TR3 - BASE STATION by FERNANDO PEREZ MONTES (PEMON)
WALKTHROUGH BY HENK ELAND
You start this level behind a truck.
Walk around the truck and notice the shotgun shells on the ground. Don't pick
them up yet. First walk a few steps further and kill the two vultures (1,2) which are attacking
you. After you have shoot them, pick up the shotgun shells (1) and a small Medi pack (2). Now walk towards
the building and notice the green quad bike on your left side. Walk towards the
great gate on the left side of the building. Examine the wall and look for a
small opening near the gate. Crawl into
it and watch out for the laser sweeper. When the sweeper goes to the other
direction crawl to the opposite safe site. Let the laser sweeper get past and
time you next crawl to the exit. When you have reached the exit, the gate will
open and you can get out! But as soon as you stand up, the gate will close and
you are closed in. Draw your weapons. Just around the there is a guard and a
dog. Shoot the dog (3) and the guard (4). Pickup the card (3). Walk to the next corner
and shoot another guard (5) who is firing at you from a 'save' distance. examine the place.
Notice that you need to have a card to open the door at the building on your
right side. Insert the card in the card reader. The door will open. Draw you weapons and shoot the guard (6). Go into the control room and examine
it. Before you leave press the button to open the gate. Now you can get you
green quad bike. Get your quad bike and park it before the other door. Step
off and push the button. The door will
open. Draw your weapons again and shoot the dog (6) and the guard (7).
From above you can also shoot the guard (8) on the floor. When you walk away from
the door it will close behind you. At
the end of the stairs pickup some flares (4). Examine the work floor.
Notice a key which will open something but you need to find something first. A
the corner you will see some MI-12 blocks. Some are moveable and some are not.
Walk to the wall (near the spinning machine and the spotlight and pull the
moveable block out of the corner. Now walk around the MI-12 blocks to the block
which is nearest to the other wall. Pull it once and then pull it one more time
away from the wall. Now go around this block again and pull the next block
right in the corner. If you are looking to your right you will see at passage.
Shoot the boarded-up window. Enter the passage. Then go right up the
stairs...but wait! don't go up to high. At about one third of the stairs make a
roll and get down the stairs as quick as you can, because a boulder is coming
down the stairs! After that get up the stairs again. At the top pickup a small Medi pack (5). Now turn around and get back down the stairs.
At one moment you will see an opening in the ceiling. Climb up and pull
yourself up. And the end flip the switch. Go back to the top of the stairs and
notice that the door is open. Jump and
grab the ceiling. Your goal is to get across the main factory hall to the other
opposite corner (near by the left vent).
In the corner there's is a passage. Push the switch. The vent on the left side
will stop turning. Grab the ceiling again and move towards the fan. Go right
and pickup the blue key. Turn around and shoot the boarded-up window by the
stopped fan. Turn around and let Lara Hang out of the opening. Then let lose.
So you will lose nothing or less energy. Now go to the switch and put the blue
key in it. A fan on the ground in the main factory hall will stop turning
around. Now follow the same passage as you did the first time to get to the
great factory hall. Climb down the ladder and explore the factory hall. Then
shoot the boarded-up window at the front of the now stopped spinning fan. Enter
the passage behind the fan. Follow it. At the end of the passage shoot the
boarded-up window behind the fan. Exit the passage and look around. Go left and
pickup a small Medi pack (6). Press the key at the wall. It will bring light in the room. Kill
the three rats (9,10,11) and the guard (12) which is running towards you. Walk to the body of the guard and
pickup a blue key (7). Explore and notice that
the key lock at the end on the right side of the closed door needs a yellow
key. Jump on the MI-12 blocks and walk towards the corner. You will fall down
to the floor and there is another key lock which need a blue key! Insert your
blue key. Get out and go back to the fan. Notice the opening in the floor. Get
some air and dive into the water! Swim around and pickup the card (8) Swim back and
surface. Get out and use the card into the card key lock. The door opens and
follow now the passage. Stand still at the water opening. In this case you need
to go exactly the right way and no waiting because then you don't have enough
air. Dive into the water and continue swimming. Go two times left. Then just
before the end go left and right. At the end go left and pickup the yellow key (9). Now go back right,
left, right. Then two times right and
surface. Pull yourself up and go downstairs again. Go right and walk to the
closed door with the key lock on the right. Insert the yellow key and the
closed door will open. Head up the stairs. Continue. At the end a white door
will open. Enter a control room. Before
entering draw your weapons. Shoot the bad guy (13) and two guards (14,15). pickup a small Medi Pack (10). After you have
examine this room go to the next control room.
