1: Masurao… Uncaged..
Wait up a bit before
selecting the first level, there’s a nice title movie to
watch.
Level by Aza
Authorized walkthrough D&G Productions.
“Many years after we are
all long dead…”
Masurao Kage drops into a sinister place, go W and
hop over the ridge, down the other side and go to the right
into the opening, inside is a small Medipack. Get out
and go down onto the broken rock bridge spanning a deep
cave.
The Bag of Sand.
Look NE and walk onto a ledge from which you can jump and
grab a climbable rock wall, go left around the corner and up
to where you can shimmy left. Drop grab the crack the water
runs out of. Go all the way left till you can drop onto a
ledge in the corner, turn left and grab the next wall, go
left again, up and over the waterfall, then down as far as
possible and right into the waterfall itself, stay near the
corner. Just backflip, (no grab) and get the Bag of Sand,
there’s also a Medipack there.
Get out and just slide down the waterfall into the stream
below. Get out on the corner of the W bank and shoot the
plant that will come alive, then get the Medipack it
was hiding and dive into the water S, follow to where you
can turn right and climb out on the grassy ledge with the
blue flower. Look NE and hop onto the rock ledge, jump and
grab the climbable wall you can see NE and go all the way
back up to the rock bridge. Turn around and runjump over the
gap to grab the other side, walk up to just before the ledge
with the elements puzzle and turn N, go down the 2 slanted
rock ledges and jump across to the ledge N, follow straight
up to a crawlspace in the wall and go in, turn right and
follow to where a large Bug attacks. Shoot it and go
on till you are in a cave behind the waterfall, under the
rock N you can just see the Uzis, but you can’t get them.
The Gate Key.
Go into the dark alcove E instead and get the Revolver
Ammo, return to the W and go straight past the
crawlspace this time, crawl straight past the next
crawlspace and get some Crossbow Ammo in the end,
return and go into the first crawlspace right.
From the ledge you can runjump and grab the climbwall S
across the pit and get on top. Then jump W and get the
Gate Key after you shot the tiny Bugs.
Slide down the slanted wall and hop into an opening SE,
slide down to the water level and dive under the ledge you
were on, swim in S and get more Crossbow Ammo. Go E
now to the main stream and then right around the corners to
climb out onto that ledge with the blue plant again. Make
your way back up to the bridge like before and jump over to
the W end. This time go down the left side before the
elements puzzle and walk as far as possible to the SE, from
that corner you can runjump with a right curve and grab a
flat rock S, go up S and then slide down to the keyhole on
the S wall, use the key to open the gate and jump up E.
Before you enter you can get another small Medipack
on the ledge above this entrance.
The Small Waterskin.
Go into the passage and slide, then jump from the end of the
slide and grab the ladder, climb down and come to a ledge in
a cave where you’ll find the Waterskin. Dive into the
river and swim right around the corner to a shallow part
where you can stand, fill the Waterskin there and swim NW
from there, pass under the rocks and then go climb out W
onto that ledge with the blue plant again as you have to get
back up to the bridge. Jump over to the W and put the Bag of
sand in the left side bowl, the water in the right hand one,
better save before as the lining up can be a bit tricky with
that distant camera.
The Fire-Block Puzzle.
The doors will open up, go in and to the left is a gate
where you need a Key, so go right first and come to a Puzzle
room, there’s a fire just on top of the stairs, a rope to
the left and that has to be burnt, do this by moving the
five pushblocks in the room (you can have some oversight by
hopping onto the solid block N). There has to be a
continuous line (the lines on the blocks and the lines on
the walls and floor) from the fire to the rope. For the
solution you can also look at these screens:


The Gate Key.
When the blocks are in the correct place, a flyby will kick
in and shows you a Snake Ball will drop from the ceiling in
the back of the room. A Demoness starts shooting you.
So take her out first, then go to the back of the room and
look for a small gap down near the floor where that ball was
before, it’s possible to crawl in there, so get on your
knees and get in, follow the passage around to where a gate
opens up, just in front of that gate is a Gate Key.
Get it and hop down through the open gate, go left and jump
over the Snake ball along the wall. Go past the Fires and
right around two corners, to come to a gate, first you have
to take out another Demoness, then open the gate with
the Key to get into the valley.
The Hidden Valley.
Go SW and shoot the tiny Bugs, in the pool is the
Crossbow to be found. Then go into the room S and face
the pool from the E side, dive in and swim through the hole
in the bottom, swim through one of the holes W and follow
till you can climb up in a dark basement. Walk up the
balcony and runjump to grab the block in the pool (not
deadly but you can’t climb out anywhere else except this
side). Better save hanging on the block and pull up to slide
far and jump to the ledge ahead, grab it at the last moment
and hoist up. Turn left to face the next jump, watch out for
the low ceiling, so stand left and runjump grab the next
ledge on the left corner.
