ESCAPE
FROM THE BASE
Level by Levyhgb
Walkthrough by Phil Lambeth, with thanks to Marksdad
for pointing out the way to the third secret and for otherwise helping me to
see the obvious.
Followed further down
by an adjusted/updated walkthrough by Jim Newell
Begin underwater.
The current draws you forward, and the door ahead opens to a large water-filled
pit, then closes behind you. Pull out and shoot
two thugs (who leave nothing
behind). Avoid the swinging contraptions, note the closed door with a
receptacle on either side of it and go to the end of the room where you'll find
a wheel. Turn it to open the door. Enter the next room and go to
the wall to your left. Do not jump into the water. Stand on a
closed trap door that you'll open soon and jump up to grab the sloped gray
platform. Pull up, turn around and take a running jump to a crack in the
wall. Grab it and shimmy left until you can pull up. Push the wall
button to turn off the flames in another area. Get down, exit this room
(you'll return later), run past the swinging contraptions and go down the ramp
to your left. At the bottom walk over the now dormant flames tiles and
note the stacked crates on either side of the pool. In the near left
corner is a switch that opens a door elsewhere. One of the crates on this
side (the faded one) can be pushed, but you need to find a way behind it so you
can push it out and around to reach the higher switch in the other
corner.
Go across to the
other side of the room and climb the ladder (with your back to the pool).
One block from the top, take a back flip and jump off the slope to grab the
edge of an alcove. Pull up and activate the wall switch to open a trap
door referred to earlier. Turn around and take a running jump to the top of the
stacked crates to your right. Pause for the small
medipack and uzi ammo,
then take a running jump and grab the central bridge. Pull down the wall
switch to open a door down in the pool below. You have something that
needs to be done before you go there, however (at least, that's what I thought
at the time I wrote these words, but doing it this way won't cost you much lost
time).
Drop down into the
water, pull out and return to the entry ramp. Go up the ramp to the
beginning area. Cross to the room you visited earlier and find the opened
trap door near the left wall. Jump in here (if you jump in anywhere else
you'll be sucked in by the fan) and draw out a frogman.
Pull back out and kill him, then jump back in and follow the wall to the nearby
underwater lever. Pulling it shuts down the fan, so swim underneath it
for the SILVER DRAGON and SECRET #1.
Locate the opening in
the wall at floor level and find another underwater lever at the far end.
Pull it to open a door above you in this room. Swim back to encounter
another frogman. Pull out, take the
time to kill him if you wish and return to the room with the stacked
crates. Jump into the pool, swim down and
through the opened doorway.
Follow to the shaft
and swim up, but not all the way to the top. Take the side passage, swim
up, turn around and pull up into a dark room. Get onto a higher ledge and
take a standing jump to grab the top of a brown striped pillar. Pull up
and kill a thug. Find a nearby hole
and climb down for shotgun ammo.
Climb back out and trigger the barrel trap that would have killed you had you
not used the side passage. Do so by running across the flat surface next
to the water hole. Get up onto the platform where the barrels
rested. There's a grate above you, but it's a
phantom. Jump up, grab the edge and pull up into a cramped area where
you'll find the GOLD DRAGON and SECRET #2. Hop down through the phantom
grate and go to the side of the room opposite from where you pulled out of the
water. Hop down further into a shallow hole. Push the crate
forward, then go back up, jump into either water hole and
return to the pool in the room with the stacked crates. Pull out and move
the crate you pushed out to the corner underneath the higher wall switch.
Get up and pull it down to open a door near one that you opened earlier.
Drop down from the
crate, enter the passage created when you moved the crate away, and pull up to
the area with the barrel trap. Jump back to the brown striped pillar and
pull up to find the two opened doors to your right. Step inside and pick
up the red KEY TO GUARDHOUSE.
Return to the room with the crates and use the ladder to access the alcove with
the wall switch. Push it back up to close the trap door and return to the
frogman-infested room. Use the closed trapdoor to reach the sloped gray
pillar once more. This time, however, jump forward to the walkway and
make your way across the room to the opened doorway.
