Tomb Raider 4: The Last Revelation Walkthrough

by Stella

Lara Croft Online LCO HOME


 
A-Level 1 Levels 1-6
Tomb Raider 4 Walkthrough


“The Last Revelation”



LEVEL 1: ANGKOR WAT (Training Level - part 1)



Secrets in this Level: 8



Unlike in the previous games, you must complete the training levels for TRLR in order to play the game. It is designed to help new players learn the moves and to help returning raiders master a few new controls. It also serves as plot exposition. We meet (or re-encounter) Lara Croft at age 16. Her interactions with her mentor, archaeologist/adventurer Werner Von Croy, set the stage for their adversarial relationship in the game's main storyline.



Starting Inventory: 3 small med-packs, 1 large med-pack



Walkthrough: I haven't included a full walkthrough of this level, since you follow Von Croy through the ruins and he explains what you need to do. Note, however, that there are secrets available--8 golden skulls--and finding all of them opens up a different, more difficult path in the second level, The Race for the Iris. The mini-walkthrough below tells the location of all the secrets and gives some tips for the more difficult sections. If you need more help with the controls, see my gameplay page (http://tombraiders.net/stella/gameplay.html).



(NOTE: If you've played the training level before and know what to do, you can bypass Von Croy's monologues by pressing the Look button.)



The first golden skull (secret 1 of 70 in the game) is sitting on the ground ahead and to the left of the starting position, just beyond where Von Croy is standing when he finishes his introduction.



At the foot of the stairs, wait for Von Croy to deactivate the spikes before proceeding. At the first gap, where you learn to do a standing jump, drop down into the shallow pool to retrieve the second golden skull (2/70) before going on.



At the next turn in the passage, there's a dark area behind a tree. Watch out for the wild boar here. Since you have no weapons, you'll need to draw it toward Von Croy, and he'll kill it with his machete.



In the room with the fountains, you'll learn the standing jump-grab and running jump-grab combinations. Before going on into the next area, drop down to the lower level. In the southeast corner, under the ledge, you'll find the third golden skull (3/70). Climb back out at the northeast corner and repeat the jumps to get back to the far corner, where you'll learn to traverse.



(NOTE: Now may also be a good time to brush up on your orienteering skills. If you're not sure how to use the compass, this is explained on the gameplay page, http://tombraiders.net/stella/gameplay.html.)



Follow Von Croy through the hall and safety drop to the ground in the next room, as he demonstrates. The fourth golden skull (4/70) is at the bottom of the pool. There's also an underwater opening in the wall to the right of the fountain. Swim in and follow the passage to find small and large med-packs on the bottom. You can get air in the passageway if necessary, or just swim back out to the pool to surface. Climb out of the water on the ledge to the left of the fountain. Pull the lever to extend the bridge so Von Croy can cross. Then follow him down the hallway, where he'll open the door for Lara.



After climbing the ladder and using another lever to extend a bridge, you'll come to the monkey-bar swing. Beyond that is a courtyard with 2 more boars. Again, you'll need to let Von Croy do the dirty work. Try to stay out of harm's way. In the next open area, in the southwest corner, you can pick up the fifth golden skull (5/70).



Follow Von Croy into the next building, through a small courtyard and into a doorway with a gong flanked by two lion statues. Go around the perimeter of this room to avoid the spikes. If you go around to the right here, you'll see the sixth golden skull (6/70) on the floor.



In the open area with the big, circular door, Von Croy will direct you to crawl through the low opening to find a lever. Crawl in, make the first left and follow the passage to the seventh golden skull (7/70). Turn around and crawl back out, bearing to the left to find the room with the lever. Here you'll also be treated to a cut scene, in which Lara discovers a leather backpack, along with its former owner. At last, the true story behind Lara's Amazing Backpack!



When the cut scene ends, pull the lever to open the big door and crawl back out to rejoin Von Croy. Follow him down the stairs to a hallway lined with dart traps with a descending door at the far end. You can do as the teacher suggests and sprint past the darts, ending with a diving roll (press Jump while sprinting) to get under the door. You will need to be able to do this later on, but for now you may also choose to crawl under the darts and the door and avoid taking any damage.



Climb up the rocks to the next area, where you'll find the eighth golden skull (8/70) in the southwest corner on the other side of the low railing. At the top of the stairs, the path forks. Von Croy informs you that you've reached the Garden of the Five Towers. "To the right," he says, "is the path of the heretical. To the left, the route of the virtuous."



If you have found fewer than eight skulls, Lara will say, "You know me, Werner...a regular virtuoso." And Von Croy, ever contrary, will lead you down the path to the right.



If you have found all eight skulls, Lara will say, "I'm up for a little heresy." Von Croy will then lead you down the left path.



Both paths lead first to a room with a circular door and a rope dangling from the ceiling. The "virtuous" room also has a pool below the rope, while the "heretical" room has no pool to break your fall during rope-swinging practice. In either case, climb to the upper level by going through the elevated crawlspace. (This is in the southeast corner in the "virtuous" room, the northeast corner in the "heretical" room.) Walk out onto the ledge near the rope and Von Croy will explain what to do.



He doesn't give much detail, so I'll offer a few tips here: Take a running jump from the ledge and press Action to grab the rope. Continue to hold Action to hang onto the rope. You'll get the longest arc if you climb all the way down before starting to swing. So press Down/Back to shimmy down the rope to the bottom. Make sure you're facing the ledge with the lever (use Left/Right to adjust your angle if necessary). Then press the Sprint key to start swinging. Press Jump at the peak of the arc, and Lara will let go of the rope and land on the ledge. (You can just release Action to let go, but pressing Jump adds a little extra oomph, which you'll need at times.)



(NOTE: If you're new to TR, or to the concept of setting up running jumps, see the relevant section on my strategy page, http://tombraiders.net/stella/strategy.html#setup. I'm not kidding. This is important info that will save you hours of wasted game time.)



Pull the lever to open the door, then follow the hallway to end the level.



LEVEL 2: THE RACE FOR THE IRIS (Training Level - part 2)



The length and difficulty of the race course in this level depends on the number of golden skulls you found in the previous level. Finding all eight skulls opens up the longer, more difficult course.



In either case, you'll probably want to take the course slowly, following Von Croy's lead, the first time or two. When you learn the twists and turns, you'll be able to go faster. In the easier course, Von Croy stops at the big doors and waits for Lara to open them. To do this, step up to the small, rectangular niche on the wall to the right of the door and press Action. Lara will reach in and operate a mechanism to open the door. (This is new to TR4, and you'll be doing it frequently in later levels.)



At the end of each course is a cut scene in which Lara and Von Croy discover the Iris. I will add a full transcript of this scene when time permits, but the basic gist--in case you're having trouble following the dialogue--is that Von Croy needs Lara's help to operate the mechanism. She suggests a cautious approach, reminding him of his teachings about haste and disrespect. Von Croy is impatient to get his hands on the artifact and testily orders Lara to pull the lever. She reluctantly agrees. But as Von Croy reaches for the Iris, in classic Indiana Jones style, the temple begins to crumble and he is trapped. Lara attempts a rescue, then, at the last minute, barely escapes with her life.



The moral of the story: Greed and arrogance don't pay. The other moral: Never abandon a cranky old man in a desolate ruin, or you'll probably live to regret it.



Introductory Movie: Flash forward to present-day Egypt. Lara, dressed in Bedouin garb, follows a guide on camel back. He leads her to some ruins, all but concealed by shifting sand dunes. Lara dismounts and finds a piece of crumbing statuary, along with a nest of poisonous nasties. (A little foreshadowing, anybody?) After making a strategic retreat, she locates a handle-like mechanism. Activating it sends Lara and the guide on a wild slide into The Tomb of Seth.



After taking a moment to recover from the rough landing, Lara scrambles up, the Tomb Raider theme music swells, and she whisks off her robe. She's baaack!





NOTE: There are 70 secrets in the entire game. These are marked "(x/70)" in this walkthrough. To check your progress in-game, press Pause and choose Statistics.







LEVEL 3: THE TOMB OF SETH Secrets: 5



Starting Inventory: Pistols (unlimited ammo), binoculars, 3 flares, 4 small med-packs, 2 large med-packs*



Cut Scene: The guide lights a torch and precedes Lara down into the cave. We get a glimpse of something shiny on the ground in front of Lara.



DARK CAVE: Pick up the flares (12) ahead on the left and more flares behind Lara to the right.



(NOTE: Flares are fairly plentiful in this game, but there are quite a few dark areas. You can conserve flares by saving your game, exploring an area using flares, then reloading if you don't find anything. Or, use the binoculars for light. Press the Action key while looking through the binoculars to light up Lara's view. Other ways of getting through dark areas include using pistol fire for light and turning up the brightness on your monitor/TV.)



Farther ahead of the starting position, along the main path, in a shallow depression, is the SHOTGUN loaded with 6 shells, which you saw in the cut scene. A bit farther on, you'll find a large med-pack guarded by a red scorpion. At the top of the sloping rock ledge to the left of where you found the med-pack (left when facing downhill), there's a box of (6) shotgun shells.**



(NOTE: The red scorpions bite, doing a small amount of damage, but they aren't poisonous. Later on, you'll encounter black scorpions, whose bit is toxic. If you like, you can lure the scorpion toward the guide, who'll kill it with his torch. This doesn't work with all of the scorpions in this level, but it's fun to watch.)



The next depression has a red scorpion only, no goodies, and there's another red scorpion in a deep pit down the hill a bit on the right. You can avoid these if you like.



Cut scene: As you continue down the hillside, a brief cut scene warns of an approaching enemy.



This turns out to be a red-eyed wild dog. After killing it, continue downhill. There's another red scorpion in a shallow pit on the left side of the path. At the bottom of the hill, you'll find a large med-pack on top of a rock outcropping near the doorway with the carved black walls. After picking it up, follow the rock ramp down and continue straight ahead toward the cave wall. (The deep pit will now be on Lara's right.) When you reach the alcove in the rock, climb onto the block on the right. Turn and jump up into the concealed alcove. Congratulations, you've found secret #1 (9/70): a small med-pack. Drop down and return to the doorway with the carved black walls. There's another small med-pack in the dark corner to the right of the doorway. Get it, then follow the guide down the hallway.



ROOM WITH RED STARS PAINTED ON THE CEILING: As you approach the guide, the entrance closes, the carved stone block recedes and 2 red scorpions crawl in from opposite corners of the room. Pick up 2 packs of flares from the dark corners to the right of each closed door.



In this room there are 3 small niches in the wall and a ramp leading down. There's a large med-pack in the single niche to the left of the doorway. The right niche of the two in the same wall contains a switch, but wait to use it or you'll miss a secret. The left niche of the pair does nothing.



ROOM WITH EMPTY PIT: For now, go down the ramp. (Note the opening in the ceiling in the hallway. You can't reach it from below, but you'll come through it from the other direction later.) Drop down into the pit and pick up the small med-pack from the pedestal. Then go into the alcove on one side of the pit to find secret #2 (10/70): shotgun shells guarded by 2 red scorpions that sneak in from behind. After getting the items, use the pedestal climb out of the pit and return up the ramp to the room where the guide waits. Use the mechanism in the right niche on the wall with two niches to fill the pit room with sand. Return there and walk across the sand to the ledge on the far side. Take the FIRST EYE PIECE and small med-pack from the pedestals. Taking the EYE PIECE opens the exit door up in the room where the guide is. Go through.



ROOM WITH PEDESTAL AND DANGLING ROPE: Note the receptacle for an artifact in the alcove on the right. You'll be back. For now, follow the guide down the stairs to the room ahead. Be sure to wait for the guide to go ahead, as he will disarm the slicing blades. You can then go safely up the middle of the stairs, get the SECOND EYE PIECE, and come back down without injury. Return to the room above.



Now, if you like, you can go after a secret. Otherwise, pick up the walkthrough below at the section titled EYE OF HORUS.



ROPE SWING AND SECRET ROOM WITH REVOLVING BLADES: Climb onto the pedestal and position Lara directly below the dangling rope. Jump straight up and press Action to grab the rope. Don't climb any higher on the rope, though; you want Lara to be at the very bottom of the rope. Turn to face the blue-lit doorway high on the wall opposite the door with the artifact receptacle. Now press the Sprint key once (don't hold it) to start the rope swinging. Then, when you see Lara's legs come back up around the rope, wait for the back swing (when she's closest to the door with the artifact receptacle), then press Sprint again, to make her pump her legs to go even higher. At the highest point of the arc, press Jump (and continue to hold Action) to make Lara leap off the rope and land in the doorway. Ta-dah! It's secret #3 (11/70).



(NOTE: If you're only interested in having the secret count, you can exit back to the rope room once you've heard the chime. Otherwise, continue for the goodies.)



You're now at the bottom of a tall, circular room with a set of blades revolving around the outside edge. Wait until the blades pass, then climb onto the ledge on the right. Take a standing jump up the slope to land on a flat spot. Then stand close to the base of the next ledge and wait for the blades to pass again. Climb onto the ledge, grab the small med-pack, then stand against the back wall to wait for the blade to pass once more. When it does, climb onto the ledge to the left. Either stand at the lower side of the ledge near the back and duck when the blade comes, or turn to face the center of the room, then quickly take a running jump from the higher side of this ledge to grab the ledge at the right side of the central structure. Pull up.



You're safe for now. So climb up to the top of the central structure, where you'll find some flares. Hop down onto the ledge at the back left (just below where the flares were found). Wait until the blades pass then take a standing jump to the raised block in the doorway below. Immediately get off the block to avoid being hacked by the blade on its next pass.



A red-eyed dog charges from the passageway ahead, and 2 more dogs appear when you round the corner. Continue to the end of the hall and slide down the ramp at the left side. If you slide at the right, you'll land in a pit with 2 red scorpions. On the floor opposite the pit are the UZIS, loaded with 30 rounds. (You didn't think you went through all that just for a lousy med-pack and some flares, did you?) Drop/slide down to emerge in the hallway leading up from the sand-filled room. Return to the upper room, then on to the ROOM WITH THE PEDESTAL AND DANGLING ROPE.



EYE OF HORUS: Combine the two EYE PIECES to form the EYE OF HORUS, and use this in the receptacle to open the exit. (NOTE: If you need help with combining items, see the section on the TR4 menu and inventory on the gameplay page, http://tombraiders.net/stella/gameplay.html.)



As you enter the next room, a pair of red-eyed dogs charge down the ramp. Kill them, backing up into the previous room if necessary while shooting. Then follow your guide into the next area.



Cut scene: A panoramic view of the SPHINX. Watch where the guide goes; you'll need to follow him in a moment.



THE SPHINX: Pick up a small med-pack and (30) Uzi clips in the low areas on either side of the stairs where you enter. Head down the stairs to the left (south) and enter the doorway at the first landing.



(NOTE: If you want to get a little extra ammo right away, you can explore near the sphinx to find a few secrets. Skip down to the ***. You can also get them later when you come back to the sphinx.)



ROOM WITH TWO RAM STATUES: As you enter, the guide uses his torch to set the pool of oil aflame, and the gate between the ram statues opens. Continue through that gate. When the passage forks, the guide will go to the left and continue to a closed gate. You should follow the passage to the right, which leads through a dark, greenish hallway to a ROOM WITH A POOL AND STATUE. On the way, pick up a small med-pack from the shallow pit in the green passageway. You'll be able to see the guide running against the closed gate from this side. Go through the doorway on the right and follow the hallway past some closed gates.



ROOM WITH CHAIN AND SYMBOLS ON THE FLOOR: Pull the chain (stand Lara against it and press Action). This opens the gate down below to let the guide in. He lights the pool with his torch, causing some of the symbols on the floor in the room above to glow.



To open the exit, you'll need to take careful jumps to land on each of the glowing symbols without stepping on any of the other tiles. Except for walking onto the first glowing square, you should avoid stepping on the brown border around the edge of each square. When you make a correct move, one of the torches on the wall will light. If you make a mistake, any lit torches will go out, and flames will appear on the glowing symbols where you stepped previously. To reset the puzzle, go down the stairs to a small room with another chain. Pull the chain, then return upstairs and try again.



(NOTE: Even if you do very well at this, you might want to miss once on purpose, since there's a SHOTGUN-or shotgun shells if you've already picked up the gun-in the room with the second chain.)



The sequence of jumps is fairly clear, but in case you're having trouble, it's shown in the screenshot at http://stellalune.com/TR4walk/screenshots/seth1.jpg. Walk from the square with the chain onto the first symbol (a beetle); the leftmost torch lights. Take a standing jump from the back corner of the beetle symbol to the symbol with the two papyrus reeds (the hieroglyph for "I" or "Y") ahead on the right; the rightmost torch lights. Take a standing jump, skipping over the adjacent square, to land on the mouth symbol (the hieroglyph for "R"); the middle torch lights. Turn left and take a standing jump, skipping over the adjacent square, to land on the second beetle; the left middle torch lights. Turn and take a standing jump to the mouth symbol near the gate; the last burner lights and the gate opens. Enter the alcove and pick up the TIMELESS SANDS. When you do, the next gate opens. Exit here and follow the stairs to emerge near the base of the sphinx.



If you have already been up to the top of the sphinx and gotten the two secrets, skip down to the ****.



(***) ON TOP OF THE SPHINX: Follow the south wall, which is made of pinkish rock, to the southwest corner (the back left side of the sphinx, beyond the ram statue). Climb up the low block to find a ladder on the back wall. Just to the right of the base of the ladder is a small alcove barred by a gate, which you'll need to open. Climb the ladder to a high ledge. Pull the lever to open the gate below.



Before descending, you can go after another secret. This sequence is illustrated in the series of screenshots at http://stellalune.com/TR4walk/seth1.html. Walk out onto the black-and-gold ledge that is part of the sphinx's headdress. Take a diagonal standing jump to the left to land on the black-and-gold ledge that forms the top of the headdress. Walk across to the opposite side and turn left. Take another standing jump to land on the black-and-gold ledge ahead, then walk onto the ledge to pick up secret #4 (12/70), shotgun shells. There's also a large med-pack in the dark on the right. Walk back out onto the black-and-gold ledge and turn to face the sphinx. Drop backwards and slide down the side of the headdress, pressing and releasing Action to grab the edges as Lara slides, breaking her fall.



Return to the other side of the sphinx and climb into the alcove at the base of the ladder. The chimes sound for secret #5 (13/70), and you find regular and wideshot ammo for the shotgun.



[NOTE: If you've climbed down to ground level for the secrets and not explored the other rooms off the sphinx area yet, you'll need to do that now. Climb up to the stairs near the entrance, taking care to avoid the spikes. Find the door at the bend in the stairway at the southeast corner (on the left if the sphinx is behind Lara) and follow the hallway there to meet your guide. Pick up the walkthrough above at the section ROOM WITH TWO RAM STATUES.]



(****) BACK AT THE BASE OF THE SPHINX: Go through the doorway in the pinkish rock wall at ground level (on the south side of the sphinx, just to the right of the torch). Kill 3 red scorpions as you round the corner. If the guide hasn't already gone on ahead, he will join you at the gate in the next room.



Cut scene: The gate opens and the guide panics and runs back upstairs. Guess you'll have to go it alone from here.



SANDS ROOM: Follow the passage down to a room with a statue. Pick up the shotgun shells and small med-pack in the middle of the room, then climb up to the statue. Place the TIMELESS SANDS in its hands. (Stand up against the statue and press Action, select the artifact and press Action again.) Doing this opens grates in the ceiling, and the sand that was in the sphinx room cascades down into the statue room, revealing an opening at the sphinx's mouth.



Before hopping down from the ledge, look for a red scorpion crawling around the sand pile. Kill it, jump down, and climb/jump over to the door. Return to the sphinx, crawl into the mouth (Action + Crawl + Up to get inside) and continue to a ramp. Slide down to end the level.







LEVEL 4: BURIAL CHAMBERS Secrets: 5



You begin the level sliding. When Lara reaches the lighted area of the slope, jump to grab the concealed ledge above. Pull up to find a secret #1 (14/70), a large med-pack. Drop down and continue sliding to land in a room with various statues. Pull the lever to open the gate.



ROOM WITH TIMER AND SPIKES: Slide into the room and pick up THE HAND OF ORION from the floor. This opens escape routes to the left and right. When the two hands on the timer up on the wall come together at twelve o'clock, deadly blades pop out of the walls and floor. So before that happens, jump out of the depression on the left side. (You can also go to the right, but you'll miss the secret.) Pick up secret #2 (15/70), shotgun shells. When you take the shells, the gate opens.



Continue along the hallway. There is a circular blade trap ahead. 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, but I find this more difficult. Or, stand a few steps back from the blade and as it opens, take a standing jump-grab.) In the next room, break the jar on the left with pistol fire to get the small med-pack inside. Repeat the careful roll through the next circular blade trap, and slide down the ramp into a small alcove.



ROOM WITH ROTATING BLADES: Drop down to the floor to get a small med-pack in the corner to the left. Climb back into the alcove and use THE HAND OF ORION in the receptacle. This causes the spiky blades to recede and the scythe-like blades to begin rotating. If you don't care about the two pick-ups on the platforms, just walk to the edge of the alcove, hop back, wait for one of the blades to pass, then take a standing jump to grab the edge of the blade platform. Traverse around the corner to the right. Traverse around two more corners until the exit is above and behind Lara. Wait for the blades to pass, pull up and back flip into the hallway. If you fall off the platform at any time, go back to the alcove where you used the artifact, climb up and try again.



Or, if you want to get the items, walk to the edge of the alcove where you placed the HAND OF ORION and hop back once. Just as one of the blades passes over the shotgun shells on the platform, take a running jump to land right on top of the shells. Pick them up, then take a standing jump forward to get off the pedestal before the next blade reaches Lara. Walk around to the doorway and climb back up into the alcove. Set up the jump once again by hopping back once from the edge. Again wait for the blades to pass, wait for one of the blades to pass, then take a standing jump to grab the edge of the blade platform. Traverse around the corner to the right. Traverse around two more corners until the exit is above and behind Lara. Wait for the blades to pass, pull up and back flip into the hallway.



To get the other pick-up on the square pedestal, position Lara at the right edge of the doorway, facing into the room with the blades. Turn her to face the pedestal with the SHOTGUN on it squarely. Hop back once, then take two additional walking steps backward. Now wait until one of the blades is just about to reach the shotgun and take a running jump to the pillar. If you've set it up correctly, Lara will land right on top of the gun, and you can pick it up then jump forward to land on the floor unharmed. (NOTE: If you already have the shotgun, you'll get shells here instead.)



Climb back up into the alcove and repeat the jump-grab-and-traverse business to get back to the exit. From the exit door, continue on to the tomb.



Cut scene: The camera pans the room, lighting on the sarcophagus with the Ankh amulet set into it.



SET'S SARCOPHAGUS/AMULET OF HORUS: Avoid the foot of the sarcophagus for now. Standing there triggers a cut scene and prevents you from getting a secret. First explore the walkway around the outside of the room, picking up a small med-pack and shotgun shells in two of the corners.

Continue through to the next room, where there's a tall statue and two mummy cases. Get the small med-pack on the floor on the left. Hop down into the pit in the northwest corner to find secret #3 (16/70), a small med-pack and shotgun shells. Return to the sarcophagus and approach the foot of it.



Cut scene: Lara climbs onto the sarcophagus, pries off the AMULET OF HORUS, deposits it in her backpack and hops back down.



The room has changed. Fiery blood now flows from the sarcophagus and the pits in the next room are filled with it.



Go back into the statue room. The mummy cases are now open. Avoid going near them for now, or you'll have to do the next bit of business with 2 mummies slugging away at Lara. They can't be killed, so don't waste your time and ammo. Pull/push the movable statue onto the tile with the circle on it. (The one that matches the tile where the statue starts.)



Cut scene: A door behind the mummy on the opposite side of the room opens.



Lure the mummy out, then run through the door. Follow the hall and drop down. Continue to a large cave.



CAVE: Advance into the middle of the cave. When you hear the dramatic music, draw weapons and look out for 2 black dogs wearing gold jewelry. They come in from ahead on the left and right.



Now survey the area: The passageway where you entered is on the east side. There's a huge, carved gold pillar in the northwest corner supporting a building above; an ornate facade set into the cave wall on the west side; and a ramp and stairs running along the south side to the upper level. On the upper level, east side, is a stairway leading to a wide ladder. Also on the upper level, a wooden bridge leads to the building supported by the gold pillar, which is on the west side.



Head up the stairs to the upper level, making a U-turn around the wall-mounted burner. Just after you pass a square grate on the wall on the right, light a flare and look for a pit to the right of the stairs. Hop down into the pit to find secret #4 (17/70), a large med-pack. Climb out of the pit and continue up the stairs to the room with the wide ladder. Climb to the top.



ROOM WITH MUMMIES AND GOLDEN SERPENT ARTIFACT: Shoot the jars to get the small med-pack and shotgun shells inside. Climb through one of the square openings into the next room. Take note of the closed gate on the wall. This is where you'll exit. Take the GOLDEN SERPENT from the pedestal. The gate opens, the gates over the alcoves where you entered close, and the 2 mummies awaken. Run to the now-open gate in the corner and climb out. (You may be able to jump over the mummy below the doorway if it isn't on its feet yet.) Follow the passage to a ramp.



ROOM WITH SAND AND SPIKES: Slide into the next room, which immediately starts filling with sand, raising Lara closer and closer to the spiked ceiling. Sprint to the near left corner where there are no spikes and you can climb out safely. Follow the passage to an opening in the floor and a large med-pack. Drop down onto the block below one corner of the opening. Drop to the ground back in the CAVE.

Go up the rock stairs to the wooden bridge (upper level, west side). Cross the bridge and enter the building, killing the 2 fancy black dogs that awaken. Climb the stairs and drop through the opening near the lit torch. Follow the hall to the next room.



ROTATING OCTAGONAL ROOM: Take a diagonal standing jump from the doorway to the flat ledge on the left. Walk as close to the base of the sloped wall as possible, then take a standing jump into the alcove with the shotgun shells. This is secret #5 (18/70).



Slide down to the floor, and climb up to the longer ledge that runs along the west wall. Walk to the end and jump to the small ledge ahead. Turn left and take a running jump over the blades to land on the ledge with the receptacle for an artifact you don't have yet. The ledge above the receptacle has a ladder on its front face. Jump up to grab it, and climb up to the alcove above. Pull the lever to open the gate below the doorway where you entered.



Climb down from the ledge, go through the open gate, and use the lever there to ROTATE THE ENTIRE ROOM. (How cool is that!?)



Cut scene: As the room rotates, you get a glimpse of the SCARAB TALISMAN in the alcove at the opposite end of the room.



Take a standing jump into the doorway and return to the OCTAGONAL ROOM. Safety drop into the pit and take the HAND OF SIRIUS. Follow the hallway to a ladder. Climb up then forward out onto a ledge in the OCTAGONAL ROOM. Take a standing jump to grab the block ahead. Pull up, watching out for the blades on the ceiling. Either take a standing jump or crawl under the blades to the left side of the ledge. Take another standing jump down to the doorway below the open gate in the side wall (west side). At the end of the short hallway, take another standing jump to grab the back wall, and climb down the ladder.



ROOM WITH CHAIN AND MUMMIES: Stand with Lara's back to the doorway where you entered (so you don't get disoriented). Pull the chain.



Cut scene: The room rotates again, and you see the SCARAB TALISMAN in its alcove, no longer protected by blades.



Run straight ahead through the now-open gate to escape the 2 mummies. Climb the ladder back to the OCTAGONAL ROOM.



Climb up to the receptacle on the side wall and use the HAND OF SIRIUS to lower a rope from the ceiling. Take a standing jump from the edge of the ledge to grab the rope. Rotate Lara to face the alcove with the TALISMAN. Use the Sprint key to start the rope swinging, then let go at the peak of the arc to land on the ledge in front of the alcove. Take the SCARAB TALISMAN from the pedestal.



Squeeze past the pedestal and ready weapons to kill the 2 black dogs in the hall around the corner. Stay alert, because there's another dog just beyond the room with the ornate, square pillars. At the end of the hall drop back down into the CAVE where you started.



ANOTHER ROOM THAT FILLS WITH SAND: Go through the door on the west cave wall, lower level. Climb over the block and enter the sandy room beyond. Use the GOLDEN SERPENT and SCARAB TALISMAN in the two receptacles on the wall. Sand begins to fill the room and the mummy awakens. Run around the edge of the room to stay clear of the mummy (or stun it periodically with your pistols) until the sand level rises enough for you to climb out. Head toward the light to end the level.



FMV sequence: A transcript appears at the end of this document.







LEVEL 5: VALLEY OF THE KINGS Secrets: 3



(NOTE: For real-life info on the Valley of the Kings, see the FYI at the end of this document.)



Cut Scene: The traitorous guide crosses the open area ahead.



BUG NOTE: A few players have reported that using grenades or explosive arrows here may result in your not being able to pick up the key for the Jeep. I have not been able to duplicate this, but, just to be safe, avoid doing this or at least save your game first just in case.



OPEN AREA OUTSIDE BURIAL CHAMBER: Enter the open area cautiously. Von Croy's armed minions (7 in all, not counting the guide) lurk behind every rock. Pick them off one by one. You can use the stone blocks and alcoves for cover, but I found it easier (and less wasteful of ammo and med-packs) to run right up to the current target, shooting with pistols or shotgun. Run past him, roll, and finish him off from behind. This doesn't work as well with the one guy carrying the sword. For him, you can switch to the shotgun and make short work of him, or continue with the pistols, back flipping away from him as you shoot.



During the fighting, there's another brief cut scene, in which the guide approaches one of the jeeps.



When all the enemies are dead, scour the ground for dropped items: 3 sets of Uzi clips, 3 small med-packs, 1 large med-pack and the IGNITION KEY for one of the vehicles. There's a small, dark opening in the rocks to the right of the doorway where you exited the tomb. (One of the blue-robed bad guys emerged here.) Climb in, light a flare and you'll see a ledge at the back of the recess where you can climb up and find secret #1 (19/70), the SHOTGUN and 2 boxes of shells (or 3 boxes of shells if you already have the gun). These are 3 separate pick-ups, so be sure not to leave anything behind. (NOTE: The locations of this secret and the next are shown in the screenshot at http://stellalune.com/TR4walk/screenshots/valley1.jpg.)



The dark opening in the corner to the left of the tomb entrance is empty, but from the ledge at the opening, you can jump to grab the stone block on the left (when facing out). Pull up, then climb up to the long ledge above the tomb entrance. This is secret #2 (20/70). In all you'll find 2 boxes of shotgun shells, a small med-pack and Uzi clips. Slide down the greenish stone support to the ground.



JEEP RIDE THROUGH CAVES AND CANYONS: This isn't exactly a car chase, since the guide stops to wait for you if you get out of your Jeep to explore. But you can pretend if you want to. As you drive along, you'll want to watch out for the grenades launched from the other vehicle, and take care to brake on some of the long, bumpy downhill stretches so Lara doesn't get hurt.



(NOTE: If you need help with the Jeep controls, see the gameplay page, http://tombraiders.net/stella/gameplay.html#vehicles. You may notice as you drive along, that certain areas of the rock wall open into passageways after the enemy Jeep passes. These openings enable you to explore the entire level on foot. However, you must have the Jeep in order to get up the hill at the end of the level. So unless you want to do quite a bit of backtracking, you might as well drive the through the whole level.)



Follow the guide through the caves. When you reach the first big open area, run over the 2 gunmen standing around. Then continue downhill and through the cave. At the LARGE GAP AND ROCK BRIDGE, stay to the right to drive up onto the rock bridge and run over another of Von Croy's henchmen. Stop the Jeep on top of the rock bridge (or just on the other side) and get out. Walk back down the ramp to the side of the gap where you started (the east side).



There's an opening under the rock overhang that juts out above the deep pit lined with spikes. Climb down the rock ladder into the pit, then over to the right and up to this opening. Getting in can be a little tricky. Position Lara's hands on the bottom edge of the opening, release Action to let go and force Lara to lose her foothold. Then quickly press Action again to re-grab the opening, and immediately press Crouch and Forward to pull up into the crawlspace. If you can't do this sequence fast enough, climb to the right as far as possible, so Lara's shoulder is against the right wall. Now release Action and immediately press it again. When she re-grabs the edge of the opening, her legs should continue to hang. Press Crouch and Forward to climb into the opening. (Details are shown in the screenshots at http://stellalune.com/TR4walk/valley1.html.)



Crawl through, turn around and safety drop into the cave. This is secret #3 (21/70), small and large med-packs, plus (4) super grenades. Climb out of the cave and back to the top of the pit the way you came.



(NOTE: It's possible to climb down to the bottom of the pit, sliding to the ground in the middle, where there are no spikes. But in order to get out, you need to go through the spikes, wasting precious med-packs, in order to grab the ladder on the west side. There's nothing of interest down there, though, so don't bother unless you just enjoy a challenge.)



Get back into the Jeep and continue past the rock bridge and into the cave on the right. You'll go down a hill then up another. At the top, you'll need to run over a gunman. Soon you'll come to a deep canyon. Head to the right and circle around the rim counter-clockwise. Run over another gunman at the end of the rock ledge, just before turning right and going down into another cave. As you drive up the next hill, the level ends.





LEVEL 6: KV5 Secrets: 4



(NOTE: For real-life info on KV5, see the FYI at the end of this document.)



Get out of the Jeep in the room with the rectangular block in the center. Pick up a large med-pack and 2 boxes of wideshot shells. Get back in the vehicle and drive up the steep ramp to an open area with huge statues along one side. Pass by the statues and drive through the opening in the rocks ahead.



(NOTE: If you need help with the Jeep controls, see the gameplay page, http://tombraiders.net/stella/gameplay.html#vehicles. It is possible to explore the entire level on foot. However, you must have the Jeep in order to get up the ramp at the end of the level. So unless you want to do quite a bit of backtracking, you might as well drive the through the whole level.)



FIRST OPEN AREA WITH SCAFFOLDING: There's a gunman up on some scaffolding in the next area. Drive through the poles supporting the right side of the scaffolding to dump him to the ground. Then make a tight right turn to circle around, avoiding the deep pit and coming back to run over the gunman. Continue to the hole in the rocks on the opposite side from where you entered this area (i.e., the southwest corner). Before going through, stop the Jeep and get out. Climb up to the crawlspace just to the right of the opening in the rocks. Crawl in for secret #1 (22/70), a large med-pack. Get back in the Jeep and continue to the next area.



AREA WITH SCAFFOLDING AND GATE: Drive into the T-shaped clearing and make a left between the buildings. Drive along the left wall to knock the scaffolding out from underneath another gunman. Make a tight circle to the right to swing back around and run him over. Get out of the vehicle. Note the closed gate at the end of the T. You'll need to open this.



First get the large med-pack in the small, dark alcove to the left of the gate. Depending on how you explore this area, you may meet another of one of Von Croy's thugs. He climbs over the wooden box near the southwest corner of the scaffolding, but only if you first walk over the middle-level scaffolding between that corner and the opening on the long side. So, if you want to avoid him, first climb through the opening on the long side of the scaffolding (below the rope, on the left side if Lara's back is to the gate). Walk to the left along the middle-level scaffolding to get some shotgun shells. Walk back to the opening and drop to the ground.



Now climb up onto the same scaffolding at the corner. Climb over the wooden box and drop down to the ground inside the scaffolding. The chime sounds for secret #2 (23/70). Go all the way to the end near the gate (below where you found the shells) to pick up small and large med-packs. Return to the opening near the box and climb back to the middle level. Go to the corner and climb up onto the upper-level scaffolding. Follow it toward the gate. About halfway there, you'll see an alcove on the right with a large med-pack.

After getting the med-pack, turn around and take a running jump to grab the dangling rope. Swing and jump from the rope to land on the scaffolding on the other building. At the left end is a switch high up on the wall. Jump up to grab it, and Lara's weight will pull it down, opening the gate.



Drop down from the scaffolding and walk through the open gate to a rectangular area with large reddish stone pillars. Two of the raised alcoves contain items: a large med-pack in the one to the left of the door, Uzi clips in the middle one on the right.



RAMP WITH SPIKE CLUSTERS: Return to the Jeep and drive through the open gate and up the ramp. Three clusters of spikes drop from openings in the ceiling above the ramp and roll down. You can swerve around them by starting the run on the left side, then moving to the right and back to the left as each spiked ball passes. Stop at the top of the ramp and get out.



Walk down to the first opening in the ceiling (where one of the spiked balls came from). Stand beneath the opening facing uphill and position Lara's feet on the seam in the textures just below the upper edge of the opening. Jump straight up to grab the edge of the opening. Pull up onto the ledge above. This is secret #3 (24/70), (4) grenades. Safety drop down and return to the Jeep.



(NOTE: If you have trouble grabbing the opening, try grabbing the lower side, which is made of climbable rock. Climb nearly to the top then back flip to land on the ledge. If you've overshot this secret and driven down the hill, you can return here on foot. Use standing jumps to get up the green sand dune at the opening to the ramp.)



Drive on carefully to avoid the various deep pits with spikes at the bottom. When you come to the U-turn, get out and investigate the large, L-shaped pit. One side has a rock ladder. Climb down to the small opening and either climb around it and back up to it, or climb down so Lara's hands are at the top of the opening, let go, and quickly re-grab the edge. With Lara's hands on the edge of the opening, climb to the left as far as you can (so her shoulder is against the wall). Release Action briefly and re-grab so her legs are hanging free. Now press Crouch + Action to crawl into the opening. Inside you'll find secret #4 (25/70), wideshot shells and arrows. Back out of the crawlspace, climb to the right then up to the top.



Return to the Jeep and continue on, avoiding the spike pits. After you pass under a rock arch, look for a small opening on the left before the dead end. Drive through into a green, sandy area.



GREEN SANDY AREA: Head over the dunes to the north. Watch out for the spike pit just over the first dune on the right, and another pit beyond the second dune on the left. After cresting the third dune, turn left and follow the rock wall, keeping it on your right (you'll be heading west now). There's one more pit on the other side of the next hill. Stay to the right to clear it and continue on toward the stele with scaffolding supporting another shooter. You can get out to kill him, or just drive around the base of the stele a few times to knock the scaffolding down and run him over.



Drive along the rock wall beyond the stele, keeping it on your right (you'll be heading south). Near the end of the rock wall, you'll see a dark opening with carvings around it. Drive in to end the level.



FMV sequence: A transcript appears at the end of this document.



(NOTE: If you left the Jeep somewhere back at the beginning of the level, there's no need to worry. You can go back and get it on foot. See the instructions and screenshots at http://stellalune.com/TR4walk/kv5_1.html. If you have trouble with any of this, either download a PC savegame for the end of this level from http://stellalune.com/TR4walk/kv5.html or let me know and I'll try to come up with additional tips.)







NOTE ON SECRETS: There are 70 secrets in the entire game. These are marked "(x/70)" in this walkthrough. To check your progress in-game, press Pause and choose Statistics.



