Tomb Raider 3
AUTHOR: rubab@dhaka.net
**********************WALKTHROUGH**************************
TOMB RAIDER 3: TRAINING LEVEL
This is the place to learn (or brush up on) Lara's basic moves. She guides
you step by step through an exercise routine in the indoor gym (downstairs
just off the main hall) and swimming pool (just beyond the gym), as well as
an outdoor assault course and shooting range.
As in TR2, there are some secrets to be uncovered even at this early stage.
Lara's moved her treasure room, and she's added a race course for
practicing on the quad bike. This track is where the hedge maze was located
in TR2 (to the left as you exit by the front door). You'll need a key to
unlock it, though, and finding that key is a bit of a challenge.
Finding the Race Track Key
The training level begins in Lara's bedroom. In the closet next to the bed,
you'll find some flares. Once you've got them, exit the bedroom and go to
the left along the mezzanine, past the stairs down. Use the button to open
the door to the attic now; you'll be coming down this way. Continue to the
music room. Go through it to the left into the library. Find the loose book
in the first bookcase and pull it to turn off the fireplace. Go into the
fireplace and climb up the left wall into a secret passageway. Follow it to
a room with a switch and a couple of wooden crates. Pull the crate on the
floor once. Behind it are some more flares.
Climb up and pull the box in the doorway twice. Go around it to the right
and push it once to open up the doorway into the attic. Now you've got a
clear path downstairs. If that pesky butler gets in your way, just lead him
to the refrigerator downstairs in the kitchen and lock him inside for the
duration.
The switch opens the basement door, which is downstairs just off the main
hall on the way into the gym.
The door is timed to close after a little while, so you'll have to hustle.
Light a flare if you need it to navigate the dark attic. Pull the switch,
press the Look key to get Lara's perspective back, then roll. Run along the
ledge, go right through the doorway, across the attic, and make a hard left
into the stairwell and down. Use the Sprint key on the straight-aways but
release it, if necessary, to navigate the curves. Once you make the right
out the attic doorway, immediately jump to clear the railing. Aim for the
middle of the stairs so you can side flip to the right over the banister.
That'll save you running down the staircase. Roll and sprint through the
open door. Now catch your breath on the way down to the basement.
Continue on to the huge fish tank. Note the position of the RACETRACK KEY
on the bottom of the tank just beyond the leopard print chaise longue.
Pull/push the crate under the opening in the ceiling and climb up into it.
Follow the passageway to the opening above the water. Jump in and swim
around to pick up the key. Return to the opening and climb out. Now take
your prize out to the garden for some well-won joyriding.
(NOTE: To get off the quad bike when you're finished, press Roll + Left/Right.)
Getting the Quad Bike out of the Track Area
After many months of trying, someone's finally figured out how to get the
quad bike out of the race course and drive it around the grounds.
Lara's Treasure Room
Lara's new treasure room is located off the main hall, on the right as you
enter through the front door. The switch that opens it is in a closet on
the opposite side of the main hall. To get in, first go to the swimming
pool. Press the button behind the diving board to open the switch closet.
There's no hurry getting there; this door isn't timed. This next part is,
however: Throw the switch, roll, take a running jump, then sprint toward
the door, pressing Jump to somersault through as it comes down.
When you've warmed up sufficiently, you can also compete for the best time
in the assault course and racetrack-try to beat your friends' times or
simply best your own record. Now you're ready to tackle the real adventure!
(NOTE: To get from the training level into the actual game, approach the
front gates to start a new game. Or, escape to the menu ring, choose the
passport and flip the pages to select a new game or load a saved game.)
E-mail rubab_ihr@yahoo.com
ANTARCTICA PART 1: ANTARCTICA Kills: 30 Items: 28, plus a CROWBAR, 2 keys
and 4 save/power-up crystals Secrets: 3
Be sure to find all the secrets so you can access the bonus level at the
end of the game. Note that one of the regular pick-ups here will be the
UZIS if you didn't get them in a previous level.
Objectives: First, get onto the ship to lower the inflatable boat. Use this
to get to the compound. Turn on the generator and get the gate control key.
Use it to open a gate that will enable you to reach Dr. Willard's office.
An FMV sequence precedes this level: Lara is the sole passenger on a
helicopter flying to the RX Technologies base in Antarctica. A storm blows
up, and the pilot loses radio contact with the base and is forced to land.
In a moment, the ice beneath the copter begins to give way. Lara scrambles
for the exit and jumps free just in time. The pilot isn't as fortunate.
Walk-through: Lara has made it to the ship, the RX Explorer, anchored near
the base camp. There are Desert Eagle clips in the water to the right. Jump
in to retrieve them and climb out of the water onto the small ice island as
quickly as possible. Alternately, you can pick up these clips after you
have the inflatable boat.
(NOTE: The light blue exposure meter on your screen plummets rapidly in the
freezing water. Once it's depleted, Lara will quickly die if she stays in
the water. You may be able to get around this in tough spots by saving your
game underwater and reloading. This resets the exposure meter. Just be sure
you don't accidentally save as Lara is about to drown!)
If you aren't already on the small ice island near the start, jump onto it
now. Once there, turn to face the HUT. Just across the water, you'll see an
ice ledge that's flat on the left side and slopes up on the right. Take a
running jump to grab the ice ledge just to the left of the point where it
bends. If you grab too far to the right, Lara won't be able to hold on.
Go past the hut. (NOTE: it contains SECRET #3, but you'll need to find a
key to unlock it. You'll get the items behind the ice window from behind in
a moment.) Take a running jump across the channel. Climb up onto the snow
ledge just to the right. Walk up the ledge until you get to the steep ramp.
Turn around and jump up to the ledge on the right. From there you can take
a running jump to the flat spot at the top of the ramp. Jump to the top of
the ice arch. (NOTE: You can see a med-pack behind the sheet of ice farther
down the channel. You'll get this a bit later.) Cross over the arch and
jump into the cave on the right. Now pick up the things you saw earlier--a
large med-pack, flares, a rocket and a save/power-up crystal.
Go back across the ice arch and down to the left. Continue along the shore
parallel to the ship. When you reach the water, swim for the square ledge
ahead and climb out quickly. Give Lara a moment to warm up, then swim to
the far ledge near the wall. Climb up the snow at the corner and jump up to
grab the handholds on the ceiling. Traverse nearly to the end and drop to
the block below. Jump over to the deck of ship.
ON THE SHIP: Drop down into the hold. Go down the ramp into the engine
room. Kill 2 red-jacketed crewmen. Climb up behind the engine and pull the
switch to open a trapdoor behind you. Drop down and kill another crewman in
the hall. Go up the ramp, where you'll meet another RX Techie. Press the
button to open the door opposite. Go in. (NOTE: The doors with buttons here
and below near the engine room lead to a connecting hallway. You don't need
to open them.)
Go down the ramp to the right toward the yellow pipe. Another guy in a red
jacket tries to mess with you. Take him out, grab his Desert Eagle clips
then drop down through the opening in the floor. As you go up the passage
below another guy sneaks up behind you. When you kill him, he drops some
Uzi clips. Climb up the ladder and press the button near the porthole to
drop the yellow boat into the water.
Climb back up to the room with the horizontal yellow pipe and go back into
the next room. Climb up through the opening in the ceiling and follow the
hallway to the upper deck. Go around to the right toward the stern. When
you come to a break in the outside rail, take a standing jump-grab into the
opening in the ice wall. Drop down to find SECRET #1--MP5 clips and a
save/power-up crystal. (NOTE: If you don't already have the MP5 ASSAULT
RIFLE, you'll get it here instead of clips.) Climb out and jump back to the
ship.
ICE WALL AT THE BOW OF THE SHIP: Go to the front of the boat to the angled,
off-white metal thingey that was holding up the boat. (OK, so Im not very
nautical.) Stand at the base of it and jump over the peak. Hold Jump so
that instead of sliding down the other side, Lara hops off and lands on the
snowy ledge across the water. Walk to the left end and jump up to the
triangular flat spot. Then take another standing jump around the corner to
the next flat spot on the left. Climb into the small, rectangular opening
to find a rocket. Climb/slide down to the rectangular snow ledge at water
level, and take a standing jump with Action to land in the boat without
getting Laras feet wet.
(NOTE: If you didn't get the Desert Eagle clips on the bottom of the pool
at the beginning of the level, you may be able to get them more easily now
by parking the boat nearby, jumping in for the clips, then climbing back
into the boat.)
WATERWAY LEADING PAST THE HUT: Drive around behind the ship and circle back
to the canal near the hut. There's a doorway about halfway down the canal
on the left. Park the boat close to the opening and jump out (Roll + Left).
Climb the ice ladder, slide down the ramp and jump to grab the ledge above
the small pool. Pull up and crawl in to the right. This is SECRET #2--the
large med-pack you saw behind the ice window, along with a small med-pack
and some grenades. Crawl back out, past the opening where you came in, and
on to another opening. Drop down into the water and hightail it for the
boat. Warm up a bit and drive closer to those flares on the bottom of the
channel. Then you can get them without freezing to death.
GATEHOUSE: Continue down the channel and around the corner to a small
building with an RX Tech sign on it, black metal bars above and a metal
gate off to the left. Park the boat near the landing, jump out and kill the
cranky armed man. Note the padlock on the GATEHOUSE door. You'll be back
later with something to open it.
Go around the back of the building. In the water below the ice ledge on the
right is a rocket. Get it quickly. Now climb on the box and jump up to grab
the metal structure. Traverse across to the other side. When you reach the
end, hook to the right and drop down onto the snow.
RX-TECH COMPOUND: Slide down near the corner. Take out the guy in the
passage and continue to some buildings, including a TOWER WITH THE RX-TECH
LOGO ON THE SIDE. Kill the guard dog. Pick up the shotgun shells in the
corner behind the green building with the three barrels at the side. (NOTE:
You'll encounter several buttons that don't work yet, but they will once
you turn on the generator.)
Go into the dark passage opposite where you entered. Kill another guy and
his dog on the way, and pick up some Desert Eagle clips. Continue to an
open area. There are more shells underneath the ELEVATED FUEL TANK.
Enter the snowy cave opening just beyond the bend in the pipe leading out
of the fuel tank (not the hole where the pipe goes, nor the cave beyond the
hole). This passageway leads to a building guarded by 2 huskies. The
electric doors are going haywire. Treat these like blade traps and run
through quickly as they start to open. Go up the stairs to the office,
where you'll meet 2 men with guns. One drops a small med-pack when you kill
him. Use the button near the desks to open the closet nearby. Inside is
another small med-pack. In the metal room beyond the office, you'll find
the CROWBAR. Another RX thug comes in behind you. Kill him and take his
shotgun shells. (NOTE: If by some cursed twist of fate you don't yet have
the SHOTGUN, you'll get it here instead of the shells.) Return down the
stairs, past the clamping doors, and take out another red-jacket guy outside.
Go back to the area with the elevated tank. Then follow the dark passageway
back to the area with the tower. One of the supporting legs is climbable.
Go up it into the tower room. Pull the switch to open a trapdoor on the
roof of the adjacent building. Use the crowbar to pry open the padlocked
door and exit. (NOTE: Don't forget to take the crowbar with you; you'll
need it again.)
Use the monkey bars to traverse across to the next roof. Follow the
walkways around to the far right. At the end you'll find a small med-pack.
Return to the roof with the trapdoor and drop down. The sign on the wall
that says "FUEL SUPPLY" shows the proper valve sequence to activate the
generator--green, red, green, red, reading from top (generator) to bottom
(fuel tank). Pull the switch to open the exit. There's a guy waiting for
you outside near the fuel tank. He's carrying a small med-pack.
