LARA AND THE OLD
ABANDONED HOUSE
Levels by Lukasz Croft
Walkthrough by Phil Lambeth
Another set of levels with a cockeyed
compass. Directions will be given in
accordance with the red needle pointer.
Level 1: IRELAND,
SEWERS, 2009
The title screen shows a legally
meaningless copyright notice inserted by the builder. When you start the game, Lara slides down
into a green-tinted underground area.
Note that you have absolutely nothing in your inventory. Run across to the other side of the area and
drop down into the hole for a confidence-building SECRET #1 and some shotgun
ammo.
Turn around, pull back out of the hole, go toward the middle of the area
and locate the water hole. Jump in and
swim around to a large central shaft.
Surface and pull out into an underground room. Step on the tiles in the E and W alcoves to
open the trap door above the steam-emitting block. Pull up onto the block and from there into
the N passage.
Follow the passage and turn left (after
noting the closed trap door in the floor ahead). Crawl under the pipe and run to the right of
the spinning fan blade into the corner.
Side flip left to get past the blade, then run to the end of the passage
and push the floor lever. Go back the
way you came and find that the trap door at the end of the connecting passage
is now open. Safety drop into a lower
area with a shallow water-filled trench.
Go toward the wooden barriers and find a jumpswitch in the NE
alcove. Activate it, then
run across into the W area to trigger a brief flyby. Go to the SE corner for the CROWBAR.
Jump into the water hole and swim W until you can turn left into a
partially submerged room. Surface and
pull out away from the steam blower into a room. Avoid the steam and the flame tile and go
over to pick up some flares. Use the crowbar to open the door in the N
wall.
Enter a sewer area and avoid the cute but
pesky baby rat. Jump into the trench, filled waist-high with
harmless water, and wade to the E end for some shotgun
ammo.
Pull out at the W end, to the left of the garbage can, turn left and
take a standing jump over the slope through the N opening. Pull up onto the N ledge in the next room and
step on the NE trigger tile to open a trap door behind you. Hop down to the floor, stand beneath the open
shaft and jump up to grab the ladder in the N face. Climb up into an alcove with a
pushbutton. When you push it, several
things happen in an area you've already visited, so go back there and pull up
into the W alcove for the SHOTGUN
and some more shotgun ammo. Unfortunately, the shotgun fails to show up
in your inventory. What's more, a
soldier is shooting at you through the grated ceiling overhead. Go quickly to the W opening, where the
barricades have been blasted away, and avoid what looks like grenade gun ammo
on the floor to your right (it's a land mine).
Strangely enough, when I reloaded from a previous savegame, the mine
was no longer there. Go beyond it
and pick up what looks like a map but is actually something called a mixes plant (which I'll refer to as a small medi-pack
from now on).
Exit this small passage. On one occasion, the barriers in the
opening to the right, beyond the shallow trench, were now down, enabling me to
enter the E opening for SECRET #2. (Enter the passage, turn left
at the intersection, crawl through the tight opening and go down the stairs for
a canister called a first aid spray [henceforth referred to as a large
medi-pack].) On another occasion the barriers remained closed, preventing me
from getting this secret. I will assume
that this haphazard occurrence is attributable to a bug of some kind. You may try going back to push the button a
second time, which I didn't bother doing.
Go to the S end of this area and take a
couple of standing jumps to the vertex of the highest green slope. Jump from there into the now open S
gateway. Make a hairpin turn to the left
and climb the block onto that grated ceiling (now floor) where the formerly
aggressive soldier now stands meekly as you approach him. Push the button in the N wall to lower the
block in the NE corner. Enter the
passage and crawl through the narrow space toward another docile soldier.
Go past the soldier and around the blocks
to a ledge overlooking a lower room. Safety drop to the floor and find the flares in the NE corner (although they likewise
don't show up in your inventory, so you can't make use of them). Vault up into the N trench and approach the
face block with the flame blower. Wait
until the flames subside, then run over to face the last pillar on your
right. Crouch down to avoid the
returning flames, and when they subside again back flip to the slope behind you
and jump off to grab the top of the pillar.
