Introduction


Welcome to Lara's newest adventure. If you thought her last five adventures were exciting, wait until you see what she has planned for you this time. There are 30 massive levels all set in exotic Egyptian locations. There are 70 Secrets for you to find, new moves, new enemies, and new vehicles to ride.

As always, Sinjin will reveal everything you need to know to win this game and get a perfect score. All secrets are indexed at the end of this walkthrough and sorted by level making it very easy to find the one(s) you missed. There is no reward for finding all 70 Secrets other than your own personal satisfaction; plus you will have the respect of Lara and myself.

Tomb Raider: The Last Revelation is divided into six major parts with various levels in each part. You will often have to go back through previous areas to continue, but for the most part the game follows a linear path. I've designed this site so you can easily obtain help for any location in which you are stuck. Simply click the chapter at the top to bring up the level menu for that area on the left. Then click the level name to jump to that section in the main text.

There are a few hidden shortcuts on the website. If you click on the Tomb Raider logo in the top-left you will return to the main menu. If you click on the dark brown stone under the six main menu topics at the top, you will return to the top of the text in the main window.

New Moves

Lara adds a few new moves to her physical abilities. In addition to her usual moves such as Walk, Run, Sprint, Crawl, and Monkey Swing, she can now climb and swing on ropes. Naturally, there will be plenty of opportunities (and puzzles) which require these new abilities to complete successfully. Here are a few tips:

Rope Swinging: When swing from a rope make sure to hit the JUMP button when leaving the rope to continue your arc. If you just let go you will fall straight down and miss your destination.

Climbing into Crawlspaces: If you are climbing on a wall and need to climb into a crawlspace you must make sure you are HANGING from the edge of the crawlspace with your feet dangling in the air. If your feet are attached to the wall then you are still in CLIMBING MODE and will not be able to pull into the crawlspace.

New Vehicles

Lara adds a motorcycle and a jeep to her list of vehicles she can use in her adventures. Here is a quick lesson at Sinjin's School of Better Driving.

JEEP CONTROLS
Gas - ACTION
Steer - LEFT/RIGHT
Forward/Reverse - SPRINT/CROUCH
Brake - JUMP
Exit Jeep - ALT + LEFT (must be parked so that left jeep door can be opened)

MOTORCYCLE CONTROLS
Gas - ACTION
Nitrous - SPRINT (available after nitrous booster has been attached)
Steer - LEFT/RIGHT
Reverse - DOWN
Brake - JUMP
Exit Jeep - ALT + RIGHT (must be parked so that Lara can dismount bike)

Level Design

The later levels in this game get very confusing. You will be going back and forth across many of the same levels to locate various items and accomplish certain objectives. I will include the walkthroughs for all trips to each area under a single heading with a mini-index so you can easily determine which portion of the text you need to read. This means that the text will not flow correctly if read from top to bottom, so I will include links to assist you in navigating the text properly.

Combat Tips

Combat hasn't changed much. One of the key things to remember when fighting multiple targets is to LET OFF the fire key after you drop an enemy. This way you can acquire a new target and not waste ammo on a corpse. Lara can aim very accurately while jumping around, so try to keep moving to minimize enemy damage.

Hardware List

Compass
Lara seems to have found her compass for this mission, so I can now use references like N,S,E, & W to make things easier in this walkthrough.

Flares
You can't do any damage with these handy items, but they will be invaluable as they illuminate your surrounding area, revealing traps, switches and Core's new dynamic lighting engine. There are LOTS more dark areas in this adventure so make sure to keep a good reserve of flares handy and don't waste them. Remember, the muzzle flash of your pistols will also light up a dark area - just not as long.

Medkits
These first-aid kits come in the small and large sizes. Collect as many as you can so you can survive the deadly traps and dangerous enemies that await you.

Binoculars
These will allow Lara to survey the upcoming terrain and plan any strategies in advance. Very useful in the later levels.

Other Items
Tomb Raider Last Revelation features a new inventory system that allows you to pick up many items scattered about the various levels and use them to solve puzzles. Some items can (and must be) combined with other items before they can be used properly. I will provide detailed explanations for all the items you find and how they are used in the game.

Pistols
These are Lara's trusty sidearms she brought with her from the first five games. Use them "John Woo-style" to take out your basic baddies. They will auto-aim each time you press the fire button.

Shotgun - (first found here)
This old favorite is back but this time with a twist. You now have two types of ammo; Normal (red box) and Wideshot (blue box). Using the right ammo at the right time will make things easier and I'll tell you when to load up each kind for the best results.

Revolver - (first found here)
More powerful than the pistols; this powerful handgun is the equivalent of the Magnums or Desert Eagle from the earlier games.

Crossbow - (first found here)
The harpoon gun is gone and has been replaced with this cool weapon. Three types of ammo are available; Normal, Poison, and Explosive. Explosive crossbow bolts are as powerful as the grenade launcher.

LaserSight - (first found here)
Combine this handy little scope with the Revolver or the Crossbow and you can zoom in for precise target shooting. Some puzzles and even enemies require the use of this scope.

Uzi's - (first found here)
Another favorite from the previous games; this weapon is very powerful and should be saved for the bigger enemies or when you are faced with multiple attackers.

Grenade Launcher - (first found here)
This weapon provides some serious destruction. Grenades will explode only after they are armed and they must travel about 50 feet before they arm. This makes this weapon a long-range weapon which is good because you don't want to get caught in your own blast. This is a great weapon for those skeletons which can only be killed with this weapon or a laser-targeted sniper shot to the head. There are three types of ammo for this weapons including; Normal, Super, and Flash which will stun your enemies.

Weapons and Ammunition
Ammo is scattered all over the various levels. It is always a good policy to save your bigger and better weapons for the bigger and badder enemies. Sometimes I will give you a recommendation for which weapons to use, but feel free to use your weapon of choice. There will also be times when I might say "you will find a certain weapon in a certain location" and all you find is ammo for that weapon. This is not a bug or error in the solve, but rather part of the game design. Weapons appear in certain locations, but if you ALREADY have that weapon from an earlier "pick-up point" then you will find ammo for the weapon that would otherwise be there.


Training

You won't be training at the Mansion this time. Instead you will get to take a trip back in time to Lara's first adventure when she was only 16. Not only is this training mandatory before you play the main game, there are also 8 secrets located in the training level. Make sure to get them all before you start the main adventure.



Angkor Wat


Meet Verner Von Croy, your instructor during this portion of the game. If you are new to the Tomb Raider series then you will find this training mission very helpful. If you are a veteran "tomb raider" then you will soon grow impatient with Von Croy's long-winded instructions and frequent interruptions during this first level. During his long speeches you will notice that the screen will narrow. This indicates an automated cut-scene where you will have no control over Lara. When the screen returns to full frame you can resume playing.

Before following Von Croy you will first want to approach and climb the stairs to the left and get Secret #1; a Gold Skull resting on the steps. Head back down and follow Von Croy up and around the corner where he is examining a circular pattern in the wall. Don't go past him or you will die in the spike trap around the next corner. Wait for him to deactivate the trap the continue.

Von Croy will instruct you how to jump over the first gap but first you will want to drop into the water below to get Secret #2; a Gold Skull lying in the shallow water. Return to the top using the stairs around either corner. Make the jump and continue into the next room where a Wild Boar will attack. Since you have no weapons you will need to keep your distance and let your partner kill him with his knife. Move on and head out into a large open area with a stunning waterfall.

Listen to Von Croy as he instructs you on the standing jump and grab and running jump moves to get you across the next to gaps in the path. When you are across both of these he will turn and move on. You need to drop to the stone floor below and get Secret #3; a Gold Skull lying under the walkway. Return to the upper ledge using the ramp in the opposite corner and make those two jumps again. Continue around until you catch up with Von Croy who will teach you how to shimmy.

Grab the crack and shimmy to the right and pull up when you reach the ledge. Follow Von Croy down the passage until you arrive at the next lesson area. He will teach you how to do a "drop down" which I also refer to as a "safety drop". Drop down and continue along the obvious path until you catch up to Von Croy again. He will give you some swimming tips and then you can dive in.
Swim to the deepest part of the pool to retrieve Secret #4; a Gold Skull from the bottom. Now head for the underwater passage and follow it around to where you will find a Large and a Small Medkit. If you need air you can breath in the long portion of the passage. Return to the main pool and surface for more instructions.

Climb out of the water (and notice the cool dripping water effect) and approach the lever to the left. These levers are very picky about where you stand - you must be directly in front of the lever or it will not activate. Flip the lever to lower the bridge. Follow Von Croy as he heads around the corner and unlocks another door leading to your next lesson. Climb the ladder to reach another lever and flip it to lower another bridge. Return to the ladder and climb down and head around to the left and up the stairs to the next lesson.

Jump and grab the rungs above you and monkey swing across to the other side. When you are safely over the opposite ledge you can release and drop down. Continue forward and up the ramp to the outdoor area. More Wild Boar run around this area so stay out of the way until Von Croy has killed them. Head around the building to the right and catch up with your teacher who is in the process of opening another door. Continue past him and you will find Secret #5; a Gold Skull in the far right corner. Collect it then return to the door and follow Von Croy to the next area.

Head down the stairs and continue through the next door with the statues on either side. In the dark chamber turn right and head around to the right side if the right pillar to find Secret #6; a Gold Skull lying on the floor. Head past the spike and the bones of the previous adventurer and out the exit. Von Croy is waiting to give you your next assignment.

Crawl through the opening and down the passage. A tunnel branches off to the left where Secret #7; a Gold Skull lies at a dead end. You can either get it now or on your return trip. Continue forward until the movie takes over showing Lara entering the large room. Learn the history of the now-famous backpack she has worn in her previous five adventures then move over and flip the lever to roll the large stone slab out of the way. Crawl back outside and follow Von Croy into the next area.

The next area will test your sprinting and somersault abilities. Use the sprint and jump keys to get past the dart traps in the next passage and perform a daring roll to duck under the closing stone slab. If you miss the roll you can simply drop down and crawl under the stone. Enter the next area and locate Secret #8; a Gold Skull up on the walkway near where you entered. Now head to the other dark entrance and go inside to hear more from Von Croy.

He will tell you about the two doors and depending on if you got all 8 Secret Gold Skulls will determine which door he opens and also whether you get the regular or difficult path in the next level. Follow him to the next room with another rolling door and a pool of water with a rope hanging over it. Turn left and move onto the raised section of floor to await more instructions. Climb and crawl into the narrow opening. Move forward until you can stand then follow the passage back out onto the upper walkway. Follow it around until it ends. Take a step back then run and jump and grab onto the rope. Slide down to the bottom to increase your swinging arc then use the Sprint command to shift your weight and begin to swing. At the far end of your swing release and drop to the opposite ledge. Follow it around to the right and flip the lever to open the pair of doors below. Return to the lower floor (fall, jump, or dive into the pool) then move to the door. Enter the passage and slide down the long dark tunnel into the next level...


Race for the Iris (Normal)


Staying ahead of Von Croy during this next race will make things much easier for you. If he beats you to any of several checkpoints he will close doors to hinder your progress. Use your sprint command a lot to stay ahead whenever possible. On your mark...get set....GO!

