BOOK OF LIFE (DEMO) - THE TEMPLE OF DUALITY
Level by deandre
Walkthrough by Phil Lambeth
Select "Temple of Karnak" from the load screen. Begin by sliding down to a dark area in front of a water-filled trench. This level appears to be nonlinear, and there are several ways you could start and continue your raid. I took the routes in the order described below. I also played a revised version that fixed several game-stopping bugs. When I finished my stats showed that I had found one secret, but since I didn't hear the familiar chimes I have no idea when that happened. The builder reports that there are six secrets in this level, and I suspect I found more that simply didn't register.
Take a running jump up NW to the stairs. Run behind the brick column, where the camera returns to normal. If you draw your pistols, Lara will target something. Apparently there are several bats in the vicinity. Keep firing until Lara loses interest, then enter the alcove in the middle of the N wall and push open the doors. Run down the stairs to a partially flooded room and jump into the water. Swim down into the hole and S along the channel. The opening to your right leads to a closed gate, so proceed around the corner continue toward the E wall. Swim left into the narrow N opening and alert a crocodile. Continue quickly through the N opening and swim up at the back left corner.
Pull out, shoot a bat and then turn your attention to the pursuing crocodile (you'll probably have to go down and lure it up the shaft so you can target it). Open the small chest for a small medipack and flares. Note the whip-wielding skeleton, jump back into the water and return to the small connecting room. Locate and pull the underwater lever to the left of the S steps. Grab air if necessary, then swim through the small S opening, turn right and swim back the way you came. Turn left into that opening you bypassed earlier and find that the gate is now open.
Swim carefully past two swinging blades and continue N to swim under a third swinging blade. Follow the passage to a room with roller blades. When you get past them, negotiate your way past two sets of teeth doors and surface. Pull out into a room guarded by two mummies, a native and a bat. Not much you can do about the mummies, but you can kill the native and the bat. Open the chest against the N wall for a small medipack and the CROWBAR. The red chests on the slabs can be shot, but they contain nothing. The jars cannot be shot. There are three skeletons scattered about. You can pull each one back, but they hide nothing. There are floor trap doors in the NE and NW corners. Open them both, as both lead to the same water maze below and you will need to return frequently for air.
Your task is to locate and open four face doors, each of which leads to an underwater lever. You get a cut scene of a closed gate each time you pull one. However, one of the face doors leads to a room with a crocodile, so you should save this one for last. Start by jumping into the water from the NW trap door. There's a face door just below, in an alcove, and another one around the corner E. Open both face doors to reveal an alcove, each with an underwater lever. When you pull them you get a cut scene of a closed gate. The next face door is not far away, a bit SW from the NW trap door, but this is the one you want to save for last. Instead, swim from here in a winding fashion to the E wall and find another face door to your right in the SE corner.
Return to the last face door and open it. Swim into the room with the crocodile. Flip turn and lure the croc some distance away (otherwise, you'll be caught in its collision), then return to the room and pull the fourth underwater to open the gate in the cut scene. Exit this room, swim past the croc and pull out at the nearby NW trap door. Run across the room and jump into the water from the NE trap door. Swim a short distance, keeping the wall against your right arm, until you reach the opened gate.
Pull out into a fixed camera and shoot four scorpions. Stay off the checkered flooring to avoid triggering hidden blade traps. You can trigger one of the traps near the NW corner if you wish to search the small chest for crossbow arrows and a small medipack. Take the LASER SIGHT from the N plinth and push the central floor lever for a cut scene of a closed door. The caskets and jars are empty. Jump back into the water and return to the room with the mummies. Exit via the S water hole and get past the teeth doors and the roller blades. Continue past the swinging blades and turn left into the E opening with steps. Turn left again and return to the partially submerged room.
Pull out S and go up the steps to the room where it all began. To your right you can see the closed door from the cut scene. Go down and up the steps to push open the S doors. Inside is a small red-tinted room with a closed floor gate, so you need to do more work elsewhere to open it. Go back and jump into the water. Swim E through a small opening and quickly flip turn as a crocodile attacks. Swim up, turn around, pull out and wait for the crocodile to appear with pistols drawn. Deal with the croc, jump back into the water, swim through the E opening and loop around left to find an underwater lever.
Swim back W, past two swinging blades (or pull up at the steps to bypass these blades altogether), and into the narrow W opening to draw out another crocodile. As you beat a hasty retreat you see another underwater lever in an alcove. Pull it after disposing of the crocodile, swim through the narrow W opening and look up right to see a closed gate. Swim over the swinging blade into the next room, loop around right and pull a third underwater lever. Go back to find that the gate is now open. Pull out and quickly draw pistols to shoot two bats. Search the small chest for a small medipack, revolver ammo and the REVOLVER.
