Tomb Raider III.

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The Lost Artifact.       Walkthrough by Stella

                                   

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  India.    Nevada.   London.
  South Pacific.   Antarctica.   Bonus: All Hallows

India Levels


IMPORTANT NOTE ON BUGS AND PATCHES: I strongly encourage PC users to review the information at http://tombraiders.net/stella/tr3warnings.html, and that that PC users install the patched tomb3.exe file, before running the game. This can be downloaded from both Core Design (http://http://www.core-design.com) and Eidos Interactive (http://www.eidosinteractive.com/techsupp/). I have also included information about any bugs I am aware of within the walk-throughs.
 

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, thereís an opening into the water. Jump in and swim through the passageway. As you emerge from the tunnel, youíll 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'll probably have to kill it to get the pack back.

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 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

IMPORTANT NOTE: If you have not installed the patched tomb3.exe file (see the note at the beginning of this document), or if you have the PlayStation version of the game, and you're having difficulties as a result of encountering "invisible walls" near the middle of this level, you may still be able to go on. The first invisible wall bug is apparently triggered by saving in the room with the first six-armed statue or returning there later in the level (). And you may be able to avoid the second by following the alternate walk-through for that section (). Note that if you encounter one of the invisible walls and then install the patch, you will not be able to load your earlier level 2 savegames. The bug corrupts the pre-patch saves and the patched game won't run them.

Kills: 30 Items: 36, plus 5 keys, 2 scimitars and 8 save/power-up crystals Secrets: 4*

*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.

You'll emerge on a ledge above the water near the beginning of the level. Jump to the branch on the left. 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.

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.

(**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.)

Drop into the next room, where there is a six-armed statue. To the left of the statue you'l 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 itís safe and hang from the edge periodically to get the statue moving again. Or, while youíre 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 didnít 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: This switch enables you to get the third secret a bit farther along. If you donít pull it, then the lever that opens the door for secret #3 wonít work. And, if you're having trouble locating this secret area, check out the screenshots at http://tombraiders.net/stella/TR3walk/ruins2.html.)

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 doesnít 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.)

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 right. 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. (NOTE: If you're having any difficulty with this sequence, the series of screenshots at http://tombraiders.net/stella/TR3walk/ruins3.html may help.)

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.

(***NOTE: You might want to use the 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). (See the diagram tempruins.gif for a visual of this sequence. If this didnít transfer properly when you downloaded the walk-through, it is also at http://tombraiders.net/stella/images/tempruins.gif.) 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.)

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. (See the screenshot at http://tombraiders.net/stella/images/templeruins.jpg if youíre having trouble finding it.) 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. Time a dash past either of the fire-breathing statues.

In the next room, you'll find 2 six-armed statues. The first animates as you enter, the second only when you climb onto the platform with the third statue (which doesn't come to life). 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, but you'll probably need 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.

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.

(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.)

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.

Go into the next room, where you'll find a save/power-up crystal, the exit door, three locks and an opening above water. (The following sequence is shown in the diagram 2tempruins.gif, also online at http://tombraiders.net/stella/images/2tempruins.gif.) 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 reach the wall, where the current is weaker. Follow the wall to the first lever and pull it. Now roll and try to swim back along the right wall (hold the swim and right buttons). When you're nearly to the corner, cut to the left. You'll get dragged toward the spikes, but you should be able to make it to the center of the room where the current isn't as powerful. When you reach the center, swim straight toward the opening. Then cut to the left toward the other side wall. Again, the current will drag you toward the spikes, but if you keep heading forward, you can make it to the far wall before Lara gets skewered. Follow the wall to the corner and pull the second lever, which will turn off the current. Get air if you need it, then retrieve the FIFTH GANESHA KEY from the bottom.

Use the three keys to open the gate at the top of the steps and exit the level.

A cut scene follows: Lara emerges from the temple and sees the psychotic blond explorer rafting down the river. She draws her weapons and fires. He laughs and makes some dramatic gestures and the temple begins to crumble around her. Lara dodges falling stone blocks as the bad guy gets away. She starts to follow on foot then notices a quad bike nearby.

 

INDIA PART 3: THE RIVER GANGES

Kills: 14 Items: 19, plus 4 save/power-up crystals Secrets: 5*

*There are two paths through this level. The totals above are for the path which leads past all of the secrets. The alternate path, through the ruins, will give you 29 kills and 24 items, plus 2 keys, 3 save crystals and only 4 secrets.

Objectives: Travel down-river on your borrowed quad bike to find the level exit. If you take the path through the ruins, you'll need to locate 2 keys and open the gates that will let you drive the quad bike through for the final jump across the river.

Walk-through: Don't get on that bike yet--first, find a secret. Turn around, go past the temple and the fallen blocks to a ledge above the river. Turn around, drop back and climb down the rock ladder and left to a green ledge. (NOTE: Save your game frequently if you can. If at any time you fall into the river, you'll need to restart since the strong current and the piranhas will quickly put an end to poor Lara.) Turn around and take a running jump to the stone ledge ahead. Run, jump and grab the next ledge; pull up. (This jump is quite tricky. Be sure to jump from the left side of the block and hold Forward and Jump the entire time.) Turn left, take a running jump to grab the next ledge, and pull up. Turn right and take a running jump to the L-shaped ledge. Take a standing jump to the next ledge, using Action to lower Lara's arc so she doesn't hit the low ceiling. Take a running jump to the next ledge and another running jump to grab the last. Enter the room for SECRET #1.

Inside is a series of angled blocks above sharp blades. Stand with the first angled block on Lara's left. Side flip onto the slope and hold Jump to spring off each of the blocks in turn, landing on the square pillar above. Collect shotgun shells, a save/power-up crystal and a large med-pack from the ledges and drop down. Return to the beginning of the level the way you came.

(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.)

Above and behind the quad bike is a small opening containing MP5 clips and flares. Pick those up then get on the bike and ride around almost to where you climbed down the ladders. Jump the bike over the river from the little hill into the tunnel on the other side.

(NOTE: To get up some extra speed use "turbo": hold the brake--same key as Sprint--and press Action to rev the engine. Then release the brake and go.)

Ride through the tunnel, past the pit on the left. Park and get off the bike before the next gap. Climb down the ladder into the pit to get SECRET #2--shotgun shells, flares and a large med-pack. Climb back up and ride over the pit. Continue to an area with several ramps. Jump the first gap, turn left and jump the next gap. Park the bike near the gold gate. Climb down then up to the top of the first ramp. Jump to the opening on the left.

Follow the passage. There's a cobra just around the first bend. Kill it and continue. Soon you'll come to a hole in the floor above the gold gate and bike. Jump over it. Continue, killing another cobra. Drop through the next opening, kill 2 monkeys, grab the save/power-up crystal and press the button to open the gold gate.

Drive through the gate and choose your path at the fork. The LEFT PATH skirts the ruins and allows you to find all the secrets. The RIGHT PATH leads into the ruins and bypasses one of the secrets.

ALONG THE RIVER (left at the fork): Ride up the main path. Jump the next large gap on the right side and quickly cut to the right to keep from falling into the chasm. Ride forward slowly, hugging the right wall past the hole. Continue to the opening on the left. Ride down onto the stone bridge and dismount. Jump to the ledge on the right, where you'll find some Desert Eagle clips. The small opening above leads to SECRET #3--harpoons, Uzi clips and a save/power-up crystal. Return to the bike.

Continue forward, jumping the gap, and proceed to a fork. Drive down to the left and park. Walk forward past the ramp to an opening with a tree on the right. Go around the tree and jump to the root that sticks out over the river. Take a running jump to grab the rock ledge opposite. Pull up and take the Uzi clips. Shoot 2 vultures and return to the bike the way you came.

Slowly ride up and around the narrow ledge. Stay on the rocks when you come to the trees, or you'll fall through. Continue around to a straight-away with a small gap. Use turbo to jump the small gap and keep going over the river to the other side.

Dismount, grab the save/power-up crystal and climb down the rock ladder, getting off on the block on the right side. Kill the cobra, take the Desert Eagle clips and climb back up. Drive the bike around to the area above the cobra ledge. Now jump the river one more time. You'll end up in a rocky canyon on the other side, where you can leave the bike.

Slide down the slope near the left wall to land on a small ledge. Pick up the walk-through below at the **.

THE RUINS (right at the fork): Drive the quad bike down the rocky path and jump the river. Dismount, kill a monkey and pick up a small med-pack. Climb down into the hole. Go up the slope past a small opening on the right. At the top of the slope are two openings on the left. The first is partly concealed by greenery. Inside is a cobra and the FIRST GATE KEY. The second opening contains flares and Uzi clips.

Return down the slope and climb through the small opening (now on your left). This leads into the building. Kill 3 monkeys and pick up a small med-pack and shotgun shells (in the small alcove). Continue around to the left, where you'll see a relief of Ganesha (the Hindu god with the elephant head) and two locks in raised alcoves on either side. Continue underneath Ganesha to an alcove where you can climb up through the ceiling.

The next area has two locked gates and a pool of quicksand in the far right corner. There's a save/power-up crystal on the ledge opposite the quicksand, and a monkey lurking about. Climb up the rocks to the left of the first gate. Jump to the branch and from there to the opening in the wall.

Drop down on the other side and head toward the gate with quicksand around the bottom. There are shotgun shells in the high alcove opposite. Pull up at either end where it's lower. Return to the tree and climb the rocks below to jump to the branch. Walk across the branches, kill the monkey in the L-shaped alcove, and follow the ledge to an entrance into the building.

Go in past the opening in the floor to the next room. Kill 2 monkeys, pick up a rocket, Uzi clips and the SECOND GATE KEY. Then kill 2 more monkeys. Return to the hole in the floor and drop down on the side away from the fire-breathing statue. Kill another monkey. Go around to the left, kill yet another monkey, and push the button to open the small gate and a larger gate outside. This also lets in 3 more monkeys.

Exit through the small gate, climb the rocks, jump to the opening in the wall and drop down into the previous area. Drop into the hole behind the tree to re-enter the first building. Use the gate keys in the two locks to open the big gate outside. Go around to the right, past the torches, and crawl through the green opening where you entered. Return to the quad bike.

Drive the bike down into the hole. Follow the passage up the hill, through the gate and up to the ramp near the quicksand. Use turbo to jump the quicksand and sail through the second gate. Drive to the right past the tree and around the building to the opening in the green wall. Dismount and kill 2 monkeys.

You're now next to the river again. If you want to, you can go for a rather difficult pick-up. Jump to the tree root that juts out over the water. From there, take a running jump to the green stone ledge. Now make a tricky running jump across the water to grab the left edge of the tree root. (Angle this jump so Lara takes off from the peak of the ledge and grabs the left side of the root.) Take a standing jump to the other triangular area of root. From there, jump to the ledge. Pick up Uzi clips and harpoons. Take a running jump from the tree root closest to this ledge to grab the green ledge on the other side of the water. Take a running jump back to the first tree and return to the bike. (See the diagram rootjump.gif, which is also online at http://tombraiders.net/stella/images/rootjump.gif.) Jump the bike over the river to the cave opening.

(**) If you took the path through the ruins, you'll enter this area via the GREEN CAVE near the river. If you took the path down the river, you'll enter via the ROCKY SLOPE. You can then proceed to the other area, since they are connected. When you've finished with both areas, head for the WATERFALL.

GREEN CAVE: Kill 2 monkeys and get a save/power-up crystal.

ROCKY SLOPE: Kill the pair of vultures. Find the jutting block along the rock wall. (You'll be standing just below it if you took the river path and slid down from above.) Take a standing jump from the edge of the flat spot below to grab onto it; pull up. Cross the ledge and jump to the next ledge, a path between two clumps of rocks. Go through to the other side and take a running jump to grab the high ledge opposite. Pull up, go to the end of the ledge and turn to the right. You should be facing an angled ledge and the small green opening should be ahead on the left. (See the screenshot at http://tombraiders.net/stella/images/ganges4.jpg if you're not sure.) Take a running jump to the angled block, turning in the air if necessary so you land facing up the slope. Slide back and grab the edge. Pull up, continue to hold Action, and immediately press Jump and Roll to turn in mid-air and grab the ledge behind. Pull up and crawl in to find SECRET #4--Desert Eagle clips and a small med-pack.

Crawl out of the cave and turn to the right. Take a running jump to the angled block near the wall and hold Jump to land on the ledge to the left. (Check out the screenshot at http://tombraiders.net/stella/images/ganges4a.jpg if you're not sure where to jump.) From there, return to the ground the way you came.

WATERFALL: Go through the opening near the save crystal to the small pool. Cross the rocks on the left and jump the gap to the stone ledge. Kill 3 more vultures. (Notice the broken raft in the pool below the falls. Apparently your quarry came this way as well.) From the end of this ledge, jump to the small square ledge ahead. Safety drop to the ledge below and pick up harpoons and MP5 clips. Take a running jump across the pool to grab the crevice. Traverse to the right, pull up and craw into the cave. This is SECRET #5--harpoons and shotgun shells. Back out and drop into the pool.

Swim down and grab the small med-pack on the bottom. Then climb out and go through the rocky passage behind the falls to finish the level.

 

INDIA PART 4: CAVES OF KALIYA

Kills: 15 Items: 8, plus the GRENADE LAUNCHER, the INFADA ARTIFACT and 2 save/power-up crystals Secrets: none

Objectives: Make your way through the maze of corridors to the bottom of the level to take on your fellow explorer and claim the Infada artifact.

Walk-through: The beginning of this level is basically a three-tiered labyrinth. Below that is an anteroom and finally the room with the India boss, Tony. There are a number of paths you can take to reach the bottom. I have provided maps of the three levels, kaliya1.gif, kaliya2.gif and kaliya3.gif. (These are also available online at http://tombraiders.net/stella/images/kaliya1.gif, http://tombraiders.net/stella/images/kaliya2.gif and http://tombraiders.net/stella/images/kaliya3.gif.) The most direct route, which bypasses the middle level entirely, is marked with red dots.

UPPER LEVEL: Pit #1 contains flares. There is a cobra in one of the dead-end passages and Uzi clips near the opening down to the lower level. To get there, head left at the start of the level. To get to the middle level, go right at the beginning of the level, down a ramp (sprinting into either the alcove or the hallway at the end of the passageway to avoid being flattened by a boulder). Follow the passageway past another boulder trap and climb up into the middle level.

MIDDLE LEVEL: Pick-ups are shotgun shells, plus a small med-pack guarded by a cobra. Both of these are in dead-end passages in the area with the brown stone floors. There's also another cobra in the dead-end passage to the left as you enter from the boulder trap area. To get down to the lower level, locate the movable block in the middle of the level (between the three radiating passages with raised steps) and move it aside to open up a fourth passageway. Follow this to pit #3.

LOWER LEVEL: Enter via pit #2 (from the upper level) or pit #3 (from the middle level). There is a cobra in one of the dead-end passages and flares and a save/power-up crystal near pit #4, which leads to the end of the level.

At the bottom of pit #4 is a dark room containing 10 cobras. Drop a flare down into the pit then safety drop down. Kill the 4 cobras in the first area without stepping between the angled blocks. This sets off a boulder trap. When the first group of cobras are dead you can trip the trap and jump back into the clear area to get out of the way. Now advance into the next area and kill the remaining 6 cobras.

Continue past where the boulder landed and crawl through the low opening. Get the small med-pack and save/power-up crystal at the top of the ramp. Then slide down to meet the boss.

The boss, who you later find out is named TONY, stands on a small block in the center of a large room with stone platforms set in a pool of toxic liquid. As soon as you enter, he'll start warming up his fireball attack. If you have trouble killing him, try this: Draw your shotgun before you slide so you can start shooting right away. Take two or three shots from the ramp and first platform. Then jump to one of the larger platforms on the side and position Lara so she has room to side flip back and forth while facing him. Continue to pump him full of shotgun shells, jumping to the other side of the platform every time he launches an attack, and taking care not to fall into the pool.

Alternately, slide down and jump right onto the platform where Tony is standing. He'll send the fireballs up toward the ceiling, so you may need to sidestep left and right to avoid them as they fall. At close range, pistols work fine and shotgun blasts are even more effective (only about six or seven will do it). When he dies, he'll disappear in a huge explosion, leaving the INFADA ARTIFACT behind.

Before getting it, pick up a small med-pack, the GRENADE LAUNCHER (loaded with 4 grenades), plus 4 more grenades on the next platform. Take the artifact last to end the level.

An FMV sequence follows: Lara emerges from the ruins and sees a boat chugging down the river. The pilot calls out to her and she goes aboard. He apologizes for the unfortunate incident with Tony, who was one of his employees, and introduces himself as Doctor Willard. (He's the same guy we saw earlier in Antarctica and heard over the radio at the jungle camp.) He tells Lara he's inspired by the way she handled Tony and would like to offer her other work. She hesitates. Then he explains that the Infada artifact is actually one of four similar pieces fashioned from meteorite ore by Polynesians who settled an island off Antarctica. He scans the artifact and shows her an analysis of the material on his computer, explaining that the ore is unique, an unknown material. Lara asks how it ended up in India. He says his investigations led him to the diary of a sailor on Charles Darwin's ship, the HMS Beagle. Lara begins to read and we flash back to the voyage.

August 14, 1834.... The sailor writes that he's restless and hungry. He and a few of his mates go ashore on a hunting expedition and discover four mysterious objects in a cavern of ice. We see one piece, which resembles the Infada artifact but is shaped like a lizard. Before they can decide what to do with the pieces, a wolf attacks, killing one of the sailors. The rest barely manage to escape as the ice cavern collapses.

Willard informs Lara that of the original group that found the artifacts, only Stephen, the diarist, survived. His compatriots were killed for their pieces in India, the South Pacific and Nevada, and Stephen sold his artifact after returning to London. The doctor is hot to investigate the remaining three locations. Lara agrees to sign on.

(IMPORTANT NOTE: When you finish this level, you will be able to choose which area you want to go to next. Although you can play the three middle areas (Nevada, London and South Pacific) in any order you like, I strongly recommend playing them in the order given here. If you don't mind a spoiler, read the beginning of the walk-through for the level to find out why. Otherwise, you can either trust me or take your chances.)

 


Nevada Levels


NEVADA PART 1: NEVADA DESERT

Kills: 29 Items: 25, plus the UZIS, a DETONATOR SWITCH, a KEY CARD and 3 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: The weapon pick-ups are based on doing the three middle areas in the order I have done them (i.e., Nevada, London, South Pacific). After completing the walk-through I will go back and add alternate points for picking up the different weapons.

Objectives: First find a way to the canyon interior. From there, go upriver to locate a dam and divert the water into a sluiceway. Find the detonator switch and the TNT and use the first to explode the second, opening the way into the last part of the level. Here you have to find a way into the compound, turn off the electric fence, open the gate and highjack the quad bike to jump into the main High Security Compound that makes up the next level.

