By Roe Croes
Two walkthrough
versions are available for this level. Manymee has written a revised walkthrough
version which can be found half-way down, so please scroll down.
Walkthrough by Robin Burgess [rjb]
[Abbrev: pfm = platform; bec = because; psg = passage; CPS = crawlspace; CDS=
cul de sac;
RB = robed (ninja) guard; MmC = mummified creature; R&J = ‘run & jump’;
.: = therefore;
AH = air-hole (when underwater); XB = crossbow; EX = ‘explosive’ (XB bolts). E
= there is/are]
Start: 3 SMPs, 1 LMP, 3 flares to begin. [E 2 secrets.] Off central startg open
space, with water & one water tunnel below, E 4 identical, vert. one-way,
shimmering, walls of ‘water’ [vsw] (each with another pfm-ledge above, far too
high to reach, with another vsw there) EACH leadg into an identical small room
with a lever, with a further non-passable vsw beyond, & an MmC to
complicate matters. Advised to NOT operate lever(s) as yet (don’t know what
they do) - certainly in @ least one case, a RB comes up from behind 2nd vsw
& shoots Lara while she’s doing it. Each small room has a CSP @ left that
leads to a short crawl rt & drop down into a new area - thus by-passg the
2nd vsw. Advised NOT to pick up SMP within each identical CSP @ beginning, bec
need to deal with @ least one RB IMMED drop down into area beyond, & if
proceed as quickly as poss, RB may have slightly less time to target Lara. In
several cases RB that attacks comes thro’ a door that is opened AS crawl thro’
CSP. (The 2nd vsw in each case can be passed thro’ from the far side, back into
the small, MmC-filled lever room, but cannot pass back thro’ FIRST vsw to
original open space.)
Numbering the 4 ‘1st vsw’ opengs @ the open space, clockwise from the
one that Lara faces when the game starts, call the one she faces vswo1, then
the one above the water tunnel is vswo2, & the next two round are nos. 3
& 4. (nb. The MmCs are not activated until go onto the 2nd row of sqs
within each of the small rooms.) The water tunnel below vswo2 has an AH partway
along the 1st section that comes up in a fairly strfwd wall-maze (made more
diffct bec of dark areas) [more in a bit]. The w-tunnel then goes further on to
reach a R-T @ a junctn where there seem to be a large no. of closed gates one
after another - phaps the levers in the small MmC rooms? Rnd the R-T, another
str. section leads up to an AH in a small room with JUST a pair of closed dbl
doors. Beyond the doors is a red glow [more also about this in a bit]. (It may
or may not be the same red glow as seen elsewhere, as the ‘raised floor’ in a
large room [or two?].)
Beyond vswo2 , the 2nd vsw leads into the maze just mentioned [that is,
via the CSP]. (Note also, that cannot return thro’ one of the lower CSPs once
have gone beyond the small room. Also, not convinced about SMPs in upper CSPs.
Seems as tho’ some @ least of the RBs beyond are triggered only AS descend far
wall, so pickg up the SMP is not relevant.) Nb. The MmC can reach a little way
thro’ the vsw to cause damage. The RB in this ‘maze’/vswo2 section drops an Uzi
gun. Another feature of the upper CSPs with the SMPs is that E the sound of a
door opng when there. Difference with maze/vswo2 is that cannot see which door.
With other CSPs, dbl doors are in next room. Ah. No, here too some dbl doors
open, & in approx. the same posn: fwd & to the left. Here they reveal @
the 1st left turn (the 1st 2 poss dirns, L & R, are both CDSs) another room
with welcome flares for the dark psgs, & then a further, impassable vsw
that shows a large room with a revolver, an LMP & 2 boxes of rev.rnds on
the floor in the centre & also what looks like a glass/perspex ceiling betw
the grnd & 1st floor levels, & 2 further (blue) vsw opngs, one for each
floor, @ the LH side.
At the Xroads junctn a where left is to the opnd doors & the flares
etc, back is to the MmC’s room, then fwd is to a T-junctn in the dark & rt
is to another T-junctn. The R-T T-junctn b leads to anothr CDS rt & left towards
another T-junctn in the darkness. The fwd path from both junctns a & b,
both leadg to T-junctns in the darkness, come to the same cross psg, where E a
v.short psg, leadg BACK, BETW them, to a water hole opng. This is the same
water course & opng discovered from the water tunnel leadg from the central
area @ the start. This is the maze to which it led. Searchg the small maze is
further complicated by a 2nd RB that appears! This RB drops some uzi clips.
Moreover, the only other part of the maze not yet seen, to the left of the 2
dark T-junctns & water hole, leads v.soon to another CDS. So the ‘purpose’?
of this maze/water hole is to be able to return to the beginning. When return
thro’ the vsw that adjoins the maze to pull the lever beyond vswo2, a RB appears
BETW the 2 CSPs, so can shoot him with pistols while crouchg in the 1st CSP. He
also drops uzi clips. Checkg the gates in the w-tunnel, discover that the 2nd
gate has been removed.
vswo3 leads to a large, fairly dark room beyond. Again, it seems poss to
pick up the SMP in the upper CSP w/o any real ADDED problems. The RB beyond,
coming thro’ the opened dbl doors @ the left presum, seems to shoot no earlier
(drops some uzi clips). The large room (buttress @ far wall) appears empty. The
opened doors lead to a large ‘red’ room (‘hammer guardian’ music!), where E
flame below, closed dbl doors (the same we saw from the water tunnel?) @ the
far side & some uzi clips restg @ ‘floor level’ by the far doors, so SOME
of the ‘floor level’ is presum. ‘safe’ - but which?
By experimentg, 2nd & 4th sqs away from RH side of entrance & 3rd sq
away from LH side of entrance are ‘safe’. In fact, begin to be able to see
which sqs are ‘solid’ on top by virtue of the vertical ‘lines’ running up &
down - easier to see if looking towards side walls or if clinging to the edge
of one of the ‘blocks’. Sq 3 in the file one away from the RH wall is also
‘safe’, eg. Can see that E @ least 5 other blocks, espec to the LH side, but
also ahead, that haven’t yet been on. Can jump to ‘block’ 2 ahead of RH one -
so Sq 5 in 2nd rt file - & then across to the block that the uzi clips are
restg on. As do this last the dbl doors open & an RB appears from beyond.
He shoots then jumps onto the same block, & can knock Lara off & into
the lava! Poss. saw a glimpse of water beyond the RB & .: these doors are
the ones @ the far end of the water tunnel’s R-T. So this is a way to return to
the ‘start’, having passed this way? Looks as tho’ E 3 blocks @ both left &
RH sides, just 2 in the centre rt, one @ the centre left, plus the ‘uzi clips’
block @ far centre left, so a choice of routes. The RB drops uzi clips also.
Going back over the blocks to pull the lever in the ‘vswo3 room’ - the vsw is
one-way from this dirn, as with the ‘vswo2 room’ - find that an RB comes up
behind & stays immune himself (cannot easily shoot him - EX XB bolt?)
beyond the 2nd vsw, in the large empty room. Tricky - being fired upon, until
he changes from uzi to sword - w/o being able to shoot back effectively. Would
an explosive Xbow bolt penetrate the 2nd vsw ‘screen’? He’s waiting in the
large, empty room, but fort. has decided to still keep to his sword. He also
drops uzi clips. Yes, the 3rd water gate is gone in the tunnel, after having
pulled that lever in the ‘vswo3 room’. (Incid, the ‘hammer guardian’ music,
that some other levels have playg continuously[!] after it has been 1st
activated, cuts out when swim back along the w-tunnel to the ‘startg area’.)
Beyond vswo4 , the large room past the 2nd vsw looks v.similar to that
for vswo3, but w/o the far wall buttress. Can pick up SMP & find that RB
beyond drops loaded Revolver! Where the previous 2 small vswo rooms have had
the MmC’s RH alcove as just a walled area with a ‘door-like’ image @ the far
end, this time E a blank wall that can run thro’ & E a ladder @ the LH
side, that leads up to a new area. E a lot of ‘black water’ on @ ground level
(another level had this as deadly! - yes, it is as ‘hot oil’) & E pillars,
a ‘solid’ pfm midway & a vsw @ the left. Can, with care, R&J over this
‘oil’, & find some EX Xbow bolts to the rt. An alternative is the low mnky
swg that runs all the way around the edge of the room - but it would take some
time.
Can see that E a lever within the LH area that the vsw leads thro’ to.
Find that as go along mnky swg no less than 4 MmCs approach, each just behind
whilst Lara KEEPS going! E also the energetic ‘end titles’ music to accompany
this. When reach small area with lever, find that MmCs can all pass thro’ these
vsws (the 1st seen & the one @ the other side of the small room) so need to
be quick! E is a 5th MmC also, when operate lever. When go thro’ 2nd vsw find
that have come out to the 1st floor level in the central start area, & that
the other 3 upper level vsws all have levers behind them also. Safe from MmCs
once have jumped to one of the other ledges. Each of the other upper level vsws
seems to have something else beyond a 2nd vsw, in each case - some ledges,
white flames? or psgways. Ah. Cannot get thro’ any of the other ‘1st vsws’
anyway! For the 1st floor vswo1, can see beyond further vsw ledges & a wall
ladder. For vswo2, it seems to be a large room full of white rising ‘flames’ or
the like & for vswo3, can just see a darker cross psg @ just beyond the
further vsw. Ah. Cannot return thro’ the 1st floor vswo4 either, & nor can
the MmCs. Cannot tell if another under-water gate has been opened by the 1st
floor lever, but seems likely.
If return by way of central pool to operate lever in vswo4 small room,
then RB (drops uzi clips) is waiting beynd the panel in RH alcove where can
reach access to the ladder. If then climb up again, MmCs still ‘banned’ from
inner courtyard. (Aim is to return by this route to central pool & check
gate.) This time, if use mnky swg round edge of room E no pursuit or music -
takes some time, tho’. Once within room, cannot return, but still ‘safe’ from 5
MmCs (so many they have ‘coalesced’ to ‘only’ 4.) Another underwater gate - the
4th - has also been removed, by the lower vswo4 lever.
The large empty room beyond the 2nd vsw for the vswo4, leads left thro’
the opened dbl doors, to a large rm with green [HOT!] ‘oil’ on the floor below,
& a series of pfms, each with a gate adjacent, all round the rm @ just abv
the ‘present’ level - one on the near wall @ the rt, then 2 on the RH wall, 3
on the far wall & one on the LH wall, all within R&J distance of each
other. (SMP on orig.pfm.) Can ‘jump & cling’ to the nearest pfm, when the
gate rises & an RB appears with uzi drawn. Need to be quick to make sure he
doesn’t knock Lara off the pfm. He drops rev.rnds! When R&J to 2nd pfm, E
no change. R&J to 3rd pfm causes gate to rise back on 2nd, with an armed RB
- tho’ he drops nothg. Going diag to the 4th pfm, causes ITS gate to rise (3rd
still closd) & anothr RB (drops SMP). If R&J to 5th pfm while doing
somersault, then when land, can shoot RB that appears frm 3rd gate.
[Abbrev: J&C = ‘jump & cling’ (eg ‘J&C lever’); RJ&C = ‘run,
jump & cling’; SJ = ‘standing jump’;
bflp = backflip; smslt = somersault (so: ‘bflp-smslt’ also); WL = wall-ladder;
WT = wall-torch.]
When R&J to 6th pfm, in far corner, all 3 of the remaining gates
rise & E RBs @ each, shootg! If deal with one ON 6th pfm 1st, then go into
the alcove that was left by the gate, can shoot @ RB on 7th pfm while being
shielded from RB on 5th. In addition, the camera posn changes to remote, from
the oppos. corner of the room from the 6th pfm. None of the RBs drop anything -
no, not correct: one drops an SMP, but if he ends up in the green oil, cannot
retrieve it - it is the 7th RB who does so. Beyond the 6th gate is another
closed gate, that remaoins closed - can see what looks like a drop beyond it.
Each of the other gates, incl. the 7th, have just an alcove for the RB behind
them. (nb. The RBs behind the 5th & 7th gates will poss. jump to the 6th
gate’s pfm to attack.) If go INTO the 7th alcove, then this triggers the closed
gate on the 6th pfm to open.
A simple drop down to a psg beyond the gate is accompan. by ‘puzzle’
music & see 2 separate high single doors, one fwd & one to the rt,
& a lever (1). Ah. Lever 1 opens BOTH doors, so the RH one blocks a return
to the ‘green oil’ room (but could ‘reverse’ it) & shows that E another
lever (2) & another door beyond, in a RH alcove; & the door fwd reveals
another lever (3) & another ‘RH wall’ door in another alcove. It seems that
the fwd ‘RH door’ might also block the psg, so need to open the RH alcove door
1st - IF levers are going to open only ADJAC. doors!! RH alcove lever (2) opens
an unseen door, so ‘reverse’ that lever’s action & close it again. Ah. Fwd
lever 3 does open ‘ITS’ door, & DOES block the psg, so cannot operate ‘RH
alcove’ lever 2, so reverse again, to do ‘RH alcove’ lever 2 after all. When
operate lever 3, find that door has opened to reveal another RH alcove &
another lever (4). This time, E 2 doors ahead, one fwd & one to the rt. E
also a L-T to a LH alcove, where E another lever (5). Can see behind the RH
door that E another door immed. past it, just ‘one sq away’. Reversing lever 3
tempor., to see if can discover what lever 2 did, find that the ‘RH door’ in
the newest alcove with 2 doors has not been put to the RH side of the wall.