Follow the pipe from the FUEL TANK down into the opening. Go through the
room at the bottom and climb the ladder on the other side. Arrange the FUEL
VALVES to match the diagram: The first gauge is already red, so leave it
alone. For the second valve, turn the wheel so the gauge reads green. Leave
the third valve alone (gauge is already red), but turn the fourth so the
gauge reads green.
Grab the save/power-up crystal near the rightmost valve, go through the
water and climb the ladder. You'll come out in the GENERATOR SHED. Go
through the door to the generator. (NOTE: If you explored here earlier,
this door would have been closed.) Pick up the large med-pack in the
corner behind the generator, then use the switch to turn on the power.
Outside there's also another building which is partially demolished.
Explore inside cautiously. In the lounge in the back you'll meet a mutant
who'll spew poisonous green gas before dying.
Leave this area through the ice tunnel on the left. This leads to the
KENNEL. Press the button on the fence to open the left cage. Kill the dog.
Then press the second button on the fence between the two cages to open the
door there. Two more dogs will need your attention before you press the
third button to open the door into the building. One more dog waits inside
the office. You can also find some Uzi clips in an alcove and the GATE
CONTROL KEY on a low platform. (NOTE: If you don't have the UZIS already,
you'll get them here instead of clips.) Another armed techie will come in
to investigate when you take the key.
When the coast is clear, head to the left through another ice tunnel. Kill
the man lurking in the passage and approach the wooden bridge. The husky
down below is guarding some grenades. You can shoot it from above then
climb down for the goodies. Climb out and cross the bridge. At the next
area, go left at the building (where you saw the fuel supply sign) and
through the dark hallway to get back to the first part of the compound. Go
through the next tunnel ahead on the left, which will lead you back to the
monkey-bar area. Traverse back to the GATEHOUSE where you left your boat.
BACK AT THE GATEHOUSE: Go around front and use your crowbar to pry open the
door. A red-jacketed guard will arrive when you go inside, so stay sharp.
Use the key to activate the gate mechanism. Then press the button to raise
the gate.
Get into the boat and drive through the gate into the channel beyond.
Disembark at the ledge with the flag and the gunman on it. Kill him and
take his Uzi clips. Park the boat next to the ledge at the corner opposite
the ledge with the flag. Jump into the water, grab the HUT KEY from the
alcove and quickly climb back into the boat. Drive back down the channel
toward the GATEHOUSE. Turn right there and follow the channel back to the
hut at the beginning of the level.
BACK AT THE HUT: Use the hut key to unlock the door. Kill the dog that
rushes out. Then go in to get SECRET #3--a save/power-up crystal, Uzi clips
and flares. Get back in the boat and return to the area where you got the
hut key. Continue down the channel, past the gatehouse, gate and ledge with
flag. A bit further on, stop to retrieve some shotgun shells from a ledge
on the left.
When you come to a dead end, get out of the boat into the doorway. Climb up
the snow to a shack. Kill one red jacket at the entrance. Then go up the
hill and around (watch out for the open elevator shaft) to approach the
building, where you'll have to kill another guy. Go around the back of the
building to end the level.
A cut scene ensues: Lara enters the shack and discovers Dr. Willard chowing
down on some tomato soup. (At least we hope that's what it is.) He seems
glad to see her, but she immediately confronts him about the mutant she met
in the cantina. He dismisses her concerns, obviously delirious at his
experiments' potential. Willard talks of accelerating evolution and says
that the real power is in the meteorite's core, which he can access now
that he has the four artifacts. Lara, who has had more than enough of
busting her butt for employers that turn into power-mad mutants, tells him
his idea of good timing is, well, BAD. Willard snags the artifacts and
flees down into the mines. Naturally our heroine gives chase.
ANTARCTICA PART 2: RX-TECH MINES
Kills: 17 Items: 23, plus a CROWBAR, BATTERY, WINCH STARTER and 5
save/power-up crystals Secrets: 3*
*The number of kills varies depending on the actions of your enemies (the
mutants) and allies (the white-suited guys with flamethrowers). There are
also several places where you can avoid confrontations and continue on.
Objectives: Get into the heart of the mines to the mine car junction. Ride
each of the three cars through different areas of the mines. In one area
you'll get a crowbar, which will help you get a battery. In another, you'll
find a winch starter. Use the battery and winch starter in the third area
to fire up the winch. This will enable you to get to the excavation site
and exit to the Lost City of Tinnos.
Walk-through: Climb out of the elevator shaft and crawl along until you can
stand. Now you're in a square hallway with three automatic doors. If you
keep walking you'll go around in circles forever. As you exit the first
crawlspace, you see a closed door on your right. Head to the left. When you
step on the area of floor marked 1X in the diagram, you'll hear a door
closing elsewhere--that's the third door (D3). Walk to the corner and turn
left. As you step forward (to 2x), the door ahead (D2) will open. Go
forward and round the next corner. When you step forward (to 3x), the door
ahead (D3) opens. In the process it covers up the second crawlspace on the
right wall. When you pass the door (and step on 4x) the door at the start
(D1) opens. Go around the corner, forward down the long hall with no doors,
and around the next corner. Now you're back at the start. (The door on the
left, D1, is covering the first crawlspace.) Walk forward a few steps (to
1X). You'll hear the third door (D3) close again. TURN AROUND and go back
down the hallway the other way. When you reach the next door (D3), it will
be closed, allowing you to access crawlspace #2.
Crawl through, following the duct down to a hole. Back out and climb down
the ladder to the bottom. Get the MP5 clips and press the button to open
the door. Watch through the window as the guy with the flamethrower puts a
couple of mutants out of their misery, or go out and assist. (NOTE: You'll
meet a few more of these white-suited guys as you go along. If you don't
harm them, they won't mess with you.)
Follow the snowy tunnel to the JUNCTION where several mine car tracks
converge. Note the padlocked door at the left end of the walkway. You'll be
back later with something to open it. There's a mutant lurking below in the
far left corner. You can go down and kill him now, or wait. Just watch out
for that poisonous breath.
Climb up to the control room on the far left. Enter and run to the left.
Roll and take out the mutant lurking on the other side of the doorway. The
button in the doorway turns on the lights.
Climb onto the roof at the doorway. Cross to the back right, turn around,
crouch and drop back to grab the edge. Traverse a little way to the right
to a ladder on the back of the building. Position Lara's feet at the bottom
edge of the building and jump/twist to grab the sill of the crawlspace
behind. (NOTE: If you're having trouble with the jump from the ladder, try
climbing all the way down so Lara's hands are on the very bottom rung of
the ladder. Then tap the Forward key to climb just until her feet come up
onto the bottom rung. Now try the jump/twist--that's Jump + Roll + Action.)
Pull up and crawl in to get SECRET #1--a small med-pack and grenades.
(NOTE: The closed door here leads to SECRET #2. The button that opens it is
elsewhere.) Safety drop to the ground and kill that mutant if you didn't
earlier.
Now it's time to take a little ride. The controls for the MINE CARS are
simple, but using them effectively may take a little practice. You can ride
either the lower or middle level car first, but the upper level should be
done last. I've put the middle level first, since it's a bit easier than
the lower level.
MIDDLE LEVEL MINE CAR: Get in and ride without braking past the first gap
in the tracks. Brake (Jump) on the next downhill run to slow your approach
to the curve before the bridge. Brake on the slope after the bridge then
take the next curve without braking in order to clear the gap beyond. Swing
the wrench (Action) to hit the switch. This will stop the car at the
platform ahead. (NOTE: The items you see off to the left on your way down
the track are SECRET #2. You will get them later.)
Get out and allow the flamethrower guy to kill the mutant. Get the
save/power-up crystal and carefully run past (or crawl under) the drills
through the door. There's a hole in the snowbank at the back left
containing flares. Enter the short hallway opposite. Slide backwards down
the ramp and grab the edge. Drop to the block below. Be careful not to fall
into the deep chasm.
The tunnel near the dark block houses a big, nasty mutant but no goodies.
You can avoid it if you like.
Safety drop down onto the snowy walkway below on the left (when facing the
chasm). Go to the other end of the walkway. Jump to the angled block, slide
back, grab the edge and drop to the ledge below. There's a mutant inside
the opening above. He doesn't have any goodies, so you can skip this area
if you like. Or crawl in, shoot him from the opening and back out.
Traverse along the crevice to the left and drop to grab the crevice below.
Traverse back to the right. Drop to the ledge below and, if you like, kill
the mutant below. Jump to grab the crevice above and traverse back to the
left. Pull up, crawl through and kill the mutant on the other side.
In the next area, you'll meet another flamethrower guy and 3 mutants
lurking in various places around the room. Your friend may help you kill
the mutants, but don't count on him. Get the CROWBAR from the top of the
monkey bars and the rocket at the bottom of the pool.
If you're going for all the secrets, you'll need to do some climbing. See
the small, rectangular opening high on the wall? That's where you're
headed. Find the low snow ramp against the wall below and to the right of
the opening. Walk to the top of the ramp, stand at the left side and grab
the nearly invisible horizontal crevice in the ice wall. (Press Action +
Forward to grab it, no need to jump. Traverse to the left and pull up into
the crawlspace. Press the button there to open the door back at the first
secret area, enabling you to access SECRET#2 when you return.
Drop down and scope out the exit: It's the high opening with the black area
inside. You can't reach it from below, so you'll have to make your way over
to it on top of the snow banks. Climb onto the pile just to the right of
the entrance. Take a series of running jumps from heap to heap clockwise
around the cave until you reach the one below the door. (NOTE: Don't forget
you can adjust Lara's angle in the air with the Left/Right keys. This comes
in handy when you have to line up a jump at an odd angle in order to have
enough running space for takeoff.)
Climb the ladder to the ledge on the left. Crawl up the passage under the
first 3 drills. Run past the fourth drill. Go around the first crushing
machine. Climb the ladder, then use careful timing to run past the next 2
crushers. Climb up on the left to an area with a flashing light. Keep
climbing and kill the mutant at the top. Safety drop down to the tracks and
follow them back to the mine car.
Get in and ride on, around an S curve and up a hill. Don't brake on the
hill, but as soon as the car leaves the tracks to cross the gap, brake
hard. Then immediately swing the wrench to hit the switch. This will make
the car go right at the fork. (If you miss the switch and go forward,
you'll crash.) Don't brake again until after the car goes over the next
gap. Brake on the curves and duck under the 3 girders. Soon you'll be back
at the JUNCTION.
LOWER LEVEL MINE CAR: Get in and go. Duck as you pass under the 2 girders,
then immediately stand and swing the wrench to hit the switch. Duck under
the next girder, but don't brake until after clearing the gap. You'll curve
around to the left. Duck under 2 more girders then get out when the car
stops. Get the save/power-up crystal nearby.
Go into the hallway perpendicular to the track and press the button to open
the door. Follow this passage and slide down the ramp into a room with
steam coming up from the floor. A big mutant comes out of the side passage
at the left end. Kill it, then follow this dark, twisting passageway until
you come to a crawlspace on the right. Crawl under to the area below the
steamy room and pick up shotgun shells and a rocket. Now there's another
big mutant running around out there. Crawl out and kill it. Then continue
along the twisty passage to a room on the other side of the fence from the
steamy room.
Climb the ladder to the top. There are 2 buttons in the hallway here: The
first opens the exit back to the track. The second opens another door. Go
through that door and follow the hallway to a crawlspace. Crawl through and
drop down into a room with a window. A big mutant rushes in from outside.
Kill it. Collect the small med-pack and Uzi clips the mutant drops, and the
Desert Eagle clips near the door. Then go outside. Jump into the pool and
retrieve the WINCH STARTER from the bottom. Warm up, then swim down again
for some more Desert Eagle clips bundled with some flares.
