SEARCHING SOPHIA

 

Levels by Baddy

 

Walkthrough by Phil Lambeth, to supplement the outline provided years ago by Obig (which follows below).

 

 

Level 1: DSCHUNGEL (Jungle)

 

Run forward to the back wall and pull up into the NW crawl space. Crawl forward, and when you can stand up, run to the other end and hop down to engage two wild boars. There's a closed door in the W wall and openings at the NW and NE corners with two more closed doors. Go over to the tree at the SE corner. Lara will look up, so pull up W, turn right and walk out to the end of the branch. Take a running jump N onto the sloped branch of the next tree, jump with grab to land inside the upper E passage and pull the wall switch to open the door in the W wall.

 

Get back down, go on through and hop backwards up the ramp until a boulder is triggered. Run back down and scoot right, wait for the boulder to stop rolling and go all the way up the ramp to find a wall switch that opens the NW door. Go there, enter a small cave to find a NW wall switch that opens the NE door. Pick up the SHOTGUN next to the SE alcove, but avoid that spike-trapped wall switch. Exit this area via the opened NE door and follow the passage to a cave with two closed doors and continue around the corner to arrive at a waterfall. Don't jump down into the water, or the current will grab you and drag you to your doom. Instead, turn left and enter a short passage with a wall switch that opens one of the doors you passed by.

 

Go back to the cave, enter the N passage and grab the small medipack in the alcove to your left. Light a flare, enter the triangular crawl space and drop down the other side. Engage the raptor in the cave ahead and find two more closed doors along with flares. Pull down the NW wall switch to open the door beside you, hop into the opening and slide down to a dart-trapped passage. Stay close to the right wall and walk S to trigger a brief flyby. Jump up to grab the vines and monkey swing across the pit. Drop down at the end next to a closed door, pull down the wall switch to close a trap door over spikes in the pit.

 

Slide down to the trap door, enter the E passage and pull down the wall switch to open a door near the waterfall. Continue around the corner to another wall switch that opens the door over your head. Pull up into the passage, loop around left and pull up into a crawl space that eventually brings you to a wall switch that opens the second door in the raptor cave. Enter, turn left past the N opened door and through the triangular crawl space to the lower cave where the NE door has opened. Slide down the waterfall slope into the water below, pull out and find the NE wall switch that opens the underwater door in the pool to your left.

 

Swim to a small cave and pull out to see two wall switches. Pull down only the E one to lift an outdoor gate. (The other one closes the door you swam through) Return to the first pool, pull out to engage a crocodile and exit S onto a bank next to the waterfall. Walk up close to the spikes you can see past the curtain of water and take a running jump SW to land on the ledge beyond the spikes. Note two closed floor trap doors and find a wall switch at the SE corner that opens them both. Drop down through the nearer floor hole and slide to an underground passage. Face N and save your game. When you step forward you'll trigger a boulder, so run forward and turn quickly into the passage to your left as the boulder rolls by.

 

Follow the passage to a wall switch, pull it down to lift another outdoor gate and continue to another wall switch that opens the exit door. Use the crawl space to your left to get back down to the bank next to the waterfall. Follow the bank E through a fixed camera and enter the E passage. Continue around and up to a ledge, pull down the wall switch to open the door behind you and also to activate a spike trap. Turn around, time a run past the spikes and turn left past the opened door. Pull up to a bridge and go across to the other side. Turn right into the alcove and pull down the wall switch to open the door behind you. Reverse roll, run S across another bridge and hop over a skeleton to awaken it. Immediately back flip, draw your shotgun and retreat to the bridge so you can blast the skeleton into the river below. Don't use more than one or two shells, however, as you'll soon need that precious ammo.

 

Return and pull down the E wall switch to open the W door that overlooks the river and the waterfall. Take a running jump over the water to land on a flat ledge, turn left and vault the blocks to a plateau. Turn right and go through the W opening, turn around at the wall and jump to grab the ladder. Climb up to a higher passage and draw your shotgun before stepping forward. You'll then trigger a flyby whereby two skeletons are awakened and scamper toward you before camera control is restored. Having been forewarned, you can blast them over the edge before they ever reach you.

 

Step out onto the jutting ledge, turn right and jump to the corner ledge, then to the next ledge and finally to a moss-covered ledge next to an opening in the S wall. Go on through, turn left at the wall and save your game. Run E to trigger a boulder and jump up into the passage on your right as you near the wall to avoid both the boulder and the spike pit. Loop around right, pull down the wall switch and jump over the boulder and the spikes to the previous passage. Go W up the ramp to a crossing and go straight past a second boulder you can see poised overhead. Jump over the spike pit ahead as the triggered boulder falls into it, jump diagonally left over another spike pit and pull down another wall switch around the corner.

 

Return to the main passage past the spikes, turn right at the S opening and step out past the opened door into an outdoor area. Shoot the wart hog and go across to the opening in the S wall. Go past a closed door and a closed floor trap door into the connecting passage and find another closed door at the other end of a short bridge. There's nothing to do but jump into the water, but stay close to the wall to avoid the underwater darts. Note the closed trap door and swim into the N passage. Turn left past the narrow opening, surface and pull out W to find a wall switch that opens the underwater trap door. Return, swim down to a lower passage past a triangular opening and beware of three consecutive spike traps as you make your way E to another narrow opening that leads you up to an air hole.