Pulling Chains in a Lava Room
Return and pull out at the steps. Go to the NE column and jump up to grab the ladder on the N face. Climb just above the jump switch and release to activate it and open the floor gate you saw earlier beyond the opened S doors. Go there, start down the ladder a couple of rungs, facing S, but wait for the flame blower below to subside before dropping down the rest of the way into a hellish room filled with flame blowers. Immediately jump forward to grab the monkey bars and wait for the pipe ahead to stop emitting flames before monkey swinging along the ceiling bars. I suggest that you save frequently during the upcoming sequence.
As you approach the S wall you see a closed gate. Turn right at the wall and make your way past two more flaming pipes. When it's safe to do so, drop down onto a block bearing the number 2 and a chain. Hop back and hang from the edge of the block until the flames stop. Pull up and yank the chain two times, then hop back and grab before the flames return. The next part is especially tricky, as you have to proceed N past flaming pipes that are placed close to one another. Shimmy right or left so you won't run into the chain, pull up when safe and take a running jump to grab the monkey bars. Quickly monkey swing forward to get past the next pipe.
Drop down onto the block bearing the number 4. You won't have time to pull the chain four times before the flames return, so I would suggest pulling them one at a time. When done, turn around on the block and jump to grab the monkey bars. Go back the way you came and turn left at the intersection. When you reach the central block, release, grab and pull up into a corner where you'll be safe. Turn to face N and jump to grab the monkey bars. Monkey swing past a mercifully dormant pipe and drop down in front of the chest. Explore it for a small medipack and 2 x crossbow arrows (one quiver is of the explosive variety). Pull down the nearby wall switch to extinguish the flames coming out of the NE pipe. Monkey swing there, drop down onto the block bearing the number 1 and pull the chain once.
Your final task is to money swing to the block over in the SE corner, passing two flaming pipes along the way. Drop down onto the block bearing the number 5 and, as you did with an earlier block, pull the chain five times, hopping back and grabbing the edge after each pull. After the fifth pull you can hear the gate opening in the S wall. Unfortunately, to get there you have to take the long way around, past two flaming pipes to the central block. Drop, grab and pull up in a corner as before, then monkey swing S past another flaming pipe and drop to grab the opening.
Save as you're pulling up, run forward and before doing anything else grab the CROSSBOW from the plinth. Arm it with explosive arrows and blow away three mummies and a bat. Search the chest in the corner for crossbow arrows and shotgun ammo, then push the floor lever to open those large doors back in the beginning room. Monkey swing back to the central block, pull up into a corner and sidestep once as the flames subside. Quickly jump up to grab the ladder and climb to the room above.
Make your way over to the opened W doors, noting that the fixed camera in this area is now gone, and slide down left (spike trap on the right side). Don't jump off with a curve onto the bridge, as there are spikes there, too. Drop down into the water and note that things here look much the same as they did in the lava room you just left. Three crocodiles quickly arrive to dog your path, so swim to the NE corner to find a hole with an underwater lever (cut scene). There's another underwater lever on the back (W) face of the W brick column (same cut scene showing a block being raised), so now you need to find a way out of here. Swim to the SE corner and find a spot next to a spike trap where you can pull out. The E wall ahead is climbable, so grab it and shift right past the spike trap. Continue around the corner and climb up at the flaming pipe. Pull up in front of a closed door onto the first of many ledges spanning the flooded room, and see the raised block in the middle of the room.
Flooded Room With Flaming Pipes
If you climb the block and pull down the wall switch, you'll drain the room below, but it's necessary first to complete the tasks described below before doing that. Look around the perimeter of this room and note the closed iris door in the W wall and the closed doors in the N and S walls. Approach the W iris door and look down left between the two spans to see a ladder surface. Climb down until Lara's feet grab the block, then shift right around the corner and activate the jumpswitch (1 of 4, cut scene of one of the closed doors). Turn around and run E along the span, but stop before you reach the spike trap. Jump up to grab the monkey bars and monkey swing all the way to the E wall. Release and grab the climbable surface. Shift right a long distance, over a flaming pipe and around two corners. Locate the jumpswitch (2 of 4) and release to activate it. Slide and grab, shift left a bit and climb up above the flaming pipe, shift left some more and pull up onto the ledge.
