. After you've thrown all six, you have a safe path along
the four red tiles to the pedestal. When you pick up the EYE PIECE, the nearest
red tile springs its spikes, warning you that it's not safe to try and go back
the same way you came. Climb up onto the block near the SW corner and jump up
to grab the ceiling. Monkey swing back across to the floor levers, using the
clearly marked zigzag path. Drop down at the end and exit this area via the
opening at the NE corner.
Run back up the ramp and turn right into the east passage. Follow it
past the opening to your right, as you can do nothing there right now. Turn to
your left when you reach the intersection, and you'll be looking up at a
boulder trap. Step onto the scarab tile and reverse roll to trigger the
boulder's release. Run forward and to your right, out of harm's way as the
boulder tumbles by and comes to rest in the trench. Go up the north ramp and
scoot to your right into the opening. Continue around to the right in this new
area, and you'll trigger the first of a series of spike traps from the ceiling
ahead. Pull the wall switch to your right, then quickly run forward as the
spiked ceiling descends. Pull up onto the far ledge and pick up the second EYE
PIECE. A door opens to your right, so go inside and jump across to the ladder
at the end of the passage. (This is where you would have wound up had you taken
that passage to your right a little earlier.)
Climb down the ladder and head down the north passage. Turn left at the
intersection and go back to the iris door you saw earlier. Combine the two eye
pieces to form the EYE OF HORUS, and use it in the receptacle. The door opens
dramatically, with musical accompaniment. Enter a new area with ledges all
around and what looks like a central barbecue pit. It's unclear whether there's
any correct order of business in here, so begin by vaulting up onto the floor
ledge to your right. Face north and take a running jump to a ledge that looks
like it's too far away to reach. It is, except that it has a sticky surface on
its side. Climb up, turn to your right and vault up into a higher area. Head
forward into a darkened area and two scorpions will come out to greet you. After
shooting them, go up the ramp against the east wall and find a large medi-pack
at the end. Hop back down to the ground and go into the north opening. Turn
right at the end of the passage into a larger room where three slicer dicers
are rolling back and forth along the hall ahead. Save your game here, then time
a dash to the other side, which is a lot easier than it looks. Pick up the
small medi-pack to your right, then reverse roll and go down the west passage.
When you reach the intersection, go into the alcove to your left for
some shotgun ammo and shoot the bat. Note the nearby blocked doorway, then head
down the west passage. Climb the ladder at the end and pull up into a new area
with a closed gate and a key receptacle on your left, a floor lever on your
right, and what looks like a deadly lava pool in front of you. Throw the floor
lever, and you'll see a cut scene with a lowered rope in the ledge room. And
that red stuff that looks so lethal isn't hazardous after all, so jump in and
either swim or paddle across to the other side. Pull up and take the GUARDIAN
KEY from the pedestal. Sand is now pouring into the red-tinged water, but
ignore that and go back to the other side. Use the Guardian Key in the
receptacle to lift the adjacent gate, and go inside.
Run down the stairs and make a hairpin turn to the right when you reach
the landing. Pull one time the chain you find in the alcove, which lowers the
block in the doorway near the spot where you killed the bat, then slide down
the long slope. There are two ways you can go from here. First, take the
passage going around the slope to your right and heading east. Turn left at the
bottom and pick up the flares at the end of the arched passage. You'll spook
two bats, so shoot them both, then go back and follow the west passage. You'll be
greeted by your friendly Sahib, who lights a torch and stands at a closed door
like he's expecting you to do something.
Since he won't budge from this position, go down the north corridor and
follow to an intersection. Turn left to spook two more bats. Kill them, then go
to the other end of the passage into a room surrounded by knee-deep water.
Nothing to do in here, so go back out and return to the slope you slid down
earlier.
Now Sahib starts moving! He dashes past you and takes the other passage
at the bottom of the slope. Follow him into a room with water and a bridge
leading to a closed door. Sahib is already there, and he lights the wall
torches to open a door elsewhere. Then he takes a very leisurely walk back to
where you first met him, and there he stands. Lead him back to that room
surrounded by knee-deep water. Lo and behold, Sahib lights the water with his
torch, causing the door to open back in the room where he lit the two wall
torches.
