LARA CROFT RETURNS REMAKE
Levels by Feder
Walkthrough by Phil Lambeth
Level 1: RAILWAY STATION
After the flyby, turn around jump to grab the ladder on the train car, climb and pull up, run right for uzi ammo and hang from the opposite side as another train car rumbles by. Drop to the ground, run alongside the train cars toward the tunnel and crawl under the gray car to find the DESERT EAGLE for SECRET #1. Crawl back and emerge on the same side of the train cars as where you started, loop around right without stepping on the tracks beyond the walkway and wait for another train to roll by. Follow the tracks in the same direction the train went and look right for shotgun ammo. Go back along the tracks into the opposite tunnel and look right for 2 x shotgun ammo in consecutive alcoves. An invisible barrier keeps you from going further, so return to the main yard, loop around right into the third (shorter) tunnel for flares. Exit and loop around right into the last tunnel to encounter two rats. Go where they came from and push the button on the crate to open twin gates in the main yard.
Return to the main yard and see the opened gates to your right. But first, continue straight across into the tunnel ahead and look in the left alcoves for flares and a large medipack. Return to the gates, go through and deal with the attacking dog. Go up either set of stairs to the waiting area and shoot the closed door at the back right corner to get the attention of the guard inside. Pick up his flares, enter the ticket booth and go around to a storage area. Climb the crates to your left for the SHOTGUN and go up the opposite steps to another storage area. There's a pushblock in the corner, so pull it away from the HAMMER and return. Shoot a guard on your way back, pick up his shotgun ammo and once back in the main yard, turn right and hop over the hedge. Open the door with the Hammer, go down the steps toward a closed door and climb the ladder to your left.
Pull up, go left and up the stairs to a floor hole. Take a running jump over it as a train car rolls by down below. Continue down to a patio, pull up left into a crawl space and follow the sloped roof to grenades. Return to the patio, go down the opposite steps and pull up into a duct. Crawl to the other end, drop down into a storage room and note the timed button for later. Pull up over the first crate barrier, look up right to see an opening that you can reach from the highest crate with an angled standing jump. Pull into the crawl space for SECRET #2 and grab the MP5 clips and a large medipack. Return, drop to the lower crate and save your game in front of the timed button. It opens the door on the other side of the crates, so turn right after pushing it and make your way past past the crates with running jumps. The door stays open if you get past it in time, so proceed onto a balcony overlooking the warehouse below and target two waiting guards. Use the balcony for cover, and when both guards are dead drop to the lower area and take the small medipack and flares from the corpses.
Climb the crates for the STATION KEY, drop down and go to the near left corner (from where you entered) for MP5 clips. Go to the opposite corner and push the button to open the adjacent door and release another guard. Go up the steps and return to the main yard. Hop over the hedge, turn left and go up to the waiting area. Use the Station Key at the back wall to open the door to a new area where you're presented with several choices. Go up the stairs to your right and deal with the waiting dog. Explore the enclosed room for flares in the alcove and note the wall button on your way back. Push it to open a door around the corner (remote camera), go there and head down the winding steps to a water-filled room. The water is green but safe. Jump in, swim toward the swirling fan but turn left just in front of it. Locate the narrow wall opening, swim inside and down to a lower room. Look left for 2 x harpoons, look right for a rocket and return. Apparently SECRET #3 is registered in this area, although I didn't hear the tell-tale chimes. Stay close to the wall as you emerge, surface for air and fight your way back to the ledge from which you jumped. Look left for harpoons, look right for an underwater lever and pull it to open a trap door elsewhere. Continue, look left for more harpoons and surface to pull out onto the original ledge.
Go back up the steps, continue through the opposite opening and down the steps to an intersection. Turn right into the departure/arrival area, left down more steps toward a turnstile and turn left into a locker room. Shoot two rats, drop down past the opened trap door and light a flare to find the crawl space. Enter and come to a steep slope. Draw a weapon, slide down and shoot the waiting guard. Grab his uzi ammo and find a small medipack in the nearby alcove. Next to the alcove is a pushblock. Move it against the flame tiles, get up on it and take a running jump over the flames to grab the higher ledge. Pull up, enter the corridor ahead and push the button to flood the previous room. Jump into the water, swim into the opening in the back right corner and turn left into the larger room. As strange as it may seem, you can actually swim past the spinning fan blades without taking any damage, so do that and look for the COIN near the open safe straight ahead (cut scene). Return past the fan, pull out left onto a small ledge and take a running jump to grab the higher ledge. Pull up, exit up the steps to the hallway and continue down the steps ahead to the intersection.
Turn right into the departure/arrival area and go to the second column to find a receptacle for the Coin. Place it and the TICKET appears on the floor behind you. Return to the intersection, go right up the steps and place the Ticket to open the turnstile gates. Step into the terminal and engage a guard and a dog. Run across and climb the ladder to the right of the entrance. Shift right and drop onto the walkway, go around the corner, locate the ceiling monkey bars and save your game for a tight two-part timed run. Push the button at the end of the walkway to raise a platform between the walkway sections. Return and use the platform to reach another timed button that lifts a trap door to bridge a gap in the overhead monkey bars that you can reach only by using the raised platform again before it drops to get back to the other walkway. You'll need to sprint through the longer sections of the walkway in order to make it in time. Face the central column, jump up to grab the ceiling and monkey swing past the timed trap door and drop onto the column for the STAR COG.
Safety drop to the floor at the cost of some health and exit past the turnstile and down the steps to the intersection. Turn left into the departure/arrival area and go to the door in the back wall. Use the Star Cog to open it and run forward to finish the level.
Level 2: CITY PASSAGE
Begin on an outdoor balcony in the dark of night (give thanks that the builder has allowed his players to adjust the gamma levels). Go down the steps, shoot the windows across the street and pull into the left one for flares in the floor hole after all the bats have flown out. Pull into the one on the right and time your way past the flame blowers. Climb onto the crate and take a running jump to grab the crawl space. Pull inside and drop down the other side past the closed gate.
Head into a fountain area, jump into the water over a dead soldier and pick up the uzi ammo. Pull the underwater lever to open a nearby gate, surface, pull out and go past the opened gate into a partially flooded alley. Go through, turn right and face another alley with barbed wire pits. Slide and jump two times, grab the far ledge, pull up in front of flares and stand below the wall crack. Jump up to grab it, shimmy right past the barbed wire pits and pull up into another crawl space. Follow to a passage, loop around to a ramp and wind up in a bare kitchen.
You can shoot the window to exit, but first, locate the pushblock in the corner and push it two times to reveal a ramp. Follow to a ceiling hole and pull up into a room for SECRET #4 and collect flares, MP5 clips and a large medipack. Return to the kitchen, go to the shattered window opening but don’t drop down to the street. Instead, turn a bit left and take a standing jump to grab the jutting balcony. Pull up, go around and shoot a vulture lurking on the other side, take a running jump over the railing onto the next balcony, follow around the corner and shoot the window in the adjacent building. Take a running jump past the gap in the railing to land in a locker room where Lara will look to her left.
Pick up the CINEMA KEY and the small medipack, go to the wall opening and slide down to the fountain square to engage a raptor. Go to the closed doors opposite the gate and open them with the Cinema Key. Step inside the dark cinema to leave this level (for now).
Level 3: CINEMA
Go up the entrance ramp, turn around at the top and jump up to grab the crawl space opening. Pull inside and follow to the OFFICE KEY. Get back down, continue across a lobby badly in need of repairs and open the nearby door with the Office Key. Step through to alert a thug and go down the steps to a row of breaktiles. Run across the corners to break them without falling into the spikes directly below. Stand left and jump with grab to glide onto the block beyond the spike pit. Hop down right for uzi ammo, walk through the spikes and jump up to grab a lower ledge. Pull up into the alcove to find a wall switch that opens doors to the main theater. Jump back onto the block, turn around and stand jump to grab the higher ledge.
Return to the lobby, turn right and use the block to get over the water that turns out to be safe. Continue past the opened doors to alert two thugs, one of whom drops a small medipack. Go right around the central railing and pull up right into an opening with flares. Shoot the grated window, look left and take a running jump onto a suspended metal platform. Stand jump to the next platform and take a running jump to land on a third platform. Turn to your left and stand jump to grab a higher fourth platform. Pull up and stand jump a bit left to grab the crawl space in the wall. Pull inside for SECRET #5 and follow to a lower room where you can collect desert eagle ammo and uzi ammo. Locate the floor hole, drop down and find a crawl space that brings you down to a spacious landing.
Go down to a spike pit, stand left and jump over the spikes. Hop back and slide down into the spike field with some unavoidable health loss. Walk through the spikes to the opposite wall, enter the crawl space for SECRET #6, follow to the UZIS and return. Stand jump at an angle to reach the lower steps leading to an entertainment area, step inside and shoot the waiting dog. Loop around into the left alcove for MP5 ammo and into the right alcove for shotgun ammo. Take note of the block near the wall, as you’ll need to use it shortly to reach a higher walkway. For now, jump back over the spike pit and loop around right or left up the steps to the uppermost walkway you visited earlier.
Go to the wall alcove on the right side and save your game for a timed run. Pull down the switch to open a timed door on the walkway down below, turn right and sprint down the steps, loop around right and jump over the spikes, go to that block and jump up to grab the higher walkway. Pull up, turn left and jump over the railing toward the timed door and squeeze past it with no time to spare. Save again so you won’t have to repeat, go down to a lower hallway and turn right to a wall switch that lowers a chandelier behind you. Use the block to climb up onto the chandelier and jump over the railing. Push the button to lower a floor trap door beside you, but that’s to get you back up and not down. Jump back over the railing onto the chandelier, turn left and stand jump to grab the upper crawl space. Pull inside for a rocket, safety drop to the floor and push the wall switch back up.
The chandeliers change positions again, so run to the other end of the hallway and climb the ladder past the opened trap door. Shift right or back flip, jump over the railing to grab the chandelier, pull up and jump to the slightly higher chandelier and jump or side flip over the rail for flares. Jump back over the rail onto the chandelier, turn right and stand jump to grab the wall crack. Shimmy right, drop to grab a lower crack and shimmy right until you can drop onto a corner ledge. Push the nearby button to hear the sound of a trap door opening, pull the adjacent pushblock in front of the button and safety drop to the floor. Pull down the wall switch to realign the chandeliers once more, use the nearby slab to pull up next to the pushblock and push it into the corner.
Get up on it, stand jump to grab the ceiling hole created by the opened trap door, pull up and jump over the railing to grab the chandelier. Pull up and take a running jump slightly to your right to grab the ceiling strip. Monkey swing to the far wall, drop to the ledge and pull down the wall switch in the alcove to your right. A door opens in the hallway down below, so drop to the lower balcony, climb down past the opened trap door to the hallway and exit past the recently opened door. Follow the passage to a more elegant hallway, shoot the dog and thug and pick up the dropped small medipack. Turn left from the entrance, drop into a trench at the wall and loop around for shotgun ammo in a small crawl space.
Run toward the opposite wall and look left for a passage leading in two directions down to a theater stage. Turn left at the stage and enter a short passage with a button that retracts a panel elsewhere. Go back up past the rows of seats to the left corner and locate a wall crack. Jump up to grab it, shimmy left until you can pull into a crawl space and follow to a duct passage. Stand in front of a spike pit and take a running jump over the breaktiles to land on or grab the other side. Continue around the corner to another crawl space and follow to a room guarded by a thug. Grab the uzi ammo on the block and pull down the nearby wall switch to lift a corner grate. Enter and drop from the other end while drawing a weapon to deal with two thugs.
Beef up your health if necessary and walk down the left aisle toward the stage with weapon still drawn. A dog and a thug will appear behind you, so engage them before proceeding further. Go across to the other aisle, walk down toward the stage and a door will open at the corner to your right to release a dog and two thugs, one of whom will drop a small medipack. Pull up onto the stage, go left behind the curtain and climb the ladder to a passage that winds around to a blocked opening. You can shoot the grate to proceed, but first, go back to where you pulled up, take a running jump to grab the higher platform, pull up and jump to grab the ceiling. Monkey swing as far as you can go, drop to grab the platform and pull up in front of another shootable grate for SECRET #7 and a large medipack and uzi ammo.
Take a running jump from the platform to grab the monkey bars and return the way you came. Drop onto the platform, take a running jump (no grab) to land inside the passage below and follow around to the opening. Shoot the grate if you haven’t already done so and take a running jump onto the catwalk suspended over the stage. Run forward for flares (overhead camera), turn around and jump up to grab the ladder. Climb up through the ceiling shaft to an upper passage and step forward for the GARAGE KEY. When you pick it up a door opens elsewhere, so climb back down, jump from the catwalk to grab the opening, pull up into the passage and go around to the next ladder. Climb down to the stage, exit to the hallway and turn right, then left and follow to the chandelier hallway.
Go straight across and up the steps to the uppermost walkway, go around left and drop to the rock slab below. Exit by jumping over the spike pit, go up and around to the next higher level. Exit left through the partially flooded passage, go up the steps and find the opened door at the corner to your right. Follow the passage around to a ladder, climb up to a higher passage and proceed to a level change.
Level 2: CITY PASSAGE (revisited)
You’re back at the fountain square, so run forward, jump into the water and find a narrow opening that wasn’t there before. Enter for SECRET #8 and collect a small medipack and a rocket. Return, pull out and enter the alley to the right of the library. Place the Garage Key in the alcove to your left and five baby dinosaurs come charging at you. Deal with them, return to the alley alcove and enter a small room. Push the button to open the floor trap door, safety drop into the shallow water of a sewer and go around the corner to engage a raptor.
