The Temple of Seth

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The Temple of Seth

Post by Phil » 29 Jul 2018 19:27

THE TEMPLE OF SETH

Levels by Osvaldo

Walkthrough by José and revised by TombTitan

[NOTE 1]: This walkthrough does not detail every alternate path in the game, nor may it list every pickup or enemy you can encounter. But it does provide a way to proceed through the game in all levels with every important action and secret location.[End note]

[NOTE 2]: Thank you very much to TombTitan for his invaluable help along the entire game pointing the location of some secrets, with the gameplay and correcting errors in this text too.[End note]


Translating the names of the levels:

LEVEL 1 - EN EL DESIERTO > IN THE DESERT
LEVEL 2 - CUEVAS EGIPCIAS > EGYPTIAN CAVES
LEVEL 3 - EL GRAN PASILLO > THE GREAT CORRIDOR
LEVEL 4 - LA PUERTA DE TRES LLAVES > THE DOOR OF THREE
KEYS
LEVEL 5 - ISLAS DEL SUBMUNDO > ISLANDS OF THE
UNDERWORLD
LEVEL 6 - TORRES DEL SUBMUNDO > UNDERWORLD TOWERS
LEVEL 7 - LA SALA DE AGUA > THE WATER HALL
LEVEL 8 - LA SALA DE FUEGO > THE FIRE HALL
LEVEL 9 - EL SANTUARIO DE LOS ESCORPIONES > THE
SANCTUARY OF THE SCORPIONS
LEVEL 10 - LA ALBERCA DE SET > THE CISTERN OF SETH
LEVEL 11 - LA COLUMNA > THE COLUMN
LEVEL 12 - EL ABISMO > THE ABYSS
LEVEL 13 - LA CÁMARA DE ARENA > THE SAND CHAMBER
LEVEL 14 - EL SUBMUNDO > THE UNDERGROUND
LEVEL 15 - EL OCTAEDRO > THE OCTAHEDRON
LEVEL 16 - DENTRO DEL OCTAEDRO > INSIDE THE
OCTAHEDRON
LEVEL 17 - DESIERTO DEL SUBMUNDO > UNDERGROUND
DESERT
LEVEL 18 - LA PRISIÓN DE LOS CONDENADOS > THE PRISON OF
THE CONDEMNED
LEVEL 19 - LA CIUDAD PERDIDA DE EGIPTO > THE LOST CITY
OF EGYPT
LEVEL 20 - EL VALLE OCULTO > THE HIDDEN VALLEY
LEVEL 21 - EL RÍO DE LAVA > THE LAVA RIVER
LEVEL 22 - EL GRAN OBELISCO > THE GREAT OBELISK
LEVEL 23 - LA ENTRADA SECUNDARIA > THE SECONDARY
ENTRANCE
LEVEL 24 - EL LABERINTO DE PUERTAS > THE LABYRINTH OF
DOORS
LEVEL 25 - TRAMPA DE FUEGO > FIRE TRAP
LEVEL 26 - EL JARDÍN DE SET > THE GARDEN OF SETH
LEVEL 27 - LA TUMBA DEL GUARDIÁN > THE TOMB OF THE
GUARDIAN
LEVEL 28 - LA SALA DE TRES PRUEBAS > THE THREE TEST
ROOM
LEVEL 29 - EL SANTUARIO DEL AMULETO > THE SANCTUARY OF
THE AMULET
LEVEL 30 - LA CÁMARA DE SET > THE CHAMBER OF SETH
LEVEL 31 - ESCAPE DEL TEMPLO > ESCAPE FROM THE TEMPLE
LEVEL 32 - EL VALLE DEL DESIERTO > THE VALLEY IN THE
DESERT
LEVEL 33 - TUMBAS ANTIGUAS > OLD TOMBS
LEVEL 34 - EL MANANTIAL > THE SPRING WATER



LEVEL 1 - IN THE DESERT

Take a running jump to the SE and shoot the scorpions in the W ledge if you want. Continue S and E over the cornices to find a large medipack. Drop down to the river bank and shoot the crocs. Jump to the N side and climb the ladder to go back up to the starting ledge, continue E to find flares. Jump to the opposite bank and continue S to find shotgun shells. Jump to the E bank and continue down to the bottom of the cascade finding a closed door (for later). Again jump from ledge to ledge down the river course until you eventually find an opening SE.

Follow the path timing the spikes until you find a large cave with slopes, turn right and jump from slope to slope to reach the W side of the cave, shoot a scorpion and pull the reach-in switch to open an UW door somewhere. Go up the ramp and drop to find yourself in the previous corridor.

Detour for a secret: go back to the pit with the slopes, this time jump to the W slopes and slide to the bottom (the spikes are not active there) to find SECRET #1: large and small medipacks and crossbow arrows. Jump to the S slope and jump again (no grab) up to the W opening. Go back to the river.

Continue N over the ledges of the river bank until you find another cascade; shoot the scorpion, jump into the water and swim N to find an UW opening in the river bed. Swim there to find the door you opened moments ago, continue and turn left at the junction, pick up crossbow arrows at the end and go up to take a breath; shoot the scorpion and press the button to raise a trapdoor somewhere.

Jump into the water and swim always to the left when possible until you find an UW door, open it and continue to a large room where you can take a breath in the NE corner.

Detour for a secret: swim back to the previous room and look for a small crawlspace in the N wall to find SECRET #2: flares, shotgun shells and the SHOTGUN. Swim back to the air hole.

Open the next UW door in the SE corner; go back to take another breath and back to the next room to find another UW door. Open it and in the next room pick up the small medipack and look for an UW ceiling lever at the end of the passage to pull. Swim back to the air hole.

Now swim to the SW corner to find the open trapdoor, follow the only possible path to find a room with the GOLDEN VRAEUS and shotgun shells. Swim back to the river.

Pick up uzi clips in the NE side of the river, go out of the water and inside the E cave and always to the left until you eventually find a croc and some dart traps. Near the shotgun shells look for a button to open a door somewhere; go back to the entrance of the cave and this time take the E branch to find an outside area with several crocs and a small lake. Pick up crossbow ammo in the lake and a small medipack in the SE corner.

Go inside the building and to a room with a big pool, shoot a couple of scorpions and press the button in E wall to open doors in the nearby W passage; go there and pick up crossbow arrows and shotgun shells behind the open doors. Pull the reach-in switch in the corner to lower a block somewhere, go back outside the temple and to the river area.

This time go to the NW cave; in the area with the crocs, climb the blocks in SW corner and get the CANOPIC JAR 1. Back to the river area, it's time to go up the river, go S and grab the monkeyswing to cross to the W bank of the river, continue upstream jumping from ledge to ledge and using ladders until you eventually reach the area with the cascade and the closed door. Climb the blocks in the SW corner to the very top, jump to the central pillar and to the E crawlspace; follow the path to a room with two scorpions and shotgun shells, pick up the flares in the dark area and continue to a room with a deep pit.

Use the ropes to cross to the E platform; right from the entrance there is a crawlspace leading to a button (press it to get a secret later) and uzi clips. Back to the entrance, shoot a scorpion and continue until you find a button to open the door in the N side of the pit. Back to the pit, shoot more scorpions and use the rope again to go to the N ledge with the open door; time the scissors and get the CANOPIC JAR 2. Go back to the pit and use the ropes to swing to the S ledges and go back out to the river.

Don't jump into the water yet, but continue jumping onto the ledges and climbing ladders upstream to the birth of the river with the first cascade where you began this level. From the platform where the first scorpions were, jump to the raised trapdoor and to the wall to press a button and open a door somewhere. Now jump into the river and let the current take you to the big area with the palm trees.

Go back to the temple with the deadly pool and place the jars in the N room: now the water is safe. Jump into the pool and if you found the secret button in the caves swim to the SW corner where a door is open, get SECRET #3: 2 X uzi clips and shotgun shells. Now swim to the N side of the pool and climb the W ledge to get the 2nd GOLDEN VRAEUS.

Back to the river area, it's time to go up the river for the last time; go S and grab the monkeyswing to cross to the W bank of the river, continue upstream jumping from ledge to ledge and using ladders as you did before until you eventually reach the starting area. This time jump to the pointy ledge in the E side, and to the blocks in the N cave near the water; use the crack to shimmy left and finally find the door you've opened a long time ago in the cave with the dart traps. Continue to a room where you will need to time the scissors trap, shoot two scorpions and place both Vraeus to open the door. One of the vases hides shotgun ammo. Enter and shoot the vase to get uzi clips and finally get the KEY OF THE TEMPLE OF SETH.

Go back out to the river area but don't jump into the water. As you did before, jump from block to block and from ledge to ledge, this time downstream until you reach the cascade and the closed door. Use the key to open the door and slide down the ramp to finish the level.



LEVEL 2 - EGYPTIAN CAVES

Slide down the ramps and shoot a scorpion at the end. Run through the N opening and ignore the first passage to your left, it leads to a dead end, you need a key and you'll be back much much later near the end of the level.

In the next room, turn around and safety drop to the ledge below, shoot some bats and once in ground floor pick up the much needed flares near the S wall, avoid the mummy and go through the E opening to the next room.

Climb the ledges, pick up a small medipack and from the last one take a standing jump N-NW to grab the edge of the high ledge with the switch. Pull it to open the grated door in the previous room so, go back there and climb the pillars to reach the high open door in SW corner (start climbing the W ledges and to the entrance opening).

Follow the passage shooting a jackal on your way and in the next room go around the central structure and continue through the E opening. At the end of the passage, safety drop to ground floor and shoot some bats and a jackal, pick up the shotgun shells near the S wall and continue through the opening in SE corner.

Ignore the ladder to your left (closed trapdoor at the top) and continue to a large lava room. Shoot a bat and take a running jump to the top of the SE structure, now take another long running jump NE to land onto the ledge with the floor lever, trying to avoid the dart trap, duck and pull it to open doors in the corners and also raise a trapdoor in S wall near the structure you came from. Shoot more bats and climb the opening to your right, time the fire emitter, shoot another bat and take a running jump to the S ledge attached to the wall, from here jump NW to the ledge in the lava and to the open door in SE corner.

In the next room shoot more bats and look for a timed switch near the SE corner. This switch will open a door high up in S wall so, save your game and try to jump from pillar to pillar only with standing jumps without grab to reach the timed door in time: pull the switch, turn left, run between the last two pillars to your left and jump to the lower SW one trying to land in the left corner; jump back to the S pillar, turn left and take a standing jump to the right side of the W one; don't stop but continue running and jump to the next W pillar, turn right and take a standing jump to the N one and without stop you can run and jump directly NW to the ledge in front of the open door; if not, you can always jump to the higher E pillar and from here jump to that N ledge. Remember that you always can save your game in between the sequence if you consider you're in time.

Once you've got it, pull the floor lever in the corridor to open the trapdoor at the top of the ladder you ignored time ago. To re-open the exit door you need to jump onto the marked tile at the other side of this small lava room, but beware: when touching the tile a lot of dart traps will appear in this room, in the exit corridor and also in the previous room with pillars so, try to jump onto the corners of the tiles and, avoiding all poisonous darts the best you can, go all the way back to the big lava room.

Once you're there, jump to the single tile in the lava and left to the ledge attached to the E wall; this time turn left and climb the higher S pillar, take a running jump to the SW ledge, grab the crack in S wall and shimmy left to the raised trapdoor; from the stone structure take a running jump NW to the exit opening and run through the corridor to find the ladder to your right. But don't climb it yet, continue to the next room, turn left and look for an opening in NE corner, pick up the revolver ammo and save in front of the timed switch.

Pull it and quickly run/sprint back to the ladder in the corridor, climb it and run straight ahead and left to an opening overlooking the previous room, take a running jump to a triangular ledge below, without stop run and jump to the E opening, drop into the hole and turn right to see the (hopefully) open door.

Continue and shoot a couple of scorpions, a bit further you'll find a junction; take the right hand passage and soon you'll find a vase with a crawlspace behind; shoot it and go inside to find a bat, a floor lever to pull and open a door somewhere. Go back out of the crawlspace, turn right and go through the S corridor; spot a hole in the ceiling and a darker suspicious tile in the floor: you'll be back here soon. Continue and at the next junction you can go a bit left (S) to shoot a couple of vases and get the shotgun one of them hides. Go back to the junction and continue S, crawl under the dart trap, shoot a jackal and a bit further you'll find a room with two more vases, a trapdoor in the floor and three doors; I'll call this room "the hub room".

One of the vases contains flares. The E door is already open (the floor lever you used moments ago) so carefully go through the dark corridor and take a running jump with grab at the end to the opposite alcove at the other side of the pit, drop/grab the edge and shimmy left until Lara stops, then hoist up and continue to an empty room with symbols in the S side. Light a flare to discover a darker wall panel in NW corner: it's a moveable block; move it under the high reach-in switch near the SE corner, climb it and pull the switch to raise a block somewhere (you know where). Return to the hub room, take the S exit, under the dart trap and to the left to find the raised block; climb it and go through the opening in the ceiling.

Time the smoke emitter and go right to pick up a small medipack, continue W, climb, pick up the flares and jump to the opening in the corner. First go to your right and crawl under the dart traps, pick up a large medipack in the reach-in switch in W wall; turn left, climb the block with the floor lever from the right side, pull it and shoot a bat. Nothing more to do in this area so, retrace your steps under the dart traps, back to the entrance and this time take a running jump over the flame emitter in the N corridor (from its right side), continue left and time the spikes, use the reach-in switch in the corner near the spikes and go all the way back to the corridor with the dart traps (this time directly through the S corridor, 'cause the burning tiles in the floor have changed). After the dart traps, run always to your left to find a floor lever in a corner; pull it and go all the way back again to the reach-in switch you pulled moments ago, this time continue to your right after the spikes and with Lara's backpack against the S wall near the corner, time the next intermittent spikes taking a standing jump to cross to the other side and pick up the RA CARTOUCHE.

Go all the way back to the passage with dart traps and to the corner where you pulled the last floor lever; this time continue through the right corridor and when you reach the room with the wide stairs, use the cartouche in the SW receptacle to deactivate the big blades. Run up the stairs and use the wall switch to open one of the closed doors in the hub room. Make your way to go back there.

This time the W door is open, advance and kill a couple of scorpions from a safe position. There is an orange sloped tile in the SW corner. Jumping onto this tile will turn off the fire in the pillar near the exit (timed), but it's not really necessary. You can jump back onto that sloped tile, jump to the central low block and from the E edge take a standing jump (no grab) to the higher block attached to the E wall, quickly turn right and jump onto the fire tile and to the N opening, or... Simply climb the higher block attached to the E wall, situate Lara at the very SW corner and take a standing jump N with a right curve to grab the edge of the N block with the fire and shimmy right. It's your choice. Anyway, shoot a scorpion, drop into the next pit and pick up the small medipack in the S crawlspace. Continue through the N crawlspace, grab the edge of the next pit and shimmy left timing the fire emitter, negotiate the next blade trap and in the next room start by shooting some bats.

Pick up the shotgun shells near the entrance and go E, find a sloped block in the corner, jump/grab the edge and shimmy to the very right side, hoist up, slide a bit and jump with a right curve to land onto a flat tile to the right of the deadly one. Pull the wall switch to see a camera shot of the previous room with the timed fire tile. Pull it again if you want to get one of the secrets (camera shot of a door opening in the lava room). Retrace your steps and go back to the room with the fire tile the same way you came here. Something has changed in this room: the floor lowered revealing a floor lever near the NE corner; use it, exit through the N opening and go back to the hub room.

The S door is now open so, follow the passage, shoot a bat, grab the pole at the end and carefully descend timing the fire emitter. Continue, shoot a jackal and finally enter in a room with two big statues. Notice the suspicious dark tile near the first burning brazier near the W wall (a secret for later). Run S and shoot the vase to your left to get uzi clips (the other vase hides a scorpion), continue through the opening between the statues, shoot a bat, pick up flares a bit further and at the T junction you can go left or right. I went left first (S) and in the next lava room I took a standing jump to grab the edge of the first sloped pillar, when the fire in the next pillar is off, hoist up/slide/jump/jump/jump and grab the ladder; climb it to the very top and shimmy right and around the corner, now climb down 4 or 5 steps and take a backflip with twist to grab the ladder at your back, shimmy right to the very end and climb until you hear Lara hoisting up (I didn't see anything here, my screen was totally black). Advance and time a fire emitter, turn left and pick up the CARTOUCHE PIECE 1 in the next room. A trapdoor opens somewhere so go out and always to your left to find the exit.

From the bottom of the last slope run E and N to a room with a fire emitter on a central tile. If you want to get a secret, don't enter inside the room yet: the tile just after the entrance opening triggers a fire high up in a crawlspace (timed), preventing players to go through and get the first secret of this level so, before entering, situate Lara facing E and do sidesteps to the left until her arm is touching the left wall of the corridor; wait until the flame emitter is about to get off and run and climb the central tile with the fire emitter from its left side, quickly turn left, jump up and grab the edge of the sloped ledge above, quickly shimmy left before the fire toasts Lara and (very important if you want the secret) situate Lara hanging just above the very NE corner of the tile in front of the entrance (see Lara's shadow on the floor tile below); once in this position, hoist up and jump back and forth between the slopes keeping the "jump key" pressed several times until you eventually land onto the tile with the pedestal (the last jump should be from a sloped block attached to the N wall with the slope facing E). Now run off this block to the E and grab the edge of the crawlspace, go inside and pull the floor lever to see a block lowering in the room with the two big statues. Go out of the crawlspace, drop/slide/jump to the S slope, shimmy left to the very right side of the last tile (see Lara's shadow on the far floor below when the fire emitter is on), hoist up and jump back and forth to land again onto the block with the pedestal. This time pick up the CARTOUCHE PIECE 2 and make your way to go back to ground floor (run off the S ledge, grab the slope below and safety drop to ground floor losing some health) and back to the room with the statues.

Detour for a secret: If you were able to go inside the crawlspace in time, run to the NW burning brazier to find a hole in the floor, follow a long path avoiding some circular blades and climb some ladders to finally reach the room with SECRET #4: grenade ammo, a large medipack and 3 X shotgun shells. Go back to the room with the statues the way you came.

Combine the cartouche pieces and use the BA CARTOUCHE in the receptacle in E wall to turn off the fire in the floor lever behind you. Use this lever to open the trapdoor in the hub room. Go all the way back there timing the fire emitters, the first one in the floor and two more when climbing the pole rope.

Drop into the hole at the center of the hub room and follow the path until you can take a breath in a room with a closed UW door. Swim through the narrow gap near the floor in SW corner and use the reach-in switch to open the door. Back to that door, continue swimming and surface in a corridor where you'll fight with two jackals. In this small maze run always to your right to find a place with a vase and a fire emitter; time the fire so you can use the reach-in switch to lower a block near the entrance of the maze, go there to get trapped in a room with 5 reach-in switches. The one in front of the door contains a small medipack; time the fires to use (from left to right) the first, the fourth, and finally the third to open the door (remember that you can approach crawling under the holes and wait there until the fire is off). Go inside the room to get the STONE KEY. Use the fifth switch to lower the block near the entrance of the room so you can exit and shoot a couple of scorpions. Now run always to your left to find the exit of the maze and slide down the ramp.

Detour to get the last secret: turn left and go through the E passage; in the next room safety drop to ground floor and go through the SE passage (where the ladder for the timed run was) to the big lava room. Again, take a running jump to the top of the SE structure, now take another running jump with grab SW against the corner with the open door to get SECRET #5: a large medipack, the UZIS and 3 X uzi clips.

Now the long way back to the beginning of the level comes: go back to the entrance to see that some blocks appeared in the lava; use that blocks to reach the blocks attached to the E wall; as you did before, turn left and take a running jump to the S ledge, grab the crack in S wall and shimmy left to the raised trapdoor; from the stone structure take a running jump NW to the exit opening and run through the corridor with the ladder. Continue to the next room and climb the lower pillar near the N wall, take a standing jump to the higher W pillar and to the opening in W wall; continue to the room with the open trapdoor.

This time go through the W corridor to the first rooms of the level, in the next room take a standing jump to the top of the nearby pillar and a running jump N to the next one, turn right and take a last running jump to the high opening in W wall; continue and take the first corridor you'll find to your right to find a sandy room with the receptacle for your key. Use the key, shoot a last scorpion and wait for the falling sand until you can reach the high opening in the corner to finish the level.



LEVEL 3 - THE GREAT CORRIDOR (first time)

Shoot a scorpion and advance to find a very large area. Shoot the jackal and in the central passage check the S reach-in switch to get crossbow arrows (notice that one of the statues has missed an hourglass) and another one in the N side to open a trapdoor further on. Go to the E side where the big gate is and look for two more reach-in switches, one of them with a small medipack, and locate the open trapdoor in the S side near the corner.

Drop down and in the next room shoot a bat and change the position of the statues: place the NE one on the SW tile and the SW one on the NE tile: a door opens. Go back to the main room and shoot more bats.

Run W and S to find the open door. Climb down the pole and find the UW lever in the SW passage to open the door in the E one. Swim there and go right at the junction to find another UW lever, swim back and find an open trapdoor in the other branch. Shoot some bats and try to avoid the rolling balls running fast into the openings at the bottom of the ramps. Pull the floor lever to open a door somewhere and check the dark opening in the ceiling where the second rolling ball was to find SECRET #6: 2 X crossbow arrows and a large medipack.

Go back to the room with the pole and climb it almost to the top to find the open door. Continue to find yourself on a ledge overlooking the main room, take a running jump to the W ledge; time the fire to pull the floor lever and safety drop to ground floor. Find the next open door in the N side of this area.

Climb the ladder from the central tile and pull the 1st chain at the top to open a passage in the N side of the room (and close the entrance). In the next room pull the 2nd chain to reveal a closed door in W wall and close the S passage. Now go through the W passage and pull the 3rd chain to open the S corridor. Go S and this time don't pull the 4th chain, but go through the E passage to find a floor lever, pull it to open the door in the room with the 2nd chain; go back there (N and W passages) to find the open door in the W wall. Pull another floor lever to open a door in the room with the 4th chain, go back there (E and S passages) and this time pull the 4th chain to reveal the open door in the S passage; pick up the small medipack, drop down, continue and go through the crawlspace to return to the main room.

Take a running jump to the E ledge with the ladder (shortcut to climb later), cross to the S side and notice another ladder to your left. Climb it to the top and cross to the N side; time the spikes in the corridor, shoot a bat and finally pick up the HOURGLASS. Notice the closed door and the receptacle for later, and make your way to go back to the main room, to the very bottom.

