The Palatium of Ankh

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The Palatium of Ankh

Post by Phil » 02 Mar 2017 19:04

THE PALATIUM OF ANKH

Levels by Owin

Walkthrough by José (with thanks to MrJavi94 for pointing out the missing secrets, which are fully documented in the version of this walk posted at trle.net)



LEVEL 1 – THE ENTRANCE

Advance through the defile and when you find the long slope with pits, slide from the center tile and Lara will save the first pit by herself; you’ll only have to help her with a couple of jumps to save the last two. Climb the rocky blocks N to the very top and continue along a mossy plain to a ramp with rolling spiked balls hidden in a dark opening up S. Save your game, climb W onto the block next to the dark opening and take a running jump SE to trigger the first of several spiked balls. Quickly back flip to the ledge and hop back. Jump SE again, light a flare, and walk SE as far as you can. Jump into the SE alcove and run to the far right corner as another spiked ball drops and rolls past you. Enter the S crawl space for SECRET #1 and grab the large medipack. Crawl back out and simply run forward along the E wall, slide down and wait for the remaining two spiked balls to roll harmlessly past you to your left.

Continue N to a new area. To the right there is a closed door with two receptacles, so go left (W) and continue straight ahead at the junction to shoot two jackals. There is a crawlspace in the NE corner with a couple of small scorpions; go inside to find some shotgun ammo. Back outside, go through the S passage (jump over the sneaky spear pit hidden in the dark) to find the Cartouche piece 2 and a small medipack. In the N passage you’ll find the Cartouche piece 1 but beware when returning: teeth doors in the dark corridor.

Go back to the junction and this time turn left to the N, pick up a pack of flares not far into the entrance to the dark cave and shoot two scorpions. Continue N to the lighted area and shoot a lot of scorpions there (you'll use up quite a few flares running around in the cave to draw them out if you wish to get them all). Go back S to the narrow opening through which you entered this area. Turn around to face N and go right through a passage. Loop around left and find a ladder surface on a pillar. Climb up and back flip to SECRET #2. Turn around and pick up a small medipack and uzi ammo. Get back down to the cave floor.

Now advance through the dark passage in the NE corner (the passage near the NW corner leads to a closed door) to find a small pool; climb the S ladder, turn around and grab the monkeyswing. At the end, follow the only possible path (when finding the sloped ledge, jump and grab the edge above) to find a small outside area with a floor lever (beware the pit); pull it to open a door somewhere.

Go back to the pool but don’t drop; grab the monkeyswing again in a clockwise direction keeping always near the walls to reach the opposite alcove and get shotgun ammo. Climb the ladder again and continue S, slide down the slope and swim through the UW passage to a big cave. Go out of the water from the N ledges, run up the E ramp and take a long running jump to grab the S ladder, shimmy right around two corners and drop onto a flat ledge; from here you can take another long running jump to the S ledges, shoot a couple of bats and from the SW corner take standing jumps to grab the upper ledges.

From the ledge with the flares and the bats, take a running jump to the N ledge and continue jumping from ledge to ledge in a clockwise direction shooting more bats on your way until you reach the SE wider ledge. From here take a standing jump to grab the edge (right side) of the W higher ledge, continue to the W wall and look up to discover the monkeyswing which will lead you to the far NW opening. Continue trying to not fall into the holes in the floor until you eventually find a closed grated door. Pick up the uzi ammo in the right corner.

Now step onto the marked tile at the end of the broken bridge to open the door and alert two jackals, go inside the dark room and pull the left chain; save in front of the right one ‘cause it’s timed. Pull it and quickly run back outside; this time try to not touch the marked tile and take a running jump to the ledge attached to the E wall and another one without stop to the S ledge with the lever before the fire starts again. Pull the floor lever to open another door somewhere.

Detour for a secret: look to the pillar with the timed fire to discover a ladder; use it to safety drop to the bottom of the pit and follow the only possible path to find SECRET #3: a large medipack, uzi ammo and flares. Climb the blocks to return to the room with the lever.

From the W higher part of this ledge, take a standing jump to grab the edge of the SW opening. Drop and you’ll find yourself in a familiar place. Don’t go back to the big cave with the lake, but again N to the dark area with the holes; when finding the first turn to your left and jump over a couple of holes to land onto a slope near the NE corner, slide and find yourself in the first part of the cave, before the room with the small pool. Go to the lightened part, continue W and look for a small opening in the E wall, to the right of a pillar; follow the corridor to find the door you opened some time ago. At the end of this dark passage there is a big outside area.

The water in this part is too shallow so, go left and jump into the water near the SW corner; quickly swim E to the shallow part and shoot up to three crocs. Pick up the small medipack near the SE corner. Now jump into the water and look for an UW opening in the SW corner; swim there and the door closes behind you. Quickly swim to the NW corner of this area and pull the UW lever there; back W but not to the entrance, at half way turn left and swim through the small gap in S wall, left again and pull the second UW lever. Now the door near the entrance is open so, quickly swim there and pull a third UW lever; swim out and to the right (S) and left (E) to find the open doors.

