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Retro Game Walkthroughs For
"Tomb Raider"
(PlayStation)

This game is also available on PC, GBC, Xbox 360 and PS3.

Retro Game Walkthroughs for Tomb Raider (PlayStation)
Submitted By: Tribute
From http://stellalune.com/TR1walk/natlasmines.html

LEVEL 13: NATLA'S MINES

Kills: 3 Items: 30, including, pistols, magnums, shotgun, Uzis,
3 fuses and a key Save Crystals: 7 (PlayStation only) Secrets:
3

Objectives: The initial goal is to recover your weapons from
the nasty men who took them. The first step in doing this is to
locate 3 fuses to activate a winch that will lower a small
building. Here you'll find your pistols. Then it's a matter of
making your way through the mine and confronting each of the bad
guys. Finally, locate the key that will get you into the
pyramid.

Walkthrough: Swim forward and surface in an UNDERGROUND LAKE.
To the right (west) is a small waterfall. To the left (east) is
a ledge with some wooden crates. Ahead and to the left
(southeast) is a larger ledge with some barrels and crates. Swim
under and behind the waterfall. Surface and follow the
passageway until it widens. On the near left wall is a switch.
Pull it to open a gate elsewhere.

SOUTHEAST LANDING WITH BARRELS & BOXES: Return to the LAKE and
swim across to the landing with the barrels. Follow the tunnel
to a room with a mine car blocking another tunnel on the right.
Go to the rock pile ahead and pull the movable crate out. Climb
over it and enter the passage behind. Here you'll find the gate
you just opened and, beyond it, another switch. Use it to open
another gate. Return to the LAKE the way you came.

Jump into the water and swim behind the waterfall again. Follow
the passage past the switch you already used, climb into the
opening and continue through the now opened gate. When you reach
the ledge above the lake, take a running jump to the ledge with
the sawhorse barricades. Continue to a room with a small
building suspended from the ceiling.

GLASSED-IN ROOM WITH DANGLING BUILDING: Lara will look up as you
pass, indicating that this is important. Pick up the large
medipak on the ground. Don't worry; the building won't come down
yet. In the glassed-in room on the left, you'll notice 3
receptacles. You need to find 3 fuses to fit them. Also inside
this building is a set of magnum clips. (There's also a save
crystal here in the PlayStation game.)

CAVE WITH BOARDED-UP BUILDINGS, TIRES & OTHER JUNK: Continue
through the (west) opening opposite where you entered. Here
you'll find 2 boarded-up structures, a pile of tires and a
movable crate. There is a gate straight ahead and an opening on
the left beyond the tires. (The latter leads to a CONVEYOR BELT
where you'll find one of the fuses, but you can't get to it
yet.)

Go around to the other side of the crate and move it toward the
building. Position the crate under the opening in the ceiling.
Take a running jump from the crate to the roof of the building.
Drop through the broken area of the roof. Follow the tunnel to
an alcove with a switch. Throw it and the boat back at the LAKE
moves toward the other ledge. Continue to the end of the passage
and drop down onto the crate you just moved.

TRACKS WITH BARRICADES & BOULDER TRAPS - FIRST FUSE: Before
going back to the lake, get one of the fuses: Approach the gate
opposite the entrance (between the two buildings). It opens
automatically. Beyond the gate are some tracks, striped
barricades and boulders. Now choose the easy or hard way through
this next trap. (1) The hard way: Walk forward to the barricade
to trip the first boulder that rolls in from the side. Then back
up and take a series of 3 running jumps over the barricades. On
the last jump, turn in the air to land on the ledge at the right
and dash into the passageway to safety. (2) The easy-as-pie way:
Go forward to the first barricade to trip the boulder that rolls
in from the side. Back up a little then turn to the right. Grab
the ledge that runs parallel to the tracks but don't pull up.
Traverse to the left to the point just before the ledge starts
to slope down. Now pull up. The boulder at the right will not
roll. Turn left and follow the ledge, jump the gap, and continue
to the end. Follow the passage to FUSE #1 (and another save
crystal).

[NOTE: If you accidentally trigger the boulder trap and want to
try again, just climb up onto the first ledge and follow it up
to where that boulder originated (above and to the left of the
gate). Enter the tunnel on the left and follow the passage to an
opening where you can drop back down into the room with the two
small buildings. When you approach the boarded-up door again,
the boulder trap will be reset.]

Go up the ramp, walk forward to where the cave slopes up to the
left, then quickly hop back to avoid a rolling boulder. Turn to
the left and stand under the angled ceiling with the boulder
behind and to the right. Side flip to the right to trip the
second boulder, then side flip back to the left to safety. Go up
the slope and continue to the opening in the floor. Drop down.
You're now where the first (side-to-side) boulder originated.
Walk forward to the junction, then to the right. This will trip
the first boulder above. You can then climb up onto the ledge
and follow it to where that boulder originated (above and to the
left of the gate). Enter the tunnel on the left and follow the
passage to an opening where you can drop back down into the CAVE
WITH BOARDED-UP BUILDINGS.

