Episode 3 -  Costa Rica.   Level 1 - 8

                                          -Links to the separate levels-              Go back to this menu by using back arrow in browser
 1-Three Kings Convention  2- a Way Out  3-Haunted House  4-The Garden
 5-Sewers  6-Sewers Courtyard  7-Riding the Night  8-Arabic Desert

Levels by Donald Forgues.

Authorized Walkthrough D&G Productions.

Story: (Extended Story in the read-me)

After Visiting Saudi Arabia and Russia in search of the Artifacts, Lara ends up in Costa Rica this time. A beautiful opening movie in which you see divers around a Submarine and a Civil war ongoing in Costa Rica, Lara will end up in the basement of the Three Kings Hotel.

It’s hardly possible to mention all enemies you’ll encounter, so deal with them as you meet them, only if there’s a special way to deal with an enemy we will mention it.

CS=crawlspace, MS=monkeyswing, UW=underwater, MP=medpack.

Level 1- Three Kings Convention.

Hotel Office Wing.

Follow the corridors up the stairs and enter the Hotel office wing through the Emergency exit. Go L (E) and the door (L side) of the last office will open for you. In the file cabinet (to be opened from standing one step back) is a ½ MP. Go out and W, the office at the crossing of corridors is empty, go R at the Elevator and come to the Main Frame Computer room, 2 corridors lead from there, take the S corridor, straight opposite the Computer room and in the office opposite the aquarium is a file cabinet with a Code Disk, go out and R, come to hall with a pillar and on the TV screen you can see a reporter giving the latest news.

Laser Passage, Code Disk Part (Left).

To the W are Lasers in front of a corridor, stand close, save and time your jump through the Lasers as they are in the down position, have full health though as you are sure to loose about half of it. (although I managed with losing minor health a couple of times, but the timing has to be perfect) Go on and the office to the R is empty, go into the opposite room and find the ladder in the 1st alcove to the R. Go up and down into the other end of the duct, crawl to where you can drop into an office, get the Code Disk Part (Left) from the file cabinet and go out this Main office N (remember the name as you’ll get back here to bypass those horrible Lasers). Go R in the corridor and R again at the Main Frame Computer room, past the aquarium and to the TV screen. Now go to the S door and it will open for you and use the Code Disk on the Terminal in that room.

The Storage Rooms.

Go in and down the stairs NE, up a ladder to have a look on the platform there and see that Red=danger and Blue=safe sign. Drop from the platform and stand in front of the next room with red glass floors. Over the blue lower tiles are squares on the glass, jump to all 4 once and the door W opens. Push the button inside and the S door opens, go through the next corridor to a storage room with a forklift, the Thug with the bat is best dealt with from standing on the crate on the forklift. Climb the grated top of the forklift and runjump/grab to the ledge W, go over the walkway in the store room and L in the end, follow to a next room and get the Basement Key from the shelf.

Go back to the room with the walkway and drop into the lower room, go into the NW passage and to a room with Ammo on the shelf, climb the crates S and jump up E, go to the next room with crates and get the Ammo from behind them. See the MP behind the window E (later). Go back and drop down to the lower room, go out W and then through the SE passage back to the forklift. Climb it again and jump/grab to the E side ledge, walk out onto the ledge in the next room and jump over to Storage area 1 entrance to the R, follow down some steps to a room with button to the L behind the brown crate, an Exit door opens in Storage 2. Return to where you came from and notice a MS ceiling appeared in the top of the room, grab up and swing over to the other side and enter that open door there, to get Secret#1, the MP you’ve seen before.

Return to Storage 1 (standjump/grab to the MS) and go into the E passage in that room where you pushed the button before, follow over a bridge to a room with a door that needs the Basement Key you have, go in R and push the button on the yellow machine, cables drop from the ceiling and the doors in the end of the room open up, time the run past the cables (along the wall) and go in those doors. Go R around the blue machine to push a button, flyby of the room with the red glass floor. Go to the other side of this room and pick up some Ammo, return to where you opened the door with the Key and from the bridge outside you can go down one level and SW (shelf empty) follow up the stairs to ground floor of the MS room, in the N passage and to the L is some Ammo behind the blue machine. The other side of the crossing at the yellow machine is empty. Go back to the room with the MS and head out the S passage to get back to the forklift room.

Go out N and back to room with red glass floor, jump on the blue tile NE and then all the others where you see bubbles (SW, NW, SE) the E door opens, inside on the shelf is the Code Disk part (Right). Go out and leave the room through the passage NW and up the stairs, go to the hall with the TV screen and head back to the Main office, or have a go at those Lasers again to get back into the Laser passage. In the main office you can grab up into that hole in the ceiling and follow the ducts to the ladder and then into the Laser passage.

Laser Passage, part 2.

Go W and just before the Lasers there, is a window to the L, shoot it and go in. For Secret#2, you have to push the button L of the terminal and see an Exit door open up. For that door you have to get back through the ducts to main office or the 1st lasers and go into that door next to the entrance of Main office, push the button and another Exit door opens, that one is in the corridor S at the Main Frame Computer room and past the aquarium to the L. get Secret#2, a ½ MP from the shelf. Now head back to the Laser passage using the expert or the sissy route.

Laser Passage, part 3.

Go back into the window L at the 2nd laser and combine the 2 Code Disk parts to use the Disk on the Terminal and the door to the L opens. In the W is another (quadruple) Laser trap, if you time the runs through these (they are down for a moment), you can get through with little damage, go L and shoot some windows, get in and take Secret#3, a MP in the cabinet and Ammo on the table, you’ll have to get back through the Lasers and then go L into the open door NW. Go through that hall and R, the exit doors N will open on approach. Go up some stairs and get the Ammo the Thug will drop. Head S and there are some more stairs (the passage under them is closed for now), climb those too and the doors will open, follow the corridor to another office wing. Near aquarium is another Terminal.

Office Wing 2.

Go R (W) after that aquarium and open the office there, get Ammo from the file cabinet. Go out and L/R, to the L are Lasers, go R (W) and the door with the K on it will open up, look for the book case you can push in, it’s the one past the small cabinets L. A wall lowers behind you in N wall, go into a Ctrl room. Look for a CD-Rom on the control panel to the R. Look on the TV screens N and see Elvis is still alive… Go back out of the rooms and to the corridor E, there’s a laser there, if you want some Flares, you have to time the jump through them and get Flares from the file cabinet in that office and go to the next office where the door will open for you. Go to the office in the E wing and get Ammo, then go to the next in the NE corridor, to place the CD-Rom in the player on S wall (a door opens up in the Ctrl room).