*NOTE ON STARTING INVENTORY: The number of med-packs may vary, depending on how many you found and used in the training level. There are 70 secrets in the entire game. These are marked "(x/70)" in this walkthrough. To check your progress in-game, press Pause and choose Statistics.



**NOTE ON SHOTGUN SHELLS: Normal shotgun shells, the type in the red box, are labeled "shotgun shells" in this walkthrough. The shells in the blue box are labeled "wideshot shotgun ammo" to distinguish them.





FMV sequence after BURIAL CHAMBERS: Lara emerges from the ruins and takes the Amulet of Horus from her backpack. She reads the inscription aloud. (I'll post a transcript when I revise the level. For now, just the basic gist.) Her voice fades into that of the author, the high priest Semerkhet, as we shift to a flashback of ancient events: Set and Horus, the jackal (?) and hawk...the human priest Semerkhet...Set being entombed. According to the inscription, when the amulet is removed, at the turn of a distant millennium, the dark god Set will be released, unleashing plague and destruction. But at the same time, along with Set, comes his counterpart and balancing force, Horus.



Flash forward to the present day. Lara's guide returns, places a gun to her head and demands the amulet. Lara continues to read the inscription. As she does, an earth-shaking explosion knocks the guide off his feet, giving Lara time to go for her weapons. Von Croy arrives in his Jeep and beeps his horn. The shockwave from the explosion spreads outward toward him, and we fade to black.





FMV sequence after KV5: Lara races through the desert in the Jeep. She reaches the Nile only to find that Von Croy's men have set up a blockade at the ferry landing. Amid a hail of gunfire, she runs the blockade and jumps the Jeep onto the boat. Pigs and chickens everywhere! Fade to black.



Some time later, Lara arrives at the home of her old friend Jean-Yves. Greetings are exchanged. She shows him the amulet and explains that Von Croy is after it.



Jean-Yves: The Amulet of Horus, an almost legendary artifact. So, you have found and opened the tomb of Set. This doesn't bode well.



He opens a drawer, revealing a tattered manuscript.



Jean-Yves: Translating from the Hebrew: "He who remeoves the amulet shall once more release the dark power of Set. And Set sayeth: I am the shadow across the Sun. I am the bringer of plagues. My wrath will consume all lands and shall be ceaseless."



We see a sketch of Set in the manuscript.



Semerket (voice over): The power to summon the Sun god, Horus, stolen by the evil Set, shall only be revealed to the bearer of the amulet, within the temple of Semerket at Karnak.



Jean-Yves: "The ceremony is complete as the Armor of Horus summons the Sun god." The Armor of Horus. . . at the dig site in Alexandria my men talk fearfully of this.



Lara: The armor must also be Von Croy's goal.



Jean-Yves: Only one so ignorant of the prophecies would dabble with such a prehistoric evil. Ah yes. . . releasing Set. . . but how could you have known, my dear?



Lara: Time to put things right. . . and remove a thorn in my side in the process.

 


 

B-Level 2 Levels 7-13
LEVEL 7: TEMPLE OF KARNAK (first time) Secrets: 4



(NOTE: This level, along with the next two, the Great Hypostyle Hall and the 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 arranged the walkthrough in what I hope is the optimum sequence.)



Cut Scene: Lara drives into the ruins at breakneck speed, swerves to a stop and hops out the Jeep.



COURTYARD WITH OBELISK: The level begins in an open area with pillars. Turn left (west) and climb over the ruined wall into a courtyard with a pointed obelisk Two black scorpions emerge--one on the ground to the left, one from behind the obelisk.



[NOTE: Unlike the red scorpions in earlier levels, these guys are poisonous. If Lara gets bitten, her health bar will turn yellow, showing that she's been poisoned. Her vision (and yours) will start to blur and waver-an interesting effect and worth experiencing if you've got a med-pack to spare or have recently saved your game. She'll continue to take damage from poison until a med-pack is used.]



Pick up the small med-pack on the step near the obelisk. Now survey the scene: To the left (south) are THREE GOLDEN DOORWAYS. Ahead (to the west) is a HALLWAY LINED WITH COLUMNS. And to the right (north) is a stone wall with a gap in it, leading to another open area.



THREE GOLDEN DOORWAYS: Enter the middle one. Climb onto the low wall, then up onto the ledge on the right. Jump over to the next ledge to get a small med-pack. Jump back to the middle ledge, then jump to the next (shorter) ledge and pick up some Uzi clips. Finally, jump to the little ledge for a box of wideshot shells. Drop into the room below. Drop into the pit and crawl through small opening. As soon as Lara can stand, draw guns and kill a black scorpion. This is secret #1 (26/70).



Go up the steps to a room with various jars. The first jar contains shotgun shells. In the next room, 3 more black scorpions lurk behind the pedestals. So take care of them, then climb up onto the ledges with the light colored jars and shoot them to get the items inside: a large med-pack, wideshot shells, Uzi clips and flares. Crawl out the way you came in and return to the OBELISK COURTYARD.



Turn left and look for two worn blocks, one low, one higher, to the left of the entrance to the HALLWAY LINED WITH COLUMNS. The taller block is sloped on the left side, flat on the right. Grab onto the front edge of this block. Traverse to the right as far as possible without traversing around the corner and pull up to stand on the right side of the tall block. Angle Lara a little to the right and take a standing jump to grab the ledge ahead. Pull up and get some wideshot shells. Drop down. (NOTE: If you're having trouble with this, the sequence is shown in the screenshot at http://stellalune.com/TR4walk/screenshots/karnak1.jpg.)



HALLWAY LINED WITH COLUMNS: Enter the building here. Note the square, gray door on the right. You'll be back here at the END OF THE LEVEL. Continue up the ramp. There is a pool at the top of the stairs, but Lara will look up to the right--a none-too-subtle hint. Use the block to climb onto the ledge above. Turn around and jump over the opening in the floor to the walkway in the center, then to the far walkway. Pick up Uzi clips and shotgun shells in the corners. Then jump back to the center walkway and and use the mechanisms in the 2 niches to open the gated alcoves.



Inside the left alcove is a small med-pack on the floor and a SHOTGUN (or shotgun shells) on the pedestal. Inside the right alcove is the FIRST CANOPIC JAR on another pedestal. (NOTE: For more on canopic jars, see the FYI note at the end of this document.)



Cut scene: When Lara takes the canopic jar, we see a room with wide stairs and an ornate bowl. Guess that's where we're headed.



Drop down and jump into the pool. Swim down and retrieve some flares from the bottom. Get air, then swim down through the opening in the side wall. Swim through the passageway until you come to a square door. Position Lara facing the gray square at the center of the door and press Action. She'll then open it. Swim back for air.



Now swim down through the crack again, then through the door you just opened. Follow the passage and when it turns left, look up in the ceiling for a small square opening where you can get air. Climb out onto the ledge for secret #2 (27/70), Uzi clips and arrows (two separate pick-ups).



Stand facing the water and jump in. Swim down and forward, through a narrow horizontal opening. Continue swimming forward to a larger, square passageway with bluish lighting. To the right is a dead end with a gate, through which you can see another area. To the left is a small, triangular opening. If you swim close to the ceiling, you can get Lara inside without getting stuck. This is secret #3 (28/70). Pick up the goodies--a large med-pack, Uzi clips, wideshot shells and poison arrows--making a trip or two back to the small, square opening for air if necessary.



Swim back along the passage (southward), through the square door, to the deep pool so you can surface. Climb out and head back outside to the OBELISK COURTYARD.



BUILDING WITH RED BANDS AROUND ROOFS: Turn left and climb through the gap in the wall to another open area with a two-story structure. You can climb up onto the lower roof--more like a walkway, really--to get some goodies. After coming through the gap in the wall from teh OBELISK area, continue straight ahead under the walkway. Here you'll find a block ledge. Climb up onto it, turn around and take a diagonal standing jump to the left to grab the edge of the opening to the walkway above. Pull up and pick up some shotgun shells. (NOTE: If you're having difficulty here, see the screenshot at http://stellalune.com/TR4walk/screenshots/karnak2.jpg. It shows this ledge with an arrow indicating where to jump and grab.)



Ahead (to the left if you're facing the gap in the wall where you entered) is a low block with a small med-pack on top. At the opposite end of the walkway, you'll also find some Uzi clips. After getting them, drop down.



Enter the building on the left side between the pillars. Stay alert for the black scorpion lurking behind the blocks. Get the flares on the block in the far left corner. Then drop down into the hole and follow the short passageway inside.



ROOM WITH STAIRS, PITS AND CEREMONIAL BOWL: Here you'll find a wide staircase, which leads down to the CEREMONIAL BOWL, which you saw in the last cut scene. The staircase is flanked by two large, rectangular pits.



On the left wall, just ahead of where you entered, look for an elevated crawlspace between the first two striped square columns. Climb in and crawl into the passageway for secret #4 (29/70), flares and 2 sets of Uzi clips. Return to the big room.



Down in the pit on the left, there's a black scorpion. The pit on the right contains another scorpion, along with a small med-pack. After getting the med-pack, climb out of the pit, stand on the highest step and jump to grab the handholds on the ceiling. Traverse across the pit, drop onto the block on the other side and kill another scorpion. Push the button in the middle of the wall above the stairs to open the brown door on the opposite wall, letting in yet another scorpion.



Behind the brown door is a small niche. Operate the mechanism inside to lower the CEREMONIAL BOWL, revealing an opening in the floor. Drop through this opening into the room below. Pick up the large med-pack on the block.



ROOM WITH BOWL AND STATUES HOLDING LONG HORNS: There are two doors and a crawlspace leading out of this room. The two doors both lead to a room with a large pool with a statue on the far side of it. The current prevents you from swimming over to the statue. Go through the door on the right to get to the room with the pool. Jump into the water and swim underneath the ledge to find 2 boxes of shotgun shells. Swim to the center of the room and let the current carry you back to the BOWL, where you can climb out.



Now go to the left door. In the doorway is a rectangular niche. Use the CANOPIC JAR here.



Cut scene: We see the gray door opening back at the room inside the HALLWAY LINED WITH COLUMNS (where you found the CANOPIC JAR).



Climb into the crawlspace high on the wall near the left door, where you just used the jar. Continue through the passageway. There are several turns and places where you have to climb through narrow spaces, but you can't really make a wrong turn. On the way, pick up some flares in an alcove on the right side of the passage. You'll emerge in a sandy room outside the ROOM WITH STAIRS, PITS AND CEREMONIAL BOWL. You can find flat spots on the sand hill that enable you to jump out of this area to get back outside. (Or, if you have trouble with that, go through the ROOM WITH STAIRS, PITS AND CEREMONIAL BOWL and out the other side where you first came in.)



Return through the gap in the wall to the OBELISK COURTYARD. Turn right and re-enter the HALLWAY LINED WITH COLUMNS. Inside the building on the right is the gray door you just opened. Enter here and slide down into the room below to end the level.







LEVEL 8: THE GREAT HYPOSTYLE HALL (first time) Secrets: none



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 med-pack. 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 med-pack 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 med-pack on the floor and Uzi clips on a ledge. Get these, then slide down the ramp to enter the next level.







LEVEL 9: SACRED LAKE (first time) Secrets: none



LAKESIDE: Climb out of the pit and go through the door on the left to an open area. There's a small med-pack on a low block in plain sight--perfect Lara-bait to distract her from the hungry crocodile that crawls in from the left. The dark area to the right harbors 2 bats. Another crocodile comes out of the pool when you explore a bit.



(NOTE: The crawlspace in the southeast corner leads to a SMALL POOL WITH TWO OBELISKS ON AN ISLAND in the center. There are a few pick-ups and scorpions there, but you're missing some items you need to use in that area. I recommend waiting until later to explore to save yourself a trip.)



Take a swim in the lake. Climb out on the broad, sandy ledge on the west side and kill 2 more crocodiles. Note the closed gate on the building in the middle of the pool. You'll need to open that. Walk around to the north side and go through the doorway of greenish stone. There are 2 bats lurking inside. Drop through the opening in the floor at the back (north) side.



(NOTE: The other openings will either drop Lara onto a series ramps and deposit her in a pool at the bottom of the room below, or break her bones outright. If you end up in the pool, either reload an earlier save, or follow the underwater passage back to the lake and try again.)



TWO CLIMBING POLES: Walk down to the lowest step and face the striped pole. Step off the edge and slide down the slope (don't jump) to land at the base of the longer pole. Climb up to about the level of the horizontal stripe carved into the wall. Turn Lara so her back is toward the base of the second pole. Then press Jump to back flip and land there. Climb up the second pole and back flip onto the small ledge. Go through the crawlspace to a room. Pull the chain.



Cut scene: The gate back at the building in the middle of the SACRED LAKE opens, releasing a pair of crocodiles.



Return through the crawlspace to the ledge above the pole. Take a standing jump from the edge of the ledge to grab the pole. Press back/down while holding Action to slide down the pole. Take another standing jump from the base of the shorter pole to grab the longer pole. Slide down. Drop into the square hole to the left to land in the water below. Grab a small med-pack from the bottom. Swim out to the pool and get some flares from the bottom before following the underwater passage back to the LAKE. Remember, there are 2 crocodiles on the loose now, so quickly swim to a ledge where you can climb out of the water and kill them.



BUILDING IN THE MIDDLE OF THE LAKE: Swim in through the now open gate. Climb onto the ledges to get a small med-pack and 2 boxes of shotgun shells. Then look for an underwater lever beneath the overhang between the two ledges. Position Lara below it and press Action to make her pull it. This opens the square trapdoor on the bottom of the pool nearby.



UNDERWATER PASSAGEWAY AND MIRROR ROOM: Swim down through the trapdoor. When you come to the square door, position Lara in front of the gray square at the center and press Action to make her open the door. Go back for air. (NOTE: The next area requires some skillful swimming, so you might want to save your game here just in case. It's easy to get disoriented and drown the first time or three.)



Swim down through the trapdoor again, then through the open door. Continue along the passage as it turns left, swim through a narrow gap, continue forward, then turn right. Swim through a section of the passage with very uneven walls. Then swim up and left as the passage slopes up. (Up to this point you're just following the passage the only way you can, but there are a lot of short dead ends and places where the jutting rocks impede your progress.) Now you're faced with a choice of swimming forward and straight up to the MIRROR ROOM, or right and up to a small room where you can surface. Choose the right path. Breathe deeply and pick up the large med-pack on the bottom. Swim down and forward through the passage. When you reach the first corner, swim up and to the right to the MIRROR ROOM.



There's an opening in the ceiling on the left side (when facing the mirror), but it is cleverly camouflaged. (Oh, those crafty Egyptian architects!) However, the mirror image of the room clearly reveals the opening (as in the screenshot at http://stellalune.com/TR4walk/screenshots/sacredlake.jpg). Get your bearings from the mirror, then roll and swim up to the ceiling to the opening.



Climb out of the water onto the ledge and follow the passage to a room with a SECOND CANOPIC JAR on a pedestal. Grab the 2 sets of Uzi clips on the floor, along with the jar.



Cut scene: We see a gate open down in the room in the middle of the SACRED LAKE.



Follow the hall back to the MIRROR ROOM. Then swim along the underwater passageway, first down and to the right, then following the passageway's twists and turns, all the way back to the LAKE.



Swim down through the other opening in the bottom of the pool, through the gate you just opened. The current will carry Lara along to the next level.







TEMPLE OF KARNAK (second time) Secrets: none



You return to this level for the second time through an underwater passage from the SACRED LAKE level. Climb up to emerge in the room with the pool, just beyond the room where you used the FIRST CANOPIC JAR. Go to the nearest doorway (just ahead on the left) and place the SECOND CANOPIC JAR in the niche.



Cut scene: Magic liquid pours down through the statues' long horns into the CEREMONIAL BOWL, causing it to tip and spill into the pool.



Go back to the pool room and try out Lara's new ability to--yes!--walk on water. Cross the pool to the statue and climb up behind it. Pick up some Uzi clips. Then go through the doorway. Follow the hall to the end.



OUTDOOR AREA WITH POOL AND ELECTRIC OBELISKS: Go to the right door and drop down onto a block. From here you can kill a couple of crocodiles lurking around the pool. There are 3 crocodiles in all, but one of them probably won't come out until you come down from the block. When the coast is clear, pick up some shotgun shells on the sand to the right and more shells on the bottom of the pool. Swim down through the underwater passage. Climb out of the water and press the button.



Cut scene: The cage between the obelisks lowers, revealing a golden statue on a pedestal.



Swim back to the pool and take the HYPOSTYLE KEY and the SUN GODDESS from the pedestal. (NOTE: These are two separate pick-ups. You can come back later if you miss one, but you'll save yourself a lot of time if you get both now.)



Cross the pool again and climb back up the block and into the building. Return through the walking-on-water room to the ROOM WITH THE BOWL. Go through the crawlspace on the right (east) wall, which leads back outside. (You've been through here before.) When you drop into the sandy area outside the ROOM WITH STAIRS AND PITS, one of Von Croy's goons attacks. There's another bad guy lurking inside the pit room. You can either go get him or avoid this area.



Return outdoors to the BUILDING WITH RED BANDS AROUND ROOFS, either by jumping over the sand pile or climbing over the block in the sandy area, or through the crawlspace from the ROOM WITH THE BOWL. There are 2 more henchmen lurking out here among the pillars. After dealing with them, climb through the gap in the wall back to the OBELISK COURTYARD. Enter the building on the right, watching out for another baddie in the HALLWAY LINED WITH COLUMNS. Go through the gray door on the right and slide back into the HYPOSTYLE HALL level.







GREAT HYPOSTYLE HALL (second time) Secrets: none



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 med-pack on the low block. If you don't, one of the assassins will steal it and you won't see it again. (See the screenshot at http://stellalune.com/TR4walk/screenshots/hypostyle1.jpg.) 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 ledge 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 th 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 med-pack 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 1/4 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 1/2 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 1/4 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.






SACRED LAKE (second time) Secrets: 1



You return to this level for the second time after completing the TEMPLE OF KARNAK (second time).



SMALL POOL WITH TWO OBELISKS ON AN ISLAND: There are 3 scorpions lurking about the pool, so stay alert. (NOTE: Even if you explored here during your first time through this level, there will still be one scorpion.) There's a box of shotgun shells on the bottom of the pool and a small med-pack in an underwater alcove on the opposite side of the pool from the shells.



If you haven't been to this area before and want all the pick-ups, go into the hole in the northeast corner and through the crawlspace back toward the SACRED LAKE. In the hallway you'll find some flares. (If this is your first time through, there will also be a scorpion here in the hallway.) Get them then come back to the small pool.



Combine the SUN DISK and SUN GODDESS to make the SUN TALISMAN, and use this at the short, pointy object between the obelisks. (NOTE: If you are missing the SUN DISK or SUN GODDESS, you'll need to go back for whichever you don't have. See the NOTE ON MISSING ARTIFACTS at the end of this document.)



Cut scene: Electricity crackles between the obelisks and the golden ovals above each doorway. The Sun Talisman rises into the air between the obelisks, and the four doors around the pool open.



(BUG NOTE: Some players have reported a game crash at the above cut scene. For some possible fixes, see the note at the end of this document.)



The NORTH DOOR contains a crawlspace with a small med-pack. The EAST DOOR is a dead end. The SOUTH DOOR leads to a pole. Take a diagonal standing jump from the doorway to grab the pole. (Use the Look button to make sure Lara is lined up precisely before jumping.) Climb not quite to the top and turn so Lara's back is toward the ledge. Back flip to land there and pick up the flares. Take a standing jump from the edge of the ledge to grab the pole. Slide down. Pick up Uzi clips on the bottom of the pool. There are also items in the two underwater passages below the base of the pole. On one side you'll find a box of shotgun shells. On the other, wideshot shells and a small med-pack. Near the med-pack is a square door. Position Lara at the middle of the door facing the gray panel. Press Action and she'll open the door. Swim through two narrow openings to find a secret (30/70): a room with three pedestals displaying wideshot shells, a large med-pack and explosive arrows.



Return to the pole, climb back up and once again back flip onto the small ledge. From there, take a running jump to the doorway. Head back out to the POOL WITH TWO OBELISKS.



Last, go through the WEST DOOR to a ROOM WITH HUGE PILLARS. On the left side is a raised alcove containing shotgun shells, Uzi clips and a small med-pack.



In the middle of the room is an angled square block. Climb on top of it. (One corner is low enough to reach when standing on the floor.) Jump up to grab the handholds on the ceiling and start traversing toward the opening high on the far wall. A couple of bats fly out. As soon as you hear squeaking, drop to the floor, kill them, then climb up and traverse across again. (NOTE: Lara will take a little damage when she drops, but not as much as swinging all the way across the room while bats are biting her.)



When you reach the opening, make sure you traverse forward until Lara is right up against the wall. Release the Action key briefly then press it again to grab the edge of the opening. Crawl in and go up the ramp. At the top there are two crawlspaces. The one on the left contains Uzi clips. The one on the right leads to the room above.



Take a running jump across the wide gap to grab the ledge. Pull up, cross the ledge, and drop down into the next room, watching out for the openings in the floor. You are now in the upper level of the ROOM WITH HUGE PILLARS. Turn left and take another running jump to grab the edge of the opening with the sloped, pink ledge. Pull up and kill 2 bats. Hop down into the room beyond. Then safety drop down into the room below. (NOTE: You can avoid taking damage by dropping onto the ledge in the corner.)



Pick up flares and the UZIS (or Uzi clips if you already have the guns) from the pedestals in the room off to the side, then exit the building. Cross the sandy area and approach the door between the two statues of Set to end the level.



FMV sequence: A transcript appears at the end of this document.







LEVEL 10: TOMB OF SEMERKHET Secrets: 7



ENTRANCE AND BEETLE ROOMS: Shoot the two jars to get the Uzi clips and large med-pack 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 med-pack 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 med-packs 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 med-pack. 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. (NOTE: For more on senet, see the FYI note at the end of this document.)



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 med-pack. 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, as shown in the screenshot at http://stellalune.com/TR4walk/screenshots/semerkhet1.jpg. 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 med-pack.



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 med-pack. 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. Alternately, 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. (The following sequence is illustrated in the series of screenshots at http://tombraiders.net/stella/TR4walk/semerkhet1.html.) 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 med-pack. 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 med-pack from one of the three niches if you like, but you'll miss the shells and med-pack 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. This sequence is shown in the series of screenshots at http://tombraiders.net/stella/TR4walk/semerkhet2.html. 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 above. 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 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 (as in the screenshot http://stellalune.com/TR4walk/screenshots/semerkhet7.jpg) 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 med-pack 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 med-pack, 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 poison 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. See the section on rope swinging tips below.]



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. (If necessary, see the section on rope swinging tips below.)



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 med-pack, 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 poison 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 med-pack. 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 med-packs 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.



(ROPE SWINGING TIPS: Slide to the bottom of the rope to get the longest possible swing. Then, once Lara grabs the first rope, make sure she's squarely facing the second rope before you swing and jump to grab it. You can do this by using the Look key and/or taking a practice swing without letting go, then adjusting Lara's angle with the left/right keys. Press Sprint to swing, press Jump at the peak of the arc, and either re-press or continue holding Action to grab the second rope. For the second and third ropes, you shouldn't need to adjust the angle. Just shimmy down to the bottom, swing, jump and catch the next rope.)



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 med-pack on pedestals. Grab these as quickly as you can, because the room begins to fill with nasty beetles. Run back to the hallway, using med-packs 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 med-pack 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 alternate exit if you win the Senet game. Enter the big room with the red floor to end the level.



(****) ALTERNATE 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 med-pack 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 poison, 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 alternate exit if you win the Senet game. Enter the big room with the red floor to end the level.



FMV sequence: A transcript appears at the end of this document.





LEVEL 11: GUARDIAN OF SEMERKHET Secrets: 3



Drop through the hole in the floor. Slide down the ramp to a hallway with a circular blade trap. 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, but I find this more difficult. Or, stand a few steps back from the blade and as it opens, take a standing jump-grab.) Continue along the hallway, passing through a second circular blade trap. Slide down the ramp.



MAP ROOM: Cross the room, taking note of the two golden receptacles on the walls. Climb up to the ramp on the west side. (The other ramp is too steep to climb.) Go through the crawlspace to the next area.






ROOM WITH LEDGES, BLADES AND TIMED DOOR: This area is shown in the diagram above. Approach the wheel edge-on, turn it several times to raise the door on the ledge to the right. The door begins to close as soon as Lara lets go of the wheel. And, to complicate things further, slashing blades pop up from beneath the ledges in the areas marked with red x's in the diagram. If you keep moving, they'll miss you. So, run forward along the ledge, cutting to the right to avoid the hole in the left corner. Or, take a standing jump over the wheel and run forward then right. Keep running to the end of the ledge and jump to clear the gap and land on the next ledge. If possible, press Right while Lara is in the air to pivot so she's ready to go when she lands. Run along the narrow ledge and jump at the edge to land on the L-shaped ledge ahead. Veer left and run (or crawl or roll) under the closing door. Keep going to get past the final set of blades. Once you reach the end of the last ledge you're safe. Jump to the platform with the pedestal.



Approach the pedestal from the back to avoid the 3 blades that shoot out from the font and sides when you take the GOLDEN VRAEUS. Drop down from the ledge and make your way back to the other side of the room. Be sure to avoid the square depressions, as some of these contain concealed blades. There's a small opening below where you entered. Go through to a ladder, climb up, then return through the crawlspace to the ledge with the wheel. Go back the way you came, through the first crawlspace, to the MAP ROOM.



Use the GOLDEN VRAEUS in the triangular receptacle.



Cut scene: The mechanism on the ceiling activates, tracing a path over the map with a beam of golden light. When the beam alights on one of the pyramids, it opens revealing the GUARDIAN KEY.



Take the key and use it in the other golden receptacle to open the nearby trapdoor. Drop in and slide down the long ramp to the hall below.



GUARDIAN HALLWAY: At the end of the hall to the left is a barred door. For now, go to the right, toward the corner. As you pass the two smaller barred doors, you can hear something banging on the other side. (EEK!) Continue to the raised area of floor and pick up a small med-pack. Jump to grab the handholds on the ceiling and traverse back the way you came. Just beyond the ramp where you came in, 2 bats will attack. Drop to the floor to kill them. Go back to the corner and start traversing again.



Just before the end of the hall, you'll come to a small opening high on the left wall. Traverse so Lara is right up against the wall, drop and grab the edge of the opening. Crawl through a fairly long passage to find secret #1 (38/70), a room with shotgun shells and explosive arrows on top of the chests.



There are also 4 flame niches. Reach into the niche on the west wall (the only one that oscillates on and off) to get a box of wideshot shells. Wait for the flame to die down and reach in a second time to operate a mechanism that causes the flame in the opposite niche to begin oscillating. Reach into that niche for some Uzi clips, then again a second time to make the flame in the niche to the right (near the ladder) begin oscillating. Go to that niche and get a large med-pack. When you do this, the flame in the remaining niche goes out. Don't reach into it, though. There are no goodies inside, only a mechanism that releases a swarm of beetles. Climb the ladder and follow the crawlspace back to the GUARDIAN HALLWAY.



Follow the hallway past the bend toward the lever at the end of the hall. You don't need to pull the pull the lever. Instead, stand in either corner near the big barred door and wait a moment for the GUARDIAN to burst through. (NOTE: This is what happened in my game. If you find it doesn't go that way, pull the lever and let the guardian out.)



This big bull is armored like a tank, so he can't be killed, and he packs a quite a punch when he gores Lara with his horns. Basically you need to outrun him while doing the business at hand. If you can get him to charge into a wall, you'll gain valuable time while he backs up and turns around. To complicate matters, a small flock of bats (3 or 4) begins to gather around as you're running. You can try shooting them as you go or wait until you get to a safe spot.



Run through the doors where the bull came out (next to the lever) and follow the passageway around several bends to the end. Here you'll find a room with a small, rectangular niche, two unlit torches mounted on the walls and a closed door. There's also a small med-pack in the middle of the floor. Reach into the niche to grab a wooden TORCH. Run back down the hallway to the bend near the open doors and lever. Here you'll find a lit torch mounted on the wall with a step below it. Climb up and light your torch. Run back to the room with the two unlit torches and use your torch to light them. This opens the closed door near the torch on the right. Run through and drop down into the passageway below. Whew! Safe for the moment. . . and you've found secret #2 (39/70).



Kill any bats that follow you down. Then continue along the passageway, which leads to a small room with shotgun shells, a large med-pack and a quiver of arrows on pedestals. Approach each pedestal on a diagonal to avoid the blades that slash out when you take the item on top. When you grab the med-pack, a spiked ball drops down from a trapdoor in the ceiling, so avoid this as well. Return along the passageway to the torch room.



Run all the way down the hall, past the torch and lever, past the small barred doors and the hump in the floor, past the ramp where you slid into this area, and past the secret crawlspace, to the barred door at the far end of the hall. Keep an eye out for another bat here. Position Lara in front of the door (but clear of the narrow alcove, so you have room to jump) and wait for the guardian. When he's nearly upon you, jump to the side out of the way. It may take a couple of tries, but he should break the door down for you.



BIG ROOM WITH EYE SYMBOLS: Run through the busted door and into the middle of the room. Note the three eye symbols on the square blocks--two flanking the entrance, one in the middle on the other side of the room. You'll need to play matador again, positioning Lara in front of each symbol so the bull charges and smashes it. Use the Look key so you can see the bull coming and try to jump as late as possible without getting gored. Use med-packs as needed.



You only need to have the bull break two of the symbols to start: the single eye on the west side of the room and the left one of the two flanking the entrance (left when facing them). When these two are broken, a door opens to the right of the single symbol. Run through this door. At the end of the hall make a U-turn and climb the ladder to the upper level. Head to the left (north) around the perimeter of the room to a stairway leading up. Enter the room at the top cautiously, avoiding the spiked ball that drops from the ceiling. Pick up Uzi clips, shotgun shells and a small med-pack from the ledge.



Return downstairs to the upper level of the EYE SYMBOL room. Head around to the opposite (south) side. Climb through the hole in the ceiling above the hump in the floor to discover secret #3 (40/70). On the pedestals are a small med-pack, shotgun shells and a large med-pack. Take your pick because you'll only get one. When you take the first item, the other two pedestals will ignite. Be careful on the way out. Two spiked balls drop from the gray trapdoors in the ceiling. If the second ball drops near the doorway (I think that taking the shotgun shells causes this), you'll need to crawl out beneath it.



If you haven't already made the bull break the third eye symbol, you can do this fairly easily from above. Go around to the southeast corner of the balcony, where it overlooks the rectangular pillar with the eye symbol. Jump to the top of the pillar. Dangle Lara from the edge of pillar above the symbol. It may take a little while, but the bull should eventually run into the symbol and break it. (I found that traversing around the edge of the pillar to whichever side the bull was on helped get his attention.) When the symbol breaks, a door opens on the west side of the room just opposite this pillar. Drop down, roll and run through that door. Run to the end of this hallway and climb the ladder to end the level.



FMV sequence: A transcript appears at the end of this document.





(BUG NOTES: Some PC users have experienced a game crash between the GUARDIAN OF SEMERKHET and DESERT RAILROAD levels. Also, some players have experienced a bug in this level in which one of Lara's arms won't work. Some possible solutions are given in the note at the end of this document.)





LEVEL 12: DESERT RAILROAD Secrets: 3



Cut scene: The locomotive speeds through the desert on its way to Alexandria. Lara is inside.



You begin in a boxcar just behind the engine. Here there are 2 levers. One is missing a handle. Pull the working lever to open the rear door. Now make your way to the end of the train. Take a diagonal standing jump to the next car back. Use the Action key to open the door and enter.



When you enter the SLEEPING CAR, the camera bugs out (at least in the PC version). Do your best to navigate. Pressing Action opens each of the compartments. In each of the first two compartments you'll find crates. Shoot them to get a small med-pack and shotgun shells. There's nothing useful in the third compartment, but as you approach the door, one of Von Croy's assassins comes around the corner.



Exit through the back and jump to the FLAT CAR WITH TARP COVERING. Cross over this car toward the next.



Cut scene: 2 more bad guys jump from moving trucks onto the train.



After taking out the assassins, cross the EMPTY FLAT CAR and take a standing jump to grab the ladder to the left of the door on the next car.



TWO YELLOW BOXCARS: Climb the ladder to the top of the car. When you pass the hatch, another assassin emerges through it. Start shooting while he's still climbing to gain an advantage. A second assassin comes through the hatch of the next boxcar in the line, so watch your back. After taking care of him, drop down through the hatch into the first boxcar. Here you'll find another bad guy lurking in the corner behind the crates, along with shotgun shells and a small med-pack, plus more shotgun shells in a small wooden crate. (You'll need to crouch to shoot it.)



Jump over to the second yellow boxcar. There's no need to drop in yet, but if you do, you may note the odd-looking wooden panel in one corner. Lara runs against it and says "No" if you press Action. This is a concealed door, but you need to find a tool to open it.



Jump to the TARP-COVERED FLAT CAR WITH TALL CARGO. The cargo is too steep to climb, so you'll have to drop and hang from the side of the car and traverse toward the back. Pull up when you reach a spot that's flat enough to stand on.



Cut scene: Von Croy's helicopter passes over the train, presumably dropping off reinforcements.



Jump to grab the ladder to the left of the door on the LAST BOXCAR. Climb on top. An assassin climbs up onto the roof when you near the back of the car. Kill him then investigate where he came from: Drop and grab the very back edge of the train. When you do, a door opens. Release the Action key briefly, then press it again to drop and grab the edge of the opening. Climb inside to find secret #1 (41/70), a large med-pack, arrows and revolver ammo. Climb back out the way you came, then climb to the top right corner. Release and re-press Action to make Lara lose her foothold. Traverse around the corner to the right. (Or, climb up to the roof and drop again to hang over the right side.)



Traverse along the right side of the car to discover another door. Inside the main compartment of this car you'll find 2 boxes of shotgun shells, the SHOTGUN (or more shells) and the CROWBAR. Use the crowbar as a handle to operate the lever here, which opens the door at the front of the car. A sneaky assassin jumps inside while Lara's back is turned, so approach the alcove near the door with caution.



Jump to the TARP-COVERED FLAT CAR WITH TALL CARGO. You can jump up to the top from this end. One of Von Croy's men makes his way toward you across the tops of the YELLOW BOXCARS. If you get tired of waiting for him, slide down to the base of the tarp and the boxcar door opens, revealing another assassin. You can shoot him through the door if you want to.



Jump into the boxcar or climb up and drop down through the hatch. Now that you've got the crowbar, you can pry open the wooden panel in the front right corner. Behind the panel is secret #2 (42/70), the GRENADE GUN (loaded with 10 normal grenades), plus 2 boxes of flash grenades concealed inside the wooden crates.



Climb up through the hatch onto the roof. (Kill the first car-hopping baddie if you didn't do it before.) Yet another assassin appears when you jump to the next boxcar. Take care of him and continue forward to the EMPTY FLAT CAR.



Cut scene: More assassins arrive by truck.



Kill the 2 baddies, jump to the FLAT CAR WITH TARP COVERING. Then cross over it toward the SLEEPING CAR, where another assassin lurks. You can kill him from outside. Go through the sleeping car and take a standing jump the next car, pressing Action to lower Lara's arc so she lands in the doorway.



BACK IN THE BOXCAR WHERE YOU STARTED: First use the crowbar to pry open the wooden panel directly across from the door. There's a small med-pack behind the panel--secret #3 (43/70). And last, use the crowbar as a handle to operate the second lever. This separates this car from the rest of the train and opens the door at the front of the car. Approach either door to end the level.



Cut scene: The engine, along with the boxcar Lara is in, speeds on toward Alexandria.






NOTE ON MISSING ARTIFACTS: You need both the SUN GODDESS and SUN DISK in order to finish the SACRED LAKE (second time). You can either go back to get whichever piece(s) you're missing, use the level-skip cheat (see http://tombraiders.net/stella/cheats.html) to go to the end of the level, or download a savegame for PC, in which Lara has just used the artifacts. (Go to the online version of the walkthrough, http://tombraiders.net/stella/TR4walk/sacredlake.html, for download links.)



If you're missing the SUN GODDESS: First return to the LAKESIDE area by going through the crawlspace in the northeast corner of the area with the SMALL POOL AND TWO OBELISKS (as shown in the screenshot at http://stellalune.com/TR4walk/screenshots/sacredlake2.jpg). Once back at the big lake, jump into the water and swim through the gate into the building in the middle of the lake. (If you haven't opened this gate yet, follow the walkthrough for SACRED LAKE first time, above.) Go through the underwater passage from this room back to the TEMPLE OF KARNAK. Follow the walkthrough for TEMPLE OF KARNAK (second time) to get the SUN GODDESS. Then return to the SACRED LAKE through the GREAT HYPOSTYLE HALL level. (Follow the walkthrough if you're not sure how to do this.)



If you're missing the SUN DISK: Go back to the TEMPLE OF KARNAK, as described above, and from there re-enter the GREAT HYPOSTYLE HALL level. (Follow the walkthrough if you're not sure how to do this.) You'll find the SUN DISK in the room with GLOWING PYRAMID AND ROTATING NEEDLES in the GREAT HYPOSTYLE HALL. After taking the artifact, a door opens which leads directly back to the area of the SACRED LAKE where you need to place the two artifacts.





Possible fixes for game crash in SACRED LAKE (second time): Some PC users have experienced a game crash at the cut scene after Lara uses the SUN TALISMAN. Some possible solutions:



Press Esc or Look to skip the cut scene.

Disable bump mapping. To do this, go to the game Setup screen. (Either click 'Setup' on the screen that first pops when you insert the CD-ROM or, from the Windows Start menu, choose Program Files/Core Design/Tomb Raider Last Revelation/Setup). Here you can click to deselect 'bump mapping' (this is one of the graphics settings).

Reduce graphics settings and/or play in windowed mode. Go into Setup (as described above), select 'Software Mode' (under 'Render Options'), select the lowest screen resolution (under 'Output Resolution') and (if your hardware permits) check 'Windowed Mode'. Save these settings and play through the trouble spot. If this works to prevent the crash, you can then save your game, return to your original settings and continue playing.

If none of these work, you can download a savegame for PC, in which Lara has just used the artifacts. Go to the online version of the walkthrough, http://tombraiders.net/stella/TR4walk/sacredlake.html, for download links.





Possible fixes for game crash between the GUARDIAN OF SEMERKHET and DESERT RAILROAD levels: Disable bump mapping and/or FMV (full motion video). To do this, go to the game Setup screen. (Either click 'Setup' on the screen that first pops when you insert the CD-ROM or, from the Windows Start menu, choose Program Files/Core Design/Tomb Raider Last Revelation/Setup). Here you can click to deselect 'bump mapping' (this is one of the graphics settings) or select 'Disable FMV'. You might first try disabling bump mapping only to see if that works, and if not, disable FMV movies. You can set everything back to normal after you save in the next level.

