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Episode 3 - Costa Rica. Level 9 - 14
| -Links to the separate levels- Go back to this menu by using back arrow in browser | ||
| 9 - Back to Saudi Arabia | 10 - Costa Rica Jungle | 11 - Military Base |
| 12 - Caves of Altamira | 13 - Dark Dungeon III | 14 - Ultimate Power |
Level 9 – Back to Saudi Arabia.
Immediately hop back and save as the level starts, get out a flare to spot the Hack saw blades, negotiate your way through and get the Ammo from the pedestals in the next room, save again before heading down the W slope
Spike slides and Break tiles.
What worked best for me, was to just runjump in and keep jumping to the end. Immediately turn R to run with a L curve over the next tile and runjump to the W tiles, curve L again and jump to the ones across the room, curve R and jump to the last set and standjump with a roll in mid air into the opening in W wall.
Cutters.
Just slide, holding “Crtl” to grab the end of the 2nd slide, save and pull up, don’t backflip. Just let go and immediately take a single step back to end up right between the rolling Cutters. Have a look around and spot the button in the NW, stand in the lowest part of the pit and do a runjump W (with a sharp R curve) as soon as you have a chance between the 2 Cutters you have to pass, take a step back if needed and go jump up to the button N, a ledge comes out over the W cutter, runjump onto that ledge from here and climb up W slide into the water and swim to the Rotating Blades, go high and up under the grated floor, throw the UW lever and get out through the open trapdoor.
Now you have to check your health and get back into the water, swim NE, a gate in the bottom opened there. Best to just run in forward and immediately push the up arrow, then time the swim down and get Secret#1, a MP, roll and swim into the other opening there to throw another UW lever. Swim out to the Blades stay low and go SW into the grated floor there, throw one UW lever to open the gate in the other end and throw the lever in there to raise the water level in the central hole over the Blades, so swim up fast and get out before you drown.
Heart room.
Get out W and go for the button NW that will open the gate L of it, go in for the Ammo in the vase and find the passage W, shoot a vase in the end for some Ammo and go back. Into the SE room and get the ½ MP from the vase, shoot some Ninjas and one of them will drop the Arabian’s Heart. Go place that in the NE corner of the Heart room and 2 trapdoors open up in the floor.
Optional and actually a Trap: But try this one out also, but go back to the save you made when you come to the end of that part, because there’s no Secret in this route.
Go to the N trapdoor and *Save*. (keep that Save separate)
Down in the passage is some water, follow the Dart-trap tunnels to where you can climb up at a gate, go over the gate and dive in again, swim low into the next room and get the Book of Revelations from the pedestal, the gate in front opens. Go in for the UW lever and a trapdoor opens S, but first go back E for air. Examine the book and it reads
"When the bird collide from the power of God, the wall of Horus will rise, when the statues are in the alcoves, the Gods sleep, when they are on an opposite side the gods awakes, it also makes a rhyme."
Then swim back to the blade and go L, up and follow to an UW room, there’s a tunnel up S where you can get air in a shaft, swim back to the room and on N and S wall are 2 UW levers, some Goodies on the pedestals E and W, get air in between if you need it. Now get air and swim back (down into the bottom) to the room where you got the Book and into the N opening, get the ½ MP and throw the UW lever on N wall (get some air in the E of the Blades if you need it) and swim back into the S side, all the way up into the shaft where you got air before and come out at the Zip-line you saw in the flyby. Go down the ride and into the slide L, Kurtis will drop into a deep shaft and call out Oh Shit!!!
The minute you hit the water the rest will be the same as when you used the S trapdoor from the Heart room, (but you missed out on a Secret and some Keys you need later on) so go back to the Save you hopefully kept and take the S trapdoor this time
A Burning Sensation.
Go to the S trapdoor and go to a room with Flame emitters, get onto the block at the pillar and jump into the NW corner as soon as that flame is down, run off into the gap behind the Flame. Grab back up un the W side and stand still till the flame is down, runjump/grab to the ledge S and pull up. Go stand on the ledge near the pillar and look on the ledge in the NE corner, a pole over the Flame emitter, stand where you can do a curved standjump to the pole and go up to it fast, jump/grab up and go to the first floor, backflip off and get Ammo and ½ MP from the vases. Then face W before going up the pole and climb into the red room. Backflip onto Secret#2, the Guard’s Keys and a MP.
