The RUSSIA 2 Series.

Mind you, these are the walks for the "Old" version, but as I didn't discover much of a change in game play, you can still use these walks.

                                 Shortcuts to the separate levels:  To go back to this menu, use the back button in your bowser.
 Level 2: Restricted Sector A  Level 6: Mystic Dreams.  Level 10: Escape from Moscow
 Level 3: Mines Complex  Level 7: Restricted Sector B  Level 11: Bonus: Dark Dungeon II
 Level 4: Ice Man Palace  Level 8: Maximum Security  
 Level 5: Forbidden Castle.  Level 9: Water World  

Beautiful opening movie.

Level 1Powell’s hidden base.

As we have no compass in the 1st level, giving directions will be a bit hard, but I will do the best I can.

The levels are not neatly separated, they all overlap each other and are not in the order the author listed them, can be a bit {;0) confusing.

The Factory.

When you are dropped by the Heli, you are looking in the direction you have to go, look down and see the small wooden shack in the corner, but first shoot 2 guards from up here and drop down to kill the Dog. Go to the shack and notice the 2 big doors to the left, climb the roof of the shack and go up to the right hand roof, turn and see the opening in the wooden structure. Runjmp into the opening and find the switch to the right, pull and back to the roof you came from, go on to the building in front of you and enter the room with the 2 yellow boilers, look for the opening, allowing you to runjmp to the next roof. Stay on the lower roof and go right, runjmp to the roof over the yard, you’ll see a yellow door to the right on opposite side, go there and shoot the Eagle on the way, open the door and get the Key from the desk to the left, go on to the last office and get the medpack from the table. Return to the yard, by dropping from the gray duct next to the yellow door and go to the room under the room with the 2 yellow boilers.

Go in and pull the switch, you’ll see a trapdoor opening up, open the yellow door (we’ll be back here later, with a fuse you need here) and get out to the yard, look for the big water reservoir in the center and climb on to the base, between the steel pillars on the side of the Heli, find the ladder and climb down, open the door and roam the offices for Ammo and the Pass-Key. (On the right hand desk upstairs). Climb back up and sidejmp from between the pillars and go to the big door near the small shack you climbed, get in and pull the switch to the left, go to the crate opposite the entrance and push it to get some flares, behind the other crates in here you will find the valve for the Nitro feeder, remember, you need the crowbar first to pry it off the wall, go outside and to the right, enter the next big doors you opened and shoot the boxes to the left for a medpack, hop on the snow bike and go out and right, into the tunnel, follow straight and reach the gate with the door.

Research area 1.

Open it with the Pass-Key and go to the end of the yard, shoot another Eagle and look for the steel plated building with the flags on top, to the right of it are some crates, shoot the one on the metal crate and climb over to the next area, go climb the crates on the right, so you can shoot the crate on the corroded structure, take the Fuse and go back down, enter the plated building for some Ammo and go in the direction of the bike, open the last gray door on the right, to shoot a box with a medpack in it.

The Factory.

Take the bike back to the factory and drive straight in to the room where you have to put it, go around the transformator so the bike is pointing to the exit, place the fuse and hop on the bike, wait for 2 guards to enter the room and as soon as you see them in the passage, run them over with the bike, one of them drops some Ammo, go outside and to the left, drive into the big doors that opened and keep to the right, run over the baddy and make a U turn, to go out again, wait for the next baddy to patrol the area inside and do the same to him. Leave the bike in the entrance there, (not in the hall itself or it will stand in the way later) and go into the hole in the grating, go left to the 3 boilers and see the switch on the center one, don’t pull yet, but save here.

Timed Run.

This is a very hard timed run, lets do the route first and you have to open a door on 1st floor. Back to the place you left the bike and climb to 1st floor on the side of the boilers, go right and follow to the black pillar, look for the ladder behind it and go up, forward a bit and jmp up to grab the monkeyswing under the bridge, go over to the other side and pull the switch, enter the door and go to the right at the crossing, go behind the metal box to the right and get the 2nd Silver Key, climb the box and onto the balcony there, get the medpack and back to the crossing.

Go right and open the door to get some Ammo in the toilets, a baddy will appear, do him in and go right at the crossing again, here you have to go in the timed run, go around the steel crates (there’s some Ammo on the floor), roll in front of the wooden crate so you’re with your back to it and standjmp/grab forward into the hole to 3rd floor, in front of you are red moving pillars (go down now if you want to save with the door on the first floor open, all the goodies in your possession and the pillars in the right position, save in front of the switch and go back up to explore the rest of the route), you can make your way through, easy, when you stand on the right side and just sprint in a straight line, do the same when you come here in the timed run, if you save here now, be sure to keep the switch save separate.

Once through the pillars, go right and follow the passage, a little to the right, then to the right  and to the wooden crate, you have to runjmp over and go over the bridge to the door. This was the route, I did it in 2 goes and I’m normally not too fast. Now take the switch save and have a go at it.

Inside the door, you will be attacked by a couple of baddies and look for the Crowbar one of them will drop. Go down to the bike and go back to the Research area, after you made a detour to the garage where you pulled the switch for the snow bike, get the valve pipe, remember?

Go up the roofs again and in the room with the 2 yellow boilers, open the brown metal door on your left, get the Ammo and the Uzi. Back to the Bike and to the research area.

Research area 1.

In the yard of the Research area, open the door at the gate with the Silver Key and go up to the office, find the switch in the far corner and pull it, a door opens, go out again and right/right and over the barbed wire, open the steel door and into the door you just opened with the switch, up and see the switch to the right in front, go to the left to explore the next timed run, follow the passage past a closed door to the next, this is the one, back to the switch and do the timed run, the next door will automatically open. In next room are 4 switches and a medpack on the floor, stand facing the exit and take the medpack, the alarms go off, get the hell out and to the yard, over the barbed wire and right/right, to open another steel door, follow the passage up, through the office and over the bridge.

Go up to a room with 2 switches, pull both switches and go down, drop from the bridge and into the gray door you opened below, get the Nitro canister from the table in the corner next to the Coke machine and back to the room with the 4 switches. Run for the left switch on the other side and pull both at the door, watch your health, get out and go for the open door in the passage. Inside you’ll get Secret # 1, the Shotgun, Ammo and a medpack. Go back to the bike, combine the Nitro with the valve pipe and mount them on the bike, go into the ice cave again, right, over the pool, right, run the guard on the bridge over and follow, left and one more left to get to a major jmp. Stand left, far back and get the bike fired up, use sprint and over the jmp, hit the brakes.

Research area 2.

Around the corner and open the door, get in and get the medpack in the box, out and around the corner, kill the Dog and guard, and open the door with the Pass- Key. Enter the wooden shack in the yard by shooting the lock with your pistols, get the Ammo on the box and shoot the red light over the fusebox on the other wall (it will raise a block to reach a monkeyswing later on), turn and shoot the guard that came in. Go around the big chasm, kill the Dog, go to the other building with the door, open and shoot the red light, get out and deal with 2 Guards, one of them drops the Garage Key (in the corner of the buildings are some crates, climb onto the highest and do a runjmp to the balcony on the building past the black pillar, get the small medpack and go down), just past the wooden shack in the direction of the bike, you’ll find the Garage open.

Climb up get some Ammo lying up there and follow the path, kill 2 Baddies take Ammo and shoot one more red light which will raise a piece of the crane portals, go down and to the box raised between the crane portals when you shot the red light, get on it and jmpgrab under the crane portal, swing over the chasm and go to the right, drop and enter the door, get the Factory Key from the desk on the left and some Ammo from the box, back out and stand on the snow hill on the left, jmp up and grab, go back to the door you opened for the 2nd red light and drop. Back to the bike and over the bikejmp, (left side again) and to the door at the beginning of the timed run.

The Factory.

