The
Training… Episode Zero Revised (March
2016)
Levels by
DNF.
Our original walkthrough revised by G&D
Productions.
[Video walkthrough by KillerGameplayz can be found here]
The
mentioned savegames and other files are in this Saves
folder
Watch the opening movie,
it explains what Lara’s goal is. As we are still waiting on the
transcripts (since the previous version), and the conversations are
inaudible for us, we have no text for you.
Links to the separate levels |
||
|
||
2-a The lost Island |
10- The Dig Site |
18-a Canals of Venice |
3-a The Hideout |
19-a Lab 41 V |
|
12-a Amenhotep Chamber |
20a Dark
Sewers |
|
13-a Luxor Temple |
21-
U-573 |
|
19-b Lab 41 V -revisited |
||
14- Train Courtyard |
||
15- Air Vent Blues |
22-
First
Mission |
|
8- Rush Hour |
16-
Cold Blur |
23-
Saudi
Arabia |
9- Runaway Lara |
17- The Big Search |
|
3 secrets.
The PDA.
Lara drops
from the chopper into the Base and into water, you can climb out, but there's
nothing to do yet.
So swim
through the tunnel E and climb out on the left (N), the door will open up as
you approach, first check out the shelves on the left to get a small
medipack 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.
Let’s
start.
Go through
the door opposite (S). In the room the only door that will open for you is on
the left (E). Once up the ramp just dive into the water below, ignore the
underwater lever W for now.
Tunnel
S: is for getting
back out of the water.
Tunnel
N, Lasertraps: Take
a big long full of air, swim to the corner and turn right (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 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 behind the grate 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, then 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 for the
coolant system.
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 up almost to the top and shift to the left towards
that crack. Get to that crack (climb up at least 3 steps, let go and grab and
when you are at the same height of the crack shimmy immediately to the left),
shimmy around the corner and pull up at the end. There is a button you can use
that stops the Press (do look around the corner to see if the Press is all the
way up). Shimmy back and around two corners; climb down till Lara’s feet are
one or two steps from the water and backflip/roll (no Ctrl). Then take 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. Shimmy left and into the crawlspace, up the ladder and at the top,
backflip into the passage to a room with a pool.
Lasers,
open the Door, a Member Card.
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, to the 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 (laser has to be to the right so
you can swim left) and swim following the tunnels to the right now.
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
(stand back one step). Go out, left and drop down into the room with the big
wheels. Go straight down to that pool and hop down into the pool again.
W side, Moving Crates, the Oxygen.
For now
ignore that underwater lever on the W wall and swim into the opening left of
the lever. In the back is another underwater lever, use that one and swim back
out, get some air. Now go into the opening right of
the lever and time the swim inside and carefully, swim 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 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. N is an exit, don’t go there.
The
Poison Gas, the Dual Scorpion.
Go back S,
left out the door and down the steps to the left (E), on the right hand wall is
a button that doesn’t seem to work. So continue to the E passing a closed door
and around the corner watch out for the steam blower. Hop to the opening
straight ahead (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. Turn around, go E and at the red
sign there is another button; a door opens in that passage you came from
before.
After using
that one, get back, passing the steam vent, go around the corner and take a
left into the opened door (S). Inside go left again and get Scorpion ammo
from the closet. Retrace your steps and keep left, up some stairs and through
the door that will open. Make a save right after using the button in the SW
corner (after the flyby). Alarms go off and the whole place is filled with
poisoned gas. Turn to the left and go through the open door straight ahead (E),
keep going right around the corner up some stairs, the door will open when you
approach. Go in and now you have to pass that flamethrower, so loop to the
right and run along the fence to the back. Turn left and to get into the right
hand opening S.
Follow
through and wait for the flames to move away from you then sprint to the gate
and use the button on the right.
Go in and
run to the SW corner (in the back right) and jump over the pool, around the
corner are shelves with the Dual Scorpion (Guns) hidden there. Turn and
jump back over the water and climb a crate opposite that card reader next to
the entrance. Jump higher (S) and select the guns from inventory and shoot out
the window straight ahead. Jump in and run left a bit to that button in the
cage. This stops the poison gas in this room (Saves
1-savegame 0). Go to the table W and pick up the Swipe Card. Turn
around and get the small medipack from the other table in the corner.
The left shelve has more Dual Scorpion ammo.
Go in the
yellow/black-striped passage and through the door. Jump up and go through the
crawlspace, shoot out the gate and safety drop down (loosing some health) into
the poison room again. First turn left and drop down
behind the crate (NE) for Secret #2, a Medipack.
If you want every pick up, in the SE corner behind another crate is some Scorpion
ammo. Jump back on the crates and go to the entrance and use the Swipe Card
left of the gates. Leave through the gates avoiding the flames,
shoot the two soldiers and pass the other flames right to go to the opposite
corner (NE). Follow through down some steps and loop around to the right, use
the Swipe Card and sprint down, go around the corners and when you are back in
the passage, you are safe again. (S1-savegame.1).
Take a
right and at the corner you’ll hear a sound, apparently your gun dropped to the
floor, so walk back and pick up the Broken Dual Scorpion. Go E once
again and go right around the corner and left at the steam blower.
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 room, left around the corner is a push block
(SW), push it all the way and go left for a button that will open a trapdoor
somewhere.
Back to the
room, grab up to a ledge above the entrance SE, climb the grating (S) to the
trapdoor you opened and get Secret #3, Flares
from the room above. Climb back down, hop over to the
ledge (N) to walk over the pipe to the other side. The door on the right will
open.
Go to the
left (W) down the slope out the door and use the Swipe Card on the door
straight ahead.
The Grey Fuse.
Go in and
pick up AK47 clips from the table on the right, in the closet (W) is a Pass
card. Go out and into the door straight ahead and up the ramp. In the Control room go right and
down the passage E to the room with big wheels, a guard is shooting you,
nothing you can do about it. Quickly open the door SE with the Pass Card. Use
the ladder on the right and upstairs are AK47 clips on a table, AK47 clips behind the crates SW and in the closet N is
the Grey Fuse.
Use the
Fuse.
Go down the
ladder and out the door and right up the ramp, then into the NW corner of the
next room, that is where the floor raised in the pit.
In the room NE is the socket for the Grey Fuse. That door opens we saw at the
start of the level. Head back to the Control room with the pit below and down
the slope right (W), to the room with the red grated floor and out N to the
water, swim to the left (W) and up left (S) in the entrance shaft. Go 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 of the 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, op some steps, it 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 left (S)
jumping over the broken floor. Go into the door on the right (W) to pick
up Secret #1(4), 2x AK47 clips
(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 them 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. Left around the corner are AK47
clips (shelf) and Uzi clips (table). 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 by going wide around) 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 are some AK47 clips.
For a
Secret: Open the door N, run out and to the right where you can pull a crate
away from Secret #2(5), a Medipack,
but you will be under constant fire (and loose about the same amount of health
you gained).
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.
When going
out the Garage through the S 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.
0 secrets.
Once in the
red corridor, approach the last door on the right (E) and go straight and
around the corner to the right shoot the guard. Go straight down some steps and
shoot out the grate in the wall on the right to get into the crawlspace. Safety drop down at the other end and jump down even lower.
Shoot out another grate and hoist up straight ahead. Shoot the electric box SE
and use the switch. The door next to it opens and it brings you back to the
corridor.
The door
opposite also opened now; do prepare yourself for a nasty fight with four
soldiers. In an alcove SW are AK47 clips and also in the SE corner AK47
clips, get a Medipack in the NE corner.
The middle
grate in the SE area you can shoot, go in and to the right and open a small
door in the corner. There are two more guards in HAZMAT suits to kill; one
drops Uzi clips. Pull the crate at the S wall away and use the switch
you find behind it, also pick up the AK47 clips from the floor.
Go through
the door you opened (W) and loop around the right and get a small medipack
from the shelves. Turn around and jump on the small crate W, turn to the left
and climb up. Follow through the steam blowers, and safety drop an opening in
the floor. Open the closet NE and another Pass Card. Go to the other
corner and use the button to open the door next to it and for now go straight
N, left around the corner and up the steps, out the door and left again to the
previous level.
1 secret.
You
can get more pick-ups from the places you got them before, like in the garage,
the shack and on the crate under the sentry gun.
Timed
Run for the Swipe Card.
Back
through the big doors N and shoot two guards, pick up some Uzi clips and
take a right at the Garage. Into the passage to the closed wooden door S, it
will open when you approach it. Shoot the guard and get his Uzi clips, 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 back 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.2);
on the table is a Swipe Card. On the shelves in this room are AK47
clips, go out to the front room and get more AK47 clips from the
shelf where you found a small medipack earlier.
The AK47.
Go out to
the corridor, loop right around into the steel door and use the Swipe Card on
the gate in the fence. Inside is Secret #1(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 are more AK47 clips.
Go 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
clips 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 (don’t go
too far back inside). This way all ammo (4x AK47 ammo) will be dropped
on the terrace where you can pick it up without sentry guns bothering you as
long as you don’t go to far to the right (W) on the
balcony.
Drop from
the S side of the terrace and get back into the Garage. Check also every soldier
you shoot for ammo.
Check out
all shelves (if you didn’t before) and look around for AK47 and Uzi
clips in the fenced area where the Pistols were before. Open the door S and
run left.
Use the
Access Card.
Run under
the balcony (E) where the sign says Warning-Alarm will
sound! Use the Card to open the door, follow through keeping left to
where a steel door opens for you.
5- Inside The Building.
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 on the right (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. Hoist up and walk over that pipe
to the other side. 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 clips from a table, in the next
room is a chest with more AK47 clips and on top of the low crate W is a
button, raising platform #2. 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&4.
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 the timed run route. In the alcove on
the left (N) is a button raising Timed platform #3, no need to use it yet. When
you step on the balcony E you can see the platform 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.3).
Storage Room, the Crowbar.
Shoot a
baddy while going through to a Storage room, up some steps and shoot 3 baddies
there and collect 2x Uzi clips and a small medipack they drop.
The NW corner has AK47 clips. Jump over the crates along the W wall to
the high stack SW and then to the high stack on the right (SE). Then a 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 on the left in the alcove to turn the crates
hanging from the crane in the Storage. Go back down the ladder, up the steps W
and up the crates at the W wall and jump back to the one where you used that
jump lever. Turn towards the hanging box and shoot 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 (for 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 door (N) with your Pass Card and go in for AK
clips 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 to the left and open
the other door (N) with your card, inside on the shelves are Uzi clips,
then go push a crate at the E wall to get Secret
#1(7), AK clips.
Go out to
the corridor, a bit straight ahead and to that door on the right, it will now
open for you. Inside are Uzi clips on the table and Flares in the
chest. Go back up the stairs 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 on the right (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 (sometimes he shows up and
sometimes not), take his small medipack 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 #2(8), Uzi
clips SE, AK clips NE, a Medipack NW and AK clips 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 on the left (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.
Jump in the
pool and back into the underwater door E, through the moving pillars (best is
one continuous move, swimming from left to right and back left) and up the hole
in the ceiling (savegame.4).
