|Kills: 3||Supplies: 10||Artifacts: 4||Relics: 1 (*)|
Between the previous level and this one, there's another brief cinematic: Lara emerges from her hiding place on Natla's boat, dives overboard and heads toward the island where, we assume, Natla and her men have gone.
Thanks to Natla and her henchmen, you begin this level without any weapons. The first order of business will be to get your hands on some.
SUBTERRANEAN POOL: Swim forward from CHECKPOINT 1 and scope out the area. Ahead is an inflatable dinghy anchored to a stone ledge where there are a number of stacked boxes and barrels. Two large metal crates are suspended from ropes above the pool. There's also a raised opening above the water on the left, which you can't reach yet.
Swim to the right and go behind the small waterfall. Climb out of the water there and follow the tunnel up and around to an opening overlooking the pool. Take a running jump to grab the horizontal pole. Swing around and jump to grab the metal bar on the wall ahead. Climb to the left and jump to grab another metal handhold. From there, jump back to grab the rope holding up the nearest crate.
Drop down on top of the crate and take a running jump to the next dangling crate. Turn right and take another running jump to the top of the stacked crates on the shore, where you'll find a large medipak. Take a running jump back to the nearest dangling crate. (If you fall into the pool, you'll have to return to the tunnel behind the waterfall and work your way back up to the pole, handholds and dangling crates.)
Take a running jump from the second hanging crate to grab the rope dangling from the ceiling between the crate and the waterfall. Adjust Lara's position so she's hanging on near the bottom of the rope and facing the metal handhold to the left of the waterfall. Swing, jump and grab it. Traverse around to the right until Lara's feet come up onto the wall. At this point, she'll be hanging underneath the falls. Jump back to the ledge behind. Follow the twisting tunnel to CHECKPOINT 2.
CAVE WITH CONTROL ROOM: This large open area contains several points of interest. Ahead on the right is a small, freestanding building. You can glimpse your PISTOLS through the windows but unfortunately you have no way of getting them yet. It is possible to climb on top of this building using the yellow crate behind it for a boost, but the large, metal crate suspended above it prevents you from going farther.
Just to the left of the entrance is a ledge with a shiny silver artifact. You can't reach it from below, so be patient for now. Ahead on the left is an elevated CONTROL ROOM with stairs leading up to it. Between the two structures there are several piles of small boxes and a stack of larger crates. If you want to you can climb onto the small crates, jump to the larger tarp-covered crates and climb onto the crate stacked on top of them to get another large medipak. (You'll return this way later, though, if you want to wait.)
The tracks beyond the stacked crates and small, glassed-in building lead to a dead end. You can glimpse glowing lava beyond the boards blocking the opening, but you can't get through.
RED FUSE: Instead, follow the other set of tracks, just to the left of the CONTROL ROOM. These lead past CHECKPOINT 3 to another open area. Avoid the 2 rats for now. You'll be able to kill them later once you get your guns back. Vault up onto the mine cart and get the RED FUSE.
This area also contains a small, elevated control room, but the trapdoor at the top of the ladder won't open, so you can't get in. Next to it is a fenced-in pit, which you'll get to later from above.
Follow the tracks back to the larger cave and climb the stairs to the CONTROL ROOM. Place the RED FUSE in the corresponding red slot at the far end of the control panel. Press the button on the panel next to the red slot. This moves the large, metal crate suspended above the glassed-in building, revealing an opening in the wall behind it.
Return downstairs to the ground. Cross the cave to the yellow crate next to the glassed-in building, climb onto the crate and take a running jump to grab the edge of the little building. Pull up. (You can also move the yellow crate up against the side of the building, but this isn't necessary.) Now that you've shifted the large metal crate above, you can go around it to the other side of the roof.
