LEVEL 10: THE TOMB OF SEMERKHET
Secrets: 7
ENTRANCE AND BEETLE ROOMS: Shoot the two jars to
get the Uzi clips and
large medipak inside. Then slide
down the ramp.
Cut scene: A
horde of beetles scamper along
the hallway toward Lara.
You can't kill the beetles. (So why even bother with the
sturdy boots, I ask?) Quickly jump up to grab the handholds
on the ceiling and traverse along the hallway to the far
end. Let go and slide into a room with a climbing pole. Take
a standing jump to grab the pole and slide down to the
MIDDLE level. Don't go all the way to the bottom yet, since
it's all about beetles down
there. At least read the note below first so you'll know
what to expect.
Climb the pole to the section with a thin brown stripe
halfway between two thick brown stripes just above floor
level. Position Lara between the thick stripes and press
Jump to back flip off the pole. Explore this room, minding
the gap around the perimeter.
There's a small medipak in the
left vase of the pair and a wooden TORCH
lying on the step below the lit burner. If you like, you can
pick up the torch, light it using the burner, then drop down
into the room below. The torch is supposed to protect Lara
from the beetles as she explores.
(NOTE: I found the torch
very unwieldy, since Lara can't climb with it or reach into
the niches when she's holding it. And it only does a
half-assed job of keeping the beetles at bay. So my
recommendation is to skip the torch business altogether and
just run around to the various niches as quickly as possible
to get the job done. Running jumps help keep Lara's feet off
the ground, and you can use medipaks as needed to repair the
beetle bites.)
Head for the small, rectangular
niches in the alcoves on three sides of the lower
room (all but the one with the lit burner). Make Lara drop
the torch if she's holding it, but be sure not to drop it
right next to a niche. If you do, she'll pick up the torch
when you press Action instead of reaching into the opening.
One of the niches (south side) contains a
small medipak. The other two (north and east) have
mechanisms you need to operate in order to open the exit
door on the upper level. When you've done this, run back to
the pole, climb up, and back flip to the floor.
Jump the gap and go through the door you just opened. It
closes behind you. Go to the orange-and-gold door on the
left (the one with the vertical crack) and use Action to
push it open. Follow the passage to the next area.
SENET GAME BOARD: The huge game board is a
variation on Senet, a backgammon-like game which was
actually played by ancient Egyptians. Jump to the small
ledge in the near left corner (when facing the game board)
and from there to the ledge with the ladder. Climb up and
dismount on the right. This is secret
#1 (31/70), wideshot shells
and a small medipak. Take a
diagonal standing jump from the left side of the ledge to
grab the ladder. Climb back down.
(NOTE: You can avoid the ROOM
WITH POOLS AND FLAME NICHES and ROOM WITH SIX FLAME NICHES,
described below, by taking advantage of a small bug here.
Take a running jump from the protruding corner of the raised
senet board to grab the bottom of the balcony. Pull up. Now
you can play senet without going through all the trouble
involved in collecting the rules. Skip down to 'A GAME OF
SENET' below at the ***. If you like, you can go into the
FLAME NICHE area and collect secret #2.)
Drop to the floor near the game board. Cross the room to
the wide doorway below the balcony with the face. Enter here
and climb the ladder to the wide hallway above. Climb up to
an elevated hallway and continue to a large room where you
can drop down.
ROOM WITH POOLS AND FLAME NICHES: Kill the
2 black dogs lurking about. Now
choose the long route, beginning with the next paragraph,
the shortcut, below at the ****.
Cross the room to the 3 flame niches.
The left and right flames oscillate on and off. The center
one flames steadily. Stand as close as you can to the right
niche without letting Lara catch fire. When the flame dies
down, run forward and reach into the niche to operate a
mechanism that turns off the middle flame. Reach into the
middle niche to operate another mechanism which lowers a
pink marble block just to the right, opening up a
passageway. Last, wait for the flame in the left niche to
recede, then reach in to grab a small
medipak.
