SAS
COMPOUND
Level by Devoid
Walkthrough by Phil Lambeth
Lara drops down inside a barbed-wire enclosure near the entrance to the
compound. The two SAS guards posted at
the door take no note of Lara's presence. Go around to the SE corner and locate
the crawl space. You'll disturb two scorpions
in the vicinity, but don't draw your pistols to shoot them or you'll also
arouse the SAS guards from their stupor. Run to the other side of the enclosure
to draw the scorpions away (unless you simply prefer killing everything in
sight), then return to the crawl space and quickly pull inside.
Crawl to the other end, lower Lara down the other side and hop down into a passage.
As you face the blocks, the one on your right is moveable. Push it forward
three times while the SAS down below to
your left starts lobbing grenades against your ankles. Kill him as soon as you
can, restore your health and go around the block to throw the floor lever to
open the door to the south passage. As you enter, the door clangs shut behind
you. What's more, as you step forward carefully toward the flames one lights up
right behind you. Nowhere to go but forward, so use the alcoves to your right
and left to jump past the flames. When you reach the last one and jump to the
south door, it opens automatically.
In the next area (the door closes behind you again) you'll see a keyhole next
to the west door. No key yet, so keep on going down the south passage (yes, I
know there's a ceiling trapdoor here, but let's save that for later) and when
the door opens for you continue into the cell block. Another clueless SAS
inside, so ignore him for now. Turn left and run toward the end of the east
corridor. Pull the block back to get it out of your way, then go around it into
a small room. The floor lever on your right opens both Cells AAYD and AAYE
behind you. You'd think the released prisoners would be overjoyed, but the one
in cell AAYE behind you just stands there as if he's never seen a woman before.
What's more, the escape threat brings the SAS
running, so now you have to kill him while the prisoner looks on helplessly.
When the first one is dead, a second SAS
appears.
When you go into cell AAYD, which turns out to be empty, a third SAS shows up (and possibly a fourth SAS after that). Go out toward the west end of
the corridor and turn right into the passage from which you entered the cell
block. Turn left and run under the trap door handle in the ceiling. Turn around
to face east, jump up to grab the handle and pull down the trap door. Hug the
south wall and pull up into the dark opening above. Step forward and push the
floor lever to open a door down below. Go back to the cell block and enter the
north doorway near the west end of the corridor. One of the floor levers inside
(to cell AAYX) has already been thrown (although the corresponding cell door
remains closed), so throw the other one to open cell AAYC behind you. Reverse
roll and enter the cell across the hall for a small
medipack and some MP-5 ammo.
The north door toward the east end of the corridor is now open, so go through
into an outdoor area and draw your pistols to kill the charging dog. An SAS
is right behind it, so keep those pistols out. Note the keyhole next to the
east alley, and proceed to a block puzzle in the next area.
Unfortunately, that mound of dirt in the alley prevents you from pulling the
block, so push it forward twice. Pause to kill a scorpion
(it'll probably sting you first, so be prepared to use a medipack) then push
the next block to your left (north) forward once. This may or may not attract
the attention of another SAS; if it does,
reverse roll and dispatch him; if not, go back through the alley and you'll
find him. Pick up the small medipack he
drops when you kill him, then resume your task. Now go the block just to the
left of the first one you pushed, and push it forward (east) once. Hop back
twice, turn to your left and pull back the second block once, to its original
position. Go around it and push it east once. This opens up a little passage to
your left that gives you access to a jump switch in the west wall. Activate it
to open the door behind you in the north wall.
Go inside to find a launching bay for
four missiles. Go around them to the ladder in the NE corner and draw your
pistols to deal with the two SAS who are
taking pot shots at you from above. Then climb up the ladder, shift to your
left and drop down onto the walkway. There's a closed door at the west end, so
jump over to the south walkway and throw the floor lever there. This opens that
door, so jump back across and enter the control room where an SAS is waiting. Pick up the KEY he drops. Let's see now. We've already passed
two keyholes, and there's a third one in here. Well, since the door to the
control room closed after you entered, you have little choice but to use your
key right here.
When you insert your key, the fire exit door to your right opens. Head down the
stairs to your left and kill the SAS
awaiting you down below. The first door to your left opens as you draw near,
but don't go in right now. Continue toward the fire exit, and the second door
to your left opens to give you access to the armory. Shoot the panel in front
of you and enter for the MP-5, 2 x MP-5 ammo, a small
medipack and a large medipack.
Return to the corridor, turn right and enter the first doorway you passed by
earlier. The door slams shut behind you, so it's a good thing you didn't
enter this room before entering the armory. Pull the block out of your
way. Enter the bay of a much larger missile and kill the SAS who's patrolling the walkway outside. There's
another SAS higher up, but he's protected
by a railing and you can't harm him from down here. Grit your teeth and climb
up the NE ladder. Backflip to the next higher walkway and quickly kill that
pesky SAS.
Enter the SW passage and use the crawl space to your right. There's a ladder on
the other side, so climb down the steep shaft and turn to your left when you
reach the passage below. Approach the dead soldier for SECRET #1. Pull his corpse away to expose two
stashes of MP-5 ammo, then locate
additional MP-5 ammo near the west end
of this area. You can pull up through the ceiling hole into the bay for a
closer look at the missile, but you can't accomplish anything productive there.
Go back to the ladder and climb up to the higher passage. Head south and use
the crawl space there to access a corridor where you can stand up. Turn left
and follow the corridor until you reach another crawl space. On the other side
you find yourself on a ledge overlooking the puzzle block area you visited
earlier.
Drop off the south side of the ledge onto a block and pick up two stashes of MP-5 ammo.