Sprint out of the mouth and past the cheating Von Croy who took off on the count of "two". Enter the door and turn right then left and left again up some stairs. Run and jump over the first pit then climb the ledge and do a running jump over the next pit. If you fall in the first pit you can climb out. If you fall in the second pit look for the hole that leads to the next area.

Race through the arches and turn right as the camera pans to an overhead view. Run off the ledge and through the door below and into the next room. If you are ahead of Verner then you can go through the door otherwise he will have shut this door forcing you to climb the vines on the wall to the left and drop into the room on the other side. In the next room climb into the opening and continue down the passage to the right then left and left again up the ramp. Do a running jump and grab to catch the opposite side and pull up. If you miss and fall into the pit head to the block in the corner and climb out.

Continue forward until you reach another large pit area. Jump and grab the walkway above and monkey swing across to the opposite side. If you fall into this room you can go to the opposite wall and climb up the vines. The rock piles in this next room are deceiving. You need to do a running jump to get to the flat ledge of the first pile then climb up onto the next block. Turn right and pull up onto the ledge then follow it around jumping the gap and head down the wooden bridge (the same bridge you monkey swung across just a moment ago) toward the giant doorway. If Verner is ahead of you at this point he will close this door. If the door is closing you can try to somersault under it, otherwise the switch to open it is in a hole on the wall to the right.

The next section of the passages twists right, left, right, right, and left. These are very sharp turns so don't try to sprint through this section or you will hit the wall and waste more time than you save. Race down the ramp - this is the final stretch so if Von Croy is near make sure to sprint into the final room.

Once in this area the movie will take over. Depending on whether you won the race or not will alter the movie just a bit, but the end results are the same. Enjoy the finale of your training mission and the very cool opening movie for the main game. See you in the Tomb of Seth.


Race for the Iris (Hard)


If you are a true "tomb raider" and got all 8 Golden Skulls in the first level then you get the more challenging course in your Race for the Iris. Aside from more twists and turns and some spike traps this path isn't that much harder than the normal route.

Sprint to the left and turn right into the passage. Race down the hall and do a running jump at the end to clear the first pit. As soon as you land do another running jump over the second pit. This second jump can be tricky if your launch and landing points aren't precise. Falling into the pit is fatal, so you may want to stop and line up your jump before making it. Continue running forward to the next pit and do a running jump and grab. If you fall short you can catch the vines and climb out.

Run into the next room to the right and turn left as you race for the next door. It will open as you approach. Head to the right and sprint across the bridge. At the other side you will start to slide down a slope toward some spikes. Immediately do a standing jump to land on a second slope and jump again to land in the next passage and head toward the rubble.

Head to the left side of the passage and jump right then forward over the pile of rocks. Just past the rocks is a door on the right wall. Enter and turn right to reach a second bridge. Sprint across the bridge and hug the right wall as you enter the next passage. If Verner reaches this bridge ahead of you he will cut the ropes forcing you to drop into the water below and swim into the next room using the underwater passage.

Follow the stone path across the water (do running jumps at the corners to shave seconds off your time) and head through the open gate into the passage ahead and follow it to the left until it ends at a spiked pit. If Verner beat you to the gate then he will have closed it and you will have to go over to the right corner and climb a pair of blocks to reach the upper path. Run around this path and it will take you to the other side of the gate and the spiked pit.

Do a running jump over the spiked pit and grab the vines and pull up on the opposite side. Do another running jump and grab over the second spiked pit and quickly pull out as the spikes will harm you as you hang on the vines. Enter the dark passage ahead and turn left climbing up into either of the openings and enter the next room. Another rope bridge is in this room so sprint across and climb into one of the openings on the other side and continue to the left. If Verner beat you to this bridge then he will have cut it loose and you will have to swing across this pit using the hanging rope.

Turn right and head down the stone passage then turn left to arrive at a giant stone head. Pause for the special camera shot then turn left and circle the head and enter the mouth. If you fell while moving during the camera shot you can use the vines to climb back up to the head. Inside the mouth turn to the right then head left, right, and left and race down the final passage to the Iris.

Once in this area the movie will take over. Depending on whether you won the race or not will alter the movie just a bit, but the end results are the same. Enjoy the finale of your training mission and the very cool opening movie for the main game. See you in the Tomb of Seth.


Tomb of Seth


Welcome to the Tomb of Seth where we will kick off this epic adventure. We'll be getting acquainted with Aziz, your friendly guide who starts off the level by lighting the first of many torches. Note: Your guide is never really given a name in this game. You may remember Aziz from the movie Fifth Element - "Aziz...Light!" I thought it was fitting. After he lights his torch he will move down the passage lighting other torches along the wall.

The first thing you need to do is grab the Flares to your left and another stash of Flares in the room behind you. There are plenty of dark areas ahead and Aziz won't always be with you. Continue down the passage and get the Shotgun in the first shallow pit. Another shallow pit ahead contains a Medkit and a Scorpion. Kill the poisonous creature with your pistols and take the Medkit. Keep your guns out and move forward until the camera shifts and comes rushing at you from beyond. When you are back in control a Jackal will be attacking. Unload a few rounds into him and put him down.

As you approach the tomb, turn North and jump across a shallow pit and get between the two ledges along the right wall. Climb onto the left ledge to get Secret #9; a Medkit. Now return to the main path leading to the tomb and get the Medkit on your way. Enter the tomb and follow Aziz down the blue-colored hall and into the next room. A pair of Scorpions attack when Aziz lowers a wall, so kill them before dealing with the next puzzle.

Before we proceed there is a secret nearby. Head down sloped passage to the right (as you enter) and follow it until you arrive at the sand pit. Climb down into the pit and get Secret #10; Shotgun Shells from the short tunnel. Taking this secret triggers a pair of Scorpions. Get the Medkit on the raised area as you climb out and return to the upper room where Aziz waits patiently.

The door ahead is locked so move to the left of the door and activate the switch inside the hole. The pit where you just came from begins to fill with sand. On your way back to the sloping passage stop by the hole in the opposite wall to get another Medkit. Head down into the room that is now filled with sand and cross over to the pedestal with the Eyepiece. Take the Eyepiece to open the door back in the previous room and grab the Medkit from the other pedestal before returning to the now-open door. Aziz will enter and you can follow.

Enter the next room and follow Aziz around the large central altar and down some stairs. Let Aziz go ahead of you to disable a deadly blade trap - after all, that's what you're paying him for. Continue across the room and get the Second Eyepiece from the pedestal. Combine the two pieces of the eye in your inventory to complete the Eye of Horus.

Return to the room with the central altar and climb up and jump to grab the rope. Spin around so you are facing the door with the blue glow. Start swinging and launch yourself into the doorway and enter to trigger Secret #11; Flares, Shells, Medkit and Uzis. This large circular room had a giant spiked roller that circles around every few seconds. You are going to need to keep and eye on this device as you perform the next sequence of moves. When the roller passes by, turn right and jump and pull up to the ledge then run forward and jump to the alcove to the right and duck. Wait for the roller to go by again then climb up and get the Medkit then quickly turn to face the center hub. Do a running jump and grab and pull up to the flat ledge. You are safe here as the spikes cannot reach you. Climb up to the top of the hub where you will find the Flares to the left. Stay along this wall and continue forward dropping onto another flat ledge. Ahead of you is a lit passage. Doing a running jump to land inside this passage and get your guns out as you are about to be attacked by another Jackal. Turn the corner to spot two more pairs of evil red eyes advancing on you. Kill the pair of Jackals and move down the passage over the grate and to the end. Do a safety drop down to the next area. Avoid the pit with the pair of Scorpions and get the Uzi's (or Shotgun if you are on the Playstation). Continue dropping and sliding down until you reach the sand pit room. Now that you know where you are - return to the altar room where this massive secret area all began.

Head across the room and find the place to insert the Eye of Horus. A door will open when you do and Jackals will rush into the room. The shotgun works great on multiple targets (especially with the wideshot ammo loaded). When they are dead move into the area where they attacked from and continue until you reach the Sphinx head complete with zooming camera angles. Aziz continue ahead but there are some items for you to collect. Some Ammo is between the stairs on the right and on the other side is a Medkit. Now you can chase after Aziz and go through the door into the next room.

Aziz sets the water on fire (actually the oil on the surface of the water) and a door will open - perhaps an ancient Egyptian Emergency Fire Exit? Follow Aziz down the steps. He will go left at the intersection but you need to turn right and head toward the green area to retrieve a Medkit at the bottom of a small pit. Continue into the green room and note the gate preventing Aziz from joining you. Head through the open door to the North and follow the passage until you reach the room with the cool designs in the floor and a hanging chain. Give the chain a quick pull to open the gate and Aziz will soon arrive with his useful torch.

Your next objective will be clear when you look below and notice certain floor panels being lit by the fire. You need to cross over jumping from each of the lit panels until you reach the other side. Do standing jumps from the center of each square to guarantee a safe landing. The torches will light on the far wall with each successful jump, and you need to land on each lit tile in the proper order to trigger the gate. If you mess up, any lit torches will go out and the gate won't open, so you will have to slide down into another room with another chain and pull it to re-open the previous gate. Then you must return to the first chain and pull it to reset the panels and try again.

When you successfully cross over and the gate opens you can get the Timeless Sands then proceed through the next gate to return to the Sphinx. About this time Aziz will be joining you. As he heads down some stairs near the South wall you need to make a quick trip to the left of the Sphinx and locate a closed gate. Climb the wall nearby until you reach the lever. Pull it, then climb back down and enter the now-open gate to trigger Secret #12 and get the Shotgun Ammo.

Climb back up that same wall/ladder and go past the lever at the top and walk out onto the gold and black ledge. Angle yourself so you can make a standing jump to the next ledge at the front of the face (over the nose) then walk across that ledge and make another standing jump to the third gold and black ledge. These jumps are tricky and you will have to angle left in midair when making them. You should now be able to see the rock ledge with Secret #13; Shells and a Medkit hiding in the darkness to the right. After you have gotten this tricky secret return to the ground by sliding down the sloped surfaces of the Sphinx's face and hanging as you drop. Go back to the far side of the chamber to catch up with Aziz.

Now head to the stairs and find out where Aziz ran off to. He will open the next door for you then he runs off in a panic leaving you to finish the mission all by yourself. Continue into the new passage and drop into the next room. Move to the center and get the Medkit and Shells then head toward the statue. Climb up to it and put the Timeless Sands in it's hands. This causes sand to rush into this room while emptying the room with the Sphinx..

Quickly exit this room while avoiding the sand. Kill or dodge the Scorpion and return to the room with the Sphinx. With the sand drained into the other room you can now enter the mouth of the Sphinx. This is a bit tricky. Jump to the mouth and hang then pull up and crouch to enter. Once inside you can move forward until you slide into the Burial Chambers.


Burial Chambers


They don't waste anytime with the first secret on this level. As you are sliding down the first ramp jump before you reach the end and grab the edge and pull up to get Secret #14; the Medkit. Finish sliding into the room at the bottom and move to the lever at the opposite end. Pull the lever to open the door in the other wall, then run through and slide into the next room.

There is a timed spike trap in this room so act fast. Grab the Hand of Orion then jump to the left to get Secret #15; Shotgun Shells. Getting this secret causes the gate to open so run forward past the statues into the next room. More Spikes! Walk up to the spikes and wait for them to retract then run/sprint forward before they reset. Continue down the passage to the right and blast the urn to the left revealing a Medkit.

