|Kills: 24||Supplies: 10||Artifacts: 2||Relics: 1 (*)|
WIDE STAIRS & PICTURE CYLINDER PUZZLE: From CHECKPOINT 1 at the start, go up the stairs. Two cat mummies wait on the first landing. If you back down the steps shooting, you can shoot them before they reach Lara or draw them into the open area below. When you've destroyed them, continue to the top of the stairs.
This small room contains four small obelisks with painted bases, similar to the ones in the last room of the TEMPLE OF KHAMOON. Pick up a small medipak and shotgun ammo at the back of the room. Then tackle the puzzle. It's actually not too complicated if you know what's happening, but if you move the painted cylinders randomly before figuring it out, it can be difficult to get them oriented correctly. If you get mixed up, it's probably easiest to just save the game, reload and start at the beginning of the level again.
First note how the four obelisks form the corners of a square. The square shape is even inlaid on the floor. When you enter, the cylinders are oriented so the images on all four cylinders are oriented in the same direction (e.g., on all four cylinders, the picture of the person holding a round pot faces the entrance, etc.). The idea is to rotate the cylinders so the pictures facing each other along each side of the square match. Sounds simple enough except that turning one cylinder also causes the two adjacent cylinders to turn. So you need to plan your strategy carefully.
Begin by grasping the cylinder on the left side of the entrance and turning it 180 degrees. It doesn't matter whether you turn clockwise or counterclockwise, since the adjacent cylinders (the one in the front right and back left corners) will both turn the same way. After this, the three cylinders that moved will all have the picture of the person holding the two tents facing the entrance. The fourth cylinder, which did not move, will still have the person holding the round pot facing the entrance.
Now go to the back right cylinder (the one that hasn't moved yet) and turn it 180 degrees as well. This will cause the adjacent cylinders (front right and back left) to turn as well. At this point, the four pictures facing each other along the sides of the square will match, and the puzzle will be solved. A square column will rise up in the middle of the room and CHECKPOINT 2 will register.
Climb to the top of the square column. Jump to grab the nearest handhold on the side of the square shaft above. Then climb the handholds so Lara is hanging onto the top one with her back toward the ladder. Jump back to grab it. Climb to the top of the ladder and follow the hall to CHECKPOINT 3.
PIT WITH TRAPS: Ahead is a deep pit with a block trap set a few feet in. Stand Lara a few steps back from the edge, near the middle where the blocks come together, but facing the small, square ledge and the two handholds beyond it on the left wall. Just before the blocks begin to separate, take a running jump to the ledge and immediately jump again to grab the lower of the two handholds. Lara is safe from the blocks here. Jump up to the handhold above. Climb to the right and jump to grab the scarab switch. Immediately jump back to grab the second scarab switch on the other side of the pit and quickly jump to grab the handhold above. Climb to the left and wait for the second set of blocks to retract into the wall. Then jump past them to grab the handhold beyond. Climb to the left. Then jump back to the edge of the pit. Continue along the hallway to CHECKPOINT 4.
HUGE ROOM WITH SPHINX: You emerge on a ledge above and behind a gigantic stone sphinx. Ladders lead downward on both sides. Climb down the ladder on the left to a ledge running alongside the sphinx. Then climb down another shorter ladder or just drop to the floor. Pick up shotgun shells and 50-caliber ammo near the back wall. Then head toward the front of the sphinx.
A brief cut scene shows the door at the front of the sphinx, decorated with an image of the ancient Egyptian gods Horus and Anubis. (See the footnote below.) Flanking the door are two ankh-shaped receptacles.
After the cut scene, kill 2 rats on the stairs near the door.
NOTE: These rats didn't appear the first time I played this level. Instead they came out later when I began to unlock the door. So if you don't see them at first, don't worry about it.
CLIMBING THE LEFT SIDE OF THE SPHINX ROOM: Then climb the ladder opposite the front of the sphinx. At the top you can go either to the left or the right. The path to the left is slightly shorter and easier, so we'll do that first. Jump from the top of the ladder to the handhold on the left. Climb to the left and jump to land on the broken stairs below. Take a running jump to grab the wider section of stairs ahead. Climb up to CHECKPOINT 5.
Climb the rocks on the left to the corner ledge. Turn left and step onto the slope. As Lara slides, jump to grab one of the handholds ahead. Climb onto the ledge above. Go up the ramp as far as you can. You can see a switch on the wall ahead, but the gap in the ramp is too wide to jump.
Instead turn left to face out toward the sphinx. Jump to grab the lowest horizontal crack on the nearest column. Jump up to grab the crevice above, climb around to the left and jump up once more. Then jump back to grab the second column. Climb around to the other side and jump back to grab the third column. Climb around to the left and jump up to grab the crevice above. From there, jump back to grab the lowest stone handhold on the wall behind Lara. Climb to the highest handhold and jump back to grab the ledge behind.
Pull up and immediately start shooting at the 2 flying mutants that approach from the ceiling above the sphinx. If possible, concentrate your fire on just one of them at first. If you can kill one mutant before it reaches the ledge, you'll only have to face the other in close combat. The regular or 50-caliber pistols are best for the long-range shooting, but you may want to change to the shotgun at close range.