Go toward the SW corner and look down to see a third jumpswitch. To get there, go to the closed S door, hop back and grab the ladder. Wait for the flame blower down below to your right to subside, then shift right around the corner, drop down and hop back twice to escape the returning flames. Turn around and crawl underneath the flaming pipe. Jump up to grab the W block, but shimmy right around the flaming pipe before Lara has a chance to get her feet set. Continue around a third corner, over the spike trap and over another flaming pipe, and drop down into the corner. Activate the nearby jumpswitch (3 of 4) for another cut scene of that closed door.
Face N and note the chest you can see in the distant NW corner. However, you can't reach it now (or ever, in my experience) because of a constantly flaming pipe nearby, so don't bother trying. The quickest way to return to the ledge tops is to go back the way you came and pull up in front of the closed S door. Go to the central block and partway down the N stairs. Jump up to grab the monkey bars and monkey swing E. Turn left in front of the flaming pipe and continue N until you can drop down onto a safe surface next to the flaming pipe. Turn around and face the jumpswitch. I found it impossible to time successfully the flame blower beneath the jumpswitch, either by jumping directly to the jump switch or by hopping down while the flame blower was off and positioning myself in the corner before the flames returned. Whichever way you do it, activate the jumpswitch (4 of 4), and when you hit the floor immediately reverse roll and jump forward to slide into the water and douse the inevitable flames. (This is why I suggested you wait before draining the room.) Restore your health, pull out SE and use the climbable wall to reach the upper ledges as you did earlier. The S door at the upper ledge level is now open, but there are additional tasks you can perform before going there.
Pushblock Puzzle in Drained Room
Climb the central block you raised earlier and pull down the wall switch to drain the room below. The easiest way to get down there is to go down the N stairs, use the monkey bars to get to the stable NE ledge next to the flaming pipe, and safety drop from there to the ledge next to the underwater lever you used earlier (be sure to shimmy sufficiently left, away from the corner, before you release). Get down to the floor and shoot the three crocodiles that may be swimming around as if the water were still there. It's dark down here, so hopefully the flare bug hasn't yet kicked in for you.
It doesn't matter what order you follow, so I began in the NE corner. CAUTION: move the blocks in this area one square at a time, pausing after each one, as documented in the builder's readme. Move the block three times E onto the checkered tile. A cut scene shows the closed N door above you.
In the NW corner, move the block in horseshoe fashion around the steps onto the checkered tile.
In the SW corner, push the block S, then move it two times E onto the checkered tile.
In the SE corner, push the block E, then move it two times N onto the checkered tile. Get down to the floor and pull the SE block back two times. Get around it and push it W two times more to get it out of the way. Turn around to find another revealed pushblock in the SE corner. Pull it back three times and go around it to find a revealed crawl space. Enter, shoot the grate and crawl forward to awaken two bats. Search the chest for shotgun ammo, 2 x flares, large medipack, revolver ammo and explosive crossbow arrows. Do not advance further or you'll get caught in the collision in the wall ahead. Instead, back out of the crawl space and return to the drained room.
Go to the center of the room and move the block onto the nearby checkered tile to open the N door above. To get there, go to the steps next to the block at the NW corner and face what appears to be an unreachable ladder in the N wall. However, you can jump and grab the wall underneath that ladder, so do that and climb up toward the perpetually flaming pipe. Shift right around the corner, go all the way to the wall and pull up next to the pipe. Turn around and jump up to grab the ceiling. Monkey swing S and time two flaming pipes to get to the steps leading to the upper ledges. Both the N and S doors should now be open. I chose to take the S door route first.
N Upper Door - Hub Room With Pharaoh Statues
Go to the opened S door. Watch out for the lava pit directly beyond the opening and stand jump forward. Use your shotgun to take care of two jackals before they have a chance to push you down into the lava. Don't approach the central plinth, as it's spike trapped. Search the chests on the W and E sides of the room for 2 x small medipack. There are two wall switches, one beneath a blue panel and the other beneath a yellow panel. When you pull them down you get a cut scene of the barred gates between the two Pharaoh statues. There are four ladder shafts surrounding the central plinth, each marked by a distinctive color: blue, red, orange and green.
For no particular reason I chose the SE orange shaft to begin. The ladder here doesn't work, so save before sliding down a series of slopes. At the bottom Lara will land on a breaktile. Run forward and jump to the next breaktile, and then to the next, take one step forward, angle left and stand jump to grab the pole. If you're not positioned close enough to the far left corner, Lara will grab the ceiling instead and will be doomed. Slide down the pole a bit, turn around and back flip into the passage. Climb onto the block and pull down the wall switch to lower a trap door above the pole. Jump to grab the pole, climb up and back flip into an upper passage. Turn around and go to the wall switch that drops a trap door above a second pole. Climb that pole facing S, back flip and immediately jump forward over the hole to avoid not one but two boulders. Turn around, hop back N and pull down the wall switch to lower another trap door. Go back to the pole, jump to grab it and climb up to back flip into a small room.