Continue until you reach more spikes. Repeat the previous pattern of walking to the edge then dashing past them when they are retracted. Slide into the next room where you will find a place on the wall to insert the Hand of Orion. Doing so will retract the spikes but now the blades are spinning. Walk to the edge and do a standing jump as the blades passes by then quickly do a sideways jump to the left as the next blade comes at you. You should now be standing on a column with a Shotgun but the blades are still spinning. If you have time, grab the shotgun and jump back, otherwise you can jump straight up to avoid the blade then get the shotgun before jumping back to the floor below.

Get the Medkit near where you landed then head to the NE corner and climb up to the main entrance. Do a running jump from the edge and you should land almost on top of the Shells. If not you will probably need to do a vertical jump to clear the approaching blade then adjust your position to get the ammo. You now need to make your way to the SW corner where the exit is. You can jump the blades and make your way along the upper area or you can drop off and hang then shimmy around to the opposite side. Jump into the exit and continue up the next passage.

Climb over a block in the passage and you will soon arrive at a room with a sarcophagus in the center. Do not approach it. Instead, turn left and get the Medkit from the corner. Use a flare to light up this dark area. Continue around the perimeter of the room and get the Shells from the other corner then exit through the opposite door.

Continue down and to the left and enter the next room with more sarcophagi on three walls and a central statue. Get the Medkit along the left wall then head to the NW corner and drop into the lower area. Secret #16; Medkit and Shells are stashed down here. Get these items then return to the previous room with the sarcophagus that we avoided earlier.

Approach the ancient coffin and a movie will take over. The results of the movie are a stream of blood which would have locked you out of the previous secret. Follow the blood back to the other room where the three sarcophagi are now open. The Mummies won't be interested in you as long as you keep your distance. Move toward the statue by hugging the right wall and when you get next to the statue start pushing it South toward the circle pattern on the floor near the empty sarcophagus.

When the statue is in the proper location a door will open inside the sarcophagus to the North. Approach the coffin and lure the Mummy out by putting a few slugs into his dusty remains. He will come after you, but you are much faster than him so run around him and into the passage beyond. Continue into the next cavern and drop down to the floor below with guns drawn. Kill the attacking dogs before heading towards the entrance to the next chamber.

Don't go in just yet. There's a secret nearby. Turn left and go up the stairs. Look for a gap to the right and drop down into the alcove to get Secret #17; a Medkit. Continue up the steps and take a left at the intersection. Continue out and across the bridge and get ready for more attack dogs. When they are dead you can climb up to the high ledge then drop into the large rotating room. Jump to the alcove on the left to get the Shotgun Shells we like to call Secret #18.

Find the ladder leading to the ground then locate the block to the right of the gate and climb it. Continue climbing across three more blocks then jump to another block and turn towards the center of the room. Do a running leap over the spikes to land on more blocks then move forward until you can jump and pull up onto the block above. Climb up onto another block and go into the room with the switch and flip it to open the gate below. Carefully make your way back to the bottom and enter the gate.

Pull the lever inside to rotate the chamber. Jump up and make your way to the hole in the East wall. Head left down the hall and slide to the ground below. Head toward the hole to the right and hang and drop to the room below where you can find the Hand of Sirius. Leave through the only exit and follow it to the ladder that you can climb taking you to a block that you must also climb to get out.

Climb the next block then move to the edge and jump and hang. Climb onto the block and crawl under some spikes as you head left until you reach the end of the blocks. Save your game because your next jump is fatal if you miss. Jump forward into the alcove on the South wall and get ready for some serious action. Back away from the edge of the hole then run forward and grab the opposite wall. Do NOT jump or you will smack your head, fall, and die. Now you can climb to the bottom and enter a room with a pair of Mummies. Pull the chain to spin the room and wake up the Mummies. Dodge them and run toward the ladder along the West wall.

As you reach the top keep pressing your action command otherwise you will slide right back into the Mummies. Instead, do a backflip from the top of the ladder to land safely on the floor of the main chamber. Head toward the pair of blocks on the right and climb them to insert the Hand of Sirius in it's proper place. This lowers a rope behind you. Walk toward the rope and do a standing jump and grab on. Swing across to the opposite opening and enter. Get the Scarab Talisman from the pedestal and ready your sidearms.

Another pair of dogs attack as you circle around the pedestal and a third dog waits further down the hall. Return to the cavern and turn right and take the stairs to the North. When you reach the intersection continue straight this time and climb the ladder. When you reach the top whip out your guns and blast the pair of urns to get a Medkit and Shells.

Climb into the next chamber with another pair of Mummies and a Golden Serpent. Take the serpent and the Mummies come to life and attack. Dodge them as you make your way to the North exit. Jump and climb as necessary. Continue forward and slide into the next area and watch for the spikes falling from above. Turn left and sprint to the far left corner where you are safe. Climb up and continue down the passage until you reach a large deep hole. You will probably take some damage even doing a safety drop so make sure you are at full health before lowering yourself over the edge and dropping down.

You are back in the large cavern again. Head East and climb the block between you and the room with the sand and the Mummy. There are two sockets which are just perfect for the two items you have in your inventory. Put the Golden Serpent in the right socket and the Scarab Talisman in the left. The room starts to fill with sand and the Mummy wakes up. You are stuck down here with the Mummy until the sand has filled up enough to let you climb out. Dodge the Mummy until you can escape through the exit in the NE corner. Go through the door and exit this level.


Valley of the Kings


Seems that Aziz isn't a very nice guy. He takes all of your possessions but you are able to recover your weapons just in time to be attacked by his henchmen. They attack in pairs and you can kill them in pairs with the shotgun but you may want to save your ammo and use pistols while jumping around to avoid their attacks. Make a note of the items they drop as you kill them. When they are all dead you can collect quite an assortment of Medkits and ammo and also the Jeep Keys which you need to pursue Aziz.

Before hopping into the jeep, head over toward the dark corner near the left and you should find a place you can climb up and find a hole with Secret #19; Shotgun and two boxes of Shells. Now head over to the other dark corner and find another area where you can climb to the rocks above the area where you started this level. Here you will find a very large Secret #20; two boxes of Shells, Uzi Clips, and a Medkit.

Get in the jeep and use the keys to start it up. Aziz takes off and you must follow. As you chase him he will start to toss grenades back at you. Swerve to avoid them or die in the explosion. As you near the top of the hill two more of his henchmen will start firing at you. You can either run them over or exit the jeep and kill them with your guns. Continue driving until you reach the tunnel. As you emerge you will spot a large pit.

Stop the jeep and climb down to find the crawlspace with Secret #21; Super Grenades and Medkit. NOTE: You MUST be hanging to climb into the crawlspace. If your feet are attached to the wall then you cannot climb in. You can now climb back up to the jeep and accelerate to jump the pit using the ramp to the left or go to the right and take the longer (but safer) path over the pit. This path also lets you splat another sniper with your jeep.

Across the pit, head up the slope and run over another gunman as you near the top. Turn sharply to the right when you reach the top and continue across the bridge to the left. Head to the right over a second bridge and run over another gunman as you near the end of this level. Drive down into the cavern and up the hill until the level ends.


KV5


We resume our chase already in progress. Continue down the road toward the dig site. When you reach the bottom of the hill exit the jeep and collect the Shotgun Ammo and Medkit before resuming the chase. Aziz takes off as you get back in your jeep and will start tossing grenades at you again. Continue past the statues and through the gap in the rocks until the sand dune creates a fork in the road.

A pit is to the right and a sniper on a scaffold is to the left. Drive through the scaffold sending it and the sniper crashing to the ground. Add insult to injury by putting the jeep into reverse and running him over...just to make sure. Exit the jeep and locate the nearby ledge to the right of the exit. Climb up and crawl to the right to get Secret #22; a Medkit. Return to the jeep and continue toward the rocks ahead and drive through the gap. More scaffolding and another sniper are just waiting for the bumper of your jeep. Repeat the crash and smash routine just like before then drive up to the gate and park.

Climb the broken scaffold opposite the one you just crashed through and go left at the top to get some Shotgun ammo. Turn and head the other way and go around the corner. Whip out those guns and blast the gunman who tries to get the drop on you. Climb over the block ahead and drop into the hole to find Secret #23; a large and small Medkit under the scaffold.

Return to the top of the block then jump and climb to the top of the scaffolding where you will find a Medkit in an alcove along the wall. Locate the rope and line up for a running jump and grab the rope and swing across to the opposite ledge. A lever is to your right and above you on the wall. You need to jump and grab it to activate it and open the gate below. Start making your way down to the jeep and don't overlook the Medkit in the corner just left of the gate.

Start driving down the next tunnel and stay to the left. A spiked ball drops down on the right and you must avoid it and the other two which are about to drop as well. Swerve right then left to avoid the second and third balls along this path. After the third ball drops stop the jeep and look for a climbable wall surface inside the last hole in the ceiling. Climb it and then backflip from the top to obtain some Grenades which are also Secret #24.

Resume your drive up the hill to spot Aziz near the top. Continue toward the right and hug the left side of the road to avoid the pit on the right side. When you reach the top turn left and go between a pair of large pits then park. Return to the pit and locate the climbable surface. Climb down the wall staying towards the left and you will find a crawlspace below. Hang and drop then grab real fast to grip the edge of the crawlspace and go inside to get Secret #25; Shotgun and Crossbow ammo. Back out of the crawlspace and shimmy right then scale the wall and return to the jeep.

Continue down the hill and stay left to avoid the pit then head up another slope between two more pits and drive through the gap in the rocks. Drive into the area with sand dunes and more pits and you will spot Aziz heading over the dunes to the North. Follow him carefully and watch for the pits over the rise in the dune. Turn and follow him to the West. You will soon come to another sniper on a scaffold. You know what to do. Exit this area to the South and keep driving until you find the entrance to a tunnel. Drive your jeep right into the tunnel entrance to end this level.


TEMPLE OF KARNAK


Click Here if you are Returning to the Temple of Karnak

Start off this level by climbing the blocks to the West and drop down on the other side. Kill the pair of attacking Scorpions and take the Medkit near the Obelisk. Whip out your compass to get your direction then head through the center door to the South. Climb over the block inside and go through the door to the left then drop down into the hole to trigger Secret #26. There are many urns in this area - shoot them all and get the Shotgun Ammo, Flares, Medkit, and Uzi Clips. Kill the scorpions who defend the final group of urns.

Return to the surface and go to the block your recently climbed over to get to the hole. Stand on the block and jump/pull up to the next wall. Turn to face East then jump and grab then collect Shotgun and Uzi ammo. Jump back to get a Medkit then return to the floor and go back outside to the obelisk.

Head towards the columns to the West and enter the next room. Ignore the locked door to the right and go up the ramp. As you enter the next room the camera will pan around giving you a better view or this area. Use the block to the right to make your way to the upper level. Note the pair of gates as you continue left toward the columns. Do a standing jump to clear the column at an angle. Up here you will find a pair of holes concealing switches to open each of the gates. Also on the other side of this area is a stash of Uzi and Shotgun ammo. Enter the areas behind each of the gates. One area has the Canopic Jar (with a mini-movie) and the other has Shells and a Medkit. Return to the main floor and investigate the pool of water.

