Saudi Arabia Series. (Original version)
By Donald Forgues.
|Shortcuts to the separate Levels: To get back to this menu, use the back button on your browser|
|Level 1: Stolen Coffin||Level 5: Grotto's Dark Palace|
|Level 2: Underground Metro||Level 6: Dark Dungeon|
|Level 3: Kuwait City||Level 7: Lab 42-V|
|Level 4: Pet cemetery||Level 8: Rooftop|
CS= crawlspace, MS= monkeyswing, UW= underwater, Jump =jump. Have fun!
Level I-The Stolen Coffin.
You start in the dark, go NE to find a crawlspace withSecret # 1, a MP, backflip from the top of the ladder to the ledge and runjump back, find the hole in the floor and follow to the yard, 2 Guards will come after you and finally a Scorpion will attack. Enter the passage in the light gray wall opposite the passage you came out of and shoot some Scorpions, shoot vases for some goodies and see the different textured tile in the middle of the room, itís a drop through tile, drop and shimmy to the west side and go down all the way, in the passage is Secret # 2, ammo. Up again and get into the crawlspace the Scorpions came out of, go right and to a door that will open as you approach, kill the Scorp.
Enter a labyrinth and go R/follow/straight past door and left into next passage, look up to the right and get into the crawlspace, shoot the left vase for flares and go pull the levers, the door at the "Pillar" opens. Go up the ladder, kill the Ninja (get his guns), down into next room and kill 2 more, get the ammo one of them drops. Stand with your back to the sloped pillar and backflip/jump/grab the next ledge, go all the way up to the top, look in the West wall and enter the passage, pull both levers (I donít know what for, because all the ropes where there and I saw nothing changed, but do it anyway) and go for the rope, swing to the top of the roof and go shoot the right hand vase for a MP, go on to the lavapit.
The Lava Room.
Swing to the other side of the room (the right hand rope will take you there easy) and go runjump into the East passage (be sure to jumpgrab otherwise you will not get under the arch), swing on the ceiling over the lava and go to the right (left is a crawlspace for the exit), to the pool, dive in (not easy to navigate here) and into the shaft, follow till you get the front view of Lara, push the look button and see the spike balls hanging, go along the left side, pass under the ball there and go right to the other side of the room, up into the hole the ball came from, swim till you see the room shaking and roll, get back down and to the East into the new tunnel, follow to a room with a lever and pull it to open a gate. Get back to the pool and use the crawlspace you saw before to return to the Lava room. In the room with the sarcophagus, only shoot the left vase and take the ammo, use the rope in the lava room to swing into the right hand passage. (green) Up the ledges and pull the lever to open a set of double doors.
Backtrack to the entrance of the labyrinth, from the bottom of the room with the ledges you climbed, out the open door to the right and follow, to the first room of the labyrinth, take the same passage again and just before the door that blocks the way, go right and follow up and go right again, here is the "Arabia Pillar", shoot left vase for the MP, pull the lever to open an underwater gate and climb the ladder to backflip onto the bridge, step on the dark tile and another door opens, (timed for a change) it is the door in the South passage of the labyrinth entrance.
Stand on the tile, backstep/drop and sprint through the passages (Door/R/L, slope/L/R/L/R/1st room/R/L, run normally off the steps) releasing sprint button just before corners. You can also sprint around corners when you take them as a Formula I driver, going wide and then cut in and wide again. Itís a tough one but just before the door you have to stop for a moment and jump to the left over the first gratings (burners).
Make standjumps through the room, some tiles burn while others donít, getSecret # 3, a whole pile of ammo and the "Star of Heaven", place it in the receptacle and see the door open in a place youíll come to later. Make your way back to the big doors where the timed run started.
Slide down and get the Shotgun on the pedestal, climb the ridge and go to the 3rd tile Justin front of the closest right hand pillar in the water, the gate on other side opens. (Timed again)
Hereís what to do, stand on the "open" tile on the right side facing the gate, step all the way back and do a standjump to the right corner of the ledge in front, do a runthrough jump across to the left pillar and land on the left corner, turn right, runjump to the closest corner of the ledge in front of the gate, turn right a little and sidejump left into the gate.
Follow the passage; pulling out the shotgun and take care of the Ninja at the big doors, they will open on approach.
Go out and sprint under the balcony to the left, with the fool shooting at you and shoot the vases for some goodies, kill a scorpion or 2 following you and find the hole in the floor in the SE corner, drop in and follow to a room with a pool with the underwater gate is you opened before. Swim into the tunnel and at the crossing, go R and pull the lever in a room, back to the crossing and straight to next room for a lever, now follow the tunnel L from the crossing and reach the big room with the colored under water gates.
Take a look under water first to know where you have to go later because itís a tight, timed swim. From up the ledge, where you will start, youíll land in front of the yellow gate in the S wall L side, then you have to go to the red one next to it in S wall, after that itís to the pink gate in the W wall. So here we go. Climb the ladder on N wall and go left, follow the landing to a different colored tile, stand with your back against the wall, facing the pool and runjump in, with a slight curve to the right, into the open yellow gate, (watch the shadow on the bottom) on the 3rd square roll, swim out and L/L into the red gate, to 3rd square and roll, out and L to the pink gate in the W, go in and the gate closes, just inside the gate is the "Arabia Knot", take it and the gate reopens, swim back to the room with the 4 vases, shoot the Guard thatís patrolling outside from inside the room and he will probably not even notice you and go outside to the Palace grounds again.
Go to the building E and enter , find the crawlspace high up in the wall in the NE corner and go in to place both "Knot" and "Pillar" to open the big gate in the SW of the Palace grounds.
