Laboratory of Time-Space Technology
Level by Piotr Klonowski (Pedros)
Walkthrough by Sutekh
CS = Crawlspace - MS = Monkey Swing - L = Left - R = Right - N, S, E, W =
Cardinal Points - UW = Underwater
SJ = Standing Jump - SJ+G = Standing Jump + Grab - RJ = Running Jump -
RJ+G = Running Jump + Grab
Enemies: SAS
Items of note: Security
area access disk, VCI Access Card, Lift Access Disk 1, Lift Access Disk 2, Key
to Security Room, Gate Key
1 Secrets
some Traps
You start your adventure in a minimalist metal room without any apparent
way out. But, of course there is one. Go to the NW corner, facing the W wall
and look up: there's a trapdoor there in the ceiling. Jump and grab to
open it. Turn R (N) and jump and grab to pull up in the CS above.
Crawl through the ventilation shaft until you reach an opening and drop
in the wide corridor below, facing E. Go ahead to the end of the corridor. Notice the purple door
on your L, it will open much later. Draw your guns to dispatch the first of a
very long series of SAS. They are tough and you won't get that many medipacks through the
level, so be careful and keep moving while shooting to minimize damage.
Once he's down, resume
running to the end of the corridor (E) then turn R (S). Ahead in the distance,
you can spot a computer and a grey door with a keyhole on its R. Don't go there
yet, since you have nothing to use there but turn L (E) at the first junction
and run to either of the two automatic doors there. Those doors open as you
approach, revealing another SAS in the room beyond. Send him to say a little hello to his
ancestors.
The Security Area
Access Disk
You're now in the
Control Room. In front of you (E) is a big machine made of control panels and
grey blocks. If you go around it to the other side of the room, you'll see a
big diamond-shaped alcove in the wall, with two card slots on each side locked
up in glass cases. Going to the N side of the room, and turning to the big machine,
you'll see a button. It opens the rightmost glass cases. You may as well
push it now, but you don't have any card to use in the card slot yet.
What you can do though
is climbing on the machine by its end where the button is and facing E. Look
up: there's a trapdoor here too. Jump and grab to open it. Turn around
(W) and climb up into the ventilation shaft. You may if you want visit the
other E one but there's absolutely nothing there. There's a small breakable
grate on your R (N). Shoot it to open the way and crawl/run through the
shaft until you reach another breakable grate. Shoot it.
You're standing in an
opening overlooking a blue-lit high room. In front of you (N) is a ladder and
some ledges against the wall. Looking down, you can spot two doors on each side
(E and W). Time to get down now. Do a RJ to the ladder and grab. Climb down to
the bottom of the room. The door on your R (E) is closed so turn L (W), pass
the two automatic doors and run to the NW corner of the room to push the button
there.
This opens the E door
in the Ladder Room, so go back there and enter the corridor to the E. Run
through it, entering a long hallway lit by flashing red lights. Run to its end
(N) and notice the electric box up on the wall and R of the opening.
Draw your pistols and shoot at it while jumping to break the red button. This
will open a door nearby.
Now go through the
opening and first dispatch the SAS there. You're in a corridor with two doors at each end (W and E),
the E one being open by now. To the N are also two automatic doors. Let's go E
first, and enter the red-lit room over there.
Don't sheath your
pistols, there's another SAS waiting in ambush here. When you're done with him, run to the SE
corner (ahead of the entrance) and climb on the crate to pick up some Uzi ammo. Turn to the N and
run to the crates there. Look down to spot some other Uzi ammo on the floor, then
climb on the crate to pick up the Shotgun (you might need to crouch to pick it up
because of the pipe). Now go W to the NW corner, there's a floor trapdoor
there. Jump in the hole then crawl N and around the corner. Shoot the breakable
grate there and drop down in the new blue-lit room.
Crawl under or jump
over the pipe to go to the other side of the room. First, go to the SW corner
to pick up Shotgun normal ammo and Shotgun wideshot ammo. Now go to the NW
corner and push the big white button on the N wall. This opens a set of three
doors on the other end of the corridor beyond the red-lit room. Return to the
corridor via the red-lit room.
Before going W through
the newly opened doors, let's make a little detour to the two other rooms to
the N to get some goodies. In the first one, you'll find Shotgun wideshot ammo on the floor in the
SE corner. In the second one, Uzi ammo on the floor W, near metallic shelves. Now let's go west.
