A-Cut
Scenes & Introduction |
Tomb Raider 5
Walkthrough
“Chronicles”
Tomb Raider: Chronicles Movies and Cut Scenes
Several players have requested that I put the movie transcripts on
separate pages from the walkthroughs to save paper. Sounds good to me.
(I'll go back and do this for the other games eventually.)
If you want to view the FMV (full-motion video) movies outside the game,
download Bink Video (TM) from http://www.radgametools.com. The movies
are on the TR: Chronicles CD-ROM in a folder called 'movie'. These.bik
files are named FMV1, FMV2, etc. The cut scenes are rendered by the game
engine, so they can only be seen while playing.
I've done my best to figure out what everyone is saying, but if you
notice anything I've missed or misheard, please let me know (stella@tombraiders.net).
On this page:
(FMV0 shows the Eidos and Core logos)
Introduction (FMV1)
Movie Before Streets of Rome Level (FMV2)
Streets of Rome - First Cut Scene
Streets of Rome - Second Cut Scene
Trajan's Markets - Cut Scenes
Colosseum - Cut Scene Mid-level
Movie following Colosseum Level (FMV3)
Movie before Base Level (FMV4)
The Base - Cut Scene
Submarine - First Cut Scene
Submarine - Second Cut Scene
Deepsea Dive - Cut Scene
Sinking Submarine - Cut Scene Mid-level
Sinking Submarine - Cut Scene End of Level
Movie following Sinking Submarine Level (FMV5)
Movie before Gallows Tree Level (FMV6)
Gallows Tree - First Cut Scene
Gallows Tree - Second Cut Scene
Labyrinth Cut Scene
Old Mill - First Cut Scene
Old Mill - Cut Scene Mid-Level
Old Mill - Cut Scene End of Level
Movie Following Old Mill Level (FMV7)
13th Floor - First Cut Scene
13th Floor - Cut Scene Mid-Level
Escape with the Iris - First Cut Scene
Escape with the Iris - Second Cut Scene
Escape with the Iris - Cut Scene after Elevator Accident
Escape with the Iris - Cut Scene End of Level
Final Movie (FMV8)
INTRODUCTION (FMV1):
Rain pours down on a larger-than-life-size statue of Lara. Winston, her
faithful manservant, places a wreath at the base of the statue, while a
man and woman (Lara's parents?) huddled together under an umbrella look
on. The camera zooms in on the plaque below the statue. It reads: "Lara
Croft: Once and Future Adventurer. For Her." The man and woman walk off,
and Winston turns toward a limousine coming up the drive.
Inside the limo, where Winston and Father Patrick Dunstan, the Croft
family priest, are seated, we see a televised newscast.
Newscaster: In world news, a private memorial service was today held for
renowned archaeologist Lara Croft.
Father Patrick: 'Tis a sad day, Winston.
Winston: She will live on forever in our hearts.
Father Patrick: Surely, Winston, and for this is but a memorial service.
There may yet be news from Von Croy in Egypt.
Winston: Indeed. We can only hope and pray that she may yet return to
us. But I fear Von Croy, digging in the hopes of discovering her alive
may only be met with black reality.
Father Patrick: Indeed. . . indeed.
MOVIE BEFORE STREETS OF ROME LEVEL (FMV2):
Winston leads Father Patrick and Jean-Yves, Lara's colleague and dear
friend, through the main hall of Lara's mansion.
Winston: To the study, gentlemen, where we may pontificate over the
day's disheartening events.
Jean-Yves: Indeed, my friend, even the heavens cry out.
Cut to Jean-Yves and Father Patrick seated by the fire. Winston brings a
tea tray. Jean-Yves holds up a large stone, which glows in the
firelight.
Winston: Ah, the Philosopher's Stone. One of Lara's early conquests. . .
and one of her most challenging pursuits, if my memory serves me.
Father Patrick: And Rome still bears the scars of that little episode.
Jean-Yves: Ah, she was never one for diplomacy, Lara. But she certainly
knew how to paint the town red.
Cut to a flashback of Rome. A zaftig soprano onstage. As the camera
pulls out, we see she is reflected in Lara's opera glasses. Larson
(remember him from Tomb Raider 1?) comes up behind her.
Larson: Well, gol' darn, ain't she just a picture?
Lara: Ah, the charming Mr. Larson. Has Pierre let you off the leash?
Talking of which, where is our learned friend?
Larson: Aw, he's around. You got the cash?
Lara: I've got the cash, but I don't deal with the monkey.
Larson: Well now, that ain't polite for a lady. . . even if the monkey
has the Mercury Stone?
He pulls out a large, glowing yellow gem. Lara picks up an attaché case.
Lara: Lucky I'm in a generous mood. [We hear a gun being cocked and the
hand holding it enters the frame next to Lara's head.] Ah, crawled out
from under your rock, I see.
Pierre: No need for unpleasantries, Miss Croft. I'm afraid I must once
again relieve you of your burden.
Lara: Easy come, easy go.
She relinquishes the briefcase, then holds out a gloved hand. Pierre,
gentleman to the last, bends to kiss it. She whacks him. Larson, still
holding the stone, steps forward to deal with Lara. She decks him with a
roundhouse kick and the stone goes flying. Lara leaps onto the balcony
railing, catches the stone and tucks it into her garter. Then she leaps
out over the orchestra, grabs the curtain and rides it down to the stage
to thunderous applause. She takes a bow then dashes offstage as Pierre
opens fire.
Pierre and Larson run downstairs in pursuit.
Larson: It ain't over 'til the fat lady sings.
Lara exits the building by the stage door and hops onto a flower
deliveryman's scooter. Larson and Pierre commandeer a taxi and follow.
They bump Lara from behind.
Larson: Buckin' bronco, baby!
At the end of a narrow alley, Lara ditches the bike and rolls under a
low metal gate.
Larson: We ain't gonna make that gap, boss.
Pierre: We'll make it.
Larson: Ain't gonna. [They crash.] What did I tell you?
Pierre: Mon dieu!
Lara blows each man a kiss, turns and walks into the night.
STREETS OF ROME - FIRST CUT SCENE:
Lara places the Mercury Stone in its proper receptacle. She hears a
noise and turns, drawing her guns.
Lara: Rodents, I shouldn't wonder. Big rodents.
On a nearby rooftop we see Pierre helping Larson regain his footing.
Larson aims at Lara and fires, but Pierre jostles his arm so he misses.
Pierre: Idiot! Idiot! What does the cowboy hope to achieve with this
mindless firing?
Larson: Ain't mindless. Or ain't we trying to kill her anymore then?
Pierre: You were kicked in the head by a horse, oui? So the brain
doesn't work correctly.
Larson: How'd you know about that?
Pierre: Never mind! Never mind! We wait until she collects the other
pieces. In this fashion we have the full prize at no extra effort.
Larson: You are one clever cookie, boss.
Pierre: Comparatively, yes. Come, let's get off this roof and I will buy
you a milkshake.
STREETS OF ROME - SECOND CUT SCENE:
Lara emerges from the temple only to be ambushed by Pierre and Larson.
Pierre: Come, come, Lara. We are all friends here.
Larson (holding a gun to Lara's head): Begging your pardon, ma'am, but
if you'd like to put them peashooters away. . . .
Pierre: Now, the second stone if you please, Miss Croft.
Lara: Come and get it.
Pierre: Hmmm.... It's a little late in the evening for these games.
Larson, search her if you please.
Larson: Well, gosh darn if I don't get all the best jobs.
Lara (as Larson gropes her): You want to try the back pockets.
As he reaches behind her, she knees him hard in the privates.
Pierre: Larson! Enough! My patience is exhausted with this childish
nonsense. The stone, Miss Croft.
Lara: If you put this into that gate, Pierre, you're going to get a lot
more than you bargained for, trust me.
Larson: I'll put it in then.
Lara: That would be one of the stupidest moves you've made, and that's
saying something I think you'll appreciate.
Larson grunts as he places the Saturn Stone in its receptacle.
Pierre: A nice try as always, Miss Croft.
Lara: Wait for it. . . . (An electric bolt zaps Larson.) Don't say I
didn't warn you.
Pierre: What is it? What have we done?
Lara: In your usual flamboyant style, you have set in motion the next
gate phase.
Pierre: Next gate phase?
Lara: If my memory serves me, the gate has realigned itself and if it
does not receive two stones in the next few moments... pow! If I was
[sic] you, I'd grab your Cro-Magnon cowboy over there and run as fast as
your little legs will carry you. Au revoir, mon chèr.
TRAJAN'S MARKETS - CUT SCENES:
Lara re-enters the garden with the gargoyles. Larson is waiting.
Lara: Come out, come out wherever you are.
Larson: Heck, this ambushin' ain't what it used to be.
Lara: Not when you're involved, no.
Larson: Practice makes perfect, I'm reckonin'.
Lara: Whatever. We seem to be missing someone.
Larson: If you's talking 'bout Frenchy, he's kind of. . . indisposed.
Lara: And you thought you might just help yourself to his share of
what's behind that gate? Unless of course this is just a social visit.
Larson: Well, you know I's always pleased to see a little belle like
you, Lara. Be more pleased to see that last stone, though, if you'll be
wantin' to hand it over. (Lara opens fire and he dives behind the
building.) That ain't supposed to happen.
Then, after Lara shoots Larson:
The gargoyles extend around Larson menacingly.
Lara: Larson! Behind you!
Larson: I may be a dumb ass but I ain't fallin' for that again.
Lara: No, really... behind you.
Larson (mocking): Behind you! Behind you! (Then he screams as one of the
gargoyles grabs him and flings him across the garden.)
COLOSSEUM - CUT SCENE MID-LEVEL:
Lara slides through the chute and ends up dangling from a ledge above a
deep pit. Pierre appears above her.
Pierre: Um. . . an unfortunate situation, no?
Lara: I've had worse.
Pierre: Indeed. Indeed. This is a very deep pit and in this, such an
historic venue, I feel sure there may be valuable artifacts lurking in
its depths.
Lara: I can't tempt you to jump down and take a look?
Pierre: Well, this is my point: I feel you may be better qualified to
examine its secrets. Unless you-perish the thought-expired in the fall.
Perhaps if you lighten your load a little it may lessen the impact. . .
. The stone you carry?
Lara: Wondered when you'd get to that. Pull me up and the stone is
yours.
Pierre: And we all live happily ever after? I think not. Give me your
word that once you leave the pit you will not lay a finger on me.
Lara: You have my word.
He pulls her up. Then she backs him toward the edge.
Pierre: Er, the stone. . . . Now, now, Miss Croft, you gave me your
word. Come now Lara. Lara, you promised.
Lara: Boo!
Startled, Pierre loses his footing and just manages to grab the edge.
Pierre: Could you find it in your heart to help me up? I appear to be
slipping.
Lara: Pierre, you know nothing would please me more, but we have an
agreement.
Pierre: Agreement?
Lara: Not to lay a finger on you. Remember, silly? Anyway, busy girl,
got to go.
She walks away, leaving him dangling.
Pierre: But. . . I. . . aaaahhh!
Lara: Don't let me hold you up.
MOVIE FOLLOWING COLOSSEUM LEVEL (FMV3):
Lara holds up the Philosopher's Stone to admire it. Cut to the three old
friends in the study.
Winston: And so ended the first of many. I'm sure Miss Croft would be
the first to apologize for her not entirely courteous behavior regarding
some of the more delicate religious artifacts. Father Patrick?
Father Patrick: No need, my friend, all for a good cause. At least we
knew they were in secure hands. And fortunately the Church was above
sending a bulletproof envoy to retrieve them.
Jean-Yves: Ah, but she recognized her place in the great scheme. Some
things, as history has illustrated, are best left to their slumber. . .
. I speak in riddles. I talk of the stricken wolf ship.
He indicates a framed picture of a submarine.
Winston: Ah yes, the U-boat episode. Miss Croft would never enlighten me
as to the details. For my own protection, she would often stress.
Jean-Yves: Indeed, Winston, and for this you should be grateful. [His
dialogue continues as voice-over to a scene inside the German sub.] Deep
in the bowels of their vessel lay one of the most powerful artifacts in
all Christendom, an artifact which, when wielded at the vanguard of an
army would make that army invincible.
Father Patrick: The Spear of Destiny.
The crate holding the artifact rattles in the hold of the ship.
Jean-Yves: But the boat never reached the Fatherland with its precious
cargo. It disappeared from radar three weeks into its journey.
The German sailors are overcome by a mysterious force. Their sub breaks
apart and sinks to the sea floor.
Jean-Yves: And so this was the resting place of the 52 seamen. . . and
also something much more sinister.
MOVIE BEFORE BASE LEVEL (FMV4):
An aerial view of a naval base. Jean-Yves and Lara stand on a hillside
nearby.
Jean-Yves: The Zapadnaya Litsa port. Once the pride of the Russian
fleet.*
Through her binoculars, Lara observes two black cars entering the base.
She zooms in on the men inside one of the cars.
Jean-Yves: Ex-KGB the majority of them. Trained killers.
Lara: Dealt with Mafioso before. Unpleasant memories. Prefer to avoid
them whenever possible.
Jean-Yves: Yes, I would prefer this also.
Lara scans the area through her binoculars and notices a few small
boats.
Lara: Hardly a major search party, is it? There's something you're not
telling me.
Jean-Yves: Ah, yes.
Lara: I'm a big girl now. Hit me with the bad news.
Jean-Yves: It is bad news. The admiral's allegiance has been bought and
under his command a nuclear submarine. It's housed in one of the
dockyards.
Lara: Well done. Nuclear submarine. . . sounds nice. . . perfect
holiday.
Jean-Yves: Lara, wait. Take this tracking device.
Lara: What's this? You're not worried about me.
Jean-Yves: Yes. Someone has to.
Lara (taking the device): Touching. . . but don't wait up.
She runs down the hill and Jean-Yves rides away on a snowmobile.
THE BASE - CUT SCENE
From her hiding place on a ledge above the dock, Lara overhears
Mikhailov, the Mafioso, in conversation with Yarofev, the Russian
admiral.
Mikhailov: Move your men along. I do not pay such extortional prices for
incompetence.
Yarofev: You forget, Mikhailov, I am still an admiral of the Russian
navy and as such demand respect.
Mikhailov: While you accept my bribes for use of the submarine, you are
under my employ and will follow my instructions without complaint.
Yarofev: If I deal with the like of you to keep my men in bread, it does
not make me one of you.
Mikhailov: Relax, my friend. We are two sides of the same coin.
Yarofev (under his breath): Mafioso filth. (Then, louder to one of his
men.) Kruschev, hurry on with that box. Our new commander demands
efficiency. Enough! Enough! Board and seal hatches.
The two men climb to the top hatch.
Mikhailov: As you have promoted me to commander, is it not fitting to
board before the admiral?
SUBMARINE - FIRST CUT SCENE
Admiral Yarofev and a pair of Russian sailors discover Lara in the cargo
hold.
Yarofev: An unwelcome addition to our little assignment. Leonid, if you
would escort this lady to the brig.
Lara: Your little assignment? You have no idea what your Mafia-financed
assignment is, do you?
Yarofev: Young lady, who you are and what you know is of very little
concern to me. If I was captain of my ship I might listen to you, but
unfortunately the situation I find myself in doesn't allow me that
privilege. So if you'd be quiet and hurry along like a good little girl.
They reach the bunkroom that is to be Lara's cell.
Yarofev: Inside please.
Lara: You're making a grave mistake. You know that?
Yarofev (to the two sailors): Under no circumstances open this door. You
understand?
They salute.
SUBMARINE - SECOND CUT SCENE
As she crawls through the ductwork, Lara again overhears Mikhailov and
the Admiral talking.
Mikhailov (peering through the periscope): Then it is true? We are
before the stricken U-boat? Now we find if its cargo is still intact.
Yarofev: And are we to be told what we search for?
Mikhailov: Enough to locate it, da. But beyond that I fear it may be too
much for your limited intellect to grasp.
Yarofev: Perhaps too much for mine, trusted comrade, but perhaps not for
the spy we have located on board.
Mikhailov: A spy? I trust you disposed of him.
Yarofev: Not him. . . her. Yes, we are forced to run with wolves but we
do not kill indiscriminately like they.
Mikhailov: Fool! I shall dispose of her when I return. Move the sub into
position quickly, comrade.
Yarofev (into microphone): Take her five degrees astern, quarter power.
Then bring her to a full stop. Attention all dive crews. Report to your
stations immediately.
DEEPSEA DIVE - CUT SCENE
Lara re-enters the sub and takes off the diving suit. She stops to
examine the spearhead and is interrupted by Mikhailov and his goons.
Mikhailov: Ah. . . our unannounced visitor. I fear you have an item in
your possession that I require.
Lara: To be used in your continuing quest for world peace, I presume.
Mikhailov: World peace. . . not entirely my purpose in pursuing this
artifact.
Lara: This artifact contains untold power-power which the likes of you
will never harness. If you wish it, you may have it, but you will regret
it.
Mikhailov: The world may regret it. Hand it over to me and I may spare
you.
Lara: On your head be it.
Mikhailov (to the goons): Take her to the torpedo room and eject her
into the ocean.
Lara: Sergei, listen to me! You don't know what you're dealing with.
The goons escort Lara away. Mikhailov, examining the spear, is suddenly
lifted into the air by an electrical current. He screams and writhes in
agony. There's a mighty blast, the sub shudders and the lights go out.
Then we hear Lara subduing the two sailors. When the lights come on, the
sailors are lying on the floor.
SINKING SUB - CUT SENE MID-LEVEL:
Lara enters the room where the admiral is sitting.
Yarofev: I knew that old Sergei would be the end of it all. He infects
my ship with his greed and now we're all doomed.
Lara: We have a chance. . . the escape pod. . . come on. I'll help you.
Yarofev: I do this only to help my men. He babbles of the Biblical spear
and I feed his madness for money to feed our families. And now. . . to
this. . . corpses left for the fishes.
Lara: Yarofev, I can help you but you must help me. The ship is about to
impact into the ocean bed and then our time is up. We must hurry.
Yarofev: The escape pods have no internal air supply. You will find
oxygen tanks in my stateroom. I hear my ship dying. The internal seals
are splintering.
SINKING SUB - CUT SCENE END OF LEVEL:
After placing the canisters in the escape pod, Lara climbs down to help
the admiral.
Yarofev: Nyet! No time. The hull is breached and we will drown soon.
With the oxygen you escape. Now!
Lara: Not without you.
Yarofev: I am admiral of the Russian Imperial Navy. I have served my
great country for many years. But the country I know withers. The bear
lies down to sleep for its final time. And I wish also this fate on the
ship I have grown to love.
Lara: No deal.
Yarofev: Yes, deal! For the outer airlock can only be opened from inside
the ship. This is my gift to you, child. I release you to a future
beyond this dying vessel.
Lara (crouching beside him): And my gift to you?
Yarofev: Tell my story. Tell how the proud men of the Russian navy
fought against the enemy from inside and sacrificed their lives so their
dear country might once again stand proud.
Lara: You have my word.
Yarofev: I salute you. Quickly! Into the airlock and I will release you.
Lara (climbing the ladder): Goodbye, Admiral.
She climbs into the pod and the hatch closes behind her.
MOVIE FOLLOWING SINKING SUBMARINE LEVEL (FMV5):
Lara speeds toward the surface in the escape pod, while Admiral Yarofev
prepares to go down with his ship. As he lies on the control room floor,
a strange silver glow creeps across the floor toward him. He stares in
horror. Then the screen goes white.
Meanwhile, on a boat above, Jean-Yves spots a blip on the radar screen.
He grabs a rifle and goes up on deck. He trains his gun on the pod as it
breaches the surface. Then, through the scope, he sees Lara is inside.
Cut to the three old friends back in the study at the Croft mansion.
Jean-Yves: Lara saw enough of the power of this artifact to recognize
its rightful place was where man could never again misuse it.
Father Patrick: But not enough for it to destroy her. Some powers are
beyond the wit of man.
There is a flash of lightning and the lights go out.
Winston: Oh dear, gentlemen. I do apologize. It seems someone up above
has a sense of humor. If you will excuse me a moment I shall fetch
candles.
Jean-Yves: It's a night spurred by Hell.
Father Patrick: And as the horsemen drover ever onward across the world,
the heavens boiled in their wake. Ah, benefits of a religious education.
MOVIE BEFORE GALLOWS TREE LEVEL (FMV6):
Still cozied up before the fire in Lara's study, the three friends
continue their chat.
Father Patrick: This night reminds me of the time out at Connussie.
Jean-Yves: Winston's Home?
Father Patrick: Indeed, yes. The staff had taken leave due to flooding.
Lara, back when she was a slip of a girl, was staying with Winston and
his wife. It was her that contacted me, as a matter of fact. Some
trouble out at one of the islands. Weird lights. Manifestations. That
sort of thing. . . . .
Outside a bolt of lightning strikes and the scene changes to a
flashback. The setting is Winston's home in an Irish village.
Father Patrick (voiceover): Thought I might be able to help. It was on a
hellish night like this when I arrived.
Now we see young Lara in a bedroom of Winston's cottage. She's getting
ready to change for bed but is interrupted by a noise. The front door
opens, revealing a dark figure in a hat, who turns out to be Father
Dunstan.
Father Patrick: Evenin' Winston, and how would I be able to help?
The two men take seats at a table.
Father Patrick: So people have seen these apparitions out a the island?
Winston: There's talk of little else in the village, Bram.** I'm doing
all I can to keep this gossip from Lara.
Lara opens her door a crack to eavesdrop on their conversation.
Father Patrick: Aye, yet would be a wise man. It would be unwise for her
curiosity to draw her to that place.
Winston: And you have some idea of what it could be?
Father Patrick: To be frank with you, no. But as the devil finds work
for idle hands, I've spoken with Father Finnegan, and I have a boat
chartered for the crossing late on this very evening.
Winston: Good Lord, Bram! You have not chosen the evening for it.
Father Patrick: I have my faith to protect me, Winston.
Winston: Be careful, I fear that on that island it is what you cannot
see that will hurt you, Bram.
Father Patrick: Time to get to the bottom of this, old friend.
As Father Dunstan rises to go, Lara climbs out her window and drops to
the ground outside. Then we see the Priest steering a boat across the
water. He turns to wave to Winston. As the boat crosses the ocean, we
see Lara peer out from under a tarp to see what's going on. The boat
docks at a rocky approaches a rocky island and after letting Father
Dunstan disembark, the boat returns the way it came. The priest opens a
concealed door in the rock face and enters a passageway. Lara is hiding
nearby and sees all this.
GALLOWS TREE - FIRST CUT SCENE:
As Lara enters the Gallows Tree area she is startled by the ring of a
church bell from the tower behind her. As she approaches the tree, there
is a flash of light and a rotting corpse appears hanging from one of the
branches.
Hanged Man: Come child. Come closer for I have gifts for thee.
Lara: I'll stay where I am.
Hanged Man: (Laughs.) Fear not this visage. It is but a vessel for my
troubled spirit. . . . Come closer for you are safe while I am hung like
so much butchered meat.
Lara: Who are you?
Hanged Man: Who? Hmmm. . . For it is more like what. Condemned to wander
between the kingdoms of man and that of the elementals. Hmmm . . . But I
must be swift in my request. Hissss. . . For they watch and wait to once
more draw me back into the darkness.
Lara: Request?
Hanged Man: My heart, girl. They have hidden my petrified heart in this,
the World (Woad?) Tree. Down under the watchful gaze of the dragon,
Neadhog (?). Hmm. . . Find this, my child, and return it to its rightful
resting place. Hiss. . . and you shall be rewarded!
Lara: And why on earth should I trust you?
Hanged Man: Not on earth, girl. In between. My soul is gone and how it
fares nobody knows and nobody cares.
With a choking laugh and another flash of light, the corpse disappears.
GALLOWS TREE - SECOND CUT SCENE:
After picking up the heart Lara turns and goes through the door that
just opened. She slides down and peeks into the next room. Here we see
Father Patrick standing over an open pit, from which unearthly hissing
and groaning can be heard.
Father Patrick: Go back to your slumberings. This is but a child, and
she shall not cross your path4 as you shall not cross hers.
Voice from the pit: Come closer for often it is easier to be brave from
a distance.
Father Patrick: I am here now, and I have a gift for you, you
cantankerous worm.
He throws something into the pit.
Voice: Arrgh! Curse you, priest! If you live till doomsday you shall
burn a week longer than the world! I swear!
Father Patrick: Iron. Never found a demon yet that doesn't burn at its
touch.
Lara: What was in the hole?
Father Patrick: In the. . . never mind that. What on earth are you doing
here? No, don't bother. We'll get on to that later. Right now we need to
get you out to somewhere safe until the morning. That's assuming you'll
stay in once place, young lady.
Lara: Nothing with demons, right?
Father Patrick: Well, I can't promise anything in this God-forsaken
place. I'll light the way and go on ahead to clear out any unwelcome
guests. Now once you're out, head to the chapel over the bridge. I'll
meet you there. I'm forgetting me manners. Don't speak to strange
things, and if there's anything around-and trusting me skills in this
area there shouldn't be-iron, girl. Use iron to repel 'em. See you on
top. Keep your wits about you.
After giving Lara this advice, Father Dunstan leaves the area.
LABYRINTH CUT SCENE
Lara examines the open coffin and cautiously steps through. She slips
and stumbles down the ramp. After struggling to her feet she turns to
see Father Patrick standing nearby holding a flaming torch.
Father Patrick: Good Lord, girl. It's me. I've enough on me plate
without you making me jump out of me skin, Lara.
Lara: Your hair. . . . .
Father Patrick: What about me hair?
Lara: It's. . . white!
Father Patrick: Hmm. . . Aye. That'd be right. I was detained by some
unpleasant fellows from down below. Gave me quite a fright. (He laughs.)