Walk-through: Go forward and kill 2 vultures, plus a rattlesnake lurking in the bushes. (NOTE: Don't forget to antidote the venom with a med-pack if you get bitten.) Avoid the quicksand area to the left of the rock outcropping. Instead, go around to the right. To the right of the pool is an area with another rattlesnake guarding a rocket.

Go past the pool into the narrow canyon. Continue into the passage, climbing up the blocks. When you come to a ramp above a hole, take a running jump over it to grab the next ledge. Pull up, turn around, and drop into the pit from the back side on the left to avoid the barbed wire below.

This is SECRET #1--2 rattlesnakes guarding a save/power-up crystal, flares and a small med-pack. There's another snake near the low step on the other side of the room. Just inside the alcove is a movable block. Push it once to open up the exit. Pick up the shotgun shells.

Go to the left, up the passageway the same way you did earlier, but this time don't drop down. Instead, jump to the next ledge and continue to emerge above the area where you started. Go to the right side of the large metal structure and take a running jump to the narrow ledge on the other side of the gap. Follow the ledges around, jumping the gaps as you go, and killing a rattlesnake resting in the shade of a bush. When you reach the end of the last ledge, jump to the sloped wall, slide back and grab the edge. Traverse to the left a bit and drop down onto the flat ledge below. Follow it to the end and around the corner to find a large med-pack.

Take a running jump from the higher step near the med-pack ledge, across the quicksand, to grab the left side of the rock outcropping. Pull up and climb to the top, killing another snake on the way.

Drop through the opening on the top of the metal structure into water. Follow the underwater tunnel, surface and continue along the passage to a ledge above a large pool. Turn right and take a running jump using Action to shorten the arc to land on the small triangular ledge ahead. Take a standing jump to grab the next ledge. Pull up and kill a vulture. Continue along the ledges as far as you can. You'll end up on a high block across the water from a rock ladder. (The black horizontal markings are handholds.)

Before jumping across, turn to the left and jump across to the sloped ledge above the path you traveled. Get the Uzi clips. Then return to the high block.

Take a running jump across the water to grab the ladder. Climb down to the first gap. Let go and quickly grab the ledge. Climb down to the angled opening on the right. Position Lara's hands at the top of the point and shimmy to the right as far as possible. Let go and grab the ledge below. Pull up into the opening. This is SECRET #2. Inside you'll find Desert Eagle and MP5 clips. (See the screenshot at http://tombraiders.net/stella/images/nevada.jpg if you're having difficulty finding the secret. "X" marks the spot.)

Jump into the water and pick up the goodies scattered around the bottom of the pool: 2 sets of Uzi clips, shotgun shells, plus flares and more shells in the niches below the waterfalls.

Climb out of the water on the low square ledge near the falls. (NOTE: Many people have had difficulty with this jump. Just to make sure you're in the right spot, check out the screenshots at http://tombraiders.net/stella/desert2.html. Then, make sure to do a running jump without grabbing: Walk Lara to the edge, hop back once, then press Forward and Jump. She should just make it to the edge of the angled block across the water.)

Now, pull up onto the taller block next to it and take a running jump (without grabbing) to the angled block across the water. Jump to the next block on the right. Hop down to the flat ledge on the left to get the shotgun shells. Take a standing jump back to the ledge, then a running jump across the water to grab the ledge below the rock ladder. Climb up to the cave mouth where you entered the canyon.

Circle back around the way you went earlier to get secret #2. This time jump to the rock ladder area but pull up onto the ledge instead of climbing down. Follow the ledges to the left, killing the snake behind the shrub (circled in the screenshot showing the location of the secret). Turn right and jump over the angled block, to land on the flat spot on the left. (Be careful not to fall into the hole next to it.)

Now, either take a standing jump over the slope, turning to the right in the air to land facing up the next slope, or a side flip onto it so Lara ends up facing uphill. Then slide back, grab the edge, traverse left and pull up. Or, on the ledge near the hole, drop back and grab the outside edge. Let go and grab the crevice below. Traverse left until you can pull up. Jump to grab the ceiling and monkey climb to the wall with the hand-holds. When Lara's chest is up against the ladder, let go of the ceiling and grab the ladder. Climb left and up, into the opening.

Here you'll find a save/power-up crystal (on the ledge outside), a small med-pack and a detonator plunger. Follow the wires down into the cave. Behind the box of TNT is a greenish cave. Inside are some flares. Get them and climb back up the slope to the opening. You'll need a key to use the detonator, so continue on.

Jump to the angled block on the right of the opening. Slide back and grab the edge. Climb down the rock ladder, let go and grab the ledge below. Pull up and walk to the left. Jump to grab the ladder next to the waterfall. Climb up and back flip onto the ledge behind.

Turn toward the block on the other side of the falls. The side facing you is flat, the other side is angled. Jump and grab it, pull up and slide forward, jumping as you slide, to land on the ledge beyond. Get the small med-pack and jump from the ledge where you landed to grab the crevice. Traverse to the right. Drop onto the angled block and immediately press Jump to back flip onto the ledge across the water.

(NOTE: Try not to fall into the water or the current will sweep you downstream and you'll have to climb all the way back up or restart. If you do fall in and don't have a convenient saved game to reload, you can minimize the time to get back to the top by aiming for the right channel of the waterfall. If you go over there, you'll most likely land on a small square ledge about halfway down the falls. Then you can jump over to the rocks on the other side of the falls and climb up from there.)

Jump from block to block to reach the cave interior, where there's a huge water wheel. On the left bank (when facing the wheel) is a rock pillar with a rattlesnake behind it. Crawl under the nearby rock overhang and climb the ladder for SECRET #3--the loaded UZIS, guarded by another snake.

Climb back down and go around the back of the water wheel. If you need a save/power-up crystal now, go into the passageway on the left. There's a crystal on the other side of the elevator shaft. Return to the big wheel and subdue the cranky guy who tries to beat on Lara. Now climb the ladders on the side of the wheel. Follow the sluiceway to the right. Kill 2 vultures in the open area and a snake in the bushes on the left. In the back, beyond the two water slides is another snake and some grenades.

Now take a swim: Head back toward the yellow blocks near the water and jump in on the left. Pull the underwater lever to open the door opposite. Inside are pistol clips. Avoid the area downstream or you'll be swept over the falls. Instead go left back toward the two water slides. Pull the underwater lever in the corner to open the trapdoor between the two yellow footings. Swim down through it. There's another lever just inside and above. Pull it to open a trapdoor at the end of the underwater tunnel. On the way up, or after getting some air, pull the lever on the side to open another door near the trapdoor.

Go down the short hallway. Use the switch at the end to turn on the water wheel, diverting the river into the sluiceway. This also raises the elevator.

Slide down into the pool and climb out before you're swept into the sluiceway. Drop down into the now dry area where you pulled the first underwater lever. Walk along the riverbed to get a large med-pack. Then jump to grab the opposite ledge for a small med-pack. Jump down onto the square corner ledge. Take a standing jump with a slight twist to the right to land in the alcove behind the waterfall, where you can pick up a rocket. Jump back out to the corner ledge. Then jump downstream from ledge to ledge back to the river near the water wheel.

Go around behind the wheel to the passageway leading to the elevator. Kill another ill-tempered gentleman and get the DETONATOR SWITCH inside the elevator (and the save/power-up crystal if you didn't get it earlier).

Return to the river and jump from rock to rock over to the small ledge between the two waterfalls. From here, jump to the ledge on the other side of the falls on the left. Climb down to the middle ledge and up the rock ladder on the right to the TNT cave. (NOTE: If you fall in, just ride the river to the pool below and climb up the way you did before.) Use your switch to detonate the explosives and quickly get out of the way of the rolling boulder.

Go down into the pit and use the ledges to climb out into the next area. (NOTE: If you have any difficulty here, check out the series of screenshots at http://tombraiders.net/stella/TR3walk/desert_detail.html.)

Now you're outside the high security compound. Don't touch that electric fence! Pick up some grenades on the ground near the bushes. Then head around the fence to a hole in the rock wall. Crawl/walk through the passageway until you come to a gap. Don't drop down yet. Instead, jump and grab the opening opposite. Pull up and follow the tunnel to a pool. Pull the 2 underwater levers: The one behind the metal column opens a yellow door outside and the other opens a door in the nearby water tank, which you can't reach yet.

Return via the passageway to the electric fence area. Enter the tunnel on the left and slide down. Kill a couple of snakes and go through the door you just opened. Pull the switch to flood the water tank.

Go back up the slope (climb onto the low block and take a standing jump to the higher block) and return to the tunnel near the fence. This time drop down when you reach the gap. Follow the tunnel to the elevated water tank. Kill the 2 tough guys milling around and climb the ladder to the tank. Jump in and swim to the ledge with the open door. (Pull the lever in the underwater passage to open it if you didn't before.)

Take a running jump from the door, over the fence, to land on a block beyond. Another guy in jeans rushes in from the right. Yet another bearded guy (Are they starting to remind you of the clones in The X-Files?) shows you the gate switch then starts to beat on poor Lara. Kill him but don't touch the switch yet, or you'll get a nasty shock.

Inside the storage shed is the quad bike and 2 more Jerry Garcia clones (one comes out when you start to explore). You'll find a small med-pack on one of the guys and Uzi clips in a corner.

Go back outside and jump from the box next to the storage building to grab the grate on the side of the office. Pull up and cross the roof to get the GENERATOR ACCESS CARD. (Or, drive the quad bike up the ramp on the side of the building to the roof to get the card.) Climb down and go into the office. Kill the computer technician/pool shark and use the card to open the door. Take care of one more angry guy and throw the switch to turn off the electric fence.

Now you can safely use the switch on the fence to open the gate. Drive the quad bike out and down the sloped tunnel. Gun it up the rock ramp to jump the fence and end the level.

A brief cut scene follows: Lara crashes the bike and lands unconscious in a small pool. Two military police officers find her and drag her into the high security compound.

 

NEVADA PART 2: HIGH SECURITY COMPOUND

Kills: 14* Items: 20, plus PISTOLS, DESERT EAGLE PISTOL and GRENADE LAUNCHER, 3 key cards, 4 pass keys and 3 save/power-up crystals Secrets: 2

*The number of kills here is approximate. You don't need to kill the prisoners. If you do, your kill total will be substantially higer. Note that there are two prisoners that can't be killed even if you try: the first one you meet if you follow this walk-through and the one near where you get the second keycard.

Objectives: Escape and, in the process, get your hands on some weapons. Your fellow prisoners will make valuable allies, so don't hurt them. You'll need to find a series of 7 keys/key cards in order to access different areas of the level.

Walk-through: [BAY C] You begin the level locked in a cell with only a single med-pack (or save crystals if you're playing the PSX version) left in your possession. Climb into the window to trip the sensors and get the guard's attention. When he comes in, run out past him and open the cell next door. A burly convict will come out and make short work of the guard for you. Open the rest of the cells while you're at it, since you'll be needing some reinforcements farther along in the level. (Is it just me, or do all these guys look like clones of George Michael on steroids?)

Enter the open cell diagonally opposite Lara's. Jump into the passageway above the sink. Push the movable crate once and crawl through the small opening around to the other side. Push the second movable crate once. Turn right to face the first crate (you're now on the other side of it) and push it twice, past the crawl space. Return to the second crate and pull it back twice. Crawl back under and pick up SECRET #1, a small med-pack, where the second crate was.

Now climb through the opening in the ceiling to the walkway above. Take a running jump over the barbed wire in the pit to grab the other edge. Pull up and continue. Walk through the barbed wire and pull the switch to open the trapdoor. Climb onto the ledge then down the ladder into the hallway on the left. (Don't drop into the barbed wire below.)

Follow the hallway, jumping over the first trapdoor. Fall through the second trapdoor and push the button inside the office to open the bars on the cell block. If you stay low, the guard will ignore you and the prisoners will rush out and take care of him for you. Take a small med-pack, shotgun shells and a KEY CARD from the guard once he's down. Use the card to open the gate opposite the cell block.

[BAY D] Inside is a roughly square area of corridors. To the right is a closed door leading to a yellow area. Ahead is the dining hall and kitchen. The restroom is to the left.

Go through the restroom to a storage room. Find the movable crate and pull/push it under the opening in the ceiling. Climb up, jump the purple pipe and use the switch to flood the room below. Swim down and through the other opening in the ceiling. Follow the passageway, jumping over the opening above the lit stove in the kitchen. Continue to an outdoor walkway.

Traverse over the barbed wire pits. Drop down at the end and go down the ramp. Use the switch to turn off the flames and the button to open the door, but return the way you came and drop down onto the stove.

Take the small med-pack on the counter. Then press the first of 3 buttons to open the kitchen door to exit. Now open the door on the right first (to the dining room), then the one on the left. Let the guard chase you through the dining room back to the cell block so your buddies can pummel him for you. Confiscate his small med-pack.

Return to the office near the kitchen, where the guard came from. Press the button here to raise the grates on the exhaust fans in the kitchen. Climb through the vent carefully and get the save/power-up crystal. Slide down the slope and jump to grab the crevice.

Traverse to the left, drop down and immediately jump to land on the flat spot on the other side of the barbed wire. Climb into the crawlspace and follow it to a ladder. Climb up and walk along the passage to open the trapdoor above. Reverse, jump to grab the opposite edge of the opening and pull up.

[BAY E] Say hi to your friend George and continue to the end of the hallway. Climb the grate and pick up the small med-pack at the base of the green ramp. There's a guard patrolling at the top. He won't follow you down the grate ladder, so you'll have to lead him elsewhere. Run up the ramp and turn right. Sprint through the next room, past the crate and to the left. (Don't go right or the sensors will activate a gun turret and you won't get very far.) On the far left is an opening you can jump down into. Run into the hallway ahead and press the button to let George out. He'll subdue the guard so you can take his KEY CARD.

Climb back up top and use the card to open the control room. Inside is a large med-pack and Uzi clips. Push the button to deactivate the sensors. Now you can go through that area and down the ladder. Run down the hall to the left. The guard will chase you. Again, open the cell door. When the cons are through with the officer, relieve him of his YELLOW SECURITY PASS and some flares.

Go back up to the sandy area. Use the pass key to open the door on the far side of the hangar. Enter and follow the passage until you come to a crawlspace. Go through it, instead of down the ramp, to avoid the guard on duty below. Pass the windows and safety drop (it's quieter than jumping) into the hallway below. Crawl along to the switch and pull it to open the door to the left. The guard will freak, but he won't cross the laser trap in front of the door. So jump over it into the doorway and run down the hallway. Alternately, you can wait for the guard to approach the door. Then, as he turns to go back, flip the switch, and he'll be fried by the laser.

[BAY C] Continue to a huge, open room containing a central structure with stairs going around it. Drop down and follow the stairs around to the opposite side. Safety drop to the ledge below. Then jump to grab the doorsill and pull up. Follow the hallway and drop into a control room. Push the button to move the satellite dish at the top of the big room, revealing an opening. Push the button in the hallway to open the door. Exit and go to the right back to the big room.

There are several ways you can accomplish the next bit of business. The following describes one way. (See the diagram compound.gif, also available online at http://tombraiders.net/stella/images/compound.gif, to get oriented. Use the ALTERNATE ROUTE, below, if you have trouble swimming against the current.) Climb to the top of the tower and drop through the opening next to the dish antenna into the pool below. Fight the current and climb out on the square burner. Jump to the ledge on the right, then from ledge to ledge around to the green opening. Crawl in and follow the passageway to a switch. Pull it to open a door on the other side of the grate. Return to the pool.

Take a running jump to land in the water close to the underwater tunnel in the far right corner. Swim through it, picking up a small med-pack on the way. Crawl into the low opening. Watch the guard in the hallway beyond and, when he heads off to the left, crawl through to the right. It may be tempting to push the button to close the door you just came through, locking the guard on the other side, but DON'T DO IT. You'll be coming back this way later. Now go up the ladder.

Circle around the opening in the center (above the pool where you were earlier) to the opposite side and climb the ladder. Follow the passage to the top. (NOTE: Several people have had trouble finding the second ladder here. See the screenshot at http://tombraiders.net/stella/TR3walk/comp_detail.html for clarification.)

There's another guard down the hall to the left with his back to you. Sneak to the right, climb into the crawlspace, take the YELLOW SECURITY PASS and sneak back out the way you came. (NOTE: Remember this location; you'll be returning here later on to pick up a secret.)

(ALTERNATE ROUTE: When you first come to the area with the dish antenna on top and the pool in the center, instead of dropping into the water, make your way over to the support beam on the right side of the central structure. Make sure your health is at 100% and safety drop from the front side of the lowest support to the ground.

(Make sure this diagram is in a monospaced font like Courier, or the symbols wonít line up properly.)

|-||-||-||-||-| <- Don't drop from this side!
      |-|    ^- Drop from this side.
       ^
       |-- This is where you enter this area (after the guard/red laser beam bit)
.

This puts you at the middle level. The guard and yellow security pass are up the ladder on one side of the room; the other guard and the yellow lock are down the ladder on the opposite side.)

Go back down the ladder, around the hole above the pool and down the second ladder. Enter the room on the right and use your yellow pass key to drop a door over the fan in the passageway at the bottom of the pool. Climb the ladder again, jump into the water and swim down this passage. Grab the save/power-up crystal and continue along the passage. Pull the underwater lever to open the door and keep going. Surface in the next room in one of the corners to avoid the lethal laser trap. If you didn't have time to get them on the way, go back into the passage for the flares and small med-pack.

Climb out of the water, jump over the lasers and drop into the next water-filled passage. Follow it to a big room with a hook up above and a fellow escaped prisoner.

Climb the crates on the left of the entrance. The room behind them holds a large med-pack, PISTOLS and a loaded DESERT EAGLE PISTOL--at last! Be careful exiting the room, as the sensors for the gun turret above have been activated. Hug the wall to the right of the door and climb up the crates.

Now that you've got some weapons, return to the previous area for a secret. Swim back to the pool, follow the other underwater passage to the hallway with the first guard. Take him out, continue around to the right and climb the ladder. (NOTE: If you mistakenly closed the door earlier and your way is blocked, return to the pool, climb out and cross the ledges to the green crawlspace. Follow this to the switch that opens the door. Then come all the way back.) Go around to the other ladder, climb up, kill the second guard, and take his grenades and KEY CARD. Now use the card to open the door at the end of the hall. This is SECRET #2--the loaded GRENADE LAUNCHER.

Make your way back, via the tunnel at the bottom of the pool, to the room with the hook up above. Go up the ramp on the right, killing a guard at the first landing and 4 more MPs and a German shepherd at the top. One of them will drop a BLUE SECURITY PASS and grenades. Take them, plus a large med-pack from the small room near the gate.