First pull down the S wall switch beneath the orange panel for a familiar cut scene. Then pull down the N wall switch to open the gate and bring down two undead baddies. Don't pull up into the opening, or you'll be squashed by a boulder. Instead, back flip into the opening at an angle and immediately jump forward to avoid the boulder. Now you can safely go up the steps and follow the passage. At the end, safety drop to a ledge in the lava room.
Next, I went down the NE red shaft. The ladder here works, so climb down a long distance. The first thing you see at the bottom is a crowbar door. Open it to find a snake waiting inside. Kill it and push the floor lever. Exit this room and push the nearby statue two times to reveal a crawl space. Get in but don't release (spikes). Shimmy right along the crack around two corners and pull up S into a dark room. Use an explosive arrow to get rid of two mummies. Search the chest for crossbow arrows and flares. Get up on the central slab, face N and jump up to open a ceiling trap door. Get back on the slab and jump NE to grab the opening. Pull up into a pitch-black area and shoot two bats. Don't go around to the S side of this room unless you want to awaken a mummy. Instead, jump to the open N doorway and quickly crawl left before another mummy coming from your right can get to you. When you can stand, loop around left and vault up into a higher passage.
Push the block once to give you access to a room guarded by three mummies, three scorpions and a bat. The checkered tiles hide blade traps. You can run across the corner of one to release the blades so you can pick up the nearby shotgun ammo. Move the block S onto the marked tile. CAUTION: move the block one square at a time, pausing after each one, as documented in the builder's readme. You get a cut scene of a closed gate, and the nearby SW door opens. Enter, shoot a bat and pull down the wall switch to open the nearby S gate. Enter to find more lava and flaming pipes.
Shoot the small jar to your left for a small medipack, then jump up to grab the monkey bars. Time your way past four flaming pipes, and at the end turn left, drop and grab the ledge. Pull up and pull down the wall switch beneath the red panel to see a cut scene of one of the gates opening. Turn left and hop down to the SE corner. Run N along the lava lake and find a wall switch that opens a gate near the Pharaoh statues. Turn left and take a running jump to grab the pole. Climb up a bit, turn around and back flip to safety. Shoot an undead baddy and return to a familiar room with a single Pharaoh statute. Lower Lara into the N crawl space and shimmy left around two corners until you can pull out into a familiar passage. Follow around left to the ladders and climb up to the lava room with the two Pharaoh statues.
Climb down the long ladder in the SW green shaft, drop and slide down in front of a swinging blade and assorted flame blowers. Face E, back flip onto the slope in the NW corner, jump off and grab the monkey bars. Turn right and time your way S past the flame blowers. Don't try to navigate along the left (W) side, but when you get past the last flame blower on your right, drop and grab the crack, then shimmy left around two corners and pull up onto a safe ledge. Turn to face SE, wait for the flames below to subside and jump down to a breaktile. Turn right and jump down onto more breaktiles. Run forward onto a corner of the N flaming tile where you'll be safe. Hop down to the breaktile in the SE corner, reverse roll and immediately run/jump W with grab into the alcove below. Ignore the chest ahead, as it's spike trapped. Jump to grab the pole and slide down to the bottom. Look down N and see spike traps on either side. Run off onto the slope below, jump off immediately to grab the pole before a swinging blade is activated and slide down to engage three jackals at the bottom.
The large jars scattered along the surrounding ledges of this large room are empty, but they're fun to shoot. Note the closed S gate and the nearby rising tile that leads to a crowbar door, and another closed gate in the W wall. It's important that in this room you do things in the order described in this walkthrough. If you don't, you won't get the desired results (thanks, vimmers). With this in mind, begin by going to the smaller SW lava lake and stepping on the four translucent tiles arranged in a cross. This opens the nearby SW door. Time the flames and dash forward to activate the reach-in switch, then quickly back flip away. Go up the nearby steps to your right and find that the spikes in the triangular niche have lowered. Vault up into the opening and pull down the wall switch.
Exit and head N toward the closed W gate. Note five translucent tiles on this side of the lava lake. If you step on the four peripheral tiles (it's okay to omit the one in the middle), the W gate opens. The flare bug kicks in here, so if you want to see what's inside you need to light a flare and toss it. A swinging blade guards the entrance, together with a mummy and a snake. Shoot the latter and dash inside to pull down the wall switch. Exit and go to the SE corner of the lava lake. Step on the two translucent tiles here to raise a nearby block. Use it to get up to the crowbar door in the SE corner. Open it, kill two eager scorpions and pull down the wall switch to open the nearby S gate. Turn around and shoot another scorpion that drops down your back on your way out. Hop down and enter the opened S gate.