Phaps this door was just beyond the door next to lever 2. So lever 2 allows
access to lever 5. Nb. Lever 4 still opens a door, but cannot now see which
one, bec of closed door that lever 2 needs to open.
(Still cannot see which door lever 4 opens, even when door opened by
lever 2 IS open - could be beyond the fwd door, betw levers 4 & 5.) Using
lever 5 opens the ‘RH door’, but blocks access to lever 4, so will have to use
that 1st. Discover when reverse lever 5 that it operates THREE doors simult. -
was standing by lever 5, on ‘reversing’ side & could see 4 doors simult!
(So lever 5 opens/ shuts 2 adjac. doors [the nearer of which lever 2 moved
earlier, & the 2nd of which we could just ‘glimpse’ thro’ the crack],
revealing a new lever (6), & also shuts/opens a 3rd door, that is BEYOND
new lever 6.) Ah, in the psg beyond lever 6, @ the left, a door has changd posn
(.: bec of lever 4.)
Beyond lever 6, E a T-junctn c, where E a door immed. ahead (this is the
3rd door operated by lever 5 - we saw a brief glimpse of another door just
beyond this one when operating lever 5), & to the left is another lever (7)
& another door beyond that (it is THIS door that is opened by lever 4).
When the door is opened, can see that E a psg beyond it - whether a CDS or
leadg elswhere cannot (quite!) be seen. At the left, where this door is, when
opened, @ the rt, is another lever (8) & another door immed. beyond it. Nb.
It is not clear if some of these doors &/or levers are ones that have been
seen before, as the maze here is q.confusing! To the rt @ T-junctn c is another
lever (9), with a door @ the LH side just beyond it, then a R-T in the psg to
yet another lever (10), with 2 doors immed. beyond that, one @ the left &
one fwd. (Beyond the fwd door can be seen another psg off to the rt, with
another lever & another door beyond that.)
It looks as tho’ lever 6 only moves the same door that lever 4 moves (or
that’s all we can detect!), so we’ll leave that alone. Lever 7 also ONLY seems
to move this same door, so we’ll leave that also. Lever 9 only seems to close
the 1st door of the 2 doors betw levers 5 & 6, so we’ll leave that also.
(nb. Lever 9 might well be, eg., lever 2.) Lever 10 moves 2 nearby doors: the
‘one to the left’ just beyond lever 9 & the LH of the 2 immed. beyond lever
10. This opens the way back to the ‘green oil’ room, so lever 10 is definitely
the same as lever 1! So we’ll leave that alone, too. Which leaves lever 8: It
seems that this only closes the same door as lever 9, so that too is of no
help. (And in this case, we cannot reverse the lever bec it is right up against
the door beyond it. Tho’ we can now use lever 9 to re-open it.) So we have discovered
that lever 5 opens the door AT T-junctn c. Is this the one we need to open? It
seems that the 2 doors @ the end of the LH arm of the T-junctn could be
usefully opened also, but the LH one hasn’t yet been ‘budged’. (Nb. If lever 10
is also lever 1, then lever 9 is also lever 2, as suspected.)
Ah. At last, have opened the LH door immed.beyond lever 8. As suspected,
another lever opened more than one door, so it needed the rt combination. We
now have another door fwd of the just- opened door & a L-T to another new
lever [we think!] (11), with a door beyond that. Sequence of levers: 1, 2, 3,
4, 5, 6, 9=2, 7. Lever 8 opens door ahead, but blocks lever 11. And can see an
RB trying to get through the door that is at the end of this psg. Guess that
lever 11 will open this door, releasing the RB (which we heard earlier), then
lever 8 will grant access to the opened door & RB. Lever 11 opens an as yet
unseen door, and lever 8 does as expected, when the RB shoots with his uzis @
Lara. Cannot see immed. bec of door positioned behind Lara as operate lever 8.
Where RB was standing are flares and an Uzi gun. (The flares were already
there; he drops the uzi.) At the left is a single vsw that can hoist/jump up
into. Can see a short psg with a further ‘hoist’ up (if not swimming then) that
conceals rest of psg. It’s not a water psg, but cannot return thro’ the vsw.
After 2 hoists up, come to another vsw in the psg, which turns to the
left beyond it. Once thro’ vsw, as suspected, cannot return. Psg is dark ahead,
but binocs reveal it turns to rt. As psg turns ‘back on itself’, so E another
RB, who also drops uzi clips. Psg continues fwd into darkness. At next, L-T, E
another (uzi clips drpg) RB & then another RB with uzi clips @ the next,
R-T. Then come to chicanes & turning alcoves @ end, with one more RB who
drops uzi clips, before see that have arrived @ another of the upper level vsws
near the start. (E an LMP if go further round to CDS @ far side of vsw.) As
have seen already, E another lever here to operate. In addition, an RB appears
on the ledge over to the rt. This is 1st floor level for vswo3, as one
counter-clockwise from the MmCs, who are still there, & by lookg back @ the
dark psgs that have just left. RB doesn’t sm to be able to go back thro’ ‘its’
vsw @ 1st floor level of vswo2. (It also keeps disapprg from view.) RB drops
more uzi clips. Checking with underwater tunnel, it looks as tho’ E only 2
gates left in it. The vswo1 lower & upper levers & the vswo2 upper
lever would sugg. there ought to be 3 more? (In fact, the RB jumps betw the 2
balconies, upper vswo3 & 2 & can shoot him THRO’ the vsw.)
Beyond vswo1 (recommended by the author as the 1st small room
investigated), see another large room beyond 2nd vsw, with usual dbl doors @
left plus some flares & XB bolts also @ left. At the rt is a blue vsw
openg. E also what seems to be a small alcove & buttress @ the left, by the
‘goodies’, & E a closed door, to the left of the blue vsw, @ the RH side.
In addition, the ‘door-like’ image @ the end of the RH alcove in the small
room, where the MmC comes from, seems to actually BE a closed door this time.
Again, can pick up the SMP in the upper CSP, tho’ the RB that comes thro’ the
dbl doors beyond seems a bit more aggressv & ‘pro-active’. He drops a
loaded (N) Crossbow! One of the dbl doors covers up the flares & XB bolts,
so not clear how to reach them. (Is this the ‘obvious’ secret area mentioned by
the author, where cannot see how to retrieve the ‘goodies’ ?!)
If operate the lever in the small room, then an RB shoots from behind
the 2nd vsw, as with vswo3. Find in the larger room that @ the RH side, by the
high door, which is a closed DBL door, that E a psg that leads along to the
flares & EX XB bolts that couldn’t reach (v.useful for all these RBs) but
it’s not a secret area - 3 scorpions patrol that dark psg once have reached
‘goodies’, but they don’t come out into main room. The RB who attackd when Lara
operated the lever drops an Uzi gun. By the opened LH dbl doors is a 2nd quiver
of (10) EX XB bolts. Beyond the doors - ‘quizzical but be wary’ music - is a
large room with water & E 5 holes leadg down from the main pool. E also 2
sets of closed dbl doors fwd & @ the rt. Thro’ the RH blue vsw, can see the
same large room (past a 2nd vsw) with revolver, rev.rnds & LMP that saw
thro’ vsw from ‘simple’ (cf to the ‘lever & doors’ one!) wall maze, with
its ‘perspex’ 1st floor ceiling, so the 2nd vsw here is the one seen @ the left
from the wall maze. E an opng above, halfway betw the 2 vsws, which we’ll come
to in a bit. (Can go thro’ this blue vsw screen from this side, to discover it
is water the other side & so begin to swim!)
The 5 (‘2 x 2’) holes in the ‘floor’ of the pool room are @ the 4
corners & in the centre. It would appear that the 5 holes each have
horizontal opengs below, but many are vsw opngs, so can only go one way in
places. The near rt hole’s AH above is a horiz. vsw, so cannot go back up for
air here! Can swim along a tunnel towards the near left hole but the vsw there
stops entry. E a lever within the near left hole. Can go thro’ the (RH) vsw
opng that leads to the central hole of the room, but cannot go up for air here,
either. (E 4 vsw holes/opngs leadg off the central hole.) Can swim thro’
towards far rt hole & surface @ the AH there. Cannot go thro’ the (LH) vsw
towards the central hole en route to the far rt hole. In fact, cannot go in
either dirn thro’ this vsw. (If go via 1st [RH] ‘to the centre’ vsw found &
then leave the central hole towards this vsw. Can leave the central hole all
right, but not pass thro’ this vsw.) Cannot pass thro’ vsw that leads from far
rt hole to far left hole. Cannot pass from central hole thro’ 1st vsw that wld
lead to the junctn betw far rt & far left holes.
Can pass from central hole thro’ both vsws that lead to psg that links far left
hole to near left hole. Can then go rt & pass into far left hole, but AH
above is not available. Can swim past vsw betw far left hole & far rt, but
cannot enter far rt hole. Can also pass (RH) vsw that would lead from psg betw
far left & far rt holes, going towards central hole, but cannot pass vsw
leadg INTO the central hole. Begins to look as if these vsws are in fact EITHER
passable or NOT passable. None have been passable in one dirn but not other, so
far. Can approach the near left hole with the lever from the central hole dirn
or the far left dirn, but cannot enter that hole past the vsw. Can drop down
into any of the 5 holes, but cannot leave by any but a prescribed route? Which
would be to find way to far rt hole & only AH, presum. When drop into near
left hole, find it is ‘dry’, so that can operate lever (about to find other egs
of this or its reverse) - eg blue vsw off large room from vswo1. When operate
lever, hear a door opening? One eg of a one-way vsw is the one betw the near
left hole & the psg towards the far left hole. Instantly swimming, then.
Need to find far rt hole & its AH, by going fwd & turning rt towards
central hole, then back (rt) to psg betw near left hole & near rt hole then
turn left towards near rt hole, then swim along to far rt hole & its AH.
As reach surface, find E another RB shooting, & he can knock Lara
back into the water (& he can also shoot @ Lara from above as she swims).
He drops a loaded Uzi gun. (It may be that later RBs that drop Uzi guns will only
drop uzi clips, once HAVE the Uzi guns.) The FAR dbl doors have opened, &
can see a cross psg, & poss a spiked ball waiting to fall @ left. As jump
up into openg, so RH dbl doors open & E another RB (who drops uzi clips).
Phaps this suggests 1st of 2 RBs came from behind fwd dbl doors when they
opened, so he had plenty of time to ambush Lara. As go (back) into 1st opng,
see E 2 spiked balls waiting @ left & a wall-torch has been lit. Can go
& pick up SMP @ RH end of psg & both spiked balls come down, but they
stop well short of Lara. Can then also pick up SMP that was below where one of
spiked balls hung. But phaps there are more to come from up incline that goes
up to left. (See behind the opened RH door that all is mirrored, with the slope
@ the rt. Hear short ‘wary’ music note & the spiked balls descend as go for
SMP beneath the one nearer the door, here, tho’! Can pick up the end LH SMP w/o
a problem. Need to sprint past the SMP (doesn’t activate @ LH side of psg),
then spiked balls fall & can come back for SMP.
As go up slope beyond RH door, so ‘wary’ music note sounds again & 2
more spiked balls roll down slope. If go fwd, fall into a spiked pit that the
balls go into also, tho’! Spikes go up & down, also, so no escape if go
down there! (WTs light up as go further up slope.) At top of slope, E opng @ rt
to above the ‘perspex’ ceiling that have now seen from 2 difft rooms, & can
see ‘goodies’ below. Can also see, @ far side, the strange ‘white flames’ that
saw @ 1st floor level behind the balcony for vswo2. Can drop down to ‘perspex’
floor/ceiling, but it’s too high to hoist back up. Can also see @ rt now a blue
vsw, & E also one below. 1st saw these 2 blue vsws from off the ‘simple’
wall maze, past vswo2, thro’ its opened dbl doors. If go thro’ the 1st floor
blue vsw, find that are swimming again (& cannot return, nor pass through
to the other side) & are directly above where would come thro’ the LOWER
blue vsw (& also start swimming) from the large room past vswo1.
As approach ‘white flames’ vsw, ‘adventure with wariness’ music plays
& can see in room beyond E another RB @ far side & E an opening in
‘white flames’ room @ rt. When crouch, can see that below ‘white flames’ room
are some flares & some closed dbl doors beyond them. Cannot readily see a
way down to the ground floor & the ‘goodies’, but using the binocs, see
that E a low CSP section of wall that becomes opaque in one corner, so phaps
that is the way in, if can find the other end of the CSP. (CSP is in wall with
the 2 blue vsws. Phaps openg is behond the single closed door in the MmC alcove
by vswo1.) Nb. The layout @ the far side of the 2 blue vsws seems v.similar to
that seen @ 1st floor level thro’ the balcony vsw above vswo1, tho’ E no wall
ladder.
