AREA 51 REDUX

 

Levels by Ruu11

 

Walkthrough by José

 

 

LEVEL 1 – AREA 51 REDUX

 

Lara starts this adventure enclosed in a cell; climb the window sill to pick up the small medipack and the exit doors will open, but a guard is alerted too. Quickly run out and to the end of the passage, pull the wall switch to open the door of the armory and enter to get the PISTOLS; pull the wall switch to re-open the door and dispatch the guard. Press the nearby button on the green wall to raise the small grate, go into the crawlspace and in the next room pick up a large and small medipacks, flares, shotgun shells and a rocket; go through the next crawlspace. Light a flare and continue crouched down while the moving laser goes over your head; for an extra pickup, turn left and go through another crawlspace to get a large medipack, time the laser to go back crawling to the small depression and when the laser goes away stand up and run to the ladder.

 

Climb up two ladders, go through the next crawlspace and shoot another guard. Pull the wall switch in front of the entrance to open the double doors and release a prisoner. The opening at the other side of the corridor is protected by lasers, but there is a crawlspace at middle way to your right; go inside, pick up 2 X uzi clips and continue to find yourself at the other side of the opening; to get the rocket jump over the laser barrier and go back crawling under it, continue up the ramp, shoot another guard and pick up the small medipack he drops; advance, pick up the shotgun shells on the small box and continue to pull a switch and fall into the outside area.

 

Shoot the guard and explore the corner behind one of the big ramps to get 2 X uzi clips and shotgun shells; near, in the recess in front of the pit there is a rocket. Now advance counterclockwise and climb the rocks next to the gallery where the prisoner is roaming around to get the SECRET #1: the SHOTGUN hidden under a bush in the corner. Now slide down to the floor and drop into the central pit, go around until you find a wall switch to pull, opening a grate under the grated floor; look for a floor trapdoor in a corner which opens as you walk over it, locate the open grate and crawl inside, go left to find flares and just in front of the flares there is a niche with a wall button, press it to raise another grate in the pit; go there and locate the open grate just in front of you; crawl inside to get the SECRET #2: the UZIS. Go back to the previous crawlspace and this time advance straight ahead until you can stand up; pick up the rocket to your right and walk over the opposite floor trapdoor to fall into a corridor and be greeted by a couple of guards.

 

Now head to the tinted-orange opening and press the button at the end of the passage to open a cell and release another prisoner. This one is not very friendly so you must kill him. Enter into the cell and light a flare to discover a movable block in the right side, push it once and go inside the crawlspace to get the SECRET #3: a small and large medipacks. Go back outside, to the corridor with the open trapdoor and continue to the purple-tinted opening.

 

Before you reach the T-junction note the crawlspace to your left and go inside, pick up the small medipack and uzi clips, go outside and turn left, run down the ramp and left again to engage two guards. If you’ve played TR3 sure that you recognize this area so go through the opening to your right and the double doors will open, shoot the guard and press the button to raise the grate in the other side, crawl until you can stand up and cross the laser barrier (no harm) to activate the alarm and alert another guard. Run up the ramp and go right at the junction, once in the silo with the big rocket shoot the guard in the opposite catwalk and jump there to pick up the MISSILE ROOM CD he drops. Nothing more to do here now, so go back to the ramp and directly to the missile room; pick up the rocket near the entrance and drop to the bottom of the room.

 

Place the CD in the computer near the corner to raise the missiles, climb the ledge where they were and take a running jump to grab the long ladder with the small slope at its bottom, climb up to the top, jump back and quickly shoot the guard who is waiting above; when he dies, he drops the HANGAR ACCESS KEY. For a secret: there’s a hole next to the ladder near the corner, aim with the shotgun to shoot the grate in the wall and jump there running off the edge of the ledge, light a flare and turn right to pull a wall switch which will stop the crane if you want; go to the other side of the dark corridor and climb down the ladder to get the SECRET #4: the ROCKET LAUNCHER (it looks like a grenade launcher). Go back up to the broken grate and for more extra pickups run and jump to grab the high platform and jump from ledge to ledge to the other side of the room to get a small medipack in the corner; from the other side of this ledge drop onto the platform with the crane and pick up 2 X uzi clips. Anyway use the smaller ladder in the corner to go back up to the entrance and run up the ramp again to the silo with the big rocket.