Grab uzi ammo in the water next to the dead soldier and go around the next corner to find a wall ladder. Climb up to a room entrance for flares, note the dead bodies ahead and save your game before entering the next area. A door slams shut behind you and a T-Rex emerges from the opening to your right. Turn left and run away from him, turn right into the next room and jump into the wall opening to slide down to a control room. Pull down the wall switch to lift a gate elsewhere, turn left and follow the passage to more flares and a wall switch that lowers a trap door blocking the ladder in the nearby wall. Climb up to the room with the T-Rex and run straight forward past the lifted gate that will mercifully slam shut behind you.
There are three buttons in this small control room. Push all three to open doors and unleash a couple of raptors that will vex the T-Rex and hopefully sap some of its strength. Climb the nearby crate, hop into the opening and slide down into the battle arena. Take refuge in one of the raptor cells and wait for the T-Rex to arrive. Take care of it with a couple of shotgun blasts. The T-Rex may have killed both of the raptors by now, but if one has survived it will now come after you. When all is quiet, search the two raptor cells for a large medipack and shotgun ammo and go around the corner past the third opened room. Enter an enclosed area and take the GRENADE GUN from the dead soldier near the entrance for SECRET #9.
Go back to the third opened room and enter to find a closed floor trap door. Your weight will cause it to trigger open, so slide down to the next level.
Level 4: OLD FACTORY
You’ll continue to slide and drop into a water hole. Swim to the far end of the passage, pull out and run up the ramp to shoot an unsuspecting worker in the back. Kill him quickly before he has a chance to get to the control room in the far corner and close the door on you. Enter the control room and pick up the MP5. Use the button only if you and the worker arrived at the same time and closed the door with both of you inside. Exit to the far wall (near the entrance) and look down the slope for a flat spot. Turn around and slide backwards to land safely and pick up the small medipack. Turn right, stand jump onto the slope, slide and jump onto the suspended block. Take a running jump to grab the ladder in the wall across the quicksand pit, climb to an upper walkway and run to the window to alert the guard inside.
Draw a weapon and wait for the guard to open the door. He won’t come out, so you’ll have to enter the machine room to engage and deal with him. Climb the block in the corner to your right for shotgun ammo, face the roving machine and wait for it to go past you to your left. Follow it into the passage and run clockwise around the outer perimeter, turn right into the opening opposite the back wall and pull the pushblock one time. Reverse roll, continue your clockwise trek around the perimeter and loop around right to find a second pushblock. Push it two times to reveal a rocket for SECRET #10, reverse roll and wait for the machine to pass by to your right. Follow it back to the main room.
Pull a third pushblock to the left of the central column (you may have noted it earlier), so that the machine is forced to turn around and go in the other direction. Wait for it to make a complete circuit and run into the pushblock from the left side, which will force it to turn once more and go in its original direction. Follow it and loop around right to push this third pushblock one time, go past it into the main room and pull it against the front side of the central column. Get up onto it and pull up to an upper machine room with two of these roving machines. Note the glass-protected button and time your way to the back right corner. Push the button there and get quickly back to the safe area. Repeat to push the button in the back left corner and the glass panel rises. Push the third button and hear the sound of a trap door opening.
Go to the wall ladder and climb up past the opened trap door. Don’t pull up in front of the spinning fan but take a rolling back flip to shoot the advancing worker. Pick up his flares, hop up into the nearby alcove for MP5 clips and head toward the next ladder. Climb up to an upper walkway, turn right and run to the back corner for grenades. Return to the zip line and ride it down to a machine room where a worker and a guard keep watch. Pick up the dropped small medipack and desert eagle ammo, pull down the wall switch to open the adjacent door and go up the ramp to engage another worker.
Continue up to a walkway area and go to your right to find a pushblock. Move it along the walkway and against the Natla block, go to the other side of the room and move a second pushblock against the first pushblock. You can now pull a third pushblock away from the Natla block and onto the second pushblock. Get up on it and take a running jump to grab the ceiling. Monkey swing across the room, drop down onto the opposite walkway and go around to either ladder, climb up and shift right or left as appropriate to drop onto a wooden platform. Turn around and make your way across the bridge past the swinging blades. If you prefer, you can choose the easier way by hanging from either edge and shimmying past them (nice overhead view as well). When you get to the other side, run past the burning barrel to your right into the passage and come to a room with a swinging blade, a roving machine and thumpers on the other side of a quicksand pit.
Time a running jump past the swinging blade toward the ladder near the left wall, climb up to the thumper ledge and pick up the nearby flares. Time your way past the three thumpers, continue into a dead-end passage and pull up right two times to reach a crawl space that brings you to an upper control room. When you approach the door, it opens to release a worker and a guard. Collect the dropped uzi ammo and small medipack, enter the passage the enemies came from and pick up the BATTERY (cut scene of a machine). Exit to a gap in the railing and save your game. Stand right, and when the roving machine starts moving to the left, slide down the slope and jump off with a right curve. Hop back to grab the edge immediately upon landing, shimmy right to the wall, wait for the roving machine to make another pass, pull up, reverse roll and take a running jump to grab the ledge on the other side of the quicksand pit.
Pull up, exit through the passage to the previous room and stand next to the machine with your back to the computer. Place the battery to activate the machine and open the door to your left. Follow the passage to a lower room and deal with the worker. Stand facing the computer next to the gap in the railing, hop back when the swinging pincers move away, grab the ladder and climb all the way to the bottom. Turn around, go down the steps and jump without fear onto the waterfall. You’ll slide and drop into a pool. Pull out and go past a flooded area onto a bridge with a closed door at the far end. Turn left and take a running jump over the railing onto a rock ledge. Turn right and jump past the obstruction, hop up right onto the block and jump to grab the ladder. Climb down to the bottom, face the alcove just to the right of the bridge abutment and take a running jump into the quicksand. Wade forward into the alcove and continue into the passage to your right. You’ll soon hear the chimes of SECRET #11, so continue to the end for a large medipack, shotgun ammo and grenades.
Return the way you came and wade along a straight path to the ledge from which you jumped. Climb the ladder, back flip to the rock ledge and hop onto the nearby block. Stand jump to grab the ledge over the bridge, pull up and go right to the far wall. Turn left and take a running jump over the gap, away from the swinging pincers, and take another running jump to grab the metal structure ahead. Pull up, enter the crawl space and follow to a floor hole. You can hear menacing steps below, so hop down and slide to a passage leading to a room guarded by two workers. Kill them within the passage, pick up the dropped flares and small medipack and step into the room to target a guard posted on a ledge up to your right.
Note the numbered tiles on the central floor but don’t step on any of them yet. Go across the room, climb the ledge to a ladder and climb still higher to face a locked door. Go around right to the dead guard and pick up his MP5 clips. Crawl under the nearby pipe for uzi ammo, crawl back and turn the valve wheel on the block to raise the water level elsewhere. Turn right, go to the wall and pull up onto a ledge leading to a ladder. Climb up to a tunnel, crawl where necessary and come to a floor hole. Safety drop into the water far below, turn right and swim through a narrow opening and around the corner. Surface and pull out in a control room with a CODE CARD bearing the numbers 2490. Return the way you came, swim diagonally left under the bridge, surface and pull up onto a familiar rock ledge. Jump over the obstruction as you did before, stand jump from the block to grab the ledge over the bridge and make your way to the crawl space across the room in the same manner as before.
Hop down the floor hole and run past the dead workers into the room with the numbered tiles. Step only on those four tiles bearing the numbers on the Code Card (in any order, and you can also use the outer area to make your way around the sunken area). A door opens nearby, so go there and enter a hallway leading to a larger room with two guards and a worker. There's another guard down in the garage below, and you can target and kill him from up here. An annoying alarm has gone off, but you can shut it off temporarily (I wish I could tell you what file to delete, but all sounds in the game are packed into one huge file in the audio folder) by running to the back wall along this upper ledge. Grab the large medipack next to the Natla block in the corner and go back to the central bridge spanning the room. Take a running jump onto the suspended block, walk forward and stand jump to grab the upper metal walkway. Pull up and take a running jump with grab to glide onto the ledge ahead. The door will open and a worker and guard will come charging out. Pick up the dropped MP5 ammo and small medipack, pull down the wall switch in the control room to open a nearby door and exit to the ledge.
Another guard has appeared down below, so eliminate him from up here, safety drop to the ledge below and go around the corner toward two stacked blocks. Hang from the edge over them, drop to grab the top block and pull up. Turn left, jump up to grab the ceiling and monkey swing along the tracks until you can drop onto a ledge on the other side of the room. Go past the opened door and climb the wall ladder. Back flip near the top into an upper passage and follow to a floor hole. Draw a weapon, hop down into a control room and shoot the worker. Go around the corner, pick up the CROWBAR (screen of the door you’ve already noted) and pull back up into the passage. Return to the ladder, climb down and safety drop from the ledge to the warehouse floor.
Run across toward the stacked blocks, shoot the worker who pulls out of the nearby corner and find the only pushblock among the blocks. Pull it away from desert eagle ammo for SECRET #12, then climb the other blocks to access the upper walkway. Return to the room with the numbered tiles (the alarm sound mercifully ceases), climb the wall ladder and open the locked door with the Crowbar. Follow the passage and wade through the quicksand toward a flame blower. Stand against the right or left wall, run forward when the flames subside and pull up onto the block. Turn around and stand jump to grab the ladder. Climb up to a room with a glass-protected button and two Natla blocks, one of which is a pushblock.
Pull the pushblock three times, go around right and push it one time toward the barrels. Get up onto it, face the glass-protected button and jump up to grab the opening. Pull up and follow the crawl space to an intersecting passage with a closed door to your left. Go the other way and when you turn the corner a door closes behind you. Continue to a floor hole and safety drop onto a four-way bridge with two green-tinted doors and two red-tinted doors. Try to target and kill the guard roaming about below, safety drop to the floor below and pick up his small medipack.
In all four directions you’ll find a blue block with a valve wheel. If you use the look key you can see the red-tinted and green-tinted doors overhead. Avoid the valve wheels under the red-tinted doors and turn the two valve wheels beneath the green-tinted doors (which will be opposite to each other). The entire area below will be flooded, so go to the central floor hole, jump into the water and swim into the alcove opposite the barrels for harpoons. Swim out and into the alcove on your right to find an underwater lever that stops fan blades from spinning. Get some air and swim down into a tunnel past the dormant fan blades, turn left and continue swimming toward the far wall until you can surface and pull out to trigger another annoying alarm. Kill the attacking worker and target two guards poised in higher alcoves in the far wall. Pick up the large medipack and use the Natla blocks to reach the upper right alcove. Pick up the shotgun ammo dropped by the guard and crawl through to collect the other guard’s uzi ammo.
Drop down into the previous room and move the pushblock away from a passage with a closed door. Tip: It might help with the upcoming timed run if you positioned the block so that you can jump down onto it on the way to the timed door. Go back up, using the Natla blocks, and look for a nearby alcove with the CONTROL PANEL KEY. When you pick it up a glass panel lifts from the button behind you. Save your game for a tightly timed run. Push the button to hear the sound of a door opening. Reverse roll, crawl to your right and hop down to the room below (or onto the pushblock), run to the timed door in the back right corner and save again when you get through successfully.
Drop down the triggered trap door at the end of the passage and crawl toward the thumpers. Roll past two of them and continue to a crawl space protected by flame blowers and another thumper. Time a roll past them and proceed to a long ladder that brings you up to a passage.that you access by shifting left and dropping. A door opens nearby, so go on through and enter the crawl space on your right. Drop down the floor hole onto a block in a control room you visited earlier. Go to the glass-protected button and place the Control Panel Key in the receptacle next to it. The panel lifts, so press the button to open the door behind you. Go on through and run forward to complete the level.
Level 5: FACTORY BAY
Run up the steps to the automatic door and shoot the guard in the control room. Pick up his desert eagle ammo, look on the ledge against the far wall for shotgun ammo and pull down the wall switch to retract a trap door blocking the ladder to your left. Climb up to a passage and slide down the slope at the other end to face a pair of roving lasers. There are also some hard-to-see but deadly stationary laser beams blocking the passage. To get past everything safely, approach to within a couple of steps of the first pair of beams, wait for the lower laser to start moving away from you, side flip over the beams and run a few steps after the retreating laser. Jump over it as it returns, crawl or roll under the next pair of beams and stand up in a safe spot. Wait for the upper laser to pass by and side flip over the last pair of beams. Pull up to a wall switch that lifts the grate below, hop down and enter the crawl space for a cut scene of two conversing guards.
Continue along the passage until you reach a floor hole, drop into it and pull into the next crawl space. Of course, shooting the grate ahead will draw the guards’ attention, but you can safely shoot them from up here by getting up on one knee and drawing your pistols. When you’ve both death cries, drop down into the control room and pick up the dropped small medipack and KEYCARD TYPE B. Place the Card in the wall receptacle to open the adjacent door. Enter the next room for SECRET #13 and collect 2 x grenades. Exit via the crawl space and take the left branch for shotgun ammo next to a floor hole.
Climb down the ladder and step on a trigger tile to see a door close in your face. Turn around and start a clockwise circuit around the short passage. The tile around the corner is another trigger tile, so stay close to the wall and sprint over it past the opening before the door closes again. Pull up right into an upper passage and grab the large medipack in the alcove to your right. Push the opposite button to hear the sound of a trap door opening somewhere, follow the passage around the corner and step on the trigger tile in the alcove on your left to open the door at the end of the passage. The third tile ahead is also a trigger tile that will close the door, so stand right and sprint past the opening. You may land on another trigger tile that closes the door in front of you, but if so, don’t worry about it. Just hop back into a floor hole and slide down a long slope into a pool with a friendly killer whale.