ROOM WITH SIX FLAME NICHES: Go through the door
you just opened and wade through a shallow pool to a room
with 6 flame niches, three on
the left, three on the right. The block door closes behind
you. I have labeled the six niches A through F, clockwise
from the near left, in the diagram below. When you enter
there is no flame in C. B, E and F have steady flames; A and
D have oscillating flames.

Reach into niche C for a box of
shotgun shells. Stand Lara facing niche A, wait for
the flame to die down, then run forward and reach in to
operate the mechanism that turns off the flame in E. Use the
mechanism in E to turn off the flame in F. Use the mechanism
in F to raise a golden cage out in the room where you killed
the dogs. This also makes the flame in niche B begin to
oscillate. Stand Lara facing B, wait for the flame to die
down, then run forward and reach in to operate the mechanism
that opens the exit door nearby. Finally, when the flames in
D die down, reach in for a small medipak.
If you want to, reach into niche again to operate a
mechanism raising another golden cage in the other room.
Doing this also turns off the flame in this niche.
Climb out of the depression on the side with the
deep pit (not the pool, where
you came in). Jump up to grab the handholds on the ceiling
and traverse around the corner to the exit. Return to the
room where you killed the dogs.
Climb onto the block next to the gold cage on the right,
then up on top of the cage. Turn and take a running jump
from the top of the cage to the ledge on the right side of
the central structure. Alternatively, climb up onto the cage
on the other side of the room (the one raised using the
mechanism in niche D) and take a running jump from there to
the central structure.
There's another flame niche
in the alcove ahead. Wait for the flame to abate and use the
mechanism to turn off some flames in the room below. Before
climbing down, go for a secret. Come out of the alcove and
follow the ledge to the left. Turn around so the sloped
block is on Lara's right and drop back to grab the edge of
the ledge. Traverse to the right and keep going, using the
wooden slats like a ladder to climb over to the right and
around the corner. (If Lara refuses to traverse from the
flat ledge onto the ladder, try hanging from the ledge just
beyond the corner, then traversing around the corner and
continuing on, or stand at the left side of the ledge and
side flip onto the sloped block. Slide back, grab the edge
and start climbing.) Keep climbing to the right, around the
inside corner, then up to the alcove. Inside is
secret #2 (32/70),
wideshot shells and a
large medipak. Climb down
the ladder and drop to the floor.
(****NOTE: If you follow
this shortcut, you can avoid all but the very last of
the flame niches altogether and still get the secret. You
can get the first medipak from one of the three niches if
you like, but you'll miss the shells and medipak in the ROOM
WITH SIX FLAME NICHES. Instead of opening the pink marble
block door, climb on top of the block and turn toward the
flame niches. From here you'll be able to see the alcove
with the secret high on the wall above. Position Lara at the
front outside edge of the marble block. Angle her toward the
alcove as well as you can. Hop back once to give her room to
run. Then take a running jump,tapping the right direction
key while she's in the air, so she jumps past the corner of
the alcove and pivots to face the climbing wall. Grab the
bottom edge of the wall and climb up to the secret. After
getting the secret, climb around the central structure to
the left to get to the flame niche. Activate the mechanism
inside to turn off the flames in the room below. Climb down
the ladder and drop to the floor.)
Go down the wide ramp to the room below. Now that the
flames are out, you can take the RULES OF
SENET from the pedestal. This causes a trapdoor back
at the SENET GAME BOARD to open. Return to the game room by
going back up the ramp, crossing the room to the high
doorway where you entered, and following the passage above.
Cross the game room, climb the ladder in the other alcove,
through the trapdoor you just opened, to the balcony.
Cut scene: The head of
Semerkhet (?) pops out of the wall. Apparently this is to be
your opponent.
(IMPORTANT NOTE: The path
from here on depends on whether you win or lose. You must
LOSE THE GAME in order to find all the secrets. Unless
you don't care one way or the other, be sure to save your
game before starting the competition.)

(***)A GAME OF SENET: To examine the rules, go to
inventory, select them and press Action. These give you a
basic idea of what to do. I'll elaborate a bit. You move the
colored pieces; Semerkhet moves the gold ones. To take a
turn, press Action to spin the tiles on the golden frame.
