LEVEL 8: THE GREAT HYPOSTYLE HALL (first time)
Secrets: 0
(NOTE: The Temple of Karnak,
Great Hypostyle Hall and Sacred Lake, are like one big level
made up of linked parts. You can go between them as many
times as you need to, but twice through each level should be
enough if you explore thoroughly. I have included both
visits to each level on the same page.)
OUTDOOR AREA WITH TOPPLED BLOCKS: Climb out of the
pit and go up the ramp to the left to an outdoor area. To
the left (south) there are several doorways between square
columns. To the right (north) there's a square opening
framed with carvings. Pick up the shotgun
shells on one of the blocks ahead, then explore
inside the doorways with square columns. Here you'll find
2 black scorpions along with
flares and a
small medipak. Return outside, then go through the
square opening with the carvings.
DARK ROOM WITH UPPER LEVEL SUPPORTED BY SQUARE
PILLARS: There are 2 black scorpions
lurking on the left side of the lower level. Kill them, then
climb onto one of the square blocks and through one of the
openings in the ceiling to the upper level. There are
2 more scorpions up here on the
right (north) side, along with wideshot
shells and Uzi clips in two
of the alcoves.
At the far side of the area with the alcoves, jump to
grab the bars on the ceiling. Traverse forward and to the
right to drop on one of the ledges. Jump over to the dark
alcove ahead (to the north) and get some
flares. Jump back across the ledges to the far
(southern) alcove to get a box of shotgun
shells. Then return to the middle ledge and, from
there, jump to the long, well-lit, sand-colored ledge on the
west side of the room.
You can also follow the hallway at floor level, but
you'll miss Uzi clips and a
small medipak near the end of the
ledge. After getting these items drop down and continue to
the deep pit.
Cut scene: Two jeeps arrive,
along with Von Croy's car. Von Croy gets out and orders his
henchmen to go after Lara.
Take a running jump from the bit of floor that juts out
over the pit to grab the other side. Pull up and continue to
a SMALL OPEN SPACE BETWEEN BUILDINGS. Note the
crawlspace in the northwest corner. You aren't yet able to
open the door at the end of that passageway (you're missing
the HYPOSTYLE KEY), but you'll be back. For now, go through
the square opening on the north side. Inside the building,
to the left, is a small medipak on
the floor and Uzi clips on a
ledge. Get these, then slide down the ramp to enter the next
level.
Continue with the walkthrough for SACRED LAKE (first
time).
GREAT HYPOSTYLE HALL (second time)Secrets: 0
You return to this level for the second time after
completing the TEMPLE OF KARNAK (second time). Climb out of
the pit and go up the ramp to the courtyard. There's a
hired assassin waiting just
outside on the left. Kill him and take his
Uzi clips.
(NOTE: This is a different
breed of bad guy from the thugs in light blue. They wear
red-and-black robes and carry collapsible sword
contraptions—what are these things?—that they can wield as
weapons or twirl around to shield themselves from bullets.
Occasionally, they also carry guns and will switch from one
weapon to the other. In dealing with them you might try
keeping your distance and shooting them with pistols. Then,
when they start twirling their knives, either turn your back
on them briefly or put your weapons away. They'll retract
their knives. Then you can start shooting again. Naturally,
if you're trapped in close quarters, or if one of them draws
a gun, you want to retaliate with something more powerful,
like the shotgun or Uzis.)
DARK ROOM WITH UPPER LEVEL SUPPORTED BY SQUARE PILLARS
(again): Go through the door on the right (the square
opening with the carvings), and take out the
assassin lurking inside. Exit
through the sandy hallway at the far left. When you come to
the bend just before the deep pit,
you'll be ambushed by 2 assassins—one
from ahead, one from behind.
(NOTE: You can avoid these
two by climbing to the upper level of the DARK ROOM, jumping
across to the sandy ledge on the south end and walking along
above the hallway to the end. If you drop off after turning
the corner, the two assassins won't appear.)
Take a running jump across the pit to grab the other
side. Pull up and continue to the SMALL OPEN SPACE BETWEEN
BUILDINGS. (You've been here before too.) This time, go
through the crawlspace in the northwest corner, follow the
passage to the end and use the HYPOSTYLE KEY to unlock the
door.
HUGE AREA WITH THREE SEPARATE ROOMS, UPPER AND LOWER
LEVEL DOORWAYS: There are several
assassins lurking behind the broken blocks and ornate
columns in this series of interconnected rooms. Depending on
your combat style, you can either climb up to the higher
levels now and traverse along some of the handholds on the
undersides of the ledges. Or, enter each of the rooms at
ground level first to clear out some of the vermin.
FIRST (NORTH) ROOM: Two assassins
come out as soon as you enter. If you want all the pick-ups
run to the left and quickly grab the
small medipak on the low block. If you don't, one of
the assassins will steal it and you won't see it again. If
you don't care about that item, you can instead run to the
far right (southwest) corner and climb up the stone blocks
to the ledge above to avoid the assassins' blades. One will
probably draw a gun if you engage him for a while. So you
might want to switch to a more powerful weapon at this
point. The other may lurk under the ledge. So you'll need to
change position on the lege and block to draw him out. The
shooter drops his UZIS (or
Uzi clips if you already have the
guns) when he dies.
