Tomb Raider: The Last Revelation


THE CURSE

Temple of Karnak
Great Hypostyle Hall
Sacred Lake
Karnak 2
Hypostyle Hall 2
Sacred Lake 2
Tomb of Semerket
Guardian of Semerkhet
Desert Railroad

- Temple of Karnak -

1. Turn west, climb the blocks and drop into the courtyard. Shoot the two scorpions and get the small medkit from the base of the central obelisk.

2. Go south through the center doorway, climb the block, take the corridor left, drop into the hole. Make your way through the crawlspace. Shoot a scorpion as you enter the next room and start collecting the goodies for Secret #26.

3. Walk to the end of the hall, climb the pedestal with the large urn. Shoot the urn and get regular shotgun shells.

4. Enter the next section of hallway and clean out the defending scorpions. The only urns you can break are the light colored ones. Go from pedestal to pedestal shooting and collecting: flares, Uzi magazines, wideshot shotgun shells, and a large medkit.

5. Return back through the crawlspace to the hole, climb out, then climb the block just before the doorway. Face the wall on the left and climb. At the top you can jump around a few ledges and collect a small medkit and Uzi and shotgun ammo.

6. Go back to the courtyard. At the west end is a doorway flanked by six columns. Enter, cross a small room and go up a ramp. Near the top Lara turns her head a looks up at an opening near the ceiling. That's a clue. Climb up the block on the right side of the ramp, turn left and pull up to the level above.

7. Behind each of the two grated doors are items to get. Face the center of the room, stand on the edge of the ledge and jump/grab the walkway that runs across the room.

8. Jump to the far side of the room and get magazines and shotgun shells from the left and right. Jump back to the central walkway.

9. The beige panels at each end of the walkway have holes that Lara can reach through and pull levers to unblock the two doors.

10. Jump back to the beginning ledge and get a shotgun from the cubicle on the left. From the right get Canopic Jar 1 and an animation.

11. Go back down to the main floor and dive in the pool at the top of the ramp. Get the flares from the floor and swim through the opening in the north wall.

12. Go forward and down through a hole, line up on the closed door and open it. Swim through the passage and turn left at the end. Immediately look for a square opening ahead, left and in the ceiling. Surface there for air. Climb out on the ledge and get Secret #27, crossbow and Uzi ammo.

13. Dive and continue north to a long hallway that runs left to right. Immediately on entering turn left and swim up through a triangular hole hear the roof. Inside is Secret #28, a large medkit, Uzi, crossbow and shotgun ammo. You'll probably have to make several trips to get it all and the only source of air is where you got the last secret.

14. When you've secured all the items swim back through the door and up the shaft to the pool at the top of the ramp. Walk back to the courtyard with the obelisk.

15. Climb over stones at the north end and enter another area. Go to the NW corner and shoot the guarding scorpion. Get some flares from a block in the far corner then drop through the hole in the floor.

16. Follow the short passage and climb out into the room you saw in the animation that ran when you got the Canopic jar.

17. Directly in front of the hole you just climbed out is a low block in front of an empty pool. Turn left at the low block and walk between two columns.

18. Crawl into the space above and get Secret #29, two sets of magazines and some flares.

19. Go back to the low block. Walk past it to an identical block on the other side of the room. Climb over the block and down into the empty pool. Shoot the scorpion and get a small medkit.

20. Climb back up the block and out of the pool and use the stones overhead to monkeyswing over the empty pool. Shoot a scorpion from the safety of the block on the other side.

21. Turn left, climb the block there and push the button to open a door at the far end of the room.

22. Hang/drop from the block with the button down to the huge vessel below. Turn around and walk up the steps and through the door you just opened.

23. When you push the button inside, be prepared for a scorpion rear attack. Once the button is pushed an animation shows the vessel being lowered.

24. Go to the hole where the vessel was and hang/drop to the room below. You will take a small health hit here. You'll land between the vessel and a pool. Jump over the vessel into the space beyond. Notice the crawlspace on the far right wall.

25. Get the large medkit from the pedestal in front of you. Turn and face the vessel.

26. Go behind the left statue and insert Canopic Jar 1 into the hole you find there.

27. Crawl into and through the crawlspace mentioned earlier. Follow the corridor and climb up to another crawlspace above a block with a blue face. Take the flares from the alcove to the left before you climb into this crawlspace.

28. Crawl through the blue floored crawlspace. Stand and walk up an incline to another crawlspace. Hang/drop from the end of this one to the floor below.

29. Turn right and go through the door. You're back in the room where the vessel was before you lowered it. Continue to the hole where you originally climbed into this room and drop into it.

30. Follow the passage and climb out. Head south into the open area and turn left. Find the stones, on your right, where you climbed into this area from the courtyard with the obelisk, and return there.