Pick up the shotgun and shotgun ammo from the pedestals. One of the buttons opens the exit door and the other one lowers a block in the main watery area outside. Swim there and find a ladder in the W side of the big central rock. Climb up and pick up the Ba Cartouche. Back down go to the NW corner, climb the ladder and go inside the dark passage. At the end there is a slope; jump, grab the edge, hoist up, slide and jump twice to land onto a breakable tile; quickly jump and grab the crack above; shimmy left and around a corner; at the end, drop, slide, jump to the top of the next sloped pillar, jump again and finally grab the edge of the safe E ledge.

Step onto the tile next to the N wall to trigger a spiked rolling ball and quickly jump back to avoid it. Jump onto the E slope and turn right, facing S take a running jump to grab the edge of the breakable bridge, hoist up and run E to grab the climbable wall; shimmy left to reach the high opening in NE corner. Now follow the path to get back to the entrance of the dark caves and be received by two giant scorpions. Run S to the exit and left (E) at the junction to use the cartouches, continue and drop into the temple.

I went S first and follow the only possible path, full of dormant spiked balls until I found a floor lever. Use the floor lever and you can imagine what happens: the way back to the hub room won't be so easy so be prepared to avoid all that spiked balls the best you can. I did it so: the first one, when you hear the warning music, jump back and duck so the ball will pass over Lara’s head.

In the sloped hall, drop and situate Lara not in the central row of tiles, but in the sloped row in the right side (W); save your game and start to run, after doing some steps, just a bit before the middle of the way, jump without stopping and turn a bit left to face the exit slope and jump over it, always without stopping.

The next trap in the corridor with the pit is not so hard; run from the left side, jump over the pit and quickly roll and take a running jump back to the E side. For the next trap, still from the left side, sprint and duck just when you find the high step. For the next trap, just run without sprint and take a last running jump without stop to land onto the nearest pillar in the pit; wait a bit there ‘cause more balls will fall into the pit and wait a moment each time you jump to the top of a pillar. For the next trap, just approach to the bottom of the ramp and jump back waiting for the first ball, then run up the ramp but just when the camera is restored, roll and sprint down to avoid the second ball. For the last trap, slide from the right side, wait a bit and just when you see the first ball rolling to your left, take a sidejump left to avoid the next ball. Go back to the hub room.

Now go through the N passage, jump into the water and surface at the other side to find another floor lever. Pull it and jump back into the water. Save your game ‘cause the next task is very hard; the current is too strong here and the holes and the lateral passages are deadly. I did it by swimming from the left side first, next to the center, next to the very right side to avoid the first lateral passage, quickly to the left side to avoid the lateral passage to your right, then let the current takes you to the right side just before the last hole and quickly swim forward from the right side and to your left, to the center ‘cause the last lateral passages are deadly too. Note by moderator: I got through by swimming over the central hole, staying as close to the ceiling as possible. Anyway it’s a very hard task and I think you’ll need to be very lucky to cross this nasty UW passage.

Once at the other side, climb the N ladder, backflip with twist when you reach the first crack to grab the opposite one, another backflip with twist when you reach the next crack to grab the first one, climb to the very top and from the ceiling descend 4 steps and backflip to the ledge behind. Back to the hub room, the door is open now, go inside to jump to the next level.



LEVEL 2 – THE PALATIUM OF ANKH (first time)

There are two stars to get and place in the receptacles in front of you, and also a couple of passages N and S so, let's explore the N passage first. Time the scissors trap and shoot the vases to get a small medipack and shotgun ammo. Go E and take a running jump to grab the rope and suffering the dart traps damage; the door in front of you closes, so swing to the open door to your right and push the button in that small room to raise a block somewhere. Jump back to the rope (a tricky jump from the very right side of the tile) and swing back to the previous room. Go to the N room with the movable pillars.

First move the pillar near the SW corner and place it onto the marked tile next to the W wall; the pillar lowers and a nearby block rises. Now move the pillar next to the E wall onto the marked tile near the NE corner. Finally move the pillar next to the S wall onto the marked tile next to the W wall (the block you raised moments ago when moving the first pillar); the pillar lowers but the block in the NE corner raises, elevating the pillar there.

Go up there and move the pillar to the corner and to the S onto the marked tile. Now go up to the platform above the entrance; there is another movable pillar there; place it onto the block left of the niche where the blue movable piece is (it descends). This raises the pillar in the NE corner so go there and move it to the S and to the W and place it onto the marked tile attached to the W wall. Now drop to ground floor and move the only pillar you can move once to the E and once to the W where it was; it causes the pillar descends, but also the nearby pillar ascends and lowers the block near the NE corner so move the available pillar there and go up to the niche with the blue piece: a block raised there and now you can move the pillar onto the block right of the niche where the blue movable piece is (it descends too). This way, a block rises near the W wall elevating the pillar there to a third level.

