TOMB RAIDER WOLF 2
Levels by Jesse (SSJ6Wolf)
Authorized walkthrough by Phil Lambeth,
using detailed notes provided by the builder
LEVEL 4 - Botany Lab
You begin in a surreal room reminiscent
of CPU Crash. If you played Wolf
1 first (the recommended procedure for several reasons), your game clock
picks up where you left off, but your secret count doesn't also carry
over. To your left is an optional
training area where you can learn and become used to the new moves that you
didn't encounter in Wolf 1, so again it's strongly recommended that you
spend some time here before moving on.
Here is the pertinent section from the builder's readme file:
Lara and Luke are able
to perform moves uncommon to the TR4 engine. An optional training course is
provided at the beginning to learn the moves.
Crawlspace roll - When
in the crawling position facing an edge, press and hold ACTION and DOWN to roll
out forward.
Crawlspace jump - To
cross gaps in front of a crawlspace, press and hold WALK while performing the
roll described above to vault off of the wall. Hold ACTION to grab any edge on
the other side.
Into crawlspace from
ladder - When a crawlspace is above you while on a ladder, press WALK and DOWN
to squeeze in.
Ladder to monkeyswing -
At the top of a ladder, if there is a monkeyswing overhead, press WALK and JUMP
(keep holding ACTION) to grab onto the bars.
Monkeyswing 180 - On a
monkeyswing press UP and DOWN together to turn and face the other way.
*Ladder jump - Press
JUMP and DOWN (or ROLL) to jump straight up on a ladder. Use this for climbing
faster or getting above gaps.
Note: To jump off
backwards with a turn in midair, use JUMP and UP together; do not use the ROLL
key.
*Monkeyswing to ladder
- When, at the end of a monkeyswing, there is a ladder overhead on the same
edge as you, press DOWN and RIGHT to swing around and grab the ladder (keep
ACTION pressed to grab).
*Ledge Jump - Press
DOWN and LEFT or DOWN and RIGHT while hanging to jump up to a higher ledge
(keep ACTION pressed to grab).
* = Do not hold DOWN
after the move is performed or Lara will shift back and not grab anything.
Conversely, holding FORWARD after the move will improve the chances that she
makes contact.
Sprint jump - Press
JUMP while sprinting to perform a sprint jump to cross bigger gaps. A precise
approach is to stop at the edge and hop backward three times (about 2.5 tiles).
Then press and hold SPRINT, UP, and JUMP at the same time; this will make the
sprint jump take place at the edge. You can grab ledges as with other jumps,
and follow this jump with another jump upon landing.
Diving roll - The
familiar diving roll is performed here by pressing WALK and JUMP while
sprinting.
Anti-Gravity pads -
Anti-Gravity pads are marked with the text "stand here" and an
outline of a box at the edge. Stand in the box and press ACTION to lift off. It
is recommended to keep holding ACTION in each instance anti-gravity is used, to
grab any ledges and to avoid bouncing off of the ceiling or walls.
Closets, shelves, and
drawers - Stand in front of it and press ACTION to look for items. For closets
and shelves, any items found will be placed on the floor to be picked up.
Parallel bars - Jump
toward the bar and press and hold ACTION to grab on. Release ACTION to drop off
the bar. Press LEFT or RIGHT to shimmy in that direction. Press DOWN to face
the opposite direction. Press UP to swing foward from the bar. Grabs can be
performed after swinging forward as with normal jumps.
When you feel comfortable
with the new moves, leave the training area and head through the SE opening
marked "level start." Take
the first left for some uzi ammo and
note upon turning around that access to the training area is now apparently barred. However, you can walk through the wall if
you feel the need for some additional practice. Otherwise, continue E past a glass wall on your left and come to
an opening that leads to a ramp. Hop up
onto the ramp and walk out to the far edge.
Take one step back, hop back once and from there take a running jump and
grab the horizontal bar. Swing around
and release to land on a long platform.
Slide down the far end onto a flat area next to the N wall.
Run off the W side and
you'll slide down two long slopes. At
the bottom turn left and run across the bridge toward the open doorway E. Before reaching it, however, stop and look
down to your left. You see an opening
in the N wall and a large platform which appears to be a long way down. You can take a running jump to it, however,
without losing too much health. Do so
and refrain from entering the N doorway right now. Instead, go to the E edge of
the platform and locate a ladder. Climb
all the way down to the floor and jump over the trench to find a red-tinted set
of shelves. After you search it you
hear the familiar chime of SECRET #1
and a GOLDEN ROSE and two stashes of desert eagle ammo materialize behind you. Step back and pick up your prizes quickly,
as a snake is slithering toward you.
After registering your
first kill, slide down into the trench and go all the way to the N end where
you'll see instructions to stand inside a rectangular box drawn on the
floor. Do so, facing S, then press and
hold down the action key. After some
preliminary contortions, Lara will rise up with increasing speed to grab the
bridge she left moments earlier. Pull
up and now go through the open E doorway.
Turn right into the alcove
and press the button to open the door.
Shoot the wooden barricade and enter what looks like an elevator
shaft. Press the button to your left to
close the first door and open another one above you. Reverse roll and climb the ladder. Shift to your right and around the corner before you reach the
opening above, then pull up into a landing.
Search the SW cabinet for a small medipack,
then go up the stairs to the next higher landing. (The button on the wall merely closes the door to the
shaft.) Step out onto the walkway and
the camera angle changes briefly.
Follow the hallway around and search the first tall cabinet for some flares, and the next one for some uzi ammo.
Just beyond this second cabinet, locate the hole in the duct and jump up
facing E to pull down a trapdoor. Use the ladder in the S face to climb up to a
crawl space. You can access the crawl
space in the conventional manner, or you can accomplish the same thing more
easily by pressing the walk key and the down arrow together.
Crawl forward and exit by
either using the laborious method of turning around and lowering Lara down the
other side, or by using the new method of pressing the action key and the down
arrow together. Continue past a
whirling fan to another crawl space, and follow it to the pool you saw earlier
from above.
Swim to the ramp against
the E wall and walk up to the ladder.
Climb to the top, and here you must use the new move of pressing the
walk and jump keys together to transfer Lara to the monkey bars (facing the
opposite direction). Monkey swing W
until you can go no further, then press the right and down arrow keys together
to bring Lara to a facing ladder. Climb
down as far as you can without causing Lara to dangle. Then go up two rungs and back flip, with a
roll in midair, to grab the crawl space above the waterfall. Pull inside and crawl forward for SECRET #2.
Pick up the small medipack, desert eagle ammo,
shotgun ammo, two stashes of uzi ammo, and finally the GOLDEN ROSE, then crawl back and drop down into
some shallow water. Reverse roll and
walk out into the E gap. Vault up
either to your right or your left, face the gap and take a standing jump to
grab the overhead monkey bars. Turn W
to face the waterfall and monkey swing forward until you stop, then transfer
Lara to the ladder to your right as you did before.
Climb up a few rungs, then
shift left and pull up into the small crawl space for some uzi ammo.
Lower Lara back out of the crawl space, but do not release. Make sure her feet are "set" and
not dangling, then press the jump key and the down arrow together to jump the
crawl space gap and grab the ladder above.
The builder calls this the "ladder jump." Climb to the
top and enter the crawl space there.
Crawl forward to the other end and make use of another new and nifty
move. Press the action key and the
down arrow together to make Lara start rolling out of the crawl space. Now press the walk key in addition to the
other keys, and Lara will jump the gap and grab the facing ledge. The builder calls this the "crawl
space jump." Pull up with a fancy somersault, then turn right and grab
the ledge above. Don't pull up, but
press the down arrow and either the right or left arrow key together to make
Lara jump up. Grab the higher ledge and
pull up into a small room. The
builder calls this the "ledge jump."
Loop around to the right
and find yourself at the edge of an opening high above the water. Hop back three times and run forward, using
the sprint key, and jump at the last second to clear the wide gap and grab the N
ledge. The builder calls this the
"sprint jump." Pull up for a dizzying flyby that reveals the
vastness of this area. Turn right, hop
over the narrow trench and enter the dark woods. Go to the second tree, the one growing next to a building, and
find some shotgun ammo. Go around to the S side of the nearby block
and run E down the narrow alley. About
halfway down, pick up the CIRCUIT BREAKER in an open area between the plants, then
return to the block, pull up onto it and use the ledge jump to reach the tree
branch above you. Pull up and jump SW
to the branch in the adjacent tree for some uzi
ammo. Return to the previous
branch and run forward to the ladder in the side of the tree. Climb up into the crawl space, turn to your
left and take a crawl space jump to grab the monkey bars.
