Lara of Persia Walkthrough
Back to the Basics: Level 7
Walkthrough by Dutchy and Gerty
MS=Monkeyswing, CS=Crawlspace, MP=medi-pack, have fun!
Some names are in Red
for later reference.
Crossroads.
From the sloped passage you can safety drop down into a room
with 4 adjacent passages.
W side:
Spike-trap.
Climb the coffin and grab the crack in the wall, shimmy over
the Spike-trap and drop at the grey Tile that will
de-activate those N side Spikes. Have a look at those grey
Tiles there are 2 of them, step on the 2nd one too, to
de-activate the S side Spikes. Now you can just run past the
centre Spikes both sides.
Burners.
Follow the passage to the end, to the L is a small room with
4 Bird-statues
,you’ll be needing those. (Remark by author - step onto
the grey tile in the middle, when you'll hear the music,
you'll know that the Bird-statues are prepared to guard you
from ghosts (If wraiths are not sucked into the statue right
away, just run out of the room and then go back, that should
do it) To the R is a room where you go first, past the
fountain to the burning switches. Stand in front and wait
for the flame to go out, run and push the buttons, already
turning Lara away from the flame while she’s pushing and
quickly run a way. An opening in the floor appeared.
Boulders.
Drop in the crypt and throw the lever in the back to lower a
block in the fountain, a Spiritappears, run back,
climb up and go L at the fountain to the Bird statue room,
he seems undecided about which statue to take but is gone
quick. Go to the fountain and into the hole you’ve made and
straight is a closed door (1)
go R and up, wait pulling up to the next ridge as
Boulders are rolling, when they stop you can get up and
go to a lever in the back of the room, throw it (opens door
(1) ) and quickly run
R or L of the lever, as 2 more Boulders come down.
The Winding Key.
Pull up and go through that CS to drop back into the other
side of the room, which has changed, go up the slope and
turn around, climb the wall to the CS and follow to
Secret#1, a MP and Ammo. Go back and climb
down the top of the slope, swim to that open door R and get
the Winding Key, in the end of the tunnel is a button
(A) (later). Swim
back, straight at the crossing and up at the fountain. Go
R/L and follow to the Spike-trap, grab up with only “Ctrl”
and go back to Crossroads.
E side:
The Mechanical Beetle.
Go to 2 levers and throw them to open 3 doors. Two L and one
in the passage in front R. Run to the end of the passage E
and roll, run back to Crossroads, hop on the coffin and run
past the spike-trap (de-activated) go to the end and L to
get rid of the 3 Spirits chasing you. Back to those
levers and into the 1st L hand room to get some Flares
then go to the room L of the levers and drop in the hole,
crawl all the way to an opening (to the other room you
opened) and go straight E, up in a room with a grey Tile
that will de-activate the Spikes at the entrance of
the room. Go up into the CS in E wall to get the
Mechanical Beetle.
Go out and to the hole in the floor, go W and back to the
hole there, up and spot the CS in W wall (later after
Crowbar) For now, just step on the grey tile to de-activate
the Spikes at the entrance of the room. Go out and to
Crossroads.
S side:
The Crowbar.
Go to the end of the passage and L. (In the room to the R is
a crack in the wall, go to the other room from it and over
the Tile to open the exit - Remark by author: this
doesn’t do anything, it’s just a hint that stepping on a
tile in this part of the dungeon opens a door) Combine
Key and Beetle and place it in front of the crack in the
wall, on the Tile and it will go through the wall to next
room, go around through the passage and get the Beetle and
the Crowbar there, back to Crossroads.
E side - 2nd visit:
Go into the S room after the levers and into that W CS,
follow to a room with the Golden Star, get it and
back out of the CS and to the passage, go to the E end, and
see the Spikes. Standjmp over them, losing a bit of health
and step on the Tile, Spikes down and door to the W open, go
out and R/R into that door to get Secret#2,
Goodies. Return to Crossroads.
N side:
Put the Beetle on the tile and go after it to pick it
back up, go NW and place it again in the flyby you can see a
lever and that’s to the NE, throw it and pick up the beetle
NW at the closed N door (2),
before you go into the E room. Grab up to the ledge and go
standjmp/grab to the next level till you reach a lever on
top. A flyby shows a MP on a lower level and also that
passage to button (A)
is now dry. Go to the N ledge and drop/grab down the ledges
to get the MP, then drop to the floor and go to the W
room, pick up Flares and ½ MP and push the
button NE for door (2).
Go out and first pay a visit back to the Crossroads, W side.
W side - 2nd visit:
2nd Golden Star.
Past the Spikes and R, into that lower passage at the former
fountain and follow straight to the button. A pole appears
in the Bird-statue room. And a Spirit, well you have
to go there anyway so lead the Spirit back up the passage to
the fountain, R and straight to the pole, wait for the
Spirit to get lost first and go up, backflip to a room with
a lever that will open another room below, go down the pole
and E, get the 2nd Golden Star and go back to
Crossroads, N side.
N side - 2nd visit:
Go straight into the opened door N and up the stairs, to a
room where the 2 Golden Stars can be used to open the door
to a room where there’s another Mechanical Beetle on
a pedestal. (Why… you will ask yourself - Remark by
author: - because of a bug, if a player forgot the beetle
downstairs on the floor, Lara can’t climb walls, so here is
another one to eliminate that bug) Go out to a big
Fountain room.
