A SNOWY WALK IN THE PARK

 

Levels by Leeloo

 

Walkthrough by Phil Lambeth. Video walks have also been posted by Saki Croft and by tartancroft.

 

 

Level 1: THE CITY

 

After the opening flyby, leave Winston to his chores and grab the small medipack from the nearby table. Go out W onto the balcony and drop down to the sidewalk. Run S past the red car, turn right into the alley just past the lamp posts and find snowballs near the closed gate. Exit the alley, loop around right and go down some steps to find a wall switch that opens a gate (not the one beside you). Return to the street, run N toward another closed gate and turn left into the arched tunnel. Go past a keyhole into a park and turn left just past the entrance to find the opened S gate.

 

Enter a storage room and squeeze past the smaller trash can. Push the larger bin away from a floor trap door, but for a secret move the bin just outside the storage room, get up on in and pull up S onto the arch for a TEDDYBEAR and SECRET #1. Get down, open the trap door and climb down the ladder into a sewer. Go to the N alcove for flares, jump into the water and swim to a round door in the S wall that you can open. Go up for air if you feel you need it, swim into the opening and turn left in the next room. Allow the mild current in the passage to carry you to the next room, loop around right into the N opening and surface.

 

Pull out into a small room and move the shelf from the SE corner past a steam blower to the NW corner. Get up on it and pull down the ceiling trap door, then pull up N into the higher passage. Go around right into the next room and use the steps to grab the NE crate so you crawl in for a large medipack. Drop down, get onto the adjacent lower crates and jump W to grab the thin grate. Shimmy right past the pipe, pull up and run forward to a wall switch that opens the W door down below. Go there and find the BASEMENT KEY in the SW alcove.

 

Return to the water hole, jump in and exit S. Loop around right into another N passage parallel to the other one but with a friendly current, follow to the crossing and turn left to return to the sewer. Pull out and use your key to open the door at the SE corner. Climb up two times into a crawl space and lower Lara down the other side into a storage room. Search the W shelves (left side) for the SNOWBALL CANNON, use your new weapon to shoot the SE crates for a small medipack and exit via the crawl space. Return to the sewer and go through the E opening. Climb the N ladder to a familiar room leading to the park. You can shoot the small trash can, but there's no need to waste a precious snowball.

 

Back in the park, turn left and follow the street W to some steps to your left that take you past a much smaller park and pull up onto the red-striped awning of the S building ahead. Pull up higher W onto the balcony to find SECRET #2 on the round table. Grab the nearby snowballs next to the snowman and get back down to the front of that S building. Shoot the glass panels to gain entry to what appears to be a small library. Pull down the SE wall switch to open a door elsewhere and exit this building. Go back N down the steps (or the alley to the left of the small park) and run NE to a previous archway and past the keyhole to a previous street. Turn right and run toward the S wall.

 

Go through the opened SW doorway and find the CROWBAR next to the bicycle. Grab the OIL CAN from the S table, return to the street and go up the steps to your left. Continue through the alley to the building with the red-striped awning you visited earlier and turn right past either side of the small park to go down to the main park. Run across to the NW corner to find a S door you can open near the closed gate. Enter a cluttered room and open the crowbar door on the crate for SECRET #3.

 

Go back up to the building with the red-striped awning and turn right past a section of wooden fence. Go through the S opening into a dark room with a small medipack. Exit to the nearby storage bin, pull it from the E wall and move it to the W building. Get up on it and jump to grab the ladder. Climb up to a balcony, open the crowbar window and enter another storage room with four pushblocks. Move the first two that are in front of you S so you can get at a third one NW and move it away from a crawl space. Crawl to a smaller room and crawl up N for the GATE KEY. Exit to the previous room and move the fourth pushblock away from the E window alcove for flares.