Pull out onto the ledge to kill a guard. Note the fuse receptacle and motorized raft for later and jump back into the water. Pick up the harpoons in the corner and look for an underwater lever on one of the columns that opens a gate on the other side of the pool. Swim there, followed by the killer whale, and enter an underwater cavern that eventually brings you to an open outdoor area. Search the perimeter for 2 x harpoons and swim under the wooden pier to find an opening. Go around to the right for the HARPOON GUN and around to the left to find an underwater lever that lifts a platform outside. Return, pull out onto the wooden pier and go around left past the searchlight. Take a running jump into the opening and climb up left onto the block.
Take a running jump to grab the raised platform, pull up and turn right. Take a counterintuitive standing jump toward the wall and hit the action key to land in the barred window. Hop back, grab the edge and shimmy left along an invisible crack until you can pull up in the next barred window. Go through the break in the bars for SECRET #14 and collect a small medipack and 2 x uzi ammo. Return to the water, pull out onto the pier and get back to the raised platform as you did earlier. This time, turn to face the searchlight and stand jump to grab the jutting ledge on the central structure. Pull up, turn right and climb the ladder to engage three pteranodons. The better part of valor may be to jump into the water, pull out onto the pier and engage them from below in a more leisurely manner. When all is quiet, return to the top of the central structure if necessary, but along the way you can jump over to the roof section in the corner and find MP5 ammo beyond the radar screen. This will attract another pteranodon.
When you reach the top of the central structure, jump to the higher ledge against the wall and follow to a block, from which you can stand jump to grab the monkey bars. Monkey swing through a fixed camera to the far wall, release and note the barbed wire and breaktile to your left. Hop back, grab the edge and shimmy left past several breaktiles and barbed wire traps until you can pull up onto a wooden ledge and engage yet another pair of pteranodons. Locate the ladder at the break in the railing and climb down until Lara’s feet are on the next to last rung. Take a rolling back flip, grab the metal walkway and pull up. Use the block ahead to grab the roof, shimmy left just past the searchlight and pull up onto a flat spot.
Turn left and jump onto a wall ledge. Push the button to open the adjacent door and follow the passage to a floor trap door that gives way under your weight. Drop into a control room, note the guard patrolling the hallway outside and pick up the MP5 ammo. Pull down the wall switch to open the door to a room housing two raptors, enjoy the ensuing battle as the guard tries bravely to engage them but succumbs after killing only one (in my game). A grate has lifted in the wall behind you, so pull into the crawl space and crawl to a higher crawl space on your left. Continue to a grate, shoot it and hang from the other side. You can see the surviving raptor below, licking its chops in anticipation of more fresh meat. Ready a powerful weapon, safety drop to deal with the raptor and pick up the KEYCARD TYPE A dropped by the guard. Go around the corner and use the Keycard to open a door overlooking a winding staircase.
Stand jump toward the left corner and you should land safely in the water below the stairs. Note the opening blocked by green laser beams and avoid them by swimming over and under them to the far wall to find an underwater lever that lifts a grate behind you. Return for air, swim past the opened grate and follow to a small room where you can wade out for the STAIRCASE KEY. Return to the winding stairs and go up until you reach a fuse receptacle. Place the Staircase Key and a door opens a few flights below you. Go down to the open doorway, pull inside and follow the passage to a chute. Draw a weapon, slide down to a control room and dispose of two guards. Pick up the dropped shotgun ammo and small medipack, watch out for the near-invisible but deadly red and yellow laser beams criss-crossing the room and go around left to hop onto a block against the wall. You can see the fuse and wall switch on the far side of the room, but don’t go there lest you die. Instead, jump up to shoot the grate, pull up into the crawl space and drop down the other end into a darker area. Loop around left, crawl under the pipes and go around the corner for grenades.
Return, run past the steaming pipe into a passage and jump to grab the ladder. Climb down to a lower passage, crawl past the pipes and turn the valve wheel to create a small explosion, return to the upper passage and one of those damnable alarms will start blaring. Pull up into the crawl space and return to the control room to find it partially flooded. It’s now perfectly safe to go pick up the RESTRICTED AREA KEY and pull down the wall switch to lift a grate across the room from the crawl space. Pull into the new crawl space and follow around to a button and a ladder. Push the button to lower a trap door, climb the ladder to a familiar area and jump down left into the water. Say hello to the killer whale and swim across to and past the barred windows.
Continue through the underwater tunnel and pull out in the control room where you shot the guard earlier. Place the Restricted Area Key to open the exit doors for the motorized raft, hop in and drive with speed over the rock barrier into the underground cavern. Dismount (end key + arrow key), search the immediate area for harpoons and swim further into the open area to encounter a frogman off to your right. Grab the nearby harpoons against the wall, turn left into the passage (note the above-water green laser beams blocking raft entry) and surface to find an opening to your left. Pull into the passage and follow up to a button that opens a nearby panel you can’t reach from here. Return to the water, jump in to your right and loop around right to engage another frogman. Swim where he came from, turn left and use a harpoon to shatter the underwater grate.
Swim into the opening for SECRET #15, collect the flares and rocket and return for air. Look for a ceiling hole over the two barrels and swim up the shaft to surface and pull out into a small room. Draw a weapon, approach the automatic door and engage the guard in the control room ahead. Pick up his small medipack and pull down the wall switch to disable the green laser beams you noted earlier. Return to the raft, dealing with another frogman along the way, and drive through the previously blocked passage into a piranha-infested area. Dismount onto the ledge at the far wall, jump to the wall on your right, climb the block and take a running jump to grab the higher ledge. Pull up, climb the block ahead and slide down the slope backwards to grab the edge. Shimmy right to the wall, pull up and take a rolling back flip to grab the jutting ledge.
Pull up, jump to the next ledge and go around to the monkey bars. Stand jump to grab them, monkey swing to the far wall and drop onto the rock ledge. Follow to a block, climb up and take a running jump to grab the higher ledge. Pull up, take a running jump over the water to grab the bigger ledge, pull up and go around to the dangling raptor carcass.
Jump up to shoot it so that it drops into the water and distracts the hungry piranha, jump down after it and swim over to the colorful crate with an underwater lever that opens the exit gates for the raft. Surface, climb in and drive around to the passage where the gates opened. Pull up next to the gap in the railing, dismount and grab the metal ledge, pull up and run into the dark passage to finish the level.
Level 6: UNDERGROUND TUNNELS
Run down the steps, turn left and shoot a couple of rats. Climb up onto the crate for flares, note the turbulent (and deadly) water and return to the bottom of the steps. Hop up onto the corner block, stand jump up the slope and jump straight up to grab the monkey bars. Monkey swing until you get a fixed camera, turn slightly left and release to drop onto a slope. Jump onto a second slope and jump with grab to glide inside a window opening and see two apparently friendly prisoners confined in the room below. Turn around, jump back onto the same slope you just jumped from, slide and grab and shimmy right to a flat corner. Pull up, turn around and jump into a control room. Go to the back left corner, enter the crawl space and a door closes when you reach the trigger tile (which you can’t avoid).
Continue into a hallway, step on another trigger tile to your right to hear the sound of a door opening, then go the other way but don’t step on the trigger tiles around the corner. Instead, jump up to grab the ceiling and monkey swing over the trigger tiles. Drop down, go around the next corner and step on the trigger tile to open a door other than the one in front of you. Go back, monkey swing over the two trigger tiles, drop down and loop around left onto the next trigger tile that closes the door in front of you. However, it opens the passage you just vacated, so return via the monkey bars and run over the trigger tile (cut scene but no sound of a closing door) and into a small control room with a button that opens a door in the previous control room.
Go back the way you came and feel free to run over all the trigger tiles this time. Use the crawl space to return to the control room and go past the opened door to the cell occupied by the two prisoners. Enter the passage on the other side of the cell to open the door at the end. One of the prisoner is eager to enter ahead of you, so follow behind and approach the worker to get his attention before retreating to watch the prisoner do a number on him. It’s possible that the worker may kill one of the prisoners before succumbing to the other one. Pick up the dropped shotgun ammo and go to the back of the control room. Move the green pushblock against the orange crate, turn around to find a second pushblock, pull it two times and go over it into a short passage. Pull the wall switch to open a nearby door and use the second pushblock access an upper ledge.
Follow around to the opened doorway and activate a drill bit trap in the passage, Crawl under it and drop down near some mine cart tracks. Shoot one of the waiting workers but try not to target the two prisoners while they take care of a second worker. You can still hear enemy footsteps, but first pick up the dropped flares and small medipack, then locate the ladder on one of the support beams and climb up to engage a third worker. Grab his uzi ammo and find an alcove with a button that opens a door elsewhere. Climb back down and go diagonally across the room to find two mine cart passages. Enter the one on the left and push the cart inside to reveal MP5 ammo for SECRET #16. Return and enter the adjacent passage, get past the drill bit trap but don’t step on the weight-triggered trap door just beyond it. Stand jump over it, pick up the desert eagle ammo and go past the opened door you saw in the cut scene.
Go down to encounter an activated pile driver. Time a run past it to your left, pull up into a crawl space and time a couple of rolls past two flame blowers. Drop down the other side, shoot two rats and turn left in the mine cart passage to face a giant paddle wheel. Hop down right and loop around the tracks into an alcove with a timed button that raises a platform. Run back along the tracks until you reach the support beam, hang left and drop to grab the raised platform. Pull up, jump straight up to grab the monkey bars before the platform drops and monkey swing right until you can drop onto a rock ledge. Safety drop from the far side onto a flat spot and follow the walkway to a gap in the railing. Drop down, push the button to open the door and release a prisoner to help deal with the worker whose back is turned toward you. Pick up the dropped small medipack, hang from the gap in the railing and shimmy left past the machine. Pull up next to a wall switch that opens a door elsewhere.
Shimmy past the machine once more, pull up and return to the rock ledge at the spot where you dropped down. Stand jump onto a slope next to the raging waters, slide and jump with a left curve to land on a flat spot. Turn a bit to your right and take a running jump to land between two support beams. Go to the rock wall, turn right and take a running jump over the water. Stand jump into the alcove on your right for a rocket and retrace your steps to the two support beams. Find the ladder on one of them and climb up to a connecting block. Shift left onto the block, pull up onto a ledge and find the door opened by the wall switch to your right. Take a running jump over the water to grab the concrete ledge, pull up and go around to the left of the paddle wheel. Pull up into a crawl space and go to the wall. Safety drop into a water hole far below, swim along the passage until you can surface around the corner and pull out for SECRET #17. Pick up the ROCKET LAUNCHER between the crates, jump into the water and swim in the same direction as before until you can pull out near a ladder that brings you back to an opening overlooking the rock ledges navigated earlier. Safety drop to the ledges and use the same ladder on the column support to reach the concrete ledge as you did before.
This time, however, after pulling up stand jump onto the slope to your right, slide and grab and shimmy right past the waterfall (nice camera view) until you can pull up onto a flat spot at the corner. Turn right and stand jump to grab the higher concrete ledge, pull up and shoot two rats. Go around the paddle wheel into a control room and pull over the computer bank on your left to find a large medipack on the other side. Return and go up some steps to face a grinding machine. Save your game, slide backwards down the slope to activate the machine and cause it to lower steadily. Grab the edge, drop to grab the crack and shimmy right to the wall, drop to grab the slope, pull up and take a rolling back flip to grab a crack on the other side of the shaft, shimmy right, drop to grab a lower crack, shimmy left and drop onto a slope. Jump across to grab the facing slope, shimmy right and pull up. Take a rolling back flip to land on another slope, slide and grab, shimmy left and drop onto a ledge with flares.
Drop down a couple of slopes, drop into a water hole and swim to an underground lake where you can surface, ready a powerful weapon and pull out and engage a mutant. A helpful ammo-conserving tactic is to pull out, fire a couple of rounds, jump back into the water and repeat with a less powerful weapon to finish the job. Continue toward a room with an active pile driver, time a run past the blades and be prepared to beat a hasty retreat to the base of the machine as you enter the passage ahead and trigger a pair of boulders. When they’ve rolled to a stop, go back, continue up the passage, pick up the small medipack and pull up onto a rocky ledge facing the raging waters below.
Turn right, take a running jump across the gap and go to the ledge against the wall. Jump up to grab the edge and shimmy left along the crack until you can pull up into a crawl space. Crawl to your left, drop down into a floor hole next to a column and pull down the wall switch. You’re given no clue as to what just happened, so return to the wall crack and shimmy right until you can drop onto the previous ledge. Jump across the gap, go past the entrance and follow the rock ledge until you reach another wall switch that again gives you no clue as to what just happened. Go back along the rock ledge to the entrance and look out to see that four translucent platforms have appeared over the raging waters. Take a running jump to grab the one on the far left, pull up and take appropriate jumps along the other three to reach the upper alcove in the far wall.
When you land the door ahead opens automatically, but don’t enter yet. Turn to face the yellow-black striped column, light a flare and take a running jump just to the right of the column to land on an unfairly (in my opinion) disguised fifth floating platform. Take a running jump toward the wall opening a bit to your right and follow the passage for SECRET #18 and desert eagle ammo. Return, jump back to the floating platform that you can’t see without a lighted flare and take a running jump to grab the left edge of the alcove you jumped from. Shift right, pull up and enter the next room to set off one of those damnable alarms. Deal with two mutants, save your game in front of the button to the left of the entrance, push it and take a rolling back flip to sprint past the timed door at the other end of the room.
Continue through the crawl space and follow to a ledge overlooking what seems to be a vast underground pit. However, if you light a flare you’ll see that the translucent floor is solid, so run to your left, grab the flares in the corner (remote camera view from the nearby crawl space), go to the alcove with three buttons and push only the middle one (the other two are fire-trapped). Reverse roll, run past the stone column and find the opened door that leads to a sloped passage bringing you to an open area guarded by a worker. Look for the large medipack next to the stacked tires and go up the nearby steps to a closed door. Pull down the wall switch to open doors down below and unleash three mutants. When all is quiet, explore their quarters for desert eagle ammo and MP5 ammo, push the button in the middle room and the door opens at the top of the steps. Debris falls from the ceiling and a worker comes down the steps to challenge you. Pick up his uzi ammo, go past the opened door and get past two pile driver blades.