Climb the ladder at the top of the ramp and use the pass key to open the next door. Kill the guard who rushes out. Inside you'll find 2 buttons. Press the one on the right to turn on the conveyor belt, dumping a crate at the bottom. The left button only opens the gate, letting in another guard and his dog. So unless you want all the kills, don't bother pushing it.

Climb back down, go down the ramp and use the crate to climb to the ledge above. Grab the duct above and monkey swing across to the ledge with the small med-pack. Return to the middle then go left, past the hook, to the stairs. Climb up and kill the guard so you can borrow his YELLOW SECURITY PASS. Carefully jump over the laser trap and get the save/power-up crystal. Return to the ground.

Use the key to open the gate to BAY X. ;-) Head up the ramp to the loading dock, killing one MP on duty outside and another in the warehouse. Pick up some Desert Eagle clips and a small med-pack in a depression at the top of the stacked crates. Go to the back right, where you'll find one movable crate. Behind it is an alcove containing Uzi clips and grenades. Get on the truck to end the level.

Another short cut scene follows: Lara hides behind some crates as the truck doors are closed. She pops open a soda and takes a much-needed break as she rides on to Area 51.

 

NEVADA PART 3: AREA 51

Kills: 25* Items: 29, plus the MP5 and SHOTGUN, 2 Code Disks, 1 Key, 1 Code Card, the ORA DAGGER (or ELEMENT 115**) and 4 save/power-up crystals Secrets: 3

*Number of kills is approximate. The number of soldiers that appear in certain areas depends on your actions.

Note that the PSX DEMO is substantially different from the full level in the game. I don't have a PlayStation, but if any of you PSX people out there want to send me detailed notes on this demo, I'll gladly post them.

Objectives: Locate the Ora Dagger artifact somewhere inside this military installation. To do this, you'll need to find various code disks, keys and passes necessary to open doors and move obstacles in your path. First, get the code disk and hangar access key, which will enable you to get to the train tracks and, from there, to the hangar. There you'll need to locate the switches that open the UFO room, where you'll find the launch code pass. Launch the big missile so you can get into the area above. Here you'll find the code disk that will get you into the flying saucer (and some other nearby rooms). This area is where you'll find the dagger.

Walk-through: Grab the small med-pack behind the crates on the left. Run forward and take out the sentry before he reaches the end of the hall and turns on the lasers. If the coast is clear, go into the room near the red rifle sign and pick up the MP5 and 2 sets of clips for it. Otherwise, restart the level and try again.

Don't pull the switch (it turns on the lasers). Instead, push the button in the hallway to open the crawlspace. Enter, take the large med-pack and crawl into the next opening. Watch out for the rolling laser trap beyond. Crawl under it and to the left, as it goes to the right, to get another large med-pack. Follow the lasers back to the low spot. When the lasers pass overhead in going the other direction, stand, run forward to the ladder and climb up.

Advance halfway into the crawlspace. You can now see the guard in the hallway, but he can't see Lara. When he passes going to the right, crawl out and shoot him. Use the switch to open the door and free another convict. DON'T KILL HIM. You may want his friend's help later on. Inside his cell, behind the door is a small med-pack.

The ramp at the other end of the hall is protected by sensors rigged to a gun turret. (As in the last level, don't shoot the turrets unless you want to lose a lot of health unnecessarily.) To avoid this trap, go through the crawlspace before the ramp, picking up some flares on the way. Advance into the glassed-in hallway. Run forward and kill the MP before he can reach the alarm. Then backtrack to the storage room for a rocket, grenades and harpoons.

Go to the gate at the other end of the hall. Pull the switch and fall through the trapdoor. Hurry around to the right and kill the guard before he hits the alarm. (NOTE: If he manages to do this, you won't be able to get the first secret. You'll have to reload a saved game and try again if you want it. You'll know he's pressed the button if 2 dogs come out. If there are no dogs, you're in business.)

Crawl into the tunnel to the left of the alarm panel for some grenades. Get the shotgun shells in the right corner. Then hop down into the pit. Pull the switch to raise a gate below. Walk around the grating to the trapdoor. Fall through, kill another guard and go into the crawlspace with the save/power-up crystal--that's SECRET #1.

Now go through the other crawlspace. Get some Desert Eagle and MP5 clips in the alcoves before falling through the trapdoor. Kill the guard below and take his small med-pack.

Go to the end of the hall away from the glass floor. Open the cell door and let your prisoner friend go out and kill a couple more MPs for you. Crawl into the prisoner's half-dug escape tunnel for a large med-pack. Now go to the other end of the hallway, over the glass floor. The hall ends in a T and there are gun turrets at each end. Avoid this area. Instead, go through the crawlspace on the left. Here you'll find a large med-pack and the SHOTGUN.

Run down the ramp and around the corner. Kill the guard at the end of the hallway. In the middle of the hall are two facing doors. Enter this area and take out the 2 armed soldiers who emerge. One is carrying a small med-pack. Use the switch in the left room to raise the gate in the right one. (If the first guard tripped the alarm, you can turn off the laser trap in the right room using the button at the right end of the hall.) Go through the crawlspace to the next room and walk into the green sensors. Kill the guard who comes down the ramp.

Go up the ramp and to the right to the missile silo. Kill the soldier on the scaffolding. Drop down to the floor and climb up to take his CODE CLEARANCE DISK.

Go back through the door where you entered and go straight down the ramps to a room with missiles and conveyor belts. Drop down, taking care to avoid the laser traps crisscrossing the floor. In the dark area behind the left conveyor belt, you'll find a small med-pack. In the opposite corner is a computer where you can use your code disk to raise the missiles. Climb onto the platform with the swinging hook. Shoot out the purplish vent on the right. Behind it is SECRET #2. (NOTE: It may be possible to pass through the vent without breaking it first, but make sure you do break it, otherwise you'll get stuck on the other side.) Follow the duct down to a save/power-up crystal. Return the way you came.

Carefully run past the hook and pick up the shotgun shells. Take a running jump from the conveyor belt to grab the ladder above the cement footing. Climb up. Kill the armed soldier hiding in the corner and take his HANGAR ACCESS KEY. Drop down to the platform, climb out of this room and return to the missile silo the way you came.

Drop down and go past the missile through the doorway at ground level. Avoid the hole in the next room and continue to a lock where you can use your new key. Enter and kill a guard. Hop down to the area below the track. Don't step on the electrified track! Go to the left end, climb the ladder and push the button to summon the train. Go back down the tunnel, crawl under the track and pull up into an alcove. Pick up the shotgun shells. Then take a running jump to the top of the train car.

Climb into the passage above. Walk over the first set of grates, but use the ceiling grates to traverse over the second; otherwise you'll fall onto the track. To keep Lara from getting fried by the laser trap, monkey-swing as close to it as you can. Wait until it moves away and follow it until you can drop onto solid ground. Continue forward.

Drop down near the ladder, take a running jump across the track and, if you can, kill the guard before he takes off up the ramp. If he gets away, you'll need to kill him plus another guard at the top. At some point, pick up the shotgun shells below the track.

At the top of the long hallway is a locked room housing a UFO. Gun turrets are mounted in two corners, with three sensors along the first corridor. Jump the first two and crawl under the third. Climb over the crates in the back. Kill the guard in the next room before he goes down the hall to the right and trips the alarm. (This activates the gun turret in here and calls another soldier.)

Press each of the two buttons on the catwalks in turn to call in a pair of guards. Now get ready for a timed-door run. The right button (when facing them) opens the outer doors and raises the trapdoor in between the two sets of doors. The left button opens the inner doors. Press the right button first, press Look to get Lara's perspective back, side flip to the right and roll. Run to the end of the catwalk, veering toward the center of the room. At the end, jump to land on the computer. Run across it, jumping at the end to grab the other catwalk. Pull up, run to the button. Press it, Look, side flip left, roll and sprint off the catwalk and through the doors.

Once in the next room, kill the soldier lurking behind the bank of five switches. Pull the second from left and the two rightmost switches to open the room with the flying saucer. (NOTE: These are the ones that give you "visions" of the saucer room door. If you do this quickly, you can run out before the soldier emerges from behind the switches. If you pull only the correct ones and do it quickly, you can probably get in and out fast enough to avoid the guard here.)

Go back to the saucer room via the small door on the left. Push the button near the ladder to open the trapdoor above. Climb up and back flip onto the ledge. Pick up the shotgun shells. Take a running jump to the catwalk above the saucer, drop down and take the LAUNCH CODE PASS. Slide down to the floor.

Go back to the missile silo area the way you came. This time, drop through the opening in the floor (in the room just past the lock where you used the hangar access key). Use the switch to open the door. Use the card to uncover the launch button. Press the button and immediately roll, side flip and sprint down the hall to avoid being toasted as the missile is launched. (You've gotta wonder what Lara just blew up.)

Climb back up to the silo and scale the scaffolding to the top, picking up a large med-pack on one of the platforms on the way. You may be able to kill the guard at the top from there. If not, take care of him when you get up there. Use the switch to open the gate. To get past this next laser trap, crawl after it as it moves away, stand, jump over it, run forward and crawl out. Get the grenades on the other side. Follow the passageway. Pull up, shoot the sniper and the MP with the club. Go down the ramp to the right, take out another soldier and relieve him of his CODE CLEARANCE DISK.

Pull the switch to open the trapdoor outside. Go back up the ramp, climb the sniper's tower and take his MP5 clips. Now go down through the trapdoor and follow the passageway. Run down the ramp after the laser trap and duck to avoid it. Continue, climbing down the grating, to emerge in the hallway near the UFO room. Go up the ramp to the saucer room, pass those sensors again, and dash into the saucer room to avoid the second gun turret, which is now activated.

Go around the saucer and down the ramp. Use the disk in the computer to open several nearby doors. Enter the alien observation room behind you to get a small med-pack and a save/power-up crystal. Now cross the hall to another room with an orca tank, plus flares and pistol clips in the corner.

Return to the saucer room and once again climb the ladder and back flip onto the walkway. Turn around, walk out onto the sloping support on the left and face the opposite side of the room (the UFO is below and to the right, the ladder behind on the left). Take a running jump to grab the support ahead--not the closest one on the left, which is too steeply sloped, but the one straight ahead that slopes down toward you. Pull up, turn left and you'll see a doorway below. Take a running jump, pressing Action, to land inside. This is SECRET #3.

There are two stacked laser traps in the hallway beyond. When the upper one moves away, take a running jump from the ledge to sail over the lower one, which will be heading toward you. Run forward to the doorway. Drop into the orca tank to claim another save/power-up crystal. Climb back out. To come back through the laser trap, follow the lower one as it moves away from you. Duck just before you reach the ledge. As the armature with the lasers turns over, it will miss Lara. Pull up and continue. Safety drop from the doorway to the floor. (Use a med-pack if you need to beforehand, as you'll lose some health.)

Enter the saucer through the hatch underneath. Climb through the various openings to the top level, killing 3 guards in all--one on the middle level and two more at the top. Don't get too close to the one light panel that blinks yellow, or Lara will take damage. Take the ORA DAGGER from the platform in the center to end the level. (**NOTE: In some versions of the game, this will be the ELEMENT 115 artifact; you'll get the Ora Dagger in the last South Pacific level.)

 


London Levels


LONDON PART 1: THAMES WHARF

Kills: 26 Items: 30, plus 2 keys and 8 save/power-up crystals Secrets: 5*

*Note that one of the pick-ups here will be the SHOTGUN if you didn't get it in the previous level.

Be sure to find all the secrets so you can access the bonus level at the end of the game.

Objectives: Make your way across the rooftops and alleyways to the level's end in a bell tower. First you'll need to enter the building opposite to get the key to the flue room. There's a pair of buttons you need to press in the right sequence in order to raise a scaffold, enabling you to get to the flue room. Another button inside this room opens up a path to the next area, containing three large water tanks. Fill and empty the tanks in the proper sequence, opening underwater hatches as you go, to reach the last area--the roofs near the bell tower. Pick up a few useful items there and locate the exit.

(NOTE: There are several shortcuts through this level. I will probably include them in an updated version of this walk-through. But, for now, I've described the long route for readers who want to cover everything.)

Walk-through: You begin on a ledge high above street level. Before jumping across to the next building, take a detour for a secret. (Check out the screenshot at http://tombraiders.net/stella/TR3walk/tw_secret.html if the following description isn't clear enough.)

At the place where the bridge meets the ledge you're on, take a running jump over the angled roof. (Set up this jump with one step and one hop back from the base of the roof.) In the low area behind, you'll find shotgun shells and a save/power-up crystal. Backtrack and use the corner block to climb out onto the brown metal ledge. Cross the roof and jump onto the crane. Walk down the arm and drop down onto the dangling gray block. From there jump to the nearest ledge. Climb down the yellowish grating and drop to the cement ledge below. Take a standing jump from the MIDDLE of the ledge to the alcove below. That way you won't slide into the barbed wire. Walk through the barbed wire and follow the hallway to SECRET #1--a rocket and small med-pack guarded by 2 rats.

Exit the hallway and climb out of the barbed wire onto the block at the left corner. Climb onto the ledge above, then back up the yellow grating ladder you came down. Jump over to the dangling block then climb onto the arm of the crane. Turn around and take a running jump from where there's a break in the railing diagonally to the right, to land on a ledge. Jump to the small, square ledge ahead. Pull up and slide into the area where you found the shells and save crystal. Again, climb up the block onto the metal ledge. Turn around and jump to grab the top of the wall on the right. Traverse to the left until you're behind the ledge where you started. Pull up and slide onto that ledge.

Go to the right end of the ledge. Hop down onto the square grate below, then down to the angled roof. Grab the end, pull up and back flip onto the ledge behind. Kill a crow that makes a fuss. Throw the switch to raise a green trapdoor on the outside of the building across the way.

Now cross over. You're probably keen on using the zip line, so go that way now since you won't be able to later on. Use the overhead grating to traverse to the next ledge where the handle is. Ride the zip line down to the roof, let go and press Action again to grab the roof as you slide back. Release and grab the crevice below. Traverse to the right, pull up onto the green trapdoor, and kill the guy with the gun. Pick up the small med-pack he drops.

Enter the room beyond. Jump to the first ledge, but watch out for the breakaway tiles on the far side. You may be able to kill 2 rats on the far ledge from here before taking a running jump over to it. Follow the hallway, subdue the man at the end and take his FLUE ROOM KEY.

Return to the ledge with the dead rats, drop and hang from the edge, then let go and grab the ledge below. Pull up and press the button to open a trapdoor near the entrance. Drop to the ledge below to get some harpoons. Safety drop to the ground and pick up a small med-pack in the rubble from the broken tile, plus some flares in one corner and a save/power-up crystal in another. Use the button to open the trapdoor above the ladder and climb up. From the top ledge, jump to grab the horizontal crevice on the left. Traverse to the right, drop to the ledge and jump to grab the ledge at the entrance.

Use the switch outside to lower the green trapdoor. Drop to the ledge below. Kill the crow. Now check out the various small openings in the wall--two are accessible from the ledge. Jump up to grab the opening on the right. Traverse to the right to the second and third openings. They contain 2 boxes of shotgun shells, SECRET #2. (NOTE: If you don't already have the SHOTGUN, you'll get it here instead of one of the boxes of shells.) Traverse back to the ledge.

Now crawl into the left opening. Follow the tunnel up to a ledge high above another alley. Across the way you'll note painters' scaffolding. Hop across to the button and press it to uncover another button elsewhere.

Return via the crawlspace to the ledge below the green trapdoor. Drop down onto the steeply angled roof at the left side. Grab the edge and drop onto the crates. Take out the gunman lurking across the way. Then pick up flares, Uzi clips and a save/power-up crystal. Climb the tall stack of crates. Jump to grab the block ledge. Climb the yellow grate up the side of the building, then two more similar ladders to reach the top. Jump over to the ledge where you started.

Climb down to the trapdoor switch as you did earlier. This time, take a running jump across the alley to land on the roof with the small med-pack.

Grab the crevice in the wall and traverse to the right. Climb up and take the path to the right. This leads to a gap near the alley with the scaffolding. Jump the gap, go around back and kill a crow. Pick up the large med-pack and press the button (this is the one you uncovered earlier) to raise the scaffolding.

Return to the gap above the alley, jump to grab the other side and pull up. From here, take a running jump to the scaffolding. Shoot another crow. Now jump from the scaffolding into the doorway of the flue room. Pick up the flares and use the key to get in.

Take the save/power-up crystal and use the button to turn off a burner elsewhere and turn the fire on in here. Time a run past the flames, climb out and take a standing jump back onto the scaffolding. Safety drop to the metal ledge and return, via the crawlspace, to the other side of the building.

Drop down and climb up the ladders to the starting ledge. Again, jump across to the roof where you got the small med-pack and traverse to the right. This time there is a gunman on the right-hand path. Take care of him, then climb onto the higher ledge and follow that path to an opening above a burner (this is the one you turned off in the flue room). Jump over the opening to grab the ledge, pull up and take the shotgun shells. Go to the left, turn around and safety drop off the angled roof to land on a ledge with a rocket. This is SECRET #3. Climb the ladder, jump to the flat spot above, then jump over the hole to the walkway below.

Now, drop down into the hole. Slide down the ramp to emerge on a small ledge in the alley with the scaffolding. Jump the gap (using Action to land in the doorway) and follow the vent, picking up a save/power-up crystal and large med-pack and killing 2 rats on the way.

At the bottom is a control room with an armed guard on duty. When he's out of the way, take a look around. Note the switch and two covered buttons. Down the long hallway are three humongous water tanks. At the start tank #1 (closest to the button room) is half full, and tank #2 (middle) is empty. So, you're unable to get to tank #3, which can only be accessed by swimming across tank #2.

Use the switch to fill tanks #1 and #2. Jump into tank #2, retrieve a small med-pack and Uzi clips, and pull the underwater lever to open a hatch in tank #1.

Go back to the switch and use it again to lower the water levels. Jump into tank #1 and swim down through the hatch you just opened. The propellers are moving more slowly now, so you can swim past them into the next room. (If you hadn't pulled the switch, Lara would be shredded.) Climb out of the water, take out the guard, and follow the hallway to the end where you'll find a box of shotgun shells. Kill the 2 rats in the crawlspace and go through it, picking up a small med-pack.

In the next room you'll find a robot with live electric cables twirling in front of it. Yes, it is lethal. As you enter, you receive a "vision" of the electrical panel in a nearby alcove. That's a hint. What you must do is trick the robot into shocking the electrical panel.

If you're playing the PSX version, you'll probably want to go to the far right end of the track first to get the save/power-up crystal. (The button there turns on the lights, but it makes no difference whether or not you press it.)

