RELICS OF POWER (PART 4)
Levels by Seth94
Walkthrough by Phil Lambeth (Levels 1 and 2, with help from José for some of the secrets) and José (Levels 3 and 4)
Note: Once again the compass is haywire, so directions will be given accordingly.
Level 1: RX EXPLORATION
Begin in a sparse room amidships and hear the sound of an opening door. Step forward and push the button to open the N door. Enter the corridor, turn left and push the button to open the E door. Pull up E and note the keyhole and closed door for later. Go back W along the corridor and push the first button to your left to open the nearby N door. Enter the cabin, note the closed door to your right and the mesh barrier to your left, and pick up the small medipack. Note that you have no weapons in your inventory, so conduct yourself accordingly.
Return to the corridor, turn left and push the next button to your left. The door to your right opens, so enter an apparently empty room. However, note for later the shatter marks in the N porthole. Return to the corridor, turn left and go down W to a lower section of the ship. There's a closed door dead ahead and passages off to your right and left. Go down the left passage and enter the crawl space on your right. Grab the large medipack in the alcove to your left and proceed E into the lower crawl space. Turn left at the wall and proceed to a button. Push it to open a nearby door and crawl back out. Note the two closed doors and the keyhole to your right and go back up the E stairs.
Loop around left to find that the door at the end of the passage on the right is now open, so go down and encounter a baddy. All you can do at the moment is avoid him, so turn right into a machine room and loop around right to find a wall switch. Pull it down to turn on the nearby machine. Run back, past the baddy and up the E ramp. The trap doors in the SE and NE corners are open, so drop down either one and loop around to enter an E room. Another baddy is waiting inside, so lure him outside before dashing back inside the E room. Push the nearby button to lock him out, then explore the N side area for uzi ammo and the S side area for desert eagle ammo.
Enter the far E room and face a pushblock puzzle. Your objective is to create a bridge allowing access to the upper S alcove. Move the two lower RX Tech blocks beside each other in the middle of the room, move the second-tier RX Tech block two times W, then move the third lower RX Tech block to complete the bridge in the middle of the room. Pull up S into the alcove and pull the highest RX Tech block one time W. Get down, move the second-tier RX Tech block against the S wall, climb up on it and push the top-tier RX Tech block into the alcove. Climb up on it and push the button to open the door in the N wall behind you. Enter and pick up the STORAGE ROOM KEY.
Exit this room, push the button to open the door and run past the baddy to your left, pull up through the NW trap door opening and run down the passage ahead past the crawl space you used earlier. Use the Storage Room Key to open the door to your right and enter to find the PISTOLS. The baddy may or may not be in hot pursuit, but he's close by. Pick up the nearby shotgun ammo, and when you exit this room the door ahead opens to release another baddy. Pick up the small medipack he drops and enter the doorway he came from. Push the button at the end of the corridor to open a door leading to the machine room you visited earlier. Go back E to eliminate the second baddy if you haven't already done so, then drop down through one of the trap door openings to the lower level to deal with the last one. Pick up the MP5 ammo he drops.
Now that calm has been restored, climb back up through a corner trap door opening and enter the E corridor. A baddy emerges from the first door to your left, and you'll find flares in that room. Enter the N room across the corridor and shoot out the porthole window you noted earlier. Safety drop onto the ice ledge below, and by all means avoid falling into the ice-cold water in this outdoor area.
You now have the option to take the path to the right or to the left. For the sake of efficiency, let's start with the left (E) path. Follow the ice ledge N and pull up onto the block against the wall. Jump E across the gap and pull up onto the higher block. Walk forward as far as you can and turn around to face NW. Back flip and jump off the corner slope to grab the upper ledge. Pull up, loop around right and stand jump slightly SE down to a lower ledge. Run off E onto a still lower ledge and drop down facing E onto a ledge near water level. Sidestep left and take a running jump E to grab the ice ledge ahead. Pull up, run forward and pull up right. Turn around to face the ship and shoot out the SW window. Face E and take a running jump without grab to the lower ledge ahead, being careful not to land on the sloped surface that will spill you into the frigid water.
Walk forward, noting the baddy waiting patiently ahead of you, and pull up right. Shoot the baddy from up here and jump slightly NE to grab the higher ledge. Pull up and jump NE onto the ledge for a large medipack. Safety drop onto the ledge where the baddy fell and pick up the uzi ammo he dropped. Use the jutting ledge to jump back W, pull up left and jump NW to grab a higher ledge. Pull up and jump SW to a still higher ledge. Turn to face slightly NW and jump to grab the opening. Pull up, follow the short tunnel to the end and pull up right. Hop down SW to the lower ledge, face the ship and save your game.
Take a running jump S with grab to land inside the opening. Draw your pistols, step forward and take out the baddy. Pick up his shotgun ammo and push the nearby button to open a door on the ship's upper deck. Return to the opening and take a running jump NE down to the ledge. Take a running jump W to grab the ice ledge. Pull up and take a running jump NW onto the slope around the corner. Jump off to grab the W ledge. Pull up and take another running jump W to grab the long ledge leading back to the ship. Pull up, run forward and left around the corner onto a small corner ledge. Continue with another running jump W to grab the larger ice ledge. Pull up, run forward and left around the corner. Pull up left to grab the crack. Shimmy left and pull up onto the ledge. Turn right and jump to grab a higher crack. Shimmy left until you can pull up onto a ledge.
Jump NE to the next ledge and jump up N to grab the crack. Shimmy right and pull up into an opening. Follow the tunnel down W and pull up right into an opening. Step out and slide down W. As soon as you hit the facing slope, jump off to land on the ledge next to the yellow raft (which has nothing of interest). Continue with a running jump W to the next ledge, go around the corner and pull up onto the block. Pull up E onto the higher block and monkey swing S to the very end. Drop down onto the W deck of the ship. Shoot a dog and a baddy, and note the closed trap door near the upper deck.
