The Training... Episode Zero.

Levels by DNF Productions

Walkthrough by G&D Productions. (revised Apr.28-2013)

We are still waiting for the transcripts so the spoken words can be added to complete it, but we thought we could share it as it is for now.

Want saves/screens and other stuff mentioned in the walkthrough? Download this folder: Saves Folder. Due to the large number of saves you'll find 4 Save folders in there. The walkthrough mentions which in folder you should look

Mind you, some of the levels are still being revised, so some of the saves may not work, we'll have to play through after the release of the revised version to make new saves. You can always post your save in the forum and players will help you out.

                                                                  Links to the levels in this walkthrough:

1- The Beginning

 6- Mercenary Outpost-revisited

 The Big Search

2- The lost Island

10- The Dig Site

17- Canals of Venice

3- The Hideout

11- Journey to the past

18- Lab 41 V

4- Return to the Lost Island

12- Amenhotep Chamber

19- Dark Sewers

5- Inside the Building

13- Luxor Temple

20- U-573

4- Lost Island-revisited

12- Amenhotep Chamber-revisited

19- Dark Sewers-revisited

3- The Hideout-revisited

13- Luxor Temple-revisited

18- Lab 41 V -revisited

6- Mercenary Outpost

14- Train Courtyard

17- Canals of Venice-revisited

7- Underwater Exploration

15- Air Vent Blues

21- First Mission

8- Rush Hour

16- Cold Blur

22- Saudi Arabia

 9- Runaway Lara 17- The Big Search  

 

1- The Beginning.

3 secrets.

The PDA.

Lara drops from the heli into the Base, you can climb out, but there's nothing to do yet.

So swim through the tunnel E and climb out, the door N will open up as you approach, first check out the shelf to get some Uzi ammo then pick up the PDA from the table and a guard storms in, be sure he is inside and try to avoid him shooting you by running out quickly and closing him in. The PDA will give you more info about the mission.

A Pass Card.

Go through the door S and pick up a Pass Card from the table on the left. In the room the only door that will open for you is E. In the Control room go right and down the passage E to a room with big wheels and open the door SE with the Pass Card. Upstairs is a small medipack on a table, AK47 ammo behind the crates SW and in the closet N is the Gray Fuse (stand a step back to open it). Get down and back to the room W with the big wheels. Go into one of the openings W leading down to a pool in the lower section of the room. Dive in.

Tunnel S: is for getting back out.

Tunnel N, Lasertraps: Take a big long full of air, swim to the corner and turn E to see if the Laser is far away, swim to it and down into the lower part of the bottom, wait for the laser to pass overhead and swim to the next. Wait a bit, then swim up in the high part of the ceiling to let that laser pass by and then get around the corner to use the underwater lever opening a gate in the pool. Make your way back to the pool (savegame.0) and find the open gate in the wall E (second alcove to the left).

Gate E, the Fuel: First swim straight to the back and around a pillar to use the underwater lever, a gate opens left of you, swim back to the pool and keep going left around corners to get a small medipack. Go up for air, swim back to the previous opening and left straight through a room with boilers and up in a shaft, climb out S. Go right and jump over to the right hand opening S, right around the corner is a button that will power up the Fuel supply.

Hall with the Press.

Back out and pull/push that machine block NW to the far SE corner and into the alcove with the circuit board. A door opens in the passage left, when you enter a big Press will start to pound. Follow through to a hall with deadly water, jump to that climbable grating, you can see a crack to your left. Climb up a bit above that crack and drop/grab to get hanging near the crack, immediately shimmy left to the crack (may take some tries).
Shimmy left around the corners to a flat ledge behind the pillar where Lara can hoist up and press a button to stop the press in the "up" position (if you stop the press when it's down, you always can press the button again to start it and try again). Shimmy back around to the grating on the side of the press and then down to two steps from the water. Back flip onto the press ledge.

Now from the press platform a running jump to the grating ahead. Up right around the corner into a crawlspace, out the other end and back flip/roll to grab a crack in the wall. Left and into the crawlspace, up the ladder and at the top, back flip into the passage to a room with a pool.

Lasers, open the Door, a Member Card.

Up E in the alcoves are AK47 ammo and a small medipack (takes a small medi to get it too), notice the door W and dive into the pool. Through the tunnel and keep going left to get to a Warning sign. Wait for the laser to move away and swim after it, right into the tunnel and follow through to get air. On the S wall is an underwater lever opening that door W of the pool. Get air before going back, watch out for that laser (savegame.1).

Get out of the pool and into the door W, use the button on the left hand panel and the door next to it opens up. Go in and find a Member Card in the closet SE. Go out, left and drop down into the room with the big wheels. Go down to that pool again (one of the middle passages W) and hop down into the pool again.

W side, Moving Crates, the Oxygen.

Ignore that underwater lever on the W wall and swim into the second opening from the left in the W wall. In the back is another underwater lever, use that one and swim back out, get some air. Now go to the third opening from the left and time the swim inside and carefully to the right, not too far as another crate starts moving as you go around the corner. Time that one to get into the tunnel left (savegame.2) and follow through to where you can swim up into the hole in the ceiling. Climb out and go in.

Use your Member Card on the door on the right (W), follow through to a room with 2 closets, open them to get Secret #1, 2 Medipacks. You could leave N, but then you would not have completed the task here and will miss out on some pickups. So go back S, left and down the steps to the left (E), in the right hand wall is a dark block, push it all the way and go left to get Secret #2, a Medipack from a closet. Go back and right around corners to a room that looks like one we visited before. Hop to the opening SW (if you fall in the way out is in the NW corner) and right around the corner is the button that will open up the Oxygen supply and the big wheels start up. A floor goes up in a pit.

Jump back across the pool and go right at the steam emitter, jump to the grating on the ceiling in the room with the burners and time the burners to get to the other side. In the next pit in the SW corner is a push block, push it all the way and go left for a button that will open a trapdoor somewhere.

Back in the pit you can grab up to a ledge above the entrance SE, climb the grating to the trapdoor you opened and get Secret #3, a Medipack and AK47 ammo from the room above. Back down, hop to the ledge N to walk over the pipe to the other side (savegame.3).

Use the Fuse.

Go out the door and to the NW corner of the room, that is where the floor raised in the pit. In the room NE is the socket for the Gray Fuse, that door opens we saw at the start of the level. Back to the Control room with the pit below and down the passage right (W), to the room with the red grated floor and out N to the water, swim W and up left (S) in the entrance shaft. Through the door to the next level.

 

2- The Lost Island.

2 secrets. Conserve medipacks by not taking any near a level change because you will have full health after a level change, also some pick-ups are back again.

Go forward and into the first door on the right, get the small medipack from the shelves and go to the door in the back where you'll get a view of another card behind a Timed door. Back out and a bit right to the opposite gate, use the Pass Card left to open the gate to a room with a Medipack. Back to the corridor, seems we'll be back here.

Go to the next section (S), left down some steps and jump over the pool to a push block. Push it aside to use the button there, a door opens at the far end of the corridor. So jump back, to the corridor and to the S jumping over the broken floor. Go into the door W to pick up Secret #4, 2x AK47 ammo (table and floor) and a Medipack. Go out and straight up the stairs (E), right around corners into a control room and use the button W to open the door to the outside.

The next part you'll have to try and stay behind cover as much as possible, there are sentry guns and no way to take then out.

The Swipe Card.

Jump straight S over the wall to that roof and safety drop down, go to the right a bit and kick the door of the Garage in. Follow through to the other end and spot a Card slot on the fenced off area. Open the door S and take a right, go under the roof with the guns and sneak around the crates (avoid the guy on the crate) to the shack N, kick the door and inside is the Swipe Card on the table left, a small medipack on the next table and in a chest to the right is some AK47 ammo.

For a Secret: Open the door N, run out and to the right where you can pull a crate away from Secret #5, a Medipack, but you will be under constant fire.

The Pistols.

Go back into the Garage and use the Swipe card to open that fenced off area SE. Grab the Pistols from the table and get a Medipack from the chest. A guard is now patrolling outside so finally you could go get revenge for all you endured so far, he will leave you a small medipack.

Go out the Garage through the N door and straight S is a wooden door, that's where we'll do a Timed run later, leave it for now and go right, then left into a valley S, shoot the guards when the doors open up, another one will come from behind. Proceed into a building and go down some stairs...

3- The Hideout.

4 secrets.

In the red corridor, approach the last door on the right (E) and wait for the guard to come out, shoot him and get his Pass Card. Don't use that yet, but return to the outside.

4- Return to the Lost Island.

1 secret.

You can get more pick-ups from the places you got them before.

Timed Run for the Swipe Card.

Back through the big doors N and shoot two guards, pick up some Uzi ammo and go right at the Garage. Into the passage to the wooden door S. Shoot the guard and get his Uzi ammo, then save at the button in the back.

Save an use it, roll and run/sprint out, go along the left side of the Garage and jump on a crate on the right hand corner of the Garage (screen1.jpg) so you can do a running jump to grab the high wall N, Go into the door NE and sprint straight, left down the stairs and right around the corner, jump over the broken floor and go left into the second steel door. In the back is the Time door (savegame.4), on the table is a Blue Swipe Card. On the shelves in this room is 2x AK47 ammo, go out to the front room and get more AK47 ammo from the shelf where you found a small medipack earlier.

The AK47.

Go out to the corridor, to the right around the corner into that second steel door and use the Swipe Card on the gate in the fence. Inside is Secret #6, the AK47 in a chest, in the corner behind the crates is a Medipack. Out of the fenced area and in the SE corner of the room is some AK47 ammo. Go out to the corridor and use the Pass Card (you got in Hideout) E to open the gate again, on the tables is 2x AK47 ammo. Out to the corridor and make your way back to the S end of the corridor, go into the room W again and this time find 2x AK47 ammo on the tables. Out and up the stairs E to go to the outside area with the sentry guns.

Taking out the Resistance.

A flyby kicks in (only when you have the AK47), a chopper unloads a bunch of guards, all coming for you. Just wait a bit inside the door and shoot them (coming from the right) with short bursts of the AK47. This way all ammo (4x AK47 ammo) will be dropped on the terrace where you can pick it up without sentry guns bothering you.

Drop from the S side of the terrace and get back into the Garage.

Check out all shelves and look around for 2x AK47 ammo and 2x Uzi ammo in the fenced area where the Pistols were before. Open the door S and run left.

Clean Kill for the Access Card.

Run under the balcony where the sign says Warning-Alarm will sound! On the balcony above is a guard, we have to take him out. Climb the low ledge on one of the sides, save and back flip onto the sloped roof above the window, jump to get onto the balcony without getting burned. Shoot the guard and look where he dropped the Access Card. Get back down and use the Card to open the door, follow through to where a steel door opens for you.

5- Inside The Building.

3 secrets.

The Factory Hall, Flooded Pool: First Bottom Trapdoor.

When you enter the Factory hall, a baddy will show up, shoot him and use the button S to close the door if you like. Dive into the pool and swim all the way to the N and behind the last pillar is an underwater lever, opening the First Trapdoor in the bottom of the pool. Swim back and climb out on the low ledge, go back to the entrance door.

Platform #1.

Behind the pillar W is another button and this one will raise a platform SE at the pool. Go onto the walkway over the pool, take a right and jump to grab the ledge E, jump and grab up to the crack in the pillar and go right around to a ladder, back flip/roll and grab the platform. Shimmy right around and along the crack to a ledge. Walk over that pipe to the other side (savegame.5) and jump NW to grab the crack (at the last moment) in the pillar, go left around (you have to be hanging by hands) and drop onto the walkway.

Platform #2.

Enter the passage on the right (N) and get AK47 ammo from a table, in the next room is a chest with more AK47 ammo and on top of the low crate W is a button raising platform two. Go back to the pool, grab up to the crack in the pillar, go right around and back flip/roll and grab the platform.

Timed Platforms #3&#4.

Run jump and grab that ledge W, go and jump into that opening with the red light N. Shoot a baddy, proceed and get a flyby of more future climbing. In the N alcove is a button raising Timed platform 3, no need to use it yet. When you step on the balcony E you can see it to the left.

Go into the room S and in the left corner is a button for Timed platform #4 on the E wall of the Hall. Save here in front of the button, push, run to button 3 and use that, right onto the balcony and jump over the railing to grab the crack in the pillar on the right (S). Left around, back flip/roll grab the next pillar, left around to the other side and back flip/roll grab the next pillar. Left around again, back flip/roll grab platform 4, pull up and run jump onto the slanted pillar N, slide and jump to grab platform 3. Quickly get inside (savegame.6).

Storage Room, the Crowbar.

Shoot a baddy and go through to a Storage room, shoot 3 baddies and collect 2x Uzi ammo and a small medipack. The NW corner has AK47 ammo. Jump over the crates along the W wall to the high stack SW and then to the high stack SE. The running jump to grab the jump lever E and a trapdoor opens in the area E. Climb the ladder left (NE) and use a button NW to turn the crates hanging from the crane in the Storage. Go back down the ladder, climb up to the crates S again and shoot the grate out of the crate on the crane, jump in there to get the Crowbar.

Platform #5.

Drop down, get out to the Hall with the pool and safety drop down onto the walkway below, enter that passage N and open the crowbar door, turn around at the end of the passage and jump up to grab up to the room above where a button will open an underwater door in the pool (later). Go back to the Hall, go left over the walkway to open the crowbar door E. Shoot the baddy and one more around the corner, open the left hand door N with your Pass Card and go in for AK ammo on the table, another baddy comes for you. The button on the W wall will raise platform #5 in the Hall. Go out to the corridor and open the other door N with your card, inside on the shelves is Uzi ammo, then go push a crate at the E wall to get Secret #7, Uzi ammo.

Go out to the corridor, a bit S and to that door on the right, it will now open for you. Inside are Uzi ammo on the table and Flares in the chest. Go back to the Hall.

Lower the Water Level.

Dive into the pool, swim S and climb out on the low ledge. Make your way over the walkway to the pillar in the E side, grab up to the crack and go left around the corner, back flip/roll grab the crack in the wall and go left to platform 5. Jump over onto the balcony and shoot that grate around the corner, get into the opening and walk straight to that panel and use the button to turn on the light. Go into the next room, shoot a baddy and use the switch SE, the alarm goes off and the water level will be lowered.

Drained Pool: Second Bottom Trapdoor.

Go outside, safety drop down to the bottom of the pool and run SW to find a button behind the pillar, the second trapdoor will open up. Go to the middle of the pool and dive down to get Secret #8, Uzi ammo SE, AK ammo NE, a Medipack NW and AK ammo SW. Go back up to the drained pool.

The Underwater Door, Opening up the Passage.

Go E and into that underwater door E behind the pillar. Follow through to a drained pit and make your way through those moving pillars E. Run straight to the E wall (ignore that door for now) and push the left hand part of the wall in to reveal a hole in the ceiling. Leave the door on the right for now.

Now you'll have to get back through the moving pillars and back out W to the Hall. Climb the ladder (S wall) and go over the walkway to get to platform 5 again (to the E, up the pillar, shimmy left and backflip to the crack), onto the balcony and inside to use the Flood switch once more to flood the pools.

Hole in the Ceiling.

Back into the underwater door E, through the moving pillars and up the hole in the ceiling (savegame.7).

Open the crowbar door E, push the button in the back to open a door in a passage we go to next. Get back out.

Timed Platform for a Secret.

Go up the stairs S, save at the button and back flip/roll, sprint left at the pool and jump from the timed platform to grab the other side of the deadly pit W (right of the higher block). Get on the block and grab the grated monkey climb, go to the pool and left on the pillar is a jump lever. Go into the open doors N and get Secret #9, Uzi ammo and AK ammo from the tables. (savegame later)

Ventilation Section.

Get into the water, swim down and to the door S next to where you pushed the wall before, the door will open. Follow through and up some stairs to a crowbar door and open it. Up more steps and through the door you opened with the button at the Hole in the Ceiling.

Go left around corners to find two doors you can open with the Card.

W: AK ammo and Uzi ammo in a chest.

E: Uzi ammo in a chest

Two baddies show up, take care of them, go S and two doors won't open (I did use the card, or else the door wouldn't open when I went back), so proceed around the corner and as nothing can be done here, return to the two closed doors, the E side opens up and baddies come out. Go inside and left around the corner for AK ammo on the table, then push the block on the right of that grating N and find a button. Go back out and left around corners to the door in the back (N). Shoot the resistance and get onto the crates SE, from there into the hole in the ceiling and come to some laser traps.

Lasers, another Platform.

Run forward as the laser moves away and jump over the pit, a running jump over the second pit and hop back grabbing the edge, just hang there till it is safe to pull up and jump over the last pits and run left around the corner (savegame.8). Follow through, drop through the hole in the floor and shoot a grate SE, use the switch there to raise a platform in the hall near the moving pillars. The door E opens on approach and you're back in the corridor, go left and follow back to the water and back through the moving pillars to the room behind them.

Get out on the walkway and spot that raised platform on the E wall, grab up to it. Turn S and grab the grated pillar with the jump lever. The Alarm sounds while doors open up on a walkway S. Go back up to that platform, jump NW onto the slanted pillar and shimmy to the yellow striped corner, jump over to the W and from there to the ledges SW. Jump over the railing to the open doors and shoot the baddies.