 

Get down to the ground and run E past the building with the red-striped awning, down the steps to the street below, turn left and run N to the closed gate. Open it with your Gate Key and enter yet another storage room. Shoot the SE small crates to expose a crowbar switch that raises a platform just outside the gate entrance. Get on it to access the E roof section. Hop up SE to a flat section and stand jump a bit SE to grab the climbable section with the hanging vines. Shift right and climb up to a balcony with a zip line. Ride the zip line down to a balcony on the W building and 

turn left.

 

Make your way S along the rooftops and hop down at the end for SECRET #4. Go back N until you hear Lara's peaceful theme music. Go NW past the twin smokestacks and Lara will look down at a courtyard. Face E, side flip left, slide and grab and drop down on the other side of the fence. Slide down to the courtyard to begin the next level.

 

Level 2: IN THE ZOO

 

Hop over the wooden barriers W, go forward down the ramp and turn left to find snowballs next to a drink machine. Continue to the W wall and shoot the trash can for a small medipack. The nearby door provides access to a flame for later. Go back up the ramp and go left under the arch to the main park. Hop over the fence and find more snowballs near the snowman where the birds are feeding. Go to the middle of the W wall and open the crowbar window to the aquarium.

 

Enter, follow to the exhibit room and loop around left to find a pushblock. Move it three times S so you can use it to access a crawl space. Crawl to the next area, shoot the S panel and slide down to a basement. Take the KEYCARD from the nearby table and pull down the wall switch to open the W door that brings you back to the exhibit room. Follow the S corridor around to a viewing area and use the Keycard to open the N door. Ignore the warning sign and follow down to a W corridor.

 

Turn left at the end, jump into the water hole and swim until you reach a large fish tank. Swim S, loop around right just before you reach the wall and pull an underwater lever to open a door somewhere. Surface, play with the harmless fish (or maybe they're dolphins) if you like and pull out W onto the ledge. Jump NE over the fence to find the opened door to your left. Go around to an empty pool, drop down into it and climb the E ladder. When you reach the gap, release and grab immediately, pull inside and crawl to a much smaller pool. Pick up the submerged flares and go to the NW corner. Look up to find the jump switch and activate it to open a trap door in the center of the pool.

 

There's more work to be done before leaving, so go to the SE corner, jump up to grab the ladder and climb up to a slope. Pull up, take a rolling back flip onto the next slope, jump to grab a third slope again the W wall. Shimmy all the way right, pull up and back flip to the facing slope, jump off with a right curve to land on a flat ledge. Hop down NE with grab to land inside the alcove and pull down the wall switch to open a nearby door. Jump back up the ledge, drop back and grab to assume a climbing position on the ladder and shift right and around the corner to drop down in front of the opened door. Enter the next room and push the floor lever to lift the cover from a wall switch in the park area.

 

Use the ladder to get back around to the ledge, hop onto the adjacent slope, slide and grab and safety drop into the water to avoid any health loss. Jump into the floor hole where the trap door opened and swim along the passage, pausing for SECRET #5, and open the door at the corner. Enter the same fish tank you visited earlier, grab some air and find the floor hole near the N wall. Swim down and follow until you can pull out in front of a familiar corridor.

 

Turn right and return to the aquarium exhibit room. Exit via the NE crowbar window and go across the park underneath the N arch. Note the SE rising tile and the nearby wall switch where the cover lifted, then move the nearby pushblock E and N so that it's adjacent to (but not on) another rising tile. Go back S and pull down the generously timed wall switch to raise a platform next to the pushblock. Run back there, hop onto the pushblock and from there up to the platform, and continue with a running jump N to activate the jump switch to raise another platform near the timed wall switch.

 

Use the raised slab with the bush to jump and grab the top of the platform, pull up and hop to the roof. Follow N just past the purple lights to the vines and climb up E to a fixed camera. Follow the fenced roof around counterclockwise until camera control is restored, then step forward and slide down to the next level.

