The Training... Episode Zero.
Levels by DNF
Temporary walkthrough by G&D Productions. (revised
Apr.28-2013)
We are still waiting for
the transcripts so the spoken words can be added to complete it, but we thought
we could share it as it is for now.
Want saves/screens and other stuff mentioned in the
walkthrough? Download this folder: Saves Folder. Due to the large number of saves you'll find 4 Save folders
in there. The walkthrough mentions which in folder you should look
Mind you, some of the levels are still being revised, so some of the
saves may not work, we'll have to play through after the release of the
revised version to make new saves. You can always post your save in the forum
and players will help you out.
Links to the levels in this walkthrough: |
||
9- Runaway
Lara |
16- The Big Search |
|
17- Canals of
Venice |
||
3- The Hideout |
10- The Dig Site |
18- Lab 41 V |
19- Dark Sewers |
||
20- U-573 |
||
13- Luxor Temple |
||
14- Train
Courtyard |
21- First Mission |
|
8- Rush Hour |
15- Air Vent Blues |
22- Saudi Arabia |
3 secrets.
The PDA.
Lara drops from the heli into the Base, you can climb out, but there's
nothing to do yet.
So swim through the tunnel E and climb out, the door N will open up as
you approach, first check out the shelf to get some Uzi ammo then pick
up the PDA from the table and a guard storms in, be sure he is inside
and try to avoid him shooting you by running out quickly and closing him in.
The PDA will give you more info about the mission.
A Pass Card.
Go through the door S and pick up a Pass Card from the table on
the left. In the room the only door that will open for you is E. In the Control
room go right and down the passage E to a room with big wheels and open the
door SE with the Pass Card. Upstairs is a small medipack on a table, AK47
ammo behind the crates SW and in the closet N is the Gray Fuse
(stand a step back to open it). Get down and back to the room W with the big
wheels. Go into one of the openings W leading down to a pool in the lower
section of the room. Dive in.
Tunnel S: is for getting back out.
Tunnel N, Lasertraps: Take a big long full of air,
swim to the corner and turn E to see if the Laser is far away, swim to it and
down into the lower part of the bottom, wait for the laser to pass overhead and
swim to the next. Wait a bit, then swim up in the high part of the ceiling to
let that laser pass by and then get around the corner to use the underwater
lever opening a gate in the pool. Make your way back to the pool (savegame.0) and find the open gate in the wall E
(second alcove from the left).
Gate E, the Fuel: First swim straight to the back and around a pillar to
use the underwater lever, a gate opens left of you, swim back to the pool and
keep going left around corners to get a small medipack. Go up for air,
swim back to the previous opening and left straight through a room with boilers
and up in a shaft, climb out S. Go right and jump over to the right hand
opening S, right around the corner is a button that will power up the Fuel
supply.
Hall with the Press.
Back out and pull/push that machine block NW to the far SE corner and
into the alcove with the circuit board. A door opens in the passage left, when
you enter a big Press will start to pound. Follow through to a hall with deadly
water, jump to that climbable grating, go right around and down to two steps
from the water. Back flip/roll just before the Press does Bang and a running
jump to the grating ahead. Up right around the corner into a crawlspace, out
the other end and back flip/roll to grab a crack in the wall. Left and into the
crawlspace, up the ladder and at the top, back flip into the passage to a room
with a pool.
Lasers, open the Door, a Member Card.
Up E in the alcoves are AK47 ammo and a small medipack
(takes a small medi to get it too), notice the door W and dive into the pool.
Through the tunnel and keep going left to get to a Warning sign. Wait for the
laser to move away and swim after it, right into the tunnel and follow through
to get air. On the S wall is an underwater lever opening that door W of the
pool. Get air before going back, watch out for that laser (savegame.1).
Get out of the pool and into the door W, use the button on the left hand
panel and the door next to it opens up. Go in and find a Member Card in
the closet SE. Go out, left and drop down into the room with the big wheels. Go
down to that pool again (one of the middle passages W) and hop down into the
pool again.
W side, Moving Crates, the Oxygen.
Ignore that underwater lever on the W wall and swim into the second
opening from the left in the W wall. In the back is another underwater lever,
use that one and swim back out, get some air. Now go to the third opening from
the left and time the swim inside and carefully to the right, not too far as
another crate starts moving as you go around the corner. Time that one to get
into the tunnel left (savegame.2) and follow
through to where you can swim up into the hole in the ceiling. Climb out and go
in.
Use your Member Card on the door on the right (W), follow through to a
room with 2 closets, open them to get Secret #1,
2 Medipacks. You could leave N, but then you would not have completed
the task here and will miss out on some pickups. So go back S, left and down
the steps to the left (E), in the right hand wall is a dark block, push it all
the way and go left to get Secret #2, a Medipack
from a closet. Go back and right around corners to a room that looks like
one we visited before. Hop to the opening SW (if you fall in the way out is in
the NW corner) and right around the corner is the button that will open up the
Oxygen supply and the big wheels start up. A floor goes up in a pit.
Jump back across the pool and go right at the steam emitter, jump to the
grating on the ceiling in the room with the burners and time the burners to get
to the other side. In the next pit in the SW corner is a push block, push it
all the way and go left for a button that will open a trapdoor somewhere.
Back in the pit you can grab up to a ledge above the entrance SE, climb
the grating to the trapdoor you opened and get Secret
#3, a Medipack and AK47 ammo from the room above. Back
down, hop to the ledge N to walk over the pipe to the other side (savegame.3).
Use the Fuse.
Go out the door and to the NW corner of the room, that is where the
floor raised in the pit. In the room NE is the socket for the Gray Fuse, that
door opens we saw at the start of the level. Back to the Control room with the
pit below and down the passage right (W), to the room with the red grated floor
and out N to the water, swim W and up left (S) in the entrance shaft. Through
the door to the next level.
2 secrets. Conserve medipacks by not taking any
near a level change because you will have full health after a level change,
also some pick-ups are back again.
Go forward and into the first door on the right, get the small
medipack from the shelves and go to the door in the back where you'll get a
view of another card behind a Timed door. Back out and a bit right to the
opposite gate, use the Pass Card left to open the gate to a room with a Medipack.
Back to the corridor, seems we'll be back here.
Go to the next section (S), left down some steps and jump over the pool
to a push block. Push it aside to use the button there, a door opens at the far
end of the corridor. So jump back, to the corridor and to the S jumping over
the broken floor. Go into the door W to pick up Secret
#4, 2x AK47 ammo (table and floor) and a Medipack. Go
out and straight up the stairs (E), right around corners into a control room
and use the button W to open the door to the outside.
The next part you'll have to try and stay behind cover as much as possible,
there are sentry guns and no way to take then out.
The Swipe Card.
Jump straight S over the wall to that roof and safety drop down, go to
the right a bit and kick the door of the Garage in. Follow through to the other
end and spot a Card slot on the fenced off area. Open the door S and take a
right, go under the roof with the guns and sneak around the crates (avoid the
guy on the crate) to the shack N, kick the door and inside is the Swipe Card
on the table left, a small medipack on the next table and in a chest to
the right is some AK47 ammo.
For a Secret: Open the door N, run out and to the right where you can
pull a crate away from Secret #5, a Medipack,
but you will be under constant fire.
The Pistols.
Go back into the Garage and use the Swipe card to open that fenced off
area SE. Grab the Pistols from the table and get a Medipack from
the chest. A guard is now patrolling outside so finally you could go get
revenge for all you endured so far, he will leave you a small medipack.
Go out the Garage through the N door and straight S is a wooden door,
that's where we'll do a Timed run later, leave it for now and go right, then
left into a valley S, shoot the guards when the doors open up, another one will
come from behind. Proceed into a building and go down some stairs...
3- The Hideout.
4 secrets.
In the red corridor, approach the last door on the right (E) and wait
for the guard to come out, shoot him and get his Pass Card. Don't use
that yet, but return to the outside.
1 secret.
You can get more pick-ups from the places you got them
before.
Timed Run for the Swipe Card.
Back through the big doors N and shoot two guards, pick up some Uzi
ammo and go right at the Garage. Into the passage to the wooden door S.
Shoot the guard and get his Uzi ammo, then save at the button in the
back.
Save an use it, roll and run/sprint out, go along the left side of the
Garage and jump on a crate on the right hand corner of the Garage (screen1.jpg) so you can do a running jump to grab the
high wall N, Go into the door NE and sprint straight, left down the stairs and
right around the corner, jump over the broken floor and go left into the second
steel door. In the back is the Time door (savegame.4),
on the table is a Blue Swipe Card. On the shelves in this room is 2x
AK47 ammo, go out to the front room and get more AK47 ammo from the
shelf where you found a small medipack earlier.
The AK47.
Go out to the corridor, to the right around the corner into that second
steel door and use the Swipe Card on the gate in the fence. Inside is Secret #6, the AK47 in a chest, in the
corner behind the crates is a Medipack. Out of the fenced area and in
the SE corner of the room is some AK47 ammo. Go out to the corridor and
use the Pass Card (you got in Hideout) E to open the gate again, on the tables
is 2x AK47 ammo. Out to the corridor and make your way back to the S end
of the corridor, go into the room W again and this time find 2x AK47 ammo
on the tables. Out and up the stairs E to go to the outside area with the
sentry guns.
Taking out the Resistance.
A flyby kicks in (only when you have the AK47),
a chopper unloads a bunch of guards, all coming for you. Just wait a bit inside
the door and shoot them (coming from the right) with short bursts of the AK47. This
way all ammo (4x AK47 ammo) will be dropped on the terrace where you can
pick it up without sentry guns bothering you.
Drop from the S side of the terrace and get back into the Garage.
Check out all shelves and look around for 2x AK47 ammo and 2x Uzi
ammo in the fenced area where the Pistols were before. Open the door S and
run left.
Clean Kill for the Access Card.
Run under the balcony where the sign says
Warning-Alarm will sound! On the balcony above is a guard, we have to
take him out. Climb the low ledge on one of the sides, save and back flip onto
the sloped roof above the window, jump to get onto the balcony without getting
burned. Shoot the guard and look where he dropped the Access Card. Get
back down and use the Card to open the door, follow through to where a steel
door opens for you.
3 secrets.
The Factory Hall, Flooded Pool: First Bottom Trapdoor.
When you enter the Factory hall, a baddy will show up, shoot him and use
the button S to close the door if you like. Dive into the pool and swim all the
way to the N and behind the last pillar is an underwater lever, opening the
First Trapdoor in the bottom of the pool. Swim back and climb out on the low
ledge, go back to the entrance door.
Platform #1.
Behind the pillar W is another button and this one will raise a platform
SE at the pool. Go onto the walkway over the pool, take a right and jump to
grab the ledge E, jump and grab up to the crack in the pillar and go right
around to a ladder, back flip/roll and grab the platform. Shimmy right around
and along the crack to a ledge. Walk over that pipe to the other side (savegame.5) and jump NW to grab the crack (at the
last moment) in the pillar, go left around (you have to be hanging by hands)
and drop onto the walkway.
Platform #2.
Enter the passage on the right (N) and get AK47 ammo from a
table, in the next room is a chest with more AK47 ammo and on top of the
low crate W is a button raising platform two. Go back to the pool, grab up to
the crack in the pillar, go right around and back flip/roll and grab the
platform.
Timed Platforms #3.
Run jump and grab that ledge W, go and jump into that opening with the
red light N. Shoot a baddy, proceed and get a flyby of more future climbing. In
the N alcove is a button raising Timed platform 3, no need to use it yet. When
you step on the balcony E you can see it to the left.
Go into the room S and in the left corner is a button for Timed platform
#4 on the E wall of the Hall. Save here in front of the button, push, run to
button 3 and use that, right onto the balcony and jump over the railing to grab
the crack in the pillar on the right (S). Left around, back flip/roll grab the
next pillar, left around to the other side and back flip/roll grab the next
pillar. Left around again, back flip/roll grab platform 4, pull up and run jump
onto the slanted pillar N, slide and jump to grab platform 3. Quickly get
inside (savegame.6).
Storage Room, the Crowbar.
Shoot a baddy and go through to a Storage room, shoot 3 baddies and
collect 2x Uzi ammo and a small medipack. The NW corner has AK47
ammo. Jump over the crates along the W wall to the high stack SW and then
to the high stack SE. The running jump to grab the jump lever E and a trapdoor
opens in the area E. Climb the ladder left (NE) and use a button NW to turn the
crates hanging from the crane in the Storage. Go back down the ladder, climb up
to the crates S again and shoot the grate out of the crate on the crane, jump
in there to get the Crowbar.
Platform #5.
Drop down, get out to the Hall with the pool and safety drop down onto
the walkway below, enter that passage N and open the crowbar door, turn around
at the end of the passage and jump up to grab up to the room above where a
button will open an underwater door in the pool (later). Go back to the Hall,
go left over the walkway to open the crowbar door E. Shoot the baddy and one
more around the corner, open the left hand door N with your Pass Card and go in
for AK ammo on the table, another baddy comes for you. The button on the
W wall will raise platform #5 in the Hall. Go out to the corridor and open the
other door N with your card, inside on the shelves is Uzi ammo, then go
push a crate at the E wall to get Secret #7,
Uzi ammo.
Go out to the corridor, a bit S and to that door on the right, it will
now open for you. Inside are Uzi ammo on the table and Flares in
the chest. Go back to the Hall.
Lower the Water Level.
Dive into the pool, swim S and climb out on the low ledge. Make your way
over the walkway to the pillar in the E side, grab up to the crack and go left
around the corner, back flip/roll grab the crack in the wall and go left to
platform 5. Jump over onto the balcony and shoot that grate around the corner,
get into the opening and walk straight to that panel and use the button to turn
on the light. Go into the next room, shoot a baddy and use the switch SE, the
alarm goes off and the water level will be lowered.
Drained Pool: Second Bottom Trapdoor.
Go outside, safety drop down to the bottom of the pool and run SW to
find a button behind the pillar, the second trapdoor will open up. Go to the
middle of the pool and dive down to get Secret #8,
Uzi ammo SE, AK ammo NE, a Medipack NW and AK ammo SW.
Go back up to the drained pool.
The Underwater Door, Opening up the Passage.
Go E and into that underwater door E behind the pillar. Follow through
to a drained pit and make your way through those moving pillars E. Run straight
to the E wall (ignore that door for now) and push the left hand part of the
wall in to reveal a hole in the ceiling. Leave the door on the right for now.
Now you'll have to get back through the moving pillars and back out W to
the Hall. Climb the ladder (S wall) and go over the walkway to get to platform
5 again (to the E, up the pillar, shimmy left and backflip to the crack), onto
the balcony and inside to use the Flood switch once more to flood the pools.
Hole in the Ceiling.
Back into the underwater door E, through the moving pillars and up the
hole in the ceiling (savegame.7).
Open the crowbar door E, push the button in the back to open a door in a
passage we go to next. Get back out.
Timed Platform for a Secret.
Go up the stairs S, save at the button and back flip/roll, sprint left
at the pool and jump from the timed platform to grab the other side of the
deadly pit W (right of the higher block). Get on the block and grab the grated
monkey climb, go to the pool and left on the pillar is a jump lever. Go into
the open doors N and get Secret #9, Uzi
ammo and AK ammo from the tables. (savegame
later)
Ventilation Section.
Get into the water, swim down and to the door S next to where you pushed
the wall before, the door will open. Follow through and up some stairs to a
crowbar door and open it. Up more steps and through the door you opened with
the button at the Hole in the Ceiling.
Go left around corners to find two doors you can open with the Card.
W: AK ammo and Uzi ammo in a chest.
E: Uzi ammo in a chest
Two baddies show up, take care of them, go S and two doors won't open (I
did use the card, or else the door wouldn't open when I went back), so proceed
around the corner and as nothing can be done here, return to the two closed
doors, the E side opens up and baddies come out. Go inside and left around the
corner for AK ammo on the table, then push the block on the right of
that grating N and find a button. Go back out and left around corners to the
door in the back (N). Shoot the resistance and get onto the crates SE, from
there into the hole in the ceiling and come to some laser traps.
Lasers, another Platform.
Run forward as the laser moves away and jump over the pit, a running
jump over the second pit and hop back grabbing the edge, just hang there till
it is safe to pull up and jump over the last pits and run left around the corner
(savegame.8). Follow through, drop through the
hole in the floor and shoot a grate SE, use the switch there to raise a
platform in the hall near the moving pillars. The door E opens on approach and
you're back in the corridor, go left and follow back to the water and back
through the moving pillars to the room behind them.
Get out on the walkway and spot that raised platform on the E wall, grab
up to it. Turn S and grab the grated pillar with the jump lever. The Alarm
sounds while doors open up on a walkway S. Go back up to that platform, jump NW
onto the slanted pillar and shimmy to the yellow striped corner, jump over to
the W and from there to the ledges SW. Jump over the railing to the open doors
and shoot the baddies.
Storage Room, Platforms to the Roof.
Up the stairs and get the AK ammo dropped by a baddy, continue up
the stairs and just sprint to the back of the next Storage room, because there
is a chest with Uzi ammo and one of the baddies is about to knick that.
Shoot all 4 of them and gather Uzi- AK ammo and a small medipack.
Go back to the middle of the Storage and climb the ladder into the
structure. Shoot the NE window and spot the platform E, then go to the switch
on the N wall and see two platforms go up, jump to the platform E from the broken
window, to the ledge N and shimmy along the edge past the pillar W. Jump to the
next platform and jump to the jump lever on the structure.