Storage Room, Platforms to the Roof.

Up the stairs and get the AK ammo dropped by a baddy, continue up the stairs and just sprint to the back of the next Storage room, because there is a chest with Uzi ammo and one of the baddies is about to knick that. Shoot all 4 of them and gather Uzi- AK ammo and a small medipack.

Go back to the middle of the Storage and climb the ladder into the structure. Shoot the NE window and spot the platform E, then go to the switch on the N wall and see two platforms go up, jump to the platform E from the broken window, to the ledge N and shimmy along the edge past the pillar W. Jump to the next platform and jump to the jump lever on the structure.

Go back to the chest W and climb the wall next to it, on the first floor around the corner is AK ammo, then go up to the second floor. Shoot the SE window and jump to the roof of the structure.

Fiery Passage, Laser Traps, the Lasersight.

Jump S to the balcony, shoot a window and get inside. Up the passage S, open the door with the switch and run through the corner of the steam-fire emitter combination when the Press goes up. The fire doesn't have to be down as long as you run over the corner. Next is harder, time all traps and get through (savegame.9).

Open the next door with the switch next to it and come into a Laser trap passage, up to the right in the back is a crawlspace we have to get in. Run to the approaching laser and jump early, this way you'll be on your way down before the top laser hits you. Now run all the way to the back and wait. Stand under the left corner of the crawlspace (the bottom laser doesn't reach here) and jump up, quickly pull up inside (savegame.10). Shoot the grate and go right/left to shoot another grate on the left (E) and lower down into a control room.

Go open a crowbar door N, follow through and get the Lasersight from the table, one of the shelves has AK ammo. Back to the control room and shoot the grate in the W wall to get in. Walk straight to the shaft and turn around, check the health and safety drop down, slide off and grab the edge of the second slope, safety drop down to the bottom. Drop through the hole and you're back in the Factory Hall, drop from the ledge and open the door S (in case you closed it). Go through and follow through.

Return to the Lost Island-revisited.

Go outside and run straight W, then left into the valley with the big double doors to get to the Hideout.

The Hideout-revisited.

4 secrets.

Turning off the Heat.

Turn left and jump to the ledge W then up to the ledge N where you can now open a crowbar door. On the table is a small medipack, around the corner is a button, unlocking a faulty door (the card reader didn't work). Get out, down the stairs into the red corridor and left into the opened door (That door on the right there, where we got the Pass Card from the guard before is where we have to go later, it is still blocked by a Fire trap we'll have to turn off and that will take quite an effort).

A Green Access Card.

Go straight, shoot the guard, go NW down the stairs and shoot two more, one drops a Green Access Card and the other AK ammo. In the doorway NE is Uzi ammo.

Preparing for a Secret: Go back upstairs and to the S side of the landing, hang from the edge of the floor and shimmy right past the pillar, pull up and use the button behind the crate to open a door for later. Drop down to the floor below go E into a passage and to the right for more AK ammo.

Now head S behind a pillar for more Uzi ammo and then go up the stairs SE. Use the Access Card there and maybe the door won't open, just shoot it (also faulty, where's maintenance!) (savegame.11). Inside shoot the window N and get through, a very dark corner in the back holds a Medipack, then open the trapdoor in the floor and get down into the Bio Hazard Control Room.

BioHazard.

Go to the automatic door S, the next rooms will drain health at a staggering rate, so watch out! This will be quite a nerve wrecking experience, watching the health, shooting guards, timed runs...

First you better check out the Map (biohazard.jpg) I've made so you will have some knowledge of how things are around here. A is the control room where three runs to timed doors start. There are switches in there, operating 3 Timed doors. We have to reach 3 buttons in 3 separate runs. Deal with guards as you encounter them and in front of each button is a glass panel you have to shoot. Be sure to hit the 0 or 9 keys to take medipacks when needed.

Here we go: Run straight to the next door, pull out the AK47 and run through the next door, a bit left and into the opposite door to the Control room. Shoot the guards that might want to come in, one drops a small medipack you can pick up later if you like. In this room are AK and Uzi ammo pickups S.

Following the Map:

Button 1: Save in front of the left hand switch E (B), pull, back flip/roll and run right out of the door, take a left and get out the AK47, run straight to the end and left around corners, shoot the guard and run through the Timed door B into the next room, right around the corner and shoot the glass to get to button 1. Run back and out left through the door, right around corners and look N for the open door to Secret #1(10) (that is...if you found the button before to open the door), a Medipack and AK ammo and a small medipack E. Shoot the guard and head back to the Control room.

Button 2: Save in front of the switch in the middle (C), pull, back flip/roll and run right out of the door, take a right and sprint towards the stairs E, just before the stairs to the right and down through the Timed door C, left around the corner, shoot the glass and use button 2. Back to the Control room.

Button 3: Save in front of the right hand switch (D), pull, back flip/roll and run right out of the door, take a right and sprint up the stairs E, left around the corner and left through Timed door D, straight into the passage W and shoot the glass to use button 3, the last one and the place will become safe again. Now you could go around finishing off remaining guards, picking up some Medipacks and leave in the far NE to come to the red corridor (savegame.12).

Go left through the door NE and down the steps take a left, shoot the guard to get his Medipack. Follow through kicking in doors and come to a small hall with Uzi and AK ammo on tables and on the shelves. Seems to be no way up, so return through the passage W, pull that crate NW out of the corner and get behind it, shoot the grate and follow through, climb up in the end and go to the far SW corner for Uzi ammo. Go back a bit and shoot the grate E, take a right and pick up Flares there, turn back and go to the other end, hang from the edge and shimmy right along the edge. Pull up and hop over the railing to the balcony E where you can open a crowbar door. Go right around the corners to pick up Revolver ammo. In the closet is AK ammo, and more of that in the NW corner.

Shoot the cover from the electric box next to the entrance and throw the switch to open a door in the hall below. Get down there and enter that door, follow through automatic doors to where a guard attacks. W is a closed door, so head S and down the stairs, take out the 3 guards.

Go down the stairs SW, 2 more guards, go into the door N and left, pull the crate out as far as possible and them push it to the N. Go into the crawlspace where the crate was and follow to Secret #2(11), a small medipack.

Loading Docks, the Revolver.

Go back out and head E down the stairs and look for a small door on the right in the next section, go in and find AK ammo on a table. Go further and shoot a guard, more guards when you go through the door on the right (W).

Go into the passage SW, follow to a door where you can use the Pass Card, again a faulty door, Run back out of the passage and Daniel calls in through the radio.." Lara Get back in there…..".

Go back to the door that should now be open. In the NE corner of that control room is a button that will operate the crane. The crate is dropped into another room.

Head back through the crate room to the loading dock and into the door N, right around the corner in the next room is the crate, use it to get onto the crates E and climb down the other side to get some AK ammo.

Back up the crates and grab that air vent S, climb left around the corner and drop on the walkway and go into the opening N.

Preparation for a Secret: Turn around and run from that opening to jump and grab the jump lever SW, a crate will be raised in a room (later). Go back up to the walkway and through the opening N.

The door on the walkway of the next room will open up, go in and right around the corner for AK ammo, then head into the next section. One closet has AK ammo, the other (N side) has the Revolver. Go back W out to the walkway and take the short route down by jumping straight over the railing to the room below (You could follow the route back through the loading dock too).

For the Secret: Hop onto the low crate N, get into the crawlspace and look around for Secret #3(12), 2x AK ammo and Uzi ammo. Get back out to the room where we left off.

Loading Docks, the Mechanic Piece.

Head E up the stairs and shoot a small army of guards. Go to the E wall, opposite the stairs and look up W to spot a circuit board under an air vent. Shoot it with Revolver and sight and the door left of it opens up. Go up the stairs W and turn around to shoot a guard up on the walkway SE, he's quite nasty with his grenades. Into the passage left and up a steam vent to the passage above, go over the walkway, open the door and get 2x AK ammo and Uzi ammo. Back out and from the walkway a jump to that ledge NW.

Here comes a tricky jump, face NE and run jump with a curve onto the lower end of that brown pillar (savegame.13). Turn NW and run off, landing on the sloped roof, grab the edge to safety drop down onto the conveyor. Shoot the window N and jump inside. In the SE corner is a broken Fuse box, pry the Mechanic Piece out of it with the crowbar. Alarms will sound (this also opens that door to the Secret), so leave through the door W and shoot the resistance. Follow through, down the stairs to the ground floor and shoot more guards.

Use the Mechanic Piece to repair the Elevator.

Leave SW and keep going straight, up the stairs, up the steel stairs and if you want the Secret, go back N, up the stairs and further to the N and left is the now open door to a room with Uzi ammo on a table, go between the two pillars and face W, jump up and grab the climbable grating. Go up, shoot the grate and get Secret #4(13), a Medipack.

Back down, out E and right (9) down the stairs to the balcony then head left (E) into the passage, go around a corner and shoot the guard, open the door and shoot another one in a pump room.

In the side room E is another baddy, shoot him and keep an eye where he dies and get his AK ammo. In the side room W are two closets, get 2x AK ammo from those.

Open the next door in the N, go down into the room and shoot two guards, one drops Uzi ammo. Go down the stairs on the right (E), into the back of that room and place the Mechanic Piece into the circuit board E. Go back to the previous room. Use the button next to the elevator N and go in to use the button in the elevator to go up.

Conversation between Lara and Daniel.

6- Mercenary Outpost.

4 secrets.

Step out of the elevator, grab the AK ammo from the table and follow the corridor down the steps and take out the guard in the hallway with 3 doors.

For a Secret and better go get this one: Go to the SE corner, look up N and shoot that old fuse box, a gate will open in front of a crawlspace E, get in there and crawl right/left. Shoot the grate and get into the room with Secret #1(14), 2x AK ammo E in a chest and on the table and to the N the Uzis with Uzi ammo and around the corner in a chest are Harpoons. Look on the pillar E of the 2 tables to find a button, push that and a door opens up to another Secret. Go to the door W near the computer table and get out to the hallway.

Behind the door W you'll find a chest with Uzi ammo, behind the fence is a Secret room. For now go back to the hallway.

Now go through the S door, shoot the guard and ignore the open door on the right (N) for now. Go straight (W), to the hall with 2 elevators, loop around to the left and on a table is AK ammo. Go W and left up the steps for another AK47 with more AK ammo on a table. Back in the hall, the S elevator seems to be broken, the N side is usable but we'll do that in a bit.

Go back E into the corridor and to the left is the door you opened in the first Secret room in the N wall, go in and follow through to Secret #2(15), AK ammo and a small medipack on the tables. You already visited the other side behind the fence. In the corner is a gate you can open with a button, inside is a blue ray, step in and you'll have a flashing Lara which is less vulnerable to enemy fire and we need that in a bit.

Go back and through the door, take a right, shoot the 2 guys and go W to the hall and so go to the N elevator, push the button. Side flip left and run inside before the gate closes. Push the button inside and go up, follow the hallway and get AK ammo from the table left. Run out into the open, lots of baddies here and also a sentry gun we have to take out.

I went left along the rocks, towards a kind of tunnel and shot all the baddies that showed up. Then I went W and shot more of them (I found 2x AK ammo dropped by them?), from standing in front of a cave W I shot the guy up in the watchtower N. Two more baddies approached and those were taken out as well. Now go to that watchtower N, climb up and grab the AK ammo and it was possible to shoot that sentry gun SE from there (hit the fuel tank). If not you'll have to circle wide around to get to a point where you can shoot it (savegame.14).

Go to the palm tree in front of the W cave entrance and climb that tree all the way up, slide down a bit and back flip onto the stack of crates to get Secret #3(16), a Medipack. Drop down and go climb that tower where the sentry gun was, grab the Daniel line and grab the crack in the wall at the end of it. Shimmy right and pull up in the crawlspace to get Secret #4(17), AK ammo to the left.

Drop out again and head into the cave W, shoot some bats and come to a deep pit in the end, swim into the tunnel N, left through the broken fence and take a right through the door.

7- Underwater Exploration. (MAP-underwater.jpg)

1 secret.

Long swim distances without much air, so be prepared.

Take a left through the door, immediately left through the broken fence and follow through to where you can go up for air (Saves-2-savegame.0).

Open the Door.

Take a deep breath and swim back, left in the tunnel with the propellers and up a bit over the sloped floor, take a right in the next tunnel and left around the corner in the end.

Then swim into a grating left and save at the underwater lever on the left (1) there. This lever opens a door (1) a bit further in this tunnel (if you have enough air left you can try to go onwards to that door, or first go back for air and return here).

Tunnel with the Presses, Harpoon Gun.

Swim out and loop around left (N) and through the corner room to where the door opened, best save here again and try a continuous swim through the presses with maybe short stops in between. Take a right through the grate at the end and go up to a control room with air (Saves-2-savegame.1). A button in the SE corner opens a door in the tunnel with the presses. Then go through the fence N and get the Harpoon Gun from the closet, Harpoons and AK ammo from the tables. Arm yourself with the Harpoon Gun so you are ready to use it.

Swim back and straight through the door you opened, immediately left in the next tunnel is a tunnel with propellers' in the end are Harpoons. Go back, left (S) again and left around the corner, first right and back to the tunnel with the propellers to the right (S) and again right and get air where you did before.

Shoot Grates with the Harpoon Gun, a Piece of Paper.

Dive down, swim left, left, right around a corner, at the end take a right again then a left and immediately take a right (E). Go up the sloped tunnel, to the right and down in the next tunnel are Harpoons. Then swim N and up left, shoot the grate near the ceiling and go in, follow through and shoot another grate, up in the next room on the right is air (Saves-2-savegame.2).

In the NW corner of the room below on a crate is Uzi ammo, in the window SE are Harpoons, then climb out in the room above. You'll find a Piece of Paper and a Medipack in a closet, AK ammo on a table and to the left of the closet (NW) is a button to open the next door (3).

Now we swim back through that small gap SW through the low tunnel to the wider one and into the tunnel in the E side up the slope and left into the wider tunnel where the door N opened up, go over the crates in the next room and through the small gap N into a crawlspace. Go straight, left and then right around to come to a flooded room Shoot the left floor grate as you come in and swim down, follow through to air (Saves-2-savegame.3). Quickly get out in the NW corner and shoot that guy. Go to that faulty air lock S on the walkway and shoot it with pistols, duck while shooting.

Fire Passage.

Side flip over the first burner, left at the next alcove are Harpoons and go stand right at the corner of the next burner as close as you can get (screen2.jpg), save and reload, immediately jump as you get back in the game and you should get through (Saves-2-savegame.4).

Go to the code pad SW and examine the piece of paper you have in your inventory, there you can read a story. Extract the single digits from it and punch those into the code pad (3264).

The gate opens up and you can use the Flood Valve inside to drain a previous room. Then go to the NW corner and use a button to stop the burners. Go back through the rooms till you come to the one where you shot the floor grate.

Climb out of the water and shoot the panel on the W wall, over the small tunnel (pistols will do fine).

The air lock will open up, follow down to a room with a baddy and run straight down the steps (the baddy is hard to hit as he will hide behind the console), to the last room, get the Harpoons there and go out NW. Look S under the stairs and get the AK ammo. Use the button (N) to open the door, shoot the next air lock to open it and go in.

The Docks, Timed Run.

Go right around the corner, spot the air lock and to the right is a button, it will open Timed doors further on, head through W and shoot a baddy, pick up the Uzi ammo. On a grey crate where you came in are more Harpoons, go to the end and return to that air lock E which will now open up, shoot the baddy. Follow through to the N and climb up left. On this walkway are the Timed doors, so head back to the button and do the run into the doors (Saves-2-savegame.5). Use the button there and a trapdoor down below opens up below.

Open the Gate, the Fuse Part (right).

In the next parts are some Frog men, they can harm you, but taking the route below I didn't see much of them.

Turn back and run straight down into the water, wait till a barracuda comes for you and go back up to shoot it. Back into the water, swim N and up to that trapdoor over the big pillar, on the N wall is an underwater lever opening up a gate. Swim out; go all the way to the top of the yellow room and in the N is that gate, just follow through. Climb out to shoot two baddies, get AK ammo W and Go along the S side to the NE corner, over the crates and get the Fuse Part (right).

Radar Room.

Dive back in, swim out of the gate and take a right, go behind that crane there to get Secret #1(17), Harpoons.

Swim down, to the N and up in the next room, shoot the baddy and look in the water for two barracudas, shoot those and go to a radar screen SW, pull it out of the corner and go behind to use the button, doors open.

The Fuse Part (left).

Back into the water and swim S, passing the dock where you came in first, then go up and to the right a bit (SE) and up into the hole in the ceiling, swim to the E and climb out, shoot the baddy and get the Fuse Part (left) from the table. Swim back out, to the N and up at the docks to get air.

Use the Fuses at the Loading Docks.

Turn E, dive down and swim E through the cave, swim up quite a bit as soon as you can and turn facing W you can swim in to a loading platform of sorts.