ARTIFACT #1: If you'd like to get that artifact now, jump from the top of the building to perch on the nearer of the two vertical wooden posts. From there, jump to the second post, then to the metal handhold on the wall ahead. Climb along the handhold to the left and jump to grab the bar on the bottom of the grate to the left. Jump up to grab the bar at the top of the grate then jump back to grab the horizontal pole behind. Now Lara should be hanging from the pole facing the artifact. Swing around the pole, jump forward to land on the sloping section of broken conveyor belt ahead. Slide only briefly and then jump forward to grab the edge of the ledge with ARTIFACT #1. Pull up and take it.
GREEN FUSE: Drop down, return to the yellow crate and climb back on top of the glassed-in building. Go around the suspended crate again and this time jump into the opening on the cave wall. Follow the tunnel to a gap above the wider tunnel where you entered this area. Take a running jump to the other opening.
NOTE: If Lara grabs the edge instead of landing inside the tunnel beyond the gap, CHECKPOINT 4 will register here. This is actually CHECKPOINT 2 again, and if you save and reload from here, Lara will be in the lower tunnel. You'll then have to climb back to the upper tunnel again.
Continue along the tunnel to an opening high on the wall of the cave facing the CONTROL ROOM. You can't reach the higher ledge ahead from here, so drop down onto the broken conveyor belt and head up the slope to CHECKPOINT 5. Push the yellow crate off the edge and take a running jump across the gap to grab the next section of conveyor belt. If you fall at any time during this next sequence, you can use the yellow crate to climb back up.
Continue nearly to the end of this section of the belt. Turn right and take a running jump to grab the metal bar at the bottom of the grate on the other side of the tunnel. Jump up to grab the higher metal bar and climb to the left. Jump to the left and grab the next elevated section of conveyor belt. (You'll need to press Interact for a saving grab after this long jump.) Pull up, follow the belt to the end and jump to the perpendicular section of the belt ahead.
Go to the other end and drop down behind the fence onto a ledge where you'll find the GREEN FUSE.
NOTE: There should really be a checkpoint here, but unfortunately there is not. Be careful during the next sequence or you'll have to repeat everything from the spot where you pushed the yellow crate off the ledge.
That shiny thing in the pit below is the BLUE FUSE. Since the distance to the floor is much too far to drop, you'll have to get to it from a different angle. Right now, just concentrate on getting out of this area.
Turn to face out over the pit. Take a running jump off the edge and grapple the metal ring on the wall above. Shorten the cable a bit if necessary. Lara should be able to wall run back and forth smoothly, without hitting any rough patches on the wall. Wall run back and forth to build momentum. Then, when Lara runs to the left, jump back to grab the metal bar on the wall behind her. Climb to the right and jump to grab the ledge in the corner. Pull up and climb the ladder to the top. Jump to the left to clear the fence and grab the edge of the small control room mounted on the wall. Drop onto the crate below and from there to the ground.
Follow the tracks back past CHECKPOINT 6 (same as 3) to the main CONTROL ROOM. Climb the stairs and place the GREEN FUSE in the green slot. Then press the button to the right of the green slot to swing the large, metal crate suspended above the glassed-in building around to the left.
IMPORTANT: Before going back downstairs, press the button next to the red slot again in order to move the suspended crate back along the boom toward the stacked crates.
BLUE FUSE: Now head downstairs, climb onto one of the stacks of small crates and jump to grab the edge of the two crates covered with tarps. Pull up and climb onto the green metal crate on top of the tarp-covered crates. If you didn't get the large medipak here earlier, take it now. Jump to grab the edge of the suspended crate and climb around to the left. Position Lara at the middle of this side of the crate (there's a vertical seam on the crate right down the middle) and jump back to land on the corner of the elevated conveyor belt behind you.
Go to the end of the conveyor belt and into the tunnel on the left. Follow this tunnel until a side passage splits off to the right, then go that way. Climb down a long ladder, then a shorter ladder and continue to an opening above the pit where you found the GREEN FUSE earlier. This opening is low enough that you can safety drop to the floor without injury. CHECKPOINT 7 registers when you touch the ground.