Place the hourglass in the S statue to open the door in the E area, right hand side. Go there and time the circular blade; at the end time the fire emitter and jump onto the trapdoor to open it. In the next area shoot two jackals, notice the closed door to your right and time the big blades and the poisonous darts (there are safe tiles in between). In the room with the slicer dicers safety drop down to the bottom from the W side and advance E until you find a wall lever (timed); pull it to raise a nearby trapdoor, quickly climb the E blocks, and use the trapdoor to climb higher. Pull the wall switch and from the W ledge with the crossbow arrows take a standing jump W to land onto a small block below losing some health; continue W to find the open door and a new wall switch. Pull it and go back E, use the timed switch again to raise the trapdoor and go up to locate the open door opposite the wall switch.

In the next area there is a fire emitter protecting a lever so go left and use the E blocks to safety drop to the bottom. Pick up the small medipack and pull the switch to stop the fire emitter above; climb the blocks to go up and use the floor lever at the top to deactivate some spikes under the wall switch in the W side (bottom). Go back down and pull that wall switch, go back up and S to the room with the first trap. Jump W as you did before and locate the open trapdoors at the bottom of the room.

One more slicer dicer here: climb the blocks in the N side to go up to the top and find a last floor lever, pull it to see a trapdoor rising and the fire turning off. Go back to the previous room, climb the W blocks to go up and go S to the room with the big blades and the dart trap. Time the traps again and find an open door at the end of the passage. Run up several ramps and climb a very long ladder to the very top; continue to a rocky bridge overlooking the main room. Don't cross the bridge yet but turn left and jump to the blocks attached to the N wall to find a reach-in switch you can check to get the STONE KEY.

Go back to the bridge and cross it. Jump to the ledge in the S side, advance to the W end and take a running jump to the broken bridge. Turn right and locate a chain to pull near the corner, turn around and spot the open door at the other side of the broken bridge (N); go there and jump into the water hole. Notice a closed door on your way down (a secret for later).

In the UW room with black pillars, locate the air hole in the ceiling to take a breath; pull the lever in the central block and another lever in the NE corner. Finally swim through the SW passage and pull a third lever at the end to open the nearby trapdoor; swim up to a dry room and pull the wall switch to open the exit door back to the main room.

Shoot a bat and run back to the E area with the big gate and N again to the corridor with the circular blade. This time the trapdoor will keep closed so time the fire to use the reach-in switch and go back outside: the opposite door in the far S wall is now open. Go there, slide down the ramp and quickly run to the SW corner; go inside the crawlspace and up the ramps to find an orange block to move at the end, shoot the scorpion.

Optional for a secret: notice a more illuminated tile near the NE corner so move the block back to its original position (once to the E) and 4 times to the N to see a door opening somewhere.

Now light a flare and explore the NW corner to notice another movable block; this time a bit high. So move the first block all around the room to that corner so you can climb it and push the second block to clear the exit. Continue up the ramps and following the only possible path until you eventually find yourself on a high ledge overlooking the main room.

Take a running jump to the N rocky ledge and pull the wall switch near the corner to raise a trapdoor in the opposite S wall. Go back there, take a running jump to land onto the raised trapdoor and climb the block in the corner. Climb down the ladder and run N; ignore the opening to your left and cross the rocky bridge timing the fire emitter. Climb to the next room to find a floor lever, pull it to see the water level rising in a room you've not visited yet. Go back outside, cross the bridge to the S and go through the opening you ignored earlier to safely go down to the bottom of the main room.

Now go back to the W area near the entrance of the main room and right to the opening with the wall switch, jump into the water hole and swim back to the water room with black pillars.

Detour for a secret: swim through the NW passage you used before to enter here and up the narrow corridor. The door is open now so swim to the next room and get SECRET #7: flares, small medipack, revolver ammo and crossbow ammo. Swim back out and take a breath up the passage if you need air. Swim back to the room with black pillars.

Locate a hole in the ceiling near the W wall and swim there; in the next room there is a big air hole in the ceiling. Pull the UW lever near the W closed door and swim through the N passage to find a second UW lever to pull, swim back to the previous room and the S door is now open.

Swim there and look for an UW lever in the NW corner (hole in the ceiling), look for a safe tile in the N side so you can swim to the center of the room to pull a second UW lever. Swim back to the previous room and look for a third UW lever near the air hole (NE corner). Swim to the N room and the door is open; go inside and pull a last UW lever, back to the previous room the W door is open now and you can get the 1st EYE PIECE.

For a secret: pull the UW lever near the entrance to close the door, but also lower a block in a corner to get SECRET #8: large and small medipacks, flares and uzi clips. Use the lever again to re-open the door.

Nothing more to do here so swim through the hole in the floor, back to the room with black pillars and through the passage in the SW corner back to the main room.

Now go to the central road flanked by statues and climb the ladder on the N side (the trapdoor at the top is lowered now), jump E to the rocky bridge, jump W to grab and climb the next ladder and through the corridor with the spikes as you did before. Use the stone key to open the door, beware of the poisonous darts and finally pick up the 2nd EYE PIECE.

Time to finish this level. So make your way to go back to the bottom of the main room, approach E to the big gate and combine the eye pieces to form the EYE OF HORUS. Advance to trigger the end of this level.



LEVEL 4 - THE DOOR OF THREE KEYS (first time)

In the first room one of the vases hides a small medipack. Go through the N passage and shoot a jackal; in the next room shoot three more jackals. Don't touch the lever yet, but go inside the dark room, pull the wall switch and pick up a TORCH. Back to the previous room pull the floor lever now to open the door in the corner (and close the other one) and shoot another jackal. In the next room pick up the flares and the shotgun shells, light the torch and move the orange block in the corner out and all the way to the room with the central pillar.

Use the lever again and go to the dark room to light the torch there; back to the previous room, move the block to the E side of the central pillar so you can reach the ladder and climb to the high ledge. Save your game and pull the wall switch, quickly run and jump to the raised trapdoors in the NE and SE corners to pull the switches, jump back to the central ledge and, without a stop, run and jump to the raised trapdoors in the W wall so you can jump to the ladder and climb to the top before the last trapdoor lowers. Once you made it, pick up the STONE KEY; a last trapdoor raises in the central ledge with the timed switch so you can safety drop to the ground floor. Take the torch with you and go back to the starting room.

Use the key to open the E door and pull the wall switch. Now take the S passage and in the next room light the three remaining braziers avoiding the mummies to open the trapdoor in the corner. Continue, fight with the circular blades and shoot a couple of bats. In the room with the rolling balls, cross to the E side and pull the switch in the niche to lower a block in the previous corridor; go back there and shoot the vases to get the CROWBAR, the UZIS and uzi clips. Go back to the starting room.

Optional for a secret: if you want to get the last secret in the previous level, take the W passage and go back to...



LEVEL 3 - THE GREAT CORRIDOR (second time)

Remember that you left behind a crowbar lever in the area with the slicer dicers, so directly run to the W side of this large area, a bit to the right at the end, through the door with the switch in the entrance, jump into the water, swim to the room with black pillars and through the N opening, up through the long passage to the surface, go outside and S to the broken bridge; jump to the other side, turn right and jump to the E long ledge attached to the wall, cross the next stone bridge to the N, climb down the long ladder, run down the ramps, time again the big blades and the darts and you're back in the area with the slicer dicers.

Go to the bottom using the blocks in the W side, cross to the E and use again the timed switch to go back to the top, once there go through the N opening to the next area and use the E blocks to safety drop to the bottom of the room. Now you have the crowbar so use it to pull the crowbar lever and see a block lowering somewhere. And yes, unfortunately, you need to take all the "loooong" way back to the bottom of the main room the same way you came.

Unfortunately, you can't go back to the area with four chains the same way as before so go to the central road flanked by statues and climb the ladder on the N side (the trapdoor at the top is lowered now), jump W to the rocky ledge and go through the crawlspace to the room with the 4th chain. Climb the ladder and pull this 4th chain in this room to open the N passage, go N to the room with the 3rd chain, W to the room with the 2nd chain and directly W to the corridor with one of the floor levers you pulled in this area a long time ago.

Go to the back of the corridor to find the lowered block and get SECRET #9: 3 x grenade ammo and the GRENADE GUN itself. Now you can go back to the main room the way you came, pulling the 4th chain to clear the exit or pull the 2nd chain to open the S passage and the 1st chain to open the exit. Anyway, once in the main room go E towards the big door and continue back to level 4.



LEVEL 4 - THE DOOR OF THREE KEYS (second time)

Pull the crowbar lever in the starting room to open the trapdoor at the top of the nearby ladder, climb to the upper ledges and jump to the opening in the S wall. In the next room shoot a couple of scorpions; one of the reach-in switches hides a large medipack, and the one with the fire emitter raises a block in the corner so you can reach a ladder and climb to the upper ledges. Do it so and time the fire in the central pillar to jump there and to the switch on the S wall, pull it to open the E door and jump there timing again the fire in the central block; continue to the very top of the starting room where you'll shoot a couple of bats. Notice that you need three cartouches in this area.

Pick up the flares in the NE opening and place the block near the receptacles on the orange tile to open the N door. In the pool room you have several options to jump to other levels. I chose the left opening and went to...



LEVEL 5 - ISLANDS OF THE UNDERWORLD (first time)

Go right at the junction and jump onto the safe tiles to reach the switch in the NE corner (shoot a bat on your way), now go to the W opening and grab the monkeyswing, time the fire emitter and swing to the end dropping onto a safe tile. Use the safe tiles and the crack (shoot more bats) to pull two floor levers in this room, one of them in the SE corner and the other one in the NE corner; from this last one, jump to a safe tile near the entrance and from here a running jump E to grab the monkeyswing and go back to the first room. Go back to the entrance corridor to see the open door.

Use the floating blocks to go to the E building with the receptacles; from the red one you can take a small detour to the right (N) and get a small medipack on the high red ledge. From the stone building (beware of the tiles with spikes) take a running jump S to the blue block, drop to the stone ledge and jump only onto the blue tiles to reach the E platform with the arch and jump to...

Phil
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Re: The Temple of Seth

Post by Phil » 29 Jul 2018 19:39

LEVEL 6 - UNDERWORLD TOWERS (first time)

Jump to the W ledges and to the bridge with the fire emitter, shoot the jackal and continue W (red and yellow ledges) to the SW tower, ignore the ladder and go right around the building to the S side.

Enter and shoot the vase to get shotgun shells, drop onto the ledge below and take a running jump to the W window and pull the switch, jump back to the ledge and use the ladder in the corner to go down to the bottom timing the fire, but not to the very bottom: after the fire emitter jump back to a ledge and jump to the E raised trapdoor, climb the block and pull the switch.

Jump back to the small ledge, to the ladder and climb almost to the top, jump back and climb the next ladder and to the ledge under the entrance opening. Jump to grab the edge of the N sloped ledge and shimmy right, hoist up, slide and jump to the ledge in the corner; climb the ladder and near the top take a backflip with a twist to grab the next one, shimmy left and around the corner, climb and go up outside through the open trapdoor.

Climb to the battlements and use the floating ledges to reach the top of the N tower, go to the N battlement and locate the ladder above the abyss; climb down, shimmy right and around the corner, jump back with a twist to grab the next ladder, shimmy left and hoist up, time the spikes and continue to the E ledge (closed trapdoor on your way), shoot the scorpion and climb down the next ladder, shimmy left, shoot a bat and pull a floor lever to lower a block S, jump there, climb down another ladder to the bottom, jump back and go N to the corner, climb down one more ladder, shimmy left and finally find a wall switch to open the trapdoor at the top of the tower.

Go all the way back up to the top of the tower the way you came. Inside this tower there are no difficult tasks; only a series of ledges and ladders so you can safely go down to the bottom and back up to the top. There is a closed trapdoor at the bottom, but still closed, so on your way down first pull the floor lever near the N wall, shoot some bats and some vases to get flares and finally jump to a window in the S wall to find a wall switch and lower a trapdoor somewhere. No need to go to the very bottom now so use the ledges and the ladders to go back up to the top of the tower.

The triggered trapdoor is on the way you took before to reach the niche with the switch which opened the trapdoor at the top of the tower so, again, locate the ladder in the N battlement and follow the same route until you find the spikes; this time climb down the ladder after the spikes, jump back to the W ledge, continue W to the corner and S to grab another ladder (closed trapdoor at the top), climb down and jump back with a twist and grab to land onto the ledge with the floor lever. The trapdoor is open so climb the ladder to the top, drop from the S side of the block to pull a wall switch and raise the trapdoor so you can pull the switch above it to raise another trapdoor somewhere. Pick up a small medipack on the N ledge, shoot a bat, use the S switch again to open the trapdoor and go back up to the top of the tower the way you came.

Go again inside the tower and this time notice that the door in the SE corner is now open as a shortcut to go outside to the bridge between the towers. Do it so and shoot some scorpions, cross the bridge timing the fire emitter and when you are next to the S tower turn left, take a running jump to the ledge in the corner and go to the W side of the tower to pull a wall switch (a door opens somewhere).

This door is located in the E side of the SE tower so go back E, down the ladder, jump to the floating ledges and to the bridge between the E towers, cross it to the E timing the fire emitter, turn left to jump onto the blue blocks and down to the open door. Climb down the W ladder and pull the wall switch at the bottom to change the position of some trapdoors outside. Those trapdoors are located in the NE tower so go outside, jump to the blue blocks and to the bridge, go N and jump to the ledge attached to the tower, turn right and climb the ladder with the open trapdoor at its top.

Turn around and jump to the E ledge, continue all around the tower jumping from ledge to ledge to the N side of the tower; pull the wall switch to change the position of those trapdoors and go back there the way you came. This time jump to the W ladder and shimmy right around two corners, take a backflip with a twist to grab the next ladder, shimmy right around the corner and climb to the top.

Now jump to the N ledges and pull the chain near the corner to lower a trapdoor near the last switch you pulled moments ago. To go back there go around in a clockwise direction jumping from ledge to ledge (no need to go down to the lower ledges) until you find a ladder with a closed trapdoor in the E side of the tower; at that point drop onto the ledge below and continue clockwise to the ledge with the fire emitter and the ladder. Climb down almost to the top and jump back to the W ledge, go around the corner to find a floor lever showing a trapdoor raising somewhere when you pull it.

Go back up to the ledge with the fire emitter and pull again the wall switch to open the trapdoors in the S side of the tower so you can go back up to the upper ledges; do it so as you did before and go again to the E side of the tower: this time the trapdoor at the top of the ladder is lowered so you can climb to the very top of the tower.

Drop through the hole and directly jump into the water below, locate the UW lever in the corner and pull it to raise a block under a switch a bit higher, shoot the vases to get shotgun shells and fight with some bats; climb ladders and ledges to reach the corner with the wall switch and pull it to raise a trapdoor high up. Climb the ladder in SE corner and jump back to the ledge with the fire emitter, time the fire to climb up the ladder and near its top jump back to the raised trapdoor; turn around, jump to the niche with the wall switch and pull it to open a trapdoor in the SE tower.

To go back to the top of the tower you don't need to use the ladder with the fire emitter at the bottom; from the trapdoor simply take a long running jump to the SE ledge, from here to the W ledges and up to the top. On your way up shoot some bats and pick up shotgun shells. Now take the way back to the SE tower: climb down the E ladder to the bottom and drop onto the ledge below, go around to the S side, drop and jump to the bridge; continue S to the entrance of the SE tower.

Now you can climb the N ladder to the top and reach the high ledge, pull the floor lever to see a grate opening somewhere. Go outside and back to the arch where you were teleported when starting this level; this time take the NE floating ledges route to find the structure with the open grate. Continue jumping from ledge to ledge (take a detour to get the grenade ammo) until you reach the arch and be teleported back to...



LEVEL 5 - ISLANDS OF THE UNDERWORLD (second time)

First jump from ledge to ledge in a N direction timing the fire emitters once in a while until you can step onto an orange tile and deactivate spikes somewhere. Go back to the starting platform and this time jump the ledges in a W direction; at the end step onto another orange tile to activate some trapdoors in another area. Go back to the starting point and cross the arch to be teleported to...


LEVEL 6 - UNDERWORLD TOWERS (second time)


Go back up to the SE stone structure and continue SW to the starting arch; cross it to be teleported back to...


LEVEL 5 - ISLANDS OF THE UNDERWORLD (third time)

Use only the blue ledges as you did before to go back up to the stone building with two receptacles and continue W to the next stone building where you started this level a long time ago, but don't enter yet; turn right to see the timed trapdoors you triggered some time ago with the orange tiles. When you step onto the yellow tile before the timed trapdoors, notice a block rising in the stone building to your right (secret).

So from the yellow tile, take a curved running jump to the first trapdoor, run and jump without a stop to the next one, next a couple of standing jumps timing the third and the fourth ones and finally a last standing jump with curve to the fifth with a final run and jump to the rocky ledge.

If you want to get the secret, don't stop but go inside the building and from the E exit take a standing jump to the ledge to your right, quickly run around the corner, climb the timed block and jump to grab the edge of the roof, shimmy left and around the corner, continue shimmying until you find a flat ledge with SECRET #10: the shotgun and shotgun shells. Shimmy back to the ledge with the timed block, drop and jump inside the building.

Anyway, near the building entrance pick up the uzi clips on the nearby block and shoot a bat, go inside the building and shoot more bats, time the trapdoor to take a running jump to the next rocky ledge.

Optional for a secret: from the E side of this ledge jump to the blue floating ledge and from here a dangerous running jump to the right corner of the red ledge with the fire, drop/grab the edge, shimmy around two corners to the S side, hoist up in the very corner, take a standing jump to grab the edge of the next red ledge, shimmy right to the corner and hoist up. Save your game and jump to the ledge with the rolling balls, time all the balls advancing E and step onto the suspicious green tile at the end, don't stop but turn and time again all the rolling balls to finally jump to the now safe red floating ledge (now the fires are gone). Jump back to the rocky ledge.

Go N and pick up the HOURGLASS (beware of the spiked tiles), take a running jump N to grab the edge of the yellow sloped ledge, hoist up, slide and jump to the rocky ledge. Turn left and, again, use the blue tiles to go E to the arch and jump to...



LEVEL 6 - UNDERWORLD TOWERS (third time)

Go back to the bridge between the first two towers and follow the same route to go all the way back up to the top of the NE tower as you did before. Once up, from the NE corner of the battlements jump to the E floating blocks and follow the only possible path until you find a stone building with the statue to place the hourglass. Do it so and watch the flyby: trapdoors opening at the bottom of the towers.

Go back the way you came to the top of the NE tower, drop through the hole in the roof and jump into the water at the very bottom; locate the open trapdoor in the corner and swim to...



LEVEL 7 - THE WATER HALL

Try to locate a couple of UW levers, one of them at the back of the SE pillar (near the ceiling) and the other one near the NW corner (near the floor) to open the nearby door (NW corner). In the next room you can take a breath. Look for another UW lever in the SW corner to open a trapdoor in the ceiling of the previous room so, swim there and up to a new area.

Break the vases to get grenade gun ammo, shoot some bats and pick up flares in a corner of the pool; notice the closed trapdoor and look for an UW lever under one of the cascades, pull it and quickly go out of the water and to the timed N door.

In the dark room with black pillars, light a flare and watch out for the deadly spiked tiles, pull the reach-in switch in the N wall and jump into the water hole in the SW corner.

In the water room with currents there is an air hole in the ceiling (SE corner) if you need to take a breath. The goal here is fight against the currents to eventually get into the central area only from the W corridor, first passage to pull an UW lever, go back to the air hole to replenish your lungs and take a second round all around to the W corridor, this time swimming through the second passage. Take a breath, run up the ramp and shoot a bat.

In the dark room with the wide ramp and rolling balls, run back to the entrance to avoid them and once at the top of the ramp look up with binoculars and light to see an opening where the rolling balls were. The N wall is climbable so, light a flare and climb to the niche, jump to grab the crack and shimmy left, go inside the crawlspace to get SECRET #11: flares, a large medipack and revolver ammo. Pull the crowbar switch too to open an UW door somewhere.

Go back outside and continue W to get the first EYE PIECE; another UW door opens somewhere. Go back the way you came to the water room with the currents and take a rest in the corner with the air hole. This time fight with the current and swim through the opening in E wall, E corridor; soon you'll see the door you opened when picking up the eye piece near an UW lever; pull the lever to open the exit (for later) and continue N to another flooded room but with a couple of small air holes in the ceiling.

In this room there are several UW levers, but protected by spike traps so start with the lever high up near the NW corner (pick up the flares too) and a second one high in the N wall; there is a third one near the NE corner (bottom), another one near the SE corner (ceiling) and a last one in the E side of the wall with the flares at its top (down and a bit to the S). I thought these five unprotected UW levers had deactivated the spikes under the other five protected levers, but not very true; you'll need to pull the protected levers in a certain order, so start with the first just under the S air hole, the second in the SW corner near the bottom, the third near the air hole in N wall (ceiling), the fourth near the SW corner (niche near the ceiling), and the fifth near the SE corner (floor).

Now the W door should be open; swim there to get the second EYE PIECE and go back to the room with the levers. If you want, you can explore the room to pick up shotgun shells and a large medipack; if not, exit through the S passage, pull the lever to open the next timed trapdoor and continue swimming S to emerge in the pool room you visited time ago. Shoot some bats and some jackals.

Detour for a secret: go E and jump into the water hole, back into the starting room where the E door is now open if you used the crowbar lever when getting the first secret in this level; swim inside and pick up SECRET #12: 3 X crossbow arrows, a small medipack and the CROSSBOW. Go back to the pool room.

Now take the S passage and in the room with the mummy combine the pieces to form the EYE OF HORUS and open the big door.

Jump into the water and directly to the S UW niche to pull the UW lever, now swim to the other side of this big pool (ignore the UW crawlspace for now), pick up the small medipack and go out of the water; find the open door in SE corner and go inside the passage. Pull the wall switch at the end of the path (camera shot of a closed door) and continue through the opening right from the switch to a room with mummies; pick up the uzi clips and the flares and pull the floor lever to see the door opening.

Go back outside to the pool area and spot two long yellow ladders S near the corner; jump into the water, swim there and climb the ladders; continue N and climb some blocks to find the open door. Monkeyswing to the other side and soon you'll find a room with a couple of movable statues and a jackal; place the statues on the patterned tiles not in any way but the N one to the S and the S one to the N so they are looking at each other: a door will open somewhere.

Back to the pool area, jump into the water and swim through the S crawlspace you ignored earlier (near the yellow ladders); in the next room shoot two scorpions, check the S reach-in switch to get a large medipack and pull the E switch if you want to open a door somewhere (only for a secret later, you can do nothing now with this switch). Go up the ramp in the corner to find a small room with two switches; pull both to open a door and raise the level of the water outside.

