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
Key, large medipack, Acid Sample, Pump
Card
+ 2 Secrets (uzi clips and a large
medipack + shotgun wideshot ammo and uzi clips)
Enemies:
Barracudas, dogs, piranhas,
guards, thug, aliens
Fishy business:
The next level starts where the last one
left off.....in a murky underground cave. First keep in
mind that certain parts of the water have strong
currents in it and some of these lead straight into
deadly traps so
be sure to keep yourself on the right track. Wade into
the water ahead and dive in on the right side. Keep to
the right and immediately pull up onto the cluster of
rocks on your left (the rocks look like slopes, but
there are actually invisible blocks around some parts of
it). You will now find that a very hungry
barracuda has
decided to join the party, but unfortunately it tried to
sneak in without an invitation so prepare it for a swift
departure immediately. When it's dead drop in the water
again and swim over to the S wall, then turn left. Swim
as close to the middle cluster of rocks as you can, go
forwards and then veer Lara hard right so she can
squeeze into the narrow opening in the E wall (CAREFUL:
if you miss the opening she will be swept off with
the current to the left and into a
fire trap).
As soon as you reach the passage mentioned a fly-by will
kick in, showing you the massive lagoon ahead.
The Blue Lagoon Part I- The Dark
Cave:
As soon as the fly-by ends swim forwards
and left, then follow the wall a little way until you
can pull up onto a flat rock. There are
two more barracudas
in the area, so it wouldn't do any damage to be
quick about it (quite the contrary in fact). When
they're both dead continue climbing up the N blocks as
far as you can go. When standing on the slightly slanted
block do a running jump to grab the short slope near to
the left wall ahead. Pull up, slide and almost
immediately jump to land on flat ground. Enter the dark
cave mouth ahead and go around the right corner into the
cave. Two dogs
ambush Lara in here so get rid of them to begin with.
Continue on N through the cave and at the end pull up
onto the slope in the N/W corner. Slide and jump to grab
the pillar ahead. Now turn E and do a long running jump
towards the pillar with the crevice, pressing Action in
the very last moment to grab hold of said crevice.
Shimmy around to the right until Lara can pull up into
an opening and continue along the winding passage until
Lara is standing above a slope leading down into a
fire pit. Do a
running jump from the left side over to the ledge ahead
and follow it to a much bigger
fire pit.
The Blue Lagoon Part II- The Fire Room:
There are four pillars across the pit and
one of these have fires
burning on top of it as well as spouting out
from the N side of it. The first thing to do is to
position Lara facing the leftmost pillar and do a
running jump over to it. Turn right and do another
running jump over to the slightly slanted pillar to the
W. From there a standing jump + grab from the left-hand
side is more than sufficient to reach the third block
(the rightmost one to the S). Whenever you jump away
from a pillar it will be set on
fire, indicating
that we're definitely not going back that way. From the
third pillar do a standing jump from the right side to
grab the edge of the
burning pillar. Shimmy around the corner to
the right and pull up onto the far right side of it.
Turn around to face the crawlspace in the S wall and do
a standing jump over towards it, then press Action to
grab. Pull up and follow the cave around, shooting away
some wooden boards as you go, until you reach an opening
in the ground. Safety-drop through the opening to land
in a different section of the caves. Follow the N trail
into another part of the cave and go on until Lara
reaches a small pool with a slim cascade running into
it. Save your game here and get ready for a dip in the
lagoon.
The Blue Lagoon Part III- Hunt For The
Secret Base:
Swim down and S through the large opening
ahead, then left into a cave with a slight current and
from there go straight on (E) until you can spot what
looks like an underwater base ahead. And that's not all
that comes in from ahead, so does a cloud of something
grey and very fast-moving. That would be a
swarm of piranhas
with bad intentions and that is of course everything but
what we needed right now. There is a small cheat to get
rid of them: simply save and reload and they'll be gone
for good. Or if you don't fancy even the slightest
cheat, feed Lara with medipacks while trying to outswim
them (I actually found two swarms down here so best
get rid of them all while you can). Swim under the
base to the right and try to keep a steady course N/E.
Eventually you will reach an opening in the left wall
where the bottom is covered in greeneries. Swim up there
and through the opening above where the bright light
comes from to surface. Climb out and press the button
here to open a trapdoor under the base, then pick up
two sets of uzi clips
before diving back in there.
The Blue Lagoon Final Part- Useful items:
The open trapdoor isn't too hard to find,
it's between the four pillars close to the N wall. Go up
there for air, but do not climb out of the water just
yet....there are of course some goodies scattered along
the place and we're going back for them first. Swim down
and if you face N/W you may notice a very dark spot to
the right of the leftmost pillar. This dark spot is in
fact a very narrow triangular opening so go down through
it into a small room where you can pick up
Secret 9: a large medipack
and some uzi clips. Go back up to the
trapdoor for some air and that done swim down to the S/E
this time. Head S along the roof of the cave and turn
left towards the E wall to find an opening up there
(right below the cave roof). Swim through it and pick up
some normal shotgun ammo
at the end, then hurry back down to the
trapdoor to surface for air. Now you can finally climb
out of the water into the underwater base.
