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Читы для Tomb Raider Chronicles

Чит-файл для Tomb Raider Chronicles

Tomb Raider Chronicles

в России известна как

Tomb Raider:
Хроники

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Название в России:Tomb Raider: Хроники
Разработчик:Core Design Limited
Издатель:Eidos Interactive
Издатель в России:Новый Диск
Модель распространения:розничная продажа
ISO статус:релиз состоялся 18 ноября 2000 года
Официальный сайт:Открыть русский сайт
Жанры:Action (Shooter) / 3D / 3rd Person
Похожие игры:Tomb Raider (1996), Tomb Raider 2 [I], Tomb Raider 4: The Last Revelation
Multiplayer:Отсутствует

Даты выхода игры

вышла 10 августа 2006 г.
вышла в ноябре 2000 г.

Solution [ENG]

Информация актуальна для
Lara has a large collection of moves and actions she can perform. This list
seems
to grow with each new game. Below is a brief description for all of her moves in
this adventure. New moves are showin in bold:


Running: Lara's basic movement mode. Unless you force her to do something else
she will always run.

Sprinting: Gives Lara an extra burst of speed. Combine with the Jump command to
perform a diving somersault.

Walking: Use this mode for precise movement prior to a tricky jump. Lara cannot
fall off a ledge while walking

Side-Step: Great for peeking around corners to fire on enemies or lining up for
a
tricky jump.

Roll: Do a forward tumble with a reverse to quickly change directions. Works
underwater too.

Crouch: Used to hide behind objects or used prior to a forward roll or Crawl
movement.

Crawl: Once in the crouch position you can crawl through small tunnels or air
ducts, etc.

Jumping: You can either do a running or standing jump depending on how far you
need to jump.

Flips: Same as a jump but done from a standing position. You can flip to either
side or backwards.

Grab: Pressing the Action button during a jump puts Lara in the grab-mode to
cling to any ledges.

Moving Objects: Stand against the object to move and press and hold action while
moving Lara either forward or back.

Shimmying: While hanging from any ledge you can move either left or right (if
possible), around corners, or even drop to lower ledges and quickly grab again.

Climbing: Lara can climb ladders and other textured walls by standing against
the
surface and pressing Action. You can backflip from ladders when necessary.

Monkey Swing: This works just like wall climbing except you are grabbing a
textured ceiling surface.

Poles: Grab the pole and move up or down as needed. You can move sideways to
spin
around the pole and backflip when necessary.

Ropes: Grab the rope and move up or down. You can swing on ropes by getting a
running start before grabbing or use Sprint to increase your swing. Your arc of
swing is based on your location on the rope. Press Jump at the apex of your
swing
to get maximum distance.

Tightrope Walking: Simply walk across any rope or pole spanning a gap. If Lara
loses her balance use opposite left and right movements to counteract the
direction she is falling. To reverse direction just press the down directional.

Parallel Bars: Press Action to grab these bars and swing around. Time your
release so you land on the next bar or landing area.

These show-off moves have been part of Lara's routine from the beginning but
never really documented. They serve no purpose other than to amaze your friends
who don't already know how to do them.


Sliding Stop: When Sprinting press the Action button to come to a sliding stop.

Handstand: When pulling up from a hanging position press Action+Walk+Up to do a
handstand.

Diving: Press and hold Walk while doing a forward jump. This can be really
impressive on the higher dives.



I will frequently use the term Safety Drop in this walkthrough. This is a term I
have been using since the original Tomb Raider walkthrough and it refers to the
process of hanging from a ledge first then dropping to minimize or eliminate any
damage you might otherwise take from a fall.


COMBAT and WEAPONS


Stealth vs. Combat
You may find it to your advantage to sneak around and avoid unnecessary
conflicts. In the later levels ammo and medkits are few and far between so
keeping quiet and out of sight can get your further than killing everything that
moves. Use the walk and crouch/crawl commmands to assist you in your stealth
tactics. You will also want to use your sniping abilities to eliminate enemies
quickly and silently. Effective use of the scope with the revolver is even
required in some levels.

