Andreas' Sword Walkthrough
Walkthrough by Harry
Laudie
Level 1: Search in Egypt
You start by sliding down a slope. Go north and turn
east into an open corridor with many closed gates. Go
east and look north for the only opening in the north
wall. Enter the room and kill a
scorpion. Go to the east wall and see a shovel
behind a gate. Turn to the left to see a ladder hidden
behind a column. Climb the ladder to a high ledge. Jump
south to a ledge behind the large vase. Jump east to a
ledge and pick up flares.
Pull up to a higher ledge. Jump to an east ledge for
Uzi ammo. Then jump to
the west ledge for Uzi ammo.
Go back to where you got the flares and jump north to
grab the crevice in the central structure. Shimmy to the
left and when you reach a slope, pull up, back flip,
roll, and grab a ladder on the west wall. Pull up to a
ledge.
Stand at the south-east corner of the ledge. Run, jump
with a left curve and grab the edge of the structure
where you see ammo. Pull up and pick up
revolver ammo. Slide
down and jump to grab the west wall again. Pull up to
the ledge and jump up to grab the ceiling. Monkey swing
east and drop onto another ledge. Jump north to a corner
ledge and pick up the Torch
Room Key. Do not drop to the floor yet. Monkey
swing back to the west ledge. Run and jump to a ledge in
the north-east. Grab the edge and release to grab the
crawl space below the ledge. Go into the crawl space in
the north wall. Enter a small room for
secret #1,
Uzi ammo, and
red shotgun shells.
Crawl back out and safety drop to the floor.
The torch room is in the west wall. Before going there
go east and enter another area. You see a closed gate
behind a spike trap. Go north to step on a face tile
around the corner. This raises a timed trap door over
the spikes. Run there and push open the doors. Then hop
back before the trap door opens. It also raises a door
to the south. Go into that south room and Lara looks to
a crawl space in the left wall. Pick up the
shovel from the ledge
in the south-west corner. Now run to that crawl space
and get a short flyby showing that the sand is gone. Get
into the crawl space and drop on the other side. Pull
the chain and get a cut scene of an opening in a wall.
Crawl back out and return to the first room with the key
lock on the west wall.
Look north to see the opening in the wall created by the
chain pulling. Use the Torch Room Key on the key lock to
open the gate. Enter the room and step on the face tile
to pick up a torch. The fires in the braziers go out.
Run back to the room behind the spike pit and light the
torch. Return to the room with the ledges. Drop the
torch and enter the room behind that north wall opening.
Pick up the Pyramidal Key
from the pedestal and then exit the room. Pick up the
torch and exit the room with ledges and go out into the
corridor. Turn to the right and go west a little. Then
left to see a closed door in the south wall.
Drop the torch and push open the door. Pick up the torch
and stand on a purple corner to light the pot in the
middle of the room. Quickly jump back and get a cut
scene of that pot descending down a shaft. Grab the edge
and release to grab a crawl space in the east side of
the hole. Go to the end of the crawl space and kill a
scorpion that drops on
top of you. Pull up into a room and see four columns in
a water pool. Jump on the most north (far left) column
and then jump to east ledge. Then jump to the most south
column and the gate at the east wall should open. The
two middle columns will close the gate. There are two
pictures at the back wall so I assume that only two
pictures were necessary. After that it was trial and
error of all possible combinations.
The gate in the north corner can be just pushed open to
return to the corridor. Go through the gate and go up a
ramp. Ahead of you is another water pool. Move the large
statue in the south onto the blue tile so that it faces
the second statue to the north. A block rises on the
east ledge and spikes start at the water level. Get onto
the safe tile at the water level. Stand jump to the
spike tile when the spikes are down and then stand jump
to the ledge. Hop onto the block and place the Pyramidal
Key in the receptacle. Drop into the water and swim out
through an open gate in the north wall. You surface in a
large outdoor area.
Pull up to any convenient ledge. Go north and pull up to
the north wall ledge for a
small medipack. You
can climb to the higher north ledge but there is nothing
to find. Jump into an upper south-east alcove for
Uzi ammo.
Then exit this area through the opening in the east
wall. Slide down a slope and see a pool of water ahead
of you. Go to the north-east corner and pick up
Uzi ammo.
Kill a scorpion
that sneaks up behind you. Go east through the middle
arch and get a top view showing a ladder. Grab the
ladder and climb up into a small room. Pick up the
shotgun
from a platform and safety drop back to the ground. Go
to the right and climb the corner ledge for
Uzi ammo
and flares.
Notice a closed gate in the east wall and a closed door
in the south wall. Go to the north-east corner and hop
onto a face tile to open that door in the south wall for
later.
Then turn to the north and pull up into a crawl space.
Crawl through and drop on the other side. You get a cut
scene of a wall closing. If you drop to the floor, you
may see a fence with an ahmet behind it at the east
wall. Grab the crawl space again and shimmy to the right
as far as possible. Pull up into an alcove and pull a
chain. Get down and a block has risen behind you. Get on
the block and jump the higher ledge to the north. Jump
across the area to another ledge at the east wall.
Remember this ledge for later. Then jump to grab a crawl
space at the north wall. Crawl through and stand up on a
balcony behind some chains. Jump the chains and drop
onto the steps below. Run up the steps to any side ledge
and shoot the
two ahmets
on the ground. They have problems following you onto the
ledge.
Go to the ground and to the north-east corner. There is
a tunnel beside the steps. When the flame is down, jump
over the spikes onto the flame tile. Jump up to grab the
ceiling. When the flame goes down again, drop to pick up
red shotgun shells.
Jump up and grab the ceiling again. Position yourself to
face the steps area. When the fame is down, drop, and
then run and jump over the spikes to exit the tunnel.
Now go to the north-west corner for a similar tunnel.
Run and jump over the flames and land near the center of
the slope in front of the spikes. Do this by starting
the jump back from the flame pit and not at the edge of
it. Jump again on the slope after the flames and you
should clear the spikes with little loss in health.
You enter a room with a movable block and several tiles.
Shoot the vases for
Uzi ammo.
Number the tiles from #1 to #5 clockwise starting with
#1 at the west wall. Move the block onto tiles #2, #3,
and #5. You get a cut scene of a gate opening on the
outside balcony. Tiles #1 and #4 were spike traps. I do
not know if there was a way to determine the safe tiles.
I just tried them all. Return to the entrance tunnel.
When the flame is down, jump the spikes into the flame
pit and quickly stand jump back to the outside area. Go
up the steps and onto the west balcony. Enter the room
and pull the chain. You get a cut scene of a face coming
out of a wall to blow out a fire. Exit and go to the
east balcony. There is the face on the wall. Pick up
Canopic Jar 2
from the safe pedestal. Exit the room and go down the
stairs. A hole has opened in the south wall.
Exit back into earlier room with the ledges. Hop onto
the block that was raised by the chain. Run and jump
with a curve into the opening in the south-west corner.
Enter the area and pick up
crossbow normal ammo
from a ledge. You can pick up
Uzi ammo
from the floor near the north wall. Go back to the ledge
and run and jump into the opening at the south-west
corner. Aim to the right side of the opening and it may
take many tries. Enter the next room for
secret #2,
revolver ammo,
and
Uzi ammo.
Exit back to the room with the ledges.
Before you leave, notice the fence and closed gate at
the east wall. Again climb on the block and jump to the
north ledge. Then jump across to the east ledge again.
Turn to the north-east and aim for the corner of the
fence to the right of the green plant. Run, jump, and
grab and you fall through the fence in the room behind.
The gate opens at the opposite corner. You get
secret #3.
Kill the
ahmet
and search the area for
Uzi ammo
and
red shotgun shells.
Exit through the gate back to the room with the ledges.
Go south and exit through the crawl space.
Go to the south wall and enter the open doors. Go
forward and get a flyby showing the place for the
Canopic Jars. Go to a pit and see a burning brazier in a
gap between the slopes on the right side. The camera
view shows you the slope on the other side of the gap.
Jump east to the other side of that slope and jump again
to the east ledge and land in front of a burning
brazier. Go south and enter the next area to kill
two dogs
and a
scorpion.