LEDGE BEYOND ROWBOAT (MINE CAR SWITCH): Return to the LAKE by
following the east tunnel�opposite the gate to the tracks and
through the ROOM WITH THE DANGLING BUILDING. Swim across and
climb onto the boat, which you moved earlier. Take a running
jump to land on the small ledge with the boxes. Climb over the
box on the left. Here you'll find a small room packed with
"Natla Technologies" crates. Pick up the magnum clips in the
alcove. Then pull the darker crate (the only movable crate you
can get to now) once. Go around to the right and push it into
the alcove where the clips were. There's another movable box
behind the first. Pull it twice. Go around it to the right and
pull it again to open up the passageway behind. Enter and pull
the switch here to move the mine car.

SOUTHEAST LANDING WITH BARRELS & BOXES (AGAIN) - SECOND FUSE:
Return to the LAKE, swim to the left and surface on the ledge
with the barrels. Follow the passage to the mine car, which you
just moved so it's no longer blocking the tunnel. Go into the
tunnel beyond it. Push the Natla box twice. Go around it and
enter the tunnel beyond. Walk forward carefully and pick up FUSE
#2, which is lying on the ground. Don't go any farther or you'll
attract the attention of the cowboy in the room beyond. Turn
around and go back to the Natla box. Climb onto the box and pull
up into the tunnel above. Pick up the Uzi clips and throw the
switch to open the gate near the CONVEYOR BELT.

CONVEYOR BELT: To get back there, drop back down onto the Natla
box, go through the room with the mine car, and return to the
LAKE. Swim across and behind the waterfall. Follow the passage
back past the DANGLING BUILDING to the CAVE WITH BOARDED-UP
BUILDINGS, TIRES, ETC. Go through the opening on the left beyond
the stack of tires. Go through the dark, twisty passage and
continue forward through the gate you just opened. Here you'll
find some Uzi clips on the ground and a switch. Throw the switch
to activate the conveyor belt, dumping FUSE #3 on the ground in
front of it. Take it and return to the room with the DANGLING
BUILDING. Place the fuses in their proper spots in the
glassed-in room, and the winch will activate, lowering the small
building. Inside you'll find the PISTOLS.

(NOTE: The first time you use the pistols again, you'll need to
select them from inventory. After that the draw-weapons key will
work again.)

PASSAGEWAY TO SECRET #1: After getting the guns, climb onto the
roof of the building. Take a running jump from just in front of
the hook to grab the opening in the wall opposite. Pull up and
follow the tunnel. Partway up the first slope is a raised
opening on the right. Climb into it and continue to a ramp. Turn
around and slide down backwards, grabbing the end. Pull up and
the trapdoor will close behind you. Now Lara can stand on it and
climb onto the ledge on one side. Drop down into the room
beyond. This is SECRET #1�a large medipak and Uzi clips.

Pull the switch to open the wooden door out in the passageway.
Drop down onto the trapdoor, then take a standing jump up the
slope and continue to the right down the tunnel to emerge on a
ledge above the LAKE. (PSX players get a save crystal here.)
Drop down, swim across the lake and once again climb out on the
landing with the barrels.

SOUTHEAST LANDING WITH BARRELS & BOXES (AGAIN) - FIGHT THE
COWBOY: Now return past the mine car and Natla box to the area
where you got the second fuse. Now that you're armed, you can
take on that cowboy. As you enter the cave he starts talking.
Then he emerges from behind the pillars on the right with
magnums drawn. Get a pistol lock on him and keep shooting as you
advance and withdraw into the doorway. If you rush into the room
with the pillars be careful not to jump around too much or you
may fall into one of the lava pits. When the cowboy is dead,
take back your MAGNUMS.

LAVA RIVER: Go to the far right edge above the lava river. Down
below is a small square ledge jutting out from the wall. Safety
drop down to it. (In the PlayStation game, there's a save
crystal here.) Drop and hang from this ledge, let go and quickly
press Action again to grab the ledge below. Pull up and pick up
a small medipak. Grab the crevice in the rock wall and traverse
to the right as far as you can. Drop to the block below. Go
around the corner to the right and grab the next crevice. Again,
traverse to the right to the end and drop onto the block. Turn
to the right and survey the wall beyond. A horizontal crevice
runs along below an angled ledge. Take a running jump to grab
the angled ledge. Let go and grab the crevice below. Traverse to
the right until you can drop onto a flat spot.

Follow the passage to a slope. Slide down, turn right and emerge
near the lava river. Take a standing jump to the rectangular
block in the middle of the lava falls. Turn to the left and,
from the end of this block, take a running jump to the high
square pillar on the right. Take another running jump to the
next block. Turn right and take a final running jump into the
opening in the cave wall.

SIDE AREA WITH SECRET #2: Run forward and quickly push the
movable crate forward. A boulder rolls in from the left, but if
you're fast enough you'll be able to avoid it. Go around the
crate to enter a small room. This is SECRET #2. Pull the crate
once to the side to reveal an opening in the ceiling. Climb up
through it to find a large medipak and Uzi clips in the room
above. Jump over the opening in the floor and follow the
passage. Drop down and walk along the tracks toward the boulder.
On the way you'll find more Uzi clips, a SHOTGUN and another
large medipak.

Go forward toward the boulder and see if you can squeeze Lara
between the boulder and the wall on the left side. This is
tricky, but I've been able to do it. If you can't do it, return
to the opening above the tracks and follow the passage back to
the room above the crate. If you are able to squeeze past the
boulder, climb up through the opening in the ceiling. Once
you're in the room above the crate, jump the gap and drop down
through the opening on the other side of the boulder.