When the robot heads for the end of the room where the save crystal was, go to the opposite end and pull out the movable metal box. Make sure you stand aside when the robot returns. If it touches the box while Lara is touching it, she'll be electrocuted. Move the box down the track until it is at the T intersection of the long path and the crosswise path near the electrical panel. When the robot comes along, it will bump into the box then turn around and drive into the alcove, frying the electrical panel, thus opening one of the button covers above.

Go into the hallway where you entered and climb the grating to get back into the button room. Press the button you just uncovered to fill tank #3. Then kill the guard who arrives on the scene. Use the switch again to refill tank #2 and swim across it to the doorway leading to tank #3.

Swim across tank #3 to the far ledge. Another guard comes out, so you'll have to take care of him. (Try to ignore the alarms. There doesn't seem to be a way to turn them off.) Go inside and use the button to raise the cover on the second button back in the other room. You'll also find this drains tank #3. Exit the room where the guard came out, climb onto the walkway to the left and go to about the middle. Above you'll see grates on the ceiling that you can use to traverse across the empty pool. Drop to the ledge, kill 2 rats, and get the small med-pack and save/power-up crystal. Follow the passageway, pick up a large med-pack and drop into tank #2.

Swim to the door. Take out another guard in the hallway and go push that last button. This opens a hatch in the bottom of tank #3. Swim down through it. Take the harpoons and follow the underwater passage to a lovely flooded edifice.

In two of the corners underwater you'll find shotgun shells and a small med-pack. Get them and climb out into the doorway. Kill the thug and take his small med-pack, plus the save/power-up crystal in the alcove. Jump over the barbed wire to grab the grating. Climb up, walk through more barbed wire and jump to grab the small platform on the side of the crane. Pull up. Turn right and take a running jump to grab the ledge topped with still more barbed wire. Pull up and walk carefully to the right where you can jump up to a flat spot.

Cross the roof and climb up on the other side. Don't go all the way up to the walkway yet. Instead, head to the right. Cross over the peak of the low roof and slide down the back on the right. There's a trench filled with barbed wire, but you'll find a safe spot at the right end where you can safety drop down. Walk through the wire to pick up some Desert Eagle clips and return the way you came.

When you come around the ledge outside the bell tower area, you'll encounter 2 gunmen you'll need to take out. Now find the movable block at the center (where the four paths converge) and pull it twice. Use it to climb to the shingled ledge above. In a depression behind the ledge, there's a small med-pack. Get it, climb out and take a running jump across the gap to a similar depression where you'll find SECRET #4--the CATHEDRAL KEY.

(NOTE: You won't actually use this key, and it will disappear from your inventory, but it counts as a secret toward the bonus level. If you're having difficulty locating it, look at the screenshot at http://tombraiders.net/stella/images/wharf.jpg. It shows Lara on the ledge above the movable block. The arrow indicates the path of the running jump to where the key is. When you do this jump, be sure to set it up so Lara jumps right at the edge. Her feet will nick the top of the roof on the other side, but holding the Forward key through the entire jump will keep her from sliding back.)

Go back to the walkway outside. In the front corner farthest from the crane, there is a ladder leading down. Climb down, drop down several ledges, and you'll find SECRET #5--a crawlspace containing a large med-pack. Climb up the way you came. Follow the walkway to the left and jump down at the break in the railing to end the level.

A cut scene follows: Lara subdues a sniper in the bell tower. When she interrogates him, he says he works for a woman named Sophia Lee. Lara wants to know who she is and what she does, but the man pleads ignorance. He says he merely kills people for her, as his father and grandfather did before him. Lara asks how old this woman is. The thug says she's in her late 20's or early 30's. Lara is understandably skeptical. Then the guy tells Lara he gets a bonus for some special targets, such as herself.

"I could even retire from you," he says.

"Then you might want to mind. . . the bell," Lara replies, as the ringing bell knocks the man off the tower. She wishes him a "happy retirement," then slides into Aldwych station.

 

LONDON PART 2: ALDWYCH

Kills: 29 Items: 41, plus 3 keys, Masonic Mallet, Ornate Star, Old Penny, Ticket, UZIS, ROCKET LAUNCHER and 9 save/power-up crystals Secrets: 5

Note that one of the regular pick-ups here will be the MP5 ASSAULT RIFLE if you didn't get it in a previous level.

Objectives: Make your way through an abandoned tube station to the secret lair of a mysterious brotherhood known as the Damned. First, find the maintenance key, which will help you get an old penny. Locate two Solomon's keys, which will unlock a door within the temple so you can get the Masonic Mallet. Buy a ticket with your penny and use it to gain access to another area, where you can use the mallet to (indirectly) get to the level exit. In the process, you may discover some additional items and secrets, and you'll find out more about the ageless Miss Sophia Lee.

Walk-through: The level begins with Lara falling down a hole from the bell tower above. Grab the end of the first slope. Release Action and press it again to drop to the slope below, slide and grab the opening opposite. Pull up and claim a box of shells.

Drop into the water, climb out and go up the stairs. On the third landing, shoot out the vent. Behind it is a save/power-up crystal and a ladder leading up to a room with red girders. Kill the gang member lurking in the corner and pick up a bunch of goodies--flares, shotgun shells and Uzi clips. (You'll find out more about these guys, the "Damned," in the cut scene following this level.)

Go around to the left and pull the movable block with the metal coils. Drop down through the opening onto one of the ticket machines. Shoot another thug from above. Hop onto the next machine and climb up the back of the movable block into a passageway. Drop/climb down into the ticket booth, where you'll find a large med-pack and MAINTENANCE KEY. Press the button to exit. Pick up a small med-pack from the guy you killed.

As you've probably surmised, you're now inside the abandoned Aldwych tube station. On the other side of the ticket machines are four doors. Beyond are escalators leading down to two train platforms.

[RIGHT SIDE ESCALATORS] First, go through one of the doors on the right and down the escalator. Jump the pit at the bottom. Kill the masked thug and his mangy dog and use the key to open the MAINTENANCE ROOM at the end of the platform. Press the button inside to turn on the lights and pick up Uzi clips and a small med-pack. Exit and go to the other end of the platform, where you'll find an OLD PENNY near the illuminated sign.

[WOODEN CRATE ROOM] Go back to the pit at the bottom of the escalators and safety drop into it. Head to the left (when facing the escalators above) and sprint into the doorway on the right to avoid an oncoming train. Inside is a red-lit room with numerous wooden crates. Take out the 2 angry gang members. Pick up the small med-pack on the floor and the save/power-up crystal in the corner. When you climb back over the crates, a dog will attack, so ready those guns. (I've been told this dog is "tame" and won't attack Lara, but I haven't tested this. Have a look; you may not need to fight it.)

Now climb/jump up to the level with the angled box. Side flip onto the slope and jump to grab the grate ahead. Climb up and back flip onto the ledge behind. Kill another thug who's lurking in back of the boxes. Relieve him of his small med-pack. Jump over to the small square ledge ahead and left of the red light on the ceiling. Take a running jump with Action to land on the ledge ahead on the right, behind the grating ladder you just climbed up. You'll find the UZIS here if you don't already have them. If you do, this will be Uzi clips instead. (See the screenshot at http://tombraiders.net/stella/images/aldwych.jpg if you're having any difficulty finding the spot.) Take a standing jump down to the boxes on the left, or safety drop to the floor.

Return to the top where you killed the gang member. Jump up to grab the grating on the ceiling and traverse forward, then right. Drop to the ledge. Climb into the doorway. Turn around and jump to grab the ledge, where you'll find a rocket. Now get in the doorway below the drill and, if you didn't do it down below, SAVE YOUR GAME.

[DRILL ROOM] Slide backwards down the ramp and grab the end. Let go and drop to the break-away tiles. Jump to the left onto the slope, then slide and jump to grab the horizontal crevice opposite. Traverse to the right and drop to more break-away tiles. Fall through onto the slope below, grab the end and pull up. Jump, twisting in mid-air, to land on the opposite slope facing uphill. Slide and grab the end. Drop and grab quickly three more times and pull up into the alcove with the save/power-up crystal and MP5 clips. This is SECRET #1. Needless to say, all this has to be done speedily as the huge drill is bearing down on you from above. (NOTES: The secret area will contain the MP5 itself if you don't already have it. And, in case you've forgotten that mid-air twist, it's Jump + Roll-Alt + End on the PC.)

Follow the ramps to the bottom for a large med-pack. Then climb/jump back up to the middle level with the gray tiled floor. Climb up through the opening in the ceiling into a brick area. There's a small pool (which doesn't lead anywhere but comes in handy if Lara catches fire) and a save/power-up crystal around the corner. Climb up, timing your moves to avoid the first flame. Jump up to the gray block and the flames will extinguish. Climb up a little farther for a small med-pack. Then jump from the sloped ledge to grab the grate. Pick up the Uzi clips on top, then take a standing jump with Action to land in the alcove with the button. Press it to open a trapdoor back in the WOODEN CRATE ROOM. It also turns on another flame above where you got the clips.

Instead of climbing back up the grate, take a running jump angled just a little to the left to jump past the grate and land on the ledge beyond. Follow the stairs to a low, dark room above the tracks. At the far end are 2 rats, a large med-pack and some shotgun shells. Get the goodies, then safety drop through the opening to the platform below.

Again, drop down into the pit to the lower tracks and go to the WOODEN CRATE ROOM. Use the grates on the ceiling to traverse back to the drill area. Walk over the drill and climb into the next passageway, where you'll find the FIRST SOLOMON'S KEY.

Unfortunately, you'll need to take the long way back: Follow the passageway to the room above the tracks where you were a few minutes ago. Drop to the tracks, then drop down to the lower tracks and return to the WOODEN CRATE ROOM.

(IMPORTANT WARNING: A few people have informed me of a bug in both the PC and PlayStation version where the drill does not stay level with the doorway but sinks far below, making it impossible to walk across it to get the Solomon's Key. If you're playing on the PC and encounter this problem, you're welcome to download and use the . Just make sure we've played the areas in the same order--Nevada, London, South Pacific--so you don't miss anything. I will try and locate saves for the other possible combinations.)

(UPDATE: Huw L. suggested an alternate fix: He found that when he went through the trapdoor at the top of the wooden crate room to the area with the three timed doors (below) before crossing the drill to get the Solomon's Key, the drill bug was activated and he couldn't get the key. However, when he went to the drill BEFORE going up to the three timed doors, no bug.)

[ROLL-DOWN DOORS ROOM] Climb/jump up to the trapdoor you just opened. Enter and take out the thug and his dog. Get some shells on a ledge above where you came in (back flip off this ledge or jump while pressing Action) and some MP5 clips in the room to the side. You'll notice two closed doors as well. One contains the final secret of the game. You'll be back to get it later. (The roll-down doors at the top of the two flights of stairs don't open.) For now, fall through the break-away tiles and pull the movable box that's blocking the trapdoor above.

[THREE TIMED DOORS] Go down through the trapdoor and follow the passage. One way leads back to the room you were just in. The other leads to a network of passages ending in a room with a pool and three doors. There are 2 buttons on the wall down the hallway. These open the doors, which are timed to close before you get there. ;-) Here's the drill:

RIGHT DOOR: Press the right button. Press Look if it's your first time through to kill the "vision" of the door opening. Roll and run up the hallway to the room with the doors. Use sprint on the straight-aways but release it for better cornering. Run around the left side of the pool then straight on to the door on the right. (It is possible to jump the pool but more often than not you end up falling in.) Once inside, press the button to lower a trapdoor in the middle room. Slide down the ramps and follow the passage back to the buttons, picking up some flares on the way.

MIDDLE DOOR: Press the right button again. Repeat the same run to the middle door. Once inside, climb up through the trapdoor, press the button to open another trapdoor in the left room, and follow the hallway to drop down near the pair of buttons.

LEFT DOOR: Press the left button. The timer here is even faster, but if you sprint on the straight parts as you did before, you'll make it in time. Once inside, use the ceiling grates to traverse over the pool. Drop and grab the ledge. Pull up into the alcove and get shotgun shells a save/power-up crystal and the SECOND SOLOMON'S KEY.

(NOTE: If you're unable to complete the timed run, and you're playing on the PC, don't despair. Download the savegame at http://tombraiders.net/stella/zip/timedoor.zip with Lara just inside the left door. Remember that I played Nevada first, then London, just so you donít miss anything.)

Follow the underwater tunnel to emerge back in the ticket area. Kill the thug waiting for you then use your penny in the fourth machine from the ticket window to buy yourself a TICKET. (NOTE: Don't forget to pick up the ticket when it drops out of the machine onto the floor.)

[LEFT SIDE ESCALATORS] This time, exit through the doors on the left. The escalators here lead down to a platform with a huge pile of dirt. One of the Damned emerges and attacks here. Beyond the dirt pile is a vent you can shoot out to access SECRET #2--a pit containing shotgun shells.

If you want to, you can run up the stairs and kill a rabid dog so he won't surprise you later when you emerge through the closed door at the top.

Kill the 2 rats on the tracks. Then jump down and go to the right. Another thug comes out of a door and ducks into another. Follow him quickly so as not to be hit by an oncoming train. Use the button inside to open two doors outside. The one on the right contains a save/power-up crystal, the one on the left leads to a pool and a closed door.

[MASONIC TEMPLE] The area leading to the temple is a maze of passages, doors and buttons. The diagram aldwych.gif may come in handy. (This is also available online at http://tombraiders.net/stella/images/aldwych.gif.) And you'll probably want to save your game here in case you get lost or misplaced. Slog through the pool and push the button to open the door. Take the first right, then turn right again. Push the button here (B). Turn around go back to the left, then go to the right down the long corridor. At the end, just to the left is another button (C); push it. (Don't push the one at the end of this hall [D].) Turn around and come back up the long hallway. The doors on the right are now open. Go inside and pick up a small med-pack in the dark alcove. Now press the left button (F), but not the right (E). Exit this room through the door on the right and walk straight across the hallway. Turn right to face the first button you pushed. Push it again (it should be red now). Turn around and walk forward then to the right down a newly opened hallway. Follow it, passing two alcoves containing another small med-pack and MP5 clips. Continue to the inner sanctum of the Masonic temple.

Enter and go to the right. Use your two Solomon's keys in the keyholes to open doors at the front and back of the room. Go around the corner and pick up a save/power-up crystal and the long-awaited UZIS on the floor opposite the red chairs. (If you already have them, youíll get Uzi clips here instead.)

Head for the back of the room, taking care to avoid the break-away floor tiles with spikes below. Run over the tiles into the little room you just opened. Grab the MASONIC MALLET and take a standing jump over the spikes to grab the edge. Pull up. Kill the dog that charges from the left. Then go back to the corner with the floor-length purple curtain and break-away tile. (Don't worry; there are no spikes below this time.) Go behind the curtain to get the ORNATE STAR and some MP5 clips.

Exit the temple through the small door in the opposite corner, which opened when you used the keys. Pick up a small med-pack and flares, then follow the underwater passage to a room with several cement ledges. Climb onto the block near the upper entrance and take a running jump to grab the crevice. Crawl through and drop down to the ledge with the railing. Climb onto the higher ledge and take a standing jump from the corner to grab the grate in the ceiling. Traverse to the wall, then drop and grab the small opening. Pull up and crawl through.

[TURNSTILE] Use your ticket in the turnstile to gain access to the next room. You may be able to kill 2 rats inside from the doorway. If not, take care of them, and the club-toting goon at the same time. Confiscate the goon's small med-pack. Then go around the row of turnstiles and use the Ornate Star to unlock the room with the campfire inside. (NOTE: If you're having difficulty unlocking the door, stand right at the middle of it, rather than facing the lock.) Another thug rushes out. Kill him before he flambťes Lara, then enter.

This is SECRET #3. Climb through the opening in the ceiling. Follow the passage to drop down into a room containing a save/power-up crystal. The door opens automatically, and you're back at the landing above the pool. (Kill that nasty dog in the stairwell now if you didn't earlier.) Do the jump-climb-traverse thing to get back to the TURNSTILE room.

This time go to the right, down the escalator. Use the Masonic Mallet to open the door at the bottom. Get the rocket in the crawlspace above. (This is SECRET #4.) Then press the button to open a trapdoor inside the TRAIN CAR nearby.

Exit and go down into the hole on the left. As you approach, the door on the right opens and a thug comes out to pound on Lara. Subdue him and relieve him of a small med-pack. (NOTE: that the ENCLOSED WALKWAY he came out of leads down to the platform below the RIGHT SIDE ESCALATORS, but don't go that way yet.) Continue down the tunnel. Jump the gap, kill the dog a little farther on, and continue down the stairs to the platform.

[TRAIN CAR] Shoot the goon before he has a chance to hurt Lara. He'll leave another small med-pack. There's also a save/power-up crystal in the alcove, flares on top of the train car, and large med-pack and shotgun shells in a hole in the mud-filled, bat-infested tunnel.

Go back up the stairs to the hole. Drop down and follow the tunnel to the trapdoor under the train. Climb up into the train car. Push the button to cause a tremor and open another trapdoor. Drop through it and follow the tunnel to an open hallway with alcoves along the right side. Proceed forward, but DON'T SHOOT the gang member who dashes out of an alcove. Instead, follow him around the corner and let him open a door for you. He'll return with a buddy. Now you can kill them both. (NOTE: If you kill the first guy before he opens the door, you'll have no hope of getting the final secret.)

Go into the room the thug opened, pick up a rocket and press the 2 buttons. One opens the second trapdoor in the train; the other opens a door in the ROLL-DOWN DOORS ROOM.

Backtrack past the alcoves (pick up a small med-pack in the last) toward where you came in. Go right and up through the trapdoor into the train car. Press the button again, go through the other trapdoor and follow the tunnel to the opening. Take the ENCLOSED WALKWAY across the tracks. Go down the ramp to the platform, drop into the pit, go to the WOODEN CRATE ROOM, and climb up through the trapdoor. Enter the newly opened door on the right--SECRET #5. Kill another bad guy, and pick up a huge cache of goodies: MP5 clips, Desert Eagle clips, a large med-pack and the ROCKET LAUNCHER. Now, wasn't that worth the walk? :-)

Press the button to re-open the trapdoor into the TRAIN CAR. Then exit. You may encounter another thug on the far side of the big room when you leave. (NOTE: He doesn't always appear. Perhaps it depends on how you approach.) Return to the train. The quickest route is probably down into the WOODEN CRATE ROOM, across the ceiling grates to the drill, down onto the tracks, up the ramp, across the ENCLOSED WALKWAY, down into the hole, up through the train, and down into the hallway where you killed the 2 guys who opened the door for you.

Now exit the level by sliding down either of the ramps.

