MYSTERY OF MYSTICAL FLUIDS

 

Level by BlackWolfTR

 

Walkthrough by Phil Lambeth, assisted by Doggett TV's video walk

 

Note: My download included a savegame.1, which if used will deprive you of the opening minutes of gameplay. It can safely be deleted.

 

 

Lara drops down into an alcove. Drop down further into an enclosed area and push the button to open the door. Go up the steps to encounter a guard who drops shotgun ammo. The door to your left is closed, so turn right, go through the opening and find harpoons in the back right corner of the next room. Continue to a room with many crates and another guard. In this room move the upper green crate to the opposite corner next to another green crate. Hop down and move the green crate across the room to rest against the other lower green crate, forming a bridge. Pull the upper green crate once and use it to take a running jump to grab the high crate in the corner across the room.

 

Push the button, get down and explore the crates in the other corners for a small medipack and the HARPOON GUN. Go back the way you came to find that the door in the far wall is now open. Follow to a room with a pool, where another guard is posted. Grab the harpoons on the ledge across the room, then jump into the pool and enter the lower corner passage to alert a frogman lurking around the corner. You can either meet him face to face with the harpoon gun or pull out of the water and shoot him with your pistols.

 

Swim into the passage where the frogman came from and follow to the end. Pull out, go up the steps and find another movable green crate in the next room. Pull it two times into the room and go around it to find more green crates in the next area. Push the one on your right to get it out of your way, pull the one on the left once and hop over it to find a button at the end of the short passage. Push it, turn around to find uzi ammo at your feet, hop over the block and push it two times into the button alcove. Turn around and pull the other block two times, hop over it and run left up the ramp, pull up left and run forward into the next room for SECRET #1. Pick up the SHOTGUN, a large medipack and harpoons, then return to the room into which you pulled the first green crate.

 

Push it three times, get up on it and push the upper green crate to reveal a button, push it to open a door you passed by earlier, but don't go there yet. Instead, retrace your steps through the underwater passage to the pool and enter the opening in the opposite corner. Follow to an underwater area guarded by a crocodile. Try to lure it back to the pool where you can deal with it by using your pistols rather than valuable harpoons, and where you don't have to worry about drowning. With the threat removed, swim to the ceiling of the underwater area to find a cleverly-hidden narrow opening in the same wall from which you entered down below.

 

Follow to the end of the passage, surface and pull out into SECRET #2. Pick up the DESERT EAGLE, the small medipack and shotgun ammo, swim back the way you came and find flares on the ocean floor in the corner opposite the yellow structure. Locate another corner opening near floor level next to the yellow structure. Swim inside and follow until you can surface and pull out right (to your left is a ladder for later). Loop around left, pull up to a higher passage and push the button to open a trap door beneath you. Lower Lara through the opening and drop into the water to find an underwater lever. Pull it to open another trap door somewhere.

 

Swim along the passage and a door opens in front of you, allowing you to emerge into the underwater area where you see the opened trap door underneath the yellow structure. Swim up, surface and pull out ahead of the pursuing frogman. Pick up harpoons and SAMPLE B, jump back into the water and find the floor opening that brings you back to the pool room where you shot the guard much earlier. Pull out, exit to the corridor and shoot the guard who is standing near the door you opened earlier. Enter the small control room and loop around left. Enter the crawl space in the corner alcove and pick up SAMPLE A.

 

Return to the pool room, turn left and find receptacles for your samples. Place them both, and the door between them opens silently. Enter the alcove and climb the ladder to an upper passage. Go up the steps to alert a guard and continue through the passage ahead to a room with harpoons and the UZIS. Go back to where you shot the guard and turn left into a control room where another guard is waiting. This one drops a small medipack. In the back left corner of the control room is a crawl space from which you can drop down the other side and push a button to open a floor trap door out in the corridor.

 

Go there, jump into the water and swim through the tunnel into the open sea, where you're greeted by two crocodiles. Swim forward and down toward the yellow structure. Locate the shaft and swim up to pull out to deal with a guard, then turn your attention to the pursuing crocs (you may have to go back several times to lure them up into the shaft). There's nothing to do up here at the moment (note the two wall receptacles), so swim back down and search the ocean floor for a small medipack, uzi ammo and shotgun ammo, returning for air as necessary.

