The Lizard
King Walkthrough
An adventure by Richard Lawther
Authorized walkthrough by Sutekh
--
General Notes --
CS = Crawlspace - MS = Monkey Swing - L = Left - R =
Right - N, S, E, W = Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ =
Running Jump - RJ+G = Running Jump + Grab
Enemies -
Pick-ups -
Secrets -
Traps -
Timed-Sequences
* Items in bold and blue are necessary to complete the
levels or get the secrets, either by using them, picking
them up or both.
* You'll find a Combat Strategies Section and a Spoiler
Section at the end of this walkthrough as well as a summary
at the end of each level.
* The following walkthrough is the detailed one. If you just
need hints and outlines, take a look at the hints.txt
file provided with the game in the archive.
* With the exception of the last Underworld part and the
Epilogue, you can play the levels in any order. The one
chosen in this walkthrough is from easiest to toughest,
judging from players' feedback and goes as follow:
- Castle Orr
- Hyan Pyramids
- Uranus
- Demon Nursery
- Babylon
However, difficulty being in the eye of the beholder there's
no absolute certainty and you can choose any other order.
* Don't forget to consult Dante's Map (you'll find a
link at the top of the Prologue Section). If you ever feel
lost in the Underworld, it can be of great help!
* Important: Dont shoot Anubis at any time
throughout the game as it can mess up his AI.
STORY
Whilst in London, investigating the legend of Jack The
Ripper, Lara Croft has inadvertently resurrected the
malevolent deity that lies behind the infamous serial
killer. The Lizard King is an ancient demon that, when
manifest on Earth, is capable of the most heinous crimes -
it is also impossible to destroy. Faced with certain death,
Lara is forced to invoke the Spell Of Anubis, and transport
herself to the shadow world that lies between the realm of
the living and the realm of the dead. This is the true home
of the Lizard King, but it is also the only place where he
is vulnerable...
GAMEPLAY OBJECTIVES
With the help of Anubis, spirit guide to the dead, Lara must
defeat the Lizard King before she can return to the earthly
plain.
1. Collect the 5 Lizard Trueforms
2. Take Thors Hammer from the impostor Hammer God.
3. Confront the Lizard King.
SECRETS
There are 5 secrets:
1 in Castle Orr
1 in Hyan Pyramids
1 in Uranus levels
2 in Babylon
********************************************
== Prologue: Underworld ==
Well, well, well... What have you done? Resurrected an evil
deity and now finding yourself right in the middle of the
very Underworld to fix that little mistake of yours... As
you make your first steps, we'll simply familiarize
ourselves with the place then find our way to the first
realm.
You're standing in the center of the Underworld, on a large
square platform called "Magus entrance point" (2 on the
map). From there, you can spot several stairways, each
leading to a distinct destination (but none of them is
Heaven). Would you turn around (NW), you'd see an impressive
glass pyramid which you'll have to visit later. For now,
look in front of you and below (E): there's a red and white
chequered terrace with skeletons playing piano and five
effigies. That's your first destination.
Simply run off (don't jump) to the ramp leading down to the
Effigies Terrace, slide down to the other end then jump to
the terrace. You're welcomed by the beautiful sound of the
Moonlight Sonata, played in unison by the nearby skeletons.
Now that you're closer, you can see that the five effigies
each represent a particular episode in Lara's adventures. On
the floor, some of the tiles are labeled with a name
matching one of the effigy. What this means is that you'll
have to move each effigy on its matching tile.
But you'll only be able to do so much later: as you run
toward the effigies, blocks rise below them making them
inaccessible for now, and cages lower on the nearby
stairway, granting you access to the realms. Notice the two
pedestals next to the effigies and go pick up a
Shotgun and the
1st Anubis Invocation
on the leftmost one (N) then
shotgun normal ammo and a
2nd Anubis Invocation
on the rightmost one (S).
Now, and before going anywhere, let's visit the place. Turn
R (S) and climb the stairway ahead, stopping at the
junction.
To your L (E), you can see a ledge extending away: it leads
to Hyan Pyramids. Ahead and to the L (SE) is the
beautiful Inverted Manse. You won't be able to access it but
someone else will and cast a useful spell from there later.
A minotaur is pacing around to your R (SW) on a red and
white chequered platform. It's the impostor who has stolen
Thor's Hammer, and you'll need some extra help to deal with
him so ignore him for now.
[Note: what follows is a bit risky and you'll lose some
health in the process from the Minotaur's quake waves. If
you want to do it, just be quick. You'll get useful infos,
and keep in mind you'll change level soon and get your
health back. If you don't, return to the Effigies Terrace
and resume at "To Castle Orr".]
There's a black standing stone beyond the minotaur's lair.
Each time you'll see one in the game approach it to get some
useful hints, so let's go read this one. Climb the stairs to
your R (W) and go to the far L corner of the bronze
platform. Turn 45° L (SW), do a SJ to the platform below.
The stairs to your R (NW) lead up the the Demon Nursery.
Turn to the chequered floor and do a RJ to it. Hurry to the
stone to read: "A spell to stumble make him Trip, Deadly
traps will apply their Grip" and pick up the
Manna from Hexham on the
floor.
Now climb the nearby stairway to the top. Pick up the
Manna from Heaven then go
read both standing stones to your R (S). The first one reads
"The spell you need is in the Manse... Your spirit guide
will take a Glance..." and the second one: "Place the
icons from your past... Anubis can enter this place at
last...".
Now that you more or less know your goals, return to the
Effigies Terrace by going down the stairs, rushing through
the Minotaur's Lair and jumping on the platform. Once there,
go to the far L corner, turn to face the corner of the
higher platform, aiming slightly to its right then hop back
and do a RJ to it. Go back to the Effigies Terrace and cross
it.
Nothing else to do in the Underworld for the moment, so
let's head for the first realm: Castle Orr.
-- To Castle Orr --
Turn to face the northern stairway and climb to the first
junction. The stairway to your L (NW) leads to Babylon,
the ledge ahead (N) to The Block which is a huge wall
barring your way to an unknown other side and you'll need to
break later. For now, turn R (E), run to the edge of the
large bronze platform, turn 45° L (NE), hop back and do a RJ
to the stairway ahead.
Climb to the junction. The stairs to the right (E) leads
down to Uranus, the left ledge to Castle Orr
which is where you're going right now. So turn L (N). Run
ahead. You'll soon leave the Underworld and be sent to
Castle Orr.
==== In this part, you should have found...
Items of note: 2 Anubis
Invocations
== Realm of China: Castle Orr ==
-- Inside the Castle --
Run through the corridor to enter a large square room.
Before doing anything, draw your pistols: you're greeted by
some of the most annoying occupants of the place - 3
spiky pests, running (and
laughing) at you from the stairway ahead. Once you've got
rid of them, take a look around.
Apart form the entrance, there are three openings here in
each side of the room and a closed trapdoor on the floor
near the entrance. There's also a ledge running around
against the walls above. You're going there first.
Through Spikes and Heat to the Castle Key
Run ahead (W) and climb the stairs whence the spiky pests
came. You'll find yourself in a new room with two closed
portcullis, a keyhole and two stone receptacles (The Stone
Holes Room). Ignore all these for now and go R (N) then R
(E) again into an opening to climb another set of stairs.
Again, ignore the opening to your L (N) and run ahead.
There's a jumpswitch in the middle of the E wall
ahead. Go grab it to lower a block in another part of the
castle.
Hop back while holding Action to safely drop down to the
level below, turn L (S) and run into the opening ahead.
Climb down the stairs to find yourself next to a set of
spikes traps on your R
(W). Stand before the leftmost ones and wait for the spikes
to be fully raised to run through them (don't sprint, you
need precision). Stop on the safe tile with the
shotgun normal ammo and
pick up the latter. Deal with the remaining
spikes traps like you
did with the first ones.
Before you is a block that will lower later. Turn R (N), run
to the end of the passage, climb the ladder on your R (E)
and pull up in a new room. There are two jumpswitches here:
grab the L one (N) to deactivate the spikes below then the R
one (S) to open the floor trapdoor in the Entrance Room.
There's an opening in the SW corner (the block you lowered
with the first jumpswitch was there). Go through it and
crawl a bit.
You're now standing on a transparent floor right above a
large patch of burning floors.
Activate the lever ahead to switch on sprinklers
which extinguish four of the tiles below and make them safe.
There's another opening in the room leading to the ledge
above the Entrance Room. Would you have come here from
there, you'd have meet a Xian Guard who would have activated
a very nasty burning trap system.
Return to the previous room and drop down from the ladder
hole. Return to the other end of the passage where the
spikes were and turn R (S) then R again (W) to find yourself
standing before the burning
floors. The safe ones are the ones with smoke.

Stand to the right and do a SJ on the first safe floor. The
next jump will be the trickiest one because you have to do a
RJ, which means taking a run up and taking off without
touching any of the nearby burning floors. Stand in the very
corner of the tile with a 45° L angle (SW), run straight
then jump with a hard R curve to land on the next safe tile.

Turn R (NWW) and do a SJ to the next safe
tile. Finally turn L (SSW) and do another SJ to the last
tile. Run into the next room.
On your R (W) you can spot an opening and before you is a
strange mushroom shaped cage enclosing a key, with
motionless lights above. Run to it and beyond to pick up
some shotgun normal ammo on
the floor near the wall. Turn around and shoot the cage
to break it. Immediately a swarm of
fireflies comes to sting you. Crouch to lower the
damage done and wait for them to fly away. Now you can pick
up the Castle Key on
the floor.
Go through the opening and run along the corridor. It's
closed by a block at the other end but said block will lower
as you approach. Continue running to find yourself back at
the other side of the burning floors and return to the
Entrance Room.
Moving a Xian Warrior for the Orr Key
Go to the side of the trapdoor hole that's closest to the
entrance (eastern side) and drop down to grab a ladder.
Climb down to the room below. It's a rather small one bathed
in lava and crossed by ledges. There are
spikes on the middle
one. Ahead of you (W) is a closed grate preceded by a
brown colored tile, near the far R corner (NW) is a
red tile with a pulsing compass rose, finally to your R
(N) you can spot a moveable Xian Warrior effigy.
Your mission, should you choose to accept it, is to place
the moveable Xian on the brown colored tile. Since you
obviously can't do it through the spikes, the red tile is
there to make them disappear, but very temporarily. The
trick here is to proceed in several stages.
Turn R (N) and do a RJ to land near the effigy. Pull it
three times to place it near the spikes then run to the red
tile and turn around (E). The spikes have now stopped or
even totally disappeared (even if they're still up, they're
harmless). Save, the timed-run begins.
Run with a L curve and jump on
the platform behind the effigy. Push it once, immediately
hop back then go back on the red tile and save. Now return
to the effigy and push it once again. Backflip this time to
get out of the spikes way. Return to the red tile and save.
Run to the effigy (you may jump to gain some time) and push
it once. Side jump R this time. You've done it.
Now pull the effigy on the brown tile to open the grate
behind you. Turn around (W) and enter the corridor beyond.
Run to the other end and pick up the
Orr Key on a pedestal.
