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TWILIGHT CITY.
Level by Hokolo
Walkthrough written by Scottchu and revised by Phil Lambeth PART ONE: Get the first piece: The Breast Plate
Lara slides down a short slope. The first order of business upon coming to
rest is to pull your pistols quickly and kill the dog that bursts out
from the right side. Then vault up onto the wooden platform ahead and turn
right toward the high wooden pillar. Take an angled standing jump and grab to
the near edge of the wooden pillar. Pull up, draw your pistols and kill the
bat fluttering up from the left side. Climb up the pole until Lara reaches
the level of the alcove to the west, then rotate Lara until her back faces the
alcove and back flip to land safely inside the alcove. Turn around and shoot
the door, then step forward to pick up the flares. Continue around to
the right and pull the wall switch to open the door in the SE corner of the
area below. Jump back to the high wooden pillar, hop to the ground and run
into the newly opened door. Ignore the stairs leading upward (there's a closed door at the end).
Instead, go down the stairs (noting in passing the gem receptacle in the
wall), and jump into the water. Turn left at the juncture and note the yellow
fuse beyond the closed grate that you'll come back for later (from the other
side). Swim around the corner and pick up the large medi-pack, then
turn around and swim back in the other direction the way you came, past the
juncture, and make a couple of left turns. Keep your finger on the up arrow so
you'll more easily locate the vertical channel when you get to it. Swim up
through the channel until you reach the air hole with the ladder in some
waist-deep water. Climb the ladder and pull up at the top. Activate the jump
switch to open the closed door at the end of the stairway you ignored earlier.
Align Lara toward the open platform beside the mesh, then take a standing jump
upward. Go and stand near the entrance of the dark path along the south wall,
but on the other side of the shallow depression. (There's nothing but a closed
door down the stairs behind you.) Pull your pistols and shoot the door ahead
to release the boulder that rolls harmlessly into the depression. Jump over or around the boulder and run up the ramp from whence it came to
pick up the Horseman's Gem at the end. Then go back down and jump into
the water. (There's a push block at the top of the landing near the spot where
you released the boulder, but you can neither pull it nor push it from this
side.) Swim until you reach the juncture, then turn up toward the first
opening you jumped into earlier. Surface, pull up and use the Horseman's Gem
in its nearby receptacle to open the door to your right. Go on through the
dark opening and light a flare. Turn left at the juncture and walk up to the
pedestal, then jump back immediately before the delayed-reaction blade trap is
triggered. After the threat has passed, walk back up to the pedestal and pick
up the Breast Plate for Secret #1 (although I didn't hear the
tell-tale chime and the secret didn't register in my statistics). This is the
first of five pieces of armor that must be collected in order to access the
final stages of this level. PART TWO: Get the second piece: The Left Gauntlet
Return to the outside area and run up the stairs. Go through the open
doorway and make your way around the obstruction to your right. Jump over the
tubing ahead that spans the room and turn right to face the south wall. Angle
Lara slightly to the left and take a running jump to the ledge beside the
pushable block. Pull the block once, then jump back, grab the edge of the
ledge and shimmy to the left past the block. (You can go the long way around
if you want to use the monkey bars in the ceiling, but it just takes longer.)
Pull up and run forward down the stairs and into the area you visited
recently. Continue down the stairs to the left of the boulder and you'll find
that the door at the bottom is now open. Just ahead is a divided ramp that's
too steep to climb on foot. Instead, turn right and enter the next room. Note
the boxes to your left, and go right, jump over the tubing and keep running in
a counterclockwise direction, passing all sorts of interesting things, until
you reach the alcove at the end, to the left of the closed door in the west
wall. Pick up the crowbar and retrace your steps back to the boxes near
the entrance. Use the crowbar on the "box" against the west wall, which opens
to reveal a wall switch. Pick up the shotgun ammo and pull the switch.
A cut scene shows the door opening next to where you picked up the crowbar.