Use an explosive arrow to take out three skeletons. The crates and jars in this anteroom are empty. Push the floor lever to raise a block in the NE corner. Go there, and if you didn't do so earlier during your explorations you'll trigger harmless spikes on either side of the raised block. Vault up onto it and pull down the wall switch for a cut scene of the room with the two Pharaoh statutes. The NW exit doors to your left also open, so exit this area.
Locate the deep pit and drop down into the water below. Swim E past the blades and open the face door, being mindful of the nearby spike traps. Pull the underwater lever within and navigate past two sets of teeth doors. Pull out into what looks like a huge and complex area, but there's really little to do here. Go up the winding ramp on either the E or W side of the room until you reach a zip line. Use the zip line to reach the S platform. Pull up, walk forward and pull down the wall switch to open a gate further along. Drop down into the water, exit S past the teeth doors and now dormant blades, and pull out onto a platform. Climb the blocks back up to where you entered this area.
As you might expect, the jars and container are empty, but there's a bat to shoot. Climb the pole past two steamblowing pipes and backflip N or S onto the uppermost level (there's nothing to find on the first two levels). Search the SE chest for flares and grenade gun ammo. Make your way to the SW corner and find the gate you opened with the zip line switch. Hop down to attract two harpies. Use the nearby ladders to climb up to a higher ledge with a swinging blade that you'll remember from an earlier exercise. Use the ladders here to climb the long shaft back to the hub room with the Pharaoh statues.
Three down, one to go. Getting down the blue shaft is a bit tricky because of the flare bug, but it can be managed. Face N and hop back to grab the edge. Shimmy left and drop to the slope below (if you shimmy right and drop, Lara won't grab the edge). Slide, grab and wait for Lara's feet to grab the ladder. Shift right and around the corner as far as you can go. Release to drop into an alcove. Turn around and stand jump SW over a spike trap to a stable ledge. Stand jump W to a ledge and wait for the Tinnos wasp to arrive. Jump W to a triangular ledge and target a bat ahead. Take a curved jump W in front of a closed door and continue with a jump to a ledge in the SW corner as you hear spikes snapping behind you.
Hang from the N edge, pull up and reverse roll. Take a running jump N and grab the ledge ahead. Pull up and hop down NE onto the steps. Go up the steps and shoot two bats. Search the chest at the NE corner for crossbow arrows and flares. Go back up the steps to the NW corner, turn left and find the wall switch (cut scene of a closed golden door). Go down the steps, and when you reach the W wall, turn left, hop back and grab the edge to find a ladder surface. Climb down and shift right when you reach the opening. Drop down into a cramped niche and note the closed gate to your right.
Turn left and take a running jump E (no grab) down to the lower ledge. Walk forward to the edge and take a running jump NE into the N opening. Walk to the N edge and take a standing jump to the corner of the flaming tile in the N alcove. You won't catch fire even if the flames are on. When they go off, run forward and pull down the wall switch. Remain still, and you won't catch fire when the flames return. When they go out again, hop back and quickly get to the corner where you'll be safe. The wall switch in the E alcove is timed, so you'd best save your game before proceeding. When the flames go out, run across the corner into the E alcove, pull down the wall switch, reverse roll and run with the walk key depressed so you'll stop at the edge, and immediately stand jump to grab the W opening. Pull up and run forward to slide down a slope. (If you pause here the gate will close and you'll be caught in its collision.) Jump off with a right curve to land on a safe spot and deal quickly with a Tinnos wasp while avoiding two swinging blades and a rolling wheel. Search the chest against the N wall for a large medipack, revolver ammo and explosive crossbow arrows.
The camera in this room is fixed, so go up the red steps W and pull up onto a ledge where camera control is restored. Time a running jump S past two swinging blades and grab the rope. Quickly slide down and swing forward to jump off into the opening. Go to the wall and side flip left to find yourself back in familiar territory. Jump to grab the ladder and climb up to the steps in the large subterranean area. Go down the S steps toward the closed golden door you can see in the distance. Hop down right onto a block in the NW corner and locate the ladder. Climb down, but avoid the spike trap at the bottom. You could shift right when you reach the opening, slide and jump off with a left curve to avoid another spike trap, but that's a red herring that would leave you with nothing to do and no way to get back.