Return to the Entrance Room (you can side jump over the Xian
effigy to avoid a detour if you so wish).
Changing the Settings for the First Virgil's Stone
Go back to the above ledge via the western stairway opposite
the entrance and this time run through the opening to your L
(N). Run down the flight of stairs to find yourself on a
closed balcony overlooking a lava room crossed by a
spiked ledge. Look at
the R (E) wall to locate an opening, pull up in it, pick up
the shotgun then return to
the balcony.
Locate the Orr Keyhole on the N wall to your R and go
use the Orr Key on it. It extends a wide stairway over the
spikes in the nearby room, granting access to the opening on
the opposite side. Return to the Entrance Room by climbing
up the stair and safely dropping down in it.
Go through the opening in the N wall (L of the entrance).
Climb the stairs all the way up, past the one you've just
extended, and continue until you reach a room with skeletal
musicians playing some soothing music (you're in the Music
Room). Notice the gold ring locked in a cage to your L (S),
say hi to the skeletons who are perfectly harmless (for
now), and resume running.
You'll pass a closed grate, another closed balcony then will
eventually reach a small room closed by a portcullis. Pick
up the 1st Virgil's Stone
there on the pedestal. The portcullis opens as you do so. Go
through it to return to the Stone Holes Room.
A Disputed Second Virgil's Stone
The Castle Keyhole is on the L of the portcullis
ahead. Go use the Castle Key on it to open said portcullis
and run into the passage beyond. You'll pass another open
portcullis to reach a square room with a lever in the center
and a closed grate in the far L corner (SE).
Enter the room (the portcullis closes behind you), activate
the lever and immediately get ready to fight your
very first Xian Warrior as
well as 3 spiky pests for
good measure. Once you've taken care of them, pick up the
2nd Virgil's Stone
the Xian Warrior was nice enough to leave behind.
Go through the opening in the SE corner and follow the
corridor to a small dark room. Notice the strange device you
can spot by looking through the window: it's your way out
(but of course, it's for much much later). For now, activate
the lever here to reopen the portcullis in the nearby
room. Return to the Stone Holes Room.
Timed Jumps over Lava and More Xian Moving for the Lava
Key
Turn R and run toward the edge of a
lava pool. There are two
floating platforms there, but the closest one is too far for
you to reach. The Stone Holes are there on each side.
Use both Virgil's Stones on them which will make two more
platforms appear. But not exactly as expected.
The next part is indeed tricky. You have two sets of two
platforms appearing alternatively for five seconds. You must
time your jumps precisely. If you're too slow, the platform
under your feet will disappear. If you're too quick, you'll
land before the next one appear. In both cases you"ll
meet a painful end in the lava.
Position Lara one tile away from the edge and facing the R
corner of the first platform. Wait for it to appear and
immediately do a SJ to it. Wait 3 seconds and do a RJ to the
next one, which will appear as you land on it. Turn L to
position Lara with a slight R angle and do a RJ with a R
curve to the next platform. Turn R to face the future next
platform, hop back and do a RJ with a R curve. Do another RJ
to the other side of the lava pool.



On your L (S) you can see a gold ring on the wall and a
closed portcullis surrounded by two jumpswitches, each above
a fountain of lava
(meaning they're very much inaccessible for now). Ahead of
you (W) you can see stairways leading down and there's an
opening to your R (N)
Run down the stairways ahead to eventually find yourself in
a room bathed in lava crossed by four connected ledges, each
with a moveable Xian Warrior effigy at the end. SJ
over the lava to reach the ledge, turn L (W) and run to the
other end to pick up some shotgun
normal ammo.
Now note the three red drawings on each ledge. Turn around
(S) and look at the drawing on the wall. You're now in for a
puzzle. You can try to solve it by yourself or look at the
detailed solution in the Spoilers Section at the end of this
walkthrough.
Once the puzzle is solved, you get a camera shot of the cage
lowering in the Music Room, granting access to the gold ring
there (said gold ring being nothing but the Lava Key).
Return to the previous room and run through the opening to
your L (N), opening a large black grate on your way. Run
through the latter, turn L (N) and go climb up the stairs to
eventually be back in the Music Room.
Go to the now accessible pedestal and turn to face the
skeletal musicians before picking up the
Lava Key. Apparently,
the musicians don't appreciate the fact that you're more
interested by a petty key than they're artful performance
and you've now got 3 angry
skeletons to deal with. Your best chance in this case
is to lure them in the Moveable Xian Room, SJ over lava to
land on the ledge, turn around and shoot them with the
shotgun in mid-air as they jump in turn to reach you.
To the Roofs
Once you've dealt with all of them, return to the previous
room and go use the Lava Key on the Lava Keyhole (the
gold ring on the wall L of the portcullis). It turns off
both fountains of lava,
granting access to the jumpswitches. Go grab them
both to finally open the nearby portcullis.
Go through it and run through the passage. Climb either
stairway to reach another passage. It goes on to the L (E)
but it's a dead end for now. Notice the blue wall covering
on the wall ahead (S). It's fake, meaning you can go through
it. Do so, climb down the stairs, cross the next room to the
pole ahead (E), noticing the motionless little suns on your
way. Run off the hole while holding Action to grab the pole
and slide down to reach another room below.
There's a mechanism here, but it's currently blocked by a
rock. Shoot it to break it and set the mechanism in
motion. Climb up the pole to return to the room above. The
little suns are now turning and there's a blue electrical
column in the room above, visible through the transparent
ceiling. Make your way there by going through the blue wall
covering at the top of the stairs, into the passage then R
(E).
Run to the blue electrical column which will then lift you
(stay on it until it stops at the top or you'll be stuck
down forever and have to reload). Run to the small wall
ahead (S), turn around, jump up and grab the ceiling
trapdoor handle to open it.
Pull up into the passage above and run through it until you
reach a part with a yellow plate glass window on your L (S)
and a closed portcullis ahead (W). One of the windows has
been loosely fixed with some planks. Shoot it to
break it and run through the broken window to find yourself
on a balcony overlooking the void. You're now on the roofs
outside the Castle.
-- Roofs and Battlements --
To the Battlements
Turn R (W) and run to the end of the balcony. Turn R (N)
again to face the window then hop back with Action pressed
to grab the edge. Let go and immediately hit Action again to
grab the crack running in the wall below. Shimmy to the L
until you can pull up in a CS at the end of the crack and
crawl until you can stand up.
You're now standing on a ledge running against the wall. Run
to the other end and notice the opening to the R in the
distance (NW). That's your next destination. To help you get
there are four slopes and a MS stretching on the ceiling
against the far wall ahead (N). Turn to the wall with a 30°
angle so you face SEE and the L side of the first slope is
on your back and backflip. Immediately jump with a hard L
curve to aim at the flat ledge ahead, hitting Action at the
very last moment to avoid hitting the wall.
Turn around (W) and position Lara two steps away from the
edge with her left shoulder against the wall. Side jump to
the R and immediately jump and hit Action to grab the MS
above. Swing forward over the next slope and go on until
you're above the second one. Let go, slide to the bottom
then jump and grab the edge of the platform ahead. Turn 135°
R to face the opening (NE) and do a SJ to it, holding Action
to avoid hitting the wall.
Climb the stairs to reach a higher ledge. Turn R (S) and run
to the edge. Turn 45° R (SW) to aim at the next ledge beyond
the corner and do a SJ to it with a hard R curve. To a long
RJ+G to the stairs ahead hitting Action at the very last
moment and pull up. Climb the stairs to the top, turn R (N)
to face the wall and pull up on the battlements above.
Sneaking Into the Place and Distracting the Guards
Ahead of you, you can spot a Xian Warrior watching over a
device with fountains of lava
and a wheel. Whatever you do, don't get close to him or his
three fellow guards strategically placed on the roof: they'd
activate the device and you would be torched. There's no way
you can kill them quick enough with the shotgun (let alone
the pistols) and you won't find any other weapon in the
whole game. So stay on the battlements for now and you
should go unnoticed (and stay alive). We're now going to
find a way to distract them and access the 1st Lizard
Trueform (the little blue thing you can spot in the distance
to your R).
Turn R (E) and run along the battlements jumping from crenel
to crenel until you reach a large empty area near the end.
There are stairs to your L (NE) leading back inside the
Castle but you're now going to make a small detour to open a
way to a Secret.
Run to the wall ahead then go R
(S) to the edge. Turn 45° L (SE): there's a ladder ahead. Do
a RJ and grab it. Go R along the climbable wall until you
reach a part with a jumpswitch. Position Lara above the
jumpswitch, let go and immediately hit Action to grab
it, lowering a block elsewhere in the Castle walls, then
land on the flat ledge below. Now you have to make your way
back.
Jump up and grab the wall. Go L
until you're back at your starting point. Backflip, roll in
mid-air (hit Jump+Roll) then do a hard R curve to land back
on the roof.
Turn R (N) and run across the roof until you run off on a
stairway leading down. Turn around (S) and run down the
stairs. Ignore the corridor to your R (W) for now, there's a
Xian Warrior there ready to activate a
fountain of lava device.
Go L (E) instead. A blue imp
is walking in circle on a raised platform, shoot it down
quickly. Run along the platform and turn R (E) at the wall
to pick up some shotgun normal
ammo in the corner. Turn around (W) and run into the
small alcove.
Activate the lever here to change the guard from Red
Shift to White Shift. By doing so you have distracted the
Xian Warriors and they now leave their deadly devices. Of
course, this also means you'll soon have to fight them.
Seizing the Lizard Trueform and Leaving Castle Orr
Draw your weapon and return to the passage between the
platform and the stairway. The Xian
Warrior who was waiting in the nearby room is already
there, as well as a blue imp.
They'll very soon be joined by 3
other Xian Warriors. Shoot all this beautiful people
down, careful not to accidentally jump on the burning tiles
on the platform while fighting.
Return to the roof via the stairway but stop two stairs
before the top and go L (S) to pick up some
shotgun normal ammo. Turn R
(W) and go pick up the Lizard
Trueform on the pedestal. Continue ahead across
the roof until you reach a lever near a fountain of
lava device. Activate the lever to create a pole near the
Broken Window balcony.
Return inside the Castle via the stairway in the NE corner
of the roof, climb them down and turn R (W) this time. Run
across the room and through an opened portcullis to your L
(E). You're back on the Broken Window Balcony.
Go on the ledge and face the pole. Run off while holding
Action to grab it (don't jump to it) and slide down to the
bottom, finding yourself on a terrace surrounded by crenels.
Turn L (E), run to the edge and do a long RJ+G to the ledge
ahead, hitting Action at the very last moment. Pull up and
run around the corner. Time to collect Secret #1.
Locate the opening in the wall to
your L (W). That's where the block you lowered a while ago
was located. Pull up in it and pick up Secret #1: a
Manna from Heaven.
Return to the ledge below.
Do a long RJ to the next ledge to the N. The strange device
to your R (NE) is a teleporter that will beam you
back to the Underworld. Run to the end of the ledge, turn
45° R to face the teleporter and do a SJ to it to be
immediately transported back to the Underworld.