You may then advance one of your pieces by the number of
white tiles showing. Step on the colored square (red, green
or blue) corresponding to the piece you want to move. The
pieces advance as shown in the diagram to the right. Your
pieces follow the path marked in red; your opponent's pieces
follow the path marked in gray. If you spin all black tiles,
this counts as six. If you spin a six or if one of your
pieces lands on a square with an ankh, take an extra turn.
You may not land on a square occupied by one of your own
pieces. If you land on a square occupied by one of your
opponent's pieces, it is sent back to the start. The first
player to get all three of his pieces to the final ankh
wins.
If you win the game and want to take that path, knowing
you'll miss five secrets, pick up the walkthrough
below at the *****.
LOSING THE GAME OF SENET - RAMPS AND FIRST SECRET:
When you lose the game, the four light blue tiles in the
floor below the game board open. There's a secret to be had
on the way down to the area below. It's possible to get it
using a couple of tricky jumps if you drop down through
either of the two holes on the south side of the room. It's
quite a bit easier, and less damaging to Lara's health, if
you drop down through one of the two holes on the north
side.
Save your game in case you miss the secret. Now slide
down the ramps facing forward. When you see an opening ahead
try to jump just before the turn in the passage, and press
Action to grab the ledge. Pull up and drop into the next
room for secret #3 (33/70).
Take a standing jump from any of the ledges to grab the
pole. Slide down to the room with the goodies:
Uzi clips on the floor, plus a
small medipak and
wideshot shells in the vases.
Climb back up the pole and into the opening near the
ramp. Save your game here, because the positioning
for the next move is fairly precise. Stand at the edge of
the opening and step off to land in the middle of the slope.
Slide down the ramp and press Action but don't jump. If
she's in the middle of the ramp, Lara will grab the next
pole. If not, she'll land on the ledge below, but only if
you press Action. (If you don't press Action, or if you
slide down facing uphill, she'll fall
to her death.) Climb down the pole and back flip onto
one of the flat ledges with the items (not the steep
slopes next to the ledges). Take the Uzi
clips and small medipak,
and slide down the pole or safety drop to the ledge below. A
bat flies in from the stairwell,
so stay alert.
ROOM WITH TWO DANGLING ROPES: Take a running jump
to the ledge with the stairwell. Go up to the room at the
top of the stairs.
[NOTE: If you dropped down
through one of the openings on the south side of the SENET
GAME BOARD ROOM (i.e., bypassing secret #3), you'll enter
this room from the other side. There are
poisoned arrows and shotgun shells
on the ledges midway down the pole, as well as a
bat fluttering about. You'll need
to use the two ropes to swing across the big room to the
high ledge with the stairwell inside.]
When you reach the room at the top of the stairs, kill
the 2 guard dogs. Pull the Senet
piece between the two hammers. (Veteran raiders should note
that Lara can now do continuous pulling if you hold down the
Action key.) Then use the lever
to work the hammers, smashing the game piece so you can get
the CARTOUCHE PIECE inside it.
Return downstairs to the high ledge. Take a running jump
to grab the dangling rope.
While hanging onto the rope, turn to face north and swing,
jump and grab the second rope. From there, swing and drop
onto the irregularly shaped gray ledge at the middle level
of the room. Or, swing high on the first rope, jump and land
on the gray ledge, losing a little health in the process.
Go through the crawlspace high on the side wall. Climb up
to a room with an elevated walkway. Pull the game piece out
of the alcove and along the walkway. When you can't go any
farther, drop and hang from the edge of the walkway,
traverse past the game piece and pull up. Now push it once
more so it sits between the 2 huge
hammers. Immediately hop back to avoid taking damage
as the hammers swing down, crushing the game piece. Take the
SECOND CARTOUCHE PIECE. This also
opens a door below.
