FORBIDDEN PLANET

 

Level by Franky

 

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

 

 

After the opening FMV featuring a clip from the 1956 movie, Lara begins at the foot of a gangway. Go on up and you'll be transported to a control room. Follow the NW passage around to a jump switch that opens a trap door over a ladder in the opposite SE corner. Go there and climb the ladder, back flip into an upper room and go toward the W door that opens upon your approach.

 

Follow the passage to another door that opens to an office area. Turn left and pull the first shelf toward the doorway (or pull it from the wall). Go around it to pick up the flares it was covering, then pull the next shelf in the same direction. This one was hiding the CROSSBOW. In similar fashion, the third shelf hides the CROWBAR. Go across the room and find a large medipack and explosive arrows under two of those shelves. When you've finished gathering all the pickups, go up either gangplank (or climb the SW pole) to a lounge area. Go around to the S door that opens automatically and enter a hallway with a number of side rooms.

 

The first four are empty, so take the third left and shoot the gourd in that room for the PORTABLE DATA bearing the code 2021. The room across the hallway is empty, so continue S through the next door into a control room. Run past some missiles to the center of the room, turn right there and shoot the right side of the control panel. Enter for SECRET #1, take the device (which I won't mention again) from the plinth and then shoot the plinth itself for a large medipack. There's nothing else to do here, so run N back down the hallway and loop around left when you reach the lounge to that pole you noted earlier in the corner. Jump to grab it and climb up to back flip into an upper room.

 

Go through the N passage and an automatic door into the Commander's Room. Go to the not-so-private toilet facilities, turn around and jump up to activate a jump switch for a cut scene of a closed door. Exit to the passage, turn left and then right to find the door shown in the cut scene. Enter the code 2021 into the keypad and press the star key to open the door, but don't enter yet. Instead, turn around and turn right at the wall into another control room.

 

The red laser turns off as you approach, so enter and turn left to find a pushblock. Pull it three times onto the distinctive tile, go around it into the passage for SECRET #2, exit and loop around left into the adjacent control room. Turn left and stoop down to pick up the REVOLVER on one side and revolver ammo on the other side. Return to the keypad and now you can enter the room. Hop into an alcove just past what looks like a floor trap door for the ROVER KEY and pull down the wall switch. Hop down and step into the beam that has appeared in the "trap door." A film clip from Forbidden Planet is triggered, showing the advancing footprints of the invisible Id Monster on its way to the spaceship where the crew is sleeping.

 

Lara is transported to an outdoor area, so run S to find the nearby Space Rover and get in. Turn around, run over the approaching Tinnos monster (may be stuck in a nearby mound) and drive S to a ramp going up to your left. Follow up, across and down, turn left and continue driving N until you reach another ramp at the left corner. Drive up this one as well, park at the top and get out. Run back S along the ledge until you reach the row of tiles you see in the lava pool down below to your right. Float down a gravity well onto the tile jutting from the wall and take jumps along the other tiles until you reach the far tile with the UNIVERSAL CD. Return to the first block and use the gravity well to jump up and pull out.

 

Follow the ledge past the Rover, turn the corner and continue E and then S to an opening that leads to a lower ledge. Hop down and continue S to a seemingly impossible gap. However, an antigravity field allows you to jump across safely, giving you access to a wealth of pickups: a second UNIVERSAL CD, the LASER SIGHT and 2 x revolver ammo. Drop to the ground and find the nearby receptacles for the CDs in the W wall. Insert the discs to open the huge double doors between them. Go inside and push a button to open the next door, proceed along the colorful passage and push the button at the end to open the door to a pool room.

 

Shoot the tiger to your left, note that the alien deer sound just like our horses and jump into the water. Pull an underwater lever in the middle of the N wall, flip turn and swim across the pool into the S opening where a gate was lifted. Follow the passage to a corner shaft, ignore the side branch (dead end)and swim up to surface. Pull out W, go around left for poison arrows and push the block to reveal the SHOTGUN and a wall switch that opens a door back in the pool area. Go around right and pull the next pushblock to reveal a large medipack. Jump back into the water, swim down and return to the pool.