Back onto the pole and to the room above, get the Book of Revelations (look above for the contents) Go to the W passage carefully and Spikes pop up here, stand back to the pole, time the sequence and start to sprint through as you expect them to go up, the gate drops shut. Go up the ladder and climb to a passage with a lava pit, standjump/grab the rope and swing jump/grab to the pole. Go up till you see the opening to the R, backflip in there and follow to the dark shaft, slide and drop into the water below (halfway down you’ll hit an opposite slope, that’s the one coming from the N trapdoor). Climb up N.
Here the 2 routes come together.
In this room the Book of revelations will come in handy!!! Actually these rooms are ones that Lara visited before, when she went to Saudi Arabia a couple of years ago (The Stolen Coffin) and that’s why the Cartouches are in place and that lever is already used)
Climb the block to the R and get into the openings in the S wall for a MP and Ammo in the N of the room is another opening to the R and there’s some Ammo too.
"When the bird collide from the power of god, The wall of Horus will rise"
Go to the W wall and shoot the L cartouche (those Ninjas didn’t find that one yet) and go into the L opening N wall. A squish pillar is moving there now, time the jump past it to the NE alcove and get the ½ MP from the vase, jump to the next alcove and go on to the N room. Use the lever (the floor of the room below changes) in this room and get back through the pillar, climb down from the blocks S and go around the central floor to the N side.
Statue Puzzle.
"When the statues are inside the alcoves, the gods sleep,when they are on an opposite side the gods awakens
It also makes a rhyme."
The outcome of this puzzle is still a bit unclear, but if you do like this you should be able to get the Artifact you need. Pull/push the NW statue to the SW Red tile and then to the SE Cat face tile. Then get the NE statue out onto the red tile in front of it and then to the NW Cat face tile. The statue on the sarcophagus moves and if you didn’t hit the red tiles with the statues, Spikes will have popped up out of the floor around it, so the Artifact will not be accessible.
But if you did like I said, you can now go out to the room with the Sarcophagus and just climb on to get the Amulet of Horus from the top. Suddenly blue rays shoot out of the Sarcophagus and there’s a hole in the E wall get in and follow the path to a cave with a hole in the floor, go down and slide into the streets of the Saudi Arabia levels (if you played those you will recognize them).
Notice the big gates to the N and go S and L (E ) before those open gates and into the building at the end of the street, find that CS up in the NE corner and get in. Follow to the next room and look for a pushblock in the W wall, push it twice and use the Guard’s Keys to open the gate to Secret#3, several Goodies. Turn around and throw the opposite lever and those big gates open where you came into this place. So head back out to the streets and go straight, then R and through the open gates. Go to the Chopper and that will get the Artifact back to Lara in the Costa Rica Jungle.
Secret count 26.
Level 10 – Costa Rica Jungle. “Back to you Lara”
Climb over the rocks on the E side and come to a Temple wall ruin, go to the SE corner of the jungle to get some Ammo, then head into the Temple wall, take either entrance and find some Ammo and a ½ MP in the alcove in the entrance passage. Go to the next area and go L (SW corner), climb over the rock and find a pulley to the L, it will open the door behind you.
The Catacombs.
Go in slow and watch out for the Spike-traps right behind the door, follow (closed door here) to the R and into a lower room. Jump into the W opening and follow over a pit (shortcut) to some Blade-traps, I did a runjump swan dive (“Shift”) over the first and a jump over the second, go down a ladder and follow straight to a wooden crate in the passage, get over the crate and go to the pulley N (door opens) Go back over the crate in the SW corner and take the first R. Through the open door and come to a pit where Thugs gathered around a campfire.
The Torch.
Shoot the Thugs and one leaves a Torch (lure them away from the fire or it might happen the Torch will fall right into the fire, then it’s lit but of no use). First jump up the slope to get into the alcove for some Ammo and a ½ MP, get out and light the Torch at the campfire and go into the S passage, follow up some ramps and light the wall torch there. The door opens and you’re back in the first passage, go L and down into that 1st pit, now jump up into the N passage and light the wall torch, now drop into the hole (take the Torch with you) opposite the wall torch and R through the plants, then sharp L at the Blade and light the wall torch there. The door opens and you are in the pit with the pulleys, leave the Torch in the passage at the door and jump onto that platform to go to the pulley N (a trapdoor opens).
Go back to the S passage and take your Torch again, follow back to the Blade and go R, follow to the plant cover and go L, to that hole you dropped into this passage from. Jump up to the upper floor and go N and R into a room with that open trapdoor, throw the Torch in a corner and deal with the Thug before he pushes you in the hole with the Torch, look in the L hand passage for the next wall torch and a door opens outside, (there are more passages in these catacombs but other then places you’ve been to before we couldn’t find anything new).