Get out and
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 and take a left.
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, shimmy
over the pool and left on the pillar is a jump lever to open big doors. Go into
the open doors N and get Secret #3(9), Uzi
and AK clips from the tables. (It
is also possible to forgo the timed run, just stand at the E side and face the
jump lever (N). Stand in the middle and just jump towards that lever and Lara
will grab it).
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: 2x
Uzi clips on the floor and in a chest.
E: Uzi
clips in a chest
Two baddies
show up, take care of them, go S and the next two doors won't open (I did use
the card on the one door or else the door wouldn't open when I went back), so
proceed around the corner and as nothing can be done here. This is a rather
buggy part, I continued around the corner and took a left towards another door
there, then I went back and that worked.
Return to
the two closed doors, the one on the right (E) opens up and baddies come out.
Go inside and left around the corner for AK clips 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. 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 (swimming zig-zag) 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 clips 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 clips and one of the baddies is about to knick that. OR if you
are quick, shoot them all and then go to the chest that did work for me. Go around
and gather Uzi- and AK clips and a small medipack dropped
by them.
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
are AK clips, 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 sprint to get
through (diagonally).
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.5). 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 clips. 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 take the second left into the valley with the big
double doors to get to the Hideout.
4 secrets.
Turning off the Heat.
At the
start go to the left after the crate, 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 clips. In the doorway NE
(next to the stairs) are Uzi clips, in the side passage SE more AK
clips.
Backtrack
for a Secret (thanks go to Tomb Titan, even DNF
couldn’t tell me how to get this Secret): Go back upstairs and E to the
red corridor, take a right and out of the Hideout to the valley with the Garage
and take a right to the Building. Just when you enter the yard in front of the
building is a door to the right under a balcony, use the Access Card there. Go
in and get Secret #4 (10), shoot the two
baddies, one drops a small medipack, the other Uzi clips, Uzi
clips on the shelves left and then climb up to the walkway E for a small
medipack and 2x AK clips. (because we heard of this Secret
after revising the walkthrough, all save games provided with this walkthrough
will be missing this Secret)
Get out and
make your way back into the Hideout, in the red corridor the last door left and
straight through.
Prepare for
a Secret in the next section: On the balcony go left and hang from the edge of
the floor, shimmy right past the pillar, pull up and use the button behind the
crate to open a door to a Secret for later. Drop down to the floor below.
Go up the
stairs S. The door will open when you approach, inside shoot the window on the
right (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 clips pickups S.
Following
the Map:
Run 1: Save in front of the left hand
switch (B), pull, back flip/roll and run to the 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 to
the left through the door, right around corners and look N for the open door to
Secret #1(11) (that
is...if you found the button before to open the door and you better get it
after the timed runs, it will still be available), a Medipack and
AK clips and a small medipack E. Shoot the guard and head back to
the Control room.
Run 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.
Run 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, ammo clips and the
Secret, then leave in the far NE to come to the red corridor (savegame.6).
Go left
through the door on the right (NE) and down the steps take a left where the
burner tile is now safe. Shoot the guard to get his Medipack. Follow
through kicking in doors and come to a small hall with Uzi clips
and 3x AK clips on tables and on the shelves. Seems to be no way up, so
return through the passage W, pull that crate on the right (NW) out of the
corner and get behind it, shoot the grate and follow through. At the end, climb
up on the right and go to the far NE corner for Uzi clips. 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. Loop around to the right to pick up Revolver ammo. In the closet
are AK clips, and more of that in the other 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 (E), follow through
automatic doors to where a guard attacks. W is a closed door, so go straight
(S) and down the stairs, take out the 3 guards.
Go down the
stairs SW, 2 more guards, go into the door on the left (N) and left, pull the crate (W) 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(12), a small medipack.
Loading Docks, the Revolver.
Go back out
and head E down the stairs and straight to the next area, look for a small door
on the right there, go in and find AK clips on a table. Go further and
shoot a guard, more guards when you go up the small stairs in the back and
through the door on the right.
Go into the
passage on the left (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 open up. 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 crane room into the door straight ahead (N), right around the
corner in the next room is the crate, use it to get
onto the crates on the left (E) and climb down the other side to get some AK
clips.
Back up the
crates and grab that air vent S, climb left around the corner and drop on the
walkway and then 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 dropped in a room (later).
Go back up
to the walkway and through the opening N. The door on the walkway to the next
room will open up, go in and right around the corner for AK clips, then
head into the next section. One closet has AK clips, the other 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(13), 2x AK clips and Uzi clips.
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
steel 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 can be quite nasty
with his grenades. Open the door and into the passage left and up a steam vent
to the passage above, go over the walkway, open the door and get 2x AK clips
and Uzi clips from tables. Back out and from the walkway a jump to
the top of the arch (NW).
Here comes
a tricky jump, face NE and run jump with a left curve onto the lower end of
that brown pillar. Turn NW and run off, landing on the sloped roof, grab the
edge to safety drop down onto the conveyor. Shoot out the side 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 a door to Secret 13), 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, down the stairs and up some, up the steel stairs. For
a Secret, go to the left (N), up the stairs and almost at the end on the left
is the now open door to a room with Uzi clips on a table on the left. Go
between the two pillars on that floor grate with the smoke and face W, jump up
and grab the climbable grating. Go up, shoot the grate and get Secret #4(14), a Medipack.
Back out,
take a right down the stairs and at the balcony go to the 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 pick up his AK47
clips; in the side room W are two closets, get 2x AK clips from
those.
Open the
next door in the N, go down into the room and shoot two guards, one drops Uzi clips. 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 clips 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 of a crawlspace E, get in there and crawl right/left. Shoot the grate and
get into the room with Secret #1(15), 2x
AK clips E in a chest and on the table and to the N the Uzis with Uzi
clips 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 with
3 doors.
Behind the
door W you'll find a chest with Uzi clips, 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 are AK clips. Go W and left up the steps for another AK47
with more AK clips 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(16), AK clips and a small medipack on the tables.
You already visited the other side behind the fence. In
the NW 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 temporarily less vulnerable to
enemy fire and we need that in a bit. So save and step in and do the next bit
as fast as possible..
Go back and
down the stairs through the door, take a right, shoot the 2 guys and go W to
the hall and go to the N elevator, push the button. Side flip left and run
inside before the gate closes. Push the button inside (on the right) and go up,
follow the hallway and get AK clips 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 clips, probably
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 clips 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.7).
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(17), a Medipack. Drop down and go
climb that tower where the sentry gun was, grab the 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(18), AK clips 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 that will open.
7- Underwater
Exploration. (MAP-underwater.jpg)
1 secret.
Long
swim distances without much air, so be prepared.
Swim left
to another door that will open, swim immediately left through the broken fence
and follow through to where you can go up for air (savegame.8).
Open the
Door.
Take a deep
breath and swim back, go left and left passing the propellers and right around
the corner and up a bit over the sloped floor to the end. Take a right in the
next tunnel, go around a corner and take the first opening on the left (W).
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. Go right around a corner go up to a control room with
air (savegame.9). 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 clips from
the tables. Arm yourself with the Harpoon Gun so you are ready to use it.
Swim back
down 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) and left around the corner, first right and back to the tunnel with
the propellers to the right and again right through the open grate 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 over the slope, at the end take a right
again and then a left and immediately take a right (E). Go up the sloped
tunnel, to the right and down in the alcove 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 (savegame.10).
In the NW
corner of the pool on a crate are Uzi clips, 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 clips 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, almost straight ahead (E) up the slope and left into the wider
tunnel where the door straight ahead (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 grate in the floor on
the left, swim down, follow through to get air. Quickly get out in the NW
corner and shoot that guy (savegame.11). 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 in the next alcove are Harpoons and go stand
to the 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. I couldn’t duplicate that
jump in this version, I tried a run jump from the corner where the Harpoons are
and this time I got lucky (savegame.12). Well,
this was a point where gameplay could have been “improved”.
Go to the
code pad straight ahead 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
air lock. Swim through the tunnel in the bottom and up in the room 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). This will open the airlock (E).
Follow down
to a room with control panels, go down to the last room, get the Harpoons there
from the table and go back up to the middle room. Look S under the stairs and
get the AK clips. Use the button (N) to open the door, shoot the next
air lock to open it and go in.
The
Docks, Timed Run.
Two baddies
will come for you, deal with them. From the air lock, go right around the
corner, spot the air lock and to the right is a button, it will open Timed
doors further on. First head through W and shoot a baddy; pick up the Uzi
clips. On a grey crate in the corridor are more Harpoons, go to the
end and pick up more Harpoons in the window on the right. Then return to
that air lock E which will now open up, shoot the baddy. Follow through to the
N, more baddies attack go to the end and climb up on the left.
On this
walkway, overlooking the pool below, are the Timed
doors (in the N wall). So head back to the button and do the timed run into the
doors (savegame.13). 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 Frogmen, they can harm you, but taking the route below I didn't
see much of them.
Turn back
through the timed door 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 (NW) to shoot two
baddies; one leaves AK clips behind. 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(19), a Medipack.
Swim down,
to the N and up in the next part of the factory, shoot the baddy and look in
the water for two barracudas, shoot those and pick up Harpoons in the
alcove S. 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).
Dive into
the water, swim N and up, there’s a high part of the bottom where you can stand
up and grab up to the N ledge, to the left is a small medipack, to the W
near the wall are 2x Harpoons. Turn around; head through the broken
grate; jump in the water and swim straight ahead and get out for a Medipack
and Harpoons. Go back to that place where you got the small medipack.
Back into
the water and swim S, passing the dock where you came in first, then go up a
bit and then down and to the far right corner (SW). Swim up into the hole in
the ceiling, swim to the left (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 there is an underwater lever next to a door (NW), this opens the door, go
in and swim straight and then up for air. Grab up to the ledges above and go up
to the top of the room, get Harpoons NE between the crates and AK
clips on the ledge above the air lock SW.
Drop down
and shoot the air lock to open it. Follow through down a ladder and on a ledge
next to the ladder are Harpoons (NE). Drop down and head 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 you have to shoot. Place both and Big Doors open
up (near the Radar Room). Go back, up the ladder, down in the room with the air
lock.
Through the Big Doors.
Take a deep
breath before you swim back E and get Arrows on the left on that wooden
crate. Go further and at the end swim up and find Arrows (NW) and
Flares in the opposite corner (SE). You better go back for air before doing
the next task. Swim back (E) than to the right and left out in the open. Go
down and bit and turn left then swim straight (N) to that yellow tunnel and
left into a steel slope down, take a right and up at the end for air. Get out
(you’ve been here before) and follow through to where you picked up that small
medipack.
Face W and
jump in the water, swim around the corner and to the right (W), 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 clips 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 (savegame.14). Behind the wooden crates
(NE) is a button to open the door SW, go through the door. On the left grab the
Harpoons, then head the other way (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, go left and right to where you can climb out at
that door you saw (you may be able shoot the fish and the frog man from here
too). Swim through the fence NE and throw the underwater lever on the left (W)
wall to raise a block somewhere. On the jetty above is a button; we’ll need the
Boat for that.