These flyers are aggressive and employ several different attacks: They throw fireballs from a distance, which can knock Lara down or even push her off the ledge. Then, when they get close enough, they swoop in and claw at Lara, try to knock her off the ledge, and also grab onto her head with their hands and feet. If one of them gets her in its clutches, alternate tapping the Left and Right direction keys repeatedly (or jiggle the left stick from side to side on the PS2) to break free. When fighting them, either stay away from the edges of the ledge or quickly jump back to the handholds and climb down to a somewhat safer position.
When the coast is clear, go to the far end of the ledge from where you climbed up. Step onto the slope and as Lara starts to slide, jump to grab the first horizontal pole. Swing, jump and grab the second pole. Swing, jump and grab the handhold ahead. Climb all the way around to the left and jump to the ledge behind. Go to the other end of the ledge and take a running jump to grab one of the handholds above the switch. Drop to the floor.
Use the switch to raise a huge stone block connecting the broken stairs on the left. This also triggers CHECKPOINT 6.
NOTE: You don't have to use this switch. The checkpoint will still occur in the nearby doorway, but it can be convenient in case you want to come back this way later.
Go through the door beneath the ledge you just crossed (i.e., ahead on the left when Lara's back is to the switch). Climb the stairs and follow the hallway.
MORE PITS WITH BLOCK TRAPS: The first hazard you'll encounter in this hall is a deep pit with crushing blocks above it. Stand a few steps back from the first set of blocks, facing the gap between them. Take a running jump across the pit just as the first set of blocks starts to open and then immediately roll to clear the second set of blocks. Or, swan dive over the pit and roll past the second set of blocks.
Continue to the next trap: 3 sets of crushing blocks with a pit below each set and a narrow ledge in between. Stand a few steps back from the first set of blocks, facing the gap between them. Take a running jump across the pit just as the first set of blocks starts to open and then immediately duck to avoid being crushed as the blocks slam together above. As soon as they begin to separate, stand up, jump to the next ledge and duck again. Wait for the blocks to separate once more and immediately jump forward and run out of the way. Continue to CHECKPOINT 7.
ROOM WITH POOL AND PRISM OBELISKS: The switch at the bottom of the stairs is not fully functional. It lowers an inverted obelisk from the ceiling but this doesn't do anything... yet. So ignore it for now.
From the entrance, turn left and take a running jump to grab the small stone handhold on the wall ahead. Jump to grab the next similar handhold and, from there, jump to grab the ladder. Climb down to the gap in the ladder and jump to the ladder on the left. Climb down to the next gap and jump back to the ladder on the right. (Or, if you're in a hurry, just climb down to the gap in the first ladder, let go and drop to grab on again where the ladder continues below.) Climb down the ladder on the right until Lara is just slightly above the row of horizontal poles to the left.
These 4 horizontal poles are the type that move downward under Lara's weight. So to get across them, you'll need to jump from the ladder to the first pole and then make a smooth, fast series of jumps, without taking the time to swing around any of the poles, in order to reach one of the handholds on the far wall.
NOTE: If you grab the first pole and it lowers before you can jump off, don't let go. Instead, turn around, swing and jump back to the ladder—or to the handhold on the wall next to the ladder and from there to the ladder. Then jump back to the ladder and try again. If you make it only partway across or fall into the pool, don't worry. Just skip the section below about the first scarab mechanism and continue with the section below where you pick up the small medipak on the bottom of the pool. The second, third and fourth scarab mechanisms described below will be the first, second and third for you, but they'll work exactly the same way. Another note below explains what to do after that.
Once you make it across the 4 poles, Lara will be hanging from the small stone handhold in the corner. Drop down to the one below so she is hanging just above the metal scarab. Climb to the left and jump to grab the ladder-like carved panel. This panel is part of an intricate lock mechanism. Lara's weight causes the panel to descend. As it moves downward, jump up repeatedly, grabbing each crosspiece on the panel until you can't go any higher. When the panel descends all the way, the first scarab mechanism locks the panel in place. The purpose of this mechanism is to partially extend an elevated walkway across the middle of the room and raise the first obelisk (of four) out of the pool.
NOTE: The metal ring attached to the stone circle at the top of each carved panel can be pulled out using your grapple. This unlocks the scarab mechanism and returns the panel, as well as the corresponding obelisk and the elevated walkway, to its original position. If you follow this walkthrough, you shouldn't need to do that.
When the first mechanism has locked into place, drop into the pool. Swim to across the pool diagonally to the opposite corner, where you'll find a small medipak on the bottom.
Climb out of the water on the corner ledge. Stand on the raised chunk of stone and jump to grab the nearby carved panel. Like the first one, this panel lowers under Lara's weight. Quickly jump up until you reach the uppermost handhold. Wait for the panel to descend, raising the second obelisk behind you and further extending the elevated walkway.