Swim to the right where an underwater lever opens the door, go in and swim straight and then up for air. Grab up to the ledges above and go to the top of the room, get Harpoons NE between the crates and AK ammo on the ledge above the air lock SW.

Drop down and shoot the air lock to open it. Follow through down a ladder and through the passage E (the doors here were opened with the button behind the radar screen in the Radar Room). In the room below are left and right the receptacles for the Fuses, behind glass panels, shoot the panels. Place both and Big Doors open up (near the Radar Room).

Through the Big Doors with some Pickups.

Take a deep breath before you swim back out to the open, turn left (N) and swim straight N into that yellow tunnel on top of the slope. Go left into a narrow and steep tunnel, left and up for air, get AK ammo and Harpoons. Dive back in, swim straight (N) and up; follow through for 2x Harpoons. When you dive into the water from the middle of the W end and swim down S you will see those open Big Doors on the right.

Swim through the Big Doors (W), through the broken fence in the end and up through the broken grate in the ceiling. Gather Harpoons SW, AK ammo near the broken grate and a small medipack NE. Go back for air; that's down, out the big doors and straight up into the Radar Room.

Back through the Big Doors, through the broken fence and from a distance, shoot the grate on the right in the next room as there is a strong current in the back. Swim in there to use the underwater lever and the door on the opposite side opens up, swim with a wide curve into that open door and climb out (Saves-2-savegame.6). Behind the crates NE is a button to open the door SW, pick up the AK ammo at the button and go through the door. Left and grab the Harpoons, then head S and shoot a baddy.

Frogmen and Barracudas, for the Boat.

The frogmen here are a real pain in the behind.

I waited a bit standing on the entrance ledge and could shoot a Fish and a frogman. Under the entrance ledge are some Flares in case you want them, better get those! You cannot climb back up here, so swim left (N), through that fence and left, follow up to a room with a button on the jetty (first one for a door). Back into the water, out through the fence and to the S, left and right to where you can climb out at that door you saw, you can shoot a fish and a frog man from here. Go through the fence NE and throw the underwater lever on the W wall to raise a block somewhere.

The Mud Pit, the Boat Key.

Swim out, right and climb on the block W, grab the monkey climb and go over to that opening and go to a mud pit. Go left into the wider room and keep the wall at your left shoulder or you'll drown, some bats will come pester you, shoot them and save on the high part near the W end. Wade NW and into the trench W, right around the corner is a safe spot. Check the health and wade S to the next safe spot you can just reach shoot more bats, and go on and follow through to a door. Inside is the Boat Key. Go back through the mud and use the safe spots again to get air (Saves-2-savegame.7).

The Boat.

Get into the water, swim N and to the right around the corner, climb up at a door where the Key can be used. Dive into the water, climb up S at the button to open the gate E. Get into the Boat and go left around the corner, stop at the alcove on the right and jump out of the boat (shift+right). Shoot a fish and a frogman in the far distance (Revolver+sight). Go into the alcove and through the crawlspace to get AK ammo and Harpoons. Go back into the boat, go W and left around corners to get through a fence. Jump out and use the button (second for the door). Back in the boat, to the W, left and straight to the jetty S. Get out, shoot the baddy and use the button (third for the door). Grab the AK ammo and get back into the boat.

Timed Door.

To the W and left around corners, turn the boat around, facing W at the opening in the fence on the left and get out, follow through to a room with Harpoons and a Timed button for another door. Push, get back in the boat, go W and left a bit and to that jetty with the open door, get out quick and run in (Saves-2-savegame.8). Shoot the baddies and hop over the grey crate SW, grab the AK ammo there and shoot out the ceiling above you. There are also Harpoons on the floor at the other side of the grey crate.

Get back on the crate and jump up NW to grab the floor above and use the button N (door finally open). Drop down through the opening E and get the Harpoons on the table, get out to the boat.

Go E, left around the corner, into the second left and get out on the jetty to the right, shoot the baddie and dive into the water for some Harpoons on a block, climb into the boat and jump back onto the jetty. The code for the door is the year you'll see when you examine the message on the Piece of Paper (1968). Go in and finally you reached the door you saw so many times.

Dive into the water there and follow the winding tunnel, just before the door and to the right is an underwater lever. Open the door with it and swim through...

8- Rush Hour.

3 secrets.

Swim through a broken grate and go left, up the shaft to get air. Turn around and swim back into the tunnel, straight and right into the cave, a bit further on the bottom is a Medipack. Go back to the shaft and up, climb out N. Grab the Uzi- and AK ammo from the indentation in the floor and go through the door N. In the next part are a lot of baddies, maybe I forgot to mention some, just check if they drop ammo.

Daniel:

Lara:

The Supply Key.

Shoot the 2 baddies and pick up AK ammo, go to the W side of the hut N of the entrance, (make a save here, next part can be buggy as the first time around I found NO key) stand next to the chair in the porch and run off, or run to the door there, a flyby should start, if not step up to the chair again to try again. Those baddies will come for you; shoot them and one will drop the Supply Key.

Go to the NE hut, entrance is N and inside in the cabinet is more AK ammo. Go to the Tunnel SE, that's where those guys came from and stand against the tree in front of the left wooden block facing W, back flip onto the block and jump to grab the balcony of the hut, go into the alcove W for Secret #1(19), AK ammo.

Drop down and enter the tunnel E, shoot some baddies that come in from behind you, one drops Uzi ammo. Inside and to the right is where you can use the Supply Key near the door to open it. Go up a ladder to find Secret #2(20), a Revolver and Medipack SW and another AK47 NW.

The Silver Key.

Go back outside and left of the hut in front, the door will open. In the back you can shoot a hatch on top of the ladder, go up and off left, go get the Silver Key from the cabinet. Go out of the hut, up some steps S and get AK ammo. Go to the N through the alley between the huts and left around the corner to open that hut with the Key. In the end of the passage is a lever that will raise a platform outside.

Step out of the door and grab up left to the platform, jump S onto the roof and go to the S end, jump to a crack in the wall SW. Go right around and drop on the wall, hop over the blocks to the W end and go right, look left around the corner for an opening in the W wall. Get in there and right around the corner for Secret #3(21), a Medipack.

Open the Gates, a Torch.

Go back into the entrance, slide down backwards and grab the edge, shimmy right and pull up. Turn SE and jump into the opening in the wall there to use the lever, a platform goes up. Jump straight out and grab the crack in the pillar, go right around and from the platform you can jump and grab a crack in the wall NW. Right around the corner is a jump lever opening up the gates next to you.

Get in there and up the stairs to the right is AK ammo on the other balcony is a Torch. Back outside with the Torch and to the door in the house where the chair is, the door will now open up. Upstairs is where you can ignite the Torch, around the corner in a cabinet is some Revolver ammo.

Burn the Floor, the Gear Piece.

Go into the NE hut, throw the Torch on the middle of the old floor and wait for it to break. Get down and go through S to find a Gear Piece to the right around the corner in the back, on some shelves.

Get back outside and go into the cave NE, in the end and to the left is where you can use the Gear Piece. Go through the opened gate, to the back of the room and left on the crates is some AK ammo, then go up the ladder W to the floor above. Head N and W into the opening and to the right is Uzi ammo, to the E is a door, opens on approach. Inside you'll find a Medipack, Uzi- and AK ammo. Back out and left and into a passage to the left, follow though the doors to a ladder...

9- Runaway Lara.

5 secrets.

Keep some ammo for the Revolver aside for some practice shooting!

The Quadbike.

Up the ladder and down S is a baddie shooting at you, shoot him from here and go down to grab the AK ammo. Back upstairs go right (E) and left to a storage room, go to the other side (N) over a ledge and shoot a baddie in the back there. Drop down to the room below and open a crowbar door W, before entering pick up the Uzi ammo SW. Follow through a small passage to a deep pit with a Quad below. Jump over to the NW corner and behind the crates is Secret #1(22), Uzi ammo.

Back to the entrance and drop down to the bike, careful, there's no reverse on this thing so don't get stuck in corners! Go forwards (N) and left over that baddie, go left around that wall to line up for the ride over the ledges E over the pit, running over some baddies (there is a ramp and a ladder in the W end in case you need those). Up the steep ramp, straight through those grey crates, breaking them and jump from the next ramp over the pit. At the end drive to the right and up a steep passage to a cave. Sprint straight through wide curves past the sentry guns (or they will burn you). In the end you will have to leave the bike behind, go over the crates and shoot a baddie.

Factory Hall, Hammers.

Jump and grab the cracked pillar, go left around, back flip to the ledge and jump to the sloped pillar S. Jump with a bit of a left curve onto the lower slope and grab the edge to safety drop down to the walkway with the Hammers. Go as close as possible, hop backwards from the walkway grabbing the edge and shimmy along the edge to a burner, wait for it to stop and go to the end where you can safely pull up.
Shoot a couple of baddies as you enter the next Hall, in the water of the lower part are two sentry guns; find a way to take them out with Revolver and Sight. You might have to trigger the guns first before you can blow them up.

For a Secret: Go to the SW corner of the first floor, jump right around the corner to a ledge or shimmy along the floor to a corner ledge with stairs. Run jump to the grating on the pillar NE and go up. Jump to the SE, then to a crack N and shimmy around, jump to the far NE corner for Secret #2(23), Explosive Harpoons.

Drop down W go to the SW corner again and once more to the ledge with the stairs, up the stairs and open the door, inside shoot the baddie and grab the AK ammo from the table. There's an air duct in the ceiling, face E and grab up. Follow through and get the health up because you have to drop a long way down. Grab the small medipack and push a button to open the door.

For a Secret: pull that wooden crate SW all the way to the N, go into the new opening and pull another crate once, go around and get Secret #3(24), AK ammo.

Step carefully through the door and look up left, shoot the sentry gun there. Push the button next to the gate S and go down to a Lava pit. Stand back one step and hop to the first break ledge, hop to the next and then to the last, from that one a running jump to the other side (Saves-2/savegame.9).

A flyby kicks in showing a new Quad bike.

Shoot the baddies, also some up the walls and climb a chain NE, jump to the wall W and go over to a button W that will raise the cage from the bike. Get back down and take the bike up the ramp W and over the next ramps, keep the speed, as you have to jump over a gap, then carefully go over the ledges to the passage. Go through a valley with sentry guns, spike s and whatnot to another storage (Saves-2/savegame.10). Follow the route to a building take a right over another ledge to come to a place full with crates.

There's some Uzi ammo down in a next room, next to the ramp if you want. 2 baddies in the next place, leave the bike for a bit and head S, you'll see a baddy using a monkey climb (at least the first time I came here he did). Shoot him when he gets closer and run into a passage W; pull out the crate to get the AK ammo that was under this crate.

Now we have to take out another Sentry gun, SW under the monkey climb. Go along the E wall, over the crates to the SE corner on top of the high stack. Run W along the wall and curve right to jump over the gun to the crates in front of the grate, the grate will open up.

For a Secret: First grab the monkey climb and go to the stack N, on top is Secret #4(25), Harpoons. Get back to the open grate and get in.

Daniel has a conversation with Lara.

SW are some Flares on the table and next to it is a grate that will open up.

Buttons and a Trapdoor for a Secret.

To the right of that grate is a button, use it to close a big trapdoor N, sprint over the trapdoor to the back of the next room and shoot a crate (left side only one needed). Grab up to the ledge above, jump to the ledge E, curve right and jump to the single ledge S, again grab up to the ledge above and run jump to the ledge W, use the two "red" buttons there (left and right), get over to the E side and use one "red" button there (middle). A flyby shows a door opening up, but the challenge is not done yet, get back to the other side of the big trapdoor before the time is up, otherwise the door will close again when you have to go through the pit under the big trapdoor.

In the room behind the door (a bit right of the button) is Secret #5(26), Uzis and a Medipack. Go out and right to that grate SW (Saves-2/savegame.11). Follow through and drop down.

 

Mercenary Outpost-revisited.

A Rusty Key.

Crawl in and drop down, go to the NE corner for a Rusty Key. Go back to the door and shoot the baddy, go out to the cave and kill a couple of bats. Go on and at the big hole turn around, hop backwards and grab the edge, pull back up where you can stand and take a step forward, now just hop back and hit Ctrl just after you passed the edge, this way you will land in deep water without any harm. Climb out S and go through the cave out to the open. Go to that tunnel SE and open the crowbar door in the end. In the dark room, NW corner is AK ammo, go to the S side, look up N to shoot that fuse box and a platform goes up, get on it and jump NW into the opening, to the left is a Keyhole, use the key there.

The Command Post Blow up the Wall.

A block goes up outside, so go back out and left, in the SW is that block. Jump up SW, then SE and straight to the wall N then go left into the opening (S), and drop down into the Command Post. In a chest is AK ammo and in the dark NE corner a crawlspace, get through and use a button. Go back to the room and into the opened gate to use the Detonator to blow up a wall in a cave.

Get back outside, slide down the hill and shoot 3 baddies, of which the one NW drops a small medipack. Go NE and into the cave behind the waterfall, here's where the wall opened up. To the right are some wet Flares, on a crate W AK ammo and shoot some bats while you're at it. Go in N and hop over the fire, follow through a door and down a passage.

 

10- The Dig Site.

3 secrets.

Daniel:

An Empty Case.

Follow through and in the area with the waterfall you can grab up at the waterfall to the place above. On a crate are Harpoons, head E into the corridor and to the left is an alcove with a fuse box you can shoot. This will open the trapdoor in the opposite alcove, grab up S and then up to the right into a duct. Drop down and get Harpoons, Flares and an Empty Case. Go back to the corridor, back NW and to the W. From a block with a pipe you can grab up to the ledge above (face W) and a flyby takes over.

Finding Two Cog Pieces, the Supply Keys.

Under the waterfall left (S) is a small medipack, then grab up S to the place above and SE, left of the gate are Harpoons. E of that pickup is a flooded tunnel entrance, swim down and go down right (N), follow through, minding the Teeth doors and come to a larger room, quickly swim up and right (W) (Saves-2/savegame.12).

Shoot that fish and jump to grab the crack in the wooden pillar in the water, go left around to a ladder and back flip off. Run jump back over the fence to grab the ladder on the pillar again and this time you can go up to the top. Turn right and just run off so you will land on the balcony in front of a door N. Use the button and shoot the baddie which will drop the Supply Keys. Back to the pillar and left around to back flip to the balcony.

First Cog Piece.

Go into the passage and in the next hall grab up to that crate hanging from the chain, shoot the grate S and jump in for Secret #1(27), Uzi ammo. Get back down to the ground floor, shoot a fish and hop into the water and swim into the tunnel carefully, those grinders are really bad, I went along the left side through the first, then went to the right for the next, there's also a nasty fish about, quickly climb out N and shoot that fish.

Grab the Harpoons from the ground and Cog Piece #1 is on the crate. Swim back through the grinders (actually easier than before) and get out of the water (Saves-2/savegame.13).

Second Cog Piece.

Go back to the room with the climb pillar (W) and jump to it, go up to the top and now jump N to grab a crack in the wall, shimmy left to a burner and pull up in the left corner, go left when the burner is down and push the wall block as far as it will go to the S. Inside shoot a baddy and go to the right in the end, push the button to open the trapdoor behind you. Down the ladder and push the button there to open a door behind the grate.

Follow back to the room with the climb pillar and on the balcony with the burner you can use binoculars to spot that slanted block on the right hand side of the pillar, you can hop down to it and jump to get onto the S balcony (or follow the other path, over the balconies up to the top of the pillar and slide down the S side).

Climb up to the door you just opened before and follow through to a cave with 3 baddies, shoot them from close to the entrance as there are mines buried here. There are 3, in front of the opening N, so go along the E wall to the crate NE and get on it, grab the N wall and shimmy left around to another crate where you can use the Supply Key. Use the Detonator inside and climb up the ladder left and through the crawlspace. Down at the other side, head SE and shoot a baddy to get to the door and grab Cog Piece #2 inside.

 

Use the Cog Pieces.

Go back out, through the passage E to the room with the climb pillar, dive into the water and swim N through the tunnel with the Teeth doors and up (Saves-2/savegame.14). Go to the ledge W and place the two Cogs, the machine will open the gates S, go in and right around the corner to a small room with a barrel.

For a Secret: From the block in the right hand corner you can grab a crawlspace N; follow through to Secret #2(28), a Camera. Get back out.

Follow the passage W to a dark hallway. Shoot the grate straight ahead and get Secret #3(29), Money. Approach the big doors on the right (S) and follow through to where two baddies are waiting for you. Enter left (S) and just follow through shooting another baddy, up some stairs...

 

11- Journey to the Past.

2 secrets, I advice you to go for them.

Watch the cutscene.

Daniel:

Lara:

In the room where you start is Shotgun ammo in an alcove E, hop down and go to the S wall where the left hand block can be pushed in, push it twice and loop around to a lever opening up a gate. Get out and go through to a room with 2 pillars (we'll be back here) and up the stairs. Climb a pole S and back flip into the alcove to use the jump lever opening up the gate below. Follow in (watch out for darts) and use the lever moving some statues. Go back out and climb one of the poles left or right of the staircase, back flip into the alcove and duck to climb down from the edge, grab it and go left or right to a jump lever, do the same on the other side and two grated platforms go up in a pool.