Go back to the door below the crawlspace where you entered this area. Press
the button and kill the big mutant that charges out. Go to the end of the
hallway and press the button to open the door there. Jump the gap where you
climbed the ladder and go through the door on the left to return to the
mine car.
(NOTE: If you missed secrets #1 and #2, it's possible to get them from
here, provided you've already picked up the CROWBAR and used the button in
the crowbar area on the MIDDLE LEVEL MINE CAR path. If you haven't pressed
this button to open the door between secrets #1 and #2, the steep snowbanks
will prevent you from leaving the secret area if you go there now. Also,
you MUST explore the rest of the lower level first. If you leave here
without the WINCH STARTER, you won't be able to finish the level. To get to
the secrets, go to the right side of the elevated track. There's a flat,
triangular area of snow below. A carefully set up running jump along the
seam on the right side of the triangular flat area, will land Lara on the
tracks above. Follow the tracks to the left and across the bridge to the
secret area. Pick up the items for SECRET #2 and kill the mutant. Go
through the doorway in the far right corner. Pick up SECRET #1 if you
didn't get it earlier. Then safety drop down to the ground in the JUNCTION
area. Climb to the middle level and use the crowbar on the barred door.
Pick up the walk-through below at the **.)
Ride the mine car back to the junction. Duck under the girder, then brake
for the curve. Climb the hill, ducking under the girder near the top. Then
immediately stand to whack the switch. This will send the car onto the
track straight ahead. You'll pick up a save/power-up crystal and return to
the JUNCTION. (NOTE: If you miss the switch, you'll take the left fork back
to the junction, missing the crystal.)
(**) UPPER LEVEL MINE CAR: Before heading out, use your crowbar to open the
door at the end of the walkway near where you entered. Inside you'll find a
LEAD ACID BATTERY. And, if you didn't do it earlier, return to SECRET AREA
#1. If you followed the walk-through for the middle level, the inner door
will be open. This is SECRET #2. There's a mutant inside, along with a
save/power-up crystal, MP5 and Desert Eagle clips. Climb back out the way
you came and safety drop to the ground. Now head up to the upper level mine
car.
Ride the mine car up a hill and down the other side. Don't brake for the
curve or you won't be able to get up enough speed to jump the gap. Duck
under the girders and drills. Continue into a cave where the car will stop.
Pick up the flares on the snowbank ahead to the left. Jump over to the
WINCH. Place the battery in the opening on the side. Climb onto the top
platform (facing the arm) and use the winch starter to get it going. This
will lower the yellow submersible. Now comes the hard part.
(NOTE: Remember to get Lara's health and exposure meters back up to 100%
before diving again and to use a med-pack as you swim, if necessary, to
keep her from freezing to death. Also, you may be able to cheat through
this by saving your game underwater and reloading. This resets the exposure
meter. Just be sure you don't accidentally save as Lara is about to drown!
In the pool below the winch platform, there's a single yellow light on the
wall. Dive in and swim down toward that light and into the passageway just
to the right of it. You can climb out here to get air and warm up.
Now, jump in the water again and swim underneath the submersible where
you'll find an opening you can climb into. There's a large med-pack inside.
Now you're aiming for a small opening between the two lights on the wall
below the sub. Swim through that opening, then to the right.
In this small, icy underwater cave, there are two openings in the ceiling:
One is a square hole where you can surface and get another large med-pack.
Head for that opening first. The other opening is a long shaft leading up
to the next area. After getting the med-pack and warming up, go back into
the water and make the long swim up the water-filled shaft. You'll swim
through a save/power-up crystal on the way up.
At the top, there's a place to surface and a small med-pack. From here,
climb up to the EXCAVATION SITE.
EXCAVATION SITE: Apparently Willard and his cronies have uncovered more
than just a few artifacts. There's a flamethrower guy here, but he's pretty
much useless. Kill the mutant inside the passage above the entrance on the
right. (Or, just leave him be. There's nothing there.)
Cross the bridge over the deep chasm and kill 2 more mutants--one on each
side of the Quonset hut. Go to the far right, past the carved stone heads,
to the end where the ledge meets the wall. There's a light mounted above
and another ledge down below. Jump to the angled block next to the wall,
slide down backwards, grab the edge and drop onto the lower ledge. This is
SECRET #3. Inside the dark cave you'll find a large med-pack, Desert Eagle
clips and grenades.
Return to the cave opening. Take a running jump across the chasm to the
small ledge. Turn around and take another running jump across the gap to
the small, triangular ledge. Now take a tricky running jump to the next
ledge. Set it up carefully so you have enough room to run before jumping.
Once on the square ledge, it's another running jump across to the next
ledge. Climb into the alcove above, get the grenades, and take a running
jump from there to the lower of the two ledges below the bridge.
Climb up onto the bridge. Cross over to the Quonset hut. Take a standing
jump from the raised block supporting the bridge to grab the roof of the
building above the door. Pull up and walk to the back, where you'll find a
small med-pack. Return to the front of the building, press the button to
open it, and enter to complete the level.
ANTARCTICA PART 3: LOST CITY OF TINNOS
Kills: 90 Items: 24, plus 2 keys, 4 Oceanic Masks, plus 5 save/power-up
crystals Secrets: 3*
*The number of kills varies greatly depending on how long you take to get
through certain areas. See the note on , below. Also, if you use grenades
to kill the mutants, you may get an inaccurate count on the stats screen at
the end of the level. Note that one of the regular pick-ups here will be
the ROCKET LAUNCHER if you didn't get it in a previous level.
There are several possible routes and sequences of doing things in this
level. One possible sequence, which will allow you to get all of the
secrets, is described here.
Objectives: Explore the courtyard of the ruined city to find the key and
switches that will let you access the rest of the level. Cross over two
bridges (one is broken), to the next area. From here you'll need to do two
separate side "missions"--one to find a key, the other to find four masks.
You'll need all of these items to open the level exit.
Walk-through: Go through the metal door into the ruins. You'll find
yourself in a COURTYARD of sorts with a tall, square pillar and several
doors, gates and hallways.
First, go to the far left corner, up the ramps to a large alcove with a
ladder. Climb up and follow the passageway to a switch with a window-type
opening on the right of it. Pull the switch to open a door below. Continue
along the hall to the left of the switch until you come to another
opening--this one above the tall pillar in the courtyard. Stand toward the
right side of the opening where the ceiling is higher. Then take two steps
back from the edge and a standing jump to land on top of the pillar. Turn
right and take a running jump to grab the ledge on the right with the
save/power-up crystal and rocket. (NOTE: If you don't have the ROCKET
LAUNCHER yet, you'll get it here instead of the rocket.) Safety drop down.
Now go to the door you opened with the switch. It's at the top of the ramps
near the ladder you climbed earlier. Take a standing jump to grab the right
side of the doorsill. Inside you'll find the FIRST ULI KEY. Use this in the
lock at the far right side of the courtyard to open the gates there.
Go through the gates and climb the ladder. You can use the switch nearby to
open the gate leading into the hallway where you were earlier, but this
isn't necessary. Go outside through the opening on the left onto the ledge.
Throw the switch. (This doesn't do anything until you pull the next switch
below.) Climb back in and go forward to the end of the hall. Slide down the
ramp and use the switch to open the carved double doors leading back into
the courtyard. (If you pulled the other switch above, this switch will also
extend a ladder in the room where you'll go next.)
Cross the courtyard to the far left corner. Go through the doorway into a
room with 5 buttons on a high ledge. Climb the ladder you just extended and
press the first, second and last switch from left to right. This opens the
gate below. Drop down and go through.
[NOTE: Several people have asked if there is a solution to the 5-button
puzzle other than trial and error. The best solution I've heard comes from
Jeff Reid, who notes that the symbols on the blocks behind each switch
could represent living things in a food chain: hunter, elk, trees, birds,
fish. If you read each set of symbols from top to bottom, all but the 3rd
and 4th sets make sense (3rd--trees don't eat elk; 4th--fish don't eat
birds). That works for me.]
BROKEN BRIDGE: High up in the cave wall on the right is a GIANT WASP HIVE.
When you walk out onto the bridge the giant wasps begin to swarm out. They
keep coming as long as you remain on the bridge or until you've killed
about 21 of them. (See note on WASPS, below.) You can either kill them as
they emerge from the hive, or continue along, killing the wasps as you go.
When you reach the gap in the bridge, turn left and take a running jump to
grab the opening of the snowy alcove in the cave wall containing a
save/power-up crystal. Jump onto the top of the pile of snow at the left
side of the opening (when facing the bridge). Grab the stone ledge above
and pull up. From here, face the bridge and look up beyond the arch on the
right. You'll be able to see the HIVE from here. If you want all the
secrets, that's where you're headed.
First, take a running jump to grab the left archway, then pull up. (NOTE:
If you don't want the secret, you can safety drop down from the back of the
arch and pick up the walk-through below at the **.) This next bit involves
two invisible platforms. A light source, such as pistol fire or a flare
will illuminate these. Once you get onto one of them, light a flare and
drop it and you'll be able to see it clearly. This will help you to set up
the next jump and keep you from stepping off accidentally. Watch out for
any stray wasps, since they are capable of knocking Lara off the ledges.
The first invisible platform is between the two archways above the gap in
the bridge. From the corner where you're standing, angle Lara to face the
left corner of the opposite arch. Take a running jump to land on the
invisible block. Take a standing jump from the edge of the invisible block
to the corner of the arch. Back up to the edge (the hive is on your left)
and take a standing jump-grab over the peak to the other triangular flat
spot. Turn left toward the hive opening. Take a standing jump from the edge
to the next invisible platform. Take a final running jump into the hive
opening.
Pull up, and go inside for SECRET #1. The goodies include a small med-pack,
Desert Eagle clips and grenades. Watch out for the deep pit and, if you
didn't kill them all yet, more wasps. Follow the same path back to the
archway on the far side of the bridge. Safety drop down off the back.
(**) SECOND BRIDGE: Continue to the far wall. Pick up the small med-pack in
the narrow cave on the left. Then head through the tunnel on the right.
When you walk out onto the bridge in the next area, 2 extremely big and
scary mutants come running out of the building on the other side. They
shoot balls of energy, so keep moving! To dispose of them quickly and
easily, hit each one with a couple of grenades while side flipping from
left to right. You'll need to be careful not to accidentally fall off the
edge, but there is a nice, fairly safe ledge below the bridge on the left
near the end where you enter.
Once they're dead, cross the bridge. Before entering the building, take a
look over the left side of the bridge. Below you'll see a square, gray
door. This is the location of SECRET #3. You'll be back a bit later on to
get it.
ROOM WITH SWINGING BURNERS IN THE DOORWAY: Now go into the building and
carefully run past the swinging burners. Don't loiter in the next room.
There's a small room above, which is SECRET #2, but you can't reach the
ladder to get to it yet. About 6 wasps will emerge from the crack at the
top of the room. You can stop to kill them, or continue to the right and up
the stairs to the next area. (Or, if you like, you can go down the stairs
on the left and do the ROOM WITH FOUR GATES and the ROOM WITH HINGED LEDGES
now, but I have included it near the end. See below.)
ROOM WITH PILLAR OF LIGHT: Here you'll find a cross-shaped walkway with a
PILLAR OF LIGHT at the intersection. Do not step into the light, or Lara
will fall through the opening and burn to death. There are four doors--one
at the end of each walkway--flanked by carved blocks depicting one of the
four ancient elements: earth, air, fire and water. You can enter these
areas in any order you choose. I'll describe them in order clockwise. The
two stairways flanking the EARTH walkway lead down to the base of the
PILLAR OF LIGHT. There are four receptacles here--one for each of the
OCEANIC MASKS you'll find in the four elemental areas. There's also a
small, square gate, where you'll re-enter this room later, and a tall,
silver gate which you'll get to near the end.