Monkey swing forward and
to your right, where the camera angle changes to show you a nearby ladder in
the tree trunk. Use the right and down
arrow keys to access the ladder, then climb up and use the ladder jump to clear
the gap and continue upwards. The
purple area overhead can be used as monkey bars, so use the walk and jump keys
to transfer Lara there. Monkey swing to
the W wall and release to drop down onto a wooden ledge. Take a running jump SE
to the nearby branch, then face the central tree NE and take a long running
jump to the purple surface just behind it for SECRET
#3. Pick up the shotgun ammo and the GOLDEN
ROSE, then look nearby for a small
medipack, more shotgun ammo, some uzi ammo
and some desert eagle ammo. Repeat your jumps back to the wooden ledge
in the W wall. Walk to the N edge and
take a sprint jump over the metal barrier onto the tree branch on the other
side.
Hop back and grab the E
edge of the branch, then shimmy to your right past the trunk and pull up into
the crawl space for some flares. Back out of the crawl space and shimmy to
your left until you near the trunk. Use the ledge jump to reach a flat spot on
the branch above you. Pull up into the
crawl space to your left for a small medipack,
then return to the previous branch.
Face N, slide down the end of the branch and jump off to grab the gap
ahead. Shimmy to your right around the
corner and pull up into the alcove.
Reverse roll and take a running jump E to grab the horizontal pole. Swing around and jump off to land on a flat
spot in the NE corner. Turn right and
crawl S through the opening until you can stand up. Take a running jump SW to a branch in the central tree. Climb up the ladder there and start shifting
left when you've cleared the shaft.
You're now in the
ventilation area. You can see a bank of
lasers out of the corner of your eye to your left, but don't drop down from the
ladder or you'll land on a slope that will carry you down to a spike trap. Instead, continue shifting to your left and
go around the corner when the lasers move away from you. Climb up to the top and transfer Lara to the
monkey bars (pressing the walk and jump keys together). Monkey swing W, and you'll see another laser
moving from N to S in the passage ahead.
Move quickly forward when it passes by and release at the W wall to grab
the ladder. Climb down a rung or two so
the laser won't inflict damage on its return trip. Shift left until you reach another set of monkey bars, and
transfer Lara to them by pressing the walk and jump keys together. Monkey swing E into the nearby opening,
watching out for the laser, and release to grab the ladder to your right. Shift left and around the corner, and don't
worry about the lasers now because the builder has somehow made Lara briefly
invulnerable here. Back flip into the
alcove (or get there the hard way by transferring Lara to the monkey bars above
you). Head E down the ramp and pick up
a large medipack just past a trap
door. Then turn around and go back to
the far side of the trap door, facing E.
Lift it up and make sure Lara is at full health. Safety drop to a grate far below and pick up
the nearby flares.
Walk around to the SE
corner and place the Circuit Breaker in the receptacle. A cut scene shows an electrical current
being neutralized at a barricaded anti-gravity pad elsewhere. Go around to the SW corner and push the
button to open a trap door somewhere down below. Make your way carefully down to the next landing (the stairs are
not reliable), and use the ladder there to reach the floor below. Wait for the lasers to pass by and press the
buttons in the N and S walls, back flipping to safety each time. A trap door opens, so safety drop from the
hole in the floor and search the shelves down below for the UZIS. Five or six snakes (they're
tough to count while you're frantically trying to dodge them) also attack en
masse as the N exit doors open, so put your new weaponry to work.
When the coast is clear,
exit this building and return to the wooded area. Find some shotgun ammo
near the NE corner if you didn't get it earlier. You can see that barricaded
anti-gravity pad nearby, so use your pistols to shatter the wooden slats. Stand where indicated, facing E, and hold
down the action key. Lara will vault up
with increasing swiftness to grab a horizontal bar. Turn around to face W by pressing the down arrow. Shimmy right to the N wall and swing around
(by pressing the up arrow) and release to land on the flat portion of a tree
branch. Turn around to face E, hop back
and slide down the branch. Grab the
edge and release to land on another sloped branch below. Grab the edge and shimmy to your right and
around a corner to pull up onto a flat branch.
Take a running jump SE to a flat branch near the trunk of the next tree,
then crawl E through the small triangular opening. On the other side, use the crawl space jump to bridge the gap and
land on a branch of the next tree.
Take a standing jump SE to
the adjacent branch and use the ladder in the trunk to climb above another
branch to your right, then shift around the corner and release to land on that
branch. Turn around and notice the fuse
box over your head. Draw your pistols
and jump up and down while firing, and the fuse box will shatter while a cut
scene shows a door opening down below.
Get down by climbing back down the ladder and taking a safety drop to
the ground. Go over to the large pit at
the SE corner of the woods. Standing
near the W wall, hop back and grab the edge, and you'll see an opening straight
ahead of you. Release to land on a
stable surface in front of the opening.
Crawl into the opening and turn left when you can stand up. This is the doorway you opened just now, so
hop down and stand on the indicated spot in front of the mine cart.
Press the action key and
you'll be taken on a brief but wild ride in the mine cart. Without warning you'll be catapulted
forward, so be ready with the action key as you slide down a slope. Grab the edge, release and grab again to
find a crawl space. Pull inside, and to
minimize the risk of getting stuck, go to your right until you can stand
up. Jump W over the triangular rock
protuberance and start making your way up and around to your right until you
reach a shallow subterannean pool.
Locate the nearby shotgun ammo on the S ledge and the desert eagle ammo at the N end of the pool, then
step up onto the SW ledge next to an irregular blue-tinted block. Push it S to free up a stream that floods
the pit back in the cave area. Follow
the stream back down to the crawl space and hop over the same protuberance. From here, work your way to the other side of
the crawl space and drop down into the water.
Don't investigate the
underwater E opening, or you'll be sucked into a fan and die. Instead, swim down to the floor and pick up
the desert eagle ammo, then swim to the
blue rectangular tile in the W wall.
When you press the action key Lara will kick it open, so swim inside and
follow the underwater tunnel W until you start bending slightly to the left. At that point swim left into a narrow cleft
high up in the rock face for SECRET #4. Pick up two stashes each of uzi ammo and desert
eagle ammo, some shotgun ammo and finally, the GOLDEN
ROSE. Swim back out and
continue W until you reach a large hole in the floor. Swim down and continue SE, pausing along the way for some shotgun ammo, and continue forward on a slight
curve to your right until you reach an air hole. Pause to refill your lungs, and if you wish to pull up now into
the room above and do battle with a raptor,
be my guest.
Your task in this area is to
locate three swipecards, and this can be done in any desired order. Here's the order suggested by the builder:
Red Swipecard
Swim back down and locate
the nearby blue rectangular tile. Kick
it open as you did the other one and swim into the opening. Pick up the desert
eagle ammo in the NE corner, then surface and pull up onto the ledge
that looks like fudge ripple ice cream.
Walk up to the W end and take a running jump and grab to the opening in
the wall. Pull up into the passage and
watch out for the laser. Crawl forward
until you reach the intersection, then stand up and turn right. Run N and jump into the water hole at the
end of the passage. Swim around the
office and surface at the NE corner.
Pull up into the passage and follow it to the end. Pull up the trap door and climb down the
ladder to a balcony guarded by a dragon. It doesn't take long for it to draw a bead
on you and start spewing fire balls (but not, thankfully, those hated locusts),
so quickly make your way around the room and locate three wall buttons to
push. The first one is at the SW
corner, on the ledge where you entered this area. The second is at ground level (safety drop after pushing the first
button), behind a partially sheltering block in the E wall. The third and final one is back on the upper
level, and the only way to get there is by going around behind the dragon in a
clockwise direction. The dragon can
still swivel around and toast you, however, so don't get complacent. Take a running jump E to the raised block in
the NE corner. Grab it and pull
up. Turn to your right and pull up onto
the higher ledge. Turn right again and
take a running jump W to the ledge behind the dragon. Take another jump to the ledge in the NW corner and push the
third button. A cut scene shows a
device descending from the ceiling that obliterates the dragon and allows you
to pick up the SCION near the remains of
its head (a brief cut scene shows a door opening elsewhere). Go back up to get the desert eagle ammo you saw in the cut scene, then
get the shotgun ammo near the N wall and
leave this area by going to the sloped block near the SW corner. Jump up and grab the edge, then use the
ledge jump (down arrow along with the right or left arrow key) to reach the
upper ledge. Make your way over to the
SE corner and climb the ladder to the upper passage. Pull up and run forward to the water hole. Swim around the glass-walled office and pull
up into the hole at the other end.
Follow the passage past the laser trap until you reach the opening that
overlooks the water-filled pit.
Jump into the water and
swim into the low opening in the E wall.
Surface at the nearby air hole and pull up into the room. Dispose of the raptor if you didn't do so
earlier. Follow the hallway W and
search the cabinet just around the corner for some flares.
Go up the ramp to an intersection where you see an opening to your left, some
flames straight ahead and another ramp leading upward to your right. If you
start heading up the ramp you'll alert two raptors,
so now is as good a time to deal with them as any. Follow the hallway up the ramp toward the flames. To your left is the door that you opened
when you picked up the Scion. Go inside
and alert another raptor. Kill it, then search the short cabinet S for
the RED SWIPECARD, the taller NW cabinet
for some desert eagle ammo and the
taller cabinet near the entrance for a large
medipack.