Dive in and get the Flares then swim through the passage to the North. Continue forward and down to the closed door. Open the door and swim in heading for the small opening at the base of the rock. Turn left and look up to find another hole leading to an area where you can get some much needed air. Not only do you get to breath, you also get Secret #27; Crossbow and Uzi ammo.

Dive back into the water and swim North through another small hole and into a long passage. The gate to the right is locked but you should be able to find a crack in the wall to your left that you can swim through and trigger Secret #28; Uzi, Crossbow, and Shotgun ammo plus a Medkit. Watch your air and make multiple trips to this area if you can't get it all the first time. Your only source of air is the hole from the previous secret area. When you have pillaged the underwater secret area return all the way back to the main pool and finally back outside to the obelisk.

Head North this time over the rocks and kill some scorpions in the NW corner. Some Flare are also nearby and you can't have enough Flares so grab those before dropping into the hole and follow the path until you arrive in the room you saw in the mini-movie when you took the Canopic Jar. Head over to the crawlspace on the left wall and crawl inside to get Flares and lots of Uzi Clips which happen to be Secret #29.

Now go to the right side of the room and climb the block and jump to the ceiling so you can monkey swing to the other side. Climb to the top of the blocks and press the button to open a door behind you. You should also spot a nearby pit that you can drop into and get a Medkit. Now head to the door you just opened and flip the switch to lower the bowl and reveal a hole. Grab that Medkit from the block behind you then head toward the statue along the East wall. Insert the Canopic Jar into the slot in the back of the statue to open the locked door back by the ramp leading to the water.

Go back to where you just got the Medkit and jump up to the crawlspace high in the right wall and pull into it. Crawl through then back yourself out then hang and drop from the other side. Grab some Flares on your way to the next crawlspace Crawl through until you are able to stand then jump into the next sandy room and crawl into another crawlspace. Back yourself out of this one and drop to the ground. You should now be outside the main temple area. Enter and turn left and go until you reach the hole near the South wall. Drop down and continue toward the columns then climb the blocks to return to the Obelisk. Now return to the room to the West with the ramp and the now-open door. Enter and
slide into the next level.

Return to the Temple of Karnak

Time to do some backtracking. When you regain control of Lara, swim to the edge and climb out. Start climbing up until you reach an area that overlooks the Temple of Karnak to the East. Turn and do a safety drop then head left toward the statue and put the Canopic Jar inside the back of the statue. Watch the bowl as it tips over and spills something into the water. Jump over the bowl and land on the water - YES, you can walk on water.

Head South through the door into the next room and keep walking across the water. Continue past the large statue and up the stairs and get the Uzi Clips. Continue through the passage until you reach the end then turn right and jump and grab the wall and pull up. More croc-infested waters lie ahead. Drop down to the block below and shoot the crocs from the safety of your current location.

When they are all "floating" you can dive into the water and get some Shotgun ammo before swimming into the opening ahead. Follow the passage to the right and exit the water in a small room with a switch on the wall. Press the switch to close a gate somewhere else in the level. Swim back outside and exit onto the shore. Grab the Shotgun ammo then climb up behind the altar. Get the Hypostyle Key and the Sun Goddess.

Make your way up the blocks and back to the passage that leads to the room with the water you can still walk on. Continue past the two statues and over to the other side of the room where the crawlspace high in the wall is (same one we used the first time we were here). Jump and grab and pull into it and crawl through to the other side. When you exit get your guns ready and head to the door to the right. Kill the henchman who attacks then head left and kill another. Drop down into the hole by the wall and leave this room.

Back outside you will be attacked by several gunmen when you approach the area with the columns Keep moving and shooting until they are all dead then make your exit to the South. Approach the Obelisk and kill the gunman to the West. Continue past his former location and into the next area. This should look familiar with the ramp and the door. Go through the door to leave this level and
return to the Great Hypostyle Hall.


GREAT HYPOSTYLE HALL


Click Here if you are Returning to the Great Hypostyle Hall

Your first trip through this level will be short and uneventful, but don't worry - you'll be back. For now our goal is to just reach the Sacred Lake, so head North and climb the wall. Exit this room to the left and you will be in an outdoor area with many blocks scattered about. Grab some Shotgun Shells from one of the blocks then go South through some columns until you reach a small room. Kill some Scorpions before getting the Medkit and Flares then head back outside.

Head North and climb over a block to enter the next area. Turn left and follow the long passage until you turn a corner and a movie cuts in. Continue forward and slow to a walk as you near the very deep pit ahead. Line up for a running jump and grab the other side to pull up and continue. There are many possible paths to take from this next area. Take the door leading North and grab the Medkit to your left as you enter.

Turn right and continue to the top of the next room then head North to the sloped area and go down it to reach the next level.

Return to the Great Hypostyle Hall

Climb the wall ahead and turn left to get outside where you will encounter a new and deadly enemy. The Crimson Ninja is armed with a deadly blade that he will use to attack you and block your bullets. Naturally the best strategy is to stay further away than the length of his blade. Only fire when he is not swinging his blade. When he starts to block your shots stop shooting and save your ammo until he stops, then open fire once again.

Continue North over a block and into the next room where another Ninja attacks. His sword is no match for your Shotgun at close range so blast him. Head to the right and climb up to the second level where you can kill a few Scorpions and collect some Shotgun and Uzi ammo. Return to the ground floor and head NW toward the deep pit you jumped the first time through this level. More Ninja will rain down from above. They will try to get you boxed in, so keep that shotgun handy for the fastest results.

Do another running leap and grab to clear the pit and continue to the area where you took the door to the North the last time through. Go to the blocks to the left and climb over and into the crawlspace and follow it until you reach a locked door. Use your Hypostyle Key to open the door and enter. You are immediately attacked by a Ninja and a gunman with an Uzi starts shooting at you from further back in the room. Kill them as best you can and get the Uzi's from the dead gunman.

Examine the ceiling and locate the climbing surface that you can monkey swing on. Monkey swing toward the upper opening in the South wall. Another Ninja is monkey swinging toward you and while you cannot attack while hanging, he can. Don't even pause - just keep going toward the door and drop down. Then you can shoot him like a sitting (or rather hanging) duck. If the Ninja does reach you and knocks you to the floor you will have to climb back up and start the monkey swing over until you reach the South door.

From the door, turn to the left and do an angled jump to the ledge. Walk to the very edge and do another jump and grab to reach the next ledge. Jump and hang from the ceiling then monkey swing to the West wall until you come to an open trap door that keeps you from continuing. Drop then grab again to cling to the pillar beneath you. Climb to the top of the column and you should now be standing under the open trap door.

Continue forward and to the left to get some Uzi Clips then turn and go the other way to the pair of blocks. Climb both blocks and backflip from the top to the other ledge. Face the center of the room and jump to ledge ahead of you then turn and do an angled jump around the column. Continue toward the South past the hole and toward the large boulder. Carefully approach the boulder and fire your pistols to knock it loose. It will crash through the floor creating a large hole.

Now head back to the hole you just passed and back off and hang. Drop down and get some Shotgun ammo and use a few shells on the Ninja who attacks from behind the block. Head toward the hole in the floor created by the boulder. A nearby room does have some Flares being guarded by a Ninja - you decide it it's worth the ammo. Drop into the hole and you should find the boulder.

Enter the crawlspace to the East and get the Uzi Clips then head North over some blocks. Continue to the end of the passage and turn left. Stand under the ladder and jump and grab then climb up to the top. In this room is a huge bowl with a handle. The handle is actually a pointer and we need to get this one and two others pointing in the right direction to solve the next puzzle. This pointer needs to face the South wall. Turn it 90 degrees then head down the hall and turn left to find the next bowl. This pointer needs to face the East so turn it 180 degrees. Head down the hall and turn left once more to reach the final bowl. Turn this one 90 degrees so it is facing North then return to the ladder and climb down.

Continue back down the passage and turn right at the corner making your way around the columns until you reach the glass pyramid on top of the pedestal. Pull the chain to start an amazing sequence of events. When the show is over you can jump and climb onto the pedestal and retrieve the Sun Disk. Return to the floor and go over to the West side of the room where you should easily spot a hole in the floor. Drop down and follow the passage until the level ends taking you
back to Sacred Lake.


SACRED LAKE


Click Here if you are Returning to the Sacred Lake

Make sure you are facing North then climb the ledge in front of you. Head to the left and go outside. Approach the ruins cautiously looking for a large Crocodile that will attack when you get closer. Your shotgun will do the most damage, but be ready to jump back or sideways if he survives your initial attack. Grab the Medkit from the rock and head West.

Continue along the path until you reach the water then turn right and go through the gap in the rocks. Dive in and avoid the crocs as you swim around the central structure and climb out onto the shore. The crocs will follow you onto the shore so get that shotgun ready and start blasting and dodging at the same time. When they are all "luggage" you can head to the stone entrance to the North and whip out your pistols to kill some Bats.

Continue forward to the hole and drop down. Turn and locate the white pole then slide down the slope and jump to grab the pole. Hang there and spin around until you locate another pole to the West. Now climb up the pole you are on and spin so your back is to the other pole. Backflip from this pole to the ledge behind you and jump onto the new pole. Climb this pole until you reach the top marker. Now turn so your back is to the wall and backflip to the ledge. Locate the crawlspace and go inside.

Crawl through this tunnel and back yourself out at the opposite end and drop into the next room. Follow the passage to the South until it ends in a room with a pair of gates and a chain hanging between them. Pull the chain to open the large gate outside and release some more crocs into the water. Retrace your steps back through the passage and the crawlspace until you reach the ledge back at the poles.

Jump and grab the nearest pole and slide to the bottom then jump to the next pole and slide to the bottom where you will hit a sloped surface and slide into the water. Swim around collecting some Flares in this area and a Medkit down the passage to the North. Exit this area by swimming to the South and continue forward making two right turns until you reach the dead end. Swim to the surface and exit to the beach quickly as those new crocs are coming at you. Kill them quickly.

Dive in and swim through the gate you opened with the chain and locate the lever that you can pull to open a trapdoor in the center of the room. Go get some air then swim into the hole and open the door. Continue forward and then head left through a hole in the rocks Continue down and right and through another hole then head up at the dead end. Angle left toward the light and swim toward the mirror. There is a small hole (visible only in the mirror) over the center of this room where you can surface and get some much needed air. Swim to the edge and climb out.

Now head down the hall and climb into the room at the end with the Second Canopic Jar resting on a pedestal. Take the jar and two sets of Uzi Clips and another gate opens. Return to the mirror room and get back in the water. Swim through the door and into the next hole turning right. Follow the passage around to the left and through the holes in the rocks until you reach the underwater door. Swim through and surface to get some air.

Dive back down and swim into the hole to the North to locate the gates that opened when you took the second Canopic Jar. When you reach the end and pass through the gates the current will take control sweeping you back to the Temple of Karnak.

Return to the Sacred Lake

Continue down the passage until you reach the pool of water outside. Kill the attacking Scorpions then dive into the water and swim around picking up some Shotgun ammo and a Medkit from the end of a short tunnel. Exit onto the island and examine the device. You need to insert a specific item here. Switch to your inventory and combine the Sun Disk with the Sun Goddess to form the Sun Talisman then use it here. Watch the movie and note the doors that open as a result.

Head to the South door and jump to the pole and slide down into the water. Get some Uzi Clips then swim East to find a Medkit and Shotgun ammo. Locate the underwater door and open it to enter a short passage leading to Secret #30; a small room with a Medkit, and Shotgun and Crossbow ammo resting on a pedestal. Head back outside.