THE EARTH ELEMENT AREA: Enter and walk into the quicksand. Stay to the
right and keep moving, and you'll be fine. As you go along, 5 wasps fly in
from above. You'll probably need to turn around to shoot at them, but you
can keep walking backwards as you do. When you come to an alcove on the
right with steps leading up, climb out of the quicksand. Turn around and
take a standing jump from the left edge of the lowest step to the sloped
block on the right of the step.
Take a standing jump over the quicksand to the rock pile. Now turn left and
look for an opening in the left cave wall just below the rock bridge. Take
a standing jump back over the quicksand to the triangular ledge at the far
corner of the rock pile, just below that opening. Climb into the opening.
Take the small med-pack and throw the switch. This drops a block from the
ceiling of the first room after the swinging burners that will enable you
to get SECRET #2. Climb out and return to the steps out of the quicksand.
(BUG NOTE: Be sure to pull the switch only once. See the note under SECRET
#2, below at the ***.)
Climb the steps and follow the path. Go right at the fork (along the path
with the torch), and kill the wasp. This will save you some trouble when
you return this way later. Continue along the path, cross the bridge and
take the first OCEANIC MASK from the pedestal.
This will start an earthquake that continues until you leave the area. WALK
back along the path. If you go slowly and carefully, the falling rocks
should land in front of Lara, instead of on her. When you reach the fork,
go left (past the torch) and take a running jump across the gap with lava
below.
Go forward and to the right, down the steps to where the quicksand used to
be. Now it's a deep chasm. Take a running jump from the bottom step over
the chasm. When you land, immediately hop back and grab the edge to avoid
more falling rocks. Pull up and take a standing jump from the right side of
the block to the next flat ledge around the corner. Walk to the end of the
ledge. Then take another running jump to the ledge at the far right. (Watch
out for the overhanging rocks on the right.) Immediately run into the
hallway on the right so Lara doesn't get squashed by still more falling rocks.
Once inside the hallway, jump to grab the ladder on the right. Climb down
and follow the passage to some swinging burners. Carefully pick up the
Desert Eagle clips in the alcove on the right, then run past the burners to
a switch. Pull it to open the trapdoor abovbe the ladder on the left. The
trapdoor is on a slow timer, but you shouldn't have any trouble getting
through before it closes. When it does, go through the small, square gate
(it opens as you approach) and return to the room with the PILLAR OF LIGHT.
(NOTE: There may be a stray wasp or two waiting for you if you left the
room below without killing all of them, so keep your eyes open. Also, you
can get SECRET #2 now if you like. I have included it later on, to save a
trip downstairs. See below at the ***.)
THE AIR ELEMENT AREA: This is basically a big maze. The
diagram tinnos_maze. gif may help you navigate. The shortest route is
marked in red, but if you explore a bit, you can pick up five items--2
small med-packs, flares, Uzi clips, shotgun shells and grenades. The only
danger is a single wasp at the far left corner in the area with the movable
block. If you get lost, just keep on in a consistent direction--e.g.,
always keep the wall at your right hand and turn only when you reach a dead
end.
The goal is the ramp at the far right corner. This leads up to a room with
three other ramps rigged with spiked wooden cylinders. Avoid the center
ramp, which leads down to a lava pit. Walk up one of the side ramps. When
the cylinder starts to roll, side flip to the other ramp. Then quickly side
flip back to the first. Keep going and repeat the side-flip-back-and-forth
for the next set of cylinders. Continue to the top. Take the OCEANIC MASK
from the pedestal and run through the door on the right (behind the
statue). It's timed to close quickly once you step off the pedestal, but
getting back on the pedestal will open it again.
Stand in the corner and let the door close behind you. Go down the ramp,
jump into the pool and swim back to the hallway behind the PILLAR OF LIGHT
room. Go through the small, square gate to return there. Now, choose
another door.
THE FIRE ELEMENT AREA: The passage from the entrance widens into a large
cave with a pool of that weird, yellow lava (or whatever it is). There are
a number of square pillars standing in the pool. Some of these have burners
on top, which ignite when Lara stands on or jumps over them. (NOTE: There's
also a map carved into the ceiling of the cave. If you climb on the block
and light a flare, the "safe" blocks on the map will glow.)
Start on the left side and take a running jump to the closest block on the
left (#1). From there, take another running jump over the next pillar to
land on the pillar against the far wall and a little to the right (#2).
Turn right and take a running jump to grab the next pillar (#3), which is
also against the left wall. Pull up and turn to the right. Take a running
jump to land on the block with the large med-pack and shotgun shells on top
(#4). This block will ignite after a moment, so grab the items and quickly
back flip onto the previous block (#3). Now take a running jump back to the
pillar where you got the goodies, and another running jump to the ledge
near the exit. If you aim the jump onto the pillar so you land at the right
side, you can turn, run and jump, without having to set it up first.
The carved tile just inside the doorway is a trapdoor. There's a large
med-pack beyond but it's impossible to get it without being flattened by
the rolling spiked cylinder.
(NOTE: I had originally thought it impossible to get this item, but several
people wrote to tell me how. It can be done by exploiting a bug in the
game. First trigger the cylinder and jump to safety. Then face the
cylinder, move as far to the left and as close to it as possible. Turn 180
degrees. Jump backward a number of times and Lara will gradually slide into
the cylinder. When you have reached the centerline of the cylinder, turn 90
degrees to the left and do forward jumps. Once Lara is over the med-pack,
pick it up. Use the same technique to get out of the cylinder again.)
Fall through the trapdoor and slide down the chute into the next room. Here
there are 4 fire-breathing mechanical statues above a pool of lava. Between
the two statues on the right is a ledge with a switch. At the opposite end
of the room is the exit gate. To get to it, you'll need to jump across a
series of 3 invisible platforms without getting barbecued. Here's one way:
Take a standing jump from the walkway to grab the first invisible platform.
DON'T PULL UP IMMEDIATELY. Watch the flame on/flame off sequence. Just
BEFORE the flame goes out, begin to pull up. By the time Lara is standing,
the flame will be out. Take a standing jump to grab the next invisible
platform. (You don't need to walk to the far edge first.) Repeat this
sequence to get to the third block. While hanging, traverse to the left
corner. Watch the flames and pull up just before they go out. Turn to the
right and take a running jump over to the ledge with the switch. Pull it to
turn off the statue nearest the exit. Turn around and, when the flames go
out, take a standing jump to grab that third block again. Traverse to the
left, wait, pull up, turn right and take a final running jump to the ledge
by the exit.
DON'T RUSH IN. There's a swinging burner just inside. Go around it, climb
onto the platform from the side and get the OCEANIC MASK. Exit through the
door on the right (behind the statue). It's timed to close quickly once you
step off the pedestal, but getting back on the pedestal will open it again.
Stand in the corner and let the door close behind you. Follow the passage
to the gate on the left. This opens automatically, bringing you back to the
room with the PILLAR OF LIGHT. Now, go upstairs and choose another door.
THE WATER ELEMENT AREA: Enter and approach the first pool. Below are two
rotating wheels, each with three scythe-shaped blades on it. Safety drop
into the water between the blades. Roll and swim up to the ledge in the
center. Pull up onto the ledge and immediately crouch to avoid the blades.
Crawl forward into the passageway. At the bottom of the water-filled shaft
beyond is a large med-pack.
Crawl back out to the ledge and safety drop into the water. Roll and
carefully swim down past the lower blade wheel. Go through the opening at
the bottom center and follow the tunnel to a room with FOUR SQUARE OPENINGS
and a rotating blade wheel.
Swim into the LEFT OPENING to get air. Pull the lever, which opens a door
inside the rightmost opening of the four. This door is timed, so roll after
pulling the lever and don't hesitate too long at the blades.
Once inside the RIGHT OPENING, swim up to the top for air. Below, on each
side, is a blade wheel, then a ledge, then another wheel. The outer wheels
start to spin when you approach. Get the Desert Eagle clips from the one
ledge if you like. Get the Uzi clips on the other and continue past the
second blade wheel on that side to an alcove with a lever. (It's at the top
right if you're facing that wall.) Pull the lever to open the gate at the
bottom center of the same wall. Swim down through it, climb out of the
water and get the OCEANIC MASK.
Use the switch in the alcove to the side of the mask platform to open a
door down in the room with the FOUR SQUARE OPENINGS (and get the
save/power-up crystal). Swim back to the previous room and keep going
forward, hugging the bottom to take the least damage from the blades. Go
through the opening straight across the room at the bottom center. Follow
the underwater tunnel to the right, then down. Pull the lever on the left
to open a gate ahead, roll, and continue on through the narrow crevice on
the left. Pick up the MP5 clips on the bottom, and swim forward then right.
Now you're back in the room with the FOUR SQUARE OPENINGS. Go through the
one on the BOTTOM. (NOTE: You can stop and get air in the top opening, but
if you're fast you won't need to.) Continue along the underwater passage
(the current will sweep you along) until you can surface in knee-deep water.
Wade forward, go into the water on the other side. Then swim down and
forward, through a small opening and up a long shaft to an alcove with a
switch. Pull it to fall through the trapdoor below into a hallway. Head to
the left, through the gate on the left, which opens automatically. Now
you're back in the room with the PILLAR OF LIGHT.
WHEN YOU HAVE ALL FOUR OCEANIC MASKS: You can place them in the receptacles
around the base of the pillar of light. Or, wait until you get the SECOND
ULI KEY as well.
(***) From the PILLAR OF LIGHT ROOM, go down the stairs where you entered
(next to the Earth gate). If you pulled the switch in the Earth area, there
is now a movable block in the middle of the floor. Kill any leftover wasps
as you climb onto the block and jump to grab the ladder. Climb up to the
opening and enter the room. Jump past the swinging burner and crawl into
the alcove to get a large med-pack and save/power-up crystal. Climb out the
way you came.
(BUG NOTE: It's possible to come to this point and find that the block you
need to climb on to reach the ladder is not solid. As far as I've been able
to tell, this is a bug triggered by pulling the switch in the EARTH ELEMENT
AREA more than once. There are a couple of alternatives aside from loading
an earlier save or restarting the level. If you're playing on the computer,
you can download a savegame with Lara entering the secret area. Or, on any
platform, you can try using the corner bug to obtain the secret.
If you haven't got all four OCEANIC MASKS yet, return upstairs and choose
another door. If you have, proceed downstairs to the ROOM WITH FOUR GATES.
(These stairs are on the opposite side of the room from the stairs leading
up to the element areas.) Pull the switch to open the gate and enter
cautiously.
ROOM WITH FOUR GATES: Three of those huge mutants are waiting for you
inside. One comes out of the gate opposite as you enter. Two more emerge
from the side gates when you reach the center of the room. You can devise
your own strategy, or try this: Kill the first with your weapon of choice,
while jumping up and down to avoid the fireballs. Then go to the middle of
the room to release the other two. Quickly retreat to the entrance and
climb the ladder on the left (when facing the entrance gate). Once up on
the ledges you can crouch near the wall and shoot the mutants from relative
safety. When the coast is clear, climb down.
Alternately, after killing the first mutant, you can go into one of the
side alcoves, which will release the mutant on the opposite side. Kill it,
then go to the other alcove side to release the last one.
Pull the switch in the left alcove. This raises a platform above and to the
left of the gray stone block in the mutant room. Climb onto the block, jump
to grab the ledge and pull up. Follow the upper ledges around to the right
to a small opening. Crawl through to the next room.