Get in and kill a couple of baddies on 1st floor when they show themselves, but our main goal is to open the trapdoor in the water filled room in the center, in the back of this hall, go into the tunnel and swim to the right, stay one block from the bottom and swim through 2 narrow gaps, pull the lever and get back to climb the ladder to 1st floor. Dive into the pool and in the open trapdoor, pull the lever and dive into the newly opened trapdoor and from the main tunnel, go left, pull a lever and go into the open door, up and kill a baddy near the water pumps, pull a switch and go back to the main tunnel, go right left and pull a lever, back to the main tunnel and go to the end, follow to the next pool, get out and enter the storage room, kill 2 baddies and one of them (the 2nd) drops the Fuse Breaker (small item, don’t miss it), get it and enter the door to get some Ammo, head back to the room with the water pumps and put the fuse breaker in the left pump, see the blades stop. Go to the main passage and then up at the trapdoors and go forward to the propellers, to the right and let yourself be taken to the next level.

Level 2.  Restricted Sector A.

Pump rooms.

Try to swim as high as you can when you reach the propeller room, go into the 2nd tunnel to the right, you’ll get back to the 1st tunnel in a while, get out and open the airlock, kill 2 Guards, take the Pump access card and a medpack, open nearby door and turn the wheel on the metal plate in front, go to the passage left and look where you have to go later, there is a Fuse room with Fuse boxes on the wall, 2 yellow and 3 blue ones, back to the passage where you shot the Guars and go left, do not get in front of the passage to the left yet, there is a Sentry Gun, to the right there’s a ladder up, but you cannot reach it yet, you have to pull a switch first, make your way back to the propeller room and take a left/left into the 1st tunnel, follow and swim up, open the airlock and go in to shoot 2 Guards. Take some Ammo and go into the long room with the computers, to the right and open the airlock.

Seaplane Docks.

Shoot the Guard that will start shooting you on the small platform to the right (you will have to jmp to this platform later), next to the plane and look for the small control room to the left, climb up and find a medpack behind the crates and pull the switch on the wall (brings up a ladder at the Sentry Gun), inside the control room is a switch that ill open a trapdoor leading back to the passage with the ladder, go follow and up the ladder, climb it on the right hand side, otherwise you’ll be in the line of fire. Shoot the bloke that’s guarding the platform and take the Yellow Fuse he will drop. Go to the Fuse room and put it in the right hand yellow box, only one box will take it, so there’s no mistake to be made. Back to the Seaplane docks, an under water gate opened (just under the platform you got the Fuse), so dive in and follow to a platform on 1st floor, go right and find a switch near the control panel in the end. (Saw the poor blokes?, wonder what they did to them…)

To the Plane.

This will open a door on the 1st floor platform on the other side of the docks. Back to the water and to the plane, look under the Plane for a pullout lever in the bottom of it (just behind the wings, difficult to spot) and a trapdoor opens in the roof of the plane Go back to the platform near the small control room, climb out and go left, the door will open for you. Go upstairs and take care of that Guard, follow the room to the loading area and climb the crate on the right, to get to the monkeyswing, go all the way over to the other side.

In this loading dock there is no crate under the monkeyswing, go into the room to the right and pull the left hand crate once, go around and get the 2nd Uzi, turn and shoot the crate in front of you, climb over the next and go pull the switch behind it in a passage. A crate comes down and precisely under the monkeyswing (talking about coincidence), climb it runjmp to the swing and go to the plane, as soon as the swing gets lower, walk to the front of the plane to find the trapdoor and climb down, go to the front of the plane and take care of the Guard, take his security card and pull the switch on the pillar on your way out, go to the back of the plane and into the trapdoor there, check the storage rack for the 1st Ventilator Fuse and get some Ammo on both sides behind you, back up and to the left wing of the plane, do a runjmp (don’t stand too lose under the platform over your head, or you will nor get high enough to reach the corner of the platform) to the small platform the 1st Guard was on and get Secret #2, the Bonus Key he dropped. Go back to the passage at the fuse room and go right, sprint to the red security box on the wall and use the card to disable the Sentry gun.

Burner Alley.

Enter the door to the left and climb to 1st floor in the left corner, climb the block in this corner and look for the crack in the wall next to it (you can also take the long hard way over the slopes if you like), standjmp/grab and go right, get into the crawlspace and follow to a nice deep pit, don’t use the chain, runjmp to the left, so you’ll land on the grated slope to the left, sliding back, grab the edge and shimmy to the chain, wait till you see the burner stop under you and drop, land on a slope, slide off and grab the next you’ll land on, pull up and backflip into an alcove, go stand in front of the next chain and jmp/grab it. Go down to the bottom past the burners and turn to face the room, so you can see where to go, there’s a flat ledge and an opening in the right hand wall, now turn with your back to the flat ledge and go up with Lara’s head one block up from the slope under you, backflip when you see the burner stop and turn to the opening, standjmp/grab and go run in, past the Guards, or they will push you back, shoot them and search the center rack for the 2nd Ventilator Fuse. Exit and go to the room with the Big tank, dive in the pool and pull the lever, follow the tunnel and get to the platform at the plane.

Beyond the Sentry Gun.

Go to the Sentry Gun and this time follow the passage further on to a big hall, on the other side is a glass wall, go to the right and shoot the Guard around the corner, take his Ammo and go on, the door will open for you and another Guard will start to shoot, this one will drop the last Yellow Fuse, go back to put it in the Fuse box. The door besides the glass panel will open to the room with the big Circuit board, go there and into the back room, pull the switch and an Android will appear (so this is what they do to those poor blokes in the cages), just let him pass and follow, he will open the door in the room where you got the last yellow fuse, AND push the alarm, which will alarm all Guards and put up a Sentry Gun in the Big hall at the glass wall, get the Solderer Access Disc from the rack in the room the Android opened and go back to the room with the circuit board, shoot 2 Guards on the way and get the Ammo from one of them, sprint past the Sentry guns. To the right of the switch that brought out the Android, is a Computer terminal, use the disc there to activate the machine in the other room, it will open the small pyramid and bring out the last Ventilator Fuse. Sprint past the Guns and go to the Fuse room, put all Fuses in and swim to the Propeller room. Stay high and to the right, pull the lever and go left and into the gate that opened, (timed so be quick) follow the tunnel and get out, open the airlock and shoot 2 Guards, go on down and to the office.

Outside

Open the outside door and sprint left, to the garage on the right, shoot the guard and turn, 2 more will appear, take the Ammo from 1st Guard and now there’s one more on a watch tower to the other side of the complex. Sprint till you are under the watchtower and climb up, go shoot him, go back inside the tower and use the Bonus Key to open the storage room. Drop down and go in to get a medpack, (No Ammo?? Getting low on Ammo here!) and a new Bonus key. There’s another door on the other side of the watchtower you can’t open yet, it will come later. From leaving the storage, go left/left and into the passage there, shoot the Guard, past the fence, just before the barbed wire, climb onto the gray rocks next to the black pillar, turn and jmp over the fence, pull the switch and go inside, left and shoot the metal box, get the 2nd Shotgun and leave the room, go over the barbed wire into the tunnel.

 

Level 3.     The Mines Complex.

You will enter next level, go to the opposite wall as you reach the tracks, a little left and up into the crawlspace, follow to other tracks and go left up the sloped track to reach the loading area. Kill an Eagle and walk on over the track in the end to the right, just behind the pillar the track rests on, is a switch, use it to open a gate on the upper track, other side, follow the high track and to the left behind the containers is a small brown container, get on and runjmp/grab to the big pile of containers, runjmp to the track and turn left, enter the control room and pull the switch, the yellow car on the track moved, go there and look to the right, runjmp/grab to the ledge with the switch and pull, the gate below the control room opens, go in and shoot 2 metal crates to the left, get into the crawlspace, drop down when you got past the steam blowers and get ready to fight 2 Guards, one is on the roof to the right.

To the right over the crates are 2 gates, go to the 2nd and it will open, a wooden door is to your left, turn and shoot the metal crate on the wooden one in the corner, go over and get the Ammo between the 2 wooden crates, shoot next metal one and go on till you reach the other corner with the Uzi Ammo, as you take it, the wooden door opens and a guard will come out to open the gate on the other side of the yard. Go back outside and deal with 2 Guards, an Eagle and another Guard as you enter the storage on the other side of the yard. This one will drop the Bronze key, go up the stairs and into the office, find the hole to climb to the attic and get some Ammo.