As go thro’ vsw into ‘white flames’ room, RB @ far side tries to run
towards Lara, but cannot, much as was the case when an RB tried to ‘run thro’
one of the doors in the ‘levers & doors’ maze. Looking more @ room,
‘flames’ seem to be not so much dangerous? as acting as barriers, similar to
the ‘block walls’ in the ‘red room’ where had to jump from block to block. Is
this a kind of maze? Cannot go back thro’ vsw. Can see the ‘exit’ @ the rt is
the opng saw earlier from the ‘balconies’. This is the one seen above vswo2.
Counting from the left, the room has 8 ‘files’. The vsw opng that have just
come thro’ is central, @ files 4 & 5. The 1st opng in row 2 is in file 3.
Then can go fwd to row 3 on file 3. (Can return through ‘white flames’ if
wish.) Row 4 is blocked, but can go left, thro’ to file 2 on row 3. Find can
then go back to row 2 on file 2 - and here discover that some of ‘flame walls’
are one-way: can return to file 3 on row 2, but still cannot come back - have
to go round again. Next, have to go back to row 1 of file 2. (And here again,
can return thro’ to start.)
Can then go rt to file 1 & can then go fwd in file 1 as far as row 5,
opposite the LH half (as seen from here) of the ‘exit’, with its lever. But
this last is a CDS, as cannot go rt into file 2. Have to backtrack slightly to
row 4, when CAN go across to file 2. Can then go towards ‘exit’ on row 4 as far
as file 4, when have to turn left to go fwd to row 5 in file 4. Then go fwd to
row 6. (RB that is v.close now shows that he cannot move fwd from ‘his sq’ of
file 5, row 8 to file 5, row 7.) Have to turn left here to file 3 @ row 6, then
left again, back to row 5 of file 3. Then need to go rt, back to file 2 of row
5, but NOT to file 1 of row 5, where have been before, to find the CDS. (If do
so, have to retrace last part from this sq (stating file, then row): 1,4; 2,4;
3,4; 4,4; 4,5; 4,6; 3,6; 3,5 & 2,5. Then need to turn rt, & go to row 6
of file 2, then left, to file 1 again, on row 6, then fwd on file 1 as far as
row 8. If draw a weapon, the RB can now be targeted (but he still cannot move
from his same sq, 5,8.) Can now go fwd, towards RB, to file 2 on row 8, &
as far fwd as file 4 on row 8, immed. in front of the RB, when he’ll attack if
Lara stands too close. In fact, can go fwd INTO his sq, & if do so are
completely stuck! Cannot leave that sq again! [nb. Can only ‘enter’ this room
on file 5 - the vsw on file 4 is impassable in both dirns.]
Need to go fwd only as far as file 3, then back (rt) to row 7 on file 3,
then left to files 4 & 5, row 7, then back (rt) to row 6 on file 5, can go
turn left & go fwd to file 6 on row 8, then can turn left & go fwd on
file 6 as far as row 8 - effectively, around the RB, taking care not to get too
close to him. (Can shoot this RB from a short distance, thro’ a ‘layer’ of
‘flame’ wall, but this RB doesn’t drop anything, of course, as couldn’t pick it
up & then leave!) Can now go fwd along row 8 as far as the corner, at file
8, then turn left & go fwd, but only one sq to row 7, tho’ can go to CDS in
row 6. Turn rt to file 7, row 7, then left to rows 6 & 5 in file 7, then
left to face the exit, standg @ file 7, row 5, & finally can go fwd INTO
the small room with the lever along row 5. When operate lever, as in certain
other places (vswo1 & vswo3), an RB shoots from directly behind. If wait
(losing health!!) then he puts his uzi away & draws his sword & enters
the small room. Can shoot him here or wait till both are outside far vsw, on
balcony - when neither can return, so can pick up the uzi clips he drops, but
seems better to leave his uzi clips on the ‘white flame’ side of the 1st vsw,
rather than enduring so much ‘damage’. (Or phaps could try to flee FWDS, onto
the balconies & out of sight, so he follows, & THEN zap him.) In fact,
if he falls off the balcony, he’ll leave the uzi clips in the water. Thinkg
about it, bound to take SOME damage, so might be BEST action to go fwds &
out of sight.
Sudden thought re. effect of lever: leaving the balcony & returning
to the small room vswo1, find that the balcony lever has opened the door @ the
end of the MmC’s alcove. (Incid., also find that when pull lever here [&
presum. also that with vswo3], that EX XB bolt will despatch the RB that comes
up behind Lara, even tho’ he is other side of 2nd vsw & drawn XB does NOT
train on him.) When go to new end of alcove, find an SMP on the ground. E also
a ‘false wall’ to the left, & E a 2nd MmC there, who attacks Lara. At the
end of the small extra bit of psg/alcove E some flares & a CSP @ the rt @
ground level (as hoped there might be) which only shows up with a flare or with
the ‘light’ feature on the binocs. Find this leads to a short crawl psg that
DOES go into the hitherto ‘seen but not entered’ room with the loaded Revolver,
the 2 boxes of rev. rnds & the LMP in the centre. And this IS the 1st
secret area. Rather than going to the blue vsw & going to the ‘swim’
section - see next page, para.2 - can go to ‘clear’ vsw, w. flares behind &
closed dbl doors beyond.
Ah. No, cannot penetrate vsw. (Penny drops: these doors are the ones
that open from the ‘simple’ wall maze from vswo2, where picked up the flares
beyond, & can then see the ‘secret’ room, as now know it, & the various
vsws.) So can either return thro’ CSP to vswo1 or go thro’ the blue vsw. As
leave via the CSP, 3 scorpions helpfully appear & follow, all the way back
to vswo1! Note that it is v.diffct to return thro’ the CSP if the 2 MmCs are
still about @ the other side, as they ‘block’ the exit. If E also 3 scorpions
following/catching up - not good! So need to deal with 2 MmCs 1st. OR: if can
‘keep nerve’!, can go into CSP, ALMOST up to the 2 MmCs, with the 3 scorps
follwg, then crouch - instead of ‘crawl’ - draw XB [only works with ‘6’ key,
not ‘spacebar’] & can then fire one EX XB bolt, to deal with all 5
adversaries @ once. Tryg this later, to zap RB behind 2nd vsw in vswo1, ALSO,
DOESN’T work, as EX XB bolt explosion focuses on MmCs, primarily & it
doesn’t reach RB. (Nb. Discover that can ‘crouch then draw XB’ [with ‘6’ key],
but ‘draw then crouch’ DOESN’T work. nb2. When go up into the vswo1 CSPs, to go
again to the large room there, to pick up the Uzi gun dropped by the RB [nb3. E
a 2nd Uzi gun, even tho’ already have one], E another SMP waiting? - unless on
the earlier exploratory journey thro’, didn’t pick it up - no, NOT the case,
next run thro’.) When go into ‘white flames’ room a 2nd time (as a quick way to
reach the central area, after having pulled the vswo1 lever), find E ANOTHER RB
there. Seems E several parts of game where a trigger re-sets & re-provides
an item. (By swimmg into w-tunnel, confirm vswo1 lever opens 1st gate.)
[Abbrev: p.o.v = point of view; SG = shotgun; PP = pressure pad/plate. ]
[On the other (LH) rising slope, beyond the fwd door in the ‘pool room’,
E no spike trap & when cross the flat section, no 2nd pair of spiked balls
roll down - tho’ they do descend soon afterwards, & seem too close
together, to be able to dodge between. Can just outsprint them to the btm &
go to rt, if facing the rt way to start with. Note that they (or the 1st pair)
go rt to the btm end of the psg, so have to have picked up the SMP there
already. Looks as tho’ E nothing else @ top of ramp except one SMP, in fact, so
clearly, would do this part 1st, then go towards ‘white flames’ room.]
Going thro’ the blue vsw from the large room, followg the author’s
suggestion that E some useful weapons etc to find by doing so. Going thro’
vswo1, then, not operatg the lever but pickg up the 1st SMP, then trying to
take as little damage as poss from the 1st RB, can pick up the XB loaded with
10 N XB bolts from him, & the extra EX XB bolts just inside the LH doors.
Can then go round past the closed dbl doors to retrieve the flares & 2nd
quiver of EX XB bolts from the alley/psg. If now go into the blue vsw @ the rt
side of the larger room. When enter it, as said above, start to swim. Cannot
penetrate the blue vsw oppos, NOR either of the vsws on the 1st floor level
above (one of which vsws have encountered recently in explorations). No air, so
obliged to go thro’ the single sq opng in the ‘brick’ above the 1st floor
level. When do so, find that come out to a long underwater psg, still with no
AH, with long vsws @ both sides. E a scorpion patrolling in each, on the
ground, suggestg that both of the ‘side-aisles’ are free of water; but cannot
penetrate either vsw. If swim to end of psg, E an AH up into a small room with
2 opngs, presum to each of the side aisles. See that E, in fact, 2 scorpions @
each side, generally tracking Lara’s swimmg. In the LH ‘aisle’ are some uzi
clips & in the RH aisle is an Uzi gun. In addition E an opng off the RH
aisle. After picking up the uzi clips can go thro’ the vsw ‘curtain’ back into
the water, to avoid the ‘LH’ scorpions [if trying not to harm the wildlife!]
& repeat the hoist up-drop down process.
(Nb. The RH scorpions espec. seem to have a tendency to go thro’ the vsw
from their side. If they do that they disappear - drowned?) When go to the
aisle & start down the ladder there, hear ‘energetic adventure’ music &
when reach btm - not far - recognise the area as that seen thro’ the upper
balcony vsw above vswo1. And can see 1st floor vsw over top of ledge @ btm of
WL. E flares here to pick up. When hoist up, to what seems to be one of a
series of ledges & small trenches, so does an RB (only 2nd so far, by this
route - drops uzi clips). This one seems to be more interested in clambering
about than shooting @ Lara. As drop into RH trench (empty) another RB appears,
more interested in shooting. Then into a 3rd trench, E a 3rd RB - another
‘scrambler’. Both of these also drop uzi clips [x 2]. Then as continue to
explore, before even dropped down to a 4th trench, E a 4th RB (a ‘scrambler’,
but WILL shoot!!). Then when do drop to a 4th trench, E a 5th RB (a ‘shooter’).
Each of these also drop uzi clips [x 2]. A 6th RB appears (a ‘scrambler’) as
continue to walk on ledges, & a 7th when drop into 5th trench. (Both of
these also drop uzi clips [x 2].) An 8th (‘scrambler’) RB picks up the 7th’s
uzi clips if let him, so don’t know if he would have dropped some himself (he
appears to drop some, but they might not be ‘his’). E 3 more RBs, & 2 drop
more uzi clips [x 2] (one RB has picked up some uzi clips!) & the 11th
drops an LMP.
Again, these appear as continue the exploring of this area. At the RH
side of the room (p.o.v the WL), E a larger alcove - empty except an RB might
be found there. The blue vsw(s) are @ the LH side of the room - to be avoided,
or will have to repeat the swim journey & the 1st floor ‘clear’ balcony vsw
(above vswo1) is str.ahead. A 12th RB (also drops uzi clips) appears when go
onto central larger ledge/block. E 5 ‘ledge areas’ & 7 ‘trenches’, not
counting the WL trench, the ‘clear’ vsw lever trench, or the trench that
surrounds the central ledge/block, making 12 in all. Phaps the LMP was already
on the floor in the larger alcove & 2 of the RBs picked up other RBs’ uzi
clips, w/o dropping any extra. Need a strategy for 12 RBs! If go thro’ blue vsw
& return to ‘3-aisled psg’ above, then E more uzi clips & an Uzi gun,
in the same places (but doesn’t happen next run thro’!!). A ‘RH’ scorpion
appears also. Ah, but not a 3rd or 4th time. As with the lever past the ‘white
flames’ room, when operate the lever above vswo1, a 13th RB shoots from behind.
Again, cannot retrieve his dropped uzi clips if they are on the ‘trench’ side
of the vsw ‘curtain’, so phaps the same technique would work re. picking them
up as for the ‘flames’ case - running FWD & ‘out of sight’.
Having now investigated past each vswo, in the various dirns, it seems
prob. most beneficial to try & acquire the ‘most useful’ weapons 1st: the
revolver & rounds, & the XB & EX XB bolts, wherever poss. This
suggests it would be worth going 1st thro’ vso1, but then to go left, via pool
with sqs, to access the secret area, rather than go just yet via the blue vsw
& ‘swimmg’, bec then ‘just’ uzi rnds.