Go back to the chest W and climb the wall next to it, on the first floor
around the corner is AK ammo, then go up to the second floor. Shoot the
SE window and jump to the roof of the structure.
Fiery Passage, Laser Traps, the Lasersight.
Jump S to the balcony, shoot a window and get inside. Up the passage S,
open the door with the switch and run through the corner of the steam-fire
emitter combination when the Press goes up. The fire doesn't have to be down as
long as you run over the corner. Next is harder, time all traps and get through
(savegame.9).
Open the next door with the switch next to it and come into a Laser trap
passage, up to the right in the back is a crawlspace we have to get in. Run to
the approaching laser and jump early, this way you'll be on your way down
before the top laser hits you. Now run all the way to the back and wait. Stand
under the left corner of the crawlspace (the bottom laser doesn't reach here)
and jump up, quickly pull up inside (savegame.10).
Shoot the grate and go right/left to shoot another grate on the left (E) and
lower down into a control room.
Go open a crowbar door N, follow through and get the Lasersight
from the table, one of the shelves has AK ammo. Back to the control room
and shoot the grate in the W wall to get in. Walk straight to the shaft and
turn around, check the health and safety drop down, slide off and grab the edge
of the second slope, safety drop down to the bottom. Drop through the hole and
you're back in the Factory Hall, drop from the ledge and open the door S (in
case you closed it). Go through and follow through.
Return to the Lost Island-revisited.
Go outside and run straight W, then left into the valley with the big
double doors to get to the Hideout.
The Hideout-revisited.
4 secrets.
Turning off the Heat.
Turn left and jump to the ledge W then up to the ledge N where you can
now open a crowbar door. On the table is a small medipack, around the
corner is a button, unlocking a faulty door (the card reader didn't work). Get
out, down the stairs into the red corridor and left into the opened door (That
door on the right there, where we got the Pass Card from the guard before is
where we have to go later, it is still blocked by a Fire trap we'll have to
turn off and that will take quite an effort).
A Green Access Card.
Go straight, shoot the guard, go NW down the stairs and shoot two more,
one drops a Green Access Card and the other AK ammo. In the
doorway NE is Uzi ammo.
Preparing for a Secret: Go back upstairs and to the S side of the
landing, hang from the edge of the floor and shimmy right past the pillar, pull
up and use the button behind the crate to open a door for later. Drop down to
the floor below go E into a passage and to the right for more AK ammo.
Now head S behind a pillar for more Uzi ammo and then go up the
stairs SE. Use the Access Card there and maybe the door won't open, just shoot
it (also faulty, where's maintenance!) (savegame.11).
Inside shoot the window N and get through, a very dark corner in the back holds
a Medipack, then open the trapdoor in the floor and get down into the
Bio Hazard Control Room.
BioHazard.
Go to the automatic door S, the next rooms will drain health at a
staggering rate, so watch out! This will be quite a nerve wrecking experience,
watching the health, shooting guards, timed runs...
First you better check out the Map
(biohazard.jpg) I've made so you will have some
knowledge of how things are around here. A is the control room where
three runs to timed doors start. There are switches in there, operating 3 Timed
doors. We have to reach 3 buttons in 3 separate runs. Deal with guards as you
encounter them and in front of each button is a glass panel you have to shoot.
Be sure to hit the 0 or 9 keys to take medipacks when needed.
Here we go: Run straight to the next door, pull out the AK47 and run
through the next door, a bit left and into the opposite door to the Control
room. Shoot the guards that might want to come in, one drops a small
medipack you can pick up later if you like. In this room are AK and Uzi
ammo pickups S.
Following the Map:
Button 1: Save in front of the left hand switch E (B), pull,
back flip/roll and run right out of the door, take a left and get out the AK47,
run straight to the end and left around corners, shoot the guard and run
through the Timed door B into the next room, right around the corner and shoot
the glass to get to button 1. Run back and out left through the door, right
around corners and look N for the open door to Secret
#1(10) (that is...if you found the button
before to open the door), a Medipack and AK ammo and a small
medipack E. Shoot the guard and head back to the Control room.
Button 2: Save in front of the switch in the middle (C), pull,
back flip/roll and run right out of the door, take a right and sprint towards
the stairs E, just before the stairs to the right and down through the Timed
door C, left around the corner, shoot the glass and use button 2. Back to the
Control room.
Button 3: Save in front of the right hand switch (D), pull,
back flip/roll and run right out of the door, take a right and sprint up the
stairs E, left around the corner and left through Timed door D, straight into
the passage W and shoot the glass to use button 3, the last one and the place
will become safe again. Now you could go around finishing off remaining guards,
picking up some Medipacks and leave in the far NE to come to the red corridor (savegame.12).
Go left through the door NE and down the steps take a left, shoot the
guard to get his Medipack. Follow through kicking in doors and come to a
small hall with Uzi and AK ammo on tables and on the shelves.
Seems to be no way up, so return through the passage W, pull that crate NW out
of the corner and get behind it, shoot the grate and follow through, climb up
in the end and go to the far SW corner for Uzi ammo. Go back a
bit and shoot the grate E, take a right and pick up Flares there, turn
back and go to the other end, hang from the edge and shimmy right along the
edge. Pull up and hop over the railing to the balcony E where you can open a
crowbar door. Go right around the corners to pick up Revolver ammo. In
the closet is AK ammo, and more of that in the NW corner.
Shoot the cover from the electric box next to the entrance and throw the
switch to open a door in the hall below. Get down there and enter that door,
follow through automatic doors to where a guard attacks. W is a closed door, so
head S and down the stairs, take out the 3 guards.
Go down the stairs SW, 2 more guards, go into the door N and left, pull
the crate out as far as possible and them push it to the N. Go into the
crawlspace where the crate was and follow to Secret
#2(11), a small medipack.
Loading Docks, the Revolver.
Go back out and head E down the stairs and look for a small door on the
right in the next section, go in and find AK ammo on a table. Go further
and shoot a guard, more guards when you go through the door on the right (W).
Go into the passage SW, follow to a door where you can use the Pass
Card, again a faulty door, Run back out of the passage and Daniel calls in
through the radio.." Lara Get back in
there…..".
Go back to the door that should now be open. In the NE corner of that
control room is a button that will operate the crane. The crate is dropped into
another room.
Head back through the crate room to the loading dock and into the door
N, right around the corner in the next room is the crate, use it to get onto
the crates E and climb down the other side to get some AK ammo.
Back up the crates and grab that air vent S, climb left around
the corner and drop on the walkway and go into the opening N.
Preparation for a Secret: Turn around and run from that opening to jump
and grab the jump lever SW, a crate will be raised in a room (later). Go back
up to the walkway and through the opening N.
The door on the walkway of the next room will open up, go in and right around
the corner for AK ammo, then head into the next section. One closet has AK
ammo, the other (N side) has the Revolver. Go back W out to the
walkway and take the short route down by jumping straight over the railing to
the room below (You could follow the route back through the loading dock too).
For the Secret: Hop onto the low crate N, get into the crawlspace and
look around for Secret #3(12), 2x AK
ammo and Uzi ammo. Get back out to the room where we left off.
Loading Docks, the Mechanic Piece.
Head E up the stairs and shoot a small army of guards. Go to the E wall,
opposite the stairs and look up W to spot a circuit board under an air vent.
Shoot it with Revolver and sight and the door left of it opens up. Go up the
stairs W and turn around to shoot a guard up on the walkway SE, he's quite
nasty with his grenades. Into the passage left and up a steam vent to the
passage above, go over the walkway, open the door and get 2x AK ammo and
Uzi ammo. Back out and from the walkway a jump to that ledge NW.
Here comes a tricky jump, face NE and run jump with a curve onto the
lower end of that brown pillar (savegame.13).
Turn NW and run off, landing on the sloped roof, grab the edge to safety drop
down onto the conveyor. Shoot the window N and jump inside. In the SE corner is
a broken Fuse box, pry the Mechanic Piece out of it with the crowbar.
Alarms will sound (this also opens that door to the
Secret), so leave through the door W and shoot the resistance. Follow
through, down the stairs to the ground floor and shoot more guards.
Use the Mechanic Piece to repair the Elevator.
Leave SW and keep going straight, up the stairs, up the steel stairs and
if you want the Secret, go back N, up the stairs and further to the N and left
is the now open door to a room with Uzi ammo on a table, go between the
two pillars and face W, jump up and grab the climbable grating. Go up, shoot
the grate and get Secret #4(13), a Medipack.
Back down, out E and right (9) down the stairs to the balcony then head
left (E) into the passage, go around a corner and shoot the guard, open the
door and shoot another one in a pump room.
In the side room E is another baddy, shoot him and keep an eye where he
dies and get his AK ammo. In the side room W are two closets, get 2x
AK ammo from those.
Open the next door in the N, go down into the room and shoot two guards,
one drops Uzi ammo. Go down the stairs on the right (E), into the back
of that room and place the Mechanic Piece into the circuit board E. Go back to
the previous room. Use the button next to the elevator N and go in to use the
button in the elevator to go up.
Conversation between Lara and Daniel.
4 secrets.
Step out of the elevator, grab the AK ammo from the table and follow
the corridor down the steps and take out the guard in the hallway with 3 doors.
For a Secret and better go get this one: Go
to the SE corner, look up N and shoot that old fuse box, a gate will open in
front of a crawlspace E, get in there and crawl right/left. Shoot the grate and
get into the room with Secret #1(14), 2x
AK ammo E in a chest and on the table and to the N the Uzis with Uzi
ammo and around the corner in a chest are Harpoons. Look on the pillar E of the 2 tables to find a button, push
that and a door opens up to another Secret. Go to the door W near the
computer table and get out to the hallway.
Behind the door W you'll find a chest with Uzi ammo, behind the
fence is a Secret room. For now go back to the hallway.
Now go through the S door, shoot the guard and ignore the open door on
the right (N) for now. Go straight (W), to the hall with 2 elevators, loop
around to the left and on a table is AK ammo. Go W and left up the steps
for another AK47 with more AK ammo on a table. Back in the hall,
the S elevator seems to be broken, the N side is usable but we'll do that in a
bit.
Go back E into the corridor and to the left is the door you opened in
the first Secret room in the N wall, go in and follow through to Secret #2(15), AK ammo and a small
medipack on the tables. You already visited the other side behind the
fence. In the corner is a gate you can open with a
button, inside is a blue ray, step in and you'll have a flashing Lara which is
less vulnerable to enemy fire and we need that in a bit.
Go back and through the door, take a right, shoot the 2 guys and go W to
the hall and so go to the N elevator, push the button. Side flip left and run
inside before the gate closes. Push the button inside and go up, follow the
hallway and get AK ammo from the table left. Run out into the open, lots
of baddies here and also a sentry gun we have to take out.
I went left along the rocks, towards a kind of tunnel and shot all the
baddies that showed up. Then I went W and shot more of them (I found 2x AK
ammo dropped by them?), from standing in front of a cave W I shot the guy
up in the watchtower N. Two more baddies approached and those were taken out as
well. Now go to that watchtower N, climb up and grab the AK ammo and it
was possible to shoot that sentry gun SE from there (hit the fuel tank). If not
you'll have to circle wide around to get to a point where you can shoot it (savegame.14).
Go to the palm tree in front of the W cave entrance and climb that tree
all the way up, slide down a bit and back flip onto the stack of crates to get Secret #3(16), a Medipack. Drop down and go
climb that tower where the sentry gun was, grab the Daniel line and grab the
crack in the wall at the end of it. Shimmy right and pull up in the crawlspace
to get Secret #4(17), AK ammo to
the left.
Drop out again and head into the cave W, shoot some bats and come to a
deep pit in the end, swim into the tunnel N, left through the broken fence and
take a right through the door.
7- Underwater Exploration.
(MAP-underwater.jpg)
1 secret.
Long swim distances without much air, so be prepared.
Take a left through the door, immediately left through the broken fence
and follow through to where you can go up for air (Saves-2-savegame.0).
Open the Door.
Take a deep breath and swim back, left in the tunnel with the propellers
and up a bit over the sloped floor, take a right in the next tunnel and left
around the corner in the end.
Then swim into a grating left and save at the underwater lever on the
left (1) there. This lever opens a door (1) a bit further in this tunnel (if
you have enough air left you can try to go onwards to that door, or first go
back for air and return here).
Tunnel with the Presses, Harpoon Gun.
Swim out and loop around left (N) and through the corner room to where
the door opened, best save here again and try a continuous swim through the
presses with maybe short stops in between. Take a right through the grate at
the end and go up to a control room with air (Saves-2-savegame.1).
A button in the SE corner opens a door in the tunnel with the presses. Then
go through the fence N and get the Harpoon Gun from the closet, Harpoons
and AK ammo from the tables. Arm yourself with the Harpoon Gun so
you are ready to use it.
Swim back and straight through the door you opened, immediately left in
the next tunnel is a tunnel with propellers' in the end are Harpoons. Go
back, left (S) again and left around the corner, first right and back to the
tunnel with the propellers to the right (S) and again right and get air where
you did before.
Shoot Grates with the Harpoon Gun, a Piece of Paper.
Dive down, swim left, left, right around a corner, at the end take a
right again then a left and immediately take a right (E). Go up the sloped
tunnel, to the right and down in the next tunnel are Harpoons. Then swim
N and up left, shoot the grate near the ceiling and go in, follow through and
shoot another grate, up in the next room on the right is air (Saves-2-savegame.2).
In the NW corner of the room below on a crate is Uzi ammo, in the
window SE are Harpoons, then climb out in the room above. You'll find a Piece
of Paper and a Medipack in a closet, AK ammo on a table and
to the left of the closet (NW) is a button to open the next door (3).
Now we swim back through that small gap SW through the low tunnel to the
wider one and into the tunnel in the E side up the slope and left into the
wider tunnel where the door N opened up, go over the crates in the next room
and through the small gap N into a crawlspace. Go straight, left and then right
around to come to a flooded room Shoot the left floor grate as you come in and
swim down, follow through to air (Saves-2-savegame.3).
Quickly get out in the NW corner and shoot that guy. Go to that faulty air lock
S on the walkway and shoot it with pistols, duck while shooting.
Fire Passage.
Side flip over the first burner, left at the next alcove are Harpoons
and go stand right at the corner of the next burner as close as you can get
(screen2.jpg), save and reload, immediately
jump as you get back in the game and you should get through (Saves-2-savegame.4).
Go to the code pad SW and examine the piece of paper you have in your
inventory, there you can read a story. Extract the single digits from it and
punch those into the code pad (3264).
The gate opens up and you can use the Flood Valve inside to drain a
previous room. Then go to the NW corner and use a button to stop the burners.
Go back through the rooms till you come to the one where you shot the floor
grate.
Climb out of the water and shoot the panel on the W wall, over the small
tunnel (pistols will do fine).
The air lock will open up, follow down to a room with a baddy and run
straight down the steps (the baddy is hard to hit as he will hide behind the
console), to the last room, get the Harpoons there and go out NW. Look S
under the stairs and get the AK ammo. Use the button (N) to open the
door, shoot the next air lock to open it and go in.
The Docks, Timed Run.
Go right around the corner, spot the air lock and to the right is a
button, it will open Timed doors further on, head through W and shoot a baddy,
pick up the Uzi ammo. On a grey crate where you came in are more Harpoons,
go to the end and return to that air lock E which will now open up, shoot the baddy.
Follow through to the N and climb up left. On this walkway are the Timed doors,
so head back to the button and do the run into the doors (Saves-2-savegame.5). Use the button there and a
trapdoor down below opens up below.
Open the Gate, the Fuse Part (right).
In the next parts are some Frog men, they can harm you, but taking the
route below I didn't see much of them.
Turn back and run straight down into the water, wait till a barracuda
comes for you and go back up to shoot it. Back into the water, swim N and up to
that trapdoor over the big pillar, on the N wall is an underwater lever opening
up a gate. Swim out; go all the way to the top of the yellow room and in the N
is that gate, just follow through. Climb out to shoot two baddies, get AK
ammo W and Go along the S side to the NE corner, over the crates and get
the Fuse Part (right).
Radar Room.
Dive back in, swim out of the gate and take a right, go behind that
crane there to get Secret #1(17), Harpoons.
Swim down, to the N and up in the next room, shoot the baddy and look in
the water for two barracudas, shoot those and go to a radar screen SW, pull it
out of the corner and go behind to use the button, doors open.
The Fuse Part (left).
Back into the water and swim S, passing the dock where you came in
first, then go up and to the right a bit (SE) and up into the hole in the
ceiling, swim to the E and climb out, shoot the baddy and get the Fuse Part
(left) from the table. Swim back out, to the N and up at the docks
to get air.
Use the Fuses at the Loading Docks.
Turn E, dive down and swim E through the cave, swim up quite a
bit as soon as you can and turn facing W you can swim in to a loading platform
of sorts.
Swim to the right where an underwater lever opens the door, go in and
swim straight and then up for air. Grab up to the ledges above and go to the
top of the room, get Harpoons NE between the crates and AK ammo on
the ledge above the air lock SW.
Drop down and shoot the air lock to open it. Follow through down a
ladder and through the passage E (the doors here were opened with the button
behind the radar screen in the Radar Room). In the room below are left and
right the receptacles for the Fuses, behind glass panels, shoot the panels.
Place both and Big Doors open up (near the Radar Room).
Through the Big Doors with some Pickups.
Take a deep breath before you swim back out to the open, turn left (N)
and swim straight N into that yellow tunnel on top of the slope. Go left into a
narrow and steep tunnel, left and up for air, get AK ammo and Harpoons.
