Search for the Lost Gold Hand (Part 1)

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Search for the Lost Gold Hand (Part 1)

Post by Phil » 24 Nov 2018 20:12


Levels by PedroTheGamer

Walkthrough by Phil Lambeth, assisted by Doggett D. McDog's video walk, although the opening level called Lara's Home has been removed from the updated release.


After the flyby, turn left and operate the book switch. Continue E through the open doorway, turn right in the next room and kick the door open to exit. Loop around left in the hallway and open the next door. Turn right, open the next door and grab the flares in the corner. Push the button and exit to the hallway. Turn right and go to the NW corner. Push the button to open the door to the attic. Go up the stairs and into the attic. Push the button in the S alcove. Climb the NW block and hop down to find LARA'S ROOM KEY on the corner slab.

Exit the attic, go down the stairs to the hallway and run around to the S wall. Use your key in the first keyhole you come to and open the door to Lara's bedroom. Loop around right in front of the bed and operate the book switch. Push the button on the other side of the bed to open the closet door. Go in to find the JEEP KEY. Go out and push the NW button to open the bathroom door. Lara looks left upon entering, so hop into the tub to find the GREAT HOUSE KEY. Exit the bathroom and the bedroom and turn right in the hallway.

Your key doesn't fit the next keyhole, so jump NE over the banister and grab the crack in the E wall. Shimmy left to the opening and pull up for SECRET #1. Alas, you get no reward for your efforts. Safety drop to the floor and take the SW passage between the stairs. Turn left into the kitchen and loop around left to push a button. The door to the meat locker opens, but there's nothing inside (other than hanging hams). Go to the SW corner of the kitchen and push another button. It seems to do nothing. Turn right and exit to the dining room. There's another button in the W wall to the right of the music station, but it too seems to do nothing. Exit the dining room E and loop around left into the NW passage.

In the gymnasium, turn right and get on the smaller gray block. Turn right and jump to grab the E wall. Climb up into an upper room and look around for a large medipack, flares and shotgun ammo for SECRET #2. Get back down, exit the gymnasium N and enter the swimming pool area. Someone has drained the pool, so run around to the back of the diving board support and push another apparently nonfunctional button. Exit the swimming pool area and the gymnasium. Back in the front entrance area, run straight ahead E and push the button to open the front door. Or maybe it was necessary also to have pushed the previous buttons. Who knows? Anyway, run forward to the exit gate and use the Great House Key to open the double doors.

Don't exit yet. Instead, for a vain exercise turn around and run back into the mansion. Go up either flight of stairs and turn left into the hallway. Enter Lara's bedroom, turn right and loop around right to push back up the book switch you operated earlier. Exit the bedroom, go downstairs and find that the NE door is now open. However, there's nothing of interest inside, so exit the mansion once more, exit E through the opened double doors and run toward the Jeep to end the level.


After the brief flyby, get in the Jeep (you have the key) and drive through the open door and up the E ramp. Continue through the opening ahead and bear left to enter an outdoor area. Exit the Jeep and light a flare to see a large button in the middle N alcove. Push it and go to the dark NE alcove between the columns and push a smaller button. A door opens in the SE corner, so go there and loop around in the darkness to find a wall switch. Note the closed door in the passage to your right and exit to the outdoor area. Climb the nearby pole and back flip onto a balcony. Follow the balcony to the NW alcove and pull down the wall switch. Reverse roll and run forward for a small medipack.

Return to the pole and slide down to the ground. Run to the W end of the area and grab the single pole there. Climb to the top and see that it extends itself. Climb a little higher, turn around and back flip onto an arch. Go to the W alcove and take what looks like a BOOK from the plinth. Examine it to see that it documents the rules of the Senet game. Enter the S crawl space and follow to uzi ammo and shotgun ammo for SECRET #3.