 

Level 3: THE GREENHOUSE

 

Go left to an opening in the fence, slide down backwards, grab and safety drop to the floor. Go around to the E side of the central area and hop over the fence into the water. Swim into the opening under the cascading water and down the shaft. Continue through the narrow N opening and pull the underwater lever to lower a rope. Return to the central area, side flip over the fence and go to the corridor beside the SE corner pool. Climb the white vines on the column, take a rolling back flip to land on a slope, slide and grab and shimmy left until you can pull up to a flat spot.

 

Climb to the roof of the structure, face W, jump up to grab the ceiling and monkey swing toward the lowered rope. Release when you can go no further and you'll drop to a stable surface. Pick up the BLUE FUSE at your feet, take a running jump to grab the rope, swing forward and jump off W onto the roof (making sure you clear the sloped part). Crawl under the opening and turn the valve wheel for a cut scene of an underwater passage where a strong current has been turned off. Crawl back and use the slopes to safety drop to the floor.

 

Go to the SE pool, jump into the water and find the N opening. Swim inside, turn right into the now-accessible passage you saw in the cut scene and surface. Pull out into an enclosed garden and find the YELLOW FUSE that's hidden in the flower bed. Swim back, either to the SE or the NE pool, and pull out where there's a break in the railing. Go up the steps near the NE pool and open the N door. Go inside, ignore the harmless lizard and pull into the N alcove for a large medipack. Place the Blue Fuse and Yellow Fuse in their respective receptacles and the glass door between them will lift open.

 

Go inside and Lara will look to her right. Pull into the NE alcove and stoop beneath the pipe so you can pick up the PISTOLS. Go over to the NW alcove and stoop for the PUMP ACCESS CARD. When you pick it up you'll hear the sound of a trap door opening, so go around to the SW opening and save your game in front of the floor hole if you're going for all the secrets. Run off to your left so you'll land on the slope and slide facing forward. As you near the bottom of the slope, jump to grab the crawl space and pull inside for SECRET #6

 

Drop back down onto the slope and you'll slide down to a sand-filled room where you'll lose camera control for a few seconds while a swarm of stinging termites approaches. Evade them while running around to find and pull down three wall switches. It's best to start with the one on the N wall, turn left to find the next one a bit ahead and to your left, and the last one is behind a column support still further ahead to your right. The door in the S wall then opens, so run inside and jump into the water. One or two of the termites may follow you, but they'll soon disappear.

 

Pull out onto the ledge, stand jump W onto the slope ahead, back flip onto a second slope and jump off without sliding to grab the upper W ledge. Pull up, run forward and hop down into a room with two grates. Run toward the green door for a level change.

 

Level 2: IN THE ZOO (revisited)

 

Run forward, open the double doors and step out to the edge of an opening that overlooks a sand-filled room. Take a running jump to grab the sloped column, pull up, slide and jump to grab the jutting ledge. Turn right, stand at the S edge and hop onto the slope. Slide a bit and jump to grab the ladder. Climb up until Lara's feet get "set," shift right around the corner and take a rolling back flip from the center of the ladder. When you land on the sloped column, slide a bit before jumping off to activate the jump switch in the E wall.

 

A trap door opens, so go to the N wall and jump up to grab the ledge where there's a break in the railing. Pull up and go to the right corner where you can pull up further onto a flat spot. Turn left at the corner and stand jump under the trap door opening. Back up as far as you can, angle slightly left and stand jump to grab the ladder. Climb up to a room with farm paraphernalia and pick up the BAG OF SAND on top of the pile of sand. A door opens, so exit N and return outdoors to the park.

 

Find snowballs near the N wall and go past two camels that are undoubtedly seeing snow for the first time and wondering why they're here. Jump W over the wooden fence and go past the large tree to the W wall. Jump up to grab the crack and shimmy left until you can pull up onto the balcony. Shoot the fuse box and pull down the wall switch to operate a sliding gate. Drop down, shoot the S window panel and step inside. Another lizard scurries across your path as you head S past the exhibits. Step into the alcove on your right for SECRET #7 and shoot the window panel to get back outdoors.