Enter and look behind the Jeeps for a Rusty Key and open the big doors. Enter the store room and shoot a Ninja that will come out, take the ammo on the crate to the left and go to the end of the room, find the ladder to climb to upper room and take the ammo there, climb down the ladder in the NW and getSecret # 4, all kinds of ammo and guns, back up the ladder and backflip to upper room again, go over to the crate in the SE corner and climb on, runjump/grab the ceiling in N direction and monkeyswing N through the passage, turn R in next room and drop to the ledge, go over to the N side and turn L, jump to the ceiling again and into the next room, drop and shoot the Ninja, take the ammo lying about and go W.
A camera shot will show you the jumps you have to do next. Runjump/grab the ladder on the pillar and climb to the right, to the top and with your feet on the 2nd step, backflip/roll/grab the pillar and hang, overlook the next set of jumps, youíll have to go along the left wall to the other side of the room. Pull up and start jumping. (itís quite impossible to tell all jumps, but if you save when hanging on pillars, you will get to the other side) Last of the first series is a long slide to a ladder, jump/grab in the last moment, climb left and up, from one step down, backflip/roll/grab the pillar behind, pull up, slide to the end and jump/jump/jump/grab the higher pillar, pull up and slidejump and slide 2 long slopes down till you drop in a pool of water, Climb out to the right and enter the Labyrinth.
Go R/R and get the 1st part of the "Osiris Cartouche", back and R, shoot box for MP, back and R end R, box for ammo, back and L/R/2nd R/ follow to the "Isis Cartouche", back out and straight N for the lever to lower a wall near the pool, back and R/R and over the small pool you dropped in, to enter the room with the Coffin.
The flyby shows the gate and some rooms upstairs, donít step on the ledges at the Coffin, but go around to the other side, enter the room with the 2 statues, switch the statues places and the gate in the Coffin room opens, pull he lever inside and 2 blocks rise, giving you access to the 1st floor. Kill the Harpy first and go climb up, explore all 4 rooms to get ammo, MP and the second half of the "Osiris Cartouche", now place both Cartouches and the big doors open.
Kill a Ninja and go up the ladder, on to the higher passage, kill another Ninja and up more ladders, to finally reach a room under the glass floor, you saw before, take out the Ninja guarding the place and go down the steps, slide into the next level.
Level II-Underground Metro.
the Service Area.
After the slide you are in the service area of the metro, go on to the small ladder in front of you and backflip from the top to a ledge behind to get some ammo, runjump over the gap and enter the left room, shooting the Guard. Pull the switch in the room and go to the 3rd room on your left, shoot the Guard and pull one more switch (notice there is another switch, high up on the wall), go down the ladder in the end of the passage and light a flare, behind the yellow crate in the end is the Uzi, and around the corner youíll find the light switch, but it will trigger the alarm too (and open a trapdoor somewhere, so you have to use it). Shoot 4 Guards that came out to investigate and take the ammo they drop. Climb back to the passage upstairs and go into 2nd room right. Take the ammo on the desk and climb the ladder, get a MP and ammo from the shelves and go to the next room, climb the yellow crates and go up into the open hatch, pull up into the crawlspace and go R, pull the switch and go back R, down the ladder in the end and shoot the Guard, there are 2 switches on the wall over the lava, pull only the right hand one and get back to the 3rd room upstairs, there is a block raised under the high switch, go pull it and head back to the room with the lava and the 2 switches, the crate moved to give access to the small passage.
Pull the switch inside and drop into the now safe lava pit, pull the switch there and back up the ladder to the crawlspace, the trapdoor at the crossing is now open, climb down and look for a crack in the S wall, jump to it and shimmy left, go down the next ladder and pull the switch there, up the ladder and drop onto the slope to the right, slide down and use the switch, the floor will take you up. Use the crack to go left again and from the top of the ladder you can backflip into the open exit. Shoot the Guard in the store room and take his Key. Enter the small store room N and get some ammo, climb over the crate and over the door to the start passage. Go right and look for some ammo on a ledge in front of you. Drop to the passage again and up the ladder to your right, into the left passage and open the door with your Key.
The Chain Puzzle.
A closed gate in front and L+R 2 rooms with each 3 chains, go R and pull the R chain, roll and sprint for the opposite stairs, down and again the R chain, roll and sprint up the stairs, L/R and pull the chain in front of the steam blower, turn left and sprint through the passage, mind your health! And into the gate after you pulled the chain, to the right is a closed gate for later, pull the chain left and go back through the steam passage, into the gate you opened to the right.
Slide into the water and climb the right hand wall, to the right at the top and get the Waterfall Key inside, drop back to the water and walk to the waterfall on the right hand side of the pool, try to get as far as possible without getting hit by the meatgrinder, see the ammo, you can get it quick and get back here if you want it. Then wait for the grinder to pass overhead and follow it quick as you can to the waterfall, climb out on the right side and onto the waterfall, take shelter if the grinder gets too close, now jump to the ladder on the W wall and climb up, here is the receptacle for the Waterfall Key, bur first make your way over the ledges to the switch SE. From the ladder, jump onto the 1st ledge, runjump/grab the second and runjump/grab #3, the high one, if you stay on the side of he wall the grinder will not harm you, now jump over to the switch as it just passed and back after you pulled the switch, now from the high block, standjump back to the lower and runjump/grab the one at the ladder, place the Key and the door next to the waterfall will open.