When the second scarab mechanism locks in place, drop down and climb the obelisk you just raised. (Or jump back off the panel to grab the obelisk and climb to the top.) When Lara is hanging from the top edge of the obelisk, jump back to grab the small jutting ledge above the carved panel. Pull up. Turn right and take a running jump to grab the small rectangular stone handhold on the wall ahead. Climb to the right and jump to grab the next carved panel. Jump up as it descends, raising the third obelisk from the water and extending the elevated walkway again. After the third scarab mechanism locks in place, drop into the water.
Swim back to the corner ledge, climb out of the water and climb to the top of the second obelisk again. Climb around to either side and jump to grab the elevated walkway. Pull up and go to the end where it meets the wall. Turn right, take a running jump off the walkway and grapple the metal ring on the wall above. Wall run to build up momentum and then jump to grab the small corner handhold to the right. Jump from there to the fourth carved panel. As it descends, quickly jump up to the top. When the fourth scarab mechanism locks into place, the fourth obelisk is raised and the elevated walkway extends all the way across the room. The camera pans to the inverted obelisk and the switch above.
NOTE: If you fell into the pool earlier when attempting to cross the 4 horizontal poles and have only locked three scarab mechanisms in place so far, you'll need to do the fourth now. Drop into the water, swim to the corner ledge and climb out. Climb the obelisk and jump back to grab the small ledge above the carved panel. Pull up and turn left. Take a running jump to grab the handhold on the wall on the right. Jump from there to the ladder. Climb until Lara is just above the horizontal poles on her left. Then attempt to jump across the four poles to the far wall. If you fall, climb out of the water and try again until you get it. The walkthrough above details the path from the ladder to the remaining mechanism.
From the top of whichever carved panel you activate last—where here Lara should be hanging after the brief cut scene—jump back to grab the obelisk behind her. Climb around to either side and jump to grab the elevated walkway. Pull up. Move to the end of the walkway near the carved door and turn right.
Take a running jump to grab the first of 2 horizontal poles. Immediately, without swinging around, jump forward to grab the second pole. Then immediately jump forward to grab the ladder. Or, if the second pole sinks too far, instead swing and jump to grab the handhold on the wall ahead and jump from there to the ladder. If you miss, climb the obelisk nearest the ladders, jump back to the walkway to try again.
Climb the ladder as high as you can. Jump to the ladder on the left and continue climbing. When it ends, jump back to the ladder on the right. Climb to the top and jump to grab the handhold to the left. Jump to the next handhold and from there to the ledge near the entrance. Go down the stairs to the switch and use it to lower the inverted obelisk on the ceiling.
The light from the window slit above passes through the prisms at the ends of all five obelisks, forming a pyramid of light beams. Then the carved door at the end of the elevated walkway opens.
CHECKPOINT 8 is activated after the cut scene. At this point you can either safety drop off the ledge onto the elevated walkway, losing some health in the process, or jump into the water and climb from the corner ledge to the walkway.
FIRST ANKH KEY: From the walkway, you can see the ANKH KEY on the pedestal inside the dimly lit room. Enter and immediately target the cat mummy inside on the right. The door closes behind you, so there's nowhere to run. Fortunately the room is big enough so you can dodge the mummy's attacks. When it's dead, take the key from the pedestal. The door re-opens, along with the gate down below, and CHECKPOINT 9 registers.
Drop into the water. Get the small medipak on the bottom of the pool if you didn't do so before and exit through the doorway that had been barred. Follow the hallway back to the base of the sphinx. The gate here is now open as well.
If you didn't pick them up before, you'll find up shotgun shells and 50-caliber ammo in the corner to the right.
HUGE ROOM WITH SPHINX (again): Head for the front of the sphinx and get ready for another fight. A centaur approaches from the other side of the room. Dodge its fireballs and try to stay out of its way as you pump it full of lead. When it's dead, climb the ladder opposite the front of the sphinx once more.
CLIMBING THE RIGHT SIDE OF THE SPHINX ROOM: At the top of the ladder, jump and grab the handhold on the right. Climb to the right and then swing across the poles to the stairs beyond. CHECKPOINT 10 is at the top of the stairs.
The gap in the ramp to the right is too wide to jump. So instead climb the ladder near the checkpoint. At the top, climb onto the stone ledge on the left and pick up some shotgun ammo. Vault onto the ledge above for a large medipak. Climb back down to the ledge at the top of the ladder. Turn right and approach the gap in the ledge. This gap is just above the one below. This one has handholds halfway across. Take a running jump to grab the lower one and then jump to the one above. Climb to the right and jump to grab the next ledge. Pull up. Cross this ledge and drop down on the right side to land on the ramp below.
Now you're on the other side of the gap you couldn't jump earlier. Hop up onto the pile of rubble at the base of the nearest column (the one on the right when facing out toward the sphinx). Jump up to grab the lowest crevice on the column and then jump up twice more. Climb around to the right and jump up to grab the crevice above. Climb around to the right again so the sphinx is ahead on Lara's right. Jump up to grab the broken top of the column, pull up and vault up onto the ledge ahead.