 

There are hard-to-see snowballs just ahead on the piled snow to your right. Open the crowbar window between the two signs and follow around to some glass-paneled doors you can shoot. But before leaving, hop into the S flower bed and find a crawl space in the left corner. Crawl around until you can stand up, shoot the grate and go out to an enclosed courtyard. Shoot the small crates and grab the snowballs left and SECRET #8 right. Return via the crawl space and exit the building W. Note the keyhole ahead and turn right to trigger a couple of flybys through separate areas.

 

Continue past closed gates on your left and pick up more snowballs to your right. Go to the NE corner and shoot the fuse box. Pull down the wall switch to open a gate somewhere else and return to the building where the Oriental music resumes playing. Continue E until you get back outdoors and look right to find the opened gate. Before going through, head the other way (N) and Lara will look at a key in the frozen pond. Turn left there to find a pile of TORCHES near the SW corner next to a cart. Pick up one and exit S through the opened gate to find yourself back in the main park. 

 

Go all the way across the park, exit through the archway and turn right. Go past the drink machine and turn left through the gap in the wooden fence. Open the E door if you didn't do so earlier and go inside to light the torch. Return E and N to the main park and go to the NE corner of the interior plaza. There's a patch of ice there with something underneath it, so melt the ice, drop the torch for a moment and pick up SECRET #9. Retrieve the torch and exit N through the opened gate. Hop over the fence into that frozen pond and stand over the shiny object that Lara was looking at earlier. Melt the ice there and pick up the ZOO KEY (YELLOW).

 

Leave the torch here (but remember where you left it) and go back S through the opened gate. Head SW toward the aquarium entrance, enter and go W and S (look left for flares before making that left turn S) and loop around right at the far wall to the N door you opened earlier with the Keycard. Go down and around to the water hole, jump in and swim to the fish tank. Pull out W onto the jutting ledge, loop around right and hop NE over the fence. Go through the opened door on your left and follow to a receptacle in the W alcove for your Pump Access Card. You hear the sound of water filling the nearby pool that was empty before, so go there and jump in. Pull out NW onto the ledge and go around to the wall switch that lifts a glass panel in a corridor you've already visited.

 

Jump back into the pool and pull out at the SE ledge. Go around to the sitting area surrounding the fish tank and hop over the fence into the water. Swim down the hole near the N wall and return to the corridor in the previous area. Go across into the N room and go around right or left to find two shelves. Search them both for a large medipack and MEDICINE. Exit, turn left in the corridor and follow back up to the aquarium exhibits. Go all the way across to the NE corner and exit to the main park. 

 

Turn left and go N past the opened gate, take an immediate left into the building where the Oriental music plays and continue straight W to that keyhole you noted earlier. Use the Zoo Key to open the door in the adjacent alcove and follow the passage to an outdoor courtyard. Head N into an open area with that dead snow leopard you saw in an earlier flyby. Wait, it only looked dead. Stand at its head and use the Medicine to revive it. Turn around and pick up GOLDEN APPLE it left you as a reward, not to mention favoring you with a wagging tail, and go to the NW corner.

 

Hop up onto the flat spot, turn around and jump up to grab the monkey bars. Monkey swing S, drop into the higher opening and crawl around to the SE corner. Hang from the S edge, shimmy left around the corner and follow the crack until you can pull up into an alcove. Open the double doors and pull down the wall switch in the small room. A door opens somewhere, so safety drop from the alcove, reverse roll and go through the E passage to the courtyard, continue underneath the arch into the Oriental building and turn left once back outdoors. Enter the park with the frozen pond and find the wooden E walkway. Enter to trigger a flyby through the area ahead.