Return to the loading area and just past the yellow car on the high track, look left and there are some fuse boxes next to the gate, with a keyhole between them, open the gate and go in, find the hole to 1st floor on the other side of the room and use the grating in the wall to backflip there, shoot the widows and runjmp/grab tot the right, onto the metal structure, then left and to the yellow building, get Secret # 3, the Ammo and climb up to the snowy ledge, turn and runjmp/grab around the corner to the ladder on the yellow pillar in the direction of the high track. Climb around and shoot the first crate to find the switch, pull it and get to the ground floor, the gate at the first switch you pulled here is now open. Enter the garage, go past the truck and get the Battery on the table next to the red machine. Turn left and pull the left gray rack out so you can get behind it, crawl to Secret # 4, a medpack and Eagle clips.

The Loading Docks.

Go back out and to the crawlspace at the tracks where you started the level, when you drop from the crawlspace, turn right and follow this direction, (pretty ancient equipment, for somebody that’s making Androids, referring to the locomotive you’ll pass. Get into the fenced off area at the loading dock and turn right, climb the 2nd metal crate and go over the wooden ones behind it, pull the switch and backflip 2x on to the crates behind you, turn right and runjmp around the highest wooden crate to the metal one in the corner, get behind it and enter the door you opened, go straight forward and use the Bonus key in the lock in front, enter the gate next to you and claim Secret # 5, the Blue Diamond, in the metal crate on top of the wooden one in the corner, shoot it first. Back out and into the next area with all the metal crates, some are movable, get them far out of the way, because there is a door behind them you will have to reach with a timed run from the room left this one (with the wooden crates).

Push the left crate in all the way, get the Ammo from under, the next won’t move, the 3rd push once and to the 1st crate, now you’ll se one in the wall to the right, pull it out and all the way to the 2nd crate, see the door?  Move your operation to the next room and get both crates in the far left out as far as you can, look if the route is clear and go pull the jmpswitch next to the steel gate, roll and sprint to the door, inside, shoot the metal crate and pull the switch, take the Ammo and get out of here, climb the wooden ladder in the loading area to get back over the pile of crates, go right an just passed the 3rd metal one, climb over the TNT crate to get behind and into the door, find the next door which will open for you and climb the ladders to reach the top of the loading docks, find some Ammo left and the passage opposite, go in and drop into the machine room, put the battery in it’s place in the far left corner and go back, pull the switch to open the door and go into the right hand room to get some Ammo, return to the loading docks and go left, up the ramp and pull the switch next to the gate, inside pull another and the wooden gate will open.

Into the Mine.

Go in and follow the arrows, go right, over the red striped fence and get Secret # 6, flares (Boy oh Boy). Go follow the track again and wait for the block to fall in the pit, jmp over and go up a bit, roll and runjmp back, over once more and at the alcove turn around, do 4 back hops and sprint back into the alcove. Follow up to the track room.

The Track Room.

You’ll see a room under the office to the right and a passage under that, go one floor down and to the side of the big fans, jmp into the passage and go to the melting pit, to the left is a switch one more is 1 floor up on opposite side.

The Melting Pit. See map>

From the switch roll and run to the first burner, climb up in the corner and turn quick, climb down and roll, run and climb on second burner, same thing, stay in the corners as much as possible to save time, run around the 3rd burner to the last and get behind it quick, the floor is the timer for the burners up stairs, so get up the ladder fast, run left and find the switch there, pull and sprint to opposite corner to get the circuit board from the burner, return to the switch and look for the crawlspace in the right hand wall as you face the switch, go through to the start of the room, back to the track room. (As I was so used to not having a compass, I just found out there is one now, so I start using it from here, not going back anymore)

Breaking out.

Go down the landings to the one with the fences, find the crack in the North wall, jmpgrab and go to the right, drop one crack and right again, pull up in the crawlspace and go to the room with the containers, look for a kind of “Remote Control” on a crate in the North, shoot it and look on the other side of the room for a hatch in the ceiling, open it and go up to open the door, remember that this is the way to get back up from here, get back to the crawlspace and drop from the crack to a sloped pillar in the corner, look West and see another Remote control behind the grating, leave it for last, jmp to the ledge at the pillar SW and use the monkeyswing to go South, drop to the wooden crates and get down one crate, go to the metal crates North from here and get the Circuit Wire on the left one. Runjmp to the wooden crates in the North and go down to the floor, into the store room in the NE, find the Remote and shoot it, in the North wall is another store room with a Circuit board on the right, place the Circuit Wire there and shoot the Remote, now back up for the last. Climb the wooden crates you last came down from and jmp to the concrete slope on the West wall, shimmy till you are over the crane and backflip to the metal crates, go up for the monkeyswing and to the sloped pillar in the NE corner, with your back to the East wall, standing left, take one step down and start shooting, it should brake now, Blowing a hole in the South wall, where the last Remote was, on some crates of TNT. Make your way down and enter the icy caves.

Level 4.  Ice Man Palace.

Main Hall.

Go left at the brown pillar and take a small medpack from the altar left, enter the door that opens for you and an explosion will cause 2 Ice Men to emerge, shoot them, it’s easy, just in front of them with the shotgun an about 4 blasts or with the pistols, hopping back, go left and deal with the 3rd which will come out to play. In the center of the main hall are 3 little altars. Go to the 2nd from the entrance of the palace and go left, in the left corner is a crowbar gate to open, go in and get the medpack and throw the switch. To the 3rd altar and W, enter the room in the end, (is this guy sticking his tongue out at you?) stand on the left side of the face and jmpgrab the ledge up, go to other side and sand next to the statue, look over to the other side and do a runjmp, just running over the tip of the higher ledge of the statue and grab the ledge under the next statue, jmp/grab the ladder and go up, there is a button that doesn’t work (yet) and a switch on the other side, pull that and go back to the main hall. Beyond the 3rd altar is a statue with green flashing light, shoot the head off and a rope appears between 1st and 2nd altar, turn E and go past the gate with the poor bloke, upstairs and don’t pull the switches yet to the right, go on and find 2 more, between them is a keyhole, turn around and jmp to the roof of the 2nd altar, use the rope (don’t go down the rope, just turn a little to the R or L and jmp off after a few swings, there is a hole in the roof, don’t fall in.

The Torch.

Get the Palace Key and return to the key hole between the switches and use the key, turn left and follow the passage to a room with 2 ladders between pillars, climb the left one and be careful, darts will start, crawl to the left and around the corner to the pedestal, stand in the right hand corner and take the torch on it, turn back to the exit and throw the torch as far as you can, go after it and when it is under the darts, remember you can pick it up and throw when you are in the crawling position, make your way to the ladder and throw it down, go after and get it, down to main hall. In the floor of the 2nd altar is a trapdoor, open it and throw the torch down, go climb after and go over to the other side to light it on the torch that will start burning as you approach, follow the dark passage leading up, W of the wall torch.

Go upstairs again and runjmp to the roof of the 2nd altar, bringing the torch, drop the torch on the roof and shoot the left black/yellow window in the W wall. Take the torch and go up, drop the torch on the square behind the pole and climb up, backflip into the blue passage and throw the switch, down the pole and see the torch up the block, work your way through the gap with the torch and go up, light the torch on the wall and go down again, standing against the crawlspace, take 2 slow steps back and throw the torch up the crawlspace (if it doesn’t work 1st time try again from different places, you need that torch). Leave the torch in the passage and go up the pole, backflip to the passage and jmp over to the door on opposite of the switch, place the Blue Diamond (so this is what it was for) and enter the room to claim Secret # 7, the Bonus Card. Go take your torch and go to the 1st altar and W/left find the doors with the 2 snake statues and light them.

Boulder puzzle.