Locate the long
ladder ahead as the camera angle changes. Climb up and back flip to the
ledge near the top. Go up the steps and push the button to open the
door. This would be a good place to save your game. Draw your
shotgun and step inside the room. Quickly kill two thugs (small medipack and large medipack)
and a flamethrower guy (uzi ammo) before they know what hit them. From
the entrance, go to the far slope surrounding the central grated
structure. Climb up onto it, turn around and jump to the brown striped
alcove. Turn around and take a running jump to the dark gray ledge.
Grab and pull up. Locate uzi ammo and shotgun
ammo near the wall, and step up onto one of the nearby higher
slabs. Jump up and grab the higher ledge. Pull up and note the
button in the wall. Don't push it yet, however, because it's timed.
Instead, face the
dark corner of this room (the corner opposite from the side you jumped over
from) and take a running jump with a slight midair curve to the right to land
inside a hard-to-see alcove. Pull down the wall switch inside and turn to
shoot the thug firing at you from down
below. Go down and retrieve the shotgun ammo
he dropped, and note that the trap door in the floor of the central structure
has dropped down. Climb back up to the highest ledge and save your game
before pushing that wall button. Push it and roll, run forward a
couple of steps and take a running jump into the central structure.
You'll fall down into some water. Immediately swim down and left to make
it past the timed door. Continue forward and pick up 3 x harpoons, then pull down the underwater
lever. Turn right to pick up the JADE DRAGON
for SECRET #3. Along with it come
2 x grenades and a small medipack.
Pull the underwater lever a second time to re-open the timed door and exit.
Turn left at the
intersection and loop around until you reach uzi ammo
and an underwater lever. Pull it and return to the intersection. Go
straight across, swim up for air at the end and come back down for the large medipack.
Go back the other way, turn left and then right.
As you swim along this passage you'll meet up with a frogman, so get past him and rush to the far end. Pull
out right, and save your game as you're doing so. If you pull out
straight ahead you'll run into a buzz saw of the literal kind.
Awaiting you in this relatively small room are a thug
and a flamethrowing guy, so take them out before returning your
attention to the frogman. When all is quiet, pick up the small medipack and climb the crate behind the buzz saw to find a wall
switch. Pull it down to lower a trap door in the ceiling of this room.
Pull out
the faded crate from the opposite wall (noting the revealed receptacle in the
wall behind it), get up on it and jump to grab the ceiling at the opened trap
door. Pull up and greet a thug. He drops a circuit board that shows up in your
inventory as P1. You know where it goes, but unfortunately the
ceiling trap door closed behind you when you pulled up. Push the wall
button in the corner and get a screen of a nervous thug. Hop over the
hole and pick up uzi ammo. Jump to the ladder and climb up to the top. You can
back flip here into an alcove behind you, but there's nothing there.
Pull up, slide down into a familiar room and kill that nervous thug. Pick up the shotgun ammo he dropped and locate the opened trap door in the
far corner of this room. Jump into the water and swim all the way back to
the buzz saw room. Another thug
awaits you there, and he leaves behind some flares.
Insert the P1 in the wall receptacle to turn off that buzz saw. Go there
and pick up the K4, otherwise known as
the blue KEY TO GUARDHOUSE.
Get back up through
the hole in the ceiling (you'll have to push the wall switch back up first),
and this time climb down the ladder. Release at the bottom and you'll
drop onto a slope that brings you down to the frogman room. Go out to the
beginning area and use your red and blue artifacts to open the door near the
swinging contraptions. Enter a trough-shaped room with central
pillars. A couple of thugs are
hiding behind the pillars. Dispatch them and pull the crate from the far
wall. Get up onto it and jump to the nearby pillar. Pull up in a
corner, where you'll be safe from the flame, and turn around to jump to the
ladder. Climb to the top and pull up. Turn around and jump to a
higher pillar. Pull up and climb another ladder. If you so wished,
you could climb right through the grate as if it weren't there and finish the
level in a matter of seconds, but according to Marksdad
that's not the builder's intended way. Makes me
wonder about that second secret, come to think of it.
