(Note: The 'Chambers of Tulun' is actually the huge building where we'll be spending most of our time in this level. Also, if you have adapted the motorbike with the nitrous oxide feeder, you should be travelling through Chambers for the second time and should click here for the second part of the Chambers walkthrough.)
Turn left and ride down the hill to the street below. At the base of the hill, turn right and run over a soldier. Head on down the street in the same direction, noting the sniper shots, and steer the bike slightly left to park it on the edge of a deep drop in the lee of a wall, where you're safe. (Note here that Lara can, with some effort, haul the bike backwards and that the [jump] key is an effective brake. You don't want to fall into the pit!
Dismount and arm up with your revolver and night sight combo. Sidestep out of the lee of the wall and take out the sniper on the high balcony. Now get back on the bike and manouevre it carefully back onto the main street. Return to where you ran over the first soldier and dismount near the entrance to the building on the right. Go in and through the arch into the main room. The alcove immediately to your left contains a grenade launcher and the one at the far right corner of the room contains a sall medikit.
While you're crossing the floor of the room, look up and take note of the rope, ladders and ledges high above. After collecting the small medikit, head out through the door in this end of the building. The streets here lead in three directions: ahead, under an arch, is the route to the Trenches level; to the left is a bit of trouble we'll meet later; so go right, along the wall of the Chambers and round the corner.
Here there's a set of broken steps, an entrance high in the wall and (further on) the deep pit where you parked the bike earlier. There's also a square opening in a wall nearby with a ladder. All of this will be explored much later on. For now, return to the rear entrance of the Chambers, taking out a giant flying insect as you go...
Back on the raised section of street outside the Chambers door, turn and face the archway across the street. There's a ledge above it which you should jump for and pull up onto. Follow the ramp to a crawlspace and continue on hands and knees to find Secret #1 - flares, poison arrows, revolver ammo and a large medikit. Exit back to street level.
Now check out the street we haven't discussed: head left (when facing the archway). When you round the corner you'll meet an armoured Minotaur with a huge hammer. When the beast pounds his hammer on the ground the shockwaves do Lara no good at all. Turn around quickly and head back to the Chambers door. Dart through and race to the other end of the building, through the archway and climb up onto one of the two blocks on either side of the final exit. This is safe (note that the lowered section of street beyond the Chambers back door is also safe).
Clearly, the Minotaur is not bothered by your puny weapons and is probably now prowling around the Chambers, making it difficult for you to get past. Turn around and take a running jump to grab the ledge above the archway leading back to the main Chmabers room. Haul up and cross the ledge, going to the left hand side. Take another running jump to grab the horizontal crevice in the left wall. Traverse to the right until you can pull up.
Take a standing jump to grab the climbable surface on the column to the right. Climb around the column and drop onto the ledge on the other side. Follow the hallway to an opening in the ceiling and climb up to the next level. Follow the hallway here to find yourself on the remains of a slate roof.
Clamber over the slates leftwards to find a lever. Use this to close the doors of the Chambers, trapping the Minotaur for a while. Go back down to the edge of the roof, to a section that juts out a bit. It's still not possible to make the jump to the rope from here, but you can make a running jump diagonally to the right to land on a very dark ledge above the ledge you were on previously (and to the left of the the entrance onto the roof).
Walk to the end of this ledge and then out onto the mildly sloping section that points out towards the rope. Unfortunately, Lara won't 'safety-walk' from the ledge onto the slope - you'll have to take a nervewracking 'ordinary' step, or a standing jump. Face the rope and take a running jump to catch hold of it. Slide to the bottom and turn a little to the right before swinging across the gap to the ledge in the wall ahead.
Explore this ledge and kill two giant flying insects - one that comes at you from the left and one that flies in from the Chamber below the ledge when you stand on the edge. The ledge is Secret #2 and contains a large medikit and wideshot shells. To exit, stand on the edge overlooking the main room and take a diagonal running jump to the left to land on the ledge near the entrance some way below.
