Walkthrough written by Elvis t. aka eTux (with
additional help from the author)
Designations: Pickups:
Kills:
Secrets:
Guidelines
Note: The level has 5 secrets – but to find the last
one you need to find 2 other secrets from the same
area and a crowbar. You can always return for them
up to a certain point though.
The
Bridge.
(+ secret #1)
You start
out sliding down a slope – and just around the
corner is the first area – the bridge. Safety drop
on the platforms on the right of the bridge and you
will get a camera hint. This makes you pay attention
to the bottom of the bridge - and the reason why is
that it’s monkey-swingable. You can get hold of it
either with a standing jump or running jump – so do
it either way and swing to the end. Drop when
there’s safe ground below you.
Enter the
room here – shoot the gong to open the door
above at the end of the bridge. Shoot the vase on
the left to reveal a large
medipack (1). Return to the pit – jump on the
broken pillar and drop on the architecture you see
below. Now is your chance to get the first secret of
the level.
Observe
the lush valley below you – if you pay attention you
can see a number of slopes below the architecture
you’re standing on. Basically these are your ticket
to the ground below. There are a number of jump
combinations how to get below – but only one spot
from my experience. I’ll describe the combination
that worked for me, but that doesn’t mean there are
no other ways to do it. Anyway – stand on the
architecture right besides the opening in the wall,
face the slope with Lara’s back (so your compass
needle would point to west), tap backwards till Lara
falls over – hold the action key, so she would drop
on the slope below – slide a bit and jump backwards
to the slope behind you – let Lara slide down on the
lower slope and you’re already on the ground without
losing health. You can explore the valley – but
there’s nothing of interest there – so enter the
cave and pick up
revolver ammo (2) and trigger
secret #1. Climb
up a step and pick up the
small medipack
(3). Then continue up the steps. After you jump over
the gap – the suspiciously looking horizontal
stripes indicate that the wall is climbable, but you
can simply climb up on the rock to the left as well.
Further along you operate 2 pressure pads to open
and then close the coloured door – then you’ll reach
a violet snowy passage where you can climb up in the
middle (don’t worry about where it leads beyond that
– that’s where you’d come from if you had neglected
getting the secret).
In case you didn’t care for the secret – here are
instructions how to get here from the other side.
Climb into the opening from the architecture, Lara
will look up left – that’s where your way further
is. Face the wall – backflip on the slope and bounce
from it up to the opening Lara was looking at.
Continue
till you reach the top. Jump over the slope for a
large medipack
(4), but beware of the wolf
(1) that guards it. Face the north wall from
here, jump to grab it, shimmy a bit left, then climb
up and bounce to the next slope – slide and jump
back to the bridge.
Go to
where the door opened – as you continue down the
hallway, three wolves
(2, 3, 4) will attack you. If you go left – you can
pick up some flares
(5) in the corner. Once done here – continue to the
right.
Boulder chase, the lake and fire pit.
As you
pursue right and climb up, a fly-by shows the
upcoming sequence. This is fairly tricky – as you go
down the slope you initiate 3 subsequent boulders,
have to maneuver the zigzag shape of the track,
avoid 2 swinging timbers and
2 ghosts chasing
you.
My
suggestion for this is to go until the fire tile,
and then sprint down straight the path, right before
the boulders start rolling after you. This might
take a few tries, and you might mess up as you run
into slopes, but persist, as it’s doable. When you
approach the curve, just jump over it, as there’s no
point trying to maneuver through it.
Now you
have 2 choices:
The
faster but more risky way
– time your run past the swinging timbers with
keeping in mind that the boulders are still on your
heels and jump over the pit.
The more
time consuming but relatively safer way
– continuously jump between the slopes of the track
about 2 tiles before the first timber trap, and if
you’ve timed it right the boulders one by one should
roll past you. Keep in mind though, that this only
takes care of the boulder issue. You still have the
ghosts chasing you, but this gives you the time you
need to safely get past the timber traps and the
pit.
Once over
the pit – the ghosts should feel attracted to the
dragon head figures and destroy themselves. This by
no means is the end of the sequence though, as
there’s one final boulder coming up. This one isn’t
that tough though – there actually are a number of
ways you can do this – but the most rational one is
to simply sprint up the slope and crouch in either
corner of the edge that gives you an advantage over
the boulder, as it bounces over you. If for some
reason you can’t do this – it’s possible to just run
back and hang on the edge of the bridge, till the
way is clear again. When it is – climb up and
continue to the lake area.