Investigate the underwater area to the West and you should find some Shotgun Shells. Then you can surface and use the block to get to the pole. Climb the pole until you spot some Flares on the ledge. Backflip from the pole to the ledge and collect the Flares then do a running jump and angle to the right to reach the exit.

Back at the main area, head North over a block and crawl into the crawlspace to get a Medkit. Return and take the remaining exit to the West. Climb up the broken rocks and turn to face South and you should find a patch of ceiling you can grab onto and monkey swing across. At the end you need to drop then grab quickly to clutch the edge and pull into the crawlspace. Kill those annoying bats and grab the Uzi ammo from the short crawlspace to the East. Follow the passage to the West until you can finally stand. Turn, jump, and grab and pull up to the ledge above then follow it North. Do a running leap and grab onto the opposite ledge then drop to the ledge below that one.

Locate the hole in the NW corner of the room and make your way over to the small ledge in front of the hole. Do another running jump and grab to reach this short ledge then pull up and drop into the hole. You will land on another narrow ledge. Kill the bats and move on to the North. At the end, turn and drop onto the block and carefully continue to the ground. Go through the South door to find a pedestal with Uzis and Flares. Grab these items then return and exit to the West. Continue toward the pillars and walk between the pair of green statues to end this level.


TOMB OF SEMERKHET


Nothing like starting off a level being trapped inside a tomb. Vent your frustrations on the nearby vases and get yourself a Medkit and some Uzi Clips from the debris. Continue to the North and you will slide down into a room infested with Morgue Beetles. These things are nasty and to be avoided at all costs. Run to the right and jump to the ceiling where you can grab on and monkey swing across the room (and over the beetles). Get on the pole at the end of your swing and slide down to the lower level (not the bottom) and backflip to the ledge.

Jump the gap to get an unlit torch then head to the burning torch along the East wall and light yours. The torch is your best defense against the beetles but it also severely restricts your actions. Return to the hold in the middle of the room and drop to the floor below. Beetles will swarm you and do some damage - not as much as if you didn't have the torch. You now need to visit each of the three holes in the surrounding walls and press a button. Of course you will have to drop your torch to do this. Once you drop your torch, don't bother picking it up again. Just run to the other holes and tough it out. Each time you stop to press the switch inside the holes the Beetles will do considerable damage to you. Use Medkits as necessary to stay alive including the Medkit you will find in the hole in the South wall. When all the buttons are pushed you can run for the pole and jump to it and climb up to the middle level.

Backflip off the pole and locate the pair of urns on the West wall with a open door between them. Jump the gap and blast the urns to get a Medkit then enter the door as it shuts behind you. Locate the red square on the South wall and push it open then climb the block and drop into the next room.

Now locate the ladder on the West wall and do two diagonal jumps to get on it. Climb to the top and shimmy right. Drop off to get Secret #31; Shotgun Shells and a Medkit. Return to the ladder and make your way to the bottom. Head through the door to the East and start climbing another ladder. Climb the block then head down the hall to the left and drop into the next room. Kill the attacking Jackals and try not to get toasted in the fire shooting from the walls.

The three holes shooting the fire are also hiding two switches and a Medkit (in the left hole). You need to time the flames and wait for them to shut off then rush up and activate the switches. You can also stand between the switches and sidestep to activate then sidestep back out of the way. If you catch fire you can sprint for the nearby water but you will have to use a Medkit halfway through your dash. It's better just to SAVE YOUR GAME before beginning this puzzle and reloading if you start to burn. When the two switches are pressed a door will open leading to an even worse fire trap.

This room has six firetraps and they are on both walls making things much harder. On top of that, the water is above you making you have to climb up to put out any "personal fires". Saving your game is still the best policy otherwise you could go through a lot of medkits in this area. Activate all six switches and get some Shotgun Shells from one of the holes before climbing out of this area to the West. Continue to the SW by monkey swinging along the ceiling until you can drop into the passage that will take you back to the main hall.

The East and West sides of this room now have raised sections that you can climb onto. Climb onto the nearest and do a running angled leap to land on the central platform. Locate another firetrap in the middle of this structure and activate the switch to turn off the flames in the room below at the bottom of the ramp. Head to the East ledge and drop and hang. Shimmy to the right until you reach the climbable wall then climb up into the alcove to get a Medkit and Shotgun Shells, which I like to refer to as Secret #32. Climb down the wall to the bottom and you can safely drop to the floor.

Head down the ramp and get the Rules of Senet from the pedestal, which also triggers a quick movie. Return to the top of the ramp and head South over the blocks and down the hall. Drop down and take the ladder and drop from the bottom of the ladder to reach the floor below. Run across the Senet board as you head for the ladder on the other side. Climb the ladder and shimmy to the right when you reach the level above. You now get to play the game of Senet. You have the rules in your inventory so I won't retype them here. The only rule you need from me is that you must LOSE the game if you want the rest of the secrets in this level. If you are not going for a Perfect Secret Score then I highly recommend you WIN the Senet game as the rest of the level will be much easier to complete if you win.

So how did you do? Are you a
Winner or Loser?

Oh well - at least you can now get the remaining five secrets in this level. Climb down the ladder and return to the main hall. A trap door is open to the left and you can drop into it. Start forward and you will start to slide down several slopes. As you are sliding down the third slope jump and grab the opposite ledge and pull up to get Secret #33. Slide down the pole until you reach the ground. Blast apart the pair of urns to get Shells and a Medkit.

Climb back up the pole over the block and start to slide again. Jump for the pole at the bottom. Slide down and get the items halfway down; Uzi Clips and a Medkit. Jump back to the pole and slide to the bottom. Continue forward and kill more of those annoying bats then doing a running jump and grab the opposite ledge and pull up. Turn left and enter the door. Head up the stairs and kill a pair of Jackals before entering the glowing passage on the other side of this room.

Grab the Senet piece and pull it back to the main room until it is resting between the hammers. When the piece is in place, flip the nearby lever to send the hammers crashing into the Senet piece revealing Cartouche Piece #1 inside. Now you can leave this area and head back to the pole you slid down before. Jump to the ledge beyond this pole to the left then do a standing jump to the ledge below with the red doors. Enter and collect Secret #34; crossbow ammo and a Medkit then exit and drop to the floor. Locate the ladder on the pillar and climb up. Shimmy right and climb the pole to get some items above then return to the ladder and shimmy left. Drop to the ledge and go to the crawlspace in the West wall. Climb through it and into the next room.

Climb over the wall and you will find another Senet piece and another pair of hammers. Jump to the walkway and pull the Senet piece out far enough so that you can get behind it and push it between the hammers. These hammers will smash the piece as soon as you move it into place. Grab the Cartouche Piece #2 and combine them in your inventory to create the Ba Cartouche.

Drop down into the room below where you can shoot a pair of Jackals and a pair of urns in the room to the North. Get the Shells and Medkit for your trouble then use the block to reach the walkway above. Do a running leap to reach the exit then crawl back through the crawlspace to reach the ladder leading back down to the pair of doors below. Use the Ba Cartouche in the socket by the East door and it will open releasing a pair of Jackals. Kill them, then enter into the new area.

Follow the walkway around to the right then do a running jump and grab to grip the lever turning off the fire and then you will slide to the floor below. The fire will reset shortly so act fast! Sprint to the North side of the room with a pair of pools and a pair of poles and climb either pole to the room above. Backflip off the pole and locate the Senet piece. Pull it away from the wall then get behind it and push it down the walkway into the main room. The hammers will crush the piece when you have moved it into position. You can get the Ra Cartouche Piece from the remains.

NOTE: Unless you do this entire sequence perfectly the fire will most likely start back up forcing you to head for one of the pools below to put yourself out. Use the crawlspace in the SW corner to return to the top walkway and turn off the flames to finish your quest. You can also flip the lever again to gain additional time.

You can now return to the main hall and use the Ra Cartouche in the socket on the West wall to open the remaining door. Continue up the stairs as they turn left and continue up into the next room. When you enter a Flame Spirit emerges from the torch. Avoid any contact with it as you make your way down into the room and head up the ramp to the West. Sprint down the passage with the Flame Spirit in hot pursuit (no pun intended). In the next room locate and pull the lever to release the Water Spirit then get out of the way. While these two Elementals battle it out you can grab some Medkits from both sides of this room then return to the main area.

Climb up and into the door to the North where you entered and then turn and do a running leap to the first rope. Continue across the room by swinging from rope to rope. When you are on the last rope and swinging to the South you can launch toward the ledge between the columns and get Secret #35; Grenade and Revolver ammo. Look around the corner for Uzi Clips then return to the rope and spin around so you can start swinging again and land in the room to the East.

Continue across the room until you reach the door then do a running jump and grab the edge of the block with the pole. Climb the pole and backflip to the ledge to the East. Turn right and jump out to grab the switch. This opens a trapdoor and sends you falling safely to the floor below. Make your way back to the pole and climb it again and backflip to land on the East ledge. Locate the block with the hole and get the unlit torch. Now go to the edge and toss the torch below before returning to the pole. Jump and grab on then slide down and get the torch. Do a running jump into the archway to the West then drop down and continue to the room with the three ropes. Jump up to the flame and light your torch then head to the East where you should spot a pair of unlit torches. Light them with your torch and a trapdoor opens behind you. Drop down until you reach a blade trap then do a backwards jump to get past it. You are finally able to get Secret #36; Shotgun, Crossbow, and Grenade ammo, plus a Medkit. It is also guarded by those Morgue Beetles which will be attacking you while you collect your loot. When you have everything you came for, exit through the trap doors in the floor.

With that massive secret out of the way we only have one left to get and here it is. Retrace your path all the way back to the block with the hole where you first got the unlit torch. When you backflip from the pole head toward the block but this time jump over the gap and enter the next room. It's dark in here so you may need to use a flare to find the switch in the East wall. Flip the switch to raise a block which you can use to climb into a room above you which has Uzi and Crossbow ammo plus a Medkit and will also trigger Secret #37. Drop back down and take the passage at the top of this block and follow it to large room that starts the Guardian of Semerkhet.

Congratulations! I guess you aren't going for all the secrets this time. Head down the ladder and go South through the passage and up the stairs. Head around to the left and look for the hole in the wall to the North when you reach the top. The Ankh squares from the game board are now columns that you can use to jump across. Start with a standing jump to either the right or left column the do a running jump to the next. A running leap with a grab will get you to the next column. Pull up and do another running jump and grab onto the final column. One more standing jump will get you to the other side.

Head down either of the stairs and approach the door which will open as you get near releasing a pair of Jackals. Kill them then enter and head down the ramp. At the bottom, blast apart the pair of urns and get the Uzi Clips. Go down some more stairs and fight another pair of Jackals that come at you one at a time. Continue to the hole and drop through.

Continue down another ramp and start sprinting when the Morgue Beetles start to rain on you from above. Get to the pole and start climbing until you can backflip to the ledge and shoot another pair of urns. Get the Medkit from the broken remains then head through the door to the East. Continue past some mirrors and a pair of frozen Jackals and go to the SE corner where you will find a ramp leading to another pole. Bats will flutter around as you climb the pole. Face toward the East and backflip to the ledge behind you. Turn and run for the door which opens as you approach.

