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Читы для Tomb Raider 3: Adventures of Lara Croft

Чит-файл для Tomb Raider 3: Adventures of Lara Croft

Tomb Raider 3:
Adventures of Lara Croft

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Core Design Limited
Издатель:Eidos Interactive
Модель распространения:розничная продажа
ISO статус:релиз состоялся 21 ноября 1998 года
Жанры:Action (Shooter) / 3D / 3rd Person
Multiplayer:Отсутствует

Даты выхода игры

вышла в ноябре 1998 г.

Solution [ENG]

Информация актуальна для
INDIA-Jungle

Don't slide down the large dirt hill until you nab the level's first secret.
Jump up and over the slope on your right as the level gets
underway, and slide down onto the green ledge. Sliding down the dirt slope, jump
up and grab the overhead log. Dispose of the
monkey, and line up as illustrated in the screenshot before hanging and dropping
from the back of the log to the slope once more. Let
Lara slide to a stop. If you lined up properly, you should stop in a small
spike-free section. Jump towards the wall on the left to
continue downward. Sliding down near the wall, you can reach the ledge below and
not have to worry about the boulder, which
releases when you go for the Large Medi Pack.

From the ledge with the boulder, walk to the point ground to the right of the
tree. Jump from there past the tree, leaning to the left in
mid-air. From the ledge with the boulder, run back onto the slope facing
forward. Jump across the last row of spikes, hugging the
wall on Lara's left. Collect the Save Crystal, but walk carefully in the area,
as most of it is a quicksand mire. Jump, grab and pull-up
to the top of the pillar just past the crystal.

From the solid ground near where you found the Save Crystal, you can wade to a
short hall. In the open area, shoot the monkey
before he runs off with the Small Medi Pack on the patio. Check the river
through a narrow passage on the right as you spied the
larcenous monkey. The current is strong, and the water is filled with piranha.
Down a hallway off the monkey's patio is a switch to
throw. Throwing the switch down the short hallway opens the door on the ledge
above the patio. When you throw the switch in the
dark chamber, a wall of spikes closes in from Lara's left. Throw the switch,
roll, and run for the safety of the sill behind you. Climb
quickly and roll. When the wall passes, use the rope slide on the newly
accessible ledge.

Through the hole in the huge tree, expect a tiger in the open area. If you move
fast, you can jump up over the sloped side of the log
on the left, and fight from atop it. In the same area where the tiger attacks,
you can jump up a greenish slope and collect ammo.
Defend against the resident monkeys, and throw the switch inside the tree
mindful of the impending boulder. Investigate the area
where the boulder first sat to find a second switch near a gate. Backflipping,
or bouncing off the sloped sides of the area, can help
you dodge the kitties. The second appears when you approach the far end of the
path. Notice there is an area where you can pass
through the hedge. Past the path of tigers, a monkey waits in fog shrouded
clearing. Avoid the spiked pit, and don't overlook the
ammo near the trees on the right. Crawl beneath the fallen tree and follow the
path to climb atop it. Expect more tiger trouble near
the Save Crystal.

Hanging and dropping from the secret log, you'll fall into a nasty trap below.
Keep jumping back and forth to avoid the spikes, and
keep leaning to one side to gradually jump clear of the slopes. After you
collect the ammo from the rocks near the entrance, drop
down into the tunnel and walk to the far wall amidst the spikes. Pull up to the
ledge above to escape: DO NOT jump and grab, use
the action and forward buttons.

Backtrack around to the area near the secret log entrance, and follow the
lattice-work hallway to a spiked ledge. Shoot the monkey
prowling the cliff face, and walk through the spikes. Run and jump and grab to
reach a distant outside corner of the latticed hall.
From there, jump to the slope above the hallway, slide backward and grab the
edge. Shimmy all the way to the right before pulling
up to claim the Save Crystal. Climb and shimmy to the high dark cave. If you
throw a flare near the entrance, it's easier to spot the
exit when the boulder is chasing you. Hurt the monkey and throw the switch. The
boulder falls from above when you double-back
down the hallway.

In the jungle area, a monkey will lead you towards a boulder trap. Two roll out
initially, then a third when you investigate up the hill
towards the bushes. Climb the extreme right side of the hill, jumping a slope to
reach the bushes. Explore the river area for ammo.
You'll have to leap to the small central island, then jump up from the square
sector to grab the ledge above.

Throwing the switch on the upper ledge opens the door high on the wall in the
background. To reach the door, you have to run and
jump and grab from the small island to a flat spot just to the right of the
pillar. Ride the rope slider across the chasm to the hallway,
and follow the passage to the left.

From atop a pillar you can reach the Save Crystal unmolested, but expect two
tigers when in the large outer area. You can coax the
tigers out of hiding by jumping atop the pillar, as shown here. In order to
reach the opening on the right side of the falls, you must
flood the huge area. Investigate the dark passage to the left of the falls.
Cross the pool, and turn to the right on the ledge near the
distant sealed portal. Don't overlook the flares on the central platform. To the
right of the aforementioned sealed portal is a block to
pull twice. The portal should open. Inside is a switch, which opens a trapdoor
behind the block. Swim down behind the block and
surface at a walkway. Throw the switches at either end of the walk. Return to
the outer pool and throw the switch behind the second
unsealed portal. The large area near the waterfalls floods. Now you can return
and swim to the ledge that had been out of reach.



Follow the path up the falls, and you'll find a hallway with a switch to throw.
Don't hit any solid ground if you leap from high up
near the falls. Follow the underwater passage now open off of the flooded area.
When you surface, you'll be floating in a pool with a
tiger lurking nearby. Roll, jump, and fire to kill the tiger. After killing the
tiger, check the area for ammo and then climb the ladder.
Up the ladder, make sure to dispose of the monkey. From the upper ledge, dispose
of the tiger. Collect the ammo from the small
alcove to the left of the door, then apply the Indra Key to the lock. Slog
through the quicksand to make your exit.

INDIA-Temple Ruins

Having rid the area of cobras, check the river. There's an underwater opening,
but piranhas are on the prowl. In the corner of the
small area is a switch which let's you bypass the water. Follow the underground
passage, wary of a cobra around a blind corner, and
emerge near another section of river. Claim the ammo, and notice the central
platform. Run and jump and grab from the roots of the
tree, and you can catch the edge of the platform. From there, you can run and
jump to the distant walkway.

Throwing the switch at the end of the walkway opens an underwater passage. Back
off from the break in the walkway, and jump into
the water so that you sink quickly. Follow the underwater passage, and you
surface in a large area near a mud-slide. Kill the
monkeys and climb to the upper ledge, where you might leap for ammo. This is a
good place to save the game. In the trees you'll
find some Flares. Once you've pilfered the tree tops, continue toward the
waterfall, running and jumping and grabbing onto the white
platform and then to the Small Medi Pack near the tree. Follow the passage, and
slide backward to shimmy across the falls. After
disposing of the monkey, crawl into the crack on the extreme left-hand side.
There's a snake waiting in the darkness just through the
opening. Follow the tunnels, wary of another cobra at a blind turn to the right.
Slide down the run near the right-hand wall to avoid
the boulder, and you'll enter the temple.

When you come into the chamber with the Save Crystal on the ledge, the distant
Shiva animates. Climb the ledge to safety. From the
ledge where the crystal sat, shoot at the monster. If you hop down off the ledge
and back up again, he'll drop his guard. Throw the
two switches at either end of the ledge. The two switches open a door at ground
level. The other door is opened by a switch in the
small area in front of it. When you throw the single switch which opens the door
above, turn to the right and push the wall to enter a
secret area. Crawl beneath the dart traps, and don't go in the hole. Through the
door opened by the single switch, the tunnel turns to
mud. Unless you run and jump from the edge of the solid floor, and begin
slogging immediately down the hallway, you'll sink down
and take a tiny bit of damage before re-surfacing.

Doubling back above the mud-filled hallírun and jump to grab the
ledgeíyou'll find a monkey to kill and a switch to throw. This is a
good place to save the game. In the room with the two monkeys, push the block to
reach a high ledge. Jump a grab a ladder and
throw a switch. Lower Lara back down the ladder as far as she'll go, and drop to
the floor from the secret area. You'll take a small bit
of damage. By pushing the same block which allowed you to reach the secret area,
you can easily reach the door which opens by the
switch below. Drop into the pool and throw the switch. Get a good breath before
going through the underwater door.

Swim down the underwater passage, and turn right as it widens. Swim to the
switch on the wall, pull it and roll. Swim straight to the
other end of the chamber, and you'll find another switch to pull. Once you've
pulled both underwater switches in the large area,
doubleback down the passage you came from, and look for an opening in the
ceiling about halfway down. You will surface in a huge
chamber. The other switches in the pool cause the statues to billow fire,
revealing translucent platforms. Turn off the statues, and use
a flare as your guide. Jump and grab the platform from the side where you find
the Save Crystal. From the translucent platform,
jump to the ledge and throw the switch. Quickly jump left, then turn and step
off the edge of the ledge, leaning to the right to catch
the ground below. Sprint through the timed door. This is a good place to save.
When you throw the switch, turn immediately to the
left, and sprint down the wide hallway.

A Ganesha Key sits at the far end of the hallway, to the left. Grab it and roll,
then sprint back down the hallway toward the spiked
wall. The door through which you entered is open, if you can make it before the
wall passes that point. Wade through the mud,
sticking to the sides of the chamber to avoid falling debris. Follow the
mudslide up the hill, leaping over two sets of slopes to a
hallway with a nasty boulder trap. Get the Flares from the nook (where the
boulder will stop), then stand on the first step and roll to
trigger the trap. Light the left turn with a flare to aid your escape. Past the
boulder, the hallway divides. Choose the right-hand path.

Continue in the hallway, kill all the monkeys and claim another Save Crystal.
Climb down the ladder, and drop from the bottom
back into the room with the Ganesha Keys door. Through the door which opened by
the two switches on the ledge, dispose of the
monkeys near the dry pool. Down a hallway off the pool is the second Ganesha
Key. To open the hallway, you have to flood the
pool. Save the game.

Swim across the pool with the flaming statues. Pull up at the far end while the
flames are in full-force, and they'll wane as you
emerge. Throw the switch and backflip to the pool as things heat up again. Stick
to the lower right-hand corner of the underwater
passage, and hug the right-hand wall very tightly in the chamber beyond. Climb
out onto the ledge with the Small Medi Pack as the
ceiling falls in. Cross the pool and climb the ladders and ledges. You'll have
to backflip from the top of the first ladder, and jump to
catch the second one. Take elevation into account as you climb. The jumps which
require running first are all obviously long
distances. The ones that look questionable are the stand-and-jump variety. Make
a final standing jump to the doorway. In the
chamber where you dodge to avoid the boulder upon arrival, crawl beneath the
darts and blades to the edge of the pit. Jump and grab
the distant ledge.



