TAKO COMPANY
Level by Baddy
Walkthrough by Phil Lambeth
Lara starts inside a locked cell, in a cell block full of sex-starved
(or so it seems by their later behavior) prisoners. She is without any weapons
or flares, so it looks as if she'll have to survive with their help or not at
all. Walk back a few steps, jump up and grab the ceiling trap door. Turn
around, jump up and grab the duct. Pull inside and crawl until you reach an
outdoor area where you can lower Lara down into a corridor. Look north and
you'll see the posted guard whose attention has not yet been attracted. Push
the button across the corridor to open the door to your left, then go inside
quietly and follow the passage to a control room. Turn to your left and throw
the switch on the darkened east wall to open the door to the cell block.
Enter the cell block and the guard ahead will immediately start firing
at you. Run forward and release a couple of prisoners on the upper east wing by
pushing the buttons next to their cells. They'll soon make short work of the
guard. When they've done their dirty work, they'll start trying to get very
chummy with you, bumping into you from the rear as well as from all sides. Lead
them back the way you came, to the first guard you saw, and they'll take care
of him as well. Return to the cell block and run across the bridge to the upper
west wing. Push both buttons on that side to open all four cell doors and
release one more prisoner. Go into the cell on the far left, near the SW
corner, and vault up into the window sill. Crawl through the space into another
outdoor corridor, and the pesky prisoners won't follow.
Run north down the corridor and pull the wall switch to your left at
the end to open the door. Go through the passage into another control room
occupied by a guard. Run past him into the control room and throw the switch on
the south wall before he has a chance to inflict major damage. The door to your
left opens and the prisoners rush in to save the day. A door also opens down on
the ground floor level of the cell block, allowing you an escape through the
north wall, so safety drop for a brief respite from the prisoners. However, you
need them for the guard who's awaiting you in ambush just beyond the doorway,
so wait for the prisoners to run down the stairs and catch up with you before
going inside. When the guard is dead, step forward and pick up the COMPUTER
CARD from the floor.
Use the card in the slot in the north wall to open another door to your
left. Before going through the new opening, turn around and head east down the
corridor. Turn left when you reach an opening and enter a partially enclosed
bay of computer equipment. The prisoners won't follow you inside, so this gives
you a chance to catch your breath. In the back corner of this area you'll find
a small medi-pack on the console. At the end of the east corridor is a closed
door, apparently for later, so go back to the door you just opened in the north
wall and enter the new area.
Go around to the right or left of the strange central contraption and
head down the long west corridor into the ladies' room. The prisoners show you
proper respect and decline to follow you inside. Locate the ceiling hole in the
back (NW) corner, which you can't access. However, there's a companion hole in
the SW corner that you pull up into. Do so, facing the west wall, and crawl
under the pipe ahead. Make a horseshoe turn to your left as you crawl, and when
you're able to stand up (facing east), step forward under the pipe and throw
the wall switch to your left. Crawl back the same way you came, making a
horseshoe turn back to the right, and when you return to the SW hole you'll
find that the toilets have all overflowed to flood the entire bathroom area.
Jump into the water and swim up into the formerly inaccessible NW hole
on the other end of the bathroom. Pull up north, run up some stairs and turn to
your right, then to your left, and back to your right. You'll be able to see
some daylight in the distance, so head toward it. Step out into another outdoor
corridor and follow it around until you reach a hole in the NE corner. Hop
around the hole and run to the end of the south corridor. Throw the wall switch
there and return to the hole in the NE corner. Safety drop onto a stove, and
you'll see ahead of you a snoozing cook.
Quickly hop down to the floor and escape through the west doorway as
the cook gives chase. Turn left and run to the end of the south passage and
push the button to your left to open the door. Your prisoner buddies are
waiting to lend a helping hand, so wait until the cook is dead and then pick up
the KEY he was carrying. Go back to the kitchen area where you dropped down
onto the stove, and use the key in the lock in the east wall. The door to your
right opens, so go into the meat freezer past the hanging slabs of beef and
throw the switch on the south wall to open a door elsewhere.