That's why I wasn't at the chapel, but I can see you've kept yourself
busy. Anyways, let's get you out of here, and back to safety.
He motions for Lara to go ahead of him and they exit together.
OLD MILL - FIRST CUT SCENE
Lara and Father Patrick emerge from the Labyrinth onto a rainy hillside.
Father Patrick: Right, young lady, I'm going to have a quick look around
now for a safe place to put you. Now you stay put, or you'll be banging
into something that'll make your hair turn white. And we wouldn't be
wanting that now, would we?
Lara: Father, I found a book in the labyrinth.
Father Patrick: You've been sight-seeing in there as well? Good Lord
almighty, girl! I'll be needin' to chain ye to something.
Lara: It has protective symbols. Maybe you can use them.
Father Patrick: Bless you for the thought, but I've enough protection
from Him above. And for that diagram to be any good you'd have to draw
it out and be sittin' in the middle of it. And you know something, I've
left all me coloring pens at home tonight. Now, you'll be doing me a big
favor if you were to stay put before you bang into something bigger than
you.
Lara: Stay put. Right!
Yeah, right. . . . ;-)
OLD MILL - CUT SCENE MID-LEVEL
When Lara approaches, the demon knight bursts out of the barn on
horseback, still carrying Father Patrick.
Demon Knight: Who is this that stands before me? The first to visit me
in my prison seven hundred years past.
Father Patrick: Seven hundred years? All alone in a barn? Huh, those
winter nights must have just flown by.
Demon Knight: Silence, ignorant heretic, or I behead you!
The horseman then shoves the priest off the horse. He lands on the
ground in a heap.
Lara: Leave him be!
Demon Knight: For the child has spirit, but what is that? When this
island is littered with the bones of holy men. My gift to them for their
spirit in obstructing me from claiming my rightful inheritance.
Father Patrick: And this inheritance, I would wonder, would be some way
to explain why your walking and breathing when you should be gone long
past?
Demon Knight: The inheritance is the gift of eternal life. Contained
within an ancient scroll. Concealed by the dullard Abbot and his
cohorts. The scroll, which draws forth pale demon blood through my
veins. I am no longer man. I am one for the earth and one for above the
gaping abyss of Hades.
Father Patrick: So why stay on the island? Came for a holiday and fell
in love with the scenery?
Demon Knight: Hold your yapping tongue for want I clip it! Boils and
plagues plaster over this island and its treacherous inhabitants! For it
was they, and their ox little abbot, who plotted to incarcerate me in
this dungeon hall for an eternity. I, Vladimir Kaleta, who worshipped in
the first Kremlin, who butchered the Swede and the Lefsky on the banks
of the River Neva. Incarcerated within this prison of flowing water!
Lara: Running water. . . You're trapped here by running water!
Father Patrick: Demons cannot cross running water.
Demon Knight: Indeed. The abbot's final trick before I was transformed.
(Then, to Lara:) And you shall find a way to shore up this stream or
your holy man shall be opened up and gutted like live fruk.
The demon then hauls Father Patrick back onto the horse, mounts and
rides back into the barn. The doors slam shut behind them.
OLD MILL - CUT SCENE END OF LEVEL
After de-activating the water wheel, Lara emerges from the small mill.
The demon horseman again bursts out of the barn. He raises his arms and
shouts out his triumph. As he speaks, he lifts Father Patrick from the
horse.
Demon Knight: Your child has done her job well, and I taste freedom for
the first time in an eon. You will now fear me? For you have served your
purpose well holy man, and for this should I exercise mercy as a god
might?
Father Patrick: Now that'd be nice, but I'm not holdin' me breath.
Demon Knight: Yes, I shall spare and secure for you a fate worse than
death! For when you pass beyond this world, Heaven shall no longer
welcome you, for you have released a demon.
Father Patrick: My faith will protect me from feckless lesser demons as
yourself.
Enraged, the horseman head-butts Father Patrick and then flings him to
the ground.
Lara: Father!
Demon Knight: Ah! The child. I shall snuff out her life as a candle.
Father Patrick: The book from the library. . . .
Lara backs away as the demon advances toward her.
Father Patrick: The names. . . read out the names.
Lara takes the Bestiary from her backpack, opens it and begins to read.
The horseman continues to advance.
Lara: Askeroth. Aqueil. Arrancula. Belial. Bucom. Boliath. . . . Help
me!
Father Patrick: Keep reading, girl, you're almost there.
Lara: Camos. . . Masteflou. . . .
The horseman raises his sword to take a swing at Lara, but Father
Patrick lunges at the horseman from behind. He tries to tackle the
horseman, but the demon breaks away and flings him aside. Just as the
horseman is about to strike Lara down, she hits on the correct name.
Lara: Verdilet!
The horseman is paralyzed.
Demon Knight: How is this? I move to strike and yet cannot!
Father Patrick: You've done well, girl, and before you ask, I'll tell
ye. The book you've got, I myself was looking fer it, but as I couldn't
find it, assumed you had it, and lucky ye did!
Lara: But how. . . ?
Father Patrick: If you name a demon, you have power over it, and you
named him! It's your shout, Lara.
Demon Knight: For this you shall burn for eternity! I shall drown you in
a mire of your own entrails before I squeeze. . . .
Lara: Be quiet!
Father Patrick: What ye reckon we get out of this God-forsaken place and
go and get a nice cup of tea with Winston? Almost forgot, would you be
wantin' to wave goodbye to our little friend?
Lara: Back to where you belong!
The demon vanishes. Father Patrick puts an arm around Lara and they
leave together.
MOVIE FOLLOWING OLD MILL LEVEL
Lara and Father Patrick are riding in the bow of a boat headed back from
the island.
Father Patrick: And you'll have learned a few valuable lesions from
that, I be thinkin'.
Lara: You'd be thinking right, Father.
The scene shifts to the present day and Father Patrick, Winston and
Jean-Yves in the study.
Father Patrick: Her curiosity was eventually her failing.
Jean-Yves: The path she chose was the path she loved, and for this we
should celebrate, not grieve. Although I fear for Von Croy. Pursuing his
inner demons. Driven half to madness in his quest for her final resting
place. He will not find peace in himself until this is complete.
As Jean-Yves speaks the scene shifts again, and we see Werner Von Croy
in the Egyptian desert, apparently still searching for Lara. Once again
the scene changes and we're back at Lara's estate. The night is still
stormy, and the three friends are walking through the entrance hall.
They stop in front of a gilt-framed mirror.
Jean-Yves: Ah! The infamous trophy room, and you will be doing the
acrobatics to enter, Winston? Yes?
Winston reaches up and takes hold of a light fixture and cranks it down
to open the concealed door behind the mirror. Winston leads the way
inside.
Winston: Miss Croft did enjoy her little games. . . . . And here it is,
gentlemen. The artifact which lead to the animosity between Miss Croft
and Von Croy. Ending ultimately in this terrible business.
Winston unveils the case containing the Iris artifact. The camera zooms
in on the artifact and the scene shifts to another of Lara's previous
capers. We see the Iris displayed on a computer monitor. The monitor is
part of a surveillance set-up inside a van parked near a high-rise
office building. Zip sits at the controls.
Zip: Okay Miss Croft, I'm presuming, by the lack of communication that
you're at Industries' building, right? Containing our little prize? The
Iris?
Lara (voice over headset): Affirmative.
Zip: Right! Now this is what you're good at, yeah? Time to switch roofs.
The camera pans up the building and we see Lara on the rooftop, dressed
in a black cat suit with a headset. She's holding onto a hang glider.
Lara: Switch roofs? Easy to say from the ground floor. Wouldn't you
agree?
Zip: C'mon now! Stiff upper lip. Top pole, and all that. Time to get hip
with Zip.
Lara: (looking down at her watch) Gone.
She takes off and glides across to the roof of the next building. A
sudden updraft causes a bit of a hitch at the other side and Lara nearly
loses her footing, but she manages to roll safely onto the rooftop. Zip
hears a loud squawk of feedback as she lands.
Zip: Yow! Jimi Hendrix is back! Lara? You there, Lara? Croft? Are you
gettin' this?
Lara: Fly me.
Lara quickly recovers and begins to rappel down the face of the
building.
Zip: Geez, now that was a blast! What the hell happened?
Lara: Never mind, Yankee, I'm going in.
She shoots out a vent cover and swings into the opening.
13th FLOOR - FIRST CUT SCENE
Lara: I'm in.
Zip: OK, now lets see what you can do. Follow the vent to the main
corridor. You've come in at the thirteenth floor. Unlucky for some.
Lara: Unlucky for them. Any welcome party?
Zip: That's your job, girl. I ain't no X-ray vision super-hero.
Lara: I'd noticed the last bit.
Zip: Ooh, you are so sharp you're gonna cut yourself. Just remember, the
less attention the better. You dig?
Lara: Thanks, but that thought had crossed my mind.
Zip: Just makin' sure you're on the ball, lady.
Lara: Enough talk. Contact me if you see anything.
Zip: Whew! That girl has got one bad attitude.
13th FLOOR - FIRST CUT SCENE
Zip alerts Lara to the presence of another guy in a VCI cyber suit as
she enters the BIG ROOM WITH CATWALKS. It's a short exchange, but I have
included this for those who experience a system lock-up at this point.
Zip: Uh oh! You're going to have to play some fancy moves to get past
this quarterback.
Lara: You got any suggestions? Anything to distract him?
Zip: I got a suggestion right here: Go find a different way out! 'Cause
you don't want to know what happens when you make the Hulk mad.
Lara: Indispensable information as always.
Zip: That face ain't got armor on it, right? Well, that's how you're
gonna have to do it. You're one hard-boiled lady. Now, you'll think of
somethin'.
Lara: What exactly am I hiring you for?
Zip: My extraordinary knowledge of security systems and my unsurpassed
skill in crackin' them. Not to mention my ineffably addictive
personality.
Lara: You're right. I won't mention it.
ESCAPE WITH THE IRIS - FIRST CUT SCENE
At the start of the level, Zip contacts Lara over the headset.
Zip: OK, you've been a bad girl, and before I tell you what your
punishment is, I just want to say that there's no point in arguing cuz I
ain't gonna be listnin'. Take all your metal items-yes guns is metal-and
put 'em in the tray. Now!
Lara: So you're telling me to disarm myself in a building crawling with
armed guards?
Zip: Now if I was listening, which I ain't, like I told ya before, I
would counteract this argument by alerting the person asking me this to
the fact her guns ain't good against ten foot tall walking tanks anyway!
But I ain't listening, so I ain't sayin nothin'.
Lara: I'm doing it. But if you mess this up. . .
Zip: Alright, I'm listening again. And trust me, I ain't going to mess
this up, okay?
Lara: Do I have a choice?
Zip: Nope.
ESCAPE WITH THE IRIS - SECOND CUT SCENE
Zip (again over headset): I don't like to be the bearer of bad tidings,
but the stairs are out, unless you're bullet-proof. You ain't
bullet-proof, are ya?
Lara: What about the lifts?
Zip: Well, the lifts is going down, and normally, when trying to escape
somewhere, ain't it clever to head in the direction of the exit? Like
the roof?
Lara: Right. That would be clever. Like making me ditch my guns?
Zip: Ouch! Yeah, maybe you'd better start looking for some weapons. Hey,
don't sweat it girl, the man will save you.
Lara: Hasn't happened yet.
ESCAPE WITH THE IRIS - CUT SCENE AFTER ELEVATOR ACCIDENT
Zip: Lara are you there? Lara! Lara! You broke? You ain't dead, is ya?
C'mon girl, answer me!
Lara: Gonna be sore in the morning.
Zip: I knew you was too tough for a fall like that.
Lara: Uh, I'm on the ground floor, aren't I?
Zip: Bing! Ground floor. Depart here for gun-toting refrigerator men and
long walk back upstairs. Sorry girl, you got it, but hell, you in one
piece, ain't ya?
Lara: Never felt better.
ESCAPE WITH THE IRIS - CUT SCENE END OF LEVEL
A VCI guard approaches a door and presses an intercom button.
Guard: Permission to enter, Sir! I have important news on the situation
regarding the intruder.
The doors slide open and the guard steps through. Inside the spacious
office two older white executive types are stationed behind a large
desk. The younger man is seated in a wheelchair. A fire is cracking in
the fireplace.
Older man: And?***
Guard: It, uh, it seems that she's managed to evade my men and remove
the Iris, Sir.
Von Croy: Incompetence! Where is this intruder now or have you mislaid
her once more?
Guard: Last visual contact in the lobby, Sir!
Von Croy: Last visual contact? So you have lost her again. Find her!
Find her now!
A large display screen descends from the ceiling and unfolds before the
two men behind the desk.
Older man: All exits are blocked. There is no need for these
histrionics. Do we have identification yet?
Guard: Only visual, Sir!
On the screen a video loop shows Lara running through one of the
hallways.
Von Croy: No need. I know who the intruder is: Lara Croft.
Older man: Ah, your past once more comes back to haunt you, Werner,
foolish boy. No matter, she will not escape. Place the building under
full alert.
FINAL MOVIE
A steel door is riddled with bullets. Lara kicks the door open and
bursts through onto the roof followed by three VCI goons. She sprints
across the rooftop toward the hang glider she left there earlier. Amid a
hail of bullets, she flips over the hang glider, grabbing the handles
and pulling the glider with her over the edge of the roof. The goons
race after her, but she makes a clean getaway to a lower rooftop nearby.
The scene shifts to the Croft Manor. Father Patrick, Winston and
Jean-Yves drink a toast to Lara.
Jean-Yves: To absent friends.
Winston: Indeed.
Father Patrick: God rest her soul.
Cut to Von Croy, still in the desert in Egypt. A boy wearing a turban
approaches.
Boy: Mister Von Croy! Mister Von Croy! Come quickly!
The boy leads Von Croy through clouds of blowing sand to an entrance in
the ruins. The boy picks up a lantern and they proceed down the steps
into the darkened interior of the temple. They approach two men digging
in the rubble.
Von Croy: What is it, man? What have you found? Pass it to me. Pass it
to me!
One of the men hands something to Von Croy. He holds it up to the light
and we see that it is Lara's backpack.
Von Croy: We've found her!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
*FYI: Zapadnaya Litsa is a real Russian submarine base. It's located on
the Kola Peninsula, near the border of Finland, above the Arctic Circle
on the Barents Sea. This, Russia's largest sub base, has been in the
news recently-first, because of environmental concerns about safely
dismantling nuclear-powered subs in the Northern Fleet, then this past
August when the Russian nuclear sub Kursk sunk off the coast. The Kursk
had been stationed at Zapadnaya Litsa.
For more info, visit these sites:
· The Bellona Foundation - http://www.bellona.no/ (Russian, Norwegian
and English versions. Search for Zapadnaya Litsa or other keywords.)
· News stories about the Kursk incident: http://www.cnn.com/2000/WORLD/europe/08/14/russia.submarine.05/index.html
· Map of the Kola Peninsula at http://maps.expedia.com/pub/agent.dll?qscr=mmfn
(Search for Zapadnaya Litsa, Kola Peninsula or Murmansk, the nearest
city.)
**NOTE: According to Richard Morton, one of the level designers for TR
Chronicles, Father Patrick's full name is Bram Patrick Dunstan. Special
thanks to Brian C. from the Tomb Raiders Traveler's Guide (http://trinity.westhost.com/tomb/)
for this info.
***NOTE: I'm not sure who the older man in the brown suit with Von Croy
is. I will try to check into it. In the mean time, if anyone has info,
please let me know.
INTRODUCTION: To save space here, I've included transcripts of the
introductory FMV (full-motion video) sequences in a separate document
(TR5FMV.rtf).
BUG NOTE: Using Windows' CD auto-run feature may result in a bug where
you are unable to save your game or load your saved games. If this
happens, instead of running the game from the setup screen that appears
when you insert the CD-ROM, close that window (or disable auto-run
completely) and try running the game from the Start Menu. Or, create a
desktop shortcut to the TR5 icon in the 'Tomb Raider Chronicles' folder
and use that to start the game. Unless a patch is released to fix this
problem, this work-around should help.
|
B-Level 1 STREETS OF ROME |
LEVEL 1:
STREETS OF ROME
Kills: 5 (6)* Items: 23, plus the Revolver, Laser Sight (twice), 3 keys,
Saturn Stone, and 3 Golden Rose Secrets**
Starting Inventory: Pistols (unlimited ammunition), binoculars, 3
flares, 3 small med-packs, 1 large med-pack, Mercury Stone.
(NOTE: Lara gets new equipment at the beginning of each episode, so
there's no need to conserve ammunition for any huge final boss. Feel
free to use the more powerful weapons when you find them.)
BACKSTAGE STOREROOMS/TRAINING AREA: Enter the doorway on the left marked
"Opera Backstage." This is a training area of sorts, in that Lara
explains some of her basic moves as you go. Nothing here advances the
plot; however, there are items to be found, including a secret. So even
seasoned raiders should explore this building.
Follow Lara's instructions and vault onto the wooden crate. From there,
climb to the cement ledge above. Go to the end of the ledge. Here Lara
explains how to do a standing jump from the metal-grated tile to the
metal tile on the next ledge. Go through the doorway ahead to a room
with a wooden floor. Follow Lara's direction and take a running jump
across the gap in the floor. Before going on, go around the back of the
metal cage. Face it, jump straight up and grab the edge. Pull up and
pick up the small med-pack on top. Take a standing jump over to the
metal scaffolding and pick up flares and a large med-pack. (You'll need
to crawl into the alcove to get the med-pack.) Jump back to the metal
cage, drop to the wooden floor and continue through the doorway to the
next area.
This room contains widely spaced ledges and a crate dangling from a
winch. Here Lara tells you how to do a running jump and grab to get from
one ledge to the next. Do the jump then follow the elevated walkway
around to the end. Side flip to the left (or just jump) onto the next
ledge. Continue forward through the doorway back to the dangling-crate
room. Jump straight up to grab the overhead bars and monkey swing across
the room. Climb the ladder on the wall almost to the top, then climb
around the corner to the right and let go. Crawl through the low
opening. At the end, turn right and back up to the edge. Press Action
and reverse to make Lara lower herself to the floor. Or, a new TR5 move:
crawl forward to the edge of the opening then press Jump to somersault
out of the opening.
Use Action to pull the switch in the alcove and open the door. Go down
the stairs to a room with a forklift in a storage cage. Go to the far
end of the room, climb the crates and jump to the cement ledge. Here
you'll find a pool to practice swimming.
Swim through the underwater tunnel to another pool where you can
surface. There are two exits: a door at water level and a square opening
on the bottom. Swim down through the square opening and follow the
tunnel to a small room where you can climb out of the water (Action +
forward). Here you'll find some goodies-revolver bullets, shotgun shells
and a large med-pack. Follow the tunnel back to the previous pool. Climb
out of the water into the doorway. Continue to emerge on a ledge above
the room with the first pool.
Go through the doorway on the left and practice tightrope walking across
the room. Be sure to let Lara fall at least once (or climb down the
crates) to explore the room below. Beyond the crates is a room
containing metal shelves. Search the shelves (Action) on the left to
find some flares. Push (Action + forward) the black shelves in the back
right corner to uncover revolver bullets. Push the black shelves in the
right corner as far as they'll go to reveal a secret passage. Follow
this to a small room with more shelves. Pick up Uzi clips on the floor
and a golden rose (secret #1, 1/36) on one of the shelves. Return to the
tightrope room and climb the crates to the upper level.
You'll pass a few more shelves on the way out. The one on the right has
a small med-pack. Keep going to a dead end and pull the switch to open
the door and emerge back where you started (in the first room with the
forklift). Drop down and exit to the right.
BACK ON THE STREET: Go to the left along the street where you began the
level. Ahead is what appears to be a dead end. Above on the right is an
ARCHED BALCONY, orange with white columns. You can't reach it yet.
Notice the dark square on the ground and the barred alcove with the
hanging greenery. You'll return soon.
Leave this area and turn left (right if you're coming from the start of
the level) through the narrow alley with the lamps up above. Continue to
an OPEN COURTYARD WITH A FOUNTAIN. A Doberman attacks. (I have to wonder
at this point-especially having played TR2 as well-whether someone on
the design team had a bad dog bite experience while vacationing in
Italy.)
Make a mental note of the locked gate and keyhole on the left side of
the courtyard. Follow the narrow alley on the right (near the
red-and-white striped awning), which leads past a barred opening to a
panel with a carved face. Reach into the niche carved into the face
(Action) to operate a mechanism that opens a gate elsewhere.
Return to the FOUNTAIN, turn left into the alley with the lamps, and
follow it back to the street. Turn right into the area with the up
above. Beyond the hanging greenery is the gate you just opened. Go
through and use another niche mechanism. When you do, a flock of bats
flies out and tries to mess up Lara's hairdo. You can't kill them, so
either flee or run Lara into a corner and crouch. She'll take little or
no damage that way. When you leave this alcove, you'll see that you've
raised a block that will enable you to climb to the ARCHED BALCONY.
Climb up but before going on, turn around (to face out over the raised
block) and take a diagonal standing jump from the left archway to the
cement ledge with the small med-pack. Jump back through the archway and
continue up the ramp to a SMALL ROOM WITH RED FURNITURE. Go through onto
a balcony above the FOUNTAIN. Continue straight across and drop into a
hallway with peach walls and white molding. Shoot the window and pick up
the revolver bullets on the sill. You're now above another COURTYARD
WITH A CLOTHESLINE. If you want to, turn around and dangle Lara from the
sill (press and hold Action, then press reverse to drop and grab the
edge) to attract the attention of another Doberman in the courtyard
below. Then pull up onto the sill and shoot it from above.
Follow the peach-colored hallway around to some stairs leading down. On
the way, shoot out two more windows. There's a small med-pack on one
windowsill. The other opens the way to the building next door, but wait
to go there. First, go down the stairs (kill that dog now if you didn't
before) and push open the blue double doors (Action). Another dog rushes
out. Kill it then go in and retrieve a large med-pack on the floor and
wide-shot shells on the crate.
Go through the doorway on the other side of the courtyard (where the
first dog came from). Follow the hallway to a switch, which you can use
to open a gate leading back to the courtyard with the FOUNTAIN. (NOTE:
You don't have to do this, but it could save you some backtracking if
you fall later on while jumping from ledge to ledge.)
Return back along the hallway to the COURTYARD WITH THE CLOTHESLINE. Go
to the right and up the stairs to the windows you shot out. Jump across
the alley to the neighboring house. Enter and take the first left. At
the top of the ramp you'll find a GOLDEN KEY. Backtrack to the end of
this hallway and continue up to the left.
Cut Scene: A panoramic view of the fountain courtyard, which now
contains a barking Doberman. The camera comes to rest on the locked
door.
Jump over the railing onto the red-and-white awning. Pick up some
flares. Then shoot the dog before dropping to the ground. Use the GOLDEN
KEY to open the gate on the other side of the fountain.
COURTYARD WITH PALM TREES AND TIGHTROPE: Enter cautiously, Larson waits
in the next room, up on a balcony to the left. Let him have it with your
pistols and he'll run off shortly. Pick up a small med-pack in the
alcove on the right. Then go through the doorway below where Larson was
standing. First go left down the ramp to a room with boxes. Here you'll
find a GARDEN KEY (shaped like a star) on one crate.
Return to the hallway and continue left to the top. Larson will shoot at
Lara again from the other side of the gap. Again, plug him a few times
to scare him off. Then tightrope walk across to the opposite balcony.
Drop down and, if you like, use the switch to open a gate leading back
to the FOUNTAIN COURTYARD. (NOTE: As before, you don't have to do this,
but it could save you some backtracking.)
Head away from the gate toward a WIDER STREET WITH A GATED GARDEN off to
the right. This is where you'll use the GARDEN KEY, but you need another
one first. Go to the left end of the street and through the small,
square doorway. Follow the hallway, picking up some revolver bullets in
a small room on the left. Make a mental note of the LOCKED WOODEN GATE
with the small room behind it. This is the location of the second
secret. You'll come back for it later.
Continue upstairs. Be sure to pick up the REVOLVER on the landing. (You
probably won't miss it because the camera focuses on it so you're unable
to look at anything else.) At the top of the ramp, push open the blue
double doors. Inside this SMALL ROOM WITH WINE BARRELS you'll find the
LASER SIGHT on the floor to the left and a padlocked gate on the right.
Shoot the padlock: either use the revolver equipped with the laser sight
to target it (check your instruction booklet or see my gameplay tips
page at http://tombraiders.net/stella/gameplay.html for how to combine
items), or face the lock squarely and shoot continuously with pistols
while crouching. Lara should hit the lock on the way down. Behind the
gate is the second GARDEN KEY. A colony of rats swarms out. Some of
these will try to bite Lara, so if you've gotten everything, run away
downstairs. Or, run out, jump the railing and wait for the bats to
disperse before returning to collect the key.
Go to the far end of the WIDER STREET and through the doorway on the
left. Use the 2 GARDEN KEYS here to unlock the gate. Return around the
corner to the WIDE STREET and enter the garden.
Cut Scenes: When Lara places the second key, you see a view of the
garden interior, including a small building with three gargoyles. When
she enters the garden and approaches the gargoyle building, there's a
longer movie, in which Pierre and Larson spy on Lara from the rooftops.
A transcript appears in the document TR5FMV.rtf.
Go through the doorway in the back right corner, behind the façade with
the gargoyles. Follow the hallway to the top. You may or may not
encounter another Doberman in the hallway.*
Cut Scene: A panoramic view of a temple with a bell hanging at the top.
TEMPLE WITH BELL: In case you missed the subtle hint in the cut scene,
the camera shifts to the bell and won't budge until you move Lara out of
range. There are three doors here: one on to the left, one top center
and one bottom center of the temple. If you didn't find it earlier (in
the SMALL ROOM WITH THE WINE BARRELS), you can pick up the LASER SIGHT
at the top of the steps under the bell. There's also a box of revolver
bullets behind the columns to the right of the upper door.