Go to the west and see a gate opens so that you can exit
later. Go south between the two columns. Go to either
corner of the picture on the south wall and pull up onto
the ledge.
Go east and see the two receptacles. You cannot enter
the crawl space, as it is a spike trap. Go to the
north-west corner for
red shotgun shells.
Hop up to a higher ledge and follow it to the east. Drop
down onto a ledge for a
small medipack.
Jump south to a column and then to a lower column the
west. Turn to the south-east and jump up to grab the
ledge. Shimmy to the right and pull up beside a block.
Go south and pick up
red shotgun shells.
Run and jump to the south-west into an opening in the
south wall. First jump over the hole and go west. Follow
the ledge and pick up
Uzi ammo.
Return and drop into the hole. Shoot a
scorpion
and pick up
Canopic Jar 1
from the pedestal. Exit by the east crawl space if the
spikes are down. Otherwise, pull up through the hole and
exit.
Place the two Canopic Jars and you hear water pouring.
Go north and see a flooded room beneath the grates. Exit
this room and go back to the pit. The pit is now
flooded. Dive into the water and swim to the north-west
corner for
Uzi ammo.
Swim through and opening in the south wall. Swim to the
bottom ledge at the south wall for
red shotgun shells.
Swim back to the pit surface. Now swim to the north-east
and pull up. This is actually a new area. Go east and
drop into a room to kill a
scorpion.
Go to the east wall and shoot a vase for
Uzi ammo.
Hop on the ledge and look to the north-east. You can see
a receptacle and a gate.
Go to the very large gap in the room. Stand at the right
side of the V-shape edge of the pit and face to the
south-west. Back flip to the slope and jump forward to
grab the ceiling. Then you can monkey swing across the
pit. Follow the corridor to the north and see two
receptacles needing items. Continue north and find a
pool with three columns over deadly water. The columns
have fire on them. As you go to the edge, the fire
stops. Run and jump to the right column. Run and jump to
the north column and stand jump to the ledge before the
fires start again. Enter the opening in the wall. Go
right to pick up a
Golden Vraeus
off a pedestal. Then go left and pick up
Uzi ammo.
Push in the movable block in the west corner. Enter the
room for
secret #4,
small medipack,
and
Uzi ammo
at the far south wall. Return to the water pool. Stand
jump to the sloped block and jump to grab the rope.
Swing over the water and get back to the receptacles.
Kill a
dog
that appears.
Now go west down the slope and the door opens in the
west wall. If you continue up the steps, the door will
close. Open the door and run and jump onto a side ledge
with the brazier. The door stays open so enter the room.
There are two closed gates in then west wall. Go to the
north-east corner and go down a ramp into a small room.
You see a closed trap door to the right. Hop onto the
left block for
flares
and
revolver ammo.
Behind the fence was the ahmet with the secret. Step on
the platform on the floor and the trap door opens. First
enter the tunnel in the east wall and pick up
red shotgun shells.
Drop through the trap door into the room below. The trap
door will close behind you. Go south and hop onto a
block. Kill the
ahmet
and
two dogs
from the safety of the block. Continue south and shoot
two vases that block the entrance to two rooms. Enter
the west room and see a floor of fire. Face to the
north-west and side jump onto the slope at the south
wall. Jump forward to grab the climbable wall and shimmy
to the left to drop onto a safe floor. Turn around and
pick up the
Pyramidal Key
from the face tile. Get on the north ledge to jump back
to the entrance.
Now enter the east room. Run and jump to aim at the
south-east for the lower corner with the face tile. That
corner is safe from the fire. Jump into the face tile
and the fire stops. Hop onto the north ledge and place
the Pyramidal Key in the receptacle. The fire is out so
return to the main tunnel and go south. The tall door
descends and you enter a sand pit with spikes in the
corner. Enter the east wall alcove and save the game in
front of the pedestal.
Pick up the
Golden Vraeus
and the floor drops beneath you. Slide down the slope
and back flip to avoid the fire emitter and the spike
trap. The sand starts to rise in the pit. Just stand
there and wait until the sand stops rising. There are a
few wall darts to annoy you while you wait. When it has
stopped, go to the south-west corner and pull up into a
room. You get
secret #5
and a
large medipack.
Drop back onto the sand and pull up in the south-east
corner. Kill
two dogs
and follow the corridor back to the gates with the
receptacles. Place the two Golden Vraeus and the gates
open. Enter the gates and slide down the slope and the
level changes.
Level 2: Andreas Scroll
The level starts with a flyby of a large cave with
demigods and follows up a hill with many spike traps. As
soon as you gain control, save the game, as you are at
the start of the spike traps hill. Jump so that you bang
you head at the exit. This seems to keep from going too
far onto the other slope and you need to stay near the
left side. Start to slide and make a jump with a right
curve to avoid some spikes. Then jump again with a left
curve. You should go over some spikes and land on a flat
tile. Behind you is an entrance to a cave. Enter the
cave for
secret #6
and pick up
red shotgun shells, small medipack, Uzi ammo,
and
Uzi's.
Exit and some spike traps are down. Jump over the fire
traps and continue south out of the cave.
Enter another cave with a pool of water. Kill the
crocodile
and run around the water to pick up the
shotgun, flares,
and
red shotgun shells.
Dive into the water and pick up
two Uzi ammo
from the bottom. On ammo is partially hidden by a rock.
There is a closed gate in the south wall. Open the
underwater door in the north wall. Swim in and swim to
the right down a long tunnel. At the end, is a cave
with close trap doors on the ceiling. Just before that
cave, turn to the right into another tunnel. Pick up
shotgun shells
from a ledge and pull down an underwater lever on the
next ledge. Swim back to the cave and avoid a crocodile.
Swim up through any open trap door into a large cave.
All the trap doors go to the same place. Pull up onto a
ledge at the north side and shoot the
crocodile
that followed you through the trap door. You are in the
cave from the flyby.
You are facing a sphinx. Jump to the left paw area and
pick up
flares
and
Uzi ammo.
Enter the crawl space that is used for a mouth of the
sphinx. Drop on the other side and pick up a
large medipack
from a floor of a tunnel. Then exit back to water area.
Pull up onto the center ledge at the north wall. Climb a
block to the west and then jump to a higher block to the
east. Run and jump to a higher block to the west and
then jump south to a ledge for
red shotgun shells.
From here you can shoot the closest
demigod
from a long distance. Side jump to the right lower ledge
when he shoots back. It takes time but it gets him out
of the way for later.
When done, drop down to the lower right ledge and go
north through a tunnel. A face emerges from the wall and
starts to shoot fire. Grab the ceiling and monkey swing
to the north ledge when the fire stops for a few
seconds. Enter the next room and use the floor lever.
You get a cut scene of a gate opening next to a demigod.
On the return trip, the fire does not stop. Jump to the
west side slope and slide down and grab the edge. Shimmy
to the left and go against the wall. Pull up, back flip,
and jump forward with a left curve to land on the ledge.
You can shoot the two red vases for a
small medipack
and
red shotgun shells.
Exit the room and drop into the water. Climb up at the
same ledge and jump to get to the east block. This time
continue jumping up the ledges to get to the east wall.
There is a tunnel in the upper north-east corner. Run
down the tunnel and get a flyby of the area and the exit
route. Run and jump to the east slope. Slide down, grab,
and shimmy to the left for two tiles. Pull up and back
flip to a safe tile next to the spike trap. Run and jump
to the lamp in the north-east corner. Grab the east wall
and shimmy to the right. Shimmy around a corner and drop
into a tunnel to kill an
ahmet.
Go down the tunnel and get
secret #7.
Enter a room and the gates open for you. Shoot the vases
for a
large medipack
and
red shotgun shells.
Exit either gate to emerge onto a ledge over the water.
Look to the south-west to see the demigod from the last
cut scene. With patience, you can kill the
demigod
from a long distance and take little damage. Drop to a
lower ledge and pick up a
large medipack.
Run and jump south to land on the slope at the side of
the sphinx. Slide, grab and shimmy to the left and
notice a closed gate. Pull up, back flip, roll, and grab
another ledge. Back flip off the sphinx to get into the
open gate in the east wall. Run and jump to the top of
the sphinx. Pull the chain and get a cut scene of a gate
opening.
