INTO THE DEPTHS OF SPACE

 

Level by Feder

 

Walkthrough by Phil Lambeth, with the help of Doggett TV's video walk

 

There are two interconnected levels, both of which bear the same name.

 

Level 1:

 

Lara begins weaponless in her quarters aboard a spaceship. Push the button to open the door, exit to the hallway and turn right. The door to the next room opens as you pass by, occupied by a beefy, knuckle-cracking colleague who offers no protest as you go past him and rob him of a small medipack and flares. Exit this room, turn right again and follow the passage to a wider hallway where another colleague is standing idly by. When you approach him he runs away, so use two buttons to open the doors to two of the rooms in this hallway. In one is desert eagle ammo on the upper bunk, in the other is a closed grate in the upper corner that's opened with a wall switch in the room directly opposite this one (where the door was already open when you arrived).

 

To reach the opening, pull up to the top bunk and stand jump to grab the ceiling. Monkey swing across the room, drop to grab the crack, shimmy left and pull into the crawl space. Drop down the other side into a room with no button outside and take the CAPTAIN'S KEYCARD from the lower bunk. Push the button to get outside and go back the way you came, past your own room to a dead end with a receptacle for your keycard. Use it to open the door behind you and pull up into a passage as the door closes once more.

 

Run forward into a hub room, note the closed central trap door and go right into a storage area with one of those contraptions that slides back and forth. Follow the railed walkway past the sliding contraption where there's no railing, run off left onto the highest crate and hop from crate to crate to the floor. Go to the opposite corner, hop into an opening created by the crates and pick up the small medipack. There's an obvious floor opening near another corner of this room, but let's save that for later. On the same side of the room where you dropped down, there's another hole surrounded by crates. Drop down there and enter the crawl space that brings you to a lower passage.

 

Go around the corner, down the ramp and loop around left to find a steaming passage. As you approach the rocket the alien revives briefly and breathes poisonous gas your way, so hop back out of danger and wait for him to lapse into unconsciousness once again before picking up the rocket and leaving. Go up the nearby steps and pull up straight ahead in front of a pushblock. Push it one time, go around the other way into a corridor. Push the button to open the door to your left. Step into a short hallway and move the pushbock four times to the other side of the hallway. Pull up beside it into the crate room and find a second similar-appearing pushblock straight ahead of you near the opposite wall.

 

Move this second pushblock onto the first one, get up onto it and pull up into the high alcove. Pull down the wall switch inside to open a door in the control room above you. Hop down to the floor, climb the blocks on the other side of the room and jump to grab the walkway with the swinging contraption, pull up and return to the hub room. Turn right and then right again to go up a ramp and turn left to find the door you opened with the wall switch. Follow the passage to a control room where you'll find the ARMORY KEYCARD on the floor.

 

Return to the hub room, turn right and place the Armory Keycard in the receptacle  to lift the cover from the button to your left, which in turn deactivates the lasers blocking the passage leading to the armory. Angle to the left when you reach the large storage area, where Lara's attention is drawn to a stained area on the floor, and continue to the back wall into a small side room. Pull down the wall switch to open the door to the armory near the stained floor. Run past a crippled (sorry, a special needs) alien before it has a chance to poison you with its breath, stock up with the MP5, 2 x MP5 ammo, a large medipack, desert eagle ammo and the PISTOLS (when you pick them up the central trap door in the hub room opens).

 

Kill the alien and go to the far left corner of the storage area. First, search the quadrant to your right for flares, then shoot the grate near the side room and vault up into the passage for SECRET #1. Grab the health crystal and rocket at the end of the passage and return to the hub room . Climb down the ladder in the central shaft and drop down to the lower section of the spaceship. Pick up the nearby flares, vault up higher and turn right into a green-tinted passage. Follow down a ramp and shoot the grate to gain access to the next room. However, there's deadly barbed wire directly below, so take a running jump with grab to glide into the area with the crate (actually a pushblock for later use).

 

Act as if this were a crawl space and lower Lara into the barbed wire field. Hit the roll key as Lara is being lowered to avoid being impaled. Walk over to pick up the ELEVATOR CIRCUIT, then walk back, pull out and take a running jump over the barbed wire into the opening. Go back to the main hallway and go straight across into another green-tinted opening. Loop around right and pull up into a higher room with dangling wires. Pull up near the wires into a crawl space and follow to an opening. Lower Lara into a short passage and arm yourself with the MP5. Stand at either end to draw the attention of the unseen special needs alien in the the room below, run to the other and drop down, then quickly shoot him before he can breathe on you. Pick up the small medipack, place the Elevator Circuit in the fuse receptacle and pull down the wall switch to lift a nearby grate.