Return and get back down to the ground. Run to the E end of the area and climb the NE pole. Back flip onto the balcony and go all the way to the NW corner for flares. Return and find the opened gate in the next to last alcove. Enter the passage and run down the ramp. Hop down to find a crawl space. Lower Lara down the other side and drop down. Drop down lower to find another crawl space. Lower Lara down the other side, drop and immediately take a rolling back flip to grab the ledge. Pull up to trigger a flyby through the area ahead. Run to the E end of the ledge and loop around right for revolver ammo, and around left at the end of the W ledge for flares. Save your game before proceeding further.

The ceiling tiles are supposed to indicate the safe blocks. Stand jump onto the second block from the right. Take a running jump N to the next block. Take a long pixel-perfect running jump NE to the corner of the next block. It helps to keep the up arrow key depressed until you land. Save your game again when you get there safely. Take a running jump N to the next block and a final running jump to the N ledge. Go to the opening in the far left corner, drop down and run forward to trigger another flyby.

Jump the balconies W until you reach a rocket. Jump to the closed door and look left for revolver ammo. Jump to the N block and continue jumping the balconies to the NE corner for flares. Return to the N block and climb up to a higher ledge. Near the large N jar is a small medipack. Run E toward the opening and look to your right at the entrance for more flares. Continue toward the opening to end the level.


After another brief flyby, run forward into a large outdoor area. Go first to the NE lake and swim between the pillars for a large medipack, then wade out for a small medipack near the W shore. Go back S toward the entrance and locate the opening in the W wall near the SW corner. Slide down one ramp, turn left and save your game for a tricky jump. Step onto a second ramp, slide and jump over the spike pit at precisely the right moment. Or, if you don't sacrificing a little health, slide down backwards, grab the edge, pull up and back flip safely. You land in a pool of water.

Swim over to the NW pillar and pull the underwater lever to open the E door at the water's surface. Pull out there and enter the room to engage a ninja (wait for him to emerge from behind the lion statue), who drops shotgun ammo. Head E into the smaller outdoor area and turn right. Jump into the water hole, swim about halfway down and take the N side passage. Swim to the end and up, then pull out left in front of a wall switch that opens two doors, one right behind you that serves as a short cut back to the outdoor area, and the other in the water hole passage. Return to the outdoor area, enter the E water hole passage and turn left through the opened doorway.

Follow past two lion statues to a small red-tinted room filled with sand. Turn left and run up the N ramp that's tailor made for a boulder trap. Sure enough, you can see part of it hanging from the ceiling before you get halfway up. Turn around there and hop backward until you trigger the boulder, then sprint down the ramp and turn right into the sand-filled room. Go back up the ramp and climb the W ladder at the top. Slide down the other side onto a ledge overlooking the vast outdoor area and look right to see the jump switch. Activate it to open a door leading to a button.

Run straight across to the W end and look for a floor hole with a ladder near the wall. Hop down and see another floor hole, also with a ladder. Climb down and go to the N opening. You can see the suspended boulder just ahead, so run beneath it and turn left into the side passage as the boulder comes tumbling down. Loop around left for a rocket. Go back to where the boulder dropped into a shallow hole and go up N to an intersection. Ahead and to your left is the door that you opened with the jump switch, so go push the button to open a gate a little further on. Reverse roll and keep left to enter a N passage where the camera angle changes. Continue forward and see the opened gate on your left.

Enter the room and take the CARTOUCHE PIECE 1 from the plinth. Double doors open somewhere, and so does the opposite gate behind you. You have more work to do here before leaving, however, so exit this room and turn left into a N room with two pools. Jump into the left (W) pool for a rocket and into the other pool for a large medipack. Pull out and go to the W wall. Back flip onto either slope and jump off to grab the pillar. Pull up and stand jump E to the first ledge. Run jump to the next two ledges and save your game before taking a swan dive (run jump + walk key) onto the cage structure. You get a little more running room if you hang from the E side of the ledge, pull up and reverse roll before making your move. When you get there, walk forward and pull down the wall switch.

