Crystals of
Amun Walkthrough
Walkthrough by
Selene
NOTE:
Please replace the .exe file with the one
provided in the level folder as intended by the builder.
There are altogether 15 secrets to be
found in this adventure. All of them are listed below
and on this occasion I'd like to give a special thank
you to Janusch (Snork) at trle.net for helping me
finding some of them.
Level 1- The PSA Research Centre
Pickups:
Small medipacks, normal shotgun
ammo, flares, Floor Key, large medipacks, uzi
clips, shotgun wideshot ammo, Blue Fuse,
Yellow Fuse, Lost Access Card, desert eagle
ammo, 2x Valuable Items (Egyptian Sceptre),
The Crystal Of Time
+ 2 Secrets (the shotgun + the uzis)
Enemies:
Workers, rats, armed guards,
crocodiles
And So The Research Begins.....:
Lara begins her search for the crystals
sliding down a slope into the research centre. Turn
right and pull up into the crawlspace ahead. Crawl
through and drop down into the lounge on the other side.
Proceed forwards and you will see a small fly-by of the
hallway outside the lounge. Pick up the
small medipack on
the drawer to the right and go out through the only
doorway in the room. Here the path splits in three. The
left and right path are dead ends so go straight ahead
until you reach the junction. The left way leads to a
closed door so we need to go right first. As you reach
the opening into the room ahead
a burly
guy runs out to
dispose of Lara. Deal with him, pick up the
small medipack he
drops and enter the room he came from.
Here there's nothing but a closed door to
the right and a button on the wall. Push it and you'll
hear the sound of the door at the left side of the
junction opening. Go back there and enter a storage room
containing stacks of crates. Ahead there is an open
doorway and a crawlspace above it and the two crates
closest to the left wall (W) are moveable (and slightly
darker in colour). There is a space behind them so pull
out the first crate once and then take a break to whip
out the guns and deal with a
pesky rat
that appears from the open doorway to the N. Once
it's dead continue pushing the first crate into the
corner opposite, then turn and pull the second crate out
once before going over to its left and pulling it away
to unblock the opening behind it. But before going down
there turn right and head through the doorway where the
rat came from (never mind the crawlspace over the door,
it's not even possible to grab hold of it). Pick up a
small medipack
from the ledge ahead in the N/W corner and the
normal shotgun ammo from the alcove to the
S/W.
Leave this room and go back to the
opening you uncovered earlier. Go down the first three
ramps to an area with a closed door to the left and a
fence and an opening to the right. Another
worker comes
running out of said opening so take care of him first
and he probably won't need those
flares anymore so
bring them with you as well. Head down the final ramp
into a storeroom. No moveable crates in this one though,
so climb up onto the ledge by the right wall using the
smaller crate and follow it around to a small room with
a pool and a large yellow tank in the corner. Dive into
the pool and swim through the opening N. Go on until you
reach a closed off room with some
normal shotgun ammo
and a lever. Pulling this opens a door in a previous
area and there's nothing else to do down here so swim
back out the way you came. A
rat has now
appeared on the floor opposite of the ledge with the
yellow tank so climb out on the latter and shoot it
before continuing.
And Behind Block Number X.....:
Swim across the pool and return to the
previous room. Head through the storeroom and up the
ramp and on your right you'll see the door you just
opened. On top of the stairs you will be faced with yet
another storeroom filled up with crates. There is an
opening high up on the wall in the S/E corner, but
before going that way go around to the right and face
the crates closest to the W wall. The first crate there
is moveable so pull it out twice, then climb the crates
next to it and drop down on the other side. You will see
that moving the crate has revealed another crate, but
before taking care of that push the crate you just moved
into the corner ahead. Go around it again to the crate
you just revealed and pull it out once, then climb
around it to the left and pull it once more. Now that
you have revealed the room behind it you can go there to
pick up Secret 1: the
shotgun.
A
Key On The First Floor.....:
Now climb the immobile crates and face
the aforementioned opening in the S wall. Do a running
jump while pressing Action to grab the edge and follow
the stairs to a room with a closed door and keyhole to
the right and another door straight ahead with a switch
on the left side. Pull said switch to open the door on
its right. Enter and go down the hallway past a closed
door on the left and around the corner into a room with
a coke machine and a door on the left that you can open.
Pull the switch by the control panel to the left and
immediately roll while drawing guns. The
worker ambushing
Lara from the room she came from reveals that a door out
there somewhere has opened so once he's down take his
small medipack and
go back outside (NOTE: in my
case I had Lara running out of the room and the worker
would then stay put in there rather than following her
out. This way I could kill him from outside the room
with no problems and no damage taken).
The door you opened is the one in the
hallway (now on your right side). It leads into a very
confined room (poor guy being locked up in there...maybe
it's the house arrest???) where you can pick up the
Floor Key from
behind the door on the left. I guess it goes without
saying where that key fits in so leave this room and go
right and out where you can use the newly acquired key
to open the belonging door. Climb the ladder up onto the
glass floor above and here you are faced with two open
doorways to the N and S.
...And
2 Brothers On The 2nd:
We'll go N first as there's less to do
there: only a large
medipack to pick up to the left. Now let's
continue with the one to the S and as you enter here you
might want to ready your guns:
two workers are
running loose up here and they're not too happy about
the intrusion. Repay their hospitality and pick up the
small medipack
once the work is done. The stairs to the E only lead up
to a locked door so we'll leave that for later.
There is also one moveable crate in this
room and it's located in the alcove in the S/W corner.
Pull it out as far as it goes (3 times) and go around it
to the right, then pull it out once and enter the alcove
again. There's a crawlspace at the end so go through
there and straight ahead through the doorway with a
yellow Caution sign above it. Pick up the
uzi clips on the
floor to the left and pull the switch behind the pillar
on the right to open the door on top of the stairs.
The Reading Lounge: Self-help Literature:
Return to the storeroom where you killed
the two guys and this time head up the carpeted stairs
ahead. On top is the door you just opened and inside a
room that looks like a reading lounge. Stand about one
step away from the glass cupboard on the right side of
the room and press Action. Lara opens it and rummages
inside for a small
medipack. Now turn and go to the exact
opposite side of the room and to the right there is a
book sticking out of the bookcase to the N. This is in
reality a switch and it opens the door in the E wall.
Searching The Outdoors:
Go
through there and continue E and as you approach the
glass windows another two
workers will rush out. These don't leave
anything unfortunately so when they're dealt with
there's nothing to do but go back to the area they came
from. Go right and as soon as you pass the bookshelf
turn right again to spot a jump switch. You will see a
shot of a door. Go back out where you came from and on
the right you will now find that the black fence is gone
and you have free access to the door you just saw. It
leads outdoors and along the right wall there are some
trash cans: shoot them away to find some
uzi clips and a
large medipack. Go
W past the steps with the closed door and to the right
at the far end there are more trash cans which conceal
shotgun wideshot ammo.
Head back out where you came from and this time go
right, right again and finally left. Over by the S wall
you can pick up the
shotgun on the left side (in case you missed
the secret pickup).
Turn right and locate the crawlspace up
on the wall and Bob's your uncle. Go forwards past the
fence on the left and at the end you can crawl out into
a sandy area with some Egyptian-style blocks. Go around
to the right and through the next room, pausing on the
way to pick up the uzi
clips straight ahead. Push the button to the
right and head back out to the area with the trash cans
you shot.
The door on top of the stairs is now open
so go up there and through the crawlspace on the left.
There's a shallow pool below that you can drop into and
a grate in the E wall. In order to shoot it you HAVE
TO stand as close to it as possible. (NOTE: it is
also possible to simply crawl straight through, I don't
know if that's a glitch in the game though). Once
you're through head left again.
Life In The Sewers:
You have now reached the sewers below the
research centre and there is a
rat down here very
eager to greet you. Show it how much you appreciate the
kindness and if you go down the ledge to the left you
can also shoot a rat
on the opposite ledge from safety. Go back where you
entered and drop into the murky water, then swim into
the alcove right and pick up some
flares. Swim along
the ledges around the right corner and climb the one
where you killed the second rat to pick up a
small medipack in
the corner. There is an opening in the corner opposite
(N/E) and that's where you're going next.
