THE LITTLE THINGS - DEAD OF NIGHT

 

Level by Uzi Master

 

Walkthrough by Phil Lambeth. Video walks have been posted by Doggett TV, by Saki Croft and by kapil4417037. These videos all include the previous level in the series (Hijacked!), for which a written walk has already been provided. Players who don't wish to replay that level can begin Dead of Night by using the savegame provided in the download.

 

 

Get off the motorbike and go over to the SE corner, where you'll find a receptacle next to a rising pad. Pick up the nearby pistol ammo and get back on the motorbike. Loop around right and use the metal ramp to jump to the sloped N rock wall. Fight your way up NW until you reach a flat spot where you can park at an angle so you'll have room to dismount and pick up SMG ammo. Get back on the motorbike, ride down and follow the tracks W through a fixed camera and look right to see a wooden barrier near a parked car.

 

Sideswipe the barrier to make it shatter, dismount and vault up into the N opening. Open the door and jump up to shoot one (or all) of the glass panels in the greenhouse. Hop inside for shotgun ammo, search for a small medipack hidden in the plants and jump out the other side to open a cabinet (stand one step back) for a large medipack, shotgun ammo and the SHOTGUN. The E door requires a key, but you can open the W door and enter a storage room for pistol ammo. Get on the pointed slab of wood and jump up to shoot the grate in the N window. Climb the nearby pole facing S, and when Lara's head is just above the horizontal wall strip take a rolling back flip to grab the N opening. Pull up and drop down the other side into another storage room. Shoot the crates for 3 x flares and the CONSTRUCTION AREA KEY.

 

Take a running jump from one of the crates to activate the E jump switch and open the exit door. Return to the greenhouse and use your key to open the E door. Enter a bare room and push the huge button in the S wall to raise a platform behind you. Climb to the top of the platform and jump up and down while shooting at that sputtering emblem over the closed door. The door should eventually open, so drop down when it does and step through the N opening to encounter a white-suited baddy who drops uzi ammo.

 

Loop around right in the next room to find a spare DESERT EAGLE (one of several duplicate weapons you'll find in this level) on the little stand in the corner alcove. Go to the W side of this room but stay right so you won't be crushed by the block that falls from the ceiling. Get on the block, stand right because of the sloped ceiling and take a running jump N to grab the crawl space. Pull inside and stand up in a small room with three enclosed columns. Go through the NE opening and slide down left into a trench. Hop W up the slope and climb down the ladder in the floor hole ahead. Release, draw your pistols and stoop to shoot an enemy droid that dispenses hammergod-like disruptive vibrations.  

 

Climb down the ladder in the next floor hole and drop down to trigger a burst of action music while the W doors open. Go on through and the doors will close behind you. Note the scaffolding that keeps you from pushing the floor lever inside. Jump into the water to find uzi ammo at the NE corner and shotgun ammo at the SW corner. There's a narrow opening near the shotgun ammo you can swim into and find the UZIS in the E trench. Pull back out of the water near the SE or NE corner and jump through the nearest waterfall onto an enclosed section and push the huge button on the column block to activate the overhead emblem. Hop over the short fence onto the larger platform and go to the other side to find a similar button, giving you a similar result when you push it.

 

The scaffolding has also lowered, so go there and push the floor lever to awaken a hovercraft that throws deadly bolts at you like a demigod. Run to your left and stand where the bolts can't reach you while patiently firing at the hovercraft until it becomes disabled. A couple of hammergod droids are awakened on the W platform, so go over and shoot them before picking up the POWER CORE left behind by the hovercraft. The exit doors re-open, so go on through and stand left or right in the E alcove. Jump up to grab the ladder, climb up and back flip near the top into a laser-guarded passage.

 

Stand at the middle of the grate and side flip over the first laser when it's down. Turn to face the middle laser, stand in the middle of the passage and time a standing jump to land between a pair of floor lasers. Get down on one knee, wait for the final laser to go up and roll underneath it by hitting the sprint key. The W wall is climbable, so climb up and shift right to drop onto a sloped ledge. Turn around and either slide down into the trench or walk around it and exit to the room with three enclosed columns. Go through the S crawl space and flip out into the room below (the one with the dropped block), where you're met by a well-dressed thug who drops uzi ammo.