Immediately take aim at the 2 winged mutants approaching from above the sphinx. As with the last pair of flyers, dodge their fireballs as well as you can without accidentally jumping off the ledge, and try to shoot one of them out of the air before it reaches you. Then you'll only have one to fight up close. At that point, you may want to switch to the shotgun. A few blasts at close range should bring the mutant down. Again, if it grabs onto Lara's head, tap the Left and Right direction keys or alternate pressing Left and Right on the control stick to shake it off. Then finish it off.
MINI SUBMACHINEGUNS: If you stand at the corner of the ledge nearest the sphinx and look out toward it, you'll see something shiny on top of its head. These are the DUAL MINI SMGs you've been waiting for. To get there, take a running jump from the corner of the ledge, grapple the metal ring on the ceiling and swing over to the top of the sphinx. The secret chime sounds when you land near the guns.
The return trip is a little more difficult. You want to grapple the same metal ring again, but for some reason you need to be much more precise with the controls—at least in the PC version of the game. Line Lara up with the ring, take a running jump from the top of the sphinx's head toward the ring, and quickly release the Forward and Jump keys before pressing Grapple. Then Lara should catch the ring. Adjust the length of the cable if necessary and swing back to the ledge where you fought the flying mutants.
If Lara falls, the game will reload at CHECKPOINT 10, and you'll need to replay the fight with the mutants and swing back over to the sphinx. (Here's another spot that would surely have benefited from an additional checkpoint.)
NOTE: Unlike your other weapons so far, the SMGs are capable of sustained fire when you hold down the fire button. This is convenient when fighting powerful enemies, but it runs through ammo very quickly. So you will probably want to save these for later encounters when you're up against tougher foes and have had a chance to collect more SMG rounds. Also, as far as I can tell, the second ring on the ceiling here doesn't serve any purpose.
From the ledge where you fought the flying mutants, jump to the horizontal pole and swing across to the next ledge. Pull up, cross that ledge and jump to grab the upper handhold on the wall near the corner. Drop down and use the switch to raise a huge stone block connecting the broken stairs behind you. This also triggers CHECKPOINT 11. Go through the door beneath the ledge you just crossed (i.e., on the left when Lara is facing the switch). Climb the stairs and follow the hallway.
NOTE: You don't have to use the switch to complete the staircase. The checkpoint will still occur in the doorway, but it can be convenient in case you want to come back this way later. It will also enable you to avoid a direct confrontation with a couple of enemies later on.
ANOTHER PIT WITH BLOCK TRAPS: There's only one set of traps in this hallway, but it's a good one—at least if you like being two-dimensional or a puddle at the bottom of a dark hole. First take a moment to observe. Above the deep pit ahead there's a set of pounding blocks, a horizontal pole that extends and retracts at regular intervals, another set of blocks, a stationary bar and beyond that, the far edge of the pit. To get across, watch the retracting pole. When it extends, wait until the first set of blocks is just about to part and then take a running jump to grab the pole. Swing around only once then jump to grab the stationary bar. Immediately, without swinging around even once, jump to grab the edge of the pit before the second set of blocks closes in. Pull up and continue to the next room and CHECKPOINT 12.
ANOTHER ROOM WITH A POOL AND PRISM OBELISKS: As in the previous obelisk room, the switch at the bottom of the stairs will not do anything useful yet. So leave it for now. From the entrance, turn right and take a running jump to grab the first block handhold on the wall. Jump to grab the next handhold. Then jump to the ladder. Climb down to the gap in the ladder and then jump to the ladder on the right. Climb to the bottom and jump to grab the stone handhold on the left. Drop down twice.
From here you can reach the first of 4 carved panels that operate the 4 scarab mechanisms. Jump to the left to grab that panel. As it descends, jump up until Lara can't go any higher. The scarab mechanism locks into place, the first obelisk is raised and the elevated walkway extends a quarter of the way across the middle of the room.
Jump off the carved panel to grab the obelisk behind you. Climb to the top and then jump back to grab the small ledge above the scarab clamp. From there, take a running jump to grab the handhold on the right (where you were before). Jump up to the middle handhold. Jump back to grab the first of 4 horizontal poles behind you and quickly, before each pole can sink to its lowered position, jump across all four to the handhold on the opposite wall.
NOTE: If you miss and fall into the pool, either save your game, reload at CHECKPOINT 12 and try again.
From the handhold beyond the 4 poles, jump to the right to grab the second carved panel. Jump up to the top and wait for the scarab mechanism to lock in place. Then drop into the pool and swim to the ledge near the barred doorway.
Turn left and take a running jump to perch on the pointed post sticking out of the water near the corner. Jump to grab the handhold ahead and press Interact if necessary to make a saving grab. Jump up to the handhold above and from there jump to the left to the third carved panel. Jump up to the top and wait for the scarab mechanism to lock. When it does, jump back to grab the obelisk behind you and climb to the top. Climb around to either side, jump to grab the elevated walkway and pull up.
Take a few steps to the left, so Lara is standing near where the walkway emerges from the wall. You should now be facing the corner of the room with the fourth obelisk, which has not yet been raised. Take a running jump from the walkway to grab the horizontal pole. Swing around and jump to grab the handhold near the corner. Climb to the right then jump to grab the fourth carved panel. Jump up to the top as it descends. When the final scarab mechanism locks into place, the fourth obelisk is raised and the elevated walkway extends all the way across the room. The camera pans to the inverted obelisk and the switch above.