Drop into the next room where three Senet pieces need to be moved into their proper locations. First, move the red piece out of the way by pushing it toward the beams lighting the green squares. Push it to either side to make a clear path for one of the green pieces. Push/pull a green piece to the other end and onto the green square that the red piece isn't blocking to start a short movie. Now move the red piece to the other side and go get the other green piece and move it to the other green square. With the two green pieces in their proper location you can now move the red piece to the other end and put it in the red square. This will open the crypt.

Go to the block in the SE corner and climb up and jump and grab so you can pull up into the passage with the pole. Jump and slide down the pole then climb up out of the hole and continue down the ramp. The pair of previously frozen Jackals will attack you now so kill them as you advance toward the crypt. Drop into the opening at the base of the crypt and crawl into the passage. Back yourself out at the other end and drop into the hall. Head down the hall and turn into the first room on the right to end the level.

GUARDIAN OF SEMERKHET


Move forward and drop into the hole to the right of the tomb. You will slide into a passage with some spinning blades. Advance toward the blades and get as close as you can and line up in the middle of the circle. Watch and learn the pattern - they will retract just for a second after opening twice. Turn around and wait for the blades to stop then backflip through the trap. Head around the corner and repeat the procedure on the second trap.

Slide down the next ramp into the map room then turn to the left and climb up into the chute where you will find a crawlspace inside on the right. Crawl through until you reach the big wooden wheel. This opens the door to the North but it will also start to close as soon as you release it. Turn the wheel several times to open the door then head down the walkway. Sprinting can save you some time but it could also cause you to miss a turn if you aren't careful. Follow the path and turn right to jump a gap and land on the next walkway. Ignore the blade trap behind you and just keep running. Follow the walkway around to the right and do another running jump to the final ledge by the door. Angle left toward the door and sprint the final distance doing a forward somersault under the door just as it closes. If you fall off the walkway or miss a jump you can return to the South where a ladder will take you back up to the wheel. Avoid the pits with the blade traps.

Keep running when you roll under the door all the way to the end of the walkway then do a standing jump to the pedestal where you will find the Golden Vraeus. It is heavily trapped so watch out for the blades when you take it. Stand between the blades or get behind it before trying to pick it up. Drop and hang from the pedestal and drop to the floor below. Head toward the South jumping over the pits to avoid more blade traps. Go through the crawlspace and up the ladder to return to the wheel then take the crawlspace back out to the map room.

Insert the Golden Vraeus into the opening on the South wall and watch the movie. Get the Guardian Key from the map table then go to the East wall and use the key in the keyhole to open a trapdoor. Drop in and slide to the bottom of the ramp and listen to the disturbing sounds of something big lurking around down here. Sprint down the East passage and the doors on the left start to rattle as you pass by. Grab the nearby Medkit in the corner and continue sprinting to the lever. Pull the lever to open those rattling doors behind you - unless they have already been opened...

A giant Bull comes charging down the hall but we aren't going to let that stop us from getting the first two secrets in this level. Head back to where you got the medkit and jump to the ceiling and monkey swing back towards the bull. You should easily spot the crawlspace to your left where you can get Secret #38; Shotgun and Crossbow ammo. Watch out for the firetraps! Now drop down and go for the next secret.

You are going to need to dodge the bull and run through the doors he just burst out from. Follow the passage to the end and get the Medkit then locate the hole in the North wall and get the unlit torch. Race back to the room with the lever and light the torch using the lit torch on the wall. Now run all the way back to the room where you got the unlit torch and use your new flame to light the wall sconces. This opens a door leading to Secret #39 where you will find Crossbow and Shotgun ammo and a Medkit. This room is heavily trapped with spikes and blades so be careful as you collect your loot.

Run back to the room with the lever then head South down the hall with the Bull in hot pursuit and get in front of the big door to the West. Time to do a little bull fighting without a cape. Approach the center of the door and as you get near do a reverse roll so you are facing the bull. If the camera tries to take over then shift to 1st-person view. Wait for the Bull to charge then jump to either side to let him smash open the door for you.

Inside this next room are three targets (or maybe I should say Bulls-eyes) and you need to basically repeat the door trick and make the bull charge into each of them. The order makes no difference. When all three are smashed the West doors will open. The left door leaves this level, but the right door takes us to the final secret so go inside that one first.

Head through the right door and climb the ladder to get to the balcony. Head to the left and get some items from that room then continue to the opposite side and climb up through the hole in the ceiling to get Secret #40; Uzi and Shotgun ammo and a Medkit, and watch out for the spiked ball that drops from the left while you collect one of these items. Note: Once you take one item (Small Medkit, Large Medkit, or Shells) the other two burst into flames, so choose wisely. Return to the ground floor and go out and around and through the other door and follow the passage to the ladder. Start climbing to exit this level.

WARNING! There is a possible bug at the start of the next level. Make sure to SAVE your game before climbing the final ladder and exiting this level.


DESERT RAILROAD


BUG ALERT! If your game exits back to Windows after the movie then you need to run the SETUP and turn OFF the options for Bump Mapping and FMV (uncheck these boxes). Restart the game and wait until you can control Lara in the boxcar. Save, exit, and restore your settings then load your last save game where you are already on the train.

Time for a little railroad action. Start by pulling the lever to open the door then jump to the next car. This is the passenger car and contains three private rooms. Check all the rooms and shoot the boxes in two of the rooms to get a Medkit and Shells. Continue through the car and kill the henchman who tries to get the drop on you. Jump to the next flatbed car with the blue cover over the crates and watch as another pair of henchman climb onto the train. Kill these guys before continuing across this flatbed car and jumping to the next.

At the end of the second flatbed car you can jump and grab onto the side of the boxcar and climb to the top. Continue along the roof of the train and watch for a pair of gunmen to come out of the roof hatches on the next two cars. Kill them both and drop through the first hatch into the boxcar. Kill another gunman and get some Shotgun ammo before going through the door at the back of the car and jumping to the side of the next boxcar. Climb up to the roof continue to the end of this car. Ignore the hatch - this car is empty.

Jump to the flatbed car with the blue cover and then drop off the side and grab the edge of the car. Shimmy the entire length of this car and pull up when you can. A helicopter will show up. Do a standing jump to the next car and grab on to climb to the roof. Kill another henchman then go to the far end of the car and turn and drop down and hang from the roof. Drop and grab quickly to pull into the door after it opens. Inside you will find Secret #41; a Medkit and Shotgun and Crossbow ammo. Return through the door and shimmy to the ladder so you can climb back to the roof.

Go to the North edge of this car and drop and hang from the roof. Shimmy to the right until you are above an opening. Drop and grab the opening and crawl in to get some Shotgun ammo and a Crowbar. Use the crowbar as a lever in the socket missing a handle to open a door allowing you into the previous car. Kill another gunman and make the long trip back to the car where this ride all started from. Kill all the gunmen who will try to stop you.

The remaining two secrets in this level are hidden in cracked crates. You must use the crowbar on these crates to open them and get the items. A Grenade Launcher and two types of grenades are Secret #42 and you can find them in the cracked crate in the third boxcar.

The jump to the last car is tricky. Take one step back to land safely otherwise you will smack the wall and fall. Secret #43; a small Medkit, is in the cracked crate in this car. Use the crowbar on another lever socket to unhook the rest of the train from this car and end the level.


ALEXANDRIA


As soon as you hit town, head for the central plaza with the fountain. Locate the two-story building nearby with the two sets of four arches and go inside. Head up some stairs and you will get to watch a small movie before getting the LaserSight attachment. You will also find Shotgun and Crossbow ammo on the table by the stairs. Head out onto the balcony and run to the left doing a running jump at the end to land on the next roof.

Kill the sniper and grab the Uzi ammo then head around the roof so that you are facing West. Do a running leap and grab onto the clay roof then shimmy around the corner until you are over the lever. Drop and grab onto the lever that will open a secret panel inside the building. Go claim your reward; Crossbow ammo and a Medkit and Secret #44 is yours.

Feel free to search the rest of the buildings if you want. When you are ready to leave return to the fountain and head SE down the narrow street. Head past the large building with the columns and keep going left until you reach a dark passage. Continue until you exit this level.


COASTAL RUINS


Click Here if you are Returning to the Coastal Ruins for the first time.
Click Here if you are Returning to the Coastal Ruins for the second time.

Head for the palm tree and go through the archway that leads to the "Egyptian Adventure". Shoot the boards and enter to find a stone pyramid on a marble platform. Head up the stairs and blast your way through the boards. The room beyond is much like the underwater mirror room back in the Sacred Lake. You will see things in the mirror that you won't see in the "real world". You can figure this room out for yourself or follow these instructions. Do a running jump to the middle section of floor. Turn and face the reflection of the Crossbow then jump over to get it. Retrace your steps to exit this room with your new weapon.

Return to the main room with the pyramid and this time follow the path to the right. Before you slide down the ramp go into your inventory and equip the crossbow and combine it with the LaserSight for the next puzzle. When you slide to the bottom a platform swings up to protect you from a fatal plunge into the spikes below. The platform only stays up for a few moments so you must act quickly. Use the crossbow and sniper the nine targets to lower the spikes before the floor opens and you fall in. If you found Secret #42 back on the train then you can also load a Super Grenade into the Grenade Launcher and take out all nine targets with a single shot. Simply jump up and fire at the top of your jump for instant success. You cannot prevent yourself from falling in - your goal is to eliminate the targets and the spikes before you do.

After you fall in, turn and get the Token then head to the South wall and jump and grab to pull up into the opening above. Crawl in and return to the pyramid room and this time head back up the stairs. When you reach the entrance to the room where you obtained the crossbow turn left and use the Token in the Snake Charmer machine in the next room. A rope will magically rise up from the basket and you can climb the rope and jump off at the top to find a Broken Handle.

Head into the small alcove with the three hooks on the walls and use the crowbar to pry the Hook from the East wall. You can combine this hook with the handle you just got to create the Hook and Pole. Now climb back down the rope and return to the main pyramid room and go back outside then head over to the wall with the bars and the block. Look through the bars and locate the Keys. Use your Hook and Pole to get the keys. Now that you have the Gate Key you can return to the street and follow it until you reach a pair of archways. Head through the right one and continue until you reach the water. Swim over to the ledge and climb out then jump and grab the opening in the wall and pull up and crawl through.

When you exit the crawlspace you should easily spot the ladder you need to climb. Climb to the top and a movie will take over. Our immediate goal is to the right, so make your way around the hill toward the castle. As you near a pair of Skeletons attack. Skeletons can be killed two ways - explosions and headshots using the LaserSight. Kill the pair then head up the back stairs. Do a running jump to the opposite side and keep moving until you have to do another running jump to the U-shaped ledge.

Follow this ledge around and locate the ledge above. Jump and grab and pull up to get a Medkit and Shotgun Shells. Drop back down to the U-shaped ledge and do a running leap to the ledge with the face in the wall. Go through the opening and use the Gate Key to open the gate and enter the Catacombs.

Second Visit to the Coastal Ruins

Do a safety drop to the ledge below then move over to the rock hanging by the rope. Drop down into the area below and find the stick by the fire. Carefully approach the fire and light the stick on fire the move to the rope and pulley and stand beneath the rope. Jump up and the rope will start to burn causing the rock to fall. You won't get hurt if you don't move.