ROOM WITH HINGED LEDGES: The switches are numbered in the order you use
them. The square, hinged ledges are indicated by letters A-F.
Approach the first swinging burner. Stand to either side and jump or crawl
past it. Turn to the left and take a running jump to the ledge behind the
second swinging burner. (Start to run when the burner is farthest to the
left.) Crawl into the alcove and pick up Uzi clips and flares. Crawl out
and take a running jump back to the first walkway with the swinging burner.
From here, take another running jump to the ledge ahead. Crawl in and pull
switch #1. Along with switch #2, which you'll get to in a moment, this
raises the two ledges below switch #2--labeled B and C in the diagram.
Crawl out of the alcove and take a running jump to the ledge ahead on the
right (opposite the one where you entered). Go into the alcove and pull
switch #2. This lowers ledge A, below the long ledge with two statues. And,
if you already pulled switch #1, it raises ledges B and C. Exit the alcove,
turn right and hop down the steps to the corner ledge (B). Turn around and
take a running jump to the next ledge (C) and a standing jump down to the
rectangular pinkish stone ledge in the corner. Turn right, back up to the
wall and take a standing jump to land on the raised block next to switch #3.
Be careful not to drop down onto the lower pinkish ledge or the walkway
near the carved double doors (the areas colored ORANGE in the diagram). If
you do, giant wasps will swarm out of the hive above the pool. (See note on
WASPS, below.)
Use switch #3 to raise ledge D (just above in front of the switch). Climb
back onto the block at the left of switch #3. Take a standing jump to grab
the pinkish rectangular ledge. Pull up, turn around and take another
standing jump to grab ledge D, near switch #4 (above the switch you just
used). Pull up, throw the switch and either side flip quickly to the left
to land on the rectangular ledge, or fall onto the block below as the ledge
drops and jump back to the rectangular ledge. Switch #4 also raises ledge E
below the end of the walkway spanning the room.
To get there, you'll first have to raise ledge A again. Jump and grab ledge
C (below switch #2) and pull up. Then take a running jump to the corner
ledge (B). Turn around and jump up to grab the step. Pull up and climb up
to switch #2. Use it again (put it in the up position) to raise ledge A
(below the ledge with two statues). This also lowers the two ledges below
(B and C), but you don't need them anymore.
Crawl out and go down the two steps on the right. Turn left and take a
standing jump to ledge A. Take one step back from the edge and then a
standing jump to land on ledge E (under the walkway). Jump up to grab the
handholds on the underside of the walkway. Traverse across to the alcove
with switch #5. Pull it to open the exit doors and raise the ledge (F) just
outside this alcove. Take a standing jump to land on that ledge, then pull
up onto the walkway. Now you're ready to go for the THIRD SECRET.
(NOTE: If you're not interested in getting the secret, don't bother pulling
the last switch. Just climb down and exit to the room with shallow pools,
where you'll get the SECOND ULI KEY. Pick up the walk-through below at the
****.)
Go into the hall at the end of the walkway. There you'll find switch #6.
This opens the door below the bridge way back where you killed the first
two giant mutants. The door is timed, so you have to hustle. Even if you
jump over the pink walkway near the door, you'll encounter giant wasps
throughout this run. (See note on WASPS, below.) Don't stop to kill them or
you won't make it in time. Either shoot as you go or just out-run them.
The sequence with hints: SAVE YOUR GAME. Pull the switch. Press Look and
Roll. Run along the walkway and cut to the left toward the wasp hive (the
crack in the wall). Press Action as you run off the ledge so Lara lands in
the pool of water below. Roll underwater and climb out of the pool.
Run/jump to the double doors.
(NOTE: Also, if you're having trouble angling the run off the walkway so
that Lara lands in the pool. If it's still not working, try this instead:
First raise ledge D again. Make your way back up to switch #2, pull it to
raise ledges B and C. Then use these to get back down to switch #3 and pull
it. Climb/jump up to ledge D, take a running jump to grab ledge F, pull up,
then pull up onto the walkway. Save your game and pull switch #6. Run out
of the hallway, side flip to the right to land on ledge D below, side flip
to the right again to land on the stone ledge, then jump forward to the
ground near the doors. Lara will take a little damage.)
Run/sprint into the next room (where there are many shallow pools) and
along the left wall. At the far left corner is a small room with a ladder.
Climb up, dismount on the left side and pull the switch to open the gate.
Run through the PILLAR OF LIGHT room and sprint up the stairs. Go through
the doorway on the right of the Earth gate. After the first turn in the
stairs, sprint down through the room with the movable block (if you dropped
it to get the second secret) and to the left. Run carefully past the 2
swinging burners. (If you've done well and not run into anything yet,
you'll have time to hesitate a little here.) Run/sprint to the far end of
the bridge and run off the right side to land on the block below. Turn
right and run/jump/slide down the snowbank and dash through the door (which
I hope is still open).
Unless you're brilliant, you'll make some mistakes and hesitations the
first time through. Even so, don't reload yet. Continue to the switch that
opens the gate to the PILLAR OF LIGHT room. Then you won't have to do it
again the next time through, saving precious seconds. Climb back down,
killing wasps as you go. (NOTE: You can also skip down to the section on
the ROOM WITH SHALLOW POOLS/SECOND ULI KEY below and get it now if you like.)
To get back up to the switch that opens the secret door, pull the lowest
switch (#3), climb/jump to the platform it raises (D), take a running jump
to grab the ledge below the walkway (F), and pull up. Now save your game
and try again. The second time through, you might also want to save your
game at the pillar of light room if you've made good time.
When you make the timed run successfully, you can claim SECRET #3--the last
of the game--a save/power-up crystal, Desert Eagle clips and a large
med-pack. If the door closes, use the switch twice to reopen it. Return via
the pillar of light room to the room with many pools.
(****) ROOM WITH SHALLOW POOLS/SECOND ULI KEY: A number of giant wasps will
be swarming around, so just deal with them as best you can. (See note on
WASPS, below.) The SECOND ULI KEY is on a shelf in the room in the left
corner (when facing the door leading back to the ROOM WITH HINGED LEDGES).
The room next to that (left side, near deeper pool) and the room in the
right corner each have a giant mutant lurking inside. You can draw them out
one at a time or avoid them. Once you have the key, climb the ladder to the
PILLAR OF LIGHT ROOM.
Use the Uli key in the lock near the silver gate. (If you didn't get the
third secret, you'll also need to use the switch to open the silver gate so
you can get in.) If you have already put the four masks in their proper
places, using the Uli key will turn off the PILLAR OF LIGHT, revealing an
opening below. Drop into the opening and slide down the ramp to end the level.
A cut scene follows: Willard uses the artifacts to raise the meteor from
its crater. Then he falls into the pit and begins to change. Get ready for
the final battle....
LOST CITY OF TINNOS - NOTE ON WASP RESPAWN: In several areas, the wasps are
cued to keep emerging from their hives until you leave the area, up to a
certain number at a time (broken bridge, 21 wasps; room with swinging
burners in the doorway, about 6; room with shallow pools, first time, up to
about 18 from the ceiling and 8 from the hive in the corner near the pool,
succeeding times about 25 from the ceiling only. In these three areas, they
will respawn if you enter the area again. (The trigger point for the
swinging burner room is the doorway leading to the burners.) In some areas,
the wasps will only spawn once if you pass over a specific trigger point
(as in the room with hinged ledges, where 14 wasps will emerge when
triggered the first time, but no more after that). Thanks to Brian C. from
Tomb Raiders Traveler's Guide and Tim Morrow for their help on the wasp issue.
ANTARCTICA PART 4: METEORITE CAVERN
Kills: 7 Items: 2, plus the FOUR ARTIFACTS Secrets: 0
Objectives: Get the four artifacts back, defeat Willard, climb out of the
cavern and highjack a helicopter to get the off this big iceberg.
Walk-through: So you're trapped in a huge round room with narrow, sloped
walkways above searing lava. Your former employer has turned into a huge
insectoid mutant that shoots deadly energy bolts, and no matter how hard
you hit him he just won't die. What's a girl to do?!
Remember that one shot from Willard is all it takes to kill Lara, and he
NEVER misses. So, above all, don't let him get off that one shot. Try to
stay on the opposite side of the crater from him. He won't fire as long as
you are anywhere within the ring around the crater (i.e., if Lara steps
across the white markings on the floor at the entrance to each "spoke," he
will zap her). However, he can also kill her by batting her around with his
spider feet. So keep him moving. If he gets too close, change direction,
and try to stay on the opposite side of the crater from him. As you do
this, continue to shoot at him. The obvious weapons of choice would appear
to be the grenade and rocket launchers. However, these can be difficult to
aim while moving. If you have any clips left for the Desert Eagle, I highly
recommend using it, since it auto-aims well.
Shoot Willard until he's stunned. (It takes several grenades or rockets or
about a dozen Desert Eagle rounds.) If you've done the difficult part and
stayed on the opposite side of the crater from him, then it'll be fairly
easy to roll and sprint down the nearest straight path toward an artifact.
Pick it up, roll and sprint back toward the center. (If Willard is just
getting up as you're coming back toward the center, save your game. Use a
different slot just in case you've misjudged. If he's powering up to fire,
then it's already too late. Reload and try again.)
Repeat the whole thing again for the three remaining artifacts. The last
one will probably be the most difficult, since you'll have to get him to
lie down on the far side of the crater from it. But once you have all FOUR
ARTIFACTS, the meteor will fall back down into the crater, and Willard will
become vulnerable. Now pull out the big guns and finish him off.
UPDATE: Several players have sent in refinements for this strategy. The one
that proved the most consistently useful (at least for me) came from
Kuerass in Germany:
Upon entering the circle, draw the Desert Eagle and start the chase. I like
to go counterclockwise, heading from the starting point to the right. Pass
three straights RUNNING, then two SPRINTING. (If the entrance is at the 12
o'clock position, you're now at 9 o'clock.) Turn, aim, hit that trigger and
don't let go 'til he got at least 12 rounds. He'll probably get pretty
close to Lara but he won't fire as long as you're within the circle around
the crater. The idea is to not go on until he actually goes down, so that
he ends up falling down BETWEEN two straights (at roughly 10 o'clock).
That'll give Lara a little extra time in the straight.
Run to the opposite straight (3 o'clock) and when Lara auto-aims him again,
keep firing. When Willard gets up, he'll be less than a half-circle from
Lara, but he'll still give chase counter-clockwise. He shouldn't reach the
next straight (9 o'clock) before being stunned again. Now, roll, sprint in,
get the artifact, roll, sprint out and repeat the whole exercise-run past
three straights, sprint to the second, etc., and you'll be able to get each
of the artifacts in order.
When Willard finally explodes, go toward the hallway flanked by two
ladders. Take a running jump from the circular walkway to grab one of the
ladders. Climb up until Lara's hands are level with the ledge. Climb
sideways as far as you can toward the ledge and pull up. (Or, climb the
ladder to the area with the carved face and back flip onto the arm of the
statue behind. Then take a running jump to the ledge.) Go through the
doorway. (The slope ahead is where Lara entered during the last cut scene.)
Follow the passage on the right to emerge on a ledge above the crater.
Use the handholds on the ceiling to traverse to the next rock ledge. Go to
the end and take a running jump to the ledge on the right. Climb onto the
ledge above. Turn around and take another running jump to the thin, square
ledge below the rim of the hole. Climb up through the opening and go around
the edge of the hole to the tunnel in the snow. Slide down the slope and
follow the passage to the compound.