The Underwater PSA Base:
As you climb out Lara will be looking
down the S hallway, to remind you of the
armed guard that is
running towards her from that direction. Shoot him and
take his normal shotgun
ammo for the trouble. Go back to the room you
came from and turn the valve wheel on the door in the N
wall to open the gate on its left side
(there's another valve wheel down the
corridor where
the guard came from, but we'll deal with
that later).
As you enter the now accessible room
another guard
starts firing so deal with him first of all.
Go through the E hallway and in the next
room head up the ramp E. On top you will find Lara on a
walkway above the fish tank and there are
two barracudas
frolicking in it. Kill them and dive in the pool to
collect some
wideshot
and normal
shotgun ammo and a
small medipack
from the bottom. Climb back up onto the walkway and flip
the switch on top of the steps to open a trapdoor
somewhere else. Return past the fish tank and into the
room where you killed the last guard to find the
aforementioned trapdoor.
Drop into the water and swim down to a
submerged hallway. The E branch only leads to a closed
door so go W instead and pull the lever ahead to open
the yellow door in the left (N) wall. Swim back out and
through the mentioned door into a room where you can see
a control room on the other side of the glass window.
There is an open trapdoor up in the ceiling above, but
it only leads into a room with ledges too high for Lara
to climb out. The E path is a dead end, but there is a
narrow crack in the W wall. Swim through there and
follow the hallway until Lara can surface in the control
room. Quickly climb out and dispose of the
guard before she
takes too much damage. There is only one thing of
particular interest in this room and that is the
crawlspace in the W wall. Crawl through there to the
Restricted Area and turn to climb up onto the ledge
above the door.
The Restricted Area- Have A Battery:
Go up to the top of the blocks on the
right and do a running jump to grab the crack in the W
pillar. Shimmy around the right corner until Lara can
pull up, then go left and climb up through the opening
onto the floor above. Left of where you climb up you
will find monkey bars in the ceiling so jump up to grab
those and shimmy across to the crawlspace on the other
side. Drop
and grab, but do not pull up yet. Instead
shimmy right past the crevice until it's possible to
pull up. Flip the switch here and you'll hear a door
opening. Drop down and once more jump over to the pillar
with the crack, shimmy around and pull up, then climb up
to the level above again. The door you just opened is
straight ahead of you (S).
Enter the room to find a floor with
two fire emitters
spouting out from the walls ahead and to the right
(luckily the one in the left wall is deactivated).
There is something on that floor you'll
need (conveniently enough placed right below the
fire emitter
ahead). Time your way past the
fire emitter
ahead and pick up the
Battery from the floor, then quickly back off
before the emitter
turns on again.
Go back outside and swing across the
monkey bars to the other side again, this time drop and
pull up into the crawlspace on the left. Crawl along the
duct until you can drop down into a room with a button.
Push this to open a trapdoor somewhere else, then dive
into the water behind Lara.
A Glass Maze Under Water- The Relay:
Swim out through the yellow door again
and this time you can go up through the opening in the
ceiling. Climb out of the water and you will now find
that you're back in the area near the main room of the
base. Make your way through the E hallway again back
towards the room with the fish tank and on your way you
will find that trapdoor you just recently opened. It's
best to save the game here as you're in for quite a long
swim. Dive in to the E and at the end of the hallway go
right and keep swimming through the openings in the
fences until you reach the last room. Below the dark
pillar here there is a nearly invisible opening in the
floor, head down there and swim into the passage W.
Follow it through a crack and in the next room turn
left. Hurry over to the lever on the wall and pull it,
then roll and swim to the opposite side of the room and
up through the open shaft (if
you have a good swimming routine you should make it
there with no problems at all).
Climb out of the water and locate the
buttons on the N and S wall (lighting a flare will
help). Push them both to uncover a
Relay near the
N/E corner. Pick it up and drop into the water once
more, then swim down and you will now notice that a door
has opened to the right of the lever. Swim through there
and up through the ceiling trapdoor back to the room
near the main hall.
Restricted Area Part 2:
The dead guard has now mysteriously
vanished (maybe that should be taken as a bad sign that
there are more of his kind in the area??). Go back to
the main hall and this time head down the S hallway
again. Here there is a circuit board where you can place
the missing relay to open the door on the right. Nothing
much behind that door though, only a box where you can
place the battery. Now the door with the valve wheel to
the left of the circuit board opens. As soon as you
enter a guard
attacks so show him who he is not to mess with should
they meet in his next life. Conveniently enough he has
brought some uzi clips
that you can take into your possession (it's
not like he will need them more than you do anyways).
There are some doors in the E wall and for them you need
a key so that's not an option for now. Instead start
through the doorway to the S.
Go right towards the stairs and right
before them look up on the wall to spot an opening. This
is too high for Lara to reach so go up the stairs and
turn to face the right (W) wall. Jump up to grab the
narrow crack there and shimmy right until she can pull
up into the aforementioned opening. Stand on the edge
facing E and do a standing jump while pressing Action to
grab the crack in the wall ahead. Shimmy around to the
right and pull up, then go right until she can pull up
into the opening in the N wall. Crawl into the duct
below the Restricted Area sign and on the other side
walk onto the dark metal ledge on the left. Do a running
jump to grab the ledge above the lamp ahead and pull up,
then go around to the left and push the button here to
open the yellow door behind you on the left.