Move that pillar to the corner (N) and to the E onto the marked tile. Go back to ground floor and move again the pillar back to the marked tile next to the W wall, where it was before; it descends, but the pillar next to the niche with the blue piece ascends, so go back up there and move it again onto the block left of the niche where it was before; now the pillar on third level ascends to the fourth level. Go there and move it inside the next room and onto the marked SW tile: a block raises the pillar, another block lowers to your left and a door opens in ground floor (NW). Your next task is to bring here another moveable pillar so let's go.

Go to ground floor and repeat the same tasks to carry one of the movable pillars to the higher floor: move the only pillar you can move once to the E and once to the W where it was; it cause the pillar descends, but also the nearby pillar ascends and lowers the block near the NE corner so move the available pillar there and go up to the niche with the blue piece: a block raised there and now you can move the pillar onto the marked tile near the W wall. Drop to ground floor and to the door you’ve opened (SW) time ago; use the lever there to raise the pillar to the third level, climb up there and move the pillar to the corner (N) and to the E onto the marked tile. Go back to ground floor and use the lever again to raise the pillar to the fourth level. Go up there and move it inside the next room and onto the marked SE tile: a block raises the pillar and also the trapdoor in front of the niche where the blue piece is.

Now you know what to do: go back to the niche in second level and carry the piece up to the fourth level using the floor lever in ground floor as you did before with the last pillar and once the blue piece is in this upper room, move it onto the marked tile at the very end of the corridor (S) near the closed doors, and both doors open. Pick up the uzis and the Golden Serpent, and go all the way back to the main hall where the level started.

Let's explore the S area now. There is a first room full of closed doors; nothing to do here at this moment except pick up some flares hidden in one of the breakable vases so, continue S and eventually you’ll slide down several ramps to the edge of a deep pit. There is a long way here running onto breakable tiles; sometimes running jumps are necessary and at other times it’s enough with standing jumps; anyway at the end of the path you’ll land into a dark corridor lighted only with a burning torch.

Take a running jump to save the spike trap, climb up the ladder and run up the wide stairs, continue sliding either ramp, fight with some jackals and light a flare when you reach the corner to better see the deadly holes in the floor; once at the other side, shoot more jackals and continue up the stairs, climb the ladder and eventually you’ll find a small room with a jumpswitch over a slope; jump onto the slope, slide and jump again to land onto the higher slope behind, jump again and grab the monkeyswing, swing to the wall and pull the jumpswitch to open the nearby door. This also activates the spike trap so slide, jump twice to grab the monkeyswing again, swing next to the switch and turn left until you drop onto the adjacent tile next to the slope.

Now you’re back in the room with many closed doors, but this time a couple of doors in the W side of the room are open. I went to the N one first and found a big UW room where I picked up a small medipack and uzi clips. There is an air hole in the ceiling to take a breath. There are two UW doors, E and W, Lara can open with her hands.

Behind the E door you’ll find a long corridor and a button to push at the end of it. Once the button is pushed, a fire wraith appears to chase Lara, and also a lot of fire emitters on your way back to the water room so, avoid the wraith the best you can meanwhile you time the fire emitters (I had to jump over one of the fires).

Behind the W door you’ll find a narrow corridor with shallow waters (Lara can’t run) and nasty teeth doors. Not so hard to cross, you must approach as close as you can, doing sidesteps, and start to walk when the doors are about to open. Pull the chain at the end and go back to the UW room the same way. The N door is now open so swim there and finally find a big outside area.

Drop into the pit in the E side of this area and when in the dark cave advance to your right (S) until you eventually find a floor lever. Pull it and go back to the entrance of the cave shooting a couple of big scorpions on your way. This time advance N and get the first Blue Gem. Go back to the outside area.

Now go inside the S watery cave and continue to find a room with shallow waters. Climb up the ladder opposite the entrance (notice the jumpswitch at your back when you’re at the top), slide down a couple of slopes to find yourself on a ledge overlooking the room. Shoot the harpy and jump from pillar to pillar to the opening in NW corner. Time the blades in the dark corridor and at the end of it, do the same series of jumps from pillar to pillar to reach the high opening in SE corner. In this corridor pick up the shotgun ammo and pull the lever to lower a block at the bottom of the ladder. Now it’s time to use that jumpswitch without suffer damage; climb up the ladder again, turn around and pull the jumpswitch to open a door in the water passage below, swim there to get the second Blue Gem and go back to the outside area.