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. You can get air in the first corner, from
there, go W and save on the high part near the W end. Then go around to the NW
corner (keep left of the pillar), there is a safe spot (red light). Check the
health and wade S to the next safe spot you can just reach; shoot some bats
there. Go on and follow through to a door, in the alcove right is a small
medipack under the mud. Through the door you’ll find the Boat Key.
Go back through the mud and use the safe spots again to get air (Saves-2-savegame.0).
The Boat.
Get into
the water, swim left (N) and to the right around the corner, climb out at a
door where the Boat Key can be used. Get in and 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, or maybe you did
already (Revolver+sight). Go into the alcove and through the crawlspace to get Harpoons.
Go back into the boat, go W and left around corners to get through a fence (you
used the underwater lever here). 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 clips 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 on
a table 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 (S2-savegame.1).
Shoot the baddies and look around for AK clips, Harpoons and Revolver
ammo on a crate. Hop onto the grey crate SW, and shoot out the ceiling
above you (can also use the harpoon gun).
From the
crate jump up to the NW to grab the floor above, use the button N (door finally opens). Drop down and get out to the
boat.
Go back E,
left around the corner, and into the second on the left and get out on the
jetty, 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 obviously). 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 clips from the indentation in the floor next to
the blue barrels and go through the door next to it. In the next part are a lot
of baddies, maybe I forgot to mention some, just check if they drop ammo.
Daniel
and Lara are having a conversation.
The Supply Key is needed to get one of the Secrets, but not needed to
get through the level. And this is the description from DNF of how to get it.
Daniel the trainer told Lara she has about 2 MINUTES to kill all the bad
guys, after that there's another cut-scene telling Lara she has to find the
supply key BEFORE Daniel gets back to her, so the trick to this as soon as the
cut-scene starts, where you see a baddie running and heading for the fence
door, you have about 2 MINUTES to find the baddie that holds the Supply Key,
what we have to do is to step on the square with the chair, that will trigger
the baddie that holds the supply key, now your job is to find that baddie
BEFORE Daniel gets back to Lara or should I say before the next cut-scene (of
the big gates), then find the baddie, kill him and pick up the supply key.
The Supply Key.
Run around
shooting the baddies and pick up AK clips, go to the W side of the hut N
of the entrance, stand next to the chair in the porch and run off, a flyby
should soon start showing a baddy running to a fence. Those baddies will come
for you; best is to just wait there shoot them and one will drop the Supply
Key (S2-savegame.2), you could also decide
to go look for him and if I understand correctly, this has to be done before
the cut-scene of the big gates starts.
Go to the
NE hut, entrance is N and inside in the cabinet are more AK clips.
Notice the moulded floor and go out. Go to the Tunnel entrance SE, that's where
those guys came from and stand against the tree in front of the wooden block
facing the building (W), back flip onto the block and jump to grab the balcony
of the hut, go into the alcove straight ahead for Secret
#1(20), AK clips.
Drop down
and enter the tunnel E, shoot some baddies that may come in from behind you,
one drops some Uzi clips. 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(21), a Revolver
and Medipack and another AK47 from the tables.
The Silver Key.
Go back
outside and left of the wooden 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
clips. Go to the N through the alley between the huts and left around the
corner to open that hut with the Silver 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(22), 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 are Uzi clips 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 at the fireplace; around the corner in a cabinet is some Revolver
ammo.
Burn the
Floor, the Gear Piece.
Go outside,
loop around right and 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 are some AK clips, then go up the ladder W to the floor
above. Follow through and take a left (W), on the right on a table grab the Uzi
clips, go back and straight ahead is a door, that will open on approaching.
Inside you'll find a Medipack, Uzi- and AK clips. Go back
out and go 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
later!
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 clips. 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. Pull the crate from the NE corner and get the AK
clips. Drop down to the room below and open a crowbar door W, before
entering pick up the Uzi clips left of the door (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(23), Uzi
clips.
Back to the
entrance and safety 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, with
speed 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 into 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 straight ahead (E), 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(24), 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 clips
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, 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(25),
AK clips.
Step
carefully through the door and look up to the 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.
Walking
into the room, 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, spikes and whatnot
to another storage. You can leave the bike if you
want. Follow the route to a building take a right over another ledge (there are
some Uzi clips down below) and come to a place full with crates (S2-savegame.3).
2 baddies
in this storage, 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 clips that was under this crate.
Now we have
to avoid 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(26), Harpoons. Get back to the
open grate and get in.
Daniel
has a conversation with Lara.
On the left
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 (S2-savegame.4),
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(27), Uzis and Revolver ammo. Go out and right to
that grate SW 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 in the floor 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 on the far right (SE) and open the crowbar door in the end. Loop
around to the right for some AK clips, then 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 Rusty 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 on the
block and then to the left (SE), go sort of straight and hop over to the back.
Go into the opening on the left and in the next room, down the ladder into the
Command Post. In a chest are AK clips and in the dark NE corner is a
crawlspace, get through and use a button up in an alcove. Go back to the room
and into the opened gate to use the Detonator you find there to blow up a wall
in a cave.
Get back
outside via the ladder and the opening in the wall, 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 at the other side (W) AK clips 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
is talking to Lara.
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 left (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 on the left (S) and then up
to the right into a duct. Drop down at the other side and get Secret #1 (28), 2 x Harpoons, Flares and
an Empty Case. Go back to the corridor, then straight to the other part
(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) are Harpoons, then grab up the waterfall to the place
above and SE, left of the gate are also 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.4).
Shoot that
fish and jump to grab the crack in the wooden pillar in the water, go left
around to a ladder to the opposite side 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 who 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 #2 (29),
Uzi clips. Get back down to the ground floor, shoot a fish and hop into
the water and swim into the tunnel carefully (N), 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.5).
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 in the corner
(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, (watch out
there are still some mines left) head SE and shoot a baddy, go up the steps 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 (S2-savegame.6). Go to the ledge on the left (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 #3 (30), a Camera.
Go to the corner on the right (NE) and pull out that block. Behind it you find Revolver
ammo. Get back out.
Follow the
passage down (W) to a dark hallway. Shoot the grate straight ahead and get some
Money. Walk out and look up above the passage E, shoot that fuse box.
This opens the big doors on the left (N). Go up the stairs to the next doors;
stand against the left door and turn around to shoot the next fuse box up
there. Go in, the doors close behind you.
You can go
left or right, both passages have nasty spikes you have to walk through slowly
while minding the health bar.
I went
right, follow through and walk through spikes to where you can open a door to a
room with a button for some Harpoons in the back. Go out and left, shoot
a baddy and go left again to end up at the door to a room with Uzi clips,
it has nasty spiders and another thug might show up too. Go out, right and spot
an opening left, we could go there later (a hatch
has to be opened first, but I skipped coming back as I’ll explain later where
the hatch will be opened). So for now follow the passage, go left (W)
and then right and come to another intersection, shoot a thug. The door
straight ahead is fake, go left down the stairs, next room 3 spiders. Once in
the room, turn around and look up to shoot that fuse box. Small grate N can be
shot, go in and in the next room are AK clips on the floor and Uzi
clips on top of a crate. Now we need a key. Go back to the last room, take
a right to a cave and find 2x Harpoons on crates.
Hazardous Swim.
Get into
the water, shoot that grate with the Harpoon gun and surface for air. Save and
swim through, there’s a nasty cutter in the next cave, I went in high left
along the wall and swam through when the cutter went right. Shoot the next
grate and a couple of fish (3 no less) come for you, here I went back for air.
I was never able to shoot the fish, so I just swam through; they block your
progress so watch out. After the second cutter there’s a third in a small room,
that one I followed around right into a small opening. Swim up and climb out in
the back. You think you are back at the start, but that’s not the case, it just
looks the same. On a crate here you’ll find the Access Key.
Great fun,
we have to swim back…(S2-savegame.7)
Go left
through the door, left again into the passage, down some steps and open the
door on the right (S) in the next room.
Follow
through and climb on a crate, turn around and jump to the ledge to push the
button, a door opens behind you. Jump from the crate to that door and go in,
push the crate left twice and move it aside because there’s a button behind it
now. That hatch in the room at the start of these tunnels is now open (I never went back there as through that hatch you only
find 2 ammo pickups, Flares and a small medipack. Meant to be a Secret I guess,
but isn’t and I didn’t think it was worth
the effort and health loss). Before you leave, in the back of this room
with the button is Revolver ammo.
Blades and only one Medipack.
Back out,
down to the crate and head through E, coming to a larger area, keep left along
those spikes and shoot every baddy you see. From the entrance loop right into a
passage and shoot spiders, to the right you’ll enter a room with blades. Don’t
come too close; they’re really nasty.
You have to
pick up that Medipack to open a door… So choose the Revolver and put it away,
duck and go left around the higher floor to that medipack. Line up straight and
stand up, quickly to the Medipack and duck again, turn to the far left door a
bit. Pick up the Medipack and hit the spacebar to get the revolver out
while ducking, shoot the baddy and check the health before you stand up and run
for the door. Inside to the right is a button to lower a hatch on a ladder in
the big area. Left, in the corner are Flares, in the other corner is
Revolver ammo under a spike trap, I left it there. Crawl back along the left
side, if you want to go for the AK clips under the blade, be my guest (S2-savegame.8).
Return to
the big area and a door opens in front of you, spiders come out. Inside are Uzi
clips, AK clips and a button to open a door in the far end of the
area, behind a minefield. If you want to go to that door, go out and right
around the corners of the shack, stay close to the wall and when you walk along
the back you can see that open door left. There’s a small pile of dirt against
the wall of the shack, from the top of it aim for the left side of that duct
and run jump to get behind that dark floor tile, because that one has a mine.
Inside are one baddy and spiders. Upstairs is a small medipack and the
baddy left Uzi clips. That’s all folks! Jump back over the minefield to
that pile of dirt against the shack and go to a pillar NE, there’s a ladder on
the back and you can climb up where that hatch opened. Back flip to a walkway
and shoot all baddies you see. Go right (W) to the end and grab up higher.
The Rusty Key.
There could
be another way to do this, but this is how I did it. Walk to the end and just
before that fence, run off to land on the grey-sloped roof. Face W and slide
down, grabbing the edge and shimmy left, back flip/roll into the fenced off
area and go down the hole. Go left at the crate and shoot a fuse box around the
corner. Back around and onto the crate, up through the open hatch and use a
button in the right hand corner (SE) to lower a bridge in the big area. No idea
what the button near the door does... Go out and up the pillar again after
shooting a truckload of spiders.
Back up to
the upper walkway, turn left and jump to the bridge. For a Medipack,
jump to that walkway left and get it, drop down and grab the duct to get the Uzi
clips. Get down to the ground floor (via the roof below) and climb up, jump
over to the bridge again. Take a right this time (W) and jump to the ledge in
front of the door. The door opens up, follow through and shoot a baddy, then
pick up the Rusty Key. Push a button to the right of that table and see
a gate open up.
The Way Out.