-- Underworld Interlude: To
Hyan Pyramids --
A camera shot shows you the block under the Xian Warrior
effigy lowering, meaning you've completed the China Realm.
You're now standing on a platform floating in the middle of
nowhere. Turn R (W) and do a RJ to land on the long ledge
stretching ahead. Turn L (S) and do another RJ to the
platform and return to the Effigies Terrace. Run across it
to reach a wide stairway and stop at the junction.
For now climb the stairway to your L (E), do a RJ to the
next one and follow the path through ledges and stairs until
you're sent to Hyan Pyramids.
[Important: Make sure you've collected the Anubis
Invocation Scrolls before entering Hyan Pyramids. If you
haven't done so, you still can backtrack from there to the
Underwold to pick them up.]
==== In this level, you should have found...
Enemies: Spiky Pests,
Fireflies, Xian Warriors, Skeletons, Blue Imps
Items of note: Castle Key,
Orr Key, 1st Virgil's Stone, 2nd Virgil's Stone, Lava Key,
Lizard Trueform
1 Secret
some Traps- 1
Timed-Run
== Realm of Ego: Hyan Pyramids, the Nothings and the
House of Self ==
-- Into the Nothings --
Run through the short passage into the next room. On your L
(N) is a black standing stone near a wide white opening. On
your R (S) is an Invocation Stand. Run to the stone first
and "read" it: "The Nothings.... No Space... No Time...
No Nothing... Just Nothing!" What this means is that
would you enter the white opening now, you'd be irremediably
lost. So don't. You need someone to guide you, and you're
going to call him right now.
Go to the Invocation Stand and use a scroll of Anubis
Invocation on it. A black man-jackal dressed in an Egyptian
tunic will soon appear: this is Anubis, Egyptian God of the
Dead. He will help you in your tasks in several occasions,
so be nice with him. For now, follow him carefully into the
Nothings and always keep your eyes on him. This said, he's
patient and will wait for you would you lose him.
-- The Pyramids --
Finding the Way to the Pyramids
Once you're out of the Nothings, keep following Anubis
across a large Egyptian room into a smaller one. He'll stop
before an empty frame, his map still in hand. Truth is, he
now needs a better one to guide you through another more
complex part of the Nothings. Your task here is to find it
for him.
First, collect the four Boulder
Keys on the nearby pedestals then return to the
Large Egyptian Room. There's a jumpswitch on a wall to your
L (N). Activating it will be your next task.
Run to the other side of the room and turn L after the blue
wall. Pull up on the stairway. Go one stair away from the
wall, standing on the L of the edge (side step if necessary
to position Lara so she won't go on the nearby step). Turn
slightly L, hop back and do a RJ to grab the edge of the
higher platform above. Pull up, cross it diagonally to the
far L corner (SW), turn R (N) and hop back while holding
Action to grab the edge. Position Lara above the
jumpswitch, let go and hit Action again to activate it,
raising a block nearby. Return on the high platform like you
just did.
This time run straight ahead to the far R corner (W) and
turn slightly R (NWW) to aim at the newly raised block. Hop
back and do a straight RJ to it. Pull up on the nearby roof.
Don't go into the structure: there's nothing down there and
you wouldn't be able to go back up (and have to reload). Go
L (S) and around the corner, stopping roughly two tiles away
from the W wall. You now have to jump successively on two
collapsible tiles to
reach the opposite side of the room. Since you can't grab
the edge of said tiles, you must do RJs to succeed.
Turn 45° L (SW) to face the closest R corner of the first
tile and do a RJ to it with a L curve at the end. Run in "S"
and do a RJ to the next tile again with a R curve. Run with
a L curve and finally jump to the large platform ahead.

Look to your R (E) to spot the Nothings entrance in the
opposite side of the platform and the closed large double
door at the top of the stairway. Run into the opening ahead
(S) and go down the stairs to find a lever at the
bottom. Activate it to open the nearby closed double door
giving onto the Maps Room (say hi to Anubis) as well as the
one on the top of the stairs above. Return up there, climb
up the stairs past the newly opened door all the way to the
top.
[Make sure you've picked-up the 4 Boulder Keys before
going any further (or later do the mother of all backtracks,
Richard dixit)]
Touring the Place
This is a huge area (and I do mean huge), so take note of
the landmarks here so you don't get lost. Run ahead (N) past
a Small Sloping Pyramid to your L until you reach the wall
in the very opposite side. Pick up the
Manna from Hexham there in
the corner.
Turn L and run W past a small step pyramid with four
boulders at the top (we'll call this one the "Small Boulders
Pyramid" for future reference). These are the very boulders
you have to set in motion using the Boulder Keys. Your
problem here being finding the appropriate keyholes.
Continue running ahead, you'll soon spot a very Large
Sloping Pyramid riddled with
boulders and with triangular recesses scattered on
the slopes allowing you to climb them up. You'll soon get
there but keep running W past the Large Sloping Pyramid and
along the wall until you find another
Manna from Hexham to pick
up.
Keep running around the Large Sloping Pyramid, this time
heading S toward three obelisks. As you approach them, you
disturb 3 pyramid spirits (two red and one blue). But don't
be afraid: they're harmless (at least, these ones are).
Simply enjoy the show while it lasts, they'll eventually go
extinguish in a nearby pool.
Stay near the first obelisk and turn L (NE). Now it's time
for some alpinism.
The Long Ascent
What you need to accomplish now is climbing all the way to
the top of the pyramid and around its walls while avoiding
being flattened by the numerous boulders you'll trigger on
your way.
* Lower North-East slopes
Standing with the first obelisk on your back (leftmost one
when looking toward the pyramid), locate the entry point
which is near the left corner and do a SJ in it. Turn R
(SEE) to aim at the closest and slightly higher recess
standing one step away from the edge and do another SJ. Turn
L (N) and do a SJ to the recess above. Turn R (E) and do a
SJ, then two more to the nearby recesses. Upon landing on
the third one, you'll trigger a
boulder but it will harmlessly pass on your side, so
nothing to do here to avoid it. Turn R (S) and locate the
recess ahead and slightly below. Do a RJ to it. Turn L (E)
and do a SJ to the recess above.
Don't do a SJ to the next recess: you'd be crushed by the
boulder that will be
triggered when you land on it. Do a RJ to the recess beyond
instead, then a SJ to the recess above and a RJ to the
corner.
* Lower North-West slopes
Do a RJ to the next lower recess ahead then a series of
upward SJ. You'll trigger a
boulder on your way, but it will miss you so no need
to worry. The next part is a bit trickier. Turn L (SW) to
aim at the next recess above, standing in the corner, then
do a SJ with a L curve. You trigger a
boulder right above you
so immediately run to do a RJ with a slight R curve and
safely land in the next recess. Do a SJ from there to the
corner below.
* Upper North-East slopes
Do a RJ to the next lower recess ahead, a SJ to the next the
a RJ. Wait for the boulder
to pass by. Do a RJ to the recess ahead then a couple of SJ
to the corner.
* South-East slopes
Go around the corner, position Lara and do a SJ to the
recess below. Do a RJ to the larger recess ahead and another
RJ to the next one. You'll trigger a
boulder upon landing so
keep running for a last RJ to the corner.
* South-West slopes
Do a couple of SJ to the closest high recess then a RJ to
the next one. Do a RJ to the second recess ahead, triggering
a boulder that will
mercifully miss you, then a couple of SJ to the highest
recess. The next jump is tricky indeed, because you'll have
to do it while "blind". Position Lara and do a SJ over the
corner to safely land in a recess beyond.
* Upper North-West slopes
Cheer up, you're almost there! Do three successive SJ upward
and to the L then three more to (finally!) reach the top
after which you will...
...fall all the way down through a deep shaft and find
yourself swimming in a pool of clear water.
Four Holes for the Boulder Keys
Before exiting the water, turn L (S) and swim to the wall.
There's an opening there, but it's for a tad later. For now,
turn L (E) again to locate the UW lever on the S side
of the pillar and pull it. This will raise a block in the
far L (NW) corner of the room. Now turn around (S) and exit
the water.
You're in a rectangular room with blocks in all four
corners, including the one you just raised which is topped
by a jumpswitch. There's also a hard-to-spot opening up in
the wall ahead (N), right in front of you. Let's start with
the block on your L (W).
Run to it and hit Action to realize it's a moveable block.
Pull it aside then jump over the pool corner and turn L (S).
There's an alcove here with the first Boulder Keyhole.
Use a Boulder Key on it. You get a camera shot of the Small
Boulders Pyramid and a first boulder falling from its top.
Turn around (N) and go climb on the block in the NW corner.
Jump up and grab the jumpswitch to lower the block in
the opposite corner (SE).
Turn R (E) and run along the pool past the slightly raised
floor to find yourself below the opening. Pull up in it and
run through the short passage to find the second Boulder
Keyhole and use a Boulder Key. This makes a second
boulder fall.
Return to the pool room and turn R (E) to face the next
block. This one's shatterable, so shoot it to break
it, revealing another shatterable block. Shoot again
to reveal the third Boulder Keyhole. Use your Boulder
Key here to make a third boulder fall.
Turn around (S) and run to the corner ahead. The block you
lowered with the jumpswitch was hiding an alcove with the
fourth and last Boulder Keyhole. Use your last Boulder
Key to set the last boulder in motion. As you do so, the
Small Sloping Pyramid is turned into a Small Step Pyramid,
allowing you to climb to the top.
A Labyrinthine Way Back
Jump back in the pool and swim through the opening in the S
wall. You're now in a small underwater maze.

First, swim straight ahead (S) past the
junction to the wall and go L (E) to pick up some
shotgun normal ammo then
turn around (W) and swim to the other end to get some
lights.
Return to the previous tunnel and swim ahead (N) then R (E)
at the junction and R again (S) at the next. Swim to the
other end to pull the UW Lever there which lowers a
block nearby. Turn around, go R (E) at the junction then
ahead to eventually find yourself back in the pool where you
got rid of the pyramid spirits in the Pyramids Area.
The Coveted Map
Turn R to exit the pool by its northern side and run toward
the Large Bent Pyramid corner (with the Golden Pyramid on
your R). Turn R (E) to run between the Small Boulders
Pyramid and the Golden one. You'll soon spot the Pyramid
Previously Known As Small Sloping (aka the one you turned
into a step one) in the distance to your L (NE). Go to it
and climb the steps to the top where the
Pyramid Key is waiting
for you. (Don't mix up your Pyramids, there. The pyramidal
thingie at the top of the Boulders Pyramid isn't the
Pyramid Key at all. It's a blue
pyramid spirit that will chase you all the way to the
pool).
Now, with your Pyramid Key in hand (so to speak), turn to
face the Small Boulders Pyramid (W) and slide down to ground
level. Turn L (SW) to head to the Golden Pyramid and find
the Pyramid Keyhole in the recess. Use the Pyramid
Key on it to lower a tall block nearby granting access
inside and enter.