Enter and turn to the first left to deal
with a guard
there. Continue up the ramp and on top you need to be
quick about your business: as soon as you get up turn
immediately to the left (E) and pull up onto the ledge
above. Roll and draw weapons to kill the
guard shooting at
you from the other side. When he's dead turn and go
through the opening up here. The green containers in the
next room are moveable. The one in the S/E corner
doesn't hide anything of particular interest, but the
one on the metal ledge will reveal a hallway with a
switch when you pull it away. Flip said switch and go
back outside, then jump over the fence where the guard
stood and pull out the two green containers to find a
small medipack.
Jump back over to the other side, then drop down and
shoot the guard
that you saw earlier through the control room window.
This does indeed mean that the door into the control
room has opened, this door is located in the S/E corner
of the room.
The Control Room- Checking Out Some
Notes:
In the new room turn right and pull up
into the crawlspace on the S wall to get some
uzi clips. Crawl
back out and enter the control room, then pick up the
Notebook (or
Noticebook as it is called here) that someone has left
over by the S wall. A cut scene starts with Lara reading
something from the notebook (something which I could
sadly not understand as it's in German) and we get
to see the camera pan over a large room somewhere else
in the base. When the cut scene ends go over to the W
wall and climb the black grating up into the opening
above. Ahead you'll see
burners and
fire emitters. There's an opening behind the
fire emitters,
but as they do not show any sign of shutting down you'll
have to go about it in a different way. Do a standing
jump across the burners
to grab the crawlspace in the S wall (losing
a tiny tad of health in the process) and quickly pull
up. Crawl left and when you can stand up turn and jump
up to grab the monkey bars. At the end drop and you will
land on a slope and slide down into the opening beyond
the fire emitters.
There is some deadly
steam oozing out of the wall here so
immediately crouch and crawl through the crawlspace E to
avoid getting steamed to death.
Filling The Tank- The Area Key:
Go left and drop down by the valve wheel
at the end. Turn it and as you do so you will see a tank
filling with water somewhere else. Now you can climb
onto the tile with the steam coming out of it in the
corner and crawl backwards out through the window here
to drop down into the control room from before. Leave
the control room the way you came to begin with (through
the yellow door at the bottom of the ramp) and if you
look down from the ledge you will see the tank you
filled with water before. Drop down there and pull the
lever on the N wall, climb out of the tank right above
the lever and follow through the open passage ahead.
Jump into the open trapdoor and swim along the passage,
climb out at the end and pick up the
Area Key from
the floor. Swim back to the trapdoor, climb out to the N
and through the open doorway ahead you will find the
keyhole for the key you just acquired on the right side.
Go down a very dark ramp and at the
bottom head left and then a first right. You'll see a
yellow door on your left. Next to it on the left there
is a button so push that to open a door down the N
passage (you've now started down the S one). Run back
out, turn right and shoot the
thug that just
appeared. Go down S and enter the second opening on the
right, this is where the door you opened is located.
Head through it out onto a metal walkway. Right in front
of your very eyes you will now see the room shown in the
cutscene earlier.
Radioactive Material From Outer Space-
Another Secret:
The floor is covered in some sort of
radioactive material, it's not dangerous for Lara, but
beware that there are also
burners down
there. Turn right and drop down at the end of the
walkway, then head S to the large pit. Turn towards the
S/W and do a running jump over to the ledge on the right
side of the pit. Stand at the highest point facing S and
jump up to grab the walkway above. From there do a
running jump + grab S into the opening ahead and go to
the end where you can get
Secret 10: shotgun wideshot
ammo and uzi clips. Go back to the opening
again and you can now drop down onto a dark walkway
right below.
Mysterious Alien Caves- The Acid Sample
And A Pump Card:
Drop down into the pit below, avoiding
the burning tiles
and across from the
burner tile there is an opening in the
radioactive heap to the N. Crawl through there and do a
running jump straight ahead across the gap. Ahead in the
N/E corner there is another crawlspace. Go through this
one as well and at the end jump over the
burner tile to
get a large medipack
in the next room. Go back outside and walk
over to the pit again, this time turn left (when facing
the other side). Go through the opening in the E wall
and do a running jump over to the safe block on the
other side. Turn right, hop over the
burner tile and
go around to the right where you can retrieve the
Acid Sample from
the alcove there. Return to the main room with the pit
you jumped over and now you can make your way over to
the middle of the N wall (left of the crawlspace
where you got the medipack). You'll find an opening
at this point where you can climb up onto the
radioactive goo in the main room. Turn S and go back to
the pit from before and on the left side of it you will
spot a small room with a machine in it. Upon entering
this room we'll find that is a set of yellow doors on
the right and a fire emitter in front of them. Use the
Acid Sample in the machine and the doors open.
Walk carefully around the fire and into
the next room. Do not dive in the water though, the
current is too strong so there's no point in wasting
time on that. Instead stand with Lara's back to the
slanted block, hop backwards onto it and jump forward to
grab the level above. Continue forwards, turn left and
proceed until Lara is standing on a ledge overlooking a
room with two aliens
running around in it (these are retextured
horsemen, so they will ONLY die if they're shot in the
chest.....because of this you can't kill them from up
here). Do a running jump over the gap to grab the
grated platform ahead and drop down onto the grey block
below on the left side. From here you can shoot them
both from safety....it will take some time, but it's
more than worth it. Once they're both dead and gone pick
up the Pump Card
that one of them carried.