Avoid the rat as you cross the pit and pick up the BLUE FUSE. Immediately jump onto the green box to the left so the rat doesn't nibble on Lara too much.
CLIMBING OUT OF THE PIT: Turn to face the two vertical pipes on the shorter wall ahead. The steam escaping from these pipes will injure Lara, so try to minimize her exposure. Wait until the steam stops venting from the first pipe and take a running jump to grab it. Climb up as far as you can, move the camera to the left so it point at the first vertical pipe and the second pipe is directly ahead beyond the first. When the steam escaping from the second pipe subsides, jump forward to grab it. Climb as high as you can, keeping the camera behind Lara, and then jump back to grab the small square platform above the first pipe. Quickly pull up before the steam from the first pipe burns her.
Be careful as you maneuver around the small platform. The camera is hard to control and it's easy to step off the edge by mistake. Point the camera out across the pit and watch the rotating piece of machinery ahead. (Sorry, I have no idea what this is.) When it turns so the flat side is facing Lara, jump and grab onto the right side of it. As it turns, move to the right side and lean out by pressing the Right button or right on the control stick. When the flat edge that Lara is hanging from points toward the silver bin mounted on the wall, jump to grab the edge. The bin immediately starts to tilt forward, so quickly climb to the right (tap Interact to climb faster) and jump to grab the edge of the next bin. It also starts to tilt, so again climb quickly to the right end. Before the bin can tilt downward, jump back to grab the bottom edge of the big, metal duct on the wall behind you. If either bin tilts too far downward, you'll have to drop to the floor, climb back up on the green box and try the whole sequence again.
When Lara is dangling from the duct, traverse around to the right and lean back to see behind you. Watch the steam venting from the hole in the vertical pipe. When it subsides, jump to grab the pipe and quickly climb up and away from the steam. Watch out for the second steam vent above. Wait for it to subside and then climb to the top of the pipe and jump to grab the top edge of the duct. Climb around to the left until you can't go any farther. Then jump back to grab the metal handhold on the opposite side of the pit. Climb to the right until Lara is hanging below the grating. Jump up three times to reach the top of the grating and pull up onto the ledge above.
Turn around and take a running jump across the pit into the tunnel opening ahead. This is where you dropped into the pit earlier. Follow the tunnel forward, up the two ladders and forward again to the T. Turn left and return to the opening near the CONTROL ROOM. (If you go to the right, you emerge on a ledge high above the pit where you found the GREEN and BLUE FUSES. There's no need to return there now.)
USING THE FINAL FUSE & OBTAINING THE PISTOLS: Drop down from the conveyor belt and go up the stairs to the CONTROL ROOM. Before using the last fuse, press the button near the red fuse again to move the suspended crate away from the control room toward the corner. Then use the button near the green fuse to swing the crane around, positioning the crate above the building again. Place the BLUE FUSE in the blue slot and press the button to the right. (If you press the button near the blue fuse first by mistake, just press it again to raise the crate and then proceed with the buttons near the red and green fuses.)
The suspended crate descends, destroying the roof of the small, glassed-in building.
CHECKPOINT 8 registers after the brief cut scene. Go downstairs and once more use the first yellow crate for a boost to grab the top edge of the glassed-in building. Pull up and drop down inside. Pick up your PISTOLS. Shoot any of the windows, jump out and deal with those 2 pesky rats at last.
NOTE: If you're not interested in getting all the kills, artifacts and relics, you can skip the next several paragraphs and pick up the walkthrough below at the section titled "CONTROL ROOM (again)".
If you're completely retentive (like me) and want all the kills, you'll need to go back to the pit where you found the BLUE FUSE in order to get the single rat there. The quickest way is probably to move the suspended crate back into position near the stacked crates and use it to reach the tunnel on the left and then climb back down the two ladders to the lower of the two openings above the pit. You should not need to drop down into the pit to target the rat. Just press and hold the Target Lock key (Right Mouse Button or G on the PC, L1 on the PS2) to lock onto the rat below, then shoot. When you've dealt with it, return to the CONTROL ROOM area.