After passing the
three doorways, you enter a large room with two (very deadly) pools ahead: The
Toxic Pools Room. There's a door in the SW corner, a control room N and another
door in the NE corner. Not that you really have the time to look around though,
as a SAS immediately attacks
from the R (NE corner). Another one will soon join him running out of the control room. Dispatch them
both and carefully note where the second one falls: he leaves a very tiny Security area access
disk
behind him which may be very hard to spot in this dim-lit room.
-- The Security Area
--
Pick it up and go in
the control room to the N. Run around the big machine in the center: there's shotgun normal ammo waiting for you there
on a stand. Now you can return to the Ladder Room through the S opening in the
corridor, the flashing red lights hallway and up the ramp.
Climb up the ladder
but don't go to the top. Stop at the ledges and go on the R one. Turn R (E) and
look up to locate another ledge. Jump, grab and pull up. Turn R again (SW) to
face the opening up there in the S wall. Don't angle Lara too much R, though,
because you now need to do a RJ and grab that opening. Hop back, run, jump and
turn L a bit in mid-air only at the very last moment then grab and pull up.
You're back in the
ventilation shaft above the Control Room. So run/crawl through it, drop down in
the room below and return to the Main Corridor. We need to use that access disk
now. Run ahead in the corridor to the W wall then turn R (N). You can see a computer
in the distance which is the one we're looking for right now. So run N past the
junction and use the Security area access disk on the 'puter there. This opens
a diamond-shaped gate immediately on your R (N). You've entered the Security
Area.
The VCI Access Card
A short fly-by shows
you a VCI access card on the floor in the next room beyond the pinkish window.
This is what we need to get now, but given the name of the place it obviously
won't be that easy.
Run N to the pink
window then turn either L or R (doesn't matter) and run around the corner. Run
N a bit then turn to locate an automatic door leading under the Pink Window
Room. Turn to run N again until you reach two buttons locked up in glass cases.
Turn L (W) and run through the corridor there until you reach a dark room. Draw
your guns: a SAS is waiting for you there so dispatch him in the proper manner.
Now run W across the room and turn around after the opening: there's a switch
on its L. Activate it to open the glass cases and go back to them. Push the two
buttons there.
It opens two big
doors. The little high rooms beyond are in fact elevators. First go the the L
one (NW). It isn't working though so climb up the ladder and pull up in the
room. There are flares there on the floor. Pick them up and return to the ladder and
down the elevator shaft. Now go to the other elevator (NE). This one works and
you are lifted. Don't get out now or you'll be stuck forever and have to
reload. However, you may use the ladder there to get up faster.
You enter a red-lit
computers room. There's nothing to do here so simply run across to the opening
ahead (E) and enter the dark room beyond. Turn R (S) to locate the CS and crawl
through it and down to its other end.
Drop down in the very
dark corridor below, turn around and immediately draw your weapon: there are 2 SAS here. One to your L
(S) and one ahead (W) hidden behind some crates. It might be a good thing to go
kill the S one first and avoid being shot by both at a time. Once they're down,
run to the W over the crates to finally enter the Pink Window Room (although
from this side said window is very blue). Pick up the VCI Access Card there then turn
around to the entrance to locate a button on its R (NE corner). Push it
to open a door in a room nearby which will allow you to return to the main
corridor, access being currently cut by the elevator.
Go back to the very
dark corridor and this time go S. Run down the ramp a while then through the
automatic door to enter an octogonal red-lit computers room. The door you just
opened is to your L in the E wall. Beyond is another elevator which will lead
you up back to the Main Corridor.
-- The Lift Access
Disk --
You're now about to
explore a new part of this charming place. From the elevator, run ahead (W)
toward the 'puter then turn L (S), run a little bit and turn R (W) at the
junction. Run to the end of the corridor to the W wall. Turn L (S) and draw
your weapon upon entering this new part: a SAS is watching over the place. Once he's down,
head to the Lounge to the N and enter. There are 2 flights of stairs against
the L (W) and R (E) walls there. Ignore the latter and climb up the former to
reach a closed door and a card slot on its L. Use the Access card on the
slot to open the door and resume climbing the stairs beyond.
