Little Ideas
Levels by Franco Bula
Walkthrough by manarch2
The Fire
Take the Flares in the left niche, then go through the
exit of this room. There are flying blades in the next room so watch out. Get
the Little Medikit on the floor (that doesn’t cause
more damage) and at a fork go left. See a standing blade there and in the next
room stand-jump to the central spiked pillar and then with a run-jump left,
losing some health. In the passage get Shotgun Ammo and then head back to the
central block, then left. Following the passage jump in the opening over the
water and shoot two tigers (1,2) in the next room.
Only the blue tiles are safe; the red ones are deadly. Jump at the blue ones
and get to the other side of this room. At the end you can get a Key. Now you
have to get back to the central spike room and to the starting area. At the
fork go left this time and use the key at the end. In the next room pick up a
Little Medikit right and find an exit left. Drop in
the right passage and kill three spiders (3,4,5).
Climb the right block, turn around and jump over two platforms. Jump right in
the opening with a curved jump. Follow the corridor and use the lever at the
end. Again you have to run and jump all the way back to the spike room. On the
way the blade begins to roll so you can get the Shotgun at the end (losing
health). This time jump to the right door which opened
because of using the lever. Downstairs there is a breakable tile which
lets you have access to the room below. Get Flares and push the block three
times to get Automatic Pistol Ammo. Jump right but don’t get the Large Medikit; instead directly jump left and climb up the stairs
as the moving spike wall would block the way then. Go left and jump over the
platforms at a fire pit. At the end throw a lever and get back to the stairway
and to the top of it. Climb in the new room and climb up to the top here, too.
A fire prevents you from getting a key here. Go through the middle corridor
leading to the spike pit again. Jump forward in the opening and get back to the
flying blades area. Again go in the passage in front of you and to the room
with the statue in the middle. This time go left where a trapdoor has opened;
find Flares in the corridor and run through the blue passage. Jump over the
blades and the lever at the end extinguish the fire. Get back there and take
the Key. A door in this room opens; shoot three crows (6,7,8)
in the next area. Go right and find a Little Medikit,
then pull the lever and after the corridor place the key in the keylock. Back kill a tiger (9) and go down the stairs in
the courtyard to see a door has opened here. Pull the central lever and quickly
sideflip. Throw another lever: When turning around,
you can find it in the left niche. If you want you can get Automatic Pistol
Ammo in the right niche; then exit this room and go back to the last keyhole.
Right of it a door has opened; climb on the fire block in this room and the
level changes.
A Night in the Platform
Turn around; on a block you can find 2x Flares. Jump to a platform with a
Little Medikit and return. The right block is movable
so push and pull it on the other side of the non-movable block. Run-jump to the left platform and climb the ladder for the Red
Card. Back on the floor level use it in the wall receptacle to open the
door beneath. Kill a gangster (10) and two dogs (11,12)
in the corridor and take the Shotgun Ammo. In the next room go right and watch
out for rolling barrels, then take the Harpoons left. Right pull out the block
and in the next room push the button. Kill two baddies (13,14)
and take their Little Medikit and Flares from the
ground. Go to the other side of the room and downstairs. Jump in the water and
find Flares on one ledge. Get even more downstairs and jump in the next pool,
find a timed underwater lever opening three doors. The two first ones are dead
ends, so get in the lower left passage. Climb out at the end and spot a button.
Push it and quickly run back in the water to extinguish the fire. Back in the
passage kill a gangster (15), go right and find the Harpoon on a block. Go left
then and follow into another corridor leading to a room with Shotgun Ammo and
the Yellow Card. Back in the last room find a ladder
left around the corner, climb it and pull the block once. First jump to the
window with Harpoons, then climb on the block and hop on the upper ledge. Climb
another ladder and jump back to the starting area. In the room with the big
central column go to the other side of the room and climb the steps. Use the
card here to open the door. In the next room climb the ladder left of the
entrance to find Harpoons, Grenades and Flares. Back in the last room open the
middle door on the bridge, using the wheel. Shoot a gangster (16) inside and
take his Uzi Ammo. Head right in the corridor to find a room where you can jump
left on a block to avoid some barrels - two times. At the end go left and pull
the switch in the next room. Get back to the bridge room and see that the left
door has opened. Go downstairs and pull the switch down. Kill a gangster (17)
and go back up. The pit is now fully flooded but don’t jump into the water yet
but go back outside the room. Downstairs go right where some doors have opened.
Drop in the water and swim in a bigger water area. Find an underwater lever in
a passage, triggering two frogmen (18,19) and opening
a trapdoor on the floor. You have access to the Green Card and a Little Medikit now. Swim out of the room again and get back to the
central room, where you have to go to the bridge room again. Jump in the water
and find an open door there. Swim through and pull the underwater lever to open
another door in the water. A frogman (20) is now in the pool, too, so kill him
first. In the new room you can reach through the newly opened passage climb out
and up the ladder. Jump to the other side and go in the corridor with the
receptacle for the green card. Use it and kill two gangsters: One (21) arrives
in this room, the other one is on the lower area. Get Shotgun Ammo from the
dead body and from the pool. Another door is now open here; go through and the
level ends.