Slide in
the lake and get to the shallow part on the left.
Lara is looking at the vines, so that might be a
hint. On closer inspection you’ll find a parallel
bar sitting there. Align Lara, the bar and the
high pillar and do a running jump towards it (press
action to get hold of the bar – just in case you
haven’t seen this before) and swing to the pillar.
Jump to the opening in the wall to get to the fire
pit area.
Note: There’s no specific or right way to do the
next sequence, but what’s written below is the way I
recommend, as you can get through without losing
health at all.
Do a
running jump to the first set of planks. You
should’ve barely landed on the edge. Do a standing
jump to the corner of the next platform. Shimmy
around 2 corners, climb up on the corner of this
tile – it’ll save you from the blade trap, but you
have to act immediately to get to the next tile. So
backflip, twist midair and direct the jump to the
left and hold action, and you should grab the next
set of planks. Shimmy a bit left to give you some
room to run, climb up, run and jump to the next
tile. Once there, face the wall, jump and press
action to grab the climbable wall. Climb left until
you can stand on the ground safely.
Temple
courtyard & timed runs.
(+ secret #2)
Go along
the jungle – before you enter the temple courtyard,
climb the broken pillar on the west and get a
small medipack (6).
As you enter the courtyard – you’ll be attacked by
3 raptors (5, 6, 7).
Once they’re dead look for a small pool of water on
the center west side in the courtyard. In the pool –
on a brick platform is the
High Priest’s key
(7). After getting it, go east in the main
courtyard between 2 slopes – and use the key on the
keyhole to open the door (note the jump-switch
on your right – but that’s for a secret later).
In the
next area – there’s a crawlspace on your left and a
set of slopes right in front of you. The crawlspace
is only a route back in case you can’t do the
following timed run on your first try, so ignore it
and climb the left slope. Press and hold the ‘jump’
button to bounce from slope to slope to the top of
the room. Grab the ladder when the jump sequence
ends and climb up to the top of this room.
The
switch
on the wall will initiate a timed run, but
just so you know where you’re going look over the
edge and take note where the wooden plank platform
is. The door at the bottom is the one that will
open. This isn’t a very tough timed run, and if done
right there should be more than enough time.
So
activate the switch and drop right over the edge on
your right to land on the wooden plank platform.
Safety drop on the stone floor down below and then
tap backwards as many times as needed to enter the
door below (NE). If you didn’t succeed – you can use
the crawlspace to get back to the slopes, or simply
reload.
Once
through, drop in the pool. Swim below or above the
knife blades as required (it’s not so tough, so I
won’t go into detail), between the 3rd
and 4th blades – swim into the SW corner
for some flares
(8), climb out of the pool and the door will open.
Go out in the next courtyard and you’ll be attacked
by 3 wolves (8, 9,
10). There’s a tall column in the center of the room
– use the steep snowy slopes to jump on top of it
and grab a small medipack
(9).
Move on
beyond the dark pit (there’s nothing of interest
there), jump up the slope and slide down on the
other side. Some clashing spear traps will activate
on both sides of the pit and two
inca natives (11,
12) will climb out of it. You can fight them here,
but my recommendation is to get past the traps and
past the pit as soon as possible and take the fight
to the next area, where there is more room to move
around, thus making this fight a bit easier.
In this
next area, jump into the higher west hallway – go
south first and shoot the vase to reveal a
small medipack
(10). On one of the ornate blocks by the pit is a
keyhole for your high priest’s key. Use it to start
a timed trapdoor sequence. It’s a timed
sequence with a difference – so you don’t have to
rush to do anything in time, but time your jumps on
trapdoors that rise and lower in order to get to the
top of this room. Jump on the block with the
keyhole, stand in the right corner. The sequence as
such is not difficult – as said the key here is
timing.
After the
first trapdoor has risen for about a second, do a
standing jump straight towards it. Sideflip to the
right (next trapdoor should rise as you do), then
backflip to the next trapdoor behind you, jump
forward to the next higher trapdoor and then
sideflip to the right to land on the tile with the
Wheelhouse key
(11). As you pick it up, a wall besides you will
lower – but don’t go there just yet.
Note the
door on the other side of the room, perform a
running jump and grab towards it, and it will open
in mid jump, allowing Lara to grab the edge safely.
Climb up and get secret
#2 – a large
medipack (12) and some
normal shotgun ammo
(13). Return back where you got the key. Before
jumping down the pit here, pick up the
large medipack (14)
in the corner.