Pull up two times at the end of the passage, jump up to grab the ceiling and monkey swing past a drill bit trap, drop for a small medipack and pull up onto a platform in the passage. Get back up to the ceiling and monkey swing to the far wall, but this time turn right and drop to grab a crawl space. Pull inside and crawl until you can stand up. You hear the sound of a trap door opening and a battle taking place above you. Climb the ladder past the opened trap door to a familiar underground area and engage two workers as more debris drops from the ceiling. Climb onto the central structure and drop down the shallow hole for a rocket. Large double doors have opened between two mine cart passages, so enter and go up the ramp as more debris drops from the ceiling. Kill the worker if the prisoner has not already done so, continue up and around as more debris falls until you reach a control room.
Climb the ladder, pull up into a higher passage and follow the openings left for shotgun ammo as a prisoner tries to entice you into following him. Go back, humor the guy by following him, but when you reach a long stretch turn right into the side passage and stay right for MP5 ammo. Return and search the adjoining passages for a rocket. When you finally catch up with the prisoner he’ll be standing near an opening. Slide down the chute to compete the level.
Level 7: THE MISSILE SILO
The level begins with a screen shot of some woman activating an alarm inside the missile silo. Lara is elsewhere, in a control room, so run toward the pipes in the wall, turn right and follow the passage past closed doors with numbers posted overhead. Avoid the central grate, as poisonous gas-breathing mutants are following you from down below. When you reach the 12 door, push the button to hear the sound of the 2 door opening behind you, jump over the grated floor for flares and return to the 2 door. Go inside and push the 13 button to open the 3 door, but first return to the 12 door and push the button again to close the 2 door. Now you can loop around to the 3 door, go inside to see three missiles and ignore the button for now. Go past it into the dark corner and pull inside a crawl space. Light a flare, drop down the other side and drop to a lower passage.
Enter another crawl space and crawl around the corner. Pull up into a passage and face three of those foul-mouthed mutants. Drop back down and they’ll retreat, so your best strategy is to pull up, fire a few shots, drop down and repeat as necessary until all three are dead. At that point you can explode the passages below the grates at your leisure. Take the first right, follow to a crossing and turn left to find a crawl space on your right. Enter and follow around to an opening overlooking a cell. Drop down for SECRET #19 and collect 2 x rocket, a large medipack and flares. Return to the main passage, turn left, then right, run all the way to the wall and turn left to return to the lower crawl space. Crawl to the end of the passage, climb the ladder and go through the crawl space to the small room with three missiles. Save your game in front of the timed button, push it to open a door inside the 1 room, reverse roll and sprint along the passages, looping around right into the 1 room and past the timed door to your right.
Push the button to lift the missile from the central slab, vault up onto it for the YELLOW STAR CARD and hop down for grenades and a small medipack. Open the nearby door with the card and run past the missile bays to a pair of teeth doors. Step up close, time a roll past them and go around the corner to step on a weight-triggered trap door that drops you onto a slope. Slide down into a pool and search the floor for 2 x harpoons. Surface and pull out onto a broken bridge for flares, jump to the other section of the bridge and go around to a timed wall switch that opens an underwater door. Pull down the switch, side flip left and swim past the timed door before it closes. Continue along the passage and up a shaft, surface and pull out in front of a pyramidal structure guarded by two guards. Enter the structure, stop at the barbed wire pit and initiate a running jump toward and past the teeth doors just as they’re about to open.
Loop around right and climb the ladder to an upper ledge. Shoot the waiting guard and approach the railing. Hop left onto a flat spot, stand at the left corner and hop up into a wall alcove. Pull up left, jump left onto a flat spot and hear the sound of activated machinery. Draw a weapon, jump forward toward the block to alert another guard and use the block to reach the small metal ledge above. Pull up higher to startle a bunch of bats and climb the ladder to a walkway where another guard is waiting. Pick up the dropped RED STAR CARD and jump into the shallow water. Wade up onto a block near the left wall and go through the waterfall to wade out right toward closed double doors that you’ll open with the card. Enter a passage as the doors close behind you, turn left at the wall and follow to an automatic door that brings you to the missile silo and starts a violent earthquake. Of course, a damnable alarm goes off as well.
Go to the central slab you saw in the opening cut scene, get up on it and take a running jump to grab the jutting walkway. Pull up and go around clockwise, jumping as necessary until Lara’s attention is directed to something beyond the window. Continue to a pair of teeth doors, time your way past them and go up the steps to an outdoor area. Loop around left at the column and push a button that opens the door behind you. Go on through and up the ramp to a passage and an automatic door that brings you to the control room. Face the row of five wall switches and, counting from left to right, pull down 1, 3 and 4 to lift a glass cover behind you. Push the revealed button to stop the earthquake and open the exit door to your right. Go on through and up the ramp to a small office. Wait a few seconds and the nearby exit door will open automatically. Go on through and approach the waiting helicopter to finish the level.
Level 8: TEMPLE OF THE TWIN
Lara slides down to a torch-lit tunnel. Run forward, come to a deep pit and hop to lower ledge. Run off onto a bridge, safety drop to the ground and shoot a wolf. Locate the marked pushblock in the wall and pull it two times to reveal a passage leading to a button that opens the nearby double doors. Go there and run through the tunnel past a side passage to your left (another button for later) until you reach a lower room lined with pillars. Go around right to see that three of the column bases have attached wall switches. Pull the two on each end to rotate the pillars, go to the other side of the room and find only two wall switches. Pull only the interior one (second from the left as you face it) and all the gem-bearing statues should now be facing each other.
Return to the side passage and press the button to open the double doors in the pillar room. Go on through, shoot the large vases at the entrance for flares and uzi ammo, continue up the steps to a balcony overlooking a deep room. Wait for the arrival of two huge bats and go the break in the balcony railing. Take a running jump to the smaller balcony across the way to your left, take a walking/running jump over the railing to grab the corner ledge, pull up and shoot two more bats. You could now jump over to the jutting ledge, but instead run off onto the slope, slide and shimmy left to a flat spot near the wall. Pull up, enter the crawl space, light a flare and follow to SECRET #20. Pull up through the ceiling hole to a ladder that brings you to another crawl space that leads to a high ledge overlooking the deep room. Walk to the corner, take a running jump onto the canopy roof and collect a small medipack and desert eagle ammo. Go to the other corner and take a running jump to the balcony roof across the room. Take a running jump down to the corner ledge with a modest loss of health, turn around and take a running jump to grab the balcony. Pull up for flares and safety drop to the ledge below.
Safety drop again to land on a slope and slide to land safely on a flat surface. Note the corner ledge with the overhead wall crack but run off the other side onto the jutting ledge below. Stand jump down to the corner block, drop to the balcony and push the button at the other end to lift a platform and alert another bat. Climb back up the corner block, take a running jump to grab the jutting ledge and make your way over to the opposite corner ledge you noted earlier. Jump up to grab the crack and shimmy right past the raised platform until you can pull up into a crawl space near the far wall. Drop into the corner alcove to your right, make your way across to the opposite corner column, shoot a bat and climb down the column ladder to a balcony with a button that opens double doors down below. Climb down the balcony ladder, run across the room past the opened double doors and greet two wolves.
Go to the left around the lava pit and stand jump to grab a thin ledge over the lava. Pull up, walk forward and jump up to grab a higher, similar ledge. You can now see the bear lumbering about in the room above you, so pull up through the ceiling hole and do battle with it. Shoot the large jars around the central structure for shotgun ammo and a large medipack, note the four column receptacles and push the wall button to open one of the doors behind you. Go on through to trigger a remote camera of the impressive room awaiting you.
Take a few steps down the ramp and start sprinting to trigger a pursuing boulder. At the end of the ramp is a breaktile; use it to jump off to your right onto the slope, slide and grab and shimmy left to the corner. Pull up, run forward to the ladder and climb up to a balcony. Jump to the jutting ledge, ignore the button for now and jump to the next ledge for MP5 ammo. Jump back to the previous ledge, push the button to raise a door elsewhere and go back the way you came down the ladder. Jump to the ledge with the swinging fire bucket, ignore the opening for now and continue to the next ledge. Climb the ladder to a balcony and jump to the jutting ledge. Note the closed door next to the far ledge, push the button to lift some other door and return to the lower ledge with the fire bucket. Note: the jump back to the balcony is trickier than it looks. Hang from the edge with your back to the balcony, pull up, reverse roll to give yourself a little extra room and then initiate the jump.
Go through the opening and look left and right for the doors opened with the two buttons. Collect the SAMI MASK (screen shot of that closed door you noted) and the DUNGEONS KEY, proceed further into the room and come to a floor hole. Climb down the ladder to a lower passage and turn either right or left at the wall. Note the huge poised boulder as you enter the next room (that is apparently there only for looks), draw a weapon and prepare to deal with four wolves. Go to the back left wall and open the door with the Dungeons Key. Go up the winding ramp to an upper balcony and stand jump onto the column below. Take a running jump to grab the higher column, pull up and take a running jump to grab the wall opening. Pull up to find a wall switch at either end. The one on your right opens an underwater trap door; the one on your left lifts a door in the room below. Stand jump onto the taller column against the wall that you faced when you pulled up. Turn left, stand jump onto the lower column, take a running jump to grab the balcony and pull up to collect a SAMI MASK (2 of 4).
Safety drop to the floor, go past the opened door for another SAMI MASK (3 of 4) and find the nearby pool with the opened trap door. Jump into the water and follow the passage to the last SAMI MASK (4 of 4). When you pick it up, the door you’ve been seeing in the cut scenes lifts. Return, exit this room and climb the ladder to the ledge with the swinging fire bucket. Make another trip around right to the far ledge where the door lifted, go on through and pull up next to a ramp that brings you up to a button that opens an unseen door. Grab the flares to your left, climb down the ladder in the floor hole and go past the opened door into a previously visited room.
For a secret, loop around left into the parallel passage, turn around at the base of the ramp and jump up to grab the higher ledge. Run up past the block for SECRET #21 and collect 2 x rocket (you’ll acquire the ROCKET LAUNCHER here if you didn’t happen to find it earlier). Return to the previous room and place the four Sami Masks in the central column to open double doors in a lower room. Find the floor hole you pulled up from earlier, drop down two times be mindful of the lava pit below as you jump toward the opened doors. Run through the next room and up the ramp as the doors close behind you. Pull up and follow the passage past a closed door to a balcony as Lara looks to her right. Safety drop to the room below and hear the sound of a door opening.
Go over to where Lara was looking and pick up the shotgun ammo (cut scene of a large vase). Draw the shotgun, hop back away from the wall a few times and use the look key to bring the shotgun up so you can shatter the vase in the higher alcove. Make a note of the clue you can now see on the wall (the orange globe symbols are the safe ones, the others are fire-trapped) and turn around. Run across the room past the opened door and meet a bear in the hallway around the corner as the door closes behind you. Continue to a door that opens upon your approach. Turn left and go up the ramp to a balcony as the door closes. Remembering the wall clue, hop back from the edge and stand jump onto the nearest globe symbol a bit to your right. Turn left, stand jump onto the next globe, then onto the one in the center, and finally onto the one to the left of the closed door ahead. A final standing jump onto the seven-pointed star will cause the door to open.
Go on through and trigger a swinging flame bowl. Crawl around to your left into an alcove, pull up left into a crawl space and vault up to a balcony for SECRET #22. Collect grenades, flares and shotgun ammo, return to the lower alcove and crawl or run around left into the next room. Get past another swinging flame bowl and hop down to a lower passage. Follow to the boss room entrance and save your game. Run into the room diagonally to your left as a cackling boss awakens, hop up onto the corner ledge and reverse roll at the far wall as deadly fireballs are tossed in your direction. Hop up twice onto a ledge and make your way around the room in a counterclockwise direction, jumping and grabbing as necessary, until you reach a bridge spanning the room. Run across to the opening, slide down onto a trigger tile that opens a door elsewhere, continue in a clockwise direction this time until you reach the opened door leading to a room with a button that opens a door near the boss.
Draw a powerful weapon, return to the room with the boss and fire at him until he dies in a flurry of released energy. Approach the central tile and pick up the TWIN INFADA STONE to finish the level.
Level 9: BACK TO CHINA
Upon arrival, turn left and look for the GOLDEN KEY hidden in the plants against the far wall. Run down toward the closed doors flanked by two serpent statues .Climb up next to the left statue and take a curved running jump to grab the crawl space in the wall. Pull inside and drop down the other side for SECRET #23. Pick up flares and a small medipack, return and open the double doors with the Golden Key. An unfriendly monkey attacks, so kill it and enter the passageway to see doors that open upon your approach and close after you enter.
In the foyer is a central plinth with an inaccessible lever and a closed door requiring a key. Climb the tall ladder in the corner and back flip when Lara’s hands are aligned with the sloped roof to the left. Land on a jutting ledge, face the center of the room and take a running jump to grab the bridge. Pull up to trigger a boulder and hop back to grab the edge again as the boulder rolls by. Pull up, turn left and run off the edge right or left to land on a sloped roof. Shimmy to a nearby flat spot, pull up and find a wall switch that opens a door near the ladder. Safety drop to the floor, climb the ladder, jump to the ledge, then to the bridge, turn right and jump to the right of the bridge to grab the sloped roof. Drop and grab the lower ledge, pull up next to the opened door and enter the passage to hear the sound of nearby blades. Go around the corner to a breaktile hallway with a horizontal blade trap.