The way to do this is pull up on the ledge when the flame is
down, then immediately hop back again grabbing the edge,
wait for the Snake ball to pass and pull up again when the
flame is down, quickly run into the passage and use the
lever on the wall in the end, the flame will be down now so
you can jump from the ledge to a slanted block, jump and
grab the climbwall to go right around 2 corners.
The way I did this: Don’t pull
up but shimmy left around the corner, at the next corner you
can pull up and immediately backflip onto the slanted block
behind you, then jump and grab a climbwall (out of sight).
The Snake ball will just miss you and you can climb up a bit
and right around 2 corners.
Climb into that passage (it is safe) and face SW, runjump
left around the corner to the ledge with the “Cross” switch,
push it and see a gate open up at the hidden valley. Now you
can just hop into the pool and swim back to the other end
where you can climb out at the balcony and dive into the
hole in the floor. Follow back, swim up through the holes
(couldn’t find anything worth while in the E end of this
underwater maze) to get back in the room at the valley. When
you climb out of the water N, go outside along the left side
of the pillar and hop straight onto the rocks. Hanging over
the pool below is a light coloured block, on the block is a
Jumpswitch, face E and backflip onto the slanted rock, then
jump and grab the switch. A block will lower up on the arch
E revealing a Bell. You have to shoot that but first you
need a Lasersight.
Revolver and Lasersight.
Go straight E and into the space under that Bell, along the
right hand side and crawl into the opening (maybe you have
to hop over a ridge in the floor first), in a corner left is
a small medipack, then go into the SE corner and face W,
jump up and grab the climbwall, go up and drop off into the
passage left, follow to the Lasersight. On the N wall
at the opening is another “Cross” switch, push it to light 2
wall torches outside. Now the 2 invisible ledges outside and
in front of you are just visible, just runjump straight out
and step back a bit, then another runjump to the next ledge
and when you walk into the alcove ahead
Secret#1 will sound
for the Revolver. Just hop backwards and grab the
edge of the invisible ledge, you’ll land just right of some
Revolver Ammo. First shoot the Bug and then stand
over the Ammo, facing W and immediately backflip when you
take it. A Snake ball will drop where the Ammo was.
The Devil’s Hideout.
Now you can go shoot the Bell from the pool W and the doors
in the passage SE where you just got the Ammo will open up.
Go there and enter the dark hallway, inside go left and
shoot the Bug showing up. On the E wall is a big lamp
hanging from a block, you can climb the block from the
alcove S of it, the floor is somewhat higher there. On the
block is Secret#2,
2 small Medipacks. Duck to grab them and drop down,
follow the stairway to hell to the S and 2 Demonesses
will show up of which the last will drop a Gate Key.
Mine dropped it close to a pillar so I had to duck to get
it. In an alcove at the N wall you can find a medipack. Go
to the gate W and open it. A Demoness will show up
behind you, better take care of her before you enter the
next room.
The Stone’s Room.
2 Demonesses will attack when you enter, be careful
you don’t get burnt bay all the flames. In the middle of the
room is a block hiding the Skribblerz Stone. To get it you
first have to get that block down. Go to the block SW and
climb it on the SW corner, face the broken part in the
lattice wall SW and jump grab the edge of the floor. Shimmy
right to the wall and pull up through the opening in the
lattice (keep the duck and forward key pressed). Follow to
the E and throw the lever on the wall. The gate will open up
to the part of the first floor left of you. But first you
have to get back down to the Stone’s room. From where you
drop down, walk to that central block so you’re facing it
NE, about one hop away from it. It seems there’s a long and
a short brake in the flame on top. Wait for the right
moment, hop on the block and immediately run through to jump
and grab the balcony N, go for the “Cross” switch on the E
wall to lower that block on the pedestal. Get down to the
ground floor and take the Skribblerz Stone.
The Flyby will show the exit opening up, but the level will
end here….
2: The Sun Temple.
Level by Dhama.
Authorized walkthrough D&G Productions.
A Horseman’s Gem.
Dear Lara ended up in a ruined Temple complex, follow the
caved in passages to where you end up between fallen
columns. Look behind the one NE, there’s an alcove with a
Horseman’s Gem in it. It can be a bit of a problem to
get in there, just try from the corner and jump a few times,
same goes for getting back out, then proceed W till you come
to an intersection.
The Revolver and Crowbar.
