LEVEL 14: ATLANTIS
Kills: 32 Items: 50 Save Crystals: 7
(PlayStation only) Secrets: 3
Cut Scene: Natla places the
completed Scion on some sort of mechanical altar, which then
begins to revolve. As she gazes out toward a huge, yellow
sphere mounted on the far wall of the chamber, a countdown
starts. This is followed by a brief FMV sequence in
which we see the island above. The top of what looks like a
volcanic peak blows apart revealing a golden pyramid with a
crackling swirl of energy at the top.
Objectives: Make your way to the top of the
pyramid past various traps, hazards and mutant guardians for
the penultimate confrontation with Natla.
Walkthrough: Walk forward. The lights come on and
you'll find some Uzi clips on the
ground. In the room ahead are 6 incubators ready to hatch
some nasty Atlantean mutants. Step forward cautiously and
the first egg on the left will hatch, releasing a
spew-spitting mutant. Back flip
into the doorway and kill it from there.
(NOTE: You'll encounter a
number of these incubators throughout this and the next
level. You can tell when an incubator is ready to hatch a
live mutant because the mechanical arms that support each
yellow "egg" begin to move. If the arms aren't moving, it's
safe to approach.)
Advance forward and to the right and the first egg on
that side of the room will hatch. This one contains a
fireball-launching mutant. To
minimize the damage, you can back flip a few times to get a
little distance between Lara and the creature. Then jump
from side to side to avoid the fireballs while shooting.
When the mutant explodes, go down the right or center to the
opposite end of the long room. As you approach the
Uzi clips on the floor, the last
egg on the left explodes and another
mutant emerges. Use those side flips to avoid the
toxic spew, kill the mutant and pick up the clips.
Here at the back of the room are 3 doors: one on each
side and another in the center. The door on the left opens
as you approach. Enter and go up the stairs. The see-through
floor is safe to walk on, but there are gaps where Lara can
fall through, so stay alert. Pick up a
small medipak in the far left (southwest) corner. The
door in this corner leads back downstairs, but it doesn't
open yet.
(NOTE: This area is very dark.
If you have trouble seeing where you're going, try turning
up the brightness on your TV or monitor.)
Head up the left (west) side of the room. When you near
the middle, step out toward the walkway with the
shotgun shells and the egg below
will hatch. Kill the flying mutant
from above if possible. If it flies up above floor level,
jump from side to side to dodge its fireballs, taking care
not to fall through the openings in the floor. When the
coast is clear, get the shells if you didn't already and
then continue to the far right (northeast) corner. Use the
switch in the dark alcove to
open the door across the room (in the northwest corner).
Behind that is another switch.
Use it to open the door near where you got the small medipak
(in the southwest corner).
Exit the switch room, and head straight across the room
to the previous switch. Turn right and continue along the
left (east) side of the room. When you reach the middle, the
egg below will explode releasing another
flying mutant below. Kill it as you did the other,
then cross over the bridge at the center and continue along
the right (west) side. The remaining egg will hatch below
and another mutant will come up
the stairs in the far left (southeast) corner. If you don't
run forward, you should have plenty of time to kill it as it
approaches.
Go down the stairs on the right (southwest). On the way
down, you'll see another switch.
Throw this to open the middle door in the room below.
Continue down. The door at the bottom of the stairs opens as
you approach. Go forward then to the right through the door
you just opened.
TALL ROOM WITH LEDGES ABOVE BIG LAVA POOL: Advance
to a ledge above a large lava pool.
Kill the flying mutant that comes
down from above.
(NOTE: This will happen several
more times as you make your way to the top of the pyramid.
The flyers can knock Lara off the ledges. Also, they explode
when you kill them, and Lara will take some damage if she's
close to the explosion. Since they tend to avoid the small
doorways, a useful strategy is to draw them down then back
up and kill them from cover.)
When the flyer explodes, turn around and hang from the
outside edge of the ledge. Let go and grab the ledge below.

Pull up and enter the passageway, which is
SECRET #1. Pick up a
large medipak and
clips for the magnums and
Uzis. Continue along the tunnel to
an opening in the floor where you can drop down into another
hallway with gray and gold tiles. At one end of this hallway
is a ledge above the big lava pool. (This is within jumping
distance of the ledge you stood on previously, but by
finding the secret, you avoided that jump.) There are
chomping blades in the doorway,
but you need not worry about them. Go the other way.
ROOM WITH TRANSPARENT BRIDGE & MUTANT INCUBATOR:
The next room contains a lava pit
below a transparent bridge with a gap in the middle. Down in
the gap is an incubator. Walk to the right side of the
bridge and take a standing jump to grab the crevice in the
wall. Drop and grab the bottom of the doorway below.