Two armed guys in white suits are waiting there--one ahead, the other on
the left. If you want all the pick-ups, the one on the left has a large
med-pack, the one ahead Desert Eagle clips. Be careful when you approach
the body with the clips; there's a guy with a flamethrower in the alley
waiting to attack. Three more enemies emerge as you explore. (NOTE: You can
press the button on the side of the building, but the door is already open
and there's nothing inside.)
When you're ready, go through the alley at the open gate and around to the
fenced-in area where the helicopter lands. As you approach, the gate opens.
Enter to finish the level.
After a brief but action-packed FMV sequence, the credits roll. Then,
following the final statistics screen, if you've found at least 59 secrets,
you'll be given an opportunity to play the bonus level, All Hallows. If you
start a new game now, you'll have all weapons and unlimited ammo.
INDIA PART 1: JUNGLE
Kills: 17 Items: 32, plus the SHOTGUN, 1 key and 6 save/power-up crystals
Secrets: 6*
Be sure to find all the secrets so you can access the bonus level at the
end of the game.
*17 is the maximum number of kills (there are 19 in the PC demo and perhaps
the same in the PSX game). Your total may be substantially lower since, in
most cases, you don't have to kill the monkeys. The save crystals function
as power-ups--equivalent to a small med-pack--in the PC version of the
game. They are useless in the demo. Also in the PC demo, MP5 clips and
Desert Eagle clips appear as M-16 and automatic pistol clips.
Starting Inventory: Pistols (unlimited ammunition), 2 flares, 1 small
med-pack, 1 large med-pack (In the PC demo, you also get the shotgun and 2
shells to start.)
Objectives: Find a way into the ruins and locate the Indra key to exit the
level.
Walk-through: Turn right and walk/jump up the slope. Turn left and slide
down to the flat green spot. Turn left to face across the brown slope
toward the yellow-green outcropping of tree roots. Take a standing jump
from the edge of the green ledge to land on a flat spot waist-deep in the
leaves. The tell-tale chime will indicate you've found SECRET #1--the
SHOTGUN loaded with 2 shells plus 2 sets of Uzi clips. (NOTE: In the PC
demo, you begin with the shotgun, so there's no need to do this part.)
After getting the shotgun, step forward and slide downhill to land in a
flat spot near the first set of spikes. Then jump a bit to the left to land
on the slope. Slide down to the flat area below, where you'll find some
shotgun shells and a large med-pack. Pick up the med-pack but don't move
from that spot until the boulder has landed behind you.
(NOTE: If you like, you can jump and grab the fallen tree trunk on the way
down from the top of the slope. Pull up and make friends with--or kill, if
you feel you must--a monkey. Drop to the slope facing downhill and continue
to slide. Either drop down to the left of center so you slide onto the flat
spot near the spikes, or jump to clear the spikes and press Left while in
the air to angle Lara a bit that way. Jump to the left twice more to slide
down onto the flat spot where the shells are.)
From where the shells were, walk up the low rise, position Lara near the
right edge and take a standing jump, turning a bit left while in the air,
to leap over the leafy branches and land on solid ground at the left side
of the base of the big tree. Use standing jumps to get up behind the tree.
This is SECRET #2--shotgun shells and a save/power-up crystal.
Continue around the tree until you're facing the big slope below. Turn
around and slide backwards down the green slope, grabbing the edge as you
fall. Drop to the gray stone ledge below. Turn and drop backwards to hang
from the stone ledge. Make sure you're at the high flat spot, not the lower
part, before you drop, or Lara will fall into the spikes. Slide the rest of
the way down the hill to the flat, brown area.
Hop down into the area on the left where there's a save/power-up crystal.
The undulating brown stuff ahead is quicksand. Don't venture too far in.
Rather, go to the first tall, square pillar on the left. You can climb onto
it (using Action + Forward). Behind the wall, is SECRET #3. At the left end
of the trench is a grenade. Two of the alcoves contain flares and shotgun
shells. Return to the base of the wall and approach the corner of the
temple. There's a doorway here. You can take a diagonal standing jump to
get into it, or slog through the quicksand a short way and pull up into the
doorway.
You'll find yourself in a courtyard. On the left, below the big slope, are
two grated windows--one is recessed behind the bent tree. In the center of
the courtyard is a small med-pack. As you approach, a monkey will come and
pick it up. Follow the monkey into the passageway ahead and he'll drop the
med-pack so you can pick it up. Continue along the passageway to the
switch. Pull it to open one of the grated windows back at the courtyard.
Return there and, if you want to, take a short detour to get a med-pack.
When facing the grated window you just opened, go to the left past the
corner of the building. Follow the wall to the next corner. On the right,
below the handle for the zip line, theres an opening into the water. Jump
in and swim through the passageway. As you emerge from the tunnel, youll
find a small med-pack on the river bottom. Get it and return through the
tunnel before the piranhas notice you.
Return to the courtyard and climb up the rocks and the bent tree to the
window you opened earlier. Hop down into the room below. Pull the switch
and immediately roll and take a running jump up into the alcove opposite to
avoid the encroaching spiked wall. When it has passed, hop down and climb
up into the opening to the left.
Ride the zip line (holding Action) across the water to a small rocky
outcropping.
(Note: If at any time you fall into the river, the current will sweep you
along rapidly. Don't bother fighting it. When you come to rest, look for an
underwater tunnel off to the right. Follow it to the end where you can
surface. Climb out of the water and go to the left to emerge back at the
courtyard. You'll need to use the switch to open the grate again in order
to get back to the zip line. But the second time around you won't have to
deal with the spikes.)
At the bottom of the zip line, climb onto the rock and take a running jump
into the opening opposite. Enter the dark passageway and ready weapons to
kill the tiger that charges from behind the rock ahead. (If you like, you
can jump up onto the rock at the left side and shoot the tiger from safety.)
Turn and face the door where you entered. Just to the left of the three
fungi is a pointed rock outcropping. Stand Lara at the corner and take a
standing jump to land at the top. In the alcove to the right you'll find
some Uzi clips.
Hop down and go to the far right corner of this area. There's a small
med-pack on one of the stone blocks. One of the 2 monkeys may beat you to
the med-pack, in which case you can either shoot it or patiently follow it
until it drops the med-pack near the cache of flares (below).
At the top left corner of the area is a boulder. It doesn't roll until you
pull the switch inside the hollow tree below. Do this to open one of the
doors near the boulder, then take two side flips to the left to get to
safety at the top of the low steps. Walk forward from the top of the steps
and turn left. There are some flares inside the hollow tree.
Go to the top of the slope the boulder came down and into the door on the
left. Pull the switch to open the door outside on the left.
Enter with weapons drawn. A tiger emerges from the bushes ahead on the
right. The doorway is a safe spot; the tiger won't follow you here. Kill it
and proceed down the path to the far doorway. A second tiger charges from
around the bend. When you've killed it, backtrack to the brush where the
first tiger emerged. Lara can walk through here to the area beyond. Take a
standing jump to the top of the block in the corner and pick up some
shotgun shells. Return to the path and follow it, past where the second
tiger was, to a large open area under a leafy canopy.
(NOTE: I recommend saving about 20 shotgun shells for the end of the India
levels. They'll come in handy taking care of the powerful "boss" character.)
Climb onto the block at the entrance. (NOTE: In the PC demo, there is a
small med-pack on the ground to the right.) Continue forward to the far
corner where you'll find some shotgun shells and Uzi clips. Down below in
the misty area is a pit with spikes at the bottom. Avoid this for now.
Instead, head to the corner where there's a fallen tree. Crawl under the
tree (a monkey will show you the way). On the other side, turn right and
walk along below the tree.
Now walk up along the fallen tree. Get the save/power-up crystal before or
after killing the tiger that charges along the top of the fallen tree.
(NOTE: In the PC demo, you can climb up onto the fallen log at the right
side, instead of crawling under it. If you do this and don't backtrack to
the right end, you won't meet this tiger.) On the left side of the fallen
tree trunk is a horizontal branch. Jump to it from the fallen tree, follow
it to the end, and take a standing jump to the next branch, where you'll
find some MP5 clips.
Continue over the fallen tree trunk to a room with two grated windows. Drop
down into the room on either side. Another friendly monkey will show you
the way into the hallway at the left grated window. Don't go there yet.
First, look for some goodies inside the tree trunk. Take a standing jump
from the edge of the opening in the floor to grab the bottom of the hollow
tree. Pull up into the opening. This is SECRET #4. Crawl forward and pick
up some flares and MP5 clips. Back up to the opening and safety drop into
the spikes below. Lara will take a little damage, so use a med-pack
beforehand if your health is low. Walk to one of the corners and take a
standing jump out. (Or, if you want to avoid taking damage altogether, drop
down and hold the Jump key and either Left or Right. Lara will hop back and
forth between the angled blocks until she reaches a corner and jumps out to
the safe area.)
Note the large metal gate at the foot of the green steps. You'll need to
open this in order to continue. To do this, you'll need to get back
upstairs. First get some goodies: 2 sets of Desert Eagle clips on ledges
behind the spike area. If you're having trouble getting to the set on the
left, try a standing jump from the corner up onto the flat ledge.
Now head for the dark corner behind the spike area. Hop down into the
opening in the floor and follow the dark passage, walking through the
spikes. Climb out into the misty area near where you were before. Retrace
your steps over the fallen log to the room with two grated windows.
Follow the passage past the left grate until you come to a spiked area.
Lara will look up to a lighted opening across the room. If you don't want
the save/power-up crystal on the roof above, head for the lighted opening
now: Walk forward through the spikes. Turn right and go to the edge of the
green area. Take a standing jump to grab the stone block and pull up onto
it. (Pick up the walk-through below at the **.)
To get the save/power-up crystal, step down into the spikes and turn
around. Position Lara next to the right wall close to the step and jump
straight up to grab the roof of the walkway. Pull up onto the roof and take
the crystal. Turn left and follow the walkway to the end. Slide down the
slope to land on the small corner platform below. Take a running jump from
the left side of the ledge to grab the corner block on the other side below
the crevice and pull up.
(**) Pick up the small med-pack. (This does not appear in the PC demo.)
Jump straight up and grab the crevice in the rock wall. Traverse to the
left until you can pull up. Kill the monkey if you're feeling particularly
hostile; otherwise just continue. Climb onto the stone block and hop down
on the other side. Enter the passageway, where you'll find another monkey.
Continue to a switch below a boulder. The boulder doesn't roll until you
re-enter the sloped part of the passageway. So, you can pick up the next
secret before exiting.
Above the switch on the left is a small cave. Inside you'll find some
harpoons and a rocket. This is SECRET #5. Back out of the opening, drop
down, and pull the switch. Now light a flare and start running for the
doorway at the bottom of the passageway on the right.
Climb down the rocks to the bottom of the cave. On the way down, try to
kill the tiger that entered when the gate opened. Your gunshots may scare
it off, in which case you'll need to finish it off when you reach the ground.
Go down the green stairs and through the gate you just opened. A little way
in on the left is a tree with a shelf in it, where you can pick up some
flares. (NOTE: In the PC demo, and apparently in the PSX game as well,
there's also another monkey in this area.)
Look back toward the gate. Note the well-lit greenery at the top of the
slope on the right. This is another boulder trap. Run across the area below
the trap to set off two of the boulders. Approach the top of the slope and
jump onto the flat area near the middle of the well-lit area to trigger the
third. Side flip to avoid it.
Once all three boulders have landed, go up the slope into the greenery.
Advance carefully, as there is a spike pit just inside. On the ground near
the pit is a small med-pack. Pick it up and turn around so the pit is
behind Lara. Drop back, grabbing the edge of the opening. Let go and
immediately grab the ledge just below. Pull up into a small cave, where
you'll find some flares and a save/power-up crystal. This is SECRET #6.
