Walkthrough by
Harry Laudie
You only have a few flares and they should be saved
for the last level where they are essential.
Chambers of the Past - Visit 1
You start with a short flyby of Lara in a desert
canyon during a rainstorm. Go to the north-east
corner and climb up onto a block. Follow the trench
and stop when another short flyby happens. The flyby
shows you your route. Go to the end of the trench
and run and jump to the north-east sloped wall.
Slide down and grab the edge. Shimmy to the left as
far as possible. Pull up, back flip, roll, and jump
with a right curve to land next to a tree. Go north
and slide down the slope into a small valley.
Go to the west wall and pull out a block from the
wall that is to the left of the tree. There is a
closed door to the right of the tree. Enter the
tunnel and use the floor lever. Exit the tunnel and
go north to another tunnel. Before you enter, enter
the east wall tunnel for
Uzi ammo. Return to the north tunnel and use
the floor lever. You get a cut scene of spikes
popping up behind you and the level changes.
KRT Oil Rig 13 May 1998
You side down a slope and land in a water pool.
Above you head is a mini submarine. Swim west and
use the underwater lever beside the small fan.
Surface and pull up onto the west ledge. Enter the
tunnel and enter the open door in the south wall. Go
forward and shoot a thug.
At a T-junction, follow the left branch to a
pushbutton on a wall. Press the pushbutton and you
hear a door open. Return and take the right branch
tunnel. Go through the open door and enter a
generator room. The generator is missing something.
The camera view changes. However, go to the back
right side of the generator and press the
pushbutton. Exit this room and return to the first
tunnel from the water pool.
Go west to a T-junction and go to the right and
through the open door. Follow the ramp and get a
flyby showing an item at the bottom of a water pool.
Climb the upper boxes to the north for
red shotgun shells.
Go south and turn to the right to dive into the
pool. Roll and quickly pull back up onto the ledge.
Turn around and shoot the
shark in the water. Dive back into the water
and swim to the south-east corner. Pull down the
underwater lever on the east wall and get a cut
scene of a door opening. Pull back up and go to the
middle of the room. Shoot the west fence in front of
the suspended box over the water and it will break.
Run and jump to grab the suspended box.
Pull up and shoot the grate in the west wall. Jump
and grab the crawl space. Crawl to the end and climb
down a ladder. Go east and pass two columns and a
closed door in the south wall. Run up a long ramp
and follow the tunnel to the door that you opened
with the underwater lever. Enter the room and pick
up the Generator Fuse.
There is a closed door in the north wall. Exit the
room and go down the slope. A thug appears and runs
towards you. Do not shoot him but just follow him
back to the room. The thug steps into a hole at the
south wall and the north door opens. Now you can
shoot the thug.
Enter the open door and go to the end of the short
tunnel. You get secret #1
and three small
medipacks.
Exit the room and return to the ladder. Go through
the crawl space and drop into the water. Return back
through the tunnels to the generator room. Place the
fuse in the generator and get a cut scene of a door
opening and a tunnel. Turn around and exit the room.
As you run down the tunnel, the level changes.
Chambers of the Past - Visit 2
You start with a flyby of an Egyptian room. A mummy
case opens and Lara is inside. Exit the case and go
to the north wall. Pick up a
large medipack and
Uzi ammo from the
pedestals. The vases are empty. But shoot the vases
and push the two pedestals onto the red circles. The
gate in the west wall opens. Go to the south-west
corner. Pull the statue back onto the tile with the
red circle. You get a cut scene of a door opening.
Go west and enter the open gate. Lara looks at the
receptacle on the north wall. To the west is a large
spike pit. In the south wall is the opened door. Go
down the south tunnel and shoot the vase on your
left for flares.
Notice the statue to your right that needs an item.
Turn around and go back to the starting room. The
second mummy case is open. Enter the mummy case and
use the floor lever. Exit the case and go to the
south wall. A section of wall has disappeared. Pick
up secret #2 and
the Uzi's. Quickly
jump back to avoid the pedestal blades. Go west and
return to the south tunnel. Run south and a gate
closes behind you. Run against the south gate so
that when it opens you can enter the tunnel quickly
as a ball rolls behind you.