Swim back to the pool area and pull the UW lever in S wall near the exit, next to the yellow ladders (1/5); swim directly up to the surface and locate the next lever under the S blocks, very near the surface (2/5); swim N to the area with 2 green statues and up to locate the next lever behind the bridge, next to the NE corner (3/5); swim down a bit and through the opening in the SE corner, follow the narrow UW passage to eventually find another lever (4/5), swim back to the pool area; swim through the W opening to the entrance area and look for the last lever high up in the S side of the bridge with the long monkeyswing (5/5): all these levers will open a trapdoor(*) in a passage you'll visit soon.

For the time being, swim S to the area with two yellow ladders, up to the surface and climb the block attached to the S wall so you can jump to the stone bridge (N). Go right, pick up grenade ammo and take a running jump to the N balcony, pick up revolver ammo and enter to find a reach-in switch; pull it to see a block lowering somewhere.

Go outside, jump into the water and swim directly N to an UW opening just under the entrance of this big area, follow the long UW passage to find the open trapdoor(*) and a small room at the end with the lowered block revealing a wall switch. Pull it to open a door somewhere in another balcony. Swim back to the pool area and, as you did before, swim S to the area with two yellow ladders, up to the surface and climb the block attached to the S wall so you can jump to the N stone bridge. This time jump to the N block and left to find the balcony with the open door, enter and get the 1st STONE KEY.

You've got it all of what you came here to look for so you can exit the level now, but if you want the last secret, read the next instructions:
Detour for a secret: swim again through the crawlspace at the bottom of the S wall and back to the room with the small pool and cascade near the switches to flood the area, save your game and pull the timed switch in E wall; quickly jump into the pool and swim back to the entrance of this area (door opened with the Eye), sprint to the pool room with the timed lever, jump into the pool and use that timed UW lever again to open the N door, continue to the dark room with spike traps and black pillars, light a flare to better avoid the spike traps and run and jump to the timed door in NW corner to get SECRET #13: 3 X grenade ammo, shotgun shells, uzi clips and the UZIS.

Exit this room through the high opening in the SE corner, back to the dark room with black pillars, the exit door is closed so jump into the water hole, swim to the water room with currents, exit through the E passage, pull the timed UW lever at the junction and swim S to get back to the pool room. Finally jump into the E water hole to return to the starting room and exit through the passage near the SW corner to go back to...



LEVEL 6 - UNDERWORLD TOWERS (fourth time)

Climb to the top of the tower as you did before and go back down to the bridge between the NE and SE towers; shoot the jackal. Remember that when you placed the hourglass a long time ago, 2 trapdoors were opened at the bottom of two towers so it's time to look for the second one.

That second trapdoor is located at the bottom of the SW tower so go W to the end of the bridge, jump to the floating ledges and go to the entrance of the tower in the S side, safely descend to the bottom as you did before and jump into the hole with the open trapdoor to be transported to...



LEVEL 8 - THE FIRE HALL (first time)

In the lava room go through the opening in NW corner to find a series of ramps where you must sprint fast turning right three times (depressing the sprint key in the corners) and quickly turn left to an opening at the end avoiding the rolling ball that way. Continue through a corridor with circular blades and shoot several scorpions in a very large area with a fiery floor.

Advance to the S side and from the SW corner of the last platform take a running jump to the rocks in the S wall, from here to the W ledge and a last jump to the ledge with the wall switch. Jump back to the small ledge attached to the S wall and take a diagonal running jump NE (with grab) to land onto the low platform with the green pillar below; jump to the SE platform with the next pillar, pick up the flares and jump to the opening with the open door. Slide down the ramp and jump at the end to avoid the fire pit, shoot the jackal and find yourself in a room with 4 floor levers and a corridor leading to a big maze with many closed doors and switches.

Besides the scorpions, you can find shotgun shells, a small medipack and uzi clips in several locations. Perhaps there is a way to do it better or faster, but I did it my way in 4 steps and I think more useful for the players without all those classical indications "left-right-left-right-left...":
1.- (Optional only if you want to get a secret later): Don't touch any lever and go inside the maze always to the left when possible until you find a wall switch. Pull it and return the same way to the entrance of the maze.
2.- Still don't touch any lever; this time go always to your right when possible until you find another wall switch (optional too, only if you want to get a secret later); pull it and continue always to your right a short way until you find a floor lever; pull it and go all the way back to the entrance.
3.- Numbered 1-2-3-4 from left to right and facing the symbols on the wall, use only the first (1) lever; go inside the maze always to the left when possible until you eventually find a floor lever in a corridor with spikes. This lever will open the exit door. Go back to the entrance.
4.- Finally pull the first lever so it is in its original position and use only the third (3) lever; go inside the maze and go always to your right when possible until you find a corridor with a ramp going up. That's the exit.

In the next lava room take a running jump to the W ledge and continue to a room with timed burning pillars; shoot the jackal and step on the pad tile NE, quickly run to the SW corner and jump onto the first pillar, continue jumping all around the room from pillar to pillar until you reach the safe ledge with the HOURGLASS. Shoot the bats, use the pole to safely descend to the ground floor and go back to the lava room.

Now go through the E opening and jump only onto the safe tiles (with small rocks) to cross to the other side, time the fire emitter, shoot some bats and pull the crowbar lever near the E wall. Pick up the nearby shotgun shells and go back to the lava room the way you came.

Jump back to the W ledge and near the SW opening drop down (W side) onto a safe tile in the lava, go inside the crawlspace, pick up a large medipack on your way and time the fire emitter at the end to pull the floor lever and open a door somewhere; go back outside and shoot the bats; you can get shotgun shells on the N ledge too. Climb to the upper ledges using a ladder near the NE corner.

Run up the ramp from this same ledge and in the room with the statues shoot two jackals and pick up the flares a vase contains; use the hourglass in the right hand statue to open the door (the left one is a trap) and pull the floor lever in the corridor to raise a trapdoor in the large area with the fiery floor. Go back to the lava room and this time jump to the W ledge with the open door; run up the ramp to go back to the large room.

Detour to prepare a secret: turn left at the junction and jump onto the platform with the green pillar, jump W to the next one; pull the wall switch on the W side of this pillar and go back to the junction, this time up the ramp to the upper ledges.

Locate the raised trapdoor to the W and take a running jump to grab it and cross to the W platform.

Detour for a secret: turn left and take a running jump to a lower triangular ledge attached to the N wall, from here a curved running jump to the E ledge to get SECRET #14: 2 X shotgun shells, uzi clips and the uzis. To go back to the ledge with the green pillar: jump back to the triangular ledge first and finally a curved running jump S to the rocks and to that safe ledge.

Anyway jump to the rocks attached to the W wall and take a running jump to the opening a bit to the S, run through the rocky passage to a very dark room with spike traps where you'll shoot some bats. If you pulled the switch on the green pillar and the two switches in the big maze you can drop into a hole near the W wall to get SECRET #15: 3 X crossbow ammo and a pack of flares.

Go outside and climb a ledge in the NE corner to pull a chain. Continue S and shoot a vase to get a small medipack; continue and right from the entrance you can shoot another vase to get flares; continue E next to the wall and you'll soon find a block so you can climb to the upper ledges, advance S to find a dark passage with shotgun shells, several circular blades and a floor lever at the end; pull it and go back to the main room. Continue N and E to find another raised block, climb to the high ledge and pull the floor lever to open the trapdoor at the top of the ladder in the opposite E wall. Go there and climb the ladder.

In the next dark room, watch out for more spike traps and bats, approach to the E wall, light a flare and turn around to see a ladder near the corner of the central structure; climb it and pull the floor lever. Drop down and climb down the ladder to return to the previous dark room with the statues, go NE to the nearby ledge with the chain and jump to the E opening. Run up the ramp and at the junction ignore the opening to your left and continue up the ramp to a ledge overlooking the first lava room you found when starting this level, take a running jump to the E ledge and in the next room pick up the second STONE KEY.

Detour for a secret: go back to the lava room, jump back to the W ledge and back to the previous corridor; light a flare and this time take the first opening to your right (a block lowered when you picked up the key) and be teleported to...



LEVEL 9 - THE SANCTUARY OF THE SCORPIONS (first time)

Advance to a room where you'll get SECRET #16: a large medipack, the grenade gun and 2 X grenade ammo. Go back the way you came to the previous level.


LEVEL 8 - THE FIRE HALL (second time)

Turn left at the junction and run up the dark ramp for a second time; in the lava room drop down to ground floor and exit through the E passage to go back to...


LEVEL 6 - UNDERWORLD TOWERS (fifth time)

Climb ladders and ledges to go up to the opening in the S wall, exit the tower and go around to the rocky bridge, continue E to the very end and finally jump to the colored blocks to the arch where you started this level a long time ago and jump to...


LEVEL 5 - ISLANDS OF THE UNDERWORLD (fourth time)

For a secret: notice that only one of the floating red blocks has got fire over it; the other red blocks are deadly too, but you can always take running jumps over them from a blue ledge to another blue ledge, triggering that way the fires over them. Do it so to get a secret later.

If you're not interested about secrets, as you did before, jump only onto the blue ledges to cross to the W rocky ledge, climb the blue block and take a running jump N to the building where you can use your stone keys. At the other side you can get the 1st RA CARTOUCHE, and see how a door opens somewhere. Skip to (*) some paragraphs below.

Detour for a secret: if you jumped over the deadly red tiles, once you pick up the cartouche, a trapdoor raises in the NE corner outside the building, go there and pull the wall switch to change the teleporter near the 15 floating ledges.

Even more, if you are interested about getting ALL the secrets in this adventure, you should avoid the teleporter right now, because you'll not be able to go back to this level in the future so, from this ledge with the receptacles for the stone keys, go back to the W building where you started this level using the floating blocks, continue to the end of the corridor, in the first room with the deadly floor use the safe ledges to reach the W passage with the monkeyswing, time the fire and take a running jump to grab it, swing to the very end, jump to the W safe tile, to the S one timing the fire and finally run and jump SW to the open door.

Of course, don't go through that opening with the open door, but if you visited the platform with the rolling balls (see "Islands of the Underworld - third time") the fire on the NW ledge under the crawlspace should be off. Jump there to get SECRET #17: the grenade gun and 2 X grenade ammo. Go back to the ledge with the open door, to the corridor with the monkeyswing, back outside, to the ledge with the receptacles for the stone keys, down to the 15 floating ledges and this time, yes, through the reseted arch to be teleported to...



LEVEL 6 - UNDERWORLD TOWERS (sixth time)

Take a running jump to the S ledge or even directly to grab the ladder a bit to the left, climb down and pull the floor lever to raise a trapdoor; climb up the ladder and go all around the tower in an anticlockwise direction to find another ladder you can climb to reach the top, drop down, shoot the jackal and drop through the hole with the open trapdoor (this trapdoor should be open only if you pulled a switch twice when you visited the NW tower some time ago; if not, see the note below), shoot the scorpions and get SECRET #18: flares, revolver ammo and a large medipack. Pull the crowbar lever in the window sill and go back outside and to the same teleporter the way you came.

NOTE: If you reach the top of the SE tower and the trapdoor is still closed, you can always go back to the N side of the building, to the ledge where the floor lever is and take a standing jump to the N bridge below, losing some health, then go W and to the NW tower, from the shortcut-door in the S wall, climb down the ledges until you can jump to the window sill in the SE corner, re-pull the switch to see the trapdoor opening, go back up to the exit the way you came, cross the bridge to the S and go all the way to the E area and SE to the arch where all started a long time ago, cross the arch to go back to the "Islands of the Underworld" level, turn around and cross that arch again to go back to the "Underworld Towers" level.

Detour for another secret: if you want to get the only secret in the "Door of Three Keys" level don't use the teleporter yet (thanks TombTitan). Go down to the ledge where the floor lever is and take a standing jump to the N bridge below, losing some health, then go W and to the NW tower, from the shortcut-door in the S wall. Climb down the ledges to the very bottom to find an open trapdoor, go through and advance to be teleported to...



LEVEL 4 - THE DOOR OF THREE KEYS (third time)

Slide and in the next room get SECRET #19: all the weapons (shotgun, uzis, crossbow, revolver, grenade gun) and a large medipack.

Slide down the S ramp to find yourself in a familiar room; exit E back to the starting room of this level. No need to go back to the "Islands of the Underworld" level again. Skip the next paragraphs (go to ***) and continue playing.

(*)[For those players still in level 5, “The Islands of the Underworld” (fourth time)]. Go back to the W building where you started this level using the floating blocks, and continue to the end of the corridor. In the first room with the deadly floor use the safe ledges to reach the W passage with the monkeyswing; time the fire and take a running jump to grab it. Swing to the very end, jump to the W safe tile, to the S one timing the fire and finally run and jump SW to the open door.

Detour for a secret: if you visited the platform with the rolling balls (see "Islands of the Underworld - third time") the fire on the NW ledge under the crawlspace should be off. Jump there to get SECRET #17: the grenade gun and 2 X grenade ammo. Go back to the ledge with the open door and advance to be teleported to...



LEVEL 4 - THE DOOR OF THREE KEYS (third time)

Shoot several scorpions and go inside the stone structure to find a wall switch protected by a fire, time the fire and take a standing jump into the niche, pull the switch and quickly jump back; exit this room and go up the ramp to see that the trapdoor is open now, climb to find yourself in the first room of this level.

(***) As you did before, follow the same route to go back up to the upper platform with the three receptacles for the cartouches (see "The Door of Three Keys - second time"), again jump to the opening in the N wall and in the room with the small pool I chose the N passage this time; advance and jump to...

Phil
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Re: The Temple of Seth

Post by Phil » 29 Jul 2018 19:49

LEVEL 10 - THE CISTERN OF SETH

In the pool room with blue fog shoot some bats and pick up grenade ammo near the E wall. At the bottom of the pool pick up shotgun shells and higher up pull the UW lever on the N side of the yellow pillar to open the door up in the S wall. By the way you're in the pool, so look for another UW lever in the SE corner, next to the surface to open the door for a secret later.

Go out of the water and through the S passage with the circular blades, in the next room blast the mummy, shoot a scorpion and beware of the dart trap before you pick up the 1st EYE PIECE. Go back to the pool area.

Jump into the pool again and swim to the very bottom, to the N side to find another UW lever next to the grate in the floor; turn left, swim a bit up and inside the UW building, where the N door is now open. Continue swimming through the UW passage, pick up a small medipack and emerge in a room with a lava pit. Shoot a bat and check the ceiling to monkeyswing to the other side; shoot another bat and pick up the 2nd EYE PIECE. Go back to the main pool the same way you came here.

Now swim through the W narrow passage, go out of the water and advance through the W corridor, shoot the scorpions, pick up uzi clips under the left vase and combine the eye pieces to form the EYE OF HORUS and open the door. Jump over the trapped tiles, time the fire emitter and pull the reach-in switch to lower some blocks in the N side of the main pool area. Go back there.

In the room with 3 big buttons shoot a bat and be careful because with some combinations the puzzle will not reset (at least I couldn't find a way to do it) and you'll have to reload. The combinations are (numbering the buttons 1-2-3 from left to right):

1-2-3: nothing
1-3-2: nothing
2-1-3: nothing
2-3-1: the puzzle resets
3-1-2: opens the S door above
3-2-1: nothing

So press the combination 3-1-2 and climb the ladder in the corner; the S door is now open. In this room with several ledges, switches and trapdoors, pull the timed switch in the NE corner, roll, climb the S ledge, climb the trapdoor in SW corner and jump to climb the upper N ledge. Now use the timed switch in the E wall to raise the trapdoor in the NE corner, quickly jump there, pull the timed switch, roll and take a running jump to the previous ledge; quickly take another running jump W to the fire tile, hoist up and grab the crack before the fire starts; shimmy left and around two corners to the very end and hoist up.

Detour for a secret: take a running jump to the N ledge behind the slope to get SECRET #20: grenade gun ammo. Go back to the previous ledge (grab the edge of the slope, hoist up and jump to grab the crack; shimmy left).

Now use the monkeyswing to reach the ledge in the SE corner, shoot a bat and pull the reach-in switch to open a trapdoor in this room. Safety drop to the ground floor, shoot a scorpion and climb the N ledge to go up through the hole in the ceiling (open trapdoor); in this small room pick up the STONE KEY and pull the floor lever to see the exit door opening. Time the spikes when exiting and go back to the main pool area.

Go back to the room with 3 big buttons and notice that all remaining doors are closed. Press the buttons 1-2-3 and the E door above is now open. Climb the ladder and go there; shoot two jackals.

In the S wall there are several orange blocks; one of them is movable; there is another movable block near the W wall and a third movable block on the high ledge in the N wall. Your goal here is to create two bridges with these blocks so you can move the statue onto the N patterned tile. Do it so (very laborious, but obvious and not difficult to solve) and the door in the E wall opens; go inside to get the 2nd STONE KEY and pull the wall switch to see the exit door opening.

Detour to prepare a secret for later: use the blocks on the ground floor to create a bridge so you can move the higher block onto the orange blocks attached to the S wall; move it next to the corner (placing one of the blocks in its original position) to see a door opening somewhere. Go back to the hub room.

In the room with 3 big buttons, notice that the remaining 2 doors are still closed. Press the buttons 1-3-2 and the W door above is now open. In this mirror room jump only onto the marked tiles to open the door in the W wall, enter, pick up the 3rd STONE KEY and use the crowbar lever to see the exit door opening. Go back to the hub room.

In the room with 3 big buttons notice that the remaining door is still closed. Press the buttons 2-1-3 and the N door above is now open. In this room with the UW maze, go N next to the closed door and turn right (W), jump into the water and look for a timed UW lever; pull it and quickly swim W, right around 2 corners and E to the end; at the junction swim in a SE direction to find an opening in the E wall so you can go back up to the upper ledges; run and jump without stopping to the still open door and enter to get the last STONE KEY. Pull the reach-in switch to open the exit door and go back to the hub room. Go back to the main pool near the starting area.

Detour for a secret: swim left (W) through the narrow passage to the NW part of the pool; if you moved the block in the room with the statue the UW door is now open and you can swim inside to get SECRET #21: flares, 2 X shotgun shells and the shotgun.

Swim back to the SE part of the pool and inside the building in the NE corner: the door is open; time the fires to place all four keys to open the next door. Pull the floor lever at the end of the passage to flood the room in the pool area, swim back there and locate the air hole in the ceiling to take a breath.

Now swim to the very bottom of this pool and through the E opening. In the next room pull the UW lever in the W wall and the N door opens (I think the UW lever in the SE corner you pulled near the beginning is needed too); swim there to get SECRET# 22: revolver ammo and the REVOLVER itself.

Swim SE and up the ramp to reach the upper dry ledges, shoot a bat and the vases, pull the chain in the NE corner to open the SW door; there are crossbow arrows in a niche in the N wall to pick up too. Jump to the open door and pull the floor lever. Swim back to the main pool area and to the air hole in the ceiling; in the next room pick up the CARTOUCHE PIECE 2 and the S door opens, but also an UW door somewhere.

Go S and pull the wall switch to open the door; go back and jump into the water; the open door is not far, down, in the W wall. Swim there and in the room with white pillars take the SW passage and the current will take you to...



LEVEL 4 - THE DOOR OF THREE KEYS (fourth time)

Pull the UW lever to open the trapdoor and find yourself in a well-known room. This time I went NW, up the ramp and to the higher ledges, where I found two more passages to explore. I chose the left one first (E) and jumped to...


LEVEL 9 - THE SANCTUARY OF THE SCORPIONS (second time)

Climb the ladder and in the next room if you pull the lever it disappears, so climb to the crawlspace in the NW corner and use the reach-in switch to open the door, shoot a scorpion and continue to trigger a flyby. Safety drop to ground floor, shoot all the scorpions and pull the crowbar lever next to the N wall.

The S door is now open so, go there and move the block to the W behind the wall so you can climb it and pull the high wall switch; a pole rope appears in the central tile, shoot the scorpion and climb it. Pick up the flares and the revolver ammo and continue through the W corridor, shoot a bat and pull two reach-in switches at the end. The circular blades are now active, take the first corridor to your left to find a new room.

Shoot the scorpions and the vases to get grenade ammo. Pull the chain to see a door opening somewhere. Go back to the main room and through the passage in the NE corner where the door opened, climb the SE blocks and through the E opening. Take a running jump to the first breakable tile, turn right and now a standing jump to the next one, another standing jump to the third and a final running jump to the last one; quickly run diagonally left to the niche. Pull the wall switch and use the monkeyswing to go back to the previous room timing the fire emitters.

Drop to the ground floor and first pull the wall switch behind the fat N pillar to open a trapdoor in a room you've already visited, now drop into the pit with the rolling ball and find another switch to open another trapdoor in that room. Go all the way back there (main room, S passage, room with the pole rope).

Climb the ladder in the SW corner and find 4 wall switches to pull all around this ledge, climb the next ladder and find 3 more switches to pull (pull the reach-in switch in the W wall too to raise a block under one of them). Beware of the poisonous darts and shoot a bat. Once all switches are pulled a block raises in ground floor.

Detour for a secret: near the NE corner of this second floor you can drop/grab/drop/grab a crack below and shimmy left; light a flare to discover a dark crawlspace where you'll find SECRET #23: the uzis and 2 X uzi clips. Safety drop to the ground floor.

Climb the blocks in the center of the room and the ladder to the very top; in the dark corridor pull the reach-in switches to raise a trapdoor in the main room, open the next door and get shotgun shells. In the next room shoot some scorpions and pull a couple of floor levers to raise more trapdoors in the main room. Go all the way back there the way you came.

Climb the trapdoor in the W wall and continue up following the only possible path until you reach the high ledge with the row of 5 wall switches. Jump to the NE opening and take note of the symbols in N, S, E and W walls. Go back to the ledge with the switches and use the combination you saw in the E wall (from left to right pull the 1st-3rd-4th) to open the door in the E wall, jump there and follow the long corridor avoiding the circular blades to jump to...



LEVEL 11 - THE COLUMN (first time)

Continue to the end of the corridor avoiding another circular blade and finally pick up a small medipack and a STONE KEY. Go back to the previous level and to the ledge with 5 switches.


LEVEL 9 - THE SANCTUARY OF THE SCORPIONS (third time)

Now use the combination you saw in the N wall (from left to right, and all switches up, pull the 3rd-4th-5th) to open a door in the corridor behind the opening in the far S wall. Go there to find a room with many vases. Pick up the REVOLVER, the SIGHT and revolver ammo in the corner and combine the sight with the revolver (or with the crossbow if you found it before in a previous secret) to shoot only 5 vases; the niches are tinted with a faint red light. Difficult to explain, one high up near the center, two in the middle (center and right) and the last two near the bottom (left and right). Anyway save often because if you shoot the wrong vase you'll burn. Once all vases are broken the nearby door opens and you can pull a switch to raise a trapdoor in the main room. Go back to the ledge with 5 switches.