 

Pull out, find a nearby wall switch that opens a door elsewhere and loop around into the NE passage for another wall switch that lowers a nearby trap door. Go back, find the ladder and climb up facing S past the lowered trap door. Pull out and go past the opened E door to a wall switch that opens the door on the other side of the bridge behind you. Go there and at the W wall you'll see a spike pit on either side. Turn right, jump N over the spike pit and follow to an outdoor area where you'll be met by two wart hogs and a raptor. Continue W, meet a crocodile and emerge at a bank beside a river branch where two more crocs will attack. Pick up the shotgun ammo and small medipack next to the tree. Be careful not to step on and thereby awaken the nearby skeleton. If you do, you can blast him into the river, but he'll remain a threat to you even underwater.

 

Jump into the deeper water, swim through the W opening and search the side alcoves for flares and a small medipack. Surface NW, pull out N or S, squeeze through the narrow crawl space and pull down the wall switch (screen shot of a closed door). Return, jump over the water hole and enter the opposite crawl space to find another wall switch that opens the door you saw in the cut scene. Return to the water hole and swim back to the river bank. Wade out to the rock wall and go W up the block ledge past the opened door to a wall switch that opens another door higher up. Continue N along the rock ledge past the opened door, pull up into the passage and pull up to a clearing where three raptors are waiting.

 

Continue N into a dark cave and light a flare to find the corner crawl space that brings you to a floor hole. Drop down, pull into the crawl space on the other side and and follow until you can stand up. Emerge in another clearing and shoot the wart hog. Note the closed double doors, stand to the right of the large plant and pull up E. Hop SE into a vine-covered opening next to the tree and pull down the wall switch to lift the double doors and release two raptors. Slide down, enter the next area and come to a river bank near the spot where you would have met your doom had you jumped into the water earlier.

 

The nearby plant is climbable, so face W, climb up and back flip onto the tree limb (being careful not to miss and wind up in the water). Take a running jump from the end of the limb to grab the crack in the E rock wall, shimmy left a fairly long distance and drop onto a tree stump. Reverse roll and take a running jump to grab the wall crack on the other side of the river. Shimmy right around the corner and drop onto a ledge. Follow around clockwise to a hut, go to your right to find a wall switch that opens the door to the hut, enter and pull down the wall switch that activates the twin paddle wheels and lifts the exit gate next to the previous wall switch.

 

Return there and run E up the ramp. A worker is up there waiting, but his back is turned to you so that you have the advantage. After he's dead, pull down the wall switch in the S alcove to lift the door beside you. Enter an outdoor area, turn left and approach the E door that opens automatically to release another worker. Enter the control room, pull down the wall switch to open the door to another control room and return to the previous cave. Loop around right to the opened door at the SE corner, shoot the worker and enter the control room for a large medipack, a small medipack, shotgun ammo and a spare SHOTGUN.  

 

Go back up to the cave, hop down into the N floor hole and pull down the wall switch to open the trap door at your feet. Slide down to an enclosed storage area and approach the W door between the crates, which opens automatically to release a worker. Enter the passage to finish the level.

 

Level 2: BEI DEN CHEATS (With the Cheats)

 

Follow the passage past a closed door to a room guarded by a mutant and an assassin. Go down the steps to a lower room and the N door opens upon your approach. Enter a control room and push the N wall button. Grab the HYPOSTYLE KEY at the NW corner and exit via the automatic door. Go back upstairs and find a keyhole in the NE passage. Open the adjacent door with your key and enter a locker room for the UZIS, shotgun ammo, another SHOTGUN and the LASER. The rooms down here all seem to be named "cheats," if that has any colloquial significance for Germans. Maybe it's a slang expression for "wall buttons," and you'll soon see the reason for my guess.

 

Exit, turn left into another control room and press the E wall button to flood the lower room. Go back S, jump into the water and swim over to the W wall. Pull out, run forward and open the "cheats" door. Follow the passage up a ramp to a room with flame blowers. Turn right, wait for the flames to subside and push the SE wall button. Do the same with the NE wall button and the W door opens. Shoot the ninja in the next room, shatter the S, N and W panels beneath the flickering screens and enter the revealed N passage. Note the closed door to your left, pull up into the N crawl space and grab a small medipack in the alcove ahead. Back up a bit, continue around the corner and up toward a couple of flame blowers. Time your way past them and pull up into the S crawl space.

 

Continue to a deep floor hole, hang from the edge, shimmy left around the corner and pull up into the adjacent corridor. The door ahead opens upon your approach, so follow through a wide passage to a hub room with a marble floor. Shoot the ninja off to your left and enter the opposite E passage. Follow the corridor to a metal walkway that leads to a side passage with two closed doors. Go past them and up the steps to a control room guarded by a mutant.  Light a flare, pull up onto the SE crate, drop left into the corner and stoop to shoot the E grate. Crawl inside the duct and shoot the grate at the far end. Drop into a hallway with a marble floor and go S up the steps. Continue to a N side room with a wall button that lifts a panel leading to the opposite side room. Push the wall button there to open the double doors and follow to a "cheats" door on your right. 

  

Open the door, shoot the ninja in the next room and shoot the panel under the flickering screen. Push the wall button in the alcove to open a nearby door and grab the NW laser ammo before leaving. Go past the opened E door to a walkway surrounding an aquarium. Turn left and go around to a "cheats" door. Kick it open and go up to another wall button that opens the W door and releases a crocodile. Enter the aquarium to find another crocodile swimming around in the water. Jump in and pick up the SUN TALISMAN, pull out, exit the aquarium to the main hallway and turn right. Continue N past the twin "cheats" sign and turn left to find a receptacle down the ramp for the Sun Talisman. Use it to open the door to a control room, shoot the assassin inside as well as the W panel that exposes an alcove. Push the wall button that opens a door across the hall.