Combine the revolver and laser sight and target the bell. When you hit
it squarely, the door on the left side of the temple opens.
Backtrack for secret #2: Go down the ramp the way you came, exit the
garden and turn right. Go to the end of the street and through the
doorway to the area where you found the revolver earlier. In the little
side room (you picked up some bullets here) the LOCKED WOODEN GATE is
now open. Another Doberman charges out. Kill it. Then enter and take a
large med-pack and a golden rose (secret #2, 2/36) from the shelves.
Return through the garden to the TEMPLE WITH BELL.
Climb the stairs and go through the door on the left, which opened when
you shot the bell. Take a running jump across the gap to the next
building, pressing Action to shorten the jump so Lara doesn't bang her
head and fall. (Or use a standing jump from the edge, and press Action
to grab the opposite edge. Then pull up.) Endure the swarm of bats as
you use the mechanism in the niche to open the upper door of the TEMPLE
(or crouch in the corner until the bats disperse). Jump back across the
gap toward the temple.
One more side trip before entering the temple: Climb onto the high stone
wall to the left of the temple (on the right if Lara's back is toward
the temple). Follow the wall around the perimeter of the garden to the
far end. Take a running jump to the orange-tiled roof ahead. Cross the
tiled roof and take another running jump into the alcove ahead. Here
you'll find revolver bullets and a large med-pack. See the series of
screenshots at http://stellalune.com/TR5walk/streets2.html if you need
visuals.
Enter the temple through the upper middle door, which you opened
earlier. Here you'll find two ravens on pedestals. Go through the
doorway in the back left corner. Use the switch to shatter the raven
statue, revealing a dove. Stand near the dove pedestal and press Action
to rotate it. This opens a door elsewhere and sets the battering ram
above swinging. Go through the other corner doorway and follow the
passage to a ledge near the battering ram. Turn so the battering ram is
on Lara's right and drop back to grab the edge of the ledge. Traverse
around to the right until you can pull up onto another ledge (as shown
in the screenshot http://stellalune.com/TR5walk/screenshots/streets4.jpg).
Use the switch in the alcove to turn the second raven into a dove.
Safety drop to the floor. Turn the second dove pedestal to open the door
outside at the base of the temple.
Exit the temple, but before going through that third door, retrieve
another secret. Turn right and go through the door you opened earlier by
shooting the bell. Jump across the alley to the room with the carved
face niche. Turning the second dove also opened two small alcoves in
this room. Pick up a small med-pack and a golden rose (secret #3, 3/36).
Jump back across the gap to the TEMPLE.
Go through the door at the base of the temple and get the SATURN STONE.
Walk back outside to end the level.
Cut Scene: Lara emerges from the temple only to be ambushed by Pierre
and Larson. A transcript of their exchange appears in the document
TR5FMV.rtf.
|
C-Level 2 TRAJAN'S MARKETS |
LEVEL 2:
TRAJAN'S MARKETS
Kills: 5 Items: 26, plus Laser Sight, Crowbar, Shotgun, Gold Coin, Valve
Wheel, Mars Stone, Venus Stone and 3 Golden Rose Secrets**
COBBLED STREET: Enter the first two rooms on either side of the street.
Each contains some tools, a wheelbarrow, etc., and a small box. Shatter
the boxes with your pistols (crouch if necessary) and pick up the LASER
SIGHT (it's only added to your inventory if you don't have it already)
and CROWBAR. Both rooms have enticing ledges above. You can't reach them
yet, though.
Continue down the street. The boarded-up door marked "Pericolo" (Danger)
doesn't open. You'll get the goodies inside from the other side in a
moment. Farther along the street, where it comes to a T, there are
several barred gates. These, too, won't open yet, but you'll be back.
For now, use the CROWBAR to pry open the metal door opposite the
boarded-up door.
ABANDONED BUILDINGS: Enter and shoot the little box to get the small
med-pack inside. Climb the scaffolding. Turn toward the barred window
(behind on the right if Lara is facing the tightrope). Take a standing
jump from the corner of the ledge to grab the sill and pull up. Take the
small med-pack and jump back to the ledge. Walk the tightrope to the
other side of the room. (You'll get the shotgun shells on the middle
windowsill later.) Jump to the ledge below the windowsill. Climb onto
the sill then cross the metal walkway. Turn right and take a standing
jump to the angled ledge. From there, jump to the metal ledge ahead.
Turn right and take a running jump to grab the sill with the shotgun
shells. Repeat the running jump-grab to get back to the metal ledge.
Safety drop into the next room (i.e., hang from the doorway and drop
onto the ledge below). Pick up flares and revolver bullets. Jump from
the top of the coal heap to grab the square ledge in the corner. (Walk
to the edge of the heap before jumping.) Pull up and enter the next
room.
Cut Scene: An array of gears.
GEAR ROOMS: Safety drop from the ledge into an open area with several
doorways, some barred. Take note of the three high ledges supported by
square pillars. Scale the ladder on the back of the square pillar to the
right of the center doorway. (See the screenshot at http://stellalune.com/TR5walk/screenshots/trajan1.jpg
if you have trouble finding it.) At the top, climb around the corner to
the left, let go and slide onto the flat part of the ledge.
Turn right (the ladder is now on Lara's left) and take a running jump to
the next ledge. Jump around the column to the small, square ledge and
enter the FIRST ROPE ROOM. Pull the vertical rope (stand facing it and
press Action) to operate the gear mechanism. Do this three times.
Cut scenes: Each time you pull, you see a brief cut scene of one of the
gears being raised.
Exit and jump back to the middle ledge (near the ladder). Position Lara
facing the windowsill between the two carved gryphons and take a running
jump into the opening. (NOTE: To set up this jump, walk Lara to the
corner of the ledge nearest the opening where you want her to land.
Angle Lara toward the opening then take one hop plus one walking step
back. This will give Lara enough of a run-up. If she takes the running
jump with only a hop back, she'll pause at the crack between the flat
and sloping parts of the ledge and end up doing a standing jump instead.
This will cause her to miss the opening and fall. The extra step
backward will also make it so you don't need to press Action while
jumping in order to land in the opening.) Pick up the Uzi clips. Turn
back toward the open area and take a diagonal running jump to the right
to land on the third ledge. Jump around the column to the small, square
ledge and enter the SECOND ROPE ROOM. Pull the rope once. If you've
pulled the rope in the FIRST ROPE ROOM (above) three times, the gears
will move.
Cut Scene: The mechanism is activated and the huge, circular door in the
room below rolls open revealing a golden-armored centurion statue.
Pulling the second rope also opens a trapdoor below. This leads to
secret #1. If, after pulling the rope once, you pull it again, this
trapdoor will close. Pull the rope again to re-open it. The screenshot
at http://stellalune.com/TR5walk/screenshots/trajan2.jpg shows the
location of the trapdoor. It's just below where you entered this area
from the ABANDONED BUILDINGS.
Safety drop to the floor. (Lara loses a tiny bit of health.) Turn and go
straight across the open area (over or around the low railing) and drop
down through the trapdoor you just opened. Pick up a golden rose (secret
#1, 4/36), plus regular and wide-shot shells. Climb back out.
BEHIND THE BIG GEAR: Cross the open area and go through the middle door.
At the top of the small ramp you'll see where the huge gear rolled
aside. To the left, opposite the edge of the gear, is an opening. Climb
up and drop into a small room with lit torches. Use the CROWBAR to pry
out the GOLD COIN. When you do, rats swarm out from behind the grate.
Climb back out and run around until the rats disperse. (Or, run around
to the left and climb onto the ladder where the rats can't reach Lara.)
Then approach the big statue. Pick up a small med-pack and revolver
bullets. Then use the GOLD COIN in the receptacle in the base of the
statue.
Cut Scene: A gate opens elsewhere.
Leave this room and go directly across the courtyard through the gate
that just opened. This leads back out to the COBBLED STREET. Now the
small gate in the white wall on the left is open. Go through and follow
the alley around the corner. On the left is a room with a pool of water.
Before entering, continue to the end of the street to get some revolver
bullets.
ROOM WITH POOL AND FALLING WATER: Take a swim. Pick up a small med-pack
on the bottom of the pool on the left side. Notice the VENUS STONE
gleaming enticingly on the other side of the gate. Surface behind the
falling water and climb onto the purple ledge. Go through the doorway
and approach the revolver bullets.
Cut Scene: A machine clanks to life, setting a mechanical head hovering
above a claw-like base.
FLOATING MECHANICAL HEAD: The mechanical head shoots deadly rays from
its eyes. If Lara is hit, it means instant death. There is an easy way
to avoid being hit. Do not enter the room with the head. Instead,
position Lara on the seam between the floor textures just outside the
doorway so the room with the mechanical head is off to the left.
Sidestep to the right away from the doorway. Then pivot to the left to
face into the room. As long as Lara is on the seam in the floor, the
mechanical head won't target her. (See the series of screenshots at
http://stellalune.com/TR5walk/trajan2.html if necessary to get
oriented.) Equip the revolver with laser sight and target the robotic
head's eyes. When you shatter both eyes, the head is destroyed, leaving
the MARS STONE behind. Drop down and pick it up.
Alternately, enter the room with the head and turn left or right. Run
forward and off the edge of the catwalk. Keep running around the metal
armature surrounding the head and through the opposite door into the
ROOM WITH RED MACHINE AND PIPES. Lara is safe here as long as she
doesn't stand in the doorway. Use either of the blocks flanking the door
for cover (as shown in the screenshot at http://stellalune.com/TR5walk/screenshots/trajan6.jpg)
and shoot out the mechanical head's eyes with the revolver equipped with
the laser sight.
ROOM WITH RED MACHINE AND PIPES: Enter the small side room with the
machine. (You will already be here if you used the alternate method for
destroying the head, above.) Climb onto either of the blocks flanking
the doorway and turn around to face the red machine. Stand at the edge
of the block and jump straight up to grab the metal structure overhead.
Pull up and jump to the top of the red machine. Here you'll find a
golden rose (secret #2, 5/36). Drop down and return to the room where
the head was.
Pick up the MARS STONE if you haven't already. On the far side of the
room (under the entrance) you'll find revolver bullets and a trapdoor
with a circular pattern on it. Position Lara at the edge of the trapdoor
facing the orange wedge and press Action to open the door (as shown in
screenshot at http://stellalune.com/TR5walk/screenshots/trajan7.jpg).
SEWERS: Drop through the trapdoor and follow the short passage to a
T-shaped pool. One of the semi-circular grates (the one in the far right
corner from the entrance) releases a swarm of rats when Lara walks past,
but you can avoid it easily. At the junction of the various spokes of
the pool, is an underwater fan. Beyond it, on the bottom of the pool is
a small med-pack. There are two openings on the side walls of the shaft
that leads down to the fan. The current prevents you from reaching the
lower opening. (This area is shown in the screenshot screenshot at
http://stellalune.com/TR5walk/screenshots/trajan8.jpg.)
Make sure Lara's air meter is full. Then swim through the upper opening.
Follow the twisting passage to a SMALL ROOM WITH A PIPE AND LIT TORCH.
Pick up the shotgun shells and use your CROWBAR to pry the VALVE WHEEL
off the pipe. Swim back to the T-shaped pool and return the way you came
to the ROOM WITH THE RED MACHINE AND PIPES. (There's a ladder on the
wall below the trapdoor so you can climb up.)
Press Action to place the VALVE WHEEL on the valve stem sticking out of
the red machine. Press Action again to turn the wheel. There's no cut
scene, but this turns off the fan back in the SEWERS. Return through the
trapdoor to the SEWERS.
UNDERWATER TUNNELS: You may want to save your game before this next bit
of complicated swimming. Swim down toward the now-inactive fan. Swim
through the passage just above the fan grating. Continue down and
forward. At the bottom, the passage widens. Head forward and veer left
through the small, square opening. Continue to a small room where you
can get air and a large med-pack.
Jump back into the water and when you reach the wider, hexagon-shaped
tunnel, go to the left. Follow the wider tunnel as it turns right. Ahead
are two large fans. There's a small, square opening to the right of
these fans. The current prevents you from reaching it. Let the current
carry you. At the wall opposite the fans, swim upward until you can
surface.
Climb out of the water and turn the wheel to deactivate the two fans.
Swim back down toward the fans, then through the small, square opening
to the right of them. Follow this passage through a series of twists and
turns to another pool where you can surface. Climb out of the water and
pick up the SHOTGUN and some shells. Start forward.
Cut Scene: A statue of a Roman centurion comes to life.
ANIMATED STATUE: The gate closes, leaving Lara trapped with the soldier
statue. He's big and nasty. His sword not only slices but also shoots
energy bolts. You can climb onto the windowsill (where the statue was).
He can't reach Lara with his sword there, but he can still zap her. I
found it easier to just keep moving around the open area while blasting
him with the shotgun. Shoot him until he falls.
Cut Scene: The window shatters and the gate in the ROOM WITH THE POOL
AND FALLING WATER opens, so the VENUS STONE is accessible.
Climb onto the windowsill and pick up the small med-pack and Uzi clips.
Climb through the shattered window and get another small med-pack at the
left end of the ledge. Safety drop to the street.
The ROOM WITH THE POOL AND FALLING WATER is just across the street. But
before going back there, return to the start of the level. To get there,
begin with Lara's back to the ROOM WITH THE POOL AND FALLING WATER. Head
to the right, around the building, past the palm tree and through the
raised gate. Turn left and continue with the white wall on Lara's left,
past the barred alcove. (The ABANDONED BUILDINGS you explored at the
beginning of the level are on the right). The gate at the far end of the
white wall is now open. Inside you'll find a golden rose (secret #3,
6/36).
Return to the ROOM WITH THE POOL AND FALLING WATER. Swim down and
forward, then to the left. Pick up the VENUS STONE and swim straight on
to the next room. Pull up into the doorway.
Cut Scene: You're back in the GARDEN WITH THREE GARGOYLE HEADS from the
first level, and Larson is waiting. A transcript of the dialogue, both
before and after Lara guns down Larson, appears in the document
TR5FMV.rtf.
GARDEN WITH GARGOYLE HEADS: After the cut scene, Larson moves to the
front of the building and starts shooting. Return fire until he falls.
When he struggles to his feet another cut scene ensues.
(NOTE: You may want to save the game as soon as the second cut scene
ends. That way you won't have to fight Larson again if Lara is killed by
the gargoyles. And, if she catches fire, you can reload and not have to
replay much.)
After the cut scene, immediately re-draw weapons and blast away at the 3
gargoyle heads. Be sure to keep moving. If the gargoyles' fire breath
hits Lara, she'll ignite. You can jump into the pool where you entered
to put out the fire, but Lara will lose a lot of health. So you're
better off avoiding this altogether. Positioning Lara just forward of
the palm trees and jumping from side to side while shooting worked
pretty well for me playing on the PC (i.e., hold the Action and Jump
keys and press left, left, right, right, etc.). Use med-packs as you go
(9 and 0 are the PC hotkeys) and run behind the building if you need to
catch your breath. (There's also a large med-pack back there if you need
it.)
Alternately, run forward and duck behind either side of the gargoyle
building. Lara is safe here from the fire breath. Position Lara facing
the wall of the building and sidestep toward the front until she's a few
steps away from the corner. Now side flip out from behind the building
while firing. After a few shots, side flip back behind the building.
Keep this up and eventually you'll hear mechanical clanking as one of
the gargoyles explodes. Repeat until all three are destroyed. You may
want to save periodically in case Lara gets toasted.
When you've destroyed all three gargoyles, pick up the various goodies
around the area. (Don't forget to look behind the building.) In addition
to the med-pack, you'll find 2 boxes of regular and 2 boxes of wide-shot
shells.
Place the VENUS and MARS STONES in their receptacles to open the door.
Enter and take a running jump over the spike pit to grab the ledge in
the middle of the cave. Pull up and take another running jump to the
ledge near the golden sun. The ledge collapses and Lara slides into the
next level.
|
D-Level 3 THE COLOSSEUM |
LEVEL 3: THE
COLOSSEUM
Kills: 9 Items: 3, plus Uzis, 2 Gemstone Pieces, 2 keys, Philosopher's
Stone and 3 Golden Rose Secrets**
UNDERGROUND CELLS WITH SKELETONS: Start forward. Just beyond the grate
letting light in from above, look on the right for a movable block with
a metal ring on it. (The block is outlined in screenshot at http://stellalune.com/TR5walk/screenshots/colosseum1.jpg.)
Push it to reveal a secret room containing a golden rose (secret #1,
7/36). Return to the main passage and continue to the right. Start
through the narrow space between the high stone walls.
Cut Scene: The floor crumbles beneath Lara's feet revealing a lava pit
below.
As soon as the cut scene ends, run forward, jumping at the edge of the
solid floor to clear the gap.
ROOMS WITH GRATING FLOORS/LION CAGES: The exit is closed. Hang from the
doorsill above the lava pit. Traverse to the left and around the corner.
Then pull up into the crawlspace (as shown in this screenshot at http://stellalune.com/TR5walk/screenshots/colosseum2.jpg).
At the edge, press Jump to somersault into the small room below. Push
the square button to open the exit from the room above the lion pit.
Climb back into the opening and crawl backwards toward the opening,
holding Action to drop and hang from the ledge above the lava pit.
Traverse back around the corner and pull up. Go through the room with
the grating floor and slide down the ramp.
(NOTE: Apparently on the PlayStation version, there is no crawlspace
here. Instead you have to traverse all the way to the left around the
corner to an alcove where you'll find the button.)
Shoot the lion inside on the right. Press the button on the wall to open
the door. Immediately roll, drawing weapons, and shoot another charging
lion. Go through the second room and climb the ladder. Take the GEMSTONE
PIECE from the pedestal.
ROCK-WALLED ROOMS WITH RAMPS AND STONE PILLARS: When you enter the next
room, a gladiator rushes Lara from the left. When you've killed him, go
into the alcove from which he came and pick up a small med-pack. Go up
the ramp to another similar area. Again a gladiator attacks from the
left. The alcove where he came from contains Uzi clips and a button.
Push it to open a door on the upper level. Go up the next ramp and the
next. At the top level, you'll meet another gladiator and a lion. Kill
both and go into the alcove to claim the UZIS and a large med-pack.
Return down the ramp to the wide doorway.
HUGE CAVE WITH ROPE AND LEDGES: Safety drop off the right side of the
walkway between the entrance and the center platform. (If you drop here,
Lara will land on the ledge below and not lose health, as she would from
a longer drop.)
Here comes your first timed puzzle. Climb the stairs to the platform
with the rope. (It's probably a good idea to save your game before
starting so you can reload if you flub it.) Pulling the rope three times
raises a pedestal in the middle of the center platform. You have about
30 seconds to get up there before the pedestal recedes. Some suggestions
follow. See the series of screenshot at http://stellalune.com/TR5walk/colosseum2.html
if you need visuals.
Position Lara facing the center platform as she pulls the rope. After
pulling it three times, run forward off the platform onto the ledge
below. Run to the right and jump to the thin stone ledge. Run along the
thin stone ledge and jump at the end to land on the paler stone block
with the bi-level top.
If you've done everything up to this point without hesitation, you can
take a moment to set up the next jump: Turn left and walk to the top
edge of the bi-level block. Hop back once, and then take a running jump
to grab the edge of the ledge that juts out toward the center platform.
Pull up.
Turn left to face the center platform. Take another running jump to grab
the edge of the center platfrom. Pull up and grab the second GEMSTONE
PIECE from the pedestal.
TIMED RUN - SOME ALTERNATE METHODS:
Alternate Path from Rope to Bi-Level Block: Pull the rope, hop back
once, angle Lara to the right and take a running jump off the corner of
the platform to land on the thin stone ledge. Be sure not to press
Action during this jump or Lara won't get enough distance. Run along the
thin stone ledge and jump at the end to land on the paler stone block
with the bi-level top.
Another Alternate Path from Rope to Bi-Level Block: Pull the rope,
side-flip to the right and slide down onto the steps. Turn right to face
the thin stone ledge, then run underneath it. You'll run into the tall
block with the bi-level top. Jump straight up to grab the edge and pull
up onto it.
Yet Another Alternate Path from Rope to Bi-Level Block: Start with
Lara's back to the center platform. Pull the rope, back flip, then roll.
Lara will wind up in the spot shown above. Run forward and veer right,
jumping to land on the thin stone ledge. Run along the thin stone ledge
and jump at the end to land on the paler stone block with the bi-level
top.
Alternate from Bi-level Block: Instead of making the diagonal jump to
grab the jutting part of the ledge, run straight forward along the
bi-level block and jump at the very edge. Grab the high ledge ahead and
pull up. Either turn left and run along the ledge (pressing the Look
button if you need to get oriented) onto the part that juts out toward
the center platform or, after pulling up, side flip to the left then
roll. Lara will now be facing the center platform. Take a running jump,
grab the edge and pull up.
(NOTE: If you just can't do it and you're playing on the PC, feel free
to download my saved game with Lara at the pedestal from http://tombraiders.net/stella/savegame.html.
For help with savegame files, http://tombraiders.net/stella/ziphelp.html.)
After taking the GEMSTONE PIECE, follow the walkway to the right. The
door opens when you approach it. As you enter, the gate ahead closes.
Step forward and fall through the floor.
Cut Scene: Lara and Pierre exchange banter on the edge of a deep pit. A
transcript appears in the document TR5FMV.rtf.
WALKWAY ABOVE DEEP PIT: Before going on, backtrack for a secret. Turn
around and take a running jump over the slope to the flat area beyond.
(Or, jump to the flat area above the slope and walk along above it. Or,
hang from the ledge and traverse past the slope, then pull up.) Climb
through the opening back into the HUGE CAVE WITH THE ROPE AND LEDGES.
Climb back up to the pedestal where you got the second gemstone piece.
Go through the doorway where Lara just fell through the floor. This time
the gate opens as you approach. Take a running jump across the gap. In
the next room you'll find another golden rose (secret #2, 8/36). Safety
drop into the chute and slide back down to the WALKWAY ABOVE THE DEEP
PIT.
Go up the ramp into the room with the circular receptacle. Combine the
two GEMSTONE PIECES (check your instruction booklet or see http://tombraiders.net/stella/gameplay.html
if you need help doing this) and place the GEMSTONE in the receptacle.
Cut Scene: The mechanism turns and the floor begins to collapse.
As soon as you regain control, hop back once then backflip to land on a
small, solid ledge on the opposite side of the lava pit. (Or, roll and
then take a running jump to ledge.) Take a running jump from the small
ledge to the opening below the receptacle where you placed the stone.
Drop back and grab the edge of the opening. Traverse to the left and
around the corner. Continue traversing along the horizontal crevice to
the ledge on the other side of the pit.
Enter the small room beyond and climb onto the low block. Jump up to
grab the edge of the opening overhead and pull up.
ROOM OVERLOOKING THE ARENA: Another lion and his gladiator buddy attack.
If you like, you can drop back into the hole and shoot these two by
jumping in place on the block while firing pistols. You may need to
climb up once or twice to get their attention.
When the gladiator dies, he drops the first COLOSSEUM KEY. It's
difficult to see on the patterned floor, so search carefully where he
fell. Use this key in the lock to the left of the double doors.
Cut Scene: Another statue-this one with a hammer-comes to life in the
next room.
Try to keep your distance from the animated statue. Each time he bangs
his hammer, a shock wave emanates from it and Lara takes damage if she's
too close. If you don't want to go head-to-head with him, run back to
the hole and drop through. If he doesn't come to the edge of the
opening, climb out to get his attention then drop in again. Once he's
standing above the opening, position Lara with her back against the wall
and keep firing with pistols until the statue is destroyed.
Go into the next room and climb through the small, square opening. Take
the second COLOSSEUM KEY from the pedestal. Use this to unlock the
second set of double doors. Slide down the ramp.
LEDGE WITH GOLDEN SUN AND PHILOSOPHER'S STONE: Before taking your prize,
go after the third secret. Take a running jump over the spike pit to the
T-shaped ledge. From there, take a running jump over more spikes to grab
the small ledge on the far side of the cave. Pull up. Crawl through the
opening and continue to a small room where you'll find a golden rose
(secret #3, 9/36). Return to the golden-sun ledge.
Use the CROWBAR to pry the PHILOSOPHER'S STONE from the wall and end the
level.
FMV Sequence: To save space here, I've included a transcripts of the FMV
(full-motion video) sequences between this level and the next in a
separate document (TR5FMV.rtf).
*Notes on Kills: In the Streets of Rome level, there is one doberman
that apparently may or may not appear in the hallway leading up to the
temple with the bell. My esteemed colleagues at the Tomb Raiders
Traveler's Guide (http://trinity.westhost.com/tomb/) swear they've seen
it, so I believe it.
In Trajan's Markets Larson is designated as an enemy, but since Lara
doesn't kill him, he is not part of the count at the beginning of the
walkthrough.
**Note on Secrets: There are 36 golden roses in the game. If you find
them all, after the credits you'll be able to access "Special Features"
from the options menu. This is a collection of storyboards, etc.,
created during the game design.
|
E-Level 4 THE BASE |
LEVEL 4: THE
BASE
Kills: 10 Items: 8 plus Uzis, Desert Eagle Pistol, Laser Sight, 2 keys,
1 keycard, a fuse and 3 Golden Rose Secrets**
Starting Inventory: Pistols (unlimited ammunition), binoculars, 3
flares, 3 small med-packs, 1 large med-pack.
(NOTE: Lara gets new equipment at the beginning of each episode, so
there's no need to conserve ammunition for any huge final boss. Feel
free to use the more powerful weapons when you find them.)