Save your game, run into the hallway and jump over the blade as a boulder follows from behind. When you reach the connecting hallway a door closes behind you to trap the boulder and a spike wall starts to advance from your right. Pause if you dare for the small medipack, turn left and find two facing wall switches that lift a gate blocking the far wall opening. Take a running jump over the spikes to grab the ledge, pull up and go left down the ramp. When you step out onto a ledge overlooking the foyer, you hear the sound of a door opening. Take a running jump to land on the bridge, turn left and this time get to the opened door on the left in the same manner you reached the door on the right earlier.
Grab the shotgun ammo, enter the dark passage and proceed to a ladder. Climb up to a floor hole, hang from the other side and drop onto some steps. Go down to the same jutting ledge, turn right and take a running jump to grab the corner ledge. Pull up in front of a wall switch that raises a platform immediately below and triggers a nearby blade trap. Turn right, hang from the edge, drop to grab the raised platform, shimmy right and pull up. Crawl up close to the horizontal blade, get up on one knee and roll (sprint key) as the blade starts to move away from you. Crawl to the end, drop down into a dark passage and follow to an opening overlooking a large pool. Quickly draw a weapon and shoot the monkey down below before it has a chance to pilfer the small medipack.
Drop into the water, swim across and pull out for the small medipack, assuming you killed the monkey in time. Jump back into the water and swim to the corner next to the waterfall (noting the nearby underwater lever) as you encounter a strange rumbling. Pull out onto a flat spot and pull up higher left, then right. Stand left, take a running jump over the waterfall and stand facing slightly to the right of the water flow. Save your game for a tricky side flip right to clear the corner and land on the slope. Slide, grab, shimmy right and pull up onto a flat spot for SECRET #24. Grab the grenades as your reward, drop back into the water and pull that underwater lever you noted earlier. The gate in the opposite wall behind you opens, so swim there and fill your lungs with air before you enter.
The gate closes behind you, so pull the underwater lever ahead, flip turn and swim down past the opened trap door to find another underwater lever, repeat two more times and you’ll be able to pull out into a passage that leads to a floor hole. Safety drop into a room with a wooden floor, run down the ramp, vault up into the opening and look down into a covered lava pit. The covers are motion-activated trap doors, so jump to one side to open them and do battle with two awakened warriors. Climb down the ladder and shift right to drop into a passage. Go up the winding ramp until you reach a wall switch that opens a nearby trap door leading back to the foyer, as well as a corner door high up in the foyer. Pull out, engage two more warriors and climb the corner ladder again. Back flip onto the platform, take a running jump to grab the corner ledge, pull up in front of the opened door and follow the steps around the corner to an opening. Draw a weapon, hop down and massacre a quartet of monkeys. Grab the shotgun ammo at one corner, find a wall switch at the opposite corner that opens the door beside you and face a blade-trapped ladder shaft. There’s no foolproof way to get past the blades. Make sure you’re at full health, either slide and jump to the far ladder or slide down backwards from this side, grab the ladder and position Lara at the tip of a blade. When the blade is about to move away, release and grab again (or simply drop, with an approximately equal amount of health loss) to the floor.
Slide down next to a couple of gigantic blade traps. You can try to time a run past one and crawl under the other, or you can simply hang from either edge and shimmy past them. Turn the corner to face more blades, but in this case there’s an inner alcove that you can see by looking down into the central lava trench. Hang from the inner edge, shimmy left until you’re above the opening, drop and grab and pull inside for SECRET #25 and collect the large medipack and uzi ammo. To get out, time a standing jump to grab the outer edge, shimmy right, pull up at the corner and turn right. Jump the gap, go past the block and around the corner to face another variant of these blade challenges.
You can’t shimmy around corners in TR3, so stand jump from one corner to grab the far corner, pull up, turn as appropriate, hang from the adjacent edge, shimmy to the next corner, pull up and stand jump to grab the ledge ahead. Run past the next set of blades into a room with a wall switch that opens double doors in a room recently visited. Climb the nearby ladder, back flip near the top and pull up into a crawl space that brings you back to the room where you shot the monkeys. Go past the opened double doors, turn around and pick up the SILVER KEY while initiating a forward jump so you won’t fall down into the lava. Go up the corner ramp, pull into the passage and return to the platform overlooking the foyer. Get down to the floor, either by using the ladder ahead or by dropping from the sloped roof to your left. Use the Silver Key to open the large double doors and go around the block and up the steps to a new area.
Go around left for flares, then go around right and hop over the triangular obstacle. Take a running jump onto the jutting ledge, take a curved running jump past the column onto another jutting ledge, stand jump next to the jade statue and hop back from the edge with grab to glide down onto a lower balcony (losing some health) for a rocket. Jump into the water, locate an alcove with uzi ammo near the opposite corner, flip turn and swim across to the other side for a small medipack. Surface for air, then locate the underwater wall opening between the two pickups and swim through to activate a spike wall. Turn left, pull the underwater lever to your left, flip turn and swim past the opened door while the spike wall goes by. You might notice that the warrior statues above you have come to life, but for now swim back into the corridor, turn left and find an underwater lever that lifts a nearby gate.
Return to the main pool, pull out onto one of the columns, run past the four warriors and hop up into that central gap where for some reason they won’t follow while you pick them off one by one. When peace has been restored, enter the alcove where the gate lifted and move the pushblock into the room and against the front of the broken column so you can use it to reach the ladder and climb back up to the higher ledges. Jump over to the two jutting ledges (now to your left) as you did earlier, but this time take an angled running jump into the alcove occupied by the second jade statue. Hang from the edge, shimmy left along a wall crack to the third jade statue, release and drop onto a balcony ledge and take a running jump onto the balcony under the second jade statue for shotgun ammo. Return, hop onto the balcony under the fourth jade statue and pull down the wall switch to lower a trap door.
Jump into the water, swim across, pull out and use the pushblock to reach the higher ledges. Go around left to the corner ladder, climb up past the opened trap door and back flip onto the rooftops. Go around to shoot three monkeys and make a complete counterclockwise circuit, jumping as necessary, until you reach an opening with the JADE PALACE KEY. Go through the passage to a slope, slide down and jump to grab the ladder, shift left past the spikes if necessary, climb down and drop onto a slope. Slide and grab, pull up and take a rolling back flip onto the facing slope. Slide and grab, safety drop into the lava pit room and use the Jade Palace Key to open the double doors.
Go down the steps, deal with two warriors and continue to a tiled floor and run straight across the second row from the right past the double doors ahead (otherwise, the doors will close in your face). Continue along the passage as doors close behind you and open in front of you, save your game for a harrowing sequence and take a running jump over the lava pit as a spike wall starts advancing toward you. Run forward and quickly pull down the wall switch, run back and jump around the corner to your right to trigger another spike wall, pull down the wall switch on your left, side flip left and reverse roll to pull down another wall switch. Doors open to your right, so take a running jump over the gap into the passage, pull down the far wall switch on your right, side flip right to pull down a second wall switch, reverse roll to pull down a third wall switch, turn left and run off the edge to drop into the water below.
Surface, save in a different slot and swim through the passage, pull out and follow to a ceiling hole and a ladder that brings you to a higher passage and a floor hole that drops you to a faux spike wall passage and a bridge. Go across, stand in front of the lantern to your left, hop back and grab the ladder surface, climb to the bottom rung and shimmy right to drop onto a lower bridge with two monkeys. Go across, turn left and take a running jump down to a rock ledge. Shoot two more monkeys, near and far, go to the other end of this rock ledge and pull down a wall switch to raise a timed platform behind you. Now that you know the drill, pull the switch down again, reverse roll and run onto the raised platform. Continue with a running jump over the chasm to grab the other side. Pull up, loop around left and take a running jump to grab the column ladder. Climb down and drop onto a jutting ledge. Run to the other end, safety drop to the ledge below and note the closed trap door. Run across the rock ledge to a wall switch, pull it down to open the trap door and release two monkeys. Deal with them and drop down into the floor hole to find the TWIN ORA DAGGER and finish the level.
Level 10: RESEARCH BASE
After the brief introductory flyby, run around the fenced interior to attract the attention of two guards in the control room and set off one of those damnable alarms (that thankfully doesn’t last long). Pick up the dropped small medipack and flares, enter the control room and go down the ramp to loop around right into a passage leading to desert eagle ammo. Go back the other way and come to a weight-triggered trap door that drops you to a lower deck. Search the immediate area for harpoons (easy to miss), a large medipack and uzi ammo, drop down lower and find shotgun ammo on the ledge to your right. Push the button to open the door, follow to a ladder and climb up to a button that opens another door elsewhere.
Climb back down, go past the opened door to a new enclosed outdoor area and engage a guard. Climb up next to the agitated machine that’s almost as annoying as those damnable alarms, face the open waters and stand jump onto a metal walkway. Turn left, go about halfway down and take a slightly curved running jump to grab the jutting ledge. Pull up in front of a wall switch that opens a floor trap door down below. Safety drop to the deck, find the ladder in the floor hole and climb down past the opened trap door to an anteroom. Go through the opening into an unoccupied control room and look left for an alcove with harpoons. When you pick them up a door opens across the room and a guard attacks. Pick up the dropped MP5 ammo, go where he came from and emerge at an indoor pool.
Jump into the water to alert two frogmen, and either deal with them with the harpoon gun or climb back out to use more conventional weapons. Jump back in and find 2 x harpoons at the near and far left corners. You’ll find an underwater lever on two of the columns on this side of the pool. Pull the one nearer to the spot where you entered to raise a timed platform. Return to that spot, pull out and jump up to grab the metal walkway. Pull up quickly, turn right while initiating a running jump toward the raised platform. Veer left upon landing and continue with a running jump with grab to glide inside an alcove for SECRET #26 and pick up harpoons and uzi ammo. Jump back into the water, save your game for another timed exercise, pull the second underwater lever to raise another timed platform, then pull the first lever to raise the platform you used to obtain the secret, get back up to the metal walkway and jump both raised platforms to reach the jutting ledge on the other side of the pool. Take a running jump onto the slope beyond the column, slide and grab and shimmy right until you can pull up in front of a passage to the living quarters.
Go around the corner to find shotgun ammo and a small medipack in the next room, continue into a partially flooded shower stall and pick up the BLUE FUSE. Return to the pool, hop up left onto the block and jump onto the metal walkway. Locate the ceiling tracks, save your game and stand jump to grab the monkey bars. Monkey swing along the tracks, drop in front of the swinging hook and grab the walkway below. If you miss and drop into the water or onto the walkway (where you’ll be clobbered by the swinging hook), reload and try again. What worked for me was to approach the swinging hook from the left side of the monkey bars, wait for the hook to move away, monkey swing forward and drop onto the ledge with an immediate side flip left. When you get there safely, save again in a separate slot.
Wait for the hook to swing toward you, take a running jump to grab the monkey bars past the hook and continue to the far wall. Drop onto the ledge and hop down left into a short passage with a receptacle for the Blue Fuse. Place it to open an underwater trap door, jump over the railing into the water and locate the nearby floor hole. Swim down into a lower tunnel and follow to engage two frogmen. Swim up to surface and pull up through the railing into a control room with a closed door. Turn left, go through the opening into the next room and deal with the guard posted to your left. Locate the green pushblock in the corner and move it around to the near corner of the room, where you can get up on it and jump up to grab a crawl space in the recessed ceiling. Pull inside and grab the MP5 ammo and harpoons, return and move the pushblock to the middle of the middle of the room. You can now access a different ceiling crawl space that brings you to a small medipack and a button that opens the door in the previous room.
Get back down, deal with the guard and enter the room he came from. Climb down the ladder in the floor hole to a walkway overlooking a room with two of those swinging contraptions. Step onto the jutting ledge, hop down right onto the corner crate and make your way down to the floor. Locate the green pushblock and pull it away from a wall switch that lifts a grate in a corner above you. Get back up to the walkway, crawl into the duct and drop into a lower passage. Find a wall switch that floods the previous room and causes two of the crates to float. Return and time jumps across the crates past the swinging contraptions onto the walkway on the other side. The wall over the fan alcove on your right is a ladder, so jump up to grab it and climb to a crawl space for SECRET #27. Collect the shotgun ammo and harpoons, get back down and shoot the grate in front of the other fan.
Go past the fan blades, drop into a lower duct and follow to a floor hole overlooking a submarine. Safety drop onto the surrounding walkway, shoot the waiting guard and pick up his desert eagle ammo. Jump into the water and look for a wall grate you can shatter with a harpoon. Swim inside, pull the underwater lever to open a door below you and release two frogmen. Kill them, surface for air and swim down to the bottom for 2 x harpoons in opposite corners. Enter the passage where the frogmen came from, swim to the other end and pull out into a control room. Pick up the large medipack and 2 x harpoons, drop down into the floor hole and save your game in front of a timed button. Push the button to turn off the flames in the crawl space behind you, reverse roll, run to the crawl space and press the crouch and sprint keys at the same time to roll through the crawl space before the flames return. Pick up the YELLOW FUSE and hear the sound of a grate lifting nearby. Use the crawl space to your right to crawl back around and return to the control room.
Place the Yellow Fuse to open the door and follow past a remote camera to a hub room with another closed door. Go up the steps next to the closed door and you’ll trigger two sets of teeth doors as you go around the corner on the way to the crew’s sleeping quarters. Grab the shotgun ammo next to a bunk and press the nearby button to open the timed door at the bottom of the steps. The teeth doors make it more difficult to get back down in a hurry, but it can be done. Turn right past the opened door and climb the ladder to collect the GREEN SAMPLE. Return to the previous room, go across and up the steps to a connecting room. Step into the alcove, jump up to grab the slope, pull up and take a rolling back flip to grab the slope behind you. Shimmy left a bit, pull up and back flip onto another slope. Jump without sliding to grab a still higher slope, shimmy right to the center, pull up and take a rolling back flip to grab an upper passage. Pull up and follow past an overhead camera view to the RED SAMPLE. To get back down, stand at the edge with your back to the opening, turn a bit right or left and side flip onto the slope. Slide and grab and safety drop to the floor.
