ADVENTURES (2014)

 

Levels by Adrian Tesla

 

Walkthrough by Phil Lambeth

 

ADVENTURES - 0

 

Lara begins at the back end of a wide passage. Run forward and slide down to a lower level, continue forward for flares and shoot the advancing scorpion. Keep your pistols drawn and run around throughout the open hilly area to draw out three more scorpions. Hop up onto the rock ledge near the middle of the S wall and make your way counterclockwise around the perimeter until you've reached the second of 2 x small medipack. Hop down into a shallow hole and jump W to grab a crawl space. Pull inside for revolver ammo, safety drop with some health loss into a dark lower area and slide down E to a door that opens upon your approach.

 

Run through the connecting passage (the door shuts behind you) into the room ahead, shoot three scorpions and grab explosive arrows on the central raised tile. Pull up through the ceiling hole into an upper room and activate the jump switch in the S wall to open the N door down below. Drop back down, note the closed E door that requires a key and exit N to a ledge overlooking a sunken room with a floor hole. Go around left to the NW corner, pull up W into the crawl space, drop out from the other end and reverse roll to find a floor lever that produces a sound of rushing water. Search the alcoves ahead for uzi ammo and shotgun ammo, return to the previous room (now flooded) via the crawl space

 

Jump into the water, swim down the floor hole and follow to the end of the passage. Note the submerged floor lever, indicating that this area will need to be drained at some point, pull out and stand facing W near the edge of the burning tiles. Jump straight up to grab the jutting ledge, pull up and take a running jump E to grab the higher ledge. Pull up, climb the N ladder and back flip onto a ledge near the ceiling. Hop down S, take a running jump onto the W ledge and take the TEMPLE INPUT KEY from the plinth as a cut scene shows the burning tiles below being extinguished. Drop from the ledge into the water, pull out in front of the W crawl space and proceed to a small room. Loop around right for the CROWBAR and around left to find a jumpswitch that drains the previous area.

 

Return and hop into the floor hole, push the lever to lift a nearby gate and crawl through the drained passage to return to the dark sunken room. Pull up E near the lifted gate and hop down to hear a burst of warning music as tiles light up on either side in the next room. Crawl between the flaming tiles to avoid the wall darts and open the crowbar door at the far end (there's another crowbar at your feet in case you happened to miss the first one). Save your game, light a flare, step forward and slide down a slope to drop into a corridor where a spike wall is fast approaching from your left. Turn diagonally right, run to the opposite wall, pull down the wall switch and dash to safety past the opened door to your right. Go up the steps to a water hole, jump in and swim to the end of the passage.

 

Pull out right and crawl through the dark passage underneath a swinging blade. Run straight across the next room, vault onto the NW corner block for uzi ammo and go across to the S end of the room. Note the closed door requiring a key, pull up N onto the sloped block, slide and jump over a spike trap to grab the higher block, pull up and jump to grab the E wall crack. Shimmy left over more spikes around two corners until you can drop onto a ledge. Pull down the switch in the alcove to open a nearby door. Run off the edge so you won't land on the spikes and return to the sloped block near the S wall. Get back onto the higher block as you did earlier, but this time take a running jump W onto a jutting ledge in front of the opened door.

 

Step inside, pick up the BOTTOM KEY, drop to the floor and open the door in the S wall. Follow around to an upper ledge overlooking the spike room. Take a running jump E to grab one of the steps surrounding the central structure, pull up and continue around to the top of the structure to find a ceiling hole with a closed trap door. Go back down the steps and take a running jump S to grab the jutting ledge. Pull up, jump to the SE corner ledge and pull down the wall switch to lower that ceiling trap door. It's on a generous timer, so retrace your steps to get back there, jump to grab the ceiling hole and pull up into a room infested with scorpions. After clearing the area, exit NW and drop down the floor hole. The door at the end of the short passage opens automatically, bringing you back to a familiar hub room and another wave of scorpions.