Now go through the big opening in W wall; a muddy area. From the entrance go left (S), jump the pit with the swinging blade and look for a pulley at the end. Save your game ‘cause it’s timed; pull it and spring back to the entrance, continue to the N and left to find another swinging blade, jump the pit and look for an alcove in the corner with a button. Push it and quickly jump back before the trapdoor opens.

For a secret: when the trapdoor is open, drop/grab the edge of the crawlspace in the pit and continue to pick up a SECRET: revolver ammo. Further on you’ll drop into the mud, near one of the blades; you can’t go out of the mud here so continue walking to the border near the entrance and use “Ctrl + up arrow” to climb the ledge.

A rope appeared in the middle of the swamp when you pressed the button so, use it to cross to the other side, pick up the small medipack and pull the lever to open a door somewhere. Now it’s time to go back to the main UW room you came from time ago (the room with two UW doors Lara opened with her hands) so jump into the central pool and swim back there. Leave this room swimming through the S exit and at the junction continue S (you’ve opened this door with the chain at the end of the corridor with teeth doors) and finally reach the very bottom of the pool under the outside area. Pick up the flares at the bottom and swim through the opening opposite the entrance to a small room with a floor lever. Pull it to open another door in the room with many closed doors near the beginning.

Time the circular blade in the opening above the lever, jump to grab the edge above and hoist up; in the room above grab the pole and climb timing the next circular blade; run up the ramps and shoot a couple of jackals. In the room with the closed door go to the back side and press the button to open it; shoot the remaining jackals and go inside, drop into the water in a well-known room. Exit through the S opening again but this time go right at the junction to return to the room with many grated doors.

Now go to the open S door in front of you, follow the passage and drop into a dark cave alerting a skeleton. From the falling position, run directly to the E to find a lever to pull. Back to the central area, if you go to the W opening and always to your right you’ll find a highly needed large medipack. When exploring the adjacent areas, try not to step onto the sandy floors with mummies, or they will awake, releasing dozens of small scarabs. From the center of the central area run to the big SW opening; if you alert another skeleton, you know you’re on the right way. From the place that second skeleton awakes go always to your right keeping the rocky wall near Lara’s right shoulder and soon you’ll find the open door; go inside and pull another floor lever. Go back to the central area.

The next open door is in the E side; go to the first floor lever, turn right and run a bit to find the open door. Pull the floor lever there and go back to the central area.

The next open door is in the NW; you can see it even from the central area; it’s not hidden. Pull the floor lever there and go back to the central area.

The next open door is in the NE; if you run NE from the very center of the central area you’ll easily find it in a dark corner. Pull the floor lever there and go back to the central area.

The last open door is in the S side, behind the rocks; go there and climb the ladder, jump back near the top and the door will close. Pick up the Scarab Talisman from the pedestal and jump back and forth over the pedestal while you wait the exit door opens (about 20 seconds or so) to minimize the scarabs' damage. Crawl and in the next room you’ll need to jump back and forth from slope to slope with left or right curves until you reach the exit door in the other side. Climb the next ladder and follow the passage to the room with many grated doors.

Now go left to the W wall of this room to find the door you opened time ago with the lever in the room with the mud. Run up the ramp, slide and shoot some small scorpions. In the left and right sides there are the receptacles to use the talisman and the serpent to open the door, plus uzi ammo and a large medipack. Push the button to open a door somewhere. Go back to the main hall at the beginning of the level, to the corridor with the scissors and to the left is the open door. Run up the stairs and once at the top you can choose what level visit now. I went left up the wide ramp to jump to the next level:



LEVEL 3 – SOBEK’S DOMAIN

Try to not fall into the river or the current will take you to your death. Jump to the other side and pick up the uzi clips; continue down the wide stairs and go through the opening to your left, jump into the water but quickly go out to shoot the crocodile, dive through the S UW opening and look for an UW switch to pull. Be prepared for a triple timed run. If you are really fast, you can pick up the items on your way while doing the timed run; if not, you can always go first through the crawlspace, pick up the items and go back to this first lever to start the timed sequences. Or better you can forget the items 'cause you can pick them up later. It’s your choice.

Pull this timed lever and quickly swim back to the previous room, left to the W side, go into the crawlspace, climb the ladder, turn left and jump into the small water hole in the corner, pull the timed UW lever there to open a door somewhere and quickly swim back out the way you came before the door closes or you’ll be trapped forever. Run and jump over the entrance hole and from the river bank you can see two submerged pillars in the water; jump to the one to the right, to the next (S) and to the block with the flares; from here to the tallest block and finally take a long running jump to the flat ledge in the SW corner. Here is the timed door so, quickly go inside and pull the timed floor lever to open a door somewhere; go out and sprint N to the end of the rocky path, ignore the opening to your left and climb the flat ledge to your right with the shotgun ammo, take a running jump to the submerged pillar, to the next one, jump to the block where the flares were, to the tallest one and this time turn left and jump to grab the pink E ladder; climb it and pick up uzi ammo at the top and finally go through the (hopefully) open timed door in the corner. Slide down the ramps and a door will open up. This one will stay open.