Head N and dive in, climb onto that grating N or just jump to it. Jump to the ladder on the pillar, go right around a corner and up, then back flip into a room. Move the column N between the two S and go into the door SW to grab Flares and the Pistols from the balcony.

For a Secret: Return to the hall with the poles, down the stairs to that small room with the 2 columns and shoot the one on the right, grab Secret #1(30), a small medipack. Go back upstairs and back to the water.

For another Secret: Swim NE and get into that gate you opened with the lever at the start of the level. Inside is a structure in the middle of a flooded room, go up and in an opening in the back of it to use an underwater ceiling lever. Opens another gate.

An Old Key.

Get out and climb onto the grating W, jump to the pillar, go around to the other side and back flip to the stairs. Go up to a crossing and go left, in the end and to the left is a small medipack. Approach the opposite gate and go inside, pull the second column left away from the wall and go behind it to get Shotgun ammo, go to the third column, pull it out and find an Old Key. Go back out and straight (E) to the crossing.

Take a left (N) up a ramp and you are one floor up at a pool area.

Hall with the Pool, use the Old Key.

Go to the N, and left, jump over and go right and watch out for three speedy critters. Go to the far NW corner and left to where you can use the Old Key. A block comes out of a wall, turn around, go right around corners and spot that block S. Get on it and use the jump lever to open an underwater gate below.

First Black Pearl.

Drop down into the pool and swim into that gate W, over a block and then stay in the middle because of the spikes, both up and down (couldn't find a way to do this without harm, but just swim as fast as you can). Turn around in the next room and go up that ladder, back flip into the passage above and go down the next ladder to get Black Pearl #1 from a coffin. Make your way back to the Hall (Saves-3/savegame.0).

The Secret: Go straight to another pool, dive in and find the gate you opened before with the ceiling lever, go get Secret #2(31), a Medipack and 2x Shotgun ammo all at the N wall. Climb out of the pool S.

The Shotgun, Scorpions and a Wooden Handle.

To the left is an opening (E), be careful, there are Big Scorpions in the next part. Go in a bit, then run back out and go left into the wide corridor (S), the Scorpion will be tailing you, go right around corners in the end and up a slope, the beast cannot follow and with some tactics you can easily kill it.

Go back to the pool and just left around the corner is Shotgun ammo on a pedestal behind a fence. Return to the hall and enter E once more follow through and spot a Skeleton on the floor, search it for the Shotgun. Follow through, straight into an opening E, hop down and then quickly hop back into the opening to shoot two Big Scorpions. Go to the plant in the NW corner and pick up the Wooden Handle. In the alcove SW is a small medipack, hidden under a plant. Immediately start shooting as a couple of speedy critters will appear.

Second and Third Black Pearl.

Go SE into the back and use the jump lever there, this will raise a gate in the Hall with the Pool. Go back out W, down into the corridor and immediately right around the corner into the opening there. Follow through to a room with a sandy floor, ignore the Shotgun ammo E (takes too much health) and go NE to the next part, ignore the Crowbar for now, just go to the "broken" lever NE and use the Wooden handle there. A block disappears in the NE corner, go use the lever there to disable the spike trap under the Crowbar; now you can pick it up.

More critters appear, shoot them and go out SW, to the right and follow back to that Hall with the Pool. Go to the N wall and left, take the first window opening left and hop to the ledge in the water, left (E) is a crowbar door. Open it and inside is a coffin with Black Pearl #2. Get out and swim to the ledge SW and up the stairs is the gate you opened in the Scorpion Cave. Left is Shotgun ammo, in the coffin SE is Black Pearl #3.

An Old Key, a Rope to place the Black Pearls.

Get out, jump E over the gap and go E, at the small pool is a passage to the right, it's a dead end, there is however a single column, shoot it and get the Old Key. Go out and to the far NE corner of the hall, to the right over the block and use the Key there. A grated platform goes up on a pillar next to the pool; you have to go up to the ledges above.

There are a couple of ways to get onto the ledges.

Go to the N wall near where you found the Old Key and back flip on that dark slanted block and grab the ledge upstairs. Go to the SE corner and then towards the black blocks. Look to the right and you see that platform against the pillar in the small pool. Then take a running jump to the rope and swing to the balcony (N)

Use the 3 Pearls and blocks will go up in a passage we'll go to now. Also get the Shotgun ammo from the pedestal. Get back to the rope and then to the passage in the middle of the N wall, take running jump over the blocks to the other side.

Follow through and around the corner jump over the fence on the right for a small medipack. At the end to the right (E) is a closed door, so go left (W) and it is much better for your health to use the ropes in that room to swing to the other side (if you walk over the floor in the lower room, there will be a load of rats coming out of a grate). Once at the other side lower yourself down in the pit.

Push Block Puzzle, Rats!!

Find a push block in the S wall (near the third rope), push it all the way in and then to the left into the corner. Shoot the W wall next to the push block that gives you space to manoeuvre. Pull the block once S and then pull it once E.

Go to the middle of the S wall and find another block, pull it out once and push it aside to the right. There are now 3 levers you have to pull, one is E (opens door way up E), one is S (you hear a rumble) and the last one is behind the first push block SW corner in that small passage (opens a grate in the pit).

Go out of the room, run to the E and find that pit, the rats should also show up now, just hang in the pit, don't fall and shimmy around a bit to get all the rats down in the pit. But if you hug the S wall you might not see any rats.

An Old Key.

Then go E up the ladder, through the door E and right around the corner is a crowbar door, open it to get a Medipack. Hop into the pool, in the black pillar SE is a lowered part (the lever with the rumble before) and you can find a ceiling lever there. This will open up the gate in the pool, swim into that gate and use the underwater lever in the end, swim back to the pool and now you can get the Old Key on the bottom because the spikes are disabled.

A Wishing Token.

Go back to the W and use the ropes to go the other high end of the room. Use the Key at the W wall and trapdoors open in the pit with the skeleton. Get in there fast and grab the Wishing Token from the skeleton, get out, up the ladder E and to the room with the pool. Go to that fountain NE and put the Token in the fountain, a gate opens up. Jump to the ledge SW and open a crowbar door to find the opened gate, slide down...(Saves-3/savegame.1).

Watch the cut scenes and listen to the conversation.

 

12- Amenhotep Chamber.

2 secrets (1 now, 1 when we return)

A level with Kurtis for a change.

Go up some blocks SE and climb down into the corner to get a Crowbar, get out W and go to a gate you can open with it. Slide down backwards and grab the edge, go almost to the end and pull up to back flip onto a block (OR jump back and fro towards that block). Slide down backwards, safety drop into a pit and shoot a scorpion, back flip onto a block at the W wall and jump to grab a ladder, go up over the top and jump to the ledge at a pool. Walk the pole and jump to grab the wall ahead when you passed the other pole, climb down a bit and shimmy right around corners into the alcove where you have to walk another pole to get to the opening W (Saves-3/savegame.2).

 

Shoot the vase and get a small medipack. Drop down into the next party of the room, go to the window SE and find the Timed lever for the platform in this room. Run to the mound opposite the platform and back flip onto it, then jump and grab the platform (you'll have to find the right position or Lara won't grab it). Run jump with a curve to the SW ledge, from there jump with a curve into the opening SE or use the crack in the pillar to get there (Saves-3/savegame.3).

 

The Amenhotep Cross.

Go through to the next room, use a transparent ledge in the middle of the room to jump to the SE, grab up W and go to a lever W that will open the door in the lower part of the room. Spot the receptacles on the ledge NE. Get down to the lower part of the room after shooting some scorpions, grab some Flares N and go into the open door. Dodge the skeletons and get on the block to get the Shotgun (which we already had in the inventory). Get out, be careful as the lower parts of the floor now have spikes, so hop backwards around along the outer edge of the room shooting the skeletons, one of them drops the Amenhotep Cross.

Make your way up to the ledge with the levers again (start SW) and this time jump to the ledge with the receptacles to place the cross N, the burners will stop. Jump back and use the lever, a door opens in the previous room (N).

Get down one floor and jump to the exit N and drop down into the lower part, the door is SW. Follow through a collapsed passage to a pit with spikes. Drop down after shooting the critter and grab a crack E, go right and pull up in the alcove. Jump out to grab the ledge SW and go over some blocks, to the right is Secret #1(32), Shotgun ammo. Go into a passage SE and slide down...

13- Luxor Temple.

4 secrets (3 now, 1 when we return).

Lara's Back!

The Tomb.

Swim as fast as you can, down and right in the Tomb to the NE corner, find the ceiling lever there and a coffin slides aside on this level, W wall. These are narrow tunnels and quit hard to navigate through, in the end another coffin opens and you'll find another ceiling lever straight ahead W.

(This lever will not reset and if you want a secret, then it is timed as well, so if you want the secret go to the detour for a "Hard" Secret). It also opens another coffin on the N wall on the right side, and once in you can get some air at the ceiling.

Detour for a "Hard" Secret: Use the lever at the W wall (face E so you can start swimming tight away) and save while pulling it. Swim back into the Tomb and a timed gate is now open, so don't hesitate, swim a bit right to the opening in the floor SE, down and turning around to swim through the timed gate N, left and follow around, then go right and left again. Pick up Secret #1(33), a small medipack (watch your health by now) and swim through the gate that opens, to the right and up for air. Swim back, going left around corners where possible to find a Medipack and now swim back to the Tomb and to the N wall and take the right side into the open coffin and here you can also get some air in the ceiling (Saves-3/savegame.4).

Use the ceiling lever N to open a gate S in the Tomb and swim back to the Tomb after getting some air, swim up a bit into the NW corner on top of the ledge behind the corner pillar get Secret #2(34), Shotgun ammo.

Swim into the opened gate S and climb out there. In the SW corner is a Lasersight, a gate opens NE. Go there and use the chain to open another coffin. Dive into the water, swim around into the SW corner and get Uzi ammo. Swim up to the surface for air, face N and save, swim back into the Tomb, down and right to the open coffin E, get through and go left, then follow through to a large flooded hall.

Draining the Place.

Loop around to the left and swim down into the wooden trench (S), follow through into a tunnel, swim up in the room and climb out through the opening in the ceiling. Follow the crawlspace to a spike trap; run-jump over to use the chain. The hall is partially drained now. Get back, swim into the Hall.

Revolver, the Canopic Jar.

Swim to that balcony N and get up there (easier way is to swim into the small opening N, to the right and down from the balcony. Go left up the ramp and climb up, saves a lot of slow wading), go left up the steps in the corridor and spot the receptacle, shoot the vase on the right to get the Revolver. Go back to the balcony and combine Revolver and Sight to shoot a vase down S revealing a Jar (shoot the right hand vase E for a small medipack). Swim over to the S to get the Canopic Jar. Swim to the SW corner and climb onto the ledge to use the jump lever and see a block go up (for later). Swim back N, go to the receptacle in the corridor where you got the Revolver and place the Jar.

Sand Trap.

A gate opens in the other side (E) of this corridor, get in there and save before the slide, this passage will fill with sand and a spiked ceiling will become a big problem. Jump from the end of the slide and sprint straight then around the corner, to the end and right around again, then diagonally left into a safe passage (Saves-3/savegame.5- video-sand.wmv).

Follow through and shoot a vase S for Uzi ammo, head up the stairs there and pull a chain (SE) in the next room, gates open up, the exit and a "Secret" gate. Go to the NW corner and over a wall there to get a Medipack. Back over the wall and onto the NE block you raised with the jump lever in the Hall. Get into the small crawlspace gate, down at the end and pull the chain there to open an underwater gate in the wooden trench.

Back out and downstairs, left to where you shot the vase and find the open exit gate to the Hall.

For the Secret: Swim to the right (NE) and through the opening with the round stairs, to the right through the "Secret" gate. For Secret #3(35), go right/right and down there is a Medipack. Get back to the Hall.

Swim down to the bottom and into the gate you opened E, follow through to where Kurtis takes over again.

 

Amenhotep Chamber-revisited.

1 secret remaining.

Hard Entrance.

Follow through and climb out, grab the monkey climb. Follow through and time the burner to get to the end (Saves-3/savegame.6). Slide down, shoot the skeleton and grab the small medipack he leaves behind, head up S and shoot two more skeletons, one will drop an Amenhotep Cross. Use that SW and a gate opens above (Notice the lever in the pit here). Go to the other end of the room and hop up W into the passage above, down into the room with the swinging spike blocks. From where you are, shoot that vase in the other side of the room, go back through the passage and now you can use the lever. This will stop the burners at the spike blocks, makes life easier.

Return there and make your way through, walk the pole and jump forward to grab the wall, climb right, drop and shoot the vase there for Shotgun ammo. Stand against the S wall, close to the pit with the lightning, wait for the second spike block to move right and do two stand jumps after each other to get on a block, immediately run forward a bit (Saves-3/savegame.7). Follow the dark tunnel down to water, time the spikes and get to a gate that will open up for you.

Hall of Hands, a Silver Bar.

In the SE corner, partially buried in the sand is a Silver Bar, swim SW and climb out on the low ledge, run jump to grab the ledge with the tiles E. Jump to the crack N and shimmy left to the window, use the lever there and hang from the edge again to shimmy left to where that block lowered. Jump to the N ledge and walk the pole to the other side. Grab up N and jump to the alcove SE, from there to the crack in the wall W and go right around to an opening. Jump N to the balcony and then W to grab the ledge there (watch out for the low Hand ledge above, use Ctrl and release and use it again to grab the edge). Throw the lever to open a gate at the balcony we just came from.

The Ra Cartouche.

Stand NE and grab up E to the Hand ledge, run jump SE onto the top of the wall and from there jump down to the other Hand ledge and throw the lever to open the second gate in the passage. Jump NW to grab the crack in the wall and shimmy left to drop onto the balcony. Go in, down and through the pit on the left, up the ladder and right around the corner to the Hall with the Blades.

No problem till now, get to the far SW corner, up the ladder and back flip onto the floor above. Go E into the room and pick up the Ra Cartouche, things change dramatically. Go out and the room shakes as a wall opens up W, you can get to the opening W if you do stand-jumps along the outside of the Blade, only the small turning knives are harmful OR run after the blades. Time the burners and hop along to the opening.

5 Levers and Timed Doors.

The first lever you can use is the one in the middle; it will lower a block at a lever, not timed.

Then from left to right (can be done in random order):

-Timed #2 lever, back flip/roll, run out and go right to jump with a curve around the burner to the open door S, inside hop up and throw the lever (#1 lever for the platforms). Back to the room with the levers.

-Timed lever #4, back flip/roll, run out and go left to jump with a curve around the burner to the open door N, inside use the #2 lever for the platforms. Back to the room with the levers.

-Timed lever #5, turn left, run out and go right to jump with a curve around the burner to the door S, this time just run off the E end to land in front of the door, jump onto the higher floor and throw the #3 lever for the platforms. Back to the room with the blades, into the water and swim SW, climb out and go up that ladder again to the room with the levers.

-Timed lever #1, turn right, run out and turn right, hop backwards from the edge down into the pool below and swim to the open gate S, follow through to a room with the #4 lever for the platforms.

For a Secret: Shoot a panel up in the E wall, get in and get Secret #2(36), Shotgun ammo inside, back out.

Swim out, to the E and climb out at the exit. Only use the platform on this side, run far and jump to grab the opposite floor (Saves-3/savegame.8). Up S and back to the Hall of Hands.

Only for a Medipack.

Jump to the ledge W and from there to an alcove S to the lever where you lowered the block. An underwater gate opens up somewhere. Jump back N and grab back up to the Hand ledge, jump to the top of the wall and to the other Hand ledge. From there you can reach the opening in the E wall, leading down into a flooded corridor. Take a lung full of air and dive in, swim straight through that open gate, follow through and at a crossing go left, careful! When you swim into the next part spikes will start to pop up. You have to go right and through a second spike trap into a narrow tunnel. In the back is a Medipack, get back as fast as you can. Go back to the Hall of Hands and jump straight out onto the top of the wall (left side). Get to the W side and jump to grab the ledge at the gates, use the Ra Cartouche in the right hand receptacle and watch the cut scene.

Luxor Temple-revisited.

1 secret remaining.

Swim through, climb out and make your way up the W passage. At the end, run down NW, landing on the slanted bloc, just slide down and jump SE to shoot a vase for a small medipack. Now jump to the far NW corner OR use the crack in the pillar to shimmy around. Go around the corner and into the water, swim through and end up in the flooded passage Kurtis just visited when he went for the Medipack.

The Silver Bar.

Go up right (W) to the Hall of hands and it seems Lara can do things Kurtis couldn't, because the poles can now be scaled. Jump NW to the Hand ledge and to the pole NE, go up and back flip into the alcove there, throw the lever to open the small gate between the Hands, stand jump out to the Hand ledge, grab the crack N and get into that gate. Inside the next room you can get the Silver Bar, get out again.

Swap the Silver Bar for a Gold Bar.

Drop to the balcony and jump down into the water, swim to the far SW corner and climb out where Kurtis did before. Jump into the opening in the S wall and place the Silver Bar in the receptacle, this will produce a Gold Bar which is at you feet.

Use the Gold, Access.