OBTAINING THE RELIC: If you are collecting artifacts and relics, you'll need to return to the POOL at the start of the level to pick up one of each. Leave the CONTROL ROOM area through the opening to the right of the glassed-in building where the PISTOLS were. Pass CHECKPOINT 9 (same spot as 2) and follow the tunnel back to the opening overlooking the pool. Jump into the water, swim behind the falls and follow that tunnel to the opening near the horizontal pole.
Switch to manual aim mode and target the rope holding up the nearest metal crate. Shoot the rope to drop the crate onto the ledge below. Dive into the water, swim to the shore and head for the crate. Inside you'll find this level's only RELIC, the CHALICE OF TORMENT. (Let's hope Lara's been around the block a few times, or that Natla doesn't have a chalice of her own.)
NOTE: Before going after the second artifact, you should save your game manually in a new slot at CHECKPOINT 9. You only have one chance to reach artifact #2 and you'll want to be able to reload and try again if you miss. (More info is included in the next note.)
ARTIFACT #2: Swim to the inflatable dinghy and climb on board. Shoot the rope anchoring the boat to the shore and take a relaxing ride across the pool. As you float along, face in the direction you're moving. Then, when the dinghy approaches the metal handholds on the left wall, hop up onto the motor and jump to grab the first handhold. Climb to the right and jump to the next handhold. Jump up to the one above and then jump back to grab the one behind you. Climb all the way around the corner to the right until you can't go any farther. Then jump to grab the next handhold. Climb all the way to the right and drop onto the ledge below. This is the raised cave with the "Natla Technologies" crates that you couldn't reach from below. Go behind the nearest crate to find ARTIFACT #2. Once you have the artifact, you can jump into the water and swim to the dinghy, triggering CHECKPOINT 10 (same as CHECKPOINT 1) if you like. You don't have to do this.
IMPORTANT: If you fall into the pool before reaching the artifact, there is unfortunately no way to try again, except by saving and reloading the game and replaying from CHECKPOINT 9. Do not swim over to the far end of the pool where the dinghy ends up until you have obtained the artifact. Doing so will trigger CHECKPOINT 10, overwriting your autosave. Then if you haven't saved at checkpoint 9, you will not be able to reload and try again.
Swim back to the tunnel behind the waterfall. Follow it to the higher opening and make your way across the horizontal pole and metal handholds as you did before. From the second handhold, jump back to grab the dangling rope where the crate with the relic had been hanging. Climb down to the bottom of the rope and adjust Lara's position left to right if necessary so she's squarely facing the rope nearest the waterfall. Swing, jump and grab it. Turn toward the handhold next to the falls, swing, jump and grab it. Then climb around to the right and jump through the falls to the ledge behind. Follow the tunnel back to CHECKPOINT 11 (same as 2 again).
CONTROL ROOM (again): Now you're ready to move on to the next area. To open up the way, follow the tracks to the left, past the CONTROL ROOM and CHECKPOINT 12 (same as 3) to the area where you found the RED FUSE.
Switch to manual aim mode and shoot the glass out of the windows in the small control room above. (You really only need to break the one on the left, but vandalizing Natla's property is just so much fun. So go ahead and shoot them all. You know you want to.)
Climb onto the mine cart, hop over to the drilling machine and from there jump to grab the lower edge of the control room. Pull up through the broken window, go to the right end of the compartment and press the button to move the drilling machine onto the track below. Drop down, climb up onto the back of the drilling machine and press Interact to start it up.
A cut scene ensues. Lara rides the drilling machine back to the main CONTROL ROOM only to find the track blocked by the large crate. Larson has the blue fuse and he's not planning on letting Lara go any farther. When Lara threatens to shoot him if he doesn't give way, Larson calls her bluff. "That's just not who you are," he says.