To the right are 2 levers for 2 doors, don’t use the first
lever yet but open the second door with the next lever (N),
go in and get the Revolver and a small Medipack.
Go back out and close the door behind you, you will soon
find out why. Open the other door and go up the steps to a
grated floor, get the Crowbar and see that Skellie
wake up below, but because you closed the door he won’t be
much of a problem. Now go S where a flyby will show about
everything you have to do in the next part, so pay
attention.
The Shotgun.
Go on to the large hall S and left to a ledge in the E wall.
Get up the ladder and climb off to the left, pry
Secret #1, a
Broken Beetle of the wall and jump/grab back to the
ladder, get down and head for the partially collapsed floor
W. Drop down to the ground below and head W. In front of the
grating in the right hand wall you can pick up some
Shotgun Ammo (see the next Gem behind it?) and just
around the pillar is the Shotgun in the sand. Go back
to the grating and jump onto the higher ground S, turn
around to jump and grab the ledge above N and hoist up. Go
W, jump a gap and you are in the Temple Hall.
The Temple Hall, the Lasersight and another Horseman’s
Gem.
Just to the right over the ridge is the Lasersight
you might have seen in the flyby. Get it and hop back to the
SE corner (shoot the Skellie into the pit, if you can’t
manage, just avoid him). Drop down into the pit below from
the lower ledge there and get the Shotgun Ammo from
the ground. In the middle of this pit is a deep pit you
might need in a moment. Go up into the NW corner and find a
vase in a passage, shoot it and run back to that pit, wait
for the Skellie to come close and blast him in. Then you can
enter that passage NW again and through the door you’ll find
a low tunnel, crawl in, get some Shotgun Ammo and
find the 2nd Horseman’s Gem in the end.
Return to the large pit and just left around the corner is a
pillar. Go climb up and jump onto the ledge, head for the
big column in the NW corner (that Skellie might have
disappeared, as in my game he jumped down in the pit and
thus killing himself), behind it in the W wall is an alcove,
hard to get in, but with a few jumps you will get there.
Place one of the Gems and get back out, a wall opened up SE.
But first go to the alcove with the face in the W wall,
climb into the crawlspace and follow to
Secret #2, another
Broken Beetle. Get back to the Temple Hall and into the
SE corner where you can now climb up to the next floor of
the Temple Hall. Follow the passage through and hop down.
Climb the base of the column left and run along the right
hand side so you can jump onto the slanted arch W, slide
backwards and grab the edge. Shimmy all the way right till
you are at the wall and pull up to backflip onto another
column base, go to the receptacle in the corner left of that
door to open it with the 2nd Gem. Climb up and follow
through to the Spirit hall. In a lower part of the floor are
some Bones, use Revolver and Lasersight to shoot them
and run for the raised block SW, jump on it while a
Spirit starts chasing you. Climb up S to the ledge above
and run E, jump over to the NE corner and push the button
there to open up a wall below. There’s a large Medipack
NW if you want or you can go back later to get it.
Drop to the floor below and run into the opening N, go on
through some rooms till the Spirit leaves through the arches
as he will head for the Bird statue in the last room N.
Return to the first room S and find a burner on a block E,
time it and hop on the block (when you climb up in the
corner, you won’t get burned, but wait till the emitters is
down to hoist up), jump/grab up and climb up into the room
above. Throw the lever to see a block retract somewhere.
Get down carefully and go to the room S, there’s a pit in
the middle of the floor, shoot the Bones N of it to
open up the lower passage and climb down the pit. Follow the
passage left and get up the climbwall to find
Secret #3, another
Broken Beetle behind a grated wall. Return and climb
back up to the room, go W and into a room with a fountain,
the block you retracted is somewhere under that fountain, so
dive in and swim through the tunnel. First right then left
to reach a lever on a ledge where the block was, now you can
open another door in the Temple Hall.
Swim back and when back in the room with the pit, go N to
the room with the Bird statue, go up to an opening in the NW
corner and follow down to a Spike-pit. Look down and spot
the Scroll on a ledge, first just runjump to that ledge, get
the Scroll and grab the E wall. Climb back left to
the ledge and this time shoot the Bones you can see
at the other end of the pit. A Spirit will show up,
but it’s also possible he leaves for the Bird statue without
even seeing him (otherwise run back to the Bird statue till
he’s gone). Looking into the Spike-pit you’ll notice a
raised block. This will allow you to runjump over to the
opposite side and go get Secret
#4, another Broken Beetle there. In the
wall behind the Beetle are live ones (Beetles), but if you
jump away fast enough they won’t show. Make your way back
over the Spike-pit and head S through the rooms to the
Spirit room, leave NE to the Temple Hall.