Go to the S side of the ship and look down into the water. Locate the lone pillar and stand jump down onto it. Face NE and shoot the window on the side of the ship. Run jump NE down to the ice ledge extending toward the ship (note the outpost in the distance SE), walk to the N end and jump up to grab the opening. Pull up into the ship and shoot the baddy, take the uzi ammo he drops and locate the nearby button. Push it to drop a trap door beyond the mesh barrier beside you. There's nothing more you can do here now, so exit the ship by hopping down to the ice ledge.
Run jump slightly SW to a corner ice ledge, then make your way W along the ice ledges, jumping as necessary, until you reach the SW corner where you'll find grenades in an alcove. Backtrack slightly so you can jump NW across the water to a corner ledge, then resume your journey N along the ice wall. The third jump (no grab) around a corner is tricky, so you'd best save your game first. Once there, jump SW to pull up into an alcove, then jump up SE onto a jutting ledge. Face SW and jump to grab a crack, shimmy right and pull up, then jump SW to pull up into an opening. Go to the end and pull up right. Run jump SE out of the opening onto an ice ledge, then take a long running jump NE (no grab) to the small medipack. Take another running jump NE to what looks like a high diving board. Jumping down to the deck of the ship from this height appears to invite certain suicide, but you can do it.
Run E toward the upper deck. The trap door you noted earlier is now open, so hop down and engage the baddy who greets you. Push the button to create a short cut to the S opening. Head N down the corridor where the baddy appeared, turn right and go W to the end of the corridor, turn right, then left and continue to the W wall. Safety drop through the opening and pull down the SW wall switch to open a nearby door. Move the RX Tech block underneath the opening so you can pull back out. Go through the open SE doorway and engage another baddy. Pick up the UZIS in the nearby corner and push the timed button to open a door somewhere.
Exit N, turn left, then right and follow the corridor E. Turn left at the first crossing and you're facing the timed (and probably now closed) door. Now that you know the route, go back and push the button again, and this time you won't be impeded by the cut scene. When you're through the timed doorway, turn left, vault up onto the ledge and pick up the DECK KEY. Exit this room, turn left at the N wall and make your way E until you reach a closed door. Push the nearby button to open it and shoot the baddy waiting on the other side. Pick up his shotgun ammo and continue E to another closed door. Use the Deck Key to open it and go outside to engage a dog and a baddy.
Run down the long NW alley and push the button at the end (screen shot of a closed trap door). Return to the deck and loop around left down the long SW alley. Push the button at the end to open that trap door. Return to the door you opened with the Deck Key and re-enter the ship. Hop down to the corridor, enter the first room on your left and find that the door in the NW corner is now open. Enter for SECRET #1 and pick up the grenades. Return to the corridor, turn left and follow W until you reach the intersecting corridor that's slightly lower. Pull up right or left through an opening in the ceiling and find the opened trap door.
Pull up into an enclosed section of the deck, shoot a baddy who comes to investigate and pull up onto the high E section for a small medipack and uzi ammo. Look W and you can see something on top of the brown ramp. Go there for shotgun ammo. Go back and look on the N side of the upper deck for an open door. Enter and pick up the HUT KEY. When you exit this room another baddy is waiting for you outside.
Now it's time to leave the ship. Go to the E deck, stand to one side of the obstruction and take a running jump to grab the ice pillar. Pull up and take a running jump NE. Look down to your right to see a ledge near the water level. Safety drop onto it and enter the opening for SECRET #2. Pick up the uzi ammo, go back and jump SW onto the ledge around the corner. Jump up SE and make your way S along the ice wall. Jump to a S ledge and turn right to slide down to a lower ledge with overhead monkey bars. Jump up to grab them and monkey swing to the other end. Drop down, turn right and follow to an opening. Jump SW down to a corner ledge, then jump down NW onto a ledge near the water. Continue W until you reach an opening. Take a running jump slightly NW to grab the far ledge, pull up and run jump down to a larger ice field. Climb onto the metal block and jump back E onto the corner ledge. Jump NE to grab the higher ledge, pull up, turn around and jump W to the upper ledge. Hop NW to the jutting ledge and run off W to land on a lower ledge. Hop SW and take a running jump W to grab the roof of the outpost.
Pull up, run forward and drop down the other side to engage a baddy. Go around to the front of the building and use the Hut Key to gain entry. Shoot the dog inside, wait for another baddy to arrive, then pick up the SHOTGUN and the CROWBAR. Exit the building, go around to the rear and follow the passage up to a new area. Shoot two dogs and a baddy, then go to the doorway opposite the flaming barrel and use the crowbar to break in (pick it back up before entering). Go up the stairs to your left and be careful of two pairs of teeth doors blocking your way. Once past them, shoot the baddy and exit E. Pick up the DESERT EAGLE, shoot another baddy and push the S button.
Go back downstairs past the teeth doors, exit the building and loop around left through an alley and past an opened door. Shoot the waiting baddy, pick up his shotgun ammo and note for later the nearby pit. Run past it into the SW tunnel and follow to a new area. Shoot the dog and climb the ladder surface (E face) in the black tower. In the room above, if you wish to detour for another secret, stand at the opening and face NE. Take a running jump, curving to the right, to grab the N ice wall. Shimmy to your right until you're over the crawl space, release and grab and pull up inside. Crawl forward for SECRET #3 and lower Lara down the other side. Pick up the MP5 ammo and crawl back out. Drop to the ground and climb back up the tower. Use the crowbar to open the door, run across the bridge and locate the crawl space to your right.
Drop from the edge to grab the crawl space and pull inside. Follow to a small area with a pit and drop down inside to find the Dune Buggy. Push the N button to lift the door to your left, mount the Dune Buggy and drive it outside, running over a baddy on the way. Drive NE through the tunnel into the next outpost area, skirting the deep pit and driving through the NE doorway. Drive N and turn right to go up a steep ramp. Bear to your left and go down another steep ramp. When you can see the ship ahead in the distance, turn sharply to your right to go up another steep ramp and loop around to the right to reach the crest of another ramp.