Then turn to your left and jump over to the blocks east. Make your way over to
the SE corner to find another passage. There's also another SAS (maybe the same one who may or have not have shown
up earlier) shooting at you from the west alley, so turn around and eliminate
him before proceeding. There are flaming tiles in the corridor below, so turn
to your right, jump up and grab the edge of the wall, shimmy to your left and
around the corner, and pull up onto the gray block. Run forward east and drop
down into a passage. Draw weapons and pick off six SAS
as they come after you one by one. The first and third ones drop some MP-5 ammo, and the sixth one in the
spike-infested courtyard down below drops a KEY.
(Kill him as quickly as you can so he won't drop the key amidst those spikes.)
Oh, I almost forgot, when you kill that sixth one a seventh SAS materializes behind you.
Now use the ledges to make your way clockwise around this enclosure, triggering
some of the spike traps in the process. When you get to the last ledge turn
around, and you can see the jump switch beneath the first one. Run and jump
back to that first ledge and drop off the west edge. Activate the jump switch
to open the door to your left, then hug the wall (there are additional spike
traps you haven't yet triggered) as you run west to the safety of the metal
walkway (but don't go all the way to the NW corner). Pick up the key dropped by
the sixth SAS and enter the building via the west opening (the second door
opens as you approach it). Kill the lone SAS
inside and turn left to go through the block puzzle area.
Go through the alley and pick up a small medipack
dropped by one of the slain SAS if you didn't do so earlier. Another SAS is trying to shoot you in the back from the
east passage, so reverse roll and kill him. Then turn the corner and try your
key in the keyhole there. Nope, doesn't fit, so continue south into the cell
block, turn right and then right again. Locate the other unused keyhole in the
west wall, and this time your key works. Enter the open doorway, and take your
pick at the intersection. Going to your right gets you an SAS, to the left a scorpion.
When the coast is clear, go around to the back, climb up onto the block and use
the ladder to reach the top of the radar station.
Go to that portion of the top surface that extends to the south wall and turn
left to face the SE corner. Take a standing jump with grab to land inside the
lower opening. Follow the passage past a bay of computers and turn to your
left. The door opens silently in front of you. Kill the SAS inside, then reverse roll and kill the second SAS who was trying to sneak up on you from behind.
Now enter the next room and a third SAS
appears. Kill him and continue around the long bay of computers. A fourth SAS shows up on the other side, so kill him and
pick up the small medipack he drops.
Pick up the MP-5 ammo near the computer
desk and leave via the west door that opens automatically.
Follow the short passage and the next door also opens automatically. There are
two SAS in the next room; and both will
drop some MP-5 ammo as they die. Throw
the nearby floor lever, then vault up over the block between the two radar
screens and pick up the card (that shows up in your inventory as the CAR-JACK; I suspect something is haywire in the
script files). This brings two more SAS
to the scene, so dispose of them and pick up the MP-5
ammo dropped by one of them.
Go back the way you came to the opening over the little courtyard with the
radar dish structure in the middle. Safety drop to the ground and kill another SAS. Go to the west end of the courtyard and use
the ladder to climb back to the top. You find that the radar dish has slid away
from its center position to expose a shaft in the platform. Use the ladder in
the south face to climb down to the chamber below. There's a closed door in the
SW corner, so use the east crawl space to access an alcove where you'll find a
jump switch. Activate it to open the SW door, then draw your pistols while
crouching in the crawl space to kill the SAS
who comes to investigate. Pick up the Jeep keys he drops (shown as the NITROUS OXIDE FEEDER in your inventory) and enter
the new room for SECRET #2. Push the
floor lever to open a door elsewhere.
Climb back up the shaft, climb down the ladder on the west face of the central
structure and drop to the ground. Exit via the east doorway and return to the
cell block. Cell AAYX is now open, so go inside and step past the befuddled
prisoner for the ring with three KEYS.
Leave the cell block through the north doorway leading to the block puzzle
area. Use the set of keys in the keyhole beside the alley to open the door to
your right. Go inside to deal with the dog and
the SAS, and the door closes behind you.
Continue forward into a room with five blocks. One of them is moveable, so push
it east to reveal a passage to the south. Go into the next room and kill two dogs and an SAS.
On the south side of the room you'll find the Jeep, but at the moment you can't
drive it anywhere. Climb up onto one of the blocks surrounding the SE corner
and hop down into the opening for SECRET #3.
Pick up the small medipack and climb
back out. Use one of the blocks to jump to the stacked central blocks. Turn
around to kill the SAS down on the floor.
Then face east, jump up and pull down the trap door. There's another SAS who might choose this moment to appear down
below and behind you to your right. After dealing with him, pull up east
through the open trap door into the passage.
Follow the passage around to your left. Shoot the grate with the emblem on it,
step forward and shoot the next grate ahead. Enter the passage and turn to
your right. Pull up the trap door in the floor and drop down onto the blocks in
the room below. Activate the jump switch in the NE corner. This opens a door
across the room in the west wall, so head over there and throw the floor switch
inside. This opens the other doors in the west wall to give you quick access to
the Jeep.
Before going to the Jeep, however, run around the blocks in a clockwise
direction and kill the SAS on the other
side (unless you'd prefer to run him down). Run all the way over to the exit
doors in the south wall, and you'll alert another SAS,
maybe two (they walk right through the exit doors from outside). Deal with the
threat, then shoot out the exit doors and go to the Jeep (or shatter them with
the Jeep if you prefer). Get in, drive through the east doorway into the next
room, go around the blocks in a clockwise direction as you did on foot, and gun
it through the south doorway and into the courtyard outside as four sentry guns
posted at the corners rain bullets and flames down on you. Run over a couple
more SAS for good measure if the pause
for vengeance doesn't kill you, then drive through the south gateway that opens
up for you automatically to end the level.