A cut scene follows: Lara falls into the lair of the Damned and finds herself before their leader. He correctly guesses that she's looking for Miss Lee. But obviously not for revenge, he says, since she hasn't got the face for it. Lara asks if he has, and the masked man replies caustically that he doesn't even have a face. He says he took a job as a research assistant in Miss Lee's cosmetic company. And, after taking part in a failed experiment to discover the secret of eternal beauty, he and the others ended up faceless monstrosities. The supreme irony, he explains, is that when he tried to take his own life, he found it didn't work. He strikes a deal with Lara: If she brings him some embalming fluid from the natural history museum, he and his friends will help her get to Sophia Lee.

RECOMMENDED READING: If you enjoyed the ambience of this level as much as I did, you might want to check out Neil Gaiman's book Neverwhere, a novel about a more-regular-than-regular guy who falls through the cracks of "normal" society and ends up in the mysterious realm of "London Below." It's full of abandoned tube stations, sewers, secret doors and passageways, etc. A completely fabulous book, which I recommend highly. In case you haven't heard of him, Neil is the guy who did the Sandman and Stardust graphic novels and The Day I Swapped My Dad for Two Goldfish.Neverwhere links:

http://www.avonbooks.com/neverwhere/     http://www.pitt.edu/~schulman/SF/neverwhere.html     http://www.pibooks.com/gaiman/index.html     http://www.sfsite.com/jul97a/nev12.htm

 

LONDON PART 3: LUD'S GATE

Kills: 19 Items: 53, plus a key, EMBALMING FLUID, the HARPOON GUN and 11 save/power-up crystals* Secrets: 6

*Numbers are approximate and depend on which route you take. Note that one of the regular pick-ups here will be the ROCKET LAUNCHER if you didn't get it in a previous level.

Objectives: Sneak into the Natural History Museum and steal some embalming fluid for your immortal friends. This will grant you access to the second part of the level. Here you'll need to navigate a series of water-filled areas and locate a key to unlock a door to the final area--the building where Sophia Lee has her office. This is where the last London level begins.

Walk-through: In case it wasn't obvious from the previous cut scene, the Damned are now your friends, so don't shoot at them. Turn and follow the guy with the torch down the plank walkways to a room with several shallow pools. Exit through the doorway on the LEFT. (The right doorway will get you where you're going, but you'll miss a secret.)

Slide down the ramp and quickly pull up into the opening on the right before the spiked ceiling descends and crushes Lara. Slide down into a small room. Exit to the left onto a white rock ledge above a room with many crates in it. (You'll come back there later.) Go to the right end of the rocks and drop down to the small brick ledge. Safety drop down to a clear area in the barbed wire. Walk to the other end and climb into the crevice. Inside are a large med-pack and flares--SECRET #1. To get out, climb through the opening in the ceiling, then up to the highest ledge. Turn around and take a running jump diagonally to the left to sail through the opening and land on the white stones where you started. (NOTE: If you're having difficulty with this jump, you can also jump to grab the edge of the opening and pull up.)

Go back into the little room. Press the button if you didn't earlier. This opens the trapdoor above. Climb up and scale the grating to just above the third silver strip. Back flip into the passage behind and pick up a large med-pack. (This is the way you would have come had you taken the right door initially.)

Jump back to the grate and climb up and over to the left side. Be careful not to drop into the barbed wire. Position Lara's hands on the grate just below the opening with the purplish-red light. (See the screenshot at http://tombraiders.net/stella/images/luds1.jpg if you're unsure.) Jump and twist in the air to grab the grate behind (Jump + Roll + Action). Climb up and crawl into the crack for SECRET #2--a rocket. (NOTE: If you have trouble making Lara climb into the opening, release Action and quickly press it again so she loses her foothold but grabs the ledge again. Then press Forward to pull up. If this doesn't work, try pressing Crouch + Forward while holding Action.)

Climb down the grate to just above the wooden slope and jump, twist and grab the black grate behind. Climb up farther until Lara's feet are just above the bottom of the green-lit area. (See http://tombraiders.net/stella/images/luds2.jpg.) Back flip into the opening with the save/power-up crystal and shotgun shells. Slide down the slope and jump to grab the grate. Climb all the way to the top.

Go through the crawlspace to the end. You'll find more shotgun shells in an opening on the right, but don't go all the way through. There's a guard in the hall beyond. Instead, backtrack to the point where you can stand up. Climb into the duct, pick up a small med-pack and drop down into the next room. Kill the guard here. Use the button to open the door, and kill the second guard in the hallway.

Pull/push the movable block onto the gray square. This will cause the tall pillar blocking the door to the next room to slide away. Go into the hall and to the right to enter this area. Get a small med-pack on a ledge in the back. Climb the stepped blocks to the doorway between the wooden ladders. Push the movable block there so it's in front of the door. This will move the tall pillar outside back in front of the outer door. Climb over the movable block and drop down on the other side.

Go out to the top step and turn left. Take a standing jump to grab the wooden slats on the ceiling. Traverse forward and left, then drop to grab the edge of the alcove with a save/power-up crystal. Pull up, get the crystal, then safety drop to the ground. Climb back up the blocks, jump to grab the wooden slats on the ceiling again and this time head for the alcove on the right. Drop, grab the ledge, pull up and crawl into the alcove. Use the switch to open a door high above. Then, climb out and drop down to the floor.

Climb up the movable pillar in front of the door. Pull up onto the ledge above and go through the crawl space. The ducts lead you back to the hallway. Move the block in the computer room again to slide the pillar back from the entrance. Go back to the Egyptian room.

Climb onto the movable pillar. Grab the ledge above, pull up and jump (with Action) to the ledge on the right with the switch. Pull it to close the door of the movable block room creating a climbable ladder. Climb up this ladder and onto the ledge on the left. Turn around and take a standing jump (with Action) to the block ahead on the left and another standing jump-grab to the doorway. Go into the alcove on the left, which contains shotgun shells and flares. Then cross over to the opposite alcove and go around the corner to a slope.

Slide down and jump at the end to grab the ledge across the gap. (Or, if you have difficulty timing this jump, slide down backwards, grab the edge, pull up and do a jump-twist--Jump + Roll + Action--to catch the ledge behind.) Continue to another ramp. Slide down to land on the break-away tiles. Immediately jump forward and grab the ledge between the sarcophagi. Pull up and take the EMBALMING FLUID.

(NOTE: There's a shortcut you can take here. Turn around and jump to the remaining break-away tiles on the left. Fall through and hold Action to grab the lowest slope. Traverse to the left and drop to a flat spot with a rocket on it. Then fall down the hole into the water. Pick up the walk-through below at the **. If you go this way, however, you'll miss a lot of action and two secrets. And, your friends will never get their precious embalming fluid.)

Crawl through the duct, picking up some Uzi clips on the way, and back out into the hallway. Kill the guard around the corner and go back around the corner to the crawlspace. There's another guard on duty in the next room. Take care of him, then use the button to open the doors and get a rocket. Go around the stone blocks and drop down onto a ledge high above the sphinx room.

Take a standing jump to grab the ceiling grates. Traverse across to the other side to get a save/power-up crystal. Traverse back to the third silver stripe in the grating. Then drop onto the sphinx's head. Turn to face the back left of the sphinx. Line Lara up with the point sticking down from the ceiling and take a standing jump-grab to land on a square corner ledge with a small med-pack. (You can't see the ledge from above. So use the screenshot at http://tombraiders.net/stella/images/luds3.jpg if necessary to get the right angle.) Take a standing jump from the ledge to the tall, square pillar. Turn left and take a running jump to grab the back of the white angled ledge. Pull up, slide down the other side and jump to the long ledge beyond. Go to the other end of the ledge for SECRET #3--a save/power-up crystal and 2 rockets.

(NOTE: There is another rocket on a ledge on the front of the sphinx. This will be the ROCKET LAUNCHER if you don't have it already. You can get to it by dropping down from the top. To get down to the ground, stand at the edge of the ledge and back flip onto the sloping head of the sphinx. Slide and grab to work your way down to the bottom. However, once you climb down, you won't be able to get SECRET #3.)

Go to the middle of the ledge and take a running jump to the sphinx's shoulder. Slide/drop to the ground. Go around to the other side of the sphinx. A guard opens fire from the stairwell, so take him out and grab his small med-pack. Then go to the alcove at the back right of the sphinx for some shotgun shells. When you return to the stairs, another guard comes in from the front of the room. Get him out of the way, then go to the top of the steps.

Climb onto the ledge above. Turn around and jump to grab the blue opening. Pull up and get a rocket and large med-pack--SECRET #4. Drop down and climb up to the ledge again. Pull the movable block on the left. Drop back and grab the ledge. Traverse to the left and use the block and the grating above as a ladder to climb up to the alcove on the right. Climb into the passageway above and drop down on the other side of the movable block. Push it again once. Then pull a second movable block twice. Climb back up the first block and grating to the alcove on the right. Again, go through the passage above. Now you can drop down behind the second block and emerge back in the lair of the Damned.

Go up the hall on the right and place the embalming fluid in the carved alcove with the blue lights above it. This opens a door nearby. Go in and fall through the trapdoor into a pool. Now test out your new ride: the underwater propulsion vehicle (UPV).

Drive the UPV into the big cavern, harpoon the crocodile (Action is the fire key on the UPV as well), and head for the opening on the right (with the wooden crate top) to get some air.

Scour the area for goodies, but be careful; another crocodile comes out when you pick up the harpoons on the square cement block. Other items here are: a small med-pack on the bottom near the cement block; a save/power-up crystal and 2 bunches of harpoons in the room opposite the one with the air space; a large med-pack and 2 more bunches of harpoons in the next room; and Uzi clips in the room next to the air room. The large brick opening leads to the next area, where you can surface.

(IMPORTANT NOTE: DON'T SAVE YOUR GAME FROM THIS POINT UNTIL AFTER YOU FINISH THE NEXT AREA AND GET ALL THE SECRETS!!! Some people have experienced a bug in which an invisible wall appears blocking the entrance to the sixth secret. Saving here seems to be what causes it.)

(**) Climb onto the ledge, pick up 2 bundles of harpoons. Jump into the water on the other side. Swim along the brick passage to a room with a glass ceiling where you can surface for air. (You can also see another UPV in an adjacent room.) Pull the underwater lever to open the nearby trapdoor. Swim through it, climb out of the water and press the button to open the door in the underwater passage to the left. (You passed it on your way in.)

(NOTE: Be sure not to accidentally fire weapons here, or you'll attract unwanted attention from the guard on the other side of the window and miss getting one of the secrets.)

The next bit is rather complicated, but it will enable you to get one of the more difficult secrets in the game. Ostensibly the object is to kill the frogman before he can get away and close the door to the underwater room with the UPV. The catch is that you can't shoot him on land. The frogman on top of the crates is just set dressing. He can't react to Lara, and she simply won't target him. You do want to avoid attracting the attention of the guard, though. This is actually what sounds the alarm and closes off the secret. Here's one strategy.

(NOTE: The diagram luds.gif, also online at http://tombraiders.net/stella/images/luds.gif, shows the path you'll take. It's quite rough and not at all to scale, but it will help clarify the text directions.)

Swim through the door you just opened into the area with the guard and the frogman. Swim forward and to the right until you come to two small underwater openings. You can surface in the corner near them and not be seen by the guard above. Go down into the left opening for SECRET #5--Desert Eagle clips. Then go into the right opening, get a small med-pack and pull the lever to open a concealed trapdoor nearby.

Swim UNDERWATER back toward the tunnel where you came in and continue past it down a small channel. Surface and climb out on the ledge to the right. Climb up and CRAWL forward to a hole. Back up to it and drop into the water below. (This is the trapdoor you just opened.) Get the save/power-up crystal, climb out on the other side and CRAWL around to the white rocks on the far left (opposite secret #4 and lever).

Once you're behind the rocks, you can stand. Go to the back right corner, jump up the small slope and pull up into the doorway. There's a guard lurking inside. Don't bother with him yet. Instead, run down the dark hallway and jump at the end to land on the metal ledge behind where the frogman is standing. He'll jump into the water and start shooting harpoons at Lara. Kill him before he swims away.

Now kill the guard and jump into the water where you killed the frogman to claim SECRET #6--4 bunches of harpoons, a large med-pack, a save/power-up crystal and the second UPV. (NOTE: Make sure you get everything in the secret room before going on. If you leave this area then come back, the invisible wall bug may be activated.)

Now you can take your time scouring the area for goodies. In all, you'll find: the BOILER ROOM KEY, which the first guard will have dropped; the HARPOON GUN and 2 bunches of harpoons behind the crates near the window and silver door; 3 more bunches of harpoons--one where the frogman was standing, one on the white rocks just behind that, and one on the big ledge above the red flashing light; a large med-pack in the pit behind the crates opposite where the frogman was; a small med-pack in a hole to the left of where you entered the dark room (you have to crawl then drop into it); flares and a save/power-up crystal in the dark room with the guard. (After climbing in from the rocks below, look up in the right corner and you'll see a crawlspace. The items are inside.) You can also kill the other guard here now.

When you've collected everything, drive the UPV down the long, diamond-shaped tunnel near where you killed the frogman. (NOTE: If you missed Secret #6 and don't want to bother trying again, continue to the next area where you'll find another UPV in the upper left alcove on the right wall.). Another diver lies in wait, and there's a crocodile in the large, open area beyond. You may want to kill the diver then return to the previous area for air before taking on the croc.

This next area is a big, square room with four openings in each wall. (In the diagram ludsgate.gif, which is also online at http://tombraiders.net/stella/images/ludsgate.gif, the wall where you enter is labeled "Near," and the others "Left," "Right" and "Far" relative to that.) There's an air pocket in the top left opening on the right wall. First, pick up a few things: a large med-pack in the lower right opening on the same wall as the air space and a save/power-up crystal in the opening next to the entrance.

Now comes a series of underwater levers and doors. Needless to say, you'll need to go back for air between each action. I found that the UPV is very difficult to maneuver in the tight spaces inside some of the side rooms. It may help to park it outside, do the lever business, then return to it to speed back to the air hole. Here's the sequence: Swim into the opening to the left of the entrance (when facing it). Around the corner to the right is a lever. Pull it to open a door in the yellow area (just above the entrance). Swim in there to get a small med-pack and pull another lever. This opens the door in the red area (left wall, top right). Swim in there, picking up a save/power-up crystal on the way, and pull the lever to open a door in the blue area (far wall, upper right--next to air opening). This also lets in 2 more scuba divers. Here, I recommend either rushing back to the air hole, then using your hand harpoon gun to take them out, or simply avoiding them and heading for the exit.

Ride the UPV into the blue opening and up a long, vertical passage to surface near the BOILER ROOM. Climb over the ledge and jump into the water below the burners. Here you'll find some harpoons and a lever. Pull the lever to turn off the flames. Jump from the ledge, across the burners, stopping near the second burner to pick up a large med-pack and Uzi clips. Then jump to the doorway.

Follow the duct around the corner to the pistons (?). Watch the shadows on the floor, and you should be able to run past them one at a time without a hitch. Climb up to the ledge, then take a running jump to grab the grate on the ceiling. Traverse all the way across to the rolled steel duct. Drop down in the area next to the pool and pick up Desert Eagle clips and flares. Climb up to the duct, grab the ceiling grate again and traverse to the wall near the waterfall. Drop to grab the small opening, pull up and crawl through. Use the boiler room key here to open the door. Get the save/power-up crystal and press the button to open a door back down in the underwater area.

Climb out, drop into the water and drive the UPV back down to the bottom. There's another crocodile waiting down there, but you can hurry past it much more easily than you could kill it. Also, your previous air pocket is now gone, so you don't want to waste any time. Drive directly across from the blue opening into the purple one. Head to the left through the door you just opened, and continue up a long, vertical passage until you can surface.

Climb out of the water on the ledge with the large med-pack. Then cross back to the other ledge. Walk to the edge facing the left side of the platform with the swinging steel gizmo. Take two steps back then do a standing jump to grab the platform. Shimmy to the left (against the wall) and pull up. Walk across the platform to the other edge. (Or, if you're having trouble walking past the machines without taking damage, stand near the wall and roll.) Take another standing jump to grab the next platform. Again, pull up next to the wall where it's safe. Walk to the far edge and take another standing jump to grab the last platform. Jump from there to the doorway.

Follow the passage around the corner and kill the guard. Now backtrack to an opening in the ceiling near the machine room. Climb up and follow the duct to an opening above the very deep, very wide pit. Take a running jump to grab the small, rectangular opening across the way. Drop and grab the opening below. Crawl through the duct to a brick ledge above the big pit. Again, take a running jump to grab the opening opposite. Crawl through the ducts to the end of the level.

A cut scene ensues: Lara confronts Sophia Lee in her office. Sophia is unwilling to part with her artifact and flees. Lara, naturally, won't take "No" for an answer.

 

LONDON PART 4: CITY Updated 12/17/98 Kills: 0* Items: 6, plus the EYE OF ISIS Secrets: 1

*The only enemy is the level boss, Sophia Lee. However, since Lara defeats her indirectly, this doesn't register as an "official" kill.

Objectives: Kill the angry Miss Lee and get her artifact.

Walk-through: Follow Sophia Lee through the door in the corner of her office. She'll be waiting outside on a ledge of the adjacent building. DON'T SHOOT AT HER. She can't be killed with conventional weapons, so don't even waste any ammunition on her. Instead, climb up to the electrical panel and shoot it to electrify the walkway where Sophia will be standing. (Detailed directions follow.)

As you climb, Sophia will continue to fire energy bolts from her artifact. Expect to take some hits. Use med-packs as you go along. There are additional med-packs scattered along the ledges. If you're desperately low on health, go ahead and pick them up. But if you have enough to last, wait until later to get them. If you keep moving, Sophia won't be able to hit Lara as often, since she climbs as Lara does and doesn't fire as she's climbing. Once you' know where you're going, it's not all that difficult.

First, run up the ramp on the right side of the opening. Climb up onto the ledge, turn around and either take a running jump to grab the ledge on the left side, or grab the grate in the ceiling and traverse over to the ledge near the pink light. Climb onto the block on the left. Turn around and pull up onto the next ledge.

Run across the bridge to the right side and press the button to open a trapdoor behind you. Run back across the bridge to left side. Climb up. Turn left and climb to the next level (above the white light). Cross the bridge back to the right side. Jump and grab the yellow grating ladder and climb up. Crawl through the low opening to the other side. Turn around, climb up and, if you want to, crouch behind the angled block until you hear Sophia pause for a power-up. Then take a running jump across the gap to grab the ledge on the left side (above where you were earlier). Pull up and walk forward. You'll find the electrical panel on your right. Shoot it to turn on the current in the walkway and put Sophia out of your misery.

Now you can go for all the goodies. Just make sure not to step on that electrified walkway. There's a small med-pack near the crawl space, small and large med-packs on the walkway at the level of the ladder, and another small med-pack on the level where the button is.

