Egyptian Dream Walkthrough
Authorized walkthrough by Phil Lambeth
Run forward out of an alcove, turn right and run up the
ramp into daylight. You're near the front entrance of a
large temple. Continue west past the temple and pick up the
CROWBAR in the fog-filled depression. Return to the
temple stairs and go through the small opening at the top.
Hop down, turn to your right and hop down again. Pick up the
flares and continue north to enter a small room. Push two
buttons to open the door between them, then run down the
stairs onto a balcony. Turn to your left and pull the piece
backward twice so that it comes to rest on a yellow-ringed
circle. Then push it forward all the way until it comes to
rest on another yellow-ringed circle near the wall. The
camera angle changes to show the closed door ahead.
Reverse roll, run just past the first yellow-ringed
circle on the floor and turn to your left. Take a standing
jump forward to land on the pillar in the pit. Take a
running jump onto the north balcony and turn left. Pull the
piece backward onto a familiar circle to cause a block to
rise in the pit near the door. Now push the piece all the
way forward until it comes to rest on another circle, and
the large door in the west wall lifts open. Go back to the
break in the balcony, turn right and stand one step back
from the edge of the balcony. Take a standing jump down to
the central pillar.
Turn right and take a running jump and grab to the raised
block west. As you pull up you can hear the snapping sound
of a spike trap. In one fluid motion, take a running jump
off the block and grab the opening ahead. Pull up into the
entranceway and run around the central column. Go up the
stairs, through the hallway and turn left into a room with
four colorful pedestal pieces that can be moved.
Before proceeding, however, reverse roll and go back into
the corridor. Pull up into the crawl space ahead for
SECRET #1, stand up and
turn to your right and use your crowbar to pry the GOLDEN
BEETLE off the wall. Return to the room with the
pedestal pieces and push each one forward twice onto the
square with the corresponding color, and the grate in the
center falls open. (If you're starting to suspect that this
level is going to be too easy for you, don't be deceived.)
Disregard the strange noise coming from below and jump
into the water. The noisy underwater fan will push you west
along a passage into an area where you can walk up some
stairs into the next room. A ninja is prancing about inside,
so draw your pistols and kill him. He drops a JEWEL OF
APOPHIS, so pick it up and go forward to the west wall
and take the SMALL WATERSKIN from the pedestal. Go up
the stairs and enter an area guarded by two jackal statues
on either side of a closed door in the west wall. Climb up
onto the block, stand on the west edge facing east, and jump
up to grab the trap door in the ceiling. Take a standing
jump forward to grab the ladder in the shaft and climb up
into a dark upper room. Step forward and pick up the second
JEWEL OF APOPHIS.
Reverse roll, jump across the shaft and pick up the small
medi-pack in the west alcove. The hungry whines from below
tell you that the jackals have been awakened, so climb down
the ladder, thinking that you'll drop down onto the block
and kill the beasts from the safety of that position.
However, you find to your surprise that the block has
disappeared, so you and your pistols are on your own. After
order has been restored, go back down the stairs and insert
the Jewels of Apophis in the snake heads at the SE and SW
corners to open a door in the east wall. From the west side
of the pool you can take a running jump and grab to the
block in the pool, pull up and run forward to claim the
LARGE WATERSKIN from the pedestal in the alcove.
Turn around, jump into the water and climb out via the
steps. Run up the stairs on either side and make a U-turn to
approach the scales near the east wall. The design on the
wall beyond the scales indicates that two liters must be
poured into the pot on the left. The formidable stars in the
floor (where you stand, coincidentally, to pour) indicate
that a misstep will likely be fatal. Go back downstairs to
the water and fill the large waterskin. Combine it with the
small waterskin, leaving it with the necessary two liters.
Go back upstairs and empty the large waterskin (not the
small one, mind you) into the pot.
Reverse roll as the door in the west wall opens. Follow
the passage and slide down the slope to your left into a
pool of water. Note the closed grate in the floor of the
pool and pick up the small medi-pack in the before pulling
out at the south edge. Two jackals run forth to greet you,
so shoot them before they can sink their jaws into you. Look
around. This is a hub area to which you will return several
times. To your right and left and below are flame emitters
guarding chains. Your assigned task is to turn off the
flames, one by one, and pull the chains as you go. Straight
ahead is a row of colored buttons, and behind them up the
stairs is a row of openings that are presently closed off.