Get out of the room, dive into the water and swim to a balcony NW where you can get out and use the Gold Bar to raise a platform and open gates.

Swinging Spike Blocks,

Swim back to the ledge SW, climb out, and get into the opening S, turn around and hop left (W) around the corner onto the block with the pole, go up and back flip into the open gate. Follow down to a room, go left around the fence and run after the hammer into the alcove right next to it, use the chain. Go back out and around o the other side, time block and burner to hop into the alcove left and pull the second chain, blocks rise in the back of the room. Get there and go up to the floor above, grab a small medipack and climb the block E. Jump N and grab the ledge, shimmy left around a corner and pull up on the safe spot. Stand back and stand jump/grab to the spike ledge NW, shimmy to the left around and pull up on the safe ledge W.

Jump past the last block and into the opening S, onto the block and climb down along the wall while the burner is down, don't move while the burner is active. Turn around and run forward to the spot between the burners, then against the block and pull up when you can, immediately take a step forward. Go down and use the chain to open another gate in the upper corner of the Hands Room. Go back as you came (Saves-3/savegame.9) and stand jump/grab down to the ledge, hop back and grab the edge, shimmy right around the corner and safety drop down to the block below. Go back to the Hands Room.

Flooded Section.

A platform goes up left, use it to get to the ladder N and climb up to the terrace with the big gates, go N and stand jump down E onto the top of the wall, walk to the E, and hop to the slanted last part, slide jump into the opening E. From there a run jump SW down to sloped block left of the platform (Another route: Dive down, swim to a raised platform E, climb up and jump to grab the crack in the wall

W, shimmy left around and climb into the alcove. Jump and grab to the tiled ledge S and grab up to the platform above). Grab up S into the opening.

For a Secret later: Run jump out to the right and grab a balcony with a chain, pull it to open a gate to a Secret room. get back into the opening S.

(Map of this part, levers.jpg)

Get in the water and take a long full of air, a gate opens on approach take a right and follow through to a square room, take the opening right (S), up in the next room and in the NW corner is air, climb out S there too to start things up by flipping the lever (opens up golden gates we'll have to go through next).

Daniel: Oh my God Lara! You just turned the power on! ...

Lara:

For the Secret: Swim down through the floor, left (N) through the square room and through the gate that is not working as it should, take a right and swim through the gate you opened with the chain before (E), get Secret #4(37), a small medipack in de back and Shotgun ammo in the NE corner of the next room, swim back through the wooden room and straight to the W is a Medipack, swim back through the faulty gate and straight S, up and to the right for air again.

Here comes the Hard part: You'll have to open the way to three rooms with a ceiling lever. Easiest was for me to go down, through the gate E and then a right into the opening, go up for air in the room where we need to raise a block to proceed (later, but I thought this was the best starting point for the next swims)

Opening up more Gates.

Turn N, swim back to the square room and straight around the column through the next opening, then take a right through the faulty gate and go up in the wooden passage, turn a bit right and up through the opening SW, swim through to the SE corner of that room and find a ceiling lever (all important gates are now open). Now we need to get back for air first. Swim back N, down through two openings, out W through the faulty gate and left, straight and around the column into the opening S to get air (Saves-3/savegame.10). Took me a bit of health.

First Ceiling Lever.

As you are now familiar with that Hard route, we go there twice more. Turn N again, swim back to the square room and straight around the column through the next opening, then take a right through the faulty gate and go up in the wooden passage, turn a bit right and up through the opening SW, swim through to the SE corner, to the right through the opened gate into a square room. Find the ceiling lever in the middle and quickly swim back for air to the same place.

Second Ceiling Lever.

Turn N again, swim back to the square room and straight around the column through the next opening, then take a right through the faulty gate and go up in the wooden passage, turn a bit right and up through the opening SW. This time turn N and through the opened gate (N) into a square room. Find the ceiling lever in the middle and quickly swim back for air to the same place (Saves-3/savegame.11).

Third Ceiling Lever.

Swim N and left, through the faulty gate and up in the first room with air, get some and then loop around left into the open gate N on that level, use the last ceiling lever and see a block go up, swim back down to the lower room, out E and take a right in the square room, up for air and climb the block to get into the room above.

Pull that chain S and see the second gate open up in the upper corner of the Hands Room. Swim back to the square room, straight through, left in the next and straight through to the wooden passage, follow through and then left through

the gate that will open up for you to get back to the Hands Room.

The Ba Cartouche.

Sure there are other routes, but you can jump out right to a ledge with a pole, climb the pole and back flip into the opening to get the Ba Cartouche.

The Scion.

Back out and just hop down into the pool below, climb onto the raised platform E and run jump NW onto the slanted block. Jump right as you hit the block and land on the ledge NE. Grab up N to the pole, up and back flip to the Hand ledge. Grab the crack N to get to the balcony below and jump to the ledge W, climb up to the Hand ledge there and jump to the top of the wall. Go up to the ledge with the gates W and place the Cartouche left. Go in and grab the Scion, go back out and a cut scene kicks in.

 

14- Train Courtyard.

5 secrets.

A lot of baddies here, could be I forgot to mention some, just check if they dropped something useful.

Circuit Piece 2.

Shoot the baddies and step out. Go S along the wall and left around that train, shoot a baddy standing in an alcove to the right. Then go to that second red signal sign there, go left between the cars and jump in E, go to a door and shoot a baddy, shoot the crate inside and get the Uzis. Get out and go N, there's a flatbed car under a crane near by, shoot the baddy and get a small medipack. Into the car E and use the crowbar on the door, inside is a crate with Circuit Piece 2. In the NE end of the car is Uzi ammo. The next door opens up and on a crate is Colt ammo (yes we have a new automatic assault rifle). Get out of this car and go up N into the doorway, find some Colt ammo and head S, shoot a baddy and pick up Colt ammo to the left.

Proceed S and go up left onto the loading dock (NE), left around the corner over a crate is Secret #1(38), Colt ammo. Go NE into the storage room and shoot the baddy (small medipack). Head S to the back of the red car, look up and shoot the fuse box, jump inside and get a Medipack and the Inventory Key in the office (on the desk) and Colt ammo in the back, go back out.

Go S along this side and go in left at the last car. There's an opening SE, the door will open, follow through but be careful, some nasty cutters here, up some steps and you could throw a switch there (stops the cutters and closes the passage?).

Drop down into the room, move that crate SW onto the grate NE, the crate N goes to the grate next to it (U-turn) and the burner will stop. Go up a ladder SE, back into the entrance and jump W, then E and grab up to the monkey climb to go where the burner was, use the crack W to go around to a passage W and follow up.

A Code Card.

In the next room is Uzi ammo in a closet, side flip over the fence to the computer and get more Uzi ammo. Find in the next room on a table Colt ammo and a Code Card in a closet.

Use the Code Card for Circuit Piece 1.

Go back out the way you came, through the passage with the cutters (throw the switch to open it) and step out to where the trains are. Shoot a bald eagle and some baddies and head W, the second car N is open on the side, get in, shoot the baddy and pick up his Colt ammo, then go into the E end and get Uzi ammo from a crate.

Now head SW into the tunnel there and to the right is where you can use the Inventory Key to open the gate to get Secret #2(39), a Medipack.

Go out and to the wall (S) and go down and in the first alcove on the right (S) where you can use of the Code Card. Containers slide out of a wall. Go E a bit and to the right are those containers, climb up and jump up to shoot a piece of the E wall, get into that crawlspace and follow through to Secret #3(40), a Medipack on a table, Uzi ammo in the closet and in the other room 2x Colt ammo on tables and Flares in a closet. Go back out and get onto the containers again.

Jump N to grab the opening in the car, get inside and go W, to the left is a crate, inside is Circuit Piece 1, combine with Piece 2 to get a Circuit Board.

Use the Circuit Board, a Blue Fuse.

The door W will open for you, get out and make your way to the storage room NE. You can use the Circuit Board in the N wall; a door opens up left of you. Go in and get Colt ammo from a table, Uzi ammo from a crate and the Blue Fuse from the closet.

A Bronze Key for a Secret.

Go out and two baddies are waiting for you, one drops a Bronze Key. Go out to the S side cars, to the W and left around the second car, climb in and open the door with the Bronze Key, kick in the door S and go right over the red crate to get Secret #4(41), Revolver ammo. Out and you don't have to open the door N, inside is nothing.

Move the Crane, the Silver Key.

Get out of the car; go to the Crane and place the Blue Fuse in the generator next to it. The Crane moves the container, so get on that container. Jump to the car W go to the W end and jump over to the window N to get Secret #5(42), a small medipack. Jump back and drop down into the car, one of the crates has Colt ammo, then open the crowbar door W. Shoot the crate and get the Silver Key. Go to the door W and jump over to the flatbed car, on one of the crates is a small medipack. Another bald eagle shows up.

Lasers.

Go E past the crane and right through the wide opening between the cars to the S wall, left up the steps and to the left is the Keyhole to open the door. There are lasers inside, run after the low laser a bit and hop over it when it comes back, run to the high laser and duck, crawl forward (Saves-3/savegame.12). Around the corner to the right is a switch opening up the Garage door, go into the car and to the door E. Go in, to the right and up a ladder, off to the right. Here are a whole bunch of lasers, but not too bad, stand left and look with Revolver and Sight for that fuse box in the far back, shoot that and most of the lasers are gone.

Stand close, hop over the lower laser and sprint to the back. To the left is a Medipack on a table, behind you (E) of it is a button starting a cut scene.

Daniel:

 

15- Air Vent Blues.

5 secrets.

Amanda takes over...

Jump over to the other walkway (E) and look up in that pipe with binoculars, "258", drop down to the lower part of the room, 8 buttons on the walls.

For a Secret: Use the #3 button E (from left to right) turns blue, go to the W side and use the #8 button (from left to right) and an alarm sounds, a door opens in the passage S, go in for Secret #1(43), a Code Card in the right hand shelf. Go back out.

Start "Operation 1" go to the W wall and push the second button from the left (#2), go to the E side "Operation 8" and push the left and right hand buttons (#5 and #8).

A block goes up NW, first go through the door N and get Shotgun ammo from the shelves. Go back out and climb the block you raised, grab the grated walkway above and swing over to the jump lever S, the floor gives way.

For a Secret: climb the wall S and drop right onto the walkway, go N and spot the small grate in the wall, it's broken, shoot it and jump to grab the crack N, shimmy to the opening and follow through to get Secret #2(44), Revolver ammo NE. Get out, shimmy left to drop on the block on the lower level.

Then drop down through the broken floor, make your way through the pipe sections and find a button S; opens a gate N, so head back and get inside. To the right, just past that wall light is a block (E) you can push in all the way. To the left is a button opening a door to a very nice Secret for later. Go out and slide down N, go to a deadly pool with lasers and walk one of the pipes to the other side, nothing can be done to avoid the lasers, you have to be lucky (Saves-3/savegame.13).

The Freezer Door Card.

Make your way through the electric cables and save at the laser slide. Best turn around, slide backwards and grab the edge, shimmy to the left and pull up to back flip over the pit, slide down and grab again and do this a couple of times more to reach the room at the bottom. All hell breaks loose, turn left and sprint S into the door you opened behind the push block. Secret #3(45) is now yours, first run left and turn around to shoot all the baddies coming in. One of them will drop the Freezer Door Card.

Power the Door.

To the E is Uzi ammo and to the left a small medipack on the shelves. Now go to the gate W and open it with the button, inside is another of those blue rays rendering you invulnerable for about 2 minutes and you'll need it, you can use it only one time... While Lara is flashing, do run. Get out, run left into an alcove and throw the "Power Door" switch, to open a door in the opposite wall, the door behind that will only open after a while as someone still has to fix it.

So in the mean time we can gather some more supplies, go NE and down the stairs, shoot a baddy and go left through the fence to use the Code Card (if you have it), search the shelves for a Medipack and Shotgun ammo. Out to the room again and run into the broken grate in the floor follow through to the left to get Uzi ammo and get back out, run up the stairs and left around corners into the hallway where the door could open any moment now (when the flashing stops).

The Freezer, through the Ducts.

Make your way through the lasers and use the Freezer Door Card on the next door. Shoot a rat that has the size of a dog and go up the slope into the Corridor.

For a pickup: Open the middle gate with the crowbar (E) and go left around the corners, drop down into the lower ducts and go over deadly pits to the end, push the button and go back a bit to find the gate you opened, down there is Shotgun ammo. Make your way back to the Corridor and shoot the rat on your way out.

Shoot more rats and head S, left around the corner under a ladder while under fire from a sentry gun, climb up and off to the left into a duct and follow around the corner and find a push crate left (NE) push it once, grab the Uzi ammo there and go through a broken grate to the S, left around corners to come to that block, pull it once and go around the S bypass again, into the duct NE and find another crate N. Pull it once and turn back to the duct where you entered (near the ladder), to the right is another crate, push it all the way and go in left. Follow all the way through to find Flares and turn back, shoot a rat and go down into the opening E.

The Pass Card.

Go get some Uzi ammo in the shelves right of the gate N and then go get Shotgun ammo S and now we need a Card, you'll have to return through the ducts to the Corridor. Climb down the ladder and go NW and 2 baddies showed up there, shoot them and get the Pass Card one of them dropped.

Go to the door S and open it with that Card, go through the doors E to the room you just left; now you can open that gate N and push the button inside to silence that gun in the Corridor. Go back there and to the E, around the corner and open the crowbar gate E (Personnel Only). Follow through and go up a ladder, crawl under that pipe E to get a small medipack and go back to push the crate N in. A jump lever (right around the entrance) S will open a gate N, go in and shoot the grate in the crawlspace N. Go in and use the button on the back of the block, a wall lowers in the previous room.

Go back to the room with the crate and move the crate onto the grate in that new passage. A gate opens in the room S, on top of the ladder SE, get up there and push the button opening the next gate right. Go S and just keep going right around corners to get to Shotgun ammo, Uzi ammo and a button opening a gate back where we entered, you'll get there by just keep going right. The gate is N, go up the sloped duct and some baddies come running, take them out, go right at the intersection and find a Timed switch in an alcove left (opens a gate in the next section of ducts). First head through the opening N, keep going left to get to that gate while shooting the resistance, pick up a small medipack and Shotgun ammo dropped by them. Then return to the switch and do the Timed run to the gate (Saves-3/savegame.14).

Up the sloped passage and to the left is another Timed switch. Pull, turn left while running and jump to the first ledge, a running jump left to the next and jump to tha crack in the S wall, go right and in the end let Amanda get her feet up, back flip/roll and hop once more to get into the gate (Saves-4/savegame.0). Follow the duct up E to a square room.

For a Secret: Shoot the grate up high in the left wall, crawl in to get Secret #4(46), just keep going right around corners to get Shotgun ammo and Uzi ammo in the far back, turn back going right to get back to the square room.

Go S to a room with 2 closed gates; there is Shotgun ammo on a table.

Walk the Pipe.

Go back a bit and go down a small slope W, take a right and then a left and come to a deadly pool with a pipe. Walk the pipe to get as close as you can to that burner, time it and walk further to get past (Saves-4/savegame.1). Throw the switch there and two gates open up, go in S and left to the room where the gates opened. Go into the one S and turn around at the laser slide. Slide backwards, grab every time and back flip to the next, at the end you'll have to end up sliding forwards down another slope. Jump the pits and in the end you have to jump/roll slide backwards down the last part and grab the edge (Saves-4/savegame.2-Hanging on the ladder!).

Another Freezer Door Card.

Go down and back flip/roll grab another ladder, left around and get to the next, right around and back flip/roll grab a crack. Go to the right and into the opening, follow through, shoot a rat and climb up right. Through the cables and follow through, drop down to the right and shoot 3 baddies, one more will be coming from the N, if not go look him up and shoot him to get another Freezer Door Card.

Power Up the Door.

Go to the NE corner and through the fence N, cables fall, follow through to the W and climb up left.

Jump over the gap in the grated floor and in the room around the corner is a button E. A gate opens up. Go back and drop through the floor to the Corridor, go around to the E side and find an opening in the fence SE, hop over the pipe and go left in to the gate you just opened.

Follow through and in the end up left is a "Power Door" switch (we'll see what it did later). Just next to this alcove is a jump lever, use that to open the gate N, go in and get the Shotgun ammo, go back out to the Corridor. There's a Card slot W, but it doesn't work, just approach the door and it will open ("Power Door" switch).

Freezing Swims.

Inside is a Power Valve N.

For a Secret: Don't use the Valve yet, get down in the dry pool and up into the opening W and then go left around corners to the Timed button E. Roll and sprint back, jump from the opening to the ladder opposite and go up, get through the entrance door E. Left and to the door NW to get Secret #5(47), a Medipack and Uzi ammo from the tables and Shotgun ammo from the shelf NW. Get back into the room with the Valve.