Enter the passage to the right of the alcove as you face it and press the button to open the door. Enter a pool area to alert a guard, pick up his small medipack and run up to the walkway to your left to target another guard posted higher across the room. There are two frogmen in the water, so take them out before looking in an alcove under the walkway steps for shotgun ammo. Jump into the water, swim to the back left corner for harpoons behind a column and find an underwater lever on the column in the back right corner. Pull it to open a door high up in this room, swim across to find more harpoons near the column at the near right corner and grab some air if necessary. Swim down the hole in the central contraption and follow the side passage to a submerged room. Loop around right and pull the underwater lever as a nearby door closes to prevent any retreat, flip turn, continue into the next room and swim up past the submerged steps to a place where you can surface and pull out.
Enter the short passage ahead and pull down the wall switch to drain the area. Reverse roll to see a closed door and a button past the swinging contraption up ahead, but for now go down the now-dry steps to the room with the underwater lever, turn left at the entrance and place the Green Sample (cut scene of a submerged trap door). Go back up the steps and pull up to the room with the wall switch. Continue up the ramp, push the button to open the door to the bathyscaphe room and go around left. Vault up onto the crate, pull up to an upper walkway and take a running jump over the gap to grab the next walkway. Pull up for a rocket, jump back to the previous walkway and jump onto the bathyscaphe. Jump across onto the walkway on the other side, collect the uzi ammo dropped by the guard you killed earlier and note the opened door you saw in the cut scene. For now, however, go left past the column and shoot the grate in the far wall. Take two hops back from the railing, take a running jump to grab the edge and pull up in front of the fan. Hop over the blades and come to a duct crossing.
Turn right, pull down the timed wall switch to lift a grate behind you, reverse roll and sprint to the crawl space, hold down the crouch and sprint keys so you’ll roll several times inside the duct and past the timed grate for SECRET #28. Collect the harpoons and MP5 ammo, return and take a running jump over the railing back to the upper walkway. Go left past the opened door and drop down to a walkway similar to the one you visited earlier. Go down the ramp and steps below to a control room where you can place the Red Sample in the receptacle on your right (cut scene of the submerged trap door opening). Go back up the steps, pull up to the ramp and climb the ladder to the upper ledges in the bathyscaphe room. Jump into the water to your right and locate the opened floor trap door. Swim down until you reach the open sea, turn around and swim toward a wall opening you can see beyond a barrel on the ocean floor. Note the opening for later, turn right to face a barracuda, draw the harpoon gun to deal with it and swim where it came from. Near the large fan blade ahead is an air hole. Beneath the air hole is a ledge with a large medipack and harpoons. Grab some air, return to the opening you noted, swim inside and follow to an open area in a derelict vessel.
Continue in the corner opening to your right, take the second left to reach an air hole and continue with right turns until you reach another open area guarded by a barracuda. Up to your left is a ceiling air hole partially obscured by hanging seaweed. First, grab the shotgun ammo on the nearby corner ledge, surface and pull out near a wall switch that opens twin trap doors and lowers the water level. Return to the water and swim across to locate the opened trap doors for harpoons. Pull out onto a low spot on the column poking out of the water and take a running jump from the high corner to grab the next column. Pull up and take a running jump (no grab) to land on a ledge in front of a wall switch. Pull it down to open an overhead door, climb the ladder and shift left to drop into a passage near the opened door. Go on through and follow to a water hole. Jump in to attract the attention of a frogman, pull back out to deal with him, then swim down past a hole in the grate. Enter the side passage and follow to an open area, turn left and surface.
Wade out near a ladder, climb up to the top of the derelict vessel and stand on the gunnery pad. Press the action key to fire an explosive round at the ruins ahead and blast a hole in the wall. Press the end (roll) key to release, swim or run over toward the ruins and engage as many as a score of Tinnos wasps (I stopped counting and just kept on firing until the onslaught ceased). Vault onto the central slab, turn toward the water and take a running jump to grab the column. Pull up, hop to the upper ledges and pause if you like for flares on a ledge overhanging the water. Otherwise, make your way over to the hole created by the mortar round and go on through to finish the level.
Level 11: ANCIENT HALLS
Lara resumes in the same hallway she just left. Continue around the corner and look in the alcove on your left for flares. There’s a triangular floor hole next to the row of flaming columns. Hop down and crawl to a wall switch that extinguishes the flame on the nearest column. Pull out of the floor hole, turn around and stand jump to a higher flat spot against the wall. Walk around and take a running jump onto the ledge across the room. Go to the raised section and take a running jump to grab a crack in the far wall. Shimmy left until you can pull into a crawl space that brings you to an underground room. Push the button on the column to open a door elsewhere, return to the wall crack and safety drop to the floor.
The opened door is across the room in the corner, so go there as the door closes behind you and awaken two slow-moving crusaders in the next room. Surprisingly, they’re not immortal, but they’re pretty hard to kill because of their bullet-deflecting shields. Loop around right or left to find a small medipack and uzi ammo in the central alcove. The ivy-covered wall here serves as a ladder, so climb up to the high surrounding ledges and turn around. Jump over toward the decorative wall and turn left. Go down the steps and face a staggeringly deep room. Hang from the edge, locate the wall crack below and drop to grab it. Shimmy left to the corner, drop onto a slope, slide and grab and shimmy left until you can pull up onto a flat spot. Turn around and save your game. Take an angled running jump with a right curve onto a triangular ledge to the right of the wall opening, stand jump over the slope into the opening and crawl inside for SECRET #29. Collect the rocket and large medipack, return and simply slide down the slope facing forward into the water below.
Bug alert: Refrain from saving your game until you leave this area, or you may lose all flares from your inventory as I did. This also happened to me later in this level. Swim down and grab the flares and shotgun ammo at opposite corners, surface and pull out onto a translucent platform across from the waterfall. Jump to the next, slightly higher translucent platform, turn to face the waterfall and take a running jump to land on a third platform that’s virtually invisible. Take a running jump to grab the vine strip on the wall to the right of the waterfall, climb up to an alcove with a button that opens the door to your right. Head into a hallway and go down the steps to your left onto a ledge overlooking a lava pool. Your task is get across via the floating platforms, some of which are safe and some of which aren’t. Stand jump onto the nearest platform, take a running jump slightly right onto the next safe platform, stand jump right onto the platform near the far wall and stand jump onto the corner ledge.
Loop around right and take a running jump onto the leftmost platform, continue with a running jump onto the ledge ahead and press the button to open the corner door behind you. Jump back there, enter the next room and loop around right up the steps for desert eagle ammo. Continue past the flaming column up more steps and prepare to deal with four Tinnos wasps on the way. When you reach the top of the steps you’ll awaken two more Tinnos wasps. Note the keyhole, closed door and climbing strip, but go back down the steps and stand right on the bottom step. Back flip two times and take a running jump to grab a climbing strip that you can’t see because of the darkness. Climb up to a ledge for SECRET #30 and search the alcoves to your right and left for flares and MP5 ammo. Climb back down, drop to the steps and go up to the climbing strip there. Climb up to a ledge, jump the ledges to the other side of the room, pausing for a small medipack, and use the corner block to pull up higher.
Use the pushblock ahead to access a still higher passage and follow to a floor hole. Drop down, jump over the lava trap and come to the pushblock from the other side. Pull it one time, return and use the climbing strip to reach the higher passage. Drop down the other end to find a revealed wall switch that lowers the trap door behind you. Safety drop next to a ramp that leads up to a ledge overlooking a pool room. A lizard man who breathes out poisonous gas may be scampering about down below, but it’s difficult to target and shoot him from up here. Go to the other end of this ledge for grenades and take a running swan dive from the middle of the ledge down into the pool. Pull out, deal with the lizard man and return to the pool. Follow the underwater passage to a ceiling hole, surface, pull out and run to a button that lowers a trap door elsewhere. Return to the pool, pull out and explore the wall ledges on the same side as the flaming column for shotgun ammo. Go across the room and get up onto the longer upper ledge against the wall. Take a running jump to grab the marked ladder surface and climb up to a ledge alcove. Hop down to greet a lizard man and go around to jump the gap for flares and a small medipack. Jump back over, climb the vine ladder past the lowered trap door and back flip to the uppermost ledge area and deal with another lizard man.
Note the closed door and receptacle at one corner, jump to the fenced alcove and pick up the uzi ammo at one end. Push the button at the other end to raise a monkey swing platform (I found it inordinately difficult to break the cut scene camera view here) and jump back to the surrounding ledge. Climb down the vine ladder, pull up onto the ledge alcove from which you jumped down earlier and jump up to grab the ceiling. Monkey swing along the vine track and the raised platform past poisonous darts you can do little to avoid, and drop when you reach the ledge at the end. Turn left and go past a door that closes behind you. In the next room, time a jump onto the ledge between the flame blowers, stoop for MP5 ammo and the HALL KEY (sound of a trap door lowering) and get back down. Locate the alcove where the trap door lowered and safety drop onto a slope. You’ll slide to a familiar ledge area, so jump the ledges away from the block that you used earlier to reach the pushblock. Climb down the vine strip and use the Hall Key to open the adjacent door.
Run down the steps and double doors open in front of you. Enter the next room and a crusader awakens as the doors close to shut you in. Go through the laborious process of killing him, then note three other closed doors in this room. The one to the right of the entrance doors has a designer banner hanging above it. Turn around, find a similar design on the central platform (two squiggly lines) and stand jump onto it. Turn slightly left to face the column between two of the closed door, stand jump toward it and back flip onto the earlier central design. I have no idea what causes this, but the doors below the designer banner then open. Go there and head up the ramp, pull up or jump to an opening overlooking a deep room and hop down onto a broken ledge. Note the wall switch to your left, walk out toward the waterfall and take a running jump to grab a triangular ledge. Pull up and stand jump slightly left to grab an opening in the waterfall. Pull up for SECRET #31 and hop down two times to collect desert eagle ammo and flares.
Return, run off left onto the triangular ledge and take a curved running jump back to the ledge. Pull down the wall switch you noted earlier (cut scene of blocks appearing on the central platform of the previous room) and go back the way you came. When you return to the lower room a second crusader awakens, so deal with him before climbing those blocks to reach the upper surrounding ledge with a running jump and grab. Pull up and run forward into the hallway after picking up a large medipack near the skeleton at the back wall. Go through the phantom blue wall into an underground tunnel. Run forward to do battle with two zombies and approach the open doorway to trigger traps in the room ahead.
Time a running jump onto the first floating platform, curving right so you can continue with a jump onto a ledge between the two flame blowers for a rocket. Turn to your left and perform the same move to reach the opening on the other side of the room. Run into an underground pool room, where two zombies attack. If you simply run into the water they’ll follow and die. Swim across, wade out and approach the helix to attract two lizard men. After they’re dead, go behind the columns on the right side to find a climbing surface on one of the inside columns. Climb to the top, take a running jump onto the central platform above the helix and take a running jump to the ledge on your right for flares. Jump to the column tops on the other side of the room and pull down the wall switch to make an artifact appear on the lower helix platform. Get down to the ground and step into the helix for the SERPENT FLOWER and prepare to do battle with four guards at once.
Collect the dropped grenades, shotgun ammo, uzi ammo and small medipack, jump into the water and find that an underwater door has opened. Swim into a submerged hallway, surface and pull out at the other end. Step forward to slide down to a dart-trapped passage, step carefully into the depressed area, crawl under the first set of darts, step up onto the middle section and stand jump at an angle over the next set of darts. Repeat in the same manner to get past the third set of darts and go up the steps to double doors that open automatically and bring you back to a previous room. The remaining two crusaders both awaken, so deal with them and go past the only other open double doors and around the corner to alert a guard. You can hear another guard running around in the pool room ahead, but he’ll stay inside and force you to go in after him. Neither guard drops anything, so go around onto the higher ledge against the wall to your right.
Take a running jump to grab the climbing surface as you did earlier and climb to the even higher ledge. Use the vine strip to reach the uppermost ledge and place the Serpent Flower in the receptacle to open the corner door. Jump the gap onto the ledges beyond the fenced alcove, turn left and take a running jump to grab the ledge where you see a wall switch. Pull the switch to raise a platform to bridge a monkey bars gap in a different section, return to the lower ledge area the same way you came and hop up into the monkey bar alcove. Jump up to grab the ceiling and monkey swing straight forward this time with a slight dogleg, using the new raised platform to follow the track around right until you can drop onto a ledge next to an opening that takes you to a slope. Slide down to a lower room where two crusaders awaken, Kill them, pull down both wall switches in the side alcoves to open the door below, go on through and follow the passage to a skull-covered room where three lizard men attack at once (one of them from behind you).
Continue through the far passage and follow to an opening overlooking a deep room flanked by two waterfalls. Take a running jump over the water to grab the opening across the way, pull up and follow the passage to a hallway. The double doors open upon your approach, so go up the steps into a throne room as they close behind you and save your game. Vault up onto the ledge leading to the throne, but don’t approach the throne and awaken the boss. Four zombies will attack (best to get them out of the way first). Hop down to the floor to deal with them, then draw the desert eagle and approach the throne to awaken the boss. Side flip constantly while firing at him so you won’t be hit by one of his deadly lightning bolts, but avoid the lava trenches along the walls. A lizard man will soon join the battle to make things more exciting. When the boss dies in an explosive blue halo, approach the throne and pick up the CRIMSON STONE. Go toward the closed entrance doors and place the Crimson Stone in the serpent receptacle to open a door across the room.
Go there, jump over the lava trench to grab the opening, pull into the passage and up the steps to a ledge overlooking the previous room. Jump up to grab the ceiling, monkey swing across the room and drop in front of a passage that brings you to a long ramp. When you reach the top, hop down into the room below and pick up the TWIN ELEMENT 115 to finish the level.
