CAC ’21 –
FANTOME.
Level by Delca.
Walkthrough by Dutchy.
Saves mentioned in the walk are in this Saves Folder
Wreck of
the Maria Doria.
Machine Room, Circuit
Breakers.
After the flyby Lara got out of the sub (save here), swim through the
tunnel, both leading to the same place. The Machine Room of the sunken Maria Doria. There are barracudas and two Baddies. Best climb out
somewhere far from where the Baddies are (flamethrower) and shoot them. Where
those Baddies were is a container, pull it out of the corner once and get on,
you can now grab the ladder above. Shimmy right along the crack and pull up,
there’s a door here. Shimmy along the next crack to the far corner and find a
lever opening the door a bit back, so go back and get through. Watch out while
you run through the blowers to the end of the walkway and jump over the glass
onto the ledge. Do a trick move (I didn’t find another way, as the ladder down
and contained seemed to be a dead end), hop back and just after Lara passed the
edge of the ledge, press Ctrl to land on the container below. Push it once in
the direction of the crawlspace. Now walk slowly through the glass to the other
end of the room and get a Medipack, Harpoons
and a Circuit Breaker (1 of 2).
Top of the Machine
Room, Circuit Breaker 2
Walk back and get on the container from the floor with no glass and
jump/grab the crawlspace to get into a passage. Coming to a pool, shoot those
barracudas and hop in, notice the trapdoor in the back ceiling and go left into
the tunnel, keeping right and swimming fast… Wow..
That’s a big one!!
Throw the underwater lever in the back and avoid that eel when you swim
back and up left through the trapdoor. Climb up into the passage that says
Fire. Run onto the trapdoor and jump to grab the other side of the fire pit, do
the same with the next trapdoor. You are now in the top of the Machine Room.
Jump left through the gap in the fence to the ledge and follow, hop onto the
slanted metal block (secret?). Hop over the gap to the next and follow with a
jump to the floor at the other end. Throw the lever and jump over the pillars
(not Timed), pick up the small medipack from the first and hop to the second to get Circuit Breaker 2. Turn right and drop
down from that side, turn around and jump over to where you can use the
Breakers.
The Machine Room will be flooded. You can now swim up along the steep
slope between the Circuit Breakers and grab a small medipack there. Swim back out and
left to a wide tunnel (propeller shaft) in the back and in the end go up and
out of the water, throw the lever and side flip right to pick up Uzi clips. Swim back to the Machine
Room, up through the right hand grate that opened and
climb out. Get ready to fight a dog and a Baddy (drops Shotgun ammo).
Timed Crate Run,
Galley, the Library Key.
Go up a ramp to a hallway, into the back and right into the corridor
leading down to a partially flooded room with crates, go over the crates to the
back and behind a couch are Harpoons.
Climb the nearby stack of crates and find the Timed switch, a part of wall opens up and the clock is ticking. Run jump back to the
nearest crate, run jump and grab back in the direction you came from before and
turn left on the last crate to run jump and grab the opening and get in (save.0).
Go right to the sleeping quarters and shoot a Goon (drops a Shotgun). Search the bunk beds for a small medipack
and Uzi clips. In the other side,
behind the windows is a large bath, push a button to fill the bath and swim
into a narrow gap leading to a wider tunnel, there’s another Big Eel, so stay
close to the bottom and use the underwater lever, swim back to the bath.
Opposite the button is the ceiling hatch that opened, climb up twice, carefully
walk out and shoot that Goon with the flame thrower. Hop into the water, swim
left and wade up to the shore, run jump onto the life raft and grab the Library Key.
Get back to that beach and into the tunnel there, turn left in the end
and grab up, you’ll come to a room above the Galley, there are some pickups on
the glass, but if you step on it (the middle row), you’re dead. So run over the
corner of the first window to break it and the pickups will drop.
Backtrack for Goodies.
Go over to the opposite wall, climb up into the opening, left is to the
cave with the life raft, we go straight and down 2 times to get to the Bath, go
out to the Galley. Walk slowly to the pickups, a Medipack and the Uzis. Go back to the bath, up through
the ceiling, to the cave where the life raft is and stand at the edge of the
rock ledge, a run jump left to another ledge and follow the ledges to where
that Flame thrower guy was before (save.1), get
to the opening in the wall and follow to a hallway where you can use the
Library Key on the opposite wall.
The Library, Alpha
Puzzle.