Save your game here, as you need to roar down the ramp, bearing to your left, so that you can jump the gap and land on the SW ramp in order to reach the other side. It may take several tries to get across successfully. Once there, dismount and climb the block to reach the next section of the outpost. Shoot the baddy who greets you and enter the structure he came from. Pull down the SW wall switch to start the nearby machine, and on the way out shoot a dog and a baddy. Get down to the Dune Buggy, mount it and drive back N (it's much easier in this direction). Watch out for that sharp turn to the left as you approach the N wall. Loop around left through the tunnel to the next outpost station, continue SE through the alley and dismount near that steep pit.
Climb down to the bottom (it's much deeper now than it was earlier, courtesy of that last switch you pulled to start the machine) and light a flare to locate the crawl space up in the SE corner. Jump up to grab it, pull up inside and crawl forward and around the corner to end the level.
Level 2: FRACTURED MINES
Follow the tunnel to a door that opens upon your approach (and closes right behind you). Turn right and find yourself in one of those revolving-door passages where doors open and close behind you such that you could run around in circles forever without ever escaping. There's probably a technical explanation of some kind, but here's how I did it: Turn left (E) at the first corner, go past a closed door on your left, turn S at the next corner and go past a closed door on your right, turn W at the next corner and go past a closed door on your left, turn N at the next corner and see the opening you entered from ahead to your right. Don't advance further, but turn around and go back the other way. You should soon come to a closed door with an open passage leading to the left. Go there and crawl to the end of the crawl space. Turn around and climb down the long ladder leading to the lower mines.
Drop to the floor and pick up the shotgun ammo. Note the fork-tailed mutant crawling about beyond the mesh fence. Avoid allowing it and others like it to get too close to you, or you'll be affected by their foul poisonous breath. Push the button to lift the gate beside you, vault up N and follow around to the opening. Quickly shoot the mutant and head S toward the vast open area that will henceforth be referred to as the main room. Locate the mine cart on one of the tracks below and safety drop onto that track. Face W and shoot the storm trooper who's taking pot shots at you from down below.
This level is nonlinear and the tasks to be performed here are not required to be done in the order described in this walkthrough. However, what follows will take you through the level more efficiently and with a minimum of backtracking.
Run N into the opening and follow the tracks until they branch off. Continue straight (E), and as you approach the open area ahead, walk to the edge but don't slide down. Look to your right to find a flat spot and stand jump slightly NE to land on it. Walk forward as far as you can and take a curved standing jump to grab the crawl space. Pull up inside, crawl forward and drop down the other side for SECRET #4. Grab the grenades and drop down from the other side of the crawl space. Slide down to a broken section of the tracks and engage a storm trooper who was hiding in the gap. Climb up onto the SE and NE blocks for desert eagle ammo and flares. Enter the opening that leads up E and follow the tracks to a machine room. To the right is a side room with a grinder machine; to the left is a side room with two grinder machines. In between is a closed door. Go to the SE room with two machines, time your way past them and save your game in front of the timed button.
Your task is to push the button to open a timed ceiling trap door in the other room, get past all three machines (it helps to back flip past the first two), hop onto the ramped block in the second room with your back against the wall, jump forward to grab the opening and pull up before the trap door closes again. Run forward and drop down through the hole. Pick up the uzi ammo and small medipack on the ledges, then push the E button to open the door beside you. Go around the corner, crawl underneath the drills, vault up and follow to a button that turns off the grinder machines. Return the way you came, push the W button and shoot two storm troopers who are waiting outside.
Go to the two-machine room and climb the ladder in front of the second machine. Pull up and enter the NW crawl space for the GRENADE LAUNCHER. Get back out, stand on the raised platform facing SW and jump forward to grab the ceiling. Monkey swing W to the end and drop down. Follow around to the LEAD ACID BATTERY (1 of 2). Return and jump down to the floor of the two-machine room and exit W. Follow to the area with the broken track and look up to see the monkey bars. Hop across the gap, run forward as far as you can and turn to face slightly NE. Take a running jump to grab the upper ledge, pull up, turn around and jump up to grab the ceiling. Monkey swing across the room, drop down onto the ledge and take a running jump W to grab the ice ledge. Pull up, face the wall and jump up to grab the crack. Shimmy right until you can pull up into the crawl space.
Drop down the other side, follow the tunnel, pull up left, pull up higher two times and safety drop through the opening onto the tracks below. Follow the tracks W and S back to the main room. Turn left before the mine cart and run up the ramp to a ledge. Turn around and take a running jump N onto the upper tracks. Turn right to enter the W tunnel. Jump to clear the slope and follow the tracks, crawling under a barrier and jumping over a gap to meet up with a storm trooper. Approach the S opening and crawl underneath the drills. Follow the tunnel to a new open area and hop down onto the block. Jump NW to the upper ledge and follow around for grenades. Shoot the mutant before dropping down to the ground, and go around to the SW alcove to push the button there.
Quickly side flip right as another mutant comes slithering forth. Enter the building and go to the S wall. There's a closed door to your left, so turn right and pull up right into a crawl space about halfway down the corridor. In the next room pick up the shotgun ammo on the ledge and push the button that opens the W door in the corridor below. Get back down and exit W. Turn left and quickly kill a mutant and a storm trooper. Continue N and enter a crawl space. Follow to the end, turn around and hang but do not release. Shimmy left and pull up into another crawl space. Follow around left to another opening, and this time drop down on the other side.
Go to the crane and pick up the nearby CROWBAR. The E exit is ahead, but first go to the dark pillar to the left of it and jump SE around the corner to land on a triangular flat spot. Face the E wall and jump up to grab the crack. Shimmy left until you can pull up into a crawl space. Crawl forward for SECRET #5, pick up the small medipack and uzi ammo, and crawl back out. Shimmy right and drop down to the flat spot, turn around and take a banana jump around the corner of the pillar. Exit E and climb the long ladder. Shift left at the top and drop down. Pull up two times S, time a hop over the drills and safety drop down to the tracks below. Follow the tracks NE and return to the main room.