Pull up and pick up the flares for SECRET #3. You can't back straight out, so turn and
lower Lara down the N side of the pillar.
Wait for the flames to subside before releasing. Run back to the pillar with the pushbutton.
Push the timed button just before the flames subside to lower a trap door, and
rush over to drop down through the hole before either the trap door lifts back
up or the flames return. Pull up into
the N crawl space and lower Lara down the other side. Turn around and pull out onto a sloped ledge
above a canal with a trap door at the W end and a nearby keyhole.
Go to the E end of the sloped ledge and
jump up to grab the crack. Shimmy toward
the middle and pull up. You can see
across the water trench a friendly soldier and a baby rat.
Avoid the latter as you hop over the water and push the button in the E
wall (near the soldier). Side flip left
and wait for the gate to open. Vault up
into the E doorway, run forward and pick up the flares in the corner. Go to the
fenced-in area N for some shotgun ammo. Climb the block in the E passage for a small medi-pack, then hop down the other side and enter a
new area where action music starts playing.
And for good reason, as a trio of full-grown rats will soon be on your tail. The
two soldiers posted here are of absolutely no help, so rush over to the far E
wall and turn right as the first rat comes charging out at you. The first alcove is fire-trapped, but in the
second one you can crawl under the pipe for a small
medi-pack.
Pull up into the higher alcove to the left of the flaming alcove for
some uzi ammo.
Now pull up into the higher NE corner
alcove and save your game in preparation for a tight timed run. Push the button, side flip left and dash past
the enraged rats around the structure ahead and to the dark SE corner (don't
run into the soldier in the darkness on the way). Pull up on the left side of the triangular
crawl space before the grate closes again.
Save your game again so you won't have to repeat this later. In the next
room, go to the S wall and open the box for some KEYS. Find the shotgun ammo in the right E alcove and push the timed
button in the left E alcove. It's
supposed to open the exit grate for a few seconds, but in my case it didn't do
so after numerous repeats. One player
suggested pushing the button and waiting for the timer to reset, then pushing
the button a second time. However, this
didn't work for me either. This is more
than a bug; it's a game stopper. If you
experience the same problem, you'll need to download a savegame from here in
order to proceed, as I had to do.
Go back past the rat-infested room to the
area where you saw the keyhole earlier.
Insert the key of your choice to open the trap door in the canal below
you and to your right. Jump into the
water and swim down to an underwater lever on the other side of the central
column. Another trap door opens at the S
wall, so swim there and pull out into a short passage.
Run to the ladder and pull up into a
higher passage. Pull up onto the block
to your right and pick up the small medi-pack from a crouched position. Get
back down and jump over to the other block.
Leap over the spinning fan blade and pull up into the next area. Search the four boxes for scads of ammo and medical
supplies.
(Two of the boxes must be opened with your back against the wall.) A trap door falls open from the ceiling, so
pull up into a cozier residential area where you're greeted by a baby rat.
Approach the dead soldier and you'll be warped to the next level.
Level 2: IRELAND, OLD HOUSE, 2009
Your flares and small medi-packs now show
up in your inventory. Thank God for
small favors. Get some flares in the SW alcove and another small medi-pack in the E alcove. In the nearby bathroom is a key receptacle,
so that's obviously for later. Push the
button in the S wall to open the door next to the bed. Go inside for the SHOTGUN, the PISTOLS,
the BINOCULARS,
another CROWBAR,
and assorted uzi
and shotgun ammo. Your weapons now show up in your
inventory. Go to the NW corner and push
the button to open the bedroom door.
Pick up some more uzi ammo
on the way down the stairs. The door
ahead opens as you approach it (another one to your right, on the way down,
does not). As you enter the next area of
the house a cut scene shows an apparently murdered corpse. Actually, there are two of them in this room
(and many more scattered throughout the house, as you'll soon discover). Push the button in the E wall to open the
door to your left. Shoot the wooden
barrier with your pistols and go inside.