Go out to
the door, look down left and spot that gate. Just run off right onto the duct,
safety drop down and jump to the roof N. Crawl into the gate and follow into a
duct. Follow through hopping over hot grates and shooting spiders, at the
second hot grate in the corner are some Flares. Hop up and climb up a
grate and take the second left, pick up Uzi clips and wait for a baddy
to sneak up from behind. Shoot a spider and go left at the end of the duct.
Keep going, shooting more spiders and you’ll find some more Uzi clips (if
a baddy didn’t steal the clips) and come to a drop off into the intersection
with the big doors.
Open the
doors S with the Rusty Key; follow through shooting baddies, finally run up a
large staircase…
2 secrets, we advise you to go for them.
Watch the
cutscene.
Lara
starts out with an empty backpack.
In the room
where you start is Shotgun ammo in an alcove on the right (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 an underwater gate. Get out and go
through to a room with 2 pillars (we'll be back here) and up the stairs. Climb
a pole at the S end 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. Grab the edge and shimmy either left or
right to a jump lever. Do the same on the other side and you will have raised
two grated platforms in a pool.
Head to the
pool (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 ones 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(31), a small medipack. Go back
upstairs and back to the water.
For another
Secret much later: 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 straight ahead; jump to the pillar to the right (N), 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, left down the slope and straight (E)
to the crossing.
Take a left
(N) up a ramp and you are one floor up from a pool area.
Hall
with the Pool, use the Old Key.
Go to the
far left corner (NW) and watch out for some speedy critters and left to where
you can use the Old Key (S). 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 almost to the top, 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 (S2-savegame.9).
The Secret:
Go straight to another pool, dive in and find the gate you opened before with
the ceiling lever, go get Secret #2(32),
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
towards 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.
A Crowbar.
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, hop down and loop around to the right, jump into the
opening there. Follow through to a room with a sandy floor, ignore the Crowbar
(spike trap) and the Shotgun ammo SE (takes too much health) and go NE to the
next part, ignore the next Crowbar as well, 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 in
this room; now you can pick it up (the other one has still a spike trap).
The Second and Third Black Pearl.
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 into the alley, 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 with the jump
lever in the Scorpion Cave. Left is a Medipack, 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 Old Key there. A grated platform goes up on a pillar next in the small
pool; you have to go up to the ledges above.
There are a
couple of ways to get onto the ledges, short route:
Go to the
pool and on the right of the passage where you found the Old Key is a slanted
block. Backflip and grab the ledge upstairs. Turn around and go to the SE
corner and then towards the black slanted blocks. Look to the left of the
pillar and you see that platform on the back of it in the small pool. Jump
between the dark blocks and then to the platform, 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, either slide down and get to
the ground and use the slope to backflip up the ledge or turn to the right and
swing to the ledge (W). In the opening there (N), take running jump over the
blocks to the other side (if you got in here
without raising all 3 blocks, you’re doomed).
Follow
through and go left around the corner jump over the fence on the right for a Shotgun ammo. At the end to the right (E) is
a closed door, so go left (W). For now 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 and stay close to the wall S.
Push
Block Puzzle, Rats!!
Find a push
block in the S wall (near the third rope), push it all
the way in. Then pull it to the right (W) once, go around the block and use the
lever to open the door we saw before going here. Turn around and shoot the
light grey wall W. Go in and loop around to the left and use the lever (this
opens a grate in the pit). Now move that block to the W where you shot the wall
so you can pull out a block in the S wall and push it aside, here is the third
lever, you’ll hear a rumble.
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 (N wall), 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 Old Key
at the wall straight ahead (W) and trapdoors open in the pit with the skeleton.
Get in there 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 (the one
without water NE) and put the Token in the fountain, a gate opens up. Jump over
the pool to the ledge SE and open a crowbar door to find the opened gate, slide
down…
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 left (SE) and climb down into the corner to get a Crowbar, go
back to get out and go to a gate you can open with it. Shoot the vase to grab
the Shotgun ammo. Slide down backwards and grab the edge, shimmy left
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, slide 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 (S2-savegame.10).
Shoot the
vase and get a small medipack. Drop down into the next part of the room, go to the window on the left (SE) and find the Timed
lever for the platform in this room (no rush here). 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.
The Amenhotep Cross.
Go through
to the next room, use a transparent ledge in the middle of the room to jump to
the far left corner (SE), grab up on the right 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 poisonous scorpions, grab some Flares N and go into the open
door. Dodge the skeletons and get on the block to get the Shotgun (you
can also go shoot them first). 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 (like horsemen), 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).
No Way Across?
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 critters. Walk into the alcove right, opposite the spikes, jump up
and shoot part of the wall and crawl in. Around the corner use the lever and
watch the camera shot. Get down on the right for some Shotgun ammo.
Crawl back and grab a crack at the opposite side (E), go right and pull up in
the alcove. Turn left and grab another crack and shimmy around to the left,
watch out for the burner. You can stand safely in the corner though. Time the
burner to jump back (NW). Turn around and use the poles to get to the other
side.
Jump out to
grab the ledge SW and go over some blocks, to the right is Secret #1(33), Shotgun ammo. Go into a
passage SE and just
slide down to the next level...
13- Luxor Temple.
4 secrets (2 now, 2 when we return).
Lara's
Back!
The Tomb.
You’ll probably need some test runs here, so
better save as soon as you can.
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 in front of that ladder (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 below). 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: Best roll first so you’re facing E and can
start swimming right away. Use the lever at the W wall and save while pulling
it. Swim back into the Tomb and a timed gate is now open, so don't hesitate,
swim to the opposite right hand corner (SE) down into the opening in the floor,
and turning around to swim through the timed gate N, left and follow around,
then go right and left again. Pick up Secret #1(34),
a small medipack (watch your health by now) and swim through the gate
that opens, to the right and up for air (S2-savegame.11).
Swim back, going left around corners where possible to find Shotgun ammo
and now swim back to the Tomb, to the NE corner and through the open coffin in
the N wall. Inside you can get air in the ceiling (S2-savegame.12).
Use the
ceiling lever N to open a gate S in the Tomb and swim back to the Tomb after
getting some air, loop around to the right and swim up a bit into the NW corner
on top of the ledge behind the corner pillar to get Shotgun clips (was a Secret in the previous version).
Swim into
the opened gate S and climb out there. In the SW corner is a Lasersight,
a gate opens behind you (NE). Go there and use the chain to open another
coffin. Dive into the water, swim around into the SW corner and get Uzi
clips from a pedestal. 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 (W), 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, 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 on the left wall (E) for a small medipack).
Swim over to the S to get the Canopic Jar. Swim to the right corner (SW)
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 (up the steps) 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 (S2-savegame.13- video-sand.wmv).
Follow through
and do watch out for those skeletons, shoot a vase S for Uzi clips, head
up the stairs there and pull a chain (SE) in the next room, gates open up, for
the exit and a "Secret" gate. Go to the far 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 another 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 #2(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 (S2-savegame.14). 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 (Saves3-savegame.0). 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 for a Gold one.
In the SE corner, partially buried in the sand is a Silver
Bar, swim SW and climb out on the low ledge, light a flare to spot the
panel in the S wall, shoot it and jump in. Hop to the receptacle block and
place the Silver bar in it, a Gold Bar will appear under your feet. Get
out, swim to the NW corner and get on the balcony where you can use the Gold
Bar, a platform goes up. Swim to the E side and get on that platform, turn a
bit NW and jump to grab a crack in the wall in the water.
Shimmy left around to the second opening, use the
lever there and get into the water, swim up to the platform W and from that one
jump into the opening 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 door
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.
Getting out; 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 (is for a Secret).
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 in the pit, can’t see them, the doors are closed). 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 in the pit. Go 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, watch out for darts and jump onto the higher
floor to 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 (doors open up
and platforms go up).
Swim out, to the right (E) and climb out at the exit.
Only use the platform on this side, run far and jump to grab the opposite floor
(S3-savegame.1). 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 E end. 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, Secret #2(36) sounds. 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 (S3-savegame.2).
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.
2 secrets remaining.
Swim through, climb out and make your way up the W
passage. At the end, run down on the right (NW), landing on the slanted block,
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 (Secret)
Medipack.
The Silver Bar.
Go up to the 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 and crawl
through. 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 under your feet. Go out to the low ledge in front of the room.
Up to the Levers.
Now we have to go to a block in the SE corner. Stand
on the NE corner and run jump right around the wall E to grab a ledge with
tiles (OR use the platform E to get to the crack in the wall and go around to
the first window and from there jump to the ledge with the tiles). Now jump to
the SE corner block and grab up left to a ledge with a pole. Go up till you see
a “hand ledge”. Avoid contact with that and find the correct height from where
you can back flip into the alcove with the lever above that “hand ledge”.
Throw the lever to raise a platform (for later), hang
out of the alcove and shimmy to the right where another lever will open an
underwater gate. Get down into the water, swim NW and into that open gate,
through a gate that will open, through a hallway and left around the corner in
the end is some Shotgun ammo. Proceed and in the hall with the round
stairs is a ceiling lever opposite those stairs. A gate opens up S, go through
and up and get some air.
Skeletons and Amenhotep Cross.
In the SE corner is a vase with Shotgun ammo,
in the SW corner more of the same and next to it is a lever opening the door
right of it. Get ready to rumble and a truckload of skeletons comes out. One of
them drops an Amenhotep Cross. Go into the door those guys came from,
climb through the crawlspace on the right (N) and in the next room is Secret #3(37), Shotgun ammo. The door opens up,
go out and to the receptacle for the cross near the double doors (SE). Go into
the room where you can shoot a vase SW for a Medipack and then place the
Gold in the receptacle, a platform goes up and gates open. Swim back to the
hall, climb out SW.
Swinging Spike Blocks.
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 pick up
a small medipack from the alcove. Go to the E
side, run after the hammer into the alcove right next to it, use
the chain. Go back out and around to 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
Shotgun ammo, 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 (S3-savegame.3) 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 over the first floor, drop down N and follow 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 jump to that platform
at the pillar, stand jump S around the corner onto one of the slanted parts
next to the platform under the open gate. (Another
route: Dive down, swim to the platform, 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 an underwater 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) straight 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(38), 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
(if you’re almost out of air, come back
for the Medipack later), swim back through the
faulty gate and straight S, up and to the right for air again (S3-savegame.4).
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 (we come back here later, but I
thought this was an easier 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 (S3-savegame.5). 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 at the
ceiling lever 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.
Third Ceiling Lever.
Swim N and left, through the faulty gate and go
through S. Right around corners 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 (S3-savegame.6).
Pull that chain S and see the second gate open up in
the upper corner of the Hands Room. Shoot a vase for a small medipack.
Swim back to the square room, straight through, left in the next and straight
through into 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 to
the right to that ledge with the 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.
6 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 nearby, shoot the baddy and get
a small medipack. Into the car E (a baddy opens the door as
you approach) and use the crowbar on the door, inside is a crate with Circuit
Piece 2. In the NE end of the car are Uzi clips. 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 E, 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(39), 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.
Heavy Machinery.
Go to the
right (S) behind the next train to the SE corner there. The door will open,
follow through but be careful, after a burner you’ll find some nasty cutters
here, up some steps and you could throw a switch there (stops the cutters and
closes the passage? At least the sound will be off).
