Tomb Raider - The last Revelation
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------------------------------------------------------------------------------
TOMB RAIDER: THE LAST REVELATION The FAQ/Walkthrough for
one of the best made games ever, Tomb Raider: The Last Revelation
Contributed to GAMEFAQS and written by: paffka (Pidgeotto)
Suggestions, Questions, Corrections, Comments?
Contact me at: paffkabg@hotmail.com
Version: 0.4 (Loads to complete)
Started: somewhere back in 2001
Last updated: 20/02/2004
COPYRIGHT PAFFKA (Pidgeotto) 2001-2004.
NO PART OF THIS FAQ/WALKTHROUGH MAY BE REPRODUCED,
COPIED, SENT OR BE DONE ANYTHING ELSE TO
WITHOUT THE WRITTEN PERMISSION OF THE AUTHOR. PEOPLE
WHO ILLEGALY COPY OR DO ANYTHING OF THE ABOVE TO THIS
FAQ/WALKTHROUGH WILL BE DISCOVERED AND PROSECUTED
SEVERELY BY THE AUTHOR, GAMEFAQS AND LEGAL AUTHORITIES.
This FAQ can >only< be viewed from:
www.gamefaqs.com
www.cheatbook.de
If you're viewing this from any other location
consider this having been illegaly stolen and
quick action must be begunimmediately. I will
not grant permission to any more sites, only
the two listed above. Sites
having stolen and published my work will be
unscrupulously forced to remove my work, either
manually or with the co-operation of their server. Beware.
'Nuff said here.
CONTENTS CTRL + F
------------------------------------------------------------------------------
-->Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . AAA
-->FAQs (Frequently Asked Questions)* . . . . . . . . . . . . . . . . QQQ
-->What's New . . . . . . . . . . . . . . . . . . . . . . . . . . . . NNN
-->Controls*. . . . . . . . . . . . . . . . . . . . . . . . . . . . . CCC
-Necessary Actions*. . . . . . . . . . . . . . . . . . . . . . CC1
-Button Combination Actions* . . . . . . . . . . . . . . . . . CC2
-Vehicle Controls* . . . . . . . . . . . . . . . . . . . . . . ---
-->Inventory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . VVV
-Save Game . . . . . . . . . . . . . . . . . . . . . . . . . . VV1
-Load Game . . . . . . . . . . . . . . . . . . . . . . . . . . VV2
-Flares. . . . . . . . . . . . . . . . . . . . . . . . . . . . VV3
-Pistols . . . . . . . . . . . . . . . . . . . . . . . . . . . VV4
-Small Med Packs . . . . . . . . . . . . . . . . . . . . . . . VV5
-Large Med Packs . . . . . . . . . . . . . . . . . . . . . . . VV6
-Shotgun . . . . . . . . . . . . . . . . . . . . . . . . . . . VV7
-Normal Shotgun Ammo . . . . . . . . . . . . . . . . . . . . . VV8
-Wideshot Shotgun Ammo . . . . . . . . . . . . . . . . . . . . VV9
-Uzis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . V10
-Uzi Clips . . . . . . . . . . . . . . . . . . . . . . . . . . V11
-Revolver. . . . . . . . . . . . . . . . . . . . . . . . . . . V12
-Revolver Ammo . . . . . . . . . . . . . . . . . . . . . . . . V13
-Grenadegun . . . . . . . . . . . . . . . . . . . . . . . . . V14
-Normal Grenadegun Ammo . . . . . . . . . . . . . . . . . . . V15
-Flash Grenadegun Ammo . . . . . . . . . . . . . . . . . . . . V16
-Super Grenadegun Ammo . . . . . . . . . . . . . . . . . . . . V17
-Crossbow . . . . . . . . . . . . . . . . . . . . . . . . . . V18
-Normal Crossbow Ammo . . . . . . . . . . . . . . . . . . . . V19
-Poison Crossbow Ammo . . . . . . . . . . . . . . . . . . . . V20
-Explosive Crossbow Ammo . . . . . . . . . . . . . . . . . . . V21
-LaserSight. . . . . . . . . . . . . . . . . . . . . . . . . . V22
-Binoculars. . . . . . . . . . . . . . . . . . . . . . . . . . V23
-Key Items (not full list) . . . . . . . . . . . . . . . . . . V24
-Compass . . . . . . . . . . . . . . . . . . . . . . . . . . . V25
-->Walkthrough* . . . . . . . . . . . . . . . . . . . . . . . . . . . WWU
-Angkor Wat. . . . . . . . . . . . . . . . . . . . . . . . . . WW1
-Race for the Iris*. . . . . . . . . . . . . . . . . . . . . . WW2
-The Tomb of Set . . . . . . . . . . . . . . . . . . . . . . . WW3
-Burial Chambers . . . . . . . . . . . . . . . . . . . . . . . WW4
-Valley of the Kings . . . . . . . . . . . . . . . . . . . . . WW5
-KV5 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . WW6
-Temple of Karnak (1st time) . . . . . . . . . . . . . . . . . WW7
-The Great Hypostyle Hall (1st time) . . . . . . . . . . . . . WW8
-Sacred Lake (1st time). . . . . . . . . . . . . . . . . . . . WW9
-Temple of Karnak (2nd time) . . . . . . . . . . . . . . . . . W10
-The Great Hypostyle Hall (2nd time) . . . . . . . . . . . . . W11
-Sacred Lake (2nd time). . . . . . . . . . . . . . . . . . . . W12
-Tomb of Semerkhet . . . . . . . . . . . . . . . . . . . . . . W13
-Guardian of Semerkhet*. . . . . . . . . . . . . . . . . . . . ---
-Desert Railroad*. . . . . . . . . . . . . . . . . . . . . . . ---
-Alexandria* . . . . . . . . . . . . . . . . . . . . . . . . . ---
-Coastal Ruins (1st time)* . . . . . . . . . . . . . . . . . . ---
-Catacombs*. . . . . . . . . . . . . . . . . . . . . . . . . . ---
-Temple of Poseidon* . . . . . . . . . . . . . . . . . . . . . ---
-The Lost Library* . . . . . . . . . . . . . . . . . . . . . . ---
-Hall of Demetrius*. . . . . . . . . . . . . . . . . . . . . . ---
-Coastal Ruins (2nd time)* . . . . . . . . . . . . . . . . . . ---
-Pharos, Temple of Isis* . . . . . . . . . . . . . . . . . . . ---
-Cleopatra's Palaces*. . . . . . . . . . . . . . . . . . . . . ---
-City of the Dead* . . . . . . . . . . . . . . . . . . . . . . ---
-Chambers of Tulun (1st time)* . . . . . . . . . . . . . . . . ---
-Citadel Gate (1st time)*. . . . . . . . . . . . . . . . . . . ---
-Chambers of Tulun (2nd time)* . . . . . . . . . . . . . . . . ---
-Trenches (1st time)*. . . . . . . . . . . . . . . . . . . . . ---
-Chambers of Tulun (3rd time)* . . . . . . . . . . . . . . . . ---
-Trenches (2nd time)*. . . . . . . . . . . . . . . . . . . . . ---
-Street Bazaar*. . . . . . . . . . . . . . . . . . . . . . . . ---
-Trenches (3rd time)*. . . . . . . . . . . . . . . . . . . . . ---
-Ciradel Gate (2nd time)*. . . . . . . . . . . . . . . . . . . ---
-Citadel*. . . . . . . . . . . . . . . . . . . . . . . . . . . ---
-The Sphinx Complex (2nd time)*. . . . . . . . . . . . . . . . ---
-Underneath the Sphinx*. . . . . . . . . . . . . . . . . . . . ---
-Menkaure's Pyramid* . . . . . . . . . . . . . . . . . . . . . ---
-Inside Menkaure's Pyramid*. . . . . . . . . . . . . . . . . . ---
-The Sphinx Complex (2nd time)*. . . . . . . . . . . . . . . . ---
-The Mastabas* . . . . . . . . . . . . . . . . . . . . . . . . ---
-The Great Pyramid*. . . . . . . . . . . . . . . . . . . . . . ---
-Khufu's Queens Pyramids*. . . . . . . . . . . . . . . . . . . ---
-Inside the Great Pyramid* . . . . . . . . . . . . . . . . . . ---
-Temple of Horus*. . . . . . . . . . . . . . . . . . . . . . . ---
-The Times Exclusive (Downloadable) Level. . . . . . . . . . . W46
-->Artifacts and Key Items* . . . . . . . . . . . . . . . . . . . . . III
-Golden Skull(s) . . . . . . . . . . . . . . . . . . . . . . . II1
-Iris Artifact . . . . . . . . . . . . . . . . . . . . . . . . II2
-Eye Piece(s). . . . . . . . . . . . . . . . . . . . . . . . . II3
-Eye of Horus. . . . . . . . . . . . . . . . . . . . . . . . . II4
-Timeless Sands. . . . . . . . . . . . . . . . . . . . . . . . II5
-Hand of Orion . . . . . . . . . . . . . . . . . . . . . . . . II6
-Amulet of Horus . . . . . . . . . . . . . . . . . . . . . . . II7
-Golden Serpent. . . . . . . . . . . . . . . . . . . . . . . . II8
-Hand of Sirius. . . . . . . . . . . . . . . . . . . . . . . . II9
-Scarab Talisman . . . . . . . . . . . . . . . . . . . . . . . I10
-Ignition Key. . . . . . . . . . . . . . . . . . . . . . . . . I11
-Canopic Jar(s). . . . . . . . . . . . . . . . . . . . . . . . I12
-Hypostyle Key*. . . . . . . . . . . . . . . . . . . . . . . . ---
-Sun Goddess*. . . . . . . . . . . . . . . . . . . . . . . . . ---
-Sun Disk* . . . . . . . . . . . . . . . . . . . . . . . . . . ---
-Sun Talisman* . . . . . . . . . . . . . . . . . . . . . . . . ---
-The Rest of the Artifacts and Key Items*. . . . . . . . . . . ---
-->Dialogues & FMVs*. . . . . . . . . . . . . . . . . . . . . . . . . DDD
-Angkor Wat Tutorial Dialogues . . . . . . . . . . . . . . . . ---
-Race for the Iris Conversations . . . . . . . . . . . . . . . ---
-KV5 Enlightment with Jean-Yves . . . . . . . . . . . . . . . DD3
-Hypostyle Briefing. . . . . . . . . . . . . . . . . . . . . . DD4
-->Miscellaneous* . . . . . . . . . . . . . . . . . . . . . . . . . . LLL
-The Times Level . . . . . . . . . . . . . . . . . . . . . . . LL1
-Senet Game Manual . . . . . . . . . . . . . . . . . . . . . . LL2
-->History. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . HHH
-->Thanks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . TTT
-->Copyrights . . . . . . . . . . . . . . . . . . . . . . . . . . . . ZYZ
*Data is not fully complete or is not available, yet.
_____________________________________________________
Viewers are kindly requested to correct me or send
information I have not included. After all, this is a
FAQ/Walkthrough under massive construction. Thank you.
=====================================================
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ INTRODUCTION ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
AAA
This is a FAQ/Walkthrough concerning one of my favourite games ever made,
The Last Revelation in the cherished Tomb Raider series. I have invested a
large portion of my life in its making and this is one of the reasons it
should not be copied or distributed electronically without my consent. My
consent is not available here.