When you pick up the Save Crystal, turn to the right. There's a movable block in
the wall. Push it in, then turn to the right again and
push the block there. Push it all the way into an open area, if you like, but
don't explore in that tunnel. It's a deathtrap. By pushing
the block out into the large tunnel, you create a hallway. Manipulating the
movable blocks which form one side of the hallway, you
can reveal the switch which floods the pool near the second Ganesha Key. Once
you throw the switch which fills the pool, return to
the room with the two swinging blades. Jump back across the chasm, and stand in
this corner to hang and drop to the area below.
Now backtrack to the flooded pool.

After retrieving the second Ganesha Key, you can apply them to the locks on
either side of the huge portal. The trap beyond is
deadly, though it is surmountable... To save or not to save? Run and jump across
the pit beyond the Ganesha Keys door, and
immediately begin to climb the ladder as the spiked ceiling falls. As long as
you don't slip up, you should have just enough time to
make the ledge above. Roll, and watch out for the monkeys, especially if you get
nicked. In the room with the monkeys and the Save
Crystal, you'll have to pull out a block, and run and jump from atop it to reach
a ledge with two switches. In the hallway which
opens, use the sprint to get past the flaming statues. Use the high ledge to
help plink away at the pair of Shivas. If you back off the
ledge and grab it, then pull back up, the monsters will drop their guard.

When the Shiva finally succumb, take a Scimitar from each and place them in the
empty hands of the statue on the ledge. The door
below opens. In the large area, don't climb the central steps just yet. As long
as you stay clear of the steps, the boss Shiva won't
activate. Round the corner and take the Save Crystal. Two puzzles before the
boss battle are nasty little traps, so save the game. Save
your game near the small dark gate.

The underwater puzzles tasks you with avoiding a current, which wants to suck
you into walls of spikes. Fight the current to get over
near the wall, and thus throw a switch. Reach the switch near the opposite
spiked wall. Now you can claim one Ganesha Key from
the area below the entrance. The spiked ceiling in the small room is merciless.
By sprinting into the room and throwing the switch on
the far wall first, you should have just enough time to throw the second switch
and step into the hole in the floor which opens for you
second key.

Battling the boss Shiva is a grim task, but it would be more so if the boss
didn't seem to avoid the central steps. Use the sprint to
open up a gap, keeping the steps between you until you can line up an attack
run. Remember the exposed back.

INDIA-The River of Ganges

The Quad Bike waits nearby as the level begins. There are goodies in the
crawlspace nearby, but that's not the level's first Secret.
Check the ramp that leadsяsort ofяtoward the far opening. Don't take the trip
without the first Secret. From near the ramp, back off
the ledge and grab. You should find a group of ladders which takes you to the
left. The series of jumps is very demanding. Be careful
not to back up too far when you're making a run. Pay particular attention to the
headroom as you line up each leap. At the low area
across the short gap, reverse and do a backflip. The following jump is of the
running variety. In the Secret room, stand facing the
first slope and jump to it. Keep jumping to reach the safe platform. Don't
overlook the Shotgun Shells.

After retracing your path to the Quad Bike, make the big leap. Engage the brakes
to power up the engine, and let 'er rip. Hug the wall
and coax the bike along whenever passing a dangerous drop-off. Notice how you
can back up to the wall, and the Quad lines up
perfectly straight for each jump? Finally, circle to a high ledgeяacross a
short, dark gapяand make an impressive leap for a distant
ramp. Back up to the wall and get a full throttle run. The Quad's path dead ends
temporarily at a gold-lattice door. Disembark and
check the wall near the ramp you just came from. Run and jump to the hallway.
Crawl along the path. When you stand, be wary of
snakes. There are two cobras around blind corners in the short network of halls.
Jump from the edge of the hole to cross above the
area where the Quad waits.

From the room with the second snake, drop down to the hallway. Expect monkeys to
intrude when you go near the door switch. Atop
the Quad once more, the area of the blue Save Crystal is where the paths in the
level diverge. The right-hand route is the shortcut.
The main trail is the only way to get all the Secrets. Circle around the
building which held the second Gate Key. You'll find a small
jungle area back near the river. Check the slope you're jumping from for
irregularities. When you cross back over the river, the
shortcut path intersects with the main trail. Back where the paths diverge, the
left-hand route is the main trail, the path with all the
Secret areas. The long jump is a killer. Jump along the right-hand side of the
slope and turn into the wall on the right, once you land,
to arrest your momentum. Creep up the slope and through the door on the right.
Just through the right-hand door off the big slope
there's a room with a big hole in the floor. Past the room with the hole in the
floor, hug the right and stop at the top of the long,
outside ramp. On your Quad Bike, pick one side of the ramp, instead of the
middle. Back to the wall, engage the brake, gun the
engine, and go!

Follow the hallway. It appears to split in two, but both routes are headed in
the same general direction. Get off the bike and look
around. The large hallways lead to an open area where you can see a Save Crystal
far above. You'll have to jump the Quad Bike
from an upper ramp on this side of the gorge. The ramp is long but not too
perilous, as long as you take it slowly. Watch those
corners. Just past the final corner, where you can see the actual jump ahead,
there's a hole in the ramp! Back up flat against the wall
with the hole in the ramp a few meters in front of you. Brakes! Throttle!
Action! In the area with the Save Crystal, you have one last
big jump to look forward to. Hopefully those are getting to be routine. Climb
down the ladder before you make the trip. Across the
last big jump, you sit atop a high cliff. The path to another Secret is along
the ledge on the left. Expect a vulture near the hill. Follow
the upper ledge near the tall cliff. Run and jump to a ledge across a chasm.
Getting back off the secret ledge is another jumping
exercise. Jump to the slope, and jump again.

There is no reason to go back for the Quad Bike, if you left it behind. The area
up ahead is where the main route intersects the
shortcut. From the platform above the falls, you can see the final secretяthe
dirty ledge low and to the right. When you jump to the
short ledge to climb the cliffs opposite the falls, a trio of buzzards attacks.
Put your back to the wall and whip out the Shotgun. From
a lower ledge facing the cliff face with the secret entrance, look down and spy
some ammo. From the area of the ammo, you can
plainly see a long crack leading to the secret. Run, jump, and grab from the
area of the ammo to catch the ledge. Shimmy right. Pass
through the waterfall and climb the rocks to the tunnel exit.

INDIA-Caves of Kaliya

As the level begins, you can go right or left. To the left lies nothing but
Flares. Might as well go get 'em. At the intersection, there
are two dead-ends to the right, a crawlspace to the near left ... To the left of
the crawlspace hall is a long hall. Of course, you can
always sidetrack and find a snake to kill. If you follow the hallway to the left
from the intersection, you round the corner to find a
hole in the floor.

Drop down through the hole. At the bottom of the area, you'll find a pack of
Flares. Doubleback to the beginning of the level. This
time, choose the right-hand path. Crawl through to a spot above a long ramp. A
boulder will follow you down. About fifteen meters
from the bottom of the ramp, jump. You don't want to jump from so high that Lara
falls into a crouch. You can sprint a tiny bit if you
want. At the bottom of the ramp, you have to make a quick left to avoid the
boulder. From the point where the boulder stops, a
hallway leads off to the left.

Down the hallway, there's a niche on the right. You'll need to use that to
escape from the path of the next boulder. Throw a Flare into
the niche. Run down the hallway about ten meters and roll. If the boulder drops,
run back down the hall. If it doesn't, venture a bit
further and roll again. When the boulder drops, beat feet back to the lit niche.
You should have enough time to avoid the second
boulder and reach safety. Once it passes, continue down the hallway. At the end
of the hallway, there's a ledge you can jump up and
grab.

Crawl through into the hallways beyond. To the left, walk cautiously a widely
around the corner. Pause to take out the snake. To the
right from the crawlspace entrance is the correct route. At the
intersectioníwhich you'll soon doubleback to, take a right. Follow the
hallway as it winds to the left. Grab the Shotgun shells. Now doubleback to that
last intersection. Back at the intersection, the
crawlspace entrance is to the left. Head to the right.

Follow the hallway. At the slightly raised floor in the intersection, look to
the left. Push the block at the end of the short hall past the
raised floor. From the point where you push the block, turn and head to the
right. Head to the right at the next intersection. Follow
the hallway. There are several short dead-ends, but only one long hall. At the
end of the long hall, you'll find a hole in the floor.

Drop down the hole, and continue to follow the hall. Climb up the ledge and
crawl through to the intersection. Just out the
crawlspace, the path to the lair is to the left. Follow the hallway from the
intersection, and you'll find a room with a Save Crystal
above a hole in the floor. Take the Flares, and jump over the hole to take the
crystal.

Hang and drop down the hole, and you'll land in the middle of four snakes. Step
back onto the plant in the middle of the floor, and
you're in a safe zone. Dispose of the snakes in that half of the room, and
notice the two ramps. When you go near the ramps, a
boulder rolls through the room. You can use the ramps to leap above the boulder.
Step toward the flat area between the ramps. When
you hear the boulder start rolling, simply step back to one side. The boulder
rolls through, and off down a long hallway.

In the second section of the room, there are six more snakes to slay. Follow the
hallway where the boulder made its exit, and crawl
through the space. Collect the Save Crystal and Small Medi Pack. Save the game
before sliding down the ramp. The boss makes
quite a display upon your arrival. The water becomes lethal. The platform to the
left of the entry ramp makes a good place to jump
back and forth. The extended edge of the ramp means that you can jump twice in
either directioníback and forthíwhile chipping
away. Run and jump around to the platforms, collecting the Grenade Launcher and
refills. When you take the relic from the central
section, the level ends.

NEVADA DESERT-Nevada Desert

Look to the skies as the level gets underway, and get used to it. You never know
what you might see ... There's also rattlers to
contend with. They favor the bushes. Off to the right, a snake rests with a
rocket. Cross the pool and explore the passage. There's a
hallway at the far end that's hard to see from a distance. Push the movable
block that you find along the path. Take the ammo and
continue up the trail. From the central platform of the two running jumps, you
can hang and drop into a barbwire-free zone. To exit
the area, you push the block that you pushed just a few moments before. Dealing
with the nearby snake first is prudent.

 Continue along the path, perhaps walking slowly to the right of the metal box,
ready to pan the camera up and to the right ... Run
and jump from the trail near the metal box to the ledge. Dispose of the snake
near the bush, then run and jump to the closest portion
of the distant walkway. Run off the end of the path when it dead-ends, and
you'll land on a ledge below. Continue along the trail,
stepping down to claim a Large Medi Pack, then go back to the trail and run for
the rocks. Run, jump, and grab toward the rock pile
from the ledge, and continue to the top of the box, wary of the snake. Drop
through the hole in the top of the large metal box and
you'll fall into a waterway far below. Swim along until you can surface.

