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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