Now use the combination you saw in the W wall (from left to right, and all switches up, pull the 1st-3rd-5th) to open the door in the corridor you crossed when entering into this area the first time so, jump to the W ledge, go inside the corridor and locate the open door to your left. After the flyby shoot some scorpions and jump onto the safe ledges in the lava pool; from the ledge with the fire emitter (stand in one of the corners) take a running jump with faith to a N ledge you can't see because the fog, then a standing jump to the sloped ledge, slide and jump to the safe block with the reach-in switch. Jump back SW to the previous flat ledge and jump back to the higher ledge near the SW corner where you started.

From that block now take a standing jump E to the next safe block, another jump to the next one (spikes retracted here), to the sloped ledge with the fire emitter and finally to the ledge with the crowbar switch. Pull it to raise a block near the big scorpion and a nearby fire stops so you can go back to the block in the SW corner and out of this pool.

Climb the raised block and up to the top of the scorpion-like structure, don't try to use the lever yet, but go to the E side over the ledges in the lava pit to use the floor lever and raise a trapdoor in the S wall; pull the timed switch over that trapdoor and run and jump avoiding the fires and the pits to the ramp attached to the N wall, run up the ramp, climb the block at the top and time the fire emitter in the next block to take a standing jump and a running jump with a left curve without stopping to grab the edge of the S timed trapdoor, hoist up and from the very SE corner take a standing jump W-SW to grab the edge of the upper ledge with the crowbar lever. Pull it to deactivate the spikes under the W lever.

To go down you can take a standing jump to the W ledges below losing some health or slide the N slope from the very left side with a curved jump at the end to grab the edge of the block with the fire emitter. Anyway once over the scorpion-like structure pull the floor lever to see a camera shot of a trapdoor. Go back to the main room and to the ledge with 5 switches.

This time use the last combination, the one you saw in the S wall (from left to right, and all switches up, pull the 2nd-3rd-5th) and go back to the opening in the far S ledge you visited before; from this opening take a running jump with grab E to land onto the lower ledge near the SE corner, run through the passage to find a small maze with some scorpions to shoot; at the back of the maze climb a block to find the receptacle for the stone key, place it to finally see the second trapdoor raising. Notice the two orange symbols in the niche, for a secret later (thanks TombTitan). Go all the way back there (this time you'll need to drop to the ground floor first).

For a secret: if you want to get the last secret of this level, place the five switches, from left to right in these positions (you only need to pull two as you saw when you placed the key moments ago):
down-up-down-up-up
Climb the raised trapdoors in the E wall and jump to the nearby opening. Inside you can pick up the 2nd RA CARTOUCHE. A door opens in the N wall as a shortcut to go back to level 10 - "The Cistern of Seth"; and if you placed the switches as I suggested above, the door in the corner should be open, and you can get SECRET #24: large and small medipacks, flares and revolver ammo.

You can go back to the "hub", level 4 - "The Door of Three Keys", by jumping to the cistern level and exit as before or, approach to the opening in the main room, take a curved running jump S to grab the edge of the metallic structure, go W to use the switch and raise the trapdoors and use them to reach the high N ledge with the open door and advance through the corridor to...



LEVEL 4 - THE DOOR OF THREE KEYS (fifth time)

Go out of the pool and again through the NW opening up to the second floor. This time choose the remaining opening (N) and jump to...


LEVEL 11 - THE COLUMN (second time)

Shoot the jackal and notice the orange symbols above the pillars (N). Now turn around and notice the different texture tiles in the S wall just in front of two of the orange symbols. Go to the E passage to find 4 wall switches and pull only the two switches marked with the orange symbols in front of the different texture tiles in the previous room: the far W door opens.

Slide down the ramp from the left side, take a standing jump to the next breakable tile, and a running jump without stopping to the next one, jump and grab the monkeyswing. Don't go N, but turn around and swing all the way S to the end next to the orange symbol in the wall timing the fire emitter; turn around and this time swing all the way to the very N end timing the same fire emitter because the second fire emitter near the corner is not active now. Swing to the very end, shoot a bat and cross the circular blades to trigger a flyby showing the big pillar in the lava pit. From now, I'll call this area the "main room".

Let's start with the opening in the SW corner; jump there, go inside the crawlspace and continue crawling timing the fires and the steam emitter (pick up the shotgun shells) until you eventually find a room with a mummy; pull the wall switch and go back to the main room the way you came.

Preparing for a secret later: pull the switch a second time to see a block lowering.

Now jump to the starting ledge and to the N opening in the central pillar, the trapdoor is now open, drop down and take a running jump to the opening in the W wall, continue jumping over the fire tile and to the S pointy ledge at the end; from here jump to another pointy ledge E and in the small lava room jump with a grab onto the central ledge and jump to the crawlspace; drop from the other side, jump NE to pull a switch, shoot a bat, jump back to the previous ledge and up to the grated floor above.

Climb the W ledge, shoot a bat, turn around and jump E to grab the ladder; shimmy left around two corners and jump SE to pull a switch; safety drop down and go NW to find the open trapdoor. Climb the ladder and pull the floor lever, safety drop down and jump and grab again the central ladder as you did before; shimmy again and when you're on the flat ledge take a running jump S-SW to grab the S ladder, shimmy left to reach the opening with the open door and pull the reach-in switch to open another trapdoor, safety drop down losing some health and locate the trapdoor in the NE corner. Drop/grab/drop/grab and follow the crawlspace to a larger area.

In the area with the mummies, shoot some bats and look for flares and uzi clips; pull the floor lever near the entrance, go E and left at the end, light a flare and look for the open trapdoor in the ceiling; climb there, shoot a bat and pull the crowbar lever, drop down and go directly to the opposite side (N) to find the open door. Beware of the spike traps in the dark corridor and at the junction notice the hole to your right and the ramp to your left; yes, it's what you are thinking about so you know what to do. Shoot a jackal at the top of the ramp and continue to the next junction; go left first to pick up the small medipack and up the next ramp roll and sprint back down to avoid another rolling ball; continue up, time the fire emitter and in the next dark room shoot a jackal and a bat.

Continue through the SW passage, shoot another jackal and more bats and go always following the right hand wall until you eventually find some crossbow arrows and further on a TORCH in a dark corner next to a small lava hole where you can pick up shotgun shells too and blast a mummy. Time to find a fire to light the torch so retrace your steps to the E side of this cave, look for the entrance opening (I had to throw some flares to light the way) and back to the corridor with the fire emitter, down the ramps and over the spiked tiles to find the lightened torch.

Look for 4 wall torches to light in this low area and go back to the previous dark caves the same way and now look for 7 more wall torches to light, two in this entrance area, one more in the corridor between the E and W areas and 4 more in the area with the small lava pit. Once all they are all lit a flyby starts showing a door opening at the bottom of the main room, near the lava floor, and the door in the W wall near the small lava pit opens too. Go through this W opening and slide back to the room with the grated floor, drop through the E hole with the open trapdoor, go inside the crawlspace as you did before, drop from the other side (a new trapdoor appeared over the lava) and go back to the main room the way you came.

From the opening take a standing jump NW to the lower ledges near the lava and jump from ledge to ledge in a clockwise direction until you reach the open door in the S wall; advance through the narrow corridor to a wider corridor where you'll shoot some bats, find a closed trapdoor at the end and turn right, go through the crawlspace to open it and go back there. Drop and continue to a sort of swamp area (the water is not deadly).

Jump into the mud and advance S to find ledges you can climb (SW); don't climb yet but advance a bit E to find another ledge under a stone bridge above you can climb, do it so and go inside the crawlspace to find a small medipack and a switch to pull: you hear a nearby door opening. Go back to the ledges in the SW corner and climb, continue up and N to shoot a jackal and find yourself on a platform above the swamp.

Detour to prepare a secret: go to the SE corner of this platform and spot a crawlspace with a blinking light; ignore it for now and use the binoculars with light to locate an opening in the E wall a bit to the right from that crawlspace. You can take a running jump with grab to land inside, turn around, crouch, drop into the hole and pull a switch to see a block raising in the room where you started this level a long time ago. Shoot a bat, climb and take a running jump W with a right curve to grab the edge of the central platform.

If you pulled the switch in the crawlspace below, the S door should be open so go there and find a new STONE KEY. An earthquake starts so be careful with the falling debris when you go outside. There are alternate ways to go out of this room (you are free to try and discover them) even if the mud below has disappeared, but the intended way is to follow the same route you took to come here, so cross the platform to the opening in the N side, continue following the path so you can safety drop down to the bottom of the pit and look for a hole in the NE corner to drop down; follow the long path to go back to the bottom of the main room.

Now jump from ledge to ledge as you did before, but this time in an anticlockwise direction to find a ladder in the NE corner, climb it to the top and take a running rump SW to the pointy ledge, another jump to the N opening, run up the ramps, a running jump E to the central pillar, up the open trapdoor and a final running jump S to the opening where you entered into this area some time ago.

You are not able to go back to the very starting room from here to get the first secret so, continue jumping E and N to go through the E opening, use the key to raise the level of the sandy floor, shoot a scorpion and continue to a bridge high up in the main room.

Detour for a secret: from the entrance, approach to the SE side of the rocky bridge and from the edge look down to spot a triangular ledge attached to the central big pillar, run off the edge in a SW direction to (hopefully) land there and jump with a grab to the opening (only if you pulled twice the wall switch near the start; read the first paragraphs) in the central pillar to get SECRET #25: grenade ammo, a large medipack, revolver ammo and the revolver. Climb up the ladder and a block will lower, take a running jump to the ledge with the fire emitter and time it to use the reach-in switch and open a nearby trapdoor, take a running jump SE to the flat ledge with the ladder.

If you didn't pull the switch twice to lower the block for the secret, from the rocky bridge jump from ledge to ledge in an anticlockwise direction to reach the green ledge with the fire emitter, time it to use the reach-in switch and open a nearby trapdoor, take a running jump SE to the flat ledge with the ladder.

Climb the ladder and shimmy left timing the fire emitter, jump to the E ledge and from here jump to the ledges and the opening in the SE corner. In the next room avoid touching the deadly marked tiles and pull 3 wall switches to lower a block in the central pillar (main room). Go back there and from the ledges near the opening take a running jump to the ledge in the corner of the central pillar, jump inside the opening in the E side of that pillar; inside, pick up the CARTOUCHE PIECE 1 and the exit door opens. Run through the very long corridor to finish the level and jump back to...



LEVEL 4 - THE DOOR OF THREE KEYS (sixth time)

As you did before, jump to the block in the corner so you can reach the ladder and climb to the upper ledges. Time the fire one more time in the central pillar to jump there and to the E ledge without stopping; continue to the very top of the starting room in the area with three receptacles for the cartouches.

Detour for a secret: even when you already got all three cartouches, don't place them yet, but jump to the N opening and to the hub room with the small pool, continue up through the opening in NW corner to the first floor, take again the N passage to jump to...



LEVEL 11 - THE COLUMN (third time)

If you used the switch in the swamp room (see "The Column - second time") go to the NE corner to find a raised block, climb it and grab the ladder; once up go all the way to the W to get SECRET #26: a small medipack, 3 X shotgun shells, the crossbow and crossbow ammo. Better duck to pick up all the goodies and avoid the poisonous dart trap. Go back to the previous level the way you came through the S opening.


LEVEL 4 - THE DOOR OF THREE KEYS (seventh time)

Jump into the pool below and exit S to the room with the receptacles for the 3 cartouches; place them and the door in the SW corner will open (use the movable block to place one of them), go there, shoot some bats and what I did was randomly run onto the orange tiles until I noticed a flashing light, then randomly run onto the remaining tiles until I notice another flashing light, etc.

The only help is that you never need to run again onto that tiles so the remaining tiles are less and every time you find the next flashing light there are less tiles to look for... The only "hint" I found was that once you found one of that flashing tiles, the next one has the same picture on it so, if you start with the middle tile in W side ("II" picture) you must look for another tile with the same picture (the one in the NE corner), and so on with the "OA" tiles, the "scarab tiles"... but the search for the next trigger tile was totally random for me. Step onto all tiles to lower a block in the NW room, continue and jump over the spiked traps, pull the reach-in switch to flood the previous areas; swim back to the main room with the receptacles and up the hole in the ceiling.

At the end of the passage drop into the room below; time the fire emitters so you can pull the reach-in switches when the fires are off; sometimes bats will appear, at other times some goodies, but eventually you'll be able to pull the right hand one in the W wall (pull it several times if necessary) to open the trapdoor.



LEVEL 12 - THE ABYSS

Advance S and in the room with 4 pole ropes shoot the scorpions, climb the NW pole to pick up the flares and uzi clips, the NE pole to pull a floor lever, the SW pole to get a small medipack and the SE pole to find the open door. At the end of the corridor a flyby starts showing the abyss.

Turn left and climb up the ladder; pick up the flares and turn around to jump to the E ledge with the reach-in switch. Go back down to the entrance and E to find the raised trapdoor so you can cross to the E side. Ignore the opening to your right and cross the bridge to your left, jump to the next ledge, climb down the ladder and go through the S opening to a large room with scorpions and bats; pick up the shotgun shells near the entrance and the small medipack in the opposite side of the room.

Step onto the orange tile and walk only over the raised path timing the fire traps or the door will close. Shoot the scorpions and pull the floor levers timing more fire emitters to open the door, pick up the BA CARTOUCHE and step onto the orange tile. If you want to get the last secret in this level go outside and walk only over the raised path timing the fire traps again as you did before to go back to the abyss.

Climb the ladder and cross the bridge to the N side, take a running jump to the E ledge. When you are down on the tile near the wall torch, drop/grab the edge and shimmy right (there's a crack) to a crawlspace, go inside to get SECRET #27: revolver ammo, crossbow ammo and a small medipack. Go back to the ledge with the wall torch the way you came.

Continue jumping from ledge to ledge to the very E end and find an opening to your right. Shoot the scorpions in the next room and pick up the revolver ammo one of the vases hides; pick up the small medipack in the reach-in switch in E wall. Go through the nearby corridor and use 3 reach-in switches to get shotgun shells and open a door somewhere, go back to the previous room, shoot the bats and climb the pole, shoot one more bat and look for the open door in the corner.

Pull the floor lever, shoot another bat and go up the ramp back to the abyss (pick up the crossbow ammo); grab the ladder, climb down to the bottom and shimmy left but only around one corner; from the very bottom take a backflip with twist to grab the edge of the S ledge, hoist up and go S, turn left and jump to grab the ladder, shimmy left and around two corners, climb almost to the top and jump back to a ledge with a floor lever; pull it to change the position of the trapdoors in the N side of the abyss.

Go back down to the previous ledge the way you came and jump to grab the N ladder; this time shimmy left and around the corner, climb a bit and take a backflip with twist to grab the next ladder, shimmy left around two corners and climb to the top. Advance a bit W to pick up the shotgun shells, jump to the S ledges and continue W until you find the receptacle for the cartouche; use it to open the door and go inside.

If you did what was supposed to be done in the area where you got the cartouche some time ago, the trapdoor in the NE corner should be open so go there and get SECRET #28: grenade ammo, flares and a large medipack.

There is a small fire in the SE corner, step onto that tile and a steam will appear at the top of the block near the entrance, jump there and continue jumping on the next blocks with steam to open the SW door. Go there and pull the floor lever to open a door somewhere; go back outside and safety drop from the edge to your left onto the ledge below losing some health, jump E to the raised trapdoor and continue to the bridge with the fire emitter and climb down the long ladder in the E side, continue W to the ledge with the open door.

Shoot the vase at the end of the corridor to get crossbow ammo, time the spikes to pull a reach-in switch at the end and open the door; now get a new STONE KEY and go back to the abyss. Go E, pick up the shotgun and climb the long ladder. Turn left and go through the N opening; in the room with the fiery pit use the binoculars with light or light a flare to discover the invisible blocks so you can cross to the other side and use the key: a door will open somewhere. One of the vases contains a large medipack and the other one a scorpion. Go back to the abyss the way you came.

Now comes the long way back to the ledge where the receptacle for a cartouche. Jump from ledge to ledge to the very E end and go right to the sandy room with the pole rope, climb it and repeat again all the tasks (see previous paragraphs) until you reach the ledge where you used the cartouche some time ago; this time cross the stone bridge to the S side and climb up the ladder to find the open door and finish the level.



LEVEL 13 - THE SAND CHAMBER (first time)

[IMPORTANT NOTE]: If you want to play several extra levels later you need to discover one of the two secrets in this level (secret #30); there is a wall switch which will not reset so if you wrongly pull it, you'll lose the possibility to play those extra levels. [End note]

Shoot the scorpion and from the sandy room go through the S passage. In the room with the deep pit (I'll call it the "main room" from now) jump with grab to the closest ledge, right and down the next ledges avoiding the steam emitter; take a running jump W and from the top of the block use the monkeyswing to reach the S ledge with the scorpion and the shotgun shells.

Go inside the crawlspace in the S wall and shoot two jackals in the next room, go through the passage in the SE corner and follow the path (shoot another scorpion) until you eventually find yourself under the grated floor of the previous room; there is a small medipack in the SW corner and a passage in the N side leading to a small room; time the fire emitter and climb to find a crowbar lever and raise a trapdoor somewhere. Go all the way back to the main room.

Use the monkeyswing to go back to the N ledges near the entrance of this main room and continue down a bit around the big pillar to find a closed door in the N wall. Take a running jump W to the raised trapdoor and continue through the narrow corridor, time the spikes, pick up the crossbow ammo, shoot a bat and get the STONE KEY at the end. Go back to the ledge with the closed door the way you came.

Now you need to go all the way back to the S crawlspace after the monkeyswing and to the room with the grated floor, shooting some bats on your way; down to that floor as you did before but this time look for a crawlspace near the NW corner, shoot a scorpion and find the receptacle to use the key: a door opens somewhere. Go all the way back to the higher N ledges next to the entrance of the main room and jump to a rocky bridge leading W to find the open door.

In the next large lava room there are some levers right from the entrance and some trapdoors in the ceiling; your goal here is keep all trapdoors up so you can monkeyswing to the very end. For this you must use, from N to S, the 2nd and the 3rd levers; from the pillar near the entrance you can use the monkeyswing to the very end and pull the crowbar lever next to the door to open it.

Up the ramp, shoot a jackal, and in the room with the trapdoors in the floor pull the timed switch to open the door in the N crawlspace of this area, continue to a room with a scorpion and another wall switch, pick up the crossbow ammo and pull it to open a trapdoor in the main room. Slide down the ramp to return to the room with 5 levers, go back to the main room and use the monkeyswing again to reach the platform in the SW corner. This time, from the E side take a running jump to the E ledge near the corner, another running jump to the N ledge with the large medipack and climb the ladder on the N side of the green pillar.

Advance E and take the first passage to your left (S); in this new room shoot a couple of jackals and climb the ledges to take a look: yes, your goal here is to move the statue all the way over the long path on the scarab tile next to the S wall. Notice that there are some symbols in the ceiling just over the parts where the path is broken. The trick here to raise the correct blocks is to let up the switch with the symbol corresponding to the block you want to raise and down the other three switches. So start by pulling all switches except the one in the block with the scarab to raise the first block, go N to move the statue, back to the switches to raise the next block and so on... Once you place the statue on the scarab tile, several doors open somewhere, go back to the main passage, to the left (E) and in the room with black pillars go right (N) to find the open doors.

Go to the opening right from the entrance; in the room with the sarcophagus and two vases shoot one of them to get flares, and notice that if you pull the wall switch to trigger something in another room you can't pull it up again (suspicious...) so you better not touch this wall switch and leave it as it is without touching it if you want to get the last secret of this level and play several bonus levels later.

Now go back to the entrance of the sandy area; this area is full of spiked traps, and I never found a hint to safety cross it, so situate Lara facing N on the second stone tile from the right, run N until you find the falling sand to your right, walk one more tile N, turn right and advance 2 tiles W, 1 tile N, 2 tiles W, 1 tile S and all the way almost to the W wall; from the second tile counting from the wall, advance S until you find falling sand to your right (stop before the falling sand), from here advance always next to the edge of the dune to your right to avoid the last spike trap.

In the next room pick up the small medipack and pull the floor lever to deactivate the spikes in the sandy area, go inside the S room and light a flare to discover a movable block.

Detour for a secret: move the block outside and in front of the floor lever, climb it and jump to grab the ladder in the ceiling hole to get SECRET #29: uzi clips, flares, the uzis and grenade ammo. Go down and move the block back inside the room.

Place the block in the NE corner, climb it and climb the ladder; in the next room shoot a jackal and pick up the shotgun shells one of the vases hides. Notice the phantom wall in the SW corner and go through it, pull the crowbar lever to open a door somewhere.

Now go all the way back to the main room with the lava pit (now you can pick up the crossbow arrows in the large sandy area if you want), climb down the ladder in the corner and go all around the room retracing your steps in an anticlockwise direction, using again the monkeyswing to find the open door down in the N wall just under the entrance.

Cross the circular blades, shoot the scorpion and climb all the ladders taking back-flips with twists when you're at the top of them to grab the next ones at your back, avoid the steam emitter on your way and shoot a couple of bats when you are at the top. Notice the high wall switch in the N wall and the movable block in the S wall; of course, you'll need to move that block to the N so you can climb it and pull the switch. To do this you can find a couple of movable blocks in the next room so you can create bridges to move the high block in the first room. Do it so and pull the switch to create changes in the room next to the circular blades.

For a secret: if you didn't pull the switch in the small room with the sarcophagus next to the large sandy area trapped with all those spikes, in the S side of the room where the 2 movable blocks were, look up to see an open trapdoor, move one of the blocks there so you can get SECRET #30: crossbow arrows, the revolver and uzi clips. Important to play the bonus levels!: pull the wall switch here to change something in one of the final rooms of this level and go down.

Go back down the ladders and behind the blades, drop into the pit and pick up the crossbow arrows and the shotgun shells, go through the crawlspace in the NW corner, pick up grenade ammo and pull the crowbar lever (there are shotgun shells on the ledge in the corner) to see the exit door opening. That door is in the far room with the fat black pillars next to the large sandy area with all those spike traps so yes, it's what you're thinking: go all the long way back there and find the open door behind the pillars to exit the level.

[IMPORTANT NOTE]: If you pulled the wall switch in the room with the last secret, notice that the S room with the receptacle for a cartouche has changed, and now the sand flows from the walls. This means that you will have the possibility to play the bonus levels later. You'll be back here very much later, after having played the next levels. [End note]

Phil
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Re: The Temple of Seth

Post by Phil » 29 Jul 2018 19:58

LEVEL 14 - THE UNDERGROUND (first time)

Slide down the ramp and jump at the end into a water pit; quickly walk and climb the N ledge before the water burns. In the E ledge find a small medipack and shoot a scorpion, and in the W ledge pick up the flares. Advance N and pull the crowbar lever at the end (uzi clips are on a ledge in the opposite side of this room): the door near the start opens. Jump to the entrance opening from the E or W ledges (the ramp has changed) and climb the blocks to go back up.

