Pseudo Tomb Walkthrough
Back to the Basics: Level 11
Walkthrough by Dutchy
MS=Monkeyswing, CS=Crawlspace, MP=medi-pack, have fun!
You land on a grating in the1st room, get some Ammo
on the ledge along the N wall and go into the W passage to
get the MP, you can just see the Grenade gun, but
it’s out of reach, then go into the E passage of 1st room
and get all the Flares, back out and up the sloped
passage S. Save in front of the button and push it, roll and
quickly get out of there as a Boulder comes down
after you. It will smash the floor so you can go down to the
room below.
Only one way to go so get the ½ MP on the block in E
passage, save and head down the slope. Spikes pop out of the
floor and there’s a nasty pit, so be sure to jmp in time. At
the next large pit you can see a sloped pillar below, line
up on the R side of it and run down, slide and jmp to land
on that pillar, slide and jmp with a R curve to land on a
sloped ledge behind the pillar R, maybe you have to jmp few
times aiming L to land onto the safe floor L of the pillar
in front. Go get the Flares from the vase behind the
pillar and go on to the big room where the door will drop
shut behind you.
Huge Room.
On the E side is a ladder with a closed door
(1), past that is an
arch with a ladder on the L side, go up and have a look up
to that Fire ball on the ceiling, nice. Get into the CS in E
wall and follow to another cave, to the R is a passage to a
door (2) and in the
cave below is a pillar you can standjmp to and then down to
the floor, go into the caves and to the E, past the windows
where you can see all kinds of Goodies.
Into the E opening to a small room, look in the dark L
corner and spot the sealed off CS
(A) Let it be for now
and find the ladder down to a room with a MS and a deadly
pool.
MS Puzzle.
Use the 1st MS to go to the ledge with the multiple MS.
Go over to the L MS as the one to the right is blocked by
doors. Once you go R on the MS there’s a different textured
tile that will open the first door, go back and to that door
on the R hand MS, there’s one more of those texture tiles
that will open the second door, go back and over the L hand
MS, W all the way to a ledge where the MS ends. Now you have
to runjmp to the lowest part of the lone ledge in the pool,
but from the R side and a bit of a L curve or you will hit
the ceiling ledge.
Runjmp/grab the rope and swing to the L Face next to the
burner, runjmp to the other side of that ledge with a curve
around the nose of the face and get the Ammo while
crawling, now you have to do a tricky curved runjmp/grab to
get onto that 2nd rope and turn to the ledge W, swing only
once so you don’t backswing to the burner and jmp of, runjmp
to the cave in the end, the lever to the L will change
deadly water into drinking water.
Get the Flares and go up the sloped cave to the top,
where you can climb up into a small room from the sloped
block, go out to the top of a W arch in the Huge room, throw
the lever to open a door (2).
Drop from the arch and go to the E arch and up the ladder on
L side again, through the CS and R on the ledge there, push
the button inside the passage and door
(1) opens, walk out to
the edge and look L for the tiled ledge you can jmp to and
from there to the roof of the entrance, go to and jmp into
the SW passage. Throw the lever inside to flood the bottom
part of the huge room and all adjoining rooms too.
Secret #1. (if you don’t go there you’ll miss the
next two secrets too)
Dive into the refreshing water and go to the W side arch
where you threw the lever before, climb up and head into the
passage, follow down to the hole, down the cave to that MS
Puzzle room, run through to the other side and up the
ladder, in this small room the CS
(A) opened up now, Go in
and L, here’s a room with Secret #1, Goodies.
Go to the E again and throw the lever in that room, doors
(5) open and they will
be in a later part of the level.
Head back to the CS and follow the path back through the MS
Puzzle room, up the cave and the hole to the arch in the
Huge room. Turn L and swim to the NW corner, into the lower
tunnel to the R and come to a room with pillars, climb the L
hand sloped block and go jmp to the highest SW pillar,
Spikes pop up in front to the room there. So jmp to the N
pillars and from there into the room, shoot the vase for the
Shotgun and hurry out to the water again so you don’t
have to waste any Ammo on the Skellie.