 

Drop down to the bottom and go through the only opening, ignore the hole with the ladder to your left and continue to the end of the corridor where you can use the key you have got moments ago. You are now in a sort of subway station; shoot the guard and pick up the small medipack and the desert eagle ammo on the ledge in front of the entrance. The door at the back of the room is closed, so go to the opening left from the entrance and drop down (beware of the train tracks, they are electrified). Go left to the corner and climb the ladder to a recess with a button you can press to move the train; go back down and climb to the top of the train, light a flare and look up to see an opening in the ceiling; jump/grab the edge above, pull up and advance a bit until you see a grated floor. The first tile is safe but jump over the second tile to avoid falling to your dead. Now time the moving laser and take a running jump to save the pit and cross to the other side of this dangerous corridor.

 

Now drop down from the left side onto a safe ledge, turn right and take a running jump to the lightened platform at the other side of the tracks. Shoot the guard and if you want to get a secret later, drop down onto the bottom of the tracks, crawl under the dangerous railway and press a button* to open a door somewhere (for a secret, later). Go back to the platform where you shot the guard moments ago. Pick up another pair of spare uzis and ignore the wall switch to open the exit door (for later). Turn around and run through the opening in the corner, up several ramps until you find a wide corridor with laser traps. You can easily go through taking running jumps and crawling, and when you turn left run some meters and look to your right to find a button to deactivate those lasers. Continue to a control room where you’ll shoot two guards.

 

From the entrance, turn to the right passage and crawl under the lasers barrier to get 2 X uzi clips. Go back to the central room and climb the central blocks, take a standing jump to grab the edge of the catwalk ahead, pull up and run to the end to find a wall button with the “1” sign above. It’s timed so press it and quickly run back over the catwalk, jump onto the central blocks and jump to grab the edge of the catwalk ahead in the opposite wall, pull up and run to the end to find a wall button with the “2” sign above; press it and run back to ground floor and through the open doors before they close.

 

In the next room turn right and go to the corner to find desert eagle ammo and uzi clips; press the nearby button to open doors leading to the outside area if you want. On the lateral of the gray blocks there are several wall switches; pull only the ones with a green mark (three) to open gates somewhere. There’s no need to go back to the first outside area, so go to the corner next to the blocks with the switches and go up the ramp to open the exit door. A guard awaits below, so take care of him and go back the way you came to the previous corridor where you pressed the button to deactivate the lasers. Just in front of the button you’ll find the open gates.

 

In this UFO area turn a bit to your right and run diagonally to find a long ladder near the corner, climb up almost to the top and jump back onto the metal ledge; now start jumping clockwise from beam to beam until you see a metal ledge below (just over the entrance), drop there, pick up the small medipack and safely drop onto the top of the UFO to get the LAUNCH CODE PASS. No more to do here at this moment, but if you want you can look for the next secret now: slide to the floor, climb the long ladder again and take a couple of jumps as you did before but this time not so far; stop in the first corner, turn left and spot a broken grate in one of the walls down below, take a running jump with grab to land inside and time the moving lasers in the corridor to get the SECRET #5: a large medipack and the DESERT EAGLE. Go back to the entrance and safely drop down to the floor.

 

Anyway exit this area and go all the way back to the subway, now it’s time to use that wall switch to open the door creating a shortcut to the other side (pick up shotgun shells on your way). For a secret: once you are in the other side of the subway, drop onto the tracks pit and crawl to the other side, look for a ladder near the train and if you pressed the button* in the other side of the subway the door at its top should be open giving access to the SECRET #6: a small medipack, 2 X rockets and another rocket launcher. Go back to the entrance of the subway.

 

Retrace your steps up the ramps and this time drop through the hole with the ladder you ignored earlier, open the door to get access to the very bottom of the silo and use the code pass to raise the cover of the button, press it and quickly sprint to take refuge into the next room. Once the calm is restored pull the wall switch to open the exit door and go back to the ladder, climb back and continue to the upper part of the silo. Climb up the ladder in the corner to reach the first ledge, turn around the corner and take a running jump to the other ladder (the missile opened a trapdoor above it) and climb to the higher ledges. There’s a large medipack in a corner on a small ledge; climb the next ladder to the very top of the silo where a guard awaits; kill it, pick up his small medipack and pull the switch to open the opposite doors.

 

Continue and go inside the crawlspace, you can use the “sprint” key to crawl faster and stand up to jump over the moving laser. Once out of the crawlspace pick up the flares and the shotgun shells and continue until you reach an outside area. Take out all the resistance and climb the grated pillar where one of the guards was to get the AUTOPSY ROOM CD. A trapdoor opens in the floor providing a shortcut to the UFO area. When you are there run straight ahead to the opening opposite the entrance and look for the computer to your left to use the CD. The door in this room opens; enter the autopsy room and press the button in the corner near the entrance to open the next door; go the way the alien followed to find the aquarium.