Jump S and follow the upper ledge a short distance to find a door barred shut. Use the crowbar to open it. Enter to find uzi ammo and a large medipack on the ledges. Locate the receptacle and insert the Lead Acid Battery (screen shot of a closed door). Exit this building, run N down the nearby ramp and jump down NW to pick up the MP5 ammo dropped by the storm trooper you shot when you first entered the main room. Use the nearby ledges to get down to the ground level and go E. Pull up onto the track and shoot the mutant lurking on the other side. Go across the main room and stand on the left side of the SE corner pillar. Stand jump to grab the crack in the S wall and shimmy left until you can pull up into a crawl space.
Crawl forward until you can stand up, then follow the tunnel up the ramp to a ladder. Climb to the top, shift right and release. Push the button to open a door you can see through the window to your right. Climb back down the ladder and crawl back to the main room. Go W, pull up onto the track and turn right to enter the tunnel. It's too steep to progress very far, so turn around at that point. Back flip onto the track, jump off and grab a ladder. Climb to the top, shift right and release. Follow the tunnel around to a hole. Safety drop near a section of the tracks and find a small medipack in the E alcove.
Follow the tracks S to an underground lake. Jump across for MP5 ammo, then jump back and follow the tracks over a bridge and into the next area where you'll encounter a patrolling storm trooper. Jump down NE onto the roof of a small building and drop to the ground. Enter the building, go down the ramp and note the closed door in the room below. Climb down the ladder and shoot the storm trooper who's waiting for you. Jump up to grab the ladder, climb up one rung and time a rolling back flip while the drill is retracted (largely a matter of blind luck). Grab the crawl space and pull up inside. Follow around left and turn right to locate a hole. Drop down through it and push the button.
Pull back up into the crawl space (tricky, Lara doesn't want to stay crouched and keeps dropping back down, and I finally got it through trial and error by using some combination of the action, crouch and up arrow keys -- save after you get it right). Crawl N and drop down through the hole on the other side. The NE door is now open, so enter and follow the ramp upward until you reach some flares. Pull up S into an alcove, hop NE into the adjacent alcove and push the button. Go back down the ramp and climb up the NW ladder. Shift right or back flip at the top and find the open N door. Enter and find yourself at the rear of the building where two grinder machines are working. When the time is right, slide down and run past the first one, then shoot the mutant before running past the second one. Take the LEAD ACID BATTERY (2 of 2) from the slab and make your way past the two grinder machines.
Go through the building and exit through the front door. Shoot the storm trooper waiting outside to your left, then go to the SE pillar. Face SW and take a running jump to grab the crack in the S wall. Shimmy left and drop down. Pull up left three times and follow the tracks back through the room with the underground lake and continue to the main room.
Go to the E wall and locate an ice ramp near the SE corner. Back flip onto it and jump off to grab the ledge. Pull up and grab the nearby flares. Follow the ledge N to near the end, turn left and take a running jump N toward the up ramp. Hit the action key as if to grab, but instead you simply land safely on the far ledge. Go up the ramps to the top level and enter the SE building. A storm trooper follows you inside, so turn around and deal with him. Insert the Lead Acid Battery in the receptacle to open the E door at this upper level.
Exit this building and jump N across the gap to the open doorway. Before entering, however, pull up E onto the roof, turn right and walk to the far end. Take a running jump toward the floodlight and locate the opening in the NE corner. Jump up into it for SECRET #6, light a flare and locate the flares and shotgun ammo. Return to the outside ledge, and from the E wall take a running jump S and grab the roof. Pull up and drop down in front of the open E doorway.
Enter, and at the mine cart enter the crawl space on your right. Follow around and shoot the storm trooper in the next room. Note the hole in the floor and the passage on either side. Enter the left (SE) passage, crawl under the drills and save your game at the button for a double timed run. Push the first button and exit this passage (again, back flips worked best for me), go around to the NE passage and push the button at the end. Get quickly to the floor hole, hop down and run E, and pull up before the trap door rises to block your way. Quickly step forward toward the grinder machine before the door ahead drops to block your way.
Jump NE past the grinder machine for uzi ammo. Jump back and then jump SE for a small medipack. Drop down beneath the grinder machine and deal with a mutant. Light a flare to find the SE opening and enter. Follow to a crawl space and crawl around the long slab to find the WINCH STARTER in the far corner. Return to the area beneath the grinder machine, stand at the top of the ramp facing W and time a jump to grab the opening ahead and pull up before you're ground into hamburger. There's another storm trooper waiting for you on the way back. Exit via the NW crawl space and return to the main room.
Run W along the track, crawl under the first two barriers and safety drop to the track below just before you reach the third barrier. Enter the N tunnel and follow the tracks to where they branch off. This time follow the green arrow to the right and continue until a steep slope stops you. Turn around, back flip and jump off the tracks to grab an opening. Pull up into the crawl space and follow to an opening that overlooks a suspended bathysphere. Take a running jump NW to the ice ledge, then another running jump NE to the apparatus. Go behind it and insert the Winch Starter to lower the bathysphere toward the water.
Jump SW back to the ice ledge, run off NW onto a lower ledge and hop down to the top of the bathysphere. Run off the W edge onto the ice ledge below. Take a running jump N to grab the next ledge, pull up and grab the large medipack. Jump back to the previous ledge and make your way around in a clockwise direction until you're facing a N sloped surface. Jump to it with a left curve so you slide down backwards, grab the edge and shimmy right until you can pull up safely. Continue to the N wall and pull up onto the ledge. Take a running jump NW into the higher opening and follow to a deep pit. Take the small medipack before dropping from the S edge onto a block in the main room.