Drop down
into the room, move that crate SW onto the grate in the opposite corner (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 are Uzi clips in a closet, side flip over the fence to
the computer and get more Uzi clips. In the next room you’ll find Colt
ammo on a table and a Code Card in a closet.
Use the
Code Card, Blue Rubber and 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 clips from a crate (only
if the baddy didn’t get there first). Get out.
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 (40),
a Medipack.
Go out and
to the wall (S) and go down and into the first alcove on the right (S) where
you can use the Code Card. Containers slide out of a wall. Go out, right around
the corner 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 (41), a Medipack on a
table, Uzi clips 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 shoot the crate to get the Blue
Rubber tape. Go left (W) and 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 clips from a crate and
the Blue Fuse from the closet. Looks like we need
something on the N wall (Secret room).
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 on the right
and go right over the red crate to get Secret
#4 (42), Revolver ammo. Out and you don't have to open
the door N, inside is nothing.
Move the
Crane, the Pliers.
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 (43), a small medipack. Jump
back and drop down into the car, one of the crates has the Pliers
(combine with the Blue Rubber tape to get an insulated pair of Pliers with
Rubber), the other crate 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
(maybe you found it already). Another bald eagle shows up.
For the
last Secret: Go back into the storage NE, follow through to that room where the
Blue Fuse was, fix the lock with the Pliers and go in for Secret #6 (44). Use a button left to turn on the
lights and get Uzi clips NE, a Medipack SE. Climb the crate NW
and get up to the walkway, NE Revolver ammo and SE Colt clips.
Get back down (don’t forget to turn off the lights) and leave the storage.
Lasers.
Go to the S
side cars, head W and left through the wide opening between the cars to the S
wall, left up the steps and to the left is the Keyhole (Silver Key), 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 (S3-savegame.7). Around the corner to the right is a
switch opening up the Garage door, go into the Garage and to the door right (E).
Go in, to the right and up a ladder, off to the left, behind you are Uzi
clips. Now hop over the ladder hole, there’s 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 (you have to find the correct spot to hit it, so save
before to save on ammo).
Stand
close, hop over the lower laser and sprint to the back. To the left is a Medipack on
a table, on the left under the sign (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, in total there are 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 (45),
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, part of 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 (46), 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 S 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 switch 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 (S3-savegame.8).
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 (47) 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
are Uzi clips 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 Freezer Door 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 clips 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, so you might have to wait a bit).
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. More rats.
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.
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 clips there and go
through a broken grate to the S. Go 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 clips 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 on the left (E) to the
room you just left; now you can open that gate N with the Card and push the
button inside to silence that gun in the Corridor. Go back there (door SW, door
N) 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 straight ahead
to get a small medipack and go back to push the yellow crate
on the right (N) in. A jump lever (right around the entrance) will open a gate
at the opposite side, go in and shoot the grate in the crawlspace N. Go in and
use the button on the back of the block, a wall will lower in the
previous room.
Go back to
the room with the crate and move the crate onto the grate in that new passage
(E). A gate opens in the room S, left of the jump lever. Get up the ladder
there and push the button opening the next gate right. Go S and just keep going
right around corners (don’t go down the floor) to get to Shotgun ammo,
(keep going right) Uzi clips and a button opening a gate back
where we entered, you'll get there by just keep going right.
Timed “Duct” Runs.
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 NW while shooting the resistance, pick up a small medipack,
Uzi clips and Shotgun ammo dropped by them. Then return
to the switch and do the Timed run to the gate (S3-savegame.9).
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 that 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 (S3-savegame.10). 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(48), just keep going right around
corners to get Shotgun ammo and Uzi clips in
the other corner, 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 on the left (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 (S3-savegame.11).
Throw the switch on the left 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 and stand right against the wall. 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 (S3-savegame.12-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 left (W)
and climb up in the back on the 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 grated floor into the Corridor,
go around to the S side take a left and find an opening in the fence SE, go
left and side flip over the pipe. 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 behind you (N), go in and get the Shotgun ammo, go out all
the way back to the Corridor. There's a Card slot W, but it doesn't work, just
approach the door and it will open (caused by the
"Power Door" switch).
Freezing Swims.
Inside is a
Power Valve on the right (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 straight ahead (it will open). Go left and to the
door NW to get Secret #5 (49),
a Medipack and Uzi clips 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 (same for the secret) and
follow down the slope around the corner, up in the next corner and then right
and right again into the tunnel, up and quickly get out. Pick up Uzi
clips, 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 and warm up. Use the Pass Card S and
go right around over the walkway to the SE corner, turn around and face W,
hop backwards into the water, use the underwater lever (opens gate W) and swim
NE to climb out. Swim through that gate (W) 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 (through the broken grate right/left
around the corner and keep left up the slope), 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 (S3-savegame.13).
Exit the room to the Corridor, shoot a couple of rats and go left (N) around
left to the W side and first of all, go to the first grey door you see to the
right (NW), 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 through the pool to the other side and find a bunch of buttons on
the wall on the right (N).
Connect
Ground Wire, Frozen Code Card.
Only the
ones with a blue light should be active (after pushing), 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 to the
right in the Corridor and open the door on the left (E), Frozen Code Card) to
get access to the central section of the place. Throw the switch on the right
(S) and a trapdoor opens, get down, just follow the ducts.
16- Cold Blur.
3 secrets.
Follow the
duct, passing the burners and hop over an open grate if you want the Secret. At the end of the duct down into the room for Secret #1 (50), Flares and Uzi clips.
A Personal Key Card.
Back up in
the duct and to that hole in the grate, drop down and go out the door to the
corridor. Shoot two thugs and go S to a card reader on the left, use the Pass
Card to open the door. On the shelves is the Personal Key Card, get back
out and head to the left (S). Through the broken fence and open the gate with
that new card, go in and take a left through the fence, shoot a thug and get
his Uzi clips (mine ended up under the furniture), there’s Pump gun
ammo on the crate SE.
Jump the
Lasers, raise a block.
Get out and
go down the stairs leading S, left around are lasers, but we need to go there.
So stand against a wall and side flip over the lasers, can be done without harm
if you stand in the right place (middle of the tile next to it). Shoot the two
thugs in this corridor then at the end go to the right is a door that will
open. Inside in the far right corner (SE) is a button that will raise a block
in the pool next door. In the NE corner around the pillar is a small
medipack. Go back through the lasers, through the door W and come to that
pool.
The Code.
First turn
right and the wall you are facing must be pulled out once to allow us to move
another one later. Now swim straight across that freezing water to that low
ledge and go left to get Uzi clips. Now swim to the block you raised N
and climb up to the floor. Run underneath the laser and this pool is frozen, so
you can run right around and climb up under that laser, go into the fenced off
part to get the small medipack. Turn back and loop right around the
corner into the SE corner.
In the back
is another wall you can now push in (because you pulled the one in the pool
with the block before). You’ll find a ladder left… go up and into the
room above. On the wall on the left (S) are some covers, the one in the middle
has a code inside “6339”.
Go N to the
next room and find a button on the left wall, it will open an underwater gate
(Safe Room) under the frozen pool and we can use that in a bit. The door E
leads back to the corridor; I didn’t use it.
Power
the Door, using the Safe room.
Go back down
that ladder S and go over the ice to the N pool, walk along the right hand side
and find a low ledge. You could try to get to the underwater lever and back to
this low ledge in one go, but you can also use the “Safe room” we opened
upstairs.
Hop in and
swim through the broken grate S underneath the ice of the middle pool. Swim
right and through the gate to the Safe room, climb out S. Use the switch there
and covers lift from buttons in the other side of the room. Use the right hand
button to have both entrance gates open, hop back into the pool and swim
straight out of that gate, the third alcove right has the Power Door lever, use
it and swim back into the Safe room to warm up. Turn E and swim out through the
left gate, left through the broken fence and climb out at the low ledge E (S3-savegame.14).
In the NW
corner of the poolroom N is the gate you opened, follow in and at the first
window left is a button to open an underwater gate.
Lift the
Cover.
Back to the
pool and that gate is E, left opening, next to that low ledge.
Swim through the gate, go left and up at the end to climb out left. Go through
the passage and in the next storeroom is a switch on the right to lift the
cover from the code pad in the Main corridor. Hop over the crates S to get Pump
gun ammo and hop back over the crates.
Disable
the Lasers.
Go out the
door to the corridor, right and find the open cover on the Code pad. Punch in
the code (6339) and enter the door.
To the left
is a switch, use it to disarm the lasers in the first pool. Get out; take a
right (S) through the fence at the end and down the stairs, right through the
blue door and hop in the pool. Swim S through the tunnel and get out to the
right. SW is a ladder, go up to the corridor above and push
a button to get outside.
The
Base, a Code Card for the Bomb Detonator.
Step out
and shoot the grate from the alcove E and get the Medipack first, you’ll
need it. A lot of Baddies here, some of them drop goodies so keep an eye out
for possible pickups. Go N a bit and left before the green building, in the
alley right around the back are some dogs. Step out N of the alley and wait a
bit there, a thug will show up and he’s carrying a Code Card. Now go
open the SW green building and get Pump gun ammo from the shelves.
Through the broken fence N is a cabinet with the Bomb Detonator.
Some
Pickups, take out a Gun.
Go out and
walk to the left (N) along the next green building, as soon as a Sentry gun
around the left corner of the building opens fire (it has to aim this way),
turn back and go left around the container straight to the E wall, you’ll see a
grate in the wall, jump up and shoot it. Get in and grab Uzi clips, turn
S and jump/grab up to the roof ledge. Jump to the container and then to the
roof of the NW building, go to the NE corner and jump from the roof into the
first window of that roof, stand back against the window and look down to see
if you can shoot the Sentry gun below. I didn’t see the need to take out the N
side Sentry gun.
Blow up
the Doors.
Hop back to
the roof at the W wall, look down on the right (N) and spot another grate, just
run down firing Uzis or pistols and you’ll land inside. Grab the Pump gun
ammo and drop into the alley, couple of baddies here of which one drops Uzi
clips. Shoot a grate W and get in for Secret #2
(51), Revolver ammo. Get out and cross the yard to the far SE
doors and use the Bomb Detonator on the right hand wall, just before the steps.
Side flip out of the way and watch the door blow up.
Take out
the Guns, up to the roof for the Personal Key Card.
More dogs
and enemies, some with ammo here..
Go through
the opening and a thug comes for you, hop back a bit so that Sentry gun (up
right) stops firing. Grab the Pump gun ammo dropped by the thug (the gun
aims at you) and go straight from the opening to the S, go right at the end and
in an alley in the green building is Pump gun ammo. First go to the W
until you see one or both of the two guns aimed at you (this is also a point
from where you could shoot those two guns SW if you let them face the other
way). Quickly go back E and left around the corner. Go back N a bit and left
around to where you are on a small yard, from here you can take out the gun on
the NE container (the one at the entrance).