Slide down the chute to land in a dimly lit hallway. Go to the right
down a series of ramps to an open door. Enter a HUGE ROOM WITH STORAGE
CRATES AND MECHANICAL CLAW.
Cut Scene: The camera pans the room showing the claw moving overhead and
the claw operator in a control room overlooking the room.
While exploring this room, you can keep Lara safe from the mechanical
claw by running across the open areas and taking cover in the doorways
and under the overhanging ceilings at the outer edges of the room. Also,
the claw casts a circular shadow on the floor before it descends. If you
keep an eye on this shadow, you can usually jump out of the way in time.
The diagram above (also online at http://stellalune.com/TR5walk/screenshots/base.gif)
shows the layout of this area. Run straight across the room to the
doorway with the swipe-card lock (marked 'S' in the diagram) below the
balcony. Turn left and walk along, hugging the wall, to the metal locker
against the wall below the control room (marked 'L' in the diagram).
Search inside to find a SILVER KEY.
Turn around (to face away from the locker) and run to the far right
corner of the room. Behind the tall stack of crates is a locked door.
Use the key you just found to open it.
Enter and go up the stairs to a control room. Shoot the 2 soldiers
inside through the window. (The window ledge makes good cover.) One
soldier drops a SWIPE CARD when he dies. Pick this up and search the
lockers to find the UZIS. Return downstairs to the CRATE-AND-CLAW ROOM.
Run around the crates and across the room to the door under the balcony
to the left of the control room. (This is one of the doors marked 'S' in
the diagram.) Use your borrowed card in the receptacle to the left of
the door to open it. Enter and shoot the German shepherd. Collapsed
ductwork blocks the hallway. Draw pistols and jump up to shoot the grate
that's hanging crookedly. (It's outlined in screenshot at http://stellalune.com/TR5walk/screenshots/base1.jpg.)
Climb into the duct and pick up a golden rose (secret #1, 10/36).
Return out to the CRATE-AND-CLAW ROOM. Turn left and follow the wall to
the other swipe-card door. Use the card to open it and go up the stairs
to one of the balconies overlooking the big room.
Now you're going to jump across the boxes to the balcony on the other
side of the control room, while avoiding the mechanical claw. Save your
game. The red arrows in the diagram show the path you'll take, and the
series of screenshots at http://stellalune.com/TR5walk/base2.html give
more detail if you need it.
Take a running jump from the balcony to the stacked boxes below the
control room on the right. (NOTE: Set it up so Lara takes off close to
the end of the broken railing. If you're new to Tomb Raider, see my Tips
& Strategy page at http://tombraiders.net/stella/strategy.html for info
on setting up jumps.)
From there, take a running jump to the big stack of boxes in the middle
of the room. Jump onto the single wooden crate on top of the stack.
(NOTE: If Lara is about one box width away from the crate, a forward
standing jump will land her on top more quickly than climbing would.)
Now take a running jump to the stack of boxes under the other balcony.
Do not press Action during this jump or Lara won't make it. (Or, instead
of jumping from the higher wooden crate in the middle stack, start from
the wooden crate below it-the one that juts out from the stack toward
the CONTROL ROOM. From there, take a running jump to grab the edge of
the stack of boxes under the other balcony. Pull up.) Jump onto the
wooden crate on top of the stack below the balcony. From there, take a
running jump to grab the edge of the balcony. Pull up.
Follow the balcony around to the door of the CONTROL ROOM. Use the
button to open the door. Enter.
Cut Scene: Lara overpowers the claw operator and uses the claw to rip
out a section of wall in the room below.
Search the cabinets in the control room to find Uzi clips and a small
med-pack. Use the button in the doorway to open the other exit from the
control room. This leads back to the balcony where you started your
jumping.
Now, if you want to, you can go after a couple of goodies on top of the
crates. (Otherwise, just go downstairs and follow the TRACKS.) Jump from
the balcony to the boxes below the control room window, as you did
before. From there, jump to the middle stack of boxes. Cross to the
other side of the stack and take a running jump to the stacked boxes to
the right of the section of wall Lara ripped out (as shown in the
screenshot at http://stellalune.com/TR5walk/screenshots/base4.jpg). On
top you'll find a small med-pack (also marked on the diagram).
Drop to the floor and return to the corner of the room where you first
entered. Climb on the single wooden crate in the stack to the right of
the door (left if Lara's back is to the entrance). Take a running jump
to grab the edge of the big, metal box on the other side of the
entrance. Climb to the top to get some Uzi clips. (This sequence is
shown in the screenshot at http://stellalune.com/TR5walk/screenshots/base5.jpg,
and the clips are marked on the diagram.)
THE TRACKS: Exit the claw room along the tracks revealed when Lara
ripped out the wall. Two soldiers emerge at the far end. Take them out
and continue to end where a roll-down door blocks the way. Go through
the doorway on the left and follow the hallway outdoors.
SUBMARINE DOCK - LEFT SIDE: A tall stack of crates separates this side
of the dock from the RIGHT SIDE. Climb onto the box on the train car and
from there onto the crate hanging from the crane. Take a running jump to
the stack of boxes against the building. Do not press Action during this
jump or Lara won't make it. (See the screenshot at http://stellalune.com/TR5walk/screenshots/base6.jpg
to get oriented.) Climb to the top of the stack to get a golden rose
(secret #2, 11/36). Climb down. Then use the SWIPE CARD to open the door
behind the crane.
MACHINE ROOM: There's a soldier lurking inside. Kill him and take the
SILVER KEY he drops. Take note of the machine with the yellow fuses on
the back. You'll see it's missing a fuse. Go back outside and re-enter
the main building. Follow the hallway, cross the TRACKS and go through
the door on the opposite side. Go up the stairs to a locked door. Use
the SILVER KEY to unlock it. Step outside.
Cut Scene: Lara overhears two men talking on the dock below. Their
dialogue appears in a separate document with movie transcripts
(TR5FMV.rtf).
SUBMARINE DOCK - RIGHT SIDE: Go to the right end of the ledge. Take a
running jump to grab the corner ledge; pull up. Go to the left end of
the corner ledge and take a running jump to grab the edge of the ledge
nearest the submarine. Pull up and take the LASER SIGHT and some Desert
Eagle clips. Safety drop to the ground. Use the swipe card to open the
door below the ledge where you entered this area.
LOCKER ROOM: Enter and shoot the German shepherd. Search the lockers to
find the DESERT EAGLE PISTOL, Desert Eagle clips, a small med-pack, a
FUSE and Uzi clips. Find the grate on the floor in the far right corner
of the flooded showers. Stand Lara at the edge of the grate (as shown in
the screenshot at http://stellalune.com/TR5walk/screenshots/base7.jpg)
and press Action to open it.
Swim down through the flooded passage. Turn right at the T intersection.
Follow the long tunnel through various twists and turns. Eventually
you'll surface in a small room where you'll find another golden rose
(secret #3, 12/36). From here you can see the submarine through the
bars. Swim back through the tunnel to the LOCKER ROOM.
Go through the short hallway on the left and press the button to open
the door. Go through to emerge back at the hallway near the TRACKS.
Cross the TRACKS and go out the other door to the RIGHT SIDE of the
SUBMARINE DOCK. Before going outside take a moment to prepare; now there
are snipers in two of the high windows (their locations are shown in the
series of screenshots at http://stellalune.com/TR5walk/base3.html).
Combine the DESERT EAGLE and LASER SIGHT. Run out to the train car with
the box on it. If you position Lara behind it (on the right side, away
from the crane), she can target the sniper in the window above the
tracks without being hit by the other sniper. One well-aimed head shot
will kill the sniper. After you've taken out the first sniper, you can
target the second from on top of the train car using the dangling crate
for cover.
Return to the MACHINE ROOM behind the crane. Place the FUSE in the
machine on the left side where the fuse is missing. (Use the Action key
for this, just like unlocking a door.) A door opens nearby and the fans
turn on.
Go back around the machine. Kill the dog that comes in from outside.
Then go into the alcove on the left, behind the door that just opened,
and press the button.
Cut Scene: The crane rotates, moving the dangling box.
Go back outside. Climb onto the box on the train car. From there take a
running jump to grab the crate hanging from the crane. Pull up. Then
take a running jump to hull of the submarine.
Cut Scene: Lara lands on top of the sub and hides behind a crate. A
stevedore emerges from the hold, and Lara makes a noise to attract his
attention. When he comes to investigate, she subdues him and sneaks on
board. After taking stock of her surroundings she mutters, "Hmph.
Economy class."
|
E-Level 5 THE SUBMARINE |
LEVEL 5: THE
SUBMARINE
Kills: 13 Items: 5, plus Crowbar, Pistols, Shotgun, 2 Batteries, 2 Keys,
Aqualung, Suit Console and 3 Golden Rose Secrets*
Starting Inventory: 3 flares, 2 small med-packs, TMX watch, binoculars.
(NOTE: Lara gets new equipment at the beginning of each episode, so
there's no need to conserve ammunition for any huge final boss. Feel
free to use the more powerful weapons when you find them.)
Cut scene: Admiral Yarofev and two of his crewmen discover Lara in the
cargo hold. A transcript of their conversation appears in the document
TR5FMV.rtf.
BUNKS: Find the broken handrail (one of four) between the bunks (see the
screenshot at http://stellalune.com/TR5walk/screenshots/sub1.jpg if you
need direction). Press Action to pull it off for use as a CROWBAR. Use
your new tool to pry off the grate in front of the vent in the far
corner of the room (i.e., the vent that doesn't have fire extinguishers
in front of it, shown in the screenshot at http://stellalune.com/TR5walk/screenshots/sub2.jpg).
VENTILATION DUCTS: Enter the ducts and turn right. Crawl through the low
opening to a ladder. Climb to the top. Crouch and crawl backwards toward
the edge of the open shaft with the broken fan down below. Climb down
into the shaft. About halfway down there's an opening on the left. (The
screenshot at http://stellalune.com/TR5walk/screenshots/sub3.jpg shows
it.) When Lara is level with the opening, climb to the left as far as
you can and let go to land just inside the opening. Inside is a golden
rose (secret #1, 13/36). Take it then walk to the edge of the opening.
Take a standing jump to grab the opposite wall of the shaft. Climb to
the top. The small opening ahead is empty so traverse around to the
right and crawl through toward another ladder.
Climb the ladder to another deep shaft with live wires dangling above
it. Crawl backwards to hang from the edge of the shaft. Traverse around
to the left to the middle opening. Pull up and crawl through to a
trapdoor. Stand at the edge of the trapdoor and press Action to open it.
Drop down onto a crate.
STOREROOM: Search the shelves and drawers to find a small med-pack and
BATTERY (-). The door is locked so climb back through the trapdoor into
the ducts.
Again crawl backwards to hang from the edge of the shaft. Traverse
around to the left and climb out. Climb the nearby ladder. Ahead you can
glimpse the control room through the slats. Crawl through the low
passageway.
Cut Scene: Lara once again overhears Mikhailov speaking with the
admiral. A transcript of their conversation appears in the document
TR5FMV.rtf.
(NOTE: The rest of the level is shown in the handy map below. This was
done by Theresa from tombraiders.com and is used with permission. I have
modified it a little from her original.)
Continue through the duct (the slats are on Lara's right) to a ladder
leading down. Climb down and crawl on to another trapdoor. Open the
trapdoor and drop down into the KITCHEN.
Watch out for the stove burners. If Lara stands on them, she'll catch
fire. And be sure to move quietly. If the cook notices Lara he'll attack
with his knife. Hop down behind the stove and walk quietly around behind
the cook. Stay close to the stove so Lara is out of the cook's line of
sight. (Follow the path marked in the screenshot at http://stellalune.com/TR5walk/screenshots/sub4.jpg.)
When Lara is right behind the cook, but not touching him, press Action
twice to use the CROWBAR as a weapon.
Cut Scene: Lara whacks the cook with her hhttp://stellalune.com/TR5walk/screenshots/sub5.jpgandy
handrail.
(NOTE: If you accidentally attract the cook's attention and he attacks,
either reload a saved game or climb back up into the duct. Crawl through
to the next spot where Lara can stand up. Then crawl back to the open
trapdoor and re-enter the kitchen. The cook should be back at work and
you can try again.)
When the cook fades away, he drops a BRONZE KEY. Use this to open one of
the doors leading out of the kitchen. (The other doesn't open yet.)
Behind the door is another STOREROOM. Search the shelves and drawers to
find a SILVER KEY and a pair of PISTOLS. Use this key to unlock the
other door leading out of the KITCHEN.
Draw those borrowed pistols because there are 2 of Mikhailov's goons
waiting in the MESS HALL. A sailor comes in from the HEAD through the
door in the far corner. He drops a box of shotgun shells when he dies.
(NOTE: There's nothing in the head. When you go in to explore, you're
unable to use the Look button-or the facilities for that matter.)
Go through the other open doorway at the far end of the room. (Save the
hatch with the wheel for later.) The passage comes to a T. To the right
is a swipe-card door. You have no card, so go to the left. Kill another
bad guy in the hallway then continue to another T. This door only opens
from the other side, so use the wheel to open the hatch on the right and
climb the ladder. Continue to the CARGO HOLD where 2 goons ambush Lara.
Climb around on top of the crates to find the SHOTGUN, an AQUALUNG and a
large med-pack. Before leaving, use your crowbar to pry open the wooden
crate to the left of the doorway. Inside you'll find a golden rose
(secret #2, 14/36). Return down the ladder to the corridor below and
follow it back to the MESS HALL.
Cross the MESS HALL to the hatch in the far right corner. Turn the wheel
(Action) to open the hatch. Follow the hall to a STOREROOM on the right.
Kill the armed Mafioso inside. Climb onto the crate to reach the
trapdoor above. To open it position Lara at the edge of the crate facing
the doorway (as shown in the screenshot at http://stellalune.com/TR5walk/screenshots/sub5.jpg).
Jump straight up and grab the handle (Action). Climb into the duct
above.
MORE DUCTS AND A SECRET: Crawl through the ducts to the third square
grate in the floor. Here Lara can stand. Light a flare (or use your
binoculars with Action for a light) and look for a small opening above
(marked X on Theresa's map). Climb into it and retrieve another golden
rose (secret #3, 15/36).
Drop back down and continue along the duct to another trapdoor. Open it
and drop down into a DARK STOREROOM WITH BLUE LIGHT. (This is shaded
gray in the diagram.) When Lara hits the floor, the door opens and a
sailor comes to investigate. Kill him and search the drawers to find a
BATTERY (+).
Go through the door that just opened to emerge in the hallway behind the
MESS HALL. You don't have a swipe card for the door ahead, so follow the
hallway around the corner. Pass the corridor leading back to MESS HALL
(on your left). Continue straight to a ladder leading down.
Climb down and follow the hallway around the corner. After your gunfight
with another Mafia goon, pick up the wide-shot shells he drops. Continue
past the hatch with the wheel to the SLEEPING QUARTERS at the end of the
hall. Pick up a small med-pack on the floor behind the row of bunks.
Then backtrack along the hallway and use the wheel to open the hatch.
Take out the sailor standing guard in the TORPEDO ROOM. Go through the
doorway at the opposite end of this room and climb the ladder.
DIVING SUIT AREA: To the left is an open hatch. There's a diving suit
behind glass but no goodies inside. Turn the wheel to open the hatch to
the right. Shoot the sailor inside and take his SUIT CONSOLE. Continue
along the passageway. Again, two hatches. Kill the Mafioso in the room
behind the open hatch. Use the wheel to open the other hatch and go
inside.
The diving suit on the left is accessible. Position Lara facing the top
half of the suit, close to it. Combine the SUIT CONSOLE and AQUALUNG and
attach it to the suit (Action). Combine the (+) and (-) BATTERIES and
insert into the CONSOLE. Now you've got a working suit.
Cut Scene: Lara remarks, "Time to turn the tables." She puts on the suit
and rides the elevator down to the water.
|
F-Level 6 DEEPSEA DIVE |
LEVEL 6:
DEEPSEA DIVE
Kills: 0 Items: Spear of Destiny and 1 Golden Rose Secret*
OUTSIDE THE SUB: You begin the level outside the sub. Lara is wearing
the Extreme Depth Suit (EDS). The controls for swimming in the EDS are
similar to those for normal swimming; however Lara can't roll. Also, the
EDS is equipped with 10 chaff flares, which can be used as decoys to
draw enemy torpedoes away from her. To use a decoy flare, press the
Sprint key. (Regular flares, for seeing in dark places, can still be
used with the normal Flare key.)
Swim down out of the hatch and forward toward the seaweed. Ahead is an
outcropping of rocks forcing you to turn left or right. First, go right
(as shown in the screenshot at http://stellalune.com/TR5walk/screenshots/deepsea1.jpg).
Swim between the rocks to an open area with a mini-sub. The sub will
start shooting torpedoes at Lara. Either dodge them or drop a chaff
flare as a decoy. Swim down behind the yellowish mound of wrecked U-boat
to find a small, square opening. (See the screenshot at http://stellalune.com/TR5walk/screenshots/deepsea2.jpg
if you need help locating it.)
Inside is a golden rose (secret #1, 16/36), the only secret in this
level. Pick it up and swim back outside. Hurry past the mini-sub (drop
another chaff flare if you want to) and return toward the big sub the
way you came.
When you reach the seaweed (the big sub is off to Lara's left) continue
forward then to the right, along the other path between the rocks. (The
series of screenshots at http://stellalune.com/TR5walk/deepsea2.html
shows the way to the wreckage.) After turning right beyond the seaweed,
you'll notice a channel between the rocks on the left. The strong
current prevents you from swimming through, though. Continue forward to
another open area with a hostile mini-sub. Swim past the sub and into a
narrow channel between some blocky green rocks on the far left. Follow
this channel to emerge in an open area above the wreckage of the German
U-boat.
U-BOAT WRECKAGE: When you enter this area, another mini-sub approaches
from the far left. To avoid it, immediately swim down through the
opening in the yellowish heap of wreckage (shown in the last screenshot
on the page http://tombraiders.net/stella/deepsea2.html).
Once inside the wreckage, look for a small, square opening near the
bottom. Swim through into a small, hollow area. Now look for another
square opening in the top of the opposite wall and swim through it.
There's a third opening leading out of the next chamber, also near the
top. Finally, swim through one more square opening around the middle of
the wall in the next chamber.
Cut Scene: Lara discovers a wooden crate. She pries it open and pulls
out the SPEAR OF DESTINY. "Ah, who could believe it," she remarks. But
her elation is short-lived. The ceiling begins to collapse, damaging her
suit. "Puncture. Time to leave."
When the cut scene ends, Lara's aqualung no longer works. You'll need to
head for the big sub in a hurry.
(NOTE: If you like, you can save your game immediately after the cut
scene. That way you won't need to watch it again if Lara drowns. Just be
sure to save in a new slot in case anything goes wrong.)
Lara is facing the exit after the movie, so just swim straight through.
The next opening is up to the left. The one after that is on the
opposite side of the chamber near the top; the last is near the bottom.
Once inside the larger hollow in the wreckage, head straight up to the
opening.
BACK TO THE BIG SUB: (See the series of screenshots at http://stellalune.com/TR5walk/deepsea3.html
for visual aids.) The nasty mini-sub is waiting outside. As you exit the
hole, if you haven't gotten turned around, the sub will be off to the
left. Swim toward it, dropping a chaff flare or two as you go. Behind
the sub is a break in the rocks that leads back toward the sub. Look for
a group of rocks with rounded, greenish tops. Swim toward them, then to
the right.
Follow the seaweed growing on the bottom, making a U-turn to the left
around the rock outcropping. After the U-turn continue straight on. Here
the current will carry Lara the way she needs to go. Swim with it. (This
is the channel you couldn't enter earlier because of the current.)
You'll see the first mini-sub off in the distance to the left. Don't
swim toward it. Instead, turn right between the rock outcroppings and
head back toward the big sub. Swim beneath it and up through the open
hatch.
Cut Scene: Lara re-enters the sub and takes off the diving suit. She
stops to examine the spearhead and is interrupted by Mikhailov and his
goons. (A transcript is included in the document TR5FMV.rtf.)
|
G-Level 7 SINKING SUBMARINE |
LEVEL 7:
SINKING SUBMARINE
Kills: 5 Items: 6 plus Uzis, Desert Eagle, Swipe Card, 2 Keys, Nitrogen
Canister, Oxygen Canister and 2 Golden Rose Secrets**
You're back inside the nuclear sub, only things have changed a bit after
the blast. The map above (also online at http://stellalune.com/TR5walk/screenshots/theresasinkingsub.gif)
includes some areas where you've already been. Blocked passages are
indicated by jagged lines. The X near the top left marks the spot where
you begin.
(NOTE: Again, the map comes from tombraiders.com and is used with
permission. I have modified it from Theresa's original to follow my
text.)
DIVING SUIT AREA: You can explore the diving-suit rooms ahead if you
want to, but they don't contain anything you need. If you want to skip
them, just turn around and climb down the ladder (or safety drop) to the
deck below.
Enter the TORPEDO ROOM and shoot the bad guy on the other side. He drops
some Uzi clips. Continue to a T intersection, killing another goon in
the hall to the right. He drops Desert Eagle clips. Continue to the
right and climb the ladder to the MIDDLE DECK (where the KITCHEN and
MESS HALL are located).
Just down the corridor on the right is a partly flooded hall with fires
blocking the way. At the end of the hall (around the corner to the left)
is a swipe card door, for which you still don't have a card, and an
empty STOREROOM. The vent above the storeroom has collapsed, so this is
a dead end until you get a swipe card. You'll have to go through the
BURNING HALLWAY.
Approach the first flame but don't get too close. Position Lara a full
floor tile from the flame and as close to either wall as possible (as
shown in the screenshot at http://stellalune.com/TR5walk/screenshots/sinkingsub1.jpg).
Take a standing jump over the flame. If you set it up correctly, Lara
won't take any heat damage. Enter the STOREROOM on the left (between the
two flames). Search the shelves near the crate to find the UZIS. Again,
the duct overhead is blocked. So go back into the corridor and jump over
the second flame (on the left) the same way you did the first. Continue
toward the MESS HALL.
Cut Scene: Live wires dangle into the water pooled on the floor. Not a
safe place to play.
If Lara steps into the water on the floor, the electric shock will
quickly drain her health. So use the tabletops to get across. Take a
standing jump from the edge of the doorway (taking care not to step off)
onto the tabletop ahead. Take another standing jump to the next table,
making sure to stay to the left side so Lara doesn't hit her head on the
overhanging duct and fall into the water.
The KITCHEN is on the left, but wait to go there. More dangling wires
there prevent you from getting anything done. Instead, jump to the third
table on this side of the room. Walk to the corner of the table nearest
the doorway at the end of the room. Take a hop back then do a running
jump, pressing Action to lower Lara's arc, so she lands just inside the
doorway. (See the screenshot at http://stellalune.com/TR5walk/screenshots/sinkingsub2.jpg
to get oriented.)
It's safe to walk through the water in the next hallway. Turn right at
the T and kill the goon hiding in the STOREROOM. This room (shaded gray
in the diagram) was inaccessible in the SUBMARINE level, but the goon
has opened the door for you. He won't be needing his SWIPE CARD anymore,
so feel free to take it. Also grab a small med-pack from the shelf
opposite the door. Return to the doorway to the MESS HALL.
Take a standing jump from the doorway to the table straight ahead, then
another standing jump to the next table. Be sure to jump on the left
side so Lara doesn't hit the duct above. Jump again to the third table.
There's still nothing doing in the HEAD, so you can skip that area. Take
a standing jump from the last table on the left to the table across the
aisle, pressing Action so Lara doesn't hit her head. Repeat that move to
get into the doorway of the BURNING HALLWAY.
Go back through the BURNING HALLWAY, jumping the flames as you did
before. At the T, go to the right. (Left leads to the ladder down to the
TORPEDO ROOM.) Now that you have a SWIPE CARD you can open the door at
the end of the hall. (NOTE: There may be buggy dramatic music here.
Don't worry, there's no danger.)
BEHIND SWIPE CARD DOOR/TO UPPER DECK: Follow the hallway past a CORRIDOR
WITH DANGLING WIRES. Note the locked STATEROOM door beyond the live
wires. You'll be back. Continue to a ladder and climb to the UPPER DECK.
Follow the hallway past a CONTROL ROOM WITH DANGLING LIVE WIRES.
(NOTE: It's possible to cross this room by jumping from console to
console, but it's much easier to come back later when the power is off.)
At the end of the hall is a SECOND CONTROL ROOM WITH PERISCOPES. Cross
the room and open the hatch with the wheel. Enter.
Cut Scene: Lara meets the injured admiral. He gives her a key. Their
conversation is transcribed in the document TR5FMV.rtf.
After the cut scene, you'll have a SILVER KEY in your inventory. Make a
mental note of the ladder on the wall next to the admiral. This leads to
the ESCAPE POD. If you check it out, you'll notice there are two empty
receptacles on the wall up there. You'll need to collect a few items to
make the pod work.
BACK INTO THE AIR DUCTS: Go back into the SECOND CONTROL ROOM WITH
PERISCOPES. Look for the vents on the duct running along near the
ceiling on the left side of the room. The second vent cover is loose.
(See the screenshot at http://stellalune.com/TR5walk/screenshots/sinkingsub3.jpg
if you have trouble spotting it.) Stand on the small, square table
beneath the vent and jump straight up while firing pistols to shatter
the slats. Take a standing forward jump from the edge of the little
table to grab the opening in the duct. Pull up. (Now you're inside the
duct opposite the one where Lara overheard the admiral and Mikhailov
arguing in the first submarine level.)
Crawl to the right and around the corner to a trapdoor. Open it and drop
into the STOREROOM WITH ELECTRICAL SWITCH. The switch is high on the
wall between the two yellow signs. Position Lara directly under the
switch. Then jump straight up and press Action to grab it (as shown in
the screenshot at http://stellalune.com/TR5walk/screenshots/sinkingsub4.jpg).
