OUT OF FUEL

 

Level by Alphonse

 

Walkthrough by Phil Lambeth

 

 

Lara is exploring some small islands when her motorboat runs out of gas, so she jumps into the water. Wade out and shoot two hovering sharks. Go up to the strange structure, hop up into the gap on the right side for a small medipack and squeeze into the small space on the left side for flares. In the opening in the middle is a pushblock. Push it once, turn around and stand jump to grab a ladder. Climb up to the first level, go around, jump to grab the higher ladder and pull up into a control room. Push the N wall button to lower a trap door next to the pushblock and get back down there.

 

Push the block N so that it falls down past another opened trap door, climb down the N ladder and push the wall button at the bottom to open a door somewhere. Climb back up, go down the S ladders to a lower passage and follow S to an intersection. Turn right, take the first left and hop down into a control room. Pick up the flares and push both wall buttons. Pull back up to the corridor, turn right and follow around to a large medipack. Continue to the W opening on your right and push the wall button to open a nearby door.

 

Reverse roll, exit to the corridor, turn left, take the first right (N) and follow to the opened door. Turn right (E), follow to a small room and loop around right to find a keypad. Punch in the number 2 and the elevator will take you down one floor. Exit the elevator and loop around right to find a floor trap door. Open it and drop down twice, find the crawl space and follow to a wall button (cut scene of a green light next to a laser). Crawl back the way you came, pull up past the opened trap door and go to the NE opening.

 

Stand at the ledge overlooking the larger room, save your game and take a difficult running jump E over the fan, using the right arrow key to fight the wind current so you can grab the next corner ledge. The ledge you just left drops like a trap door so you can exit later. Pull up and repeat to access the NE corner ledge. Hop up W onto the higher platform and take the MEMO from the plinth. Hop back down to the ledge and safety drop to the floor. Go to the SW corner, jump up the slope and pull up higher as the trap door lifts beneath your feet. Go through the W passage, hop down into a lounge, go across and open the W door to a small bathroom and a small medipack.

 

Note three panels in the lounge. Starting with the one on the left, push them 5, 3 and 4 times. The door behind them will open, so enter and push the wall button for another cut scene of the laser with an added green light. Return E and S to the elevator, punch in the number 3 and you'll go down one more floor. Exit, note the wall button ahead for later (if you push it now you'll die), turn left into the passage and come to a storage room for diving suits. Go up the ramp to an indoor pool, turn left and jump to the small ledge in the SW corner. Face N and take a walking-running jump (shift and up arrow keys followed by the jump key) to the narrow yellow ledge. Continue in like manner in a clockwise direction (a curved running jump from the second yellow ledge may be necessary) until you reach the NE corner. Push the button to add a third green light to the device next to the laser.

 

Swim across the room, pull out and return to the corridor. Loop around right, slide down SW into an exercise room and go around the corner to find a small medipack. Look up N to see two swingpoles, but there's a closed door in the far wall. Go back around, hop into the turbine opening and face the panel for a timed run. Save your game, press the action key to open the door, return to where you got the small medipack and stand jump from that spot to grab the first springpole. Waste no time getting across into the N opening before the timed door closes. Push the button to turn on a fourth green light and open a trap door somewhere.

 

Exit to the corridor once more, continue E to an intersection, let the treadmill floor carry you to the E wall and side flip left into a new corridor. Go to the end, back flip onto the ramp and jump off to grab a higher slope. Pull up, jump with a roll to grab a third slope, shimmy right and pull up into the place you kept seeing in those cut scenes. Walk up close to the laser, run after it as it goes away from you and run off the edge of a florr hole to grab the trap door you opened earlier. Wait for the laser come your way, pull up and quickly run forward before the laser returns. Turn right to face a second laser. Run after it as before and drop into a floor hole. Time a jump out of the floor hole and run forward to find the MUSIC BOOK (cut scene).

 

Get past the second laser as before, but when you reach the floor hole with the trap door, reverse roll so you'll drop through and grab the lowered trap door, then safety drop to the corridor below. Step out S onto the treadmill floor, ride around a couple of corners with your back to the outer wall and prepare to jump up into the E opening in the inner wall where the door you saw in the cut scene opened. It may take a few tries, but you'll eventually get there. Hop down into a music room, place the Music Book on the stand, play a few notes on the harp and an alarm goes off as a lower area is flooded. Exit this room, go W down the corridor and look right to see the wall button you noted and avoided earlier. Push it to open the trap door at your feet and drop you into the area that has now been flooded.