Enter the area and go left, take the torch with you, throw it in the cave and follow yourself, go to the room with the hanging boulders. Climb down after you threw the torch in and get ready to shoot another Ice man, go to the NW widow and find the big button, turn around and see the hole in the N wall, go through and climb the ladder to the dart room, to the left is a switch in an alcove, on the other side you’ll find some Ammo and step back a bit and look at the right hand wall with the binoculars to find the loose part, open it with the crowbar and go pull 2nd switch. Go back to the boulders, shoot another Ice man and up the ladder to the top of the room, turn to look N and see the magic ledge with the binoculars. Runjmp/grab over and then to the NW corner window, push the button and go back down.

Take the torch and jmp onto the block under the W boulder, light the rope and you’ll see a gate open in a yet to be explored room. Go stand on the tip of the slope under the next boulder and jmp forward to the rope to light it, step aside, not to be smashed and after the boulder dropped, go back to the main hall, leave the torch.

The Ice Man’s Mask.

From 1st altar go E and find 2 doors open, L for Secret # 8, Ammo and right for a switch, (pity you never get to see what you opened) Now go up to the place where you placed the Palace Key, at the 3 switches, remember? And pull the last 2, so 1st is up, 2nd and 3rd down, drop to the floor of main hall and go to the steel gate E. of the 2nd altar, a ledge raised in front of it, so open the gate with the crowbar, enter carefully, and backflip through the Can openers. At the first crossing, go R. push the button way down there and go up to the crossing again, straight and at the crossing L, push the button and go down to the 1st button again, left and follow to a ladder (saw the gray door, you will return through this one).

Climb to reach the balcony room. Runjmp over to the alcove to the right and runjmp along the edge steering into the next alcove, to the balcony where you can see the Ice Man’s Mask on the pedestal, (or do it the easy way by jmp/grabbing the gray stone wall to the left and climb around, backflip to the balcony with the wooden door and the same on the other side) take it and the flares and jmp down to the snow hill, to the door and follow to the crossing to the right, up and left at next crossing, through the Main hall to the 3rd altar and W into the face room again, what I thought to be a button, seems to be a receptacle now, climb up like before and place the Mask. The pool below defrosts; go down and to the 3rd altar and get the water skin next to it. Go into the pit of the 2nd altar and to the wall torch, go right into the passage and look for the crawlspace in front in the beginning, go in and up the ladder at the torch, take some Ammo on the ledge and proceed up the ladder.

 

Level 5.     The Forbidden Castle.

Go S. and meet a couple of Bugs, find a similar building to the one you just climbed out of, go down and through the swinging spike bag passage, go up the stairs and to the right up one of the small stairs, follow to a small yard, go straight to where you see the burners, this is a nice room, the mirror will make you crazy before you leave the room, point is you pull all crowbar levers without burning and as a surprise, nasty mutants storm in after the first 3, trying to push you into the burners, when the cage is open there is 2 more lever and a medpack. Go back to the yard and right, in this room you drained the pool, go to left gate and it will open, pull switch and finally we see what we are doing (notice the flares behind the closed gate). Make your way back through the spike bags and outside, go W and see the gates that need the top of the spear we saw in former level. Dive into the water below and go N. find the tunnel in the bottom and follow to the room where the last door opened, look behind the NW pillar for a switch and pull (it will open a door where the Bug pestered you), now enter the passage, left for Ammo, right to reach a library.

The Library.

Go over the gap in the floor and push the bottom part of the SW pillar aside to reveal the trapdoor, open and get in and follow (be quick as beetles start eating your toes) to a room with 2 reach in switches (use them, one opens the gate with the flares, the other one I’m not sure about) and another hole in the floor, filled with water and 2 passages leading down to a room with burning water, we have to put the flames out first, dive into the water hole and go R/straight with a little twist, R and up in the end, use switch 1, back and R/R and up in the room with the treasury box on the bottom, use switch 2 (turn and see a gate closed, come back here later), back to the room with the Ammo on the pedestal and R/R and up just around the corner, use switch 3. Now go back to the exit, that’s R after you took the Ammo and L to the end. Go to both passages, N+S and walk to the end, at the burner of the South passage is Secret # 9, Ammo on the bottom, turn to the burner and get up when the flame is down.

Go to a corner and stand still till the burner is off once more, go quick and use, hop back to the water and to the room with the closed gate, over the treasury box, dive in straight to the end, right and straight again, over the pedestal and enter the room where the gate opened, pull the switch on the wall and see a door open, go back to the Library. Through the hole with the Beetles, remember? Run in so you’ll land over the Beetles and sprint for the ladder, (where are those medpacks?). Go into the gap in the Library’s floor and enter the door you opened. There are 4 statues, go to the left at the entrance and go stand behind it, shoot his head while jmping up = down, the door will open on other side, go in and use the switch, go back to the statues and see a little piece of floor raised in front of you, go get the headless statue and push it on, a book case NE in the Library opens up.

The Scroll.

Go to the 1st floor landing and go over to the bridge spanning the gap of ground floor, to the W is a hallway with a crawlspace in the right hand wall, go follow and find the Scroll you need. Back to the ground floor and out of the Library, swim back to the blue pool, where the Bug is and get out, shoot it and look for the open door, enter and go up, boy burners again, climb the left ladder and turn, standjmp/grab to the platform and shimmy left to the small ledge in the corner, pull up and wait for the burner and swinging bag to give you the opportunity to standjmp into the opening. Follow the passages to the Scroll pedestal and place it, play some Harp and the book case opens, giving access to the Castle Key. Go back and past the burner, drop to the floor and climb the ladder again, go to the blue doors and they open. Go to the Southern shaft, to go for Secret # 10, the flares in the room where you drained the pool in the start of this level (don’t remember, look it up). When you got them, it’s time for the Ice Palace.

Ice Man Palace.

Go through the Northern shaft and back to the 1st altar, on the E side around the gate to use your Key in the lock, the blue door in the Pit in the far South opens, Go through main hall to the S, fill the water skin on the way over and past the headless statue S, follow the passage to the room with the big doors and a pit, leading down, get in and find the door, go in and poor the water in the bowl, everything starts shaking, go back to where you used the Key and find the cage open to get a medpack and a ladder to 1st floor, go over to get the Ice Pick.

The Forbidden Castle.

Back there to put the Ice Pick on the top of the statues spear, in the SW over the snow bridge, the left gate opens, go in and to a room with big blue doors, which open on approach, the fly by shows only the pink picture (or is it a window), go to the end of this hall and right, 2 passages, right needs the Eye of  Horus, enter left one and go up to enter the next level.

 

Level 6     Mystic Dreams.

Go straight to the railing when you get up on the landing, take out the binoculars and look for the magic ledges, stand in front of the 1st and do 2 back hops, runjmp onto the 1st, stand on far left side and line yourself up with the binoc’s again, standjmp and the next is a standjmp/grab, next standjmp/grab and runjmp from the last to the other landing, go over to the left and get Secret # 11, flares, go back over the ledges to where you started, now go N and look for a ledge opposite where you found the flares, runjmp from against the wall and grab the ledge, pull up quick and turn left, start shooting the Bug, jmp to the ledge N, now go right and push the right hand door in so you can enter Thor’s place.

Thor’s place.

(Wonder why I call it like that? you’ll find out soon enough). Don’t go into the NW corner yet, but pull both entrance blocks to the square textured tiles a bit into the room, and go to the SW corner to collect Secret # 12, Ammo and push the Left block back so you can leave here quickly later, explore the NE and SE corners to see what to do later, SE for the lever and NE for the “Mystic artifact”, in the center of the room is a hole in the pit you’ll use soon enough. In the East is a big stairway, leading to a pool. Now it’s time to wake up Thor, in the corner where he’s at, is a jmpswitch you will have to pull, run into the corner and roll, sprint around the pool, to the East and let Thor follow, as he approaches, sprint to his corner NW and light a flare as you arrive, to the right in the alcove is the jmpswitch, pull quick, sidejmp right and sprint passed Thor and into the hole in the center of the room, drop in he water and swim down, go right and find some Ammo on the bottom, go along the right hand wall and find the lever on the 3rd pillar, use it to open the gate on the E side, leading to the pool at the bottom of the big stairway in Thor’s room.