Shoot the box on the central slab, jump up to shoot the grate in the E
wall, then another box in the passage ahead.
My, isn't this fun?
Pull up into the E wall opening and run
forward for some crossbow poisonous arrows. Turn around and jump up to
activate the jumpswitch. A door is
opened back in the corpse-strewn hallway, so go back there and enter the N
doorway. Use the floor lever to open
another N door in the hallway. Go there,
climb the ladder and pull up into the guest bedroom. There are two buttons in here. Push them both to open a door in the W
wall. When you enter the next room, the
door closes behind you, you're attacked by a horde of bats, and three mummies come to life. Pick up the crossbow arrows in the SW corner, then
pull the corpse away from the button in the E wall. Push the button, then
push another button in the alcove where you picked up the crossbow arrows. A trap door opens in floor in the SE corner,
so drop down in there and run past a fourth mummy. Push the floor lever in the
alcove, then go back to grab the CROSSBOW that has magically appeared in the wide W alcove. You have explosive arrows, so use them to
blow away the quartet of mummies. Pick
up the GOLDEN KEY
dropped by one of the mummies. Before
leaving this area, open the door in the S wall with your crowbar. Enter a small kitchen for SECRET #4 and climb the SW block for a large medi-pack, and the NW block for some revolver ammo.
Exit these rooms, evading another mummy, and go back through the guest bedroom and down to the hallway. Go up the stairs to the main bedroom, into
the bathroom and use the Golden Key in the lock you saw earlier.
The nearby door opens, so go inside and
brace yourself for another bat
attack when the door ahead opens. Go
inside, pull up onto the meat rack and pick up the small
medi-pack.
Crawl under the first row of hanging hocks and push the button in the E
wall. A not-very-helpful cut scene
indicates that something has happened, so go back through the bathroom, the
bedroom and down the stairs to find that the door to your right is now
open. Go up the stairs to find the UZIS at the top. When you pick them up, action music starts
playing and a door opens behind you. Go
inside and shoot two mummies
(one in front of you, another sneaking up on you from behind). Go up the stairs and shoot the wooden barrier
at the end.
Hop down into the next room and pick up
the revolver ammo
in the SE alcove. Locate some flares in a hole formed by the crates. Pull the crate away from the NW corner to
reveal a passage. Enter, hop down into
the next room and move some barrels to reveal shotgun
ammo and revolver
ammo (mind the steam blowers). Pull up onto the W ledge, shoot the fuse box
if you like (it's a dummy) and move the three crates N to reveal another fuse
box in the S wall. Shoot it and pull
down the wall switch. Something has
happened back in the main hallway, so go there (running past a mummy on the way) and find that the door behind
the grandfather clock has opened. Wait
for two mummies
to emerge, so you can destroy them both at the same time, then enter the new
passage and find the game room. Pick up
the small medi-pack in the S alcove, then the LASER SIGHT lying in plain view near the N wall, and
open the crowbar door in the W wall.
Go through the passage into the gym,
awaking a mummy
and attracting a flock of bats
as you enter. Pull back the dead soldier
in the blue track and pick up the REVOLVER his body was covering. Get up
onto the high block in the NW corner for revolver
ammo.
Grab some precious crossbow explosive arrows down on the floor in the NE alcove.
Get on the ramp marked with a 3 to open the exit door, then hop down and
get out quickly before the door closes.
In the next room, you'll find two jumpswitches high up in the shadows of
the E and W walls. Use the short
platform to reach them, even though the television screen gets in your way a
bit. Activating the jumpswitches lowers a trap door in the ceiling of the S alcove. Use the climbable surface to climb up, then shift right and release into a short passage. Shoot the grill and enter the crawl
space.
Drop down into a dark room and shoot four mummies.
Move the crate near the shallow pool for some flares.
Go E to pick up the uzi ammo
next to a chair near the flame blower, then turn S into the next room and shoot
two boxes near the S wall. Brave the
steam bath and open the chest for a small
medi-pack and a new set of KEYS.