Green Swipecard
Exit this room and turn
left. Go N toward the flames (which
keep you from searching the shelves) and pull down the nearby ceiling trap
door. Pull up into the narrow passage
and crawl through, navigating an inconvenient gap, to the other side. Release to drop down into a lower passage
and crawl through to the other end. Pull
up to your right (action key and up arrow only) and follow over some grated flooring
to a wall button. Save your game here
in preparation for a timed run.
Pushing the button
extinguishes for a time the flames guarding the shelves (that you can see
directly below you). Reverse roll and
quickly retrace your path along the passages and crawl spaces, using the crawl
space jump when you reach that inconvenient gap mentioned earlier. When you search the shelves, the GREEN SWIPECARD appears behind you, so step back
and pick it up before the flames return.
Blue Swipecard
Turn around, run S along
the hallway and then turn left to head up the ramp where you encountered a pair
of raptors earlier. Search the shelves
just around the corner for some desert eagle ammo,
then continue into the cave and pull up several levels until you reach a wooden
crate that blocks your path. Press the
action key and watch Lara kick that sucker into the water below. Don't jump in after it, but turn around and
hop back. Grab the edge and shimmy
laboriously to your left, around two corners, until you reach the opening in
the E wall. You appear to become
stuck fairly early on, but keep that left arrow key depressed and you'll
eventually work your way past the problem spot. Pull up there, turn to face NW and take a running jump to the
slope in the N wall. Grab it and shimmy
to your left until you reach the crawl space just to the right of the
waterfall. The builder points out
that this is not the way he intended for you to get there. A more direct route is by taking a fairly
precise running jump NE from the W ledge to grab the slope. From there, drop and grab the crack, and
shimmy a bit to your right to the crawl space. Pull inside and follow the stream around to the irregular block
that you pushed earlier to flood this place.
Pull it back to its original position to drain the area again.
Go back down to the crawl
space, lower Lara over the edge and safety drop to a slope. Slide down and grab the edge, then shimmy a
little to the left (if necessary) so that you release and drop a long distance
onto the wooden crate that Lara kicked down here earlier. Go to the E wall and make your way up to the
opening. Now that the water is gone,
the fan inside is impotent (unless you touch its blades), so jump NE onto the
ledge beside it and run into the triangular opening. Jump up to grab the monkey bars, swing to the E end and press the
down and right arrow keys together to transfer Lara to the facing ladder. Climb to the top and pull up into a room
guarded by two raptors. After order has been restored, search the
short cabinet for some uzi ammo, then
the taller cabinets on the right (the one on the left appears to be empty) for
the BLUE SWIPECARD.
Locate the SW passage and
pull up into a dark room. Pick up the shotgun ammo and vault up onto the block. Take a running jump and grab W and pull up
in front of a triangular opening that leads to the drained pit. Repeat your earlier jump and shimmy routine
to the NW crawl space, pull inside and go up to the irregular block. Push it S
once more to flood the area again, then return to the crawl space. Release to drop into the water, then swim W
through the rectangular opening and follow to the air hole at the far end of
the underwater passage. Pull up and
follow the hallway up the ramp to the intersection. Enter the opening to your left that you've avoided up until now,
and run down the winding ramp to a room with three receptacles for your
swipecards. Use them all to open the doors in the W wall. Go inside and note three orange structures
near the mine cart. Stand in front of
each one and place a Golden Rose. This
confers a special privilege, as you'll soon see. Now go and stand on the indicated spot and press the action key
for a brief ride in the mine cart to the next level.
LEVEL
5 - Zoology Lab
If you placed all three
Golden Roses before leaving Botany Lab, you'll slide down a slope and
land on a grate near the ceiling of an insanely tall room. Turn around to face N, take a standing jump
forward and grab the ceiling. Monkey
swing a short distance to the end and press the down and right arrow keys to
transfer Lara (no, the Wolf, although his friends call him Luke) to the facing
ladder. Climb up to the top for SECRET #5 and pick up two loads of grenade gun ammo and then the GRENADE GUN.
You would not have been able to obtain this secret and these pickups
had you not located at least three of the Golden Roses in the previous level.
Turn around and take a running jump and grab N to the slope. Pull up and slide down the other side into a
short passage. Pull up the trap door
and drop down into a hallway on the N side of that tall room.
Head E down the hallway
and search the short cabinet to your left for a small
medipack, the tall one to your right for the KEY TO OFFICES 1 AND 2 and some uzi ammo. Push the E wall button to open the
glass door to your right. Enter and
jump down a long shaft into some water as the camera angle shifts. Wade S out of the water and loop around to
the right to press a wall button. The
glass door up in the SW alcove opens, so hop up there and emerge on a ledge
spanning that tall room where you began this level. Go all the way across to the S side, enter the hallway and turn
the corner to your left. Shoot a dog and continue forward into a wide hallway with
closed glass doors on either side. As
you continue forward a door opens ahead and to your right, and another dog runs
out to the attack.
Enter the office from
which the dog came and search the tall NE cabinet for some uzi ammo, then go to the dark SW corner. With your back against the S wall, sidestep
about seven times away from the corner and take a standing jump to grab the
edge of a vent. Pull up into SECRET #6 and pick up some uzi ammo.
Crawl forward a bit more and pick up a GOLDEN
ROSE and some desert eagle ammo,
then a bit further for a large medipack
and some shotgun ammo. Get out of the vent, exit the office and
turn right into a wider section of the hallway. Note the sloped opening in the SE corner. This is where you would have slid down to
begin this level had you not located at least three Golden Roses from the
previous level.
The builder warns of a possible bug, whereby the SE glass door
opens if you get close to the nearby orange-bordered keyhole, allowing you to
bypass virtually the entire level.
However, this didn't happen to me when I played the game. At least not at first. However, when I returned here later in the
level, but before getting the required key, the door did open. Turn to your
left and enter the NE office. Kill two dogs and stand to the left of the computer station
against the E wall for the CODE DISK. Search the short cabinet against the S wall
for some shotgun ammo. Leave this room and head W down the hallway
as it narrows. You'll return to the
walkway spanning the tall room. Stay on
the right side and run straight N to the edge.
Safety drop onto a metal grate similar to the one you landed on earlier. Drop down W onto a pillar and take a standing jump and grab W to the space
between the pillars. Pull up into the
gap and use the crawl space jump to reach the gap in the pillars against the W
wall. Pull inside for some uzi ammo, then drop down to the floor and go to
the SW corner for a small medipack. Kill a dog
and stay away from the nearby hole at the E wall (it's filled with deadly
fluid). Get more uzi ammo at the NW corner, then turn around and
notice the cliimbing surfaces on the central pillars. Practice your new moves by climbing up the first pillar and using
the ladder jump to access the second pillar.
Climb to the top and transfer Luke to the monkey bars. Face E and release, grab the gap and pull up
into the opening for some shotgun ammo.
Drop to the floor and go
over to the marked spot near the N wall.
Press the action key and Luke will vault up to the same walkway
mentioned in the first paragraph of this section (Zoology Lab). If you wish, you can drop down to the metal
grate and take a series of running jumps with grab S for some desert eagle ammo and, further on, for some flares.
However, the tasks on that side of the room are for later, so return to
the N walkway. Go past the cabinets and
drop down into the SE shaft. Wade out S
as you did before and vault up into the SW opening. Run along the walkway all the way to the S opening. Continue to the hallway with many
still-closed glass doors, locate the green-bordered keyhole between two glass
doors in the N wall and use your Key to Offices 1 and 2 to open both doors. The office on the left has a short cabinet
against the S wall that contains the STORAGE DUMP
KEY. The office on the right
has a short cabinet with desert eagle ammo
and some shelves with a small medipack. You'll also find the SHOTGUN in the tall cabinet in the S alcove. Exit the offices and return W to the tall
room. Go back across to the NW corner
where you'll find a receptacle for the Storage Dump Key. Use it to open the glass door to your left. Head down the passage to trigger a brief
flyby through the next area. Shoot the
barricade, enter the alcove and turn around.
Slide down the slope backwards and grab the edge.
Shimmy all the way to the left (without
turning the corner). Waiit until your
feet get "set," then climb all the way to the top, noting the
horizontal bar to your right. Shift
left around the corner and climb down three rungs. Take a rolling back flip (using only the jump and up arrow keys)
and grab the horizontal bar. Shimmy to
your right until you're lined up with the crawl space ahead, then swing around
(up arrow) and release to grab the edge of the crawl space. Pull up inside and crawl around to your
left. Get up on one knee, draw your
pistols and shoot the grate. Enter the
next room and stand on the indicated spot.
Press the action key and Luke will be launched upward to grab the edge
of a slope. Pull up and slide down the
other side. Open the trap door and drop
down into a small room with two wooden crates, one of which contains desert eagle ammo. Drop into the hole in the SW corner and
crawl E for some flares. Turn right and crawl through, then drop down
through the opening on the other side and do battle with a mutant beast (avoiding the nearby deadly green
tile). Pick up the STORAGE TANK
and the SW glass door opens.