31. Head west, again going through the doorway flanked by six columns. At the bottom of the stairs and to the right is the blue door that opened when you placed the canopic jar in the recess in the statue. Go through and slide to the next level.

 

- Great Hypostyle Hall -

1. The Great Hypostyle Hall - hypostyle meaning having a roof supported by rows of columns. Climb the wall straight ahead and turn left. Exit the room to an outdoor area.

2. Climb one of the blocks straight ahead and slightly left to get some shotgun shells.

3. Go south between some columns into a small room. Shoot two scorpions there and search between the columns on the rear wall for flares and a small medkit.

4. Head north from this room to the far side of the area. Climb a block there and enter another room.

5. Immediately inside, turn left and walk to the wall, turn right and follow the hallway around a two left turns and an animation runs that shows Von Croy unloading some assassins. Guess who they're after.

6. Do a run/jump/grab across the pit in front of you. Exit the next room through the doorway in the north wall. Inside the room, on the left is a small medkit on the floor and some magazines on a block.

7. Go to the opposite end of the room and turn left. Slide down the ramp to the next level.

 

- Sacred Lake -

1. Climb the ledge in front of you, turn left , arm yourself, and cautiously walk into the next area. A crocodile should attack you from the left. You can hear its claws clicking on the stones as it approaches. If Lara suddenly points her weapon at something you can't see, it's probably one of the two bats that may also attack you here.

2. After the attack take the small medkit from the stone. Go to the water and climb a block at the edge. You might be able to shoot a croc in the water from the ledge.

3. Dive in, turn left, swim to the end of the pool and go right. Swim all the way to the end and climb out on shore. There is probably a two-croc welcoming committee waiting for you.

4. Head north and walk around the pool. Turn east at the corner and walk to a green stone entrance that will be on your left. Arm yourself, walk in and engage some bats.

5. Continue forward to a hole in front of a torch. Drop down twice to the bottom. Walk forward to the edge of the slope. Notice the white pole in the center of the far room.

6. Walk forward onto the slope and slide down. You'll land on a platform at the bottom of the pole. If you look up and right you'll see a higher platform and another pole.

7. Climb the pole in front of you until you're higher than the platform on the right. Turn Lara around on the pole until her back is to the second pole. Backflip from the pole to the ledge behind. (while holding down the CTRL key, also press ALT and Dn arrow)

8. Climb the second pole to the top, turn Lara around until she's facing the first pole and backflip to a ledge.

9. Climb into the high crawlspace at the rear of the ledge. Hang/drop from the opposite end and follow the corridor to a room with a chain. Pulling the chain opens a gate and releases some more crocs.

10. Retrace your steps back to the ledge with the pole. Slide down the pole to the ledge below. Hang/drop from the edge of this ledge that faces the center of the room. You'll hit a slope and slide into the water.

11. In the north end of this pool you can find a small medkit. At the south end, in a corner, find some flares.

12. Exit this room by swimming through the passageway at the south end. At the end of the tunnel swim up the long shaft to the surface. The crocs are waiting. Get on shore as quickly as possible and deal with them.

13. Get back in the water and swim south from the mouth of the shaft through which you surfaced. Swim into the open gate about halfway down the room on the left.

14. On the floor of the pool, almost in the center, is a dark gray tile. It's a trapdoor. Straight across the pool on the east side is an overhang. Swim over and pull the lever on the underside of this outcrop to open the trapdoor.

15. Dive into the open trapdoor and find another door. Open it and resurface for air. Now for a long dive.

16. Dive down through the door you just opened and swim through. Follow the tunnel a long way to a dead end. Start up from the dead end, turn left and swim toward a green illuminated area. The far wall of the room there is a giant mirror. If you look up at the ceiling of the room you're in you can't see a way out. However, look in the mirror and you'll see an opening in the ceiling of the room reflected in the mirror. It's slightly left of the room's center. Swim there and try to surface. Lara's head will break through. Use the "look" key to find your way to the ledge and climb out.

17. Follow the corridor to another room where you find Canopic Jar 2 on a pedestal. Taking the jar opens a grated passage way back in the pool where you pulled the lever that started this sequence. We need to go back there.

18. Turn from the pedestal where the jar was. To either side of the room's exit is a pair of Uzi magazines. Get them then follow the corridor back to the pool above the mirror room.

19. Dive in, exit the room and go down and right. Follow the passage back to the door you opened then up the shaft and surface in the pool.

20. Just under the north wall is the passage containing the just opened gate. Dive into it and swim back to the Temple of Karnak.

 

- Back to the Temple of Karnak -

1. When you regain control of Lara, surface in the nearby hole and climb out.

2. Navigate the ledges upward until you come out overlooking the temple. Hang/drop from the ledge to the floor.

3. Turn around, start forward and take the first left through a doorway. Follow the corridor and climb up a small ledge with a golden niche in the right wall. You are behind the second statue in the room where you placed the first canopic jar. Use Canopic Jar 2 in the niche. A green liquid flows from the statues into the vessel which tips and pours the contents into the water.