OK, sorry about the harsh start but lately I've been infuriated by loads of
such illegal copying of my work. I treasure my work and websites which do
not respect it and myself should not host it. Legally, only www.gamefaqs.com
is currently hosting this and other sites which wish to do so, may contact me
for consent.
The REAL introduction, now. =)
The daughter of Lord Henshingly Croft, Lara was brought up in the secure
world of aristocracy. Wanting for nothing, she was surrounded by servants,
social events and hight society.
Lara attended Wimbledon High School for Girls from the age of eleven. Now
that she was sixteen, her parents decided that Lara should broaden her
education by studying for her A levels at one of England's most prominent
boarding schools. An adventurous soul, Lara found the idea of being sent
away from home an exciting prospect.
By chance one day Lara came across a copy of National Geographic on the
hall table. The front cover featured a familiar name - Professor Werner Von
Croy. A respected archaeologist, Von Croy had once lectured at Lara's school
to pupils and parents alike. The experience had a profound effect on Lara,
triggering a desire for travel to remote locations in search of adventure.
In some ways Von Croy had become an inspirational figure for Lara.
As Lara read further, she learned that Von Croy was currently preparing for
an archaeological tour across Asia, culminating in a potential new discovery
to be made in Cambodia. Unable to contain herself, Lara burst into the room,
thrust the article in front of her parents and without hesitation demanded
she accompany Von Croy on his expedition. Lord Croft could hardly disagree
that travel was an education in itself.
As Lara argued the case further, he found himself walking over to the desk
and penning a letter to Von Croy, introducing himself as an influential
society figure and offering financial assistance in exchange for his
daughter's place on the expedition.
Von Croy's reply assured the Henishingly Crofts that the terrirtories were
friendly and that he had ample experience to look after both his and Lara's
well being. Lara's company as an assistant would be welcome, as was the offer
of such a generous check. He remembered Lara from his lecture - her incessant
yet insightful questions had made quite an impression upon him.
And so it was agreed by all that Lara would accompany Von Croy for the
duration of the tour...
-Tomb Raider: The Last Revelation Manual
Yes, quite an 'aristocratic' beginning. The game itself takes shape in the
aftermath of what was to become. The two primary levels deal with the
sixteen-year-old Lara exploring with and learning from Professor Werner Von
Croy, himself. It proceeds and delves further into Lara's life of exploration
where she is now fully mature as we know her. She strikes gold in Egypt by
discovering the God of Evil's, Set's, Tomb and actually releasing the terrible
ancient Ruler. Seems like it was not all hocus-pocus as was thought in the
first place... <_<
In the act of doing so, Von Croy, now aged himself, reappears in the storyline
and becomes possessed by Set. Set, now making a terrible comeback forces chaos
onto the world once more. Von Croy and his cronies at his heels as well as
murderous monsters previously dead appear in a quest for destroying all good
along with Lara who is now desperately scouring the ancient tombs in search
of the Amulet of Horus, an artifact used as the seal upon Set's broken tomb.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ FAQS ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
QQQ
Here, I have compiled a selection of commonly asked questions (FAQs) which
relate to the game and answering them helps users in need. Mail me your
questions and if they do not already appear to be answered somewhere here,
I'll put them up to gether with their reply.
>How can I quickly sift and search through the text?<
~In order to shorten the time needed by you when searching for a precise
subject, I have included the Ctrl + F feature available in your browser.
Simply, press the two buttons ('Ctrl' and 'F') together to initiate the
search. Type in the string of letters I have included beside each topic
or chapter (see Contents) and hit 'Enter.' The finder stops at the
topic or chapter's position in the Contents, and if you continue the
search, it will land precisely where the corresponding data is located.~
>Your Walkthrough looks coarse. Did you copy it from someone else?<
~Firstly, I despise plagiarism along with those that work by it. The text
and data that appears on this FAQ/Walkthrough have wholly been written by
me unless clearly indicated. My Walkthrough may looks coarse to you because
originally it was not meant to be hosted on a company's website. It was
written for a separate site (my very own Tomb Raider site) which is still
in the making and what appears here is some of the content of what I have
written
for it.
Data that is not my work will possibly appear after I receive your comments,
questions and suggestions. I will not claim them as my own and I will
include the rightful persons behind them. I think this is cleared up, lets
proceed.
Over time, this guide will lose its 'coarseness' and become more acceptable
for a page with ASCII text. =D ~
>How complete is your FAQ/Walkthrough?<
~At the moment, I have to say only about 30%.
It is still not complete but will be soon, hopefully. Here is a list of
things which may appear over time, as I have planned:
- Pre-level information ranging from the level's object to details about
enemies, weapons and items encountered along the way.
- Word-to-word scripts of conversations among characters in FMVs along
with other descriptions of what is seen.
- An enemy guide
- A weapons guide
- An items guide
- Cheats, codes and bugs
- Links~
>My game crashes when I fire weapons and enter water. Why's that?<
~That's due to a lack of a common graphics/video card when the computer
is forced to play on the resources it can muster. This is what happened
to my old computer and to some other users without video cards that I've
talked to.
Very annoying. Do not take the CD back for a refund, as I originally did
with my first Tomb Raider: The Last Revelation disk, because the fault is
totally not in the game.
A main fix, is to purchase and install a valid video card that meets all the
requirements. However, if there's a gaping hole in your pocket, open the
Setup menu and adjust your game to 'Software Mode.' This'll make the game
look crappy, dotty and lacking 3D but if that's the only possible solution for
you, play like that. It'll take care of surfacing from water, targetless shots
sparking into solid walls and some FMV sequences. I first completed the game
in Software Mode, and so can you.~
>Why is there no Lara's Mansion training level?<
~Well, seeing as the game itself is so vast and bulky, it's only probable
that there was no need for an extra side-level, brought from the TR, TR2 and
TR3 past.
Even Lara, herself, goes through age changes throughout the game, affecting
the storyline and therefore causing unease if Lara's Home was given. Anyway,
the first two levels, where Lara accompanies Werner Von Croy, should be
comprehensive enough to act as 'training levels.'~
>How do I kill those living skeleton/mummy enemies?<
~Perhaps the outright winner for this is the Crossbow, when equipped with
Explosive arrows. Second best, but a slight fraction more infrequent, are the
infamous Explosive grenades. This should tell you something: if normal
bullets do not work, an explosion will finish off.
However, emptying rounds of regular, directly-offensive ammunition will
prove some sligh effect on the living bones. Their limbs and heads can be
detached with a few lucky shots. More powerful blasts, such as those from
the Shotgun can make them stumble.
So, whenever you encounter a pile of bones resembling a dead skeleton, try
to strike it before it awakens. This is usually done with a weapon equipped
with the always-accurate LaserSight tool. If you cheat, (or rather trick the
game) with the usage of a weapon not meant to be equipped with the LaserSight,
you can save mounds of precious ammunition.~
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ WHAT'S NEW ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
NNN
There was a gap between the breathtaking Tomb Raider 3 and The Last Revelation.
During that gap, the designers accepted the critisims that the whole simple
raiding as present in the first three was getting, dusty. For this very
reason, The Last Revelation displays some news in the series. While some may
be extravagantly conspicous, others can be an unnecessary extra worry. See for
yourself. The following changes are the ones from the latest in the series, The
Lost Artifact (or Tomb Raider 3 Gold.) They might prove as SPOILERS to you, so
be cautioned and select what you want to read, at your own peril.
===============================================================================
-Lara's Mansion has been removed, along with Jeeves the butler.
-To substitute the above, the first two game levels have been modified to guide
you through the basics.
-Nathan McCree and his amazing musical work have been ousted.
-The Main Screen has been altered to accomodate the same options but in a
different style, along with a moving background.
-Passport has been booted and replaced by an ordinary starting selection.
-The Harpoon Gun, Desert Eagle, Rocket Launcher and MP5 have been removed.
-To substitute the above, a Revolver and a Crossbow are available.
-Ammunition for some weapons may be in differently acting species.
-There is now a tool called the LaserSight which can be adjusted to some
weapons and assist precise shots.
-Lara can now grab hold onto ropes and stiff, straight poles, and move along
them, with other minor actions.
-Lara can change her targetting modes: automatic targetting as opposed to
no targetting.
-The Inventory screen ring has been modified; something not as sightly as in
TR3, if you ask me.
-You can now combine pieces of artifacts and key items to create one single
item in their place.
-Binoculars have been introduced to aid visual exploring.
-Some enemies now require more intricate methods of killing and precise
shots; some cannot be killed with some weapons.
-Puzzles are solved in a variety of brain-whizzing ways.
-Some levels are now intertwined into a dumbfounding maze of spaghetti. That
means, levels will be re-encountered as you progress.
-Along with the switches and levers, there are niches which can be used to
trigger actions. These'll be holes inside stone which Lara can reach
her arm into.
-A wooden torch is now available, and can be lit to illuminate or to solve
puzzles.
-Lara can now push or pull items or block of stone continuously, without
needing to rest or pause in between each moved square.
-You can pause the game, instead of entering the Inventory, and there, you
can view your level's accomplished statistics.
-Green Health Crystals are gone for good.
-When poisoned, Lara will suffer some interesting visual effects, which become
terse as her ailment progresses.
-Generally, items such as ammunition, flares and health packs have been
redrawn, and do not look as appeasing as they did before.
-Whenever Lara perishes, you're returned to the Load Game option in the Main
Title Screen. It is only from there that you can reload.
-Some interesting modifications are available in the external Setup screen.
-The Compass inside the Inventory is back and as accurately pointing North as
ever!
-Types of ammunition from older weapons have been renamed, somewhat
incorrectly (eg. Crossbow Poison Ammo, Shotgun Normal Ammo) I am listing
and using the more correctly spoken ones.
-Whenever Lara takes a closer peek at something, with the help of the 'Look'
button, she becomes transparent to not obstruct your vision.
-Saved Games gain a recorded timing, to help you in deciding which stance
you are thinking about reloading.
-You are given the idea of how many Secrets per level there are, no more.
Instead, in your Statistics screen, you are allowed to see the total amount
of Secrets within the game, not detailing each level's. Very, very annoying
if you're searching for them all and are lacking a helpful walkthrough.
-Ammunition is no longer counted on-screen as the corresponding weapon's
loaded.
-Items picked-up will flash across the bottom-right corner of the screen to
clearly indicate the variety up-close without the necessity of looking in
the Inventory.
===============================================================================
These are the ones, out of memory, that I can list. Perhaps I have missed
something. In this case, I will try to update as soon as possible.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ CONTROLS ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
CCC
To move and carry out her own diverse abilities and put them to the test in
solving puzzles, navigating tombs and the like- Lara requires our controlling
of her.
This section deals with listing them. Some may not be apparent, even in the
accompanying booklet, and these I will all list here. These are ones for the
PC system- I'm saddened to say to the unfortunate PS players.
REMEMBER: these are only the Default (keys that were initially sorted by the
game makers) set of keys. You can always alter or change them according to
your liking from the Main Screen.
