This game is also available on PS1.
Von: "Imran Hussain(Rubab)"
An:
Betreff: Submit a PC Walkthrough
Datum: Mittwoch, 11. Dezember 2002 23:39
AUTHOR: [email protected]
**********************WALKTHROUGH**************************
TOMB RAIDER 3: TRAINING LEVEL
This is the place to learn (or brush up on) Lara's basic moves.
She guides
you step by step through an exercise routine in the indoor gym
(downstairs
just off the main hall) and swimming pool (just beyond the gym),
as well as
an outdoor assault course and shooting range.
As in TR2, there are some secrets to be uncovered even at this
early stage.
Lara's moved her treasure room, and she's added a race course
for
practicing on the quad bike. This track is where the hedge maze
was located
in TR2 (to the left as you exit by the front door). You'll need
a key to
unlock it, though, and finding that key is a bit of a
challenge.
Finding the Race Track Key
The training level begins in Lara's bedroom. In the closet next
to the bed,
you'll find some flares. Once you've got them, exit the bedroom
and go to
the left along the mezzanine, past the stairs down. Use the
button to open
the door to the attic now; you'll be coming down this way.
Continue to the
music room. Go through it to the left into the library. Find the
loose book
in the first bookcase and pull it to turn off the fireplace. Go
into the
fireplace and climb up the left wall into a secret passageway.
Follow it to
a room with a switch and a couple of wooden crates. Pull the
crate on the
floor once. Behind it are some more flares.
Climb up and pull the box in the doorway twice. Go around it to
the right
and push it once to open up the doorway into the attic. Now
you've got a
clear path downstairs. If that pesky butler gets in your way,
just lead him
to the refrigerator downstairs in the kitchen and lock him
inside for the
duration.
The switch opens the basement door, which is downstairs just off
the main
hall on the way into the gym.
The door is timed to close after a little while, so you'll have
to hustle.
Light a flare if you need it to navigate the dark attic. Pull
the switch,
press the Look key to get Lara's perspective back, then roll.
Run along the
ledge, go right through the doorway, across the attic, and make
a hard left
into the stairwell and down. Use the Sprint key on the
straight-aways but
release it, if necessary, to navigate the curves. Once you make
the right
out the attic doorway, immediately jump to clear the railing.
Aim for the
middle of the stairs so you can side flip to the right over the
banister.
That'll save you running down the staircase. Roll and sprint
through the
open door. Now catch your breath on the way down to the
basement.
Continue on to the huge fish tank. Note the position of the
RACETRACK KEY
on the bottom of the tank just beyond the leopard print chaise
longue.
Pull/push the crate under the opening in the ceiling and climb
up into it.
Follow the passageway to the opening above the water. Jump in
and swim
around to pick up the key. Return to the opening and climb out.
Now take
your prize out to the garden for some well-won joyriding.
(NOTE: To get off the quad bike when you're finished, press Roll
+ Left/Right.)
Getting the Quad Bike out of the Track Area
After many months of trying, someone's finally figured out how
to get the
quad bike out of the race course and drive it around the
grounds.
Lara's Treasure Room
Lara's new treasure room is located off the main hall, on the
right as you
enter through the front door. The switch that opens it is in a
closet on
the opposite side of the main hall. To get in, first go to the
swimming
pool. Press the button behind the diving board to open the
switch closet.
There's no hurry getting there; this door isn't timed. This next
part is,
however: Throw the switch, roll, take a running jump, then
sprint toward
the door, pressing Jump to somersault through as it comes down.
When you've warmed up sufficiently, you can also compete for the
best time
in the assault course and racetrack-try to beat your friends'
times or
simply best your own record. Now you're ready to tackle the real
adventure!
(NOTE: To get from the training level into the actual game,
approach the
front gates to start a new game. Or, escape to the menu ring,
choose the
passport and flip the pages to select a new game or load a saved
game.)
E-mail [email protected]
ANTARCTICA PART 1: ANTARCTICA Kills: 30 Items: 28, plus a
CROWBAR, 2 keys
and 4 save/power-up crystals Secrets: 3
Be sure to find all the secrets so you can access the bonus
level at the
end of the game. Note that one of the regular pick-ups here will
be the
UZIS if you didn't get them in a previous level.
Objectives: First, get onto the ship to lower the inflatable
boat. Use this
to get to the compound. Turn on the generator and get the gate
control key.
Use it to open a gate that will enable you to reach Dr.
Willard's office.
An FMV sequence precedes this level: Lara is the sole passenger
on a
helicopter flying to the RX Technologies base in Antarctica. A
storm blows
up, and the pilot loses radio contact with the base and is
forced to land.
In a moment, the ice beneath the copter begins to give way. Lara
scrambles
for the exit and jumps free just in time. The pilot isn't as
fortunate.
Walk-through: Lara has made it to the ship, the RX Explorer,
anchored near
the base camp. There are Desert Eagle clips in the water to the
right. Jump
in to retrieve them and climb out of the water onto the small
ice island as
quickly as possible. Alternately, you can pick up these clips
after you
have the inflatable boat.
(NOTE: The light blue exposure meter on your screen plummets
rapidly in the
freezing water. Once it's depleted, Lara will quickly die if she
stays in
the water. You may be able to get around this in tough spots by
saving your
game underwater and reloading. This resets the exposure meter.
Just be sure
you don't accidentally save as Lara is about to drown!)
If you aren't already on the small ice island near the start,
jump onto it
now. Once there, turn to face the HUT. Just across the water,
you'll see an
ice ledge that's flat on the left side and slopes up on the
right. Take a
running jump to grab the ice ledge just to the left of the point
where it
bends. If you grab too far to the right, Lara won't be able to
hold on.
Go past the hut. (NOTE: it contains SECRET #3, but you'll need
to find a
key to unlock it. You'll get the items behind the ice window
from behind in
a moment.) Take a running jump across the channel. Climb up onto
the snow
ledge just to the right. Walk up the ledge until you get to the
steep ramp.
Turn around and jump up to the ledge on the right. From there
you can take
a running jump to the flat spot at the top of the ramp. Jump to
the top of
the ice arch. (NOTE: You can see a med-pack behind the sheet of
ice farther
down the channel. You'll get this a bit later.) Cross over the
arch and
jump into the cave on the right. Now pick up the things you saw
earlier--a
large med-pack, flares, a rocket and a save/power-up crystal.
Go back across the ice arch and down to the left. Continue along
the shore
parallel to the ship. When you reach the water, swim for the
square ledge
ahead and climb out quickly. Give Lara a moment to warm up, then
swim to
the far ledge near the wall. Climb up the snow at the corner and
jump up to
grab the handholds on the ceiling. Traverse nearly to the end
and drop to
the block below. Jump over to the deck of ship.
ON THE SHIP: Drop down into the hold. Go down the ramp into the
engine
room. Kill 2 red-jacketed crewmen. Climb up behind the engine
and pull the
switch to open a trapdoor behind you. Drop down and kill another
crewman in
the hall. Go up the ramp, where you'll meet another RX Techie.
Press the
button to open the door opposite. Go in. (NOTE: The doors with
buttons here
and below near the engine room lead to a connecting hallway. You
don't need
to open them.)
Go down the ramp to the right toward the yellow pipe. Another
guy in a red
jacket tries to mess with you. Take him out, grab his Desert
Eagle clips
then drop down through the opening in the floor. As you go up
the passage
below another guy sneaks up behind you. When you kill him, he
drops some
Uzi clips. Climb up the ladder and press the button near the
porthole to
drop the yellow boat into the water.
Climb back up to the room with the horizontal yellow pipe and go
back into
the next room. Climb up through the opening in the ceiling and
follow the
hallway to the upper deck. Go around to the right toward the
stern. When
you come to a break in the outside rail, take a standing
jump-grab into the
opening in the ice wall. Drop down to find SECRET #1--MP5 clips
and a
save/power-up crystal. (NOTE: If you don't already have the MP5
ASSAULT
RIFLE, you'll get it here instead of clips.) Climb out and jump
back to the
ship.
ICE WALL AT THE BOW OF THE SHIP: Go to the front of the boat to
the angled,
off-white metal thingey that was holding up the boat. (OK, so
I�m not very
nautical.) Stand at the base of it and jump over the peak. Hold
Jump so
that instead of sliding down the other side, Lara hops off and
lands on the
snowy ledge across the water. Walk to the left end and jump up
to the
triangular flat spot. Then take another standing jump around the
corner to
the next flat spot on the left. Climb into the small,
rectangular opening
to find a rocket. Climb/slide down to the rectangular snow ledge
at water
level, and take a standing jump with Action to land in the boat
without
getting Lara�s feet wet.
(NOTE: If you didn't get the Desert Eagle clips on the bottom of
the pool
at the beginning of the level, you may be able to get them more
easily now
by parking the boat nearby, jumping in for the clips, then
climbing back
into the boat.)
WATERWAY LEADING PAST THE HUT: Drive around behind the ship and
circle back
to the canal near the hut. There's a doorway about halfway down
the canal
on the left. Park the boat close to the opening and jump out
(Roll + Left).
Climb the ice ladder, slide down the ramp and jump to grab the
ledge above
the small pool. Pull up and crawl in to the right. This is
SECRET #2--the
large med-pack you saw behind the ice window, along with a small
med-pack
and some grenades. Crawl back out, past the opening where you
came in, and
on to another opening. Drop down into the water and hightail it
for the
boat. Warm up a bit and drive closer to those flares on the
bottom of the
channel. Then you can get them without freezing to death.
GATEHOUSE: Continue down the channel and around the corner to a
small
building with an RX Tech sign on it, black metal bars above and
a metal
gate off to the left. Park the boat near the landing, jump out
and kill the
cranky armed man. Note the padlock on the GATEHOUSE door. You'll
be back
later with something to open it.
Go around the back of the building. In the water below the ice
ledge on the
right is a rocket. Get it quickly. Now climb on the box and jump
up to grab
the metal structure. Traverse across to the other side. When you
reach the
end, hook to the right and drop down onto the snow.
RX-TECH COMPOUND: Slide down near the corner. Take out the guy
in the
passage and continue to some buildings, including a TOWER WITH
THE RX-TECH
LOGO ON THE SIDE. Kill the guard dog. Pick up the shotgun shells
in the
corner behind the green building with the three barrels at the
side. (NOTE:
You'll encounter several buttons that don't work yet, but they
will once
you turn on the generator.)
Go into the dark passage opposite where you entered. Kill
another guy and
his dog on the way, and pick up some Desert Eagle clips.
Continue to an
open area. There are more shells underneath the ELEVATED FUEL
TANK.
Enter the snowy cave opening just beyond the bend in the pipe
leading out
of the fuel tank (not the hole where the pipe goes, nor the cave
beyond the
hole). This passageway leads to a building guarded by 2 huskies.
The
electric doors are going haywire. Treat these like blade traps
and run
through quickly as they start to open. Go up the stairs to the
office,
where you'll meet 2 men with guns. One drops a small med-pack
when you kill
him. Use the button near the desks to open the closet nearby.
Inside is
another small med-pack. In the metal room beyond the office,
you'll find
the CROWBAR. Another RX thug comes in behind you. Kill him and
take his
shotgun shells. (NOTE: If by some cursed twist of fate you don't
yet have
the SHOTGUN, you'll get it here instead of the shells.) Return
down the
stairs, past the clamping doors, and take out another red-jacket
guy outside.
Go back to the area with the elevated tank. Then follow the dark
passageway
back to the area with the tower. One of the supporting legs is
climbable.
Go up it into the tower room. Pull the switch to open a trapdoor
on the
roof of the adjacent building. Use the crowbar to pry open the
padlocked
door and exit. (NOTE: Don't forget to take the crowbar with you;
you'll
need it again.)
Use the monkey bars to traverse across to the next roof. Follow
the
walkways around to the far right. At the end you'll find a small
med-pack.
Return to the roof with the trapdoor and drop down. The sign on
the wall
that says "FUEL SUPPLY" shows the proper valve sequence to
activate the
generator--green, red, green, red, reading from top (generator)
to bottom
(fuel tank). Pull the switch to open the exit. There's a guy
waiting for
you outside near the fuel tank. He's carrying a small med-pack.
Follow the pipe from the FUEL TANK down into the opening. Go
through the
room at the bottom and climb the ladder on the other side.
Arrange the FUEL
VALVES to match the diagram: The first gauge is already red, so
leave it
alone. For the second valve, turn the wheel so the gauge reads
green. Leave
the third valve alone (gauge is already red), but turn the
fourth so the
gauge reads green.
Grab the save/power-up crystal near the rightmost valve, go
through the
water and climb the ladder. You'll come out in the GENERATOR
SHED. Go
through the door to the generator. (NOTE: If you explored here
earlier,
this door would have been closed.) Pick up the large med-pack
in the
corner behind the generator, then use the switch to turn on the
power.
Outside there's also another building which is partially
demolished.
Explore inside cautiously. In the lounge in the back you'll meet
a mutant
who'll spew poisonous green gas before dying.
Leave this area through the ice tunnel on the left. This leads
to the
KENNEL. Press the button on the fence to open the left cage.
Kill the dog.
Then press the second button on the fence between the two cages
to open the
door there. Two more dogs will need your attention before you
press the
third button to open the door into the building. One more dog
waits inside
the office. You can also find some Uzi clips in an alcove and
the GATE
CONTROL KEY on a low platform. (NOTE: If you don't have the UZIS
already,
you'll get them here instead of clips.) Another armed techie
will come in
to investigate when you take the key.
When the coast is clear, head to the left through another ice
tunnel. Kill
the man lurking in the passage and approach the wooden bridge.
The husky
down below is guarding some grenades. You can shoot it from
above then
climb down for the goodies. Climb out and cross the bridge. At
the next
area, go left at the building (where you saw the fuel supply
sign) and
through the dark hallway to get back to the first part of the
compound. Go
through the next tunnel ahead on the left, which will lead you
back to the
monkey-bar area. Traverse back to the GATEHOUSE where you left
your boat.
BACK AT THE GATEHOUSE: Go around front and use your crowbar to
pry open the
door. A red-jacketed guard will arrive when you go inside, so
stay sharp.
Use the key to activate the gate mechanism. Then press the
button to raise
the gate.
Get into the boat and drive through the gate into the channel
beyond.
Disembark at the ledge with the flag and the gunman on it. Kill
him and
take his Uzi clips. Park the boat next to the ledge at the
corner opposite
the ledge with the flag. Jump into the water, grab the HUT KEY
from the
alcove and quickly climb back into the boat. Drive back down the
channel
toward the GATEHOUSE. Turn right there and follow the channel
back to the
hut at the beginning of the level.
BACK AT THE HUT: Use the hut key to unlock the door. Kill the
dog that
rushes out. Then go in to get SECRET #3--a save/power-up
crystal, Uzi clips
and flares. Get back in the boat and return to the area where
you got the
hut key. Continue down the channel, past the gatehouse, gate and
ledge with
flag. A bit further on, stop to retrieve some shotgun shells
from a ledge
on the left.
When you come to a dead end, get out of the boat into the
doorway. Climb up
the snow to a shack. Kill one red jacket at the entrance. Then
go up the
hill and around (watch out for the open elevator shaft) to
approach the
building, where you'll have to kill another guy. Go around the
back of the
building to end the level.
A cut scene ensues: Lara enters the shack and discovers Dr.
Willard chowing
down on some tomato soup. (At least we hope that's what it is.)
He seems
glad to see her, but she immediately confronts him about the
mutant she met
in the cantina. He dismisses her concerns, obviously delirious
at his
experiments' potential. Willard talks of accelerating evolution
and says
that the real power is in the meteorite's core, which he can
access now
that he has the four artifacts. Lara, who has had more than
enough of
busting her butt for employers that turn into power-mad mutants,
tells him
his idea of good timing is, well, BAD. Willard snags the
artifacts and
flees down into the mines. Naturally our heroine gives chase.
ANTARCTICA PART 2: RX-TECH MINES
Kills: 17 Items: 23, plus a CROWBAR, BATTERY, WINCH STARTER and
5
save/power-up crystals Secrets: 3*
*The number of kills varies depending on the actions of your
enemies (the
mutants) and allies (the white-suited guys with flamethrowers).
There are
also several places where you can avoid confrontations and
continue on.
Objectives: Get into the heart of the mines to the mine car
junction. Ride
each of the three cars through different areas of the mines. In
one area
you'll get a crowbar, which will help you get a battery. In
another, you'll
find a winch starter. Use the battery and winch starter in the
third area
to fire up the winch. This will enable you to get to the
excavation site
and exit to the Lost City of Tinnos.
Walk-through: Climb out of the elevator shaft and crawl along
until you can
stand. Now you're in a square hallway with three automatic
doors. If you
keep walking you'll go around in circles forever. As you exit
the first
crawlspace, you see a closed door on your right. Head to the
left. When you
step on the area of floor marked 1X in the diagram, you'll hear
a door
closing elsewhere--that's the third door (D3). Walk to the
corner and turn
left. As you step forward (to 2x), the door ahead (D2) will
open. Go
forward and round the next corner. When you step forward (to
3x), the door
ahead (D3) opens. In the process it covers up the second
crawlspace on the
right wall. When you pass the door (and step on 4x) the door at
the start
(D1) opens. Go around the corner, forward down the long hall
with no doors,
and around the next corner. Now you're back at the start. (The
door on the
left, D1, is covering the first crawlspace.) Walk forward a few
steps (to
1X). You'll hear the third door (D3) close again. TURN AROUND
and go back
down the hallway the other way. When you reach the next door
(D3), it will
be closed, allowing you to access crawlspace #2.
Crawl through, following the duct down to a hole. Back out and
climb down
the ladder to the bottom. Get the MP5 clips and press the button
to open
the door. Watch through the window as the guy with the
flamethrower puts a
couple of mutants out of their misery, or go out and assist.
(NOTE: You'll
meet a few more of these white-suited guys as you go along. If
you don't
harm them, they won't mess with you.)
Follow the snowy tunnel to the JUNCTION where several mine car
tracks
converge. Note the padlocked door at the left end of the
walkway. You'll be
back later with something to open it. There's a mutant lurking
below in the
far left corner. You can go down and kill him now, or wait. Just
watch out
for that poisonous breath.
Climb up to the control room on the far left. Enter and run to
the left.
Roll and take out the mutant lurking on the other side of the
doorway. The
button in the doorway turns on the lights.
Climb onto the roof at the doorway. Cross to the back right,
turn around,
crouch and drop back to grab the edge. Traverse a little way to
the right
to a ladder on the back of the building. Position Lara's feet at
the bottom
edge of the building and jump/twist to grab the sill of the
crawlspace
behind. (NOTE: If you're having trouble with the jump from the
ladder, try
climbing all the way down so Lara's hands are on the very bottom
rung of
the ladder. Then tap the Forward key to climb just until her
feet come up
onto the bottom rung. Now try the jump/twist--that's Jump + Roll
+ Action.)
Pull up and crawl in to get SECRET #1--a small med-pack and
grenades.
(NOTE: The closed door here leads to SECRET #2. The button that
opens it is
elsewhere.) Safety drop to the ground and kill that mutant if
you didn't
earlier.
Now it's time to take a little ride. The controls for the MINE
CARS are
simple, but using them effectively may take a little practice.
You can ride
either the lower or middle level car first, but the upper level
should be
done last. I've put the middle level first, since it's a bit
easier than
the lower level.
MIDDLE LEVEL MINE CAR: Get in and ride without braking past the
first gap
in the tracks. Brake (Jump) on the next downhill run to slow
your approach
to the curve before the bridge. Brake on the slope after the
bridge then
take the next curve without braking in order to clear the gap
beyond. Swing
the wrench (Action) to hit the switch. This will stop the car at
the
platform ahead. (NOTE: The items you see off to the left on your
way down
the track are SECRET #2. You will get them later.)
Get out and allow the flamethrower guy to kill the mutant. Get
the
save/power-up crystal and carefully run past (or crawl under)
the drills
through the door. There's a hole in the snowbank at the back
left
containing flares. Enter the short hallway opposite. Slide
backwards down
the ramp and grab the edge. Drop to the block below. Be careful
not to fall
into the deep chasm.
The tunnel near the dark block houses a big, nasty mutant but no
goodies.
You can avoid it if you like.
Safety drop down onto the snowy walkway below on the left (when
facing the
chasm). Go to the other end of the walkway. Jump to the angled
block, slide
back, grab the edge and drop to the ledge below. There's a
mutant inside
the opening above. He doesn't have any goodies, so you can skip
this area
if you like. Or crawl in, shoot him from the opening and back
out.
Traverse along the crevice to the left and drop to grab the
crevice below.
Traverse back to the right. Drop to the ledge below and, if you
like, kill
the mutant below. Jump to grab the crevice above and traverse
back to the
left. Pull up, crawl through and kill the mutant on the other
side.
In the next area, you'll meet another flamethrower guy and 3
mutants
lurking in various places around the room. Your friend may help
you kill
the mutants, but don't count on him. Get the CROWBAR from the
top of the
monkey bars and the rocket at the bottom of the pool.
If you're going for all the secrets, you'll need to do some
climbing. See
the small, rectangular opening high on the wall? That's where
you're
headed. Find the low snow ramp against the wall below and to the
right of
the opening. Walk to the top of the ramp, stand at the left side
and grab
the nearly invisible horizontal crevice in the ice wall. (Press
Action +
Forward to grab it, no need to jump. Traverse to the left and
pull up into
the crawlspace. Press the button there to open the door back at
the first
secret area, enabling you to access SECRET#2 when you return.
Drop down and scope out the exit: It's the high opening with the
black area
inside. You can't reach it from below, so you'll have to make
your way over
to it on top of the snow banks. Climb onto the pile just to the
right of
the entrance. Take a series of running jumps from heap to heap
clockwise
around the cave until you reach the one below the door. (NOTE:
Don't forget
you can adjust Lara's angle in the air with the Left/Right keys.
This comes
in handy when you have to line up a jump at an odd angle in
order to have
enough running space for takeoff.)
Climb the ladder to the ledge on the left. Crawl up the passage
under the
first 3 drills. Run past the fourth drill. Go around the first
crushing
machine. Climb the ladder, then use careful timing to run past
the next 2
crushers. Climb up on the left to an area with a flashing light.
Keep
climbing and kill the mutant at the top. Safety drop down to the
tracks and
follow them back to the mine car.
Get in and ride on, around an S curve and up a hill. Don't brake
on the
hill, but as soon as the car leaves the tracks to cross the gap,
brake
hard. Then immediately swing the wrench to hit the switch. This
will make
the car go right at the fork. (If you miss the switch and go
forward,
you'll crash.) Don't brake again until after the car goes over
the next
gap. Brake on the curves and duck under the 3 girders. Soon
you'll be back
at the JUNCTION.
LOWER LEVEL MINE CAR: Get in and go. Duck as you pass under the
2 girders,
then immediately stand and swing the wrench to hit the switch.
Duck under
the next girder, but don't brake until after clearing the gap.
You'll curve
around to the left. Duck under 2 more girders then get out when
the car
stops. Get the save/power-up crystal nearby.
Go into the hallway perpendicular to the track and press the
button to open
the door. Follow this passage and slide down the ramp into a
room with
steam coming up from the floor. A big mutant comes out of the
side passage
at the left end. Kill it, then follow this dark, twisting
passageway until
you come to a crawlspace on the right. Crawl under to the area
below the
steamy room and pick up shotgun shells and a rocket. Now there's
another
big mutant running around out there. Crawl out and kill it. Then
continue
along the twisty passage to a room on the other side of the
fence from the
steamy room.
Climb the ladder to the top. There are 2 buttons in the hallway
here: The
first opens the exit back to the track. The second opens another
door. Go
through that door and follow the hallway to a crawlspace. Crawl
through and
drop down into a room with a window. A big mutant rushes in from
outside.
Kill it. Collect the small med-pack and Uzi clips the mutant
drops, and the
Desert Eagle clips near the door. Then go outside. Jump into the
pool and
retrieve the WINCH STARTER from the bottom. Warm up, then swim
down again
for some more Desert Eagle clips bundled with some flares.
Go back to the door below the crawlspace where you entered this
area. Press
the button and kill the big mutant that charges out. Go to the
end of the
hallway and press the button to open the door there. Jump the
gap where you
climbed the ladder and go through the door on the left to return
to the
mine car.
(NOTE: If you missed secrets #1 and #2, it's possible to get
them from
here, provided you've already picked up the CROWBAR and used the
button in
the crowbar area on the MIDDLE LEVEL MINE CAR path. If you
haven't pressed
this button to open the door between secrets #1 and #2, the
steep snowbanks
will prevent you from leaving the secret area if you go there
now. Also,
you MUST explore the rest of the lower level first. If you
leave here
without the WINCH STARTER, you won't be able to finish the
level. To get to
the secrets, go to the right side of the elevated track. There's
a flat,
triangular area of snow below. A carefully set up running jump
along the
seam on the right side of the triangular flat area, will land
Lara on the
tracks above. Follow the tracks to the left and across the
bridge to the
secret area. Pick up the items for SECRET #2 and kill the
mutant. Go
through the doorway in the far right corner. Pick up SECRET #1
if you
didn't get it earlier. Then safety drop down to the ground in
the JUNCTION
area. Climb to the middle level and use the crowbar on the
barred door.
Pick up the walk-through below at the **.)
Ride the mine car back to the junction. Duck under the girder,
then brake
for the curve. Climb the hill, ducking under the girder near the
top. Then
immediately stand to whack the switch. This will send the car
onto the
track straight ahead. You'll pick up a save/power-up crystal and
return to
the JUNCTION. (NOTE: If you miss the switch, you'll take the
left fork back
to the junction, missing the crystal.)
(**) UPPER LEVEL MINE CAR: Before heading out, use your crowbar
to open the
door at the end of the walkway near where you entered. Inside
you'll find a
LEAD ACID BATTERY. And, if you didn't do it earlier, return to
SECRET AREA
#1. If you followed the walk-through for the middle level, the
inner door
will be open. This is SECRET #2. There's a mutant inside, along
with a
save/power-up crystal, MP5 and Desert Eagle clips. Climb back
out the way
you came and safety drop to the ground. Now head up to the upper
level mine
car.
Ride the mine car up a hill and down the other side. Don't brake
for the
curve or you won't be able to get up enough speed to jump the
gap. Duck
under the girders and drills. Continue into a cave where the car
will stop.
Pick up the flares on the snowbank ahead to the left. Jump over
to the
WINCH. Place the battery in the opening on the side. Climb onto
the top
platform (facing the arm) and use the winch starter to get it
going. This
will lower the yellow submersible. Now comes the hard part.
(NOTE: Remember to get Lara's health and exposure meters back up
to 100%
before diving again and to use a med-pack as you swim, if
necessary, to
keep her from freezing to death. Also, you may be able to cheat
through
this by saving your game underwater and reloading. This resets
the exposure
meter. Just be sure you don't accidentally save as Lara is about
to drown!
In the pool below the winch platform, there's a single yellow
light on the
wall. Dive in and swim down toward that light and into the
passageway just
to the right of it. You can climb out here to get air and warm
up.
Now, jump in the water again and swim underneath the submersible
where
you'll find an opening you can climb into. There's a large
med-pack inside.
Now you're aiming for a small opening between the two lights on
the wall
below the sub. Swim through that opening, then to the right.
In this small, icy underwater cave, there are two openings in
the ceiling:
One is a square hole where you can surface and get another large
med-pack.
Head for that opening first. The other opening is a long shaft
leading up
to the next area. After getting the med-pack and warming up, go
back into
the water and make the long swim up the water-filled shaft.
You'll swim
through a save/power-up crystal on the way up.
At the top, there's a place to surface and a small med-pack.
From here,
climb up to the EXCAVATION SITE.
EXCAVATION SITE: Apparently Willard and his cronies have
uncovered more
than just a few artifacts. There's a flamethrower guy here, but
he's pretty
much useless. Kill the mutant inside the passage above the
entrance on the
right. (Or, just leave him be. There's nothing there.)
Cross the bridge over the deep chasm and kill 2 more
mutants--one on each
side of the Quonset hut. Go to the far right, past the carved
stone heads,
to the end where the ledge meets the wall. There's a light
mounted above
and another ledge down below. Jump to the angled block next to
the wall,
slide down backwards, grab the edge and drop onto the lower
ledge. This is
SECRET #3. Inside the dark cave you'll find a large med-pack,
Desert Eagle
clips and grenades.
Return to the cave opening. Take a running jump across the chasm
to the
small ledge. Turn around and take another running jump across
the gap to
the small, triangular ledge. Now take a tricky running jump to
the next
ledge. Set it up carefully so you have enough room to run before
jumping.
Once on the square ledge, it's another running jump across to
the next
ledge. Climb into the alcove above, get the grenades, and take a
running
jump from there to the lower of the two ledges below the
bridge.
Climb up onto the bridge. Cross over to the Quonset hut. Take a
standing
jump from the raised block supporting the bridge to grab the
roof of the
building above the door. Pull up and walk to the back, where
you'll find a
small med-pack. Return to the front of the building, press the
button to
open it, and enter to complete the level.
ANTARCTICA PART 3: LOST CITY OF TINNOS
Kills: 90 Items: 24, plus 2 keys, 4 Oceanic Masks, plus 5
save/power-up
crystals Secrets: 3*
*The number of kills varies greatly depending on how long you
take to get
through certain areas. See the note on , below. Also, if you use
grenades
to kill the mutants, you may get an inaccurate count on the
stats screen at
the end of the level. Note that one of the regular pick-ups here
will be
the ROCKET LAUNCHER if you didn't get it in a previous level.
There are several possible routes and sequences of doing things
in this
level. One possible sequence, which will allow you to get all of
the
secrets, is described here.
Objectives: Explore the courtyard of the ruined city to find the
key and
switches that will let you access the rest of the level. Cross
over two
bridges (one is broken), to the next area. From here you'll need
to do two
separate side "missions"--one to find a key, the other to find
four masks.
You'll need all of these items to open the level exit.
Walk-through: Go through the metal door into the ruins. You'll
find
yourself in a COURTYARD of sorts with a tall, square pillar and
several
doors, gates and hallways.
First, go to the far left corner, up the ramps to a large alcove
with a
ladder. Climb up and follow the passageway to a switch with a
window-type
opening on the right of it. Pull the switch to open a door
below. Continue
along the hall to the left of the switch until you come to
another
opening--this one above the tall pillar in the courtyard. Stand
toward the
right side of the opening where the ceiling is higher. Then take
two steps
back from the edge and a standing jump to land on top of the
pillar. Turn
right and take a running jump to grab the ledge on the right
with the
save/power-up crystal and rocket. (NOTE: If you don't have the
ROCKET
LAUNCHER yet, you'll get it here instead of the rocket.) Safety
drop down.
Now go to the door you opened with the switch. It's at the top
of the ramps
near the ladder you climbed earlier. Take a standing jump to
grab the right
side of the doorsill. Inside you'll find the FIRST ULI KEY. Use
this in the
lock at the far right side of the courtyard to open the gates
there.
Go through the gates and climb the ladder. You can use the
switch nearby to
open the gate leading into the hallway where you were earlier,
but this
isn't necessary. Go outside through the opening on the left onto
the ledge.
Throw the switch. (This doesn't do anything until you pull the
next switch
below.) Climb back in and go forward to the end of the hall.
Slide down the
ramp and use the switch to open the carved double doors leading
back into
the courtyard. (If you pulled the other switch above, this
switch will also
extend a ladder in the room where you'll go next.)
Cross the courtyard to the far left corner. Go through the
doorway into a
room with 5 buttons on a high ledge. Climb the ladder you just
extended and
press the first, second and last switch from left to right. This
opens the
gate below. Drop down and go through.