Climb onto the ledge the rock just smashed into and then jump and grab and crawl into the passage above. The gate can be opened with the crowbar then you can jump, grab and crawl through the next opening and continue down the passage
into the lower catacombs.

Third Visit to the Coastal Ruins

At least our third visit to the Coastal Ruins will take us through new and unexplored territory. Exit the water and head toward the structure with the face carved on it. Get in the middle and look up to find the ladder that you can jump and grab onto then climb up and exit to the beach area. Go toward the water and dive in.

Swim NE past the cliffs along your right and start looking for an underwater tunnel on the SE face of these cliffs. When you find it, swim inside and continue until you spot some seaweed on the left. Turn and start swimming in the same direction as the moving seaweed and you will exit this level and
enter the Temple of Isis.


CATACOMBS


This level is very confusing. Not only will you be switching between the upper and lower catacombs, but you will also be going back to the Coastal Ruins several times. Follow the links carefully so you don't get confused.

Upper Catacombs

As you being the Upper Catacomb level just keep going until you enter the second room and the floor starts to shift. Move over to the face on the wall and activate it to raise a brown piece of floor in the lower catacombs. Return through the gate and back to the Coastal Ruins.

Lower Catacombs

Continue until you reach the dead end and you should spot the brown piece of floor from earlier. Now move over to the column and pull it until it rests on the brown section of floor. This will fix that unstable floor from earlier. Now you can return to the pit with the torch and head over to the ladder along the wall and climb out of here. Make your way back up to the Upper Catacombs and reenter that area through the gate you opened earlier.

Return to the Upper Catacombs

There is plenty to do on this second trip to the upper catacombs. Start by pushing the short column to the front of the room until it covers the face in the floor. A Ghost will appear and a secret passage will open. Run through the secret passage and head up the stairs to the right in this next room. When you get to the top stand next to the statue and wait for the Ghost who will fly into the statue and vanish.

Return to the previous room and locate the pole leading down into a hole. Climb down and continue through the passage. A door will open for you and shut after you are through. Flip the lever here to raise the walls giving you a better view of the cavern beyond.

Move toward the pair of ropes ahead and do a running jump to grab the first rope. Move to the bottom of the rope then swing toward the next rope and jump off to launch yourself toward it. Grab on and turn until you are facing South. Start swinging and launch toward the wall and grab onto the ledge to get Secret #45; Shotgun ammo, Medkit, and Flares. Return to the rope and continue swinging across the ropes until you reach the ledge with the opening.

Continue down the hall and walk up to the edge. Take a step back then do a standing jump and grab to cling to the brick wall. Climb down to the floor and head over to the wall to the South where you will find a passage near the top of the pile of dirt. Enter the opening and go up the stairs to get some Shotgun ammo and locate a hole you can drop into.

You will find yourself swimming so locate the steps leading out of the water and get out. A Skeleton lurks around these parts so line up that LaserSight with his skull and blast him. Head south and do a running jump and grab onto the first ledge then do another running jump to land on the ledge with the lever. Flip the lever and two new platforms come out of the wall. A running jump puts you on the first while a standing jump with a grab and pull-up gets you onto the second. Target the vase on the next ledge and shoot it to reveal some Shotgun Shells then jump over and get them.

Locate the black ceiling strip and use it to monkey swing across this area to the other side. You may want to make sure you are at full health because a ghost attacks when you arrive on this ledge. The winged statue that will get rid of this ghost is back on the other side of this room in an opening down by the water. Before you head there you need to flip the lever up here to reveal a new pair of ledges along the East wall.

When the ghost is gone you can make your way back to the previous ledges then do a running leap to the ledge in the middle of the wall before heading toward the two new ledges. A running jump from the second ledge should get you near the green-tinted opening on the South wall. Drop down into the alcove to the left then drop and hang once more and shimmy along the ledge to the right. Continue around the corner then drop to the ledge below when you finally reach the end.

Head down the passage until you reach the large room with the vase. Blast it to get some Shotgun ammo and then deal with the pair of Skeletons who are probably getting quite close by now. Jump to the rope and swing over to the ledge on the right. Turn and face the ledge to the West with the column and jump over to it. You will be able to get the Trident #1 from this pedestal, but in doing so you will awaken a Skeleton. Kill him or knock him off the ledge then continue to the West by jumping to the next ledge and pulling up to the ledge above to get a Medkit.

A small Skeleton army attacks so start picking them off one by one until they are gone then head around the corner toward the North wall. Jump the pit and grab the ladder on the wall and start climbing. Kill the Skeleton waiting at the top then get Trident #2. Climb the pole up to the next level and backflip off to get some Crossbow ammo from the vases. Jump back to the pole and finish the climb to the top and backflip to the passage.

Continue down the corridor and a door will open as you approach. Enter and you will be back at the beginning of the upper catacomb level. Climb down the pole and locate the ladder on the North wall. A running jump with a grab should stick you onto the ladder and then you can climb down to the floor where a pair of Skeletons are ready to attack. Run toward the water to the West and you will find a ladder on the North wall. Start climbing until you reach an opening at the top. Enter the room to the left.

Blast the vases and the Skeleton in this area and get the Shotgun ammo as you make your way back to the East wall where you will find another ladder that you can climb. When you reach the top, drop to the ledge and get the Shotgun ammo and Trident #3 from the high alcove in the East wall. Another alcove to the right of this one has a Medkit and some Shells stashed inside. Return to the bottom level and locate the lift that will take you back up to get Secret #46; Medkit, Shotgun and Crossbow ammo hidden in the urn.

Make your way back to the high ledge that lead to the third trident and start jumping across the top level of platforms. You should come to a rope that you can use to swing to the opposite ledge where you can kill another Skeleton then do a standing jump to grab and pull up into the alcove with the face. Climb the pole inside and backflip from the top where you will find a ladder you can climb. When you reach the top, enter the stone passage and check out all the bones. There are five sets of white bones and you need to blast them all to open a trap door and get Secret #47; Crossbow ammo. If you cannot locate all five make sure you aren't forgetting the bones back by the pole you just climbed.

Continue across the floor from the last secret and wait for the camera angle to change. Slide down the pole and jump into the area to the left and go through the door on the right side of the wall. In here is Secret #48; Shotgun and Crossbow ammo, plus a Medkit.

Return to the stone passage and follow it to the end where you will find the final Trident #4. Take the Trident and kill any Skeletons which may come to life then climb the ladder behind the Trident to leave this area. Use your crowbar at the end of the hall to open the gates and get back outside into the Coastal Ruins. You aren't here long enough to switch to another section of text. All you have to do is make your way back up to the Upper Catacomb entrance and go back inside.

Return to the big cavern with the pair of ropes then use the ladder to climb down to the lower area and head for the West wall. You should find an opening next to the water that you can enter. Head up the stairs leading to the Temple of Poseidon.


TEMPLE OF POSEIDON


Head towards the winged statue and drop off and grab the brick wall. Drop to the floor and head right through the door on the North wall. Drop down into the next room and do a reverse roll into the room on the left. Crawl into the secret area to get Secret #49; Medkit and Crossbow ammo. Light a flare if you can't find the opening.

Kill the pair of Skeletons then move on to the next room. Circle around the balcony and go through the door on the opposite end. Inside is a large statue with a tunnel beneath it. Crawl into it and out the other side. Blast apart the vases to get some Uzi Clips then carefully make your way past the firetraps in the floor. You will also have to deal with another pair of Skeletons in this area.

You should now arrive at the room with the statue of Poseidon. Approach the statue and put the first Trident on his staff which will cause water to start pouring from the mouth of the statue we just crawled under a moment ago. Swim back to the middle area and watch the water spill into the hole. Continue over to the South wall and go through the opening to find a giant stone face and a pole. Climb the pole to reach some vases and a second statue of Poseidon. Smash the vases and use your second Trident which will cause water to start pouring from the giant face by the pole.

Return to the central room and go through the door to the East to arrive at another stone face. You can climb the wall across from this face and at the top you will find the third statue and you can use the third Trident. More water starts flowing and a ghost starts chasing you. Quickly return to the brick wall you climbed down at the beginning of this level and lead the ghost to the winged statue where you first climbed down.

With the ghost out of our way you can return to the main room and go through the West wall. As expected, there is another stone face and an opening high in the wall with a firetrap directly below it. You need to do a running leap and jump over the black circle (firetrap) and grab onto the edge of the crawlspace. Pull up and crawl inside to find the final statue where you can use the forth Trident. Exiting this area is easy since the water has put out the firetrap. You can just drop down and return to the main area.

With water coming in from all sides you can now safely drop through the central hole and into the water below. Note: If the room below is not filling with water you will need to make sure you have killed all the skeletons in the previous rooms where you used the four Tridents. Swim down and through the opening near the bottom of the West wall. Surface and you should be able to see a pair of stairs on the West wall. Go up either and kill the Skeletons along the way. A pair of Ghosts are in this next room and there isn't a winged statue in sight....or is there? Blast apart those vases to reveal a pair of winged statues that will deal with Casper and his friend.

Continue into the next room and approach the coffin along the West wall. Open the coffin to get the Left Gauntlet. A pair of secret doors will open on each side of the coffin and you can enter either to reach the next passage. Look for the opening in the West wall and climb into it to end this level.


LOST LIBRARY


Continue through the narrow passage leading to the Library. Enter the room at the end and head toward the North wall with the blue doors. Go through the middle door and climb down the pole while avoiding those wheels. At the bottom, take the passage leading to the next pole and once again climb it while avoiding the deadly wheels. Backflip from the top and continue to the next room.

This room has a guy with an axe that you should probably kill as soon as you enter. He is very hard to kill and you must hit him directly in the heart using the LaserSight. Note: You can also kill this guy (and others like him) with pistols. It takes several minutes of continuous fire and you will have to take evasive action. Now you can approach the Gold Star and pry it out with the crowbar (this thing is turning out to be the most useful item in the game). Head over to the left wheel and drop below to find Uzi and Revolver ammo also known as Secret #50. Now go to the South and climb up the ladder behind the column.

Enter the next small room and slide down the pole to meet another pair of guards with axes. Shoot them in the heart and take note of the locked gate as we head off to find the key. Locate the hole in the next room and drop off and hang so you are hanging above the South wall of the hole. This wall is climbable so start climbing down. At the bottom you can go through passage and into the next room with a axe-wielding horseman. Target the heart and blast away. The first shot will dismount him and the second will blow his heart clean out of his body. Examine the heart to find that it is indeed a gem; the Horseman's Gem and is a perfect fit for that keyhole back by the locked gate.

Before you leave this room you will want to shoot the counterweight in this room to open a secret passage in the wall which leads to Secret #51; Medkit, Shotgun shells, and Uzi Clips. Make your way back to the gate and use the gem in the socket to open the gate and enter. Inside you should find a rope that you can pull to open an underwater door somewhere else in the level. Now you can return to the room where you pried the Gold Star from the wall.

Head toward the West wall and go through either opening to enter the room with the swinging chains. Wait for the chains to swing out of your way then run/sprint past and repeat for the remaining chains. When you reach the room with the trapdoor and the wheel you need to stand on the door and use Action to open it.