Go east and slide down to the ledge. Jump the gap and
enter the open gate. Step just inside the room and shoot
a
scorpion.
Wait for the fire to stop and then pick up
Ankh #1
from the pedestal. Back flip over the
skeleton
and leave the room. Jump to the east ledge and use the
open doorway to get to the top of the sphinx again.
Go west and jump down to a lower ledge. Pick up
Uzi ammo
and
red shotgun shells.
Jump to the south-east alcove and enter the open gate.
Pick up
red shotgun shells
and
Ankh #2
from the pedestal. Back flip over another
skeleton
and leave the room. Jump back to the ledge where you got
the ammo. I could not position either skeleton to where
I could shoot them off the ledges. Stand at the north
end of the ledge. Stand jump with grab and land on a
lower ledge. This is not the ledge of the first demigod,
but is the ledge below it. Go to the other end and jump
into the hole in the west wall.
You are on a ledge over the first water pool. Go south
to a large platform. Run and jump to the slope in the
south-east corner and jump to the ledge at the south
wall. Stand on the high part of the ledge and jump up to
grab the monkey swing. Go pass the opening in the south
wall and drop at the end of the monkey swing. Jump to
the north-west ledge and follow the tunnel to a cave. Go
west and a torch lights up and the gate opens in the
west wall. Look above at the light beams from the
ceiling. Hop onto the tiles beneath those beams to keep
the gate open. Any other tile will close the gate. Get
into the room and pick up
Ankh #3
from the pedestal. You get a cut scene of a block rising
near the water. The block completes a ladder.
Exit the room and safety drop down to the water area.
Climb the ladder and at the top, enter a cave to shoot
an
ahmet.
To the west is a tunnel for later. Go south and drop
into the hole. The gate opens for you so enter the room.
The gate also closes behind you. Use Uzi's to kill the
demigod
quickly. Try to get on the east ledge where you can
shoot the demigod but the ledge prevents him from
shooting back. Before you drop down to the main floor,
notice two black diamond shapes. In each corner are two
gray pedestals that have to be put onto those black
diamonds. Move those gray pedestals onto the black
diamonds as
beetles
pour from the floor.
You can pick up a
small medipack
and
flares
from the east floor. Move the east pedestal first. When
it is in position, a fire starts on top of it. Then move
the west pedestal. When it is in position, a trap door
opens at the west wall. Pick up a torch from the floor
and light it on the east pedestal. At the south wall are
statues with poles. Number them as #1 to #8 from left to
right as you face them. Light poles #2, #4, #5, and #7
and the coffin behind you moves to reveal a tunnel. Drop
into the tunnel and go south. At the end, pull up to any
side. The beetles stay in the tunnel. Follow either
corridor and emerge on a ledge over a deadly pool with
sloped blocks.
Hop onto the first slope, jump to the second slope, jump
to the third slope and finally jump up to grab the upper
ledge. You may have to do a roll somewhere in the trip
so that you face west on the last jump. Pull up to the
ledge and kill a
scorpion.
Go to the south-west corner and use the floor lever.
Three trap doors rise on the ledges to complete a monkey
swing. Go to the center ledge and use a slope to jump to
the south-east platform and pick up the
revolver.
Jump down to a slope to the north. Jump to another
slope, jump to a ledge, and finally jump to grab a pole.
You may need another roll somewhere, depending upon your
luck. Climb the pole to the top and back flip into a
cave. Pick up
red shotgun shells
and
Uzi ammo.
Slide down the pole and back flip south to land on a
ledge. Drop into the hole to land on the lower ledge. Go
to the center and use the completed monkey swing to get
into the tunnel in the south wall. Pick up
Ankh #4
from the pedestal and monkey swing back over the water.
Follow either ledge and the gates are open so that you
can leave this room. Go up the stairs and pull up
through the trap door and into the cave at the top of
the ladder. Follow the west tunnel to a small room and
place the four Ankhs in the receptacles. When the last
one is placed, the trap door opens and you fall into
water trench.
Swim east over the rotating blade and into an east
tunnel. Try to follow the rotation of the blade to save
time. Pick up a large
medipack and swim down into a hole. Swim
south-east into another east tunnel. Avoid
two crocodiles and swim
around the columns to the back east wall. Swim up and
enter a narrow crawl space. Swim up and when you hear
the warning sound, you will see a ball at the top of the
slope. Above is a high opening. Do not swim up there.
When the ball starts to roll, stop near the bottom of
the channel and the ball will go over your head and into
that opening. Quickly swim forward as the ball falls
behind you. At the end, pull up into a cave for air and
kill an ahmet.
Climb down the wall to the east and drop into a small
cave. You get a flyby of deadly traps and some enemies.
When control is returned, quickly get the shotgun to
kill a scorpion before
it pushes you into the fire. You can use the revolver to
quickly kill the demigod
when he gets close so that Lara can aim at him. Stand at
the back slope and you can run and jump over the fire
when the spikes have retracted out of the way.
You enter a large room with many closed gates. Go to the
north-west and see a deadly tile under a crawl space.
When the brazier catches fire, the tile has electrical
arc on it. Now the tile is safe so that you can use the
tile to get into the crawl space. In the next room, pull
down a chain. Crouch to pick up a
small medipack so that
you do not pull the chain twice. Return by the crawl
space and be careful of the deadly tile. Go south and
enter the open gate. Step on another changing tile when
it is safe. Run out and run into the timed gate in the
north-east corner of the large room. The gate will close
behind you.
Pick up the Mechanism Key
from the pedestal and the gate opens again. Exit this
room and enter the open gate in the east wall. Go around
the column and enter a tunnel. Avoid the
skeleton and run to the
north wall and use the Mechanism Key. You get a cut
scene of the machine making a hole in the floor. The
skeleton will hack at you during the cut scene but you
actually loose no health. Run to the hole and land on a
breakable tile. When it breaks you drop into a tunnel.
Follow the tunnel to a large room with two boats in the
water. Enter the room and the door opens in the north
wall. Run into that door and jump towards another boat.
You get a cut scene showing the boat moving to another
room. You can climb the block in the corner of the new
room to jump over the boat. Go east and through the open
gate. Follow the corridor to a large treasure room. Go
to the west side and pick up
Andreas Scroll off the pedestal. You get a cut
scene showing a section of the north wall dropping. The
scroll states:
"Keragydes, small among the multitude of Kerkyra shall
be our new home. I swear my sword will remain at rest
forever if we succeed to reach our dream...Andreas
Kikiouras."
Pull up into the north wall opening. Jump inside onto a
ramp and the level ends.
Isola Bella
You start by sliding down a small slope and stop in
front of a pool of water. You can see a small
underwater tunnel in the west wall. Forget it for
now, as the current is too strong from this side. Go
up the ramp in the north-west corner and go through
the doorway. You enter an outside area and see a
closed gate to your left. Go north and see a large
gate needing two items in the far west. Go through a
small archway and into another open area with a
tree. There is a large opening to the west but enter
the small tunnel in the east wall. At the end, drop
down into a triangular hole. Go south-west down a
hill and stop at some wall torches. Go left and loop
around the wall torch and enter an alcove to pick up
Uzi ammo. Return to
the wall torches and go to the north-west corner. Go
against the west wall and go north through a crawl
space under the rocks. Go to the end with the green
lamp. You get secret #1
and crouch down to pick up the
Uzi's. Crawl back
and enter the doorway in the west wall.
Shoot a huge bat and
go south through another doorway. You can see ruins
above you but first go south and enter a pool of
water next to a column. Follow an east underwater
tunnel and swim up through an upper underwater crawl
space. Follow the tunnel and turn east to pick up
the crowbar off the
floor. Continue to swim east and pick up
Uzi ammo and then
you are back in the starting area. Pull up to the
north ledge. Go west up the ramp but this time go
south to the ledge behind the pillar just before the
doorway. From that ledge you can jump south-east
onto the balcony behind the railings at the south
wall. Pick up red shotgun
shells. At the back of the balcony is another
green lamp. Return and see a star on an alcove wall
to the north-west. Jump into the alcove and pry
Golden Star #1 off
the wall for secret #2.