Pools, Doors And Useful Fuses:
Go up the stairs and start by opening the
door to the right. Open the glass cupboard to find some
flares, then
leave this room and go down the stairs opposite. In this
room there are two pools: one empty and one filled with
water. High in the S/W corner of the empty pool there is
a narrow crawlspace on the wall, indicating that we need
to fill the pool if we want to explore it any further.
There is also a receptacle for a key on the generator to
the right and a doorway between the two pools. We're
going to explore the latter first. Begin with going
around the right corner where there is a button which
opens a door somewhere else. Go back and continue up the
stairs until you reach a catwalk above the two pools.
There is an open door to the right on the opposite side
of the catwalk so that's our cue. Go through it and
continue until you reach a room where you'll find the
door you opened earlier.
There are two depressions in the floor on
the right side and one of them contains the key for the
generator. Do NOT go over to pick it up though as it's a
fire-trap and
Lara will light up if you try. Go through the doorway
with the Caution sign above it first. The left path only
leads up some stairs to a room with a hole where you can
drop down to the room with the two pools so head right
first. Climb the crate in the corner and continue
climbing upwards until you reach the crawlspace. Go
through and drop down on the opposite side, then go down
the hallway to pick up some
normal shotgun ammo
at the end.
Return to the room with the
fire tiles and
get ready for a challenge. Notice that there is a pool
of water beyond the door you opened earlier??? Yes,
that's right: you have no choice but to pick up the
fuse, fire trapped or not. Stand at the edge of the
depression with the fuse facing E, angled slightly left
to face the doorway and the pool beyond. Run one step
forwards and fully ablaze pick up the
Blue Fuse, then
sprint off the tile and jump in the pool to put out the
fire (using
as many medipacks as you need on the way). Swim down to
the bottom and pick up the
large medipack,
then climb out and leave this room.
To make it easier you can jump into the
filled pool from the catwalk, then climb out of the
water and use the blue fuse in the receptacle on the
generator. A fly-by will show us that the second pool is
also being filled with water, making the crawlspace
accessible. Go through it and surface on the other side.
The crawlspace on the right only leads to a closed door,
so we'll leave that for later. Go left and enter a room
with a button and a slope leading down to a
burning
fire. Pick up
the large medipack
near the fence in the dark corner on the left first.
Pushing the aforementioned button opens a door on the
other side of the crawlspace back out where you
surfaced, so that's where we're going next.
Upon entering said room climb the ladder
and eventually you will find Lara on a ledge above a
storeroom. Ahead and to the right there are two closed
doors and in the room below a stack of crates. Do a
standing jump from the left corner to land on the
tallest set of crates (a running jump will have her
over-shooting it). First hop down into the room and pick
up the uzi clips
from the floor. Return to the stack of crates and
drop down into the opening in the S/W corner. Here
you'll find a button and pushing it opens the right door
up on the ledge above the room. You can access said
ledge from the stack of crates so climb up and head
through the door.
Drop down and notice that there's a
closed door to the left. As you pull the switch to the
right you'll hear a door open, but it's not the one on
your left.
Meaning that the open door must be the
second one outside on the ledge. Return out there and
there's yet another closed door on top of the stairs to
the left and a button around the corner ahead. Pushing
this opens the door on top of the stairs and upon
returning there you will get a glimpse of a
swinging
chain.
Not just one in fact as you will see when you enter that
room, but no less than
four swinging chains. Time your run past the
set on the right and pick up the
uzi clips at the
end. Return past the
chains and this time go past the left set and
hop down into the room below.
Shoot away the trash cans to find a
Yellow Fuse,
then slide down the slope opposite. As you land a
worker immediately
attacks so take care of him and grab his
small medipack. Do
not touch the button on the wall as that will close the
door out in the crawlspace and you need to go through
there. Instead follow the hallway opposite of the button
and you're back out by the water-filled opening and
crawlspace.
The Crocodile Tank- A Lost Card And A
Secret:
Crawl back through it and return to the
room with the crates and two doors. Do a standing jump
over to the crates like before and climb up to the two
doors. Go through the right one and in the next room you
can use the yellow fuse to open the door. Slide down the
slope and go left at the junction (right there's only a
closed door and a slot for a key card you don't have
yet). There's an armed
guard at the bottom of the stairs and he
drops a small medipack
when he dies. Climb the pillar with the black
grating (facing S) about halfway up and backflip to the
ledge behind. Make your way from ledge to ledge until
you can do a running jump at the end to grab and pull
down the jump switch on the wall. That done the door in
the W wall is now open.
Go through it and straight up the stairs
ahead. Pass the aquarium with the crocodiles in it and
go over to the far wall (W). Crawl under the pipes here
and turn left at the end to spot a crawlspace. Go
through there and you can now pick up
Secret 2: the uzis.
Climb back out, return past the pipes and make your way
on through the doorway in the N wall and up the stairs.
On top push the button to open the door next to it. This
turns on the red lights and a very hungry
croc crawls out
through the door you just opened. Kill it and proceed
through. From the safety of dry land you now have the
opportunity to kill the two
crocs in the aquarium before diving in to
pick up the Lost Access
Card (lost indeed!!!! Was it the guy feeding
the crocs that accidentally dropped it???).
The Exhibition- Egyptian Craftsmanship
And Valuable Information:
Retrace your steps back down and past the
aquarium, down the stairs and out and you'll encounter
another armed guard.
Leave this room and go straight ahead and around the
left corner where you can swipe the card you found to
open the door next to you. In the next room pull up into
the crawlspace on the S wall and crawl through until you
reach the next crawl-space. Go on until Lara can stand
up and slide down two slopes.
Pick up the
large medipack at
the end of the second one and if you're low on health
use a medipack to fill it up before dropping down into
the room below.
An Item Of Great Value:
It's quite a high fall and to make
matters worse an armed
guard is waiting for you below. Well, at
least he dropped a small
medipack for you to pick up. Also get the
desert eagle ammo
on the pedestal to the right and also shatter the chests
to find wideshot
and
normal shotgun ammo (a pity to ruin the
lovely Egyptian craftsmanship, but who's there to stop
you anyways???). You can now also see the price you came
to get, but it is on the other side of a glass window so
we have to find another way in. Go through the open
doorway N and first of all go left. Kill the
armed guard and
pick up the small medipack
from the glass cupboard and the
Valuable Item
from the ledge (the chest is empty, so no need to break
the lovely work of art).
Leave the room the way you came and now
open the door in the E wall (a bit ahead of where you
come out and left). Approach the computers and a cut
scene starts. Lara is reading something about the
crystals of Amun on the computer, but unfortunately
she's speaking German so I couldn't understand what she
was saying. As you leave the room you hear a door
opening and see an armed
guard running out. Deal with him and once
he's dead enter the doorway he came from and go up the
stairs.
One
Valuable Item + Another = Egyptian Sceptre:
There's another
guard here armed
with a Desert Eagle so take care of him too and pick up
the ammo he
drops. Remember to bring along the
2nd piece of the Valuable
Item as well and leave this room. Go
diagonally across the room to the left and combine the
two valuable items to create the Egyptian Sceptre. Place
it on the receptacle to open the door next to it.
The Main Attraction- Time Trapped In A
Crystal:
Enter the room and follow it around to
the right and left and there it is: the
Crystal of Time.
Pick it up and the last door opens, letting out another
armed guard. Go
back outside, kill him and head through the door he
opened. Slide down into the sandy area to the right and
on the S side of the three blocks there is an opening in
the ground. Drop down there and slide down to the end of
the level.
Level 2- Caves Of Sobek
Pickups:
Uzi clips, normal shotgun ammo,
small medipacks, Excavation Key, Ornate Handle +
Hathor Effigy(=Portal Guardian), shotgun, flares,
shotgun wideshot ammo, Guardian
Key
+ 4 Secrets (flares and desert eagle ammo
+ the uzis + desert eagle ammo + a large medipack)
Enemies:
Bats, crocodiles, workers,
German shepherds, werewolf
NOTE:
In this level you will encounter some
alternative routes. At one point you have the choice of
doing one route or another (one of them will have a
pickup that you won't find along the other), both paths
are listed below. Also notice that at other points (such
as when Lara enters the excavation site) you can choose
to begin either with the left room or the right. That is
entirely up to you and what I have written below is only
my preferred way of doing it.