Targeting
Lara now has an optional manual targeting system where YOU get to choose who she
fires at. A simple press of the Look button will select the nearest target while
repeated taps will cycle through any other targets in range of the currently
selected weapon. Even if you pick the standard auto-aiming you can still cycle
through targets using this method.

Hardware List
Lara's weapon's list is a bit more limited in this game but there is still
plenty
of firepower at your disposal to eliminate your enemies.

Pistols - (Submarine pick-up)
These are Lara's trusty sidearms she brought with her from her previous
adventures. Use them "John Woo-style" to take out your basic baddies. Their
unlimited ammo supply makes them a good fall-back weapon when you run out of
ammo
for your bigger guns. You usually start off with these weapons unless the story
dictates otherwise.

Shotgun - (Rome pick-up) - (Submarine pick-up)
This old favorite is back complete with two types of ammo; Normal and Wideshot.
Using the right ammo at the right time will make things easier and I'll tell you
when to load up each kind for the best results. The slow reload time on this gun
makes it useful for single attackers only.

Revolver - (Rome pick-up)
More powerful than the pistols; this powerful handgun is the equivalent of the
Magnums or Desert Eagle from the earlier games. It also has a slow reload time
and a tricky aiming system so you cannot fire while flipping, etc. It makes a
good sniping weapon when combined with the Laser Scope.

Desert Eagle - (Naval Base pick-up) - (Submarine pick-up)
This powerful handgun packs the same punch as the Revolver and features the same
limitations. Ammo is usually scarce, so use this weapons only on the toughest
opponents.

Uzi's - (Rome pick-up) - (Submarine pick-up)
This powerful old favorite is back, but ammo is so limited you will hardly ever
get to use it except for the most serious of encounters.

HK - (first found here)
This is a new weapons and features three firing modes; single shot, burst, and
full automatic. Ammo for this weapon is even more limited than the Uzi, so keep
it in single shot mode unless you are facing a unique enemy.

Chloroform - (first found here)
This is a new stealth "weapon" with very limited opportunities for use. When
combined with a cloth (use combine feature in your inventory) you can use the
combined item on an enemy to render them unconscious.

Laser Scope - (Rome pick-up) - (Naval Base pick-up)
Combine this handy little scope with the Revolver and you can zoom in for
precise
target shooting. Headshots are a basic part of the stealth tactics required in
later levels of the game.

Crowbar - (Rome pick-up) - (Submarine pick-up) - (Old Mill pick-up)
This is more of a tool than a weapon although you will get to smack at least one
person with it later in the game.

Medkits
These come in both small and large sizes and heal half or all of Lara's health
accordingly. Try to save as many as possible for the later levels where things
get really dangerous and these medkits are in short supply. Lara will also heal
after each level (without using a medkit) so avoid wasting medkits if you are
near the end of a level.

Flares
You can't do any damage with these handy items, but they will be invaluable as
they illuminate your surrounding making a great light source for finding your
way
around dark areas such as the submarine. You will often find valuable items and
passages you would have otherwise overlooked in the dark, so use a flare
whenever
it gets too dark to see.

Torch - (Gallows Tree Pick-up) - (Old Mill Pick-up)
Another valuable light source. Lara can light this piece of wood by pressing
Action near any existing flame. It can be dropped and reclaimed as needed since
Lara is unable to climb or shimmy while carrying the torch.

Binoculars
These allow you to survey the surrounding area to pinpoint items and enemies.
Use
the zoom commands to identify your targets.

Headset - (first found here)
Works just like the binoculars but with the added ability of an infra-red mode
that lets you see in the dark.

Grappling Gun - (first found here)
This item is found near the end of the game and comes complete with its own
scope. Once equipped you can aim at the ceiling and when the target turns green
you can fire.

Timex-TMX
Lara's watch certainly "takes a licking and keeps on ticking". Use this device
to
get level statistics, game status, and your current completion times. Sinjin's
record time for the entire game is 6h:22m.

Gold Roses
There are three dozen of these roses scattered across the various levels in this
game. They have no function, but if you collect all 36 there will be something
special waiting for you in Special Features menu. The Rose in your menu will
display your current total and the number remaining.