Then it would seem worth going 2nd via vswo4, & the ‘green oil’ room, for
more rev.rnds & EX XB bolts. What will be impt is tryg not to miss anything
out, with the numerous levers that need to be found, in order to open the way
past the gates in the underwater tunnel. E a 2nd secret still to find, & we
know of one set of dbl doors, the ones @ the rt of the large room past vswo1,
to the left of the blue vsw & by the ‘scorpion alley’, that are yet to be
opened.
So to begin, as above: vswo1, (p.4, paras.3/4 and p.7 start of para.2
[NOT oprtg lever yet]): pick- ups: SMP in CSP, Crossbow loaded with 10 N XB
bolts from RB, flares & 10 EX XB bolts from the alley/psg, & 10 EX XB
bolts just inside the LH dbl doors, by the pool. Then go to the pool with 5
holes & lever (btm p.4 and top p.5): pick-ups: Loaded Uzi gun(s) & 2
uzi clips from 2 RBs. (One oddity: it seems that if an RB is standing IN the
pool area, that his uzi makes no sound. [This can cause Lara problems with the
1st RB!] Anywhere else, on ‘dry land’, in the psgs etc, the sound is heard.
Have had it so that his uzi makes no sound, then he enters a psg & his uzi
does sound, & vice-versa. Nb. Remember also, that an RB will pick up any
item another has dropped that remains unclaimed, OR such as the SMPs to be
found in the slopg psgs, if he comes across them 1st.)
Before the next stage, the 2 ‘spiked ball psgs’ (p.5, para. 2 and p.7,
para.1: pickups: 5 SMPs) need to decide whether aim with RBs is to preserve
Lara’s health (when prob. need to use valuable EX XB bolts to stop both
‘damage’ to Lara AND their picking up SMPs &/or dropped ammo - note too
that in the pool area the EX XB bolts won’t seem to target the 1st RB until
SEVERAL have been fired: NOT the best strategy!); or to preserve the EX XB
bolts. If can ‘race’ thro’ the opened doors & ‘out of sight’ w/o much
‘damage’ [did manage it once w/o ANY ‘damage’], then can use one EX XB bolt for
each RB (they won’t conveniently arrive together!). Delay can mean the 1st RB
pauses to pick up the SMP @ the ‘btm’ of the ‘spiked balls’ psg or the 2nd
picks up the Uzi gun dropped by the 1st.
Next stage is to negotiate the ‘white flames’ maze & operate lever
in the small 1st floor ‘balcony’ room beyond the ‘white flames’ room (btm p.5
and p.6, paras.1/2: pickup: 2 uzi clips from final RB near lever). Switch now,
BEFORE going to secret area (THAT is strfwd, but would take some time to
‘emerge’ back to the ‘start’), go to vswo4 (p.2, paras. 2/3), intending to use
the CSPs to reach the revolver-droppg RB & then return thro’ the vsw to use
the RH ladder @ the [orig.] RH side, but NOT use the lever yet: so pickups: SMP
in the CSP, loaded Revolver from the RB & 10 EX XB bolts on the 1st floor
level. Then operatg the 1st floor lever there. (A ‘helpful’ ‘glitch’ can
sometimes occur here or in similar areas. If delay climbing into the 2nd CSP,
after picking up the SMP, intendg to ‘reverse crawl’ & then drop as quickly
as poss. to floor, then deal with RB, will find that sometimes the RB gets
himself ‘caught up’ in the (‘2nd’) vsw that leads back into the small room,
much as certain other RBs have done- eg the one in the ‘white flames’ room. He
is not diffct to deal with then! [nb. Seems that can effectively shoot an EX XB
bolt thro’ ONE vsw ‘layer’ but not more than one. Nb.2 the vsw betw the
‘simpler’ maze & the secret area remains impenetrable from either side:
finding the secret area and/or causing the ‘maze’ doors to be opened doesn’t
make it ‘porous’, unfort.]
Provided aim for secret area next, in order to pick up the revolver
rnds, the order of reaching the other 6 levers is phaps not partic. impt. Need
to decide whether or not to operate all levers that come to from now on, now
that have ‘heavier duty’ weapons & can deal with adversaries. The RBs that
appear directly behind Lara @ ground floor level are going to be diffct
whatever happens, as E no means of ‘escape’. Need to deal with them as quickly
as poss, to minimise ‘damage’. A 2nd qstn is whether to activate all 13 RBs in
the ‘trench’ area, in order to pick up all their uzi clips. How much ‘damage’
will Lara take in doing that? How many of the clips will be removd by RBs?
Assumg that go next to vswo1 again, to reach the secr. area, if we operate the
lever there, & THEN go to the secret area, we can use the blue vsw then
from THAT locatn, rather than returng to the small room, with its attendant
hazards (p.4, para.4 and p.6, para.3): pickups: Uzi gun(s) from RB when operate
lever [nb. If timing is just rt here, can use ONE EX XB bolt for RB AND both
MmCs], SMP & flares en route to secr. area, Loaded Revolver, 2 boxes
rev.rnds & LMP IN secret area.
Next objective is to go to the blue vsw & thence the ‘swimming
aisle’, then down to the ‘trenches’ & the huge no. of RBs there (p.7,
paras.2-4): pickups: uzi clips & Uzi gun in ‘aisles’, flares @ btm of WL,
& if poss., 11 sets of uzi clips(!) & an LMP from the 12 RBs, then
another set of uzi clips from the RB after operatg the 1st floor lever). [nb.
Seems to be a ‘bug’ here, in that if pick up too many sets of uzi clips all @
once, then the prog. crashes to the desktop - not good. Re-loadg an earlier
‘save’ posn is not affectd. Continuing from the same, earlier posn, this didn’t
happn the next time.] It IS poss to collect all 11 sets of the ‘trenches’ uzi
clips & the LMP & lose v.little health at all!
Two aspects to the strategy: 1st: noting that the RBs activated when going on
to the ledge-tops are less aggressive, can try to deal with most of these
first. 2nd: combine with this the discovery that if an RB, when zapped, falls
into one of the trenches (& so drops his uzi clips there), the 1st activity
of the next RB that ‘investigates’ that trench is normally NOT to shoot, but to
pick up the fallen uzi clips from his colleague. This means that Lara can be
shooting while he is doing this. (Even if Lara has already picked up the uzi
clips, he is still ‘programmed’ to search for them.) Most of the RBs were
zapped with pistols this way. On only one occasion, when 2 RBs were together,
was it convenient to use an EX XB bolt. So the concern, that in order to pick
up all the uzi clips many XB bolts would need to be expended (& the EX XB
bolts are much more valuable, so it WOULDN’T be worth doing that) was not realised.
[At this point, now have 510 uzi rounds, 24 rev.rnds & still 26 of the EX
XB bolts (& only 1.4cm down on health, w/o yet having had to use a
medipack).]
Order, as said, phaps not impt now, so next, going to vswo2, that leads
to the ‘simpler’ maze & a fairly quick way back to the ‘start posn’ (p.1,
paras.3/4): pickups: uzi clips from RB in CSP when operate lever, SMP from
upper CSP, Uzi gun from 1st RB in maze, flares from beyond LH dbl doors &
uzi clips from 2nd RB in maze. Returning to the ‘start’, we can then go to
vswo3, with the aim of pulling the lever there - again, we have to @ some time
& we now have the ‘higher calibre’ weapons - then going left across the
blocks in the ‘red lava’ room, & so back to the ‘start’ again (btm p.1 and
top of p.2): pickups: SMP from CSP & 4 sets of uzi clips - from the ‘lever’
RB, the ‘LH dbl doors’ RB, the ‘uzi clips’ block IN the ‘red lava room’ &
the ‘red room dbl doors’ RB.
And then we’ll be ready for the final part of the puzzle, by returng
along the water tunnel & entering vswo4, for the ground floor lever there,
& eventually leading to the 1st floor vswo3 lever, after the ‘green oil’
pfms room, with the many RBs & the ‘levers & doors’ maze (p.2,
paras.4/5, all of p.3 and p.4, paras.1/2): pickups: uzi clips from ‘vswo4 lever
RB’ [nb. If go FWD here, after oprtg lever, then can wait for RB to emerge from
alcove], SMP @ ‘green oil’ rm entrance, rev.rnds & 2 SMPs from RBs in
‘green oil’ room, flares @ end of maze & Uzi gun dropped by RB there, 4
sets of uzi clips from RBs in psgs after maze, an LMP @ end of psgs & uzi
clips from RB when operate vswo3 1st floor lever. Can try, with the 1st RB, to
return to the ‘entrance pfm’ & duck out of sight, trying then to shoot as
he jumps (away from Lara) to the 2nd & 3rd higher pfms, but the snag then
is that he tends to fall OFF whichever pfm he is on & into the green ‘oil’,
so his rev.rnds are lost too! Not good! The 2nd RB falls too, but he isn’t
carrying anything. Need reveolver here, it seems, or EX XB bolts. If smslt in air
with R&Js for those RBs that will appear behind & can have revolver
drawn already & crouch to fire just before RB can do so for the rising
gates, then can reach last section w/o any health loss. The last part is more
problematic, of course! Find (for last part) if R&J & turn rt to face
(6th) RB on THAT pfm, then roll, so as to be out of sight of (5th) RB on
previous pfm, can then immed. shoot (7th) RB on ‘last’ pfm, then take time for
the ‘previous pfm’ RB - he usu. conveniently jumps TO the last pfm. Can, in fact,
use EX XB bolts for the 1st 2 RBs, then just have time to switch to revolver or
uzis for final RB (2 shots or 30 rnds, but the latter must be QUICKLY done!) So
CAN all be done w/o any health loss in this room. (Have @ this point 22
rev.rnds, 20 EX XB bolts & 750 uzi rnds.)
Activatg final gate by
going into 7th alcove, then a R&J back to the 6th pfm (& the remote
camera), ready for ‘levers & doors’ maze. Operatg the levers thro’ maze (as
per p.3 & espec. p.4, para.1), some health loss seems inevitable with RB @
end of maze bec of (delib!) ‘unsighting’ effect of door directly behind last
lever operated (tho’ can then, if go back a step & duck round LH corner,
zap him with just pistols as he approaches, if careful) then can go up into
dark psgs, with 4 more RBs in all (p.4, para.2). Find that 1st & last ‘psg’
RB can deal with, with judicious use of pistols, & after using revolver for
2nd RB, & ‘showg’ Lara to 3rd, can use pistols as he ‘comes round LH
corners’ towards her. Then final RB, as he is FWD of the 1st floor lever, can
just wait for as he jumps to & fro. And so ALL gates are now removed in the
underwater tunnel & can swim all way along, accompanied by TR theme music,
to finish level! Time: 30¼mins, finishing with: 930 uzi rnds, 20 rev.rnds, 10 N
& 20 EX XB bolts, 15 SMPs (none used), 4 LMPs & 54 flares (9 used),
with notional dist. trav. 2.8km. One secret found; the other is @ locn: from
vswo1, @ the ‘5-hole pool’, the slope thro’ the RH dbl doors, where E a spike
trap halfway up, can cling @ upper edge of ‘trap’ & then ‘drop &
cling’, to be clinging to a slightly lower ledge/crevice/‘line’. Can then hoist
up into hidden CSP, with wall exactly like CSP wall for other secret area - but
this cannot be seen from above. Then if drop down to 2nd secret area, find same
as in 1st: loaded revolver, 2 boxes of rev.rnds & LMP. Can then go fwd to
closed dbl doors ahead, which open, with 5 scorpions, thro’ only unopened dbl
doors, also off vswo1. Poss.clue is ‘spikes’ noise when close to these doors @
other side, but seems v.missable!! (Adds 2½ mins: quickest exit via blue vsw
& swimming aisles, WL & ‘trenches’ & to underwater tunnel.)
Tricks
and Traps
Level by Roe Croes
Walkthrough by Robin
Burgess [rjb] and revised by Manymee (with Robin's knowledge and permission)
Abbreviations:
p.o.v.: Point of view
Start: 3 Small Medi
Packs, 1 Large Medi Pack, 3 flares to begin. [There are 2 secrets.]
Recommendation: It is
recommended that you read this walkthrough once through before commencing to
explore, as there are numerous ways of doing the level, and it can get very
confusing. Further down this walkthrough there is some advice about the
strategy with which to tackle this formidable challenge.
OVERVIEW OF THE FIRST
AREA
Off the central starting
open space, with water & one water tunnel below, there are 4 identical,
vertical one-way, shimmering, water walls (each with another platform-ledge
above, far too high to reach, with another water wall there) EACH leading into
an identical small room with a lever, with a further non-passable water wall
beyond, & an mummified creature to complicate matters. You’re advised to
NOT operate the lever(s) as of yet (don’t know what they do) - certainly in at
least one case, a ninja guard comes up from behind the 2nd wall of water &
shoots Lara while she’s doing it. Each small room has a crawlspace at left that
leads to a short crawl right & drop down into a new area - thus by-passing
the 2nd water wall . You’re Advised NOT to pick up any Small Medi Pack within
each identical crawlspace at the beginning, because you need to deal with at
least one ninja guard IMMEDIATELY. Drop down into area beyond, & if you
proceed as quickly as possible, the ninja guard may have slightly less time to
target Lara. In several cases the ninja guard that attacks comes through a door
that is opened AS you crawl through the crawlspace. (The 2nd water wall in each
case can be passed through from the far side, back into the small, mummified
creature-filled lever room, but you can’t pass back through the FIRST water
wall to the original open space.)