Then, if you want to see the movie, you can download a separate player called Bink Video from Rad Gametools (http://www.radgametools.com). Run Bink and browse your TR: Last Revelation CD-ROM to the folder called 'FMV' to find and play these files. (FMV06.bik is the file for this particular movie.)

If those suggestions don't work and your game still crashes, you can download a savegame for the beginning of Desert Railroad level. Go to the online version of the walkthrough, http://tombraiders.net/stella/TR4walk/guardian.html, for download links.





Possible fixes for Lara's arm not functioning: Try using the binoculars or lighting a flare and, if that doesn't work, try reloading an earlier saved game or downloading and using one of the saves mentioned in the solution for the other bug, above.





FMV sequence between SACRED LAKE and TOMB OF SEMERKHET: Having opened the door using the AMULET OF HORUS, Lara enters the tomb cautiously. She peers ahead into the darkness, noticing a wall decoration perhaps depicting a priest of Anubis, the jackal-headed god of embalming, standing over a mummy. (Note the four canopic jars on the shelf below the body.)



Lara is surprised to see two glowing reddish-yellow eyes glaring from within the cave. Her fingers move toward her pistol, but she hesitates. Then the eyes, apparently not interested in her, turn away.

Before she can decide what to do, she hears a sound in the doorway.



Von Croy: Miss Croft!



Lara turns to see Von Croy's outstretched cane.



Lara (under her breath): Von Croy.



Von Croy: You sound concerned, my dear. Have you misplaced something?



We see the amulet in the receptacle near the door, as well as Von Croy as he speaks.



Lara: Nothing that I shan't be retrieving at a later date, lieber.



Von Croy: You know how I admire your perseverance, but I fear this time you may be taking it to the. . . how would you say. . . maximum?



Lara: Always griping, Werner. If it's the leg that's causing all this resentment, I seem to remember that being down to your affinity with pulling hazardous levers.



Von Croy: Enough of this tedious banter, Miss Croft. It is time for you to realize. . . Miss Croft?

Lara draws and fires at him, and he ducks back behind the doorway.



Von Croy: Now let us review your sprinting skills.



He takes the amulet and the door begins to close. Lara runs for the opening but doesn't make it. She is sealed inside the tomb.



Outside Von Croy tucks the amulet into his pocket, and all hell breaks loose, so to speak. The clouds above begin to churn, and we see the faint outline of the red-eyed creature--Set himself?--overlaid upon one of the Set statues.





FMV sequence after TOMB OF SEMERKHET: 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 sequence after GUARDIAN OF SEMERKHET: Lara emerges to find the ex-guide guarding the exit from the tomb. She draws her guns.



"Hands on your head," she demands. "Take me to Von Croy." Their attention is drawn to a helicopter taking off. "Where's he headed?" Lara asks.



"You waste your time," the guide replies.



"This attitude problem! You people need to learn some manners. Tell me now, or you've just run out of time."



With both Lara's pistols pointed at his head, the guide relents. "Alexandria," he manages to murmur just before Lara whacks him hard with the butt of her pistol.



She takes the guide's robes and, in this disguise, makes her way aboard the waiting train. Meanwhile, back inside the tomb, the naked guide encounters the evil god. His screams fade into the whistle of the locomotive. Lara climbs into a boxcar and whips off the red robe.



"Your work force," she announces to the empty car, "is about to be delayed."





FYI (TEMPLE OF KARNAK): Canopic jars are the containers that held the organs of a mummy. There were four jars for holding the intestines, liver, stomach and lungs. The brain was not thought to be important, and was extracted and thrown away. The stopper of the jars was generally shaped to resemble the deceased or in the images of the four sons of Horus. (See the Theban Mapping Project site, http://www.kv5.com/html/objects.html, for more info.)





FYI (TOMB OF SEMERKHET): According to an article about Senet on the Israel Museum web site: "During the New Kingdom [ca. B.C. 1550-1070], tomb walls bore representations of Senet players, for the game had acquired a religious-magical meaning, symbolizing the passage of the deceased through the netherworld, his resurrection dependent upon his winning the Senet game. The last five squares were given new markings, reflecting the desired arrival in the divine domain of eternity." (See http://www.imj.org.il/archaeology/game.htm. Other Senet links: http://www.mcn.net/~jimloy/senet.html and http://www.gamecabinet.com/history/Senet.html.





NOTE ON SECRETS: There are 70 secrets in the entire game. These are marked "(x/70)" in this walkthrough. To check your progress in-game, press Pause and choose Statistics.







LEVEL 13: ALEXANDRIA Secrets: 1



Cut scene: Lara standing in a train yard.



Go through the area with the posters on the walls to the dark corner at the foot of the staircase. Kill 2 black scorpions and pick up a small med-pack from the ground. Go up the stairs to the street.



Follow the blue-robed bad guy who crosses the COURTYARD WITH THE FOUNTAIN. He heads into an alley on the right, then enters the first building on the left, a WAREHOUSE containing many wooden crates. Kill him and 2 of his buddies lurking among the crates.



Backtrack out to the street, turn right then left at the COURTYARD and enter the BUILDING WITH THE BLACK DOOR. (Press Action to open the door.) This is a library or reading room of some sort, and another bad guy waits inside. Take care of him, then note the closed door at the back of the room. This is a secret room, but it can't be opened from here. Go back out to the courtyard and notice the black switch high on the outside of the BUILDING WITH THE BLACK DOOR. This will open the secret door. Now you just need to get to it.



Cross the COURTYARD WITH THE FOUNTAIN to the building with the columns and balcony. Around the other side of the building, in a short alley to the right, is a locked cage with a MOTORCYCLE inside. You can't open the cage yet, so open the door of the building with the columns and go upstairs to JEAN-YVES'S STUDY.



FMV Sequence: Lara enters Jean-Yves's study and finds her friend working at his desk. (A transcript of this exchange appears at the end of this document.)



(NOTE: If you return to Jean-Yves after visiting the next levels, Coastal Ruins, etc., there will be a short cut scene, in which your friend provides clues as to how to proceed. Transcripts of each of these are also included at the end of this document.)



After Jean resumes his work, pick up a few items lying around the study: shotgun shells on the floor between two of the bookshelves, as well as the LASER SIGHT, arrows and more shotgun shells on the small chest of drawers on the other side of the room.



Go out onto the balcony and head to the left. Two snipers start taking pot shots at Lara from the next building. Kill them, then take a running jump over to where they were standing. Pick up the Uzi clips dropped by the sniper on the left. Take a running jump to grab tiled roof of the BUILDING WITH THE BLACK DOOR. Traverse to the right, around the corner, then release and re-press Action to let go and grab the black switch on the way down.



Go back into the BUILDING WITH THE BLACK DOOR and enter the back room for secret #1 (44/70), a large med-pack and 2 quivers of arrows. Exit and go around the building to the right, into the alley and past the room with crates. Continue to the end of the alley, killing another blue-robed bad guy along the way. He drops a small med-pack. When you reach the end of the alley, you'll enter the COASTAL RUINS level.

 


 

C-Level 3 Levels 14-20
LEVEL 14: COASTAL RUINS Secrets: 0



(NOTES: Technically, there is one secret in this level; however, the entrance to it can only be found at the end of the HALL OF DEMETRIUS level. I have included it there. Also, you cannot get the REVOLVER in this level. The "official" strategy guide from Prima is officially wrong on this point. You'll need to wait until the CITY OF THE DEAD level to get it.)



There is a small med-pack in the dark stairwell at the beginning of the level. Get it and continue downstairs to the STREET WITH PALM TREES. Take the first right into a small courtyard.



(NOTE: If you return to Jean-Yves's study in ALEXANDRIA before exploring the next area, you'll encounter 2 black scorpions in the COURTYARD WITH THE FOUNTAIN. When you approach Jean-Yves at his desk, you'll see a cut scene in which he suggests that Lara go looking for the armor in a nearby exhibition. For a transcript of the dialogue, see the end of this document.)



EGYPTIAN ADVENTURE: The door is boarded up. The crowbar doesn't work here. So shoot the boards to break them, then enter. Go through the door next to the painted sarcophagus. Take note of the CAGE WITH THE KEY CHAIN hanging inside. Then proceed downstairs to a ROOM WITH A SMALL PYRAMID. When you approach the sarcophagus, it opens and a mechanical mummy lurches out. No danger here, just a little scare. Go up the stairs behind the fake mummy. Follow the hall to another barred door. Shoot it out and enter.



MIRROR ROOM: Do not rush in; the floor is laced with concealed spikes. As you enter, Lara looks to the right: a mirror. Remember the SACRED LAKE level? The mirror reveals the location of the spikes, which are also shown in the diagram below. So avoid those squares as you make your way to the far corner of the room. Pick up the CROSSBOW, which can only be seen in the mirror. Then carefully retrace your steps to the stairs.






Head to the left, back to the ROOM WITH THE SMALL PYRAMID. Save your game (this next section is a bit tricky) and slide down the ramp on the right.



SHOOTING GALLERY: You land on a hinged ledge. This ledge stays in place for about 20 seconds. In that time, you need to shoot the targets on the other side of the room to deactivate the concealed spikes below. If you followed the walkthrough and have the crossbow and LASER SIGHT (found in Jean-Yves's study in ALEXANDRIA), combine them, load up the explosive arrows and use the Look button to target the bull's eye in the top row closest to the center. This will destroy all of the targets.



There are several alternate ways of doing this: You can use the grenade launcher loaded with super ammo. Walk to the front edge of the hinged ledge, face the targets squarely and jump straight up, firing at the highest point to destroy all the targets at once. Or, use normal arrows or pistols (taking advantage of the laser sight bug, described at the end of this document) to break the targets. You'll need to do them individually, which can take more time than you have. To buy some time, slide down onto the platform then side flip to the left or right to land in either of the corners. As long as you don't move, the spikes won't come up, and you can take your time destroying the targets. (For the targets in the top row, aim a little high.)



(NOTE: Unless you've cheated, you will not have the revolver at this point. See the note at the beginning of the walk for this level. If you missed the laser sight in Alexandria, you can go back for it. Exit the EGYPTIAN ADVENTURE and go left up the STREET WITH PALM TREES. Continue up the stairs to the Alexandria level. You'll encounter 2 black scorpions in the COURTYARD WITH THE FOUNTAIN--if you didn't already revisit this area and kill them. Go upstairs to visit Jean-Yves again and you'll see a cut scene in which he suggests that Lara look for the armor of Horus in the catacombs. For a transcript of the dialogue, see the end of this document.)



When all the targets are gone, the spikes will pop up then recede and you can drop (or fall) down and pick up the TOKEN. Climb out of the room through the elevated crawlspace and return to the ROOM WITH THE SMALL PYRAMID. Go up the stairs behind the fake mummy and follow the hallway, past the MIRROR ROOM, to the next room on the right.



MECHANICAL SNAKE CHARMER: Stand in front of the coin slot, facing the snake charmer, and use the TOKEN.



Cut scene: The machine is activated: The snake charmer plays a tune and a rope rises from the basket.



Climb the rope not quite to the top and back flip to the ledge. Pick up the BROKEN HANDLE on the floor near the pile of brooms. Go to the alcove with three hooks and face the hook on the left. Use the CROWBAR to pry the HOOK out of the wall.



Drop down to the SNAKE CHARMER ROOM. Exit to the left and go up the stairs to the room with the cage. Combine the BROKEN HANDLE and the HOOK. Stand at the silver rectangle on one side of the cage and use the HOOK AND POLE.

Cut scene: Lara snags the GATE KEY and tosses it to the floor.

(NOTE: Be sure to pick up the key from the ground after the cut scene. It doesn't go into Lara's inventory automatically.)



Exit through the door to the right of the cage. Follow the hall to the courtyard, then out to the STREET WITH PALM TREES.



(BUG NOTE: If you have not yet been back to ALEXANDRIA to visit Jean-Yves and decide to do this after picking up the GATE KEY, you may find that when you return to the COASTAL RUINS, the key is gone. So either save your game before going back to Alexandria, or just don't do this until after you've used the key.)



At the end of the STREET WITH PALM TREES are two arches. Go through the one on the right and down the stairs to a POOL WITH LEDGES. Jump or swim to the ledge on the right of the elevated crawlspace. Take a diagonal standing jump to grab the opening. Crawl through, drop into the next room and climb the ladder to the sunlit hall. Go forward and down the stairs to a doorway leading outdoors.



Cut scene: A panoramic view of the area, including entrances to a few of the buildings.






THE RUINS/HILLSIDE NEAR TIDE POOLS: This area is the hub for entering and exiting the next six levels: CATACOMBS; TEMPLE OF POSEIDON; THE LOST LIBRARY; HALL OF DEMETRIUS; PHAROS, TEMPLE OF ISIS; and CLEOPATRA'S PALACES. The three ruined buildings and surrounding area are illustrated in the diagram above. As you explore the different areas, new doors and gates are unlocked, enabling you to go back and forth between the various levels. This walkthrough describes (what I hope is) the most direct route through the different levels.



(NOTE: There are 'hot spots' in the diagram in the online version of this page. Return to http://stellalune.com/TR4walk/coastalruins.html and click on any of the X's or on various areas of the map itself to see a screenshot of that area.)



There are a few items to pick up around the ruins. So head around the outside of the first building, keeping the wall on Lara's left. You'll come to a drop-off above a ramp leading up the side of the building. There is also a manmade pool, which connects to the tide pools. Drop down to the base of the ramp. The ramp leads up to a locked gate (marked "B" in the diagram). This is one of the exits from the CATACOMBS level. It can't be opened from this side, so, for now, just climb onto the block near the base of the ramp. Turn so the ramp is on Lara's right and take a running jump to grab the ledge ahead. Pull up and get some arrows. Safety drop to the ledge next to the pool.



After you get the arrows, a skeleton appears on the hillside near where you entered this area. You can destroy it using an explosive arrow from the crossbow (equipped with laser sight), or use normal arrows and target the skeleton's head. If you can manage to blow its head off, it will run around aimlessly and not harm Lara. To get a better shot, climb back onto the block near the ramp. Alternately, get closer to the skeleton and use a grenade to destroy it or use the laser sight bug, described below, to blow off its head.



There are some grenades in a narrow crevice underwater, just beyond the blue seaweed on the right (when facing away from the building). The current here is very strong, making it easy to get stuck, so save your game before going after them. It may help to jump into the water from the ramp, or to approach the crevice from the other side, nearer the tide pool. If Lara gets stuck in a tight spot or the current prevents her from moving, try rolling to get her un-stuck. After getting the grenades, swim toward the tide pool, rather than toward the building, to surface.



You can swim around and explore the tide pools if you like, but there are no more goodies to be found. An underwater passage (marked "F" in the diagram) at the south end of the waterway near the beach leads to PHAROS, TEMPLE OF ISIS. However, unless you've completed the LOST LIBRARY and HALL OF DEMETRIUS levels, you won't have the artifacts you'll need here (i.e., the PHAROS PILLAR and PHAROS KNOT). Return to the building where you entered this area.



DANGLING BOULDER/ENTRANCE TO THE CATACOMBS: Climb the steep hill to the building to the south of the one where you entered. Head for the entrance (marked "D" in the diagram). Ready the crossbow (with explosive arrows and laser sight) or grenade gun.



Cut scene: Two skeletons hop across the ledges and head down the stairs toward Lara.



If you act quickly and shoot when the skeletons are coming down the stairs, you can take out both with a single explosive arrow or grenade. Alternately, climb up and knock the skeletons off the ledges using the shotgun. When they hit the ground, they'll shatter. Or, use normal arrows or pistols (taking advantage of the laser sight bug, described below) to blow off their heads. After that, they won't bother Lara.



Climb up the stairs where the skeletons came down. Take a standing jump to grab the platform above the pulley with the rock. Cross the ledge and take a diagonal standing jump to grab the ledge with the goodies above the entrance. Pick up wideshot shells and a small med-pack. Hop down to the ledge above the pulley, then take a running jump to the ledge opposite. Use the GATE KEY to open the gate.



[BUG NOTE: If you are missing the GATE KEY, check the walkthrough above. You pick this up in the EGYPTIAN ADVENTURE area by combining two items to grab the key from the cage. If you took the key but no longer have it in your inventory, see the bug note above. If necessary, you can download a savegame in which Lara has the key. Links to savegames appear on the web version of this page at http://stellalune.com/TR4walk/coastalruins.html.]



(NOTE: You enter the next level here, but you'll need to return to the COASTAL RUINS again before entering the CATACOMBS proper.)



CATACOMBS - ROOM WITH BROKEN PILLARS AND SUNBEAMS: The hall on the right leads to a room with an unstable floor: it sinks several inches when Lara steps on it, making it impossible to move the big carved pillar. Push the square tile on the wall.



Cut scene: A brown block rises to floor level in the room below. (You can see this through the grate in the hallway just outside the room with the unstable floor.)



Return through the ROOM WITH BROKEN PILLARS AND SUNBEAMS to the COASTAL RUINS level.



COASTAL RUINS - DANGLING BOULDER: Safety drop to the block below. Then drop or climb down the ladder into the pit with the dangling boulder. Pick up the wooden TORCH in the stairwell and light it on the burner. Stand below the rope attached to the pulley and jump straight up and down a few times until the rope ignites, dropping the boulder. Alternately, climb onto the step below the boulder and quickly hop aside to avoid being squashed. Go through the crawlspace that was concealed by the boulder.



Use the crowbar to open the wrought iron gate and follow the hallway into the CATACOMBS.



CATACOMBS - ROOM BELOW UNSTABLE FLOOR: Pull the pillar onto the brown block that you raised by pressing the tile in the room above. This will support the floor. Go back the way you came to the COASTAL RUINS. Climb the stairs, jump across the ledges, and enter the CATACOMBS again through the black gate. Continue with the CATACOMBS walkthrough.







LEVEL 15: CATACOMBS Secrets: 4



ROOM WITH BROKEN PILLARS AND SUNBEAMS: Go through the doorway on the right to the room with the now-stable floor. Pull/push the big carved pillar all the way through the room with broken pillars onto the tile with the face in a circle. This releases an ice elemental and opens the small, square door to the left.



ROOM WITH POLE/ROOM WITH JARS AND GOLDEN BIRD STATUE: Run through the door into the next room, watching out for the hole in the floor with the climbing pole; it's a long way down. Run up the stairs on the right to a room with many ceramic jars. Once inside this room, head to the right where you'll find a golden bird statue. Wait near the statue and the elemental will extinguish itself on the statue. Some of the jars can be broken, but there is nothing useful inside.



Return through either door to the room with the pole. Note the carved door nearby, which isn't open yet. Slide down the pole and continue to the end of the hall near the lever. The door closes automatically and the room moves like an elevator. Pull the lever to raise the walls.



HUGE ROOM WITH HIGH PLATFORM, ROPES AND SMALL POOL: Approach the dangling rope.



Cut scene: Panoramic view of the high platform where Lara is now standing.



Take a running jump to grab the first rope, swing and jump to grab the second rope. Swing from the second rope to grab the small opening high on the left (south) wall. Crawl in and drop down to find secret #1 (45/70), shotgun shells, flares and a large med-pack.



[NOTE: Unless you don't mind missing the secret, do not swing and jump to the ledge on the far (west) wall. You can get down from here by grabbing the climbable wall on the back of the shaft at the rear of the alcove, but you will not be able to get the secret after that. Also, I'm leaving out some of the details on swinging from rope to rope. If you need pointers, follow the suggestions in the TOMB OF SEMERKHET level.]



Drop to the hall below. Stairs lead up to the right, and the passage ahead leads back to the HUGE ROOM WITH THE HIGH PLATFORM. At this point you can go either way. If you choose to go straight ahead, pick up the walkthrough below at the **. If you choose to go up the stairs to the right, continue with the next paragraph.



(***) Follow the stairs to a gap in the floor. Take a standing jump-grab and pull up to get past the hole. Break the jars on the other side to find a box of shotgun shells. Drop through the hole and slide down the ramp into water.



FLOODED ROOM WITH LEDGES AND COLUMNS: Climb out of the water at the base of the stairs near where you splashed down. When you reach the ledge at the top, a skeleton emerges from the center platform. Use your favorite skeleton-destroying technique to dispatch it. (See the note on destroying skeletons at the end of this document.) Here you can also wait until the second skeleton emerges and perhaps destroy both with one grenade or explosive arrow.



Walk to the end of the ledge at the top of the stairs (near the V-shaped arch) and look toward the opposite (southwest) corner of the room. There's a lever on a ledge. Below and to the left in the south wall, there's an underwater passage. This contains one of those golden bird statues that is so useful for extinguishing fire elementals. So make a mental note of that before taking a running jump to grab the small, square ledge between you and the lever. Then take another running jump to the lever. Pull it.



Cut scene: Block ledges extend along the south side of the room.



Use running jumps to get to the two new block ledges, then a standing jump to the ledge with the brown and black jar. Shoot the jar to get the wideshot shells inside. Walk to the other side of the ledge and a skeleton appears on the small platform in the middle of the room. Take care of it. Then jump up to grab the grates on the ceiling. Traverse toward the alcove with the carved face and second lever. When you're nearly there, an ice elemental emerges from the alcove. Let go and drop into the pool. Roll and swim forward and a little to the right, toward that underwater opening. Swim in and wait near the golden bird statue for the elemental to put itself out. Then swim back to the big room.



Climb the stairs at the far left again. To bypass some of the small ledges, you can take a running jump from the ledge at the top of the stairs to the center platform, then another running jump to grab the block ledge near the ledge where the jar was. Jump to that ledge, then grab the bars on the ceiling and traverse all the way across to the second lever. Pull it.



Cut scene: Block ledges extend along the east side of the room.



Take a running jump back to the central platform. Take a running jump from there to the small platform supported by the column, then another running jump to grab the block on the left (one of the blocks you just extended). Turn right and take a running jump to grab the next block, then another running jump to the ledge ahead. Step off this ledge at the far left corner to land in a small alcove. Drop back and grab the edge. Traverse to the right around the corner. (You're above the water-filled hallway leading from the southeast corner of the big room.) When you reach the end, drop to the ledge below. Follow the hallway.



VERY TALL ROOM WITH DANGLING ROPE AND PEDESTAL: Break the jar near the entrance to get a box of wideshot shells. Carefully line up a running jump to grab the rope. Swing toward the pedestal and let go (don't jump) to land there. Pick up the TRIDENT. The skeleton on the ledge to the right (east) wakes up, so take care of it. (Alternately, you can rope-swing and jump to the ledge with the sleeping skeleton--it doesn't wake up yet, but you can destroy it with a grenade now if you want to--then take a running jump to the platform with the pedestal.) The jars on the ledge beyond where the skeleton was are empty.



Jump over to the ledge in the northeast corner. There's nothing in the jars on the small ledge ahead. Turn around so Lara's back is to the gap between the first ledge and the ledge with the jars. Drop back to grab the edge of the ledge. Then climb down the ladder. At the bottom you'll find normal arrows and wideshot shells, plus regular shotgun shells inside a jar in an alcove to the east. Climb back up the ladder.



Jump over to the ledge on the right (west). The jars here are empty, too, but you can pull up onto the shelf above the ledge for a large med-pack. When you do, 3 skeletons appear on the ledges below. You can take them out from above using one of the techniques described at the end of this document.



(NOTE: If you poke around in the area with the jars on the west side, then return to the middle of the room, another skeleton comes out from the northeast corner. Also, several players have reported that there are additional items, a small med-pack and shotgun shells, on these ledges in the PlayStation version.)



Drop down to the ledge and go around toward the northwest corner, jumping the gap to land on the corner ledge. Climb the ladder to the room above.



SMALL ROOM WITH POLE AND PEDESTAL: Blast the skeleton that hops in from the left. Take the TRIDENT from the pedestal and climb the pole to the next level. Back flip onto one of the ledges and break the jars to find explosive arrows. Take a standing jump to grab the pole and continue climbing. Back flipping into the small hallway above is a bit tricky: Line up the top of Lara's head with the horizontal seam in the pole (also the seam in the middle of the yellow stripe on the wall), then jump.



Follow the hallway. The door at the end opens leading you back to the ROOM WITH THE POLE near where you first entered this level. A skeleton comes up from the floor ahead. Blast it or knock it into the pit, then slide down the pole to emerge on a high ledge at the east end of the HUGE ROOM WITH HIGH PLATFORM, ROPES AND SMALL POOL. Watch out for the skeleton comes up from the floor near the metal jar.



There are 2 skeletons sneaking around the floor way down below. If you want to, you can take them out from above with the laser sight-equipped crossbow and explosive arrows. Take a running jump from the ledge to grab the ladder on the wall to the right. Climb down to the ground.



(**NOTE: The stairs at the west end of the room, near the small pool, lead to the TEMPLE OF POSEIDON level. If you have all four TRIDENTS, you can go there now. Otherwise, continue with the walkthrough.)



HUGE ROOM WITH LEDGES AND CIRCULAR SKYLIGHTS - LOWER LEVEL: Cross the HUGE ROOM WITH HIGH PLATFORM, ROPES AND SMALL POOL to the north side, climb the short ladder, then follow the stairs down to a hall with square doors on each side. At the far end of this hallway is a shallow pit and a small room with a barred window above it. Enter the EAST ROOM. Inside you'll find a skeleton. You can blast it with a grenade or explosive arrow, or run back out to the hallway, lure it near the pit and use your shotgun to knock it into the pit, destroying it. There are Uzi clips in one of the jars in the EAST ROOM.



Now enter the WEST ROOM, meet another skeleton and repeat the process. There is another pit inside the west room, which you can use for this if you like. At the back of the WEST ROOM is a small alcove containing some jars, all empty, and a third skeleton. Dispose of the skeleton, then climb the ladder at the back of the alcove.



HUGE ROOM WITH LEDGES AND CIRCULAR SKYLIGHTS - MIDDLE LEVEL: Pick up the wideshot shells at the top of the ladder. A skeleton comes up out of the next ledge. Let it jump toward you, then blast it off the ledge with the shotgun. Take a running jump to the next ledge, where the skeleton came from. Go to the right end and take a running jump to the alcove with the large med-pack. Jump back to the previous ledge. Then take a running jump to the next ledge (to the east). Two more skeletons come up from the next ledge ahead. Blast them off the edge.



Notice the high alcove on the east wall with the glittering object. This is where you're headed. Take a running jump to grab the ledge in the southeast corner. Pull up and grab regular and wideshot shotgun shells. Return to the previous ledge. Take a running jump to grab the ledge in the northeast corner and pull up. Here you'll find a ladder and an alcove with a hole leading down to the EAST ROOM, LOWER LEVEL. Climb the ladder to the ledge above.



HUGE ROOM WITH LEDGES AND CIRCULAR SKYLIGHTS - UPPER LEVEL: Pick up some shotgun shells in the passageway opposite the ladder. Continue through the passageway and take the TRIDENT from the pedestal. Now make your way across the ledges to the dangling rope on the northwest side of the room. Along the way you'll need to deal with the skeleton that comes up from the long, rectangular ledge near the middle of the room. Take a running jump from the long, rectangular ledge to grab the rope. Swing to the opposite ledge. (You can also swing directly to the small alcove with the climbing pole ahead on the left, but I found this easier.) Another skeleton comes toward you from the left (southwest). Blast it. Then take a running jump, pressing Action to lower Lara's arc and land in the alcove with the pole. Pull up.



Climb the pole. There's a ledge halfway up. Back flip to land on it. The jars are empty, and the skeleton doesn't wake up yet. You can dispose of it with a grenade now, or avoid it altogether. Climb the ladder to the room above.



PEDESTAL ROOM: There are more sleeping skeletons on the floor and another TRIDENT on the pedestal. You can blast the skeletons with grenades now if you want to, or wait for them to animate. When you take the TRIDENT, the 3 skeletons arise. Either blast them or lure them to the opening above the climbing pole and knock them in with the shotgun.



(NOTE: The ladder behind the pedestal leads back to the COASTAL RUINS level. If you have followed the walkthrough up to this point, you're still missing some necessary items, so you shouldn't leave the CATACOMBS yet. You may want to climb up and open the gates anyway in case you want to come back through them later. This is also handy for restoring Lara's health without using a med-pack. If you want to do this, climb the ladder andfollow the hall to the next level. Blast the skeleton in the hallway into the nearby pit. Then use the crowbar to pry open the two wrought iron gates. You'll emerge at the top of the ramp on the side of the first building, marked "B" in the second diagram on the COASTAL RUINS page. Return down the ladder to the CATACOMBS.)



To get the next secret, you'll need to shoot all of the small, white piles of bones in the PEDESTAL ROOM. To do this, draw the shotgun, stand Lara just outside the square with the bones, look down, and fire. There are five piles in all. When you destroy all five, a trapdoor opens in one corner near the pedestal. The location of each pile of bones, as well as the trapdoor, are shown in the screenshots at http://stellalune.com/TR4walk/catacombs1.html . Drop down for secret #2 (46/70), explosive arrows.



Cut scene: A brown door opens down in the HUGE ROOM WITH LEDGES AND CIRCULAR SKYLIGHTS - UPPER LEVEL.



Climb back up to the PEDESTAL ROOM. Then climb down the ladder to the ledge near the climbing pole. Take a standing jump to grab the pole. If you didn't destroy it earlier, the skeleton on the ledge awakens. You can avoid it by sliding down the pole, or back flip to the ledge and kill it either at close range or by climbing up the ladder and shooting it from above with an explosive arrow.



HUGE ROOM WITH LEDGES AND CIRCULAR SKYLIGHTS - UPPER LEVEL (again): At the bottom of the pole, take a running jump to the ledge. Turn left and make your way across the ledges, using a series of running jumps, to the southwest corner. Here you'll find the door that opened when you took the previous secret. Inside is secret #3 (47/70), explosive arrows, wideshot and regular shotgun shells, and a large med-pack.



Exit the alcove, turn left and take a running jump back to the small ledge between the wall and the big, square support pillar. Safety drop to the pink tiled area below. Walk to one of the corners of the pink tiled walkway (the corners are lower) and safety drop to the ground. Lara will take no damage if you do it this way. You're now in the LOWER LEVEL, WEST ROOM.



Go through the lower room to the north/south hallway with the square doorways. Turn left and go to the end of the hallway. When you enter the small room, the door closes and the ELEVATOR ascends. Follow the passage to secret #4 (48/70). Shoot the urn to find a large med-pack, wideshot shells and explosive arrows inside. Go up the short ramp to the opening. Safety drop to the ledge below. Go to the left edge and safety drop again to get back to the hallway between the lower level rooms. Go to the other (south) end of the hall and follow the stairs back to the HUGE ROOM WITH HIGH PLATFORM, ROPES AND SMALL POOL.



If you only have two TRIDENTS, cross the room to the southwest. Climb into the opening with the pile of dirt below it. Follow the stairs up to the left. Pick up the walkthrough above at the ***.



If you have all four TRIDENTS, you can now go to the stairs at the west end of the room, near the small pool, and exit to the TEMPLE OF POSEIDON level.







LEVEL 16: TEMPLE OF POSEIDON Secrets: 1



(IMPORTANT NOTE: You will need four TRIDENTS to complete this level. If you don't have all four upon entering, you should return to the CATACOMBS level to get them. If you've already entered this level and can't find your way back to the catacombs, return to the JUNCTION WITH DEEP PIT and find the climbable wall on the north side. Climb up, position Lara's feet on the lowest rung of the ladder at the top, then back flip into the alcove. Follow the passage back to the CATACOMBS. Use that walkthrough to locate any tridents you're missing.)



Follow the stairs to the opening in the floor. Notice the golden bird statue in the short hallway on the right. Take a diagonal standing jump to grab the ladder on the left. Climb down to the floor.



JUNCTION WITH DEEP PIT: Several hallways come together here. It doesn't really matter which way you go first. Just avoid the deep pit for now. It's a long way down.



Enter the HALLWAY TO THE NORTH, between the small ramps, next to where you just climbed down. Follow the hallway to a ROOM WITH TWO LEVELS SUPPORTED BY COLUMNS. Two skeletons emerge when you enter. Use your favorite skeleton-destroying technique to dispatch them. Drop down to the lower level. Then find the crawlspace in the southeast corner. This leads to secret #1 (49/70), normal arrows and a small med-pack. Exit the crawlspace, climb back up to the ledge and go through the door opposite where you entered.



Crawl through the opening below the huge carved face. Climb out of the crawlspace and continue toward the room with the pool and statue of Poseidon. Shoot the jars near the doorway to get some Uzi clips. Then jump over the pool to the pedestal with the statue. Press Action to select the TRIDENTS and Action again to use one.



Cut scene: Lara climbs up onto the statue and places one of the TRIDENTS at the top of its staff. Water begins to flow.



Jump back across the pool to the hallway and go toward the room on the left. Enter carefully; each black circle is a burner, which will ignite when Lara steps on that square. At the back of the room is a cluster of jars. When Lara stands on that square, 2 skeletons rise from the floor. A grenade or two should take care of them--and break the jars in the process. Pick up normal arrows, wideshot and regular shotgun shells. Exit carefully, avoiding the burners. Go to the left to return to the crawlspace, which is now flooded. Swim through to the room with the huge carved face. Continue to the ROOM WITH TWO LEVELS SUPPORTED BY COLUMNS, then on through the hallway back to the JUNCTION.



Enter the EAST ROOM. Here you'll find a huge face carved from stone, along with two tall rectangular blocks decorated with images of standing women. Stand facing the carved head and turn around. Ahead in the right corner is a climbable section of wall. Climb up to the room above and dismount on the left. There's a skeleton lurking inside the next room. Deal with it. Then jump over the pool to the statue of Poseidon and press Action to select the TRIDENTS, then Action again to use one.



Cut scene: Lara climbs up onto the statue and places one of the TRIDENTS at the top of its staff. Water begins to flow.



One of the jars in the right corner contains wideshot shells, so get those before returning down the ladder to the room with the big carved face.



When you do, an ice elemental emerges and begins to chase Lara. Run out of the room, through the archway on the right side of the trench, which is now filled with water, toward the JUNCTION. Make a sharp right turn to find the climbable wall in the corner (where you entered this area). Climb up, position Lara's feet on the lowest rung of the ladder at the top, then back flip into the alcove. Stand near the golden bird statue until the elemental extinguishes itself. Then climb back down.



Enter the WEST ROOM. Here you'll find a huge stone face, along with two tall rectangular blocks decorated with images of snakes. There's a raised crawlspace in the corner to the left of the big face. Approach it carefully. The black circle is a burner that ignites when you step on that square. Stand to the left of the opening with Lara's chest against the wall. Sidestep carefully toward the crawlspace, just enough to grab the opening without getting toasted. Pull up and crawl in.



Go past the sleeping skeleton (or blast it now with a grenade), shoot the jar for a small med-pack. Jump over to the statue and press Action to select the TRIDENTS, then Action again to use one.



Cut scene: Lara climbs up onto the statue and places one of the TRIDENTS at the top of its staff. Water begins to flow.



If you didn't destroy them earlier, 2 skeletons awaken. Blast them or lure them near the pool and knock them in with the shotgun. Exit the way you came, safety dropping out of the crawlspace on the left side to avoid the burner. Return to the JUNCTION.



Enter the HALLWAY TO THE SOUTH and continue to a room with another huge stone face, many striped columns and a climbing pole. Climb the pole and back flip into the hallway above. If you like, you can blast the sleeping skeleton in the alcove on the left. One of the jars on the right contains wideshot shells and normal arrows. When you enter the room with the Poseidon statue, the skeleton there awakens. Blast it or shoot it into the pool. Jump over to the statue and press Action twice to select and use the last TRIDENT.



Cut scene: Lara climbs up onto the statue and places one of the TRIDENTS at the top of its staff. Water begins to flow.



If you didn't destroy that first skeleton, it will awaken now and you can dispose of it before sliding back down the pole if you like. Return along the water-filled channel to the JUNCTION.



When you have placed all four TRIDENTS on the statues, the deep pit at the JUNCTION will be flooded about halfway to the top. Jump into the flooded pit and swim down through the passage on the side wall, then through a narrow opening at the bottom of that passage to a room where you can surface. Continue up the stairs. At the wide landing a skeleton will arise from the floor. And, if you then go up or down the other set of stairs to the room with the pool, another skeleton will appear. You can destroy these guys or just continue to the top of the stairs. They won't follow once you drop down into the next room.



(NOTE: If you have placed all the TRIDENTS and the pit still isn't flooded, try returning to each of the side rooms and making sure all the skeletons have been dealt with. That should fix the problem.)



ROOM WITH FOUR SMALL POOLS AND FACE MOSAIC ON FLOOR: When you hit the floor, 2 ice elementals fly out. Both of the large jars contain golden bird statues, so shatter either one and stand near it until the elementals extinguish themselves.



TO RETURN TO THE COASTAL RUINS LEVEL: Push the face tile on the wall in the left alcove to open a trapdoor in the opposite alcove. Drop down through the trapdoor and follow the green passageway back to the COASTAL RUINS. Climb the ladder, pry open the gate with the crowbar and emerge on some steps above the tide pool (marked "C" in the diagram above and in the online version of this walkthrough at http://stellalune.com/TR4walk/coastalruins.html).



(NOTE: If you have followed the walkthrough up to this point, you're still missing some necessary items, so you shouldn't return to the COASTAL RUINS yet. However, you may want to follow the passage and open the gate anyway in case you want to return to the TEMPLE OF POSEIDON later. Then return here to continue on to the LOST LIBRARY.)



TO CONTINUE TO THE LOST LIBRARY LEVEL: From the ROOM WITH FOUR SMALL POOLS AND FACE MOSAIC ON FLOOR, go into the next room on the west side. Stand facing the box with the bump on top and press Action to open it and retrieve the LEFT GAUNTLET, which is part of the ARMOR OF HORUS.

Doors open to the left and right. Go through either one to the hallway behind and climb through the raised crawlspace to the next level.







LEVEL 17: THE LOST LIBRARY Secrets: 3



Go through the next crawlspace and drop down into a hallway with a lantern. Continue in either direction to reach the MAIN HALL WITH TWO LEVELS AND MANY BLUE DOORS. This room is the hub for all of your explorations in this level. It is illustrated in the diagram below.






KEY TO DIAGRAM: Lower level doors (A - F): A = Fire Circle Scroll room, B = Pole and blades, C = Fire Circle room (to upper level), D = Planetarium, E = Room below Pharos Pillar/Room with Pool (to upper level, if trapdoor is open), F = Room below wooden floor. Upper level doors (G - K): G = From Fire Circle room (via library), H = Harp room, I = Pharos Pillar/trapdoor (to lower level), J = Wooden floor room (to lower level), K = Room with lions' heads).



Some of the blue doors can be opened from this room; some open only from the other side. There's no set order for exploring the different side rooms. I've tried to set up the walkthrough to include the least amount of backtracking while still maintaining a sequence where you get the clues or puzzle pieces needed before you get to the puzzles. If you want to, you can now open the four lower-level doors that will open from this side. This may save you a bit of backtracking later on.