From the carved panel where Lara is hanging when the cut scene ends, jump back to grab the obelisk. Climb around to either side, jump to grab the walkway and pull up.
From the walkway you have a clear view of the first artifact on the ledge above and to the right of the carved door. You could go after it now, but if you climb to the top of the room and use the switch first, it will save a little bit of backtracking.
To reach the top of the room, first go to the end of the walkway near the carved door. Turn left and take a running jump to grab the nearest horizontal pole. Without swinging around, quickly jump to the next pole then to one of the handholds on the wall ahead. If you move too slowly, the poles will sink and you'll have drop into the water, climb out on the ledge near the barred doorway and make your way back up to the walkway to try again.
Once you make it to the lowest handhold beyond the two poles, climb to the top handhold and then climb sideways into the corner. Jump back (not to the right) to grab the ladder. Climb as high as you can then jump to the ladder on the left. Climb to the top and jump to grab the handhold on the right, then the next handhold, then jump once more to land on the ledge near the entrance. Go down the stairs and use the switch to extend the fifth obelisk from the ceiling.
The prism on the end of the obelisk refracts the sunlight, causing it to pass through the prisms on the other obelisks, forming a pyramid of light. The carved door at the end of the elevated walkway opens.
CHECKPOINT 13 registers after the cut scene. Now, if you don't want that artifact, you can skip the next section. Instead drop into the pool, climb out on the ledge near the barred doorway and make your way back up to the walkway.
ARTIFACT #1: To get the artifact, go back up the stairs to the entrance. Jump to the handhold on the wall to the left, then to the next handhold, then to the ladder. Climb down to the gap in the ladder and then jump to the ladder on the right. Climb down to the bottom of the ladder and jump to the right to grab the lintel above the carved door. Traverse all the way to the right around the corner and drop onto the ledge with ARTIFACT #1. Be careful not to drop too soon or Lara will hit the sloping side of the ledge instead of the flat top and slide into the pool. Once you have the artifact, grab onto the lintel again and climb around to the left until Lara is hanging in front of the open door. Drop onto the walkway.
SECOND ANKH KEY: You may be able to kill the cat mummy from the doorway. If not, you'll have to go in and get its attention. When you enter the dimly lit room, the door closes behind you. Deal with the mummy and then take the ANKH KEY from the pedestal. This opens the exit, as well as the gate below, and triggers CHECKPOINT 14.
Drop into the pool and climb out on the ledge near the exit. Follow the hallway back to the sphinx. The gate here is now open as well.
HUGE ROOM WITH SPHINX (again): This time there are 2 centaurs waiting near the front of the sphinx. You can either run out and confront them directly, or make your way to a safe spot where you can shoot them from above.
To get to the safe spot, turn left as you exit the hallway from the SECOND PRISM OBELISK ROOM and climb the two ladders to the ledge behind the sphinx. Climb the stairs to the ledge on the left, provided you used the switch there earlier to raise the block completing the staircase. Turn left at the switch and pass over CHECKPOINT 11 again. Take a running jump across the gap in the ledge to land on or grab the ledge near the column. Go around behind the column and take a running jump down to the sphinx's paw, losing a little bit of health in the process.
Now if you step to the right, taking care not to slide down off the paw, you can target the centaurs below. The nearest one should be easy to get a lock on and take down with regular pistols. I tried this several times and the centaurs never hurled a single fireball. The second centaur tends to hide behind the wall, so you may need to move to the end of the paw and use manual aim to target it. But at this range, even if the targeting reticule is gray, you should be able to kill it. When both centaurs have been destroyed, hop down near the door.
Use the 2 ANKH KEYS you've collected in the receptacles on either side of the door to open it. This triggers CHECKPOINT 15.
NOTE: If you didn't encounter 2 rats on these steps earlier, they will scurry out as you unlock the door.
BENEATH THE SPHINX: As you descend the series of ramps leading down into the area beneath the sphinx, you'll encounter 7 more rats. Just inside the door is a carved stone sphere near the entrance which you can push down the slope toward the rats. It will crush any rats in its path, but these won't count as official kills. It's probably just easier to use pistols. I could not discover another use for the stone ball. Also, on one of the lower landings, there's a box of shotgun shells.
SUBTERRANEAN POOL WITH GIANT STATUES: CHECKPOINT 16 registers on the ledge above this large cavern. Pick up the small medipak on the left side of the ledge before jumping into the pool. Swim straight across the pool and tread water between the statues of the Egyptian gods Anubis, the jackal-headed figure on the left, and Horus, the falcon-headed figure on the right. (See the footnote below.)
Swim down between the statues and pull the lever on the wall just above the bottom of the pool. This lowers the water level, exposing most of the two statues.