CC1
=====================================================================
ACTION = Ctrl
JUMP = Alt
DRAW/WITHDRAW WEAPONS = Space Bar
TURN LEFT = Left Cursor <-
TURN RIGHT = Right Cursor ->
FORWARD = Up Cursor
BACKWARD = Down Cursor
SPRINT (+FORWARD)/SWING (ROPE) = Forward Slash /
DUCK = Full Stop .
LIGHT/THROW FLARE SHORTCUT = Comma ,
OPEN/CLOSE INVENTORY = Esc or Escape
PAUSE GAME (STATISTICS SCREEN) = P
WALK SLOWLY = Shift + Directions
ROLL = End
LOOK/AIM LASERSIGHT-EQUIPPED WEAPON = Ins + Directions
PISTOLS SHORTCUT = 1
SHOTGUN SHORTCUT = 2
UZIS SHORTCUT = 3
REVOLVER SHORTCUT = 4
GRENADEGUN SHORTCUT = 5
CROSSBOW SHORTCUT = 6
SMALL MEDI PACK SHORTCUT = 0
LARGE MEDI PACK SHORTCUT = 9
SAVE GAME SHORTCUT = F5
LOAD GAME SHORTCUT = F6
SELECT IN MENU = Alt or Enter
=====================================================================
Here are some moves you need to learn to be able to understand some that are
mentioned within the walkthrough. Of course, they are moves where two buttons
must be pressed in conjunction. Where I say 'Long', you must press that button
long enough for the move to work.
CC2
=====================================================================
RUNNING JUMP = Long Up Cursor + Alt
STANDING/SHORT JUMP = Up Cursor + Alt
ROLL IN MIDDAIR = Up Cursor + End
ROLL WHILE RUNNING/SPRINTING = Up Cursor + Down Cursor (or End)
CRAWL = Duck + Directions
JUMP AND GRAB HOLD = Alt + Up Cursor + Ctrl
WINDOW/NON-WINDOW MODE = Alt + Enter
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ INVENTORY ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
VVV
This is the special section that carefully deals with your in-game inventory,
which is also called the Inventory ring screen. It is accessed by tapping the
'Escape' button once. To scroll sideways through it, use your cursor buttons,
and finally, to select a feature, press 'Enter' or the 'Action' button.
Exitting is as simple: just press 'Escape' again, and you'll be returned to
gameplay. Remember that entering the Inventory automatically pauses your game.
Save Game VV1
---------
The game is thirty-something puzzle/danger-rich levels long which instantly
speaks for itself. You won't be able to finish the game in twenty four hours,
even if you've played it through before. So, what do you do to not lose your
game? Save, of course!
You can save your game at any point, once you've started upon the adventure.
But, the Save Game option is found in your Inventory ring and to access it,
you'll have to press 'Escape' as is the case for viewing all the below
highlights.
To save the game at the point where you have to leave (or are taking extra
precautions against tricky mishaps) select and open the Save Game option,
resembling a floppy disk.
Choose any of the states and then, save it. There, you're done! To Load
your save, read the chapter below.
Note that to quickly save your game anywhere, without having to first
open the Inventory ring screen and the scroll to the correct place, you
can momentarily tap the 'F5' key above your keyboard to bring up the Save
Screen menu and make your quick save.
Load Game VV2
---------
Aha! Since you cannot sit the entire length of the game through (unless
you're a dangerously lifeless maniac) you'll have to load your ealier saves
states and continue from whence you stopped.
In-game, open your Inventory ring screen and scroll sideways till you reach
the Load Game option, resembled by another grey diskette. Select and open
it to find the previously saved states listed in a table. Select the one
you want to recontinue playing.
This'll often happen when Lara dies, and you're brought back to the Main
Title screen.
The shortcut key for the quick Load Game access, is 'F6' at the top of your
keyboard. In this way, you do not need to go through the whole Inventory
ring screen ordeal.
Flares VV3
------
The handy and always reliable little illuminants are accompanying Lara into
this adventure as well! They're all over the place, in nooks and crannies, and
once again serve the humble service of lighting up dark areas where Lara
cannot peek. Thankfully, these are plentiful.
Each pick-up consists of eight(8) singular flares, contained in a striking
green box. To activate one, strike the ',' (comma) key and Lara'll do so.
Remember, these are only used for lighting purposes and shouldn't be tried
when combatting foes. They are no means of defense or offense.
Sometimes, you'll need to light up not your surroundings, but the inside of
a nearby pit or ledge. Without risking Lara's precious life, tap the ',' key
once again, while holding a burning flare, to fling it some distance in the
direction of Lara's sight.
Lara can do many, many actions while clutching onto flares, once of them being
diving and swimming. But, and this is a big but, Lara lacks a third hand and
thus will drop a held flare when our heroine arms any of the weapons. While
we are on the subject of weapons, gunshots can be used to briefly illuminate
Lara's surroundings, conserving flares in the meantime. Use pistols only for
that, as you'll regret aimlessly firing limited-ammunition guns.
Pistols VV4
-------
The classic double-pistols are back for more Tomb Raiding action and are as
shiny and useful as ever. As you'll recall, they're virtually unlimited in
their actions as the bullet ammunition has no end.
You can practically use them on all enemies, causing some damage but remember
that they are no match for the more sophisticated weapons which kill at a
faster rate. Having this in mind, you shouldn't confront any of the larger
foes with the pistols. Why? Giving the opponent more time means more time
allocated for damaging Lara in return, and closing in. OK.
Obviously, you cannot use these terrestrial guns underwater but you can
fire from the dry shore to kill swimming enemies that cannot land and are
only actively dangerous in water. Sometimes, when solving puzzles needing
the pull of a trigger, you should use these to conserve the hits of the rest.
As indicated in the Flares section, these can also be used to briefly light
up your surroundings, without the need to waste a whole flare. To quickly
draw them out from their pockets, tap the 'Space' bar or, if Lara's armed
another weapon, press '1' to revert.
Small Med Packs VV5
---------------
These dirty brown rolls with a healthy + sign knitted into them are your
lifesavers. You'll constantly be requiring and using them. What is more,
they're all over the place and provide a bulk of your total pick-ups.
However, have your limits and try to conserve as much of them as possible
as you'll regret it once you're standing lone in a musty tomb with a limb
backpack and a flashing health bar.
These valuables will replenish approximately one half of a full health bar.
They're very useful when all you need is a bit more health to finish the level,
thus conserving Large Med Packs in the process.
Another interesting point you ought to know, is to use these (and not their
larger cousins) when stricken with poison by one of the game's many
producers. Venom inflicted will turn Lara's health bar a sickly yellow that
gradually laps at her sanity and life. If you don't treat such an ailment,
Lara's vision'll spin and blur. Immediately use a Small Med Pack from the
Inventory ring or by striking the '0' shortcut button.
Large Med Packs VV6
---------------
These cuboid-shaped brown leather packs are all over the place, but are
considerably rarer and more infrequent than their semi-relatives, the Small
Med Packs are.
These, when opened by either selecing them from the Inventory ring or using
the shortcut button '9' on the keyboard, will fully replenish Lara's health
bar, or, if you prefer it, life meter or gauge. It's a good idea to collect
these and store them, without common usage, in your inventory, for there to
be some when you need them most in the final levels.
Use only when the red pigment inside the health bar is dangerously low or
when Lara's health needs to be at a maximum.
Shotgun VV7
-------
Deja vu? Yet, another characteristic of the Tomb Raiding saga. This once
again appears as the quickly-acquired, heavy duty weapon that works alongside
the pistols when they just cannot finish their work in time. You'll meet up
with it in the first serious level and encounter it further into your travels.
You MUST acquire it as early as possible for it'll mightily help the pistols,
as I said above and therefore save some health.
For a change, this useful weapon acquires more shots per cartridge pick-up.
Previously, you were limited to two shells every scarce pick up. Now,
availability of ammunition is tremednously common and the shotgun receives a
wealthy six(6) shells each pick-up. Enjoy! Something you should note from
early on, is the availability of two types of Shotgun shells. More on them
in their respective chapters.
This fine gun'll be at your side at all times. It does its duty heavily on
enemies, close-by but sadly, loses power with an increase of range and
distance. Another con is that it's reload is considerably slower than quicker
weapons such as the swift Uzis and Pistols. This shouldn't discourage you, at
all.
The shortcut key to load the Shotgun (providing, Lara is currently accessing
another) is '2' on the keyboard.
Normal Shotgun Ammo VV8
-------------------
These are infamous regular Shotgun shells. Their occurence is, for a change,
immensely frequent and each pick-up of the white-and-red cartridge boxes
award you with six(6) heavy shots at enemies. Splendaciously vile.
Obviously, this kind of ammunition feeds the Shotgun and the shells will only
be used once the gun is in your possession. (No, you cannot throw or burn
them, silly.) In my humble opinion, this'll be the kind of limited ammunition
that'll be used most throughout the game.
As I said, the pick-ups are very common but you should nevertheless conserve
your ammunition.
Wideshot Shotgun Ammo VV9
---------------------
Meh... What can I say here? For a start, lets just say they also feed the
barrel of the Shotgun along with the Normal shells (but note, not interminged
together) as a second type of ammunition. These, resembled as white-and-blue
cartridge boxes, are somewhat rarer than their brothers and have no obvious
advantages over them that really matter.
Actually, it took me some time to realize the differences, apart from the
rarity issue. Now, these here will not cause as much destruction as the
rhino-hunter's Normal shells in close quarters but will instead be more
effective (than it's brothers) when shooting long-range. I'm pretty
indifferent about this one and tend to avoid using in tricky situations.
To top it all, I'd convert to totally using the Normal shells due to their
availability and power.
Uzis V10
----
W00t! There's hardly a person not enthralled by the rapidity of the pair's
firing. Yep, the Uzis are quick to kill and cause so much destruction, the
opponents have no time to respond.
Amazing! You can also collect them early on, along with the Shotgun, to
build up your arsenal. And you won't regret it. They will come in handy
sometime when the rest are just too slow.
They are fed by Uzi Clips (described below) and their frequency makes them
a well-used guns. However, and this is the only main disadvantage, the
emptying of the clips, by the rapid fire, will quickly steal at the remaining
ammunition. This should teach you to not overuse as abuse of ammuniton'll be
felt afterwards.
To quickly return to the loading of the Uzis, tap the '3' shortcut key unless
Lara's already holding onto them, in which case you ought to bring them up
with the 'Space' bar.
Uzi Clips V11
---------
Slightly commoner than those that appeared in the previous Tomb Raiders,
these still resemble the distinctive grey clips. They are NOT too overly
frequent, so conserve them.
They are quickly wasted, the ammunition, that is. For this reason, you're
awarded thirty(30) shots per pick-up. When you DO have to use this sort of
rapidly firing ammunition, empty as much as you have to, to kill, for the
quickness is what gives the clips and the guns their advantage over the
rest.
Revolver V12
--------
This is a truly marvellous and plain-looking weapon. Yet it is as deadly as
the hound of the Baskervilles during dinner-time. Supposedly, this replaced
the single-shot Desert Eagle from Tomb Raider 3- one which I enjoyed as much
as firing this one.
You won't stumble upon it until the midpoint of the game, where the action and
storyline boil down into a frightening mess. There, it is much required
for handling the tough enemies which pose danger to Lara.