Go inside and kill a couple of Tinnos Wasps.
Search the tall cabinet for the STORAGE
TANK CONSOLE. The tall block to your left lowers, and the SE door also opens
in the previous room. Head down the
broken N stairs (there's a large medipack
directly beneath them) and continue downward NE until you reach a small
auditorium guarded by two dogs. Kill them and go back up the way you came
(the SE exit here takes you down a ramp and back to the second level of the
tall room, but there's nothing to do there now). In the room where you killed
the mutant beast and picked up the Storage Tank, enter the open SE doorway
(avoiding the deadly green tile). Go down the metal stairs where you found the
flares earlier. You don't yet have the
key for the receptacle on your right, so take a series of jumps N and pull up
into the walkway on the other side.
Go around to the room with the cabinets
and the SE opening, and locate the grate in the NE vent. Draw your pistols and jump up to shatter it,
then pull up inside the opening. Crawl
forward and to your right (E). Drop
down through the opening into a small room.
Pick up the uzi ammo and press
the wall button to lower a block in front of a wooden crate. Return to the crawl space and crawl toward
the green light. Shoot the W grate and
drop down the other side. Shoot two dogs and take a look around. The wooden crate you saw in the cut scene is
in the SE alcove. There's also a NE
alcove with cracked flooring at the end.
In the middle of the room is a large column with a push button you'll
use to raise and lower two nearby blocks.
Go to the crate and pull it back onto the
block you lowered earlier. Turn to your
left and step back two times. Jump up
and grab the vent, and pull up into the crawl space. Crawl around to the right and drop down the other side. Pick up the flares
and push the crate forward, then return to the vent and go back to the push
button room. Pull and push the crate
three times until it comes to rest on the nearer block tile, then press the
wall button to raise the crate right through the ceiling. Turn around and locate an opening near the E
wall that you can use to pull up to the next higher level. The crate is right in front of you, so push
it forward. Continue maneuvering the
crate around the upper room until it comes to rest on the next block tile. Go back down and press the button again to
lower both blocks. Now work the crate
around to the NE alcove (you have to start by pushing it in the opposite
direction) until it rests on the cracked flooring.
The crate breaks through the weakened
floor and you fall down with it. Turn
around and jump over the deadly green trench.
Insert your Code Disk in the device at the SW corner to open the glass
door in the N wall. Enter and run
through the short passage into a room with a pool filled with deadly
liquid. A brief lecture is given in a
stentorian voice by someone unseen.
Turn right and approach the diving suit. Combine the Storage Tank and the Storage Tank Console to form
the...STORAGE TANK CONSOLE. Press the action key and watch Luke don the
diving suit. Go back to the NW opening
and fearlessly dive into the green goo.
Voila, no dead lupine creature.
Now that you're convinced it's safe, pull back out of the pool and
return S to the previous room where a Tinnos Wasp
awaits. Dispatch it and jump into the
green trench. Swim W over the hole and
allow the current to pull you to an area where the camera angle changes. Pull out W and a cut scene shows you the
route back.
Search the NW shelves for SECRET #7 and a GOLDEN
ROSE, together with uzi ammo,
a small medipack and desert eagle ammo. Drop down into the liquid and
swim down the shaft inside the tall room until you find an opening in the wall
about halfway down. The current will
grab you again, then swim the rest of the way up the inclined passage until you
reach your starting point. Pull out and
run N down the passage to the green pool.
Jump in and swim to the other side.
Pick up the desert eagle ammo
near the N wall before locating the door in the W wall. Pull it open and swim inside. Pull out S and climb the ladder in front of
you. Straight ahead is a large medipack and a sleeping dog, which sleepeth no more when you pick up the
prize. Kill it, turn around and run
around the grated central structure until you reach a tall cabinet. Search it for the MECHANICAL MOUSE, then go to the SE shelves for the WINDING KEY.
Go back to the ladder, climb down and
jump into the green stuff. Swim back to
the pool and go across to the block on the E side. Pull up onto the ledge and turn around to kill a Tinnos Wasp.
Go down the SE passage and stop when you're standing on the gray tile
with the mouse face. Combine the
Mechanical Mouse and the Winding Key and set the finished product down at your
feet. Watch it disable the spike field
ahead, then run forward and pick it up when it stops. Run forward into the next room, climb up onto the central
structure and jump N to the ledge. Drop
down on the other side and locate some shotgun ammo
in a hole. Pull out and go
to the S side of the room. Go up the
stairs and turn right to open the door in the SW corner.
Enter and check out the instructions on
the wall. You face a puzzle whereby
inner and outer doors are opened and closed by pushing buttons, and you want to
make your way to the inside section.
Push the button to open the first door, head down the passage (passing
two inaccessible openings on your left) and open the next door. Continue until all four doors are open and
you're back at the starting point.
Enter the SW passage again and follow to the second door you
opened. (You're facing E as you
approach it, just this side of an intersection.) Close this door, go back down the passage and close all the doors
you come to. When you close the last
one you open the nearby door to the inner section, so head down the new passage
and run a long way into a room with a mutant
beast.
After you've killed it, search the tall
cabinet for the VENTILATION SHAFT KEY (a
block also lowers behind you), then stand on the indicated spot and press the
action key to launch Luke up a steep shaft.
Grab the edge at the top, pull up and slide down a long slope into a
small green pool. Pull out W into the
waterfall and run up the slight ramp.
Walk through the water, but only a step or two (you can't see beans
inside), and pick up a GOLDEN ROSE, a small medipack, desert
eagle ammo and shotgun ammo for SECRET #8. Go back out to the green pool and this time
pull out S. Follow the passage and open
the door while two Tinnos Wasps wait
patiently for the opportunity to get at you.
Head out onto a familiar walkway in the tall room and take a
series of running jumps S until you reach the key receptacle on the other
side. Insert the Ventilation Shaft Key to
open the door to your left. Go inside
and assess your next task. The button
behind you in the NW wall opens the S door across the way, but only for a
time. Save your game, then press the
button. Reverse roll, then run forward with an S-shaped curve so that you jump
off the ledge squarely facing the first pillar (otherwise, you probably won't
make the grab). Pull up and take a
standing jump toward the second pillar, then with one flowing continuous motion
take successive running jumps (if you hesitate you're lost) off the second and
third pillars. Hit the action key to
glide inside the open doorway just before the door slams shut. The builder suggests a sprint jump to the
first pillar, but that really isn't necessary.
As you step inside the next passage you
activate a series of squishy blocks.
Make your way gingerly past them, then use the crawl space at the end to
drop down a fairly deep shaft, losing a little health in the process. Reverse roll and enter the next crawl
space. Shoot out the grate and lower
yourself down the other side into a room. Turn around quickly and kill a Tinnos
Wasp, then search the nearby short cabinet for the CONTROL ROOM KEY. There are two tall cabinets in this room. One is empty, and the other contains some shotgun ammo.
Open the NE door and return to a familiar hallway. Turn left (W) and follow the passage to the
walkway spanning the tall room. Run
down the right side and drop down onto the grate as you did earlier, then run
off onto the block and drop down to the floor.
Go to the SE pool that you avoided earlier,
and jump in (now that you're wearing the magical diving suit). Swim through the narrow passage into SECRET #9 and swim up the long shaft for uzi ammo, desert
eagle ammo, shotgun ammo and
another GOLDEN ROSE, all suspended in
the green fluid. You may have to make
several trips to collect all of the items, because you must be positioned
perfectly to make each grab and you're likely to run out of air in the
meantime. When you've got everything, swim back and pull out of the water hole. Go over to the marked spot near the N
wall. Press the action key and the Wolf
will vault up to a familiar hallway. Go
past the cabinets and drop down into the SE shaft. Wade out S as you did before and vault up into the SW
opening. Run along the walkway all the
way to the S opening. Continue to the
hallway where a few of the glass doors are still closed. Go to the SE corner and use the Control Room
Key to open the door (that is, if you need to).
Search the shelves for the KEY TO OFFICE 3, then proceed through the E passage. In the next room, press the wall button to
activate a laser which opens up an exit in the wall of the tall room. There's one more thing to do before leaving
here, however. Exit this office and run
diagonally across the hall to the closed door in the N wall. Use the Key to Office 3 to open it, then go
inside and search the shelves for some shotgun ammo. Place three of your Golden Roses in the
devices against the E wall to open the door in the N wall. Go there to find the
quad bike. Grab the QUAD BIKE KEYS first, lying on the nearby
platform, then mount the quad bike and drive it through the NW opening and over
a deadly pool, and finally up the S ramp at full speed so you'll clear another
gap. Continue driving forward to a room
with a glass floor. Drive over the
glass to shatter it and drop through to a room below. Continue through the NW opening and you'll find yourself in a
familiar hallway. Turn left and drive
the quad bike to the tall room.