 

Pull out and go to the opened door in the W wall. Enter what appears to be a waiting room and go to an unmarked pushblock in the S wall (the only one that doesn't react to the pulsating lights). Pull it into the room and push it aside. Enter the revealed passage and pull the wall switch at the end to open the W door in the waiting room. Go there, continue past the next automatic door and shoot two Tinnos monsters approaching you from the other end of the tunnel.

 

As you go down the tunnel, a force field prevents you from approaching the first door to the left. The next door on the right isn't automatic, so continue along the tunnel and around the corner until you hear the sound of footsteps. Sure enough, as you approach the door at the end, it opens to release two more Tinnos monsters, so beat a hasty retreat to give yourself some fighting room before entering a huge hanger. Note the jutting ledges with poles bearing a translucent disc. Shoot all four, although it's not clear what if anything this accomplishes (other than to allow you to climb poles to nowhere), and find a pushblock in the W wall not far from the SW corner. Pull it back and push it aside to reveal a short passage with SECRET #3.

 

Reverse roll and run E along the connecting walkway to find another pushblock. Pull it two times, jump over it into the revealed passage for SECRET #4. Go back toward the first pushblock, turn left and go to the S wall to find a wall switch that activates an elevator in the shaft to your right. Ride the elevator down to the hanger floor and deal with a Tinnos monster. You'll find flares on the floor not far from the middle of the W wall. Go back toward the elevator and look for a colorful block in the W wall. The lower part is a pushblock, so pull it two times and go around it into the passage for SECRET #5

 

Exit, turn left and run N until you reach a block. Hop up onto it, jump up to grab the ceiling and monkey swing the rest of the way to the N wall and release to drop into an opening. Go around and crawl until you can stand up. Pull up onto the ledge ahead, hop down the other side and find another Space Rover. Get in and drive along the marked pathway until you emerge in a containment area for Tinnos monsters. Run off the ledge at a low spot and mow down a half dozen of the creatures from the safety of your vehicle, noting that you must wait for the body of each one to completely disintegrate before you can drive on to the next one. When you're done, park near the NE corner and get out to push a very hard-to-see button in the N wall. Before leaving this area, drive up the larger truncated pyramid, get out and hop into the central hole for SECRET #6.

 

Pull out and drive the Rover up the ramp at the N wall and follow the ledge around clockwise until you leave the containment area and return to the ledge where you hopped down. This is as far as you go, so get out and hop over the ledge, go through the crawl space and return to the hanger. Drop down, run S across the room to the elevator and ride it down further to a lava room. Take a running jump toward what appears to be a tile in the lava, but it rises as you land and apparently activates a gravity well, allowing you to take another running jump and glide along the ceiling until you reach the far wall with a pushblock.

 

Push the block to reveal SECRET #7, then turn around and save your game. Take a tricky running jump slightly SW toward the right side of the pillar to grab the unmarked ladder. Shift left around the corner, climb down two rungs and back flip onto a block. Face the next block W and jump from block to block until you reach an alcove in the S wall. Push the button to lift a cover somewhere. Return to the previous block, face W, jump up to grab the ceiling and monkey swing along the track, release at the end and follow the ledge around to the elevator. Ride it all the way up to the highest level and run forward to the entrance opening in the W wall. Follow the tunnel until you reach that closed door you passed by earlier that wasn't automatic.

 

It's now open, and just beyond it is a bonanza of 4 x revolver ammo, another LASER SIGHT and a spare REVOLVER (do we think there might be trouble ahead?). Push the button to open the next door and step inside the next area to face a sentry gun. Don't hop back into the passage or the door will close and will no longer respond to the button. Turn right and sprint to a trench near the SE corner and duck down so you'll be safe from enemy fire. Crawl N as far as you can, stand up and shoot the green eyes of the skull monster to destroy it, then shoot the canisters on the two sentry guns to eliminate them as well. Quickly run to the N door, which is on a timer, and go inside for SECRET #8.

 

Push the button twice to get back out, run across the room to the exit door, push the button there (again, twice) to open the door, turn left in the tunnel and then take a quick right to find that the force field that was blocking your way to the door is now gone. Enter the control room, shoot a Tinnos monster and loop around left to find the cover that lifted in the cut scene. Push the exposed button to activate a transporter beam (next to the one that seems to have malfunctioned) and step inside to finish the level.