Dive into the water and pull back up at the north
ledge.
Go up the ramp and this time use the crowbar to open
the gate to your left in the west wall. Enter the
open gate and you are above the room where you were
earlier. Jump to the column in the south-west corner
and then jump to pull up onto the column to the
east. Jump north to the central column and a door
opens in the north wall. Go to the lower south-east
column for red shotgun
shells. Go back to the central column. Jump
east to a ledge and then north-west onto the ledge.
Go out the open door and another door opens in the
wall to the west. Jump the gap between the ledges
but do not enter the second door yet. Run and jump
to the west to grab the upper ledge. Shimmy to the
left and pull up into a crawl space. Crawl to the
right and stand up to press a face button. You get a
cut scene of a gate opening on a high ledge. Crawl
back and shimmy to the right corner. Pull and, turn
around and run and jump back to the ledge. Jump east
to the ledge with the open door. You can jump to the
upper east wall ledge for
Uzi ammo. Then jump back and enter the open
second door.
To the east is the gate that you opened with the
face button. Watch out for the hole in the corner
and enter the open gate. Follow the short tunnel and
press a face button. You get a cut scene of spikes
stopping at the blue gem. Exit the tunnel and
continue north onto a ledge. Enter a room to the
east and search the room for
shotgun and
flares. Exit and
continue jumping over the ledges to the north. Make
a short trip onto a west balcony for
Uzi ammo. Return to
a larger area to the north and pick up
red shotgun shells.
Go west and you can see the blue gem through a
narrow west wall gap. Jump south onto a ledge. Then
jump onto the west wall ledge. Get into the
triangular crawl space in the corner. Stand up on
the other side and go north to pick up the
Horseman's Gem.
Exit back to the ledge and jump south to the corner
ledge with the vase. Press the face button on the
south wall. You get a cut scene of a wall dropping
somewhere.
Jump down to the ground back into the area with the
tree. Go to the north-west corner and pick up
Uzi ammo. Then
enter the archway in the west wall. To the left is
an alcove with a ladder to the face button you just
used. Go to the right and follow to another small
area. Hop onto the north ledge and enter the wall
that was dropped. You then enter another small area
with a water pool. Note the lily pads in the water.
Neat idea. Go to the north-east corner and use the
crowbar to pry open the closed gate. Enter the
corridor and pull down the wall switch. Exit back to
the pool area and enter the hole that has appeared
in the north wall. Go forward and the wall closes up
behind you.
You enter a ruined building with some columns. Go
west and see some pictures on the north and south
walls. The lower part of the pictures are mixed up.
The parts are movable blocks. Go west and then north
to see a statue and the correct picture on the wall,
if you need to see it. Start with the north wall.
Pull out the right block and move it aside. Pull out
the left block and push it into the location of the
right block. A wall torch should ignite beside the
block if you do it correctly. Now go to the south
wall. Pull out the left block and move it aside.
Pull out the right block and push it into the
location of the left block. A wall torch should
ignite beside the block if you do it correctly. Now
just exchange the remaining two blocks in the two
remaining locations. The remaining two more wall
torches should ignite. You also get a cut scene of a
gate.
Go east into an open area with a pool. Go to the
north wall open gate and pick up
crossbow explosive ammo
from the pedestal. You get a cut scene of a closed
door. You can use the crowbar to open the south wall
gate and pick up a large
medipack from a pedestal. Return to the
building and go to the west wall. To the south is
the closed door from the cut scene. Go through the
west wall crawl space. Kill a
dog and pick up the
crossbow hidden in
the grass at the south-west corner. You get a cut
scene of the door opening. Crawl back out and notice
a room with a statue to the north. Go south to the
open door. Follow the corridor and get a cut scene
of five lamps on pedestals. You pass a blue lamp.
Arm yourself with the crossbow and explosive ammo
and save the game. Slide down a slope onto a
platform over a spike pit. Shoot to the side walls
next to the blue lamps to destroy the blue lamps
only. Shoot to the left of the left blue lamp. Shoot
to the right of the right blue lamp. If you shoot
the red lamp the platform drops and you land on the
spikes. If you wait too long (4-5 seconds?), the
platform also drops. When you succeed, you still
drop but the spikes are gone and a side door opens.
Go though the side door and pick up a second
Horseman's Gem of
the pedestal. You also hear a door open. Climb the
ladder and pull up into a crawl space. Go though a
doorway and into a small open area. Go east though
the doorway and you are back in the room with the
statue.
Go south to the building with the columns. Go to the
south-east corner and exit the area, as the wall is
down again. Go south and then to the south-west to
the area with the tree. Go south and then west to
the large closed gates. Place the two Horseman's
Gems to open the gates. Shoot the
dog that runs out of
the open gates. You enter a cave. Pull up onto the
green west wall ledge and get a cut scene showing a
gate above a pit. Also notice the sloped pillar and
the crevice. Crawl west and turn around to grab the
edge but do to release yet. Shimmy to the right onto
the next tile. Release to drop onto a slope. Slide
down and near the bottom, back flip and roll to land
on the slope from the cut scene. Jump forward to
grab the crevice and shimmy left to pull up onto a
corner ledge.
Jump south to a ledge and the camera view shows you
a ledge to the east. Jump south-east to land on that
ledge. Go west into a room with a statue. Go behind
the statue and pull down the wall switch.
Immediately side jump to the right to avoid the
opening trap door. Exit the room and see the open
gate at the north wall. Run and jump to the sloped
column as before to jump and grab the crawl space.
Shimmy to the right and into the open gate. A door
is open in the north-west corner so enter the cave.
At the green plant, you can look south to see a
tunnel and a closed gate. Continue to the west and
emerge onto a ledge over a deep pit. On the south
ledge is a closed gate needing a key. Follow the
ledges towards the west to pick up
Uzi ammo. If you go
west into the alcove, you can follow the north
tunnel to a room with a statue.
Climb down the ladder to a lower ledge. There is a
closed door in the north-west corner you can open by
approaching it. You see an underwater switch above a
fire but no water yet. You will return here later.
Climb the block in the center of the pit and run and
jump to a ledge at the east wall in front of a crawl
space. This is not the ledge with the ammo. Crawl
though into a small cave and pull up through a hole
in the ceiling. Go to the west and pick up
red shotgun shells.
Return to the opening that overlooks the first pit.
Notice that spikes are gone from the middle column.
Run and jump to pull up onto that column. Face the
fires on the slope. Stand jump to the south-east
onto the middle edge of a slope. Jump over the fire
and if you are lucky, jump on the second slope and
grab a ledge to the east. Run into the tunnel for
secret #3 and the
revolver. Exit to
run onto a slope and slide backwards to grab the
edge. Safety drop to the ground.
Go to the south wall and dive into the water. Swim
through the plants and up the tunnel. Swim up the
right channel and avoid a fish. Pull up on a ledge
and shoot the fish.
Now dive back into the water and swim up the left
channel. Follow it to the end for the
Silver Key. Then
swim back to the right channel and enter a room. Be
careful of the spikes as you shoot the
horseman. Pick up a
large medipack
that is dropped. Use the
key in the north wall key lock to stop the
spikes. Pick up the
trident from the pedestal and the trap door
drops in the north wall. Pull up into the room and
shoot the skeleton
back into the hole. Place the trident on the statue
and exit the room to the north. Jump to the slope
and grab the crevice again. Go through the door and
return to the second pit.
Now return to the room where you saw the underwater
lever and the fire. It is an awkward jump but jump
to the left ledge and save the game. The door closes
behind you. Run up the ramp and the ball starts to
roll towards you. Curve and jump to the right ramp
behind the other rolling ball. Continue up the ramp
to press a face button. You get a cut scene of a
door opening in a cave. Go down the ramp again and
run, jump with grab to glide into the open door. Go
back to the rock in the center of the pit and jump
south to pull up into a crawl space and a cave.
