SHADOW OF DARKNESS

 

Levels by OverRaider

 

Walkthrough by José, revised and corrected by the author. Many thanks, OverRider.

 

[Note]: As you can read in the readme file: "There are 10 secrets to be found in the whole game. To gain an access to play bonus level, all 10 secrets and a Map must be discovered. In each secret location there is 1 Blue Crystal. In third level (Gloomy Echoes) all Blue Crystals must be used in an optional area to open a special room to find a Map. This Map reveals a location somewhere in the World which Lara will visit and explore. The Map is needed to play the bonus level." [End note]

 

 

LEVEL 1: MIDNIGHT STREETS

 

The Old Building Key

 

Once Lara drops from the helicopter run S and E, a truck is obstructing the street but you can enter the building on the right. Go up the ramp, turn right and climb the window sill, take a diagonal standing jump to grab the monkeyswing and swing to the corner, drop/grab the edge of the crawlspace and go inside, pick up the small medipack at the end and in the room with the wooden crate pick up the OLD BUILDING KEY. Pull the switch to open the trapdoor and go back to the main courtyard. Go W and look for flares behind the crates in the SW corner.

 

The Torch

 

Use the key to open the doors of the NW building and go inside, look for a small gray book concealed on the N wall and pull it to lower a block at the bottom of the stairs, drop into the hole and press the button to retract the barbed wire and go back up; now you can safely pull the switch in the NE corner, the trapdoor will open at your feet so go back up again. Trapdoors opened in the W wall so pick up the flares in the SW corner, shoot a bat and climb to the first floor. Go outside to the terrace, shoot the dog and his master and shoot the box next to the bonfire so you can pull the switch. Go back inside, climb the raised block and take a curved running jump to grab the high crack in the N wall, shimmy left and around the corner and pull up. Shoot a bat, pick up a TORCH (watch the cut scene) and if you want the first secret (on an inaccessible ledge in front of you) shoot the grate at the other side of the room.

 

Using the Torch

 

Throw the torch to the bottom of the room and safely drop down. You can’t light the torch with the nearby chandeliers so pick it up and go outside, left and left again to find a burning barrel. Light your torch and go back inside, throw the torch over the W lowered blocks, climb either left or right ledges and take a running jump N or S to grab the edge of the ledge above, pull up and go back to the terrace; shoot the damned, pick up his small medipack and use the switch again to raise the blocks with the torch; go there, pick it up and jump to the first floor. Light the candles in the corners of the E wall (from the upper ledge behind) to open the trapdoor in the terrace area. Go there and climb the ladder to get to an upper terrace.

 

First Secret

 

Detour for a secret: approach to the very NW corner of this terrace and take a running jump NW to the protruding part of the roof in the opposite side, shimmy left to the corner, pull up and take a backflip with twist and a hard right curve to grab the edge of the E opening (only if you shot the grate before), pull up and go inside to get the SECRET #1: the UZIS and the first CRYSTAL. Go back to the opening with the broken grate, take a running jump W to the opposite roof (there's a barbed wire below) and safely drop to the floor below; pick up the uzi clips near the corner and make your way to get back up to the upper terrace.

 

Getting Access to the Sewers

 

Approach to the S edge and spot the small balcony in the S building down below; take a long running jump to land there and go inside; turn right and press a button to open a cover in the courtyard; if you go to the opposite side of this corridor you’ll alert a soldier who will drop a small medipack. Anyway go back to the balcony and take a running jump against the W fence to land onto a crate below and minimize damage. Now go to the E side of the courtyard near the fountain to find the cover you’ve raised, pull the switch to open the nearby trapdoor and drop down to…

 

The Sewers

 

You can explore this area to find flares in the SW corner, but the most important task is to locate the UW trapdoor in the central water channel and open it. Swim through and S to an UW room, pull the lever in the NW corner to open a trapdoor in the ceiling. Surface and pick up the harpoons in the N niche (note the button above the water hole if you want to get a secret later). Advance S, shoot a rat and in the final room where you’ll need to shoot two more rats locate the movable machine in the SE corner and place it onto the floor N trapdoor, pull the switch next to that trapdoor to open it and watch the cut scene.

 

Big Fan Area

 

Drop through the hole into the water and pick up the HARPOON GUN at the bottom; swim N to the area with the big fan and if you want an extra pickup swim behind the fan to get a large medipack; swim back and through the N opening, there are harpoons to your left; continue swimming N and in this UW room turn left, draw the harpoon gun and shoot the small grate in the upper part of the E wall. Go inside and surface.

 

Big Tanks Area

 

Go through the NE opening to a room which seems to be a dead end, but you can climb the sloped ledges left or right, draw pistols, jump and shoot to create an opening in the grated structure in the ceiling, climb there and press the button to open the door above. Go back to the previous room and this time climb the ladder, pick up the uzi clips behind the wooden crate and continue to find the door you opened moments ago, climb the next ladder and eventually you’ll find a big pool room guarded by a frog man.

 

First Pool Room

 

Jump into the water, pick up the harpoons and look for an UW lever in the recess of the W wall, locate the nearby opened door and swim there, after the cut scene pick up the harpoons, swim to the back of the room shooting the croc, pick up a large medipack in the niche to your right and pull up the UW lever in the other side to open the ceiling trapdoor. Surface and if you want shoot the guard, but it's not necessary because he will stand still if Lara doesn't shoot him, press the button to re-open the door and run E to find another room partially filled with water.

