pick up a small med-pack, magnum clips and 2 sets of Uzi
clips. (Don't worry, the monsters won't come to life until
later.) Note the two closed doors. Proceed to the room ahead
with the checkerboard floor. There are 25 boulders dangling
from the ceiling. The floor is conveniently marked off in
squares as well, with five rows of five squares under the
boulders and two rows of five without boulders beyond. Two
of the boulders roll harmlessly off to the sides as you
approach. Stepping on various squares causes various
boulders to roll--and not in a very predictable fashion.
You're aiming for the two alcoves on the other side of the
boulders. I imagine there are a number of viable ways for
getting through this trap. Here's one:
To make it easier, I've provided a diagram. Each square is
marked with a letter or number (A through 9 for the 35
squares) in the diagram. I've tried to make the description
useful without the diagram, but I think the visual aid helps
Stand in the
doorway on the right and step on the white square (D) to the
right of the center dark square (C). Side flip left to the
next white square (B), then quickly side flip back to the
right (D). When the boulders have passed, flip back to the
left (B). Step forward to the dark square ahead (G), which
is safe. Jump diagonally to the dark square ahead and to the
right (M). Boulders roll past harmlessly on both sides.
Sidestep to the white square on the left (L). Side flip to
the right to land on next white square (N); quickly flip
back to L. When the boulder has passed, flip back to the
right (N). Step forward to the next dark square (S), which
is safe. Side flip left to the next dark square (Q), then
quickly flip back to the right (S). When it's safe, flip
back to the left (Q). From there you can walk forward into
the left alcove safely (V, 1, 6).
Pull the switch here to open one of the doors at the bottom
of the hallway and animate one of the monsters. Kill it from
within the alcove if possible. When you step on the dark
square between the alcoves (7), a boulder comes rolling in
from the other side of the room, so go quickly to the right
alcove. The switch here opens the other door and revives the
other monster, which shoots fireballs. When it's dead, jump
from the doorway (8) to the white square in front of the
boulder between the alcoves (2). From here, you can step to
the right then walk straight out under the boulder-free path
(1, V, Q, L, G, B).
Enter the doorway on the right near where you entered. Time
a run past the metal jaw trap then pick up 2 sets of magnum
clips in the alcove beyond. Return to the main hall and take
the opposite door. Here there are arrow traps as well as a
jaw trap. Take each in turn and you'll manage. At the end of
the passage is a small med-pack.
Below is a series of slopes above a lava pool. Jump to the
far side of the first slope so Lara slides down facing
forward. Near the end of the slide, jump to land on the next
slide. Slide again and jump to the next slope, which angles
down to the left. Now hold down the Jump key so Lara hops
back and forth between the two angled slopes over the lava.
Press the right arrow key at the same time so she gradually
creeps to the right as she jumps. Stop when she reaches the
flat spot at the far side of the left hand slope.
Enter the cave and kill the monster lurking on the left.
There's a small med-pack on the ground in the near left
corner. Jump up on the side of the structure with the
red-and-gold ceiling and the lava pit in the center. From
here, you can kill another monster on the far side of the
room between the black pillars. Pick up another small
med-pack in the far left corner.
Near where you entered the cave is an opening leading down
to the deep lava pit at the center. As you approach, a
flying monster rises up from below. When it's dead, drop
down to the flat block in the pit. Jump to the next block,
drop down again and take a running jump to grab the next
block. This is the only SECRET in the level, a large
Return to the top of the pit and go to the left down a small
slope toward the lava stream. Here you can jump across to
the other side. Walk up the path until you are opposite the
first stone block in the lava pool. Take a running jump to
land on this block. Landing here causes the left door at the
other end of the lava pool to open. No need to go there.
Instead, take a running jump to the dark block with the Uzi
clips, then a standing jump to the next block with more Uzi
clips. From here, jump to the taller stone block. This opens
the door on the right.
Both doors are timed, and you need to get through one of
them. To get through the one on the right, jump from the
taller tan stone block to the lower block that had the clips
on it, then to the bank. Run down the ramp and do a running
jump to grab the door sill. Pull up and you're in.
Once inside, turn around and slide backward down the tan
slope. Grab the edge and traverse left. Pull up, back flip
onto the gray sloped block and immediately jump forward to
the fleshy wall. When you land, the eggs will hatch and
you'll need to kill 2 winged monsters. You might want to
hold down that walk key to keep from slipping into the lava
below as you fight.
(If you do go through the left timed door instead of the
right, you can still get to this point by sliding down the
ledge on the left, then jumping to the fleshy flat spot
below the first egg. From there, do a running jump
diagonally to grab the stone slope below the second door.
Then follow the directions above from that point.)
From the fleshy wall, face the now empty incubator. Jump
over the steeply sloped stone to slide down the slope beyond
(the one directly below the incubator on the right). You'll
slide down and land on a fleshy square. Jump diagonally to
the stone block slightly above. Pull up to the fleshy ledge,
turn around, then take a diagonal running jump to the fleshy
slope below the opening.