Go in and follow to an office, shoot the Guard and take his Metro Card, find the switch on the crate in the SW behind the control screen and pull it to open a door. Before you leave you can get some flares from the shelves. Go climb up the ladder at the Waterfall key and backflip, find the switch in the SW corner and use it to open the door atSecret #1. Go up the stairs to the control room with the 2 Guards, one o them will drop a MP when you drop him, pull the switch in the corner behind the door you just opened and the Radar room will explode, so lets get back there and drop into the dark pit,
Light a flare and shoot 2 Dogs and a Bat, look for some ammo behind a pillar to the left and climb the low/sloped pillar E, jump to the higher one SE and then to the next, (the jumps are a bit tricky as you donít have much space to jump up, from the 2nd pillar, stand with your back to the room on the triangular part of the pillar and run to the wall, steering right and jump in the last moment, the last pillar to the one on W wall, look for the highest part of the ceiling and runjump/grab that pillar) Get into the dark crawlspace and follow to a room with a danger box, and a Dog to shoot, climb the box and the wall will explode, Youíre back in the passage at the beginning of the chain puzzle, shoot the Guard and go through the steam passage to getSecret # 1, ammo. Go back and down the ladder to the start passage and enter the 2nd room, up the ladder, backflip/roll and turn right, follow the stairs down to a door you can open with the Metro Card.
Go E along the train and then past the hole in the track on the left side, look for a passage to the right in the dark in front of you and get some more ammo, return to the hole and from facing the dark tunnel E drop back from the left track, be sure to have enough health and drop onto a pillar, jump to the small room with the Guard in it and shoot him to get his Key. Go back out of this room and stand in the very right corner, turn right a bit and make a runjump to the ladder on the W wall, grab in the last moment and climb up, on top you have to release the action button for a moment, so you hang, shimmy left and pull up onto the flat ledge, jump back to the tracks and go to the train, right side from here and find the store room with the Bike.
Go in and thereís some ammo next to the ramp leading to the door. Mount the Bike and drive it to the hole in the track, go past it to the E again and from that side on the S wall, drive into the pit, watch the health. You have to land on the ledge the dead Guard is on and from there to the floor, drive through the wall N and into the tunnels. Go R and run over the Guard, now go at top speed into the R tunnel and jump over the gap, go R/L/R and stop at the crates on the floor, climb them and look for the ladder, climb up to the Radar room. A flyby will tell you what to do, so go left, follow the passage and R/R kill the Guard and R/R around gratings, stand in front of the computer and a door will open on top of the radar room, go back up and now into the NE corner door, follow down, past the toilets and through the first automatic door, left and follow to the radar room, 2 Guards will attack, so drop them and take the MP and the Elevator Fuse they drop. Enter the radar room and take some ammo on a desk, exit in the SE, follow, R and follow back to the Bike.
For the Secrets.
Go forward and right around the corner, run over another Guard and stay left or right to use the slopes besides the pit to go past, at next crossing, go straight and past next pit on right hand side, in the corner you can get off the Bike and climb down the next pit, throw the switch on the other side and climb back to the Bike, go past the pit along the left side and youíre back at the start, take 2nd R and do the jump again, R/ straight past the rusty old door and R/R into the open control room, pull the R lever and go back to the rusty door, itís open now, so you can getSecret # 2, ammo.
Back to the control room and go to the end, climb the yellow crate and drop down the other side, near the Elevator room. GetSecret # 3, grenades and run through the tunnels, back to the control room, E/R (be careful in the corner, deep pit there) R/R and do the jump on foot this time, 2nd R/R/L past rusty door and R/R into control room, pull 2nd lever. Go down at the yellow crate once more and climb the raised block, into the dark passage and place the Fuse to activate the Elevator. Gat out and into the open gate, use the switch to raise the elevator and get out, R/R and into the dark passage to claim Secret # 4, ammo, over a pit! Back to the hall and S, into the next elevator, up and shoot the Guard, get his Key and go S, find 3 levers and pull 1 + 3, the trapdoor further on the stairs opens, drop down to the Train and go around the Train to the wall where you found the Bike there is a stairway leading down to the ticket counter and the gate next to it is open, go get Secret # 5 inside, ammo for the revolver. Leave this place, go back to the start passage and climb the ladder to the chain puzzle again, now go left just before the chain passages and use the Key to open the door. Follow through some automatic doors and leave the Metro level.
Level III-Kuwait City.
Go left and follow, shoot the Guard and take his MP, L up and L/R kill another Guard and take his Code Disc, in this passage is a door that will open automatically for you, itís to your left and has a caution sign overhead. Enter and place the Code Disc in the green screen on the wall. Now go back to the passages and R/L all the way to the end and R/L, enter the open door to the conference room, get the Laboratory card from the shelf. Go back to the Main passage and to the end, R and open the door L with the Lab card, enter and walk over the green circuit board on the floor, back out and R/L/L and into the door opposite the Caution sign, take the Laser fuse from the table and return to the Lab. Place the fuse on the socket left in the alcove and the lasers go green, go around the lab and into the room with the moving pillars, over to the other side to pull the switch there and then into the passage with the green Laser, go past the blocks for now and in next room, enter the small control room, pull the switch to stop the pillars moving.
The Puzzle. see Map.
Draw a little map of 5 by 5 squares and take over the numbers on the floor of the room next to the blocks room, now look at the blocks and their position, if the block stands on a number, thatís the blocks number, there are 4 (the rest are dummies). The circuit boards (green squares on the floor) also get a number like that, now move the blocks with numbers to the boards with the same number and the trapdoor, next to block 3, will open, move the last dummy block without a number so you can climb in and be careful, the floor is a Laser trap. Runjump/grab the left pillar and climb up one step, go around to the right, so you can backflip/roll/grab the one behind, one more and get into the passage. Monkeyswing is the thing, from one step back from the Lasers, do a standjump/grab forward and grab the ceiling, drop on the other side and shoot the grating, climb in and go out on other side, shoot the Guard and enter the next crawlspace after shooting the grating, go to an office and get the Revolver from the table, get a Code disc from the shelf and return to the passage with the crawlspaces, look for the door that will open for you and enter to place the Code disc. In the office where you got the Disc the door will now be open, so return there and go out to the passages of the start, go right and see the Laser in the E has gone green, so pass and out the door.