Use the Valve and the pool fills up with freezing water, the next swims have to be perfect or you won't make it. Dive in and swim in W and follow down the slope around the corner, up in the end and then right and right again into the tunnel, up and quickly get out. Pick up Uzi ammo, use the switch W to open a next gate and then use Valve #1 (we'll find another one later)

Back into the water, turn right, left around the corner down the sloped tunnel and right into the wider one where that gate opened. First go left into the broken grate and left around the corner to climb out. Use the Pass Card S and go right around over the walkway to the SW corner, turn around and hop backwards into the water, use the underwater lever (opens gate W) and swim NE to climb out. Swim through that gate (E) and up in the next room, use the button S to open a gate in the previous room. Get back and climb out on a low ledge left around the corner, go S and enter. On a table is Shotgun ammo, on the shelves a Medipack and there's a switch to the left of it. A Security gate opens in the Corridor.

The Security Gate, raise a Block.

Now we'll have to swim back as we can't leave this place anywhere else. Go to the room N and swim back to the room you visited last (right/left and kind of straight), wait till the Temperature bar is full again and swim back to the left, down and immediately left (N) up the sloped passage to the pool with the ladder (Saves-4/savegame.3). Exit the room to the Corridor, shoot a couple of rats and go left (N) around to the W side and first of all, go to the first grey door you see to the right, use your Pass card and go in through the blue doors too. You're in a poolroom. That's all, we need this exit for later. Go back out, to the right and find that Security gate on the right (W wall), inside is a button. A block will go up when you use it, go out and to the right, hop on the block and shoot the grate to get into the duct.

Other Side of the Pool.

Follow through and drop through the grate, use the Valve on the E wall there and the level of the pool drops. Open the gate N with the pass card and go through, make your way over the pool to the other side and find a bunch of buttons on the N wall.

Connect Ground Wire, Frozen Code Card.

Only the ones with a blue light should be active, so when you see red, push the button again (left to right 1-2-4). To the S is a drill machine, a block lowered in front of it. In the SE section, left of the drill is a cable block, move that in front of the drill machine to connect the ground wiring. Watch the flyby and go over the now frozen pool W, behind that fence W is Shotgun ammo. Then go S and pick up the Frozen Code Card SW.

Back over the pools to the doors E, if you opened the outer door earlier you can now leave there (and don't have to swim back through the freezing water). Go right in the Corridor and open the door (E) to get access to the central section of the place. Throw the switch S and a flyby kicks in.

 

16- The Big Search. 4 secrets.

Lara again...

Warehouse, Blow up the Floor.

Just follow through to a warehouse and get Colt ammo left, Uzi ammo in the opposite corner. Grab more Uzi ammo S between the crates. Now go to that low crate NW, look NE and spot the crack in the wall leading to the top of that wall, get up there and go over the ledge, open the first crate you bump into (W) with the crowbar and get Colt ammo. Get on top of the crate and run jump down S, you can open the crate but it is empty. Then jump NE, open the crate N to get Secret #1(48), Uzi ammo.

Jump over to the other side, get on the highest crate there and run jump to the balcony W, jump over the fence to grab the crack in the pillar N and go around to the other side where you can back flip onto the balcony and use the Detonator to blow up the floor. Jump to the crack S, drop down and jump out of the way of the steam blower.

Through the Basements, Boulders, Timed Door.

Drop down through the hole in the floor, climb up S and do careful jumps over the ledges to the fourth ledge, up E is a ramp.

For a Secret: jump to the next one at the corner and around the corner into the far SE corner for Secret #2(49), a small medipack. Jump back to the ledge with the ramp E.

Jump and grab the ramp, pull up and hop back grabbing the edge, pull up again and run up, turn right and jump to the ramp on the right. Go up and find a button right (SE), go through the gate and be aware of the lava pits here. Go left and find a Timed button on the pillar there, it will open the gate NE. Push, turn right and run over the corners of the pits to jump to the door (Saves-4/savegame.4).

The Huge Hall, A Secret you need.

A flyby of a Huge Hall starts, ending at a frozen pool. Hang out of the passage and shimmy to the right, pull up where you can get Secret #3(50), Revolver ammo, a Medipack and there is Colt ammo on a burning pedestal, just run to it when the burner is down and hop back again.

Shoot the Bell, Platforms.

Get out to the entrance, look left and spot the Bell, shoot the left or right hand side of the horizontal support and the Bell starts moving, platforms go up along the N wall. Safety drop down, go to the N side of the Hall and shoot a yeti. Climb the platforms and jump W to the top of the roof, go to the E end and jump to the crack E, right around and time the burner to get past it. Drop onto the right hand side of the slanted roof and jump to grab the next roof, shimmy left to the opening with the lever. The lever will raise the platform at the frozen pool SE, safety drop down and go SE onto the platform there, face S and back flip onto the roof, jump and grab the ledge with a second lever, a block comes out of the wall.

A Yellow Crystal.

Go SW, shoot another Yeti and this one drops a Yellow Crystal. Climb the block, the now safe spike ledge and jump up to the ledge with the third lever; this one will open a gate. On the pedestal is Colt ammo.

Spiked Pillars.

Get down to the ground floor and into the passage S to the gate you opened. Climb down the ladder and runjump over the spike trap to the safe spot on the right. Now I ran after the moving pillar and did a curved jump around it, jump again to get out of the spikes. Maybe I was lucky, but I made it through this way (Saves-4/savegame.5).

Jumps up the Shaft, the Blue Crystal.

Get onto the block to the right of the central pillar, jump and grab the block N, now face E and side flip onto the sloped burner block (W), jump and grab the ladder, go up over the top, jump to the opposite sloped face and grab the edge, safety drop down to get the Medipack. Run jump with a roll over the banister to a slanted block N (bit to the right), jump and grab the ladder and go up. Back flip roll and grab the crack in the wall, go right to the corner ledge and side flip onto the burner ledge, shimmy to the other side and pull up to back flip to a ledge with a button.

A gate opens a platforms goes up on the central pillar. Jump there with a grab and jump to the N wall ledge, then over to the balcony W where that gate opened.

Start sliding down when the spikes are down and land in freezing water, so quickly get onto the stairs and open the chest to get the Blue Crystal.

First Himalayan Key.

Run jump N and open the gate with the button, jump over the corner of the spike trap and pick up a Himalayan Key and Flares. Run jump to the S and get up the ladder and up the stairs back to the Hall.

The Tower, Getting a Torch and using it.

Go up the platform SE to the ledge with the lever and stand a step back before taking a run jump N over the top of the small roof, immediately jump again and grab the roof of the bridge.

Shimmy to the right and pull up. Darts here so be careful, drop down and go over the bridge to the tower, onto the ledge on the right and place the Blue Crystal. Jump W, then S to use the Yellow Crystal too. Make your way down the tower and through the opened floor to where you'll find a Torch.

Go back up to the bridge taking the Torch with you and go outside, stand jump out left over the roof and slide down onto the platform, go into the lower passage W to the big doors and ignite the Torch on one of the lamps. Back to the frozen pool in the SE corner and throw the Torch on the ice, it will melt.

Icy Swim for the Second Himalayan Key and opening up a Gate.

Dive in swim N, around the Tower into a tunnel N and climb out on the right. Wait for the temperature to come back up. One more swim, stay high up at the ceiling over the spikes and get out E. Through the darts and to the right in the room with the pool, hop to the corner of the burner ledge and run jump to grab the one E, run jump to the ledge E. Jump into the central tower and push the button to raise a block. Jump back and then to the N, climb the block you raised and jump grab up to the burner block, jump into the alcove E and throw a lever to get a rope out. Run jump and grab the central tower and use the rope to get into the alcove N throw the lever there. A platform went up so you can jump back to the tower.

For a Secret: From that platform look NE and spot an opening, get on the rope, aim for the top of the arch E and get up there, go to the NW corner and jump onto the sloped block, grab the edge, back flip/roll and grab to the opening. Go in for Secret #4(51), Colt- and Uzi ammo. Go back and jump to the sloped block, safety drop down and jump to the burner bloc, from there to the central tower.

Get to the last alcove S using the rope. Swing and jump to grab the roof in front of it and then run off with grab to get in there. Throw the last lever and a gate opens up, now just dive into the water below and swim into the green alcove under the entrance W to get the Himalayan Key (left corner). Swim out to the right and get out in the NW corner (low ledge). There's an underwater gate N, it’ll open when you approach it, let your temperature come back up, swim through that gate and follow through. Get 2 small medipacks after timing the burners and swim back, climb out quick. In case Lara won't climb out of the water, go back to an earlier save and try again, this bug happens sometimes. Normally you could swim back to another room and when you come back you can climb out, but we don't really have that option here.

Use the Himalayan Keys, Blade Traps, the Purple Crystal.

Go back out W and swim back to the Huge Hall, stay left of the tower and into the tunnel SE, left around the corner and climb out on the low ledge. Go N, shoot another yeti and in the passages N are the keyholes for the two Keys. Drop down through the trapdoor you opened and N is the gate you opened in the Hall with the rope. Hop over the pits and Blades and get into the passage at the end (Saves-4/savegame.6). Next you have to do side flip over the burning bowls (not too hard) and go W. To the right and up the sloped passage to a button, turn back and go through the gate you opened E.

Shoot the two yetis and find the Himalayan Key one of them left behind, open the gate and use the button to open a gate all the way back near the Hall. But luckily enough a shortcut opened up just behind you. So check the health, hop back grabbing the edge and safety drop down. Go S and right into the gate you just opened. In the chest is the Purple Crystal.

Open the Big doors.

Go out and climb up left or right (S). You'll have to get back into the tower, take the SE platform, ledge, roof and over the bridge. On the floor of the tower, E wall is where you can use the Purple Crystal (if you didn't place the other Crystals yet, the other receptacles are on the ledges in this tower), big doors open up in the Hall. Get back out, to the W side of the Hall, down the stairs to the open doors.

Trigger Ledges, a Torch for a Tibetan Emblem.

Get up two flight of stairs and in the last room watch out for the tiles with a bit of red light on them, so jump to the one straight ahead, then the right hand one NE and then NE again. Turn right to jump to the one in front of the doors E and the doors open up. Go look in that chest for Uzi ammo, then pick up the Torch next to it and go back out. Jump over the ledges to the NW corner gate that opens when you approach and go in with the Torch, drop it in a safe spot and get the Colt ammo. Pick up the Torch, run jump as far as you can to the S in the water and turn left, standing against the higher floor jump up and hit the #1 key to drop the Torch on the floor, now go ignite it on the lamp and get out.

4 Nasty Witches.

Jump to the N side and ignite the two pedestals, blocks come out of the wall. Leave the torch here and go up into the open gate to pry the Tibetan Emblem from the wall. When you go out, the room will change and 4 witches appear, shoot them with pistols side jumping left/right and watch out for the burning ledge. Save every time you killed one and go look for the next active witch. On the middle of the floor are a Medipack and 2x Colt- and Uzi ammo, on the pedestals around the room are 3 more Uzi ammo pickups.

Getting Out.

Leave S (Saves-4/savegame.7) Had to do the save here because the doors would close when I reloaded inside that room...

Go down the stairs and straight up into that cave (S), follow through and climb up in the next room. Jump to the window left (E) and get in, run down into a freezing pool and get out S. Go E and up right, jump over a fence to get the Uzi ammo from the table (jump behind it). Back to the storage room and into the NE passage to a room with 2 detonators, just use one of them...

A lengthy cut scene.

17- Canals of Venice.
4 secrets (3 now, 1 when we return).

Seems Lara forgot all supplies in the plane so you have no medipacks left... Be careful!

Go to the Fountain Courtyard and shoot two gangsters, the one S drops Uzi ammo.

First go to the right hand alley N, careful there are spikes in those broken stair spots, so only use the stairs itself and jump over the missing parts. On the small yard is a gangster, shoot him, grab a small medipack and open the doors with the crosses. Inside is a Timed lever raising a small roof, get out; onto the crate W and jump to grab that roof. Roll and run jump SE to the roof; follow through to the NE corner and jump NW onto the balcony with Secret #1(52), Revolver ammo. That's about all we can do here for now, so jump over the fence S onto the roof and drop down. Go back up the nasty stairs SE to Fountain Square.

The Boat Dock.

S into the passage down to a Boat Dock, shoot that guy on the other side and go swim to a jetty NW for a Medipack, swim N a bit and left into an alcove for HK5 ammo (yes, a new weapon again). Swim S and climb out at the boats, hop into the one in the middle. Take it S to where there is another boat and get out, dive into the water and swim S under the jetty. Use the ceiling lever behind the pillar to open a door above. Climb out, go into the storeroom and run out again to shoot those three guys when they come out (less health loss).

Storage Room, Levers and Useful Platforms.

On the pillar under the walkway are 4 levers operating Timed platforms around the room. We don't need them all, only 2 although a diagram NE suggests we do. First we go to a lever in an alcove up SW.

-Throw the S side lever, roll and run to the crates S, hop onto the right hand one and curve right to jump to the timed platform. Turn left and jump into the alcove, that lever is the first for a Secret door in this storage. Drop down.

For a Secret: Use the same (S) lever again after it reset and run to the NW corner, climb the low crate and turn around, grab up to the platform and turn left, hop to the stack of crates. Climb up to the walkway and use the lever (#2) on the pillar to open a door down S, get in there (behind the crates) and back flip over the fence (stand one step away from the fence) to get Secret #2(53), 2x Uzi- and HK ammo. Get out of the room.

-Throw the E side lever and immediately the S side one too, roll and run to the crates S, hop onto the right hand one and curve right to jump to the timed platform, curve right to jump and grab the one N. Turn right and jump to grab the walkway at the right hand side of the pillar. Pull up and save before you use the lever to raise the Timed platform NE. Turn left, hop back and run jump back to the platform, drop to the floor and run to the crates NE and almost a straight running jump with a bit of a right curve in the end to grab the NE platform, turn left and jump into the alcove (Saves-4/savegame.8).

Throw the lever to raise a small roof near the Boat Docks (not Timed).

The Little Key.

Get out of the room, take the boat into the canal E (small island in the middle) and get out on the jetty with the door NE. Jump and grab a crack in the S building and go right around corners to a window, let Lara get her feet up and back flip onto the island to get the Little Key. Get back into the boat. Go back N then left (W) to the main canal where all the boats are and to the door on the E jetty (not too far from the warehouse).

Mask Piece 1.

Open the door and go in, move two push blocks out of the NW corner to get to the lever, this opens a door. Back to the boat and take it N, right around the corner of the last house and get out onto the jetty. Climb on the low crate and grab up to the roof you raised. Use the red awnings to jump around the corner to the last one S and face the wall E, there's a crack. Grab that and go right around the corners passing a broken window (later) to the open door, drop/grab to a lower crack and get inside.

Run straight to the E wall, turn around and shoot a baddy. Stay out of sight of the one upstairs and go along the wall and around the bookcase N to a ladder. Up and right over the banister, shoot that guy and head up the stairs S and find Mask Piece 1 in a small cabinet. Go back to the ladder, jump NW to the balcony there to get the HK ammo. Now you can go back out to the canal.

New Waters, Mask Piece 2.

Swim back to the N side of that house, on the low crate and grab up to the roof to get back to that crack like you just did before. Go right around the corner, drop and grab the broken window and get in. Hang out the other side and let Lara get her feet up to back flip/roll and grab another crack, go right and get in for Secret #3(54), Uzi- and HK ammo. Drop out into the canal, and swim E to climb onto the jetty there.

Jump and grab that ladder NE and go up to back flip onto that small roof, jump to the awning SW and then to the balcony S. Throw the lever to raise a small roof and jump/grab to it. Jump to the balcony N and the door will open for you, shoot a baddy and go behind the crates SE for HK ammo. Use the lever NE to open the hatch and climb up to get Mask Piece 2 from a small cabinet.

Use the Venice Mask, Spiky Basement.

Combine that with the first piece to get a Venice Mask. Go out of the room, down the ladder and get to the balcony, jump NW into the canal and swim to the right into the canal E. On the jetty in front of the opera is where you can place the Mask on the stand. Inside is a small cabinet with Flares and E are two levers, they will open a trapdoor, Climb down the ladder, jump to the 5 elevated floor parts (rest is deadly) and the door in the opposite wall opens up. Jump in there with a grab and throw the lever to raise a small roof. Run jump out straight to get back to the ladder and climb out, go to the canal.

Open a Gate, to the Lab.

Go right and jump in the water swim straight and at the corner swim SW to a jetty (W). Here is the small roof you raised. Get up there and jump to the next roof, shoot the window of the house in the middle of the canal and jump in. Pick up Uzi ammo and go around to the back for a lever that will open a gate. Hop down into the water, swim into the SE canal and head all the way S, a bit to the left is the open gate. Swim through, open the underwater door S, go up for air first, swim in and follow through...

18- Lab 41 V.
5 secrets (3 now, 2 when we return).

The Storage Area, a Grey Employee Card.

There's air a bit futher, swim through the door and go right around the corner for Secret #1(55), HK ammo. Go up and climb out N, shoot the wooden box and a grate in the W wall, jump in for Flares. Go to the S side, shoot a grate E and get in there for the Medipack. Go into the passage S, approach the steel gate on the right (W) and go inside, climb over the crates for Uzi ammo. Drag the corpse away from a small medipack and go outside, the gate opposite (E) will now open and a guard comes out. He will leave a Medipack though. Drag the dead soldier and pick up his Employee Card.