Leave the meat freezer and the kitchen, and turn left into the
corridor. The doorway immediately to your right is now open, so go inside and
throw the wall switch in the SW corner. A cut scene shows the north door
opening just outside, so exit this room and head north up the ramp into a
corridor where another guard is waiting. After the prisoners have taken care of
him, explore this area a bit to find a closed door requiring a key on the left
side, and a closed door on the right side that may or may not be opened later. You
can go down either ramp into a darker area below where another guard lurks. After
your prisoner friends have dispatched him, locate the wall switch between the
two ramps on the dark south wall, and the door behind you and to your right
opens.
Go inside the control room (the prisoners won't follow) and through the
wall switch on the south face of the column. This opens a door at the west end
of the lower corridor, so go there and enter a small room with a large central
column. Go around to the NW opening and run down the stairs. Turn right into
the passage and allow your prisoner friends to do their thing to the waiting
guard. Note the nearby closed door, then return to the passage and follow to
the north end. The door to your right opens as you approach it. Follow into a
control room and locate the jump switch in the west wall, just to the right of
the crate. Activate it and then leave this room via the door that once again
opens upon your approach.
The door near the slain guard is now open, so go down the steps into a
lower passage lined with crates, and wait for the prisoners to kill the waiting
guard. Pick up the KEY he drops and look for the receptacle to use it near the
west end of the passage, on the south side. Use the key to open the door and
enter the short passage. There's a hole in the SE corner, but the prisoners
can't follow you down there so you're on your own. Follow the passage down into
a room where a number of rockets are being housed.
Bug Alert: There have been problems reported with the lasers in this
area. To avoid those problems, save your game now and don't save again until
you've completed your tasks in this area.
To the east is a laser barrier fronted by an inattentive guard. Avoid
attracting his attention and go over to push the button in the west wall. The
door to your right opens silently, so enter the control room and take the small
medi-pack from the console. Then throw the switch in the west wall to turn off
the lasers, reverse roll and run past the startled guard.
You can open the first door on your left by pushing the adjacent button
on the wall. A fourth prisoner is released to take care of the guard (maybe,
see note below). Be sure to watch carefully, because the guard drops a COMPUTER
CARD that you'll need shortly. Continue down the corridor and turn right at the
bend. You'll see another bank of lasers as action music plays. Turn around to
find that a door has opened across from the cell, releasing another guard. Allow
your prisoner friend to dispatch him, then go into that room and climb up onto
the crates. Crawl to a dark opening in the SE corner and lower Lara down into
it. Turn around, facing the east wall, and activate the jump switch to turn off
the second bank of lasers.
NOTE: On one occasion when I played this level, the prisoner and the
first guard acted as if the first bank of lasers was still on and refused to
cross the phantom barrier and confront each other. If that happens, simply
continue with the gameplay as described above, and when the second bank of
lasers has been turned off and the second guard has been killed, go back with
the prisoner to find the first guard. Pick up the computer card when he's dead
and proceed.
Go back into the corridor and turn right to run into a new room with a
number of blocks where rockets have been placed on their side. Go to the SE
corner and place the computer card in the slot. The rockets are raised into the
air, giving you access to the blocks on which they had been placed. Climb onto
the middle block and face the south wall. Take a running jump over the
protecting slope and grab the ladder in the wall. Climb up, shift to your right
and drop down onto the catwalk. Run to the other end of the catwalk and throw
the wall switch next to the closed door in the corner. A door opens in the
north wall down below, releasing an SAS who starts firing at you.
Drop down and let your prisoner friend kill the SAS (which for some
reason may take a distressingly long time), then enter the control room and
pick up the KEY in the far left corner. A cut scene reminds you of the door you
passed by a long time ago, in the area where the other three prisoners are
patiently waiting. Exit the control room and then the rocket room, follow the
passage back to the "upright rocket" room, turn left and head up the
ramp back to the ladder leading to the upper level. Climb up and greet the
overjoyed trio of prisoners (they've probably scattered by this time, but
you'll eventually be joined by at least two of them).