Three more mummies
appear, so kill them or avoid them to save ammo, as you choose, and leave this
area via the crawl space in the W wall.
Climb down into the previous room and enter the small library. Use your Keys in the lock to open the door to
your left. Enter a sitting room where
another mummy
waits. Go to the N wall and look up to
see a swinging blue ball. Use your
combined revolver and laser sight to shatter it, whereupon a door opens in the
NW corner. Hop up into the passage and
run straight ahead for some grenade gun ammo. Move the nearby block all the
way around the room in a counterclockwise direction until it comes to rest on a
wooden section of the floor in the NE corner.
A door opens back in the SE corner, so go there and pick up the revolver ammo on the way in.
Follow the passage past a steam blower and
shoot the wooden barrier. Enter a dark
room and run past the mummy
to a dead soldier just beyond the S doorway.
Pull back the body for some shotgun ammo, then proceed into the S room and go all the way to the E end to find a
floor lever guarded by two more mummies. Leave it alone for now, but remember
its location. Watch out for falling
debris on your way out as you try to avoid the mummies. Climb the box in the SW corner and enter the
crawl space for another CROSSBOW
and SECRET #5. Hop down and exit this room. Go back to the steam blower and find a nearby
moveable crate in the passage (actually, it's the same one you moved
earlier). Don't pull it out, however. Go
back around through the passage to the other room and push the crate E two
times into the dark room. Go back along
the passage to the crate and pull it S as far as it will go. Climb up on it and activate the jumpswitch to
open a door below you that leads into the passage.
Having this door open allows you to move
the crate into the larger dark room.
Take the long way around again and push the crate E. Now you can guide it S into the next room, and then E to the central area where the debris fell
earlier. Position the crate beneath the
E face of the ceiling hole, where you can see a ladder, then push that nearby
floor lever you saw earlier. This opens
a ceiling trap door above the ladder (but you may have to push the lever twice
before the trap door opens), so run to the crate, hop onto it and grab the
ladder, and climb up through the hole before the trap door closes. When it does close, drop down onto it, turn
left and pull up into the crawl space at the end of the passage. Lower Lara down the other side and drop down
into a water-filled room.
Locate the underwater lever in an E alcove
and pull it to open a timed door S. Swim
there quickly before the door closes.
Surface at the end of the passage, pull out and shoot a wooden barrier
to enter a dark room with another moveable crate. Locate two jumpswitches high up on columns in
this room, then laboriously guide the crate under these jumpswitches and
activate them. Activate a third one,
that's too high to reach from the crate, by using the crate to climb up onto a
higher ledge and by taking a standing jump to the jumpswitch from there.
A trap door has been lowered in the S trench,
so drop down in there, pick up the shotgun ammo at the E end (lying on a trigger tile that raises a block, so you can
get back to the other side in case you started exploring and found yourself
stuck) and slide down the right or left side of the slope to avoid a blade in
the middle. When you reach the bottom
you'll be taken to the next level.
Level 3: IRELAND, BASEMENTS AND CELLS, 2009
Three mummies are on the loose as Lara begins this level. Wait until they gather in a group, then blow them all away with a couple of explosive crossbow
arrows. Switch to your combined revolver
and laser sight to shoot the boulder suspended in the SW corner. When it rolls away it causes a nearby trap
door to open in the floor, so go there and drop down into the hole. Pull up S and monkey swing across the spike
trap. On the other side, shoot two
crates to free up space around a central column. Pick up the grenade gun ammo
to your left, then go to the other side of the column and push the button
you'll find there. The S door opens,
blocking your way in the process, so go clockwise around the column and enter
the room without veering even slightly to your right, else you'll be flattened
by a spike ball.
Hop into the pit where the spike ball came
to rest, and pick up the grenade gun ammo. Pull back out and note the
chest protected by flames. Look up to
find an opening high up in the W wall.