MORE LAVA RIVER: Take a running jump from the doorway to the
tall square pillar in the lava river. Turn right and take a
running jump to the next pillar (the one on the right). From
here, take another running jump to the next pillar, and a third
to the last pillar on the left. Hop down and go through the
doorway. Slide down the slope and land on a small ledge above a
pool of lava. Take a standing jump to grab the opposite edge.
Pull up and continue to the next room, where you'll find a
number of boxes marked "TNT."

CAVE WITH TNT BOXES: The darker box in the corner moves. Pull it
out away from the others. Then maneuver it through the doorway
into the next room and position it near the opening high on the
left wall. Take a standing jump from the top of the box to grab
the opening. Pull up. Go to the top of the slope (nabbing a save
crystal on the way) and climb up the rocks. Take a running jump
to either angled side ledge above the lava pit. A boulder will
roll down the slope into the pit. So stay put until it passes.
Then take another running jump to land on the other side of the
lava pit.

Follow the passage and you'll soon emerge on a ledge above the
lava river opposite where you killed the cowboy earlier. Follow
the ledge up to the top. Pick up the magnum clips on the ground
and throw the switch. This will blow up some of the explosives
in the room you just came from. Return down the path, across the
lava pit the way you came, and down the slope, which is now
caved in. Back at the TNT room, you'll see broken boxes and a
pile of rubble on the left where there was a wall. Climb up and
over this rubble. At the bottom, ready weapons. The skate park
beyond includes a skateboarder�and he's armed with your Uzis!

SKATE PARK: You can use the same basic tactics you used with the
cowboy: Advance into the room, get a lock on your target, and
hop/flip back firing. When he skates past, advance again. Again,
there are lava pits on either side of the entrance so do watch
where you're jumping. Alternately, you can run ahead to the
SECRET AREA (description below) and shoot the skate punk from
the opening above. When he is dead, reclaim your UZIS.

To reach the secret area, turn left at the entrance and follow
the wall, taking a running jump across the gap above the lava.
Turn right at the corner and continue forward. About halfway up
the left side of the room you'll find one pit filled with water
instead of lava. Jump in and swim through the gate, which opens
automatically. Pick up small and large medipaks plus some Uzi
clips from the bottom. This is SECRET #3.

Leave the way you entered, but instead of swimming all the way
out, go through an opening in the ceiling just beyond the
doorway. Climb out of the water and follow the tunnel to an
opening above the big room with the ramps. (Shoot the
skateboarder from this opening if you didn't already.) Drop down
and pick up some Uzi clips that are lying on the ground. And be
sure to pick up 2 more sets of Uzi clips�one on the ground in
the northeast corner, the other about two-thirds of the way up
the west side near one of the square columns. The exit is
opposite the entrance, at the top of the ramps. (PlayStation
users get another save crystal in the passage beyond.)

Just ahead is a slope up to the right. There are 3 boulders at
the top waiting to roll. Walk up the center and, as the first
boulder comes rolling down, side flip to the right. The second
boulder will then start to roll, so side flip to the left. This
will set off the last boulder. Side flip back to the right to
avoid it. WALK to the top of the slope, letting a fourth boulder
roll past in front of you. Go to the left, through the opening
from which the boulder came.

TALL, COAL-BLACK ROOM WITH MANY LEDGES: At the end of the
passage turn left and pull up. Now you're in a small room with a
number of blocks and ledges. One is low enough to climb on. From
the top of this block, it's a series of four
standing-jump-and-grab combinations to reach the block below the
opening above. Climb up through the opening into a small room
with sandy-colored walls.

LOW-CEILINGED ROOMS WITH MOVABLE BLOCKS: This next area involves
pulling and pushing several movable blocks in order to access
switches and open doors. To make it a little easier, I've
included the diagram below. The diagram follows the sequence of
actions more or less clockwise from upper left.


The opening down into the black room with the ledges is (A). To
one side of this opening is a movable block (1). Push this block
twice into the next room (to position 1a). To the right is an
opening in the ceiling (B). Climb up through it into the room
above. Here you'll find another movable block (2). Pull it once,
then go around to the left and push it once (to position 2a). Go
through the opening you have just made. Here is another small
room with an opening in the floor (C) and a gold door (D). Drop
through the opening in the floor into a small room with yet
another movable block (3). Pull this block once (to position
3a). This will make space for you to move the first block back
in the room where you entered. Return there by climbing up
through the opening in the ceiling (C), then going into the next
room and dropping down through the opening in the floor (B).

Now push that first block once more (to position 1b). This will
open up an alcove on the left with a switch and a gold door (E)
beyond. (PSX users can save their game with the save crystal
near the gold door.) Pull the switch to open the gold door (D)
in the room above. To get back to it, climb through the opening
in the ceiling (B), and go through the doorway into the next
room. The door is on the left.

Go through the gold door (D) and turn right. At the end of the
passage, take a left and go down the steps to a movable block
(4). Push this block once (to position 4a). This will give you
access to a hallway with alcoves on one side and a gold door (F)
at the end. This door opens when you step on a certain spot in
the floor but quickly closes. Ignore it. Instead, go to the
farther alcove and use the switch there to open the gold door
(E) near the first switch. Return there by going back up the
steps, along the hallway and through the gold door (D). Then go
through the opening on the left into the next room and down
through the opening in the floor (B). Across from this opening,
beyond the switch, is the door you just opened.