Swim back to the Huge room and the walls close behind you.
Look on the L side for the face fountain and climb the ledge
to get the Lasersight from the pedestal. A door
(4) opens, high up in
the SW corner of the Huge room (later).
Head E and in that arch there is another CS you can swim
through to the E cave, under the pillar there you can now
see a hole, from the room under the hole you can see the
Hathor Effigy out of reach yet (later) Go swim S to the next
cave and up near the rope, you can use the rope to swing up
to the pointy floor N or just swim straight (from the lowest
point of the floor under the rope) up to the tip of that
floor, hit “Ctrl” and Lara will climb up. Follow the cave up
to a passage with a grating L and a button next to it.
The Hathor Effigy.
Push the button and see a door opening up through that
grating, it will give access to the Hathor Effigy. You have
to go get now. Return to the lower cave with the rope and
swim N, at the last cave with the hole in the bottom where
you saw the Hathor Effigy before, you can climb up the L
ledge at the CS. Runjmp/grab to the top of the pillar in the
water and turn around after pulling up, climb the ladder
overhead and from almost at the trop a backflip to a ledge,
go into the passage and here’s the door you just opened with
the button. Drop backwards into that deeeep shaft and swim
to the Hathor Effigy,you will be taken to the topside
of the grating, so you can swim back up through the shaft
and head S, to the rope and into that N cave again, up to
that button and down to the next room.
Pillar/Water Puzzle.
( Some remarks to this room:
-In a water room like this Lara walks slow, if you jmp
straight up once, she can run again.
-If a pushable object suddenly starts to flicker, disappears
or Lara simply can't get a hold of it, simply run around the
close by rooms and it should return to normal.
-If the skeleton is stuck on a raised block, just shoot it
off into the room. Make sure that skeleton is not on the
other side of the pushable object or Lara will not be able
to move it.)
In the next room is a pillar some Ammo to the L and a
Skeleton (you need that Skellie later), the entrance
doors close behind you , notice the hole in the N wall near
the entrance of this room. Go up into that N opening and
down into the next room, look R for the closed door
(3) for later and see
the slanted Timer Tile (different texture) that will
raise the block in the opening to the W room, go in the W
room and shoot the 2 vases (one around the corner) while
crouching, get the Ammo from them.
Go back through the upper passage to the pillar and shoot
that Skeleton into the hole between this room and the W
door. A block will rise in the opening after the door
opened. You now don’t need that Skellie anymore, so shoot it
into the hole of the next opening W so you can work in
peace. The pillar has to go close to that opening to the
next room so leave it between the 2 openings (not all the
way to the opening, because the Skellie has to be in the
room with you, or you cannot push the pillar to the next
room). Step on that Timer Tile near you, the Skellie will be
freed again, so shoot it to gain some time. Push
(don’t pull) the pillar through the opening. Maybe you have
to go to the Tile one more time again, if the block lowers
with the pillar on it.
When in the room where the vases were, shoot the Skellie in
the hole so he won’t bother you any more. Push the pillar
into the small passage around the corner (shot the vase did
you?) and onto the Tile there, door
(3) in the previous room
opened. So go back over the hole with the Skellie and L,
into the door NW and get a screen of the entrance to this
pillar puzzle room (In case you didn’t get the Effigy yet)
Follow the passage up to a room with big pillars, go L to
the terrace overlooking the Huge room, shoot the Skellie off
the floor and look for the ledge with the pillars to the W,
there’s a nice crack in it and you would think that was to
shimmy along, NO!! Runjmp/grab to the ledge NW.
[i]The Ornate Handle.