Welcome To The Underground Realm Of
Sobek:
This level starts where the last one
ended: at the base of the slope you slid down into what
we will soon learn are the caves of Sobek (according to
the level name anyways). First of all go straight ahead
past the cobwebbed opening and left around the corner
(we'll return to the passage on the right afterwards).
Draw guns and kill a bat,
then enter the room it came from and pick up the
uzi clips and
normal shotgun ammo
before returning to the base of the slope where you
slid down.
This time turn into the right passage
(well, left when you're facing the slope you came down
from). As you reach the closed door on the left a
drill starts
shooting out from the wall ahead. With these you can
either stand as close to it as possible, facing the
right wall and as it retracts back into the wall
sideflip past it or simply crawl under.
The Cave Of The Twin Waterfalls:
Around the corner to the right there's a
button on the wall. Push it to open a door behind you to
the left. You will see another
drill behind
this door so sideflip past this one the same way you did
earlier. Go around to the left and push the button here,
then return out past the
drill to the
hallway with the door that you just opened by pushing
the last button. Make your way past the drill again and
enter the newly uncovered room, where you'll find a
slope going down. Slide down and go ahead, dropping down
at the end. Ahead there's a narrow crack (alas a dead
end) and there is a crawlspace to the right. Guess you
don't really have much of a choice then. At the other
end continue on until you reach a fly-by showing you
into a waterfall cave. Before doing anything else go
forwards and kill the two
crocodiles in the water below.
Dive into the water from the left side
where it's deeper and pick up the
uzi clips from the
bottom near the left waterfall and also some from the
opposite side in the S/E corner. Climb out of the water
at the E ledge and approximately on the middle of the
ledge there is an alcove with a
small medipack. Once you picked it up turn
around and swim across the pool again to the other ledge
right where you can climb out of the water. Follow the
winding passage around until you reach an open area
where a worker
with a wrench comes rushing in from the right to deal
with the intruder so kill him and pick up his
small medipack.
A Secret In The Backpack Is Better Than
One On The Roof:
There is an opening in the shack ahead
(facing N), but first stand on the slightly elevated
part of the floor left of the door and jump up to grab
the roof. Here you can pull up and pick up
Secret 3: flares and some
desert eagle ammo. Drop down to the ground
and enter the office shack through the open door. Enter
the room left and push the button on the N wall. Another
worker comes in
to deal with Lara so show him who's in control around
here and leave the room the way you came. Leave the
office to find that a door has opened in the W wall. Go
on until you reach what looks like a dig site.
The Excavation Key:
Head right and follow the ledges around
the room until you can do a running jump to the ledge by
the S wall (but do NOT press Action, otherwise she won't
make it all the way). Continue following the path until
you can climb up onto the floor above and slide down the
slope ahead. Proceed on until you reach a narrow water
channel with a croc
frolicking in it. Get rid of this overgrown lizard
first and dive in the water. There is a strong current
preventing you from going through the channel right (W)
so instead swim through the underwater opening opposite.
Climb out of the water and go up the hill
ahead. As you approach the shack to the left a
bat appears, so
deal with it before climbing up onto the roof. Crawl
under the overhang left until you can drop down on the
other side and push a button to open a door in the back
where you killed the bat. Enter and pick up the
Excavation Key
laying on the floor to the right. Now you can either
swim under the wall to the right or go backoutside and
jump into the water-filled opening right outside the
shack, both ways will lead back into the waterfall cave
from earlier. Retrace your steps back through the cave
and you're ferociously ambushed by a
German shepherd.
Follow the cave around back to the excavation site, also
dealing with a pesky bat
as you enter there. There's now also a
worker running
around down on the ground so kill him from up here (I
found it easiest to make my way back right to low stone
ledge below the metal ledge...this way the worker won't
be able to hide under the ledges and you'll be able to
kill him with no problems). Once he's dead slide
down to the ground and use the Excavation Key in the
keyhole to the left to open the door next to it.
The Excavation Site Part I- An Ornate
Handle...:
Go around to the right and at the end you
will reach a slope. Slide down it and go left at the
junction. A fly-by kicks in, showing you the next area
with a receptacle high up on one ledge and two closed
gates. Go through to the shown area and climb the lowest
block in the room. Turn left and do a running jump with
a grab to get to the tall pillar and immediately turn
around and draw guns to kill the
two German shepherds
that are now running loose down there.
Continue jumping across the pillars until
you can vault up onto the stone ledge on your left. Walk
forwards and at the end turn around and hop backwards to
hang from the edge. Shimmy right and pull up into the
first alcove for some uzi
clips and then continue shimmying right and
around the corner where you can pull up. Climb the
ladder on the right around the corner and down to the
bottom and follow the passageway S to a crawlspace.
Crawl through and drop down on the other
side. Head around to the right and dispose of the
worker that runs
out, then continue around to the opening in the W wall
where there's a button for you to push. Turn and draw
guns as you're ambushed by yet another
German shepherd. Go
back to where you killed the worker and now you will see
that the door in the shack ahead is open. Enter and pick
up the Ornate Handle,
then go back to the crawlspace and return to the room
with the ladder. A bat
is waiting for you out there, so take care of
it and climb the ladder up and left. Hang from the edge
again and shimmy around to the left until you can pull
up into the opening. Drop down, go over to the W wall
and turn left, then pick up the
uzi clips over by
the wall.
The Excavation Site Part II-....And A
Secret...:
Leave the room through the opening E and
go up the hill to the right. The camera angle will
shift, indicating that the protruding part of the
ceiling is a monkey swing. Grab it and swing right and
left, continuing along the path until Lara can drop down
on a golden block at the end. A
bat starts
pestering you along the way, so get rid of it as soon as
you land on the block. Turn to face the hill N/W and do
a running jump to the flat area on top of it. Head
through the opening in the fence and drop down to the
ledge below. First we're getting a secret. Turn left (W)
and walk over to the wall. If you press the Look key
here the camera will return to normal and you will find
a crevice in the wall. Grab it and shimmy right until
you can pull up into an alcove to retrieve
Secret 4: another pair of
uzis. To get back simply shimmy back to the
ledge you came from.
Walk back towards the E wall and at about
the middle of the ledge you will see some slopes below.
Stand as far back as possible and do a standing jump to
land on the first slope. Slide a bit and jump to the
next one and from there immediately jump to land on the
third. Jump again as soon as you land and press Action
to grab the crevice in the wall ahead. Start by
shimmying left and at the end you can pull up for some
uzi clips. Hop
backwards again and shimmy all the way right as far as
possible until Lara can pull up into a crawl-space. At
the end of it climb the block and continue following the
passage, climbing up as you go. Eventually you will find
Lara standing in front of a switch. Pull it and a gate
out in the area where you were earlier opens.
To get out of here go to the end of the
ledge and jump over to the opposite side. On the left
there is a golden block you can use to climb out of this
area. Continue following the only obvious path, climbing
wherever necessary and sliding down one slope and
eventually you will find Lara overlooking the room with
the monkey swing. Do not drop down yet though, instead
hang from the edge and soon a
German shepherd
will dart out onto the scene. Pull up, turn and draw
weapons and kill it before dropping down and going back
to the room opposite (the room with the receptacle high
up on the ledge and the three gates).
Excavation Site Part III-...And The
Hathor Effigy:
The gate you opened earlier is in the N
wall so go through there and climb the hill N. Vault
onto the ledge above. The pool doesn't hold anything of
interest, but on the right you will find a block. Push
it once and you will see that it was in reality damming
up the water and that it now starts flowing down into
the room below, quickly flooding it. Slide down the
waterfall and swim through the opening in the S/E
corner. Climb out on the other side and a
bat awakens, so
take care of that and pick up the
Hathor Effigy
from the pedestal. Swim back outside where you came from
and retrace your steps back to the hub area. Make your
way across the pillars and up to the middle ledge with
the receptacle. Combine the Hathor Effigy and Ornate
Handle to create the Portal Guardian and place it
in the receptacle.
