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.