Perhaps not, but when it comes to getting the Scion back and saving her mother, Lara is able to summon the resolve she needs. She responds coldly, "I'm not who you think I am."
This leads into an interactive cut scene. Larson comes at Lara with a shotgun and you must press the controls indicated on screen to make Lara fire on her adversary. The correct controls are W/up arrow (3 times) on the PC or R1 (3 times) on the PS2.
When Larson finally falls, Lara reclaims the fuse and stows it in her pack. She seems genuinely distressed to have had to kill a man. Try as she might, she can't manage to clean all of Larson's blood from her hands.
CHECKPOINT 13 registers when you defeat Larson, CHECKPOINT 14 when you take his SHOTGUN.
Return the BLUE FUSE to its slot in the CONTROL ROOM and press the button to raise the crate. Go back downstairs, get on the drilling machine and press Interact to start it moving again. The machine proceeds along the track, shredding through the boards at the end of the tunnel. This is CHECKPOINT 15. When you step off the machine and into the opening above the lava pool, CHECKPOINT 16 registers. (Now where were all these checkpoints when we were trying to get the green and blue fuses? Grrr.)
LAVA POOL: Now you must make your way across this deadly hot pool of molten rock to the other side, making a few pick-ups on the way.
50-CALIBER PISTOLS: From the broken tracks jutting out above the lava, take a running jump to the broken support column ahead on the left. Turn around and face back toward the entrance. See the shiny goodness on the rock ledge below? Those are the 50-CALIBER PISTOLS. To get them, jump down onto the tiny piece of iron I-beam jutting out of the lava below. From there, jump to the ledge and take the guns.
Now turn around and jump back to perch on top of the I-beam. From there, jump to grab the top of the metal grating on the side of the pedestal. Climb around to the right and jump back to grab the vertical metal pole behind you. Climb up as high as you can and then jump to the right to land on another I-beam sticking up from the lava. Jump from there to the handhold on the column ahead. Climb around to the left, jump up to grab the handhold above and then jump back to land on the support column behind you. This is CHECKPOINT 17.
NOTE: If you're not collecting artifacts, you can skip the next paragraph, swing directly to the slope ahead and continue from there.
ARTIFACT #3: Notice the metal ring on the underside of the ledge jutting out from the wall ahead. Take a running jump off the column and grapple that ring. Adjust the length of the cable so Lara is hanging just above the lava. Swing back and forth on the cable and take a look ahead. You're not aiming for the ramp, but for the tiny iron I-beam just beyond it. When Lara is swinging as high as possible, jump to land on that beam. From there, jump to perch on the next iron beam, just ahead on the left, and from there, jump to the square ledge beyond. Grab ARTIFACT #3 and a small medipak. Jump back to the nearest I-beam, then to the next one and from there to the slope. Slide only briefly and jump to grab the horizontal bar ahead.
If you skipped the artifact, you'll grapple-swing directly to the slope, slide and jump to grab the horizontal bar. In either case, once Lara grabs the bar, it pivots 90 degrees to face another slope. If Lara is too far to the left or right before swinging around the bar, she'll miss the next grab and fall into the lava. So adjust her position so she's hanging directly in front of the nearest corner of the sloping ledge. Swing around the bar, jump onto the slope, slide just a little bit and jumps to grab a handhold on the support pillar ahead. From there, climb straight up to the top of the pillar.
It's tempting to just continue forward, but if do you'll miss a juicy pick-up. Turn around and look for another metal ring attached to the grating on the ceiling. Take a running jump off the pedestal and grapple that ring. Adjust Lara's position so she's squarely facing the alcove with the goodies on the other side of the cave. Swing and jump into that alcove to get a large medipak and 2 sets of SMG clips. Turn around, jump off the ledge and grapple the ring again. If you lengthen the cable a bit, you can now swing directly to the broken tracks on the far side of the cavern. There's no need to go back to the pedestal first.