To access the level's SINGLE SECRET, get on the ledge below and to the left of the trapdoor. Drop backwards and hang from the edge. Traverse to the left, then drop and grab the opening below. Crawl in for a rocket and another large med-pack. Safety drop out through the little opening and climb back up to the ledge above the crawlspace.

Jump from there across the gap to the building where Sophia was (just below the helipad). Climb up the cement ledges (near the white light). Drop down on the other side and use the button to turn off the current. Take the EYE OF ISIS to end the level.

                                                               Back to top.


South Pacific Levels


SOUTH PACIFIC PART 1: COASTAL VILLAGE

Kills: 23 Items: 25, plus 1 key, 3 Serpent Stones and 5 save/power-up crystals Secrets: 3*

*There are several possible routes through this level. I have attempted to describe them without making the walk-through too convoluted. The number of kills and items will vary depending on the route you choose. Also, there are actually four possible secrets. Finding any three is enough for a perfect score, but it is possible to get all four. Be sure to find at least three so you can access the bonus level at the end of the game.

Note also that one of the regular pick-ups here will be the HARPOON GUN if you didn't get it in a previous level.

Objectives: Get from the lagoon to the village (by either route or a combination of the two). Once you reach the village, find a way into the tree house near the big swamp. Inside you'll meet a soldier, who will give you a map to help you get across the swamp at the beginning of the next level.

Walk-through: You begin the level underwater. Swim forward to surface. Then swim to the right between the rocks. On the bottom of the lagoon you'll find the SMUGGLER'S KEY. Swim back toward where you started, then continue forward. There's one ledge low enough to climb out on. On the block above is a small med-pack.

After you get it, swim to the other end of the lagoon near the bamboo hut. Climb out of the water on the rock outcropping with the small med-pack on top. Face away from the hut. Across the water, you'll see some rocks with a sloped block on the left and a flat ledge on the right. Take a running jump from the peak of this rock to grab the sloped ledge, traverse and pull up onto the flat ledge. Turn right and take a standing jump to the next flat block ahead. The chimes will register SECRET #1, but you'll need to take a running jump to grab the next ledge for the pick-up: MP5 clips.

Swim back to the sandy shore. There are now two paths you could follow: Into the hut (next paragraph) or down into the cave on the right (pick up the walk-through below at the **). Either path will net you three secrets, but if you want all four, you'll need to start with the hut. (See the note about secrets above at the *.)

THE HUT: Enter and use the smuggler's key to unlock the trapdoor. Safety drop in and pick up a save/power-up crystal. Advance slowly to avoid being skewered by the wooden spike trap. Crawl under and continue to a cavern with a pool. Shoot the 2 crocodiles in the water and the tribesman with the blowgun on the ledge above. (NOTE: If Lara is hit by one of his darts, you'll need to use a med-pack or power-up crystal to antidote the poison.)

Sweep the bottom of the lake to find 4 bunches of harpoons. (NOTE: If you don't already have the HARPOON GUN, you'll find it here in place of some of the harpoons.) Then return to the ledge at the entrance. Take a running jump to the next ledge, a standing jump to the ledge beyond that, then climb up to the high block near the torch. Use the vines on the ceiling to traverse over the pool to the other side. Turn and jump to the path on the right. Follow it to the end and climb up as far as you can. Turn to face the save crystal then follow the short path toward the right wall. Above on the right, you'll see an opening. Jump to grab the vine-covered wall below it and climb up to get some MP5 clips. Back out of the hole, climb down as far as you can, and let go to drop to the walkway.

Turn around and walk back up the path toward the entrance. At the end of the path, turn left and climb onto the stone ledge. Turn around to face across the water. Take a standing jump from the edge of the block to grab the ledge above the entrance. (You can
also use a running jump, but it's more difficult to set up on the angled ledge.) Pull up. Use the vines on the ceiling to traverse to the rock bridge where you killed that tribesman. (NOTE: If you're having trouble getting from the opening with the MP5 clips to the rock bridge, check out the screenshots at http://tombraiders.net/stella/TR3walk/coastal2.html.)

Cross the bridge, turn left, then jump over to the slope. (You can't really see it, but it's on the other side of the opening.) Slide down and jump at the end to land on the ledge beyond.

Look sharp because another tribesman is shooting darts from above. Take care of him, then do a running jump over the spikes to grab the ladder. Climb up and get the large med-pack.

Drop back and hang from this ledge. Then traverse to the left until you can pull up again. Get the save/power-up crystal and small med-pack on the walkway near the dead guy. Take a standing jump-grab from the end of the walkway to the ledge below. (There's nothing to grab but pressing Action alters Lara's trajectory so she doesn't bang her head on the rocks.) Drop back to hang from the ledge, then traverse left and pull up. Take a standing jump to the next ledge on the left.

Follow the passageway to the wooden bridge. Before crossing, find a secret: At the beginning of the bridge, turn right. Take a running jump to grab the rock ledge. Pull up and take a standing jump to grab the ledge beyond. The chimes sound for SECRET #2. Jump to the next ledge to pick up the grenades. Then return to the bridge the way you came.

Now you can choose to enter the building on the other side of the bridge or climb down to the ground and continue along the other path. If you choose the latter, resume the walk-through below at the ***. (NOTE: To get all four secrets, you should climb down now or after exploring the building ahead.)

Enter the building, take a few steps to the left--not too far, though, or you'll run into a whirling blade. Then turn and take out the tribesman who sneaks up behind you from the right. When the coast is clear, crawl under the blade into the next room. Lara looks up at the window in the ceiling as you enter. Yes, this is a hint. Don't step into the light or you'll trigger a poisoned-dart trap and raise the spikes in the trench ahead. Instead, go around the corner to the right and press the button to cover the window and deactivate the traps.

Now, pick up the large med-pack and jump across the stream. Crawl over to the save/power-up crystal to avoid more poisoned-dart traps.

Now you can choose to slide down the chute to the village (pick up the walk-through below at the ****), jump into the water to land on a ledge on the face of the temple (continue below at the *****), or backtrack to the wooden bridge and climb down the rocks (continue below at the ***). (NOTE: To get all four secrets, you should choose the second or third option.)

(**) INTO THE CAVE (SERPENT STONES): Slide down the slope into the cave. Continue past a small pool and climb up into an overgrown area. A hostile tribesman lays in wait. Take him out then continue on to a swampy area with a wooden bridge above.

(***NOTE: If you're coming into this area from the bridge above, you can head away from the swamp to meet the tribesman mentioned in the paragraph above. Otherwise, go on from here.)

Take a running jump to grab the block in the middle of the quicksand. Pull up at either corner to avoid the poisoned darts. Turn right and take a running jump to the rock ledge with the large med-pack. A standing jump will get you back onto the rock pillar. Then take another running jump to the other side of the swamp.

Follow the path, killing another native along the way. You'll soon come to a huge temple near a very steep drop-off. Before going on, backtrack to where the path bends back toward the quicksand. Climb onto the rocks with the green tops, go forward, turn right and climb onto the bent tree trunk. (You're now facing the quicksand and the wooden bridge.) Climb up to the rock ledge behind the tree. Turn around and head to the left along the ledge. Jump to the branch, then to the triangular green ledge, and from there, jump around the corner to grab the square stone ledge with the shotgun shells. Return the way you came to the ledge above the bent trunk.

This time jump to the thick branch on the right side of the tree trunk. Follow the branch to the stone ledge at the end. Take a running jump to grab the next branch and pick up the red SERPENT STONE--one of three. Go to the other end of the branch and climb into the alcove for SECRET #4--Desert Eagle clips. (NOTE: For some, this will be the second secret.) Slide down the side of the building to the ground.

Look over the edge of the cliff and you'll see a save/power-up crystal. Climb down to get it. Now climb up one level and follow the path to the left. You'll end up on a high ledge near the waterfall.

(*****) Take a standing jump into the opening behind the falls where you'll find another SERPENT STONE. Step back from the opening a bit, then take a standing jump (with Action) to land back on the ledge between the falls.

(NOTE: If you came in via the waterfall from the temple above, this will be the first stone you've found. You'll need to backtrack to get the second and pick up the save crystal and secret nearby. Begin by jumping to the ledge on the right, when facing the falls. Follow the path to the right and drop down for the save crystal. Then climb up to the area with the trees. You can go back as far as the cave near the lagoon if you like, using the walk-through backwards if you need it. Make all the necessary pick-ups then return to the cliff, jump across the tops of the waterfalls to the far side of the temple, and resume the walk-through below at the ******.)

If you now have two serpent stones, take a running jump to grab the ladder. (Don't let go; there are deadly spikes below.) Climb up to the opening at the top right. Continue through the passageway to another ladder. Climb to the top.

(******) Climb up onto the square pillar with the angled top to get a small med-pack. Drop down on the safe side, then go to the back right corner of this area. Climb up onto the block and shoot the tribesman inside the doorway to the left. (NOTE: Do not place any serpent stones into the snake receptacles until you have all three. Several people have reported a bug where they placed one stone then went to get the other two. When they came back they were unable to open the gates.)

Jump from the lowest block to the ledge near the doorway. Turn around and take a running jump to grab the rock ledge above where you just stood. Turn right and take a running jump to the gray stone ledge near the temple. Jump over to the ledge with the third SERPENT STONE.

Slide down the side of the building. Now take your three stones and place them in the receptacles to open the three gates. Slide down into the village below.

(****) THE VILLAGE: When you enter the village, 2 tribesmen attack--one with a spiked club comes from near the huts, the other with a blowgun is on the ridge to the left. (NOTE: If you came down through the serpent stone hallway, you'll be on the same level with the tribesman with the blow gun. You'll be able to pick up an additional small med-pack here, which isn't accessible from below. When you've got it, slide down the slope.)

There are four huts in this area. As you explore them, you'll meet 2 more tribesmen. Inside the closest hut is a rocket. Behind it, on a ledge near the chute (the one you came down if you slid in from the dart-trap temple) are some grenades. (You donít need to jump to get these, just face the wall and press Action + Forward.)

The big hut with the fire has a small med-pack, and there's a save/power-up crystal behind the hut to the right of the pool. The hut next to that one is a quicksand trap; you can't get the med-pack, so don't bother trying. Beyond this is a path with a pit of spikes.

When you've gotten everything, go up the narrow path to the left of the pool. This leads to a tree house and a stone building near a swamp. You'll meet a hostile native on the path. Climb onto the rock at the corner of the stone building. Kill another man lurking at the front of the building. Jump across to the alcove where he was standing and turn the wheel to raise a trapdoor over the spikes back in the village area.

Return to the village, taking out 2 more tribesmen on the way. Head to the left toward the path over the spike pit. Pull up onto the ledge above the pit to get a box of shotgun shells then continue through to the other side of the village.

Follow the wall to the right. In the back right corner is a dark cave. This is SECRET #3. (NOTE: For some, this will be the fourth secret.) A villager sneaks up from behind when you try to pick up the shotgun shells and MP5 clips. You'll also find some flares in one of the huts. And when you go through the narrow alley behind the huts, a guy with a blowgun appears behind you.

One of the huts on the upper level has a wheel inside, which opens the trapdoor into the tree house with the ladder. When you turn it, another villager attacks from behind. Kill him, then climb up into the tree house. The window opens as you approach. Take a running jump from the windowsill to the wooden ledge to the left.

Enter the stone building and take out the tribesman in the hallway on the right. You can't get over the burners yet. So instead go down the hallway and jump from the window to the bamboo platform behind the huts. Go forward to the far corner, jumping the gap and picking up some harpoons in a dark area on the left. Jump up to the flat spot on the roof. Then use the bars in the trees to traverse over the spikes. Cross over to the next hut (the one with the balcony with wooden railings). Press the button to raise a platform over the burners in the stone building. Kill the angry villager who appears when you do this. Then climb down and back up to the burners.

Take two hops back from the edge of the burners, then a running jump to land on the platform. A standing jump from the edge of the platform will land you near the button in the alcove ahead. Press it to open the gate, roll, and take out the tribesman who appears out of nowhere.

Do not press the other button in the neighboring alcove. This only turns on the burner beneath. Instead, go left into the hallway. There's a nasty double circular blade trap here. You can sprint past it or walk as close as you can to it then hop back and take a running jump as it moves away from you. Continue to the end of the hallway and turn the wheel. This opens the door next to it, along with the trapdoor in the pool. Slide backwards out the window and safety drop to the ground. Jump into the pool and swim through the trapdoor you just opened and along the underwater passage. You can harpoon the crocodile or swim through quickly and climb out. Then either shoot it from above or just move on.

Follow the hallway to an opening. Take a standing jump to grab the edge of the tree house and pull up to end the level.

A cut scene follows: Lara enters the hut and meets an Australian soldier whose leg has been cut off below the knee. He says he thinks the tribesmen did it but it was dark when it happened so he can't be completely sure. The soldier tells Lara that his plane crashed in the mountains, some of his men vanished under mysterious circumstances and the rest fled. Lara asks if he knows a safe route through the swamp. He says he won't go with her but he gives her a map and asks that if she meets any of his men, she should warn them away from this area.

 

SOUTH PACIFIC PART 2: CRASH SITE

Kills: 56 Items: 23, plus 2 keys and 4 save/power-up crystal Secrets: 3*

*The number of kills and items are approximate and vary depending on the actions of your enemies and allies. Note that one of the regular pick-ups here will be the MP5 ASSAULT RIFLE if you didn't get it in the previous level.

(BUG NOTE: I also encountered a bug where using grenades and/or the big gun inside the airplane to kill the raptors resulted in an inaccurate count--more than double the actual number of kills--so you may not want to rely on the end-of-level statistics here.)

Objectives: Get across the swamp to the crash site. Retrieve two keys to activate the plane's weaponry and, finally, find the exit.

Walk-through: Drop down from the hut and go toward the swamp. (A mysterious earthquake prevents you from going back to the area in the previous level.) Check your inventory for the SWAMP MAP given to Lara by the Aussie. (NOTE FOR NEW PLAYERS: Use Escape then Up to access the top inventory ring. This is where you'll find things you've collected, like keys, artifacts and this map.) Use this to help you cross the swamp safely. All of the solid squares in the swamp have green plants on them, but not all of the squares with plants are safe. The X's on the map show approximately where each save square is. (The screenshot at http://tombraiders.net/stella/images/swampscreen.gif makes it a little clearer. The arrow shows the first running jump from the angled edge of the bank.)

When you near the far side, look to the left for an opening in the rock. Jump to the square just below it and climb in for SECRET #1--2 sets of MP5 clips. Climb down from the opening, return to the previous safe square, then take a running jump to the bank.

Before sliding down the slope into the next area, look to the left just inside the opening. Take a running jump to the block with the grenades. Then continue to the bottom.

A raptor comes through the fog from the right. (NOTE: The raptors in this game are much harder to kill than the ones in TR1; however, they seem to move more slowly and don't attack with the same viciousness. You can usually find a raised block to stand on for safety. Also, some will run away after you shoot them a bit, and you'll need to draw them out in order to resume the fight.) When you've killed this raptor, go through the fog, past the small pond, and climb up the rocks into the opening above.

Continue to a clearing with the downed plane. Another raptor emerges from behind the trees on the left. Kill it and continue exploring. You can go into the various areas around the plane--cave with switches, compsognathus room, T. Rex nest and raptor pool (below)--in any order you want to.

CAVE WITH SWITCHES: (NOTE: If you're not interested in getting all the pick ups, you can skip over this area entirely--or take the shortcuts described below at the ** to get the goodies without dealing with all the switches.) Return to the entrance to the airplane area from the foggy area where you killed the first raptor. Stand with this doorway on Lara's right. Above and behind is a rectangular stone ledge. Ahead is a short, green wall with a sloping base. Walk/jump to the left corner of this green wall, where there's a flat spot Lara can stand. Jump to grab the edge of the green wall and traverse a little to the right, to the middle of the wall. Pull up and backflip onto the stone ledge above. Turn around and you'll see a crawlspace. (Skip the next paragraph.)

Or, you can reach this spot by taking the more obvious but longer route through the treetops: Face the nose of the plane then go back to the left (near where the second raptor came from). Jump onto the gray stone block jutting out from the green corner. Turn around (face the plane) and jump to grab the ledge above. Pull up, then jump from the edge to grab the handholds in the tree branch above. Traverse to the trunk and drop down. Walk along the branch around to the left. Take a running jump to grab the handholds on the tree trunk. Climb up to the ledge. Jump to grab the handholds on the branch above. Then traverse nearly to the end and let go. Here you get a wide-angle view of the area, showing a rock ladder leading down. Climb down and hang on at the bottom. Traverse to the left until you can pull up.

Crawl into the tunnel and drop down in the next room. Climb onto the low block and jump to grab the bars on the ceiling. Traverse forward then hook around to the right to get to the doorway above. Drop down.

Hop down to the ledge below the doorway. Go around to the right and use the first switch to rearrange the bars on the ceiling. Take a standing jump with Action to land on the pillar with the save/power-up crystal. (If you miss, you'll need to restart, because all the slopes lead down into the pit of spikes.) Jump and grab the ledge under the door and climb back up. From the doorway, use the ceiling bars to traverse straight across to the other side. Drop down and climb into the alcove with the second switch. Pull it to rearrange the bars again.

Jump/climb back to the doorway via the pillar where you got the save crystal. On the way, use the first switch again to rearrange the ceiling bars. This time, traverse all the way around the center to the far side of the room. Traverse to the right until Lara is up against the climbable wall (on the back of the central structure). Drop to grab it. Then climb down to the bottom. Position Lara on the lowest rung that allows her to have her feet on the ladder, then back flip into the alcove behind. Use the third switch to raise the last section of bars up on the ceiling and open a metal grate nearby.

Jump to grab the rock ladder and climb up to the alcove you just opened. Turn take a running jump to the long, angled ledge to the right of the switch alcove. Slide back and grab the edge of the slope. Traverse to the second square from the left, pull up and back flip onto the pillar where the save crystal was. Jump/climb back up to the doorway.

Now you can traverse all the way around to the exit. Pick up the Uzi clips in the corner and climb out onto a ledge across from the airplane. If you've got the two keys and ready to go down into the plane, take a running jump to grab the branch ahead, and jump from there to the fuselage. Otherwise, climb down the rocks to the ground.

(**Note: If you just want the goodies without the work, you can go into the left cave as far as the crystal then go back out the way you came. To get the Uzi clips, climb onto the plane at the front right, when facing the nose, and walk across the top to the back left. Jump to the tree branch and from there to the cave opening. Go in and get the clips.)