You're now at the bottom of a shaft with uneven stairs
leading up against the walls. Climb the first flight of
stairs then do a SJ to the next one. Once at the top, turn R
(W), jump up and pull onto the top of the pyramid.
To your R (N) is a high golden block with a (for now)
dormant red pyramid spirit
on it. Climb it up: the Better
Map for Anubis is there.
As you may have guessed, the spirit will awaken as soon as
you pick up the map. The problem here is there's also a
Secret nearby. So now you have the choice. Either you get
the map and run for the pool then climb up back here to get
the secret, or you feel bold enough to try to do both in one
go. In the latter case, turn around to face S before picking
up the map, do so then run off the block, turn L (E) then
resume at the green paragraphs below. What immediately
follows is the cautious way.
First, turn SW (you should see the pool down below) and pick
up the map. As expected, the red pyramid spirit awakens so
run off the block then the edge of the pyramid to slide down
to ground level. Quickly run to the pool to get rid of the
spirit. Now get back inside the Golden Pyramid to collect a
secret.
Go back to the top, turn around
(E), position Lara to the R, standing two steps away from
the edge and turn very slightly R. Now do a SJ of faith over
the edge to land in a recess below, losing a little bit of
health in the process. Turn L (NE) so the outside corner is
on Lara's back, standing in the center of the tile and hop
back to land in another lower recess. Pick up Secret #2:
a Manna from Heaven,
turn R (S) then slide down to ground level.
-- The Nothings: Take 2 --
You're now close to the Large Egyptian Room below. Turn L
(E) and run along the edge to the other end then turn L (N)
to run off to the stairs below. Climb them down (W) then
continue on the platform to the other stairway to your L (S)
and climb this one down as well to join Anubis. Go to the
back of the empty frame he's staring at and use the
Better Map on it.
"Excellent" says the Jackal God, and then he runs to
the Nothings at the end of the ledge above. These Nothings
are a bit more complex than the previous ones, so make sure
you don't get lost and tightly follow your divine guide
through them. You'll eventually emerge in a large stone
room.
-- The House of Self --
Okay, time for a bit of psychanalysis. You're now in the
House of Self, meaning that you'll soon have to face your
ego one way or another.
Run ahead (N) to the other side of the room, noticing an
opening to your L (W) on your way and look behind the column
to pick up a shotgun on the
floor. Return to the hallway, run through the opening you
just spotted and run to the junction.
Notice the closed stone double door on your L (S) with a
receptacle next to it, then turn R (N) and resume running
until you enter a new room. There's a chessboard floor here
in the center with two moveable Lara heads and a
closed double door to your R (N). Since it's a puzzle, you
can either solve it by yourself or look at the solution in
the Spoilers Section at the end of this walkthrough.
As soon as you have solved the puzzle, the northern double
door opens. Draw your weapon and get ready to fight...
yourself. Or to be accurate
a super, deadly ray casting version of yourself. Once you're
done with this ego crisis, go through the newly opened door
and pick up the Super Ego
she left behind.
Leave the Chessboard Room to return to the hallway and run S
to the closed double door. Use the Super Ego on its
Receptacle to the R and enter the next room.
Notice the Nothings there on your R (W) behind closed gold
grates and the black standing stone nearby. Go pick up the
Lizard Trueform on
the pedestal in the center. The golden grates disappear as
you do so. Run to the stone to read it: "Nothings super
highway... suitable for novices". That means that you
can enter this part of the Nothings without fearing to be
lost.
So simply enter the white void and run straight ahead until
you find yourself back in the Underworld.
-- Underworld Interlude: to
Uranus --
You're now standing on a platform with the Nothings exit
floating above your head. A camera shot just showed you that
the block under the Lara Effigy is now lowered: you've
completed the Ego Realm. The Inverted Manse is to your L
(SW), meaning that to get to Uranus, you'll first have to go
back to the Effigies Terrace.
Walk to the L corner ahead, turn toward the Inverted Manse
and do a SJ to the ledge below. You'll lose a bit of health
in the process, but since you'll soon go to another level,
it doesn't really matter. Run W to the other end of the
ledge and do a RJ to the bronze platform. The Effigies
Terrace is on your R (N). Go there via the stairway then
cross it to the opposite side to reach the northern
stairway.
Like you did when you went to Castle Orr, climb to the
junction then run R (E) to the end and do a RJ from the
bronze platform to the stairs to your L (NE). Run up to the
junction but this time go R (E) down the stairs and along
the ledge to reach a grate platform. Walk to the other side
of the strange apparatus pouring a crimson flow of blood
into the mouth of a cave below and run off to surf the wave
(or rather slide down the flow) and find yourself in Uranus.
==== In this level, you should have found...
Enemies: Red and Blue
Pyramid Spirits, Super Yourself
Items of note: 4 Boulder
Keys, Pyramid Key, Super Ego, Lizard Trueform
1 Secret
a few Traps
== Realm of India 1: Uranus - River of Blood ==
[On several occasions you'll have to shoot shatterable
things to be able to continue. Don't search for a
laser-sight: there are none. There are no revolvers or
crossbows either. You'll be perfectly able to proceed with
your pistols only.]
That's not your eyes deceiving you: this river is
flowing upstream. What you have to do in this part of Uranus
is follow the river up to its mouth to reach the Styx and
Osiris Court.
-- The Blood Falls --
Swinging Heads and Scimitars
You're now standing in a rather dark cave, with the River of
Blood flowing up and away. First, go L (S) to pick up some
shotgun normal ammo then
turn around (N), go to the other bank, turn L (W) and do a
RJ over the water. Go pick up the
lights ahead.
Walk ahead a bit and turn R (N): this part of the wall looks
different. This particular texture marks a climbable wall
and this will be the case all along the level (it will mark
MS as well). So climb to the top to reach an upper ledge
running along the walls. Go ahead then L (S) around the
corner: you're now above the upward cascade. Look to your L
(SE) to spot some lights
and make your way to pick them up, jumping over slopes if
needed (during your journey along the River of Blood,
slopes will be your principal enemies. Be careful where you
step, lest you fall in - sometimes - deadly waters).
There are some shotgun normal ammo
ahead and to your L (NE). Go pick them up as well.
Now that you've collected all the goodies the area had to
offer, return to the top of the cascade either by safely
dropping down to the river and climbing back up or going
around the ledge and turn W to face the river. There are
some lights to your L (SW).
Go pick them up, run to the end of the ledge then turn R (N)
and do a RJ over the water to land on a larger dry area.
Draw your weapon and run ahead a bit. Soon your first
lizard man will jump at your
throat from the shadow. Take him down quickly, but be
careful not to fall in the water during the fight, or he'll
have a serious advantage when you have to pull out.
Take a look around. On your L (W) you can see another part
of the river with a pillar emerging in the center. Beyond
(NW corner), the river goes on following a narrower path. Go
there but be very careful to stay on dry land, turn W toward
the narrow part and walk toward the edge. A fly-by shows you
a swinging Shiva head, a scimitar and some sort of loophole
in a wall in front of it.
That swinging Shiva head means danger. It marks a
scimitars trap hidden in
the water. The stream in this part of the river being very
strong, you'll have to deactivate the trap before diving. To
do so, shoot the scimitar shown in the fly-by from the
loophole. You'll meet that Shiva head/trap/shatterable
scimitar combination again in the future. Now that you know
what to do, let's find that loophole.
Turn around, run SE to the pool at the top of the cascade
and jump in the water. The stream will carry you W. Stay on
the L (S) to swim into an opening and through a short
passage until you can surface in another, calmer pool. Exit
the water, run ahead (W) and draw your weapon: you now have
to deal with 4 mites and a
lizard man.
Once you've cleaned the area, run to the R (N) and go pick
up the manna from hexham on
a low block to your R (NE). Turn around and run R of the
stone column (NW) to collect some
shotgun normal ammo in the corner. The loophole
you're looking for is to your R in the N wall. Go to it,
crouch, draw and shoot the shatterable scimitar
visible through the hole. The trap in the river is now
deactivated and you can swim there safely.
Return to the calm pool whence you came, swim back to the
river and let the stream carry you to the pool with the
pillar. Swim to the R (N) then L (W) into the narrow path
and again let the (stronger) stream carry you through a
series of tunnels until you can surface in a large, calm
pool. You've reached the Blood Falls.
Securing the Way
The Falls (or rather "the Rises" in this case) are right in
front of you in all their crimson glory. Your next goal is
to reach the top, but you can't do that from the bottom (too
steep). If you look closely to your L (S), you can spot an
opening in the rocky wall, but would you go there now, you'd
only meet a dead end in the form of a swinging Shiva head
and a scimitars trap
which means you first need to find the matching scimitar to
shatter.
Turn around (E) and spot the UW opening ahead. Swim through
it into a flooded cave then ahead and down to pick up a
manna from hexham near the
E wall. Turn L (N), swim along the wall and look closely on
the floor for some shotgun normal
ammo near the corner. Now turn around and swim to the
center of the cave (roughly) where you'll find a hole in the
ceiling and swim through it. Turn S to pull out of the
water.
Run through the passage until you reach the other end. Look
up to spot the MS above, jump up, grab it and swing forward.
Let go when you're above the flat triangular top of a
pillar. Turn L (S): the shatterable scimitar is ahead
of you. Shoot it to break it and deactivate the next
scimitars trap. Don't try to jump in the passage, the low
ceiling won't allow it. Drop down from the pillar instead to
be back in the pool at the bottom of the Falls.
Swim W toward the Falls and draw your weapon as soon as you
can stand up as 4 mites come
flying at you. Once you've got rid of them, paddle to the L
(S) and again draw when reaching dry land. Run through the
opening. A lizard man will
very soon attack you. Hop back while shooting until you're
back in the water. Since the reptilian creature can't reach
you there, safely shoot him down.
Jump for your Life!
Run into the now safe opening again then through the short
passage to reach a large cave. The swinging Shiva head can
now be passed without problem. Go pick up the
lights in the far R corner
(SE) then return toward the entrance and climb onto the low
block. As soon as you do so, the dreadly sound of
scimitars bursting out
resounds, coming from the two pillars in the room. You're
now in for one of the trickiest sequence of the whole game.
Go to the L corner of the block, and turn 45° L (SE) to aim
one R sidestep from the L corner of the closest pillar. As
soon as the scimitars start rising, do a SJ. Immediately run
with a R curve to take off from one L sidestep away from the
opposite corner (NW) and jump to the next pillar with a R
curve in mid-air. You're now facing an opening ahead, so do
a SJ to it and you've made it.
Going up the Falls
There's a passage ahead but ignore it for now. It leads to
another Shiva head scimitars
hazard area, so you need to find and shoot a scimitar first.
Go R (N) instead, RJ over the hole in the middle of the
passage (or SJ+G and pull up. By the way, would you fall in
it, you'd have to do the scimitars pillars sequence all over
again) and look up for an opening in the ceiling one tile
away from the hole. Turn R (E) and pull up in the passage
above. The shatterable scimitar is just there, so
shoot it, hop back to drop down and return to the previous
passage (again, mind the hole).