Go to the right and go South, notice the blue door to the right and kill a Dog a bit further on, a jumpswitch on the green building to the left, just go on and left in the end and there is some ammo in the warehouse to the right, guarded by another Dog. Return outside and go stand under the blue steel bridge like structure, opposite the wooden gate in the building, on the wooden sidewalk next to the water and look S and up, there is an open space in the structure, jump up and grab/ pull up and make your way around to the other side, get the ammo and return to the control panel you just passed in the E, climb it and get on to the top of the bridge. Now go over to the roof of the green building, remember where the jumpswitch was? NW corner, use it to open the wooden gate to enter the green building, there is a switch inside that will open a trapdoor on the 1st floor of this building, get on to the roof again and drop from the S side, find the opening in the wall and drop/grab, get in and climb up the other side to get the Lasersight. Get back to the docks and enter the Red brick house by shooting the window, inside is a Dog, that will probably go outside when you shoot it, Use the jumpswitch on the wall and get out again, if you didnít already, shoot the dog and head back to the place where you came out from the offices, N and just past that door is a road going down into the building. Just in front of the opening, look up on the wall of the office building and notice the fusebox, shoot tit with the Revolver and Lasersight and it will start burning, go inside the offices again and to the last office you visited, Lasers/ L/L up the duct, L last door R is open, shoot out the window and jump to the roof over the office entrance, go to the other end and find another window to shoot, get in and get the Cabin Key from the table, you can leave through the door or just drop from the roof outside and go over to the Ship in the Docks.
Go around to the side of the ship and climb in on the E side, get some ammo and drop into the lower passage, W side and open the door to get the Jeep keys from the cabinet. Back outside and to the back of the ship, stand on the edge, looking NW and look down in the water, there is a rusty pillar on W wall, next to it is a tunnel, dive in and follow the tunnel, get out and shoot the Dog, go S for Secret # 1, a MP and follow the passage N for the exit. Now get that Jeep off the ship, (Great guns, hope they work) go N and into the building where you shot the fuse box, drive it up the steep ramp. Thatís the whole ride, get out of the Jeep and shoot the grating on the duct, get in and go to the next level.
Level IV-Pet Cemetery.
In the yard of the Zoo, go right and climb the little boutique, on the roof youíll findSecret # 1, ammo. Down and enter the E structure, find the passage to the right and go in and R/R find the wooden gate, closed. You can open it in a room downstairs, with a timed switch, save in front of the switch and pull, push the look button once (to get out of the cutscene) and roll/ sprint turning left, keep left jump twice up the stairs and go L/L, run into the gate and drop between a couple of Crocs, blast them away and find the Brass ball hanging between the branches behind the tree near the gate, shoot it and enter the gate, in the next cage you have to shoot some Pigs and proceed, shoot some Wolves in the next cage and find the open store room to the right, enter to get the 1st Cemetery Key and pull the switch to open the exit. Back to the Zoo yard and R, follow to the hotel sign on the wall, go up L passage and pull the switch in front, next to the closed pool, go down again and take the R passage at the hotel sign, the gate to the streets is open.
Go to the S and get some ammo from the fountain in the SW. Go N and in the end find a MP in the NE corner under the terrace, back and climb up the terrace from one of the streetlights, get a MP from one of the tables and turn S, jump to the building with the red striped roof, go S and left onto the brick balcony, at the pillar, make a runjump to the roof of the Hotel, SW and then over to the W, to the blue striped roof, on the right side, you can drop down into a green hole, pull the switch there and climb over the low roof, drop to the streets again, go E and climb the roof of the Droguerie (the small blue shop), there is a hole in the roof now, get in and push the box in. Move the loose boxes to the passage S so you get some room, get the N passage empty and take out the SE one last, behind it youíll find a crowbar door for later. Enter the N passage and push in boxes to reach the small store room, shoot the box on the floor to get the Monkey Cage key.
the Monkey Cage.
Get back to the streets and to the gate where you entered the street, use the key on the keyhole to the left. Go in and down to the grass left, keep along the wall as there are spikes around, go to the SW corner and there drop into an invisible hole, follow, shooting some Scorps and be careful here. The bushes are spiked, go 2 forward and left, around to the right and shoot 2 more Scorps, step into the SE bush (this one is safe) and go through the grassy wall, stay out of the bush again and go to the switch, when you use it youíll see where to go next. Go back out of the hole and go along the wall again to the N, just around the corner at the gate, turn right and climb the tree, to the right and shoot some monkeys on the next tree, they will die with a red Bang (or is this a Bug). Make your way over the branches to the other side of the room and jump to the ledges with the poles, the one in the corner is the one to climb, backflip over the fence to the landing, pull the switch on the other end and look for the rope to jump to S, wing over to the platform and go over the branches again shooting a monkey, find another rope and swing to the balcony left. Enter the door and get the 2nd Cemetery key inside. Back out and climb the pole next to the door, up to the yellow line and turn so you face NW, now backflip and you should land on a branch of the tree, go back to the platform and do a standjump to the lower bridge, drop down to the floor at the entrance from one of the pole ledges.