The large canyon is dominated by the waterfalls at one end. In the opposite
direction from the falls, the trail is less glamorous. That's
your route. Be ready for a bird attack the first time down the path. There are a
couple of harrowing jumpsílike around a corner to
grab a ledgeíbut get used to it. This is the big backtrack route.
Eventually, you reach a high ledge. You should be on the same level
with the rock formation. Run and jump across the canyon to the ledge on the far
side. Since this is your first trip, you might as well
climb down and get the secret. From the secret, drop into the water below.
There's plenty of stuff scattered on the river floor. Don't
overlook the waterfall niches

 From the water, climb the low red rock near the waterfall. Climb the tall red
rock next to that. Run and jump to the slope directly
across the canyon. Don't grab! If you just run and jump, you arrive standing up.
Time for the big backtrack. Head back around the
canyon as you did to find the secret, but this time stick to the upper path.
Jump shy of the bush, or you'll step on the snake lurking
thereabouts. Don't fall in the hole on the ledge when you jump past the rock.
Past the rock and the hole, hang from the ledge and
drop to the crack below. Shimmy left. From the ledge at the end of the crack,
jump up and grab the underside of the ledge. Swing
hand-over-hand to the cliff face. Press up against the cliff, then drop and grab
to hold the surface. Climb to the left and up. In the
area near the Save Crystal, you can see a big TNT box down below. There are also
Flares down there. You need the Detonator Key
to set off the charge. Now's a good time to save.

Jump to the slope beside the falls, and grab the edge when you slide. Climb down
to the ledge below, Follow it along the cliff. From
the end of the ledge, jump and grab the tall climbable surface. Climb all the
way to the top, and backflip to a flat rock. From the flat
rock, jump and grab the slope in between the falls. When you pull up, you'll
slide toward a ledge. Jump and grab. Take the ammo,
jump to the crack, and shimmy right. When the camera pulls back, drop and jump
to backflip across the waterway. Jump the small
platforms up the stream. A gigantic waterwheel dominates the cavern. On the left
shore, round a boulder to the left and kill a snake.
About-face at that point and crawl under the large rock. Back on the shore,
there's a small chamber to the left of the waterwheel.
Inside is an elevator in the down position. On the elevator is the Detonator for
the TNT. Kill the badguy and climb the waterwheel.

Follow the sides of the channel to an open area, ready for an air assault. In
the water to the right, which is safe, you can swim down
to a switch which opens a nearby door. Once you collect the ammo from the small
underwater chamber, throw the switch closer to
the falling water. As soon as you go inside the underwater tunnel that opens,
look for a switch on the dark wall overhead. Pull it.
Swim through the tunnel, pulling another more obvious switch, and you'll surface
in a hallway. Throwing the switch here activates
the waterwheel. On your way back to the waterwheel, check the dry river bed. You
can jump to the upper ledge, then back to the
river bed. There's a block below that let's you get behind the falls. You can
get back to the river bed from one end of that same block.

Your ultimate destination is the elevator chamber near the waterwheel. Dispose
of the guard and take the Detonator. Now it's time to
backtrack once again. Back at the TNT box, notice the boulder that will threaten
to ruin the big moment. Use the Detonator and jump
to the left. In the blown-up area, climb the ledges. From the highest, large
ledge, you can climb to the next area. It's a quick trip
around this large area, if you know where you're going. Circle the fence to the
left and climb to the narrow, dark passage. At the
juncture, jump and grab the upper ledge. There's no need to go down just yet.
Swim down in the chamber: there are two switches to
pull. One is behind the pillar, the other is in the tunnel. Backtrack to the
area near the electrified fence. This time, go down the wide
cave opening.

 Snuff the snakes and throw the switch inside the small building. Return to the
narrower passage, and choose the low road at the
juncture. Once the guards are dealt with, you can jump from the structure to a
box across the fence. Expect trouble as soon as you hit
the box across the fence. Remember that nearby lethal current as you fight: best
to get out of the narrow area. In the buildings you'll
find badguys, a lock, and the Quad Bike. You can ride the Quad to the top of the
building (risky) or use the box and grating to climb
to the Generator Access pass roof. Backflip when you open the generator room and
take decisive action. With the electricity off,
open up the main gateíthe switch is right beside it. Ride the Quad Bike
down into the cave and use the big jump to clear the fence.

NEVADA DESERT-High Security Compound

Jump into the window to summon the guard. When he arrives, sprint past him and
off the railing outside. Wait for the guard to chase
you down the stairs, then hustle back up toward your cell. Hit the switch on the
wall beside the cell next door, and the inmate comes
out to battle the guard. Open up all the cell doors, and notice the one which
was open to begin with.

Push the first box, and a crawl space is revealed. Crawl through, and push the
box, this allows you to push the first box back down
the passage, exposing the same crawl space, now on your right. By manipulating
the boxes and using the crawl space, you can reach
the sector which you originally pushed the second box into. Up above the passage
which leads from the cell, you can jump and grab
a walkway. Run and jump across the barbwire pit.

Walk through the barbwire to reach the switch. Use the ledge near the switch to
reach the trapdoor. Climb about halfway down and
look for a ledge on the left. Jump over the first trapdoor you come across in
the darkened hallway. Drop through the trapdoor in the
small room and you'll fall into a control center. Hit the button on the wall
nearby. The inmates arrive to mug the MP, who drops a
Security Pass.

 Check the door to the left of the dining room entrance. The room with the large
boxes is a straightforward movement puzzle. Run
around the room, pushing the movable box beneath the hole in the ceiling. Up
above the box room, jump the pipe and throw the
switch on the wall. Swim back through the box room, and up through another hole
in the ceiling.


Jump across the sizzling kitchen to the room with the red floor. Follow the
walkway, wary of barbwire pits. In the yellow chamber,
throw the switch on the wall to shut off the kitchen grill. Backtrack through
the hole in the ceiling where you arrive, though the
button opens the nearby door. Double back to the outer walkway, and then go
through the room with the red floor to the hole above
the kitchen.

 Drop down into the kitchen and open the door at the far end. In the short
hallway, open the door around the corner to the right
before you open the portal on the left. Sprint back through the kitchen and
buttonhook right, then turn left in the hallway. You have
to beat feet back to the cell block so that the inmates can help you. Check the
room that the guard came out of to find the switch that
raises the vent above the kitchen grill. Jump to the crack and shimmy left, then
jump from the sloped surface to the flat area across
the pit. Climb up into the crawl space.

Follow the passage. The man in the corridor is an inmate. In the steep green
hallway, let the guard pass. Now sprint up. Hang a right
and hustle across the large area. Don't let the guard see you. Follow the open
passage to the lower cell block. When you open the cell
door, the inmate hustles up the corridor. Follow him.

Up above, you'll see that the inmate has taken care of business. Pick up the
Security Pass and use it on the nearby door. Follow the
large passage once you've deactivated the electric beams. Get the guard's
attention, then run left down the hallway. Open the cell in
the corridor and take the key that the guard drops. It fits in the lock in the
large open area. When you see the guard below, crouch
down and go through the crawl space. Crawl over to the switch. The guard is
armed. Hit the switch when the guard is on your left (as
you face the switch) and jump the red electric beam to enter the hallway.

Follow the hall to the large chamber. Along the walkway, look down and spy an
opening just above a platform. Moving the big dish
is not such a big deal. Instead of jumping through the hole beneath the big
dish, hang and drop from the lowest support to the ground
far below. Climb the ladder off of the ground level. In the corridor, sneak past
the guard. Remember this spot. Later on there's a
Secret nearby.

Backtrack with the Security Pass to the red hallway. Near the door, push the
button to open the portal. The switch on the other side
of the grating will close the door up again: do not go to the trouble of finding
that switch. It's evil. Put the Security Pass in the lock
and climb the ladder. The hole in the side of the large chamber, above the
waterline, is the path to the evil switch. Don't do it. Jump
in the water and take the Save Crystal as you swim down the tunnel. Swim the
long tunnel and then backtrack for the power-ups. In
the small room, be mindful not to surface in the path of the electric beams.
Climb up and jump the beams to the ledge. In the cargo
area, climb the boxes on the left. Pistols and the Desert Eagle await you in the
small room.

When you exit the room, sprint through the electric eye and beneath the ledge as
the gun turret unloads. The gun will reset once
you're out of sight. Climb the boxes back to the cargo area. Time for the big
Secret backtrack. Since the door in the yellowish alcove
is open, you can make it back to the floor area of the chamber with the big
dish. Go all the way back to the guard that was looking in
the wrong direction. He's armed and dangerous. Take the Security Pass he drops
and open the door at the far end of the corridor. In
the short hallway, pick up the Grenade Launcher. Backtrack once more, all the
way to the cargo room. Head up the wide slope, ready
for armed resistance.

 Clear the hallway and take the ladder upstairs. The button on the right is the
one you want in order to move the boxes. The other lets
enemies enter from the nearby gate. Use the box to climb to the upper ledge in
the cargo area. Monkey-swing over to the ledge.
Watch that winch when you exit back to this area, that's when it's a killer.
Kill the guard above and take his Security Pass. Open the
final locked gate and rid the area of villains. When you climb in the back of
the truck, the level ends.

NEVADA DESERT-Area 51

Exit the truck and pillage the boxes on the left, then give chase to the guard.
You can't let him reach the distant alarm. As long as the
guard doesn't reach the alarm pad, the MP5 is within your reach. Leave the
switch alone. Use the nearby button to open the grating
and crawl through. Take the Large Medi Pack. As you enter the dangerous crawl
space, crouch and crawl to the left. You have to
time it just right, but it's worth another Large Medi Pack. Crawl back into the
laser tunnel as the trap moves away. When it passes
overhead, stand and run to the ledge, using the Action and Forward buttons to
climb up quickly.

Wait for the guard to pass on your right, and crawl quickly out of the crawl
space. You have to stop the guard before he gets to the
alarm pad. Try the Desert Eagle. Expect more trouble when you open the room
nearby. Crawl through the hole in the wall to avoid
the laser-trigger turret up ahead. Follow the hallway. Take out the guard in the
long hallway. Round the corner to the switch above
the obvious trapdoor. Throw the switch and let Lara fall. There's no need to be
too tricky.

From where Lara lands, turn to the left and go around to the right of the
pillar. When you step around the pillar, look to the left. A
guard will be going for an alarm pad. If he makes it, he seals off a Secret and
let's loose some doggies. Go with the Eagle. Once
you've collected the Grenades, drop down to the wire mesh floor and pull the
switch. A trapdoor drops you to the area below. Kill
the guard on duty. If you stopped the sniper upstairs, the grating is open. As
long as the sniper in the upper area was killed before
reaching the alarm pad, the small crawl space is open. Collect the ammo and drop
through the trapdoor mesh to the hallway below.
Deal with the guard and investigate the near corner.



When you open the small cell with the switch in the hall, the prisoner you let
loose takes on the arriving MP. Crawl in and get the
Large Medi Pak. In the long hallway, bypass the laser traps in favor of the
crawl space. Kill the MP. The buttons on the large panels
are monitors for the trap up ahead. When you go for the door in the chamber, bad
guys arrive from either side. A switch in one
badguy's alcove opens the crawl space in the other.