CLIMBING ANUBIS: Swim to the surface and climb out of the water on the base of the statue of Anubis (on the left when facing the two statues). Climb onto Anubis's foot and jump to the square ledge next to it. Climb the two handholds and jump to grab the horizontal pole behind. Quickly jump to grab the narrow stone band around the statue's other leg before the pole moves downward. Climb around to the other side of the leg and as far to the right as you can go. Jump to the right and grapple the metal ring on the side of the statue and wall run to the narrow ledge on the right.
Climb to the top of the ladder. This next jump is a little buggy. If you can't see the handhold Lara is aiming for, she'll miss it and fall to the ledge below. So move the camera to the right so it's pointing straight at the nearest handhold on the side of the Anubis statue, which is just behind Lara and to her left. Press Up + Jump to leap off the ladder and grab the handhold. From there, jump up to grab the handhold above, climb to the left and then jump to grab the next handhold. Jump up to the handhold above, climb around to the front of the statue and drop down onto its lap.
FIRST METAL SCARAB PUZZLE: This puzzle is fairly straightforward. Use manual aim mode with regular pistols to shoot each of the 4 metal scarabs on the wall until it is pointing in the same direction as the corresponding scarab carved on the floor. That is, the top left scarab's head should point to the left, the top right scarab's head should point downward, the bottom right scarab to the right, and the bottom left scarab upward. When all four are oriented correctly, the gate above will open.
Climb up into the alcove and use the switch to raise the water level further. CHECKPOINT 17 registers here.
CLIMBING FROM ANUBIS TO HORUS: You can't reach the ledge above the switch at this time, so instead hop down ands climb the ladder on the right side of the alcove. Jump to grab the curved handhold to the right and climb around to Anubis's side. Jump to the handhold above, climb to the right and jump to grab the next handhold. Continue climbing to the right toward the wall between the two statues. Jump back to grab the horizontal pole. Swing around and jump to grab the handhold ahead on the side of the Horus statue. Climb as far to the right as you can then jump to grab the gold switch. Lara's weight pulls it down, opening a gate underwater on the front of the Horus statue.
This gate is timed to close after a little while, so once you regain control of Lara drop into the water, turn right and quickly swim toward the front of the statues. (Tap Interact to swim faster on the surface of the water.) Swim around to the left to the front of the statue of Horus and dive below the surface to get through the gate between Horus's feet before it closes.
If you don't make it before the gate closes, you'll have to climb back up the statue of Anubis to the ladder near the scarab puzzle then make your way around to the gold switch to try again.
Once you make it through the gate, if you still have some air left, look down at the carvings on the floor for a clue to the next scarab puzzle. Then swim forward and up to an opening where you can surface. Turn around and climb out on the ledge. Climb onto the ledge which forms Horus's lap and turn around again.
SECOND METAL SCARAB PUZZLE: Face the metal scarab puzzle across the opening in the floor. Again, use manual aim and pistols with unlimited ammo to shoot the 4 metal scarabs until each one points in the same direction as its carved counterpart in the flooded room below. In case you didn't get a good look at the carvings, the upper left scarab points upward, the upper right scarab points left, the lower right scarab points down, and the lower left scarab points right. When all four are oriented correctly, the gate above opens. If you want to get the relic in this level with minimal effort, do not climb up and use the switch at this time.
NOTE: If you already have the relic or don't want it, you can skip the next section. Use the switch to raise the water level further, swim out of the alcove and pick up the walkthrough below at the section titled CLIMBING TO THE TOP OF THE STATUES, below. Once you're on the ledge behind Anubis's head, Just skip the part about retrieving the relic and continue to the exit.
If you have already used the switch to raise the water level, you can still get the relic. You'll just need to swim down to the lever between the two statues and use it again to lower the water level. Then climb up Anubis, use the switch in the alcove to raise the water level partway, climb around to the gold switch, use it to open the gate on the front of Horus, swim through and climb up to the second scarab puzzle again. This time don't pull the switch and continue as described below.
OBTAINING THE RELIC: After opening the gate above the second scarab puzzle, turn around to face out over the pool. Look down to spot the carved block on the narrow ledge below. Hop down and push the block off the ledge. It will land in the water and sink to the ledge below.
Now swim between the statues and down to the lever. Use it to lower the water level again. Swim to the surface and go around to the front of the statue of Horus. Climb out of the water and move the carved block against the wall below the gate. You'll be using it for a boost to reach the opening shortly.
NOTE: You probably don't need to move the block at all to reach the alcove, but since you'll be racing to get through the gate before it closes, this can help.
Swim back to the Anubis statue, climb up to the scarab puzzle the same way you did before, but do not use the switch to raise the water level. Climb the ladder to the right of the alcove and work your way back to the horizontal pole then forward along the Horus statue to the gold switch. (If you need help with any of this, refer to the walkthrough above.) Lara's weight depresses the gold switch opening the gate between the Horus statue's feet. With the carved block in place and that area no longer flooded, you can drop into the water, swim around to the front of the statue, climb onto the carved block and vault up into the opening before the gate closes.
Once you're inside the room with the four carved scarabs on the floor, climb the three handholds in the back right corner, climb around to the right and jump to grab the ledge. Pull up onto the ledge with the SECOND SCARAB PUZZLE. Again, do not use the switch to raise the water level.