ROOM WITH MECHANICAL MEN AND FIRE CIRCLE SCROLL: Go to the first door on the left (marked "A" in the diagram) and press Action to push it open. Go through the hallway, break the jar to get the small med-pack and Uzi clips inside, and continue to a room with banners hanging from the ceiling and a golden circle inscribed on the floor.



Two mechanical men emerge from the alcoves. These guys can be challenging to defeat since their metal hides repel bullets. The blue gems in their chests are their vulnerable spots, so don't bother shooting when their backs are turned. You can hear them grunt every time you score a direct hit, and they'll let out a longer groan when they're about to fall. You don't get much maneuvering space in this small room, but you will meet more of these mechanical men throughout this level. In general, try to keep your distance and just continue plugging away at them until they fall down. It may help to back away from them while shooting.



Then, when they get close, jump over them, roll and start backing up and shooting again. Since a lot of your shots will miss, I'd recommend using the pistols rather than more powerful weapons to conserve ammo. Also, in this particular case, if you need to flee to safety for a moment, you can run back down the hallway where you entered. The mechanical men won't follow all the way back to the MAIN HALL.



There is a scroll on the pedestal here, but a bug seems to prevent you from picking it up. It will be possible to get it later in the game, but by then the clue it offers may come too late. This is the FIRE CIRCLE SCROLL. When examined, it reads: "For the serpents to live, all must first be stilled. Provoke each in turn, and the circle will burn complete." (This applies to the puzzle in the FIRE CIRCLE ROOM, described below.) Return to the MAIN HALL the way you came.



ROOM WITH POLE AND BLADES: Go to the second door on the left when facing the big double doors (marked "B" in the diagram) and press Action to push it open. Jump to grab the climbing pole and quickly slide all the way down to the bottom. Use a med-pack if necessary to repair the damage from the gear-like blades. Yes, there are some goodies on the middle levels, but you can get them more easily on the way back.



Alternately, you can use the "hole bug" to descend past the blades: Stand Lara at the edge of the opening with with her back to the pole. Press Back then Action as if you were performing a safety drop, but release Action before Lara actually grabs the ledge. She'll then drop to the ledge below. If you time each drop so the blade is on the opposite side of the passage, you can make it down one floor at a time without taking damage.



Follow the hallway to the second pole. There's no need to climb it. Just stand below one corner of the opening, wait for the blade to pass to the other side, then pull up through the opening.



ROOM WITH HUGE GEARS: Kill the mechanical man. (Refer to the tips above under ROOM WITH MECHANICAL MEN AND FIRE CIRCLE SCROLL if necessary.) Use the crowbar to pry the GOLDEN STAR out of the column.



Go to the back side of the gear on the right when facing the two gears (i.e., the southeast corner). Turn Lara so her back is toward the edge of the turning gear, drop back and grab the edge. Climb down the ladder into the pit to find secret #1 (50/70), a small med-pack, revolver ammo and Uzi clips. Climb back out the way you came.



Climb the ladder on the south side of the tall structure in the middle of the room. Go through the door on the T-shaped platform above to the an opening with a climbing pole. Slide down the pole.



ROOM WITH BRASS ARCHES AND PIPES: Two mechanical men emerge as you explore. Destroy them. Take note of the locked gate with the receptacle next to it. You'll need to find something to put here. Enter the next room and climb down the ladder. Go through the crawlspace. Enter the room beyond.



Cut scene: A mechanical man runs into the room, mounts the bronze horse and begins riding around the room.



The mechanical horseman is quite hard to kill. Fortunately he won't do much damage as long as you move around a lot to stay clear of his axe and the horse's hooves. After you've shot him in the blue gem for a while, he'll get off the horse and come after Lara on foot. Keep firing and he'll soon fall. Take the HORSEMAN'S GEM.



(NOTE: You can climb into the secret area, as described in the next paragraph, before defeating the horseman and shoot him from above. However, this takes quite a bit longer than just toughing it out on the ground.)



In the room to the south of the main room, there's a gate with a pulley mechanism. Use the laser sight-equipped crossbow with normal arrows to target the dangling ball. Or, use the laser sight bug, described at the end of this document, to conserve ammo. (If that doesn't work, try explosive arrows, or use the grenade gun, jumping and shooting at the peak of the jump.) When you hit it, the gate opens. Climb in to get secret #2 (51/70), a large med-pack, shotgun shells and Uzi clips.



Return to the main room, exit through the door where you entered (east side), go through the crawlspace and climb the ladder back to the ROOM WITH BRASS ARCHES AND PIPES. Use the HORSEMAN'S GEM in the receptacle near the small gate to open it. Enter and pull the chain.



Cut scene: A gate raises in an underwater room below. (You can see this area through the grate in the floor.)



Exit the alcove and make a U-turn to the right to return to the climbing pole. Climb up, back flip to the floor and go up the steps to the upper level of the ROOM WITH HUGE GEARS. Go to the right along the T-shaped ledge and climb back down the ladder to the floor.



Cross the room to the west side (opposite the gears). Go through either door. The rooms beyond have swinging chains. You can avoid these by standing at either side and running carefully past them, or crawling underneath them at either side. When you reach the room with the smaller turning gear, stand at the edge of the metal trapdoor in the floor, facing the low ramp but with the trapdoor between Lara and the ramp, and press Action to open the trapdoor.



Jump into the water and swim down through the gate on the west side (now open if you pulled the chain in the ROOM WITH BRASS ARCHES AND PIPES). Use the crowbar to pry 2 GOLDEN STARS from the wall. There's an air pocket below the grate in the ceiling if you need to breathe.



Swim back through whichever passage (north or east) you came through, climb out through the open trapdoor, and return past the swinging chains to the ROOM WITH HUGE GEARS. Go through the east door to the climbing pole where you entered this room. Drop down into the hole at the base of the pole when the blade moves to the other side. Follow the hall to the other pole. Climb the pole as quickly as you can to get past the first blade. Position Lara's feet just a hair above the blade and back flip to land on the ledge. Or, grab the pole, climb as far up as you can without Lara taking damage then, when the blade moves to the other side, climb up until Lara's waist is about level with the opening and back flip. (This is a bit tricky. You may need to let Lara's feet get cut a little in order to make the jump.)



If you didn't do it on the way down, shoot the jars to get a large med-pack and shotgun shells. Take a standing jump to grab the pole. Slide down a little to avoid the second blade, then repeat the steps above to get to the next ledge. Shoot the jar for a small med-pack. When climbing up through the last blade, position Lara so she's facing west or south (i.e., there's no wall behind her on the upper level), wait until the blade begins to move toward the opposite side of the opening, then jump to grab the pole and immediately back flip onto the ledge above. Continue to the MAIN HALL.



The next door on the left (marked "C" in the diagram) won't open from this side. Cross the room and push open the door to the right of the big double doors (marked "D" in the diagram).



PLANETARIUM: Shoot the jar in the hall to get a small med-pack. Follow the hall to a big room with celestial patterns on the ceiling. Slide the globe with the blue band at the equator onto the thick, gold circle at the center of the floor diagram. A glowing white orb appears above the globe, showing that it's in the correct position.



Use the three GOLDEN STARS you collected in the previous area to open the small, square gates. Now you need to move the rest of the globes onto the correct circles within the diagram: gray = inner circle, green = second circle, pink = third circle, yellow = outer circle. When all of the globes are positioned properly, blue lightning crackles between the globes and the gold circle on the north wall, and a door opens below the gold circle.



Go through the door and continue, shooting the jar at the bend in the hallway to get a large med-pack. At the next bend, shoot the jar to get a box of wideshot shells.



IMPORTANT: If you've got the PlayStation version of the game, you should take a small detour here: Push open the blue doors that lead back to the MAIN HALL (marked "C" in the diagram). Cross the MAIN HALL and push open the lower middle doors on the other side (marked "E"). Players using the PC version don't need to do this, but but it may be convenient to have door C open later. Now return through door C and continue along the hallway to the next room.



FIRE CIRCLE ROOM: This large room has a seven-pointed star inscribed on the floor and a serpent statue fitted with a lever at each point of the star.



(NOTE: If you like, after entering this room, you can return to the first room off the MAIN HALL to get the FIRE CIRCLE SCROLL. It should now be accessible. To get there, follow the hall back the way you came, enter the MAIN HALL, turn right and go through the second door on the right, marked "A" in the diagram. However, this isn't necessary.)



To solve the fire circle puzzle, note that pulling any lever affects the burner on that lever, as well as the two other burners at the opposite points of the star. If a burner is off, the lever will turn it on and vice-versa. Begin at the serpent lever nearest the entrance. Pull the lever, then move counter-clockwise around the circle, pulling each lever in turn. When you pull the seventh lever, all the burners should be lit, and blocks will rise from the floor in the middle of the room. If you make a mistake and want to start over, walk over the low step with the star on the east side of the room to extinguish all the burners.



In the PlayStation version, solving the puzzle also triggers the appearance of a fire elemental. You'll need to find some water quickly to extinguish it. Run through the hallway behind the first snake lever (where you came in) to the MAIN HALL. (You'll have to open the blue doors at the bend in the hall, marked "C" in the diagram, if you didn't do this earlier.) Then run across the MAIN HALL and in through the lower middle doors on the other side (marked "E"). Run down the stairs to a room with a hanging lantern, where you'll pick up 2 more fire elementals. Run through either door out of this room. Follow the hallway to a room with benches and a small pool. Jump into the pool and wait there for the fire elementals to extinguish themselves in the water. Climb out of the pool. Whew!



LIBRARY: Now return to the fire circle room if you left previously to deal with the fire elemental. Climb up the blocks through the opening in the ceiling. Follow the stairs past the small pool and fountain to a room with scrolls scattered around the floor and a ladder leading to the upper level. Climb the ladder, go around the balcony and shoot the jar to get a small med-pack. Climb back down the ladder.



Follow the hall to a ROOM WITH BENCHES AND SCROLLS, breaking the jar in the hall on the way to get some Uzi clips. Go down the stairs and push open the blue doors (marked "G" in the diagram) to emerge on the UPPER LEVEL OF THE MAIN HALL. Turn right and cross the balcony to the other side.



You can save yourself some time later by opening all of the doors on the south side of the upper level now. These only open from the MAIN HALL side. Be careful at door "I". If you follow the hallway, a fire elemental will appear. In order to extinguish it, you'll need to open the trapdoor and descend to the room with a pool below. (For details, see the section ROOM WITH PHAROS PILLAR/FIRE ELEMENTALS, below.) I recommend avoiding this room for now and instead going through the rightmost door on the upper level, south side (marked "K" in the diagram). This leads to the ROOM WITH LIONS' HEADS.



ROOM WITH LIONS' HEADS: Save your game before sliding down the ramp. As you slide, jump to grab the ladder (above and in front of you just before the end of the ramp). Climb up to the top of a huge statue of a lion's head. You'll hear a huge metal globe roll down from a chute on the other side of the room. Take a running jump from the top of the lion's head to the long ledge on the right (west) wall. This is secret #3 (52/70), a large med-pack and normal arrows. Safety drop to the ground.



(NOTE: If you miss the concealed ladder reload your saved game and try again. I found it impossible to grab the ladder after exiting this room and returning at a later time. If you miss the ladder and choose to forego the secret, walk up the ramp and jump to the side to avoid being flattened by the rolling globe.)



When you explore near the ramp, a mechanical man approaches from the east side of the room. The top of the ramp and the low stone block are safe spots to stand, but it takes longer to destroy the robot from here because it's harder to hit his blue diamond. Also, note that standing at the top of the ramp triggers a second rolling globe, so jump to the side to avoid it. After destroying the mechanical man, take a standing jump from the top of the ramp to grab the switch high on the wall to the left of the ramp. This raises large stone blocks near the middle of the room.



Climb to the top of the blocks and take a running jump to grab the ledge ahead (on the south wall). Pull up and follow the hall around to an opening facing the second lion's head. Take a running jump to the top of the head. Parts of the head are slippery, so aim for the flat triangular area just to the right of the chain (shown in the screenshot at http://stellalune.com/TR4walk/screenshots/lostlibrary2.jpg). Pull the chain. This widens the opening in the lion's mouth so you can crawl through. Slide down the front of the lion's snout facing uphill so you can grab the edge as you slide. Let go and immediately grab again to catch onto the lower jaw. Crawl into the open mouth. If Lara stands up, she'll slip. If she falls, you can climb up the blocks and jump to grab the nose without having to go all the way to the top of the head again.



Climb the pole to the small room above and back flip to the floor. The two gates open automatically as you approach. Go through the gate on the right.



ROOM WITH PHAROS PILLAR/FIRE ELEMENTALS: Enter the room and take the PHAROS PILLAR from the pedestal. Stand facing the trapdoor in the floor next to the pedestal, with the pedestal ahead on Lara's right, and press Action to open the trapdoor. Note the ladder on the left side of the trapdoor leading down to the room below. If you like, you can enter the hallway opposite the pedestal to draw out a fire elemental. If you avoid this side of the room and the hallway, the elemental won't appear.



(NOTE: This hall leads to one of the doors on the upper level of the main hall, marked "I" in the diagram. However, it can only be opened from the outside.)



Run back to the trapdoor, drop back to grab the ladder and descend. Press and release Action repeatedly to climb down rapidly. Once at the bottom of the ladder, roll and run through either door out of this room. Follow the hallway to a room with benches and a small pool. Jump into the pool and wait there for the fire elemental to extinguish itself in the water. Climb out of the pool.



(NOTE: If you stand on the tile with the gold orbital patterns, Lara looks intently at the chute high on the wall. If you select the binoculars and look into the opening, pressing Action to activate the light, you'll see the solution to the puzzle in the PLANETARIUM, which you won't need if you have used this walkthrough.)



Follow the hallway on the west side back to the room with the ladder, shooting the vase and picking up a small med-pack on the way. Entering the stairway to the right of the ladder causes 2 more fire elementals to emerge from the lamp in the ladder room. Lure them back to the pool to destroy them. Alternately, when you first climb down the ladder, you can duck into the hallway to get all of the fire elementals after Lara at once. Then you'll only need to make one mad dash to the pool. Or, you can avoid this stairway altogether and the two elementals won't appear.



(NOTE: PlayStation players won't have to worry about these two fire elementals, as they should have taken care of them along with the elemental they encountered in the FIRE CIRCLE ROOM. The hall to the right of the ladder leads to one of the doors on the lower level of the main hall, marked "F" in the diagram. However, it can only be opened from the outside.)



Climb back up the ladder to the room where you got the PHAROS PILLAR. Go through the open gate back to the small room with the pole. Go through the gate on the right.



ROOM WITH WOODEN PLANK FLOOR: A little way down the hall is an alcove. Pick up the wooden TORCH from the floor. Step on either round grate to light one of the burners. Carefully approach the burner with torch in hand. Press Action to light the torch on the burner. Continue down the hallway to a room with a wooden floor. Press the draw-weapons key to toss the torch onto the wooden floor and watch it burn away. If the torch slides off the wooden area of the floor, pick it up and try tossing it again.



(NOTE: The other hallway out of this room leads to one of the doors on the upper level of the main hall, marked "J" in the diagram. However, it can only be opened from the outside.)



(BUG NOTE: A few PlayStation users have found a bug here. After burning away the floor, they left the area, saved their game, then returned later only to find an invisible barrier preventing them from dropping through the floor. I recommend dropping through immediately after burning the floor.)



Drop down through the opening in the floor and pick up the MUSIC SCROLL. (It's the one in the circle on the floor that Lara stares at intently when you walk past it.) Shoot the jar to get some shotgun shells. Climb through the doorway, follow the hall and push open the blue doors (marked "F" in the diagram) to emerge back at the MAIN HALL.



If you've already opened the doors on the south side, upper level, go through the middle door on the south side, lower level, which leads to the room below the ROOM WITH PHAROS PILLAR/FIRE ELEMENTALS. Climb the ladder to the PHAROS PILLAR ROOM, go through the hallway opposite the pedestal and exit through the blue doors (marked "I" in the diagram) to emerge back at the MAIN HALL, UPPER LEVEL.



If you haven't opened the upper level doors, go through the right door on the north side, lower level of the MAIN HALL (marked "C" in the diagram). This leads to the FIRE CIRCLE ROOM. Climb the blocks, go through the opening in the ceiling, follow the hallway through the LIBRARY, through the ROOM WITH BENCHES AND SCROLLS, and finally through the blue doors (marked "G" in the diagram) to emerge back at the MAIN HALL, UPPER LEVEL.



HARP ROOM: Go through the door on the right, north side (marked "H" in the diagram). Shoot the vase to get the Uzi clips inside. Then continue to the room at the end of the hall. Face the music stand near the harp and press Action twice to place the MUSIC SCROLL on the stand.



Cut scene: Lara plays a tune on the harp and a nearby door opens.



Go through this door to the small balcony above the big double doors in the MAIN HALL. Pull the chain to open the big double doors. Take a standing jump over the railing to the floor below. Go through the doors you just opened to the next level.



(IMPORTANT: Make sure you have the PHAROS PILLAR before exiting.)







LEVEL 18: HALL OF DEMETRIUS Secrets: 1



(NOTE: Technically, this secret is found in the COASTAL RUINS level, but since it is only accessible through this level, it is included here.)



Follow the hall to a LARGE ROOM WITH BALCONIES AND PAINTINGS. Go up the ramp on the right (south) side of the room and up the ramp. Take the PHAROS KNOT from the pedestal. Return down the ramp to the main room. Cross to the opposite (north) side and go up that ramp.



Cut scene: Lara looks around, perhaps sensing that she's not alone. Then she begins to read one of the scrolls she finds. She is interrupted by Von Croy and some of his men. (A transcript of the dialogue appears below.) As the assassins follow Lara, Von Croy escapes through a secret panel in the wall.



Kill the 3 assassins. They come down the hallway directly in front of Lara's starting position at the end of the cut scene, so you can use a single grenade to take them out quite easily. Go back up this ramp to the room in the cut scene. Drag the lantern along the scrape marks on the floor to open the concealed door where Von Croy exited.



(NOTE: Before exiting, make sure you have the PHAROS PILLAR and PHAROS KNOT artifacts. The former is found in the previous level, THE LOST LIBRARY. The latter is found in this level.)



Go through the secret door and slide down the ramp to splash down in a small pool back at the COASTAL RUINS level. The chime sounds for secret #1 (53/70). Climb out of the water and pick up a large med-pack and poison arrows in two corners of the room. Pick up the BROKEN GLASSES on the platform as well. Inside the opening above the platform is a ladder. Jump up to grab it and climb to the top. Follow the hall to emerge at one of the buildings near the tide pool (marked "E" in the diagram for the Coastal Ruins level, above, and in the online version of that walkthrough at http://stellalune.com/TR4walk/coastalruins.html).



TO PHAROS, TEMPLE OF ISIS: If you have the PHAROS PILLAR and PHAROS KNOT (which you should if you've followed this walkthrough), head for the next level. Go down the beach, wade into the water past the L-shaped stone wall, and dive down. Swim through the underwater passage to the right (south) to enter PHAROS, TEMPLE OF ISIS. This passage is marked "F in the diagram for the Coastal Ruins level, above, and in the online version of that walkthrough at http://stellalune.com/TR4walk/coastalruins.html).





LEVEL 19: PHAROS, TEMPLE OF ISIS Secrets: 0



(NOTE: If you don't yet have the PHAROS PILLAR and/or PHAROS KNOT, you'll need to return to the LOST LIBRARY and/or HALL OF DEMETRIUS levels before continuing. If you need directions to get back to these earlier levels, see the NOTE ON MISSING ARTIFACTS at the end of this document.)



FLOODED CAVE: Near the top of the cave, above the ruined facade, is an air pocket with a ledge where you can climb out. From here you can kill the hammerhead shark, though you may have to take a swim or two to lure it near the opening. (You can also simply avoid the shark.)



There are two openings in the facade about halfway up the front of it. Swim through the left opening, climb out of the water and place the PHAROS KNOT in the receptacle. Swim back out to the cave and in through the right opening. Place the PHAROS PILLAR in the receptacle there. This opens the carved doors down at the base of the facade. Swim down and through these doors.



ROOM WITH RAM STATUES AND POOL: When you reach the room at the top of the stairs, an ornamented skeleton rises up from the floor. Blast it or knock it into the pool between the two rams. Jump in the pool and swim down.



SMALL UNDERWATER ROOM WITH THREE DOORS: All of these doors open if you swim close to them and press Action, but there is nothing behind the left or middle door. Open the one on the right (north) and swim through to a room where you can surface.



ROOM WITH THREE STAIRCASES AND SMALL POOL: As you enter, a golden bird materializes and begins shooting energy bolts at Lara. You probably want to conserve your explosive ammo for the skeletons, so use your pistols or Uzis and keep moving. You'll know it's about to fire an energy blast when the gold sparks swirl around it and you can jump out of the way.



Shoot the four hollow benches to get some goodies: small and large med-packs, plus 3 boxes of regular shotgun shells and 3 boxes of wideshot shells. You can now explore the areas at the top of the three staircases in any order you like.



WEST STAIRS/ROOM WITH BLUE AND SILVER PYRAMID: The stairs lead up to a colorfully painted anteroom with hollow benches containing a large med-pack, regular shotgun shells and wideshot shells. Get the goodies and continue through to the next room.



As you enter the PYRAMID ROOM, another ornamented skeleton comes out of the floor. Take it out with a grenade or explosive arrow. Save your game before sliding down any of the chutes.



(BUG NOTE: There's a bug with the black beetles--no pun intended. In order to complete this level, you'll need to find four BLACK BEETLE artifacts. You'll also find a few useless BROKEN BEETLES. The problem is that some of the black beetles may not appear in your inventory when you pick them up. If you like, you can place each beetle in one of the receptacles on the side of the pyramid as soon as you get it. However, even if you don't see all of the beetles in the inventory, by the time you finish the level the four sides of the pyramid, where you place the beetles, should open anyway. If you have trouble here, you can download a PC savegame file. Return to the online version of this page, http://stellalune.com/TR4walk/pharos.html, for download links.)



You can skip the CHUTE ON THE RIGHT (NORTH) SIDE, since there is only a BROKEN BEETLE artifact and some nastiness down there. But if you insist on covering everything (or have already slid down here and need to know what to do next), hurry to the far end of the pool of oil and climb out before the oil ignites. Use the CROWBAR to pry the BROKEN BEETLE out of the wall, releasing a horde of live beetles and changing the ramp into stairs. Climb up to either of the ledges that flank the oil pool. Run along the ledge back to the ramp and jump to the base of the stairs. Climb up quickly, or use a series of standing jumps from the edge of each block to the next. The beetles follow you until you get back to the PYRAMID ROOM.



Slide down the MIDDLE (WEST) CHUTE, jumping at the end to get a little more distance. Then hurry to the end of the pool and climb out before the oil ignites. Use the CROWBAR to pry the BLACK BEETLE out of the wall. Climb onto the ledge, walk back to the ramp, which turned into stairs when you took the beetle. Take a standing jump into the opening and climb the stairs back to the PYRAMID ROOM. To avoid complications with the possible beetle bug (above), place the BLACK BEETLE in one of the receptacles on the side of the pyramid now.



Slide down the LEFT (SOUTH) CHUTE, jumping at the end to get a little more distance. Then hurry to the end of the pool and climb out on the ledge to the right before the oil ignites. Do not pry out the BROKEN BEETLE next to the step. You don't need it, and taking it out will cause a swarm of live beetles to scurry out of the hole. Instead, climb up to the ledge above and use the CROWBAR to pry the BLACK BEETLE out of the end wall. You can then pry out the broken beetle without the scarabs swarming out, but there's no need to do this. Climb onto the ledge, walk back to the ramp, which has turned into stairs. Take a standing jump into the opening and climb the stairs back to the PYRAMID ROOM. To avoid complications with the possible beetle bug (above), place the BLACK BEETLE in one of the receptacles on the side of the pyramid now.



After finishing this area, you should have found and placed two BLACK BEETLES. You'll need four in all. So if you don't have them yet, return downstairs to the ROOM WITH THREE STAIRCASES AND SMALL POOL.



SOUTH STAIRS/ROOM WITH CLEOPATRA STATUE: Climb the stairs and enter the statue room. The door closes behind you. Approach the statue, taking note of the raised alcoves on the left and right walls and the lighter-colored tile with the circle on it in the middle of the hall, which is a trapdoor.



Climb onto either of the tall, rectangular blocks in the corners nearest the statue. Use the CROWBAR to pry out the BEETLE artifact. When you do, a horde of live beetles swarms out of the hole and a block raises along one of the side walls. Hop down and run to the other tall corner block, where you'll be safe from the beetles at least until you pry out the second BEETLE artifact. This releases more live beetles and raises a second block along the other side wall. (NOTE: The BLACK BEETLE artifact is on the right and the BROKEN BEETLE is on the left. You won't use the BROKEN BEETLE, but you do need to pry it out in order to access the raised alcove.)



Hop down and run to either of the raised blocks on the side walls. Climb up to the alcove, where you'll be safe from the beetles for now. Push the carved square tile. Hop down and run across the room, climb up to the opposite alcove and push the second carved square tile. Pushing both of these opens the trapdoor in the middle of the room. Hop down, run into the trapdoor, pressing Action to grab the ladder inside the opening. Wait for the beetles to scurry down through the opening. If you pull up and walk away from the opening, the beetles will crawl down to the floor of the room below so you can drop onto the block below without being bitten.



Hop down to the floor of the room below and run to the back side of the angled block ahead on the right. Jump to grab the edge and position Lara so she's hanging from the right side of the block. Pull up and press Jump to back flip onto the angled block behind. Continue to hold the Jump key and Lara will land on the ledge above. Take the WINDING KEY from the pedestal. Press the carved square tile to open the exit door above in the STATUE ROOM.



Drop down from the ledge and run to the block with the ladder. Climb up, jump to grab the ladder inside the trapdoor and climb back to the STATUE ROOM. Exit the way you came and go back downstairs to the ROOM WITH THREE STAIRCASES AND SMALL POOL. One of those fancy skeletons comes up out of the floor as you re-enter the room. You can blast it into the pool with the shotgun or dispose of it with something explosive.



If you're worried about the beetle bug (above), you can go up the west stairs to the ROOM WITH THE BLUE AND SILVER PYRAMID and place the BLACK BEETLE you just found in one of the receptacles on the pyramid. (If you've followed the walkthrough up to this point, you'll have placed three of the four BLACK BEETLES.) Return downstairs to the ROOM WITH THREE STAIRCASES AND SMALL POOL.



NORTH STAIRS/CLEOPATRA'S PALACES: Follow the hallway at the top of the stairs to enter the next level. (NOTE: You'll be coming back to PHAROS, TEMPLE OF ISIS after getting one more BLACK BEETLE. Therefore, I have included this brief foray into the PALACES level within this walkthrough.)



CLEOPATRA'S PALACES - ROOM WITH FOUNTAIN AND GREENERY: Enter this lovely room.



Cut scene: The camera pans one side of the room, giving you a hint as to where you're headed. The path is a little roundabout, though.



Cross the room and go through either of the doors to the northeast (below the balcony). If you want a few quick pick-ups, shoot the three hollow benches in the alcoves off the wide hallway ahead. Inside you'll find a large med-pack, normal arrows and revolver ammo. Beyond this the hallway narrows, and there are holes in the floor where spikes pop up. Avoid this area for now. Instead, backtrack toward the ROOM WITH FOUNTAIN AND GREENERY. Before you reach it, you'll see a ramp on the right. Go up it to the room above.



CLEOPATRA'S PALACES - HALLWAY ABOVE RAMP: Shoot the hollow bench at the top of the ramp to get the regular and wideshot shells inside. When you walk out onto the balcony an ornamented skeleton emerges behind you. You can blast it with a grenade or explosive arrow, or use the shotgun to blow it off the balcony or into the ramp opening. Go into the alcove to the right and use the CROWBAR to open the small, square door with a man's face carved on it. Follow the dimly lit hallway to another carved door. Use the CROWBAR to open it and continue to a room with an opening in the floor and a window hung with vines. (This is the window you saw in the cut scene earlier.)



Save your game. Then slide down the ramp into a pool of oil. Quickly wade over to the left side and climb out on the ledge before the oil ignites. Or, climb out on the ledge ahead, turn around and take a running jump to the ledge on the right of the ramp. Then jump from there to the alcove with the BEETLE. Use the CROWBAR to pry a BLACK BEETLE artifact out of the wall. Turn around and take a diagonal standing jump to the left side of the opposite ledge to avoid the overhanging block. From there, take a standing jump (without grabbing) into the small opening where the ramp was. It's now steps. Climb back up to the hallway. Safety drop from the opening with the vines to the floor. Return through the south door (opposite the wall with the balcony) to the TEMPLE OF ISIS level.



PHAROS, TEMPLE OF ISIS - ROOM WITH THREE STAIRCASES AND SMALL POOL: As you come down the stairs, another golden bird materializes at the top of the middle stairway. Destroy it, then return up the middle stairs to the PYRAMID ROOM. Place the BLACK BEETLE in the receptacle on the pyramid.



When you have placed all four BLACK BEETLES, the pyramid will open fully. Take the MECHANICAL SCARAB from the pedestal. Return downstairs to the ROOM WITH THREE STAIRCASES AND SMALL POOL. Go back up the stairs on the left (south) and follow the hallway to CLEOPATRA'S PALACES.



(BUG NOTE: If you come to the end of the level and find you don't have all the necessary black beetles in your inventory, see the bug note above.)







LEVEL 20: CLEOPATRA'S PALACES Secrets: 1



ROOM WITH FOUNTAIN AND GREENERY: You begin in the room you entered earlier to get one of the BLACK BEETLES for use in the previous level, PHAROS, TEMPLE OF ISIS. After completing that level, you should now have the MECHANICAL SCARAB and the WINDING KEY. If you don't, go back through the south door to the previous level to get whichever you're missing. Return here when you've got both pieces.

Jump into the pool with the fountain. Swim through the small, underwater passage to a room where you can climb out of the water. Reach into the niche to operate a mechanism.



Cut scene: An L-shaped section of floor lowers in a corner elsewhere.



Swim back to the ROOM WITH FOUNTAIN AND GREENERY and climb out of the pool.



NETWORK OF HALLWAYS TO THE NORTHEAST: Cross the room and go through either of the doors in the northeast corner (below the balcony). If you didn't already do so when you came into this area the first time, shoot the three hollow benches in the alcoves to get a large med-pack, normal arrows and revolver ammo.



Continue to where the hallway narrows and there are holes in the floor with concealed spikes. Combine the MECHANICAL SCARAB and the WINDING KEY and use this while standing on the tile with the beetle symbol. The MECHANICAL SCARAB will cross the spikes ahead of you, activating them so you can cross safely after it. Be sure to pick up the SCARAB on the other side.



Beyond the spike hallway is a small room with two doors. The door on the left (north) with the hieroglyphics carved around it has a ramp leading up to a small room. There's a scissor-blade trap in the doorway, so enter quickly. Stand facing the rectangular box. Press Action to open it and retrieve the RIGHT GAUNTLET of the ARMOR OF HORUS. A skeleton rises out of the floor to the right of the box. Blast it with a grenade or explosive arrow. To get past the blade in the doorway without taking any damage, run through between the outer edge of either blade and the door frame as the blades close in the center. Or, stand at the center as close to the blades as possible without taking damage and roll as they begin to open. Return down the ramp.

Now go through the door on the left (east). The hallway ends in a T with closed double doors ahead and another skeleton lurking on the right. You can blast it or run down the hall to the left, jump over the small pool and, when the skeleton approaches, blast it into the pool with the shotgun.



There are hallways lined with concealed spikes at both ends of the T intersection (beyond the small pool and where the skeleton came from). If you want to get the only secret in this level, you must follow the hallway leading south from the T, not the one leading eastward beyond the pool. Use the MECHANICAL SCARAB again to deactivate the spikes, cross over them and retrieve the SCARAB.



Beyond the spike hall is a staircase with two columns at the top and a small room off to the right. Enter the small room carefully to avoid the scissor-blade trap in the doorway. Open the box to get some wideshot shells. Deal with the skeleton that rises out of the floor. Then exit carefully past the blades, go to the right up the stairs, then down the stairs on the other side.



ROOM WITH HUGE, SQUARE COLUMNS: As you explore, a golden bird flies in from the hallway where you entered. Shoot it down, then open the rectangular box to get a small med-pack.



Go through the hallway in the northeast corner. This leads to a small room with two spike-trapped hallways leading to the left and right. There's also a staircase leading up to a closed door and a golden receptacle. (You'll be getting the artifact that belongs here shortly.) Pick up the box of shotgun shells on the landing near the receptacle. Then use the MECHANICAL SCARAB to deactivate the spikes in the right (north) hallway of the two. (You can see a decorated wall at the end of this hallway.) Follow the SCARAB to secret #1 (54/70). Open the rectangular box to get explosive arrows, a small med-pack, 3 boxes of regular shotgun shells and 1 box of wideshot shells (all in one pick-up). Return to the previous intersection, then up the steps straight ahead (southward) to get back to the ROOM WITH HUGE, SQUARE COLUMNS.



(NOTE: After using the MECHANICAL SCARAB this third time, it will no longer function. In order to avoid a possible bug, described below, I recommend that you pick it up and either keep it in your inventory or run it again to watch it explode.)



ROOM WITH L-SHAPED PIT AND BARRED WINDOW: Follow the hall on the right (northwest corner) with the hieroglyphs and painted birds past a small, square door carved with a man's face. In the next room, there will be an L-shaped pit in the left corner--provided you swam through the underwater passage and operated the floor--lowering mechanism at the beginning of the level (see ROOM WITH FOUNTAIN AND GREENERY, above). Drop into the pit and shoot the hollow bench to get some explosive arrows. Take a standing jump from the bench alcove to grab the edge of the pit and climb out.



Approach the raised black switch in the doorway ahead on the left (west) and a skeleton appears on the other side of the room. Explode it or blast it into the L-shaped pit. Then jump up to pull the switch. This opens the doors, which lead back to the beginning of the level, and raises a block in the ROOM WITH L-SHAPED PIT AND BARRED WINDOW. Climb onto the block and take a standing jump to grab the horizontal crevice in the (west) wall to the right of the switch. Traverse all the way around to the north wall, where you can pull up into a hallway.



Shoot the bench to get a quiver of normal arrows. Go up the ramp to another small room with a scissor-blade trap in the doorway. Open the box to get the RIGHT GREAVE of the ARMOR OF HORUS. Deal with the skeleton that rises out of the floor. (You can blast it into the small pool if you like.) Then exit carefully past the blades and return down the ramp.



Don't drop down into the hallway near the barred window. The only way out is via two spiked hallways, and if you've followed this walkthrough and gotten the secret, your MECHANICAL SCARAB will be played out. Instead return along the greenery-lined hallway to the ROOM WITH L-SHAPED PIT AND BARRED WINDOW.



Return past the L-shaped pit to the hall with the painted hieroglyphs and birds. Now the small, square door should be open. Enter and get the PHAROS KNOT from the rectangular box. (NOTE: This looks like the PHAROS PILLAR from the last level. Perhaps this is a typo. Also, several players have reported finding hollow benches here containing a large med-pack and explosive arrows. These are not in the PC version.)



Exit to the left and return to the ROOM WITH HUGE, SQUARE COLUMNS. Make the second left out of that room (in the northeast corner) and follow the hall to the stairs with the receptacle for the PHAROS KNOT. Place the artifact to open the nearby door.



HIGH-CEILINGED ROOM WITH PAINTED SYMBOLS: Enter and take the small med-pack from the low pedestal.



Cut scene: Helixes of light swirl around Lara and the empty pedestal nearby. Magically a golden statue of Lara is created on the other pedestal.



Climb onto the block on the left (north) wall. Jump to grab the bars overhead and traverse to the other side of the room. At the back of the alcove is an opening where you can climb to the level above.



[BUG NOTE: A number of players have encountered a bug here in which Lara will not grab onto the bars to traverse. To fix this, make sure either that Lara has the MECHANICAL SCARAB in her inventory or that you've run the scarab four times in order to destroy it. There's no apparent connection between the scarab and the bars, but this is what seems to work. If you have saved your game and are unable to retrieve the scarab, you can download a savegame for PC. See to the online version of this walkthrough, http://stellalune.com/TR4walk/cleopatra.html, for download links.]



When you come out onto the elevated walkway, a golden bird flies in from the left. Shoot it down. Cross the walkway to the middle, then take a running jump over to the walkway on the left. Go to the far right (north) end and climb into the raised hallway. Follow this to a room with a hollow bench and a skeleton on the floor.



The bench is empty; it's just a ruse to distract you. Look sharp because another golden bird flies down from the ceiling and starts attacking the statue of Lara, causing the "real" Lara to take damage. If you move quickly, you can shoot the bird from the opening near the bench and skeleton. Otherwise, head back down to the elevated walkway and do it from there. Note that Lara will also target the statue, causing even more health loss. So take care where you shoot. A couple of well-aimed explosive arrows (use the laser sight) will take the bird down.



From the small room with the skeleton and bench, jump over to the central platform. The skeleton awakens and follows. Roll and use the shotgun to knock it off the platform. There are three small, square doors carved with men's faces on each of the nearby ledges. You'll also notice 2 black switches mounted on blocks to the left and right. You'll need to pull both and it doesn't matter which you pull first. Lara will lose a bit of health on each drop to the walkway below, so make sure you've got enough to start.



When you pull the switch to the west, the square door on that side opens. Climb back up to the center platform. When you pull the switch to the east, the square door on that side opens, and another golden bird flies down to attack the statue. You may be able to nail it before it reaches the statue. If not, drop down to ground level (avoiding the pit in the center) for a clear shot. Climb back up to the center platform.



Now that the two side doors are open, take a running jump to each in turn. (Jump to the side of each overhanging block, or Lara will bump her head and fall to her death.) Enter the alcove on the east side and reach into the niche to get the HATHOR EFFIGY. The alcove on the west side contains a skeleton, which awakens when you enter. Take care of it. Then reach into the niche for the ORNATE HANDLE. The hollow bench on the ledge outside the alcove has a large med-pack inside. Jump back to the center platform, then to the remaining closed door.



Combine the HATHOR EFFIGY and the ORNATE HANDLE to form the PORTAL GUARDIAN, and place this on the stick near the door to open it. Enter the hallway beyond and kill the skeleton that arises from the floor. Shoot the hollow bench to get some Uzi clips.



THRONE ROOM: You might want to save your game before entering the throne room.



Cut scene: Lara decides to play "Queen for a Day." Not a good idea. The two side doors open and the 2 THRONE ROOM GUARDIANS emerge.