 

Go there as the door closes behind you and proceed to a lower hallway. Open the first door on your right and go around to push a wall button that opens the next door across the hallway. Shoot the mutant guarding the entrance and enter a control room with yet another wall button. This one opens the door directly across the hallway, but before leaving look under the pipes at the SW corner for the CANOPIC JAR 2 (cut scene of where it's to be placed). Exit past the opened door across the hallway and follow the arrow to a door that opens upon your approach. Follow the passage to the hub room  Turn right and follow the E passage to the metal walkway, turn right into the E passage and up the steps to a control room you visited earlier.

 

Get back into that lower crawl space at the dark SE corner, drop down at the other end and this time go the other way along the NE passage. to a fenced area. Go through the opening at the NE corner and come to a control room with a small medipack at the corner and a wall button that opens the nearby gate and summons a mutant. Go down the N corridor, shoot a ninja and an assassin around the corner and find the receptacle for the disc. Place it to open the door to your left and go down to a control room with the CANOPIC JAR 1 at the NW corner (screen shot). Exit and follow the main hallway all the way back to the steps leading up S.

 

Pull up W into the crawl space at the foot of the steps and return to the dark control room. Loop around to find the receptacle for your disc and place it to open a nearby door. Exit NE down the steps and continue forward into a new control room with a wall button that lifts a nearby door. There's nothing else of interest here, so exit, turn right and then left into the next control room. Go down the steps and save your game in front of the timed floor lever. First, go around the central column for a small medipack, then push the lever to raise two platforms. Exit up the steps and out to the hallway, turn left onto the metal walkway and use the raised platforms with standing jumps to make your way quickly over to the N opening. If you miss and slide down to the floor below you'll burn to a crisp.

 

When you get across safely, push the wall button in the next room to open a door elsewhere. The timed platforms are again in a raised position, so jump back to the metal walkway and exit S to the hallway leading to the hub room. Continue straight across into the W hallway and past the opened door to another marble-covered hallway. Follow to a ramp, go up to engage a ninja and pick up his dropped large medipack. Continue into a storage area and turn left to search the crates near the S wall. There's a place between the middle two wall grates where you can drop down and shoot the W panel for the only SECRET in the whole damn game and acquire the DESERT EAGLE and desert eagle ammo. To get back out, pull up N at the lower left corner and go toward the SW corner to find a wall button that opens a nearby door in the W wall.

 

Go on through, up a short ramp and turn right at the wall. Push yet another wall button to open the N door and shoot the waiting assassin. Enter a small control room, push another wall button to open a gate in the hallway and head W into an outdoor area with crates scattered here and there. Go up the ramp, open the NW door, kick open the next two doors and shoot the mutant guarding the control room. You guessed it, there's a wall button to push, releasing a boulder that rolls down the ramp to open the door to the corner control room in the area with the crates. Return there, push the inevitable wall button in the control room to lower a rope outside.

 

Exit, locate the rope hanging from the crane and use the nearest crate to jump and grab it. Swing forward and jump off onto the S ledge, kick open the nearby door and enter the control room to press a wall button that opens a door back in the hallway. Exit the storage area, turn right in the hallway and go past the opened door into a room with a central fenced section. There are two wall buttons here, the W one summons an assassin and the N one opens a door downstairs. Go down the winding staircase to find three more wall buttons. The W one lifts a door upstairs to expose another wall button, the two S ones will summon a ninja and expose another upstairs wall button. Go up, push both alcove buttons and go back downstairs to push a wall button in the W alcove. The E exit gate opens, so go out to the hallway and left up the wide steps to find that a raptor has gotten loose.

 

Note the closed door at the end of the upper hallway and go around the crate to find a wall button. Push it, go back downstairs to the fenced area and enter the S control room. Shoot the waiting ninja and push the wall button to open that door at the top of the winding steps. Go there and engage an assassin and a mutant after shooting the glass panels leading to their conference room. Enter, push the wall button to open a door elsewhere, exit to the hallway and loop around left to an apparent dead end. However, you can shoot the lower grate on the right side (under the "cheats" sign), enter the crawl space and come to a room with flame blowers. Turn left, go past the opened door and jump up to shoot the E grate.

 

Pull up into the crawl space and push the wall button to change the flames from constant to intermittent. Return and get past the flame blowers to arrive at a pool. Don't jump in, or the current will grab and pull you under. Instead, light a flare and look for ceiling monkey bars. The one on the right leads to a dead end, so jump up to grab the strip on the left and monkey swing over the water. Drop into the E passage and follow around to greet a mutant. Grab the small medipack in the control room and push the wall button to open a gate to another control room. Exit, monkey swing back across the pool and time your way past the flame blowers. Go through the crawl space, turn left past the opened gate into the control room and shoot the corner panel to expose a wall button. Push it to lower a door in the pool that shuts off the current.

 

Return there, jump in and swim down the deep shaft. Open the underwater door at the SW corner and locate the ceiling hole. Swim up until you can surface and pull out into a control room guarded by a mutant. Push the button on the column to lift a door in the E wall of the pool, return there and swim past the opened door to find a DISC that appears as "load" in your inventory. Exit, return to the control room where you met the mutant and place the disc in the W wall receptacle next to the console. A gate opens in the pool (N wall near the NW corner), so return there and swim through the passage and up the shaft to surface and pull out onto steps leading up to a control room. Shoot the waiting mutant and go up to an apparent dead end.

