Level 35: Temple of Horus

* We count the kill of the red monsters once.

(Bug note - This level can be rather buggy. There might appear to be just a few minor and insignificant bugs with no real consequences, but sometimes the situation becomes so serious you might encounter serious problems in completing the level. In order to save time and to be able to finish the game, it is highly recommended that you save often and in DIFFERENT SLOTS each time, so that if something undesirable happens, you can load a previous save-game.)

Go up the ramp to enter the next room. On the left you can see a red monster locked in a cage. On the far right, you can see a scale. If you run towards the scale, Lara will look at the wall which has the symbol of a double-wave; keep this in mind. For now, pick up the Large Waterskin in front of the skeleton (the poor guy that obviously failed).

1st Scale Puzzle - The deal here is to solve the scale puzzle and open the trapdoor between the two shallow pools. The double-wave that Lara saw before tells you that you need to fill the pot on the scale with two litres of water from the pools. Unbeknown to you, this will balance with the feather and allow you to progress.

Make sure the Small Waterskin is empty (stand away from the pools, go into your inventory, highlight and then use it). Then, step in either of the two shallow pools, enter your inventory, select the Large Waterskin (check the bug note below), and Lara will fill it. It should now be filled with 5 litres. Combine the Large Waterskin with the Small one (if you try the opposite, Lara will say "No"). Now the Small Waterskin contains 3 litres (it is full) and the Large contains 2.

Approach the scales and stand directly in front of the pot. Enter your inventory and select the Large Waterskin. Lara will pour the water into the pot and it will balance with the feather, opening the trapdoor between the two pools.

If you do not stand close enough to the pot, Lara will pour the water onto the ground, and this means you need to go through the whole process again. You will know when she has poured it into the pot because you will hear water pouring. If you pour the wrong amount of water, the gate of the cage will open and the monster be released. It is not the end of the world, though. It dies with a few shots from your gun, after which another monster will magically appear in the cage, the puzzle will be reset, and you can try again.

(Bug note for the PC players - You may encounter a bug here where Lara says "No" when you select either of the two Waterskins in order to fill them up or combined them with each other. In such a case you should press "Enter" instead of "Action", or "Action" instead of "Enter".)

When you are done with the puzzle, drop through the trapdoor and follow the hallway. Kill the two bats in the next room and take a standing jump to grab the pole. Spikes pop out from all four sides of the opening. Slide to a position just above the spikes, and when they are ready to recede, slide down. Kill two more bats in the room below and go through the passageway.

2nd Scale Puzzle - Again, you need to balance the scales, only this time the pot requires 4 litres, as the number of the waves indicates. First, empty the Small Waterskin. Then fill the larger one up. Now being at its maximum capacity, it will contain 5 litres. Combine the Large Waterskin with the Small one (remember, if you try the opposite, Lara will say "No"). The Small Waterskin now contains 3 liters (it is full) and the large one 2 litres. Empty the Small Waterskin and again combine the Large Waterskin with the Small one. The Large Wateskin will now be empty and the Small will contain 2 litres. Refill the Large Waterskin and combine it with the Small one. The Small Waterskin will now have 3 liters (it is full), and the large one, 4 liters.

Approach the scale and once again stand directly in front of the pot. Enter your inventory and select the Large Waterskin. Lara will pour the water into the pot and it will balance with the feather, opening the trapdoor between the two pools. If Lara refuses to pour the water, enter your inventory again and select the Waterskin a second time. Eventually she will do it. As before, if you pour a wrong amount of water, the gate of the cage will open, the monster will be released, and you will need to kill it in order to have another go at the puzzle.

When you are finished, drop through the trapdoor and follow the hallway. Kill the three bats in the next room and take a standing jump to grab the pole. Once again, spikes pop out from all four sides of the opening. Slide to a position just above the spikes, and when they are ready to recede, slide down. Kill three more bats in the room below and go through the passage.

(Bug note - A bug may appear at this point, where Lara can draw a flare but it will not light. It might be just be a minor bug that does not affect the gameplay, but in any case, make sure you save in various slots from now on because it may develop into a quite frustrating bug during the rest of the game.)