Get some Ammo in the office connected with this one and head back W through the corridors to enter the K door again, in the Ctrl room is the open door to the L, get the Uzis from that passage and return to the corridor with the aquarium, a Thug will show up and he will drop the Code Disk go use that on the terminal next to the aquarium and go into the door that opened to the L, the Basement Key lies next to the window, behind the desk, go out and into the NW corridor, down the stairs and shoot some Thugs from the stairs, go into the S passage and open the basement with your Key. The level ends….

Secret count 3.

Level 2- Finding a Way Out.

The Basement.

Go in and L at the ladder, just around the corner is a button that will open the hatch over the ladder. Go up and to the L is nothing to find, so go R and find another button near a trapdoor, open it, but don’t go in yet. Go into the duct opposite the button, keep following to the R where possible and you will come to another button that will open the trapdoor, go down and find Secret#1, a MP and Ammo. Climb back up at the trapdoor and go R again to come to an alcove with some Ammo, go on and in the next is a button that will open a door somewhere. Go on and R again to come to a store room, that door you just opened is in the SW corner, go in to push a button, a wall torch will light up, go out and into the passage NW for some Flares. Back to the ducts through the centre opening in W wall and R again to come to that trapdoor you opened in the first place, drop into the room with the walkways below and on the walkway to the L is a door that needs the Silver Key.

Go into the S passage and check the shelves in the next room for the Silver Key and some Ammo, then head back to the previous room and use the key on the lock on W walkway, go in and open another small door to come to the place you saw from the secret pick up. Push the button to open a door and go back to where you used the Key, down from the walkway and into the S passage again, in the room where you got the Key go L (E) and follow to the door that opened.

Get the Torch from the shelf, notice the closed door to the R of it and go back to the room with the walkways, take the W passage now and down the small ramp to light the torch, in the room with the walkways you can light the Sprinkler on the E stairs and the door in the room behind the window opens, so drop the Torch and head S, follow to the room where you got the Torch and go in, up the ladder and a flyby shows the Guards upstairs in the Parking Lot.

The Parking Lot.

Open the door and deal with those Guards. Pick up a ½ MP left behind and go find the entrance of the office close to where you entered and find some Ammo inside, go out and to the E side of the Parking, L of the yellow machine is a ladder on the pillar, go up and backflip into the duct, follow going L everywhere and come to a button, it will open the trapdoor next to it, go down into that storage to get the Lobby Key and the Revolver. Go back up to the duct and go L again, to get some Ammo and then proceed going L to get back to the ladder down to the Parking.

Go to the N side and kick in the door on the landing, L is a door that needs a Crowbar and go on down into the N passage and open the door in the W with the Lobby Key. In the SW corner of the next room is Ammo behind the crates, then go down W and shoot the Thug for his ½ MP, climb the crates E to get Ammo and runjump/grab E to the orange structure, climb the pillar up to a tank on top.

Dive in a swim to the first burner ledge in the next pool. Climb the SW corner and stand still, runjump into the E passage and come to a lava room with sloped blocks, just jump to the first and keep slide/jumping till you are in the W room, get the Ammo and push the button to open a gate. Jump back to the flat ledge in the lava room and grab up to the MS ceiling, go back to the pool with the burner ledges and climb out in the NW corner save in front of a button in the end of the passage (gate opens).

Timed Gate.

It’s a timed gate and it is on the S side of the pool, this is how I managed. You have to push, just roll and run normal, no jumps or sprint and the burner was off when I run jumped onto it, runjump through onto the S side and sprint into the open gate. (It could be different for you though, just find out what type of run gets you to the pool with the burner off) On a ledge in the room is a Thug that holds the Silver Key.

The Crowbar.

Get back to the pool and swim to the orange tank E, climb down the pillar where you came up and on the N wall is a door that can be opened with the Silver Key. Go up the stairs and halfway up you can get onto the centre floor with the grey crates, get some Ammo behind those crates and follow the stairs up to a door you can kick in. Now you are on the girders of a room where you passed below, go to the SE door and inside is a button to open the door opposite this room, enter that door, follow to a gate that opens for you and get the Crowbar and Ammo from the shelves inside.

The Machinery Key.

Go back to the room with the girders and drop to the green crate below, go out NE and follow back to that Crowbar door near the Parking. Go in and R, out to the balcony and open the door there, inside is a wine barrel in an alcove, push it all the way in and the door S opens, go in there to get a Silver Key from the grey crate SE, go back and return to the Parking lot. Go to the W side and find the lock for that Key on the porch of the Ctrl room. Go in and shoot the Mechanic to get the Machinery Key he has, check out the room for some Ammo and go out to enter the N side door in the Parking again, go past the Crowbar door, down the stairs and L onto the steps there and open the door.

The Exit Key.

Inside, in the SW corner is the lock for the Key, go in and push the button, a crate drops from a hatch, go back to the previous room and climb to the upper floor, on the grey crate is the Exit Key and behind the green crates S is Secret#2, a ½ MP. Get out of here and return to the Parking lot, down the ramp in the E to the big overhead doors and open the gate to the R with the Key. 

Out to the Streets.

Kick in the next door and go out to an alley outside, in the SW corner is Ammo then climb the NW crates and runjump/grab to the balcony E, get Secret#3, Ammo.

1st Square.

Jump back to the crates and get up onto the roof, shoot the resistance and go to the NW, between some pillars on 1st Square is a Crowbar door. Get the Ammo inside and head out, straight into the staircase E, jump/grab to the ledge over the stairs and get the Ammo, now proceed further down the stairs and up the next to 2nd Square.

2nd Square.

Go L from the stairs and just before entering the building you can grab up to an upper floor, go in the building there and get the Golden Key to the R, Ammo to the L, go out again and down to ground level, go into the lower passage now and follow to a waterfilled room. Get into the water and just L of the coin slot is a trapdoor you can open up.