Drive carefully to the N side and into
the opening created by the laser. You
don't need to use the anti-gravity pad you'll see there, as you have the quad
bike. Turn left and drive up the slope
you saw in the last cut scene until you hit the warp trigger that carries you
to the next level.
LEVEL 6 - Leigh's
Mines
Luke drops down into a hellish looking
area. There's an extra set of QUAD BIKE KEYS at
your feet, so pick them up and crank up the nearby quad bike. Don't turn either to your right or left, but
gun your machine straight ahead to clear a couple of lava rivulets. Drive up the W ramp until you reach SECRET #10 (again, inaccessible had you not
arrived at this level via the quad bike).
Dismount and pick up some uzi ammo,
desert eagle ammo and shotgun ammo.
When you pick up the shotgun ammo, the E wall in front of you
lowers. If you wish, you can go all the
way back down the ramp on foot for a small medipack. When you're ready, get back on the quad bike
and drive it E over the short ramp and into the opening you created. With luck you'll drop down and land on one
of the two dogs awaiting you, killing it
instantly. Run over the other one, then
turn left and continue along the bumpy path N.
Turn right to enter the E opening in the
rock wall. Drive up the steep ramp and
down the other side into a well-lit area.
Zig zag to the right and left and drive up the steep E slope (being
careful not to drive so far that you fall into a pit). You hear the chimes of SECRET #11, so dismount and pick up the uzi ammo, the shotgun
ammo and the desert eagle ammo. Get back on the quad bike, throw it into
reverse (using the sprint key) and back down the slope. The area S along the
tracks is for later, so drive back W up the ramp (noting for later the
detonator device in front of the red wall N).
You'll see a climbable wall and a monkey swing in this passage, which is
what Luke would have been obliged to use had he arrived from Zoology Lab on
foot, via the anti-gravity pad.
When you reach the central cave, dismount
and head toward the lava trench on the S side.
Take a running jump SE over the lava and go over to the right side of
the steep slope. Take a few standing
jumps to reach a ledge where you can pull up.
Go to the E side of the ledge for some shotgun
ammo, cross the metal bridge to find a covered switch for later,
then return to where you pulled up.
Line up with the horizontal bar, at the apex of the triangular rock
jutting out from the ledge, and hop back three times. Take a sprint jump to the bar and swing around to release. You should land on a ledge at the N
wall. Turn right and pull up to a
higher ledge. Run forward and drop down
at the other end to find yourself at the entrance of a cave. Make your way around until you're standing
on a ledge overlooking the central cave (you may even be able to see the quad
bike down below). Take a running jump W
and pull up onto the ledge on the other side.
There's a closed wooden gate to your left.
Turn to your right and grab the crack in
the wall. Shimmy to your right and
around two corners until you're able to pull up into a crawl space. Crawl forward until you're able to stand up
next to a slope. Standing at the N end
of the slope, turn around and slide down backwards. Grab the edge, then release and grab the crack in the wall
immediately below. Shimmy to your right
until you're over a breaktile, then release and turn about 120 degrees to your
left immediately upon landing. Take a
standing jump to grab the ladder in the N wall. If you're too late and fall down with the breaktile, no real harm
done. Either climb down the ladder or
simply walk over to pick up the nearby flares.
Jump past the flame blower into the SW
alcove. Save your game in front of the
timed wall switch. When you pull it a
drill starts descending in the pit, an explosion ensues and you're engulfed in
frames if you haven't gotten out of there by then. Pull the switch and sprint down the passage to your left until
you're stopped by a wall marked "no entry." When things are quiet
again, turn around and walk back along the passage. A hole has been blasted in the floor just beyond the switch. Drop down so that you slide down the slope
backwards, grab the edge, pull up and backflip to a stable surface. Pull up onto the column next to you. Stand at the SE corner, facing S, and take a
standing jump to grab the ceiling.
Monkey swing to the opening, release and grab the edge, and pull up to
the entrance of a squishy block room.
The easiest way to get past the squishy
blocks is by taking a precisely timed running jump between them. Locate the W
opening just beyond them and slide down into a lower room that's mercifully
free of lava. Go to the N end, drop
down into the hole and crawl ahead and left to pull up into a new room. Press the button SE to raise the cover protecting
the switch you saw earlier. As
described by the builder, this room is essentially a giant metal stairway, so
use the ramps to ascend in a counterclockwise direction. Look for openings in
the wall on your wall up. You'll find
the first one in the N wall near the NE corner. Hop inside and follow to a room with a wall ladder. Climb to the top and transfer Luke to the
monkey bars (pressing the walk and jump keys together) Monkey swing along the
track until you reach the end, then release and grab the edge of a ledge. Pull up and safety drop down the other
side. Pick up the DETONATOR KEY and go around NE to pull up onto a
ledge. Grab the nearby shotgun ammo and drop down on the E side of the
ledge.
Return through the SE opening and jump
back to the ramp. Continue spiraling
upward, ignoring several wall openings along the way and jumping gaps as
necessary, until you reach the E opening near the very top. You can see a closed wooden gate in the
distance. Hop inside this opening and
make your way up to the wall switch.
Pull it down to open the wooden gate, and enter to find yourself back in
the central cave, with the quad bike parked nearby. Either use the quad bike to negotiate the ramp in the E opening,
or practice your new moves on foot by using the climbable wall and monkey bars
in the passage. On the other side,
stand in front of the detonator and use the Detonator Key to lower the wall
ahead.
You can see a lava room ahead, and a
breaktile just beyond the opening. You
need to run onto the breaktile with a sharp left turn and take a running jump
to the crack in the W wall. When you've
done that successfully (you should surely save your game here before making the
attempt), shimmy to your right, timing your way past three intermittent flame
blowers (it might also be a good idea to save your game after passing each one)
until you reach another breaktile in the corner. Release, reverse roll and take a running jump to grab the ladder
in the E wall. Climb up and enter the
crawl space. Crawl forward, turn to your left and lower Luke over the
edge. Release to drop onto a ledge.
Locate the hole in the NW corner and drop down into it. Pick up the small
medipack and desert eagle ammo in the cramped area below, then pull out of
the hole. There's another hole near the
NE corner. Drop down into it and slide
down E into a room with what appears to be a central wooden floor.
Your task here is timed. As soon as you land, you activate a bank of
spiraling spikes that descend from the ceiling. Quickly locate and pull down the four wall switches in this room
to open the trap doors in the center of the floor. Drop down onto a slope.
If you wind up sliding backwards, all well and good. Simply grab the edge at the bottom, pull up
and take a rolling back flip to the facing slope. If you slide down facing forward, simply jump off to the
facing slope. Slide down, grab the edge and shimmy left and around the
corner until you're able to pull up onto a high ledge. To reach the floor
without taking any damage, go to the other side of the ledge (past the
eye-catching grappling hook tile) and take a running jump NW to the N
slope. Slide back, grab the edge and
shimmy to your left until you're over the crack. Release, grab the crack, and release again to land on a slope
that brings you safely to the floor.
Locate an opening high up in the S wall
and pull up into it. Continue forward,
pull up ahead and then pull up to your left into a small room. Search the shelves in the E wall for some ROPE, then pull down the ceiling trap door in the
SW corner. Pull up S into an upper
room. Shoot the crate up in the SE
corner to release an alien creature that
will poison you in these close quarters if you allow it to get too close. Use a medipack if necessary after killing
it, then pull up into the crawl space where the crate sat for the CROWBAR.
Go back down through the previous room and hop down into the pit. Go to the NW ramp and take a sprint jump
over the lava to the block on the other side.
Pull up and run forward. Locate
the ladder in the W wall, ignoring the openings on either side for the moment,
and climb up into an upper passage. Run
foward and into the passage to your right.
Keep looping around and climb up onto the metallic block. Face the BROKEN
HOOK on the end of the shaft and use the crowbar to pry it off.
Hop down and vault up onto the platform
in the NW corner. Face E, standing back
in the corner, and take a running jump to grab the horizontal shaft. Swing around and release to grab the crack
in the E wall. Shimmy to your left and
around the corner, then pull up into the crawl space for SECRET #12.
Crawl forward and pick up uzi ammo,
desert eagle ammo and shotgun ammo.
Crawl back out, exit this room and climb down the ladder into the
pit. Take a sprint jump E back across
the lava, pull up and run around to the SE side of the brick structure. Look down to see a deep trench. Slide down
to a level surface, turn around, hop back and grab the edge. Shimmy to your right and around the corner,
and attempt to pull up into the crawl space.
The builder's intent was to allow the player to follow the crawl
space to a large medipack, but Luke
refused to pull inside when I tried it.
When I brought this to the builder's attention, he also was unable to
access the crawl space. If anyone
should manage to conquer this little glitch, please let either of us know. After this futile exercise, exit the trench
by climbing the ladder in the N wall.
Use the ladder jump (this is a little tricky, because you have to use
the up arrow at the peak of the jump before Luke will grab the upper portion of
the wall) to clear the gap and pull up at the top.