Go to the end of the tunnel and get a long flyby of
cave and four statues. Go forward and into the cave.
Run in a south-west direction and pick up an
Old Notepad from a
skeleton on the floor. The notepad states that the
statues have to face each other and gives directions
on how to do it. Go north and climb the block with
the fire in the brazier. Go west to the west wall
and pull down a jump switch. This triggers the
four dogs at the
statues and you can shoot them from the ledge. Go
south and move the four statues onto the tiles in
front of the fire. Then pull or push the statues
around the fire until the statues face the middle
fire. It is tedious but very easy. When the four
face each other, the fire stops. Hop into the middle
and pick up the Sands of
Time. You get a cut scene showing a hole in a
ceiling and it is raining.
Go to the north-east to find the exit tunnel. Go
north down the tunnel and place the Sands of Time at
the statue. You get a cut scene of sand filling the
spike pit. Exit the tunnel and go west over the sand
pit. As you approach you get a short view of Lara
as seen through a receptacle. Pick up the
Scarab Talisman
from the pedestal in the north-west corner. Go to
the south-west corner and pull the chain. Then cross
the sand pit to the middle and enter an open gate in
the south wall. Follow the tunnel and go down some
steps. You enter a room and Lara looks at the mirror
in the south wall. Look in the mirror to see the
spike trap locations. Follow the safe path to the
end up the room and pick up the
Golden Serpent that
can only be seen in the mirror. Traverse the safe
path again and return up the tunnel to the sand pit.
Go east back to the receptacle in the north wall.
Place the Golden Serpent and return to the sand pit.
Now enter the open gate in the north wall. Follow
the tunnel to a room and hear something banging at
the wooden gates in the walls. Look south and you
see that the gate has closed and you also see two
wooden targets. Go north and the wooden gate opens
and a bull runs out.
Lure the bull south to break the two wooden targets.
Then go north to the room that the bull came from.
Lure the bull into breaking a third wooden target.
There is a small medipack
and red shotgun shells
in the corners of the north room if you want to try
and get them. Exit the room and drop into a hole in
the east floor near the door. Use the floor lever
and you hear a door open.
Exit the hole and drop into a new hole opposite at
the west wall. Follow the steps and the tunnel and
emerge on a ledge over a deep valley. You cannot get
down alive from the ledge. Go south and jump into a
south-east hole. You may need to use some health for
the jump. It depends on how much health was lost to
the bull. Follow the tunnel and drop into another
hole. Go to the end and push forward a block. Go
west and you are back where you started. Enter the
west tunnel and use the Scarab Talisman on a south
wall receptacle to open the door.
Enter the open door and go west to a room with four
bridges over a shallow water room. To the north is a
closed door. To the west are steps down to the
shallow water. Enter the south tunnel and enter a
room with an obelisk in the middle. Go to the
pedestal at the south wall and the door closes
begins you. Also two
demigods appear in the north-west and
north-east corners. Shoot the two demigods and pick
up two Scarab Talisman
from the dead bodies. Place the items in the
receptacles in the north wall and the door opens. Go
south to the pedestal again. Shoot the vases for a
large medipack.
Pick up a torch from the pedestal. Exit the room
back to the bridges.
Enter the west tunnel and go down the ramps to the
shallow water. Wade through the water to the east
and light the torch on either fire in the alcove.
Wade back through the water and go back to the
bridges. Jump over the room and light fires in the
north wall and south wall alcoves. The north door
will open. Run down the north wall and the level
changes as the door opens. Do not bring the torch
with you, as it will mess up the animation in the
next level.
Temple Sewers 22 April 1999
You get a short flyby of a dark room and a broken
bridge over a room with shallow water. If you look
to the east wall you will see two key locks. Jump
south and grab the ledge to pull up. Go to the east
side and see a hole in the fence. There is a closed
gate in the east wall. Safety drop into the pit.
Follow the west tunnel and drop into a hole. Swim
west and then up a vertical shaft. Pull up on the
east side and follow the tunnel. Enter a room and
hop onto the platform. Go to the north-east corner
and pick up an almost impossible to see
Cistern Key. Drop
down the south side of the platform. Shoot a
crocodile and pull
down the wall switch on the platform. You will hear
water flushing. Drop into the hole at the east wall
and land on the ledge where you started.