Swim in and go R, then up in the S of the next room, runjump to a sloped pillar in the deadly water and jump to the flat ledge, runjump to the next (watch the low ceiling and then to a ledge with a slope block on it, jump over that one and runjump/grab into the passage S, go up and to the L is a closed gate, go straight and into the water of the next room, get the Token and return to that gate that now opened. Go in and Lara will look up to the Lasersight on the grated skylight.

Go out N and then L, up the steps to 1st Square, go R to find the stairs to the 2nd Square again and there enter that lower passage in the building L of the stairs again. Jump to the Coin slot on the pillar and use the Token to get a rope out of the basket, climb and backflip to the upper room where a lever will make a wall on 2nd Square climbable.

The Lasersight.

Go down and out of the building, to the ladder on S wall of 2nd Square. Go straight over a walkway and get the Lasersight from the skylight, go back to the walkway and drop in the room below, go S and R and then L at the wheel barrow, open the door with the Golden Key and pull up on the W yellow wall, near the wheel barrow there.

The Golden Coin

Backflip to the walkway above and runjump to the W, go out on the balcony over looking the alley and shoot the fuse box in the SW corner of the alley. The door below in W wall in the alley opens, go around to get there or just backflip over the fence. Behind the door is a small store room, push the Wine barrel aside and get the Golden Coin from the wall. Make your way back to 2nd Square and to the N of it, there’s a receptacle for that Coin on the wall straight ahead, The gate to the E opens up. Go onto the next square and in the SE you can find Ammo. Then head into the NE side of the square and find the broken window in the E wall, climb through and go L. The level ends in the next passage.

Secret count 6.

Level 3- The Haunted House.

There are so many doors that need keys that we will only mention them when you have to go there and not point then out in advance, keep the bold blue names in mind, as you will go back there once or twice. Zombies will come out of many doors, just dodge them and there are Rats the size of Dogs, yugh…

Go through the door and then N from the entrance, a couple of Zombies will wake up, just dodge them as you go to the Main Staircase and go W from there and just around the corner a door will open up, go in and get the Broken Diskette from the cabinet, go out and R again, through a passage where the end door will open, go R and the door on the R will open.

The Library.

Go in and get the Maria Key. Look for a wheelchair here and to the R of it is a book case you can push in to the end. Go R and go down into the lower room. Go E and in the end of the cellar are ledges, climb up and get the Alicia Key. Drop down and the door you see S leads to the Main Staircase and only opens from this side, so go in and up the stairs, go S and back to the start of the level. Open the door there with the Alicia Key and get some Ammo in the NW. then go to the SE corner and shoot the grating on the CS, get in and slide down into the Torture Chamber.

The Torture Chamber.

There are Thumpers here that will kill you when you get too close, so stand R and run past the first, stop in front of the next and then run R around the corner of the pillar, up the ladder and turn to the NE, standjump to the close by pillar and then runjump over to the SE corner pillar. On that pillar is a Jumpswitch, so drop/hang from the pillar and drop/grab the switch (all the pillars have trigger tiles now), go to the ladder again and now into the W passage where you’ll find a deadly pool, look L and see the ledge in the NE corner of the room, runjump to that ledge and then S to the ledge with the Mars Symbol, get back to the entrance and now go jump onto each of the pillars in the Torture Chamber once and then go to the E side passage. You can shoot out the door now. Go in and use the reach-in switch to stop the Thumpers.

Look for the CS in the S wall near the switch and follow through, shoot the grating and climb into a Piano room. get the Diskette on the small cabinet and go to the painting on S wall, open it with the crowbar and use the reach-in switch (screenshot of more paintings). Go out the door W and come to a big Library, go to the N end and open those paintings you saw before. One holds Ammo and the next a reach-in switch that will open a book case N. Go up the stairs in that new passage, through the door of the next room and come to the Main staircase. Go W again and follow past the door with the lock to that hallway near the Library, the door straight W will open for you go down and L to put the Diskette in the R hand machine (screenshot of a door). Go out of the room, to the hallway and L, then L onto the stairs opposite the library and the door on top of the stairs will open.

The Big staircase.

Upon entering the room, 2 Wraiths appear, run straight and L down the big staircase and L to the door in W wall, follow down more stairs and into the water filled basement there. Go back up the last stairs and in the L wall is a door, open it with the Maria Key and get Secret#1, Ammo in 2 corners out of the Morgue. Go back to the passage and L to the Big staircase and to the NE corner, shoot the grating off the CS on top of the ladder and get in. Shoot that small door E and get the Ammo from that room. Back to the Big staircase and up one floor, the door NW will open for you.

The Blue Chapel.

Inside go to the W, there are two doors with locks, go on to the stairs to the R and then straight into the S door, around the corner is the Chapel Key (left). Go out and E, the door opens and you can go down the stairs and follow to where you came into this place. Go L and back to the Big staircase, go down one floor and to the E door, first room L is empty, the next will lead you outside. Go E and to the Square.

The Square.

There’s a small Gazebo (with a tunnel below it, later) in the centre of the Square, go to the SE corner and dive into the hole. Swim through the Spike traps after you timed them and open the UW door straight ahead, get Secret#2, Ammo in 2 corners. Get back to the Square and go NE, find the receptacle for the Mars Symbol and enter the room.

Statue Puzzle.

There are 2 Busts on pedestals and Spike textures on the floor, the statues go onto the marked tiles (in an ongoing motion, unless you HAVE to stop. Or Spikes will pop up). Go to the N gate that opened and throw the switch on the statue (screenshot of water lowered in the hole below the Gazebo). Now the statues have to go under the Hammers.

S statue: push out once and then E to the gate, then S to the L opening and push it under the Hammer, backflip while Lara still pushes it and go gat the MP that appeared.

N statue: Can’t go straight N or you will get crushed, push it N once, then push it W twice, then push it N to the end and push it under the Hammer, get back quick and go for the Venus Symbol that appeared.

Go out to the Square and into the hole under the Gazebo, climb down the ladder, jump over the water to the Jumpswitch N and use it to open an UW gate. Go back over the water and up the ladder to the Square again.

Go to the NW corner and use the Venus Symbol to open the gate, dive into the pool and swim down in the tunnel, go R and to a room with statues and air, don’t get out yet but take a breath of air and open the UW door W. Go in and follow to a crossing, there’s one hole up, go R here and follow to the stairs, go climb up into the room above (notice the Jumpswitch over the NE block here) and go to the other end of the room, in that NE corner is a block you can runjump/grab to, aim for the corner next to the water (over the lowest part of the slope).