 

Go toward the S opening, and three more thugs attack, one of the well-dressed type and the other two each swinging a scimitar. Collect the dropped flares, pistol ammo and uzi ammo, go through the next two rooms and exit S to the tracks where you began the level. Two guys in flying suits are circling the area, so treat them as you would a harpy. If they dropped anything I couldn't find it. Go to that receptacle in the SE corner that was pointed out earlier and place the Power Core to lift a platform beside you. Go around to the other side and pull up onto the platform.

 

Take a running jump S, curving left to land on a flat spot around the corner of the structure. Hop down E for a small medipack, pull back out, slide down S and drop down right into a lower area. Shoot two vultures, go through the SW opening and loop around left to find 2 x magnum ammo. Go back toward the NE corner on the lower area and pull up onto the sloped block. Jump E and continue up with a couple of hops to the wall surrounding the lower area. Make your way counterclockwise around the wall until you come to a fenced section with an opening. Go across to the other side, stand facing the sloped wall, turn slightly left and side flip left over the fence. Slide, grab the sloped wall and shimmy left until you can drop onto a ledge.

 

Walk forward to awaken a vulture, jump up E to the next block, shoot another vulture and climb down the ladder near closed metal doors and pick up the magnum ammo. Climb back up and make your way counterclockwise around the periphery of this area until you reach a large medipack. Face E and jump up to grab the higher ledge. Pull up and walk a few steps forward for SMG incendiary ammo, and for another ammo pickup go in the other direction (clockwise) along the outer wall until you reach the grenade launcher super ammo. Go back around the way you came, continue to the N wall and slide down left. Shoot the advancing vulture and stand jump W down onto a crate.

 

Pull up N into the crawl space and flip out into the next room. Lara will slide and drop into a trench between two harmless laser panels. Step on the W panel and quickly hop back as a block drops down. Get up on the block and pull up into the crawl space over your head. Crawl forward, pick up the pistol ammo and continue around the corner. Flip out at the other end to find yourself on the other side of the tracks within the fenced area and prepare to deal with two white-suited baddies who drop 2 x pistol ammo. Go across to find the BRASS KEY on the N ledge. When you pick it up a cut scene shows the dropped block, or one much like it.

 

Before leaving, go to the E fence and find to your surprise that you can climb it. Climb from the middle of the track to the top, go down three "rungs" and take a rolling back flip to grab the ledge. Pull up for SECRET #5 and pick up the SMG ammo and magnum ammo. Take a running jump to grab the fence, climb down and repeat at the W fence for more SMG ammo and magnum ammo (but no secret this time). Get down and return to the dropped block via the crawl space. Hop to the floor and step on the E laser panel to make another block drop down. Get on the block, pull up onto the slope and back flip onto an elevator platform. When it stops rising, stand at the NW corner facing SW and stand jump to grab the crawl space. Pull inside and flip out the other end.

 

Pull up right onto the ledge for a small medipack and run off the SW corner to land on a small flat spot. Take a step or two, stand jump SW to another flat spot, carefully walk straight forward S as far as you can, and take a running jump to grab the block attached to the pole. Climb to the top for 3 x pistol ammo and take a running jump SW down to a familiar block. Climb down the ladder and step into the foyer with the closed metal doors. The arches on both sides are lined with monkey bars, but the slope makes navigation inordinately difficult.

 

Stand facing S underneath the arch on the right, in the exact center of the block adjacent to the side wall. Jump up to grab the monkey bars and turn right to face the W wall. Your objective is a trigger tile up at the NW corner, but the sloped arch prevents you from going up and down by using the arrow keys in the normal fashion. What's required here is to angle very slightly toward the corner and get up there by using both the shift key and the right arrow key. Lara has to be positioned just right for this to work, and it took me numerous tries before she finally hit the trigger to open the nearby floor trap door.  

 

Drop to the ground and climb down the N face of the shaft to a dark cavern. Light a flare and go to the E opening. Save your game, slide and jump over a spike pit onto a row of elevator tiles. You start rising toward a spike ceiling, so immediately run forward and jump to a flat surface. Pull up S, run SW to an alcove with another elevator tile, and if you want the next secret save your game again for another difficult move requiring absolute precision. Step inside and wait for the elevator to rise to the wall light. Hop back with grab to land inside the elevator shaft, reverse roll twice and quickly get through the crawl space before the elevator comes back down.