Unfortunately, it's on a timer, so reverse roll and make your way quickly back
around the perimeter and run through the opening before the door closes again.
Turn left, draw your pistols and enter the next room. Take care of the
assassin, turning your back on him as necessary to make him stop those
sword-twirling shenanigans, but don't go charging all the way up the ramp
where he was perched when you entered. Otherwise, you'll be flattened by a
boulder. Throw the wall switch on the left side of the ramp (you can safely
cross the lower part of it), and you'll hear the sound of a door opening.
There are no goodies on the tables, so go to the bottom of the ramp and open
the blue doors. Pick up the yellow Gate Key inside, but resist the
temptation to throw the wall switch. All this does is turn on the burner that
Lara is standing on, which immediately sets her aflame. If you want to trigger
the boulder before leaving, by all means do so, but remember that if it
touches Lara before it comes to a complete stop, Lara will die. Go back
outside and run along the perimeter, and you'll find an open door next to the
tubing you've jumped over several times. When you enter this new room, two things happen: a boulder starts rolling
back and forth down the ramp to your left, and when you venture further inside
the door closes behind you, preventing your escape. You see to your left a
jump switch on the wall, but it's amazing how many times you'll try
unsuccessfully to activate it and get away before the boulder makes its return
trip. Luckily, there's another jump switch nearby that does the same thing.
Turn around and time a run up the north ramp. (If Lara presses her nose
against the wall, the boulder won't be able to reach her.) When the boulder
rolls back down again, turn around and take a standing jump and grab to the
ladder ahead. Climb the ladder and pull up into an alcove. Turn around, jump
straight up and grab the jump switch. As you hear the rewarding sound of a
door opening, take one step back and pick up the shotgun ammo. Then
climb back down the ladder and, when the boulder rolls away, drop down to the
ramp and run off the right side to safety. Hey, that exit door is still closed. Not to worry, however. Run up the
south ramp, pull up into the open air and use the climbable surface at the end
to reach the roof that overlooks the courtyard where you began this level.
Jump down to the ledge just below and walk to the north end. [Bug alert: Save
here, just in case. When I picked up the ornate Gate Key, the yellow Gate Key
picked up earlier, and which hasn't been used yet, disappeared from my
inventory. This may have been an isolated glitch, together with the no-chime
for the first secret (and later I noticed the Breast Plate was no longer in my
inventory!), so if the yellow Gate Key vanishes the first time, it may not do
so upon reload.] Safety drop to the next ledge and pick up another Gate Key
that's a lot more ornate than the one you picked up earlier. Perform one more
safety drop to get back to ground level, then enter the SE doorway ahead. Run
up the stairway ahead, make your way around the obstruction and hop over the
tubing and into the open east passageway. Run down the stairs, continuing to
the left of the boulder, and return to the perimeter surrounding the room
where you found the yellow Gate Key. Locate the receptacle beside the door in the north wall and use the ornate
Gate Key to open it. Enter the new courtyard to the sound of spooky music and
make a hairpin turn to the left. Climb up onto the lower roof and turn left.
Pull up onto the next higher section of roof (you'll see a crawl space in the
corner, but it's blocked), then turn so that Lara is facing south. Hop back,
and Lara will start sliding down the sloped roof face. Grab the edge and
shimmy all the way to the left until you can pull up into an alcove. Pick up
the second Horseman's Gem, then safety drop to the ground. Climb back onto the lower section of roof as before, but this time head to
your right. From the flat portion of the roof, facing west, take a running
jump without grab to land on the roof across the way. Turn to your left and
you'll find that the south wall has a climbable surface over the sloped
reddish portion of the facing roof. Use it, going around the corner to your
left, and continue until you reach a crawl space. Release, grab the edge of
the crawl space and pull your way inside. Turn around at the end and drop down
into a tunnel. Turn left (facing north) and run down the tunnel. (If you turn right
instead, all you'll find is a spike trap beyond another crawl space.) You'll
soon hear the sound of a door opening, but continue into the small room
containing two wall switches. The door closes behind you as you enter, so
throw both switches. The one on your left turns off the flame blower that
guards the laser sight perched below. When you throw the one on your right,
you get a cut scene showing a door opening outside. Turn to your left and hop
back to grab the edge of the opening above the burner, then shimmy left around
the corner and pull up into the crawl space. Crawl forward until you can
stand, then run forward until you reach the crawl space that brought you here.