 

Swim down the shaft and avoid any contact with the deadly mines clustered below. Your objective is a passage down at the SE corner, and you may want to save your game before making your way painstakingly across the room. Surface and pull out at the end of the short passage and shoot the waiting guard. For a secret, get on the pipes against the W wall. Walk up to the S end and jump straight up once or twice. You may now be able to stand jump and grab the ledge ahead. I was able to get there on one occasion but could not do so reliably.     

 

If you should be successful, pull up and climb the ladder to your right. Transfer Lara to the ceiling, turn around and monkey swing E, timing your way past the drill bit to the other side. Drop down, pick up the harpoons and get on the pipes. Face N and try to perform the same trick as before to pull up higher. Pick up the GOLDEN ROSE for SECRET #1, then the small medipack and harpoons, get down to the lower floor and climb the N ladder on the glass wall. You can hear the challenging grunts of the waiting ninja, so shift left at the top, drop to a ledge and stand in the corner facing SE with pistols drawn. If you're patient enough you may be able to kill the ninja from here as he stalks back and forth.

 

Climb the adjacent ladder to the upper room and find the NW opening. Drop down two times to a lower hallway but don't enter the W room yet. If you like, save your game to see what happens if you do. Instead, go E to the "remove weapon" sign and deposit your pistols on the tray. Now it's safe to enter the W room. Go there and loop around right into the short passage, pull up left and head N into a larger room. Without letting it touch you, lure the mechanical pig into the S side room where the wall magnet will grab and hold it fast.

 

In the larger room, open the E door and enter a room with flickering lights. Go around to pick up flares, a small medipack and 2 x shotgun ammo, exit to the N opening and hop down to find two pushblocks. Leave the one on the left alone, as it's death-trapped. Push the N one four times along the passage to reveal an area to your left with two more pushblocks. Pull the left one two times E and one time S, turn left and pull the next pushblock one time E. Go around the pushblocks to a revealed NW alcove for a small medipack. Turn around, pull the closest pushblock one time N and go around it into the revealed alcove to find the LASER SIGHT on a plinth. When you pick it up, things start happening in the main room.

 

Return there, note the crate that has dropped onto an activated treadmill and locate the opened trap door at the E wall. Climb the ladder there, shift left and drop onto a ledge. Jump over to the N ledge, turn left and take a banana jump W around the column to land on the ledge on the other side. Reverse roll, push the button and wait for the crate to continue its cycle along the treadmill and trigger twin hammers that will smash it to smithereens. Drop down, go to the S end of the treadmill and hop down to find the CARD KEY. The receptacle for it is nearby, but light a flare and save your game before placing it. The trap door at your feet opens, dropping you into a water-filled trench as a buldozer approaches from your right. Turn left and wade along the trench over two land mines that impede your progress although your weight is insufficient to trigger them. When you pass the second one, turn left and quickly pull up into a crawl space as the bulldozer lumbers by.

 

Turn right and crawl toward an opening where you can stand up. Drop down into a dark room, go E to drop down lower and find the NW passage. Pull up E, walk forward onto the springpad and curve right to land in the upper passage where you hear the footsteps of an unseen but nearby enemy. Hop down S, jump into the S opening and slide down to a hallway. Climb the green crates NE, jump to grab the ceiling and monkey swing W until you reach and turn a ceiling device. Drop down and pick up the WHEEL KEY that has fallen to land at your feet.   

 

Hop down, run up W and pull into the opening. Look left for the SHOTGUN and right for the HARPOON GUN and the REVOLVER. Quite a haul. As an added bonus, go to the W tray and reclaim your PISTOLS. Drop back down into the corridor, pull up into the N passage and hop down the other side. Head E, drop down lower and locate the green receptacle on a pole that you may have noted earlier. Affix the Wheel Key, turn it to ignite a flame and a trap door drops down somewhere.

 

Go through the NW passage, pull up E, use the springpad to get up higher, hop down S to a room now filled with poisonous gas and quickly climb the ladder to your left past the opened trap door. Pull up into a control room, shoot the waiting ninja and go through the NW passage. Continue N past a side passage and go around the corner for shotgun ammo as another ninja attacks from behind. Go back to the N side passage and open the door to a small kitchen. Grab the harpoons in the SW corner and note for later the ladder in the SE corner. Exit this room, loop around left and go through the N connecting passage to engage another ninja.

 

Loop around left again, open the S door and enter a small office. There are harpoons at the SW corner and a jump switch at the SE corner that opens a ceiling trap door in the kitchen. Exit this room, turn left in the hallway and continue around the corner to engage a ninja and find shotgun ammo at the end of the passage. Return to the kitchen, climb the SE ladder past the opened trap door and pull up to a passage with a wall button. Push it to open a door in the control room below, go to the end of the passage and safety drop from the floor hole.

