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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