 

Second Pool Room

 

Climb down the ladder and take a running jump SW with a right curve to grab the edge of the nearest crate, pull up and take another running E to pull the jumpswitch. Watch the cut scene and better shoot the frog men with the harpoon gun while in water, because they will be more dangerous if Lara tries to shoot them with pistols from an upper ledge. Pick up the harpoons on a crate next to the W wall, swim back to the ladder and climb to the top, go back to the room where you shot the croc and swim to the other pool room, climb the S opening and run always to your left to find the door you opened. Use the wheel-switch to fill the pool where the frog men are (and lower the level of the water in the first pool).

 

Reaching The Bridge

 

Go back to the first pool room, jump into the water and pull out in the recess where the UW lever is, climb the crate and jump back onto the slope and forth to grab the monkeyswing, swing almost to the very end and drop onto the crate, jump to grab the grated ledge and again to the upper part of the bridge. Pull the switch in the W side of the bridge, jump into the water and climb up the S ladder; go always to your right to find the opened door. Press the button to raise nearby trapdoors and go back to the room with the wheel switch (S and W to the end of the corridor) to invert the water level in both rooms. Go back to the opening with the button you pressed moments ago and jump onto the trapdoors to reach the bridge in the first pool room.

 

Second Secret

 

Detour for a secret: pull again the switch in the W side of the bridge to close the door next to the trapdoors, back to the E side of the bridge, jump onto the trapdoors and to the opening with the button to discover that the open door covered a crawlspace; go inside, climb down the ladder and follow the only possible path to the room with the big tanks and the SECRET #2: the second CRYSTAL, shotgun shells and uzi clips. Go all the way back to the bridge the way you came.

 

Back to the Sewers

 

Now take running jumps to the top of the crates in the second pool room to reach the far E opening, continue to the sewers and run up the E wide stairs. After the camera shot showing the guard and the alarm, draw pistols and shoot, this will alert the guard who activates the alarm and his companions on the street move the truck showing the access to a new area in the city. Go back down the wide stairs and straight ahead to a balcony where you can press a button to open the door and find yourself back in the first sewers area.

 

Third Secret

 

Detour for a secret: jump again through the hole with the first trapdoor you opened when you entered into this area and swim S, use the UW lever again to close the trapdoor in the ceiling and swim back to the sewers. Now jump into the big pit to the room with the big UW fan, swim S to the room where you got the harpoon gun a long time ago and through the opening in the E wall, climb the ladder and continue through several passages until you find the now closed trapdoor at the end of the path, press the button to open the nearby ceiling trapdoor and climb the ladder to get the SECRET #3: the third CRYSTAL, uzi clips and a small medipack. Run N and pull the switch to find yourself again in the first part of the sewers.

 

The Crane Area

 

Go E to the entrance of the sewers, jump to grab the ladder and climb up to the starting area of the city. Shoot the dog roaming around there and go through the E street where the truck was blocking the way, shoot a couple of guards and find yourself in another big city area.

 

If you go right (N) a truck will block the way but you can pick up uzi clips near the barrel. Now go to the W side of the crane, climb the block, climb the base and climb the vertical arm of the crane to the very top; shoot the crow and walk a bit W, turn right and spot the bell in the N building, draw pistols and shoot it to open the doors of a building below in the streets. If you want an extra pickup, when you climb down shimmy left and around two corners to get a large medipack.

 

The Cathedral

 

Now go to the NE building (the cathedral) and enter, pick up the flares next to the colored window in the right side, go W and rotate the ornaments with the small crosses left and right from the coffin to move it, drop into the hole and climb the next ladder to access to another part of the cathedral. Run directly S and press the button at the back of the angel statue to open a trapdoor, locate the ladder on the W wall and climb to the first floor. Now look for a jumpswitch to pull at the back of a pillar in the E side ledges (near the NE corner); there are also uzi clips to pick up on the small ledge in the N wall. Once you pull the jumpswitch a block lowers in the S side; go there and move the cross onto the obvious tile to light the candles below.

 

The Torch

 

Drop to ground floor and go N and E a bit to find a pedestal with TORCHES (next to the entrance hole), pick up a torch, go back S and light it (from the upper ledge). Go back to the corridor with the pedestals and this time continue to the N room with transparent floor. Here you can light the candles in the other part of the cathedral through the grates in the W corridors. Now go to the hole and back to the first part of the cathedral, note that a part of the wall is translucent, you can go through, pull the switch and watch the flyby.

 

Fourth Secret

 

Climb the translucent ledge to your right and jump to grab the higher S ledge. For a secret: from the top of the block in the very SE corner take a running jump NE against the black wall, just above the opening with the switch you pulled moments ago; it's a phantom wall. Once inside pull a similar switch to lower a block somewhere, safely drop to ground floor and drop through the hole next to the coffin, go N this time to discover the SECRET #4: the fourth CRYSTAL and the SHOTGUN. Go back up to the high S ledge in the first floor the way you did before.

 

Timed Run – The Crowbar

 

This time run all the way to the W side of this long ledge to find a switch in the SW corner. Save your game (it's timed). Pull it to open a timed trapdoor at the top the ladder in the opposite side of the room, but also trigger the squishy blocks on the nearby ledge so quickly time the blocks taking running jumps to reach the N ledge (try to start running when the sound of the blocks stops) and climb the ladder before the trapdoor closes. Use the rope to cross to the S side and locate the opening in one of the windows; if you want an extra pickup go E to find shotgun shells and back to the opening take a running jump outside to land onto the block hanging from the crane and pick up the CROWBAR. Take a running jump to the lower window sill of the cathedral and safely drop to ground floor.

