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In the second journey through this level we confront a new advanced enemy, the knife-wielding assassin. He is harder to kill and indestructible while in attacking mode with knives drawn. I found it best to peg them with the Uzis or shotgun.
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The first hall with the narrow walkways has a few goodies in the upper level. Use the blocks at the end to get upstairs, then use the monkey bar to swing across the roof to the upper ledge by the sandy area. Watch for assassins as soon as you jump down and turn the corner. Close your weapons and they close their weapons. Re-arm quickly and peg them. Jump the pit again. On the other side, in the open area with the broken blocks, in the north corner, is a crawlway to a passageway and a door where you can use the Hypostyle key.
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Inside this door are 3 huge rooms with brightly colored pillars, and of course, more assasins. This time the assassins have Uzi's and are a little braver. This room took time to navigate, but you need to climb to get to the upper levels. In the center room is an angled block that allows you to jump-up and grab an overhead monkey-bar. At one end of one room, is a high ledge with a wall switch high up. Monkey-bar across, pull the switch and a trap door swings up in the center room, to make a bridge. Work your way back to get on top of a walkway.
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Shoot the ball (looks like a small tree) off the far pillar with your shotgun, and it falls to the floor. This opens a hole in the floor that you can walk through (this took forever to figure out). Through the hole is another set of chambers with a glass pyramid in the center. Off 3 sides, there are seperate rooms with large suspended needle-rams. In each room there's ammo, but there's nothing around to activate or disengage these devices. Back through one of the long hallways from the pyramid room is a ceiling ladder shaft. Jump up, grab and climb to get to the upper hallway.
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Up top are a series of 3 gear rooms. Each room has a turn-wheel with a handle attached to one of these columns, matching the rooms below. Turn the gears to align the narrow-end of the beams to point into the pyramid room. You may want to use your compass as a bearing. You can go back and forth as many times as you like to check the beam alignment. Once complete, go back to the pyramid room, pull the chain. An electrical field is generated by the 3 beams which explodes the pyramid and reveals the sundisc artifact. Take the artifact, and a hole opens right in front of you. Drop down the passageway and exit the level.
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