Walking Separate Ways:
Doing so opens the gate in the W wall (at
the back of the golden block by the receptacle) so drop
down and head through the opening. Slide down the slope
and dispose of a bat
that flies in to greet our first lady. Run over to
the wooden tiles by the E wall, these will crumble under
Lara's feet so step on them and allow them to collapse,
sending her down to the ground below.
This is where the path splits in two. I
prefer the first one, but either one is acceptable. The
first path follows what's written under the paragraph
"1st Route". The second path is marked by * and the
title "2nd Route". Choose any of them as you like
(meaning that if you for instance choose route 2 you are
NOT to follow anything written under "1st Route", but
simply skip down to the paragraph marked by a *). After
you finish either route skip directly down to the
paragraph called "Where two paths become one", marked
with **.
1st Route:
Go towards the lantern over by the W wall
and turn left. A ticked off
worker comes
rushing up towards Lara so take care of him before he
gets that far and relieve him of his
small medipack.
There are some boxes in the area where he came from and
one of them contains some
uzi ammo so go and grab those before doing
anything else. Return towards where you dropped down and
look left. In the N wall there is an opening and that's
where you're going next.
Upon entering the cave with the purple
light ahead a German
shepherd comes to see what's going on so I'd
advice you to kill it before going any further. Enter
the cave and first of all drop into the water to the
left and swim N under the ledge. Go around the right
corner and pick up a small
medipack. Climb out of the water and at the
middle of the brown ledge ahead and left there is an
opening where you can drop down into the water below.
Climb out on the other side and make your way through
the dark cave until you reach a trapdoor in the ceiling.
Stand with Lara's back up against the wall facing E and
jump straight up while pressing Action to grab the
handle and pull it down. Turn around and climb up.
First of all go right and at the end drop
down into the opening. Shoot away the two boxes to get
normal shotgun ammo
and the shotgun
(you're obviously really going to need this
somewhere seeing as how the builder takes no chances on
letting you miss it). Climb back out and go around to
the other side, past the door you came in through and at
the end of the hallway deal with another cranky
worker.
Drop down into the hole at the end and go
left (right is just a dead end). There's a
German shepherd
laying in the W passage and although it looks dead it's
everything but, as you will see when you approach it.
Kill it and continue along the same passage, picking up
the flares at
the end. Go back to where the two paths merge and make
your way through the other passage (S). At the end pull
up into a cave with several different passages. First of
all go right (N) and turn left again into an alcove
where you can pick up some more flares. Go back and this
time go straight ahead (W). Crawl through the
crawl-space and pull the switch to open a gate at the
right side of the crawlspace maze. Instead of going
there though head left and at the end go crawl through
to the right (W). As soon as you can stand up climb the
right side and draw guns to shoot a
bat. Go forwards
and pick up the normal
shotgun ammo, then follow the passage around
and drop down at the end. Crawl through the space ahead
and at the junction turn left (if you go right you will
end up out by the opening where you climbed up into this
area in the first place). Right before the crawlspace
ahead turn right (N) and go forwards. As you duck
through the crawlspace you will see the switch you
pulled on your left and the starting point on the right.
Continue going straight ahead and at the end on the left
there's the gate you opened earlier.
Cage Run:
Drop down and follow the hallway down and
right at the end. Slide down the slope and head through
the large room ahead. Enter the cage and pull the switch
here and as soon as that's done draw guns, roll and
prepare to fight the
werewolf that just appeared out of no where.
The switch you pulled is actually timed, so you're going
to have to do it again as soon as you've gotten rid of
the beastly guest. It opens the wooden trapdoor in the
S/W corner of the cage (so behind Lara to the left when
she's facing the switch). This is the way it worked for
me: Pull the switch,
immediately roll and run over to the corner, turning
left so that Lara's back is up against the W wall. Now
do a standing jump forwards to land on the level above
before the trapdoor closes. There is another
timed trapdoor on this level and the drill for that one
is as simple as this: Pull
the switch-turn left-run over to where the trapdoor
hangs down and backflip.
The two blocks up here are moveable so go
to the right one first (when facing W) and pull it out
once. Go around it to the left and pull it out once
more, then finally go to the opposite side of it (so
that Lara's facing S) and push it once up against the
wall. Now turn right to face the other block and pull it
out once....you now have free access to the opening on
the other side of it.
Do a running jump to the wooden ledge
ahead and go through the crawlspace left. Drop down on
the other end (this is a high fall so Lara will lose
some health) and go on until you reach a ledge
overlooking a pool with a waterfall. Here the two routes
converge again.
*2nd Route:
Continue through the cave and kill a very
annoyed worker, before
retrieving his small
medipack. Follow down to a small cave where
you can shoot some crates to obtain
2 batches of uzi clips.
Climb onto the block by the S wall, turn and jump
straight up to grab the monkeyswing under the black
structure and shimmy across and left until you come to a
crawlspace high up on the wall. Drop and immediately
grab again so that you can pull up into the crawl-space.
Go through and slide down the slope on the other side.
Triple Sec- Ready, Set, RUN:
You have now arrived at a rock bridge
with a chain in the middle. There are also some closed
gates here: one to the left in the W wall, one in the N
wall that you can see to the right and if you turn
around towards where you came from you will also find
one in the dark corner of the E wall. The chain on the
middle of the bridge can of course be pulled and what
you're in for now is no less than a TRIPLE timed run
(and I thought single runs were bad enough).
Here's the drill:
Face N/E and the closed gate there and
pull the chain 3 times. Sprint ahead and in through the
dark gate in the E wall. Save at the switch, pull it
before backflipping/rolling and dart back out, then go
left and sprint past the chain to the S/W corner and the
open gate there before it closes. Once more save at the
switch and repeat the backflip-and-roll. Do NOT sprint
out though, as the ledge ends right outside and you'll
fall down if you're too hasty. Instead run out and
immediately take a left and then you can sprint along
the bridge and into the hopefully still open gate.
Pull the switch and you will see a fly-by
showing a gate opening down below in the cave. Run out
and left past the chain (S/E) and go immediate right
where you can drop down to the next level. Turn (N),
drop down again to the bottom and turn right, then head
BACK again to the S wall under the overhang. The open
gate is located on the left (when facing the S wall) in
the S/E corner and at the end of the hallway there's a
button to push. Doing so opens a gate elsewhere in the
cave so go back out and left and at some point a
dog will ambush
Lara. Kill it and go over to the N/E corner to find a
slightly elevated ledge. On the right side of said ledge
there is some wideshot
ammo to pick up.
Today’s
Schedule: Rock Climbing And Swimming For A Key:
That done, head back W and climb the
steps in the N/W corner up to the open gate. Continue
climbing through and slide down into a room with a river
running through it. Where there's water you will in many
cases find crocodiles
too, in this case one of them so deal with
that to begin with. Go left (W) towards the waterfall
there and at some point the bank is jutting slightly
upwards. Across from this point there is a pillar so do
a running jump over to grab it and pull up. Your next
goal is the triangular ledge above the pillar to the
N/E. Stand in the back N/W corner of the pillar to do a
standing jump onto said ledge. Turn around (W) and do a
standing jump to grab the ledge ahead.
Make your way over to the gap across from
the pool leading down the waterfall below and shoot the
crocodile there
from safety before jumping over there to the pool. Swim
over to the right ledge (N) first and go through to
where you can drop into a water-filled passage. If you
turn around to face the ledge you came from (W) you will
see an underwater tunnel below it. Head along it and at
the end locate the door in the S wall to the left (this
is slightly darker than the rest of the wall, simply
position Lara in front of it and press Action to open
it). Climb out on the other side into a dark room
decorated by some white vases. Shoot all of them to get
the uzi clips
and a Guardian Key,
then return to the pool room via the underwater tunnel.
Step 1- Climb, Step 2- Shoot, Step 3-
Roll ’N’ Run:
This time make your way across the pool
to the opposite side (the left ledge), either by
swimming or a running jump. The gate opens automatically
and in the wall ahead you will see a receptacle for the
Guardian Key you just found. A gate on the ledge above
and behind Lara opens and you see a shot of a
werewolf running
through it. You can now either climb up and deal with it
or jump and shoot from below, either way works just
fine. When it's dead go through the passage it came from
and step on the trigger tile to see a shot of another
pool. Now return to where you shot the werewolf and
locate both the closed trapdoor by the W wall and the
switch further up on the E wall. The latter is timed and
it opens the former and this timed run isn't the most
daunting challenge ever:
simply pull the switch, roll and run over to the timed
trapdoor, then drop into the opening.