 Weapons and Ammunition
Ammo is scattered all over the various levels. It is always a good policy to
save
your bigger and better weapons for the bigger and badder enemies. Sometimes I
will give you a recommendation for which weapons to use, but feel free to use
your weapon of choice. There will also be times when I might say "you will find
a
certain weapon in a certain location" and all you find is ammo for that weapon.
This is not a bug or error in the solve, but rather part of the game design.
Weapons appear in certain locations, but if you ALREADY have that weapon from an
earlier "pick-up point" then you will find ammo for the weapon that would
otherwise be there.
SPECIAL NOTE: Your ammo and weapons are reset between each of they
stories/chapters. As you near the end of each story you may as well use all of
the firepower at your disposal since you can't take it with you.


ROGUES GALLERY


You will meet an interesting variety of people and creatures in this game. Avoid
some and kill others. Here is a list of your potential enemies and tips for
getting rid of them.

Enemies in Rome

Bats
You are unable to target these creatures so just run away.

Dobermans
Kill with pistols while jumping and flipping to avoid their teeth.

Gate Guardians
Dodge their flame attacks and fire at them when their mouths are full of fire.

Gladiators
Best killed from a distance. They are very fast.

God Head
Avoid the green lasers while you shoot the eyes out with the revolver.

Hammer God
Dodge the hammer blast while firing pistols or Uzis at him.

Larson
Pistols work nicely to disable this enemy.

Lions
Pistols or revolver works well on these animals.

Rats
Another creature you cannot kill. Run away or swim to avoid them.

Sword God
Dodge his fire while using your shotgun on this enemy.


Enemies in Search for the Spear

Attack Subs
Use Chaff Flares to redirect their rockets.

Chef
Sneak up and whack him with the crowbar.

Huskies
Dodge their attacks while firing your pistols.

Mafia Goons
Keep it simple and use the pistols while avoiding their attacks.

Soldiers
Just like the goons, keep it simple and use pistols while dodging their attacks.


Enemies in Black Isle

Bats
You are unable to target these creatures so just run away.

Imps
Use the torch to scare them. Run away if you don't have the torch.

Maze Monster
Follow the lights and he won't bother you.

Rats
Another creature you cannot kill. Run away or swim to avoid them.

Skeletons
Avoid them and they won't bother you.

Underwater Demon
Get the coin and put in the cage to get rid of this monster.


Enemies in VCI Headquarters

Armored Troopers
Can only be killed with a headshot. Dodge their deadly lasers.

Blue Guards
Sniper headshots work great on these guys.

Cockroaches
Run...run very fast away from them.

Cyborgs
The HK in full-auto mode is a good start, but these guys require some advanced
strategy to defeat.

Soldiers
Headshots are quick and silent, otherwise use your weapon of preference.



STREETS OF ROME


Lara seeks the "Philospher's Stone" and must acquire three keys to the Gate that
leads to it. Watch out for the villains, Pierre and Larson who will be pursuing
you throughout the level.

 As you begin this level you may want to duck into the Backstage Area to the
left. This serves as the training area for Lara to practice her new moves, plus
there are some nice items you can get even if you don't feel like training.

Make your way to the walkway above using the crane roof or the boxes then jump
the gap to enter the next room. Do a running leap over the next gap and follow
the passage to the next room. The next gap requires a running leap with a grab
to
catch the opposite edge. Pull up and continue until you reach the next series of
three standing jumps. When you reach the area with the metal texture on the
ceiling jump up and grab then monkey swing to the opposite side. Climb the
ladder
to the left then go around the corner and drop down to the ledge below.

Look across the room to locate an alcove then make a running jump to the walkway
and get the Flares and Medkit. Another Medkit rests on a lower ledge to the left
as you face the alcove. A standing jump takes you there and another gets you
back. Make another standing jump to reach the platform at the top of the ladder.
Crawl through the passage next to the ladder until you reach the vertical shaft
then turn around and back down into the shaft and flip the switch on the right
to
open the shutter in the next room.