Drop into the water below and swim West through the gate you opened earlier with the rope. Continue until you reach the room with a pair of Gold Stars. Whip out the crowbar and pry them off to increase your inventory count to three. Swim back to the trapdoor and climb out and retrace your steps all they way back to the first room with the blue doors on the East wall. Climbing up the pole past those blades is much harder than going down. You may want to backflip onto each ledge and collect the medkits and other items on each level. Go to the left door on the South wall, open it and enter.

Inside is the Planetarium and you should have no trouble in locating the three sockets for your three Gold Stars. As each Star is inserted gates will open allowing you access to models of the planets. These models need to be positioned out on the floor to complete this puzzle. We'll start with the Earth since it is already out in the room. Move it until it is in the center of the room. Now head to the gate on the right of the East wall and move the Moon into the next orbit. Venus is located next to the Moon behind the left gate and it goes in the next closest orbit. Mars is behind the gate to the North and is positioned next followed by Jupiter on the South wall. When all the planets are aligned a bolt of blue energy will shoot from the door next to Jupiter. Enter if you dare...

Head down the corridor past the blue door and into the room with all the snake statues. This is your next puzzle so get ready. Each statue has a lever that shoots flames from that statue and two others. The goal is to light all seven statues and the pattern is as follows. Start with the closest statue to the door and work your way around the room counter-clockwise. You can always reset the entire puzzle by standing on the pentagram along the East wall. When all seven statues are lit a ghost and several platforms will appear in the center of this room.

Use the platforms and stairs to reach the top of this room and jump into the fountain to lose your fiery pursuer and put out any flames that may have ignited along the way. Exit the fountain and enter the next room and continue until you reach the corridor with the blue door. Go inside and you should appear on the second floor of the main room with the blue doors along the East wall. Follow the balcony around to the South wall and go through the door on the left.

Two Fire Ghosts attack when you enter and your only escape is the fountain where you lost the first one. Race back to the fountain to get rid of these pests then return to this room and get the Pharos Pillar from the pedestal. Exit this room and enter the door on the right. You will start sliding down a slope along a lion's head. Quickly locate and jump to the climbable wall surface and climb up. Jump to the ledge on the right to trigger Secret #52.

Continue the slide down and out of the lion's mouth and you will land in the path of a boulder. To avoid the boulder jump towards the ramp then jump to either side to doge the rock as it rolls by. Target the guard with the axe using your laser and blast him in the heart then walk up the ramp that the boulder just rolled down. Get under the lever and jump to grab and pull it and a platform will rise up in the center of the room. Climb the platform and do a running jump to grab the ledge to the South then pull up into the alcove.

Go to the end of this passage and do a running jump to the top of the lion's head. Continue to the top and pull the rope which will open his mouth enough so you can enter. Drop and hang from his mouth then catch yourself and pull up into his mouth and crawl to the back where you will find a pole that you can climb. Backflip from the top and head down the passage to the next room. Get the unlit torch on the left and step onto one of the grates inside this room to light the pedestal next to it. Light your torch and exit the room continuing down the passage until you reach the gate that opens as you approach.

Go through the gate and into the next room with the wood floor in the middle. Stay off the wood and throw your torch onto it instead and watch it burn and fall into the room below. Drop down below and get the Music Scroll from the circle in the middle of this room. Exit this area through the opening in the East wall and return to the main room with the blue doors again. Go through the snake statue room and up the platforms and stairs to reach the balcony level of the main room.

Now go to the North wall and enter the right door that leads to another hallway. Follow it to the room at the end where you will find a harp and a pedestal that you can use the Music Scroll on. The music will open a secret passage. Follow it back to the balcony in the main room and pull the rope to open the large blue doors below. Vault the railing to reach the floor below and head through the doors to enter the Hall of Demetrius.

Continue down the hall until you reach the large room then head up the ramp to the South. The room at the top has the Pharos Knot resting quietly on a pedestal. Take it before returning to the bottom of the ramp. Now go North through the opening in the wall and up a series of ramps. When you reach the top a movie will play. Watch carefully to see where Von Croy goes in this movie - you will need this info to get the next secret.

Kill all the henchmen Von Croy leaves behind then return up the ramps on the North wall and enter the opening. Locate the lantern and push it toward the doors (North) to open a secret door. Collect Secret #53; Crossbow ammo, Medkit, and broken glasses on your way back to the Coastal Ruins.


TEMPLE OF ISIS


Click Here if you are Returning to the Temple of Isis

A large shark comes after you when you enter the underwater cave. Dodge the pursuing shark as you make your way to the far side of the temple. A pair of openings are on either side of a wooden door ahead. Swim into the right one and you will be able to climb out of the water and locate a socket for the Pharos Pillar. Jump back in the water and swim out past the wooden door and into the left opening. When you exit the water in this area you will find a matching socket that you can insert the Pharos Knot into. The wooden door will open now.

Swim out and down through the opening and enter the temple. When you exit to dry land a Skeleton will attack. When he is dead you can head over to the hole in the center of this room and jump in the water. Swim into the next room then swim over to the door along the North wall; open it and enter. When you exit the water an Eagle will attack you. Kill the bird then head up the stairs to the South.

As you enter the next room the door slams shut behind you. Approach the statue of Isis and move toward the SW corner where you can find a column that you can climb. Get out your trusty crowbar and pry the Black Beetle off the wall. A stream of black beetles will pour into the room so hop off the column and run over to the West wall where you will find a block that you can climb. From there you can climb into the upper area and push the button in the alcove.

Return to the floor and head over to the left of the statue and climb up another column to find a Broken Beetle you can pry off with your crowbar. Doing so releases more beetles into the room so now you really need to run to the block along the East wall and climb up into that alcove to push a second button. An opening will appear at the base of the statue of Isis. Return to the floor and drop and hang into the hole then climb down the ladder.

At the bottom, turn and head North then go to the corner of the East wall and climb the stone with the sloped top. Before you slide off the slope do a backflip to the ledge behind you and take the Winding Key from the pedestal. While you are here you also need to push the button on the wall to open that door back in the Isis room. Return to the ladder and climb up to the statue room and go out the door you just opened.

Kill the Skeleton back in the main chamber then head up the stairs to the West. Go through the next two rooms and kill the Skeleton in the room with the black pyramid. Check out the three holes leading to slides that take you to Black Beetles down below. The hole to the North leads to a Broken Beetle and is basically a waste of time. You will need to visit both the South and West slides to get both of the Black Beetles. You can do the holes in either order and the strategy is the same.

Drop in and slide down the slope. As you near the water at the bottom you need to jump forward to gain a few seconds on the fire that is about to consume this area. Quickly make your way across to the platform and pry the Black Beetle off the wall. The ramp you just slid down now turns into stairs but that water looks a bit too warm for swimming. Climb up to the ledge on either side of the burning water and circle around to the stairs. You will need to make a running leap to reach the stairs before you can climb up to the room. Repeat for the other hole/slide/beetle and you should now have a set of three Black Beetles in your backpack. Only one more to go, so return to the main chamber and climb the stairs to the North and enter Cleopatra's Palaces.

Return to the Temple of Isis

Head back to the main room and take the stairs to the West leading to the black pyramid. Insert each of the Black Beetles into the pyramid to trigger some cool events. Ultimately you can obtain the Mechanical Beetle from the tip of the pyramid. Open your inventory and combine the Mechanical Scarab with the Winding Key. Now that we have this item we can
return to Cleopatra's Palaces.


CLEOPATRA'S PALACES


Continue down the passage until you reach the room with the fountain. Continue across this room and up the stairs to the North and take the ramp up in the room that follows. A section of the wall has a carved face on it and you can use the crowbar to open it and reveal a hidden passage. Head down this passage until you come to another carved face and use the crowbar again to open it. Keep on going until you reach a hole you can drop into and slide down toward some water.

Just before you drop into the water, jump from the slide over to the left and continue in that direction until you find the elusive forth Black Beetle. Remove it with the crowbar and add it to your collection then quickly do a reverse roll and do a running leap across the water. When you land on this ledge turn to the West and head for the opening. You will have to enter the flaming water just long enough to get under the opening and pull up. You can survive as long as you are quick. Heal yourself when you are out of the water and return to the fountain room and back to the Temple of Isis.

Return to Cleopatra's Palaces

Go past the fountain again and up the stairs to the North. Continue until you see the picture of the Beetle and the Eagle. You can also spot some suspicious looking holes in the floor, which hide deadly spikes. Use your Mechanical Beetle to defeat the spike traps and cross to the other side. Don't forget to pick up your motorized friend - he has more work to do.

Time to get another secret. Head South after you cross the first trap and kill the Skeletons as you climb some stairs to the East. Now go down some stairs and turn right and continue to the North. Another hall with spike traps needs to be deactivated with your beetle. When it's safe you can cross and get Secret #54; Medkit, Crossbow and lots of Shotgun ammo. Now make your way back to the hall just past the first spike trap.

This time go North to enter a room with a coffin and swinging blades over the door. Search the coffin to get the Right Gauntlet and kill the Skeleton you summoned in doing so. Return to the previous room and head East and use the Beetle to trigger another spiked hall. Grab your beetle as you climb some stairs to do battle with an eagle. Grab the Medkit from inside the nearby coffin and head down the passage to the West.

You will come to some double doors and a lever. Jump up and grab the lever to pull it down and open the doors. A block will rise up next to you and you can climb this then turn to face the ledge to the West and jump to grab the edge. Now shimmy around to where you can pull up then continue down the passage. Enter the area to the North and search the coffin in here to find the Right Greave. As expected, another Skeleton attacks, so deal with him before exiting through the door with the swinging blades.

Return to where you pulled the lever a few moments ago and continue to the South. When you reach the end, turn left and go through the opening on the East wall. Continue until you reach another opening to the left and enter to find a coffin with the Pharos Knot. Leave this room and head left down the passage until you see some stairs on the left. Continue past the stairs and into the passage behind them. Continue to the next set of stairs that lead to a locked door that you can open by using the Pharos Knot.

Enter this new room and climb onto the nearest block and get the Medkit. Swirling energy will appear above the blocks and a gold duplicate of Lara appears on the other block. Try not to hurt the statue or you will ultimately hurt yourself. Head over to the North and climb onto the block that just appeared and use it to reach the ceiling. Now you can jump and monkey swing over to the other side and drop onto another block. Continue to the end of this passage, turn and jump to grab and pull up to the level above.

A pair of eagles are in this large area above the blocks with the swirling energy. These eagles will start to attack the gold statue of Lara so you need to kill them quickly. Now head to the middle of this ledge where you can use the wider ledge and do a running jump to the West. Turn and head North to the opening in the wall and climb into it. Another Skeleton and another eagle wait to do battle with you. Kill them both before jumping to the hanging platform in the center of this room.

Locate the levers to the East and West and jump to them and grab to pull them. In doing so you will release an eagle that you must kill before it starts attacking your statue. Each lever opens a door below. The door on the East wall contains the Hathor Effigy and the West door contains the Ornate Handle. After you have both items, combine them in your inventory to form the Portal Guardian, then jump back to the hanging platform and then jump South to the door with the carved face.

Put the Portal Guarding on the pole by the door and it will open. Enter and kill another Skeleton then watch the movie. A pair of Cleopatra's Guards will attack. These guys are tough so break out the heavy artillery. When the first one dies the other will cease his attack. Enter the doors behind the guards and collect the Left Greave and the Breast Plate. Now head to the throne and locate the holes on either side. Take your pick and jump in to end this level.


CITY OF THE DEAD