Dive back in, swim straight (N) and up; follow through for 2x Harpoons.
When you dive into the water from the middle of the W end and swim down S you
will see those open Big Doors on the right.
Swim through the Big Doors (W), through the broken fence in the end and
up through the broken grate in the ceiling. Gather Harpoons SW, AK
ammo near the broken grate and a small medipack NE. Go back for air;
that's down, out the big doors and straight up into the Radar Room.
Back through the Big Doors, through the broken fence and from a
distance, shoot the grate on the right in the next room as there is a strong
current in the back. Swim in there to use the underwater lever and the door on
the opposite side opens up, swim with a wide curve into that open door and
climb out (Saves-2-savegame.6). Behind the
crates NE is a button to open the door SW, pick up the AK ammo at the
button and go through the door. Left and grab the Harpoons, then head S
and shoot a baddy.
Frogmen and Barracudas, for the Boat.
The frogmen here are a real pain in the behind.
I waited a bit standing on the entrance ledge and could shoot a Fish and
a frogman. Under the entrance ledge are some Flares in case you want
them, better get those! You cannot climb back up here, so swim left (N),
through that fence and left, follow up to a room with a button on the jetty (first one for a door). Back into the water, out
through the fence and to the S, left and right to where you can climb out at that
door you saw, you can shoot a fish and a frog man from here. Go through the
fence NE and throw the underwater lever on the W wall to raise a block
somewhere.
The Mud Pit, the Boat Key.
Swim out, right and climb on the block W, grab the monkey climb and go
over to that opening and go to a mud pit. Go left into the wider room and keep
the wall at your left shoulder or you'll drown, some bats will come pester you,
shoot them and save on the high part near the W end. Wade NW and into the
trench W, right around the corner is a safe spot. Check the health and wade S
to the next safe spot you can just reach shoot more bats, and go on and follow
through to a door. Inside is the Boat Key. Go back through the mud and
use the safe spots again to get air (Saves-2-savegame.7).
The Boat.
Get into the water, swim N and to the right around the corner, climb up
at a door where the Key can be used. Dive into the water, climb up S at the
button to open the gate E. Get into the Boat and go left around the
corner, stop at the alcove on the right and jump out of the boat (shift+right).
Shoot a fish and a frogman in the far distance (Revolver+sight). Go into the
alcove and through the crawlspace to get AK ammo and Harpoons. Go
back into the boat, go W and left around corners to get through a fence. Jump
out and use the button (second for the door).
Back in the boat, to the W, left and straight to the jetty S. Get out, shoot
the baddy and use the button (third for the door).
Grab the AK ammo and get back into the boat.
Timed Door.
To the W and left around corners, turn the boat around, facing W at the
opening in the fence on the left and get out, follow through to a room with Harpoons
and a Timed button for another door. Push, get back in the boat, go W and
left a bit and to that jetty with the open door, get out quick and run in (Saves-2-savegame.8). Shoot the baddies and hop over
the grey crate SW, grab the AK ammo there and shoot out the ceiling
above you. There are also Harpoons on the floor at the other side of the
grey crate.
Get back on the crate and jump up NW to grab the floor above and use the
button N (door finally open). Drop down through
the opening E and get the Harpoons on the table, get out to the boat.
Go E, left around the corner, into the second left and get out on the
jetty to the right, shoot the baddie and dive into the water for some Harpoons
on a block, climb into the boat and jump back onto the jetty. The code for the
door is the year you'll see when you examine the message on the Piece of Paper
(1968). Go in and finally you reached the door
you saw so many times.
Dive into the water there and follow the winding tunnel, just before the
door and to the right is an underwater lever. Open the door with it and swim
through...
8- Rush Hour.
3 secrets.
Swim through a broken grate and go left, up the shaft to get air. Turn
around and swim back into the tunnel, straight and right into the cave, a bit
further on the bottom is a Medipack. Go back to the shaft and up, climb
out N. Grab the Uzi- and AK ammo from the indentation in the
floor and go through the door N. In the next part are a lot of baddies, maybe I
forgot to mention some, just check if they drop ammo.
Daniel:
Lara:
The Supply Key.
Shoot the 2 baddies and pick up AK ammo, go to the W side of the
hut N of the entrance, (make a save here, next part
can be buggy as the first time around I found NO key) stand next to the
chair in the porch and run off, or run to the door there, a flyby should start,
if not step up to the chair again to try again. Those baddies will come for
you; shoot them and one will drop the Supply Key.
Go to the NE hut, entrance is N and inside in the cabinet is more AK
ammo. Go to the Tunnel SE, that's where those guys came from and stand
against the tree in front of the left wooden block facing W, back flip onto the
block and jump to grab the balcony of the hut, go into the alcove W for Secret #1(19), AK ammo.
Drop down and enter the tunnel E, shoot some baddies that come in from
behind you, one drops Uzi ammo. Inside and to the right is where you can
use the Supply Key near the door to open it. Go up a ladder to find Secret #2(20), a Revolver and Medipack SW
and another AK47 NW.
The Silver Key.
Go back outside and left of the hut in front, the door will open. In the
back you can shoot a hatch on top of the ladder, go up and off left, go get the
Silver Key from the cabinet. Go out of the hut, up some steps S and get AK
ammo. Go to the N through the alley between the huts and left around the
corner to open that hut with the Key. In the end of the passage is a lever that
will raise a platform outside.
Step out of the door and grab up left to the platform, jump S onto the
roof and go to the S end, jump to a crack in the wall SW. Go right around and
drop on the wall, hop over the blocks to the W end and go right, look left
around the corner for an opening in the W wall. Get in there and right around
the corner for Secret #3(21), a Medipack.
Open the Gates, a Torch.
Go back into the entrance, slide down backwards and grab the edge,
shimmy right and pull up. Turn SE and jump into the opening in the wall there
to use the lever, a platform goes up. Jump straight out and grab the crack in
the pillar, go right around and from the platform you can jump and grab a crack
in the wall NW. Right around the corner is a jump lever opening up the gates
next to you.
Get in there and up the stairs to the right is AK ammo on the
other balcony is a Torch. Back outside with the Torch and to the door in
the house where the chair is, the door will now open up. Upstairs is where you
can ignite the Torch, around the corner in a cabinet is some Revolver ammo.
Burn the Floor, the Gear Piece.
Go into the NE hut, throw the Torch on the middle of the old floor and
wait for it to break. Get down and go through S to find a Gear Piece to
the right around the corner in the back, on some shelves.
Get back outside and go into the cave NE, in the end and to the left is
where you can use the Gear Piece. Go through the opened gate, to the back of
the room and left on the crates is some AK ammo, then go up the ladder W
to the floor above. Head N and W into the opening and to the right is Uzi
ammo, to the E is a door, opens on approach. Inside you'll find a Medipack,
Uzi- and AK ammo. Back out and left and into a passage to the
left, follow though the doors to a ladder...
5 secrets.
Keep some ammo for the Revolver aside for some
practice shooting!
The Quadbike.
Up the ladder and down S is a baddie shooting at you, shoot him from
here and go down to grab the AK ammo. Back upstairs go right (E) and
left to a storage room, go to the other side (N) over a ledge and shoot a
baddie in the back there. Drop down to the room below and open a crowbar door
W, before entering pick up the Uzi ammo SW. Follow through a small
passage to a deep pit with a Quad below. Jump over to the NW corner and behind
the crates is Secret #1(22), Uzi ammo.
Back to the entrance and drop down to the bike, careful, there's no
reverse on this thing so don't get stuck in corners! Go forwards (N) and left
over that baddie, go left around that wall to line up for the ride over the
ledges E over the pit, running over some baddies (there is a ramp and a ladder
in the W end in case you need those). Up the steep ramp, straight through those
grey crates, breaking them and jump from the next ramp over the pit. At the end
drive to the right and up a steep passage to a cave. Sprint straight through
wide curves past the sentry guns (or they will burn you). In the end you will
have to leave the bike behind, go over the crates and shoot a baddie.
Factory Hall, Hammers.
Jump and grab the cracked pillar, go left around, back flip to the ledge
and jump to the sloped pillar S. Jump with a bit of a left curve onto the lower
slope and grab the edge to safety drop down to the walkway with the Hammers. Go
as close as possible, hop backwards from the walkway grabbing the edge and
shimmy along the edge to a burner, wait for it to stop and go to the end where
you can safely pull up.
Shoot a couple of baddies as you enter the next Hall, in the water of the lower
part are two sentry guns; find a way to take them out with Revolver and Sight.
You might have to trigger the guns first before you can blow them up.
For a Secret: Go to the SW corner of the first floor, jump right around
the corner to a ledge or shimmy along the floor to a corner ledge with stairs.
Run jump to the grating on the pillar NE and go up. Jump to the SE, then to a
crack N and shimmy around, jump to the far NE corner for Secret #2(23), Explosive Harpoons.
Drop down W go to the SW corner again and once more to the ledge with
the stairs, up the stairs and open the door, inside shoot the baddie and grab
the AK ammo from the table. There's an air duct in the ceiling, face E
and grab up. Follow through and get the health up because you have to drop a
long way down. Grab the small medipack and push a button to open the
door.
For a Secret: pull that wooden crate SW all the way to the N, go into
the new opening and pull another crate once, go around and get Secret #3(24), AK ammo.
Step carefully through the door and look up left, shoot the sentry gun
there. Push the button next to the gate S and go down to a Lava pit. Stand back
one step and hop to the first break ledge, hop to the next and then to the
last, from that one a running jump to the other side (Saves-2/savegame.9).
A flyby kicks in showing a new Quad bike.
Shoot the baddies, also some up the walls and climb a chain NE, jump to
the wall W and go over to a button W that will raise the cage from the bike.
Get back down and take the bike up the ramp W and over the next ramps, keep the
speed, as you have to jump over a gap, then carefully go over the ledges to the
passage. Go through a valley with sentry guns, spike s and whatnot to another
storage (Saves-2/savegame.10). Follow the route
to a building take a right over another ledge to come to a place full with
crates.
There's some Uzi ammo down in a next room, next to the ramp if
you want. 2 baddies in the next place, leave the bike for a bit and head S,
you'll see a baddy using a monkey climb (at least the first time I came here he
did). Shoot him when he gets closer and run into a passage W; pull out the
crate to get the AK ammo that was under this crate.
Now we have to take out another Sentry gun, SW under the monkey climb.
Go along the E wall, over the crates to the SE corner on top of the high stack.
Run W along the wall and curve right to jump over the gun to the crates in
front of the grate, the grate will open up.
For a Secret: First grab the monkey climb and go to the stack N, on top
is Secret #4(25), Harpoons. Get
back to the open grate and get in.
Daniel has a conversation with Lara.
SW are some Flares on the table and next to it is a grate that
will open up.
Buttons and a Trapdoor for a Secret.
To the right of that grate is a button, use it to close a big trapdoor
N, sprint over the trapdoor to the back of the next room and shoot a crate
(left side only one needed). Grab up to the ledge above, jump to the ledge E,
curve right and jump to the single ledge S, again grab up to the ledge above
and run jump to the ledge W, use the two "red" buttons there (left
and right), get over to the E side and use one "red" button there
(middle). A flyby shows a door opening up, but the challenge is not done yet,
get back to the other side of the big trapdoor before the time is up, otherwise
the door will close again when you have to go through the pit under the big
trapdoor.
In the room behind the door (a bit right of the button) is Secret #5(26), Uzis and a Medipack.
Go out and right to that grate SW (Saves-2/savegame.11).
Follow through and drop down.
A Rusty Key.
Crawl in and drop down, go to the NE corner for a Rusty Key. Go
back to the door and shoot the baddy, go out to the cave and kill a couple of
bats. Go on and at the big hole turn around, hop backwards and grab the edge,
pull back up where you can stand and take a step forward, now just hop back and
hit Ctrl just after you passed the edge, this way you will land in deep water
without any harm. Climb out S and go through the cave out to the open.
Go to that tunnel SE and open the crowbar door in the end. In the dark room, NW
corner is AK ammo, go to the S side, look up N to shoot that fuse box
and a platform goes up, get on it and jump NW into the opening, to the left is
a Keyhole, use the key there.
The Command Post Blow up the Wall.
A block goes up outside, so go back out and left, in the SW is
that block. Jump up SW, then SE and straight to the wall N then go left into
the opening (S), and drop down into the Command Post. In a chest is AK ammo
and in the dark NE corner a crawlspace, get through and use a button. Go back
to the room and into the opened gate to use the Detonator to blow up a wall in
a cave.
Get back outside, slide down the hill and shoot 3 baddies, of which the
one NW drops a small medipack. Go NE and into the cave behind the
waterfall, here's where the wall opened up. To the right are some wet Flares,
on a crate W AK ammo and shoot some bats while you're at it. Go in N and
hop over the fire, follow through a door and down a passage.
10- The Dig Site.
3 secrets.
Daniel:
An Empty Case.
Follow through and in the area with the waterfall you can grab up at the
waterfall to the place above. On a crate are Harpoons, head E into the
corridor and to the left is an alcove with a fuse box you can shoot. This will
open the trapdoor in the opposite alcove, grab up S and then up to the right
into a duct. Drop down and get Harpoons, Flares and an Empty
Case. Go back to the corridor, back NW and to the W. From a block with a
pipe you can grab up to the ledge above (face W) and a flyby takes over.
Finding Two Cog Pieces, the Supply Keys.
Under the waterfall left (S) is a small medipack, then grab up S
to the place above and SE, left of the gate are Harpoons. E of that
pickup is a flooded tunnel entrance, swim down and go down right (N), follow
through, minding the Teeth doors and come to a larger room, quickly swim up and
right (W) (Saves-2/savegame.12).
Shoot that fish and jump to grab the crack in the wooden pillar in the
water, go left around to a ladder and back flip off. Run jump back over the
fence to grab the ladder on the pillar again and this time you can go up to the
top. Turn right and just run off so you will land on the balcony in front of a
door N. Use the button and shoot the baddie which will drop the Supply Keys.
Back to the pillar and left around to back flip to the balcony.
First Cog Piece.
Go into the passage and in the next hall grab up to that crate hanging
from the chain, shoot the grate S and jump in for Secret
#1(27), Uzi ammo. Get back down to the ground floor, shoot a
fish and hop into the water and swim into the tunnel carefully, those grinders
are really bad, I went along the left side through the first, then went to the
right for the next, there's also a nasty fish about, quickly climb out N and
shoot that fish.
Grab the Harpoons from the ground and Cog Piece #1 is on
the crate. Swim back through the grinders (actually easier than before) and get
out of the water (Saves-2/savegame.13).
Second Cog Piece.
Go back to the room with the climb pillar (W) and jump to it, go up to
the top and now jump N to grab a crack in the wall, shimmy left to a burner and
pull up in the left corner, go left when the burner is down and push the wall
block as far as it will go to the S. Inside shoot a baddy and go to the right
in the end, push the button to open the trapdoor behind you. Down the ladder
and push the button there to open a door behind the grate.
Follow back to the room with the climb pillar and on the balcony with
the burner you can use binoculars to spot that slanted block on the right hand
side of the pillar, you can hop down to it and jump to get onto the S balcony (or follow the other path, over the balconies up to the top
of the pillar and slide down the S side).
Climb up to the door you just opened before and follow through to a cave
with 3 baddies, shoot them from close to the entrance as there are mines buried
here. There are 3, in front of the opening N, so go along the E wall to the
crate NE and get on it, grab the N wall and shimmy left around to another crate
where you can use the Supply Key. Use the Detonator inside and climb up the
ladder left and through the crawlspace. Down at the other side, head SE and
shoot a baddy to get to the door and grab Cog Piece #2 inside.
Use the Cog Pieces.
Go back out, through the passage E to the room with the climb pillar,
dive into the water and swim N through the tunnel with the Teeth doors and up (Saves-2/savegame.14). Go to the ledge W and
place the two Cogs, the machine will open the gates S, go in and right around
the corner to a small room with a barrel.
For a Secret: From the block in the right hand corner you can grab a
crawlspace N; follow through to Secret #2(28),
a Camera. Get back out.
Follow the passage W to a dark hallway. Shoot the grate straight ahead
and get Secret #3(29), Money.
Approach the big doors on the right (S) and follow through to where two baddies
are waiting for you. Enter left (S) and just follow through shooting another
baddy, up some stairs...
2 secrets, I advice you to go for them.
Watch the cutscene.
Daniel:
Lara:
In the room where you start is Shotgun ammo in an alcove E, hop
down and go to the S wall where the left hand block can be pushed in, push it
twice and loop around to a lever opening up a gate. Get out and go through to a
room with 2 pillars (we'll be back here) and up the stairs. Climb a pole S and
back flip into the alcove to use the jump lever opening up the gate below.
Follow in (watch out for darts) and use the lever moving some statues. Go back
out and climb one of the poles left or right of the staircase, back flip into
the alcove and duck to climb down from the edge, grab it and go left or right
to a jump lever, do the same on the other side and two grated platforms go up
in a pool.
Head N and dive in, climb onto that grating N or just jump to it. Jump
to the ladder on the pillar, go right around a corner and up, then back flip
into a room. Move the column N between the two S and go into the door SW to
grab Flares and the Pistols from the balcony.
For a Secret: Return to the hall with the poles, down the stairs to that
small room with the 2 columns and shoot the one on the right, grab Secret #1(30), a small medipack. Go back
upstairs and back to the water.
For another Secret: Swim NE and get into that gate you opened with the
lever at the start of the level. Inside is a structure in the middle of a
flooded room, go up and in an opening in the back of it to use an underwater
ceiling lever. Opens another gate.