Instead, back flip a few rungs above the spike trap to land on a safe ledge. Turn around and take a running jump SE to grab an opening over more spike traps. Pull up onto a ledge overlooking a lava room. Hop down left and pull down the wall switch to open that golden door above you. To get there, go back to the opening above the spike traps and take a running jump NW over the spikes to the ledge. Jump to the ladder, climb up and go up the steps around left to the first wall switch. This time, continue W over the block with the wall switch, safety drop onto the slope below and back flip onto a small ledge. Turn around, take a running jump to grab the ledge in the SW corner, pull up and turn left and jump to the ledge in front of the opened golden door.
Enter a lava room with a number of blue tiles and Pharaoh statues seemingly suspended in midair. To your right is a plinth with a couple of torches. Actually, the blue tiles are suspended in midair, but the statues rest on barely discernible translucent platforms and must be moved into their proper positions. The idea is to place the statues as close as possible to the blue tiles. If there are two such tiles, the statute is to be placed between them. The only apparent purpose for the torch is to help show the location of the translucent platforms.
Begin by taking a running jump SE toward the nearest statue. Move it two times S and two times W (you can shimmy past it and pull up if that makes things easier for you), to bring it as close as possible to the nearest blue tile.
Jump S to the next statue and push it S once. Jump SW onto the blue tile and from there to the next statue by itself in the corner. Move that statue two times N.
Run jump back to the previous blue tile and from there stand jump to the translucent tiles near the second statue. Jump the E gap to the translucent platform where the fourth statue rests. Move that statue two times S and one time E.
To get to the fifth statue, walk to the N end of the fourth statue's translucent platform and stand jump NE. Make your way carefully to the fifth statue, as these tiles aren't lined up straight and require stand jumps, and move the fifth statue two times E.
The gate in the S wall should now be open, so make your way carefully back to the fourth statue the way you came, hop to the blue tile nearer the S opening and take a running jump SW to get to the opened gate. Enter and pull down the wall switch with the blue panel over it for a cut scene showing the second bar gate opening back in the hub room.
Make your way back to the fifth statue and note the closed double doors up in the NE corner. Pull back the statue to get it out of the way, jump to grab the ladder column next to the statue (if you miss there's a spike trap down below where you land), shift left around two corners and back flip into the opening. Push open the double doors (actually you can walk right through them) and take a running jump NW to the ledge outside. Turn to face E, light a flare and toss it so you can line up with the block ahead and jump to it rather than to the slope. When you get there, take a running jump NW over the spike trap and turn left. Stand jump N to grab the ladder, shift right around the corner and climb the long E ladder back up to the hub room.
Hop over the lava between the Pharaoh statues and enter the S alcove. Pull down the wall switch to disable the spikes behind you and go to the central plinth to claim the first EYE PIECE. Exit this room N and go all the way across the ledges to the opened N doorway.
S Upper Door
Push open the double doors. Before entering, be aware that the room ahead is riddled with spike traps, both above water and under water. In fact, almost every white tile hides spikes, and some of those are overhead as you swim through gaps. To begin, step forward onto the grate but don't even think about entering the room by jumping in any direction. Look straight ahead at the gap between the block and the upper walkway, and you can see the lower portion of a bell. Combine your crossbow or your revolver with the laser sight, zoom in with the look and the crouch key and shoot the bell. The grate opens and drops you into the water.
Swim all the way down (that white tile in the alcove is a spike trap, remember) and out E into an open area. A shark attacks, so beat a hasty retreat, pull out S at the grate hinge and use an explosive arrow to deal with your pursuer. Swim back into the open area, loop around left and continue N just to the right of the central pillar (where there's no spike trap either overhead or below). Three more sharks come toward you, so retreat once more, wait for them to gather and blow them away with a single explosive arrow. Follow the same path N into the central of the pool. You can trigger some of the spike traps out in the open by swimming over them, but not too close. There's a particularly nasty unmarked trap between the lion statue against the W wall and a small opening in the N wall. Avoid all the other ones, as triggering them will hurt or kill you.
Swim toward the SW corner and see an underwater closed spear gate. You can pull up onto the W ledge above it and shoot the container, but it's empty. Swim through that small NW opening near the unmarked spike trap and swim diagonally right toward the NE corner, avoiding the ceiling spike tile. Turn left in front of a floor spike tile and swim low into the opening. You'll trigger an overhead spike tile and take some damage, but I didn't see any way to avoid that. Turn left and come to what looks like an underwater door, but using the action key in front of it does nothing. However, there's an underwater lever at the end of the passage, so pull it and go back the way you came, trying to avoid additional damage as you swim under the spikes.
