CLASSIFIED CODENAME LARA
Level by Devoid
Walkthrough by Phil Lambeth
Lara begins on what looks like a helicopter landing pad. Leave the
light gray central portion to restore camera control and climb up onto the
nearby SE pillar for SECRET #1. Pick up the MAGNUM, hop back down and run
across to the west end. Locate the hole in the SW corner and safety drop to the
stairwell below. This triggers the sound of stomping footsteps and animal
cries. Draw your pistols as you descend the stairs. You'll meet a couple of
raptors and a pteranodon, so try to kill them from the relative safety of the
enclosed stairwell. When you reach the landing below, continue around to the
south end and shoot a third raptor. Turn the corner to your left and step over
the body of a slain worker. Activate the jump switch in the north wall to lower
a trap door in the playpen area below, then hop back several times, climb down
the ladder and shoot two more raptors.
Locate the nearby hole and climb down the ladder in the west face. Reverse
roll and run to the other end of the passage where you'll find another ladder. Climb
up to a much higher passage with a crawl space at the far end. Lower Lara down
the other side and you'll hear the sounds of more raptors. Step forward to the
north edge of the ledge and shoot a trio of raptors marching around below in a
crate-filled room. Go back to the crawl space and locate a moveable crate. Pull
it out twice, then go around to the north end and pull it away from the south
wall. Go around to the NW corner and turn to your right for SECRET #2. Pick up
the flares and go back to the ledge overlooking the large room below.
Go to the west wall and locate the ladder. Take an angled standing jump
and grab to the ladder and climb down to the floor of the crate-filled room. Go to the NW
corner and use the surrounding crates to reach the single crate against the
west wall that's nearest the NW corner. Face south and jump over the adjacent
crate against the west wall, which is a moveable crate. You'll probably hear
the chimes of SECRET #3 as you jump over it. Pull it back once and go around to
find some Magnum ammo.
Go to the crates in the center of the room, climb to the top and face
east. Take a running jump and grab to the crates against the east wall and pull
up for some flares. Now locate the ladder in the SE corner and use it to access
another section of the upper ledge. Climb up onto the nearest crate and face
north across the room. Jump up to grab the ceiling strip and follow the clearly
marked strip to the north ledge. Drop down at the end and pull the switch on
the central column to open the doors ahead and to your left. Dispose of another
raptor, then enter the new area. Go down the ramp to alert another raptor, then
open the door in the west wall to your left. Go inside the small control room
and ignore the friendly SAS. Save your game here (for reasons stated shortly)
and throw the left switch in the east wall to open a door elsewhere. Throw the
switch on the right to bring another raptor running. The friendly SAS runs off
to join it in battle, so keep your pistols holstered and watch the fun.
Go down the ramp to the east and open the door to your left. Go inside
and use the crawl space beyond the pipe in the NE corner to access a floor
lever. Throw it to open a crawl space in another control room elsewhere. Go
back out into the main hall and note the receptacle in the south wall. Then
turn right and go up the ramp, turn left and continue up the ramp, and you'll
find the doors are open to your right for a short cut back to the area where
you began this level. (If the doors aren't open, and they weren't for me on one
occasion, replay from your previous savegame and they should be this time.)
Go back up the stairwell, and you'll find an open doorway at the first
landing guarded by another friendly SAS. Go past him into the small control
room. Nothing to do here. Hmm, wonder if that SAS is carrying anything
important. I know you hate to do it, but draw your weapons and kill him. Sure
enough, he drops the COM ROOM KEY. Pick it and go back to the first friendly
SAS, now that your suspicions have been aroused. (His apparently have been as
well, for now you'll find him pacing about nervously. However, he's not yet
hostile toward you.) If you decide to kill him (and if you do you'll miss out
on a secret), pick up the MP-5 ammo he drops. Continue to the bottom of the
ramp and insert the key in the red receptacle to open the door to your right.
Go inside as the door slams shut behind you. Look to your left for the crawl
space you opened up earlier, but beware of the hole with the collapsing trap
door between you and it.
Take a standing jump and grab over the hole and pull up into the crawl
space. Crawl forward and lower Lara down into the passage. Turn right to face
north and draw weapons. Hop back a couple of times to bring forth a raptor that
otherwise would have been coming at you from behind. Kill it, then turn around
and run south down the slight ramp to bring out another raptor from the passage
to your left. There's nothing but a closed door down the short right passage,
so turn left and then right. Note the floor lever and artifact beyond the glass
to your left, and make a mental note of the green receptacle at the end of the
passage. Reverse roll and go back the way you came. Run past the crawl space
and turn right at the top of the ramp. Crawl through the space to your left to
avoid the flames, and when you can stand up open the door to your left.