Head across this room and climb the boxes then dive into the water and swim
through the tunnel. Take a breath at the other end then dive to the bottom of
the
next pool and locate the tunnel. Swim through until you reach a small room with
Revolver and Shotgun ammo plus a medkit.


Exit the pool and continue until you reach the tightrope. Ignore it and drop
into
the lower section to get some items before heading into the room with the
shelves. Get the Flares from the one shelf then locate the two sets of shelves
that can be moved. Move both of these to find secret areas; one with Revolver
ammo and the other with Uzi ammo and your first secret, Rose 1.

Head back to the area below the tightrope and leave through the door on the
upper
level. A search of the shelves in this area will reveal another Medkit. At the
end of the passage is a lever you can pull to open the door. Drop down into the
next room and head back outside.

Follow the street until you spot an alley to the left. Follow the alley and kill
the dog that attacks you as you near the fountain. From the fountain, jump to
the
awning above the cafe then search behind the sign for some Flares. Drop back
down
and continue down the narrow alley to the right of the cafe until you come to a
hole in the wall. Flip the switch inside this hole to open a nearby gate. Now
make your way back down the first alley and enter the new area to the left past
the opened gate.

Locate the hole in the wall and flip the second switch at the end of this
passage. Quickly, do a reverse roll and sprint out of this area to avoid the
bats
that will attack you immediately. When you reach the end of the passage you will
spot a new block that has slid out allowing you to climb to a ledge high above.
Proceed across the balconies and go through the door. Drop down to find yourself
in a hall with three windows.

Shoot out the windows and take the Revolver ammo and medkit from the first two
and climb out the third to get on a ledge. Jump across to the other side and
head
left. Climb up to the walkway above and get the Golden Key. Climb back down and
follow the passage to the next balcony where a movie will show you where to use
that new key.

Head back through the previous passage and drop into the alley. Make your way to
the gate shown in the movie. Another dog attacks when you enter the courtyard so
have your pistols ready. Unlock the gate and enter the passage beyond. As you
enter the next area have your pistols ready as Larson shows up about now and
wants to have a shootout. Keep firing until he runs away.

Search the dark areas behind the pillars to locate a Medkit in the corner.
Locate
the entrance opposite this item and go through and head left. Follow the ramp
leading down to the area with the boxes and get the Garden Key. Go back up the
ramp and head to the ramp leading up to the right. You can see Larson so open
fire until he runs away. Now use the tightrope to reach the other side and drop
into the alley.

Locate and pull the lever so you can return to the fountain. Now make your way
back to the hallway with the three windows you shot out earlier. Climb through
and drop into the room below quickly killing the dog that attacks. Put your guns
away so you can activate the door to open it. As soon as it opens a dog leaps at
you. Backflip while drawing your pistols and let him have it. Enter the new room
and get Shotgun ammo and Medkit.

Head through the door opposite this room and follow the passage until you come
to
a lever. Pull it to open a gate leading back to the fountain. Head back to that
area and follow the new passage through the door to reach a new corridor. An
alcove on the left has some Revolver ammo and a locked door that you can't open
right now. Continue down the passage and climb the stairs at the end. Get the
Revolver then head up the ramp to the blue door.

Get the Laser Scope to the left as you enter this new room. Combine this item
with your new Revolver then head over to the gate on the opposite side of this
room. Use the Revolver and scope to shoot the lock off the gate then go inside
and get another Garden Key. Rats swarm into the room so you need to get out of
here fast.

Return to the area near the fountain past the closed gates and locate the two
slots where you can insert your pair of Garden Keys. The gates you just passed
are now open and you can enter this new area. Watch the movie that triggers when
you near the building. Turn right at the building and go through the alley. Kill
another dog then climb the stairs until you get to the bell tower.

Use your Revolver and scope to shoot the bell to open another pair of gates. Now
head to the left of the bell tower and locate the small opening. Climb up and
make a running jump to the passage on the other side. Quickly run down this
passage and flip the switch then run back as bats swarm in and attack. Now the
door to the bell tower is open. Go there now and get the Revolver ammo to the
right before going inside.