Throw the Torch in the open trapdoor and follow down, go to a bridge over a river and inside the opposite passage is another wall torch to ignite (you can leave the Torch here), go through the open door and that alcove NW the Thug is climbing up to, has Secret#1, Ammo. Shoot the Thug before he gets it. Go back down and into the N alcove where Ridley’s Keys are on the floor. Go back to the Bridge and up the ladder to the trapdoor, follow the W passage, past the hole and through the room with the block S to the exit of the catacombs. Shoot the Thug for Ammo and the Spikes pop back when you pass, climb back over the rock and head N to the bridges.
The Jungle.
Go over to the other side and climb the back of the tree standing near the river, backflip/roll/grab into the opening in the tree house and open the door with Ridley’s Keys. Inside you can use the switch (opens the N gate to the Private property) and get a ½ MP and Ammo before getting down to the ground again.
NE is an opening in the building, go in and up the ladder to get the Ammo, down again and to the NW and find another opening, go in and dive into the water, follow to a submerged rock, stand on that and jump/grab S from the highest part. Go up the wooden pillar and runjump/grab to the roof over the pulley where the door opened before, drop/grab and go in to use the pulley to start up the big waterwheel below.
Dive into the water below and swim in NW, get Secret#2, 2 Ammo pickups and a MP. Swim back and you cannot get up for air here, so swim L/L and back to where you entered this area from. Go out to the tree house and to the low crates on E wall, face N and grab up to the branch above, runjump over the fence NE and climb to the top crate to get Secret#3, Ammo.
Private Property.
Runjump back over the fence and go to the open gate. Careful there’s a Mine field.
My route involves only jumping 2 bushes and avoids a lot of popping mines… (could be you won’t find any Sentry-guns in the next part too as I found out).
The little bushes are safe spots. So runjump to the first and then standjump to the one a bit L and then to the L around the tree, follow the grass all the way to the W wall and then go N, to another tree, pass it on the L side and look on the N side of it. You can climb up to the branch here and jump to the W branch. From there a runjump NE to a tree in front of a Bunker, get down in the Bunker and use the switch to open the gates NW. Climb back up and from the lower part of the branch you can runjump (R curve) and grab the branch sticking out to the W, walk to the very end and now do a standjump NW with a L curve into the open gate below. Save!!!
Around the L building is are Sentry-guns run to the crates and go around the corner, show yourself there and go back around the corner carefully. Look for the spot where the Gun doesn’t notice you and you can shoot the tank near the red marking. Climb over the low crate and throw the switch to open a door in the building near the open gate. Go to that door NE and in the first passage L is Ammo, go on and up the steps to an office, there’s a blue crystal on a pedestal, shoot it to get the Amulet of Anubis back.
Go back out and now it’s the turn of the 2nd Sentry-gun. Have it facing W and from the front of the NW Bunker you should be able to shoot it. Go to the crates and climb up to the roof where the Gun was, drop into the hole and look for a Fuse-box through the gap on E wall, shoot it (no fire) and the exit door opens, go out and R/R into the room with the Fuse-box, throw the switch and a platform goes up on one of the Bunkers. This part is Timed…
Maybe it’s for the next part of the level as you will come back here later, then just go to the NW Bunker and get this Ammo later. Go out and sharp L, runjump onto the crates and a sharp R curve runjump/grab up to the platform, pull up and jump up the roof, grab the Ammo and get back down.Now head for the NW Bunker and go in, use the switch in the back and doors open, the one near the entrance holds a MP, grab that before you go down in the 2nd door.Get some Ammo, go W and more Ammo to the L, go to the CS N and in L wall, follow to a slide and go down to the Military Base.
Secret count 29.
Level 11- Military Base.
Go E and down the stairs to the R and here’s a Robot you cannot kill (but if you shoot it he will make a back roll and give to time to either get past it or run away), you have to open the Crowbar door to the L, just past the window to the R.
I ran all the way to the end of this passage S and around the corner to lure the Robot in there and then ran past him, did a roll and shot him even further back, rolled again and sprinted back to have enough time to open the Crowbar door, go in and go L everywhere to find the button, a set of doors open in the back (S) of the passage where I ran to before.
(The best way I found to deal with the Robot was to shoot it into the Crowbar door passage, so it was restrained - Gerty. And you were right.)
Save before you run out past the Robot and roll, shoot it into a back roll into the passage of the Crowbardoor so you can go S safely and when you are down the first set of stairs you’ll see some lamps on the L wall, near the floor, shoot the L ones and they will break, crawl in and push the button in the end, the door in the first passage N opens, go back out and run past the Robot, go R and straight into that open door into a Laser room. Go R around the Laser and get Secret#1 , a MP, Ammo and the X-Wing 45 (Crossbow) from the file cabinet. Back out and to the S, to that passage with the 6 buttons in the alcove.