[NOTE: Several people have asked if there is a solution to the
5-button
puzzle other than trial and error. The best solution I've heard
comes from
Jeff Reid, who notes that the symbols on the blocks behind each
switch
could represent living things in a food chain: hunter, elk,
trees, birds,
fish. If you read each set of symbols from top to bottom, all
but the 3rd
and 4th sets make sense (3rd--trees don't eat elk; 4th--fish
don't eat
birds). That works for me.]
BROKEN BRIDGE: High up in the cave wall on the right is a GIANT
WASP HIVE.
When you walk out onto the bridge the giant wasps begin to swarm
out. They
keep coming as long as you remain on the bridge or until you've
killed
about 21 of them. (See note on WASPS, below.) You can either
kill them as
they emerge from the hive, or continue along, killing the wasps
as you go.
When you reach the gap in the bridge, turn left and take a
running jump to
grab the opening of the snowy alcove in the cave wall containing
a
save/power-up crystal. Jump onto the top of the pile of snow at
the left
side of the opening (when facing the bridge). Grab the stone
ledge above
and pull up. From here, face the bridge and look up beyond the
arch on the
right. You'll be able to see the HIVE from here. If you want all
the
secrets, that's where you're headed.
First, take a running jump to grab the left archway, then pull
up. (NOTE:
If you don't want the secret, you can safety drop down from the
back of the
arch and pick up the walk-through below at the **.) This next
bit involves
two invisible platforms. A light source, such as pistol fire or
a flare
will illuminate these. Once you get onto one of them, light a
flare and
drop it and you'll be able to see it clearly. This will help you
to set up
the next jump and keep you from stepping off accidentally. Watch
out for
any stray wasps, since they are capable of knocking Lara off the
ledges.
The first invisible platform is between the two archways above
the gap in
the bridge. From the corner where you're standing, angle Lara to
face the
left corner of the opposite arch. Take a running jump to land on
the
invisible block. Take a standing jump from the edge of the
invisible block
to the corner of the arch. Back up to the edge (the hive is on
your left)
and take a standing jump-grab over the peak to the other
triangular flat
spot. Turn left toward the hive opening. Take a standing jump
from the edge
to the next invisible platform. Take a final running jump into
the hive
opening.
Pull up, and go inside for SECRET #1. The goodies include a
small med-pack,
Desert Eagle clips and grenades. Watch out for the deep pit and,
if you
didn't kill them all yet, more wasps. Follow the same path back
to the
archway on the far side of the bridge. Safety drop down off the
back.
(**) SECOND BRIDGE: Continue to the far wall. Pick up the small
med-pack in
the narrow cave on the left. Then head through the tunnel on the
right.
When you walk out onto the bridge in the next area, 2 extremely
big and
scary mutants come running out of the building on the other
side. They
shoot balls of energy, so keep moving! To dispose of them
quickly and
easily, hit each one with a couple of grenades while side
flipping from
left to right. You'll need to be careful not to accidentally
fall off the
edge, but there is a nice, fairly safe ledge below the bridge on
the left
near the end where you enter.
Once they're dead, cross the bridge. Before entering the
building, take a
look over the left side of the bridge. Below you'll see a
square, gray
door. This is the location of SECRET #3. You'll be back a bit
later on to
get it.
ROOM WITH SWINGING BURNERS IN THE DOORWAY: Now go into the
building and
carefully run past the swinging burners. Don't loiter in the
next room.
There's a small room above, which is SECRET #2, but you can't
reach the
ladder to get to it yet. About 6 wasps will emerge from the
crack at the
top of the room. You can stop to kill them, or continue to the
right and up
the stairs to the next area. (Or, if you like, you can go down
the stairs
on the left and do the ROOM WITH FOUR GATES and the ROOM WITH
HINGED LEDGES
now, but I have included it near the end. See below.)
ROOM WITH PILLAR OF LIGHT: Here you'll find a cross-shaped
walkway with a
PILLAR OF LIGHT at the intersection. Do not step into the light,
or Lara
will fall through the opening and burn to death. There are four
doors--one
at the end of each walkway--flanked by carved blocks depicting
one of the
four ancient elements: earth, air, fire and water. You can enter
these
areas in any order you choose. I'll describe them in order
clockwise. The
two stairways flanking the EARTH walkway lead down to the base
of the
PILLAR OF LIGHT. There are four receptacles here--one for each
of the
OCEANIC MASKS you'll find in the four elemental areas. There's
also a
small, square gate, where you'll re-enter this room later, and a
tall,
silver gate which you'll get to near the end.
THE EARTH ELEMENT AREA: Enter and walk into the quicksand. Stay
to the
right and keep moving, and you'll be fine. As you go along, 5
wasps fly in
from above. You'll probably need to turn around to shoot at
them, but you
can keep walking backwards as you do. When you come to an alcove
on the
right with steps leading up, climb out of the quicksand. Turn
around and
take a standing jump from the left edge of the lowest step to
the sloped
block on the right of the step.
Take a standing jump over the quicksand to the rock pile. Now
turn left and
look for an opening in the left cave wall just below the rock
bridge. Take
a standing jump back over the quicksand to the triangular ledge
at the far
corner of the rock pile, just below that opening. Climb into the
opening.
Take the small med-pack and throw the switch. This drops a block
from the
ceiling of the first room after the swinging burners that will
enable you
to get SECRET #2. Climb out and return to the steps out of the
quicksand.
(BUG NOTE: Be sure to pull the switch only once. See the note
under SECRET
#2, below at the ***.)
Climb the steps and follow the path. Go right at the fork (along
the path
with the torch), and kill the wasp. This will save you some
trouble when
you return this way later. Continue along the path, cross the
bridge and
take the first OCEANIC MASK from the pedestal.
This will start an earthquake that continues until you leave the
area. WALK
back along the path. If you go slowly and carefully, the falling
rocks
should land in front of Lara, instead of on her. When you reach
the fork,
go left (past the torch) and take a running jump across the gap
with lava
below.
Go forward and to the right, down the steps to where the
quicksand used to
be. Now it's a deep chasm. Take a running jump from the bottom
step over
the chasm. When you land, immediately hop back and grab the edge
to avoid
more falling rocks. Pull up and take a standing jump from the
right side of
the block to the next flat ledge around the corner. Walk to the
end of the
ledge. Then take another running jump to the ledge at the far
right. (Watch
out for the overhanging rocks on the right.) Immediately run
into the
hallway on the right so Lara doesn't get squashed by still more
falling rocks.
Once inside the hallway, jump to grab the ladder on the right.
Climb down
and follow the passage to some swinging burners. Carefully pick
up the
Desert Eagle clips in the alcove on the right, then run past the
burners to
a switch. Pull it to open the trapdoor abovbe the ladder on the
left. The
trapdoor is on a slow timer, but you shouldn't have any trouble
getting
through before it closes. When it does, go through the small,
square gate
(it opens as you approach) and return to the room with the
PILLAR OF LIGHT.
(NOTE: There may be a stray wasp or two waiting for you if you
left the
room below without killing all of them, so keep your eyes open.
Also, you
can get SECRET #2 now if you like. I have included it later on,
to save a
trip downstairs. See below at the ***.)
THE AIR ELEMENT AREA: This is basically a big maze. The
diagram tinnos_maze. gif may help you navigate. The shortest
route is
marked in red, but if you explore a bit, you can pick up five
items--2
small med-packs, flares, Uzi clips, shotgun shells and grenades.
The only
danger is a single wasp at the far left corner in the area with
the movable
block. If you get lost, just keep on in a consistent
direction--e.g.,
always keep the wall at your right hand and turn only when you
reach a dead
end.
The goal is the ramp at the far right corner. This leads up to a
room with
three other ramps rigged with spiked wooden cylinders. Avoid the
center
ramp, which leads down to a lava pit. Walk up one of the side
ramps. When
the cylinder starts to roll, side flip to the other ramp. Then
quickly side
flip back to the first. Keep going and repeat the
side-flip-back-and-forth
for the next set of cylinders. Continue to the top. Take the
OCEANIC MASK
from the pedestal and run through the door on the right (behind
the
statue). It's timed to close quickly once you step off the
pedestal, but
getting back on the pedestal will open it again.
Stand in the corner and let the door close behind you. Go down
the ramp,
jump into the pool and swim back to the hallway behind the
PILLAR OF LIGHT
room. Go through the small, square gate to return there. Now,
choose
another door.
THE FIRE ELEMENT AREA: The passage from the entrance widens into
a large
cave with a pool of that weird, yellow lava (or whatever it is).
There are
a number of square pillars standing in the pool. Some of these
have burners
on top, which ignite when Lara stands on or jumps over them.
(NOTE: There's
also a map carved into the ceiling of the cave. If you climb on
the block
and light a flare, the "safe" blocks on the map will glow.)
Start on the left side and take a running jump to the closest
block on the
left (#1). From there, take another running jump over the next
pillar to
land on the pillar against the far wall and a little to the
right (#2).
Turn right and take a running jump to grab the next pillar (#3),
which is
also against the left wall. Pull up and turn to the right. Take
a running
jump to land on the block with the large med-pack and shotgun
shells on top
(#4). This block will ignite after a moment, so grab the items
and quickly
back flip onto the previous block (#3). Now take a running jump
back to the
pillar where you got the goodies, and another running jump to
the ledge
near the exit. If you aim the jump onto the pillar so you land
at the right
side, you can turn, run and jump, without having to set it up
first.
The carved tile just inside the doorway is a trapdoor. There's a
large
med-pack beyond but it's impossible to get it without being
flattened by
the rolling spiked cylinder.
(NOTE: I had originally thought it impossible to get this item,
but several
people wrote to tell me how. It can be done by exploiting a bug
in the
game. First trigger the cylinder and jump to safety. Then face
the
cylinder, move as far to the left and as close to it as
possible. Turn 180
degrees. Jump backward a number of times and Lara will gradually
slide into
the cylinder. When you have reached the centerline of the
cylinder, turn 90
degrees to the left and do forward jumps. Once Lara is over the
med-pack,
pick it up. Use the same technique to get out of the cylinder
again.)
Fall through the trapdoor and slide down the chute into the next
room. Here
there are 4 fire-breathing mechanical statues above a pool of
lava. Between
the two statues on the right is a ledge with a switch. At the
opposite end
of the room is the exit gate. To get to it, you'll need to jump
across a
series of 3 invisible platforms without getting barbecued.
Here's one way:
Take a standing jump from the walkway to grab the first
invisible platform.
DON'T PULL UP IMMEDIATELY. Watch the flame on/flame off
sequence. Just
BEFORE the flame goes out, begin to pull up. By the time Lara is
standing,
the flame will be out. Take a standing jump to grab the next
invisible
platform. (You don't need to walk to the far edge first.) Repeat
this
sequence to get to the third block. While hanging, traverse to
the left
corner. Watch the flames and pull up just before they go out.
Turn to the
right and take a running jump over to the ledge with the switch.
Pull it to
turn off the statue nearest the exit. Turn around and, when the
flames go
out, take a standing jump to grab that third block again.
Traverse to the
left, wait, pull up, turn right and take a final running jump to
the ledge
by the exit.
DON'T RUSH IN. There's a swinging burner just inside. Go around
it, climb
onto the platform from the side and get the OCEANIC MASK. Exit
through the
door on the right (behind the statue). It's timed to close
quickly once you
step off the pedestal, but getting back on the pedestal will
open it again.
Stand in the corner and let the door close behind you. Follow
the passage
to the gate on the left. This opens automatically, bringing you
back to the
room with the PILLAR OF LIGHT. Now, go upstairs and choose
another door.
THE WATER ELEMENT AREA: Enter and approach the first pool. Below
are two
rotating wheels, each with three scythe-shaped blades on it.
Safety drop
into the water between the blades. Roll and swim up to the ledge
in the
center. Pull up onto the ledge and immediately crouch to avoid
the blades.
Crawl forward into the passageway. At the bottom of the
water-filled shaft
beyond is a large med-pack.
Crawl back out to the ledge and safety drop into the water. Roll
and
carefully swim down past the lower blade wheel. Go through the
opening at
the bottom center and follow the tunnel to a room with FOUR
SQUARE OPENINGS
and a rotating blade wheel.
Swim into the LEFT OPENING to get air. Pull the lever, which
opens a door
inside the rightmost opening of the four. This door is timed, so
roll after
pulling the lever and don't hesitate too long at the blades.
Once inside the RIGHT OPENING, swim up to the top for air.
Below, on each
side, is a blade wheel, then a ledge, then another wheel. The
outer wheels
start to spin when you approach. Get the Desert Eagle clips from
the one
ledge if you like. Get the Uzi clips on the other and continue
past the
second blade wheel on that side to an alcove with a lever. (It's
at the top
right if you're facing that wall.) Pull the lever to open the
gate at the
bottom center of the same wall. Swim down through it, climb out
of the
water and get the OCEANIC MASK.
Use the switch in the alcove to the side of the mask platform to
open a
door down in the room with the FOUR SQUARE OPENINGS (and get the
save/power-up crystal). Swim back to the previous room and keep
going
forward, hugging the bottom to take the least damage from the
blades. Go
through the opening straight across the room at the bottom
center. Follow
the underwater tunnel to the right, then down. Pull the lever on
the left
to open a gate ahead, roll, and continue on through the narrow
crevice on
the left. Pick up the MP5 clips on the bottom, and swim forward
then right.
Now you're back in the room with the FOUR SQUARE OPENINGS. Go
through the
one on the BOTTOM. (NOTE: You can stop and get air in the top
opening, but
if you're fast you won't need to.) Continue along the underwater
passage
(the current will sweep you along) until you can surface in
knee-deep water.
Wade forward, go into the water on the other side. Then swim
down and
forward, through a small opening and up a long shaft to an
alcove with a
switch. Pull it to fall through the trapdoor below into a
hallway. Head to
the left, through the gate on the left, which opens
automatically. Now
you're back in the room with the PILLAR OF LIGHT.
WHEN YOU HAVE ALL FOUR OCEANIC MASKS: You can place them in the
receptacles
around the base of the pillar of light. Or, wait until you get
the SECOND
ULI KEY as well.
(***) From the PILLAR OF LIGHT ROOM, go down the stairs where
you entered
(next to the Earth gate). If you pulled the switch in the Earth
area, there
is now a movable block in the middle of the floor. Kill any
leftover wasps
as you climb onto the block and jump to grab the ladder. Climb
up to the
opening and enter the room. Jump past the swinging burner and
crawl into
the alcove to get a large med-pack and save/power-up crystal.
Climb out the
way you came.
(BUG NOTE: It's possible to come to this point and find that the
block you
need to climb on to reach the ladder is not solid. As far as
I've been able
to tell, this is a bug triggered by pulling the switch in the
EARTH ELEMENT
AREA more than once. There are a couple of alternatives aside
from loading
an earlier save or restarting the level. If you're playing on
the computer,
you can download a savegame with Lara entering the secret area.
Or, on any
platform, you can try using the corner bug to obtain the
secret.
If you haven't got all four OCEANIC MASKS yet, return upstairs
and choose
another door. If you have, proceed downstairs to the ROOM WITH
FOUR GATES.
(These stairs are on the opposite side of the room from the
stairs leading
up to the element areas.) Pull the switch to open the gate and
enter
cautiously.
ROOM WITH FOUR GATES: Three of those huge mutants are waiting
for you
inside. One comes out of the gate opposite as you enter. Two
more emerge
from the side gates when you reach the center of the room. You
can devise
your own strategy, or try this: Kill the first with your weapon
of choice,
while jumping up and down to avoid the fireballs. Then go to the
middle of
the room to release the other two. Quickly retreat to the
entrance and
climb the ladder on the left (when facing the entrance gate).
Once up on
the ledges you can crouch near the wall and shoot the mutants
from relative
safety. When the coast is clear, climb down.
Alternately, after killing the first mutant, you can go into one
of the
side alcoves, which will release the mutant on the opposite
side. Kill it,
then go to the other alcove side to release the last one.
Pull the switch in the left alcove. This raises a platform above
and to the
left of the gray stone block in the mutant room. Climb onto the
block, jump
to grab the ledge and pull up. Follow the upper ledges around to
the right
to a small opening. Crawl through to the next room.
ROOM WITH HINGED LEDGES: The switches are numbered in the order
you use
them. The square, hinged ledges are indicated by letters A-F.
Approach the first swinging burner. Stand to either side and
jump or crawl
past it. Turn to the left and take a running jump to the ledge
behind the
second swinging burner. (Start to run when the burner is
farthest to the
left.) Crawl into the alcove and pick up Uzi clips and flares.
Crawl out
and take a running jump back to the first walkway with the
swinging burner.
From here, take another running jump to the ledge ahead. Crawl
in and pull
switch #1. Along with switch #2, which you'll get to in a
moment, this
raises the two ledges below switch #2--labeled B and C in the
diagram.
Crawl out of the alcove and take a running jump to the ledge
ahead on the
right (opposite the one where you entered). Go into the alcove
and pull
switch #2. This lowers ledge A, below the long ledge with two
statues. And,
if you already pulled switch #1, it raises ledges B and C. Exit
the alcove,
turn right and hop down the steps to the corner ledge (B). Turn
around and
take a running jump to the next ledge (C) and a standing jump
down to the
rectangular pinkish stone ledge in the corner. Turn right, back
up to the
wall and take a standing jump to land on the raised block next
to switch #3.
Be careful not to drop down onto the lower pinkish ledge or the
walkway
near the carved double doors (the areas colored ORANGE in the
diagram). If
you do, giant wasps will swarm out of the hive above the pool.
(See note on
WASPS, below.)
Use switch #3 to raise ledge D (just above in front of the
switch). Climb
back onto the block at the left of switch #3. Take a standing
jump to grab
the pinkish rectangular ledge. Pull up, turn around and take
another
standing jump to grab ledge D, near switch #4 (above the switch
you just
used). Pull up, throw the switch and either side flip quickly to
the left
to land on the rectangular ledge, or fall onto the block below
as the ledge
drops and jump back to the rectangular ledge. Switch #4 also
raises ledge E
below the end of the walkway spanning the room.
To get there, you'll first have to raise ledge A again. Jump and
grab ledge
C (below switch #2) and pull up. Then take a running jump to the
corner
ledge (B). Turn around and jump up to grab the step. Pull up and
climb up
to switch #2. Use it again (put it in the up position) to raise
ledge A
(below the ledge with two statues). This also lowers the two
ledges below
(B and C), but you don't need them anymore.
Crawl out and go down the two steps on the right. Turn left and
take a
standing jump to ledge A. Take one step back from the edge and
then a
standing jump to land on ledge E (under the walkway). Jump up to
grab the
handholds on the underside of the walkway. Traverse across to
the alcove
with switch #5. Pull it to open the exit doors and raise the
ledge (F) just
outside this alcove. Take a standing jump to land on that ledge,
then pull
up onto the walkway. Now you're ready to go for the THIRD
SECRET.
(NOTE: If you're not interested in getting the secret, don't
bother pulling
the last switch. Just climb down and exit to the room with
shallow pools,
where you'll get the SECOND ULI KEY. Pick up the walk-through
below at the
****.)
Go into the hall at the end of the walkway. There you'll find
switch #6.
This opens the door below the bridge way back where you killed
the first
two giant mutants. The door is timed, so you have to hustle.
Even if you
jump over the pink walkway near the door, you'll encounter giant
wasps
throughout this run. (See note on WASPS, below.) Don't stop to
kill them or
you won't make it in time. Either shoot as you go or just
out-run them.
The sequence with hints: SAVE YOUR GAME. Pull the switch. Press
Look and
Roll. Run along the walkway and cut to the left toward the wasp
hive (the
crack in the wall). Press Action as you run off the ledge so
Lara lands in
the pool of water below. Roll underwater and climb out of the
pool.
Run/jump to the double doors.
(NOTE: Also, if you're having trouble angling the run off the
walkway so
that Lara lands in the pool. If it's still not working, try this
instead:
First raise ledge D again. Make your way back up to switch #2,
pull it to
raise ledges B and C. Then use these to get back down to switch
#3 and pull
it. Climb/jump up to ledge D, take a running jump to grab ledge
F, pull up,
then pull up onto the walkway. Save your game and pull switch
#6. Run out
of the hallway, side flip to the right to land on ledge D below,
side flip
to the right again to land on the stone ledge, then jump forward
to the
ground near the doors. Lara will take a little damage.)
Run/sprint into the next room (where there are many shallow
pools) and
along the left wall. At the far left corner is a small room with
a ladder.
Climb up, dismount on the left side and pull the switch to open
the gate.
Run through the PILLAR OF LIGHT room and sprint up the stairs.
Go through
the doorway on the right of the Earth gate. After the first turn
in the
stairs, sprint down through the room with the movable block (if
you dropped
it to get the second secret) and to the left. Run carefully past
the 2
swinging burners. (If you've done well and not run into anything
yet,
you'll have time to hesitate a little here.) Run/sprint to the
far end of
the bridge and run off the right side to land on the block
below. Turn
right and run/jump/slide down the snowbank and dash through the
door (which
I hope is still open).
Unless you're brilliant, you'll make some mistakes and
hesitations the
first time through. Even so, don't reload yet. Continue to the
switch that
opens the gate to the PILLAR OF LIGHT room. Then you won't have
to do it
again the next time through, saving precious seconds. Climb back
down,
killing wasps as you go. (NOTE: You can also skip down to the
section on
the ROOM WITH SHALLOW POOLS/SECOND ULI KEY below and get it now
if you like.)
To get back up to the switch that opens the secret door, pull
the lowest
switch (#3), climb/jump to the platform it raises (D), take a
running jump
to grab the ledge below the walkway (F), and pull up. Now save
your game
and try again. The second time through, you might also want to
save your
game at the pillar of light room if you've made good time.
When you make the timed run successfully, you can claim SECRET
#3--the last
of the game--a save/power-up crystal, Desert Eagle clips and a
large
med-pack. If the door closes, use the switch twice to reopen it.
Return via
the pillar of light room to the room with many pools.
(****) ROOM WITH SHALLOW POOLS/SECOND ULI KEY: A number of giant
wasps will
be swarming around, so just deal with them as best you can. (See
note on
WASPS, below.) The SECOND ULI KEY is on a shelf in the room in
the left
corner (when facing the door leading back to the ROOM WITH
HINGED LEDGES).
The room next to that (left side, near deeper pool) and the room
in the
right corner each have a giant mutant lurking inside. You can
draw them out
one at a time or avoid them. Once you have the key, climb the
ladder to the
PILLAR OF LIGHT ROOM.
Use the Uli key in the lock near the silver gate. (If you didn't
get the
third secret, you'll also need to use the switch to open the
silver gate so
you can get in.) If you have already put the four masks in their
proper
places, using the Uli key will turn off the PILLAR OF LIGHT,
revealing an
opening below. Drop into the opening and slide down the ramp to
end the level.
A cut scene follows: Willard uses the artifacts to raise the
meteor from
its crater. Then he falls into the pit and begins to change. Get
ready for
the final battle....
LOST CITY OF TINNOS - NOTE ON WASP RESPAWN: In several areas,
the wasps are
cued to keep emerging from their hives until you leave the area,
up to a
certain number at a time (broken bridge, 21 wasps; room with
swinging
burners in the doorway, about 6; room with shallow pools, first
time, up to
about 18 from the ceiling and 8 from the hive in the corner near
the pool,
succeeding times about 25 from the ceiling only. In these three
areas, they
will respawn if you enter the area again. (The trigger point for
the
swinging burner room is the doorway leading to the burners.) In
some areas,
the wasps will only spawn once if you pass over a specific
trigger point
(as in the room with hinged ledges, where 14 wasps will emerge
when
triggered the first time, but no more after that). Thanks to
Brian C. from
Tomb Raiders Traveler's Guide and Tim Morrow for their help on
the wasp issue.
ANTARCTICA PART 4: METEORITE CAVERN
Kills: 7 Items: 2, plus the FOUR ARTIFACTS Secrets: 0
Objectives: Get the four artifacts back, defeat Willard, climb
out of the
cavern and highjack a helicopter to get the off this big
iceberg.
Walk-through: So you're trapped in a huge round room with
narrow, sloped
walkways above searing lava. Your former employer has turned
into a huge
insectoid mutant that shoots deadly energy bolts, and no matter
how hard
you hit him he just won't die. What's a girl to do?!
Remember that one shot from Willard is all it takes to kill
Lara, and he
NEVER misses. So, above all, don't let him get off that one
shot. Try to
stay on the opposite side of the crater from him. He won't fire
as long as
you are anywhere within the ring around the crater (i.e., if
Lara steps
across the white markings on the floor at the entrance to each
"spoke," he
will zap her). However, he can also kill her by batting her
around with his
spider feet. So keep him moving. If he gets too close, change
direction,
and try to stay on the opposite side of the crater from him. As
you do
this, continue to shoot at him. The obvious weapons of choice
would appear
to be the grenade and rocket launchers. However, these can be
difficult to
aim while moving. If you have any clips left for the Desert
Eagle, I highly
recommend using it, since it auto-aims well.
Shoot Willard until he's stunned. (It takes several grenades or
rockets or
about a dozen Desert Eagle rounds.) If you've done the difficult
part and
stayed on the opposite side of the crater from him, then it'll
be fairly
easy to roll and sprint down the nearest straight path toward an
artifact.
Pick it up, roll and sprint back toward the center. (If Willard
is just
getting up as you're coming back toward the center, save your
game. Use a
different slot just in case you've misjudged. If he's powering
up to fire,
then it's already too late. Reload and try again.)
Repeat the whole thing again for the three remaining artifacts.
The last
one will probably be the most difficult, since you'll have to
get him to
lie down on the far side of the crater from it. But once you
have all FOUR
ARTIFACTS, the meteor will fall back down into the crater, and
Willard will
become vulnerable. Now pull out the big guns and finish him
off.
UPDATE: Several players have sent in refinements for this
strategy. The one
that proved the most consistently useful (at least for me) came
from
Kuerass in Germany:
Upon entering the circle, draw the Desert Eagle and start the
chase. I like
to go counterclockwise, heading from the starting point to the
right. Pass
three straights RUNNING, then two SPRINTING. (If the entrance is
at the 12
o'clock position, you're now at 9 o'clock.) Turn, aim, hit that
trigger and
don't let go 'til he got at least 12 rounds. He'll probably get
pretty
close to Lara but he won't fire as long as you're within the
circle around
the crater. The idea is to not go on until he actually goes
down, so that
he ends up falling down BETWEEN two straights (at roughly 10
o'clock).
That'll give Lara a little extra time in the straight.
Run to the opposite straight (3 o'clock) and when Lara auto-aims
him again,
keep firing. When Willard gets up, he'll be less than a
half-circle from
Lara, but he'll still give chase counter-clockwise. He shouldn't
reach the
next straight (9 o'clock) before being stunned again. Now, roll,
sprint in,
get the artifact, roll, sprint out and repeat the whole
exercise-run past
three straights, sprint to the second, etc., and you'll be able
to get each
of the artifacts in order.
When Willard finally explodes, go toward the hallway flanked by
two
ladders. Take a running jump from the circular walkway to grab
one of the
ladders. Climb up until Lara's hands are level with the ledge.
Climb
sideways as far as you can toward the ledge and pull up. (Or,
climb the
ladder to the area with the carved face and back flip onto the
arm of the
statue behind. Then take a running jump to the ledge.) Go
through the
doorway. (The slope ahead is where Lara entered during the last
cut scene.)
Follow the passage on the right to emerge on a ledge above the
crater.
Use the handholds on the ceiling to traverse to the next rock
ledge. Go to
the end and take a running jump to the ledge on the right. Climb
onto the
ledge above. Turn around and take another running jump to the
thin, square
ledge below the rim of the hole. Climb up through the opening
and go around
the edge of the hole to the tunnel in the snow. Slide down the
slope and
follow the passage to the compound.
Two armed guys in white suits are waiting there--one ahead, the
other on
the left. If you want all the pick-ups, the one on the left has
a large
med-pack, the one ahead Desert Eagle clips. Be careful when you
approach
the body with the clips; there's a guy with a flamethrower in
the alley
waiting to attack. Three more enemies emerge as you explore.
(NOTE: You can
press the button on the side of the building, but the door is
already open
and there's nothing inside.)
When you're ready, go through the alley at the open gate and
around to the
fenced-in area where the helicopter lands. As you approach, the
gate opens.
Enter to finish the level.
After a brief but action-packed FMV sequence, the credits roll.
Then,
following the final statistics screen, if you've found at least
59 secrets,
you'll be given an opportunity to play the bonus level, All
Hallows. If you
start a new game now, you'll have all weapons and unlimited
ammo.
INDIA PART 1: JUNGLE
Kills: 17 Items: 32, plus the SHOTGUN, 1 key and 6
save/power-up crystals
Secrets: 6*
Be sure to find all the secrets so you can access the bonus
level at the
end of the game.
*17 is the maximum number of kills (there are 19 in the PC demo
and perhaps
the same in the PSX game). Your total may be substantially lower
since, in
most cases, you don't have to kill the monkeys. The save
crystals function
as power-ups--equivalent to a small med-pack--in the PC version
of the
game. They are useless in the demo. Also in the PC demo, MP5
clips and
Desert Eagle clips appear as M-16 and automatic pistol clips.
Starting Inventory: Pistols (unlimited ammunition), 2 flares, 1
small
med-pack, 1 large med-pack (In the PC demo, you also get the
shotgun and 2
shells to start.)
Objectives: Find a way into the ruins and locate the Indra key
to exit the
level.
Walk-through: Turn right and walk/jump up the slope. Turn left
and slide
down to the flat green spot. Turn left to face across the brown
slope
toward the yellow-green outcropping of tree roots. Take a
standing jump
from the edge of the green ledge to land on a flat spot
waist-deep in the
leaves. The tell-tale chime will indicate you've found SECRET
#1--the
SHOTGUN loaded with 2 shells plus 2 sets of Uzi clips. (NOTE: In
the PC
demo, you begin with the shotgun, so there's no need to do this
part.)
After getting the shotgun, step forward and slide downhill to
land in a
flat spot near the first set of spikes. Then jump a bit to the
left to land
on the slope. Slide down to the flat area below, where you'll
find some
shotgun shells and a large med-pack. Pick up the med-pack but
don't move
from that spot until the boulder has landed behind you.
(NOTE: If you like, you can jump and grab the fallen tree trunk
on the way
down from the top of the slope. Pull up and make friends
with--or kill, if
you feel you must--a monkey. Drop to the slope facing downhill
and continue
to slide. Either drop down to the left of center so you slide
onto the flat
spot near the spikes, or jump to clear the spikes and press Left
while in
the air to angle Lara a bit that way. Jump to the left twice
more to slide
down onto the flat spot where the shells are.)
From where the shells were, walk up the low rise, position Lara
near the
right edge and take a standing jump, turning a bit left while in
the air,
to leap over the leafy branches and land on solid ground at the
left side
of the base of the big tree. Use standing jumps to get up behind
the tree.
This is SECRET #2--shotgun shells and a save/power-up crystal.
Continue around the tree until you're facing the big slope
below. Turn
around and slide backwards down the green slope, grabbing the
edge as you
fall. Drop to the gray stone ledge below. Turn and drop
backwards to hang
from the stone ledge. Make sure you're at the high flat spot,
not the lower
part, before you drop, or Lara will fall into the spikes. Slide
the rest of
the way down the hill to the flat, brown area.
Hop down into the area on the left where there's a save/power-up
crystal.
The undulating brown stuff ahead is quicksand. Don't venture too
far in.
Rather, go to the first tall, square pillar on the left. You can
climb onto
it (using Action + Forward). Behind the wall, is SECRET #3. At
the left end
of the trench is a grenade. Two of the alcoves contain flares
and shotgun
shells. Return to the base of the wall and approach the corner
of the
temple. There's a doorway here. You can take a diagonal standing
jump to
get into it, or slog through the quicksand a short way and pull
up into the
doorway.