Go to the end of the walkway where you entered and drop
down to the block below the doorway. Kill the
2 black dogs in the room below,
break the jars to get shotgun shells
and a small medipak, and climb
back to the walkway. Take a standing jump from the edge of
the ledge to the doorway, pressing Action to lower Lara's
arc a bit so she doesn't bump her head. Return to the ROOM
WITH TWO DANGLING ROPES the way you came.
If you came into this area through one of the chutes on
the north side of the senet board (i.e., past secret #3),
you can climb the pole on the north side of the ROOM WITH
TWO DANGLING ROPES to get a few items. Climb the ladder to
the base of the pole. Wait a moment and a
pesky bat will appear. Kill it.
Then shimmy up the pole and back flip onto one of the flat
ledges with the items (not the steep slopes next to
the ledges). Take the shotgun shells
and poisoned arrows, and slide or
safety drop back down.
From the base of the pole, take a running jump to the
rectangular alcove on the left (east) wall. Run off the
ledge at the corner to land on the ledge below near the
orange-and-gold door. Or, jump down to the slope, slide down
facing uphill, and grab the edge. Then traverse to the right
to pull up on the ledge. Push open the door to find
secret #4 (34/70),
explosive arrows and a
small medipak. Come back out to
the big room, jump to the slope on either side of this ledge
so Lara lands facing uphill. Slide down, grabbing the edge,
then drop to the floor.
BA CARTOUCHE DOOR: Climb the rest of the way down
the ladder to the ground. Combine the two CARTOUCHE PIECES
to make the BA CARTOUCHE. Use this
in the blue-and-gold receptacle near the east door. (It
won't work for the other door.) The doors swing open and
2 black dogs charge out. Inside
is a high walkway with hammers and a Senet piece, similar to
the one you saw earlier. Only this time there are
lit burners preventing you from
moving the piece. The black switch
high on the south wall turns off the burners, but it's on a
timer, so you won't be able to move the senet piece all the
way to the hammers without the burners relighting. I found
it easiest to move the piece a little bit first, then turn
off the burners and make the fast run.
Safety drop to the floor and go to the end of the room
below the senet piece. Climb either of the poles near the
small pools. Back flip onto the ledge near the senet piece.
Pull, then push, the piece toward the hammers so it stops on
the square just before the burner. Now return to the poles
and slide down to the floor. At the opposite end of the
room, below the switch on the right, is a crawlspace. Crawl
in there and climb up a ladder to emerge in the ROOM WITH
TWO DANGLING ROPES. From there, go back through the BA
CARTOUCHE DOOR to the walkway.
Go to the right end of the walkway. Save your game. Take
a running jump from the end of the walkway to grab the
switch. This turns off the burners for a little while, so
now you must move quickly. Roll and run to the far end of
the room and grab either pole. There's no need to turn left
or right. Just climb up and back flip to land on the ledge
and run to the Senet piece. Push the piece along the walkway
until it is between the two hammers. If you've set it up
beforehand, as described above, and don't hesitate while
climbing or pushing the piece, you should be able to do this
before the burners relight.
When you get the piece between the hammers, be sure to
hop back to avoid both the hammers
and the burner. Even after the
piece breaks, the burners will relight, so carefully
retrieve the RA CARTOUCHE.
RA CARTOUCHE DOOR/ROOM WITH THREE DANGLING ROPES:
Return to the outer room and use the second cartouche to
open the other door. Go up the stairs. When you reach the
doorway to the next room, a fire
elemental emerges from the burner below and begins
chasing Lara. If you keep moving, the heat damage will be
minimal. But if you stand still, Lara may catch fire. There
are two ways to extinguish this guy: Either drop down into
the room with the burner and climb the ramp to the high
doorway on the right. Run down into the next room and pull
the lever to release an ice elemental
from the box. The two will destroy each other. Or, when the
fire elemental emerges, sprint back down the stairs to the
room with the switch and burners, fall down to the lower
level, run to the left, and jump into one of the pools near
the climbing poles. The fire elemental will follow and the
water will put it out.
Whether or not you release the ice elemental, be sure to
pick up the 2 small medipaks on
the ledges in the box and lever room.