Turn R (W) and run into the passage, drawing your weapon on
the way as a lizard man
comes to slash you. Fight him cautiously so you don't fall
back in the scimitars pillars room. Once he's down, continue
along the passage and past the swinging Shiva head until you
find yourself at the edge of an opening overlooking the
Falls.
Look up: there's a MS above you so jump up, grab it and
swing forward to the opposite side of the room where you can
let go to land on a pillar. Turn L (W), walk to the edge and
to the very R of it then hop back to do a RJ to the
relatively flat rock ahead, on the R side of the falls.
Locate the triangular flat rock by the water to your L (SW)
and go there, remaining careful not to slip and fall back to
the pool below.
Go to the edge standing one L sidestep away from the R side,
step back and do a RJ with a slight L mid-air curve over the
Falls to a flat ledge on the other side. Now do another RJ
with a slight L mid-air curve to the flat rock ahead against
the wall.
The wall ahead is climbable, so grab it and go R to the
other end. Pull up and slide down backward a bit to find
yourself on a rather large flat part of the rocks by the
Falls. Turn R (W) and proceed upward until you reach a wall.
Jump up and grab the edge but don't pull up yet, you'd slide
back down. Shimmy to the R to the other side of the Falls
until you reach a wall. Now pull up. Congrats, you've made
it to the top of the Falls.
-- Old Man River --
To the Bridge
You're now standing between the Falls behind you to the E
and a pool of relatively calm water ahead (W). Locate the
low ledge emerging at the other side, jump in the water and
swim straight to pull up on it. Would you go through the UW
opening to the L (S), you'd be carried away by the stream
for a loooong trip that would end on a deadly
scimitars trap served
with a swinging Shiva head, meaning you need to find and
shoot another scimitar.
But it's a long way to there, so, for now, just run ahead,
SJ over the slope and go L (S). You'll find an opening near
the wall in the corner. Go through it to pick up some
shotgun normal ammo in a
small recess. Turn around to go back to the river bank and
draw your weapon to shoot down 2
mites that come to pay a visit. Once they're down, go
S on the rocks separating the calm waters from the furious
ones.
Walk a bit on the Right Bank until you stand between two
slopes and do a SJ to the flat triangular rock in the
corner. Turn R (W), jump over the next slope and run along
the bank turning L (S) at the corner. You should now spot
two high ledges extending from each side of the river,
facing each other. Go to the one on your side, turn R (W),
jump up, grab the edge and pull up. Turn around (E) and do a
RJ to the opposite ledge. You're now on the Left Bank.
Proceed carefully along the wall by SJ from triangular ledge
to triangular ledge, holding Action to avoid hitting the
ceiling, until you reach a wall. Turn R (S) to face the
opposite bank then slightly L to aim at the high block to
your L. Do a long RJ+G to pull up on it, hitting Action at
the very last moment. You're back on the Right Bank. Turn L
(E), walk until you're stopped by the edge of the next
slope, turn 45° L (NE) and do a SJ to land on the bridge.
The End of the Journey
Cross the bridge to the Left Bank and make your way E along
the wall until you're near a stone column. There's a large
ledge beyond to your R but you can't reach it directly from
here. What you can do though, with a little patience, is
safely dispatch the 2 lizard men
roaming around there from where you stand. If they insist on
hiding away, let them be for now, you'll soon have another
occasion. Now, whether or not they're both dead, prepare
yourself for a very tricky jump.
Your next target is the ledge extending from the wall on the
other side of the river on the Right Bank. Position Lara,
then run with a hard R curve. You'll run over the gap
between the two rocks but won't fall. Take off from the edge
and jump with a hard R mid-air curve to land on the tip of
the ledge. Turn 135° L (SE) to face the high ledge on the
other side (if you still haven't safely killed the 2 lizard
men, now is you last chance to do so) and do a RJ to land on
it.
If you miss the first ledge, there's still a chance that
you land on the lower one beyond. In this case, turn E
toward the other bank, walk back until Lara's back is
against the wall then sidestep R as far as you can. Now do a
long RJ+G over the river to the high ledge, hitting Action
at the very last moment and pull up.
Turn L (S) and run to the other side of the ledge. Turn 45°
L (SW) and do a SJ to the ledge ahead. Turn R (NW), locate
the low ledge below and run off to land on it. Run W and
stop one tile away from the end. Turn around (E) and look
up. There's a higher ledge above which will allow you to go
on the Right Bank. Pull up on it, cross it then turn L (W)
at the corner.
Run along the ledge until you reach a slope and can't go
forward anymore. There's a platform extending from the wall
on the other side with an opening beyond. This is one other
tricky jump for you to perform.
The trick here is to run long enough to do a RJ while not
being "re-oriented" by the nearby slopes or low ceiling.
Position Lara, then run with a L curve and jump to the
platform with a L mid-air curve.
The last shatterable scimitar is right in front of
you, at the end of the long alcove beyond the opening. Shoot
it to deactivate the last scimitars trap. Now all you have
to do is jump in the river and swim a bit past the Shiva
head to find yourself in the next part of the India Realm.
==== In this level, you should have found...
Enemies: Lizard Men,
Mites
Items of note: None
a few Traps
== Realm of India 2: Uranus to Osiris Court ==
-- To the Styx --
A New Type of Aqueduct
You're now waist deep in the water, standing at the top of a
cascade flowing in a shallow pool, itself located in a large
room. There's absolutely nothing to do where you are, so
simply run off in the room below, go L to the southern side
and turn around (N).
You're standing near five slightly raised tiles. If
you look up, you'll see a suspended river flowing above,
joined to the floor by four thin water columns. Finally, on
your R (E) in another part of the room, is a set of dark
grey blocks with another slightly raised tile in the
middle. What you need to do is create an aquatic way up from
the room to the river by walking on some of the first five
raised tiles. You can try to solve this puzzle by yourself
or look in the Spoilers Section at the end of this
walkthrough for a detailed solution. Once the puzzle is
solved, you'll have created a continuous column of water
from the floor to the river.
Go to the column of water. As soon as you touch it, you'll
be transported directly to the top. Turn around (S), swim to
the other end and exit the water.
Souvenirs from India
Well, with all these swinging heads and knowing you're in
the India Realm, I suppose you did expect that little
surprise a bit, didn't you? There are indeed
2 Shivas stomping their way
to you, and they don't seem that friendly. Take advantage of
the high steps on each side of the river and dispatch them
both quickly.
You won't have fought for nothing, though: one has left the
Upper Pole Section
and the other the Lower Pole
Section. Make sure you pick them up and combine
them to create the Boatman's Pole. You'll need it in
a little while once you get to the Styx, which is at the top
of the River to the South. But before going there, a little
detour for a secret.
Go N toward the suspended river
then L (W) and R (N) at the corner to run along the edge of
the pit giving onto the large room until you reach the wall.
Climb on the battlements to your R (E) then turn around and
hop back while holding Action to safely drop down on the top
of a pillar below. Crawl through the low CS ahead and pick
up Secret #3: a
Manna from Heaven. Return
to the top of the pillar.
You now need to make your way
back so go to the R corner, turn 45° R (SE) to face the
column of water, hop back and do a RJ to it. You'll be sent
at the top as soon as you hit it. All you have to do now is
swim S, exit the water and climb up the stairway where you
met the Shivas.
Sailing the Styx
Go to the R (SW), you'll soon spot a jetty with a docked
barge nearby. The large expanse of black water ahead is the
Styx, and diving in it is not recommended. Jump on
the jetty, minding the gap between it and the quay. You now
need someone to lead you beyond the Infernal River of the
Dead.
The Boatman's Pole Hole is on the far L corner (SE)
of the jetty. Use the Boatman's Pole on it to call your
personal boatman who isn't grim Charon but no-one else than
Anubis (after all, better travel with a god than with some
underling). Now simply run off to the barge to be safely
carried beyond the Styx to Osiris Court.
-- Osiris Court --
Well you're not quite there yet, to be accurate. You'll
first have to explore around a bit and collect a special
something before being allowed to see the Lord of the
Underworld.
To Gorn Standing Stones
SJ from the jetty to the stone stairway ahead (ignore the
manna from hexham floating in the corner to your L/SE, it's
just here to tease you and can't be picked up). Anubis
climbs to the top and stops there by a large closed gold
door, waiting for you to accomplish your task.
Don't follow him yet. Turn R (W) and look up to spot a chain
in the NW corner, leading up. You're going to use it soon
but first let's visit a bit and collect some goodies.
Pick up the shotgun wideshot ammo
lying on the ground ahead before joining your divine guide
at the top of the stairs. Once there, turn L (E) and do a RJ
to the ledge extending from the wall. There are some
shotgun normal ammo waiting
for you to your L (NE). Go pick them up then return to the
top of the stairs.
Run ahead to the W edge. The side of the ledge you're facing
is climbable. Do a RJ+G to grab it, go R and pull up on the
ledge. Run ahead (careful not to slip and fall) and stop one
step away from the wall. Turn 45° R (NW) and do a SJ to the
western ledge. Make your way N to the chain, jumping over
slopes when necessary and remaining careful not to fall (the
slopes and the ceiling are treacherous here).
Grab the chain while facing N, climb up until you've passed
the upper floor and backflip over a slope to land on a
relatively flat rocky ground. Turn around and slightly R
(SSW), walk to the edge and do a SJ over another slope. Run
ahead (S) to pick up some lights
near the wall. Turn R (W), run on the slopes and slide down
the other side to a large area looking very much like
Stonehenge, thanks to the tall standing stones arranged in
circle. You've reached Gorn Standing Stones.
Run into the circle. There's a stone standing in the center,
looking like some weird mineral mushroom. It's moveable,
so pull/push it aside to reveal the
Lizard Trueform it was
standing on. Pick it up. As you do so, chimes resound and
you get a glimpse of the golden door opening and Anubis
running through it. Osiris Court is now accessible.
Meeting His Lordship Osiris
Run to the far R corner (NE) and SJ over the slope to a
slightly flatter part. Run ahead then turn R (E) and slide
down to the red flat ledge. Turn R (S), walk to the edge and
turn 45° R (SW) to face the chain you climbed to get here.
Run off (don't jump) to it while pressing Action to grab it
and slide down to the bottom.
Turn R (W), run ahead a bit then turn R (N) to face the
wall, hop back holding Action and let go to safely land on a
block below. Turn R (E), go pull up on the stairway, climb
it up to the top and enter Osiris Court through the newly
opened door.
Run through the wide corridor to eventually reach a richly
decorated place which is nothing but Osiris' Throne Room.
Anubis is there, standing by his lord who's patiently
waiting for you to approach. Don't make him wait any longer.
Walk toward the throne, climb on the witness stand before
him (or is it a dock?) and listen to his sentence:
"All those that come before me are judged !
. Lara Croft
there is much for which you must answer
I see there is
blood on your hands
the blood of the innocent, as well as
the blood of the guilty
but why are you here before me
now, this is not your time
. I see you took the magus
route to my domain, that will not spare you my judgement
All those that come before me are judged !
. my servant
pleads on your behalf for leniency
as always he puts forth
a compelling case
you are here on a mission to rid us of
the abomination that goes by the name of the Lizard King.