This is the second weapon in The Last Revelation that can legally be equipped
with the eagle-eyed LaserSight, forming a stupendously accurate shot that
does not weaken with distance.
Ammunition for it, as you read below, is rare, though getting commoner further
on. The first availability for this weapon occurs in the Cairo's City of the
Dead level. Look out for it, as it is extremely valuable.
Revolver Ammo V13
-------------
Lara doesn't meet up with these new, uniform ammunition boxes until the Tomb of
Semerkhet level, by which time she should have plenty of other sorts of
ammunition. It gets commoner and commoner as you near the ending tough levels.
The power of each bullet is comparable to that of the Desert Eagle from Tomb
Raider 3. It does not lose power over distance and brings truckloads of
damage to the striken enemy.
As with all kinds of ammunition, you should take pains to conserve the
ammunition, and only use it when absolutely necessary. Three shots per
pick-up sums it all up.
Grenadegun V14
----------
Another escapee from Tomb Raider 3, but with more versatile functions
than its previous form. This short, clusmy-looking, yet heavy, hand gun is
fed grenades- but these are now consisting a myriad of unique funtions.
Like all powerful weapons, you won't encounter this until the hardcore
levels, where its usage will again be limited. Grenades are very infrequent.
It's a good idea to activate the weapon in close-quarter combat where
massive enemies become too dangerous to handle otherwise. The grenade will
detonate instantly whenever it hits a target close-by, but, if fired a long
range aimlessly, it will just bounce and flop onto the ground, exploding only
after a brief pause.
Useless when firing upwards, and you'll find yourself using the Crossbow
instead. Interestingly, when the shelss are fired and they land in a pool of
water- they will float before exploding and sending a jet of water upwards.
Commendable, game designers.
Normal Grenadegun Ammo V15
----------------------
This is the most frequently encountered species of grenade. Depicted by
red-rimmed shells which are three per pick-up and a slight improvement
from Tomb Raider 3.
The grenade is fired from the weapon and explodes, though not as
groundshakingly as one of its fellow brothers.
Flash Grenadegun Ammo V16
---------------------
Utterly, utterly useless- that is, in my humble opinion. Here's ammunition
which will surprise both you, and the enemy, for it was never made to damage-
only to produce a blinding flash. Fireworks, I tell you! Three per pick-up.
Super Grenadegun Ammo V17
---------------------
The grenades you will treasure most. Just spying shells rimmed with
leaf-green develops eagerness to collect and use them, for they are
undisputably the most powerful ammunition Lara can store in her backpack
during the duration of The Last Revelation.
Use this sparingly on tough, and difficult enemies. Substitute for the
Crossbow's Explosive arrows whenever the Grenadegun reaches its firing limits.
Once again, three explosions per pick-up.
Crossbow V18
--------
At first, when I bought the game, this intricate new feature did not please me
in the bit. I viewed it as another annoying detail the designers made an error
in including.
I was wrong, for this is one of the funnest tools I have come across in my
Tomb Raiding career. As its name implies, it's a tool of archery, requiring
arrows. These are not very common as you will later find out but their
usage, since they're three completely different kinds bearing different
functions, give you an exciting experience.
As is the case with the Revolver, the Crossbow can also be attached to the
helpful LaserSight. Actually, you wouldn't find much enjoyment in using the
Crossbow without it. Equip it with the LaserSight as soon as possible and
stick to using that combo.
The Crossbow is useful in itself when it comes to targetting and completely
obliterating foes at a great distance from Lara. Sometimes, when she spots
a mess of human bones forming a skeleton, she can target at that and send
an explosive kiss that will just as simple remove an extra obstruction later
on.
Normal Crossbow Ammo V19
--------------------
This is the first, and by far, the most frequent selection of arrows you'll
encounter, for the usage of the Crossbow. Ten of them are found in each
vertically-standing quiver.
The feathered ends of the pick-up are coloured a normal brown, to give
distinction from the other types. The damage itself, caused by these is
moderately strong, but not too overpowering or having any special effects.
Poison Crossbow Ammo V20
--------------------
Sadly, there isn't much you can do with these. The reason: rarity. Yep, they
could've been so useful and entertaining if they weren't so sparsely
populating the levels.
However, don't let this discourage you. They are an awesome type of ammunition,
feeding the Crossbow with infamously advertized arrows (Indiana Jones and the
frog-poison tipped darts. *shudder*)
Their usage is the same with all other arrows. However, when an opponent is
stricken, he will get poisoned, and then, gradually wither and die. Therefore,
it is a good idea to strike one, without him/it having realized Lara's
position. That means, LaserSight for you.
The ten arrows-per-pick-up are bearing green coloured featherlets to help
distinguishing.
Explosive Crossbow Ammo V21
-----------------------
As you'll soon find out, these are EXTREMELY useful to you during the
game when encountering otherwise immortal enemies. These kinds of arrows
are relatively commoner than their Poison counterparts and more usable.
What makes them so powerfully useful, is the great explosion they cause,
wreaking havoc on anything they strike, equally comparable to the Grenadegun
Explosive Ammo.
The living skeletons you'll encounter which cannot be harmed with standard
bullet firing are utterly obliterated when this hits them. The LaserSight
capability for long-range targetting further contributes in destroying
the dastardly skulls-n-bones before they even awaken.
The ten arrows given to you per every pick-up of the distinctive quivers
should be cherished and not blindly wasted on smaller enemies. Very, very
useful.
LaserSight V22
----------
Another highly enjoyable factor distinguishing The Last Revelation from
other games, is the addition of the LaserSight.
It really does not resemble much. You'll discover the shining chrome-plated
items later in the game where it can be combined with either the Revolver or
Crossbow. When it is attached to any of those, it transforms from a useless
Inventory item into a weapon of mass destruction. Even Bush would have been
envious.
This tool gives the listed weapons' accuracy a remarkable boost. To equip
it when already attached to the weapon, draw out the weapon and hold down
the 'Look' button. You can zoom in and out using the '.' and '/' keys to
get precise shots at anything not expecting to be instantly hit. This is
the item that boosts the Crossbow's enjoyability.
A trick, or bug (do not read if you do not want to spoil your natural game)
which can be used to prevent the depletion of ammunition from weapons
using the LaserSight is this: you can load another unofficial weapon from
the LaserSight aiming screen, after having loaded either the Crossbow or
Revolver, by tapping the corresponding shortcut key (1-6) on your
keyboard. For example, I have loaded the Crossbow and have initiated the
aim. I press '1' and I can hear Lara disposing of the Crossbow and mounting
the trusty Pistols. I then commence shooting bullets with the same accuracy
of a LaserSight Crossbow.
Binoculars V23
----------
A new attachment to the series and one that is not necessarily required for
the completion og the adventure. I don't regard it as highly as others do.
But, I find almost no use for it, since there already are other features
which cover its own.
When you goggle into them, you can see your surroundings and zoom in and
out. You can also shift them some distance to view other nearby attractions.
To zoom in and out, use the '.' (dot) and '/' (forward dash) from your
keyboard. To light up what you cannot make out or see, press the 'Action'
button.
Do dispose of them, you cannot do so, by reselecting their icon from the
Invenotory ring screen. Instead, you have to tap the 'Space' bar (or 'Draw
Guns' button.)
Key Items V24
---------
These are the sometimes elaborate artifacts that Lara picks up, or is
given, throughout her journey. These range, from the powerful 'Amulet of
Horus' to some measly keys. There are so many and they provide so many
unwanted spoilers in this section, that I will not list them. Instead, I
will, in another section of this guide.
Some will need a twin piece to form a single usable one, and these, can be
combined when the requirements are available.
Compass V25
-------
This is not a necessary feature item in the Invenotry ring screen but is
nevertheless positioned for your convenient viewing. As you know, it
functions by a magnetized arrow that always points North precisely.
This is a tool to aid navigation in case you get lost. However, I have not
found a profound use for it and deem it unnecessary and useless. You might
actually get good at using it, but in my honest opinion, you wouldn't have
the time to use it, even while lost.
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
++++++++++++ ++++++++++++
++++++++++++ WALKTHROUGH ++++++++++++
++++++++++++ ++++++++++++
+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
WWU
This is the big chunk of the document and lurks over a large portion of
scrolling distance. I advise you to use your
Ctrl + F
feature (or any other text searching feature on your system) to search for
the level's title, instead of looking desperately among the lenghty text.
******************************************************************************
** ANGKOR WAT **
******************************************************************************
WW1
Level Number: 1
[NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
16-year-old Lara and Werner Von Croy break into the ancient structures of
Angkor Wat seeking adventure and the priceless Iris artifact.
ROOM WITH A RAY OF BRIGHT LIGHT This is basically a level to train for the
upcoming far more difficult levels. Lara starts off gunless. Let Von Croy
guide you along and you'll come to no harm.
You will see a small Golden Skull lying on a ledge near you. Pick this up
since this and the remaining 7 skulls are Secrets. Head down the wide
passage, listening to Von Croy's comments. Further down, you'll end the huge
passage but beware, there are spiked floors at the end which need to be
deactivated by Von Croy himself. Wait for him to do so and continue on your
way.
TALL ROOM WITH WATER-COVERED FLOOR Head down the steps located to reach the
wadeable water and collect the secong Golden Skull. Go back up the steps
and jump over the gap. Head either passage and you'll be met with a
bloodthirsty warthog. Since you've got no guns nor weapons, let Von Croy
deal with this and the upcoming warthogs. Exit this area by the doorway.
Jump onto the ledge and enter a new, sunlit area.
LARGE COURTYARD WITH SPRINGS Firstly, jump off the ledge and onto the
ground below. Head over to the the opposite side of this area and to your
right, you'll find a Golden Skull. Head back to the topmost area
surrounding the lower area using the ramp. Jump over the first gap. The
second requires you to jump from the edge and grab the opposite ledge.
Head towards the end of this surrounding area. Climb onto the small ledge
and as Von Croy will show you, jump, grab and shimmy to the right. Shimmy
further and climb onto the ledge leading to a long corridor. Follow Von
Croy and listen to his instructions as to how you can fall safely. You will
kill yourself one day if you don't learn when to do this. :P
TALL ROOM WITH DEEP POOL OF WATER Von Croy instructs you to go to the other
side of this room by swimming in the water. Firstly, though, dive deep and
find a Golden Skull lying in wait for you. Grab this and find the squared
opening in the wall near you. Swim inside and follow the passage until you
come across a Large Medipack and a Small Medipack. Return back to the deep
part of the pool and climb up onto the ledge Von Croy is standing on. You'll
find a lever. To activate this, make Lara face the direction of the lever
and use Action. This will lower the drawbridge behind you, allowing Von Croy
to pass. Follow him until he comes to a dead end. He'll use his knife to
force a switch as he did with the spikes, earlier in the level. The big stone
slab, appearing as one of the dead end's walls will open up, letting you
access another corner of the TALL ROOM WITH DEEP POOL OF WATER. Von Croy will
again order you to climb the ladder situated on the wall and pull the level
found on the ledge on top. Follow his orders. When you pull down the lever,
head back down the ladder and follow Von Croy across the drawbridge and up a
set of steps. On top you'll find yourself facing the ceiling of the TALL
ROOM WITH DEEP POOL OF WATER. Notice the monkey-swing above you. Jump and
press Action to grab hold on to it, and with Forward, move as Von Croy shows
you towards the far ledge at the opposite side of this room. Follow the
corridor to exit.