COMPSOGNATHUS ROOM: (NOTE: Completing this area isn't necessary to finish the game, but it's quick and easy if you want to do it.) On the right side of the plane (when facing the nose), just before the hummock separating the front and back areas of the aircraft, there's an opening on the right. Hop down and get some MP5 clips. Continue to an open area with a dead soldier and raptor. As you enter the gate closes behind you. As you poke around, a pack of 5 tiny compsognathus emerge to gnaw on the raptor carcass--and on Lara. Get them out of the way and pick up the large med-pack and more MP5 clips. (NOTE: If you don't already have the MP5 ASSAULT RIFLE, you'll get it here instead of clips.) Use the 2 switches in the alcoves to open the exit.

T. REX NEST (CMDR. BISHOP'S KEY): Drop into the pit near the front of the aircraft (to the left if Lara's back is to the nose of the plane). Climb through the open area. Pick up the MP5 clips just inside. Now you'll meet a soldier and 2 raptors. You can help the soldier kill the raptors or use the raptors to help you in the upcoming battle. (See the strategy note below.)

In the flat area at the bottom of the embankment is a pack of 4 compsognathus, which will give most of their attention to a nearby raptor carcass. You can kill them if they're pestering you. Around the corner to the right, beyond the pond, is a Tyrannosaurus rex nest. COMMANDER BISHOP'S KEY is inside the nest, along with what's left of its owner. When you take the key, Mama Rex returns home. You're stuck down in the lower area with her until you can open the doors. When you do, another raptor enters from above (along with any that you or the soldier didn't kill earlier).

The first door is at the right side of the embankment (when facing it from below). It has both an inner and outer door. When you take the key, the inner door opens. Throw the switch inside to open the second gate, on the far, left side of the pond. Here you'll find the second switch, which opens the outer door (near the first switch).

I found it easier to just kill all the raptors as you go along, and shoot Mama Rex from the relative safety of

the switch alcoves or the deep part of the pool. But if you want to live on the edge, you might try this: Leave the raptors at the top alone. Slide down the embankment and go to the nest for Bishop's key. Run to the first switch and pull it. Run to the second switch and pull it. This will let in the raptors from above (between one and three of them, depending on how your soldier friend made out). The raptors will keep the T. rex busy and you can assist or just hang back and see how things turn out. Kill any surviving creatures and exit up the steps near the first switch. If the T. rex is left standing, you can use the switch alcoves for cover if you need to or exit the area. She can't fit through the narrow passage. If any raptors survive, you can get on one of the ledges for safety.

Once the battle is through, make your pick-ups: 3 small med-packs--one on a ledge to the right of the rex nest, one on a ledge opposite the slope and a third in the stairway; and 3 packs of flares--two near the first switch, one near the second. Also, if the soldier was killed, you'll find MP5 clips near his body.

Go up the stairs to the top of the embankment and find a SECRET #2: Climb onto the long ledge near the bent tree. Go the end and grab the pointed block that protrudes above the ledge. Traverse to the left until you can pull up onto a flat spot. Turn around, jump to the branch and pick up the flares. Jump-grab to the next branch for a large med-pack. Now climb down and exit through the tunnel back to the crash site.

RAPTOR POOL (LT. TUCKERMAN'S KEY): Jump over the hummock at the side of the plane into the area beyond. You'll see 2 soldiers fighting a raptor. You can assist if you like. Just be sure not to accidentally shoot one of the soldiers or the others won't be as friendly as you'd like.

Go through the second doorway on the right wall (all the other openings are just shallow alcoves). Follow the passageway to an open area where some soldiers battle another raptor. There's a raised block just inside on the right where you can jump to safety. You'll also find some MP5 clips just inside the entrance. (Don't forget to check the bodies of any downed comrades for additional MP5 clips.)

Don't try to cross the bridge. It will collapse beneath you, plunging you into the piranha-infested pool. There is a place to climb out on the near left side, but it's better to avoid the water for now. Instead, climb a few trees.

Another raptor lurks in the trees above. You may be able to kill it from below. Climb the vine-covered wall above the raised block. When you reach the top, press Jump and hold it to back flip onto the angled block behind then spring to the branch. Finish off the raptor if you didn't already. Or run to the left and jump to the ledge near the back corner (above the entrance) to shoot the dinosaur from safety or avoid it altogether.

Now climb a little higher: Take a standing jump from the triangular ledge in the corner to grab the branch to the right. Pull up, jump to the stone ledge with the save/power-up crystal. You should be able to kill the raptor on the next branch from here. Jump across to the branch that bends up at the end (between the ledge with the save crystal and the branch where the raptor was standing). Take a standing jump to grab the high part of the branch on the left. Pull up for SECRET #3--MP5 clips. (See the screenshot at http://tombraiders.net/stella/images/crashsite2.jpg if you're not sure where to grab to get the secret.)

Slide back down and walk to the end of the branch near the dangling raptor carcass. Take a running jump to the green ledge ahead on the left. Around back you'll find a small med-pack. Shoot the carcass and it will fall down into the pool below, attracting the attention of the hungry piranhas. Now you can jump down into the pool and pull the underwater lever to open the gate on the far side of the pool from where you entered.

Climb out of the water and kill the raptor that emerges from the building. Inside the building is another raptor and 3 switches. Pull them one at a time, jumping back onto the block to shoot the 3 raptors that enter after when the switches are pulled (two after the left switch, one after the right). (NOTE: You can kill them all, or just shoot until they run away so you can pull another switch.)

Climb up through the trapdoor. Get the save/power-up crystal and LT. TUCKERMAN'S KEY (He won't be using it anymore.), and kill the raptor that appears out of nowhere when you do. Drop down and return to the other side of the pool. Follow the passageway back to the airplane.

INSIDE THE PLANE: Climb onto the plane from the treetops/cave area (see above), or from the ground at the front--just around to the right when facing the nose. (See the screenshot at http://tombraiders.net/stella/images/crashsite3.jpg if you're not sure where to stand and grab in order to climb onto the aircraft.) Drop through the open hatch. Take care of the raptor and pick up the MP5 clips. Use the two keys in the keyholes in the cockpit to open a door down below. Drop through either opening into the belly of the plane. Go to the front and pull the switch to open the back and extend the gun.

When you go out to the gun a couple of soldiers will be patrolling the area. As soon as you grab the big gun, a small army of raptors (30, to be more precise) will begin to swarm out of the doors on the left and right, and across the wooden bridge. The soldiers will probably kill some of them for you. The rest you can take out with the big gun, swiveling around and angling it up and down as needed. When the hullabaloo dies down, use the big gun to blast away the top left corner of the wall to open up the exit. (Press Roll to let go of the gun.) Pick up additional MP5 clips from your late friends. Then jump across the stream at the left side.

Alternately, run out to the big gun, then run back into the plane. You can use your weapon of choice (even pistols) to shoot the raptors safely from inside. Or, climb up onto the fuselage and take them out from above. You may have to dangle Lara over the side periodically to draw the raptors out of hiding.

Another technique you may want to try is to run out and use the big gun to shoot out the wall right away. Then run over to the exit, jumping the stream to land safely on the other side. Now you can shoot the raptors from there or leave them to fight it out among themselves.

Climb into the right opening near the exit to get a large med-pack and a save/power-up crystal. Take a running jump over to the left opening and exit the level.

A cut scene follows: Lara enters a temple and meets one of the natives. He tells her she's lucky he's fasting today, since she'd make a nice meal. She inspects a mural depicting a falling meteor and asks the man why his ancestors left Antarctica so suddenly. He tells her there was plenty of flesh there but also powerful evil. One of his tribe's leaders was born without a face and the people took that as a sign of the meteor's curse. He says that some time after they had settled on this island, a white man came with a stone--presumably one of the meteorite artifacts--and his people feasted that day. When Lara realizes she's not going to get any more information out of him, she leaves.

 

SOUTH PACIFIC PART 3: MADUBU GORGE

Kills: 16 Items: 12, plus 8 save/power-up crystal Secrets: 3*

*The item count is approximate. It varies substantially depending on the route you take through the level. Note that one of the regular pick-ups here will be the ROCKET LAUNCHER if you didn't get it in the previous level.

Objectives: Find a kayak. Paddle down river and locate a place where you can climb out of the boat. Return up river on foot to the building where the control for the plug is. Let the water out of the plugged pool, get your kayak back and paddle down into the "drain" to find the exit.

Walk-through: Go forward to the square columns. Climb up into the opening in the ceiling between the columns, where the bats fly out. Inside you'll find Uzi clips, grenades and a small med-pack. There's also a closed trapdoor. Below it is a room with a kayak. You can paddle down the river from there, but you'll miss two secrets if you do.

For either path, you'll first need to drop back down to the grassy area and continue forward from the start. A poison-breathing lizard climbs down from the ledges behind the palm tree. Another lizard lurks down on the rock ledge to the right. (These don't do much damage with their teeth or claws; however their green gaseous breath will eat away at Lara's health until you use a med-pack.) Kill them and climb down onto the ledge where the second lizard was. Jump from the lowest ledge to the square block in the middle of the river. (Don't let Lara fall in or she'll be killed in the rushing rapids.)

Now choose either the QUICK ROUTE (below) or the LONG ROUTE/ALL SECRETS (pick up the walk-through below at the **).

QUICK ROUTE: Take a running jump from the block in the river to grab the angled rocks on the other side of the water. Traverse to the right, pull up and climb/jump around the corner to the right. Push the button to open the trapdoor back at the starting area.

To get back there, follow the rocks the way you came. That tricky jump to the raised block below the drawbridge can be done by taking a running start and grabbing the left side of the block. Otherwise, Lara will slide down the slope into the river. Hop down on the other side of the raised block.

Now you can choose whether to go after an extra save crystal or not. If you don't want it, drop back to grab the edge and traverse back to the left until the square block in the river is behind you. Skip over the next paragraph.

If you do want the extra crystal, drop back to grab the edge and traverse left all the way to the corner. Let go and quickly grab the ledge below. Pull up and crawl forward until you can stand. Take a standing jump-grab (using Action lowers Lara's trajectory) to the ledge with the save/power-up crystal. Press the button to open the nearby trapdoor. Jump back to the previous ledge and climb up through this door. Now drop back and grab the edge and traverse to the right along the angled blocks until the square block in the river is behind you.

Pull up onto the slope and quickly back flip to land on the block in the river. Turn around and take a running jump to grab the ledge where you climbed down. Climb back up to the start and go into the building. Drop through the trapdoor you just opened and climb into the kayak.

(KAYAK NOTES: This craft is quite difficult to maneuver. The most useful moves are the paddle turns (Walk + Left/Right) and the back paddle, which slows the craft and can fight currents more easily than regular forward paddling. Use Action to climb into the boat at the side and Roll plus Left or Right to climb out. Lara will only climb out in the calm water of the pool where you'll end up. Also note that the river is laced with traps that are tripped by ropes stretched between rocks. Red ropes are bad; green are good. Lara will take damage when she goes through spikes/blades or when taking a long drop. So don't hesitate to use med-packs as you go.)

Paddle out of the room and steer down the river to the left. The current carries you around the corner to the right. Try to steer with it so you're facing forward. Stay to the middle as you go over the falls so you can snag a save/power-up crystal. Next you'll go under a wooden bridge. Stay to the right in the next turn to avoid a trip wire. If you do accidentally go over it, back paddle to avoid the falling rocks ahead. Then continue. Pick up the walk-through below at the ****.

(**) LONG ROUTE/ALL SECRETS: From the block in the middle of the river, take a running jump to grab the angled rocks on the other side. Traverse all the way to the left. Let go and quickly grab the ledge below. Pull up and crawl forward until you can stand. Take a standing jump-grab (using Action lowers Lara's trajectory) to the ledge with the save/power-up crystal. Press the button to open the nearby trapdoor. Jump back to the previous ledge and climb up through this door.

Use the handholds on the rock arch above to traverse across the river. Drop to the ledge below. Drop back and grab the edge. Traverse to the right until you can pull up. Turn around and take a running jump past the corner to the angled rocks, slide back and grab the edge. Traverse to the right a bit, pull up and jump into the doorway. Go past the closed door through the only open doorway. Slide down the ramp. Slide again and jump from the slope to clear the spikes below.

Drop down to a dark area. Crawl through the low opening on the right and kill the poison-breathing lizard. Follow the passageway, cross the wooden bridge and continue to a rock bridge above the water. Jump to the bridge to get the save/power-up crystal. Turn around and kill the lizard in the doorway where you came from before jumping back. Return the way you came through the dark crawlspace.

Now continue along the main passage and go up the steps, killing another lizard on the way. Drop into the grated alcove and use the button to open the door you passed when you entered this area. Return to the area with the spikes. WALK into the spike area. Then use the climbable wall on the left to get back to the room at the top.

Go through the door you just opened to emerge above the water. Below and to the left is a waterfall. Jump down to the flat block. Then take a standing jump into the opening behind the waterfall. This is SECRET #1. Walk to the back edge and kill the lizard in the cave below. Drop down and pick up the MP5 clips. Then climb back up to the entrance.

Jump to grab the ceiling and traverse around to the doorway at the far right. Slide down the ramp and jump to grab the edge of the pillar. (Be careful or you'll land on the burner below. If Lara does catch fire, there's a pool of water in the middle of this room to douse the flames and a place to climb out on the far side.) Kill the poison-breathing lizard on the other side of the room from the top of the first pillar if you can.

The middle pillar, with the save/power-up crystal, ignites when Lara steps on it, so avoid this. Instead, take a running jump from the first pillar over the second to grab the edge of the third pillar. You'll get the crystal in the air. Now pull up and take a running jump to the doorway.

Pick up the small med-pack on the left. Hurry past the poisoned dart trap on the right. Slide down the ramp. At the opening to the next area, jump to grab the ceiling. Traverse forward to the wall, then let go. Climb down and get the save/power-up crystal. (Be careful not to fall into the piranha-infested pool.) Then climb/traverse back toward the entrance and around to the other doorway.

Crawl through to a ledge high above the water. The thatched hut on the left is where you're headed. Turn left and take a running jump across the gap to grab the rock ladder. Climb to the top. To the left is an opening leading down to a pool with another kayak. You'll return there in a few minutes.

First, a side trip to the hut: Position Lara's back against the rock at the right side of this ledge. (The back of this block is steeply angled.) Walk five steps forward, then back flip to land on the steep slope. Slide back and grab the edge. Traverse to the right and drop to the small, wooden platform. This is SECRET #2. Jump to the next block to the right then over to the hut area. Go around the front. Inside you'll find a large med-pack and a rocket.

Return to the wooden platform. The jump back to the rocks near the waterfall is very tricky. Line Lara up so she's facing the tall, angled block to the left of the falls and below the ledge you jumped from to reach the rock ladder. Make sure she's also angled just to the left of the overhanging rock, or she'll bang her head when she jumps. (See the screenshot at http://tombraiders.net/stella/images/madubu.jpg if you're not sure.) Now take a running jump WITHOUT GRABBING and use the Right directional key to turn Lara back toward the lower block where she needs to land. It may take several tries to finesse the angle, but it is possible.

Climb up, jump back to the rock ladder, climb to the top and go down into the passage to the kayak. Kill the 2 crocodiles in the pool from the ledge. Then jump in and pull the underwater lever to open the gate. (If you're having trouble finding the lever, see the screenshot at http://tombraiders.net/stella/images/madubu2.jpg.) Now get ready for some white-water action. (See the KAYAK NOTES, above, for some tips on maneuvering.)

Steer out of the room, back paddling as you come down the chute. If you can manage it, cut to the right into a pool where you can find a save/power-up crystal. If you miss it, don't worry; there will be others. Stay to the right as you go over the first falls to avoid the trip wire on the left and the big rock in the middle. If you do accidentally go over the wire, back paddle to avoid the falling rocks ahead. Then continue.

(****) The current in this next pool sweeps you to the right toward some slicing blades. Back paddle to the left to go over the green trip rope that turns off the blades, then continue past them.

Go over the falls, paddle turn to the left, then back paddle hard to enter the cave on the right with the black fronds hanging from the opening.

(NOTE: If you do get swept off to the left, you'll go over a steep drop-off then through some spikes and slicing blades. Don't back paddle. Just get through it as quickly as you can, feeding Lara med-packs as you go. Next, you'll go over a waterfall into a pool with a BIG PLUG in the center. Cut to the left to enter the cave where the third secret is. Pick up the walk-through below at the *****. Or, if you don't want to deal with these hazards, reload a saved game and try again.)

On entering the cave with the black fronds, quickly choose your path and backpaddle as needed to get on the side you want. Each has good and bad points. On the right side, you'll probably take more damage, but you can get two extra save/power-up crystals if you play it right. It's also possible, though not at all easy, to start on the left side and cross over to the right after crossing the green trip line (see below). You may also be able to paddle turn and back paddle to slalom between the blocks and avoid the red trip lines altogether. Taking this run facing upstream may help you to do this. I found it nearly impossible.

LEFT CHANNEL: First you'll go over a red trip rope that activates a poisoned dart trap. Next, you'll go over a green trip rope, which causes a save/power-up crystal to appear on a block just below in the middle of the stream. (You'll have to get it later on foot.) Then you'll pass another red trip rope that raises some spikes. Beyond that is a building with a zip line, where you'll be returning later. You may be able to cut across the stream to the right here to avoid the next hazard: a very high waterfall. Make sure Lara's health is at 100%, as she'll take nearly that much damage. If you can, aim for the middle of the falls and get the save/power-up crystal on the way down. Once you reach the pool below the big falls, you'll need to do some backtracking. Back paddle up the rapids to the pool above with the HUGE PLUG--i.e., the rapids on the left side of the wider waterfall. Now pick up the walk-through below at the *****.

RIGHT CHANNEL: Follow the right channel down past some red trip ropes that raise spikes. (Use med-packs as needed as you go.) You'll end up in a pool with a chain in the middle attached to a HUGE PLUG. Don't go over the next waterfall. (If you do, it's possible to back paddle up the waterfall again, but it's not easy.)

(*****) Steer into the cave with the brick platforms flanking the sides. Head around the corner and paddle under the falls into the cave with the save/power-up crystal. This is SECRET #3. There are some items on the ledges near the falls, which you can get later on when you pass this way on foot.

Return to the plug room and paddle through the tunnel to the right of the raised alcove with the wooden door. (If necessary, back paddle to fight the current.) At the top, go into the cave on the left. Here you'll find a calm pool with a crocodile swimming in it. Jump out of the kayak (Roll + Left/Right) and swim to the ledge to climb out. Kill the poison-breathing lizard on the steps first; then take care of the croc.

Go up the steps and hop down into the opening near the torch. Take a standing jump to grab the handholds on the ceiling above the water. Traverse across the pool, using careful timing to pass the two fire-breathing-head blocks. Continue to traverse into the passageway leading to the third secret. At the end of the traverse, hook to the left and drop onto the block.