 

Turn around, shoot the glass window, step forward for SECRET #6 and pick up the SMG ammo and magnum ammo. Shoot the next window as well and pull down the wall switch at the end of the passage to open the overhead trap door. Pull back up near the elevator alcove, and this time ride the elevator all the way to the top. Pull up into the opening, hear the chimes that signal SECRET #7 and jump down into a room with an assortment of baddies: two well-dressed thugs, a scimitar-carrying thug and a guy flying around with a jetpack. Collect the dropped 2 x uzi ammo and 2 x shotgun ammo and look around for some means of continuing your progress. Finding none, safety drop onto the elevator, reverse roll and quickly run out into the previous room.

 

Loop around left to the W opening and slide down into the dark cavern. Hop up the NW slope and climb the N ladder back up to an earlier area. Climb the S ladder next to the closed metal doors, stand jump W to the ledge and jump N to grab the block that's supported by the block. Pull up and take a running jump W into the fence-enclosed area. Turn left into the S opening and use the Brass Key to open the door.

 

Enter and go down the stairs on your left. Enter the nearby crawl space for 2 x magnum ammo, get back out and find flares on the middle section between the stairs. Continue down to the bottom, hop up left for shotgun ammo and open the floor trap door. Drop down onto a metal catwalk, run off either side into a water-filled trench (the one on the S side has shotgun ammo and SMG ammo, the other has a button that opens a door somewhere), pull out and find more shotgun ammo in the SW corner. Ignore for now the timed button you see on the yellow structure.

 

Pull the companion steel rod from the W wall to open the door. Enter a hallway and turn left into the side corridor. The door you opened with the button is on the left, so stand jump over the first laser and crawl under the second one. There are more lasers to your left, but first grab the grenades and magnum ammo in the shallow trench to your right. To get past the horizontal lasers, time a run just past the first one, face the E wall and side flip over the next one. Getting past the revolving vertical lasers is a different story. You can see there's a gap that you can use to scoot inside the circle. It's best to face NE and just run through in one continuous motion.

 

The E wall above the lasers is climbable, so stand at an angle as close to the lasers as you dare, back flip onto the slope and jump off to grab the wall. Climb up to the top, slide down the other side and jump onto a walkway. Hop down E into the next area and face your next laser challenge. Save your game, stand close to the revolving lasers and scoot inside the small circle through one of the openings. Do the same to get to the safe spot between the two circles, then get inside the second circle and finally go through to the other side. It may be wise for you to save in a different slot during this process. 

 

Go through the tunnel and follow around up a ramp. Pause to pick up pistol ammo and continue along the walkway to a laser barrier and note the receptacle above the opening to your right. Go back along the walkway and jump E (with a running jump against the fence to get a little extra momentum) to grab the jutting platform.  Pull up and follow the passage around to a lower trench protected by three moving lasers. Roll under the first one and stand jump over the second one to land on an elevator tile. Simply run off the tile and roll under the last laser. Pick up the pistol ammo, pull up over the ledge and hop down into the enclosed area you saw from the other side. Take the GOLD KEY from the plinth and go back past the three lasers the same way you came.  

 

Return through the passage to the jutting platform and jump down W to the walkway. Insert the Gold Key in the receptacle you noted earlier to open a nearby door and get back onto that jutting platform. Time a running jump N over the horizontal laser as it's on its way down and vault up onto the block ahead. Turn around and jump up to open the ceiling trap door. Stand on the block at a slight angle and jump E or W to grab the opening. Pull up into a room with more rotating lasers that you can safely ignore. Go around them to find the SILVER KEY and drop back down through the trap door opening.

 

Stand jump down to the E walkway, aiming for the elevator tile in case you overshoot the walkway. Use the Silver Key on the nearby receptacle and a cut scene shows that something has opened. Get on the elevator tile and ride it up while facing N with pistols or uzis drawn. Back flip at the top onto a slope and jump off while firing to shatter a grate. Repeat the ride, but this time jump off the slope and grab the crawl space. Pull inside and follow around to another grate you can shoot. Crawl out, hop through the opening and slide down into a warehouse.

 

Note the receptacle in the SW alcove and move the nearby pushblock two times S so you can reach a huge button that opens a door somewhere. Go N past the truck into another section of the warehouse and climb the blocks in the NW corner for shotgun ammo. Get down to find the opened door near the NE corner. Before going through, go to the dark NE corner and hop down between the crates for a large medipack. Pull or hop out and jump slightly NW to grab the long red container. Pull up for a SHOTGUN, get down and go into the small NW room.