COURTYARD WITH WARTHOGS There is nothing to explore here. Doing so will cost
you some health due to the wild pigs. Before you leave through the small
passage, pick up the fifth Golden Skull situated in one of the corners
opposite the exit. Proceed into the opening. Nothing to pick up as you go so
swiftly whizz out of this corridor.
CHAMBER WITH SPIKE-HOLES AND COLUMNS Enter the following opening with some
ornaments surrounding it.
This small chamber has spike-holes in it's centre. However, these are empty.
The only danger to your health are the protruding spikes. Collect the sixth
Golden Skull to your left as you enter this chamber. Exit into the sunlight
and crawl into the small opening into the opposite wall.
SMALL ROOM WITH SKELETON CLUTCHING BACKPACK While crawling, take the first
turn to the left and pick up the seventh Golden Skull. Return and continue
down the narrow passage until you enter a dimly lit chamber. Proceed to the
skeleton- once an explorer. His backpack is what needs to be obtained, not
his bones. Heh. After the cut scene find the lever and pull it down. This
will trigger a giant wheel to slide down into the chamber, revealing the
exit outside into the sunny area where Von Croy is waiting for you to do
his dirty work. Return to him and enter the new area, previously obstructed
by the giant wheel.
LONG, WIDE, DIMLY LIT CORRIDOR Now, this is a place where you practice your
skills while sprinting from perils. The first part of this tunnel, the one
slowly descending, is safe.
However, as you enter the second part, poison darts will start shooting out
of the walls. This requires careful running, rolling and diving. If you do
get hit, your health bar will turn a sickly yellow indicating you're badly
poisoned and in need of a health pack to return back to normal.
Tip: An easy way to overcome the poison darts is to crawl below the openings
in the walls from where they emerge. Personally, I do not often roll or dive
and I recommend this tip if you're a bit awkward with the keys. :P
At the end of the corridor you'll see a solid block of stone sliding over the
exit, quite slowly. Do not panic, the exit won't get blocked.
MEDIUM-SIZED SQUARE COURTYARD Nothing interesting here except the last
(#8) Golden Skull nesting in one of the corners behind you as you enter from
the dart-corridor.
Exit this place via the set of steps going upwards into a dimly lit room
where Werner's waiting for you.
Golden Skulls: The reason you collected the Golden Skulls was to find out
which way you'd have to enter next. If you managed only 7 or less you'll find
yourself into a room with a shallow pool of water, a dangling rope and a
lever. If you want to find all the secrets in the game or have obtained the
eight skulls purposelessly you'll have to follow Von Croy into an identical
room except for the shallow pit which will be dry. The Golden Skulls have
no further effect whatsoever.
TALL, WIDE CHAMBER WITH DANGLING ROPE AND MASSIVE WHEEL Whichever path you
followed you'll find your self into a corridor leading into this place.
Notice a level above you, a dangling rope and (if visible) a lever. Then,
find a small crawlspace situated in the left corner nearest to you as you
enter.
Tip: Unlike previous Tomb Raider games, this can be a bit problematic if
you're unaccustomed. Grab onto the ledge. To pull up and enter the small
space, now you'll have to press and the Crawl button. This allows you to pull
up.
Crawl through and follow the corridor until you find yourself on the top
level. Follow the catwalk around the walls of the room leading. Stop before
you fall off.^_^ Notice the rope dangling before you. Now, if your pool was
filled with water and you jumped to grab the rope, but missed, this acts as
a savior. If not, you'll lose health so I recommend saving before doing the
jump. If you incidently fall, return via the path you took. When you manage
to grab onto the rope for dear life (it could take a few tries due to the
awkward positioning before jumping), use the Sprint button to cause the rope
to swing. The best place to swing is at the bottom part of the rope. Position
yourself to face the opposite ledge with the lever and start swinging. When
you've gathered enough speed and momentum let go off the rope when it's at
it's highest possible point. This shouldn't be much of a prob. Pull down the
lever and drop down safely to the ground floor. You're doing Von Croy's
dirty work yet again. The lever causes the massive wheel to grind out of
place, thus revealing the exit from this level.
ROUND, WIDE PASSAGE Enter and reach the pitch black darkness to exit and
enter the next level.
******************************************************************************
** RACE FOR THE IRIS **
******************************************************************************
WW2
Level Number: 2
[NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
[NOTE2: I WILL BE ADDING THE WALKTHROUGH FOR THE LEVEL (7 Golden Skulls or
less) LATER]
Glitch: For some unknown reason you start this level with the Golden Skulls.
The name used in the inventory for this is "8x Load" if you finished with the
8 Golden Skulls the previous level. So far, I have found no bugs resulting
from this glitch.
LARGE COURTYARD Lara comes sliding down a steep ramp and at the bottom Von
Croy meets you. Suddenly, the famed archaeologist has turned mad, egoistic
and "evil." Lara has no choice but to accept his challenge and then you're
off. If you want to beat him to the finish, you'll have to be really quick
and knowledgeable of the whole level. I recommend exploring it a few times
before taking on Von Croy's challenge. When you've done so, go forward and
right and into the opening in the wall. Basically, follow Von Croy around
until he gives you an opportunity to overtake him.
NARROW, LONG AREA WITH PITS As soon as you exit the small corridor, jump
over the pit. This and the following one have been planted with Spikes
meaning sudden death if fallen into. The next jump is a long one, so prepare
yourself by running the whole length of the small landing area. As soon as
you jump run down the short corridor and make a very precision-requiring
jump over to the edge on the other side of the pit. If you don't make it to
the top, you can always climb up with the help of the climbable wall. Head
over to the stony structure to your right and enter.
Note: There are two doors on either side of the inside of this building. As
you enter, the one on the left will be open if Von Croy is well ahead of
you. The one on your right will be the one Von Croy takes. If you are right
behind him you will manage to make it through. Basically, the one on your
right is a way to gain on, and overtake, Von Croy if you're well behind
since it's shorter. I am going to cover firstly the shorter one.
Quickly, head into the entrance Von Croy took (the one on your right.)
DARKENED ROOM WITH POOL OF WATER Von Croy will be examining writings on the
wall as you enter (this seals the entrance), completely ignoring your
presence. Without hesitation, dive into the pool and find the golden switch
located underneath a stone slab. Pull it down and dive deeper into the
narrow sunken corridor. Swim through and exit. Swim and then wade up to the
dry areas. Walk to your right and exit this area by entering the corridor to
the right. This is where the two optional routes meet
AREA WITH BRIDGE, STEEP RAMPS AND SPIKED PITS This is the alternative,
shorter way, if you found yourself way behind Von Croy and the opening to
the right in the building you exitted shut. Make your way onto the bridge.
Do not hesitate, since the bridge is made up of planks which collapse when
you walk over them. Slide down the first short ramp and jump before you
fall into the spiked pit. Repeat for the second pit and exit this area
through the long, narrow corridor. Jump over the large, grey rocks along
your way and enter the corridor in the wall to your right. This is where the
two optional routes meet. Head into the darkened tunnel.
DEEP PIT WITH PLANK BRIDGE You will come across the pit. Cross over to the
other side via the bridge and enter either opening in the wall. If bridge is
missing when you arrive, jump over to the opposite side and try to hang onto
the wall, which is climbable. Exit this room again, through the openings in
the wall.
Note: At this point you'll determine whether you're ahead or behind Von
Croy. If Werner arrived here before you, he would have hastily unroped the
flimsy bridge, thus vaporizing your hopes of beating him to the Iris.
HUGE AREA WITH TALL STATUE OF HEAD Now, if Von Croy's ahead of you, the door
to the right when you first view this area will be closed. This means you
won't finish the level ahead of him but you can still reach the end of the
level. Drop down into the large yard below the figure of a human head. 2
warthogs will come charging in attack. Avoid these and head over to the other
side of the mound on top of which's resting the huge head. Before a newly
charging warthog comes to sniff around, jump and climb onto the greenish wall.
This is climbable which allows you to reach the human head. Enter its mouth
and drop down. If you finished ahead of him, enter the passageway to the
right. Follow the corridor until you reach the giant head. Again, enter its
mouth and drop down. Follow the winding sets of corridors until you reach the
end of the level.
An FMV comes up and wraps the beginning of the game's
storyline around our dear Lara.
******************************************************************************
** THE TOMB OF SET **
******************************************************************************
WW3
Level Number: 3
[NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
Full-grown Lara, as we all too well know her, in all her might is once again
on the trail of secrets and danger in the sizzling Egyptian sands. What's
missing? Yep, you guessed it, action. Suddenly, the Saharan sands part to
reveal a tube tumbling down into another adventure...
As soon as the level loads check your backpack. Something familiar: those
trusty old Guns with unlimited ammo. Yay!
Note: I won't go into as much deatail as I did in the previous levels'
walkthroughs since you're expected to know basic movements and relatively
basic skills.
DIMLY LIT CHAMBER AND PASSAGE Pick up the two boxes of Flares You'll need
them here due to the poor-lighting. Firing your Pistols will also produce
free light. Head down the passage, following the Egyptian guide. For now,
he's a good guy, so don't expect unexpected attacks. ^_^ Pick up the Shotgun.
A weapon needed to eliminate enemies quicker than the Pistols but is a bit
slow to reload. Proceed further, after the guide who stops next to a wall
that's actually a ramp. First, jump forward and hang onto the ledge of the
ramp, then pull forward and follow the ramp upwards to find a box of Normal
Shotgun Ammo. Drop down carefully, find the shallow cravace with the item
sitting there for you. Beware, a Red Scorpion emerge from the sands as you
try and get the Large Med Pack. Kill him and follow the passage that goes
deeper and deeper. There's another small crevace with a Red Scorpion lying in
wait a little further. Kill this too with the pistols. Move forward.
FMV: An FMV will play, displaying a narrow passage with walls covered in
hieroglyphics which lays a little ahead.
After the short FMV a Black Dog will punce upon you. These red-eyed canines
are relatively dangerous so do finish them off with the newly acquired
Shotgun in cold blood. This is a tall, dome shaped room with a rocky pillar
in its centre. Take the right side and jump over the shallow pit that blocks
your way. A Red Scorpion's there so do take notice. There's a Secret #9
here, the screenshot to your right shows the place marked with a red X. Climb
the small ledge and jump forawrd to the opposite opening in the rock face.
Inside you'll find a Small Med Pack.
Go back down and find the ramp with an obeject resting on top of it. Go get
it, for it's a Large Med Pack. Jump from the ramp safely down into a
pitch-black corner. Light a Flare to see a Small Med Pack. Do try and collect
all the Med Packs since you'll need them later on in the game where they
become more difficult to obtain.
NARROW PASSAGE WITH BLUISH HIEROGLYPHS Exit the rocky area via this passage
which you saw a little earlier before the Black Dog attacked.
CHAMBER WITH THREE NICHES AND THREE EXITS Look at the screenshot to the left.
Your guide will enter and stand in front of the golden rungs waiting for
you. On the wall to your left there are two niches (one blocked by the
greenish block which you can see.) Two Red Scorpions will emerge. Firstly,
do not reach into the niches but go down the steeply sloping ramp of the
exit to your right (in the screenshot) until you reach a new room.