 

Follow the wooden walkway to its end, turn left and go down the steps past the opened door you saw in the cut scene into a cluttered room. Shoot the small crates in the NE corner and pick up the SMALL WATERSKIN. Go back down the wooden walkway to the park and hop over the fence into the frozen pool. Find the area you thawed earlier and fill the waterskin there. Hop back out, go NW from the frozen pool and locate a dark slab on the pavement next to the wall of a building. Place the Golden Apple on it and watch the slab sink a bit while nearby gates open.

 

Retrieve your burning torch from wherever you left it and exit the park through the opened N gates into a maze-like area. Turn right at the N hedge, follow around and take the next right. Continue E through the passage and loop around right to find a crawl space. Drop the torch long enough to crawl inside for SECRET #10, go back the way you came to the crossing, and this time continue straight ahead W. Take the next right, go past a burning lamp on your right and loop around right into an open area where a familiar strain of music starts playing.

 

You've arrived at the Elements Room, so drop the torch momentarily and empty the waterskin in the scales on the left, the oil can in the middle scales and the bag of sand in the scales on the right. The same cut scene greets you on two occasions. Finally, light the oil in the middle scales and the trap door shown in the cut scenes drops open. You're presumably through with the torch, so leave it here. Exit this area and stay right as you make your way W to a crawl space that brings you to a passage off to your right leading to that opened trap door.

 

It's a long way down, so climb down the ladder to a lower section of the aquarium. Go through the S passage past a receptacle to a room with several pushblocks, only one of which is presently visible. Move that one into the E alcove to give you room to pull the next one away from the W opening. Enter the connecting room and activate the jump switch to open a door somewhere. Turn left and use the crowbar to pry the WIRES off the S wall. The third pushblock seems to serve no useful purpose, so ignore it and return to that receptacle you passed by a bit earlier. Place the Wires there to open the door behind you.

 

Get past the steam blower, enter a small office and loop around right to find the BARN KEY on top of a cabinet. There's nothing else in here, so exit to the ladder and climb back up to the park maze. Follow to the crawl space, go on through and keep right until you reach that burning lamp on your left. Continue S and you'll soon find the exit gates to the frozen pond. Exit W and follow the cobblestone until you reach the barn. There's a small medipack next to the cart in the NE corner. Look for a snowman near the front corner of the barn. Directly opposite, next to the wall of the S building, is a floor trap door you can open.

 

Drop down to a lower passage and follow past a door you opened earlier to reach a flooded room. Jump into the water and look under the nearer floating crate for SECRET #11. Pull back out and jump the crate tops to the N ledge. Jump straight up to pull down the trap door, turn around and climb out near a keyhole. Use the Barn Key to gain entry and go inside to trigger the next level.

 

Level 4: SNOWY PLACES

 

Loop around left and open the double doors. Pick up the CARROTS in the small storage room and try to feed them to the albino bucks. Since they don't appear to be interested, go around to the SE corner and climb the ladder. Shift right around the corner and drop down to the loft. There's a pushblock in the SW corner, so pull it E two times so you can shimmy past it and get to the crowbar switch in the corner. Activate it to open the N door below, drop to the ground and exit. Turn left and hop over the fence to find a suitably hungry buck conveniently equipped with a saddle. Offer it the Carrots so it will allow you to mount it. Get ready for a long ride.

 

Head N through the tunnel, turn right and follow the snowy path a short distance to a crossing. Turn left and go up the ramp with some speed to clear the gap. Turn right and watch the collision of the lamp posts, which will trap you if you get too close. Continue along the path until you get outdoors again. Turn right and go around the boulder on the left side. Follow under another tunnel and turn left before you get to the blue-tinted area. Follow the ledge and jump the gap with a burst of speed. Continue down and up a slope, turn left and dismount (jump key and left arrow).