Make a U-turn to your left and pull up
into the opening in the S wall. Step
forward, pull up ahead and then up to your left as you did earlier. Turn right in the next room and pull up onto
the block in the SW corner. Pull up
even further N through the trap door you opened earlier. Lower Luke through the crawl space in the N
wall. Turn around, side step to your
right and hop into the opening and stoop down for some shotgun ammo.
It's pretty hard to get out, but if you crawl back to the corner where
you hopped in, Luke should barely be able to stand up in the cramped
space. Hop down and walk out to the N
opening. Take a jump slightly NW to
return to a familiar ledge. Walk
forward and stand on the edge of the grappling hook tile mentioned earlier,
facing W, and combine the Broken Hook and the Rope to form the GRAPPLING HOOK.
Hit the control key and Luke will toss it forward (he's a southpaw) to
lower a rope from the ceilling ahead.
Take a running jump and grab the rope.
Swing forward and release to land on the W ledge. Step forward and take the SCION from the pedestal.
Immediately, chunks fall from the ceiling
onto your head as two harpies are alerted.
After they're dead, locate some shotgun ammo hidden from sight near the
W wall, then safety drop from the S ledge onto a slope below. Ignore the nearby opening for the moment and
go across to pull up into the opening in the N wall (standing near the right
side of the opening and using only the action and up arrow keys). A teeth door activates as you pull up, so
make your way past it into a bare, nondescript room. Hop up into the W alcove and pull down the wall switch. When you turn around you find that the
terrain below has changed. Stand facing
NE and take a running jump (using a left midair curve if necessary) to land on
a platform with a golden pool. Step
into the pool and use the Scion there to "charge" it in the same manner
as you would fill a water skin.
Jump back to the alcove and pull the
switch back up. All is as it was
before. Hop down, exit this room past
the teeth doors and drop down to the room below. Cross over and this time enter the S opening. Turn right and locate the scales in the
corner. Empty the contents of the
Charged Scion onto the scales.
Immediately a stream of sand starts filling the room, causing you to
rise. While you're enjoying the ride,
draw weapons and deal with the alient mutant
and harpy that come down to join
you. When the sand stops flowing, exit
via the SW opening and press the wall button to open the door to your
left. You find yourself back in the
central cave. Head S, locate and pick
up some uzi ammo if you didn't stumble
across it earlier. If by chance you
didn't leave the quad bike in this area when you last used it (I didn't), go
over to the opening near the middle of the E wall. Take an angled standing jump to grab the S wall, climb up and
transfer Luke to the monkey swing by pressing the walk and jump keys together.
Monkey swing E over the steep slope and release to slide down near the quad
bike.
Mount the quad bike and drive it back W
over the steep slope into the central cave.
Turn right and drive carefully into the glass-paneled alley from which
you just exited (via the sand pit).
Take an immediate right through the opening and drive E up the rocky
slope into a higher area. Continue up
and turn left to ride down the slope into a more open area. This next bit is quite tricky, so you might
want to save your game here. As soon as
you enter this open area, you want to maneuver the quad bike onto an upper
ledge that carries you into the secret area.
It's tough to get on this ledge, and you can only do it from this near
corner, so keep at it until you succeed.
Then drive the quad bike along the ledge and turn left as you near the E
wall. There's another steep slope dead ahead.
Drive up its right side and mount the crest for SECRET #13.
There are spike pits and other hazards down there, so drive carefully
and dismount as soon as you can park on a relatively flat and open spot.
Wipe your brow and pick up the nearby uzi ammo, then hop over the spike pit and slide
down N for a small medipack. Slide down even further and follow the
alley S to an opening that overlooks the room you explored earlier. Jump to the ledge for some desert eagle ammo,
then discover to your delight that you can walk on an invisible ceiling to the grenade gun ammo in the SE corner. Go back down the alley and up the ramp
S. Use the ladder to get back to the
quad bike. Drive it carefully back up the
hill, through the previous area and back to the central cave. Dismount and vault up into the W tunnel next
to the glass-panel opening. Walk out to
the opening that overlooks the metal stair structure. Jump across to the structure and go down, jumping gaps as
necessary, until you reach the opening in the W wall near the NW corner. Jump into it and light a flare if necessary
to negotiate the blocks in the darkness.
When you get down to the golden trench at the bottom, wade into it and
recharge the Scion.
Go back out and jump to the metal stair
structure. Jump E across the gap and
turn left to jump into the opening in the N wall. Turn right in front of the lava pit and empty the Charged Scion into
the scales in the corner. Step out onto
the edge of the golden tile that has appeared at the edge of the lava pit, then
take a sprint jump across the lava pit and grab the edge on the other
side. Pull up and enter the NE
opening. Pull up left and jump to the S
ladder. Climb up, transfer Luke to the
overhead monkey bars and continue until you can release onto a metallic
walkway. Pry the BROKEN HOOK off the N wall and safety drop to the
floor if you don't mind the loss of some health. Otherwise, take the long way
down. Go back to the lava pit and use the golden monkey bars to get to the
other side (you don't have room for a sprint jump here).
Return to the metal stair structure and
go back W to recharge your Scion one more time. (Don't try to jump toward the W
opening from above and glide down into it. You won't make it. Take the time to go down the metal stairs so
you can jump up into the opening.) Return and go up the metal stairs to the
very top of the structure. Jump into
the W opening near the SW corner and go down to locate a set of scales in the
corner. Empty your Charged Scion into
the bowl and you hear the sound of the door behind you opening. Turn around and enter a huge golden
room. Hop down to your right, follow
the ledge and jump across E for some desert eagle
ammo. Continue around the
room along the ledge and pull up into the E opening.
Hop down into a small opening and look
longingly at the inaccessible medipack.
Go around to the NW corner, stand with your back to the slope and take a
back flip to the slope. Jump off and
grab the facing block. Pull up and step
forward to the wall switch. Pull it
down to open a set of double doors. On
the way out you learn that the medipack isn't so inaccessible after all. Approach the ledge on the N side. From there you have room to pull up into the
crawl space so you can get that small medipack.
Reverse crawl to the N edge so you can back out again. Return to the ledge surrounding the huge
room and jump across to the W side.
Exit the way you came in and return to the metal stair structure. Go all the way down to the floor and locate
some desert eagle ammo near a wall if you didn't find it
earlier. Then drop down into the
shallow hole at the S wall and crawl through to the huge golden room.
Vault up into the room and run S toward
the open double doors to your right. As
you enter you awaken a giant golden cat
that acts suspiciously like a bull.
Take advantage of its traits by enticing it to ram each of the four
cat-head tiles you see spaced symmetrically about the room. When all four have been shattered without
Luke being pulverized in the process, the door in the S wall opens. Go there
and pull up onto the nearby block in the next room for some shotgun ammo.
Look W and you can see a convenient pen for the giant golden cat. Hop down when the coast is reasonably clear and
pull down the wall switch to open the gate.
Go inside and grab some desert eagle ammo
in the NE alcove if you dare. Dash
outside while the cat is otherwise occupied inside and push up the wall switch
to trap it there.
Now you can perform your tasks in this
area without undue distraction. Go to
the E wall and stand on the left side of the block beneath a low ceiling. Stand near the right corner, where you have
more room, and pull up into the cramped space.
Crawl forward to the other side and lower Luke over the edge. Pick up
the ROPE in the hole, turn around and
pull out S. Hop or slide down and go
back to the N opening. On the far side
of the pillar away from the cat pen is a crack you can reach by standing in the
corner and pressing the action and up arrow keys. From there, use a ledge jump (down and left arrow keys) to reach
the top of the pillar. Note the
familiar grappling hook tile. Stand at
its edge, facing S, and combine the Rope and the Broken Hook. Hit the action key to make Luke toss the GRAPPLING HOOK toward the center of the
room. A rope drops down from the
ceiling, so take a running jump to it, turn slightly left and swing forward to
jump off to the shorter central pillar.
Take a running jump and grab to the
taller pillar S and pull up. Step out E
and jump up to grab the monkey bars.
Monkey swing along the track until you reach the E end, then transfer
Luke to the facing ladder (right and down arrow keys). Climb up a short distance and transfer Luke
back to the monkey bars (walk and jump keys).
Swing forward and release to grab the edge of the slope. Pull up and slide down to pick up the first FUSE. The
trap door opens to drop you down to some tracks in a dark pit, where a menacing
dog roams. Kill it, then another rises to take its place. Repeat this exercise twice, then pull up
into the space to the left of the N ladder for some uzi
ammo. Crawl back out and
climb the ladder. Pretend that the
opening above is a crawl space, and access it by dropping once Luke reaches the
top, then grabbing immediately and using the crouch key to pull inside before
Luke's feet have a chance to get "set."