Go over the blocks to the one near the other water hole and use the Jumpswitch, a gate opens somewhere. Head back to the other side of the room and dive into the SE hole there. Swim E and up in the room where the UW door is, climb out E and use the switch on the statue, a flyby shows a new route opened, because the pool has frozen over. Go back to the water and dive in, climb out S and wade through the shallow pool, around the next corner is a ½ MP. Then dive into the water there and swim W, through the gate you opened before and get Secret#3, Ammo in that room, swim back E and climb back to the Square using the ladder under the Gazebo.

Enter the Venus gate NW again. Go over the ice to get some Ammo NW and then go up the ladder from the flyby and to the NE for a ½ MP, head S and see the pedestal in the niche behind the gate. Runjump over the gate to get the Chapel Key (right). Jump out to the ground floor and go over the square to the SW, out to the alley you entered from and down a sloped passage NW.

The Chapel.

Go L inside and jump onto the windowsill, look NE and spot the Jumpswitch in the corner, a standjump/grab with a L curve from next to the candle will get you dangling from the switch, a piece of the SW stained glass window opens up, go in to get the Marcus Key, back, leave the Chapel and go to the alley. Go inside the house again and follow the passage back to the Big staircase, go up and to the NW door,

The Blue Chapel 2.

Go L inside and open the first door L with the Marcus Key (which will stay in the inventory) go L inside to find Ammo, then go out and L, to the next door for more Ammo, then go out and L up the stairs and open the third door to get a 2nd Diskette from the small cabinet. Go out of the room and R (E) through the door, down the stairs and L to the big staircase again, cross over to the E, down the stairs and R, to the R into that room where you can put the 2nd Diskette in the machine (screenshot of a door) Go out and straight into the E door, past the door with the lock and to the Main staircase, go S again and L in the end.

The door to the L will now open for you. Follow to the top of the Library, on the N wall you can push the book case in, use the reach-in switch and a book case SW lowers, revealing the Silvia Key. Return to the Main staircase and then go W. Now you can open that door L in the passage, just before that blue door. Plenty of Zombies crying for help now, but no Fire power to help them out of their misery, so… sorry, no can do.

Just get that door open and go in for Ammo and another Silvia Key. Go out, L through the blue door and R, then L up the stairs to the Big staircase again, down to the lower level and into the W door, follow down to the water filled basement where you’ve been before and wade to the other end of the room. Open the door and get out of this nasty place….

Secret count 9.

Level 4- The Garden.

This is a level for the Beetle lovers among us.

The door will open, wade into the deeper water and go R (W) into the room to the R to get Claudia’s Key from the low crate, a door opens and that door is back in the passage and to the S.

Room with the Tree.

Go into that next room and save at the door, then go in and a flyby will show the upper room where the first Beetles will pour out of a hole to the L and on a crate is Ammo and so is some on a crate SW. I ran over the red floor at the tree and jumped on the E crate, got the Ammo and run jumped to the tree again and from the higher part of the floor you can runjump to the crate SW, got the Ammo. Then go to the S door fast and go in, follow the arrows on the walls, opening some doors and come to a room with crates, get up on the L lower crate and runjump over the pit behind that crate. Get the MP and wait for all those nasty critters to drop in the pit, go back over the crate once more to check if you got them all (could be you have to repeat this a couple of times, as did we). This is your refuge for Beetles for now on, remember this place.

Go back into the passage and open that small door you passed earlier, get behind the S crates and shoot the single crate to get into the CS behind it.

The Mansion.

Follow to another crate you have to shoot and get Ammo in the next room, open the ceiling hatch and climb up to a room with a Fireplace, follow the next passage to a corridor with a staircase down (closed door) and in the next room to the L are Ammo on the floor and the Mansion Key on a cabinet. Go on through the corridor and spot the wall torch in the end. Go back the way you came and through the CS and in the room with the crates is a door you can open with the Mansion Key (it’s the door you saw at the bottom of the stairs, for later).

Torch#1.

Kick in the small N door and go up the steps, there’s a crate near the fence, shoot it and get the Torch from under it, go back to the big door you just opened and up the stairs to the Mansion. Go R and to the room with the Fireplace, light your Torch and head for that wall torch in the other end of the corridor, the door will open when you light it.

Go in for Secret#1, Ammo on the crate to the R and a MP in the shootable crate NW. Take the Torch with you when you go back up the stairs and just around the second corner when facing E in the small passage, you can throw the Torch on the floor to set it ablaze. Drop down into that hidden passage and look W to see some water in a passage, first go E and shoot a Dog in the last open cage to get the ½ MP. Then return to that water you saw and follow to a wider passage, go L and then L again, open the door with the Mansion Key (shortcut for later, could be there are still Beetles running loose, deal with them later), then inspect the N passage for some Ammo near the fence and head E, open the door to the L with the Mansion Key, follow past the cages to a yard, look for the shootable wall N, under what looks like a MS, right in front of the passage you came from, crawl to The Spike ball challenge.

The Spike ball Challenge.

Save before climbing into the room and drop. Immediately backflip to release Spike ball #1 and then jump forward again to avoid being crushed by Spike ball #2, now look E and shoot the 2 Targets, crawl back to the yard and throw 2 switches in the alcoves in N wall.

Torch#2.

Go to the W side of the yard and get the Torch from the now open pit. Notice the 2 pedestals near the cages, you have to light them later. Go back to the water passage S, to the R and in the S passage through that door you opened before. Head for the S door again and follow the passage to the end if you want to get rid of more Beetles. Then return to that N door halfway down the passage, go to the room with the crates and up the stairs to the mansion, R and to the Fireplace (those Beetles even followed me here).  Light the Torch and go back to the cages with the Dog and to the yard where you got this Torch (shortcut: down the hole in the corridor N) Light the 2 pedestals near the cages and go in to both cages to collect the Gemstone Piece and the Garden Key.

Go back to the water and into the water passage, go W and back to the big room with the tree. Open the door W and then the next one with the Garden Key. Follow the passages down some stairs to a crossing, L is a closed gate. Go straight and come to a pool.

The Garden Pool.