There is a closed door in front of you. Go to the
south-west and notice a vertical shaft in the
ceiling. Then enter the open door from the cut
scene. You get another cut scene of the horseman
mounting his horse. Enter the room and shoot
two horsemen on the
floor and a horseman on the
horse. Watch out for the wall torch as you
jump around. It can set you on fire.
Pick up a Horseman's Gem
from the horseman on the horse. The gate will open
in the north wall. Go into the room and hop into the
upper left alcove for a
large medipack. Then pull down the wall
switch at the north wall. Roll and run out and
towards the south gate as a
fire wraith follows you. The gate closes
behind you. Ignore the pedestal and turn left and go
up a ramp and then to the right to find water to
extinguish the fire wraith. Now go back to the
pedestal and pick up
Alexandra's portrait. Return to the water
area and place it carefully on the steam emitter on
the south wall. Go to you right and though the open
gate. The gate closes behind you. Time a jump
through the flame emitters. Use a real run and jump,
as a run only always seemed to catch Lara on fire.
Turn the corner and press a face button.
Go back through the flame emitters to the still
closed gate. Push a movable block opposite the gate
to the west. The gate opens and you get a cut scene
of an underwater door opening. Return to the water
trenches and go to the north-east corner to find the
open door. Follow the tunnel and swim up for air.
There is a closed door in the lower east wall. You
cannot pull up so swim south into another flooded
room. Pull up onto a central column for a
large medipack. You
can also shoot the fish
from there. Dive into the water and see a closed
door in the west wall ledge. Follow the east wall
ledge into a south tunnel and pick up
revolver ammo.
Return and get some air.
Swim back to the north room and swim to the closed
door in the east wall. Turn to the west and swim up
towards the ceiling to see an underwater lever. Pull
the lever and swim into the open east wall door. It
is a very small maze of a tunnel. Follow the short
tunnel to pull up into a tunnel. Notice the unlit
wall torch to the north. Go south and pull up onto a
ledge above the water. Shoot the
skeleton off the
bridge to avoid later problems. Jump to south-west
ledge for red shotgun
shells. Then jump back to the bridge. Jump to
grab the opening in the north-west corner. Pull up
and pull up onto the next block. You are on a higher
ledge over the water. Jump to a west ledge and turn
the left corner to see another unit wall torch. Jump
to the ledge to the east of the opening and then
onto the east ledge.
Enter the east passageway. You see a closed gate and
a key lock to your left. You can go into the right
tunnel for a small
medipack. Go to the east wall and press the
face button. You get a cut scene of an underwater
door dropping and a dry room. Then you see another
underwater door opening. A door also opens in the
south wall. Go there and down the tunnel into
another room. Loop around to the right to pick up
red shotgun shells. You emerge on a ledge
overlooking the bridge again. Dive into the water
and swim into the open underwater door in the west
ledge. Go to the back of the room and swim up a
vertical shaft. Pull up into a small room and go
east. Continue east and shoot the
two skeletons off
the ledges. Jump the ledges and go to the far east
wall. Place the Horseman's Gem in the receptacle on
the block. You get a cut scene of an underwater key.
Go west and dive into the water. Swim into an upper
south-west crawl space and pick up the
Silver Key. Quickly
pull up onto the bridge and shoot the
fish in the water.
Run and jump to the east ledge and enter the open
door. Enter the room and go up the tunnel to the
north. Go to the north-west and use the key to open
the north tunnel gate. Enter the tunnel and pick up
a torch. The south wall door closes to make the
return trip harder. Go west and jump down to the
floor. Stand jump onto the west block. You get a cut
scene of all the torches going out and an electrical
arc on a floor plate. Stand jump to the higher ledge
and go south into the opening. Jump to the bridge
and jump to the east ledge. Go into the room and
find the electrical arc on the floor tile in the
east wall alcove. Step on the tile and get a cut
scene of two wall torches igniting. Save the game
for a timed run. Run out of the room and jump to the
bridge. Jump to the west ledge and light your torch
before the timed wall torches stop. You have to be
behind the torch, as being to the side does not seem
to work. Save a few times before you run off the
edge and fall into the water with the lit torch, as
I did.
Jump to the bridge and then onto the east ledge. Go
north to the wall to the hole where you entered this
room. Stand at the wall and draw your pistols. The
torch should fall into the hole. If you throw it, it
could land in the water. Get into the hole and pick
up the torch. Light wall torch #1 on the north wall
and the gate opens in a side branch. Go up the steps
into the room. Stand jumps the blocks again to the
west ledge and go to south-west corner to light wall
torch #2. Drop into the room below and go to
south-west corner to light wall torch #3. Drop into
the lower room and go behind the south-east column
to light wall torch #4. Drop the wall torch, as you
do not need it again. Climb the short gray block to
the north-west and face the west wall. Back flip
onto the upper ledge behind you. Jumping forward to
the ledge did not seem to work. You get a cut scene
of a door opening. Turn to the north and enter the
open door. Pick up the
trident from the pedestal. The gate opens in
the west wall so exit the room.
Slide down a slope and go north to a gate that opens
as you approach. Enter a small cave and go north.
The door opens for you. Crawl out and go north to
safety drop back into the second pit. Go to the west
ledge and climb the ladder to the higher ledge. Go
west and follow the north tunnel to another statue.
Place the trident on the statue and get a cut scene
of the pit being flooded and a key. Exit and dive
into the water. First dive down to the north-west
corner and into the hole where you saw the
underwater lever above the fire. Pull that lever and
get a cut scene of water in a hole. Swim up and into
the south wall crawl space. Go to the south-west and
swim up the vertical shaft. Pull for into a small
room for secret #4.
Pry Golden Star #2
off the wall and swim back to the pit.
Swim to the east wall and pick up
revolver ammo from
a ledge. Swim a little higher and turn to the north.
Swim into an east wall triangular crawl space that
is partially hidden by a plant inside the hole. Swim
up a vertical shaft into a small cave. Go east and
pick up the Temple Key
from the pedestal. Go back to the flooded pit and
pull up on the south side. Use the key to open the
gates. Enter the gates and go to the west into an
alcove at the back of the room. Go south and a door
opens as you approach. Enter the open door and the
level changes.
Omegapolis heirs
You start in front of a closed door. Go east into a
room. Go to the north-east corner and pick up the
shotgun, crowbar,
and crossbow. Go to
the south side of the block beside you and push the
block north into the corner. You drop through a trap
door and slide down a slope. Go north through an
opening and onto a ledge before the water pool. Swim
east and see some flares on a south ledge in front
of a doorway. Leave them there for a marker. In the
lower south-east corner is a closed gate under a
Neptune sign. Surface onto an east ledge for
red shotgun shells.
Swim north and pick up Uzi
ammo from the pool bottom. Surface now and
pull up to a ledge for
revolver ammo. Continue swimming north and
pull up into the north-east corner.
Hop onto a gray block and stand jump west twice to
land on a ledge. Pull up to a ledge in front of a
closed gate. To the west, you see a switch labeled
Midas. To the east you see a closed gate under a
Thor sign. Jump over to the west ledge and shoot a
vase for a large medipack.
Drop to a lower ledge and look to the west see a
tunnel with a fire on a pedestal. Go towards the
pedestal and a skeleton appears behind you. Shoot
the skeleton into
the water. Go to the pedestal and carefully time the
fire to pick up
Alexandra's Key from the pedestal. Go outside
to the tunnel entrance and see a closed gate in a
crawl space on the far east wall. Turn to the north
and shoot a green panel. Enter the alcove behind it
and pull down a wall switch. You get a cut scene of
that gate opening. Return to the north-east corner
and climb the blocks again. From the second block
you can run, jump, but no grab to land of a ledge in
front of the crawl space. Crawl inside for
secret #5 and pry
Golden Star #3 from
the wall.
Now to start some serious searching. Go back to the
east ledge where you picked up the shotgun shells.
Run and jump to the south-west to land on a ledge
next to the flares. Pick up the
flares and enter
the south opening. Pull down the wall switch labeled
Atlas. You get a cut scene of an under gate opening
under an Atlas sign. Exit the room and dive into the
water. Just below the entrance ledge, swim into a
south tunnel to find the open gate for Atlas. Go
through the gate and swim to the south-east to find
a ledge and pull up. Go south into an opening and
get a cut scene if the next area and see a crevice
next to a breakable tile. Slide down the slope to
jump to grab the breakable tile. Do not pull up but
shimmy left around the corners and onto the crevice
of the cut scene. Continue shimmying to the left and
the camera view changes. Release, drop, back flip,
roll, and grab a small balcony and pull up. The
water below you is deadly.