 

However, you can pick up a KEY (appears as "load") at the SE corner to open a door elsewhere, so jump back into the water and swim down to the bottom of the shaft. Continue S along the passage and turn left in the central shaft to enter the higher opening near the SE corner. Follow the passage and turn right at the wall. Surface and pull out onto a metal walkway, turn right into the dark W passage and place your key to open a nearby door behind you. Reverse roll, go past the opened door into a control room and find the inevitable button that opens an underwater gate. Exit, jump into the water and swim N to the wall. Swim up, continue N along the upper passage and swim up at the far wall to surface.

 

Pull out N to engage an assassin and go to the SE door that opens upon your approach. Go through the passage to a larger control room but don't enter. Instead, reverse roll and pull up into the familiar N crawl space. Crawl up to the flame blowers, time your way past them and pull up into the S crawl space. Continue to the floor hole, hang from the edge and shimmy left around the corner. Pull up into the corridor and run forward to the door that now opens upon your approach. Run N through the passage to the hub room, turn left and go through the W passage to the far wall. Turn left in the hallway and go up the ramp to your right. Take an immediate right into the N control room where the door opened, push the wall button to open another door and return to the hallway.

 

Loop around left, turn right into the E passage and turn left in the hub room to follow the N passage. Loop around left at the wall and come to a lower room with two crates. Continue past the wooden crate through the S opening and go down the steps to a dining area. Shoot the raptor and find shotgun ammo on the table. Go down the N steps next to the laser-blocked passage and come to a lower room with a single crate. Push the button in the far wall to set off an alarm and open a door upstairs. Reverse roll and go back the way you came, up both sets of steps. You'll meet a mutant along the way, so be sure to pick up the SUN TALISMAN it drops.

 

In the room with two crates, turn right into the E control room and shoot the panel in the E wall to expose a wall button that turns off the lasers in the passage below. Go there and place the Sun Talisman to open a nearby gate. Reverse roll, loop around right and go downstairs to meet a raptor. The opened gate is next to the wall button, so enter a large room with a pool of deadly water. Turn right, and at the NE corner shoot the window to enter a control room. Deal with the waiting ninja and push the wall button to open a trap door outside. Exit, climb the N ladder at the corner, shift left and drop onto a metal walkway. Face E, jump up to grab the corner ledge and pull up. 

 

Turn around and take a running jump to grab the walkway just to the left of the crate. Pull up and make your way past the electrified E-W sections and the swinging chains to the W wall. Locate the wall button on the back side of the middle column and push it to open a door near the middle of the S wall. Go there, shoot the assassin along the way and enter a control room to find a wall button that opens the N door on the other side of the room. Go there past the swinging chains and the deadly sections, shoot another assassin and enter another control room with another wall button that lifts a door in the pool and somehow purifies the water in this section (unless it was safe to begin with).

 

Exit to the walkway, drop down into the water and swim through the N opening. Turn left into a narrower opening, surface and pull out into a control room guarded by a mutant. Pick up his small medipack and find the inevitable wall button that lowers a room in the previous room. You can either swim back there and pull out E, or you can go down the SE steps and the door below will open automatically from this side. Run across the room toward the crates and climb onto the nearest one. Use it to reach with a standing jump the W rope dangling over a section of the pool that's still deadly.

 

Swing forward, jump across the pool and wait for an assassin to attack. Run N alongside the two pools and push the NW wall button to open a gate on the W side of the room. Go there and follow the passage to a subway station as Lara's theme music plays. Shoot the ninja and approach the waiting train to finish the level.

 

Level 3: DIE U-BAHN (The Subway)

 

After the flyby, open the N door, kick open the next door, shoot the ninja and the assassin in the next car and pick up the dropped laser ammo and shotgun ammo. Open the next two doors, shoot the assassin and mutant and pick up the dropped KEY and a small medipack. Use the key to open the next N door, kick open the next door and shoot two mutants in the next car. Pick up the dropped shotgun ammo and SHOTGUN, pull the left pushblock two times so you can go around it and open the next two doors (grabbing the uzi ammo to your right between them).

 

Engage a mutant and an assassin, pick up the dropped REVOLVER and shotgun ammo, proceed N and open the next door to face another mutant. Further progress is blocked for the moment, so go back S to the previous connecting alcove, face E and jump up to open the ceiling trap door. Turn around, jump up to grab the opening and pull up onto the top of the subway train. Run N until you reach the next junction, face E and open the trap door. Drop down, open the S door and go back to pick up the KEY dropped by the mutant. Return, kick open the N door and shoot the unsuspecting assassin in the back. Pick up his dropped revolver ammo and use the key to open the next N door.

 

 Loop around left in the next car and pull the pushblock away from the corner to reveal a wall switch that opens an unseen door to the next car. Go past the second crate, shoot the hiding ninja and pick up his revolver ammo. Push the first pushblock back to its original position to give yourself some room, then pull the pushblock in the other corner five times so you can go around and enter the next car. The pushblock is on the right this time, so push it two times, go around and push it back to its original position, go to the next pushblock NW and pull it three times. Go around and push it one time S against the crate, reverse roll and go to the next pushblock NE. Push it into the corner to reveal a CIRCUIT BOARD and laser ammo.

 

Return to the S pushblock, pull and push it three times N, reverse roll and pull the next pushblock two times so you can go around and exit S to engage a mutant and an assassin in the previous car. Pick up the dropped 2 x laser ammo and continue to the next car S. Deal with another mutant-assassin team and pick up the dropped large medipack. Pull up past the opened trap door to reach the next S car via the top of the train. Shoot a mutant along the way and pick up his uzi ammo. There's a second mutant sneaking up behind you, so deal with it and pick up the dropped shotgun ammo. Continue to the junction, drop down and engage an assassin and a ninja in the next car, who leave behind a small medipack and laser ammo.