ROOM WITH PIT AND TWO PEDESTALS You cannot reach the two pedestals on the
other side of the pit for now so just drop down onto the sandy surface. Pick
up the Small Med Pack from the small ledge in the pit with a scarab
decoration. Find the small opening in one of the pit's walls. Grab the Normal
Shotgun Ammo box which is actually Secret #10. Climb back on top before the
newly arrived Red Scorpions get to you and return back to the CHAMBER WITH
THREE NICHES AND THREE EXITS via the sloped, slanting passageway.
ROOM WITH THREE NICHES AND THREE EXITS Reach into the niche to your right to
find a Large Med Pack. The first niche to your left holds nothing, so avoid
it. Your Egyptian guide is needed for triggering the solid, greenish stone.
Be patient, he needs to read the inscriptions causing the block to slide down
allowing you access to the third niche. Reach in which will trigger a
mechanism that drops several tons of sand into the pit of the adjacent ROOM
WITH PIT AND TWO PEDESTALS which will cover it all up.
FMV: A view of the chamber with the pit filling up with sand.
If you did this before you found the secret, all the items and secret'll be
lost.
ROOM WITH PIT AND TWO PEDESTALS Return back to this room but as you'll
notice the gaping hole is covered up with the sand which means that the
two previously unaccessible pedestals are now accessible. Gather the Eye
Piece, a key item and the Small Med Pack. Return back to the ROOM WITH THREE
NICHES AND THREE EXITS which should open up. Exit this room via another
thin corridor with blue hieroglyphics.
ROOM WITH BLOCK OF GREY STONE AND DANGLING ROPE Note the dangling rope in
the centre of this area, the massive, circluar stony wheel with an item
receptacle at its base in one of the room's ends and the entrance to a
rectangular, stepped, room with blades hanging above it.
Firstly, climb onto the solid rock in the room's centre. Grab hold onto the
dangling rope by standing right below it, jumping and pressing "Action." Do
not climb up but hold on to it at its very base.
Position yourself to face the otherwise unaccessible opening in the wall
opposite the massive wheel with the receptacle. Start swinging by holding
down the "Run" button. Let go off "Action" while in flight with an arched
rope and you're just above the landing area. It might take some tries but
it's worth it for while entering the small passage, you'll find yourself a
Secret #11. Instead of returning to the rope area, proceed forward until you
reach a small opening in the top.
REVOLUTION OF SPIKED ROLLER (SECRET AREA) Before climbing up, look up above
the opening and notice the crystalline roller revolving around a central
rocky area in a clockwise motion. Look at the rough diagram to your right:
the red line is the path you should follow. As you stand in the opening make
sure you see the spiky roller pass overhead, then pull-up over the right-hand
side ledge and swiftly make your way towards the small sliding ramp. Jump
over it so. that you're standing in the small, squared flat area. Pull up to
another square space with a set of steps carved into the adjacent pillar of
rock. At this point the roller can't physically get to you, which means
you're free to pick up the valuable Small Med Pack sitting on that ledge and
then climb up the pillar's face. Before you pull over the ledge, wait for
the roller to pass again. As soon as it does, pull up, make Lara stand
against the right wall and quickly run across and jump over to the rocky
centre which the spiked roller circulates around. If you've done well, you'll
be on a slightly sloping ground with a box of Flares in your view. However,
if the roller's passing again, simply duck down and you'll be safe. After
this pick-up wait for the roller to pass over you once more then save the
game in your "Save" file.
Drop down safely, without jumping. If you did the fall correctly, you'll be
standing on a small ledge. If you didn't "Load" the game from where you
saved it. Once you're on the small ledge, jump into the opening in the
opposite wall. A larger jump tends to cause Lara to hit the ceiling,
preventing her from entering the lit passage. Do not put too much power in
your jump.
Once you do this correctly and are standing in the brightly lit tunnel,
proceed forward, shotgun ready to use since as you turn the corner a Black
Dog will lurch towards you, very soon followed by its mates, another two
Black Dogs. Three shots will finish them all off.
Proceed down the passage but stop before the small, steep ramp. Turn
around and slide down backwards. Grab hold onto the ledge as you drop off
and notice the hole with the two Red Scorpions below you. Instead dropping
into their hole, shimmy to the spot from where you can safely drop down
onto the ledge below upon which two Uzi guns are waiting for you already
loaded with 30 bullets. Return back to the room with the rope by sliding
down through the exit. You'll find yourself in the first passage with the
blueish hieroglyphics. From here make your way back to the ROOM WITH BLOCK
OF GREY STONE AND DANGLING ROPE.
Note: This whole area which I have covered above is optional, unless you're
going for all the pick-ups and all the adventure and kills.
ROOM WITH BLOCK OF GREY STONE AND DANGLING ROPE Go through the entrance of
the room opposite the blockof stone in the centre of the room. Your guide
will be waiting for you. Do not proceed further but wait for him to show you
a possible peril. He'll cause the deadly blades on the ceiling of the room
to come slashing down, thus disabling their future use which mean you can
walk over to the other side to the pedestal and harvest the second Eye Piece.
Open your Inventory and select either of these two items you've collected
and choose to Combine them. Exit this room and head to the massive grey wheel
which will be unlocked once you place the combined Eye of Horus. The new
rocky passage ahead will reveal an attack of two Black Dogs which can be
taken down by the trusty pistols, shotgun or newly acquired uzis. Proceed
further down the narrow passage with blueish hieroglyphics. Reach its end.
FMV: A diplay of the whole new area with the giant sphinx's head partially
covered by sand and with Lara standing in the doorway.
GIANT AREA WITH MASSIVE SPHINX HEAD AND SAND Once the FMV stops, take out
your guns and shoot down the two attacking <>. Drop down to your right and
collect the Uzi Clips. Go back upstairs and drop down to the left where
you'll find a Small Med Pack. Proceed further downwards to reach a doorway
entering a small stepped passage. Before netering the next room notice the
other opening next to it meshed up.
ROOM WITH ISLE WITH TWO BULL STATUETTES SURROUNDED BY POOLS Now, note the
liquid lapping at the centre part. Wait for the Egyptian dude to come in and
watch him light the liquid, which is actually oil, thus triggering the grate
at the other end of this room to rise, letting you exit.
FMV: Cut scene showing the grate lifting up allowing an exit from this room.
Follow the winding passage with golden figures carved into the walls until
you reach a fork. Your guide will take the left fork while you have to pass
from the right fork. The reason the guide went the other passage is that
he'll reach another grate at its end which will be opened once you take the
right path.
Reach the drop down in the small area with greenish walls and collect the
Small Med Pack. Go back up and head into the new room.
RECTANGULAR ROOM WITH ONE LARGE POOL AND AN EGYPTIAN STATUE As you enter
this chamber note your guide waiting for you to open the grate in the wall
to your left. Head right, past the pool and into the exit. Follow the
ramping passage up to a point with three(3) forks, two of which are
blocked by grates. Follow the ramp upwards through the open one.
SMALL ROOM WITH CHAIN AND TILED FLOOR First of all as you enter, pull the
chain.
FMV: The grate in the previous room lifts giving access to your Egyptian
guide to the pool which he sets ablaze which then causes the inscripted
tiles that make up the current room's room floor light up and stand out.
Now, this is a puzzle room which means that you'll have to solve this ancient
teaser to be able to proceed further into the game. There are all in all
forty-nine(49) squares with a hieroglyphic inscription carved into it
arranged into seven rows and seven lines. The square you stand on as you
enter is the one with the chain. Place Lara in a position that if she jumps
will land exactly onto the square in front, without having touched the
dividing grey borders. Once you've done this jump on to the square on the
diagonal of the square you're standing on. The third square you must
jump upon is the second square forward. The fourth is to the third's second
right. From this now, you jump towards the grate which will open, letting
you pick up the prize, the Timeless Sands.
Tips: If you misfoot your jump and land upon one of the wrong squares or
your land on the grey borders, the previous square you've been upon (this
doesn't include the square with the chain) will light up in flames meaning
that you'll need to reset the puzzle. To reset the puzzle exit via the
entrance and through the now open grate which was previously closed. Follow
the long, dark passage until you enter a lit room which contains a reseting
chain and a Shotgun or a box of Shotgun Hormal Ammo if you've already picked
up the weapon. Pull the chain to reset the puzzle and exit via the other
passage, leading away from this room. At the end will be the third grate
now opened but the other two, closed. Now you're ready to restart the puzzle.
If you've done a jump to another square successfully, a torch above the
grate leading to the Timeless Sands will light up. If you do all the jumps
correctly, all the torches will light up.
GIANT SPHINX'S HEAD BASE The side to your right is pointless which means
that you'll be wasting your time there, searching for anything. Head over
to the leftmost side. Find the doorway cut into the red rock but notice the
climbable ladder just up front.
Forget the ladder for now and head into the passage. Enter a room with a
grate just opposite Lara. Wait a few seconds, for the guide to arrive.
FMV: Egyptian guide comes, stares at the reddish hieroglyphics above the
grate and then runs off in fright.
Head into the newly oppened passage, previously blocked by the grate. Note
that the guide won't be following you around any more: you'll have to do
all the puzzle solving. As you enter, drap your pistols as two Red
Scorpions scurry towards you. Head over to the end of this small passage to
emerge in a room with a high ceiling.
TALL ROOM WITH STATUE AND SANDY BASE Notice the hole-ridden ceiling. There's
a purpose to this but for now pick up the Normal Shotgun Ammo from the
centre and then head over to the North wall of this room. Climb up to face
the god's statue. Press "Action" to place the Timless Sands in his
outstretched hands.
FMV: Sand starts seeping from the holes in the ceiling to form a mound in
the room behind Lara. The sand has come from above, which is the GIANT
SPHINX'S HEAD BASE area, ridding it from the sand and uncovering the entrance
to the next level.
Before you drop down into the sandpit, draw your pistols and shoot down the
Red Scorpion from a safe distance. Afterwards, drop down and make your way
across to the other side by jumping over the uneven sand. Leave this room,
exit the others and return back to the giant sphinx.
GIANT SPHINX'S HEAD BASE Now that the sand has dropped down to the room
below, the exit from this level has been uncovered. Unless you want all the
secrets and items, you're free to exit.
For the first secret find the climbable rock face adjacent to the entrance
of the chambers you just left from. After the long climb up, pull upwards
to find yourself on a balcony just above the giant head. Pull the lever. This
will trigger the grate next to the climbable rock's face to lift up. For now
ignore this and jump to the small, striped square next to the balcony's
left corner. When you've done so, you can save the game since the following
series of jumps are rather awkward to perform. Walk over to the edge
(overlooking the sphinx's forehead) of this small square and jump forward but
instead of dropping down into the chasm, perform a sudden left turn while
in middair to land onto the sphinx's forehead. Walk to the other side of the
sphinx's forehead placing Lara, yet again right onto the edge. Turn to face
a second balcony. Find the second small, striped square which will serve as
your landing area if you jump from your current position. Landing into the
balcony is also possible by doing a running jump from the forehead's edge
but doing this will make your life harder and will probably also cost you
several loads. The balcony is a actually Secret #11, holding a box of Normal
Shotgun Ammo and a Large Med Pack as your prize for the troubles you've gone
through. Once collected, you can do the complicated sets of jumps involving
the sphinx's forehead or drop down safely, sliding onto the sphinx's side
and stopping yourself wherever necessary. The second method is easier so once
you get to the bottom, find your way around the giant head to the climbable
rock face from where you climbed and pulled down the lever. You'll find the
grate is out of the way, giving you access to the Secret #12. Collect the
box of Normal Shotgun Ammo and the Wideshot Shotgun Ammo. The latter being
a new, more damaging form of ammunition for the shotgun.