Go north to the broken bridge and see that the area
is flooded. Shoot three
crocodiles in the water. Go west and enter a
west tunnel to pick up red
shotgun shells. Dive into the water and swim
to the bottom central trench. Swim to the west wall
and pick up Uzi ammo
off the bottom floor. Swim back and pull up onto the
ledge with the key locks. Use the key in the right
side key lock. You get a cut scene of a gate
opening. Dive into the water and swim to the east.
Pull up into a ceiling opening just behind the
hanging plants.
Go south and enter a room where the camera view
changes annoyingly. You see a dark brown line in the
room. That is a chain or rope. Pull it and exit the
room. Swim back to the starting bridge and jump to
the south ledge again. The gate is open in the east
wall. Enter the room and go under the suspended
cage. Bend down to pick up the key off the floor and
the level changes. You do not get the key.
Chambers of the Past - Visit 3
The level starts with Lara waking up in a corridor.
She appears to have a headache. Follow the tunnel
west and around the corner. There is a closed gate
to the north. Enter another west tunnel and a door
opens as you approach it. Enter a small room and use
the floor lever. You can shoot the empty vases.
Notice a floor lever behind a closed gate. Exit the
room and the door closes behind you. Return to the
first tunnel and the north gate is open. Enter a
small room and go through the crawl space in the
north wall. If you get lucky, you can shoot
two scorpions before
they poison you. Exit the crawl space and shoot
two bats. Climb the
blocks at the west wall and go though the crawl
space. Turn around and climb a ladder to an upper
area where the annoying camera view occurs again.
You can see two statues and two water trenches.
Dive into the south water trench and search a small
middle alcove for the Ba
Cartouche. You get a cut scene of a door
opening back at the first floor lever. Go back down
the ladder and through the crawl spaces again. Go
down the west tunnel and the door opens. Go through
the open door and climb the blocks at the end. Go
behind the column and pick up a
Canopic Jar of the
pedestal. Hop back before the pedestal blades get
you. A fire wraith
also starts to attack. Exit the room and go north to
the next room. A gate is open so you can use the
floor lever. An ice wraith
appears and the two wraiths chase each other. Return
through the crawl spaces and climb the ladder again.
Dive into the north water trench and search for a
middle tunnel. Follow the tunnel and be careful of
the rotating blades. Swim into a corner and swim up
to the top of the room. Pick up a
Canopic Jar from
the top of the blades and the blades stop. Swim to
the lower north-west corner for
rocket launcher super ammo.
Swim back through the tunnel to the room with the
statues. Some blades will nick you as you swim back.
Place the Canopic Jars behind the two statues.
Return to the ladder and climb down again. At the
bottom you get a cut scene of an open door. Go
through the crawl space and you can see the open
door in the east wall. Enter the east tunnel and the
door closes behind you.
The tunnel splits into three routes. Take the left
route and go up a ramp. Jump through the circular
slicer. Go down the tunnel and hop back when a floor
blade appears. Climb down a ladder into a lower
tunnel. Crawl east down the tunnel and a blade
safely passes over your head. Stand by the closed
gate and reach into the hole at the east wall. Pick
up Cartouche Piece 1
from the hole. Crawl back down the tunnel again to
avoid a blade. Climb the ladder and jump back
through the circular slicer.
Go up the middle tunnel and pick up the
crowbar from the
skeleton. Use the crowbar on the broken floor lever.
Crouch down and crawl back to avoid a blade ball on
a rope trap. Go up the right tunnel. You have to get
through the circular slicer and not fall down the
hole that is behind it. I stood at the top of the
slope and use a back flip. But I did lose a lot of
health. Save the game for the next slide. Jump into
the hole and slide forward down the slope. When you
see a dark area ahead of you, jump up to pull down a
jump switch. You can use a flare to help you see the
switch. Continue the slide into a lower room. Be
careful of the swinging blades. If you approach the
gate to the north it opens and you can return back
up the ladder. The door in the south wall is open.
Pick up a large medipack
in front of the door.