Turn around and shoot the storm trooper, then hop down to the ledge below. Go to the S wall and hang from the edge. Drop down onto a small ledge, turn around and take a running jump E to the next ledge. Hop SE to the next ledge and pull up into the opening. Follow the tunnel to the end for desert eagle ammo and the MP5. Go back the way you came, cross the bridge E and shoot the mutant. Push the button, shoot the storm trooper and climb up on top of the building for shotgun ammo. Return to the bridge, go partway across and hop down to the ledge on your left. Stand at the SW corner, facing slightly NW, and stand jump with grab at the last instant to land inside the opening in the N wall. Crawl forward for SECRET #7 and follow the tunnel to the end. Pull up two times and pick up the flares and uzi ammo. Pull up right and slide down near the bridge.
Go back across and jump NE to the ledge from which you accessed the previous secret. This time, hop to the small NE ledge and take a running jump to grab the E opening. Pull up inside, run forward and pull up once more, turn left and jump to the SW opening. Follow around, pull up higher and run forward toward the closed door to end the level.
LEVEL 3 – REMNANTS OF TINNOS
Walkthrough by José
Approach to the door and it opens for you. Once in the starting courtyard, climb to the top of the metallic structure above the entrance to pick up a small medipack. Now go through the opening in E wall, up the stairs to a ledge overlooking the area; take a running jump to the top of the broken pillar to your right and from here another running jump to grab the edge of the high S opening; pick up the uzi clips to your right and go W to find a switch near the closed grate: a door opens at the other side of the corridor. Back to the opening, jump into the small pool in ground floor to save health (the waters are not so cold in this place).
Now go through the NW opening, climb the ladder and at middle way jump back, slide and jump in last moment to grab the edge of the opposite ledge, hoist up and go outside; pull a switch to open the trapdoors at the top of the ladder. Safety drop to ground floor and this time climb the ladder to the very top. Jump to grab the crack in the N wall of the pit and shimmy left to the other side, continue down the S corridor and soon you’ll find the door you opened moments ago. Look up to the hole above this door to discover a crawlspace in the ceiling with SECRET #8: grenades.
A bit to the E there is a movable block with a face in the left wall; push it twice and in this new room pull the switch to open the last door in the corridor. Now retrace your steps to the pit and drop from its E side to the ledge below; go to the ledge outside and re-use the switch again to raise the trapdoors. You can’t use the ladder now so, safety drop to ground floor, go again through the opening in E wall, up the stairs to the ledge overlooking the area; take a running jump to the top of the broken pillar to your right and from here another running jump to grab the edge of the high S opening. This time all the doors in the corridor are open so, run to the W side and back to the pit, use the crack to cross to the W side (or take a running jump to the trapdoors) and look for a small passage with a wall switch. Save your game.
Pull the timed switch and quickly roll, run outside and left to the trapdoors, take a running jump without stop to grab the edge of the E side of the pit, sprint through the corridor with the now three open doors and fast to the E side before the door closes. Slide down the ramp and continue to find a switch on your right hand side. Pull it to open a grate somewhere and go back to the starting area. This time advance W and through the passage in SW corner to find the open door.
Climb the ladder and run up the steps to find a room with a wall switch to your right near the entrance; pull it to open a couple of trapdoors somewhere. At the back of the room you’ll find MP5 clips and the Ruby Uli Key. Fight with a demigod on your way back to the starting area. Now you need to go all the way back up to the corridor with the moveable block, where you found the secret time ago: go again through the opening in E wall, up the stairs to the ledge overlooking the area; take a running jump to the top of the broken pillar to your right and from here another running jump to grab the edge of the high S opening; run to the W side and just to the left of the open door under the secret crawlspace there is an opening. Approach to the edge and look down and to your right (NW) to discover another opening in the W wall outside. Position Lara facing NW and take a standing jump with grab to land into that opening.
Follow the passage until you find the trapdoors you opened with the last switch moments ago, climb the ledge and soon you’ll fight with a couple of demigods. Once the calm is restored, go to your left (N) first to find a movable block in a niche; pull it once. Now go back to the entrance and through the S passage, pick up the flares at the top of the ledge and find the place where the block was, climb to the room above and continue to finally find the Sapphire Uli Key. Now take the long way back to the starting area.
This time go through the S opening just in front of the small pool to find the room where you can use the keys; do it so and advance to the Main Room where you’ll shoot up to three giant mosquitoes near the entrance. Not worth to explore this level now because you’ll only find closed doors so, from the entrance, turn left (W) and find a ladder near the corner, climb it and advance E; soon you’ll find a room to your right with flares, grenades and crosses with some symbols. Take a look at those symbols: on the right hand wall (W) you can see, from left to right, plant-bull-bull-hunter; and on the left hand wall (E), from left to right, fish-bird-bird-hunter.
Now go outside and around the perimeter to a room at S side where you’ll find four movable blocks with the same symbols. You already know what to do: choose and move the appropriate blocks into the recess so on the W wall you can see the sequence plant-bull-bull-hunter; and on the E wall fish-bird-bird-hunter. Each time you place a block in the correct position, a fire comes on behind it. It means: the block in the very SW corner goes on the right side of the W wall; the block in front of the closed grate goes on the right side of the E wall; the block in the SE corner goes on the left side of the W wall and the block in the NE corner goes on the left side of the E wall. Once the puzzle is solved, the grate opens and you can pull two switches to open four doors in first floor so, go outside and back to the ladder in the NW corner and climb down to the first floor.
Now you can visit the four areas to get four gems in any order. I’ll start with the nearest one. When you enter each area the door closes behind you, preventing you from revisiting the same area later.
W side - left door – Fire Area
In this room there are some pillars with intermittent fires, and another pillars with stable fires. You’ll need to deal with both kinds of pillars and fires. With the first ones, you must jump onto them, hoist up or take running jumps only when the fire is off, but you’ll always be able to stand up at the very corners if the fires are on. With the second ones, you can’t take running jumps or stand up near the center, but you can stand up and take standing jumps from the very corners for a short time suffering some damage so, be fast when you need to deal with this kind of pillars.