Trip the green alarm beams and shoot the guard. Continue up the corridor. When
the corridor branches, head to the right. Use the
cover of the wall to take down the sniper near the rocket. Take the Code
Clearance Disk from the ledge and return to the hallway
through which you arrived. At the other end of the hallway, the left turn from
the steep corridor, is the console which requires the
disk. Hop over the intersecting alarm beams. With the missile lifted, you can
reach the ammo on the ledge.

 Run and jump to the ladder between the two missiles. Backflip from the top of
the climb. Peg the sniper in the far corner of the
upper area with the Desert Eagle. Leap to the sniper's ledge, using the gap in
the beams above, and take the Hangar Access Key. At
the other end of the sniper's ledge, drop down to the platform on the other side
of the winch. Shoot the funky grating on the wall near
the winch and climb into the tunnel. Follow the corridor for a prize. Head back
to the rocket room. There's a hallway at floor level.

Step past the hole in the floor. That's launch control. Continue in the upper
hallway and apply the Hangar Access Key to the lock.
Kill the guard on the train platform and drop carefully into the area near the
electrified rail. Climb the mesh and push the button. The
train arrives far down the track when you push the button. From the nearby
ledge, stand and jump to the corner of the car. From the
end of the train, jump up and grab the edge of the hallway above. Jump up and
use the monkey swing above the second set of
gratings. You'll have to follow the laser trap for a short distance, then turn
and drop to solid ground when the trap approaches.

Run and jump to the platform and whip out that Shotgun to deal with the fleeing
figure. If he makes it off up the hallway, many more
enemies will lie in wait. Follow the hallway around the UFO. Be careful not to
trip any of the green electric eyes, or the gun turrets
make you pay. Climb the boxes to the opposite hall, mindful of another guard up
ahead. He breaks left to right in the large room,
going for an alarm down the short hallway. The first time you push each of the
buttons on the upper walk, a sniper appears in the
hallway below. Take care of them before trying the puzzle for real. As you face
the buttons, push the left one first, then the right.
Use the white top of the console to move quickly from one ledge to the other,
and also to cushion your jump to the floor.

 Relieve the guard and flip the switches. Try the two on the right end, then try
the switch that's one in from the left-hand side. When
activated simultaneously, the UFO becomes accessible. Back near the UFO, push
the button and climb the ladder. Backflip from the
top of the ladder to the rafters. Run and jump around the rafters. You can step
down to a walkway above the saucer. Later on, you'll
have to repeat the rafter walk to get the nearby Secret. Backtrack. The Launch
Code from the top of the saucer goes in a key reader
down the hole in the floor. Now you're at Launch Control, back near the big
rocket room. The key from the top of the saucer makes
the button accessible. When you push the button, jump left, roll, and run into a
full sprint. Keep running straight while the cinematic
plays.

 Climb high up in the area where the rocket was launched. Kill the guard and
open the nearby corridor. It'll seal behind you. Past the
laser trap, plug the sniper. Rid the general area of villains and collect the
key which accesses the saucer. Throw the switch
downstairs to open the trapdoor. Backtrack to the saucer area. Take the goodies
from the area and climb back into the rafters. Past
the walkway leading out to the saucer, run, jump, and grab to the open doorway.
From the upper rafters, you can enter a hallway
connecting to the huge aquarium. Take the Save Crystal and don't fool around for
too long. It's tough to get back out of the tank, and
a long drop to the floor. The last few goons wait inside the saucer, which seals
on your entry. When you take the relic from the upper
chamber, Nevada is history.

SOUTH PACIFIC-Coastal Village

 As the level begins, turn to the right and swim into the lagoon. On the floor
of the area below is a square block and the Smuggler's
Key. Swim toward the main beach and pull up onto the rock with the Small Medi
Pak. Turn your back to the coast and spy several
flat rocks along the cliffs. Run, jump, and grab the edge of the slope, then
shimmy right to reach flat ground.

Jump to the square, flat section of ground, then run, jump, and grab the distant
platform to claim the MP5 ammo. One of the routes
starts in the hut with the trapdoor. The Smuggler's Key opens the hole. The more
obvious route heads down behind the yellowish
ridge. Once you slide down, you can't come back. Follow the cave up into a bushy
area where a tribesman hides. Run, jump, and
grab the platform in the middle of the mire. When you stand up, a dart trap
activates. Stay still, then run and jump to safety.

Up above the mire, you can see the footbridge that is part of the alternative
route. Follow the cave to an opening, ready for more
native resistance. Just to the left as you come through the mire, climb onto the
tree roots. From there, you can grab the nearby ledge
and pull up. If you're feeling ambitious, you can make a series of jumps away
from the direction of the mire, along the cliff to some
Shotgun shells. Follow the branch that runs parallel to the foot bridge.

Run, jump, and grab the branch where you can see the first Serpent Stone. There
are three to find. At the opposite end of the branch
where you find the first Serpent Stone, pull up to the ledge obscured by the
foliage and collect the ammo. From the branch with the
first Serpent Stone, slide down to the ground. You can see a Save Crystal
through the large trees from the edge of the ledge, facing
the waterfall. Drop down and grab the crystal and continue along the path. Jump
behind the falls to enter the dark chamber.



You'll find the second of the Serpent Stones behind the falls. Stand back from
the edge of the ledge and jump from an angle to exit.
Stick the landing. From the platform in the center of the falls, run, jump, and
grab the ladder. Climb up. Follow the passageway and
climb up the long ladder to the upper area. Kill the tribesman on the ledge,
then run, jump, and grab another ledge from there. Jump
to the outer ledge near the third Serpent Stone, then jump around the corner,
mindful of the torch, and claim the prize.

Slide down from the ledge where the third stone sat, and place all three jewels
in the hallway fixtures. The entrance to the main
village opens. Kill the warrior on the high ledge, then claim the Small Medi
Pack. Down below, trouble comes from the left. The hut
on the right holds a rocket. As you come down the hill, follow the pathway
leading beside the hut on the left. The warrior that
appears is blowing poison darts. Follow the pathway to the area near the large
swamp. Kill the warrior on the ledge and turn the
wheel. Expect trouble en route back to the village. Don't even think about going
for that Large Medi Pack. Pass by the hut to find
another area of the village.

 Enter the new area with caution; after first climbing up above to take the
shells. Check between the huts, where an ambush awaits.
Through the central path between the huts, look to the right. Light a Flare and
watch your back when you pillage the Secret cave. To
the right of the tree house is a ledge you can climb. Check the huts upstairs.
Be wary of another dart-blower. When you spin the
wheel in the hut, the trapdoor below the tree house opens and a tribesman
attacks. From the tree house window, stand and jump to
the roof in front of you, then jump immediately and grab to reach the ledge.

Blast the bad guy lurking in the hall and follow the passage. Hop across the
upper area, mindful of the hole in the floor. Jump from
the top of the far hut and grab the vines above. Monkey-swing to the end of the
line. Turn right and then stay to the left at the
intersection. The button in the hut raises a grating that allows you to get
across the flames. Sprint past the razor disks and spin the
wheel to open the trapdoor in the pool. Slide backward, then hang and drop down
the slope. There's a crocodile lurking in the tunnel
that you access from the hallway wheel. Perhaps you can roll at the left-hand
corner and retreat back to the safety of the shore.

If you decide to drop down the hole in the hut, more power to you. Save the
game. Run and jump from the upper section of hallway
to avoid the trap. In the large cave, climb to the torch. Watch out for the
blow-dart sniper. Monkey-swing from the ledge near the
torch across the cave. Drop down to the low ledge and climb the green rocks to
your right. Climb to the corner above the entryway.
Monkey-swing in the direction of the Save Crystal.

 Stand with your back to the wall and jump forward onto the slide. Jump the gap
at the bottom of the slide to reach the ledge across
the way. Watch for a sniper near the ladder above the razor grass. Run, jump,
and grab the ladder. Hang near the Large Medi Pak
and shimmy left. Run off the ledge with the Save Crystal, in the direction of
the large wall. Just out onto the footbridge, turn and
look to the right. Run, jump, and grab toward the pillar and you'll grab the
side of it. Climb up and follow the ledges to the ammo.
Kill the tribesman and crawl beneath the razor disk. Use the light switch around
to the right to deactivate the dart trap and lower the
razor grass across the water. The chute past the Save Crystal leads to the main
village.

SOUTH PACIFIC-Crash Site

Use the Swamp Map to navigate the dangerous mire. Before you make the final jump
from the swamp, jump off to the left and pull
up into the small chamber. To jump back, run and jump from the very corner of
the pad below the Secret.

Test out the MP5 on the first of many raptors, the one lurking in the fog. Climb
the rocks through the fog. In the area above, slay the
raptor to the left, then take the path to the right. Look behind the large tree
to find a dark hallway. Throw the two Switches inside to
open the exit.

If you don't shoot the soldiers, they will not fire at you. In the large open
area, take out some Raptors, then head down the hallway to
the right of the falls. In the dark, the hallway turns to the right. Climb the
ladder, then backflip and jump from the slope to the branch
above Shoot the raptor carcass and it drops to the stream below. That'll occupy
the piranha indefinitely.

 Before you jump down into the stream, jump and grab the high branch. Be careful
walking on the irregular limb to find a secret.
Then drop down into the stream and pull the Switch while the fish feed nearby.

The dark room with the three Switches is a nasty raptor trap. Throw a Switch,
roll, run, and jump to the safety of the nearby box.
From there, chase off the raptors in the vicinity, and make sure there are none
behind you in the shadows before you hop down to
throw the next Switch. Each time you pull a Switch, more raptors are released.
When all three Switches have been pulled, jump and
grab from the box to reach the upper area. Take Lieutenant Tuckerman's Key, wary
of the raptor ambush.

Double back to the pathway near the crashed plane and you should find a small,
dimly lit corridor. Follow the corridor to the ledge
above the open area. Collect the ammo. When you venture out toward the soldier,
raptors attack from either side. Roll and run back
to the ledge.

 When you are ambushed upon arriving in the upper area, don't be so quick to
shoot the raptors. They usually make quick work of
the soldier unless you intervene with more than Pistols. You can run past them
and down the slope. Disperse the lizards and take the
Small Medi Pack.



 When you take Commander Bishop's Key from his body in the nest, the torch near
the first sealed door lights, and the door opens.
Throw the Switch inside and a distant door opens back by the water pools. If you
can throw that Switch, you gain access to the upper
area (through the first hall) and any raptors in the area will come down to chew
on the T-Rex. While that's going on, you can go back
to the upper area and get the Secret. If any raptors come back up top, it's
because the T-Rex lost the fight.