It takes a boatload of ammo to kill these guys, but at least you can deal with them one at a time. The guardian on the left begins shooting blue energy bolts first. To conserve your explosive ammo, you might try staying behind the guardian as much as you can (to avoid getting hit) and blasting it with Uzi fire. Or, get a little distance between Lara and the guardian and side flip back and forth to avoid the bolts. Or, try running right up to the guardian, crouching and firing away with pistols. He should fire right over Lara's head, so she'll take minimal or no damage. Eventually the first guardian will fall and you can repeat the procedure with the second guardian. When both guardians are dead, go into the side rooms and retrieve the LEFT GREAVE and BREAST PLATE of the ARMOR OF HORUS from the boxes. Taking the items opens a pair of trapdoors near the throne. Drop in and go downstairs to end the level.



Alternately, you can try to outrun the guardians, popping med-packs as needed, grab the two pieces of armor and escape out through the trapdoor.



FMV sequence: Lara arrives back in Alexandria at nighttime. She finds Jean-Yves's study ransacked. There's a note on the table held fast with the point of a dagger. She picks up the paper and begins to read.



Von Croy (voice over): Congratulations! You survived to fight another day. I trust that you now have all the armor. Jean-Yves shall be escorting us to Cairo--not entirely of his own free will, I admit. A simple trade: his life for the Armor of Horus. Do not take too long thinking it over. Yours apologetically, Werner



Lara takes off on her friend's motorcycle. Meanwhile, a group of helicopters bearing the Egyptian flag, along with a convoy of trucks that also includes Von Croy's car, speed across the desert. Along the way they are set upon by a plague of locusts. As he drives through the insects, Von Croy shows his true colors--apparently he and the evil god Set have become quite close. (Guess there is something to all the "magical hocus pocus" after all.) By the time Lara reaches the walls of the city, Von Croy's people are already there. She sees the burning remnants of the helicopters outside.



NOTE ON SECRETS: There are 70 secrets in the entire game. These are marked "(x/70)" in this walkthrough. To check your progress in-game, press Pause and choose Statistics.



NOTE ON DESTROYING SKELETONS: There are several ways to get rid of the pesky skeletons. Explosive ammo (i.e., grenades or explosive arrows) will destroy them. This even works on the 'sleeping' skeletons before they animate. Or, if you can lure them near the edge of a ledge or pit, a well-aimed shotgun blast will knock them off, destroying them. Or, load the crossbow with normal arrows (or use revolver if you've cheated to get it), combine with the laser sight and aim for each skeleton's head. Once their heads are blown off, they'll run around aimlessly. To conserve arrows and revolver bullets, you can use the laser sight bug described on the COASTAL RUINS walkthrough.





(LASER SIGHT BUG: Finally, another useful bug. PC players, to conserve ammo for crossbow (and later the revolver), here's a useful bug. Combine the weapon and laser sight and equip the weapon. Then, while holding the Look button to peer through the sight, press the number 1, the hot key for pistols. You'll hear the sound of Lara drawing pistols. Then you'll be able to shoot with the accuracy of the laser sight but with the unlimited ammo of the pistols. Very special thanks to Alasdair for this fabulous tip.)







NOTE ON MISSING ARTIFACTS: If you have reached PHAROS, TEMPLE OF ISIS and don't have the PHAROS PILLAR and/or PHAROS KNOT, you should go back and get them before going on. The PHAROS PILLAR is in the LOST LIBRARY. The PHAROS KNOT is in the HALL OF DEMETRIUS. How to get there will depend on what you've done so far. If, at the end of the TEMPLE OF POSEIDON LEVEL, you opened the gate leading back to the COASTAL RUINS level, you can get back to the LIBRARY and HALL OF DEMETRIUS through THE TEMPLE OF POSEIDON. From PHAROS, TEMPLE OF ISIS, swim back through the underwater tunnel to the COASTAL RUINS level. Surface and swim around the building to the right. Climb the stairs and re-enter the building through the wrought iron gate marked "C" in the second diagram on the COASTAL RUINS page.



If you didn't open that gate, you'll need to take a longer route to get back to the LOST LIBRARY and HALL OF DEMETRIUS: Swim around that same building to the right but instead of going through door "C" follow the tide pools around to the northwest, where you can climb out of the water on the rocks near the building with the ramp. Climb up the dunes to the building on the hill and enter the CATACOMBS at the gate marked "D" on the second COASTAL RUINS diagram (i.e., the gate on the high ledge in the courtyard with the boulder pit). Go straight through the first CATACOMBS room, slide down the pole, take a running jump from the ledge to grab ladder on the right wall, climb down, and go up the stairs at the far end of the room to enter POSEIDON. Climb down the ladder, drop into the water-filled pit, swim down through the underwater passage to the next room. Follow the hallway to the room where you got the LEFT GAUNTLET. Go through crawlspace to THE LOST LIBRARY, where you'll find the PHAROS PILLAR. Continue to the HALL OF DEMETRIUS to get the PHAROS KNOT. If you need more specific directions, refer to the walkthroughs for those levels.





FMV for first visit to ALEXANDRIA:



Jean-Yves: Lara, you are alive. I feared for you. What. . . ?



Lara: Von Croy has the amulet.



Jean-Yves: Ah, this is bad. But he doesn't yet have the armor. There is still time to prepare for Set.



Lara: Jean, I'm tired. Give a girl a break.



Jean-Yves: My dear, when all this is over you can retire. But now we must move swiftly. My men dive in the bay for remnants of Cleopatra's lost palaces.



Lara: Cleopatra?



Jean-Yves: Yes, she realized the armor's significance and had it brought here. Some was subsequently scattered but. . . .



Lara: Where do you recommend I start looking?



Jean-Yves: In the catacombs under Alexandria. My diggers have unearthed chambers connected to the Great Library. This would hold the true location of Cleopatra's palaces.



Lara: Take me there.



Jean-Yves: There is a problem.



Lara: Von Croy.



Jean-Yves: Yes. His dig is expanding, crossing many of my own tunnels. Of course, my men would no longer work when Von Croy's thugs appeared on the scene.



Lara: Time to introduce myself to Werner's loyal workforce.



Jean-Yves: First you must get into the catacombs. Von Croy has been completely sealed up, and I fear he will soon have the armor.



Lara: Over my dead body.



Jean-Yves: This I fear also. I shall wait here for you. Return if you feel I can help in any way. Good luck, Lara. I fear you may need it.



Lara: I make my own luck.





First cut scene (shown if you revisit Jean-Yves in ALEXANDRIA before entering the EGYPTIAN ADVENTURE area in COASTAL RUINS):



Jean-Yves is sitting at his desk. Lara sits in a chair and puts her feet up on the desk.



Jean-Yves: More information, oui? I believe some of the armor could be here in the town. A local collector had a mall exhibition and was rumored to own a piece. It's hard to say if this is true. The man was a fool. A while back he vanished, leaving the exhibition boarded up. So if Von Croy hasn't got to it, perhaps this would be the place to begin.





Second cut scene (shown if you revisit Jean-Yves in ALEXANDRIA after entering the EGYPTIAN ADVENTURE area in COASTAL RUINS):



Jean-Yves is standing at the bookcase. Lara leans against it and listens.



Jean-Yves: Lara, I've been doing some reading and it is highly probable that some of the armor is hidden down in the catacombs themselves. But you must take care. Word of Von Croy's men fleeing the tunnels has reached me. Set's apparitions have begun to move into the city, gathering at the ancient sites. You must hurry and find the library.





Third cut scene (shown if you revisit Jean-Yves in ALEXANDRIA after entering the LOST LIBRARY):



Jean-Yves is sitting at the small table on the left. Lara perches on the edge of the table as she listens.



Jean-Yves: Greetings, Lara. Remember, somewhere in the library will be the means to guide you to the location of Cleopatra's Palaces. Von Croy will not know you have found the library yet, but I have heard. . . through connections. . . that he has hired new local help and is doubly searching for another way in. For the moment we have the advantage, but I fear that we must move quickly if we are to stay ahead. Remember, the great library was very much like a university to ancient Alexandria. It will be full of knowledge, puzzles and invention. You will need quick wits to get through. Good luck, my friend.





Fourth cut scene (shown if you revisit Jean-Yves in ALEXANDRIA before entering PHAROS, TEMPLE OF ISIS):



Jean-Yves is standing before his desk. He is about to reach for the bottle, when he hears Lara enter. He turns around, bumping into the chair.



Jean-Yves: Ah, Lara, you have most truly put Von Croy's nose out of joint this time. If events were less catastrophic, I would be very happy. As it is, we must now be even more careful. He will become even more desperate and thus more dangerous. Be on your guard. Use the artifact to get into Cleopatra's palaces and find the rest of the armor. Tread carefully now. . . and not too much sightseeing, hmm?





Dialogue from cut scene in the HALL OF DEMETRIUS level:



Lara (reading): The tablet was returned to the sands that spawned it, beneath the citadel. . .



Semerkhet (voice over): . . . of Saladin in ancient Cairo, foretelling the time in the distant millennia when the stars of Orion come together. The ceremony is performed and Set entombed.



Lara looks up as Von Croy and three of his assassins enter.



Von Croy: Hello, my dear. Another unannounced visit. I see you have found the scroll we unearthed. Interesting reading, ja?



Lara: Only interesting if you know what it refers to.



Von Croy: Yes, yes. Quite correct, my dear. The armor on its own is no more than a curiosity. But with the amulet and the ceremonial tablet, it becomes an important historical artifact predating the Bible by centuries.



Lara: There is more at stake here than the sum of the pieces, Von Croy. Ever heard of Armageddon? Unpleasant, even by your standards.



Von Croy: Rebinding the spirit of Set, putting the armor on the statue at midnight at the turn of the millennium, so on and such like. I was never a believer in this magical hocus pocus.



Lara makes a break, jumping off the balcony.



Von Croy: Fools! After her!







NOTE: Levels 21 through 25 are like one big level made up of linked parts. You can go between them as many times as you need to in order to explore all areas. Because of this, finding your way around can be a bit confusing. If you'd like an overview (and don't mind a few spoilers), my page http://stellalune.com/TR4walk/cairochart.html lists all the Cairo levels with a flowchart illustrating what I hope is the optimum sequence. This walkthrough follows that sequence; however, you may find it easier to follow the online version, which has clickable links from one section to the next.

 


 

D-Level 4 Levels 21-27
LEVEL 21: CITY OF THE DEAD (first time) Secrets: 1



(BUG NOTE: Some players have experienced a bug at the beginning of this level in which one of Lara's arms won't work. Try using the binoculars or lighting a flare and, if that doesn't work, try reloading an earlier saved game. Thanks to Theresa and her helpers at tombraiders.com for this advice.)



STREET NEAR BIG WROUGHT IRON GATE AND BUILDING WITH WIDE STAIRS: You begin the level under fire. There are 2 snipers on the building to the left: one on a ledge a few feet off the ground and one on the roof. You can kill both of them fairly easily by backing up a bit from the starting position and firing from the cover of the archway near the gate. (The sniper on the roof will begin to throw grenades, but in the PC game at least, these didn't do any damage.)



Alternately, take out the lower sniper by running across and positioning Lara very close to the block where he's standing. Draw weapons (the shotgun works nicely) and jump in place, shooting at the peak of the jump. When he's dead, climb up and take the REVOLVER he drops. At last! Then use your new toy to kill the sniper on teh roof. Combine the REVOLVER and LASER SIGHT. (You may need to first separate the sight from the crossbow.) Run back to the shelter of the gate near where you started. Draw the revolver and sidestep out until you can get a clear shot. Use the laser sight to target the sniper's head or chest. You'll need to be quick, since he can of course shoot back, but one well-aimed shot should bring him down. (Or, to conserve ammo, use the laser sight bug, described in the COASTAL RUINS walkthrough.)



While you've got the revolver drawn, you can take out the machine gun mounted on the wall at the corner a little way down the street. Use the laser sight and aim for the red spot (as in the screenshot at http://stellalune.com/TR4walk/screenshots/cityofdead1.jpg). To conserve ammo, use the laser sight bug.



Take note of the BIG WROUGHT IRON GATE with the black switch. There's a horizontal crevice high on the building near the gate. You can't reach it yet, but you'll be back.



There are 4 more armed soldiers a little farther along the street. The first is just around the corner with the machine gun. There's a second gunman in an alley with a sloping wall in front of it, preventing you from driving through. The third and fourth are a bit farther on, below a RUINED BUILDING WITH X-SHAPED WOODEN BARRICADES on top. You can run over two or three of them using the motorcycle. Then dismount and walk back to kill the one behind the low, sloping wall. Or, after destroying the machine gun, walk carefully to the corner. If you hang back, the first soldier won't notice Lara and you can shoot him from a distance with the crossbow or revolver. (Again, use the laser sight bug to save ammo.) Do the same with the second soldier in the alley with the sloping wall. Then drive on and run over the others if you like. One of the soldiers drops shotgun shells when he dies.



(NOTE: If you need tips for controlling the motorcycle, see the gameplay page, http://tombraiders.net/stella/gameplay.html#vehicles.)



DEAD-END ALLEY WITH CRAWLSPACE: Around the corner to the right (east), just past the sand hill near the RUINED BUILDING WITH X-SHAPED WOODEN BARRICADES, is an alley with arches on the right and a white building on the left with a broken machine gun on top. There's a crawlspace near the block at the end of the alley. You need to open a gate elsewhere before going in here, so don't bother with it yet.



Use the sand pile at the corner to jump the motorcycle up onto the RUINED BUILDING WITH X-SHAPED WOODEN BARRICADES. You'll need to get a good running start to build up speed and veer to the right a bit at the top of the hill in order to land on the sloped part of the wall. (See the screenshot at http://stellalune.com/TR4walk/screenshots/cityofdead2.jpg if you need help lining up the jump.) Crash through the barricades and let the bike fall through the unstable floor. Drive through the room below, making a U-turn and crashing through the wall to emerge back on the street. Dismount, walk back into the building and pick up a small med-pack on the ground to the right. Climb into the brick alcove and drop into the pool below. Climb out of the water and follow the passageway past the torch to the next room.



ROOM WITH MANY COLUMNS AND ARCHES: Your entrance disturbs a small flock of bats. Kill them then pick up flares and wideshot shells in the far corners. Slide down the ramp.



SQUARE HALLWAY WITH DEAD SOLDIER: Pick up the LASER SIGHT near the soldier. (You won't need this unless you missed it earlier in ALEXANDRIA.) There's a closed door in one corner (the southeast) and stairs on the opposite side from the ramp where you entered. You don't need to go up the stairs yet, but note that there's a pool of water at the top. (NOTE: If you accidentally fall in, follow the underwater passage to a ledge where you can climb out. Then drop back down into the SQUARE HALLWAY.)



Jump to grab the horizontal crevice in the northwest corner of the SQUARE HALLWAY. Traverse to the right (east) to a spot where you can pull up. Turn around to face the small opening into the center room. Don't shoot the jar on the ledge. This only releases a swarm of locusts. Instead aim carefully and shoot the swinging blue ball inside the room. (You can do this using the revolver and laser sight or, to conserve ammo, crouch at either side of the alcove, wait for the ball to swing to that side and shoot it with the pistols.) When it shatters, 2 ice elementals emerge. To get rid of these guys, hop down and run to the right and up the stairs. Jump into the pool. They'll follow, extinguishing themselves. Swim down through the underwater passage to a ledge where you can climb out. Then drop back down into the SQUARE HALLWAY.



Go back upstairs to the pool, which is now frozen so you can walk across it. Jump up to the ledge with the lever and use it to open the square door in one corner of the SQUARE HALLWAY. Return downstairs, go through that door and follow the ramp up to a ROOM WITH LIT TORCHES.



Go all the way into the room and check the alcove on the far right for a small med-pack. Backtrack to the first alcove near the entrance and use the CROWBAR to pry open the blue wooden door. This is secret #1 (55/70), a large med-pack and Uzi clips.



Climb the block steps near the blue door. Keep climbing until you reach a crawlspace. Go through it to emerge above where you started the level. Crawl out backwards and hang from the ledge. Traverse to the right along the crevice until you can pull up. Turn around and take a running jump to grab the black switch.



This opens the BIG WROUGHT IRON GATE. There's a soldier with a grenade launcher just beyond the gate. Kill him and take his small med-pack. You'll need to do a bit of business before continuing. So, return to the motorcycle. (If you followed this walkthrough, you left it near the RUINED BUILDING WITH X-SHAPED WOODEN BARRICADES.)



NORTH END OF THE STREET: From the area with the sand pile and RUINED BUILDING WITH X-SHAPED WOODEN BARRICADES, ride the motorcycle up the street to the north (below the clothesline with hanging laundry). You can run, but the bike goes faster, and you'll want to go quickly because the 2 machine guns on the roof of the building ahead (where the road comes to a T) begin firing as soon as you come within range. Hurry to the wall directly underneath them where you'll be safe.



[NOTE: It's possible to take out the guns from below right now, or wait until you're up on the ROOFTOPS. To destroy the guns from street level, approach them straight-on, as described above. Once Lara is directly beneath them, they won't be able to hit her. You want them pointing straight forward down the road (to the south), so don't ride or run to the left or right or the guns will swivel that way. Now walk along street to the left (west), keeping very close to the wall. (If you want to, duck into the alcove on the right on the way to get the items described below.) About halfway down the street, cross to the other side and turn around to face the guns. Target the guns with the crossbow or revolver fitted with the laser sight. Use revolver ammo or explosive arrows (or use pistols with the laser sight bug) to target the red spot on the tank on the back of each gun. This should destroy them. If you don't see the red spots, you may need to run in front of the guns again to make them point forward. The screenshots at http://stellalune.com/TR4walk/cityofdead1.html show where Lara should stand and where to aim.]



Dismount, run to the left (west) and duck into the alcove, where you'll find a small med-pack and GRENADE LAUNCHER (or 10 grenades if you already have the weapon).



From here you can continue along the street to the right (west) if you want to, or wait until later to explore this area. If you do continue west, you'll run into a sniper on a low ledge around the next corner and another soldier down the hill a bit farther on. You can kill the sniper from a distance without getting shot by targeting him using the laser sight before he notices Lara and/or getting his attention then using the corner for cover.



Beyond this is a steep hill leading up to a very deep pit. It's possible with some fancy driving to jump the pit and get back again, but it's not necessary at this point. You'll have a much easier time of it later on, after getting the NITRO for the motorcycle.



Backtrack to the opposite end of the street, near the rooftop machine guns. If you haven't yet taken out the guns on the roof, dash to the building with the short pillars in front (on the right opposite the building with the guns), using med-packs as needed. Press Action to open the door and enter.



ROOM WITH DEAD SOLDIER OPPOSITE THE MACHINE GUN BUILDING: Lara's attention seems riveted on the dead soldier. Stand Lara near his head and drag him along the floor away from the grate and crawlspace. You can't get into the crawlspace yet, but you'll be back. Exit this room and return to the bike.



Ride back along the road to the south. When you reach the pile of sand, turn left into the DEAD-END ALLEY WITH CRAWLSPACE. Dismount and crawl into the opening above the block. Drop down and follow the passage to a small room with a lever and a small med-pack. (Lara won't target the rat that scuttles across the floor.) Pull the lever to open the grate above where the med-pack was. (This will work only if you've dragged the dead soldier's body off the grate, as described in the paragraph above.) Climb up through the opening and take a standing jump to grab the edge of the crawlspace. Crawl in and go up the ramp to a second lever. Use this to open the door above the wrought-iron grate overhead. Return to the DEAD-END ALLEY WITH CRAWLSPACE, either the way you came or via the street if you've already destroyed the machine guns.



Get back on the motorcycle and drive west then south along the street, toward where you began the level. Drive through the BIG WROUGHT IRON GATE, which you opened earlier.



RUINED BUILDING WITH STAIRS AND RAMPS: Drive the motorcycle into the pit then into the building with the stairs. Either ride downstairs and run over the soldier on the bottom level, or dismount, walk down and shoot him. There's a crawlspace on one side containing poison arrows. Now ride the motorcycle all the way up the stairs to the top level. Here you'll find a small ramp jutting out toward the middle of the room. (Beyond this ramp is an opening that leads back to the street.) Use the ramp to jump the bike into the opening with the sloped entrance opposite. After landing the jump, get off the bike near the lit torch and walk up the ramp to the second lit torch. Approach the alcove on the left, kill a couple of bats roosting inside and pull the lever to raise a block downstairs.



Get back on the motorcycle and ride up the steep ramp near the second torch to get back to the stairway. Down on the next landing you'll see the block you just raised. Climb onto it and into the passage above. Continue to an opening above the street facing the white building with the broken machine gun on top.



ROOFTOPS: Take a running jump across the gap to grab the edge of the white building. Pick up some revolver ammo next to the machine gun. Here is the door you opened earlier from below. If you didn't destroy the 2 machine guns on the rooftop earlier from below, enter this area cautiously. This room opens onto the street just across from the guns. Use the crossbow and laser sight (you may have to first separate the laser sight from the revolver before combining it with the crossbow) with explosive arrows. Now walk out into the room just to where you can see the guns and helicopter on the next rooftop. Target the rotors of the chopper (as in the screenshot at http://stellalune.com/TR4walk/screenshots/cityofdead6.jpg). One well aimed explosive arrow should set the chopper on fire, which will start a chain reaction, destroying both helicopter and guns. You don't need to do this if you've already destroyed the guns, unless you just want to watch a cool explosion as the helicopter blows.



(NOTE: I found that explosive arrows are the only type of ammo that will work to destroy the chopper. If you're out of explosive arrows, you can try other types of ammo, and/or try targeting the gas can using the revolver. For the latter, you need to run out to the low wall on the edge of the roof. Lara will take some damage from the guns, but once you hit the gas can, you can duck behind the wall to avoid further health loss. Or, return to street level and try to destroy the guns using the technique described above in the section NORTH END OF THE STREET.)



Take a running jump from the jutting ledge to grab the opposite ledge on the next building. Make your way over to where the helicopter was. Pick up a small med-pack on the ground to the left and use the lever to open a gate below. (This is at street level, on the right side of this building when facing it.)



Return the way you came, jumping across the street to the next building, then continuing through the hall to the roof with the broken machine gun. From there, take a running jump, pressing Action to lower Lara's arc so she lands in the small opening on the side of the next building. Follow the passage back down into the RUINED BUILDING WITH STAIRS AND RAMPS.



(NOTE: If you miss this jump you can return on foot to the RUINED BUILDING WITH STAIRS AND RAMPS. It's at the far southwest end of the street, beyond where you began the level.)



Get back on the motorcycle, drive up to the top level and turn right at the ramp where you jumped the bike earlier. Here you'll find an opening that leads back to the street (in the DEAD-END ALLEY WITH CRAWLSPACE).



Follow the streets to the right (north). Turn right at the building on which the machine guns were mounted. (It's safe now that you've destroyed them.) Continue through the open gate in the northeast corner. Drive up the hill to the next level, CHAMBERS OF TULUN.







LEVEL 22: CHAMBERS OF TULUN (first time) Secrets: 2



You enter this level for the first time from the CITY OF THE DEAD level.



STREET OUTSIDE CHAMBERS OF TULUN: Turn left and ride down the hill to the street below. At the base of the hill, turn right and run over a soldier. There's a sniper on the balcony ahead. You can circle back to the other end of the street to get out of range, or continue toward him, parking the bike just to the left of the wall with the balcony. (Be careful not to go too far to the left, though. There's a deep pit a bit farther on.) Dismount and take him out using the revolver and laser sight (or use the crossbow or pistols with the laser sight bug, described in the COASTAL RUINS walkthrough.



INSIDE THE CHAMBERS OF TULUN: Return to the "T" in the road near where you began the level. Enter the building on the right. Go under the arch into the main room. The first alcove on the left contains the GRENADE LAUNCHER (or 10 grenades if you already have the weapon), and there's a small med-pack in the far right alcove.



Return to the entrance and climb onto the block on the left. Turn around and take a running jump to grab the ledge above the archway leading into the main room. Pull up and cross the ledge to the far right. Take another running jump to grab the horizontal crevice in the right (west) wall. Traverse to the right until you can pull up. Take a standing jump to grab the ladder-like surface on the column to the right. Wait for Lara to pull her legs up onto the ladder, then climb around the column to the other side and drop onto the ledge. Follow the hallway to an opening in the ceiling, where you can climb up to the next level. The hallway there leads back out to the upper level of the main room.



There's a lever on the left that opens and closes the front and rear doors of the building. If you follow this walkthrough, you shouldn't need it. Just leave it alone. The rope is too far to reach from the ledge with the lever, so make your way over to the jutting ledge on the right (west). From here, you can take a running jump to grab the rope. Slide to the bottom of the rope and turn a little to the right to line up a swing to the ledge ahead (on the east wall). Swing and jump to the ledge. Kill the 2 giant beetles. One flies up from below and another lurks inside to the left. This is secret #1 (56/70), which includes a large med-pack and wideshot shells (near where the second beetle was).



Take a diagonal running jump to the ledge below on the left (where you came through from the entrance earlier). It's too far to reach the upper ledge, so you'll have to make your way up to the rope again the long way. Use the rope to swing and jump to the high ledge on the south wall (above the entrance). Kill the soldier lurking inside on the right. Get the revolver ammo he drops, then slide down the ramp to the street near where you entered the building.



Now make your way to the other (north) side of the CHAMBERS. You can go through the building and out the back door, but I recommend taking the motorcycle, since you'll need it later on and this will save you some walking. Drive to the left (east) end of the street and jump across the deep pit on the left side. Make sure to take a long run-up, since you don't have that nitro boost yet. Drive on to where the road drops off near the back door of the CHAMBERS and dismount.



AREA BEHIND (NORTH AND WEST OF) CHAMBERS: The road to the north under the archway leads to the TRENCHES level. You're not quite ready to go there yet. In the far right (northeast) corner of the street, you'll see BROKEN STAIRS leading up to an opening with a sloped edge. Later, after you get the NITROUS OXIDE FEEDER, you'll be able to jump the motorcycle up here. There's also a square opening in the north wall with a ladder leading down. You can also skip this area for now, since you'll be back later.



On the north wall above the archway (opposite the back door of the CHAMBERS) is a ledge. Pull up and follow the ramp to a crawlspace. Continue on hands and knees to secret #2 (57/70), a small room with flares, poison arrows, revolver ammo and a large med-pack. Exit the way you came.



Continue along the street to the right (west). When you round the corner, you'll meet an armored Minotaur with a huge hammer that sends out shock waves when he pounds it on the ground. Oh, and did I mention he's invulnerable to your weapons? On the right side of the road, near where he's standing, there's a wheel which opens a nearby wooden gate.



(NOTE: In my original walkthrough for this level, I had suggested luring the Minotaur into the CHAMBERS and using the lever to close the doors, trapping him inside. Doing this buys you a few moments to run and turn the wheel to open the exit to the CITADEL GATE level. However, I have found that this takes a lot more effort than it's worth. It will save you a few med-packs, though. So if you're very low on health, you can try this instead of the method suggested above. See the notes on how to do this at the end of this document.)



Run over to the wheel, stand facing it edge-on and turn it until you see the wooden gate raise. As you do this, the Minotaur will be banging on the ground, so pop med-packs as needed. Once the door is open, jump over the wheel, run through and let the door close behind you. Whew!



EXIT TO CITADEL GATE: Climb the ladder to the next level, CITADEL GATE. If you have trouble climbing the ladder because of the Minotaur's percussive hammering, try grabbing the ladder at either side, so only Lara's hands catch hold and her feet dangle free. Climb up that way and you should make it.







LEVEL 23: CITADEL GATE (first time) Secrets: 1



You enter this level for the first time from the CHAMBERS OF TULUN level, through the gate guarded by the Minotaur.



ALLEY WITH WOUNDED SOLDIER: Don't panic if the camera goes wiggy and doesn't allow you to look. Hop down into the alley; it's safe. Approach the wounded soldier on the low ledge.



Cut scene: Lara kneels near the soldier. (A transcript of their dialogue appears at the end of this document.)



Pick up the revolver ammo on the ground near the soldier. Follow the street away from the soldier.



Cut scene: The camera pans the area, showing the "creature" Azizus mentioned: a huge, armored, fire-breathing dragon. If you take note of the scenery, you'll see the munitions truck the sergeant described parked in the alley in front of the dragon and another road leading away from that area to the dragon's left.



DRAGON GUARDING THE CITADEL: To the left of the dragon (when facing it) is a safe spot behind a low wall near some columns. Run in here and pick up grenades and a small med-pack. Don't even bother shooting at the dragon; it's just a waste of ammo. Wait until it has just unleashed a series of fireballs, then sprint past it down the street.



Just beyond the dragon is an area where you'll encounter a swarm of locusts every time you come through. There's a pick-up to be had here. This isn't an official secret, so I personally don't think it's worth the aggravation. I have included it later on, when you return past the dragon to re-visit Sergeant Azizus, to save one pass in front of the monster.



For now, keep running down the street until the locust swarm abates (around the place where you pass under a clothesline). If you continue along the street, you'll come to a deep pit. You can't get across it on foot, so there's no need to go there now. Backtrack along the street toward the dragon (north) until you come to an opening on the left.



ALLEY WITH CROCODILES: Climb over the low wall into an alley. Advance with your shotgun drawn, ready for the crocodile that comes out of the crawlspace at the end of the alley. Repeat the process for a second croc. Then crawl into their lair for poison arrows and revolver ammo. Crawl back out. (NOTE: You can also climb on one of the ledges and shoot the crocs with pistols.)



AREA WITH TWO COFFINS, SWITCHES AND BELLS: Climb through the break in the wall on the left (when Lara's back is to the croc lair). Below are a pair of coffins with symbols on the tops. There are also four switches, one on a ledge to the left above the coffins and three at ground level. High on the north wall are tiles with clues about these symbols. The tile on the right is partially obscured by a wooden box (what is this thing?). If you like, you can use your crossbow (with the laser sight and explosive arrows) to blast the box, knocking it aside so you can read the inscription. (Or just look at the screenshot at http://stellalune.com/TR4walk/screenshots/citadelgate1.jpg.) Note that the symbol keys on the tiles show which symbols on the coffins correspond to the numbers above the switches. Hop down near the coffins.



Cut scene: A bird's eye view of the area, showing the symbols on top of the coffins.



This puzzle isn't as hard as it may at first seem. The coffin below the dangling rope has the symbols corresponding with 1 and 3 (| and |||). The other coffin has the symbols corresponding with 1, 2 and 4 (|, || and ||||). And, in fact, pulling these combinations of levers slides each coffin aside, revealing an opening beneath. However, the coffins and levers don't reset, so all you have to do is pull all of the switches to move both coffins. Not much of a challenge.



Go down into the hole beneath the coffin that's closer to the rope. Use the CROWBAR as a handle for the lever, opening a door in the other hole. Climb back up and go down the other hole and through the door you just opened. Use the switch there to open the door above near the coffins. A swarm of locusts emerges and follows you back to the surface. Go through the door near the coffins, killing a couple of bats roosting there. Then continue up the ramp. There are more locusts in the hall and 2 more bats fly in when you reach the opening above the coffins.



Cut scene: A panoramic view of the area.



This next bit of business is a bit of a challenge, so you probably should save your game first. Take a running jump to grab the dangling rope. Scoot to the bottom and turn around to face the bell to right of the opening where you just emerged. Line up a swing toward the wooden box. Make sure Lara's got a nice high arc before jumping off the rope. Press Action as you fall to land in the opening with the bell. Drop back and hang from the ledge. Let go and grab the opening below. Crawl in for secret #1 (58/70), a large med-pack and explosive arrows. Crawl back out and safety drop to the ground. (See the series of screenshots at http://stellalune.com/TR4walk/citadelgate1.html if you need help with this sequence.)



ACROSS THE LEDGES ABOVE THE STREET: Return up the ramp to the high ledge. Again, take a running jump to grab the rope. Slide to the bottom and this time swing out straight ahead, jumping to land on the small square ledge on the side of the next building. Turn left and take a running jump to the striped awning. Take another running jump (or a standing jump-grab) to the next ledge. Turn and kill a giant beetle that flies at you from behind. Take a running jump across the street to another striped awning in the corner to the left. Turn right and take a standing jump to grab the ladder on the opposite side of the street. Climb around the corner to the left. Lara won't continue climbing along the horizontal crevice. So drop to the ledge below, turn left (south) and take a running jump over the wooden bars and clothesline to grab the next ledge, which juts out below the crevice. (This way you avoid the giant beetle described below.) Crawl up into the opening and take the small med-pack. Crawl out and drop to the ledge below.



Alternately, from the ledge below the ladder, turn around and take a standing jump to grab the ledge on the other (east) side of the street. Pull up and kill another giant beetle. Then take a diagonal running jump across the gap to grab the crevice. (Or, jump up to grab the overhead bars, traverse across to the end, let go and quickly grab the crevice.) Traverse to the left until you can pull up near the med-pack.



From the ledge below the med-pack, turn around and take a running jump to the striped awning across the street to the right (southeast). From there, take another running jump to grab the square opening ahead (south). Pull up.



THE WRECKED TRUCK AND DEEP PIT: Follow this passage to emerge above a deep pit. Kill the bat that flaps in from the right. (You might want to save your game before this next tricky jump.) You're aiming for the ledge near the overturned truck on the right side of the pit. Position Lara with her right shoulder against the right side of the opening. Take one sidestep to the left, then turn about 45 degrees to the right. Hop back, then take a running jump to land near the truck.



(NOTE: Pressing the right directional key while in the air may help, but don't press Action, which shortens the jump. If you're having difficulty here, see the screenshots at http://stellalune.com/TR4walk/citadelgate2.html.)



Immediately draw a weapon or two to take out 2 giant beetles. Be careful not to hop back into the pit, and stay clear of the area to the right of the truck, or Lara will catch fire. Walk around the left side of the truck and carefully retrieve the NITROUS OXIDE CANISTER.



(NOTE: No, Lara isn't after a laughing gas high. This is one of the components that will give the motorcycle a turbo boost. You'll also need to get the VALVE PIPE in the TRENCHES level. And, yes, you chem majors are right. N20 is the symbol for nitrous oxide; the canister is mislabeled.)



Take a running jump across the pit toward the wrecked taxi. Follow the street back through the locust-infested area and sprint carefully past the dragon toward where you began the level.



If you want every pick-up, find the high crawlspace on the left wall just before the dragon area. Crawl in (getting bitten by locusts the entire time). Slide down the ramp and pick up flares and a large med-pack. A couple of bats join the swarm as you exit through another crawlspace at the opposite end of the small room. Drop to the ground in the street and run forward then to the left to return to the start of the level.

Climb over the ledge near poor Sergeant Azizus.



Cut scene: When you return to Sergeant Azizus after talking to him the first time but before getting the codes and mine detonator, he'll tell Lara that her bike will need modification to clear some of the larger obstacles. Nitrous Oxide connected to the carburetor, he explains, should give it extra punch. Then he urges her to go find the codes.



Climb back into the hallway in the left corner to return to the CHAMBERS OF TULUN level.



CHAMBERS OF TULUN - AREA BEHIND (NORTH AND WEST OF) CHAMBERS: Follow the passage to the opening. Climb down the ladder to the ground. Turn left and follow the short passage to a raised opening. Jump to grab the edge, pull up and slide down the other side into the street. Run to the left (north), past the Minotaur and around the corner to the right. Keep going to the low drop-off near the back door of the CHAMBERS. Get on the motorcycle and follow the road to the north and up the hill to enter the TRENCHES level.







LEVEL 24: TRENCHES (first time) Secrets: 0



You enter this level for the first time from the CHAMBERS OF TULUN level, from the road on the back (north) side of the CHAMBERS. If you are following this walkthrough, you should have already been through the CITADEL GATE LEVEL (first time).



STREET WITH PALM TREE: Drive up to the ledge with the columns and dismount. Pick up Uzi clips on the ledge. Then head down the street on foot to the right (east) toward the big palm tree.



SANDY STREET AND FORTIFICATION: Go through the doorway behind the palm tree to a narrow, sandy street. The chute ahead in the wall is too steep to climb. You'll come through here from the other side later on. Go the left (north) and follow the street to a building with square, white pillars on the right. There's a soldier lurking behind the first pillar. Take him out and continue. When you reach the "T", stop to reconnoiter.



There's a mounted machine gun down the road to the right. To avoid it, run up the street to the left and jump up the sand pile to a safe spot with a large med-pack and Uzi clips. From here you can scope out the location of the gun with the BINOCULARS. Approach the gun, hugging the left wall. When you get a bit closer, run across the street and duck into the makeshift room on the right. As soon as you get behind the low wall of sand bags, crouch. The gun can't track Lara if it can't "see" her. So crawl forward then to the left to get around to the side of the gun while it's still pointing toward the sand bag wall. Stand up and look through the small, rectangular opening. You should be able to see the side of the gun, as shown in the screenshot at http://stellalune.com/TR4walk/screenshots/trenches1.jpg. Use the revolver with the laser sight to target the red spot on the side of the gun. Boom! No more gun.



(NOTE: Regular and explosive arrows don't seem to work here, but if you're playing on the PC and are out of revolver bullets, you can equip the crossbow with the laser sight, then switch to pistols as described in the section on the laser sight bug in the COASTAL RUINS walkthrough.)



Climb onto the sand bag wall, then to the ledge above, where you'll find some super grenades. Hop down, climb up onto the ledge above where the gun was and drop through the hole. Follow the passage cautiously. When you come to a low opening on the right, crawl in. (If you continue forward, you'll run into a flame thrower mounted on a tripod.) Go through the crawlspace, timing your crawl to avoid the oscillating steam pipes as well as you can. Kill the soldier in the next room, taking care to avoid the open flame. (If you like, you can crawl in just far enough to alert the soldier, then crawl back out, crouch and shoot him in the knees with pistols.) The soldier drops a small med-pack, which you'll probably need about now. Shoot the crate to get the wideshot shells inside.



Climb up through the opening in the ceiling for a nice clear shot at the flame-thrower. For whatever buggy reason, you can only snipe at the soldier in the road beyond the gun using the revolver (or pistols using the laser sight but) if you aim for his. . . ahem. . . privates. Or, use the crossbow plus laser sight. (It takes about 8 normal or 3 poison arrows. You probably want to save your explosive arrows.)



Lara, though a whiz at weaponry, can't seem to climb through this little crawlspace. So return through the room below, then the crawlspace with the steam pipes, to the street. Continue past where the gun was, passing underneath a wrecked vehicle, to a "T" intersection.



Go through the crawlspace on the right, timing your crawl to avoid the steam pipes as well as you can. Pick up the WEAPON CODE KEY near the dead soldier. Crawl back out. Continue straight ahead to a deep pit.



Once you've picked up the WEAPON CODE KEY, the machine gun at the other side of the pit won't fire, so no need to worry. Grab the crevice and traverse around the corner, across the pit, pausing if necessary to avoid the oscillating steam pipe, and around the next corner, where you can drop to a ledge. Kill the soldier lying in wait. Get a large med-pack from behind the machine gun.