You'll find yourself in a courtyard. On the left, below the big
slope, are
two grated windows--one is recessed behind the bent tree. In the
center of
the courtyard is a small med-pack. As you approach, a monkey
will come and
pick it up. Follow the monkey into the passageway ahead and
he'll drop the
med-pack so you can pick it up. Continue along the passageway to
the
switch. Pull it to open one of the grated windows back at the
courtyard.
Return there and, if you want to, take a short detour to get a
med-pack.
When facing the grated window you just opened, go to the left
past the
corner of the building. Follow the wall to the next corner. On
the right,
below the handle for the zip line, there�s an opening into the
water. Jump
in and swim through the passageway. As you emerge from the
tunnel, you�ll
find a small med-pack on the river bottom. Get it and return
through the
tunnel before the piranhas notice you.
Return to the courtyard and climb up the rocks and the bent tree
to the
window you opened earlier. Hop down into the room below. Pull
the switch
and immediately roll and take a running jump up into the alcove
opposite to
avoid the encroaching spiked wall. When it has passed, hop down
and climb
up into the opening to the left.
Ride the zip line (holding Action) across the water to a small
rocky
outcropping.
(Note: If at any time you fall into the river, the current will
sweep you
along rapidly. Don't bother fighting it. When you come to rest,
look for an
underwater tunnel off to the right. Follow it to the end where
you can
surface. Climb out of the water and go to the left to emerge
back at the
courtyard. You'll need to use the switch to open the grate again
in order
to get back to the zip line. But the second time around you
won't have to
deal with the spikes.)
At the bottom of the zip line, climb onto the rock and take a
running jump
into the opening opposite. Enter the dark passageway and ready
weapons to
kill the tiger that charges from behind the rock ahead. (If you
like, you
can jump up onto the rock at the left side and shoot the tiger
from safety.)
Turn and face the door where you entered. Just to the left of
the three
fungi is a pointed rock outcropping. Stand Lara at the corner
and take a
standing jump to land at the top. In the alcove to the right
you'll find
some Uzi clips.
Hop down and go to the far right corner of this area. There's a
small
med-pack on one of the stone blocks. One of the 2 monkeys may
beat you to
the med-pack, in which case you can either shoot it or patiently
follow it
until it drops the med-pack near the cache of flares (below).
At the top left corner of the area is a boulder. It doesn't roll
until you
pull the switch inside the hollow tree below. Do this to open
one of the
doors near the boulder, then take two side flips to the left to
get to
safety at the top of the low steps. Walk forward from the top of
the steps
and turn left. There are some flares inside the hollow tree.
Go to the top of the slope the boulder came down and into the
door on the
left. Pull the switch to open the door outside on the left.
Enter with weapons drawn. A tiger emerges from the bushes ahead
on the
right. The doorway is a safe spot; the tiger won't follow you
here. Kill it
and proceed down the path to the far doorway. A second tiger
charges from
around the bend. When you've killed it, backtrack to the brush
where the
first tiger emerged. Lara can walk through here to the area
beyond. Take a
standing jump to the top of the block in the corner and pick up
some
shotgun shells. Return to the path and follow it, past where the
second
tiger was, to a large open area under a leafy canopy.
(NOTE: I recommend saving about 20 shotgun shells for the end of
the India
levels. They'll come in handy taking care of the powerful "boss"
character.)
Climb onto the block at the entrance. (NOTE: In the PC demo,
there is a
small med-pack on the ground to the right.) Continue forward to
the far
corner where you'll find some shotgun shells and Uzi clips. Down
below in
the misty area is a pit with spikes at the bottom. Avoid this
for now.
Instead, head to the corner where there's a fallen tree. Crawl
under the
tree (a monkey will show you the way). On the other side, turn
right and
walk along below the tree.
Now walk up along the fallen tree. Get the save/power-up crystal
before or
after killing the tiger that charges along the top of the fallen
tree.
(NOTE: In the PC demo, you can climb up onto the fallen log at
the right
side, instead of crawling under it. If you do this and don't
backtrack to
the right end, you won't meet this tiger.) On the left side of
the fallen
tree trunk is a horizontal branch. Jump to it from the fallen
tree, follow
it to the end, and take a standing jump to the next branch,
where you'll
find some MP5 clips.
Continue over the fallen tree trunk to a room with two grated
windows. Drop
down into the room on either side. Another friendly monkey will
show you
the way into the hallway at the left grated window. Don't go
there yet.
First, look for some goodies inside the tree trunk. Take a
standing jump
from the edge of the opening in the floor to grab the bottom of
the hollow
tree. Pull up into the opening. This is SECRET #4. Crawl forward
and pick
up some flares and MP5 clips. Back up to the opening and safety
drop into
the spikes below. Lara will take a little damage, so use a
med-pack
beforehand if your health is low. Walk to one of the corners and
take a
standing jump out. (Or, if you want to avoid taking damage
altogether, drop
down and hold the Jump key and either Left or Right. Lara will
hop back and
forth between the angled blocks until she reaches a corner and
jumps out to
the safe area.)
Note the large metal gate at the foot of the green steps. You'll
need to
open this in order to continue. To do this, you'll need to get
back
upstairs. First get some goodies: 2 sets of Desert Eagle clips
on ledges
behind the spike area. If you're having trouble getting to the
set on the
left, try a standing jump from the corner up onto the flat
ledge.
Now head for the dark corner behind the spike area. Hop down
into the
opening in the floor and follow the dark passage, walking
through the
spikes. Climb out into the misty area near where you were
before. Retrace
your steps over the fallen log to the room with two grated
windows.
Follow the passage past the left grate until you come to a
spiked area.
Lara will look up to a lighted opening across the room. If you
don't want
the save/power-up crystal on the roof above, head for the
lighted opening
now: Walk forward through the spikes. Turn right and go to the
edge of the
green area. Take a standing jump to grab the stone block and
pull up onto
it. (Pick up the walk-through below at the **.)
To get the save/power-up crystal, step down into the spikes and
turn
around. Position Lara next to the right wall close to the step
and jump
straight up to grab the roof of the walkway. Pull up onto the
roof and take
the crystal. Turn left and follow the walkway to the end. Slide
down the
slope to land on the small corner platform below. Take a running
jump from
the left side of the ledge to grab the corner block on the other
side below
the crevice and pull up.
(**) Pick up the small med-pack. (This does not appear in the PC
demo.)
Jump straight up and grab the crevice in the rock wall. Traverse
to the
left until you can pull up. Kill the monkey if you're feeling
particularly
hostile; otherwise just continue. Climb onto the stone block and
hop down
on the other side. Enter the passageway, where you'll find
another monkey.
Continue to a switch below a boulder. The boulder doesn't roll
until you
re-enter the sloped part of the passageway. So, you can pick up
the next
secret before exiting.
Above the switch on the left is a small cave. Inside you'll find
some
harpoons and a rocket. This is SECRET #5. Back out of the
opening, drop
down, and pull the switch. Now light a flare and start running
for the
doorway at the bottom of the passageway on the right.
Climb down the rocks to the bottom of the cave. On the way down,
try to
kill the tiger that entered when the gate opened. Your gunshots
may scare
it off, in which case you'll need to finish it off when you
reach the ground.
Go down the green stairs and through the gate you just opened. A
little way
in on the left is a tree with a shelf in it, where you can pick
up some
flares. (NOTE: In the PC demo, and apparently in the PSX game as
well,
there's also another monkey in this area.)
Look back toward the gate. Note the well-lit greenery at the top
of the
slope on the right. This is another boulder trap. Run across the
area below
the trap to set off two of the boulders. Approach the top of the
slope and
jump onto the flat area near the middle of the well-lit area to
trigger the
third. Side flip to avoid it.
Once all three boulders have landed, go up the slope into the
greenery.
Advance carefully, as there is a spike pit just inside. On the
ground near
the pit is a small med-pack. Pick it up and turn around so the
pit is
behind Lara. Drop back, grabbing the edge of the opening. Let go
and
immediately grab the ledge just below. Pull up into a small
cave, where
you'll find some flares and a save/power-up crystal. This is
SECRET #6.
Return to the opening and take a standing jump (pressing Action
to lower
Lara's arc) to clear the spikes and land on the block beyond.
Turn around
and take another standing jump from the edge of the block to
grab the pit
opening. Pull up.
Return down the slope and, when you reach the boulders, turn
left. Continue
to the river. Here the water spills into a lagoon where it's
safe to swim.
First, follow the river upstream, to the right, where you'll
find some Uzi
clips on a ledge.
There are now several ways you can proceed and still get to the
end of the
level. You may be able to find others. To enter the ruins via a
second zip
line (longer but more fun), skip down to PATH A. To enter the
ruins via an
underwater passage (shortest route I've found), skip down to
PATH B.
PATH A INTO RUINS (second zip line): Return downstream to the
greenish
point of land on the left shore. Take a running jump from here
to the small
island. Take a standing jump to the flat spot at the peak of the
island.
Position Lara at the highest corner and jump straight up to grab
the
jutting tree trunk above. Pull up. Use the switch here to open a
gate in
the corner where the man-made wall meets the rock wall to your
left.
Safety drop back down to the island. Walk to the edge of the
island nearest
the building and take a running jump from here to grab the flat
rock ledge
just to the right of the square pillar. Pull up onto the ledge,
turn right,
then climb up the rocks and through the gate you just opened.
Go through the short passageway and jump the gap to land on the
tree branch
ahead. Walk across the branches to the top of the second zip
line. Ride it
down into the ruins.
(***) Enter the mossy, walled area. There are 2 tigers lurking
here. Where
they come from depends on where you enter, so stay sharp. There
are several
blocks you can climb on for safety, but once you've shot at the
tigers they
may hide and wait for you to approach again.
To get the save/power-up crystal, go up the green steps near the
two peaked
windows and climb onto the angled block. Take a running jump to
the
matching block ahead, then continue to the crystal.
There are two waterfalls in this area, one of which has a pair
of openings
behind it. There's also a closed gate at the bottom of some
flooded steps.
You will be returning later to open it. For now, go to the
corner to the
left of the waterfalls, climb onto the block there and take a
standing jump
into the doorway. Follow the passageway to a room with a pool.
(This is the
way you came in if you took PATH B.)
(****) Swim to the platform in the middle of the pool and pick
up the
flares. Get on the walkway with the gold door opposite the door
with the
torches. In the corner is an alcove with a movable block. Pull
this block
twice to open the gold door on this side of the room. Head for
the gold
door you just opened. (NOTE: In the PC demo, there is a tiger
lurking
inside.) Enter and pull the switch to open the trapdoor behind
the movable
block. Return there and drop into the water below.
Swim forward and surface in a room with a bridge-like walkway.
There are
two switches here--one at each end of this walkway. One opens
the second
gold door back in the pool room; the other opens the underwater
gates back
into that room. Use both. (Note the differences here between the
full game
and the PC demo, below.)
Go through the gold door you just opened (the one opposite the
empty
alcove) and use the switch there to flood the outdoor area.
Return there
(or go for the first time if you haven't been yet) via the
doorway flanked
with lit torches. Now pick up the walk-through below at the
*****.
PATH B INTO RUINS: Swim across the lagoon to the corner where
the ruins
meet the rock wall on the left. Here you'll find an underwater
passage.
Continue until you can surface. Then climb up onto the walkway
and use the
two switches. One opens a gold door in the next room; the other
opens the
underwater gates into that room. Swim on through.
[NOTE: The switch room is substantially different in the full
game versus
the PC demo. In the demo, the switch room has only one switch on
the
walkway and an underwater lever (on the left wall when facing
the switch on
the walkway). If you choose PATH B, follow the underwater
passage from the
lagoon, and immediately cut to the left so the current doesn't
sweep you
into the next room. (If it does, reload a saved game or pick up
the
walk-through above at the ****.) Don't use the switch. If you
tested the
switch earlier, return it to its up position now. This will
close one of
the underwater gates and open the other, thus changing the water
currents.
Switch up = right gate open; current flows from lagoon into room
with gold
doors. Switch down = left gate open; current flows past
underwater lever
into room with gold doors, preventing you from using the lever.
Use the
underwater lever to open one of the gold doors in the next room.
Then swim
to the other side of the switch room and let the current carry
you in.]
If you want all the kills, head for the outdoor ruins, where you
can meet a
couple of tigers. To do this, go through the opening flanked by
burning
torches. Pick up the walk-through above at the ***. Otherwise,
continue
with the next paragraph.
Swim to the platform in the middle of the pool and pick up the
flares. Go
through the gold door you just opened (the one opposite the
empty alcove)
and use the switch there to flood an outdoor area nearby. To get
there, go
through the doorway flanked with lit torches.
If you didn't get the save/power-up crystal here earlier, you
can do so
now. Climb on the angled block below the two peaked windows,
take a running
jump to the matching block ahead, then continue to the crystal.
(*****) Swim to the waterfall with the two stacked openings.
Climb up, go
under the falls and climb the ladder to the higher opening. Exit
and go to
the right. Climb up onto the ledge just ahead. Enter the short
passage on
the left and use the switch to open the underwater gate below.
Exit the
passage, dive into the water, and swim down on the side opposite
the
waterfalls to find the gate you just opened.
Swim through it and follow the long, underwater passage until
you can
surface in a small room. Kill the tiger waiting here. Then
search the two
dark corners for some MP5 clips and shotgun shells.
Climb up the ladder to the roof. Here you'll meet another monkey
and find
the INDRA KEY. If the monkey grabs the key before you do, you'll
have to
kill it to get the key. Go around the corner to emerge above the
quicksand
area you saw at the beginning of the level. On the steps below
is another
tiger. You may be able to kill it from above. When it's dead,
drop down and
go to the bottom of the steps. On the left of the quicksand
trench is an
alcove with some shotgun shells. On the right is the keyhole
where you can
use the Indra Key to open the door between the pillars. Jump
down into the
quicksand and exit the level.
A cut scene ensues: Lara emerges into a clearing where some
tents and
equipment are set up. We hear a voice--apparently the same man
leading the
Antarctic expedition in the opening movie--attempting to make
radio contact
with this camp. A blond man staggers from one of the tents. He's
obviously
unstable. Lara questions him about what he's doing there and
reveals that
she's looking for the Infada artifact, which she hopes lies in
the ruins
ahead. The blond man mentions "voodoo magic," but Lara is
skeptical. She
asks if there are others with him. He tells her that two others,
Randy and
Rory, are inside the temple, apparently buried under a mudslide.
He wanders
off into the woods, muttering something about Lara probably not
leaving the
ruins alive. She doesn't take much stock in his opinions and
continues on
her way.
INDIA PART 2: TEMPLE RUINS
Kills: 30 Items: 36, plus 5 keys, 2 scimitars and 8
save/power-up
crystals Secrets: 4*
*Be sure to find all the secrets so you can access the bonus
level at the
end of the game. Note that one of the regular pick-ups here will
be the
SHOTGUN if you didn't get it in the previous level.
Objectives: First, find a way into the ruins. Locate 2 keys to
unlock the
gate in the room with the six-armed statue. Ascend to the upper
level and
find 3 more keys to unlock the exit.
Walk-through: Head to the right through the opening in the
tree, and pick
up a small med-pack. Advance slowly and a cobra will rear up
from the
undergrowth. Continue forward through the greenery, killing
another cobra.
If either has bitten Lara, use a small med-pack to antidote the
venom.
(NOTE: You'll know you've been poisoned if the health indicator
bar turns
yellow and begins to flash. If you think you may be meeting
several snakes
in a row, as you do here, you may want to wait until you've
taken care of
them all before using the med-pack.)
Use the switch on the right to open the gate at the top of the
low steps.
Climb the stairs and drop down through the opening. Crawl
through the
tunnel. There's another small med-pack in the alcove on the
left. The low
tunnel behind it leads back to where you started. For now,
follow the
larger passageway. Kill the cobra and continue to the next room
where there
are 2 monkeys. (NOTE: Unlike the ones in the first level, the
monkeys
you'll meet from now on are generally hostile, and you will need
to kill
them.) Climb through the opening to emerge near a lake.
Pick up the MP5 clips and shotgun shells at the top of the steps
on the
left. Take a running jump from the bank (at the right side of
the tree) to
grab the stone platform in the middle of the lake. (Press Left
while Lara
is in the air to adjust the angle so she can grab the block.)
Pull up and
take the small med-pack. From here, take another running jump to
the
shallow area on the opposite bank. If you miss the initial jump
and fall
in, either reload a saved game or swim for this shallow
immediately to
avoid being devoured by the piranhas. (NOTE: I mark these fish
as a hazard,
rather than an enemy, since you can't kill them. So either
out-swim them or
try and avoid the water.) Pull the switch in the right corner to
open the
underwater gate between the submerged ledges. Swim through it
and continue
until you can surface.
Climb out, kill the 2 monkeys, then climb up onto the far ledge
via the
second angled block. Pick up the Uzi clips. Then make your way
across the
mudslide to the stone ledge. Follow the ledge to the end,
killing 2 more
monkeys. Before going into the passageway, take a running jump
to the ledge
ahead (just to the right of the high, curved-top wall). Pick up
the Uzi
clips, drop down and retrace your steps over the mud, along the
ledge, to
the passageway. This time go through, killing yet another monkey
along the
way, and picking up a save/power-up crystal on the other side.
TREETOPS:You'll emerge on a ledge above the water near the
beginning of the
level. Jump to the branch on the left.
(NOTE: If you fall into the river here, either reload and try
again, or let
the current carry you to the left, where there's a still spot.
Then either
climb out on the bank at the left end, or swim down toward the
rectangular
gold grate. Before you reach the grate, there's a passage on the
right
where you can swim up, surface and crawl through. Retrace your
steps
through the cave near the beginning of the level to get back to
the treetops.)
Walk to the tree trunk then take a running jump to the branch
ahead and to
the right (the one that bends upward at the end). Turn right and
take a
running jump to the next branch (between the tree trunk and the
stone
wall). On the right are some flares. Return to the previous tree
and jump
from branch to branch around to the other side of it, where
you'll find
some Desert Eagle clips. Go back around to the branch above the
water.
WATERFALL CLIFF:Turn to face the waterfall and take a running
jump to grab
the stone ledge ahead. From there, jump to the short branch
ahead, where
you'll find a small med-pack. Jump to the left to land behind
the
waterfall. Follow the passage to the other side. Slide back and
grab the
ledge, then traverse to the right, under the falling water,
until you can
pull up. Pick up the shotgun shells. Crawl to the right until
you can stand
up. If you don't want all the kills and pick-ups, you can jump
across to
the next ledge now. Otherwise, drop/climb down to the flat,
green spot near
the water. Take a running jump to the right to land behind the
lower falls.
Go forward into the cave, kill the cobra, then continue to find
some
flares. Return the way you came to the green flat spot.
Climb/jump to the next ledge, shoot the monkey, then duck and
crawl through
the low cave opening. Kill the cobra lurking on the right, then
slide down
the slope and shoot the second cobra just inside the next
passageway. Slide
down the right side of the next slope; the left side is a
boulder trap.
(**BUG NOTE: If you are playing on the PSX or have not installed
the PC
version patch, DO NOT SAVE in the next room, and DO NOT RETURN
THERE after
leaving. Otherwise, you risk coming up against one of the
infamous
"invisble wall" bugs.)
INTO THE RUINS: Drop into the next room, where there is a
six-armed statue.
To the left of the statue you'll find some shotgun shells.
(NOTE: If you
don't already have the SHOTGUN, you'll get it here instead of
the shells.)
In the far, right corner is a movable block. Pull it once, pick
up more
shotgun shells behind it, then crawl through the small opening
to the next
room.
Pick up the save/power-up crystal now if you need it. The statue
comes to
life and attacks with its six swords. When the swords are
crossed over its
chest, it is invulnerable, so you'll need to circle around
behind it and/or
keep it moving so it's not guarding itself. You'll see blood
when you're
hitting it and hear bullets ricocheting off the swords when
you're not. The
statue monster moves fairly slowly and, if you keep plugging
away at it and
don't let it back you into a corner, it will eventually fall and
turn back
into stone.
(NOTE: If you like, you can climb to the platform where it�s
safe and hang
from the edge periodically to get the statue moving again. Or,
while you�re
up on the platform, pull the switches to open the doors, engage
the statue,
then run to the doorway for shelter when you need to.)
If you didn�t already, climb up to the platform where there are
2 switches.
Throw both to open one of the doors out of this room and the
trapdoor in
the floor. Drop through the trapdoor and throw the switch in the
small room
below to open the other exit.
Next to the switch in the pit is a movable block. Push it once.
Enter the
room beyond, which is SECRET #1. Proceed carefully, crawling
under the
poisoned darts. (NOTE: As with snake venom, if you are struck by
one of
these darts, you'll need to use a power-up crystal or med-pack
to antidote
the poison.) Hop down into the pit, grab the small med-pack and
quickly
jump out to avoid a rolling boulder. Now make your way carefully
around,
picking up flares, shotgun shells and another small med-pack
from the
various alcoves. Return to the statue room above the same way
you came.
At this point, it doesn't matter which path you take first.
You'll need to
go both ways eventually in order to find the two keys that open
the large
gate in the middle of this room.
FIRST GANESHA KEY (gate above trapdoor): Follow the passage,
wading
through the quicksand as fast as you can. Climb/jump up the
slope near the
right wall. Turn around and take a running jump from the mud to
grab the
ledge above the entrance. Pull up and kill a monkey. Pull the
switch on the
right of the gate to open it. Run past the spikes, jump the
blade and run
up the steps to safety.
Kill 2 monkeys in the next room. Go around to the right and
locate the
movable block in the second square pillar. Pull/push it under
the left side
of the central structure and climb from the block to the ledge.
Go around
to the other side of the ledge. Take a standing jump from the
edge to grab
the ladder recessed into the ceiling. Climb up for SECRET
#2-shotgun shells
and MP5 clips. Pull the switch and climb/drop down to the floor.
(NOTE: If
you don't already have the SHOTGUN, you'll get it here instead
of the
shells. This switch enables you to get the third secret a bit
farther
along. If you don�t pull it, then the lever that opens the door
for secret
#3 won�t work.)
Use the switch in one of the gold-grated alcoves to open a door
above in
the central structure. Pull/push the movable block so you can
climb up to
it. Drop into the pool below. Pull the underwater lever to open
the gate.
Surface for air if you need it. Swim through the gate, pull the
2 levers in
the next room to open a trapdoor in the passage between the two
lever
rooms. Swim up through it.
In the next room is a large, shallow pool flanked by steps. In
the pool are
3 underwater levers and a small gate. Jump into the pool and
pull the lever
at the foot of the steps to open the gate. It is timed to close
quickly, so
roll and swim for it. Inside is SECRET #3-a grenade, flares and
a large
med-pack. (NOTE: If the lever to open the secret door doesn�t
work, you
missed an earlier secret and need to go back. See the note above
under
secret #2.)
If you're playing the PSX version, you'll probably want to get
the
save/power-up crystal on the other side of the pool before
trying to get
the key.
Return to the pool and pull the 2 levers opposite each other to
turn on the
fire-breathing statues above. In the firelight you will be able
to discern
several invisible platforms floating above the pool. Use these
to
climb/jump over to the solid ledge with the switch. (NOTE: If
you're having
difficulty getting onto the first invisible platform, it's a
standing jump
from the edge of the pool to grab the top of the block. A flare
will also
help illuminate the blocks if you don't want to bother with the
levers.)
Pull the switch to open the gate at the top of the stairs to the
left of
the statue. This door is timed, so as soon as you pull the
switch, side
flip to the left, run off the platform and dash up the stairs
through the
gate.
Go to the right. Pull the switch, turn left and run to the far
left end of
the room. Pick up the FIRST GANESHA KEY, roll and run through
the gate on
the right (the same way you entered). You'll have to sprint both
ways to
avoid being skewered by the wall of spikes. After the spikes
have passed,
go back inside to the right to find MP5 clips and a small
med-pack. (NOTE:
If you're having an especially difficult time outrunning the
spiked walls,
try this: Pick up the key then stand still. Use a med-pack as
the wall
passes, and Lara may emerge unscathed. Thanks to Sven for this
tip.)
Return to the room with the pool, which has turned into a mud
bath. As you
approach the mud, the invisible platforms crumble away. Slog
through the
mud, keeping close to the wall, and climb out on the other side.
Climb/jump
up the mudslide to the top right. Follow the passageway. Pick up
the flares
in the alcove on the left. The stairway opposite contains a
boulder trap.
Hop backwards up to the second step then run down into the
doorway as the
boulder rolls past.
Now go up the stairs. The two gates open as you approach. Enter
and choose
your path. They both end up in the same place, but the left path
is more
dangerous. Left: Jump the blade, dash to the end of the hallway
with a
rolling boulder in hot pursuit, then duck and crawl through the
low opening
on the right. Right: Follow the passage to the switch (you can
hear the
boulder rolling next door), kill the interfering monkey and use
the switch
to open the gate.
Kill 2 monkeys and pick up the small med-pack. Get the
save/power-up
crystal in the next room. Then go through the side passage and
climb/drop
down into the room where you killed the six-armed statue.
SECOND GANESHA KEY (other small gate): If you haven't already
done so, use
the switch on the platform above the mud to open the second
small gate.
Follow the passage to the next room. Kill the 2 monkeys. Cross
this room
and enter the next, where there is a pool flanked by
fire-breathing
statues. Swim across, surface and climb out at the middle of the
ledge to
avoid being toasted by the flames. Pull the switch to open the
underwater
gate just below.
Swim through the gate, hugging the side or bottom of the tunnel
to avoid
being hit by poisoned darts. Once in the next room, stay to the
right so
Lara doesn't get crushed by falling rocks. Surface and climb out
on one of
the ledges to find a small med-pack. Swim across to the opposite
ledge.
Climb the ladder and back flip onto the ledge behind. Take a
running jump
to the ledge ahead and to the left (when facing the ladder).
Jump to the
next ledge on the left. Turn around and take a standing jump
from the edge
to grab the ladder above and ahead. Climb to the top. Take a
standing jump
to the next ledge on the left, then a running jump to the ledge
with the
cobra. (The opening below the cobra ledge is the exit from the
next secret
area.) Kill the snake, then take a standing jump to the ledge
near the
doorway.
Jump into the doorway and immediately jump back and grab the
doorsill. A
boulder will roll past overhead. Pull up and crawl under the
darts and
blades to the edge of the spike pit. Pick up the small med-pack
on the left.
(***BUG NOTE: You might want to use the ALTERNATE PATH for this
section,
below, if you are playing on the PSX or have not installed the
PC version
patch. Otherwise, you risk coming up against one of the infamous
"invisble
wall" bugs.)
If you're low on health (or want to save in the PCX version),
jump across
the pit first and get the save/power-up crystal, then jump back
to the
other side. Turn around and hang from the edge of the pit.
Traverse to the
left side and drop down to the flat spot next to the blades.
Crawl through
the blades into the low opening to find SECRET #4. Kill the
cobra and claim
some Desert Eagle and Uzi clips, and a save/power-up crystal.
Drop through
the opening into the pool (watch those darts!) and retrace your
steps back
up the ledges to the blade pit.
This time, instead of dropping down, jump across. Get the
save/power-up
crystal if you didn't earlier. Locate the movable block (A) to
the right of
the crystal. Push it once (to A2).Turn to the right to face
anothermovable
block (B). Push this second block four times into the next room
(to B2).
Return to the passageway. There are three more movable blocks
(C-E) next to
the first block you pushed. Push the second from left (C) and
the rightmost
block (E) once each (to C2 and E2). Push the middle block (D) to
either
side (D2 or next to A2) to reveal a switch. Use this to flood
the pool in
the room below (the one between the fire-breathing statue room
and the one
where you killed the six-armed statue).
Go into the area where you pushed the first block. Ahead is a
boulder trap.
Stand in the middle of the ramp, walk forward carefully and back
flip when
you hear the boulders drop. The boulders will pass you on either
side.
Proceed to the bottom and take a running jump over the pit. Hang
from the
edge of the next pit and drop down into the pool (not the
blades). Avoid
the poisoned darts if you can, as you swim back to the room with
the
fire-breathing statues.
(ALTERNATE PATH: Climb and jump all the ledges to the top. Do
not drop down
into the spiked pit. Jump across instead, re-arrange the boxes
and pull the
switch. Now jump back across the pit, drop down and get the
secret. Get
back into the water from there and try to swim through the
hopefully-not-blocked passage. The advantages are that you'll
have to
climb/jump all these ledges only once and you'll avoid the
boulder trap.
And you won't miss a single pick-up. Thanks to Hagix for this
tip.)
Climb out of the water and go back into the next room, to the
pool you just
flooded. Jump into the pool and use the underwater lever to open
the gate.
Swim inside and collect the SECOND GANESHA KEY. Return to the
room where
you killed the six-armed statue and use your two keys to open
the large gate.
Enter, jump over the spikes and quickly climb the ladder to
safety as the
spiked ceiling descends. At the top, kill 2 monkeys and pick up
the
save/power-up crystal. In an alcove on the other side of the
room from the
save crystal is a movable block. Pull it out and jump from it
to one of
the high ledges with the switches. Pull both of them to open the
gate below.
Drop down to the side of the gate and run in front of it to trip
the
boulder trap. Enter and hop down into the pit to close the gate.
Continue
past either of the fire-breathing statues to the next room. If
Lara crawls
or stays close to the wall, she won't get toasted.
ROOM WITH THREE SIX-ARMED STATUES: In the next room, you'll find
2
six-armed statues (plus a third that does not animate). The
first comes to
life as you enter, the second only when you climb onto the
platform with
the third statue. Kill them one at a time. There are shotgun
shells at the
top of the steps and a small med-pack in the pool. Both of these
spots are
safe, as is the platform with the third statue. But you'll need
to hang
from the platform, climb out of the pool, or hop down from the
step
periodically to engage the statues in order to get their guard
down.
When you've killed the statues, take their SCIMITARS and place
them in the
hands of the third statue to open the next gate. Get the Uzi
clips in the
pit just inside. Follow either hallway and climb through the
small opening.
THREE KEYS AND THREE LOCKS: In the room beyond you'll find
what's left of
Randy and Rory, along with another six-armed statue. It animates
as you
approach the platform in the center. Kill it and pick up the
THIRD GANESHA
KEY from the platform, and some flares below the second body.
You'll need
two more keys to exit.
(NOTE: The low platform with the flares is a safe spot from
which to shoot
the statue. You'll have to hop down and back up again
occasionally to
re-activate the statue, but it won't bother Lara up here.)
(Alternately, wait to pick up the key on the pedestal. Get the
other two
keys first. Unlock two of the locks in the next room. Then
return for the
last key, pick it up and, as the statue animates, run and unlock
the exit,
then leave without having to kill the monster. Thanks to Vesa
H., a fellow
Finn, for this tip.)
The gate near the hole in the floor opens as you approach. Light
a flare,
sprint into the room and pull the switch on the opposite wall.
Immediately
roll, run to the left to the second switch, pull it and run
through the
trapdoor you just opened. All this must be done very quickly to
avoid the
descending spiked ceiling. Pick up the FOURTH GANESHA KEY and
return to the
big room. (NOTE: If you're stuck at the spike trap, try this:
After pulling
the second switch, immediately side flip to the right to land in
the
opening. Use a med-pack in-flight to minimize the damage from
the spikes.
Thanks to Vicki for this tip.)
Go into the next room, where you'll find a save/power-up
crystal, the exit
door, three locks and an opening above water. Stand facing the
opening with
the keyholes on your right. Jump into the water and swim forward
toward the
wall ahead. The current will suck you toward the spikes, but if
you hold
the swim key down, you'll be able to reach the wall, where the
current is
weaker. Follow the wall to the first lever and pull it. Now roll
and try to
swim back along the right wall (hold the swim and right
buttons). When
you're nearly to the corner, cut to the left. You'll get dragged
toward the
spikes, but you should be able to make it to the center of the
room where
the current isn't as powerful. When you reach the center, swim
straight
toward the opening. Then cut to the left toward the other side
wall. Again,
the current will drag you toward the spikes, but if you keep
heading
forward, you can make it to the far wall before Lara gets
skewered. Follow
the wall to the corner and pull the second lever, which will
turn off the
current. Get air if you need it, then retrieve the FIFTH GANESHA
KEY from
the bottom.
