Level 12 - Guardian of Semerkhet

Lara has completed the Tomb of Semerkhet, only to receive another vision. This time she gets a good view of the horrors that she has unleashed on the world. Only by completing the quest can Horus, the Sun God, vanquish the evil forces of Set once and for all. But as Lara reaches this conclusion, she hears a noise behind her...

Drop through the hole in the floor and slide down the ramp to a hallway with a circular blade trap. Either do a diving roll to get through it without damage or simply jump through with only minor knicks to Lara's ankles. Continue through the hall and repeat the manoeuvre with the second blade trap. Slide down the ramp beyond.

Light a flare and explore this room - it contains a huge map of Egypt on the floor, two gold receptacles on the walls and a device in the ceiling. There are two high openings in the walls with ramps inside. One of these can be grabbed for and climbed into. Just to the right at the bottom of the slope is a crawlspace entrance - go through into the next area.

Lara is now in a large room on a raised platform. There are other platforms ahead of her with gaps in between and nasty looking blade traps in certain sections below the ledges. In the left hand corner of the ledge Lara is on is a large, poorly lit hole and nearby is a wheel. Hauling on the wheel opens the gate in the ledge ahead and to the right. At the far side of the room is a ledge with a pedestal standing on it - that's your goal!

This run isn't too difficult if you keep moving: haul several times on the wheel to raise the gate (but don't stop to check it's open!). Run forward along the first ledge, bearing right to avoid the pit and adding a little dash for luck. Jump the small gap to the next ledge, bending slightly right in the air and wheel round to the right when you land. Run and jump off the end off this ledge to land on the ledge with the closing gate. Squeak through the gate and run to the end of the ledge where it's safe.

Jump to the ledge with the pedestal and approach it from the burner side to avoid the booby trap that springs when you take the Golden Vraeus. Drop down from the ledge to the floor and cross the room. Avoid the square depressions - some of them contain booby traps and, as they're very shallow, Lara will happily walk straight into them if you let her. You can climb back up onto the entrance ledge through the opening on the right as you walk towards it - then head back to the map room through the crawlspace.

Use the Golden Vraeus in the triangular receptacle. This activates the device on the ceiling, which traces a path across the map with a beam of golden light. When the beam stops it opens a pyramid, revealing the Guardian Key. Take the key and use it in the second golden receptacle top open a nearby trapdoor. Drop in and slide down the long ramp to the hall below.



Explore the hall. If you go to the far left you'll find a large barred doorway. To the right is a corner and, as you pass each of the two small barred doors on the way to the corner, something large and angry gives the doors a good thump from the far side! At the corner is a raised area of floor with a small medikit. Jump from the raised section to grab hold of the handholds on the ceiling. Traverse along the handholds until two bats attack and then drop off and deal with them.

Return to the raised section of floor and repeat the monkey swing until you get near the end of the hallway. There's a high opening on your left here and you can traverse towards it. Get right up to the wall and drop and grab the edge of the opening. Haul up and enter the crawlspace. Crawl along a long passage to get to Secret #1 - a room containing shotgun shells and explosive arrows on top of the chests.

The room also contains 4 flame niches. One is flaming on and off. When it's safe, reach into that niche and get a set of wideshot shells. Jump back. When it's safe again, reach in a second time and operate the mechanism to cause the flame opposite to begin going on and off. Reach into the second niche to obtain some Uzi clips and then again to cause the third flame niche (on the right, near the ladder) to start going on and off. Reach into this niche for a large medikit. This also makes the final flaming niche go out altogether - avoid this niche as it sets off a beetle trap (which explains the rustling noise!).

Climb the ladder and return to the hallway. Follow it past the raised floor in the corner and towards the lever at the end of the hall. The beast behind the small barred doors makes it's presence felt again as you pass them and when you reach the lever near the large wooden door you only have to stand still for a moment before it (a huge armoured bull) bursts through.

The bull cannot be killed, but can be avoided fairly easily. It will kill Lara with one blow if she's trapped against a wall but glancing blows don't do fatal damage. Fooling it into smashing against a wall will gain you a little time (so long as you aren't caught!). As you proceed a small flock of bats will gather and attack. Shoot them down when you have a spare moment. Final tip: sprint when you can!

Run through the doors that the bull came out of and follow the passageway around several corners to the end. Just by here is a room on the right with a small niche, two unlit torches on the wall and a closed door. There's also a medikit on the floor. Pick it up and reach inside the niche for an unlit torch. Retrace your steps to the large door that the bull burst through and light your torch using the lit torch on the wall with the convenient step underneath.

Return to the room with the two unlit torches and light both. This opens the closed door nearby run through and drop into the passage (it's safe from the bull here). Have a breather! This is Secret #2. Time to kill any bats that've followed you down. Then continue along the passage into a small room with shotgun shells, a large medikit and a quiver of arrows on pedestals. Approach each pedestal at a corner (not a flat edge) as they are booby trapped with blades. The nearby depressions are also booby trapped, so avoid jumping back! Taking the medikit causes a spiked ball to drop from the ceiling, but it's easy to avoid.

Return along the passage to the torch room. Climb out and run all the way along the hallway, through the smashed double doors and the raised floor, past the secret crawlspace, to the barred door at the end. Stand in front of it to lure the bull to smash it down (and don't forget to jump out of the way!). Wow! Oh, and take out the pesky bat!

Run through the busted door and down the slope into the room beyond. There are three eye symbols on blocks set into the wall here... you need to lure the bull into smashing each of these symbols. Patch yourself up if you get collateral damage! When all three eye symbols are broken, the two doors on the west side of the room open. The left door is the level exit, whilst the right leads to a secret.

Take the right door. The bull can follow you down here, so don't stop to admire the view through the large window on the left. Instead, go to the end of the hall and turn around to find a ladder on the inside of the little alcove. Climb this to the upper level of the eye room. Head left around the walkway to a stairway leading up. Enter the room at the top and let the spiked ball fall from the ceiling without hurting you.

Pick up Uzi clips, shotgun shells and a small medikit from the ledge running around the room. The exit the room and go down the stairs. Run around the ledge, past where you climbed up, to the opposite side of the room. Here you should find a hole in the ceiling which you can climb through to find Secret #3 - a small medikit, shotgun shells and a large medikit. Unfortunately, you'll only be able to take one away with you as the other two pedestals burst into flames when you take your first choice.

Depending on your choice, either one or two spiked balls drop from the ceiling above the route to the exit door, so take care to avoid them. Return along the balcony to where you climbed up and drop back down into the narrow passage. Return to the eye symbol room and go through the second door (around to the right as you exit the passage). Climb the ladder at the end of the hall to end the level.

Now Lara meets up with her ex-guide again, but before she manages to interrogate him properly they are disturbed by Von Croy taking off in a helicopter. Under severe threat of death the guide reveals that Von Croy is going to Alexandria and Lara knocks him unconscious and disguises herself in his clothes. As she sneaks aboard a waiting train, we see something terrify the guide and presumably put an end to him...


Previous Page View Page in Context (Frames) Next Page