From the L side use # 1-3-6 and the door W opens. Shoot the Thug inside for the Ammo he will drop and proceed down the passage, the next door will open for you, go into the lower part and find the ladder L on the stairs. First follow to the NE and a door opens when stepping on the ledge in front. Get the ½ MP from the Thug in the Laser room and go into the back to get some Ammo from the file cabinet. Head back to that ladder. Go up and follow to a machine room, in the N side floor is a hole, climb down and go L, L and push a button in the end to open a door in the machine room, go back and pick up the Ammo on the way, back in the room with the pipe and L is a closed door with an UW level (for later).
Climb back to the Machine room and head S, into the open door and to the R side back, jump over the block with the 2 pipes and get Secret#2, a ½ MP from behind it. Go back into the machine room and look for a pipe leaking steam in the W, shoot it (it won’t break but you’ll hear a flood sound) and the hole N will be flooded. Dive in, swim N and throw that UW lever in the end R, the door to the Sub Robot opens. Swim sharp L and stay clear of that red floor and the Robot, go to the far L corner and throw the UW lever (there’s an air pocket in the centre of the room, but I got killed by the Robot every time I tried it so do all in one breath or go back for air after opening the UW door). A door opens NW in the machine room, swim back and go into those doors. Careful, there’s a Robot around the corner. Look straight w and shoot the panel with the Red cross.
2 Robots.
Run into that to get Secret#3, a MP. Run out and shoot the Robot into a back roll and maybe some more times to get it into the alcove where you got the Secret, run around the corner and shoot the second Robot and push the button to the R, the doors will open after 60 seconds, so run back shooting Robot(s) and get out of sight as much as possible to wait out the opening of the doors. When you run to the doors, try to run past the Robot, roll when at the doors and shoot him back into the passage you came from before the doors close so he will stay behind. (Last try en best for me was to run past #2 and shoot him back to where I came from, sprint to the button to the R and then go stand with your back against those red doors, the Robot stayed on the other side of those stairs and even when he did fire he didn’t hit me.)
Go through those doors and follow the passage down to a button to the L, it will open the door to a room with a Sentry-gun.
Sentry-gun.
Go sharp R around the corner and hop on the block, go L and run to the SW corner as fast as you can and if all went well, you are on the other side of the Gun, so you can roll and shoot it from here. Then climb a block in front of where the Gun was and grab up to the ledge the Gun was on, jump to the highest pillar N and down to the N balcony for the Ammo. Now from the high pillar into the CS above (W) and follow to a slide opposite a nice cool breeze. Go through the passage to a wide room to have it out with a bunch of Thugs and Guards. Go to the S to pick up a ½ MP and more Thugs come in from the N. Go in that N door they came out and get another HK Gun from the cabinet, then push the button on S wall and go back out to see you raised the Elevator. Go to the top of the elevator and from the crate you can grab the rail above, go S and drop onto the walkway, go around to the door NW and inside is a MP for you.
The place starts to shake and that’s no wonder; look in the S side passage and see the Presses. Time the runs one by one (there’s a bit of a safe spot in between them, just after the Press and before the steam).
OR: you CAN run through in one continuous run if you start to run when the first hits the floor and just keep on going to the corner). Watch the health, in the end is a room, get the QC Base Card from the file cabinet and push the button that will re-open the entrance, and have a nice trip back. Go down from the elevator and to the steps S, around the train and shoot the Thug for the Ammo. Return to the floor and go to the passage SE, where you can open the door with the QC Base Card.
Enter and go L first to get Ammo from the file cabinets and then go to the other side of the room to open the doors with the 2 buttons. Go in to get the Mystical Artefact (door opens). Head out and go up the elevator again MS to the S and go to that door in the centre of N wall. It will open and a Thug will try to stop you, go L and follow the passage back to the Jungle of Costa Rica.
Secret count 32.
Level 10- Costa Rica Jungle. (part 2)
Go look for the crate (E near the tent) that was dropped by Kurtis’ Chopper earlier and retrieve the Amulet of Horus. Go to the SE and find the gap in the E wall, jump through and follow back, over some rocks N to slide back in that Private Property place, head for the NW Bunker and some Natives will come out, one of them will drop the Key of Raw.