Go out the cell and left (S) then take a right right around the corner, when you go S you can open a door on the right with a lever next to it and inside behind some crates is some Uzi ammo. In the back wall (W) is a door that needs a Key. When we go further S in the corridor we will be noticed by a camera.

Lara:

Just run to that lever S next to the door and open the door, get in quick and out of the way, shoot the baddies one by one as they come running in. Under the motion camera is a wooden box and underneath a Medipack. You can find Uzi ammo in a small box SE, then head W and get through those clanking doors to a small room in the back. Grab up right (N) to the ledge above and from the E side you can jump to the S ledge. Through the clanking doors to a store room, up on the low crate SW and jump to grab the high stack N. Jump to the sloped wall E and shimmy left to a lever that will open a red door S. Get back down, up the crates again and jump to the high stack SE to get to that door (there's a lever down in the SE corner of the store room, raises a timed platform N to get to the lever that opens the red door, but I never used it).

Moving Blocks, open 2 Doors.

Hang on the balcony and shimmy left along the crack, around the corner and drop to the floor and jump NE into the alcove, then to the other (E) side of the room.

Up the ladder left of the red door NE and off right onto the first ledge. Run jump SE over the slanted grates and grab the HK ammo, you are discovered! Jump back, over to slanted grates and safety down near the ladder and get into the red door that opened, don't let the baddy push you into the pool and shoot them. Inside is a button raising platforms in a monkey climb, go back out.

Up the ladder and this time to the top and climb off left. Grab the monkey climb and go to the opposite side of the room. 2 Buttons opening two doors we'll go for now. Back over the monkey climb, down the ladder NE and use the alcove N to jump back to the W side, up the ladder on the right and get the Uzi ammo in there. Turn around and jump to the crack in the wall so you can go around right to the entrance ledge.

Go out, climb on that wooden crate and jump SW into the first door you just opened, use the button E to raise the alarm (and turn the pool safe).

For a Key to a future Secret: Go back to the room with the Moving blocks, dive into the pool and swim E into a tunnel. Swim left around corners to get to a small medipack. Best go back for air and save. Go in and swim to the far NE corner, here you'll find moving blocks under water, Make your way through into a tunnel and up at the end. Open the small door NW and in the cabinet is the Access Key. Get back to the room with the pool the way you came and climb out at the ladder NE. Use the alcove N again to jump back to the W side, up the ladder on the right and turn around to jump to the crack in the wall so you can go around right to the entrance ledge.

The Padlock Keys.

Get out and down to the ground floor, leave E through the clanking door, drop down and out E, take aright after the clanking door and find the second door you opened. Careful, only the "broken" floor tiles are safe. Jump to the back S and left to get to a closet with in it the Padlock Keys.

Use the Keys, Toxic Gas.

Get back out the door and head right (E) and out left to the Corridor. Head N and left into the steel gate you opened much earlier. In the back (NW) is a keyhole, use the Keys there. Go in and the next door opens. To the right is an airlock to a cellblock filled with Toxic Gas. Open the air lock by turning the valve and run to the old door on the right, go in and this is the only ventilated room in the cell block. Shoot the crate and get the HK ammo.

- Run out again and shoot that crate on the right. Grab the Red Access Key and run back.

- Run in and to the second button on the right (just past where the crate was), two gates open up. Go back.

- Into the first open gate right shoot the crate and get Secret #2(56), a Medipack. Go back.

- Into last gate right, only shoot the crate in the back and get the Yellow Access Key and run back.

- Climb the ladder in the safe room and on the first floor and only use the first button, the last cell is empty.

- First gate, a small medipack in the crate.

- Second gate, in the crate left is the Blue Access Key.

- At the end of the walkway is a crate with another small medipack.

Back down the ladder and to the keyholes on the ground floor (SE and one by one would be advisable), to open the door there.

You can immediately run in, because it's safe there. To the left is a button to open a door at the end of the Corridor. So get back to the Corridor (Saves-4/savegame.9), go S and left around the corner and left again into the open door.

Once in go right (SE corner) there is a hatch in the ceiling, face E and jump up to open it, grab up to the room above.

The closet seems to be empty, kick in the door N and come to a laboratory corridor.

The Lab, the Red Employee Card.

The door N can be opened later, go left to a room with terminals NW, there are two buttons you have to use, on the SW terminal and the one N in the middle. A door opens up, go out and E through the corridor, a camera will spot you and baddies storm in.

Open the door NE with your Employee Card you got in the cell at the start. To the left is Revolver ammo, then go further inside and open a small door. In the closet inside is the Red Employee Card. Leave to the corridor and head S.

The Empty Battery.

Follow through and another camera makes you shoot more baddies. The door you opened before (two buttons) is S, follow in and end up at a door to a blue glass cell. There's HK ammo and a door S will open for you, careful, Toxic Gas!

Sprint in, in the mirror wall S you can see a button on the back of the SW terminal, use that and get back. Go in again and use a button on the right hand side of the first terminal, sprint back. The door E in the blue cell is now open, go in and get the Empty Battery from the closet.

Go out of the blue cell, out N to the corridor and left around the corner and SW (at the blue windows) is a small door you can open. This is for later, as we have to recharge the Battery first. Go N and to the right is another small door, go in and get HK ammo. Leave and go out N through the automatic door.

Go right, down some steps and right again, down through the trapdoor (SE) and out the door to the Corridor

To the Sewers.

Take a right and follow the Corridor to the N and right where you can use the Red Employee Card to open the door E. Inside go right through the old door and go straight through a broken fence, time the burner and get in, time the other burners to get Secret #3 (57), Uzi ammo from it and go into the passage S. Follow through to the next area.

19- Dark Sewers.
5 secrets (4 now, 1 when we return).

Follow through and in the tunnel with the 3 doors take the left (E) side door. SW behind a crate in the storage is HK ammo, head S and come to cages with the major food supply, Lizards. When you reach the S end of the passage, Daniel will talk to you :

Couldn't understand one word, probably important info again

The Cell Block.

Nothing more you can do here for now, so head back to the cave with the 3 doors and take the left (S) side door. Shoot some bats and lots of closed gates here in the Cell Block. Just follow through till you reach the Main Corridor.

An Electronic Board.

Go straight down some steps, through the door S, inside left and shoot 3 Lizards. In the back on the right hand shelves is the Electronic Board, you might have to shoot another Lizard first. Go through the fence into the SW area and in the far back is some Uzi ammo.

Go back and in the toxic pool at the N side is a Battery, but we'll have to turn off the Toxic waste first. Head back to the W, to the right into the Main Corridor and left down the stairs. Through the open fence on the right (N) is a Pit, climb down and get the HK ammo. Get out and out to the corridor.

Toxic Waste Control.

Go in the door opposite (S) and follow through to a hallway with closed doors, one of them seems to be the Toxic Waste Control Room (N). Now return to the Main Corridor, to the right up the steps and then left up the steps to where the fence to the Cell Block is.

The Freezer Section.

Go up E and left into the automatic door, follow the room to another hallway where Daniel comes in with a message:

Daniel:

The only door that will open in this hallway is the one left (W), go into the Freezer and climb along the left side over a pallet of milk cartons, there are 2 chests you can open, both have HK ammo.

The Control Room.

Go back out and return to the Toxic Waste Control room; S and down the two stairs and left through the door opposite the Pit and follow through shooting baddies. The door to the Control room on the right is now open, shoot all the baddies and grab 2x Uzi ammo and HK ammo. Go in carefully and find an opening in the floor with a ladder (somewhere in the middle of the room). Climb down and left around to a ledge.

For a Secret: grab the grating on the ceiling and go S to a ledge with Secret #1(58), a small medipack.

The Circuit Board.

Shimmy back and all the way around to the other end of the room, into the passage there. Turn around and grab the ladder to go up, NE is a Circuit board where a Circuit Board is missing, but it's not the one we have. So go S and down to a store room with a key hole, there's an open fence SE, in that room is a chest with the missing Circuit Board.

Use the button on the wall for a shortcut later. Now go back up to the Control room and use it NE and a door opens in the other end of the room.

The Blue Access Key.

Go back down to the storeroom, through the open door E and in the corridor take the door left. Go up the blocks SE and jump to the open door, inside is a receptacle for a Battery N and on the terminals in the middle is the Blue Access Key. This one fits the keyhole in the Freezer Section.

The Freezer Section, the Grey Access Key.

Head back to the Main Corridor, left and around the corner, once in the hallway with the fence to the right up the steps through the door NE into the Freezer Section. Open the door NE with the key you have, on the right behind the crates in the corner (SE) is HK ammo. Then go N to another room and through the inactive lasers, some baddies came in behind you, go shoot them and grab the Grey Access Key one leaves behind. Nothing more we can do here now (we need binoculars).

The Binoculars.

So go back out and left through the door at the end, all the way down and through the doors left (S) and straight into the storeroom. Use the Key on the gate S.

Inside is a chest, stand behind it to open it here are the Binoculars; at the window N is HK ammo.

Freezer Section, Code Door.

Back out this storeroom through the hall to the Main Corridor. Follow up the steps and through the door left at the end. Into the door with the keyhole and take a left and go through the laser and go to the window next to the door N and look inside with Binoculars. Make a note of the door code and the colours above.

Go through the door E and punch the code into the code pad (9570), go in and put the Electronic Board in the SE Circuit board.

Should be a flyby showing the Toxic waste shut down? Only heard a sound. So that means the pool with the battery should now be safe.

The Battery.

Go back S and to the Main Corridor, down the steps and straight into the door S. Follow through and go left around into the section where the Toxic pool was before, in the pool is the Battery, in the back near the window is some Uzi ammo.

Control Room, use the Battery.

Back to the Main Corridor and left around corners through the door (on the right) leading to the Control Room, go up the blocks SE again and jump over to place the Battery at the N wall.

Daniel and Lara talking

The Ducts, open the Gate.

Go back to the Main Corridor, E up the stairs and left through the fence into the cellblock N and all the way to the end into the cave with the 3 doors.

Go through the right (E) doors again and follow through to an old gate SW that will now open for you, first shoot those Lizards. Inside is a ladder, go up and back flip into the ducts. Go right around corners to find the button S, an old gate will open up. Go N and right around corners to find Uzi ammo.

For a Secret: roll and go right around everywhere (W is more Uzi ammo) to end up at a ladder down, go into the room below, shoot 3 Lizards and open the chest to get Secret #2(59), a Medipack.

The Cell Block.

Make your way back through the duct (go right where possible), out of the room to the cave with the 3 doors and into the S door to the cellblock. On a ledge W is a button to open the gate next to it. Go in and through the automatic door to use the button inside and power up the "prison doors".

Go out to the corridor and left, into the first gate left and find Uzi ammo near the window, shoot the bats. Out and into the NE gate next to the wooden door and find HK ammo in the back. Back out of the Cell and left to the next gate E, straight into the alcove E and grab up to a crawlspace (face S). Get in and follow through going left and grab some Uzi Ammo, roll and keep going left to come to a broken grate in the floor, drop down and shoot the bats. Grab the HK ammo at the window.

For a Secret: Go into the W Cell and on the ledge SW is a Timed button, it will open the gate to the next Secret and the exit of this cell (N). So turn right, sprint out, straight to the wooden doors and into the last gate left for Secret #3(60), HK ammo.

Back into the corridor, S and left into the second gate, go right to the S end and pick up the HK ammo in the last window on the right. Leave through the gate S.

Flood the Pit, Old Storage.

Go left and S to the Main Corridor, to the S and right down the stairs, go through the door NW (opens now because the power is on) and use the valve in the back to flood the Pit next door. Go over the floating boards and jump left into the opened door, follow through to an old corridor where a Sentry gun will open fire. Run straight to a fence and enter, on the left is a button that will open a small gate. Go out and left around the corners, down into a pit and through the open door N, inside and left is Secret #4(61), HK- and Revolver ammo. Climb back out of the pit, go S and quickly run through the old gate S.

The Sewers.

Follow through, passing a gate with a green lamp behind it on the left, shooting a baddie and at the intersection go straight (E). To the right through the fence and go left around to some shelves with HK ammo, turn around and climb over that grey crate W for Uzi ammo, back over and left around, up some steps to a small area with a button in the window (opens gate) and around the corner Uzi ammo in a chest. Go back out and to the intersection, to the right (N) and left around the corners into the gate you just opened.

On the S wall a Timed button (opens that gate with the green lamp) and in the windows Uzi- and HK ammo. So save, push the button and sprint out going right around corners into that open gate (Saves-4/savegame.10). Follow through...

20- U-573.

No secrets

A Circuit board.

Open the door with the button, out to the right and immediately up to the right is the place where we need a Circuit board.

So go onwards and spot the Card Reader left, around the corner are two baddies and two gates left with a fire extinguisher. The third baddy there drops a Circuit board.

The Red Employee Card.

Go back to the start and left into that open fence to use the Circuit board. Into the gate and push the button to open one of the gates at the fire extinguisher and one further on in the sewers. Go out and right (S), around the corner to the main sewers take a right and follow through to the gate on the left that is open.

Inside and in the SW corner is Uzi ammo. Back out and left to a more important open gate in the W wall. In the pool, under the human remains below the shackles you'll find the Red Employee Card. Take that back to the card reader you saw at the start (on the right, W wall) and open the door with it. Go into the opening N where a horror flyby will take over, after that you can shoot a freaky Lizard and follow the route given in the flyby.

Lower Tunnels, a Code.

Over the crates shooting bats and find Uzi ammo NW. In the dark corridor are gates to cells, first left is empty, second left has Flares, third left a freaky Lizard. First right only a freaky Lizard and second right has HK ammo, third is empty. In the second right is also some scribbling on the wall, (eighty-eight twenty seven) make a note of that! Pass through the fence in the back and follow through to where a whole nest of freaky Lizards attack. The gate(s) W closed, but opened again during the battle.

Toxic Tunnels, a Code Pad.

It sure isn't healthy in there, take the left left hand gate W first, it leads to a dead end room with Uzi ammo in the second window E. Get back for air and now take the right hand gate, behind the crates is a Medipack. Go back for air and in again, right around the corner into the opening and right through the broken window. Go left (N) and to that code pad nest to the door, use the code you saw in the cell before (8827) and go in. Go up the crates and up the ladder in the ventilation shaft. Follow the ducts, climb up left and drop down through the grate in the end.

The U-573.

Electric Wires for the Laser.

Go out NW and come to the U-573. Make your way to the right (E) over the walkway and jump over to the E side, in the SE corner is button #1 for a gate. Jump over to the rocks N and then jump to the walkway NE and use the button #2 for the gate on the duct on the left (W).

Now we can just hop down into the water below, swim under the sub and go up through the hole in it. Swim E and left on the N wall of the second section is an underwater lever. This will drain this compartment, go through the door E and on the left wall is an open electricity box, use the crowbar to pull out the Electric Wires.

Go back through the door W and on the S wall is a button to flood the sub again, swim out at the bottom to the SW corner, climb out and grab up to the side of the sub. Shimmy right to where Lara will put het feet up pull up and back flip/roll to grab a ladder. Go up and off right onto the walkway, jump to the sub and go to the E side of the tower. Climb the ladder and look N, just to the right is that duct where we pushed the button before. Well on this side is another button, look up and spot a grey box on that grating, shoot it to drop an electric cable. Walk to the edge and side step as far as you can to the right, still facing N, the take a running jump and grab the cable and swing onto the walkway to use button # 3, opening the gate.

Back to the cable and swing to the sub OR just jump down to the ship (on the hull) and go up onto the rocks W to jump to the NW walkway and get into the gate, on the right (left of the pumps) is where you can put the Wires. A laser starts cutting the hatch out of the tower. Go back to the ship and up onto the tower and climb down (face W).

In the Sub.

In the right alcoves is some Uzi ammo, then open the hatch E to the sleeping quarters. Open another hatch in the end and go right into the next compartment, left and shoot that dark panel left to get the HK ammo. There's more HK ammo E around the corner. Go back to the main section, to the right (E) and left is a grating in the wall, shoot it and first go get the Uzi ammo at the end around the corner, then get into the grate you shot.

A Maze of Ducts. (There are several routes through this part)

Follow to a hole in the floor; to the right (S) is back to the sleeping quarters.

Jump over the hole into the duct E, shoot the grate and get down. NW on a crate is Uzi ammo; SW behind another crate is Revolver ammo.

Then go to a button E to open the door and inside go left, left again and shoot the door W. Inside immediately on the right there's a button NE, not sure what it did but I used it anyway. The grate up S leads back up to the ladder at the start; leave it alone.

Go back in E and left, open the hatch, up a ladder and follow to a crawlspace where a freaky lizard attacks. Go through the crawlspace to come to a ladder down, jump over the hole and hop back to climb down for a Medipack and HK ammo.

The Silver Key.

Back up and into the N end, drop down and up into the crawlspace N after you shot the grate. Get through to a Control room, push the button S to open a door then open the hatch N and follow up a ladder to a drop down. Run in with Ctrl to grab to get into the duct S (this is the ladder where you just went down before to get a Medipack). Go S, through the crawlspace, down a ladder and through the open hatch. Take a left in that corridor and at the next crossing go right and then a left again. On the shelves is the Silver Key. Back out and take a right and at the end open the door to the mess hall (E), jump on the nearest table to shoot two lizards. Get Uzi ammo from another table. There is nothing in the room N (only if you need to use the bathroom).