Even if you kill the T-Rex and everything else in the vicinity, you can expect a
single raptor to arrive when you throw the second
green-hall Switch. Getting to the Secret up in the tree limbs, above the upper
area, can be a bit tedious. Line up Lara's head so that
the peak of the tree limb frames her head as she's standing on the edge of the
ledge below. Jump forward and grab: you want to have
one hand on either side of the limb's peak in order for her to grab hold and
pull up. You can take the Large Medi Pack relatively
easily by skipping over the small gap between limbs near the tree trunk. Make
sure that you jump for the Flares at the tallest gap
between the limb and the tree canopy, and stick the landing.

Retrace your path back to where you first came upon the plane and killed the
raptor. In that dark area is a low pillar to which you can
jump and grab the top of. Climb up the tree, and monkey-swing to the trunk.
Monkey-swing onto the long limb high above. When
the camera pulls back, drop from the right side of the swing, about a meter from
the end of the limb.

Climb down the wall and shimmy left. Pull up on the ledge and crawl inside. Some
places on the ledge won't let you climb down
because of the slope below. Keep backing toward the ledge until you can climb
down. Climb into the alcove and monkey-swing to
the doorway looking into the large chamber. The first Switch is on the ledge
below where you first enter the large chamber.

Once you throw the first Switch, monkey-swing to the wall nearby and climb down
to the second Switch. Jump from the second
Switch ledge to the central pillar with the Save Crystal. From the central
pillar, about-face, run, jump, and grab the ledge back near
the entrance. Throw the first Switch again and take the long route on the monkey
swing. Climb down the wall near the dead end.
Backflip from the very bottom of the ladder to reach the alcove. Once you make
it safely back from the third Switch, monkey-swing
through to a new chamber.

 Run, jump, and grab the limb, then run and jump from there to the top of the
plane. Inside the plane, dispose of the raptor and use
both keys in the cockpit. With the power in the cockpit turned on, check the
lower area of the plane. Throw the Switch below and the
big gun extends into the outdoors where a major battle is brewing. Cut loose on
the raptors and any unfortunate soldiers in the area.
Across the river, in the corner of the structure on the right, are two walls
that also blow open. That's the Crash Site exit.
                                        
SOUTH PACIFIC-Mudubu Gorge

 Check out the area where you begin. In addition to the pack of bats, there's a
dragon in the trees, and another living beneath the
ledge of the gorge. Climb down the pillars. Take a step back from the edge and
stand and jump to the central block. From there, you
can jump and grab the distant rocks, shimmy right and you'll find a Switch which
opens a trapdoor back near the start of the level.
You can get back to the start by backflipping from the slope to the block in the
center of the river. Back near the start of the level,
check under the overhang, where the bats came from. Collect the ammo from up
above, but return to the ledge below

Return to the far side of the gorge, and this time shimmy to the left. You can
hang, then drop and grab the ledge below. Also, above
this area is the monkey swing that takes you back across the gorge. Follow the
trail along the shore and jump past the slope to the
flatland near the opening. Past the sealed door, hang, drop, and jump from the
second ledge, and you backflip over the razor grass.
When you crawl into the space, a lime green dragon comes out. Collect the Save
Crystal from the dead end, and watch for a lurking
dragon on the way back.

Clean up the stairway back through the crawl space and push the button to open
the sealed door. Behind the waterfall, collect the
ammo from floor level and monkey-swing to the ledge above the slope. First, you
have to slide, then jump and grab the tall pillar.
Run and jump across the central pillar to grab the Save Crystal, and continue in
that direction. Out of the Secret area, run, jump, and
grab the climbable cliff face. At the top, the next Secret is to your right.

Backflip from the ledge above to the steep slope, and grab the edge when you
slide down. Shimmy right and drop to the short
platform below. To make it back from the shack, you have to run and jump from
the short platform, mindful of your head, to the
ledge across the way. Back on the trail, past the ledge where you backflip to
the Secret, clear out the crocodiles near the Kayak. The
Switch that opens the gate is below the corner, beneath the dark water. When you
come through the gate from the pool, row
backward furiously to slow your descent, and then move into the cove to the
right. Fight the current around the perimeter of the
lagoon and into the niche with the Save Crystal.

Over the first falls, stick to the wall on the right to avoid the big boulder,
as well as the trip line. Around the bend, the current pulls
you to the right. Row backward to the trip line that deactivates the blades.
Over the second falls, the rock is on the left. Row
backward like a madwoman to keep from getting sucked over the rapids. Don't try
to change direction, as you can't afford to bounce
into the rock walls upstream. In the dark cavern, follow the stream around to
the right.

Negotiate the run by rowing backward to slow yourself and picking your way
around the trip lines. At the last trip line, turn to one
side and row backward, but not too far: just make it around the corner.



 Just past the last trip line, begin rowing forward to make it into the narrow
opening. This is the toughest part of the run, but it beats
the heck out of going the other direction. The last stretch of the rapids is
marked with pockets of razor grass. Keep left initially; then
go with the flow. Finally, you're dumped into a larger chamber.

Removing the huge plug from the bottom of the pool is the main puzzle of the
level. Off the plug room, to the left of a whitewater
tunnel, is a relatively quiet avenue you should explore. As long as you can keep
from banging the walls, you can make it into a large
chamber with a bright waterfall. Behind the bright waterfall, paddle back and
get the Save Crystal. There are other goodies on the
shore which you'll have to get later. Back in the plug room, take the greenish
tunnel.

 Up the greenish tunnel, a crocodile awaits your frantic exit from the Kayak.
Once you settle the score with the croc, monkey-swing
out over the chamber, and time your swings to pass safely by the flaming faces.
Jump to the distant ledge, and claim the Rocket
Launcher. Continue up the rock near the weapon. Follow the trail to the chamber
with the bright waterfall. You can run, jump, and
grab to get the ammo across the falls. Double back down the shore from the
bright waterfall and climb to the ledge on the left.

Monkey-swing out to the juncture. After you hear the bats chatter, stop moving
forward. Pivot left and drop off at the wall. Collect
the ammo from the left-hand shore and monkey-swing over to the opposite side of
the stream. Jump around the corner to the slope,
and from there to the platform. Jump back and grab the wall. Climb. When you
reach the outside area, look for a tunnel on your
right. Inside the tunnel, you have to duck a number of rolling boulders. Past
the boulders, you arrive upstream. Run and jump to the
platform on the right and climb to the crawl space. Through the crawl space,
stand and jump to the central platform, and then run and
jump to the ledge beyond. Watch your head and stick the landings.

 Ride the rope slider down. You have to jump off on the entryway ledge, or
you'll take a small amount of damage from landing in the
room. Climb the tall texture, ready for a dragon ambush from the right, at the
top. Throw the Switch in the outer hall to pull the plug.
When the torch lights in the nearby hallway, another dragon comes out to play.
Return to the Kayak and head down the drain. You
have to ride the edge or you'll take serious damage from the fall into the
chamber below. Kill the crocodile. Beneath the ledge is a
Switch that opens the exit and release a pair of crocs into the small pool.

SOUTH PACIFIC-Temple of Puna

The temple begins in a hostile intersection. Draw your weapon and look to the
right. Blast the tribesmen in the hallway. If you get
poisoned, quickly clean the stairs of all the enemies before having a Medi Pack.
In the lower area, the gate is the entrance to the
boss's lair. The large room with the boulder on the ramp is the final stage of
the trap leading up to the boss. The enemies attack as
soon as this level gets underway.

Follow the stairway up, ready for one last blow-dart warrior on the long
switchback staircase. At the top of the stairs, crawl through
to the level's big puzzle. The line of rolling blades rakes the room from end to
end. Jump from the upper ledge (sliding slows you
down) and sprint to the near right corner as the blades roll away. Quickly
orient yourself so that Lara is in the very corner of the
room, standing at an angle with the corner directly behind her.

When the blade rolls back toward the far end of the room, you have a few seconds
to get out of the corner and hit the Switch. When
the blades head to the far end of the room, sprint across to the corner near the
Switch. Don't turn to face the center of the room until
the blades reverse away again.

 To get to the other end of the room, you'll have to step out as the blades roll
away, and line up with one of the "axles." Jump the gap
between a set of blades and sprint for a distant corner. Keep your nerve and
watch your health. As long as you're relatively healthy,
you can survive a couple of nicks. Consider backflipping out of the corners. A
small turn sets you up nicely with the nearby button.

When the fourth button is pushed, the distant door opens. From the safety of the
door, you can see that the Save Crystal is slightly
off-center in the room. Let the blades roll to the left. Sprint out for the
prize, ready to roll just as you reach it. Sprint back for safety.
As long as you keep a reasonably straight line and aim for the left-hand side of
the open door, you can make it. Down the slope, the
puzzle seems to require that you throw all three Switches before the ceiling
tenderizes our heroine.

Although you can solve the puzzle by throwing Switches, simply pull out the box.
The spikes descend, and get stuck at the box top.
Throw all three Switches to open the door. Hang and drop down the hole. In the
large room, the first of two boulders is poised for its
downhill run. When you throw the Switch, the area lights up, and the entry door
seals.

Sprint down the run as the big rock releases. Sprint out the door, back into the
area you saw when the level began. Make a right turn.
In the passageway, make for the Save Crystal. The flooring panels will collapse
unless you stick to the center of the run, so keep
moving. As long as you don't start sprinting too soon, you should have just
enough juice to make it to safety, between the two slopes.
Don't sweat it if you miss the Save Crystal on the first pass.

 You can crawl back and take the Save Crystal from beneath the rock. As you walk
into the hallway, a tribesman appears on the
right, near the boss's gate. Two more enemies appear moments later on the left.
Climb back up the long staircase. At the point where
it switches back, a portal opens high above. You can barely see it in the dark.
Jump from the stairs to the wall and shimmy left to the
opening.


In the dimly lit room, collect the precious ammo. Once you slide down the slope
behind the open gate, you enter the lair. The boss
sits with his back to you on a high throne. You have to approach to get his
attention. Jump from side to side, and keep those guns
blazing. A couple of times during the fight, the boss fires an odd colored bolt
off to one side and summons some help.

 Take care of the hired help before turning back to the boss. The boss won't
attack you until the summoned enemy is dearly departed.
Don't worry too much about getting poisoned. If Puna tags you with a lightning
bolt, no amount of health will save you anyway.
Keep hopping from side to side so that the lightning bolts consistently go wide.
Collect the Small Medi Packs from the main
platform. After you claim the relic, the South Pacific Islands are behind you.

LONDON-Thames Wharf

As the level begins, check the surrounding area and notice the sloping wall to
the right. Over the wall lies your first Secret. Run and
jump over the wall utilizing the walkway leading straight to it. Collect the
Save Crystal and ammo, and utilize the tall box to climb
the wall.

Across the wall, hop down to the lower platform and run and jump to the crane.
Drop down to the counterweight and jump over to
the ladder. Follow the pathway down to the sloped roof. You have to jump to the
central opening to avoid the barbwire. Walk
through the barbwire and rid the room of rats and other more desirable things to
find a secret.