Go in for air and return, go left for more Ammo and then into the shaft in the ceiling of this room, swim carefully but not too slow passed the spikes (cut corners so you don’t touch the spikes too long) and arrive in a room with a mirror, look for the hole over the box on the bottom to get some air, turn around and dive, swim and right, to the mirror, the last part is a swim through mirror, go around the 1st pillar to the lever on the 2nd and pull to open the gate, pull the lever inside and return for air, behind the pillar at the hole is a medpack on the bottom, of course you already noticed that the floor in the hole is lowered, allowing you to climb out and pull the lever. Go back to Thor, through the spikes (check your health first) and to the pool in the East, climb out and run the stairs, jmping so you go fast, in Thor’s room, go left into the corner to pull the lever, see the water room drained and run (No not to the pit) down stairs again, climb down the ladder to the bottom and go explore the new passage. 

Blade room.

Find the medpack on the pedestal in the dark right corner and climb the ladder, backflip to the 1st floor passage and follow to a nice room, that looks harder than it is, take the binoc’s and look over a bit left to the opposite wall, see the jmpswitch over the slope, you have to pull it, stand right and run in, slidejmp/grab the ledge with 1st blade, pull up in the right corner, safe here, when the blade is almost pointing at you, standjmp twice and run to the far right hand corner of 2nd ledge, safe again (maybe a little hurt), drop/hang from the edge and shimmy right, to the corner again, pull up and look over to the next ledge, standjmp/grab and shimmy in the direction of the jmpswitch, pull up in the far corner and sidestep till you are in front of the switch, as soon as one blade passed, hop back and runjmp/grab the switch. Drop and hang on the edge of the slope, backflip/roll and hop back to grab the edge again, pull up and overlook the next moves, the gate at the lever is down. When one of the blades is just passed the gap between the ledges, standjmp twice and a running jmp left to the switch, (see that wasn’t too hard).

Pull the lever and the gate at the “Mystic artifact” opens. Runjmp into the opening in the wall to the right and follow to the ladder, make your way back to Thor and now for the Right hand NE corner as you enter Thor’s room. Take the “Mystic artifact” and sprint to W, exit and let Thor go play with himself.

The Holy piece.

Jmp over the magic ledges to the other side and push the right hand door in so you can enter, Push the second left in and find a gate (closed) go to the 3rd set of blocks and pull out the right hand one, enter and find the jmpswitch to the right at the bottom of the steps, use and head back for the gate. Shoot 2 big Crystals here and go to the steps again, the blocks there moved so you can enter the room behind, on the ledge on opposite wall is the receptacle for the “Mystic artifact”, The pit opens up and blue rays cross the room. Drop/hang back into the shaft in the corner where you put the artifact and drop/grab the crack, go right until you can pull up into the crawlspace, go find 2 rooms here (not too hard) and shoot the Crystals.

Go back to the shaft and drop to a breaktile, backflip with a roll and grab the crack on other side, go right and drop to the lower crack, left and while you drop to the tile, take a flare, roll and stand jmp forward into the passage, slide down and land on a timed platform in a room with burning floor and more burning extra’s. As soon as you land on the platform, sidejmp left, standjmp forward and a running jmp right to the platform, run up to the ladder on the pillar and hang on, climb around to the right and hang with your feet the same height as the ledge with the burner next to you (on the burner is the last Crystal you have to shoot to open the gate for the exit), save here, backflip, draw weapons and sidejmp right, run around the corner, till you stand on the center of the 3rd breaktile, looking at the burner. Now sidejmp twice to the right, shooting and turn right, jump into the opening at the gate.

Slide down into next room and go L/L into the room to claim Secret # 13, some goodies, back out and follow the passage L to the flame on the pedestal, look for he jmpswitch there, as you may have noticed, there are 2 barred doors in the room, and a hole up where Lara is looking at. (Glass window with jmpswitch)

Bull fight.

When you throw the switch the bull comes out of the 1st door you saw, go to the door where Lara was looking up and stand in front, facing the Bull. As soon as it is going to hit you, jmp up and over the bull, go around and inside, luring he Bull inside with you, go to the left door in front of you and wait for the Bull to open it again run around the room to get the Bull out of the way and sprint in, to the end and left there to pull the jmpswitch, go out and take the bull to the NW door, same trick and run in, upstairs, with the bull on your tail, there is a door on the left, on the bridge the Bull has to open for you, inside is the jmpswitch over the glass window. Try to get the Bull out of the way as far as possible and go find and pull that switch, it’s just over the gray tile between the 2 glass ones, difficult when you’re in a hurry. Now downstairs and fill the water skin in the fountain (if you didn’t refill last time) and enter the room in the N, pour the water in the bowl and the 1st part of the broken “Holy piece” becomes accessible, in the room opposite of this one, go get it and a gate will open in a passage upstairs, so run up again and S to enter.

The Butt burn.

Directly to the right as you enter is a slope, stand with your back to it and backflip, jmp/grab the upper ledge, turn and jmp to the slope, hang, go left and pull up/slide and jmp/grab the ladder, up all the way and down one step, backflip/roll/grab as the flame is down and hang in corner, pull up as flame is down and don’t move as long as the burner is on, turn and jmp/grab the ladder on the block under the burning pedestal, climb around right and backflip/roll/grab the crack, go right and stop just before the burning slope, go right 2 steps as the flame is down and immediately drop/jmp/roll/grab the edge of the slope behind, hang and go left a bit to get out of the way of the burner, pull up and don’t slide but jmp/grab forward onto the ladder. Go up and monkeyswing to the crawlspace SW, in and up to the floor, use jmpswitch to the left for ropes over the lava pool and go swing over, swing from 2nd to 3rd is a bit tricky, don’t swing too long or go up one step or you will go too far, on other side you can go for the 2nd part of the “Holy piece”. Drop o the floor and go out, over the magic ledges to the landing and down to the Castle again.

The Forbidden Castle.

Take the other passage behind the glass wall as you come downstairs and open the door with the Holy piece, use the reach in switch to open the big doors in the Hall with the water floor, go in and take the 2nd Circuit board and a medpack. Time to go back to the mines, go outside to the gate you opened with the ice pick and take the other gate, it’s open now. Drop in to the hole and go slide to the start of the Ice Man Palace, follow the path to the

The Mines Complex.

Climb wooden crates, jmp to the concrete ledge (yellow/black) and left till over the crane, backflip to the metal crates and to the wooden one to use the monkeyswing again, go through the crawlspace to the room with the ceiling hatch and go up to the trackroom, to top track and into the E passage, into R door and shoot 2 Baddies, take the medpack and place 2 Circuit boards next to the door in S wall, go in to take the Restricted sector B key and pull the switch to open the gate on the track, go in there and get the Secret # 14 behind the crate to the left, just before you slide down. You’re back at the track from the beginning of the Mines level, find that crawlspace again and go through and further on to the:

Restricted sector A.

Open the door next to the watchtower and you enter

Level 7.  Restricted sector B.

Enter and open the next doors, take one and run forward, as you approach the hole in the floor, you will become invisible, Great! Go down the ladder and forward, open the door on approach and push the button to the right to check in with home base, go on through next door and go left follow the Main corridor, don’t mind the guard, he will not see you as long as you don’t shoot him, take the passage to the right and up to the big V, open the door and proceed, go to the right and take the triangular door N, follow to a glass research room, go around and enter the passage where it says “Caution”, shoot one of the windows and find the Laser card.

Go back to the Main corridor and left, passed the passage you entered from and up the ladder, put the Laser card in it’s place to the left and go down again, now follow the Main corridor to the end and left, through the lasers, left and into right hand passage, at the chain, stand on the edge to the right and wait for the wheel to go left, run in and follow the passage left, closed doors in the Code corridor, one with the numbers 3128 next to it, remember the number, open the other door with the button and go in, stand on the ledge and use the binoc’s to see the Code table in front, write them down or save here and keep it separate, go back to the wheel and just jmp up/grab as the wheel is on other side. Go to back to the Lasers and straight, right and to the crossing of 4 hallways, look to the end of each and see the symbols, with button next to each symbol, the hallways have some protection, so if you go in, sprint to take least damage.