 

Go all around the glass walls to the very end and pick up the rocket; shoot the grate above it and continue through a dark crawlspace timing the laser until you reach a tile where you can stand up; climb the ladder and advance to find a water hole, jump into the water and try to avoid the shark to pick up the UNKNOWN KEY in the center of the aquarium. A camera shot shows you where to use it so you know what to do: take all the long way back to the last outside area the way you came; the crawlspace, the aquarium, the UFO area, left to the corridor with crates, the room where you did the timed run to open double doors, left to the passage with the open double doors and finally up the ladder to the outside area. Look for a shootable grate in one of the walls you can break and continue to find the receptacle for your new key. Enter in a room with a small pool; this time shoot the cover of the button and press it to trigger a final flyby and finish the level.

 

 

LEVEL 2 – EXTRATERRESTRIAL (BONUS LEVEL)

 

You can’t restore the normal camera with the “look” button so go out of the tile and back to pick up a large and small medipacks. Go through the nearby opening with the small steps and pick up the flares in the corner, alerting a bunch of small scorpions. Continue through the dark passage to find a deep pit, take a running jump to grab the edge of the block in the left side and pull up, jump into the water, pick up a rocket and light a flare to look for an UW switch in a dark corner you must pull to open a door somewhere. Go out of the water, take a running jump over the deep pit (from the right side) and locate the open door in the wall to your left. Enter, pick up the small medipack from the plinth and turn around to see the ladder; climb it, time the popping spikes and go through the crawlspace, drop at the end into a new room and shoot the enemy.

 

The glass pipes next to the walls are shootable; in one of them there are uzi clips and in another one a wall switch to open the exit door. In the next room shoot the glass pipe in the corner to get a small medipack, pick up the rocket on the small crate and locate the movable block in the corner; pull it once to reveal a dark crawlspace in the corner, go inside and go right at the junction to get uzi clips; now crawl to the other side and stand up into a well lightened room to shoot an enemy; pick up the desert eagle ammo near the chairs and the nearby door opposite the entrance opens as you approach so light a flare and advance, turn around and climb up the ladder.

 

In the next room shoot another enemy and pick up a desert eagle and the DETONATION TAPE from the shelves. Soot the grate next to the hole entrance and press the button to raise a block in the previous rooms. Go back there: down the ladder, through the crawlspace, to the room with the movable block and through the corridor with water. Climb that block and note that there are two ladders; for a secret climb the ladder to your right and go inside the crawlspace to press a button to raise a grate somewhere. Go back down to the main room, to the room with the movable block and into the crawlspace to your left to get the SECRET #7: a rocket and the uzis. Go back to the raised block and this time climb the ladder to your left, go through the crawlspace, time the spikes in the corridor and climb down the ladder to go back to the starting area.

 

Now go again through the nearby opening with the small steps and continue through the dark passage to find the same deep pit, take a running jump to grab the edge of the block in the left side and pull up; use the detonator on the receptacle to your right and head to the pool; shoot the serpent and jump into the water, swim straight ahead through the opening and surface in a new room inhabited by dangerous fireflies. There are some vases in a corner you can shoot to clear the way and get the SECRET #8: another rocket launcher. Back in the main room locate the movable block and pull/push it in front of the closed door, climb it and jump to pull the jumpswitch over the door to open it.

 

After the flyby you already suppose what to do: of course, climb to the top; so start by climbing the block to your left and take a running jump to the first ledge, another jump to the ledge with the lamp and another one to the ledge with the rocket. Jump from the side with the hanging plants to grab the edge of the ledge above, pull up and shoot the giant bug, jump to grab the monkeyswing and move yourself to the opposite wall, drop/grab the edge of the ledge below and pull up. Turn around and jump to grab the plants above, climb and shoot a couple of fireflies, jump to the ledge with the desert eagle ammo and the small medipack, go to the opposite side of the room and jump to grab the ladder, climb up and pick up the flares in the niche. Now light a flare so you can see the invisible floating ledges, jump from ledge to ledge until you reach a solid one above with hanging plants, jump to grab them, climb and pull up.