Return back to the main area, right in front of the sphinx. Jump up and
grab onto the small alcove. Pull up and crawl forward. Follow the golden
striped passage to the end of this level.
Side Notes: Now that you've done the first level, you must be fine with
almost all the movements and you should have in your inventory the Shotgun
and the Uzis with a realtive amount of ammunition.
There were five(5) secrets on this level. If you've collected them all,
you'll have 12 secrets all in all in your Statistics window which can be
reached if you press "P" on your keyboard.
******************************************************************************
** BURIAL CHAMBERS **
******************************************************************************
WW4
Level Number: 4
[NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
Now that you've completed the first serious level it's time for a more
complicated one.
Tip: Right when the level loads, save the game into a new slot. This way your
reload will be faster if you fail your attempts to attain the secret below.
While you're still sliding notice the break in the ceiling. Right below it,
jump upwards and grab onto the small ledge. This might take several tries to
complete but the reward is Secret #13 which's a Large Med Pack for your
effort. Fall back, and complete the slide down which empties into a room.
WELL LIT ROOM WITH BULL STATUETTES AND LEVER Stand in front of the lever and
pull it down. This will cause the grate at the opposite end of the room to
lift up.
ROOM WITH PERFORATED WALLS SLOPING INWARDS Before falling unsuspecting into
this trap notice the hands on the walls in front. When you step onto the
small square in the centre, the hands activate. Once they meet each other,
at the same stop, deadly spikes spring out of the starry perforations in the
walls all over the place. This means that as soon as you step onto the small
square, pick up the Hand of Orion item. To exit, jump into the corner at
Lara's left, not the right one. Jumping into the left corner will trigger
Secret #14. Pick up the Normal Shotgun Ammo. The right corner will award you
nothing.
CORRIDOR WITH STATUES,POTS AND SPIKES Follow this passageway, past the two
overlooking statues and past the spikes which suddenly spring out before
walking into them. The decorated pots can be shattered by firing straight
at them. One will uncover a Small Med Pack while the other nothing. The
second set of spikes which whoosh just in front of Lara are just ahead. Jump
over them and into the hole. Slide down to a flat space with a receptacle in
its left wall. Place the Hand of Orion in it.
ROOM WITH ROTATING BLADES OVER A CENTRAL ELEVATED GROUND Once the protruding
spikes have been cleared, notice the rotating blades. They are quite lethal
so don't waste valuable health trying to pick up the Shotgun and Normal
Shotgun Ammo lying enchantingly on the ledges. To cross this area with minimal
damage, jump onto the ledge just opposite, having waited for blades to pass.
You can drop down, to hang onto the ledge and shimmy around the pillar to the
other end from where you can pull up and jump into the exit. Alternatively,
you can jump onto the ledge and wait for the blades to rotate in behind and
in front of you so as to complete the sets of jumps unharmed. If you fall
below, you can always find the ledge with the Hand of Orion receptacle and
pull up from where you can restart.
Tip: To obtain the items with least possible damage, jump from the exit back
onto one of the ledges and move forward clockwise , in the direction of the
rotation, while avoiding them razor blades.
Proceed into the tunnel exitting from this chamber.
FMV: A view of a statue in a chamber a little further ahead followed by
another one of a sarcophagus in a dimly-lit room.
DARKENED ROOM WITH SARCOPHAGUS AND ROOM WITH 3 MUMMY CASES Firstly, light up
a flare and check out the corners of this room. You'll find a Small Med Pack
and a box of Normal Shotgun Ammo. Do not move close to the sarcophagus just
now but exit the room via the small doorway and follow the passage into a
new one with three Mummy cases lined against the wall. Find the Small Med
Pack and drop into one of the incomplete corners to access a small,
low-ceilinged room which contains a box of Normal Shotgun Ammo and is
actually Secret #15. Notice the channels cut into the floor and the little
base the statue in the middle is standing upon.
Return back to the room with the sarcophagus. Place Lara at the sarcophagus's
side (the one with the little steps.)
FMV: Lara jumps on top of the tomb and pulls out a queer, characteristic
ancient Egyptian object (Amulet of Horus) from the belly of the body lying
on top of the sarcophagus. Having nothing else to do, Lara does a jump to
the floor.
Notice the blood flowing into the previously empty channels. Proceed into
the room with the mummy cases lined up against the wall.
The statue's base will have sunk therefore allowing the statue which is
pushable to be slided over to the near square with the red blob mark in
one of the corners. Push the statue to the square immediately as soon as
you enter since your presence won't go unnoticed and a duo of Mummies will
surround you.
FMV: A view of the room with the three mummy cases. As you'll see, one of
them is an exit to another area.
Mummies: Don't waste time and ammo trying to kill these fellas. They're
currently immortal meaning they can stay alive no matter how many barrels
you empty into them. Further into the game though, these can be crippled
by blasting their limbs off or even better: detaching their heads. XD No
fun for you now, all you can currently do is make them lose their footing
with the shotgun.
Leave this room via one of the open sarcohpagus once it's empty.
LARGE CAVE SYSTEM Don't wait for the mummies to follow you out but drop
down from the ledge onto the distant floor below. Follow the passage into a
cavelike area but have your shotgun drawn out and ready for action.
Follow the irregular passage into a cavern. Two Black Dogs come lumbering
out. Shotgun will do nicely.
The wall and doorway built in the rock opposite at the moment is something
you must take notice off. However, do not enter but instead find the ramp
going upwards. Let the lit torches guide you if you suddenly get lost. Before
reading further, there's something you should pick up.Secret #16 it is and
the reward is a Large Med Pack. To reach this secret find the drop off in the
ramp's floor next to the right wall. Once you've found it, return back
upwards by climbing up the ledges.
From here, the path forks into two different directions. Taking either one
and then returning to the other one is what you must do. As long as you
cover both, you're fine. This walkthrough is going to cover first the one
with the bridge (the one one the left side of the ramp going upwards.)
Take the shaky path towards the hanging bridge. Cross it and enter a wide
passage.
COLOURFUL, STEPPED PASSAGE Proceed, with your shotgun drawn to take out the
two Black Dogs which pounce upon Lara.
Find the small, exitting passage, turn Lara around just before the ledge and
do a safe drop down to the bottom below. Do another safe jump at the next
sharp drop off to find yourself dwarfed by a massive room.
GIANT ROOM WITH SPIKES AND SLOPING WALLS Take a breath then jump onto the
ledge on the slope to Lara's left as you're facing the room from the
entrance. Notice the opening in the wall above the slope, from the ledge.
Jump in, might take a few jumps, but your reward is Secret #16, a box of
Normal Shotgun Ammo.
First of all, explore this room and notice all the grates, openings, spike
areas and other obvious characteristics. It's also important to memorize
their whereabouts.
Jump from ledge to ledge, above the spikes to finally land on a ledge.
Notice the item receptacle which you canno't take advantage of at the moment
but instead jump up and grab onto the ledge above the receptacle. Find the
lever which you must pull down.
FMV: The grate in the wall below the entrance unlocks.
Afterwards, find your path down to the base, enter the newly opened passage.
Follow it into a new, smaller room.
ROOM (ROTATABLE) WITH TWO LEVERS This room can rotate aroundwards, (:P) only
once the lever in front of you is activated. Pull it down.
FMV: A pedestal , heavily guarded by a clump of spikes, rotating, together
with the rest of the previous room which now displays a different layout.
The lever which could be seen earlier oddly sticking out of the 3 o'clock
position has now moved in place of the lever you had just pulled meaning that
this room had also rotated together with the other during the cut scene. Pull
this one down too and exit to find the same, yet different room with spikes
and slopes.
GIANT ROOM WITH SPIKES AND SLOPING WALLS Now that the whereabouts of this
room have altered, some new areas are accessible. First of all, drop down
safely through the gaping hole in the middle of the room (next to the flames.)
ROOM WITH WALLS CARVED WITH HUMAN FIGURES SET AGAINST WHITE BACKGROUND The
walls have nothing to do with the adventure but instead, pick up the Hand of
Sirius key item. This triggers the grate at the exit of the passage you now
need to take to find yourself back in the main room, to open up.
GIANT ROOM WITH SPIKES AND SLOPING WALLS Now that you've returned, there's
another previously closed grate which is now open. That's in the wall
opposite, a bit to the left, as you enter. Make your way by jumping across
the gap from ledge to ledge to the ledge with the spikes just touching its
base. Once you're onto that ledge, you'll have to crawl down below the razor
tips to avoid deadly abrasion. Once clear of the spikes, stand up and place
Lara at a suitable place for her to jump and safely land to the gap in the
wall's gradient. The jump is often quite inaccurate, so you can save the
game before doing it. Once safley there, proceed until you see the dropoff.
DROPOFF AND ROOM WITH CHAIN AND SANDY BASE Before jumping to grab the
opposite climbable wall note that, firstly: the dropoff is not one you can
simply safe drop, but one that'll leave Lara very dead and secondly: the
opposite wall is climbable only to the point where the rungs in the wall
can be seen which means that if you just jump forward against the opposite
wall will cause Lara to not grab a hold of anything.
Once you've successfully clambered down to the bottom, you'll find yourself
in a room with a chain and a sandy floor. Before pulling on the chain notice
the two skeletons. Then, pull the chain down.
FMV: Anither view of the main room. This time the spikes guarding the
pedestals drop down and the room once again rotates, back to its original
position.
As soon as you cross the room to the exit, the two Mummies awaken. Leave
these guys to each other and quickly head out, climb the wall and enter the
main chamber.
GIANT ROOM WITH SPIKES AND SLOPING WALLS Now that you're back, you can access
the pedestal with an item. Climb up to the ledge with the star-shaped
receptacle which you couldn't place anything in before. Place the Hand of
Sirius in the slot. This triggers a rope to drop from the ceiling.
From the ledge with the receptacle take a running jump towards the rope.
Grab onto it and position Lara to face the balcony that leads up to the
pedestal. Once the jump is completed, pick up the Scarab Talisman. Continue
forward down the passage past the pedestal once you've drawn out the shotgun
for two Black Dogs come bounding up from behind the corner. Take them down
then proceed. A little further another Black Dog comes up unexpectedly. After
that, continue down the sloping floor and out of th exit which closes up
with a grate as soon as you drop out.
LARGE CAVE SYSTEM Now that you've completed the bridge quest, it's time to
proceed to the path adjacent to that.
TWO TORCHES LIGHTING UP TWO STATUES AND A CLIMBABLE WALL Once there, start
the climb upwards. Pull up at the top, shoot the large vase to access a
Small Med Pack and wals around the pit to find a bof of Normal Shotgun Ammo.