TALL, BROWNISH ROCK FORMATION: Follow the tracks around to the right, crossing CHECKPOINT 18 on the way. At the bottom of this big pile of rocks is a lighter-colored boulder with an angled top and vertical scratch marks on it. Take a running jump onto this boulder and before Lara can slide down, jump to grab the ledge above on the left. Pull up and then climb onto the higher ledge ahead. Turn right, climb up once more and then turn to face out across the gap. There are two flat ledges on the other side. Take a running jump across to grab the higher one on the left, or land on the lower one on the right and climb onto the one above. From the upper ledge, turn to face out across the gap once more. This time, take a running jump to land at the top of the sloping rock ahead and to the left. Before Lara slides too far, jump to grab the ledge ahead. Pull up.
In the next interactive cut scene, Lara confronts Natla's remaining henchmen, Kold and the Kid, who have been stationed here to guard the pyramid entrance. Lara is obviously scared but she masters her fear and presses on. When Kold comes at her with his knife, press the correct keys as the icons appear on screen to dodge and retaliate: Down, Up, Up on the PC (S, W, W also work if you are using the default keys) or Circle, R1, X on the PS2. If you are successful, Lara manages to survive Kold's attacks long enough for the Kid to finish him off and then expire himself. When the ordeal is over, Lara picks up her dropped pistols. She's clearly shaken. And so our heroine starts down a somewhat darker path than her protected upbringing might have suggested.
CHECKPOINT 19 registers after the cut scene; CHECKPOINT 20, when you reclaim the MINI SMGS from the Kid.
PYRAMID EXTERIOR: Now to find a way in. Head for the rock formation to the left of the pyramid entrance. Push the yellow crate up against the rocks so you can climb onto it and jump to reach the lowest stone ledge. Pull up, turn right, climb up the two crevices ahead and pull up onto the ledge above. Grab the handhold there and climb around to the right. When you can't climb any farther, jump to the right to land on the next ledge. Grab the crevice ahead and climb to the flat ledge on top of the rock formation.
From here, you get a bird's eye view of the side of the pyramid. Notice how among the blunt spikes sticking out of the structure there are six spikes that look different—slightly darker in color with golden glyphs decorating each side. These actually function as switches or buttons and are part of the door control mechanism. When Lara depresses all six, by standing on top of them, the door will unlock. After that, you can use the switch in the alcove near the top of the pyramid to open the door.
Some general tips for navigating across the spikes:
ARTIFACT #4: The last artifact in the level is located in plain sight atop the rock formation on the far side of the cave. Getting it is a little tricky, and thanks to the stupid checkpoint system, you only have one shot. It is possible to open the door and get the artifact all in one trip across the side of the pyramid, but this is difficult to do on the first try. I recommend going after the artifact before attempting to open the door to the pyramid. Then, if you don't make it on the first try, you can save the game, reload at CHECKPOINT 20 and try again without having to repeat too much.
Begin by jumping off the stone ledge onto the nearest normal spike (i.e., one that's not a switch), just below and to the left. From there, jump to the normal spike above on the right. (This one is between two of the switch spikes.) Ignore the switch spikes for now. Turn to the right and jump to the next normal spike just ahead and a little bit higher on the slope. (There's another spike on the right that's a little closer, but it's too high to reach.)
From there, work your way across the side of the pyramid by jumping to the spike ahead and a little lower on the slope, then to the next spike ahead and a little higher. From here, jump to the switch spike just ahead at the same level on the slope.
If this is the first switch spike you've hit, there will be a brief cut scene showing what the spikes do. A glyph is illuminated on the side of the pyramid above the switch alcove, and the camera lingers momentarily on the door at the base of the structure.