Return to the opening and take a standing jump (pressing Action to lower
Lara's arc) to clear the spikes and land on the block beyond. Turn around
and take another standing jump from the edge of the block to grab the pit
opening. Pull up.
Return down the slope and, when you reach the boulders, turn left. Continue
to the river. Here the water spills into a lagoon where it's safe to swim.
First, follow the river upstream, to the right, where you'll find some Uzi
clips on a ledge.
There are now several ways you can proceed and still get to the end of the
level. You may be able to find others. To enter the ruins via a second zip
line (longer but more fun), skip down to PATH A. To enter the ruins via an
underwater passage (shortest route I've found), skip down to PATH B.
PATH A INTO RUINS (second zip line): Return downstream to the greenish
point of land on the left shore. Take a running jump from here to the small
island. Take a standing jump to the flat spot at the peak of the island.
Position Lara at the highest corner and jump straight up to grab the
jutting tree trunk above. Pull up. Use the switch here to open a gate in
the corner where the man-made wall meets the rock wall to your left.
Safety drop back down to the island. Walk to the edge of the island nearest
the building and take a running jump from here to grab the flat rock ledge
just to the right of the square pillar. Pull up onto the ledge, turn right,
then climb up the rocks and through the gate you just opened.
Go through the short passageway and jump the gap to land on the tree branch
ahead. Walk across the branches to the top of the second zip line. Ride it
down into the ruins.
(***) Enter the mossy, walled area. There are 2 tigers lurking here. Where
they come from depends on where you enter, so stay sharp. There are several
blocks you can climb on for safety, but once you've shot at the tigers they
may hide and wait for you to approach again.
To get the save/power-up crystal, go up the green steps near the two peaked
windows and climb onto the angled block. Take a running jump to the
matching block ahead, then continue to the crystal.
There are two waterfalls in this area, one of which has a pair of openings
behind it. There's also a closed gate at the bottom of some flooded steps.
You will be returning later to open it. For now, go to the corner to the
left of the waterfalls, climb onto the block there and take a standing jump
into the doorway. Follow the passageway to a room with a pool. (This is the
way you came in if you took PATH B.)
(****) Swim to the platform in the middle of the pool and pick up the
flares. Get on the walkway with the gold door opposite the door with the
torches. In the corner is an alcove with a movable block. Pull this block
twice to open the gold door on this side of the room. Head for the gold
door you just opened. (NOTE: In the PC demo, there is a tiger lurking
inside.) Enter and pull the switch to open the trapdoor behind the movable
block. Return there and drop into the water below.
Swim forward and surface in a room with a bridge-like walkway. There are
two switches here--one at each end of this walkway. One opens the second
gold door back in the pool room; the other opens the underwater gates back
into that room. Use both. (Note the differences here between the full game
and the PC demo, below.)
Go through the gold door you just opened (the one opposite the empty
alcove) and use the switch there to flood the outdoor area. Return there
(or go for the first time if you haven't been yet) via the doorway flanked
with lit torches. Now pick up the walk-through below at the *****.
PATH B INTO RUINS: Swim across the lagoon to the corner where the ruins
meet the rock wall on the left. Here you'll find an underwater passage.
Continue until you can surface. Then climb up onto the walkway and use the
two switches. One opens a gold door in the next room; the other opens the
underwater gates into that room. Swim on through.
[NOTE: The switch room is substantially different in the full game versus
the PC demo. In the demo, the switch room has only one switch on the
walkway and an underwater lever (on the left wall when facing the switch on
the walkway). If you choose PATH B, follow the underwater passage from the
lagoon, and immediately cut to the left so the current doesn't sweep you
into the next room. (If it does, reload a saved game or pick up the
walk-through above at the ****.) Don't use the switch. If you tested the
switch earlier, return it to its up position now. This will close one of
the underwater gates and open the other, thus changing the water currents.
Switch up = right gate open; current flows from lagoon into room with gold
doors. Switch down = left gate open; current flows past underwater lever
into room with gold doors, preventing you from using the lever. Use the
underwater lever to open one of the gold doors in the next room. Then swim
to the other side of the switch room and let the current carry you in.]
If you want all the kills, head for the outdoor ruins, where you can meet a
couple of tigers. To do this, go through the opening flanked by burning
torches. Pick up the walk-through above at the ***. Otherwise, continue
with the next paragraph.
Swim to the platform in the middle of the pool and pick up the flares. Go
through the gold door you just opened (the one opposite the empty alcove)
and use the switch there to flood an outdoor area nearby. To get there, go
through the doorway flanked with lit torches.
If you didn't get the save/power-up crystal here earlier, you can do so
now. Climb on the angled block below the two peaked windows, take a running
jump to the matching block ahead, then continue to the crystal.
(*****) Swim to the waterfall with the two stacked openings. Climb up, go
under the falls and climb the ladder to the higher opening. Exit and go to
the right. Climb up onto the ledge just ahead. Enter the short passage on
the left and use the switch to open the underwater gate below. Exit the
passage, dive into the water, and swim down on the side opposite the
waterfalls to find the gate you just opened.
Swim through it and follow the long, underwater passage until you can
surface in a small room. Kill the tiger waiting here. Then search the two
dark corners for some MP5 clips and shotgun shells.
Climb up the ladder to the roof. Here you'll meet another monkey and find
the INDRA KEY. If the monkey grabs the key before you do, you'll have to
kill it to get the key. Go around the corner to emerge above the quicksand
area you saw at the beginning of the level. On the steps below is another
tiger. You may be able to kill it from above. When it's dead, drop down and
go to the bottom of the steps. On the left of the quicksand trench is an
alcove with some shotgun shells. On the right is the keyhole where you can
use the Indra Key to open the door between the pillars. Jump down into the
quicksand and exit the level.
A cut scene ensues: Lara emerges into a clearing where some tents and
equipment are set up. We hear a voice--apparently the same man leading the
Antarctic expedition in the opening movie--attempting to make radio contact
with this camp. A blond man staggers from one of the tents. He's obviously
unstable. Lara questions him about what he's doing there and reveals that
she's looking for the Infada artifact, which she hopes lies in the ruins
ahead. The blond man mentions "voodoo magic," but Lara is skeptical. She
asks if there are others with him. He tells her that two others, Randy and
Rory, are inside the temple, apparently buried under a mudslide. He wanders
off into the woods, muttering something about Lara probably not leaving the
ruins alive. She doesn't take much stock in his opinions and continues on
her way.
INDIA PART 2: TEMPLE RUINS
Kills: 30 Items: 36, plus 5 keys, 2 scimitars and 8 save/power-up
crystals Secrets: 4*
*Be sure to find all the secrets so you can access the bonus level at the
end of the game. Note that one of the regular pick-ups here will be the
SHOTGUN if you didn't get it in the previous level.
Objectives: First, find a way into the ruins. Locate 2 keys to unlock the
gate in the room with the six-armed statue. Ascend to the upper level and
find 3 more keys to unlock the exit.
Walk-through: Head to the right through the opening in the tree, and pick
up a small med-pack. Advance slowly and a cobra will rear up from the
undergrowth. Continue forward through the greenery, killing another cobra.
If either has bitten Lara, use a small med-pack to antidote the venom.
(NOTE: You'll know you've been poisoned if the health indicator bar turns
yellow and begins to flash. If you think you may be meeting several snakes
in a row, as you do here, you may want to wait until you've taken care of
them all before using the med-pack.)
Use the switch on the right to open the gate at the top of the low steps.
Climb the stairs and drop down through the opening. Crawl through the
tunnel. There's another small med-pack in the alcove on the left. The low
tunnel behind it leads back to where you started. For now, follow the
larger passageway. Kill the cobra and continue to the next room where there
are 2 monkeys. (NOTE: Unlike the ones in the first level, the monkeys
you'll meet from now on are generally hostile, and you will need to kill
them.) Climb through the opening to emerge near a lake.
Pick up the MP5 clips and shotgun shells at the top of the steps on the
left. Take a running jump from the bank (at the right side of the tree) to
grab the stone platform in the middle of the lake. (Press Left while Lara
is in the air to adjust the angle so she can grab the block.) Pull up and
take the small med-pack. From here, take another running jump to the
shallow area on the opposite bank. If you miss the initial jump and fall
in, either reload a saved game or swim for this shallow immediately to
avoid being devoured by the piranhas. (NOTE: I mark these fish as a hazard,
rather than an enemy, since you can't kill them. So either out-swim them or
try and avoid the water.) Pull the switch in the right corner to open the
underwater gate between the submerged ledges. Swim through it and continue
until you can surface.
Climb out, kill the 2 monkeys, then climb up onto the far ledge via the
second angled block. Pick up the Uzi clips. Then make your way across the
mudslide to the stone ledge. Follow the ledge to the end, killing 2 more
monkeys. Before going into the passageway, take a running jump to the ledge
ahead (just to the right of the high, curved-top wall). Pick up the Uzi
clips, drop down and retrace your steps over the mud, along the ledge, to
the passageway. This time go through, killing yet another monkey along the
way, and picking up a save/power-up crystal on the other side.
TREETOPS:You'll emerge on a ledge above the water near the beginning of the
level. Jump to the branch on the left.
(NOTE: If you fall into the river here, either reload and try again, or let
the current carry you to the left, where there's a still spot. Then either
climb out on the bank at the left end, or swim down toward the rectangular
gold grate. Before you reach the grate, there's a passage on the right
where you can swim up, surface and crawl through. Retrace your steps
through the cave near the beginning of the level to get back to the treetops.)
Walk to the tree trunk then take a running jump to the branch ahead and to
the right (the one that bends upward at the end). Turn right and take a
running jump to the next branch (between the tree trunk and the stone
wall). On the right are some flares. Return to the previous tree and jump
from branch to branch around to the other side of it, where you'll find
some Desert Eagle clips. Go back around to the branch above the water.
WATERFALL CLIFF:Turn to face the waterfall and take a running jump to grab
the stone ledge ahead. From there, jump to the short branch ahead, where
you'll find a small med-pack. Jump to the left to land behind the
waterfall. Follow the passage to the other side. Slide back and grab the
ledge, then traverse to the right, under the falling water, until you can
pull up. Pick up the shotgun shells. Crawl to the right until you can stand
up. If you don't want all the kills and pick-ups, you can jump across to
the next ledge now. Otherwise, drop/climb down to the flat, green spot near
the water. Take a running jump to the right to land behind the lower falls.
Go forward into the cave, kill the cobra, then continue to find some
flares. Return the way you came to the green flat spot.
Climb/jump to the next ledge, shoot the monkey, then duck and crawl through
the low cave opening. Kill the cobra lurking on the right, then slide down
the slope and shoot the second cobra just inside the next passageway. Slide
down the right side of the next slope; the left side is a boulder trap.
(**BUG NOTE: If you are playing on the PSX or have not installed the PC
version patch, DO NOT SAVE in the next room, and DO NOT RETURN THERE after
leaving. Otherwise, you risk coming up against one of the infamous
"invisble wall" bugs.)
INTO THE RUINS: Drop into the next room, where there is a six-armed statue.
To the left of the statue you'll find some shotgun shells. (NOTE: If you
don't already have the SHOTGUN, you'll get it here instead of the shells.)
In the far, right corner is a movable block. Pull it once, pick up more
shotgun shells behind it, then crawl through the small opening to the next
room.