Now that you know the behavior of this fire pillars, from the entrance, take a running jump to the W pillar, to the pillar NW and to the N pillar attached to the N wall; situate Lara in either corner next to the wall and when the fire is off, quickly jump / grab the edge and hoist up. Pull the switch there to change the configuration of the pillars in the room.
From the pillar next to the opening, jump to the E one, again to the taller E pillar and from here a long running jump to the entrance of the room. Now jump again to the W pillar, to the pillar with the constant fires attached to the W wall, shimmy left and hoist up in the very corner and quickly turn and take a standing jump NE to the corner of the taller one. From here a last standing jump to the high opening in W wall. Pull the switch to change again the configuration of the pillars.
Take a standing jump back to the pillar next to the opening (not from the very edge, but one or two steps back, hitting the ceiling when jumping to land onto the very corner), from here, a long running jump to the pillar attached to the N wall, now comes a series of jumps from pillar to pillar in an E direction to finally reach the top of the high pillar attached to the E wall under the opening.
For a secret later: turn right and take a running jump with grab to the opening with the broken window in NE corner; pull the switch to raise a trapdoor somewhere (no camera shot) and take a running jump back to the pillar under the opening.
Jump into the E opening and pull the switch to open the door in front of the entrance (N wall). Now from the nearby pillar take a standing jump to the W one and from here a long running jump to the ledge near the entrance. From here, repeat the series of jumps from pillar to pillar until you reach the high opening near the NW corner; pull the switch there back up to lower the pillar in front of the open N door and take a couple of jumps E to land onto it (it’s possible to jump with a left curve from the right side of the tallest pillar near the N wall to land in a corner, timing the fire). From this low pillar, take a final running jump N to the opening with the open door.
Climb the ladders and when you’re at the top of the room, light a flare and take a running jump of faith S to discover the invisible platform in the middle of the room. From here you can take a running jump to the W ledge where the large medipack is, if you want, and come back to the central platform. Now take a long running jump to the E ledge above the fire (grab the edge and shimmy right if necessary) and from the N side look up NW to the hole in the ceiling to discover a ladder; jump to grab it and climb to the top, continue and at the back of the corridor take a diagonal standing jump NW with grab to land into the opening in the corner. Pull the switch to open a door somewhere, drop and go back to the ledge outside. Use the central invisible platform to cross to the S side of the room.
Near the open door there should be a raised trapdoor (if you previously jumped and pulled the switch behind the broken window). Over it there is a hole in the ceiling with a ladder; it can be difficult to grab so, do sidesteps if necessary. At the top you can find SECRET #9: desert eagle ammo and shotgun shells. Climb back down and go through the S open door.
Left and right there are timed switches, which stop the fires of the dragon heads but only for a short time. Start by pulling the E one first, roll, sprint W to pull the second one, roll and run and jump with a left curve to land onto the first pillar (you don’t need to approach too much near the entrance or you'll lose a precious second); immediately a standing jump to the next one and a last running jump without stop to grab the edge of the ledge in front of the exit door. The pillars left and right are not safe because the intermittent fires from the dragons heads. In front of the closed door you’re safe and can save your game if you want. Now time the fires to pull the switches in both sides to open the door (run diagonally cutting the corners and not jumping, to save time).
Enter, but beware with the burning swinging lamp; pick up the first Oceanic Crystal and a nearby trapdoor opens; climb the ladder in the corner and continue through the snowy passage until you eventually find a hole and drop to land onto the very top of the main room. Go E to find uzi clips near the corner. What I did to go back to the second floor from this high snowy ledge every time I got a gem: approach to one of the edges near the corners, position Lara a couple of tiles far from the wall and take a diagonal simple jump with grab to land into the opening below. Then only run back to the ladder in the NW corner and climb down to the first floor as you did before.
W side - right door – Earth Area
Once you climb down the NW ladder and approach to this door, a couple of demigods appear; you know what to do. Enter and climb down the long ladder; continue to a big room with many rolling-spiked cylinders traps. From the entrance, jump and sprint to the niche in the opposite side of the room (N) and pull the switch to open the trapdoor at the top of the ladder near the entrance; this will trigger a couple of giant mosquitoes and also some cylinders. Now you need to trigger the cylinder in the NE corner so, step on the tile in front of the slope and jump back. Go back S to the entrance, picking up shotgun shells on your way and trigger the cylinder in the SE corner by jumping onto the flat tile at the top of the small slope and jumping back. Now the way is clear and you can climb the ladder up to the upper S ledges.
Advance a bit and grab the monkeyswing to cross to the high N ledges at the other side of the room; turn right (W) and pick up the small medipack near the window. Go back to the monkeyswing and approach to the end of the E ledge, take a long running jump E to the place where one of the cylinders was, at the NE corner. Continue to find a huge cave where you’ll kill a couple of giant mosquitoes. Cross the cave to the SE and follow the path to find the Emerald Uli Key. When you pick it up, an earthquake starts.
Go back toward the big cave to find the way blocked by a lava pit. Approach from the left and see a safe low ledge near the corner. Take a standing jump to the corner of the ledge pointing the lava and quickly jump back to grab the edge avoiding the falling debris; hoist up and patiently wait for two giant wasps; check your health and jump to grab the crack in the E wall (there is a trick here: if you start shimmy from the very left of the crack it’s very possible you die at middle way. What you can do to avoid this is, calculate the jump so Lara grabs the crack a bit right from the start of the crack, that way she will trigger the debris at the very limit of the trigger tile and have enough time to shimmy back. Of course, you’ll need to be lucky with this jump); shimmy right but beware with more falling debris when shimmying (shimmy right and immediately left when reaching the trigger tile). When you are on the next safe ledge in the corner, jump to the next one (W) and immediately jump back to avoid more falling debris; jump again to the ledge with the debris, from here a running jump (no grab) to the rock near the corner and finally jump to grab the edge of the pit. Now try to take the running jump to save the next pit from the very left side (E) to avoid more falling debris. Once in the big cave the earthquake stops so go to the snowy ledge in NW corner and back to the cylinders area. Note by moderator: the two wasps mentioned near the beginning of this paragraph did not show up in my game until I had crossed the two pits and returned to the big cave.