Go up the stairs ahead and take a closer look. Each
opening has a vertical row of colored tiles to its left that
matches the colors in the horizontal row below. However, the
color sequence differs. Moreover, the openings on each end
are marked with an up arrow, while the opening in the middle
is marked with a down arrow. Note the color pattern for the
left doorway: Red, blue and yellow, reading from top to
bottom.
Go back downstairs and push the large colored blocks in
the reverse order: Yellow, blue and red, because the arrow
is pointing up. (If you should ever push the colors in the
wrong sequence, you'll get some enigmatic harp music while
Lara bursts into flames.) You hear a door opening, much like
the sound of someone clearing his throat. Run back up the
stairs and into the left opening. Push the button on the
wall to your left to operate the Lara Lift. When the
elevator stops, step out into a room with four pedestal
pieces. However, this one is not quite as easy as the one
you mastered earlier.
As before, you have four pieces to push onto tiles of the
corresponding color. However, the green piece is not
conveniently placed next to its tile, so I would place it
first if I were you (across the blue tile, but that's okay).
Then move the other pieces, and after each correct placement
you'll be rewarded with harmless blue electrical effects.
When you place the fourth one, the central pyramid starts to
sizzle and soon shatters to reveal another JEWEL OF
APOPHIS. Go pick it up, and you'll hear a trap door
falling in the north alcove.
Jump into the shaft and fall into the water far below.
Pull out on the south side and run over to the east alcove
to your left. Place the Jewel of Apophis in the snake head
to turn off the flames, then hop back, jump forward onto the
block and pull the chain once. You get a cut scene of the
closed grate at the bottom of the pool, so it appears you'll
need to repeat this exercise twice more to open the grate.
Now go up the stairs and inspect the color pattern next to
the middle room. Run down to the horizontal row of colored
tiles and push them in this order: Blue, red and yellow
(since the arrow is pointing down).
The gate to the second elevator room is now open (and the
flame you may have seen inside earlier has been extinguished
by virtue of your trip to the first floor--the flame in the
third elevator room will likewise go out as soon as you
reach the second floor), so go there and push the button on
the wall to your left. When the elevator comes to a stop at
the second floor, step out into a room with a central wading
pool (in which you'll find the SHOTGUN), a caged
ahmet in the west room and a set of scales to the north
beyond a closed grate. Looking at the diagram on the north
wall, it appears that you need to pour four liters of water
into the pot this time. Since the large waterskin holds five
liters and the small one holds three liters, you need to put
on your thinking cap. (If you pour an incorrect amount of
water into the pot, the ahmet will be released, and after
you kill it you'll find it has been replaced with its clone
behind the closed west gate.)
Here's the drill: Fill the large waterskin and combine it
with the small, leaving two in the large. Empty the small
one and once again combine the large with the small,
emptying the large and putting two in the small. Fill the
large one again and combine it with the small one, filling
it and leaving the required four liters in the large one.
Approach the scales and dump the contents of the large
waterskin into the pot on the left. The east gate opens, so
go inside, pick up the large medi-pack to the left of the
chain, and then pull the chain once. Reverse roll and see
that the block in the center of the pool has opened up. Jump
up and claim the JEWEL OF APOPHIS. The grate drops
open in front of the scales, so drop through and land in the
water below.
Pull out on the south side and go downstairs. Insert the
Jewel of Apophis in the snake head to turn off the flames,
and pull the chain for another screen shot of the grate in
the floor of the pool. Go back upstairs and check out the
pattern next to the closed gate on the right. The arrow is
pointing up, so go to the row of colored tiles and push them
in this order: Red, yellow and blue. The last gate is now
open, but before going upstairs walk around to the back of
the structure with the colored tiles and pull up to the top.
Pick up THE SPHINX'S MAP for some important clues
concerning your third floor tasks. Now you're ready to go
upstairs into the room on the right, push the button on the
left to operate the elevator, and enjoy the long ride up.
Emerge in a room with four wall switches arranged in the
central structure at each point of the compass. In fact,
you'll find an extra COMPASS in the SW indentation to
pick up before you begin. There are four closed doors, one
each in the east and west walls and two in the north wall,
each with a different blue-dotted pattern overhead. Your map
tells you to take these in a certain order, beginning with
the east doorway. Don't ask why, just do it.
The pattern over the east door shows one blue dot to the
far left and two to the right. Turn around and inspect the
wall switches, and you find that the ones that conform to
the pattern over the door are (in no particular order):
North, west and south (oriented facing the wall, not the
central structure). Throw these three, and the east door
dutifully opens.