The gate rises behind you and you seem to be trapped. However, you can take a swan dive over the center of the gate and land in the pool. Pull out E and climb the block beyond the lifted gate to grab the EYE OF HORUS, although it appears that you have only half of it. Hop down and enter the S side room. Shoot one of the large jars for flares and return to the pool room. Exit SW and turn left into the opened E gateway. Run down the ramp and turn around at the wall. Jump to grab the ladder and climb up to near the top. Back flip into a passage and follow around to a room with a closed door. Hop onto the nearby block to open the door and release a scorpion.

Enter the E outdoor area and run across to the other side to find the double doors you opened when you grabbed the Cartouche Piece. Enter and run onto the bridge to trigger a long flyby. Jump into the water and look for the underwater level on the back side of the E column. Swim to the NW corner of the central column and down into the floor hole to find another underwater lever beyond the lowered block. Finally, swim to the opened underwater door near the SE corner and follow to a new room.

Pull out S and climb up to the plinth for the JAR OF HORUS. The gate opens on the N side of the room, so go there and return to the bridge room. Turn right at the intersection and jump over the sand pile partially blocking the E passage. Enter a dark room with scattered blocks. On the second block to your right is the TEMPLE KEY. Return to the bridge room and run straight through past the opened double doors to the outdoor area. Turn right and run NE to the lake. On the back side of the NW supporting column is a ladder. Jump to it and climb up as far as you can. Shift left and pull up onto the ledge. Hop around clockwise to find the receptacle for the Temple Key. Turn left and run off onto the fountain block. Take the PORTAL GUARDIAN and return past the SE double doors through the bridge room to the dark room where you found the Temple Key.

Turn right and find flares between two columns near the SW corner. The door near the inoperable wall switch opens as you approach it. Loop around left into the next room. The wall switches open the gates ahead. You can pull down either the one on the right or the one on the left, but push only the floor lever in the far right alcove. A door opens in the S wall. Go there and take the STAR from the plinth and the flares from the corner. Before leaving the room with the wall switches, go stand on the tile in the SW corner and you hear the chimes of SECRET #4, presumably a reward for thorough exploration.

Return to the dark room with the blocks. On the nearest one, in the SW corner, you'll find the receptacle for the Star. Go to the far SE corner and pick up a rocket. Activate the nearby jumpswitch to open the door behind you. Enter and go to the SW corner. Pull up W and jump forward onto the ledge. Find shotgun ammo and flares, get back to where you pulled up and use the block as a starting point to shimmy left around several corners until you can pull up into a S alcove. Pull down the wall switch there to open a nearby door. Drop down and find the opened door up in the E wall. Hop up there and come to an opening that overlooks a room with deadly water.

Jump up to grab the ceiling and monkey swing E and S to drop down near a plinth for another STAR. Turn around and monkey swing N to a passage with a small medipack. You could use the block at the entrance to jump and grab the ceiling, and monkey swing S and E to the final opening. But for a secret, walk forward and run off the S end of the ledge without grab to land on a block beneath the Star plinth. Turn around and take a running jump with grab to land inside the N passage for SECRET #5. Walk forward and pick up the shotgun ammo, the uzi ammo and the UZIS. Take a running jump back to the block, face slightly NE and take a running jump down to the block in the deadly water. From there take a running leap of faith E to grab the unmarked ladder in the wall. Climb up into the E opening, go to the far end, turn around and back flip onto the slope. Jump off to grab the block and pull up. Step forward, pull up higher into an upper ledge area.

Jump from balcony to balcony in search of pickups: a small medipack (SE), a large medipack (SW, S wall), the SHOTGUN (SW, W wall), shotgun ammo and a rocket (NW, W wall), and flares (NE). Exit E, drop down, slide to the opening and jump up to grab the ceiling. Monkey swing W all the way across the deadly water room and drop down. Slide down to the small room with the blocks, turn right and exit N to the large room with the blocks, then look for the Star receptacle on the NE block. Run to the nearby NE corner, pick up the small medipack and push the button to open the door behind you. Step forward to face another pillar room. It looks pretty straightforward, but some of the pillar surfaces are deadly. Jump to the nearest one NE, then the next one NW, a runjump with grab due N, and a runjump NE to the hanging platform. Jump over E to activate the jumpswitch and open the N gates.