For that reason alone you must be allowed to continue your
quest."
Well, that was close, wasn't it? Wouldn't it be for that
Lizard King who must be taken care of, the gods only know
what would have become of you. Anyway, once his speech is
over, Osiris sends you back to the Underworld, and you're
now standing at the very place where you started: the Magus
Entrance Point.
-- Underworld Interlude: to
Demon Nursery --
The block under the Shiva Effigy has lowered, meaning you've
completed the Realm of India. There are two more to go,
though, so no time to waste.
Run off to the ramp like you did when you first arrived and
jump from its bottom to the Effigies Terrace. Run R (S) and
climb the stairs to the junction. Once there, turn R (W),
climb up the remaining stairs and go to the L corner of the
platform. Turn 45° L (SW) to aim at the other platform below
and do a SJ to it. Turn R (NW) to face the stairway leading
up and do a RJ from the corner of the platform.
Climb the stairs to the top. You can see the impressive
Unnamed Pyramid to your L (N) as well as a floating platform
close to you and above. Walk to the N edge of the stairway
and do a SJ+G to pull up on the platform. Go R (W) to the L
corner, turn 45° L (SW) and do a SJ to the next stairway.
Run up, you'll soon be sent straight to the Demon Nursery.
==== In this level, you should have found...
Enemies: Shivas
Items of note: Upper Pole
Section + Lower Pole Section = Boatman's Pole, Lizard
Trueform
1 Secret
no Traps
== Realm of Ireland: Demon Nursery & Unnamed Pyramid ==
[An "enemy" in Demon Nursery used to measure time left in
a timed manoeuvre is actually an animation that resets
itself when you save/load. So play this section without
saving to get the full effect. The timed run itself is NOT
affected by this, so saving will only confuse you but not
affect the game.]
-- The Demon Nursery --
Lots of zip lines, suspended platforms and collapsible tiles
here. Your sejour comes in two parts: first, you need to
reach a high terrace which you can spot looking up and ahead
in the distance (W). Second, you'll have to go to the long
suspended platform visible high above to your L (S) and from
there leave the Nursery for the Unnamed Pyramid. Needless to
say, it won't be easy. At all.
Going Up to the Nursery Terrace
You're for now standing at the top of the stairway that led
you here, facing W. Go to the R corner, turn 45° R (NW) to
face the closest large platform and do a SJ to it. There's a
pole leading up ahead, but ignore it for now. Turn L (SW)
instead, walk to the corner, hop back and do a RJ to the
small platform ahead. Turn R (NWW) and do another RJ to the
next platform. Finally, turn R (N) and do a RJ to the long
floating platform.
Walk to the L corner and turn L (NWW). Do a SJ to the
floating cube, turn around (NEE) to face a pillar supporting
a pole leading up. Go to the L corner and do a SJ+G to grab
the edge in the R corner and pull up. Turn L a bit (NW) and
look up.
Your next task is indeed tricky. You need to climb the pole,
backflip on the collapsible
tiles on the L and jump to reach the high platform
above the pole.
Go to the pole and turn around (SEE) before starting to
climb. Grab it and climb until Lara is approximatively one
tile away from the upper platform and backflip. Immediately
hop back, turn very slightly L to aim at the upper platform
L corner and do a SJ+G to the edge and pull up.
Turn R (S), walk to the corner, turn 45° R (SW) and do a SJ
to the diamond shaped platform ahead. Turn L (S), go to the
tip of the edge, hop back and do a RJ to the small platform.
Pick the shotgun normal ammo
before turning 135° R (NW) to face the zip line.
Before using it, take a moment and look down to appraise the
situation. Your next destination is the long ledge with the
boulder in the distance. The zip line goes beyond, so you'll
have to let go at the right moment lest you fall into the
void. Hit Action to grab the zip line, slide down and
let go when you're above the long ledge. The
boulder will roll at you
but won't do you any harm. It will push you, though, so hop
back while holding Action and grab the edge of the ledge to
let the boulder pass, then pull up.
Turn R (N) and run to the ramp ending the ledge as far as
you can. Do a SJ over the steep part of the ramp to land on
an orange platform beyond, which turns out to be an
elevator. Wait for it to stop under a
collapsible tile with
another zip line. The ledge below has turned red,
meaning it's now a deadly
burning floors trap. Walk to the edge of the
elevator, jump up and grab the edge of the collapsible tile.
The difficulty here is that you need time to grab the zip
line, so you have to be perfectly aligned with it and
standing close enough. You can try to pull up now and run
ahead to stop precisely before the zip line, but it's
extremely hard to do so without being either too far from it
or run off the platform and fall on the burning floor below.
An easier way is to shimmy to go to the other side of the
tile right under the zip line and pull up. Quickly turn
around and hit Action to grab the zip line and slide down.
The next tile is collapsible
as well so try to let go soon enough to grab the edge
instead of landing on it. There's another orange elevator
ahead and to your L (SSE) so shimmy to the L until you're
roughly one sidestep away from the corner, pull up and run
diagonally to the L to jump on the elevator. Turn R (W) and
wait for it to lift you to a platform extending from the
Nursery Terrace.
Target Practice
There's a zip line to your R (N) but it's currently barred
by a transparent block which you need to lower. Run ahead to
the lever and take a look around before using it.
There are nine green paths here, all ended by a colored tile
and with a small black motionless figure at the start. Once
you've pushed the lever, the figures will turn into baby
demons who will start to walk to the colored tile. You need
to shoot down the baby demons before they reach the colored
tile, or the floor will turn into a deadly
burning trap. They will
do so one at a time at first but the last ones will awake
together.
OK, ready? Go to the lever, push it and immediately draw.
The target practice begins.

The 1st baby demon to awake is the one on your L
(NW). Shoot it down and turn R (NEE) to shoot the 2nd
baby demon. The 3rd baby demon will awake behind
you so turn around (SW) and shoot him. You've got one spare
second so side step L so you're not standing right behind
the lever (you'll see why later) then turn L (SE) to shoot
the 4th baby demon as soon as he awakes.
Now things will go faster. Baby demons 5 and 6 will awake
simultaneously so quickly turn around (NNE) to shoot the
5th baby demon who's closer to his goal then R (E) to
shoot the 6th baby demon. Baby demons 7, 8 and 9 will
awake in turn, one after the other but with very little time
between them. Turn L (N) to shoot the 7th Baby demon
(which you wouldn't have been able to do had you stayed
behind the lever) then R (NE) to shoot the 8th baby demon
and the 9th and last baby demon.
The last baby demon has left something behind so go where he
started to pick up the Demon
Key (If you can't pick it up because of the black
silhouette, crouch before doing so). As you get the key the
block that barred the zip line lowers, so go there
(E) and use the zip line to find yourself back on the
platform where you started.
A Race Against A Baby Demon
Turn 135° L (NW), go to the pole ahead and turn S before
jumping up holding Action to grab it (using Action while
standing before it won't work). Climb up until Lara's waist
is at the same height as the zip line ahead and backflip on
an orange platform behind. There's another pole to your L
(E), go there and face S again before hitting Action to grab
it and climb up to backflip on a long platform above.
There's a closed double wrought iron door ahead (S) but
don't go there yet. Turn around (N) and run to the end to
pick up a shotgun in the NW
corner. Now run S toward the door. You'll find the Demon
Keyhole on your way to your L (E). Use the Demon Key on
it to open the door.
Turn R (S) and run to the now accessible edge. Do a RJ to
the floating flight of stairs ahead and approach the
standing stone to read it : "Confusion comes to those who
save...". Take note of this wise advice, turn R (W) and
save before doing a RJ to the terrace ahead. Timed-sequence
coming.
As soon as you set foot on the terrace, a little baby demon
will start running (with his tiny legs, so he's not very
fast) along the green path to the colored tile at the end.
You have to perform a series of tasks before he reaches it,
or the entire terrace will turn into an infernal
burning trap. As said at
the start of this level walkthrough, try not saving during
the whole sequence or you'll be confused, indeed. Oh, and
that transparent cylinder he's wearing is a force field that
will prevent your bullets to hit him, so shooting him is
useless.
Last but not least: what you need to do is to place the
moveable Baby Demon Effigy on a colored tile located in the
center of the terrace. Once you've done so, the
timed-sequence will be over. Let's go.
As soon as you land, make two L
diagonal RJ to land on the rightmost transparent block. Run
off to land right before a lever. Push it to lower a
block near the Baby Demon Effigy. Roll to turn around and SJ
on the block. Turn 45° R and jump over the Baby Demon
Effigy. Roll to turn around and push it on the lowered
block.
SJ over the Effigy then do a R
diagonal RJ to land on the other side of the first lever.
Push it to raise the block again then quickly run and jump
on the blocks to land L of the effigy. Push it once, go
around it and pull it 3 times. Sidejump L then backflip to
land by the second lever. Push it to lower the block
under the Effigy. Run there and quickly pull the Effigy on
the colored tile. As soon as you do so, the Baby Demon
stops, and the timed-sequence is over.
You've also raised a block on another one near the far R
corner (NW) in the process, granting access to a zip line.
Go there and turn R (N). This face of the blocks is
climbable, so grab it, climb and pull up on the top of the
newly raised block. Go to the far R corner (NE) and use the
zip line there to slide all the way down to...
-- The Unnamed Pyramid --
What about a nice transparent 3D maze, now? You need to find
a path to the top, using the ladders you'll find on your
way.
Run ahead (N) past the first two junctions and turn R (E) at
the third. Turn L (N) then R (E) and run past the junction
to the edge of the Pyramid. Go R (S) then R (W). Turn L (S)
at the junction then R (W) and follow the passage until you
find a ladder to your R (S). Climb up to pull up on the
second floor.

OK. Now things get a little bit more complex, since you'll
have (hard to spot) holes to deal with as well. Go R (W)
then R (N) again at the junction. Run to the wall and turn R
(E). There's a rectangular hole before you leading down to
the first floor and a corridor to your L giving onto the
middle of the hole. Walk to the edge, turn L (NE) and do a
SJ over the hole with a L curve in mid-air to land in the
corridor. Run ahead (N) to the wall then turn R (E) and do a
SJ over another hole. Walk to the edge, position Lara facing
NNE, hop back and do a RJ with a hard L mid-air curve to
land in the passage at the N edge of the pyramid. There's a
ladder to your L on the S wall. Climb it up to reach the
third floor.

Turn R (E), run along the edge then S around the corner and
stop at the junction. Turn L (E), do a SJ over the hole, run
to the wall and turn L (N). There's a low block ahead so
climb onto it and turn around (S). The wall above is
climbable. Jump up and grab it then climb up to pull up at
the top.

Pick up the Lizard Trueform
on the pedestal. As you do so, the block under the Baby
Demon Effigy lowers, meaning you've completed the Ireland
Realm. Turn around (N) and hop back while holding Action to
safely drop down to the floor below. Turn around again (S)
and use the zip line. Slide down until you're above a
collapsible tile and let
go. Immediately hop back while holding Action to grab the
edge of the tile. Wait for it to break to land on a platform
below, losing a very tiny amount of health in the process.