Go to that building (SE) with the timed switch for the platform again and from the roof where you got the Ammo before, a runjump to the roof of the NW Bunker, go to the N side and see a lower part in the rocks there, on the L side of that lower part is a flat rock you can runjump onto and go into that hole behind the little sand spill. Drop in and go W for Secret#1, Ammo, now go into the other side and go L (to the R you can climb up to the rocks, but I didn’t find anything there) Follow the tunnel down to the Caves of Altamira.
Secret count 33.
Level 12 - Caves of Altamira.
Follow to a yard in front of a building, get the Ammo and open the doors with the Key of Raw, walk in slowly through the centre of the doorway and Swords will drop, climb the L ledge and look for the jumpswitch on the pillar next to the sword, a trapdoor opens. Go down the trapdoor and find Secret#1, a MP and Ammo in the crypt. Go back up and turn L from climbing out of the trapdoor look at the wall behind the one Sword still hanging and see a smudge on the panel there, shoot it and go around the Sword to get into a passage, walk slowly up to the sloped passage L and SAVE.
Run against Time. (3:47 minutes best time run of DF- Mine was 3:50:63)
Here comes the Famous timed sequence, I’ll describe the route here and then put some times (I managed) in there too. So you can see at any point if you are still going to make it or not. This is a hard run involving a Bike and Zip-line too and you will certainly have to do it a couple of times. No problem, at the end of the run if you are too late there’s also a gate open to proceed, but then you will miss out on the Secrets in one of Donald’s famous Dark Dungeon levels. But as soon as you see a flyby of a Thug closing the gate (an alternative route opens) you reached the 4:00 mark and you are too late for the Secrets of Dark Dungeon III.
(TIP: hit F5 to save, but only while Lara jumps or jumps with the Bike. While on the Zip-line, stepping on or off the Bike, it is possible to save too. Then at least you have some points to save that won’t take up precious time.)
The Route.
A Flyby will start when you slide down the sloped passage and as soon as it ends, the clock will be ticking.
Graveyard.
(In the S is some Ammo near a tomb if you think you have plenty of time, or if you do this without the Secrets run.)
Run off the ledge with a R curve and use the Jumpswitch (Save-00:19) on the R hand wall, sprint out of the door and go R a bit, aim for the first Tomb on the R and jump in the fenced off area just behind it, on the wall of it is another Jumpswitch that will open trapdoors NW, roll and runjump SW, run and curve R, then jump again to land in the L corner of the trapdoors. Try to land on the L side of that Crowbar door below in the W wall, open it and ( Save-00:35) sprint in to the R, jump over the ridge and then go R past the lava pit. Take the L side of the rock in that E passage and jump over the ridge, try to land on the spot of the floor (centre) that’s not sloped, so you’ll up running E, go past the rock there (either side) and here is the Zip-line, hit “Shift” (to walk slow) as you come close and “Ctrl” to grab the ride ( Save-00:51)
Drop from the line and go around the R hand side of the rock, sprint into the cave with the campfire and go L a bit to get to the Bike I saved while Lara got on the Bike ( Save-Time 1:08
Go straight and R, immediately L and up the sloped cave, L in the end and go through the breakable wall at full throttle you’ll go through a breakable floor and keep speeding. Down some stairs and now come the Spike-pits, manoeuvre through (take some risk by trying to go almost in a straight line over the edges of the pits) and L in the end. Go full speed up the next stairs as there’s a jump ahead. Try to stay a bit L of centre and over that pit into a passage with the camera staying behind. Go L in the end, cutting the corner and up the next stairs, then R onto some smaller stairs in the small room with the pillar and on top of these stay on the L side.
Trigger Tiles.
Hit the trigger tile L that will open the gate ahead, the next is on the same L side. (01:41) Then go sharp L around the pillar on the L, as the trigger tile is right behind it, next tile is on the R hand side. Then go into the 2nd R hand opening and go along the L side through the Blue passage, building up speed the doors in the end will open for you, just go up that ramp over the L side at full speed, the Spike-ball won’t hurt you and jump over the pit.
Flaming passages.
Go straight through the centre of the next room (over the ledge) and through the centre of the next passage (when I kept the speed, the flames were down) L and Spike-pits here, L again at the Flame and past the Flames in the next passage to the R and Spike-pits here, the L and now head into the R hand breakable wall in what seems to be a dead end passage (02:14). Go sharp L inside and into a passage with a Spike-pit. L up the small stairs, more Flames and Spike-pits, follow to another one of those coloured ledges and head R through the doors that will break. Follow to more doors and race through the Spike-passage behind them, go L in the end and follow to a next Spike-passage, R in the end and slalom through the Block passage.