3rd Scale Puzzle - You know what you need to do again. This time though, you need to fill the pot with 1 litre, as the wave indicates. Logically, the Small Waterskin should be already be fully filled from the previous puzzle, but if you have emptied it, fill it now. Combine it with the Large Waterskin and you should find yourself with 3 litres in it. Refill the Small Waterskin and combine it again with the large one. Now the Large Waterskin will contain 5 litres, and the small will contain 1.

Approach the scales and once again stand directly in front of the pot. Enter your inventory and select the Small Waterskin. Lara will pour the water into the pot and it will balance with the feather, opening the trapdoor between the two pools. Needless to say what will happen if you pour a wrong amount of water. The gate of the cage will open, the monster will be released, and you will need to kill it (it certainly will not offer to help you with the puzzle!).

Once you are done with the puzzle, drop through the trapdoor and follow the hallway to reach the shaft. Take a standing jump to grab the opposite wall and climb down (you cannot go upwards). Halfway down you will see an opening that you can access if you climb to the left or right. You cannot do anything here yet, so there is no reason to dismount. Keep climbing down, and at the bottom, climb to the right and drop onto the ledge.

(Note - If you decide to dismount in the opening halfway down the shaft, you may notice that the Flares do not work, i.e. you will select a Flare but it will not light unless you throw it down. Also, the game has a tendency to crash if you use the night vision option on the Binoculars.)

The cut scene shows a panoramic view of the area, and will also give you a glimpse of the grumpy looking Horus.

Turn right (north) and take a running jump to drop into the water below. Surface and turn around to face the island. Climb out of the water and place the Four Holy Scriptures on the pedestals. Approach Horus from the front.

[Note - Even if you did not dismount at the opening halfway down the shaft, you may notice now that if you draw a flare it still will not light unless you drop it to the ground. Again, it is recommended that you save often and in different slots, just in case. See the bug note above. Also, Lara does not seem able to select the Scriptures from the inventory. She keeps saying "No". You can place them by pressing Action in front of each pedestal (by standing in front of any side) and Lara will select them automatically from the inventory. In the PC version at least, Lara says "No" but she still places the Scriptures on the pedestals.]

In the cut scene Lara approaches the statue, "dresses" it up with the Armour pieces and places the Amulet on its chest.

The FMV that follows shows a falcon flying out of a light. It enters the pyramid and crashes onto the statue, bringing it into life. Meanwhile, a swarm of locusts enter the pyramid and surround Horus. Horus then explodes, throwing Lara backwards. The Amulet flies into the air and falls into the water. Seth is standing now in the place of Horus. Seth: "My wicked cousin is once again returned to the stars. It is I who shall rule over this world once more. Come forth and kneel and bow before your god, before he extinguishes your worthless life."

Escaping from Seth - Once the next part of the level loads, you start with your health fully restored. Run and jump into the water on the right (north) to avoid the blue-green energy bolts of Seth (who by the way, you cannot kill). Also, at this part of the circular pool, you will find the Amulet Of Horus, which fell into the water during the FMV. Once you get the Amulet, the gate on the south side of the cave opens. To reach that gate, turn to face west and swim around the island to reach the southwest corner. Here you will find a ledge where you can climb out of the water.

(Bug note - When you dive into the water to get the Amulet, you may encounter a bug where the Amulet does not appear anywhere at the bottom of the lake. You may still see the Amulet in Lara's inventory, but you will not be able to proceed unless you pick it up from the lake. This bug seems to be connected most of the time to the flare bug described previously - that is, if you encountered the flare bug in the last scale puzzle room, it is highly possible that when you reach this part, you will have trouble locating the Amulet. So, if you cannot find it, try to light a flare underwater. Normally it will light, even if the flare bug was triggered before the FMV occurs. When you light the flare, the Amulet magically appears in the water and Lara can pick it up and you can proceed without further problem. Note that if the Amulet refuses to appear no matter what, you might need to load a previous save-game.)

When you climb out of the water, turn left and take a standing jump over the slope. Follow the ledge, then go up the ramp and through the gate on the right, the one you opened by getting the Amulet. On the left side of the room and behind the gate, you will find Uzi ammo. Not sure where you will need it, as you cannot destroy Seth. Anyway, get it if you are interested in all pick-ups, or if you just want to take a few pot-shots at Set anyway. Throw the switch on the wall to open the gate at the other (north) side of the cave.