 

Pull up into the crawl space past the opened grate and drop down next to some machines near the main hallway. There's a steaming hole between the machine that contains MP5 ammo. Return to the main hallway and go down to the barbed wire area to find that the elevator has risen to create a smooth, safe surface. Pull back the pushblock to reveal a wall switch that lifts a door somewhere. Go back toward the main hallway, but wait at the green-tinted steps near the entrance for two special needs aliens to arrive. When they're dead, turn left into the main hallway and look right near the end to see the opened doorway.   

 

Run through the passage and draw your MP5 as Lara drops through a trap door that opens under her feet. Allow Lara to slide into a room below, but immediately upon landing open fire on two special needs aliens that are crawling toward you. Enjoy the view of Earth through the windows, approach the nearby teeth doors and carefully time a run past them to the edge of a deep shaft. Hang from the edge, shimmy right to the corner and drop down to a safe area that's free of barbed wire. Walk through the barbed wire, drop down into the hole and enter the crawl space for SECRET #2. Grab the health crystal, the small medipack and the MP5 ammo at the far end, crawl back and pull out into the barbed wire field.

 

Walk to the ladder, mount it with action and up arrow keys only and climb the deep shaft to a double alcove. Pull out and, since you can't shimmy around the corners in TR3, save your game and jump to grab the crack in the adjacent wall. Shimmy right and release to grab the alcove below. Pull inside, pull down the wall switch to raise a trap door somewhere and jump back up to the double alcove. Turn around and jump to grab the facing ladder. Climb up a bit, take a rolling back flip to grab the next higher ladder section, and this time climb all the way to the top and pull up into a passage.

 

Follow around to a door that opens automatically, step out into a connecting passage and go right to a room with a grated floor. Enter the alcove and pull up left into the familiar main hallway. Go straight across into the other passage, climb the ladder at the end, shift right and drop down into an upper passage. Enter the crawl space and drop down the hole on the other side into a circular passage guarded by a giant spider. She can be stunned for a time but not killed, and since she's rather slow-moving you might be better off to save your ammo and just try to outrun her.

 

As you're going around in circles, pause for MP5 ammo and desert eagle ammo. When you've put enough distance between yourself and your pursuer, pull down the wall switch to open a door behind you, jump up the slope and fall down the deep shaft into some water. Allow the current to carry you along to a level change.

 

Level 2:

 

The current carries Lara further into a flooded section of the spaceship that's seemingly infested with whales or sea cows, judging from the ambient sounds. They grow increasingly annoying as the level progresses, but since the sound files are bundled into a single wad file, there's nothing you can do but grin and bear it. Swim straight ahead, locate an opening in the ceiling and swim up for air. Swim back down and loop around right to find another ceiling opening. Swim up and inside the passage to a fixed camera, pull the underwater lever at the end to lift a grate and return for more air. Pull out, climb the block and enter the crawl space. Draw the MP5 when you can stand up, and greet the fully functional alien that charges out of the doorway ahead. At least this one doesn't have bad breath.

 

Enter the room it came from and push the wall button to open the nearby bathroom door and release a special needs alien. Grab the large medipack from the window, enter the bathroom for the DESERT EAGLE and exit to the hallway. Follow around corners past crates and continue making left turns until you reach an alcove with a rocket. Note the lasers blocking your continued progress, crawl underneath the first bank and side flip over the second, pull down the wall switch and go through the opened doorway after noting that the lasers have also been turned off.

 

Ignore for now the ramp going up to your right, walk forward and climb down into the dark room. Grab the nearby flares, note the timed wall switch for later and climb onto the ledge to find a pushblock. Pull it back, get on it and jump up to shoot the grate. Pull inside the passage, go past a closed trap door and shoot the special needs alien that crawls from around the corner. Continue along the passage, shoot another grate and drop down onto the ledge in the next room. Pull the pushblock two times, get on it and jump to the grated alcove for MP5 ammo.

 

Get back down, find a second pushblock on the ledge and push it once to reveal a passage. Loop around left, push the button in the alcove to open the trap door you saw earlier, stay away from the nearby hole with barbed wire in it (the trap door is right above it), and return to the pushblocks in the previous room. Push the first one into the corner, pull the second one two times and get on the first one. Jump into the opening and go around to the opened trap door. Remember that there's barbed wire directly underneath, so run off to your left with grab so you'll glide into the passage below.

 

Go around to the second pushblock and push it two times against the first pushblock. Turn around to see a third pushblock (one you pulled earlier from the other side), and push this one once to create an opening to the room with the timed wall switch. Now that you've cleared the pathway, stand in front of the wall switch and save your game. Pull the switch door to open the timed door, reverse roll and jump onto the ledge with the pushblocks, go around right and take a running jump into the next room and through the doorway in the corner. When you pick up the STORAGE CIRCUIT the timed door re-opens.