Continue west to an OPEN AREA WITH A WRECKED JEEP. When you approach the engine of the Jeep, another soldier comes at you from near the pit. You may want to run out from behind the Jeep, since you can't use the Look button while standing near it (at least in the PC version), and Lara will also target the machine gun, making it more difficult than necessary to kill the soldier. When the coast is clear, stand facing the Jeep's engine and use the CROWBAR to pry out the VALVE PIPE. Duck under the overhang opposite the Jeep and find the wooden crate in the back corner. Shoot it to get the large med-pack inside.



Return the way you came (traverse across the pit, then follow the narrow streets) to the motorcycle.

If you've already been to the CITADEL GATE level and gotten the NITROUS OXIDE CANISTER, you can now combine this with the VALVE PIPE to make the NITROUS OXIDE FEEDER. Position Lara facing the motorcycle (as though she were about to get on) and use the FEEDER to attach it to the bike. Now when you press Sprint key while driving forward, you'll get a power boost.



When you have the two components and have modified the bike with the NITROUS OXIDE FEEDER, you can return to CHAMBERS OF TULUN (second time) to get the ROOF KEY, which you'll need in this level (TRENCHES). (If you don't want to bother going back, there is a way to avoid using the ROOF KEY. See the note below at the **.) You can also go back to the CITY OF THE DEAD (second time) to get the second secret in that level. Once you have everything you need, continue with this level, TRENCHES (second time), below. The walkthrough follows this sequence.



(NOTE: If you need help, see the notes on RETURNING TO PREVIOUS LEVELS at the end of this document.)







CHAMBERS OF TULUN (second time)



(NOTE: You also make another brief visit to this level after completing your first pass through the CITADEL GATE level. This is included in the walkthrough for CITADEL GATE.)



IMPORTANT: If you haven't yet found the two components to modify the motorbike with the NITROUS OXIDE FEEDER (i.e., the NITROUS OXIDE CANISTER in the CITADEL GATE level and the VALVE PIPE in the TRENCHES level), you will not be able to complete this section. You'll need to first go back to get whichever component(s) you're missing. If you need help, see the notes on RETURNING TO PREVIOUS LEVELS at the end of this document. Also note that it is possible to skip this entire section and still complete the TRENCHES level without the ROOF KEY. (See the note "If you don't have the ROOF KEY. . ." in the walkthrough for that level.)



Enter from the TRENCHES and turn left (east) toward the deep pit. Do not jump the pit at this time. Instead line up the motorcycle for a long run-up along the east wall toward the northeast corner. Use the nitro boost (Sprint key) for extra power. Race up the right side of the BROKEN STAIRS, jumping into the opening with the sloped edge.



Dismount and enter through the yellow-and-white door to the left. Take out the soldier waiting inside and slide down the ramp.



ROOM WITH RED SPRINKLER HEADS, ROPE AND PULLEY: Go straight through this room into the hall opposite (north). Kill the soldier in the next room and pick up the WOODEN TORCH on the floor. Return to the previous room then go down the ramp to the right of where you entered (southwest corner).



Press the draw weapons key twice to drop the torch and pull out guns to kill the soldier in the hallway. Don't bother picking up the torch again immediately, since you have a little more to do first. Continue through a yellow-and-white door. Turn right and press Action to open the gray door. Kill another soldier inside the room. Go back for your torch, then bring it back here to light it on the burning torch.



(NOTE: If you explored this area on your first pass through this level, the gray door will be open already and the soldier dead.)



Return up the ramp to the ROOM WITH RED SPRINKLER HEADS, ROPE AND PULLEY. Go up the ramp on the east side of the room to the ledge below the sprinkler heads. Stand below the first sprinkler head and press Action to use the lit torch to set off the sprinklers. This opens the remaining yellow-and-white doors. Go through the door near the sprinklers and use the lever to activate the pulley, carrying a box into the next room.



(NOTE: Seting off the sprinklers also opens third yellow-and-white door in the area at the bottom of the ramp, where you lit the torch. However, there's nothing inside that room.)



Return through the PULLEY ROOM to the room to the north. The box that came in on the pulley is now stacked on top of one of the others. Climb onto these boxes to and take a running jump to grab the high ledge. Climb over it into a ROOM WITH MANY CRATES. All but two of the crates can be broken by shooting them (crouch if necessary). Inside you'll find a small med-pack, normal arrows and wideshot shells. Shoot the padlock on the barred door to break it. (I found that standing on the low step near the door and crouching let me to use pistols for this, rather than wasting revolver ammo.) Reach into the niche in the barred alcove to get the ROOF KEY.



Climb back over the wall and return to the PULLEY ROOM. Go back up the ramp near the sprinklers, exit through that door and return outside to the motorcycle. Drive the bike back over the sloped ledge to the street.



If you haven't already done so, you might want to go back to the CITY OF THE DEAD (second time) to get the second secret in that level. Otherwise, return to the TRENCHES now.



(NOTE: If you need help, see the notes on RETURNING TO PREVIOUS LEVELS at the end of this document.)







CITY OF THE DEAD (second time) Secrets: 1



IMPORTANT: If you haven't yet found the two components to modify the motorbike with the NITROUS OXIDE FEEDER (i.e., the NITROUS OXIDE CANISTER in the CITADEL GATE level and the VALVE PIPE in the TRENCHES level), you will not be able to complete this section. You'll need to first go back to get whichever component(s) you're missing. (If you need help, see the notes on RETURNING TO PREVIOUS LEVELS at the end of this document.)



ACROSS THE DEEP PIT TO SECRET #2: Enter from the CHAMBERS OF TULUN and turn right (west). Follow the road past the building with the onion domes. If you didn't explore this area on your first pass through this level, you'll meet a sniper around the next corner on a low ledge and another soldier down the hill a bit farther on. You'll need to dismount to kill the guy on the ledge. Beyond this is a steep hill leading up to a very deep pit.



Position the bike for a long run-up on the left side of the hill. Use the nitro boost (Sprint key) for the extra power needed to jump the pit. Run over a soldier on the other side and dismount.



Climb up on the ledge with the short wooden columns. Hop down into the depression behind the columns. Jump to grab the lower edge of the angled block nearest the fat wooden pillar. Try to position Lara so she's hanging from the middle of the block. Pull up and immediately press Jump to back flip and land on the angled block behind. Continue to hold the Jump key and Lara will spring off that block, onto the next one, then from there to a break in the wall ahead. Hop down into the area below for secret #2 (probably 59/70). Pick up super grenades, a large med-pack and explosive arrows. Climb out the way you came and safety drop to the ground. (NOTE: The sequence of jumps is illustrated in the screenshots at http://stellalune.com/TR4walk/cityofdead2.html.)



Jump the motorcycle back across the very deep pit on the left side. Be sure to get a nice, long run-up and use the nitro (Sprint). Return along the street to the wrought iron gate in the northeast corner. Drive through the gate and up the hill into the CHAMBERS OF TULUN.



If you haven't already done so, you might want to pick up the ROOF KEY on your way back through the CHAMBERS OF TULUN (second time). This key will help you complete the level TRENCHES. Otherwise, continue through CHAMBERS OF TULUN to the TRENCHES (second time). (If you need help, see the notes on RETURNING TO PREVIOUS LEVELS at the end of this document.)







TRENCHES (second time)



After getting the ROOF KEY in the CHAMBERS OF TULUN level, and the components for the NITROUS OXIDE FEEDER, you can proceed in this level. From the STREET WITH THE PALM TREE (near the level entrance), go on foot up the street to the northeast.



Near the stairs you'll see an alcove on each side of the street. Climb into the one on the left and get a large med-pack. Cross to the alcove on the other side of the street. There's a sniper on the opposite rooftop (above where you got the med-pack). You can take him out from here or wait until you get up on the ROOFTOPS. Open the trapdoor above the lower part of this alcove by standing at the edge facing it and jumping straight up to grab the switch. Climb through the crawlspace above to drop into the small room beyond. Pick up a quiver of poison arrows. Go through the next crawlspace to an opening above the STREET WITH THE PALM TREE.



Turn right, crawl up the ramp a little ways, draw pistols while crouching, and shoot the gray block obstructing the crevice. Drop back and grab the edge of the opening. Traverse to the left (this isn't possible without first destroying the obstacle) and around the corner, and drop onto the ledge. Use the overhead bars to traverse above the street to the opening on the opposite building. Use a med-pack beforehand if necessary, since a swarm of locusts attacks on the way.



ROOFTOPS: Enter the next area cautiously so you're not ambushed by the soldier inside on the left. He drops a small med-pack when he dies. Use the ROOF KEY to unlock the doors in the corner. Go through to another ledge above the street.



(**NOTE: If you don't have the ROOF KEY and don't want to go all the way back to CHAMBERS OF TULUN to get it, you can instead take a running jump from the ledge on the south side of the monkey bars to grab the sill of the red-lit doorway. Pull up and turn around. This is also useful if you want to avoid the soldier near the roof door.)



Take a running jump to grab the horizontal crevice on the next building. (Aim for the right end, where there's no overhang.) Traverse to the left until you can pull up. Climb up the blocks to a small, rectangular opening. If you didn't kill that sniper earlier from below, he'll start shooting at Lara through the opening, and you'll need to take care of him.



Look through the opening and locate the electrical box across the street. The crossbow fitted with the laser sight works well here. Hit the red light squarely and one normal arrow should do it. Or, you can use the pistols and just keep firing. (Lara won't auto-aim, so you'll have to turn her until she's shooting in the right direction.) When the box starts to smoke (as shown in the screenshot at http://stellalune.com/TR4walk/screenshots/trenches2.jpg), you'll know you've disabled it. This opens a door elsewhere. Return to the opening above the street and safety drop to the ground.



(NOTE: For some reason--I think holding the Look button, as you must when using the laser sight, prevents it--I didn't get a cut scene showing this, though I did get one when I used the corner bug--described at http://tombraiders.net/stella/goodbugs.html#cornerbug--to get up on the roof and shot the box from there. The screenshot at http://stellalune.com/TR4walk/screenshots/trenches3.jpg, from that cut scene, shows the door opening.)



TWO STAIRWAYS AND LONG JUMP TO STREET BAZAAR LEVEL ENTRANCE: Get back on the motorcycle and drive around the corner to the northwest. You'll see two sets of stairs leading up to the north. To clear the area, first drive up the stairs on the left. Run over a soldier at the top and continue downhill, running over another soldier at the bottom.



Notice the huge pile of sand. At the top of the pile is a ladder. You can't reach the ladder on foot since the sand pile is too steep. But, in the corner to the right of the pile is the big door you just opened by shooting the electrical box. You can jump the motorcycle through here: Ride back up the hill to the two sets of stairs. Set up a long, straight run from the top of the hill up the left side of the right stairway. Use the nitro boost (Sprint key) for extra power. Race up the stairs and through the door you opened, landing on top of the sand pile.



(IMPORTANT: Later on, you will return to this area through the small, silver door in the corner. Be sure not to park the motorcycle in front of that door or you may have trouble getting through. The screenshot at http://stellalune.com/TR4walk/screenshots/trenches4.jpg shows the area in question.)



Dismount near the small closed door and climb the ladder to the STREET BAZAAR level.







LEVEL 25: STREET BAZAAR Secrets: 1



You enter this level from the TRENCHES.



GARAGE WITH DYING SOLDIER: Once again, you've temporarily lost control of the Look key. The sounds of the storm brewing and the skirmishes in the streets are a bit intimidating, but it's OK to climb down the ladder into the room below. Approach the dying soldier.



Cut scene: The soldier and Lara both draw their weapons. (A transcript of their dialogue appears at the end of this document.)



Pick up the MINE DETONATOR BODY. Also get the CAR JACK BODY behind the blue taxi and the HANDLE on one of the tables. Press the red button to open the two doors. First, go through the door at the top of the ramp. (You'll go the other way at the end of the level. Right now you're still missing something you need.)



GARAGE RAFTERS: Return to the GARAGE and go through the door at the top of the ramp. Crawl into the small opening for a large med-pack. Crawl back out and climb the ladder next to the crawlspace to emerge near the ceiling. Take a diagonal standing jump to the bottom of the stairs on the right. (Alternately, take a standing jump to grab the bars on the ceiling and traverse there.) Go through the crawlspace on the right to a small room with a padlocked grate in the ceiling. Climb onto the corner block. Combine the CAR JACK BODY and the HANDLE, and use the CAR JACK on the low stone wall to pop the grate. Climb through the opening onto the roof.



ROOFTOP NEAR BRIDGE AND LIGHTNING ROD PAD: Take care to avoid the lightning rod pad while exploring this area. A swarm of locusts emerge when you stand on the low step to the left of the pad. When the swarm abates, go around to the left to get behind the lightning pad. Here you'll find two metal boxes and some kind of machine with a wooden top. Pull the box nearest the pad away from it into the hall. Go around it and push it into the alcove to get it out of the way. Pull the machine out of its alcove, then go around it and push it onto the lightning rod pad.



Cut scene: This causes the pad to sink. Now the lightning strikes the ROOF BRIDGE, blowing away half of it.



Walk out onto the broken bridge and take out the soldier lurking below on the right. Then take a running jump from the end of the ROOF BRIDGE to grab the ladder. Climb around the corners to the left until you reach a ledge. Turn around (to face north) and take a diagonal standing jump to the right toward the walkway lined with greenish stone. Go around the corner to the right to find secret #1 (60/70), a large med-pack, poison arrows and flash grenades, with a special bonus swarm of locusts.



Make the pick-ups and return the way you came. Watch out for the roof's sloped edge. The flat spot at the end of the green walkway is safe, but from there you need to jump back to the ledge near the ladder or you'll slide off the roof.



Climb into the opening to the left of the ladder. Turn around and drop backwards, pressing and releasing Action to grab the edges as you slide. If you break your fall in this way, Lara won't lose health. Follow the hallway.



OPEN AREA WITH CRATES AND A BALCONY (BULLFIGHT): You can't shoot, move or stand on the crates, so leave them for now. Go down the ramp (in the northwest corner). Pick up the MINE POSITION DATA from the headless Saida.



Return up the ramp to find a huge armored bull-just like the GUARDIAN OF SEMERKHET. And just like the guardian, he can't be killed. The low ledges offer safe spots to stand if you need them. As in Semerkhet, use the bull to do the heavy work. If you stand on the low ledge in the corner, he will eventually bust open both of the crates there. The third one is a bit trickier. I found the easiest way to get him to break it was to jump Lara into the crate. Then he charged right at it. These boxes contain flares, a small med-pack and Uzi clips. You also need to get the bull to open the exit for you. Position Lara in front of the stack of smaller boxes. When the bull charges, jump out of the way at the last minute. He'll shove the crates aside so you can exit.

Go up the ramp to the balcony. Kill the soldier near the left corner. (NOTE: You may notice the crates mysteriously reappear down below. You can even go down and have the bull break them again, but they're empty now.) Go through the doorway under the jagged hole with the sunbeams. Slide down the ramp to the TRENCHES.



TRENCHES - STREET WITH PALM TREE: Slide down the ramp into the street. Go through the doorway and past the palm tree, and continue straight ahead (west). Turn right at the end of the street and go down the hill toward the TWO STAIRWAYS. Continue to the ledge with the huge sand hill. Now you are able to climb up by jumping from the small, square ledge at the base of the sand hill to grab the ledge near the base of the ladder. Climb the ladder back to the STREET BAZAAR.



STREET BAZAAR - GARAGE (AGAIN): Exit the garage through the door at the base of the ramp. Follow the hall to a green door, which you can open by pressing Action. Run through and kill a soldier on the left if you didn't already shoot him from the bridge above. There's another soldier lurking in the far corner. Take him out as well. Pick up some Uzi clips beneath the overhang with the columns. The doorway in the northwest corner (where you can see barricades with skulls and crossbones), leads to the MINED AREA of the TRENCHES level. If you have the MINE DETONATOR BODY and the MINE POSITION DATA (above), you're ready to go there now.







TRENCHES (third time)



(NOTE: You also make another brief visit to this level during the STREET BAZAAR level. This is included in the walkthrough for that level.)



MINED AREA: You enter this area from the STREET BAZAAR - COURTYARD BELOW THE ROOF BRIDGE. After getting the MINE DETONATOR BODY and MINE POSITION DATA in the STREET BAZAAR level, you can proceed in this level. If you don't yet have those items, return through the door to the previous level.



Go to the far end of the walkway. (The detonator only works when Lara is on that square.) Combine the MINE DETONATOR BODY and MINE POSITION DATA and use it to blow the mines. Take a standing jump over the barricades and cross the now safe minefield. Push the red button to open a door around the corner. Now you can get the motorcycle and drive it through. Drive around the corner to the left and run over a soldier. Drive up the hill to re-enter the CITADEL GATE level.







CITADEL GATE (second time)



You re-enter this level on the motorcycle after having detonated the minefield in the TRENCHES. Use the nitro (Sprint) for extra power to jump the deep pit, crashing through the barricades. You need a long run-up even with the nitro, so start at the base of the hill near where you entered the level. When you get across the pit, cut to the right and speed along the rim so you don't slide into the pit. Turn left below the ledge with the taxi and run over 2 crocodiles.



(BUG NOTE: In the PC version of the game, you may start the next level, CITADEL, without the use of the F5, F6 and P keys. Some people reported on the tombraiders.com forums that this can be avoided by not using the nitro key when racing past the dragon and/or by pausing in the street for a few seconds before approaching Azizus and triggering the cut scene. I tried this sequence all sorts of different ways and got the bug every time. So far, the only way I've found to avoid it is to skip the cut scene altogether by using the level-skip cheat. If you want to see the cut scene, save your game before approaching Azizus. Watch the movie, then reload your save and skip the rest of the level from there. If the cheat doesn't work for you, you can download a savegame for PC from the online CITADEL walkthrough page, http://stellalune.com/TR4walk/citadel.html.)



Follow the street past the area with the locusts and race past the dragon. Drive all the way to the ledge where Sergeant Azizus is lying. (NOTE: You must approach him on the motorcycle to trigger the cut scene.)



Cut scene: A transcript of this movie appears at the end of this document.







LEVEL 26: CITADEL Secrets: 2



(BUG NOTE: If you start this level without the use of the F5, F6 and P keys, see the bug note above for some possible fixes.)



HALLWAY: Go forward to trigger another cut scene.



Cut scene: Lara enters the CITADEL to find Jean-Yves tied to a pillar. She frees him and they exchange information. (A transcript of the dialogue appears at the end of this document.)



Go through the first room (where Jean-Yves was) to the similar looking room on the left. The camera malfunctions at this point, but do your best to get through and out the opposite side. Go up the stairs to a room with a lever and lit torches. Use the lever to open the gold doors down in the first room. Then pick up the WOODEN TORCH in one of the side alcoves, light it on the burning torch and return downstairs to the second room.



The lack of a Look button at this point makes it a little difficult, but take a standing jump into the raised alcove on the left side of the room. Walk under the rope that stretches from the corner of the alcove to the ceiling to set the rope on fire. It burns away, opening a section of floor out in the first room. Return there, pick up some Uzi clips in the small room behind the gold door and drop into the pit.



Follow the tunnel to an alcove on the left containing wideshot shells. Then continue to an opening high up inside a TALL ROOM WITH STAIRCASES AND POOL.



Cut scene: One of Von Croy's goons runs up the stairs to a room with a lever.



If you enter this area with weapons drawn, you may be able to take out the bad guy on the highest ledge on the opposite side of the room. If not, just keep going. You'll meet him again later.



Take a standing jump to the ledge to the left (west) of the entrance. From here you can see a large med-pack in the hall ahead. This hallway is fire-trapped, so avoid it for now. Instead, take a running jump from the ledge to the bottom of the stairs that apparently lead up to nowhere (along the west wall). Go to the top of these stairs and jump to grab the ceiling. (This texture looks a little different from the usual ceiling bars, but it works.) Monkey swing to the small opening in the wall. Position Lara right up against the wall, then let go and quickly press Action again to grab the edge of the opening. Crawl inside for secret #1 (61/70), a large med-pack and flash grenades. Climb out the way you came and drop into the pool below.



Swim through the underwater opening into the main room. Pick up some super grenades on an underwater ledge. Climb out of the water on the long ledge and take a running jump to grab the block step (on the west side). From here you can climb to where you entered this room.



(NOTE: You can also do the above if you fall into the pool by accident at any time. The underwater tunnel leading from the bottom center of the main room takes you to a SMALL ROOM WITH ANGLED BLOCKS. You'll go through there later from a crawlspace above the water.)



Stand on the ledge between the entrance and the stairway to nowhere. Turn around to face the main room (east) and drop back to grab the edge of the ledge. Traverse to the left side of the ledge, let go and quickly press Action again to grab the diagonal crevice below. Traverse down the crevice to the right and around the corner. As soon as you round the corner, let go and grab the crevice below. Continue traversing to the right, around two corners, until you can pull up into a crawlspace on the north wall.



You might want to save your game before crawling out the other side and dropping onto the angled block below. When you drop, immediately jump to back flip onto another angled block, then jump again to grab a crack in the wall ahead. Traverse to the left, pull up into the alcove and take the small med-pack. Turn around and take a running jump to grab the bottom of the stairs opposite. Immediately draw weapons to shoot the blue-robed baddie at the top of the stairs. Continue up the stairs to the top. You'll meet another bad guy on the landing if you didn't shoot him when you first entered the main room.



At the top of the stairs, go up the ramp to the right. Turn around when you reach the lever, because a third bad guy sneaks up behind you. Use the lever to deactivate the flame trap below in the hallway with the large med-pack. Safety drop through the opening in the floor to the left of the lever. (Lara will lose about 1/4 health from this drop, so make sure you have enough. If not, you can jump down into the pool and climb back up.) Pick up the large med-pack and continue along the hall (to the north) and down the stairs.



Cut scene: When you enter the next room, you see an aerial view of the floor, which resembles the face of a compass.



COMPASS ROOM: Walk around the perimeter of the room and pick up grenades, super grenades and a small med-pack in three of the corners. Save your game before starting the compass puzzle in case you encounter the bug described below. Now tackle the puzzle: First check the compass in your inventory. The stairs where you entered are due south. So, opposite that is north, and right and left are east and west, respectively. The top of each table has a letter representing one point of the compass (N, S, E and W). Move each table onto the circle at the appropriate point of the compass and all the doors open.



(BUG NOTE: Several things can go wrong here. First, some video cards don't display the textures on the tabletops, so players can't tell which is which. The screenshots at http://stellalune.com/TR4walk/citadel1.html show how the tabletops should look, as well as the aerial view with each table labeled and arrows showing where to move each one. Second, due to a bug, it is possible to arrange the tables correctly but still not open the doors. To avoid this, make sure you don't accidentally push any of the tables over the ending position for another table. For example, don't move the 'S' table across the north or west tile in the process of getting it to the south tile. Or, you may want to try moving the tables in a particular order. Players posting on the tombraiders.com forums found that arranging the tables in the order N, E, W, S prevented the bug. Or, if the tables have already been moved, rearranging them in the same order--N, E, W, S--fixed the bug. If you're stuck and didn't save your game before trying this puzzle, you can download a saved game from the online version of this page, http://stellalune.com/TR4walk/citadel.html.)



Go through the WEST DOOR (left when Lara's back is to the entrance). Follow the ramp down to a room with a stone ledge. Climb onto the ledge and hop down into the pit on the left side to get some flares. Climb back up and drop through the trapdoor into the pool. Three underwater tunnels lead out of this room, and there are a pipe and two trapdoors in the floor. Of the two raised tunnels, the right (west) one leads to a lever you can't use yet. Follow the tunnel on the left (south) to an underwater room with a switch on the ceiling. Position Lara below it, then press Action to pull the switch, closing the trapdoor back in the previous room. There's also a small med-pack on the floor in one corner. You may need to go back for air before getting it.



From the room below the trapdoor, swim through the lowest (north) tunnel to a room with columns and a chain. Climb out of the water, pick up the revolver ammo in the corner and follow the ramp back up to the COMPASS ROOM, emerging through the NORTH DOOR.



Go through the EAST DOOR from the COMPASS ROOM. Follow the ramp down to a room with 2 henchmen guarding a lever. Kill the guys and use the lever to lower the water level in the other rooms. Go back up to the COMPASS ROOM, through the NORTH DOOR down to the room with the chain. Jump into the pool and swim through the tunnel to the room where the various tunnels converge. Surface and climb out of the water into the west tunnel. Now that the water level is lower, you can pull the lever. This opens the two trapdoors in the previous room, lowering the water level even further. Go back there, pick up some Uzi clips from below one of the trapdoors, and follow the north tunnel back to the room with the chain. (You'll need to climb out of the water and walk partway.) Kill a new bad guy waiting here and take his small med-pack. Now that the pit no longer has water in it, you can pull the chain. This opens the square door nearby.



CRUSADERS' VAULTS: Enter and follow the tunnel to a crawlspace. Crawl through to the next room.



Cut scene: The 2 undead knights Von Croy/Set reanimated now come after Lara.



These guys cannot be destroyed. They can, however, be used to open the exit. Either roll, jump forward and climb up onto the wooden platform, or run to the top using the ramp in the corner. (And be sure to watch out for the deep pits.) When you reach the top, position Lara in front of the wooden beams nailed across the exit. Wait for the knights to come up the ramp and when they swing at Lara, they'll break the beams. Run through the exit and climb up into the room above.



(NOTE: I found it helped to stand facing the boards, right up next to them and wait. If one of the knights takes a swing at point-blank range, Lara will take a little damage, but the beams will definitely break. If you jump out of the way too soon, the knights may not swing.)



Pick up the Uzi clips and flares inside the next room on the left. Hop down into the pit. Go to the left side and look for a deep hole in the ground. On the left side of this hole is a small opening a little way down. Drop and hang from that edge, let go and quickly press Action again to grab the edge of the opening. Crawl inside and follow the tunnel to secret #2 (62/70). This small room contains a small armory--explosive arrows, flash grenades, revolver ammo, wideshot shells and a large med-pack--guarded by 2 more undead knights. You can get the items one or two at a time, dropping back down into the hole between pick-ups until the knights move away from your next target. When you've got everything, slide down the ramp in the corner of the secret room to return to the big room.



Hop back down into the pit and head to the north to finish the level.







(**) CHAMBERS OF TULUN - ALTERNATE METHOD - TRAPPING THE MINOTAUR INSIDE THE CHAMBERS: If you're very low on health, instead of popping med-packs while turning the wheel to open the exit, try this: First, make make absolutely sure that you've left the motorcycle outside the south entrance to the CHAMBERS, near where you enter the level. If you don't do this, you will not be able to finish the level. Then go through the CHAMBERS to the back (north) door. (Get secret #2 now if you didn't already.) Then follow the street to the right (west) and around the corner to the Minotaur.



Once you have his attention, run back along the road to the north, then east, in through the back door of the CHAMBERS. The Minotaur should follow. Run to the opposite (south) end of the room, where you entered earlier. Climb on one of the ledges next to the entrance. (Now you're safe as long as you don't fall.) Climb up to the lever, following the section INSIDE THE CHAMBERS OF TULUN, .) Use the lever to close the front and back doors of the building, trapping the Minotaur inside for the moment.



Use the rope to swing over to the high ledge on the south side. (Get secret #1 on the way if you didn't earlier.) Slide down the chute to the street outside the entrance to the CHAMBERS. Ride the motorcycle around the bulding on the east side, jumping the deep pit, to the back (north) door. (See the walkthrough above if you need help jumping the pit.)



Dismount, vault up onto the ledge and sprint down the street toward the wheel. You only have a few seconds before the Minotaur busts through the doors and comes after you, so don't hesitate. Turn the wheel to open the wooden gate just ahead on the right. Jump over the wheel, run through and let the door close behind you.





RETURNING TO EARLIER LEVELS:



CITY OF THE DEAD TO TRENCHES - VALVE PIPE: Drive the motorcycle through the wrought gate in the northeast corner of this level. Continue up the hill to the next level, CHAMBERS OF TULUN. Follow the road around the left (east) side of the CHAMBERS, using the motorcycle to jump the deep pit. (You don't need the nitro for that.) Continue along the road to the north, where you can exit to the TRENCHES.



CITY OF THE DEAD TO CITADEL GATE - NITROUS OXIDE CANISTER: First follow the directions above to get back to the CHAMBERS OF TULUN. But instead of exiting to the TRENCHES, dismount, vault up onto the ledge near the back door of the CHAMBERS and continue around the corner to the west. Go through the wooden gate operated with the wheel. (See the walkthrough for that level if you need help getting past the Minotaur.) Climb the ladder to the CITADEL GATE level.



CHAMBERS OF TULUN TO CITADEL GATE - NITROUS OXIDE CANISTER: Go through the gate on the northeast side, which is guarded by the Minotaur.



CHAMBERS OF TULUN TO TRENCHES - VALVE PIPE: Follow the street leading to the north opposite the back door of the CHAMBERS.



CHAMBERS OF TULUN TO THE CITY OF THE DEAD - SECOND SECRET: Drive the motorcycle through the streets around the east side of the CHAMBERS. When you reach the deep pit, drive around the left (east) rim. Head to the right (west), then turn left (south) up the hill to enter the CITY OF THE DEAD.



TRENCHES TO CHAMBERS OF TULUN - ROOF KEY: From the STREET WITH THE PALM TREE follow the road south.



TRENCHES TO CITADEL GATE - NITROUS OXIDE CANISTER: From the STREET WITH THE PALM TREE follow the road south back to the CHAMBERS OF TULUN. When you enter that level, get off the bike and follow the road to the right (west), which leads to the door to the CITADEL GATE. If you need help getting through the door, follow the CHAMBERS OF TULUN walkthrough.



TRENCHES TO CITY OF THE DEAD - SECOND SECRET: Follow the directions above to get back to the CHAMBERS OF TULUN. Drive the motorcycle through the streets around the east side of the CHAMBERS. When you reach the deep pit, drive around the left (east) rim. Head to the right (west), then turn left (south) up the hill to enter the CITY OF THE DEAD.





First CITADEL GATE cut scene:



Sergeant Azizus (sp?): What in God's name has happened here? Where are the rest of my men?



Lara: I banged into a couple of them. They appear to have sealed off all of the exits.



Azizus: Yes, yes. This, this is good. You must help us to. . . to. . . to. . . (coughs) liberate the city.



Lara: I'm just here for directions. I need a route to the Citadel.



Azizus: This is not so good. This is where the main activity takes place.



Lara: Activity?



Azizus: We encountered it as the skies began to darken. A creature from our ancient past. It tore through my men like a firestorm. I managed to station an ammunition truck before the beast had a mind to ignite the explosive devices. But with renewed vigor it forced us back. It was as if it knew of our plans.



Lara: Beast or no beast, Sarge, I've got to get into that building.



Azizus: You have spirit. Perhaps. . . . As we retreated we have mined some of the streets to prevent contamination. Two of my men are still in the area out by the northern cemetery. One of them holds the frequency for the mine detector. The other holds the second half of the code for the explosive device.



Lara: And if I find them?



Azizus: Tell them that Azizus sent you. I heard your motorbike. Once you have the codes, take me on it to the ammunition truck. I shall eradicate the blockage. But hurry, for I am not long of this world.





Last CITADEL GATE cut scene: Lara parks the motorcycle and hops up onto the ledge near the injured soldier. We then see Lara driving the motorcycle, with Azizus in the sidecar, up to the truck across from the dragon. She helps him onto the ledge.



Sergeant Azizus: You are a strong woman.



Lara: Lara. And you handled yourself pretty well, Sergeant. You've got the codes. What now?



Azizus: (Climbs up onto the ledge, pointing a gun at Lara.) After all we've been through, I think not. This is merely insurance.



Lara: Against what?



Azizus: Against your stopping me from doing my duty. Someone needs to drive that truck in there.



Lara: Kamikaze.



Azizus: Whatever it takes for my country. (He climbs into the truck.) In the next life, then, my friend.



Lara hides behind a column and Azizus crashes the truck, laden with explosives, into the dragon. The shockwave knocks Lara off her feet. We see the dragon in its death throes, then Lara ready to enter the . Before she does, she gives a small salute.





STREET BAZAAR cut scene:



Lara: Put your gun away. Azizus sent me.



Soldier: Help me, Englisher. I bleed to death. I tried to hide, but those things smell the blood on me.



Lara: I've come for the mine frequency. I need to get back to Azizus through this rabbit warren with both legs intact.



Soldier: I do a good job with the mines. Ah, not that it does us any good. We are all dead or dying. (He drops the mine detonator on the floor.)



Lara: Where are the rest of you? I need those explosive codes.



Soldier: Saida (sp?), my colleague, lies across the roof bridge in the mosque. As we retreated, something new that we had not encountered before came from the shadows like lightning and took his head.



Lara: The codes?



Soldier: Inside his head! Inside the creature!



Lara: I need those codes!



Soldier: Search his body. I don't know. Leave me for now, for I am weak and wish to prepare myself for God. (He dies shortly after that.)





First CITADEL cut scene:



Lara enters the CITADEL to find Jean-Yves tied to a pillar. She frees him and they exchange information.



Jean-Yves: Thank God you made it! Von Croy. . . I saw it myself. I would not have believed such a thing. He is possessed of Set!



Lara: Get out of here, Jean. I have a feeling that things may turn nasty.



Jean-Yves: He is digging under the Citadel into the Crusaders' vaults in search of the ceremonial tablet. The tablet which contains Set's binding incantations. Be careful, Lara. (He hugs her.) I fear there are things in the vaults man was not meant to see.



Lara: I am not a man, Jean, and I am always very, very careful.



Cut to Von Croy crouching on the ground, then brushing the dirt away from a stone tablet.



Von Croy (whispers): We have it. The ancient Ceremonial tablet. (He hands it to one of his assasssins.) Take it and prepare it. . . and see if the Croft woman has arrived with our armor.



Von Croy uses the Amulet of Horus to open a nearby door. He enters and uses his newly acquired godlike powers to resurrect a couple of long-dead knights.





Second CITADEL cut scene: Lara stumbles upon Von Croy/Set and a few of his charming puppies. His glowing red eyes and ashen skin give her a start and she gasps.



Von Croy (whispers): Come in, Lara. I have been expecting you. Come to me, child. Do not fear your old colleague. I merely require the armor that you hold in your possession.



Lara: And in return. . . ?



Von Croy: I will grant you vigor as those around you fall. You shall command the ultimate power: that of life or death over those you choose at your side. And in return they will bow at your feet and give worship.



Lara: Got my fair share of that already. (She begins to back out.) And besides. . . give a jackal your hand and he'll bite off the whole arm.



She runs to the receptacle and removes the amulet, sealing Von Croy/Set and his dogs behind the big door.



Lara: Barking mad.



She climbs out a window and dives into the water below.





NOTE ON SECRETS: There are 70 secrets in the entire game. These are marked "(x/70)" in this walkthrough. To check your progress in-game, press Pause and choose Statistics.







LEVEL 27: SPHINX COMPLEX Secrets: 1



DIRT ROAD: Follow the road to the big doors with the "Do Not Enter" signs. As you approach, 2 blue robed baddies emerge from the rocks on the right side of the road. When you kill them, one drops a SILVER KEY. Use it to open the smaller door on the right.



WALLED AREA WITH LEDGES AND LEVERS: There are 2 more enemies inside and some shotgun shells in an alcove in the far left corner. Jump over to either of the 2 levers in the corners of this area, taking care not to fall into either of the deep pits. After you use both levers, the door in the northwest corner opens and one of Von Croy's assassins enters. Kill him, then go through the door you just opened.



(NOTE: Now that you've got the crossbow--or should have it anyway--you might try using poison arrows on the assassins. They seem to get past the whirling knives quite easily.)



EXCAVATION PITS: Approach the pit on the right (north). Slide down the slope onto the ledge inside the pit. Jump to the ledge ahead on the left, and from there take a running jump to grab the flat spot on the north rim of the pit. Pull up and continue forward (north) to the next pit. There's a wooden door on the right, but you can't open it yet.



From the edge of the second pit, take a standing jump down to the ledge with the large med-pack. When you land, another guy in blue robes appears on the north rim of the pit. Kill him. Then take a running jump from the med-pack ledge to the next ledge to the north (below where the bad guy just stood). Climb out of the pit. Kick open the gray door (Action key) and enter the building.



STORAGE BUILDING: One of the crates near the door contains Uzi clips. The others are empty. Push the metal shelf unit out of the way. Shoot the grate. (Pistols worked fine for me, though others have reported problems here. You might want to try shooting from different angles.) Crawl through and kill another enemy in the next room.



Shoot the crate in the corner and pick up a METAL BLADE. Move the shelf unit on the left twice to the left. Move the other shelf out of the corner and pick up secret #1 (63/70) from the floor where the second shelf was. This is the SHOTGUN (or shells if you already have the weapon). (NOTE: It's fairly easy to overlook this pick-up in the dark corner.) Pick up some more shotgun shells on the floor to the right of the door. Push the button to open the door.



EXCAVATION PITS AGAIN: There are 2 bad guys waiting outside. After dispatching them, head to the left. (You emerge through the wooden door between the two pits you crossed earlier. Now you want to head back to the south.) At the first pit, take a running jump back to the ledge on the right, a standing jump to the next ledge and another standing jump out of the pit.



Now you're back at the door where you entered from the WALLED AREA WITH LEDGES AND LEVERS. Continue past that door (south) to the next pit. Slide or jump down onto the ledge inside the pit on the left. Take a running jump to the ledge ahead (also on the left side of the pit). Turn right and take a running jump to the ledge in the opposite (southwest) corner. From there you can jump out of the pit.



You'll see the "Do Not Enter" doors to the left. Go to the right (west) around the corner, which is the left paw of the SPHINX. Go between the paws and approach the white stone.



Cut scene: Lara kneels near the monument and examines it closely.



Lara: The inscription reads, "One night. . . in dreaming. . . came to me. . . the spirit of the sphinx. In his passing, he spoke unto me words of great wisdom. 'Thutmosis, here is your true destiny: This land of Egypt is forever yours to rule. In return, protect me always from the sands of time. As you are, I must be free from head to toe. So that we both may see the divine beauty of creation.' "



(NOTE: While not exactly relevant to the plot, it's an interesting tidbit if, like Lara, you're keen on ancient Egyptian history. See the FYI at the end of this document for more info on Thutmosis and the Sphinx.)



Walk around the right front paw (the sphinx's right) toward the next pit (to the west). Beyond the pit lurk 2 more assassins. You can take them out from this side using the crossbow with laser sight and an explosive arrow or two. (Or, to conserve ammo, use the laser sight bug, described in the COASTAL RUINS walkthrough.) Then take your time crossing the pit: Slide down the slope near the paw to the trapezoid-shaped ledge. You can then take a running jump to the next ledge on the right side of the pit if you line it up very carefully. If you're not sure of your jumping skills, jump across to the ledge on the left side, then to the ledge farther ahead on the right. Climb out of the pit.



To the left of the door you'll find either a crate containing a WOODEN HANDLE or the handle itself (if you blew up the crate when you killed the assassins). Pick it up. Then climb onto the square block near the sphinx's paw. Take a standing jump up onto the paw. Walk to the end to get some shotgun shells then slide down on the side near the white monument.



