Antarctica - Unfinished Business
Level by Jamie White

Walkthrough by Robin Burgess [rjb]

 

 

Abbreviations: CPS = crawlspace; SG = shotgun; pfm = platform; bec = because; psg = passage;
J&C = ‘jump & cling’ (eg ‘J&C lever’); RJ&C = ‘run, jump & cling’; R&J = ‘run & jump’;
SJ = ‘standing jump’; N & W = ‘normal’ & ‘wideshot’ (as in SG shells); WT = wall-torch; AH = air-hole (when underwater); PP = pressure pad/plate; MS = moveable structure; bflp = backflip; smslt = somersault (so: ‘bflp-smslt’ also); SmJ = smoke jet; :. = therefore.


3 flares, 3 SMPs & LMP given to start, as always. 2 LMPs and SMP by central ice blocks @ start and laser sight on adjac. pillar. Exit betw. high ice pillars. Revolver rounds (6) and LMP in crawlspace (Csp). Unarmoured ninja guard (NG) as exit into 2nd large ice area - appears immed. exit Csp. If stay rt back, have slightly longer range. ‘Wonder’ music as approach pillar & ice field. Can SEE 6 lots of uzi clips & ‘star’ on ice floor. Lever @ rt to open door far rt? Large statue onto ‘slab’ to provide a bridge to one of high pillars? No. Not obvious its purpose. (Seems unreason- able bec. Could leave it & contin. But seems to be imposs. To return to orig. Ice-shelf, so stuck if DON’T do it. One SAVE WITH statue moved, one WITHOUT. Can RJ&C to pillar 2nd left from RH wall. Then to lever, which opens door. Farthest left long pillar has ladder down @ far end. Otherwise can R&J or RJ&C to pillars to door. (nb. E a curious ‘scion’ mark in sky!)

 

Discover that @ bottom of ladder is secret area, so WILL be wanting to go that way, to pick up all ‘goodies’. Nearest ‘item’, in far LH corner, is uzi guns themselves. E also a NG to rt. Can see, as start in secret area, E at least 4 NGs above, on long pillar @ top of ladder and 4 more slide down ice pillar from above (one we saw was 1st of these). None of others descend to lower level (incorrect - 2 of others do so) & they are too far up to shoot down. E 8 sets of uzi clips to pick up, and 2 (loaded) guns = 300 rounds and also the Hand of Orion. At the orig. far rt E alcove with 6 boxes of normal shotgun shells = 36 shells, inside.

 

Reachg v.long pillar, going to opened door, find psg along & left out to another large ice area (‘interest & wonder’ music - no real hint of adversaries to come). Slopes down & 5 more NGs below. Blocks below repres. Houses. Hand of Orion goes in receptor by gate @ far left & E another opng @ far end of area. E a CSp below/betw. The largest house, with 2 NGs inside, who drop a LMP and a SMP. (NOT a CSp going back out!) Can climb to top of this house by J&C to cutout betw. sections of house, above where crawled thro’ - but apparently nothing.

 

[a] Strand w/o moving statue: 10mins; 129 uzi rnds; 5 SMPs; 2 LMPs (3 LMPs used).
[b] Strand with moving statue: 10mins; 43 uzi rnds; 5 SMPs; 2 LMPs (3 LMPs used). Amazing!
Theoret. if we found the Hand of Orion in a secret area, then the gate opened by it should be, or lead to, another. Well, if not a secret area, then an armoury/ammo dump. In the 1st left alcove are 7 sets of uzi rounds plus another (loaded) uzi gun. In the 2nd left alcove are 11 boxes of normal shotgun shells plus a (loaded) shotgun. In the 1st RH alcove/large side room, rt @ the RH end, is a (loaded) revolver and another laser sight - we can now affix this to it.

 

In the 3rd LH alcove E are 6 quivers of poison crossbow bolts = 60 bolts + 5 quivers of EXPLOSIVE bolts = 50 bolts + a crossbow equipped with 10 normal bolts. In the RH alcove oppos. E are 3 boxes of normal = 12, 3 of ‘flash’ = 12 and 3 of ‘super’ grenades = 12 + a grenade gun loaded with 10 normal grenades (so 22 normal in total). E nothing in the end alcove. This set of weaponry seems totally over the top! Other opng leads to psgway then out to wider ice area, all with nothing appar. Within. (nb. ‘Statue moving time’ seems to have been ‘swallowed up’.) At end of next long hall E a psg left that leads along to where a door opens as go down into slight pit, showg another psg beyond door. If wait in pit a NG follows up prev. Tunnel - NG is activated when door is opened.