You have to do runjmps around the pillars, past the stand
for the Portal Guardian (later) to get to the S side (last
pillar around the L side). Climb up the ledge at the door
(4) you opened on taking
the Lasersight. Go up the ladder and W to a room with a
moveable floor, blocking the CS in the W wall. Go R and the
door closes behind you. Down to a room with a pillar, move
that to the N on the Tile near the entrance while a
Spirit is pestering you. Go to the closed door and it
will open, run up the passage to the moveable floor and
stand in front of the CS, the floor should go down so you
can enter, go L in the next room (with a closed door
(6) straight in front
and down the room with the Bird statue.
The Crossbow.
The Spirit will kill itself, go stand close to the statue
and see the Tile (ledge). It’s the trigger for the door
(6) above. Sprint over
the Tile to the passage up and in the room there L into the
open door. 3 Skellies attack, shoot them into one of the
many pits and get the Crossbow from the pedestal,
then go to the block S and grab the Ammo, fit the
Lasersight on the Crossbow and look up over the central
structure, shoot the vase there. The door W opens, go in and
up the ladder to jmp to the roof of the structure, get the
Ornate Handle floating in the air and the NE door
opens, go down to the NE tip of the roof and jmp/grab to the
door. Slide down and go down the passage to the Huge room
again.
On the ledge there you can slide off the N side and jmp with
a R hand curve to the 1st ledge between the pillars, runjmp
around the next and go place the Portal Guardian,
ropes drop from the ceiling of the Huge room, go jmp around
the pillars again and to the N terrace, from the sloped
ledge a runjmp/grab to the 1st rope, go down to the end of
the rope before you swing to the next and then go over the
Skellie, draw the Shotgun and blow it off the
terrace. Notice the door (7)
in the E wall here and enter the S passage. Go L first to
get some Ammo and then go to the W side to find doors
(5) you’ve opened at the
1st Secret. Stand on the L side of the opening, arm with the
Crossbow+ Lasersight, hold it out and check your health,
Save, run in and roll. Look up over where you came in
and shoot the vase to stop the burners, turn L and look up
for the next one, then turn R again and run over to the
other side (not too close to that wall or you’ll burn), roll
and look up for the next vase (hard to spot as it’s low in
the alcove and to the L most side), then turn R and go
forward to the corner where you have to turn R again and
wait pumping MP’s to get out to a room with Secret#2,
the Horseman’s Gem.
The door opens and you can go on to the top of the other
elevator ® which you should have taken if you didn’t open
the door at Secret#1. We can visit that one if you like,
just shoot the one vase you can see from the top and go to
the wide cave N, to the R and find the shaft don. Drop down
to the lower ledge and jmp/grab the pole. Slide all the way
down and go to the door(7).
The door opens for you. Runjmp to the terrace in the Huge
room and re-enter the S passage. Straight into the elevator
in front, enter on the R side and turn L, look up for the
one remaining vase (if you shot the other one from above)
and go up to the passage near Secret#2 again go R to the
wider cave and go L and up a sloped passage and where the
yellow light blinds you, is a CS up in the N wall. Follow to
the receptacle for the Gem and Secret#3 sounds, go
into that beautiful cave to get the Explosive arrows
finally (save them). Head back to the CS and drop back into
the bright light. Go up the rest of that sloped passage to
the E and get the MP in front of the button, push the
button, watch the flyby and faaaaalllll down through several
rooms of the level. Wait for the Titles to end and the show
goes on…
Beetles and Bones.
You will drop into a sinister cellar There are several
MP’s around and you’ll need them, grab the MP
where you landed and take it as the health is low after that
fall. Arm the Crossbow with the Explosive arrows and head
into the SW corner, roll and from there you can do the first
3 sets of bones, one on the floor, one on the wall and one
on the ceiling, get the MP near the water column and
take it, head to the centre of the room near that higher
block and turn R, look E and shoot the next 2 sets up on the
E wall, run into the centre pit that changed now and on the
E side you’ll fall through and slide to the end of the
level…
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