Shoot another two guards (16,17). Now look to the upper right and left corner and notice the gun
turrets. Explore the main room but don't shoot at the gun turrets. You will
never survive it! And you will never win also! Follow the path and press the
switch in the hallway. Go outside. Look at the Antennas. Examine the area.
Notice a button on the little receiver. Push it. A gate will fall down. Now you
can climb on to the higher ledge. Go the MI-12 blocks and climb up. I am too
late! It is a timer! Go back to the button. Watch out for the cobra! Shoot the Cobra (18), we don't have time for that. Now do it all over again. But this time jump
on the first MI-12 block. Jump on the second or pull up and then jump on the
ledge. Phew! we have made it! Follow the ledge around. At the end pickup the flares (11). Jump to the other
ledge and continue. Pickup the shotgun (12). After you have pickup the shotgun jump to the lower ledge and
turn around. There is switch you can press. It will open the closed door. But
it also release a couple of guards. Jump down and shoot 4 guards (19,20,21,22) After that
enter the passage. In the room there are two Thames Warf Machines. Your goal is
to move the two moveable MI-12 blocks out of the passage and get the items
which are lying there. Now jump to the back of the room and study the routing
of the two Thames Warf Machines. When you have time pull one of the moveable
blocks out. Then jump on the blocks again and wait for the right moment to pull
out the other one. Now pull to left one another time. Now you have got the last
row free to move. Pickup the card (13). [WRONG. NO CARD] If we
are doing it right we can locked this machine up in the room where we just
pickup the card. When all is clear, push the moveable block towards the non
moveable MI-12 block at the wall. Jump on it and wait for the machines to go in
to passage where you have found the card. Now jump off the block and push it
towards the other moveable block. When you have done it correctly both machines
are locked in. Now push the moveable yet another time, to get the entrance
free. Now we push the other moveable block one more time back. When the
moveable block is in the same line as the other blocks, jump on it and look at
the routings of the machines. When one is turning around in the entrance
where you have found the card and the
other one is on the right side of the moveable block, push it once again. You have some free space to get the shotgun
shells on your left side, without to change of being electrified. Jump on the
block and make a jump to the higher ledge. Pull up and pickup the shotgun shells (14). Now we need to
move tone of the moveable blocks to the other two MI-12 blocks. We are going to
use 1 block, because then we have to worried just about one machine. Pull it
three times, so that the machine can escape. Now time it that you can push it
once. Push it one more time, and then
push it between the non-moveable blocks. Jump on it and pull the MI-12 blocks
three times. This will give you some work space. Jump over it and now you need
to get the moveable block in the corner,
so that you can move the other MI-12 block from it's place. Pull it
once. Now jump on it and push it once
again. Follow the hidden passage. Crawl. At the end get right. Pull yourself
up, but watch out for the laser sweeper. When the sweeper gets away go after it
and jump over it when it return. Now duck when the next one comes. Go
further. Duck again and when Lara can't
crawl any further stand up and continue walking. Here the Laser sweeper can't
hit Lara. Pickup the blue key (15). Now press the button. This will stop a fire. Turn left and pull yourself up. And the other
side let yourself fall. Pickup a large Medi Pack (16). Now jump over the two fires. Go left watch out for those Laser
sweeper. Time you run. Go back to the room with the two Thames Warf Machines.
Study the way the Thames Warf Machine is driving. When he is going away from
you, jump of the block and insert the blue key in the Key Lock. Notice that the
big blue Antenna is moving. Now jump on a block again before mister Electric is
electrifying you. Head back to outside. Go to the blue antenna and dive into
the water. Follow it whole the way down. At the end pickup the blue key (17). Then pull the
lever. This will open the gate to escape.