 

There are several wall openings here. Find the one near the back right corner from where you entered, not far up from the floor, and enter to alert a frogman. Turn right at the yellow structure (no air here because of a closed trap door) and locate the floor hole. Swim down and follow to a derelict submarine. Locate the hole amidships, grab the nearby desert eagle ammo and swim down into the submarine. Follow the passage with a closed trap door and shotgun ammo at one end and an air hole and an underwater lever at the other end. Pull the lever to open the trap door in the structure where you encountered the frogman.

 

Exit the submarine, and If you like you can find a small medipack on the floor near the far end from where you entered. You can also swim up at any time for air over the submarine near the entrance opening. Return to the yellow structure where the trap door opened and pull inside to find a vial containing the YELLOW FLUID. Swim back to the larger underwater area, continue straight past the yellow structure to the far wall and look down right to see an opening near the corner. Swim inside, turn left at a closed door and continue to an enclosed area where action music starts playing. There are three columns here, each bearing three underwater levers, plus a closed ceiling trap door.

 

Pull the lever facing you in the middle column, turn left and pull the lever farthest from the entrance on the next column, then swim across to the last column and pull the lever nearest the entrance. The trap door should open, so surface, pull out, note the closed door and locate the green pushblock. Pull it three times into the room (curiously, an unseen guard fired at me briefly while I was pulling the block, but he never showed himself), go around it and follow to a button that opens the door you noted. Go there and find another vial of YELLOW FLUID.

 

Exit, swim back to the larger underwater area and up the central shaft in the large yellow structure. Pull out and place the vials in the corner receptacles to open the door between them. Go there for the ACCESS CARD and swim out into the open area. Locate the entrance tunnel (look for the glass tiles in the ceiling directly above it) and return to the undersea base. The receptacle for the Access Card is right next to where you pull out, so insert it to open the nearby door. Enter, shoot the guard and push the button in the far wall to open an underwater door. Note the closed trap door and remember that there's another one in the control room across the hall.

 

Return to the water hole, jump in and swim to the left of the yellow structure and past the yellow column to the corner opening you visited earlier. Turn right past the opened door and pull out into a small room with green pushblocks perched on the ledges. Hop onto the ledge where you see the closed door and push the block to reveal an alcove. Go in and turn the wheel. Reverse roll, hop down and go across the room to the opposite ledge. Push the block to reveal a passage. Hop down to a lower block and jump up right to grab a crack. Shimmy left until you can drop down in front of another wheel. Turn this one as well and return to the former room. Push the last crate out of the way to reveal a crawl space.

 

Crawl to the end, pull up in front of a third wheel and turn it to hear the sound of the door opening in the crate room. Go there and come to a pool room. First, turn left and take a banana jump around the obstruction to find a button in the far wall. If you miss, swim back to the corner, pull out and try again. It's easier if you start your running jump as far back from the obstruction as possible. Push the button to open the trap door you saw earlier in the derelict submarine.  Swim back to the entrance, pull out and turn around. Jump up to grab the monkey bars and monkey swing to the block. Drop down, jump to the next block and jump to grab the crack in the far wall. Shimmy right to the ladder, shift right and drop down onto the ledge. Run to the other end of the ledge and push the button to open a floor trap door in one of the control rooms.

 

Swim back to the entrance, pausing for a small medipack near the central column, and return to the large underwater area. Turn left and swim past the yellow structure to the opening in the wall where you encountered the frogman earlier. Turn right, swim down through the floor hole and return to the derelict submarine. Swim down through the hole amidships, get some air if necessary and find the opened trap door. Swim down into a lower area for SECRET #3 and grab a large medipack and 3 x harpoons near the goo that poses no danger.

 

Exit the submarine, return to the larger underwater area and continue through the tunnel to the undersea base. Pull out and enter the control room to your left, jump into the opened trap door and pull the underwater lever. Pull back out, go into the other control room across the hall, jump into the water hole and enter a passage guarded by three thumpers. Make your way past them, pull the underwater lever and return in the same careful fashion. Pull out, find the opened gate in this control room and enter for uzi ammo and a vial of BLUE FLUID.

 

Exit this room to the hallway, turn right, go down the steps and climb down the ladder to an earlier pool room. Go through it and turn right into the hallway. In front of you is the receptacle for the Blue Fluid. Place it to open the door and go up the steps to a wider passage. Turn the wheel on your right to open the door behind you and shoot two guards in a room similar to others you've visited. Pick up the harpoons dropped by one of the guards, jump into the central pool and alert a crocodile. Dispose of it by your preferred means and locate the opening at floor level in one of the walls. Return for air before negotiating the next exercise.