 

The Security Office Key

 

For an extra pickup, you can climb to the taller block next to the truck in the S wall and take a running jump to grab the ledge in the corner of the building to get shotgun shells. Anyway open the crowbar door in front of the truck and enter. It seems that there are only a small medipack and flares in this room, but note the crawlspace behind the first shelves, you can go to the back side from the SW corner, duck, draw pistols, shoot the grate and crawl inside to get the SECURITY OFFICE KEY.

 

Go back outside and right (W) all the way past the crane to the building near the street you crossed time ago when you first entered into this part of the city, use the key to open the door, enter and pull the switch to open gates in the nearby S side of the courtyard, getting access to a new part of the city. There are uzi clips on one of the desks too.

 

The Control Room

 

In this new area, shoot the dogs and drag the corpse next to the red car in the E wall to get the CONTROL ROOM KEY. Use this key to get access to the nearby control room with the fire emitter in the W side. But before you enter, take a look to the panel in S wall over the desks; the combinations are:

 

1.- green · green · red · green · red

 

2.- Turn wheel-switch

 

3.- red · green · red · red · green

 

The green color means switch down and the red color switch up, but you need to interpret this facing W so enter into the control room and go to the back side with the row of five switches, and facing E, from left to right pull the second, the fourth and the fifth ones to stop the fire emitter, then go to the other side to pull the wheel-switch and go back to the W side to modify the position of the switches this way: from left to right (facing E) down - up - up - down - up. This will turn off the fire near the grated cage outside so go there and move the grated crate to the very SE corner of this floor so you can climb it and jump to grab the edge of the S roof, shimmy right and around the corner, pull up, take a running jump to the E ledge, another jump to the E one and climb to the E roof with the pipes.

 

The Generator Access Card

 

Nothing to do here at this moment so approach to the NE corner, jump onto the gray ledge and from the pink beam take a running jump to the E ledge between the metal pillars and another running jump N to the next pink beam. Now go W running and jumping onto the upper part of the wall which divides both sections of the city until you find a bridge to your left leading to the N roof where the small medipack is; go back to the top of the wall and take a running jump S onto the grated floor between the metal pillars, jump back to grab the edge, drop/grab and go inside the crawlspace to get the GENERATOR ACCESS CARD.

 

Electrified Waters

 

Drop to ground floor and go to the very SE corner of this industrial area, to the opening with the big machine, you can use the card there to starting the engine and restore the electricity to open doors at the end of the corridors, but also turn the water deadly...

 

Detour for some pickups: above the ledge next to the black machine there is a ceiling trapdoor, open it, pull up, crawl to the SW corner and drop into the hole; in this corridor pick up a large medipack and uzi clips. Go back to the main area the way you came.

 

The Fuel Canister

 

Anyway use the card to raise the cover of the switch and pull it to open doors at the end of the left and right corridors. Now go to the corridor with the electrical wires and jump to grab the monkeyswing; advance and when you reach the corner to your left, approach to the wall and drop/grab the ladder, shimmy right and around the corner and jump onto the safe ledge at your back, now jump to the S corridor and in the room with shallow waters (the water is safe here) pick up the flares and if you want, from the NE corner go inside the crawlspace between the rooms (note the open door in the corner) and pick up the uzi clips. Drop back in the room with shallow waters and go up the N stairs, shoot the grate and pull the movable crate once. And that's all for now, go back to the safe ledge between the corridors, jump to grab the ladder, climb through the hole in the ceiling and run off the edge at the end of the dark passage to go back to the area with the switch. Now pull the switch again to cut the electricity and go through the N corridor this time to the small room and get the FUEL CANISTER (camera shot to the place where you can use it).

 

Fifth Secret

 

For a secret: the door in the corner of this room is now closed so go to the corridor and push the movable crate into the room with shallow waters, go back to the room with the machines and pull the switch a third time to restore the electricity, go back to the room with shallow waters the same way you did before and pull the crate once so you can climb it and cross to the N corridor. In the room where you picked up the fuel canister the door is now open again and you can get the SECRET #5: shotgun shells and the fifth CRYSTAL. Go back to the room with the switch the same way you did before (from the room with shallow waters).

 

On the Roofs

 

Go outside and run to the W side of this industrial area, shooting a dog and two guards on your way (one of them will drop uzi clips); locate the yellow elevator next to the corner and use the fuel facing E, now from the nearby gray ledges take a running jump to the grate over the vehicle (no grab), pull up onto the upper part and take a final standing jump to grab the edge of the roof above.

 

Go to the SE corner of the roof and climb the opening with the big fan (Ctrl + Up Arrow facing the wall) drag the movable block a couple of times and from the other side take running jumps onto the flatter parts of the roof until you reach the upper parts of the E roof (in the S side) you already visited time ago. Now you can take a running jump N to reach the top of the black beam, jump W, climb the ladder and climb the ledge with the zip line. Shoot a crow and use the zip line to reach the top of a building in the far W side. Now go all the way S and climb the wide opening to a room with a big machine and many pipes.