Down a small ramp and L through the door to a cave, follow the cave L and at the campfire go along the L side and sharp L into the next tunnel. Make a R and then sharp L into a steep slope to a door, go R inside and hit the brakes, get off the Bike here (Save-03:11) and runjump over the wall S (run off the other side, don’t jump), a bit L of centre, run straight into the hole behind it, don’t jump and take a MP while you go over the edge), then curve R and jump onto the lower one of the big steps, if you land facing up the steps you can just do standjumps to the top maybe turning L and R while jumping (Possible is also if you face sideways a bit to do a sidejump/standjump/ sidejump etc.), and on top stay L a bit and sprint into the room , jump on the blocks in the end (to the L is some Ammo between the blocks, ha ha.) Sprint into the room L.
If you reached this place in about this time: (03:32) you have to keep on moving fast and you will be able to make it, otherwise just trigger the Circle tiles and the S wall will lower.
Side-jump (Save) L off the top of the stairs, over the vase onto the 1st Circle trigger Tile. Then runjump to the next E over some boxes, curve sharp R and sprint over the one at the bottom of the stairs to the one in the NW corner, roll and run to the last at the S wall, (03:46) the wall will go down, runjump (Save) in while it is still going down and do runjumps up the steps, head L a little bit, so you can jump onto the small stairs and get up to the gate quick (jump/grab to that ledge to pull up), sprint through them before the Thug comes to close them. Don’t forget to Save here.
Secret count 34.
Now the 2 routes from the room with the closed/open gate:
When you DID make it in time:
Go through the passage with the dropping Swords carefully and come to Dark Dungeon III.
Level 13 - Dark Dungeon III.
There are some really creepy enemies here.
As soon as the level starts the Skellie Bird from the flyby is shooting at you, some explosive arrows will take him out from a distance. Walk along the R hand side of the corridor and just before entering the Athena room, there’s a breaktile in the floor, stop just after that tile and take out the X Wing again, there are several Enemies around the room you can take out now. Then go down the ladder and in the cellar is Secret#1, a MP, Ammo and more Ammo in that little pool. Go back up the ladder.
The Athena room.
Go onto the bridge and down the ladder on the E side of it, go get the Athena Key and a Wraith appears. Quickly get back up the ladder and use the Key on the W door, run through the passage hopping over the steps and find some water to the L to get rid of the Wraith, pick up some Ammo next to the pool and go to the next room, S are some doors to push open and go in. On the W side of the centre pillar is a Jumpswitch, runjump/grab over the pit and backflip from the sloped floor you’ll land on, go to the doors that opened E. Inside is a switch that will open big doors in the Athena room. In front of the Flame emitter is Ammo you can get it if your timing is right.
Go back to the Athena room (a gate opens in that pit and a Wraith is released) don’t go further, turn back to that pool to deal with the Wraith first, then to the Athena room, down the ladder again and runjump over the lava into the open gate E, get Secret#2, Ammo and runjump back to go up the ladder and into the S doors. Go up the ladder there and safety drop on the other side (roll when you land), fin the break tile in the floor NW and drop into the Crypt.
The Snake Crypt.
Look for some Ammo to the W and go S, straight to the S wall and L, going along the R hand wall to find Secret#3, Ammo. Then go back, going along the wall to your L and go L where possible, you will go over a low block and there you can throw the Skellie lever and a gate opens. Go out and again keep the wall to your L, hop over another low block and just after that is a ladder up in the ceiling near a passage to the R. Climb that ladder to that gate you opened (the rest of the Crypt seems to hold only Snakes as I couldn’t find anything else). In the upper room is a hole in the grated floor, drop in and use the Skellie lever to open the E door in the Athena room. Climb back up and up the passage SE to drop into the passage near the Wraith pool, go N and to the E side of the Athena room.
Enter (you’ll visit the same next rooms when you do the part after a failed timed run) and straight S is some Ammo, then save at the Ram swinging in the W passage and stand at the R side of the door W, run when it swings L and the door will open, go in and follow to the upstairs passage with a fountain, opposite the fountain are 2 alcoves where you can place the Amulet of Horus and –Anubis, the door to the E opens.
Go to the next big hall and straight E, to the L of those huge pillars is a Jumpswitch that will open a gate E, don’t shoot the Skellie (it will be gone in a minute) just jump over it and go in to place the Mystical Artefact there. Watch the flyby and see the S doors open. Before you go up the stairs S, better equip the X Wing with explosive arrows and Lasersight and then go through those doors to The Ultimate Power.
Secret count 37.