So, if you're looking
for some additional gameplay, climb all the way back
down and get onto the crate again. Look for an opening ahead and to your
left, and jump to it. Make your way down to the back side of the crate
and note the wall switch. Before you pull it, push the crate to give you
a short cut back to the previous room. Pulling down the wall switch turns
off the flames atop the pillars for a brief period of time. You need to
get onto the far pillar and access the ladder there. The quickest way for
me was to run to the second pillar, turn to either side and
back flip off the slope to grab the pillar, and then the ladder. Climb
about halfway up and back flip into a passage. Push the wall button to
lower that phantom grate. The flames will have returned by now, so
carefully drop from the ladder onto a corner of the pillar. Return to the
crate and use the switch again if you wish to make things a bit easier.
Repeat the ladder
climbs described two paragraphs back. Back flip near the top into a
passage. Turn around and head toward the sunset. You'll drop down
onto a large blue sloped surface and slide down to end the level.
****
ESCAPE FROM THE BASE
Walkthrough by Jim Newell
Begin underwater. The current draws
you forward, and the door ahead opens to a large water-filled pit, then closes behind you. Pull out and shoot two thugs (who leave nothing behind). Go
to the end of the room where you'll find a wheel. Open the door. Enter the next room and
go to the wall to your left.
Do not jump into the water. Stand on
a closed trap door and jump up to grab the sloped gray platform.
Pull up, turn around and take a running
jump to a crack in the wall. Grab it and shimmy left until you can pull
up. Push
the wall button to
turn off the flames in another area. Get down, exit this room, run past
the hoists and go down the ramp.
At the bottom, walk over the now dormant
flames tiles; note the stacked crates on either side of the pool. For this visit, do not use or activate any switches,
except the one atop the duct!
Which opens a door in the pool. One of the crates on this side can be
pushed, but leave it for now.
Go across to the other side of the room
and climb the ladder (with your back to the pool). One block from the
top, take a back
flip and jump off the slope to grab the edge of (or stand on) an alcove.
Turn around and take a running jump to the
top of the stacked crates to your right.
Pick up the small medipack and uzi ammo; take a run/jump/grab the air duct.
Use the wall switch to open a door down in
the pool. Drop
into the water and enter the new opening.
Follow the shaft and swim up, but not to the top. Take the side passage, swim up, turn around and pull up into a dark room. Run under the barrels; and through the barrel trap that would have, otherwise, killed Lara.
Do so by running across the flat surface next to the water hole. Get up
onto the platform where the barrels rested. There's an open grate above
you. Jump up, grab the edge and pull up into a cramped area where you'll
find the GOLD
DRAGON, SECRET #1. Climb back out go to the side of the room opposite from
where you pulled out of the water. Hop down further into a shallow
hole. Push
the crate one tile,
then climb out and swim back to the room with the stacked crates. Move
the crate you pushed out to the corner underneath the wall switch 2; use the switch to open a door. Use switch 1, same wall other corner, to open the
other door.
Use the newly opened doorway to enter the
barrel-trap room, climb upon the textured floor and jump/grab the brown striped
wall. Pull up and kill a shooter. Find a nearby hole and climb down for shotgun ammo.
Pull up to find the two newly opened doors to your right.
Step past the opened doors and pick up the
red KEY TO
GUARDHOUSE.
Return to the room with crates and use the
ladder to access the alcove with the wall switch. Use the switch to drop the trap door; move to the trap-door room. Kill the frogman from the deck.
Jump in the trap-door opening and follow
the wall to the nearby underwater lever.
Pulling it shuts down the fan; swim
underneath the still fan for the SILVER DRAGON, SECRET #2.
Locate the opening in the wall at the
bottom; find another underwater lever at the far end. Pull it to open a door above you in this room. Swim out and encounter
another frogman. Pull out and shoot him.
Return to the room with crates and within
the same alcove, close
the trap door; return
to the trap-door room. Above the trap door is a ledge which Lara can jump/grab
and pull up. She takes a standing jump to the catwalk and moves through the
newly opened doorway. Locate a tall ladder.