 

New psg leads to another self-opng door when go into a shallow pit. This leads to a short psg with 2 self-opng doors, which comes into an ice room (ROOM 1) with a lever ahead and a gate set into EACH of the other 3 walls. The ‘pink’ room behind the LH gate seems reminisc. of ‘Atlantis’ TR1 and E another ‘star’ (orange) @ the far side. To the left there seems to be a ladder & a hoist up. The central gate’s room is a larger ‘ice’ room, with psgs going off FWD @ the left AND the rt. The RH gate’s rm has another lever @ its LH side, with a ‘solid’ door to the left, and another in the far RH corner. Immed. to the rt of the 2nd ‘solid’ door is another gate, with a NG trying to get thro’ it!

 

The 1st lever opens the RH gate (into ROOM 2). E a LMP just inside the gate opng @ the RH side. Can shoot the NG (no.2, drops nothing) thro’ the gate, but must be careful of not gettg too close. Thro’ the NG’s gate, E what looks like the start of another pink ‘Atlantis’-like psg. All the ‘solid’ doors are the same kind of door that prev. has been ‘self-opng’. The 2nd lever opens the far RH ‘solid’ door. Within the room beyond (ROOM 3) is another LMP, @ the left, another lever, & another ‘solid’ door, in the LH cornr. This 3rd lever opens THIS room’s door, to an ice psg fwd, AND closes the door betw. THIS room & ROOM 2, AND E now an invis. block THIS side of the door. (NOTE items to pick up, but NOT do so - NOR shoot NGs, in order to confirm indiv. rooms.)
Part way along ice psg, @ the left is a gate, with a short trng psg, a SMP on the floor just beyond the gate & another ‘solid’ door beyond. At the end of the ice psg is another SMP, in FRONT of another gate, (cannot jump over it despite the gap above it) thro’ which we can see another ice room with a pair of high ‘solid’ gates. E another lever to the left & and a dble width gate/gratg @ the RH side of the room that leads to a wide ice ramp up to the rt. We can also see an extensive narrow crevice/gap runng round the LH side of this room. Just BEFORE the final gate of the ice psg is an opng left to a 4th lever in an alcove. The 4th lever DOESN’T operate the nearest gate, though we hear a door/gate opng. The gate that’s been opened is the previous one, partway down the ice psg. So we can now pick up the SMP &, going fwd (into a small ROOM 4), we see a 5th lever in a short psg @ the left. We can also see part of the ‘crevice’ all around, both left and rt. (Cannot hoist up into it as it’s too narrow, but it does seem to be of the ‘shimmying’ kind & it does give views all round, of other parts of the nearest areas that we’ve been.)

 

5th lever opens the high door here, & immed. past it on the left is a gate, where we can see a room that leads to another ‘solid’ door. Fwd we come to a larger room (ROOM 5) with a psg rt to another gate, beyond which we can see another larger ice room with another lever @ the left, and E a psg to the left, to a lever, just before this. BEFORE pulling this lever, back in the prev. room (ROOM 5), E another NG (no. 3) trying to enter thro’ the gate ahead. Again we can shoot this one through the door, which leads to another pink ‘Atlantis’ psg. He drops a grenade gun! (It is worth shootg THIS NG as the grenade gun will be good as a ‘marker’ & E several other NGs trying to ‘get thro’ doors’ now, also. The LH gate has an invisible block in front of it, which suggests we have to come thro’ this from the other side. We can see some ‘solid’ doors that MIGHT be open already, suggestg this is a LH gate from an earlier room. (Yes, we’re looking INTO ROOM 1 through its ‘central gate’.) (Checkg back, we can hear the 1st trapped NG on the other side of the door betw. ROOMS 2 & 3.)

 

To the rt of the ‘Gren.Gn NG’s’ door E the ‘LH fwd psg’ we could see thro’ ROOM 1’s ‘central gate’. Going along this, we come to another gate (smll ice rm beynd) with an invis. block in front of it (so exit from far side), & E another gate immed. past it, to the left, with ANOTHER NG tryg to get thro’ - countg the one who 1st chased after Lara, this is no. 4. Back in ROOM 5, E also a floor panel here, to the left of this gate, with a strange face on it. {NOT do THIS bit yet: Standg on the floor panel opens the previous (LH) gate. (We still have a lever we can operate.) Going in to this room, we find E an invis. block in front of the tall ‘solid’ door here, too. And to the rt is another lever.} [Another ‘new’ aspect to it all is that if we haven’t zapped the NG who ‘came up behind’, then he tries to go thro’ the gates & doors opened by levers 1, 2 & 3 (rather than attackg Lara) until he goes towards the gate @ the end of the ice psg with the dble doors beyond & the SMP in front.]