Stand with your back facing the NW slope next to the entrance door (now
closed). Back flip to the slope and jump
off to grab the column support. Pull up
and take a standing jump with grab to glide into the W opening. Take a running jump over the spike pit and
drop down into the room below. Three dogs attack while heart-thumping action music
plays. Kill the dogs (one of the three
is twice as hard to kill for some reason) and note the closed trap door in the
floor of the NE corner. Shoot the boxes
in the NW trench and pick up a large medi-pack. Go to the other side of the
room and find the jump switch in the W wall.
You can activate it with a standing jump and grab. There's a companion jump switch on the other
side, but it's in the S wall, so you have to make an angled standing jump to
reach and activate it.
That trap door in the NE corner is now
open, so go there and drop down into the hole.
If you like, you can kill another dog along the way. Push the button
at the end of the E passage, and a cut scene shows that the flames protecting
the chest in the spike ball room have gone out.
Get back there (but avoid the active spike trap in the passage as you
retreat) and open the chest for grenade gun ammo, a GOLDEN KEY and the GRENADE
GUN.
The entrance door is open once again, so leave this room and kill the mummy now guarding the central column in the
dark connecting room. Use the monkey
bars to get over the spike trap and return to the room where you began this
level. Use the Golden Key to open the W
door.
Enter the next room and kill a mummy.
Shoot the boxes and look around in the alcoves for two stashes of grenade gun ammo.
Go to the S ledge overlooking a small library and take a running jump
and grab from the right side to a block across the room. Pull up and turn a book jutting out of the
shelf. A timed gate opens below, so hop
back twice and run to your left into the open doorway. You can climb the N wall and try again if you
miss. You drop down into a lower area. If you avoided awakening the mummy upon landing (the wall button near him
simply opens the exit door when you're ready to leave), you can turn left into
the N passage without arousing him. Use
the floor crawl space on your right, shoot the wooden barrier and enter the
small chamber for SECRET #6. Pick up two stashes of uzi ammo and some flares and return to find a second mummy.
Pick up the small
medi-pack and pull the nearby underwater lever to
activate a spike trap. Swim through the
small N opening to attract a sea hag. You can kill the sea hag by
turning back and luring her to the spikes (without, of course, being impaled
yourself). Do not climb onto any of the
blocks in this room. Go back through the
N opening and loop around to the right to attract a second sea hag.
Lure her back to meet the same fate as her sister. Take the same route to attract a third sea hag.
This time, when you go back a block has been raised to cover the
still-active spike trap, but I found that the third sea hag died just the same
when she swam near the spikes. Now you
can swim about at leisure to find some revolver
ammo before moving on into the SW area where
you encountered the second and third sea hags. Find the KEYS on the floor in an alcove near the W wall (it helps to light a flare),
then return to the first room (watch out for the activated spike trap in the
passage, which you can avoid by swimming over it) and pull the underwater lever
again to neutralize the spike trap.
Climb up onto the raised block and jump into the opening. Go to the S wall and push the button to open
the exit door. Pull up into the library
and take the grenade gun ammo from the pedestal if you didn't do so earlier.
Climb out via the N wall and remember the
sleeping mummy near the piano if you didn't awaken him earlier. Return to the opening hallway and use your
Keys to open the N door. Enter to find
more closed doors, a movable metal crate and a flaming pedestal. The door closes behind you. Light a flare and look for a TORCH lying on the floor to your right, just as
you enter the room. Use the flaming
pedestal to light it, then ignite the two tall white
lampstands to open a ceiling trap door at the far corner of the room. Drop the torch, move the crate underneath the
opening and pull up inside.
Lower Lara down the other side and engage
first a dog,
then a mummy. Note the two cross receptacles in the E wall
and loop around the left to kill another mummy and pick up a large medi-pack. Go down the stairs and crawl into the short
passage. Shoot the grate at the other
end and crawl through to emerge on one of several blocks in a dark
hallway. Drop down to the floor and go
to the N room. Pick up the shotgun ammo in the NE corner, then squeeze between
the nearby bookshelves and find a hidden alcove. Pry the first CROSS off the wall with your crowbar.