 

In the next car S is a ninja who drops nothing, but in the next car you'll meet an assassin and two mutants. Pick up the dropped shotgun ammo, laser ammo and large medipack, go to the last car and meet an assassin and a mutant. Pick up the dropped uzi ammo and the LASER SIGHT, place the Circuit Board in the SE receptacle below the "emergency brake" sign and the level ends.

 

Level 4: DIE BASIS (The Base)

 

The subway train has rolled into the terminal, so note the laser-protected passage ahead, turn right and go up the E steps to a control room guarded by a ninja. Pick up the dropped blue FUSE and look around to find to your amazement that there's no wall button here to push. Return to the laser-protected passage and go past a W receptacle to an E receptacle and place the Fuse to open the adjacent door. Enter another control room, shoot the ninja inside and pull down the SE wall switch (okay, so it looks like we're back to the wall switch motif for purposes of this level) to disable the lasers.

 

Go back, run E up the ramp and shoot the waiting guard. Pull down the NE wall switch to open the door to your left and enter a larger room guarded by a mutant and an assassin. Pull down the wall switch on the back side of the central structure and go up the SE ramp past the opened door into a storage area. Shoot the ninja lurking ahead, but beware of the sentry gun posted in the corridor off to your left. Take a running jump past the wooden crate to draw the sentry gun's fire, turn to face E and draw the revolver combined with the laser sight. Side step left until you're able to target just enough of the barrel near the NE corner without attracting the sentry gun's fire. Shoot the barrel to ignite a fire that will eventually cause the sentry gun to explode.

 

Go to the NE corner, pull down the wall switch to open the door to the control room and release a guard and an assassin. Enter and pull down the SW wall switch, exit to greet another guard and go counterclockwise around the fenced control room and down the SW steps to a lower room with two wall switches. Pull down the S one to lift a door elsewhere, then pull down the N one to open the adjacent door. Exit to the top of the ramp and turn right past the opened door into the E control room where a ninja waits. Search the E cabinet for a yellow FUSE and exit to the ramp. Go down and place the Fuse in the receptacle you bypassed earlier.

 

Go past the opened N door, note the ladder for later and pull down the wall switch to open the next door and alert a guard. Follow the corridor around past a green-tinted opening to elevator doors that open upon your approach, pull down the wall switch inside and ride up (or down) to the next floor. Exit, go to the nearby SW alcove and pull down the wall switch to open the doors to a control-storage room. Deal with the guard and assassin inside, treat the mutant as you would a knight and kill it with bullets to the chest, and pull down the wall switch at the NW corner. The door at the end of the ramp opens to release a ninja. Enter the control room and search the cabinet for the TOKEN.

 

Exit, return to the elevator and ride it to the previous floor. Enter the green-tinted passage and follow to a receptacle for the Token. The door opens to reveal an assassin and a ninja. Enter a larger room with a fenced central structure and go down the left side to draw out another mutant-knight. Drop from the NE corner to the lower floor, which is safe, and loop around to the NW corner. Your weight will cause a floor trap door to open and drop you to a still lower section. Go back around to find a wall switch that opens another nearby trap door. Return to the NW corner, pull up to the higher section and loop around to the NE corner. Drop to the lower section, shoot the guard and head N down the ramp to a hallway with raptor carcasses.

 

Continue into a control room and search the cabinet for a small medipack and a blue FUSE. Return to where you dropped down, pull up to the walkway, turn around and stand jump to grab the corner opening. Pull up to the control room, exit SW and follow the main corridor around left to the ladder you noted earlier. Climb up facing E and place the Fuse to open the door beside you. Enter a laser-protected corridor and go around the other way. Pull down the wall switch to open the door and shoot the ninja inside. Search the empty cabinet if you like and grab the TOKEN at the NW corner. Pull down the wall switch to disable the lasers, exit and follow the corridor to greet an assassin, a ninja (and a mutant-knight that may or may not charge through the W doorway).

 

Go down N and use the Token to open the door to a machine room guarded by two assassins and a mutant-knight. Hop up into the NE opening, the only one without a fan, shoot the grate and follow the passage to a wall switch (better save first) that opens the floor trap door and drops you onto a slope. A door ahead opens as you approach, so be prepared to jump immediately over a deadly trench onto the E ledge next to a closed door. The guard inside the control room appears to be asleep, so fire a few rounds with your pistol to wake him up. He will open that NE door, but for some reason he can fire at you through it but not vice versa, so hang from the edge, shimmy left past the door, pull up while drawing a weapon and dispatch him.

 

Enter the control room, pull down the wall switch to raise three platforms over that deadly trench and exit. Jump across the trench, slide and grab and shimmy left until you can pull up onto the first raised platform. Stand jump S to grab the ceiling and monkey swing toward the second platform. Drop, turn left and stoop to shoot the grate. Enter the crawl space, shoot the next grate and emerge in a hallway with huge barrels poised up the ramp to your right. Walk slowly up the ramp to trigger the first barrel on the right, dodge it as well as the next barrel and loop around left to face a similar situation. These barrels are triggered from left to right, and when you get past them you'll need to deal with a guard and a sentry gun. 

 

As you did earlier, take cover near the top of the ramp and side step until you can target the barrel in the SW corner. Shoot it and wait for the resulting flames to blow up the sentry gun. Step forward and pull down the wall switch to open the W door, enter the otherwise empty control room and pull down another wall switch to lift a door elsewhere. Exit, go down both ramps, deal with a mutant-knight along the way and find the opened door at the end of the hallway. Go S down the ramp but don't step into the room ahead. Shoot the waiting ninja and side step while facing W so you can shoot the barrel underneath the posted sentry gun. Enter the hallway after it explodes and loop around right to greet a guard and an assassin. Continue to a wall switch that drops you down to a lower passage.