Don't attempt to lower Luke into the hole
ahead, as the fall will kill him. Instead, crawl forward and use the crawl
space jump (action and down arrow key, followed by the walk key) to clear the
gap and grab the far side. Pull up and
slide down to the again-activated squishy blocks. Don't concern yourself with them this time. Instead, drop down W to slide into the room
where you engaged the giant golden cat earlier. Go through the open S double doors and head back to the SE
corner. Pull up onto the shorter
striped pillar and take a rolling back flip (notwithstanding the builder's
instructions, only by using the end key did this work for me) and grab the
horizontal bar. Turn around to face S
by pressing the down arrow, then shimmy to your left until your shoulder is
against the wall of the facing slope.
Don't try to shimmy too far, or Luke will lose his grip and drop to the ground. Use the up arrow to swing around, then
release and use a midair curve to the left to bring Luke down onto a corner
flat spot for SECRET #14.
Pick up the large
medipack, the uzi ammo and
the shotgun ammo, then hop down and jump
once more from the striped slope to the horizontal bar. This time shimmy to the left until you're
facing the ladder in the N wall (use the look key to make sure you're lined up
properly), then swing forward and release to grab the wall. Climb up a bit, then shift left around four
corners and climb up to a gap in the wall.
You can see some uzi ammo ahead,
but Luke refuses once again to pull up into the crawl space in the conventional
manner. However, if you press the walk
and down arrow keys together, Luke will squeeze into the space for his
prize. Crawl back out, then use the
ladder jump (jump and down arrow keys, remembering to use the up arrow key at
the apex of the jump) to grab the upper portion of the wall. Take a back flip
into the passage behind you. Turn
around and run S down the passage. A
boulder drops down and gives chase, so jump across the gap at the end and grab
the crack. Wait a split second until the boulder is about halfway down the
passage, then use the ledge jump (down and right or left arrow key) to get Luke
out of its way as the boulder drops into the hole. Shimmy left around the corner and pull up into the crawl space.
Drop down the other side and jump up
S. Climb the ladder in the corner to a
higher ledge and hop or climb down the other side. Engage two dogs at close
quarters, being mindful of the nearby lava.
Take a standing jump W over the lava and be prepared to do battle with
two more dogs and an alien mutant.
Pick up the uzi ammo and continue
W, hopping over more lava, to find some desert
eagle ammo in the SW alcove.
Walk slowly N and activate a squishy block. Time a jump past it and go N to find a wall switch. Pull it down to lower a trap door in the
floor behind you. Drop down into the opening and step forward to pick up the
second FUSE.
Drop down onto the slope below and slide
to the floor of the cave where the giant golden cat remains penned. Exit through the N double doors, drop down
into the shallow hole against the N wall and crawl back to the room with the
metal stair structure. Spiral your way
up the ramp and hop into the E opening near the top to return to the central
cave. Go S and take a running jump SW over the lava. Take standing jumps up the right side of the rock face as you did
earlier and pull up to reach the metal bridge.
Run across it into a small room where the glass cover has risen to
expose a wall button. Press it to open
a wooden gate elsewhere. Go back out
and take a sprint jump to the horizontal bar, starting at the apex of that
triangular rock ledge. Swing around and
release to land on the block against the N wall (a midair swerve to the right
may be helpful). Pull up to your right
and run down the alley. Drop down at
the other end and enter the tunnel in the N wall.
Go around to your left, and you can see
the wooden gate you just opened. Take a
running jump across the gap and pull up on the other side. Enter the opening to your left and pick up
the third FUSE. Turn around in these cramped quarters and
locate the overhead crawl space. Jump
up to grab it and pull inside for SECRET #15. Crawl forward and pick up the uzi ammo, the desert
eagle ammo and the shotgun ammo. Go back out and safety drop to the floor of
the central cave. Get on the quad bike
and drive it E into the opening and over the slope to the adjoining room. Dismount and run S along the tracks into a
room you haven't yet visited. Pick up
the flares, then head W into a small
room with three receptacles on the N wall.
Insert your fuses here to activate one of the nearby HOVERBOARDS.
Stand where indicated and press the action key to mount the hoverboard
and end the level.
LEVEL 7 - The Journey
Before embarking on this level, study the
builder's instructions for using the hoverboard (and by all means, make use of
the handy training area):
How Level 7 Works:
In level 7 you are
constantly moving forward. You do not need to use the forward key in this
level, except for slowing down with the walk key.
An optional training
area is available at the start to adjust to the controls.
Tap (do not hold) walk
+ forward to slow yourself down, but while doing so you cannot do anything
except turn. You will stop at ledges, but do not stop before a pit that you
must jump over. Tap forward to return to normal speed.
Press roll to turn
around. It can be done while moving at normal speed, or when at a standstill.
If you hit walls
(dead-on), sloped ceilings, or sloped floors on which you slide backwards, it
is game over.
To get access to
scattered pickups, you must slide forward down a slope to come to a stop so you
can pick up the item. Picking up the item starts moving you forward again.
If you slide to a stop
without any pickups present, press forward to start moving again.
Turning, rolling,
crouching, sprinting, jumping, and sprint jumping are the same as before, but
you cannot grab during jumps, and you cannot turn while crouching.
When approaching ledges
at your height or at your hips, hold action to vault onto it.
When you've become
somewhat accustomed to the unfamiliar moves on the hoverboard, move out of the
training area and begin your quest. The
outline that follows is the builder's suggested route. You're likely to die and
have to reload many times as you make your way through this level, so if the
looping background music begins to get on your nerves after a time, just rename
or delete 043.wav in your audio folder.
You leave the training
area via a passage marked level start.
There's a glass floor protecting you from a lava pit in the next
area. Turn left and jump into the
middle opening, then make several jumps in succession (one across a fairly wide
gap) until you slide down a slope for a small
medipack. Continue E, making
your way to the right, and jump two wall ledges before going up a slope against
the S wall. You have to take a sprint
jump to reach the next slope E, then slide down for some uzi ammo. Resume your forward progress E and jump the
two blocks ahead. Jump over the lava to
a large landing area and note three crawl spaces ahead. Crouch down under the one straight ahead
that's on the right (although you could also use the one to the far left if you
wanted to expend the necessary energy getting there), and when you emerge
swerve immediately to the left so you go down the central slope to a small medipack.
When you pick it up, Luke
moves forward and drops down to the glass floor. Jump over the slope ahead and slide down the other side for some uzi ammo.
Luke may decide just to keep moving here, in which case just forget
about the ammo. The triangular
formation to the right is not important.
Just angle over to your right when you've passed it and follow the rock
ledge around to the left and into the NE opening. This would be an excellent place to slow down by tapping the walk
and up arrow keys. Navigate the turns
along the passage until you emerge in a new, lighter area. Follow the taller passage W, and make two
right turns so you're headed back E.
Resume normal speed when you've cleared the sand heap, so you can make a
sharp jump up the the wall to your right and continue a U-turn (you can use the
ramp to your right to pause and catch your breath) so you're going W along an
alley.
Take another sharp jump up
to your right to gain the higher ledge, then go through an opening. Don't turn left here, but rather jump
straight ahead to the darker wall W.
Continue forward and jump to the top of the pillar ahead, then make an
immediate jump to the next pillar W, then make a sharp left turn and jump to
the next column S. Continue through the
opening in the S wall, slow down and make the turns through the passage. When you emerge you'll slide down to a small medipack.
Continue W up the ramp, jump the block and take an immediate right, and
you'll soon reach an intersection. Turn
left into the opening and you'll ride down a slope toward a grouping of stone
formations. Jump straight W onto on a
lower ramp and follow it around to your right.
When you reach the end, jump S across the gap to the facing wall. Take a sharp right and follow this wall
W. Don't attempt to reach the opening
you see across the way in the S wall.
Instead, crouch as you approach the low ceiling and squeeze though the
small space. On the other side, take a
sprint jump across the wide gap to the darker passage W.
Follow the ledge around to
the left and slide down for some shotgun ammo. Continue forward and to the left, and take
a sprint jump across the gap. Turn
right and make a tight horseshoe turn to your right and turn left to follow a
ramp. Make a tight hairpin turn to the
left to jump a gap up to a higher ledge, then make a quick turn to the left to
enter a rocky area. Turn right and
navigate between two pyamid-like formations and jump to the slope on your right
so you'll slide down to a stop where you can pick up the desert eagle ammo. As you move forward, swerve to your right and duck down into the
crawl space. Turn left, follow the path
and turn right at the W wall. Duck down
into the second crawl space, turn right just past it to a third crawl space,
turn left past it and follow the ledge underneath a fourth crawl space and
finally turn left to slide down a long slope N (avoid allowing Luke to slide
left into the wall, where he'll find himself stuck) into a pool of water.
Watch Luke being carried
topsy turvy through the channel, and when you reach the end, jump the two
blocks, then jump a gap onto a red surface.
Swerve to the left and go down a ramp.