Advance and soon you’ll be received by a bunch of crocs. Continue and if you want the next secret there is a ladder in the wall near the NE corner, go there, climb it, climb some blocks, slide a couple of slopes and push a button (this button opens the trapdoor to get access to the secret); continue and drop into the water room with the crocs. Now cross the main water room to the S and look for a ladder in the S wall; climb it and jump back to discover a SECRET: a large medipack, shotgun ammo and uzi clips. Climb the blocks and drop to the water room with the crocs.

Now go to the pointing ledge near the middle of the room; there’s a hole in the ceiling there and a ladder; climb it and continue to a room with a revolver and a floor lever; pull it to open a couple of doors near the beginning. Also the exit door opens and you can climb down some blocks to return to the stairs near the beginning.

Swim down the flooded stairs to find the open doors. Swim left first and advance until you find a deep pit with many pillars. Jump from pillar to pillar avoiding the skeletons to the SW corner and pull a chain, now continue jumping to the NW corner where there is an opening with a pole so you can descend to the bottom of the room. There are uzi ammo and shotgun shells to pick up here and near the E wall there is a hole you can drop to find a floor lever. Pull it to raise some trapdoors somewhere and go all the way back to the flooded stairs the same way you came.

Now swim to the other opening and save your game when you find a couple of open grates. Enter and turn left, run and jump onto the ledges sprinting in the last one to press a button near the corner; quickly go back a bit and take a running jump to grab the rope which appeared in the middle of the river before the spiked wall impales Lara.

Now comes a dangerous shortcut here: when hanging, you can turn a bit to your right, facing S-SE and swing to grab the long monkeyswing in the ceiling; turn around and swing E, N and W to the end of the monkeyswing to finally drop onto a safe ledge. From here you can visit some rooms and get the Canopic Jars, but when you return to the flooded stairs near the beginning, you’ll find only closed doors, you’ll be stuck forever and you’ll have to abandon the game if you didn’t keep a savegame in this area.

Instead, swing to the small opening to the left and again run for your life to your right, press the button near the corner and take a sidejump right to avoid this second spiked wall. But calm is still not restored; quickly run S and go inside the corridor with the closed door to avoid the last spiked wall. When the danger has gone, go outside and press the button in the E wall to open the door. Follow the UW passage and after some meters you’ll find yourself under a grate at the bottom of the river; look for an UW lever in the wall to your left (two doors open in the area with flooded stairs) and better go back to the air hole to take a deep breath. Dive again and this time continue to the end of the UW passage avoiding the blades on your way the best you can. When you are in the area with flooded stairs, turn right and quickly go S to the surface to take a breath.

Now it’s time to look for those Jars. Go to the dry openings near the top of the stairs and through the W one again, to the water area where you started the triple timed run a long time ago near the beginning of the level. This time don’t worry about timed tasks, but jump to the W side, go through the crawlspace and climb up the ladder. This is a good time to pick up the items if you didn’t do it before. Again face the submerged pillars in the water; jump to the one to the right, to the next (S) and to the block with the flares; from here to the tallest block and finally take a long running jump to the flat ledge in the SW corner. Now go N to the end of the rocky path and left through the opening you ignored before.

You must reach the ladder high up in the E wall, but going all around the perimeter so, start by jumping to the flat ledge near the NW corner, a standing jump to another flat ledge near the W wall and a running jump S with a right curve to the sloped ledge attached to the W wall; slide, grab the edge, shimmy left and drop near the corner to slide and land onto a flat ledge. Now a standing jump to the ledges near the SE corner and a last running jump N to the ledges near the ladder.

Climb up the ladder, go left to the N, turn right and take a running jump to grab the edge of the ledge over the river, hoist up, slide and jump to the E side of the caves. Beware when you approach to the sandy area; better do it from the right side and when the first spiked ball passes to your left, take a sidejump left to avoid the second one. When in front of the next slope, jump from the right side, slide and jump before the end of the slope so you can continue running and jumping without stop over the next steep slopes avoiding the spiked ball rolling on your heels. Follow the path until you slide a last slope and find yourself at the top of an area you’ve visited before.

Jump to grab the long monkeyswing in the ceiling and swing a long way E, N and W to the end of the monkeyswing and finally drop onto a safe ledge. Pick up the small medipack and look to the W: here are the trapdoors you raised time ago in the room with the deep pits and the skeletons. Jump to the next safe ledge, use the monkeyswing to reach the next one and finally the trapdoors to reach the opening in the corner. Continue down the ladder to a room with 4 spiked pits. First pick up the much-needed large medipack at the top of one of the pillars in the NW pit.