Turn around and take a running jump across the river to the next ledge. Enter the alcove and pick up the rocket. (NOTE: This will be the ROCKET LAUNCHER If you don't already have it.)Climb up and follow the short passage to an opening. Safety drop (or climb down) to the ledge below. Follow the ledges toward the falls where you got the third secret. Pick up the large med-pack. Take a running jump across the water to grab the ledge with the MP5 clips. Turn around. Now return to the other side by taking a running jump from the right side of the whitish block (next to the block where the clips were). Grab the ledge opposite (to the left of the triangular ledge where the med-pack was). Pull up and follow the ledges back to the right.

Rather than jumping to the next ledge on the right (where you came from), climb into the curved alcove on the left. Use the handholds in the wall to climb up to the thin ledge on the right. Grab the handholds in the ceiling and traverse across the water. (Be careful of the flame trap.) When you reach the falls, traverse to the left. Drop onto the ledge below. Get the flares and shotgun shells in the cave off to the right. Then traverse back across the falls to the other side and drop to the ledge. Turn left and follow the path upstream.

Take a running jump to the square ledge to the left of the spikes and blades. Turn around and take a running jump to grab the handholds on the wall on the other side of the spikes. Climb up and to the left as far as you can. You'll come to a flat ledge. The first (right) square is white with mist and is very slippery, so don't drop there. The square just to the left is safe. (Now you're level with the cave opening with the black fronds.)

Follow the ledge to the opening. Turn around and climb down into the deep pit. There's a boulder trap at the bottom. Run forward to the step and duck so the boulder rolls over Lara's head. Repeat this for the second boulder. The third boulder is dangling from the ceiling just inside the next room. On either side of the walkway are steep slopes with flames below. And there are more flames inside the doorway at the far left end of the walkway. You can outrun the boulder, jump into the doorway and hope you don't get toasted, or try one of these techniques: Either, stand in the middle of the square under the boulder. Turn to either side and side flip out onto the walkway. Immediately jump back and grab the edge of the walkway. Hang until the boulder rolls by, then pull up. OR, walk forward under the boulder about 6 steps (any farther will cause it to drop). Then, turn right, drop back and hang from the walkway. Traverse to the left, pull up, and the boulder will stay where it is.

Now jump into the doorway near the boulder, taking care to avoid the burner. Take a standing jump from the MIDDLE of the square near the doorway to clear the flames. Immediately run forward to the step and duck to avoid yet another boulder. Continue forward and up to emerge near the river again.

Take a running jump to the first ledge on the right. Use the handholds on the right wall to climb over to the next ledge. Crawl through the low opening to a doorway near the rapids where the zip line is. Take a standing jump to the nearest block in the middle of the river then a running jump to the pile of rocks. (Be sure to jump to the right of the rock hanging down from the ceiling.) Take a standing jump to the block with the zip line.

If you ran over the green trip line earlier, there will be a save/power-up crystal on the square block just downstream. Walk down to the bottom of the rock outcropping and take a running jump to land near the crystal. Turn around and take a running jump (without pressing Action) back to the bottom of the rocks below the zip line. Climb up and ride the zip line down to the building.

Drop down inside (near the chain) and climb up the opposite wall (with the carved faces). Kill the lizard in the hallway on the right. Go around to the left and use the switch to pull the plug in the pool below. Follow the dark passage. The torch at the end lights and another lizard emerges near the end. Kill it and hop/slide down the ramps back to the room with your kayak.

Make sure you're at full health. Then paddle out into the plug room. Let the whirlpool carry you down the drain into the room below. Climb out of the boat and either harpoon the crocodile, or swim to one of the ledges and shoot it from there. Swim under one the ledge with the wooden door above and pull the underwater lever to open the door. This also lets in 2 more crocodiles. You can kill them or just exit the level.

 

SOUTH PACIFIC PART 4: TEMPLE OF PUNA

Kills: 9 Items: 10, plus the ELEMENT 115 artifact (or ORA DAGGER) and 2 save/power-up crystals Secrets: 1*

*The number of kills may vary (see the last area in the level). Note that one of the regular pick-ups here will be the DESERT EAGLE PISTOL if you didn't get it in a previous level.

Objectives: Make your way through the trap-riddled temple to take on the South Pacific boss and claim his artifact.

Walk-through: Kill 2 natives with blowguns on the stairs to the right. Go up the steps past them. You'll meet 2 more guys with blowguns on the way to the top. When you get there, crawl through the small opening.

Pick up the small med-pack in the doorway. The next room has sloped sides, a locked door, 4 buttons (to open that door) and a row of interconnected rolling blades. When the blades roll past toward the right, slide down and sprint forward to the save/power-up crystal. Keep moving, arc around to the left and run up the slope. Position Lara at one of the seams between the square with the button on it and an adjacent square. Duck and you'll be safe there from the blades. (NOTE: You can also find safe spots to stand in the corners of the room, but I found this method easier.)

When the blades roll away, stand up and push the first button. Then sidestep back to the seam and duck again. The next time the blades roll away, run over to one of the seams near the second button. Duck, wait for the blades to roll away again, then push the button. Duck near the seam again if necessary. Then, when the blades roll away, follow them down but wait on the downslope. When they turn and roll down toward you, take a running jump over them. (NOTE: Make sure you run straight forward from the seam area so you jump over the blade at the "axle.") Run up the slope and repeat the duck-run-press maneuver for the remaining two buttons. Then when the blades roll away, sprint down through the open door.

Climb up into the archway. Below is a room with 3 switches. When you slide in, the spiked ceiling begins to descend. Quickly pull out the movable block (the only carved one) from the left wall. That will stop the ceiling. (Pulling all of the switches does the same thing, but the block does it much more easily.) Now pull the 3 switches to open the gate.

Safety drop through the opening. Enter the next area, pick up the small med-pack and go left to the switch. This opens the gate at the other end of the room and arms the boulder trap. Turn around, sprint for the gate and cut to the right onto the perpendicular path. Another boulder rolls in from the left, so keep going until you reach the archway where it's safe. You'll get a save/power-up crystal on the way. Press Look as you go, so you don't get disoriented by Lara's "vision" of the rolling boulder. And watch out for the break-away tiles. There's some kind of freaky yellow lava below.

The next area is actually where you started. There are 3 more locals with blowguns waiting for you--one on the left and two on the right. One of the guys on the left drops a small med-pack when he dies. Take it and go back up the stairs the way you went earlier.

This time the small door above the bend in the stairs is open. To reach it, go all the way to the top of the stairs, take a standing jump to grab the carved wall, traverse to the left and climb into the doorway. This is the level's ONLY SECRET. Inside you'll find 3 sets of Desert Eagle clips, flares and a large med-pack. (NOTE: If you don't already have the DESERT EAGLE PISTOL, you will get it here in place of clips.)

Safety drop out of the opening and go back down the stairs to the bottom. Go forward at the intersection to the gate, which is now open. Slide down the ramp into the throne room.

Pick up the 2 small med-packs at the side spokes before or after the fight. When you go up the steps at the back of the throne, it turns around and the battle with the boss--apparently he's called PUNA, since this is his temple--begins.

It's possible to defeat him with pistols, but it goes very quickly with Uzis or the Desert Eagle. You definitely want a weapon that auto-aims. You can devise your own strategy, but here's what worked for me: When Puna's chair turns around, quickly hop back and find the center of the platform. (You don't want to fall off the edge or you'll have to start over.)

Immediately start side flipping from left to right. He can't hit Lara with those deadly energy bolts as long as she keeps moving. Now blast him until he puts up an energy shield; at this point, he can't be hurt. Depending on how long it takes to kill him, he may unleash one or more lizards to help him. When they appear, kill them immediately. Puna won't attack Lara while they are around. When they fall, go back to shooting the boss. Pretty soon, it'll all be over.

Retrieve the ELEMENT 115 artifact and head for the cold place! (**NOTE: In some versions of the game, this will be the ORA DAGGER artifact; you'll get Element 115 in the last Nevada level.

 


Antarctica Levels


ANTARCTICA PART 1: ANTARCTICA
 

Kills: 31 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 back out of the water as quickly as possible. (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 at the point where it bends. If you grab too far to the right, Lara won't be able to hold on. (See this for clarification. Grab at the 'X'.)

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. 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 Iím 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. (See this for details.) 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 Laraís feet wet.

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 Compound: Slide down near the corner. Take out the guy in the passage and continue to some buildings. 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.) 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. 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.) When you exit the kennel, there's another armed techie waiting for you.

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. Instead, refer to the diagram RX-Tech.gif (also online at http://tombraiders.net/stella/images/RX-Tech.gif). 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. 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 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. Climb onto the snow hill to the right of the opening. (There's a light up there.) Face the wall and stand at the left side of the hill, at the corner of the triangular surface on the floor. Take a standing jump to grab the horizontal seam (it's not even a crevice) in the ice wall. (See the screenshots at http://tombraiders.net/stella/TR3walk/rxdetail.html if you're not sure where to stand and grab.) 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. If you have trouble setting up these jumps, check out the screenshots at http://tombraiders.net/stella/TR3walk/rxdetail2.html.)

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. 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.

(NOTE: It's possible to get up to the area where SECRET #2 is from here; however, I haven't found a way to get out and finish the lower level if you go this way. 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. The tracks leading up and across the bridge lead to the secret area, but a steep slope prevents you from returning. If anyone can offer tips, please let me know.)

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.

Ride forward, 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.

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.

Stand on the platform below the winch and look over the left side. There's a single yellow light on the cave wall below the water. 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.

(NOTE: Remember to get Lara's health 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!)

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 below and between the two lights on the wall under the sub. Swim through and stay to the right to find a hole where you can surface. There's another large med-pack there. When you're ready, jump in again and head to the far right corner of the underwater room. There's a vertical tunnel leading up to air, warmth and a small med-pack. On the way you'll also pick up a save/power-up crystal.

Climb up to the 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 metal building with the door. 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 ledge below the bridge.

Climb up onto the bridge. Cross over to the Quonset hut. Take a standing jump from the raised block 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 WASP RESPAWN, at the end of this section. 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 an 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 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 far left (from the entrance) just to the right of the ladder area. 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 the note on WASP RESPAWN, at the end of this section.) 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 a 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 theledges.

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. Walk to the other edge and take a final standing jump to grab 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.

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. 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.)

You can get SECRET #2 now if you like: Go down the stairs where you entered (next to the Earth gate, which is now barred). 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. Return upstairs and choose another door.

THE AIR ELEMENT AREA: This is basically a big maze. I have included the diagram tinnos_maze.gif (online at http://tombraiders.net/stella/images/tinnos_maze.gif) to 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. The diagram tinnos_fire.gif (online at http://tombraiders.net/stella/images/tinnos_fire.gif) shows a safe path across. (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, as in the screenshot at http://tombraiders.net/stella/images/tinnos.jpg.)

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. Return up the stairs to the Earth area door, then down the stairs on the right of it.

Cross the room (on the left you'll see the hall with the swinging burners where you entered) and go down the stairs at the far end of the room. 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 diagram tinnos_switch.gif (also online at http://tombraiders.net/stella/images/tinnos_switch.gif) may help clarify my descriptions of this room. 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 the note on WASP RESPAWN, at the end of this section.)

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 the note on WASP RESPAWN, at the end of this section.) 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, 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 the note on WASP RESPAWN, at the end of this section.) In the left and right corners on the same side as the passageway leading to the ROOM WITH HINGED LEDGES there are small rooms with 2 giant mutants inside. Kill them one at a time (or avoid the alcoves where they are) and get the SECOND ULI KEY from the room on the left.

Go up the ladder in the room at the opposite corner from where you got the key. Use the key in the lock here (and put the four masks in their proper places if you didn't do it earlier). This turns off the PILLAR OF LIGHT, revealing an opening below. (If you didn't get the third secret, you'll also need to use the switch to open the gate so you can get in.) 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....
 

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 and 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.

                                                                              Back to top.


All Hallows.


NOTE: In order to access this level, you need to find all of the secrets in the game--or cheat. (The all-secrets cheat for the PlayStation version is at http://tombraiders.net/stella/cheats.html. PC players can download a savegame for All Hallows at http://tombraiders.net/stella/zip/allhallows.zip.)

Kills: 2 Items: 14, plus 1 Key and 3 save/power-up crystals Secrets: 0

Walk-through: As you slide down the chute, jump and roll to face uphill, and grab the end of the slide. Let go and quickly press Action again to grab a seam in the wall below the chute. Traverse to the left along the seam until you can pull up into a crawlspace. (See the screenshot at http://tombraiders.net/stella/images/hallows.gif for clarification.) Inside is a spiked area with grates on the ceiling to traverse over it. On the opposite ledge you'll find a save/power-up crystal and flares. Traverse back to the crawlspace, go through and safety drop to the ground.

Now you need to make your way up to the top of the room via the suspended platforms, making a couple of pick-ups on the way. Climb onto the cement block to the left of the dome (from the entrance chute). Pull up onto the platform above. Take a running jump to the L-shaped platform ahead. Walk to the end and take another running jump to grab the next platform. Go to the right end and again run and jump to the next ledge. (The tall cement pillars are now on your right.)

Vault up onto the next low ledge. Turn right and take a standing jump to the sloped platform (the right side of this platform is flat and has a railing across it). Pull up onto the platform above, then the next ledge above that, where you'll find some Uzi clips. Safety drop twice to get back down to the ledge with one sloped side. Jump up to grab the grate above and traverse forward, past the railing. Drop to land on the small square platform. Take a standing jump to grab the opening and crawl in to get a small med-pack and a save/power-up crystal. Crawl back out and safety drop to the ground. (NOTE: This will lower your health by about 25%. Hang onto the med-pack and use it just before dropping through the cathedral ceiling.)

Climb/jump back up again to the ledge that's sloped on the left and flat on the right. This time, go to the right end and take a running jump to grab the ledge ahead. Pull up and get some flares. Turn around. See the two tall, angled pillars? Take a running jump to land on the one on the right. (Watch out for the support cable in between.)

Now, MAKE SURE LARA'S HEALTH IS AT 100%. You'll lose nearly all of it on this next maneuver. Walk to the high side of the pillar and jump up to grab the grating. Traverse to the middle of the last square of grating. Then drop onto the other angled pillar. Slide back, grab the edge, and let go to drop through the break-away tiles in the cathedral dome, to land on a catwalk below. There's a large med-pack nearby for a quick fix-up.

Take a running jump to the platform ahead to the left. Pick up the flares. Turn left (toward the wall with only one stained glass window). Angle Lara toward the pillar below, which is set forward from the ledge. Hop back then take a STANDING jump to land on it. Climb into the hole to get Uzi clips and another large med-pack. (NOTE: There's another similar hole at the other end of this walkway. It is blocked by a trapdoor, which you'll open later.)

Stand on the pillar where you landed when you jumped from above, and take a standing jump to land on the black-and-white tiled walkway (on the left when you're facing the wall with two stained glass windows). There's a hall with a switch above, but you don't need to go there yet. Safety drop down to the small tiled ledge. Turn around and take a running jump to grab the ledge on the right side of the central structure. Pull up and climb into the slightly angled alcove at the left.

Turn right and take a standing jump to grab the crevice ahead. Traverse to the left, pull up and take the large med-pack. Use the switch to open a door down at ground level. Now turn around and take a running jump to the suspended platform. (NOTE: Be careful to angle the jump so you take off from the left side of the alcove. That way Lara doesn't bang her head on the ceiling and miss the jump.) Take another running jump to the tiled ledge ahead where there's a small med-pack. Safety drop to the ground. (NOTE: If you don't want to lose any health, jump over to the suspended platform and drop form there.)

Now head for the door you just opened. Run across the break-away tiles with spikes below. Pull the switch to raise a panel with bars above the black-and-white tiled walkway. Use the ceiling grates to traverse back over the spikes. Then climb up to the tiled walkway: Climb into the alcove on the right, which is decorated to look like a pipe organ. Take a running jump to the suspended platform ahead. Then turn left and take another running jump to the small tiled ledge. Pull up onto the walkway.

Climb into the raised hallway and, if you didn't do it earlier, use the switch to open the door that will let you exit the level. Take a standing jump from the opening to grab the ceiling grates. Traverse all the way to the right. Let go and grab the ledge below. Pull up near the zip line. Before sliding, climb the ladder behind you and get the VAULT KEY. Climb back down and ride the zip line across the room. Be sure to let go BEFORE the end to land on the cement walkway. Otherwise, Lara will slide down a chute and fall to her death.

Turn around and take a standing jump over the spikes to grab the crawlspace on the left. Crawl through and drop into the opening behind. A concealed door in the bookshelf opens. Go through it and follow the passage to a ledge near spikes. Stand at either side and take a standing jump to grab the ceiling grates. (If you go down the center Lara will catch fire when the flames ignite). Traverse over the spikes, and let go when you hear a "clank" to drop into a pool between the spikes and the burner.

Swim through the tunnel, past the crusher. Climb out of the water and crawl through the low opening ahead. Push the button there to open a trapdoor above. There's also a small med-pack in the hole above the crawlspace where you came in. Crawl back out and climb the grating ladder.

Take a standing jump over the orange square in the floor. (This is a trapdoor that will drop you on the burner below. Then you'll have to swim past the crusher again to get to the ladder.) Continue forward, into the main room. The door will close behind you. Pull up onto the pillar on the right.

Drop through the trapdoor you just opened into the water below. Climb out in a room with a locked door and two grated alcoves. Shoot out the grating on the left alcove to get some flares. The right alcove has a switch that opens a door back into the main room (located in the dark corner of the room with the pool). It also turns on alarms and arms the nearby blade trap. (NOTE: If you pulled the switch in the raised hallway above the tiled walkway, you won't need to return there, so you can skip this alcove.)

Use the vault key to unlock the door. There's a large med-pack inside in the left corner. On the right is an opening above water. Swim down into an H-shaped underwater area. Head for the middle of the passage, turn left, continue straight to the T intersection, then make another left. At the far end, you'll find a save/power-up crystal. Swim back down the straight passage to the end, where you can surface. There's a guard here, along with his dog. Climb out and kill them. Or, if you have harpoons left, you can shoot from the water.

Climb the ladder, through the trapdoor you opened earlier, and approach the room full of goodies to end the level.

Remember to start a new game now if you want to have all weapons and unlimited ammo.

Copyright © 1998-99 - Stellalune. Special thanks are given to the participants in the alt.games.tombraider newsgroup, without whom some parts of this walk-through couldn't have been written. Feel free to copy, distribute and quote this walk-through, but please include this credit line so people can send me their corrections, comments and suggestions. Also, if you'd like to offer this on your own web site, kindly ask permission first.

E-mail stella@tombraiders.net.Stella's Tomb Raider Site: http://tombraiders.net/stella/