The code you have to enter is “3”-“12”-“8”, (the code at the closed door) push the buttons at those symbols and the door will open.

Go enter the door in the Code corridor and jmp/grab up to 1st floor, take the medpack and climb the chain past next wheel, enter the machine room and drop in the hole at the big wheel and push the button, climb back out and climb the ladder up to the landings, over to the other side to push the button, last door in the Code corridor opens, so back past the wheels and into the next room, climb past the wheels again and claim Secret #15, Ammo and medpack. Now go to the lasers again and to the main corridor, at the point where the guard is patrolling in front of the elevator, go left to the door with the V and go through, follow the passage to the door with the blue bars, closed and containing a secret, later, go on and come to a room with 2 passages, take right one first.

Room with the Burning Floors.

In this room are a lot of buttons to push, only problem is that the floors are setting you on fire. The second part of the Key is also in this room, well protected, look at the map>> for the sequence in which you have to push the buttons, when you pushed them all, go to # 3, it’s still red, when you push it, the door back in the passage you came from opens and the floor becomes accessible, so sprint there and to the medpack, which is Secret # 16, get out quick, before the floor will set you ablaze.

Now you have both parts of the Helipad Key, combine them and use them in the room with the triangular doors, the W one, inside you’ll find the Laser sight and the Elevator Card on the ledge. Take them and return to the Main corridor and use the card on the Elevator, climb the orange crate and open the ceiling hatch climb in and up the chain, not the one in front of the hatch. Look for the passage to backflip into and with Lara’s butt in line with the bottom of the Elevator doors, backflip/roll into the passage. Follow up and through the crawlspace, shoot the grating and drop into the control area of a rocket.

The Rocket.

Go find the entrance of the control room and use your Bonus card to open it, shoot one of the center windows, don’t shoot too much or the guard will come in and enter the launching pad, on the other side is a button, push it (see a platform go up, timed, at the rocket), roll and go to opposite corner roll jmpgrab forward and sprint to the ladder on S wall and start climbing the platforms to the top, better practice first, but at the trapdoor that raised, don’t be tempted to jmp to the door, but go for the landing in front of the windows, shoot the windows and get Secret # 17, the Oxygen Canister. Go to the door, take the Ammo and down to the control room, go to the passage opposite the control room and follow to be transformed into red this time.

 

Level 8.    Maximum Security.

Ground Floor.

Enter the area by opening the big gray doors, this is ground floor, go to the right and sprint past the Sentry gun in the corner, go to the right, into the restricted area, (who’s stopping us, huh) enter the cellblock where they store the Androids to be, check out the 3rd cell left and the last on the left for Ammo and go back to ground floor. Right and to the big doors to the right again, push the button inside left and go up the stairs to the right, open the doors and push button to the left.

1st Floor. The green control room

Go to the right and into the 2nd restricted area, the 5th cell to the left under the dead guy is the Basement key, the last cell to the right is a piece of paper with writing on it, (important for Restr. Area B). Head back out and to the North, open the big doors, at least make an attempt, a mechanic will come down the stairs and destroy them, arm yourself and shoot the fool, making the way up to 2nd floor so hard, take his Code disc and open the door to the left of the big doors, now go back to where you came from, the staircase S to ground floor and go straight there into the basement.

The Basement.

Shoot the mechanic and take his medpack, find the hole to the lower basement in the corner and go down, follow and left into the room with the crazy doors to get some Ammo, back out and deeper into this place, go left at the crossing, shoot the mechanic and go into the place where he came from, find the Circuit wire behind the machines and head back out, arm yourself as the mechanic’s buddy will try to push you into the crazy doors, go back to the entrance of the basement and open the gate there with the key. Go to the next room and put the Circuit Wire in the Circuit board next to the right hand gray door, look behind you on the big control panel for the button and push it to get the electricity on, to make all the central control rooms accessible. Go to the control room on 1st floor and enter the triangular door, on the wall are 2 gray screens, stand in front of both and see 2 doors open. Go back to ground floor.

Ground Floor.

As you enter, look to the right and see the door open just past the Gun in the corner, sprint in and have a look, a closed gate over the poison pool and a moving crane to make things a bit harder, push the button on the opposite side of the door to open the gate, then the one next to the door (this is timed and will close the trapdoor floor over the 2nd poison pool for a short while) Turn to the right, sprint, jmp, runjmp to the trapdoor and sprint again. Inside to the right, you’ll find the 1st of 2 Code discs you need for some doors upstairs, the exit opens on the other side of this room, so back to the control room on this floor, shoot the mechanic outside and sprint past the Gun to the S, go to the right and enter the control room through the triangular door. Enter the side room W and find the screen to put the Disc in. Now go to the 1st floor and enter the N door you opened with the Disc you took from the mechanic.

1st Floor.

Take the Ammo behind the yellow crates to the left and climb the ladder on the other side, follow to a guard room, no you can’t take the gun on the desk, push the button instead and go on to the big doors you opened, push the button to the right (don’t know what they do, but do it anyway) 

2nd Floor.

Sprint past the Gun to the right to a passage there on the right hand side, here’s the 2nd door you opened in the green control room. To the right on the crates in the far corner is a small medpack.

In the other corner you can go down the stairs into another store room, in the far left is a medpack and now climb the metal crate in the center of the room, shoot the window of the small room up there, push the button and go back to the moving crane, drop into the hole under it and take some Ammo and the 2nd Code disc.

Jmpgrab the edge of the hole under the crane and shimmy S pull up and leave, Go to the S entrance of the control room on this floor and go place the Code disc, the machine starts working and puts a laser beam in to the square object, this will activate the panels beside the big doors on the S side of this floor

The Basement.

First go back to the basement and a crate came down from the loading ramp, climb on and into the hole in the ceiling and turn the Authorized personnel only Wheel, the 2nd poison pool drains in the room at ground floor. So that’s where we go.

Ground Floor.

Sprint past the Gun again and into the room in the E. Don’t push any buttons this time, just go around the 1st pool and drop back from the trapdoor into the pit, get the medpack and jmp/grab to the crawlspace and go to the right, left is the exit, in the High voltage room you’ll find Secret # 18, the CO2 canister, in the NE corner, the floor in front is electrified, so jmp to it and back to the 2nd Floor.

2nd Floor.

All the Guns seem to be deactivated, go all the way up again and stand in front of each red panel at the S doors, to activate the big doors. Walk to them and they will open, enter the Armory and push the button in the far left corner to open the glass protection shield, get the Revolver and Ammo, as you turn back you’ll see a couple of guys storm in, but luckily they leave the door to the Restricted sector B open, so let’s head over and take out all resistance on the way.

 

Restricted sector B revisited.

Go back to through the crawlspace to the E of the rocket control room and down the elevator shaft, straight into the passage with the V and to the right, left door to where you found the Laser sight, remember what the piece of paper said, no? Seems you don’t have it anymore, maybe I remember. Stand in front of the closed glass doors, look up to the right and see the hole in the wall, inside, looking with the binoc’s, you see a circuit board, shoot it with the revolver and the doors open. Go follow the passage and put on some clothes to enter Water World.

 

Level 9.    Water World.

Go to the right and look out the window for a while, great view, a rusty structure with a hole on the bottom and one floor up there’s a bridge to the other side, some Croc o'shark patrol the water, go on and past the light gray window right, shoot the baddy around the corner and enter his store room, find the Pass Card Key on last shelf to the right, back out and to the other side of this passage, left and get ready to shoot some big Dudes, notice the door to the right, it needs 3 canisters, we have 2 so onwards we go, at the crossing left and open the door in the end, go place the  Pass Card Key and return to the crossing, take the left door and shoot 2 baddies inside, climb up and get the Key Card the one upstairs dropped, enter the W door and go to the Hazardous Machinery room. !!!(Better safe at least 1 Revolver bullet, you’ll need it later!)

The Hazardous Machinery room.

The machine will start on approach, take the left side first, grab the ceiling and go forward, you have to step on each tile where the presses come out, referring to the map near the door, when you are over the tile between the 2 presses, you can reload your health, but don’t drop or you’ll get toasted, at the last tile, turn back and now go do the other side. Don’t forget to drop on the tiles at the presses, as I did.