Pull up and follow the tunnel to a
switch. Use it to open the red door on the far side
of the bridge. Continue along the tunnel to the opening,
pick up 2 sets of Uzi clips and
take a standing jump down to the bridge. Take a running jump
across the gap to grab the other side of the bridge. As you
pass the incubator, the egg will hatch, releasing a
winged mutant. Pull up and head
for the doorway. You can kill the mutant from here or, if
you don't want all the kills, just keep going. (PlayStation
users get a save crystal in the
passageway.)
POOL BELOW EXPOSED PYRAMID: Continue to a room
with a pool of water. On the left is a part of the sloping
outer wall of the pyramid. Like the visible part of the
pyramid at the end of the last level, there are several flat
spots. There are also two spike pits
at the bottom of the slope and a couple of stone blocks. On
the right side of the pool are some rocks and pillars. These
are climbable but there's no way to get onto them from the
water. The exit is that red door on the far side of the
pool.
You'll need to go across the pyramid twice: once to
spring some boulder traps and
find a secret, and again to get out. First, take a running
jump from the doorway to grab the tall square block ahead.
(Note the square ledge below on the right. You can climb out
of the water here if you fall in.) Turn left and take a
running jump from the top of the tall block to the nearest
flat spot on the pyramid. A boulder
rolls from above, so quickly take a standing jump to the
next flat spot higher up and to the right. This spot is
safe. Now angle Lara slightly uphill and take a standing
jump forward to land on the pyramid and slide down to the
flat spot just above the second spike
pit. Another boulder
rolls down. If Lara is facing uphill, you can immediately
take a standing jump to the next higher flat spot to get out
of the boulder's way.

(NOTE: Alternately, you can
avoid triggering the second boulder by taking a running jump
from the second flat spot straight across the slope to land
on the next flat spot four squares beyond. Just make sure
you do this—or watch out for the boulder—later on when
making the timed run.)
After clearing these two boulders you can take your time.
Take a series of standing jumps, from flat spot to flat
spot, up the side of the pyramid to the top right corner. As
you get closer, you'll be able to make out an opening in the
rock wall.

Climb into it for SECRET #2,
magnum and Uzi
clips, plus a large medipak.
Exit this room and slide down the pyramid to the flat spot
near the red door.
Take a running jump across the water to grab the lowest
step on the other side. Pull up and climb onto the step on
the right. From here, take a running jump to grab the edge
of the tall block ahead. Pull up and get the
large medipak. Take a running jump
to grab the next higher block, pull up and enter the room on
the left. Pick up the 2 sets of Uzi clips
on the ground and pull the
switch. This alters the terrain in the next room
enabling you to exit.
TIMED RUN TO THE EXIT: Jump into the water and
find the underwater lever to
the left of the pillar where you just got the medipak. When
you pull it, the red door opens and you have about 40
seconds to get through it before it closes. Here's the
sequence:




Pull the lever, turn around and swim to the ledge at
water level just below the tall pillar near the entrance.
Climb out of the water onto the ledge so you're already
facing the pillar. Then when you climb up, you're ready to
take the next jump without having to set up first. Take a
running jump over the spikes to
the nearest flat spot. Press the right direction key to
pivot in the air so Lara lands on the flat spot facing the
far wall. If you make it this far without stumbling, save
your game if possible. Then, if you mess up, you can just
reload and skip the business with the lever and the
swimming.
With Lara on the flat spot above the first spike pit,
facing the wall with the exit door, step back until her
heels touch the raised edge of the tile behind her. Then
take a running jump straight across the pyramid. Lara should
land on the slippery slope and slide down to the flat spot
above the second spike pit.
Again, step back so Lara has enough distance for the
take-off and do another running jump to the ledge near the
red door. You should have plenty of time to go through
before it closes. Just be careful not to run on into the
lava in the room ahead.
(NOTE: If you didn't trigger
the second boulder on the way to
secret #2, you should probably do the timed run the same way
you did it the first time, since you won't have time to set
up the last running jump to the doorway before Lara gets
squashed by the boulder.)
ROOM WITH PARTIAL WALKWAY AND THREE LAVA SLIDES:
Face the door opposite the entrance and take a running jump
to grab the left side of the walkway (the lower of the two
steps). Follow the walkway to the end and take a standing
jump diagonally to the left into the doorway. (Get a
save crystal here in the PS1
game.)
(NOTE: If you neglected to pull
the switch in the small room above the pool in the previous
area, this room will not be filled with lava. Instead it
will contain a larger elevated walkway and 3 closed chutes,
and you won't be able to reach the exit from the walkway. Go
back through the red door or, if it's closed, drop down,
walk around the right side of the walkway and climb up next
to the switch. Use the switch to open the door opposite and
return to the pool room that way. Then climb up to the room
in the far left corner—on the opposite side of the water
from the pyramid—and pull that switch now. Do the timed run
through the exit door again and resume the walkthrough with
the paragraph above. Thanks to MrCairo for this tip.)
After exiting the room with the three lava slides, follow
the passage to the top, jumping over a
spike pit partway along. Jump into the pool and swim
down and forward. There are some shotgun
shells on the bottom and a
lever to the left of the entrance (when facing it)
that opens the exit on the opposite wall. Swim through this
door and climb out of the water.
Walk forward and pick up the 2 sets of
Uzi clips on the ledge. The
chomping blades only begin to work after you pass.
Once again, you find yourself in the TALL ROOM WITH LEDGES
above the huge lava pool.
Another flying mutant approaches
from above. Rather than going back through the blades, take
a running jump to the next ledge on the right. Pick up
2 sets of Uzi clips and either
kill the flyer from that doorway or leave it and continue
on.

ROOM WITH SWITCHES & UNDERWATER DOORS: Follow the
short hallway to another pool. Swim down and forward into a
room with 4 underwater pillars. Behind the first pillar on
the right is a small medipak.
Surface near the entrance. The room above contains 4 mutant
incubators, none of which are active yet. There are also 3
underwater doors on the left (north) side and
5 switches (plus a convenient
save crystal). You only need to
pull 3 of the switches to open the doors so you can exit.
The others activate the incubators. Each switch and
incubator described here is also labeled in the diagram at
right.
Start with switch #1 in the northwest corner. Use it to
open the outer door. Walk up the short ramp between the two
switches to get 2 sets of Uzi clips
and a closer look at the exit doors. Continue clockwise
around the perimeter of the room, skipping switch #2 in the
northeast corner, and using switch #3 in the southeast
corner to open the middle door. Continue to switch #4, the
middle one of the three on the south wall. Use it to open
the inner door. It also activates incubator A, the one on
the northeast side of the room between switch #2 and the
exit. You'll see the arms holding the egg begin to move.
You can now choose to skip the next four kills, or take
between one and four of them. For no kills, after opening
all three doors, jump into the water and quickly swim
through them and away. For one kill, after throwing switch
#4, approach the incubator to hatch the egg and kill the
fireball-hurling mutant. Use the
usual back-flip/side-flip routine. Just be sure not to fall
into the water or you'll have difficulty getting out without
being toasted. Now leave through the underwater doors.
Or, for the rest of the kills, use switch #2 (on the
northeast side near the incubator that just hatched) to
activate incubator B (in the northwest corner between switch
#1 and the entrance). Walk toward it to hatch the egg,
releasing a flying mutant. Again,
hop back and flip from side to side while shooting, and it
shouldn't harm Lara. Switch #5, in the southwest corner,
activates the last 2 incubators. The one just above the
switch (C in the diagram) hatches immediately, and a
winged mutant attacks. To prevent
it from pinning Lara in the corner, as soon as you pull the
switch, roll and run away from the switch. Take a running
jump across the pool, roll again and start shooting. This
will give you a little more room to maneuver. Do not
approach the other egg yet, or it will hatch and you'll have
2 mutants on your hands at once. When the flyer is dead,
hatch the remaining egg (D) and kill the fourth
mutant, which shoots fireballs.
Then swim through the 3 doors you just opened.
ROOM WITH BOULDER & MOVABLE BLOCK: Surface and
follow the passage to a hallway with pulsing, fleshy walls.
After stepping up into this hallway, turn right and throw
the switch to open the door.
Enter and pick up 2 sets of Uzi clips
on the ground. As you walk across the room, a
boulder will roll down the ramp
and stop at the bottom, blocking the doorway. To get out,
position Lara with the boulder on her right, the ramp behind
her and her chest against the wall. Side flip to the right
several times, and Lara should be able to squeeze past the
boulder into the hallway beyond.
Alternately, find the movable block
which forms the corner at the bottom of the ramp. Pull the
block once, then go around to the right side and push it
against the wall so it's in the path where the boulder
rolled.