You'll now have to make your back up to the roof as you did earlier. Return to the section that allows you to grab the rope and make that jump! Turn to the right and swing over to the high ledge in the wall above the entrance. Kill the soldier that's lurking inside to the right and grab the revolver ammo he drops and the large medikit lying elsewhere. Light a flare to find the hole in the floor that leads down to street level and drop through.
Get on your trusty motorcycle and drive along the street (leftwards, with your back to the Chambers) to the deep pit. With a long run up you can jump this pit along the left hand edge. Drive on and around the corner to where the raised section of street is. In theory, the Minotaur is still trapped in the Chambers (and will shortly burst out), but in practice I always found him outside anyway. Either way, dismount from the bike and prepare for a tricky bit.
Hop up onto the raised section of street and run towards the corner ahead. Add a spot of dash when the Minotaur appears (in front of you or behind) and sprint around the corner, heading to the right. Jump up onto the ledge and position Lara in front of the big wheel. Turn it a few times (and by now the Minotaur will be sapping your health) to open a door in the wall on the other side of the wheel.
Hop off the ledge to street level, run around the wheel and jump onto the ledge in front of the door you just opened. Run through and the door will close and the Minotaur will no longer be a threat. Unfortunately though, he keeps hammering the ground and prevents you from climbing up the ladder on the wall ahead. To get round this, climb the ladder up the extreme right hand side, so that Lara's feet dangle free. At the top, follow the corridor to the next level.
You re-enter the Chambers from the Trenches level, under the archway. Turn left, head for the corner of the street and beyond that head for the deep pit. Don't jump the pit! Instead, turn the bike around and line it up with the set of broken steps near the corner you just came around. Using the nitro boost [sprint], zoom towards the broken steps and climb up the right hand side of them. The bike should jump the gap and land in an opening in the wall opposite. Dismount and climb onto the block to your left.
Go through the yellow and white door on the right and take out the soldier waiting inside. Slide down the ramp and check out the room you land in. There's a couple of doors at floor level, one leading to a downwards sloping ramp, and another on a ledge nearby. Note the sprinklers in the roof... Now head through the door opposite the entrance ramp. Go through the corridor and kill the soldier in the next room. Pick up the wooden torch on the floor.
Return to the room with the sprinklers and head through the door to the right of the entrance ramp which leads to the downwards sloping corridor. After running around a couple of corners you'll be surprised by another soldier. Pull out some weapons (remembering you're still carrying the torch!) and kill him. Note where the torch dropped, but continue on through an open yellow and white door.
Turn left and press [action] to open a grey door at the end of the corridor. Kill yet another soldier and note the burning torch in his room. Return to where you dropped your own torch and bring it back here to light it, carefully. Retrace your steps back up the sloping corridor to the room with the sprinkler system. Go up the ramp opposite to the ledge with the closed door.
Stand below the sprinkler head and press [action] to use the lit torch to set off the sprinklers. This action also opens all the remaining doors (some sort of emergency exit system!), including the one nearby, which you should go through. Use the lever in the next room to activate the pulley system in the main room, carrying a box into the room where you first found the wooden torch.
Head back into the room with the sprinklers and go down to the floor. Head through the corridor opposite the entrance to the room where you found the torch and note that the box you just moved is now stacked on top of one of the others. Climb onto the boxea and take a running jump to grab the edge of the high ledge. Climb over it into a storage room.
Some of the crates here can be broken by shooting at them - you'll find normal arrows, a small medikit and wideshot shells in all. In one corner of the room is a wooden gate with a padlock. If you crouch on the rear of the low platform near this door and use your pistols you can blow the padlock off. Go through the gate and reach into the niche to retrieve the roof key.
Climb out of the storage room the same way you entered and go up the ramp in the sprinkler room and through the door on the ledge. Exit this area using the door in the alcove and return to your motorcycle. Drive the bike back into the street the way you came in. Now head on towards the deep pit and drive around the left hand rim of it. Go around the corner and then turn left up the hill to re-enter the City of the Dead.