Dive into the pool and find a small tunnel NE, get air and save before swimming in follow all the way to a room with 2 pedestals, between them is an UW door, open it and follow to a tunnel where you can climb out into a room with a switch next to the gate. Gates open up somewhere. Swim back through all the tunnels and climb out of the pool. Go up the NW stairs and Save at the slide.

Timed Spikes- Target Practice.

Just slide down and jump to the Spike ledge and have a look first where the targets you have to shoot are located and then start over with the Revolver drawn.

Slide and jump to the Spike ledge, run forward a bit to the centre of it, look up and R, there’s Target#1, make a 180 turn and to the L and R close to the entrance up on the ledge are Targets#2+3, shoot them in time and you’re home free, go into the now open W wall, use the switch to open an UW gate in the pool.

Go out E, straight into the pool and swim R/R into that tunnel and R again at the crossing, climb out at the stairs and get some Ammo near the fence, go up the stairs to another shallow pool, up the wider W stairs and to the R again.

In the end of this passage and to the L you’ll look out over a yard, jump over the balustrade to the pillar in the corner and get down top the floor, in the sarcophagus at the N wall are some Ammo pickups. Go to a passage in the SE and walk along the R hand wall, a Dart-trap will start, just at the slide to the R are some markings on the floor, “Left 2/6”.

Timed Spike-Switch Puzzle.

Wonder what that is… Save and slide into a crypt with a deadly pool and numerous Spiketraps, around the room on the walls are switches, quickly run to the #2 switch on the L (so the central one of that wall) and sidejump R to switch #3, then turn to the R a bit and backflip into the pool (that is safe now) before the Spikes come up. Pick up the Gemstone and go use the rest of the switches. A flyby shows that gate in the passage that led to the Garden Pool opening up.

Dive into the hole in the pool, swim through the small tunnel and climb out in a dark passage. Crawl through the CS and come to that passage near the yard again. Go back to the balustrade you jumped over before and now enter the W gate, go up the steps to a gate that can be opened with the Gemstone, go in and use the switch in the end to open the next UW gate in the Garden Pool. Climb the vegetation L of the switch and get Secret#2, Ammo. Down again and down the steps to the yard and jump to the ledge with the Ammo you can see in front when going down the steps. Go S behind the fence at the yard to get the Ammo there and then go jump up the small roof (from the purplish ledge at the stained glass window E) next to that NE corner pillar to jump back over the balustrade, go S and to the R of the CS you came out before are some stairs down, get the ½ MP to the R on the balcony and go down the stairs to swim into the opened gate L (SW). stay low as there are Dart-traps in this tunnel, find the UW ceiling lever in the centre of the next room and watch the health while pulling it, swim back along the bottom and straight out of the tunnel into the N room that is dry now

to get some Ammo on the pedestal, look in the sarcophagus E for the 2nd Gemstone. Swim back to the stairs to go up to the passage with the CS and go down the wide stairs E. In the next room straight into the passage E and up the ladder around the corner, place the Gemstone in the receptacle (the S gate opens in the room below). Go down and get the missing Gemstone Piece. Combine the 2 parts to make it whole again and go out N, swim back to the Garden Pool.

Go back W to the Garden Pool and up the ladder NE, get into the CS, go L and up the stairs to a closed gate and door, place the Gemstone to open the gate S and go in carefully.

Timed Burner Run.

Pull the switch and sprint to the Timed gate S and L in the end, you’ll could catch fire (although I didn’t J ), just take MP’s and hit the water at full speed. Look around for a ½ MP and the Sewer Key on the lower pedestal, then open the UW door E, go up for air and save. Dive into the open door and swim through the Spiketraps, if you did the 1st one OK, you can probably just go on full speed and open the gate in the end with the UW ceiling lever up to the R (NE). Swim out to the Garden Pool.

Climb out E and go up the steps, through the gate, and R in the SE corner is that gate you saw opening up at the Timed Spike-Switch Puzzle and here’s Secret#3, 2 MP’s.

Go out and head back E to the previous part of the level, go through the room with the tree to the E door and wade into the passage there, go E and just around the fence to the R into the passage with the burnt floor, go straight and to that fence with the lock, open it and open the manifold to the Sewers. Dive in and swim into the next level.

Secret count 12.

Level 5 – Sewers.

Swim to the next room and here are 2 tunnels. Go into the N tunnel and L and as soon as you see a big Propeller, go R. Then L again and go past the pipes to the L to get some air in the next room. To the S are pipes in a tunnel, you have to go in there, but the pipes are deadly, so you have to swim where you won’t go under or over a pipe and gat a final breath of air in the end, to the L is a gate, go R and pull an UW lever in the end of that place, swim back. The gate in S wall is now open, get some air before you go in and follow to another UW lever that will stop one of the big propellers. Go back to the pipe room and to the room N of that, you can swim W from there as the current is off. Climb out in the W and go down the stairs where it says Danger, the door will open for you and now you entered the Excavation Area.

The Excavation Area.

An enormous pit in the centre of the room, in the SE is a switch that will open the doors of the shacks near the switch. Inside the shacks are cabinets with Ammo (in the bigger shack is a closed door), go out and to the NW corner of the pit for Ammo.

Bottom of the Pit.

Now go to the S side of the pit and safety drop onto a wooden walkway, go N and runjump/grab to the climbable wall, down to a ledge and jump E, and go around the E to the S to jump over the sand hill to a partially hidden door, open the panel R of it and crawl into the CS, at the crossing to the R and down is some Ammo, go back and straight and L / L for more Ammo, turn around from this pickup and go straight out, around a corner where you can stand and into another duct get down and find a push block SE.

Pull it all the way in this small room so you can get the other block out off the way too. Go behind the fence and use the switch (opens a door on the walkways). Climb back into the crawlspace and when into the next crawlspace follow through going L everywhere, till you can stand up, turn around and climb up for Ammo. Hop back and crawl in, go L / L (S) and find a ½ MP.

Get out of the ducts to the ledge in front of the crowbar door and run off to the walkway below. Go to the N ladder and drop/hang from the edge of the walkway. Drop/grab to the one below and go to the NW corner where that open door is. Go in and go R. In the first room is a switch. Go in and use that to open a door E on the walkways (the second room here has a switch too, don’t use that now). Go out and to the E, enter that room to use the switch that will change the opening of 2 doors, go out. To the Ladder N and go up, backflip to the upper walkway again and go to the SE corner of it, drop/hang and drop/grab to the lower walkway where the door opened. Go into the room L and use the switch to open an old corroded door down in the pit somewhere. Go out and now the door L on the walkway opened, so no easy ladder down, jump/grab around the corner to the upper walkway or use the ledge in the corner to achieve the same. Go down the ladder N.