Use the three keys to open the gate at the top of the steps and
exit the
level.
A cut scene follows: Lara emerges from the temple and sees the
psychotic
blond explorer rafting down the river. She draws her weapons and
fires. He
laughs and makes some dramatic gestures and the temple begins to
crumble
around her. Lara dodges falling stone blocks as the bad guy gets
away. She
starts to follow on foot then notices a quad bike nearby.
INDIA PART 3: THE RIVER GANGES
Kills: 14 Items: 20, plus 4 save/power-up crystals Secrets: 5*
*There are two paths through this level. The totals above are
for the path
which leads past all of the secrets. The alternate path, through
the ruins,
will give you 29 kills and 24 items, plus 2 keys, 3 save
crystals and only
4 secrets.
Objectives: Travel down-river on your borrowed quad bike to find
the level
exit. If you take the path through the ruins, you'll need to
locate 2 keys
and open the gates that will let you drive the quad bike through
for the
final jump across the river.
Walk-through: Don't get on that bike yet; first, find a secret.
Turn
around, go past the temple and the fallen blocks to a ledge
above the
river. Turn around, drop back and climb down the rock ladder and
left to a
green ledge. (NOTE: Save your game frequently if you can. If at
any time
you fall into the river, you'll need to restart since the strong
current
and the piranhas will quickly put an end to poor Lara.) Turn
around and
take a running jump to the stone ledge ahead. Run, jump and grab
the next
ledge; pull up. (This jump is quite tricky. Be sure to jump from
the left
side of the block and hold Forward and Jump the entire time.)
Turn left,
take a running jump to grab the next ledge, and pull up. Turn
right and
take a running jump to the L-shaped ledge. Take a standing jump
to the next
ledge, using Action to lower Lara's arc so she doesn't hit the
low ceiling.
Take a running jump to the next ledge and another running jump
to grab the
last. Enter the room for SECRET #1.
Inside is a series of angled blocks above sharp blades. Stand
with the
first angled block on Lara's left. Side flip onto the slope and
hold Jump
to spring off each of the blocks in turn, landing on the square
pillar
above. Collect shotgun shells, a save/power-up crystal and a
large med-pack
from the ledges and drop down. Return to the beginning of the
level the way
you came.
(NOTE: I recommend saving about 20 shotgun shells for the end of
the India
levels. They'll come in handy taking care of the powerful "boss"
character.)
Above and behind the quad bike is a small opening containing MP5
clips and
flares. Pick those up then get on the bike and ride around
almost to where
you climbed down the ladders. Jump the bike over the river from
the little
hill into the tunnel on the other side.
(NOTE: To get up some extra speed use "turbo": hold the
brake--same key as
Sprint--and press Action to rev the engine. Then release the
brake and go.)
Ride through the tunnel, past the pit on the left. Park and get
off the
bike before the next gap. (NOTE: To dismount, press Roll +
Left/Right.)
Climb down the ladder into the pit to get SECRET #2--shotgun
shells, flares
and a large med-pack. Climb back up and ride over the pit.
Continue to an
area with several ramps. Jump the first gap, turn left and jump
the next
gap. Park the bike near the gold gate. Climb down then up to the
top of the
first ramp. Jump to the opening on the left.
Follow the passage. There's a cobra just around the first bend.
Kill it and
continue. Soon you'll come to a hole in the floor above the gold
gate and
bike. Jump over it. Continue, killing another cobra and picking
up the
small med-pack nearby. Drop through the next opening, kill 2
monkeys, grab
the save/power-up crystal and press the button to open the gold
gate.
Drive through the gate and choose your path at the fork. The
LEFT PATH
skirts the ruins and allows you to find all the secrets. The
RIGHT PATH
leads into the ruins and bypasses one of the secrets.
ALONG THE RIVER (left at the fork): Ride up the main path. Jump
the next
large gap on the right side and quickly cut to the right to keep
from
falling into the chasm. Ride forward slowly, hugging the right
wall past
the hole. Continue to the opening on the left. Ride down onto
the stone
bridge and dismount. Jump to the ledge on the right, where
you'll find some
Desert Eagle clips. The small opening above leads to SECRET
#3--harpoons,
Uzi clips and a save/power-up crystal. Return to the bike.
Continue forward, jumping the gap, and proceed to a fork. Drive
down to the
left and park. Walk forward past the ramp to an opening with a
tree on the
right. Go around the tree and jump to the root that sticks out
over the
river. Take a running jump to grab the rock ledge opposite. Pull
up and
take the Uzi clips. Shoot 2 vultures and return to the bike the
way you came.
Slowly ride up and around the narrow ledge. Stay on the rocks
when you come
to the trees, or you'll fall through. Continue around to a
straight-away
with a small gap. Use turbo to jump the small gap and keep going
over the
river to the other side.
Dismount, grab the save/power-up crystal and climb down the rock
ladder,
getting off on the block on the right side. Kill the cobra, take
the Desert
Eagle clips and climb back up. Drive the bike around to the area
above the
cobra ledge. Now jump the river one more time. You'll end up in
a rocky
canyon on the other side, where you can leave the bike.
Slide down the slope near the left wall to land on a small
ledge. Pick up
the walk-through below at the **.
THE RUINS (right at the fork): Drive the quad bike down the
rocky path and
jump the river. Dismount, kill a monkey and pick up a small
med-pack. Climb
down into the hole. Go up the slope past a small opening on the
right. At
the top of the slope are two openings on the left. The first is
partly
concealed by greenery. Inside is a cobra and the FIRST GATE KEY.
The second
opening contains flares and Uzi clips.
Return down the slope and climb through the small opening (now
on your
left). This leads into the building. Kill 3 monkeys and pick up
a small
med-pack and shotgun shells (in the small alcove). Continue
around to the
left, where you'll see a relief of Ganesha (the Hindu god with
the elephant
head) and two locks in raised alcoves on either side. Continue
underneath
Ganesha to an alcove where you can climb up through the
ceiling.
The next area has two locked gates and a pool of quicksand in
the far right
corner. There's a save/power-up crystal on the ledge opposite
the
quicksand, and a monkey lurking about. Climb up the rocks to the
left of
the first gate. Jump to the branch and from there to the opening
in the wall.
Drop down on the other side and head toward the gate with
quicksand around
the bottom. There are shotgun shells in the high alcove
opposite. Pull up
at either end where it's lower. Return to the tree and climb the
rocks
below to jump to the branch. Walk across the branches, kill the
monkey in
the L-shaped alcove, and follow the ledge to an entrance into
the building.
Go in past the opening in the floor to the next room. Kill 2
monkeys, pick
up a rocket, Uzi clips and the SECOND GATE KEY. Then kill 2 more
monkeys.
Return to the hole in the floor and drop down on the side away
from the
fire-breathing statue. Kill another monkey. Go around to the
left, kill yet
another monkey, and push the button to open the small gate and a
larger
gate outside. This also lets in 3 more monkeys.
Exit through the small gate, climb the rocks, jump to the
opening in the
wall and drop down into the previous area. Drop into the hole
behind the
tree to re-enter the first building. Use the gate keys in the
two locks to
open the big gate outside. Go around to the right, past the
torches, and
crawl through the green opening where you entered. Return to the
quad bike.
Drive the bike down into the hole. Follow the passage up the
hill, through
the gate and up to the ramp near the quicksand. Use turbo to
jump the
quicksand and sail through the second gate. Drive to the right
past the
tree and around the building to the opening in the green wall.
Dismount and
kill 2 monkeys.
You're now next to the river again. If you want to, you can go
for a rather
difficult pick-up. Jump to the tree root that juts out over the
water. From
there, take a running jump to the green stone ledge. Now make a
tricky
running jump across the water to grab the left edge of the tree
root.
(Angle this jump so Lara takes off from the peak of the ledge
and grabs the
left side of the root.) Take a standing jump to the other
triangular area
of root. From there, jump to the ledge. Pick up Uzi clips and
harpoons.
Take a running jump from the tree root closest to this ledge to
grab the
green ledge on the other side of the water. Take a running jump
back to the
first tree and return to the bike. Jump the bike across the
river to the
GREEN CAVE opening.
GREEN CAVE: Kill 2 monkeys and get a save/power-up crystal. Now
head to
the left, past the opening that leads to the WATERFALL area, to
arrive at
the bottom of a ROCKY SLOPE.
(**) If you took the path ALONG THE RIVER (above), you'll enter
this area
by sliding down the ROCKY SLOPE. (NOTE: If you're using the PSX
version,
you can pick up another save crystal now by going through the
opening at
the bottom right of this area into the GREEN CAVE.)
ROCKY SLOPE: Kill the pair of vultures. Find the jutting block
along the
rock wall. (You'll be standing just below it if you took the
river path and
slid down from above.) Take a standing jump from the edge of the
flat spot
below to grab onto it; pull up. Cross the ledge and jump to the
next ledge,
a path between two clumps of rocks. Go through to the other side
and take a
running jump to grab the high ledge opposite. Pull up and walk
to the end
of the ledge. There's another smaller ledge with a green opening
in the
cliff wall ahead. Take a running jump to land on the angled
block just to
the left of the opening. Slide back and grab the edge. Traverse
to the
right, pull up onto the ledge and crawl in to find SECRET
#4--Desert Eagle
clips and a small med-pack.
Crawl out of the cave and turn to the right. Take a running jump
to the
angled block near the wall and hold Jump to land on the ledge to
the left.
From there, return to the ground the way you came.
WATERFALL: Go through the opening on the right at the bottom of
the ROCKY
SLOPE into the GREEN CAVE. If you haven't already done so, kill
the 2
monkeys and get the save/power-up crystal.
At this point, it's impossible to jump back across the river to
the RUINS,
even if you use the quad bike. So continue to the end of the
level. Go
through the opening near the save crystal to the small pool.
Cross the
rocks on the left and jump the gap to the stone ledge. Kill 3
more
vultures. (Notice the broken raft in the pool below the falls.
Apparently
your quarry came this way as well.) From the end of this ledge,
jump to the
small square ledge ahead. Safety drop to the ledge below and
pick up
harpoons and MP5 clips. Take a running jump across the pool to
grab the
crevice. Traverse to the right, pull up and craw into the cave.
This is
SECRET #5-- a save/power-up crystal, harpoons and shotgun
shells. Back out
and drop into the pool.
Swim down and grab the small med-pack on the bottom. Then climb
out and go
through the rocky passage behind the falls to finish the level.
INDIA PART 4: CAVES OF KALIYA
Kills: 15 Items: 8, plus the GRENADE LAUNCHER, the INFADA
ARTIFACT and 2
save/power-up crystals Secrets: none
Objectives: Make your way through the maze of corridors to the
bottom of
the level to take on your fellow explorer and claim the Infada
artifact.
Walk-through: The beginning of this level is basically a
three-tiered
labyrinth. Below that is an anteroom and finally the room with
the India
boss, Tony. There are a number of paths you can take to reach
the
bottom. The most direct route, which bypasses the middle level
entirely,
is marked with red dots.
UPPER LEVEL: Pit #1 contains flares. There is a cobra in one of
the
dead-end passages and Uzi clips near the opening down to the
lower level.
To get there, head left at the start of the level. To get to the
middle
level, go right at the beginning of the level, down a ramp
(sprinting into
either the alcove or the hallway at the end of the passageway to
avoid
being flattened by a boulder). Follow the passageway past
another boulder
trap and climb up into the middle level.
MIDDLE LEVEL: Pick-ups are shotgun shells, plus a small med-pack
guarded by
a cobra. Both of these are in dead-end passages in the area with
the brown
stone floors. There's also another cobra in the dead-end passage
to the
left as you enter from the boulder trap area. To get down to the
lower
level, locate the movable block in the middle of the level
(between the
three radiating passages with raised steps) and move it aside to
open up a
fourth passageway. Follow this to pit #3.
LOWER LEVEL: Enter via pit #2 (from the upper level) or pit #3
(from the
middle level). There is a cobra in one of the dead-end passages
and flares
and a save/power-up crystal near pit #4, which leads to the end
of the level.
At the bottom of pit #4 is a dark room containing 10 cobras.
Drop a flare
down into the pit then safety drop down. Kill the 4 cobras in
the first
area without stepping between the angled blocks. This sets off a
boulder
trap. When the first group of cobras are dead you can trip the
trap and
jump back into the clear area to get out of the way. Now advance
into the
next area and kill the remaining 6 cobras.
Continue past where the boulder landed and crawl through the low
opening.
Get the small med-pack and save/power-up crystal at the top of
the ramp.
Then slide down to meet the boss.
The boss, who you later find out is named TONY, stands on a
small block in
the center of a large room with stone platforms set in a pool of
toxic
liquid. As soon as you enter, he'll start warming up his
fireball attack.
If you have trouble killing him, try this: Draw your shotgun
before you
slide so you can start shooting right away. Take two or three
shots from
the ramp and first platform. Then jump to one of the larger
platforms on
the side and position Lara so she has room to side flip back and
forth
while facing him. Continue to pump him full of shotgun shells,
jumping to
the other side of the platform every time he launches an attack,
and taking
care not to fall into the pool.
Alternately, slide down and jump right onto the platform where
Tony is
standing. He'll send the fireballs up toward the ceiling, so you
may need
to sidestep left and right to avoid them as they fall. At close
range,
pistols work fine and shotgun blasts are even more effective
(only about
six or seven will do it). When he dies, he'll disappear in a
huge
explosion, leaving the INFADA ARTIFACT behind.
Before getting it, pick up a small med-pack, the GRENADE
LAUNCHER (loaded
with 4 grenades), plus 4 more grenades on the next platform.
Take the
artifact last to end the level.
An FMV sequence follows: Lara emerges from the ruins and sees a
boat
chugging down the river. The pilot calls out to her and she goes
aboard. He
apologizes for the unfortunate incident with Tony, who was one
of his
employees, and introduces himself as Doctor Willard. (He's the
same guy we
saw earlier in Antarctica and heard over the radio at the jungle
camp.) He
tells Lara he's inspired by the way she handled Tony and would
like to
offer her other work. She hesitates. Then he explains that the
Infada
artifact is actually one of four similar pieces fashioned from
meteorite
ore by Polynesians who settled an island off Antarctica. He
scans the
artifact and shows her an analysis of the material on his
computer,
explaining that the ore is unique, an unknown material. Lara
asks how it
ended up in India. He says his investigations led him to the
diary of a
sailor on Charles Darwin's ship, the HMS Beagle. Lara begins to
read and we
flash back to the voyage.
August 14, 1834.... The sailor writes that he's restless and
hungry. He and
a few of his mates go ashore on a hunting expedition and
discover four
mysterious objects in a cavern of ice. We see one piece, which
resembles
the Infada artifact but is shaped like a lizard. Before they can
decide
what to do with the pieces, a wolf attacks, killing one of the
sailors. The
rest barely manage to escape as the ice cavern collapses.
Willard informs Lara that of the original group that found the
artifacts,
only Stephen, the diarist, survived. His compatriots were killed
for their
pieces in India, the South Pacific and Nevada, and Stephen sold
his
artifact after returning to London. The doctor is hot to
investigate the
remaining three locations. Lara agrees to sign on.
(IMPORTANT NOTE: When you finish this level, you will be able to
choose
which area you want to go to next. Although you can play the
three middle
areas (Nevada, London and South Pacific) in any order you like,
I strongly
recommend playing Nevada first. If you don't mind a spoiler,
read the
beginning of the walk-through for the High Security Compound
level.)
E-mail [email protected]
LONDON PART 1: THAMES WHARF
Kills: 26 Items: 30, plus 2 keys and 8 save/power-up crystals
Secrets: 5*
*Note that one of the pick-ups here will be the SHOTGUN if you
didn't get
it in the previous level. Be sure to find all the secrets so you
can access
the bonus level at the end of the game.
Objectives: Make your way across the rooftops and alleyways to
the level's
end in a bell tower. First you'll need to enter the building
opposite to
get the key to the flue room. There's a pair of buttons you need
to press
in the right sequence in order to raise a scaffold, enabling you
to get to
the flue room. Another button inside this room opens up a path
to the next
area, containing three large water tanks. Fill and empty the
tanks in the
proper sequence, opening underwater hatches as you go, to reach
the last
area--the roofs near the bell tower. Pick up a few useful items
there and
locate the exit.
NOTE: There are several shortcuts through this level. I will
probably
include them in an updated version of this walk-through. But,
for now, I've
described the long route for readers who want to cover
everything.
Walk-through: You begin on a ledge high above street level.
Before jumping
across to the next building, take a detour for a secret.
ACROSS THE CRANE & BACK: At the place where the bridge meets the
ledge
you're on, take a running jump over the angled roof. (Set up
this jump with
one step and one hop back from the base of the roof.) In the low
area
behind, you'll find shotgun shells and a save/power-up crystal.
Backtrack
and use the corner block to climb out onto the brown metal
ledge. Cross the
roof and jump onto the crane. Walk down the arm and drop down
onto the
dangling gray block. Position Lara at the middle of the block,
facing the
crane body. Walk off the edge to land on the roof below, taking
a small
amount of damage. Slide down the roof, grab the edge, and let go
to land in
an alcove clear of barbed wire. Walk through the barbed wire and
follow the
hallway to SECRET #1--a rocket and small med-pack guarded by 2
rats.
(Alternately, jump from the gray block dangling from the crane
to the
nearest ledge--on the right if Lara's back is to the body of the
crane.
Climb down the yellowish grating and drop to the cement ledge
below. Take a
standing jump from the MIDDLE of the ledge to the alcove below,
so as not
to slide into the barbed wire.)
Exit the hallway and climb out of the barbed wire onto the block
at the
left corner. Climb onto the ledge above, then up the yellow
grating ladder.
Jump over to the dangling block then climb onto the arm of the
crane. Turn
around and take a running jump through the break in the railing
diagonally
to the right, to land on a ledge. Jump to the small, square
ledge ahead.
Pull up and slide into the area where you found the shells and
save
crystal. Again, climb up the block onto the metal ledge. Turn
around and
jump to grab the top of the wall on the right. Traverse to the
left until
you're behind the ledge where you started. Pull up and slide
onto that ledge.
ALLEYS AND BUILDINGS NEAR THE START OF THE LEVEL: Go to the
right end of
the ledge. Hop down onto the square grate below, then down to
the angled
roof. Grab the end, pull up and back flip onto the ledge behind.
Kill a
crow that makes a fuss. Throw the switch to raise a green
trapdoor on the
outside of the building across the way.
Now cross over. You're probably keen on using the zip line, so
go that way
now since you won't be able to later on. Use the overhead
grating to
traverse to the next ledge where the handle is. Ride the zip
line down to
the roof, let go and press Action again to grab the roof as you
slide back.
Release and grab the crevice below. Traverse to the right, pull
up onto the
green trapdoor, and kill the guy with the gun. Pick up the small
med-pack
he drops.
Enter the room beyond. Jump to the first ledge, but watch out
for the
breakaway tiles on the far side. You may be able to kill 2 rats
on the far
ledge from here before taking a running jump over to it. Follow
the
hallway, subdue the man at the end and take his FLUE ROOM KEY.
Return to the ledge with the dead rats, drop and hang from the
edge, then
let go and grab the ledge below. Pull up and press the button to
open a
trapdoor near the entrance. Drop to the ledge below to get some
harpoons.
Safety drop to the ground and pick up a small med-pack in the
rubble from
the broken tile, plus some flares in one corner and a
save/power-up crystal
in another. Use the button to open the trapdoor above the ladder
and climb
up. From the top ledge, jump to grab the horizontal crevice on
the left.
Traverse to the right, drop to the ledge and jump to grab the
ledge at the
entrance.
Use the switch outside to lower the green trapdoor. Drop to the
ledge
below. Kill the crow. Now check out the various small openings
in the
wall--two are accessible from the ledge. Jump up to grab the
opening on the
right. Traverse to the right to the second and third openings.
They contain
2 boxes of shotgun shells, SECRET #2. (NOTE: If you don't
already have the
SHOTGUN, you'll get it here instead of one of the boxes of
shells.)
Traverse back to the ledge.
Now crawl into the left opening. Follow the tunnel up to a ledge
high above
another alley. Across the way you'll note painters' scaffolding.
Hop across
to the button and press it to uncover another button elsewhere.
Return via the crawlspace to the ledge below the green trapdoor.
Drop down
onto the steeply angled roof at the left side. Grab the edge and
drop onto
the crates. Take out the gunman lurking across the way. Then
pick up
flares, Uzi clips and a save/power-up crystal. Climb the tall
stack of
crates. Jump to grab the block ledge. Climb the yellow grate up
the side of
the building, then two more similar ladders to reach the top.
Jump over to
the ledge where you started.
Climb down to the trapdoor switch as you did earlier. This time,
take a
running jump across the alley to land on the roof with the small
med-pack.
Grab the crevice in the wall and traverse to the right. Climb up
and take
the path to the right. This leads to a gap near the alley with
the
scaffolding. Jump the gap, go around back and kill a crow. Pick
up the
large med-pack and press the button (this is the one you
uncovered earlier)
to raise the scaffolding.
Return to the gap above the alley, jump to grab the other side
and pull up.
From here, take a running jump to the scaffolding. Shoot
another crow. Now
jump from the scaffolding into the doorway of the FLUE ROOM.
Pick up the
flares and use the key to get in.
Take the save/power-up crystal and use the button to turn off a
burner
elsewhere and turn the fire on in here. Time a run past the
flames, climb
out and take a standing jump back onto the scaffolding. Safety
drop to the
metal ledge and return, via the crawlspace, to the other side of
the building.
Drop down and climb up the ladders to the starting ledge. Again,
jump
across to the roof where you got the small med-pack and traverse
to the
right. This time there is a gunman on the right-hand path. Take
care of
him, then climb onto the higher ledge and follow that path to an
opening
above a burner (this is the one you turned off in the flue
room). Jump over
the opening to grab the ledge, pull up and take the shotgun
shells. Go to
the left, turn around and safety drop off the angled roof to
land on a
ledge with a rocket. This is SECRET #3. Climb the ladder, jump
to the flat
spot above, then jump over the hole to the walkway below.
Now, drop down into the hole. Slide down the ramp to emerge on a
small
ledge in the alley with the scaffolding. Jump the gap (using
Action to land
in the doorway) and follow the vent, picking up a save/power-up
crystal and
large med-pack and killing 2 rats on the way.
INDUSTRIAL AREA WITH THREE LARGE WATER TANKS: At the bottom is a
control
room with an armed guard on duty. When he's out of the way, take
a look
around. Note the switch and two covered buttons. Down the long
hallway are
three humongous water tanks. At the start tank #1 (closest to
the button
room) is half full, and tank #2 (middle) is empty. So, you're
unable to get
to tank #3, which can only be accessed by swimming across tank
#2.
Use the switch to fill tanks #1 and #2. Jump into tank #2,
retrieve a small
med-pack and Uzi clips, and pull the underwater lever to open a
hatch in
tank #1.
Go back to the switch and use it again to lower the water
levels. Jump into
tank #1 and swim down through the hatch you just opened. The
propellers are
moving more slowly now, so you can swim past them into the next
room. (If
you hadn't pulled the switch, Lara would be shredded.) Climb out
of the
water, take out the guard, and follow the hallway to the end
where you'll
find a box of shotgun shells. Kill the 2 rats in the crawlspace
and go
through it, picking up a small med-pack.
In the next room you'll find a robot with live electric cables
twirling in
front of it. Yes, it is lethal. As you enter, you receive a
"vision" of the
electrical panel in a nearby alcove. That's a hint. What you
must do is
trick the robot into shocking the electrical panel.
If you're playing the PSX version, you'll probably want to go to
the far
right end of the track first to get the save/power-up crystal.
(The button
there turns on the lights, but it makes no difference whether or
not you
press it.)
When the robot heads for the end of the room where the save
crystal was, go
to the opposite end and pull out the movable metal box. Make
sure you stand
aside when the robot returns. If it touches the box while Lara
is touching
it, she'll be electrocuted. Move the box down the track until it
is at the
T intersection of the long path and the crosswise path near the
electrical
panel. When the robot comes along, it will bump into the box
then turn
around and drive into the alcove, frying the electrical panel,
thus opening
one of the button covers above.
Go into the hallway where you entered and climb the grating to
get back
into the button room. Press the button you just uncovered to
fill tank #3.
Then kill the guard who arrives on the scene. Use the switch
again to
refill tank #2 and swim across it to the doorway leading to tank
#3.
Swim across tank #3 to the far ledge. Another guard comes out,
so you'll
have to take care of him. (Try to ignore the alarms. There
doesn't seem to
be a way to turn them off.) Go inside and use the button to
raise the cover
on the second button back in the other room. You'll also find
this drains
tank #3.
(** NOTE: It is possible, using a carefully angled running jump,
to land
Lara in the small, square, water-filled opening at the bottom of
tank #3.
However, you won't be able to finish the level. When you reach
the next
area, the exit will be too far above the water level to reach.
Exit the room where the guard came out, climb onto the walkway
to the left
and go to about the middle. Above you'll see grates on the
ceiling that you
can use to traverse across the empty pool. Drop to the ledge,
kill 2 rats,
and get the small med-pack and save/power-up crystal. Follow the
passageway, pick up a large med-pack and drop into tank #2. Swim
to the
door. Take out another guard in the hallway and go push that
last button,
on the right above the raised cement area. This opens a hatch in
the bottom
of tank #3. Swim down through it. Take the harpoons and follow
the
underwater passage to a lovely flooded edifice.
LOVELY FLOODED EDIFICE: In two of the corners underwater you'll
find
shotgun shells and a small med-pack. Get them and climb out into
the
doorway. (NOTE: If you find you can't climb out because the
water level is
too low, you'll need to go back to an earlier save, or restart
the level.
Next time, be sure to flood the third water tank, which also
raises the
water level in this area. See the note on this above at the
**.)
Kill the thug and take his small med-pack, plus the
save/power-up crystal
in the alcove. Jump over the barbed wire to grab the grating.
Climb up,
walk through more barbed wire and jump to grab the small
platform on the
side of the crane. Pull up. Turn right and take a running jump
to grab the
ledge topped with still more barbed wire. Pull up and walk
carefully to the
right where you can jump up to a flat spot.
CATHEDRAL ROOF & BELL TOWER: Cross the roof and climb up on the
other side.
Don't go all the way up to the walkway yet. Instead, head to the
right.
Cross over the peak of the low roof and slide down the back on
the right.
There's a trench filled with barbed wire, but you'll find a safe
spot at
the right end where you can safety drop down. Walk through the
wire to pick
up some Desert Eagle clips and return the way you came.
When you come around the ledge outside the bell tower area,
you'll
encounter 2 gunmen you'll need to take out. Now find the movable
block at
the center (where the four paths converge) and pull it twice.
Use it to
climb to the shingled ledge above. In a depression behind the
ledge,
there's a large med-pack. Get it, climb out and take a running
jump across
the gap to a similar depression where you'll find SECRET #4--the
CATHEDRAL KEY.
(NOTE: You won't actually use this key, and it will disappear
from your
inventory, but it counts as a secret toward the bonus level. It
shows Lara
on the ledge above the movable block. The arrow indicates the
path of the
running jump to where the key is. When you do this jump, be sure
to set it
up so Lara jumps right at the edge. Her feet will nick the top
of the roof
on the other side, but holding the Forward key through the
entire jump will
keep her from sliding back.)
Go back to the walkway outside. In the front corner farthest
from the
crane, there is a ladder leading down. Climb down, drop down
several
ledges, and you'll find SECRET #5--a crawlspace containing a
large
med-pack. Climb up the way you came. Follow the walkway to the
left and
jump down at the break in the railing to end the level.
A cut scene follows: Lara subdues a sniper in the bell tower.
When she
interrogates him, he says he works for a woman named Sophia
Leigh. Lara
wants to know who she is and what she does, but the man pleads
ignorance.
He says he merely kills people for her, as his father and
grandfather did
before him. Lara asks how old this woman is. The thug says she's
in her
late 20's or early 30's. Lara is understandably skeptical. Then
the guy
tells Lara he gets a bonus for some special targets, such as
herself.
"I could even retire from you," he says.
"Then you might want to mind. . . the bell," Lara replies, as
the ringing
bell knocks the man off the tower. She wishes him a "happy
retirement,"
then slides into Aldwych station.
LONDON PART 2: ALDWYCH
Kills: 29 Items: 41, plus 3 keys, Masonic Mallet, Ornate Star,
Old Penny,
Ticket, UZIS, ROCKET LAUNCHER and 9 save/power-up crystals
Secrets: 5
Be sure to find all the secrets so you can access the bonus
level at the
end of the game. Note that the pick-ups in this level will
include the
SHOTGUN and MP5 ASSAULT RIFLE if you didn't get them in a
previous level.
Objectives: Make your way through an abandoned tube station to
the secret
lair of a mysterious brotherhood known as the Damned. First,
find the
maintenance key, which will help you get an old penny. Locate
two Solomon's
keys, which will unlock a door within the temple so you can get
the Masonic
Mallet. Buy a ticket with your penny and use it to gain access
to another
area, where you can use the mallet to (indirectly) get to the
level exit.
In the process, you may discover some additional items and
secrets, and
you'll find out more about the ageless Miss Sophia Leigh.
Walk-through: The level begins with Lara falling down a hole
from the bell
tower above. Grab the end of the first slope. Release Action and
press it
again to drop to the slope below, slide and grab the opening
opposite. Pull
up and claim a box of shells (NOTE: if you don't already have
the SHOTGUN,
you'll get it here instead of the shells.)
Drop into the water, climb out and go up the stairs. On the
third landing,
shoot out the vent. Behind it is a save/power-up crystal and a
ladder
leading up to a room with red girders. Kill the gang member
lurking in the
corner and pick up a bunch of goodies--flares, shotgun shells,
and Uzi
clips. (NOTE: Again, if you don't already have the SHOTGUN,
you'll get it
here instead of the shells.) You'll find out more about these
guys, the
"Damned," in the cut scene following this level.
Go around to the left and pull the movable block with the metal
coils. Drop
down through the opening onto one of the ticket machines. Shoot
another
thug from above. Hop onto the next machine and climb up the back
of the
movable block into a passageway. Drop/climb down into the ticket
booth,
where you'll find a large med-pack and MAINTENANCE KEY. Press
the button to
exit. Pick up a small med-pack from the guy you killed.
As you've probably surmised, you're now inside the abandoned
Aldwych tube
station. On the other side of the ticket machines are four
doors. Beyond
are escalators leading down to two train platforms.
RIGHT SIDE ESCALATORS: First, go through one of the doors on the
right and
down the escalator. Jump the pit at the bottom. (Use a running
jump on the
right side; the ceiling is too low on the left side.) Kill the
masked thug
and his mangy dog and use the key to open the MAINTENANCE ROOM
at the end
of the platform. Press the button inside to turn on the lights
and pick up
Uzi clips and a small med-pack. Exit and go to the other end of
the
platform, where you'll find an OLD PENNY near the illuminated
sign.
WOODEN CRATE ROOM: Go back to the pit at the bottom of the
escalators and
safety drop into it. Head to the left (when facing the
escalators above)
and sprint into the doorway on the right to avoid an oncoming
train. Inside
is a red-lit room with numerous wooden crates. Take out the 2
angry gang
members. Pick up the small med-pack on the floor and the
save/power-up
crystal in the corner. When you climb back over the crates, a
dog will
attack, so ready those guns. (NOTE: The button behind the crates
on the
other side of the room turns on the alarms but does nothing
else.)