Go back though the SW opening and swim up and surface to find the ramped ledge. Pull up slightly right of center and take a rolling back flip to grab the ladder on the block. Shift right around the corner, climb up to the highest point and take another rolling back flip to grab the ladder behind you. Shift right around the corner past the spike tile and pull up in front of a chest. Carefully side step between the chest and the spike tile and open the chest for explosive crossbow arrows and shotgun ammo. Note the closed gate in the W wall and jump NW over the spike tile to a safe ledge. Locate the opening and slide down into a side room mercifully free of spike traps.
Hop down into the shallow water and search a chest on the S side of the room for grenade gun ammo, flares and a small medipack. There's a closed gate up in the NE corner. You appear to be stuck in here with no way out. All is not lost, however. Stand next to the lion statue nearest where you slid down into this room, jump up and grab the crack. Shimmy left around two corners and pull up into a crawl space. Follow around to the right and stand up to look out W onto a trench with two spike traps below. Save your game here and take a running jump out SW beyond the spike tiles to trigger a boulder. Run jump over the blades and into the water hole. Swim forward and wait for the boulder to come to rest. Pull out S and shoot a bat if it's still flitting about, but don't pull down the switch in the W wall beside you. The tiles ahead and to your left are spike-trapped, so hop diagonally to the switch in the S wall. This one is spike-trapped as well, so turn around and hop to the switch in the E wall. This one is not spike-trapped, so pull it down. This releases some spikes, so hop counterclockwise around the room (avoiding the spike traps that still remain) and pull down the other three wall switches, which are now safe.
Jump into the water where the boulder came to rest and find that the E spear gate you noted earlier from the other side is now open. Swim through and return to the pool area. Go back to that ramped ledge where you pulled up earlier. Pull up slightly right of center and take a rolling back flip to grab the ladder on the block. This time, shift left around the corner, climb up to the highest point and take a rolling back flip to grab the slope. Pull up and slide down safely. Run to the E wall and jump up to grab the slope. Pull up, slide and jump to grab the monkey bars. To continue forward, try to go at an angle rather than straight forward. Turn right to face the ladder, release and grab, and shift left around three corners until you can pull up into an alcove. Crawl through the triangular opening and pull down the wall switch to open the gate you saw earlier up in the W wall.
Crawl back through the triangular opening, hop down S and slide into the water. Swim back to the ramped ledge near the center of the pool and make your way back to the chest you explored earlier. Time a jump NW over the spikes, then another jump S into the alcove where the gate opened. Go on in, pull down the wall switch, turn around and climb up higher to find another wall switch to raise two blocks on the upper walkway (you can't see one of them from where you are).
Go back down to the opened gate, step outside and time a jump N over the spikes. Make your way N along the outer ledges, past a wall fountain and a lion statue (shimmy past it) and hop slightly NW to grab the crack in the wall. Shimmy right all the way to the corner and pull up into the NW alcove. Turn around and jump up to grab the monkey bars. Monkey swing E across the room (no, you can't reach that opening in the N wall), following the tracks right and left until you reach the opening in the NE corner. Drop down and run forward. The white tile is safe for now, but do not pull down the wall switch in front of it. Instead, turn right to find another wall switch that raises a third block on the upper walkway.
Turn around and walk to the W edge. Hang from the edge and shimmy right until you can pull up into an alcove with another wall switch that raises a fourth block on the upper ledge. Shimmy left back to the alcove, pull up and walk forward toward the previous wall switch. Turn around and jump up to grab a higher W ledge. Pull up, turn left and pull up S onto a still higher block. Now you can use the raised blocks, together with a third block near the corner, to get across to the W side of the room. In so doing you'll trigger a number of noisy spikes below. Try to ignore them as you jump to the ledge and find a pair of double doors around the corner.
Push open the doors and you're immediately attacked by a pair of harpies that are inordinately hard to kill. Also in the shallow water ahead you'll find two ninjas and two crocodiles. In the NE corner is a chest with a large medipack, crossbow arrows and shotgun ammo. In the E wall are two more pairs of double doors that open from this side and lead out to the main pool area.
Step into the W opening to release a boulder and a wraith that disappears as quickly as it appeared. Go up the NE steps and safety drop at the end to activate nearby teeth doors. Get past three sets of them (they make more noise than the spikes) into a bare room. Vault up onto the ledge and pull up into the crawl space. Hang from the other end but don't release (blade trap below and no way back up). Shimmy right around the corner and pull up into a dark opening. You can see the boulder poised up ahead. Turn around, drop back to grab the edge and safety drop in front of a wall switch. Pulling it does not trigger the boulder, so do so and hop back. Don't venture onto any part of the adjacent tile or you'll trigger another boulder overhead. Turn to face SE and hop up into the alcove.