This turns off the power in strategic areas of the sub, deactivating the
dangerous live wires. The admiral's key doesn't open this locked door.
So, for now, return through the duct to the CONTROL ROOM.
Go out into the hallway and on to the CONTROL ROOM WITH DANGLING WIRES.
Now that you've turned off the power, it's safe. Enter and pick up a
large med-pack, Desert Eagle clips and the DESERT EAGLE PISTOL, which
are lying on the floor. Also take the yellow NITROGEN CANISTER on top of
one of the rear consoles.
Exit and go to the right. Climb down the ladder to the deck below. The
first passageway on the left, previously blocked by live wires, is now
safe. But before going in, take a little detour to get a secret.
Continue straight on through the open swipe-card door, then to the right
back to the BURNING HALLWAY. Jump the flames as you did before. Go
through the MESS HALL, which is safe now that the power is shut off, to
the kitchen on the left. Pick up the golden rose from the floor. This is
secret #1 (17/36). Return through the MESS HALL and the BURNING HALLWAY.
Go right at the T and through the open swipe-card door at the end of the
hall. On the right, before the ladder leading to the UPPER DECK, is the
CORRIDOR WITH DANGLING WIRES. The power is off and you've got the SILVER
KEY, so go through and unlock the door to the STATEROOM.
Enter and search the lockers. You'll find a small med-pack and the
OXYGEN CANISTER. Two bad guys ambush Lara in the hallway as she leaves.
Take care of them and pick up the BRONZE KEY one of them drops. Now you
can get the second secret.
Climb the ladder on the right to the UPPER DECK. Follow the hall back to
the SECOND CONTROL ROOM WITH PERISCOPES. Jump from the table to grab the
open duct and crawl in. Follow the duct to the right back to the
STOREROOM WITH THE ELECTRICAL SWITCH. Use the BRONZE KEY to open the
locked door. Secret #2 (18/36), another golden rose, is in the drawer.
Return through the ducts to the CONTROL ROOM.
Go through the wheeled hatch at the back to where the injured admiral
is. Climb the ladder to the ESCAPE POD. Use the NITROGEN CANISTER in the
receptacle on the left. This opens the other receptacle. Use the OXYGEN
CANISTER there.
Cut Scene: Lara offers to aid the admiral in escaping but he refuses.
(See the document TR5FMV.rtf for a transcript of their conversation.)
Two back-to-back FMV sequences: In the first movie, Lara rides the
escape pod to the surface where she is spotted by Jean-Yves, and the
admiral bravely goes down with his ship. Then we return to the present
day, with Lara's old friends discussing the weather.
The second movie introduces the third episode, which involves young
Lara's adventures on a mysterious island. Transcripts of these movies
also appear in the document TR5FMV.rtf.
**Note on Secrets: There are 36 golden roses in the game. If you find
them all, after the credits you'll be able to access "Special Features"
from the options menu. This is a collection of storyboards, etc.,
created during the game design.
|
H-Level 8 GALLOWS TREE |
LEVEL 8:
GALLOWS TREE
Kills: 0* Items: 9 plus Rubber Tube, Pitchfork, Clapper, Wooden Torch
and 3 Golden Rose Secrets**
Starting Inventory: TMX watch, 3 small med-packs, 1 large med-pack.
FMV: Lara stows away on a boat in order to accompany Father Patrick to
an Irish isle where strange goings-on have been reported. (A transcript
is included in the document TR5FMV.rtf.)
THE CHASM: The hole on the right leads down to the valley you'll be
visiting shortly. Leave it for now as you'll be taking another route and
making some pick-ups on the way down. Instead, follow the path up to the
left to the rim of the CHASM. Take a running jump from the rim of the
pit to the sloping whitewashed ledge on the other side. (See the
screenshot at http://stellalune.com/TR5walk/images/gallowstree1.jpg if
necessary to get oriented.)
Once on this ledge, stand against the cliff wall and grab the horizontal
crevice. Traverse along this crevice to the left and around the corner.
Let go to slide onto the flat part of the whitewashed ledge beneath.
Turn to face the rock outcropping and the wooden bridge beyond. (There's
a lovely sunset in the distance.) Find the whitewashed slope ahead
(shown in the screenshot at http://stellalune.com/TR5walk/images/gallowstree2.jpg).
Then look down along the wall of the chasm to spot a small, greenish
misty cave (shown in the screenshot at http://stellalune.com/TR5walk/images/gallowstree3.jpg).
This is where you're headed first.
Take a standing jump to the whitewashed slope ahead (as shown in the
screenshot of the slope). Slide backward and press Action to grab the
edge. Let go to drop onto a ledge jutting out of the rock outcropping.
Turn right to face the MISTY CAVE. Walk carefully along the ledge to the
middle of the angled texture nearest the cave. (the screenshot at
http://stellalune.com/TR5walk/images/gallowstree4.jpg shows the spot.)
From there, take a standing jump toward the cave, pressing Action to
lower Lara's arc so she lands squarely in the cave. A flock of bats fly
out. Don't jump around too much trying to avoid them or you may slip out
of the cave and have to come all the way back. Instead try running Lara
into a corner and crouching. She'll take little or no damage. At the
back of the cave you'll find a large med-pack and a golden rose (secret
#1, 19/36).
Drop down to the floor of the CHASM. Go around the back of the rock
outcropping (to the right if Lara's back is to the MISTY CAVE.) There's
a small med-pack on the ground. Now make your way to the other side of
the chasm, where there's a square ledge below an opening in the wall.
Climb onto the ledge and turn left to face the hollowed-out flat spot in
the corner. Stand Lara at the outer corner of the ledge nearest the
hollow. Take one walking step back from the edge. Then take a standing
jump to a flat area on the rocks. Take another standing jump to the
hollow. Pick up a small med-pack. (the screenshot at http://stellalune.com/TR5walk/images/gallowstree5.jpg
shows the right starting point and where to jump.)
Return to the ledge and climb into the opening. Climb up several ledges
to emerge back where you started the level. Follow the path back to the
rim of the CHASM.
Repeat the jump to the whitewashed ledge and the traverse along the
crevice to the next ledge. Turn to face the whitewashed slope (again,
it's in the screenshot at http://stellalune.com/TR5walk/images/gallowstree1.jpg).
Jump to the slope, slide back and grab the edge as you did before. Only
this time don't drop. Instead traverse to the right and around the
corner until Lara is hanging above a small, rectangular opening. (The
series of screenshots at http://stellalune.com/TR5walk/gallowstree2.html
show how.) Let go then immediately press Action to grab the edge of the
small opening. Pull up and crawl through.
Walk around the rock outcropping to the right. Climb onto the small,
square block underneath the wooden bridge (shown in the screenshot at
http://stellalune.com/TR5walk/images/gallowstree8.jpg). Jump straight up
to grab the vines on the underside of the bridge. Traverse across the
chasm to the dark room on the other side. Pick up the large med-pack in
the depression on the left. Then slide down the chute. Enter the area
with the gnarled old tree.
Cut scene: Lara enters the area and is startled by the sudden appearance
of a rotting corpse swinging from the tree by a noose. It speaks to her,
asking her to find its heart. (A transcript is included in the document
TR5FMV.rtf.)
THE GALLOWS TREE: First, be careful not to step too close to the
campfire. Also, if Lara goes toward the covered well, she'll trigger the
appearance of a demon baby (I'm not sure exactly what this is) from
inside the barrel. It will follow and attack her, making exploring the
area quite a bit more difficult than it has to be. To avoid triggering
it, stay on the stone steps or the first row of gray-and-white ground
tiles below the steps. (The safe spots are shaded orange in the
screenshot at http://stellalune.com/TR5walk/images/gallowstree9.jpg.) If
you do end up with the thing on your trail, just keep moving and seek
higher ground (as described below).
Just to the left of the chute where Lara slid in (left when facing the
chute), is a wall with a sloped top. Set out a bit from this wall is
tall, square pillar. (See the screenshot at http://stellalune.com/TR5walk/images/gallowstree10.jpg
for details.) Position Lara between the sloped wall and the pillar
facing the wall. Jump up and grab the top of the sloping wall. Pull up
and before Lara can slide down, press Jump to back flip onto the pillar.
Up there you'll find a golden rose (secret #2, 20/36). It's also a good
vantage point for scoping out the area.
Drop down, face the tree, then head into the shallow cave off to the
right (also shown in the secret #2 screenshot at http://stellalune.com/TR5walk/images/gallowstree10.jpg).
(Remember, you can avoid triggering the demon baby by staying on the
stone steps and the row ground tiles adjacent.) Inside you'll see a
crawlspace near the bottom and slats running along the ceiling. Skip the
crawlspace for now and jump straight up to grab the slats. Traverse into
the high opening. You can let go when the dramatic music plays and a
flock of bats appear. Run into the cave and crouch in the corner until
the bats disperse. Then climb onto the ledge on the left.
THE WELL/UNDERWATER PASSAGES: Walk to the edge of the high opening. Take
a standing jump into the well below. Swim down the tunnel. When you come
to a T, go to the right. Continue to another T intersection. Go right
again. Keep going along the uneven tunnel. At the next intersection,
turn left. (The passage leading upward is a dead end.) Continue until
the tunnel turns upward and emerges in a MILL POND. (The small opening
on the side of the underwater shaft near the top leads into the nearby
shack. However, the water level there is too low to climb out.)
MILL POND AND SHACKS: When you surface in the pond, face the building
with the wooden walkway jutting out and swim to the left. (If you swim
to the right, a swarm of rats appears.) Climb out on either of the flat
rock ledges and jump/walk over to the wooden walkway.
Position Lara at the end of the walkway with the building on her left
(as shown in the screenshot at http://stellalune.com/TR5walk/images/gallowstree11.jpg).
Take a running jump from the end of the walkway to the sloped ledge on
the far side of the pond. Hold the Jump button to leap from the slope
onto a ledge next to the shack. Crawl through the hole in the foundation
into the shack. Pick up the large med-pack on the floor and search the
drawers for a RUBBER TUBE. Return to the MILL POND either through the
crawlspace or the water-filled tunnel.
Climb back up to the wooden walkway. From there take a running jump
across the angled wooden wall dividing the pond. More rats emerge when
you reach the other section of the pond. Climb out of the water and run
through the door at the top of the wooden steps. This leads through a
small cave back to the GALLOWS TREE.
Cross to the far left corner. (Again, if you don't want to attract the
demon baby, stay close to the stone steps on the left.) In the bottom
corner of the wall, there's another crawlspace. Go through.
OPEN AREA WITH BOARDED-UP BELL TOWER: Find the misty opening below and
to the left of the boarded-up building. Go into this hollow and pick up
a broken PITCHFORK. (the screenshot at http://stellalune.com/TR5walk/images/gallowstree12.jpg
shows where it is.) Climb onto the ledge near the boarded-up openings.
Combine the PITCHFORK and RUBBER TUBE to make a CATAPULT (more like a
slingshot really, but maybe that's a dialect thing). Use this near the
boarded-up openings.
Cut scene: Lara assembles her slingshot and uses it to shoot the block
anchoring the chain attached to the bells. The bells begin to ring, then
crash to the ground. Lara jumps aside to avoid the falling debris.
Enter the bell room and pick up the iron CLAPPER. Go down through the
hole behind the bells. Follow the tunnel to emerge on a HILLSIDE PATH
WITH OPEN CRYPTS.
Enter the first crypt, just above the tunnel entrance, and pick up a
WOODEN TORCH from the floor. Follow the path up the hill. The first
crypt on the right is empty. The next crypt, on the left, contains a
small med-pack. You'll need to drop the torch (use the draw/holster
weapons key) to pick up the med-pack. Be sure to pick up the torch again
afterwards. Continue up the path. The rest of the crypts are empty.
(NOTE: If you want to, you can enter the crypt that has a lit torch and
light your wooden torch on it. Stand close and press Action. You can
wait until later to do this, but if your game runs dark, you may want
the extra illumination.)
At the top of the hill is a closed door and a niche in the stone wall
next to it. You'll return here later.
Find the deep hole next to the crypt at the top of the path. Throw your
torch down the hole. Then climb down the ladder after it. (Either pick
up the torch or make a mental note of where you left it.)
UNDERGROUND TUNNELS: Walk along the corridor to a fork. Ahead are some
brownish break-away tiles above a spike pit. Either run across quickly
or detour around the spikes by going up the ramp to the right. On the
other side of the spike pit is a lit torch. Again, you can light your
wooden torch here if you want to (Action), or if it's not too dark for
you, drop the torch here. Go down the ramp to the right of the lit
torch. A flock of bats flies out. (Again do the crouch-in-the-corner
trick if you want to.) Continue to where the passage opens into the
spike pit. Walk through the spikes so Lara won't be injured. Drop the
torch if you have it. Then crawl into the small opening to find a large
med-pack and a golden rose (secret #3, 21/36). Crawl back out, walk
through the spikes, and return up the ramp to the lit torch.
If you haven't done so already, light the WOODEN TORCH using the lit
torch on the wall (Action). Follow the passage back toward the spike
pit. Go to the right and up the ramp to the ROOT ROOM. Stand directly
underneath the root ball and press Action to use the lit torch to burn
the roots. The hanged man's HEART drops out onto the floor. Step away
from the center of the room to throw the torch (otherwise it lands right
next to the heart). Then pick up the HEART.
Cut scene: A nearby door opens and Lara enters to find Father Patrick
performing exorcism rites above the rim of a deep pit. (A transcript of
the conversation is included in the document TR5FMV.rtf.) The important
information is the Father telling Lara to meet him on the other side of
the bridge, and to use iron to ward off any evil creatures she may run
into.
Be careful not to fall in the deep pit. Start out the way Father Patrick
went, picking up the small med-pack on the floor near the chute. This
chute leads back down to the GALLOWS TREE. It's quicker to exit the
tunnels the way you came. Go back into the ROOT ROOM. Then exit through
the other door. Follow the hallway back to the spike pit. Skirt the pit
by going up the ramp to the left then down the other side. Continue to
the ladder. (You must drop the torch here because Lara can't climb with
it.) Climb the ladder to the HILLSIDE PATH WITH OPEN CRYPTS.
(NOTE: If you do exit the ROOT ROOM by sliding down the chute, cross the
GALLOWS TREE area to the far left corner. Go through the crawlspace to
the BELL TOWER. Climb up to the bells, drop through the hole behind
them, then follow the tunnel to the HILLSIDE PATH WITH OPEN CRYPTS.)
At the top of the path, place the HEART in the niche to the right of the
door.
Cut scene: Eerie laughter echoes through the area as the door slides
open. Demon babies emerge from the crypts along the hillside and come up
the path toward Lara.
Go through the door you just opened. Depending on whether or not you
picked up the CLAPPER in the BELL TOWER, you'll see one of two possible
cut scenes here.
Cut scene - If Lara doesn't have the clapper: Lara tries to slide back
the stone blocking the exit, but the demon babies overpower her. They
disappear (maybe dispelled by her metal belt buckle?) but she's ends up
outside the room again. (This cut scene repeats every time you enter the
room until you get the iron CLAPPER.)
To get the CLAPPER, run down the hill (jumping over the demon babies) to
the opening at the bottom. Crawl through to the BELL TOWER. The CLAPPER
is on the floor behind the bells. Return to the exit with the clapper.
Cut scene - If Lara has the clapper: Lara enters the room and tries to
slide back the stone blocking the exit. The demon babies enter the room
and she uses the iron CLAPPER to repel them. Then she throws it on the
floor near the entrance. Now she is able to move the stone and open the
exit.
Go through the tunnel you just opened. Follow the tunnel climbing
several ledges to reach the WOODEN BRIDGE. After meeting another flock
of bats on the bridge, pick up the large med-pack and continue across.
Climb a few more ledges. Then go up the ramp to the next level.
|
I-Level 9 LABYRINTH |
LEVEL 9:
LABYRINTH
Kills: 0* Items: 6 plus Bone Dust, Bestiary and 3 Golden Rose Secrets**
CHAPEL: Turn around and approach the wrought iron gate behind the pew.
Cut scene: A skeleton in dark robes appears. It passes Lara and goes
through the wrought iron gate, turns the jeweled newel on the back of
the pew in the side chapel, then disappears through the wall.
Find the three carved square tiles at the front of the chapel. Press
these in the order: middle, left, right.
Cut scene: The pews move aside and the wrought iron gate to the side
chapel opens, revealing a skeleton with a sword lying in a niche in the
wall.
Now make your way carefully back to the side chapel, avoiding the 5
phantom skeletons. These appear when Lara moves close to them and they
try to hack her with their swords. If you follow the path shown in the
diagram above (also online at http://stellalune.com/TR5walk/images/chapel.gif),
she won't get hurt. Enter the side chapel. Pick up the small med-pack on
the floor near the skeleton with the sword. Then approach the jeweled
newel on the back pew. Press Action to examine it.
Cut scene: Lara twists off the newel and removes something from inside.
You now have a small sack of BONE DUST in your inventory. Return through
the chapel, again avoiding the phantom skeletons, to the front where the
carved tiles are. Approach the font on the left and use the BONE DUST
there. A flame flares up in the container.
Cut scene: The phantom skeletons are destroyed.
Now the wrought iron gate at the back of the chapel stands open. Go
through this gate, but before sliding down the ramp, climb onto the
ledge ahead. (It's just above if the ramp is on Lara's left.) Pull the
switch to open the wrought iron gate in the side chapel near the
skeleton with the sword. Behind the gate you'll find a large med-pack
and a golden rose (secret #1, 22/36). Return to the top of the ramp and
slide down.
SMALL ROOM WITH HOLE AND WOODEN BEAMS: Enter and dodge the bats. Through
the wooden beams on one side of the room, you can see another SMALL room
with coffins beyond. Safety drop through the hole in the floor into a
small pool of stagnant water far below. (NOTE: Don't just step off the
edge or Lara will take damage when she falls to one of the ledges
below.) Climb out of the pool.
Cut scene: Lara looks up into the tower overhead and gasps. The hooded
skeleton moves through the area above. It is showing Lara the way out.
Notice he's coming through a doorway flanked by carved faces wearing ram
helmets, crossing a platform with a book on it, and walking out through
a doorway flanked by a triple-face symbol. (This all comes into play in
the following sections.)
THREE-STORY PUZZLE WITH ROTATING BRIDGES: In this next area there are
three rooms, one on top of the other. From bottom to top they are: LAVA
POOL ROOM, GAS JET ROOM and SPIKED FLOOR ROOM. Each of these rooms has a
rotating central structure with one or more bridges jutting out from it
like spokes. Each has four doorways leading to each of four towers. The
four doorways, and the towers they lead to, are marked with carvings: A
face with a ram helmet, two figures fighting, a lone figure carrying a
spear or a face with three noses (I refer to this as the "triple face").
The object of the puzzle is to use the switches to rotate the bridges so
they meet the correct doors, enabling Lara to exit.
(NOTE: At first I experienced a bit of confusion with this puzzle since
the cut scenes don't seem to match what actually happens. I'll try to
explain step by step. It's easier than it seems, as long as you only
pull the first switch, as I direct. If you use a switch by mistake, just
use it again to return the bridge(s) to their original position. If
you're stuck here and don't have the patience to sort it all out, feel
free to download my savegames from http://tombraiders.net/stella/savegame.html.
For help with savegame files, http://tombraiders.net/stella/ziphelp.html.)
RAM-HELMET TOWER: The pool of stagnant water, where Lara begins, is at
the bottom of the RAM-HELMET TOWER. Go up the spiraling wooden ramps to
the first landing that has an open doorway. Enter here and follow the
passage to a LARGE ROOM WITH A LAVA POOL below. Pick up a small med-pack
on the landing just before the LAVA ROOM.
Before crossing the bridge to the central structure, go after a secret.
(This sequence is shown in the series of screenshots at http://stellalune.com/TR5walk/labyrinth2.html.)
Turn left to face the break in the railing just inside the entrance.
From here, take a running jump across the lava pool to grab the ledge in
the corner. Don't pull up into the alcove. Instead traverse around the
corner to the right and pull up into the next alcove. Turn around to
face the ledge extending from the triple-face doorway. Position Lara at
the right side of the alcove, where the ceiling is higher, and take a
running jump, pressing Action to lower Lara's arc a bit so she lands on
the ledge. Go through the door and follow the passage to the golden rose
(secret #2, 23/36).
Return to the ledge above the lava pool. Turn right take a running jump
to grab the edge of the alcove, traverse back around the corner to the
left and pull up into the other alcove. Turn around and take a running
jump back to the bridge. Now follow the bridge to the central structure.
Pull the switch once.
Cut scene: The central structure in the LAVA ROOM rotates one quarter
turn counter-clockwise. Next, we see the central structure in another
room rotate one quarter turn counter-clockwise. The pictures on the
doorways shown in the cut scene don't match the state of things after
the switch is used, but ignore that for now. (See the note at the bottom
of the page for more info on this.)
Follow the bridge, now to the right of the switch, through the door into
the TWO-FIGURES TOWER. Go up the spiraling wooden ramps to the first
landing that has an open doorway. Enter here and follow the passage to a
LARGE ROOM WITH GAS JETS below. (If Lara falls off the walkway, she'll
slide onto the gas jets, which will then ignite.)
Cross the bridge to the central structure but don't pull the switch.
Instead turn right, cross the other bridge and enter the SPEAR-CARRIER
TOWER. Go up the spiraling wooden ramps to the very top. Here you'll
find a crawlspace with a small med-pack. Walk back down to the topmost
landing with an open doorway.
Go through to a LARGE ROOM WITH A SPIKED FLOOR. (The spikes are
retracted. All you see are star-shaped holes. But if Lara slides down,
the spikes will come up and kill her.) The bridge should be in position
so Lara can cross from the spear-carrier door to the central structure.
Pick up the BESTIARY.
Take a running jump from the opening where you picked up the book to the
ledge in front of the TRIPLE-FACE TOWER. Enter the tower. There's a
large med-pack on the floor at the bottom.
You can follow the dancing lights up to the top of the tower, but be
sure to stop along the way for a secret. Climb or jump from the wooden
step to the uneven corner ledge. Position Lara at the top edge of this
ledge and angle her a bit to the left. Take a standing jump to grab the
middle of the ceiling with slats. (See the screenshot at http://stellalune.com/TR5walk/images/labyrinth4.jpg
if necessary to get oriented.) Traverse forward until Lara is hanging
right against the wall facing the crawlspace. Let go and immediately
press Action again to grab the edge of the opening. Pull up and crawl
in. Crawl backwards into the spike pit, taking care not to let go and
drop. Traverse around the rim of the pit and pull up into the crawlspace
on the other side. Crawl on to get another golden rose (secret #3,
24/36). Crawl back out to the tower the way you came.
Climb back up to the top end of the wooden corner ledge. This time,
instead of traversing to the crawlspace, take a standing jump to grab
the flat wooden ledge to the left of the crawlspace (also shown, though
not labeled, in the screenshot mentioned previously (http://stellalune.com/TR5walk/images/labyrinth4.jpg).
Pull up. Turn around and jump to the next higher ledge. Follow the ramps
to the top of the tower. Slide down the next ramp and follow the dancing
lights to the surface.
THE MAZE: The next area is a labyrinth with various holes in the floor.
When you enter a monster comes out of the passage on the left. The
easiest way to get through this is to just follow the dancing lights,
jumping over the holes as you go. If you fall into a hole by mistake,
just follow the passage, always keeping the wall on either Lara's right
or her left, and you'll eventually come to an opening low enough to
grab. Climb out here to begin again at the beginning of the maze. The
lights will be there again to guide you.
On the other side of the MAZE, slide down the ramp into the SMALL ROOM
WITH COFFINS. (This is the room you saw through the beams from the top
of the RAM-HELMET TOWER.) Pick up the large med-pack in the depression
on the floor. Approach the open coffin.
Cut scene: Lara goes through the coffin and tumbles down a ramp. She
meets Father Patrick, whose hair has gone white. They converse briefly.
She offers him the bestiary, but he declines and he tells her to stay
where she is for now. She agrees. (A transcript of the conversation is
included in the document TR5FMV.rtf.)
NOTE ON ROTATING-WALKWAY ROOM PUZZLE AND CUT SCENES: The cut scene after
pulling the first switch (to the down position) shows the bridge
rotating one quarter turn counter-clockwise, from the door with the two
figures to the door with the spear carrier. In Lara's reality, the
bridge does move a quarter turn counter-clockwise, but it goes from the
door with the ram (where you entered) to the door with the two figures.
The second part of this same cut scene shows a single bridge rotating a
quarter turn counter-clockwise in a room with gas jets on the floor. It
is shown moving from a spear-carrier door to a triple-face door. In
Lara's reality, the room with gas jets has two perpendicular bridges.
These apparently don't move at all when you pull the first switch. They
are pointing to the spear-carrier and two-figure doorways before and
after the cut scene.
The third room, which has a spiked floor, can be accessed by going to
the third floor of the ram-helmet tower (where you begin). At this
point, you find the bridge in the spike room pointing toward the
spear-carrier door, and you are unable to reach the switch in the
center. After pulling the first switch, this walkway is still pointing
toward the spear-carrier door. So, apparently this walkway also doesn't
move when the first switch is pulled.
You don't need to pull the second switch (in the gas-jet room) to solve
the puzzle, but if you do, the cut scene seems to reflect what actually
happens.
So, the bottom line is that, regardless of what is shown in the cut
scenes, each switch rotates only the tower to which it is attached. In
order to solve the puzzle, you need only pull the first switch (in the
lava room).
|
J-Level 10 OLD MILL |
LEVEL 10: OLD
MILL
Kills: 0* Items: 4 plus Wooden Torch, Crowbar, Chalk, Silver Coin and 3
Golden Rose Secrets**
Cut scene: Lara and Father Patrick emerge from the Labyrinth onto a
rainy hillside. He tells her to stay out of trouble. (A transcript of
their dialogue is included in the document TR5FMV.rtf.)