Go to the south door and time the fire emitter. Pick
up the Mechanical Scarab
off the pedestal. Carefully avoid the scissor traps
and go east into the next room. You see two
receptacles. Go to the north-east corner and push
open the double doors in the east wall. Follow the
corridor and push open the double doors. You can see
the blades on the stairs. Go to the left and pull
down a wall switch. Then cross to the right and
enter the small alcove and pick up the
Winding Key off the
pedestal.
Use full health and just run through the blades. You
will lose a lot of health but you should make it to
the top after a few tries. You can shoot the empty
vases. Pick up Cartouche
Piece 2 from the pedestal. Then run down the
slope and shoot a demigod.
Exit the room and place the Ba Cartouche in the
north wall receptacle. Combine the two pieces and
place the Ra Cartouche in the south wall receptacle.
Light beams converge on a crystal on the coffin and
a trap door opens in the floor. Get into the hole
and crawl through a crawl space. Pull up into a
small room and enter a south tunnel. Get pass the
two circular slicers.
Enter a room and Lara looks at the large circular
door to the south. There are two jump switches on
the columns to the east and west sides of the room.
Pull down both jump switches and the circular door
opens. Go up the ramp and approach the south doors.
The doors opens and two
demigods are on the other side. You can run
down the slope to avoid the demigods fire as you
shoot at them. They die rather quickly. Pry
black beetle #1
and black beetle #2
off the wall at the door entrance.
Return down the ramp to the room where you entered.
There is a golden statue at the east wall where you
entered the room. Pull it to the west and move it in
front of the two closed doors and the doors opens.
As you face the doors, enter the left door and go to
the end of the short tunnel. Turn around and climb a
ladder. At the top, back flip into a room. Shoot the
two vases for flares
and a small
medipack. Make you way pass the fire emitters
and save the game. Pry
black beetle #3 from the wall and
beetles start to
attack. The fire emitters have stopped so run back
to the ladder and climb down. Run into the middle
door and dive into the deadly green water. Swim to
the bottom and pick up the
Guardian Key. The beetles will follow you.
You have to use many medipacks to survive. I did not
find a way to make the water safe.
Pull back up and jump to the north alcove. Use the
Guardian Key to open the gate. Enter and combine the
mechanical scarab and winding key. Use the
combination on the black triangle to trigger fires
and extinguish them. Go to the end and pick up the
mechanical beetle again. Pry
black beetle #4 off
the wall. Return and just run off the end of the
alcove to land back into the room. If you try to
jump, you land in the water.
Run up the south ramp and press the east big yellow
button to open door above it. Enter the tunnel and
crawl under the darts. When you enter the room, the
beetles will stop following you. Place the four
black beetles and the device opens. Step inside and
pick up the Eye of the
Watcher. If you stand in the rotating red
spiral, your health will climb back to 100%. But it
will not stop the poison from the wall darts. Crawl
back under the darts and drop back into the
corridor.
Press the big button on the west wall. Hop into the
tunnel and time the fire emitters to get pass them.
The doors opens as you approach. Enter the next room
and shoot two bats.
Pick up rocket launcher
frag ammo in the north-west corner. Go up the
south ramp and use the Eye of the Watcher to open
the circular door. The door starts to open and the
level changes.
Siberia 28 April 2001
You start with a short flyby of a winter scene. If
you go among the trees in the south-east corner,
two wolves attack
you from behind. Go east to enter a valley. When the
valley splits, continue east to a dead-end cave.
Pick up Uzi ammo
and a small medipack
from the floor. Shoot three
wolves that appear
on the way back to the junction. Follow the
valley junction to the south until you reach a
cabin. The door of the cabin is locked. Go west and
follow another valley until you reach a water hole.
Save the game before you enter the cold water. Dive
in and swim east and quickly pull up onto a ledge.
Ignore the large medipack
at the bottom of the water. It cost more medipacks
to survive in the cold water so that it is not worth
picking up.
Follow the short tunnel to the end and climb down a
snow wall into a cave. Pick up the
Hut Key from the
skeleton and climb back up to the tunnel. Swim back
through the cold water and return to the cabin. The
door and key lock are on the south side of the
cabin. Use the key to open the door. Run towards the
door and the level changes.