The Cemetery.Go back to the Zoo yard and take the left passage at the hotel sign, up there you pulled the 1st switch, to the left you can use both Cemetery Keys to open the gate. Enter and go forward to the 4th row of graves, turn right and look for the climbable wall, go up and find the hole in the gate, drop[ down in the campsite area and shoot some wolves, look for the Crowbar in front of the little house, somebody tried to open the door but was probably eaten by hungry Wolves. Explore the rocks on the W side to get Secret # 2, MP and Flares, get out and over the rocks to the wall of the Cemetery, go along the wall over the top of the hill (3 standjumps and youíre back at the climbable wall) and climb back to the Cemetery. Make a detour to the streets again and into the hole in the roof of the Droguerie (remember the crowbar door?) get the "Wind Element" from the wall behind it and return to the Cemetery. Go to the right hand corner and open the trapdoor between the 2 pillars. Drop down and light a flare, open the door to the right, (Left door is a trap? Couldnít find anything in there but spikes) enter, shoot some pesky bats and prepare to shoot some Big Scorps and a couple of small ones. Proceed through the cave and to the right, climb over the 2nd rock from the right and reach a pool. Dive in and go R into the small tunnel and to next level.
Level V-Grottoís Dark Palace.
The Underwater Labyrinth.
I hope I can make this clear, go L as soon as you enter the greenish tunnels, L and straight, into the small hole up L in the ceiling, straight and R through a small triangular hole near the gray rock, R/L and just L around next corner is an air hole in the ceiling. Better save here. Look SW and down to the bottom, there is a light blue thing on the bottom, pick it up as it happens to be the "Element piece 1". Now swim SW/R straight up the slope and into the hole in the ceiling up R corner, pull the lever in the end and get back for air, down the slope, L and just L around the corner again. Now go back to the green cave, swim SW/R/L into the triangular hole in the wall/L/straight to the hole in the floor down R corner, straight/ R and straight trough the hole to the green cave, up and through the opening in the ceiling you created by pulling the lever. Get out and go into the brown cave W, notice the hole in the ceiling, you have to swim to later when you flooded the cave. Go straight and into the poll in the end, swim to a lever and pull, go back to the green cave and dive in heading S, swim into the hole in the end and go pull the lever to the right in the room at the end of the tunnel, now you can swim into that hole in the ceiling of the brown cave.
In the pool is an under water door, that leads to the place where you have to place 4 Elements, donít bother to go there now, around the pool are 3 blocks that will raise when you step on the tile in front. To the left of the Big Doors is a passage that leads to 2 Scorpions and a ceiling hatch. To the right of the Doors is a staircase down.
The North door.
Enter and down into a lower room, stay on the gray tiles, the lower ones are trapped, use 2 reach-in switches to open the next door and go in, use Both reach-in switches to the left and only the left one on the right hand side, back to the entrance passage and push in the 2nd block after you climbed into that passage, use the reach-in switch to activate the sand filling the pit, go back there and get the MP and the "Element piece 2". Back to the entrance again and into the new passage to the left at the block you pushed, go down into the pit and getSecret # 1, grenades. Back up and jump to the wheel, the door it will activate is in the NE. Turn the wheel, (this is actually the 1st time I could see the door that opened with a wheel like this) turn right to face the ledge across the pit hop back and runjump/grab, pull up and run to the door, keeping in the center of the ledge (knives) and jump to the breakledge in front land in the center, turn left and standjump to the next ledge, do a runningjump to the corner and run onto the next, turning left, jump/grab the solid ledge or jump to the breakledge beside it and turn jump up/grab the solid ledge. Climb on to the rocks in front and jump over the next ones in the S and get the "Earth Element" (a heavy earthquake will rock the place). Turn around and climb the left rock again and turn E, jump to that passage and climb up through the hole to the right, watch put for falling debris on your way, get a small MP from a ledge somewhere and follow the hard route to the end, youíll drop into a shaft, and down into the pool at the castle.
The South door.
Go down to the room with the Chains and Spikes, past the chains and stand a few steps back from the last chain and spikes on the left side, time the run (when the spikes just went up and runjump to the purple platform, do a running jump over the last set of spikes, aiming to the center of the pit in the end and if everything goes well, youíll land exactly in a water filled shaft in the center of the pit on the other side of the room (if not, try again). Swim down and follow to triangular holes in the walls, go N/straight/1stL/L and pull the lever in there, turn back and go R/L and up to an open double gate, in and follow up to a lever, pull and turn R from the lever, up for air. (This is also the way to the exit for later) Got them lungs full, back down through the double gate and down there into a small tunnel N, open the underwater door and pull the lever, roll and swim up in the shaft just in front of the door. Turn and climb up to get the "Water Element". Into the water again and swim down and to the S, through the triangular holes and R in the end, R/L against strong current and L intro small tunnel, follow and L, up and out into a room with a button you just drained. Walk slowly to the button and 2 balls fall from the ceiling, knives pop out, crawl under them in the middle of the room and push the button to open the exit trapdoor. You know where it is, back to the double gate, up and past the lever, drop to the passage left of the Big Doors and shoot 2 Scorps if you didnít already. Go for the last door at the pool.
The East door.
Go in and drop back on to a climbable wall, go down as far as possible and backflip/jump/slide /jump aiming left a bit to the block landing on the right hand side, turn left quick and runjump/grab the wall just to the right of the hole where you came in. Climb up and to the left, down with your feet just on the rock, backflip to another tile, donít worry this one will not burn you, I stood there for half an hour thinking what to do next and I didnít burn, a couple of boulders hang overhead, Boy this means trouble. Turn around facing the slope and hop back a few times, about 4 till the music starts, sprint back to the top of the slope and if everything goes well the 2 left balls will fall without harming you. Now go down the slope keeping to the left and the last ball will roll by, at the bottom of the slope, stand left and do a runjump/grab to the other side, hang on the left as far as possible and pull up, as soon as you are on the point of the next slope, jump forward, aiming left and you should land in a passage to the left. Go forward to a room with a closed door and torches on the wall, go into left passage and find the torch on the floor, light it and light one of the 2 torches that donít burn yet, get into the passage N and open the door with the crowbar, shoot the Bug that comes out and light the torch on the block, the door in the torch room opens. Enter to get the "Fire Element" and return to the torch room, take the S passage and climb through the trapdoor, up the ladder and follow the passage back to the pool. (so thatís what that crawlspace was for)
Placing the "Elements".