Enter and turn around at the other end. Lower Lara down the side until she
gets a grip on the wall, then climb down and wait for the blower directly
beneath you to stop emitting flames. Then drop down and quickly back flip to
safety. Turn to your left and take an angled standing jump to the south wall
and pick up the Laser Sight. Run north down the alley and make a hairpin turn to the right. Climb back
onto the lower roof and jump over to the west section as you did earlier. This
time, run diagonally forward to the right and enter the opening on the other
side of the railing. Run down the ramp to a landing. Continuing down to the
north brings you to a closed gate. In the other direction is a stairway. When
you reach the top, you'll see an opening to the right that's sloped too
steeply for you to access. If you turn left and run down the hallway, you'll
find yourself at the top of the divided ramp you encountered earlier. In
between is another ramp leading upward. Turn around so you're facing away from the middle ramp, then hop backward
to trigger the boulder trap. Run down the ramp to either side to avoid the
boulder, and wait until it stops completely before hopping past it and running
up the ramp. When you reach the top of the ramp you'll hear a door opening.
Pull up into the corridor and run forward until you hear the disconcerting
sound of a door slamming shut. To your right is another corridor with a closed
door at the end, and directly in front of you is a pushblock. Push the block three times, into a small courtyard, then push it once to
either side to reveal a wall switch. However, before you pull that switch,
open the blue doors near the NE corner of this room and throw the wall switch
inside. Reverse roll as you hear a door opening, draw your pistols and shoot
the two dogs that charge out toward you. After you've done that, go
ahead and throw the first switch on the west wall to re-open the exit gate.
Reverse roll and exit this room. Turn left into the corridor and go through
the now-open doorway. Drop down into the room below and pick up the shotgun,
then pull back up into the corridor. Run forward, hooking slightly to the
left, and Turn left and run along the wall, turning right to approach the
newly-opened door to the east. Go inside and take the Hand of Sirius
from the pedestal. Then find the nearest convenient point to safety drop down
to ground level. Locate the opening in the west wall, behind a pillar, that
you may have explored earlier even though you weren't invited to. Just inside,
turn around and find the receptacles on either side of the doorway. Insert the
Horseman's Gem to open the south gate and the Hand of Sirius to open the north
gate. If you go through the south gate you'll quickly find yourself in territory
you've already explored thoroughly. Therefore, you should go through the north
gate and circle around up the ramp until you reach an opening overlooking a
dangling rope and a street scene below. If you look to your right you can see
a jump switch over on the far wall. Just for fun, safety drop to the street
and deal with three attacking assassins as you lose camera control in
this area. After killing the trio, run outside the camera range to restore
control, then go back and pick up the shotgun ammo and the small
medi-pack dropped by two of the villains. To get back to where you were just before this murderous diversion, run
along the cobble-stoned street and turn left to head upward. About halfway up,
you'll see an opening high up on the wall to your left. Jump up to grab the
right side of the opening, and pull yourself up. Run up the stairs, vault up
onto the block and you'll find a sloped opening to your left that leads you to
an opening facing the rope that's opposite the one you dropped down from.
Continue forward past this opening and take a left, then a right, then another
left. Locate the opening to your left and climb down the ladder for some
shotgun ammo. Then climb back up, turn left and continue along the
corridor until you reach a sloped opening leading back down to the pillared
hallway. Turn left and return to the roofed area. Safety drop to the ground
and re-enter the north gate to return to the opening that faces the rope.