End of Bug Alert: It's now okay for you to start saving your game
again.
Head east along the passage and turn left to go up the stairs. At the
top is another SAS, but your friends will make short work of him. Turn left at
the end of the next passage and head up the wide stairs to the south. Run
diagonally around the square central structure in the next room and enter the
dark passage. Turn right at the opening and run up the ramp. Turn left and pull
up to the ledge to get away from the boys for a few seconds, and use your key
to open the door. Wait for the boys to catch up before stepping inside, as a
guard is waiting in ambush. After he's dead, locate the jump switch on the east
wall behind the north console and activate it. A flyby takes you down to the
passage below and shows the east door opening.
Go down there and look around a bit. There are laser banks at the
bottom of ramps at the NW and NE corners. In between is a receptacle for a key
you need to find. At the SE and SW corners are alcoves with closed doors. If
you're lucky, the prisoners may be attracted to one of the laser banks and
leave you for a while. There's a jumpswitch high on the north wall above the NE
and SE laser banks, with no apparent way of getting to either one. Go to the
top of either ramp and turn to face the jump switch squarely. Jump up to grab
the ceiling, and monkey swing forward until you're directly over the jump switch.
Release and then immediately hit the action key again to activate the jump
switch. The lasers below are still on, so don't reverse roll when you land. Turn
around carefully and run to the other ramp and repeat the procedure. Both laser
banks are now off, so run forward down the ramp and turn into the east passage
to alert a guard.
When the prisoners have killed the guard, pick up the KEY he drops and
go into the south room where all the crates are stacked high. Note for now the
closed doors in the south wall and return to the upper room with the key
receptacle. Use the key to open both doors behind you in the south wall. Enter
the SE doorway, allow the prisoners to kill the guard in the control room
ahead, then take the COMPUTER CARD from the console and throw the switch in the
west wall. A cut scene shows a door opening to an outside
motor pool area. Stay a minute to watch the prisoners clown around by climbing
up into the east opening and then magically reappearing beside you, then go
back up the passage, turn right and enter the SW doorway. There's also a guard
in this control room, so after the prisoners have killed him throw the wall
switch for a cut scene of the same outdoor area.
Return to the outer room with the glass floor and run down the ramp to
the lower level. Make a horseshoe turn into the south passage and continue into
the crate room and through the open south doorway into the motor pool area.
Turn left and you can see an open doorway in the east wall. Go there and wind
your way down the long ramp until you reach a room guarded by an SAS. After
your friends have eliminated him, use the computer card in the slot in the east
wall. The door to your right opens, so go inside and follow the short passage
to a door that opens upon your approach. Step out onto a ledge, and let the
prisoners go around you to flush out and kill two SAS who are waiting down
below.
Locate the switch in the west wall and throw it. A door is opened
above, allowing a guard to come out and open fire on you. Lure him down so that
the prisoners can kill him, then run up the stairs with the prisoners in hot
pursuit. Continue along the ledge that runs against the west wall and take a
blind running jump across the gap. Grab the edge of the facing ledge and pull
up. You've finally obtained some respite from the helpful but annoying
prisoners, so continue along this second ledge until you reach the doorway you
opened with the wall switch. Enter the control room and throw the wall switch
in the NW corner.
There appear to be no goodies to pick up here, so return to the ledge.
You'll find that a door has opened across the way in the north wall. A normal
running jump and grab doesn't seem to do the trick, so here's the correct
technique (courtesy of Dutchy): Turn around and hop back to grab the edge of
the ledge, then pull up and reverse roll. Take your running jump from this
position, and this time you'll be able to make the grab. (For some reason, this
procedure gives you a little extra running room.) Pull up, step forward and throw
the wall switch to open the door below. Safety drop to the ground floor and run
forward into the north doorway while the elated prisoners join you.