You will now find Lara to be in the
tunnel back by the pool from before. Hop in the water,
drop off the waterfall and down into the river below.
This time head E and left around the corner, then across
the shallow part and through the tunnel ahead.
Right before the overhang there is an
opening to the right, you'll have to go up there as Lara
will be transported through a waterfall and down into a
spike trap
and certain death if you continue straight ahead. Climb
out of the pool and shoot a
couple of bats and here the two routes blend
together again.
**Where Two Paths Become One:
Deal with the
crocodile in the
pool from above or slide down to take it out in close
counters. When it's dead jump into the pool and approach
the left side and the current will sweep you along.
NOTE: If you've chosen Route 2 the crocodile will be
dealt with afterwards. When you come to a halt
climb out on the ledge to the W and push the button to
see a fly-by showing us that the
spike trap out
by the pool has now retracted, leaving free passage past
them. But first we need to get back out there so follow
the opening ahead and drop down on the other side.
Shoot a
couple of bats and have a look around.
NOTE: If you chose Route 2 the opening
in the S/E corner will take you back to the underwater
passage you came from and the bats mentioned above you
will have killed already.
Jump over to the W bank and run over the
collapsible bridge. On the other side drop down to the
left to pick up some
flares. If you drop into the water you will
be taken straight back to where you pushed the button
earlier. Make your way back up on the broken bridge and
do a running jump over the gap to the other side. Jump
over to the E bank and this time cross the bridge here.
Crawl through the crawlspace at the end and drop down on
the other side. From here you can go back to the pool
cave with the now retracted spike trap (and if you
chose Route 2, also kill the crocodile in the pool for
good measure...this is the one mentioned at the
beginning of this paragraph).
The Cave Of Damocles:
Now you can finally go N and run across
the deactivated trap. In the next room there are
spike traps
galore and also swords
hanging from the ceiling. You might want to
deactivate the sword
traps to begin with, by running under them,
so that they won't get in your way later on. Take a
mental note of the closed gate E and also the crawlspace
over the spikes
to the S.
Dive in the water in front of the closed
gate (and while you're down there take care to avoid
surfacing below the
spike grates) and pick up the
flares and
uzi clips from the
bottom. Now climb out in front of the gate and turn your
attention towards the crawlspace above the
spikes. You're
now going to have to run up to it, spikes or no spikes,
so hurry up and do that and then pull up into the
crawlspace before all health is lost. Push the button
here to open the gate out in the other room and also
(luckily) disable the spikes below the crawlspace. Go
back outside and enter the room beyond the gate you just
opened.
Crocodile Dundee And The Waterfall Quest:
When you reach the pool first keep up the
habit of cleaning it before going in: in this case there
are two crocs to
deal with. The crocodiles are rather elusive creatures
so you might have to jump into the pool to lure them out
and then climb onto dry land immediately to shoot them.
Once done jump in the pool and swim until you reach the
larger part of it. Here you might want to climb out of
the water quickly, as there's another
crocodile lurking
around in the depths. You can kill it if you like, but
frankly it's not necessary as there's nothing of
interest in the water anyways. What is of more interest
however is the open doorway to the N. On the other side
of it you will find a large cavern.
Do a running jump to the ledge on the
left, turn left and pull up onto higher ground. Stand on
the right side of the block (facing S) and push it once
to reveal an opening behind it. Go through and pull the
switch on the right side, with the result that a
waterfall starts pouring down on the left, filling up
the cavern below. Walk out on the waterfall and drop
down to the lower part. If you're finding it difficult
to kill the croc
in the pool from up there you can do a running jump
over to the rocks on the right side.
An Extra Push For A Secret:
When it's dead drop into the pool and
first of all climb out onto the small ledge by the E
wall. Go to the end and push the block here in twice to
find a secret room on the left where you can pick up
Secret 5: desert eagle ammo.
Go back out and dive in the water, then swim through the
W opening as indicated in the previous fly-by. Swim
upwards at the end until Lara can surface and climb out.
Vault up on the higher ledge and the black marks in the
wall shows that this is a ladder you can climb. Go
nearly all the way to the top, then backflip/roll and
grab the ladder above the slope. Climb up and right into
the opening.
The Entrance To Crocodilopolis- A Last
Secret:
Go on until the end and drop down into an
area with a lovely and inviting pool. Jump in the water
and swim left and around to the large waterfall here.
You can actually go through the waterfall on the right
side so do that and follow the passage to find
Secret 6: a large medipack.
Go back outside and climb the ledge N, then continue
around the passage until a fly-by kicks in, showing you
a room with depictions of the crocodile God Sobek
painted on the walls. It seems that you have indeed
found the entrance to the lost city of Crocodilopolis.
The fly-by indicated in a crystal clear manner where to
go so drop down into the opening by the N wall. Go
forwards and slide down the slope to end the level.
Level 3- The Ruins of Crocodilopolis
Pickups:
Uzi clips, shotgun wideshot ammo, small medipacks,
normal shotgun ammo, large medipacks, desert eagle ammo,
desert eagle, Flame Key, Plant Key,
Trap Key, Water Key,
The Water Crystal
+ 2 Secrets (the uzis + a small medipack
and uzi clips)
Enemies:
Crocodiles, bats, dogs,
werewolf, fire wraith, demigods
Looking Around Crocodile City:
Start forwards and enter the alcove on
the right where Lara can reach into a niche, causing a
gate to open somewhere else. You hear the sound of
someone
moving about outside and that is indeed a
crocodile,
showing that the city lives up to its name. Kill it and
have a look round the room. The small pool is empty (in
the aspect of pickups that is) and the path on the far
right side of the N wall is leading into a larger area,
that's for later. There is also an open doorway to the
left (W) and it crosses paths with the entrance in the
N/W corner. Following the latter you will find a closed
gate on the right side, but nothing else so go through
the doorway W and whip out the guns to take care of some
bats. On the
left side you will be able to get a glimpse of a switch,
but it's behind a slope and there is no way to cross it
for now.
Begin by going through the gate you just
opened and up the stairs (N/E). At the end you will be
faced with a room filled with
spikes and an
opening behind the
spikes in the E wall. There are also three
switches on the ledge to the right.
NOTE: I have heard that some people have
had troubles with this room as a bug causes the spikes
to remain out if you pull the switches in any other
order than: middle-left-right. When I played the game I
could pull the switches in any order APART FROM the
sequences where I pulled the middle switch LAST. So as
long as I pulled the middle switch either first or
second the spikes would go down anyways. But according
to the author the spikes should go down no matter what
sequence you choose. At least be sure to save your game
before trying in case it goes wrong. Also note that the
spikes will pop back up if you go close to the switches
again.
Once the spikes are down drop into the
room and go past them and into the opening in the E
wall. Crawl through to the other side and here's the
switch I mentioned on the other side of the slope from
earlier. Pull it to open the first out of four gates in
a hallway somewhere else in the ruins. I found that I
couldn't crawl back out the same way, so pull up onto
the slope and slide down to the start, getting rid of
two bats in the
process.
Locate the ladder on the E wall and climb
it to the top. First go left and bring with you some
uzi clips, then go
back and right to find the
shotgun wideshot ammo
around the corner to the left. Head back out and
follow the E path. You're now on a ledge overlooking the
starting room.
Make your way across the ledges to the
right with a running jump and then another one. Go
around and up the steps, then pull the switch in the
next room. Doing so opens the second of the four gates.
To get out simply drop through the W opening and you'll
slide down to the starting area.
The Obelisk Courtyard:
Now go over to the N/E corner and take
the left path. A nasty dog
greets you so kill it and continue along. You
will see a larger area down to the right and
straight ahead you will run into a large
urn around the left corner (it can be shattered with
your pistols, but there's nothing in it and I don't
think it triggers anything in particular so either shoot
it or ignore it). Go down to the N and enter an area
with a small pool. We'll call this the Obelisk
Courtyard. There is an opening with a slope high up on
the N wall and a path going through the W wall as well.