OUTSIDE NEAR THE PYRAMID: Draw weapons and proceed through the
door. The big bald guy is waiting outside with a shotgun. You
can climb on the roof and try and shoot him from there, but this
takes a while. I've found it easier to just run past him into
the open area near the pyramid and shoot at him while jumping
from side to side. He's not extremely hard to kill, but that
boomstick packs a punch so you may need to use a medipak in the
middle of the fight. When he falls, take his SHOTGUN. (If you
already have a shotgun, you'll get shells instead.)

Go down to the pyramid and climb up on the ledge above the door.
Now take a series of standing jumps up the flat spots on the
left side to the top. Jump to the left and slide down the side
of the pyramid and land in front of the doorway in the cave
wall. Inside is a switch. Pull it to open 2 gold doors back in
the area where you fought the bald guy (door F and the door
opposite it).

Slide down the pyramid to the ground and return to the gold door
area. Enter the gold door on the right and pick up some Uzi
clips and a large medipak in the doorway. Go a little farther in
and you'll find the PYRAMID KEY. Take it and return to the
pyramid door. Unlock it and enter to finish the level
Submitted By: Tribute
From http://stellalune.com/TR1walk/atlantis.html

LEVEL 14: ATLANTIS

Kills: 32 Items: 50 Save Crystals: 7 (PlayStation only)
Secrets: 3

Objectives: Make your way to the top of the pyramid for the
penultimate confrontation with Natla.

Walkthrough: Walk forward. The lights come on and you'll find
some Uzi clips on the ground. In the room ahead are 6 incubators
ready to hatch some nasty Atlantean mutants. Step forward
cautiously and the first egg on the left will hatch, releasing a
spew-spitting mutant. Back flip into the doorway and kill it
from there.

Advance forward and to the right and the first egg on that side
of the room will hatch. This one contains a fireball-launching
mutant. To minimize the damage, you can back flip then side flip
into the doorway while shooting. When it explodes, go down the
right or center to the opposite end of the long room. As you
approach the Uzi clips on the floor, the last egg on the left
explodes and another mutant emerges. Use those side flips to
avoid the toxic spew, kill the mutant and pick up the clips.

Here at the back of the room are 3 doors: one on each side and
another in the center. The door on the left opens as you
approach. Enter and go up the stairs. The see-through flooring
is safe to walk on. Pick up a small medipak in the far left
corner. Note the closed door opposite the one you just came
through.

Head up the left (west) side of the room. When you near the
middle, step out toward the walkway across the middle and the
egg below will hatch. Kill the flying mutant from above if
possible. If it flies up above floor level, jump from side to
side to dodge its fireballs, taking care not to fall through the
openings in the floor. When the coast is clear, walk out and get
the shotgun shells. Continue to the far right (northeast)
corner. In a dark alcove here you'll find a switch that opens
the door across the room (in the northwest corner). Behind that
is another switch. This opens the door in the southwest corner.

(NOTE: This area is very dark. If you have trouble locating the
switches, try turning up the brightness on your TV or monitor.)

Exit the switch room, walk back toward the alcove with the
switch, turn right and continue along the left (east) side of
the room. When you reach the middle, the egg below will explode
releasing another flying mutant below. Kill it as you did the
other, then cross over the bridge at the center and continue
along the right (west) side. The remaining egg will hatch below
and another mutant will come up the stairs in the far left
(southeast) corner. If you don't run forward, you should have
plenty of time to kill it as it approaches.

Walk forward and go down the stairs on the right (southwest). On
the way down, you'll see another switch. Throw this to open the
middle door in the room below. Continue down. The door at the
bottom of the stairs opens as you approach. Go forward then to
the right through the door you opened with the switch.

TALL ROOM WITH LEDGES ABOVE BIG LAVA POOL: Advance to a ledge
above a large lava pool. Kill the flying mutant that comes down
from above.

(NOTE: This will happen several more times as you make your way
to the top of the pyramid. The flyers can knock Lara off the
ledges. Also, they explode when you kill them, and Lara will
take some damage if she's close to the explosion. Since they
can't fit through the small doorways, a useful strategy is to
draw them down then back up and kill them from cover.)

When the flyer explodes, turn and drop to hang from the outside
edge of the ledge. Let go and grab the ledge below. Pull up and
enter the passageway, which is SECRET #1. Pick up a large
medipak and clips for the magnums and Uzis. Continue forward and
up until you come to an opening in the floor where you can drop
down into another tunnel. On one side is a ledge above the big
lava pool. (This is within jumping distance of the ledge you
stood on previously, but by finding the secret, you avoided that
jump.) There are chomping blades in the doorway, but you need
not worry about them. Go the other way.