Follow the ledge around to the right, where you see a series of blue arrows. Run dead center into the arrows, and when
Luke vaults forward hit the action key so that Luke grabs the end of the pole
jutting out toward him. Luke will be
catapulted upward, and be prepared to make an immediate right turn when you
land. Jump the short gap ahead and turn right to head down a ramp. You can hover along an invisible glass floor
here, so turn right and head E toward the flame blower. Turn left just in front of the flames, then
take an immediate right into the passage and follow the ledge to a slope that
brings you down in front of some shotgun ammo.
While picking up the ammo,
press the left arrow key so you'll be facing the right direction when you fall
off the ledge. Take a sharp turn to the
left immediately upon landing and note three sets of blue arrows ahead. Use either the middle set or the set on your
far left, and jump to the pole as you did earlier. You'll need to adjust your trajectory in midair to land on one of
the paths leading southward. If you're
fortunate enough to land on the far left path, you'll be able to navigate it
and slide down a short slope for some desert eagle
ammo. Spikes are spiraling
downward ahead, however, so quickly move forward past them and jump the gap to
the middle path. Slow down here and
save your game. You need to navigate
your way down a steep spiraling ramp, and at the bottom run into a set of blue
arrows. You'll jump toward a long pole,
so grab it and save your game again.
Slide down to where Luke's head is about level with the place where the
wall ahead juts inward, then jump off (Luke automatically turns around in
midair) and follow the path around to the left until you come to a stop in
front of a large medipack.
Resume your trek up the
ramp and jump the two gaps ahead, swerving slightly to the right in midair
after the second jump so you'll land on a ramp that brings you down to some desert eagle ammo. You're at the crest of a steep slope, but there's a secure glass
floor down below, so you don't have to jump. In fact, you can't jump, and
you'll probably find yourself stuck in front of the facing slope. Just hit the roll key to get Luke moving
again, and head S toward the great pyramid.
Go around the pyramid to your left and you can see a pick on a flat
slab. Go past it a bit, hit the roll
key to turn in your tracks, and go past the slab again. Jump up into the track to your left (I found
it easiest to make the jump when I was right at its edge) and make two quick
left turns in succession to slide down to the shotgun
ammo.
When you drop down to the
glass floor, turn right and jump over the S connecting bridge. Continue clockwise around the pyramid and
you'll come to another connecting bridge as you're headed W. You may want to save as you're approaching
it, as this next sequence is difficult to accomplish in one attempt. Jump up
onto the bridge and jump again, slightly to your right, to land on the track
along the base of the pyramid. Follow to a hole where you'll drop down into a
tunnel. Turn right and watch out for
the flame blowers ahead. Avoid them by
jumping over the first one and ducking under the second. Jump into the opening ahead and take a quick
left to exit the pyramid.
Take an immediate right
and then hop up to your right to a higher slope ringing the pyramid. Jump to make the right turn at the corner
and you'll see the familiar set of blue arrows ahead. This is a difficult jump.
If you don't make it, you'll slide down the base of the pyramid and come
to a stop on the glass floor. If this
happens to you, just go back a short distance, jump up and try again. However, the builder has suggested a much
easier alternative to taking jumps at this and later corners. As you approach the bend to the right,
simply take a sharp right and allow Luke to vault up onto the next slope. Run head-on into the blue arrows and grab the pole on the other side. Climb up
the pole until you're level with the bridge, then turn so that Luke's back is
to the pyramid. Back flip onto the
bridge, hit the roll key to turn Luke around, and follow the bridge to a ledge
in the N wall. Turn right, jump the
gap, and continue following the ledge in a clockwise direction. Duck under the crawl space in the E wall,
and take a sprint jump over the wide gap to the bridge.
Take an immediate right
onto the bridge and follow to the pyramid.
Jump left onto the slope and make another one of those difficult right
turn jumps at the corner (or use the builder's easier method described
above). Jump another gap, and when you
reach the next bridge make a sharp left.
Follow the bridge to the S wall and turn right onto the ledge. Run into the set of blue arrows and be
prepared to grab the end of the pole.
Luke will be catapulted up into a tunnel, so turn right when you get
there, followed by another quick right.
Then make two quick left turns and jump the pit right after the second
one. Take a right and drop down into a
lower area. You can see the
now-familiar blue arrows ahead and to your right. Swerve around, jump the block and run head-on into the
arrows. Grab the pole beyond and climb
up until you reach a sloped outcropping to your right. Turn so that Luke's back is to this slope,
then back flip onto it and you'll slide down to a large
medipack.
Pick it up, then slide
down and loop around to your right so that you're headed for the blue arrows
once again. This time, when you grab
the pole, slide all the way to the bottom.
Release and immediately hit the roll key so that Luke faces W, then
follow the narrow ledge to its end.
Drop down onto a bridge, turn right and follow the bridge into the
pyramid to end the level.
LEVEL 8: Eternal Life
After watching the extended cut scene,
during which Luke awakens a winged female mutant named Sophia Leigh, followed by an extended colloquy
between Sophia and Lara, turn away from Sophia's withering fire and begin
preparations for your tasks in this concluding level of the series. There are three sets of scales scattered
throughout this area that you may have
seen in the cut scene. Since you're
still carrying the Scion, your job is to charge it three times and empty its
contents into the three sets of scales.
Easier said than done.
The nearby small pyramid offers some
shelter, but only for a short period of time.
When Sophia appears to be pausing for a reload, run to the N ledge and
take a sprint jump across the gap. Pull
up and run to the golden pool. When you
step into it to recharge your Scion, an undead dog
attacks. Kill it, then jump back
across. I found it necessary to use
a curved sprint jump here, from the edge of the golden pool at the SE
side. However, the builder suggests
using the triangular ledge near the middle of this area, at the other end of
the pool, as it does not require a sprint jump. Continue to the S ledge next to the wall and take a sprint jump to
the other side. Pull up and kill two
more undead dogs. You're safe from Sophia's bolts here if you
stay behind the mound near a supine Luke.
The first set of scales is also nearby, so empty your Charged Scion into
it. A harpy
is attracted when you do that, so kill it as well.
Make the same jumps you did earlier and
recharge the Scion. Jump back to where
Sophia awaits and hop up onto the smaller block near the W wall, the one with a
triangular surface. Take a curved
running jump to the perch against the W wall.
Step up to the highest point and jump up to grab the monkey bars. Monkey swing E to the end, making sure not
to miss that dogleg to your left at the beginning (Sophia won't fire at you
during this time), release and grab the ledge, shimmy to the right around the
corner and pull up on the right side of the ledge. Take a running jump N and grab the jutting ledge. You can see a second set of scales above you
and to the left as you pull up.
Go through the crawl space ahead and use
the crawl space jump at the far edge (press the action and down arrow keys to
make Lara move forward, then press the walk key as well). Grab the facing ledge and pull up. Turn right.
The surface slightly SE that looks like spilled guts or yesterday's
spaghetti is climbable, so jump to it.
Climb up, shift left and climb to the top. Transfer Lara to the monkey bars (pressing the walk and jump keys
together) and monkey swing over to the second set of scales in the NW
corner. Release to drop down in front
of the scales, and empty the contents of your Charged Scion into it. You don't have much maneuvering room
here, so walk, don't run.
A
harpy is attracted, and it makes sense to
safety drop to the beginning area before attempting to engage it. After the harpy is dead, go back and charge
your Scion again. There's just one more
set of scales to locate. Repeat your
moves to the monkey bars as you did two paragraphs back, and pull up onto the
same ledge. This time, turn around to
face S. Take a standing jump over the
slope, jump off the other side and grab the jutting ledge, pull up and locate a
spaghetti-guts ladder ahead and to your left.
Jump to it, then climb up and use the ladder jump (pressing the jump key
and the down arrow) to gain the section above the gap. Shift to the right and
around the corner, and pull up. Hop
over the outcropping of rock and turn left.
Take a standing jump SW into the alcove, then turn right and pull up onto
the higher ledge. You're now facing the
third set of scales W.
Don't try to monkey swing to the scales
from here. Instead, run W along the
ledge, crouch down at the end and lower Lara down the other side. Release to land on a ledge with more monkey
bars overhead. Use these to monkey
swing S to the end. A fixed camera
angle on the way shows you what you need to do next. Press the right and down arrow keys to transfer Lara to the
facing ladder. Climb up and pull up
into the crawlspace. Crawl forward
until Lara stands up, sidestep around so that you're facing W, and use the Charged
Scion. A cut scene provides an illusory
clue. Crawl back S and lower Lara over
the edge. Crawl all the way down the
ladder and release. Lara will drop
down, bounce off a piece of rock and land safely near the first set of scales.
Jump back to where Sophia waits. She's no longer in her element, so she can
now be killed in the same manner as any demigod. Two more undead dogs have
shown up to protect her, so kill them one and all. Go to where Sophia fell and pick up the SCION.
The area to the S has now turned to plain igneous rock as well, so
sprint jump back over there. Pull up
and walk toward Luke. He's brought magically to life via a trio of spinning
Scions, so step forward and pick up some leftover remnants in front of the
first set of scales to trigger the ending credits.