Numbering the 4 ‘first
water wall ’ openings at the open space, clockwise from the one that Lara faces
when the game starts, call the one she faces water wall 1, then the one above
the water tunnel is water wall 2, & the next two round are nos. 3 & 4.
(Nb. The mummified
creatures are not activated until you go onto the 2nd row of squares within
each of the small rooms.)
The water tunnel below
water wall 2 has an air-hole partway along the first section that comes up in a
fairly straightforward wall-maze (made more difficult because of dark areas)
[more in a bit]. The west-tunnel then goes further on to reach a RIGHT TURN at
a junction where there seem to be a large number of closed gates one after
another - perhaps the levers in the small mummified creature rooms? Round the
RIGHT TURN, another straight section leads up to an air-hole in a small room
with JUST a pair of closed double doors. Beyond the doors is a red glow [more
also about this in a bit]. (It may or may not be the same red glow as seen
elsewhere, as the ‘raised floor’ in a large room [or two?].)
Beyond water wall 2, the
2nd water wall leads into the maze just mentioned [that is, via the
crawlspace]. (Note also, that you can’t return through one of the lower
crawlspaces once you have gone beyond the small room. Also, not convinced about
Small Medi Packs in upper crawlspaces. Seems as though some at least of the
ninja guards beyond are triggered only AS You descend the far wall, so picking
up the Small Medi Pack is not relevant.)
Nb. The mummified
creature can reach a little way through the water wall to cause damage. The
ninja guard in this ‘maze’/water wall 2 section drops an Uzi gun. Another
feature of the upper crawlspaces with the Small Medi Packs is that there is the
sound of a door opening when you are there. The difference with maze/water wall
2 is that you can’t see which door. With other crawlspaces, double doors are in
the next room. Ah. No, here too some double doors open, & in approximately
the same position: forward & to the left. Here they reveal at the first
left turn (the first 2 possible directions, L & R, are both Cul-de-sacs)
another room with welcome flares for the dark passages, & then a further,
impassable water wall that shows a large room with a revolver, a Large Medi
Pack & 2 boxes of revolver rounds on the floor in the centre & also
what looks like a glass/Perspex ceiling between the ground & first floor
levels, & 2 further (blue) water wall openings, one for each floor, at the
LEFT HAND side.
At the Cross Roads
junction a:
Where left is to the
opened doors & the flares etc, back is to the mummified creature’s room,
then forward is to a T-junction in the dark & right is to another
T-junction. The RIGHT TURN T-junction b leads to another cul de sac right &
left towards another T-junction in the darkness. The forward path from both
junctions a & b, both leading to T-junctions in the darkness, come to the
same cross passage, where there is a very short passage, leading BACK, between
them, to a water hole opening. This is the same water course & opening
discovered from the water tunnel leading from the central area at the start.
This is the maze to which it led. Searching the small maze is further
complicated by a 2nd ninja guard that appears! This ninja guard drops some Uzi
clips. Moreover, the only other part of the maze not yet seen, to the left of
the 2 dark T-junctions & water hole, leads very soon to another cul de sac.
So the ‘purpose’? of
this maze/water hole is to be able to return to the beginning.
When you return through
the water wall that adjoins the maze to pull the lever beyond water wall 2, a
ninja guard appears between the 2 crawlspaces, so you can shoot him with
pistols while crouching in the first crawlspace. He also drops Uzi clips.
Checking the gates in the west-tunnel, you’ll discover that the 2nd gate has
been removed. Water wall 3 leads to a large, fairly dark room beyond. Again, it
seems possible to pick up the Small Medi Pack in the upper crawlspace without
any real ADDED problems. The ninja guard beyond, coming through the opened
double doors at the left presumably, seems to shoot no earlier (drops some Uzi
clips). The large room (buttress at far wall) appears empty. The opened doors
lead to a large ‘red’ room (‘hammer guardian’ music!), where there is a flame
below, closed double doors (the same we saw from the water tunnel?) at the far
side & some Uzi clips resting at ‘floor level’ by the far doors, so SOME of
the ‘floor level’ is presumably ‘safe’ - but which?
By experimenting, the
2nd & 4th squares away from the RIGHT HAND side of the entrance & 3rd
square away from the LEFT HAND side of the entrance are ‘safe’. In fact, you’ll
begin to be able to see which squares are ‘solid’ on top by virtue of the
vertical ‘lines’ running up & down - easier to see if you’re looking
towards the side walls or if you’re clinging to the edge of one of the
‘blocks’. Square 3 in the file one away from the RIGHT HAND wall is also
‘safe’, e.g. you can see that there are at least 5 other blocks, especially to
the LEFT HAND side, but also ahead, that you haven’t yet been on. You can jump
to ‘block’ 2 ahead of the RIGHT HAND one - so Square 5 in 2nd right file -
& then across to the block that the Uzi clips are resting on. As you do
this last the double doors open & a ninja guard appears from beyond. He
shoots then jumps onto the same block, & he can knock Lara off & into
the lava! Possibly saw a glimpse of water beyond the ninja guard &
therefore these doors are the ones at the far end of the water tunnel’s RIGHT
TURN. So this is a way to return to the ‘start’, having passed this way? Looks
as though there are 3 blocks at both left & RIGHT HAND sides, just 2 in the
centre right, one at the centre left, plus the ‘Uzi clips’ block at far centre
left, so a choice of routes.
The ninja guard drops
Uzi clips also. Going back over the blocks to pull the lever in the ‘water wall
3 room’ - the water wall is one-way from this direction, as with the ‘water
wall 2 room’ - you’ll find that an ninja guard comes up behind & stays
immune himself (can’t easily shoot him - explosive crossbow bolt?) beyond the
2nd water wall , in the large empty room. Tricky - being fired upon, until he
changes from Uzi to sword - without being able to shoot back effectively. Would
an explosive Crossbow bolt penetrate the 2nd water wall ‘screen’? He’s waiting
in the large, empty room, but fortunately has decided to still keep to his
sword. He also drops Uzi clips. Yes, the 3rd water gate is gone in the tunnel,
after having pulled that lever in the ‘water wall 3 room’. (Incidentally, the
‘hammer guardian’ music, that some other levels have playing continuously [!]
after it has been first activated, cuts out when you swim back along the
west-tunnel to the ‘starting area’.)
Beyond water wall 4, the
large room past the 2nd water wall looks very similar to that for water wall 3,
but without the far wall buttress. You can pick up a Small Medi Pack & find
that the ninja guard beyond drops a loaded revolver! Where the previous 2 small
water wall rooms have had the mummified creature’s RIGHT HAND alcove as just a
walled area with a ‘door-like’ image at the far end, this time there is a blank
wall that you can run through & there is a ladder at the LEFT HAND side,
that leads up to a new area. There is a lot of ‘black water’ on at ground level
(another level had this as deadly! - yes, it is as ‘hot oil’) & there are
pillars, a ‘solid’ platform midway & a water wall at the left. You can,
with care, run & jump over this ‘oil’, & find some explosive Crossbow
bolts to the right. An alternative is the low monkey swing that runs all the
way around the edge of the room - but it would take some time.
You can see that there
is a lever within the LEFT HAND area that the water wall leads through to.
You’ll find that as you go along the monkey swing no less than 4 Mummies
approach, each just behind whilst Lara KEEPS going! There is also the energetic
‘end titles’ music to accompany this. When you reach the small area with lever,
you’ll find that Mummies can all pass through these water walls (the first seen
& the one at the other side of the small room) so you’ll need to be quick!
There is a 5th mummified creature also, when you operate the lever. When you go
through the 2nd water wall you’ll find that you have come out to the first
floor level in the central start area, & that the other 3 upper level water
walls all have levers behind them also. You are Safe from Mummies once you have
jumped to one of the other ledges. Each of the other upper level water walls
seems to have something else beyond a 2nd water wall, in each case - some
ledges, white flames? Or passage ways. Ah. You can’t get through any of the
other ‘first water walls’ anyway! For the first floor water wall 1, you can see
beyond further water wall ledges & a wall ladder. For water wall 2, it
seems to be a large room full of white rising ‘flames’ or the like & for
water wall 3, you can just see a darker cross passage at just beyond the
further water wall . Ah. You can’t return through the first floor waterwall4
either, & nor can the Mummies. Can’t tell if another under-water gate has
been opened by the first floor lever, but seems likely.
If you return by way of
the central pool to operate the lever in the waterwall4 small room, then a
ninja guard (drops Uzi clips) is waiting beyond the panel in the RIGHT HAND
alcove where you can reach access to the ladder. If you then climb up again,
Mummies are still ‘banned’ from the inner courtyard. (Aim is to return by this
route to central pool & check gate.) This time, if you use the monkey swing
round the edge of this room there is no pursuit or music - takes some time,
though. Once within the room, you can’t return, but you are still ‘safe’ from 5
Mummies (so many they have ‘coalesced’ to ‘only’ 4.) Another underwater gate -
the 4th - has also been removed, by the lower water wall 4 lever.
The large empty room
beyond the 2nd water wall for the water wall 4, leads left through the opened
double doors, to a large room with green [HOT!] ‘oil’ on the floor below, &
a series of platforms, each with a gate adjacent, all round the room at just
above the ‘present’ level - one on the near wall at the right, then 2 on the
RIGHT HAND wall, 3 on the far wall & one on the LEFT HAND wall, all within
run & jump distance of each other. (Small Medi Pack on orig. platform.) You
can ‘jump & cling’ to the nearest platform, when the gate rises & a
ninja guard appears with Uzi drawn.
You’ll need to be quick
to make sure he doesn’t knock Lara off the platform. He drops revolver rounds!
When you run & jump to the 2nd platform, there is no change. Run & jump
to 3rd platform causes the gate to rise back on 2nd, with an armed ninja guard
- though he drops nothing. Going diagonally to the 4th platform, causes ITS
gate to rise (3rd still closed) & another ninja guard (drops Small Medi
Pack). If you run & jump to the 5th platform while doing a somersault, then
when you land, you can shoot a ninja guard that appears from the 3rd gate.
Doors and Puzzles
When you run & jump
to the 6th platform, in the far corner, all 3 of the remaining gates rise &
there are ninja guards at each, shooting! If you deal with the one ON the 6th
platform first, then go into the alcove that was left by the gate, you can
shoot at the ninja guard on the 7th platform while being shielded from ninja
guard on the 5th. In addition, the camera position changes to remote, from the
opposite corner of the room from the 6th platform. None of the ninja guards drop
anything - no, not correct: one drops a Small Medi Pack, but if he ends up in
the green oil, can’t retrieve it - it is the 7th ninja guard who does so.
Beyond the 6th gate is another closed gate, which remains closed - you can see
what looks like a drop beyond it. Each of the other gates, incl. the 7th, has
just an alcove for the ninja guard behind them. (Nb. The ninja guards behind
the 5th & 7th gates will possibly jump to the 6th gate’s platform to
attack.) If you go INTO the 7th alcove, then this triggers the closed gate on
the 6th platform to open.
A simple drop down to a
passage beyond the gate is accompanied by ‘puzzle’ music & you’ll see 2
separate high single doors, one forward & one to the right, & a lever
(1). Ah. Lever 1 opens BOTH doors, so the RIGHT HAND one blocks a return to the
‘green oil’ room (but could ‘reverse’ it) & shows that there is another
lever (2) & another door beyond, in a RIGHT HAND alcove; & the door
forward reveals another lever (3) & another ‘RIGHT HAND wall’ door in another
alcove. It seems that the forward ‘RIGHT HAND door’ might also block the
passage, so you need to open the RIGHT HAND alcove door first - IF the levers
are going to open only ADJACENT doors!! The RIGHT HAND alcove lever (2) opens
an unseen door, so ‘reverse’ that lever’s action & close it again. Ah.
Forward lever 3 does open ‘ITS’ door, & DOES block the passage, so you
can’t operate the ‘RIGHT HAND alcove’ lever 2, so reverse again, to do the
‘RIGHT HAND alcove’ lever 2 after all. When you operate lever 3, you’ll find
that the door has opened to reveal another RIGHT HAND alcove & another
lever (4). This time, there are 2 doors ahead, one forward & one to the
right. There is also a LEFT-TURN to a LEFT HAND alcove, where there is another
lever (5). You can see behind the RIGHT HAND door that there is another door
immediately past it, just ‘one square away’.
Reversing lever 3
temporarily to see if you can discover what lever 2 did, you’ll find that the
‘RIGHT HAND door’ in the newest alcove with 2 doors has not been put to the
RIGHT HAND side of the wall. Perhaps this door was just beyond the door next to
lever 2. So lever 2 allows access to lever 5. Nb. Lever 4 still opens a door,
but you can’t now see which one, because of the closed door that lever 2 needs
to open.