 

If we operate the 6th lever, in the psg to the left, just before the gate (which remains closed) @ the end of the ‘RH fwd psg as seen from ROOM 1’, then the ‘solid’ door betw. ROOMS 4 & 5 is clsd (with an invis.block), which seems most UNhelpful - so we’ll leave that lever alone (cannot see anything else it has done that is HELPFUL) & operate the pressure pad ‘face’ instead. This means we can now enter small ROOM 6 with the invis. block on the far ‘solid’ door (call these ‘doors’ as opp. to the gratg-type ‘gates’) & the lever @ the rt. Opertg this 7th lever, the nearby door opens - so an invis. block does NOT necily mean it is only an exit [invis. block always ONE side of a door? - usu. It would be the side you DON’T see] - to find that we are back in ROOM 2 - we have just opened the ‘LH door’ of this room - and the closed door betw. ROOMS 2 & 3 is now open again & the runng NG is still tryg to get thro’ the RH gate. We can now either repeat our earlier dirn, & go thro’ the opened door betw. ROOMS 2 & 3, and then go thro’ the far opened door into the long ice psg, where the SMP was in front of the gate; or we can retrace our steps & go back thro’ the gate that was opened by the ‘face’ PP, & turn rt thro’ the door that we left open by NOT operating lever 6 and so out to the same ice psg. We discover that the gate @ the end of the psg, by the SMP, is open! (This gate would also have been opened - by lever 7 - even if we’d closed the door with lever 6. The diff. would be that we’d only have one route out (& presum. back @ some stage to go thro’ other doors & gates that we hope will be opened) to the ice psg.

 

E still access to the 6th lever, so we CAN operate it (@ the moment) later if necy, if we find later that it DOES do some +ve thing. The roamg NG might be a nuisance, but he might equally well be tied up with another door, or elsewhere. The gate @ the end of the ice psg has been raised, but also the high dble doors have been opened. (ROOM 6) The wide RH dble gratg/gate is still in place.
We can see ahead that E another NG (no. 5) tryg to get through a gate. He also is in an ‘Atlantis’ psg. This NG drops some uzi clips, so this one also we can despatch.
To the left of the gate is another psg (with a SMP partway along), that leads to another pair of gates, with another lever @ the left, where the RH gate has another NG (no. 6) tryg to get thro’ - & here we can see some shotgun shells beyond him AND a shotgun beyond that, in another ‘Atlantis’ psg (Atpsg). The fwd gate has a room beyond that has another pair of gates @ the far side, the RH one with another NG tryg to get thro’ (& can see [binocs] E some cross-bow bolts & beyond a crossbow as well] within the Atpsg he’s in) & the LH one adjoining it - EXACTLY the same set - up as for the 2 doors seen @ the top of the LH psg from ROOM 5. E a lever to the rt of these 2 doors. Yes, this is the same pairs of gates as seen from the LH psg from ROOM 5 (used explos. bolt to shoot him [no.4 again] from one location & gone from other also - he drops some crossbow bolts). [Where lever 6 closed door betw ROOMS 4 & 5, lever 5 that orig. opened it remains inoperable, so cannot open it again with a lever - remem. though, that the door from ROOMS 2 & 3 opened later ‘by itself’ when we used lever 7.] Operatg levr 6 after seen all the above, seems to make NO diffrc at all, so intendg to leave lever 6 NOT pulled.

 

Operatg the lever (no. 8) near the opened dble doors (& the single gate @ the end of the ‘ice psg’) raises the dble grating gates & allows some spiked balls to descend the slope. Moreover, invis.blocks, the single gate closing and one closg dbl door completely block Lara in, or as bad, render her deaded from the spiked balls. (A booby trap!) Ignorg this, then (!) & going round to the left, to the next pair of gates and the next lever (no. 9), near NG no. 6, we find that operatg this lever opens the adjac. (non-NG) gate, so that we can go fwd into ROOM 7. As we enter this room E another gate immed. on the LH side. This will be the same gate as is @ the top of the RH fwd psg from ROOM 5, as seen though the central gate of ROOM 1 & the lever in this room (no. 10) is the one we saw ‘over to the left’ when lookg thro’ this gate from the other side.

 

This 10th lever would seem to be the final one, bec. It opens ALL of the other gates!! This releases any remaing NGs as well, and enables all ammo to be picked up - the first being the 10 explosive crossbow bolts + crossbow with 10 normal bolts in this short (‘plain’) Atpsg. (NG no.4 drops 10 explosive crossbow bolts.) The nearest other (‘plain’) Atpsg (by lever no. 9) contains 2 boxes of shotgun shells + a shotgun loaded with 6 shells. The next (‘swirly scroll’) Atpsg, beyond the dbl doors in ROOM 6 has just 2 uzi clips. The (‘plain’) Atpsg in ROOM 5 just(!) has the grenade gun loaded with 10 normal grenades. Eventually, we can return to ROOM 1, where the orig. LH door has opened on to a larger ‘swirly scroll’ Atpsg, which has the Hand of Sirius within.