Jump east to grab a climbable wall. Shimmy to the
right to pull up into a crawl space for a
revolver. Then
shimmy back to the left to pull up into an opening.
Back up through the east side and grab the climbable
wall. Shimmy to the left wall, back flip, and roll
to grab another wall. Climb down and carefully drop
and grab the edge of the broken column below you.
Pull up onto the column. Jump east to a small
balcony for revolver ammo.
Jump to the slope and shimmy to the left. Pull up to
pick up a small medipack
and get a flyby of the room. Shimmy back to the
small balcony and jump back to the broken column.
Run, jump with grab and you should glide onto the
lower north wall ledge. Enter the room for
secret #6 and pry
Golden Start #4 off
the north-east corner wall. Go back outside to the
ledge. Run and jump to the east to grab a crawl
space edge. Shimmy to the right and pull up into the
crawl space where it is flat. Just follow the crawl
space to the north and around the corner and stand
up on a block over the deadly water.
Stand jump forward to grab the edge of the sloped
block. Pull up and jump with a left curve onto the
ledge. When you land, stand still and the rolling
balls should roll in front and away from you. Stand
jump and run diagonally across the spikes when then
are down. Jump and grab the sloped wall to the
south. Shimmy to the right side. Do not worry about
the rolling ball, as the ball will miss you. Pull up
and save at the corner. Shimmy around the corner,
pull up and slide down a slope. Jump forward to grab
the edge of the west column. Save again as you pull
up and get ready for a very difficult set of jumps.
Shimmy to the right side, pull up, back flip and
jump with a left curve to another slope. Slide down
a little and jump south to another slope. Then jump
with a left curve to a west slope and another jump
to a slope at the west wall. Bounce between the two
slopes and use a curve until you land on the block
next to a wall torch. Save a few times if you want.
Climb the wall ladder a little and shimmy to the
left around one corner. Then climb to the top.
Shimmy to the right and release. Land on a slope and
jump to the slope in front of the opening. Slide
down the slope backwards and grab the edge. Shimmy
to the left of the slope. Pull up, back flip to a
slope and jump forward with a left curve to land on
a flat triangular ledge. Go to the north-east ledge
for small medipack
and Uzi ammo. Go
through the south wall crawl space and emerge onto
the opening above the slope. Start to slide down the
slope and immediately jump up to grab the ceiling.
The monkey swing is hard because of the steep angle.
You have to make many diagonal passes to go up the
steep angle. Monkey swing over to the west and drop
into an opening.
Enter the room and hop onto the west ledge to climb
a pole. At the top, back flip into a small room and
look to the west to an alcove. You see a crawl space
with a breakable tile. Ignore the side space to the
left. Start your crawl back at the alcove entrance
and not at the start of the crawl space. This way,
you seem to have enough speed to clear the breakable
tile and stand up on the other side with no loss of
health. To the north is a tunnel with crossbow ammo
over a spike trap. I could never make it over the
breakable tile. Go south and safety drop into a
room.
Go into the tunnel in the east wall. Pull down the
wall switch, roll, run out the tunnel and jump to
the left or right side to avoid a rolling ball.
Afterwards you can see a fire under the wall switch
and there are breakable tiles on the floor. Run over
the breakable tiles and they break. Grab any edge of
the hole and release to gab a crawl space edge
underneath it. Pull up and drop on the other side of
the crawl space and onto a ledge. Go east to the
edge of the deadly water. Jump into an opening in
the east wall and enter a room. Pick up
Atlas First Rollingball
from the pedestal. Return to the opening and jump to
the north-west passageway. Go through the open door
and follow the corridors. Go up a ramp and a gate
opens for you. You are back in the room with the
Atlas wall switch. Go north back to the main
starting area.
Dive into the water and swim into a south-west
underwater niche for red
shotgun shells. Swim north into the tunnel at
the bottom of the central structure. Swim into an
east tunnel for red
shotgun shells. Then exit the structure and
return to the north-east corner to climb the gray
block again. Climb again to the gate and jump east
to the ledge. Ignore the Midas switch again and
follow the ledges towards the south. You will pass
the closed Midas gate but it is for later. Follow
the ledges to the east and jump onto the top of the
central structure. Pick up
flares and a large
medipack. Drop off the east side of the
structure and enter an alcove. Pull down the wall
switch labeled Thor. You get a cut scene of the Thor
gate opening. If you climb on top of the Thor wall
switch, you can look south to see the Neptune wall
switch. Exit the alcove and climb the north block.
Drop onto the west side ledge for
two Uzi ammo. Go
off the west edge onto a platform for
red shotgun shells.
Go back to the block and jump over the water and
onto to the east ledge.
Quickly kill two dark
harpies as they can poison you. Go to the
south-east corner and enter the Thor gate. Notice
the red and blue lamps and the death sign above the
red lamp. Go east and jump into an opening in the
wall. Slide down into a room with colored lamps. If
you go near a red lamp, the floor collapses and you
fall into deadly water. Go left to the blue lamp in
the corner. Turn right and then right at the first
branch. Look left to see a green lamp. There is a
space there that I could not enter yet. Go east to a
blue lamp. Go left to the next blue lamp and turn to
the right. You see a mound of dirt and a blue lamp.
Go behind the blue lamp and push in a movable block.
Go behind the block with the fire vase and push a
button. An earthquake happens and you get a cut
scene of a red lamp turning to white.
Exit the room and jump over the water to your right.
The lamp there is now a green lamp. Jump south to a
green lamp and turn west to see a rope. Jump to grab
the rope and turn to the north. Swing over to the
green lamp there. Now you can climb the wall into
the space at the top. Go to the south to get
secret #7. Pick up
crossbow explosive ammo
and pry Golden Star #5
from the wall. Get down and use the rope to swing
back. Follow the green lamp sections back to the
room with the movable block. This time go east
towards the white lamp. Follow the white lamps
towards the south and stop at a ledge over the
water. Jump to grab a pole and rotate around to back
flip into a south alcove. You have to climb very
high on the pole to make it.
Follow the corridor and enter a room where the
camera view changes. Run to the west side of a pool.
Pick up crossbow normal
ammo. Shoot the vase at the south-west corner
and go there to pick up the
laser sight. This
is rather difficult since Lara kept targeting
Thor or a
skeleton. Hop onto
the north-west block with the plant. Look up to the
south-east ceiling to see a hanging ball. Use the
crossbow and laser sight to shoot the ball. You get
a cut scene of a block rising in the south-east
corner of the room. Go to that block and then jump
to grab the bridge structure to the east. Do not
linger too long as Thor can also stand on that
block.
Jump west onto a column to pick up
red shotgun shells
and a large medipack.
Shoot the dark harpy
before it pushes you off the column. Jump to the
ledge at the west wall. Hop onto the block and then
jump and grab the higher ledge. Kill
two dark harpies and
two skeletons. Go
east to enter an alcove. Press a button and get a
cut scene of spikes popping up on a sloped ledge.
Exit the alcove and shoot another
skeleton off the
ledge. Go to the spikes and place your back to them.
You have to guess at the spike timing. Drop
backwards and then jump forwards to grab a monkey
swing under the ledge where you were standing.
Follow the monkey swing around to a jump switch at
the south wall. Release and pull down the jump
switch. You may need full health for this, as it is
a long drop to the floor.
Go south and find an open gate behind the south-east
block that was raised. You enter a room with hammers
over a platform of deadly water. And Thor can still
hurt you with the shock of his hammer. Just take
your time going through the hammers. Wait until they
retract before you move forward. Save the game
before the pedestal. Pick up
Golden Lighting and
side jump to avoid a lighting bolt. There are also
lighting bolts on the platform as you run back.