Take a running jump and grab the rope. Since you already know there's
nothing to do in the opposite opening, turn Lara toward the jump switch you
noted earlier and swing her toward the nearest ledge. Jump off at the apex of
your swing to land on the ledge, then turn all the way to the north and take a
standing jump to the step just beneath the jump switch. Activate the jump
switch to open the gate to your right. Before going inside, however, go up one
more step and turn to face the blocks across the street. Take a running jump
and grab the edge of the sloped brown box, then shimmy to the right around the
darker box and drop down into the alcove. Use the crowbar to open the door
just ahead. Climb down the ladder to the bottom of the shaft and locate the
wall switch. When you throw it, a cut scene shows a gate opening outside.
Climb back up the ladder and return to the outside ledge. Climb up onto the
boxes to your left and turn around to take a long running jump across the
street to the ledge to which you swung earlier. Then make your way north and
through the open gate. Meander along the enclosed tunnel until you reach a
winding open stairwell. Go down the stairs, and when you can go no further
climb down the ladder into some greenish knee-high water. Wade along the tunnel, keeping your eyes peeled for a crocodile that
quietly sneaks up on you from behind. Continue on, and you'll reach a deeper
section with an opening that Lara can swim into. Do so briefly and pull back
out to await another crocodile alerted by your activity. Then swim back
down through the hole and along a long circular tunnel until you locate a
large medi-pack. Pick it up, then continue swimming in the same direction
until you return to your starting point. Now wade a short distance south to
the end of the tunnel, and locate another hole leading downward. Swim down a
very long winding tunnel, passing an oceanic scene to your right, until you
finally reach the yellow Fuse you saw much earlier. Pick it up and
return quickly before you run out of air. Unfortunately, you meet another
crocodile on the way back, but since you're in a hurry just swim past it
and get your much-needed air. If you then want to go back and entice it so you
can bag the maximum number of kills, that's your business. Head back in a northerly direction (picking up the large medi-pack
at a bend in the watery tunnel in case you missed it earlier) until you reach
the other end. Use the ladder to climb back up to the stairs, then wind your
way back up the stairs and along the enclosed tunnel until you reach the
street area with the rope dangling down ahead. Safety drop back down to street
level and locate the higher wall opening to the left that you used earlier.
Pull up, run up the stairs, climb up onto the block and turn left to slide
down the slope where you now face the rope from the west side. Take a running
jump and grab the rope, then turn Lara to the right and swing over to the long
ledge on the SE side. Then run along this ledge to the darker ledge over the
south gate. Angle Lara to the right and take a running jump with grab to land
inside the tight opening in the pillar against the east wall. Pick up the
small medi-pack and safety drop back down to the street. Run along the street (there's no traffic at this hour) until you reach the
opening in the other end with the big truck just outside. Turn left and pull
the first block you come to along the sidewalk to reveal a wall ladder. Climb
up to a higher level. Go forward through the alley, past a closed gate on your
right, turn left at the railing and cross the roof bridge. Take an angled
standing jump to the right, and grab the edge of the roof when Lara slides
down. Shimmy to the right and around the corner above the flaming barrel, and
pull up. Run along the corridor between the sloped roofs and around to the
right. When you reach the end you'll see a closed door requiring a key you
apparently don't have. (Whatever happened to that yellow Gate Key we picked up
earlier?) If you look down and to the right, you'll see the wall opening that you've
used on two prior occasions. That's of no help to us now, so turn around in
the other direction and face the sloped red roof. Take a standing jump to it