 

Sixth Secret

 

For a secret: from the NE corner of this room, take an angled standing jump to grab the edge of the grate attached to the big pipe outside, pull up and climb to the roof above. Pick up a small medipack and if you want extra flares go to the NW corner, drop/grab the edge and shimmy left. Anyway go to the SW corner of the roof and look for small double doors Lara can open with her hands, run through the narrow corridor, climb up the ladder at the end and take a long running jump to the arched structure with the SECRET #6: uzi clips, shotgun shells and the sixth CRYSTAL. Drop from the S side and go back to the room with the big machine and many pipes.

 

The Factory Key

 

Safely drop through the hole in the back of the room into an office, search the desks to get the FACTORY KEY and press the button to open the exit door. Now go all the way back to the very SE corner of this industrial area and open the big double gates to finish the level.

 

Seventh Secret

 

Detour for the last secret (Thank you, MMAN!): go to the platform in the NE corner of this area with two closed doors; the first one you've already explored it from the other side so approach to the right one and look through the small window to see the hint in the wall (use binoculars if necessary): red - red - green - green - green. So go back to the nearby building with five switches and standing in front of them, from left to right change its positions to: down - down - down - up - up. This combination will open that last door to get the SECRET #7: a small medipack, the seventh CRYSTAL and flares in the shelves.

 

 

LEVEL 2: DARK BUILDINGS

 

The Entrance Key

 

Pick up the flares in the shelves to your left and in the next room the shotgun shells on the soda machine and a small medipack in the chest of drawers. Look up to the hanging lamp in the W side and note the hole in the ceiling, you can jump and grab the edge (facing E) and go inside the crawlspace, shoot the grate at the other side and drop into a small room where you can get the ENTRANCE KEY from the chest of drawers, press the button to get back to the previous room and use the key directly W to open the factory doors.

 

The Staff Key

 

Run up the narrow stairs in the S wall and search the closet for a small medipack, run up the next stairs and in the E room pick up desert eagle ammo from one of the closets; go to the W room and search more closets to get the DESERT EAGLE; a worker will open a door so you can go to the WC and explore the bathtubs to get the STAFF KEY from the hangman. Go back down the stairs and use the key next to the bottom to open the trapdoor at the top of the ladder.

 

Going Up

 

Climb up the ladder and if you want an extra pickup jump to the E bricked ledges with the big pipes, to the gray ledge attached to the wall and to the long grate attached to the N wall, pick up shotgun shells and go back to the top of the ladder. This time jump over the bricked arch W, pick up the uzi clips near the corner and from the top of the arch jump to grab the ceiling and monkeyswing all the way to the N ledge, climb up the ladder and find yourself in a room with a row of six switches and two more high switches up in the wall.

 

Eight Switches Puzzle

 

Take a pencil and paper and write down what switch does. First pull the switch to the very left and climb the grate next to the NW corner, take a backflip with twist to grab the edge of the extended ledge under the left switch, pull up and pull it to trigger a fire in front of the other high switch. Drop to the floor and this time pull (from left to right) the second, the third and the sixth switches; now use again the grate to reach the first extended ledge and jump to the last one, pull the switch to release a grated cage. Go back down to the very bottom where the cage is and move it E and S so you can climb it and reach the high jumpswitch, pull it and a big pipe will spit the MAINTENANCE KEY in the pool to your right.

 

The Lasersight

 

When you pick it up the trapdoor opens and you are trapped in the UW room below so quickly pick up the harpoons in the NE corner and take a good use of them against the croc when you swim E; continue to a room where you can surface (you can go out of the water through the fences). Pick up the desert eagle ammo near the NW corner and pull the wheel-switch to stop the fire so you can pull the floor lever, do it so and a sort of bag is released at the bottom of the room; swim there, pick up the BLOCKAGE and go out of the water, use it clogging the fire pipe and use the wheel-switch again: now the fire comes out the other pipe and crashes the box. Use the wheel-switch a last time to stop the fire again so you can safely pick up the LASERSIGHT.

 

The UPV

 

Now situate Lara in front of the pipe with the blockage, facing W and use the revolver + sight to shoot the grates in the ceiling, revealing a brass ball; shoot the ball to open an UW trapdoor somewhere. Jump into the water and go back the way you came here to find the open trapdoor in the corridor (right side), swim through and left at the T-junction; when the mini-submarine (Underwater Propulsion Vehicle) appears, swim to the opposite side and take the first branch to your right to avoid the deadly moving corpse, once the corridor is clear, turn around and swim to the opening where the corpse came from, there is an air ceiling hole to take a breath and now you can swim back N to the room where the UPV came from to get harpoons and a large medipack. Swim back to the UW corridor and again through the E opening, use the harpoon gun to shoot the grate, continue a short distance and surface.

 

Deep Pit Room

 

After fill your lungs, for extra pickups explore the UW crawlspaces E and W to get harpoons and desert eagle ammo (shoot the grate covering the W crawlspace). Anyway climb the lower ledge and jump to grab the grate over the pipe, jump again to grab the sloped ledge, shimmy left, pull up near the corner and take a backflip with twist to grab the next grate; from here you can use the revolver + sight to break a high grate up in the N wall, then situate Lara on the E edge of the grate, facing E, and jump back onto the slope and forth to grab the pole, climb several times, turn to face S and jump back to land onto the niche with the broken grate. Now take a running jump with grab SE to the next niche and from here a standing jump onto the slope in the corner and immediately jump to grab the grate attached to the S wall; from here a last running jump N to grab the edge of the solid ledge.