 Pull up out of the barbwire and return to the crane's arm above the
counterweight. The route back is semi-obvious, but be careful to
shimmy left before you slide back to the level start. Hang from the end of the
walkway near the level start and you can see the ramp
and the Switch below. Step backward and drop onto the slope, then jump and grab
the ledge with the Switch. Throw it and look
across the gap. Run, jump, and grab to the platform with the Small Medi Pack.
Slide and drop down to the green trapdoor, which
was raised when you threw the Switch moments ago. In the large, dark room, the
second section of the platform on the left will
collapse under Lara's weight: roll onto it and run to the adjoining section,
which is solid.

Run, jump, and grab from the stable section of the platform to the distant
ledge. You'll bonk your head, but you can still make the
grab. Follow the hallway and take the Flue Room Key from the bad guy. Backtrack
to the ledge. To get out of the room, you need to
hang from the corner of the platform, then drop and grab the platform below.
That button opens the exit, which you reach by
shimmying to the right along the crack. Back near the green trapdoor outside,
you can throw the Switch on the wall to the right, then
hang and drop to the level below. Shimmy right using the invisible ledge. There
are two crawl spaces to pilfer. You'll get the Secret
chime when you enter the second one.

Return to the ledge with the green door and pull up into the dark crawl space.
Follow the path to the right. Push the button, and then
doubleback through the crawl space. The button you see in the cinematic moves
the scaffold. From the end of the walkway with the
green door, hang and drop to the slope, and down to ground level. Dispose of the
sniper, and don't overlook the Flares near the Save
Crystal. Utilize the stack of boxes near the ammo to climb back to the upper
ledges. Climb the ladders back up to where the level
began.

Jump back over to the ledge above the green trapdoor. You don't need to throw
the Switch first, but it couldn't hurt. Utilize the long
crack to shimmy the length of the building to the right. Follow the pathway.
When you come to the upper and lower passage
juncture, choose the low road. You can see the scaffold far below. The button
which raises it (the one which was behind the glass) is
to the right. The scaffold repositions in front of the Flue Room door.

 Run and jump to the scaffold, grabbing to lower your trajectory and avoid the
awning. Smoke the crow and enter the Flue Room.
When you push the button beyond the Save Crystal, puffs of flame cross the room.
Be careful on your way out: pause and wait for
the flame to fade, and run through to the safe zone between the puffs. Hang and
drop from the edge of the scaffold to return to the
pathway. Double back to the high road at the juncture. Before you drop down into
the hole that the Flue Room button made
accessible, jump and grab the ledge, and pull up near the ammo.

Look off to the left from where you picked up the ammo. Step onto the slope,
slide, and drop to the small ledge below. Drop down
from the ledge above and collect the rocket before climbing back to the hole in
the path. Jump to the path, then hang and drop
through the hole from there. Follow the passageway, jumping and grabbing from
the ledge to reach the hallway with the Save
Crystal. Follow the somewhat sloping hallway, careful not to slide down without
that Large Medi Pack. Drop down into the room
and dispose of the guard. This is the water control room. The Switch and the two
buttons under glass help solve a big puzzle.

When you first arrive, one of the tanks down the hallway is full of water. The
other tank is dry, and you can see a red-lit hallway off
to the left, out of reach. Throw the Switch in the water control room, and then
swim down into the previously dry tank. Collect the
stash and pull the Switch. A door in the floor of the other tank opens. Throw
the Switch in the water control room again and the
water level lowers in the tank with the open trapdoor. Approach the blades and
they slow enough for you to swim past. Follow the
passage past the underwater fans. Look for a crawl space when it dead-ends. Drop
from the upper hallway to the passage below.

In the dark room with the runaway generator, pull out the mesh box and push it
so that the generator smashes the wall panel. Climb
the ladder back to the water control room. You should be able to swim to the
red-tinged hallway once the button is pressed. If not,
flip the Switch on the wall.


Through the red-tinged hallway, swim over and relieve the guard, then press the
button to make the second glass-covered Switch
accessible. The large tank is dry when you go to backtrack, but there's a monkey
swing above. When the second button in the water
control room is pressed, return to the tank that you monkey-swung above. Swim
down through the opening and follow the
underwater tunnel once you collect the Harpoons. When you reach the open area,
collect the underwater goodies and exit the pool
into the hallway. Expect trouble.

 Follow the pathway through the barbwire, jumping to the crane platform and from
there to the wall. Take your time: a misstep is
fatal. There's major sniper trouble lurking in the cathedral dome, as well as
the last two Secrets of the level. Don't jump to the
walkway on the opposite side of the dome until you get the goods. Push the
movable block the short distance you can move it, and
climb to the surface above. From near where you find the Small Medi Pack, run
and jump along the wall, over the distant slope, and
claim the Cathedral Key. Before you take the exit path, look to the left, and
you'll see an odd break in the fence line. Climb down the
ladder and follow the path downward. Take the Large Medi Pack and double back to
the level exit path leading away from the dome.

LONDON-Aldwych

Blow open the grating in the long hallway, and climb to the upper chamber. Watch
your back as you gather goodies. Circle around
and pull the box with the climbable surface. Drop down into the ticket booth
area, and defend yourself. Look for another opening
above a ticket booth. Since you moved the box up above, you can jump up above
the ticket booth and climb to a small room. Take
the Maintenance Room Key, and exit via the door. Follow the right-hand escalator
and run and jump the pit. Plug the immortal and
check the door.

 Try your key in the door, and push the button in the small room to turn on the
lights. Look on the same side of the tracks as the
Maintenance Room. With the lights on, you should find an Old Penny. Drop down
onto the deep set of tracks: the ones you must
jump to reach the previous area. Sprint and duck off to the right to avoid the
oncoming train. Clean up in the red room, and climb the
ladder. Backflip from the top to reach the nearby ledge. Monkey swing along the
ceiling. Be sure to make that right turn, and drop
down at the wall.

Hang and drop into the drill room, jumping immediately to the left from the
collapsible platform. Slide, jump and grab. Quickly
shimmy to the right as the blade descends. Drop from the right half of the
ledge. Drop down and jump from the slope, spinning in
midair to another slope. Slide and grab the edge, then drop and grab down to the
Secret. Hang and drop to the lower ledge. Now
that's a Secret. In the upper chamber, climb to the dangerous ledges and side
step right. Wait for the flames to die off, and hurry atop
the block.

Climb upward. A Switch along the way activates another nearby trap, and opens a
trapdoor back in the red room. Climb to the
chamber above the train platform. Pop the rats and collect the prizes. Drop down
to the platform. Backtrack to the red room via the
low set of tracks. Climb to the open trap door as you did before. In the upper
room, drop the badguy and check the area. Drop down
and pull the box to access a hallway. Follow the passage to a greenish corridor.

The Switches on the wall control the timed doors in the upper chamber. You only
need to press one at a time. The object is to raise
the piece of ceiling that prevents you from swinging over to the platform in the
room on the left. Pressing the left-hand button allows
you to sprint to the middle and far right rooms. When you backtrack through the
red room, monkey swing to the drill room. There's a
second Solomon's Key in the hall up from the drill. On your way past the ticket
booths, use the Old Penny at the dark window. A
Ticket appears at your feet.

 Check down the second escalator. Blast open the grating near the mudslide, and
drop inside to gather the stash. Run down the tracks
to the right, and shoot the guard quickly when he appears near the doors. The
Switch puzzle is maddening. There are four Switches
in the area. In the room with two Switches, the right-hand one can be left alone
entirely.

Once you solve the button puzzle, you can enter the Mason's room. Notice that
one of the curtains extends to the ground above a
collapsible floor section. Run through the curtain and take the Ornate Star. Put
both of Solomon's Keys in the Mason's Room locks,
and be ready for dog trouble when you take the Masonic Mallet. Through the other
door that opens in the Mason's Room, swim to
the chamber. Run and jump to grab the crack in the wall, and shimmy right. Jump
to the ceiling panel and drop to the crawlspace.
Use the Ticket at the barrier, wary of rats and other vermin.

 Use the Ornate Star in front of the door past the row of barriers. Be ready to
jump back and open fire. Follow the upper hallway and
backtrack. Head down the escalator, and follow the path. Use the Masonic Mallet
to open the locked door. Follow the hallway, ready
for an ambush from the right. That's a backtrack route in a few moments, but not
yet. Near the train, snuff the badguy and check the
dark end of the cavern for even more good stuff.

Backtrack to the crack in the floor, and climb into the train. Press the button,
and exit with a new area accessible. Keep your finger
off the trigger as you enter the dark hallway. You have to let the badguy up
ahead live, at least temporarily. Follow the torch-bearer
down the hallway. Be ready for an attack as you round the final corner: Two
badguys rush at you. In the small room, press both
Switches.




You need to backtrack through the train, all the way to the red room. Yes, the
red room. In the hallway where you gave chase, and
also near the small room wit the buttons are two ramps. Those end the level. Use
the overpass to head back to the low section of
tracks. Up through the trapdoor in the red room, you'll see that door has
opened.

LONDON-Lud's Gate

 Now that you've made friends, you can let the immortals be, and they'll keep to
themselves. From the room with two small pools,
choose the left-hand path. Slide to the chamber below, then quickly turn and
pull up to the ledge on the right. Drop down to the crack
and then the ground, and walk through the barbwire. Pull up to the wide spot in
the crack and enter the dark area. There's a hole in
the ceiling to use as an exit. You have to jump around a corner to grab the edge
of a slope, and make it back up above the barbwire.

The button opens a nearby trapdoor. Climb to the hallway before you jump to the
mesh, and grab the Large Medi Pack. Climb the
mesh to this point above the green grate, then jump and spin. Don't grab, and
you'll reach the ledge standing up. Backflip from the
stripe in the red area, spin and grab the ladder. Climb up, then drop and grab
very quickly so that Lara hangs from the ledge. From
the hanging position, you can pull up to the ledge. Climb up the mesh and crawl
to the end of the passage. Grab the ammo and crawl
back to where you can stand up. Drop down into the room with the movable block,
and drop the guard. Expect more trouble when
you open the door. Move the box to the opposite end of the track, and the large
area nearby is accessible.

In the large Egyptian area, climb to the opening in the ladder and follow the
passage. Move the box, then climb atop it to reach the
exit. You actually have to jump and grab to reach the ledge. Back in the large
area, you can utilize the large pillar that has moved to
reach a ledge high and to the left. Slide down the red hallway and return to the
room with the first block. Pull it to the central
position. Climb the tall pillar back in the large Egyptian room, and spy a
Switch on the wall to the left of the ladder.

 Run and jump and grab the short distance to get beneath the ledge. The Switch
closes the ladder door. Back closer to the floor,
monkey swing to two separate alcoves. The one opposite the Save Crystal has a
Switch that opens a door high above. Climb to the
upper reaches of the room using the ladder. Jump the platforms to the left as
you face the room. Don't overlook the goodies nearby,
and save your game at the top of the slope. Slide and jump and grab the walkway,
then slide and do a standing jump forward and
grab from the floor section that collapses beneath you. Take the Embalming
Fluid, and continue in that direction.