and grab the edge when Lara slides down. Shimmy to the left until you reach a
place where you can pull up, then do so and step forward to pick up another
ornate Gate Key. Hop back twice, grab the edge and pull up again. When
you turn around, you'll see another assassin patrolling the ledge that
you just vacated, so dispose of him from the safety of this spot. Return to the ledge by repeating the shimmy maneuver just described, and
use the Gate Key to open the door in the south wall. Go inside the small
office and pick up the shotgun ammo in the alcove, then take one step
back and jump straight up (facing west) to open the trap door above. Turn to
your left and pull up into the alcove. Throw the wall switch, and a cut scene
shows a gate opening near the truck below. Return to the ledge and safety drop
back down to the street, at the cost of a little health, and run back up the
street to the truck. Enter the opening beyond the truck and turn left to go down the wooden
stairs. Jump into the water and swim under the huge metal structure. Turn left
and locate the hole at the far end. (Be sure you don't swim too far on the
other side of the metal structure, or you'll either (1) alert a crocodile
or (2) worse yet, you'll get caught in a wicked current and won't be able to
escape a skeleton's company next to a closed gate.) Swim up and pull up out of
the hole on the far right or left side to avoid the lethal chain that's
swinging down the middle. Run up the ramp until you hear the chimes of
Secret #2 and pick up the Left Gauntlet. (Wonder why we weren't
similarly rewarded when we picked up the Breast Plate? Since the remaining
pieces all register as secrets when accessed, I've elected to treat the Breast
Plate as the first secret for logical consistency.) PART THREE: Get the third piece: The Left Greave
Jump back into the water hole, avoiding the chain, and swim to the E side
(don't forget that current) and pull up on the bottom step. If you wish, you
can go back and tease out the crocodile to ensure that no enemy escapes
alive. Then head N up the stairs and take a standing jump ahead to the sloped
wooden pillar. Jump off the other side into the water and turn around to
locate the well-camouflaged lever on the N side of the wooden pillar. Save
your game here, then pull the lever and quickly (because it's timed) turn
right and swim under the vessel W toward the wicked current that earlier would
have led to your death by drowning. Now, however, the gate by the skeleton is
open, so swim through it before it shuts in your face. Take a couple of left turns as you swim down the tunnel ahead, until you
emerge in an open area occupied by another large metal structure. You can see
a closed gate beyond, but don't stop to investigate. Instead, locate the
funnel-shaped appendage that reaches almost to the sandy floor, and swim under
and up the central shaft. The top of the shaft is guarded by two deadly
rotating blades, so hug one of the corners as you swim upward (facing either E
or W). Pull quickly up into the next room and crawl into a semi-enclosed space
near the N wall for a large medi-pack. Then locate the ladder in the SW
corner and note the sound of a swinging chain before you start climbing up.
Use the far left side of the ladder to avoid the chain, and when you reach the
fourth rung from the top you can back flip safely into an upper level. Turn around and walk past the tubing to your left. Turn left and climb up
onto the left side of the metal pillar. Step forward and face the ledge to the
N that's guarded by a flame blower. When the flames subside, take a running
jump and grab the edge of the ledge. Shimmy right, around the corner all the
way to the N wall. Pull up here, and you can safely duck down into the crawl
space without having to worry about the flames. You emerge in a tall area to
the sound of eerie music and you note three more flame blowers high overhead,
a steam blower, and a couple of flaming tiles located in strategic spots.
Take the first right you come to and note the water ahead. However, it's
electrified, so don't let your feet get wet. With your toes just outside the
water's edge, take a standing jump and grab the ceiling of the water channel.