In the wall
N of that NE container is a grate, shoot it and get the small medipack
and Pump gun ammo inside. Back out and W, left around the green
structure and right around the next corner, a whole bunch of baddies attack
there. Go further and carefully step right into the doorway. Look E for those
two guns next to the container and take them out one by one. If the guns do
spots you you’ll have to go around to the other side again and shoot them from
there. There’s one more gun on the roofs, you’ll have to go around till you can
shoot it. Then I went up the crates in the SW corner where I shot the two guns.
Up to the
roof and run jump into the window NE (Amanda looks at it), shoot the window and
get inside. A bit left down the steps and in the alcove N is a button, opens a
gate E where you entered, get the Pump gun ammo. To the left of it you
can shoot another window, jump out to the roofs and go all the way SE for a small
medipack in a window S. Go take out that nasty gun behind those crates if
you didn’t already.
Go over to
the roof NE and shoot the window E, inside is a button S, opens the gate in the
corner and on the shelves inside is the Personal Key Card. To the N is Pump
gun ammo in the window. Go out and drop from the roof, leave through the
demolished door NE to the previous area and go to the NW green building, open
it with the Personal Key Card.
Sewers.
In the
cabinet is Pump gun ammo, in the middle of the room a shaft, face N and
climb down. Go through the fence SW and in the water of the next room (S) is Secret #3 (52), a Medipack and Uzi clips
next to it. Go back through the fence and to a gate near the ladder (NE), it
will open up. Follow through and open the next gate with the crowbar, get
through the lasers (crawl), around the corner make a note of the card reader
and head through the door E.
Take out
a Gun.
Go upstairs
and left is a door you can open with the famous Pass card, grab Pump gun
ammo and Uzi clips inside and a thug shows up. Go out and left up
the stairs, left behind the red crate is a small medipack. Go around the
corner and shoot two more thugs there, another one might be coming up from
behind. Climb into the crawlspace on the right (S), (shoot the grate) and look
out to the right. There’s a Sentry gun and left of it is a crate of TNT. Shoot
the TNT crate to get rid of the Gun and drop out of the crawlspace, just go
where the gun was otherwise you’ll wake up two more thugs.
Laser
Traps, the Frozen Code Card.
Around the
corner on the shelves (N) is a Code CD that will open the door behind
you, step through. There’s a valve in the next room, don’t use it yet if you
want to get some pickups the easy way. Climb down the ladder into the pit and
go through S, grab the Pump gun ammo in the lower part and continue to
the right (W). Time the lasers and drop down into the lower duct to get the Medipack
(believe me, this was easier than with the tunnels
flooded). Now go back and use the valve, save before you swim into the same
place, dodge the lasers and swim up in the end.
Go through
the broken fences, use the Pass Card E and inside first open that cabinet to
get the Frozen Code Card before you grab the Pump gun ammo, get
out quick (crate of TNT here) and shoot the two thugs. Go through SW and a door
opens up upstairs, look behind the crates for a Medipack and Uzi
clips. Go to the NW corner, into the crawlspace, shoot the grate and shimmy
along the crack to the ladder. Go down and safety drop down into that passage
with the card reader N. Open that door and go through to a wall with two red
lights.
Release
the Locks.
You have a
choice to first go left or right. I went right first to open a shortcut gate..
S side,
open the shortcut: If
you stand far enough away from that laser (middle of the tile next to it) you
can side flip over without harm, or just run and swan dive over like me.
Through the gate climb down and open the crowbar gate below. No need to go
further, the other gate is opened from the other side to create a shortcut
around the entrance lasers later. So for now just climb back up and go out the
gate W, over the laser and right around to the N side.
N side,
Booster Cables and the Code Card.
Over the
laser and through the blue door, go left a bit. Open a gate on the right (E)
with the button and left are Flares, on a table way in the back is Revolver
ammo. Go out and right into the freezing water, left along the wall are
higher spots where you can warm up.
Open the
first gate on the right with the button next to it (E) and inside go right
around the corner, climb on the crate and down in the SW corner is Pump gun
ammo. From hanging on the side of the crate, drop and quickly open that
cabinet E to get Booster Cables. Warm up hanging on the crate before you
go out to the corridor.
Get to the
N corner on the safe spot near the barrels and walk E along the right hand wall
(through steam and burners) to a gate on the right, open it and wade in. Inside
you can grab up to a monkey climb where you can wait till you warmed up.
There’s only one thing of interest in the room and that’s the Code Card
on the table. In my game the monkey climb couldn’t be used again, so quickly
make your way back to the corner with the barrels (S4-savegame.0).
Go back to the steps S.
Through the Shortcut, S side again.
Go up the
steps and to the hole in the floor next to the blue doors, climb down and open
the crowbar gate, go to the other end and up the ladder to get back to the S
corridor. Go open the gate on the left with the Code Card, shoot the thug and
inside is another closed gate.
Power
the Gate using the Booster Cables.
So go back
out and left (S) through the corridor and open the next gate left, stand next
to the crate N and climb over along the wall to get Pump gun ammo, get
back out to the corridor.
Go left and
around the corner to the end of the corridor and shoot a thug. Open the gate,
near the boxes (NE) with your Pass Card. Wait a bit before you enter because
another thug is on its way.
Inside the
room is a window N, shoot the right hand grate and look on the N wall of the
next room. Shoot a fuse box on the door and a gate will open left of it (out of
sight).
Back to the
corridor, around the corner up the steps and into the gate you opened with the
Card (on the right), the gate inside is now open, go through and find a switch
in an alcove (loop around to the right) W. A gate will open opposite the one
where you got the Card before. Before you go out, get the Uzi clips from
the left shelves. Leave the room, take a right and down the ladder through the
shortcut (or around through the lasers) to the N corridor and walk the freezing
water to the end and left into the opened gate and climb up the ledge on the
right to use the Booster Cables and close the circuit. A gate in the S corridor
will now have power and opens up.
So, go out
through the right hand gate (SW), up the steps S and back through the shortcut
to the S corridor and left around the corner to the open gate S. Shoot the two
thugs and enter the control room (around the corner and to the right), there’s
a switch on the back of the terminal and that will power the locks at the
lasers. Go out, to that gate SW, use the button next to it and that one will
also open now, inside is a Medipack. Out to the corridor, take a left
and out the gate NW, jump over the laser. At the green lights, go through one
of the doors and through the next gate into some kind of air lock where Amanda
has to leave her weapons behind.
Hazardous Waste Halls.
Take a
right and go straight to the S wall and left in the alcove is a switch, a fence
will break. Now hop on the grey terminals left of the Toxic waste (E) and jump
over to the S side, careful with those TNT crates and get into the NE corner
for another switch, a part of the ceiling breaks. Get back to the S side and
jump/grab up to the crates E, up left and run jump over to grab a crack N,
shimmy left and over the crates to jump to a crack S. Shimmy to the right onto
the crates and run off SE into that grate you opened, follow around to a small
medipack at the other end. Go back a bit and use the switch on the N side
steam blower to open a grate in the ceiling. Grab up to a ladder and go up into
the ducts, save.
Thugs,
no weapons, claim the Pistols.
Time to use some tactics, because when you go just to the next gate, two
thugs show up.
Don’t step out too far or the gate closes. Run back and wait in an alcove near
the ladder for them to come in. Now sprint through the gate and hopefully both
will be locked inside, otherwise they will be shooting you all the time (S4-savegame.1).
Use a
button (#1) on the right (SE) and go up the ladder next to it (E) to back flip
to the ledge. Jump over (S) and jump with a slight curve so you can use a
button (#2) in the SE. Jump back to the ledge and over, then another jump to
the ledge W. There is another button (#3) in the NW corner. Up the ladder W,
back flip off and a button N (#4) and a last button (#5) in the E wall, a gate
opens on ground floor.
Go to the
far SW corner and safety drop down for a Medipack. Drop to the ground
floor and go into the gate nearby (S), right around the corner is the button
that will open the weaponry N. Go get the Pistols and shoot two thugs,
one drops a small medipack. Head up the ladders to the top floor again.
NE is a grate, shoot that and use the switch to open a big door. Get back down
and enter (N), step into the elevator and use the button left to go up. At
least a bit, the thing seems broken. Shoot a panel down NW and crawl through,
turn around and climb the grating. Into the duct, shoot the grate and drop into
the upper corridor.
Getting Out.
Go N and
use the Pass Card on the right hand door. Inside is a button, go out and shoot
two thugs. Enter that open gate around to the left (NE), open the gate on the
left (W) and right around the corner is the power door button for another door
in the corridor. It is to the left of the one with the card reader, inside and
left in the back is a switch, use that to end the
level, Lara takes over.
17- The Big Search.
3 secrets.
Lara
again...
Warehouse, Blow up the Floor.
Just follow
through to a warehouse and get Colt clips left, Colt and
Uzi clips in the opposite corner (SW). Grab more Uzi clips 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 (face W) with the crowbar and get Colt
clips. Get on top of the crate and run jump down S, you can open the crate
and pick up more Colt clips. Then jump NE, open the crate N to get Secret #1(53), Uzi clips.
Jump over
to the other side, get on the crate at the S wall and drop down from then other
side, grab a small medipack and Colt clips. Climb back up using
the ladder. Now get onto 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, looking up E you see 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(54), 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
on the 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 (S4-savegame.2).
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 and go in minding the darts. Inside you can get Secret #3(55), Uzi clips, a Medipack and
Colt clips there are Colt clips on a burning pedestal,
just run to it when the burner is down and hop back again.
Shoot
the Bell, Platforms, a Yellow Crystal.
Get out to
the entrance, look left and spot the Bell, use pistols to 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, pick up a small
medipack and Revolver ammo there. Then go to the N side of the Hall
and a bunch of Yeti’s appear, first two, but hopping
around shooting them at least two more appeared. After the battle I found
a Medipack, most likely dropped by one of them. Climb the platforms N
and jump up to the top of the arch (W), 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 floor lever. The lever will raise the platform at the frozen
pool, safety drop down and go to the small pool (SE) onto the platform there,
face S and back flip onto the roof, jump and grab the ledge with a second floor
lever, a block comes out of the wall.
Drop down
to the ground floor and 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 floor lever; this one will open a gate. On the pedestal
are Colt clips.
First Himalayan Key.
Get down to
the ground floor and into the passage S to the gate you opened. Climb down the
ladder and go into the room behind it, jump over the corner of the spike
trap and pick up a Himalayan Key and Flares.
Spiked Pillars.
Back out to
the ladder, run jump 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 over the spikes. Maybe I was lucky, but I made it through this way (S4-savegame.3)
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 slightly 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 facing E onto the burner ledge, shimmy to the
other side and pull up to back flip to a ledge with a button.
A gate
opens and a platform goes up on the central pillar. Jump there with a grab and
jump to the N wall ledge, then over to the balcony on the left (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 (trapdoor
opens in a building).
Run jump to
the N, open the gate with the button and you are back where you got the Key
before. Hop over the corner of the spikes; 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, turn around 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 are 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 to the opposite ledge, 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 small
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 into the opening 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 straight ahead. Up the stairs, 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 turn left
and then jump into the opening (N). Climb the block you raised and jump grab up
to the burner block, jump into the alcove on the left (E) and throw a floor
lever to get a rope out. Use the burner block to jump to the
central tower and use the rope (hop back once and then jump to the rope) to get
into the alcove N, throw the lever there. A part of a lock system opens
and a platform went up so you can jump back to the tower.