The Battery.

Down to the bottom of the pit and get some Flares in the NW corner behind the crates, go to the opening in the SW and find some Ammo and a Battery behind the crates there, go

Down to the bottom of the pit and get some Flares in the NW corner, go to the opening in the SW and find some Ammo and a Battery behind the crates there, go out and into the NE corner tunnel, R and then R again into the passage there, follow to that open door, inside and to the R is a crate in front of a ladder, push it aside and climb up. In the next passage a door will open for you, go into the Elevator room. Place that Battery you have in the NE Fuse box and step into the elevator. Take a rest while it takes you up to level 2.

The Sewer System.

Go find the manifold in front of the big pipes and open it and swim through the tunnels, use the UW lever at the gate and swim out. Swim R at the big intersection and immediately L into a small opening near the bottom of the tunnel and climb out. Climb the ladder and then up the stairs NE. In an alcove to the W in the next room is a MP. Climb the ladder, off to the R, go S and get Ammo form the dead soldier. At the end of the walkway is a switch. Save before using it, as there is an announcement and a timed run.

Backflip, turn R a bit and jump over the fence to land straight in front of the N  passage to the stairs, sprint to the lower section, go L and sprint over the walkway on the pool and hit “Alt” in the end to just roll/dive into open Emergency door S.

Use the wheel under the Danger sign E (a tunnel in the beginning of the level filled to the top, so that small tunnel is now accessible. Turn around and the switch W opens the door to provide you with Ammo. The file cabinet in the office also holds Ammo. Go outside to the walkway and jump in the water, go swim N, R past the small tunnel you went in just before and at that intersection R (S) then a L at the next intersection and a R, you are in the first tunnel, go R and up, into the small tunnel over the Danger sign. Follow to a pool and get out ASAP, as the water stains red.

The Central Pool.

There are several passages leading from this pool …

N passage:

Jump into the pool at the end and get the Rusty Battery from the bottom near the big pipes. Swim back through the small opening in the SW corner. In the next room, in the SE corner is some Ammo, swim W to the central pool and get out of the water in the W.

W passage:

Follow to a room with a glass panel in the back, put the Rusty Battery in the Fuse box. The glass panel L is gone and there are 3 switches inside. Only use the middle one (switch one and two you have to use separately) and see 2 gates open at a pool. Go back to the central pool.

E passage:

Follow to the pool where you picked up that Rusty battery and grab the corroded MS ceiling. First go into the R hand gate and throw the switch (#1 for door) Dive back in the pool and swim through the SW corner tunnel, back to the central pool, climb out W and go into the W passage, back to the switches, throw the R hand switch, the MS changes position. Go to the central pool and into the N passage, now you can grab the MS here and go into the 2nd (R) room to throw switch #2 that will open the door in the S passage at the central pool. So dive in and swim back through the SW tunnel.

S passage:

The door in the end is open, go in and use the Valves on the pipe to flood the basin behind you. Dive in, throw the UW lever on the N side (door opens in the W passage) and find Ammo in the SE corner. Go back to the central pool and into passage W, into the open door L and get Secret#1, Ammo inside. Go back and L, to the 3 switches and use the R hand switch again. See an UW gate open up, go to the central pool and Save before you swim in N. 

When in the wide tunnel, go L (N) and R at the intersection, R again into that open gate and use the UW lever there. The gate at the #1 sign opens. You are probably close to drowning, so swim out quick, L/L then straight at the intersection and L in the end. All the way to the end of the tunnel and up in an air pocket. Swim back a bit and R into that room you passed. Get Secret#2, 3 Ammo pickups. Get some air again and swim back, go R at the #1 sign and in the wide tunnels straight N, then L at the last intersection, then R in the end and one more L turn to come to those big pipes again, swim past them and up in the next room to get some air. Then swim into the W tunnel and climb out in the room at the end, down the NW stairs to the Excavation again. You’ll get a flyby of Guards in the NE tunnel, one of them opens a door.

The Excavation Area 2.

Go down in the pit and on the bottom into the NE tunnel. Take the L passage this time and go behind that crate to get Secret#3, the HK Gun from the file cabinet. Go into the NW corner and pull the crate out of the corner to get the Ammo from underneath. Look in the SE corner, behind that open door and throw the switch to open a trapdoor over a ladder (that leads to Sewer System again). Go out and into the opposite passage, up the ladder in the room with the old Bike and up the ladder, up the ladder to the R at the open door and backflip into Sewer System.

The Sewer System 2.

This is a long swim, so save and dive into the manifold, swim through all the tunnels, past the UW lever R and straight at that big Propeller. L at the next and then R, R again and up a bit into that small tunnel over the Danger sign, to get back to the central pool. Climb out S and into the passage there, go S through the pool you flooded and the door will open for you.

The Deep Shaft.

Jump over the Deep Shaft and go into the SE corner, turn before the hole in the floor and climb down the ladder, go in and to the R is a switch that will get the walkway in the Shaft up to this level. Go out the door that will open for you and onto level 1 of the Shaft, go over to the other side and next to the hole in the floor is another switch to pull (the walkway in the Shaft lowers one level). Climb down the next ladder and come to level 2. Again closed doors to both sides, so go in E and slide/jump/grab the ladder, climb into the low space and stand up to the R, again slide and jump/grab the ladder, turn around on top of that one and runjump/grab to the next ladder, follow up to a passage with some Ammo L and another hole ahead, jump over that hole and throw the switch and safety drop down the hole.

Head W and on this level the N and S doors are open, go in to turn both Valves open, then go out, spot the opening in the S wall of the shaft below the walkway. Go W and up the ladder in the passage and throw the switch to get the walkway up again, go out and the N and S doors are open here too. Go S first and turn the Valve open, then N and also a valve, throw the switch L of the valve to open the Emergency exit on the top level of the Shaft and go over the walkway into the E passage, where the door will open on approach, go in and climb the ladder in the end, go to the NW corner of the Shaft to open the valve in the Emergency room, water will fill the lower level of the Shaft.