Now climb/jump up to the level with the angled box. Side flip
onto the
slope and jump to grab the grate ahead. Climb up and back flip
onto the
ledge behind. Kill another thug who's lurking in back of the
boxes. Relieve
him of his small med-pack. Jump over to the small square ledge
ahead and
left of the red light on the ceiling. Take a running jump with
Action to
land on the ledge ahead on the right, behind the grating ladder
you just
climbed up. You'll find the UZIS here if you don't already have
them. If
you do, this will be Uzi clips instead. Take a standing jump
down to the
boxes on the left, or safety drop to the floor.
Return to the top where you killed the gang member. Jump up to
grab the
grating on the ceiling and traverse forward, then right. Drop to
the ledge.
Climb into the doorway. Turn around and jump to grab the ledge,
where
you'll find a rocket. Now get in the doorway below the drill
and, if you
didn't do it down below, SAVE YOUR GAME.
DRILL ROOM: Slide backwards down the ramp and grab the end. Let
go and drop
to the break-away tiles. Jump to the left onto the slope, then
slide and
jump to grab the horizontal crevice opposite. Traverse to the
right and
drop to more break-away tiles. Fall through onto the slope
below, grab the
end and pull up. Jump, twisting in mid-air, to land on the
opposite slope
facing uphill. Slide and grab the end. Drop and grab quickly
three more
times and pull up into the alcove with the save/power-up crystal
and MP5
clips. This is SECRET #1. Needless to say, all this has to be
done speedily
as the huge drill is bearing down on you from above. (NOTES: The
secret
area will contain the MP5 ASSAULT RIFLE itself if you don't
already have
it. And, in case you've forgotten that mid-air twist, it's Jump
+ Roll--Alt
+ End on the PC.)
Follow the ramps to the bottom for a large med-pack. Then
climb/jump back
up to the middle level with the gray tiled floor. Climb up
through the
opening in the ceiling into a brick area. There's a small pool
(which
doesn't lead anywhere but comes in handy if Lara catches fire)
and a
save/power-up crystal around the corner. Climb up the grating
onto a ledge
with flames billowing across it. Be sure to stand at the edge to
avoid
catching fire. Take a standing jump up to the higher ledge and
the flames
will extinguish. Climb up a little farther for a small med-pack.
Vault onto
the sloped ledge, walk to the other end, then take a diagonal
standing jump
to grab the next grating ladder. Climb up until Lara's feet are
on the
first silver stripe and back flip to land in the alcove behind.
Press the
button to open a trapdoor back in the WOODEN CRATE ROOM. This
also turns on
another flame at the top of the grating ladder. Jump to grab the
grating,
climb up, then immediately crouch. Crawl across the ledge to get
the Uzi
clips, then safety drop off the other side.
Follow the stairs to a low, dark room above the tracks. At the
far end is a
rat, a large med-pack and some shotgun shells. Get the goodies,
then safety
drop through the opening to the platform below.
Again, drop down into the pit to the lower tracks and go to the
WOODEN
CRATE ROOM. Use the grates on the ceiling to traverse back to
the drill
area. Walk over the drill and climb into the next passageway,
where you'll
find the FIRST SOLOMON'S KEY. Unfortunately, you'll need to take
the long
way back: Follow the passageway to the room above the tracks
where you were
a few minutes ago. Drop to the tracks, then drop down to the
lower tracks
and return to the WOODEN CRATE ROOM.
[IMPORTANT WARNING: A few people have informed me of a bug in
both the PC
and PlayStation version where the drill does not stay level with
the
doorway but sinks far below, making it impossible to walk across
it to get
the Solomon's Key.
[UPDATE: Huw L. suggested an alternate fix: He found that when
he went
through the trapdoor at the top of the wooden crate room to the
area with
the three timed doors (below) before crossing the drill to get
the
Solomon's Key, the drill bug was activated and he couldn't get
the key.
Howe1ver, when he went to the drill BEFORE going up to the three
timed
doors, no bug.]
ROOM WITH ROLL-DOWN DOORS: Climb/jump up to the trapdoor you
just opened.
Enter and take out the thug and his dog. Get some shells on a
ledge above
where you came in (back flip off this ledge or jump while
pressing Action)
and some MP5 clips in the room to the side. You'll notice two
closed doors
as well. One contains the final secret of the game. You'll be
back to get
it later. (The roll-down doors at the top of the two flights of
stairs
don't open.) For now, fall through the break-away tiles and pull
the
movable box that's blocking the trapdoor above.
THREE TIMED DOORS: Go down through the trapdoor and follow the
passage. One
way leads back to the room you were just in. The other leads to
a network
of passages ending in a room with a pool and three doors. There
are 2
buttons on the wall down the hallway. These open the doors,
which are timed
to close before you get there. ;-) Here's the drill:
RIGHT DOOR: Press the right button. Press Look if it's your
first time
through to kill the "vision" of the door opening. Roll and run
up the
hallway to the room with the doors. Use sprint on the
straight-aways but
release it for better cornering. Run around the left side of the
pool then
straight on to the door on the right. (It is possible to jump
the pool but
more often than not you end up falling in.) Once inside, press
the button
to lower a trapdoor in the middle room. Slide down the ramps and
follow the
passage back to the buttons, picking up some flares on the way.
MIDDLE DOOR: Press the right button again. Repeat the same run
to the
middle door. Once inside, climb up through the trapdoor, press
the button
to open another trapdoor in the left room, and follow the
hallway to drop
down near the pair of buttons.
LEFT DOOR: Press the left button. The timer here is even faster,
but if you
sprint on the straight parts as you did before, you'll make it
in time.
Once inside, use the ceiling grates to traverse over the pool.
Drop and
grab the ledge. Pull up into the alcove and get shotgun shells a
save/power-up crystal and the SECOND SOLOMON'S KEY.
Follow the underwater tunnel to emerge back in the ticket area.
Kill the
thug waiting for you then use your penny in the fourth machine
from the
ticket window to buy yourself a TICKET. (NOTE: Don't forget to
pick up the
ticket when it drops out of the machine onto the floor.)
LEFT SIDE ESCALATORS: This time, exit through the doors on the
left. The
escalators here lead down to a platform with a huge pile of
dirt. One of
the Damned emerges and attacks here. Beyond the dirt pile is a
vent you can
shoot out to access SECRET #2--a pit containing shotgun shells.
If you want to, you can run up the stairs and kill a rabid dog
so he won't
surprise you later when you emerge through the closed door at
the top.
Kill the 2 rats on the tracks. Then jump down and go to the
right. Another
thug comes out of a door and ducks into another. Follow him
quickly so as
not to be hit by an oncoming train. Use the button inside to
open two doors
outside. The one on the right contains a save/power-up crystal,
the one on
the left leads to a pool and a closed door.
MASONIC TEMPLE: The area leading to the temple is a maze of
passages, doors
and button. And you'll probably want to save your game here in
case you get
lost or misplaced. Slog through the pool and push the button to
open the
door. Take the first right, then turn right again. Push the
button here
(B). Turn around go back to the left, then go to the right down
the long
corridor. At the end, just to the left is another button (C);
push it.
[Don't push the one at the end of this hall (D).] Turn around
and come back
up the long hallway. The doors on the right are now open. Go
inside and
pick up a small med-pack in the dark alcove. Now press the left
button (F),
but not the right (E). Exit this room through the door on the
right and
walk straight across the hallway. Turn right to face the first
button you
pushed after entering (B). Push it again (it should be red now).
Turn
around and walk forward then to the right down a newly opened
hallway.
Follow it, passing two alcoves containing another small med-pack
and MP5
clips. Continue to the inner sanctum of the Masonic temple.
Enter and go to the right. Use your two Solomon's keys in the
keyholes to
open doors at the front and back of the room. Go around the
corner and pick
up a save/power-up crystal and the long-awaited UZIS on the
floor opposite
the red chairs. (If you already have them, you�ll get Uzi clips
here instead.)
Head for the back of the room, taking care to avoid the
break-away floor
tiles with spikes below. Run over the tiles into the little room
you just
opened. Grab the MASONIC MALLET and take a standing jump over
the spikes to
grab the edge. Pull up. Kill the dog that charges from the left.
Then go
back to the corner with the floor-length purple curtain and
break-away
tile. (Don't worry; there are no spikes below this time.) Go
behind the
curtain to get the ORNATE STAR and some MP5 clips.
Exit the temple through the small door in the opposite corner,
which opened
when you used the keys. Pick up a small med-pack and flares,
then follow
the underwater passage to a room with several cement ledges.
Climb onto the
block near the upper entrance and take a running jump to grab
the crevice.
Crawl through and drop down to the ledge with the railing. Climb
onto the
higher ledge and take a standing jump from the corner to grab
the grate in
the ceiling. Traverse to the wall, then drop and grab the small
opening.
Pull up and crawl through.
TURNSTILE: Use your ticket in the turnstile to gain access to
the next
room. You may be able to kill 2 rats inside from the doorway. If
not, take
care of them, and the club-toting goon at the same time.
Confiscate the
goon's small med-pack. Then go around the row of turnstiles and
use the
Ornate Star to unlock the room with the campfire inside. (NOTE:
If you're
having difficulty unlocking the door, stand right at the middle
of it,
rather than facing the lock.) Another thug rushes out. Kill him
before he
flambées Lara, then enter.
This is SECRET #3. Climb through the opening in the ceiling.
Follow the
passage to drop down into a room containing a save/power-up
crystal. The
door opens automatically, and you're back at the landing above
the pool.
(Kill that nasty dog in the stairwell now if you didn't
earlier.) Do the
jump-climb-traverse thing to get back to the TURNSTILE room.
This time go to the right, down the escalator. Use the Masonic
Mallet to
open the door at the bottom. Get the rocket in the crawlspace
above. (This
is SECRET #4.) Then press the button to open a trapdoor inside
the TRAIN
CAR nearby.
Exit and go down into the hole on the left. As you approach, the
door on
the right opens and a thug comes out to pound on Lara. Subdue
him and
relieve him of a small med-pack. (NOTE: The ENCLOSED WALKWAY he
came out of
leads down to the platform below the RIGHT SIDE ESCALATORS, but
don't go
that way yet.) Continue down the tunnel. Jump the gap, kill the
dog a
little farther on, and continue down the stairs to the
platform.
TRAIN CAR: Shoot the goon before he has a chance to hurt Lara.
He'll leave
another small med-pack. There's also a save/power-up crystal in
the alcove,
flares on top of the train car, and large med-pack and shotgun
shells in a
hole in the mud-filled, bat-infested tunnel beyond the
campfire.
Go back up the stairs to the hole. Drop down and follow the
tunnel to the
trapdoor under the train. Climb up into the train car. Push the
button to
cause a tremor and open another trapdoor. Drop through it and
follow the
tunnel to an open hallway with alcoves along the right side.
Proceed
forward, but DON'T SHOOT the gang member who dashes out of an
alcove.
Instead, follow him around the corner and let him open a door
for you.
He'll return with a buddy. Now you can kill them both. (NOTE: If
you kill
the first guy before he opens the door, you'll have no hope of
getting the
final secret.)
Go into the room the thug opened, pick up a rocket and press the
2 buttons.
One opens the second trapdoor in the train; the other opens a
door in the
ROLL-DOWN DOORS ROOM.
Backtrack past the alcoves (pick up a small med-pack in the
last) toward
where you came in. Go right and up through the trapdoor into the
train car.
Press the button again, go through the other trapdoor and follow
the tunnel
to the opening. Take the ENCLOSED WALKWAY across the tracks. Go
down the
ramp to the platform, drop into the pit, go to the WOODEN CRATE
ROOM, and
climb up through the trapdoor. Enter the newly opened door on
the
right--SECRET #5. Kill another bad guy, and pick up a huge cache
of
goodies: MP5 clips, Desert Eagle clips, a large med-pack and the
ROCKET
LAUNCHER. Now, wasn't that worth the walk? :-)
Press the button to re-open the trapdoor into the TRAIN CAR.
Then exit. You
may encounter another thug on the far side of the big room when
you leave.
(NOTE: He doesn't always appear. Perhaps it depends on how you
approach.)
Return to the train. The quickest route is probably down into
the WOODEN
CRATE ROOM, across the ceiling grates to the drill, down onto
the tracks,
up the ramp, across the ENCLOSED WALKWAY, down into the hole, up
through
the train, and down into the hallway where you killed the 2 guys
who opened
the door for you.
Now exit the level by going down either of the ramps.
A cut scene follows: Lara falls into the lair of the Damned and
finds
herself before their leader. He correctly guesses that she's
looking for
Miss Leigh. But obviously not for revenge, he says, since she
hasn't got
the face for it. Lara asks if he has, and the masked man replies
caustically that he doesn't even have a face. He says he took a
job as a
research assistant in Miss Leigh's cosmetic company. And, after
taking part
in a failed experiment to discover the secret of eternal beauty,
he and the
others ended up faceless monstrosities. The supreme irony, he
explains, is
that when he tried to take his own life, he found it didn't
work. He
strikes a deal with Lara: If she brings him some embalming fluid
from the
natural history museum, he and his friends will help her get to
Sophia Leigh.
RECOMMENDED READING: If you enjoyed the ambience of this level
as much as I
did, you might want to check out Neil Gaiman's book Neverwhere,
a novel
about a more-regular-than-regular guy who falls through the
cracks of
"normal" society and ends up in the mysterious realm of "London
Below."
It's full of abandoned tube stations, sewers, secret doors and
passageways,
etc. A completely fabulous book, which I recommend highly. In
case you
haven't heard of him, Neil is the guy who did the Sandman and
Stardust
graphic novels and The Day I Swapped My Dad for Two Goldfish.
LONDON PART 3: LUD'S GATE
Kills: 19 Items: 53, plus a key, EMBALMING FLUID, the HARPOON
GUN and 11
save/power-up crystals* Secrets: 6
*Numbers are approximate and depend on which route you take. Be
sure to
find all the secrets so you can access the bonus level at the
end of the
game. Note that the pick-ups in this level will include the
ROCKET LAUNCHER
and SHOTGUN if you didn't get them earlier.
Objectives: Sneak into the Natural History Museum and steal some
embalming
fluid for your immortal friends. This will grant you access to
the second
part of the level. Here you'll need to navigate a series of
water-filled
areas and locate a key to unlock a door to the final area--the
building
where Sophia Leigh has her office. This is where the last London
level begins.
Walk-through: In case it wasn't obvious from the previous cut
scene, the
Damned are now your friends, so don't shoot at them.
THE LAIR OF THE DAMNED: Turn and follow the guy with the torch
down the
plank walkways to a room with several shallow pools. Exit
through the
doorway on the LEFT. (The right doorway will get you where
you're going,
but you'll miss a secret.)
(NOTE: Some people have had the gang member who leads Lara to
the exit
attack her apparently without provocation. To avoid this, it may
help to go
around the outside edge of the shallow pools rather than
following the man
across the center bridge.)
INSIDE THE NATURAL HISTORY MUSEUM: Slide down the ramp and
quickly pull up
into the opening on the right before the spiked ceiling descends
and
crushes Lara. Slide down into a small room. On the right you'll
see a
button. This opens the trapdoor ahead on the left. Don't go
there yet.
First, walk over to the left onto a white rock ledge. Go to the
right end
of the rocks and drop down to the small brick ledge. Safety drop
down to a
clear area in the barbed wire. Walk to the other end and climb
into the
crevice. Inside are a large med-pack and flares--SECRET #1. To
get out,
climb onto the ledge above where you got the med-pack, then up
to the next
ledge. Turn around and take a diagonal standing jump to grab the
edge of
the opening, pull up, and slide down to the white rocks where
you started.
Or, take a running jump from the ledge through the opening.
Go back into the little room. Press the button if you didn't
earlier. This
opens the trapdoor above. Climb up and scale the grating to just
above the
third silver strip. Back flip into the passage behind and pick
up a large
med-pack. (This is the way you would have come had you taken the
right door
initially.)
Jump back to the grate and climb up and over to the left side.
Be careful
not to drop into the barbed wire. Position Lara's hands on the
grate just
below the opening with the purplish-red light. Jump and twist in
the air to
grab the grate behind (Jump + Roll + Action). Climb up and crawl
into the
crack for SECRET #2--a rocket. (NOTE: If you have trouble making
Lara climb
into the opening, release Action and quickly press it again so
she loses
her foothold but grabs the ledge again. Then press Forward to
pull up. If
this doesn't work, try pressing Crouch + Forward while holding
Action. Also
note that if you don't already have the ROCKET LAUNCHER, you'll
get it here
instead of the rocket.)
Climb down the grate to just above the wooden slope and jump,
twist and
grab the black grate behind. Climb up farther until Lara's feet
are just
below the top of the green-lit area. Back flip into the opening
with the
save/power-up crystal and shotgun shells. (NOTE: if you don't
already have
the SHOTGUN, you'll get it here instead of the shells.) Slide
down the
slope and jump to grab the grate. Climb all the way to the top.
DUCTS ABOVE EGYPTIAN AREA: Go through the crawlspace to the end.
You'll
find more shotgun shells in an opening on the right, but don't
go all the
way through. There's a guard in the hall beyond. Instead,
backtrack to the
point where you can stand up. Climb into the duct, pick up a
small med-pack
and drop down into the next room. Kill the guard here. Use the
button to
open the door, and kill the second guard in the hallway.
EGYPTIAN AREA OFFICE & EXHIBIT: Pull/push the movable block onto
the gray
square. This will cause the tall pillar blocking the door to the
next room
to slide away. Go into the hall and to the right to enter this
area. Get a
small med-pack on a ledge in the back. Climb the stepped blocks
to the
doorway between the wooden ladders. Push the movable block there
so it's in
front of the door. This will move the tall pillar outside back
in front of
the outer door. Climb over the movable block and drop down on
the other side.
Go out to the top step and turn left. Take a standing jump to
grab the
wooden slats on the ceiling. Traverse forward and left, then
drop to grab
the edge of the alcove with a save/power-up crystal. Pull up,
get the
crystal, then safety drop to the ground. Climb back up the
blocks, jump to
grab the wooden slats on the ceiling again and this time head
for the
alcove on the right. Drop, grab the ledge, pull up and crawl
into the
alcove. Use the switch to open a door high above. Then, climb
out and drop
down to the floor.
Climb up the movable pillar in front of the door. Pull up onto
the ledge
above and go through the crawl space. The ducts lead you back to
the
hallway. Move the block in the computer room again to slide the
pillar back
from the entrance. Go back to the EGYPTIAN AREA.
Climb onto the movable pillar. Grab the ledge above, pull up and
jump (with
Action) to the ledge on the right with the switch. Pull it to
close the
door of the movable block room creating a climbable ladder.
Climb up this
ladder and onto the ledge on the left. Turn around and take a
standing jump
(with Action) to the block ahead on the left and another
standing jump-grab
to the doorway. Go into the alcove on the left, which contains
shotgun
shells and flares. Then cross over to the opposite alcove and go
around the
corner to a slope.
Slide down and jump at the end to grab the ledge across the gap.
(Or, if
you have difficulty timing this jump, slide down backwards, grab
the edge,
pull up and do a jump-twist--Jump + Roll + Action--to catch the
ledge
behind.) Continue to another ramp. Slide down to land on the
break-away
tiles. Immediately jump forward and grab the ledge between the
sarcophagi.
Pull up and take the EMBALMING FLUID.
(NOTE: There's a shortcut you can take here. Turn around and
jump to the
remaining break-away tiles on the left. Fall through and hold
Action to
grab the lowest slope. Traverse to the left and drop to a flat
spot with a
rocket on it. Then fall down the hole into the water. Pick up
the
walk-through below at the **. If you go this way, however,
you'll miss a
lot of action and two secrets. And, your friends will never get
their
precious embalming fluid. If you want to, you can come back
later for this
rocket. See the tip below at the ***.)
Crawl through the duct, picking up some Uzi clips on the way,
and back out
into the hallway. Kill the guard around the corner and go back
around the
corner to the crawlspace. There's another guard on duty in the
next room.
Take care of him, then use the button to open the doors and get
a rocket.
Go around the stone blocks and drop down onto a ledge high above
the SPHINX
ROOM.
SPHINX ROOM: Take a standing jump to grab the ceiling grates.
Traverse
across to the other side to get a save/power-up crystal. Rather
than
traversing back across the grating, take a standing jump from
the left side
of the ledge to land on the head. Turn to face the back left of
the sphinx.
Line Lara up with the point sticking down from the ceiling and
take a
standing jump-grab to land on a square corner ledge with a small
med-pack.
(You can't see the ledge from above.) Take a standing jump from
the ledge
to the tall, square pillar. Turn left and take a running jump to
grab the
back of the white angled ledge. Pull up, slide down the other
side and jump
to the long ledge beyond. Go to the other end of the ledge for
SECRET #3--a
save/power-up crystal and 2 rockets.
(NOTE: There is another rocket on a ledge on the front of the
sphinx. This
will be the ROCKET LAUNCHER if you don't have it already. You
can get to it
by dropping down from the top. To get down to the ground, stand
at the edge
of the ledge and back flip onto the sloping head of the sphinx.
Slide and
grab to work your way down to the bottom. However, once you
climb down, YOU
WON'T BE ABLE TO GET SECRET #3.)
Go to the middle of the ledge and take a running jump to the
sphinx's
shoulder. Slide/drop to the ground. Go around to the other side
of the
sphinx. A guard opens fire from the stairwell, so take him out
and grab his
small med-pack. Then go to the alcove at the back right of the
sphinx for
some shotgun shells. When you return to the stairs, another
guard comes in
from the front of the room. Get him out of the way, then go to
the top of
the steps.
(NOTE: Sometimes the second guard does not show up. Apparently
climbing
onto the right paw of the sphinx and sliding down the front of
it to the
floor, then going back up the aisle toward the stairs will
trigger his
appearance.)
Climb onto the ledge above. Turn around and jump to grab the
blue opening.
Pull up and get a rocket and large med-pack--SECRET #4. Drop
down and climb
up to the ledge again. Pull the movable block on the left. Drop
back and
grab the ledge. Traverse to the left and use the block and the
grating
above as a ladder to climb up to the alcove on the right. Climb
into the
passageway above and drop down on the other side of the movable
block. Push
it again once. Then pull a second movable block twice. Climb
back up the
first block and grating to the alcove on the right. Again, go
through the
passage above. Now you can drop down behind the second block and
emerge
BACK IN THE LAIR OF THE DAMNED.
Go up the hall on the right, to the room where the level began,
and place
the embalming fluid in the carved alcove with the blue lights
above it.
This opens a door at the end of the short hallway to the right
of the train
bench "sofa." Go in and fall through the trapdoor into a pool.
Now test out
your new ride: the underwater propulsion vehicle (UPV).
(*** NOTE: If you want to get an extra rocket, before going down
through
the trapdoor, return up the ladder to the EGYPTIAN AREA, as you
did at the
beginning of the level. Climb up through the exhibit hall to the
ledge
opposite where you picked up the embalming fluid. Turn around,
slide
backwards down the slope and grab the edge. Let go, and grab the
bottom of
the next slope below. Traverse to the right and you'll see the
rocket
below. Let go to slide down the metal slope and land near the
rocket. Pick
it up and drop into the shaft. Lara will land in water. Swim
down and allow
the current to carry Lara to a spot where she can surface near a
ledge with
some harpoons on it. Pick up the walk-through below at the **.
Note that
you'll miss the area with the crocodiles described below.)
UNDERWATER AREAS: Drive the UPV into the big cavern, harpoon the
crocodile
(Action is the fire key on the UPV as well), and head for the
opening on
the right (with the wooden crate top) to get some air.
(NOTE: I found it easier to kill the croc with the hand-held
harpoon gun.
If you don't already have this weapon, you'll have to make do
with the one
on the UPV. Either way, make sure to drive the UPV out into the
open area,
as the current will prevent you from going back into the tunnel
for it.)
Scour the area for goodies, but be careful; another crocodile
comes out
when you pick up the harpoons on the square cement block. Other
items here
are: a small med-pack on the bottom near the cement block; a
save/power-up
crystal and 2 bunches of harpoons in the room opposite the one
with the air
space; a large med-pack and 2 more bunches of harpoons in the
next room;
and Uzi clips in the room next to the air room. The large brick
opening
leads to the next area, where you can surface.
(IMPORTANT NOTE: DON'T SAVE YOUR GAME FROM THIS POINT UNTIL
AFTER YOU
FINISH THE NEXT AREA AND GET ALL THE SECRETS!!! Some people have
experienced a bug in which an invisible wall appears blocking
the entrance
to the sixth secret. Saving here seems to be what causes it.)
(**) Climb onto the ledge, pick up 2 bundles of harpoons. Jump
into the
water on the other side. Swim along the brick passage to a room
with a
glass ceiling where you can surface for air. (You can also see
another UPV
in an adjacent room.) Pull the underwater lever to open the
nearby
trapdoor. Swim through it, climb out of the water and press the
button to
open the door in the underwater passage to the left. (You passed
it on your
way in.)
(NOTE: Be sure not to accidentally fire weapons here, or you'll
attract
unwanted attention from the guard on the other side of the
window and miss
getting one of the secrets.)
AREA WITH GUARD AND FROGMAN: The next bit is rather complicated,
but it
will enable you to get one of the more difficult secrets in the
game.
Ostensibly the object is to kill the frogman before he can get
away and
close the door to the underwater room with the UPV. The catch is
that you
can't shoot him on land. The frogman on top of the crates is
just set
dressing. He can't react to Lara, and she simply won't target
him. You do
want to avoid attracting the attention of the guard, though.
This is
actually what sounds the alarm and closes off the secret. Here's
one
strategy. The diagram luds.gif shows the path you'll take. It's
quite rough
and not at all to scale, but it will help clarify the text
directions.
Swim through the door you just opened into the area with the
guard and the
frogman. Swim forward and to the right until you come to two
small
underwater openings. You can surface in the corner near them and
not be
seen by the guard above. Go down into the left opening for
SECRET
#5--Desert Eagle clips. Then go into the right opening, get a
small
med-pack and pull the lever to open a concealed trapdoor
nearby.
Swim UNDERWATER back toward the tunnel where you came in and
continue past
it down a small channel. Surface and climb out on the ledge to
the right.
Climb up and CRAWL forward to a hole. Back up to it and drop
into the water
below. (This is the trapdoor you just opened.) Get the
save/power-up
crystal, climb out on the other side and CRAWL around to the
white rocks on
the far left (opposite secret #5 and the room with the lever).
Once you're behind the rocks, you can stand. Go to the back
right corner,
jump up the small slope and pull up into the doorway. There's
another guard
lurking inside. Don't bother with him yet. Instead, run down the
dark
hallway and jump from the left side of the opening at the end to
land on
the metal ledge behind where the frogman is standing. He'll jump
into the
water and start shooting harpoons at Lara. Kill him before he
swims away.
Now kill the first guard and jump into the water where you
killed the
frogman to claim SECRET #6--4 bunches of harpoons, a large
med-pack, a
save/power-up crystal and the second UPV. (NOTE: Make sure you
get
everything in the secret room before going on. If you leave this
area then
come back, the invisible wall bug may be activated.)
Now you can take your time scouring the area for goodies. In
all, you'll
find: the BOILER ROOM KEY, which the first guard will have
dropped; the
HARPOON GUN and 2 bunches of harpoons (3 bunches if you already
have the
HARPOON GUN) behind the crates near the window and silver door;
3 more
bunches of harpoons--one where the frogman was standing, one on
the white
rocks just behind that, and one on the big ledge above the red
flashing
light; a large med-pack in the pit behind the crates opposite
where the
frogman was; a small med-pack in a hole to the left of where you
entered
the dark room (you have to crawl then drop into it); flares and
a save/power-up crystal in the dark room with the guard. (After
climbing
in from the rocks below, look up in the right corner and you'll
see a
crawlspace. The items are inside.) You can also kill the other
guard here now.
When you've collected everything, drive the UPV down the long,
diamond-shaped tunnel near where you killed the frogman. (NOTE:
If you
missed Secret #6 and don't want to bother trying again, continue
to the
next area where you'll find another UPV in the upper left alcove
on the
right wall.). Another diver lies in wait, and there's a
crocodile in the
large, open area beyond. You may want to kill the diver then
return to the
previous area for air before taking on the croc.
LARGE UNDERWATER ROOM WITH DIAMOND-SHAPED OPENINGS: (The wall
where you
enter is labeled "Near," and the others "Left," "Right" and
"Far" relative
to that.) There's an air pocket in the top left opening on the
right wall.
First, pick up a few things: a large med-pack in the lower right
opening on
the same wall as the air space and a save/power-up crystal in
the opening
next to the entrance.
Now comes a series of underwater levers and doors. Needless to
say, you'll
need to go back for air between each action. I found that the
UPV is very
difficult to maneuver in the tight spaces inside some of the
side rooms. It
may help to park it outside, do the lever business, then return
to it to
speed back to the air hole. Here's the sequence: Swim into the
opening to
the left of the entrance (when facing it). Around the corner to
the right
is a lever. Pull it to open a door in the yellow area (just
above the
entrance). Swim in there to get a small med-pack and pull
another lever.
This opens the door in the red area (left wall, top right). Swim
in there,
picking up a save/power-up crystal on the way, and pull the
lever to open a
door in the blue area (far wall, upper right, next to air
opening). This
also lets in 2 more scuba divers. Here, I recommend either
rushing back to
the air hole, then using your hand harpoon gun to take them out,
or simply
avoiding them and heading for the exit.
BOILER ROOM: Ride the UPV into the blue opening and up a long,
vertical
passage to surface near the BOILER ROOM. Climb over the ledge
and jump into
the water below the burners. Here you'll find some harpoons and
a lever.
Pull the lever to turn off the flames. Jump from the ledge,
across the
burners, stopping near the second burner to pick up a large
med-pack and
Uzi clips. Then jump to the doorway.
Follow the duct around the corner to the pistons (?). Watch the
shadows on
the floor, and you should be able to run past them one at a time
without a
hitch. Climb up to the ledge, then take a running jump to grab
the grate on
the ceiling. Traverse all the way across to the rolled steel
duct. Drop
down in the area next to the pool and pick up Desert Eagle clips
and
flares. Climb up to the duct, grab the ceiling grate again and
traverse to
the wall near the waterfall. Drop to grab the small opening,
pull up and
crawl through. Use the boiler room key here to open the door.
Get the
save/power-up crystal and press the button to open a door back
down in the
underwater area.
BACK THROUGH THE LARGE UNDERWATER ROOM WITH DIAMOND-SHAPED
OPENINGS: Climb
out, drop into the water and drive the UPV back down to the
bottom. There's
another crocodile waiting down there, but you can hurry past it
much more
easily than you could kill it. Also, your previous air pocket is
now gone,
so you don't want to waste any time. Drive directly across from
the blue
opening into the purple one. Head to the left through the door
you just
opened, and continue up a long, vertical passage until you can
surface.
MACHINE ROOM & LONG SHAFT: Climb out of the water on the ledge
with the
large med-pack. Then cross back to the other ledge. Walk to the
edge facing
the left side of the platform with the swinging steel gizmo.
Take two steps
back then do a standing jump to grab the platform. Shimmy to the
left
(against the wall) and pull up. Walk across the platform to the
other edge.
(Or, if you're having trouble walking past the machines without
taking
damage, stand near the wall and roll.) Take another standing
jump to grab
the next platform. Again, pull up next to the wall where it's
safe. Walk to
the far edge and take another standing jump to grab the last
platform. Jump
from there to the doorway.
Follow the passage around the corner and kill the guard. Now
backtrack to
an opening in the ceiling near the machine room. Climb up and
follow the
duct to an opening above the very deep, very wide shaft. Take a
running
jump to grab the small, rectangular opening across the way. Drop
and grab
the opening below. Crawl through the duct to a brick ledge above
the open
shaft. Again, take a running jump to grab the opening opposite.