An Old Key.
Get out and climb onto the grating W, jump to the pillar, go around to
the other side and back flip to the stairs. Go up to a crossing and go left, in
the end and to the left is a small medipack. Approach the
opposite gate and go inside, pull the second column left away from the wall and
go behind it to get Shotgun ammo, go to the third column, pull it out
and find an Old Key. Go back out and straight (E) to the crossing.
Take a left (N) up a ramp and you are one floor up at a pool area.
Hall with the Pool, use the Old Key.
Go to the N, and left, jump over and go right and watch out for three
speedy critters. Go to the far NW corner and left to where you can use the Old
Key. A block comes out of a wall, turn around, go right around corners and spot
that block S. Get on it and use the jump lever to open an underwater gate
below.
First Black Pearl.
Drop down into the pool and swim into that gate W, over a block and then
stay in the middle because of the spikes, both up and down (couldn't find a way to do this without harm, but just swim
as fast as you can). Turn around in the next room and go up that ladder,
back flip into the passage above and go down the next ladder to get Black
Pearl #1 from a coffin. Make your way back to the Hall (Saves-3/savegame.0).
The Secret: Go straight to another pool, dive in and find the gate you
opened before with the ceiling lever, go get Secret
#2(31), a Medipack and 2x Shotgun ammo all at the N
wall. Climb out of the pool S.
The Shotgun, Scorpions and a Wooden Handle.
To the left is an opening (E), be careful, there are Big Scorpions in
the next part. Go in a bit, then run back out and go left into the wide
corridor (S), the Scorpion will be tailing you, go right around corners in the
end and up a slope, the beast cannot follow and with some tactics you can
easily kill it.
Go back to the pool and just left around the corner is Shotgun ammo
on a pedestal behind a fence. Return to the hall and enter E once more follow
through and spot a Skeleton on the floor, search it for the Shotgun.
Follow through, straight into an opening E, hop down and then quickly hop back
into the opening to shoot two Big Scorpions. Go to the plant in the NW corner
and pick up the Wooden Handle. In the alcove SW is a small medipack,
hidden under a plant. Immediately start shooting as a couple of speedy critters
will appear.
Second and Third Black Pearl.
Go SE into the back and use the jump lever there, this will raise a gate
in the Hall with the Pool. Go back out W, down into the corridor and
immediately right around the corner into the opening there. Follow through to a
room with a sandy floor, ignore the Shotgun ammo E (takes too much health)
and go NE to the next part, ignore the Crowbar for now, just go to the
"broken" lever NE and use the Wooden handle there. A block disappears
in the NE corner, go use the lever there to disable the spike trap under the Crowbar;
now you can pick it up.
More critters appear, shoot them and go out SW, to the right and follow
back to that Hall with the Pool. Go to the N wall and left, take the first
window opening left and hop to the ledge in the water, left (E) is a crowbar
door. Open it and inside is a coffin with Black Pearl #2. Get out and
swim to the ledge SW and up the stairs is the gate you opened in the Scorpion
Cave. Left is Shotgun ammo, in the coffin SE is Black Pearl #3.
An Old Key, a Rope to place the Black Pearls.
Get out, jump E over the gap and go E, at the small pool is a passage to
the right, it's a dead end, there is however a single column, shoot it and get
the Old Key. Go out and to the far NE corner of the hall, to the right
over the block and use the Key there. A grated platform goes up on a pillar
next to the pool; you have to go up to the ledges above.
There are a couple of ways to get onto the ledges.
Go to the N wall near where you found the Old Key and back flip on that
dark slanted block and grab the ledge upstairs. Go to the SE corner and then
towards the black blocks. Look to the right and you see that platform against
the pillar in the small pool. Then take a running jump to the rope and swing to
the balcony (N)
Use the 3 Pearls and blocks will go up in a passage we'll go to now.
Also get the Shotgun ammo from the pedestal. Get back to the rope and
then to the passage in the middle of the N wall, take running jump over
the blocks to the other side.
Follow through and around the corner jump over the fence on the right
for a small medipack. At the end to the right (E) is a closed door, so
go left (W) and it is much better for your health to use the ropes in that room
to swing to the other side (if you walk over the floor in the lower room, there
will be a load of rats coming out of a grate). Once at the other side lower yourself
down in the pit.
Push Block Puzzle, Rats!!
Find a push block in the S wall (near the third rope), push it all the
way in and then to the left into the corner. Shoot the W wall next to the push
block that gives you space to manoeuvre. Pull the block once S and then pull it
once E.
Go to the middle of the S wall and find another block, pull it out once
and push it aside to the right. There are now 3 levers you have to pull, one is
E (opens door way up E), one is S (you hear a rumble) and the last one is
behind the first push block SW corner in that small passage (opens a grate in
the pit).
Go out of the room, run to the E and find that pit, the rats should also
show up now, just hang in the pit, don't fall and shimmy around a bit to get
all the rats down in the pit. But if you hug the S wall you might not see any
rats.
An Old Key.
Then go E up the ladder, through the door E and right around the corner
is a crowbar door, open it to get a Medipack. Hop into the pool, in the
black pillar SE is a lowered part (the lever with the rumble before) and
you can find a ceiling lever there. This will open up the gate in the pool,
swim into that gate and use the underwater lever in the end, swim back to the
pool and now you can get the Old Key on the bottom because the spikes
are disabled.
A Wishing Token.
Go back to the W and use the ropes to go the other high end of the room.
Use the Key at the W wall and trapdoors open in the pit with the skeleton. Get
in there fast and grab the Wishing Token from the skeleton, get out, up
the ladder E and to the room with the pool. Go to that fountain NE and put the
Token in the fountain, a gate opens up. Jump to the ledge SW and open a crowbar
door to find the opened gate, slide down...(Saves-3/savegame.1).
Watch the cut scenes and listen to the conversation.
2 secrets (1 now, 1 when we return)
A level with Kurtis for a change.
Go up some blocks SE and climb down into the corner to get a Crowbar,
get out W and go to a gate you can open with it. Slide down backwards and grab
the edge, go almost to the end and pull up to back flip onto a block (OR jump
back and fro towards that block). Slide down backwards, safety drop into a pit
and shoot a scorpion, back flip onto a block at the W wall and jump to grab a ladder,
go up over the top and jump to the ledge at a pool. Walk the pole and jump to
grab the wall ahead when you passed the other pole, climb down a bit and shimmy
right around corners into the alcove where you have to walk another pole to get
to the opening W (Saves-3/savegame.2).
Shoot the vase and get a small medipack. Drop down into the next
party of the room, go to the window SE and find the Timed lever for the
platform in this room. Run to the mound opposite the platform and back flip onto
it, then jump and grab the platform (you'll have to find the right position or
Lara won't grab it). Run jump with a curve to the SW ledge, from there jump
with a curve into the opening SE or use the crack in the pillar to get there (Saves-3/savegame.3).
The Amenhotep Cross.
Go through to the next room, use a transparent ledge in the middle of
the room to jump to the SE, grab up W and go to a lever W that will open the
door in the lower part of the room. Spot the receptacles on the ledge NE. Get
down to the lower part of the room after shooting some scorpions, grab some Flares
N and go into the open door. Dodge the skeletons and get on the block to
get the Shotgun (which we already had in the inventory). Get out, be
careful as the lower parts of the floor now have spikes, so hop backwards
around along the outer edge of the room shooting the skeletons, one of them
drops the Amenhotep Cross.
Make your way up to the ledge with the levers again (start SW) and this
time jump to the ledge with the receptacles to place the cross N, the burners
will stop. Jump back and use the lever, a door opens in the previous room (N).
Get down one floor and jump to the exit N and drop down into the lower
part, the door is SW. Follow through a collapsed passage to a pit with spikes.
Drop down after shooting the critter and grab a crack E, go right and pull up
in the alcove. Jump out to grab the ledge SW and go over some blocks, to the
right is Secret #1(32), Shotgun ammo.
Go into a passage SE and slide down...
13- Luxor Temple.
4 secrets (3 now, 1 when we return).
Lara's Back!
The Tomb.
Swim as fast as you can, down and right in the Tomb to the NE corner,
find the ceiling lever there and a coffin slides aside on this level, W wall.
These are narrow tunnels and quit hard to navigate through, in the end another
coffin opens and you'll find another ceiling lever straight ahead W.
(This lever will not reset and if you want a
secret, then it is timed as well, so if you want the secret go to the detour
for a "Hard" Secret). It also opens another coffin on the N
wall on the right side, and once in you can get some air at the ceiling.
Detour for a "Hard" Secret: Use the lever at the W wall (face
E so you can start swimming tight away) and save while pulling it. Swim back into
the Tomb and a timed gate is now open, so don't hesitate, swim a bit right to
the opening in the floor SE, down and turning around to swim through the timed
gate N, left and follow around, then go right and left again. Pick up Secret #1(33), a small medipack (watch your
health by now) and swim through the gate that opens, to the right and up for
air. Swim back, going left around corners where possible to find a Medipack
and now swim back to the Tomb and to the N wall and take the right side into
the open coffin and here you can also get some air in the ceiling (Saves-3/savegame.4).
Use the ceiling lever N to open a gate S in the Tomb and swim back to
the Tomb after getting some air, swim up a bit into the NW corner on top of the
ledge behind the corner pillar get Secret #2(34),
Shotgun ammo.
Swim into the opened gate S and climb out there. In the SW corner is a Lasersight,
a gate opens NE. Go there and use the chain to open another coffin. Dive into
the water, swim around into the SW corner and get Uzi ammo. Swim up to
the surface for air, face N and save, swim back into the Tomb, down and right
to the open coffin E, get through and go left, then follow through to a large
flooded hall.
Draining the Place.
Loop around to the left and swim down into the wooden trench (S), follow
through into a tunnel, swim up in the room and climb out through the opening in
the ceiling. Follow the crawlspace to a spike trap; run-jump over to use the
chain. The hall is partially drained now. Get back, swim into the Hall.
Revolver, the Canopic Jar.
Swim to that balcony N and get up there (easier way is to swim into the
small opening N, to the right and down from the balcony. Go left up the ramp
and climb up, saves a lot of slow wading), go left up the steps in the corridor
and spot the receptacle, shoot the vase on the right to get the Revolver.
Go back to the balcony and combine Revolver and Sight to shoot a vase down S
revealing a Jar (shoot the right hand vase E for a small medipack). Swim
over to the S to get the Canopic Jar. Swim to the SW corner and climb
onto the ledge to use the jump lever and see a block go up (for later). Swim
back N, go to the receptacle in the corridor where you got the Revolver and
place the Jar.
Sand Trap.
A gate opens in the other side (E) of this corridor, get in there and
save before the slide, this passage will fill with sand and a spiked ceiling
will become a big problem. Jump from the end of the slide and sprint straight
then around the corner, to the end and right around again, then diagonally left
into a safe passage (Saves-3/savegame.5-
video-sand.wmv).
Follow through and shoot a vase S for Uzi ammo, head up the
stairs there and pull a chain (SE) in the next room, gates open up, the exit
and a "Secret" gate. Go to the NW corner and over a wall there to get
a Medipack. Back over the wall and onto the NE block you raised with the
jump lever in the Hall. Get into the small crawlspace gate, down at the end and
pull the chain there to open an underwater gate in the wooden trench.
Back out and downstairs, left to where you shot the vase and find the
open exit gate to the Hall.
For the Secret: Swim to the right (NE) and through the opening with the
round stairs, to the right through the "Secret" gate. For Secret #3(35), go right/right and down there is a Medipack.
Get back to the Hall.
Swim down to the bottom and into the gate you opened E, follow through
to where Kurtis takes over again.
1 secret remaining.
Hard Entrance.
Follow through and climb out, grab the monkey climb. Follow through and
time the burner to get to the end (Saves-3/savegame.6).
Slide down, shoot the skeleton and grab the small medipack he leaves behind,
head up S and shoot two more skeletons, one will drop an Amenhotep Cross.
Use that SW and a gate opens above (Notice the lever in the pit here). Go to
the other end of the room and hop up W into the passage above, down into the
room with the swinging spike blocks. From where you are, shoot that vase in the
other side of the room, go back through the passage and now you can use the
lever. This will stop the burners at the spike blocks, makes life easier.
Return there and make your way through, walk the pole and jump forward
to grab the wall, climb right, drop and shoot the vase there for Shotgun
ammo. Stand against the S wall, close to the pit with the lightning, wait
for the second spike block to move right and do two stand jumps after each
other to get on a block, immediately run forward a bit (Saves-3/savegame.7). Follow the dark tunnel down to
water, time the spikes and get to a gate that will open up for you.
Hall of Hands, a Silver Bar.
In the SE corner, partially buried in the sand is a Silver Bar,
swim SW and climb out on the low ledge, run jump to grab the ledge with the
tiles E. Jump to the crack N and shimmy left to the window, use the lever there
and hang from the edge again to shimmy left to where that block lowered. Jump
to the N ledge and walk the pole to the other side. Grab up N and jump
to the alcove SE, from there to the crack in the wall W and go right around to
an opening. Jump N to the balcony and then W to grab the ledge there (watch out
for the low Hand ledge above, use Ctrl and release and use it again to grab the
edge). Throw the lever to open a gate at the balcony we just came from.
The Ra Cartouche.
Stand NE and grab up E to the Hand ledge, run jump SE onto the top of
the wall and from there jump down to the other Hand ledge and throw the lever
to open the second gate in the passage. Jump NW to grab the crack in the wall
and shimmy left to drop onto the balcony. Go in, down and through the pit on
the left, up the ladder and right around the corner to the Hall with the Blades.
No problem till now, get to the far SW corner, up the ladder and back
flip onto the floor above. Go E into the room and pick up the Ra Cartouche,
things change dramatically. Go out and the room shakes as a wall opens up W,
you can get to the opening W if you do stand-jumps along the outside of the
Blade, only the small turning knives are harmful OR run after the blades. Time
the burners and hop along to the opening.
5 Levers and Timed Doors.
The first lever you can use is the one in the middle; it will lower a
block at a lever, not timed.
Then from left to right (can be done in random
order):
-Timed #2 lever, back flip/roll, run out and go right to jump with a
curve around the burner to the open door S, inside hop up and throw the lever
(#1 lever for the platforms). Back to the room with the levers.
-Timed lever #4, back flip/roll, run out and go left to jump with a
curve around the burner to the open door N, inside use the #2 lever for the
platforms. Back to the room with the levers.
-Timed lever #5, turn left, run out and go right to jump with a curve
around the burner to the door S, this time just run off the E end to land in
front of the door, jump onto the higher floor and throw the #3 lever for the
platforms. Back to the room with the blades, into the water and swim SW, climb
out and go up that ladder again to the room with the levers.
-Timed lever #1, turn right, run out and turn right, hop backwards from
the edge down into the pool below and swim to the open gate S, follow through
to a room with the #4 lever for the platforms.
For a Secret: Shoot a panel up in the E wall, get in and get Secret #2(36), Shotgun ammo inside, back
out.
Swim out, to the E and climb out at the exit. Only use the platform on
this side, run far and jump to grab the opposite floor (Saves-3/savegame.8). Up S and back to the Hall of Hands.
Only for a Medipack.
Jump to the ledge W and from there to an alcove S to the lever where you
lowered the block. An underwater gate opens up somewhere. Jump back N and grab
back up to the Hand ledge, jump to the top of the wall and to the other Hand
ledge. From there you can reach the opening in the E wall, leading down into a
flooded corridor. Take a lung full of air and dive in, swim straight through
that open gate, follow through and at a crossing go left, careful! When you
swim into the next part spikes will start to pop up. You have to go right and
through a second spike trap into a narrow tunnel. In the back is a Medipack,
get back as fast as you can. Go back to the Hall of Hands and jump straight out
onto the top of the wall (left side). Get to the W side and jump to grab the
ledge at the gates, use the Ra Cartouche in the right hand receptacle and watch
the cut scene.
1 secret remaining.
Swim through, climb out and make your way up the W passage. At the end,
run down NW, landing on the slanted bloc, just slide down and jump SE to shoot
a vase for a small medipack. Now jump to the far NW corner OR use the
crack in the pillar to shimmy around. Go around the corner and into the water,
swim through and end up in the flooded passage Kurtis just visited when he went
for the Medipack.
The Silver Bar.
Go up right (W) to the Hall of hands and it seems Lara can do things
Kurtis couldn't, because the poles can now be scaled. Jump NW to the Hand ledge
and to the pole NE, go up and back flip into the alcove there, throw the lever
to open the small gate between the Hands, stand jump out to the Hand ledge,
grab the crack N and get into that gate. Inside the next room you can get the Silver
Bar, get out again.
Swap the Silver Bar for a Gold Bar.
Drop to the balcony and jump down into the water, swim to the far SW
corner and climb out where Kurtis did before. Jump into the opening in the S
wall and place the Silver Bar in the receptacle, this will produce a Gold
Bar which is at you feet.
Use the Gold, Access.
Get out of the room, dive into the water and swim to a balcony NW where
you can get out and use the Gold Bar to raise a platform and open gates.
Swinging Spike Blocks,
Swim back to the ledge SW, climb out, and get into the opening S, turn
around and hop left (W) around the corner onto the block with the pole, go up
and back flip into the open gate. Follow down to a room, go left around the
fence and run after the hammer into the alcove right next to it, use the chain.