(Still can’t see which
door lever 4 opens, even when door opened by lever 2 IS open - could be beyond
the forward door, between levers 4 & 5.) Using lever 5 opens the ‘RIGHT
HAND door’, but blocks access to lever 4, so you will have to use that first.
Discover when you reverse lever 5 that it operates THREE doors simultaneously -
was standing by lever 5, on the ‘reversing’ side & you could see 4 doors
simultaneously! (So lever 5 opens/ shuts 2 adjacent doors [the nearer of which
lever 2 moved earlier, & the 2nd of which we could just ‘glimpse’ through
the crack], revealing a new lever (6), & also shuts/opens a 3rd door, that
is BEYOND new lever 6.) Ah, in the passage beyond lever 6, at the left, a door
has changed position (therefore because of lever 4.)
Beyond lever 6, there is
a T-junction c, where there is a door immediately ahead (this is the 3rd door
operated by lever 5 - we saw a brief glimpse of another door just beyond this
one when operating lever 5), & to the left is another lever (7) &
another door beyond that (it is THIS door that is opened by lever 4). When the
door is opened, you can see that there is a passage beyond it - whether a cul
de sac or leading elsewhere can’t (quite!) be seen. At the left, where this
door is, when opened, at the right, is another lever (& another door immediately beyond it.
Nb. It is not clear if
some of these doors &/or levers are ones that have been seen before, as the
maze here is quite confusing!
To the right at
T-junction c is another lever (9), with a door at the LEFT HAND side just
beyond it, then a RIGHT TURN in the passage to yet another lever (10), with 2
doors immediately beyond that, one at the left & one forward. (Beyond the
forward door can be seen another passage off to the right, with another lever
& another door beyond that.)
It looks as though lever
6 only moves the same door that lever 4 moves (or that’s all we can detect!),
so we’ll leave that alone. Lever 7 also ONLY seems to move this same door, so
we’ll leave that also. Lever 9 only seems to close the first door of the 2
doors between levers 5 & 6, so we’ll leave that also.
(Nb. Lever 9 might well
be, eg, lever 2.)
Lever 10 moves 2 nearby
doors: the ‘one to the left’ just beyond lever 9 & the LEFT HAND of the 2
immediately beyond lever 10. This opens the way back to the ‘green oil’ room,
so lever 10 is definitely the same as lever 1! So we’ll leave that alone, too.
Which leaves lever 8: It seems that this only closes the same door as lever 9,
so that too is of no help. (And in this case, we can’t reverse the lever
because it is right up against the door beyond it. Though we can now use lever
9 to re-open it.) So we have discovered that lever 5 opens the door AT
T-junction c. Is this the one we need to open? It seems that the 2 doors at the
end of the LEFT HAND arm of the T-junction could be usefully opened also, but
the LEFT HAND one hasn’t yet been ‘budged’. (Nb. If lever 10 is also lever 1,
then lever 9 is also lever 2, as suspected.)
Ah. At last, you have
opened the LEFT HAND door immediately beyond lever 8. As suspected, another
lever opened more than one door, so it needed the right combination. We now
have another door forward of the just- opened door & a LEFT-TURN to another
new lever [we think!] (11), with a door beyond that. Sequence of levers: 1, 2,
3, 4, 5, 6, 9=2, 7. Lever 8 opens door ahead, but blocks lever 11. And you can
see a ninja guard trying to get through the door that is at the end of this
passage. Guess that lever 11 will open this door, releasing the ninja guard
(which we heard earlier), and then lever 8 will grant access to the opened door
& ninja guard. Lever 11 opens an as yet unseen door, and lever 8 does as
expected, when the ninja guard shoots with his Uzis at Lara. You can’t see
immediately because of the door positioned behind Lara as you operate lever 8.
Where a ninja guard was standing there are flares and an Uzi gun. (The flares
were already there; he drops the Uzi.) At the left is a single water wall that
you can hoist/jump up into. You can see a short passage with a further ‘hoist’
up (if not swimming then) that conceals rest of passage. It’s not a water
passage, but you can’t return through the water wall.
After 2 hoists up, you
come to another water wall in the passage, which turns to the left beyond it.
Once through water wall, as suspected, you can’t return. Passage is dark ahead,
but binoculars reveal it turns to right. As the passage turns ‘back on itself’,
so there is another ninja guard, who also drops Uzi clips. The Passage
continues forward into darkness. At the next LEFT-TURN, There is another (Uzi
clips dropping) ninja guard & then another ninja guard with Uzi clips at
the next RIGHT TURN. Then you come to chicanes & turning alcoves at end,
with one more ninja guard who drops Uzi clips, before you see that you have
arrived at another of the upper level water walls near the start. (There is a
Large Medi Pack if you go further round to the cul de sac at the far side of
the water wall.) As you have seen already, there is another lever here to
operate. In addition, a ninja guard appears on the ledge over to the right.
This is first floor level for waterwall3, as one counter-clockwise from the Mummies,
who are still there, & by looking back at the dark passages that you have
just left. The ninja guard doesn’t seem to be able to go back through ‘its’
water wall at the first floor level of water wall 2. (It also keeps
disappearing from view.) The ninja guard drops more Uzi clips. Checking with
underwater tunnel, it looks as though there are only 2 gates left in it. The
water wall 1 lower & upper levers & the water wall 2 upper lever would
suggest there ought to be 3 more? (In fact, the ninja guard jumps between the 2
balconies, upper waterwall3 & 2 & you can shoot him THROUGH the water
wall.)
Beyond water wall 1
(recommended by the author as the first small room investigated), you’ll see
another large room beyond 2nd water wall , with the usual double doors at left
plus some flares & crossbow bolts also at the left. At the right is a blue
water wall opening. There is also what seems to be a small alcove &
buttress at the left, by the ‘goodies’, & there is a closed door, to the
left of the blue water wall, at the RIGHT HAND side. In addition, the
‘door-like’ image at the end of the RIGHT HAND alcove in the small room, where
the mummified creature comes from, seems to actually BE a closed door this
time. Again, you can pick up the Small Medi Pack in the upper crawlspace,
though the ninja guard that comes through the double doors beyond seems a bit
more aggressive & ‘pro-active’. He drops a loaded (N) Crossbow! One of the
double doors covers up the flares & crossbow bolts, so it’s not clear how
to reach them. (Is this the ‘obvious’ secret area mentioned by the author,
where you can’t see how to retrieve the ‘goodies’?!)
If you operate the lever
in the small room, then a ninja guard shoots from behind the 2nd water wall, as
with waterwall3. Find in the larger room that at the RIGHT HAND side, by the
high door, which is a closed DOUBLE door, that there is a passage that leads
along to the flares & explosive crossbow bolts that you couldn’t reach
(very useful for all these ninja guards) but it’s not a secret area - 3
scorpions patrol that dark passage once you have reached the ‘goodies’, but
they don’t come out into the main room. The ninja guard who attacked when Lara
operated the lever drops an Uzi gun. By the opened LEFT HAND double doors is a
2nd quiver of (10) explosive crossbow bolts. Beyond the doors - ‘quizzical but
be wary’ music - is a large room with water & There are 5 holes leading
down from the main pool. There are also 2 sets of closed double doors forward
& at the right. Through the RIGHT HAND blue water wall, you can see the
same large room (past a 2nd water wall) with revolver, revolver rounds &
Large Medi Pack that you saw through the water wall from the ‘simple’ (cf to
the ‘lever & doors’ one!) wall maze, with its ‘Perspex’ first floor ceiling,
so the 2nd water wall here is the one seen at the left from the wall maze.
There is an opening above, halfway between the 2 water walls, which we’ll come
to in a bit. (You can go through this blue water wall screen from this side, to
discover it is water down the other side & begin to swim!)
The 5 (‘2 x 2’) holes in
the ‘floor’ of the pool room are at the 4 corners & in the centre. It would
appear that the 5 holes each have horizontal openings below, but many are water
wall openings, so you can only go one way in places. The near right hole’s
air-hole above is a horizontal water wall, so you can’t go back up for air
here! You can swim along a tunnel towards the near left hole but the water wall
there stops entry. There is a lever within the near left hole. you Can go
through the (RIGHT HAND) water wall opening that leads to the central hole of
the room, but you can’t go up for air here, either. (There are 4 water wall
holes/openings leading off the central hole.) You can swim through towards the
far right hole & surface at the air-hole there. You can’t go through the
(LEFT HAND) water wall towards the central hole en route to the far right hole.
In fact, you can’t go in either direction through this water wall. (If you go
via first [RIGHT HAND] ‘to the centre’ water wall found & then leave the
central hole towards this water wall. you Can leave the central hole all right,
but not pass through this water wall .) You can’t pass through the water wall
that leads from the far right hole to the far left hole. You can’t pass from
you central hole through first water wall that would lead to the junction
between far right & far left holes.
You can pass from the
central hole through both water walls that lead to a passage that links the far
left hole to the near left hole. You can then go right & pass into the far
left hole, but the air-hole above is not available. You can swim past water
wall between the far left hole & the far right, but can’t enter the far
right hole. You can also pass the (RIGHT HAND) water wall that would lead from
the passage between far left & far right holes, going towards the central
hole, but you can’t pass water wall leading INTO the central hole. Begins to
look as if these water walls are in fact EITHER passable or NOT passable. None
have been passable in one direction but not other, so far. You can approach the
near left hole with the lever from the central hole direction or the far left
direction, but can’t enter that hole past the water wall. You can drop down
into any of the 5 holes, but can’t leave by any but a prescribed route? This
would be to find a way to the far right hole & only air-hole, presumably.
When you drop into near left hole, you’ll find it is ‘dry’, so that you can
operate the lever (about to find other examples of this or its reverse) - e.g.
blue water wall off the large room from water wall 1. When you operate lever,
you’ll hear a door opening? One e.g. of a one-way water wall is the one between
the near left hole & the passage towards the far left hole. Instantly swimming,
then.
You’ll need to find far
right hole & its air-hole , by going forward & turning right towards
central hole, then back (right) to the passage between the near left hole &
near right hole then turn left towards near right hole, then swim along to far
right hole & its air-hole.
As you
reach the surface, you’ll find there is another ninja guard shooting, & he
can knock Lara back into the water (& he can also shoot at Lara from above
as she swims). He drops a loaded Uzi gun. (It may be that later ninja guards
that drop Uzi guns will only drop Uzi clips, once you HAVE the Uzi guns.) The
FAR double doors have opened, & you can see a cross passage, & possible
a spiked ball waiting to fall at left. As you jump up into the opening, the
RIGHT HAND double doors open & there is another ninja guard (who drops Uzi
clips). Perhaps this suggests the first of 2 ninja guards came from behind the
forward double doors when they opened, so he had plenty of time to ambush Lara.
As you go (back) into the first opening, you see there are 2 spiked balls
waiting at the left & a wall-torch has been lit. you Can go & pick up a
Small Medi Pack at the RIGHT HAND end of passage & both spiked balls come
down, but they stop well short of Lara. You can then also pick up Small Medi
Pack that was below where one of the spiked balls hung. But perhaps there are
more to come from up the incline that goes up to left. (See behind the opened
RIGHT HAND door that all is mirrored, with the slope at the right. Hear short
‘wary’ music note & the spiked balls descend as you go for Small Medi Pack
beneath the one nearer the door, here, though! You can pick up the end LEFT
HAND Small Medi Pack without a problem. you’ll Need to sprint past the Small
Medi Pack (doesn’t activate at the LEFT HAND side of passage), then the spiked
balls fall & you can come back for a Small Medi Pack.
As you go up the slope
beyond the RIGHT HAND door, ‘wary’ music note sounds again & 2 more spiked
balls roll down the slope. If you go forward, you’ll fall into a spiked pit
that the balls go into also, though! The Spikes go up & down, also, so
there’s no escape if you go down there! (WALL TORCHES light up as you go
further up the slope.) At the top of slope, There is an opening at the right to
above the ‘Perspex’ ceiling that you have now seen from 2 different rooms,
& you can see ‘goodies’ below. You can also see, at the far side, the
strange ‘white flames’ that you saw at the first floor level behind the balcony
for water wall 2. You can drop down to ‘Perspex’ floor/ceiling, but it’s too
high to hoist back up. You can also see at the right now a blue water wall,
& there is also one below. You first saw these 2 blue water walls from off
the ‘simple’ wall maze, past water wall 2, through its opened double doors. If you
go through the first floor blue water wall , you’ll find that you are swimming
again (& can’t return, nor pass through to the other side) & are
directly above where you would come through the LOWER blue water wall (&
also start swimming) from the large room past water wall 1.