Go into the passage to the right of the Big doors and down the steps, there is a strange looking object on the floor, combine Element piece 1 and 2 and place the "Fifth Element" on the strange object, magical things happen, go back to the pool and open the under water door, follow the tunnel and get out in the hole where you canít go any further, walk over the frozen water and place the 4 "Elements" to open the Big Doors. Go in and straight up the stairs , push the doors open and enter the next level.
Level VI-Dark Dungeon.
the Main hall.
Open the next doors and enter the Main hall, to the left of the stairs is a pool with a statue in it to kill Wraiths, remember this, youíll need it later, to the right is a MP, go get it and step on the floor of the hall, armed with the Shotgun. A couple of Skeletons will awake, just wait here, hop back on the stairs and most of the Skeletons will go on the ledges between you and the small pools, you know what to do, blast them into the water. Go W again and notice the Skeleton hanging on the W wall, just in front of him are 2 pillars on your sides and a hole in the ceiling. We will go and raise a block between the pillars and youíll have to do a timed run to a door thatís upstairs and to the left.
Head back to the pools and look on the last 2 pillars L+R, jumpswitches, pull the L one and then save under the R one, jump up and grab the switch, land/roll/sprint W/ runjump up the block and runjump/grab the upper floor, turn left and sprint through the open door. Youíve foundSecret # 1, but what is it? There are 2 moveable blocks, you canít move anywhere, shoot the 2 blocks next to them and enter the right hand passage to get the Crossbow. Now move both blocks to the place (one to the left and one to the right) where you shot the other ones and get ammo from under both. Drop back to the ground floor and face the Skeleton on the W wall, there are 2 doors next to him, open both go in a bit and 2 Wraiths will be released, sprint to the pool with the small statue, swim to it and wait on the bottom till both Wraiths are gone, go back to the doors and enter to collect goodies on the pedestals, donít shoot the vases, Skeletons will storm in, but now you have the crossbow, donít you?.
Do the same in the other room and then drop from the edge of the poison pool in this room, in the corner facing the door, drop/grab the crawlspace and go in to a room with a crowbar switch and 2 blocks, use the crowbar switch to open the exit, shoot a breakable wall piece in the SW corner and go through, move the R(S) block from the E to the W wall, go back to the former room, the L(N) block goes from the E to the W wall. Now exit and climb the ladder, drop down to the ground floor again and head S into a kind of labyrinth, there are some pickups and Skeletons (plenty of them).
Explore the lot and get back to the main hall, now go N and do the same, youíll find a ramp leading up to an open door (you did it with the blocks) in the NE. Go up and meet the Demigod, shoot him and get his "Gem". Look for the receptacle near where you shot him and go around the corner to the NE and enter a room with a pool you just opened, swim into the L tunnel and go forward till you get a cutscene of 2 more demigods waiting for you, take them out one at a time from where you stand and watch the health. They will drop a MP and the 2nd Red Gemstone. You can enter this place, but I couldnít find more than 2 fire dragons that will fall from the ceiling and 2 small medpacks, better return to place the 2nd Gem and then take the right hand tunnel in the fountain. A gate opened there and you can enter the
Get out of the water and draw the revolver, hope you didnít empty it yet, you can do the following with the pistols too, but the revolver is more effective. Enter the next room and a Horseman will come at you, shoot him in his little green hart, hopping back so he will follow you face to face and shoot till he drops, he will drop a green Gem. Place it in the left receptacle at the doors in the other end of the room. Go in to get a MP, youíll see a flyby of a horseman on horse, breaking out of his stable, Same thing here, try to stay in front of him or on the side he doesnít carry an axe and keep shooting, when he drops from the horse, treat him the same as the other Horseman. This one will drop the 2nd Gem. Open the other door and go upstairs, L and ignore the first 2 doors, open the last on this side and go down, shoot a vase for a MP and go on to a room with swinging blades, donít step on the dark tiles yet, (breakable) but stand just in front, now do standjumps, to a side where the blade is not and run into the pillar, just a little L or R of the next jump, easy to stop this way and you donít get hurt here, now side step till you can make another angled jump.
To the Caves.
Go on to the other side and stand in front of the last tile, look carefully and see the Time wheel to the right and a closed door with a little ramp to the left. Think you have to go for the Time wheel first, climb up and save. Turn it about 10 times, maybe less, I dunno, hop back/grabbing the edge of the passage, sidejump left, climb up and run for the door, crawl under quickly and drop through the breaktile, landing between a couple of Crocs, swim W quickly and get out on the banks in the far left corner, shoot them Crocs and go over the banks to the E, thereís a steep part you have to jump over. Go all the way E to the point where you dropped in the water and from the NE corner of the banks (if you look to the right here youíll see a low part in the banks, a pillar and behind the pillar is a door, remember where it is!) runjump to the pillar in the water, almost under the hole you came out of, youíll findSecret # 2, some ammo. Now turn around and look down in the water to the bank you just came from, there are holes in the rock, swim in and get Secret # 3, a MP. Now get out and swim W again but turn R at the end, walk out of the water and wonder where all those bones come from. Youíll find out soon enough.