ROOM WITH TRANSPARENT BRIDGE & MUTANT INCUBATOR: Here you'll
find a room with a lava pit below a transparent bridge with a
gap in the middle. Down in the gap is an incubator. Walk to the
right side of the bridge and take a standing jump to grab the
crevice in the wall. Drop and grab the bottom of the doorway
below. Pull up and follow the tunnel to a switch. Pull it to
open the red door on the far side of the bridge. Continue to the
opening, pick up 2 sets of Uzi clips and take a standing jump
down to the bridge. Take a running jump across the gap to grab
the other side of the bridge. As you pass the incubator, the egg
will hatch, releasing a winged mutant. Pull up and head for the
doorway. You can kill the mutant from here or, if you don't want
all the kills, just keep going. (PlayStation users get a save
crystal in the passageway.)

EXPOSED PYRAMID SIDE & WATER POOL: Continue to a room with a
pool of water. On the left is a part of the angled outer wall of
the pyramid. Like the visible part of the pyramid at the end of
the last level, there are several flat spots. There are also two
spike pits at the bottom of the slope and a couple of stone
blocks. On the right side of the pool are some rocks and
pillars. These are climbable but there's no way to get onto them
from the water. Opposite the entrance is a red door.

You'll need to go across the pyramid twice: once to spring some
boulder traps and find a secret, and again to get out. Take a
running jump from the doorway to grab the tall square block
ahead. (Note the square ledge below on the right. You can climb
out of the water here if you fall in.) Turn to the left and take
a running jump from the top of the tall block to the nearest
flat spot on the pyramid. A boulder rolls from above, so quickly
take a standing jump to the next flat spot higher up and to the
right. This spot is safe. Now angle Lara slightly uphill and
take a standing jump forward to land on the pyramid and slide
down to the flat spot just above the second spike pit. Another
boulder rolls down. If Lara is facing uphill, you can
immediately take a standing jump to the next higher flat spot to
get out of the boulder's way. (Alternately, avoid triggering the
second boulder by taking a running jump from the second flat
spot straight across the slope to land on the flat spot above
the second spike pit. Just make sure you do this later when
making the timed run as well.)

There are no more boulders here so you can now take your time.
Take a standing jump uphill and to the left to land on the next
flat spot, which is a little difficult to see. Turn to the right
and jump to the next higher flat spot, then the next. Now you
can make out an opening in the rock wall on the right. Climb
into it for SECRET #2, magnum and Uzi clips, plus a large
medipak. Exit this room and slide down the pyramid to the flat
spot near the red door.

Take a running jump across the water to grab the lowest step on
the other side. Pull up and go up the step to the right. From
here, take a running jump to grab the edge of the tall block.
Pull up and take the large medipak. Take a running jump to the
next higher block, pull up and enter the room on the left. Pick
up the 2 sets of Uzi clips on the ground and pull the switch.
This alters the terrain in the next room enabling you to exit.

Jump into the water and find an underwater lever between the
step and the pillar where you just got the medipak. When you
pull it, the red door opens and you have about 40 seconds to get
through it before it closes. Here's the sequence: Pull the
lever, turn around and swim to the ledge below the tall pillar
near where you first entered the room. Climb out of the water
and up onto the block. Take a running jump from the top of the
block over the spikes to the flat spot.

(NOTE: I found it fastest to climb out of the water onto the
ledge so you're already facing the block. Then you can climb up
and press Forward and Jump without having to set up first. Use
the right arrow key to twist in the air so Lara lands on the
flat spot facing the far wall. These maneuvers will save a
couple of seconds, which you can then use to set up the next two
jumps. Also, if you make it to the first ledge without
stumbling, save your game. Then, if you mess up, you can just
reload and skip the business with the switch and the swimming.)

Once on the flat spot facing the wall with the exit door, step
back, then take a running jump to land on the slippery part of
the pyramid and slide down to the flat spot just above the
second spike pit. Now take another running jump toward the wall.
Turn and run through the red door before it closes.

ROOM WITH PARTIAL WALKWAY AND THREE LAVA SLIDES: (There is also
a door leading back into the room with the pool, which is
closed, and an inaccessible switch. See the note below.) Face
the door opposite the entrance and take a running jump to grab
the left side of the walkway (the lower of the two steps).
Follow the walkway to the end and take a standing jump
diagonally to the left into the doorway. (Get a save crystal
here in the PSX game.)

(NOTE: If you neglected to pull the switch in the small room
above the pool, this room will instead contain a larger elevated
walkway and 3 closed chutes. You won't be able to reach the exit
from the walkway. You can go back through the red door, or drop
down, walk around the right side of the walkway and climb up
next to the switch. Use this switch to open the door opposite
and return to the pool room that way. In any case, you'll have
to climb up to the room in the far left corner�on the side of
the water opposite the pyramid�and pull that switch now. Do the
timed run through the exit door again and resume the walkthrough
with the paragraph above. Thanks to MrCairo for this tip.)

Follow the passage, jumping over the spike pit, until you reach
the top. Jump into the pool and swim down and forward. There are
some shotgun shells on the bottom and a lever that opens the
door opposite. Go through this door and surface. Walk forward
and pick up the 2 sets of Uzi clips on the ledge. The chomping
blades only begin to work after you pass. Once again, you find
yourself in the TALL ROOM WITH LEDGES above the huge lava pool.
Another flying mutant approaches from above. You can either jump
back through the blades and kill it from within this doorway or
take a running jump over the lava to the next ledge on the right
and do it from there. Either way, you need to go to this ledge
next, and you'll find 2 more sets of Uzi clips there.