As you approach the
‘white flames’ water wall , ‘adventure with wariness’ music plays & you can
see in the room beyond There is another ninja guard at the far side & There
is an opening in ‘white flames’ room at the right. When you crouch, you can see
that below the ‘white flames’ room are some flares & some closed double
doors beyond them. You can’t readily see a way down to the ground floor &
the ‘goodies’, but using the binoculars, you’ll see that There is a low
crawlspace section of wall that becomes opaque in one corner, so perhaps that
is the way in, if you can find the other end of the crawlspace. (Crawlspace is
in wall with the 2 blue water walls. Perhaps opening is beyond the single
closed door in the mummified creature alcove by water wall 1.) Nb. The layout
at the far side of the 2 blue water walls seems very similar to that seen at
first floor level through the balcony water wall above water wall 1, though
There is no wall ladder.
As you go through the
water wall into the ‘white flames’ room, a ninja guard at far side tries to run
towards Lara, but can’t, much as was the case when a ninja guard tried to ‘run
through one of the doors in the ‘levers & doors’ maze. Looking more at the
room, ‘flames’ seem to be not so much dangerous as acting as barriers, similar
to the ‘block walls’ in the ‘red room’ where you had to jump from block to
block. Is this a kind of maze? You can’t go back through water wall. You can
see the ‘exit’ at the right is the opening you saw earlier from the ‘balconies’.
This is the one seen above water wall 2. Counting from the left, the room has 8
‘files’. The water wall opening that you have just come through is central, at
files 4 & 5. The first opening in row 2 is in file 3. Then you can go
forward to row 3 on file 3. (You Can return through ‘white flames’ if you
wish.) Row 4 is blocked, but you can go left, through to file 2 on row 3.
you’ll Find you can then go back to row 2 on file 2 - and here discover that
some of the ‘flame walls’ are one-way: you can return to file 3 on row 2, but
still can’t come back - you’ll have to go round again. Next, you’ll have to go
back to row 1 of file 2. (And here again, you can return through to the start.)
Go right to file 1 &
then go forward in file 1 as far as row 4, go across to file 2. Go towards
‘exit’ on row 4 as far as file 4, turn left to go forward to row 5 in file 4.
Then go forward to row 6. (A ninja guard that is very close now shows that he
can’t move forward from ‘his square’ of file 5, row 8 to file 5, row 7.) You’ll
have to turn left here to file 3 at row 6, then left again, back to row 5 of
file 3. Then you need to go right, back to file 2 of row 5, but NOT to file 1
of row 5, where you have been before, to find the cul de sac. (If you do so,
you’ll have to retrace the last part from this square (stating file, then row):
1,4; 2,4; 3,4; 4,4; 4,5; 4,6; 3,6; 3,5 & 2,5. Then you need to turn right,
& go to row 6 of file 2, then left, to file 1 again, on row 6, then forward
on file 1 as far as row 8. If you draw a weapon, the ninja guard can now be
targeted (but he still can’t move from his same square, 5, 8.) you Can now go
forward, towards the ninja guard, to file 2 on row 8, & as far forward as
file 4 on row 8, immediately in front of the ninja guard, when he’ll attack if
Lara stands too close. In fact, you can go forward INTO his square, & if do
so are completely stuck! Can’t leave that square again! [Nb. Can only ‘enter’
this room on file 5 - the water wall on file 4 is impassable in both
directions.]
You’ll need to go
forward only as far as file 3, then back (right) to row 7 on file 3, then left
to files 4 & 5, row 7, then back (right) to row 6 on file 5, you can go
turn left & go forward to file 6 on row 8, then you can turn left & go
forward on file 6 as far as row 8 - effectively, around the ninja guard, taking
care not to get too close to him. (You can shoot this ninja guard from a short
distance, through a ‘layer’ of ‘flame’ wall, but this ninja guard doesn’t drop
anything, of course, as you couldn’t pick it up & then leave!) You can now
go forward along row 8 as far as the corner, at file 8, then turn left & go
forward, but only one square to row 7, though you can go to the cul de sac in
row 6. Turn right to file 7, row 7, then left to rows 6 & 5 in file 7, and
then left to face the exit, standing at file 7, row 5, & finally you can go
forward INTO the small room with the lever along row 5. When you operate lever,
as in certain other places (water wall 1 & waterwall3), a ninja guard
shoots from directly behind. If you wait (losing health!!) then he puts his Uzi
away & draws his sword & enters the small room. you Can shoot him here
or wait till you both are outside the far water wall , on balcony - when
neither can return, so you can pick up the Uzi clips he drops, but it seems
better to leave his Uzi clips on the ‘white flame’ side of the first water wall
, rather than enduring so much ‘damage’. (Or perhaps you could try to flee
forwards, onto the balconies & out of sight, so he follows, & THEN zap
him.) In fact, if he falls off the balcony, he’ll leave the Uzi clips in the
water. Thinking about it, you’re bound to take SOME damage, so it might be the
BEST action to go forwards & out of sight.
Sudden thought re Effect
of Lever: leaving the balcony & returning to the small room water wall 1,
you’ll find that the balcony lever has opened the door at the end of the
mummified creature’s alcove. (Incidentally, you’ll also find that when you pull
the lever here [& presumably. also that with waterwall3], that an explosive
crossbow bolt will despatch the ninja guard that comes up behind Lara, even
though he is other side of 2nd water wall & the drawn crossbow does NOT
train on him.) When you go to the new end of the alcove, you’ll find a Small
Medi Pack on the ground. There is also a ‘false wall’ to the left, & there
is a 2nd mummified creature there, which attacks Lara. At the end of the small
extra bit of passage/alcove there are some flares & a crawlspace at the
right at ground level which only shows up with a flare or with the ‘light’
feature on the binoculars. This leads to a short crawl passage that DOES go
into the hitherto ‘seen but not entered’ room with the loaded Revolver, the 2
boxes of revolver rounds & the Large Medi Pack in the centre. And this IS
the first secret area. Rather than going to the blue water wall & going to
the ‘swim’ section - see next page, para.2 - you can go to the ‘clear’ water
wall, w. flares behind & closed double doors beyond.
Ah. No, can’t penetrate
water wall. (Penny drops: these doors are the ones that open from the ‘simple’
wall maze from water wall 2, where you picked up the flares beyond, & you
can then see the ‘secret’ room, as you now know it, & the various water
walls.) So you can either return through crawlspace to water wall 1 or go
through the blue water wall. As you leave via the crawlspace, 3 scorpions
helpfully appear & follow, all the way back to water wall 1! Note that it
is very difficult to return through the crawlspace if the 2 Mummies are still
about at the other side, as they ‘block’ the exit. If there are also 3
scorpions following/catching up - not good! So you’ll need to deal with 2
Mummies first. OR: if you can ‘keep nerve’!, you can go into crawlspace, ALMOST
up to the 2 Mummies, with the 3 scorpions following, then crouch - instead of
‘crawl’ - draw crossbow [only works with ‘6’ key, not ‘spacebar’] & then
fire one explosive crossbow bolt, to deal with all 5 adversaries at once.
Trying this later, to zap ninja guard behind 2nd water wall in water wall 1,
ALSO, DOESN’T work, as explosive crossbow bolt explosion focuses on Mummies,
primarily & it doesn’t reach ninja guard.
(Nb. Discover that can
‘crouch then draw crossbow’ [with ‘6’ key], but ‘draw then crouch’ DOESN’T
work. nb2. When you go up into the water wall 1 crawlspaces, to go again to the
large room there, to pick up the Uzi gun dropped by the ninja guard [nb3. There
is a 2nd Uzi gun, even though already have one], there is another Small Medi
Pack waiting? - unless on the earlier exploratory journey through, didn’t pick
it up - no, NOT the case, next run through.)
When you go into the
‘white flames’ room a 2nd time (as a quick way to reach the central area, after
having pulled the water wall 1 lever), you’ll find There is ANOTHER ninja guard
there. Seems there are several parts of the game where a trigger re-sets &
re-provides an item. (By swimming into the west-tunnel, confirm water wall 1
lever opens first gate.)
[On the other (LEFT
HAND) rising slope, beyond the forward door in the ‘pool room’, there is no
spike trap & when you cross the flat section, no 2nd pair of spiked balls
roll down - though they do descend soon afterwards, & seem too close
together, to be able to dodge between. you Can just outsprint them to the
bottom & go to the right, if facing the right way to start with. Note that
they (or the first pair) go right to the bottom end of the passage, so you’ll
have to have picked up the Small Medi Pack there already. Looks as though there
is nothing else at the top of the ramp except one Small Medi Pack, in fact, so
clearly, you would do this part first, and then go towards ‘white flames’
room.]
Going through the blue
water wall from the large room, following the author’s suggestion that there
are some useful weapons etc to find by doing so. Going through water wall 1,
then, not operating the lever but picking up the first Small Medi Pack, then
trying to take as little damage as possible from the first ninja guard, you can
pick up the crossbow loaded with 10 N crossbow bolts from him, & the extra
explosive crossbow bolts just inside the LEFT HAND doors. You can then go round
past the closed double doors to retrieve the flares & 2nd quiver of
explosive crossbow bolts from the alley/passage. Go into the blue water wall at
the right side of the larger room. When you enter it, as said above, start to
swim. You can’t penetrate the blue water wall opposite, NOR either of the water
walls on the first floor level above (one of which water walls you have
encountered recently in explorations). No air, so you’re obliged to go through
the single square opening in the ‘brick’ above the first floor level. When you
do so, you come out to a long underwater passage, still with no air-hole, with
long water walls at both sides. There is a scorpion patrolling in each, on the
ground, suggesting that both of the ‘side-aisles’ are free of water; but you
can’t penetrate either water wall. At the end of the passage, there is an
air-hole up into a small room with 2 openings, presumably to each of the side
aisles. There are 2 scorpions at each side, generally tracking Lara’s swimming.
In the LEFT HAND ‘aisle’ are some Uzi clips & in the RIGHT HAND aisle is an
Uzi gun. In addition there is an opening off the RIGHT HAND aisle. After
picking up the Uzi clips you can go through the water wall ‘curtain’ back into
the water, to avoid the ‘LEFT HAND’ scorpions [if you’re trying not to harm the
wildlife!] & repeat the hoist up-drop down process.
(Nb. The RIGHT HAND
scorpions especially seem to have a tendency to go through the water wall from
their side. If they do that they disappear - drowned?)
Go to the aisle &
start down the ladder there, you hear ‘energetic adventure’ music & when
you the reach bottom - not far - you recognise the area as that seen through
the upper balcony water wall above water wall 1. And you can see the first
floor water wall over the top of the ledge at the bottom of a WALL LADDER.
There are flares here to pick up. When you hoist up, to what seems to be one of
a series of ledges & small trenches, so does a ninja guard (only 2nd so
far, by this route - drops Uzi clips). This one seems to be more interested in
clambering about than shooting at Lara. As you drop into the RIGHT HAND trench
(empty), another ninja guard appears, more interested in shooting. Then into a
3rd trench, there is a 3rd ninja guard - another ‘scrambler’. Both of these
also drop Uzi clips [x 2]. Then as you continue to explore, before even dropped
down to a 4th trench, There is a 4th ninja guard (a ‘scrambler’, but WILL
shoot!!). Drop to a 4th trench, There is a 5th ninja guard (a ‘shooter’). Each
of these also drops Uzi clips [x 2]. A 6th ninja guard appears (a ‘scrambler’)
as you continue to walk on ledges, & a 7th when you drop into the 5th
trench. (Both of these also drop Uzi clips [x 2].) An 8th (‘scrambler’) ninja
guard picks up the 7th’s Uzi clips if let him, so don’t know if he would have
dropped some himself (he appears to drop some, but they might not be ‘his’).
There are 3 more ninja guards, & 2 drop more Uzi clips [x 2] (one ninja
guard has picked up some Uzi clips!) & the 11th drops a Large Medi Pack.
Again, these appear as
you continue the exploring of this area. At the RIGHT HAND side of the room
(p.o.v the WALL LADDER), There is a larger alcove - empty except a ninja guard
might be found there. The blue water wall (s) are at the LEFT HAND side of the
room - to be avoided, or you will have to repeat the swim journey & the
first floor ‘clear’ balcony water wall (above water wall 1) is straight-ahead.
A 12th ninja guard (also drops Uzi clips) appears when you go onto the central
larger ledge/block. There are 5 ‘ledge areas’ & 7 ‘trenches’, not counting
the WALL LADDER trench, the ‘clear’ water wall lever trench, or the trench that
surrounds the central ledge/block, making 12 in all. Perhaps the Large Medi
Pack was already on the floor in the larger alcove & 2 of the ninja guards
picked up other ninja guards’ Uzi clips, without dropping any extra. Need a
strategy for 12 ninja guards! If you go through the blue water wall &
return to the ‘3-aisled passage’ above, then There are more Uzi clips & an
Uzi gun, in the same places (but doesn’t happen next run through!!). A ‘RIGHT
HAND’ scorpion appears also. Ah, but not a 3rd or 4th time. As with the lever
past the ‘white flames’ room, when you operate the lever above water wall 1, a
13th ninja guard shoots from behind. Again, can’t retrieve his dropped Uzi
clips if they are on the ‘trench’ side of the water wall ‘curtain’, so perhaps
the same technique would work re. Picking them up as for the ‘flames’ case -
running FORWARD & ‘out of sight’.
