Pakistan
Demo
Level by Lukasz Croft
(May, 2006)
Walkthrough by Harry
Laudie
[Note] This is
another level where you have to use the modified tomb.exe file. I guess that
the author has the mistaken impression that it is better than the original
file, but it is not. In the author's notes, it is also stated that there is no
end trigger in part 2. [End note]
Pakistan
You start by dropping
onto a sandy area. Go west and turn north into the first opening. Search the
cabinet to the right for a small medipack. Continue to the north wall and press
the button. The door opens in the south wall. Go there but do not enter yet. Turn
west and north again. Go to the back area to find blue shotgun shells. Then
return to the open door. Run down the tunnel and jump over the spike pit. Continue
forward and get a flyby of the area showing a sentry gun. Continue south and
pass some boxes next to a building. At the corner, go east to see a friend. He
has guns and you do not.
Go back to the boxes
that you saw. Pull up the west box, turn around, and jump to grab the roof of
the north building. Shimmy to the left to the middle of the section and pull
up. Roll, hop back, and grab the roof. Release to pull down a jump switch. Go
back to the boxes and go the roof of the north building again. Look east and
see a large medipack. Go east and jump the building roofs while the sentry gun
is pointed in the other direction. Pick up the large medipack for secret #1. They
hop back to the ground as the sentry gun now fires at you.
Go back to the boxes and
grab the roof of the south building. Shimmy to the left to the fence and pull
up. You may see a trap door on the roof of this building. Look to the east and
you can see the glow of a fire on the ground. You have to go there but this
time the sentry gun will spot you and open fire. Run, jump, and grab the wall. Pull
up, roll, drop and grab. Shimmy to the left and release to pull down another
jump switch.
Go back to the boxes and
grab the roof of the south building again. Shimmy to the left and pull. Run
forward and drop into the open trap door. Climb the wall again and pull down
the jump switch. Pick up flares from the floor although they do not appear in
the inventory. Climb the wall again to the roof and drop back to the ground. You
may hear gunfire as your friend kills a guard. There is also a dog on the
ground. Try to lead him to your friend. If you find the guard's body, you can
pick up red shotgun shells.
Keep close to the
building walls to avoid the sentry gun. Go east and see an opening above a box
in the east fence. If you go north around the building that the sentry gun is
on, you can get blue shotgun shells. Run and jump to the box at the fence. Then
jump to grab the roof of the north building and pull up. There is a guard on
the ground firing at you. Press a button on the west wall. You get a cut scene
of a hole. Jump to the south building and press the button on the west wall. You
get a cut scene looking up a hole at the sky. That hole is beside you and it
has a trap door at the bottom.
Jump to the building
roof to the east. Press the button on the south wall. There is a cabinet in
this building but the guard fire is too much. Turn and jump to the north
building and press the button on the north wall. Drop to the east side and
press the button on the west wall. Pick up blue shotgun shells. Notice the
receptacle on the north wall. Now outrun the two guards to the trap door that
you opened with the five buttons.
Drop into the hole and
run south. Watch out for the moving wall. There is a bull there. You can lure
the bull into breaking the boxes for red shotgun shells and a large medipack. Jump
into the gap between the wall and the brown structure. Pull up to the brown
structure to pick up a Horseman's Gem. The door opens in the east wall and
locusts attack. Go east and follow the tunnel. On the right side is a crawl
space for a small medipack.
Continue west and jump
to grab the monkey swing to get over the spike traps. Continue and the door
opens in front of you. Enter the door and run to the north where you saw the
receptacle. Use the Horseman's Gem and the door above it opens. Enter the door
and slide down a slope. Continue north down the tunnel and the ramp. Time a
jump to the pedestal with the steam and pick up a token. Turn and run back as
locusts attack you. As you go back up the tunnel, you hear gunfire. You friends
have arrived to kill the guards. Jump over the entrance slope. Go to the
cabinet in the south building for blue shotgun shells. Then go to the east wall
and use the token to open the door.
Enter the room and the
door closes behind you. Search the cabinets for blue shotgun shells. There is
also a friend in the room. Hop onto the black structure and a trap door opens
behind it. Climb down the west side into the hole. Climb up the east side and
pull up into a tunnel. Go forward and pick up a torch from the skeleton. Go to
any side section and light the torch in the fire. Ignite the two wall lamps on
the columns by the entrance and the door opens in the east wall. Throw the
torch away and enter the corridor. When you pick up the pistols, the level
ends.
Pakistan 2
You start standing in
some water near a deep pool. Look to the pool bottom and see a plant. Swim down
to the plant and pick up a token. Quickly swim forward as a spike ball falls on
your position. Get back to dry land and shoot the boxes for blue shotgun
shells. Hop onto the ledge and hear gunfire. A friend and a giant scorpion are
fighting. Your friends loses so you have to kill the giant scorpion. Go to the
south-west corner and search a cabinet for red shotgun shells and the shotgun.
Go to the east wall and
climb the ladder. Near the top, back flip to a ledge. Go south to the wall and jump to grab the crevice. Shimmy to left and drop
onto another ledge. Kill a large flying bug. Go north to see a rope. Crouch
down and shoot the green barricade on the far north ledge. Use the rope to
swing over there. Go west to kill a guard and pick up a shotgun. Use the token
to open the door. Fire starts on some black tiles but the other black tiles are
safe. Jump over the fire to the west side and into a room. Go to the south wall
and turn around to shoot a box for a small medipack. Climb a ladder and pull up
to the right side ledge. The left side ledge is a spike trap. You may have to
shimmy to the right to do a hand over hand climb. Jump the ledges around the
column and enter an alcove. Get secret #2 and pick up flares. A lot of spikes
pop up. Jump to the north-west tile and safety drop to the ground.
Go to the north-west
corner to press a button. Run east into the open door and down the tunnel.
Safety drop into the water below. Shoot the barricades as locusts attack. Climb
up to the ledge and go north to trigger the moving walls. Get behind the
pedestal and face the water. Then pick up the large medipack as a hammer falls
safely in front of you. Enter the maze by way of the moving wall to the east.
Loop around to the west and some walls will stop moving. Jump through the last
two moving walls to enter a tunnel. Continue to drop into another area and get
a cut scene of guards. Kill the three guards and pick up a small medipack from
the dead bodies.
Climb the north hill and
try to jump into the opening on the south wall. At this point, I read the
reviewers and took their advivce. They said it was impossible and used DOZY to
enter the opening. If you go there, then press a button on the wall. Exit and
kill two guards and the door in the west wall is open. You can go there but as
there is no end trigger, you can just exit anytime.
19-jun-2006