ROOM WITH TORCH, 2 SKELETONS AND PEDESTAL Note the skeletons sleeping on the
floor. Pick up The Golden Serpent and quickly make your way to the opening,
with its grate now opened just above one of the sleeping skeletons. Do this
very quickly, since once you take a few steps the two skeletons awaken into
loathesome mummies.
ROOM WITH RAPIDLY RISING SAND AND SPIKED CEILING Escape through the passage
at which point you must save you game. Once saved, slide down to a room. As
soon as you drop down, run to the left corner of the other side of this
room, i.e. as soon as you drop down, turn 90 degrees to the left and
immediately start running to the side Lara's facing (left corner, not right
one.) The reason: a trap is triggered once you drop onto the sand which
immediately rises upwards to a low ceiling consisting of a sea od deadly
spikes. If done correctly, Lara'll escape with no health lost.
LARGE CAVE SYSTEM Hah! Now you're back in the cave system with having done
only a shorter test. Proceed through the dark passage until you reach a
pit. Instead of dropping down, walk around it to find a Large Med Pack.
Before dropping down now though, look from the top to notice the deadly
dropoff meaning that you'll have to safety drop down to the ledge with the
torch. Again, drop safely to the bottom to find yourself at the path fork.
Follow the ramp down to the LARGE CAVE SYSTEM's base and procced into the
entrance which I told you earlier to ignore.
TALL CHAMBER WITH TWO RECEPTACLES AND SKELETON LYING ON SANDY FLOOR Place
the Scarab Talisman and The Golden Serpent in the receptacles cut into the
walls respectively. Suddenly, the chamber starts filling up with sand,
while simultaneously awakening the mummy. The chamber filling up with sand
takes the form of an elevator which takes you to a higher level from where
you can find th exit.
Meanwhile though, you'll have to amuse the dead guy either by running around
him or, on the other hand, cause him to stumble by firing your pistols at him.
Once the chamber can't fill up any more, find the cut in the ceiling to cimb
up. Follow the passage to the end of this level.
Side Notes: The main pick-up you found on this level was the Amulet of Horus
which will last till the end. From here on, it will change owners constantly
meaning that Lara will have to constantly fight either to keep it or to get
it back into her backpack.
From here on, levels become much more harder to solve and complete together
with becoming much more darker and mysterious. Learn to know how to solve a
puzzle automatically when you see one.
There were five(5) secrets lying in wait for you in this level. Together with
the secrets found on previous levels, you must now have 18, that is, if
you've collected them all. View them in your Statistics window which can be
seen if you press "P" on your keyboard.
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** VALLEY OF THE KINGS **
******************************************************************************
WW5
Level Number: 5
[NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
After a thrilling FMV, take out your shotgun. Note that you must have plenty
of ammo by now for you'll now use it to kill people. -_-;
FMV: The guide, now turned against Lara, walks across the dunes to a hiding
place.
Bug: Now, you might start this level with Lara's left arm stretched out
queerly forward. Right now, I haven't discovered what causes this but it seems
to happen to older PCs. However, if you want to terminate this draw a flare
and her arm'll heal. Guns however, won't help.
ROCKY CANYON WITH SANDY BASE With your shotgun, take out each of seven(7)
Snipers that come one after one from behind their hiding places in this area.
Two shells will take down one each.
FMV: As soon as you kill 'em all, the Egyptian co-adventurer walks out of his
burrow and heads towards one of the parked 4-wheel drives nearby.
Since that the area's cleared, you can pick up all the various items
scattered around this area, dropped from the snipers.
Bug: Even if you killed all the marksmen, the vital Ignition Keys might not
be accessible, i.e. invisible. Just reload an earlier save and see if the
same bug happens again. Note that the items dropped at cerain places vary in
locations since they are dropped only once the moving snipers are shot dead.
FYI: The last (seventh) sniper is the one holding the keys. He appears last
and hops down from the ledge close to the entrance.
Mmmm, so there was a point to you emptying 14+ shells into the snipers.
Now that you've picked up all the goodies, find the little, darkened crevice
in the barren red rock close to the entrance of this level. Inside'll be
Secret #19: two boxes of Normal Shotgun Ammo stacked upon a Shotgun which you
most probably already have giving you six(6) free normal shotgun shells
instead.
Exit and head over to the opposite side of the canyon where the little ledge
made of rock stands above the sand. Hop onto it and force Lara to walk
backwards to the edge of its edge noting the other ledge up in the wall above.
(If correct, to her right will be the level's entrance.) Jump up to grab the
ledge you saw, having turned sharply in order to be able to grab hold onto
it, and pull up. Pull up again to find yourself in a gravelly flat area. This
is Secret #20 cosisting of 2 boxes of Normal Shotgun Ammo, a Small Med Pack
and Uzi Clips.
ALONG THE CANYON WITH THE JEEP Woohoo, now is the time to jump into the
Jeep. Be sure to learn and remember its controls and handling. I remind you,
this is neither GTA nor Carmageddon. No crashes, no pwnage, no gore: just
some stunts and the standard off-road drive.
Jeep: You'll have to manually shift the gears in order to drive forward and
reverse. Although the bodywork of the vehicle does not visibly damage, Lara
will absorb health loss if you hit recklessly a solid wall, drive
perpendicular to the shape of the wall (i.e. you drive exactly along the
walls) or if you accelerate down the irregular dirt-road and stumble across
a ditch.
The jeep is not a means to soften your fall from a high spot such as from the
top of a pit and do remember: there are no airbags. XD
If you want to see the controls, consult the small reference book that came
with the legally bought CD-ROM or the controls reference on this site.
Hop in by standing next to one of the doors of the jeep and pressing
"Action" to draw out the keys to start it from Lara's pack. Accelerate after
the former guide's jeep. If you stop in a certain spot and get out to
explore, he'll wait for you to continue the journey after him. Note the
shells he's spewing from the back of his jeep. Bad grenade throwing boy!
There are some passageways that i won't cover in this walkthrough since they
are just walkable shortcuts to areas you've already accessed, meaning that
you won't get trapped endlessly between two unwalkable slopes and the jeep.
Now that you're ready for the tour, follow the jeep up the steep slope to a
clearing. Here there'll be 2 Snipers waiting for you. The first one'll be
easy to run over but the second one's standing on the rocky ledges, out of
run-overable reach. To kill him with minimal damage, drive against one of
the opposite rocks and stop the jeep. Climb out, so that the vehicle covers
you up. Meanwhile, load either the uzi guns or shotgun and serve the dude
right.
Jump back into the jeep and head down the steep slope. Don't speed over this
rough area or you'll lose health.
LITTLE OPEN AREA WITH DEEP, SPIKED PIT AND SNIPER ON WALKOVER Reach this
area and notice the Sniper standing on the short walkable flat area on top
of a gaping pit. You can drive over, to roadkill him. This I do not recommend
since he'll damage you first. Instead, jump out of the jeep which you should
park just after the sloping area, take out the uzis or shotgun and sprint up
the ramp leading to him. Assassinate him quickly then return back down and
stand above the pit. Observe the spikes and climbable walls. From one of the
ledges, not the protruding one, drop backward and grab onto the climbable
wall. Follow it downwards and sideways to the right, where the low opening
can be seen. In order to climb into that, you'll have to make Lara to hang
freely, not cling to the rock face by reaching the top and letting go, while
almost immediately grabbing to the ledge. Before she has the time to make
herself cling to th wall, press "Crouch" together with "Up" and "Action" to
pull into the crevice. Hurrah, Secret #21's been uncovered. Pick up the
Grenadegun Super Ammo and the Small Med Pack.
Return back to the main area and climb back onto the jeep. Gather speed and
accelerate towards the small ramp on the edge of the dropoff to the pit
below. Drive on it to jump over the gaping hole. The other jeep will now
continue up the rocky road in a cavern after waiting for you briefly to do
your business. Run over the Sniper at the end of the cavern. Find the small
winding path adjacent to the rock face to follow the jeep. When you reach the
second cross over (second change of walls), stop in the middle and note the
Sniper. From here take out your pistols and kill him. Funny guy, he doesn't
even notice he's losing health. Note that some of the shots will miss and
that an alternative is simply to run him over with the jeep, but remember he
can damage Lara from that position.
At the end, continue into another cavern, down a steep slope. Continue uphill
to the end of this rather short level.
Side Notes: You should have picked up the Grenadegun Super Ammo which is
very useful: the most damaging grenadegun shells.
From here on you'll be often dealing with human enemies targeting at you.
They damage at a distance so you'll have to kill them as soon as you see
them, unlike earlier animals.
There were three(3) secrets lying in wait for you in this level. Together
with the secrets found on previous levels, you must now have 21, that is,
if you've collected them all. View them in your Statistics window which can
be seen if you press "P" on your keyboard.
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** KV5 **
******************************************************************************
WW6
Level Number: 6
[NOTE: I WILL BE ADDING PRE-LEVEL INFORMATION, LATER]
This starts from the previous level's end: the long dimly lit cavern, together
with the jeep. Climb out and walk around the new room, picking up the 2 boxes
of Wideshot Shotgun Ammo and the Large Med Pack.
AREAS WITH SANDY DUNES, MONUMENTS AND RED ROCK Climb back into the jeep and
exit through the corridor and into a sandy duned area with a temple's
entrance. Leave the jeep here, find the exit and take out the shotgun which
you'll use to take down a Sniper standing upon several planks atop a shaky
structure. Alternatively, force him down by running over the supporting
poles and soon after, running the dude over too.
Find the small crawlspace in the red rock adjacent to the exit of this area.
That's Secret #22: a Large Med Pack. Hop back onto the jeep and exit this
area to find yourself in an even bigger area with two buildings, surrounded
by scaffolding.
TWO OPPOSITE BUILDINGS WITH SCAFFOLDING First of all, there's a Sniper doing
his job from a low scaffold. Kill him and then proceed to the barely visible
opening in the brick wall nearby. There's a Large Med Pack there so make
sure you find it. Now, head over to the opposite building and find the
opening in the second scaffold floor's fenced sides.
Once found, jump, grab and pull up. Head to the left to find a box of Normal
Shotgun Ammo. Return and now head down the opposite side. Whence you jump up
onto the white block further, behind the corner, a Sniper will shockingly
appear. Man, that fella never ceases to make me jump up! -_-; Kill the dude
and finally jump onto the block. Notice the third floor scaffolds. However,
instead of leaping towards them continue beyond the block and into a drop
down to the base. Follow that to uncover Secret #23 which gives you a Large
Med Pack and a Small Med Pack. Return to the second floor scaffolding and
either jump from the white block to the ledge to the walls side or jump up
ad from below, grab it.
Look at the opposite building and most importantly observe the dangling
rope. On your side now, find the small opening in the wall. That's from
where you'll make a jump to the rope.
Make sure Lara's standing on the first square (as in adjacent screenshot) so
that she can see the rope. Backing the wall will hide your view of the
opposite rope thus forcing you to do a "blind" jump which is fairly
inaccurate.
Grab the rope after the jump and swing to the opposite building. Find the
lever situated high up in the wall as you'll see in this screenshot. Jump
up towards it, grab it and pull down to lift the gates to another area, below.
Tip: This lever is not often easy to activate due probably to programming
problems. Often it'll take s