Combine the METAL BLADE and WOODEN HANDLE to make (ta da!) a SHOVEL. Use the shovel in the cracked area of ground in front of the monument to start digging.



Cut scene: Lara digs a rather large hole. (Where does this girl get all that energy?!)



Drop into the hole and walk down the slope to end the level.



(NOTE: There are still a few areas of the SPHINX COMPLEX you haven't explored yet. Don't worry. You'll be back later.)

 


 

E-Level 5 Levels 28-35
LEVEL 28: UNDERNEATH THE SPHINX Secrets: 1



HALL WITH BULL GUARDIANS AND HIEROGLYPH BUTTONS: Enter the hall.



Cut scene: A panoramic view of the area, including the two dozing bull guardians, the cages to the left and right, and the gate closing ominously behind Lara.



[BUG NOTE: It is possible to avoid waking the bulls by following the perimeter of the room and going around them to the left or right to reach the puzzle. They only awaken when you walk in front of or between them. HOWEVER, some players have reported bugs later on in this level (specifically in the water maze section) which may be linked to not dealing with the bulls. I'll post more info as I get it, but for now, it's probably best to complete this section.]



First get the lay of the land: two bulls, two cages. There's a certain symmetry there. Each cage has a switch outside which lowers and raises the bars. Approach one of the bulls at a time to awaken it. Run back to one of the cages with the bull hot on Lara's tail. Run inside the cage and stand just inside the doorway, facing the wall with the door in it, and standing on the opposite side of the door from the switch. (As in the screenshot at http://stellalune.com/TR4walk/screenshots/undersphinx1.jpg.) The bull will paw the ground outside then charge in. Then you can run out to the switch and quickly use it to trap him. Repeat the process for bull number two.



Return to the area where the bulls had been sleeping, near the hieroglyph buttons. Off to the left are the remains of another explorer (perhaps someone who didn't have this walkthrough). Pick up the flares and SCRAP OF PAPER he or she dropped. The paper is apparently supposed to be a clue to the hieroglyph button puzzle, but it's a bit obscure--at least to me. (NOTE: I have included some info on translating the hieroglyphs in one of the FYI notes at the end of this document.)



The three buttons, from left to right, show: two reeds (equivalent to the letter I, according to the clue); a shape that looks like a right triangle with the top point lopped off, which represents a sandy slope in hieroglyphs (perhaps the letter Q, according to the clue); and a bird (perhaps the letter A in the clue). So we have I, Q and A. What to make of this? If we arrange them in alphabetical order by the Western alphabet (which the ancient Egyptians of course couldn't know), we have A, I, Q--bird, reeds, sandy slope. And, in fact, this combination opens the gate you want.



You must first press the buttons in the correct sequence (bird, reeds, sandy slope) in order to open the west gate and gain access to the clues to the puzzle. If you press any other combination before doing this, you will only open the northeast gate. You'll then have to go through the TRAPPED HALLWAY to use the switch that resets the puzzle. (See that section of the walkthrough below, which includes a bug note.) After opening the west gate to access the clues, certain other combinations will work to open gates besides the northeast one.



WEST GATE/ROOM WITH METAL STATUES AND CHUTES WITH COLORED LIGHTS: Press the hieroglyph buttons in the order bird, reeds, sandy slope (right, left, middle). The gate at the west end of the hall opens. Follow the tunnel taking a running jump across the deep pit. Kill a couple of bats. Then continue around the corner to a second deep pit. Jump across and enter a small room with two metal statues, where you'll need to kill a few more bats.



The statues don't move. The gate doesn't open yet. The clues you want are inside the chutes high on the side walls. Each chute is lit with a different color (red, green, blue and purple). Use your BINOCULARS to look up each chute, pressing Action to turn on the flashlight. Inside each chute you'll see an inscription showing a different combination of hieroglyphs, corresponding to the puzzle buttons back in the other room.



After noting the clues, return through the cave, jumping over the two deep pits, to the HIEROGLYPH PUZZLE. You can then explore the other areas in any order you like.



NORTHEAST GATE/TRAPPED HALLS: There is no artifact to be found in this area, so you can avoid it completely if you find and follow the button-combination clues in the west room. If you press any other combination before discovering these clues--or if, after opening the west gate and getting the clues, you press the combination reeds, bird, sandy slope--you will need to go through this area to use the switch that resets the puzzle.



(BUG NOTE: Some PlayStation players have reported a bug here, in which the hieroglyph puzzle will not reset even after pulling the switch in the trapped halls area. PSX players should especially consider avoiding this area entirely. If you encounter this bug, you will have to revert to an earlier saved game or use the cheat to skip the level. And if you skip the level, you won't have the 4 HOLY SCRIPTURES, which you need to finish the game.)



When you enter the cave beyond the northeast gate, the gate closes behind. You'll need to kill a couple of bats before continuing through the cave. Jump across the deep pit at the left side. Go through the doorway surrounded by carved skulls and down the ramp. The diagram below shows the next area.






It doesn't matter whether you go left or right at the first intersection. In either case, when you round the next corner, you'll come to a trapped hallway. You'll be safe if you crawl slowly along the hall close to either wall. First comes a spiked ball, which drops down from a trapdoor in the ceiling. The next square of floor contains concealed blades. If you crawl slowly forward, the blades will pop up but won't cause Lara any damage. Stop and wait until they recede before crawling on. The square beyond that has another spiked ball dropping from above. After this, you can stand up.



Continue forward to a T intersection. Which path to take now depends on whether you prefer the concealed blades in the floor or the circular blade traps (like the ones you encountered in previous levels). If you take either of the outside hallways, you'll need to go through two of the circular blade traps. If you go through the center hallway, you'll need to go past two sets of concealed blades in the floor and one circular blade trap. All three of these north-south hallways also have converging horizontal blades, which are triggered when Lara reaches the middle of the each hall. These will cut her down at the waist if she walks through them, but she's perfectly safe crawling. To get past the concealed blades in the floor, follow the tips in the previous paragraph. To get through the circular blade traps, 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.



When you reach the four-way intersection with circular blades on three sides, you want to head north. Go through the circular blade and pull the switch to open the gate back up in the cave and reset the HIEROGLYPH PUZZLE--and the traps. Return back through the trapped hallways (follow the map if necessary) to the ramp at the south end. Go back up the ramp to the cave. At the deep pit, carefully line up a running jump close to the right wall to grab the block ahead. Pull up and return to the main hall and the HIEROGLYPH PUZZLE. All that effort for nothing...sigh!



NORTHWEST GATE/CAVE WITH MAZE OF CRAWLSPACES: After getting the clues in the west room (see above), press the hieroglyph buttons in the order bird, sandy slope, reeds. The gate at the northwest end of the hall opens. When you enter the gate closes behind you. Kill a few bats and follow the tunnel to a deep pit. Proceed on the right side of the pit. Take a standing jump up the slope, but be sure to stop short at the top or Lara will go over the edge. Jump to the flat ledge on the opposite side of the pit, turn around and jump back across the pit to the flat ledge a bit farther on. Jump up the slope into the cave. Kill another bat or two.




This cave and network of tunnels is illustrated in the diagram above. There are three low tunnels leading out from the left (north), right (south) and straight ahead (east). It doesn't matter which you explore first. You'll probably need to use flares here (or turn up your monitor all the way). As you go through the tunnels, avoid the boarded-up sections of floor, most of which conceal deadly spikes. There is one section that hides a secret. This is noted below.


(NOTE: When you need to light another flare while crawling, first press the draw-weapon key so Lara comes up on one knee. Then press the flare key twice, once to throw the spent flare then again to light a new one.)


NORTH TUNNEL: Crawl in and take the first left (west). (If you continue on ahead, you'll come to a spike pit.) Continue straight (west) past a short passage to the right (north), which only leads to another spike pit. Turn left (south) a little farther on and you'll find the STONE OF MAAT. Crawl back out the way you came.


(NOTE: For more on the gods after whom the various stones were named, see the FYI at the end of this document.)


EAST TUNNEL: Crawl forward a short distance to where the passage forms a T. Avoid the left (north) branch, which leads to a spike pit. Instead, turn right (south). Crawl onto the boards and fall through to find secret #1 (64/70), the GRENADE LAUNCHER (or normal grenades if you already have the weapon). Crawl back to the cave the way you came.


SOUTH TUNNEL: Crawl into the tunnel and immediately turn left (east) to avoid a spike pit ahead. Make the next right (south). (If you continue on ahead, you'll come to another spike pit.) Continue south, following the passage past an opening on the right with another spike pit. At the end of the tunnel stand and pull the switch, which opens the gate at the other end of the cave. Crawl back out of the tunnel.


Return across the deep pit: First slide down to the flat ledge on the right side. Then turn left (to face the torch-lit area near the gate) and take a running jump to the ledge near the left wall, aiming for the left side. (The right side is slippery and if Lara lands there, she'll slide into the pit.) Continue through the gate back to the HIEROGLYPH PUZZLE.


SOUTHWEST GATE/SQUARE POOL WITH ISLAND: After getting the clues in the west room (see above), press the hieroglyph buttons in the order sandy slope, reeds, bird. The gate at the southwest end of the hall opens. When you enter, the gate closes behind you. Kill a few bats and follow the tunnel, jumping across the deep pit on the left side. Draw that shotgun in a hurry because 4 crocodiles rush toward Lara from the pool at the base of the hill.


(NOTE: You can jump back across the pit to safety if necessary, but you need to take a carefully lined up running jump from the triangular ledge at the right side of the pit to grab the ledge on the other side. If you take the time to line it up correctly, Lara could lose a few toes.)


After dispatching the crocs, go around the edge of the pool, activating the mechanisms inside each of the 4 niches and pulling the switch on the wall opposite the cave entrance. The switch opens the exit gate. The niche mechanisms open the trapdoor in the middle of the square island. Drop through that opening and take the STONE OF KHEPRI.


Watch out for 2 more bats in the tunnel on the way back to the pit and gate. Jump the pit on the right side (see the note above) and return through the gate to the HIEROGLYPH PUZZLE.


EAST GATE/SECOND HIEROGLYPH PUZZLE: After getting the clues in the west room (see above), press the hieroglyph buttons in the order reeds, sandy slope, bird. The gate at the east end of the hall opens. When you enter, the gate closes behind you. You'll need to kill several more bats between the gate and the deep pit. Jump across the pit and continue to a small room with another hieroglyph puzzle.


Again, I'm not sure about the logic of this one. The only thing that made sense to me--as a complete Egyptology novice--was to reach into the two niches labeled with the mirror-image snake symbols (rightmost niche on north side and rightmost niche on east side). Inside one of these niches is the STONE OF RE. Inside the other is the mechanism that opens the gate so you can exit. Every other niche contains a swarm of beetles. If you're reading this, then you can avoid reaching into the beetle niches altogether.

Return across the pit and through the gate to the first HIEROGLYPH PUZZLE.


SOUTHEAST GATE/WATER MAZE: After getting the clues in the west room (see above), press the hieroglyph buttons in the order sandy slope, bird, reeds. The gate at the southeast end of the hall opens. When you enter the gate closes behind you. Continue to the deep pit. (No bats this time.) Take a standing jump down to the ledge inside the pit on the right. Take a running jump to the ledge ahead (south), then a standing jump out of the pit.


SMALL ROOM WITH TWO METAL STATUES: What follows is a complicated sequence involving swimming through an underwater maze. You must swim to each of five openings and pull a switch at each one to open the door to the next one. The diagram below provides a visual to go with the text. It's easy to get disoriented and drown poor Lara, so you probably want to save your game after each successful swim.



(NOTE: You may notice that the hieroglyph tiles near each opening come in alphabetical order based on your SCRAP OF PAPER clue. However, since there are a few different paths to some of the doors, you may not even pass one of these "clues" on your way.)


[BUG NOTE: You may want to be careful about just when you save your game in this area. A few people have reported a bug whereby they completed the entire maze then returned to the hieroglyph puzzle and the buttons weren't reset. One player on the tombraiders.com forums suggested saving before pulling each of the switches in the maze. This may work. If not, you can use the level-skip cheat to continue or download a savegame for PC. Links to savegame files are on the web version of this page at http://tombraiders.net/stella/TR4walk/undersphinx.html.]


START TO ROOM #1 (blue path in diagram): Stand Lara at the opening above the first water-filled tunnel facing east (toward the two statues). Jump in and swim down to a three-way intersection. Here you have a choice to go forward (east), left (north) or right (south). Turn right (south) and follow the tunnel forward and down (there are a few turns but no splits in the passage). At the bottom, you can turn left (east) or right (west); turn left. At the next intersection you have a choice of right (west) or forward (south). Continue forward. The tunnel slopes downward then descends sharply. At the bottom you must turn right (west). Continue straight on to a tile with a bird symbol on it. Then follow the tunnel upward (the only choice) to ROOM #1, where you can get some air. Pull the switch between the two statues to open the trapdoor to the next switch room (#2 in the diagram).


ROOM #1 TO ROOM #2 (light green path): Now, on to the next room. Stand Lara at the tunnel opening facing east (switch behind her). Jump into the water and swim down then forward (east), up then left (north). Up to this point there are no choices; you're just following the tunnel. At the first intersection you can go left (west) or straight (north). Go left. The tunnel slopes up and you'll pass a tile with a snake on it and a passage leading straight up. Don't go up; instead continue on straight (west). Follow the tunnel as it slopes down then turns right (north). At the next turn the tunnel goes up and you'll pass a tile with a hand symbol on it. Continue upward, passing a tunnel leading off to the right (east), to surface in ROOM #2. Pull the switch to open the trapdoor to the next room (#3 in the diagram).


ROOM #2 TO ROOM #3 (dark pink path): This time, stand Lara at the tunnel opening facing south (switch behind her). Jump into the water and swim down. Halfway down the shaft you'll pass an opening on the left (east). Skip this an continue to the bottom. Pass the hand symbol at the bend and continue forward (south). A little farther along you must turn left (east) as you follow the tunnel. You'll come to a tile with a snake symbol on the left. Here you can either continue forward (east) or up. Swim up to surface in ROOM #3. Pull the switch to open the trapdoor to the next room (#4 in the diagram).


ROOM #3 TO ROOM #4 - VIA START (magenta path): The swim to the next room is a long one, so you'll probably want to stop off for air at the room where you started (in the cave). Position Lara facing south at the opening (the switch is behind her). Jump in and swim down to the snake tile. Here you'll have a choice to go left (east) or right (west). Either one is okay, but I'll only describe one route. Turn left and swim down a short slope to a T-intersection. Here you can go left (north) up a slope or right (south) down a slope. Turn left. At the next intersection you can go left (west) or up. Go left. At the next intersection you can go up or forward (west). Go up. Continue to follow the tunnel as it turns north. At the next intersection you can continue forward (north), turn right (east) or go up. Swim up to emerge in the SMALL ROOM WITH TWO METAL STATUES where you started.


Take some deep breaths and dive back down (you're still facing north at this point). At the three-way intersection at the bottom you have a choice to go forward (north), right (east) or turn around and head south. Go forward. The tunnel slopes up then goes straight up in a vertical tunnel. At the top there's a dead-end alcove on the left (west) containing a small med-pack. (Grab it now or continue upward for air first.) Continue east toward a tile with reed symbols on it. Then head upward to surface in ROOM #4. Pull the switch to open the trapdoor to the last room (#5 in the diagram).


ROOM #4 TO ROOM #5 (orange path): Face west (with the switch behind Lara). Swim down and forward (past the reed symbols). At the dead end, swim down then left (south), following the passage. At the next intersection you can go up (to the room where you began the maze), forward (south) or left (east). Unless you're really low on air, go left. The tunnel slopes upward. At the next intersection you can go up or right (south). Go up. Follow the tunnel upward through a few turns and past a snake symbol. Climb out of the water in ROOM #5. Use the switch to open the exit gate back in the cave, and pick up the STONE OF ATUM on the opposite ledge.


ROOM #5 BACK TO START (dark green path): Returning to the first room is fairly easy. Position Lara facing west at the opening (the switch is behind her). Jump in and swim down past the snake tile. Keep going forward (west) through all turns. When you reach the last intersection (where you can go left, right or up), swim up to surface in the SMALL ROOM WITH TWO METAL STATUES where you started.


Slide down to the ledge on the left side of the deep pit. Take a running jump to the ledge ahead on the left, or jump to the slope, slide back and grab the edge, then traverse to the right and pull up. Be extra careful when jumping out of the pit; it's very easy to slide in. You need to line up a running jump along the long (outside) edge of the triangular ledge to get up the slope. Go through the gate (which should be open if you used the switch in ROOM #5, where you got the STONE OF ATUM). Return through the hall to the HIEROGLYPH PUZZLE.


When you have all four stones--Maat, Re, Khepri and Atum-- return through the west gate to the ROOM WITH METAL STATUES AND CHUTES WITH COLORED LIGHTS. Place each of the stones in the niche below the chute with its corresponding color and hieroglyph clue. When you place all four, the gate opens.


TRAPPED ROOMS LEADING TO THE EXIT: Follow the short hallway to a deep pit. Use the bars on the ceiling to traverse across the pit. Drop to the ledge on the other side and kill a couple of bats.

When you enter the next room, the gate closes and drill-like blades begin to descend from the ceiling. You'll need to run around to the four alcoves on the side walls to collect each of the 4 HOLY SCRIPTURES before the door will open. I recommend making your last pick-up one of the figures nearer to the exit door. Then you can get out more quickly.


Continue up the short ramp to the next room. Here you'll find concealed blades in the floor. There are only four sets of blades--none in the corners or the center of the room. So you can either jump to the center then from there to the exit, or crawl slowly forward, triggering the blades, waiting for them to recede, then crawling on.


Ahead is another deep pit with monkey bars overhead. Traverse across the pit, drop down and kill 2 more bats. Continue through the cave to the next level.



LEVEL 29: MENKAURE'S PYRAMID Secrets: 1
 

CAVE: Pick up the Uzi clips (2 sets) to the left and right of the starting position. Climb up the blocks to the trapdoor in the ceiling. Jump to grab the switch at the edge of the trapdoor to open it. (This works best if you stand Lara directly under the switch facing out toward the cave. Then jump straight up, pressing Action to grab.) Climb through the trapdoor to the desert above.


DESERT NEAR THE PYRAMID: A gigantic red scorpion attacks almost immediately. A few shotgun blasts will take it down, but try not to let it get too close. In addition to causing damage, its sting is poisonous. Head downhill to the intersection of paths. Off to the left (south), there's another giant scorpion attacking a soldier. The soldier is friendly enough if you don't harm him, but if you do kill him you'll get some extra revolver ammo. Backtrack to the intersection, then go left (west). Pick up a large med-pack ahead on the left. Then come back to the intersection again. Turn left (north) toward the deep pit.


Take a running jump across the pit on the left side. Follow the path between the rocks. There's another giant scorpion around the corner to the right. Kill it and continue to the break in the wall on the north side. You'll need to cross another chasm to get to the base of the pyramid. Take a running jump across the pit on the right side to grab the ledge. Pull up. Now you'll have to kill another giant scorpion, along with one of those huge nasty beetles.


AT THE BASE OF THE PYRAMID: You'll notice some enticing flat areas on the face of the pyramid just begging you to climb them. Wait for just a little while and you'll be able to save yourself a bit of backtracking. For now, head to the right (east) side of the pyramid, toward another deep excavation pit with a building on the other side.


BUILDING WITH GUARD UNDER SIEGE: To get across the pit, you can use a complicated series of jumps across the angled blocks (as in the second secret in the City of the Dead level). Or, to simplify things, stand Lara at the northwest rim of the pit, where the rim juts out over the pit in a small square ledge. Face south and take a running jump to grab the back of the angled block ahead (as shown in the screenshot at http://stellalune.com/TR4walk/screenshots/menkaure1.jpg). Pull up, slide down the back of the block and jump to land on a flat spot ahead. Kill another giant beetle off to the left (east).


Save your game before entering the building. The outcome of the next fight will determine whether or not you get a secret later in the game.


(BUG NOTE: A bug has also been reported here in which, after the cut scene, Lara loses the ability to move her arms and so can't climb or draw weapons. There are some suggestions for avoiding this bug at the end of this document.)


Use the Action key to open the door. Inside you'll find a guard being attacked by a giant scorpion. Your mission, should you choose to accept it, is to kill the scorpion before it can kill the guard. In order to avoid targeting the guard, run into the room and around to the left side of the scorpion. Then start firing. You'll want to use a fairly powerful weapon so the huge insect won't have time to kill its prey. (The bug mentioned above seems to be triggered by using the shotgun, so try the revolver or Uzis.) If you succeed, a movie plays:


Cut scene: The scorpion flings the guard against the wall as Lara, now using pistols, finishes it off. She kneels by the injured guard.


Guard: "Allah be praised. For a moment, I thought I was dead for sure. Please, for your own safety, take these keys and hide in the pyramid of Menkaure. Save yourself from these abominations!"


If you check your inventory now, you'll see that you have not only THE GUARD'S KEYS but also the ARMORY KEY, which you'll use later to access the secret in the KHUFU'S QUEEN'S PYRAMIDS level. If the guard is killed in the fight with the scorpion, you can pick up the GUARD'S KEYS, but you do not get the ARMORY KEY.


Go around to each of the corner alcoves and pick up regular and wideshot shotgun shells and 2 small med-packs before exiting the building.


The excavation pit on the right (east) prevents you from getting to the two smaller pyramids. (You will get there in the next level.) For now, go back across the pit on the left: Jump up to grab the edge of the sandy colored rock outcropping on the right side of the pit. Then traverse to the left around the corner and across the pit. When you can't go any farther to the left, let go and slide onto a flat spot near the far (north) edge of the pit.


CLIMBING THE PYRAMID: (The following sequence is illustrated in the screenshots at http://tombraiders.net/stella/TR4walk/menkaure1.html. The numbers in this text refer to the numbers on those screenshots.) (1) Walk up onto the low, flat block at the base of the pyramid on the right (east) end. (2) From here you can get to another flat spot one tier above. (3) At the left side of this flat spot, climb onto another flat spot on the tier above. Kill the giant beetle. (4) Now you'll need to take a diagonal standing jump up and to the left to the next flat spot. (Jump from the middle of the ledge at the left side.) At this point, you'll be on a long, flat spot on the third tier from the ground. (5) Take a running jump along the bottom edge of this flat spot toward the left (west) side of the pyramid. (6) You'll land on a slope and slide down to a long flat area two tiers below. At this point you'll need to kill another giant beetle. Now start working your way up the left side.


(7) Walk to the left end of this flat spot. (8) From here you can climb up two tiers. (9) Climb up three more tiers at the right side of this ledge. Now you should be level with the doorsill. You may be able to kill a giant beetle lurking in the doorway. If not, you'll need to do it when you get there. (10) Take a running jump along the bottom edge of this flat spot to land near the doorway.


(NOTE: For running jumps along the pyramid, line up each jump so Lara takes off just a tiny bit before the edge, or she'll nick her foot on it and end up doing a standing jump instead. Also, be sure not to press Action while in the air, which shortens the jump.)


You're at the door now and, if you've followed this walkthrough, you've got the GUARD'S KEYS. First unlock the door, since you'll need to make a speedy exit in a moment. Now take a brief detour for a secret. (This sequence is shown in the screenshots at http://tombraiders.net/stella/TR4walk/menkaure2.html.) Hop down onto the flat spot below the right side of the door (left side if you're facing out from the pyramid). Take a diagonal standing jump up to the next flat spot. (Jump from the middle of the ledge at the right side. Or, if this particular jump is too difficult, instead take a running jump along the bottom edge of the lower flat spot to land on another flat spot on the same tier a bit farther on.) Kill the giant beetle that flies up at you. Then turn back toward the doorway and climb up two tiers (three if you made the alternate jump).


Now you should be on the tier above the door. Take a standing jump over the slope to the ledge on the right side of the door, where you'll find a small med-pack. Take a running jump to the ledge on the other side of the door. Pick up the REVOLVER (or ammo if you already have the weapon), which is secret #1 (65/70). When you do, a swarm of beetles comes out of the pyramid. To escape them, drop down and run through the doors into the pyramid. The beetles will follow but only as far as the load-in to the next level.


LEVEL 30: INSIDE MENKAURE'S PYRAMID Secrets: 1


HALL WITH SWINGING BLADES: Head down the ramp, killing a bat as you go. To get through the swinging blade, position Lara at either side, close to the blade (but not too close) and run through as the blade starts to swing toward the other side. Repeat the process for the second blade. And kill a few more bats in the room beyond.


STAIRS DOWN TO ROOM WITH HUGE BASIN: Start down the stairs. About a third of the way down, Lara will look up at a recessed spot the ceiling containing a gold star. Use the revolver or crossbow (normal arrows) with the laser sight to target the star. One shot should break it, opening a trapdoor in the room below. Continue down the stairs a little farther and you'll see 2 mummies shambling around near a white marble basin. If you wait for them to move near each other, you can destroy both with a single grenade or explosive arrow. (Other weapons are ineffective.) Switch to pistols, then enter the room and kill another bat. Pick up the revolver ammo on the floor behind the basin.


PITS WITH CONCEALED SPIKES AND DANGLING ROPES: Stand on the edge of the low platform supporting the basin. Take a standing jump diagonally over the edge of the basin to get into it. Drop through the trapdoor you opened by shooting the star. Follow the ramp down to a large pit filled with concealed spikes that has a rope dangling above it.


Take a running jump to grab the rope. Scoot down to the bottom and swing across the pit, jumping off the rope to land on the opposite ledge. The next room contains 2 more mummies and a bat. If you Advance slowly toward the entrance, you can destroy the mummies without triggering the bat. Then switch to pistols, go in and look for the bat on the left.


Beyond this are two more pits with concealed spikes and ropes. First swing across the pit on the right: Take a running jump to grab the first rope. Climb to the bottom then swing and jump to grab the second rope. Climb to the bottom of that rope, then swing and jump to the doorway. Go up the ramp and use the switch to open a trapdoor elsewhere. Swing back across the spike pit.


Go around the corner to the second pit. Repeat the rope swinging business to get across this pit. Go up the ramp to the trapdoor you just opened. A hawk-headed guardian (perhaps a minion of Horus?) waits in the room above. When you climb through the opening, he begins to shoot energy bolts from his staff. It isn't too hard to dodge them if you immediately start flipping from side to side while firing. You can use any weapons you like, but grenades or explosive arrows work fast. When he is destroyed use your CROWBAR to pry the WESTERN SHAFT KEY from the wall with the huge star.


(NOTE: Alternately, you can climb into the room, run across and get the key, then run back to the trapdoor, using med-packs as needed. Once you get the key and escape, the guardian won't follow.)


Cut scene: Taking the key also causes a block to recede elsewhere, revealing a doorway.

Return down the ramp to the spike pit. Swing back across the pit, then back across the first pit (the one with only one rope). Go back up the ramp and jump out of the basin in the room at the foot of the stairs. Go upstairs and turn right (east) to find the door that just opened.


Enter and slide down the ramp to a dark tunnel. Crawl along the long, straight passage to avoid the converging horizontal blades. Go around the corner and up the ramp to a trapdoor in the ceiling. Jump straight up to grab the switch at the edge of the door to open it. Climb through the trapdoor to the desert above.


(NOTE: You'll probably recognize this area from the previous level. The building where you rescued the guard from the scorpion is off to the south beyond the deep excavation pit.)


OUTDOORS NEAR TWO SMALLER PYRAMIDS: Two giant scorpions attack almost immediately. You can use the tunnel opening for cover if necessary. When the scorpions get too close, drop back into the opening and they'll soon lose interest. Then you can climb out and start shooting again. When you've killed both, go between the two pyramids and find the button in the small alcove on the left. Press this to open up the top of the other pyramid. This also releases another giant scorpion.


Climbing the pyramid is a bit of a challenge. Save your game first, since any misstep will likely result in Lara's sliding into the excavation pit. (Refer to the screenshot at http://stellalune.com/TR4walk/screenshots/smallpyramid.jpg if necessary. The numbers in this text refer to the numbers on the picture.) (1) Walk onto the flat spot at the bottom left of the pyramid. From here you can climb up one tier. (2) Take a running jump across the sloped section to the right, landing on the next flat spot on the same level. (3) From here you can climb up two more tiers. (4) Walk onto the flat step to the right, then climb onto the ledge at the very top center of the pyramid. Turn around, drop back and catch the edge of the opening. Then climb down the ladder into the pyramid.


INSIDE THE SMALL PYRAMID: Go up the ramp to a spike pit. Take a running jump across. Use the monkey bars on the ceiling to traverse across the next deep pit. The next pit is a wide one with concealed spikes and a swinging blade. To get across, position Lara facing the pit and close to either of the side walls. Take a running jump to grab the opposite side of the pit, starting to run when the blade reaches your side. By the time you get to the blade, it will have swung away. Pull up and continue.


Around the corner you'll need to repeat the running jump across a second spike and blade pit. On the other side there's a deep pit with monkey bars off to the left and another spike and blade pit ahead. First go across the spike and blade pit. Around the next corner is a chain. Pull it to open a gate elsewhere. Return across the spike pit then use the monkey bars on the ceiling to traverse across the deep pit on the right. Continue to the gate you opened using the chain.


LARGE CAVE WITH SLOPE AND SPIKES: Save your game first if you like. You may need to try this bit more than once to get the secret. Slide down the slope, jumping to the right at the end to land in the one safe spot in the spike pit (or on the tiny, triangular ledge just above this safe spot). Pick up the UZIS (Uzi clips if you already have the weapons). This is secret #1 (66/70). Climb out of the pit onto the triangular ledge and continue sliding through the small, square opening at the bottom of the cave.


You'll find yourself in the passageway where you began the level UNDERNEATH THE SPHINX. At the bottom of the hill is the HALL WITH BULL GUARDIANS AND HIEROGLYPH BUTTONS (the gate is still closed). Go to the top of the slope to re-enter the SPHINX COMPLEX level.


SPHINX COMPLEX - EXCAVATION PITS REVISITED: Climb out of the pit between the sphinx's paws. Go to the right (west) around the corner, which is the right paw of the SPHINX, toward the excavation pit. Take a running jump from the triangular flat spot at the left side of the pit (near the wall). Tap the left directional key while in the air necessary, to land near the stone gate supports. Use the GUARD'S KEYS (which you should still have from the MENKAURE'S PYRAMID level) to unlock the doors. Go through the dark opening to finish the level.


IMPORTANT NOTE: Do not leave this level without the WESTERN SHAFT KEY. Since taking it opens the exit, this shouldn't be a problem unless you use the level-skip cheat. You will need this key, along with three others, when you get to the level INSIDE THE GREAT PYRAMID. Once you enter the next level, THE MASTABAS, you won't be able to backtrack to this level.



LEVEL 31: THE MASTABAS Secrets: 1


(NOTE: See the FYI at the end of this document for more on mastabas.)


The diagram above shows the layout of this level and the beginning of the next (THE GREAT PYRAMID). The thick, gray lines represent the above-ground buildings. The broken lines show the underground rooms and tunnels. The rooms are numbered in both diagram and text in the order you explore them. Special thanks to Theresa from tombraiders.com for this diagram (used with permission).


GAS STATION AND FIRST MASTABA: (1 and 2 in the diagram) As you explore, a wild dog comes out from between the two buildings ahead and to the left. There's another dog slinking around the truck parked by the gas station, a little farther to the left (north). After clearing the area, pick up the JERRYCAN near the gas pumps.


(2) Return to the boarded-up door with the "Danger" sign near where you began the level. Shoot the boards, enter the building and kill a couple of bats. It looks like there's nothing here, but wait. There's a cleverly concealed trapdoor in the middle of the floor. Lighting a flare might help you spot it. It's the one square that's divided into smaller squares. Position Lara facing this square, standing just outside it, with her back to the entrance. (As in the screenshot at http://stellalune.com/TR4walk/screenshots/mastabas1.jpg.) Press Action to lift the trapdoor. Climb down the ladder to the bottom of the shaft, where you'll find a large med-pack. This is secret #1 (67/70). Climb back out of the pit. Exit and go to the right between this building and the next.


(3) NORTHWEST MASTABA: Kick open the door (Action key) and enter the next building. Pick up revolver ammo in one corner. The trapdoor in this room is much more obvious. Stand near the handle and press Action to open it. Drop into the tunnel and kill a wild dog. Follow the tunnel. At the split, go left (east). Continue to a room with 2 more dogs.


(4) ROOM WITH THREE GOLDEN LIONS' HEADS: Pick up normal arrows and a small med-pack from the floor. Use the pistols to shoot each of the gems in the lions' mouths. You don't need to waster revolver ammo here. Instead draw pistols, stand Lara in front of each lion's head and jump while shooting. When all of the gems are broken, the door will open. There are 2 mummies lurking in the alcove. You can destroy both with a single grenade or explosive arrow. (Other weapons are ineffective.) Go into the alcove and pick up the SMALL WATERSKIN.


Follow the tunnel back to the split. This time head left (south). You'll meet 2 more dogs as you go. At the end of the passage, climb through the opening in the ceiling to another ruined mastaba.

(5) SOUTHWEST MASTABA: Kill 2 bats and a black scorpion (normal size). Exit and go the right (east). You'll meet a wild dog just around the corner. Take a running jump across the excavation pit to the building with the "Danger" sign.


(6) SOUTHWEST CENTRAL MASTABA: Shoot the boards, open the door and kill 2 bats and a dog inside the ruined building. Open the trapdoor and hop down into the pit. Follow the tunnel and, when it forks, go right (east).


(7) ANOTHER ROOM WITH THREE GOLDEN LIONS' HEADS: Kill 2 wild dogs and a bat. I found it helped to advance slowly down the stairs to trigger only the dogs, deal with them using the shotgun, then switch to pistols and enter the room to kill the bat. Now repeat the business of shooting the gems in the lions' mouths (see ROOM WITH THREE GOLDEN LIONS' HEADS, above). The same as before, when you shatter all the gems, the alcove door opens, releasing 2 mummies. Only this time there are also 2 more bats, which make targeting a bit more difficult. I recommend first using a grenade, which should take care of the mummies, then switching over to pistols for the bats if they're still alive. Pick up the BAG OF SAND in the alcove.


Return along the passage to the fork. This time, go right (north). You will soon come to two left turns, one after the other. There's a wild dog waiting here. Take the first left, kill another dog just around the corner, and continue to a dead end where you'll find a large med-pack and revolver ammo. Return to the intersection and turn left, then left again. Continue to an opening where you can climb up.


(8) WEST CENTRAL MASTABA: Shoot several bats inside the ruined tomb. Then shoot the boards across the door and exit. Take a running jump across the excavation pit to the small ledge at the corner of the next building (on the right/northwest). Take a standing jump from there to the ledge in front of the building. (Use the directional keys to pivot in the air if necessary to help land these tricky jumps.)


(9) NORTHWEST CENTRAL MASTABA: Enter the building and kill 2 scorpions. Open the trapdoor and drop down into the tunnel. Follow the tunnel, turning right (west) at the T intersection. Kill the wild dog in the passage and pick up the WOODEN TORCH at the end. Return eastward along the passage, past turn where you came in from the surface. When you come to the stairs leading down to the next room, drop the torch and draw weapons. (Remember where you left the torch, since you'll be needing it shortly.)


(10) ANTEROOM WITH GOLDEN LIONS' HEADS/ROOM WITH THREE SCALES: Kill 3 dogs and 2 bats. Again, I found it easier to trigger the dogs first, use the shotgun to kill them, then switch to pistols and enter the room to kill the bats. Then repeat the process of shooting the gems in the lions' mouths to open the door (see ROOM WITH THREE GOLDEN LIONS' HEADS, above). Enter the next room and kill 2 more bats. Here is a puzzle involving three scales. These are labeled with symbols for water (wavy blue lines), fire (sun) and earth (pyramid).


Walk around behind the scales and stand Lara in the small pool. Select the SMALL WATERSKIN from your inventory and press Action to fill it with water. Return to the front of the scales, step up onto the low platform and position Lara in front of the scale with the water symbol. Use the filled waterskin to pour water into the scale.


Next, position Lara in front of the scale with the sun symbol. Pour gasoline from the JERRYCAN into the scale. Go back through the LIONS' HEADS room to get the WOODEN TORCH from where you dropped it. Light it on one of the lit torches and use it to ignite the gasoline in the scale.


(NOTE: If you're missing the jerrycan you'll need to go back to the beginning of the level to do this. If you're missing the torch, it's just down the hall a bit. Go through the ROOM WITH GOLDEN LIONS' HEADS and follow the hallway westward to a dead end, where you'll find the torch on the ground.)


Finally, position Lara in front of the scale with the pyramid symbol. Use the BAG OF SAND to pour sand into the scale. After filling all three scales correctly, the left (west) door in the SCALE ROOM opens. Enter the WEST ROOM (11 in the diagram) and kill the 2 mummies. Use the CROWBAR to pry the NORTHERN SHAFT KEY off the wall. When you do, the east door in the SCALE ROOM opens. Go through the SCALE ROOM into the EAST ROOM (12 in the diagram). Pick up poison arrows and revolver ammo near the ramp. Kill the 2 dogs in the stairway opposite and exit up these stairs.


Follow the passage. After a few bends take the first left and continue to a dead end where there's a large med-pack. Here 2 wild dogs attack from behind. Backtrack to the intersection, turn left and continue to the opening in the ceiling where you can climb out of the tunnel.


(NOTE: Before exiting this area, you can also shoot some more gems in the other lions' mouths and relight the torches that go out. However, I haven't found that this accomplishes anything.)


(13) NORTHEAST CENTRAL MASTABA: Kill a black scorpion in the ruined building, exit and kill another scorpion outside. Take a running jump to the north side of the excavation pit, tapping the left directional key in-flight to land the jump. Turn right an take a running jump across the pit to grab the rim on the south side. Be sure to jump across at the left side where the ledges are closer together. (See the yellow area with arrows in the diagram.)


(14) SOUTHEAST CENTRAL MASTABA: Open the door of the building on the right (southwest), enter and kill several bats. Open the trapdoor and drop down into the tunnel. You might want to walk along this tunnel with pistols drawn, since Lara can probably see the scorpions before you do. You'll encounter three of them as you go. The first is just inside the tunnel. Turn left (north) at the first and only intersection. Continue to another scorpion and, a little farther on, some revolver ammo. Follow the tunnel back to the intersection, then go left (east). Kill another scorpion and continue to where you can climb out into another ruined mastaba.


(15) SOUTHEAST MASTABA: There's a wild dog lurking in the doorway. Just outside is another boarded up ruin.


(16) NORTHEAST MASTABA: Shoot the boards, kick open the door and enter. Kill 2 bats and open the trapdoor. Follow the tunnel to a T intersection. To the right is an obvious dead end. There's a small med-pack on the ground here. when you pick it up a dog attacks from behind. Continue eastward to yet another ANTEROOM WITH GOLDEN LIONS' HEADS (17). Take care of the twin dogs and twin bats, and shoot the gems to open the door. (Is it just me, or is this getting a little tedious?)