A Small Maze:
Our first task lies beyond the pool so
dive in and head through the underwater opening in the
N/W corner. Climb out onto dry land on the other side,
you're now standing by a network of hallways. The one
behind you and to the right (W) is a dead end so that
leaves one way less to go. This area is a bit maze-like
and it seems very confusing at first, but some of the
paths overlap and many of them lead either to one pickup
and nothing else or a dead-end. I'll try to explain
where to go as best I can. Start off with getting a
pickup: go straight ahead past the first opening on the
left, take a first right and at the end you'll find a
dead end with a small
medipack you can pick up. Now go back and
turn the corner, then go left and almost immediately
right again. Ahead and right there is a dead end so take
a first left here too. Follow the path around the
corners until you reach a two-ways junction. The left
leads to a closed gate so just take a mental note of its
location first and then continue along the right path.
As you round the second right corner you are once more
faced with a junction split in two. Just so that I have
clarified that: going right (W), left and straight again
takes you back to the pool where you climbed out. So go
straight ahead instead (S) all the way to the end and
around the corner to find a niche. Reaching into this
niche opens the gate I mentioned earlier so turn around,
go back and straight down the hall (N). Go around the
corner again, choose the right path and head W until you
can turn yet another corner. Now you should have a
short way and a corner ahead of you and an opening to
the right. Go through the latter and you will find the
gate you just opened in the right wall.
Slide down the slope on the other side
and drop down into a shallow pool. Wade ahead and turn
right, then climb out of the water. As you turn the
corner and enter the next room a
dog rushes out so
deal with it before going on. Light a flare and go
behind the structure with the ladder to the dark side on
the back where you'll find
uzi clips and
normal shotgun ammo.
Go around to the other side again and climb the ladder
up to the top.
Continue up the ramp ahead and climb
another ladder at the end. Go up the stairs and pick up
two batches of normal
shotgun ammo plus pull the switch and you'll
see the third out of four gates opening. Immediately
draw guns, roll and deal with a
werewolf that has
decided on joining the party. Once it's dead go through
the now open gate in the S/W corner. Do a running jump
OVER the first slope angling Lara slightly left in
mid-air so she'll land on the second slope facing
upwards. Doing this will enable you to grab the edge of
the second slope and drop her down into the room below,
losing less health than if she just dropped without
grabbing.
You're now back in the room with the
small pool. Turn your attention towards the W wall and
go up the brown stairs here. Halfway up the stairs turn
right and follow the hallway to a room with some blocks
and slopes. Turn left and go up the ramp, then do a
running jump while pressing Action to grab the edge of
the slope ahead. Shimmy as far to the left as you can,
pull up and slide a bit, then jump while angling her
left in mid-air and she'll land on the ledge to the
left. At the end you will find
Secret 7: the Uzis.
Drop down into the darkness on the other side, light a
flare and go S, left and finally right. Now you should
see some stairs ahead and the pool room through the
opening on your left.
Go up the stairs and you will see an
opening ahead and one on the right. Go through the
latter first, shoot an empty urn on the left if you like
and reach into the niche on the right to get a
large medipack. Go
back outside and this time follow through to the E
opening, shooting a bat at the end. You're now on a
ledge above the Obelisk Courtyard. Do a running jump
towards the ledge ahead, pressing Action in the last
moment to grab the edge. In the next room you can pull a
switch to open the fourth and final gate and then go
outside and drop down.
Now it's time to find the hallway with
the four gates you've opened. It's closer by than you
think: in fact there is an opening in the N/E wall in
this very same room. Go through there and approach the
opening flanked by the two torches, then roll and draw
guns to take care of a
crocodile before going on. Turn to face the
opening again.....this is in fact the infamous hallway
of the four gates!!! Continue to the end and slide down
the long slope. At the bottom go forwards and on your
right you will see a closed gate with coloured tiles
behind it. On the left there's an urn and an open
doorway. Shoot away the first to get the
desert eagle ammo
and uzi clips
from the former and then head through the latter. At the
end you will run into a dead end, but there is an
opening above where you can climb out.
The Gates Of The Elements:
First go into the N/W corner where you
can get a large medipack
in the crawlspace and go through on the other
side. There's nothing in this room but a switch so pull
that to open the gate leading into the coloured tile
room down below. Shoot a
bat on your way out and go back down where
you came from. Next head through the open gate and into
the Gates of the Elements room. At the far end by the S
wall there are four coloured tiles on the floor:
brown-green-purple and blue. Above them are receptacles
for some keys we'll obviously need. There are also four
gates in the room, each with tiles in the same colour in
front of them: brown and purple by the E wall and green
and blue by the W. When you step onto the coloured tiles
in front of each of the gates that one gate will open,
but it will close as soon as you step off. Obviously we
need to do one room at a time here, so we'll start with
the brown one.
The Flame Key- Entering The Furnace:
Step onto the brown tile in front of the
gate and slide down the slope as the gate opens. Follow
the hallway to enter the fire chamber and as you
approach the ledge at the end you will see a larger
camera shot of the room and a nasty
fire wraith come
alive. First of all we'll get rid of the eager and
somewhat unwanted host so drop down and rush into the
shallow water in the middle of the room. It's not deep
enough to dive into, but as long as you keep wading back
and forth the wraith will eventually extinguish itself
in the water.....to our great pleasure. Pick up the
large medipack
next to the skeleton on the floor and climb back up the
ladder by the N wall up to the ledge you came from.
There is a ledge high up on the left side
(too high for Lara to reach from here), five blocks
around the perimeter of the room that will get you to
the said ledge and of course
three fire emitters
between them. Do a running jump to the first block
and as soon as the fire
before the second block subsides do a running
jump to the block. Repeat the same process to get to the
third block and turn right, then do a simple running
jump to the block in the corner. Turn right again and do
a running jump to grab the block ahead. This time repeat
the jump-as-the-fire-subsides-process to get to the next
one and immediately run forwards to dodge the
flame. On the
left there is an opening, go through there and shoot the
urn on your left between the two torches to get the
Desert Eagle.
Continue around until you reach a ledge
high above a lava pool
with a closed gate on the left, three red
blocks across the gap over the pool (where the middle
and the third one are on
fire) and two
switch ledges by the right wall with a
fire emitter
between them, on the occasion one that doesn't shut off
at all. Do a standing jump from the edge to the first
block and turn right to do a running jump to the first
switch. Pull it and jump back to the first block across
the pool. Lo and behold: as you do so the
fire on the
second block shuts off. Jump to it and now the fire on
the third block stops as well, leaving you free passage
to jump to that and then to the second switch ledge.
Pull the switch and the gate up where you came from
opens. Now there is of course a
fire burning on
the first block. Make your way to the third and then
second block and to get safely across stand at the far
back of the second block and do a standing jump forwards
to grab the edge of the first. Shimmy around two corners
to the left and pull up, out of the fire's reach. Turn
around and do a standing jump towards the other side,
pressing Action in the very last moment to grab the
edge.
Enter the room behind the gate and jump
to the ledge behind the water hole to the left. Turn
around and look up to spot a ladder. Do a running jump
to grab it and climb up into the opening on the right.
Go into the next room to find
fire tiles on
the floor and a closed gate in the N/W corner. First go
ahead and pick up the
small medipack. You will once more be shown a
shot of the closed gate. Among the elevated floor tiles
some are safe, but others will light up if Lara touches
them. The flat sections
of the floor are most definitely fire-trapped
as well so be careful. Some of the elevated tiles have
white tiles in the ceiling above them, while others have
brown ones. The elevated
tiles below the brown ceiling tiles are
fire-trapped, while the ones below the white are safe.
Make your way across judging by that....you MUST do it
in a certain order to complete the puzzle as the gate
won't open if done the wrong way. I'm splitting the room
into a grid of four across (counting from the left wall)
and five up (so if I say 2/1 it would mean number 2 from
the left wall and on the first row). The sequence is
simple and as follows: 2-2, 4-2, 3-3, 4-4, 3-5 and
finally 1-5. If you've done it correctly the gate will
open, a fire
will start burning on the last tile you jumped on and
you can proceed on through the gate. In the next room
you will find a pedestal containing the
Flame Key so
pick it up and go back towards the open gate.....a
ladder is now accessible on your right so climb up
there.