4. Exit this room and go back into the main room.

5. Turn left and jump down on the water. It has been "solidified" by whatever the vessel poured out and can be walked upon. Turn right and head toward the statue. Climb one of the stairs to either side of the statue and get a pair of magazines from behind.

6. Follow the passage behind the statue to the end, turn right and climb up. Go forward then right to a ledge overlooking a pool.

7. Hang/drop to the beach below and massacre the three crocs in residence. Regular shotgun shells are available at the bottom of the pool and on the west shore.

8. Across from where you entered the pool area is a tall structure with electricity arcing between its two towers. Swim through the opening at the bottom of its foundation. Follow the tunnel to a room with a large button. Push the button to lower the cage around the pedestal at the base of the arcing towers.

9. Swim back to the main pool and climb out. Go to the rear of the towers, climb up and get the Hypostyle Key and the Sun Goddess.

10. At the west end of the beach where you entered is a block you can climb to reach the corridor above. Once up there, turn right, drop through the hole and continue back to the room with the statue and the solid water.

11. Go down the stairs and walk to the north end of the room, turn left and exit the water. Go forward then right and end up back in the room with the two statues and the vessel.

12. Turn right upon entering this room and climb up into the high crawlspace in the wall. Crawl through and follow the path into the second crawlspace then the third.

13. Drop down from the last crawlspace and get ready for action. Go right toward the doorway and engage the assassin there. Inside the doorway go left and engage the second assassin. This is the room you monkeyswung across earlier.

14. Drop through the hole near the wall. Make the short walk down the tunnel and climb out. Draw weapons and go south between the columns. Two assassins will attack you here.

15. Go east and find the stones to climb over and enter the courtyard with the obelisk.

16. Once in the courtyard, turn west and head for the doorway flanked by six columns. Shoot the assassin coming up the stairs. Go down the stairs, turn right through the blue door and slide down the ramp back to the Great Hypostyle Hall.

 

- Back to the Great Hypostyle Hall -

1. Climb the ledge in front, arm yourself and run left into the open area. You will find a Red Assassin. He has a sword that can block bullets. So there's no use in firing while he's waving it around in front of himself. The tactic I used is to run back and forth between the ends of the area and let him chase you. At the end, roll and fire then run to the other end and repeat. Sooner or later you'll knock him down.

2. Climb the block in the north wall and enter the next room. There's another Red Assassin here. Finish him off and turn right. Just at the bottom of a very short incline, stop, jump up and grab the ledge above. Climb up and search between the columns for shotgun shells and magazines.

3. Return to the ground floor where you climbed up. Head back to the doorway you climbed through and met the second Red Assassin. Turn right at the doorway and follow the corridor to the deep pit you jumped over once before.

4. Just before you reach the pit two more Red Assassins will attack. When you're finished with the Red Assassins do a run/jump/grab across the pit. Go into the next room.

5. Instead of taking the doorway in the north wall like last time, we'll climb over some blocks and get into the crawlspace left of the door.

6. Crawl up and through the space. Follow the passage to a locked door. Use the Hypostyle Key to get through.

7. Inside, you are immediately attacked by two Red Assassins. Get an Uzi from one of the bodies.

8. Go back to the doorway to get your bearings. If you look up at the ceiling you can see a network of paths you can monkeyswing on.

9. Go right from the door, then left up a ramp. Climb the block at the end of the ramp. Turn almost completely around and jump between the two columns.

10. Look up and examine the pathway. You need to go straight to the first intersection then swing right (south) into the doorway. When you begin swinging another assassin appears and starts swinging toward you. You can't attack while swinging - he can. So just keep going without pause, drop into the doorway and blast him off the ceiling. You may not see this assassin. I didn't get attacked every time I played through here.

11. Go through the small room here and stop at the ledge. You now have to make a standing jump to a platform stuck to the wall left of the door. It's tricky because it's very easy to overshoot. Line up carefully. It's best to sidestep to the right end of the ledge, turn and then jump.

12. Face the center of the room and stand/jump/grab from the edge of the ledge to the next ledge across.

13. Turn right and look toward the west wall. You can see a black square (a trapdoor) hanging down above a pillar. Monkeyswing over there. Stop right up against the trapdoor, release and catch the edge of the pillar below. Pull up on the pillar and you're on the other side of the hanging door.

14. Walk forward and left to get some Uzi magazines. Reverse direction and climb the two blocks at the other end.

15. Turn around and stand/jump to the opposite ledge. Walk out on the walkway spur that faces the center of the room and jump to the next platform. Turn right and do a diagonal jump around the pillar.