Go back out and around o the other side, time block and burner to hop into the
alcove left and pull the second chain, blocks rise in the back of the room. Get
there and go up to the floor above, grab a small medipack and climb the
block E. Jump N and grab the ledge, shimmy left around a corner and pull up on
the safe spot. Stand back and stand jump/grab to the spike ledge NW, shimmy to
the left around and pull up on the safe ledge W.
Jump past the last block and into the opening S, onto the block and
climb down along the wall while the burner is down, don't move while the burner
is active. Turn around and run forward to the spot between the burners, then
against the block and pull up when you can, immediately take a step forward. Go
down and use the chain to open another gate in the upper corner of the Hands
Room. Go back as you came (Saves-3/savegame.9)
and stand jump/grab down to the ledge, hop back and grab the edge, shimmy right
around the corner and safety drop down to the block below. Go back to the Hands
Room.
Flooded Section.
A platform goes up left, use it to get to the ladder N and climb up to
the terrace with the big gates, go N and stand jump down E onto the top of the
wall, walk to the E, and hop to the slanted last part, slide jump into the
opening E. From there a run jump SW down to sloped block left of the platform (Another route: Dive down, swim to a raised platform E, climb
up and jump to grab the crack in the wall
W, shimmy left around and climb into the alcove. Jump
and grab to the tiled ledge S and grab up to the platform above).
Grab up S into the opening.
For a Secret later: Run jump out to the right and grab a balcony with a
chain, pull it to open a gate to a Secret room. get back into the opening S.
(Map of this part, levers.jpg)
Get in the water and take a long full of air, a gate opens on approach
take a right and follow through to a square room, take the opening right (S),
up in the next room and in the NW corner is air, climb out S there too to start
things up by flipping the lever (opens up golden gates
we'll have to go through next).
Daniel: Oh my God Lara! You just turned the power on!
...
Lara:
For the Secret: Swim down through the floor, left (N) through the square
room and through the gate that is not working as it should, take a right and
swim through the gate you opened with the chain before (E), get Secret #4(37), a small medipack in de back
and Shotgun ammo in the NE corner of the next room, swim back through
the wooden room and straight to the W is a Medipack, swim back through
the faulty gate and straight S, up and to the right for air again.
Here comes the Hard part: You'll have to open the way to three rooms
with a ceiling lever. Easiest was for me to go down, through the gate E and
then a right into the opening, go up for air in the room where we need to raise
a block to proceed (later, but I thought this was the
best starting point for the next swims)
Opening up more Gates.
Turn N, swim back to the square room and straight around the column
through the next opening, then take a right through the faulty gate and go up
in the wooden passage, turn a bit right and up through the opening SW, swim
through to the SE corner of that room and find a ceiling lever (all important
gates are now open). Now we need to get back for air first. Swim back N, down
through two openings, out W through the faulty gate and left, straight and
around the column into the opening S to get air (Saves-3/savegame.10).
Took me a bit of health.
First Ceiling Lever.
As you are now familiar with that Hard route, we go there twice more.
Turn N again, swim back to the square room and straight around the column
through the next opening, then take a right through the faulty gate and go up
in the wooden passage, turn a bit right and up through the opening SW, swim
through to the SE corner, to the right through the opened gate into a square
room. Find the ceiling lever in the middle and quickly swim back for air to the
same place.
Second Ceiling Lever.
Turn N again, swim back to the square room and straight around the
column through the next opening, then take a right through the faulty gate and
go up in the wooden passage, turn a bit right and up through the opening SW.
This time turn N and through the opened gate (N) into a square room. Find the
ceiling lever in the middle and quickly swim back for air to the same place (Saves-3/savegame.11).
Third Ceiling Lever.
Swim N and left, through the faulty gate and up in the first room with
air, get some and then loop around left into the open gate N on that level, use
the last ceiling lever and see a block go up, swim back down to the lower room,
out E and take a right in the square room, up for air and climb the block to
get into the room above.
Pull that chain S and see the second gate open up in the upper corner of
the Hands Room. Swim back to the square room, straight through, left in the
next and straight through to the wooden passage, follow through and then left
through
the gate that will open up for you to get back to the Hands Room.
The Ba Cartouche.
Sure there are other routes, but you can jump out right to a ledge with
a pole, climb the pole and back flip into the opening to get the Ba
Cartouche.
The Scion.
Back out and just hop down into the pool below, climb onto the raised
platform E and run jump NW onto the slanted block. Jump right as you hit the
block and land on the ledge NE. Grab up N to the pole, up and back flip to the
Hand ledge. Grab the crack N to get to the balcony below and jump to the ledge
W, climb up to the Hand ledge there and jump to the top of the wall. Go up to
the ledge with the gates W and place the Cartouche left. Go in and grab the Scion,
go back out and a cut scene kicks in.
14- Train Courtyard.
5 secrets.
A lot of baddies here, could be I forgot to mention some, just check if
they dropped something useful.
Circuit Piece 2.
Shoot the baddies and step out. Go S along the wall and left around that
train, shoot a baddy standing in an alcove to the right. Then go to that second
red signal sign there, go left between the cars and jump in E, go to a door and
shoot a baddy, shoot the crate inside and get the Uzis. Get out and go
N, there's a flatbed car under a crane near by, shoot the baddy and get a small
medipack. Into the car E and use the crowbar on the door, inside is a crate
with Circuit Piece 2. In the NE end of the car is Uzi ammo. The
next door opens up and on a crate is Colt ammo (yes we have a new
automatic assault rifle). Get out of this car and go up N into the doorway,
find some Colt ammo and head S, shoot a baddy and pick up Colt ammo
to the left.
Proceed S and go up left onto the loading dock (NE), left around the
corner over a crate is Secret #1(38), Colt
ammo. Go NE into the storage room and shoot the baddy (small medipack).
Head S to the back of the red car, look up and shoot the fuse box, jump inside
and get a Medipack and the Inventory Key in the office (on the
desk) and Colt ammo in the back, go back out.
Go S along this side and go in left at the last car. There's an opening
SE, the door will open, follow through but be careful, some nasty cutters here,
up some steps and you could throw a switch there (stops the cutters and closes the
passage?).
Drop down into the room, move that crate SW onto the grate NE, the crate
N goes to the grate next to it (U-turn) and the burner will stop. Go up a
ladder SE, back into the entrance and jump W, then E and grab up to the monkey
climb to go where the burner was, use the crack W to go around to a passage W
and follow up.
A Code Card.
In the next room is Uzi ammo in a closet, side flip over the
fence to the computer and get more Uzi ammo. Find in the next room on a
table Colt ammo and a Code Card in a closet.
Use the Code Card for Circuit Piece 1.
Go back out the way you came, through the passage with the cutters
(throw the switch to open it) and step out to where the trains are. Shoot a
bald eagle and some baddies and head W, the second car N is open on the side,
get in, shoot the baddy and pick up his Colt ammo, then go into the E
end and get Uzi ammo from a crate.
Now head SW into the tunnel there and to the right is where you can use
the Inventory Key to open the gate to get Secret
#2(39), a Medipack.
Go out and to the wall (S) and go down and in the first alcove on the
right (S) where you can use of the Code Card. Containers slide out of a
wall. Go E a bit and to the right are those containers, climb up and jump up to
shoot a piece of the E wall, get into that crawlspace and follow through to Secret #3(40), a Medipack on a table, Uzi
ammo in the closet and in the other room 2x Colt ammo on tables and Flares
in a closet. Go back out and get onto the containers again.
Jump N to grab the opening in the car, get inside and go W, to the left
is a crate, inside is Circuit Piece 1, combine with Piece 2 to get a Circuit
Board.
Use the Circuit Board, a Blue Fuse.
The door W will open for you, get out and make your way to the storage
room NE. You can use the Circuit Board in the N wall; a door opens up left of
you. Go in and get Colt ammo from a table, Uzi ammo from a crate
and the Blue Fuse from the closet.
A Bronze Key for a Secret.
Go out and two baddies are waiting for you, one drops a Bronze Key.
Go out to the S side cars, to the W and left around the second car, climb in
and open the door with the Bronze Key, kick in the door S and go right over the
red crate to get Secret #4(41), Revolver
ammo. Out and you don't have to open the door N, inside is nothing.
Move the Crane, the Silver Key.
Get out of the car; go to the Crane and place the Blue Fuse in the
generator next to it. The Crane moves the container, so get on that container.
Jump to the car W go to the W end and jump over to the window N to get Secret #5(42), a small medipack. Jump back
and drop down into the car, one of the crates has Colt ammo, then open
the crowbar door W. Shoot the crate and get the Silver Key. Go to the
door W and jump over to the flatbed car, on one of the crates is a small
medipack. Another bald eagle shows up.
Lasers.
Go E past the crane and right through the wide opening between the cars
to the S wall, left up the steps and to the left is the Keyhole to open the
door. There are lasers inside, run after the low laser a bit and hop over it
when it comes back, run to the high laser and duck, crawl forward (Saves-3/savegame.12). Around the corner to the right
is a switch opening up the Garage door, go into the car and to the door E. Go
in, to the right and up a ladder, off to the right. Here are a whole bunch of
lasers, but not too bad, stand left and look with Revolver and Sight for that
fuse box in the far back, shoot that and most of the lasers are gone.
Stand close, hop over the lower laser and sprint to the back. To the
left is a Medipack on a table, behind you (E) of it is a button starting
a cut scene.
Daniel:
15- Air Vent Blues.
5 secrets.
Amanda takes over...
Jump over to the other walkway (E) and look up in that pipe with
binoculars, "258", drop down to the lower part of the room, 8 buttons
on the walls.
For a Secret: Use the #3 button E (from left to right) turns blue, go to
the W side and use the #8 button (from left to right) and an alarm sounds, a
door opens in the passage S, go in for Secret #1(43),
a Code Card in the right hand shelf. Go back out.
Start "Operation 1" go to the W wall and push the second
button from the left (#2), go to the E side "Operation 8" and push
the left and right hand buttons (#5 and #8).
A block goes up NW, first go through the door N and get Shotgun ammo
from the shelves. Go back out and climb the block you raised, grab the grated
walkway above and swing over to the jump lever S, the floor gives way.
For a Secret: climb the wall S and drop right onto the walkway, go N and
spot the small grate in the wall, it's broken, shoot it and jump to grab the
crack N, shimmy to the opening and follow through to get Secret #2(44), Revolver ammo NE. Get out,
shimmy left to drop on the block on the lower level.
Then drop down through the broken floor, make your way through the pipe
sections and find a button S; opens a gate N, so head back and get inside. To
the right, just past that wall light is a block (E) you can push in all the
way. To the left is a button opening a door to a very nice Secret for later. Go
out and slide down N, go to a deadly pool with lasers and walk one of the pipes
to the other side, nothing can be done to avoid the lasers, you have to be lucky
(Saves-3/savegame.13).
The Freezer Door Card.
Make your way through the electric cables and save at the laser slide.
Best turn around, slide backwards and grab the edge, shimmy to the left and
pull up to back flip over the pit, slide down and grab again and do this a
couple of times more to reach the room at the bottom. All hell breaks loose,
turn left and sprint S into the door you opened behind the push block. Secret #3(45) is now yours, first run left and
turn around to shoot all the baddies coming in. One of them will drop the Freezer
Door Card.
Power the Door.
To the E is Uzi ammo and to the left a small medipack on
the shelves. Now go to the gate W and open it with the button, inside is
another of those blue rays rendering you invulnerable for about 2 minutes and
you'll need it, you can use it only one time... While Lara is flashing, do run.
Get out, run left into an alcove and throw the "Power Door" switch,
to open a door in the opposite wall, the door behind that will only open after
a while as someone still has to fix it.
So in the mean time we can gather some more supplies, go NE and down the
stairs, shoot a baddy and go left through the fence to use the Code Card (if
you have it), search the shelves for a Medipack and Shotgun ammo.
Out to the room again and run into the broken grate in the floor follow through
to the left to get Uzi ammo and get back out, run up the stairs and left
around corners into the hallway where the door could open any moment now (when
the flashing stops).
The Freezer, through the Ducts.
Make your way through the lasers and use the Freezer Door Card on the
next door. Shoot a rat that has the size of a dog and go up the slope into the
Corridor.
For a pickup: Open the middle gate with the crowbar (E) and go left
around the corners, drop down into the lower ducts and go over deadly pits to
the end, push the button and go back a bit to find the gate you opened, down
there is Shotgun ammo. Make your way back to the Corridor and shoot the
rat on your way out.
Shoot more rats and head S, left around the corner under a ladder while
under fire from a sentry gun, climb up and off to the left into a duct and
follow around the corner and find a push crate left (NE) push it once, grab the
Uzi ammo there and go through a broken grate to the S, left around
corners to come to that block, pull it once and go around the S bypass again,
into the duct NE and find another crate N. Pull it once and turn back to
the duct where you entered (near the ladder), to the right is another crate,
push it all the way and go in left. Follow all the way through to find Flares
and turn back, shoot a rat and go down into the opening E.
The Pass Card.
Go get some Uzi ammo in the shelves right of the gate N and then
go get Shotgun ammo S and now we need a Card, you'll have to return
through the ducts to the Corridor. Climb down the ladder and go NW and 2
baddies showed up there, shoot them and get the Pass Card one of them
dropped.
Go to the door S and open it with that Card, go through the doors E to
the room you just left; now you can open that gate N and push the button inside
to silence that gun in the Corridor. Go back there and to the E, around the
corner and open the crowbar gate E (Personnel Only). Follow through and go up a
ladder, crawl under that pipe E to get a small medipack and go back to
push the crate N in. A jump lever (right around the entrance) S will open a
gate N, go in and shoot the grate in the crawlspace N. Go in and use the button
on the back of the block, a wall lowers in the previous room.
Go back to the room with the crate and move the crate onto the grate in
that new passage. A gate opens in the room S, on top of the ladder SE, get up
there and push the button opening the next gate right. Go S and just keep going
right around corners to get to Shotgun ammo, Uzi ammo and a
button opening a gate back where we entered, you'll get there by just keep
going right. The gate is N, go up the sloped duct and some baddies come
running, take them out, go right at the intersection and find a Timed switch in
an alcove left (opens a gate in the next section of ducts). First head through
the opening N, keep going left to get to that gate while shooting the
resistance, pick up a small medipack and Shotgun ammo dropped by
them. Then return to the switch and do the Timed run to the gate (Saves-3/savegame.14).
Up the sloped passage and to the left is another Timed switch. Pull,
turn left while running and jump to the first ledge, a running jump left to the
next and jump to tha crack in the S wall, go right and in the end let Amanda
get her feet up, back flip/roll and hop once more to get into the gate (Saves-4/savegame.0). Follow the duct up E to a square
room.
For a Secret: Shoot the grate up high in the left wall, crawl in to get Secret #4(46), just keep going right around
corners to get Shotgun ammo and Uzi ammo in the far back, turn
back going right to get back to the square room.
Go S to a room with 2 closed gates; there is Shotgun ammo on a
table.
Walk the Pipe.
Go back a bit and go down a small slope W, take a right and then a left
and come to a deadly pool with a pipe. Walk the pipe to get as close as you can
to that burner, time it and walk further to get past (Saves-4/savegame.1).
Throw the switch there and two gates open up, go in S and left to the room
where the gates opened. Go into the one S and turn around at the laser slide.
Slide backwards, grab every time and back flip to the next, at the end you'll
have to end up sliding forwards down another slope. Jump the pits and in the
end you have to jump/roll slide backwards down the last part and grab the edge
(Saves-4/savegame.2-Hanging on the ladder!).
Another Freezer Door Card.
Go down and back flip/roll grab another ladder, left around and get to
the next, right around and back flip/roll grab a crack. Go to the right and
into the opening, follow through, shoot a rat and climb up right.
Through the cables and follow through, drop down to the right and shoot 3
baddies, one more will be coming from the N, if not go look him up and shoot
him to get another Freezer Door Card.
Power Up the Door.
Go to the NE corner and through the fence N, cables fall, follow through
to the W and climb up left.
Jump over the gap in the grated floor and in the room around the corner
is a button E. A gate opens up. Go back and drop through the floor to the
Corridor, go around to the E side and find an opening in the fence SE, hop over
the pipe and go left in to the gate you just opened.
Follow through and in the end up left is a "Power Door" switch
(we'll see what it did later). Just next to this alcove is a jump lever, use
that to open the gate N, go in and get the Shotgun ammo, go back out to
the Corridor. There's a Card slot W, but it doesn't work, just approach the
door and it will open ("Power Door" switch).
Freezing Swims.
Inside is a Power Valve N.
For a Secret: Don't use the Valve yet, get down in the dry pool and up
into the opening W and then go left around corners to the Timed button E. Roll
and sprint back, jump from the opening to the ladder opposite and go up, get
through the entrance door E. Left and to the door NW to get Secret #5(47), a Medipack and Uzi ammo
from the tables and Shotgun ammo from the shelf NW. Get back into the
room with the Valve.
Use the Valve and the pool fills up with freezing water, the next swims
have to be perfect or you won't make it. Dive in and swim in W and follow down
the slope around the corner, up in the end and then right and right again into
the tunnel, up and quickly get out. Pick up Uzi ammo, use the switch W
to open a next gate and then use Valve #1 (we'll find another one later)
Back into the water, turn right, left around the corner down the sloped
tunnel and right into the wider one where that gate opened. First go left into
the broken grate and left around the corner to climb out. Use the Pass Card S
and go right around over the walkway to the SW corner, turn around and
hop backwards into the water, use the underwater lever (opens gate W) and swim
NE to climb out. Swim through that gate (E) and up in the next room, use
the button S to open a gate in the previous room. Get back and climb out on a
low ledge left around the corner, go S and enter. On a table is Shotgun ammo,
on the shelves a Medipack and there's a switch to the left of it. A
Security gate opens in the Corridor.