Wreck of the Titanic 14 April 2002
You start in underwater diving gear in a corridor of
a sunken ship. Swim south into a room. Go left
around a box and left again into another corridor.
Enter a room and turn left again. Pull down the
underwater lever on the south wall just above the
toilet. You will see some angry-looking fish but it
does not attack you. Exit and swim south and across
the room into another corridor. Enter a room and
swim to your left and into a crawl space in the
lower east wall. Follow the crawl space and then
follow a tunnel into a large flooded room with
machinery columns. Swim into the tunnel in the upper
north-east corner of the room. Pick up
secret #3 and
three Uzi ammo.
Swim onto the middle machine column and pick up the
Rusty Key. Swim
south and into the crawl space in the middle of the
south wall near the ceiling. Enter another flooded
room and swim upwards to surface. Pull up onto a
ledge in front of a closed door. You see a broken
ladder to the left of the door. That wall ladder is
climbable. Climb up to a small alcove use the key in
the key lock on the west wall. You hear the door
open. Drop back into the water and climb up on the
ledge again. Enter the open door and go down the
west tunnel as the door closes behind you.
Enter the next room and a thug appears from the far
left corner. Step back into the tunnel and shoot the
thug. Kill him
quickly as the grenades that the thug fires are
deadly. Pick up the
shotgun from his dead body. Go to the
north-west corner and pick up a
large medipack.
Look east and climb the wall ladder that you see to
reach the upper ledge. Run and jump to the south
ledge for red shotgun
shells. Be careful of the chains and run and
jump to the alcove in the upper west wall. Grab the
edge and shimmy to the right. Pull up into an alcove
and pull down the jump switch. You get a cut scene
of the entrance gate opening again and the gate
below you opening. Safety drop to the floor and
enter the gate. Run down the tunnel and the level
ends.
Houses of Eternity
The level starts with a flyby of a desert area with
pyramids. You start in a small room with three cat
statues. Go west to exit the room and follow the
tunnel to the outside desert. Go west and go to the
area with three pyramids. Continue west and then
turn south and go to the column that is surrounded
by trees. Push the dark rock that is just south of
the column one tile to east. You get a cut scene
showing the top of a pyramid collapsing. That is the
pyramid to your west. Go to the west side of that
pyramid and look for places where you can stand jump
up to the top of the pyramid. Jump into the hole at
the top. Pick up secret
#4, rocket launcher
frag ammo, revolver ammo, red shotgun shells,
and
Uzi ammo. Pull up
at the west edge of the hole and slide down back
into the desert.
Go to the north-east corner of the south pyramid and
stand jump to the upper corner. Pick up the
rocket launcher
and slide down to the desert again. Go to the
south-east corner of the south pyramid and stand
jump to the upper corner. Run and jump to the west
to another flat area. Stand jump to the north-west
flat area and press the button on the wall. You get
a cut scene of a trap door dropping. Go west again
and find the trap door at the west wall between two
columns. Drop to the edge of the hole and climb down
the ladder into a tunnel. Go east down the tunnel
and be careful of crushing moving blocks. At the
second block you can see a skeleton and an item.
Jump into that alcove and the wall stops. Pick up
the
revolver
and
laser sight
and exit the alcove. Continue east to drop into a
wide tunnel. There is a closed gate in front of you
and two side tunnels.
Go down the north tunnel to a T-junction. Go to the
west and shoot a demigod.
Continue west and emerge onto a room with spikes and
swinging blades. Stand jump to grab the platform
with the blades. Then safely shimmy around the side
to the far end. Pull up and be careful of the
swinging blade as you run and jump into the west
wall opening. Jump to a lower block and then jump to
pull up onto the ledge at the west wall. Save the
game in front of the very tight timed wall switch.
Pull down the wall switch and take a side step to
the left as the gate opens. Then side jump to the
left and you should land in the tunnel before the
gate closes. Go down the tunnel and the gate opens
again.
Shoot the demigod
shooting at you from the far side of a spike trap
room. You loose a lot of health because you have
nowhere to run. You have to stay in the tunnel. Time
the spike traps and go to the south wall and pick up
Hand of Orion #1
from the floor. Go back through the spike traps and
jump back to the wall switch. A block has risen in
the middle of the room. Jump onto the block and then
to the east opening. Go pass the swinging blades
again and return to the T-junction.