-- Underworld Interlude: To
Babylon --
Now it's time to head for the last Realm: Babylon.
Turn 45° L (SE), walk to the edge and do a SJ to the
stairway below. Climb down to the bottom, SJ on the lower
platform and turn L (E). Walk to the edge, standing in the L
corner, turn L to face the next upper platform, hop back and
do a RJ to it. Run down the stairs to be back to the
Effigies Terrace.
Cross it, run up the stairs to the junction, turn L (W) and
climb up to the platform. Go to the far R corner, turn 45° R
(NW) to face the next stairway and do a RJ to it. Resume
running up until you're transported to Babylon.
==== In this level, you should have found...
Enemies: None
Items of note: Demon Key,
Lizard Trueform
some Traps - 1
Timed-Run
== Realm of Egypt: Babylon ==
[The vehicle used in Babylon does not have reverse so
don't leave it in a stuck position facing a wall.]
[Vehicle controls - Mount: stand on the right side
and press Action. Dismount: Jump+Right. Accelerate: Action.
Brake: Jump. Turn: Direction keys]
Welcome to Babylon! Here you'll mostly practice your driving
skills through fire, treacherous grounds and vertiginous
heights. As for the vehicle you'll drive? Well... you'll
see.
Run down the wide stairway to reach a square room which
three openings, a closed golden door and a set of five
levers (the Entrance Room). The two openings to your L (E)
only leads to dead ends for now, as the ramp at the end of
the passages they give onto it's too steep for you to walk.
The closed golden door won't open before a good while. Of
immediate interest are the five levers in front of
you (S), and the opening to your R (W).
This is a puzzle indeed, so take a look at the Spoilers
Section at the end of this walkthrough if you can't or won't
solve it by yourself. Once the puzzle is solved, there will
be a passage accessible beyond the R (W) opening.
Run through the newly opened passage to reach a new large
room with two closed golden doors on each side (R/N and
L/S), a tall closed double door near the far L corner (SW)
and a summoning stand. You're in the Summoning Room.
You should have at least one Anubis Invocation scroll left
in your inventory so use it on the stand to summon Anubis. A
jackal comes running to you, turning into the Jackal-God
himself then into... the amazing
Nubie Bike, waiting for
you by the now open double door!
Get on it and drive to the Entrance Room. You can now drive
up the steep ramps at the end of the passages beyond the two
openings ahead (E). You can do this in any order, but we'll
arbitrarily start with the rightmost one (SE)
-- The Right Path: Faust's
Key --
The Time Race
Drive through the R opening then up the ramp until you find
yourself on a large terrace giving onto a complex course.
Right now the course is bright white, meaning it's made of
burning floors, so don't
drive on it.
There's a lever to your R (S) and a black standing stone
nearby. Go park the Nubie Bike near the rightmost entrance
of the course, its right side facing the lever, and
dismount. Run to the standing stone to read "Beware!!
Some levers work but once...". What this means
(obviously) is that the nearby lever will only work once.
After that, you can push it as many times as you want, it
won't do anything. Now go to the lever and save (for
the reason just mentioned).
It turns the deadly white course into a safe blue one, but
only for a few seconds: you're now in for a timed race.
There are at least two ways to
do this. The Center Way involves driving over gaps and some
hard curves and requires perfect control of the Nubie Bike.
The Right Way is longer but much easier. Whichever way you
choose, the trick is to anticipate the curves and release
Action before the hard ones so you can drive more
accurately. On the other hand, if you choose the Center Way,
remember that you need momentum to leap over the gaps.
The Gaps Race
Said momentum will be of the essence for the next trial.
There's a series of upward ramps to your R (SE), with gaps
between them. Drive R (S) then turn L (E) and drive up the
ramps with a L diagonal without ever slowing. Turn slightly
R at the last so you take a straight perpendicular line to
clear the last gap. Turn 90° R as soon as you've reached the
upper platform.
The Ramp Race
The next part is easier. Simply follow the narrow ramp. You
can take your time to negotiate curves at your leisure. Once
the third and last one passed, drive fast enough to be able
to clear the gap between the ramp and a balcony below (which
seems to scare Nubie, by the way). Try tweaking your speed
here so you don't lose too much health when landing.
The Fire Race
This is, by far, the toughest task you'll have to accomplish
in this level. You have to drive up the slope using the safe
tiles while not touching the fire a single time. Then you'll
have to do the same down the other side.
Upward slope: Going up is the easiest. When you have to go
sideway, hit Forward+Right, release then repeat. Use Jump to
brake as often as necessary, this key is your friend here.
When you must go down, simply release Action and again hit
Jump to brake to avoid sliding too much and end in the fire.
Once on the last upward part before the top, anticipate a L
curve.
Top: Drive L to the other end then L again to the short
slope at the top so you'll slide backward down the other
side, which will give you much more control.
Downward slope: deal with it like you did with the upward
one, but this time going L. You'll know you've completed the
trial when you hear Nubie panting with satisfaction.
Seizing Faust's Key
Make a U turn then drive through the passage ahead (W) until
you reach a room where you can spot a key on a pedestal.
There's a spikes trap
before you. Don't try to drive over it, you'd have a nasty
surprise. There's another way to reach that key, but first
you're gonna do a little something to open the way to an
upcoming secret.
Stop at the entrance and
dismount. Go ahead (E) to the edge of the spike pit and do a
SJ over the spike to the flat ledge beyond... which
instantly turns into a slope (that was the nasty surprise,
by the way). Backflip to safely land back whence you came.
Return to the Nubie Bike and drive R (S). The red wall ahead
can be broken by your trusty steed so drive through it then
along a narrow corridor and break the wall at the other end
as well. You're now in the other part of the room. Dismount.
There's another spikes trap
with a slope to your L (W), preventing you from reaching the
coveted key, a closed golden door ahead (N) and a lever
to your R (E). Use the latter to turn the slope into a flat
ledge then do a SJ over the spikes. Climb up to the pedestal
and pick up Faust's Key,
opening the nearby golden door and giving you access back to
the Summoning Room. Do a RJ over the spike to get back to
the Nubie Bike and drive it to the Summoning Room.
Leave it there. You're now going to collect that secret you
prepared a moment ago.
The golden door ahead (N) is now
open. Go through it, run a bit through the corridor while
keeping an eye on the ceiling. Soon, you'll see a hole up
there. Turn around, jump and pull up in a small alcove which
is Secret #4, and pick up some
shotgun normal ammo
and a
Manna from Heaven.
Return to the Summoning Room and the Nubie Bike.
Drive the Nubie Bike to the Entrance Room. You're going left
this time.
-- The Left Path:
Alighieri's Key --
Drive through the leftmost opening (NE) then up the ramp to
find yourself back to the upper terraces, but on the L side.
Playing with Blocks
The course before you isn't trapped nor timed but riddled
with raised transparent blocks barring your way. There are
also green and red tiles. It's another puzzle which can be
solved only when driving the Nubie Bike. As usual, you can
read a detailed solution in the Spoilers Section at the end
of this walkthrough or solve it by yourself.
Make your way to the upper platform, turn R (S) then R again
(W) to drive down the ramp. Make sure to go as fast as you
can as soon as you reach the green tile so you can leap over
the gap and land in a wide passage.
Give the Jackals a Bone!
Drive ahead a bit then park the Nubie Bike by an opening to
your R (N). Climb in, run ahead, climb the ladder and pull
up in the passage above. Go L (W) and run to a narrow
corridor starting with a steep downard slope and ending with
an upward one, with a trapdoor between the two.
Slide down the slope. You'll pass on a red tile and the
trapdoor will open on a deadly
spikes trap. Jump on the other slope over the spikes,
keep jumping back and forth until the trapdoor closes again
then safely slide on the trapdoor.
Turn L (S), climb the ladder to the top and pull up in the
CS. Crawl, turn around and drop down from the CS to grab a
ladder. Climb down in a new room. There are two closed
double doors here, and a key enclosed in a cage.
In the center of the room, on a large raised platform, are
four moveable Jackal Effigies. On each corner of the
platform is a bone hanging from a chain of light. You're in
for another puzzle. You can read a detailed solution in the
Spoilers Section at the end of this walkthrough or (of
course) solve it by yourself. Once the puzzle is solved, the
cage enclosing the key lowers.
Go pick up Alighieri's Key
on the pedestal. Both double doors open as you do so. The L
one (E), gives onto the corridor where you parked the Nubie
Bike. The R one (W) opens on another corridor. Don't go
anywhere yet, you're first gonna make a short detour for a
Secret.
Turn around and go climb the
ladder whence you came, on the N wall. Pull up in the CS,
crawl, turn around and climb down to find yourself back on
the closed trapdoor. Turn L (E) and do a SJ on the red tile
on the slope to open the trapdoor and slide down backward in
the hole. The spikes trap has disappeared and the trapdoor
will closes above you. Pick up Secret #5: a
Manna from Heaven,
opening the trapdoor in the process. Turn R (S), jump up,
grab the ladder and make your way back to the Bones Room.
-- To the Lizard Trueform --
You don't need the Nubie Bike anymore, but you may want to
go get it to make a last little trip with it. It's in the
passage beyond the E door (R if you're still facing the
ladder). Whatever you do, go through the W door to enter
another corridor.
Stop/dismount at the opening to your R (W) and pull up in
it. There's a closed double door to your R (NW) surrounded
by two keyholes. Go use Faust's Key in the R one and
Alighieri's Key in the L one to open the door. Cross the
passage beyond to find yourself in a new room.
Ahead of you (N) is a large patch of burning floors with
three paths of safe tiles. There's a closed door beyond it.
On your R and ahead (NE), you can see another part of the
room with a lever in the opposite corner. There are four
double tiles there, as well as in the part you're in.
This is the last puzzle of the level. You have to find a way
to create a path to the eastern part of the room to access
the lever, then from there to the northern part to
get to the door. You'll burn even of you jump over the
burning floor so the path needs to be a continuous one. You
can solve this by yourself or look in the Spoilers Section
at the end of this walkthrough for a detailed solution. Once
the puzzle is solved, you'll be in the northern part of the
room and the door there will be opened.
Go through the door and run ahead (N) to the colored floor
at the end of the passage. It's an elevator. Let it
lift you to a new room (don't leave it or you'll be stuck
forever and have to reload). The Lizard Trueform is here
on a pedestal to your R (E) but don't go pick it up yet.
Look at the wall ahead (N) to spot an alcove covered by a
transparent panel. Go jump in there and collect some
lights. Turn around (S) to
spot a similar alcove in the opposite wall. Run there as
well and pick up a Manna from
Hexham.
Now you can go get that (last)
Lizard Trueform. As you do so, you're sent back
to the Underworld.
-- Underworld Interlude:
Back to the Effigies Terrace --
The block under the Jackal Effigy lowers, meaning you've
completed the Egypt Realm. That was the last one and you're
now (more or less) ready to confront and eradicate the
Lizard King. You still have a few things to do though to
access his lair, and it starts at the Effigies Terrace.