Back to the central tile, go to the S corridor, time the teeth doors and save your game before pulling the chain (timed). Pull it and run back to the previous room and to the now open N door; quickly jump over the blades without stop (try to do it from the right side and land on the left side) and save your game before pulling the next chain (timed). Pull it and quickly run back through the corridor fighting with the blades again before the exit door closes. Now the trapdoor at the top of the W ladder should be open so run fast there (it’s timed too) and climb the ladder to the top before it closes.

Press the button to re-open the trapdoor and release a demigod in the previous room; go back there and after he’s defeated pick up the Canopic Jar 1 he drops. Now go back to the river and use the trapdoors and the monkeyswing to go back to the last ledge where the small medipack was.

Now go through the N opening, shoot a couple of jackals and go through a crawlspace to a room with 3 movable pieces. Place the pieces onto the corresponding tiles in the N, W and S corridors, according to its colors and avoiding the mummies attacks the best you can to open a trapdoor above the entrance of the room; climb to the room above (facing W) and press the button to release a demigod; go down and kill him to finally pick up the Canopic Jar 2 he drops. Behind the W wall there is a hole; follow that passage and it will lead you to the flooded stairs near the beginning (pull the UW lever at the end to open the exit door).

When you are in the area with flooded stairs, turn right and quickly go S to the surface to take a breath. Now swim back N to the open doors near the very bottom of the stairs and through either, left or right doors to place the Canopic Jars. In both cases you must cross the river, timing swinging blades to grab a rope in the middle and swing to the other side; or grabbing a monkeyswing and cross timing fire emitters on your way. Anyway, once the Jars are placed a trapdoor opens somewhere. But where?

No really far from that doors; swim to the flooded stairs and look up to the ceiling near the big grate at the very bottom; swim up the hole and climb the rocky ledges to a place overlooking the cataract at the end of the river. Pick up some flares and shoot some bats. Take a running jump to the opening in the corner and continue a short way to a room where you will press a button to open the big grate at the bottom of the flooded stairs. Go all the way back there the way you came.

From the edge of the water hole, take a deep breath ‘cause you’ll have to dive a long way. Swim N to the open grate and continue swimming following the only possible path and keeping always next to the left wall until you find a face (catacomb-type) tile in the N wall; next to it is a pillar and in the S side of it an UW lever (1/5). At this moment a hammer shark is lurking around to disturb Lara. Turn left and continue swimming some meters keeping always next to the left wall and near the ceiling to find an opening in the same N wall with reddish textures. Inside you can take a breath and press a button (2/5). Swim outside and continue the same way, keeping always next to the left wall but this time near the floor and around two corners, until you find an UW crawlspace near the NW corner; there is some air here and another button to push (3/5). Swim outside and continue the same way, keeping always next to the left wall (you’ll see the exit door to your left) but this time near the ceiling, until you find another UW lever (4/5) near the SW corner. Again, turn left and continue swimming keeping always next to the left wall and near the floor to find an opening, this time in the S wall with reddish textures. Inside you can take a breath, pick up some flares and press a last button (5/5).

From this opening in S wall, swim a bit straight ahead to the wall in front of you, a bit to the right and left around the corner (N) to find an ornamented pillar. To the right from this pillar is the door you’ve opened with all that 5 switches, and inside there is the last UW lever to open the exit door in the very W wall of this area. Go back to the last opening if you need air and from there swim always keeping next to the right wall and soon you’ll find the exit. Continue swimming, time the circular blades trap and follow the passage until you can surface.

You are now at the bottom of the big cataract; run straight ahead next to it and pick up a new Blue Gem. Now you know what awaits: the long way back to the beginning of the level. Swim back to the dark UW area with the shark and take a breath there in one of the air holes with the buttons; the next stage is at the bottom of the flooded stairs, where you can take another breath in the ceiling hole; finally go back to the top of the stairs, jump over the deadly river and continue S back to...



LEVEL 2 – THE PALATIUM OF ANKH (revisited)

Run down the ramp and ignore the opening to your right, continue S and you’re now at the top of the main hall of this level. Pick up flares and revolver ammo in the NW and SE corners and continue through the big S opening to look for the last gem you need in…


LEVEL 4 – AMMIT’S DOMAIN

Advance to the end of the passage and climb down the ladder. First turn right and pick up a large medipack in the nearby NW corner. At the other side of the room you can spot the gem you need, but there’s still a lot of work to get it so, cross the bridge and a bunch of fire ghosts will attack. No way to cross the bridge so jump into the pit and the water current will take you to a slide. If you slide backwards, take a backflip with twist ‘cause you need to slide forwards. When reaching the end of the ramp, light a flare and jump to the pillar in front of you; don’t stay too much time ‘cause spikes will appear at the top of the pillars so take a standing jump to the top of the next pillar to your right and without stop, a running jump to the top of the pillar to your left.