 

Shoot one of those hammergod droids and vault up onto the N plant-covered bench for a small medipack. Shoot the grate in the S wall and pull up into the dark crawl space. Follow around until you can stand up, then continue to another crawl space protected by a moving laser. Stand right, get on one knee (space bar) and roll past the laser (sprint key) as it starts moving left. Position yourself between the next pair of lasers and roll past them as they start moving apart. Continue crawling forward into a corridor with a fixed camera for SECRET #8. Follow the corridor E, picking up 2 x magnum ammo, a large medipack and SMG ammo along the way, then get back past the lasers the same way you came.

 

Loop around right in the dark passage and find the crawl space up in the N wall. Pull inside, shoot the grate at the far end and flip out the other side into a new room. On the other side of the S wall is the secret corridor you just visited. Open the W doors which lead back to the room where you encountered the droid. The glass panels in the N wall can be shattered to reveal a row of wall switches. Pull only the ones under a spinning light (2, 4 and 5 counting from left to right) to open up the E doorway. Go inside and turn left to find a DESERT EAGLE on the plinth, then go the other way to grab the CONTROL KEY from another plinth.

 

When you return to the previous room, the floor trap doors open and out pop two baddies in crab-like machines that spew deadly fire at you. When you defeat them they disappear and leave behind a GOLD KEY and a SILVER KEY. Exit W and prepare to deal with a baddy in the next room who drops a large medipack, and four assorted baddies in the warehouse, one being of the female variety who's especially hard to kill. Go around to collect the dropped SMG ammo and 3 x uzi ammo, proceed to the alcove in the far SW corner and insert the Gold Key in the receptacle to open a nearby trap door.

 

Turn left and jump up to grab the W wall. Climb up, shift right near the top and drop down to a flat surface. Go to the E wall and turn right to find pistol ammo. Go through the triangular N passage and explore the other side of the walkway for shotgun ammo NE, pistol ammo NW and uzi ammo in a small SE sunken area. The receptacle for the Silver Key is nearby, in the S wall of a larger grated sunken area. When you insert it a door opens near the corner where you climbed up, so return there and confront two scimitar-wielding baddies. Open the doors in the passage they came from and enter a small room with crates and a decorative floor.

 

Shoot the small crates (one tucked away in a corner) for flares and pistol ammo, then shoot the grate in the SE corner. Enter the crawl space and follow around to a floor hole. For the next secret, save your game, stand right and slide down the slope. At the last instant, take a rolling back flip so that you'll land on a high slope, jump off immediately with grab so you won't bounce back, pull into the alcove for SECRET #9 and pick up 2 x grenade gun ammo. Drop onto the slope and Lara will slide down next to two spinning fans. Slide down further W, go through the crawl space and shoot the grate. Flip out into what looks like a shower room, take a swan dive into the plant enclosure for some hidden shotgun ammo and open the NE doors to find yourself back in a familiar corridor.

 

Run halfway down N and turn left to find a receptacle that accommodates your Control Key. Open the W sliding doors and enter a small control room while funky jazzy music starts playing. Go to the NE corner for pistol ammo, but ignore for now the N wall switch protected by a shootable glass cover. Note the W keyhole, go to the S end of this room, jump into the trench, swim W and loop around right into a narrow opening where you'll find more pistol ammo. Exit and swim into the N pool. Surface and pull up into the W opening. Your way into the next control room is blocked, but you can push a button below the TV screen to open an underwater door in the pool. Return there and swim NE past the opened doorway and into the narrow W opening.

 

Pick up a spare set of PISTOLS to your left and magnum ammo in the NW alcove. Swim into another narrow W opening for SMG ammo and exit to the pool. Surface for air if necessary and swim through the S opening and left to pull out of the trench. Return to the N end and shoot the glass cover if you haven't already done so. Pull down the wall switch to drain the pool and go back to the S end. Climb down the ladder into the dry trench and follow the familiar route to the drained pool. Go past the opened NE doorway and push the huge button at the end of the passage to lower the barrier that was blocking the upper W passage.