Now go down the east tunnel and see a closed gate.
There are also two side tunnels. Follow the north
side tunnel to a small room with two movable
statues. Do not move the statues to the bird picture
that is next to it. Move the statues to the bird
picture tile on the opposite side of the room. As
soon as you place the statue either crouch down or
side jump out of the way of a fire emitter. Do both
statues and then exit the room. Follow the south
tunnel to a similar room and move the two statues.
Exit back to the main tunnel and the east gate is
open. Enter the room and pick up
Hand of Orion #2
from the floor. The mummies in the corners do
nothing. Follow the tunnels back to the T-junction
and go south.
Return to the main junction and a
flock of bats
attack. They are locust so you cannot shoot them.
You just have to suffer the health lose. Go down the
south corridor and jump over a floor blade. The gate
opens as you approach. Jump onto a ledge and shoot
the two snakes on
the floor. You also see four receptacles.
Go down the west tunnel and be careful of the deep
pit at the end. Jump to the safe platform and get a
flyby of the room. Jump over the floating platforms
and enter the north tunnel. Follow it to a room and
pick up binoculars.
The block over the skeleton cannot be moved. Return
to the platforms over the pit. Jump back to the
platform at the room entrance. Use the binoculars
and you can see five
spiders in the pit below. You can also use
the light to see a platform in the dark area south
of you. Jump and grab to that block. Use the
binoculars to look at the positions of the platforms
to the south-west of you. I used a flare to jump the
platforms. The last platform is to the north. Then a
final jump east to the large platform to pick of
Hand of Orion #3.
Use a flare and work your way back to the platform
at the entrance. Go east to return to the
receptacles.
Go east and follow the east tunnel. You pass two
dark empty alcoves. Safety drop into the pit and
pull down the wall switch. There are some spike
traps on the floor but if you go to the wall ladder
with a left-right path you should be fine. Jump the
pit and enter the west tunnel. Look up and you can
see a fire burning above and ahead of you. Use the
revolver and laser sight to shoot a large star
object next to the fire. Jump back over the pit and
pick up Hand of Orion #4.
The two mummies do nothing. Go west to return to the
receptacles.
Place the four Hand of Orion items in the four
receptacles. Then go north to return to the entrance
junction. The gate in the east wall is open. Slide
down the slope into a small room. On the side walls
are two receptacles. Go to the doors at the back
wall. Above each door is a jump switch.
Stand on the middle of the tile in front of the
north door. Stand jump forward to grab and pull down
the jump switch. If you stand below the switch, Lara
does not grab it. The door opens so enter the room.
A gate closes behind you. Push the two mummy statues
at the side walls to the south and onto a tile with
two black lines. A block drops at the north wall. Go
there and pick up the
Inscripted Sculpter from the floor and the
gate opens. Another flock
of bats attack. Run out of the room and shoot
a snake coming into
the room.
Stand on the middle of the tile in front of the
south door. Stand jump forward to grab and pull down
the jump switch. If you stand below the switch, Lara
does not grab it. The door opens so enter the room.
Go to the end of the tunnel and pick up the
Scarab Sculpter
from the floor. Grab the ceiling and monkey swing
back to the entrance door as the floor drops below
you. At the doorway, hop back and grab the edge of
the pit. Climb down the wall to the bottom of the
pit. Use a flare and go south to pick up
secret #5 and a
small medipack.
Climb the wall back up into the room.
Place the items in the receptacles at the side wall.
The east wall will drop. Go east and pick up the
Golden Ankh of Horus
from the pedestal and an earthquake occurs. Turn
around and see that a block has risen. Climb the
block and pull down the trap door from the ceiling.
Pull up on the east side and into a tunnel. Run up
the ramp and the gate opens for you. Enter a small
room and the gate closes. Pick up the
Ancient Key from
the skeleton in the corner. Use the key in the key
lock on the north wall to open the east gate. Ignore
the key lock and run towards the ladder to end the
level.
At this point, my screen went black but the Lara's
theme music stilled played. I assume that this was
the end and that I missed any closing cut scene or
credits.
03-feb-2007