(18) ROOM WITH MONKEY STATUES: Here we have something a little different. Three monkey statues in the classic poses "hear no evil," "see no evil" and "speak no evil." Each statue has a lever mechanism in front of it. You'll need to use the CROWBAR as a handle to operate each lever. If you like, you can avoid using all but the lever on the right. This one releases a friendly monkey that climbs up onto the high ledge and uses the switch there to open the door to the right (east).


If curiosity overrides compassion, you can release the other monkeys just to check them out. Use the CROWBAR to operate each of the other lever mechanisms. The one on the left ("hear no evil") releases a black monkey that attacks Lara. The middle lever ("see no evil") releases a ghostly monkey, which also attacks Lara. These guys make nice little explosions when you kill them.


[NOTE: If you accidentally kill the friendly monkey before it can open the door, use the crowbar again to operate the lever on the right. On the PC version, at least, you'll need to position Lara facing the lever mechanism from the other side (i.e., with her back to the statue). The monkey will appear again and climb the wall to pull the switch.]


The EAST ROOM (19), contains 2 mummies. If you wait for them to move near each other, you can destroy both with a single grenade or explosive arrow. When the area is clear, go in and pry the SOUTHERN SHAFT KEY off the wall. When you do, the west door in the MONKEY ROOM opens. Go through the MONKEY ROOM into the WEST ROOM (20). (Again, you can shoot the gems if you like, but I found this didn't do anything.) Follow the passage out of the west room and follow the passage to the end of the level.


IMPORTANT NOTE: Do not leave this level without three shaft keys. The first, the WESTERN SHAFT KEY, you should have found in the last level, INSIDE MENKAURE'S PYRAMID. The other two, the NORTHERN and SOUTHERN SHAFT KEYS, you should have found here in the MASTABAS. (You'll get the EASTERN SHAFT KEY in the next level, KHUFU'S QUEEN'S PYRAMIDS.) You will need all of the keys when you get to the level INSIDE THE GREAT PYRAMID. Once you enter the next level, you won't be able to backtrack to this level.



LEVEL 32: THE GREAT PYRAMID Secrets: 1


[NOTE: The diagram at the beginning of the Mastabas walkthrough (above) covers the previous level but also includes the four tombs at the beginning of this level.]


MASTABAS: Follow the tunnel from the MASTABAS level and climb out into another ruined tomb (number 1 in the diagram). Pick up a small med-pack and shotgun shells in the corners. Use your pistols shoot the boards in the doorway then quickly draw some more powerful weapons to kill the blue robed bad guy waiting outside.


Across the excavation pit to the left (west) is another bad guy. If you like, you can kill him from here with the crossbow. (To save ammo, use the laser sight bug described in the COASTAL RUINS walkthrough.) Take a running jump across the pit to the left (south) side. Run to the doorway for cover because another guy is shooting from across the pit (on the north side). Again, you can take him out from here using the crossbow or revolver.


Kick down the door of this building (2). In addition to the human enemy waiting inside, there's also a giant beetle. After you clear the room, find the concealed trapdoor in the floor. Lighting a flare might help you spot it. It's the one square that's divided into smaller squares. Position Lara facing west, standing just outside the edge of the trapdoor (as in the screenshot at http://stellalune.com/TR4walk/screenshots/mastabas1.jpg, which is actually from the MASTABAS level but is nearly identical). Press Action to lift the trapdoor. Climb down the ladder to the bottom of the shaft, where you'll find the GRENADE GUN (or 10 grenades if you already have the weapon). This is secret #1 (68/70). Climb back out of the pit.


Exit through the door on the left (north). (There may be a bad guy waiting here if you didn't kill him earlier from across the pit.) Shoot the boards to get into the next building (3). Enter and kill another blue robed guy. Avoid the trapdoor, which only contains a deep pit. Exit through the door in the northeast corner.


Across the deep chasm, you can see the GREAT PYRAMID. Before going on, make one more stop at the building around the corner to the right (4). Blow the boards away, enter and kill a couple of giant beetles. Pick up Uzi clips and grenades in the corners. Then open the trapdoor to get a large med-pack. Exit the way you came and approach the PYRAMID.


Cut scene: A panoramic view of the face of the pyramid.


SCALING THE PYRAMID: Now it's all about climbing. Your goal is the bottom of the pyramid on the far left (west) side, but naturally there is no direct route. Instead you must make your way across the pyramid to the right (east) in order to climb higher, then back to the west.


(NOTE: If you need visual aids to help you with the climb, see the series of screenshots at http://tombraiders.net/stella/TR4walk/greatpyramid1.html. The numbers given in the text refer to the labels on the screenshots. Places where giant beetles appear are marked with green B's in the screenshots. Places where falling blocks are triggered are marked with red X's. For running jumps along the pyramid, line up each jump so Lara takes off just a tiny bit before the edge, or she'll nick her foot on it and end up doing a standing jump instead. Also, be sure not to press Action while in the air unless it's necessary, since this shortens the jump.)


(1) Take a running jump from the jutting ledge across the deep chasm to grab the opposite ledge at the base of the pyramid. (2) Turn left (west) and slide down the slope to the flat ledge. (3) From there, take another running jump to grab the ledge ahead, which also juts out below the base of the pyramid. Pull up. (4) Climb up to the first tier of the pyramid and kill a giant beetle. (5) Climb up one more tier. You should now be on a flat area of the pyramid two squares wide and two tiers up from the base.


(6) Turn to the right (east) and take a running jump along the second tier over two slippery blocks to land on the flat block beyond. Immediately move Lara to the top edge of the flat spot and duck to avoid a deadly falling block. (7) After the falling block passes overhead, take a standing jump from the middle of the flat block, over a slippery block, to another flat block. (8) Repeat this to get to the next flat spot and immediately duck to avoid another falling block.


(9) Climb up one tier. (You should now be on the third tier of the pyramid.) (10) Turn to the right (east) and take a standing jump from the middle of the flat block, over a slippery block, to another flat block. (11) Repeat this to get to the next flat spot, which is two squares long.


(12) Take a running jump to land on a slippery spot three squares ahead and (13) slide down the pyramid to a flat spot three tiers below. Move close to the top edge to avoid a falling block. (14) Climb down to the ledge below, which juts out over the chasm. From here, take a running jump across the chasm to grab the flat, square block on the other side. Pull up. Turn left (east) and kill the giant beetle on the steeply angled block a little farther along the wall of the chasm. (14) Take a running jump to land on that steeply angled block. You'll need to line up this jump carefully, since only the narrow triangular top of the starting ledge is flat enough to stand on safely. Be sure to run along the right side of the block, close to the wall.


(16) Turn to face across the chasm (north) and take a running jump to grab the lower of the brown steps on the other side of the gap. (The edge is hard to see because the rocks blend into each other. I've marked it in green on the screenshot.) (17) Climb up to the higher brown block. (18) Then climb to the sandy ledge above and immediately duck (or hop back down to the lower block) as a falling block sails overhead. (19) Turn right (east) and take a diagonal standing jump down to the block with the large med-pack. (20) Jump back to the previous ledge.


(21) Now position Lara at the left side of the flat spot, facing uphill but angled a little to the left. Take a standing jump to the next flat spot on the tier above. (22) Repeat the same type of jump to the next flat spot on the tier above that one. You should now be on the third tier from the bottom. (23) Take a standing jump from the middle of the flat block, over a slippery block, to another flat block in the same tier. This triggers the appearance of another giant beetle.


(24) Climb up two tiers. (25) Turn right (east) and take a standing jump over a slippery block, to another flat block. (26) Repeat this to get to the next flat spot and duck to avoid another falling block.


(27) Climb up two tiers to a long flat spot, (28) walk along this flat spot to the left (west), and kill a pair of beetles on the next long ledge above and to the left. (29) Climb up to this ledge and (30) walk across it to the left (west) end.


(31) From the end of the long ledge (where the beetles were), take a running jump to land on the third slippery square ahead and (32) slide down to a flat spot three squares below.


(33) Face west and take a running jump over two slippery blocks to land on the flat block beyond. Kill another beetle. Now you have a choice of paths. Do not climb up because after that, the next running jump will land you on a square with a falling block that's impossible to avoid.


(34) Instead, take a standing jump from the middle of the flat block, over a slippery block, to the next flat block in the same tier. (35) Take a diagonal standing jump down to the next flat spot. (36) Turn to face up the slope and take another diagonal standing jump up and to the left to the next flat spot.


(37) Once again take a diagonal standing jump down to the next flat spot. (38) Turn to face up the slope and once again take a diagonal standing jump up and to the left to the next flat spot. Here you'll be attacked by another beetle. (39) Climb up three tiers.


(40) Position Lara facing up the slope and take another diagonal standing jump up and to the left to the next flat spot. (41) Take a standing jump over a slippery block to the next flat block in the same tier. Duck to avoid a falling block. (42) Then do another standing jump to the next flat spot.

(43) From here, take a running jump to land on the third slippery square ahead and (44) slide down into the next level.



LEVEL 33: KHUFU'S QUEEN'S PYRAMIDS Secrets: 1


OUTSIDE NEAR BUNKER: When you round the corner after sliding down the face of the GREAT PYRAMID, you meet 2 soldiers fighting a giant scorpion. Another scorpion joins the battle as you approach. If you can help the soldiers without accidentally shooting either of them, they won't attack you. (Remember to tap the Look key to make Lara aim at each of the available targets in turn.) There's no particular reward for saving the soldiers; it's just the right thing to do. :-)


On the south side of this open area is a stone BUNKER. The two ramps at the front each lead down to a door. Go down the ramp to the left door and press Action to open it. Enter and shoot the various wooden crates to get a load of supplies: a small med-pack, wideshot shells, Uzi clips, normal grenades, revolver ammo, poison arrows and super grenades.


Go back up the ramp, down the ramp on the right and through the other door. The crates on the right are empty. Use the ARMORY KEY to unlock the wrought iron gate. Inside is secret #1 (69/70), crates containing a small armory indeed: normal arrows, a SHOTGUN, UZIS, a CROSSBOW, a GRENADE GUN, shotgun shells and a REVOLVER (or ammo for these if you've got the weapons).


(NOTE: If you saved the soldier from the giant scorpion in the MENKAURE'S PYRAMID level, he will have given Lara the ARMORY KEY. If not, then you will be unable to get this secret.)


When you go back up the ramp, you'll encounter another soldier tussling with another giant scorpion. Help the poor guy if you can.


Then approach the deep pit to the north, between the GREAT PYRAMID and the two smaller pyramids. (NOTE: The sequence of jumps is illustrated in the series of screenshots at http://tombraiders.net/stella/TR4walk/khufu1.html.) First jump to the small, square ledge on the left (west) side of the pit. Take a running jump angled to the left to land in the space between the two small pyramids. (Don't aim for the small ledge jutting out into the pit; it's too far away, and Lara will fall.) Kill another giant scorpion that charges out of the gap between the pyramids, taking care not to hop back into the pit.


Take a running jump from the jutting ledge across the pit to grab the ledge on the opposite side. From there, take a standing jump to the block ledge on the right (south). Kill the giant beetle that buzzes in, then climb onto the ledge above. Turn right (north) and take a running jump to the small ledge protruding from the sandy side of the pyramid. Don't try to grab or Lara won't make it. Walk to the corner of the ledge (the pit is on Lara's left) and take a standing jump to the next ledge ahead, which is steeply angled but still flat enough for Lara to stand on. Now take a running jump across the pit to grab the protruding ledge on the other side. Pull up and turn right (north). From here you should be able to kill the giant beetle sitting on the rock ledge ahead. Take a running jump to the ledge where the beetle was and get ready to fight the giant scorpion that comes around the corner from between the pyramids. (If you don't kill the beetle first, you have to deal with both at the same time.)


Go to the back of the space between the two small pyramids and you'll find a small med-pack. Now locate the movable boulder nearby and push it as far as you can to the west (away from the pit) onto the faint carved bird symbol. This causes a door to open in the small pyramid just to your left. Enter, open the trapdoor and climb down the ladder into KHUFU'S QUEEN'S PYRAMIDS.


THE MAZE: The diagram above may help you navigate this maze. The layout is fairly simple, but getting through it is complicated by the stone blocks that raise and lower when you step on certain pressure pads in the floor. The result is that each hallway can only be traveled in one direction. In the diagram, each block is marked with an arrow showing the direction you must travel in order to pass the block. The blocks along the path in and out of the maze are numbered in both diagram and text.


In addition, there are small, rectangular niches at various points on the walls (also indicated in the diagram). Some of these contain goodies, but most contain swarms of beetles. If you trigger the beetles, you can either run away or reload a saved game.


Enter the maze and the gate closes behind you. At the first intersection, turn left (east). When you step on the first pressure pad, the block ahead (1) recedes. Kill the black scorpion in the passageway, then advance just as far as the second niche on the right-hand wall. Inside you'll find some Uzi clips. (The first niche contains beetles, so don't reach in.) Don't go any farther, or you'll step on the next pressure pad, raising the block and sealing the passage behind you. Instead, backtrack (westward) to the intersection near the gate.


Continue straight ahead (west). Stepping on the pressure pad just beyond the intersection makes the block ahead (2) recede. Kill another black scorpion in the passageway. Reach into the first niche on the left for a small med-pack. (Skip the second niche, which contains beetles.) Continue, stepping on the next pad which raises the block behind you. Turn the corner to go south. The next pressure pad lowers the block ahead (3), and you'll need to shoot another scorpion. Continue southward to the next intersection. Turn right (west), and follow the passage, lowering and raising a block (4) as you go. When you turn the corner to head south again, you'll see two torches and two niches. Avoid the niches, as both contain beetles. Around the next corner (you'll turn eastward here) you'll step on a pad which lowers the block ahead (5), and you'll encounter another scorpion in the hall beyond.


At the next intersection, turn left (north). The next block (6) will come down, but go just as far as the first niche, where you'll find more Uzi clips. After getting them, backtrack to the south to the intersection you just passed. Continue straight on (southward), lowering and raising another block (7) as you go and killing the scorpion ahead in the passageway. Round the corner to the east. Continue eastward raising yet another block (8) as you go. Skip the two niches (both have beetles inside) and turn right (south) at the next intersection.


GUARDIAN'S ROOM: Ready weapons before stepping on the next pressure pad. When the block ahead (9) comes down you'll be face to face with the hawk-headed guardian in the next room. I recommend using grenades or explosive arrows (about seven should do the trick) and shooting from the doorway. The energy bolts he fires from his staff aren't too powerful if you keep your distance. Also, 3 black scorpions emerge from behind the pillars when you enter the room. Better to deal with them after disposing of the guardian.


Use your CROWBAR to pry the EASTERN SHAFT KEY from the wall with the huge star.


(NOTE: Alternately, you can run into the room, get the key, then run back to the hallway and to the right. Once you get beyond the raising and lowering block, the guardian can't follow. If you choose this path, you might want to get the large med-pack in the niche before going into the guardian's room, since you won't have time to get it on the way out.)

Cut scene: Taking the key causes the gate to open back at the entrance to the maze.

Now return through the maze: Exit the guardian's room and turn right (east) at the first intersection. The block (10) lowers as you approach, and you'll need to kill another scorpion at the end of the passage. Reach into the first niche on the left for a large med-pack. (Avoid the second niche, which has only beetles.) Turn the corner to head north. When the next block (11) comes down, shoot another scorpion a little farther along the passage. Continue straight (north) through the next intersection, raising yet another block (12) and killing another scorpion as you go. This section of hallway also contains two niches on the left side. The first niche has shotgun shells inside; the second beetles. At the next intersection, turn left (west). Continue, past another block (13) that lowers and raises as you pass.

The next intersection has torches mounted on the walls. Turn right (north) here. Continue through one more lowering and raising block (14) to return to the gate where you entered the maze. Go through the gate (which opened when you took the EASTERN SHAFT KEY) and climb the ladder back to the desert.


SCALING THE GREAT PYRAMID (AGAIN): (NOTE: This sequence is illustrated in the series of screenshots at http://tombraiders.net/stella/TR4walk/khufu2.html.) Exit the pyramid and head to the right, toward the excavation pit. Take a running jump across the pit (to the east side). You're aiming for the square ledge on the other side a little to the left. Turn left (north) and take a running jump to the next ledge. Take a standing jump up to the next flat block, where you'll need to kill a giant beetle.


Climb up two tiers on the side of the pyramid. Then take a diagonal standing jump to the next flat spot above and to the left. Take another diagonal standing jump to the next flat ledge above and to the left. Wait for the falling blocks to come down before walking to the left side of this ledge. From there, take another diagonal standing jump to the next flat square above and to the left. Kill the 2 giant beetles that fly out of the doorway.


Climb to the doorway and use the GUARD'S KEYS (which should still be in your inventory from previous levels) to open the door. Enter the pyramid to finish the level.


IMPORTANT NOTE: Do not leave this level without the EASTERN SHAFT KEY. Since taking it opens the exit from the maze, this shouldn't be a problem unless you miss the maze area altogether or use the level-skip cheat. You will need this key, along with the three others you should have collected in previous levels, when you get to the level INSIDE THE GREAT PYRAMID. If you accidentally bypassed the MAZE, follow the directions (with screenshots) at http://tombraiders.net/stella/TR4walk/khufu3.html to get back there from the entrance to the Great Pyramid.


LEVEL 34: INSIDE THE GREAT PYRAMID Secrets: 1


MAIN TUNNEL WITH HAND RAILS AND PITS: Follow the tunnel down to the first deep pit. To get across, take a diagonal running jump from the right side to the left, where the ledges protrude farther. Despite all the conniptions you had to go through to get here, Von Croy's henchmen have arrived first. Kill the blue-robed bad guy, and his comrade in red and black who comes down from the passage to the right. Enter the side tunnel where the assassin came from, kill another blue robe waiting there, then continue up the ramp to a gate.


(NOTE: Poison arrows work quite well on the assassins. They seem to get past the whirling knives quite easily. I'd recommend using them if you've got any left.)


The tunnel beyond seems to have collapsed, leaving ramps on two sides. There's another assassin, along with a pesky bat or two, at the top of the ramps. Kill both and advance cautiously along the lower hall (between the ramps). A little way in you'll activate sliding block traps. To get through, position Lara at either side of the sliding block, rather than in the center, about one walking step back from the block and squarely facing the other side of the opening. Take a standing jump just as the block slides away toward the other side of the opening. Repeat this for the second block.


ROOM WITH MARBLE BASIN: Enter this room and kill the 3 wild dogs lurking inside. Go around to the back of the basin to get inside it. Pick up the small med-pack and WOODEN TORCH. Use the torch to light each of the four unlit torches on the wall. This opens the alcove on the west side of the room.


Pick up wideshot shells in the alcove and use the switch there to open a door elsewhere. Doing this also lets 3 more dogs into the room. Kill them, then return past the sliding blocks to the tunnel with the two ramps. (You may meet another bat here if you didn't kill two of them earlier.) Go to the top of the ramps, where you'll find the gate you just opened. Enter the blue room.


Cut scene: A panoramic view of the room with its four skylights and four star-shaped receptacles.


ACTIVATING THE SHAFT OF LIGHT: Place each of the 4 SHAFT KEYS in its proper receptacle, activating four beams of blue light. When you place the last key, the beam of light blows a hole in the floor.


(NOTE: If you are missing the EASTERN SHAFT KEY, you can go back to the previous level now to get it. See the note on MISSING SHAFT KEYS at the end of the walkthrough for this level.)


Use the switch on the wall between two of the receptacles to open a gate down in the passage below, letting in 2 of Von Croy's minions. If you wait for them to come to you, you can kill both with a single grenade as they enter. One drops a box of shotgun shells.


Return down the ramp, then through the hallway between the ramps past the sliding blocks to the ROOM WITH THE MARBLE BASIN. Now the east (right) alcove is open. Go in and pick up a large med-pack. Then use the switch to open a gate down near the SHAFT OF BLUE LIGHT.


Exit past the sliding blocks, then through the gate and down to the MAIN TUNNEL. Here you'll encounter 2 more blue-robed baddies, one on each side of the doorway as you re-enter the MAIN TUNNEL. The one on the left drops a small med-pack when he dies.


Continue downhill. Shoot a bat and pick up some Uzi clips just before the next pit. Take a standing jump across the gap. (A running jump is too long and will make Lara overshoot the ledge.) Kill another bat. Then take a running jump across the next pit. From here you can kill another bad guy in the hall ahead.


Before jumping across the next pit, turn around and use the light in your BINOCULARS or a flare to see a small alcove down inside the dark pit. Take a standing jump down to this alcove and pick up a CROSSBOW (or arrows if you already have the weapon). This is secret #1 (70/70). Congratulations if you've found all the secrets! Take a standing jump from the edge of the ledge to grab the opposite rim of the pit and pull up.

Take a standing jump over the next pit to another narrow ledge. Hop down to the ledge just below, where you'll find a large med-pack. Now take a running jump across the last pit toward the gate. (It should be open if you used the switch in the east alcove of the ROOM WITH THE MARBLE BASIN.) Enter and kill a few more bats.


Climb down inside the opening with the SHAFT OF BLUE LIGHT. Partway down on the west side is an opening. Climb in and follow the passage to the next level.


MISSING SHAFT KEYS: If you are missing the EASTERN SHAFT KEY, you can return to the previous level to get it. In the room with the four skylights and four star-shaped receptacles, pull the switch to open the gate below, and kill the 2 robed enemies who come to investigate. Return down the ramp and through the gate you just opened to the main tunnel.

Go up the ramp, taking a running jump-grab to get across the gap. An assassin comes in through the pyramid entrance as you make your way up the ramp. Wait for him come halfway down the ramp before killing him, or you may be unable to pick up the large med-pack he drops. The first time I killed him, he fell near the entrance, so I couldn't get close enough to pick up the med-pack without triggering the level-load.

Exit to the previous level, then make your way across the side of the pyramid to the left, backtracking the way you came. Jump the excavation pit to the space between two of the smaller pyramids, where you'll find the entrance to the MAZE. Details are shown in the series of screenshots at http://tombraiders.net/stella/TR4walk/khufu3.html. If you need help navigating the MAZE and finding the EASTERN SHAFT KEY, follow the KHUFU'S QUEEN'S PYRAMIDS walkthrough. Once you have the key, return to the room with the star-shaped key receptacles INSIDE THE GREAT PYRAMID and continue as described under "ACTIVATING THE SHAFT OF LIGHT," above.

If you are missing any of the three other keys, I'm afraid you're out of luck, as it's impossible to go back to any of the earlier levels. You can either replay from an earlier save, use the level-skip cheat here, or download a saved game for the end of this level. Links to savegame files appear in the online version of this walkthrough at http://tombraiders.net/stella/TR4walk/insidegreatpyr.html.


LEVEL 35: TEMPLE OF HORUS Secrets: 0


FIRST WATER AND SCALES PUZZLE: Go up the ramp to a room with a cage containing a nasty monster. At the other end of the room is a balance-beam scale with a silver pitcher on one side and a feather on the other. As you approach the scale, Lara looks to the left at the inscription above one of the fountains. There are two wavy line symbols representing water, so for this puzzle you need two liters of water.


(NOTE: For info on the origins of this puzzle, see the FYI note at the end of this document.)


Pick up the LARGE WATERSKIN from the floor near the skeleton. You will need this--along with the SMALL WATERSKIN, which you should still have in your inventory from the MASTABAS level--to complete the puzzle. The large waterskin holds five liters; the small waterskin holds three liters. You can fill the skins at the fountains, empty them on the ground and combine the contents (using the inventory ring) in order to get the amount you need in one skin.


First, empty the small waterskin if it still has any water in it. (Stand Lara somewhere other than in one of the fountains, escape to inventory, select the small waterskin and use it to empty it.) The large waterskin should be empty when you find it. You should now fill it: Stand in either fountain, select the large waterskin and use it to fill it.


(BUG NOTE: If Lara says "no" when you try to fill or empty the waterskins, try pressing Action instead of Enter when using or combining the items within the inventory ring. This may help. If not, see the bug note at the end of this document.)


Now you should have the large waterskin filled with five liters and the empty small waterskin. Select the large waterskin then combine it with the small waterskin to fill the small waterskin from the large one. You should now have the small waterskin with three liters and the large waterskin with two liters.


Position Lara squarely facing the scale platform with the pitcher on it. Make sure she's right up against it. (You might want to save your game before pouring the water.) Select the large waterskin (with two liters of water) and use it to pour the water into the pitcher. If you're too far from the scale, Lara will pour the water on the floor and you'll have to start over. You will hear water pouring if you've done it correctly. If you use two liters of water, the scale will balance and the grate in the floor nearby will open. If you use the wrong amount of water, the scale won't balance and the monster will be released. You must then kill it (and it's rather hard to kill--poison arrows work quite well, though), or reload a saved game and try again.


Drop down through the open grate and follow the passage to a room with a climbing pole going down into an opening lined with retractable spikes. Enter and kill a couple of bats. Take a standing jump to grab the pole. Slide down to just above the spikes. Then, just as the spikes begin to recede, slide down through the opening. Kill a few more bats in the room below. Continue to the next room.


SECOND WATER AND SCALES PUZZLE: It's the same basic setup as the previous puzzle, only this time, according to the number of wavy lines above the fountains, you need four liters of water. First pour out the small waterskin so both skins are empty. Now go to one of the pools and fill the large waterskin. Select the large waterskin then combine it with the small waterskin to pour water from the large skin into the small one. You should now have the small waterskin filled with three liters and the large with two liters. Empty the small waterskin. Again select the large waterskin and combine it with the small waterskin to pour water from the large skin into the small one. You should now have the small waterskin with two liters and the large waterskin empty. Refill the large waterskin. Again, select the large waterskin and combine it with the small waterskin to pour water from the large skin into the small one. You should now have the small waterskin with three liters and the large waterskin with four liters.


Go to the scale and pour the four liters of water from the large waterskin into the pitcher. This should balance the scales, opening the grate in the floor. As with the previous puzzle, if you use the wrong amount of water, the cage door opens releasing the Ammit-like monster. You'll need to kill it or reload in order to try again.


Drop down through the open grate and follow the passage to another room with a climbing pole and retractable spikes. Again, you'll need to kill some bats (three, I think). Then take a standing jump to grab the pole. Slide down to just above the spikes. Then, just as the spikes begin to recede, slide down through the opening. Kill 3 more bats in the room below. Continue to the next room.


THIRD WATER AND SCALES PUZZLE: Here we go again. This time there's only one wavy line symbol above each fountains. That means you need to pour one liter of water into the vessel on the scale. Fill the small waterskin. Select the small waterskin then combine it with the large one. You should now have the large waterskin with three liters and the small waterskin empty. Fill the small skin again. Select it and combine it with the large one. You should now have the large waterskin with five liters and the small one with one liter.


Go to the scale and pour the one liter of water from the small waterskin into the pitcher. This should balance the scales, opening the grate in the floor. Again, if you use the wrong amount of water, the cage door opens releasing a monster. You'll need to kill it or reload in order to try again. Once you get the grate open, drop down through the opening and follow the passage.


ROOM WITH SHAFT OF BLUE LIGHT: Climb down inside the shaft. There's a small room partway down the shaft. This contains a complicated trapdoor mechanism and a closed gate. There's nothing you can do here now, so climb all the way down the shaft until you can dismount on a small ledge.


Cut scene: A panoramic view of the statue of Horus awaiting its armor. It stands in a cave on a small island surrounded by a moat. (Classic boss level architecture if you ask me.)


SHOWDOWN: Turn right (north) and take a running jump from the ledge to land in the water below. Turn around and find a place where you can climb out of the water onto the island a little bit to the left of where you splashed down. Place each of the 4 HOLY SCRIPTURES on one of the pedestals surrounding the statue of Horus. (You should have these from the UNDERNEATH THE SPHINX level.) Then approach the statue from the front.



(BUG NOTE: There is a bug in this section which may manifest in varying degrees. Details are given in the bug note at the end of this document.)


Cut scene: Lara arranges the armor on the statue and places the amulet on its chest.


FMV sequence: High in the heavens sparkling light energy coalesces into a shining falcon, which dives down through space into the pyramid. It smashes into the statue, energizing the god and bringing him into physical form.


Then, somewhere outside, a swarm of locusts gathers and speeds toward the pyramid. The insects penetrate the tunnels and surround Horus. The god explodes, his energy scattered. Lara is blown off her feet by the blast, and the amulet flies through the air landing in the water nearby. Set appears in Horus's place.


Set: My wicked cousin is once again returned to the stars. It is I who shall rule over this world once more. Come forth and kneel and bow before your god before he extinguishes your worthless life.


Set is apparently unwilling to negotiate. He immediately starts shooting shards of some weird, blue energy. You can't destroy him. (After all, he is a god.) So you'll have to re-entomb him. First find the AMULET OF HORUS, which was flung into the water when Horus was vanquished. It is on the bottom of the moat, just below the ledge where you climbed out of the water earlier-and nearly on a direct line from Lara's starting position after the movie. Just turn left (north) and run to the water, jump in and pick up the artifact.


Once you have the amulet, the wrought iron gate on the south side of the cave opens. To get there, turn left and swim around the island to the southwest corner of the cave. Here you can climb out of the water on a small, square ledge. Take a standing jump up the slope. Then follow the rock shelf around to the left (south) and up the ramp to the open gate. Enter, pick up the Uzi clips behind the gate, and pull the switch to open the other gate, on the north side of the cave.


To get there, exit the first switch room and go to the right (east). Take a running jump from the end of the rock ledge to land on the rocks below (in the southeast corner). Cross the rocks to the far left (northeast) side and turn to face north. The cave wall should now be on Lara's right. Take a running jump to grab the thin ledge ahead. Pull up. Take a running jump from that ledge to grab the block ledge ahead and pull up. (Lara should still be facing north with the east wall on her right.) Take a standing jump up the slope and follow the rock shelf around to the left (northwest). Jump down from the high ledge to the ledge running along the north wall (this has a rectangular mural with bird wings above it). Enter the room, pick up the small med-pack behind the gate and pull the switch. This activates a mechanism up in the room inside the SHAFT OF BLUE LIGHT.


Exit the north switch room and jump into the water. You'll land in the moat just about where you picked up the amulet. Swim to the right all the way back around to the southwest corner. Climb out on the same small, square ledge. Now repeat the same sequence you did to get to the two gates originally, working your way around from the southwest corner to the northeast corner. This time you don't need to use the switch in the south room. Just run across the ledge and jump off the other side. And, when you reach the rock shelf in the northeast corner, instead of jumping down to the ledge near the north gate, look for a light colored square block that wasn't there before.


Climb on top of this block and take a standing jump to the flat spot at the top of the slope. If you need it, pick up the small med-pack on the left. Then take a running jump from the right (south) end of the ledge to grab the rectangular ledge jutting out of the left (east) wall. Pull up. Go to the other end of this ledge and take a running jump, aiming to the left of the stalactite hanging from the ceiling. You'll land on a dark ledge in the southeast corner of the cave (above where you were earlier). Cross that ledge to the far right (southwest) corner and look for a crawlspace ahead in the overhanging rock. Take a running jump to grab the opening and crawl in.


Go through the narrow tunnel and crawl out the opening on the other side. Turn or roll to face west (away from the opening). Run around the corner to the right (northwest) end of the ledge. (Lara should now be facing north.) Take a running jump to grab the ledge above and pull up. Go to the right side of this ledge so you're facing the SHAFT OF BLUE LIGHT. Take a running jump to grab the climbable wall. Climb up and to the right to the ledge where you first entered the cave. Grab the climbable wall on the left and start climbing up inside the SHAFT OF BLUE LIGHT.


Cut scene: Lara finishes climbing to the room above. She places the Amulet of Horus into the odd mechanism. The trapdoor closes, presumably sealing Set inside the cave.


FROM THE SHAFT OF BLUE LIGHT TO THE EXIT: Turn around and exit through the gate. Go up the stairs cautiously because there is a sliding block trap ahead. As with the previous traps, to get through, position Lara at either side of the sliding block, and take a standing jump just as the block slides away toward the other side of the opening. Repeat this for two more block traps.


At the top of the stairs is a steep tunnel. The vibrations from Set's almighty tantrum have begun to knock the place down. Wait in the doorway as a couple of huge stone blocks fall from the ceiling. Then continue up the right side of the tunnel. If you look up, you'll notice that the falling blocks are the ones with skulls on them. You can then avoid standing under them. Take a running jump across the deep pit to grab the opposite edge. Pull up and go between the two columns and up the left side of the slope in order to avoid more falling blocks. Take another running jump across the next pit to grab either the left side or the middle of the opposite ledge. (If you grab the left side, traverse to the middle.) Pull up.


For this next section of tunnel, avoid the left side, where there are more falling blocks. Take a running jump from the right side to grab the ledge on the other side of the third pit. Pull up and run into the hall in the center before the various falling blocks slam down. Now continue up the ramp to finish the level and the game.


MENKAURE'S PYRAMID BUG NOTE: To avoid and/or remedy the bug in the BUILDING WITH GUARD UNDER SIEGE (see above), try these:


The bug is apparently triggered by using the shotgun to kill the scorpion. Avoid this by using another weapon.


Another player found that holding the draw-weapons key down while the cut scene played also prevented the bug from being triggered.


If the bug is already activated and Lara will not draw weapons, try selecting the crossbow from the inventory screen. Then select a flare from the inventory screen. When you return to play, Lara should draw the crossbow and after that she should function normally.


Or, select the binoculars from the inventory screen. Lara should be able to do this as usual. Then, when you put them away, she should function normally. (This method was suggested by a PlayStation user. I'm not sure if it works on the PC.)


Special thanks to the players who posted these on the tombraiders.com forum.


TEMPLE OF HORUS BUG NOTE: This particular bug can range from mildly annoying to crippling. It apparently begins in the third water puzzle area. At this point you may notice flares don't work. You can draw them but they don't light until you throw them. Also, Lara may refuse to use the waterskins. Later, in the area with the statue of Horus, she may refuse to put the holy scriptures on the pedestals. And, for some players, the Amulet of Horus remains in the inventory after the cut scene and movie and does not appear on the bottom of the moat. As a result, it could not be picked up, the south gate doesn't open and the level can't be completed. Possible fixes include the following:


If you're playing on the PC, try pressing Action instead of Enter when using or combining items in the inventory.


If you're having trouble placing the holy scriptures or using the waterskins and the above suggestion doesn't work, just keep trying. Some players have reported that Lara will eventually do what she's supposed to do.


If the amulet doesn't leave your inventory and appear on the bottom of the moat, try lighting a flare underwater. Some players have reported that doing this causes the amulet to appear. And, from what I've heard so far, if you are able to retrieve the amulet, everything returns to normal.


If none of these work, PC players can download savegames to complete the level. Links to these files appear in the online walkthrough, http://tombraiders.net/stella/TR4walk/horus.html.


Final FMV sequence: Moonset and sunrise in the desert near the pyramids. Lara, out of breath and limping, makes her way toward the exit as the tomb crumbles. A shadow passes across the sunlit doorway. Lara looks up and sees that it is Von Croy. He motions for her to come along.


Von Croy: Quickly girl, before it collapses around you!


She is knocked back as a tremor rocks the tomb.


Lara: You back, Werner? No more Set?


Von Croy: No time! Your hand, Lara. Give me your hand!


Lara dashes for the doorway and just manages to catch onto a ledge as a the floor falls away beneath her.


Von Croy: Take may hands. I can pull you to safety!


Lara: Good to see you again, Werner.


Von Croy: I couldn't leave you!


But before he can reach her, the door collapses, bits of rock flying everywhere. Von Croy manages to get to safety, but Lara is sealed inside the tomb. He turns and looks back toward the temple. Then he removes his hat and bows his head.



FYI (SPHINX COMPLEX - THUTMOSIS): For more information about Thutmosis and his dream, check out this article "History of the Conservation of the Sphinx" at http://guardians.net/hawass/sphinx2.htm.


FYI (UNDERNEATH THE SPHINX - HIEROGLYPHS): According to my informants, the symbol of two reeds really represents the phonetic equivalent of E or Y, but let's go with the clues on the SCRAP OF PAPER and assume it's an I. The sandy slope hieroglyph is actually K, though this can sound like Q in some pronunciations. There are several different real hieroglyphs that represent birds. A is a vulture, M is an owl, W is a quail chick, and there are other bird symbols as well. But in the clue, the closest match seems to be A. (See About.com's hieroglyph links, at http://ancienthistory.about.com/homework/ancienthistory/msub_lang_egypt_hieroglyph.htm?rnk=r1&terms=Hieroglyphs, for several different sites about English-hieroglyph correspondences.) If anyone has a tighter explanation for the logic involved in this particular puzzle, please enlighten me.



FYI (UNDERNEATH THE SPHINX - EGYPTIAN DEITIES): Maat is the Egyptian goddess of law, order, and truth. Re (a.k.a. Ra) is the sun god and patriarch of the Egyptian pantheon. Khepri is identified with the scarab beetle; he is said to push the sun across the sky as the dung beetle rolls its ball of dung along the ground. Atum is another god associated with the sun and was later identified with Re. A shortlist of Egyptian deities appears on the Minnesota State E-Museum site, http://emuseum.mankato.msus.edu/prehistory/egypt/religion/godslist.html.



FYI (MASTABAS): Mastabas are tombs for the families and entourage of kings and queens. They were designed so that the actual burial chamber was at the bottom of a deep vertical shaft below a flat-roofed stone building. For more on mastabas, visit the Canadian Museum of Civilization, http://www.civilization.ca/membrs/civiliz/egypt/egca05e.html. (Thanks also to tombraiders.com for this link.)
 

FYI (TEMPLE OF HORUS SCALE PUZZLES): This puzzle is an allusion to the ancient Egyptians' beliefs about death and the afterlife, described in their Book of the Dead. In order to attain immortality, a soul had to endure a series of trials, culminating in the weighing of the heart, which the Egyptians believed was the seat of the soul, against the "feather of truth." If the person had been good and just in life, the heart and the feather would balance, and the person would be granted immortality. If the heart was heavy with misdeeds, then the gods would refuse the person salvation, and his or her heart would be eaten by the monster/goddess Ammit (also known as "the devourer"). Ammit is described as having the head of a crocodile, the forequarters of a lion, and the hindquarters of a hippopotamus. For more info, visit these sites:

Compton's Online Encyclopedia - http://www.optonline.com/comptons/ceo/39269_Q.html

Encyclopedia Mythica - http://www.pantheon.org/mythica/articles/a/ammit.html

University of Pennsylvania (Translation of the Book of the Dead by E.A. Wallis Budge) - http://www.sas.upenn.edu/African_Studies/Books/Papyrus_Ani.html



NOTE ON SECRETS: There are 70 secrets in the entire game. These are marked "(x/70)" in this walkthrough. To check your progress in-game, press Pause and choose Statistics.

 


 

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