 

Before camera control is restored you're attacked by two thugs wearing jetpacks. Return to the drained pool, pull up into the S opening and follow around to the ladder that brings you back up to the control room. Pull the wall switch back up to fill the pool and get back there. Pull up into the W opening and run forward into the new control room. Pick up the CONTROL KEY and return to the first control room. Insert the Control Key in the W keyhole for another cut scene featuring the pool. Drain the pool once again with the wall switch and return there.

 

A N panel has lowered, so pull inside and hop up SW. Jump to grab the opening in the W wall (the other opening to the left is now blocked) and pull inside. Push the button beneath the TV screen for a cut scene of that timed button that was pointed out much earlier. Jump back to the previous block, drop to the floor, exit S and climb the ladder back to the first control room. Exit E to the corridor, turn left and follow to the wall. Turn right and return E to the room with the timed button. Save your game.

 

Your destination is that W opening back in the drained pool room, so you may wish to practice the route before initiating the timed run. When you're ready, press the button, back flip with a run, sprint out into the corridor, turn left at the corridor, turn right into the room you opened with the Control Key, turn left and hop over the obstructions and into the trench leading to the drained pool, go around right into the pool, hop up into the N alcove, turn left and jump up to the block, continue with a running jump to grab the W opening, pull up and run forward to hop past the timed door.

 

Note the missing scimitar on the wall ahead. Look around to see one jump switch over the timed door and three more on the N and S walls. First, shoot the SW crates for extra PISTOLS, then go around the room to activate all four jump switches, using the nearby pyramidal structures as necessary to stand jump and grab them(although you can jump from an angle directly to the NE one). When you've pulled all four the S door opens, leading to a sloped tunnel that brings you down to two side rooms.

 

Enter the W room to flush out a baddy carrying that missing GILDED CHINESE SABER. Take the GRENADE LAUNCHER from the table against the W wall and, since there's nothing of present interest in the E room, go back up the ramp and place the Saber where it belongs to open the W door. Enter what appears to be a wash room and go around the central structure to the left and shoot the crate in the SW corner for a large medipack. Vault up onto the adjacent sink and enter the triangular crawl space for SECRET #10. Pick up the 2 x shotgun ammo, large medipack and 2 x uzi ammo, exit and open the W doors to trigger a flyby that warns of multiple enemies ahead.

 

Follow the corridor to engage two of those hard-to-kill Lara look-alikes, pause for the dropped 2 x SMG ammo and continue forward to meet another ersatz Lara for more SMG ammo. (Curiously, all three stood meekly and met my fire with no attempts to defend themselves.) Push the N button to open a nearby door behind you and run back along the corridor. The opened door is on your right. Enter the passage and step on the laser portal to your left to open the door to a tiger den. Shoot both of the cats and find a wall switch on the back of the column that opens another door.

 

Return to the main corridor, make three lefts in succession and enter a second tiger den, occupied by only one mixed-breed ahmet. Shoot the NW window and the baddy in the next room, pick up his uzi ammo and vault onto the long table for pistol ammo. Two more baddies were running in place at the far corner of the table, making them quite easy to kill. Grab the dropped small medipack and UZIS, stand at the E end of the table facing W and jump up to open the ceiling trap door. Pull up into a tunnel guarded by lasers.

 

Take an angled standing jump over the stationary laser, crawl underneath the moving ones (pause between them) and take another angled standing jump over the last one. Continue to the E wall and push the floor lever to open the nearby trap door. Drop down to deal with a Lara clone who's definitely not shy about defending herself. Push the button under the SW TV screen to open another door back in the main corridor. To get back out, stand facing W underneath the trap door, one block from the W end, jump up to grab the edge and pull out. Get past the lasers in the same manner as before, drop down into the room where you met the three baddies and exit through the ahmet den to the main corridor.

 

The opened door is straight across E, so enter and follow around to a grate that you can shoot. Step down carefully to find a sleeping bull. There's no need to awaken and lead him on a merry chase as you might expect from similar encounters in other levels. Instead, simply stand behind him and shoot him until he explodes. Pick up the BRASS KEY he left behind and exit to the main corridor. Turn left and find the receptacle for your Brass Key in the next alcove to your left. Use it to open the door and run down the ramp to find an opening to a new room E.

 

First, jump across toward the lasers to find pistol ammo at the NE corner. Run off E onto the jutting platform below for a small medipack, jump SW to the next platform and safety drop from either side onto a ledge with shotgun ammo and another small medipack. Take a running jump against the fence to land on a ledge jutting from the central structure, pull three of the rods to activate the fourth one (W) and pull that one as well. Nothing dramatic happens, so get down to the floor by running off NW or NE and hopping down to a lower ledge on the central structure. Grab the small medipack near the E wall and push the four huge buttons adjacent to what have the appearance of elevator tiles.