The Pharos Pillar.
Make your way over to the NW corner, you know the jumps now
and get into the opening there, dive into the water and swim
all the way down the deep shaft, then go N and in that lower
tunnel at the grate in the floor, left into a small tunnel.
Just follow along the bottom to the Pharos Pillar and
get it fast (you’ll be back in this tunnel later). Swim back
to the large tunnel and go left (N) up in the shaft there
and climb out in the room. In the NW corner is a receptacle
for that Pillar and a block lowers, use the button there and
see the next door open up in the Temple Hall. Go to the SE
corner and climb the ladder behind the vase, backflip onto
the ledge behind and push the button, it will open up
another tunnel in the one where the Pillar was found.
Get down, dive into the water and swim back down, into the
tunnel below and right into that small tunnel, follow to
where you can swim up and into a higher narrow tunnel
leading to Secret #5,
another Broken Beetle. Swim back, down and straight
into the S tunnel and back in the large tunnel, turn right
(S), go back up that high shaft and make your way back to
the Temple Hall.
Again turn left and jump to the NE corner, enter the room
there and in the back you’ll find a push-pillar, move it N
or S into the corner and then pull it into the room and then
move it onto that Face tile in the middle of the room.
Blocks raised in the NW corner. Climb up to the bridge above
and go E, first turn around to get that Skellie off the
bridge and then time the burner at the Face E, pull the
lever and backflip, there is a cut scene of a door in the
Temple Hall. Go W and look for the opening in the SW corner.
Carefully get past that Face and follow the passage to the
Hall.
Bones Puzzle.
You’re now one floor higher, jump to the SW corner and get
into the opening S. Walk to the edge in the right hand
corner and runjump (no grab) onto the corner of that ledge
with the columns to the right, follow the ledge to the 1st
set of Bones, shoot them and drop from the E side to
the ledge below. Shoot 2nd set of Bones there and
runjump over the waterfall to the E, grab the ledge and pull
up, if the Skellie is still there (mine ran of the ledge),
wait for it and shoot it down. Follow the ledges to the NE
corner and get Secret #6,
another Broken Beetle. Hop to the ledge sticking out
over the pool below and when you look around you can shoot
some Bones from here. The 3rd set SW, the 4th set in
the NE corner below, don’t shoot the ones in the red alcove
yet if you want the Medipack there (Might be you need Ammo
first, then you have to dive into the pool first and get the
Revolver Ammo, climb out SE and up the climbwall opposite
the Spike-trap).
Runjump NW onto the slanted wall and grab the edge to shimmy
left to a small sandy ledge, jump to the large Medipack
and jump back to the small ledge NW. Now you can shoot the
Bones in the red alcove if you want and see Spikes
pop up (they are not needed to get the block out on the E
ledge). Shoot the remaining 5th set of Bones in the
pool and a block appears on a ledge E. Dive into the pool to
get that Revolver Ammo if you didn’t yet. Swim up to
the SE corner and shoot that Skellie into the pool. Careful
there is a Spike-trap, there’s a lever raising another block
up on a ledge W in case you didn’t shoot the Bones up in the
highest SW corner you can climb back up there. If the block
on the E ledge is already triggered, you can just get up the
ladder (S wall) opposite the Spikes.
Turn around and jump to the block N, climb up E and go N to
the end. Jump W to the block on the N wall and go up the
ladder, in the end of that passage is a lever, and while you
get a cutscene of a door opening up a Mummy sneaks up
on you. Get back down the ladder and make your way back to
the NW corner under the entrance, I just did a jump W, but
you can also go all the way around the E side. Climb the
wall back up to the entrance of this room and go out to the
Temple Hall. Go right and around to the NE corner to enter
the next opening.
Hop left around the corner over the Spike-trap and push the
pillar there onto the face tile, look up right in the W wall
and see an opening appeared. Climb up the ledge N and
quickly run left against the W wall as a Spike-ball
comes down. Get up one more ledge N and then jump/grab to
that opening W, push the button inside to get a block out of
the wall in the top NW corner of the room, get out and up
the ledges to the NW corner. Climb the block and climb up E,
there’s a Mummy there, just avoid it and run to the
W, jump/grab to the climbwall left of the ledge, get up into
the alcove and push the button to stop the Burner at the
button on the ledge.
You could now climb all the way down the ladder and get back
up to the ledge or just run out with a left curve and a grab
to land on the ledge with the Mummy. Go push the button on
the N wall and a block retracts down in the room, next to
the entrance. Now get down to the room below and go back
down S along the W side to avoid the rest of the Spike-balls
(2). Just next to the entrance of the room S is another open
alcove with Secret #7,
another Broken Beetle. The rest of the things you may
have noticed in the room are just traps.