Crawl
through the ducts to the end of the level.
A cut scene ensues: Lara confronts Sophia Leigh in her office.
Sophia is
unwilling to part with her artifact and flees. Lara, naturally,
won't take
"No" for an answer.
LONDON PART 4: CITY
Kills: 0* Items: 6, plus the EYE OF ISIS Secrets: 1
*The only enemy is the level boss, Sophia Leigh. However, since
Lara
defeats her indirectly, this doesn't register as an "official"
kill. Be
sure to find all the secrets so you can access the bonus level
at the end
of the game.
Objectives: Kill the angry Miss Leigh and get her artifact.
Walk-through: Follow Sophia Leigh through the door in the corner
of her
office. She'll be waiting outside on a ledge of the adjacent
building.
DON'T SHOOT AT HER. She can't be killed with conventional
weapons, so don't
even waste any ammunition on her. Instead, climb up to the
electrical panel
and shoot it to electrify the walkway where Sophia will be
standing.
(Detailed directions follow.)
As you climb, Sophia will continue to fire energy bolts from her
artifact.
Expect to take some hits. Use med-packs as you go along. There
are
additional med-packs scattered along the ledges. If you're
desperately low
on health, go ahead and pick them up. But if you have enough to
last, wait
until later to get them. If you keep moving, Sophia won't be
able to hit
Lara as often, since she climbs as Lara does and doesn't fire as
she's
climbing. Once you' know where you're going, it's not all that
difficult.
First, run up the ramp on the right side of the opening. Climb
up onto the
ledge, turn around and either take a running jump to grab the
ledge on the
left side, or grab the grate in the ceiling and traverse over to
the ledge
near the pink light. Climb onto the block on the left. Turn
around and pull
up onto the next ledge.
Run across the bridge to the right side and press the button to
open a
trapdoor behind you. Run back across the bridge to left side.
Climb up.
Turn left and climb to the next level (above the white light).
Cross the
bridge back to the right side. Jump and grab the yellow grating
ladder and
climb up. Crawl through the low opening to the other side. Turn
around,
climb up and, if you want to, crouch behind the angled block
until you hear
Sophia pause for a power-up. Then take a running jump across the
gap to
grab the ledge on the left side (above where you were earlier).
Pull up and
walk forward. You'll find the electrical panel on your right.
Shoot it to
turn on the current in the walkway and put Sophia out of your
misery.
Now you can go for all the goodies. Just make sure not to step
on that
electrified walkway. There's a small med-pack near the crawl
space, small
and large med-packs on the walkway at the level of the ladder,
and another
small med-pack on the level where the button is.
To access the level's SINGLE SECRET, get on the ledge below and
to the left
of the trapdoor. Drop backwards and hang from the edge. Traverse
to the
left, then drop and grab the opening below. Crawl in for a
rocket and
another large med-pack. Safety drop out through the little
opening and
climb back up to the highest ledge on the right side (above the
crawlspace).
Take a running jump from there across the gap to the building
where Sophia
was (just below the helipad). Climb up the cement ledges (near
the white
light). Drop down on the other side and use the button to turn
off the
current. Take the EYE OF ISIS to end the level.
NEVADA PART 1: NEVADA DESERT
Kills: 29 Items: 25, plus the UZIS, a DETONATOR SWITCH, a KEY
CARD and 3
save/power-up crystals Secrets: 3
Be sure to find all the secrets so you can access the bonus
level at the
end of the game.
NOTE: The weapon pick-ups are based on doing the three middle
areas in the
order I have done them (i.e., Nevada, London, South Pacific).
After
completing the walk-through I will go back and add alternate
points for
picking up the different weapons.
Objectives: First find a way to the canyon interior. From
there, go
upriver to locate a dam and divert the water into a sluiceway.
Find the
detonator switch and the TNT and use the first to explode the
second,
opening the way into the last part of the level. Here you have
to find a
way into the compound, turn off the electric fence, open the
gate and
highjack the quad bike to jump into the main High Security
Compound that
makes up the next level.
Walk-through: Go forward and kill 2 vultures, plus a
rattlesnake lurking
in the bushes. (NOTE: Don't forget to antidote the venom with a
med-pack if
you get bitten.) Avoid the quicksand area to the left of the
rock
outcropping. Instead, go around to the right. To the right of
the pool is
an area with another rattlesnake guarding a rocket.
Go past the pool into the narrow canyon. Continue into the
passage,
climbing up the blocks. When you come to a ramp above a hole,
take a
running jump over it to grab the next ledge. Pull up, turn
around, and drop
into the pit from the back side on the left to avoid the barbed
wire below.
This is SECRET #1--2 rattlesnakes guarding a save/power-up
crystal, flares
and a small med-pack. There's another snake near the low step on
the other
side of the room. Just inside the alcove is a movable block.
Push it once
to open up the exit. Pick up the shotgun shells.
Go to the left, up the passageway the same way you did earlier,
but this
time don't drop down. Instead, jump to the next ledge and
continue to
emerge above the area where you started. Go to the right side of
the large
metal structure and take a running jump to the narrow ledge on
the other
side of the gap. Follow the ledges around, jumping the gaps as
you go, and
killing a rattlesnake resting in the shade of a bush. When you
reach the
end of the last ledge, jump to the sloped wall, slide back and
grab the
edge. Traverse to the left a bit and drop down onto the flat
ledge below.
Follow it to the end and around the corner to find a large
med-pack.
Take a running jump from the higher step near the med-pack
ledge, across
the quicksand, to grab the left side of the rock outcropping.
Pull up and
climb to the top, killing another snake on the way. Drop through
the
opening on the top of the metal structure into water. Follow the
underwater
tunnel, surface and continue along the passage to a ledge above
a large pool.
POOL WITH WATERFALLS: Turn right and take a running jump using
Action to
shorten the arc to land on the small triangular ledge ahead.
Take a
standing jump to grab the next ledge. Pull up and kill a
vulture. Continue
along the ledges as far as you can. You'll end up on a high
block across
the water from a rock ladder. (The black horizontal markings are
handholds.)
Before jumping across, turn to the left and jump across to the
sloped ledge
above the path you traveled. Get the Uzi clips. Then return to
the high block.
Take a running jump across the water to grab the ladder. Climb
down to the
first horizontal crevice. When you reach the crevice, let go and
quickly
grab the lower edge. Climb down to the angled opening on the
right.
Position Lara's hands at the top of the point and shimmy to the
right as
far as possible. Let go and grab the ledge below. Pull up into
the opening.
This is SECRET #2. Inside you'll find Desert Eagle and MP5
clips.
Jump into the water and pick up the goodies scattered around the
bottom of
the pool: 2 sets of Uzi clips, shotgun shells, plus flares and
more shells
in the niches below the waterfalls.
Climb out of the water on the low square ledge near the falls.
Pull up onto
the taller block next to it and take a running jump to the
angled block
across the water. (NOTE: Many people have had difficulty with
this jump.
Just to make sure you're in the right spot. Then, make sure to
do a running
jump without grabbing: Walk Lara to the edge, hop back once,
then press
Forward and Jump. She should just make it to the edge of the
angled block
across the water.)
Now, jump to the next block on the right. Hop down to the flat
ledge on the
left to get the shotgun shells. Take a standing jump back to the
ledge,
then a running jump across the water to grab the ledge below the
rock
ladder. Climb up to the cave mouth where you entered the
canyon.
Circle back around the way you went earlier to get secret #2.
This time
jump to the rock ladder area but pull up onto the ledge instead
of climbing
down. Follow the ledges to the left, killing the snake behind
the shrub.
(NOTE: This path is marked in green in the first screenshot used
in the
series illustrating secret #2, above. The snake is circled.)
Turn right and
jump over the angled block, to land on the flat spot on the
left. (Be
careful not to fall into the hole next to it.)
Now, either take a standing jump over the slope, turning to the
right in
the air to land facing up the next slope, or a side flip onto it
so Lara
ends up facing uphill. Then slide back, grab the edge, traverse
left and
pull up. Or, on the ledge near the hole, drop back and grab the
outside
edge. Let go and grab the crevice below. Traverse left until you
can pull
up. Jump to grab the ceiling and monkey climb to the wall with
the
hand-holds. When Lara's chest is up against the ladder, let go
of the
ceiling and grab the ladder. Climb left and up, into the
opening.
TNT CAVE: Here you'll find a save/power-up crystal (on the ledge
outside),
a small med-pack and a DETONATOR PLUNGER. Follow the wires down
into the
cave. Behind the box of TNT is a greenish cave. Inside are some
flares. Get
them and climb back up the slope to the opening. You'll need a
key to use
the detonator, so continue on.
Jump to the angled block on the right of the cave opening (left
if you're
standing outside facing the opening). Slide back and grab the
edge. If Lara
brings her feet up onto the rock ladder, just momentarily
release and
re-press the Action key so she'll let go and grab the edge with
her hands
only. Traverse to the left until you can pull up on a sloped
ledge.
(Alternately, climb down the rock ladder from the opening of the
cave with
the TNT. When you reach the first ledge on the left, climb to
the left and
drop onto the ledge. Follow the ledge the end. Then jump to grab
the ladder
next to the waterfall. Climb up and back flip onto the ledge
behind.)
HEADING UPSTREAM: Turn to face the block between the two
waterfalls. The
side facing you is flat, the other side is angled. Jump and grab
it, pull
up and slide forward, jumping as you slide, to land on the ledge
beyond.
Get the small med-pack and hop back down to the ledge just below
(where you
landed when you slid). From here, take a standing jump to grab
the
horizontal crevice. Traverse to the right. Drop onto the angled
block and
immediately press Jump to back flip onto the ledge across the
water. Turn
to face upstream and take running jumps from block to block to
reach the
cave interior, where there's a huge water wheel.
WATER WHEEL AREA: On the left bank (when facing the wheel) is a
rock pillar
with a rattlesnake behind it. Crawl under the nearby rock
overhang and
climb the ladder for SECRET #3--the loaded UZIS (or Uzi clips if
you
already have the guns), guarded by another snake.
Climb back down and go around the back of the water wheel. If
you need a
save/power-up crystal now, go into the passageway on the left.
There's a
crystal on the other side of the elevator shaft. Return to the
big wheel
and subdue the cranky guy who tries to beat on Lara. Now climb
the ladders
on the side of the wheel. Follow the sluiceway to the right.
Kill 2
vultures in the open area and a snake in the bushes on the left.
In the
back, beyond the two water slides is another snake and some
grenades.
Now take a swim: Head back toward the yellow blocks near the
water and jump
in on the left. Pull the underwater lever to open the door
opposite. Inside
are pistol clips. Avoid the area downstream or you'll be swept
over the
falls. Instead go left back toward the two water slides. Pull
the
underwater lever in the corner to open the trapdoor between the
two yellow
footings. Swim down through it. There's another lever just
inside and
above. Pull it to open a trapdoor at the end of the underwater
tunnel. On
the way up, or after getting some air, pull the lever on the
side to open
another door near the trapdoor.
Go down the short hallway. Use the switch at the end to turn on
the water
wheel, diverting the river into the sluiceway. This also raises
the elevator.
Slide down into the pool and climb out before you're swept into
the
sluiceway. Drop down into the now dry area where you pulled the
first
underwater lever. Walk along the riverbed to get a large
med-pack. Then
jump to grab the opposite ledge for a small med-pack. Jump down
onto the
square corner ledge. Take a standing jump with a slight twist to
the right
to land in the alcove behind the waterfall, where you can pick
up a rocket.
Jump back out to the corner ledge. Then jump downstream from
ledge to ledge
back to the river near the water wheel.
Go around behind the wheel to the passageway leading to the
elevator. Kill
another ill-tempered gentleman and get the DETONATOR SWITCH
inside the
elevator (and the save/power-up crystal if you didn't get it
earlier).
BACK AT THE TNT CAVE: Return to the river and jump from rock to
rock over
to the small ledge between the two waterfalls. From here, jump
to the ledge
on the other side of the falls on the left. Climb down to the
middle ledge
and up the rock ladder on the right to the cave with the TNT and
DETONATOR
PLUNGER. (NOTE: If you fall in, just ride the river to the pool
below and
climb up the way you did before.) Use your switch to detonate
the
explosives and quickly get out of the way of the rolling
boulder.
Go down into the pit and use the ledges to climb out into the
next area.
OUTSIDE THE HIGH-SECURITY COMPOUND: Don't touch that electric
fence! Pick
up some grenades on the ground near the bushes. Then head around
the fence
to a hole in the rock wall. Crawl/walk through the passageway
until you
come to a gap. Don't drop down yet. Instead, jump and grab the
opening
opposite. Pull up and follow the tunnel to a pool. Pull the 2
underwater
levers: The one behind the metal column opens a yellow door
outside and the
other opens a door in the nearby water tank, which you can't
reach yet.
Return via the passageway to the electric fence area. Enter the
tunnel on
the left and slide down. Kill a couple of snakes and go through
the door
you just opened. Pull the switch to flood the water tank.
Go back up the slope (climb onto the low block and take a
standing jump to
the higher block) and return to the tunnel near the fence. This
time drop
down when you reach the gap. Follow the tunnel to the elevated
water tank.
Kill the 2 tough guys milling around and climb the ladder to the
tank. Jump
in and swim to the ledge with the open door. (Pull the lever in
the
underwater passage to open it if you didn't before.)
Take a running jump from the door, over the fence, to land on a
block
beyond. Another guy in jeans rushes in from the right. Yet
another bearded
guy (Are they starting to remind you of the clones in The
X-Files?) shows
you the gate switch then starts to beat on poor Lara. Kill him
but don't
touch the switch yet, or you'll get a nasty shock.
Inside the storage shed is the quad bike and 2 more Jerry Garcia
clones
(one comes out right away, the second when you start to
explore). You'll
find a small med-pack on one of the guys and Uzi clips in a
corner.
Drive the quad bike up the ramp on the side of the next building
over.
Brake when you reach the top to avoid going over the edge.
Dismount and
pick up the GENERATOR ACCESS CARD. (NOTE: If you do drive off
the other
side of the roof you can drive around and try again, or walk to
the side of
the storage building, climb onto the crate and jump to grab the
grate on
the side of the office, which extends only after you drive the
bike onto
the roof. Pull up and cross the roof to get the card.)
Climb or drive down and go into the office (the building you
were just on
top of). Kill the computer technician/pool shark and use the
card to open
the door. Take care of one more angry guy and throw the switch
to turn off
the electric fence.
Now you can safely use the switch on the fence to open the gate.
Drive the
quad bike out and down the sloped tunnel. Gun it up the rock
ramp to jump
the fence and end the level.
A brief cut scene follows: Lara crashes the bike and lands
unconscious in a
small pool. Two military police officers find her and drag her
into the
high security compound.
NEVADA PART 2: HIGH SECURITY COMPOUND
Kills: 14* Items: 20, plus PISTOLS, DESERT EAGLE PISTOL and
GRENADE
LAUNCHER, 3 key cards, 4 pass keys and 3 save/power-up crystals
Secrets: 2
*The number of kills here is approximate. You don't need to kill
the
prisoners. If you do, your kill total will be substantially
higer. Note
that there are two prisoners that can't be killed even if you
try: the
first one you meet if you follow this walk-through and the one
near where
you get the second keycard. Thanks to Jason P. for pointing this
out. Be
sure to find all the secrets so you can access the bonus level
at the end
of the game.
Objectives: You begin the level locked in a cell with only a
single
med-pack (or your save crystals if you're playing the PSX
version) left in
your possession. The guards have confiscated everything else you
collected
up to this point. You must escape and, in the process, get your
hands on
some weapons. Your fellow prisoners will make valuable allies,
so don't
hurt them. You'll need to find a series of 7 keys/key cards in
order to
access different areas of the level.
Walk-through: CELL BLOCK [BAY C]: Climb into the window to trip
the
sensors and get the guard's attention. When he comes in, run out
past him
and open the cell next door. A burly convict will come out and
make short
work of the guard for you. Open the rest of the cells while
you're at it,
since you'll be needing some reinforcements farther along in the
level. (Is
it just me, or do all these guys look like clones of George
Michael on
steroids?)
Enter the open cell diagonally opposite Lara's. Jump into the
passageway
above the sink. Push the movable crate once and crawl through
the small
opening around to the other side. Push the second movable crate
once. Turn
right to face the first crate (you're now on the other side of
it) and push
it twice, past the crawl space. Return to the second crate and
pull it back
twice. Crawl back under and pick up SECRET #1, a small med-pack,
where the
second crate was.
COMPOUND ROOF: Now climb through the opening in the ceiling to
the walkway
above. Take a running jump over the barbed wire in the pit to
grab the
other edge. Pull up and continue. Walk through the barbed wire
and pull the
switch to open the trapdoor. Climb onto the ledge then down the
ladder into
the hallway on the left. (Don't drop into the barbed wire
below.)
Follow the hallway, jumping over the first trapdoor. Fall
through the
second trapdoor and push the button inside the office to open
the bars on
the CELL BLOCK. If you stay low, the guard will ignore you and
the
prisoners will rush out and take care of him for you. Take a
small
med-pack, shotgun shells and a KEY CARD from the guard once he's
down. Use
the card to open the gate opposite the CELL BLOCK.
LAVATORY, KITCHEN & MESS HALL [BAY D]: Inside is a roughly
square area of
corridors. To the right is a closed door leading to a yellow
area. Ahead is
the MESS HALL and KITCHEN. The LAVATORY is to the left.
Go through the LAVATORY to a storage room. Find the movable
crate and
pull/push it under the opening in the ceiling. Climb up, jump
the purple
pipe and use the switch to flood the room below. Swim down and
through the
other opening in the ceiling. Follow the passageway, jumping
over the
opening above the lit stove in the KITCHEN. Continue to an
outdoor walkway.
Traverse over the barbed wire pits. Drop down at the end and go
down the
ramp. Use the switch to turn off the flames and the button to
open the
door, but return the way you came and drop down onto the stove.
Take the small med-pack on the counter. Then press the button to
open the
kitchen door to exit. Now open the door on the right first
(leading to the
MESS HALL), then the one on the left. Let the guard chase you
through the
MESS HALL back to the CELL BLOCK so your buddies can pummel him
for you.
Confiscate his small med-pack.
Return to the office near the KITCHEN, where the guard came
from. Press the
button here to raise the grates on the exhaust fans in the
KITCHEN. Climb
through the vent carefully and get the save/power-up crystal.
Slide down
the slope and jump to grab the crevice. Traverse to the left,
drop down and
immediately jump to land on the flat spot on the other side of
the barbed
wire. Climb into the crawlspace and follow it to a ladder. Climb
up and
walk along the passage to open the trapdoor above. Reverse, jump
to grab
the opposite edge of the opening and pull up.
GREEN RAMP [BAY E]: Say hi to your friend George and continue to
the end of
the hallway. Climb the grate and pick up the small med-pack at
the base of
the green ramp. There's a guard patrolling at the top. He won't
follow you
down the grate ladder, so you'll have to lead him elsewhere. Run
up the
ramp and turn right. Sprint through the next room, past the
crate and to
the left. (Don't go right or the sensors will activate a gun
turret and you
won't get very far.) On the far left is an opening you can jump
down into.
Run into the hallway ahead and press the button to let George
out of his
cell. He'll subdue the guard so you can take his KEY CARD.
Climb back up top and use the card to open the control room.
Inside is a
large med-pack and Uzi clips. Push the button to deactivate the
sensors.
Now you can go through that area and down the ladder. Run down
the hall to
the left. The guard will chase you. Again, open the cell door.
When the
cons are through with the officer, relieve him of his YELLOW
SECURITY PASS
and some flares.
OUTDOOR/HANGAR AREA: Go back up to the sandy area. Use the pass
key to open
the door on the far side of the hangar. Enter and follow the
passage until
you come to a crawlspace. Go through it, instead of down the
ramp, to avoid
the guard on duty below. Pass the windows and safety drop (it's
quieter
than jumping) into the hallway below. Crawl along to the switch
and pull it
to open the door to the left. The guard will freak, but he won't
cross the
laser trap in front of the door. So jump over it into the
doorway and run
down the hallway. Alternately, you can wait for the guard to
approach the
door. Then, just before he turns to go back, flip the switch,
and he'll be
fried by the laser.
SATELLITE DISH TOWER & POOL BELOW [BAY C]: Continue to a huge,
open room
containing a central structure with stairs going around it and a
dish
antenna on top. There are several ways you can accomplish the
next bit of
business. The following describes one way.
(NOTE: You can get to the glassed-in control room that you see
above on the
right when you enter. The hallway leading to it is on the
opposite side of
the tower. Inside the control room are 2 buttons. One moves the
satellite
dish, revealing an opening at the top of the tower that will
allow you to
drop into the pool. The other opens the door to the hallway
leading back to
the tower support. However, none of this is necessary if you
follow this
walk-through.)
Drop down onto the support beam just below the doorway. Make
sure Lara's
health is at or close to 100%. Position her so her back is to
the opening
where you entered and the glassed-in control center is above on
her right.
If she drops here, she'll still lose more than half her health,
but she'll
take even more damage if she drops from the outer edge of the
support.
After dropping, you'll be at the base of the tower supporting
the dish
antenna. In the center of this square room is an opening above a
pool. On
one outer wall is a ladder leading up. (This is the ladder
labled #1 in the
diagram.) On the other side of the room, there's a hallway
leading to
another ladder going down. (This is the ladder labled #2 in the
diagram. It
is behind Lara when she first drops from the support beam.)
First, climb the ladder leading up. Follow the passageway to a T
intersection. There's a guard posted down the hall to the left
with his
back to you. Sneak to the right (walk or crawl; don't run, or
the guard
will notice). Climb into the crawlspace at the end of the hall,
take the
YELLOW SECURITY PASS and sneak back out the way you came. (NOTE:
Remember
this location; you'll be returning here later on to pick up a
secret.)
When you reach the square room at the base of the dish antenna
tower,
circle around the opening in the center to the opposite side and
climb down
the ladder. IMPORTANT: Push the button in the alcove to the left
of the
ladder. When you return to this area, you will need to get
through from the
other side. Now enter the room to the right of the ladder and
use your
yellow pass key to drop a door between the propeller and the
save/power-up
crystal in the passageway at the bottom of the pool.
The pool has grates on all four sides. The strong current sucks
Lara toward
the grates, so that it's easy to become trapped and drown.
Rather than
fighting the current, I found an easier strategy: Climb the
ladder to the
right of the yellow lock. At the top of the ladder is a dark
room with
bluish-purple lighting. One side is open to the pool. Drop onto
the small,
square burner that juts out into the pool. From here, you can
step off into
the water almost exactly above the opening with the
save/power-up crystal.
Swim through the opening, picking up the crystal, and continue
along the
underwater passage. Pull the lever to open the door and keep
going.
Surface in the next room in one of the corners to avoid the
lethal laser
trap. If you didn't have time to get them on the way, go back
into the
passage for the flares and small med-pack. Climb out of the
water, jump
over the lasers and drop into the next water-filled passage.
Follow it to a
big room with a hook up above and a fellow escaped prisoner.
ROOM WITH CONVEYOR BELT & HOOK: Climb the crates on the left of
the
entrance. The room behind them holds a large med-pack, PISTOLS
and a loaded
DESERT EAGLE PISTOL--at last! Be careful exiting the room, as
the sensors
for the gun turret above have been activated. Hug the wall to
the right of
the door and climb up the crates.
RETURN TO SATELLITE DISH TOWER AREA: Now that you've got some
weapons,
return to the previous area for a secret. Swim back to the pool,
follow the
other underwater passage in the corner to a dark crawlspace.
Crawl through
to the hallway near the YELLOW LOCK ROOM. Now there's a guard on
patrol
here. Take him out, continue around to the right and climb the
ladder.
(NOTE: If you neglected to open the door here earlier and your
way is
blocked, return to the pool. Climb out of the water on the
small, square
burner and jump from ledge to ledge clockwise around the pool to
the green
crawlspace. Follow this to a switch, which opens the door.
Return via the
pool to the hallway where you killed the guard.)
Climb back up the ladder to the square room at the base of the
satellite
dish antenna. Go around to the other ladder, climb up (to where
you got the
yellow security pass earlier), kill the second guard, and take
his grenades
and KEY CARD. Now use the card to open the door at the end of
the hall.
This is SECRET #2--the loaded GRENADE LAUNCHER.
RETURN TO ROOM WITH CONVEYOR BELT & HOOK: Make your way back,
via the
tunnel at the bottom of the pool, to the ROOM WITH THE SWINGING
HOOK. Go up
the ramp on the right, killing a guard at the first landing and
4 more MPs
and a German shepherd at the top. One of them will drop a BLUE
SECURITY
PASS and grenades. Take them, plus a large med-pack from the
small room
near the gate.
Climb the ladder at the top of the ramp and use the pass key to
open the
next door. Kill the guard who rushes out. Inside you'll find 2
buttons.
Press the one on the right to turn on the conveyor belt, dumping
a crate at
the bottom. The left button only opens the gate, letting in
another guard
and his dog. So unless you want all the kills, don't bother
pushing it.
Climb back down, go down the ramp and use the crate to climb to
the ledge
above. Grab the duct above and monkey swing across to the ledge
with the
small med-pack. Return to the middle then go left, past the
hook, to the
stairs. Climb up and kill the guard so you can borrow his YELLOW
SECURITY
PASS. Carefully jump over the laser trap and get the
save/power-up crystal.
Return to the ground.
LOADING DOCK: Use the key to open the gate to BAY X. ;-) Head up
the ramp
to the loading dock, killing one MP on duty outside and another
in the
warehouse. Pick up some Desert Eagle clips and a small med-pack
in a
depression at the top of the stacked crates. Go to the back
right, where
you'll find one movable crate. Behind it is an alcove containing
Uzi clips
and grenades. Get on the truck to end the level.
Another short cut scene follows: Lara hides behind some crates
as the truck
doors are closed. She pops open a soda and takes a much-needed
break as she
rides on to Area 51.
NEVADA PART 3: AREA 51
Kills: 25 Items: 29, plus the MP5 and SHOTGUN, 2 Code Disks, 1
Key, 1 Code
Card, the ORA DAGGER (or ELEMENT 115**) and 4 save/power-up
crystals Secrets: 3*
*Number of kills is approximate. The number of soldiers that
appear in
certain areas depends on your actions. Note that one of the
regular
pick-ups here will be the GRENADE LAUNCHER if you didn't get it
in the
previous level. Be sure to find all the secrets so you can
access the bonus
level at the end of the game.
Note that the PSX DEMO is substantially different from the full
level in
the game. I don't have a PlayStation, but if any of you PSX
people out
there want to send me detailed notes on this demo, I'll gladly
post them.
Objectives: Locate the Ora Dagger artifact somewhere inside
this military
installation.** To do this, you'll need to find various code
disks, keys
and passes necessary to open doors and move obstacles in your
path. First,
get the code disk and hangar access key, which will enable you
to get to
the train tracks and, from there, to the hangar. There you'll
need to
locate the switches that open the UFO room, where you'll find
the launch
code pass. Launch the big missile so you can get into the area
above. Here
you'll find the code disk that will get you into the flying
saucer (and
some other nearby rooms). This area is where you'll find the
dagger.
Walk-through: Grab the small med-pack behind the crates on the
left. Run
forward and take out the sentry before he reaches the end of the
hall and
turns on the lasers. If the coast is clear, go into the room
near the red
rifle sign and pick up the MP5 ASSAULT RIFLE and 2 sets of clips
for it.
Otherwise, restart the level and try again or go on without the
rifle for now.
Don't pull the switch (it turns on the lasers). Instead, push
the button in
the hallway to open the crawlspace. Enter, take the large
med-pack and
crawl into the next opening. Watch out for the rolling laser
trap beyond.
Crawl under it and to the left, as it goes to the right, to get
another
large med-pack. Follow the lasers back to the low spot. When the
lasers
pass overhead going in the other direction, stand, run forward
to the
ladder and climb up.
Advance halfway into the crawlspace. You can now see the guard
in the
hallway, but he can't see Lara. When he passes going to the
right, crawl
out and shoot him before he can reach the far end of the hallway
and
activate the lasers. If he manages to do this, you can either
reload a
saved game or crawl under the first laser to reach a second
crawlspace just
beyond.
Before going through the second crawlspace, use the switch on
the wall
opposite the first crawlspace (where you just came out) to open
the door
and free another convict. Again, DON'T KILL HIM. You may want
his friend's
help later on. Inside his cell, behind the door is a small
med-pack.
The ramp at the other end of the hall is protected by green
sensors rigged
to a gun turret. (As in the last level, don't shoot the turrets
unless you
want to lose a lot of health unnecessarily.) To avoid this trap,
go through
the crawlspace before the ramp, picking up some flares on the
way. Kill the
guard if you didn't do so earlier.
Advance into the glassed-in hallway. Run forward and kill the MP
before he
can reach the alarm. Then enter the storage room for a rocket,
grenades and
harpoons. (NOTE: Some people have had difficulty locating this
storage
room. The door, which will be open if you kill the MP in time,
is between
the alarm panel and the crate marked "M-12."
OUTDOOR AREA AND TRAPDOOR INTO NEXT BUILDING: Go to the gate at
the other
end of the hall. Pull the switch and fall through the trapdoor.
Hurry
around to the right and kill the guard before he hits the alarm.
(NOTE: If
he manages to do this, you won't be able to get the first
secret. You'll
have to reload a saved game and try again if you want it. You'll
know he's
pressed the button if 2 dogs come out. If there are no dogs,
you're in
business.)
Crawl into the tunnel to the left of the alarm panel for some
grenades.
(NOTE: If you don't already have the GRENADE LAUNCHER, you'll
get it here.)
Get the shotgun shells in the right corner. Then hop down into
the pit.
Pull the switch to raise a gate below. Walk around the grating
to the
trapdoor. Fall through, kill another guard and go into the
crawlspace with
the save/power-up crystal--that's SECRET #1.
Now go through the other crawlspace. Get some Desert Eagle and
MP5 clips in
the alcoves before falling through the trapdoor. Kill the guard
below and
take his small med-pack.
Go to the end of the hall away from the glass floor. Open the
cell door and
let your prisoner friend go out and kill a couple more MPs for
you. Crawl
into the prisoner's half-dug escape tunnel for a large med-pack.
Now go to
the other end of the hallway, over the glass floor. The hall
ends in a T
and there are gun turrets at each end. Avoid this area. Instead,
go through
the crawlspace on the left. Here you'll find a large med-pack
and the SHOTGUN.
Run down the ramp and around the corner. Kill the guard at the
end of the
hallway. In the middle of the hall are two facing doors. Enter
this area
and take out the 2 armed soldiers who emerge. One is carrying a
small
med-pack. Use the switch in the left room to raise the gate in
the right
one. (If the first guard tripped the alarm, you can turn off the
laser trap
in the right room using the button at the right end of the
hall.) Go
through the crawlspace to the next room and walk into the green
sensors.
Kill the guard who comes down the ramp.
MISSILE SILO AREA: Go up the ramp and to the right to the
missile silo.
Kill the soldier on the scaffolding. Drop down to the floor and
climb up to
take his CODE CLEARANCE DISK.
Go back through the door where you entered and go straight down
the ramps
to a room with missiles and conveyor belts. Drop down, taking
care to avoid
the laser traps crisscrossing the floor. In the dark area behind
the left
conveyor belt, you'll find a small med-pack. In the opposite
corner is a
computer where you can use your code disk to raise the missiles.
Climb onto
the platform with the swinging hook. Shoot out the purplish vent
on the
right. Behind it is SECRET #2. (NOTE: It is possible to pass
through the
vent without breaking it first, but make sure you do this,
otherwise you'll
get stuck on the other side.) Follow the duct down to a
save/power-up
crystal. Return the way you came.
Carefully run past the hook and pick up the shotgun shells. Take
a running
jump from the conveyor belt to grab the ladder above the cement
footing.