Go inside and open the next door to your right. In the middle of the
next room you get a fixed camera angle, but note for later the receptacle next
to the closed double doors in the south wall. Go to the NE corner and pick up
the flares in the little alley. Turn around in place to face south, then jump
straight up to grab the edge of the walkway above. Pull up, turn left to enter
the alcove and the door ahead will open silently for you. The door slams shut
as you enter the next room, but it will open again at your approach.
Go forward and turn right just beyond the crates. Two raptors will come
stampeding toward you, so dispose of them. Note the yellow receptacle in the
east wall, then climb up onto the crates you just passed by. On the top one
you'll find the rather obvious GRENADE GUN and SECRET #4. You'll also alert a
third raptor, so kill it before hopping back down to the ground. Go down to the
south end of this area, from whence came the raptors, and locate the water hole
next to the slain commando and jump into the water. Swim down the south
passage, turn left and then left again, follow to a larger room and note the
blocked-off air hole. Swim quickly down the hole in the floor next to the east
wall and follow the passage to an opening where you can pull up onto a ledge.
Pick up the yellow EAST GATE KEY and jump back into the water.
Swim all the way back to the dead commando and pull up out of the
water. A raptor is waiting on you, so dispose of it and then run north toward
the yellow receptacle you saw earlier. Use the East Gate Key to open the gates
to the next area. The gates close as you move forward, and a welcoming
committee of four raptors and a pteranodon bears down on you. After the
excitement is over, take the DATA ROOM KEY from the dead commando (remember
that green receptacle you saw earlier?) and go to the SW corner where you'll
find that blocked-off air hole you swam under just now. Locate the jump switch
in the wall to the right and activate it to open the way to the air hole. Jump
in and swim through the south passage back to the first dead commando.
Pull up out of the water and run to the north end of this area. Turn
left in front of the last crates and leave via the door that opens upon your
approach. Drop down to the room below and exit through the west doorway. Turn
left and go through the next room, crawl past the flames again and turn left to
run down the slight ramp. Turn left at the bottom and follow the passage until
you return to the green receptacle you looked at earlier. Insert the Data Room
Key to open the door to your right. Go inside and around the computer banks and
pick up the ELEVATOR CODE KEY in the little fenced-off area against the south
wall. Go around to the east end of the computer banks and throw the wall switch
to open a door near the flames you crawled past earlier.
Exit via the north door (which re-opens upon your approach) and return
to the flames. Crawl past them as you've done twice already and turn right to
enter the latrine. Throw the wall switch inside, and you'll hear the chimes of
SECRET #5 as a cut scene shows the SAS you spared earlier killing a raptor just
outside. What's more, the west doors beyond the flames are now open, but don't
go there just yet. Leave the latrine, cross the hall into the next room and
turn right into the room where you lose camera control when you run across the
sunken portion of the floor. Insert the Elevator Code Key in the receptacle
next to the closed double doors to open them. Safety drop down the elevator
shaft and step out into the passage.
There's a blue receptacle in the south wall ahead and an SAS off to
your left who can't decide whether or not he wants to be friendly. It turns out
that he doesn't, so kill him and explore the passage area. To the right of the
blue receptacle is a moveable block. Pull it back six times, past the closed
door and the blue receptacle, go west beyond where the block was and look to your
right for the CROWBAR. The block in the SW corner is also moveable, so pull it
east five times so it comes to rest next to the first moveable block (with you
inside it, but just side flip to the right to escape). Go back to the SW corner
and locate a third moveable block to your left. Pull it back twice, then go
around to the east side and pull it back four times until it comes to rest
beside the second one. This activity opens up the south passage for you. (You
could have done all this from the other end, but it's much easier this way.) Go
there and locate the moveable block in the west wall to your right.
Pull the block once out into the passage, then go around to the left
side and push it all the way into the NW corner. Then go inside the revealed passage,
turn left and locate the hole in the ceiling about halfway down. Locate the
ladder in the west wall and climb up a couple of rungs. Back flip into the
passage behind you and turn around to see the crowbar door. Open it and enter
that room you saw much earlier when you went to use the Data Room Key. Throw
the floor lever just ahead to open a door down below that's guarded by an SAS,
then turn to your left and go around the corner to pick up the BLUE CANISTER.
Go outside to the passage, jump to the ladder and climb down to the
lower passage. You can hear the SAS tromping about nervously outside, so draw
weapons and go greet him. Pick up the blue RESEARCH ROOM KEY he drops and go
around to the NE hallway. Go past the receptacle for now and run toward the
east end. Two more SAS will materialize, so kill them and then open the door in
the north wall. Kill the SAS inside and enter the latrine. Pick up the small
medi-pack he dropped, then go around to the right for some bazooka explosive
rockets. Exit this room, turn to your right in the hallway and open the next
door. Enter the small lavatory and go around to your left. Note for later the
circuit board receptacle in the wall.