Climb up and back flip to the ledge near
the top. Go up the steps and push the button to open the door. Good place to save your game. Draw your shotgun and step inside
the room. Kill two
thugs
(small medipack and
large medipack) and a flamethrower guy (uzi ammo).
From the entrance, go to the far slope
surrounding the central grated structure. Climb up onto it, turn around
and jump to the brown striped alcove. Turn around and take a running jump
to the dark gray ledge. Grab and pull up. Locate uzi ammo and shotgun ammo near the wall, and step up onto one
of the nearby higher slabs. Jump up and grab the higher ledge.
Pull up and note the button in the
wall. Don't push it yet, because it's timed.
Instead, face the dark corner of this room
(the corner opposite from the side you jumped over from) and take a running
jump with a slight midair curve to the right to land inside a hard-to-see
alcove. Pull down the wall switch inside and turn to shoot the shooter firing at you from down below.
Go down and retrieve the shotgun ammo he dropped.
Note that the trap door in the floor of the central structure has
dropped down - revealing water!
Climb back up to the highest ledge and
save your game before pushing that wall button.
Activate/roll/run/jump to the central
structure. You'll fall down into some
water. Immediately swim down and left to make it past the timed door. Continue forward and pick up 3X harpoons, then pull down the underwater lever. Turn right to pick up the JADE DRAGON, SECRET #3. Along with it some grenades and
a small medipack.
Pull the underwater
lever a second time to
re-open the timed door and surface.
Turn left at the intersection and loop
around until you reach uzi ammo and an underwater lever.
Pull it and return to the intersection; go straight across, turn
right for a large
medipack; return for air, pre-select grenade
launcher, and save. Go down, across, left turn and you'll meet up with a frogman, swim past him and rush to the far end. Pull out right, and save your game as you're doing
so. If you pull out straight ahead you'll run into a buzz saw of
the literal kind. Awaiting you are a thug and a flamethrowing guy, so take them out before returning your
attention to the frogman. When all is quiet, pick up the small medipack and climb the crate behind the buzz saw to
find a wall switch. Activate it to
lower a trap door in the ceiling of this room.
Pull out the faded crate from the opposite
wall (noting the revealed receptacle in the wall behind it), get up on it and
jump to grab the ceiling at the opened trap door. Pull up and greet
a thug. He drops a circuit board that
shows up in your inventory as P1.
You know where it goes, but unfortunately the ceiling trap door closed behind
you when you pulled up. Push the wall button in the corner and get a
screen of a nervous thug. Hop over the hole and pick up uzi ammo. Jump to the ladder and climb up to
the top. You can back flip here into an alcove behind you, but
there's nothing there. Pull up, slide down into a familiar room and kill that nervous thug. Pick up the shotgun ammo he dropped and climb up the far
corner of this room. Jump into the water and swim all the way back to the
buzz saw room. Another thug awaits
you there, and he leaves behind some flares. Insert the P1 in the wall receptacle to turn off that buzz
saw. Go there and pick up the blue KEY TO GUARDHOUSE.
Get back up through the hole in the
ceiling (you'll have to open the grill, again), and this time climb down the
ladder. Release at the bottom and you'll drop onto a slope that brings
you down to the fan room.
Go out to the beginning area and use your red and blue pass cards to open the door near the hoists.
Enter a trough-shaped room with central
pillars. A couple of shooters are
hiding behind the pillars.
Dispatch them and pull the crate from the far wall.
An opening is ahead and to your left; jump to it. Make your way down to the
back side of the crate and note the wall switch. Before
you activate it,
push the crate to give you an entrance to the previous room. Pulling down the
wall switch
turns off the flames
atop the pillars for
but a moment. Lara
needs to get onto the far pillar and access the ladder there. (The quickest way for me was to run to
the second pillar, turn to either side and back flip
off the slope to grab the pillar, and then the ladder). Climb about halfway up and back
flip into a passage. Push the wall button to lower the grate. The flames will have returned. carefully drop
from the ladder onto a corner of the pillar. Return to the crate and use
the switch again.
Repeat the ladder climbs described above.
Back flip
near the top into a passage. Turn around and head toward the sunset. You'll drop down
onto a large blue sloped surface and slide down to end the level.