Skeleton pit, wheelhouse.
(+ secrets #3, 4 & 5)
Jump on
the slope so you would face it with Lara’s back.
Grab the edge when the slope ends and safety drop
into the pit as 5 skeletons
(13, 14, 15, 16, 17) will fall from the ceiling
surrounding you. There are two openings here guarded
by the clashing spear traps. The one in the north
has a Tia Atpmus
(15) and the one in the east has a
shotgun (16) and
some shotgun ammo
(17). If the skeletons are bothering you – I suggest
going for the shotgun first, and then blasting them
into the deadly water to dispose of them. If you’re
more confident in your skills, you can go after the
Tia Atpmus first (the other obvious advantage
for this of course is that you can simply ignore the
skeletons and spare the shotgun ammo for later). As
you pick it up – a door by the shotgun will open up.
No matter which way you went first – return to the
east hallway and go where the door opened.
Climb the
steps and find yourself back in the courtyard area.
It’s possible to get the 3rd secret right
now, but let’s make a little detour to the
wheelhouse for the crowbar first (You can
still come after it later too, if you don’t want to
deal with it right now). Go to the courtyard and use
your wheelhouse key on the keyhole that’s on the
wooden planks (it’s near the first keyhole). This
opens the door to the wheelhouse. Ignore the wheel
right now - go into the southern alcove behind it to
find the crowbar
(18) on the higher ledge. Return to the hallway from
which you re-entered the courtyard area now. Jump on
the mossy slopes steep enough for Lara to stand on
and jump on the higher walkway. There’s a switch
that raises a trapdoor next to the waterfall at the
end of the walkway. You don’t need to flick it to
get the secret, but you might as well do it, so you
don’t have to later on. Jump on the mossy rock south
of the waterfall and then up into the cave with a
standing jump. As you explore it further – you’ll
find secret #3 – a
small medipack (19)
and a Chepatri stone
(20), which you can pry off the wall with the
crowbar.
Return to
the wheelhouse now and see the spinning wheel that
gives this section its name. If you’ve played
Back to Basics 2008 levels or Bojrkraider’s
the Experiment series before – you’ll know what
to do, but if this is your first encounter with this
device, stand on the flat ground before it and press
action – Lara will jump on to the wheel and ride it
to the top. Hold down the action key as when Lara
reaches the top she’ll jump to the parallel bar and
after swinging once on it – will jump towards the
ladder ahead. Climb to the top, but don’t ride the
zipline yet. Let’s go after the last secrets of the
level first.
Drop down
on the edge to your right first – on the wall across
you should see the jump-switch from before. Perform
a running jump and grab towards it, and as Lara
activates it, the trapdoor in the middle of the
courtyard will open. Drop in the hole and pick up
shotgun ammo (21)
for secret #4. It
doesn’t end yet though – continue going down the
cave and notice a receptacle next to a door. Use
your Chepatri stone to open it and get the
Revolver (22) and
revolver ammo (23)
for secret #5. If
you missed out on the previous secret before these,
you can’t get secret #5 yet. You can still backtrack
for or get all of them at a later time.
Once
you’re done, do the whole wheel sequence again, but
this time ride the zipline and jump into the opening
to get into the next area.
Timed
run & Cage puzzle.
Now comes
a particularly nasty timed run, before you start –
pick up the large medipack
(24) before the beams (you may also explore the
course before actually attempting it to consider
strategies and get the other pickup -
revolver ammo (25) – you can still pick it up
during the timed run as well). Definitely save
before you flick the switch. As you do – ignore the
camera shot and the ghost
that starts chasing you the best you can and
backflip with a twist in air and run towards the
beams where you found the medipack. Roll right
before the beams and Lara should end up on the other
side. Backflip with a twist in air again – and run
along the triangular edge. Use the triangular flat
tiles to maneuver around the pits.
Alternatively – you can jump on the slopes around
the spike pit. Your main goal is to land on either
of the triangular flat tiles – so bounce between the
slopes till you get there. Then carefully jump along
the remaining flat triangular tiles till you’re on
safe ground with timbers again. If you didn’t before
– you can pick up the ammo in the corner
(though it’s possibly best to ignore it if this is
your first attempt). Anyway – jump over the timbers
and over the higher ledge, crawl under the last set
and jump into the next room before the door closes.
You have 43 seconds +/- a second to do this run, so
it gives you some time to mess up as well.