ROOM WITH 3 UNDERWATER DOORS & 5 SWITCHES: Enter the doorway and
go up a short ramp to find another pool of water. Swim down and
forward into a room with 4 underwater pillars. Behind the first
pillar on the right is a small medipak. The room above contains
4 mutant incubators, 3 underwater doors (below on the left) and
5 switches (plus a convenient save crystal). You only need to
pull 3 of the switches to open the doors. Stand above the
entrance so the wall with 3 switches is on the right. Pull the
first switch on the left to open the outer door. Walk up the
short ramp between the two switches to get 2 sets of Uzi clips.
Continue around the perimeter and pull the third (farthest)
switch on the right to open the middle door. Lastly, pull the
middle switch on the right to open the inner door and activate
the incubator on the right side of the three doors.

(NOTE: You can tell when an incubator is active because the arms
that support the egg begin to move.)

You can now choose to skip the next four kills, or take between
one and four of them. For no kills, after throwing the third
switch, jump into the water and quickly swim away through the 3
open doors. For one kill, after throwing the third switch,
approach the incubator to hatch the egg and kill the
fireball-hurling mutant. Use the usual back flip/side flip
routine. Just be sure not to fall into the water or you'll have
difficulty getting out without being toasted. Now leave through
the underwater doors.

Or, for additional kills, use the switch under the egg that just
hatched. This will activate the incubator opposite. Walk toward
it to hatch the egg, releasing another mutant that also shoots
fireballs. The remaining lever activates the last 2 incubators.
The one just above the switch hatches immediately, and a winged
mutant attacks. You can roll and start shooting and moving along
the bank of 3 switches. But don't approach the other egg yet, or
it will hatch and you'll have 2 mutants on your hands at once.
When the flyer is dead, hatch the remaining egg and kill the
fourth mutant, which shoots fireballs. Swim through the 3 doors
you just opened.

ROOM WITH BOULDER & MOVABLE BLOCK: Surface and follow the
passage to a hallway with pulsing, fleshy walls. Turn right and
throw the switch to open the door. Enter and pick up 2 sets of
Uzi clips on the ground. As you walk across the room, a boulder
will roll down the ramp and stop at the bottom, blocking the
doorway. To get out, position Lara with the boulder on her
right, the ramp behind her and her chest against the wall. Side
jump to the right several times, and Lara should squeeze past
the boulder into the hallway beyond. (Alternately, find the
movable block which forms the corner at the bottom of the ramp.
Pull the block once, then go around to the right side and push
it against the wall so it's in the path where the boulder
rolled. Exit through the pulsing tunnel and go around to the
left to the door where you originally came in. Use the switch
again to open the door and magically reset the boulder trap.
This time, when you enter, the boulder rolls down and is stopped
by the block. Exit through the doorway that was previously
blocked by the boulder.)

Continue to emerge once again in the TALL ROOM WITH LEDGES above
the lava pool. Kill the winged mutant and take a running jump to
the next ledge ahead and to the right.

ROOM WITH SPIKE TRENCH & 2 INCUBATORS: Advance down the
passageway. (PlayStation users find another save crystal in the
passageway.) Enter the room slowly to hatch the 2 eggs one at a
time. Kill each of the 2 winged mutants from the doorway.
Position Lara facing the pulsing floor on the slope opposite
(not the tan stone, which is slippery). Slide down the slope and
jump at the bottom to clear the spikes and land on the fleshy
floor. Go to the top and pick up 2 sets of Uzi clips, a large
medipak and some shotgun shells.

BIG ROOM WITH SLOPING FLESHY BRIDGE & SINGLE INCUBATOR: Follow
the fleshy tunnel to a ledge above a lava pool. There is an
incubator on the left and an uneven bridge made of stone and
fleshy stuff spanning the middle. Approach the Uzi clips on the
ground near the end of the bridge and a winged mutant rises up
from the middle of the room. Kill it and take the clips. Then
return to the entrance and face the incubator. Take a diagonal
standing jump to the ledge on the left. Take a running jump from
this ledge to land on the small square ledge that juts out just
in front of the incubator. The egg will hatch, releasing another
winged mutant, which you can kill from the doorway.

Turn around and follow the passage to its higher opening,
picking up some Uzi clips on the way. Take a running jump from
the either opening to the tan ledge projecting from the fleshy
bridge. Walk forward onto the bridge and turn around to face the
wall you just jumped from. Now you should be able to see (and
hear) the 2 mutants in the cave on the left. One spits and the
other shoots fireballs. Don't jump around too much or you're
likely to slide into the lava. Instead lock onto either target
and sidestep to the left so you're out of range of the mutants'
attacks. Just keep shooting until the enemy explodes. Then
repeat the same maneuvers for the second.

Turn around to face the opposite wall and walk out onto the flat
projection on the other side of the bridge. (There is a fleshy
area just below in the lava pool.) Take a running jump to the
opposite side and go to the right, up the ramp to the switch,
picking up 2 sets of Uzi clips on the way. Use the switch to
open a door you can't see yet. Turn around and follow the
walkway down to where you jumped across. Continue forward,
taking a running jump across the gap to avoid sliding into the
lava. In the far corner there's a movable block. Pull it once to
uncover the door you just opened with the switch.