 

Open the E door with the Temple Input Key and find a ladder to your left in the dark passage. Climb up into a room where you'll find the SHOTGUN on a raised slab. Return to the passage and continue E into a dark hallway. Light a flare and search the near corners for shotgun ammo and uzi ammo. Go to the right (S) side of the hallway and take a running jump E to grab the ledge (note the wall ladder) and pull up for 2 x shotgun ammo. Jump up to grab the N wall crack and shimmy left until you can pull into a crawl space and crawl around to the other side for the SPIKES KEY. Return to the ladder and climb down to face a closed door that you can open with the Spikes Key. Enter and go around to find a timed wall switch that lifts a block on the other side of the room at the NE corner.

 

Get there quickly and use the raised block to pull up W into a crawl space. Crawl around the corner into a small room with a floor hole. Drop down into a pool of water and pull out to face four closed doors. One of the "doors," however, is a pushblock (E), so push it as far as it will go to reveal a stairway. Go down the steps until you reach a purple-tinted sloped passage. A door closes behind you, so turn right and run down the slope to trigger two boulders. Turn left at the bottom as the boulders roll by and push a corner block two times to reveal connecting passages with three wall switches. Pull down all three (the order doesn't appear to be important) to lift the E gate, go on through and activate the jump switch to lower a block. Step forward to trigger a flyby through the pyramid room ahead.

 

Go around to the E side, note two keyholes and turn around to push a button in the pyramid alcove. A block lowers in a pyramid alcove near the S wall, so go there and hop down the floor hole to find a floor lever that opens a door in the N wall passage. Pull out of the floor hole, go around to the other side of the pyramid and note the inaccessible button opposite the passage. Pull the W pushblock three times to the button alcove, get up onto the block and pull up onto the higher ledge, run forward and hop down in front of the ladder. Push the block into the S alcove, get up on it  and push the button to open a second door in the passage behind you. Reverse roll, hop down and move the pushblock all the way through the passage (using the ladder in the ceiling hole to get to the other side of the pushblock) onto the marked tile against the N wall. Use the pushblock to pull up to a higher room with another ladder.

 

Mount the ladder, back flip to a still higher area and go around to the other side of the block to find a wall switch that lowers a trap door behind you. Pull up S to trigger a blade trap, crawl under the blade and step forward to trigger a boulder. Duck into a side alcove to avoid the boulder and enter the S crawl space. Pull up right or left into a torch-lit room and push the wall button to lower a trap door behind you. Safety drop onto the top of the pyramid and pick up the LEFT KEY. Slide down S to the floor and go to the SW corner. Pull the pushblock four times, get up on it and pull up into the S passage. Run forward to grab the RIGHT KEY on the raised slab, get back down and open the E gates with your two keys. Run forward into the passage and walk down the ramp until you reach to top of a slope. Slide, jump to grab the ladder and climb to an upper room for flares. Return to the ladder, drop onto the slope and slide down for a level change.

 

ADVENTURES - 1

 

Run forward, open the floor trap door, drop down and slide backwards down the slope as a spike ceiling begins to descend. Run forward a bit to your right upon landing, pull down the W wall switch, reverse roll and pull down two more switches on the E wall to open the gate between them. Slide down to a ledge and place Lara at the middle of it. Save your game, run off the edge onto a slope and run forward as spike walls converge from either side. Jump over two blade traps, continue past a boulder-trapped side passage and jump over the water hole for a large medipack.

 

Dive into the water and open the NE door. Swim to the end of the passage and grab the TOPAZ KEY as a cut scene shows an underwater door slamming shut. Surface, pull out W and turn around to see that a block has been raised. Get up on it and pull up into the E opening. Run forward and pull down the wall switch to re-open that underwater door. Return, jump into the water and swim NE past the opened door. Surface and pull out into a small room with a door you can open with the Topaz Key. Go through the passage to a much larger pool. Pull up right and go around the upper perimeter in a counterclockwise direction and push a button in the N wall to open an underwater door.

 

Jump into the pool, swim past the opened N door and into a room with openings on your right and left. Turn right, swim E into an enclosed room and up to a narrow passage leading E. Surface and pull out into a torch-lit room with two closed door. Find the pushblock in the E wall and push it to reveal a button that opens the door in the S wall. Pull the block back to its original position, go to the opened door and follow around to the back side of the pushblock. Push it into the room, go around and move it to the middle of the N wall. You can now push a higher pushblock two times to reveal another button that opens the NE door. Pull the pushblock back to its original position, go to the NE corner, hop into the passage and follow around to the pushblock. Push it onto the lower pushblock, go back around to the end of the passage and jump to grab the upper pushblock. Pull up into the N alcove, turn around and jump up to grab the ceiling.