This is the part you’ll visit if you DIDN’T make it to that gate in time:
You can just follow the route explained in the other part and to the room with the Circle tiles. Step on all the tiles to open the wall, go into the room with the Thug standing in front of the closed gate (shoot the fool). Proceed down the NE steps and come to the small gate you saw opening up in the flyby, follow the passage to Dark Dungeon III.
Level 13 - Dark Dungeon III. (the Hell part)
Follow the dark passage, down a set of stairs to a corridor with 2 Battering Rams in the distance a nasty Wraith will also show up, go along the L hand side of the corridor and run past the backside of the Ram and jump over the lava pool, immediately another runjump to the floor over the 2nd lava pool. To the L here are double doors and behind them is a MP for you, but also a Knight, so you can choose do get it now or come back later for it, go R (E) and hop on the block in the R hand corner, throw the switch and the door N opens, get out a weapon with a Lasersight and just from the entrance of the room you can look up for a Brass bal near the bright light.
Shooting it opens a door N, go in and follow past a Ram and on top of the stairs go R. run past the Ram into the open door and go L, on the bride look to the N and runjump/grab to the Jumpswitch over the burner, the door L of where you land will open, go in there and dive in the pool to finally get rid of the Wraith. Pick up the Athena Key from the bottom and some Ammo NW next to the pool. Go back out and L/L up the stairs, past the Ram and over the bridge to the double doors W and open those.
Burning floor.
Stay on the safe trapdoor Tile and go into the small E room, 3 switches here, use all 3 (to secure all the trapdoor Tiles) and jump W over the tiles (and stairs L) to get to a closed gate look NE and jump to the stairs to use the Jumpswitch that will open the gate, jump back and throw the switch inside to open the trapdoor Tile at the gate, get in to take the Pegasus Key. Quickly get back to the last switch and close the trapdoor again so you can go to the E exit fast and drop from the bridge to enter the L room N, the one with the pool. Go out of this room take a R turn and up to the big doors up the SW ramp. Open them with the Keys you now have and sprint to the Flares in the back as the floor will give way.
The Snake Crypt.
Go W and L in the end, keep going L and end up at a ½ MP, go N and straight into that passage a bit R, take the first R and get the Bag of Sand, now out and L and L and you’re back at the start. Go into the N passage now and just follow to the R where possible and collect a bunch of Snakes behind you, just keep going and end up at an wall to the N where you can climb up.
Go to the N, down the stairs there and here’s a passage with Flame emitters. Time the run and jump with a grab in the end to land in the passage over the pit, crawl under the Dart-traps and go L, into a room where you can empty the Bag of Sand in the Bowl. A door opens upstairs. Crawl back past the dart-trap and time the runjump/grab back and run past the Flame emitters fast, climb back up to the stairs and go N where that door opened. Go to the double doors and they will open Skellies attack while you get a flyby.
To the E and W are 4 switches and N are gates with locked up Axe characters. Just throw the switches one by one, no particular order and the characters will come out of the timed gates, shoot them and if necessary open the gates again to get in and get Ammo or use 2 switches inside that will bring out 2 Chains in the S room with the switches. Go up the Chains to throw the switches on the balconies and the last 2 gates N will open up. Inside are 2 more Athena- and Pegasus Keys, those Keys will fit the locks at the N door.
Follow the passage, up some stairs and use the switch on the block in the corner to open a gate somewhere, go jump over the ledges in the lava pool to reach the next lava pool, runjump/grab to the ladder on the opposite side R and go halfway up, do a series of backflip rolls and go to the end of each ladder till you get to some doors, from there backflip to a ledge and go up the ladder. Get that Ammo from the gate you opened before and follow to 2 alcoves where you can place the Amulets of Horus and Anubis go to the end of the passage and drop down the opened gate, go L and L and there is a Jumpswitch that will open a gate E, don’t shoot the Skellie (it will be gone in a minute) just jump over it and go in to place the Mystical Artefact there. Watch the flyby and see the S doors open. Go out those doors to The Ultimate Power.
Secret count after this, still 34.
But after the successful Timed run, Secret count will be 37.
Level 14 – The Ultimate Power.
The Giant.
After the flyby you can pull out the X Wing. There’s a big Giant running around the room and several Skellies wake up, take out the Skellies and go look for the Devil heads up on the W wall (centre) and 2 on the S wall, one more on the E wall, you have to shoot the Rubies in the mouth, but with the X Wing (and explosives) you don’t have to aim so accurate. You CAN shoot them all from the entrance steps, just run straight up against the fence and take out the Skellies too while you’re at it. This action will open the 4 gates under the Devil heads, get into each of the gates to throw the 4 Skellie levers, doors open S. Go into the S door, get Ammo and a MP to the sides of the gate that opens S and pull the Chain to get a Magic light up in the room with the Giant. Run back and get into that light, the floor around you will disappear and so will the Giant.