16. Walk to the end of the platform, past the hole. Turn right and follow the ledge around until you're standing next to a reddish boulder balanced on top of a column. It sort of looks like a teed-up golf ball. Shoot it and it will fall off the column and crash through the floor. At this point check the floor below. You may be able to pick off a Red Assassin before you go down.

17. Walk back to the hole in the platform. Hang/drop to the floor. Get the shotgun shells and, of course, you'll be attacked unless you shot the Red Assassin from the ledge above.

18. Go over to the hole caused by the falling boulder. There's a room to the right that has flares guarded by a Red Assassin. If you need flares go fight for them.

19. Hang/drop into the boulder hole. Climb up to the crawlspace in the east wall and get some magazines.

20. Climb some ledges at the north end. Go straight to the end of the passage and turn left. Just before the end of this passage is a hole in the ceiling with a ladder. Climb up to the room above.

21. Inside is a large round stone with two wooden pieces sticking out of it 180 degrees apart. One protrusion is longer than the other. The long protrusion should be pointing directly at Lara. Go to the right side of it and hit the "action" (CTRL) key. Lara should turn it to point at the south wall.

22. Go through the corridor at the opposite end of the room and follow it to a duplicate stone. This one needs to point east - toward the left side of the room. Walk up to the bar and turn it twice to point east.

23. Continue down the hallway to a third stone. Point it north. Go all the way back to the ladder and climb down.

24. Go back down the tunnel, turn right and go around a column into a room with a translucent pyramid atop a column. Across from the pyramid a chain is hanging from the ceiling.

25. Pull the chain and watch the animation. After the pyramid is shattered, climb up and get the Sun Disk.

26. Go to the west side of the room, drop through the hole and follow the corridor back to Sacred Lake.

 

- Back to Sacred Lake -

1. Follow the corridor to the water and kill about three attacking scorpions.

2. Swim around in the water and get shotgun shells and a small medkit. The medkit is inside a shallow channel on the reverse side of the island.

3. Jump to the island. Get in inventory and combine the Sun Disk with the Sun Goddess to make the Sun Talisman. Use the Talisman on the device in the center of the island.

4. Go through the north door, climb a block into a crawlspace and get a small medkit. Go back to the island.

5. Go through the south door. Jump to the pole, turn and backflip to the ledge and get the flares. Slide down the pole to the ledge then jump in the water.

6. Wade to the south side and get some magazines.

7. Wade to the east side, dive and get shotgun shells. Surface and dive again. Swim down the tunnel, turn right at a closed door and get a small medkit.

8. Open the door swim through the tunnel, surface and climb out. Get Secret #30, a large medkit, and crossbow and shotgun ammo from the pedestals.

9. Swim back to the last area. Wade around to the west side, dive and get shotgun shells from the end of the tunnel.

10. Return, climb the block back to the pole. Climb the pole, backflip to where the flares were then do a diagonal jump to the exit. Go back to the island.

11. Go through the west door and follow the passage to a room. Climb the pile of reddish-orange stones in the center. Turn south, jump up and grab the ceiling. Monkeyswing across the room to a crawlspace. Once there, release your hold, drop and grab the edge of the crawlspace. Crawl up inside. Soon as you can stand, kill the bats that followed you in.

12. Go to the end of the passage. Crawl into the crawlspace on the east side and get some magazines.

13. Get into the crawlspace on the west side. Crawl to the end and stand up. Turn around and jump up to the ledge above. Follow the passage to where you can run/jump/grab a ledge to the north.

14. Walk down a short incline and hang/drop to the ledge below. Face left and you'll see a hole in the floor. Across from the hole is a pinkish block with a sloping top.

15. Walk out on the little spur of walkway that faces the pinkish stone. Run/jump/grab the pinkish stone and climb up. Be ready for a bat attack.

16. Walk across the top of the stone and drop to the ledge below. Turn right, walk to the end of the ledge and drop to the stone below.

17. Drop to the ground and go through the south door. Get some flares and an Uzi from two pedestals.

18. Leave the pedestal room and turn left. Walk across the open area and to a door between two green statues.

 

- Tomb of Semerkhet -

Tomb of Semerkhet

1. Shoot the two vases and get a large medkit and some magazines.

2. Exit the north end and slide down two ramps to the floor below. Beetles swarm you. These things are as dangerous as the piranhas in the last Tomb Raider. Quickly turn right and run. When you reach a line of white tiles stretching across the floor, jump up and grab the ceiling.

3. Swing across the room. At the end drop to an incline and slide to a pole.

4. Get on the pole and carefully lower yourself to the next level, not the very bottom, and backflip off the pole.

5. Jump to the east side of the room where there's an unlit torch lying on a slab. Get the unlit torch and light it with the torch nearby.