Enter the now open door on the other side and shoot 2 Dudes from the right, go left and see the Lasers you deactivated with the Pass Card (at least I think so) and go through, to the left at the crossing is the exit for later, go R/R and shoot another Dude, go to the end of this passage and in the yellow room is the receptacle for the Key Card, it will open the other door on the landing at the Machine room, look in the left shelf for some Ammo and exit to the canister door, go E and into that room, climb up and enter the newly opened door, shoot the Dude and see the big door in front, it needs 2 yellow cards, so “the only way is up”.

The Scuba room.

Shoot the Dude and the baddy and see the lasers in the pool, go up on to the left stairs and find the button in the alcove, when you push a platform goes up in the other side of the Scuba room, so roll, sprint down the stairs and up the other, turn left and runjmp/grab the platform. Pull up and backflip quickly, use the Pass Card Key again to disable the lasers. Drop down, not on the burn tile and down the stairs.

The Shipwreck.

The Laser in the pool is down, go take a swim, follow the tunnel and through the door, go left a bit, to the rusty structure on the bottom, swim into the top, go N inside and left in the end into the green tunnel, look for the small tunnel there, swim through for air, long way, but the only, save here, go back and right, up past the gray hole and right, left into a room with Secret # 19, the 3rd canister and a medpack, better play it safe, take one at a time. After this, swim to the place where you entered the ship and look for the door to the right, above it in the hole is a switch, pull it to deactivate the lasers in next room, swim S quick and straight to the end, keep on the left side and go left into the green tunnel, up into the yellow room, look for the place to use that great Pass Card again (it will drain the other side of the ship). By this time the Croc o‘shark caught up on me, so if he does, shoot the thing. Swim back and past the crawlspace, go up at the gray hole and climb out.

There’s some Ammo on the floor between the fences, go to the room you found the secret and shoot he fuse box where the medpack was, it will not break so don’t waste any Ammo, the door just opened. Enter and use your Magic Pass Card again, the door at the switch will open. Swim there and meet another Croc o‘shark, take care of him in the yellow room, or try to dodge him, take the Wire plate in the hole in the bottom, with all the loose wires and head back to where you used the Pass Card. Put the Wire plate in the yellow machine and see a door open in the ground level, near the canister door. Go back there and find this door down a ramp in the SE.

Poison pits.

 To the left, on the crate is a medpack, go climb the stairs in the SW and runjmp past the crane to the other landing, same at next jmp and open the door with he Card, enter and go to the open window to the left, slide in backwards and jmp in the end, start jmping left, and when you are on the lower slope at the side of the entrance, slide off and grab, shimmy left to the last crate on the bottom of the pit, over the left side of the crate, pull up and backflip, land on the slope behind, slide as far as possible and jmp left, you’ll land on the higher slope behind, slide down to the end and jmp, again landing on the set of slopes behind, start jmping to the right and land on a flat dark ledge in the corner, next to a pillar, enter the open door to claim Secret # 20, some Ammo. Go outside and climb the pillar and over to the other side, down to get the Key Card #1, up the ladder again and jmp to the ceiling to monkeyswing to the exit, bothered by some baddy, drop next to him and deal him. Back to the room with the cranes and run off the landing keeping left, onto the ledge below, go back to the crossing of the passages and into the E room, up the ladder and into the passage leading to the Scuba room. Make a detour to the canister door, place 3 canisters and the door opens, go in and get Secret # 21, the “Bonus Card”.

The Flaming Cruiser.

Maybe you already noticed that when you swim outside from the Scuba room, there is a sunken ship, on the other side of the ocean area, that’s our next goal. From leaving the Scuba tunnel and to the right, you can swim into a yellow hangar, with some Uzi Ammo in it. In case you need Revolver Ammo, there’s some on the bottom behind the ship, from the tunnel leaving the Scuba room, go a little left and between the higher structures on the back of the ship, down to the bottom and there’s the Ammo, swim S and behind the ship in the S is a yellow structure, swim up into it and get the Ammo and the medpack. Now to the Ship, that’s called the “Flaming Cruiser”, jmp back into the ocean and swim along the chimneys to the front of the ship and on the front deck is an open hatch, swim in, N/ down to the gray block and into the hole next to it, South/L (stay high up in the passage) L,2ndL, pull the lever, return to the machine room and get some air.

Next to the machine is a wheel on the wall, turn it and go South, through the room with the now closed hatch and into the door in the S, to the left is a room with a closed door, and you can see a wheel inside, remember where it is, you’ll have to swim here later. Follow the passages S and enter a room with a hole in the ceiling, keep to the left side and go into the hole in the floor, follow up the ladder and into the water in the end, pull the lever and swim quickly back, up the hole in the floor of the room with the ceiling hole, go N on the right hand side and follow the passages to the now closed door of the machine room, go right and open the door with the wheel behind it, inside you can get air. Now swim back to the room with the hole in the ceiling and up the hole.

Go into the S passage and open the door in the end, return to the lever to drain this part of the ship again and return to the doors you opened, the last one for a medpack on the desk, (Backflip behind it next to the drawers) and the other for the wheel, to drain the lower part of the ship, where you pulled the first lever, go to that passage and open the door in the end by walking to it, take the Key Card # 2 and shoot the Ventilator next to it, this will open another door in the machine room, go up there and enter to turn the last wheel, it will open the hatch again as you will reflood this part of the ship. Back down into the lower part to pull the lever and swim out to the Scuba room.

Now you can open the door at the bottom of the big slope to the Scuba room, with the 2 Yellow Key Cards. Inside you can go 2 sides (left one for people that didn’t find the Bonus Card and will miss out on a Secret), go up the right hand one and open the door with the Bonus Card, find the medpack on the 3rd shelf left and shoot the 4th grating in the wall to the right from the entrance, follow the crawlspace to the next level.

 

Level 10.     Escape from Moscow.

The offices.

Shoot out the grating and drop into the office, open the safe with the Crowbar and get Secret # 22, the “Dungeon Key”. Go outside to the hall and left, shoot the grating in the wall of the 2nd room to the right, go in and get some Ammo from the shelf, look in the other corner and see the computer with a part missing, get out and go left to the NE and you’ll meet Pjotr, take him out and go around the corner to the right, where he came from, he left the office open, go in and get a medpack from the small drawer cabinet, return to the room you came from and you’ll meet Dimitri, shoot him too, he will drop the Laser Room Plate.

Climb back into the room with the computer and put the Plate in. Leave and go NW, in the corner there, you can now enter the Laser room, pull all machine parts with the antennas pointing inwards onto the marked tiles, now go to next room and pull the computer that’s in the wall to the alcove on the other side of the room, back to last room and see the lasers activated, revealing the Mystical Artifact, shoot the glass and go take it. Go out and E, 2nd right and left, in the room to the right is a grating to shoot, go in and climb the ladder, go out to the store room and shoot 3 baddies, go around the office to the SE and throw the switch, now 2 more in the NW+NE, climb the office near the door and turn, jmp/grab the TNT box and climb to the landing with the swinging crates, enter the E crawlspace and shoot a baddy from behind the crate, take the Garage Key he will drop and return to ground floor.

The Streets of Moscow.

Go outside through the big doors you opened and to the store room on the right hand side, get some Ammo behind the left hand crates and shoot a crate in the wall in the other corner, enter to get Secret # 23, a medpack and fill your water skin. Look for the Garage on the other side of the yard and open it, get the Jeep keys from the shelf and start your engines, go L/L/R and just before you go outside again, in the streets, get out of the Jeep and draw the Eagle, go left and shoot the sniper over by the Liquor store to the right, get his Ammo and get the Jeep.