Time to use the key. Approach to the slope next to the N wall, slide and jump in last moment to land onto the wide stairs below. Go up the stairs and use the key to open the door; again, beware with the swinging fire pot and pick up the second Oceanic Crystal getting a camera shot of a closed trapdoor. To open that trapdoor, use the wall switch in the NW corner of this room. Go back out to the wide stairs.
For a secret: from the bottom of the stairs (W side) look N and to the right to discover an opening behind the right pillar. From the higher step (third step from the pit) take a running jump to grab the W block. Pull up, face NE and take a standing jump with grab to get there and pick up SECRET #10: MP5 clips. Take a running jump SE with a right curve to go back to the stairs.
Now take a running jump with a right curve to grab the E ladder near the N wall, climb and when the camera changes jump back to the ledge behind. From here you can take a running jump to the cylinders area, but beware because there are still two more to trigger. Use the ladder near the entrance again (the one with the lowered trapdoor) to reach the upper S ledges and this time ignore the monkeyswing and continue W to eventually find another ladder and the open trapdoor at its top. Climb several ladders and follow the path until you reach the very top of the main room. Use the same trick as before to jump down to the second floor, go to the ladder in the NW corner and climb down to the first floor as you did before. This time go to the open doors in E side.
E side - right door – Water Area
When finding the first swinging fire pot, use the switch in the right recess to open the next door. When finding the second swinging fire pot, duck to pick up the small medipack in the recess to your left. In the pit, jump to the central ledge and from here take a standing jump with grab to the SE or SW corners to avoid the rotating blades; once into the water you can pull out onto the lower (S) ledge just under the entrance opening. Now crawl under the moving artifact to pick up the shotgun shells and continue crawling to the very NW corner where you can stand up with no harm. Jump to grab a crack in N wall and shimmy left until you can go through a crawlspace. Save your game in front of the water hole.
In this water room there are three rotating blades. To suffer less damage, try to swim always near to the corners when crossing from room to room. When finding the second rotating blades, look for a triangular crawlspace in SW corner to get SECRET #11: flares and uzi clips. Continue swimming down to the very bottom and find an opening in N wall which will lead you to an air hole where you can take a rest and save your game. Now you can dive to the bottom of the water room and under the blades to find a niche with an UW lever in the opposite side (S wall). Pull it to open a door somewhere and return to the water hole to take another breath. Now make your way to swim back up to the dry room with the first rotating blades.
Drop / grab the edge and shimmy right to the corner where you can safely drop; duck, crawl under the blades and carefully drop into the water. Save your game here. Now swim through the hole in E wall and follow the passage to another UW room with more rotating blades. To cross to the other side you can choose between the left or right openings, but I should better chosen the right one, with the large medipack. Anyway, once you are on the other side, you’ll always can take some air and go back to pick up the MP5 ammo in the other opening if you have enough medipacks or if you’re enough skillful to swim between the blades without take damage.
Swim through the S opening, surface and pull out. In the next room draw your weapons to kill a couple of demigods. Now go through the W opening and time the next rotating blades to enter inside the room, climb to the high niche in W wall, turn around and take a running jump timing the blades again to the high opening in NE corner (you'll need to be lucky; if not, save the game, reload and take the running jump; if you die, reload again and wait a second before the jump); pull the switch to open the door at the other side of the room. Time the blades again to jump back to ground floor, climb again to the niche and this time take a running jump to the SE opening; continue to find yourself on the high ledges overlooking the room. Kill a couple of giant wasps.
Now look for an opening in the S wall where you’ll find a wall switch around the corner; pull it to open a door somewhere and go back to the ledges. Don’t drop to ground floor yet, go around to the N ledge and look for a switch behind a pillar near a trapdoor. This switch lowers the trapdoor so you don’t need to deal with the blades again to go back up to these ledges.
Use the nearby ladder to climb down to the ground floor and go through the S opening this time; follow to a small room with… oh, no! More rotating blades! Approach to the SW corner, jump to grab the edge of the crawlspace and go inside, turn right and stand up in the niche. There is a crack in the E wall, left of the ladder; so from the back of the niche take a running jump with a hard left curve (that low ceiling certainly doesn't help) to grab that crack, shimmy right to grab the ladder, climb a bit and jump to the ledge at your back. Again, beware with the swinging fire pot and pick up the third Oceanic Crystal, getting a camera shot of a closed gate. To finish opening that gate, use the wall switch in the SE corner of this room. Go back to the previous room, climb down the ladder and shoot the demigod when you’re back in the central room.
Now go through the E opening, climb the ladder and pull the switch to raise the trapdoor so you can push the movable block once, and place it on the outside ledge. Go back to the central room and climb the ladder in NW corner (I suppose you used the switch before to lower the trapdoor at the top) just one step over the level of the ledge, take a backflip with twist to grab the edge of the ledge at your back. If you didn’t lower this trapdoor before, you’ll need to go up dealing with the rotating blades again. Now go around counterclockwise and pull/push the movable block twice to the N, climb it and jump to grab the S ladder in the ceiling hole. Once at the top, jump to the gray rocks to reach the opening in the W wall and follow the passage to find yourself at the top of the main room. Use the same trick as before to jump down to the second floor, go to the ladder in the NW corner and climb down to the first floor as you did before. Go to the last open door on the E side.