6. Jump back to the hole and pole. Get ready for some nasty stuff.

7. Here's the drill. You have to jump through the hole to the level below. There you will be swarmed again. The torch will give you some protection, until you have to drop it. Three are three holes in the walls of the room below. Visit each one and push a button. Each time you stop to press a button the beetles will be at you. You'll have to drop the torch to press the first one. Just leave it. When all buttons are pressed, run back to the pole and climb up to where you got the torch. Backflip off the pole to the ledge. OK, do it.

8. Back upstairs go through the doorway between the two golden urns. Shoot the urns before you go through and get a small medkit.

9. Turn left, push on the red and gold square to open the doors. Climb the block ahead and drop into the next room.

10. There is a ladder on the west wall that you can get to by doing two diagonal jumps. Climb to the top, shimmy right and drop off. Get Secret #31, shotgun shells and a small medkit.

11. Hang/drop back to the foot of the ladder then hang/drop to the floor below.

12. Go through the door in the east side of the room and climb the ladder. Go forward and climb the ledge. Follow the corridor to the next room.

13. Here's the drill. The room below has jackals, the least of your worries. There are also three flaming holes in the walls. These flamers are also hiding two buttons and a medkit.

14. Drop down to the ledge below. From there you can probably eliminate the jackals.

15. Walk around the room to the flaming holes in the wall. Start with the one on the far right. Get as close as you can without catching fire and when the flames stop run up to the hole and push the button. Immediately do two backflips to clear the area. Repeat two more times. When you're successful a door to the right of the holes opens.

16. Go through that door and wade left through the pool. Climb out and face six more flaming holes. This is a little more difficult since the holes face each other.

17. Drop down into the room. Go to the west end and turn left. The last hole on this south wall doesn't seem to flame. Reach inside and get some shotgun shells.

18. Turn 180 degrees and face the north wall. Forget about using the two jumps backwards (CTRL - DN Arrow) after pulling the switches. Two of those will jump you into the fire behind you. Instead use two hops (Dn Arrow) instead. Do the last switch and hop backwards out of harm's way.

19. Now turn right and go to the east end of the room. Turn right and face the south wall again. Do the first switch and hop back twice out of the way. Face the north wall

20. The middle hole in the north wall seems to have stopped flaming. Go do it.

21. Now do the hole to the right of the one you just did. You should see an animation of a gate rising. Now all switches in the north wall are done.

22. Only one remains and that's the middle one in the south wall. Do that one.

23. Go to the west end of the room and climb up. At the top jump up and grab the ceiling. Monkey swing to the end, turn left and continue. When you can't go further drop to the floor below.

24. Follow the passage back into the room with the three fire holes.

25. Walk straight ahead and climb a block on the right that's next to another block that looks like a cage. Turn and climb to the top of the cage and face the structure in the center of the room. Do an angled running/jump to the platform at the right edge of the structure.

26. Find the fire trap in the center of the structure and pull the switch inside. Go to the east end of the walkway. Turn around and hang from the edge. Shimmy right around two corners until you can climb into an alcove. Get Secret #32, shotgun shells and a large medkit.

27. Climb down the ladder under the alcove and drop to the floor. Face away from the three fire holes and go down the ramp. At the bottom, get the Rules of Senet from a pedestal.

28. Go back up the ramp and head to the south end of the room. Go down the corridor, turn right, drop to the next level, then drop to the floor.

29. Head straight into the next room. Climb over the huge Senet board and across the room to the ladder. Climb up, shimmy right and drop to the ledge.

30. Now you get to play Senet. If you win you will cut yourself off from the rest of the secrets on this level. The rules are in the inventory. Examine them. You determine the number of squares to move by spinning the sticks that have appeared in the holder on the north wall by the balcony overlooking the playing board. You move a piece by stepping on the corresponding colored tile by the railing. Since the purpose of this walkthrough is to find all the secrets, I will not detail the path to take if you win. So, you must lose to go to the next step.

31. After losing you hear a click and the stick holder disappears from the wall.

32. Climb down the ladder and walk toward the playing board. Turn left and find a trapdoor that has opened.

33. Jump into the hole and slide down three slopes. Just before you slide off the bottom of the third slope (going in the same direction as the second slope), jump to the ledge ahead. Drop down one ledge, climb the pole to the bottom. Shoot the two golden urns to get Secret #33, a small medkit and wideshot shotgun ammo. On the floor in the recess around the pole find Uzi magazines.

34. Climb the pole back up one level and backflip off to one of the ledges. Make your way to the ledge overlooking the slope you came down. Hop to the slope, slide and grab the pole at the bottom.

35. Slide down the pole a ways until you can see two niches in the wall. One contains a small medkit, the other has Uzi magazines. You can get them by backflipping off the pole into a niche then forward jumping past the pole to the other niche.

36. Grab the pole again and slide to the bottom. Draw your weapons, take a few steps forward and shoot some bats.

37. This room contains two ropes and another pole at the opposite end of the room. One the east wall, slightly below your elevation, is a platform with a red door. Do a run/jump to this platform, push open the door and get Secret #34, crossbow bolts and a small medkit.