Vault up E, turn right and crawl a short distance until you can stand up. Walk forward carefully. Use your crossbow and laser sight for additional light, look down into the S trench below to see two white tiles. Run off onto the one on the right and pull down the wall switch. Two blade traps are activated further down the trench. Save your game and take a running jump past the blades and over the gap as a boulder comes rumbling down behind you. Vault up onto the white tile and pick up the small medipack, but don't pull down the wall switch. Stand at the right corner and pull up onto an upper ledge. Step out to alert a wraith, maybe the same one as before, maybe a different one. However, this one doesn't go away, so drop down into the shallow pool and run straight across to the opened double doors in the middle. Slide down into the main pool. The wraith either follows and dies or goes away, I couldn't tell which.
You need to get back up to the shallow pool area, and the easiest way there is to swim to the NW corner where you can stand up, and follow the safe white tiles underneath the monkey bars to the block in the E wall (except that the second and third tiles from that block are still spike-trapped, so you need to jump diagonally SE to the safe tile in front of the block) where you can jump up to grab the edge and shimmy left to the next alcove. Proceed from there as you did earlier.
Back in the shallow pool, go to the opened double doors on the right (SE) and use the three raised blocks to reach the opening in the E wall (take a running jump NE, curving to the right, to get in there). Go up the steps to alert another wraith. This is getting tiresome, but you know what to do and how to get back up here, so I won't bore you with the details. Anyway, after you've returned to this area, pull up right and find yourself at a high opening overlooking the main pool. Wait for two Tinnos wasps to arrive and dispose of them. Take a running jump W and grab the ledge. Pull up and look for three ropes hanging from the ceiling. You can see your ultimate prize, the second Eye Piece, in the distance.
If you're rope-challenged to the extent that I am, you can bypass the first two ropes and still get across to the other side if you're so inclined. Walk out to the W end of the ledge and take a running jump across the gap to the ledge with the lion statue. Hop up N to the higher block and hop forward down to the lower block. Jump past the next lion statue onto a sloped ledge. Jump up N to grab the higher block. Pull up and save your game. Take a curved running jump NE to grab the third rope. Turn left, swing forward and jump off N onto the steps. Go up E but don't try to take the Eye Piece from the plinth (spikes). Hop E over the gap and go down the steps. Pull up onto the SE block and shoot the grate. Go inside, crawl through the opening and turn right. When you can stand up, vault up S and kill the cobra waiting in the depression ahead. Hop down and pull down the wall switch to neutralize the spikes protecting the Eye Piece.
You can leave now after grabbing your prize and finish the game if you like. If you'd like the game's final secret (unregistered, as many of the others), read on. Go back the way you came, run N off the entrance block and go up W to take the second EYE PIECE from the plinth. Go to the NW corner and drop down to the ledge below. Return to the W shallow pool. Go up W into the boulder passage and climb the steps to your right as you did before. Drop down and get past the teeth doors. Pull up into the crawl space, shimmy right around the corner over the blade trap and pull up. Hop forward into the trench and pull up E. Follow around to the right through the crawl space and hop down SW into the trench. Take a running jump E over the blade traps and the gap and vault up to find that the wall switch ahead is no longer spike-trapped. Pull it down, sidestep right and pull up onto the upper ledge. Safety drop into the shallow pool and slide down E into the main pool.
Swim to the NW corner and wade up to the safe tiles beneath the monkey bars. Follow SE and remember the tile (now only one) that remains spike-trapped. Jump to the E block, jump up to grab the crack in the wall and shimmy left to pull up into the alcove. Step forward, turn around and pull up higher W. Pull up left onto the higher block and jump W to grab the raised block. Pull up and save your game. Safety drop from the W edge of the block and step back immediately to avoid death from the adjacent spikes. Turn to face N and stand jump to grab the tile ahead. Release and grab the raised block. Pull up and enter a new pool area that was hitherto inaccessible. Run around the pool and search the chest for 3 x assorted grenade gun ammo and the GRENADE GUN. Unfortunately, you have no use for them now.
Jump into the water and swim down through the central hole. Locate the face door and open it. Swim out into the main pool area, taking the same precautions as before, and cross over to the S opening where you began this phase of your adventure. Pull out and return to the upper ledge area that you explored long ago. Run to the middle of the W ledge and combine the two Eye Pieces to form the EYE OF HORUS (incorrectly dubbed here as the Golden Vraeus). Insert it in the receptacle to open the iris door. Step forward, push open the double doors and enter a small room. Vault up onto the block and take a blue artifact (ignominiously dubbed LOAD here) from the plinth as the door ahead opens. Step forward around the plinth and slide down into the darkness until your game crashes to the desktop.
pending walkthroughs/walkthrough small talk
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