Climb up. Kill the armed soldier hiding in the corner and take
his HANGAR
ACCESS KEY. Drop down to the platform, climb out of this room
and return to
the missile silo the way you came.
ELECTRIC TRAIN TRACK: Drop down and go past the missile through
the doorway
at ground level. Avoid the hole in the next room and continue to
a lock
where you can use your new key. Enter and kill a guard. Hop down
to the
area below the track. Don't step on the electrified track! Go to
the left
end, climb the ladder and push the button to summon the train.
Go back down
the tunnel, crawl under the track and pull up into an alcove.
Pick up the
shotgun shells. (NOTE: If you don't already have the SHOTGUN,
you'll get it
here instead of the shells.) Then take a running jump to the top
of the
train car.
Climb into the passage above. Walk over the first set of grates,
but use
the ceiling grates to traverse over the second; otherwise you'll
fall onto
the track. To keep Lara from getting fried by the laser trap,
monkey-swing
as close to it as you can. Wait until it moves away and follow
it until you
can drop onto solid ground. Continue forward.
Drop down near the ladder, take a running jump across the track
and, if you
can, kill the guard before he takes off up the ramp. If he gets
away,
you'll need to kill him plus another guard at the top. At some
point, pick
up the shotgun shells below the track.
SAUCER ROOM: At the top of the long hallway is a locked room
housing a UFO.
Gun turrets are mounted in two corners, with three sensors along
the first
corridor. Jump the first two and crawl under the third. Climb
over the
crates in the back. Kill the guard in the next room before he
goes down the
hall to the right and trips the alarm. (This activates the gun
turret in
here and calls another soldier.)
Press each of the 2 buttons on the catwalks in turn to call in a
pair of
guards. Now get ready for a timed-door run. The right button
(when facing
them) opens the inner doors and raises the trapdoor in between
the two sets
of doors. The left button opens the outer doors. Press the right
button
first, press Look to get Lara's perspective back, backflip off
of the
catwalk, roll and take a running jump to land on the bank of
computers in
the middle of the room. Run across it, jumping at the end to
grab the other
catwalk. Pull up, run to the button. Press it, Look, backflip
off the
catwalk, roll and run through the open doors.
Once in the next room, kill the soldier lurking behind the bank
of five
switches. Pull the second from left and the two rightmost
switches to open
the room with the flying saucer. (NOTE: These are the ones that
give you
"visions" of the saucer room door. If you do this quickly, you
can run out
before the soldier emerges from behind the switches. Thanks to
Jeff Reid
for this tip.)
Go back to the saucer room via the small door on the left. Push
the button
near the ladder to open the trapdoor above. Climb up and back
flip onto the
ledge. Pick up the shotgun shells. Take a running jump to the
catwalk above
the saucer, drop down and take the LAUNCH CODE PASS. Slide down
to the floor.
BACK TO MISSILE SILO: Go back to the missile silo area the way
you came.
This time, drop through the opening in the floor (in the room
just past the
lock where you used the hangar access key). Use the switch to
open the
door. Use the card to uncover the launch button. Press the
button and
immediately roll, side flip and sprint down the hall to avoid
being toasted
as the missile is launched. (You've gotta wonder what Lara just
blew up.)
Climb back up to the silo and scale the scaffolding to the top,
picking up
a large med-pack on one of the platforms on the way. You may be
able to
kill the guard at the top from there. If not, take care of him
when you get
up there. Use the switch to open the gate. To get past this next
laser
trap, crawl after it as it moves away, stand, jump over it, run
forward and
crawl out. Get the grenades on the other side. Follow the
passageway and
climb up and out.
OUTDOOR AREA WITH SNIPER TOWER: Shoot the sniper and the MP with
the club.
Go down the ramp to the right, take out another soldier and
relieve him of
his CODE CLEARANCE DISK. Pull the switch to open the trapdoor
outside. Go
back up the ramp, climb the sniper's tower and take his MP5
clips. Now go
down through the trapdoor and follow the passageway. Run down
the ramp
after the laser trap and duck to avoid it. Continue, climbing
down the
grating, to emerge in the hallway near the UFO room.
BACK AT THE SAUCER ROOM: Go up the ramp to the saucer room, pass
those
sensors again, and dash into the saucer room to avoid the second
gun
turret, which is now activated.
Go around the saucer and down the ramp. Use the disk in the
computer to
open several nearby doors. Enter the alien observation room
behind you to
get a small med-pack and a save/power-up crystal. Now cross the
hall to
another room with an orca tank, plus flares and pistol clips in
the corner.
ORCA TANK: Return to the saucer room and once again climb the
ladder and
back flip onto the walkway. Turn around, walk out onto the
sloping support
on the left and face the opposite side of the room (the UFO is
below and to
the right, the ladder behind on the left). Take a running jump
to grab the
support ahead--not the closest one on the left, which is too
steeply
sloped, but the one straight ahead that slopes down toward you.
Pull up,
turn left and you'll see a doorway below. Take a running jump,
pressing
Action, to land inside. This is SECRET #3.
There are two stacked laser traps in the hallway beyond. When
the upper one
moves away, take a running jump from the ledge to sail over the
lower one,
which will be heading toward you. Run forward to the doorway.
Drop into the
orca tank to claim another save/power-up crystal. Climb back
out. To come
back through the laser trap, follow the lower one as it moves
away from
you. Duck just before you reach the ledge. As the armature with
the lasers
turns over, it will miss Lara. Pull up and continue. Safety drop
from the
doorway to the floor. (Use a med-pack if you need to beforehand,
as you'll
lose some health.)
Enter the saucer through the hatch underneath. Climb through the
various
openings to the top level, killing 3 guards in all--one on the
middle level
and two more at the top. Don't get too close to the one light
panel that
blinks yellow, or Lara will take damage. Take the ORA DAGGER
from the
platform in the center to end the level.
(**NOTE: In some versions of the game, this will be the ELEMENT
115
artifact; you'll get the Ora Dagger in the last South Pacific
level.)
SOUTH PACIFIC PART 1: COASTAL VILLAGE
Kills: 23 Items: 25, plus 1 key, 3 Serpent Stones and 5
save/power-up
crystals Secrets: 3*
*There are several possible routes through this level. I have
attempted to
describe them without making the walk-through too convoluted.
The number of
kills and items will vary depending on the route you choose.
Also, there
are actually four possible secrets. Finding any three is enough
for a
perfect score, but it is possible to get all four. Be sure to
find at least
three so you can access the bonus level at the end of the game.
Note also that one of the regular pick-ups here will be the
HARPOON GUN if
you didn't get it in a previous level.
Objectives: Get from the lagoon to the village (by either route
or a
combination of the two). Once you reach the village, find a way
into the
tree house near the big swamp. Inside you'll meet a soldier, who
will give
you a map to help you get across the swamp at the beginning of
the next level.
Walk-through: You begin the level underwater. Swim forward to
surface.
Then swim to the right between the rocks. On the bottom of the
lagoon
you'll find the SMUGGLER'S KEY. Swim back toward where you
started, then
continue forward. There's one ledge low enough to climb out on.
On the
block above is a small med-pack.
After you get it, swim to the other end of the lagoon near the
bamboo hut.
Climb out of the water on the rock outcropping with the small
med-pack on
top. Face away from the hut. Across the water, you'll see some
rocks with a
sloped block on the left and a flat ledge on the right. Take a
running jump
from the peak of this rock to grab the sloped ledge, traverse
and pull up
onto the flat ledge. Turn right and take a standing jump to the
next flat
block ahead. The chimes will register SECRET #1, but you'll need
to take a
running jump to grab the next ledge for the pick-up: MP5 clips.
Swim back to the sandy shore. There are now two paths you could
follow:
Into the hut (next paragraph) or down into the cave on the right
(pick up
the walk-through below at the **). Either path will net you
three secrets,
but if you want all four, you'll need to start with the hut.
(See the note
about secrets above at the *.)
THE SMUGGLER'S HUT: Enter and use the smuggler's key to unlock
the
trapdoor. Safety drop in and pick up a save/power-up crystal.
Advance
slowly to avoid being skewered by the wooden spike trap. Crawl
under and
continue to a cavern with a pool. Shoot the 2 crocodiles in the
water and
the tribesman with the blowgun on the ledge above. (NOTE: The
MP5 works
well for long-range targeting. If Lara is hit by one of the
tribesmen's
blowdarts, you'll need to use a med-pack or power-up crystal to
antidote
the poison.)
LARGE CAVE WITH POOL: Sweep the bottom of the lake to find 4
bunches of
harpoons--two just below the ledge at the entrance, one ahead on
the right,
and one on the far side of the pool on the left. (NOTE: If you
don't
already have the HARPOON GUN, you'll find it here in place of
some of the
harpoons.) Then return to the ledge at the entrance.
Take a running jump to the next ledge, a standing jump to the
ledge beyond
that, then climb up to the high block near the torch. (NOTE:
This sequence,
getting from the ledge with the torch to the high walkway.) Use
the vines
on the ceiling to traverse over the pool to the other side. Drop
onto the
ledge. Turn and jump to the path on the right. Follow it to the
end and
climb up as far as you can. Turn to face the torch and rock
bridge then
follow the short path toward the right wall. Above on the right,
you'll see
an opening. Jump to grab the vine-covered wall below it and
climb up to get
some MP5 clips. Back out of the opening, climb down as far as
you can, and
let go to drop to the walkway.
Turn around and walk back up the path toward the entrance. At
the end of
the path, turn left and climb onto the stone ledge. Turn around
to face
across the water. Take a standing jump from the edge of the
block to grab
the ledge above the entrance. (You can also use a running jump,
but it's
more difficult to set up on the angled ledge.) Pull up. Use the
vines on
the ceiling to traverse to the rock bridge where you killed that
tribesman.
Cross the bridge, turn left, then jump over to the slope. (You
can't really
see it, but it's on the other side of the opening.) Slide down
and jump at
the end to land on the ledge beyond. Look sharp because another
tribesman
is shooting darts from above. Take care of him, then do a
running jump over
the spikes to grab the ladder. Climb up and get the large
med-pack.
Drop back and hang from this ledge. Then traverse to the left
until you can
pull up again. Get the save/power-up crystal and small med-pack
on the
walkway near the dead guy. Take a standing jump-grab from the
end of the
walkway to the ledge below. (There's nothing to grab but
pressing Action
alters Lara's trajectory so she doesn't bang her head on the
rocks.) Drop
back to hang from the ledge, then traverse left and pull up.
Take a
standing jump to the next ledge on the left.
WOODEN BRIDGE: Follow the passageway to the wooden bridge.
Before crossing,
find a secret: At the beginning of the bridge, turn right. Take
a running
jump to grab the rock ledge. Pull up and take a standing jump to
grab the
ledge beyond. The chimes sound for SECRET #2. Jump to the next
ledge to
pick up the grenades. Then return to the bridge the way you
came.
Now you can choose to go INSIDE THE TEMPLE on the other side of
the bridge
or climb down to the ground and continue along the other path
(Serpent
Stones). If you choose the latter, resume the walk-through below
at the
***. (NOTE: You only need to find three secrets in this level
for a perfect
score. But to get all four, you should climb down now or after
exploring
the temple ahead.)
INSIDE THE TEMPLE: Enter the building, take a few steps to the
left--not
too far, though, or you'll run into a whirling blade. Then turn
and take
out the tribesman who sneaks up behind you from the right. When
the coast
is clear, crawl under the blade into the next room. Lara looks
up at the
window in the ceiling as you enter. Yes, this is a hint. Don't
step into
the light or you'll trigger a poisoned-dart trap and raise the
spikes in
the trench ahead. Instead, go around the corner to the right and
press the
button to cover the window and deactivate the traps.
Now, pick up the large med-pack and jump across the stream.
Crawl over to
the save/power-up crystal to avoid more poisoned-dart traps.
Now you can choose to slide down the chute to THE VILLAGE (pick
up the
walk-through below at the ****), jump into the water to land on
a ledge on
the FACE OF THE TEMPLE (continue below at the *****), or
backtrack to the
WOODEN BRIDGE and climb down the rocks (continue below at the
***). (NOTE:
To get all four secrets, you should choose the second or third
option.)
**) INTO THE CAVES (Serpent Stones): Slide down the slope into
the cave.
Continue past a small pool and climb up into an overgrown area.
A hostile
tribesman lays in wait. Take him out then continue on to a
swampy area with
a wooden bridge above.
(***NOTE: If you're coming into this area from the bridge above,
you can
head away from the swamp to meet the tribesman mentioned in the
paragraph
above. Otherwise, go on from here.)
Take a running jump to grab the block in the middle of the
quicksand. Pull
up at either corner to avoid the poisoned darts. Turn right and
take a
running jump to the rock ledge with the large med-pack. A
standing jump
will get you back onto the rock pillar. Then take another
running jump to
the other side of the swamp.
Follow the path, killing another native along the way. You'll
soon come to
a huge temple near a very steep drop-off. Before going on,
backtrack to
where the path bends back toward the quicksand. Climb onto the
rocks with
the green tops, go forward, turn right and climb onto the bent
tree trunk.
(You're now facing the quicksand and the wooden bridge.) Climb
up to the
rock ledge behind the tree. Turn around and head to the left
along the
ledge. Jump to the branch, then to the triangular green ledge,
and from
there, jump around the corner to grab the square stone ledge
with the
shotgun shells. Return the way you came to the ledge above the
bent trunk.
This time jump to the thick branch on the right side of the tree
trunk.
Follow the branch to the stone ledge at the end. Take a running
jump to
grab the next branch and pick up the red SERPENT STONE--one of
three. Go to
the other end of the branch and climb into the alcove for SECRET
#3--Desert
Eagle clips. (NOTE: For some, this will be the second secret.)
THE FACE OF THE TEMPLE: Take a running jump to the side of the
temple. Land
on the sloped green ledge just above the torch. Slide down to
the flat spot
next to the torch. Jump into the pool below and let the current
carry Lara
over the edge to land on the small, square ledge between the two
waterfalls. Alternately, you can slide down the front of the
temple, then
climb and jump your way over to the ledge between the falls.
(*****) Take a standing jump into the opening behind the falls
where you'll
find a SERPENT STONE. Step back from the opening a bit, then
take a
standing jump (with Action) to land back on the ledge between
the falls.
Look to the left and you'll see a save/power-up crystal. Take a
running
jump to grab the stone ledge ahead. Follow the path to the
crystal. Then
retrace your steps back to the ledge between the falls (a
standing jump
will take you from the greenish ledge to the ledge between the
falls).
[NOTE: If you came in via the waterfall from the temple above,
the serpent
stone behind the falls will be the first one you've found. After
obtaining
the save/power-up crystal, climb up to the jungle area on the
right to
locate another crystal and secret (labeled SECRET #3, above).
You can go
back as far as the cave near the lagoon if you like, using the
walk-through
backwards if you need it. Make all the necessary pick-ups then
return to
the temple on the cliff face, jump across the tops of the
waterfalls to the
far side of the temple, and resume the walk-through below at the
******.]
If you now have two serpent stones, take a running jump to grab
the ladder.
(Don't let go; there are deadly spikes below.) Climb up to the
opening at
the top right. Continue through the passageway to another
ladder. Climb to
the top.
(******) There's a square pillar with an angled top close to the
edge of
the cliff. Climb on top of it to get a small med-pack. Drop down
on the
safe side, then go to the back right corner of this area. Climb
up onto the
block and shoot the tribesman inside the doorway to the left.
(BUG NOTE: Do
not place any serpent stones into the snake receptacles until
you have all
three. Several people have reported a bug where they placed one
stone then
went to get the other two. When they came back they were unable
to open the
gates.)
Jump from the lowest block to the ledge near the doorway. Turn
around and
take a running jump to grab the rock ledge above where you just
stood. Turn
right and take a running jump to the gray stone ledge near the
temple. Jump
over to the ledge with the third SERPENT STONE.
Slide down the side of the building. Now take your three stones
and place
them in the receptacles to open the three gates. Slide down into
the
village below.
(****) THE VILLAGE: When you enter the village, 2 tribesmen
attack--one
with a spiked club comes from near the huts, the other with a
blowgun is on
the ridge to the left. (NOTE: If you came down through the
serpent stone
hallway, you'll be on the same level with the tribesman with the
blow gun.
You'll be able to pick up an additional small med-pack here,
which isn't
accessible from below. When you've got it, slide down the
slope.)
There are four huts in this area. As you explore them, you'll
meet 2 more
tribesmen. Inside the closest hut is a rocket. Behind it, on a
ledge near
the chute (the one you came down if you slid in from the
dart-trap temple)
are some grenades. (You don�t need to jump to get these, just
face the wall
and press Action + Forward.)
The big hut with the fire has a small med-pack, and there's a
save/power-up
crystal behind the hut to the right of the pool. The hut next to
that one
is a quicksand trap; you can't get the med-pack, so don't bother
trying.
Beyond this is a path with a pit of spikes.
When you've gotten everything, go up the narrow path to the left
of the
pool. This leads to a tree house and a stone building near a
swamp. You'll
meet a hostile native on the path. Climb onto the rock at the
corner of the
stone building. Kill another man lurking at the front of the
building. Jump
across to the alcove where he was standing and turn the wheel to
raise a
trapdoor over the spikes back in the village area.
Return to the village, taking out 2 more tribesmen on the way.
Head to the
left toward the path over the spike pit. Pull up onto the ledge
above the
pit to get a box of shotgun shells then continue through to the
other side
of the village.
Follow the wall to the right. In the back right corner is a dark
cave. This
is SECRET #4. (NOTE: For some, this will be the third secret.) A
villager
sneaks up from behind when you try to pick up the shotgun shells
and MP5
clips. You'll also find some flares in one of the huts. And when
you go
through the narrow alley behind the huts, a guy with a blowgun
appears
behind you.
One of the huts on the upper level has a wheel inside, which
opens the
trapdoor into the tree house with the ladder. When you turn it,
another
villager attacks from behind. Kill him, then climb up into the
tree house.
The window opens as you approach. Take a running jump from the
windowsill
to the wooden ledge to the left.
Enter the stone building and take out the tribesman in the
hallway on the
right. You can't get over the burners yet. So instead go down
the hallway
and jump from the window to the bamboo platform behind the huts.
Go forward
to the far corner, jumping the gap and picking up some harpoons
in a dark
area on the left. Jump up to the flat spot on the roof. Then use
the bars
in the trees to traverse over the spikes. Cross over to the next
hut (the
one with the balcony with wooden railings). Press the button to
raise a
platform over the burners in the stone building. Kill the angry
villager
who appears when you do this. Then climb down and back up to the
burners.
Take two hops back from the edge of the burners, then a running
jump to
land on the platform. A standing jump from the edge of the
platform will
land you near the button in the alcove ahead. Press it to open
the gate,
roll, and take out the tribesman who appears out of nowhere.
Do not press the other button in the neighboring alcove. This
only turns on
the burner beneath. Instead, go left into the hallway. There's a
nasty
double circular blade trap here. You can sprint past it or walk
as close as
you can to it then hop back and take a running jump as it moves
away from
you. Continue to the end of the hallway and turn the wheel. This
opens the
door next to it, along with the trapdoor in the pool. Slide
backwards out
the window and safety drop to the ground. Jump into the pool and
swim
through the trapdoor you just opened and along the underwater
passage. You
can harpoon the crocodile or swim through quickly and climb out.
Then
either shoot it from above or just move on.
Follow the hallway to an opening. Take a standing jump to grab
the edge of
the tree house and pull up to end the level.
A cut scene follows: Lara enters the hut and meets an Australian
soldier
whose leg has been cut off below the knee. He says he thinks the
tribesmen
did it but it was dark when it happened so he can't be
completely sure. The
soldier tells Lara that his plane crashed in the mountains, some
of his men
vanished under mysterious circumstances and the rest fled. Lara
asks if he
knows a safe route through the swamp. He says he won't go with
her but he
gives her a map and asks that if she meets any of his men, she
should warn
them away from this area.
SOUTH PACIFIC PART 2: CRASH SITE
Kills: 56 Items: 23, plus 2 keys and 4 save/power-up crystal
Secrets: 3*
*The number of kills and items are approximate and vary
depending on the
actions of your enemies and allies. Note that one of the regular
pick-ups
here will be the MP5 ASSAULT RIFLE if you didn't get it in the
previous
level. Be sure to find all the secrets so you can access the
bonus level at
the end of the game.
(BUG NOTE: I also encountered a bug where using grenades and/or
the big gun
inside the airplane to kill the raptors resulted in an
inaccurate
count--more than double the actual number of kills--so you may
not want to
rely on the end-of-level statistics here.)
Objectives: Get across the swamp to the crash site. Retrieve two
keys to
activate the plane's weaponry and, finally, find the exit.
Walk-through: Drop down from the hut and go toward the swamp. (A
mysterious
earthquake prevents you from going back to the area in the
previous level.)
Check your inventory for the SWAMP MAP given to Lara by the
Aussie. (NOTE
FOR NEW PLAYERS: Use Escape then Up to access the top inventory
ring. This
is where you'll find things you've collected, like keys,
artifacts and this
map.) Use this to help you cross the swamp safely. All of the
solid squares
in the swamp have green plants on them, but not all of the
squares with
plants are safe. The X's on the map show approximately where
each safe
square is.
When you near the far side, look to the left for an opening in
the rock.
Jump to the square just below it and climb in for SECRET #1--2
sets of MP5
clips. Climb down from the opening, return to the previous safe
square,
then take a running jump to the bank.
Before sliding down the slope into the next area, look to the
left just
inside the opening. Take a running jump to the block with the
grenades.
Then continue to the bottom.
A raptor comes through the fog from the right. (NOTE: The
raptors in this
game are much harder to kill than the ones in TR1; however, they
seem to
move more slowly and don't attack with the same viciousness. You
can
usually find a raised block to stand on for safety. Also, some
will run
away after you shoot them a bit, and you'll need to draw them
out in order
to resume the fight.) When you've killed this raptor, go through
the fog,
past the small pond, and climb up the rocks into the opening
above.
Continue to a clearing with the downed plane. Another raptor
emerges from
behind the trees on the left. Kill it and continue exploring.
You can go
into the various areas around the plane--CAVE WITH SWITCHES,
COMPSOGNATHUS
ROOM, T. REX NEST and RAPTOR POOL (below)--in any order you want
to.
CAVE WITH SWITCHES: (NOTE: If you're not interested in getting
all the pick
ups, you can skip over this area entirely--or take the shortcuts
described
below at the ** to get the goodies without dealing with all the
switches.)
Return to the entrance to the airplane area from the foggy area
where you
killed the first raptor. Stand with this doorway on Lara's
right. Above and
behind is a rectangular stone ledge. Ahead is a short, green
wall with a
sloping base. Walk/jump to the left corner of this green wall,
where
there's a flat spot on which Lara can stand. Jump to grab the
edge of the
green wall and traverse a little to the right, to the middle of
the wall.
Pull up and backflip onto the stone ledge above. Turn around and
you'll see
a crawlspace.
Alternately, you can reach this spot by taking the more obvious
but longer
route through the treetops: Face the nose of the plane then go
back to the
left (near where the second raptor came from). Jump onto the
gray stone
block jutting out from the green corner. Turn around (face the
plane) and
jump to grab the ledge above. Pull up, then jump from the edge
to grab the
handholds in the tree branch above. Traverse to the trunk and
drop down.
Walk along the branch around to the left. Take a running jump to
grab the
handholds on the tree trunk. Climb up to the ledge. Jump to grab
the
handholds on the branch above. Then traverse nearly to the end
and let go.
Here you get a wide-angle view of the area, showing a rock
ladder leading
down. Climb down and hang on at the bottom. Traverse to the left
until you
can pull up.
Crawl into the tunnel and drop down in the next room. Climb onto
the low
block and jump to grab the bars on the ceiling. Traverse forward
then hook
around to the right to get to the doorway above. Drop down.
Hop down to the ledge below the doorway. Go around to the right
and use the
first switch to rearrange the bars on the ceiling. Take a
standing jump
with Action to land on the pillar with the save/power-up
crystal. (If you
miss, you'll need to restart, because all the slopes lead down
into the pit
of spikes.) Jump and grab the ledge under the door and climb
back up. From
the doorway, use the ceiling bars to traverse straight across to
the other
side. Drop down and climb into the alcove with the second
switch. Pull it
to rearrange the bars again.
Jump/climb back to the doorway via the pillar where you got the
save
crystal. On the way, use the first switch again to rearrange the
ceiling
bars. This time, traverse all the way around the center to the
far side of
the room. Traverse to the right until Lara is up against the
climbable wall
(on the back of the central structure). Drop to grab it. Then
climb down to
the bottom. Position Lara on the lowest rung that allows her to
have her
feet on the ladder, then back flip into the alcove behind.
(NOTE: If you're
having trouble with this jump, try climbing all the way down, so
Lara is
hanging by her hands from the lowest possible rung. Then tap the
Forward
key just until her feet come up onto the ladder. Now take the
back flip
from here.) Use the third switch to raise the last section of
bars up on
the ceiling and open a metal grate nearby.
Jump to grab the rock ladder and climb up to the alcove you just
opened.
Turn around and take a running jump to the long, angled ledge to
the right
of the switch alcove. Slide back and grab the edge of the slope.
Traverse
to the second square from the left, pull up and back flip onto
the pillar
where the save crystal was. Jump/climb back up to the doorway.
Now you can traverse all the way around to the exit. Pick up the
Uzi clips
in the corner and climb out onto a ledge across from the
airplane. If
you've got the two keys and ready to go down into the plane,
take a running
jump to grab the branch ahead, and jump from there to the
fuselage.
Otherwise, climb down the rocks to the ground.
(**Note: If you just want the goodies without the work, you can
go into the
left cave as far as the crystal then go back out the way you
came. To get
the Uzi clips, climb onto the plane at the front right, when
facing the
nose, and walk across the top to the back left. Jump to the tree
branch and
from there to the cave opening. Go in and get the clips.)
COMPSOGNATHUS ROOM: (NOTE: Completing this area isn't necessary
to finish
the game, but it's quick and easy if you want to do it.) On the
right side
of the plane (when facing the nose), just before the hummock
separating the
front and back areas of the aircraft, there's an opening on the
right. Hop
down and get some MP5 clips. Continue to an open area with a
dead soldier
and raptor. As you enter the gate closes behind you. As you poke
around, a
pack of 5 tiny compsognathus emerge to gnaw on the raptor
carcass--and on
Lara. Get them out of the way and pick up the large med-pack and
more MP5
clips. (NOTE: If you don't already have the MP5 ASSAULT RIFLE,
you'll get
it here instead of clips.) Use the 2 switches in the alcoves to
open the exit.
T. REX NEST (Cmdr. Bishop's Key): Drop into the pit near the
front of the
aircraft (to the left if Lara's back is to the nose of the
plane). Climb
through the open area. Pick up the MP5 clips just inside. (NOTE:
Again, if
you don't already have the MP5 ASSAULT RIFLE, you'll get it here
instead of
clips.) Now you'll meet a soldier and 2 raptors. You can help
the soldier
kill the raptors or use the raptors to help you in the upcoming
battle.
(See the strategy note below.)
In the flat area at the bottom of the embankment is a pack of 4
compsognathus, which will give most of their attention to a
nearby raptor
carcass. You can kill them if they're pestering you. Around the
corner to
the right, beyond the pond, is a Tyrannosaurus rex nest.
COMMANDER BISHOP'S
KEY is inside the nest, along with what's left of its owner.
When you take
the key, Mama Rex returns home. You're stuck down in the lower
area with
her until you can open the doors. When you do, another raptor
enters from
above (along with any that you or the soldier didn't kill
earlier).
The first door is at the right side of the embankment (when
facing it from
below). It has both an inner and outer door. When you take the
key, the
inner door opens. Throw the switch inside to open the second
gate, on the
far, left side of the pond. Here you'll find the second switch,
which opens
the outer door (near the first switch).
I found it easier to just kill all the raptors as you go along,
and shoot
Mama Rex from the relative safety of the switch alcoves or the
deep part of
the pool. But if you want to live on the edge, you might try
this: Leave
the raptors at the top alone. Slide down the embankment and go
to the nest
for Bishop's key. Run to the first switch and pull it. Run to
the second
switch and pull it. This will let in the raptors from above
(between one
and three of them, depending on how your soldier friend made
out). The
raptors will keep the T. rex busy and you can assist or just
hang back and
see how things turn out. Kill any surviving creatures and exit
up the steps
near the first switch. If the T. rex is left standing, you can
use the
switch alcoves for cover if you need to or exit the area. She
can't fit
through the narrow passage. If any raptors survive, you can get
on one of
the ledges for safety.
Once the battle is through, make your pick-ups: 3 small
med-packs--one on a
ledge to the right of the rex nest, one on a ledge opposite the
slope and a
third in the stairway; and 3 packs of flares--two near the first
switch,
one near the second. Also, if the soldier was killed, you'll
find MP5 clips
near his body.
Go up the stairs to the top of the embankment and climb onto the
long ledge
on the left (near the bent tree). Use the Look key if necessary
to spot the
large med-pack on the tree branch running parallel to the ledge.
Take a
standing jump to grab the branch to the left of the med-pack.
Pull up, grab
the med-pack, then take another standing jump to the next branch
with the
flares. This is SECRET #2. Now climb down and exit through the
tunnel back
to the crash site.
RAPTOR POOL (Lt. Tuckerman's Key): Jump over the hummock at the
side of the
plane into the area beyond. You'll see 2 soldiers fighting a
raptor. You
can assist if you like. Just be sure not to accidentally shoot
one of the
soldiers or the others won't be as friendly as you'd like.
Go through the second doorway on the right wall (all the other
openings are
just shallow alcoves). Follow the passageway to an open area
where some
soldiers battle another raptor. There's a raised block just
inside on the
right where you can jump to safety. You'll also find some MP5
clips just
inside the entrance. (Don't forget to check the bodies of any
downed
comrades for additional MP5 clips.)
Don't try to cross the bridge. It will collapse beneath you,
plunging you
into the piranha-infested pool. There is a place to climb out on
the near
left side, but it's better to avoid the water for now. Instead,
climb a few
trees.
Another raptor lurks in the trees above. You may be able to kill
it from
below. Climb the vine-covered wall above the raised block. When
you reach
the top, press Jump and hold it to back flip onto the angled
block behind
then spring to the branch. Finish off the raptor if you didn't
already. Or
run to the left and jump to the ledge near the back corner
(above the
entrance) to shoot the dinosaur from safety or avoid it
altogether.
Now climb a little higher: Take a standing jump from the
triangular ledge
in the corner to grab the branch to the right. Pull up, jump to
the stone
ledge with the save/power-up crystal. You should be able to kill
the raptor
on the next branch from here. Jump across to the branch that
bends up at
the end (between the ledge with the save crystal and the branch
where the
raptor was standing). Take a standing jump to grab the high part
of the
branch on the left. Pull up for SECRET #3--MP5 clips.
Slide back down and walk to the end of the branch near the
dangling raptor
carcass. Take a running jump to the green ledge ahead on the
left. Around
back you'll find a small med-pack. Shoot the carcass and it will
fall down
into the pool below, attracting the attention of the hungry
piranhas. Now
you can jump down into the pool and pull the underwater lever to
open the
gate on the far side of the pool from where you entered.
Climb out of the water and kill the raptor that emerges from the
building.
Inside the building is another raptor and 3 switches. Pull them
one at a
time, jumping back onto the block to shoot the 3 raptors that
enter after
when the switches are pulled (two after the left switch, one
after the
right). (NOTE: You can kill them all, or just shoot until they
run away so
you can pull another switch.) Climb up through the trapdoor. Get
the
save/power-up crystal and LT. TUCKERMAN'S KEY (He won't be using
it
anymore.), and kill the raptor that appears out of nowhere when
you do.