Go inside, take a left at the intersection and pick up
the BINOCULARS as you turn the corner into a new
room. Stop onto the entrance tile and get your bearings. The
liquid floor covering is highly toxic and must be avoided at
all costs. Look across the room into the mirror in the south
wall and note that a number of the tiles are protected by
hidden flames. These must also be avoided. The SE tile near
the center of the room is safe, so take a running jump to
it. Turn to your right and take a running jump to the
walkway in front of the mirror, and turn right. Step onto
the center of the safe tile in front of the wooden gate and
pick up some shotgun ammo. Go back along the walkway to the
east end and look in the mirror. You can see some
irregularities indicating the presence of a ladder in the
corner wall. Go back to where you jumped to the walkway and
take a running jump back to the safe central tile.
Turn to your right and take a standing jump NE to the
next safe tile. Turn right and take a running jump east to
the safe tile against the wall. Turn right, hold your breath
and take what looks like a suicidal running jump to the wall
in the SE corner. Hit the control key to grab the hidden
ladder with Lara's feet immersed in the deadly fluid. Climb
up until Lara's hands are just past the white wall, then
back flip onto the ledge above. Turn around and check out
your surroundings. There's a flame-protected pedestal on the
far side of the room, and a nearby wall switch that turns
off the flames for a short period of time. Save your game
here, just in case.
Throw the wall switch, sidestep quickly to your right,
reverse roll and take a running jump and grab to the next
ledge (avoiding the plainly marked spike trap field). Pull
up and take a running jump across to the west side of the
room, again avoiding the spike trap field, pick up the
JERRYCAN from the pedestal and back flip to safety an
instant before the flames return. Here's a neat, quick and
safe way back down. Stand near the NE corner of the ledge,
facing west, directly over the entrance tile to the mirror
room. Hop back and wait until you clear the edge before
hitting the control key (so you won't grab the edge). You'll
land safely on the entrance tile, so run forward and exit
this room. (If you choose instead to come down by jumping
onto any other safe tile, you'll summon another ninja from
outside the room.)
Your Sphinx Map tells you that the NE door is next, so
check the pattern over that door. Then throw the east switch
(whereupon the east door slams shut with a thud) and raise
the south switch. The NE door is now open, so go inside and
follow the passage into a rather large room with two
colorful objects directly ahead. Draw your shotgun as you
step forward, as two jackals and two ninjas are on their way
to the attack. Drop them one by one as action music plays,
and when peace is finally restored, pick up the small
medi-pack on the east walkway (assuming one of the ninjas
didn't steal it while you were fighting the rest of the
enemies).
Your job now is to lower the colored pedestal push pieces
to the room below. At the north end of this room are two
artifacts frozen under pyramids of blue light. In the west
wall is a short corridor with a ladder at the end, but the
way up is blocked at present by a grate. On the north face
of the column next to the yellow pedestal piece is a switch.
Throw it to lower the grate south. Drop down to the lower
room and locate the GUARDIAN KEY on the pedestal. A
cut scene shows the NW door in the other room. Since you can
do nothing here for the moment, stand on the edge of either
colored tile, jump up to grab the grate and pull up. Leave
this room via the SE corridor and look at the pattern over
the NW door in the next room. Lower the south switch, raise
the north switch and the door opens.
Place the Guardian Key in the wall receptacle as you
enter, opening the door to your left. Enter and stand
squarely in front of the tightrope. Hit the action key and
the up arrow to slide gingerly along the tightrope across
the gap to the other side. If you're extremely fortunate and
have Lara lined up just right, it's possible to make it
across without having to adjust either right or left along
the way. However, in most cases Lara will start wobbling in
one direction or the other, in which case you must
immediately stop and make a very slight adjustment in the
opposite direction before continuing. When you finally get
across, hop down into the passage and use the ladder at the
other end to reach the room below.
You find yourself in a fairly large, almost empty room.
There is no ceiling, and high above are a number of floating
platforms you'll see closer up in a short while. In the east
wall are two gated alcoves. Near the west wall are two
flaming blocks with a bull resting quietly between them. Go
wake up the bull by running in front of it. It's clumsy and
slow to change directions, but its horns are deadly. You
need to act as a human red flag and lure the bull to charge
into the eye panels on the flaming blocks. Of course, this
places you in considerable peril, so stand in front of the
eye panel, wait until the last instant and jump out of the
way just before the bull's horns strike. When a panel has
been struck in this manner the opposite east gate is opened.
You can wait until both gates are open, then pull up into
each alcove and push the button inside, or do them one at a
time. When both buttons have been pushed a gate opens
outside.