Having now investigated
past each water wall, in the various directions, it seems prob. most beneficial
to try & acquire the ‘most useful’ weapons first: the revolver &
rounds, & the crossbow & explosive crossbow bolt, wherever possible.
This suggests it would be worth going first through waterwall1, but then to go
left, via the pool with squares, to access the secret area, rather than go just
yet via the blue water wall & ‘swimming’, because then there are ‘just’ Uzi
rounds.
Then it would seem worth
going 2nd via water wall 4, & the ‘green oil’ room, for more revolver
rounds & explosive crossbow bolts. What will be important is trying not to
miss anything out, with the numerous levers that need to be found, in order to
open the way past the gates in the underwater tunnel. There is a 2nd secret
still to find, & we know of one set of double doors, the ones at the right
of the large room past water wall 1, to the left of the blue water wall &
by the ‘scorpion alley’, that are yet to be opened.
So to begin, as above:
water wall 1, (p.4, paras.3/4 and p.7 start of para.2 [NOT operating the lever
yet]):
Pick- ups: Small Medi
Pack in crawlspace, Crossbow loaded with 10 N crossbow bolts from ninja guard,
flares & 10 explosive crossbow bolts from the alley/passage, & 10
explosive crossbow bolts just inside the LEFT HAND double doors, by the pool.
Then go to the pool with
5 holes & lever (bottom p.4 and top p.5):
Pick-ups: Loaded Uzi
gun(s) & 2 Uzi clips from 2 ninja guards. (One oddity: it seems that if a
ninja guard is standing IN the pool area, that his Uzi makes no sound. [This
can cause Lara problems with the first ninja guard!] Anywhere else, on ‘dry
land’, in the passages etc, the sound is heard. Have had it so that his Uzi
makes no sound, then he enters a passage & his Uzi does sound, &
vice-versa. Nb. Remember also, that an ninja guard will pick up any item
another has dropped that remains unclaimed, OR such as the Small Medi Packs to
be found in the sloping passages, if he comes across them first.)
Before the next stage,
the 2 ‘spiked ball passages’ (p.5, para. 2 and p.7, para.1:
Pickups: 5 Small Medi
Packs) you need to decide whether aim with ninja guards is to preserve Lara’s
health (when prob. need to use valuable explosive crossbow bolts to stop both
‘damage’ to Lara AND their picking up Small Medi Packs &/or dropped ammo -
note too that in the pool area the explosive crossbow bolts won’t seem to
target the first ninja guard until SEVERAL have been fired: NOT the best
strategy!); or to preserve the explosive crossbow bolts. If you can ‘race’
through the opened doors & ‘out of sight’ without much ‘damage’, then you
can use one explosive crossbow bolt for each ninja guard (they won’t
conveniently arrive together!). Delay can mean the first ninja guard pauses to
pick up the Small Medi Pack at the ‘bottom’ of the ‘spiked balls’ passage or
the 2nd picks up the Uzi gun dropped by the first.
Next stage is to
negotiate the ‘white flames’ maze & operate the lever in the small first
floor ‘balcony’ room beyond the ‘white flames’ room (bottom p.5 and p.6,
paras.1/2: pickup: 2 Uzi clips from final ninja guard near lever).
Switch now, BEFORE going
to secret area (THAT is straightforward, but would take some time to ‘emerge’
back to the ‘start’), go to waterwall4 (p.2, paras. 2/3), intending to use the
crawlspaces to reach the revolver-dropping ninja guard & then return
through the water wall to use the RIGHT HAND ladder at the original RIGHT HAND
side, but NOT use the lever yet: so...
Pickups: Small Medi Pack
in the crawlspace loaded Revolver from the ninja guard & 10 explosive
crossbow bolts on the first floor level.
Then operate the first
floor lever there. (A ‘helpful’ ‘glitch’ can sometimes occur here or in similar
areas. If you delay climbing into the 2nd crawlspace, after picking up the
Small Medi Pack, intending to ‘reverse crawl’ & then drop as quickly as
possible to floor, then deal with ninja guard, you will find that sometimes the
ninja guard gets himself ‘caught up’ in the (‘2nd’) water wall that leads back
into the small room, much as certain other ninja guards have done- e.g. the one
in the ‘white flames’ room. He is not difficult to deal with then!
[Nb. Seems that you can
effectively shoot an explosive crossbow bolt through ONE water wall ‘layer’ but
not more than one. Nb.2 the water wall between the ‘simpler’ maze & the
secret area remains impenetrable from either side: finding the secret area
and/or causing the ‘maze’ doors to be opened doesn’t make it ‘porous’,
unfortunately.]
Aim for the secret area
next, in order to pick up the revolver rounds, the order of reaching the other
6 levers is perhaps not particularly important. Need to decide whether or not
to operate all levers that come to from now on, now that you have ‘heavier
duty’ weapons & can deal with adversaries. The ninja guards that appear
directly behind Lara at ground floor level are going to be difficult whatever
happens, as there is no means of ‘escape’. You need to deal with them as
quickly as possible, to minimise ‘damage’.
A 2nd question is
whether to activate all 13 ninja guards in the ‘trench’ area, in order to pick
up all their Uzi clips. How much ‘damage’ will Lara take in doing that? How
many of the clips will be removed by ninja guards?
Assuming that if you go
next to water wall 1 again, to reach the secret area, if you operate the lever
there, & THEN go to the secret area, you can use the blue water wall then
from THAT location, rather than returning to the small room, with its attendant
hazards (p.4, para.4 and p.6, para.3):
Pickups: Uzi gun(s) from
ninja guard when you operate the lever [Nb. If timing is just right here, you
can use ONE explosive crossbow bolt for the ninja guard AND both Mummies], a
Small Medi Pack & flares en route to secret area, Loaded Revolver, 2 boxes
revolver rounds & a Large Medi Pack IN the secret area.
Next objective is to go
to the blue water wall & thence the ‘swimming aisle’, then down to the
‘trenches’ & the huge no. of ninja guards there (p.7, paras.2-4):
Pickups: Uzi clips &
Uzi gun in ‘aisles’, flares at bottom of WALL LADDER, & if possible. 11
sets of Uzi clips(!) & a Large Medi Pack from the 12 ninja guards, then
another set of Uzi clips from the ninja guard after operating the first floor
lever).
[Nb. Seems to be a ‘bug’
here, in that if you pick up too many sets of Uzi clips all at once, then the
program crashes to the desktop - not good. Re-loading an earlier ‘save’
position is not affected. Continuing from the same, earlier position, this
didn’t happen the next time.] It IS possible to collect all 11 sets of the
‘trenches’ Uzi clips & the Large Medi Pack & lose very little health at
all!
Two aspects to the
strategy:
First: noting that the
ninja guards activated when going on to the ledge-tops are less aggressive, you
can try to deal with most of these first. 2nd: combine with this the discovery
that if an ninja guard, when zapped, falls into one of the trenches (& so
drops his Uzi clips there), the first activity of the next ninja guard that
‘investigates’ that trench is normally NOT to shoot, but to pick up the fallen
Uzi clips from his colleague. This means that Lara can be shooting while he is doing
this. (Even if Lara has already picked up the Uzi clips, he is still
‘programmed’ to search for them.) Most of the ninja guards were zapped with
pistols this way. On only one occasion, when 2 ninja guards were together, was
it convenient to use an explosive crossbow bolt. So the concern, that in order
to pick up all the Uzi clips many crossbow bolts would need to be expended
(& the explosive crossbow bolts are much more valuable, so it WOULDN’T be
worth doing that) was not realised.
Order, as said, perhaps
not important now, so next, going to water wall 2, that leads to the ‘simpler’
maze & a fairly quick way back to the ‘start position’ (p.1, paras.3/4):
Pickups: Uzi clips from
ninja guard in crawlspace when operate lever, Small Medi Pack from upper crawlspace,
Uzi gun from first ninja guard in maze, flares from beyond LEFT HAND double
doors & Uzi clips from 2nd ninja guard in maze.
Returning to the
‘start’, we can then go to waterwall3, with the aim of pulling the lever there
- again, we have to at some time & we now have the ‘higher calibre’ weapons
- then going left across the blocks in the ‘red lava’ room, & so back to
the ‘start’ again (bottom p.1 and top of p.2):
pickups: Small Medi Pack
from crawlspace & 4 sets of Uzi clips - from the ‘lever’ ninja guard, the
‘LEFT HAND double doors’ ninja guard, the ‘Uzi clips’ block IN the ‘red lava
room’ & the ‘red room double doors’ ninja guard.
And then we’ll be ready
for the...
Final part of the
puzzle,
by returning along the
water tunnel & entering water wall 4, for the ground floor lever there,
& eventually leading to the first floor water wall 3 lever, after the
‘green oil’ platforms room, with the many ninja guards & the ‘levers &
doors’ maze (p.2, paras. 4/5, all of p.3 and p.4, paras. 1/2):
Pickups: Uzi clips from
‘water wall 4 lever ninja guard’ [Nb. If you go FORWARD here, after operating
the lever, then you can wait for ninja guard to emerge from the alcove], Small
Medi Pack at ‘green oil’ room entrance, revolver rounds & 2 Small Medi Packs
from ninja guards in ‘green oil’ room, flares at end of maze & Uzi gun
dropped by ninja guard there, 4 sets of Uzi clips from ninja guards in passages
after maze, an Large Medi Pack at end of passages & Uzi clips from ninja
guard when operate water wall 3 first floor lever.
You can try, with the
first ninja guard, to return to the ‘entrance platform’ & duck out of
sight, trying then to shoot as he jumps (away from Lara) to the 2nd & 3rd
higher platforms, but the snag then is that he tends to fall OFF whichever
platform he is on & into the green ‘oil’, so his revolver rounds are lost
too! Not good! The 2nd ninja guard falls too, but he isn’t carrying anything.
You need the revolver here, it seems, or explosive crossbow bolts. If you
somersault in the air with run & jumps for those ninja guards that will
appear behind & have the revolver drawn already & crouch to fire just
before the ninja guard can do so for the rising gates, then you can reach the
last section without any health loss.
The last part is more problematic,
of course! Find (for last part) if you run & jump & turn right to face
the (6th) ninja guard on THAT platform, then roll, so as to be out of sight of
the (5th) ninja guard on previous platform, you can then immediately shoot the
(7th) ninja guard on ‘last’ platform, then take time for the ‘previous
platform’ ninja guard - he usually conveniently jumps TO the last platform. You
can, in fact, use explosive crossbow bolts for the first 2 ninja guards, then
you just have time to switch to revolver or Uzis for the final ninja guard (2
shots or 30 rounds, but the latter must be QUICKLY done!) So it CAN all be done
without any health loss in this room.
Activate the final gate
by going into the 7th alcove, then a run & jump back to the 6th platform
(& the remote camera), ready for the ‘levers & doors’ maze. Operating
the levers through the maze (as per p.3 & especially. p.4, para.1), some
health loss seems inevitable with the ninja guard at the end of the maze
because of the (deliberate!) ‘unsighting’ effect of a door directly behind the
last lever operated (though you can then, if you go back a step & duck
round the LEFT HAND corner, zap him with just pistols as he approaches, if you
are careful) then you can go up into the dark passages, with 4 more ninja
guards in all (p.4, para.2). Find that the first & the last ‘passage’ ninja
guard you can deal with, with judicious use of pistols, & after using
revolver for the 2nd ninja guard, & ‘showing’ Lara to 3rd, you an use
pistols as he ‘comes round LEFT HAND corners’ towards her. Then the final ninja
guard, as he is FORWARD of the first floor lever, you can just wait for as he
jumps to & fro.
And so ALL gates are now
removed in the underwater tunnel & you can swim all the way along,
accompanied by TR theme music, to finish the level!
Time: 30 ¼ mins,
finishing with: 930 Uzi rounds, 20 revolver rounds, 10 N & 20 explosive
crossbow bolts, 15 Small Medi Packs (none used), 4 Large Medi Packs & 54
flares (9 used), with notional distance travelled 2.8km. One secret found; the
other is at location: from water wall 1, at the ‘5-hole pool’, the slope
through the RIGHT HAND double doors, where There is a spike trap halfway up,
you can cling at upper edge of the ‘trap’ & then ‘drop & cling’, to be
clinging to a slightly lower ledge/crevice. You can then hoist up into a hidden
crawlspace, with a wall exactly like the crawlspace wall for the other secret
area - but this can’t be seen from above. Then if you drop down to 2nd secret
area, you find the same as in the first: loaded revolver, 2 boxes of revolver
rounds & a Large Medi Pack. You can then go forward to the closed double
doors ahead, which open, with 5 scorpions, through only unopened double doors,
also off water wall 1. Possibly, the clue is a ‘spikes’ noise when you are
close to these doors at the other side, but it seems very missable!! (Adds 2½
mins: quickest exit via blue water wall & swimming aisles, WALL LADDER
& ‘trenches’ & to underwater tunnel.)