In the first hall shoot 2 scorpions, ignore the opening to your left and continue E to the area with the floating islands. First use the blocks to your right to reach the N building, pull the switch inside, go out and through the higher crawlspace, climb even higher, shoot the jackal and pull the wall switch to open a door somewhere. Go back to the entrance.

Now go jumping from block to block in a S direction. Eventually you'll find another of that stone floating buildings with revolver ammo in a niche. From that niche drop/grab the edge and shimmy right (there's a crack) to the very end to get SECRET #31: the revolver and a small medipack. Go back to the entrance area the way you came.

Now continue jumping in an E direction and inside the next stone building, climb the window and continue E ignoring the stone building to your right (a key is needed there). When you are in front of the arch with the sloped ledges on the roof (a teleporter for later) you saw in the flyby turn left and continue jumping to the S and to the stone building with a fire emitter inside; from here you'll find more floating ledges leading to the W and eventually find another stone building.

Shoot a jackal coming from the S and if you are interested in the next secret, better run and step on all the tiles you find in the corridors in this area. Drop into the hole in N side and pull the switch next to the fiery floor, quickly go back to the hole and up to the level above, run S to find an open trapdoor and go up. Pick up the small medipack and step onto all the tiles to open the ceiling trapdoor, go up and after the crawlspace you'll find a reach-in switch to open a trapdoor somewhere.

Go back down and pull the timed switch next to the trapdoor; this switch will stop the fire in the fiery floor two levels below so quickly run back there to find a floor lever and a wall switch. Pull the floor lever to trigger the teleporter in the arched structure you saw before and the wall switch twice to make the floor safe again. Go out of this building, E to the building with the fire emitter and N to the still inactive arch.

This time take the N floating ledges path to find another stone building, time the spikes in the corridor to pull a wall switch and another floor lever: the teleporter in the arch is now active.

Also, if you used the reach in switch in the building with the fiery floor, the floor trapdoor should be open here, drop down to get SECRET #32: flares, 2 X uzi clips, the uzis and a large medipack. Go back outside.

Now jump back S to the teleporter and cross the arch.



LEVEL 15 - THE OCTAHEDRON (first time)

In this new area follow the only possible way S to a building with a closed door, W to a pyramidal building with another closed door. Continue N to a ledge where you can get a new STONE KEY timing the fire emitter. Nothing more to do here at this moment so go back to the teleporter and return to...


LEVEL 14 - THE UNDERGROUND (second time)

Now jump in a W direction until you find the building with the fire emitter, don't go there but turn left and jump N to the island with the receptacle. Use the key to lower the block, shoot the scorpion and pick up the HOURGLASS. Go back to the teleporter and jump again to...


LEVEL 15 - THE OCTAHEDRON (second time)

Go again jumping S to the island with the mechanical door and use the hourglass to open it. Shoot the bats and pull the switch to open the door in the octahedron-like island; go there and run inside jumping to...


LEVEL 16 - INSIDE THE OCTAHEDRON (first time)

After the circular blade shoot the scorpion and pull the reach-in switch in the E wall to open the W trapdoor. In the sewers, shoot a bat, climb the ladder and pull the switch to open the door; quickly take a running jump to grab the edge of the breakable tile, hoist up, take a running jump with a right curve to the next breakable tile, another running jump to the next ones and a last jump to the safe ledge below in the E wall. Shoot the bat, cross through the circular blade and pull the timed switch; quickly roll and run and jump through the blade to save time, take a running jump to the W trapdoor and another one N to the safe ledge. Shoot a bat if it appears.

Go inside the crawlspace and turn right at the junction to get a small medipack; crawl back to the junction and take the next left to find a hole in the floor so you can climb up to the upper floor. Shoot the jackals. In this room pull the timed switch on W wall and exit through the SW passage sprinting up to the higher ledges, take a running jump to the ledge attached to the E wall and shoot the bat. Finally a last jump to the ledge with the fire emitter and time it to pull the reach-in switch: a trapdoor raises in the main room with the deep pit. Go back there the way you came.

Jump to that trapdoor in the corner, grab the crack and shimmy left until you can hoist up. Advance through the corridor (notice the closed door to your left) and shoot a bunch of scorpions; in the small maze move the orange block to the marked tile in the NE corner (look to the ceiling) to open the door in the previous corridor, go there and continue to a room with a mechanical door where you'll shoot a bunch of jackals; pull the reach-in switch in the W wall to activate a teleporter in the previous corridor, use it to jump to...



LEVEL 15 - THE OCTAHEDRON (third time)

Move the statue on the patterned tile and pick up the HOURGLASS, now jump to the E teleporter to return to...


LEVEL 16 - INSIDE THE OCTAHEDRON (second time)

Now you can use the hourglass in the statue to open the mechanical door, enter and slide down the ramp to another area, shoot the vase to get shotgun shells, time the spikes and shoot another vase to get a small medipack, advance and shoot the bats; continue to a big lava room.

Take a curved running jump to the N ledge near the corner, jump to the W one and another running jump SW to the brown ramp to safety slide to the ledge with the wall switch below; pull it to raise a trapdoor somewhere. Now drop down onto the ledge over the lava and continue jumping to the ledge in the W wall with the receptacle, shooting a bat and timing the spikes in the last jump; climb the ladder and take a running jump NE to the ledge with the raised trapdoor, shoot the bats and pull the switch.

This switch opens the trapdoor attached to the pillar in the S wall, so go back there the way you came, climb the ladder and shimmy left and around the corner. If you want you can jump NE to the brown slope and slide to the ledge with SECRET#33: shotgun shells and a small medipack. Jump to the ladder and back up to the previous ledge.

Now jump to the W yellow ledges (the vases are empty) and pull the floor lever to lower a block high up in the corner, jump to the S ledges and to the central platform, to the N ledges and finally to the high ledge in the NW corner where the block lowered. Pull the switch to turn off the fire in the pedestal with the key and jump there via the central platform to get the STONE KEY.

Now slide down the S arm, down to the ledges in the lava and jump to the W ledge with the spikes to place the key; a trapdoor will rise high up in the N wall so go back up to the higher ledges attached to the gray pillar in the N wall as you did before and from there jump E to the raised trapdoor, run up the ramp and save your game in front of the circular blades. Jump through the blades and slide down forwards jumping to the right side, when landing onto the breakable tile, quickly take a step forward to the corner, take a standing jump to the next tile to your right and a running jump without stop to the next ones, finally a last running jump with a left curve to land onto the W trapdoor. Shoot the bat, jump to the S opening with the timed switch and save your game.

Detour for a secret: jump to the block attached to the S wall, jump/grab the crack and shimmy right to a crawlspace where you'll find SECRET #34: a large medipack, revolver ammo and the grenade gun. Go back to the ledge with the switch the way you came.

Pull the switch and jump to the block attached to the S wall, turn left and jump to the trapdoor in the corner, turn left and jump to the next one, left again and a running jump to the next one, turn a bit right and take a diagonal standing jump to the next trapdoor; now save your game here because a tricky task awaits: situate Lara facing the breakable tile in the corner, wait a bit until the trapdoor opens, then reload and wait again but this time not so long and jump in last moment to the breakable tile; if you're lucky the previous trapdoors will open but another one will raise N so quickly take a running jump there before the tile completely breaks and from that last trapdoor (you are safe now) a last running jump to the opening in the corner. Phew!

Shoot the bat and another one in the next room, jump into the water hole and continue straight ahead at the junction (E), at the end of the path take either left or right passages to find an UW lever; pull it and go back to the junction, take the first right (S) and continue to an UW maze; swim E, to your right (N) at the next junction and a bit E again at the end to find a hole in the ceiling where you can take a breath. Pull the crowbar lever and jump into the water, swim to the very SW corner of this maze to find the next open trapdoor. Pull the crowbar lever there and jump into the water again, find the next hole with the open trapdoor in the E wall, pull one more crowbar lever and jump into the water again; this time exit the maze (W) and swim back to the junction, straight ahead (N) and to the room with the octagonal spikes. Don't go through yet but look for a hole in the ceiling near the entrance with an UW lever to open the next trapdoor at the end of this passage; quickly swim there and surface in a room with a floor lever, pull it to open the door in the E wall. (The passage in the W wall leads back through the octahedron to the underground and the sand chamber; there is no need to go there at this time.)

In the next room with the mummies beware with the patterned tiles in the floor, but with the same patterned tiles in the ceiling too; they all are lethal so, look for a safe way to the timed switch in the NW corner, pull it and quickly run to the SE corner where the open door is, following the same safe path, pull the reach-in switch to get the STONE KEY and carefully go back to the room with the floor lever to use the key. Find a teleporter in the next room to jump to...



LEVEL 17 - UNDERGROUND DESERT (first time)

First go to the far S wall and pull the switch, turn around, go to the far N side of this area and look for a wall switch near the NE corner, shoot the jackal, pull it and quickly sprint S to the timed door in the E wall before it closes.

Use the rope to swing to the other side of the pit and in the outside area take the NE passage first, explore all of that area to find flares, a small medipack and be careful with all the scorpions, the dart traps and the jackals; time the spikes in the narrow passage and use the ropes to cross to the other side of the lava pit, shoot the pesky bats at the end and in the next cave fight with more scorpions and beware of more dart traps. Look for 3 floor levers in this area to open a trapdoor somewhere and release more scorpions and a jackal; go back to the hub outside area the way you came.

This time take the S dark passage; inside the crawlspace-maze go always to your right when possible (pick up flares on your way) until you find a wall switch, pull it and go back to the entrance. This time go always to your left when possible until you find shotgun shells, go over the breakable tile and drop to get SECRET #35: the uzis and 2 X uzi clips. Climb up to the maze and continue always to your left to find the open door.

In this dark lava room shoot some bats and slide down the N slope to land onto a breakable tile, quickly go forward to drop onto the tile in the corner. Take a standing jump to the small ledge in the lava, jump to the NW corner with the flares and pull the switch to open a trapdoor over a ladder on the other side of this room; jump back to the ledge in the lava and another jump SE to the pointy ledge, pull the reach-switch in the E niche to open a door somewhere and from the pointy ledge jump to grab the ladder in the SE corner and climb up to the entrance.

Now take a standing jump to grab the ladder just in front of the entrance opening, shimmy left and around the corner, take a backflip with twist to grab the N ladder, shimmy right and around the corner, climb a bit and shimmy left to the very end, now climb to the top (the trapdoor you opened with the floor lever is here), go inside the crawlspace, drop from the opposite side and shoot a bat. Take a running jump N-NE to the ledge with the crowbar lever and pull it to open trapdoors at the other side of the room, jump back to the previous ledge, jump to the nearby S sloped ledge (facing N-NW so you slide backwards) and safety drop onto the entrance ledge.

Now situate Lara in the very SW corner of this ledge and facing E-NE take a jump back onto the S slope and immediately jump forward to grab the N ladder, climb to the top and shoot a bat; finally take a last running jump E to the open door. In this new outside area shoot a couple of scorpions and go through the opening in NE corner.

In the room with the spiked pit jump from slope to slope (time the fire emitter) until you go back to the entrance ledge; on your way, you should slide on an orange tile in one of the S blocks to open the E door. Repeat the same maneuver but this time try to jump onto the very N edge of the slope with the fire emitter, so you can jump with a right curve and slide facing N to the remaining slopes. Once at the other side pick up the STONE KEY. To go back to the entrance, simply take a running jump SW towards the block with the orange slope tile and proceed the same as before.

Detour to get a secret later: from the exit ledge turn around and look S and down to see that the spikes have disappeared on a sandy tile next to the wall, and a tiny fire appeared. Take a running jump to the slope (beware of the nearby spikes) and slide to the floor; when you touch the floor a camera will show you a door opening somewhere. Get back up to the exit is a bit tricky because the spikes all around; what I did was situate Lara in the very NW corner of this tile, facing W, take a jump back onto the E slope and immediately jump forth with a hard left curve to land onto the E edge of the W slope, slide and jump to the flat ledge near the exit.

Anyway go outside and make your way to go back to the first "hub" outside area. (In the room with the lava pit, simply take a running jump to the slope to your left you used before and safety drop onto the entrance ledge below)

Once you are in the first outside area, go E and S shooting some scorpions on your way to find the receptacle for your key and finish the level. Notice an earthquake, it will make some changes in this level so you can get the remaining secrets later.



LEVEL 18 - THE PRISON OF THE CONDEMNED (first time)

There is a high crawlspace in the NW corner and in the next prison cell another crawlspace to exit. Advance and find crossbow arrows and shotgun shells to pick up, locate the orange block and move it to the bigger room with the crawlspace so you can climb it and grab the ladder in the ceiling; continue through the corridor with the circular blades to find a room with a deep pit. All your guns have disappeared so lure the jackal to the spike trap to get rid of it. There's a small medipack in the reach-in switch.

From the NE corner take a long running jump with grab to the far W ledge below, go up the ramp but quickly retrace your steps because of the rolling ball; go up again to find a jackal, down the next ramp and the rolling ball will kill it. Again in the deep pit area, take a running jump to the SW ledge with the reach-in switch you need to pull to release the GUIDE and open a certain door somewhere; jump back to the previous ledge, and SE to the higher one; from here a long running jump E to the long ledge you came from and take the long way back to the starting cell the way you came.

When you are in the cell where this level started, the exit door still remains closed but when you approach this time the door will open. Once in the corridor a jackal will appear, but the guide will help you in that sense. Jump over the trapped tiles in the E side and use the reach-in switch in the E wall to activate the spikes just in case the guide didn't kill the animal; continue and the guide will follow you and low some blocks at the end of the passage; some scorpions will appear too.

Take the left passage first (E) to find a room with a mechanical closed door; the guide will follow you and eventually will kill the scorpions to finally light the torch near the N passage. Go through and beware of the rolling balls in the next room, climb the S ledges and go through the SE corridor, pull the chain and go back to the previous room: the mechanical door is now open. Continue to a pool room; eventually the guide will ignite the waters, opening the trapdoor at the top of the ladder, climb it and avoid the dart traps exiting through the N opening.

At the top of the pool room first choose the S opening to get crossbow arrows, then the E opening to find a crawlspace and a floor lever; back to the pool room the N door is open. Inside there is a high crawlspace and in the next room if you touch the tiles with the vases some grenades will explode killing the mummies (and even killing yourself); anyway pick up the shotgun shells in the E room, pull the floor lever to open a door next to the guide and go back to the pool room.

Retrace your steps to the cells area where the guide awaits; when you approach he starts to walk. Follow him to a room with a pit of sand, drop into the pit and look for a crawlspace in the SW corner, one of the holes hides crossbow arrows and the other one raises the level of the sand so you can climb the other side of the pit.

Detour for a secret: go back to the cells area (S at the junction) and the first cell to your left is now open to get SECRET#36: shotgun shells, uzi ammo, a large medipack and crossbow arrows. Go back to the sand pit.

At the other side of the pit go E to find a floor lever and open the door to release the guide, he will light a torch and wait. From the floor lever go S and at the bottom of the staircase step onto the tile with the circle so the guide comes and deactivate the blades trap; climb up the ladder in the corner and in the room with the dart traps pick up the crossbow arrows and continue NE. Take the first path to your right timing the spikes and lure the jackal to kill it with the spikes, use the reach-in switch to open the next door and go back to the corridor, pick up the small medipack, time the next spikes and beware of the dart trap.

In the stepped area pull the floor lever and wait for the guide, continue E and he will kill the scorpion. In the area with fire emitters pull the floor lever to lower the block where the guide is and follow him to a room where he will light a last torch, open the exit door and escape. Go through the passage he used to escape and pick up the crossbow arrows if you want, back to the previous room exit through the N opening.

In this cave go S first to find some packs of crossbow arrows to pick up, but forget the ammo for now because two jackals will attack and you are disarmed. Climb the block in SW corner to finally find the CROSSBOW and the SIGHT. Dispatch the jackals and the scorpion and explore the area to discover a couple of vases high up in an opening near the NW corner. Break them to hear a door opening. Now go through the crawlspace in the N wall, pick up the shotgun shells and find the open door; shoot a last jackal, pick up the flares and advance to finish the level.



LEVEL 19 - THE LOST CITY OF EGYPT (first time)

Shoot the scorpions, pick up the crossbow arrows and the small medipack and continue W to a junction. If you're not interested about secrets, jump to (*) several paragraphs below ("The Lost City of Egypt - second time")

Detour for missing secrets: notice that you can choose several paths here, leading to different levels. What I did first was to return to level 17 by taking the right hand passage (S) jumping to...



LEVEL 17 - UNDERGROUND DESERT (second time)

Shoot the scorpion and continue W to the outside "hub" area. Go through the W opening and use the rope again to cross the sandy pit with spikes; once at the other side continue N to find a closed door at the end of the corridor, but there's a passage to your left leading to a teleporter; use it to jump back to...


LEVEL 16 - INSIDE THE OCTAHEDRON (third time)

Take a hairpin turn to your left and use the nearby teleporter to jump back to...


LEVEL 17 - UNDERGROUND DESERT (third time)

This time you'll appear in the large starting area with two wall switches; directly run to the very SE corner and find a hole in the floor (thanks to TombTitan), climb down the ladder and time the circular blade to get SECRET #37: a large medipack, 2 X crossbow arrows and the crossbow.

If you took the detour in the spiked pit next to the place where you got the stone key near the end of this level (see "Underground Desert - first time") the door in the corner should be open, and you can get SECRET #38: the SHOTGUN and 3 X shotgun shells.

All the tasks in this level are done, so go back up to the large starting area with two wall switches, this time use only the one near the NE corner to repeat the timed run, later on use the rope to go back to the outside "hub" area and continue E to the exit door leading you back to...



LEVEL 19 - THE LOST CITY OF EGYPT (second time)

(*) This time go straight ahead (N) in the first junction and to a second junction where you'll shoot more scorpions, go left (E) and right (N) to find the village area. After the flyby shoot a bunch of jackals. The hut next to the entrance has revolver ammo, and if you go a bit E you can climb to the roofs from a small sandy mound and jumping from roof to roof to the N side you can find SECRET #39: a small medipack and 3 X crossbow arrows.

You can explore the remaining huts if you want to get flares, a small medipack and 2 X shotgun shells, but the important task here is go inside the hut in the very NE corner and drop into the hole to find a bat and a floor lever to open one of the doors of the E palace. So go outside and to the entrance of the palace to find the open door.

Once inside, go up the staircase, shoot some bats and notice the symbols over the big buttons. if you explore this area you can find 6 closed doors; there are six possible combinations with the buttons too so it seems obvious, but don't touch the buttons yet and go to the E area to find a wall switch behind the pillar in NE corner, pull it to open the other door in the entrance of the palace and go back there.

At the end of the path shoot two jackals and find flares in one of the huts; drop into the hole in the other hut to find some symbols in the wall you can write down, use the binoculars with light to see a row of symbols you can annotate too. You can even crawl and cross to the other side (from the right) to the room where the row of symbols are, but I found nothing there. Go all the way back inside the palace to the room with three buttons. I'll call the buttons, from left to right, 1, 2 and 3.

Use the 1-2-3 combination and the E door opens. Shoot some scorpions and pick up crossbow ammo in the NE corner, now go through the SE passage to find a similar area with another scorpion and a closed door. In this area you can climb a lower block near the W wall to go up to the upper parts of the cliffs and once you hoist up you'll soon see a wall switch N to open the door you saw moments ago.

Detour for a secret: don't pull the switch yet, but from the ledge with the switch jump back to the previous ledge and from here take a standing jump N to a flatter part of the next rock near the corner; hoist up, approach to the N side all that you can and take another standing jump N with a left curve so you slide and grab the edge, shimmy right to another flatter part of the rock near the corner, hoist up and take another standing jump NW to the corner in the next rock; from here a last standing jump to grab the edge of the W rock, shimmy right and around the corner and find a part of the rock where you can hoist up and get SECRET #40: a large medipack and 2 X crossbow arrows. Drop to ground floor and go back to the ledge with the timed switch.

Pull it and quickly drop down and run to the SE corner with the timed door, shoot the bats and climb the block so you can jump to a higher ledge with another wall switch to open the exit door. Pull it and shoot the scorpion on your way back to the palace.

Now if I use one of the remaining combinations (except the 3-2-1 to open the W door and place the hourglasses), all the doors will keep closed and I got stuck forever. So I used the 3-2-1 combination to open the W door. Nothing to do there until you get the 4 items you need but it seems that this reset the 3 buttons puzzle so I went back to the buttons and used the 1-3-2 combination to open one of the SW doors. Pick up the flares and go inside.

Don't worry about the breakable tiles, they will all break when you pick up the 1st HOURGLASS so pull the wall switch to open the exit door and use the monkeyswing timing the fires to go back to the main room.

This time you can use the 3-1-2 combination and one of the SE doors will open; pick up the crossbow arrows and go inside. Climb up the ladder at the end of the corridor and in the next room pick up the shotgun shells and shoot a scorpion; climb the ladder near the corner and use the reach-in switches in the W wall to get uzi clips. Now you can jump from ledge to ledge all around the room timing all the traps until you eventually reach a high ledge in the S wall with a reach-in switch to open the door in the ledge with the rolling ball. Go back down to the central ledge and time the ball to enter into the next room and get the 2nd HOURGLASS; shoot some bats, pull the switch to open the exit door and go all the way back to the main room.

This time use the 2-1-3 combination and the last door in SE corner should be open; go through the corridor and time the slicer dicer to climb the N blocks and go up to the top, pick up the crossbow arrows and jump down to the S side, shoot the bats, pull the reach-in switch to open the exit door, pick up the 3rd HOURGLASS and go back to the main room.

This time I was tempted to use the last combination (2-3-1) to open the last door but it never worked and I got stuck forever. Then I thought about using the 3-2-1 combination to reset the puzzle and later using that last combination (2-3-1) to open the last door but it still never worked and I got stuck forever again. So after get that 3rd hourglass I checked several combinations until I remembered that the 1-2-3 I used before to open the E door, and this time it opened the last door, left in the SW corner.

Anyway go there and at the end of the corridor save your game before the hall with many rolling balls. Notice the patterned tile to your right (timed) and drop, run over that tile and time the next ball to run without stopping through the S opening; another ball trap is there so continue running and towards the left or right passages, time the spikes and finally go through the timed door in time at the other side timing the final circular blades on your way. Shoot the bats, pick up the 4th HOURGLASS and pull the wall switch to open the exit door. Now make your way to go back to the main room avoiding all the traps again.