Leaving The Base- The Underwater Temple:
Return to the room with the water-filled
trench and use the card in the machine on the left ledge
(on the other side of the trench from where you dropped
down). This stops the current in the water so you can
now jump in the water and swim S under the gate. Go up
for air, swim to the end and save your game.
Dive and swim all the way down to the
bottom, then turn to face N/W and swim up into the cave
ahead. Go up and left and Lara will be swept along the
current S and around the right corner. Now you're facing
some magnificent ruins of a sunken temple. As you swim
towards it some pestering
barracudas will appear. Avoid them as much as
you can, continue straight ahead and beneath the temple
you'll see an opening. Climb up on the right side here
and head up the S/W slope to end the level.
Level 5- The Oasis Fayyum
Pickups:
Golden Vraeus,
desert eagle ammo, Car Keys, uzi clips, small
medipacks, normal shotgun ammo, shotgun wideshot ammo,
large medipack, Metal Key,
2x Gate Keys
+ 3 Secrets (a large medipack + wideshot
shotgun ammo, flares and desert eagle ammo + a Desert
Eagle and ammo for it)
Enemies:
Wild boars, bats, crocodiles, scorpions, ninjas
NOTE: From what I've heard there are at
least two paths through this level. One is a shortcut
which will enable you to complete the level faster,
whereas the other one is longer and by following it you
will get all three secrets (which you will miss if you
choose the shorter route). For that reason alone I have
chosen to stick to the long route.
Seeing Daylight Again:
As the level begins we find Lara standing
(still dripping wet) at the bottom of a long ramp. On
top you get to see a fly-by of some old ruins. There is
a switch on the left side of the entrance to the W so go
over and pull it to see a door open somewhere else.
Immediately press Look and draw guns as you're under
attack by two wild boars.
When they're dealt with go through the entrance W and
make your way over the wall ahead. Hop down on the other
side and go ahead (W) and right.
Two bats will come
flying down to say hello and we're not in the mood for
being nibbled on the neck right now so kill them too. Go
forwards a bit and on the left is the door we just
recently opened. The path going straight down N we'll
explore later, so leave that for now.
My Oasis For A Golden Vraeus:
Through the door already mentioned climb
the blocks as they come and go along the passage until
you reach a green area with some trees and
two wild boars
coming along to welcome our heroine to Fayyum. No time
for playing though, we have a temple to raid, so deal
with them immediately. Next to the tree on the right
side (S) there is a closed door so that is one thing
we'll take a mental note of for the time being. Go on to
the opening E and head through there until you reach a
ledge overlooking the area where you first entered. To
the right (S/E) there is a ledge so a standing jump will
do nicely to get over there for further exploration. The
first thing to explore is the switch down in the S
passage and pulling it opens the aforementioned door out
by the tree. I guess it doesn't take much to remember
where you can find it so I'll leave the route to your
own imagination. Go back there and in the alcove on the
right you can push a button to shut off the fire you saw
as you entered.
Approach the
blade carefully
and it will swing right into action. Crawl under it and
enter the next room, where your main objective is to
pick up the Golden
Vraeus in the S/E corner. And now for a bit
of backtracking: crawl back out under the
blade and return
to the area with the trees, then down the block passage
and back to the Oasis entrance.
A Valuable Find:
There is an open passage in the S/W
corner and that is of course not to be forgotten. At the
end of a long and winding passage you will come to a
slope and when you slide down it there's a pool ahead of
you. Now's a good time to get rid of the
bat and
two crocodiles
lurking in the area, so you won't have to worry about
them later on. Dip in and swim W, then turn left at the
corner and as you do so do NOT continue to the right,
but instead locate the narrow opening in the S/E corner.
Swim through there, then climb out of the water for a
nice surprise.....Secret
11: a large medipack is waiting for you at
the end of the dark ledge. Swim out where you came from
and let the current sweep Lara along to the shore where
another crocodile
is patiently awaiting its light snack. Climb up onto
the safe block on the right and remove the overgrown
lizard from the surface of the earth.
The Golden Obelisk Courtyard:
Wade up to the shore and enter the open
doorway in the N wall. Stick to the left side, as a
boulder will
roll down on the right side further up. As Lara reaches
the end a fly-by camera shows a nice view of what we for
simplicity will call the Golden Obelisk Courtyard. Drop
down onto the ledge below the opening and from there
another drop will bring Lara down to ground level. To
the W there is a column with a receptacle perfectly
suitable for the Golden Vraeus you acquired earlier.
Yes, quite predictably it does open the door to the
right. The two crocodiles
sneaking up from behind as the door opens are
not quite as predicable though, but they do need to be
taught some manners right away. Maybe a few bullets
through the hide will show them exactly what lady no one
under any circumstances should sneak up on. Well, now
that they've learnt their lesson maybe we can go on with
the show and proceed through to the next area which is
just begging to be explored.
In the next room there is an urn that can
be shattered (although it holds nothing of interest)
and a huge waterfall. There is also a passage in the
N wall to the right of the waterfall. Go around the
corner and straight ahead E (again the left path is
for later) and at the junction head to the right
(there's nothing but a currently closed door to the
left). Continue following the hallway until you
reach a small chamber where you will find upon closer
inspection a niche mechanism in the N/W corner.
Go back out and turn right wherever
possible until you find your way back to the junction
with the now open door. The room beyond is inhabited by
a single scorpion
and the only decoration is the button to the right
and another breakable urn. The urn is as empty as the
previous one and the button opens a door in an as of yet
unknown location.