Enter and follow the passage to the chomping blades. Jump
through just as the blades begin to open. Turn right and take a
running jump to the cave where the 2 mutants were. Go forward up
the slope then to the left. Climb up 3 blocks to a hallway where
you'll find a small medipak and more Uzi clips. Continue to
another ledge in the TALL ROOM WITH LEDGES above the big lava
pool. Kill another winged mutant that swoops down from above.
Then take a running jump to the next ledge ahead on the right.

ROOM WITH SQUARE PILLARS & LAVA POOL: Go through the door, which
opens automatically as you approach, into a room with square
pillars set in a lava pool. (There's a save crystal here in the
PlayStation game.) Go to the end of the walkway and take a
running jump to the next walkway ahead. Enter the hall on the
left and pull the switch to change the heights of the pillars.
Return to the lava room and take a running jump back to the
walkway by the door. Go forward, turn left and take a running
jump to the nearest pillar. Take a standing jump to the pillar
on the left, then a running jump to the higher of the 2 pillars
near the door. Take a standing jump and press Action to land in
the doorway.

Go to the end of the hallway and use this second switch to move
the pillars again. Return to the doorway and take a standing
jump to the pillar on the left. Take a running jump to the next
pillar ahead. Turn left and take a standing jump to the pillar
near the exit. From here, take a running jump into the doorway,
then follow the passage to the left.

FLESHY RAMP & SECRET ROOM: If you take a few steps into the next
room then retreat, you can use the doorway for cover. Then you
can shoot the 3 mutants that come down the ramp, and Lara will
take very little damage. When they're dead, go back into the
hallway that you just came from and stand on the one floor tile
WITHOUT the gold pattern on it. This opens a SECRET DOOR at the
top right side of the ramp where you just killed the mutants.
Inside is SECRET #3, consisting of Uzi clips, shotgun shells and
a large medipak. Exit and continue through the door on the
right.

Advance into the tunnel. The door opens automatically. DON'T USE
THE SWITCH AHEAD ON THE RIGHT. It's a trap. Instead of opening
the red door, it causes lava to flow into the hallway. Instead
climb up through the opening in the ceiling just in front of the
first door. Continue to come out again in the TALL ROOM WITH
LEDGES above the big lava pool. This time, there's no flying
mutant. Take a running jump to the next ledge on the right, pick
up 2 sets of Uzi clips and enter the passage beyond.

Advance into the next room toward the Uzi clips with weapons
drawn. Kill the mutant on the opposite side, then get the clips.
Continue forward to the bottom of the ramp. There are dart pipes
on either side, blades at the top of the ramp and, for good
measure, a boulder up at the very top. This looks a lot more
difficult than it is. Face the ramp and run along the wall to
the right. You'll take little or no damage from the darts. (If
you're desperately low on health here, you can do a swan
dive/roll-Walk + Jump + Forward�to get past the darts.) Once
you're in the corner, turn and pull up onto the ramp-between the
darts of course�then immediately hop back to avoid the boulder.
Climb back onto the ramp and continue to the top.

THRONE ROOM: Here you'll find a room with what looks like 3
thrones (and a save crystal as well). Notice that they are
labeled with the initials of the Atlantean rulers: Natla,
Tihocan and Qualopec. The "seat" of Natla's throne is actually a
movable block. Push it twice to get into the area behind.

Head to the right and you'll find 2 trapdoors and switches with
a red door between them. It doesn't really matter which trapdoor
you choose, since both lead to the same place. For the one on
the left, throw the switch, hop back off the trapdoor, then turn
around and drop back to hang from the opening. Let go and, as
soon as you hit the ground, jump over the spikes. Continue up
the slope and turn left.

For the trapdoor on the right, throw the switch and fall through
(taking a tiny bit of damage). Turn and take a standing jump
over the lava pit, then immediately back flip to where you first
landed to avoid the boulder. Hop back across the lava and
continue forward then to the left.

Climb up through the opening and throw the switch to open the
red door between the trapdoors above. Continue climbing to
emerge above the throne room. Drop down and return to the
switches. Go through the red door and then to the right up the
ramp. Draw weapons and advance into the next room.

SMALL ROOM WITH THREE INCUBATORS: A centaur hatches from the egg
opposite the entrance. Do the back-flip/side-flip-while-shooting
routine to avoid the fireballs. When it explodes, pick up 4 sets
of Uzi clips (in two piles) near the entrance (plus a save
crystal in the PlayStation game).

Cross the room and throw the switch to the left of the centaur's
incubator to open the exit door. This also activates the two
incubators flanking the exit. You can avoid these or kill the
mutants inside. As long as you don't step on either of the low,
fleshy ramps next to the door, the eggs won't hatch. But if you
do, 2 more mutants�one with wings, one without�will hatch, and
you'll have to take care of them. To dispatch them easily, after
throwing the switch, run across the fleshy ramps to hatch the
eggs and immediately slide down the ramp into the next area.
Deal with the two mutants down there (see next paragraph). Then
turn around and shoot the two mutants at the top of the slope.
(Special thanks to Ian T. for this tip.)

CAVE WITH FLESH CREATURE: Be sure you're at full health before
exiting down the ramp. At the bottom are 2 more mutants. It's
probably easiest to just keep moving and shooting, but you can
also run into the next room and to the right to climb on a safe
block. You've got to be quick to do this, though, and you may
lose as much health as you would just fighting.