The Fountain room.
1st Golden Star.
Go to the fountain and hop on, jmp up to the highest part
and dive down the hole, swim around the 2nd corner into a
crack to the R and through a small gap to a room with the
1st Golden Star, swim back and head to the SW corner of
the room, look for the ladder on the pillar there and go up
to the ledge, runjmp to the opposite ledge and go for the
lever to the L, throw it to open a door below, drop and go
in.
Pillar puzzle.
(Don’t hit the “Look” key, nice effect.)
Push/pull the pillar to the picture of the undressed woman
and the elevator rises, go on like this to the top level and
push the button to open the exit, but also a door in the S
wall of the Fountain room, Go out drop down and go L. The
next room is tricky, better save.
Spikes and Burners.
Run in straight to the opposite wall and roll, wait for the
centre spikes to go and run back, roll and wait to pass by
the next set of spikes, then run back again and wait it out,
go out and down the passage. See the Spike pit R and
go on down to the burners around the corner. Walk
forward as the 1st burner goes down and then the 2nd goes
down, go for the lever, throw it and stand next to it to
time the run back.
The Hathor Effigy/ Revolver.
A Tile appeared over the spikes in the L passage, take a
step back and standjmp onto that tile, stand in the centre
of far side and standjmp at round the corner to a ledge, go
down to a pit. From where you can see the Effigy, hop over
the pit, turn around and hop back onto the Tile, runjmp back
over the pit to avoid being squashed. The go get the
Hathor Effigy and climb down the ladder in the pit. Get
the Revolver out of the hole and the exit opens.
2nd Golden Star/Lasersight.
Go to the NE side of the Fountain room and there’s another
pillar to climb (not really necessary as you can just grab
up to the opening, standing L at the ladder, only Ctrl) and
follow the passage to a lever that will open a door W of
here, so drop to ground floor and go L to the 2nd opening in
N wall. Go in and L in the next room, up the block and grab
the ledge N, go to the centre and runjmp over to the Persian
bed?, over the top to get the 2nd Golden Star. Drop
from the bed and get onto the blankets to get the
Lasersight. Go out of the room and L in the Fountain
room, L into the next passage.
Levers/ Boulders/Music Scroll.
Go to a ladder protected by Spikes, shoot the vase
over the ladder and go up to a pillar that has to be pushed
to the Tile. A pole appears where the pillar was, so you can
climb up to the upper floor. Throw the centre lever to kill
the flames at the others, then go to the only lever with a
marking above it to kill the flame at the next ladder. Go up
and throw the NE lever (Author: above it you can see the
same marking on the ceiling as before at the lever),
holding backflip while Lara throws it and then do the SE
one. Next come NW and SW, the hatch in the centre of the
ceiling should be open, go up and to the next room.
Go L and save on the Boulder slope, run over the Tile
and roll, sprint down the lower passage and L into the
passage in the end, hop over a pit and push the button to
open a door to the Scroll. Go back through the CS behind and
up to the next Boulder slope in the N side of the room. Run
down over the Tile and L. stay on the R side of that passage
and drop one block down, turn L quickly and runjmp over the
pit to the Music Scroll.
The Ornate Handle.
Go back and to the top of the room, walk slowly into the
passage there and wait for the Boulder to start rolling as
he goes R, runjmp/grab over the boulder slope and place the
Scroll, drop into the new hole in the floor and go to a deep
room shoot the vase across and use the rope to swing over,
get the Ornate Handle and jmp back to the rope, swing
to the CS in the wall and follow to Secret#3, the
Grenade-gun. Go down the ladder in the end to get some
Flares and slide down the slope, look in the SE
corner for the stand to place the Portal Guardian and
open the door to the Fountain room with it. Walk out to the
ledge
From the ledge to the R you can jmp over to the opposite
ledge and use the MS to go E and go over the ledges to the
entrance in E wall, jmp over the pit and a Boulder will drop
behind you, then go up the passage it came from, runjmp over
to the roof of the structure there and go along the L side
to where you can runjmp-grab a CS in E wall, go in and down
to a button, push it to reveal a button in another location,
leave through the now open door behind you and go to go W
through the room with the Huge gem to the Fountain room and
head to the W side.
The Star door.
In the room there are the receptacles for the stars, the
door opens, but first turn around and see an alcove opposite
that door, hop up and push that button you saw before, a
flyby will show a black void with pillars and that lies
behind the Star door. Go in W and grab the Ammo just
behind the door and go in, no need to stray, follow the
single pillar path to the 4 pillars and you’re on an
elevator.
The 4 Faces/vases.
Go up to a room with a face sticking out it’s tongue and
there’s a vase on it, shoot that vase and look below the
face for the green pillar with the Ammo, just slide
and you’ll land on it, Skellies awake on the pillars
around the room, jmp to the next pillar and go R, runjmp to
the sandy pillars, climb higher and use your Grenade-gun to
get rid of the Skellies. There are 4 Faces in total and you
have to shoot the vases on the tongues to open a door S,
where the Horseman’s gem can be taken, go to the N (nasty
that earthquake) and open the door with it. Exit and
slidejmp/grab the ladder, go down and walk into the grim
passage.
The End.
The flyby will show you’ve found the way to that Old Persian
Palace….
11-01-2005.
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