When you regain control, tap Interact to balance and then quickly jump to the nearest normal spike, just ahead and a little lower down the slope. Lara should still be facing more or less in the same direction—toward the far wall of the cavern. Jump to the next normal spike, which is just a little lower on the slope, below one of the switch spikes.
Turn just a little to the left (uphill) and jump forward to perch on the normal spike between the two switch spikes. Jump from there to the next spike straight ahead and a little higher on the slope. Beyond that spike is a lava flow on the cave wall.
Turn to look down the slope. Now the cave wall is on your left and you have a clear view of the artifact on the ledge ahead. To reach it, jump onto the switch spike below and then immediately jump forward to grab the corner of the narrow, horizontal ledge below the artifact. This can be tricky. As soon as Lara lands on the switch spike, you have to press Interact to get her footing back, point the camera toward the corner ledge, and then immediately jump forward to grab it before the spike retracts too far. If you miss the grab, save the game, reload at CHECKPOINT 20 and try the whole thing again.
Once you've managed to grab the ledge, climb around to the right as far as you can and jump to the flat ledge on the right. Then climb to the top of the rock formation to get ARTIFACT #4.
After picking up the artifact, climb down the back of the ledge and work your way around to the right, below the narrow ledge you climbed along before. Where the pyramid meets the cavern wall, there's a large medipak. (You probably saw it on your way over.) Get it and then slide down the pyramid to the ground.
HIDDEN SUPPLIES: Return to the yellow crate on the other side of the area and climb back up to the ledge overlooking the pyramid. Face out over the sloping side of the pyramid. Just below where you're standing, there's a little cave with some goodies inside. To get there, take a running jump onto the slope, slide and jump to land in or grab the edge of that opening. Pull up and retrieve 2 sets of SMG clips and a large medipak.
Hop down to the ledge below the little cave. Turn so the slope is on your left and head forward and around the rocks to the right. Climb the handholds once more to reach the stone ledge above.
OPENING THE DOOR INTO THE PYRAMID: Now you'll be making your way across the pyramid again to activate the remaining four switch spikes so you can open the door. If you didn't go for the artifact, you'll need to activate all six switch spikes now.
Begin by jumping down onto the nearest normal spike, just below and to the left. From there, jump to the normal spike above on the right. (This one is between two of the switch spikes.) Turn left and jump up to the switch spike above. Quickly jump back down to the previous normal spike. (At this point, it's easier to just press Forward + Jump to get there, then Back + Jump to get back, rather than swinging the camera all the way around to aim.)
From there, jump down to the nearest switch spike, below and a bit nearer to the pyramid door. Again, jump back to the previous spike right away before the spike retracts.
From atop this spike, turn to face the alcove high in the middle of the slope. Jump to the next normal spike ahead and a little to the right. Turn left and jump onto the spike above. Turn right and jump to the switch spike and then quickly jump to the normal spike beyond it. From there, jump into the alcove. (Alternately, you can jump from this switch spike to the normal spike below on the right. However, this is a long jump and if you hesitate before jumping, Lara may not make it. Continuing to the alcove takes a little longer but it's easier.)
The switch won't work yet, since you still have a few more spikes to activate. So move to the left edge of the alcove, facing out over the open area below. Jump down to the nearest spike below on the left. Turn left and jump to the next spike. From there, jump down to the switch spike ahead on the right. Then immediately jump to the normal spike above and to the left.
If you already tripped two switch spikes getting the artifact, this should be the sixth, and all of the door glyphs should now have been activated. Turn around on this spike and jump across the two normal spikes above on the right to reach the alcove.
Use the switch in the alcove to open the pyramid door and end the level.
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*ABOUT ARTIFACTS & RELICS: Finding artifacts and relics (formerly known as "secrets") unlocks various extras like outfits and concept art. A complete list of these bonuses and how to get them will be added soon.
**ABOUT TIME TRIALS: After completing a level, you will be able to replay it in Time Trial mode to unlock cheat codes. Again, more info will be added about this once the main walkthrough is done.
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