Luckily, the hammers do nothing. Run back into
Thor's room and dive into the water to extinguish
two fire wraiths
that have followed you. Get out of the water and go
behind the right column near the west wall. Then
pull up into the tunnel at the west wall. Follow the
tunnel and go through the open gate. You emerge back
in the starting pool area.
Go north and west and this time pull down the Midas
wall switch. Follow the ledges to the south and
enter the Midas gate. You have to kill
two dark harpies in
route. Enter the gate and it closes behind you.
Continue west into a room with three other tunnels.
Take the north tunnel first. As you approach, spikes
pop up in a trench and a fire emitter starts. There
are two choices to get across the trench.
Choice 1: Stand jump to the closest edge of the
breakable tile. Run and jump north to grab the next
breakable tile. Pull up and run onto the safe tile.
You will loose some health.
Choice 2: Stand with your back to the wall and face
east. Side jump to the far edge of the breakable
tile. Turn to your left a little and stand jump
forward to grab the crevice. Shimmy to the left and
release. Side jump onto the safe tile.
Face either slope and back flip to the slope behind.
Keep jump pressed and you go up the slopes. Grab the
top slope and shimmy around to the south. Pull up
into the room and kill a
dark harpy. Pick up the
Golden Skull from
the pedestal and hear a trap door open. Go south to
the trap door. Climb down the wall ladder and drop
into the trench. The spikes have gone below you.
Pull up back into the tunnel and go south into the
room. Now follow the south tunnel and place the
Golden Skull on the pedestal. You get a cut scene of
gold flowing in the channels beneath you. Exit the
room and follow the west tunnel. Jump onto the mound
in the center of the room and pick up a
Golden Bar. Exit
the room and go east back through the open gate and
return to the starting pool area.
Follow the ledges to get pack onto the top of the
central structure. Climb over the Thor wall switch
and then drop onto the other side. Go south and pull
down the Neptune wall switch. The author's note also
refers to Neptune as Poseidon. You get a cut scene
of the underwater Neptune gate opening. You can see
an area behind the wall switch. You will get there
later. Dive into the water and follow a south-east
tunnel through the open gate. Follow the tunnel to
the left and the level changes.
Omegapolis heirs II
Swim down the tunnel into a large flooded room. Swim
south through an archway and watch out for the
current and the spikes. Swim to the south wall and
pull the underwater lever. You get a cut scene of a
small statue near a door. Then swim north through
the archway and swim up to the surface for air. Pull
up to a west ledge and enter the open door in the
west wall. Go up to the top step and turn around.
Jump forward and pull up into a higher room. Go west
and pick up the Statuette
from the floor. Return back to the pool ledge. Loop
around to the left to enter another open door. Enter
the door and the level changes.
Omegapolis heirs
Go up the ramp and kill a
dark harpy. At the top of the ramp, the gate
opens for you. Exit through the gate back to the
starting pool area. Go forward and pick up a
small medipack
from the ground. Go to
the key lock under the torch and use Alexandra's
Key. You get a cut scene of a gate opening. You can
pick up red shotgun
shells near the
west wall. Go back to the gray block in the corner
and climb to the open gate near the Midas wall
switch.
Enter the open gate and face a wall. Go around the
wall in either direction and kill a
dark harpy.
Go north and see two closed gates and two side
rooms. Go west and into a small room. Place the
Golden Lightning for Thor and the Golden Bar for
Midas. Go east into a small room. Place the
Statuette for Neptune and Atlas First Rollingball
for Atlas. You get a cut scene of a gate opening.
There is electrical arcing and a sword appears. Exit
the room and go north through the open gates. Pick
up
Andrea's Sword
from the pedestal. The gates open in the north wall.
Go down the ramp and a right door opens for you in
the north wall. You have a possible choice of two
endings.
ENDING 1: You only have one or two Golden Stars.
Enter the right door and the level changes.
Omegapolis heirs II
You slide down a small slope. Destroy a
skeleton and follow
the cave tunnel to the north-west. A gate opens for
you. You enter a room with a fountain and small fish
in the water. Go to the north-west corner and pull
down the jump switch. Return back through the tunnel
and take the north-east tunnel through the open
gate. Go through a room with pillars and enter room
and see a closed green door to the north. Back flip
onto a sloped side wall and jump forward to grab the
ceiling. Monkey swing south and pull down a jump
switch on the high south wall. The green door opens
and you get a flyby of the outside area. Go north to
enter the door and the game ends.
ENDING 2: You have three or more Golden Stars.
Do not enter the right door but go to the west wall
and place three Golden Stars in the receptacles. The
left door opens. Enter the left door and the level
changes.
Omegapolis heirs II
You slide down a small slope. Destroy a
skeleton and follow
the cave tunnel to the north-west. A gate opens for
you. You enter a room with a fountain and small fish
in the water. Go to the north-west corner and pull
down the jump switch. Return back through the tunnel
and take the north-east tunnel through the open
gate. Go through a room with pillars and enter room
and see a closed green door to the north. Back flip
onto a sloped side wall and jump forward to grab the
ceiling. Monkey swing south and pull down a jump
switch on the high south wall. The green door opens
and you get a flyby of the outside area. Go north to
enter the door and the door closes behind you.
You are in a large outside area of a temple. To the
north is a fountain. Most places are closed off by
gates. Go to south-west corner and climb the west
side of a wall where you see the ladder lines go up
to the top of the wall. Jump to the middle ledge.
Stand at the north end and run, jump, and no grab to
land on the north-west ledge. Jump into the west
alcove and pick up a small
medipack. Go to the end of the ledge and run,
jump, and grab the north ledge with a statue. Go
behind the statue and run down a tunnel to press a
face button. Return to the statue and dive of the
ledge into the water below. Climb the wall again and
go to the far east ledge. Time a jump over the
spikes and go north to the second statue. Go behind
it and down a tunnel to press a face button. You get
a cut scene of doors and gates opening somewhere.
Return to the statue and dive into the water below.
Get out of the water and go to the east. Enter the
room behind the columns and see the area of the last
cut scene. Go to the middle door in the east wall.
Go east until you see a fire on a pedestal. The fire
will not harm you. Stand beside the pedestal and
look up to the west. You should see a jump switch.
Pull down the jump switch and get a cut scene of a
door opening somewhere. Now go west back into the
entrance room.
Go to the south-east corner and enter the open green
door. You have to move three different blocks onto
three different tiles.
Block 1: You see the open door from the jump switch.
Go to the mirror at the south wall and see a fancy
tile reflected in the mirror. Move the fancy block
from the open door onto the fancy tile equivalent in
front of the mirror.
Block 2: Shoot the green wall in the south-west
corner of the room. Look at the large squares on the
tile. Pull out the second block from the east wall.
You can check the position from the mirror. Notice
that it has large squares. Move that block into the
south-west alcove.
Block 3: Hop onto the middle block at the east wall
and press the face button. You hear a door open. The
two end buttons are fire traps. Go north and shoot
the wall to the left of the face tile. Enter the
alcove and pick up flares.
Notice that the block in front of you has small
squares on it. Pull out the block from the alcove.
Exit this room and go into the middle room to push
the block some more. Return to the south room again
and move that block into the hole in the east wall.
Notice that the floor tiles also has small squares.
You hear a gate open and some theme music.
Go to the middle room and pick up a torch from the
floor behind the now open gate. Go east to light the
torch on the pedestal. Return to the south room
again. Look in the mirror and see a wall torch in
front of the face tile. Go there and light the wall
torch which now can be seen. You hear a gate open
somewhere. Exit this room and go into the north door
and enter the next room.
Enter an open gate and pick up
Ring of Completion #1
from a pedestal. You get a cut scene of a gate
opening into an outside area. Go east and through
the open gate and into that area. Before going
further, return to the south room with the mirror.
The mirror is gone. Go into the mirror section of
the room and press the middle face button on the
east wall. You hear a door open. Go to the open door
in the south-west corner and enter the alcove. You
get secret #8 and
pick up the grenade gun.
I think that the room changed after picking up the
Ring of Completion. I am not sure. Now exit the
south room and return to the open area in the north
room.
You can see a pool of water and a waterfall at the
east side. To the south you can see the balcony with
the fire under the jump switch. Dive into the water.