 

A flyby kicks in and takes you up through the room, where a change has taken place in those revolving lasers (meaning, of course, that you now have to get back up there). Start by pulling up onto the S block jutting from the central structure. Jump N to grab the grated walkway and pull up. Jump to the E ledge, then to the flat surface on the first N ledge, hop to the next one and jump NW to grab the climbing surface. Climb up, shift left around the corner, pull up and back flip onto a ledge where you pulled out the bars earlier. Get over to the E ledge, back flip onto the slope and jump off without sliding to grab the upper sloped grate. Shimmy left just around the corner, pull up and back flip onto a jutting platform.

 

Stand at the W edge and jump up to grab the ladder. Climb up to the higher ledge where you began and jump over to the revolving lasers. Scoot through an opening into the circle, then time another scoot to the N ledge (without going too far and falling off the edge). Take a curved running jump to the ledge in front of the N opening, go on through into the next room. It's hard to get into that W opening, but you can do so by stooping at an angle to the left or right of that obstruction and hitting the sprint key to roll inside for SECRET #11. Crawl around for extra UZIS, flash grenades and magnum ammo, get on one knee (space key) and roll back out. 

 

Go through the E opening into the next room, use the crates to reach the SE corner platform for uzi ammo and jump over to the N ledge for shotgun ammo. Drop to the floor from there and step forward into the darkness for more uzi ammo. Return to the S crates to find that the top one is also a pushblock. Push it E so you can get up on it and jump to reach the E ledge. Pull up and enter a room with more revolving lasers. Time a scoot inside the circle and save your game before climbing the pole facing E. Take a rolling back flip through the opening and grab the W ledge. Pull up and run forward into a small control room.

 

Pick up the large medipack to your right and pull down the W wall switch to cause a crate to drop from the ceiling in the previous room. Hop through the NW opening for grenades and drop from either side of the entrance block to the floor below. Return E to the ledge and drop down to the room with the crates. The falling crate has filled up a floor hole, allowing you to pull a second pushblock onto it. Hop over the pushblock onto an elevator tile and wait for it to bring you up to closed doors. Push them open and slide down to a new room.

 

Go around the room to collect 4 x magnum ammo, a good indication that an enemy attack may be right around the corner, go to that central device with fog swirling around it and take the POWER CORE to trigger action music while four baddies in crab machines emerge from the floor, accompanied by two hammergod droids. As if that weren't enough, a horde of assorted baddies, both male and female, soon join the fray. When blessed quietness has been restored, go around the room to pick up the dropped 4 x uzi ammo3 x small medipack and 2 x SMG ammo. Go through the S doorway and follow the passage to a closed door. Push the button beneath the TV screen to open it and step out into the now-familiar corridor.

 

Go forward a bit and find a receptacle for the Power Core on your left. Use it to open the N door and hop up into the next room. Shoot the crate in the far left corner for a small medipack and shoot the NE window. Hop into the corridor and four scimitar-swinging baddies will show up at different times, dropping 2 x shotgun ammo and 2 x small medipack. You'll also find flash grenades at the SE corner. Continue to another room guarded by a Lara clone and a hammergod droid. Search the NE cabinet for grenades and an extra GRENADE LAUNCHER. Shoot the glass cover on the block and push the button to open the trap door at your feet.

 

Face the E wall and press the jump key to ride the antigravity well up to a ceiling trap door. Open it and you'll drop back down to the floor (but not into the floor hole). Climb onto the block with the button and take a running jump E to grab the lowered trap door. Climb up to an upper room with crates and pick up the uzi ammo. Shoot the NE crate for grenades and the smaller SW crate for a large medipack. Go through the W opening and look left to see a burning floor. Getting across the first part is easy, but there's a price to pay. Jump up to grab the ceiling strip and monkey swing across, but the instant you release a baddy in a crab machine spews deadly fire at you.