Go W and shoot some Crocs, look around the L corner and see a gap in the rocks, there is a Big Wheel shaped door behind it. Go back to the crossing and N, shoot some more Crocs and get ready to meet the Dragon lady and her team of Locust . The locust arenít really the problem here, they only eat your health, so watch that, but the Dragon can set you on fire, and thatís not curable, to the right in the passage youíre in, in front of the Dragon is a block on the wall, run straight into the corner and turn to the Dragon, she canít hurt you here with her fire balls, only the Locust will eat you, so keep watching the health. Arm yourself with Crossbow and Lasersight, the explosive arrows will do nicely, look over to the Dragon and see the lionshead on the wall behind her, shoot the Gem in itís mouth and go back to the banks at the pool, remember the door there? Itís open now, go in and pull the jumpswitch, now the passage beyond the Dragon is open, go back to her and sprint past due N, find the crowbar switch in the right hand corner in the end and pull it to open that Big Wheel door. So once more S past the Dragon and into the left side of the crack in the rock at the Big door, shimmy right a bit and pull up. On the floor behind the Big Door is a trapdoor, stand in front face S and open it.
On to next level or old level.
Pet Cemetery. Revisited.
Go through the cave and climb out at the ladder, go forward and open the crowbar door, shoot the Guard inside and get the Laboratory Key he drops. Go left and climb into the passage, slide down toÖ
Kuwait City. Revisited.
Go L/R and exit at the fountain, go L and into the 1st door to the L, this is the entrance to the Laboratory. (In some Posts atTr-resurrection.de there is mention about a second key you can get here, this is true, it is the same Cabin Key you got before, "quote" go inside the offices again and to the last office you visited, Lasers/ L/L up the duct, L last door R is open, shoot out the window and jump to the roof over the office entrance, go to the other end and find another window to shoot, get in and get the Cabin Key from the table, you can leave through the door or just drop from the roof outside" quote". Looks like this key will change into the Secret key, when you enter the lab, to open a door to a Secret in the Lab, so you can go get it, but you can also just enter the lab and kill a Guard in the first passage youíll visit, he will not drop ammo then, but this "Secret Key")
Level VII-Lab 42V.
Go R and use your key to open the lab, enter some automatic doors and into the hall, dark here, we could use some light, turn around and push the button next to the entrance door e-voila, light... This is the Hall, 3 doors here.
Go in and to L door, shoot the Guard and take his ID Card, thereís some ammo on the floor to the left, return to the Hall and take the W door.
Go R and shoot a Guard, get the ammo (or the Secret Key if you donít have that already), notice the door which needs the ID Card, 1st go back S and open the R door in the end, getSecret # 1, all kinds of goodies behind the crates and return N to use the ID Card on the door, go in and to next room, 3 doors L open for the Grenade gun, MP, roll as soon as you picked that up and shoot the Guard that comes in, now open the last door on this side and follow the passage up to a room with 2 doors, one closed and the red one opens, donít step on the 1st square inside, jump over to the 2nd and look to the right, behind some mirror youíll see you are standing on a (in the other room) marked tile, steam coming out, so itís activated, stay on this tile and look trough the mirror where to go next, if you do it right and donít touch any other tiles, the door in front will open, otherwise the left door will open allowing you to go back and start over. Letís assume you did it right, go into the door and enter the lab with the Humanoids in tanks, go left and push the button. Now head back to the place where you found the Grenade gun and open the E door, enter the toilets and open the ceiling hatch in the middle one, turn around and climb up, there is a grating you opened with the last button you pushed. Enter the crawlmaze.
Follow to the end, ignore left passage and up the slope over the floor grating, at the T crossing, go L and down the ladder, shoot the grating there and get in to claimSecret # 2, a MP. Go back up the ladder and at the T go straight, down the ladder there and turn around, jump up to the next crawlspace and follow it to an office, jump onto the book shelves and behind the big TV screen, go through the purple curtain and follow the passage to a push button, it will open the exit from the office, but also the N door in the end of the E door passage from the hall (where you used the ID Card before). Go back there.
Go to the end in the N and enter the newly opened door, down S to a sort of Main machine room with pumps, in the small room in front, with the blue door are 5 switches, 4 together and one alone on E wall, this one opens a timed door (you can better do this after you finished your work here).
Pull switch 1 and 3 from the left and go out, into the passage left, straight and to a pool that was poisonous before, dive in and just under the entrance is an underwater lever, go back to the main room and jump over the holes in the floor to the ladder E, down and right, drop and go into S passage, in the pool there is a little bit of water, jump to the open trapdoor in SE corner and swim in to pull next lever, back out and up the ladder, back to main room, up the ladder And over into the W passage, L to a now drained pool, climb down and into the open trapdoor, pull the switch and go back to the pool with the other trapdoor, down the ladder in main room and S, the pool is now totally filled with water, so you can pull the lever on E wall, back to the main room and see the water in the lower part, go over to the N side and turn around, look for a grating under water and shoot it with the Crossbow or Revolver equipped with Lasersight. Swim in and get the Blue fuse from the Computer (shoot the PC) and push the button on E wall to open the R door in the E passage from the Hall. A Guard comes down to the Main room, you can go shoot him, but also leave him be. Save in front of the timer switch and pull, hit the look button once to get out of the cutscene and run for the door, be careful to steer right, or you drop down in main room, sprint through the passages to the stairs, jump up and do one more stand jump, sharp around R corner and sprint through the passage, L into passage to hall and R into S door, sharp L and into the door. Boy, is this a hard route or what? Youíll getSecret # 3, medpacks and ammo inside. Go back to the Hall and to E door.
Inside this door you will now see the L door open, with a tile puzzle to get to the yellow fuse. The first square is safe, turn R and light a flare, look in the mirror to see which tiles are dangerous and keep well clear of them, jump over to the yellow fuse on the other side and go back same way, now itís time for the S door from the Hall.