The Skribblerz Stone.
Hop back to the entrance and leave the room, in the Temple
Hall you can now go to the NW corner and climb into the
opening there. Follow the passage to a room with big pillars
left, pass through to the W and go to the NW corner to get
the Grenade gun and ammo laying there. Then
place the Scroll on the stand near the door and get
Secret #8, another
Broken Beetle. Now go SE and climb a pillar to get up to
the floor E where you’ll find the Skribblerz Stone
and some nice grenade gun targets. A door opens up down W.
Shoot the Skellies (if they appeared) and get to the door,
slide down the slope and the level ends….
3: Pacaritambo.
Level by Baslakor
Authorized walkthrough by D&G Productions.
The Underground River.
Go forward a bit and turn right to the S bank of the river,
climb the low rock and jump to the one SW, hop back and grab
the edge of the rock to shimmy right towards a ledge with
Flares and a small Medipack. Drop down and go to
the N bank of the river, climb the rocks up to an opening up
in the NW corner. Go through to another part of the caves
and make your way down to the caves floor. Get to the
waterfall N and jump through to the cave behind it, there’s
a lever on a ledge, throw it to get a rope out in a
different part of the caves.
Go stand under the waterfall to shoot the Tiger which
appeared back in the cave, then jump through the waterfall E
and get Secret#1, a
Golden Skull. Jump out into the lake and turn around,
and dive to swim into the tunnel NW. Get the small
medipack on the bottom in the corner and swim back up to
the surface. Climb out and shoot another Tiger. Climb
the rocks SW and get the Flares in the dark corner,
get back down, shoot another Tiger and go to the opening in
the SE corner to get back to the river.
First walk to the W and climb up to the small waterfall,
turn left and look for a ledge left of the rock S, jump
there and follow in to a gate, behind it you can see a
Skull, walk up to the pit and look up to find a monkey climb
you can use to get to the other side, around the corner you
can let go. Go into the small room and on a block W is a
lever. Left of this block is a small medipack in a
hole in the floor. Use the lever and see a gate being drawn
up. Go back out using the monkey climb and spot the gate
with behind it a Skull. Walk up to the pit and turn around,
drop/hang from the edge and drop into the pit from the right
hand side (loosing some health). At the bottom turn around
and pick up a medipack at the other end. Run back and
jump and grab up to an opening from the right hand side and
go in to turn around in the back. Climb the ladder to get to
Secret#2, a Golden
Skull and after picking it up the gate will open.
The 1st Magic Gem.
Go out and left to jump down into the river and walk E to
the very edge of the big waterfall. Jump NE to that slanted
block, slide and jump, another slide and a jump to the
rockledge. From the SE tip of that ledge you can runjump and
grab the rope, choose what you do now, swing to the pillar
(easily to be missed) or swing and jump over to the NE side
of the cave, jump and grab to a ledge S. From there you can
just runjump down onto the pillar from the ledge sticking
out W. Grab the 1st Magic Gem and drop from the
pillar into the water. Facing W there is an opening under
the pillar, swim in and collect the medipack you find
there. Swim back out and leave the pool. On the S side of
the pool is a Skellie, next to it you’ll find some
Shotgun Ammo, on the E side of the pool another Skellie
is holding the Shotgun, duck next to it to grab the
gun. Walk NE from the Skellie and climb the rock to get more
Shotgun Ammo. There’s another pickup on a ledge, to
get it, go to the NW corner, face N with the plant left of
you and climb up. From this ledge jump NE, then a diagonal
run over this ledge to jump and grab the ledge in the bluish
light E, get the small Medipack there and drop to the
ground.
The Ruins.
Now go to that opened gate in the E wall, it’s up some rocks
near the SE corner. Inside is a ramp up to some ruins, but
it’s too steep. Jump S over a Spike-pit to the flat ledge
and then side jump onto a slanted rock so you can slide and
grab the ledge up E. To the S is a passage with Swinging
Bags, standing in front of it turn NE and spot a hole behind
the pillar E, runjump into that hole (or side jump in there)
and get the Medipack. Climb up N and get
Secret#3, a Golden
Skull. Get back down and to the passage with Swinging
Bags, run into the lower passage when one of the Bags
swings away and climb out the other side, go up the ramp and
to the right. On the floor is a Skellie that will wake up
when you approach the pit.
The 2nd Magic Gem.
Shoot the Skellie into the pit and look for a hard to spot
crack in the wall just left of the opening across the pit.