Exit through the pulsing tunnel and go around to the left
to the door where you originally came in. Use the switch
again to open the door and magically reset the boulder trap.
This time, when you enter, the boulder rolls down and is
stopped by the block. Exit through the doorway that was
previously blocked by the boulder.
Continue to emerge once again in the TALL ROOM WITH
LEDGES above the lava pool. Kill
another winged mutant and take a
running jump to the next ledge ahead and to the right.
ROOM WITH INCUBATORS & TRENCH FULL OF SPIKES:
Advance along the passageway. (PlayStation users find
another save crystal.) Enter
the room slowly to hatch the eggs one at a time. Kill each
of the 2 winged mutants from the
doorway. Position Lara facing either section of pulsing
floor on the opposite slope (not the tan stone, which is
slippery). Slide down the slope and jump at the bottom to
clear the spikes and land on the
fleshy floor. Go to the top and pick up 2
sets of Uzi clips, a large medipak
and some shotgun shells.
BIG ROOM WITH LAVA POOL & FLESHY BRIDGE: Follow
the tunnel to a ledge above a lava pool.
There is an incubator on the left and an uneven bridge made
of that freaky, fleshy stuff spanning the length of the
room. Approach the Uzi clips on
the ground near the end of the bridge and a
winged mutant rises up ahead.
Kill it and take the clips. Then return to the entrance and
face the incubator. Take a diagonal standing jump to the
ledge on the left. Take a running jump from this ledge to
land on the small square ledge that juts out just in front
of the incubator. The egg will hatch, releasing another
winged mutant. This doorway is
not quite big enough to keep the mutant out, so use the
shotgun or Uzis to kill it quickly.
Turn around and follow the passage around to its higher
opening, picking up some Uzi clips
on the way. Take a running jump from the either opening to
the tan ledge projecting from the fleshy bridge.

Walk forward onto the bridge and turn around to face the
wall you just jumped from. Now you should be able to target
the 2 mutants in the cave on the
left of the empty incubator. One spits and the other shoots
fireballs. Don't jump around too much or you're likely to
slide into the lava. Instead lock onto either target and
sidestep to the left so you're out of range of the mutants'
attacks. Hold the Action button and Lara will shoot whenever
the enemy comes within range. It shouldn't take too long
before the first mutant explodes. Then repeat the process
for the second.
Turn around to so Lara's back is toward the empty
incubator. Walk out onto the sloping projection on the other
side of the bridge. (There's a fleshy area just below in the
lava pool.) Take a running jump to the opposite side and go
to the right, up the ramp to the switch, picking up
2 sets of Uzi clips on the way.
Use the switch to open a door
you can't see yet. Turn around and head back down the stone
walkway. Take a running jump across the gap to avoid sliding
into the lava. In the far right
(southeast) corner of the room there's a
movable block. Pull it once to
uncover the door you just opened with the switch.
Enter and follow the passage to the
chomping blades. Stand close to the blades without
touching them and then run through just as they begin to
open. Take care not to run off the ledge. If you slide down
the slope ahead, you'll have to hop up to the middle of the
bridge, jump to the ledge on the left and retrace your steps
past the blades again. From the flat ledge beyond the blades
turn right and take a running jump to the cave where the 2
mutants were. Head up the slope, turn left and climb the
blocks to a ledge with a small medipak
and more Uzi clips. Follow the
hallway to a higher another ledge in the TALL ROOM WITH
LEDGES above the big lava pool.
Kill another winged mutant that
swoops down from above. Then take a running jump to the next
ledge ahead on the right.
ROOM WITH SQUARE PILLARS & LAVA POOL: Go through
the door, which opens automatically as you approach, into a
room with square pillars set in a lava
pool. (There's a save crystal
here in the PlayStation game.) Go to the end of the walkway
and take a running jump to the ledge ahead. Follow the
hallway to a switch and use it
to change the heights of the pillars. Return to the lava
room and take a running jump back to the walkway by the
door. Take a running jump to the nearest pillar, which is
just to the left of the entrance. Take a standing jump to
the pillar on the left, then a running jump to grab the edge
of the doorway to the left of the next pillar. Pull up, go
into this hallway and use the second
switch to move the pillars again. Return to the
doorway and take a standing jump to the pillar on the left.
Take a running jump to the next pillar ahead. Turn left and
take a standing jump to the pillar near the exit. From here,
take a running jump into the doorway, then follow the
passage to the left.
FLESHY RAMP & SECRET ROOM: Get ready before
entering the next area. There are 3
mutants ahead. In this situation, you're better off
not drawing them down into the hallway. The
mutants can easily corner Lara there. Instead ready those
Uzis and run forward, turn left and start up the ramp. Begin
shooting as soon as Lara locks onto one of the mutants.
About halfway up the first slope, stop running and just
concentrate on shooting. The low ceiling makes it difficult
to jump from side to side, but you can do some sidestepping
to avoid the mutants' attacks. Or just concentrate on the
offense and use health packs as needed.
The secret in this area is difficult to spot but easy to
get once you know where it is. Return to the hallway at the
bottom of the slope. Step on the one floor tile
without the gold pattern on it. This
pressure pad opens a concealed
door at the very top of the ramp where you fought the three
mutants. It's on the right, just before the hallway narrows.
The door stays open for about 25 seconds, giving you ample
time to reach it. Inside is SECRET #3,
consisting of Uzi clips,
shotgun shells and a
large medipak.