Swim under the balcony for
red shotgun shells. Swim to the south-west
corner for crossbow
explosive ammo. Also notice that gray
sculpture jutting out of the north wall. Pull up
onto the island under that sculpture. Run and jump
to grab the broken column to the east. Shimmy to the
right and pull up into the opening behind the
waterfall. Crawl backwards to drop down behind it.
Go south to use a floor lever in front of
an ahmet behind a closed
gate. You cannot shoot the ahmet but it can reach
you. Return to the water area and see a rope has
dropped from the sculpture. Pull up to the island
and grab the rope. Swing south and jump to grab the
pole. Climb the pole and carefully back flip to an
upper ledge.
Destroy the
two skeletons
running around the upper ledge. Go north to jump
onto the sculpture. Go to the right side triangular
ledge near the wall. Stand jump to a north alcove
and then to an east balcony for
red shotgun shells.
Jump back to the triangular ledge and pull up onto
the north wall. Then enter the north cave. Destroy
the
skeleton
and pick up a
large medipack
from the south-east corner. Go back to the ledge and
go west. Crawl into the triangular crawl space.
Stand up into a room and destroy a
skeleton.
Then pull down the wall switch. You get a cut scene
of a column rising beside the sculpture. Exit the
room and go onto the sculpture. Get onto the column
and use the crowbar to pry
Secret Seal #1
from the sculpture. You also get a cut scene of a
wall block dropping somewhere. Pull up to the
sculpture and jump back to the south ledge with the
pole.
Stand jump with grab to the south and glide into the
lower passageway behind the pole. Or back flip from
the pole into the opening. Use the revolver to
quickly kill the
ahmet
in this passageway. Explosive ammo seems have no
effect. Go north and follow the passageway to pick
up a
crowbar.
Stand to the left side of the gate and use the
crowbar to open it. Now use the floor lever again
and push it back in the other direction. Return to
the west end of the passageway. Run and jump over
the spike pit. Turn around and jump to a dark upper
north-east alcove. Pull up through the open trap
door and into a south crawl space. Carefully pull up
into a room with poison wall darts. Crawl under the
darts to get a
small medipack.
You can look out the east wall windows to the next
room. Drop into the south floor slot and land on the
ledge below.
The water is deadly. Jump to south corner block for
red shotgun shells
and return to the ledge. Jump north-east to a single
column in the water. Then jump onto the middle of
the columns at the north wall. Watch out for the
wall darts there. There is now a choice of routes.
Route 1 (Hard): Jump to grab the ladder on the
column with the fire emitters. Climb down below the
fire emitters. Shimmy around to the east side and
climb down so that you see the slope behind you at
the bottom of the screen. Back flip, jump to another
slope, and jump again onto an east wall ledge. This
maneuver takes a little adjustment to land on the
closer side of the first slope. You back flip too
far to the east and the second jump never works.
Route 2 (Easy): Jump to grab the ladder on the
column with the fire emitters. Climb down below the
fire emitters. Shimmy around to the east side. Climb
up to the top and shimmy around to the right above
the fire emitter. Pull up to the top ledge. Jump
down to the east wall ledge.
Then jump to the south ledge and pull down a wall
switch. You get a cut scene of a jump switch on a
face tile.
Go north and jump back to grab the ladder on the
column. Climb up to the top and shimmy to the right.
You are safely above the fire emitter. Now climb
onto the top ledge. You see a closed gate to the
south. Go near the gate and look down to the west to
see a sloped column. Jump onto the column and jump
forward to grab the edge of another slope at the
south wall. Then shimmy to the left and pull up into
the alcove with the jump switch. Pull down the jump
switch and you hear spikes popping. Turn around and
see spikes at the east wall and the fire emitters
have stopped. Face the room and jump straight up to
grab the ceiling. Do not run and jump or you have
trouble moving on the steep angle of the monkey
swing. Monkey swing straight to the end and release
and grab the edge of the sloped column below you.
Shimmy to the far right side. Pull up, slide down
and jump with a right curve to grab the ladder on
the column. Shimmy to the other side and climb to
the top ledge. The door opens for you in the south
wall.
First jump to the east ledge with the green door and
wall torches. It is not a door but a movable block.
Push the block in as far as possible (three times).
Crawl under the block on the right side. Stand up
and use the crowbar to pry
Secret Seal #2
of the south side of the block. You get a cut scene
of a wall block dropping in the building at the
level start. Now exit the room and return to the
ledge. Go through the open door and follow the
tunnel to a slope. Save the game here. I had a lot
of trouble with the slide and the drop at the end.
Just slide forward and you should hit the wall and
drop onto the center of the tile below. On a few
tries I slide down backwards or used grab and I
landed outside the fenced area and had to reload.
Pick up
Ring of Completion #2
and the trap door opens beneath you. You drop into
water. Pull up to the north and run up the tunnel.
Jump through the north opening and you are back at
the water. Swim north to pull up onto the entrance
ledge.
Go west back through the rooms and return to the
starting area with the fountain. Enter the north
building. Place the Secret Seals in the receptacles
on the south wall near the entrance door. This stops
the spikes at the pedestal. Go to the pedestal for
secret #9
and pick up
Alexandra's fan.
Exit the room and enter the fountain area. Return to
the south-west corner to climb the water to the
higher ledges. Jump the ledges and enter the room to
the east. Go to the south-east corner and enter the
tunnel. At a T-junction go to the right and place
the first Ring of Completion. Run to the opposite
end of the tunnel and place the second Ring of
Completion. The doors in the tunnel open. Enter
either door and pick up the
West Garden Key
from a pedestal. Exit the rooms and return to the
outside ledges.
Diving into the water is a fast way to get to the
ground. Then go to the west wall and enter a
doorway. Continue west through another doorway and
stop at the closed gate. Turn around and jump onto a
block at the east wall. Use the key to open the
gate. Enter the gate and go to your right and pick
up
flares.
Go west and safety drop into a hole and enter a
cave. Go west and follow the tunnel to a slope. An
ahmet
attacks and pushes you down the slope. Slide down
and jump to grab another slope. Pull up, back flip,
and roll to grab another slope. You can see fire
below you. Shimmy to the right side. Pull up, back
flip, and roll. You land on a slope so slide down
and jump forward to grab a ledge. Pull up for a
large medipack.
You may see an ahmet
below you. Safety drop into the room and run
to the west. Turn and kill
two ahmets and two
skeletons that try to push east into the
fire. Try to not kill an ahmet in front of the door
in the west wall. Go north and enter either
corridor. Destroy a
skeleton on the steps. In the next room, go
to the middle of the east ledge. Turn around and
face south. You see a jump switch on the column.
Jump to the switch and pull it down. Drop, jump over
the fire and jump over the spikes to land on the
north ledge. Exit this room and enter either north
corridor. Go to the back of the room and see a slope
at the east wall. Back flip off this slope and jump
forward to pull down a jump switch. Return to the
first room and enter the open gate in the west wall.
Go up the steps and the gate closes behind you. You
face a deadly water trench. You can also see an area
above you. There is a tunnel to the north-west but a
gate closes it. It is a few easy jumps to get to the
other side of the deadly water. Hop onto the south
block to jump up and grab the higher ledge. Go to
the middle of this second floor. Then go north and
jump down into a lower tunnel. The gate opens to
your right. Go forward and turn to your left. Press
the face button at the end of the tunnel. Exit
through the gate back to the start of the trench.
Now it is not easy to get across because the blocks
keep changing shapes. However, you can jump on the
slopes and bounce between them using a curve to go
west. When the shape changes, you land on a flat
spot so stop jumping. When the shape changes again,
you bounce between more slopes. Eventually you reach
the end of the trench. Jump on the south block when
it appears and jump to grab the higher ledge again.
Or just stand where you think the block appears and
it pushes you up when it does appear. Again go to
the middle of the second floor. This time go south
and drop in front of an open gate.
Run up the ramp to the next room. Run between the
two coffins and get a cut scene. It shows a door
opening in the room above you. The wall descends in
the south wall in front of you. It then shows an
opening to the outside world and the level ends.
20-dec-2006
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