For a
Secret: From that platform look NE and spot an opening high up in the corner,
get on the rope, turn around and 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(56), Colt- and Uzi clips. 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 (or just aim for the right hand side of
the opening). Throw the last lever and a gate opens up, now just dive into the
water below and swim into the middle of the green alcove under the entrance W
to get the Himalayan Key 2 (hard to see but it is in the left
corner). Swim out to the right or left and get out in the 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. Watch out
for darts and get 2 small medipacks from the
balconies after timing the burners and swim back, climb out quick.
Use the
Himalayan Keys, Blade Traps, the Purple Crystal.
Get back
out W down the stairs and swim through the spikes and out on the left. Back
into the water 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 Himalayan Keys. Drop down
through the trapdoor you opened and straight ahead (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 (S4-savegame.4). Go up the
stairs and through a gate, careful, a swinging axe and darts were added here. Turn left immediately and walk along the left side of the
blade.
Now we have
to get into that passage with the burning bowls, I stood back against the N
wall and did a run jump in over the first bowl. Then do side flips over the
next (not too hard if you position Lara correctly), face W and side flip over
the last. Mind the new blade and darts 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
right then climb up left or right (S). You'll have to get back into the tower,
take the SE platform, ledge, to the 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 a
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 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 a Medipack, then pick up the Torch next
to it and go back out. Jump over the ledges to the far right corner gate (NW)
which will open when you approach and go in with the Torch, run jump as far as
you can to the S into 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. Beetles will come out of the wall too (seems you can get rid of them
by a repeated save and reload?). When you go out, the room will change and 4
witches appear one by one, shoot them with pistols side jumping left/right and
watch out for the burning ledges. On the pedestals are
ammo pickups now, if you need them, go around and get 3x Uzi clips and 3x
Colt clips. They are only available when the witches are there and are gone
when you killed them.
Save every
time you killed a witch and go look for the next active witch. And while
shooting the last witch, you have to stay on a safe side of the room, because
when she dies the room changes again and you could end up in the deadly pool.
Leave this place (S4-savegame.5). (I managed this sequence only one time; I was probably
lucky because the blocks under the opening caused a hole in the floor where
those beetles went in so I only had one beetle bothering me. Could no duplicate
this no matter what I tried. So this save doesn’t have the ammo pickups which I
only discovered later).
Getting Out.
Leave S, 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 clips 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.
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 clips.
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(57),
a HK5 clip (yes, a new weapon again). 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
a HK5 clip. Swim S and climb out at the boats, hop into the one in
the middle. Turn the boat around and take it S to where you see
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. It is all quite
doable.
-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(58), 2x Uzi- and a HK clip.
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 next 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 (S4-savegame.6).
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 N
and around the corner, then left (W) around the house to the main canal where
all the boats are and to the door on the E jetty (not too far from the
warehouse and a bit behind the boot on the left).
Mask
Piece 1.
Open the
door with the Little Key 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 clips. 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(59), Uzi- and
HK clips. Drop out into the canal, and swim E to climb onto the jetty on
the left.
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 a HK clip. 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 straight ahead are two levers; they will
open a trapdoor. In a small cabinet on the left you can find Flares.
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 (won’t work with a flare,
so drop that first) 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 clips 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...
19- Lab 41 V.
5
secrets (3 now, 2 when we return).
The
Storage Area, a Grey Employee Card.
There's air
a bit further, swim through the door and go right around the corner
for Secret #1(60), a HK clip.
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 on the left of the pool
(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
in the corner for Uzi clips (climb up the high crate facing N).
Drag the corpse away from a small medipack and go
outside, the gate opposite (E) will now open and a guard comes out. Drag
another dead soldier away and pick up his Employee Card.
Go out the
cell and left (S) then take a right around the corner, when you go left around
another corner you can open a door on the right with a lever next to it and
inside right around the corner is a cabinet with some Uzi clips. 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.
Conversation
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. Behind the crates is
a box you can shoot for Uzi clips.
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 storeroom, left around the wall is a button raising a Timed platform NE.
Timed Platform.
Push, hop
on the low crate SW and jump to grab the high stack N. Face NE and run jump
onto that platform and into the alcove (S4-savegame.7).
Throw the lever to open a red door, get back onto the high crate N and jump to
the stack of crates SE to get to that door.
Moving Blocks, open 2 Doors.
Hang from
the balcony and shimmy left along the crack, around the corner and drop to the
floor, turn around and climb the ladder into an alcove and grab the Uzi
clips (This is also the way to get back to the balcony later). Climb down
and jump NE into the alcove under the balcony, then jump 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 clips, you are discovered! Jump
back over the slanted grates and safety drop down near the ladder and get into
the red door that opened, don't let the baddies push you into the pool and
shoot them if needed. Inside is a button raising platforms into a monkey climb;
go back out.
Climb back
up the ladder and this time to the top and get 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. Go back over the monkey climb, go left and run off the end holding
Ctrl, get into that alcove where you got the Uzi clips. Turn around and
jump to the crack in the wall so you can go around right to the entrance
balcony.
The Access Key to a Secret.
Go out,
climb on that wooden crate and jump SW into the first door you just opened, use
the button on the left (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.
To the left are some Uzi clips on a drum. Get back to the room with the
pool the way you came and climb out at the ladder NW. Use the alcove W again to
jump back to crack and shimmy to the right.
The Padlock Key.
Get out and
down to the ground floor, leave E through the clanking door, drop down and out
E, take a right after the first clanking door and find the second
door you opened. Careful, only the "broken" floor tiles are safe.
Jump to the back S and go left to get to a closet with in it the Padlock
Key.
Use the
Key, Toxic Gas.
Get back
out the door and head to the right (E) through the last clanking door and out
left to the Corridor. Go sort of straight (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, go in and run to the old door on the right, go in and this
is the only ventilated room in the cellblock. Get the HK clips in
the corner.
- 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(61), 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 this safe room to the first floor.
- First
open cell, a small medipack in the crate.
- Second
gate (open with button), in the crate left is the Blue Access Key.
- At the
end of the walkway is a crate with another small medipack.
-The second
button isn’t needed; the cell there is empty.
Back down
the ladder and to the keyholes on the ground floor (left and doing them 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 follow through to get back to the Corridor
(Saves-4/savegame.8).
Take a
right (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
straight ahead (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 straight (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 straight ahead is
the Red Employee Card. Leave to the corridor and head straight (S).
The Empty Battery.
Follow
through and another camera makes you shoot more baddies. The door you opened
before (two buttons) is on the left (S), follow in and end up at a door to a
blue glass cell. There's a HK clip and a door on the right (S)
will open for you, careful, Toxic Gas!
Sprint in,
in the mirror wall S you can see a button #1 on the back of the SW terminal,
use that and get back. Go in again and use a button #2 on the right hand side
of the SE terminal, sprint back. Go in once more and on the back of the white
pillar you run in to is a button #3. Head back and out
and take a right through the Emergency door (E), go in and get the Empty
Battery from the closet.
Go out of
the blue cell, out N to the corridor and go left around the corner, loop around
left (SW at the blue windows) is a small door you can open. This is for later,
as we have to recharge the Battery first. For now go straight (N) and to the
right is another small door, go in and get a HK clip. Leave and go
out N through the automatic door. Go right, down some steps and right again,
down through the trapdoor in the corner (SE) and out the door to the lower
Corridor
To the Sewers.
Take a
right and follow the Corridor to the N to 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. To the right and time the burner and get in, time the
other burners to get Secret #3 (62), Uzi
clips from it and go into the passage S. Follow through to the next
area.
20- Dark Sewers.
5 secrets.
Follow
through and in the underground area with the 3 doors take the left (E) side
door. In the left corner (NE) and behind a crate in the storage is a HK
clip, 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 there (S), inside go 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 there (SW
area) and in the far back are some Uzi clips.
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. So for now head back to the W, through the
door 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
clip. 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 the
slope on the right (E) and left into the automatic door,
follow the room to another hallway where Daniel comes in with a message:
Daniel warning Lara.
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 clips.
The Control Room.
Go back out
and return to the Toxic Waste Control room; to the right (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 clips and the HK clip. 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(63), a small medipack.
The Circuit Board.
Monkey-swing 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, on the left (NE) is a Circuit
board where a Circuit Board is missing, but it's not the one we have. So take a
right (S) and down to a storeroom with a keyhole, there's an open fence
SE, in that room is a chest with the missing Circuit Board.
Out of this
storage and right around the corner, use the button on the wall there to create
a shortcut for later. Now go back NW, up to the Control room and use the
Circuit Board 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 on the left (E) and in the
corridor take the door left. Go up the blocks o the right (SE) and jump over 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 (SW), take a left nd follow through the door. Go to the
right up some steps, around the corner to the left,
follow through around another corner and through the door on the left. Straight
ahead is the door where you can use the Blue Access Key.
To the
right behind the crates in the corner (SE) is an HK clip. 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 (S), down the slope and around two
corners go through the door left (S). Follow through to a storage room and left
you can use the Grey Access Key.
Inside is a
chest, stand behind it to open it here are the Binoculars; at the
window opposite (N) is a HK clip.
Freezer
Section, Code Door.
Back to
where we came from, out this storeroom through the hall to the Main Corridor.
Follow up the steps and through the door left at the end into the Freezer
Section. 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 middle door E and punch the code into the code pad (9570), go in and put
the Electronic Board in the SE Circuit board. There is a flyby showing the
Toxic waste shut down. So that means the pool with the battery should now be
safe.
The Battery.
Go back
through the lasers and to the Main Corridor, go left, down the steps and
straight into the door S. Follow through and go left around into the section
where the Toxic pool was before, straight ahead in the pool is the Battery,
in the back near the window (W) are some Uzi clips.
Control
Room, use the Battery.
Back out 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, left through the door and 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 open for you now, 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 the corner to find Uzi
clips.
For a Secret:
roll and go right around everywhere (W are more Uzi clips) to end
up at a ladder down, go into the room below, shoot 3 Lizards and open the chest
to get Secret #2(64), 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 grey ledge on
the right 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
clips near the window, shoot the bats. Out and into the NE gate next
to the wooden door and find the HK clip 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 first go right to find the HK clip. Go
back and follow through going left and grab some Uzi clips, roll
and keep going left to come to a broken grate in the floor, drop down and shoot
the bats. Grab the HK clip 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(65), an HK
clip.
Back into
the corridor, go right and left into the second gate, go right to the S end and
pick up the HK clip in the last window on the right. Leave
through the gate S.
Flood
the Pit, Old Storage.
Go left and
follow through to the Main Corridor, down the steps and slope, go through the
door at the end on the right 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 in
that pit 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 the
open gate a bit right, to 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(66),
an HK clip and Revolver ammo. Climb back out of the pit, go
S and quickly run through the old gate S.
The Sewers.