There are some ladders down into the pit but there’s nothing
there but a camera showing that crack. Stand one square from
the left hand wall facing the pit and runjump over to grab
the crack at the last moment, shimmy to the opening and
carefully go in (using the “look” key brakes the fixed
camera), hop over the Spikes and get the 2nd Magic Gem,
Go to the opening N and see a small Medipack on the floor.
Just run down into the room and immediately jump up to the
gate N while 2 Boulders pass behind you. Then grab the
small Medipack and leave through the open gate.
Back in the cave with the rope, make your way W along the
rock ledges and down to the bottom of the cave to an opening
in the rocks W, just left of the big waterfall. In the room
with the statues are 2 receptacles for the Gems you have,
one S one N. Placing the Gems will open the gate, go through
and down the steps and prepare to shoot the Mutant.
The Torch.
After the battle you can pick up more Shotgun Ammo
and Flares on the N side and SE in the lower part of
the floor is a Torch, get that and light it on the
wall torch next to the gates, light the other torch and the
gates open up.
The Dungeons.
Take the Torch with you and at the crossing go right and
left to light 2 Animal Heads in the rooms with the
Dead man hanging, in the W side room is another Shotgun
on a ledge NW. The next gates opened up S, take the Torch
and go through to another crossing, drop the Torch and take
care of the Mutant, get the Torch again and enter the
passage W.
Mutant Quarters.
Go down in the next room and into the opening SW. Follow W
past some cages and find a wall torch that has to be lit on
the far W wall… Quickly drop the Torch and shoot the
Mutants, could be you’ll encounter them all at once (about 3
of them), or maybe some will stay behind and you’ll meet
them later. In the cage S is some Shotgun Ammo.
Take the Torch with you on your way out and make your way
back up to the E side of the room where you came in and go E
through the crossing.
Pillars.
Now enter the E side passage and come into a huge room with
loads of pillars, there’s also a Mutant roaming around, as
soon as it shows you better run back and drop the Torch on a
dry place, shoot the Mutant and go back in with the Torch.
Look for a wall torch on a pillar NE and light it, the
Boulder on the broken pillar next to you will fall down. Now
you can drop the Torch and climb that pillar the Boulder was
on, jump to the one S, turn left and runjump/grab to the
ladder E, go up to the height of the ledge, shimmy right and
hoist up to the ledge, go along the S side to the W and find
the pillar you can grab up to (third one). Jump to the N
with a grab and turn left to jump W and another jump/grab to
the crack in the pillar W, climb right around the corner and
backflip/roll/grab to the one behind you. From that one a
runjump onto the floor W (SW) and go to a lever there (On
the pillar and will open up those gates back at the
crossing). Head for the hole in the floor N and drop down to
the water again.
The Golden Key.
Go out W and to the crossing go into the opened gates S to
get the Golden Key from the pedestal in that room. Go
back out and look for a door in the SE corner of the hall,
it will open up for you now. Follow in and at the second
wall torch (left side) is an opening up in the ceiling,
climb up and get Secret#4,
a Golden Skull and a Medipack.
Cascades.
Drop back down and go W to the River where it runs down the
caves, there’s a closed gate across, not for now. Just jump
into the river and let yourself be taken by the current. Be
sure to keep facing forward (do a jump/roll if not) and look
for a bridge you have to jump to. Throw the lever there and
the door opens behind you on the bridge, go through and come
to a room with water running in, just run through into the
passage ahead and around the corner is a hole in the floor,
jump across and hop back to climb down the hole. Here’s a
Labyrinth with small streams, go down S and drop down in the
end. Go left and into the room S, throw the lever there to
open the gate upstream.
Up the High Waterfall Room.
Go back up the cascade N and follow past the ceiling hole
you came from to an opened gate, just run into the water and
swim up E, get out and climb up N, then turn and jump S,
climb the ladder and go right onto the ledge, throw a lever
there to get a rope out allowing you to swing to the
opposite corner where another ladder has to be scaled, do a
backflip/roll/grab about 4 steps from the top and hoist up
onto the broken bridge. Jump to the ledge NE.
Grab the crack in the wall to get to the next ladder S and
climb it to the top, backflip/roll/grab, climb to the top
and pull up to backflip to a ledge, use the Jumpswitch on
the E wall to get a rope out and use the rope to get to the
NW ledge, jump up and grab the ladder, go up about 8 steps
and backflip to a ledge, careful it has a hole. Get up the
next ladder and come to a room with a gate and a lever,
first you can go for a Secret, climb up N and into the
ceiling hole, go on climbing and cross the bridge into a
room with Secret#5, a
Golden Skull and a Medipack. You can shoot the
Skellie of his feet to gain some time.