Go back into the corridor, around the corner straight and then right into the store room, up onto the white crates N and turn around to jump/grab into the duct, follow to the hole in the floor and jump to the S side, follow and drop down into the sleeping quarters.

Go W and through the hatch to the next section and just before the next hatch is the door you can open with the Key (N).

Missile storage, Periscope room, a Broken Crowbar.

Go in, down a ladder and follow through to a corridor and around the corner, take the second left into the Missile storage. Shoot the lizards, a Broken Crowbar appears in the floor. Proceed to the end of the Missile storage, open the hatch and follow through to come to the Periscope room. Open the hatch S, go in and inside to the left is a crowbar panel, but the Broken Crowbar won't work. So go back through the Missile storages shooting lizards and in the corridor take the right hand passage, more lizards and in the end is a door that mysteriously opened.

The True Crowbar.

In the back of the storage is a crate with the Crowbar on top, shoot another couple of lizards and head back to the Periscope room (keep going left). Into the open hatch S and use the crowbar on the panel SE.

The Managers Key.

Slide down shoot a bunch of bats and get on the broken bluish grey crate to grab up W into the duct. Follow through, drop down and go up to the fence S, a flyby shows a baddy opening a door behind that fence (actually far away). Turn around and the old door N opens up, so get out and shoot the baddy there, he will drop the Managers Key.

Just follow the sewers back S to the start of the Sewer level and left into the open gate...

Dark Sewers-revisited.

1 remaining secret

A Jerrican+Fluid.

Up the stairs and open the gate with the Managers Key. Go straight (E) and keep going left till someone opens fire on you, shoot him and go N, in the end to the left is the old door that was opened by that baddy, go in and shoot that baddy in the storage S. Open the chest to get a Jerrican+Fluid, a door opens up. There are Flares and HL ammo on the shelves W.

Get out and right through the door, head S and left up the ledge with the green lock. Open the gate with the Access key you found in Lab 41V and go into the storage with Secret #5(62), Uzi ammo on a crate. Go back out, straight and to the door that opened in the back, shoot the baddy and go up the ladder to get back to the cave with the 3 doors.

Repair the Battery.

First combine the Jerrycan with the Empty Battery to get a Battery+Fluid. Go N up the stairs and shoot the baddy (out of ammo now)

Lab 41 V-revisited.

Still 2 secrets to go.

Use the Battery, the Green Employee Card.

Go through the red door N and through the room with the burners, E and left into the hallway passing the Maintenance door. Out N to the room with the Green card reader and left there into the Main Corridor, go W and left to the camera S and into the E end (in front is the room with the burners). Go left into the opening and climb up in the SE corner, out N and in the corridor to the left. Then go through the automatic door left (S) and into the small door SW. Follow through to the room where you can use the Battery in the fenced off NW corner.

Voice: Emergency fire door lock released

Go N through the door and use the button in the alcove N, a laser will cut away the wall, go through and left around the corner is a cabinet with the Green Employee Card.

Use the Green Card, the Screwdriver.

Go out S and left, open the door and straight back to the Corridor. Go through the door N then take a right down some steps.

But for a Secret: You can now open the door on the left (N) with the button, get in quick and shoot the baddies, go to a door NE which will now open (after placing the battery) and inside is Secret #4(63), a Medipack behind a hatch. Go back to the room, open the door S with a button next to it, maybe you have to run to the door and back to the button before it opens up (faulty trigger?).

Back in the Corridor go straight through the opening S, down the hole in the corner, through the door in the S wall to the Main Corridor. Go right around the corners to the open Red Card door (E) and inside left around to the corner to use the Green Card. Inside in the cabinet is the Screwdriver. This Screwdriver can open many doors.

Use the Screwdriver on the Maintenance Door.

Get out of this small room and go straight (S) and left is the Maintenance door you can open now, get Secret #5(64), HK ammo left around the corner and a Medipack SE.

Leave, go right (N) and left back to the Main Corridor, Go right, down some steps (N) to the pool and swim across to the red door, open it with the Screwdriver. Go in and hop down into the water and swim N.

Leave, go right (N) and left back to the Main Corridor, Go right, down some steps (N) to the pool and swim across to the red door, open it with the Screwdriver. Go in and hop down into the water and swim N.

Canals of Venice-revisited.

Still 1 secret to go.

Swim out of the gate on the left (W), then go right (N) and come to the canal with the house in the middle, go right (W) and to the left is a baddy waiting for you, get out quick on the small jetty to the right (S) and shoot him (the stairs lead up to the Fountain square, later). Jump SE to the jetty with the boat and open the door with the screwdriver. Inside behind the crates in the corner (NW) is a small medipack, on the S wall is a lever. It will open the gates to the Secret in the other part of the canals.

Jump back to the small jetty NW, up the stairs to the Fountain square, down the alley to the right (S) to the Boat Dock, jump over to the open gates E of the jetty’s and swim down for Secret #4(65), Uzi ammo.

Timed Boat Run for an Old Key.

Go find your boat where you left it before (if you followed the walkthrough then swim out (E) and left, and left around the corner is the boat). Go around the corner (S) and sort of straight to a small jetty SE with the poster on the wall. Turn the boat facing N. Open the door and when you go in you'll see a baddy, shoot him and go up some stairs to the end of the passage to find a Timed lever. It will open a door near the Docks. Pull, roll and go outside as fast as you can. Run into the boat, take it N and left around the house to the Docks, get out left and find the open door S inside, go in (Saves-4/savegame.11). Get the Old Key, we're done here, go back through the alley W to Fountain Square.

Fountain Square, Timed run to the Balcony, Silviano's Key.

Get on that crate on the left (SW), jump up to shoot that window S and left, jump up inside. Follow around to where you can use the Old Key. In the E wall is a block, pull it out and push it aside, pick up the Uzi ammo in the opening and have a look out, to the right are small roofs, on the far E wall is a Timed roof platform. We have to get onto the balcony E.

Go back inside through the door NW that will open, up left and left over the hole is the Timed lever. Pull, hop back with Ctrl while the camera is active and drop down the hole, run to the door, hop up a bit left and run into the opening. Stand jump down to the right and do running jumps over the roofs to the last (highest point). Turn left and hop up to the Timed roof, a running jump onto the balcony (Saves-4/savegame.12). Go in and shoot all the baddies, in the E side of the room is a lever that will raise a platform on this pillar. Go upstairs and onto the small steps NE to get Silviano's Key from the cabinet. Now jump S over the balustrade to the platform you raised and jump into the SW corner to get the HK ammo there. Jump back and drop down.

Go back to the balcony and jump down to the roof S, drop down to the ground floor and go through the right hand spike alley N, into the building N and left is a door (W) you can open with the Screwdriver. Go get the Medipack and go back inside, left to the Timed lever and use it. Run out and to the low crate on the right (W), jump and grab the platform, roll and jump SE to the roof like before. Go to the other end and left onto the balcony, over the block to the small yard NE, drop down and open the door with Silviano's Key, follow through...

21- First Mission.

6 secrets

Follow through up a ramp to a red door and come to a small room with a red door and 2 buttons. For a Secret: Push both buttons, shoot the covers from the electricity pole in the corner and push the left hand button once more, the door should open and inside is Secret #1(66),....

Shut down the Burner.

Go through the red door E, shoot the baddy and in front of the ladder S is a burner we have to shut down. Go to the SE corner for the HK ammo and then go through the broken fence NE.

The idea was to jump onto the slopes of the pit, jump to and fro and shoot the box SE to raise the platforms below, climb up W and back flip/roll to grab the opening with the button E and shut down the burner with it. But: you can simply run jump from the entrance and grab that alcove E to push the button and jump back the same way.

Into the Ducts.

Jump over the grate to the ladder, climb right around and back flip to the walkway, grab the ceiling grates and go left around to an opening. Drop/grab and get into the ducts, slide down a bit left and jump from the end of the slide to grab a crack in front of you. Go left and drop, slide and jum to grab the opening where grate is opening up, get in and walk around. Slide down and jump left onto the other slope, back flip into the opening (Saves-4/savegame.13). Go right around corners and push the Timed button to open some grates.

For a Secret: Before we go running, look up where you are and climb up E, go straight to an opening in the floor and go right, that's where a Secret is located. Go back to the nearest hole in the floor and drop down, go up S and right to get HK ammo. To the left (E) and left around the corner is the Exit grate for the Timed run.

Run for the Secret: Go back to the button, save and side flip left, grab up E and sprint to the hole in the floor, turn right/ left around corners into the gate to get Secret #2(67), Uzi ammo. Return to the button.

Run for the Exit: Save and turn left, run right around the corner to a slide, go far and jump to grab the other side, climb up and run right/ left around corners to get to the grate on the right (Saves-4/savegame.14).

To another slide and jump right onto the safe slope, go up and grab the grating above to get over the next pit. Next one is pure luck, just stand in the middle, slide and jump through the propellers with a bit of health loss.

Darkened Power Station, an Electric Wire.

You're back in the same Hall, different corner, jump and grab the walkway left (S), follow through and drop down the hole in the floor (One time I had two baddies here, next time they didn't show :) Must have missed the trigger when I ran down the hole) Go up a ladder SE and back flip into a small room, use the button W to open a trapdoor in the grated floor below. Go down, climb down the ladder under that trapdoor and go up the duct W. Two buttons and a lot of steam, the buttons will raise platforms in the room above. Go out E, back up the ladder and to the dark pit W. Hop to the first platform right and run-jump straight to grab the second (you can skip the other one), then go to the 3 Electric Wires. Take out the right hand Electric Wire with the crowbar. (Something seems wrong here, stand a step back from the left two wires and hit Ctrl, Lara will pick them up from the floor without using the crowbar).

Go back over the platforms and use the wires E, the power comes back on and the lights pop on. (Don't think about going into the lower section with the platforms now, because you cannot climb the ladder anymore...faulty flipmap). Go out the red door S, push the button to open the elevator and get in quick. Use the button to go up.

Daniel: something about destroying the 4 radars?

The Headquarters, Master Card. (I believe we got the fastest way through here, could be we forgot to mention a baddy here and there)

As soon as you step out into the Main Corridor, a timer will start; don't worry about that. Only for those that want to keep track how fast they can find the 4 objects to destroy.

Go right (S) and at the crossing go straight and into the alcove right where a door will open for you, climb the ladder SE ands upstairs are two baddies, one of them drops the Master Card, this one opens a lot of the doors.

Back down and back out to the corridor (On the door opposite you can use the Master Card, but first we have to use the wire as some of the electric key locks are not active yet).

Some Ammo.

First we can go look for ammo and the only HK ammo I could find was to the S up the steps and at the door to the right through a narrow passage to a piano. Open the door S with the button, go in and open the first door on the right with the Master Card. Check out the drawers of the small cabinet and table for 2x HK ammo, go up the stairs SW and left around the corner is another cabinet with HK ammo. Go back to the hall with the piano and through the door N.

An Electric Wire. (still had two, but I think they were illegally obtained)

Go N around the corners to a corridor with 2 couches, shoot a baddy coming from the left before you open the door opposite the couch, using the card in both readers. Inside is another Electric Wire. Go out; right and left to the hall with a piano.

For a Secret: Open the door N and go through the storage into the kitchen, to the back (E) and push that oven into the passage behind, go through and left into the meat locker and get Secret #3(68), Uzi ammo. Go out through the kitchen to the piano room.

First Radar Screen.

Open the door W, shoot the baddy in the hall with the aquarium and go into the elevator E, it is broken, but you can climb up a grate (S wall) to a duct. Follow through, crawl through the grate N and look up on the N wall for a Green Screen (#1) (over the yellow post-it). Jump up and shoot it with pistols till it breaks.

A Swipe Card.

Get out of the door NW and you are back in the piano room and head right (E) into the corridor with the couches, go S and around the corner into a corridor with a baddy. Behind the door W I couldn't find a thing, so open the door E and in the cabinet is a Swipe Card.

Second Radar Screen.

Go out and to the right (N), right down the stairs to the Main Corridor crossing, down the stairs E and to the right where you'll find two red doors. The right hand one can be opened with the Code you will find in the next paragraph.

Open the left hand one with the Swipe Card, follow through to another control room and push the button on the N wall, under the blue screen and see a grate open up. In the NE corner is the Green Screen (#2) you have to shoot. Drop through the broken grate SE and get Secret #4(69), Uzi ammo down there. Go back out and go back to the corridors, up the stairs N and take a right. The room on the left has no pick ups so continue E and around the corner is an "Authorized Personnel" door.

A Code Card.

The door opposite will open for you, inside in the cabinet is a Code Card. You can use it in the reader next to the entrance to get out again. Examine that Code card and you can just make out a code on it 6974. You have to use the Code card to get out of this room though. Want to use this? Go left around corners, down the steps to the red doors and use that code on the code pad, inside is one of those blue rays making you invulnerable, if you want that; come back here in a bit, push the button inside and step in the blue ray. Don't think about using this to be invulnerable when you are going to deal with the baddies in the next level, you'll burn! Believe me I tried...

Another Secret.

Go S, right up the stairs and right again, shoot the baddy and opposite the couches up some steps, the door (E) opens and find Secret #5(70), Revolver ammo between the bookcases.

Use the Wire to restore the Power.

Back to the corridor, left and a right and go down the stairs (W) through a door into a corridor, go right (E) and right around corners to find that open grate to the left (S). Get in and place one of the Wires N, a door opens opposite the room where you got the Master Card.

Open the "Authorized Personnel" door, the Access Card.

Crawl out, take a right, then left into the corridor and right into that opened door to a suite with a pantry SE. Go around to the back and push the right hand (N) cabinet all the way in and use the button to open the "Authorized Personnel" door.

Go out, right and right again, straight to the E and right around the corner is that open door E. Up the steps (S) of the room is a cabinet with the Access Card.

Use the Access Card, Third Radar Screen.

Back out and right, then W down stairs and up the next to the crossing of the main Corridor, left there and straight up a few steps and to the door in front, open it with the button and go in. To the right is where you can use the Access Card; inside you can destroy Green Screen (#3). Get out to the corridor and go left (W) to the hall with the piano we visited before.

The door N is that shortcut back to the other corridors, the door W leads to an empty room, so go into the door S again and in that corridor you found the HK ammo before. Follow the corridor to where you see the "Exit" and open the door on the left.

Through the floor, Fourth Radar Screen.

On the floor of the room is a dark spot; it's a trapdoor you can open (face N). Drop in and follow through to the last control room, shoot the Green Screen (#4). The Exit door opens up. Go out the red door E and follow through another red door. Take a right to the corridor and immediately a left and up the stairs to the piano room.

Into the door S and follow through to the exit door, open the elevator and get in. Before you do anything, climb the grating W up into a duct, follow through to Secret #6(71), a Medipack. Get back to the elevator and push the button.

Daniel:

22- Saudi Arabia.

No secrets.

Get some Firepower back.

After sliding down, turn right (E) and walk around here till thugs appear, they will open fire, but there is also some help for you, the soldiers will shoot the thugs. One of them drops Pistols, grab those and don't shoot the soldiers.

Push the Wall and the Jeep Keys.

Go into an arch S and to the right, shoot the vase and get a Medipack. Now take the soldiers around to the N side street and keep running around the building till the shooting stops. All thugs taken care of for now. Go to the NW corner of the building in the middle of the street and look S in the alcove. You can push that wall inside and go left into the passage. Follow through; shooting Bedouin and jumping spike pits, the last Bedouin in that passage will drop the Jeep Keys. Jump over to the floor lever in the building opening a door in an alley at W street.

The Gate Key.

Drop down, go there and save before you enter. Go in and right and first Bedouin you see in the back right hand corner has the keys you need, so try to shoot him there. Or run out with a bunch of Bedouin trailing behind, try to get the soldiers to shoot them. My help was stuck in corners of walls, so I had to take my fans to the soldiers, which then became unstuck. Look around for the Gate Key that one Bedouin dropped. The gate is NE, inside you'll find a Jeep.

Escape by Jeep.

Take it up the ramp flattening Bedouin as you'll encounter them, keep going right over a tiled floor and then go left after the drop off. Ride it over a narrow ledge to the N side and just around the corner at the next chasm is a brown wall N, it will break if you ride against it, follow through. Left through the next wall in the end and slowly down into the pit, up the other end and more Bedouin show up.

Slowly around the last corners, you can choose to run over the first thug you see at a deep pit and back up to get out of the Jeep. Shoot the thug on the other side of the pit jump over so you can climb that grated block E. Jump NW, climb the next block SW, stand jump grab forward to grab the monkey climb and drop on the ledge in the opposite corner.

Jump to the ledge N, up the wall and jump to grab that hanging block in the middle of the room, go left around to the other side and back flip to a ledge W (or to the top of the monkey climb and jump over to the NW).

Get into the cave NW, around the corner into the small tunnel and get the health up, safety drop a long way down and head into the passage W. Slide down....

Daniel:

 

End of this Adventure.