There are some spooky books flying around, shoot them. Climb the
bookshelves left of the entrance and jump into a niche in the wall to pull a
chain and thus raising a chandelier. Do the same at the other side, lowering
the high chandelier. From a low bookshelf get onto the lower chandelier,
jump/grab up to the higher one and get to the Timed switch on the wall
above the entrance. Flip it, roll and run jump onto the chandelier, run off
onto the lower one and then run jump onto the high bookshelf and onwards to the
opposite floor where the door opened (save.2).
Look in the mirror left to spot a book switch in the right
hand bookshelves and open the next door with it.
Light a Flare and look for the circles with an “A” (Alpha, becomes
visible when using a Flare), only trigger those by stepping on them, the
Omega’s are deadly (the carpet is safe), there are 5, pick up the Flares too and leave through the door
that will open (save.3).
Passage of Horror,
the Deck Key.
Lots of breakable floors here, run around the corner, slide down and run
jump over the Blade trap, jump over a gap behind it to a safe floor, get
through 3 swinging crates and come to the last two with a breakable floor
underneath. If you time it right you can just run
through along the side of the floor. Slide down, hop over a break tile and
after falling down from the end of the slide,
immediately jump over to a safe floor (save.4).
For a Secret: Turn around and run jump with a curve
around the slanted block to land in a passage with a treasure chest, hop over
the glass trap and open it for Secret #1,
a Jade Dragon. Hop back up, grab up
to the block and jump to the safe floor.
Jump over the two Blades and a closed trapdoor. In the next room you’ll
be rewarded, on a pedestal is the Deck
Key.
To the Deck, Harpoon
Gun.
That trapdoor in the Blade passage is now open, hop in. Swim quickly to
the next cave and a bit left to grab the Harpoon
Gun from a crate. Shoot the two Frogmen and return for some air if you
like. Follow the cave left and climb out at the hole in the ceiling, walk slow
and grab up to the crate (watch your health). Down the other side and wade left
to the Stairs, head for the other end of the Hall where you can use the Deck
Key.
The Deck and Upper
Deck.
Shoot a dog and two Baddies, one drops Uzi clips. Go to the right hand side of
the deck, safety drop down and enter the passage there. Stand jump with a left
curve onto a sloped surface, grab and shimmy right to the end, pull up and back
flip. Sprint through the blower while steering right and in the wheelhouse is a
switch between the wheels. A trapdoor drops at the upper deck, sprint back
through the blower, run jump straight over the lower and the slanted part into
the passage and go left around. Stand about a sidestep away from the right hand wall and slide, then jump with a right curve to
end up in the entrance (save.5).
Go out and left, run jump to that crate hanging there and then up to the
deck. At the opposite side and a bit left is that trapdoor allowing you to jump
over to the ledge at the side of the cave, follow to the right and on the
second, just before jumping over to the third, safety drop down to a ledge
below for Shotgun ammo. Grab back up
and jump to the corner ledge and at the end of that you can run jump and grab a
monkey climb, drop onto the next ledge. Run jump with a left curve onto the
ridge under the hanging crates and grab the edge, go right
and pull up to back flip to the ledge with the ladder. On top run jump to the
crate, jump to the next and jump to grab the high ledge, go left over the crates and wait on the last one to shoot the Flame thrower
guy before jumping to the Upper Deck. Pick up a small medipack.
Relay Box – Elevator.
Facing the fence you can get another small medipack
by jumping onto the flatter part in the slanted roof right and jump back. Push
that “Fragile” container over the edge and it will break. Safety drop down and take the Relay
Box. Go back left into the Hall, down the stairs at the other end and loop
left around into the dark corner, climb over some crates
and drop to pick up a small medipack there. Wade along this passage (floor will
crumble) and a door opens up right. Get in there, walk
slowly through glass and go down to a passage with the elevator to the right.
Place the Relay Box and you’ll go up.
Outer Hull, the
Seraph Guardian.
Behind you is a closed door with Shotgun
ammo in front of it, then go up that stepped shaft, run into an alcove to
avoid the ball and shoot a Baddy up there (drops Uzi clips). Go left for a lever opening a door at the other end.
Stay on the beams to get across and go down into the passage and come to a
zip-line. Equip with the Shotgun or Uzis and slide down, Lara will drop by
herself. The battle field is freezing cold, but if you
manage to jump over those heat vents during the battle, you’ll warm up a bit.
As soon as he’s dead, go down from the lower end (save.6)
and come to a path.
Room with the Seraph.