Pick up the goodies then return to the ramp, turn right
and follow the tunnel to another red, see-through door.
SWITCH & LAVA TRAP: The door opens automatically.
Don't use the switch
ahead on the right. It's a trap. Rather than opening
the next door, it causes lava to
flow into the hallway. Instead climb up through the opening
in the ceiling near the first door. Continue to come out
again in the TALL ROOM WITH LEDGES above the
big lava pool. You're almost at
the top now. You can see the underside of a big ledge above,
and this time, there's no flying mutant. Take a running jump
to the next ledge on the right, pick up 2
sets of Uzi clips and enter the passage beyond.
RAMP WITH DARTS, BLADES & BOULDER: Advance into
the next room toward the Uzi clips
with weapons drawn. Kill the mutant
that emerges at the far end of the room, then get the clips.
Continue forward to the bottom of the ramp. There are
dart pipes on either side,
blades in the doorway mid-way up
the ramp and, for good measure, a
boulder up at the very top. This looks a lot more
difficult than it is. Go around the right side of the ramp
(when facing it) and head for the corner. The darts won't
start to shoot out of the pipes yet. Now turn to face the
highest part of the ramp before the blades and sidestep to
the left so Lara isn't directly below the dart pipe.

Vault up onto the ramp and then immediately hop back to
avoid the boulder. When the boulder rolls past, it disables
the blades so you can climb back onto the ramp and continue
to the top.
THRONE ROOM: Here you'll find a room with 3 large
thrones (and a save crystal as
well). Notice that they are labeled with the initials of the
Atlantean rulers: Natla, Tihocan and Qualopec. The "seat" of
Natla's throne is actually a movable
block. Push it twice to get into the area behind.
(NOTE: Instead of going through
one of the trapdoors, as described below, you can take a
shortcut. After entering the area behind Natla's throne, go
all the way around to the right, to the low step behind
Qualopec's throne. There's a raised opening above, through
which you would return to this room after doing the business
described below. Instead, stand on the low step behind
Qualopec's throne. Sidestep as far as you can to the left
and then try to climb onto the block that forms the seat of
the throne. Lara can't stand there and will start to slide
back, but before that happens side flip to the left to land
in the opening above.