Enter the N room, shoot the ninja inside and pick up the uzi ammo he drops. Take the STAR from the plinth and pick up the nearby flares. Climb the long ladder and back flip near the top into a passage. Follow it to the end, climb down the ladder and safety drop onto the ledge overlooking the most recent pillar room. Turn around and go back to the large room with the blocks. Find the receptacle for your Star on the NW block. Three down, one to go. Run to the NW corner, pick up the shotgun ammo and push the button to open the door behind you.

In the next room, climb the SE ladder to the upper ledge and pull the chain to open a door down below. Drop to the ground, enter the W opening and follow around to a room with a central (spiked) trench. Don't try to use the apparent monkey bars in the ceiling to get across. Instead, hop down onto the safe block below and jump into the S alcove. Push the button to open the gate at the E end of the room. Get back to the block, take a running jump to one of the slopes and jump back and forth, using the appropriate arrow key to reach the E opening. Go around the sand pile into the SE corridor. Don't slide down or you'll be spiked.

Jump up to grab the ceiling and money swing forward and around the corner. Drop down and take the STAR from the plinth. The door in front of you opens, so proceed through an earlier room and exit SW to the large room with the blocks. For another secret, climb the shorter block against the N wall. Turn left and jump to the higher block. Turn left again and jump to the upper ledge for SECRET #6. Jump across to the S end and search the small balconies for a rocket and flares, then climb the unmarked ladder back down to the floor. Find the final Star receptacle at the SE corner and hear the E double doors opening. Go on through as Lara's theme music plays. Explore the NE passage for a small medipack and the SE passage for a large medipack, then go up the E ramp to end the level.


This is the demo level that the builder released earlier, with some minor changes. This part of the walkthrough has been modified to reflect those changes. Lara appears magically in a barren cave and is immediately attacked by a crocodile. Exit to an outdoor area as the ground rumbles briefly and shoot a scorpion. Continue S past the opening into the next area, get up onto the triangular ledge to your left and hop up onto the higher ledge. Pull up onto the highest, sandy-colored ledge and run W to the corner. Hop SW, slide and grab, shimmy left a good distance, drop and grab the crack and pull into the crawl space (tricky, press the crouch key first, then the up arrow key and keep both depressed) for the KEY EXIT. Drop down the ground, go to the temple entrance and use the Key Exit to lift the gate.

Enter the hub room quickly before the dragon statues at the entrance start spitting flames, then turn left into the E side room. The vase in the NW corner hides uzi ammo. Hop up into the N opening and enter the next room to encounter a shiva. Pick up the SWORD OF STATUE it was guarding and place it on the dormant statue. A RED GEM appears on the E tile. Exit to the hub room and pull up into the vine-covered crawl space in the dark SW corner. Follow to an alcove where you can stand up, turn around and push the button to open a door. Return to the hub room and find that the W gate has lifted.

Enter and pull down the wall switch to lift the gates on either side. Runjump from the opening on the right onto the ledge next to the lion statue. When the flames stop, run around the lion statue and runjump next to the lion statue on the next ledge. Finally, time a jump around the lion statue to the final ledge and pick up the next RED GEM when the flames there subside. You can actually stand slightly within the flame tile without being set ablaze. Even so, the room is now flooded, so if necessary you can jump quickly into the water to douse any flames. Swim back E and pull out in one of the corners. Return to the hub room and continue across into the E side room. Insert the Red Gems in the snake head receptacles. One would expect the flames spewing from the mouth of the lion statue to stop, but they don't. Standing at the E wall, climb up onto the top step in the corner next to the plinth, take a step forward and grab the CROWBAR and quickly hop back before you catch fire.