Leave the room and go right down the
hallway and you can now head up the stairs to the right
(these were on Lara's left when she entered from the
waterfall room). Once more stick to the left side
only as there are two
more boulder traps on the right.
The Cascade Chamber- Finding A Secret:
As the last boulder drops look to the
right to discover the door that opened when you pressed
the button in the previous room. Go through the
crawlspace, shoot the urn here if you like (although
it's as empty as the others) and pull the switch to
open a door out by the waterfalls (and do take a note
of the monkey swing above them too). As you leave
the crawlspace go a bit further up and through the
passage S/W. Climb the blocks and on top you can go
either straight ahead or up to the left (both sides
lead to the same place.....the room with the two
waterfalls). Monkeyswing across to the opposite side
and as you drop down turn around and jump over to the
lowest pool on the right (N/W). In the S/E corner there
is a low ledge where Lara can climb out of the water, do
so and crawl through the crawlspace ahead.
The wall leading down into the large pit
ahead is climbable so go all the way to the bottom and
head through the passage to the N/W. Eventually Lara
will reach a room with a small pool and a waterfall. In
this room you will find
Secret 12: flares in the water on the other
side of the waterfall and
shotgun wideshot ammo +
desert eagle ammo to the left of the doorway.
Now you have to retrace your steps back to the previous
room, up the climbable wall, through the crawlspace,
swim across the pool to the small block opposite and a
hop into the opening below the monkeyswing.
The Valley Of The Lost Car Keys:
Go through the opening and hop over to
the flat floor on the right, then slide down the slope
backwards into the pit. Safety drop down (you will
still lose a little bit of health) and go up the
steps over by the W wall. Go right at the junction and
up the ramp to a room with a small water hole and
two bothersome
bats. In the pool
you will find some much needed
desert eagle ammo.
Climb out, return to the junction and this time go up on
the other side (E). There is another
bat up here and as
you climb up the blocks to a green area a lonesome
ranger (or ninja
rather) attacks from the left. There is a jeep here and
that is indeed of great interest to us. Not yet though,
we have some other business to attend to first. Behind
the jeep you will see a boulder and it's held up by a
branch. Shoot said branch and the boulder will drop down
into a pit. As it does so a shot is shown of a pool.
This pool is located to the right (W) so head that way
first, climb the ledge and drop into the pool. Swim into
the small cave behind the waterfall and here you can
pick up the misplaced
Car Keys from the bottom (did the ninja go
for a swim before he ran up on Lara??). Anyways, return
to the jeep and get ready for a ride.
A Short, But Rewarding Race:
There is only one obvious choice of road
for now and that is the canyon to the S/E. Run over the
ninja and stop
by the pit on the right. Go back to the latest kill and
search him for some uzi
clips. Now jump over the pit to the climbable
wall on the other side and climb down into the water
below. As you will notice as you go down there is a
crawlspace up on the right wall so turn to face it as
soon as Lara has reached the bottom and pull up into it.
You will be greatly rewarded with
Secret 13: another Desert
Eagle and belonging ammo. Climb back out and
up and backflip onto the ground behind before getting
into the jeep again.
Give full speed over the ramp and pit and
drive down a ninja
around the corner. Get out of the car and pick up
his uzi clips,
then back to the jeep it is and up the ramp
(approximately in the middle). Drive carefully around
the ledge to the left and at the end you will encounter
two more ninjas
to get out of the way. The last one of them dropped a
small medipack so
make sure you pick that one up. Afterwards head back to
where you came from (S/W) and in the room with the
narrow ledge drop down to the cave below to retrieve
one box of normal shotgun
ammo and
two boxes of wideshot
shells. Go to the ledge where you found the
wideshot shells (S/W) and use that to climb up onto the
ledge above. Return to the jeep and take it down the
passage N. Continue along the network of hallways until
you get to a sandy area with another
ninja. Run over him
and stop for a moment to pick up the
large medipack he
left behind.
Desert Gate- Metal Key:
Go with the jeep over the ramp to the W,
then around the tunnels until you reach the lower area
where you need to kill a
ninja and two
bats. Get out of the car for a moment and go
to the far W wall where there is an opening. Head
through there to a small room with some mining equipment
and shoot the box to find the
Metal Key. Go
back outside and use it in the keyhole next to the gate
to open it. Another ninja
appears from behind and starts firing so deal
with him first. Take the jeep through the open gate and
go on until you can't drive any further.
The Jungle Cabin- Search For The Gate
Keys:
Enter the green area to the E and deal
with a wild boar
in here. Find the slope to the S/E, slide down and
kill another boar.
Here all there is to do is to follow the path around
until you reach a new passage in the wall. This leads
out to a larger area with
two crows on the left and a pool in the
middle. Kill the crows
and continue through the E cave mouth. Follow
the tunnels around until you find Lara on a ledge
overlooking an area with a small house.
Drop down here. There's a
ninja lurking
around here too so he needs to be dealt with as well.
Inside the house there is a
small medipack
hidden in one of the crates, but nothing more. There is
also an opening in the ceiling so jump and pull up
there, then shoot the box near the W wall to find a
Gate Key. Once
you've found it drop down and leave the house. Go right
and through the narrow passage in the N wall. At the
very end you will find a gate with two keyholes on the
right side. Meaning that there must be another key
hidden somewhere around here.