You eventually reach a
corridor with a closed (fake) door at the end. You can't open it now so stop
under a hole in the ceiling and turn R (E) to spot a ladder. Climb it up, pull
up in the CS at the top and crawl to the new room ahead. Draw your weapon as
soon as you can stand to dispatch the 2 SAS roaming around. Now take a look around.
You're in a high
ceilinged metal room with many crates scattered all over. You can see some
ledges against the W wall above red machine gun signs. Don't climb on them,
they're deadly fire traps, as are the higher ones again the N and S walls. The door under
the signs are fake as is the tall one to the S so don't bother going there.
There's a genuine opening to the N though and, looking up, you can notice a
catwalk going around the room.
Go N and through the
opening. There's another elevator there which will lift you up to a pink
corridor leading to the catwalk. The door ahead (S) near the SE corner is very
closed at the moment so turn R at the junction and run/crawl to the opposite
side of the catwalk. Run S through the automatic door at its end. You ender a
long room lined with xerox machines and ended by a closed door. So turn around
(N) upon entering and look up to locate the trapdoor in the ceiling
there. Jump and grab to open it then turn around and jump and grab again to
pull up in the small alcove above and activate the switch there which
opens the door below.
Drop down in the xerox
room and go through the newly opened door. You enter a room littered with
crates, shelves and whatnot. Make your way to the other side (E) and climb on
the crates against the wall. Go R (S) to drop down in the SE corner where you
can pick up Shotgun wideshot ammo and 2 Uzi ammos. Now climb back on the crates and return to
the room. Go through the opening N near the NE corner.
Stay to the R and run
along the E wall until you reach a stand. There's a Lift Access Disk to pick up there. Now
run to the W side of the room and through the opening there and along a short
corridor to be back to the catwalk. Now you need to get down and, again, the
way back is cut by the elevator. The safest way to do that is to run to the
opposite end of the catwalk then turn L and crawl under the block. Face N. You
don't want to drop on the ledge against the wall since - as mentioned - it's a
deadly trap but instead on the crate below. This way you won't lose any health.
You now need to make
your way back to the Main Corridor via the CS, the short corridor and the
Lounge. When exiting the Lounge, run ahead (S) then a bit L (E) at the
junction. Run to the end then turn R (S) and run to the end and past the
junction to reach the computer that's in front of a grey door. Use the
Lift Access Disk here to open the elevator on your R and enter the latter.
-- The Glass Hall --
You're going to make a
short stay in another level now: The Glass Hall" (which is a good thing,
since Lara is now at full Health). Exit the elevator and run ahead (W) through
automatic doors, de facto entering the new level. You'll soon find yourself in
a wide hallway and even sooner will realize you've got company there so prepare
yourself for a bit of action.
Kill the 2 SAS who are patrolling
here then take some time to take a look around. In front of you is another
computer on the W wall. The hallway you're in is lined with automatic doors
(including the one you're coming from) and all the rooms behind them contains
goodies so let's take a visit. Start by the one ahead (W) and go to the NE corner
to pick up some flares and shotgun wideshot ammo. The reason why flares are provided in such a
bright place will soon be revealed.
Leave the room and
turn R (S), run a bit toward the next doors then turn R and run through the W
one. Here you'll find a small medipack and Uzi ammo on a stand ahead. Leave the room and pass through the E
automatic door to pick up a large medipack in the SE corner. Return to the hallway and
draw your weapon to dispatch 2 SAS who have come to join the party, soon joined themselves by 2 more SAS. This is indeed a
tough moment, so you might consider using some shotgun ammos here to save
medipacks.
Now run ahead (S) to
the last two automatic doors and turn R to go through the W one. Turn R upon
entering to spot and pick up a precious Uzi on a stand against the N wall as well as Uzi ammo. Leave the room to
enter the last one ahead (E) and find the flares and Shotgun wideshot ammo there in the NW
corner.
Run along the hallway
to the S and climb down the wide stairway until you reach a bright large room
with a reflecting floor. There's no apparent way out here (except the one you
came from, of course) and even though the doorways are climbable that won't
lead you anywhere. But before starting to search all the walls, ceilings and
floor go to the center of the room to pick up 2 small medipacks on the floor: one
near the SW couch and the other near the NW one (again, you probably will need
to crouch to pick them up). Now time to use those flares.