In the next area, if you take the east corridor you'll get a fixed
camera angle that prevents you from seeing what's beyond the fence to your
right. Go back and head down the south corridor, take the first left and allow
your prisoner friends to dispatch the SAS. Note the laser bank to your right
and go back the other way. Locate the moveable crate in the north wall of the
corridor in which you lost camera control. Pull it out once and push it to the
side. Enter the revealed passage and follow to a control room where an SAS lies
in wait. After he's been killed, pick up the small medi-pack he drops. Throw the
wall switch in the SW corner to open the door at the other (east) end of this
corridor. Go there, enter the control room and throw the wall switch in the NW
corner to open a door next to the still-activated laser bank.
Go there and enter an enclosed outdoor area. Run across to the middle
part of the far wall, where you'll find a climbable surface. Climb up and over
and jump down to the ground outside. (Don't try jumping to the sloped surfaces
on either side at the top, or you'll be fried.) It appears at first that you've
engineered a successful jail break, but no such luck. Run across the
hill-enclosed yard diagonally to the left, to the NE corner, so you won't alert
the guard posted near the SE corner. Step up to the foundation of the building
and pull up into it (using just the control and up arrow keys). Throw the wall
switch you'll find inside, and a cut scene will show a closed door somewhere
down below.
Exit the building and drop down to the ground. Run south under the arch
toward the guard, locate the similar building near the SE corner and quickly
pull up into it the same way you did earlier before the guard has a chance to
draw a bead on you. A cut scene shows the roof of either this building or the
previous one, with a computer card in one corner that you need to get to
somehow. Enter the building and throw the wall switch inside, and a cut scene
shows the door below opening. Jump down to the ground and run west past a truck
while the guard chases you. Locate the open doorway to your left and run inside
to throw the wall switch. The lasers in the previous area have been
deactivated, so reverse roll and run outside and back under the arch. Return to
the wall where you dropped down into this area and climb back up.
When you reach the top, turn around and look to your left at the NE
building. No computer card on the roof, so your goal must be the other
building. (You can use the edges of the "hot" tiles to shimmy over to
the bridge, then shimmy further along the other side until you reach a depression
where you can climb up. You would think this activity would lead to a
hard-earned secret, but I couldn't find anything more to do once I got there.)
Climb back down and head over to the east hill barrier to the left of the SE
building, with the truck between you and the building. Hop up to the level
parts (the guard won't follow) and make your way south with a couple of
standing jumps. When you're as close to the roof as you can get, make a running
jump over the outcropping of rock and grab the edge of the roof. Pull up, run
forward to the left corner and pick up the COMPUTER CARD.
Drop down to the ground and run back to the climbable wall. Go up and
climb down the other side into the walled enclosure where your prisoner friends
are delighted to see you again. Talk about jumping from the frying pan into the
fire. Push your way past them into the west doorway and turn left. Go to the
end of the south corridor and insert the computer card into the slot next to
the door. There are more active lasers in the room ahead, but not to worry.
Climb up onto the far crate nearer the west wall, stand on the back edge facing
east, and jump up to pull down the trap door. Turn right and jump up to pull up
into the crawl space. Crawl forward until you reach the lasers on your right.
Stand up, turn around and use the ladder in the north face of the shaft to
climb up. When you near the top, shift to the left and drop down into a
passage. (If you like, you can shout a goodbye down the shaft to your prisoner
friends, as you won't be seeing them anymore.)
Turn left, step forward and jump over the gap to grab another ladder.
Climb down to the bottom, turn left and use the crawl space to access an
opening overlooking a storage area. Turn around, lower Lara over the edge and
drop to the floor. A guard awaits, so run around him and quickly climb up onto
the crates in the SE corner. Enter the control room and run across to throw the
switch in the south wall. Pick up the large medi-pack on the console in the SW
corner, then exit this room and hop back down to the floor. Go through the new
opening in the south wall and turn right when you reach a bunch of stacked
crates. Go down the stairs south and disregard for now the dark opening to your
left. To your right is a laser-protected opening, and if you're lucky a
friendly commando will come forth to eliminate the guard and the SAS soon to
follow. Otherwise, your work for the remainder of the level will be severely
hampered.