38. Hang/drop from the ledge to the floor below. You may take a small health hit. Climb the ladder on the north wall to the other pole. Shoot some bats immediately at the top.

39. Now for some tricky, and frustrating, rope work. Face west and run/jump to the ledge there. Follow it around and run/jump/grab the rope.

40. Turn on this rope to face the second rope. Slide down about half the distance to the end of the rope you're on then get a good swing going and jump to the next rope.

41. Once on the second rope, turn right and swing to the ledge on the west wall.

42. Draw weapons and go up the stairs to a room with a lever on the right and a green glowing object on the far side. Shoot two jackals here. Between the ledge the lever is on and the doorway holding the green Senet piece are two sets of hammers.

43. Pull the Senet piece until it's between the hammers. Push the lever to smash the Senet piece and get the Cartouche Piece #1 from the rubble.

44. Go back down the stairs, hang/drop to the ledge below, then hang/drop from that ledge to the floor of the room.

45. Climb the ladder again but this time when you're just above the second level of the room, shimmy left along the ladder and around the corner. Drop to the ledge and follow it around to an elevated crawlspace. Crawl through, stand up and climb the ledge to the next room.

46. Ahead of you is a walkway flanked by a set of hammers and another Senet piece at the end. Pull the senet piece until you can get behind it then push it toward the hammers. The hammers will automatically fall when you get the piece in place. There will be a slight pause before they fall. Use it to jump back or you'll take a health hit when the hammers smash the Senet piece.

47. Get Cartouche Piece #2 from the rubble and combine it in inventory with the first piece to make the Ba Cartouche.

48. Drop into the room below and engage two jackals. Go through the door in the north wall and break two urns to get a small medkit and some shotgun shells.

49. Go back to the south wall and use the block to climb to the walkway with the hammers then jump into the opening that leads to the crawlspace through which you entered this room.

50. Go back through the crawlspace to the previous room. Use the Ba Cartouche in the slot near the door closest to the ladder. Shoot the two jackals that come out and enter the room.

51. On the north end of this room is a walkway with a senet piece at the far end and a pair of hammers at the near. Two fires guard the entrance to the piece. At the south end of the walkway, on the wall, is a lever that momentarily turns off the fires.

52. Run/jump/grab the lever and slide to the floor. Roll and run to the opposite end of the room and climb either of two poles. Backflip off, climb to the Senet piece, pull it out, get behind it and push it to the hammers before the fires restart.

53. If you want to do it the easy way do it like this. When you've pulled the piece away from the wall just wait until the fires relight. Climb back down a pole to the room below and go to the end of the room where the lever is. There's a crawlspace near the floor just right of the lever. Crawl through there and use the ladder to get back to the walkway. Run/jump/pull the switch again to turn off the fires then climb a pole back to the Senet piece. Push the piece to the hammers. Jump back to the safe space between the two fires before the hammers smash the piece. Walk out on the ledge left or right of the walkway and run/jump over the gap toward the lever. Collect the Ra Cartouche and head for the room with the doors.

54. Use the Ra Cartouche to open the remaining door. Follow the stairs up to the next room. When you enter a Flame Elemental will spring from the torch there. Its touch will set you on fire. Jump into the room, turn right, jump onto a ramp and run up. At the top turn right, climb the low ledge and run down into a room below. Quickly pull the lever to release a Water Elemental. Run around and stay out of their way while the Water Elemental takes care of the Fire Elemental. You can collect two small medkits from the north and south ends of the room.

55. Return to the room where the Fire Elemental was released and climb back up to the doorway you entered through and face the room. There are three ropes. Swing across all three and land on the ledge between the columns at the end. Get Secret #35, grenades, and pistol ammo and at the far end of a long corridor some Uzi magazines.

56. Go back and run/jump/grab the rope. Turn right and swing into the room on the east side.

57. Walk to the far end of the room toward the pole. Blast some bats on the way then run/jump/grab the pillar with the pole on it. Climb the pole and backflip to the ledge on the east side.

58. Stand/jump from the edge of the ledge and grab the switch on the wall. At the bottom, stand jump back to the pillar with the pole. Keep an eye out for bats here. Climb back up the pole and backflip to the ledge again.

59. Walk around the ledge to the block with the square hole in it. Reach inside and get the unlit torch. Since you can't climb and hold the torch, walk over to the edge and throw the torch down onto the pillar with the pole then climb the pole down to the pillar.

60. Pick up the torch and stand/jump into the archway to the west. Walk to the ledge overlooking the room with the three ropes. Jump down into the room, then jump up on the ramp leading to the torch. Jump up to the burning torch and light your torch.