Light one and go to
the NW corner L of the entrance. The lower part of the wall looks darker when
lit there. So crouch, draw your weapon and shoot to break that hidden
breakable wall revealing a CS. Crawl through it until you reach a breakable
grate, shoot this one as well and enter the next room. The next task will
cost you a good load of Health so prepare yourself to use them medipacks. Up on
the N wall at the other end of the room is a closed door. On the wall ahead you
can spot three switches which will open that door. Unfortunately, those
switches come with harmful steam.
The only thing you can
do is try to get your timing as good as possible to avoid losing too much
health. Use those medipacks too, but only after the first two. Now that's the
door is opened, climb up in the ventilation shaft there and run through it.
You'll be briefly back in level 1, regaining full Health in the process, which
is why using a medipack at this point would have been a waste of... well...
medipacks.
Reach the small room
at the end of the shaft and pick up the 2nd Lift Access Disk there on the floor.
Then shoot at the electric box while jumping to break its red button.
This opens the purple door in the Main Corridor. Now go back to the Glass Room,
minding the steam on your way. You may hear footsteps, meaning you've got more
company. So draw your weapon upon climbing up the stairway to the hallway and
get rid of the 2 SAS there. Now run through the hallway all the way to the N and use
the Disk on the computer there.
The good news is: it
opened the elevator door nearby to your R (N). The bad news is: there is no
elevator in there and that ladder isn't that easy to reach. Position Lara one
tile away from the E wall, make one more step back so you may have a flatter
angle and turn L (NEE) to the ladder. Do a SJ, turn R in mid-air and grab.
Climb down and exit the elevator shaft: you're back in the Main Corridor and in
level 1.
-- To the Time-Space
Tunnel --
Run ahead (W) then N
around the corner. Turn R (E) at the junction and run to the newly opened door
ahead in the N wall. Run through the short corridor and enter a new room. Run
under the pipe and turn L to the SW corner: the Key to Security Room is there on a stand.
Pick it up and return to the Main Corridor.
Turn L (E) then R (S)
at the junction and run to the end of the corridor past the junction. Use the
key on the keyhole R of the door in the R (W) wall and enter the room
nearby. Go to the SW corner. Ignore the ladder which obviously leads nowhere and
pick up the Gate Key there on a stand. Return to the Main Corridor.
Turn L and run N then
turn R (E) at the junction and through the automatic door to be back in the
Control Room. If you haven't done so already go push the button on the N side
of the central machine. Now go E by the diamond-shaped alcove and use the Gate
Key in the card slot on its R, which opens the other glass case. Go use
the Gate Key on the slot there as well to open the diamond-shaped
alcove.
The walls there are
steep slopes which might prove to be a bit of a problem. So first to a RJ
through it to land as far as possible then keep jumping while holding the Right
key. You'll eventually land on the other side.
Immediately turn
around (S) and draw your weapon to dispatch the SAS coming at you. When it's done take a look.
You're a a wide, sloping and quite dark corridor with "doors" at each
end (N and S). They're very closed so run to the N, stop one tile away from the
door there and look up. There's a trapdoor in the ceiling. Jump and grab
to open it. Now turn R (E) and jump and grab again to pull up in the
ventilation shaft above. Crawl though it until you reach a new room.
There's an automatic
door ahead and on the L (NW corner) but don't go there yet. Instead, turn R and
run through the corridor to the E. You'll soon enter another small room with two burning pipes. If you look to the
SE corner, there's a button there on the S wall. This part is easier
than it seems. Simply crouch and crawl to face the button, keeping the Duck key
pressed. Wait for the fire to extinguish, stand up, push the button (which will
open a door nearby) and immediately duck again. Crawl to the exit.
Now go through that
automatic door we just spotted and draw your weapon to dispatch yet another SAS. Run across the room
to the newly opened door (careful with the steam, though). Run through the corridor, stop
midway and look up to locate a hole in the ceiling. Turn L (W) and pull up into
the CS up there. Crawl along a bit and drop down into the next corridor.
Ignore the path ahead
of you (W) for now, turn R (N) and run through the automatic door to enter a
new room. Obviously, first kill the SAS there. Now run to the E wall and stop two
tiles away from the wall. Turn L (N) to locate a switch and activate it.
This opens a door far far away in the Toxic Room. Return to the corridor.
Now head W, turning R
at the junction. If you want all the kills, turn L (S) at the junction and
dispatch the SAS there. This part of the corridor leads to a room with nothing but
crates in it so you may as well return to the former part and resume heading W.