Make your way back down out to the small room to use the
lever opening the gate leading to the top of the cascades
again (you saw this one from the other side), entering will
show you the Spikes in the room past that bridge will
retract now, so slide down the cascades facing forward, all
the way to the end and jump onto a platform in a huge room.
Hall of the Big Statues.
Find a nice pool below and dive down, climb out and head for
the back of the SE statue. Look up N and spot an opening you
can grab up to, climb into the Statue and come to the arms
level. There’s another hole in the ceiling, face N to jump
and grab up to the ladder climb up to the eyes level, throw
the lever there to get the eyes burning. Get back down to
the arms level and go out N, left and jump over to the other
statue. There’s a closed gate, jump and grab up to the ledge
over that gate and go around to the back.
A closed gate in the S wall, but in the statue is a
crawlspace, climb down into the statue and throw the lever.
Go out the opened gate N and up to the ledge above the gate,
once again around the back and find the gate in the S wall
behind the statue open, jump over into that opening and
climb the pillar with the burner on the SW corner, turn
facing S and time the burners (one on the ledge above too)
to grab up to the ledge above. Quickly shimmy right a bit
and pull up (it is possible you have problems with this like
we did, in that case save on the corner of the block facing
S and reload, immediately jump and grab up when the level
reloads and shimmy right). Go to the ladder with the burner
N, stand against the wall and sidestep onto the corner of
the burner tile. Time the burner and jump/grab up to get up
to the opening above.
Jump over to the statue and go up the ladder, down the
ladder on the other side and throw the lever below to get
the eyes burning, the flyby shows a wall opened up below S.
The Skribblerz Stone.
Go back over the ladders and from the S ledge a jump SE to a
ledge on the S wall, jump to the E statue and crawl into the
crawlspace in the back of it. Drop and go down the ladder to
get to the ground floor, make your way over to the open wall
S. Climb over the ridge and follow the passage S, to come to
a hall with the Skribblerz Stone on a pedestal, a
gate opens W but there’s a closed door behind it. Look up E
and spot a keyhole on the ledge, you can use the Golden Key
there to open the door behind the gate W and get a
Medipack N. Then go down and leave through the opened
gate W, the level ends….
4: IS4 “The Tree of Souls”
Level by GMac.
Authorized walkthrough by G&D Productions.
The Large Underground Temple.
In an alcove to the left when you go N are some Flares.
Go on to the ledge overlooking the underground Temple. On
this ledge are also 2 Gem receptacles.
Get down into water and swim to the opposite (SW) corner and
just left of the arch there is a small ledge where you can
climb out of the water, left around the corner is a lever,
it will open a gate in the W wall, dive back in and get into
the opened gate.
The Water Crystal.
In the room with the deadly water is a climbable wall to the
right of the entrance, walk up against the wall, jump and
grab that wall, go left around corners and up to get into
the opening where you’ll find another lever. The skull tile
under the entrance of this short passage will rise, it has
Spikes, but they aren’t harmful. From the block you can jump
back to the entrance ledge and go on to a block SW, grab the
overhead monkey climb and drop onto a block at the end, jump
to ledge for the Water Crystal.
The 2nd Water Crystal.
Take the same route back, the closed entrance will open back
up and jump into the water to swim all the way E and climb
out. Head up the steps to those big heads and go right to go
W over the rocks along the S wall and just past that gate
you can runjump around the corner to a brick block. Jump up
to the SW and make your way to the bridge W.
Go onto the grassy area W and a couple of midgets start
bothering Lara. From the back of that building facing E you
can climb up to get the 2nd Water Crystal. Remember
the 2 receptacles? Head E to the bridge, jump down to the
rocks NE and jump up E over the rocks, from the brick ledge
up left and place the 2 Water Crystals in the receptacles
there. Turn around and see the gates on the opposite side
opened up, so hop back in the water and climb out E again,
head up the stairs and rocks to the open gates.
Boulder Lock.
Left and right are slanted tiles in alcoves, over the tiles
are boulders, there are as many boulders as there are holes
in the floor, all boulders have to go into the holes to open
the gates S. Just stand back against the slanted tiles and
back flip on the tile and just slide down (no jump), stand
still right where you end up and the boulders will bounce
over Lara into their holes.
The Dragons Head.
Go through gate and climb on a block S, jump up to ledge W
and get the Torch that is hidden in the grass.