Quickly jump to the wide slope in front of that pillar, jump over the first and the second spiked tiles and slide some more tiles. Now the trickiest part comes: jump over the next spikes, immediately jump with a left curve to save the next ones and if you were lucky (in my game always with some damage; if you jump too close to the spikes, Lara always dies) you must take a couple of hard jumps to the right to land onto the first flat tile of the corridor and continue running and jumping to the next passage ‘cause the spikes will follow you. When you reach the wide passage, quickly run right and even when there are spiked walls back and forth, they will stop in a certain position, and Lara will be safe standing between the spiked walls.

When calm is restored, look up to see the edges of the ledges Lara can grab with a standing jump and hoist up. Better face E and jump and grab the edge of the E ledge and save your game, ‘cause when you touch the W ledge, a spiked wall will start to move from your back and a lot of fire emitters will be triggered in the W passage. Jump the gap, run and jump over the first emitters, sprint and do a zig zag to avoid the last fires. Quickly press the button and go back the same way ‘cause trapdoors have opened in the middle of the passage.

Drop there but still not a rest for Lara, lots of spikes here, jump before the end of the slide, run and jump to the first flat ledge in the slope; continue jumping from ledge to ledge without stop, and if you get to the top (perhaps you can save here if you were enough fast), still don’t stop but continue jumping to the next slope, again, jump before the end of the short slide and sprint to the teeth doors; time that doors the best you can and continue sprinting and a last jump without stop at the end to avoid the spiked ball at your back.

You’ll slide again and land onto breakable tiles (I saved the game here); do some steps, jump to the next ledge and take a running jump without stop to grab the pole. Two spiked walls approach from left and right; they will stop and never touch the pole; the floor is safe too, but even so you can’t stop or save here ‘cause the next high ledge will soon be blocked with more spikes and you’ll be stuck forever. That way, once you grab the pole, quickly turn around and take a backflip with twist to the next trapped ledge.

Always without stop, run and from the very edge take a long running jump to the left or right slopes; immediately jump back and forth with curves until you reach about the middle of the trench and drop just in the first tile free of spikes (thanks, Scottie); quickly turn to the N and run to the end of the trench, climb the next ledge with “Ctrl + up arrow” and sprint fast against the first two smashing pillars, release the sprint key before the last one and take a running jump from the left or right side depending it’s position to cross to the other side; continue sprinting to the very end of the corridor and finally a door closes behind you. Now you can save your game with tranquility.

Press the button in the next room to activate an elevator, run up the series of ramps at the end and finally drop through the hole in the corner to find yourself at the very beginning of the level. Climb down the ladder again and this time you can go to the end of the broken bridge, take a running jump to the top of the pillar in the middle and from here to the ledge where the last Blue Gem is. Pick it up and go back to the other side of the bridge, climb up the ladder and continue to...



LEVEL 2 – THE PALATIUM OF ANKH (last time)

Now that Lara has all four gems, it’s time to go back to the huge outside area with the big obelisks. Do you remember?

Start by going N to the top of the main hall, safety drop to ground floor, go S to the room with many bars doors, to the W side and through the opening in N wall; swim back to the water room where Lara opened the UW doors with her hands a long time ago. Continue swimming through the N opening, up the wide shaft and surface in the huge outside area with the big obelisks. Place all four gems in the back sides of the obelisks to open the big gates in the N rocks. Go there, slide down the ramp and be prepared for a battle.

Slide down the ramp, shoot two jackals and the demigod too. When he dies pick up the Hand of Orion he dropped. Try to stay near the center of the room to avoid triggering more jackals and save some ammo. Now go through the crawlspace in S wall, take running jumps to the triangular ledges in the right side to cross the first pit. Slide from the right side in the second pit and jump ahead to the next flat ledge. Now turn left and take a standing jump to the E ledge, approach to the S end and take another standing jump to the sloped ledge S, slide a bit and jump with a left curve to the triangular W ledge. From here a running jump over the S slope and continue to a crawlspace.

At the other side of the crawlspace you’ll find another deep pit; take a running jump to the ledge attached to the W wall and from here another long running jump to the small ledge in the SE corner; climb the wall and from here there is an easy way until you reach the bridge where a harpy attacks. Cross the bridge and continue to a dark corner where you must climb several blocks timing the circular moving blades at its tops. Once at the top you’ll find a closed door to your left (for later) and the exit door automatically opens.

Just run straight ahead to the open door in front of you; take a running jump timing the teeth doors to save the deep pit and follow the only possible path until you eventually find a big bluish room. You can’t stand inside too much time so sprint to the opposite opening alerting a white wraith. Run up the ramp and at the end jump from pillar to pillar to cross to the other side. At the end of the next corridor turn left to a small pool room where the wraith will die and pick up a small medipack. Back to the corridor, use the next tall pillars to cross to the other side. Run up the ramp and this time you'll need to run all around the room as fast as you can jumping from ledge to ledge in an anticlockwise direction to reach the far opening in SE corner.