 

Swim inside the opening past two closed doors, pull the underwater lever to open one of the doors behind you, flip turn and loop around right until you reach another underwater lever. Pull it, go back the way you came and turn right at the next opened door. Continue to a third underwater lever that opens a trap door in the former room. Flip turn and swim back to the open area for air (turn left at both walls), passing a frogman along the way. Wait for the frogman to arrive, dispose of him and then pull up through the opened trap door into an alcove. Push the button to open the underwater yellow door you may have seen earlier, jump into the water and swim inside a winding passage guarded by three thumpers.

 

Make your way past them and pull out into a wide tunnel with a dig area at the far end. Shoot a guard and a worker, turn left from the entrance and find MP5 ammo on the ground opposite the two yellow crates. Continue to the wall and pull the switch to open a door in the blue latrine, from which issues another worker who drops shotgun ammo. There's nothing in the latrine, so the switch must have done something else. Go to the opposite corner of the dig area past the yellow cart, note the closed door and find another wall switch on the crates next to the quad bike. Pull it to open a door in the nearby shed, enter to find a third wall switch that opens the yellow doors next to the blue latrine.

 

Go back to the quad bike, mount it and drive past the opened doors, up the ramp and follow the bumpy passage to an opening overlooking the dig area. Dismount (end or roll key plus right or left arrow) and go onto the ledge to find a wall switch that opens a nearby door. Drive the quad bike back down to the dig area (the jump key put you into reverse) and leave it near the spot where you found it. Find the ladder in the wall of the pit nearest the tunnel entrance and climb down next to the door you just opened.

 

Enter, go past a small side room and shoot the worker in the larger room. Pull the green crate near the corner three times, push it four times against the far wall, and push it onto the grated tile at the end of the alley. Go to the other green crate and move it onto the other grated tile near the yellow cart. A door opens in a corner of the room, allowing access to a wall switch that opens a door on the other side of the dig. Go there and enter a dark area with three alcoves on your left, each containing a turnable wheel. Turn only the second and third wheels to extinguish the flames in the next passage.

 

Proceed to a partially flooded room. Turn right at the entrance and wade to the corner for flares, then continue to the next corner to find a wall switch that raises a platform in the dig area. Return to the dig area, turn right at the entrance (after noting the receptacle to your left) and look down from the end of the ledge to locate the raised platform. Run off the edge onto the platform. The wall to the right of the ladder is climbable as well, so climb down below the platform and shift left to pull up into a crawl space. When you can stand up, run forward to hear the chimes of SECRET #4, light a flare and follow the passage to find uzi ammo and a large medipack near a patch of deadly goo. Note the closed gate and return to the crawl space.

 

Shift right to the ladder, climb up past the raised platform, shift left past the raised platform and climb the next ladder to another crawl space. Pull inside and find a wall switch to pull. Get back to the ladder over the raised platform and climb a long distance to the ceiling. Shift right until you're over a slope, release, slide and grab. Shimmy right until you're over the ledge, then drop down and run across to the other side of the dig. Go into the doorway next to the ladder and find that a platform in the small side room has been raised. Use it to access a higher passage, and follow around to find the ACCESS CARD.

 

Get back down, run across to the other side of the dig and turn right to the receptacle you noted earlier. Place the Access Card to hear the sound of a door opening. Go back across to the other side one more time, climb the ladder to the top of the dig and return to the quad bike. Aim it in the same direction the crane is pointing and line up with the brown slope between the crane and the yellow crate. Save your game, mount the quad bike and drive it down the brown slope to the ledge below. Without stopping, drive along the ledge at full speed and jump the gap to land at the opened doorway.

 

Drive up the ramp, dismount and go to your right to find the RITUAL KEY next to the gate you saw earlier from the other side in the secret area. Go back, climb the long ladder and back flip when you can see an opening behind Lara. Lower Lara down the crawl space on the other side and drop down into the passage where you drove the quad bike. Go back on foot this time to the dig area, and use the Ritual Key in the receptacle in the back corner to open the door.

 

Go on in, but stop near the end of the passage and wait for four guards to attack. When you enter the larger room you'll awaken the laughing BOSS GUY. He's not as tough as he sounds, and if you've prudently conserved your high-powered ammo you should be able to take him out with little trouble. When he dies a trap door opens in the back of the room. Go there, climb the ladder and pull up onto the top of the Undersea Base in the open air. Locate the waiting raft, jump into the water and swim toward it to end the level.