Run to the NW doorway and go outside. The bull will not
follow you. Turn to your right and follow the ledge close to
the outside wall around to the north end. Be careful not to
slip and fall over the edge. Turn right into the doorway
where the gate opened and climb up the blocks, follow the
passage and emerge in the small room beneath the colored
push piece room. Pull the moveable column onto the
yellow-ringed dot to change slightly the configuration of
the room above. Now retrace your steps back through the bull
room, up the ladder, across the tightrope, and back to the
room with the four switches.
Open the NE door again by lowering the north switch and
raising the south switch. Enter the room with the colored
push pieces. Use the switch behind the column to close the
grate in front of the pieces if you didn't do so earlier.
Push the yellow piece forward twice, onto the grate, and go
to one side and push it once west so that it's right in
front of the red piece. Now push the red piece east once,
then push it twice onto the grate next to the yellow piece.
Use the switch on the column again to deposit the pieces
into the room below. Drop down next to the pieces, squeeze
between them and push both pieces onto their corresponding
color tiles. You hear the sound of a trap door opening close
by.
Pull up out of the lower room and you'll find a pulsing
light at the north end of the room where the artifacts are
still protected under the blue pyramids. The trap door above
the ladder in the west corridor is now open, so climb up
until Lara's hands are just above the bold horizontal line,
and back flip onto a small ledge. Turn around and take a
standing jump NE past a break in the railing. Run to the
other side of the central square and jump SE across the gap.
Go around to your right and locate the chain. Pull it once,
and you'll see a cut scene of the blue pyramid smoldering
and then exploding around one of the artifacts below. Look
across the room and you'll see a similar chain on the other
side. However, getting there is quite a challenge.
Step to the west edge of the block the chain is on, face
SW and take a standing jump to the ledge. Face SSE and take
a running jump beyond the rail opening to the walkway
against the east wall. Locate and pick up the small
medi-pack, then follow the passage around to the right and
pull up into the opening. Step forward and take a running
jump to the roof cut in the structure ahead. Walk forward,
slide down the other side and jump off to grab the opposite
opening. Pull up, run forward and hop down into the passage,
go around the central column and step forward to the opening
high above the bull room.
Now is the time to refer to the second clue on your
Sphinx's Map. Some of the floating platforms ahead are
perfectly safe, others are deadly fire traps, and there's no
visual way to tell the difference. Here's the safe path:
Take a running jump SW to the first safe platform; angle to
the right and take a standing jump NW to the next one; a
running jump west to the next one; a running jump SW to the
one against the south wall; a running jump NW to the one
against the west wall; a running jump and grab north to the
next one; pull up, turn slightly to the right and take a
running jump NE to the next one; a standing jump east to the
next one; turn left and take a running jump and grab north
to the next one. Pull up, and at this point the Sphinx's Map
tells you to turn slightly to the right and jump NE to the
next one. However, you can be forgiven if you choose to
follow your own course here. The platform NW is also safe,
so take a standing jump to it. Now jump to the ledge behind
the column for SECRET #2
and pry the second GOLDEN BEETLE off the column with
your crowbar.
Jump back to the previous suspended platform and resume
the route prescribed by the Sphinx's Map: Take a standing
jump NE to the next safe platform, a running jump east to
the last one, and from there a running jump with grab SE to
land inside the opening. Follow the passage around to the
chain. Pull it once, and watch the blue pyramid around the
second artifact below sizzle and explode. Take a standing
jump SE to the ledge, and into the alcove on your right for
a large medi-pack, then safety drop from there to the room
below. Run to the north end and pick up the GUARDIAN KEY
(a cut scene shows a flame being extinguished in a wall
elsewhere) and the BAG OF SAND from the now-free
raised tiles.
Return to the room with the four wall switches. It's now
time to use the west doorway, so note the pattern on the
wall and lower the south switch and raise the west switch to
open the west door. Hop down onto the grate, go around the
central column and pull up into the west passage. Enter the
next area and make a hairpin turn to the left. Enter the
small room east and place the Guardian Key in the receptacle
to your right. The door to your left opens, so go there and
pick up the TORCH. Reverse roll and toss the torch
into the hole in the floor. Use the ladder in the south face
to climb down to the room below. Pick up the torch and take
it to a flame burning on a raised tile in the center of the
room. Stand close to the tile without stepping onto it (lest
you burn) and light the torch. Now toss the lighted torch
aside, as you won't need it for a while.