On top turn around and slide backwards
down the slope, grabbing at the end. Do not drop down
though, that comes afterwards. First we're going for a
pickup. Shimmy right and pull up, then go to the end and
climb down two ladders until you can pick up a
large medipack. Do
not slide down the slope below, as it only leads to a
closed trapdoor. Instead climb back up where you came
from and this time drop down into the room I mentioned a
little while ago. You're now back in the Gates of the
Elements room from before.
The Plant Key- A Short Course On
Gardening:
This time we're going through the green
gate- to the Earth chamber. At the end of the slope turn
and drop down into the next room. Follow through to the
next room and shoot three
bats on your way. Ignore the empty pool on
your right and continue forwards. There's a closed gate
on top of the stairs to the right and an open doorway
ahead in the S wall. Enter the next room and pull up
onto the ledge by the E wall where there's a niche that
will open the large gate out in the other room. In that
room there is a closed gate in the S wall. Go right and
stand on the slightly elevated patch of land to pull up
onto the ledge above. Do a running jump to grab the S
ledge and pull up onto the block on the right. Pull the
switch and so the gate in the S wall opens.
Enter that room and shoot a dog on your
left. Now look around and see that there is a closed
gate in the S wall as well as two moveable pieces on
each side of the room. If you look up at the ceiling you
will notice a lot of green tiles and two purple ones. So
the puzzle is relatively simple this time: push and pull
the two moveable pieces to place them under the purple
tiles. The gate opens so go in and pick up the
Plant Key from
the pedestal.
As you go back outside you will see that
the hedges have grown abnormally fast, creating a sort
of maze. Go immediately right, left and past the
moveable piece around the right corner. There is an
opening here so go through there and climb the ladder at
the end. Ahead of you is a ramp and on each side there
is an empty alcove. That's right, this reminds
suspiciously of a
boulder trap and so it is. Turn around and
hop backwards and as soon as you reach the green part of
the ramp and hear the startling and dramatic music start
running forwards as the
boulder comes crashing down and veer into
either alcove. Once the
boulder has passed, go back out and up the
ramp where it came from. On top go left and into a room
where you can pull the switch. Now go back outside and
you will find that the switch has lowered a part of the
wall ahead as well as turned on a
flame emitter in
front of the opening.
Stand on the edge of the first step and
as the flame
subsides do a standing jump ahead and past it and run
through the opening. Turn around and slide down the
slope backwards and down below is the main room again.
There's an opening on your left, but don't shimmy there
yet as that's where you'll end up when you finish the
water chamber and there's nothing of interest down there
now. So with that drop down into the Gates room again
and make your way over to the purple gate: we're on our
way to the Trap Chamber.
The Trap Key- Nerves Of Steel:
Slide down the ramp and ahead of you
there's a switch in an alcove. As soon as you pull it a
blade trap
will unfold from the floor so immediately backflip
(however, taking a bit of damage is
inevitable in this case. You have to pull it though,
otherwise you will be unable to proceed).
Once that's done go back out and follow
the hallway until you reach an opening in the floor.
Drop down into the water far below
(if you hadn't pulled the switch from
before there wouldn't be any water there and the fall
would be too high for Lara to survive).
Swim through and pull out of the water on
the other side. The sound of
clanking blades
greet you, there are two of them and they
are located in the hallway on the right (W). If you go
left (S/E) you will only run into a closed gate. Go back
to the blades
and to get past simply crawl under them. At the end
you will run into another switch and for once there is
no blade trap below it. Pull the switch to open the gate
I mentioned before, crawl back under the blades and make
your way up to said gate.
I'd recommend you to SAVE your game
before attempting on going through the hall ahead as it
is riddled with blades
in the floor and you can't actually see them
until they unfold. You can run along the entire hall,
setting off all the blades as you go and thus creating
safe passage. This will cost some health though so I
will tell you the exact way you need to go and where the
blades are
along that path and the rest is up to you.
You start out facing down the hallway E.
The first blade trap
is hidden in the second tile from the
entrance (the middle of the junction ahead). Jump over
it into the right hallway (S). Note that once you
jump/run over the traps they are set off and disabled,
this can prove useful in the long run.
The second
trap is found
below the corner tile ahead (S/W). Jump diagonally over
it into the left hallway (E).
Ahead there is an opening on the left and
the third trap
is hidden in the tile in front of that opening.
Continue by jumping over it and proceed down the E
hallway.
The S/E corner tile holds the next
trap so jump
over it into the N hallway on the left.
Go down the passage past the first
opening on the left and when you reach the second
opening on the same side be aware that there is yet
another blade trap
there. Remember to press Action as you jump
past this one as that will lower Lara's arch and she
won't bang her head in the overhang, dropping back down
onto the trap tile.
A jagged
sliding door starts slamming shut in front of
you. To get past this one in an easy manner simply stick
to the middle and step as close to it as you can without
taking damage. As it starts opening again press the Roll
key and Lara will roll past it without taking harm.
There are no hidden traps in the floor in
the next room with the two niches, so no need to worry
about that. The niches aren't trapped either: there is a
large medipack
in the rightmost one and the left one
will set off an earthquake and send
poisonous darts
flying through the room behind Lara. Crawling under the
first set of darts
you will see that the earthquake created a
crater in the middle of this room. Avoiding the
darts, drop down
onto the rafter below and from there down to the ground.
Start through the opening to the E and a
bat will come
fluttering down. Deal with that and go through the
doorway.
On your right you will see a bridge going
across the room. Oh, and
spikes popping
up in front of you plus
two swinging blades behind them. You didn't
think this was called the trap chamber for nothing, did
you??? Stand about two steps away from the
spike tiles and
as they start retracting do a standing jump to cross. To
get past the two blades
you can either time your run past (shouldn't
be too difficult) or cheat a bit and drop from the edge
in front of the blade,
then grab the edge and shimmy past them. As soon as you
get by the second one, turn to face the ladder on the
right wall (W). Do a running jump to grab it and climb
down to the bottom. In this room you will find
Secret 8: a small medipack
and two pairs of uzi clips. Once you got them
climb back up the same way you went down and backflip
onto the bridge with the
swinging blades.
Be careful as you enter the passage
ahead, there is a blade
trap at the end of it (S/E corner). Do a
standing jump past it into the opening on the right. On
top of the stairs a
spiked ball will drop from the ceiling so run
quickly past that before the
blades shoot out
(or simply crawl under it). As you turn the corner
crouch and CRAWL forwards. A
blade will slide
along the hallway (twice) and as long as you crawl it
won't hit Lara.
Continue crawling around the corner and
down the hall as another
blade will
appear there. When you pass the purple tile down the way
a jagged sliding door
will be activated (you can stand up at this point) and
you will see spikes
up on a ledge above and beyond. Pass the
door in the same
way as before (go as close as possible and roll as it
opens up). Pull up on the right side (there are no
spikes here) and notice the trap door above you. But the
most interesting thing in this room is probably the key
nestled among the stationary
spikes in the
S/W corner. There is a purple tile ahead and
spikes shooting
out from that as well as the tiles right in front of
you. What to do??? The solution is actually more simple
than it seems: jump over the first set of
spikes as they
retract to land on the purple tile. This will disable
the spikes
guarding the key, but the ones on the purple tile will
continue to pop up and retract so IMMEDIATELY sideflip
left to get out of harm's way. Phew....you can now pick
up the prize for all this trouble: the
Trap Key. Now
time a jump past the
spikes again to the safe tile in the corner
and you will find that the trapdoor above it is now
open.
Climb up the first two ladders and go
left across the slope and around the corner, then
continue climbing up the ladder until you can dismount
on the left side. There's one more ladder here so climb
that too and at the end you can drop back down into the
by now very familiar room with the gates. Now it's time
for the fourth and final door, leading down to the Water
Chamber.