PATH BETWEEN CHASM AND MILL: If Lara crosses the dark brown square on
the path, a cut scene ensues.
Cut scene: A demon horseman appears on the hillside. He tries to cut
Lara down, then dismounts, grabs her and throws her back to the other
end of the path.
So you can't pass this way yet. For now, go through the tunnel on the
left. At the first T intersection, turn right to emerge outdoors. (NOTE:
If you're very low on health, you can instead go right at the first T in
the passage. Continue to another T, where you'll encounter a flock of
bats. The left passage leads to a dead-end where you can find a small
med-pack and a lit torch. After getting the med-pack, backtrack up the
tunnel to emerge outdoors.)
Cut scene: The camera pans the area: a deep chasm with a rope dangling
above and demon babies frolicking on a ledge. Notice the dark object on
the ledge next to the tunnel entrance. This is a wooden torch.
CHASM WITH DANGLING ROPE: As soon as they notice Lara, the demon babies
start throwing rocks at her. Walk to the edge of the chasm and line Lara
up so she's facing the dangling rope squarely. (Use the Look button to
make sure.) Take a standing jump to grab the rope. Climb to the bottom
and rotate Lara so she's facing the ledge with the torch (above and to
the left of the tunnel entrance, shown in the screenshot at http://stellalune.com/TR5walk/images/oldmill1.jpg).
Use the Sprint key to swing in that direction. Then jump from the rope
onto the ledge. Pick up the TORCH.
(NOTE: Refer to the ROPE SWINGING TIPS at the bottom of the page if you
need them. And don't forget, if you're playing on the PC you can use a
med-pack with the 9 or 0 key even while hanging from the rope.)
As soon as you've got the torch, slide down from the ledge and run into
the tunnel. Follow the passage forward, then right. You'll meet some
bats on the way if this is your first time in exploring the passage. At
the T, go left to the lit torch. Pick up the small med-pack on the floor
nearby if you didn't get it earlier. Light your torch here (Action) and
return outside.
You might want to save your game in case you accidentally toss the torch
into the chasm. Walk to the edge of the chasm and throw the lit torch
down toward the demon babies to distract them. Now you can explore in
peace.
Back to the rope. Take a standing jump from the edge of the chasm to
grab the rope. Climb to the bottom and rotate Lara so she's facing the
right corner of the ledge with the metal fence. Swing as high as Lara
will go. You'll probably need to use the sprint key twice, more if you
lose momentum between swings. Then jump to land on the ledge. (This
sequence is shown in this series of screenshots at http://stellalune.com/TR5walk/oldmill2.html.
Again, refer to the ROPE SWINGING TIPS below if you need them.) Once
Lara makes it to the ledge, pry the darker metal bar out of the fence
(Action) to use as a CROWBAR.
Safety drop from the left side of the ledge onto the L-shaped corner
ledge below. Go to the right end and jump down near the babies. Crawl
into the small tunnel underneath the corner ledge. Follow the tunnel to
the golden rose (secret #1, 25/36). Get it and crawl back out.
Navigating around the ledge with the frantic demon babies is a little
difficult due to the uneven surface and the Look key being disabled.
Hold the Walk button and Lara won't slide off. Walk to the edge closest
to the ledge below the tunnel entrance (as shown in the screenshot at
http://stellalune.com/TR5walk/images/oldmill5.jpg). Jump across. Then
climb onto the ledge.
Now once more for the rope swing. You can explore the next several areas
in a few different ways. Read ahead if you're not sure which to try.
Again, jump to grab the rope. Shimmy to the bottom and this time rotate
Lara so she's facing the left end of the horizontal crevice that runs
along the wall above the demon-baby ledge. Notice the sandy-colored
rocks protruding above the crevice. See how they form a V shape just
above the crawlspace at the left end of the crevice. Use the Look button
to line it up so Lara swings toward the point of the V. Swing as high as
Lara will go. Then jump and press Action to grab the crevice. Pull up
into the crawlspace. (See the screenshot at http://stellalune.com/TR5walk/images/oldmill6.jpg
to get oriented. Again, refer to the ROPE SWINGING TIPS below if you
need them.)
SMALL ROOM WITH CHALK BOULDER: Crawl forward to a small room. Pick up a
large med-pack and use the CROWBAR to pry a piece of CHALK out of chalk
boulder in the wall. Crawl back out. Turn around and crawl backwards to
hang from the crevice. Now, decide if you want all the pick-ups or not.
If you don't need an extra large med-pack, you can skip the far side of
the chasm. Drop onto the demon-baby ledge. Jump back over to the ledge
below the tunnel entrance. Climb onto the ledge, and return through the
tunnel to the PATH. [Pick up the walkthrough below at the section titled
PATH BETWEEN CHASM AND MILL (AGAIN).]
To fully explore the level, take this path: Traverse to the right along
the crevice to a higher spot where Lara can pull up. (She can't traverse
around the corner here.) Crawl around the corner to the end of the
crevice. Safety drop into a whitewashed stone passageway, or somersault
down then turn around. Follow the passage around to the right and pick
up the large med-pack. Continue forward to a low area with a group of
whitewashed STONE PILLARS WITH ANGLED TOPS.
Getting out of here requires some tricky jumping. (This series of
screenshots at http://stellalune.com/TR5walk/oldmill3.html may help.)
There are two pillars short enough for Lara to grab. Go for the higher
of these two. It is on Lara's right when she's facing the passage where
you got the med-pack. Stand facing the pillar at the right side where
the ground slopes up. Jump to grab the edge. Traverse to the left edge
of the pillar. Then tap the right arrow to traverse just a little to the
right. This will ensure Lara is positioned correctly to make the next
jump.
Pull up onto the slope. Press and hold Jump before Lara can slide off.
If you hold Jump, Lara will back flip off the first pillar, land on the
sloping top of the second pillar (behind her) then jump forward toward
the third pillar. Press Action while Lara is in the air to make her grab
the edge of the third pillar.
Now she should be dangling from the right side of the third pillar. Pull
up, let Lara slide a little, then press and hold Jump again. She'll jump
from the third pillar to the fourth, then from the fourth toward the
crawlspace on the right. Press Action while Lara is in the air so she'll
grab the opening. Crawl in. Whew!
Crawl along the ledge around the corner until the ceiling is too low to
go on. Jump down to the ledge with the demon babies. Jump back across
the chasm to the ledge below the tunnel entrance. Climb up to the
tunnel, and return through it to the PATH. [Pick up the walkthrough
below at the section titled PATH BETWEEN CHASM AND MILL (AGAIN).]
ALTERNATE METHOD FOR ROPE-SWING AREA: If you prefer, after getting the
CROWBAR, you can use the rope to swing over to the STONE PILLARS WITH
ANGLED TOPS. Aim for the gap between the pillars (as shown in the
screenshot at http://stellalune.com/TR5walk/images/oldmill11.jpg). Lara
will lose a little health when she lands. Walk around behind the pillars
to get the large med-pack. Then do the pillar jumping, as described
above, to get to the crevice above the demon-baby ledge. Crawl along the
ledge around the corner until the ceiling is too low to go on. Turn
around and hang from the edge, but don't let go. Instead traverse along
to the left and pull up into the crawlspace. Crawl through to the SMALL
ROOM WITH THE CHALK BOULDER. Get the med-pack and CHALK. Then crawl back
out. Jump across the chasm to the ledge below the tunnel entrance. Climb
up to the tunnel, and return through it to the PATH.
PATH BETWEEN CHASM AND MILL (AGAIN): Stand on the dark brown square in
the middle of the path and use the CHALK to do some sketching.
Cut scene: Lara draws arcane symbols upon the tile. The demon horseman
charges out of the woods and down the path, but the symbols appear to
stop him. Again he tries to slice Lara with his sword, but Father
Patrick comes to the rescue, shoving her aside just in time. The demon
knight grabs the good Father and bonks him in the head with his pommel
of his sword, flings him over the horse's back and rides away.
At this point, if you turn and head back toward the start of the path,
you'll encounter a flock of bats. But there's no need to do this. Just
go on through the hole and down the chute. When you enter the next area,
there's another cut scene.
Cut scene: The demon knight bursts out of the barn on horseback, still
carrying Father Patrick. The knight says he's been imprisoned here for
700 years and that Lara must help free him or he'll kill the Father.
From what he says, Lara deduces that she'll need to stop the water
flowing in the streams surrounding the mill. (A transcript of the
conversation is included in the document TR5FMV.rtf.)
BARN AND SMALL MILL WITH WATERWHEEL: The barn door doesn't open, and the
streams surrounding the barn are running so fast you're unable to access
the side tunnels yet. For now, go the barn and the small mill with the
pointed roof. Cross the reddish stream that runs behind the small mill
(there's a water wheel on the right) and follow the whitewashed stone
passageway to the next area.
There are two openings in the hillside on the left. These lead to secret
#2, but you'll have a much easier time getting it if you wait until
after exploring inside the WINDMILL. Before then, a flame trap stands
between you and the golden rose. You can get it with some maneuvering,
but after using the switch inside the mill, the trap will be inactive.
WINDMILL: Head for the pond surrounding the WINDMILL. Make a mental note
of the winch with the cage dangling in the water. There are also two
underwater tunnels on the right side. One leads back toward the BARN,
but it is blocked by wooden slats halfway along. The other leads into
the WINDMILL, but it is blocked by a wooden door.
Under the water behind the WINDMILL is the SEA HAG'S LAIR (more like a
pond hag, but let's leave her some dignity). The tunnel leading down to
it on the right side is impassable due to the strong current. You want
to approach from the back left corner. Look for a rectangular opening
with a golden glow in the bottom of the pond. Swim down through this
opening and follow the golden light to the hag's treasure heap. Approach
the treasure and notice the dark object on top of it.
Cut scene: The hag attacks Lara. They struggle and Lara gets away. This
cut scene repeats until you are able to grab the SILVER COIN.
Surface for air. After the cut scene you end up on the right side of the
mill, so swim back to the corner above the other entrance to the lair
(either all the way around the mill or through the passage above the
hag's lair).
You'll need to approach carefully this time to outwit the sea hag. Swim
down toward the treasure pile again, but wait near the rocks just
outside the lair until the hag swims away toward the tunnel on the right
(as shown in the screenshot at http://stellalune.com/TR5walk/images/oldmill12.jpg).
Now hurry to the treasure pile and pick up the SILVER COIN. The hag will
not like this, so get away quickly. If you head forward and up toward
the small, square opening, the current will sweep Lara out of the lair.
Swim around to the front of the WINDMILL and right up to the cage
dangling from the winch. Use the SILVER COIN here.
Cut scene: Lara opens the cage and places the coin inside. The sea hag
goes after her treasure and Lara slams the cage door, trapping the hag
inside. A group of demon babies winch the cage up to the surface then
swarm over the hag.
Surface to breathe. Then swim back around to the SEA HAG'S LAIR. Look to
the right of the treasure pile for an underwater tunnel, which leads
into the WINDMILL. Follow the tunnel until you can surface. Climb out of
the water.
GEAR ROOM INSIDE THE MILL: Go up the ramps on the left to a landing near
the gears. This next bit of business involves a timed run, so you may
want to save your game. You'll need to use the wheel to crank open a
door on the next landing then get to it before it closes. It's hard to
see the door from the wheel, though. (Use the screenshot at http://stellalune.com/TR5walk/images/oldmill13.jpg
if necessary to get oriented.)
Stand Lara facing the wheel edge-on. Press Action to turn the wheel four
times. (More than four turns won't help.) Jump to the left. Then run
along the landing, jumping at the edge and pressing Action to grab the
red-and-white pole sticking out of the wall above the water. When Lara
grabs this pole she'll swing around it gymnast-style as long as you hold
Action. When you release Action, she'll let go and land on the opposite
ledge. Since you're in a hurry, hold Action only long enough to grab the
pole and then release it. Once on the opposite ledge, turn about 120
degrees to the right and jump to the ledge near the door. Run to the
door and crawl through before it closes.
Your reward for all this: a flock of bats. Be sure not to slide down the
chute in your panic or you'll have to do the timed sequence. Stand at
the edge of the slope and jump straight up to grab the ledge above. Pull
up and turn around. Take a standing jump from the edge to grab the high
switch.
Cut scene: The wooden door in the underwater passage leading to the pond
opens. The flow of water in the nearby streams slows a bit.
Slide down the chute, jump in the water and swim through the tunnel to
the pond outside the WINDMILL. Climb out of the water at the front right
corner (front right if Lara's back is toward the mill).
Ahead is an opening in the hillside that narrows to a crawlspace. Crawl
in. If you used the switch to deactivate the windmill, the flame trap
should be also be deactivated. Take the large med-pack and continue to
the golden rose (secret #2, 26/36). Return outside through either
opening.
Go through the whitewashed passageway on the right of the open area to
get back to the BARN.
BACK AT THE BARN: Before rescuing the good Father, you can find a
secret. Go to the reddish stream to the left side of the BARN (shown in
the screenshot at http://stellalune.com/TR5walk/images/oldmill14.jpg.)
Swim along this stream. You'll pass a doorway on the left. Swim
underwater through the tunnel. The tunnel slopes downward, then up.
After the upward slope, look for a small opening on the left. Swim
through to a tiny room with a golden rose (secret #3, 27/36). Swim back
out the way you came. As soon as you can surface, look for that blue-lit
doorway on the right. Climb out of the water there.
Follow the passageway to an opening in the hillside overlooking the
BARN. (The following series of jumps is shown in the screenshot at
http://stellalune.com/TR5walk/images/oldmill15.jpg.) Take a running jump
to the whitewashed block on the left. From there, take another running
jump to the flat, white square on the barn roof. Walk to the front left
corner of this flat spot and take a standing jump to the jutting roof
above the barn door. Walk to the other side and take a running jump to
the next flat square on the barn roof. Walk to the front left corner of
this flat spot and carefully line up a running jump to the corner of the
flat roof on the small mill. Do not press Action during this jump or
Lara won't make it.
Once on the mill roof, you lose control of the Look button. So hold the
Walk key as you maneuver around. Crawl head-first toward the small
opening below the pointed roof. While holding the crawl key, press
Forward and Jump to somersault through the opening into the room below.
Once inside the small mill, find the gear on the wall and turn it
(Action).
Cut scene: The waterwheel stops. The demon knight bursts out of the
barn, happy to be free at last. Unfortunately, he's not very grateful
and soon turns on his rescuer. Father Patrick tells Lara to find the
list of names in the Bestiary and read it aloud. She begins but the
knight tries to stop her. Father attacks the demon, distracting him long
enough for Lara to speak the correct name. This, according to Father
Patrick, gives her power over the demon. She banishes him back to hell
or wherever, and good once again triumphs over evil.
FMV: Lara and Father Patrick leave the island on a boat. She agrees that
she's learned a valuable lesson during her adventure. (I notice she
doesn't say exactly what that lesson is.) Then we see the old friends in
the study again, followed by Werner Von Croy still searching for Lara in
the desert. Finally it's back to the old friends, as they pay a visit to
Lara's trophy room. This introduces the next episode, involving the
artifact called the Iris.
I will add more details, including transcripts of the dialogue for the
movie and cut scenes, after completing the walkthrough.
ROPE SWINGING TIPS: Once Lara has grabbed the rope, wait for her to pull
her legs up around it. Use the down arrow to climb to the end of the
rope in order to get the longest possible swing. Use left/right arrows
to rotate Lara so she's squarely facing where she wants to land. You can
do this by pressing the Look key and/or taking a few practice swings
without letting go, then adjusting Lara's angle with the left/right
keys. Press the Sprint key once (don't hold it) to start the rope
swinging. Then, when Lara's legs come back up around the rope, wait for
the back swing (when she appears closest to you). As she starts to swing
forward, press Sprint once more to make her go even higher. At the
highest point of the arc, press Jump and she'll leap from the rope and
(with any luck) land where you want her to be. As with regular jumping,
don't press Action unless Lara needs to grab something. That way she'll
jump farther. If you absolutely can't handle this rope-swinging
business, you can download my savegames for this level from http://tombraiders.net/stella/savegame.html.
The readme file included tells which save comes after the ropes. For
help with savegame files, http://tombraiders.net/stella/ziphelp.html.)
*Note on Kills: The demon babies (or wombats or whatever they are),
Labyrinth Monster and Sea Hag are not technically kills, since without
weapons Lara can't actually kill anything. I marked them in orange to
distinguish them from the usual hazards, such as spikes, bats and rats,
which are still in pink.
**Note on Secrets: There are 36 golden roses in the game. If you find
them all, after the credits you'll be able to access "Special Features"
from the options menu. This is a collection of storyboards, etc.,
created during the game design.
|
K-Level 11 THE 13th FLOOR |
LEVEL 11: THE
13th FLOOR
Kills: 14 Items: 16 plus 1 keycard, 2 access disks, a cloth, 2 vials of
chloroform, the Iris artifact and 3 Golden Rose Secrets**
Starting Inventory: Heckler & Koch assault rifle, 30 HK rounds, headset,
Timex TMX watch, 3 small med-packs, 1 large med-pack.***
(NOTE: Info on the headset and HK rifle appears under 'Equipment Notes'
at the end of this document.)
IMPORTANT: The VCI Headquarters levels can be difficult, especially the
final level, Red Alert! Unlike in previous levels and previous Tomb
Raider games, you have neither your unlimited-ammo pistols nor the
luxury of accumulating equipment for a dozen or so levels beforehand. So
be sure to conserve ammo and med-packs, or you may not finish. Whenever
possible, I have described ways of handling things that are least
damaging to Lara.
Cut scene: After sliding through the chute into the level, Lara makes
radio contact with her assistant Zip. He tells her to go through the
ducts and try not to attract too much attention. During their
conversation we see a nearby vent with a med-pack behind it as well as a
360-degree view of Lara in her rubber catsuit. (A transcript appears in
the document TR5FMV.rtf.)
VENTILATION DUCTS: Start by going to the left toward the large med-pack
you saw in the cut scene. Set the HK on sniper mode, use the scope to
target the vent and shoot it. Crawl into the duct, pick up the med-pack
and continue forward past the light blue bars.
Cut scene: A view of the SUIT ROOM below. Note the golden rose on the
floor. A man wearing an armored suit enters. Zip tells Lara about the
suits and the weaponry-lasers with a limited range but a lot of power.
Continue to a T intersection with a laser trap. Hold the crawl button
and go to the right underneath the laser. Pick up the large med-pack.
Crawl back in the other direction, past the passage where you came in to
a vent in the floor crisscrossed with more deadly lasers. When the
moving laser array goes toward the other end of the duct, stand up and
take a forward jump over the laser-trapped vent. Run on to the next T
intersection.
Shoot the vent on the left. The duct below contains another laser trap.
Wait for the laser to move off to the left. Then jump down and
immediately crouch. Turn to face the ramp. When the laser passes behind
Lara, stand and run to the wall. Crouch and crawl through the opening
before the laser returns. Alternately, once Lara is crouching under the
laser array, crawl about halfway up the ramp, wait for the lasers to
pass behind her, then continue crawling up the ramp and into the
opening.
Continue to a vent, which opens when you approach. You lose control of
the Look button here, but fortunately the SUIT ROOM below is safe. Jump
down and pick up the golden rose you saw in the previous cut scene.
(This is secret #1, 28/36.)
Climb back into the duct and face the laser array. When it approaches
Lara then moves away, crawl out, stand, and run forward a few steps,
then duck. Crawl on to an opening above on the right. When the laser
moves away, pull up into the duct. Or, crawl to the opening and wait for
the lasers to move away. Crawl out after them, and continue crawling
down the slope. Continue crawling forward and to the right so Lara is
directly under the opening to the duct. When the lasers pass away, stand
and quickly pull up into the opening.
Once back inside the duct, crawl through to another T intersection.
Continue straight ahead to an opening on the left. Jump down into the
DIMLY LIT STOREROOM. Search the shelves for a small med-pack, HK clips
and a HAMMER.
The door won't open, so climb back into the duct and head back to the
start of the level. To get there, start by going to the right. Turn left
at the T, walk to the edge of the square depression with the
laser-protected vent. When the moving laser array passes the vent moving
away from Lara, take a standing jump across the vent. Duck immediately.
Then crawl forward and through the opening on the right. Go straight on
past the opening with the light blue bars overlooking the SUIT ROOM to
the next overhead fan.
The duct around the corner (where you started the level) now contains 2
moving laser arrays, one above the other. Getting through without taking
damage is very difficult, so be sure to save your game first.
Notice how the lasers are staggered slightly: The lower one comes a
little closer than the upper, and doesn't go quite as far in the other
direction as the upper one. Position Lara facing the lasers but not too
close. Use the Look button to see what's happening. When the lower laser
approaches then moves away, run forward just a few steps-not far enough
for the upper laser to reach Lara. Wait for the top array to approach
then move off. The lower array comes toward Lara just after this. Take a
standing jump over it. Then run forward several steps and duck just
before the upper laser array reaches Lara. Quickly crawl forward as the
upper laser passes overhead. Don't hesitate, or the lower laser will
catch up. Still crouching, turn to face the ladder. Wait for the upper
laser to return and move away. Then stand, grab the ladder and climb up.
Follow the duct to a vent above the IRIS ROOM.
Cut scene: Lara asks Zip to find a way to deactivate the force field
protecting the IRIS. He says he's on it.
After the movie, continue forward and pick up the HK clips under the
fan. Keep going.
Cut scene: A brief view of another guy in an armored suit standing in
the room below. The duct along the ceiling is the one Lara is in now.
PADLOCKED GATE: The duct ends at a locked gate. You can choose between
two methods of opening it. If you shoot the padlock, the duct collapses,
dumping Lara into the room with the guy in the armored suit. If you use
the HAMMER to open the lock, the duct remains intact. You avoid the
armored-suit guy but miss one pick up: a small med-pack. (After using
the HAMMER, continue with the section titled ROOM WITH FISH-BONE LADDER,
below.)
If you choose to take on the armored guy, set the HK on sniper or burst
mode and use the scope (Look button) to shoot the lock. When Lara slides
down the chute, turn and immediately use the scope to aim for the
armored guy's face (his one vulnerable spot). Or, avoid him by
immediately climbing back into the duct. To do this quickly, roll, run
forward to the wall, back flip onto the top of the broken duct, hop back
once, then take a standing jump forward into the opening where the duct
separated. In any case, this is the way you'll need to leave this room
whether or not you kill the suit guy. After climbing up into the broken
duct, look for an opening in the floor just ahead.
(NOTE: If you missed secret #1 in the SUIT ROOM, you can still go back
for it as long as you don't drop into this opening. Instead, jump over
it to grab the other side. Pull up and follow the vent back past the
IRIS ROOM to the ladder. Climb down to the duct where you started the
level. You'll need to make your way back through the laser traps,
following the walkthrough above in reverse.)
If you already got secret #1 (or don't want it) and are ready to go on,
drop through the opening in the floor into the duct below. Go through
the duct with the slats and loud explosions. Pick up the small med-pack
on the floor and climb the ladder.
ROOM WITH FISH-BONE LADDER: Before climbing this ladder, pull up into
the alcove behind it to get some HK clips. Drop down and go around to
the front of the fish-bone ladder. Climb to just below the moving laser
array. Climb to the right side of the ladder. (This will buy you a
little more time to get past the lasers.) Then, when the lasers move off
to the left, climb up past them. At the top, shoot the hole-riddled
panel on the left. Climb into the duct and pick up the HK clips on the
left.
13th FLOOR - HALLWAY WITH SODA MACHINE AND GUARD: Getting into the hall
at the end of the duct requires a bit of finesse. If the guard on patrol
sees Lara, he'll run to the left end of the hall and activate a machine
gun turret on the ceiling. To prevent this, walk cautiously toward the
small opening. When you hear the dramatic music, stop, draw your weapon
and make sure it's set on sniper mode. The guard won't notice Lara if
she doesn't go any farther forward. Use the scope (Look button) to line
up a head shot as the guard passes back and forth. If you're careful,
one round will take him down.
Jump down from the duct. There are deadly lasers crossing the hall just
beyond the Fizwiz Cola machine. (Easter egg alert!) To get past them,
shoot the vent near the floor opposite the duct where you came in. Crawl
through to the higher spot just before the vent at the other end. Shoot
this vent and crawl out.
There's an ELEVATOR down the hall to the left and a sleeping guard in
the glassed-in office to the right.
Cut scene: Zip warns Lara that she'll need to avoid waking up the guard
in order to steal his access card.
If you run or make noise near the sleeping guard, he'll awaken, call
another guard and activate a machine gun turret over the desk, making it
next to impossible to get the card. It is possible to sneak into the
office and get the card. But if you don't kill the sleeping guard,
you'll meet two more guards later on. At that point you'll use up more
ammo than you'd save by letting sleeping beauty live.
Walk quietly into the glassed-in office and take out the sleeping guard
with a single shot to the head. As long as you kill him stealthily, the
second guard doesn't appear. Pick up the HIGH-LEVEL ACCESS CARD on the
desk and use it in the receptacle on the wall nearby. This open the
STOREROOM and deactivates the lasers out in the hall.
Search the shelves in the STOREROOM to find a small med-pack and 2 sets
of HK clips. Exit the office and continue down the hall to the ELEVATOR.
Press the button on the wall to call the elevator. Enter and press the
button inside to ride up.
Cut scene: Two guards in conversation at the right end of the hallway.