As long as you're here, go behind the column on the SW
side of the flaming tile and push the button there to stop
the spikes you can hear higher up. Go back to the ladder and
climb back up to the balcony. Go out to the small ramp SW
and stand in the back left corner facing NWW. There's a
horizontal bar ahead that you need to grab on the right side
so you'll swing off and land on top of the pillar formerly
guarded by the spikes. You experience a slight earthquake as
a block is raised in the floor below. Jump up to grab the
ceiling, and monkey swing north to the other side of the
room and release to land on another tall pillar. Another
slight earthquake, and another block being raised below.
Face NE and run off (not jump) this pillar to land on the
one against the north wall. Safety drop to the floor and
retrieve your lighted torch.
Jump onto the shortest block near the SE corner. Turn and
take successive running jumps north to the next two blocks.
Take a running jump NWW to the next block and a standing
jump SW to the next one. Take a running jump SE to the
ledge, then a standing jump SW to the shorter pillar.
Finally, take a running jump NW to the opening between the
railings and run into the room west. Drop the torch in place
by hitting the "1" key to draw your pistols, then step up to
the scales ahead. Be sure you step onto the raised tiles on
which the scales rest. Starting from your right, empty the
Bag of Sand into the scales with the red triangle design,
the Jerrycan into the sun scales, and the small waterskin
(which should be full) into the scales with the wavy blue
lines. (If for some reason you find that both waterskins are
empty, the builder has considerately provided a small pool
of water in the room below.)
Now pick up the torch, step up to the middle scales and
light the oil. You hear a door opening below, so toss the
torch aside (you won't need it any longer) and either safety
drop from here (at the cost of a small amount of health) or
take the longer way down by jumping to the pillars from the
east balcony. Go to the cage at the west end of the room and
enter the new opening on the south side. Pull the chain for
a cut scene showing a block rising in the room with four
switches. Go there by climbing up the ladder at the east end
of the room, making a hairpin turn to the right across the
balcony, and following the passage back to the room with
four switches. Jump onto one of the four facing ramps, turn
and pull up onto the raised block, and pull up into a small
upper room. Take the JEWEL OF APOPHIS from the
pedestal in the east alcove as a burst of "you done good"
music plays.
Drop down through the hole onto the block and treat the
gap as a crawl space by lowering Lara down an edge and
dropping onto a ramp. Hop to the floor and run to the
opening in the middle of the north wall. Hand from the edge
of the hole and drop down the shaft into the water far
below. Pull out at the south edge and turn to your right.
Insert the Jewel of Apophis in the snake head to turn off
the flames, then hop onto the block and pull the chain. A
cut scene shows the grate in the floor of the pool falling
open, but detour for a final secret before leaving this
area. Run up the stairs and into the third elevator room on
your right. The interior has been reconfigured, so hop down,
crawl into the space on your right for a large medi-pack,
then crawl into the small room south for
SECRET #3. and another
GOLDEN BEETLE.
Crawl back out, run down the stairs, dive into the water
and swim through the new opening. Follow the tunnel to the
east along its various twists and turns until you finally
see daylight above. Surface and pull out at the south edge
into an outdoor area at the rear of the temple. Ahead and to
your left is a smaller building requiring a Guardian Key for
entry. Run around to the SE corner of the temple, where
you'll see a shorter sandy pillar and a taller ornate
pillar. Go north through the narrow passage between the
temple and the sandy pillar, and take a standing jump to the
brown ledge supported by two columns. Squeeze past the
columns and turn right into a small space. Turn right and
step up to the sandy pillar (slightly right of center), take
a back flip and keep the jump key depressed so that you
bounce off the sloped surface behind you. Grab the top of
the sloped pillar, pull up and slide a short distance down
the other side, and jump off with a midair curve to your
left to land on top of the sandy pillar.
Angle slightly to the right and take a running jump and
grab SSW to the ornate pillar. Turn to face NWW and take a
running jump to the sloped ledge just beyond the corner
obstruction. Slide back and grab the edge. Shimmy to your
left as far as you can go, pull up and take a back flip to
the next ornate pillar. Turn left and take a running jump
and grab to the opening in the temple roof. Pull up and take
a running jump NW into the upper temple area. Step forward
and take the GUARDIAN KEY from the pedestal. Turn
around and jump into the water below. Pull out and go to the
entranceway of the building SE. Place the Guardian Key in
the receptacle to your right to open the doors, and follow
the passage to a docking area where a gently rocking gondola
awaits you while Lara's theme music plays. Approach the
gondola along the jutting ledge and the level ends.
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