You're now standing on one of those floating platforms. Turn
L (E) and do a RJ to the straight narrow ledge ahead and
below. Turn R (S) and do a RJ+G to the platform in the
middle of the stairway then climb them down to be back to
the Effigies Terrace.
==== In this level, you should have found...
Enemies: none
Items of note: Nubie Bike,
Faust's Key, Alighieri's Key, Lizard Trueform
2 Secrets
some Traps - 1
Timed-Run
== Epilogue: Underworld and The Lizard King ==
-- Breaking Through to the
Lizard King's Lair --
Now it's time to place the five moveable Effigies
where they belong (you can solve this puzzle by yourself or
read the detailed solution in the Spoilers Section at the
end of this walkthrough).
When the last Effigy is placed, a fly-by shows you that
Anubis is now in the Inverted Manse and casts a spell from
there. If you have read the standing stones near the
Minotaur's lair and the Manse, you should know what it's
for: the impostor Minotaur is now paralyzed, helpless and at
your mercy.
Go to his lair via the southern stairway, going R (W) at the
junction, up to the platform then SJ on the lower plaform to
your L (SW) and from there RJ to the chequered platform
where the poor creature stands, transfixed. If you haven't
done so already, go R (W) by the standing stone and pick up
the Manna from Hexham on
the floor, then climb the stairs to the Inverted Manse to
collect a Manna from Heaven
at the top.
Return to the Minotaur's Lair and run to the Minotaur,
careful not to step on the tile with the grey little domes:
they are trapped with fire.
Hit Action to take Thor's
Hammer from the hand of the impostor.
Now that you've got it, it's time to use it to break your
way to the Lizard King's lair. Return to the Effigies
Terrace then cross it to the northern stairway and climb up
to the junction. Do a RJ+G to the narrow ledge ahead (N) and
run to the other end finding yourself in front of The Block.
The Hammer Receptacle is there to your R (NE). Use
Thor's Hammer on it, opening a breach in The Block and
granting a passage to the other side.
The next jump is a bit tricky. Walk to the edge, facing the
lowest part of the breach and make sure Lara's perfectly
aligned N (you can drop from the platform, pull up and roll
to turn around to get the perfect angle). Do a long RJ to
the bridge, hitting Action at the very last moment to grab
the edge, and pull up.
Walk ahead to the edge and do a RJ+G to the narrow ledge.
Run to the other end. There's a dark red octogonal gate
ahead and below. You need to jump in the central hole, as
the edges are fire trapped,
so walk to the edge of the ledge and do a SJ. You'll be sent
directly into the Lizard King's Lair.
-- The Lizard King --
You land a tad harshly, losing a bit of health. Run ahead
(S) through the corridor to the L (E) to enter a long room
with serpent heads torches and a skeletal band which will
start playing as soon as you come by (not the soothing music
you heard in Castle Orr, though). Run to the closed gate
ahead and wait there a moment. Soon, it will catch fire and
the Mighty Lizard King
will appear, oozing wrath and power.
There is absolutely no way to kill him with your weapons. In
this form, he's perfectly invincible. Your only chance
during the whole following sequence is to be quick. He has
three different ways to make your life miserable: casting
blue rays at you, casting blue sparkling rays which
will set you on fire and a nasty melee attack using his
sharp claws. He can fly too, meaning you're not necessarily
safe when on high places. You can however try to avoid his
rays by running in zigzag, and there are safe places.
All in all, be prepared to use a good load of Mannas if you
want to make it alive.
Your goal is to find the five receptacles for the Lizard
Trueforms in order to turn His Reptilian Majesty into
something more... affordable.
Dodging and Running
The order in which you place the Lizard Trueforms is
optional. The following course is the shortest route, but
not necessarily the safest one. You may try another one by
heading for the far southern room with the boulders and the
levers first. The Lizard King will follow you there and, if
you're lucky, stay a while in this back area. Rush back to
the scalding waters pools room and you'll have more time to
move the blocks without him being around.
As soon as he appears, don't waste time gazing at him but
run through the opening ahead and go R (S). Run across the
corridor and down the stairs, jumping and sprinting when
possible to take the lead over him. You'll reach a room
riddled with scalding water
pools. There's a pink transparent block to your L
(SE). It's moveable, so go to it, push it, then
quickly turn L to place a Lizard Trueform in the 1st
Trueform Receptacle.
Turn around and run to the R (NW). The transparent pink
block there is moveable as well. Pull it, roll to
turn around and run L around the pool to the entrance. Go L,
do a RJ over the scalding water to the other side of the
block and use a Lizard Form on the 2nd Trueform
Receptacle.
Turn R (E), do a RJ over the scalding water to be back near
the entrance and turn R (S). Go ahead and cross the room to
run down a flight of stairs to the L (SE). You'll reach a
room with white marble stairs, a set of ramps to the R (SW)
and some boulders in the opposite side. Go there.
There's a hole and a lever before each boulder. Three
of the holes contain scalding
water and one (the 3rd one from the left) contains
cool water. If you push a lever next to a lava hole, Lara
will catch fire. So run to the 3rd one, push it and
immediately sidejump R to avoid being flattened by the
boulder. A camera shot
shows you a pool of clear cool water and a Trueform
Receptacle (the water there was scalding before you
triggered the boulder).
Hit "Look" to cut the camera shot (you still have the Lizard
King on your tail, so better hurry) and roll to turn around.
There's a lever ahead (N) in the alley between the
wall and the ramps. Go push it to lower a block in the Clear
Water Pool Room, granting access to another Trueform
Receptacle. Rush to the Scalding Pools Room.
Go L (W) after the first scalding water pool and run ahead
in a short corridor lined with skeletal musicians
(percussionists, as it seems) to reach the Clear Water Pool
Room. Jump in the pool and swim to the R (NW). Pull up on
the emerged platform in the corner and use a Lizard Trueform
on the 3rd Trueform Receptacle. Turn around (E). The
next receptacle is on the opposite wall, between two
flame throwing serpent heads
(on/off traps).
Dive back and head for the ledge between the serpent heads.
Pull up and use a Lizard Trueform on the 4th Trueform
Receptacle. Now jump in the water again and swim R (N)
to pull up after the serpent head and avoid having to wait
for the fire to turn off. Grab the pole, climb up, turn
around at the top and backflip on a high ledge.
OK. You're safe up here, so we'll take some time to collect
some healing goodies (just in case) before getting to the
last Receptacle. Turn L (S) and run along the ledge. There's
a zip line on top of a set of white blocks at the other end,
but ignore it for now. Go L (E), run to the edge left side
and turn 45° L (NE) to aim at a white ledge extending from
the wall beyond the corner. Hop back and do a RJ to land on
it.
There's a Manna from Heaven
to your L after the first column near the W wall. Pick it up
then resume running along the ledge to the opposite side of
the room where you'll find a Manna
from Hexham near the E wall between two pillars.
Return to the other end and do a 45° SJ (SW) to the ledge
where the zip line is.
Climb on the taller white block but again don't use the zip
line yet. Turn 45° R (SE) instead and do a RJ with a R
mid-air curve to land on a flat ledge near a slope. Turn to
the slope (E), walk to it, sidestep L to go to the edge and
do a SJ over the slope to a flat higher block. Pick up the
Manna from Hexham there.
Turn around (W), jump over the slope to the lower flat part
and walk to the edge. Stand one step away from the wall,
turn 45° L (NW), hop back and do a RJ to land on the white
block.
Time to use that zip line now. Go to it and press
Action. Slide all the way down. Lara will hit the high white
platform and let go. Keep Action pressed to grab the edge
and pull up. Go use your last Lizard Trueform on the 5th
Trueform Receptacle and enjoy the show.
Finishing the Lizard Off
Now that the Mighty Lizard King has returned to his true
form, that is a harmless pathetic little reptile, time to
deal the death blow.
Safely drop down from the white blocks and turn R (S) to
return to the Ramps Room. The lizard is here, timorously
hiding at the bottom of the ramps ahead. Approach him and
yell "boo" to see him flee to the top, not far from a
boulder waiting to be triggered. As he does so, your old
friend Anubis comes and creates a pole by a high pillar
topped by a lever, in the E side of the room.
Go there, face the wall, grab the pole, climb to the top and
backflip on the pillar. Push the lever to set the boulder in
motion and squash the Lizard King, putting a permanent end
to his reign of terror (and his singing career).
You'll immediately be sent in another part of the Lizard's
Lair. Anubis is there, standing by a turning circle of
light. Go to the circle to be lift out of the
Underworld, as Anubis watches you go to the sound of the
Skeletal Orchestra last hit...
==== In this level, you should have found...
Enemies: The Lizard King
Items of note: Thor's
Hammer
some Traps
== UNDERWORLD WHAT'S WHAT (Combat Strategies) ==
- Blue Imps: These wouldn't be that much of a problem
if they weren't poisonous. Shoot them down quickly using
your pistols.
- Pyramid Spirits: The Hyan counterparts of the
dreadful wraiths, they come in two colors: Blue and Red.
They can be dealt with the same way: just find a pool to
dive in and they will follow you and extinguish in a very
suicidal way. The red ones, however, are slightly more
dangerous than the blue ones insofar as they can put Lara on
fire if they hit her too often.
- Lizard Men: Try to keep them at bay by
moving/jumping away when they get too close: they strike
really hard and deal a good amount of damage. They're quick
too, so speed and reflex are of the essence.
- Mites: Tiny, hard-to-spot insects. They won't do
much damage but often attack in the worst situations. Keep
shooting until Lara doesn't aim at anything anymore,
spotting them thanks to the beep-like sound they make.
- Shivas: Those one strike hard so don't let them
going close enough to hit you. Keep moving at all costs.
They sometimes take a defensive stance, "closing" their
scimitars on their chest like a shield, and you won't be
able to harm them. In this case, fool them into attacking
you by sheathing your weapon then draw and shoot, or roll or
run past them so you don't aim at them anymore.
- Skeletons: Against them, bullets won't do much.
Your best chance is to run away as fast as possible and lure
them in a place where you can shoot them at point blank with
the shotgun and make them fall in lava.
- Spiky Pests: Annoying, aren't they? Not only do
they hurt you, but they find it very funny doing so. They're
not very harmful but often come in group and are rather
tough and quick. Shoot them while moving and you should
eventually get rid of them easily.
- Super Yourself: This is Super-Lara, taller, tougher
and casting deadly ray. She won't come close so keep
shooting while side jumping to avoid being hit and you
should be fine.
- Xian Warriors: You're best chance here is to
constantly keep moving and avoid being hit because these
guys strike hard indeed. Go back and forth while shooting,
jumping over them when necessary and never let them corner
you.
== SPOILERS SECTION ==
-- Castel Orr --
Solution to the Moveable
Xian Warriors Puzzle
Quick solution
On each ledge, one of the drawings matches one quarter of
the drawing on the wall. This is where you must place the
Xian Warriors effigy.
Detailed solution
(Xian Warrior effigies numbered from L (W) to R (E) when
looking from the entrance)
- Go to Xian #1