Level 12: NORTHERN TOWN
Begin in a village square with lightly falling snow. Turn around and search the back corner for flares and uzi ammo, then go the other way past a red car and push a button to open the adjacent door. Go up the red-carpeted steps to a landing and push a button hidden behind the curtain on the right side of the window to open a door elsewhere. Continue to a hallway, pull up onto a bookcase for shotgun ammo and go down the steps to the opened door for SECRET #32 and a rocket. Go up both flights of steps, note the keyhole and continue onto a balcony overlooking the square. Jump to your right over the railing and vault onto the smoking chimney. Jump up to grab the tightrope and shimmy left until you can drop onto a ledge on the other side of the square.
Take a running jump to grab the next ledge, pull up and jump from the far end to grab a higher ledge. Continue in like manner to the next ledge for grenades and return to the previous ledge. Face the clock tower and take a running jump to grab the roof. Pull up, hang from the other side and drop onto a flat spot below for the GARAGE KEY. A gate opens down below and the red car speeds away. Safety drop to the ground, turn around and find a keyhole that accommodates the Garage Key. Enter the building and push the button to gain access to a quad bike. Mount up, drive outside and past the opened gate you saw in the cut scene. Park in the alley, dismount (roll and arrow keys) and climb onto the nearby crate. Climb the wall ladder to a ledge, note the closed door ahead and turn around to your right. Jump into the window alcove for a small medipack, return and follow the ledge toward a smoking chimney.
Jump onto the adjacent sloped roof, slide and grab and shimmy left to the corner. Pull up and take a rolling back flip with a right curve to land on an archway with a closed door at one end. Go through the opening at the other end and up the steps to see a crowbar-wielding guard posted in the nearby room. Pull up right, hop down and go around to surprise the guard in a room filled with crates. Explore the crates for uzi ammo and find among them a pushblock. Pull it away from the wall to reveal a second pushblock and pull it back to reveal a wall switch that opens a door in the opposite corner. Go there and down the steps to a machine room and engage another guard. Push the button to open a floor trap door and safety drop to a lower bedroom. Push the button to open the door, go through and a door opens automatically to your left. Enter a small dressing room for flares as the surprised and scantily dressed occupant tries to lead you to the brothel next door.
Go the other way, to the left of the stairway and a door to the bathroom opens. Greet the unlikely duo of Winston and another scantily clad female, exit and go upstairs to the second level. Enter the doorway to the hot tub, jump into the water and find an underwater opening. Follow the passage to a shaft leading upward, surface and pull out to find a wall switch that opens a door somewhere outside. Return to the hot tub, pull out and exit to alert a couple of guards. The door to the next room (5) opens as you approach it, so enter a bedroom and push the unmarked pushblock two times to reveal a floor hole. Safety drop to the room below for SECRET #33 and vault onto the bed for a rocket and shotgun ammo. Push the button to open the door and reunite Winston and his buxom friend. Those ladies are quite formidable, as they dispense with the two guards without you even having to draw a weapon. In the meantime the door leading ostensibly to the brothel has opened, so go there to find yourself outdoors in the alley with the quad bike.
Turn left, climb onto the crate and use the ladder to reach the ledge. The door you noted earlier is now open, so pull inside, run up the ramp and shoot the grate at the end. Slide down onto a glass roof, run across, note the ladder and shoot the grate at the corner to your right. Hop into the passage, jump over the floor hole and pick up the large medipack. The wall switch lowers the trap door that was blocking the ladder outside, so return there and climb up past the lowered trap door. Shift left, drop onto the balcony and pull up onto the ledge. Time your way (or simply shimmy) past two flame blowers, pick up the LIBRARY KEY and turn to shoot the corner window grate across the way. Drop to slide safely onto the glass roof, climb the ladder and this time shift right to drop onto the other balcony. Go to the wall, jump up to grab the roof and shimmy right to the corner window.
Drop, grab and pull into the opening for SECRET #34. Hop down into the enclosed hallway for shotgun ammo and a small medipack. Return, drop and slide to the glass roof, hop through the corner opening and go to the floor hole. Hop to grab the far side, drop and grab and pull into a lower passage. Follow around to a ramp, go to the bottom and stand jump to grab the monkey bars. Monkey swing over the trench, drop as a door opens ahead and find yourself at the earlier landing. Go straight across to the stairway and up left to place the Library Key. Enter the library and climb one of the bookshelves to access the wraparound balcony and explore one of the sections for uzi ammo and shotgun ammo. The adjacent section has a timed red book switch that lifts a door on the other side of the room. Pull the switch, turn to your left, stand jump down to the corner bookshelf, turn a bit left and take a running jump onto the next bookshelf, take one step forward, stand jump onto the next bookshelf and take a running jump up toward the lowering door. Roll if necessary to get past it and follow the passage to a balcony overlooking a room with five wall buttons.
Safety drop into the room to face a single wall button. You can push it now or later, but reverse roll and counting from left to right push buttons 1, 3 and 4 so that all three clock faces above will register noon or midnight (your pick). Turn back to the left corner, go into the short passage and up to your right into a small room with a wall switch (below a noon/midnight clock face) that opens the opposite corner door to the right of the five buttons. Go there and enter a small office for the GATE KEY (cut scene). Return to the previous room, press the lone button if you haven’t already done so and go down the steps past the opened door into the library. Turn left through the passage to the stairway, go down the steps to your right and continue straight ahead to the landing. Go left down more steps and step outside. Turn right into the alley, mount the quad bike and drive around the corner to the closed gate. Use the Gate Key to open it and go through on foot to a small room crammed with crates. Hop onto the crates to your left for uzi ammo, go past the crates on the other side and loop around right for shotgun ammo. Continue up the nearby ramp and step out onto an outdoor ledge.
Turn to your right and face the hanging clothes, take a running jump with a midair roll to clear the top of the roof and land on the far side sliding backwards. Grab the edge, shimmy right to the corner, pull up and take a rolling back flip to grab the balcony where there’s a break in the railing. Pull up for SECRET #35 and pick up the MP5 ammo. Jump back to the sloped roof, shimmy left a bit and drop without loss of health onto the snow-covered ledge. Exit to the quad bike, mount up and drive past the opened gate and around right into the passage you explored on foot. Continue up the ramp and across the square with speed to land on the other side and drop into a courtyard. Dismount, shoot the window grates and hop into an office. Pull up into the window ledges for grenades and a small medipack, note the steps leading down to an outdoor bridge and return to the quad bike.
Drive away from the shattered windows and through the passage with speed to clear the gap and land on the ledge on the other side. Dismount and head toward the wall to your left. Jump the gap to the ledge, turn left for a rocket and go the other way and up the steps to a veranda, continue up more steps and follow the passage to find your way blocked by crates. Jump over the floor hole, shoot two guards and pull down the wall switch at the end of the passage to open an outdoor gate. Retrace your steps to the quad bike, mount up and drive down the sloped roof to the snow-covered alley, dismount and run past the red fire hydrant into a large side room with a button that opens the gate at the end of a nearby alley. Return to the quad bike, mount up and drive, not past the recently opened gate but in the other direction and left past another opened gate where the red car is parked. Turn right at the wall, stay right and drive over the ramp to a dead end with a wall switch. Dismount, pull down the switch to open the adjacent door and go on foot down the passage and past an automatic door into a hallway to engage two guards.
Gun them down, continue to an opening on your left and jump over the flame tile to a pushblock. Pull it once, go back and find a second pushblock at the entrance. Push it two times, go back around to the first pushblock and push it one time to form a bridge. Go back around, hop onto the pushblock bridge and pull a third pushblock one time. Hop down, go around round and find a revealed passage that attracts a guard. Go to the edge overlooking a deep pit, hop back and stand jump to grab a tightrope. Shimmy left until you can drop onto a ledge, safety drop still lower and ignore the button for now. Drop still lower and get down into the shallow water for desert eagle ammo. Pull back up onto the ledge, make your way up higher and push the timed button you ignored earlier.
Platforms rise behind you, so reverse roll and take a running jump over the raised platforms to grab the ledge across the gap. Pull up, run forward and slide down the slope to the next level.
Level 13: EXCAVATION SITE
After you stop sliding, hop down into a futuristic hallway, go though the opening ahead and follow around to a deserted subway station. Turn left, hop down next to the fence and crawl underneath the crates for uzi ammo. Get on your feet and run along the tracks to a subway car. Crawl underneath it to find a hole through which you can pull up inside the car. Push a button next to the shelf alcove to open a nearby trap door, crawl back out and look for flares near the wall at the far end of the car. Get onto the crate near the control room, hop to the control room roof, note the crawl space and jump up to grab the monkey bar strip. Monkey swing over to the subway car, drop and jump onto the steaming box for shotgun ammo. Return to the subway car, hang from the side, shimmy under the railing and pull up in front of the opened trap door.
Drop through the opening, pick up the small CODE DISK on the table and climb back out and go to that crawl space over the control room you noted earlier. Enter and drop down the floor hole into the control room. Place the Code Disk to open a door and set off a damnable alarm. Return the way you came, engage two guards and pick up the dropped grenades and small medipack. Go toward the opened door, jump over the yellow laser and enter a hallway leading into the compound. Turn right, go to the end of the walkway and take a running jump to grab a tightrope. Shimmy left to a jutting ledge, pull up and reverse roll. Jump the gap onto a walkway with a central scaffold, jump around to the other side, shoot the guard posted on the ledge across the room and face the sloped platform. Take a running jump curving right so that you land sliding backwards, grab the edge and shimmy left past the scaffold. Pull up onto the next slope, take a rolling back flip and grab the slope across the way. Shimmy right, pull up near the wall and take another rolling back flip to grab the ledge where the guard was posted.
Pull up onto the nearby crate for shotgun ammo and run past the dead guard to a crate you can use to stand jump and grab a monkey bar ceiling strip. Monkey swing along the strip, drop onto a crate and hop down to a crawl space. Follow around until you can stand up, take a running jump to grab the crate against the far wall and pull up. Hop down left and push a hard-to-see button at the corner to open a trap door above a previous crate. Go back the way you came, using the monkey bar strip to drop at the end and grab the crate. Pull up, step forward and pull up into a duct that brings you to a laser-trapped passage. Use the monkey bar strip to monkey swing over the first laser beam. Drop and crawl underneath the next two laser beams, jump up to grab the monkey bars and monkey swing past the final laser beam. Drop down and follow the duct around the corner to a floor hole.
Climb down the long ladder and step out into an open area to attract the attention of three guards. Continue into the room where they came from and climb onto the crate for a large medipack. Proceed into the next room for a rocket and MP5 ammo, note the receptacle and climb the nearby ladder to an upper ledge. Go around to the other end, push the button to lift a gate near a posted guard and climb back down the ladder. Return to the previous room and go past the lifted gate to engage the guard you saw in the cut scene. A second guard will soon appear on the scene. When all is quiet, run across both sets of tracks, turn left and crawl underneath the low spot on the left, light a flare and step into the alcove on your right for SECRET #36. Collect the flares and uzi ammo, return and run along the tracks into the tunnel ahead. Continue into an open area to arouse a virtual hornet’s nest of guards posted high and low. I didn’t bother to try and count them, but your best strategy is to hide behind crates and columns with weapon drawn until one is targeted, kill him and move on to the next one. Along the way you can search the corpses at the train track level for MP5 ammo and desert eagle ammo. Go up the central ramp to the upper level and shoot more guards to collect a dropped small medipack and uzi ammo, together with a large medipack and grenades near the far wall. Hop down on top of the train and pick up a yellow FUSE (1 of 3). Pull back up and explore the back left corner (opposite the wall where you found the large medipack and grenades) for another yellow FUSE (2 of 3). There’s a closed door at the other corner, which you’ll soon open. Get down, find one of two floor holes in this section and safety drop into a machine room where you’ll find another yellow FUSE (3 of 3) next to a crate. To get out, find the opening on the other side of the room, hop inside and down to a small room with a crawl space that brings you to a larger room with two ladders. Climb out, hop to the tracks and crawl under the red train car for 2 x rocket, return to where you climbed up and hop onto a ramp to find a button that lifts a gate down to your left.
Shoot the waiting guard, enter the next room and place your fuses in the three panels presently housing only two of them. The corner door you noted earlier opens. Around the corner in this room is a closed door you’ll be opening soon. Go back through the previous area, up the central room and to the back corner where the door opened.by placing the fuses. Shoot two guards in a control room while another damnable alarm is triggered. Vault up onto the strategy-map table for the CODE DISK, head back down to the tracks where another guard has appeared and pick up his small medipack. Run all the way back along the tracks to an earlier control room off to your left where you’ll find the receptacle for the Code Disk. Place it to open the nearby double doors and enter a new underground area.Grab the uzi ammo and desert eagle ammo behind the columns on your left and right, go down the steps to a lower hallway and turn right to a laser-protected passage.
Crawl under the lasers and climb the ladder to a passage leading to an open area. Hop onto the middle row of cabinets for shotgun ammo and note the receptacle in the near right corner. Hop down and find the steaming cabinet against the wall near the back right corner. That cabinet is a disguised pushblock, so pull it into the room, go around right and push it into the corner. Go up the nearby ramp to the surrounding walkway and loop around right to find a button that opens a door in a previous control room. There’s another button at the corner across the room, so push that one as well to open a nearby door down below. Go down either ramp, find the opened doorway in the row of cabinets (opposite the one with the pushblock) and follow the passage to a door that opens automatically. Shoot the guard posted inside the fuse panel room and exit to the train tracks. Safety drop or climb a ladder down to the lower room and find the lifted door. Go down the ramp two levels and past a crawl space toward a door that opens upon your approach and activates a laser barrier. Return to the crawl space (the automatic door closes and the lasers disappear as you retreat) and follow the duct to a button on the other side of where the lasers were. Push it to open a timed door to your left and dash through before it closes (and before the lasers are activated).