 

The short ladder climbs to an ice psg to the left. This (slightly rising) goes fwd (long), rt (long), & left out to another large ice field. High side walls - ‘wonder & watch-out’ music. A few ice blocks. In the centre E a wide slopg tunnel down. At the end, @ the left, E a slide down to lower ice field where can see LMP, some (normal) grenades, some (explosive) crossbow bolts & some revolver rnds. Looks dangerous? E a psg to rt past the items. Round corner is NG. Past him is another RH turn to a wider psg, when another NG comes up behind. (Can elude him if quick enough into CSp.) At end of psg is long CSp along to ice field surroundg prison? Wonder music. Climbable @ far end. Looks like E something to do inside ‘prison’ so can open door high up ladder @ orig. Far LH side of ice chamber, beyond ‘prison’. (E small section where ‘plating’ missed out.) Far lower outside section also climbable. Internal ladder farthest part of ‘hole’. E a single lever inside & when operate it, NG appears directly behind, who drops Cartouche Piece 1.

 

When go back up ladder, find that high door is indeed open. Climb 2 ladders & backflip off down slope to new ice psg. (CAN jump to side ladder to return down if necy.) Long psg - jump hole down to ‘prison’ - rt, then twice left, out to high sandy-coloured psg that leads to larger area, with high curiously patterned block bldgs. Longer ‘wary adventure’ music piece. Up ramp @ left, receptor @ RH side prob. needs complete cartouche to open wide grating gate - E a hole to the left of the gate that looks suspiciously like a ‘beetle’ hole!! Notice a lever on top of the block bldgs, @ ‘entrance to area’ end. High door @ LH end of raised plaza (lever, phaps). Phaps E a way out to the top of the blocks/bldgs? somehow via the gate - then to the lever, thence the high door.

 

Unfort., cannot get anything out of the LH hole (eg the other piece of the cartouche). Tryg, can seem to do nothing. E a ‘ladder’ as part of RH most ‘block’, adjoining RH wall of whole area. From the top can reach lever & also find Cartouche Piece 2 next to it. Lever opens tall door.
Can return to ‘ladder’ & down. In fact, having combined the 2 cartouche pieces, it fits into the LH EMPTY hole, to match the RH one already in place! Then the wide gate rises. This whole within is clearly the 2nd maze, full of doors and levers.
One of the numerous doors opens on approach and some of the doors look as though they are merely quick ways betw 2 parts of the maze that where can access both parts anyway. Going 1st, then, to the high opened door, we find on entry that it is the 2nd secret area. Inside E 3 LMPs and 3 sets of uzi clips.

 

Door 1 in 1st RH alcv; 1st lever come to opens 2 nearest doors that are both merely ‘connectg’ doors - though not ‘1st door’. At least one lever closes a door already opened (but can go round) and it also opens a further door. One door doesn’t open until you go past it to the left, when you need to double back to find the lever it conceals. The aim seems to be (w/o getting bogged down in the precise layout) 1. to retrieve a Ba cartouche which needs numerous doors to be opened first - E are 3 doors opened next to it when you pick it up - and then 2. to find the place where a door has opened to reveal a dark area beyond - see this OVER the door top before it is opened (‘seems to be 1. in the far left [near the 2nd secret] and 2. near the far left, as far as poss. away from the opng’). EACH of the 7 levers needs to be operatd. No, in fact E an 8th lever NOT operatd.

 

The large room beyond the final door is not that dark after all. The lowest parts of the floor are HOT - which is the majority. E some shotgun shells by the far wall on low ground - can reach or another booby trap? Ah, a R&J from the 3rd platfm reveals the 3rd secret area, so can pick up the 2 sets of shells. Tricky to time jump for R&J back to same platfm. (All jumps R&Js - one is a longer platfm & a simple jump to the large platfm.) Can see high LH door & ladder @ rt to top of block structure (& lever?). In fact, the door opens on approach. Come into another maze-like area where E a single statue like the 1st we met & a single PP (‘face’ as in 1st maze) but 3 doors. (Didn’t notice invis. block on nearest door.) Furthest of 3 doors has opened revealing a 2nd PP.

 

Most direct way from 1st to 2nd PP is prob. found if stand close to nearest current door & look towards newly opened door. When the statue is @ last on the 2nd PP then the door we’ve just used as a reference pt is opened to reveal a 3rd PP just inside. This means that our 3rd ‘push & pull’ is almost a reverse of the one we’ve just done. This is the last such journey. It is now a case of findg the 3rd door that has opened (can go past the door we entered to this room, as it is near to that), going past it & findg the hole for the Ba cartouche. When we place this into the hole (a ‘beetle hole’!!) then the new door oppos. opens to reveal a large outdoor area. As we come out into the new area, two wall torches light up. We can see 2 ‘Eye’ Pieces on blocks ahead, at either side of a dark tunnel opng in the cliff face ahead. When combined they make The Eye of Horus. As we go forward into the dark tunnel, the game ends.