The centaur above awakens when you reach the top. You can
hop back down while firing and flipping side to side to
avoid its fireball attacks. When it's dead, proceed to the
room above, drop down to the next room below and pick up
some Uzi clips.
From here, take a long slide down to land in a small
underground lake. You can surface on the right side and kill
a monster lurking on the ledge above. Pick up the magnum
clips. At some point, you'll also want to get the 5 small
med-packs and some Uzi clips scattered about under the
water. (Don't forget to look around in the openings
underneath the pyramid).
Swim to the rectangular block in front of the stepped ledges
with the 3 monsters. Climb out of the water and kill them
safely from here. Jump over to the low, flat area to the
right, then to the bottom of the steps. Behind the steps are
5 sets of Uzi clips. When you climb back out, 2 more
monsters emerge on ledges near the lake. After killing them,
jump and grab the block on the right side of the opening to
the steps area to kill another monster beyond and get some
The last monster in this room guards the gold door. It can
be killed from the low stone ledge below the door. (You may
find it helps to get a lock on it then jump up and down in
place to get more clear shots.) When it's dead, jump over to
the block on the right of the doorway and go up. Pick up 2
sets of Uzi clips in alcoves on the left, then use the two
switches to open the gold door and another one just
In the large room beyond, 2 centaurs lurk behind the pillars
at the center. You can run out into the room to get their
attention, then rush back to the doorway to kill them from
relative safety. In the niches between the switches are 3
sets of Uzi clips. Near the gold doors at the opposite end
of the room are 2 large med-packs.
There are four switches: two on each side of the central
pillars. Of the two on the side facing the entrance, the
left opens the left gold door, releasing a monster. The
switch on the right opens a door at the top of the pyramid
in the middle of the lake. On the other side of the pillars,
the left switch opens another door up in the pyramid, and
the right switch opens the other gold door, releasing a
monster that throws fireballs.
When these two have been taken care of, enter the glassed-in
room through either gold door. Proceed slowly. The three
eggs hatch as you approach them, releasing a centaur
(middle) and 2 winged monsters. When they're dead, jump in
the water and pull the two levers to open doors on each side
of this pool. Behind the left door are 4 sets of Uzi clips
and a large med-pack. Behind the right door is a warren of
underwater tunnels containing 3 boxes of shotgun shells, 2
sets of Uzi clips and a large med-pack. There's also another
lever here, which opens a door leading directly back to the
Return to the lake and climb out on the side where the tan
stone bridge connects the pyramid to the shore. Cross this
bridge and climb the pyramid, picking up some Uzi clips on
the way up. Once at the top, go through the left door first.
Climb onto the fleshy ledge and drop down on the other side
to find some magnum clips. Return to the other webbed door.
A monster lurks beyond. In an alcove high on the left side
of the room is a small med-pack. There are 2 boxes of
shotgun shells in the long corridor on the right.
One of the two doors at the end of this corridor opens as
you approach. In the room beyond stand 8 monsters. Pick up
the shotgun shells (7 boxes). When you try to exit, some of
the monsters animate, so jump on the pedestal as fast as you
can. You may have to jump down a few times to draw some of
the monsters out of hiding, but eventually you'll kill all
but three. These pursue as you exit, so you can run down the
hallway, roll, and back out shooting.
Return to the doors at the end of the hallway. The second
door is now open. This leads into a room with a checkerboard
floor, beyond which is the hatchery. There are two switches
near the entrance. Both are needed to open the gold door at
the far end, and the door is timed. The eggs hatch when you
approach, releasing 4 winged monsters that throw fireballs.
I recommend hatching each one in turn, so you aren't
outnumbered. When the coast is clear, pull the switches and
run for the door.
As you enter, the door closes behind you and the centaur
playing nanny starts shooting fireballs. Kill it and
continue. All the eggs in this room are "blanks," so there's
no need to worry about more enemies. Behind and below the
ramp down to the next level are 2 sets of Uzi clips and a
You don't have to kill all the monsters in this next room
but, again, I recommend hatching each egg and fighting the
beasties one at a time before going for the door. Here every
other egg is empty, so there are 4 monsters in all. When
you've killed all of them, go to the switch near the
entrance. This opens the door at the far end of the room.
It's also timed. Here's one way to navigate: Position Lara's
right shoulder near the center of the switch, flip it, look,
hop back, turn to the left, take a standing jump up to the
first block, then do a continuous series of running jumps
over the blocks and through the door.
You land on a slide which dumps you in a pool as monsters
hatch above. There's no way to get out and kill them (that I
found), so just swim off to the right to end the level.
And that's all she wrote...at least until the next
Copyright © 1998 Stellalune. Feel free to copy,
distribute and quote this walk-through, but please include
this credit line so people can send me their corrections,
comments and suggestions. Also, if you'd like to offer this
on your own web site, kindly ask permission first. Visit
Tomb Raider Site or e-mail