 

Follow past two fans and shoot the left panel, continue, shoot the W panel, continue past a fan until you reach a crawl space. Shoot the grates, crawl to a bathroom and shoot the ninja relieving himself in the corner stall. The NE door opens upon your approach, so step forward to trigger the barrels ahead, reverse roll and dash back into the bathroom as they roll by. Go up the ramp to another door that opens automatically, shoot the ninja waiting on the walkway and follow around to another automatic door. Turn right in the corridor, shoot the NW block as well as the grate behind it, go up W and greet a mutant-knight, a guard and a ninja

 

Continue through the opening and loop around into a control room. Search the cabinet for another TOKEN and pull down the nearby wall switch. Exit to the corridor and continue past the first opening on the left and down the metal steps to a room with hanging raptor carcasses. There's also one each of a guard, an assassin, a ninja and a mutant-knight. Go around to find a receptacle for the Token and open the door to the corner office. Shoot the ninja inside and pull down the wall switch. Note the laser-protected passage on your way out and go around to the NE corner of the office structure, where a ramp allows you to pull up onto the roof. Run forward and pull down the wall switch to disable the lasers, drop down and enter the S corridor.   

   

Go around the corner to meet another ninja and come to a laser-protected opening. Shoot the panel next to it, go around the corner to shoot another panel and thereby bypass the lasers, pull down the wall switch to open the adjacent door and set off an alarm as you finally encounter and rescue the long-sought Sophia. Although you can target her, don't shoot at her (she won't hurt you), but instead lead her back past the lasers, deal with another ninja, turn right and continue up the S ramp. Meet an assassin, loop around left up the next ramp and come to a wall switch that opens double doors to a large control room. Enter to engage a handful of enemies (two of whom are stationed on the upper walkway): two ninjas, a guard, an assassin and a mutant-knight.

 

When peace has been restored, run up one of the ramps to the center portion of the room and locate the W wall switch that opens the upper W doors across the room. Go up either walkway, enter the W control room and search the cabinet for one last TOKEN. Lead Sophia out through the lower W doors and loop around left to a closed door. Place the Token in the receptacle to open the door and approach the waiting helicopter for a brief flyby. Take another step or two forward and the level ends.

 

 

 

Searching Sophia

Author: Baddy

Review:

This is a 4-level adventure where we are searching for the incarcerated in a base to set him free at the end. Though there's a long way to go to that. First we cross the jungle and being attacked by boars, crocs, dinos and skeletons, and there are rolling rocks to dodge. Then we have to cope with a base where we can't pick up the one we are here for yet. Enemies are guards and gunmen here and in the next levels. In level three we find ourselves in a subway carriage to reach the other base to find the captive at last and escape using a chopper. Running up and down in a haste, pressing knobs, switches and levers gets depressing at times. But what a great idea are those knobs behind electronic panels and glasses - and I like the subway carriage too. Making a walkthrough caused a bit of a frustration for the monotony of the level because each hall was hiding a knob or lever to be pushed or pulled. We have to watch out for the ammo a medipacks in the first three levels because we won't have too much at the end with a lot of enemies after us, also robots coming in our way with crossfire from automatic weapons. Added sounds are great and the texture is diverse. I recommend this level to everyone.

Find walkthrough, pics and saves to the level here: http://www.freeweb.hu/treditor/english/searching_sophia_eng.htm

Walkthrough:

Level 1. Dschungel

Find the crawling space in the right corner, shoot the boars in the next hall, climb the tree on the right, jump over to the opposite side to that sloped area then over into the passage. Pull the lever then get through the open door. Dodge the ball, pull another lever to open the door outside. Inside on the right you can pick up the Shotgun near the skeleton but do not pull that lever, only the one opposite the entrance. See the bars open up at the trees. Through a cave with two locked bars you arrive to a waterfall. Pull the lever then go back to the cave. One of the bars is open now. Pick up the medipack on the left, crawl through the space, let go on the other side to arrive into another small cave. You will see two bars locked and find a saurus/dino. Pull the lever then slide down the slope. Monkey swing through the ceiling to the other side. See a crawling space opposite the lever you can use to return to the cave.

Pull the lever, a trap door opens over the spikes, so now you can get into that walkway. In there you are to pull levers then through the cave you get back where you have met the dino. See another bars open. Slide down into the water. Arriving on the shore pull the lever. A bar is open now in the water so swim through to the other side and pull the lever near the entrance. The other one closes the bars you have just opened. Swim back and kill the croco on the land. Jump under the waterfall and grab the ledge of the rock near the spike pit. Pull the lever and notice both trap doors and the bars opposite open up. Climb down through the nearest hole, pull both levers down there and you will arrive back to the waterfall to the open bars. Through the crawling space you can get back to the outside area to the river. See the bars open. You have two choices of direction to take after the bridge with rolling rocks and a skeleton to deal with. Up on the cliffs meet two bonies, then you arrive to a junction. Both directions demand a lever to be pulled with rocks hot in you heels. Kill the boar on that open area and dive when at the bridge.