Go up the ramp, safety drop to the button hallway and step into the alcove where the door has magically lifted and pick up the SERVER ACCESS CARD. Use the crawl space to get back, prepare to do battle with another guard during your return trip. Grab the dropped uzi ammo and climb either ladder to the train tracks. Go back through the fuse panel room and the long hallway to the room with the cabinet rows. Go to the receptacle you noted earlier and place the Server Access Card to open the adjacent door. Enter a small room with a pushblock disguised as a cabinet. Pull it from the wall and into the larger room, and from there into the alcove formerly occupied by the first pushblock. Or, you could simply move the first pushblock back to where it was, same result. A door opens above, so go up the ramp, past the opened door and along the passage to a puzzle room with a sunken floor.
Turn left and follow the walkway to a side room. Search the empty wooden cabinet to attract a guard, kill him when he arrives and pick up the dropped LABORATORY CODES that supposedly give you guidance for the task now facing you. Return to the puzzle room and stand near the entrance. Without touching any of the other tiles, stand jump onto the Z tile, hop to the adjacent 2 tile, then to the O tile on your right, and finally to the S tile back to your left. The #1 door on the left opens, so hop onto the walkway, go on through and follow the passage to a hallway. Make sure you have ample health before entering the room. You’ll trigger a short burst from a pair of sentry guns, which can’t be avoided, so run forward and jump onto the raised platform between the sentry guns. Pick up the TWIN HAND OF RATHMORE to open the door to your left as well as double doors elsewhere, exit left for SECRET #37 and pick up the large medipack and MP5 ammo. Return to the previous room and run through the laser-protected doorway for some unavoidable health loss and follow the passage back to the puzzle room.
Go down the walkway to your right, stand jump onto the K tile, to the zero tile (O with a slash) and finally to the asterisk (*) tile. Door #3 on the right opens, so take a walking/running jump onto the walkway and go on through. Before you even exit the passage this time you’ll trigger the sentry guns in the room ahead, so beef up your health as necessary and sprint past the sentry guns into another hallway as a damnable alarm starts blaring away. Go left into the cave for a rocket, return and continue through the hallway and pick up flares next to the crates in the next room. Go up the ramp into a warehouse and prepare to engage four guards, one of whom appears behind you. A fifth guard is posted higher up on the bridge. Go back to where you entered, vault up onto the abutment and jump down onto a metal ledge at the near right corner. Walk out to the rocky part of the ledge and take a running jump to grab a stone block against the adjacent wall. Pull up, step forward and pull into a crawl space. Hang from the other end, drop onto a slope, slide and grab, pull up and back flip onto a stable ledge.
Walk around, hop up right onto another metal ledge, stand jump to grab a stone block jutting from the wall, pull up and turn around. Take a running jump onto a higher stone block, turn right and take a running jump to grab the bridge where the fifth guard was posted. Pull up, run to the other end, stand right of center and take a running jump to grab the stone block, pull up and turn left. Take a running jump curving right (being mindful of the low ceiling) to the next ledge for a rocket. Slide and jump to grab the previous block, pull up and walk forward. Jump up to grab the ceiling and monkey swing to the far wall. Drop onto a metal ledge and step onto the stone ledge. Take a running jump to grab the bridge, pull up and find a cave opening to your left. Crawl inside and follow to an opening on your left. Drop down two times, find a lower floor hole and drop down into a tunnel. Run past a glass barrier to an opening at the far end.
Safety drop into a large room and pick up a rocket next to the steaming grate. Go to the central column and turn the red valve wheel with no discernible effect, continue to the next grate for MP5 ammo and go to the other side of the room. Grab the shotgun ammo next to the steaming grate, go to the other grate for desert eagle ammo and turn the red valve wheel on this side to hear the sound of doors opening. Save your game quickly, draw the grenade launcher and await the onslaught of four arachnid monsters. When all have been annihilated, explore the compartments from which they emerged for 2 x small medipacks and two buttons. Push both buttons to remove a force field on the central platform, go there and jump into the floor hole. Follow the underground passage to greet another arachnid monster, continue to an open area and run toward the closed door to finish the level.
Level 14: TEMPLE OF HARMONY
Run to the other end of the hallway, save your game and step on the right side of the weight-triggered trap doors. You’ll drop onto a slope and start sliding. Take a curved jump left to dodge the first spike field, slide a bit more and jump with a sharp right curve to land on a flat spot behind to the column for SECRET #38. Pick up the shotgun ammo and large medipack, slide down the rest of the way to drop into a floor hole as a spike ceiling is triggered, quickly locate and push two buttons to open the floor trap door and drop into a lower passage. Climb the ladder and back flip onto a wooden walkway. Follow to an open area as a door slams shut to prevent any retreat.
Draw a powerful weapon as you’re attacked by two mutant monsters. When both are dead, explore the corner alcoves for MP5 ammo and a small medipack. Climb the ladder on the central structure to deal with a third mutant monster, locate for later the wall opening with a floor hole and go to the corner to the left of it. Stand jump up onto the uneven block (not the easiest thing to do, start from the higher left corner), sidestep to the corner and pull up into a high crawl space. Drop down the other side and push the wall button to open a door elsewhere. Get back down, go to the wall opening you noted earlier and drop down the floor hole. Follow past the opened door, hop up the slope and pull down the wall switch in the next room to lift a cage in the mutant monster room. Save your game before going back out, as the trap doors you ran over are triggered on your return trip. Run (not walk) onto the slope, slide ever so slightly and jump to grab the ceiling (this may take several tries). Monkey swing quickly over the spikes as spike walls converge from either side and drop into the passage. Return to the previous room, where another mutant monster is waiting.
Go to the lifted cage, note the spikes in the revealed floor hole and stand facing the wall opening. Lower Lara down the floor hole and drop safely next to the spikes. Take a few steps and pick up the rocket for SECRET #39, walk across and pull into the crawl space in the far wall. Drop to the floor, climb the ladder back up to the top of the central structure and climb the cage (all four sides have a ladder surface). Stand jump to grab the wooden ledge opposite the wall opening down below, pull up and collect the flares and shotgun ammo. Jump back down onto the cage, stand jump to grab the wooden ledge on the other side, pull up and enter a passage leading to downward steps that bring you to an open area guarded by two of those mutant monsters. Look in the near left corner for flares and hop onto the broken column next to the pool. Turn away from the pool and take a running jump to grab the higher column top. Shimmy to the right corner, pull up and stand jump slightly right to grab the bridge. Pull up, hop into the opening to your left and follow to a ramp leading down to a lava room.
Stand left, stand jump to grab the ceiling and monkey swing left, not worrying about the flame blowers (at least they never set me aflame), until you reach the other side of the room and can drop to grab an opening. Pull into a passage and follow up a ramp to a room with flaming blocks. Stepping on the central slab turns off the flames for a few seconds, enabling you to stand jump quickly up the blocks in a clockwise direction until you can take a final jump to grab a ledge in front of a wall switch that opens a nearby door. Safety drop from the ledge to the floor below, turn left and go past the opened door to trigger a trio of swinging flame pots. Time your way past them into a room with a raised central slab. Pick up the FIRE STONE and hear the sound of a door opening, turn around and make your way past the swinging flame pots into the room with the flaming blocks. Turn right to the corner passage with the opened door and follow to a bridge overlooking the room with the pool you visited earlier.
Run forward and ignore the receptacle for now (you need more stones). Hop right and jump the gap over the pool to grab the ledge on the other side. Pull up, hop into the opening ahead and stay left to find a wall switch that opens a nearby door. Reverse roll, loop around left to the opened door and enter a room with a central pool. Jump into the water, swim down past three rotating blades and pull the underwater lever to open the adjacent door. Grab some air in the nearby air hole (pull out for a small medipack if you like), save your game and swim through while avoiding the floor holes that will suck you down to your doom as well as the side alcoves with their strong currents. When you get through to the next room, take the WATER STONE from the raised slab as an overhead trap trap door lowers. Swim up for air, then swim back down a bit, locate the wall opening and follow the passage, assisted by a strong current, until you reach a door that opens upon your approach. Surface, pull out of the pool and engage a mutant monster.
Use the broken column to get up to the bridge as you did earlier, go around the central column with the receptacles and enter the opening on the opposite side. Go down left or right to a ledge overlooking a lava room with tall wooden columns. Loop around right to find a pushblock in the wall. Don’t pull it out, or you’ll be stuck. Push it two times to reveal a passage containing a map that indicates the three safe columns. Return, stand jump onto the middle column, then onto the one ahead and to your left, a running jump onto the one in the far right corner, and finally a running jump onto the ledge on the other side of the lava pit. Deal with the mutant monster and enter the next room for the WIND STONE. A wall panel slides back, revealing a passage that brings you to another map clue, which seems a bit unnecessary as the safe columns going back seem to be the same as the ones used to get here. However, for a deceptive secret, return to the ledge and jump to the middle column, then take a running jump onto the column against the wall to your right. The overhead panel slides back, so pull up for SECRET #40 and collect grenades, a rocket and a large medipack. Get back, jump counterintuitively onto the corner column to your left (if you hopped backwards from the secret alcove) and take a running jump to the beginning ledge.
Return to the bridge and hop to your right at the central column. Enter the final opening and come to ramps leading up and down. Go up left into a cave, find the pushblock in the wall ahead and pull it into the cave. Push it aside to reveal a passage with a floor hole. Safety drop into a room with multiple boulders poised in wall alcoves.Trigger them one at a time, evading them as necessary and saving in different slots as you progress. Tip: I was able to trigger five boulders in one go at the beginning by running straight forward in zigzag fashion to the alcove in the far wall. The rest are easy after that. Two of the vacated alcoves have buttons that when pushed will open a door at one corner of the room. Trigger the boulder there by taking a running jump into the adjacent alcove. Go past the opened door into a cave with the EARTH STONE. When you pick it up a door opens in the opposite corner of the boulder room. Trigger the final boulder next to the exit passage if you haven’t already done so and return to the bridge.
Place the four stones in their respective column receptacles and watch the cut scene after placing each one. Hop to the broken portion of the bridge, take a running jump to grab the ledge across the gap, pull up, turn left and take a running jump to grab the ledge against the wall. Pull up onto the block to your right, climb the ladder and back flip onto the wooden walkway. Take a couple of running jumps onto the walkway on the other side of the room, turn right and take a running jump to grab the column. Pull up, hop down onto the bridge and take a running jump toward the shimmering force field you saw in the cut scene. Pull up into it to finish the level.
Level 15: ALTAR OF ISIS
Lara awakens as if from a dream, not realizing that it’s about to turn into a real-life nightmare. As this final level begins, make sure you’re at maximum health and draw a powerful weapon, as once play resumes you’re forced to engage two mutant monsters charging from your left and right, as well as bolt-tossing Natla posted up ahead. After killing the mutant monsters, take refuge in one of their cells, beef up your health and save your game.
Each cell has a wall button. Push them both to lower a block, use it to reach a ledge jutting from the wall, turn left and jump to grab a higher ledge. Pull up, run to the corner where you’re safe from Natla’s bolts and pull up left onto a wooden walkway. Loop around right while Natla is charging up and push the button in the wall alcove to lower a trap door behind you. Run across the room, pause for a small medipack in the back left corner if you dare, and climb the ladder past the opened trap door. Back flip onto an upper wooden walkway, run to the other end for a large medipack and go back toward the middle of the walkway.
Jump left onto the walkway against the wall, hop left over the pushblock and push it several times until it lies against the column ahead, gobbling medipacks as necessary. Get up on it and jump to the higher ledge. Climb the corner block, jump up to grab the ceiling and monkey swing across the room. Drop down for a small medipack, take a running jump to grab the higher metal ledge, pull up, reverse roll and jump the blocks in a clockwise direction until you reach the paddle wheel on the other side of the room. Without allowing the paddle wheel to touch you, enter the alcove and push the button to hear the sound of a gate lifting, grab the large medipack in front of the paddle wheel and jump back to the nearest block. Hop up right to the next block, jump to grab the corner block and pull up as Natla takes flight past an opened door.
You’re safe from her deadly.bolts for the time being, so jump to grab the slope ahead, pull up, slide down the other side and jump onto the next slope, slide and jump to grab the wooden walkway past the gate you lifted with the paddle wheel button. Crawl under and past the turning wheel, climb the ladder in the far wall and when you see the ledge behind you take a rolling back flip into Natla’s upper domain, where she has been joined by two of her sisters. Turn left on the narrow walkway, then right in front of a large medipack that you can safely ignore if you like, jump the gap and continue with a running jump over the paddle wheel. Push the wall button to flood the area and drown the Natla gang while sealing you off from the water.
Pull up into the opening to your left, hop down the other side and crawl through a short passage to trigger a cut scene of your final objective. Drop down the other side and go up the winding steps to an upper room. Go to the central slab and pick up the TWIN EYE OF ISIS. A nearby door opens and a surviving (or perhaps a fourth) Natla pops out from behind a corner column. Dispatch her with a single desert eagle round, go past the opened door into a cave and loop around right to find a ladder. Climb up a bit, take a rolling back flip to grab a jutting block, pull up and jump to grab a higher ledge. Pull up, continue jumping around in a counterclockwise direction, grabbing and pulling up as necessary, until you reach a crawl space. Crawl through, and when you can stand, pull up in front of a snow-covered crawl space.
Crawl to a ceiling hole and pull out into an outdoor area. Enter the cave ahead, slide down to yet another crawl space and follow around as you hear the sound of a hovering helicopter. When you reach the canyon, run forward, loop around left and climb the blocks to the waiting chopper to complete your adventure.