The Security Gate, raise a Block.
Now we'll have to swim back as we can't leave this place anywhere else.
Go to the room N and swim back to the room you visited last (right/left and
kind of straight), wait till the Temperature bar is full again and swim back to
the left, down and immediately left (N) up the sloped passage to the pool with
the ladder (Saves-4/savegame.3). Exit the room
to the Corridor, shoot a couple of rats and go left (N) around to the W side
and first of all, go to the first grey door you see to the right, use your Pass
card and go in through the blue doors too. You're in a poolroom. That's all, we
need this exit for later. Go back out, to the right and find that Security gate
on the right (W wall), inside is a button. A block will go up when you use it,
go out and to the right, hop on the block and shoot the grate to get into the
duct.
Other Side of the Pool.
Follow through and drop through the grate, use the Valve on the E wall
there and the level of the pool drops. Open the gate N with the pass card and
go through, make your way over the pool to the other side and find a bunch of
buttons on the N wall.
Connect Ground Wire, Frozen Code Card.
Only the ones with a blue light should be active, so when you see red,
push the button again (left to right 1-2-4). To the S is a drill machine, a
block lowered in front of it. In the SE section, left of the drill is a cable
block, move that in front of the drill machine to connect the ground wiring.
Watch the flyby and go over the now frozen pool W, behind that fence W is Shotgun
ammo. Then go S and pick up the Frozen Code Card SW.
Back over the pools to the doors E, if you opened the outer door earlier
you can now leave there (and don't have to swim back through the freezing
water). Go right in the Corridor and open the door (E) to get access to the
central section of the place. Throw the switch S and a flyby kicks in.
16- The Big Search. 4 secrets.
Lara again...
Warehouse, Blow up the Floor.
Just follow through to a warehouse and get Colt ammo left, Uzi
ammo in the opposite corner. Grab more Uzi ammo S between the
crates. Now go to that low crate NW, look NE and spot the crack in the wall
leading to the top of that wall, get up there and go over the ledge, open the
first crate you bump into (W) with the crowbar and get Colt ammo. Get on
top of the crate and run jump down S, you can open the crate but it is empty.
Then jump NE, open the crate N to get Secret #1(48),
Uzi ammo.
Jump over to the other side, get on the highest crate there and run jump
to the balcony W, jump over the fence to grab the crack in the pillar N and go
around to the other side where you can back flip onto the balcony and use the
Detonator to blow up the floor. Jump to the crack S, drop down and jump out of
the way of the steam blower.
Through the Basements, Boulders, Timed Door.
Drop down through the hole in the floor, climb up S and do careful jumps
over the ledges to the fourth ledge, up E is a ramp.
For a Secret: jump to the next one at the corner and around the corner
into the far SE corner for Secret #2(49),
a small medipack. Jump back to the ledge with the ramp E.
Jump and grab the ramp, pull up and hop back grabbing the edge,
pull up again and run up, turn right and jump to the ramp on the right. Go up
and find a button right (SE), go through the gate and be aware of the lava pits
here. Go left and find a Timed button on the pillar there, it will open the gate
NE. Push, turn right and run over the corners of the pits to jump to the door (Saves-4/savegame.4).
The Huge Hall, A Secret you need.
A flyby of a Huge Hall starts, ending at a frozen pool. Hang out of the
passage and shimmy to the right, pull up where you can get Secret #3(50), Revolver ammo, a Medipack
and there is Colt ammo on a burning pedestal, just run to it when the
burner is down and hop back again.
Shoot the Bell, Platforms.
Get out to the entrance, look left and spot the Bell, shoot the left or
right hand side of the horizontal support and the Bell starts moving, platforms
go up along the N wall. Safety drop down, go to the N side of the Hall and
shoot a yeti. Climb the platforms and jump W to the top of the roof, go
to the E end and jump to the crack E, right around and time the burner to get
past it. Drop onto the right hand side of the slanted roof and jump to grab the
next roof, shimmy left to the opening with the lever. The lever will raise the
platform at the frozen pool SE, safety drop down and go SE onto the platform
there, face S and back flip onto the roof, jump and grab the ledge with a
second lever, a block comes out of the wall.
A Yellow Crystal.
Go SW, shoot another Yeti and this one drops a Yellow Crystal. Climb
the block, the now safe spike ledge and jump up to the ledge with the third
lever; this one will open a gate. On the pedestal is Colt ammo.
Spiked Pillars.
Get down to the ground floor and into the passage S to the gate you
opened. Climb down the ladder and runjump over the spike trap to the safe spot
on the right. Now I ran after the moving pillar and did a curved jump around
it, jump again to get out of the spikes. Maybe I was lucky, but I made it
through this way (Saves-4/savegame.5).
Jumps up the Shaft, the Blue Crystal.
Get onto the block to the right of the central pillar, jump and grab the
block N, now face E and side flip onto the sloped burner block (W), jump and
grab the ladder, go up over the top, jump to the opposite sloped face and grab
the edge, safety drop down to get the Medipack. Run jump with a roll
over the banister to a slanted block N (bit to the right), jump and grab the
ladder and go up. Back flip roll and grab the crack in the wall, go right to
the corner ledge and side flip onto the burner ledge, shimmy to the other side
and pull up to back flip to a ledge with a button.
A gate opens a platforms goes up on the central pillar. Jump there with
a grab and jump to the N wall ledge, then over to the balcony W where that gate
opened.
Start sliding down when the spikes are down and land in freezing water,
so quickly get onto the stairs and open the chest to get the Blue Crystal.
First Himalayan Key.
Run jump N and open the gate with the button, jump over the corner of
the spike trap and pick up a Himalayan Key and Flares. Run jump
to the S and get up the ladder and up the stairs back to the Hall.
The Tower, Getting a Torch and using it.
Go up the platform SE to the ledge with the lever and stand a step back
before taking a run jump N over the top of the small roof, immediately jump
again and grab the roof of the bridge.
Shimmy to the right and pull up. Darts here so be careful, drop down and
go over the bridge to the tower, onto the ledge on the right and place the Blue
Crystal. Jump W, then S to use the Yellow Crystal too. Make your way down the
tower and through the opened floor to where you'll find a Torch.
Go back up to the bridge taking the Torch with you and go outside, stand
jump out left over the roof and slide down onto the platform, go into the lower
passage W to the big doors and ignite the Torch on one of the lamps. Back to
the frozen pool in the SE corner and throw the Torch on the ice, it will melt.
Icy Swim for the Second Himalayan Key and opening up
a Gate.
Dive in swim N, around the Tower into a tunnel N and climb out on the
right. Wait for the temperature to come back up. One more swim, stay
high up at the ceiling over the spikes and get out E. Through the darts and to
the right in the room with the pool, hop to the corner of the burner ledge and
run jump to grab the one E, run jump to the ledge E. Jump into the central
tower and push the button to raise a block. Jump back and then to the N, climb
the block you raised and jump grab up to the burner block, jump into the alcove
E and throw a lever to get a rope out. Run jump and grab the central tower and
use the rope to get into the alcove N throw the lever there. A platform went up
so you can jump back to the tower.
For a Secret: From that platform look NE and spot an opening, get on the
rope, aim for the top of the arch E and get up there, go to the NW corner and
jump onto the sloped block, grab the edge, back flip/roll and grab to the
opening. Go in for Secret #4(51), Colt-
and Uzi ammo. Go back and jump to the sloped block, safety drop down and
jump to the burner bloc, from there to the central tower.
Get to the last alcove S using the rope. Swing and jump to grab the roof
in front of it and then run off with grab to get in there. Throw the last lever
and a gate opens up, now just dive into the water below and swim into the green
alcove under the entrance W to get the Himalayan Key (left corner). Swim
out to the right and get out in the NW corner (low ledge). There's an
underwater gate N, it’ll open when you approach it, let your temperature come
back up, swim through that gate and follow through. Get 2 small medipacks after
timing the burners and swim back, climb out quick. In
case Lara won't climb out of the water, go back to an earlier save and try
again, this bug happens sometimes. Normally you could swim back to another room
and when you come back you can climb out, but we don't really have that option
here.
Use the Himalayan Keys, Blade Traps, the Purple Crystal.
Go back out W and swim back to the Huge Hall, stay left of the tower and
into the tunnel SE, left around the corner and climb out on the low ledge. Go
N, shoot another yeti and in the passages N are the keyholes for the two Keys.
Drop down through the trapdoor you opened and N is the gate you opened in the
Hall with the rope. Hop over the pits and Blades and get into the passage at
the end (Saves-4/savegame.6). Next you have to
do side flip over the burning bowls (not too hard) and go W. To the right and
up the sloped passage to a button, turn back and go through the gate you opened
E.
Shoot the two yetis and find the Himalayan Key one of them left
behind, open the gate and use the button to open a gate all the way back near
the Hall. But luckily enough a shortcut opened up just behind you. So check the
health, hop back grabbing the edge and safety drop down. Go S and right into
the gate you just opened. In the chest is the Purple Crystal.
Open the Big doors.
Go out and climb up left or right (S). You'll have to get back into the
tower, take the SE platform, ledge, roof and over the bridge. On the floor of
the tower, E wall is where you can use the Purple Crystal (if you didn't place
the other Crystals yet, the other receptacles are on the ledges in this tower),
big doors open up in the Hall. Get back out, to the W side of the Hall, down
the stairs to the open doors.
Trigger Ledges, a Torch for a Tibetan Emblem.
Get up two flight of stairs and in the last room watch out for the tiles
with a bit of red light on them, so jump to the one straight ahead, then the
right hand one NE and then NE again. Turn right to jump to the one in front of
the doors E and the doors open up. Go look in that chest for Uzi ammo,
then pick up the Torch next to it and go back out. Jump over the ledges
to the NW corner gate that opens when you approach and go in with the Torch,
drop it in a safe spot and get the Colt ammo. Pick up the Torch, run
jump as far as you can to the S in the water and turn left, standing against
the higher floor jump up and hit the #1 key to drop the Torch on the floor, now
go ignite it on the lamp and get out.
4 Nasty Witches.
Jump to the N side and ignite the two pedestals, blocks come out of the
wall. Leave the torch here and go up into the open gate to pry the Tibetan
Emblem from the wall. When you go out, the room will change and 4 witches
appear, shoot them with pistols side jumping left/right and watch out for the
burning ledge. Save every time you killed one and go look for the next active
witch. On the middle of the floor are a Medipack and 2x Colt- and Uzi
ammo, on the pedestals around the room are 3 more Uzi ammo pickups.
Getting Out.
Leave S (Saves-4/savegame.7) Had to do
the save here because the doors would close when I reloaded inside that room...
Go down the stairs and straight up into that cave (S), follow through
and climb up in the next room. Jump to the window left (E) and get in, run down
into a freezing pool and get out S. Go E and up right, jump over a fence to get
the Uzi ammo from the table (jump behind it). Back to the storage room
and into the NE passage to a room with 2 detonators, just use one of them...
A lengthy cut scene.
17- Canals of Venice.
4 secrets (3 now, 1 when we return).
Seems Lara forgot all supplies in the plane so you have no medipacks
left... Be careful!
Go to the Fountain Courtyard and shoot two gangsters, the one S drops Uzi
ammo.
First go to the right hand alley N, careful there are spikes in those
broken stair spots, so only use the stairs itself and jump over the missing
parts. On the small yard is a gangster, shoot him, grab a small medipack and
open the doors with the crosses. Inside is a Timed lever raising a small roof,
get out; onto the crate W and jump to grab that roof. Roll and run jump SE to
the roof; follow through to the NE corner and jump NW onto the balcony with Secret #1(52), Revolver ammo. That's about
all we can do here for now, so jump over the fence S onto the roof and drop
down. Go back up the nasty stairs SE to Fountain Square.
The Boat Dock.
S into the passage down to a Boat Dock, shoot that guy on the other side
and go swim to a jetty NW for a Medipack, swim N a bit and left into an
alcove for HK5 ammo (yes, a new weapon again). Swim S and climb out at
the boats, hop into the one in the middle. Take it S to where there is another
boat and get out, dive into the water and swim S under the jetty. Use the
ceiling lever behind the pillar to open a door above. Climb out, go into the
storeroom and run out again to shoot those three guys when they come out (less
health loss).
Storage Room, Levers and Useful Platforms.
On the pillar under the walkway are 4 levers operating Timed platforms
around the room. We don't need them all, only 2 although a diagram NE suggests
we do. First we go to a lever in an alcove up SW.
-Throw the S side lever, roll and run to the crates S, hop onto the
right hand one and curve right to jump to the timed platform. Turn left and
jump into the alcove, that lever is the first for a Secret door in this
storage. Drop down.
For a Secret: Use the same (S) lever again after it reset and run to the
NW corner, climb the low crate and turn around, grab up to the platform and
turn left, hop to the stack of crates. Climb up to the walkway and use the
lever (#2) on the pillar to open a door down S, get in there (behind the crates)
and back flip over the fence (stand one step away from the fence) to get Secret #2(53), 2x Uzi- and HK ammo. Get out
of the room.
-Throw the E side lever and immediately the S side one too, roll and run
to the crates S, hop onto the right hand one and curve right to jump to the
timed platform, curve right to jump and grab the one N. Turn right and jump to
grab the walkway at the right hand side of the pillar. Pull up and save before
you use the lever to raise the Timed platform NE. Turn left, hop back and run
jump back to the platform, drop to the floor and run to the crates NE and
almost a straight running jump with a bit of a right curve in the end to grab
the NE platform, turn left and jump into the alcove (Saves-4/savegame.8).
Throw the lever to raise a small roof near the Boat Docks (not Timed).
The Little Key.
Get out of the room, take the boat into the canal E (small island in the
middle) and get out on the jetty with the door NE. Jump and grab a crack in the
S building and go right around corners to a window, let Lara get her feet up
and back flip onto the island to get the Little Key. Get back into the
boat. Go back N then left (W) to the main canal where all the boats are and to
the door on the E jetty (not too far from the warehouse).
Mask Piece 1.
Open the door and go in, move two push blocks out of the NW corner to
get to the lever, this opens a door. Back to the boat and take it N, right
around the corner of the last house and get out onto the jetty. Climb on the
low crate and grab up to the roof you raised. Use the red awnings to jump
around the corner to the last one S and face the wall E, there's a crack. Grab
that and go right around the corners passing a broken window (later) to the
open door, drop/grab to a lower crack and get inside.
Run straight to the E wall, turn around and shoot a baddy. Stay out of
sight of the one upstairs and go along the wall and around the bookcase N to a
ladder. Up and right over the banister, shoot that guy and head up the stairs S
and find Mask Piece 1 in a small cabinet. Go back to the ladder, jump NW
to the balcony there to get the HK ammo. Now you can go back out to the
canal.
New Waters, Mask Piece 2.
Swim back to the N side of that house, on the low crate and grab up to
the roof to get back to that crack like you just did before. Go right around
the corner, drop and grab the broken window and get in. Hang out the other side
and let Lara get her feet up to back flip/roll and grab another crack, go right
and get in for Secret #3(54), Uzi- and
HK ammo. Drop out into the canal, and swim E to climb onto the jetty there.
Jump and grab that ladder NE and go up to back flip onto that small
roof, jump to the awning SW and then to the balcony S. Throw the lever to raise
a small roof and jump/grab to it. Jump to the balcony N and the door will open
for you, shoot a baddy and go behind the crates SE for HK ammo. Use the
lever NE to open the hatch and climb up to get Mask Piece 2 from a small
cabinet.
Use the Venice Mask, Spiky Basement.
Combine that with the first piece to get a Venice Mask. Go out of
the room, down the ladder and get to the balcony, jump NW into the canal and
swim to the right into the canal E. On the jetty in front of the opera is where
you can place the Mask on the stand. Inside is a small cabinet with Flares and
E are two levers, they will open a trapdoor, Climb down the ladder, jump to the
5 elevated floor parts (rest is deadly) and the door in the opposite wall opens
up. Jump in there with a grab and throw the lever to raise a small roof. Run
jump out straight to get back to the ladder and climb out, go to the canal.
Open a Gate, to the Lab.
Go right and jump in the water swim straight and at the corner swim SW
to a jetty (W). Here is the small roof you raised. Get up there and jump to the
next roof, shoot the window of the house in the middle of the canal and jump
in. Pick up Uzi ammo and go around to the back for a lever that will
open a gate. Hop down into the water, swim into the SE canal and head all the
way S, a bit to the left is the open gate. Swim through, open the underwater
door S, go up for air first, swim in and follow through...
18- Lab 41 V.
5 secrets (3 now, 2 when we return).
The Storage Area, a Grey Employee Card.
There's air a bit futher, swim through the door and go right around the
corner for Secret #1(55), HK ammo.
Go up and climb out N, shoot the wooden box and a grate in the W wall, jump in
for Flares. Go to the S side, shoot a grate E and get in there for the Medipack.
Go into the passage S, approach the steel gate on the right (W) and go inside,
climb over the crates for Uzi ammo. Drag the corpse away from a small
medipack and go outside, the gate opposite (E) will now open and a guard
comes out. He will leave a Medipack though. Drag the dead soldier and
pick up his Employee Card.
Go out the cell and left (S) then take a right right around the corner,
when you go S you can open a door on the right with a lever next to it and
inside behind some crates is some Uzi ammo. In the back wall (W) is a
door that needs a Key. When we go further S in the corridor we will be noticed
by a camera.