THE 16th FLOOR: If you run out of the elevator as soon as it opens, the
2 guards will be alerted and start shooting. This will alert a third
guard, who comes up the ramp at the end of the hall behind the first
two. To get past this spot with no health loss and only three rounds
spent, set the HK on sniper mode and walk slowly toward the open
elevator doors. If you position Lara at the left side of the opening (as
shown in the screenshot at http://stellalune.com/TR5walk/screenshots/13thfloor1.jpg),
you can use the scope (Look button) to target the head of each guard
from behind the large gray box. Shoot the one on the left first, and the
one on the right won't move right away, leaving you plenty of time to
set up your next shot. Run out from behind the boxes toward where the
guards fell, then walk to the end of the hall. If you were able to take
out the first two with quick head shots, the third guard at the bottom
of the ramp will not be alerted. You can then kill him from behind with
another head shot.
Go to the end of the hallway behind the crates (farthest from the
guards). Use the HIGH-LEVEL ACCESS CARD in the computer console to open
the triangular door. The 2 orange-suited workers in the COMPUTER ROOM
ignore Lara as long as she doesn't draw her weapon. (If she does,
they'll cower and activate a machine gun turret.) Press the button on
the square console to activate a hologram of the IRIS. Doing this also
opens a door at the far end of the hall.
Exit, and follow the hall past the ELEVATOR to the end. Turn right and
go down the ramp. If you pressed the button in the COMPUTER ROOM, the
next door opens as you approach. Go through the room with the metal dome
above the IRIS and enter the SUIT LOCKER ROOM. Press the button to the
right of the orange-suited worker to open the locker. The suit emerges
and an ACCESS CODE DISK falls on the floor. Pick it up and go back to
the ELEVATOR the way you came. Press the button to ride back down to the
13th FLOOR.
BACK ON THE 13th FLOOR: If you killed the sleeping guard in the
glassed-in office earlier, this hall will now be clear. If you didn't
kill him, get ready for an ambush. Draw your weapon and kill the 2
guards on the right. Then follow the corridor past the Fizwiz Cola
machine. Use the ACCESS CODE DISK in the console at the end of the hall
to open the grate above. Climb into the duct.
Cut scene: A series of explosions begins in a vertical shaft with a
pole. Notice the opening about halfway down the shaft.
Walk forward and turn right to face the climbing pole, but don't get too
close or the explosions will cause Lara to catch fire. Use the Look
button to position Lara facing the pole squarely. Now observe the
pattern: four strong blasts followed by several less powerful ones. On
the last of the four strong blasts run forward and press Action to grab
the pole. Slide down about halfway. When Lara is between the two sets of
slats, press Jump to back flip into the opening behind her. (See the
series of screenshots at http://stellalune.com/TR5walk/13thfloor2.html
if necessary to get oriented.)
At the end of this duct is a golden rose (secret #2, 29/36). Get it then
drop to the bottom of the shaft with the pole. Go through the crawlspace
to a BIG ROOM WITH CATWALKS. Start across the catwalk.
Cut scene: Zip chimes in over the headset, advising Lara to be
especially wary of the "hulk" in the armored suit below. He suggests she
again take advantage of the suit's open faceplate. (I have included a
transcript of this short exchange in the document TR5FMV.rtf, in case
you miss it because of the bug.)
(BUG NOTE: Some players have reported that their game freezes as Lara
steps out onto the catwalk. If you're stuck here, you can download a
savegame made after the cut scene at http://tombraiders.net/stella/savegame.html.
For help with savegame files see http://tombraiders.net/stella/ziphelp.html.)
Cross the catwalk and enter a hall with overhead pipes. Go into the DARK
STOREROOM on the right and take a small med-pack and a CLOTH from the
shelves. Continue along the hall with overhead pipes to a second catwalk
parallel to the first. Cross this catwalk and go down the stairs.
Skirt the perimeter of the room, keeping the wall on Lara's left. Be
sure to walk to avoid attracting the attention of the guy in the armored
suit. Use the HIGH-LEVEL ACCESS CARD to open the door on the far side of
the room. Still walking, enter the ROOM WITH THE INSECT CAGES and stay
close to the right wall. Search the first cabinet in the near right
corner to get a large med-pack and a VIAL OF CHLOROFORM. If you move to
the second cabinet, one of the cages shatters and a swarm of bugs
emerges. You can avoid this, by skipping the second cabinet for now.
Instead walk out of the room. When you do the glass case shatters, but
the bugs will have dispersed by the time you finish this next bit of
business.
Walk back out to the big room and approach the armored-suit guy from
behind. Don't get too close-a few steps away is enough. Combine the
CLOTH and CHLOROFORM, and use it on the guy.
Cut scene: Lara subdues the man by holding the chloroform-soaked cloth
over his open faceplate.
Once the suit guy is taken care of, you can return to the INSECT CAGE
ROOM and look in the second cabinet. Inside you'll find a small med-pack
and another VIAL OF CHLOROFORM.
(NOTE: I have heard from several players that it's possible to kill the
armored guy by aiming for his open faceplate. However, once you attract
his attention, another guy in an armored suit enters through the door in
the far corner. You'll need to use the crates for cover to avoid having
these two gang up on you. I found the chloroform method much easier.)
Use the ACCESS CARD to open the door he was guarding. On the floor just
after the hallway narrows are some HK clips. (I missed them at first
since they're hard to spot on the textured floor.) When you move
forward, the door closes behind and another guy in an armored suit
emerges. Hop back if you want to, then use sniper mode to aim for his
open faceplate. When you've killed him, pick up the IRIS LAB ACCESS disk
he drops. (It is also a bit difficult to see on the textured metal
floor.) Use the disk in the computer console to open the door at the end
of the hall.
LASER-TESTING ROOM: Advance just to the first window. Inside the
glassed-in laser room, an orange-suited worker is testing a laser. A
guard patrols the hallway outside. If he sees Lara he'll run to the far
end of the hallway, activate the gun turret on the ceiling then attack.
You may want to save your game before attempting to get past him.
Stand near the first glass panel and watch the guard to learn his
routine. He comes toward Lara but turns around just before reaching the
corner. When he does, run out behind him and into the first alcove on
the left. Stand Lara at the back left corner (right corner if she's
facing out into the hall). If she is positioned correctly the guard
won't notice her when he passes. Use the Look button to watch the guard.
He'll pass going to the right, then turn and go back to the left. When
he does, follow him and duck into the next alcove. This time, position
Lara at the back right corner (left corner if facing out). Wait for the
guard to pass to the right. Then run to the left end of the hall into
the SMALL CONTROL ROOM.
Cut scene: Zip tells Lara that the next door requires two access cards
used simultaneously. He advises her not to kill the worker since she'll
need his help to open the door.
After the cut scene, turn around and shoot the guard, who is now alert
to Lara's presence.
Now you have a choice of two paths: If you take Zip's advice and don't
kill the orange suited worker, you'll miss a secret. So ignore Zip this
time and shoot the worker. I found it impossible to aim for his head and
had to use burst mode or about eight single rounds to kill him.
(NOTE: If you choose not to kill the orange-suited worker, you'll need
to threaten him to make him open the door. Draw your weapon and approach
him. A cut scene ensues in which Lara forces the worker to open the door
then knocks him out. Go through the door you just opened. Pick up the
walkthrough below at the section titled STAIRWELL NEAR THE IRIS ROOM.
You enter the stairwell at the middle landing.)
Cut scene: Zip criticizes Lara as two guards enter the hallway beyond
the LASER-TESTING ROOM.
Go back into the hallway but don't turn the corner, since the gun turret
on the ceiling is now functional. Wait for the 2 guards to come to you.
Then kill them. Sprint past the gun turret, taking a little damage in
the process. Continue to the end of the hall. When the guards came in,
they opened a panel on the left. Follow this hallway, killing 2 more
guards on the way down.
Continue to a T intersection with a laser trap. Crawl in under the laser
array and turn left. When the laser passes behind Lara, stand and run up
to the end of the duct. Pick up another golden rose (secret #3, 30/36).
Turn around to face the laser array. When it moves away, run after it
and duck at the low point in the floor. Wait for the laser to pass in
the other direction. Then stand and run up the ramp and through the
door, which closes behind you.
STAIRWELL NEAR THE IRIS ROOM: Straight ahead is a door that opens
automatically. Behind it is the hallway leading to the IRIS ROOM. For
now, the IRIS is protected by a force field. Climb the metal stairs to a
control room. The switch inside next to the door shuts off the force
field for about 20 seconds. You'll need to run down the stairs to the
IRIS ROOM and grab the artifact before the force field comes back on.
This task is made even more difficult by the loss of the Look button in
the stairwell.
You can probably figure out your own method, but here's what worked for
me. If you find the Mission Impossible-style music distracting, run the
gauntlet once then save your game at the switch. Next time the music
won't play. If you use Sprint at all, wait until you're inside the IRIS
ROOM, since it's impossible to make tight turns while sprinting.
Now the run: Pull the switch, turn right and run through the doorway and
down the stairs. Circle to the left as you come down the first set of
stairs. Then run across the landing, veering to the left a little to go
down the opposite set of stairs. Circle to the right as you come down
the second set of stairs. Then cut to the right into the hallway leading
to the IRIS ROOM. If you make it this far without running into anything,
you should be home free. Now you can see where you're going, so just run
up to the IRIS and grab it.
Alternately, to shave a few seconds off the run, pull the switch, side
flip to the right, take a running jump to clear the railing and land on
the next landing below. Roll then run down the stairs and around to the
left (i.e., Lara's left, which is the right side of the screen, since at
this point you're seeing Lara from the front). Continue around to the
left into the hallway leading to the IRIS ROOM. Run or sprint up the
ramp and across the room to get the IRIS.
(NOTE: If you absolutely can't handle this timed business, you can
download my savegames from http://tombraiders.net/stella/savegame.html.
For help with savegame files, see http://tombraiders.net/stella/ziphelp.html.)
Exit the IRIS ROOM through the hallway on the other side.
|
L-Level 12 ESCAPE WITH THE IRIS |
LEVEL 12:
ESCAPE WITH THE IRIS
Kills: 2* Items: 8 plus a cloth, 4 vials of chloroform, Restroom Access
Card, Teleporter Disk, HK rifle (left at beginning and picked up again
at end of level) and 3 Golden Rose Secrets**
IMPORTANT: The VCI Headquarters levels can be difficult, especially the
final level, Red Alert! Unlike in previous levels and previous Tomb
Raider games, you have neither your unlimited-ammo pistols nor the
luxury of accumulating equipment for a dozen or so levels beforehand. So
be sure to conserve med-packs as much as you can, or you may not finish.
Whenever possible, I have described ways of handling things that are
least damaging to Lara.
STILL ON THE 13th: Follow the hall around to the left.
Cut scene: You can still control Lara, but don't run forward until you
hear what Zip has to say over the headset. He advises Lara to place her
weapon in the tray before going through the scanners ahead. (A
transcript appears in the document TR5FMV.rtf.)
This time take Zip's advice. If Lara goes through the scanners with her
gun (beyond the overhead restroom and danger signs), alarms will go off
and the gun turrets at each end of the hall will be activated. So
approach the Lucite shelf on the left (circled in the screenshot at
http://stellalune.com/TR5walk/screenshots/escape1.jpg) and press Action.
Cut scene: Lara places her gun on the tray.
Now you can continue through the scanner. There are two suitcases lying
on the floor. Don't mess with the first one; it contains a bomb. The
second case holds a small med-pack. Continue through the small lounge
with the water cooler to a T intersection.
Cut scene: You still have movement as you listen to Zip's advice. He
tells Lara to avoid the stairs and elevators, and instead head for the
roof. (A transcript appears in the document TR5FMV.rtf.)
Pick up the HK clips on the floor to the right. You can see the
ELEVATORS at the end of the hall, but don't go any farther than this
because there are invisible lasers blocking the way. (NOTE: Zip will
tell you about this later, but if you equip the headset then press
Action for infrared, you'll be able to see the laser beams.)
Head in the other direction to the next corner. (NOTE: If you stop to
use the security monitor, you'll get a view of an armor-clad guy on an
outside staircase. There's no need to worry about him yet.)
Continue to another T intersection. The RESTROOM on the right has a
locked door with a keypad. Since you don't have the combination yet, go
on. The office door ahead opens automatically. Go in and search the
cabinet to find a vial of CHLOROFORM. (For whatever reason, the second
bottle you had in the last level does not carry over.) Continue along
the hallway to the right.
Cut scene: A guard stands just around the corner.
Go into the next office on the right and look in the filing cabinet for
a CLOTH. Walk up behind the guard, combine the CLOTH and CHLOROFORM and
use them.
Cut scene: Lara subdues the guard. Unfortunately his gun fades away
along with him.
Before going on, enter the office at the corner (nearest where the guard
was standing) and get a small med-pack from the drawer. Then follow the
windowed hall to the end, stopping in the second and third offices to
get another vial of CHLOROFORM (what do these VCI executives do on their
breaks?) and a RESTROOM ACCESS CARD.
Return all the way down the hall to the locked RESTROOM. Now go back
into your inventory and take a closer look at that card. The access code
is 8526. Position Lara at the keypad and press Action. Now use direction
keys to move through the numbers and Action or Enter to select the ones
you want. After entering the code, press Enter/Action again to select
the star key, which is automatically highlighted.
Go inside and turn left into the ladies' room. You lose control of the
camera, but the only item of interest is in the middle stall. Kick open
the stall door (Action) to find a large med-pack. Exit and go left to
the men's room. Again, the Look button is non-functional. Kick open the
first stall. Then position Lara in the stall doorway and jump straight
up to pull open a trapdoor in the ceiling. Climb into the duct above.
Crawl through to a vertical shaft. Turn around and drop backwards,
catching the edge. Let go and immediately press Action again to grab a
small niche a little way down the shaft. Then let go and drop from here.
(This prevents Lara from losing about half her health.) Crawl through
the duct to the ELEVATOR SHAFT.
To avoid a huge fall, crawl backwards and hang from the opening. Climb
down the wall to an alcove far below. When you can't climb any farther
down, traverse all the way to the right. You should see Lara slip
underneath the overhang a little (you'll see her shadow on the floor of
the alcove). Let go and Lara should land inside the alcove. On the floor
is a golden rose (secret #1, 31/36).
(NOTE: I had initially recommended a more complicated method of getting
this secret. A number of helpful raiders sent me this alternative. It
seems to defy the laws of "Tomb Raider physics" but it works. If it
doesn't work for you, see the bottom of this document for the alternate
method.)
Grab the chain and climb nearly to the top. When you glimpse a metal
ledge behind Lara (as shown in the screenshot at http://stellalune.com/TR5walk/screenshots/escape2.jpg),
press Jump to back flip onto it. Turn right (so the open shaft is on
Lara's left) and take a running jump to grab the horizontal pole
sticking out of the wall ahead. Release Action to land in the small
alcove on the other side of the shaft.
You may want to save your game before attempting to jump from the alcove
to grab the top of the elevator car. The camera is in front of Lara when
she's standing in the alcove, so be sure to use the Look button.
Position her at the left side of the opening (left when facing out)
close to the edge. Pivot her nearly 90 degrees to the right, so she
faces the spot where the ledge meets the wall (as shown in the
screenshot at http://stellalune.com/TR5walk/screenshots/escape3.jpg).
Take a standing jump to grab the edge and pull up.
Walk across the tops of the elevators to the far left to get some HK
ammo. Then stand Lara on the VCI box between the two elevators facing
the first elevator. Press Action to open a well-camouflaged trapdoor.
Drop into the elevator car. Press the button, approach the doors and
wait for them to open.
There's a guard in the hall outside. Chloroform doesn't seem to work on
him, and you can't run past him because the invisible lasers are still
armed. So walk out of the elevator and to the left. Press the button
between the two elevators to call the second one. Enter and press the
buttons inside to ride up to another floor.
UPPER FLOOR: The reception here is quite hostile. There are 2 large
med-packs down at the end of the hall beyond the 2 guards and the
armored guy, but you'll probably use up at least that much health trying
to get them. I found it easier not to exit the car at all and instead to
immediately turn left, run forward and press the elevator buttons again.
A BUMPY RIDE: After pressing the button, the elevator cable snaps and
the car plummets to the ground floor. If you don't press the buttons
again to activate the emergency brake, Lara is killed in the fall. If
you do use the brake, Lara survives.
Cut scene: You can still control Lara as she consults with Zip. He tells
her she's on the ground floor and needs to work her way upward again. (A
transcript appears in the document TR5FMV.rtf.)
BOTTOM OF SHAFT AND NEARBY DUCTS: Climb through the hole in the ceiling
onto the top of the elevator. Walk to the edge facing the cables for the
second elevator. Note the ledge beyond. Take a standing jump to grab the
horizontal pole. Let go then press Action again to grab the ledge. Pull
up. Climb the textured wall on the right to the second horizontal silver
pipe. (You'll also see a red flashing light mounted on the wall just to
the right.) Press Jump to back flip onto the ledge behind.
Take a running jump from the right side of the ledge (where there are no
cables in the way) to grab the horizontal pole. Let go to land on the
opposite ledge. (You'll get the chloroform in the alcove above the pole
shortly.) Climb into the crawlspace above and a little to the left of
where you landed. Follow the duct to a steep chute.
This next bit is quite difficult; so save your game before attempting
it. (The sequence of jumps is shown in the series of screenshots at
http://stellalune.com/TR5walk/escape2.html.) First pivot so Lara is
facing downhill before stepping off. Slide down the first slope and onto
a second, perpendicular slope. When Lara reaches the middle of the grate
on the second slope, jump and grab the horizontal pole above. The pole
is difficult to see until Lara is actually hanging from it. If you miss,
Lara will slide into some kind of fire pit at the bottom of the chute.
After grabbing the first pole, release then press Action again to grab a
second pole. Wait for the flame on the ledge ahead to go out before
letting go and landing on that ledge. Then quickly step back so Lara
doesn't catch fire when the flame comes back on.
Walk to the outside corner of the ledge and take a standing jump to grab
the edge of the opening with the multicolored wires. Pull up. Now
tightrope walk across the pole to the other side. Pick up the vial of
CHLOROFORM. Slide down the chute to a small dark room with a crawlspace
leading out.
GROUND FLOOR - HALLWAY WITH AQUARIUM: There's a guard patrolling the
hallway. Wait for him to pass to the left before crawling out. Run down
the hall to the right, toward an aquarium and Fizwiz machine (shown in
the screenshot at http://stellalune.com/TR5walk/screenshots/escape7.jpg).
Draw the guard's fire so he shatters the aquarium. The shallow
depression at the back of tank contains a golden rose (secret #2,
32/36). Grab it and run around the corner away from the guard.
Fortunately he loses interest as soon as Lara is out of sight.
(BUG NOTE: I'm not sure what caused it, but the last time I played this
level, the guard near the aquarium started his rounds then got stuck
walking in place in the glass wall of the fish tank. In order to go on,
I had to make Lara crawl out, run toward him, then pass him and draw his
fire toward the aquarium. This resulted in greater health loss, but at
least it didn't stop the game.)
THREE-TIERED ATRIUM WITH SHALLOW POOL: Follow the ramp to the middle
level of the atrium. When you do, the view shifts to show Lara is being
targeted by a sniper. Avoid the laser-trapped door and run around the
perimeter to the door on the opposite side. Climb the bars to the left
of the door and dismount on the ledge above (shown in the screenshot at
http://stellalune.com/TR5walk/screenshots/escape8.jpg).
Run around to the other side of the upper ledge and press the button to
deactivate the lasers and open the door below. But before dropping down,
have the sniper help you get the third secret. (The series of
screenshots at http://stellalune.com/TR5walk/escape3.html show details.)
Position Lara in front of the fire extinguisher and jump from side to
side to minimize the health loss. The sniper will shoot the fire
extinguisher, blowing away a section of wall. (NOTE: If Lara is very low
on health, she may catch fire when the extinguisher explodes.)
Enter and pick up the golden rose (secret #3, 33/36). Safety drop from
the ledge and go through the door you just opened.
Another guard emerges from the door on the left after Lara passes.
There's another aquarium at the end of the hall. Run toward it, jumping
over the lower area of floor, which is electrified. Draw the guard's
fire to break the aquarium. The flood shorts out the floor so you can
run to the door on the right and press the button to open it. Go through
and it closes behind.
Cut scene: Lara tells Zip that the VCI people are cutting through the
door with welding equipment. He informs her that the room she's in is
rigged with motion sensors and advises her to move slowly so she doesn't
activate the gun turrets.
Walk forward and press each of the 2 buttons flanking the exit. Walk
through the door that opens. Then start running. At the end of the hall
turn right into the TELEPORT ROOM. The armored guy will not follow Lara
this far.
Go through the TELEPORT ROOM to the left and into a small, well-lit ROOM
WITH SEVEN SUITCASES. Six of these contain bombs. I can tell you which
one is safe (it's the middle one of the three farthest from the
entrance), but you'll miss a cool bit of business. Look for a cracked
tile on the ceiling just inside the doorway. Stand Lara under it, facing
the entrance and jump up to grab a concealed trapdoor. Climb into the
crawlspace above and crawl through to a small, dark room. Press the
button to activate the X-ray machine. Now you can see which cases
contain bombs and which contains the TELEPORTER DISK. Crawl back out,
open the correct case and take the disk. (The trapdoor and the case with
the disk are shown in the series of screenshots at http://stellalune.com/TR5walk/escape4.html.)
Return to the TELEPORT ROOM. To the left of the door leading out to the
hall is a computer console. Use the TELEPORTER DISK here to activate the
device. Place the IRIS ARTIFACT in the metal armature near the center of
the teleporter. This activates the device and Lara is teleported to
another room. Here there's a hole in the floor behind Lara. Drop in and
follow the red-lit passage to a vent overlooking another hallway.
Cut scene: Zip tells Lara to watch the guard to learn the keypad
combination.
HALLWAY WITH KEYPAD: Equip the headset and zoom in on the keypad. Soon
the guard will come by and enter the combination: 1672. (See the
'Equipment Notes' at the bottom of this document if you need help.) When
you've got the code, continue to a crawlspace. Wait for the guard to
come by again. When he goes through the locked door, crawl out, run
toward the door and pick up the vial of CHLOROFORM on the floor opposite
the door. Run back to the crawlspace and hide until the guard comes
around again. Wait for the guard to come around again and when he goes
through the door, crawl out, run to the keypad and enter the
combination. Walk up the ramp, combine the CLOTH and CHLOROFORM and use
it to subdue the guard.
NOTES: (1) If you have leftover chloroform from before, you can skip the
first excursion into the hall to get the bottle. (2) You can run about a
third of the way up the ramp to save some time, but then you need to
walk to avoid attracting the guard's attention. (3) Pressing Action
while standing behind the guard won't make Lara do the deed. You have to
press Escape to go to inventory, combine the cloth and chloroform, then
select "Use". (4) If you tried the technique above and it still didn't
work, instead try this: Open the door with the keypad as described
above. Then run about a third of the way up the ramp. Slow to a walk and
continue to the crate with the white circles at the top of the ramp on
the right. Climb over this crate and hide behind it until the guard
leaves again. Then continue with the walkthrough.)
Get the large med-pack behind the crate with the white circles at the
top of the ramp. Then press the button just inside the room. (It's on
the left pillar if you're facing down the ramp.) This deactivates the
X-ray machine and opens the door barring the way to the next area.
BACK TO THE BEGINNING: Crawl through the small, red-lit opening on the
right side of the room (when facing the ramp). Climb onto the ledge. A
trapdoor opens and you can jump down into the hall where you started the
level. Take your HK RIFLE from the shelf and continue through the
now-deactivated scanner.
(BUG NOTE: If you're using the PlayStation version, DO NOT SAVE YOUR
GAME immediately after retrieving the gun. This can cause the game to
freeze requiring you to restart. Instead, take the gun, continue along
the hall and then save.)
At the T intersection beyond the small lounge with the water cooler, go
to the left. (The invisible lasers on the right are still armed.)
Continue to the corner. Use the HK's sniper mode to shoot the fire
extinguisher in the doorway, blowing open the nearby door. (NOTE: Be
sure not to stand too close or Lara may catch fire when the extinguisher
explodes.) Exit to the fire escape to end the level.
|
M-Level 13 RED ALERT! |
LEVEL 13: RED
ALERT!
Kills: 18 Items: 16 plus Grappling Gun, 2 Key Bits and 3 Golden Rose
Secrets**
IMPORTANT: Like all good final levels, this one is difficult. And,
unlike previous Tomb Raider games, you have neither your unlimited-ammo
pistols nor the luxury of accumulating equipment for a dozen or so
levels beforehand. So be sure to conserve ammo and med-packs, or you may
not finish. Whenever possible, I have described ways of handling things
that are least damaging to Lara.
Also, there are a few serious potential bugs (at least in the PC
version). These appear to be activated by saving your game in certain
spots and can make it impossible to finish the game. I have made notes
about all the bugs I have found under the relevant sections, but I may
not have discovered everything. I recommend saving frequently and in
different slots as you go along. That way, if a bug occurs, you'll be
able to reload an earlier save and not have to replay too much. I
apologize for including a few spoilers in the bug notes, but I'd rather
leak a few surprises if it means helping people finish the game.
If you get stuck with any of these bugs, feel free to download my
savegames. See the note at the end of the walkthrough about this.
Cut scenes: Between the previous level and this one, we see Von Croy and
an associate talking to a guard. After watching their intruder on a
security monitor, Von Croy is able to identify Lara. (Transcripts appear
the document TR5FMV.rtf.) Then there is a second brief cut scene of a
helicopter hovering alongside the building shooting rockets.
OUTSIDE STAIRCASE: You begin the level on the outside stairs. Before
taking a step, equip the HK rifle in sniper mode, pivot to the right and
shoot the guy in the armored suit on the landing above. Remember, aim
for the open faceplate. As long as you don't go up the stairs first, he
won't notice Lara. When he falls, he takes out a section of staircase.