Go through the opening in the left wall
and follow it to a small pool. Dive in and swim through
the opening in the W wall down by the bottom (there's
nothing but a dead end in the opening S). Swim along
the winding tunnel until Lara can surface and climb out
of the water into a small room. On a block in the S/W
corner you will find the
2nd Gate Key.
Grab it and swim back out, then retrace your steps back
to the closed gate.
The Temple Entrance:
Continue straight N past the tent and
through the opening ahead. Slide down the slope on the
left and proceed into a jungle area with a small pond
and a red scorpion.
Note that these guys are poisonous (despite the fact
that they never use to be) so be careful not to get
bitten. Climb onto the block in the S/E corner, then the
brown stairs ahead and pull up onto the ledge right (S).
Turn around (N) to see a temple building in the
distance. But before going there run S over to where the
ledge juts out towards the tree branch to the right (W).
Do a running jump over to said branch and pick up the
uzi clips there.
Now go back to where you came from and towards the
temple mentioned earlier. Slide down the slope in front
of it to end the level.
Level 6- The Temple Of Osiris
Pickups:
Desert eagle ammo, large
medipacks, uzi clips, Blue Jewel, 2x Osiris
Keys, normal shotgun ammo, Scarab Disc,
Light Ankh, Canopic Jar,
Crystal Of Vegetation
+ 2 Secrets (Desert Eagle + a small
medipack)
Enemies:
Crocodiles, bats, Tinnos wasp,
giant mutants, jackal
I'll have a scotch on the blocks- with a
secret to go with it:
Go forwards and push the button on the
wall ahead to open the gate on the right. Walk down the
ramp for a bit and when you reach the slope you can
either slide down on the left side and jump with a hard
left angle to land on the ledge N/W from which you can
shoot the crocodile
in the room below OR simply slide down to the bottom and
tackle it the hard way. Wade into the water and pick up
some desert eagle ammo
on the left side of the skeleton there and as
soon as that's done another
croc crawls in from
the side. The block in the N/W corner is a good place to
kill it from safety. Climb onto the ledge above the
block again and locate two moveable blocks in the W
wall. Pull the leftmost one out once, then go to the one
on the right and push it in once. GO behind the left one
again (facing E this time) and push it all the way to
the ledge and then you can go around it to the left and
push it as far as it goes out in the corner. Now return
to the rightmost block and pull it out twice. You can
now go behind where the block was and pick up
Secret 14: a Desert Eagle.
Right above where you entered the secret
room there is an opening so pull up on the right side
into a passage. Follow it into a small green cave and
you will be attacked by two
bats as soon as you attempt picking up the
large medipack in
the N/W corner. To the left of where you picked up the
medipack there is an opening in the ground so go with
the flow and drop down that way. Follow the passage
around until you have no choice but to clamber over a
tall block, then make your way past the green area and
through the only likely exit until you reach a pool and
a fly-by kicks in. Said fly-by shows you the upper
levels that seem to contain an abundance of ammo and
finally rests upon the likes of a crystal hand on a
pedestal. Obviously that's a sign that we need to
retrieve this hand, but first of all take the utmost joy
in killing the croc
in the pool.
Struggling against the current- the
legendary Blue Jewel:
There are two openings on ground level,
but the one to the W is in need of a gemstone to become
a tad more accessible. Luckily the one S is open and
ready to be explored. Ahead you will find a trench with
a strong current rushing through it and on the right a
narrow alcove up on the wall containing some
uzi clips. You'll get to battle with the
current now so dive in the trench and swim to the right
(W). Let the current carry her along an underwater
tunnel until she can swim down into a deep pool. Pick up
the Blue Jewel
from the bottom in the S/W corner and struggle your
way back up to the trench until you can climb out of the
water. This can be a tad tricky, but luckily for Lara
and us it's not impossible. Return to the pool room and
now that you have fulfilled the requirements of one
piece of gemstone you are granted access to the door
over in the W alcove. Go up the steps to the middle
level right above the pool and go around the ledge until
you run into an open doorway with a slope leading down
in the S wall.
An expedition party in the jungle- the
1st Osiris Key:
Slide down that slope (and the ones
following it) and at the bottom take the right path
which leads into a jungle area. You will soon find that
one of the infamous Tinnos
wasps is inhabiting the area and it's
definitely not happy to see you. Definitely not a place
for those with an allergy for wasp stings, but luckily
Lara is (or rather should be, provided that you have
spared as much of the heavy ammunition as possible)
armed to her teeth and thus fully capable of dealing
with the minor issue of insects in any dense jungle of
your choice.
Speaking of jungle: the tropical heat can
be a bit much for even the roughest of adventurers so a
refreshing dip in that inviting pool to the S is next on
our schedule. There's an underwater gate in the N wall
and a conveniently placed lever by its right side. No
doubt what opens what here so go through the gate and
swim down the long and winding tunnel until Lara can
surface and climb out of the water into a small room
with a wooden ceiling trapdoor and a switch in the
corner to the left. As you pull it a shot is shown of a
gate opening somewhere else and upon turning around
you'll find that the wooden trapdoor has also opened.
That's our cue to leave so climb out
there to find Lara in front of a closed door flanked by
a keyhole and a receptacle. Neither of these are
currently in Lara's possession so that means we'll need
to take a closer look at the nearby area.