E side - left door – Air Area
Jump into the water hole and after a short swim, go all the way to the wall and pull up right when you surface (steam emitters above). Turn left, pull up N and back flip onto the high S ledge. Hoist up and take a running jump to the N ladder, climb it, turn around and take another running jump to the S ledge. Now climb the E ladder timing the steam and jump back to land onto the slope, slide and jump in last moment to grab the edge of the N ledge. From here, take a running jump with grab E-SE to land into the opening under the window. Climb the ladder and use the wall switch to raise a trapdoor outside. Climb down the ladder and drop / slide to the ledge near the water hole at the bottom. Now repeat all the same movements as before: Pull up N and back flip onto the high S ledge. Hoist up and take a running jump to the N ladder, climb it, turn around and take another running jump to the S ledge. Now climb the E ladder timing the steam and jump back to land onto the slope but this time landing onto the raised trapdoor. Face S and take a standing jump over the slope to the S alcove; grab the monkeyswing and swing all the way to the N where another steam emitter awaits. Pull the wall switch on your left to open the opposite door.
In the next room, jump onto the rocky bridge and shoot a giant wasp. There is a niche in front of you (W wall) with a wall switch and a closed door in NE corner.
For a secret: don't use the switch in the niche near the top of the bridge, but drop to the bottom (jump into the small pool NE) and use the switch in the NW crawlspace. Back to the room and shoot a giant wasp that may appear. Then use the trapdoors in W wall to jump to the high niche with the switch in E wall and use it. Drop to ground floor and shoot another giant wasp; now use the switch on the SW block (the SE switch does not need to be used at all). Again, use the trapdoors in W wall to go to the top of the bridge and to the now open door to get SECRET #12: a large medipack.
Jump back to the bridge and this time jump to the niche in W wall and pull the switch; this raises a trapdoor just under the monkeyswing at the S side of the bridge (below). So use the raised trapdoors to go there, grab the monkeyswing and advance to the N opening. Again, beware with the swinging fire pot and pick up the last Oceanic Crystal (hearing a door opening somewhere). Climb the ladder in the corner and follow the snowy path to a hole in the floor; turn around and drop/slide/grab/drop, losing some health. Pick up the grenades in the nearby NE corner and, as usual, use the same trick as before to jump down to the second floor, go to the ladder in the NW corner and climb down to the first floor as you did before. This time go all around to the big closed doors in the S side of this floor (a demigod will appear somewhere); place all four gems in the statues to open the doors and advance to finish this laborious level.
LEVEL 4 – TOMB OF MYSTERIES
Walkthrough by José
Go down the stairs but beware with the dart traps all along the way (they are poisonous). Walk slowly and duck when needed until you arrive in a room with a lava pit. Approach to the edge of the pit (beware of the swinging fire pots), turn around and drop / grab the edge / shimmy if necessary / drop / grab the edge of a crawlspace below and crawl to the last secret room of this adventure. Pick up SECRET #13: the small medipack and when you can stand up shotgun shells and desert eagle ammo. Approach to the lava pool and situate Lara with her right shoulder against the N wall, take a running jump to the right side of the E slope and immediately jump to grab the edge of the floor above; shimmy left to avoid being damaged by the darts and hoist up.
Go west again to the lava pit, deal with the swinging fire pots and finally jump to grab the edge of the crawlspace in W wall. In the next lava room with pillars and fires, step on the marked tile in NW corner to stop the fires at the top of the pillars for a short time. Take a standing jump to the first pillar, another running jump without stop to the second one and another standing jump to one of the sloped ledges left or right. This will trigger a rolling spiked cylinder so, quickly jump back to the pillar you came from and quickly jump ahead to the sloped ledge before the fire starts.
There are four cylinders to avoid, two in SE corner and another two in SW corner. You already have avoided one of them, but there are still three more cylinders to trigger so, make your way to go up the slopes and quickly jump back to the central safe ledge in between the left and right branches so all four cylinders are in the pit. When done, pull the wall switches at SE and SW corners to open the exit door. (Jump and drop grabbing the edge of the sloped ledges to avoid being smashed).
Once the door is open, go inside the corridor and climb the ladder. When you're one rung below the dart trap, take a rolling back flip to grab the ladder behind you. Climb to the top and turn around; jump over the dart trap and you’ll arrive at a room with 6 wall switches. Look carefully to the statues above the switches. A couple of statues have a gem and four statues have not a gem. Those (the no gems) are the switches you need to pull: the central and right switches in N wall and the left and right switches in S wall. The trapdoor in the middle of the floor opens.
Drop / slide down the ramp and continue to the final battle area. Save your game here. There are four face tiles in the floor: left from the entrance (left from the entrance, very near of the face tile is the NW exit door, for later), another one right from the entrance; another one at W side, at the end of the W bridge; and the last one at E side, at the end of the E bridge. There are also some large medipacks to pick up, one of them at the end of the S bridge and another one at the end of the N bridge, also in the E room where the Bull is (in that room there is also some desert eagle ammo). Make your way to go there and lure the bull so that this enemy steps onto all four face tiles to get access to the central tile and pick up the Tinnos Sculpture; always being chased by another Immortal Boss (stun him periodically with the desert eagle to get some extra rest when needed). When you pick up this artifact, the enemies disappear.
Now run to the entrance (N) and to the right (W) to the open door. Run up the stairs to a high ledge overlooking the battle area; take a running jump to the ledge ahead, advance SW and take a running jump to the S ledge. Go around and take another running jump to the E ledge; continue and take another running jump to the icy ledge E. Loop around left, climb the ladder and follow the passage to a ledge overlooking the room. Turn left and take a standing jump to the rocky ledge; a running jump and grab W to the next one and here there is a tricky jump to the rocky ledge attached to the S wall. First, walk toward the triangular ledge to your left (but not onto it), approach the W wall a step or two away and take a very difficult running jump with a hard left curve to finally grab the edge of the rocky ledge attached to the S wall (this could take several tries). (Thanks, DJ Full).
Once you get it, hoist up, and climb to the recess in S wall; turn left and take a running jump with a right curve to grab the edge of the ledge attached to the W wall. Now another running jump to the next N ledge and, from here, a long running jump to grab the edge of the snowy sloped ledge in N wall; shimmy left until you can hoist up. Now simply a last running jump to the E passage and advance to find the chopper and finish this incredible adventure.
April - 16 - 2017.
pending walkthroughs/walkthrough small talk
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