Instead of climbing up into the alcove with the switch, turn to face out over the pool. Drop down onto the ledge where the carved block started out. Hang from the edge, climb to the right and drop to grab the narrow stone band on Horus's left leg. Climb around to the right as far as you can go, and then jump to grab the gold switch on the wall. This opens a gate behind Horus's shoulder, which is where you'll find the relic.
To get there, begin by letting go of the gold switch and sliding down to Horus's feet. Swim across the pool to the statue of Anubis and climb out near his feet. Climb up to his lap. This time, use the switch in the alcove above the scarab puzzle to raise the water level. Climb the ladder and work your way around to the Horus statue and grab the gold switch on its side. (Again, this is just repeating what you've done before. If you can't remember what to do, refer to the sections above.) This opens the gate between Horus's feet, which is again under water. Swim through it and climb up to the second scarab puzzle. This time, pull the switch in the alcove above the metal scarabs to raise the water level further. Swim out of the alcove as it begins to flood and head for the surface.
CLIMBING TO THE TOP OF THE STATUES: Swim back to the statue of Anubis. Swim in through the alcove in its chest, which is now flooded. Climb out of the water in a small room inside the statue. This is the ledge above the first scarab puzzle which you couldn't reach before. CHECKPOINT 18 registers here.
Go to the right wall, jump up to grab the scarab switch and immediately jump to grab the handhold above before the scarab descends. Jump back to grab the first of 2 horizontal poles. Quickly jump from one to the next, then to the handhold ahead, before the poles descend. Climb around to the left and pull up into an opening on Anubis's shoulder. Turn right and climb the handholds to the high ledge behind the statue's head.
Cross the ledge and jump the gap between the two statues. Continue along the ledge behind Horus's head to the end. Jump to grab one of the handholds on the wall ahead and climb down to the gate you opened earlier. Drop down into the room behind Horus to find the HORUS IDOL, the only RELIC in this level.
To get out of this room, climb the rocks below the doorway, grab the narrow stone ledge and climb to the right until you can pull up in the doorway. Climb back up the handholds to the ledge above.
EXIT FROM THE AREA WITH POOL & STATUES: Cross the ledge behind the Horus statue and jump to grab the gold switch between the two statues. This raises the water to its highest level.
NOTE: You can also raise the water level first and then swim into the side room to get the relic.
Swim to the surface and climb out of the water on the ledge above and between the two statues. Follow the long hallway to CHECKPOINT 19.
ANTEROOM WITH PAINTED COLUMNS: At the far end of this room you can see a barred doorway behind which the third piece of the SCION sits upon a pedestal. Naturally such a treasure would not be left unprotected.
The guardians, 2 centaurs and 2 cat mummies, attack as soon as you enter the room. It's difficult to dodge the hurled fireballs and charges among the columns, but do your best. Remember to use health packs as you fight, either by pausing the game and selecting what you want from the inventory screen (by pressing Tab on the PC or Select on the PS2) or by using the hotkeys for small or large medipaks (V and B on the PC, D-pad Up and Down on the PS2).
When the creatures have all been destroyed, it's time to get what you came for. You need to reach the high ledges beside the locked gate keeping you from the SCION. Tomb designers never include convenient ladders, so you'll need to make a series of leaps across the painted columns to get there.
REACHING THE LOCK ON THE RIGHT: Return to the entrance and turn to face the SCION ROOM gate. Grab onto the lowest horizontal crevice on the first painted column on the right side of the center aisle. Climb around to the left as far as you can go. Jump up three times, climb around to the left a bit more and then drop down once. Climb to the left until Lara's back is toward the second red column from the entrance. Jump back to grab one of the cracks on that column.
Jump up to grab the crevice above. Climb around to the right about 90 degrees and jump back to grab one of the crevices on the second blue column. Jump up to grab the crevice above and climb around to the right as far as you can. When you reach the end of the crevice, keep pressing the right direction key (or press the control stick to the right) and Lara will lean out, giving you a view of the metal ring on the wall above and behind her. Jump from the column and grapple that ring.
Adjust the length of the cable so Lara's feet are about halfway between the bottom of the painted panel and the floor. Then wall run back and forth to build up momentum. When Lara reaches the peak of her swing to the left, jump back to grab onto the fourth blue pillar. (The third blue pillar is next to the metal ring, so you end up skipping it entirely.)
Once Lara is hanging on the fourth blue pillar, climb around to the right so her back is toward the fifth blue pillar. Jump back to grab it. Climb to the right, jump to grab the crevice above and then continue climbing around to the right as far as you can go. Then jump to grab the highest crevice on this column, just below where the top of the column flares out. Climb to the right until Lara leans out toward the fifth red pillar. Jump to grab it.
The fifth red pillar is the one nearest the ledge with the lock mechanism on the right side of the barred door. From the lowest crevice on this pillar, climb to the left a little and jump up twice. Climb to the left along the highest crevice until it ends. Then drop to grab the one below. Climb to the left until Lara's back is toward the ledge. Jump back to grab it and pull up.