Go to the door with the fuse receptacles and the Guard behind it open the door by putting the fuses in, shoot one Guard behind you and one in front and take some ammo.
Enter the next room, youíre in the entrance as I will call it, 2 laser protected passages, one L and one R, which is already green (safe), go upstairs, shoot one more Guard and take his ID Card, notice he 2Laser protected alcoves here, the left with a button and the right with a control panel. Go down and into the R passage with the green laser, follow and open next door, inside this room you can pull the left radar screen to the door, it will trigger a door upstairs to open. In the SW corner is some kind of machine you will have to go to later when youíve picked up something to put in it. Look for the hatch in the grated ceiling S between the cages with mutants.Climb up on the left side and shoot the Guard, go over to the N room and get the MP. 2 steps further in the NW pillar is a slot for the ID Card youíre carrying. Use it and go back to the entrance area, on the way to the hatch, look left and see the blue door with some kind of artifact behind it, youíll get that later. In the entrance area you can now enter the left passage.
In the small store room, climb the crate and shoot the grating in the opposite wall. Jump to the steel landing N and in the center of it you can grab the ceiling to monkeyswing to the crawlspace, follow it to next store room. Look behind the crate for the "Mutant Sample", this is what you have to put in the machine you saw before, so back into the R lower passage and place the Sample in the machine. The blue door up the grated floor opens, go up to get the "Mystical Power" from the room. Did she say something like "it will have to protect me"?
Go down to the entrance again and shoot all resistance, get some ammo from one of them, go up to the Lasers on the 1st floor of the entrance and push the button behind the green Laser, the door behind you opens, more Guards will come in, so take them out and one of them drops another ID Card. Take it to open the door in the office you just opened. The other Laser stays red, didnít find anything to deactivate it or is it just a joke (only Donald knows, Iím sure as well as for all the gratings in floors, ceilings and walls suggesting thereís more to find, or is there?).
Enter the passage and shoot a Guard in the dark, is this a dead end?, noÖ. look up and open the hatch there, climb in and follow the crawlspace, down a ladder and through a passage up the slope, STOP at the top of the slope. Do a back hop and runjump/grab the small ladder in front, climb to the wall, go R and up in the end. Save here and look down, pull the pistols and run in, shooting and as soon as you see the grating break in front of you, disarm and jump/grab the edge of the next crawlspace. Better save again as we donít want to do this again, eh?
Go forward and to next level.
Taking out resistance.
Go L at the crossing and down a ladder, drop into the room and look for the button to open the other passage in the crawlspace, climb the cabinet and jump back to the ladder, go straight at the crossing and down the gap. On your knees again and to the ladder (how are the kneecaps?)
Go up to the roof and get ready to rumble as a lot of Guards and baddies will start shooting at you, take em all out, including the ones on the other roof at the chopper, they will go nicely with explosive ammo. Drop down from the E side of the roof and down the ladder to some scaffolding, look N from standing on the NE corner and see a grating in E side of the N building, shoot it out from here and go back up after taking the MP, another baddie awaits you, now stand on the NW corner of the roof and look NW, there is a chopper refueling and 2 sentry guns on the roof S of it, you can take these out by shooting the fuel tanks, 2 sentry guns on a roof N are not shootable now, because they are pointed at you so you canít hit the tanks, (You can look for a baddie in the streets, if you fine him, shoot him now, if possible, or he will be bothering you later) you just have to runjump to the roof N, as much to the right hand corner as possible and hang from the edge and shimmy R to the opening you made, drop and get in quickly for a baddie in the streets will shoot at you, if you didnít get a chance to take him out, in the room there, shoot out the windows N and runjump/grab to the other side, look up through the hole in the roof and the gun on the side you just jumped is facing away, so lets hit his little tanky. Be sure the other gun is aiming at you through the hole in the roof, if not, just jump up a bit near the hole and check the position of his barrel, then jump back through the windows and turn around, look up and if you did ok, you can take him out now.
Then look left from this window and spot a baddie on the lower roof to the W, shoot him too. From these windows, you can take out the baddie in the street too. Jump back through the windows and climb up the ladder, backflip and sidejump left quick as 2 more guns will start firing at you. Runjump over to the S roof and from the W side you can take out 3 more guns, one on the lower roof where the baddie was and 2 on the roof where you blew up the Chopper, find the right position and try to take em all out. (As I was unable to get the last one far N when I replayed the last part I just ran past). From the roof above the 2 elevators where you climbed to the roof you can climb down a ladder on N side, leading to a small courtyard, 2 windows there , L window,Secret # 1, ammo and MP, R window, flares and ammo, look for the hatch in the ceiling in SW corner, open, turn around and jump/grab up to the lobby, call the elevator and go up to the roof again. From there you have to jump to the W roof where the helicopter was, drop on the W side and climb down a ladder. A dead guy lies on the fenced off roof, grab him by the hair and pull him off the Rusty Key you need. With the key, climb back to the roof the last Secret # 2 is on the roof of the S building, jump over to get it and drop down in front of the Key hole. Go in and shoot the baddie, pull the gray shelf from the wall and get the ammo behind it. Look out the window W and enjoy the view. Now shoot the window S and one in the S building a bit down. Runjump/grab into this window and push the button after you shot the baddie, the trapdoor to the roof opens, climb up and go over to the Chopper to leave Saudi Arabia.
Surely great levels for 1st level build, fantastic work by Donald.
Thereís always the chance I didnít get all Secrets and explored all areas, so if you find new places and secrets, please let me know, so that the walkthrough will be complete
Time taken, 7.51h.
Ammo used 2544
Health packs used 19
Found 21 Secrets all together.