Climb some blocks and continue to a wide platform outside where another icy wraith awakes. Quickly jump to the opposite platform, pull the floor lever there to open a door somewhere and go back the way you came to the small pool room where you defeated the first wraith to get rid of this second one. From here make your way to go back to the hub room with many bars doors.

Now go back to the main hall and N to the room with the scissors, left up the ramps to go back to the upper part of the main hall and to the S big opening leading to the Ammit’s Domain level. Don’t jump again to that level, but look for the open door in the left wall (thanks, Scottie). Run up the ramp and make your way to avoid the moving blade (crawling from the left side or sprinting from the right side); follow to the very top of the main hall.

Pick up the shotgun shells and jump to the W opening first; follow the path and find a closed door at the end; press the button to open it and slide to another dark cave. Now light a flare and take a standing jump to grab the edge of the breakable tile, shimmy right and around the corner, hoist up and take a running jump with a right curve to land onto the first solid tile; from here take a series of running jumps onto the next solid tiles in a clockwise direction around the central structure until you eventually can jump to a corridor to your left. Continue through the rocky passage until you find a button and a ladder; press the button to open a door somewhere and climb the ladders to go back to the room with many bars doors.

Run N to the scissors room and turn right to the room with the rope and dart traps; use the rope to swing to the open door to your left and pull the floor lever there to open a door at the very top of the main hall. Make your way to go all the long way back there as you did before.

Now jump to the E opening, follow the obvious path to a bridge where you’ll find another harpy and continue to a room with a deep pit and fire emitters in the walls. You can see a jumpswitch in front of you but you can’t use it now so, take a running jump to the S ramp and from its top you can drop/grab the edge facing S and take a long drop to the pool below. Now go E and open the trapdoor near the E ramp and pick up the small medipack near the SE corner. Go up that ramp and take a running jump to grab the edge of the ledge with 2 fire emitters. The best way I found to save this situation was shimmy right and around the corner to the very SW corner of this ledge, wait till the E emitter stops, hoist up (the S emitter will not burn you in that position) and take a backflip with twist to grab the edge of the W ledge.

Continue by jumping to the next ledge in W wall, time the next jump to the ledge with the fire emitter (in the very NW corner you’ll be safe) and time the next vertical one; then climb the block to your left, jump/grab the crack above and shimmy left timing the vertical fire emitter. Run N and jump to the ledge in the corner; take a running jump to grab the edge of the next ledge and remember that if you hoist up next to the corners in N wall you’re safe even when the fire emitter is active. So shimmy left, hoist up and wait for the fire stops, take a running jump to the next ledge, drop/grab the edge, shimmy left and hoist up in the corner. You can’t repeat this for the last ledge, ‘cause the fire emitter is timed very tight there. In that case and, from the NW corner of the tile, I waited to the fire stops, take a jump back to the S so Lara is situated in the very SW corner of the ledge and take a curved running jump to the E so Lara doesn’t land onto the ledge, but she can grab the edge, hanging and shimmy left to the corner where she can hoist up and time the next jump to grab the S crack.

Then shimmy right and around the corner, time the next fire emitter and continue to the next flat ledge. Take another running jump to the ledge in the corner (when the fire is off, or Lara will burn), wait to hoist up when the fire is off and quickly run to the very SE corner of this tile; when the fire is off again take a running jump to the W ledge, run up the ramp and take a last running jump N to get back to the entrance of this room.

Now you can safety run and jump to grab the high jumpswitch in E wall and drop to the water hole at the bottom of the room, swim a bit and pull the UW lever to open the last door at the top of the main hall, go out of the water and go all the long way back up to the top of this room the same way as before, but easier this time ‘cause all the fire emitters are not active now.

Once at the top go back to the upper part of the main hall the same way you came here; once there, jump to the N opening and pick up the Hand of Sirius from the pedestal, go outside and safety drop twice to the bottom of the main hall. Place the hands in the E receptacles and the trapdoors open under your feet, slide a long way to another trapdoor which finally will open by itself, and drop into a room where you can pick up a small medipack and be prepared for a fiery battle.

You'll be greeted by a lot of jackals, crocs, big scorpions and a couple of demigods. Once the calm is restored, exit through the W opening, 'cause all the other are spike-trapped. Follow the corridors to an elevator you can start by pressing the button. Once up cross this big hall and find a passage at the opposite side of the entrance which will lead you to a room with a lever. Pull it to open a door in the main hall. Go out of this room and turn left 'cause a door has opened there. At the end of the passage you'll find a closed door you can open with a button. Do it so and you are back in the room with many bars doors. Go back to the main hall, to the open door between the receptacles for the hands and advance to get the final prize: the Ankh. The E door opens so go there and take a swim to finally surface in the canyon area you started this adventure. Advance E and S to finish it.

March - 02 - 2017

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