Runjump back to the S and get the Ammo and a MP on the pedestals along S wall, then get onto the block in the SE corner, jump/grab to the Jumpswitch on S wall and a gate opens in the W wall, go around to the ledge near the gate and go stand far away from the gate (about 2 sidesteps from the SE corner of the floor), then do a runjump with a sharp R curve and a grab in the end to grab the edge of the floor, get into that gate to throw the Skellie lever. Another block goes up and that’s in the SW corner of the room.
Tightropes.
From the block you can go up the ladder and go walk the tightrope to the pillar E, from the pillar to the E ledge and then to the one on S wall, grab up to a crack in the W pillar and shimmy R, past the Devil head and go up to the ledge there, another tightrope will get you to the platform in the centre of the room, a long runjump/grab to the N balcony (these long runjump/grabs sometimes require a perfect line up, I do that like this: hang from the edge you have to jump from and pull up again, now do a simple roll and then the runjump). Now runjump/grab to the W pillar, down to the ledge and here’s one more and even longer tightrope, from the ledge on E wall you can do a runjump/grab to a crack in N wall and shimmy L to the opening.
To the R is a door that needs a key. To the L is a Skellie lever behind a fence, the lever will open a door to the top of the previous room and also the way into the Giant room again. Do a runjump (no grab) to that platform N, you saw in an earlier flyby and then runjump to the roof of the NW chapel, one more runjump to the balcony NW and get Secret#1, a Golden Skull. Runjump back to the roof and drop down into the hole, You will land right on a trapdoor, open it and go down.
The Maze.
Just keep going R and you’ll end up in an alcove with a Jumpswitch, use that (screenshot of a new ladder in the Giant room) and a closed hatch in the other side, go back going R again where you can and end up on the backside of a Crowbardoor you’ll see later, to the L is Secret#2, a Golden Skull. Go back and R everywhere to end up at that Crowbar door, you can open it and it will seal off the alcove you got the secret from. Turn around and go straight, then L where possible and first find the Athena Key and then a pool of water, go through the pool into the NW passage and use the jumpswitch to open that hatch at the first Jumpswitch, go back and go to the Crowbardoor, open it if you didn’t and follow keeping L to that open trapdoor leading back up to the room with the Chapels.
Go S and back into the former Giant room and L around the corner is the new ladder so you have a shortcut back up to the opening in the N wall, open the door to the R and go in, on a block you’ll find Secret#3, a Golden Skull. Go out and N, runjump to the platform in the Chapel room again.
Watch those turning poles and then climb up the ladder E and above (stand a tiny bit back from the E edge of the platform and jump up a couple of times till you grab it), go off to either side and head up E, then to the R and follow (notice an alcove with a steaming pedestal L and a closed door R) to another tightrope, go past the swinging lamp to the stairs E and on top, at the lava pit is a Jumpswitch on the pillar if you turn around.
Timed Platforms.
Platforms appear over the pit. So runjump/grab to the first and the runjump to the corner, run through with a L curve and jump to the next, try to land on the L side a bit and then sidejump to the L, runjump/grab to the one in the corner (on the L side) pull up and turn R, runjump/grab to the next and a runjump to the one in front of the ladder, line up for an runjump/grab to the ladder and go R quick, then let Lara get her feet up and backflip. From this last platform a standjump up into the opening E, follow to a room with balconies and on them is Ammo, then go pull the chain in the centre and a flyby shows multiple chains with different dates on the wall, Go back to the previous room and onto the balcony there to enter the Teleporter room, step into the light.
Time Chain Puzzle.
Go out of the Teleporter room and all’s changed. Go R/R and up the stairs, follow the blue tiled passage and come to the double passage, take the L side and go past the familiar swinging lamp. In the next wide rooms are vases, the only one of interest is in the NW corner, shoot it to get the Ultimate Key and head into the SW passage, there’s an alcove where the steaming pedestal was before and there you can place the Key in the dark hole, that door opens a bit back and to the R to go in to a room with an enormous Red Ball, The Ultimate Power .
Go past the Ball and spot the Chains you saw in the Flyby earlier, pull the ones marked 400 BC (only one pull) and watch the flyby. Get back and to the W side of the cage, shoot the Ball with whatever you want (or have left), but you have to aim in the space under the Ball and it will stop it’s motion. Go to the E side of the cage and down into the hole that appeared in the floor, go down the dark slope and watch the end Movie of these great levels.
Secret count 40.
14-04-2005.