Saint John
Go left and into the passage to find a wall lever on the other side of the
room. Kill a soldier (22) and get his Shotgun Ammo. Get in the open door in
this room and you arrive at a cemetery. Find Automatic Pistol
Ammo here and search for a big building where the camera changes. Kill
three hawks (23,24,25) here and see three openings for
the building. Go in the left one and at the very end of the corridor find a
Little Medikit; you cannot find anything in the
little pool. Now go in the middle opening and find Automatic Pistol Ammo and
Flares in the left and right niches. When taking the Plaque four ninjas (26,27,28,29) appear so kill them. You can use the plaque
somewhere on the cemetery. Kill two soldiers (30,31)
in the new room, take Uzi Ammo and a Little Medikit
and use the left lever in the corridor to open a door somewhere (not needed)
and shoot another soldier (32). Behind the plants in the rear part of the room
is a pushblock; pull it out three times and then push
the second block twice. Now you have to perform a glitch (thanks to dmdibl for pointing out that’s the only way to proceed).
Place Lara exactly like that:
http://img217.imageshack.us/i/crackbug.jpg/
On the other side push the block away, then the other
one, too, to reveal a lever. Pull it down and perform another crack bug left of
the block. You’re back at the cemetery, go back to where you entered it and
find a trapdoor being opened. Climb down the ladder and find a Key in front of
the gatter. Turn around and run down the stairway.
Avoid a rolling boulder and find a Large Medikit in
the right niche and Automatic Pistol Ammo in the left one. Further find Uzi
Ammo right and a keyhole left. After placing the key you have to fight against
two ninja (33,34). Go through the newly opened door
thereon and jump on the block. To land safely in the spikes, you have to go to
the rightmost point, turn around and press Backwards and then Action. Walk
through the spikes and climb out at the other side. Climb in more spikes and
walk to the end to kill a soldier (35) and pull a lever. Get back to the
beginning of the cellar rooms and climb up the ladder. A new door in the room
has opened so get through and take the Flares. The passage leads back to the
beginning of the level. The right door is now open so go through and pick up
another plaque in the next room. Shoot two soldiers (36,37)
now and place the plaque one room further. Inside go upstairs, shoot a hawk
(38) and go through the door. From the balcony you can jump to the block and
get Grenades; kill a ninja (39) and a soldier (40) then and get a Little Medikit, Shotgun Ammo and Uzi Ammo in the room before
stepping in front of the rear door to end this level.
Inverted Temple
Slide down the ramp, then you get into a room with two
rolling blades – watch out for them. First go in the right passage to find the
Uzis (the only weapons in this level) here and 2x Uzi Ammo and a Key in the
right room. When taking the key shoot two white tigers (41,42)
and exit this room. In the starting room go right and pick up Shotgun Ammo. Run
in the remaining passage and in the next room pull out the block to then climb
on it and jump on the upper stage. Go right and find Uzi Ammo, then pull out
the block in the little left passage. Now head into the dark room with deadly
floor – also the central platform is deadly – to jump over the right blocks to
the other side. Climb on the balcony and find Uzi Ammo and Flares. Turn around
and jump to the right walkway, upstairs avoid the knifes
and climb up the ladder. Now you have to climb a bit more higher than the right
ledge, then fall and immediately press Action. Shimmy right
to climb on the ledge and use the key. Kill two hawks (43,44) and enter the now open door. Slide down one ramp and
jump up another, avoiding two knifes, and drop in the hole at the end. Turn
around and push the button to hear a door open. Go out and find yourself near
the beginning of the dark room. Run around to the block you pulled earlier and
see that a door has opened. The a bit higher tiles are deadly so watch out and
jump over them. At the end of the corridor jump directly to the blue tile, then
quickly run around the moving spike wall and sprint in the door. If you want
you can get back in this room to collect the Flares in one corner later. Go
through the tunnel and if you want to go back, head left. If not, go right and
arrive at a pool room with deadly water. Go right in the room and push the
first two blocks one time, then the former left one in the left niche. Pull the
third block out and left away. Then pull the first block back, too, to have
access to a lever. Pull it and go out again. Back in the exit opening turn
around and perform a curved jump to the left high block. From there jump to the
ledge with the Harpoon and take it. The underwater door doesn’t open in any
case, sorry, but you can’t get further. The level has to be ended “manually”.
End of the level.
Kills: 44
Secrets: 0
[Additional Comment
by cheng:] this
walkthrough can go a little further--
jump back and head into the dark room with deadly floor, and this time go to
the new opened door and kill 3 tigers and pick a large medi/flare/ammo
and a key, now goes back to the beginning and find a keyhole and use the key, a
door nearby will open and pick up the shotgun ammo and climb up, and jump
between niches to avoid the deadly floor and finally get to a place that can
bounce Lara to upstairs, go ahead and pick up a medi
pack and use the lever there and the trap door on the floor open and drop down,
you will see Lara gets back to the pool room with deadly water, of course this
time the water becomes safe now, but the underwater door keeps closed and still
can not go ahead. But you can see some fish swimming
across the door.