Pick up the save/power-up crystal now if you need it. The statue comes to
life and attacks with its six swords. When the swords are crossed over its
chest, it is invulnerable, so you'll need to circle around behind it and/or
keep it moving so it's not guarding itself. You'll see blood when you're
hitting it and hear bullets ricocheting off the swords when you're not. The
statue monster moves fairly slowly and, if you keep plugging away at it and
don't let it back you into a corner, it will eventually fall and turn back
into stone.
(NOTE: If you like, you can climb to the platform where its safe and hang
from the edge periodically to get the statue moving again. Or, while youre
up on the platform, pull the switches to open the doors, engage the statue,
then run to the doorway for shelter when you need to.)
If you didnt already, climb up to the platform where there are 2 switches.
Throw both to open one of the doors out of this room and the trapdoor in
the floor. Drop through the trapdoor and throw the switch in the small room
below to open the other exit.
Next to the switch in the pit is a movable block. Push it once. Enter the
room beyond, which is SECRET #1. Proceed carefully, crawling under the
poisoned darts. (NOTE: As with snake venom, if you are struck by one of
these darts, you'll need to use a power-up crystal or med-pack to antidote
the poison.) Hop down into the pit, grab the small med-pack and quickly
jump out to avoid a rolling boulder. Now make your way carefully around,
picking up flares, shotgun shells and another small med-pack from the
various alcoves. Return to the statue room above the same way you came.
At this point, it doesn't matter which path you take first. You'll need to
go both ways eventually in order to find the two keys that open the large
gate in the middle of this room.
FIRST GANESHA KEY (gate above trapdoor): Follow the passage, wading
through the quicksand as fast as you can. Climb/jump up the slope near the
right wall. Turn around and take a running jump from the mud to grab the
ledge above the entrance. Pull up and kill a monkey. Pull the switch on the
right of the gate to open it. Run past the spikes, jump the blade and run
up the steps to safety.
Kill 2 monkeys in the next room. Go around to the right and locate the
movable block in the second square pillar. Pull/push it under the left side
of the central structure and climb from the block to the ledge. Go around
to the other side of the ledge. Take a standing jump from the edge to grab
the ladder recessed into the ceiling. Climb up for SECRET #2-shotgun shells
and MP5 clips. Pull the switch and climb/drop down to the floor. (NOTE: If
you don't already have the SHOTGUN, you'll get it here instead of the
shells. This switch enables you to get the third secret a bit farther
along. If you dont pull it, then the lever that opens the door for secret
#3 wont work.)
Use the switch in one of the gold-grated alcoves to open a door above in
the central structure. Pull/push the movable block so you can climb up to
it. Drop into the pool below. Pull the underwater lever to open the gate.
Surface for air if you need it. Swim through the gate, pull the 2 levers in
the next room to open a trapdoor in the passage between the two lever
rooms. Swim up through it.
In the next room is a large, shallow pool flanked by steps. In the pool are
3 underwater levers and a small gate. Jump into the pool and pull the lever
at the foot of the steps to open the gate. It is timed to close quickly, so
roll and swim for it. Inside is SECRET #3-a grenade, flares and a large
med-pack. (NOTE: If the lever to open the secret door doesnt work, you
missed an earlier secret and need to go back. See the note above under
secret #2.)
If you're playing the PSX version, you'll probably want to get the
save/power-up crystal on the other side of the pool before trying to get
the key.
Return to the pool and pull the 2 levers opposite each other to turn on the
fire-breathing statues above. In the firelight you will be able to discern
several invisible platforms floating above the pool. Use these to
climb/jump over to the solid ledge with the switch. (NOTE: If you're having
difficulty getting onto the first invisible platform, it's a standing jump
from the edge of the pool to grab the top of the block. A flare will also
help illuminate the blocks if you don't want to bother with the levers.)
Pull the switch to open the gate at the top of the stairs to the left of
the statue. This door is timed, so as soon as you pull the switch, side
flip to the left, run off the platform and dash up the stairs through the
gate.
Go to the right. Pull the switch, turn left and run to the far left end of
the room. Pick up the FIRST GANESHA KEY, roll and run through the gate on
the right (the same way you entered). You'll have to sprint both ways to
avoid being skewered by the wall of spikes. After the spikes have passed,
go back inside to the right to find MP5 clips and a small med-pack. (NOTE:
If you're having an especially difficult time outrunning the spiked walls,
try this: Pick up the key then stand still. Use a med-pack as the wall
passes, and Lara may emerge unscathed. Thanks to Sven for this tip.)
Return to the room with the pool, which has turned into a mud bath. As you
approach the mud, the invisible platforms crumble away. Slog through the
mud, keeping close to the wall, and climb out on the other side. Climb/jump
up the mudslide to the top right. Follow the passageway. Pick up the flares
in the alcove on the left. The stairway opposite contains a boulder trap.
Hop backwards up to the second step then run down into the doorway as the
boulder rolls past.
Now go up the stairs. The two gates open as you approach. Enter and choose
your path. They both end up in the same place, but the left path is more
dangerous. Left: Jump the blade, dash to the end of the hallway with a
rolling boulder in hot pursuit, then duck and crawl through the low opening
on the right. Right: Follow the passage to the switch (you can hear the
boulder rolling next door), kill the interfering monkey and use the switch
to open the gate.
Kill 2 monkeys and pick up the small med-pack. Get the save/power-up
crystal in the next room. Then go through the side passage and climb/drop
down into the room where you killed the six-armed statue.
SECOND GANESHA KEY (other small gate): If you haven't already done so, use
the switch on the platform above the mud to open the second small gate.
Follow the passage to the next room. Kill the 2 monkeys. Cross this room
and enter the next, where there is a pool flanked by fire-breathing
statues. Swim across, surface and climb out at the middle of the ledge to
avoid being toasted by the flames. Pull the switch to open the underwater
gate just below.
Swim through the gate, hugging the side or bottom of the tunnel to avoid
being hit by poisoned darts. Once in the next room, stay to the right so
Lara doesn't get crushed by falling rocks. Surface and climb out on one of
the ledges to find a small med-pack. Swim across to the opposite ledge.
Climb the ladder and back flip onto the ledge behind. Take a running jump
to the ledge ahead and to the left (when facing the ladder). Jump to the
next ledge on the left. Turn around and take a standing jump from the edge
to grab the ladder above and ahead. Climb to the top. Take a standing jump
to the next ledge on the left, then a running jump to the ledge with the
cobra. (The opening below the cobra ledge is the exit from the next secret
area.) Kill the snake, then take a standing jump to the ledge near the
doorway.
Jump into the doorway and immediately jump back and grab the doorsill. A
boulder will roll past overhead. Pull up and crawl under the darts and
blades to the edge of the spike pit. Pick up the small med-pack on the left.
(***BUG NOTE: You might want to use the ALTERNATE PATH for this section,
below, if you are playing on the PSX or have not installed the PC version
patch. Otherwise, you risk coming up against one of the infamous "invisble
wall" bugs.)
If you're low on health (or want to save in the PCX version), jump across
the pit first and get the save/power-up crystal, then jump back to the
other side. Turn around and hang from the edge of the pit. Traverse to the
left side and drop down to the flat spot next to the blades. Crawl through
the blades into the low opening to find SECRET #4. Kill the cobra and claim
some Desert Eagle and Uzi clips, and a save/power-up crystal. Drop through
the opening into the pool (watch those darts!) and retrace your steps back
up the ledges to the blade pit.
This time, instead of dropping down, jump across. Get the save/power-up
crystal if you didn't earlier. Locate the movable block (A) to the right of
the crystal. Push it once (to A2).Turn to the right to face anothermovable
block (B). Push this second block four times into the next room (to B2).
Return to the passageway. There are three more movable blocks (C-E) next to
the first block you pushed. Push the second from left (C) and the rightmost
block (E) once each (to C2 and E2). Push the middle block (D) to either
side (D2 or next to A2) to reveal a switch. Use this to flood the pool in
the room below (the one between the fire-breathing statue room and the one
where you killed the six-armed statue).
Go into the area where you pushed the first block. Ahead is a boulder trap.
Stand in the middle of the ramp, walk forward carefully and back flip when
you hear the boulders drop. The boulders will pass you on either side.
Proceed to the bottom and take a running jump over the pit. Hang from the
edge of the next pit and drop down into the pool (not the blades). Avoid
the poisoned darts if you can, as you swim back to the room with the
fire-breathing statues.
(ALTERNATE PATH: Climb and jump all the ledges to the top. Do not drop down
into the spiked pit. Jump across instead, re-arrange the boxes and pull the
switch. Now jump back across the pit, drop down and get the secret. Get
back into the water from there and try to swim through the
hopefully-not-blocked passage. The advantages are that you'll have to
climb/jump all these ledges only once and you'll avoid the boulder trap.
And you won't miss a single pick-up. Thanks to Hagix for this tip.)
Climb out of the water and go back into the next room, to the pool you just
flooded. Jump into the pool and use the underwater lever to open the gate.
Swim inside and collect the SECOND GANESHA KEY. Return to the room where
you killed the six-armed statue and use your two keys to open the large gate.
Enter, jump over the spikes and quickly climb the ladder to safety as the
spiked ceiling descends. At the top, kill 2 monkeys and pick up the
save/power-up crystal. In an alcove on the other side of the room from the
save crystal is a movable block. Pull it out and jump from it to one of
the high ledges with the switches. Pull both of them to open the gate below.
Drop down to the side of the gate and run in front of it to trip the
boulder trap. Enter and hop down into the pit to close the gate. Continue
past either of the fire-breathing statues to the next room. If Lara crawls
or stays close to the wall, she won't get toasted.
ROOM WITH THREE SIX-ARMED STATUES: In the next room, you'll find 2
six-armed statues (plus a third that does not animate). The first comes to
life as you enter, the second only when you climb onto the platform with
the third statue. Kill them one at a time. There are shotgun shells at the
top of the steps and a small med-pack in the pool. Both of these spots are
safe, as is the platform with the third statue. But you'll need to hang
from the platform, climb out of the pool, or hop down from the step
periodically to engage the statues in order to get their guard down.
When you've killed the statues, take their SCIMITARS and place them in the
hands of the third statue to open the next gate. Get the Uzi clips in the
pit just inside. Follow either hallway and climb through the small opening.
THREE KEYS AND THREE LOCKS: In the room beyond you'll find what's left of
Randy and Rory, along with another six-armed statue. It animates as you
approach the platform in the center. Kill it and pick up the THIRD GANESHA
KEY from the platform, and some flares below the second body. You'll need
two more keys to exit.
(NOTE: The low platform with the flares is a safe spot from which to shoot
the statue. You'll have to hop down and back up again occasionally to
re-activate the statue, but it won't bother Lara up here.)
(Alternately, wait to pick up the key on the pedestal. Get the other two
keys first. Unlock two of the locks in the next room. Then return for the
last key, pick it up and, as the statue animates, run and unlock the exit,
then leave without having to kill the monster. Thanks to Vesa H., a fellow
Finn, for this tip.)
The gate near the hole in the floor opens as you approach. Light a flare,
sprint into the room and pull the switch on the opposite wall. Immediately
roll, run to the left to the second switch, pull it and run through the
trapdoor you just opened. All this must be done very quickly to avoid the
descending spiked ceiling. Pick up the FOURTH GANESHA KEY and return to the
big room. (NOTE: If you're stuck at the spike trap, try this: After pulling
the second switch, immediately side flip to the right to land in the
opening. Use a med-pack in-flight to minimize the damage from the spikes.
Thanks to Vicki for this tip.)
Go into the next room, where you'll find a save/power-up crystal, the exit
door, three locks and an opening above water. Stand facing the opening with
the keyholes on your right. Jump into the water and swim forward toward the
wall ahead. The current will suck you toward the spikes, but if you hold
the swim key down, you'll be able to re