Surface. Now you can go two ways. On either side there is a pillar at
one corner. Lara can stand on it and then climb up. One way leads to the
beginning of the level. The other way leads to new unexplored terrain. But
before we can examine the new unexplored terrain we need the quad bike! So
let's get the quad bike!. The best way to do this is when you have surfaced,
swim to the left corner of the wall This wall is lightener then the opposite
site. Climb out and get down. Run towards your green quad bike and step
on. I guess you already know what to do
next. Yep, jump the water pool. Your goal (of course) is to get to the other
site. When you have reached to other side save your game. Now get of the quad
bike and walk through the opened gate, towards the big crater. When you walk
towards the left side you can lower yourself down into the crater. There you
can pickup a Uzi machine pistols (17) and some Uzi clips (18). You get up again. Hey, notice a small entrance on your way up.
Get in and crawl. Follow the small passage. At the end you can stand up. Pickup
some Uzi clips (19). Climb on the block and
pickup the yellow key (20). Go back. Step on your quad bike again and jump over the crater.
Then when you have made the jump, watch out for two rolling boulders, which are
coming from both sides. Continue. You can run over a dog (23) and a guard (24). Then get out your bike again and
shoot another two guards (25,26). Now get to the place
where you shot the second guard. Jump on the blocks and examine it. There is a
lower path leading to another key. Pickup the blue key (21). Now climb on the
block where you shoot the third guard. Pickup the small Medi pack (22). Ok, now let's get the quad bike again and
drive to the fence. Insert the yellow key in the key lock. The gate will open. Get on the quad bike and
follow the hallway. Step of the quad and get into a great storage room. When
you are nearly at the back, the guard will attack you. Kill 4 guards (27,28,29,30). Get on the first
MI-12 blocks when you insert the room. On top pickup a large Medi pack (23). Examine the guards
and pickup some shotguns shells (24). Now get outside. There shoot the dog (31) and two more guards (32,33). Now go to
the corner where the first guard appears. Flip the switch. This will open a
gate. Go to the opened gate and crawl in. Shoot the boarded-up window. Climb
up. Now you are facing three laser
sweepers. Jump over the first one and get into the opening on the right. Shoot
the boarded-up window. Insert the blue key in the key lock. The trapdoor will open. Get up. Examine the room. Notice that there
are three doors which needed fingerprints to get it open. The last door will
open when you are near the door. In that small room there's a switch. This
switch is a timed switch and will open the last door on your left when you
leave the small room. Press the switch and immediately press the zero (0) in
the numeric keys, start running, jump and sprint this will give time to go
inside the room before it get closed. Now hit the switch again, turn around run
and sprint the door in the middle on the same side of the room. Jump on the block and pickup the card (25). Then press the switch. Turn around,
run, sprint to the door on the opposite site. Be sure you stop running behind
the closing door. Save your game. Now slide downwards. At the last slope, jump
and grab the ceiling. You may need to practice this a little, because it's not
easy. Then go to a save spot where you can let lose of the ceiling. Flip the
switch and it will open the door to the outside. Now go to the closed gate
which only can be opened if you insert a card. Crawl through the opening. As
soon as you can stand up, draw your weapons and kill the two cobra's (34,35). Climb on the block in front of you and pickup
the card (26). Draw your weapons again and shoot
another appearing cobra (36). Explore the surrounding. Pickup a small Medi Pack (27). Now go back
through the crawl space to the truck. Go through the great storage room to your
quad bike. Get on it and drive to the gate (by jumping over the crater again).
Insert the card in the key lock and the gate will open. Examine the slope...
You need to jump with the quad bike. Take a good starting point and jump over.
Get out the quad bike and examine the room. Climb over the MI-12 blocks and
take a look at the plane...... This will end the level. It was a very good
build level, with some difficult and some easy puzzles. Thanks Pemon for this
level. Hopefully you will make another one in the future.
End of the level.
Pickups: 27
Kills: 36
Secrets: none