 

Shoot the giant bug and time the fire on the next ledge to jump/run and jump without stop to the next one, one more running jump and a final angled standing jump to grab the ladder. Once up turn around and jump onto the dark floating ledge, the camera angle changes; take a running jump to the small triangular ledge in the darkness and another jump to the ledge with the ladder; climb up to the top and take a backflip with twist to grab the edge of an invisible ledge at your back, pull up and take a running jump to grab the edge of the slope attached to the wall, shimmy left almost to the very end, pull up and jump back and forth to grab the edge of the ledge above.

 

Now grab the monkey climb and swing to the center and to the right, drop onto the ledge with the switch and pull it to deactivate the spikes in the other side of the room. If you want an extra pickup you can drop onto the ledge below and get a large medipack, jump to grab the floating sloped block (the sides are climbable) shimmy right around the corner, pull up, slide and jump to grab the ledge you came from. Anyway grab the monkey climb again and swing to the ledge with the deactivated spikes (drop/grab the edge), jump back and forth onto the slope to grab the upper ledge and finally pick up the EXTRATERRESTRIAL STONE. You’ll fall into the pool below, and when you go back to the previous room a camera shows a grate rising in the starting area; so go back there the way you came.

 

When you arrive, turn right and advance several meters to find the opening in the right side, near the orange sphere; enter and pick up uzi clips and shotgun shells in the small hole, continue to the green pool with toxic waters and shoot the serpent if you want, grab the monkeyswing (difficult to grab, from the edge take a jump back and try it from the very right side of the tile) and swing to the other side (when you are in the middle of the pool turn left) and when you are safe shoot several fireflies. There’s a closed door here so take a running jump to the opening in the other side of the pool and pull the switch to open it; jump back there and in the next room a bunch of small spiders will attack.

 

Continue climbing some blocks and pick up uzi clips in the small pool, press the button on one of the green walls and go to the entrance, jump and grab the ladder, climb up and in the room above you’ll be greeted by several aliens. Once the calm is restored light a flare and look for a high opening behind a sloped rock in one of the walls, use the slope to jump back and forth and grab the edge, advance through the dark passage and climb down the ladder at the end. In this new room jump into the pool and follow the only possible way until you find a FUSE floating among waters; now swim through the opening in the nearby green wall, time the spikes in the passage and surface in a room where you’ll fight with another alien and place the fuse in its receptacle. The energy is restored somewhere so go all the way back to the room where you found the first aliens: jump into the water, swim back to the room with the small pool, use the sloped rock to reach the high ladder and continue through the dark passage. In this room there is a wide ramp leading to a purple-tinted room; this is the room where the light came on when you placed the fuse, step on the teleporter to be transported to another area.

 

Jump to the safe rocks to your right and to the crack in the far wall, shimmy left timing the fire emitter and use the next safe rocks to reach the plinth with the SPLITTED DIAMOND, jump back to the previous rocks and up to the big opening in the wall. Jump to grab the monkey climb and swing to the very end timing the fire emitters on your way, jump to the ledge to your left to get a small medipack and uzi clips, from here several running jumps to the safe rocks (beware of the broken fences) and from the last one take a running jump to the opening in the wall; time the spikes to jump over the pit and pull the switch to raise a grate somewhere.

 

Go back outside and jump from rock to rock to the corner with the fire emitter on the small island; from here turn right and take a running jump to the sloped rock, slide and jump to grab the edge of the opening in the wall, go through the crawlspace and when you can stand up a couple of giant bugs attack. Don’t even try to pick up the gem (look to the base of the pedestal), but jump to the blocks in bot sides of the room and pull two jumpswitches to deactivate the spikes (after pull them, slide and jump back onto the blocks). Once you pick up the second EXTRATERRESTRIAL STONE, a teleporter is activated taking you back to the starting area of this level.

 

Run straight ahead to the red sphere in the back of the room and find the new open grate to your right. Go inside to find another pool. Jump into the shallow waters, run to the end and turn around, walk ahead and jump back and forth to grab the ladder above; climb to the top, hoist up and jump back to land onto a flatter ledge. Take a running jump to grab the next ladder with the plants and climb to its top; roll, take a running jump to the left or right sides of the opposite ledge and finally take a standing jump to the next room.

 

Advance and jump onto the next ledge to trigger a couple of giant bugs; pick up the large and small medipacks, drop down and go through the opening to your left; time the teeth doors and when you reach the niche with the blue light, turn around and locate the ladder to climb up. When you pull up, quickly drop down and run ahead to avoid the rolling boulder. Climb up again and run up the ramp to get the second SPLITTED DIAMOND. Go back down the way you came, through the teeth doors and to the previous room; jump onto the block in front of you and combine the splitted diamonds to form the ICY DIAMOND; place it in the receptacle to break the ice barrier to your left.