Now go back to that blue receptacle near the west end of the hall and
insert the Research Room Key. The door to your right opens silently, so go
inside and throw the floor lever to open a trap door in the floor of a previous
room. Exit this room, turn right into the hallway and make the first right
between the blocks. Go inside the room to your left, pick up the grenade gun
ammo and drop down through the opening in the far corner. Use the west crawl
space and follow a fairly long distance until you reach an opening where you
can stand up. Pull up into a small locker room and pick up the YELLOW CANISTER
in the alcove next to the sinks. The exit door opens automatically, so step
forward and insert your canisters in the appropriate receptacles. The doors in
the south wall then open, leading you to the next phase of your adventure.
Go forward and the glass doors also open automatically. The sputtering
blue sparks in the next room won't hurt you, so feel free to explore. However,
there's a sniper SAS high up on the north wall, and he's protected by a balcony
that you can't shoot through, so watch out for him. When you're through looking
around, exit through the south glass doors. If you turn to your right you can
see an SAS beyond more glass doors, but these don't open for you. So go in the
other direction and you find that the companion glass doors do open
automatically.
The doors close behind you, so you're committed. Turn to your left and
walk to the edge of the platform. Take a standing jump down to the block in the
NW corner, as the entire floor below is deadly. Turn to face the SE corner and
take a running jump to the slope. Jump off the slope to land on a safe block
against the east wall. Locate the ladder and climb up a few rungs. Shift to
your right around two corners, and as you progress you'll hear an SAS behind
you cocking his weapon. You're helpless to do anything, of course, so keep
shifting to your right until you near the far end. Take a rolling back flip and
grab the ladder behind you, shift to your right until you're able to pull up
into the passage where the SAS is, and kill the bastard. Pick up the REACTOR
ROOM KEY he drops, then climb part way down the ladder, shift to your left and
drop down onto the safe block in the NE corner.
Turn around to face west and take a standing jump over the deadly
floor. Climb up the long ladder ahead. When you reach the top, shift right
around the corner and drop down into the passage. The glass doors beside you
open automatically, so draw weapons and go inside to kill three SAS. The
nearest one drops some MP-5 ammo. You're separated from the area to the south,
so use the Reactor Room Key in the device against the north wall to open some
doors on the other side. Then approach the glass door in the NW corner, which
opens conveniently for you. Go inside, turn to your left and shoot the SAS across
the way. Slide down the ramp (which is not a hidden trap) and pull up on the
other side. Pick up the magnum ammo dropped by the SAS, then throw the wall
switch to open the trap door that you walked over just now. (The glass door to
your left remains closed.)
The floor down below looks as deadly as what you skirted a little
earlier, but it's not. Climb down the ladder into a control room, kill the
waiting SAS, pick up the magnum ammo he drops, and throw the wall switch in the
NE corner to open a trap door elsewhere. You can't get at the SAS beyond the
glass wall, so climb up the east (not the north) ladder all the way to the top
and pull up through the open trap door. Run forward across the grate (again, no
trap) and shoot the SAS who steps out to challenge you. Stop to pick up the
magnum ammo he drops, and continue forward to the end of the passage. Climb
down the ladder, and the nearby glass door opens automatically. Go around the
corner and throw the wall switch to open the glass door you saw earlier.
Go back, climb up the ladder to the previous passage, run down the
hallway across the grate, climb down the next ladder about halfway to shift to
your right into the passage below. Drop down, turn to your right, run up the ramp,
turn left and enter the SW walkway. Pick up the small medi-pack and throw the
wall switch to raise one of the grates you just now ran over. Go back to the
previous ladder, take an angled standing jump and grab to it, and climb up to
the top. Pull up, run forward and drop down through the hole. Hop to the lower
platform, turn to face south and take a standing jump across the gap to land on
some MP-5 ammo. Pick it up and throw the two floor levers to your right. The
one on your left turns off the blue electric sparks; what the one on the right
did is yet to be determined.
Go down the south passage and slide backwards down the ramp to your
right. Safety drop to the floor below and kill the waiting SAS. Pick up the
CIRCUIT BOARD he drops (remember where that goes?) and go down the steps. Turn
left and go through the central room and down the ramp ahead. The double doors
open as you approach, so go around to the north end of the hallway area and
locate that small latrine with the circuit board receptacle. Place it (nothing
seems to happen) and go back outside. Go to the east end of the hallway, and
you find that the double doors there have opened to reveal something like an
elevator shaft.
The east and south walls are climbable, so climb up the east face until
you reach the opening to your left. Back flip onto the ledge and pick up the
BAZOOKA. Jump back to the east wall, climb down until you're below the opening
to your left, shift to your left and around the corner and pull up into an
outside area. Draw powerful weapons quickly, as a T-Rex is on the loose. Kill
it with a well-placed shot in the belly from your magnum, then run forward to
the exit doors from which it emerged. You'll find a second T-Rex blocking your
escape. Kill it as well, then run forward into the darkness to end the level.