You'll finally reach a
new hallway, and this one is very full of SAS. So let's begin by killing the first one
coming at you from the L (W). Ignore the lounge to the E and run toward the two
openings to the W and in the N wall. Don't enter there: they lead to the
restrooms and considering there are only males around this is certainly not a
place for Lady Croft. This said the single secret of the level is nearby, so
let's go for it.
Stop between the two
opening and turn to the S wall. Walk to it and light a flare. You'll then be
able to spot a darker breakable part low in the wall there. Crouch and
shoot. Crawl through the rather long CS, you'll eventually hear the sweet secret
chime and find 2 Uzi ammo a bit further. Oddly, this won't register as a secret in your
statistics, though. Now, go back to the hallway.
Now run W to the
lounge there then turn L (S) to face the next part of the hallway. It is lined
with automatic doors but not all the rooms beyond contain goodies, so we'll
only consider the useful ones. First on your R (W) is one of them so enter and
locate the shotgun
wideshot ammo on the floor to the N. Leave the room, noticing you've just
attracted 2
SAS, so
give them the shotgun treatment.
Run S and pass through
the next door on your R (W). There, you'll find shotgun normal ammo in the NW corner. Now
run S again, ignore the door to your L (E - there's nothing in there) and go
through the opening to your R (W) and down the stairway. Draw your weapon, as
the door at the bottom is an automatic one and a SAS awaits just behind. Another SAS will join from the
stairway. Dispatch them and enjoy the silence.
You're now back in the
Lounge near the Main Corridor, and it's now time to go back to the Toxic Pools
Room. So head to the Control Room (L at the junction the R then L again) and
pull up through the ceiling trapdoor there to be back to the ladder room. Climb
the ladder down and go through the E corridor, the red flashing lights room
then L (W) through the next corridor to eventually reach the Toxic Pools Room.
The opened door is the
one in the NE corner. Pass it and run down a dark but short corridor to enter a
small room riddled with steam and fire traps. Run to the next one (needless to say, go around the fire) which
only has steam. Ignore the opening
ahead (W - nothing there) and turn L (S) to enter the next safer room. Locate
the electric box in the SW corner and shoot to break the red button,
opening the other door in the SW corner of the Toxic Pools Room.
Return there (mind the
traps!) and run through the newly opened door. You're about to find that
Time-Space tunnel, by the way. Run through the corridor and across the first
room then through the automatic door, entering the Electric Room. Notice the
hole in the center, currently closed by an X-Marked Trapdoor.
The next part is a bit tricky, but it's the finale after all and if
you're timing is good you'll make it without any problem. Ahead of you (E) you
can spot a corridor with what seems to be green lasers and some on/off fire
traps. The lasers are safe (they're green, right?), but of course the fire isn't. Secondly, every other tile is safe, so
you may wait there for the next fire to be off. The best strategy is to run to
a safe tile while the fire is off then repeat. Do so for the two first ones.
But the third requires a special treatment because of another nasty trap
beyond.
When you reach the
safe tile between the second and the third fire, turn around. Stand one step
away from the fire tile and wait for the fire to be off. Hop back twice holding
Action to safety drop to the room below, avoiding landing on deadly floor, which would have
been the case if you had run to it.
The room you're in
isn't that friendly either. The green lasers show you the safe way so stay
between them. But there's steam here too so don't wait on the same tile for too long.
Follow the Green Laser Road to find a switch on the W wall and activate
it. Now you have to make your way back to the Electric Room dealing with steam
then fire traps.
For the first one
(formerly known as the third), you'll have to use a special strategy again. The
other ones are dealt with the "normal" way. Turn around and run
through the green laser road again. Turn to the corridor above, jump and grab
but don't pull up. Quickly shimmy as much as you can either R or L and wait for
the fire to be off. Pull up. Since you're standing in the very corner of the
tile, the fire can't reach you. So now, wait for it to be off again to run to
the next safe tile. As said, deal with the other fire traps as you did before.
Run to the hole in the
center of the Electric Room. Make sure Lara is healthy enough and drop from it
to a reddish tunnel below. She'll lose about 2/3 health in the process. Turn S
and run through the transluscent wall. Congratulations! You've entered the
Time-Space Tunnel and completed the level.