 

Back to the Factory

 

Go around the fence, shoot the electric box and pull the switch to open the door at the bottom of the pit, jump into the water (run off the edge) and at the end of the corridor, if you want push the button to create a shortcut to the room with the wheel-switch you visited before. Anyway go up the short stairs, shoot the worker, pick up his small medipack and open the next door to find yourself in a small room near the beginning of the level. Go back to the main factory area and locate the keyhole near the SE corner, use your key and enter.

 

The Fuse

 

Save your game in front of the wall switch, pull it and quickly sprint N and W, push the movable block, turn right and sprint S, near the end of the corridor draw pistols and shoot the gray box, pull the switch, roll and run through the E opening before the machine reaches you. Now go back counterclockwise all the way to the room where the machine came from, pick up the flares in one of the shelves and pull the switch; quickly jump back to avoid a second machine and when it stops use the crowbar to pry the FUSE; go back to the corridor and re-use the switch to open the exit door.

 

The Conveyor Belt

 

You already know where to use the fuse: in the big machine next to the S wall; do it so and the conveyor belt to your left starts to run. Go to the back side of the conveyor belt to get flares (SW corner) if you want and climb the conveyor belt. Save your game because it's a tricky task; make your way to time the first thumpers (not hard), the second ones (you can save in between) and when approaching the third ones with the drills behind take a running jump so you pass under the thumpers, over the drills and under the next thumpers, take a standing jump over the next drills and if you want the next secret:

 

Eighth Secret

 

Turn around (face N) and situate Lara on the W side of the conveyor belt, watch out for the fire behind your back (take small steps N) and look up to locate the high ladder; you can take as a reference the vertical metal bars in the fence on your right to take a single jump up (not forward) and grab the ladder, climb it to the top and continue down another ladder to a corridor where you can get the SECRET #8: the eighth CRYSTAL and another pair of uzis. Go back to the conveyor belt the way you came.

 

Now make your way (not hard) to time the fire emitters and take a running jump over the last drills to land onto a slope.

 

Moving Crane Room

 

Your goal in this platform with the moving crane is to shoot some hidden brass balls to open the exit door in the E wall. The crane moves continuously under the ceiling, and if Lara stays quiet too long it will crush her, so keep an eye on the shadow that the crane casts on the platform and try to get away from it when you are going to use the desert eagle. The first ball is well visible in the SE corner near the ceiling. The second ball is in the SW corner but down, lower than the platform (approach to the edge and look down). To expose the third ball you'll need to shoot the high grate in the S wall. For the fourth ball situate Lara very next to the gray box in the NW corner and wait for the crane, when you hear it descending, quickly jump back and the crane will break the box revealing a floor lever; pull it to open the nearby door in the same corner and expose the last ball. If you want you can force the crane to break the other two boxes to get a large medipack and desert eagle ammo, but you must do it before shooting the last ball because the crane will stop when the exit door opens.

 

Lighting a Torch

 

In the next area with the deep pit pick up a TORCH on the barrel next to the N windows and go through the W opening, drop the torch for a moment and push the block to clear the way creating a shortcut to the main factory area, go left, pull the switch to open the door and always with torch in hand continue to the main factory area, go left to the starting room, left to the room with the soda machine, right through both doors and always to your right to the room where you used the blockage a long time ago; pull the wheel-switch for a last time to trigger the fire emitter in the pipe and carefully light the torch. Go all the way back to the room where you picked up the torch the way you came killing a couple of workers on your way.

 

Clearing the Way

 

Use the small ledge in the S side of the room to cross the pit and run down the E stairs; use the torch in the red barrels and quickly go away up the stairs to avoid the explosion; go back down and now the opening is clear. If you are interested in the next secret, take the torch with you and in this new area throw it in a place where you can find it later.

 

Scaffolding Area

 

Jump into the water, get out in the W side and climb the wooden ledge in the SW corner; take a running jump (no grab) E and another running jump NE to the next wooden ledge; from here take a running jump W to the wooden ledge with the ladder and climb it up; at the end of the passage push the crate and pull the switch to open the exit door E.

 

Ninth Secret

 

Detour for a secret: drop down onto the movable crate and pull/push it S out of the ledge; drop to ground floor and move the crate W to the edge of the pool; locate the burning torch, pick it up and jump onto the crate, take a running jump W to cross the pool and go to the SW corner to light the wall torch and open the door there; inside is the SECRET #9: 2 X grenade ammo and the ninth CRYSTAL. If you go to the SW corner of this room, draw pistols and duck to shoot the grate in the corner, you can crawl under the scaffolding and go inside the adjacent room with the quad and get the GRENADE GUN. Go outside and all the way E to the exit door.

 

The Subway Station

 

Jump into the water and continue to what it seems to be a subway station called "City Road"; pick up the large medipack, the flares and from the lower crate jump to grab the edge of the E beam, crawl and use the S crack to reach the W beam, shoot the S grate and drop onto the subway tracks. If you go E you can get uzi clips (but don't go any further).

 

The Mechanical Toy

 

Now go W to the subway station, sprint in the last part of the tracks so you can jump right avoiding the train and go to the SW corner to check the paper bin and get the MECHANICAL TOY; there are uzi clips in the other trash bin (SE) too. Open the crowbar door in the E wall and in this new room pick up the flares in the corner and climb the E grate to pull the crowbar switch above  to open the NE gate below; climb down, go inside and watch the rat stealing the key, pull the jumpswitch near the SE corner to open the ceiling trapdoor in the NE corner. Go there and jump to grab the ladder, once up use the Mechanical Toy to scare the rat, it will drop the key somewhere.