Monkey swing to the N past a pillar to your left; and even though you can see
that the rungs dogleg to the right at the juncture and allow you to keep
going, turn left instead at that point and continue to monkey swing until you
drop down into the dark alcove. Step forward and throw the wall switch, and
you'll hear the sound of a door opening. Turn around and take a standing jump
forward to grab the ceiling. Monkey swing to your right, hugging the pillar
with your right arm as you pass it; and as soon as you get past it, release
without turning to your right. (If you release from any other position, you'll
crash and burn every time.) Then take a side flip to the right, away from
danger. Locate the rope dangling near the W wall, directly opposite the first
opening to the electrified water channel. Position Lara directly underneath it
and jump up to grab it. Turn so that Lara is facing S, then swing and jump off
to grab the edge of the pillar in the SW corner. Pull up and face toward the
NE and that gauntlet of flame blowers. The hard way to get across to the other
side is to use the monkey bars overhead to swing past the blowers, trying not
to let Lara catch fire as she passes each one, and drop down into the opening
high up in the N wall. The much easier way is to monkey swing E all the way to
the wall, release and grab the climbable surface, and shift to the left until
you reach the pillar next to the first flaming blower. Release and you'll find
to your relief that you neither slide down to the floor nor become immersed in
flames. Carefully turn to your left and take a running jump along the E wall
to the next pillar, and do the same thing to the third pillar. Side step to
the left, and when the flames subside, take a running jump and grab the
climbable surface just below (or even below and to the right of) the opening.
Shift left if necessary, climb up and pull into the opening. The door closes behind you as you enter the small room. Use the crowbar to
open the panel in the NE corner, then pick up the small medi-pack and
throw the wall switch inside. A cut scene shows an underwater gate opening.
Quickly turn around and draw weapons to take out the assassin who has
followed you inside. When you come back out into the small room, you find that
the exit door is once again open, so either climb down the wall as far as you
can go and then back flip over the burner to the floor, or safety drop to the
slope and do the same thing. Turn around and run S down the hallway. Crawl under the opening on the left
side, turn in place to your right, then hop back and safety drop to the metal
flooring. Jump into the water hole, avoiding the blades, and swim to the E
side of the structure and through the gate that was closed upon your arrival.
Take a left, and swim up at the next juncture to locate and pull an underwater
lever to raise a block in a room ahead. Then continue along the tunnel a short
distance until you reach an open channel where you can surface for air. Then
swim to the S end of the channel and open the underwater door. Go inside and
pull the underwater lever on the S side of the central pillar to cause it to
rise still higher. Then surface, climb up onto the raised block against the S
wall, and turn to face the central pillar. Take a standing jump to the top of
the pillar, then turn to face W and pull up into the next higher level. Climb
up into the corridor and follow until you reach a room with a flaming pedestal
in the middle. As you explore this room, you find that the three facing walls contain a
total of eight alcoves, each with a wall switch, together with a closed gate
in the middle of the far (south) wall. The skeleton next to the pedestal bears
mute testimony to the fact that some intrepid soldier of fortune was here
earlier and made a bad decision. Starting with the alcove to Lara's immediate
left, in the NE corner, number the alcoves 1 through 8 in a clockwise
direction. Then pull the wall switches in alcoves 1, 3, 5 and 8 to open the
gate in the S wall. (Pulling the switches in the other alcoves will cause the
burners underneath Lara to ignite and fry her.) Reverse roll and draw weapons
to eliminate the assassin who magically appears outside near the
flaming pedestal. Then PART FOUR: Get the fourth piece: The Right Gauntlet
Climb back down and go through the open gate to the south. Follow the
corridor until you reach a four-way intersection, then run over the rocks
directly ahead and continue forward to enter the crawl space. You find
yourself in an area directly above the channel where you opened the underwater
door earlier. Turn to your right and pull up into an underground street area
as spooky music plays. Turn to your left and go around the crates to your left
and skirt the flaming barrel. Vault up onto the short crate just beyond the
barrel and step forward to drop down into a small clearing in front of the
fence. Stoop down and pick up a small medi-pack, then turn around and
vault over the two short crates. Make a hairpin turn to the left on the other
side and climb up onto the tallest crate in the middle. Turn around inside the
opening and jump up to grab the ledge above you. Pull up into the corridor but
be careful to stop when you reach the top, as a burner trap lies down below.