Once in the main room, check the door in the W wall just in case it's still open (yes, in my case); if not, you can always press the 3-2-1 combination to open it or, any of the other combinations. Anyway once inside the W room place the hourglasses in the statues to open the door, in the next room shoot some bats and get the first EYE PIECE. Nothing more to do here so go out of this palace and take a NW direction to the small village. Near the very NW corner of the village you'll find a passage in the N rocky wall giving you access to...



LEVEL 20 - THE HIDDEN VALLEY (first time)

Advance E to a large outside area where you will shoot a horde of scorpions. From now on, I'll call this place the "main room". Near the receptacle for the cartouche in the SE corner there is an opening, go through it to find another outside area where you'll find a couple of jackals. Pick up the crossbow arrows inside the N hut and outside in the SE corner too; go inside the SE hut to find a closed trapdoor; step on it and drop to a lower passage. Beware of the dart trap and in the next underground area shoot some bats and pick up the uzi clips in the N niche; pull the floor lever to raise a trapdoor somewhere, shoot another bat and go back to the previous outside area; shoot another jackal there.

Now go through the NE passage to a large area with a lake and numerous ledges, shoot a scorpion and pick up a small medipack. Jump only onto the safe ledges to reach the wall switch in the NW corner, picking up the flares on your way; the trapdoor you raised with the floor lever moments ago is near the NE corner so jump back there and finally pick up the HOURGLASS (1/4). Go back to the main room the way you came.

Now go through the passage in the NE corner and shoot a jackal, go right at the junction and again right at the next junction. In the next room with the big central pillar shoot some scorpions and pick up crossbow ammo near the N wall and in the SW opening.

In the SE opening there is an orange tile with a symbol and a wall switch; pull it to get a secret later. Now go through the NW opening and notice another tile with the same symbol. So in the room with numerous orange tiles jump only onto the tiles with the "eye" symbol and pull the switch to open a door in the previous room, E opening. Go there and notice the closed trapdoor, run up the ramp and finally jump to the central structure, pull the switch (notice another closed trapdoor) and safety drop to ground floor.

The open door is in the NW opening, go there and pull another switch; when you return to the central room you hear a dangerous music. Perhaps you already noticed the orange tiles with the eye symbol, one of them near the room with the last switch you pulled and the other one in the small room with the wall switch in the SE corner. Also perhaps you noticed the small crawlspaces in the N and SW rooms. After you hear the music, several small scorpions will appear from these small crawlspaces and they will try to reach the orange tiles; the same as in the original TR4 game, in that case you'll be doomed and Lara will burn. So when the music starts, quickly situate Lara near the W side of the fat central pillar, draw a weapon (better the shotgun if you got it in a previous secret) and be very attentive to the N and S sides to kill all the small scorpions appearing from that rooms. Once you see that no more scorpions appear, you are safe and you can calmly go through the E opening up the ramp as you did before to the top of the central structure, jump into the water hole and swim to the room with the HOURGLASS (2/4), pull the UW lever in SW corner to open the trapdoor in W opening and go out of the water.

Shoot a last scorpion, exit this room and continue straight ahead (E) in the first junction, shoot a jackal, pick up the revolver ammo and look for a wall switch to open a trapdoor somewhere. Go back to the junction and go right (S), continue to the next junction and do the same: continue straight ahead (E). In this new area locate the open trapdoor near the SE corner and drop into the hole. In the lava room take a running jump W to the rocky bridge and shoot a bat.

Detour for a secret: take a running jump NW to the next ledge, drop/grab the edge and shimmy left and around the corner; from the next ledge take a running jump to the crawlspace and go inside to get SECRET # 41: grenade ammo and 2 X shotgun ammo after going down the ladder. Now take a running jump S-SE to the slope attached to the wall and a couple of jumps will take you to the ledge at the bottom of the ladder.

If you didn't take the secret route, from the rocky bridge simply take a running jump to the S ladder and climb down. From the bottom of the ladder take a couple of jumps to the ledge with the switch. Pull this switch to see a trapdoor opening somewhere and go all the way back to the main room the way you came (backflip with a twist from the S ladder to grab the edge of the rocky bridge). Shoot another jackal there.

Now cross the valley directly to the other side where you started this level a long time ago, cross the SW arch and turn left to see the trapdoor you opened over the deep pit. Cross the pit and pick up the crossbow arrows in the N opening, continue W to...



LEVEL 21 - THE LAVA RIVER (first time)

Advance through the caves and shoot a jackal, pick up crossbow arrows on the small block to your left and notice the deep pit with the open trapdoor to your right; continue N, shoot some scorpions and go left at the junction, find crossbow arrows and a wall switch a bit further near the NE corner. Now go W and climb up the ladder, from the top jump from ledge to ledge around the room shooting some bats until you find another switch in a niche just above the junction; pull it and safety drop to the sandy floor. From the junction take the right hand passage this time (NW), pick up the shotgun shells and the small medipack and look for a crawlspace in the W wall under the rocks; pull the switch at the other side to raise a third trapdoor and go all the way back to the deep pit near the start of this level.

Cross the pit and at the end of the caves area you'll find a couple of jackals and a huge outside area with the lava river. If you didn't get the secret shotgun before you can go N, but you'll be back there later so I went S to the ledge with the shotgun shells. From the nearby corner you can climb the higher ledges, reach the end of the world and run over the upper parts of the cliffs to the final area with the mechanical doors. This is a secret path for adventurous players to an easter egg with Osvaldo's game credits on the wall of a building, and a picture elsewhere. You can also use this area as a legal shortcut to any outside area in the level. Explore all what you want but I'll try to explain here only the path I took.

Jump onto the small ledges over the lava and take a running jump NW to the N river bank, climb the N ledge and advance a bit N to pick up shotgun shells and go back to the corner, now go W to the very end, drop/grab the edge and shimmy right and around the corner so you can hoist up, continue W until you spot a large medipack in the opposite river bank, take a long running jump there to pick it up and climb the nearby rocky bridge, cross it and from its E side take a running jump N-NE to the sandy ledge in the corner; look for an opening there to get SECRET #42: grenade ammo and the GRENADE GUN itself.

Continue jumping ledges to the W until you find a big area with electric arches. Look for a wall switch near the NW corner to open a door somewhere. Go back the way you came to the ledge where the large medipack was, climb the rocky bridge again and advance S to find the open door near the corner. Time the spikes and shoot the vase in the corner to get shotgun shells, pull all the reach-in switches to turn off the fire under the floor lever in the large area and get 2 X crossbow arrows. Go back to the large area with 3 mechanical doors the way you came.

Pull the floor lever to open the doors; in the W one there is a small medipack; in the S one there is a spiked floor but some marked tiles in the ceiling, walk from tile to tile to the reach-in switch in the E wall: first S, next E, next N, next E and finally S, even if all the tiles in the ceiling are not marked; go back to the entrance the way you came and go to the N open door to shoot some bats and find the open trapdoor. In the next room take a standing jump to the triangular flat tile to your left and another jump to the niche with the wall switch: a trapdoor raises somewhere. This trapdoor is in a passage near the birth of the river, in the place where you entered in the river area time ago.

As you did before, go back to the ledge where the large medipack was, climb the rocky bridge and cross to the E bank of the river, continue S to the corner and E to the next corner; don't shimmy this time, but some meters before the corner face S and take a running jump to the corner at the other side of the river; continue S to find an opening, go through the crawlspace to find another area to explore.

Run down the ramp and climb down the ladder to the bottom of the pit, shoot several scorpions and climb the blocks in the W wall to reach the ledge with the floor lever, pull it to open the door in the NE corner and go inside. Shoot two jackals and pick up the uzi clips, the crossbow arrows, pull the lever and pick up more uzi clips; on your way back shoot one more jackal and climb again to the ledge with the floor lever. Now jump to the raised trapdoor and to the high ledge with the closed N door (you can grab the crack and shimmy right too).

Go through the opening in the corner, time the fire emitter, shoot the jackal, shoot the vase to get flares and pull the wall switch to open the last door you saw; pull the switch a second time to see a door opening somewhere. Go to the first door and in the next room blast the mummy if you want and pick up the HOURGLASS (3/4). Go back to the lava river the way you came here shooting some bats on your way.

Take a running jump to the N river bank, go left to the corner and this time you are forced to shimmy left to the next corner, advance E to the next corner and turn right (N), continue to the end of the ledge where you'll find the door you opened if you pulled the switch twice near the room with the last hourglass. Climb down the long ladders and advance through the dark passage to...



LEVEL 18 - THE PRISON OF THE CONDEMNED (second time)

Pick up your PISTOLS in the dark cave; the nearby door opens and you can pick up the CARTOUCHE PIECE 2. Go back to the previous level the way you came.


LEVEL 21 - THE LAVA RIVER (second time)

Turn left and go S to the first corner, use the small ledges on the lava to cross to the E side where it all started a long time ago. This time go N towards the birth of the river, pick up the SHOTGUN and the flares if you didn't do it before and take a running jump to the trapdoor in the dark passage to cross to the other side of the pit, shoot a bat and finally pick up the HOURGLASS (4/4). Go back outside and run S and E to the caves area, use the trapdoors to cross the pit again and continue SE back to...


LEVEL 20 - THE HIDDEN VALLEY (second time)

Return to the large outside area I called "the main room" and now that you have all 4 hourglasses go to the E opening with the burning torches; inside, shoot some bats, pick up the shotgun shells and place the hourglasses to open the door and pick up the 2nd EYE PIECE.

If you pulled the switches in the pool area with the currents and in the area with the killer scorpions, a block should be lowered here to get SECRET #43: the UZIS, a large medipack, uzi clips and crossbow ammo.

Go back outside to the main room and now it's time to leave this valley so, run directly SW towards the big arch, cross it and continue SW to the small opening returning this way to...



LEVEL 19 - THE LOST CITY OF EGYPT (third time)

From the small village go all the way to the very S side and left to the SW passage, continue always to the left ignoring the opening to your right until you eventually jump to...

Phil
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Re: The Temple of Seth

Post by Phil » 29 Jul 2018 20:16

LEVEL 22 - THE GREAT OBELISK (first time)

Combine the eye pieces to get the EYE OF HORUS and open the big gate. After the flyby go around the obelisk and take the N passage, shoot the scorpions and in the room with the deep pit take a running jump to the W balcony, shoot the bat and pull the switch to change the position of two trapdoors outside. Jump back to the entrance ledge and take a running jump NE to the blocks attached to the E wall, from there drop down to the bridge below and to the W opening; pull the wall switch to open a trapdoor somewhere.

Go back to the E side of the bridge and take a running jump N to the raised trapdoor, a standing jump to the N slope, slide/grab the edge and shimmy all the way to your left and around the corners to find a niche with a switch; pull it and go back to the rocky bridge the way you came. Now go to the W side of the bridge and jump onto the blocks in SW corner, E to the raised trapdoor and further E to the opening. Shoot the bat and run down the ramp, go left at the junction and pull the switch after the circular blades to open a door at the top of the pit. Go back to the junction and up to the rocky bridge the way you came.

Now go to the E side of the bridge and climb the blocks to the highest bridge, pick up the small medipack, go W and jump again to the W balcony to re-use the switch and raise the N trapdoor, go outside, jump to the bridge, to the N trapdoor and to the N ledge near the corner, pick up the crossbow ammo and crawl to find a wall switch to pull and see a door opening at the bottom of the pit.

For a secret: pull this switch a second time.

Now go back to the highest bridge the way you came, jump to the W balcony and re-use the same switch again to raise the trapdoor next to the S wall. From this balcony you can safety drop down to the bridge below and, as you did before, jump onto the blocks in the SW corner, E to the raised trapdoor and further E to the opening. Shoot the bat and run down the ramp; this time go right at the junction, down the ramp and down the ladder to the bottom of the pit; shoot a couple of jackals.

Detour for a secret: if you pulled a second time the wall switch at the very top of this room after the crawlspace, the door in the SW corner should be open; go inside to get SECRET #44: crossbow arrows, shotgun shells and the uzis; pull the wall switch to open the exit door.

Exit and go N to pick up crossbow arrows, continue N and climb the block in NW corner to pull a switch and raise a trapdoor at the top of this room. You know what to do now: go all the way back up to the highest bridge the way you came, to its N side and jump to the raised trapdoor to pull a switch and open a door at the very bottom of this room so, go back down the same way to the very bottom.

The open doors are in the N wall so, go inside, shoot a jackal and finally pick up the CARTOUCHE PIECE 1. No more tasks to do here so make your way to go back up to the highest bridge, jump to the W balcony and from here to the entrance of this room; continue back to the main outside area with the big obelisk.

Remember that you pulled a wall switch in the W opening of the low bridge to trigger a trapdoor; go to the W passage in this outside area to find it. Jump into the water and swim always to your left when possible to find a large medipack and a room where you can take a breath. From here swim S to the very end ignoring all the passages left and right to find grenade ammo; swim back to the room with the air hole. Now swim S and take the first to your left; then swim always to your right when possible (you'll find a hole in the ceiling with a closed trapdoor) until you find an UW lever, pull it and swim always to your right when possible to find the open trapdoor.

Pull the wall switch and jump into the water, again swim always to your right when possible to find the next open trapdoor. Pull the switch and this time swim always to your left to find the next open trapdoor. Pull a final switch and from the UW lever swim always in a SE direction to eventually find an UW mirror room; notice the hole in the ceiling and swim up to finally find a new room with the STONE KEY. Go back to the area with the big obelisk the way you came (swim left at the junction).

Still one more key to open the door in the obelisk so go through the S passage and return to...



LEVEL 19 - THE LOST CITY OF EGYPT (fourth time)

Run directly E to the small village and again through the small passage in the far N wall between the huts to get back to...


LEVEL 20 - THE HIDDEN VALLEY (third time)

When reaching the outside area run NE to the "main room" and look for the receptacle in the SE corner, combine the cartouche pieces to form the BA CARTOUCHE and use it to open the door; shoot the scorpion in the corridor and pick up the STONE KEY at the end of the corridor. Go back to the main area, run directly SW towards the big arch, cross it and continue SW to the small opening returning this way to...


LEVEL 19 - THE LOST CITY OF EGYPT (fifth time)

From the small village go all the way to the very S side and left to the SW passage, continue always to the left ignoring the opening to your right until you eventually jump to...


LEVEL 22 - THE GREAT OBELISK (second time)

Use the keys in the E side of the obelisk to open the door and once inside shoot the scorpions and pick up the crossbow arrows, pull the switch in the W corridor and climb the blocks in the NE corner to find the timed door. Shoot the bat, jump to the S window sill to pick up the shotgun shells if you want and climb up the ladder timing the fire emitter, notice the switch over the fire in the window sill and continue. Shoot a bat, time the circular blades, ignore the next ladder and pull the timed wall switch at the end of the corridor.

Quickly run back to the window sill and pull the switch before the fire starts again. This switch opens a trapdoor at the top of that second ladder so go back there and climb up to the top. At the end of the ramp you can pick up the RA CARTOUCHE; when going down the ramp you'll notice that a block has lowered in the corner opening a way to a corridor with a teleporter (the blue niche, the yellow one is only to return). Going inside you'll be teleported to...



LEVEL 14 - THE UNDERGROUND (third time)

Shoot one of the vases to get the crossbow and use the reach-in switch in the W corridor to open the trapdoor at the top of the ladder; climb it and exit N to a familiar room. To the E you'll find the floating islands area so, exit W and go right at the junction, climb the blocks to return to...


LEVEL 13 - THE SAND CHAMBER (second time)

Climb up the ladder to find yourself near the area where you took the exit of this level a very long time ago; now go to your right (S) to the room with the receptacle for the cartouche and pick up the revolver ammo and the shotgun shells if you didn't do it before, place the cartouche to lower blocks in the S and W walls.

[NOTE]: I think if you didn't find the second secret in this level and pulled the switch there (see “Level 13 - The Sand Chamber - first time”), only the S block should lower and you should miss the 5 bonus levels (23, 24, 25, 26 & 27). In that case you should skip the next pages of this walkthrough and directly jump to “LEVEL 28 - THE THREE TEST ROOM” section. [End note]

If you go through the S corridor, the level jumps to "The Three Test Room" level and there's no way back anymore; and if you go through the W corridor, the level jumps to "The Great Obelisk" level with a different way to reach the "The Three Test Room" level by playing several extra levels in between. So I chose this last option and jumped to...



LEVEL 22 - THE GREAT OBELISK (third time)

Pull the floor lever to see the nearby doors opening. Unfortunately you can't get access to those doors from this place so go back to the teleporter and to...


LEVEL 13 - THE SAND CHAMBER (third time)

Again in the room with the receptacle, ignore the S passage for now and go N to the room with black pillars and E through the opening with the mechanical door to...


LEVEL 14 - THE UNDERGROUND (fourth time)

Take the first opening you find to your left and in the room with big arches go left (S) to the room with the open floor trapdoor, down the ladder and to the teleporter back to...


LEVEL 22 - THE GREAT OBELISK (fourth time)

Go down to the bottom of the obelisk avoiding all the traps the same way you came up and once in the outside area go directly E to find the doors you've opened moments ago; shoot the jackal, pick up the small medipack and slide down the ramp to...


LEVEL 23 - THE SECONDARY ENTRANCE (first time)

Walk to the end of the hall and slide down the rocky wall backwards, grab the edge at the end and shimmy all the way left to the very SW corner where you can hoist up, take a running jump to the N ledge and jump N to the ledge with the opening. At the end of that small corridor jump E with a right curve so you slide backwards, grab the edge and shimmy left and around the corner, hoist up, advance, climb up the ladder, go inside the crawlspace and pick up the flares at the end. From the opening overlooking the deep pit take a running jump E to the stone bridge, from its S side jump to the W ledge and continue to find an Egyptian-like room.

Safety drop to the floor below (or use the ladder) and shoot the scorpions; the vase in the SE corner contains a small medipack. Pull the floor lever in the NE corner to open a door in the floor above, climb up the ladder in the opposite corner and look for that open door near the NW corner. In the new room shoot a couple of scorpions, crawl under the dart trap and pull the floor lever to open double doors in the previous room. Go back there and drop down to the floor.

Jump into the water and locate an UW lever near the entrance (E wall), pull it and swim all around to the E side of this room, locate the UW opening, take a deep breath and swim in there to find an open trapdoor, continue swimming and at the very end of the UW passage pull a lever to see a camera shot of a closed door; quickly swim back to the previous room (pick up the uzi clips if you were fast enough) to take a breath.

Now locate an UW lever near the SE corner, pull it and swim back to the entrance. Now jump from ledge to ledge (pick up the shotgun shells on your way) to find the open door at the end of the path, run down the ramp and in the next room look for spike-trapped tiles, pick up the shotgun shells and the shotgun, pull the floor lever to see a camera shot of a door opening and go back to the previous pool room.

Locate the open door near the SW corner; at the end of the UW passage go out of the water and blast a mummy, avoid the burning tiles and pick up the BA CARTOUCHE; swim back to the pool room and go N back up the ramp to the main room.

Use the cartouche to open the N doors and shoot a ninja (well, it seems that after all, this places are still inhabited!); further on there is one more ninja to shoot and 2 X shotgun ammo under the vases; the earthquake will alert more ninjas so dispose of them and pick up the large medipack and the crossbow ammo they drop.

Once the calm is restored drop down to the area with the jeeps, shoot one more ninja and notice the closed doors with receptacles for two hands in N wall; in the S wall there's an opening with a ninja and there are also two openings in the W wall leading to another level and another area so let's start with the right one first.

The purple waters seem to be deadly, but they aren't dangerous; look all around the room for 4 tiles with a small black square in the water canals and step onto them to get a secret later; there are uzi clips to pick up too. Now move the statue onto the 3 marked tiles to open the first door in the E wall. Go into the corridor where the statue was, pick up the flares and shoot a ninja; climb down the ladder, blast the mummy and in the lava room time the fire emitters to cross to the other side and pull the floor lever; go back to the previous room the same way and the second door in the E wall is now open.

Shoot the ninja, go there and in the next room pick up the BA CARTOUCHE. If you stepped onto the 4 marked tiles in the pool, the nearby door should be open to get SECRET #45: the grenade gun, 2 X grenade ammo and a large medipack. Go back to the previous pool room and to the hub room with the jeeps shooting a ninja on your way.

Now take the left passage in the W wall, slide down the ramp and jump to...



LEVEL 24 - THE LABYRINTH OF DOORS

For a secret: quickly jump with a twist so Lara slides backwards, grab the edge at the bottom of the slope and drop/grab the edge of the crawlspace below. Go inside to get SECRET #46: the REVOLVER, revolver ammo and a large medipack. Drop into the small pool below.

Climb a couple of steps in the E side and look for a different tile with a circle to step on and open the high W doors. Go up there to find a similar room but this time with several fires on the steps. Very slowly, walk onto the corners of the tiles with the fires to open doors in the N side of the previous room and release a couple of ninjas too. If you see that the doors don't open even if you step onto all 5 fire tiles, try by reloading the game from the starting room and don't save until you hear the music and the baddies are released.

The next room is similar, this time there is a floor lever you need to pull to open the N doors in the room with 5 fires; go back there to find another similar room. Pull the floor lever to open the gates in the E wall and create a shortcut to the room with the last floor lever; nothing to do in that room yet so pull this floor lever a second time to close the doors and go up S back to the room with the 5 fires to see that the W doors are now open.

In this new room with many vases most of them contain scorpions, one of them a small medipack and two of them TORCHES. Pick up the torch in the highest step and light it in the room with 5 fires. Now go back to the starting room (the room with the small pool at the bottom) and N to the room with the first floor lever. Look for three tiles with a green circle you can light with your torch. Nothing happens in this area, but go back to the starting room, to the room with 5 fires and N to the room with the second floor lever: the trapdoor at the bottom of the pit is now open so climb down and pick up the BA CARTOUCHE.

Go back to the starting room and use it in the receptacle to see a trapdoor opening; perhaps you already noticed that closed trapdoor in a corridor you found in the room with the first floor lever (N) so go back there, down a couple of steps and find the corridor in the NW corner.

In the next room pick up the crossbow ammo and take the NW corridor to find a new pool room (a ninja will attack from your back). Jump into the water and pick up the shotgun ammo, swim through the NW opening, shoot the scorpions in the dark room and climb the pole rope. Shoot more scorpions in the next room, pull the floor lever to open the door and continue to a junction with some steps, go right first to pick up the uzi ammo, up the stairs and left to avoid the spiked ball; blast the mummy and pull the lever to release a rope in the pool room. Go back there the way you came and shoot a black ninja who will drop grenade ammo.