Go out, to the ladder SE and down to the switch, out over the walkway and down the ladder other side, don’t forget to throw the switch and out to the walkway, drop to the crate NE and go into that S opening. Dive in the pool and throw the UW lever. Swim into the open gate and climb to the passage, go up the ladder to Sewers courtyard.

Secret Count 15.

Level 6 – Sewers Courtyard.

Well… You certainly caused some commotion (great movie BTW)

Guards will drop Ammo most of the times, check it out yourself. 

Be careful here, there’s a Sentry-gun in the SW corner, run along the W wall and then sharp L onto the Container Yard. (to the R (SW) around the corner here is a ½ MP, but you will loose as much as you will get)

The Container Yard.

A lot of resistance here, I ran to the S first to get out of the line of fire of the 2 Sentry-guns. Turn and take care of some enemies, go down the steps in the S here and behind some crates is a small wooden box with the Uzis. I’ll describe now how I got rid of the Guns, maybe it works for you too, if not try to find your own way to deal with them.

E Sentry-gun.

When coming back out from the Uzis pickup, climb up E (near the forklift) and go run along the E wall to the N. Then you have to run L and around that container to the R to get into the NE corner of the yard, walk back and look up if you can shoot the E Gun (in it’s little gas tank).

W Sentry-gun.

Go back to the red forklift (SE) the same way you came and go to the W side. Slowly walk out to the yard and look if you can take a crack at the Gun. For me it worked, if not, try to get the attention of the Gun from this side and then run N, turn there and take another shot at it.

With both Guns gone (the one in the W street will stay as it is) you can go collect dropped Ammo. Then go to the E of the yard and into the passage there to another Container storage, look along the N wall for one of the containers with the word TIR in mirror image and shoot the door, go in to get a MP in the back (this will also move the red forklift on the Container yard), go out and return to the Container yard, climb the red forklift (SE), up the container and go N, past the Sentry tower and shoot the windows in E wall, get in and go into the first R hand passage of the walkways. R again and down the steps, nice Doberman, the fist L passage has a closed door, go to the next room and start shooting crates for Goodies, then look for a crate NW (W wall) and pull it out and aside to throw the switch inside, that door in the passage you saw is open now, so head back and get Secret#1, a MP.

Go back up to the red walkways and R / L into the first N passage, L down the steps and kick the door in, get Ammo and another HK Gun from the crates before you go through the N door. Then open another door to the R and get some Ammo from the wooden box, after you shot that guy in the back. Go out and R, up the SE steps get the Ammo and follow the walkway to a closed door ½ MP, when you pick it up a Thug opens another door W and you can now return through that N lower passage, through the rooms and up the other steps to get back to the walkways.

Head straight S and into the passage to throw a switch that will open the door where you got the ½ MP, so one more time over the walkway, follow the N route and over the walkway to that open door. You’ll need a flare or two here. Go to a door, kick it in and go out to the top of the walkways open the door N and get the Ammo inside. Then head E and look out over the yards below, there’s a cable you can use to get down to where the Sentry-gun is, quickly duck when you land and go around the structure, crawl to the container E, turn and shoot the Gun.

Go to the red portal crane and climb the SW leg of it and up o the beam to the R, go E and drop/hang from the outside, shimmy R till you can pull up again around the corner. Jump to the SE containers and go L. then run off to the yard with the Gun and get as close to the tower as possible, crawl to the NE corner and from the E wall there, next to the crates you should be able to take out the Gun. Climb up the green crates SE and get the Ammo, runjump over the fence around the Gun tower and open the manifold S of the tower. Follow down and up ladders to a room with a switch in the back, use that to open the room to Secret#2, Ammo pickups. Go back to the Gun tower and from the crate you can jump back over the fence.

Then go to the far NW corner, between the container and the wall is a ½ MP another ½ MP is located in an alley S of the forklift turn around and climb up the containers again using the red forklift and go to the windows N, go to the one window L you can just garb up to and shimmy L, pull up and turn to the yard to see the platform the Sentry-gun was on before, runjump over and get Secret#3, Ammo. Go back the way you came and drop to the containers, go to the window to the R, shoot it out and runjump/grab to it.

Inside is a CS up in the N wall, follow to the R and safety drop into a corridor, go W as the 2 doors here are closed, kick in the first door to open a door somewhere and a Thug runs in. Go to the next door in the corridor and climb up the hole in the ceiling, take out the Thug and go back to the corridor, to the E and L, as the door to the Station is now open.

The Station.

Go E and around the front of the train, head W along the other side of the track and shoot the Guard there to get the Balcony Key. Go back into the building and up to the upper floor where you shot the Thug, open the door there and go out on the balcony overlooking the train, jump onto the train, find the hole, but don’t go down yet, go all the way to the back of the train and look on the R hand side for a crate hanging in a crane, get the Ammo from that and go on to the last car of the train, climb backwards down the ladder to the space between the cars and backflip onto the balcony of the car behind you, get Secret#4, Ammo.  Jump/grab back up the ladder and go back to where you jumped onto the train, now drop into the hole. Use the lever to open the doors and go to one of those, a flyby takes over and the train leaves the Station.

Secret count 19.

Level 7 – Riding the Night.

Go E (back of the train) and jump with a grab into the next boxcar, go through this one you’ve visited before to jump to the next, open the L door to get some Ammo and go back out and L to open the next door for some Ammo on the desk, go out and L, open the door in the end of the car and jump/grab the ladder to go up. Go to the back of the train, over the 2 grey cars and on the wooden one you can open the hatch. Get the Flares from the Lions cage L and climb back up to the roof, go on to the end of the train again and jump over the crates on the flatbed car, get some Ammo and here one of the Thugs dropped from the train spontaneously, ha ha… stupid fo….

On the last flatbed car the door of the brake car will open, go in, shoot a box for Ammo and open the crate in the back L (NE) to get a MP. Head back over the flatbed cars and the door of the wooden car will open, the Lion cages are broken, so watch out and get Ammo and a Rusty Key from the cages. Climb back to the roof and go (W) over to the first grey car where a Thugs will pop up on the next car, shoot him from here and the hatch on this car will open up. Go down and use the Rusty Key on the E lock and go in for Secret#1, 2 Ammo pickups. Climb back up to the roof and head to the front of the train (W) and when you arrive on the first dark roofed car, you can drop/hang from the S side, find the opening and drop/grab to get in, go L and shoot a Lion, open the SW crate and get the Silver Key from the box inside.