 

Don't exit yet, however, but pull up right through the grated ceiling and crawl to a button that opens a door in the main hallway. Return there by going back to the room with the timed wall switch and climbing the ladder to pull out into the hallway. Run straight forward past an opening to your left where you'll soon use the Storage Circuit, take the next left over the crates and find the opened door ahead to your left. Enter for SECRET #1 (3) and pick up the large medipack, rocket, MP5 ammo and health crystal.

 

Return to the alcove with the receptacle, go past it and turn right to go up the ramp into the next room. Press the wall button to close the door to this room and look to your right through the window to note the marked tiles in the adjacent room below. Press the button again to re-open the door, loop around left in the hallway and you can now use the Storage Circuit to open the door. The opened door is in your way, so run counterclockwise along the outer ledge to get to the front of the room. There are five rows of five tiles each in the center of the room, and you have to step only on the five marked tiles you noted in the previous room. Designate the files from left to right A - E and the rows from front to back 1 - 5. Navigate them in this order: B1, D2, B3, A4 and D5. The back door should then open, allowing you to step forward and climb down the ladder to a storage room.

 

Run forward, turn right at the steaming tile into a dark alley and turn right at the wall for MP5 ammo. Go back and follow the steaming tiles through the tunnel where you'll encounter an alien that charges out from your right. After subduing him, light a flare and go where he came from down a dark passage to a new room. Veer slightly right toward a steaming tile, turn left in front of it and turn right just before you reach a covered button. Pick up flares in this dark room, go out and turn right into a passage where colored wires drop from the ceiling to electrify a shallow pool.

 

Jump left over the water and turn left into the opening with more electrified water. Jump onto the block without touching the colored wires, time jumps past the sliding contraptions toward the other side of the room, turn left at the second contraption to shoot the grate in the wall, then jump to the ledge for the BATTERY. Jump back to the previous block, jump into the opening where you shot the grate and pull up into the higher passage.

 

Follow around the corner and slide down to a previous area. Go to the covered button you saw earlier and place the Battery in the nearby receptacle. The cover lifts, so press the button and a remote camera reveals an alien waiting patiently in the room ahead where you found the flares. Draw your desert eagle and dispatch him with ease, since you have the advantage of surprise. Go to that steaming tile you saw earlier and step on it to trigger a trap door. Step into the alcove for SECRET #2 (4) and grab the health crystal and desert eagle ammo.

 

Pull out and shoot another alien, return to the passage with the electrified water, jump over it and climb the ladder in the far wall where a trap door has opened. Take a rolling back flip near the top into an upper passage and continue to a flooded area that's not lethal. Time your way past two sets of teeth doors and the next door opens upon your approach. Turn right, go down the passage to the wall and see that the way to your right is blocked by lasers. Turn left, go past a closed door and turn left into the wide opening to find MP5 ammo behind the crate.

 

Return to the hallway, turn left and left again up the ramp into a control room. Pull down the wall switch to open the door to your left, enter and push the button to open the next door to an armory with the ROCKET LAUNCHER, two rockets, flares and a small medipack. An alien is waiting for you outside, so instead of pushing the button to let him in, locate an opening near the ceiling, jump to grab it and pull up in front of a crawl space. Crawl through, drop down at the end into the control room where the alien's back is facing you. Surprise him with a hail of bullets.

 

Run down the ramp into the hallway and prepare to meet two special needs aliens. After dispatching them, enter the room where they came from to flush out a third alien that was lurking behind. Grab the large medipack in the otherwise empty room and return to the hallway. The lasers that were blocking the passage to your right are gone (and are now blocking the adjacent passage that you came through earlier), so go on through and climb the ladder.

 

Pull up in front of some steps, go up the steps and do battle with two aliens. Go back down the steps, light a flare and look left to see an opening. Take a running jump over the slope into the opening and land in a lower passage. Go up the ramp and into the bridge for SECRET #3 (5). A special needs alien is lurking in the area to your right. Climb the central console for a health crystal and two rockets. Go behind the console and push the button to open a door that provides a short cut back to the steps where you encountered the two aliens.

 

The door ahead has opened, so run straight forward, turn the corner and save your game before sliding down the long slope. Jump off when you near the bottom and land on a circular walkway where one of those immortal giant spiders is waiting for you. This one hurls blue bolts of deadly energy, so quickly run to your right while it's still gathering its forces and pull down the wall switch at the end of the passage. Reverse roll and stun the spider with rockets and desert eagle rounds (if necessary), then run into the opposite passage and pull the wall switch there to lift the cover from a button in a third passage. If you get there in time and push the button, you're safe from the spider but an earthquake has started, signaling a possible self-destruct countdown.

 

Turn to your right and jump into the opening. Go through the passage, loop around left into the next passage and follow to the shuttle bay. As you approach the shuttle to make your escape, the level ends.