Climb up the E ladder to the ledge in front of the entrance of this room and jump to grab the rope, turn right and swing to the S ledge with the open door; at the end of the corridor (notice the ladder and the closed trapdoor; a secret for later) take the E passage first to find a mirror room. Pick up the invisible shotgun shells and the small medipack you can see in the mirror, and notice that all the fires are in the same positions in both sides except the fire near the SW corner; you can safety step onto that tile to open the door near the entrance, go there and pull the floor lever to open a door in a room you've already visited.

Go back to the previous room and this time go through the corridor with the fire emitters near the vases (just sprint when the fires are off), pull the lever to see another door opening in the same room and go back to the pool room the way you came.

Use the E ladder again to reach the starting ledge and grab the rope; this time swing to the N ledge with the floor lever and pull it to open the W door; back to the ladder, to the rope and swing to the W ledge. Use the long monkeyswing to cross the pit timing the fires, time the last fire emitter and sprint in the room with the rolling spiked balls, turn left at the junction, climb the pole and continue through the corridors until you find a floor lever. Pull it and in the previous room the entrance is closed but an opening appeared in the opposite wall; blast the mummies in the next room and pull the floor lever to see a third door opening in the same room; go back to the room with the scarab tiles in the walls, pull the lever again to open the exit and go back to the room with the rolling spiked balls.

Don't go to that room yet but this time take the dark E passage, sprint down the ramp and jump in the last moment over the hole to avoid the spiked ball, pull the floor lever to apply some changes somewhere and go up the hole in the ceiling to pull another lever and open the exit door in the room with the rolling spiked balls. Go all the way back there but still don't go in the room with the balls. Climb the pole again and see that the room above has changed, climb the ladder, time the circular blades and pull the floor lever to see all the doors are open in the room with the movable statues. Now it's time to go all the way back there so go back to the room with the pole, to the room with the balls, use the long monkeyswing, shoot a ninja in the pool room and pick up the flares he drops. Climb the E ladder and exit E to the room you saw in the flybys.

Move the statues to the center of the room and notice that they are facing towards all 4 cardinal points, but it is not clear on which tiles the statues must be placed. The solution is:
- N statue > SW tile.
- S statue > NW tile.
- E statue > NE tile.
- W statue > SE tile.

Once all 4 statues are correctly placed, a camera will show double doors opening somewhere. Exit through the SE passage and in the stepped room with the first floor lever shoot a ninja. The open doors are in the room with 5 fires, S wall, so go back there and find a similar stepped room with an item on a pedestal near the S wall.

Detour for a secret: in this last room with the Hand on the pedestal look for a tile with a green circle near the NW corner. If you don't remember where you left the torch go to the room with many vases (W) and look for another torch down on one of the S steps. To bring up the torch situate Lara facing the high step against the wall, jump and when she is in the highest position, press the "1" key so she draws the pistols and releases the torch on the ledge above; climb and repeat the same maneuver the times you need to bring up the torch to the upper step.

Now light the torch in the room with 5 fires and go S to the final room, light the marked tile to see a trapdoor opening, go back to the room with the first floor lever (from the room with 5 fires, E to the starting room and N to the room with the floor lever), go back to the room with 4 statues, to the pool room and jump to grab the rope. This time the S door is closed so, turn left and swing to the N ledge with the lever, use it to open the S door, go back to the rope and swing there. Continue S and turn left at the end of the corridor to find the ladder and the open trapdoor; climb and get SECRET #47: shotgun ammo, the uzis and 2 X uzi clips. Go all the way back to the final room with the pedestal the way you came.

With or without secret, approach to the S side of the room and pick up the first HAND OF SIRIUS from the pedestal; the door in the E wall will open, so go there to finish the level.



LEVEL 23 - THE SECONDARY ENTRANCE (second time)

Swim back to the main room and shoot two ninjas, continue N through the passage next to the receptacle for the cartouche back to the room with the jeeps. Still one more hand to open the door below so take a running jump to the bridge and use the cartouche to open the door in the W wall. (If you do not have a cartouche in your inventory, perhaps you used it in the "Labyrinth of Doors" level without getting the other cartouche there; or perhaps you still have not visited the right hand passage in the W wall in the room with the jeeps. In that case, revisit the walkthrough for those levels). Enter and slide down the ramp to...


LEVEL 25 - FIRE TRAP

Shoot the scorpions and pick up the flares one of the vases hides, take the W passage and run up the ramp a bit to trigger several spiked balls; when the danger is gone go up again and through the corridor to a room with a small pool. Shoot the vases to get crossbow ammo and look up to discover a niche with another vase in the S wall, shoot it with crossbow + sight to open a door in the lightened W side with the scarab wall tiles.

Continue up the ramp, jump over the fire trap and pick up the shotgun shells when you're on the higher ledges of the pool room; light a flare and look for an opening in the ceiling in the E side, climb the ladder and pull the switch to open trapdoors somewhere. Go all the way back to the starting room, shoot a ninja and this time take the E passage, pick up the crossbow arrows and climb the ladder to reach the higher ledges of the starting room, pull the switch to open the door below.

For a secret: don't go to the open door yet, take again the W passage to the ramp with the spiked balls, light a flare and look for a crawlspace high up in the ceiling opening where the balls came from, go inside and when you can stand up run like fool to the end of the corridor (corkscrews are coming down from the ceiling) to get SECRET #48: a large medipack, flares and crossbow arrows; quickly run back to the crawlspace and go back to the starting room.

At the end of the corridor a lot of ninjas will attack, once the calm is restored go through the only free opening (W), down the ramp and shoot another ninja on your way down, shoot the vases to get uzi clips, time the circular blades and beware of the scorpions. In the next room shoot a vase to get grenade ammo, the doors will open and you'll need to deal with a demigod; in the room where it was pick up the crossbow arrows and pull the crowbar lever in the small pool to open nearby double doors.

Back in the previous room run straight ahead and fight with two more demigods, pick up the large medipack and the flares, and pull both levers to open a door in a room you've already visited. Take the long way back to that room (long corridor up the ramp) and continue S (notice that there's still a closed door here).

It seems that you finally found the fire trap; jump from ledge to ledge timing the fire emitters W, S and E to the ledge near the very SE corner, pick up the shotgun shells and pull the switch to turn off a fire somewhere. Jump back W and N but turn right at the "junction" and continue jumping W to find another wall switch in the big yellow pillar; pull it and go back to the entrance ledge.

Now jump directly to the S ledges and around the S pillar to find the tile with the fire off, jump there and to the ledge near the W wall to find another wall switch.

Go back to the entrance and back to the ledge with the penultimate switch you used (W), continue jumping to the SW corner (notice the wall switch protected by the fire emitter) and jumping N only onto the ledges you can use and timing the fire emitters (notice the closed door near the corner) until you reach another ledge attached to the W wall. Use this switch to turn off the fire protecting the switch in the SW corner, go all around back there and pull this last switch to open the door near the NW corner; go there and finally pick up the HAND OF ORION.

Save before you pick it up because the real "fire trap" comes now: corkscrews coming down from the ceiling in the entire lava room, so you'll need to be very fast jumping and trying to land onto the appropriate edges or corners of the tiles to take the next jump without making adjustments or you'll never succeed. Anyway you know you can save in any place if you consider you have done things in time.

Once you've done it, go back to the "hub" room shooting a ninja on your way and notice that the E door is now open; go inside and advance to...



LEVEL 23 - THE SECONDARY ENTRANCE (third time)

The same as before, swim back to the main room and shoot two ninjas, continue N through the passage next to the receptacle for the cartouche back to the room with the jeeps. Now that you already have two hands, drop down and use them to open the N door, enter and you'll be teleported to...


LEVEL 26 - THE GARDEN OF SETH

Shoot the small seat in the SW corner to get grenade ammo. Now take the W passage to find a door you can open with your crowbar; continue to the top of the ramp to pry the first BLACK SCARAB. At the end of the corridor slide down the ramp and jump in the last moment to save some time, quickly walk and climb the block at the end to avoid being toasted; pick up the shotgun shells, continue and pull a jumpswitch to open a trapdoor in the main room. Jump to the next safe ledges to go back to the entrance; the ramp was transformed and there are flat ledges now so you can go back to the main room.

Climb up the E ladder and blast a skeleton, take a running jump to pull the jumpswitch in the S pillar and open an UW door somewhere. Now jump into the NE pool and open the UW door, ignore the flares and at the end of the UW passage find the door you opened moments ago; continue swimming and ignore the small medipack too, take the N opening when you find a junction and pull the UW lever at the end to open a trapdoor, go back to the junction and take the W opening this time to find the open trapdoor and take a breath.

Approach to the S side of this empty room, face N and look up to see a high ledge you can reach by jumping; pry the second BLACK SCARAB above, continue and sprint down the ramp to avoid the first rolling ball, pull the reach-in switch to open a door in the main room and beware of the second rolling ball when you go back up the ramp; return to the main room the way you came and this time you'll have enough time to pick up the goodies you ignored earlier in the UW passage.

Go out of the pool and shoot a harpy, climb up the E ladder again and find the open door at the end of the bridge (N side). Time the scissors and run down the ramp to a room with a small pool, blast the skeleton, search the sarcophagus to get grenade ammo, one of the reach-in switches to get crossbow arrows and the other one to open a door in the previous room releasing a demigod.

Preparing for a secret: jump into the small pool and pull the UW lever to open a door somewhere.

Back in the previous room dispatch the demigod and go inside the room he was to get the third BLACK SCARAB (left side, the other one is a trap) and go back to the main room the way you came.

Shoot the harpy and take the W passage at the other side of the bridge, time the spikes in the corridor and blast the skeleton in the next room; there are two beetles to pick up but only the BLACK SCARAB in the SE corner is useful. Pull the jumpswitch on the NE pillar to open the W door, go there and shoot the seats first to get a small medipack and when you pick up the KEY a horde of small beetles appear so quickly pull the jumpswitch in the corner next to the fat column to open the exit trapdoor (timed) go back to the previous room and notice that the E door is now open, and run down the ramp to find the open trapdoor and drop into the hole before the trapdoor closes.

You can take a breath here and explore the UW maze to find a door you can open with your hands, an UW lever to pull (opens the exit trapdoor further on) and, if you pulled the lever in the room with the sarcophagus, get SECRET #49: 2 X shotgun shells, a large medipack and crossbow arrows. Exit this maze and swim back to the main room.

Blast a couple of skeletons and this time take the E passage to the room with the black pyramid, blast another skeleton and shoot the seat to get shotgun shells, place all 4 scarabs in the pyramid to finally get the MECHANICAL BEETLE. Go back to the main room and take the NE passage. Combine the items to get the MECHANICAL BEETLE WITH KEY and use it in the proper tile to deactivate the spikes in the corridor.

In the next room blast a skeleton and pull the jumpswitch in the corner; continue N to blast even another skeleton and find receptacles for more artifacts.

To finish the level it's not important where you use the beetle now, but if you want to get the second secret in this level, use the mechanical beetle in the W corridor. In the next room shoot a demigod and look for a couple of jumpswitches to pull, one of them above the seat on the right (this one will release a skeleton) and the other one near the NE corner. The seat on the left contains shotgun ammo.

For a secret: use the mechanical beetle in either of the scarab tiles to raise a block in the room with the receptacles, go back there, climb the block and the ladder to get SECRET #50: flares, 2 X uzi clips and 3 X crossbow ammo. Go back to the previous room.

Jump into the N pool and swim through the N opening, continue swimming N (open door), pick up the small medipack and look for a hole in the ceiling near the NW corner; pull the wall switch first to open a trapdoor somewhere and pick up the first PHAROS KNOT. Quickly jump into the water to get rid of the beetles, swim back to the room with the UW open door and right to the opening in the NE corner.

In the next dry room shoot a harpy and pull the jumpswitch to open a nearby door; shoot another harpy, go S and take a hairpin turn to the right to find the open door and in the next room pick up the second PHAROS KNOT. Quickly go back to the room with the receptacles the way you came (via the UW passage), use the artifacts to open the door and slide down the ramp to finish the level.

Phil
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Re: The Temple of Seth

Post by Phil » 29 Jul 2018 20:26

LEVEL 27 - THE TOMB OF THE GUARDIAN

Cross over the breakable tiles and a couple of ninjas will appear in the corridor. You have two options to jump to the next level: the short route (1) or the long route (2). The long route involves getting the secrets in this level so, it's your choice.

1.- The short route.

Kill the ninjas before one of them goes to the next room to close a door. In the next room you'll need to fight with a bunch of ninjas. There is a vase near the entrance of this room with a small medipack. Pick up the flares one of the ninjas dropped and if you killed the white ninjas in the starting corridor the door on the left in the E wall should be open and the door on the right should be closed. Go through the left hand passage to a lava room.

Jump from ledge to ledge to the very NE corner and pull the wall switch, go back to the entrance and this time jump from ledge to ledge in a S direction to find another wall switch attached to the S wall, behind the fat pillar. Pick up the shotgun shells, pull the switch and go back to the entrance. Now you can jump to the E ledges and to the ledge with the closed door, time the fire emitter in the corner to jump there and pull the last wall switch and jump back to the ledge with the open door (you are safe in the very SE corner of that tile with the switch if you need more time).

In the next room there is a pedestal with a GOLDEN SKULL; when you pick it up the S door opens and when you slide down the ramp the level changes to "The Three Test Room" level.

2.- The long route.

Don't kill the ninjas in the corridor after the breakable tiles and go to the next room to trigger and fight with a bunch of ninjas. There is a vase near the entrance of this room with a small medipack. Pick up the flares one of the ninjas dropped and if you didn't kill the white ninjas in the starting corridor the door on the left in the E wall should be closed and the door on the right should be open. Go through the right hand passage to a corridor with a junction; ignore the corridor to your right and continue to a very large room.

The vase near the closed door in the NE corner contains uzi clips and another vase over the colored ledge hides the shotgun. Pull the crowbar lever near the N wall to raise one of the trapdoors in the W wall; this will alert a ninja who will drop shotgun shells. There is an opening near the NW corner leading to a small room with shotgun shells and a water hole. Jump into the water and pick up the small medipack at the end; in the room with the crossbow ammo look for a couple of levers to pull, one of them near the floor and another one near the ceiling, swim back to the main room, shoot the ninja and locate the open door straight ahead in the S wall.

At the end of the path take a running jump to the E ledge and climb up the ladder, advance (notice the closed door to your right) and in the room with the demigod move the statue onto the patterned tile to raise the second trapdoor in the main room. Back in the main room you can reach the central bridge now, pull the floor lever to open the door you saw in the corridor going to the room with the movable statue moments ago, so go back there and continue to a room with several switches and a closed door.

Quickly pull all four wall switches to open the door (corkscrews are coming down from the ceiling) and slide down the ramp, shoot the scorpion, pick up the large medipack and slide down the next ramp to a small room with the first EYE PIECE; when you pick it up the door will open and you'll find yourself back in the main room fighting with a black ninja.

Go back up to the bridge as you did before and this time cross it to the very E end, continue through the corridor timing the circular blades until you find a stretch with breakable tiles.

For a secret: stop just over the 4th tile and drop into the pit onto a part without spikes, go inside the crawlspace to get SECRET #51: flares, shotgun shells, crossbow ammo and revolver ammo. Pull the wall switch and climb the ladder to find yourself in the room at the other side of the spiked pit.

Anyway pick up the second EYE PIECE in the next room and the exit door will open so you can go back to the main room. Combine both pieces to get the EYE OF HORUS and use it to open the octagonal door near the entrance of the main room, shoot a couple of ninjas and jump back and forth with curves onto the slopes to cross to the other side of the spiked pit; the door should be open here, continue, shoot a scorpion and the next door automatically opens. In the next room there is a pedestal with a GOLDEN SKULL; when you pick it up the S door opens and when you slide down the ramp the level finishes.

For a secret: once you get the second eye piece and went back to the main room notice a scarab texture tile in the pillar next to the exit (NE pillar); if you patiently wait in that area, a lot of ninjas will appear one after another so you'll need to kill one, wait for the next, kill him, wait for the next, and so on... After you've killed two dozens of ninjas or so, eventually a black ninja will appear and he will activate something in the scarab tile, at that moment the remaining doors in the E, N and W walls will open releasing three demigods; once they are dead look for the HAND OF ORION one of them dropped, go to the W lair of one of the demigods to find a receptacle for the hand and get SECRET #52: large and small medipacks, the uzis, uzi clips and grenade ammo. Pick up all items before the corkscrew touches the pedestal and pull the wall switch to open the exit door behind the big octagonal door.

Now you can go to the octagonal door and use the eye to open it; jump back and forth with curves onto the slopes to cross to the other side of the spiked pit; if you pulled the switch in the secret room the door should be open here, continue, shoot a scorpion and the next door automatically opens. In the next room there is a pedestal with a GOLDEN SKULL; when you pick it up the S door opens and when you slide down the ramp the level changes to...



LEVEL 28 - THE THREE TEST ROOM

Advance through the dark corridor and light a flare to discover a crawlspace near the floor, go inside and pull the switch to open a door in the next room. Go there, shoot two bats and the vase in SE corner to get uzi ammo; continue to find a room with three wall switches, shoot the scorpions and the vases to pick up flares.

Forget the wall switches for now and step onto the three tiles with black small squares to open the trapdoor in the ceiling, climb up the ladder, time the circular blades and pull the wall switch to open a trapdoor in the room with the receptacles, go back there, drop into the hole, shoot a jackal on your way down and pull the floor lever to open the door (immediately jump back to avoid the spiked ball).

In the corridor with the patterned tiles don't stay much time over them or you'll be doomed, but sprint fast to safety cross to the other side. Shoot the jackal and pull both chains, pick up the revolver ammo under the vase and shoot another jackal on your way back to the room with three switches.

From left to right, pull the 1st and the 2nd switches to open the E door (down-down-up); continue and in the room with the fiery floor light a flare or/and use the binoculars with light to locate the invisible ledges; jump to the SE corner first to pick up the crossbow ammo and use the crowbar switch (shoot the bats on your way).

Detour for a secret: notice the nearby opening in E wall, and from the very NW corner of this ledge take a running jump of faith in a N-NW direction to land onto a really invisible ledge in front of the opening; you can't see it even with a flare in hand. Jump to the E opening to get SECRET #53: a large medipack, grenade ammo and 2 X uzi ammo. Jump back to the ledge with the crowbar lever.

Now go all around the room in an anticlockwise direction to the ledge with the open door in the N wall, run up the ramp, time the circular blades and in the sandy room pull the switch to raise the level of the floor, avoid the spikes the best you can using medipacks when needed and pull the floor lever to open the door in the SW corner of the fiery room. Slide down the ramps and go there using the invisible ledges as you did before, pick up the CARTOUCHE PIECE 1 and go back to the room with 3 switches. First test passed.

This time pull the 1st and the 3rd switches to open the N door (from left to right: down-up-down), advance and in the next room shoot two jackals, go through the N opening and slide down the ramp, jump just before the first trapdoor so you can continue running and jumping without stopping and continue all the way running and jumping (no need to sprint) avoiding the fire emitters, the rolling ball and the spikes, turn right at the junction in the spiked corridor and continue running and jumping until you reach the safe room with the CARTOUCHE PIECE 2.

For a secret: if you pulled the second chain in the room with two chains protected with fire emitters in the floor tiles, the door in the spiked passage should be open so you can turn left at the junction, running over breakable tiles and finally get SECRET #54: uzi clips, flares, revolver ammo and a small medipack. There is a corridor communicating this place with the room of the cartouche piece.

When you pick up the cartouche piece a trapdoor opens so you can go back to the hub room with three switches. Second test passed.

Now pull the 2nd and the 3rd switches to open the S door (from left to right: up-down-down). In the room with many patterned tiles it's similar to the corridor with the same texture tiles you crossed before doing the first test: don't stay much time over them or you will die. So run to the small safe ledge attached to the S wall so you can climb to the higher ledges, pick up the uzi ammo from the first vase and now run and jump without stop jumping from ledge to ledge in a clockwise direction until you reach the safe ledge with the wall switch on the W wall; pull it to open the door in the E wall and go there to find a room with more deadly tiles and 3 wall switches in the corners. The gray elevated ledges are safe, but unfortunately you can't touch them after you pull one or more switches or the door will never open. So you know what to do, best start by pulling the switch in the NW corner, next the switch in the NE corner and finally the switch in the SW corner; when the door is open go there using again the dangerous path and pull the switch to cause an earthquake.

Now you can use the gray ledges to safety return to the first room and see the changes: all the tiles are safe now, but beware of the falling debris. Pull the switch on the W wall to open the S door and go there to pick up the RA CARTOUCHE. Go back to the hub room with three switches the way you came. Third test passed.

Go W to the room with the receptacles and combine the cartouche pieces to form the BA CARTOUCHE; use the cartouches to open the door and advance to the next level.



LEVEL 29 - THE SANCTUARY OF THE AMULET

Time the circular blades and in the first room shoot the vases to get a small medipack and step on the patterned tile to open the door. Shoot the jackal and in the next room (main room with 5 receptacles for the keys) pull the switch in the SE black pillars to hear a door opening; continue through the S opening and take the first corridor to your right, up the ramps to find yourself on a ledge overlooking the main room. Jump diagonally near the corners to reach the next ledges and finally pull a floor lever next to the W wall. Safety drop to the floor and take again the S opening, this time to the very end to find a small "hub" room with 5 possible routes.

I started dropping through the hole in the floor with the open trapdoor. In the big room with the lonely pedestal don't touch the gray square, but go all around over the external brown square to the S wall, start from the tile next to the marked tile in the wall with the animal and advance 2 tiles to the inner brown square, then go all around stepping only onto the brown tiles to the N side of the square, when you are in front of the marked tile in the wall with the animal, turn around and advance S to get the 1st KEY STONE. Go back to the hub room.

Detour for a secret: don't go back to the hub room yet, but walking next to the walls go to the very NE corner of this room; from the tile in the corner, advance 3 tiles to the S and turn left (facing W), run against the gray tile to be teleported to a small room with SECRET #55: 3 X shotgun shells; run straight ahead to be teleported back to the niche in the corridor.

Now climb the ladder to find many pedestals with keys; of course you can't pick up all of them, so carefully look to the symbols above the pedestals and notice that there is only one symbol that is not repeated; pick up the 2nd KEY STONE under that symbol (N wall NE corner).

Detour for a secret: go through the "eye" symbol near the SE corner (phantom wall) to get SECRET #56: 3 X grenade ammo. Safety drop to the floor.