MIDDLE ROOM: If you enter at the lower level and approach
the shotgun shells on the low
block, a third assassin will
emerge. Then, if you continue through to the THIRD (SOUTH)
ROOM and approaching the flares,
this activates the fourth assassin.
Or, if you prefer the non-confrontational approach, enter
the next room via the upper level: Jump from the stone block
in the southwest corner to the middle of the ledge (between
the two columns). Jump to grab the handholds on the
underside of the walkway above and traverse forward (east)
then right. Drop down in the upper-level doorway. Enter and
go through to the doorway above the MIDDLE ROOM. To draw out
the bad guy lurking here, jump to the small square ledge to
the left of the doorway. Then take a running jump to the
next small ledge. Use the bars above to traverse across to
the upper-level room on the right side. From here, you can
start shooting at the third assassin
below, though you may have to traverse back and forth a few
times to draw him out. Go through the upper-level room on
the right side to the opening above the THIRD (SOUTH) ROOM.
From here, you can get a clear shot at the
fourth assassin below.
You can run around and make the various pick-ups now if
you like (see below), or, if you've taken the 'high route'
wait to get them all after you finish the upper level. From
the upper doorway facing into the THIRD (SOUTH) ROOM, grab
the overhead bars and traverse forward and to the right
(west) to drop on the ledge with the
black switch.
Before pulling the switch,
turn around to notice a black-and-red
robed baddie traversing across the bars toward you.
If you spy him in time, you can easily shoot him down before
he reaches you. Now, jump up to grab the switch, and Lara's
weight will pull it down.
Cut scene: The trapdoor in
between the ledges high up in the MIDDLE ROOM raises.
Return to the MIDDLE ROOM and use the handholds to
traverse past the now-raised trapdoor to the ledge at the
left (west) end. Again, turn and kill
another assassin traversing toward you. He drops some
wideshot shells, but you can wait
to get them. First pick up the Uzi clips
at one end of this ledge. Then use the block at the other
end to climb to the upper level.
Cross the ledge to the middle of the room. The camera
angle goes all weird in order to draw your attention to the
large ball balanced on the skinny
pillar. Shoot the ball to knock it down, making a hole in
the floor. Then return to where you climbed up. Climb down
to the middle level the way you came. Drop to the floor, and
if you haven't gotten all the pick-ups yet, do that now:
UZIS (or Uzi
clips) in the FIRST (NORTH) ROOM;
shotgun shells plus the wideshot
shells the traversing assassin dropped in the MIDDLE
ROOM; a large medipak in the lower
level room between the MIDDLE and THIRD (SOUTH) ROOMS on the
west side (the entrance is in the MIDDLE ROOM below the door
to the upper level); and flares in
the THIRD (SOUTH) ROOM. When you have everything, head for
the hole the ball made and safety drop into it.
GLOWING PYRAMID AND ROTATING NEEDLES: Grab the
Uzi clips in the dead-end passage
on the right. Then go to the left down a long hallway. Two
doors lead into a room on the left. Here you'll find a block
with a GLOWING PYRAMID on top. There's a
chain on the east side that
doesn't do anything (yet). The other three sides of this
room have openings leading into other rooms.
Climb onto either of the ledges below the opening in the
west wall and jump to grab it. Pull up and go inside to find
flares and
shotgun shells on two of the ledges. Return to the
GLOWING PYRAMID ROOM, then climb the ladder into the north
room to get some Uzi clips from
one of the ledges. (There are no goodies in the south room.)
Exit the GLOWING PYRAMID ROOM and follow the hallway to the
left. It ends below an opening in the ceiling with a ladder.
Climb up to the FIRST GEAR ROOM.
In case you haven't figured it out, the huge, carved
stone "needles," three in all, are mounted onto wheels so
they spin like compass needles. The narrow ends are marked
with a red stripe. You need to turn them so they all point
toward the pyramid at the center. Conveniently, you can just
see the needles through the holes in the floors. So use your
compass and refer to the diagram below.

The FIRST (NORTH) NEEDLE is pointing east. You want it to
point south, so turn the wheel clockwise ¼ turn. That is,
stand facing the side of the handle on the wheel and press
Action to push it (it won't pull) once. (Each push is a
quarter turn.)
Go out the other door and along the hallway to the SECOND
GEAR ROOM. This needle points west. You want it to point
east. So give the wheel ½ turn (two pushes) in either
direction. Continue to the THIRD GEAR ROOM. The last needle
points east. You want it to point north. So give the wheel ¼
turn (one push) counter clockwise.
Return through the other gear rooms and down the ladder
to the GLOWING PYRAMID ROOM. Now pull the
chain.
Cut scene: Huge hammers bang
into the bottoms of the needles, causing electricity to jolt
from the points. This bursts the glowing pyramid.
Climb up onto the block where the pyramid was and pick up
the SUN DISK. Taking it opens a
hole in the floor along the west wall. Drop through it and
follow the passage back to the SACRED LAKE.
Continue with the walkthrough for SACRED LAKE (second
time).

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