Drop down and return to the other side of the pool. Follow the
passageway
back to the airplane.
INSIDE THE AIRPLANE: Climb onto the plane from the treetops/cave
area (see
above), or from the ground at the front--just around to the
right when
facing the nose. Drop through the open hatch. Take care of the
raptor and
pick up the MP5 clips. (NOTE: Again, if you don't already have
the MP5
ASSAULT RIFLE, you'll get it here instead of clips.) Use the two
keys in
the keyholes in the cockpit to open a door down below. Drop
through either
opening into the belly of the plane. Go to the front and pull
the switch to
open the back and extend the gun.
When you go out to the gun a couple of soldiers will be
patrolling the
area. As soon as you grab the big gun, a small army of raptors
(30, to be
more precise) will begin to swarm out of the doors on the left
and right,
and across the wooden bridge. The soldiers will probably kill
some of them
for you. The rest you can take out with the big gun, swiveling
around and
angling it up and down as needed. When the hullabaloo dies down,
use the
big gun to blast away the top left corner of the wall to open up
the exit.
(Press Roll to let go of the gun.) Pick up additional MP5 clips
from your
late friends. Then jump across the stream at the left side.
Alternately, run out to the big gun, then run back into the
plane. You can
use your weapon of choice (even pistols) to shoot the raptors
safely from
inside. Or, climb up onto the fuselage and take them out from
above. You
may have to dangle Lara over the side periodically to draw the
raptors out
of hiding.
Another technique you may want to try is to run out and use the
big gun to
shoot out the wall right away. Then run over to the exit,
jumping the
stream to land safely on the other side. Now you can shoot the
raptors from
there or leave them to fight it out among themselves.
Climb into the right opening near the exit to get a large
med-pack and a
save/power-up crystal. Take a running jump over to the left
opening and
exit the level.
A cut scene follows: Lara enters a temple and meets one of the
natives. He
tells her she's lucky he's fasting today, since she'd make a
nice meal. She
inspects a mural depicting a falling meteor and asks the man why
his
ancestors left Antarctica so suddenly. He tells her there was
plenty of
flesh there but also powerful evil. One of his tribe's leaders
was born
without a face and the people took that as a sign of the
meteor's curse. He
says that some time after they had settled on this island, a
white man came
with a stone--presumably one of the meteorite artifacts--and his
people
feasted that day. When Lara realizes she's not going to get any
more
information out of him, she leaves.
SOUTH PACIFIC PART 3: MADUBU GORGE
Kills: 16 Items: 12, plus 8 save/power-up crystal Secrets: 3*
*The item count is approximate. It varies substantially
depending on the
route you take through the level. Be sure to find all the
secrets so you
can access the bonus level at the end of the game. Note that one
of the
regular pick-ups here will be the ROCKET LAUNCHER if you didn't
get it in
the previous level.
Objectives: Find a kayak. Paddle down river and locate a place
where you
can climb out of the boat. Return up river on foot to the
building where
the control for the plug is. Let the water out of the plugged
pool, get
your kayak back and paddle down into the "drain" to find the
exit.
Walk-through: Go forward to the square columns. Climb up into
the opening
in the ceiling between the columns, where the bats fly out.
Inside you'll
find Uzi clips, grenades and a small med-pack. There's also a
closed
trapdoor. Below it is a room with a kayak. You can paddle down
the river
from there, but you'll miss two secrets if you do.
For either path, you'll first need to drop back down to the
grassy area and
continue forward from the start. A poison-breathing lizard
climbs down from
the ledges behind the palm tree. Another lizard lurks down on
the rock
ledge to the right. (These don't do much damage with their teeth
or claws;
however their green gaseous breath will eat away at Lara's
health until you
use a med-pack.) Kill them and climb down onto the ledge where
the second
lizard was. Jump from the lowest ledge to the square block in
the middle of
the river. (Don't let Lara fall in or she'll be killed in the
rushing rapids.)
Now choose either the QUICK ROUTE (below) or the LONG ROUTE/ALL
SECRETS
(pick up the walk-through below at the **).
QUICK ROUTE: Take a running jump from the block in the river to
grab the
angled rocks on the other side of the water. Traverse to the
right, pull up
and climb/jump around the corner to the right. Push the button
to open the
trapdoor back at the starting area.
To get back there, follow the rocks the way you came. That
tricky jump to
the raised block below the drawbridge can be done by taking a
running start
and grabbing the left side of the block. Otherwise, Lara will
slide down
the slope into the river. Hop down on the other side of the
raised block.
Now you can choose whether to go after an extra save crystal or
not. If you
don't want it, drop back to grab the edge and traverse back to
the left
until the square block in the river is behind you. Skip over the
next
paragraph.
If you do want the extra crystal, drop back to grab the edge and
traverse
left all the way to the corner. Let go and quickly grab the
ledge below.
Pull up and crawl forward until you can stand. Take a standing
jump-grab
(using Action lowers Lara's trajectory) to the ledge with the
save/power-up
crystal. Press the button to open the nearby trapdoor. Jump back
to the
previous ledge and climb up through this door. Now drop back and
grab the
edge and traverse to the right along the angled blocks until the
square
block in the river is behind you.
Pull up onto the slope and quickly back flip to land on the
block in the
river. Turn around and take a running jump to grab the ledge
where you
climbed down. Climb back up to the start and go into the
building. Drop
through the trapdoor you just opened and climb into the kayak.
(KAYAK NOTES: This craft is quite difficult to maneuver. The
most useful
moves are the paddle turns (Walk + Left/Right) and the back
paddle, which
slows the craft and can fight currents more easily than regular
forward
paddling. Use Action to climb into the boat at the side and Roll
plus Left
or Right to climb out. Lara will only climb out in the calm
water of the
pool where you'll end up. Also note that the river is laced with
traps that
are tripped by ropes stretched between rocks. Red ropes are bad;
green are
good. Lara will take damage when she goes through spikes/blades
or when
taking a long drop. So don't hesitate to use med-packs as you
go.)
Paddle out of the room and steer down the river to the left. The
current
carries you around the corner to the right. Try to steer with it
so you're
facing forward. Stay to the middle as you go over the falls so
you can snag
a save/power-up crystal. Next you'll go under a wooden bridge.
Stay to the
right in the next turn to avoid a trip wire. If you do
accidentally go over
it, back paddle to avoid the falling rocks ahead. Then continue.
Pick up
the walk-through below at the ****.
(**) LONG ROUTE/ALL SECRETS: From the block in the middle of the
river,
take a running jump to grab the angled rocks on the other side.
Traverse
all the way to the left. Let go and quickly grab the ledge
below. Pull up
and crawl forward until you can stand. Take a standing jump-grab
(using
Action lowers Lara's trajectory) to the ledge with the
save/power-up
crystal. Press the button to open the nearby trapdoor. Jump back
to the
previous ledge and climb up through this door.
Use the handholds on the rock arch above to traverse across the
river. Drop
to the ledge below. Drop back and grab the edge. Traverse to the
right
until you can pull up. Turn around and take a running jump past
the corner
to the angled rocks, slide back and grab the edge. Traverse to
the right a
bit, pull up and jump into the doorway.
INTO THE CAVE: Go past the closed door through the only open
doorway. Slide
down the ramp. Slide again and jump from the slope to clear the
spikes
below. Drop down to a dark area. Crawl through the low opening
on the right
and kill the poison-breathing lizard. Follow the passageway,
cross the
wooden bridge and continue to a rock bridge above the water.
Jump to the
bridge to get the save/power-up crystal. Turn around and kill
the lizard in
the doorway where you came from before jumping back. Return the
way you
came through the dark crawlspace.
Now continue along the main passage and go up the steps, killing
another
lizard on the way. Drop into the grated alcove and use the
button to open
the door you passed when you entered this area. Return to the
area with the
spikes. WALK into the spike area. Then use the climbable wall on
the left
to get back to the room at the top.
Go through the door you just opened to emerge above the water.
Below and to
the left is a waterfall. Hop down to the flat block below the
doorway. Then
take a standing jump into the opening behind the waterfall. This
is SECRET
#1. Walk to the back edge and kill the lizard in the cave below.
Drop down
and pick up the MP5 clips. Then climb back up to the entrance.
Jump to grab the ceiling and traverse around to the doorway at
the far
right. Slide down the ramp and jump to grab the edge of the
pillar. (Be
careful or you'll land on the burner below. If Lara does catch
fire,
there's a pool of water in the middle of this room to douse the
flames and
a place to climb out on the far side.) Kill the poison-breathing
lizard on
the other side of the room from the top of the first pillar if
you can.
The middle pillar, with the save/power-up crystal, ignites when
Lara steps
on it, so avoid this. Instead, take a running jump from the
first pillar
over the second to grab the edge of the third pillar. You'll get
the
crystal in the air. Now pull up and take a running jump to the
doorway.
Pick up the small med-pack on the left. Hurry past the poisoned
dart trap
on the right. Slide down the ramp. At the opening to the next
area, jump to
grab the ceiling. Traverse forward to the wall, then let go.
Climb down and
get the save/power-up crystal. (Be careful not to fall into the
piranha-infested pool.) Then climb/traverse back toward the
entrance and
around to the other doorway.
SECRET IN THE THATCHED HUT: Crawl through to a ledge high above
the water.
The thatched hut on the left is where you're headed. Turn left
and take a
running jump across the gap to grab the rock ladder. Climb to
the top. To
the left is an opening leading down to a pool with another
kayak. You'll
return there in a few minutes.
First, a side trip to the hut: Position Lara's back against the
rock at the
right side of this ledge. (The back of this block is steeply
angled.) Walk
five steps forward, then back flip to land on the steep slope.
Slide back
and grab the edge. Traverse to the right and drop to the small,
wooden
platform. This is SECRET #2. Jump to the next block to the right
then over
to the hut area. Go around the front. Inside you'll find a large
med-pack
and a rocket.
Return to the wooden platform. The jump back to the rocks near
the
waterfall is very tricky. Line Lara up so she's facing the tall,
angled
block to the left of the falls and below the ledge you jumped
from to reach
the rock ladder. Make sure she's also angled just to the left of
the
overhanging rock, or she'll bang her head when she jumps. Now
take a
running jump WITHOUT GRABBING and use the Right directional key
to turn
Lara back toward the lower block where she needs to land. It may
take
several tries to finesse the angle, but it is possible.
KAYAK ROOM/HEADING DOWN RIVER: Climb up, jump back to the rock
ladder,
climb to the top and go down into the passage to the kayak. Kill
the 2
crocodiles in the pool from the ledge. Then jump in and pull the
underwater
lever to open the gate. Now get ready for some white-water
action. (See the
KAYAK NOTES, above, for some tips on maneuvering.)
Steer out of the room, back paddling as you come down the chute.
If you can
manage it, cut to the right into a pool where you can find a
save/power-up
crystal. If you miss it, don't worry; there will be others. Stay
to the
right as you go over the first falls to avoid the trip wire on
the left and
the big rock in the middle. If you do accidentally go over the
wire, back
paddle to avoid the falling rocks ahead. Then continue.
(****) The current in this next pool sweeps you to the right
toward some
slicing blades. Back paddle to the left to go over the green
trip rope that
turns off the blades, then continue past them.
Go over the falls, paddle turn to the left, then back paddle
hard to enter
the cave on the right with the black fronds hanging from the
opening.
(NOTE: If you do get swept off to the left, you'll go over a
steep drop-off
then through some spikes and slicing blades. Don't back paddle.
Just get
through it as quickly as you can, feeding Lara med-packs as you
go. Next,
you'll go over a waterfall into a pool with a BIG PLUG in the
center. Cut
to the left to enter the cave where the third secret is. Pick up
the
walk-through below at the *****. Or, if you don't want to deal
with these
hazards, reload a saved game and try again.)
On entering the cave with the black fronds, quickly choose your
path (LEFT
or RIGHT CHANNEL, below) and back paddle as needed to get on the
side you
want. Each has good and bad points. On the right side, you'll
probably take
more damage, but you can get two extra save/power-up crystals if
you play
it right. It's also possible, though not at all easy, to start
on the left
side and cross over to the right after crossing the green trip
line (see
below). You may also be able to paddle turn and back paddle to
slalom
between the blocks and avoid the red trip lines altogether.
Taking this run
facing upstream may help you to do this. I found it nearly
impossible--A
good "Expert Challenge."
LEFT CHANNEL: First you'll go over a red trip rope that
activates a
poisoned dart trap. Next, you'll go over a green trip rope,
which causes a
save/power-up crystal to appear on a block just below in the
middle of the
stream. (You'll have to get it later on foot.) Then you'll pass
another red
trip rope that raises some spikes. Beyond that is a building
with a zip
line, where you'll be returning later. You may be able to cut
across the
stream to the right here to avoid the next hazard: a very high
waterfall.
Either back paddle like mad as you crest the falls to slow your
descent, or
make sure Lara's health is at 100%, as she'll take nearly that
much damage.
If you can, aim for the middle of the falls and get the
save/power-up
crystal on the way down. Once you reach the pool below the big
falls,
you'll need to do some backtracking. Paddle up the rapids to the
pool above
with the HUGE PLUG--i.e., the rapids on the left side of the
wider
waterfall. Now pick up the walk-through below at the *****.)
RIGHT CHANNEL: Follow the right channel down past some red trip
ropes that
raise spikes. (Use med-packs as needed as you go.) You'll end up
in a pool
with a chain in the middle attached to a HUGE PLUG. Don't go
down the next
set of rapids. (If you do, just paddle back paddle up the rapids
again to
the pool with the PLUG.)
(*****) Steer into the cave with the brick platforms flanking
the sides.
Head around the corner and paddle under the falls into the cave
with the
save/power-up crystal. This is SECRET #3. There are some items
on the
ledges near the falls, which you can get later on when you pass
this way on
foot.
Return to the plug room and paddle through the tunnel to the
right of the
raised alcove with the wooden door. (If necessary, back paddle
to fight the
current.) At the top, go into the cave on the left. Here you'll
find a calm
pool with a crocodile swimming in it. Jump out of the kayak
(Roll +
Left/Right) and swim to the ledge to climb out. Kill the
poison-breathing
lizard on the steps first; then take care of the croc.
UP RIVER ON FOOT: Go up the steps and hop down into the opening
near the
torch. Take a standing jump to grab the handholds on the ceiling
above the
water. Traverse across the pool, using careful timing to pass
the two
fire-breathing-head blocks. Continue to traverse into the
passageway
leading to the third secret. At the end of the traverse, hook to
the left
and drop onto the block.
Turn around and take a running jump across the river to the next
ledge.
Enter the alcove and pick up the ROCKET LAUNCHER. (NOTE: This
will be a
single rocket if you already have the launcher.) Climb up and
follow the
short passage to an opening. Safety drop (or climb down) to the
ledge
below. Follow the ledges toward the falls where you got the
third secret.
Pick up the large med-pack. Take a running jump across the water
to grab
the ledge with the MP5 clips. Turn around. Now return to the
other side by
taking a running jump from the right side of the whitish block
(next to the
block where the clips were). Grab the ledge opposite (to the
left of the
triangular ledge where the med-pack was). Pull up and follow the
ledges
back to the right.
Rather than jumping to the next ledge on the right (where you
came from),
climb into the curved alcove on the left. Use the handholds in
the wall to
climb up to the thin ledge on the right. Grab the handholds in
the ceiling
and traverse across the water. (Be careful of the flame trap.)
When you
reach the falls, traverse to the left. Drop onto the ledge
below. Get the
flares and shotgun shells in the cave off to the right. Then
traverse back
across the falls to the other side and drop to the ledge. Turn
left and
follow the path upstream.
Take a running jump to the square ledge to the left of the
spikes and
blades. Turn around and take a running jump to grab the
handholds on the
wall on the other side of the spikes. Climb up and to the left
as far as
you can. You'll come to a flat ledge. The first (right) square
is white
with mist and is very slippery, so don't drop there. The square
just to the
left is safe. (Now you're level with the cave opening with the
black fronds.)
Follow the ledge to the opening. Turn around and climb down into
the deep
pit. There's a boulder trap at the bottom. Run forward to the
step and duck
so the boulder rolls over Lara's head. Repeat this for the
second boulder.
The third boulder is dangling from the ceiling just inside the
next room.
On either side of the walkway are steep slopes with flames
below. And there
are more flames inside the doorway at the far left end of the
walkway. You
can outrun the boulder, jump into the doorway and hope you don't
get
toasted, or try one of these techniques: Either, stand in the
middle of the
square under the boulder. Turn to either side and side flip out
onto the
walkway. Immediately jump back and grab the edge of the walkway.
Hang until
the boulder rolls by, then pull up. OR, walk forward under the
boulder
about 6 steps (any farther will cause it to drop). Then, turn
right, drop
back and hang from the walkway. Traverse to the left, pull up,
and the
boulder will stay where it is.
Now jump into the doorway near the boulder, taking care to avoid
the
burner. Take a standing jump from the MIDDLE of the square near
the doorway
to clear the flames. Immediately run forward to the step and
duck to avoid
yet another boulder. Continue forward and up to emerge near the
river again.
Take a running jump to the first ledge on the right. Use the
handholds on
the right wall to climb over to the next ledge. Crawl through
the low
opening to a doorway near the rapids where the zip line is. Take
a standing
jump to the nearest block in the middle of the river then a
running jump to
the pile of rocks. (Be sure to jump to the right of the rock
hanging down
from the ceiling.) Take a standing jump to the block with the
zip line.
If you ran over the green trip line earlier, there will be a
save/power-up
crystal on the square block just downstream. Walk down to the
bottom of the
rock outcropping and take a running jump to land near the
crystal. Turn
around and take a running jump (without pressing Action) back to
the bottom
of the rocks below the zip line. Climb up and ride the zip line
down to the
building.
ROOM WITH PLUG MECHANISM: Drop down inside (near the chain) and
climb up
the opposite wall (with the carved faces). Kill the lizard in
the hallway
on the right. Go around to the left and use the switch to pull
the plug in
the pool below. Follow the dark passage. The torch at the end
lights and
another lizard emerges near the end. Kill it and hop/slide down
the ramps
back to the room with your kayak.
Make sure Lara is at full health. Then paddle out into the plug
room. Let
the whirlpool carry you down the drain into the room below.
Climb out of
the boat and either harpoon the crocodile, or swim to one of the
ledges and
shoot it from there. Swim under one the ledge with the wooden
door above
and pull the underwater lever to open the door. This also lets
in 2 more
crocodiles. You can kill them or just exit the level.
SOUTH PACIFIC PART 4: TEMPLE OF PUNA
Kills: 9 Items: 10, plus the ELEMENT 115 artifact (or ORA
DAGGER**) and 2
save/power-up crystals Secrets: 1*
*The number of kills may vary (see the last area in the level).
Be sure to
find all the secrets so you can access the bonus level at the
end of the
game. Note that one of the regular pick-ups here will be the
DESERT EAGLE
PISTOL if you didn't get it in a previous level.
Objectives: Make your way through the trap-riddled temple to
take on the
South Pacific boss and claim his artifact.
Walk-through: Kill 2 natives with blowguns on the stairs to the
right. Go
up the steps past them. You'll meet 2 more guys with blowguns on
the way to
the top. When you get there, crawl through the small opening.
Pick up the small med-pack in the doorway. The next room has
sloped sides,
a locked door, 4 buttons (to open that door) and a row of
interconnected
rolling blades. When the blades roll past toward the right,
slide down and
sprint forward to the save/power-up crystal. Keep moving, arc
around to the
left and run up the slope. Position Lara at one of the seams
between the
square with the button on it and an adjacent square. Duck and
you'll be
safe there from the blades. (NOTE: You can also find safe spots
to stand in
the corners of the room, but I found this method easier.)
When the blades roll away, stand up and push the first button.
Then
sidestep back to the seam and duck again. The next time the
blades roll
away, run over to one of the seams near the second button. Duck,
wait for
the blades to roll away again, then push the button. Duck near
the seam
again if necessary. Then, when the blades roll away, follow them
down but
wait on the downslope. When they turn and roll down toward you,
take a
running jump over them. (NOTE: Make sure you run straight
forward from the
seam area so you jump over the blade at the "axle.") Run up the
slope and
repeat the duck-run-press maneuver for the remaining two
buttons. Then when
the blades roll away, sprint down through the open door.
Climb up into the archway. Below is a room with 3 switches. When
you slide
in, the spiked ceiling begins to descend. Quickly pull out the
movable
block (the only carved one) from the left wall. That will stop
the ceiling.
(Pulling all of the switches does the same thing, but the block
does it
much more easily.) Now pull the 3 switches to open the gate.
Safety drop through the opening. Enter the next area, pick up
the small
med-pack and go left to the switch. This opens the gate at the
other end of
the room and arms the boulder trap. Turn around, sprint for the
gate and
cut to the right onto the perpendicular path. Another boulder
rolls in from
the left, so keep going until you reach the archway where it's
safe. You'll
get a save/power-up crystal on the way. Press Look as you go, so
you don't
get disoriented by Lara's "vision" of the rolling boulder. And
watch out
for the break-away tiles. There's some kind of freaky yellow
lava below.
The next area is actually where you started. There are 3 more
locals with
blowguns waiting for you--one on the left and two on the right.
One of the
guys on the left drops a small med-pack when he dies. Take it
and go back
up the stairs the way you went earlier.
This time the small door above the bend in the stairs is open.
To reach it,
go all the way to the top of the stairs, take a standing jump to
grab the
carved wall, traverse to the left and climb into the doorway.
This is the
level's ONLY SECRET. Inside you'll find 3 sets of Desert Eagle
clips,
flares and a large med-pack. (NOTE: If you don't already have
the DESERT
EAGLE PISTOL, you will get it here in place of clips.)
Safety drop out of the opening and go back down the stairs to
the bottom.
Go forward at the intersection to the gate, which is now open.
Slide down
the ramp into the throne room.
Pick up the 2 small med-packs at the side spokes before or after
the fight.
When you go up the steps at the back of the throne, it turns
around and the
battle with the boss--apparently he's called PUNA, since this is
his
temple--begins.
It's possible to defeat him with pistols, but it goes very
quickly with
Uzis or the Desert Eagle. You can devise your own strategy, but
here's what
worked for me: Walk up the stairs. As soon as Puna's chair
begins to turn
around, start shooting and backflip and find the center of the
platform.
(You don't want to fall off the edge or you'll have to start
over.)
Immediately jump to the left or right, then back to the center,
to the
other side, then back to the center. Keep repeating the side
flips while
shooting. He can't hit Lara with those deadly energy bolts as
long as she
keeps moving.
Depending on which weapon you use, he may have time to put up an
energy
shield and unleash one or more lizards to help him. At this
point, ignore
him--he won't attack Lara, and Lara's bullets can't penetrate
the shield.
Instead, quickly kill the lizards and use a med-pack to antidote
their
poison if necessary. When the lizards fall, go back to shooting
the boss.
Pretty soon, his chair will start to vibrate. Then you'll know
it's over.
At this point, you can stop shooting; soon after, he'll
explode.
Retrieve the ELEMENT 115 artifact and head for the cold place!
(**NOTE: In
some versions of the game, this will be the ORA DAGGER artifact;
you'll get
Element 115 in the last Nevada level.)
BONUS LEVEL: ALL HALLOWS
NOTE: In order to access this level, you need to find all of the
secrets in
the game (or cheat).
Kills: 2 Items: 15, plus 1 Key and 3 save/power-up crystals
Secrets: 0
(NOTE: On the PlayStation version, you start this level with
pistols only.
The only weapon-pick up is the UZIS. PC players carry over their
weapons
and ammo from the Meteorite Cavern level.)
Walk-through: As you slide down the chute, jump and roll to face
uphill,
and grab the end of the slide. Let go and quickly press Action
again to
grab a seam in the wall below the chute. Traverse to the left
along the
seam until you can pull up into a crawlspace. Inside is a spiked
area with
grates on the ceiling to traverse over it. On the opposite ledge
you'll
find a save/power-up crystal and flares. Traverse back to the
crawlspace,
go through and safety drop to the ground.
[NOTE: If you miss this pick-up and don't want to bother
restarting the
level, you can also get another way: First, climb onto the
cement block to
the left of the dome (left when Lara's back is to the entrance
chute). Then
take a running jump to the flat spot on the dome just to the
right of the
cement pillar. Turn right and from here take a running jump to
grab the
crevice. Traverse to the left to reach the crawlspace.
Now you need to make your way up to the top of the room via the
suspended
platforms, making a couple of pick-ups on the way. Climb onto
the cement
block to the left of the dome (left when Lara's back is to the
entrance
chute). Pull up onto the platform above. Take a running jump to
the
L-shaped platform ahead. Walk to the end and take another
running jump to
grab the next platform. Go to the right end and again run and
jump to the
next ledge. (The tall cement pillars are now on your right.)
Vault up onto the next low ledge. Now take a standing jump from
the edge of
the ledge to the angled platform ahead (the right side of this
platform is
flat and has a railing across it). Pull up onto the platform
above, then
the next ledge above that, where you'll find some Uzi clips.
(NOTE: For PSX
players this will be the UZIS themselves, rather than clips.)
Safety drop
twice to get back down to the ledge with one sloped side. Jump
up to grab
the grate above and traverse forward, past the railing. Drop to
land on the
small square platform. Take a standing jump to grab the opening
and crawl
in to get a small med-pack and a save/power-up crystal. Crawl
back out and
safety drop to the ground. (NOTE: This will lower Lara's health
by about
25%. You'll need full health before dropping through the
cathedral ceiling,
so, unless you have others, hang onto the med-pack until then.)
Climb/jump back up again to the ledge next to the cement pillar.
(Earlier
you jumped from here to the platform that's sloped on the left
and flat on
the right.) Go to the right end and pull up onto the small,
angled
platform. Take a running jump to grab the ledge ahead. Pull up
and get some
flares. Turn around and take a running jump to land on top of
the rightmost
of the two cement pillars. (Watch out for the support cable in
between.)
DROPPING THROUGH THE DOME INTO THE CATHEDRAL: Now, make sure
Lara's health
is at 100%. You'll lose nearly all of it on this next maneuver.
Walk to the
high side of the pillar and jump up to grab the grating.
Traverse to the
middle of the last square of grating. Then drop onto the other
angled
pillar. Slide back, grab the edge, and let go to drop through
the
break-away tiles in the cathedral dome, to land on a catwalk
below. There's
a large med-pack nearby for a quick fix-up.
Turn so the lit chandelier is on Lara's right, then take a
running jump to
the dark ledge ahead to the left. Pick up the flares. Turn left
(toward the
wall with only one stained glass window). Angle Lara toward the
pillar
below, which is set forward from the ledge. Hop back then take a
STANDING
jump to land on it. Climb into the hole to get Uzi clips and
another large
med-pack. (NOTE: There's another similar hole at the other end
of this
walkway. It is blocked by a trapdoor, which you'll open later.)
Stand on the pillar where you landed when you jumped from above,
and take a
standing jump to land on the BLACK-AND-WHITE TILED WALKWAY (on
the left
when you're facing the wall with two stained glass windows).
There's a hall
with a switch above, but you don't need to go there yet. Safety
drop down
to the small black-and-white tiled ledge. Turn around and take a
running
jump to grab the ledge on the right side of the central
structure. Pull up
and climb into the slightly angled alcove at the left.
Turn right and take a standing jump to grab the crevice ahead.
(NOTE: If
you miss, you can climb the wall of bookcases to reach the
alcove with the
switch.) Traverse to the left, pull up and take the large
med-pack. Use the
switch to open a door down at ground level. Now safety drop to
the ground
and climb up the bookcase on the opposite side of the room to
the small
square ledge with the small med-pack. Then safety drop to the
ground.
Alternately, take a running jump from the alcove with the switch
to the
suspended platform. (NOTE: Be careful to angle the jump so you
take off
from the left side of the alcove. That way Lara doesn't bang her
head on
the ceiling and miss the jump.) Take another running jump to the
tiled
ledge ahead where there's a small med-pack. Safety drop to the
ground.
(NOTE: If you don't want to lose any health, jump back to the
suspended
platform and drop form there.)
Now head for the door you just opened (in the corner to the
right of the
pipe organ). Run across the break-away tiles with spikes below.
Pull the
switch to raise a panel with bars above the black-and-white
tiled walkway.
Use the ceiling grates to traverse back over the spikes. Then
climb the
bookcase on the left wall to the BLACK-AND-WHITE TILED WALKWAY.
THE VAULT KEY & ZIP LINE: Climb into the raised hallway and, if
you didn't
do it earlier, use the switch to open the door that will let you
exit the
level. Take a standing jump from the opening to grab the ceiling
grates.
Traverse all the way to the left. Let go and grab the ledge
below. Pull up
near the zip line. Before sliding, climb the ladder behind you
and get the
VAULT KEY. Climb back down and ride the zip line across the
room. Be sure
to let go BEFORE the end to land on the cement walkway.
Otherwise, Lara
will slide down a chute and fall to her death.
CRUSHERS AND BURNERS AND DUCTWORK (OH, MY!): Turn around and
take a
standing jump over the spikes to grab the crawlspace on the
left. Crawl
through and drop into the opening behind. A concealed door in
the bookshelf
opens. Go through it and follow the passage. Drop onto a ledge
near spikes.
Pick up the small med-pack. Then stand at the RIGHT SIDE of the
ledge and
take a standing jump to grab the ceiling grates. (Lara will
still take some
heat damage, but if you traverse across the left side or center,
Lara will
catch fire when the flames ignite). Traverse over the spikes,
and let go
when you hear a "clank" to drop into a pool between the spikes
and the burner.
Swim through the tunnel, past the crusher. Climb out of the
water and crawl
through the low opening ahead. Push the button there to open a
trapdoor
above. There's also a small med-pack in the hole above the
crawlspace where
you came in. Crawl back out and climb the grating ladder.
Take a standing jump, pressing Action to lower the arc, to get
over the
orange trapdoor. (If Lara falls through, she'll slide onto the
burner
below. You can jump into the water to put out the flames, but
you'll have
to swim past the crusher again to get back to the ladder.)
Continue
forward, into the main room. The door will close behind you.
Pull up onto
the pillar on the right.
THE VAULT: Drop through the trapdoor you just opened into the
water below.
Climb out in a room with a locked door and two grated alcoves.
Shoot out
the grating on the left alcove to get some flares. The right
alcove has a
switch that opens a door so you can get back into the main room.
This
switch also turns on alarms and arms the nearby blade trap. You
can avoid
this alcove altogether if you pulled the switch in the alcove
above the
BLACK-AND-WHITE TILED WALKWAY to open the exit.
(* NOTE: If you didn't pull the switch to open the exit, you'll
need to go
back to do that. Use the switch in the blade alcove to open the
door up
above. Exit the blade alcove and find the opening in the ceiling
in the
corner to the left of the pool. Climb the grating ladder, crawl
through the
crawlspace, and follow the passage through the silver door back
to the main
room. Climb the bookcase on the opposite side of the room to
reach the
BLACK-AND-WHITE TILED WALKWAY. After pulling the switch to open
the exit,
climb back down and return through the silver door and down the
grating
ladder to the VAULT.)
Use the vault key to unlock the door. There's a large med-pack
inside in
the left corner. On the right is an opening above water. Below
is a roughly
H-shaped network of underwater passages. Jump in and swim to the
left. When
you reach the middle of the passage, turn right, continue
straight to the T
intersection, then make another right. At the far end, you'll
find a
save/power-up crystal. Turn around and swim back down the
straight passage
to the end, where you can surface. There's a guard here, along
with his
dog. Climb out and kill them. (Or, if you have harpoons left,
you can shoot from the water.)
Climb the ladder, through the trapdoor you opened earlier, and
approach the
room full of goodies to end the level. (NOTE: If the trapdoor is
closed,
you'll need to open it. Swim back to the vault and follow the
note above at
the *.)
THE END