Follow the path to the steel pillars and grab up to the opening. Run
jump/grab over the pit and when you approach the steel door, it will open up and you’ll come to the room with the Seraph. Two
levers, right and left we cannot reach because of the electrified water. Go up
the ladder in the back and face the room, climb onto a flatter part of the
slanted corners and jump/grab the ledge above the
ladder. Facing the burners, run left when the front one is off and then run
down onto that container there. Push the container off the ledge, drop down and
run jump into the niche with the lever. Stand next to the lever and run jump
back onto the container. Go back up to the burner ledge and this time get
around to the other side, run off the right or left side onto a blue slope and
grab the edge, shimmy to the doorway to get in.
Timed Runs, Container
2.
Go left to a lever, pull and roll, run down onto a slanted floor and hop
onto a trapdoor, a running jump will get you across, climb up straight to the
next lever, pull and hop back turning right, run off
the edge and run jump as far as you can onto the trapdoor, a hop will get you
to safety (save.7).
Up at the lever is another container we need, use the lever to open the
door behind the container and push it through the door and off the ledge, drop
down and run jump to the second lever which will lift the cover from the
Seraph. Jump back and go pick it up… Ah well, that’s what you thought…
2-The
Ghost World.
Run to the Seraph and end up in a world with ledges.
Facing the Seraph you can spot two Bells, the only one we can get close
to for now is the left one, jump and grab the sloped ledge left, slide off onto
a lower ledge and slide/jump to end up on the walkway. Walk to the end, hop
onto the block left and turn right, at the far corner. Get out the pistols and
jump onto the sloped block and keep jumping, start shooting when you are close
to the Bell and you will end up back at the start.
Walk to the end again and now go up the right hand
sloped ledge, slide off onto a lower ledge and slide/jump to end up on the
walkway. To the left is a puzzle field, get Winston to step on the “W” tile and
Lara on the “L”. The second Bell will go down, go to the end of the walkway and shoot the Bell. Blocks appear at the Seraph and you end up back at the start.
This time go straight following the ledges with stand jumps and then
over the blocks to the Seraph. You will end up in a new area. From the end of
the walkway run jump left onto the sloped ledge and start jumping to and fro to get to the far side, then jump off right to the
walkway. Turn left at the end and jump to grab the higher block, run jump
diagonally to the left onto the block next to the walkway we came from. Run
jump to the other one and go left to run jump/grab to the one at the double
slopes. Run jump straight down to the puzzle field with the “W” and Winston
again. Here we have to trick Winston to be on the tile
long enough to enable us to jump and grab the sloped ledge left of the spike
trap at the other end of the long walkway. Jump as soon as you can, shimmy to
the left corner, pull up and back flip, jump again to end up on a walkway (save.8).
Walk
to the end, jump to a sloped ledge, jump and grab the pole, swing to the next and to
the walkway leading to the Seraph.
For a Secret, first go right and up over the blocks to
a chest with Secret #2, a Silver Dragon. Get back and jump to the
Seraph.
Back in the Wreck,
Theatre and Fantome, Trapdoor Key.
A bit further in the corridor is a passage left, in the entrance is of
the Theatre a Medipack.
As soon as you go over to the stage, Fantome will appear (here’s a trick you
can try, shoot him while turning around your axle, pistols will do, till he
goes ‘underground’). Run left into the dressing room, go left
and shoot a window to get to the switch opening a gate. Run to the opposite
wall, pick up a small medipack and go out to the stage, turn around as soon
as you get on stage, jump/grab up to the room above. Go left and get through
the Axes, left out to the balcony and look up left.
Jump/grab up to the one above and use chain 1 for the curtain. Drop and go to
the back of the theatre, use a pole to swing to the other side. Pick up a Medipack and
grab up to the balcony above for chain 1 for the curtain. Safety drops down to
the ground floor and to the stage, or go back the way you came, through the
Axes to get back up to the room above the dressing room.
Storages.
In the opening turn around and grab the monkey climb over the stage.
Drop/grab the opening and quickly run left and get on the crate, pick up a Medipack and
shoot the Spider. From the crate where the painting is you can jump/grab up to
a passage above, pick up another Medipack there and drop down the other end. Shoot another
Spider and grab the Trapdoor Key.
There are Flares on another crate.
Behind a pair of crates is a ladder down into a side passage of the theatre, go
back to the dressing room entrance and use the Key in the lock.
Switch Floor.
You’ll end up at a small statue (Ghost catcher) that will take care of
Fantome. To the left is a Medipack, at the switch floor, draw a map, there are some
tiles that never change, use those.