Swim into the passage paying attention to poison darts. Pull the levers and see the way clear out in the water through the open trap door in the middle. Get into the wet passage with spikes. You can take a rest after each spike. Climbing out on the other side pull two levers. Climb up the ladder and pull another level in a dark hallway that will finally open the bars on the other side of the bridge. You will have to pull two levers again to meet dinos and crocs on a lawn. Don’t get near the skeleton so it will lie still. If you wake it up, even if you manage to push it into the water the damn thing just won't give up busting balls over there either. However, don't forget to pick up the Shotgun ammo near the thing. Swim into the passage in the water, go up on the right, climb out then squeezing through small spaces there are two more levers to be pulled for a change. Outside another lever awaits, then going up the stairs you find yourself on another lawn. Three dinos to overcame but not much of a hard job. Head straight to the bars then on the right climb a block, jump into the passage near the tree to pull a lever that will open the bars.

Another bunch of dinos and boars try to hold you up. On the shore, climb the tree on the stem of the plants. Jump over the opposite side by grabbing the ledge. Shimmy left, then jump over the river and you arrive to the base. Pull the lever near the locked bars and do the same in the hut. Go through the open bars and on the top of the slope go right to collect a bit of refill. Open the door over there; then left on a small open area there is another building to visit. Pull out a lever over there, too. Get back to the junction paying attention to the three guards attacking. Head right there, see the door open and pick up some stuff (medipack, Shotgun ammo). Get out from that room, then on the right jump into the hole to pull a lever. We slide down to a separated area. Head towards the door, meet a guard and going inside you arrive to the next level.

Level 2. Bei ben Cheats

Having eliminated those two guards (one of them is a curious piece of fellow, huh?) go down the stairs which will trigger a door. Find a knob under the monitor on the wall and a Hypostyle Key. Go up the stairs and use the key. Inside the room pick up the Shotgun, the UZI and a Laser weapon. Push the knob in the room next door and head back to the great hall filled with water now. Swim to the other side and give a kick to the door. Push both knobs at the fire breathers and shoot another gunman behind the open door. Shoot electronic panels under the monitors on the wall, also the panel on the right hiding the hallway. Climb up into the air duct. Go through the fire breathers and arrive in a hall through a door that will open up before you. Notice three hallways. Shoot the gunman and head right. On a small iron bridge go right, kill the mutant gunman and push the knob on the wall. There is a crawling space behind the crates, so go there, shoot the bars at the end of the duct and climb down into the hall.

Go up the stairs, push the button in the elevator and get out on the 2nd floor. Push another knob and see an iron gate open. Kick the right door, kill the gunman, pick up the Laser Ammo from the desk, shoot the panel on the wall and push the knob behind. See the door outside opposite the room open up. Kick in the next door and also press the knob at the other one, then kill the crocs and in the water, pick up the Sun Talisman. Go way back to the elevator and use it at the door on the left. Kill the guard and shooting the panel there is another knob to be pushed. There is an open door now on the hallway with another knob awaiting, then going through the next door kill another gunman, push the knob and do not forget to pick up the Disc in the corner, either. Get back now to the junction again. Head right again way back to where you have previously crawled through the tight spaces behind the crates and went right up the stairs. Use the other direction this time, push the knob on the wall near the plant, kill two gunmen and a guard and fit the Disc into its slot at the end of the hallway. Pick up the Canopic Jar 1. in the hall and going back through the crawling space fit it in its space in the wall.

While heading towards the iron bridge there is a knob to be pushed in a room on the right behind the crates. The door at the iron bridge is open now but before going there, see a door open left of the bridge hiding a lever to be pushed for a medipack. Save before the lever because platforms will be up for a short while only to reach the hall behind the open door. If done, push the knob over there too and now back to the junction to see the opposite door open. You arrive in a warehouse. There is a knob back in the left corner and two crates before a Desert Eagle to pick up by shooting the glass – a secret. Go through the open door and up the slope under the hanging sphere. Kick the door in, do the same to the next one, kill the mutant gunman and push the knob. The sphere will fall and will break in the door of the small building. Push the lever in there, too, and notice a rope on the crane outside. You can now move forward to the next door which is to be kicked in again, push the knob that will open the door in the hallway.

In the new hall push both knobs then do the same going down the stairs and in the wall spaces also. See a bar open, go down the stairs and push the knob behind the crate. Then go up the stairs, see a door open with another knob. In the meantime, guards, gunmen and dinos give you a hard time. Getting on notice a crawling space by shooting the bars down beside the hall with windows. Squeeze through and go left and up the stairs. Shoot the second bars on the right and push the knob to get through the fire breathers. Monkey swing on the ceiling to the opposite hallway, kill the guy and push the knob. Get way back through the crawling space to the small room with windows and shoot the panel there to push another knob that will shut down the propeller. Breathe deep to go to the bottom of the pool and force the bars open. Swimming up and through the smaller gap you arrive in a hall with a gunman and with another knob to be pushed. Another door opens up out in the pool that hides the Disc you can utilize in the previous room.

Both large bars in the pool are open now. Swim through the right one and swim upwards. Arriving in a room pick up a key lying on the table. Swim back and use the left way now. Climb out and near a bridge fit the key in its place. Swim through the previous passage again but when reaching the curve direct yourself upwards. Push the knob in the room and you get back to the beginning of this level. Climb into the crawling space again and head way ahead to the fire breathers. Go through and you reach again the triple junction. Head left again and notice a door of a room with windows open. By the push of a knob see the last door at the junction open up opposite to the way of enter. Go down the stairs and through the hall, another stairs, another hall, standing on the top of the table is the most convenient way to end up the dino. Go down on the stairs and push the knob. Go back to the first storey whilst paying attention to the Sun Talisman inherited from a guard. Shoot the panel behind the door that has opened up, push the button that will shut off the laser gate on the middle level.