Climb back up to the doorway where you entered the ROOM
WITH THREE DANGLING ROPES, and take a running jump to grab
the first rope. Swing from one rope to the next across the
room, ending up on the opposite ledge.
Inside the alcove is secret #5
(35/70), grenades and,
around the corner, a box of (6) bullets
for the revolver and Uzi clips.
Don't drop down to the floor yet, or you'll have to
repeat the whole rope-swinging process again. Instead, go
back to the ledge and take a running jump to grab the third
rope again. Slide to the bottom of the rope and turn right
to face the ROOM WITH THE CLIMBING POLE. Swing over
to the ledge.
Head toward the pole, killing the 2
bats that follow. Take a running jump to grab the
base of the pole. Pull up. Climb the pole to the section
with a thin brown stripe halfway between two thick brown
stripes. Position Lara between the thick stripes, rotate so
her back is toward the ledge, then back flip to land there.
Kill another bat or two. Then
turn left and take a standing jump to grab the
black switch. This raises the
ledge in front of the small, rectangular
niche next to the ledge from
which you just jumped.
Take a standing jump to the pole, climb up and back flip
onto the ledge as you did before. Jump to the ledge with the
niche and reach in to get a TORCH.
(NOTE: You can back flip from
the pole directly onto the ledge near the niche, but it's a
bit harder to line up this jump precisely.)
Now you need to get back down to the floor. Lara won't
climb while holding the torch, so throw it down first. Then
take a standing jump to grab the pole and slide down. Take a
running jump from the base of the pole back to the wide
ledge, pressing Action to lower Lara's arc a bit. Return to
the ROOM WITH THREE DANGLING ROPES and drop down to the
floor.
Walk back into the ROOM WITH THE POLE and get the torch.
Bring it back to the rope room and jump up onto the pedestal
with the lit burner. Press
Action to light the torch. Then use your torch to light the
two mounted torches flanking the doorway to the pole room.
Doing so opens a trapdoor in the floor nearby. Ditch the
torch and drop down through the hole.
SECRET AREA BELOW THE ROOM WITH THE POLE: Follow
the passage to secret #6
(36/70). A bit farther along the passage there's a
circular blade trap blocking the
way. To get through, stand Lara as close as possible without
injury, position her at the center of the blades facing into
them, then roll as they begin to open. (You can also do a
diving roll—i.e., jump while sprinting—to get through
without injury, but I find this more difficult. Or, if you
don't mind taking a little damage, stand a few steps back
from the blade and as it opens, use a standing jump-grab.)
In the next room you'll find wideshot
shells, flash grenades,
flares and a
large medipak on pedestals. Grab these as quickly as
you can, because the room begins to fill with
nasty beetles. Run back to the
hallway, using medipaks if necessary as you go. Fortunately
you don't have to navigate the blade trap this time, since
the trapdoors in the floor are now open. However, the
beetles can and will follow you. So run through the hall,
dropping in through the first trap door and climbing out
through the second. Then continue along the hallway as it
turns to the right. At the end you'll need to climb out on
the left side to safety. Follow the passage to the ladder
and climb up.
Return to the entryway of the ROOM WITH THREE DANGLING
ROPES and repeat the rope swing to the last rope. Instead of
swinging to the far ledge, this time turn left and swing to
the ledge outside the ROOM WITH THE POLE. Climb back up the
pole and once again back flip to the small square ledge.
This time turn around and follow the ledge around to the
left or right. (Watch out for another
bat here if you didn't kill two of them the first
time.) Take a running jump across the gap to the ledge on
the other side of the room and go through the doorway.
Follow the passageway to an opening in the ceiling and climb
up.
ROOM WITH TWO RAMPS/LEVEL EXIT: Turn around and
jump to grab the black switch
above the opening in the floor. This raises a gold cage
between the two ramps. Go up either ramp and climb onto the
cage. Climb through the hole in the ceiling above to find
secret #7 (37/70), the
UZIS/Uzi clips, a
large medipak and
explosive arrows.