 

The Tunnel Key

 

Drop down and go out to the subway station; there are high grates up in the S wall, jump to shoot one of them, climb and go inside and up into the ducts to get shotgun shells and the TUNNEL KEY (you can pick it up through the grate). Go back down to the subway station and this time drop onto the tracks and go W to find an opening to your right where you can use your new key.

 

Going Up

 

Go inside and shoot a couple of dogs; pick up the small medipack on the barrel and pull the grated crate attached to the E wall three times so you can climb it and from here (REMEMBER VERY WELL THIS ROUTE UP FOR LATER) jump onto the pile of crates near the center of the room. Now take a running jump W-NW to the small crate in the corner, jump to grab the monkeyswing and go S, take a standing jump S-SE to grab the crack in the S wall, shimmy right and pull up into the niche in the corner, turn around and take a running jump N to grab the right side of the sloped ledge, pull up, slide and jump with a right curve to land onto the next slope, jump again and go inside the crawlspace, drop from the other side (remember, faster using the “Alt + Up Arrow” keys) and climb up the ladder from the right side and take a backflip with twist near the top with a left curve to land onto the grate attached to the S wall; now take a running jump N to grab the grate over the crates, pull up, take another running jump E to the crate in the NE corner, pull up, a standing jump S to grab the edge of the next crate and a final running jump to the W grated ledge (no grab). Note the small grate above (actually a small door) and remember well this route for later.

 

From this grate, draw weapons and jump to shoot the high grate in the S wall; jump there, slide and crawl to find yourself at the bottom of the pit but this time behind the fenced wall. Shoot the electric box on the N wall to pull the switch and open the exit door, go to the switch on the E wall and save your game. This is a tight timed run if you want to get the last secret of this level.

 

Tip from Moderator: Before initiating the timed run, move the grated crate in front of the exit door, so you can use it to run and jump directly to the top of the crates in the center of the room. Also, after the monkey swing and shimmy to the alcove, it's not necessary to grab the first sloped ledge. You can jump onto it and jump immediately with a right curve to the next slope, saving precious seconds.

Long Timed Run

 

Do you remember the small grate/door at the very top of this room I talked about? (above the highest ladder). Let’s go up there again: pull the switch and go all the way back up from the top of the movable crate at the bottom to the very top of this room, following the instructions I gave in the last paragraphs and trying to land onto the right corners after the jumps so you don’t need to readjust your position to take the next movement; if you are lucky, the small grate at the top of the last ladder will be open and you’ll go inside a crawlspace.

 

Tenth Secret

 

For a last secret: if you were very fast and the time is not finished, after the crawlspace stand up and go left and through another crawlspace in the corner, quickly use “Alt + Up Arrow” keys to drop into the room and get the SECRET #10: the tenth CRYSTAL and a spare shotgun.

 

The Storage Rooms

 

Go back to the corridor and there’s another crawlspace with grenade ammo, go to the last crawlspace, shoot the grate and drop into a new subway room.

 

First climb the cabin just in front of you near the corner to get the STORAGE ROOM KEY, now go through the S corridor and use it to open the door. Shoot a damned and pick up the desert eagle ammo on the high crate in the SW corner; now move the grated crate in the other corner under the small crawlspace in the N wall so you can climb it and use the desert eagle + sight to shoot the fuse box to the right from the closed door. Go back outside and always to your right when possible to find the open door.

 

Safe Box Puzzle

 

Enter and go left, pull the switch in the corridor to open the nearby trapdoor and drop through; press the switch in the corner to lower the block and go to the N room. For an extra pickup, locate the hole in the ceiling grate in the W side of the room, jump/grab the edge of the grate, pull up and explore the area to get desert eagle ammo. Anyway go down, to the NW corner next to the seat and turn around to face SE, use the desert eagle + sight to shoot the UW wooden barrier and jump into the water hole next to the NE corner; swim always to your right until you can surface in a room with many safe boxes. Press the button to open the exit door and move the safe outside and onto the lowered block, pull the switch to raise the block and go to the N room, open the E door and run up the stairs to the main station area.

 

The Old Penny

 

From the top of the stairs turn left and go straight ahead to the S room just in front of you; enter and go left to find the safe. Now pull the switch to close the W trapdoor, move the safe onto it and pull the switch again so the trapdoor opens and the safe falls; drop through the hole and find that the safe is open now and it released the OLD PENNY. Go back up to the main station area and use the penny in either hole of the cabin where you got the Storage Room Key time ago to get the TICKET, shoot a damned and use the ticket in the E machine just opposite the cabin (the one that is not protected by a barrier; there’s another one in the other side where you can use the ticket too) and cross to the E side of this area.

 

Access to the Laboratories

 

Run down the mechanical stairs and at the T-junction go right to get a large medipack or left to the subway tracks. To your left there is a blocked way with grenade ammo; to your right a damned and his dog; shoot them and another damned appears at your back, pick up the small medipack one of them drops and go to the campfire. To the left there is a closed door with a keypad and to your right a corpse you can drag to get a LETTER with the code; use the code (6891) to open the door and enter the laboratory to finish the level.