Use the SCION OF TIHOCAN to activate the locking mechanism and retract half of the bars protecting the SCION ROOM. Drop down and return to the entrance. Note that the SCION piece remains in your inventory after unlocking the door.
REACHING THE LOCK ON THE LEFT: The path to the artifact, and to the second lock, begins with the first two red columns on the right again. Grab onto the lowest horizontal crevice on the first painted column on the right side of the center aisle. Climb around to the left as far as you can go. Jump up three times, climb around to the left a bit more and then drop down once. Climb to the left until Lara's back is toward the second red column from the entrance. Jump back to grab the lower crack on that column, just as you did before.
Now, instead of heading for the blue columns, jump up to the second higher crevice, and climb around to the left as far as you can. Lara will lean out toward the middle of the room, giving you a good view of the metal ring on the ceiling between the fourth red columns on either side of the center aisle. Jump to the left and grapple the ring.
While hanging, adjust the length of the cable and turn left or right if necessary so Lara is squarely facing the fourth red column on the left side of the aisle. Then swing, jump and grab onto it. If Lara grabs the lower crevice, jump up to the middle one. Climb around the column to the left until the fifth red column on the left side of the aisle is directly behind Lara. Jump back to grab onto it. Jump up twice.
NOTE: If you want to get the artifact in the raised alcove in the corner ahead, continue with the walkthrough as written. If not, skip the next 2 paragraphs and proceed to the lock from here.
ARTIFACT #2: Climb around to the left side of the fifth red column as far as you can go. Jump to the left to grab the fifth blue column. Climb around to the left and jump up to grab the crevice above. Position Lara so her back is squarely facing the alcove and jump back to grab the edge. Pull up and claim ARTIFACT #2.
To get to the lock from here without having to climb across the columns from the entrance, move to the back of the alcove, carefully position Lara so she's facing the nearest blue column and take a running jump to grab onto it. Jump up to the highest crevice, just below where the top of the column widens. Climb around to the left and jump to grab the fifth red column. Climb around to the right and jump up to the crevice above.
Finally, climb around the uppermost crevice on the fifth red column until Lara leans out to the right toward the ledge with the lock. Jump to the right, holding the jump key for the longest possible air time. When Lara grabs onto the ledge, press Interact to do a saving grab if necessary. Then pull up.
Use the SCION OF QUALOPEC to activate the lock mechanism, removing the remaining bars. Lara keeps the SCION piece after unlocking the door. Drop down and enter the SCION ROOM.
As Lara approaches the pedestal, a cinematic sequence begins: She takes the third piece of the SCION from the pedestal. As the chamber begins to quake, she makes a dash for the exit. (Perhaps you wondered, like I did, why she didn't just come in this way and avoid all the hassle.) Once she's safely outside, Lara fits the three pieces of the SCION together and receives another vision.
She travels through time and space to appear atop a Meso-American pyramid. The three Atlantean rulers continue their previous conversation. The woman on trial seems to have only contempt for the charges against here. Now is the time for action, she asserts. Atlantis is in ruin and only its destruction can bring about the Seventh Age.
Tihocan continues unswayed. "For your treachery, for using the knowledge of the Scion to unleash our armies against us, I expel you forever from the sacred order of the three and condemn you to shame in the frozen limbo of eternity."
As he begins an incantation in an ancient language, the accused raises her head, and we realize—if we haven't already done so—that Lara's employer, Jacqueline Natla, is the erstwhile queen of Atlantis.
"It cannot be stopped. The wheels of Kathar are already in motion. Doom will find you both while I rise from the dust of your bones to finish what I've started... !"
Natla's threats are cut short as Tihocan creates an impenetrable crystal shell around her.
Lara's Scion-induced vision subsides and she once again finds herself on a cliff side in Egypt. The real, modern-day Natla stands before her. As Natla takes the Scion, one of her goons, a mountain of a man named Kold, grabs Lara from behind. Larson and the Kid stand by.
Lara asks Natla about the Scion and its powers. Natla admits that the artifact holds more than just the history of Atlantis; it contains all the knowledge of the Ancients. Lara wants to know what the Seventh Age is, but Natla answers questions with questions.
"How far are you willing to go to find out, Lara?" But that's as much as Natla will reveal. She turns away, telling the henchmen to deal with their captive.
Now comes another interactive cut scene: First Kold attempts to skewer Lara with his knife. Press the control indicated on-screen—Right on the PC, Triangle on the PS2—to get away. The Kid whips out the SMGs he's stolen from you and starts firing. Press Up on the PC or X on the PS2 to leap out of harm's way and kick him in the face. Larson closes in, ready to smack Lara with the butt of his shotgun. Press Down on the PC, Circle on the PS2, to duck and bowl him over. When you've successfully evaded all three henchmen, Lara makes a run for the cliff's edge and dives into the water below.
Natla and her men give up and motor off in their boat, but Lara is not willing to give up so easily. She retrieves her motorcycle and pursues along a winding road that follows the coastline to a jutting spit of land. She guns the motor, takes off into the air and splashes down near the boat. Then she grapples a railing on the stern of the boat, hauls herself on board and stows away in a compartment below deck.
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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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