 

Go to the S opening, save your game, crawl under the lasers onto a treadmill and angle to your right as soon as you're able to stand up. Jump at the precisely right moment over the next lasers and a death hole. You'll land on a connecting treadmill that leads to another death hole nearby, so immediately work your way to your right into the N side room.

 

Savegame.0

 

Push the N wall button to open another door in the previous control room and reverse the directional flow of the treadmills. The way back is not as difficult, but save anyway. Step out into the corridor, angle left and jump over the death hole and the lasers. Get into a crouch so you'll pass under the next lasers and crawl into the control room. Go past the opened E door, climb the ladder to an upper passage. Turn around (the way S is for later), shoot the barrier and jump N over the floor hole. Walk slowly around the corner, being careful not to fall down into a room with a deadly glass floor. Look down and you can see the safe areas.

 

Climb down the ladder to the safe corner tile, take a walking-running jump E to the next safe tile, turn left and pull down the invisible wall switch to rotate a glass panel at the SE corner. Side flip right to the NE corner, pull down another invisible wall switch to rotate the glass panel another quarter turn, side flip left and take a walking-running jump back to the ladder. Stand jump SE onto the next safe tile, take a walking-running jump SE onto the safe tile against the S wall and pull down the invisible wall switch to rotate the glass panel another quarter turn so you can access the SE opening with another walking-running jump followed by the action key.

 

Pick up the GOLDEN ROSE at the end of the passage for SECRET #2 and the nearby door opens. Note for later the ladder in the short passage and jump into the water hole. Swim down for harpoons and engage a frogman. Continue past the NW opening for 2 x harpoons, shoot another frogman and swim up the ceiling hole for air. Go down, get out the harpoon gun and enter the open area N to encounter a hostile submarine. If you're as fortunate as I was, the submarine will remain stuck in its SW portal so you can shoot it as you would fish in a barrel. When it explodes, swim up past the ceiling trap door and pull out into a dark passage.

Follow to an onscreen message and combine the revolver and the laser sight if you haven't already done so.

 

Pull up into a dark room and run around the perimeter to collect 4 x revolver ammo, using the nearby columns for protection as a rotating Medusa head is activated. Zoom in on its deadly green eyes and shoot them before they can recharge and zap you. When both have been shattered the whole thing will explode. Hop down into the central floor hole and push the wall button to open the exit door. Pull out and exit S into a passage.

 

Go up the winding steps, pull up left and look down into a corridor guarded by one of those TR3 drill-bit machines. Wait for the machine to go by, save your game for a tight timed run and hop down into the corridor. Turn left and run clockwise around the perimeter. The trigger tile at the SE corner begins the timed run. Continue in the same direction as sparks will issue from the next three corner tiles, go just past the SE trigger tile and hop up left into the S opening. Jump to grab the climbing surface and climb up past the timed trap door. Immediately reverse roll while drawing a weapon to kill the waiting ninja.

 

Savegame.1

 

The trap door re-opens, so jump over the floor hole, hop down N and turn around to push the wall button. A door below will open, the drill-bit machine will enter the passage and proceed to its destruction. Check the surrounding area for a large medipack, safety drop to the passage below and head S to a garage. Vault up into the E alcove for the JERRYCAN as Lara's theme music plays and a nearby gate opens. Wait for a small bomb to explode nearby, hop down and go around the corner to find the quad bike. Mount up and drive W up the ramp to greet a bomb-tossing Jeep.

 

Turn left and pass the Jeep. Follow the roadway and avoid all marked sections of the pavement (traps) until you turn a final corner facing N. Drive over the breaktile and you'll fall into a shallow hole while the Jeep drives on and parks in the enclosure ahead. Dismount, note the escape ladder but make your way down the underground passage behind you. When you reach the opening, jump down into the water and swim between the central columns for a   GOLDEN ROSE and SECRET #3. Surface, mount the ladder on the column and transfer Lara to the monkey bars. Find another ladder on the S side of the column and access it by holding down the up arrow key. Climb further and pull up onto the top of the column.

 

Hop over onto the N jutting ledge, stand with your back to the column and jump up to grab the monkey bars. Proceed to the ladder, climb up higher and go through the opening ahead. Turn around, locate the jump switch overhead and activate it  to lift a platform. Turn around, climb the ladder in the ceiling shaft, pull up at the opening and slide down onto the raised platform. Take a running jump S to grab the next platform, pull up and hop up into the opening. Jump the slopes back up to the quad bike and exit via the ladder. Run forward past the parked Jeep and jump into the channel. Swim with your full Jerrycan toward the stranded motorboat and the level ends.