Climb up and throw the
switch to open the red door
between the trapdoors in the room below. Climb back down the
way you came and go through that door. Skip down to the
section "SMALL ROOM WITH THREE INCUBATORS". Special thanks
to Beau for this tip.)
Or, taking the usual path, after pushing the block, go to
the back of the area behind the thrones, where you'll find
2 switches with trapdoors
beneath them. There's also a red door between them which
doesn't open yet. It doesn't really matter which trapdoor
you choose, since both lead to the same place. If you choose
the switch on the left, throw it, and quickly jump back off
the trapdoor as it drops open. Turn around and drop back to
hang from the opening. Let go and, as soon as you hit the
slope below, jump to clear the spike
pit. Continue up the slope and turn left.
For the trapdoor on the right, throw the switch and
quickly jump back off the trapdoor. Turn around and drop
back to hang from the opening. Drop into the room below.
(You can also just fall through the trapdoor, but Lara loses
some health.) Take a standing jump over the
lava pit, then immediately back
flip to where you first landed in order to avoid the
rolling boulder. Hop back across
the lava and continue forward then to the left.
Climb up through the opening and throw the
switch to open the red door
between the trapdoors above. Continue climbing to emerge in
the throne room above and behind Qualopec's seat. Drop down
and go through the red door between the switches. Head to
the right and up the ramp. Advance cautiously into the next
room.
SMALL ROOM WITH THREE INCUBATORS: When you enter
this room, only the incubator on the far side is active. So
you can pick up 4 sets of Uzi clips
(in two piles) near the entrance without any interference.
Then draw weapons and move toward the active incubator. (In
the PlayStation game it may not appear to be active yet, but
it is.) A centaur hatches out. Do
the back-flip/side-flip routine to avoid the fireballs as
you shoot it.
Cross the room and throw the switch
to the left of the empty incubator to open the exit door.
This also activates the two incubators above. As long as you
don't step on either of the low, fleshy ramps next to the
door, the eggs won't hatch and you can leave at any time. If
you want all the kills, you can hatch the eggs one at a time
and fight the 2 mutants that
emerge.
Alternately, after throwing the switch, run across the
fleshy ramps to hatch both remaining eggs. Immediately slide
down the ramp into the next area, popping a health pack as
you go, if necessary. Deal with the mutants down there (see
next paragraph). Then turn around and shoot the two mutants
at the top of the slope. (Thanks to Ian T. for this tip.)
(NOTE: In the PlayStation game
there's a save crystal just
beyond the exit door.)
CAVE WITH FLESH CREATURE: Be sure you're at full
health before exiting down the ramp. At the bottom are
2 more mutants. It's probably
easiest to just keep moving and shooting, but you can also
run out into the open area, head to the right and climb onto
a block where the mutants can't reach Lara. You've got to be
quick to do this, though, and you may lose as much health as
you would just fighting.
Once the mutants are dead, head for the middle of the
room. After examining this next fleshy
creature for a minute, you'll realize it mirrors
Lara's movements precisely—including shooting at her if she
shoots at it. You have to kill it in order to leave, but to
do that, you'll need to lure it into a trap.
Here's how:




Head for the tall column near the entrance. Walk up the
short ramp next to it and climb onto the block above the
ramp. Turn around and take a standing jump onto the tall
column. From here, you can see how Lara's doppelganger has
mimicked her movements using the tan blocks on the other
side of the room. Now take a running jump to grab the right
side of the raised platform ahead. Pull up. Here you'll see
a switch, a trapdoor in the
floor and the exit door. Pull the switch to open the
trapdoor above a lava pit. You
have a little over 40 seconds before the trapdoor closes. So
you don't need to rush, but don't dawdle either.
Roll, run past the exit door and jump at the edge to land
on the low ramp ahead. Then climb onto the low block at the
top of the ramp. (Or, after throwing the switch, roll and
run off the platform, slide down to the ground, run forward
to the side of the block and vault onto it, avoiding the
ramp altogether.) Jump onto the tall pillar. Now take a
running jump to grab the platform and run to the middle. The
flesh creature should then run to the middle on her side and
fall into the lava pit. When she does, the exit door near
the pit will open. Drop down to the floor, climb back up the
gray rocks to the other platform and go through the door.
(NOTE: The flesh creature is
not counted as one of the official kills.)
BUG WARNING: If you save your game
and reload while exploring this area, the flesh girl may
stop moving. If this happens, try jumping onto the ramp
where you slid into this area. This will usually un-stick
her. If you are on top of a block or ledge when you save and
reload, the flesh girl can end up stuck inside the
rocks instead of on top of them. If this happens, climb down
to the ground, move into the open area, save again and
reload. Then try jumping onto the ramp at the entrance to
get the flesh girl moving again.)
Climb up into another sloping, flesh-textured hallway.
Pick up the Uzi clips. Draw
weapons and advance to the bend. As soon as Lara gets a lock
on the centaur around the corner,
hold the fire button and back flip down the hallway
shooting. As usual, jump from side to side to avoid the
fireballs and keep pumping the
centaur full of lead until it explodes. Go back up to the
bend and pick up some more Uzi clips.
Now advance slowly. There's a drop-off at the top of the
slope with a pool of lava below.
Just go far enough to attract the attention of the
mutant lurking ahead on the
right. You may be able to stand and shoot it using the
doorway for cover, but you can also back down the tunnel if
necessary.
TIMED DRAWBRIDGE: The exit is straight ahead
across the lava, but it's closed and the drawbridge leading
to it is down. Both door and bridge are controlled by
switches at either end of the U-shaped walkway that runs
along the edge of the room. The left
switch raises the bridge. The
right switch opens the door. Both are timed, but the
door stays open longer than the bridge stays up (about 45
seconds and 15 seconds, respectively).
Here's the drill: First, follow the walkway to the left
and pick up some Uzi clips. Don't
use this switch yet. Now go all the way around to the right
end of the walkway and throw that switch to open the door.
Immediately roll and run all the way around the edge of the
room to the left switch. Use the switch to raise the bridge.
Roll, then run back to the center and across the bridge to
exit. You should have just enough time if you run without
weaving too much and don't bump into anything. But if you
want to shave off a few seconds, take running jumps along
the straight parts and leap over the corners instead of
running all the way around them.
SCION ROOM: Just beyond this door is the room
where Natla placed the Scion on the mechanical altar. Pick
up 2 sets of Uzi clips on the
floor, then walk up the low ramp on the left side of the
pedestal and try to take the Scion to end the level.
(NOTE: This room is located
high above the big lava pool you kept returning to
throughout this level. Presumably it is at the center of the
pyramid. You'll wind up on the big platform below at the
beginning of the next level. There's nothing to find there
now, but if you do jump down onto it, you're not stuck. Just
face the opening of the SCION ROOM above and approach the
left corner. A door will open in the wall. Walk to the edge
of the platform and take a standing jump into the doorway,
pressing Action to lower Lara's arc so she doesn't bang her
head and fall. Follow the passage to emerge in the
drawbridge room near the switch on the right. Then repeat
the timed run to get back into the SCION ROOM.)
A movie follows: Lara touches the Scion and
receives another mysterious vision. In this one we see Natla
held captive by the other two Atlantean rulers, Qualopec and
Tihocan. Qualopec passes sentence on Natla, condemning her
for her misuse of power, for waging war on himself and
Tihocan, and for using the pyramid's powers of creation for
her own "mindless destruction."
Natla retorts, "Mindless?! Look at you! Neither of you
have one squirt of inventive juice in your heads. Wasters!"
She appeals to Tihocan, but he stands by Qualopec,
accusing Natla of using the pyramid as a source for her
"individual pleasure", a "freak factory." The camera reveals
a mutant standing nearby.
"They're survivalists," she argues, "a new
generation."
"A slaughter heap now," Tihocan retorts. He concludes,
"And you...we're going to lock you in limbo. Make your
veins, heart, feet and that diseased brain stick solid with
frozen blood. Greet your eternal unrest, Natla!" Qualopec
gives the signal to the mutant, who activates the machine
that will entomb Natla.
As the freezing process begins, Natla yells, "You
won't rest either...or your damned continent, Atlantis!"
Next, a cut scene: Lara staggers back from the
altar and sees Natla draw near. "Back again?" Natla asks.
Lara returns, "And you?" Lara responds, "For a grand
re-opening, I assume?"
In the typical
overconfident-villain-revealing-her-evil-scheme speech,
Natla explains, "Evolution is in a rut...natural selection
at an all time low. Shipping out fresh meat will incite
territorial rages again, will strengthen us and advance us,
even create new breeds." She indicates the nearby incubator
with its huge, yellow egg.
"A kind of evolution on steroids, then?" Lara asks.
"A kick in the pants," Natla says emphatically. "Those
runts Qualopec and Tihocan had no idea. The cataclysm of
Atlantis struck a race of languoring wimps...plummeted them
to the very basics of survival again. It shouldn't happen
like that."
"Or like this." Lara waves her arm to encompass the
whole room, maybe the pyramid itself.
A computer voice announces a status report, "Hatching
commences in fifteen seconds...."
"Too late for abortions now," Natla says haughtily.
"Not without the heart of the operation." Lara aims a
pistol at the Scion, and Natla screams, "No!" She tackles
Lara, hurling them both over the edge into the pit. Lara
manages to grab the edge of the platform below, but Natla
plummets into darkness.
Lara pulls up onto the platform below the incubator as
the electronic voice counts down,
"Five...four...three...two...one...."

Walkthrough text, maps, diagrams, and all
other original images copyright © 1997-2008 Stellalune.
All
rights reserved.
Tomb Raider 1
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