As you
pass the door, the ghost will look for a dragon head
figure to destroy itself. There’s a jump-switch on
the west wall near the cog mechanism – activate it
to open a door to the walkway that leads to the main
courtyard. No need to go there just yet – drop down
on the lower level - and place the Tia Atpmus
in the SW corner. This opens the door next to you
and allows you to pull in the cage you saw from the
courtyard before. Do so, and as you push it to the
end, a raptor (18)
will be coming after you. After it is dead – pick up
a cog (26) where
the cage was before initially. There’s a ladder in
the NE corner, use it to get up to the higher level.
Place the cog on the side of the cog wheel. Now pull
the wheel to raise the block you just pushed to this
level. If you didn’t already – go out on the walkway
– and activate the switch to raise a trapdoor.
Return to the cage and push it all the way along the
walkway to the trapdoor. Activate the switch again
to drop the cage down the gorge and block the flow
of water. This will flood it and allow you to reach
new areas.
Swim
where the fly-by showed you to go and end up in a
dark cave. As you move along, it’s easy to spot a
large medipack (27)
on your left, pick it up and go on. If you don’t
have all the secrets yet – now is the last time you
can backtrack to get them all. If you do, or don’t
care much about getting them – take the medipack
pickup as a hint and restore full health – and then
slide down the slope that follows in the opening on
your right and into the final area.
T-Rex’s Lair.
After a
dramatic fly-by Lara will be dropped into a pit with
a T-Rex. This is where collecting all 5 (or at least
the last 3) secrets really pays off. Revolver is the
easiest way to kill the
T-Rex (19), but you can do it with the
shotgun as well (if you haven’t done this before in
other levels – just run towards it with either of
the above weapons equipped and shoot it in the belly
– 1 bullet usually suffices). And if you’ve run out
of ammo – there’s some
normal (28) and some
wideshot ammo (29)
in the corners of the pit. There is also another
shotgun (30) to the
left of the doors where the T-Rex enters, just in
case you missed the one in the Skeleton area and the
revolver gun in the secret. You can take revenge on
the 2 inca natives
(20, 21) from here, especially if you have the
revolver, but you can leave them for later as well.
Go where
the T-Rex came from and end up in a mossy cave area.
As you enter past the doors – there’s a switch that
will open a trapdoor above the ladder a bit back
(but leave it for later). Go around the left ledge
of the upper level of the cave and pick up
flares (31) before
sliding down for the cave. As you explore it,
2 raptors (22, 23)
will charge at you, so dispose of them. As you reach
the end of the cave, pick up an
Oma Amul (32)
by the skeleton and return back to the main pit. As
you go back, another raptor
(24) will come after you.
When back
at the main pit – climb up on the left and traverse
the pit along the side till you reach the entrance.
Go to the ladder now and climb to the higher level.
If you didn’t take care of the inca native
before – do so now. Jump to the bridge where the
other native dropped you into the pit, and go
explore the hallways here. As you reach a pool area,
2 skeletons (25, 26)
will jump in front of you. Blast them in the pool
and go on the ledge, where you get a camera view.
There’s nothing in the pool, so it might seem like a
dead end here – but you can actually climb on top of
the architecture alongside the pool. Approach it
from the pool edge with the camera view – jump up,
grab and climb on top – and walk along whichever
side you want. Get out on the balcony from the other
side of the pool and collect the other
Oma Amul (33)
that’s overlooking the arena.
Return to
the room where you climbed up the ladder – place the
2 Oma Amul’s to open a nearby door and enter
it for the last area of this level.
The
Last Resting Place of Chikas Pupanqui.
As you
enter the door a new area with a huge pool unfolds
for you. You need to find another artifact, and
there seems to be a passage on the left bank, so
take a clue and go there. You reach a small narrow
cave with fire pits and a lot of guys that have been
hung on a wire above you. You see the needed
artifact on the other side, so do a running jump and
grab to grab the legs of the hanging skeletons and
swing along them to the other side. Pick up the
Tia Atpmus (34)
and swing back on the other side.
2 more skeletons
(27, 28) have been summoned – so blast them in the
fire pit and return to where you saw the receptacle.
Place the newly acquired artifact and watch as a
fly-by shows a bridge being built magically over the
huge pool. Cross the bridge and reach to pick up
the Pincana Amulet
(35) and the level ends.
Statistics:
Kills: 28
Pickups: 35
Secrets: 5
THE END