Lara:
Just run to that lever S next to the door and open the door, get in
quick and out of the way, shoot the baddies one by one as they come running in.
Under the motion camera is a wooden box and underneath a Medipack. You
can find Uzi ammo in a small box SE, then head W and get through those
clanking doors to a small room in the back. Grab up right (N) to the ledge
above and from the E side you can jump to the S ledge. Through the clanking
doors to a store room, up on the low crate SW and jump to grab the high stack
N. Jump to the sloped wall E and shimmy left to a lever that will open a red
door S. Get back down, up the crates again and jump to the high stack SE to get
to that door (there's a lever down in the SE corner of
the store room, raises a timed platform N to get to the lever that opens the
red door, but I never used it).
Moving Blocks, open 2 Doors.
Hang on the balcony and shimmy left along the crack, around the corner and
drop to the floor and jump NE into the alcove, then to the other (E) side of
the room.
Up the ladder left of the red door NE and off right onto the first
ledge. Run jump SE over the slanted grates and grab the HK ammo, you are
discovered! Jump back, over to slanted grates and safety down near the ladder
and get into the red door that opened, don't let the baddy push you into the
pool and shoot them. Inside is a button raising platforms in a monkey climb, go
back out.
Up the ladder and this time to the top and climb off left. Grab the
monkey climb and go to the opposite side of the room. 2 Buttons opening two
doors we'll go for now. Back over the monkey climb, down the ladder NE and use
the alcove N to jump back to the W side, up the ladder on the right and get the
Uzi ammo in there. Turn around and jump to the crack in the wall so you
can go around right to the entrance ledge.
Go out, climb on that wooden crate and jump SW into the first door you
just opened, use the button E to raise the alarm (and
turn the pool safe).
For a Key to a future Secret: Go back to the room with the Moving
blocks, dive into the pool and swim E into a tunnel. Swim left around corners
to get to a small medipack. Best go back for air and save. Go in and
swim to the far NE corner, here you'll find moving blocks under water, Make
your way through into a tunnel and up at the end. Open the small door NW and in
the cabinet is the Access Key. Get back to the room with the pool the
way you came and climb out at the ladder NE. Use the alcove N again to jump
back to the W side, up the ladder on the right and turn around to jump to the
crack in the wall so you can go around right to the entrance ledge.
The Padlock Keys.
Get out and down to the ground floor, leave E through the clanking door,
drop down and out E, take aright after the clanking door and find the second
door you opened. Careful, only the "broken" floor tiles are safe.
Jump to the back S and left to get to a closet with in it the Padlock Keys.
Use the Keys, Toxic Gas.
Get back out the door and head right (E) and out left to the Corridor.
Head N and left into the steel gate you opened much earlier. In the back (NW)
is a keyhole, use the Keys there. Go in and the next door opens. To the right
is an airlock to a cellblock filled with Toxic Gas. Open the air lock by
turning the valve and run to the old door on the right, go in and this is the
only ventilated room in the cell block. Shoot the crate and get the HK ammo.
- Run out again and shoot that crate on the right. Grab the Red Access
Key and run back.
- Run in and to the second button on the right (just past where the
crate was), two gates open up. Go back.
- Into the first open gate right shoot the crate and get Secret #2(56), a Medipack. Go back.
- Into last gate right, only shoot the crate in the back and get the Yellow
Access Key and run back.
- Climb the ladder in the safe room and on the first floor and only use
the first button, the last cell is empty.
- First gate, a small medipack in the crate.
- Second gate, in the crate left is the Blue Access Key.
- At the end of the walkway is a crate with another small medipack.
Back down the ladder and to the keyholes on the ground floor (SE and one
by one would be advisable), to open the door there.
You can immediately run in, because it's safe there. To the left is a
button to open a door at the end of the Corridor. So get back to the Corridor (Saves-4/savegame.9), go S and left around the corner
and left again into the open door.
Once in go right (SE corner) there is a hatch in the ceiling, face E and
jump up to open it, grab up to the room above.
The closet seems to be empty, kick in the door N and come to a
laboratory corridor.
The Lab, the Red Employee Card.
The door N can be opened later, go left to a room with terminals NW, there
are two buttons you have to use, on the SW terminal and the one N in the
middle. A door opens up, go out and E through the corridor, a camera will spot
you and baddies storm in.
Open the door NE with your Employee Card you got in the cell at the start.
To the left is Revolver ammo, then go further inside and open a small
door. In the closet inside is the Red Employee Card. Leave to the
corridor and head S.
The Empty Battery.
Follow through and another camera makes you shoot more baddies. The door
you opened before (two buttons) is S, follow in and end up at a door to a blue
glass cell. There's HK ammo and a door S will open for you, careful,
Toxic Gas!
Sprint in, in the mirror wall S you can see a button on the back of the
SW terminal, use that and get back. Go in again and use a button on the right
hand side of the first terminal, sprint back. The door E in the blue cell is
now open, go in and get the Empty Battery from the closet.
Go out of the blue cell, out N to the corridor and left around the corner
and SW (at the blue windows) is a small door you can open. This is for later,
as we have to recharge the Battery first. Go N and to the right is another
small door, go in and get HK ammo. Leave and go out N through the
automatic door.
Go right, down some steps and right again, down through the trapdoor
(SE) and out the door to the Corridor
To the Sewers.
Take a right and follow the Corridor to the N and right where you can
use the Red Employee Card to open the door E. Inside go right through the old door
and go straight through a broken fence, time the burner and get in, time the
other burners to get Secret #3 (57), Uzi
ammo from it and go into the passage S. Follow through to the next area.
19- Dark Sewers.
5 secrets (4 now, 1 when we return).
Follow through and in the tunnel with the 3 doors take the left (E) side
door. SW behind a crate in the storage is HK ammo, head S and come to
cages with the major food supply, Lizards. When you reach the S end of the
passage, Daniel will talk to you :
Couldn't understand one word, probably important info
again
The Cell Block.
Nothing more you can do here for now, so head back to the cave with the
3 doors and take the left (S) side door. Shoot some bats and lots of closed
gates here in the Cell Block. Just follow through till you reach the Main Corridor.
An Electronic Board.
Go straight down some steps, through the door S, inside left and shoot 3
Lizards. In the back on the right hand shelves is the Electronic Board, you
might have to shoot another Lizard first. Go through the fence into the SW area
and in the far back is some Uzi ammo.
Go back and in the toxic pool at the N side is a Battery, but we'll have
to turn off the Toxic waste first. Head back to the W, to the right into the
Main Corridor and left down the stairs. Through the open fence on the
right (N) is a Pit, climb down and get
the HK ammo. Get out and out to the corridor.
Toxic Waste Control.
Go in the door opposite (S) and follow through to a hallway with closed
doors, one of them seems to be the Toxic Waste
Control Room (N). Now return to the
Main Corridor, to the right up the steps and then left up the steps to where
the fence to the Cell Block is.
The Freezer Section.
Go up E and left into the automatic door, follow the room to another
hallway where Daniel comes in with a message:
Daniel:
The only door that will open in this hallway is the one left (W), go
into the Freezer and climb along the left side over a pallet of milk cartons,
there are 2 chests you can open, both have HK ammo.
The Control Room.
Go back out and return to the Toxic Waste Control room; S and down the
two stairs and left through the door opposite the Pit and follow through
shooting baddies. The door to the Control room on the right is now open, shoot
all the baddies and grab 2x Uzi ammo and HK ammo. Go in carefully
and find an opening in the floor with a ladder (somewhere in the middle of the
room). Climb down and left around to a ledge.
For a Secret: grab the grating on the ceiling and go S to a ledge with Secret #1(58), a small medipack.
The Circuit Board.
Shimmy back and all the way around to the other end of the room, into
the passage there. Turn around and grab the ladder to go up, NE is a Circuit
board where a Circuit Board is missing, but it's not the one we have. So go S
and down to a store room with a key hole, there's an open fence SE, in
that room is a chest with the missing Circuit Board.
Use the button on the wall for a shortcut later. Now go back up to the
Control room and use it NE and a door opens in the other end of the room.
The Blue Access Key.
Go back down to the storeroom, through the open door E and in the
corridor take the door left. Go up the blocks SE and jump to the open door,
inside is a receptacle for a Battery N and on the terminals in the middle is
the Blue Access Key. This one fits the keyhole in the Freezer Section.
The Freezer Section, the Grey Access Key.
Head back to the Main Corridor, left and around the corner, once in the
hallway with the fence to the right up the steps through the door NE into the
Freezer Section. Open the door NE with the key you have, on the right behind
the crates in the corner (SE) is HK ammo. Then go N to another room and
through the inactive lasers, some baddies came in behind you, go shoot them and
grab the Grey Access Key one leaves behind. Nothing more we can do here
now (we need binoculars).
The Binoculars.
So go back out and left through the door at the end, all the way down
and through the doors left (S) and straight into the storeroom. Use the Key on
the gate S.
Inside is a chest, stand behind it to open it here are the Binoculars;
at the window N is HK ammo.
Freezer Section, Code Door.
Back out this storeroom through the hall to the Main Corridor. Follow up
the steps and through the door left at the end. Into the door with the keyhole
and take a left and go through the laser and go to the window next to the door
N and look inside with Binoculars. Make a note of the door code and the colours
above.
Go through the door E and punch the code into the code pad (9570), go in
and put the Electronic Board in the SE Circuit board.
Should be a flyby showing the Toxic waste shut down? Only heard a sound.
So that means the pool with the battery should now be safe.
The Battery.
Go back S and to the Main Corridor, down the steps and straight into the
door S. Follow through and go left around into the section where the Toxic pool
was before, in the pool is the Battery, in the back near the window is
some Uzi ammo.
Control Room, use the Battery.
Back to the Main Corridor and left around corners through the door (on
the right) leading to the Control Room, go up the blocks SE again and jump over
to place the Battery at the N wall.
Daniel and Lara talking
The Ducts, open the Gate.
Go back to the Main Corridor, E up the stairs and left through the fence
into the cellblock N and all the way to the end into the cave with the 3 doors.
Go through the right (E) doors again and follow through to an old gate
SW that will now open for you, first shoot those Lizards. Inside is a ladder,
go up and back flip into the ducts. Go right around corners to find the button
S, an old gate will open up. Go N and right around corners to find Uzi ammo.
For a Secret: roll and go right around everywhere (W is more Uzi ammo)
to end up at a ladder down, go into the room below, shoot 3 Lizards and open
the chest to get Secret #2(59), a Medipack.
The Cell Block.
Make your way back through the duct (go right where possible), out of
the room to the cave with the 3 doors and into the S door to the cellblock. On
a ledge W is a button to open the gate next to it. Go in and through the
automatic door to use the button inside and power up the "prison
doors".
Go out to the corridor and left, into the first gate left and find Uzi
ammo near the window, shoot the bats. Out and into the NE gate next to the
wooden door and find HK ammo in the back. Back out of the Cell and left
to the next gate E, straight into the alcove E and grab up to a crawlspace
(face S). Get in and follow through going left and grab some Uzi Ammo,
roll and keep going left to come to a broken grate in the floor, drop down and
shoot the bats. Grab the HK ammo at the window.
For a Secret: Go into the W Cell and on the ledge SW is a Timed button,
it will open the gate to the next Secret and the exit of this cell (N). So turn
right, sprint out, straight to the wooden doors and into the last gate left for
Secret #3(60), HK ammo.
Back into the corridor, S and left into the second gate, go right to the
S end and pick up the HK ammo in the last window on the right. Leave
through the gate S.
Flood the Pit, Old Storage.
Go left and S to the Main Corridor, to the S and right down the stairs,
go through the door NW (opens now because the power is on) and use the valve in
the back to flood the Pit next door. Go over the floating boards and jump left
into the opened door, follow through to an old corridor where a Sentry gun will
open fire. Run straight to a fence and enter, on the left is a button
that will open a small gate. Go out and left around the corners, down into a
pit and through the open door N, inside and left is Secret
#4(61), HK- and Revolver ammo. Climb back out of the pit, go
S and quickly run through the old gate S.
The Sewers.
Follow through, passing a gate with a green lamp behind it on the left,
shooting a baddie and at the intersection go straight (E). To the right through
the fence and go left around to some shelves with HK ammo, turn around
and climb over that grey crate W for Uzi ammo, back over and left
around, up some steps to a small area with a button in the window (opens gate)
and around the corner Uzi ammo in a chest. Go back out and to the
intersection, to the right (N) and left around the corners into the gate you
just opened.
On the S wall a Timed button (opens that gate with the green lamp) and
in the windows Uzi- and HK ammo. So save, push the button and sprint out
going right around corners into that open gate (Saves-4/savegame.10).
Follow through...
20- U-573.
No secrets
A Circuit board.
Open the door with the button, out to the right and immediately up to
the right is the place where we need a Circuit board.
So go onwards and spot the Card Reader left, around the corner are two
baddies and two gates left with a fire extinguisher. The third baddy there
drops a Circuit board.
The Red Employee Card.
Go back to the start and left into that open fence to use the Circuit
board. Into the gate and push the button to open one of the gates at the fire extinguisher
and one further on in the sewers. Go out and right (S), around the corner to
the main sewers take a right and follow through to the gate on the left that is
open.
Inside and in the SW corner is Uzi ammo.
Back out and left to a more important open gate in the W wall. In the
pool, under the human remains below the shackles you'll find the Red
Employee Card. Take that back to the card reader you saw at the start (on
the right, W wall) and open the door with it. Go into the opening N
where a horror flyby will take over, after that you can shoot a freaky Lizard
and follow the route given in the flyby.
Lower Tunnels, a Code.
Over the crates shooting bats and find Uzi ammo NW. In the dark
corridor are gates to cells, first left is empty, second left has Flares,
third left a freaky Lizard. First right only a freaky Lizard and second right
has HK ammo, third is empty. In the second right is also some scribbling
on the wall, (eighty-eight twenty seven) make a
note of that! Pass through the fence in the back and follow through to where a
whole nest of freaky Lizards attack. The gate(s) W closed, but opened again
during the battle.
Toxic Tunnels, a Code Pad.
It sure isn't healthy in there, take the left left hand gate W first, it
leads to a dead end room with Uzi ammo in the second window E. Get back
for air and now take the right hand gate, behind the crates is a Medipack.
Go back for air and in again, right around the corner into the opening and
right through the broken window. Go left (N) and to that code pad nest to the
door, use the code you saw in the cell before (8827)
and go in. Go up the crates and up the ladder in the ventilation shaft. Follow
the ducts, climb up left and drop down through the grate in the end.
The U-573.
Electric Wires for the Laser.
Go out NW and come to the U-573. Make your way to the right (E) over the
walkway and jump over to the E side, in the SE corner is button #1 for a gate.
Jump over to the rocks N and then jump to the walkway NE and use the button #2
for the gate on the duct on the left (W).
Now we can just hop down into the water below, swim under the sub and go
up through the hole in it. Swim E and left on the N wall of the second section
is an underwater lever. This will drain this compartment, go through the door E
and on the left wall is an open electricity box, use the crowbar to pull out
the Electric Wires.
Go back through the door W and on the S wall is a button to flood the
sub again, swim out at the bottom to the SW corner, climb out and grab up to
the side of the sub. Shimmy right to where Lara will put het feet up pull up
and back flip/roll to grab a ladder. Go up and off right onto the walkway, jump
to the sub and go to the E side of the tower. Climb the ladder and look N, just
to the right is that duct where we pushed the button before. Well on this side
is another button, look up and spot a grey box on that grating, shoot it to
drop an electric cable. Walk to the edge and side step as far as you can to the
right, still facing N, the take a running jump and grab the cable and swing
onto the walkway to use button # 3, opening the gate.
Back to the cable and swing to the sub OR just jump down to the ship (on
the hull) and go up onto the rocks W to jump to the NW walkway and get into the
gate, on the right (left of the pumps) is where you can put the Wires. A laser
starts cutting the hatch out of the tower. Go back to the ship and up onto the
tower and climb down (face W).
In the Sub.
In the right alcoves is some Uzi ammo, then open the hatch E to
the sleeping quarters. Open another hatch in the end and go right into the next
compartment, left and shoot that dark panel left to get the HK ammo.
There's more HK ammo E around the corner. Go back to the main section,
to the right (E) and left is a grating in the wall, shoot it and first go get
the Uzi ammo at the end around the corner, then get into the grate you
shot.
A Maze of Ducts. (There are several routes through this part)
Follow to a hole in the floor; to the right (S) is back to the sleeping
quarters.
Jump over the hole into the duct E, shoot the grate and get down. NW on
a crate is Uzi ammo; SW behind another crate is Revolver ammo.
Then go to a button E to open the door and inside go left, left again
and shoot the door W. Inside immediately on the right there's a button NE, not
sure what it did but I used it anyway. The grate up S leads back up to the
ladder at the start; leave it alone.
Go back in E and left, open the hatch, up a ladder and follow to a
crawlspace where a freaky lizard attacks. Go through the crawlspace to come to
a ladder down, jump over the hole and hop back to climb down for a Medipack
and HK ammo.
The Silver Key.
Back up and into the N end, drop down and up into the crawlspace N after
you shot the grate. Get through to a Control room, push the button S to open a
door then open the hatch N and follow up a ladder to a drop down. Run in with
Ctrl to grab to get into the duct S (this is the ladder where you just went
down before to get a Medipack). Go S, through the crawlspace, down a ladder and
through the open hatch. Take a left in that corridor and at the next crossing
go right and then a left again. On the shelves is the Silver Key. Back
out and take a right and at the end open the door to the mess hall (E), jump on
the nearest table to shoot two lizards. Get Uzi ammo from another table.