W corridor: in the lava room with sloped pillars jump to grab the edge of the first one and shimmy to the very right, time the fire emitter in the next pillar, hoist up and jump to the pillar with the fire, another jump with a right curve to land onto the S slope, quickly jump to grab the edge of the next pillar and shimmy left; time the next fire emitter, hoist up, jump to the pillar with the fire and immediately jump with a left curve to grab the edge of the next pillar, shimmy to the very left, hoist up, slide and jump with a left curve to land onto the S slope, finally jump with grab in last moment to land into the ledge with the floor lever.

Pull the lever and take running jumps to the N trapdoors to go back to the entrance. Again, jump to grab the edge of the first pillar, time the fire emitter in the next pillar, hoist up and jump to the pillar with the fire, another jump to land onto the N slope of the next pillar, jump again to the next one (N) and a last jump to the opening with the open door. Run down the ramps, grab the pole rope and slide to the very bottom timing the fire emitter.

At the very bottom of this lava room take some jumps onto several slopes to finally land on a flat ledge with a wall switch, pull it and take a long running jump to grab the edge of the S slope attached to the wall, hoist up and some more jumps will take you to the opening in the S wall, go inside and pick up the 3rd KEY STONE. A door will open giving you access to a long corridor with fire emitters which will take you back to the room with the pole rope.

Detour for a secret: grab the pole and go down again, repeat the same jumps as before to get to the ledge with the switch, pull it again to change the configuration of the slopes in the lava, take a running jump SW over the top of the double-slope and a couple of jumps will take you to the W opening with the open door; inside get SECRET #57: 2 X revolver ammo; time the fire emitter, shoot the scorpion and go back to the pole rope.

Climb the pole to the top timing the fire emitter/s and when you reach the top of the room a couple of trapdoors will raise so you can jump to the entrance and go back to the hub room.

E corridor: in the pool room jump into the water, swim to your left, pick up the shotgun shells at the end and look for an UW lever near the corner to raise a trapdoor in the N side of the room; swim there and jump to the solid block near the corner. In the next room the water is deadly so jump from ledge to ledge to the back of the room, pick up the shotgun shells and pull the lever to raise another trapdoor in the S side of the previous room. Shoot the bat, go back there and from the ledge with the large medipack take a long running jump to the trapdoor and another jump to the solid ledge near the corner.

Run up the ramp and jump to the roof with the vases (one of the vases contains uzi ammo), shoot some bats and pull the lever to see an UW door opening.

Detour for a secret: from the tile between the vases use the crossbow + sight to shoot a vase you can see in an opening in the ceiling, jump into the water and the door in the ledge where the large medipack was is now open, go inside to blast a mummy and get SECRET #58: 3 X crossbow arrows.

Jump into the water and locate the UW opening with the opening in the S side of the central building; once inside, surface and shoot a couple of scorpions, pick up the 4th STONE KEY and go back to the hub room the way you came.

S corridor: shoot the vases to get flares and climb the ladder next to the W wall, take a backflip with twist to grab the S ladder, climb and jump back to a flat ledge. Jump to grab the E ladder, and shimmy left and around two corners. Take a backflip with a twist (from the bottom) to grab the E ladder; climb and jump back to a flat ledge.

Shoot a bat and pull the wall switch on the N side of the central pillar to get a secret later (1/3). Pick up the flares, climb the ladder in the NW corner and jump back to the ledge above, cross the bridge (*) and go through the W opening to another room with a deep pit, take a running jump to grab the ladder and climb up to the very top. If you want to get the next secret, take a backflip with twist to grab the edge of a niche in the N wall, pull the switch (2/3) and take a running jump back to the ladder. Shimmy left and around the corner, climb almost to the top and take another backflip with a twist to grab the W ladder, climb up and pull the lever in the corridor to open a trapdoor somewhere. Go back to the room with the bridge (*) the way you came (jump back with twist and grab from the last ladder to land into the N opening with the corridor).

Drop onto the ledge where the flares were and climb the S ladder with the open trapdoor, jump back from the top and take a running jump to the N ledge, pull the switch on the E wall (3/3) to get a secret later and jump to the S opening to pick up the fifth STONE KEY. Make your way to go down to the very bottom of the room (not difficult at all).

If you pulled the three switches on your way up, the trapdoor in E wall should be open, drop into the hole to get SECRET #59: a small medipack, 2 X large medipacks and 3 X uzi clips.

Go back to the hub room and N to the main room with the receptacles; place the 5 keys to raise the grates and get, at last, the AMULET OF HORUS. An earthquake starts (with rock debris closing all previous passages to the rest of the level) and the E mechanical door will open so you can exit the level.



LEVEL 30 - THE CHAMBER OF SETH

Light a flare and look for a movable block in the W wall, pull it twice and pull the switch to open the door in the S wall; go there and find Seth.

[NOTE]: From this point, probably Seth will continuously attack Lara till the final flyby (near the end of the level), but it could happen (as in my case) that Seth gets stucked somewhere or even disappear at some point in the game. Anyway you must try to do the tasks quickly avoiding the attacks in every moment the best you can, using medipacks when necessary. [End note]

Jump to the central platform and to the ledge attached to the S wall, climb up the ladder and pull the reach-in switch to stop a fire emitter somewhere. Go back down to the central platform and through the E passage; one of the vases contains shotgun shells, one of the reach-in switches opens a door somewhere and the other one hides the shotgun.

Go back to the central platform and this time take the W passage; the open door is at the end of the corridor. Cross the bridge and pull the reach-in switch near the NW corner, continue through the N passage (there are shotgun shells in a reach-in switch if you go through the narrow N corridors) and up the ramp to a switch which will open the door to get access to the higher ledges of the main room. Pull the reach-in switch in the S wall to raise a trapdoor somewhere, now make your way to go back down to the central platform and drop from the E bridge to the trapdoor below in the pit; pull the switch to open a door high up in the higher ledges where you pulled the last reach-in switch.

So jump to the small ledge attached to the E wall, take a running jump W-NW to grab the edge of the ledge, go to the W side of this ledge, jump to the S block, climb to the central platform and go all the way back there as you did before to find the open door in the corridor near the NW corner.

Detour for a secret: before you go up to the higher ledges, when standing on the central platform approach to the S edge, turn around and drop/grab the edge and drop/grab the edge of the crawlspace below, go inside and get SECRET #60: large and small medipacks and flares. Use the teleporter to go back to the central platform.

In the next room there is a closed door, but you can continue E to find the floor lever to open it; further on you'll find yourself on a ledge even higher up in this main room, pull the floor lever next to the W wall and continue N, go left at the junction to find a room with several floor levers. One of the vases contains shotgun ammo.

If you go S you'll find a room with a wall switch you can pull to, temporarily (one minute or so), close the entrance door and lock Seth there so you can pull the floor levers more calmly; once you pull the switch and Seth is trapped in that room, you can exit through a hole in the NW corner and go back to the room with the golden pillars, pull all four levers to open the door, pull another four levers in the next room to open the next door and finally pull the reach-in switch to open the door near the junction.

So roll, sprint directly W to find the open door and continue to the next level of the main room and even higher to the very top finding shotgun shells and three floor levers protected by flames. In the room with the W lever there is a corridor so you can go up to the very top of this main room and pull another lever to turn off the fires in the rooms below; now you can pull all three levers and watch the flyby to see the exit door opening. (I think Seth vanishes during the flyby).

Unfortunately you'll be teleported to a room next to the central platform at the very bottom of this main room. I'm sorry to say this but yes; it's what you're thinking: you'll need to take all the long way back up to the top of this room as you did before, but this time avoiding fires and falling debris on your way. Once you are back up next to the highest floor lever, advance E to...



LEVEL 31 - ESCAPE FROM THE TEMPLE

Avoid the fires, climb the wall in front of you and cross the corridor with the breakable tiles. At the end and, when you step in the "safe" corridor, quickly jump back and grab the edge of the pit to avoid the rolling spiked ball. Continue and take a running jump to go across the next pit; once you hoist up quickly sprint up the ramp and through an opening to your right to avoid the next ball; there is no rest here because two more rolling balls are ready to smash you, quickly run up the ramp and climb up the ladder (you can save when hoisting up if you want), don't stop and run up the next ramp, jump to grab the timed trapdoors, shimmy left fast to the very end, roll and quickly take a running jump to the opening in the corner; still don't stop, run, run and run avoiding all fire and spike traps until you reach a room where you can save your game.

Not a real rest here too; move yourself fast to pull the floor levers near the E, S and W walls (in that order) to open the door in SW corner; quickly go through to avoid burning and continue running to avoid all the spike traps and timed trapdoors until you find a "safe" corridor. Not so safe at all because a rolling ball will fall to greet you, so still not a rest! Continue running and jumping, running and jumping, running and jumping avoiding all the spikes and fire traps until you eventually reach the end of this troubled level.



LEVEL 32 - THE VALLEY OF THE DESERT (first time)

Start by fighting with a lot of ninjas as a nice welcome; two of them will drop shotgun shells. There is a passage in the SW corner leading to a dark crawlspace with SECRET #61: shotgun ammo, a large medipack and revolver ammo. Shoot a ninja when you go back outside. Go to the opposite NE area with the palm tree and more ninjas will appear in this starting area; one of them will drop more shotgun shells.

Continue through the NE canyon to find a closed door protected by a ninja, pick up the small medipack when he's dead; continue S to find one more ninja and pick up his flares; further on (S) another ninja will appear near the junction, take the W passage and right (S) to a large outside area with a deep pit and tall pillars. Jump to the NE corner to find uzi ammo, in the ledge near the W wall there is grenade ammo, jump to the passage in the SE corner and find a button to open a door somewhere.

Detour for a secret: light a flare and climb down the ladder, time the spikes and a bit further there is an opening to your right with another button, press it to get a secret later and continue to find the daylight; you are now at the bottom of the pit with tall pillars you crossed moments ago, shoot the scorpions and explore the N side of this area to find SECRET #62: large and small medipacks and flares. Go back up to the S side of the pit the way you came.

This time go through the big S opening to find the door you opened with the first button, in the next room there is a closed door and one of the vases hides a small medipack; continue E and run down the ramps to avoid the rolling ball, pull the wall switch to open the door in the previous room and go back there to finally find the OLD KEY. Go back outside and cross the pit to the N side.

Detour for a secret: advance N and when you reach the junction with the golden statue attached to the wall on your left, take the N passage, shoot the scorpion, go inside the crawlspace and shoot the vase to get SECRET #63: grenade ammo, uzi clips and shotgun shells. Go back outside.

From the crossing with the palm tree turn left (S) to find a small pit with a couple of crocs, use the monkeyswing to cross to the other side and advance always next to the walls to your right until you eventually find another similar area where you'll shoot a couple of scorpions. At the end of the crawlspace, after timing the steam emitter, you'll find a small maze with a scorpion, a dart trap, uzi clips and a wall switch to open a far door.

Detour for a secret: pull a second time that wall switch to see the same door closing; don't worry about that, shoot a scorpion and go outside to the nearby area with the scorpion in the small pit, look for an open door in the S wall to get SECRET #64: the Sun Disk, a small medipack, 3 X shotgun shells and crossbow arrows. Go back outside, shoot a ninja and back to the crawlspace to use the wall switch for a third time to see that door opening again.

Go back the way you came to the crossing with the palm tree shooting a ninja on your way and continue straight ahead N to find the door you opened moments ago near the corner, go inside to jump to...



LEVEL 33 - OLD TOMBS

In the room with the closed door notice the receptacles for two keys, shoot the vases to get a small medipack and go through the S opening. Turn left at the junction and jump into the water hole, in the next room beware of the crocodile and pull the UW lever in the NW corner to open the S door. Don't go there yet, but swim through the E opening to a room with an air hole in the ceiling where you can take a breath; shoot the scorpions and pick up the small medipack. Notice the closed door for later.

Jump into the water, pull the UW lever near the NW column and swim back to the previous room where you found the crocodile, look for the open door in the SW corner; in the next room another croc will appear so swim fast E to find the open doors (there's an air hole here too) to find another croc and locate the bigger air hole, surface, shoot the scorpion and dispatch the crocs. Press the button to open a door in the room with the small air hole and swim there (one more croc is released, lure it to the big air hole).

In the room where the last croc came from look for a small UW switch in the NE corner near the ceiling to open a trapdoor somewhere, swim through the N opening, pick up the shotgun shells from the pedestal and pull the UW lever over the entrance to open a door in a room you've already visited; swim back to the small air hole to take a breath, through the N opening to the room where you found the first croc and through the E passage.

For a secret: in the floor there is the trapdoor you opened moments ago with the ceiling switch, swim there to find SECRET #65: 2 X shotgun ammo, the shotgun and flares.

Surface and find the open door in the SW corner, shoot the croc in the corridor and finally get the first STONE KEY. There are uzi clips under the vase. Go all the way back to the room with the receptacles for the keys and shoot a ninja.

Go again through the S opening but this time turn right at the junction, drop to the sandy room below and shoot the scorpions; continue E to a room with a deep pit. Just jump into the pool below, shoot the scorpions and the vases to get crossbow ammo, pull the reach-in switch and climb the ladder timing the fire emitter; once up pull the switch in the NE corner and the door near the pool opens. In the next room pull all three reach-in switches to get uzi clips and open the trapdoor in the second ladder, climb again the first one and now the second one too, time the fire in the next reach-in switch to open the third trapdoor and climb to the top of the room; press the button to open the exit door and pull the reach-in switch to open a door in the sandy room near the start; go there and shoot the scorpion, time the scissors and finally get the second STONE KEY. Go back to the room with the receptacles for the keys and shoot a ninja.

Open the door with your keys and at the end of the corridor turn around to shoot a ninja at your back; just jump into the pool below and climb one of the ledges to shoot the crocs; jump into the water again, pick up the shotgun shells near the SW pillar and open the N UW door. Swim N and in the next room better lure the croc to the previous room and kill it to avoid being disturbed, look for an UW ceiling switch just in front of the statue next to the entrance, pull it to open the door near the NE corner and swim there.

Locate the air hole in the ceiling so you can take a breath and save the game; situate Lara facing SW and swim to the nearby corner to find an UW lever near the ceiling; pull it to open a door in the main room (for later) and swim back to the air hole. Continue swimming E to find an UW lever behind the fat pillar (pick up the shotgun shells in the N side of that pillar). This lever will open a ceiling trapdoor in the room with the ceiling switch so swim back there and surface (*).

Detour to prepare a secret for later: in the room with the fat pillar there are shotgun shells in the N side and two columns attached to the opposite wall (S wall); facing that S columns, look for a phantom wall high up near the ceiling just in the SE corner. Swim through and at the end of the UW passage you'll find a small air hole in the ceiling near a corner where you can take a breath; pick up the flares, the large medipack and pull the lever to open a door somewhere and alert a ninja too. Take a breath in the air hole and swim back to the room with the fat pillar.

Up to the ceiling hole with the open trapdoor (*) shoot the scorpions and pick up the small medipack one of the vases hides; pull the wall switch to raise the level of the waters in the big room with tall pillars. Jump into the water hole and swim back there (S).

Detour for a secret: look for an opening in the S wall, after the bridge, with the black ninja you saw in the camera shot, go inside and turn right at the crossing to find the SECRET #66: the Talisman of the Sun and a vase with a large medipack, revolver ammo, grenade ammo and uzi clips. Go back to the bridge outside.

Jump into the water and look for an UW ceiling switch just under the central part of the bridge; pull it to open the door in the W side of the bridge; go there and continue to a room with an artifact protected by a fire where you'll shoot a ninja. Shoot the vase to release a scorpion but also create several electric rays over certain tiles; take note of those tiles and jump only onto all five tiles to cross to the other side and turn off the fire (don't forget any tile), pick up the GOLDEN VRAEUS and go back to the room with the bridge the same way.

Now it's time to visit the passage behind the door you opened some time ago in the UW area with many coffins; jump into the water and locate it near the SW corner of the big room with tall pillars, shoot the crocs in the dry corridor and finally place the vraeus to raise a trapdoor at the top of the main room. Go back to the bridge, to its E end and through the opening in the SE corner to go back to the upper bridge, take a running jump to grab the W raised trapdoor and in the next room pry the first GOLDEN STAR and a small medipack if you break the vases. Your goal here is achieved, but if you want to get the last secret in this level, read the next paragraphs. If you are not interested in secrets, jump back to the upper bridge, exit E and run through the corridors to the room with the receptacles for the stone keys.

For a secret: Remember that you left behind a closed door at the bottom of the room with the deep pit and a small pool? That's our next destination. Jump into the water and locate an UW lever on the E face of the NE pillar. Save your game (it's a timed sequence) and pull it to open the door to which I referred.

Quickly swim back to the bridge, to its E end and through the opening in the SE corner (avoid the spikes) to go back to the upper bridge as you did before, sprint N, exit this room and continue sprinting through the corridors until you find the room with the receptacles for the stone keys; run fast through the left opening (S) and turn right at the junction, drop into the hole and from the sandy room exit E to the room with the deep pit; don't stop but jump into the pool at the bottom, go out of the water and run and jump without stopping into the opening with the (hopefully) open door in W wall to finally get the SECRET #67: a large medipack and 2 X crossbow arrows. Pull the switch down and back up to open the door and return to the top of the room and to the starting room with the receptacles for the stone keys the same way as before.

Once you are in the starting room, simply take the E passage and run up the stairs back to...



LEVEL 32 - THE VALLEY OF THE DESERT (second time)

Run directly W to the starting valley and this time take the W wider passage to find the closed door and the keyhole to use the old key you found in this level a long time ago; open the door and go inside to jump to...


LEVEL 34 - THE SPRING WATER

Advance to an area with a closed door and crossbow arrows, shoot a ninja to get his small medipack and continue SW to a pit with a cascade. If you are not interested in secrets take a running jump over the pit, shoot a scorpion and continue to a large outside area with a big lake.

For a secret: jump into the pit and swim through the passage to a junction; to your left there is a closed door, so go right and some meters further on look for a niche to your left with an UW lever; pull it and go back for air to the pit with the cascade. Swim again to the junction and this time take the left branch because the door is open now; inside you'll find SECRET #68: 2 X uzi clips, a small medipack and crossbow arrows; go back for air to the pit with the cascade. Swim again to the junction, take the right branch and swim to the very end, pull the lever to open the door and continue to surface in a big lake.

Go out of the water from the N side and shoot a scorpion, a ninja and two crocs; go through the E passage, shoot two scorpions and if you got the secret 64 in “The Valley of the Desert” level and the secret 66 in the “Old Tombs” level, you can combine the Sun Disk and the Talisman of the Sun to get the SUN GODDESS and use it in the pointed receptacle to open the door; inside you'll get the SECRET #69: 2 X shotgun shells, 2 X grenade ammo, 2 X large medipack, a small medipack and a GOLDEN SKULL. Go outside and a bunch of ninjas will attack; once the calm is restored pick up the revolver ammo, shotgun shells and crossbow arrows some of them dropped.

In the E side of the lake area shoot another ninja and jump into the lake; there is an UW opening under the S cataract and at the end of the passage, and an UW door you can open with your hands. Swim back to the lake to take a breath and back through the same passage, pass the open door and continue until you find a closed door to your left; a bit further there is an air hole in the ceiling so you can take a breath and save your game.

Continue diving some meters, pick up the small medipack and open the next door to find a big UW cave (return to the air hole all the times you need it to replenish your lungs). Pull the UW lever in the N wall to open a door in the next cave, pick up the uzi clips under the lever and open the door in the E wall. In the next UW cave there is an air hole in the NE corner, take a breath and swim through the opening with the open door in the E wall to find flares and another of those golden doors to open. Return to the air hole if you need it but in any case continue following the same route until you find another UW cave with several closed doors; quickly pull the two UW levers on the central rock (don't touch the lever in the S wall) to open the door in the NE corner.

Swim fast and use a medipack if needed and when you can surface follow the only possible path to find an open door and a room with suspicious tiles on the floor. When you enter the door will close and you must run fast to pull all four reach-in switches to open the exit door before being impaled. In the next room press two buttons and go back to the room with three UW levers.

Now pull the lever on the S wall and the higher one on the central rock to open the door in the W wall and swim there to finally surface in a room with many fires. You can shoot the vase in the SE corner and time the fire emitter to get a large medipack if you want; in the W side of the room shoot a couple of scorpions and time the fire emitter on the pedestal to pick up the OLD KEY. Go back to the cave with the three levers the way you came.

This time I think you have enough time to pick up the shotgun shells near the E wall and pull both levers on the central rock to open the last door. Swim there and use the key to open the trapdoor, climb up the ladder and pick up the CANOPIC JAR 2. Go back down and swim to the room with the UW levers. Exit SW and to the big UW cave where you can take a breath in the air hole in the NE corner.

Detour for a secret: swim directly to the S wall and a bit W to the corner; find a hole in the ceiling with a small UW switch to pull and swim back to the air hole to replenish your lungs. Exit W and in the next cave through the SW opening, after the golden door look for the air hole to take a rest. Continue and a bit further you'll see the open door and get the last SECRET #70: flares, crossbow ammo and uzi clips.

Anyway go back to the outside area with the big lake and this time swim SE and continue to the very end where you'll find a closed door in the high rocks and shotgun shells near the N wall; explore the W wall to find an UW opening in the rocks and an UW lever, pull it to open the nearby door (for later).

If you swim directly to the opposite side (E wall) you'll find another opening, but I found nothing there.

Swim back to the main outside area with the big lake and go out of the water in the E side, now take the same route as before (SE) but this time on solid floor, jumping from ledge to ledge until you reach the door you opened moments ago. Enter and shoot the scorpions; and one of the vases to get uzi clips; one of the reach-in switches opens the nearby door, another one opens a door somewhere in an outside area and the last one has got crossbow ammo.

Go through the opening with the open door and in the next room take a look to the ceiling to safely cross to the other side, timing the fire emitters, use the central switch first, then the right one and finally the left one to get the CANOPIC JAR 1. Go outside and swim back to the big lake area the way you came (beware of the croc).

Take the N passage to go back to the first areas of this level, shooting some ninjas on your way, and find the open door near the starting area with the palm tree, go inside the dark corridor and in the next area shoot a scorpion and notice the wall switches near the entrance; they are timed and temporarily stop the fires under the monkeyswings in the N and S walls. So use those switches, and the monkeyswings, to press the buttons over the small ledges attached to the N and S walls to deactivate several flame emitters; go back to the entrance.

Use again the timed switch near the NE corner and this time swing to the very end and drop onto the far W ledge, use the canopic jars to open the door in the pit, drop down, shoot the scorpions, pick up the crossbow ammo one of the vases contains and finally get the second GOLDEN STAR. Go back to the outside area shooting some ninjas on your way and continue NE back to...



LEVEL 32 - THE VALLEY OF THE DESERT (third time)

With two stars in your backpack you can take the S passage to find the closed door with the receptacles. Kill a last ninja, open the door and advance to finish this extraordinary adventure.

July - 27 - 2018.

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