On the right side you'll find two sloped
blocks, one lower than the other. Stand between them
with Lara's back to the tallest one, stand-jump onto the
lower, immediately backflip to the taller one and jump
forwards to grab the ledge above. Pull up and right in
front of you there's a sight for sore eyes: the gate you
just recently opened. On the other side of said gate
there is nothing apart from a switch and it opens the
door behind Lara. There you'll find nothing but......a
niche????? Reach into it and pull out the prize: a small
item identified as the
1st Osiris Key. You can now return down to
the ground. The key you just acquired fits mysteriously
enough into the receptacle (which looks like it could
hold a larger item, but oh well...if you insist). We
still need one more key if we want that door open though
so keep old Ossie's key in the backpack for now and
let's go hunt down key number 2.
The hunt for the 2nd hidden Key of
Osiris:
Start towards the S to where two paths
cross. The E path leads back to the pool from before so
let's stay sharp and go for the W path this time, this
one leading into a small valley. Start by picking up the
normal shotgun ammo
ahead. Oh woe, as you do this a cut shows a
giant mutant of the
poisonous kind coming stomping down from the E. I'd
recommend you to break the camera shot by pressing the
Look key, otherwise you risk that the mutant is already
standing on Lara's toes when the camera pans back to
her. A few well-placed shots with the Desert Eagle
should take it down easily (and in these close counters
you might just want to settle for the easy solution).
When it's dead you can continue doing what you did
before and pick up the uzi
clips lying nearby.
There is a tunnel in the wall to the S/W
so head through there to reach a lovely cave with a
pool. Dive in the water without wasting any more time
and swim over to the N/W corner where you can climb out
onto a low step. Climb up into the corridor on the right
(N) and through the narrow opening on the right you will
spot the key we've been searching high and low for.
Unfortunately it's still out of reach so
we must find some way around the problem. Continue into
the next room and pull the switch there to open some
underwater gate nearby. Go back out to the pool and dive
in, then swim E and you will see the recently opened
door straight ahead. Head through it and pull the lever
to flood the pool as far as this is possible. You can
now return to the opening where you spotted the key
(swimming under the overhang W). Enter the passage again
and now that swimming through the narrow opening is a
possibility you can retrieve the
2nd Osiris Key.
Head back to the cave and climb out the same way you
entered.
The Tree Courtyard:
You can now retrace your steps through
the tunnel, past the valley where you encountered the
mutant and back to the door with the receptacle and
keyhole. Use the two keys to open the door in the middle
and go along the hallway until you reach the stairs
ahead and two jagged
doors slam together in front of your very
eyes. Position Lara near the middle of them, as close as
possible, and when they start opening quickly roll to
get past them. On top jump over to the ledge ahead and
you will get a fly-by of the next area. Drop down and go
up to the crawlspace W, then through it and slide down
the ramp that you saw earlier in the fly-by. Kill the
jackal running
around down here for a start and when that's over and
dealt with go over to the button on the N wall and push
it. You'll hear something opening, but you're not given
anything else than that audible hint. Follow the same
wall to the right and between the green slope and the
lower block a trapdoor has opened.
The Top Of Extreme Sport- Ropeswinging
And Traps:
Drop down and run along the short hallway
until you reach a moveable block ahead. Push it in once
(which is as far as it goes), then turn left and push a
second moveable block out of the way so that you can
access the opening in the ceiling behind it. Climb up
and a highly dramaticalfly-by camera will reveal that
the room ahead have
poisonous darts shooting out of the walls,
you'll need to swing your way across a pit filled with
razor-sharp blades
and there are
two clanking blades
thrown in for good measure to the left and right on
the other side of the pit. Crawl under the darts and do
a running jump to grab the rope. Swing to the other
side, being careful to avoid the
poisonous darts
shooting out from the wall here. The two passages going
past the blade traps
both lead to the same room so crawl under
either one until you reach a large room with a pool
where you can kill two
crocs frolicking about.
A Trapdoor In The Pool- The Scarab Disc:
There is a closed door up the steps to
the N so as usual we need to find some means of opening
it. But first of all pull up onto the green zigzag ledge
on either side of the room and follow it around to the S
wall where you can pick up some
normal shotgun ammo.
Drop down again and dive into the pool, then pull both
the underwater levers on the E and W wall to open the
trapdoor in the middle of the pool. Swim down there,
pull all three levers to open the gate and swim through
it down a tunnel where you can pick up the
Scarab Disc at
the end (I had no problems
doing it all in one go, but you naturally have the
possibility of going up for air in case it's needed
during the process).
Going Up.....:
When you surface again after picking up
the disc it turns out that the door in the N wall has
opened. Go through there and turn left to find a button
on the wall. Pushing this opens a gate in the bars
behind Lara so go there and do a running jump out to the
brick platform. Make your way up to the top with jumps
and grabs via the blocks by the N wall and when you
reach the last one jump up to grab the monkeyswing and
shimmy over to the opposite side. Drop down onto the
slope and follow the hallway until you can climb up into
the next room.
...And Down:
Here you'll find two buttons on the walls
to the left and right.