Follow
through shooting a baddie, passing a gate with a green lamp behind it on the
left and at the intersection go straight (E). To the right through the fence
and go left around to some shelves with HK clips, turn around and
climb over that grey crate W for Uzi clips, 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 clips in a chest. Go back out into
the water and to the intersection, to the right (N) and to the left around the
corner is the gate you just opened.
But if you
turn right (E) there is an open fence, hop in and shoot the baddy, now you can
finally use that Green Access Key you’ve been carrying around. Open the door he
was guarding and inside is Secret #5(67),
Flares in the window and Uzi clips on the crate.
Timed
Run for the Door.
Go out and
left through the fence, straight to that open old gate on the left. On the S
wall a Timed button (opens that gate with the green
lamp) and in the windows left and right of that button Uzi- and HK clips.
So save, push the button and sprint out going right around corners into that
open gate (S4/savegame.9). Follow through...
21- 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
passage where we’ll use a Circuit board later.
So go
onwards and spot the Card Reader left, around the corner are two baddies and
make a note of the two gates left with the fire extinguisher. The third baddy a bit farther drops a Circuit board.
The Red Employee Card.
Go back to
the start and just past that card reader left into that open fence and follow
the passage to use the Circuit board. Into the gate and push the button to open
one of the gates at the fire extinguisher and one even farther in the sewers. Go
out and right (S), around the corner to the main sewers take a right and follow
through to the gate next to the fire extinguisher.
Inside and
in the SW corner are Uzi clips. Back out and left, around two corners to a more important open gate in
the wall on the left (W). Shoot some bats and in the pool, under the human
remains below the shackles you'll find the Red Employee Card. In
case you triggered a baddy in the sewer NE, he’ll drops
Uzi clips. Take the Card back to the card reader you saw at the start
(on the right, W wall) and open the gate 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 an HK clip under the human
remains (N wall), Uzi clips NW. In the dark corridor are gates to cells,
first left has HK clips, second left has Flares,
third left a freaky Lizard. First right only a freaky Lizard and second right
has HK and Uzi clips, in this cell is also some scribbling
on the wall, (eighty-eight twenty seven) make a note of that! The third right
has Revolver ammo. 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 hand gate W first, it leads to a
dead end room with Uzi clips in the second window left. 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 next 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 corner on the right (SE) is button #1/3 for a
gate. Jump over to the rocks N and then jump to the walkway NE and use the
button #2/3 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 the airlock, 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 all the way in the end and on the wall on the left (S) is a
button to flood the airlock 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 her 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 backside of the
tower (E). Climb the ladder and look to the right (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 (pistols will do)
to drop a rope. 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 rope. Swing onto the
walkway to use button # 3/3, finally the gate opens.
Jump back
down to the sub (on the hull) and go up onto the rocks W to jump to the NW
walkway and get into the gate, left of the pumps is where you can place 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).
Inside the Sub.
In the
right hand alcove are some Uzi clips, then
open the hatch E to the sleeping quarters. Open another hatch in the end and go
right into the next compartment, then a left and shoot that dark panel left to
get the HK clip. There's another HK clip 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 clips 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 are Uzi clips; 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
straight ahead (W). Inside immediately on the right there's a button NE, still
not sure what it does, 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 under
that grate, hop over the grate, back up to climb down for a Medipack and
an HK clip.
The Silver Key.
Back up the
ladder and walk forward, safety drop down into another duct, around the corner
and up left is a grate, shoot it and get in. Drop down into a control room,
loop left and use the button 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 where you shot the lizard. Climb 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. Through the door you opened into a storage
room, 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) with a
button, jump on the nearest table to shoot two lizards (mine just ran out).
Get Uzi clips from another table. There is nothing in the room
N (only go there if you need to use the bathroom).
Go back
into the corridor, left around the corner straight (S) and then right into the
storeroom, 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, in the dark
corner are some Uzi Clips. Follow through 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 Silver 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 on 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 straight ahead; 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 on the left (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...
A Jerry can + 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 from the right, shoot him (that is where
you got a Secret before’ the secret sound may play again when you venture
there). Head straight (N), in the end to the left is the old door which was
opened by that baddy before, go in and shoot the baddy in the storage left.
Open the chest to get a Jerry can + Fluid, a door opens up. There
is an HK clip on the shelves W.
Get out and
right through the door, head right (S) and take a left onto the ledge with the
green keyhole. Left again 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 Jerry can with the Empty Battery to get a Battery+Fluid.
Go to the left (N) and up the stairs and shoot the baddy.
Still 2 secrets to go.
Use the
Battery, the Green Employee Card.
Go through
the red door on the left and through the room with the burners, jump over the
emitters to the right (E) and left into the hallway passing the Maintenance
door. Head straight ahead to the room with the Green card reader (that is all
the way in the back) and go left there into the Main Corridor. Go straight and
left to the camera (S) and then left to the end (in front is the room with the
burners). Go left into the opening and climb up the trapdoor in the SE corner,
(nope, still nothing in the cabinet) go out N and in the corridor to the left.
Then go through the automatic door left (Emergency Door Lock) and into the
small door SW. Follow through to the room where you can use the Battery,
through the fence on the left and place the Battery.
Voice: Emergency fire door lock released
Go through
the door behind you (N) and use the button in the alcove straight ahead, 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 the
door S, take a left, open the door and go straight
back to the Corridor. Go through the door straight ahead (N) then take a right
down some steps.
For a
Secret: You can now open the door on the left (N) with the button, get in and
go to a door on the far right side (NE) which will now open (after placing the
battery) and inside is Secret #4(68),
a Medipack behind a hatch. Go back to the room, out the door S
to the Corridor.
Back in the
Corridor go straight through the opening S, down the hole in the corner,
through the door on the left (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, behind a crate is the Maintenance
door you can open now, get Secret #5(69),
an HK clip 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….
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 left (W) and into the next left where a baddy is
waiting for you, get out quick on the small jetty to the right and shoot him
(the stairs lead up to the Fountain square, but that comes later). Jump SE to
the jetty with the boat and open the door with the screwdriver. Inside behind
the crates in the corner on the left (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 left (S) to the Boat Dock, jump over to the open gates (E) of the jetty’s
and get in the water on the right, swim in the gate there for Secret #4(70), Uzi clips.
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). Get in and navigate
around the corner (S) go straight and take a left, at the island in the middle
a left again and get the boat to a small stepped jetty SE with the poster on
the wall. Be sure the boat is 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/right around the house to the Docks, get out left (near that boat) and
find the open door S inside, go in (S4-savegame.10).
Get the Old Key, we're done here, go out and swim to the other side
(W), up the stairs to the Fountain Square.
Fountain
Square, Timed run to the Balcony, Silviano's Key.
Go sharp
left and get on that crate (SW), jump up to shoot that window S get inside. Follow around to where you can use the Old Key.
Go in and jump up, in the E wall is a block, pull it out and push it aside to
the left, pick up the Uzi clips 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 up onto the balcony E
Go back
inside through the door opposite the push block (NW) that will open. Go up left
and left over the hole is the Timed lever. Pull, hold
the down key to hop back while the camera is active and you’ll 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 (S4-savegame.11).
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 clip 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 and get the Medipack and
go back inside, left to the Timed lever and use it again.
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...
22- First Mission.
5 secrets.
Follow
through up a ramp to a red door and come to a small room with a red door and 2
buttons. For a Secret: Push both buttons, shoot the covers from the electricity
pole in the corner and push the left hand button once more, the door should
open and inside is Secret #1(71), Uzi
clips, 2 HK clips and Revolver ammo, scattered around. Back
out to the corridor.
Shut
down the Burner.
Go through
the red door E, shoot the baddies and in front of the ladder S is a burner we
have to shut down. Go to the SE corner for some Flares and then go
through the broken fence N.
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 on the right (E) to push the button
and jump back the same way, seems you still can in this revised version.
Into the Ducts.
Back in the
room, jump over the grate to the ladder (S), climb up and then shimmy right
around to the end 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 jump 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. Go right around corners and find 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
towards 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 clip. 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 #2(72), Uzi clips.
Return to the button.
Run for the
Exit: Save and turn left, run right around the corner to a slide, slide far and
jump to grab the other side, climb up and run right/ left around corners to get
to the Exit grate on the right (S4-savegame.12)
OR side flip and pull up, go straight and run into the opening in the floor.
Take a right and keep running around the corner into the open gate.
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, maybe 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. Shoot the
two baddies in that dark place. 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
the ladder, 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 first ladder a bit and shimmy to the right, grab the Uzi clips
from the corner, then climb up the same ladder and to the dark pit W. Hop to
the first platform right and run-jump straight W to grab the second (you can
skip the platform left), then go to the 3 Electric Wires. Take out the right
hand Electric Wire with the crowbar.
Go back
over the platforms (or through the pit and up the ladder) and use the wires E,
the power comes back on and the lights pop on (about time). Go out the red door
S, push the button to open the elevator and get in quick. Save before you use the button to go up, because in the next
part you cannot save your game!!!
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 and upstairs are two baddies, one of
them drops the Master Card, this one opens a lot of the doors.
Go 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 clips I could find were to the
S up the steps, go straight ahead and around the corner to 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 2
HK clips, go up the stairs SW and left around the corner is another cabinet
with an HK clip. Go back to the hall with the piano and through the
door straight ahead (N).
An Electric Wire.
Follow this
corridor 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
left and to the right around the corner are Uzi clips. Go out; right and
left to the hall with a piano.
For a
Secret: Open the door on the right (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
#3(73), Uzi clips. Go out through the kitchen to the
piano room.
First Radar Screen.
Open the door
on the right (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 on the right (S wall) to
a duct. Follow through, crawl through the grate straight ahead (N), it will
open, inside shoot a baddy 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 (push the button) and you are back in the piano room and head right
(E) into the corridor with the couches, go right and around the corner into a
corridor we came from before, there are two doors. Behind the W door 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 down 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
#4(74), Uzi clips 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, so make a note of the code before you use the card. Want to use this
code? 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 Pickup.
Back right
around corners to the corridor where you got the code card, go S and right up
the stairs and right again, shoot the baddy and opposite the couches up some
steps, the door (E) opens. Go in and find 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 loop around to the right to place the Wire (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, but there is an HK clip in the bathroom, a baddy
shows up. Back to the piano and go into the door S again and in that
corridor you found the HK clip 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 on the right (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 left (S) and follow through to the exit door, open the elevator and get
in. Before you do anything in this elevator, climb the grating W up into a
duct, follow through to Secret #5(75),
a Medipack. Get back to the elevator and push the button.
23- Saudi Arabia.
You can
save again.
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 that is 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, in a lower part behind a
pillar is a Medipack in a vase. The last Bedouin you’ll meet will drop
the Jeep Keys. From the end of the passage, jump over to the floor
lever in the opposite building opening doors in an alley at W street.
The
Storage, the Gate Key.
Drop down,
go there and save before you enter one of the doors (left or right). Go in and
right and the 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. I also found small medipack as well. The iron
gate you’re looking for 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 to get
to 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 with bricks on the right (N), it will break when you ride against it;
follow through. Left through the next brick 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 to 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....
End of this Adventure.
G&D-
May 2016 (Org.2003).