Drop back down to the top of the cage and follow the
hallway to a door, which opens as you approach. Hop down
into the room below. Off to the right is a high
crawlspace—the alternative exit if you win the Senet game.
Enter the big room with the red floor to end the level.
(*****) ALTERNATIVE PATH - WINNING THE GAME OF SENET:
When you win the game, gold cages rise from each ankh square
on the game board. Drop down to the floor and go up the
stairs to the doorway above the game board. Jump to the top
of either of the first two cages. From there, take a running
jump to the second cage. Take a running jump to grab the
third cage. Pull up and take another running jump to grab
the last one. Jump to the ledge.
Go down the stairs to the big double doors with the ankh
symbol. They open as you approach, and 2
black dogs charge out. Avoid the
lit burners and continue downstairs to a small room
with two jars. Break the jar on the right to get some
Uzi clips. Go down the next set of
stairs, stopping on the way to get
shotgun shells from the jar between the two sets of
stairs. Again, don't get too close to the
lit burner.
There are 2 more dogs at the
bottom, so stay sharp. Go through the doorway on the left
and drop through the hole in the floor onto a ledge above a
room with more vicious beetles.
Hop down, run to the end of the room, jump up the ramp, then
grab the pole and climb to safety. Back flip to land in the
room with two jars on shelves. Shoot the jar on the right to
get the large medipak inside.
Continue to the next room.
ROOM WITH MIRRORS REFLECTING LIGHT BEAMS: The dogs
don't awaken at this time. So go through the mirror room to
the pole. Walk around the base of the pole until
2 bats fly down. Shoot them. Then
climb the pole. There is one section of pole with a thin
brown stripe halfway between two thick brown stripes.
Position Lara between the thick stripes, rotate so her back
is toward the room with the two rectangular boxes
(coffins?), then back flip to land there. Pick up
2 quivers of arrows, regular and
poisoned, behind the coffins. Jump across the pit to the
doorway with the sloped ledge.
When you enter the next room, the door closes behind you.
Push/pull the Senet pieces onto the corresponding colored
squares, blocking the light beams. (Veteran raiders should
note that Lara can now do continuous pulling if you hold
down the Action key.)
Cut scene: A brief cut scene
after each move shows the state of the MIRROR ROOM below.
When the final piece is moved, the crypt with the golden
crystal slides aside revealing an opening in the floor, and
the two dogs awaken.
Solving the puzzle also opens the door where you entered.
Jump from the small ledge to grab the doorsill. Pull up and
return to the pole. Take a standing jump from the edge of
the opening to grab the pole, then slide down. Return to the
MIRROR ROOM, kill the 2 dogs and
drop through the hole in the floor. Crawl through to a large
room and drop down.
Off to the left is a small, square door, now closed. This
is the alternative exit if you lose the Senet game. Enter
the big room with the red floor to end the level.
FMV sequence: Lara turns on
her flashlight and begins to read the hieroglyphs:
"For I have served the god of
light, Horus, at the time of plagues. To read this
inscription means that. . ."
We see the masked priest Semerkhet,
and Semerkhet's voice fades in over Lara's: ". . . the ruler
of darkness is free. Set is released to walk abroad amongst
the mortals, enlisting his armies of the night to serve him.
He who removes the amulet and releases the dark power of Set
shall summon the Sun god, Horus, for whom the power of light
will again imprison him."
We see Set and his skeleton minions
unleashed, Horus seated and the armies of Set battling, then
Semerkhet reading from a scroll:
"By the power of the amulet and
armor of Horus shall Set be confined for all eternity."
We see the amulet placed on Set's
chest and Horus surrounded by prone worshipers. . . then the
stars spinning and the constellation of the hawk outlined
and animated. . . light pouring down onto the armor of
Horus, animating the god.
Semerkhet continues, "Summon the
light of Horus through the light of the millennial
constellations into his temple beneath the ageless pyramid,
into his likeness set in stone. With his amulet and his
armor, he is once again poised to battle and defeat Set."
Lara stops reading. She hears a
noise in the doorway and turns toward it.
FMV Screenshots

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The
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