Dispose of the guard in the hallway, and crawl through to the small room after
checking your health. Dispose of the guard, and open
the door to get the rocket before continuing down to the large sphinx room.
Monkey swing over to the far ledge and get the Save
Crystal, then drop down to the head of the sphinx at the point where you get the
wide angle. Look toward the rear of the sphinx and
to the left. Walk to that corner and line-up with the downward point of the
ceiling. Hop backward, and then do a standing jump
forward. You land on a ledge with a Small Medi Pack. Jump from there to the
nearby pillar.

From the pillar, run and jump and grab the edge of the slope. Pull up, and slide
and jump to the ledge where you could see the Save
Crystal. Down below, remove the hostility and gather ammo. The boxes above the
doorway must be repositioned. By climbing to the
ledge and then using the face of the first box to climb to an upper hallway, you
can reconfigure the boxes and spy a Secret. Jump and
grab the edge of the blue ledge, and hang and drop to the floor to exit. Moving
the second box allows you to return to near the start
of the level.

Use the Embalming Fluid at the ceremonial niche in the first room of the level.
A passage opens nearby. Swim down and grab the
UPV. Bank to the right in the large chamber to spy an opening. Head for the hole
beneath the box as a crocodile pursues. If you get
inside the hole and pivot, you can easily shoot the croc as it comes through the
narrow opening. Gather the goodies from around the
large area, returning to the small chamber to get air. Toward the far right
corner of the room, a current sucks you to a new area.

 Follow the underwater tunnel. Through the glass you can spy a Secret. Pull the
lever on the wall to the right. Up above, push the
button to open another passage down in the tunnel. Follow the underwater
passage. When the area opens up, continue underwater to
the right. You can surface in the area around another right turn. Below is a
room with a Switch to pull. Near the room with the lever
that opens the trapdoor, there's another small opening in the wall. Gather the
stash. Swim back past the underwater entrance to the
large area, and continue down the narrow passage. On the right is a ledge. Climb
out and keep low.

You have to stop the frogman from closing the Secret area, beneath the water and
to the right. There's also an underwater tunnel off
this area. In the large area, the object is to get air in the one small chamber
and defend yourself while you gather the goodies.
Switches in some of the chambers open doors with more Switches. Make sure you
return to the air room before you try for each new
Switch. You need the oxygen to make it safely. Notice the walls surrounding this
Switch don't look a lot like the outer chamber. Get
familiar with the area or you'll be sucking in a lung-full of murky water. The
final Switch is a long haul that opens the exit hatch, to
the left of the air room, and also lets loose a flurry of frogmen.

Up the water passage, drop into the murk beneath the flaming ledges to find the
lever witch de-activates the trap. Dodge past the
pistons, and monkey swing to the opening in the waterfall. Use the Boiler Room
Key to open a hatch way back through the large
underwater chamber. Stick to the left. Past the machinery and the guard, the
hall dead-ends. Backtrack to discover a crawlspace off
the hall. Follow the passages, running and jumping and grabbing across the chasm
until you reach the purple ledge. Time for a
showdown.



LONDON-City

 Lara arrives at the City showdown all alone because Sophia has left the office.
The pyrotechnics that begin as Lara nears the end of
the hallway mean Sophia is fully charged. The madwoman rains destruction down on
the small landing. Head for the ramp. Pull up
top and turn around. There's a monkey swing overhead, but you don't need it. You
can run and jump the distance between the two
ledges. It's much safer than swinging.

From the pillar where you grab after jumping, pull up above the monkey swing.
Turn away from Sophia and look beyond the low
box with the metal top. Peering over the edge, you can perceive a Secret. Hang
on the ornate wall and spy an opening below. Drop
down and grab the ledge, then pull up to pilfer the goodies from the chamber.

Hang and drop back to the floor outside, ready for an assault. Sophia continues
to hammer away as you climb back to the ledge with
the small metal box. Try not to get caught out in the open. Listen for the sound
of your foe recharging her power. In the opposite
direction of the Secret is a walkway leading to a button. Roll as soon as you
push the button, as Sophia zeroes in for the kill.

Hustle back along the walkway. A trapdoor has opened to the ledge above. Pull up
to the ledge. Now you're almost on the same level
as the boss. Run along the upper walkway toward the ladder.

You can hide out near the base of the ladder and wait for the boss to recharge.
Quickly climb up the ladder when the time is right. At
the top of the ladder, quickly crawl through the space on the right. If you
linger, or take too long scooping up the Small Medi Pack,
you will pay. Crawl through and then turn around and climb atop the crawl space.

Off to the right, you can see an easy jump to the bad side of town, but don't
make that leap just yet. Instead, run along the upper
walkway. Run, jump, and grab the distant ledge as the boss unloads to your
right. Climb up and keep moving straight ahead. There's
a fuse box on the wall.

 Shoot the fuse box and Sophia gets an overload of power. You can see the last
of the relics across the way, but the direct route is
electrified. Now's the time to head back and make that easy jump. It's on the
other side of the crawl space. Run, jump, and grab the
distant ledge to return to the area above the crawl space. Stand at the very
edge of the ledge and jump forward across the street.

You have to pick your way carefully through the charged area. Climb the
relatively tall wood-sided box. Next, climb over the
smaller box. Finally, climb over the box to the right of the artifact. Press the
button to cut the power; then take your prize.

ANTARCTICA-Antarctica

 As the level begins, notice how the water saps Lara's health after a very short
dunk. It almost makes the ammo nearby not worth the
effort. Follow the coastline past the hut. That's a Secret that you can't get at
for some time. Jump the channel alongside the ship. In
the open area, you're going to have to get wet: climb quickly out at the low
protrusion. Jump in the water once more, and climb out
near the front of the ship.

Climb the cliffs, and look for the monkey swing above to guide you in the right
direction. Swing to the end of the line and drop to
the small ledge below. The entrance on this end of the ship is through a hole in
the deck. Check it out. Down below, fight your way
to the room with the machinery. To the left of the machine is a Switch on the
wall. It opens the trapdoor at Lara's feet.

Drop down the trapdoor and follow the hallways, disposing of thugs along the
way. Look to the right in the odd-shaped juncture.
There's also a hole in the ceiling on Lara's left. In the direction of the
orange pipe, whack the bad guy and drop through the trapdoor.
Down below, fight your way to the small window. Outside, you can see the Boat,
the last of Lara's vehicles. Push the button and it
falls to the water. Double back and go up through the ceiling at the odd
juncture.

 Hang a right when you come out onto the deck and follow the walkway near the
cliff. Jump and grab toward the opening from the
edge of the deck and collect valuable prizes. Bail from the ship to the waiting
Boat below, confident that you can clamber aboard
before dying. Pilot the small craft around the ship, near the cliff, and down
the waterway past the hut. Pull over to the ledge a short
way down the tunnel, and disembark.

Slide, jump, and grab from the slope to catch a ledge above. You really need to
use a Flare to see what's going on. Head to the right.
Grab the Large Medi Pack, and backtrack through the crawl space. You'll drop
down into the water near the Boat. Try for the ammo
underwater. Guide the Boat farther along the tunnel, and it opens up into an
area near a water gate. Hop ashore once more, and
expect a welcoming committee. Monkey-swing along the bars, careful at each turn.
At the end of the line, the path divides: go to the
end of the right-hand branch and drop. Fight your way along the snowy tunnel.
There are thugs and huskies in large numbers.

Past a raised structure, there's an opening in the side of a building. Proceeded
with caution. In the new area, press the button on the
wall and loop around the building to the left. Around the corner of the building
there's a watery hole near a pipe. Drop to the water
and swim quickly to the left to reach a ledge. Check the fuel valves. The water
here is only knee-deep, and not harmful. Climb the
ladder beyond the fuel valves to a new area.


Up top, the generator room is sealed. Opposite the generator room, head around
to the left in the outside area and follow the path.
The dogs are penned in for now, but you can come back and open the area when the
power is flowing. Follow the path, wary of
(non-lethal) pitfalls and heavy resistance. You can climb down beneath the
bridge to battle for ammo.

Back in the familiar area, by-pass the watery hole to the fuel valves and enter
the large cave. Defend yourself near the building. The
slamming doors are deadly almost on contact. But, as any good Tomb Raider knows,
Lara can roll through them in a flash from
about one step away. Fight your way to the Crowbar upstairs. When you use it
later on, don't just leave it lying there. Head back to
the familiar area via a new route, and backtrack down the dark hallway.

Climb into the raised structure. Throw the Switch on the wall, and use the
Crowbar to open the door. Drop down the hatch and study
the map. In order for the generator to power the surrounding area, valves two
and four(the green ones) must be opened. Head back to
the generator room and throw the Switch to start the machinery. Pop the pups and
enter the building. All three buttons are now
active. Take the Gate Key from the desk. Time for the traditional big backtrack.

 Head back to the metal monkey swing, near where you left the small Boat. In
that building, the one which you open with the
Crowbar, is the gate mechanism. Use the Gate Key and press the button. Be ready
for trouble when you prepare for departure.
Follow the waterway, making obvious stops to forage. At this landing, there's a
small underwater alcove in front of the Boat and to
the right. Inside is the Hut Key. If you take the Hut Key all the way back to
the hut near the big ship, you'll find that a Save Crystal
and some Flares are keeping company with a doggie. If you continue to follow the
waterway through the gate, you eventually exit
and climb to a cabin. Fight your way around the structure, toward the door, and
the level ends.


ANTARCTICA-R.X. Tech Mine

To exit the seemingly dead-end hallway, run to the right through each successive
gate. When you hear the double click, reverse
direction to see an open passage. In the large central chamber, three different
Ore Carts are poised for a run. Hit the lights in the
control room and slay the subhuman. Even as they die, they spew poison.

 Climb atop the control room and drop down to shimmy along its back ledge. At
the ladder, lower Lara until she hangs by her hands,
then pull her up so that her heels hang off the bottom of the ladder. Jump,
spin, and grab. The small chamber behind the control
room holds the level's first Secret stash. The first Ore Cart you should ride is
the one on the middle tier. You'll want to lean and
brake only slightly on the first run. Try to conserve some momentum as you head
into the turn, as a jump is forthcoming.

Hit the track switch before the car comes to a stop and survey the scene. Duck
below the drills and circle to the left out back after
exploring the crack in the far left wall. A new manner of beast prowls this icy
wilderness. Drop the mutant, then jump to the
walkway below. Hang and drop to the lower ledge. Work the shimmies like
switchbacks, moving all the way to one side before
dropping down and reversing direction by grabbing a lower crack.

 Pull up at the extreme lower left when you notice the ledge. Be on guard as you
traverse the tunnel. In the wide-open area, gather
the Crowbar from the metallic ledge. Near the sub-human ambush, you can spy a
small crawl space high on the wall. From the rocks
to the right of the opening, jump to the cliff and shimmy along the ledge. Throw
the Switch inside.