Don't go downstairs. When you approach, the stairs collapse. Go up the
broken stairs to the landing where the armored-suit guy was standing.
Turn right, take a running jump to grab the next landing and pull up. Go
up to the next landing amid blasts from the hovering helicopter.
Start up the next set of stairs, which then collapse. Quickly press
Action to grab the broken stairs. If you fall, jump straight up to grab
the end of the broken stairs and climb them like a ladder. Climb to the
left into the opening with the twisted metal bars (shown in the
screenshot at http://stellalune.com/TR5walk/screenshots/redalert1.jpg).
Here you'll find a golden rose (secret #1, 34/36). On the PC, at least,
the fire is harmless. To exit, take a standing jump from the right side
of the opening to grab the broken-stair ladder. Climb to the landing
above. (Alternately, safety drop from the opening, jump up to grab the
end of the broken stairs and climb up.)
When you reach the landing above the ladder, another blast from the
helicopter destroys more of the stairs. Jump from the short section of
broken stairs up to the next landing. From there, take a running jump to
grab the next higher landing.
The next bit is a little tricky. (Details are shown in the series of
screenshots at http://stellalune.com/TR5walk/redalert2.html.) Run onto
the stairs, making sure Lara is angled a little to the left. That way
when the stairs collapse Lara is facing up the slope. Slide back, grab
the edge of the broken stairs and traverse to the right. Pull up and
press Jump to back flip to the stairs below. Repeat the last two jumps
to get back to the landing before the collapsed stairs. Then take
another running jump to grab the landing with the flame and the jagged
crack. Pull up. (Again, this fire is apparently harmless.)
ROOM BELOW GRATE: Press Action to kick open the cracked wall. Crawl
through to a small room with a grate in the ceiling. The badly placed
fixed camera complicates things, so stay in the crawlspace for a minute
and use your ears. You'll hear a soldier patrolling above. When he moves
off, go to the right side of the room so Lara isn't directly under the
grate. Notice the one section of grate with a handle. This is a
trapdoor. Watch until the soldier moves away again. Then stand under the
trapdoor, jump up and grab the handle. (See the screenshot at http://stellalune.com/TR5walk/screenshots/redalert7.jpg
if you're not sure where to grab.) Move back to the side again and wait
for the soldier to return. Unless Lara is standing right under the
grate, he won't notice her. You'll still need to use the HK's burst mode
to shoot him, since the fixed camera prevents you from using the scope.
(Use auto-aim and wait until Lara raises the rifle before shooting.)
Climb out through the trapdoor and go toward the crates.
Voiceover: Zip warns Lara of danger ahead and advises her to use the
infrared setting on her shades.
HALLWAY WITH LASERS: If you take Zip's advice and equip the headset then
press Action for infrared, you'll notice the hallway to the right is
crisscrossed with 5 sets of invisible lasers. (The scope on the HK also
reveals them.) Before attempting to get through, pick up some HK and
grappling gun ammo on top of the crates. To make passing the lasers
easier, equip the HK in sniper mode and shoot the red valve on the pipe
at the end of the hall beyond the lasers (shown in the screenshot at
http://stellalune.com/TR5walk/screenshots/redalert8.jpg). Steam escapes,
making the lasers visible on one side.
Approach the lasers carefully. The lasers are not in synch, but each has
a distinct pattern: on, off, on, longer off. If you watch the pattern
you can run past each one in turn on the long-off phase. You can also
use the white lines on the floor as a guide. After you pass each laser,
don't approach the next white line, because that's where the next laser
is. For the last line of lasers, be sure to move to the right to run
through the doorway when the laser goes off.
FIRST ELEVATOR: In the hall beyond the lasers there are some crates to
the left. You'll find a large med-pack on top. When you go toward the
other end of the hall, the ELEVATOR doors open and a soldier comes out.
Kill him, go into the elevator, and press the buttons to take a ride.
Ready your weapon and turn around, since the doors on the other side of
the car open and there's another soldier waiting. (NOTE: To conserve
ammo, use sniper mode on both of these guys-or burst mode as long as you
don't have a heavy trigger finger. Don't use the scope, which makes Lara
an easy target. Just auto-aim and hop away from each soldier while
firing.)
SHOOTING RANGE: Across from the elevator are two glass doors. These lead
to the shooting ranges. The one on the right doesn't open yet, so go
through the door on the left. Pick up the HK clips on the shelf and get
ready for some target practice.
(NOTE: Save your game before beginning each of the shooting ranges. You
have only one try to complete each perfectly. You may want to save in a
separate slot before you start the second range, in case you change your
mind.)
You must complete the first range in order to open the ARMORY and
proceed in the level. As long as you destroy all the targets, this will
happen. Completing the first range under the time limit will also open
the door to the second shooting range. Completing the second range is
optional but will enable you to get secret #2.
For the first range, press the button to activate the targets. Ready the
HK (use sniper mode to conserve ammo) and use the scope to aim. In order
to open the second shooting range, you need to destroy each target
before it crosses the line on the floor nearest the window. So shoot
them in this order: center, left, right, far left, far right.
(NOTE: Some players have informed me that the order for the first target
range is center, left, far left, right, far right. I don't know if this
is different on some versions of the game or if they just found it
easier to shoot the targets in this order. Try both and see which works
for you. Also, if you have extra ammo, you can use burst or rapid mode.
It burns ammo more quickly but gives you a greater chance to hit each
target. Just be sure not to waste bullets, since you'll need them badly
later in the level.)
Once you enter the second range, you can pick up more HK ammo on the
shelf, but you'll be unable to exit until you complete the range
flawlessly. Also, poison gas begins to leak in as soon as you activate
the targets. So if Lara doesn't destroy all targets before they cross
the middle line (marked in the screenshot at http://stellalune.com/TR5walk/screenshots/redalert9.jpg),
she dies. The first seven targets pop up one at a time in this order:
center, left, far right, right, left, far left, far right. If you shoot
all of them, the last three targets pop up together. Shoot them in the
order: center, left, right. If you don't see the last three targets, it
means you made a mistake and need to reload your saved game.
(NOTE: Yes, this is extremely hard. It took me about 40 tries. If you
just can't do it, feel free to download my savegame. See the note at the
end of the document.)
ARMORY: After completing the shooting ranges, exit into the hall, turn
right and go to the far end of the hall. The secret room is on the left.
If you were able to open it, enter and pick up some HK clips and a
golden rose (secret #2, 35/36). Avoid the weapon racks with the deadly
red lasers. In the room across the hall there are more HK clips on the
floor and a GRAPPLING GUN on the rack with the green lights. When you
take the weapon, a soldier comes in. Kill him quickly. Again, avoid the
racks with the red lasers. At the back left corner of the room is a
shelf with some grappling gun ammo.
Once you take the grappling gun and the soldier comes in, the door
through which you entered is sealed. You'll need to exit through the
other door, which leads into a storeroom.
WELL-LIT STORAGE ROOM: Enter with your weapon drawn. Advance just until
you hear dramatic music. A soldier emerges from behind the crates. He's
wearing a helmet with a faceplate; so going for a headshot won't work.
Shoot him in the chest about four times.
Climb up to the tallest crate to get some HK clips. Equip the GRAPPLING
GUN and use the scope (Look) to aim for the grate where the vents
converge on the ceiling. (The light in the center of the scope turns
green when you're aiming at a viable target. See the series of
screenshots at http://stellalune.com/TR5walk/redalert3.html if necessary
to get oriented.) Shoot a grappling hook into the vent.
Hop down to the lower crate and take a standing jump to grab the rope.
Swing toward the crumbing blue-black section of wall. Jump from the rope
to grab the faint horizontal crack in the wall. Traverse to the metal
duct on the right. (NOTE: See the screenshot and the rope swinging tips
in the Old Mill walkthrough if you need help.)
Before sliding down the chute, ready the HK in sniper mode, since 2 guys
in armored suits are coming up the hall from the ELEVATOR. Shoot them
through their open faceplates. Return to the elevator and press the
button inside to return to the previous floor.
BACK AT THE HALLWAY NEAR THE LASERS: There's another soldier waiting
near the crates at the end of the hall. If you set the HK set on sniper
mode and walk carefully along the left wall, checking your scope every
few steps, you can kill him with a well-aimed headshot before he notices
Lara.
Return past the 5 laser traps as you did before. Continue to the grate
with the trapdoor, drop through, and go back through the crawlspace to
the OUTSIDE STAIRCASE.
Use the GRAPPLING GUN to target the lowest portion of the twisted,
dangling stairs. (The light in the scope will turn green when you sight
the correct spot. See the series of screenshots at http://stellalune.com/TR5walk/redalert4.html
if you need help with this section.) Shoot a hook into the metal.
Position Lara on the broken stairs so she's facing the dangling rope
squarely. Take a standing jump from the edge of the broken stairs to
grab the rope. Swing toward the opening with the twisted metal bars on
the other side of the stairwell. Jump from the rope into the opening,
slide down the slope and jump and grab the ledge above the fire. Pull
up. (If Lara slides into the fire, she'll die.)
STOREROOM WITH SOLDIER: Crawl through the duct to an opening overlooking
a small storage room. If you press the draw-weapons key, Lara will
kneel, giving you a better view of the room below. If the soldier
standing below notices Lara, he'll press a button on the wall activating
a gun turret. If this happens, Lara will take a lot of damage before she
can pull the switch that opens the exit and escape. To avoid that, crawl
to the right edge of the opening and angle Lara to the right, facing the
crate in the corner below. Press Jump to somersault out of the opening
onto the crate. (See the screenshot at http://stellalune.com/TR5walk/screenshots/redalert15.jpg
if necessary to get oriented.) Equip the HK in sniper mode and take out
the soldier with a single headshot. Drop down, pick up the large
med-pack in the alcove and use the switch to open the door.
(BUG NOTE: Avoid saving your game between finishing the STOREROOM and
exiting the LOBBY. If you save here, you may find that after riding the
elevator down, the doors won't open, preventing you from entering the
LOBBY, or that the metal doors at the top of the LOBBY don't open,
preventing you from going on from there. If you do choose to save, use a
new slot in case you activate the bug and need to reload.)
Go to the right and press the button to call the SECOND ELEVATOR. Enter
and press the button inside to descend to the LOBBY.
When you exit the elevator, 2 swat-team guys descend from the ceiling on
ropes. Hop back into the elevator while shooting. You can use sniper
mode, but the guy on the right has a protective faceplate, so shoot him
four times in the chest. Shoot the guy on the left once in the head.
Notice the DOOR TO THE HELIPAD with the white key receptacle at the top
of the stairs. You'll need to find a key for this. To exit the LOBBY,
walk to the top step, turn so Lara's back is to the helipad door and
line her up facing the rope on the right (as shown in the screenshot at
http://stellalune.com/TR5walk/screenshots/redalert16.jpg). Take a
running jump from the top step to grab the rope. Swing to the top of the
stacked pink crates. Stand at the middle of the crate and jump straight
up to grab the handles of the angled metal doors to open them. When the
doors open, 2 more soldiers appear, one in the duct above and one down
below near the door. You may want to take out the one up above, climb
into the duct, then shoot the one below from relative safety.
(BUG NOTE: I found that these doors wouldn't open, but I was able to
climb through them by grabbing the lower edge of the opening and pulling
up. In this case, the second pair of soldiers does not appear. If you
aren't able to do either, try reloading an earlier save and not saving
between finishing the STOREROOM and exiting through the angled metal
doors.)
Go through the ducts toward a button. The floor drops out from under
Lara before she can press the button. Slide down the chute and turn
around. Before hopping down from the duct into the hallway, take note of
the ladder on the shaft ahead. You'll be exiting here later.
(BUG NOTE: This next section also has a potentially serious bug. Do not
save your game between sliding down the chute and destroying the first
cyborg. And be sure to destroy the cyborg using the method that involves
shooting the valve, described below. Otherwise, you may be unable to
complete the level. If you do choose to save, use a new slot in case you
activate the bug and need to reload.)
Continue to a FOUR-WAY INTERSECTION. Lasers bar two of the doorways. Go
through the door on the right. Inside this doorway there's another
laser-trapped doorway to the left and a crawlspace to the right. Go
through the crawlspace and climb the slats into a metal duct. When you
approach the end of the duct, the vent swings open.
CYBORG ROOM: Walk to the end of the duct and allow the camera to shift
to face Lara. You should see a cyborg lurking below. This room should be
dry. If there is water on the floor when you first enter, the savegame
bug has been activated and you'll need to go back to a previous save and
try again.
Run off the right corner of the duct onto the pink crate below. If
you're low on ammo, pick up the HK clips. Otherwise, save them for later
to minimize the damage Lara takes from the cyborg. (NOTE: More ammo will
appear here if you run out.)
While standing on the crate, turn around and use sniper mode to target
the red valve on the back wall (below and a little to the right of the
duct). Shoot the valve to burst the pipe and flood the room. You should
see water gush out of the pipe, and the floor will now be covered with
water. Shooting the valve should also open the vent high up on the
opposite side of the room from the duct. Take a standing jump back into
the duct and move away from the opening.
(NOTE: If you don't see a valve or if the vent doesn't open, the
savegame bug has been activated and you'll need to reload an earlier
save to finish. See the bug note above for more info. Once you shoot the
valve, you can try saving your game. Just be sure to save in a new slot
in case you activate the bug and need to reload.)
Now you can stay inside the duct and shoot at the cyborg from relative
safety. Position Lara near the edge of the duct and use sniper mode-or
burst mode as long as you don't lean on the trigger. If the cyborg looks
up at Lara, hop away from the opening so he can't shoot at her. Then
walk forward and keep plugging away at him each time he walks past. This
requires a great deal of patience, but it helps conserve health for the
difficult tasks ahead.
As the cyborg takes damage, his robotic skeleton will start to show.
When his metal arm and leg are showing and he starts to crackle with
blue electricity, he's nearing death. A few more shots and he'll short
out and collapse.
(NOTE: Alternately, you can draw out the cyborg by dangling Lara from
the edge of the duct then pulling up. Shoot the cyborg until he starts
to spark, then hop down to the crate and shoot the valve. If after
flooding the room the cyborg doesn't short out and die immediately, hop
back into the duct and shoot him until he does.)
Once the cyborg is destroyed, you can save your game. (Again I recommend
saving in a new slot in case anything else goes wrong.)
Do not hop down into the water near the dead cyborg or Lara will be
electrocuted. Instead, carefully line up a running jump from the top of
the crate to the black metal grate just to the right of the duct where
you hid earlier. Start by walking Lara to the edge of the crate facing
the sloped silver ducts. Position her in the middle of this edge. Then
pivot her a little to the left to face the black metal ledge. Use the
Look button to check the angle. Hop back once, check the angle again and
adjust with left/right keys. Now take the running jump. Do not press
Action or Lara will fall short and be killed. Instead, tap the left
direction button in the air to pivot her toward the grate.
(NOTE: Some walkthroughs suggest doing a complicated series of jumps
involving the angled silver ducts in the corner of the room. This is not
necessary. See the screenshot at http://stellalune.com/TR5walk/screenshots/redalert17.jpg
if you're not sure how to set up the jump to the black grate.)
Pick up the grappling gun ammo at the back of the black grate. Equip the
GRAPPLING GUN and shoot a hook into the grate at the top of the room.
(Again, the light in the scope will turn green when you sight the right
spot.) Climb on top of the duct, walk to the edge, then take one hop
back. Take a standing jump to grab the rope. Swing into the open grate
at the top of the room. Go to the back of the alcove and use the switch
to drain the room below.
(BUG NOTE: Do not save your game again after using the switch. If you
reload, the room will be flooded and you won't be able to get the key.
If you have already done this, try swinging to the switch and using it
again. If that doesn't drain the room, you'll need to reload an earlier
save.)
Take a running jump from the opening past the dangling rope to the top
of the duct. Pick up another grappling hook, which has mysteriously
appeared on the black grate. Then drop to the floor. Pick up the large
med-pack and the KEY BIT the cyborg dropped.
Pulling the switch to drain the room also closed the vent over the duct,
so you'll need to climb and swing back up to the alcove and pull the
switch again to re-flood the room and re-open the duct. (Remember to
avoid the electrified floor now as well.) Again, take a running jump
from the opening to the top of the duct. Now hop down onto the crate and
jump from there into the duct. Or, hang from the top edge of the duct,
let go and press Action again to grab the bottom edge, then pull up.
Follow the duct and crawlspace back to the FOUR-WAY INTERSECTION. The
lasers that were blocking the doorway straight ahead are deactivated
now.
(BUG NOTE: There is another potential bug in the next section. Avoid
saving your game between beginning the first run past the helicopter and
when you trap the second cyborg. I was able to save at the button behind
the bar and still complete the level, but others have reported not being
able to do this. When this particular bug is activated, the second
cyborg falls into one of the pits and is trapped there. You can't kill
him, so you can't get the second KEY BIT and finish the level. If you do
choose to save at any point during this tough section, use a new slot in
case you activate the bug and need to reload. If you ran into the bug
and don't want to revert to a much earlier save, you can download my
savegame. See the note at the end of this document.)
GLASS-WALLED HALLWAY AND LOUNGES: As soon as you enter this hallway, the
hovering helicopter lets loose a storm of machine gun fire. In addition
to damaging Lara, this makes the yellow tanks explode, blowing away
large sections of floor and hurting Lara if she is nearby.
(NOTE: You can use the HK set on sniper mode to destroy the yellow tanks
before starting out. This will make the run a bit less hazardous. Don't
worry if there aren't any yellow tanks. Missing tanks may be a
by-product of the cyborg-room savegame bug, described above. The
landscape will be different, but the goal is the same.)
Before starting, notice the open doorway ahead on the left. You'll be
returning here on the way back.
To get to the other side of the building, you'll need to run past the
helicopter, jumping the pits as you go. Stay toward the middle of the
ledges, to avoid the overhanging beams on the right and the exploding
yellow tanks (if there are any) on the left. There are several large
med-packs concealed in the pits; however, I found that Lara loses more
health getting them than they're worth. If possible, get to the end of
the hall in one smooth run. Lara will lose a lot of health if you
hesistate for any reason.
To clear the first pit, use a running jump, taking off a step or so
before the edge, in order to give Lara enough room to run a few steps
along the second ledge before jumping. When she jumps from the second
ledge, grab the opposite ledge and pull up. Then take another running
jump across the next pit and a standing jump across the last one. Run
into the little corner lounge to catch your breath.
(NOTE: If you save here, be sure to do it in a new slot in case you
activate the bug.)
The helicopter turns the corner and will continue to shoot at Lara when
she enters the next room, a GLASS-WALLED BAR. Things are further
complicated by the loss of the Look button here. (Yes, it's fun to watch
a helicopter destroy the glasses on shelves behind a bar, but not after
your fifth or sixth death.) Run into the room, cutting to the left. Run
behind the bar and immediately duck. Crawl to the end where you can
stand and press a button.
Voiceover: Zip says something over the headset, which is largely
unintelligible over the noise of the helicopter.
Pressing the button opens your way out. It also lets in a second cyborg.
He'll be waiting for you in the small corner lounge on the other side of
the bar. Crawl to the gap in the bar, stand up and run into the corner
lounge.
(NOTE: If you're doing well health-wise, you can try saving your game
before making the second run across the pits. But be sure to save in a
new slot in case you activate the bug and need to reload.)
Now make another run across the pits under heavy fire with the cyborg
hot on Lara's heels. In reverse, the sequence of jumps is: standing
jump, running jump, running jump (no need to grab and pull up if you aim
for the right side of the ledge), running jump.
TRAPPING THE CYBORG: Because you pressed the button in the bar, the
doorway ahead (leading to the FOUR-WAY INTERSECTION) is blocked by
lasers. So run through the doorway on the right, up the ramp and down
the other side. Sprint along this straightaway if you want to. You'll
pass over a grate with a small room below containing a switch. Continue
through a room with a window on the right and out the door on the left.
Turn left at the next corner, then left a third time down a ramp to the
small room with the switch. If you've done everything right, you should
be able to look up through the grate and see the cyborg entering the
room above. Use the switch to trap him there.
(NOTE: If you were unable to trap the cyborg, reload and try again. If
you succeed and want to save now, I'd recommend saving in a new slot
just in case.)
GAS CHAMBERS: The diagram above (also online at http://stellalune.com/TR5walk/screenshots/redalert.gif)
shows the path you'll take to kill the cyborg. First go up the ramp from
the switch to the hallway. Turn left and follow the hallway to the
FOUR-WAY INTERSECTION. Go through the door on the left, which is the
only other one not blocked by lasers. This passage leads into a room
with poison gas jets. Lara will hold her breath as long as she can.
(You'll see the blue oxygen bar, just as you do when swimming.) She'll
die soon after she runs out of air, and she'll also take a little damage
just from being in a room with the gas. If necessary, you can crouch and
crawl along the floor to replenish Lara's oxygen.
From the entrance to the first switch, follow the path marked in blue in
the diagram. Run straight the first poison-gas room and out the other
side. Run through the second room and out the door on the left. Inside
the third room, look to the right near the floor for a crawlspace
containing the final golden rose (secret #3, 36/36). Crawl in to get it,
and take some deep breaths while you're at it. Crawl back out, jump onto
the low platform and pull the switch.
From the first switch to the second switch, you're following the path
marked in orange in the diagram. Roll and run straight across the room
and through the door where you entered. Run through the next room to the
door on the right. Two soldiers will try to stop you.* Take them out, or
just run past them. In the next room, go through the door on the right,
which will now open. Jump up on the platform and pull another switch.
This clears the poison gas from this room and lets gas into the next
room, killing the cyborg.
When the cyborg is dead, flip the switch again to clear the gas from
that room. It will start to fill up the room you're in, so run out
following the path marked in pink in the diagram. That is, run through
the door opposite the switch, into the next room, then out the door on
the right. Back at the FOUR-WAY INTERSECTION, go through the door on the
right and continue down to the ramp on the right to the switch under the
grate. Use this switch again to re-open the doors above.
Go up the ramp and to the right to the room where the cyborg died. Pick
up the KEY BIT he dropped. You should now have two halves.
Exit through the hallway that passes over the grate above the switch
(following the path marked in green in the diagram). Run up the ramp and
down the other side. Then quickly run to the right to avoid the
helicopter. Now you're back at the FOUR-WAY INTERSECTION. Go into the
passageway on the left (with the reddish light and the slight ramp
down). Continue to the low ledge, climb up, turn around and jump to grab
the ladder leading up the shaft. Climb into the duct above (the trapdoor
should be open). Follow the duct back to the LOBBY. (If the angled metal
doors are closed, try dropping through them.)
Voiceover: When Lara drops down from the duct into the lobby, Zip
congratulates her on a job well done and advises her to get out.
Climb down. Combine the two KEY BITS to make the HELIPAD KEY and use
this to open the big door. Go up the ramp to end the level and the game.
Final FMV: Lara makes a daring escape. Back at Croft Manor, her friends
toast her memory. And, in Egypt Von Croy finds a clue. A transcript of
this movie appears in the document TR5FMV.rtf.
*Note on Kills: In The 13th Floor level the number of kills varies
depending on how you play certain areas. The number 14 is based on
following this walkthrough. I have noted all enemies in orange type, as
usual, and included notes on all possible kills.
In the level Escape with the Iris the total number of enemies is 8 (all
noted in orange type), but Lara only kills 2 of them-the guards she
subdues with chloroform.
In the Red Alert! level, you may encounter one or two guards in the gas
chamber area. I'm not sure what causes the appearance (or not) of the
second guard.
**Note on Secrets: There are 36 golden roses in the game. If you find
them all, after the credits you'll be able to access "Special Features"
from the options menu. This is a collection of storyboards, etc.,
created during the game design.
***Note on Starting Inventory: If you are playing on the PC and a novice
raider and/or have trouble getting through the VCI Headquarters levels
with the limited health and ammo provided, feel free to download my
regular or hacked VCI HQ savegames from http://tombraiders.net/stella/savegame.html.
The hacked files include initial saves for each of the last three levels
with extra med-packs and HK clips. For help with savegame files, see
http://tombraiders.net/stella/ziphelp.html.
EQUIPMENT NOTES: The headset works just like binoculars: use Flare and
Sprint keys to zoom in and out, Action for light, draw/holster key to
return to normal view. The HK rifle has three modes: sniper, burst and
rapid. Change mode by going into inventory and selecting the HK. Then
select "choose weapon mode." (For more info see my Strategy page at
http://tombraiders.net/stella/strategy.html.) Sniper mode shoots one
round at a time. Burst mode shoots rapid bursts of five rounds, and
rapid mode constant automatic fire. All three modes have a scope similar
to the laser sight. Activate with the Look button, use Duck and Sprint
keys to zoom in and out.
Escape with the Iris - Alternate Method for Getting Secret #1: Crawl
backwards to the exact center of the opening. (It's easier to tweak
Lara's position while crawling than climbing.) Hang from the climbable
wall and press Jump + Roll + Action at the same time to make Lara spring
from the wall, twist in midair and grab the chain behind her. Slide down
the chain to the bottom. Turn around to face the alcove with the golden
rose and step to the back right corner of the ledge (farthest from the
alcove opening and out of the way of the chain). Then take a standing
forward jump. Jumping from the edge nearest the alcove doesn't work.
Lara either grabs the climbable wall (if you press Action) or bangs her
head and slides down the shaft (without Action). After getting the rose,
take a standing jump back to the bottom of the chain.
DOWNLOAD SAVEGAMES: If you get snagged by any of the savegame bugs, or
if you find some sections too difficult to complete, feel free to
download my PC savegames. There are regular saves plus saves for each of
the VCI HQ levels with extra HK ammo and med-packs. See http://tombraiders.net/stella/savegame.html.
For help with savegame and zip files, see http://tombraiders.net/stella/ziphelp.html.
Macintosh saves will be along soon.
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