 

When that battle is over, stand jump to grab the rope and swing across to the other side. Follow the corridor around right and open the N folding door by pushing the huge button. Inside is another burning floor. There's an opening in the W wall, so save your game and stand facing the left helix column and the opening in a straight line NW. Take a running jump toward the helix and keep the jump key depressed so you'll float forward into the opening.  Turn to face slightly SE and use the same technique to float up and grab the ledge. Pull up and deal with a baddy and a hammergod droid. Grab the dropped uzi ammo and follow the ledge around to encounter a second droid.

 

Facing the other helix column down below, take a running jump over it with the jump key held down to grab the N ledge. Pull up and take the POWER CORE from the central plinth. Open the NW doors, grab the small medipack at the end of the passage and enter the control room. Go about halfway down and pull up right at the place where the ceiling is higher. Hop down the other side and pick up the BRASS KEY. Its receptacle is in the S wall, and to get there you'll activate at least one hammergod droid. If you're looking for maximum kills you can run around the room to awaken three more droids, but it's really not necessary. In any event, open the S door with the key and run across into the adjacent alcove for a small medipack.

 

Face E and stand jump with grab to glide into a side passage for magnum ammo. Safety drop from the edge and pull up S for more magnum ammo (yes, another battle royal is just ahead). Crawl W, pause for pistol ammo and shoot the grate where a baddy is waiting for you in the next room.  As soon as you enter and stand up, you're met with a wild assortment of new enemies, including a retextured Triceratops. When the carnage is complete, find the uzi ammo dropped by the first baddy and go around the room to pull down the three wall switches with green lights (and not the NE one with the red light). Get on the W elevator tile and ride it up to the next room.

 

Shoot the crate for a large medipack and go past the opened S folding door into the next room. Shoot the crate for another large medipack and take another GRENADE LAUNCHER from the S plinth. Use the elevator tiles to get up near the ceiling. When you've reached the last tile, stoop to shoot out the W window and jump over there. Vault up into the N opening and hop down into a dark room. Jump to grab the pole and slide down to a cavern. Pull into the E alcove for extra PISTOLS and carefully approach the N ramp. A boulder is triggered and a crate falls from the ceiling, so scoot up right or left to avoid them. Continue up the ramp to trigger another falling crate.

 

Get up on this second crate and climb the S ladder to a room with a colorful ceiling for SECRET #12. Collect an assortment of weapons you're already carrying: PISTOLS, GRENADE LAUNCHER, SHOTGUN, UZIS, DESERT EAGLE and THOMPSON SMG, then climb back down. Step out to the N opening and hop down to the valley floor. Shoot two vultures and make your way E, pausing for shotgun ammo in a N alcove. When you reach the edge of a deep pit, go around left and make your way down to the roof of the structure. Go E, pull up, shoot another vulture and continue climbing as appropriate while making your way E to an area you visited much earlier in the level.

 

Slide and hop down N onto the metal roof and open the trap door. Drop down into the room below and put to use that Key Card you've been carrying since seemingly forever. The trap door beside you slides open, so climb down the ladder to a lower room for SECRET #13. Collect 2 x large medipack, magnum ammo and 2 x SMG ammo and climb back up to the former room. Shoot the W grate, push the button beneath the TV screen to open a door beyond the grate, and finally push the huge NE button to release the impatient baddy in a crab machine. Await his arrival with a drawn weapon, then exit outdoors and loop right around the building to enter the S doorway. Hop up into the NE alcove and pull down the wall switch to open a door outside.

 

Exit the building and engage a Lara clone. Go past the opened E door into a small room. Shoot the crate that's blocking your way to the receptacle for the Power Core. Insert it to lower the barrier that was blocking the N opening. Go on through into the area with the train tracks where you began the level. Return to wherever you left the motorbike (it should be NW near the parked car), mount it and drive back S through the opening. Turn right and shatter the wooden barrier in the W wall. Dismount in the cavern and collect the nearby shotgun ammo and uzi ammo if you wish, pull up W onto a higher ledge and go around to the sunken S alcove to find another trap door. Open it and drop down into a sparse bedroom to engage a Lara clone who drops SMG ammo.

 

Shoot the SW crates for 2 x pistol ammo and pull down the nearby wall switch to lower another barrier outside. The E door opens upon your approach, so loop around left into the W opening to mount the motorbike once more. Drive it SW up to the ledge, turn right and follow around the corner to the S opening where the barrier lowered. Drive up the short ramp, loop around right and drive with speed up the larger stone ramp to land on a helicopter and cause it to explode. Turn right at the wall and drive E to finish the level.