To exit the area, you have to use the slopes, running and jumping up to a
passage. Head up the hallway, ducking down below the
obstacles. Dodge beneath the machines, and head up the slope. At the top of the
run, a sub-human waits to breathe in your face. Get
back on the Ore Cart and switch the cart away from the dead end as you head back
to the terminal.

Back at the terminal, use the Crowbar to pry open the door, and claim the Lead
Acid Battery. If you return to the area of the first
Secret, you'll see that another door has opened in the small area. Now it's time
for your second cart trip. Take the lowest track and
follow it to the left. You'll need some serious speed to get across the chasm.
Be easy on the brake.

Follow the hallway where the cart stops. You'll take a long route back to the
ride. Rid the lower hallway of mutant beasts and
continue in the corridor. Don't overlook the crawl space beneath the steamy
walkway. Crawl through the low area and drop into
trouble. Dispose of the freak and check the outside area. Specifically, look in
the bottom of the pool.

You have to be quick to dive down and get the Winch Starter from the pool below
the crane. The water is deadly cold. Time for
another wild ride: the upper Ore Cart calls. Where the upper Ore Cart comes to a
halt, a submersible pod is held by a crane. Insert the
battery in the side of the machine and use the Winch Starter nearer the
controls. The submersible pod submerges. In the lowered
position, you can swim down and into the pod, hopefully without taking too much
damage.

 From the pod, you need to reach another safe zone before heading for the
surface. The trip through the frigid water might have to be
supplemented with Medi Packs. Swim down through the opening between the lights
and hook to the right. Be prepared to have
Lara's health adversely effected on the way up the tall tunnel, if not on the
way down. Up top, chat with the flamethrower.

Drop down to the ledge below the bridge. Don't get caught staring into the chasm
as freaks sneak up behind you. In the chasm, jump
back and forth from ledge to ledge. The final jump to the corner of the chasm
ledge nets you the level's final Secret.


 Backtrack to below the bridge, and then jump up and grab. When you enter the
small structure, the level ends.

ANTARCTICA-Lost City of Tinnos

 Welcome to the Lost City, found at last. Climb the ladder to the second story.
Throw the Switch to open a double door directly
below. In you go. In a nook off the short hallway, lay claim to the Uli Key.
From the second floor, you can also jump to a central
pillar. From there run, jump, and grab the ledge with the Save Crystal.

Use the Uli Key near the black grating in the courtyard and another section of
the structure is accessible. Drop onto the ledge outside
the Switch-and-door combo, and spy another Switch. Climb back up into the
building from the Switch ledge, and cross the hallway
to a sloped passage leading downward. Throw the Switch down the sloped passage
and the array of five Switches is yours to address.
Turn the first, second, and fifth Switches on, as shown. The Switches allow you
to access an area near a monstrous busted bridge.
Expect wasps of impressive girth as you collect the nearby Save Crystal.

 Climb the ledges near the Save Crystal cave and jump to the top of the bridge
across the chasm. Before you drop down, punish the
wasps and share their Secret. High above the surface of the broken bridge,
invisible platforms guide you toward the nest. From the
closest unseen platform, you can run, jump, and grab to the opening of the nest.
Don't fall in the hole. Backtrack across the invisible
platforms and dropdown across the break in the bridge. Follow the tunnel to the
right after grabbing the Small Medi Pack on the left.
Defend yourself against the monsters as you enter their territory. Hop side to
side to get in some licks before they close the distance.

Pass by the lovely swinging bowls of coals. If one touches you in the slightest,
combustion occurs. In the next area, duck under the
ledge to the left to draw the wasps down into range. Head in that direction.
Down the hallway, hit the Switch and battle the three big,
magical monsters that appear in short order. At least there's room to move in
the chamber. A Switch down a short hallway from the
major monster battle room opens a crawl space in the outside area. Use the
pillar near the gate and duck the traps en route to a large
new area. In the large chamber, Lara must change the height of certain platforms
by manipulating the many Switches.

Drop to the walkway and head to the left along the wall. The Switch to the right
is a timed Switch leading to a Secret. You need to
open the exit to the room before throwing it. One of the final keys to
manipulating the Switches and ledges properly is to realize that
you can monkey-swing along the underside of the walkway. When you succeed in
opening the exit to the large chamber, it's time to
test the Secret Switch. Save your game first. Throw the Switch and run back down
the hallway. Off the walkway on the left is a
ledge you can drop to. Hang and drop from there to the floor. Throw the Switch
in the hallway and hustle through to the room with
the pillar of light.

Hook to the right of the light and head up the stairs. Continue into the narrow
hallway. Down the hallway, hang a left back through
the bowls of coals. Cross the bridge and bail off the right side near the cliff
face. Don't stop to think, just rumble down the slopes and
pillars to the bottom of the gorge. Up above the pillar of light room are the
four tests of the elements that will net Lara four Oceanic
Masks. Those masks work in the statues below to take Lara to the big boss.

In the Earth area, you encounter a thick mire. Head around to the right and keep
plowing forward along that wall. Exit the quicksand
to the right, past the rune on the wall. You have to hop some of these nearby
low ledges so that you can get a Secret later on. The
Oceanic Mask waits up the walkway and out of the muck. When you take the prize,
the roof begins to fall, and the landscape
becomes much less friendly. Walk patiently out of the area. There are some risky
jumps ahead, so you don't need to get whacked by
boulders en route. The worst of the exit jumps is around a tight corner to a
slanted ledge. Stick the landing.

If you threw the Switch in the Earth puzzle area, you can now climb atop a large
block near the bowls of coals. Time your run
carefully.

The Wind area is a merciless maze of strangely intersecting corridors. Head to
the right at this juncture. Once more, head to the right
and follow the long hallway. Jump back and forth from ledge to ledge to induce
the spiked logs to roll down. At the top of the trap is
another of the Oceanic Masks.

 The clock-like piece is the center of the underwater puzzle. Do you suppose
there's going to be some marathon swims? The long
swim sessions end in a shallow tunnel. It's about time, by then. The fire
puzzles are high on drama, but not too tough. You'll see a
map to the area if you stand on the block near the entrance. Use the map to help
you pick your way through the hot spots.

The dragon heads are puffing on invisible platforms. You need to move quickly
across them to keep from getting singed. Hanging
from the sides of the platforms is safe, though you need to be quick and have
good timing to pull up and get to the next block. Jump
off to the right to throw the Switch. When you place all four masks, you need
only get the second Uli Key from the denizens of the
pool room. The Uli Key sits on a ledge off the larger pool room. Use it on the
lock in the hall near the pillar of light, and then Lara
can jump down to the Meteorite Cavern.







ANTARCTICA-All Hallows

The tidy little trip to All Hallows is your reward for finding all of the
Secrets in the game. If you notched them all, you can save your
game when the Meteorite Cavern is behind you and load up All Hallows from there.
Though there are several cool things to do, this
is just for grins. There are only two enemies at the very end, and Lara's
cupboard is bare. Be sure not to lose any health at all before
you crash through cathedral dome. Lara needs full health to survive the plunge.

Climb the metallic ledges. Make your way around the ledges toward the central
construct. Run and jump up the slope to the ledge
with some Flares.

 Jump from the Flares to the central platform. Monkey-swing about a meter and
drop. Lara crashes through the cathedral ceiling.
Lara just barely survives the fall if she has full health. Luckily, there's a
Large Medi Pack on the landing.

Collect the Flares from the purplish platform and head around the room to the
walkway above the bookshelf. Up above the bookcase
is an alcove with a Switch. Throw it.

Use the small section to hang and drop down to floor level. Jump to the central
structure. Run, jump, and grab, and then shimmy left.

Throw the Switch in the upper alcove and a dim hallway opens at ground level.
Run across the collapsing flooring. Throw the
Switch at the end of the hall. Monkey-swing above the spikes back to the main
room. Jump from the ledge above the bookcases to
the monkey swing. Head to the left.

 Drop and grab from the end of the monkey swing, and pull up into the small
area. Climb up past the rope slider. Collect the Vault
Key. When Lara hits the lights, it's about time to let go. From the ledge where
Lara lands, grab the nearby pillar and pull up into the
small space.

Hang off the other side of the pillar, and a door opens. Lara will take a
flaming monkey swing. Just be sure to drop off into the
saving pool of water. Time your swim past the piston. Push the button. On the
upper ledge to the right as you face the button is a
Small Medi Pack.

Up above the ladder, roll and grab the ledge to defeat the trapdoor. Jump
forward over the gap. The trapdoor that opened is very near
where you exit to the outside area. Open the vault and shoot through the two
gratings nearby. Drop into the water hole in the vault.
Surface to find a guard and his dog: the level's only two kills. When you
explore the area, the level ends.

ANTARCTICA-Meteorite Cavern

 The big boss is one mean, king freak. The area you have to fight in isn't very
hospitable either. If you're lucky, the boss will only try
and shove you to an inglorious demise. If the boss gets off one shot, Lara is
toast. Sprint the straightaways and slow through the
turns. You should be able to keep your distance.

Unless the pit is in between Lara and the boss, Sprinting through the tuns is
risky, as the slopes of the outer edge are an invitation to
disaster. If the boss has you in his sights, you might as well unload some ammo:
maybe you can stun him before he takes the shot.
Closing the gap is not advised.

Ideally, you want to fire the first salvo of your attack as the boss passes in
front of an alcove where you have yet to claim the artifact.
When the boss crumples momentarily, it's time to grab an artifact. Hustle to the
closest alcove, as long as there's still an artifact there
and you're not actually going toward the boss. You've only got a few seconds to
sprint into the alcove, snatch up the prize, and get
back to a position across the hole from the boss. Even if the boss sits stunned,
you have to make sure that he's across the pit and in a
direct line.

 If he comes to and has a clear line of fire, he can strike anywhere. The boss
almost always circles from Lara's right to her left, so
you'll want to break to the right when coming back from an alcove. Keep stunning
and running until you collect all four of the
artifacts. When the last of the four relics is in Lara's possession, the meteor
sinks from the ceiling to the central pool. The boss is
now vulnerable. Bring that bad boy down.

Climb the ladder to the very top. Continue past the face into the highest
corner, than back down one notch.

Backflip to the hand of one of the huge statues. Jump from there to the central
ledge. Follow the tunnel off to the left. You emerge
high above the cavern. Monkey-swing to a central large ledge.

From the ledge, jump to the central rocky platform. Climb up the rocks. Slide
down the slope and turn to the right.

 Dispose of any lingering rabble. Push the button on the wall. Go through the
open gate. The helicopter swoops in low. Go through
the gate toward the helicopter for the finishing cut scene.


The End.

WELL IT TOOK ME ALL OF A WEEK TO FINISH TR3, HOPE I HAVE NOT FORGOT ANYTHING,
IF SO LET ME KNOW..
HAVE FUN, SEE YA!!! ALLAN BROWNEр.

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