 

The wall switches to open the next door are too high, so look for a movable block attached in the wall to your left so you can pull them. In the next icy room shoot several fireflies, climb the block in the corner and jump to the higher ledge so you can take a running jump to grab the ladder over the entrance, pick up the small medipack in the niche and continue to a dark room; pick up the large medipack from the plinth, press the button to open the opposite door and save your game. In the next area with the pool the door closes and a cold bar appears so, quickly take a running jump to the left side of the pool (shallower), pull the floor lever, roll and sprint through the pool (Lara will keep sprinting even in deeper waters) to go out of this room. Now make your way to go all the way back to the starting area the way you came.

 

The next open grate is to your left, run almost to the back of the room and left again, near the orange sphere. Advance and jump into the water, swim straight ahead until you find a hole in the ceiling and you can surface; climb the octagonal opening to trigger a flyby. Climb down the ladder and shoot an enemy, go to the corner he came from and look for an opening with a grate, shoot it, enter and pull the wall switch to deactivate the spikes. Go outside and climb the ladder under the spikes; from this safe position shoot a couple of enemies roaming around in the next pool; now jump to the left and right sides of the broken gray bridge to pull a couple of jumpswitches which will open the next door.

 

In the room to your left you need a card, so go inside the room to your right and pull the jumpswitch next to the alien to open the ceiling trapdoor at the top of the ladder. Climb up and in this dark room if you run diagonally to your right to find flares near a corner a beast will appear. There is a small medipack behind a small crate too. For a secret: light a flare and locate the movable block in the opposite corner and the high button in the same wall between two crates; move the block there so you can press the button to raise a grate somewhere (in the next room). Anyway, go to the corner near the button and look in the wall for a grate to shoot, pick up 2 X uzi ammo and enter; locate the raised grate to the right of the panel with the hints, in the dark corner, and crawl inside to get the SECRET #9: a large medipack.

 

The panel gives you the hint to obtain the code to use on the keypad in the left side; according to that hint the values of the letters are H=8, D=4 and Z=26 so the code will be 8426. Insert this code in the keypad to flood the pools outside and shoot the beast that will appear. Go back outside shooting another beast on your way and jump into the first flooded pool, climb the middle ledge and jump into the second one; locate the UW lever to the left of the ladder under the entrance of this area, pull it and swim back to the middle ledge separating the pools, jump into the other pool and swim to the corner to your left to find the new raised grate.

 

Swim through and surface in the next room; go out of the water and shoot a couple of enemies, shot the big glass vertical pipes in one of the walls to get a large medipack and use the green stones in another wall to open the next grate. Enter and if you go up the ramp to your right you’ll find 2 X uzi clips; go back down and up the other ramp you’ll find a new room with 2 giant bugs. For the last secret: in this room look for a jumpswitch hidden behind the hanging plants on one of the gray pillars attached to the corners. Continue to the very end to pick flares and a rocket in the dark room; back in the corridor with the small pool use the small slope to take a standing jump and grab the edge of the floor above, pull up and run straight ahead to the recess with the card. After the flyby a couple of guards will appear, so dispatch them and finally pick up the DIAMOND CARD. If you pulled the jumpswitch in the room with the giant bugs a small door in this area should be open; enter and get the SECRET #10: 2 X desert eagle ammo.

 

You already know where to use the card, so go back to the big room with two pools, to the gate opposite the entrance (jump from the broken bridge) and to the room to your left. Place the card and the nearby grate will raise, go through the dark crawlspace and climb at the end to find yourself inside the UFO. When you pick up the ALIEN ARTIFACT from the plinth an army of aliens will attack; kill them all or try to avoid them two minutes until the trapdoor next to the pedestal opens; once opened, jump into the water and swim until the level changes.

 

 

LEVEL 1 – AREA 51 REDUX (Revisited)

 

You are now in the room with the small pool where you finished the first level. Note the receptacle for a card and the button now protected by a solid cover. The door is still open so run up the ramp and watch the cut scene. When you get the control of Lara again pick up the ELECTRIC FENCE CARD and go back down to the room with the small pool, use the card to de-electrify the fence; go back outside and climb the grated pillar, take a running jump over the fence and the level ends.

 

November – 8 - 2021