In the room below are three closed doors. Throw the switch on the east
wall to open the two on either side of you. An SAS comes out to join forces
with the guard, so dash down the opening to your right and throw the wall
switch in the NE corner to open a door in that dark alley you passed by
earlier. Exit this room, jump up to the stairs and turn right into the alley.
Feel your way along until you reach an opening to your right, and enter the
control room. Throw the wall switch in the SE corner and reverse roll to see
another wall switch and a receptacle for a computer card. However, they're for
later, so run back down the dark alley, turn left and enter the SE doorway down
below into the room you just left. Turn right and enter another room. Go around
the central wire mesh contraption and go through the open south doorway. Throw
the wall switch to your right to open the central south door. Go inside the
next room where yet another SAS awaits. Quickly pick up the COMPUTER CARD from
the conference table and run back north the way you came. Continue until you
reach the far room with the stairs, hop up and turn right to go down the dark
alley and grope your way back to the control room.
Use the computer card in the slot in the NE corner to open the door to
your right. Go down the stairs and at the bottom, use the crawl space to your
right to access a small connecting room with a crate in one corner. Go through
the SW opening into a room with a glass wall to the south. Through the glass
wall you can watch an automated machine do some assembly line work with some
product that looks like it has a bear head. After spending a few minutes trying
to figure it all out, turn and throw the wall switch in the south face of the
central block. A flyby takes you to the final room of your adventure, where an
important door opens.
Go back to the connecting room, pull up into the crawl space and crawl
forward to the base of the stairs. Run up the stairs to the control room with
two wall switches. Exit through the north doorway and turn left to go down the
dark alley. Turn left and hop down into the lower room. Go through the left
opening in the east wall and pull out (two times) the moveable block in the far
left corner. Then reverse roll and dash back up the stairs and through the dark
alley into the room with two switches. Stand facing the north doorway and jump
up to grab and pull down the trap door in the ceiling.
Now it's time to throw that switch in the north wall. It opens the door
at the foot of the stairs, but it also activates lasers in the north doorway
that seem to prevent you from getting there. Well, just stand under the trap
door, facing east, and jump up to grab the edge. Pull up into the duct and
crawl forward until you can stand up. Facing the shaft, take a standing jump
and grab the ladder, then climb down to the passage below. Reverse roll and run
past the SAS and the guard (assuming your friendly commando didn't show up to
take care of them earlier) out of the room with the moveable block and straight
across and through the now-open west doorway. Take an immediate left and run
toward the south passage where you opened the door in the previous flyby. Turn
left into an extremely dark alley to alert a couple of friendly commandos who
finally come to your rescue by killing the guard and the two SAS who have been
dogging you for what seems like forever.
You're almost done here. When you go back and look around, you find
yourself in some sort of laboratory where the only light is provided by a
couple of corpses displayed in companion glass cubes. There are a couple of
concrete blocks to the right of the passage where you released the commandos.
If you climb up on them, step forward and look over the edge when you reach the
SW corner, you'll see a tank filled with deadly green goo, and a much-needed
computer card at the bottom.
Go back down the dark passage where you released the two commandos. You
won't be able to see a thing, but at the end of the passage make a hairpin turn
to the right (so you're facing back up the passage, only it's to your right and
you can't see anything). Step forward and fumble around until you see animation
associated with Lara throwing a wall switch, which is what she will have done.
(Thanks to Val for providing the location of this switch.) Sidestep to the
right until you can see the faint light in the passage, then return to the
laboratory and climb up on those concrete blocks. The tank with the toxic goo
is now empty, so jump down and pick up the COMPUTER CARD.
Turn to your right and climb up out of the tank. Step forward and drop
to the floor. Turn around and insert the computer card in the slot directly in
front of you. The door to your right opens. Follow the passage around to the
right, and you finally step out into some much-needed sunlight. Run forward
toward the truck with the flat tires, and the level ends.