Go to the other end of the car, throw the lever to the R and the door E opens, jump/grab the ladder on the grey car and go up and down into the hatch of this car, open the door near where you drop in and get a Broken Crossbow (hope somebody can fix that), and another Silver Key from the box on the crate. Now you have to go all the way to the front of the train, down the hatch you dropped in when you were still on the Station and use the key here to open the door. Inside is the Bronze Key and that one goes in the lock in the last (brake) car of the train. Fresh Troops will be dropped on the train by a chopper. Head all the way to the back end of the train and use that Bronze Key to get a HK Gun. Go back for the flatbed car W and end the level.

Secret count 20.

Level 8 – Arabic Desert. Egypt 15 KM from the Red Sea…”

After a lengthy trailer, showing inmates in a prison, talking about the attempt to recover the 3rd Artifact from Egypt. The Mission seems to have failed, the level starts with Kurtis in the desert (he seems to be injured too).

Ancient Temple Ruins, Hathor Effigy 

Climb down the pit and go up in the other side to come to a Square in a ruined Temple complex. Go around the square into all the alcoves first to recover all the Ammo and then dive into the water NE to get the Hathor Effigy. Next to that pool is more Ammo, then head into the S passage and come to the waterfall room.

The Waterfall Room.

On the central platform are 2 Demigods, shoot them from the lower step, just before climbing onto the platform (they shoot in the floor), then get up and get that MP that was dropped. Go to the SE Throne and go up the ladder, turn around and jump to the chain to pull it (a door opens up). Go back down the ladder and find that door in the SE corner of the room. Follow the ledges around the room all the way into the SW corner and pry the Golden Star from the wall. Drop down to the ground floor and head out to the square N.

Ornate Handle.

Go to the N pool, get the Ammo from it if you didn’t already and wade to the passage in the back L, place the Star to open the gate and go into the hall, up the stairs N and then R into that gold floor room. Go up the steps E (glass floor room) and then L (N) to the room on top of the stairs, a box in the NE corner holds Ammo. Then go up the steps to the room in that corner and get the Ornate Handle from the reach-in wall. Go down the steps and to the E stairs, up and to the R (notice the small gate to the R *Secret*), in the end R again and through the Scissor-trap (crawl). To the L is a switch in the ledge, throw it to cause a small earthquake (raises a block), back through the Scissors and L, go all the way to the N end and see a block in the L corner, climb into the CS from that block and get Secret#1, a ½ MP.

Mechanical Scarab and Winding Key.

Go out and from the block you can grab a crack in the N wall, shimmy R (using your teeth as you only have one hand) and get into the E opening. Use the switch there and get out again, go S a bit and just past the stairs W, that gate is open now and you can get Secret#2, Ammo. Go out and L, down the stairs W and L to follow the rooms (glass floor/ gold floor) back to the hall, straight into the W passage with the Scissor-trap and follow straight, over the glass floors to a room with Dart-traps, go under them and up the blocks in the end to get into the door you opened. Get some Ammo in the windowsill to the R and go into the first passage L, down the stairs and L, get the Ammo from the box and go on down the ramp W to a room with Burning tiles (the grated ones).

Go to the R and hopping over the Tiles you’ll find a switch in the NW corner to raise a block on the upper floor, hop to the NE corner and get up the ladder, now you can move the pillar to the opposite side of the room and into the alcove there. Go down from the ladder and hop to the side of the room to get the Mechanical Scarab from the pedestal. Go back up the E ramp and stairs and R/R to the Dart-traps, follow back through the Scissors into the hall and go R. Down to the Star gate entrance in the L and out to the Square. Go into the centre W openings and follow to a door with the stand for the Portal Guardian, so combine the Handle and the Effigy and place it on the stand, go into the room and get Ammo from the box, MP and Winding Key from the pedestals.

Go out to the Square and re-enter the N side in the hall go L/R and use the Scarab beetle on the Tile in front of the room with the Blade-trap. Go in and pick up the Scarab again, use the reach-in switch and go out, to the hall and up the steps N, L into the W passage and follow through the Dart-trap room and into the open door, to the end of that passage and use the Scarab again. Use the reach-in switch and see blue rays on a Tile. Go out and back to the hall, down the steps S and immediately R/R, step on the Tile under the rays and see a block go up. Go back to the hall, up to the N and to the R into the E passage, in the gold floor room go R and R into the SW corner where the block went up.

Climb the block and grab up E, jump over the ledge to the other side and get some Ammo, follow the passage to a switch that will open a coffin, revealing a switch, take one hop back and look into the room N, do a runjump with a curve to land on the ledge with the chain. Pull it to activate the blue rays in the Waterfall room and the Sarcophagus moves aside. Safety drop to the floor below.

Head back to the hall, go down to the S end and go L shoot a box for Flares. Go up the steps around the corner and throw the switch at that coffin. An UW door opens, go out to the Square through the Star gate and to the pool in the NE corner, swim into the S side tunnel and follow to Secret#3, Ammo pickups. Swim back and get out of the pool, go around the pit to the S side and go back into the Waterfall room.

Waterfall room 2.

Get into the hole under the Sarcophagus and find the 2 pushblocks E and W, push them both in once and go stand in the blue light falling into this crypt. The Coffin N opens so you can use the switch there to open the door S, go there to get the Scarab Talisman, climb back out of the crypt and go N to the Square.

Go around to the N side and place the talisman next to the door between the pools, go in and up the ladder. Go straight for the switch W and get a screenshot of a block on the Square, drop down from the waterfall and head out, to the NW corner of the square and up the block, jump to the S and find some Ammo in the 2nd window to the L, jump back and runjump/grab S, jump around the corner to a sandy ledge and then to the upper corner of the Square, go jump along the W wall ledges to the N and in the end face E and runjump onto that broken pillar there. Turn to the N and see a door opened in the N wall there, a Ninja is patrolling the place, shoot him now if you can and a long runjump (no grab) from corner to corner will just get you there, pick up the dropped Ammo and head in, the level ends.

 Secret Count 23.

                                                                            >Level 9 - 14>