Return to the hub room and turn left into the now-opened S gateway to trigger a long flyby. Run all the way across this open area to the SE corner, past a Blue Triangle receptacle and a Cartouche receptacle, and loop around left to find a jumpswitch in the dark alcove. Light a flare if necessary to position yourself properly and activate the jumpswitch to lift a nearby gate in the S wall. Enter to engage an assassin who drops a JAR OF HORUS when he dies (you already had one in your inventory from a previous level). There's nothing more to do in this room at the moment, so return to the outdoor area and enter the passage near the NE corner. There's a closed gate on your left at the end, but it's climbable. Pull up into the N passage and follow until an earthquake triggers spike traps ahead. Some shoot from the floor, others from the walls, so make your way carefully past them into a room with a fountain. Continue N into the next room and find another PORTAL GUARDIAN (yes, one was already in your inventory from a previous level) on the plinth. Of course, picking it up awakens the two jackals, so kill them before making your way back through the fountain room and past the spikes to the outdoor area.

Return to the S room where the assassin came from and insert the Portal Guardian in the vacant W receptacle to lift the gate. Enter and pull the chain to drop the shiva statue behind you to the room below. Drop down through the hole and pull down the SW wall switch. A block rises behind you, allowing your exit, and a door also opens near the entrance to the room above. Climb back out, exit NE and turn left into the opened doorway. Take the BLUE TRIANGLE from the plinth and exit to your right. Turn left and follow the S wall to an alcove with what in the demo version was a crowbar door. But here it's a walkthrough panel, so proceed as if it were not there and go around to the large medipack for SECRET #7.

The receptacle for the Blue Triangle is in the outdoor area near the SE corner. Use it to open the nearby gate and navigate the block steps to reach a balcony. Turn right and activate the jumpswitch in the second alcove. Enter the doorway and go up the steps. Stop when the camera angle changes, or you'll fall to your death. Take a running jump to the central block and grab the BAZOOKA hanging in midair. Those rockets you've been collecting are actually ammo for the bazooka, and you should now have 50 normal rounds and 20 explosive rounds in your inventory. Jump back SW and return to the balcony. Turn left, go around clockwise and enter the opening near the SW corner. Hop down and turn into the W passage.

Insert the Jar of Horus in the receptacle on your right to open the gate behind you. You still need a key there, however, so continue W into a deep room with a deadly floor. Go around clockwise and drop down the hole in the SW corner. Note the E opening, but for now jump NW to the ledge beneath the shiva statue, hang from the edge and drop to grab the crawl space. Pull up inside and crawl to a small room. Go around the corner and pull down the wall switch to lower the trap door in this room. Drop down and follow the passage to a button. When you push it you're transported to the balcony you saw earlier. Pull left out of the hole, run forward and turn left into what you thought was a familiar opening. However, things have changed in your absence.

Continue W into a passage with four wall switches. Pull only the last one (on the far right) to open the gate. When you enter the next area the S gate opens and out stalks a shiva. When it dies it simply disappears. Getting past the opened gate it came from is tricky. If you simply approach it head on, it closes in your face (re-open it by returning to the E entrance). Fool the trigger by approaching the S opening from the side, against the wall, and scoot inside around the corner before it has a chance to close. Continue forward into the dark for SECRET #8 and pick up the REVOLVER, a small medipack and flares. The gate lifted again once you got inside, so return to the previous room and drop down into a lower room with a fountain.

Grab the flares from the N alcove, jump into the water and pull the S underwater lever. Pull out, enter the opened S alcove and pull the chain to lift the W gate above. Push the button in the W wall to raise the block to your left so you can climb to the higher ledge. Do so, enter the W gateway and loop around right to awaken a jackal. Hop over the spike pit and continue around for the uzi ammo you saw upon entering. Go to the SW opening and enter a dark room with deadly water down below. Light a flare and take a running jump to the first pillar and a stand jump to the next. The next pillar W is a spike trap, so turn left and stand jump S to the translucent platform and SW to the opening. Enter a room with a central pool (filled with deadly water at the moment).

Run to the N wall and push a button that raises a timed block behind you. Turn around, jump onto it and jump up to grab the ceiling. Following the ceiling tracks, monkey swing over the pool and drop down onto the W ledge. Run N along the ledge. Turn left into the next room and deal with an assassin, who drops the GUARDIAN ROOM KEY. Pull the chain in the SW alcove not once, but twice to purify the water in the previous room. Go there, jump in and swim into the N opening. Follow the passage and take the left fork for flares, swim back, loop around left and continue along the winding passage until you finally reach an opening where you can surface for air. Pull out into a new room.