 

 

LEVEL 3: GLOOMY ECHOES

 

First Rooms

 

Advance and pick up the shotgun shells in the corner, continue N and you’ll alert two scientists, and at the end of this corridor use the slope to your right to jump back and forth and pull the high jumpswitch in the corner. Go to the opening broken by the scientists to find the open door and pick up flares and 2 X shotgun ammo. Go outside and left to a room with transparent floor through which you can see some items to pick up. Passing that floor turn left and you can see a ladder behind a slope in the W wall; take a running jump over the slope to grab the ladder, climb down to the bottom and find yourself inside a room with deadly goo.

 

Room with Rotating Fire Pipes

 

From the protruding ledge, take a running jump N with a slightly right curve over the slopes to land onto another sloped ledge, slide/grab the edge, drop/grab the edge of the crawlspace below and go inside; climb the ladder and take a running jump NE to the ledge under the big pipes and another running jump SE to the next ledge: rotating pipes with fires in the ceiling are triggered. No much more to explain here, only jump to grab the monkeyswing and swing just when the fires cross and it’s safe to advance; remember that you can save the game in between and in certain corners you are safe. Once you reach the end of the monkeyswing, drop and pick up the LAB ID CARD, climb the ladder, jump back, shoot the scientist, pick up the flares and…

 

If you got all ten Secret Crystals in the previous levels and you want to play the bonus level, continue reading; if not, skip to **

 

Corridors with Moving Lasers

 

Go through the N opening and at the end of the corridor you’ll find a moving laser in the next corridor. Important: remember in this second corridor that you can situate Lara at the very E and W ends against the wall and the moving laser will not hurt you. So from the start of this second corridor wait for the laser to go E, quickly run inside NW with no hurt and run to the very W side of the corridor, roll and wait for the laser coming, when it goes away E quickly run to press the button and go back against the W wall where the laser can’t hurt you.

 

The door is open now so we have to deal with the lasers in the next corridor. There are two lasers here so when the upper one goes away and the lower one comes, take a standing jump over it and quickly run and crawl under the upper laser to reach the N wall where you are safe again.

 

The Office key

 

In the next corridor there is only one laser, but there are crawlspaces so wait for the laser go away E, follow it and quickly duck and crawl to the niche in the left side; pick up the small medipack and wait for the laser go away W and quickly duck/crawl and advance to the next opening to your left. You are safe now, climb up the ladder, go through the crawlspace under the transparent floor you saw time ago and pick up the grenade ammo, the OFFICE KEY and a large medipack. Crawl back to the ladder, climb down and press the button to open the exit door.

 

 

**

In the corridor where you shot the last scientist, press the button to open the next door, jump to the ladder. Climb up and jump back to return to the room with transparent floor; three more scientists are waiting so after the calm is restored you can use your new key on the keyhole in E wall; if not, skip the next paragraph and continue to ****.

 

The Jungle Map

 

Use the key to open the offices and go left to place the ten secret crystals to open the S door. Enter and check the chests of drawers and the showcase to get shotgun shells, the JUNGLE MAP (now you are ready to play the bonus level) and grenade ammo. Go back out and to the E wing of the offices; there are three pedestals with guns, but you only can pick up one of them; check the nearby showcase to get the OCEANIC MASK (important for the final fight with the Boss) and pick up the shotgun shells on the window sill, the flares near the corner and the small medipack in the other showcase. Go out of the office area.

 

****

Run N and left (E), and continue to find the receptacle where you can use your ID Card. In the next room, pick up the large medipack to your right and watch the cut scene; from that position face NW and use the binoculars to read the code on the green panel near the corner (7392); now go to the SE corner near the closed door and climb the W ladder, pick up the desert eagle ammo at the end of the ledge and go back to the top of the ladder; take a running jump E-SE to land into the niche and another running jump E-NE to grab the edge of the E ledge, pick up the uzi clips in the corner and drop/grab shimmy right to pass the broken pillar and continue clockwise to the end of the ledge to find more uzi clips. From the center of this N ledge use the desert eagle + sight to shoot a fuse box high up S to uncover the keypad below. Safely drop to ground floor. Use the code in the keypad to open the N and S doors.

 

N Door – First Research Plug

 

The door closes behind you, pick up the uzi clips in the SW corner and pull the jumpswitch in the SW corner to open the NE door; go there and pick up 4 X uzi clips and a small medipack. Nothing more to do do here so go outside and watch the cut scene. Shoot the Tinnos Mutant and go through the new open door in the NW corner.

 

Explore this room to find a small medipack, grenade gun ammo and uzi clips. Now jump onto the SW fence onto the S window sill, take a jump back, drop/grab the edge of the ledge, drop/grab the edge of the block below. Pull up, but don't take a standing jump NE to the next block; simply take a tricky running jump E-NE to the sloped block, grab the edge, pull up, slide and jump to the next slope and jump again to grab the edge of the next block; pull up, crawl and turn around, drop/grab the ladder and climb down, jump back to the N opening. Advance and pick up the flares to your left, roll and climb the ladder, run E and crawl under the pipe in the NE corner, push the movable block and pull the wheel-switch to dry a small pool in the previous corridor; go back to the corridor and run W to find the empty pool to your right, drop there to pickup the first RESEARCH PLUG; go back to the ladder, climb down and push the button to open the door leading back to the room with the fences; continue E and if you climb the E blocks nothing happens, but if you go through the open door in the corner you’ll trigger a Tinnos Mutant. Anyway go back to the hub room with the receptacles.