61. On the east side of the room is a passageway with two unlit torches flanking an arch at the far end. Light these two torches and a trapdoor opens in the floor of the passage behind you.

62. Keep the torch and drop down through the trapdoor and walk until you come to a blade trap. On the other side of the blade trap is Secret #36, a medkit and shotgun, crossbow and grenade ammo on pedestals lining the room. Of, yeah, and it's all guarded by those morgue beetles that will be chewing on you all the way after you pick up the first item.

63. Backwards jump through the blades and collect the goodies. When you're done exit through the holes that open in the floor in front of the blade trap. The beetles will follow you through the hole and down most of the corridor. Follow the corridor, climbing ledges until you reach a ladder.

64. Now we're going all the way back to the block with the hole in it where you got the unlit torch. Go west from where you emerge at the top of the ladder.

65. In the large room go to the north end, climb up to the entrance and swing across to the third rope. While on the third rope, turn east and swing onto the ledge.

66. Walk to the end of the corridor and run/jump/grab the pillar with the pole. Pull up, climb the pole and backflip to the ledge.

67. Walk to the other side of the block with the square hole and run/jump to the ledge on the other side of the room. Follow the walkway into a corridor where you can jump up and grab an overhead ledge when you get close to the end of the corridor.

68. Pull up on the ledge and turn around. There's a switch on the wall on the other side of the hole you came up through. Jump and hang on the switch. It raises a block behind you.

69. Climb back up to the room with the switch. Use the ramp on the right side to get near the top of the just raised block. Climb the block and stand on the south edge. Jump up and grab the ledge overhead and pull up into a room. Get Secret #37, an Uzi, crossbow ammo and a large medkit.

70. Drop back to the block and follow the corridor until you drop down into another room. Go forward and slightly left into a room with a red floor to end the level.

 

- Guardian of Semerkhet -

1. Drop down the hole to the right of the tomb, follow the corridor through two blade traps and slide into the map room.

2. Turn left, walk across the left edge of the map table and climb up into the sloped passage in the left wall.

3. Climb through the crawlspace to the right and go to a wheel set in the floor. Notice the pedestal at the far end of the room. That's our immediate goal. This is a timed sequence.

4. Turn the wheel five or six times to open the door. Run left around the wheel, turn right and jump the gap to the next walkway. Run right on this walkway and jump the gap across the room to the second walkway. Immediately go left through the door before it closes. You may have to do a forward dive under it. It depends on your timing. Keep going and jump left to the pedestal. If you fall off a walkway or miss a jump, there's a ladder at the south end of the room that you can climb to get back to the wheel. Get to the ladder by climbing into a hole behind the central pillar. The pits in the floor are blade traps.

5. The pedestal is blade trapped. Approach it from the rear and take the Golden Vraeus.

6. Hang and drop from to the floor below being careful not to drop into a blade trap. Make your way across the room to the hole in the wall. Climb in and follow the corridor to a ladder. Climb the ladder and follow the passage until you can climb up into a crawlspace. Go through the crawlspace and drop down to the platform with the wheel.

7. Go back to the map room and use the Golden Vraeus in the golden triangular patch on the south wall of the room. After the animation,

8. Take the Guardian Key from the map table and use it in the keyhole in the east wall.

9. Drop into the hole and slide down the slope. Turn right and run down the hallway past some rattling doors on the left. Near the end pick up a small medkit. Turn left and sprint all the way to the end of the hall. If you make it in time you can pull the lever and release the bull. If not, he'll burst through and come after you.

10. Keep dodging the bull and run back to where you go the medkit.

11. Jump up and grab the overhead bars. Monkeyswing quite a ways down the hallway until you come to a crawlspace on the left. You'll probably be attacked by a bat as you swing. There's nothing you can do as you can't use weapons while swinging. Swing left over the opening, release, drop and catch the edge of the crawlspace. Crawl up into the space.

12. Follow the space to a sunken room with Secret #38, shotgun and crossbow ammo. Don't drop from the center of the ledge. You'll land in front of one of the fire traps. Instead drop from the right corner of your ledge.

13. Collect the prizes and use the ladder at the south end of the room to get back to the upper ledge. Go back through the crawlspace and drop to the floor. Run east to the end of the corridor, turn left and run to the room behind the lever. This is the room the bull came from.

14. Inside the room turn left, then once in the corridor turn left again. Run to the end of the corridor, turn right, then right again and run into a room with a small medkit on the floor. In the wall behind the medkit is a square hole. Reach inside and get the unlit torch.

15. Run all the way back to the room just before the lever. Remember, you can't climb while holding the torch, so jump while running up on the small block and light your torch with the torch there.

16. Run back to the room where you got the unlit torch, turn right and light the torch on the wall. Roll, run across the room and light the second torch. This opens a door by the first torch. Run through the door and drop down into the passage.