Take an angled running jump around the corner to the right to the ledge
against the west wall. Turn right, run to the end of the ledge and throw the
wall switch to open a gate somewhere outside. Reverse roll, and from the other
end of the ledge take an angled standing jump back to the opening of the
facing corridor. Go back down to the crate-filled area. At this point, you're supposed to be able to use the yellow Gate Key in the
other corner, opposite the spot where you picked up the small medi-pack, to
open a gate allowing you quick access back to the street where the truck and
the flaming barrel are located. However, as alluded to earlier in this
walkthrough, the yellow Gate Key disappeared from my inventory when I picked
up the first ornate Gate Key, so the only way I could get back to the truck
was by retracing my steps back to the beginning of this Part Three, and using
the DOZY cheat to get past the paralyzing underwater current. By whatever manner you use to get back to the truck, go to the ladder
revealed in the east wall when you moved the block earlier, climb up and go
forward to your right a short distance through the alley, and turn right into
the new opening. Run down the street, passing on your right a closed door
needing still another key, and at the end of the street turn left into a
narrow corridor. At the end of the corridor, turn around and climb down the
ladder to another watery area where you see a central structure mounted on
metal pillars. Jump into the water and swim around a bit to tease the
crocodile, then climb out, turn around and dispose of it. Then jump back
into the water and swim around the central structure to its south side. (Be
careful, for if you swim too far under the central structure toward the middle
of it, you'll be sucked in and trapped by another vicious current.) Locate the
ornate Gate Key lying on a slab jutting out from the southernmost
pillar, and pick it up. Swim back to where you jumped into the water, pull up onto the metal ledge
and climb back up the ladder. Run back through the corridor and up the street
until you reach the closed door you passed earlier. Use the Gate Key to open
the door in the alcove, and go inside. Turn left and pick up the large medi-pack
next to the window, then continue north into the generator room. Go to the far
side of the generator and insert the yellow Fuse in its middle slot in the
left panel. You hear a sound of rushing water, which indicates you've flooded
an area nearby. You've also alerted another assassin, so quickly draw
weapons and dispatch him. Leave the generator room, turn right when you reach the street and go back
through the corridor. You don't need to climb down the ladder this time,
because the area is now completely flooded. Jump in, swim again to the south
side of the central structure, and locate the small opening higher up near the
ceiling. Swim inside, dogleg to the right and locate the central hole, right
above the wicked current that's swirling around beneath the structure. Go down
and claim the revolver, then swim back outside. Go back to the hole in
the NW corner and pull up into the corridor. Return to the street, turn right
and run all the way to the end and through the open gate, and climb back down
to the short street where the truck is parked. Run to the south end, near the gate that was supposed to open by using the
yellow Gate Key. Stand on the sidewalk in the corner next to the street lamp,
and turn to face the alcove in the east wall above the sloped wooden block.
Combine your laser sight with your revolver, and use the zoom key (same as the
crouch key) to magnify the area just beyond the alcove. You can just barely
see the top portion of a brass ball hanging from the ceiling. Shoot it to open
a gate at the north end of this short street, while also releasing a fire
wraith. Run down the street, turn left into the opening across from the
truck, wait to make sure the wraith is right on your tail, and run down the
stairs and jump into the water. After the wraith has doused itself, climb back
out and return to the street. Turn left and go through the gate you've just
opened. Shoot the barrier blocking your way and go inside. In the threshold of the new room you'll hear some foreboding music as you
inspect a rope dangling over a seemingly solid floor. However, you should know
better by now. If you blithely step forward, you'll splash down into an area
where you not only lose camera control, but there's nowhere you can pull back
out. Instead, turn to your right and discover to your surprise that the gray
wall that looks like moon rock is a climbable surface. Climb up to the very
top, pull up into Secret #4, and run up to the end of the ramp and pick
up the Right Gauntlet. PART FIVE: Get the fifth piece: The Right Greave
Climb back down to the threshold. Now it's time to deal with that rope.