Go there, shooting two jackals on the way out, and stop on the scarab
tile at the entrance to the new room. A series of blade traps is triggered, so
wait for them to cycle through before running up the stairs. At the top you
find the seated pharaoh statue where you place the Timeless Sands. The only
problem is, you don't have the Timeless Sands yet, so reverse roll, return to
the steep slope outside and use the ladder beyond the ramp ahead to access the
higher level. Pull up at the top and note the crack in the wall to your right.
Jump to it and grab, then shimmy to the right until you're able to pull into the
crawl space. Crawl forward until you're able to stand, and pick up the large
medi-pack. Look to your left for another crawl space in the wall. Pull up into
it and lower Lara down the other side into SECRET #3. Pick up the flares, uzi
ammo, crossbow arrows, shotgun ammo and small medi-pack, then go back through
the crawl spaces and shimmy to your left until you're back where you pulled up
at the top of the ladder.
Go up the stairs and back to the bogus lava room, then turn to your
right to face the south opening. Use the ladder to climb back down and follow
the ornate hallway east until you reach the major intersection, then turn right
into the opening revealed by the lowered block and run up the ramp to
eventually reach the ledge room. Get down to the main floor of the ledge room
and go over to the west side. Climb the ledges until you reach the higher
balcony area. You'll see a torch-lit room with a closed door beyond an
impassable translucent barrier. Go back to the ledge overlooking the ledge room
below and take a running jump to the higher ledge in the SW corner. Turn to
your left and take a running jump to the long central ledge. Walk out to the
north edge of this ledge, line yourself up with the rope ahead and take a
running jump and grab to it. Swing forward and drop off onto the small ledge
ahead. Pull up onto the paved north section.
Go to your left and locate the crawl space. Crawl inside for SECRET #4
and lower Lara into a trench for a small medi-pack, some shotgun ammo and some
uzi ammo. Crawl back out and go through the large round opening. Look to your
right for some flares on the ground, and to your right for a small medi-pack on
a ledge. Face the area ahead to the north and note the rope. Take a running
jump and grab to it and swing forward to the ledge. If you happen to overshoot
and land on the floor, just run around and try again. Take a standing jump and
grab over the gap, and pull up into the small area ahead. Turn to your left and
locate the floor lever. Throw it for an extended flyby that takes you back
through some areas you've already visited. At the same time one block is
lowered and another one is raised, giving you an escape from this area so that
you can move on.
Enter the passage through the new opening and wind your way along it
until you reach a slope. Step forward and slide down to the next slope, which
carries you to the floor at a right angle. Don't move forward when you land, as
there are spike traps ahead. See those tell-tale star holes in the floor? Side
flip over the row of spikes, then carefully turn to face SW. Take a standing
jump toward the west corridor and you should land safely. The spike peril is
now behind you, so turn right into the next room and pick up the large
medi-pack. Go through the south opening and follow until you reach the pedestal
bearing the SANDS OF TIME.
When you claim your prize, two jackals come out to play, so dispose of
them and then locate the hole in the floor next to the south wall where a block
has lowered. Drop down into what used to be the bogus lava room. The sand has
completely filled the pool area. Go through the west doorway that you opened
earlier with the Guardian Key. Slide down the steep slope and take the west
passage to your left. Follow until you reach the room where Sahib lit the
torches, and continue forward and up the stairs. Deposit the Sands of Time in
the pharaoh statue's lap, and another dizzying flyby reveals that the door has
opened beyond the west balcony above the ledge room.
Return to the steep slope and use the ladder ahead to reach the stairs.
Run up the stairs to the sand-filled pool, and climb down the ladder at the
south wall opening. Follow the passage with the ornate walls until you reach
the intersection. Two more jackals are loose, so kill them. Return to the ledge
room via the short cut provided by the lowered block, and note that the floor
grate covering the barbecue pit now has a hole in it. Drop down onto the
central rock and pick up the AMULET OF HORUS. A flyby shows that the
translucent barrier beyond the west balcony has been removed, so pull out of
the barbecue pit and climb the west ledges until you reach the balcony.
Go on through the west opening and into the passage bordered by the
gently falling sands. Climb the ladder ahead as Lara's theme music plays. Pull
up and run forward to end the level.