Put the Talisman to its place over there and get to the bottom. Kill another reptile. Head right outside at the poisonous green water, shoot the window opposite at the small hall. Find a gunman and a knob inside that will open the trap door outside. Now you can climb up the ladder. Get onto the small platform too and from there jump over near to the crate. Beware of the flickering tracks. A knob is to be pushed back there behind the pillars. See one of the doors open. Find inside a guard and another knob that will open the door opposite. There is a guard inside and another knob that will tame wild waters. So go ahead diving. Climb out meet a guard and see a knob that yields a rope you can use to swing to the other side. Go right, kill the guard and beside the crate on the side close to the water push the button. The last door is open now and you reach the subway station. Kill the guard, run to the carriage that is the end of this level.

Level 3.Die U-Bahn

Get to the back of the carriage. Open the doors in the meanwhile and kill gunmen and guards. In most cases they leave sg. back. There is a Key in the third carriage that can be used to open the next carriage to get the Shotgun. Pay attention if you kill the opponents near the seats – in that case, you might have to be looking for under the seats any pickups. In the next carriage a crate is to be pulled from the door, then in the next carriage the door can be opened and the gunman be bumped off but you can not make a headway from there. Get back to the corridor linking up two carriages and pull the trap door. Climb up and pull up the next trap door to climb down. Go back to the already executed gunman who has another Key you are to use in the next carriage. In the next carriage pull the crate near the entrance and pull the lever behind. Pull the other crate too, and the one next to it offers the UZI underneath. There are crates for you to push in the last carriage too in order to pick up the Control Card. Now go back to the front of the carriages while getting some heavier weaponry ready to face a bunch of enemies now. In the first carriage one of them will leave the Laser Sight behind. Use you card to end up this level and arrive to the base.

Level 4. Die Basis

Head right and up the stairs to get a Key from a guard in the control room. Open the door with the guard’s key, get back to the station and head to the other direction. Kill the guard and in the room pull the switch that will shut down the laser on the hallway. There is another switch left of the door, another hall with another guard and with a robot attacking you that can only be hurt on its chest just like the knights. Pull the lever that will open a door upstairs. Kill the gunman and shoot the barrel in front of the automatic machine gun with the Desert Eagle & Laser sight combo. The door near you is open now. Kill the gunman and pull the switch that will shut off the laser gate on the hallway. Meet another gunman and going down in the room below pull both switches. Out on the hallway there is an open door on the left. Kill the gunman inside and pick up another Key from the wardrobe from a distance of a step. Downstairs at the end of the sloped hallway make use of the Key.

Pull the switch near the door and remember the ladder for you will have to return here later. Kill the gunman. Get in the elevator and go upstairs. Open the next door, bump off everyone, pull the switch near the crate and in the room upstairs pick up the Password Card from the wardrobe guarded by a gunman of course. Use the list to get back where you came from and use the card at the end of the hallway left of the elevator. Three baddies inside to end up. Back there on the right get down onto the bars to the level below. Walk around to trigger the last bars below you open. Pull the switch and climb back. Now the bars open in the opposite direction. Find a guard down there and in the room opposite pick up another Key from the wardrobe. Head back to the ladder and climbing up use your Key. Open the door on the right, kill the gunman, pick up another Password Card from the table and pull the switch that will shut the laser gate off.

Go there and kill all the enemies. If you are fast enough to kill the blue guy he will have not enough time to release the robot. Head right and use the card. Another bunch of enemies to overcome. Jump into the passage opposite beside those two propellers that have the bars to be shot. Pull the switch to open the trap door underneath. After the slide jump over and shoot once at the guard through the glass wall which will make that numbskull open the door himself from the inside. Jumping back onto the sliding part we can get inside, another lever that reveals a platform on the hallway. Monkey swing on the ceiling to the next one and shoot the air duct bars on the left. Crawl inside and progress forward by shooting all the bars getting in your way. See a locked door on the other side. Go upwards instead but beware of the rolling barrels, shoot the gunman and the barrel in front of the automatic machine gun. Open the door and pull the switch inside that will open the door just seen. There is a gunman and an automatic machine gun inside.

Shoot the barrel that will blow up the gun. Pull the lever and you will fall into an air duct. Shoot the bars at the end of the crawling space too and you arrive in a loo. Once you have bothered the gunman you kill him. Pay attention to the barrels when you leave. Run back and when there is no danger anymore go up the slope. New enemies to deal with and a lever to be pulled in the control room. Go down the slope and see the opposite door open up. Now you are in the staple room of the Base. Go through the bridge with a door opening up before you. Shoot the bars in the left corner. Be prepared to end up three of them. Get the Password Card from the wardrobe and pull the lever too. On the hallway the door is open now. Go down the stairs, kill the enemies and on the left before the small room with windows near the wall climb to the top and pull the lever. Now one of the laser gates is down. Open the door of the small room and pull the lever inside that will open the gate behind.

Shoot the bars near the laser gate on the right, do the same at the end of the hallway, and and finally you manage to rescue who you are here for. Sometimes she is a pain in the neck for being literally hot in your heels at all times. Maybe it's you who he/she trusts, strange, huh? Go back behind the laser gate, right, left, up the slope and open the large gate. Do not of course leave any enemies alive on the journey. There is a switch you have to pull on the middle platform and upstairs in the hall you can pick up another Password Card. Go back to the junction; then going left make use of your thing at the door, and you leave the base with a chopper and the captive set free.

Walkthrough By OBig from TombRaider.hu

Translated By Ironman from TombRaider.hu