Draw your revolver, combined with the laser sight, and locate with the aid of
the zoom key another brass ball suspended near the top of the third pillar to
your right across the treacherous pool. Shoot it to raise a block near the
other side of the pool. Now save here, jump to the rope and swing across to
land on the top of the helpful block. Oops, jumped over it, didn't you? Try
again, and this time jump off while Lara's legs are still extended. She should
land right on top of this block this time. Take a standing jump forward to the
steps to restore camera control. Another fire wraith may or may not pop out at this point to plague
you. If it does, run forward up the steps and past the burners into the
opening. Turn left and climb up into the corridor. Run down the corridor,
dodging as necessary to avoid being set aflame by the wraith, and hop down at
the corridor's end into the street. Turn left and return to the water
sanctuary where the second wraith will also obligingly commit suicide. Then
return to the area with the rope and swing across as you did before. This
time, when you run past the two burners, draw weapons and shoot the flimsy
wooden door at the end of the opening. Go inside and up the stairs, and make a
horseshoe turn to the left. Locate the water hole; but instead of jumping in,
light a flare and locate a ladder in the west wall. Jump to it and climb up.
Pull up into Secret #5 and step forward to claim the fifth and final
armor piece, the Right Greave. Climb back down the ladder to find that the large doors to the east are now
open. Go inside, up the steps and down the tunnel until you reach a seemingly
impassable gap. But walk out as far as you can go on the left side and take a
running jump across to the triangular surface ahead. (If you happen to miss
and slide down to the bottom of the pit, there's an opening to your right that
takes you right back to your starting point.) Walk forward to the apex of the
triangle, turn Lara to the left, and take a standing jump up to safety. Run
forward, turn to the left and run down the ramp into a new area. Use the stairs to your left to get as low as possible, then safety drop
down to floor level. Walk out to the central pedestal shared by a skeleton and
the Amulet of Horus, and pick up the latter. Hear that soft padding of
tiny feet? No, not tiny at all, but rather a large angry bull that has
been awakened from its lair near the NE corner and is determined to grind poor
Lara to a bloody pulp under its hooves. Since you don't have a red blanket to
wave at it, use Lara's delectable body to lure the bull to the eye panels
located on the pillars at the east and west ends of this room. If you judge
the bull's charges accurately, you can jump out of the way at the last instant
and allow the bull's momentum to crash through the eye panels. When the second panel has been smashed, run over to the bull's lair, go
inside and locate the opening in the far wall. Take time, if you dare, to pick
up the large medi-pack to your left, then enter the corridor (the bull
won't follow), run as far as you can go and squeeze under the crawl space at
the end. In the new area, turn left and run toward the shotgun ammo off
in the distance. You may or may not get to it before having to deal with a
crocodile that appears from your right. After accomplishing your twin
goals, enter the crawl space in the west end. As soon as Lara can stand, turn
to the right and vault up onto the block. Climb up to the top and shoot your
way through the barrier. Keep your weapon poised, for as you step forward you hear that
snap-to-attention theme. Sure enough, as you reach the plaza area you lose
camera control and three assassins come out from all sides in an effort
to gang-tackle you. Do a 360 with your guns blazing steadily, as you have no
need at this point to conserve ammo. After they've all bit the dust, run
diagonally across the plaza to the right and locate a closed door in the NE
corner which needs a key. This is presumably the yellow Gate Key which
disappeared earlier from my inventory. Since there's no way to cheat past this
point, I could progress no further. However, I understand that the passage
beyond this door leads to an area of scenic beauty where the exit trigger is
encountered, so I was able to enjoy more than 99 per cent of this epic
adventure. PDLambeth.
return to the opening overlooking the boulder ramp. Hop down and around the
boulder on either side (being careful not to slide down one of the side ramps)
and run forward to the end of the pillared hallway. Turn right and run down
the stairs, then run up the ramp to return to the roof area.
go next door into alcove 7, turn around and climb up the ladder. Back flip two
rungs from the top into a corridor for Secret #3, then turn around and
step forward to pick up the Left Greave.