Exit and continue to the right, being careful not to fall into the water. (The following sequence until you reach the part where you escape from Seth is shown here.) Take a running jump to land on the ground below and run to the far left side. Turn to face north and take a running jump to grab the ledge ahead. Pull up and again take a running jump to grab the opposite block. Take a standing jump to clear the slope and follow the ledge to the left. Safely drop onto the ledge and follow it to the west. Go through the opening and pick up the Small Medipack behind the gate. Throw the switch on the wall to move two bars where the opening half of the bluish shaft is, creating the outline of the Amulet. This also converts a slide into a block on the ledge you were on before, just prior to dropping down to reach this room. So, you need to make your way up there again.

Exit and drop into the water. You are almost at the part where you got the Amulet. Turn to face west and swim around the island to reach the southwest corner. Climb out of the water as you did before, jump over the slope, and go up the ramp on the left. This time you do not need to do anything in the room on the right. Again, take a running jump to land on the ground below and run to the far left side. Take a running jump to grab the ledge on the north, pull up, and take another running jump to grab the opposite block. Pull up, jump over the slope and go to the left. Do not drop down as you did before. There is a block you can climb on this time.

Climb onto this block and jump over the slope. There is a Small Medipack on the left that you may need now. Pick it up and head to the south. Take a running jump to grab the ledge that is a bit on the right and pull up. Run to the other side and take a running jump to the left of the stalactite to land on a ledge below. If you attempt to jump to the right you will fall into the water, which means that you need to make it over again or load a previous saved game. Go to the right (west) hand side of the ledge and look a bit above to find a crawlspace. Take a running jump to grab it, pull up, and crawl through. Time for a breather now!!

Follow the crawlspace to the end and drop down. Turn to face west and follow the ledge as it goes to the right. At the end, and whilst facing north, take a running jump to grab the opposite ledge. Pull up and head a bit to the right of the ledge. Again, turn to face north and take a running jump to grab the climbable wall. Climb to the right inside the blue light where Seth's bolts cannot harm you. Then climb to the top. You are standing on the ledge where you first entered the cave. Turn left (west), grab the climbable wall, and climb to the left again inside the blue light. Start climbing up.

When you reach the opening, the cut scene shows Lara back-flipping into the room and placing the Amulet Of Horus in the receptacle that you created by throwing the last switch. The trapdoor closes, sealing Seth into the cave. Poor him.

Going to the exit of the Tomb - Turn around, go through the gate, then up the steps. Whilst on the third step you activate three moving stone blocks. As you have successfully passed these stones before, stand on the left or right side and when the stone block is on your side and ready to leave, move forward. Alternatively, whilst the stone block is moving to the other side, take a standing jump. Repeat the same process for the next two blocks.

Be careful when you enter the next room at the top of the steps. If you take a look on the ceiling, you will see three scull tiles. For your information, stone blocks fall from these points of the ceiling. If you walk carefully, the three stone blocks will fall and you can move freely. Go to the right hand side of the ledge and walk to the edge. Take a running jump to grab the opposite ledge and pull up (if you jump and grab the left side, a stone block will crush you the moment you pull up).

If you take a look on the ceiling, you will see a skull tile at the end. So, go between the two columns, then up to the right. Take a running jump to grab the crevice ahead, shimmy to the right, and pull up (or take a running jump to grab the ledge in the middle). Here, avoid the left part as stone blocks will crush Lara. Walk to the right hand edge and take a running jump to grab the opposite ledge. Pull up and immediately run into the hallway in the centre before the stone blocks crush you (or, if you are not quick enough, shimmy to the far left, pull up, walk forwards to trigger the stone block ahead, and then run into the hallway). Run up the ramp to end the level and the game.

The FMV shows Lara reaching the exit of the tomb and, she is really exhausted. A shadow covers her, and whilst she is looking outside, she sees Von Croy. The tomb starts to crumble and Von Croy offers his hand in order to help her. The tomb crumbles some more and Lara falls back. "You back, Werner? No more Seth?" He tells her that there is no time, and asks her to give him her hand. Lara tries to reach the doorway, but the floor collapses and she just about grabs the edge. She is glad that she sees the real him again, and Werner tells her that he could not leave her. However, before he manages to grab her, the doorway collapses, trapping Lara inside the tomb. Werner removes his hat and bends his head.

 

     
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We would like to thank TR-Player and Nicky for their help. Many parts of this walkthrough would not have been written without their participation. Special thanks go to Scottlee for proofing the text.

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