Go into the blue Arch opposite the Liquor store and run over the sniper at the next Liquor store (what did they say about those Russians?). Over the bridge, go down and run over another sniper and go R/straight and R into Main Street. Stop at the pile of crates and drive through the left ones. Go in and up the ramp, left as soon as you come to a room with more crates, run them down and stop in front the bridge leading outside, leave the Jeep here and go to the snowy roof to the right of the bridge, jmp over to the crates on other side and get Secret # 24, Ammo for the shotgun, do the same on the other side of the bridge and shoot the Sniper, follow the roofs to Secret # 25, Ammo for the shotgun. Go back to the Jeep and drive it over the bridge, down to a loading platform and get out, look in the right hand shelf for Eagle Ammo and run outside, to shoot 2 Snipers, get the Jeep and go N, run over the dude to the left and stop the Jeep, get out and go around the corner over the crate, enter the street there and shoot the 2 Snipers, go to the right, the chopper is waiting to the left, but we have a few things left to do, see the big closed gate and the small door next to it, turn around and shoot the face in the arch (with the yellowish light) and the small door will open, go in to put the water in the bowl and the big gate opens.

 

Bonus Level 11.     Dark Dungeon II.

The Cave

Enter the building and go up the stairs, open the Dungeon Gate with the Key and go on, (the first part of this level is almost an exact copy of a level I played before, can’t remember which one, but it will be easier) go to the right in the big cave and up the high pile of blocks at the E wall in NE corner, turn and monkeyswing R/L and straight against the wall in the dark spot, drop, grab the wall and climb into the room up there, get the medpack and go down, in the SW corner of the cave you’ll find a big gate with 2 receptacles for Golden Vaeuses, from the gate go N and climb another pile of rubble, turn and use the grating to monkeyswing to the window S, get the Ammo and drop down, go N again and into the big opening there, 2 sides, go left and up the slopes, turn at the long slope down and slide, grab , drop backflip/roll and arm yourself with the Shotgun, run to the pits in the N and blow the Skeleton in one of them.

Main Hall.

In the hall were in now, there are 2 structures, E+W and a gate in the N, go stand between the 2 structures and look N and up, shoot the Star you see on the ceiling and the gate in the N opens, go in and right, look for the crawlspace on the right side in the corner and go in to get some flares. Return to the gate and see the crawlspace I front of you near the gate, go in and drop in a room, climb ledges SW and follow to a shaft, filled with water, drop in and in this room, you’ll find Ammo on 2 blocks and a pullswitch on the ceiling above them, it will open a door on top of the E structure and the exit of this room. Go out and left, follow passage up and you’re inside the E structure, climb the ladder in front of you and left into the window, jmp to the roof outside and find the ladder to go to the top of the structure (here’s the door you opened down in the water). Runjmp over to the W structure and find the ladder to climb down to the roof on the same spot as E, jmp into the window and go push the Face button inside, turn and look over to the E, see the medpack in the window alcove, jmp over to get it and return W, go to the top again and over to the E, enter the door and follow to a room with puzzle pillars

Puzzle room.

There is a door in the right hand wall, move the pillars to every light colored tile and the door opens, go into the room E and push the Face button, a block rises under the door, so you can go in. Take Golden Vraeus #1 and return to the Main hall.

Labyrinth.

Go into the gate N once more and follow all the way to the end, on the right side is a hole, climb down and swim to next passage, follow N and into next hole, go N and up into hole in ceiling close by, find the vase to shoot and get the Ammo, back to the water and S,R/R and open the underwater door in front, don’t go in yet, turn right and up into room for air, there is a block in the wall you’ll have to lower. Swim into the door and go L/R into small opening and L, straight to SW and pull switch in left corner, turn and E/R/L and through the door into the room left, climb out and jmp into the hole in the wall. Push the Face button and the exit closes, but a door opens on top of the W structure. Find the alcove behind the button, to the left and drop backwards into the water, go forward, a little to the left and left into the right hand small opening. Up just passed it and follow the passage through the water, up the ladder/ pole to the Main hall.

Golden Vraeus # 2

Enter the W structure and climb to the top, enter the door W and go left at crossing. Go to the big room where you can see the 2nd Vraeus, drop back from the opening and drop from the right hand side to the rack below, shimmy left and pull up into the crawlspace, follow to a dark passage and use the eyes in the back of your head to spot the face button on your left in the total dark. It will raise a block in the next entrance to the big room, to give you enough height to runjmp/grab the crooked stairs leading to the 2nd Vraeus. Take it and climb up on the roof from the ledge the pedestal is on, and find the monkeyswing leading NE with a few turns, drop into the passage and slide back to the Main hall, jmp over to the E structure and go through the puzzle room, Vraeus 1 room to the Cave. Place them to open the Gate and enter.

The Big Hall.

An enormous hall, go to N gate and up the stairs, use all 4 reach in switches, and the door will open, go in to the Burner room.

The Burner room.

There is a door on the other side, it will open as soon as you stepped on 4 (safe) pillars, one in each corner of the room, Make your way over, by standing in corners, not moving as the burner is on and shimmying around corners, into the passage as the door is open and straight at the burner for a medpack, beware of the pit! And R for the Timeless Sands, L for the exit to the big hall, go down the pole and gather some goodies on the floor, back up and into the S gate up the stairs and not the reach in switches, but a jmpswitch on the wall (use the eyes in the back of your head again). Enter and place the Timeless sands in the statue, the basement fills with sand, go back at the pole and over to the other side, into the red passage.

The Dark Labyrinth.

Don’t go in to far yet, (something will eat your health away when you enter these passages) safe here and light a flare, go R/follow up/L/R and follow to the burning “Torch”, go R/L/R and up the ladder at the torch, arm with the Eagle and run into a room where a big Dinobird is attacking a statue of Lara. Shoot the Bird and your health will stay intact again. Be careful, try to stand between Bird and statue or you will shoot yourself. Time to get some light into this place, head back to the entrance L/2nd R/L at the “Torch” and follow L/R down slope to beginning of Labyrinth and go straight, follow, R and be careful, there’s a pit. Jmp over and get the torch, You can’t light a flare now so feel your way around or put the brightness on the monitor at 100%, make it back to the “Torch” and light yours.

Go to the R again and L/1st L/ straight/follow/R and in the end at the vase, drop the torch in left corner, look for the jmpswitch in the hole in the ceiling and pull it, a block goes down at an unlit torch, take your torch again and back N/2nd L/ follow/R/R to the “Torch”, L/follow/L and into the water L/R/L/L and over to light the torch on the wall, back to the entrance and straight, throw the torch in the open passage left and get up on the ledge with the vase, shoot it and get the medpack, go to the torch and look for the jmpswitch, use it to open a door upstairs. Take your torch with you and get out of the water, go R/R/follow to “Torch”/R/L/L/follow/R at the 1st jmpswitch and to the open door in the end, leave the torch here and climb up, at the top, pull up and start jmping, start from center of the ladder and jmp left or right, grab in the last moment and you should grab the ladder on one of the pillars, climb up and to the E, go into the crawlspace, out the other end and go through the Dart passage.

Face Room.

Just when you are under the last dart, a Skeleton will wake up, shoot him off the ledge and go to the center ledge, look over to the E wall with the binoc’s and spot the crawlspace next to the left window, jmp over to the ledge and go into this crawlspace, drop on other side and up the yellow block, jmp over to the face and to the block W of it, in the direction of the Skeleton, look for the jmpswitch and use it to flood one of the holes in the floor below. Get down and into the E hole, swim to the door and open it, go through to a cave with Alien Creatures, shoot ‘em all, and go to the S pool, just before the pool, on your right hand is a crawlspace, get in to claim Secret # 26, a medpack.

Go to the N pool and dive in, swim into the hole in the bottom and go E through the small reddish hole, up a bit and L around the corner, find the pull switch here and use it to drain the water from the W hole in the Face room, go for air if you need it, or go to the S, to get the “Dungeon Star”, swim back to the Alien Cave and shoot one more, go back to the Face room and put the “Star” in the receptacle in the W wall, it will put a ladder under a hole you have to climb to in a while, first get last secret from the W hole, go down, use the jmpswitch to open the gate and get the Binoculars as the last great Secret # 27. Climb back upstairs and go to the SE and run past the Skeleton to the ladder on the left, up and slide back out to the Heli that’s been waiting for you.

 And that’s the end of this series of levels.