Push the nearby button to raise the block you're standing on. Ignore the higher button (which merely brings you back down), reverse roll and follow the ledge to a third button. Push this one to raise the platform to your left. Jump to it, hang from the other (E) side, pull up, reverse roll and take a running jump to grab the E ledge. Pull up and go to the wall switch. Pull it down and safety drop to the floor. The EYE OF HORUS (half of it, anyway) has appeared on the highest plinth against the S wall, so pick it up and return to the NW water hole. Jump in and swim back to the previously deadly pool. Pull out E, hop into the opening and follow the passage to a gate that opens upon your approach. Continue to the room where you encountered the shiva earlier. Go around the ledge and through the E passage. Continue to the outdoor balcony and turn right.

Drop down into the SW hole and push the button. You're transported back to a previous area. Follow the passage to the opened trap door and pull out left. Climb the nearby block and crawl E to the end. Don't drop down (deadly floor, remember) but allow Lara to grab the ladder, shift left and climb up onto the ledge above. Reverse roll and take a running jump E to grab the ladder. Climb up into the alcove, turn around and take a running jump SW into the alcove there. Pull out E and follow the ledge around to the NE opening. Turn right into the doorway you opened long ago with the Jar of Horus and use the Guardian Room Key to drop the grate covering the water hole.

Jump into the water and enter a mini-maze. Turn right (W), left and follow to an intersection at the S wall, turn right there and follow your nose until you reach a crawl space to your left. Swim inside and pull out into a dark room. Light a flare if necessary and exit S into a room where you'll find a SWORD OF STATUE on the raised tile. Of course, picking it up arouses a shiva, so kill it (here's a good opportunity to try out that bazooka with explosive ammo) and return N to the dark room. Pull down the wall switch to lift the N gate and follow to a block where no further progress appears possible. However, if you go back and light a flare, you'll see a second wall switch that transports you to another area.

Turn right and slide down E into the darkness. Hop down further and climb up the N blocks. Run straight forward past a phantom wall into a room filled with lion statues. Grab 2 x uzi ammo and the UZIS in one spot, revolver ammo in another, run back S through the phantom wall and down the blocks, turn left and climb up the E blocks. Run up the SE ramp and find a large medipack. Continue W along the dark passage and up the steps to a small medipack at the top. Slide N down the slope, drop and continue N past the lion statues and follow around the corners to a gate that opens upon your approach. You're back on a familiar balcony. Pull up onto the nearest block and take a running jump to grab the roof of the central structure. Safety drop to the ground and approach the W shiva statue. Place the Sword of Statue in its lap and hop back until you hear the SW gate opening.

Enter the new room and turn right. Pull down the wall switch in the N wall, reverse roll and loop around right, then left into the opened doorway. Pull the chain to raise a block (timed in the demo version but apparently not so here), go back the way you came, jump onto the raised block and jump up W to grab the crack in the wall. Shimmy right around three corners and pull up into the opening at the end. Go W up the ramp and follow to a seemingly empty room with a large medipack on the central raised tile. Go back to the NE entry passage, turn left at the W wall and jump up through the phantom ceiling and grab the ladder. Climb up to an upper room for SECRET #9 and search the area for revolver ammo, shotgun ammo, uzi ammo and a rocket. Go back down to the room where you got the large medipack and exit W past the lion statutes to a room with a closed door in the W wall.

Turn right there and follow the N passage to a shallow trench. Note the S keyhole and run N into a room with a raised plinth. Take the KEY EXIT, then the GOLD HAND, which transports you to a dark area guarded by four shivas (here is where that bazooka really comes in handy). When all are dead, step on the trigger tile in the NW corner to find yourself transported to a brighter area. Exit SE and jump across the shallow trench. Insert the Key Exit in the keyhole, enter and slide down a series of ramps to end the level.

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