Two flame emitters spewing out fire are also
nicely placed in front of the buttons. Stand as close as
you can to each button without catching fire and as soon
as the flame
ceases run to the button and push it, then immediately
backflip into safety. When both buttons are pushed the
trapdoor near the S wall opens. Get rid of the
bat fluttering
about, then dive in and swim right at the junction and
around the left corner to pick up some
desert eagle ammo
near the wall. Roll and swim back out to the open
trapdoor to surface for air. Now you can go back to the
junction, but this time head left. At the next junction
go right first and around the corner you'll find an
underwater lever. Pull it, roll and swim back out, but
this time go straight ahead (ignoring the opening on the
left) and at the end you will find a trapdoor you just
opened by pulling the aforementioned lever.
Return To The Tree Courtyard- An
Uninvited Guest:
Pull out of the water and slide down the
slope to the left. A short fly-by shows you the next
room and you will also hear stomping and growling,
meaning that a nasty mutant
is wreaking havoc on the room below you.
Shoot it from up here as best you can (it can be a bit
hard as it has a tendency of getting stuck in the walls
and also marching around right below the ledge Lara
stands on). You can also do a running jump over to the
tree branch on the left to get a better shot...you'll
have to go there anyways as there is a button in the
alcove on the right. Push it and you'll hear a door open
down below. Drop down and said door is found in the W
wall straight ahead.
Let There Be Light:
Go through there and climb up at the end
into a green room with a pool and
two bats. Nothing
else to do in here apart from diving into the pool and
there is an underwater lever on the E wall to pull. The
gate behind Lara opens so swim through it and in the
next room climb the low block by the N wall. Face W and
do a running jump to grab the crevice in the golden
pillar, then shimmy left around the corners until you
can pull up. Turn to face S, do a running jump to the
block there, turn left (E) and swing across the monkey
bars to the other side. When you get there turn left
again (N) and do another running jump to grab the
crevice in the next pillar. Shimmy left until Lara can
pull up, then turn around to spot a ladder W. Do a
running jump to it and press Action, then climb up and
turn left once more. You can now do a running jump to
grab the bridge with the
burning pot and
pull up there. Go right and pull the pink switch. A shot
is shown with a crocodile
swimming around in the pool below. Drop
backwards from the bridge, grab the edge and shimmy left
past the burning pot.
Get back up on the bridge and pull the switch on the
left. Drop into the pool again and immediately locate
the low block by the S wall, where you can climb out and
shoot the crocodile.
When the water is safe jump back in and swim through the
open gate W, then pick up the
Light Ankh at
the end of the passage.
Go back outside and leave this area
behind by going through the E opening, then climbing out
of the water straight ahead (above the underwater
lever). Continue following the path straight on by
dropping through the opening E and following the hallway
ahead out to the room where you killed the jackal
earlier. In this room you will find a gate in the E wall
where you can insert the Scarab Disc and Light Ankh in
order to open it. Draw guns before entering, because as
soon as you do you're in for an attack of the winged
kind.....two bats
are taking up residence here and they do not like
being disturbed.
A Final Secret:
Climb the ladder up past the crawlspace
and on top push the block to open the door next to it.
Be very cautious as you go around the corners, as the
light you see will attest there is a
burning pot
right nearby. Time your run past it and climb onto the
green block ahead, then turn left to pull up into a dark
crawlspace. Here you can pick up the final secret-
Secret 15: a small medipack.
A Jar Behind Closed Doors:
Drop back down and enter the passage W.
Reach into the niche to raise a block in the room with
the ladder. Go back outside, past the
burning pot and
down the ladder, then climb the block to the right and
do a running jump to grab the crawlspace left of the
ladder. At the end of the crawlspace you can pull up
into a lovely outdoor area. In the S/W corner there is
some
uzi
ammo
to pick up and even
more of its kind
on the right side up by the building ahead. When you
pick up that last batch of uzi clips turn right to spot
an urn through a crack. Shoot it and you can now enter
the room in the N building on top of the hill. Go around
to the left and step onto the elevated floor tile, this
stops a jagged door trap
on the other side of the hallway (NOTE: I
found here that the door would freeze in a closed
position and would not open again no matter how many
times I stepped onto the elevated tile. If this happens
reload a save-game and try again). Go behind the
door and reach into the niche to find the
Canopic Jar.
To the S/E there is a closed gate and
right before it there is a foliage-covered opening on
the right side. Go through this opening and place the
Canopic Jar in the receptacle on the left wall to open
the aforementioned gate. A
giant mutant will appear in the outdoor area
as you do this so either kill it or simply run out and
right, then do a running jump over the
blade trap to
grab the ladder on the other side (mind the
blades below
the ladder too). Climb up and left across the
burning floor
and pull up into the opening at the end. Pick up the
large medipack and
continue out through the doorway to a ledge above the
pool room from waaaay back.
How About A Hand- The Source Of A Good
Harvest
You're now on the same level as the
much awaited-for hand on the pedestal (talk about going
through a lot of hard work for it). Do a running jump
over there and before getting your prize pick up the
three batches of uzi ammo
scattered around. You can now retrieve your
final artefact for now:
the Crystal Of Vegetation. Guess the
adventure isn't over yet:
two giant mutants appear as you pick it up.
They won't approach Lara if she stands on the back of
the block with the pedestal so you can shoot them from
safety with the trusty pistols. When you picked up the
crystal a block raised in the N/W corner. Climb it and
as you climb over the wall ahead a great adventure comes
to an end.
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