The Water Key- On The Dangers Of Diving
Among Local Wildlife:
Step on the blue tile in front of the
gate, slide down the slope and at the end there is a
water filled opening. Dive in and swim down and right,
then left until you reach a murky underwater cave. Uh
oh, it's inhabited too....by
two crocodiles.
Immediately swim forwards and up to the right (N/W)
where you'll see a cave mouth. Go through there and you
can surface and climb out of the water. The
crocs will most
likely follow you too, to make your day even better, so
shoot them from safety and when that's done pick up the
desert eagle ammo
in the corner.
Dive in the water again and this time go
to the S/E corner where there is an opening to go
through. Follow the passage around until you reach a
junction, with one path going straight ahead (S) and the
other going in to the right. Straight ahead is only a
closed trapdoor so go right this time and you will reach
a room with three pillars. These pillars are too tall to
climb, most unfortunately as there are
two crocodiles in
this room too. Luring out to where you shot the others
is no use so you just need to be fast and avoid them as
best you can. There is an underwater opening in the
middle of the E wall, go through there and climb out at
the end. Go up the stairs on your right and you will
come to an opening overlooking the previous room. From
here you can finally get your revenge and kill those
pestering creatures in the pool below.
Do a running jump to the first pillar
ahead and turn right.
Darts are now shooting out of the walls on
both sides and beyond them there are two more pillars
you need to make your way over to. Do a running jump to
the second pillar, trying to avoid getting hit by the
darts (this is a matter of chance, so just apply the
trial and error technique here until you can get past
them). You'll need to do a running jump and grab the
edge of the third pillar and once you pull up turn right
and you will see your long awaited prize ahead across
the room. Do a running jump to the ledge, wade through
the water and pick up the
Water Key from
the pillar. Go back out, dive in the water and leave
this room the way you came in.
This time swim right and up through the
now open trapdoor. Climb out of the water and climb the
ledge to the W. Jump in the water again on the other
side and position Lara in front of the underwater door
in the E wall. Press Action and she will pull it up.
Swim through the tunnel and you will be swept along by
the current. At the end pull out of the water and kill
two
bothersome
bats, then go
around to the burning torch and climb the ladder up to
the top. Go to the end of the passage and drop through
the opening. You're now back in the Gates of the
Elements room and this time you have got all four keys
in your inventory. Insert each one of them in their
appropriate receptacles. As you insert the first one you
will see a shot of the glass section of the floor on the
other side of the same room and nothing appears to have
changed. Once you have placed the last key turn around
and go to the other end of the room. The glass tile on
the floor is now gone and it has revealed an opening
with a slope leading downwards.
Making Your Way To The Ruins:
Slide down the first slope and then the
second. You might have noticed a crevice running along
the left side, but you can't reach that yet. At the
bottom of the slopes turn right and ahead is a closed
gate. There is also a switch on the left side and it
doesn't open the gate, but what it does is to raise a
block between the two slopes where you came down. Go
back there and climb it and you can now access the
crevice above. Shimmy right until you can pull up and go
through the crawlspace on the right. Here you'll find
another switch and this one opens the gate down below.
Leave through the crawlspace and drop down onto the
slope to slide onto the flat block. Drop down and go
through the gate to find an opening filled with water.
Dive down and open the door in the S wall. Swim through
to the next room and there's an opening in the S wall
where you can climb out. Follow the passage and climb
the ladder up to the top. As you reach the top
two dogs will
ambush you from the opening ahead so kill them before
going on. Pick up the two
pairs of uzi clips along the wall to the
left. Before sliding down the slope to the temple area
I'd advice you to dish up some heavier weapons than the
pistols. Personally I'd recommend the Uzis, unless
you've used them a lot before you should have plenty of
ammo left and the next battle is pretty tough so they
should serve you well. Slide down the slope, weapons
drawn and get ready for a fight.
Entering The Ruins- The Guardians Of
Crocodilopolis:
As soon as you reach the bottom you are
in for battling a crocodile
demigod and his
pet dogs (I counted four of them passing by).
It's a tough fight, but with a good weapon (such as the
mentioned uzis) and A LOT of moving about you should get
them down. Feel free to fill up with as many medipacks
as you need (if you haven't spent too many you should
have plenty to spare). A good strategy is to get rid
of all the dogs
first (as they are the most aggressive in their
attacks) and when it's only Lara versus the
demigod left run
over to him, crouch and shoot him straight where it
hurts. This way his attacks will fly over her head and
she will take little damage or none at all. Also note
that one of the dogs
usually takes cover in the N/W passage so you might
have to go in there and get rid of it, too.
Now the temple ruins might seem a tad
confusing, but many of the paths here converge. The
opening to the S/W and following the left passage S
around the corner at the far end will both take you to
the main area. If you follow the doorway in the N/W wall
you will come to a block above the main area. There are
two remaining paths: the one N/E and the first opening
on the left as you enter the S passage. These paths will
meet at the back of the first building on the left.
We're going to start the search in the main area so make
your way out there through either of the two passages I
mentioned first.
There are three ramps going up to the W
and if you look closely you will spot a
boulder hanging
above each of them. You will also notice three grated
tiles in the floor at the bottom of each ramp with an
urn placed on each of them. Stand safely at the base of
the block between the ramps and use the pistols to
shatter the three urns. This will set off a
fire on the left
and middle grate and some steam from the one on the
right and the three
boulders will come rolling down the ramp for
each urn you shoot. As long as you stay at the base of
the block you should be safe and as the last
boulder rolls
down the two blocks between the ramps will rise. Climb
the block by the N wall (if you follow the passage
behind it you will come back out to the area where you
killed the demigod and dogs) and turn to do a
running jump to the middle block and a standing jump to
the third.
There is a crawlspace on the wall above
it so do a standing jump to grab it and pull up. Crawl
through and slide down the slope at the other end. A
fly-by kicks in showing you a part of the area you're
in.
First go forwards and pick up the
two much needed
sets of uzi clips
ahead. The shallow water hole on the left doesn't hold
anything promising in it and there is no way to open the
large gate on the right so head through the doorway to
the N to begin with. There are also some
uzi clips in the
alcove on the right as soon as you enter so pick them up
too before continuing. Follow the hallway around and
climb the ladder to the top. You will pass a closed gate
on your right as you climb. Follow the hallway and as
one could very well expect given the amount of pickups
there is a demigod
waiting for you up there. Kill him and pull the two
switches on the E and W wall. Go through the entrance to
the N and continue up the ramps, killing a
dog at the end.
A Game Of Tetris- The Sisyphean Way:
Be very careful though so you don't fall
into the trenches on the side as they're
fire-trapped. As
you go up the steps ahead the camera shifts to showing
Lara from the front, emphasizing the closed gate above
and behind her. We'll be opening that in a second. Look
up and notice the
boulders hanging above the puzzle-tiled floor
ahead. Stand facing the middle row of tiles and sprint
across. The middle
boulder drops onto the tile below and a block
on the other side of the puzzle board rises, allowing
you to drop onto it. If you look up you will see a
switch, so you'll need to raise the block a few notches
more. Climb back up onto the puzzle board and angle Lara
slightly right. Run across the right line of tiles to
the other side, allowing another
boulder to drop.
Go back again to the switch block, but this time run
across the other row of tiles (that are now on your
right as your facing them) to allow more of the
boulders to
fall. Upon returning to the switch block you will find
that it has now risen so much that you can access the
switch. Pulling it will drop the final
three boulders
and it will open the closed gate above and behind
besides. Jump up to grab the edge and pull up, then
follow the passage around to slide down the slope into
the next room.
A Crystal From The Water Realm:
It is a sight for sore eyes that greet
you.....you're shown a fly-by of another crystal on a
pedestal. This one is right ahead of you and completely
unguarded by any foul trap or creature. Run over there
and seize the prize: the
Water Crystal.
Now go through the opening in the S wall
and follow the hallway around. Eventually you will reach
a slope and be deposited waaay down into a pool. Climb
out and this is the time to find that the large gate
near where you entered is now open. Head through there
and the next level loads.
Level 4- Underwater Excavates
Pickups:
Uzi clips, normal shotgun ammo,
shotgun wideshot ammo, small medipacks,
Battery, Relay, Notebook (Noticebook),
Area