Go around to the S fence and locate a strange-looking metallic bobbing
object. Don't let it touch you. Hug the S fence and go to the end of the
corridor. Open the crowbar door and take
some unavoidable damage from the bobbing object. Go inside and kill two mummies. As
you enter the S area you trigger a cut scene that emphasizes the S wall for
some reason that never became apparent to me.
Pull the soldier away from the SE corner for some flares.
Note the nearby moveable block, then return to the main room.
Move the shackled soldier away from the
central column and pick up the GOLDEN KEY his body was covering. There are
two moveable blocks in this room, one on the floor and one on a ledge. Pull up onto that ledge, then onto the block,
jump up to shoot one of the crates, and pull up onto the higher ledge and shoot
the other two crates. Pick up the explosive crossbow arrows and note the grate
up in the S wall. You can shoot it from
here, so do that and hop down to the floor.
Move the block on the floor next to the block on the ledge, then go over
to the third block and bring it over next to the floor block. Move the block on the ledge over the other
two blocks, and from there you can pull up into the crawl space.
Crawl to the other end and allow Lara to
drop down into a small room. There's a
closed gate at the W end and a push button in the E wall. As you might suspect, it's timed, but the
timer is generous. The push button in
the W passage simply opens the gate to let you back out. Proceed W and hop down into the next
room. A cut scene shows you the torch
you need to get. Shoot the boxes near
the S wall for revolver ammo and a large
medi-pack.
The torch is on a high pillar against the S wall. The easiest way to get there is to pull up
onto the left central slope (as you face it) near the S wall, shimmy to the
left as far as you can, pull up and jump off with a rolling back flip and a
sharp turn to your right so that you bounce off the southernmost slope. Veer to the left in midair and you should
land on top of the pillar. Pick up the TORCH and light it, then drop down to the floor
and go to the N end of the room. Hop up
into the passage, drop the torch long enough to push the
button on the wall, then pick up the torch and wait for the gate to
open. Quickly get out before the gate
closes again.
Light the tall white lampstand in the SE
corner (the one in the opposite corner is already lit) to open a nearby trap
door in the floor. Drop down into the
passage and take a set of KEYS
from the plinth. Jump back out and exit
via the NE crawl space. A dog is waiting for you in the next room. Open the nearby door in the N wall, kill the mummy inside and use the Golden Key in the
keyhole. The door to your right opens,
so enter and use your Keys in the next keyhole.
A door opens to a new room. Go
inside and do battle with a Storm Trooper. After killing it, go to the N wall and pry
off the second CROSS. Go out to the main room and engage two more Storm Troopers (one at a time, thankfully). Now retrace your steps past the metallic
bobbing object and the E crawl space in the crate-filled hallway (where you
meet up with a fourth Storm Trooper). Go up the stairs and use your crosses in the
two receptacles to open the door between them.
Enter the next room,
kill a mummy
and find a small medi-pack,
then push the two buttons in the S wall to open another door. Enter the passage, dodge another bobbing
metallic object and come to a hallway with a dead soldier sprawled across the
entrance. There's another Storm Trooper inside, so deal with him if you have
enough revolver ammo. Otherwise, avoid
him as best you can while you locate and push the large button in the middle
alcove. A door opens in the S wall, but
save your game before going down the slope ahead. A trio of spike balls is released, but you
can easily beat the trap if you stay in the middle and jump off at the end to
land on a block. Keep running forward to
drop off to safety on the other side, then climb back onto the block for some revolver ammo.
Hopefully one of the spike balls killed a dog that was waiting for you at the bottom of the slope.
Note the closed gate in the SE corner of
the floor, then get back onto the block if you're not
already there. Face the slope (N) and
look up. You should see part of a
swinging blue ball, so use your combined revolver and laser sight to shatter
it. The gate opens in the SE corner, so
hop down into the passage and continue down into a larger room where three Storm Troopers and a mummy wait. You probably don't have
enough ammo to deal with them all, so head to the far side of the room, shoot
the wooden barrier and squeeze past the giant turning wheel to end the level.