Jump down to ignite the Torch on the wall torch E and walk
to the W side to use it on the floor tile there, just to the
right of the other flame, you have to stand on the exact
corner of the tile. Go back and use the newly revealed lever
on the ground floor in the SE and use it to raise a block on
a ledge up W.
Climb up to the ledges in the N side of the room and jump to
the newly raised block on the W ledge, grab up N, then face
NW and jump to the ledge.
Jump to the central ledge S and pick up the Dragons Head
from the pedestal, a flyby will take over, Souls are set
free. When you get control back, you can jump the ledges to
the SW corner for a small medipack.
Make your way down (there’s a nice rock SE you can jump to)
and pick up the Blood Crystal from the pedestal W. Go
back E and use it to open the gate. You don’t need the torch
anymore, but you could use it to get some extra light. Go
down the slanted passage and the gate opens, find a lever on
a ramp in the middle of the room facing W. A bunch of
boulders, coming from the room above will drop onto the
ramps and end up in the tunnels against the closed gates,
but a gate will open NE, follow the passage back to the
large underground area.
Boulder Run.
Use the Dragons Head on the Dragon SE and the gate opens up.
Enter and run down around the corner, save there just before
the opening in the ceiling. Sprint down, running along the
middle, jump the Spikes-trap in the floor and immediately
run to the left side into the corner. Pass the boulder and
follow the dark passage to enter a huge room.
Boulder Puzzle.
Walk straight into the room and on the 3rd left hand pillar
is a lever, it will release one of those boulders and a cage
will rise to the right of you (E). Go to the N end of the
room and use the lever in the far NW corner, next to the
ramp. Another boulder drops and a block rises SE, close to
that cage. Now go SE and you can climb that block and then
get up the cage N and jump E onto the ledge. Walk N a bit
and jump into the open gate W. Once upstairs, back in that
room with the boulder ramps, take the ramp on the right to
go down W and jump over to the ledge there. Go S and use the
lever in the dark on the W wall. Turn around and wait till
the boulder stops to jump to the cage that will appear E and
use the lever there.
Make your way down to the ground floor and go N to a gate
opened in the wall there.
The Gold Crystal.
Wait for the last boulder to fall and go back to the SE to
climb up the cage and jump to the E ledge. To the SE is an
open gate, follow in and jump the ledges to the other side
to get the Gold Crystal. Jump back one ledge and jump
N into the now open gate. Follow through, jump down onto the
Boulder Run ramp and go N up the ramp, back to the large
underground area. Jump in the water and swim past the right
hand rocks, climb the ledge on the right side to get back
onto that ledge where the level started and go down to the
gate N to use the Gold Crystal on the left there.
Some Guidance.
At the intersection go W and a flyby kicks in, go down the
passage, jump to the island W, follow the path to the W side
and jump to the closed gate SW, now the guide will come to
open that gate for you by lighting the wall torch there.
The Blood Crystal.
Follow him and when he is finished you can pick up the Torch
between the guide and the tree. Ignite the torch on the
burning tree and take it E. Find a grate on the floor
between two central pillars, throw the torch on the grate.
Go to the NE corner and find a lever to raise the cage, then
turn and go SW and use the ladder. DO NOT pull up but back
flip. Get the torch from the raised cage and light the two
wall torches on the ledge. Drop the torch and pick up a
small medipack and the Blood Crystal. Notice the
2 Gem receptacles to the N and S.
Get down to the ground floor and leave E, the gate opens,
head back around the pool and go up the ramp to use the
Blood Crystal there at the E end of the intersection.
The Water Crystal.
Go down the ramp and dive into the water, swim S and up to a
ledge to climb out and shoot some midgets.
The red tile N un-triggers a block S, revealing the Water
Crystal but in front of that alcove are trigger tiles
raising the block back up. So jump with a grab over those
tiles into the alcove and get the Water Crystal. Go
to the E side of the pool and find a Timed lever.
Timed Swim for the 2nd Water Crystal.
Save in front of the lever, and check out the route first:
it’s back in the opening in the bottom S just left of the
lever when facing the water, swim back N and into the red
light, straight and up behind the plants, climb up left and
here’s the gate that will open up.
So reload, light a flare and pull the lever, roll and
standjump with a left curve into the water, down into the
opening in the bottom and swim down turning right, swim sort
of straight N and up into the opening, hoist up and get in
to grab the 2nd Water Crystal before the gate closes.
Back in the water and take the first opening up. Go back W
to the pool and into the room where the guide is waiting at
the Tree of Souls. Climb the ladder again, don’t forget to
backflip off and place the two gems there N and S.
Pick up the Skribblerz Stone E and the level ends
with a nice flyby…
(revised) 22-01-2007
Back to Top