 

S Door – Second Research Plug

 

As you enter you note that the water is deadly so jump onto the safe tiles in the right side until you reach the ledge wit the corpse you can drag. When you do it and pick up the ID LAB, a head-wraith appears so quickly jump back to the safe ledges next to the entrance and to the ledge in the W wall where you can use the card to open the door. Advance and run against the fence to jump and grab the edge of the sloped ledge, shimmy to the very left, pull up and immediately jump to the next slope, jump with a left curve to the next one and jump with a right curve to the safe ledge in the corner; from here jump to the S ledge and turn right (S) to shoot the fuse box to turn the water safe; pick up the grenade ammo in the opposite side,  jump into the water and locate the nearby opening in the floor, swim there to get rid of the head-wraith; swim back up for air, pick up the uzi clips in the SE corner if you want and swim N to the shallow waters to pick up the second RESEARCH PLUG; there’s a large medipack in the E side of the room to pick up and shotgun shells near the SE corner before you abandon this area.

 

Once in the room with the receptacles, use the plugs to open the E door and run down the ramp. In the next room a flyby starts showing you the final Boss.

 

Final Boss

 

Draw a heavy weapon and start to shoot him until eventually he is enclosed within a sphere, blue rays come from him and two Tinnos mutants appear; kill them and meanwhile the boss is still inactive, if you got the Oceanic Mask in the secret room you can use it in front of the E opening to clear the way and get access to a ledge where you can replenish your health when necessary. Also, when the mutants die, the opening in the S wall is clear with some pickups you can get now: 2 X grenade gun ammo, 3 X shotgun shells and a large medipack.

 

The Boss will awake after a brief moment so shoot him again until he gets enclosed within the sphere; this time the blue rays will create a couple of dangerous men with torches. Kill them quickly and when they die, the opening in the N wall is clear with some pickups you can get now: 3 X grenade gun ammo, 2 X shotgun shells and desert eagle ammo.

 

The Inca Mask

 

The Boss will awake after a brief moment so shoot him again until he gets enclosed within the sphere; this time the blue rays will create a giant head; ([Note]: If you get out of desert eagle ammo there is always a desert eagle ammo nearby, they will reappear as pickup thanks to ocb code. Thank you, OverRaider. [End note]), quickly shoot his eyes using this gun combined with the sight. When you destroy him the Boss will awake for a last time, and when his life bar runs out he will explode. Now you can take a running jump onto the central ledge where he was and pick up the INCA MASK. A small earthquake starts and the entrance door opens; now your goal is to go all the way back to the very beginning of the level, back to the subway station.

 

The Escape

 

In the first corridor the swinging fire pots and the spikes are now active so try to time them the best you can (sprint when the spikes are off) and beware of the poisonous darts at the end. Continue and eventually another earthquake starts, in the next passage a Tinnos mutant will attack and at the end of this area a giant cylinder will roll to smash you. Continue to discover that the door leading to the subway is now open, advance and if you didn’t get the Jungle Map the game ends here, but if you got it watch the flyby and find yourself in…

 

 

LEVEL 4: SECRET OF THE JUNGLE

 

The Crowbar

 

From the starting position, turn left, go W and pick up the flares next to the pile of wood (remember this place for later), continue W and S, shoot the serpent and climb the blocks to an upper part of the jungle. Advance a bit NE and search the N side of the first tree trunk you find to tear the CROWBAR with your hands.

 

The Torch

 

Now go E over the tree branches, then S and finally jump SW to the base of a green tree; from here take a standing jump E over the slope and from this triangular tile take a long running jump SE onto the top of a greenery, slide E to the very bottom and go N, you'll find a high tree trunk and a lower tree trunk (shoot the tiger). The small tree trunk is movable, move it three times E so you can climb it and get to the top of the higher tree trunk; now take a running jump S to grab the edge of the gray protruding rock. From here approach to the SE corner and take a running jump S-SE to grab the liana hanging from the ceiling, it will break and several torches will appear on the floor.

 

The Flint Stone

 

Leave the torches where they are for now, shoot the tiger and now go back up to the top of the higher tree trunk as you did before, this time take a running jump N-NW to grab the rope and swing N to the gray rock attached to the wall, use the crowbar to pry the FLINT STONE and drop to ground floor. There’s a serpent near to shoot and next to it a small medipack to pick up. To avoid backtracking, go back S to pick up a TORCH, return to the place with the dead serpent and slide down to the starting area.

 

The Steel Pipe

 

Now go S and after a short walk locate the crashed quad to your left, drop the torch for a moment and use the crowbar on the quad to get the STEEL PIPE. Retrieve the torch and go back to the place where you saw the pile of wood when you were starting the level (do you remember? Run N and W). Approach to the pile of wood, open the inventory and combine the Flint Stone with the Steel Pipe to form the FIRE MAKER TOOLS; don’t try to use it with the action key, but use it from the inventory and watch the cut scene.

 

The Rolling Boulder

 

Light the torch and go all the way back up to the upper part of the jungle like you did before (it's possible and easy using the gray blocks), once up go again E over the tree branches, then S and finally jump SW to the base of the same green tree as you did before. This time take a running jump SW to the gray rock and run up W to find a boulder; use the torch in front of the boulder to burn the wood and release it; watch the cut scene.

 

The Golden Monkey

 

Make your way to go down to the lower part of the jungle and go S to locate that passage, cross to the other side and pick up your prize: the GOLDEN MONKEY from the plinth. Go back to the parked quad to finish this extraordinary adventure.

 

December – 12 - 2020