There is nothing in the room N (only if you need to use the bathroom).
Go back into the corridor, around the corner straight and then right
into the store room, up onto the white crates N and turn around to jump/grab
into the duct, follow to the hole in the floor and jump to the S side, follow
and drop down into the sleeping quarters.
Go W and through the hatch to the next section and just before the next
hatch is the door you can open with the Key (N).
Missile storage, Periscope room, a Broken Crowbar.
Go in, down a ladder and follow through to a corridor and around the
corner, take the second left into the Missile storage. Shoot the lizards, a
Broken Crowbar appears in the floor. Proceed to the end of the Missile
storage, open the hatch and follow through to come to the Periscope room. Open
the hatch S, go in and inside to the left is a crowbar panel, but the Broken
Crowbar won't work. So go back through the Missile storages shooting lizards
and in the corridor take the right hand passage, more lizards and in the end is
a door that mysteriously opened.
The True Crowbar.
In the back of the storage is a crate with the Crowbar on top,
shoot another couple of lizards and head back to the Periscope room (keep going
left). Into the open hatch S and use the crowbar on the panel SE.
The Managers Key.
Slide down shoot a bunch of bats and get on the broken bluish grey crate
to grab up W into the duct. Follow through, drop down and go up to the fence S,
a flyby shows a baddy opening a door behind that fence (actually far away).
Turn around and the old door N opens up, so get out and shoot the baddy there,
he will drop the Managers Key.
Just follow the sewers back S to the start of the Sewer level and left
into the open gate...
1 remaining secret
A Jerrican+Fluid.
Up the stairs and open the gate with the Managers Key. Go straight (E)
and keep going left till someone opens fire on you, shoot him and go N, in the
end to the left is the old door that was opened by that baddy, go in and shoot
that baddy in the storage S. Open the chest to get a Jerrican+Fluid, a
door opens up. There are Flares and HL ammo on the shelves W.
Get out and right through the door, head S and left up the ledge with
the green lock. Open the gate with the Access key you found in Lab 41V and go
into the storage with Secret #5(62), Uzi
ammo on a crate. Go back out, straight and to the door that opened in the
back, shoot the baddy and go up the ladder to get back to the cave with the 3
doors.
Repair the Battery.
First combine the Jerrycan with the Empty Battery to get a Battery+Fluid.
Go N up the stairs and shoot the baddy (out of ammo now)
Still 2 secrets to go.
Use the Battery, the Green Employee Card.
Go through the red door N and through the room with the burners, E and
left into the hallway passing the Maintenance door. Out N to the room with the
Green card reader and left there into the Main Corridor, go W and left to the
camera S and into the E end (in front is the room with the burners). Go left
into the opening and climb up in the SE corner, out N and in the corridor to
the left. Then go through the automatic door left (S) and into the small door
SW. Follow through to the room where you can use the Battery in the fenced off
NW corner.
Voice: Emergency fire door lock released
Go N through the door and use the button in the alcove N, a laser will
cut away the wall, go through and left around the corner is a cabinet with the Green
Employee Card.
Use the Green Card, the Screwdriver.
Go out S and left, open the door and straight back to the Corridor. Go
through the door N then take a right down some steps.
But for a Secret: You can now open the door on the left (N) with the
button, get in quick and shoot the baddies, go to a door NE which will now open
(after placing the battery) and inside is Secret
#4(63), a Medipack behind a hatch. Go back to the room, open
the door S with a button next to it, maybe you have to run to the door and back
to the button before it opens up (faulty trigger?).
Back in the Corridor go straight through the opening S, down the hole in
the corner, through the door in the S wall to the Main Corridor. Go right
around the corners to the open Red Card door (E) and inside left around to the
corner to use the Green Card. Inside in the cabinet is the Screwdriver.
This Screwdriver can open many doors.
Use the Screwdriver on the Maintenance Door.
Get out of this small room and go straight (S) and left is the
Maintenance door you can open now, get Secret #5(64),
HK ammo left around the corner and a Medipack SE.
Leave, go right (N) and left back to the Main Corridor, Go right, down
some steps (N) to the pool and swim across to the red door, open it with the
Screwdriver. Go in and hop down into the water and swim N.
Leave, go right (N) and left back to the Main Corridor, Go right, down
some steps (N) to the pool and swim across to the red door, open it with the
Screwdriver. Go in and hop down into the water and swim N.
Still 1 secret to go.
Swim out of the gate on the left (W), then go right (N) and come to the
canal with the house in the middle, go right (W) and to the left is a baddy
waiting for you, get out quick on the small jetty to the right (S) and shoot
him (the stairs lead up to the Fountain square, later). Jump SE to the jetty
with the boat and open the door with the screwdriver. Inside behind the crates
in the corner (NW) is a small medipack, on the S wall is a lever. It
will open the gates to the Secret in the other part of the canals.
Jump back to the small jetty NW, up the stairs to the Fountain square,
down the alley to the right (S) to the Boat Dock, jump over to the open gates E
of the jetty’s and swim down for Secret #4(65),
Uzi ammo.
Timed Boat Run for an Old Key.
Go find your boat where you left it before (if you followed the
walkthrough then swim out (E) and left, and left around the corner is the
boat). Go around the corner (S) and sort of straight to a small jetty SE with
the poster on the wall. Turn the boat facing N. Open the door and when you go
in you'll see a baddy, shoot him and go up some stairs to the end of the
passage to find a Timed lever. It will open a door near the Docks. Pull, roll
and go outside as fast as you can. Run into the boat, take it N and left around
the house to the Docks, get out left and find the open door S inside, go in (Saves-4/savegame.11). Get the Old Key, we're
done here, go back through the alley W to Fountain Square.
Fountain Square, Timed run to the Balcony, Silviano's Key.
Get on that crate on the left (SW), jump up to shoot that window S and
left, jump up inside. Follow around to where you can use the Old Key. In the E
wall is a block, pull it out and push it aside, pick up the Uzi ammo in
the opening and have a look out, to the right are small roofs, on the far E
wall is a Timed roof platform. We have to get onto the balcony E.
Go back inside through the door NW that will open, up left and left over
the hole is the Timed lever. Pull, hop back with Ctrl while the camera is
active and drop down the hole, run to the door, hop up a bit left and run into
the opening. Stand jump down to the right and do running jumps over the roofs
to the last (highest point). Turn left and hop up to the Timed roof, a running
jump onto the balcony (Saves-4/savegame.12). Go
in and shoot all the baddies, in the E side of the room is a lever that will
raise a platform on this pillar. Go upstairs and onto the small steps NE to get
Silviano's Key from the cabinet. Now jump S over the balustrade to the
platform you raised and jump into the SW corner to get the HK ammo
there. Jump back and drop down.
Go back to the balcony and jump down to the roof S, drop down to the
ground floor and go through the right hand spike alley N, into the building N
and left is a door (W) you can open with the Screwdriver. Go get the Medipack
and go back inside, left to the Timed lever and use it. Run out and to the low
crate on the right (W), jump and grab the platform, roll and jump SE to the
roof like before. Go to the other end and left onto the balcony, over the block
to the small yard NE, drop down and open the door with Silviano's Key, follow
through...
21- First Mission.
6 secrets, 1 missing
Follow through up a ramp to a red door and come to a small room with a
red door and 2 buttons, couldn't find out what they were there for. Hop over
that fence and shoot the box, looks like we need an Electric Wire here? but I
couldn't find a way back here once I found one.
Shut down the Burner.
Go through the red door E, shoot the baddy and in front of the ladder S
is a burner we have to shut down. Go to the SE corner for the HK ammo
and then go through the broken fence NE.
The idea was to jump onto the slopes of the pit, jump to and fro and
shoot the box SE to raise the platforms below, climb up W and back flip/roll to
grab the opening with the button E and shut down the burner with it. But: you
can simply run jump from the entrance and grab that alcove E to push the button
and jump back the same way.
Into the Ducts.
Jump over the grate to the ladder, climb right around and back flip to
the walkway, grab the ceiling grates and go left around to an opening.
Drop/grab and get into the ducts, slide down a bit left and jump from the end
of the slide to grab a crack in front of you. Go left and drop, slide and jum
to grab the opening where grate is opening up, get in and walk around. Slide
down and jump left onto the other slope, back flip into the opening (Saves-4/savegame.13). Go right around corners and
push the Timed button to open some grates.
For a Secret: Before we go running, look up where you are and climb up
E, go straight to an opening in the floor and go right, that's where a Secret
is located. Go back to the nearest hole in the floor and drop down, go up S and
right to get HK ammo. To the left (E) and left around the corner is the
Exit grate for the Timed run.
Run for the Secret: Go back to the button, save and side flip left, grab
up E and sprint to the hole in the floor, turn right/ left around corners into
the gate to get Secret #1(66), Uzi
ammo. Return to the button.
Run for the Exit: Save and turn left, run right around the corner to a
slide, go far and jump to grab the other side, climb up and run right/ left
around corners to get to the grate on the right (Saves-4/savegame.14).
To another slide and jump right onto the safe slope, go up and grab the
grating above to get over the next pit. Next one is pure luck, just stand in
the middle, slide and jump through the propellers with a bit of health loss.
Darkened Power Station, an Electric Wire.
You're back in the same Hall, different corner, jump and grab the
walkway left (S), follow through and drop down the hole in the floor (One time I had two baddies here, next time they didn't show
:) Must have missed the trigger when I ran down the hole) Go up a ladder
SE and back flip into a small room, use the button W to open a trapdoor in the
grated floor below. Go down, climb down the ladder under that trapdoor and go
up the duct W. Two buttons and a lot of steam, the buttons will raise platforms
in the room above. Go out E, back up the ladder and to the dark pit W. Hop to
the first platform right and run-jump straight to grab the second (you can skip
the other one), then go to the 3 Electric Wires. Take out the right hand Electric
Wire with the crowbar. (Something seems wrong
here, stand a step back from the left two wires and hit Ctrl, Lara will pick
them up from the floor without using the crowbar).
Go back over the platforms and use the wires E, the power comes back on
and the lights pop on. (Don't think about going into
the lower section with the platforms now, because you cannot climb the ladder
anymore...faulty flipmap). Go out the red door S, push the button to
open the elevator and get in quick. Use the button to go up.
Daniel: something about destroying the 4 radars?
The Headquarters, Master Card. (I believe we got the fastest way through here, could be we
forgot to mention a baddy here and there)
As soon as you step out into the Main Corridor, a timer will start;
don't worry about that. Only for those that want to keep track how fast they
can find the 4 objects to destroy.
Go right (S) and at the crossing go straight and into the alcove right
where a door will open for you, climb the ladder SE ands upstairs are two
baddies, one of them drops the Master Card, this one opens a lot of the
doors.
Back down and back out to the corridor (On the door opposite you can use
the Master Card, but first we have to use the wire as some of the electric key
locks are not active yet).
Some Ammo.
First we can go look for ammo and the only HK ammo I could find
was to the S up the steps and at the door to the right through a narrow passage
to a piano. Open the door S with the button, go in and open the first door on
the right with the Master Card. Check out the drawers of the small cabinet and
table for 2x HK ammo, go up the stairs SW and left around the corner is
another cabinet with HK ammo. Go back to the hall with the piano and
through the door N.
An Electric Wire. (still had two, but I think
they were illegally obtained)
Go N around the corners to a corridor with 2 couches, shoot a baddy
coming from the left before you open the door opposite the couch, using the
card in both readers. Inside is another Electric Wire. Go out; right and
left to the hall with a piano.
For a Secret: Open the door N and go through the storage into the
kitchen, to the back (E) and push that oven into the passage behind, go through
and left into the meat locker and get Secret #2(67),
Uzi ammo. Go out through the kitchen to the piano room.
First Radar Screen.
Open the door W, shoot the baddy in the hall with the aquarium and go
into the elevator E, it is broken, but you can climb up a grate (S wall) to a
duct. Follow through, crawl through the grate N and look up on the N wall for a
Green Screen (#1) (over the yellow post-it). Jump up and shoot it with
pistols till it breaks.
A Swipe Card.
Get out of the door NW and you are back in the piano room and head right
(E) into the corridor with the couches, go S and around the corner into a
corridor with a baddy. Behind the door W I couldn't find a thing, so open the
door E and in the cabinet is a Swipe Card.
Second Radar Screen.
Go out and to the right (N), right down the stairs to the Main Corridor
crossing, down the stairs E and to the right where you'll find two red doors.
The right hand one can be opened with the Code you will find in the next
paragraph.
Open the left hand one with the Swipe Card, follow through to another
control room and push the button on the N wall, under the blue screen and see a
grate open up. In the NE corner is the Green Screen (#2) you have to
shoot. Drop through the broken grate SE and get Secret #3(68), Uzi ammo down there. Go back
out and go back to the corridors, up the stairs N and take a right. The room on
the left has no pick ups so continue E and around the corner is an
"Authorized Personnel" door.
A Code Card.
The door opposite will open for you, inside in the cabinet is a Code
Card. You can use it in the reader next to the entrance to get out again.
Examine that Code card and you can just make out a code on it 6974. You
have to use the Code card to get out of this room though. Want to use this? Go
left around corners, down the steps to the red doors and use that code on the
code pad, inside is one of those blue rays making you invulnerable, if you want
that; come back here in a bit, push the button inside and step in the blue ray.
Don't think about using this to be invulnerable when
you are going to deal with the baddies in the next level, you'll burn! Believe
me I tried...
Another Secret.
Go S, right up the stairs and right again, shoot the baddy and opposite
the couches up some steps, the door (E) opens and find Secret #4(69), Revolver ammo between the
bookcases.
Use the Wire to restore the Power.
Back to the corridor, left and a right and go down the stairs (W)
through a door into a corridor, go right (E) and right around corners to find
that open grate to the left (S). Get in and place one of the Wires N, a door
opens opposite the room where you got the Master Card.
Open the "Authorized Personnel" door, the Access Card.
Crawl out, take a right, then left into the corridor and right into that
opened door to a suite with a pantry SE. Go around to the back and push the
right hand (N) cabinet all the way in and use the button to open the
"Authorized Personnel" door.
Go out, right and right again, straight to the E and right around the
corner is that open door E. Up the steps (S) of the room is a cabinet with the Access
Card.
Use the Access Card, Third Radar Screen.
Back out and right, then W down stairs and up the next to the crossing
of the main Corridor, left there and straight up a few steps and to the door in
front, open it with the button and go in. To the right is where you can use the
Access Card; inside you can destroy Green Screen (#3). Get out to
the corridor and go left (W) to the hall with the piano we visited before.
The door N is that shortcut back to the other corridors, the door W
leads to an empty room, so go into the door S again and in that corridor you
found the HK ammo before. Follow the corridor to where you see the
"Exit" and open the door on the left.
Through the floor, Fourth Radar Screen.
On the floor of the room is a dark spot; it's a trapdoor you can open
(face N). Drop in and follow through to the last control room, shoot the Green
Screen (#4). The Exit door opens up. Go out the red door E and follow
through another red door. Take a right to the corridor and immediately a left
and up the stairs to the piano room.
Into the door S and follow through to the exit door, open the elevator and
get in. Before you do anything, climb the grating W up into a duct, follow
through to Secret #5(70), a Medipack.
Get back to the elevator and push the button.
Daniel:
22- Saudi Arabia.
No secrets.
Get some Firepower back.
After sliding down, turn right (E) and walk around here till thugs
appear, they will open fire, but there is also some help for you, the soldiers
will shoot the thugs. One of them drops Pistols, grab those and don't
shoot the soldiers.
Push the Wall and the Jeep Keys.
Go into an arch S and to the right, shoot the vase and get a Medipack.
Now take the soldiers around to the N side street and keep running around the
building till the shooting stops. All thugs taken care of for now. Go to the NW
corner of the building in the middle of the street and look S in the alcove.
You can push that wall inside and go left into the passage. Follow through;
shooting Bedouin and jumping spike pits, the last Bedouin in that passage will
drop the Jeep Keys. Jump over to the floor lever in the building opening
a door in an alley at W street.
The Gate Key.
Drop down, go there and save before you enter. Go in and right and first
Bedouin you see in the back right hand corner has the keys you need, so try to
shoot him there. Or run out with a bunch of Bedouin trailing behind, try to get
the soldiers to shoot them. My help was stuck in corners of walls, so I had to
take my fans to the soldiers, which then became unstuck. Look around for the Gate
Key that one Bedouin dropped. The gate is NE, inside you'll find a Jeep.
Escape by Jeep.
Take it up the ramp flattening Bedouin as you'll encounter them, keep
going right over a tiled floor and then go left after the drop off. Ride it
over a narrow ledge to the N side and just around the corner at the next chasm
is a brown wall N, it will break if you ride against it, follow through. Left
through the next wall in the end and slowly down into the pit, up the other end
and more Bedouin show up.
Slowly around the last corners, you can choose to run over the first
thug you see at a deep pit and back up to get out of the Jeep. Shoot the thug
on the other side of the pit jump over so you can climb that grated block E.
Jump NW, climb the next block SW, stand jump grab forward to grab the monkey
climb and drop on the ledge in the opposite corner.
Jump to the ledge N, up the wall and jump to grab that hanging block in
the middle of the room, go left around to the other side and back flip to a
ledge W (or to the top of the monkey climb and jump over to the NW).
Get into the cave NW, around the corner into the small tunnel and get
the health up, safety drop a long way down and head into the passage W. Slide
down....
Daniel:
End of this Adventure.