 

Monkey swing across the room and drop down into a purple-tinted passage. Pull up onto a safe ramp and run up to the corner. Pull up through the ceiling hole into an otherwise empty room. Pull down the E and W wall switches to open a door at the end of the passage below, drop back down and continue into the next room for the YELLOW KEY. Return the way you came, safety drop into the room with the water hole with some health loss or monkey swing over to the stacked pushblocks and drop down. Either way, jump into the water and swim W through several rooms until you reach the end. Pull out into a room with a closed door and two pushblocks, one of which is at the NE corner. Pull that one away from a passage (and under a ceiling hole) and go inside for flares. Return to the pushblock, get up on it and pull into an upper room with a wall switch (1 of 2).

 

Return to the room below and move the second pushblock to the SW corner. Get on it, pull up through the ceiling hole and find another wall switch (2 of 2) that opens the door below. Enter the next room for the RED KEY and return to the water. Swim E past one room and surface in the second room. Pull out and activate two jump switches to open the N door. Hop into the passage and follow to the GOLD KEY. Return to the water, swim to the N and pull the underwater lever to open the floor trap door behind you, go down and follow the long passage to a ceiling shaft. Swim up, surface and pull out into a room where you can use the Gold Key to open the W door.

 

Enter a pushblock room. Push the one on your right into the corner, get up and pull the higher block away from the W wall. Push it aside to reveal an opening, go halfway down the passage and pull up through a ceiling hole into a room with five wall switches. Pull them all down to open the door to the BLUE KEY. I know this is starting to get tiresome, but the end is in sight. Return E to the water hole, swim down the ceiling shaft, through the long passage and up the next ceiling shaft and continue S to a wall with a passage on either side. Take your pick and go around to a floor hole that brings you through another long passage and ceiling shaft to a large torch-lit room.

 

Head E along the ledge to your left, enter the side passage for revolver ammo, continue to the E wall and jump up to grab the wall crack. Shimmy right until you can pull up into the E passage. Follow the passage around to another room with jutting platforms and a closed door. Open the floor trap door near the far end of the sunken interior and jump into the water hole. Swim to the bottom for shotgun ammo and find a side passage S that brings you to an underwater lever that opens the SE door in the previous room. Return there and follow up a ramp that brings you out onto one of the jutting ledges overlooking the room. Jump across N to grab the next ledge, pull up and run forward into a small room. Look right for revolver ammo and go around to the back side of the central column to find a ladder.

 

Climb up a rung or two, back flip into a passage and follow around to an opening. Slide down into another jutting ledge in the previous room. jump up SE into a higher alcove and pull the pushblock once. Get up on it and push a higher pushblock two times to reveal a third pushblock. Push this one all the way S (four times) and go back to find poison arrows in the revealed alcove. There are more pushblocks in the S area ahead. Pull the one on the left from the E wall and push it to your left to reveal a button in the E wall. Push it to open a nearby door, push the adjacent block on your right one time to reveal a passage that takes you past the opened door (and slams shut after you've passed it). Turn right for shotgun ammo, continue along the passage and you'll come to an opening that overlooks the previous room. Jump up to grab the ceiling and monkey swing along the tracks until you can drop into a high opening in the W wall.

 

Halfway down the passage is a ceiling hole. Pull up into a room with four wall switches that open the door at the end of the passage. Enter for the GREEN KEY and return to the high opening. For a quick way down, stand jump from the edge to land in the water hole. Pull out and exit NE. Follow the passage back to the torch-lit room, shimmy along the wall crack, drop to the ledge and go down the wide ramp to the closed exit door. Use your four colored keys to open it so you can go through for a level change.

 

ADVENTURES - 2

 

There are several rooms here you can explore if you like, but I found nothing to pick up or to do, so I exited after a brief looksee.