17. Drop the torch and use the respite to take care of the annoying bat that have probably followed you in here.

18. Follow the corridor to a room containing the goodies for Secret #39, a large medkit, shotgun and crossbow ammo on pedestals arranged around the walls. The pedestals and the pits are blade trapped so be careful how you approach them.

19. Follow the corridor back to the room where you lit the torches on the wall. Climb out and run back to the room near the lever.

20. Run south down the hallway past the lever. At the end turn right (west) and run to the door at the end of this hallway. Roll and face the bull. When he's near jump to one side and let him smash through the door. Note: in some cases this door may already be open.

21. Inside the next room are three blocks with eyes painted on them. Two are on the east side of the room, one is on the west. On either side of the single block on the west wall are doors. You must stand in front of the blocks and then dodge out of the way when the bull attacks. When the bull smashes into all three blocks, the doors in the west wall open.

22. Head through the door on the right side and follow the corridor. At the end turn right and climb the ladder. Follow the corridor to a balcony, go left then left again when you can and get Secret #40, a small medkit, shotgun and Uzi ammo. Be careful of the spiked ball that falls from the ceiling on a rope.

23. Return to the room below and take the left door. Follow the corridor to a ladder and climb up to the Desert Railroad.

NOTE: There is a bug in the game wherein the Desert Railroad movie may cause certain computers to abruptly exit to the Windows Desktop. If you're having this problem you can click on this link and download a zipped up saved game from the beginning of the Desert Railroad level. The game is named savegame.0. To use it go into the directory where you installed Tomb Raider. You will see ten saved games named savegame.0 through samegame.9. Copy the original savegame.0 to another directory or rename it something like savegame.old. Then copy the downloaded game into the directory with the rest of saved games, start the game and you will find the downloaded game in the list of games to load.

 

- Desert Railroad -

1. Push the lever to open the car door. Jump to the next car by doing a diagonal standing jump to the platform.

2. Search the three compartments in the car. Shoot the boxes you find in the first two and get a small medkit and shotgun shells.

3. The third compartment is empty but you encounter a Red Assassin at the end of the hallway.

4. Open the door and jump to the next car, a flatbed covered with a tarp. Watch the two assassins climb aboard then take them out.

5. Jump to the next flatbed and continue to the boxcar. Jump and grab the ladder and climb to the roof.

6. As you pass the hatch in the roof of the boxcar two assassins emerge, one from behind and one from the hatch in the next boxcar ahead. Take care of them both and drop through the hatch in the roof of the first boxcar.

7. Get some shotgun shells from a corner. Then go toward the open door at the rear. Shoot the assassin who ambushes you then climb the ladder to the top of the next boxcar. Walk the length of the roof to the end.

8. Jump down to the flatcar. You can't walk past whatever's under the tarp, so hang from the edge and shimmy past the cargo until you can pull back up.

9. After watching the helicopter, move and face the left side of the next car. Stand jump/grab the ladder and pull up to the roof.

10. Walk to the end of the car and shoot another assassin. Turn around and hang from the roof. When you do the door below will open. Drop and grab the edge of a crate and quickly pull up and go inside the car.

11. Get Secret #41, a large medkit and crossbow and pistol ammo.

12. Get back on the crate and hang from the edge. Shimmy right to the ladder and climb back to the boxcar roof.

13. Hang from the north edge of the car and shimmy until you're over an opening. Drop and grab the edge below and climb up into the car. Get two boxes of shotgun shells and a shotgun. Near the shotgun is also a crowbar.

14. Use the crowbar in the base of the lever that's missing a handle. When you do an assassin appears from nowhere.

15. After dealing with the assassin jump through the door to the flatcar. Hang from the side and shimmy past the covered load. As you pull up an assassin opens the door in the first boxcar. You can either jump through the open door, then climb up the hatch to the roof, or jump to the ladder at the side of the door and climb to the roof.

16. Deal with the assassin either on the roof or inside. When you're done go inside the car and go to the west end. Turn left and use the crowbar on a crate there. It opens into a room with an assassin and Secret #42, a grenade launcher.

17. Pull up through the hatch in the roof, continue west and then jump to the roof of the next boxcar.

18. Cross the roof and jump down to the empty flatcar. A truck will drive alongside and discharge two assassins. Shoot them then continue across the second flatcar to the next boxcar.

19. There will be an assassin inside so just jump inside the door and take care of him. Go past the three compartments you searched earlier to the end of the car.

20. Make the tricky standing jump back to the car where you started this journey. Walk straight from the door until you are stopped by some crates. Use the crowbar on the right-hand crate and get Secret #43, a small medkit.

21. Use the crowbar in the empty lever body to disconnect the car from the train and finish the level.


Tomb Raider: The Last Revelation Walkthru © 1999 by Jim Blanchard

All original material including names and images © by
Eidos Interactive Limited and Core Design Limited

Hit Counter