Third row from the right, third tile is the first, then look for the
second against the right hand wall at the pillar, next
is diagonally left third row and forward two rows. Now you are in the middle of
the floor, one hop towards the Seraph, a hop left to the one at the pillar and
now you can spot an almost solid row of tiles leading to the Seraph (save.9).
3-Escape
from the Maria Doria.
Cable Room.
Back in the room where we got that Seraph in the first place, climb the
ladder ahead and go through the steel door to the room with the cables in the
water. Run jump and grab the block with the cables, go around to the back and
back flip to the floor with the lever, use the lever to lift the cover from a
switch above. From one of the sides you can use the
low floor corner to do a curved run jump back into that entrance we came from
and jump to grab the cable block again. This time go around and up to the beam
above, go straight to that container and pull it once to fill the room with the
life rafts. Jump to one of the rafts and then over to use the switch opening a
door in the flooded room. Go back to the container and push it back to block
the flow of water. Hang from the cable block and back flip to the floor lever.
Turn around and go through the newly opened door.
The Henchmen, using
Stealth.
So we need to
stay out of sight and go slow. Turn left in the cargo hold and go along that
wall to the far side, around the corner and crawl at the low crate. Around the
corner and left into the next cargo hold. Keep close to the left wall going
around the corner and climb a crate in the back corner. Turn right and climb up
again and jump to the third crate, turn right and jump
over to the opening in the wall, climb up and pick up a small medipack from the right. Turn
around and go to the steel door opposite the opening you came from (jump over
the steep parts). You’ll end up in a place full of Generators, trapdoors and ledges.
Generator Puzzle,the Robot Card.
Jump to the ledges, go to the far side and right, when you see some
windows left, shoot one and get in there (control room). Go left into a
passage, walk onto a trapdoor and it will open up, back up and run jump to grab
the opposite floor, to the left is the Robot
Card. Run jump back, hang out of the window of the control room, drop and
slide/back flip onto the ledge, turn left and jump/grab into the passage in the
wall, go left and run jump out right to land on the ledge behind the Robot with
the Generator. Use the Card and the Robot moves, when it reaches the circuit
board on the pillar, a trapdoor goes up behind the pillar for only 9 seconds so
you can use the button (1) there. So
run after the Robot, jump left of it, turn a bit right and curve a hop around
the pillar to the trapdoor, use the button and hop back turning right. Run jump
to the ledge at the ‘6 sec’ pillar.
A Secret: A hatch opened in the ceiling above a ladder
on the side of the ‘9 sec’ pillar, get up the ladder and use a switch (door
opens in control room). There’s another ladder above the control panel, go down
that one and safety drop onto the ledge. Go into the control room, right
through the opened door and jump over a trap to get to a chest with Secret #3, a Gold Dragon.
Go back to where the Robot is cruising the ledges.
Stand on the ledge behind the ‘6 sec’ pillar, facing the trapdoor/button
and stand back. Wait for the Generator to activate the trapdoor and hop to the button (2). After using it hop
backwards turning left onto the ledge and run to the back, the Robot can now
reach the back section too. There’s a ‘6 sec’ pillar with a trapdoor near a
balcony, run after the Robot while it goes to the far end of the room and hop
to the trapdoor when the Robot is at the pillar, a curved running jump gets you
to the balcony (save.10). Roll and run jump
back to the now permanently raised trapdoor and jump to the ledges…
The Robot will now follow a path that leads to its destruction and also opening a way out of here. A Timer starts, sprint
through a door, left in the cargo hold and through a crawlspace, down a
zip-line (save.11) and sprint straight again
through another door to get to the dock with the Sub.
During the stats screen, hit Esc. and you’ll get a bonus level.
Bonus
Level, Lara’s Home.
In the bedroom is a door with a keyhole, go to the other end and out to
the landing, right and right again into the upstairs room to get Lara’s Closet
Key, return to the bedroom and open the closet if you want to view all Lara’s
outfits.
Now go downstairs, into a niche under the upstairs room and push a
button to open the door straight across the Hall, a Trophy room. A button will
open the door again.
Find the kitchen and look in the freezer, yup, Winston…
Go out of the kitchen and left to the Gym, right and hop on the last
block to climb a ladder, grab up to a fireplace and pull up in a corner, side step facing the wall and thus passing the fire, you are
in a Library, a button will open the door to the upstairs landing. Go to the
ground floor and to the Gym again, now right and push a button next to the
stereo to open a door to the Pool, roll and in the right hand
wall. Back to the Gym and that’s all I could find here, no end trigger to
finish the level? If you know, please enlighten me…
Dec 10-’21.