Once they're dead head for the middle of the room. After
examining this next fleshy creature for a minute, you'll realize
it mirrors Lara's movements precisely�including shooting at her
if she shoots at it. You have to kill it in order to leave, and
to do that, you'll need to lure it into a trap.

Here's how: Face away from the entrance and go around the tall
column to the right. Walk up the short ramp and climb onto the
square block. Turn around and take a standing jump to the tall,
square pillar. From there, take a running jump to the right side
of the raised platform beyond. Here you'll see a switch, a
trapdoor in the floor and the exit door. Pull the switch to open
the trapdoor above a lava pit. This is timed to close after a
little while, so don't dawdle. Roll, run past the exit door off
the platform to slide down an angled block and land on the
ground. Run forward, climb onto the block ahead. (The flesh
creature will now be climbing up the block you first climbed
onto on the other side of the room.) Take a running jump to the
tall pillar. Now take a running jump to the platform and run to
the middle. The flesh creature should then run to the middle on
her side and fall into the lava pit. When she does, the exit
door near the pit will open. Climb/jump back up to that platform
and go through the door.

(NOTE: The flesh creature is not counted as one of the official
kills. BUG WARNING: If you save your game and reload while
exploring this area, the flesh girl may get stuck and stop
moving. If this happens, try jumping onto the ramp where you
slid into the level. This will usually un-stick her.)

Pull up into the next room, pick up the Uzi clips and advance to
the bend. Go around the bend to attract the attention of the
centaur. Lock onto your target, then back flip down the hallway
shooting. As usual, flip from side to side to avoid the
fireballs and keep pumping it full of lead until it explodes. Go
back up to the bend and pick up some more Uzi clips. Now advance
to the opening of the next room. A mutant lurks inside on the
right. Kill it, retreating down the tunnel if necessary.

TIMED DRAWBRIDGE: This next room contains a C-shaped walkway
above lava. There's a switch at each end: the one on the right
raises the bridge; the one on the left opens the exit door,
which is opposite the entrance. Both are timed, but the door
stays open longer than the bridge stays up. Here's the drill:
First, follow the walkway to the left and pick up some Uzi
clips. Don't use this switch yet. Now go all the way around to
the right end of the walkway and throw that switch to open the
door. Run all the way around to the left switch. (Take running
jumps along the straight parts and over the corners to cover
more distance.) Use the switch to raise the bridge. Roll, then
run/jump back to the center and across the bridge to exit.

SCION ROOM: Just beyond this door is the room where the Scion is
kept. Pick up 2 sets of Uzi clips on the floor, then try and
take the Scion to end the level.


(NOTE: This room is located high above the lava pool, presumably
at the center of the pyramid. You'll wind up on the big platform
below at the beginning of the next level. There's nothing to
find there now, but if you do jump down there, you're not stuck.
Just face the opening above and approach the left corner. A door
will open in the wall and you can jump into it. Follow the
passage up to the top to emerge in the drawbridge room near the
switch on the right.)

A movie follows: Lara touches the Scion and receives another
mysterious vision. In this one we see Natla held captive by the
other two Atlantean rulers, Qualopec and Tihocan. Qualopec
passes sentence on Natla, condemning her for her misuse of
power, for waging war on both himself and Tihocan, and for using
the pyramid's powers of creation for her own "mindless
destruction."

Natla retorts, "Mindless?! Look at you! Neither of you have one
squirt of inventive juice in your heads. Wasters!" Then she
appeals to Tihocan, but he stands by Qualopec, accusing Natla of
using the pyramid as a "freak factory." The camera reveals a
mutant standing nearby.

"They're survivalists," she argues, "a new generation."

Tihocan is unswayed. He concludes, "And you...we're going to
lock you in limbo. Greet your eternal unrest, Natla!" Qualopec
gives the signal to the mutant, who activates the machine that
will entomb Natla.

As the freezing process begins, Natla yells, "You won't rest
either...or your damned continent, Atlantis!"

Next, a cut scene: Lara staggers back from the altar and sees
Natla draw near. "Back again?" Natla asks.

Lara returns, "And you?" Lara responds, "For a grand re-opening,
I assume?"

In the typical overconfident-villain-revealing-her-evil-scheme
speech, Natla explains, "Evolution is in a rut...natural
selection at an all time low. Shipping out fresh meat will
incite territorial rages again, will strengthen us and advance
us, even create new breeds." She indicates the nearby incubator
with its huge, yellow egg.

"A kind of evolution on steroids, then?" Lara asks.

"A kick in the pants," Natla says emphatically. "Those runts
Qualopec and Tihocan had no idea. The cataclysm of Atlantis
struck a race of languoring wimps...plummeted them to the very
basics of survival again. It shouldn't happen like that."

"Or like this." Lara waves her arm to encompass the whole room,
maybe the pyramid itself.

A computer voice announces a status report, "Hatching commences
in fifteen seconds...."

"Too late for abortions now," Natla says haughtily.

"Not without the heart of the operation." Lara aims a pistol at
the Scion, and Natla screams, "No!" She tackles Lara, hurling
them both over the edge into the pit. Lara manages to grab the
edge of the platform below, but Natla plummets into darkness.

Lara pulls up onto the platform below the incubator as the
electronic voice counts down,
"Five...four...three...two...one...."

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