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Retro Game Walkthroughs For
"Tomb Raider 3"
(PC Games)

This game is also available on PS1.

Retro Game Walkthroughs for Tomb Raider 3 (PC Games)
Submitted By: Samsy
omb Raider-3

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