 

Your objective for a secret is the central mound that resembles Mount Fuji. To get to its top, go to the NE corner, hop up SW to a flat spot and pull up S. Walk forward for SECRET #12 and slide back down to the buck. Ride W up the slope with some speed to clear the gap and turn right to clear another gap. Turn left, ride up the slope and you'll soon find yourself back in the park area. If you like, you can dismount before reaching the arched passage and go up on foot to the SW corner for a large medipack. Otherwise, ride N through the tunnel, loop around left at the barn wall and dismount when you get back outdoors.

 

Grab the snowballs from the ledge on your right, vault up into the E window and open the double doors. Hop down into a storage room and shoot the small crates on your right for the ZOO KEY (BLUE). When you pick it up a door opens outside. Get on the short crate in the middle of the room, face N and jump up to open the ceiling trap door. Use the ladder to climb up and back flip onto the roof. Grab the nearby WINSTON'S KEY and another door will open in the barn. Climb back down, exit this building and hop W over the ledge where you got the snowballs. Turn left into a small courtyard and find one of the opened doors to your right. Open the W double doors and hop over the bales of hay to enter the barn once again. Turn right and go through the W doorway for a level change.

 

Level 2: IN THE ZOO (revisited)

 

Run through the fixed camera to the NW corner and drop down through the floor hole. Jump into the water, swim across and pull out S. Follow to the opened trap door and pull out near the barn. Go down the S alley and follow to the frozen pond park. Continue across the park and along the wooden walkway to the upper courtyard. Head NE and find the keyhole for the blue Zoo Key. Use it to open the gate to your right and enter an enclosed courtyard. Go to that large snow-covered mound and enter for a small medipack and SECRET #13 hidden in the weeds.

 

When you exit a brief cut scene warns of an approaching bear. Run past it through the opened W gate, loop around left and follow the E alley around the corner to face a panel with a bear symbol that you might recall having seen in an earlier cut scene. Stand with your back to the panel, wait for the bear to rush toward you and side flip out of its way at the last instant. The force of the bear's charge will open the SE door to a passage where the bear cannot follow, so continue to a wall switch that opens the door at the other end. 

 

Enter an enclosed courtyard, loop around right and pull the trash bin from the W alcove. Grab the snowballs it was covering and get on the bin to jump on top of the truck for SECRET #14. Get down and find a pushblock near the NE corner. Pull it from the wall, go around it and open the crowbar panel to reveal the BATTERY. Use one of the crates to reach the top of the forklift and jump from there into the opening in the E wall. Place the Battery in the receptacle, safety drop to the pavement and exit S.

 

Open the floor trap door to your right, drop down into the dark water, swim through the N opening and pull the underwater lever to open the S door behind you. Flip turn, swim through the passage and allow the current to carry you to the next level.

 

Level 5: BACK IN THE CITY

 

Swim forward and up through the ceiling hole and surface. Swim E for flares if you like and pull out W. Climb the crates to a timed wall switch that opens an underwater trap door. Jump back into the water, swim down through the hole and go W to find a narrow opening to your left. Continue around and up before the trap door closes (if you get there in time it stays open). Pick up the RUSTY KEY and return for air.        

 

Pull out and go up the steps at the NW corner. Face N on the top step and jump up to open the ceiling trap door. Pull up into a storage room you visited earlier and exit S. Turn right into the tunnel and find the keyhole that fits your Rusty Key. The door to your left opens, so go inside and pick up a TORCH. Return E to the street, turn right and run a short distance until you reach a closed door on your left near the red car. Drop the torch for a moment and use Winston's Key to open the door, enter the house with your torch and go up the E stairs straight ahead.

 

On the next floor, continue up the SE stairs to your right and open another door with Winston's Key. Enter the den where a frozen Winston is waiting and run past him onto the balcony. Turn right and make your way across the gap to the next balcony. If necessary you can stand against the N wall with your torch, jump up and draw your pistols to deposit the torch on the balcony. Open the crowbar window, go inside and light the torch in the fireplace.

 

Return to the den, light the fireplace there and move Winston in front of the fire. The game ends as he begins to thaw out, and you can hit the escape key for a nice concluding flyby.