Head to the back of this room and go left. Pull the lever on the back wall to
crack one of the bird statues in the previous room revealing a dove. Return to
that statue and press Action. Now go down the next passage past the other bird
statue and follow the ramps leading up to a deadly trap. Walk up to the edge and
turn around and back off clinging to the edge. Shimmy past the battering ram and
climb into the alcove. Pull the lever you find here to crack the remaining
statue. Drop down and return to the other bird statue and press Action again.


This opens the entrance to a new chamber near the front of this building where
you will find the first of the three Gateway Keys. Don't go get it just yet
unless you want to continue without the last two roses for this level. Insteady,
head back to the passage you were just in where you were attacked by the swarm
of
bats. Now you will find a pair of secret alcoves are now open and you can get a
Medkit and Rose 2.

Now go back to the front of the building with the doves and make a running leap
to the outer wall. Follow the wall until you are close enough to jump to the red
roof. Follow the roof until you can jump into the next room where you will find
the Medkit and Revolver ammo.


The final rose is located in that locked room near the Revolver ammo you got
earlier. You can take a shortcut by dropping down the ledge near the entrance to
the building with the doves. Once you reach the door it will now open and you
have to quickly kill the dog that attacks as you enter. Search the shelves for a
Medkit and Rose 3.

Return to the building with the dove statues and enter the new chamber near the
front of the building to get the Gateway Key and trigger the movie that ends
this
level.


TRAJAN'S MARKET


From your starting position you have two possible directions to explore on
either
side of your. The entrance to the right leads to a building with a box
containing
a Laser Scope in case you managed to lose the one from the previous level. Head
into the left building and shoot the box inside. Get the Crowbar then head back
outside and go down two more doors on the right and use the crowbar to open the
door.

 Shoot the box and get the Medkit before climbing up the ledges to reach the
second floor where you should find a tightrope. Before crossing the rope you
will
want to make a jump over to the window ledge. Grab on and pull up to get another
Medkit then jump back and walk across the tightrope to the opposite ledge. Make
several standing jumps followed by a running jump to grab the far ledge and get
the Shotgun ammo. Make your way back to the small platform and enter the
building.

Make your way to the floor by dropping down the series of ledges and get the
Revolver ammo and Flares then climb back up the platforms until you trigger a
movie. You can now drop down into a new area of the ground floor. Head over to
the second arch and climb the textured wall. When you reach the top move
sideways
around the corner and make a running jump to the small ledge. Another ledge is
behind the wall so make a standing diagonal jump to land on it then enter the
new
room.

Locate the rope and give it a pull. After you pull it three times a movie will
play. Head back outside and jump back to the small ledge and then back to the
first ledge. Position Lara on the highest section of this ledge and aim her next
jump to the lowest part of the next ledge. From this ledge you can make a short
jump to the ledge leading to another room with another rope. Pull this rope once
to start another movie revealing a new location.

There are some Uzi clips on the ledge nearby. Aim for the entrance flanked with
the statues then make a running jump and grab just in case you come up short. Do
a safety drop down to the floor below and enter the new room you just opened
with
the rope. Get the Medkit and Revolver ammo from either side of the statue then
turn and start to exit this room. When you reach the door light a flare and look
for the ledge concealed in the darkness on the right.

Climb up then drop into the small room where you can pry the Coin from the wall
with the crowbar. Rats pour into the roomwhen you take the coin, so quickly turn
and run back to the room with the statue. Insert the coin into the slot at the
base of the statue to open the gate to the next area.


Make a quick detour back out into the area where you dropped down after getting
those Uzi clips. You should now spot a trapdoor that was also opened when you
used the coin. Drop down into the lower area and stock up on Shotgun ammo and
Rose 4. Now you can climb out and head back to the street and through the new
gate you just opened.

Locate the new passage and follow the alley until you reach a cavern with a
waterfall. Locate the short alley and head down it to get some Revolver ammo
then
return to the water and dive in. Swim under the waterfall then climb out onto
the
ledge and enter the large stone door. A movie plays as you enter. Collect the
Revolver ammo nearby - from the looks of that movie you are going to need it.

This is the first of three boss encounters on this level. You may want to save
your game. This boss, which I will refer to as "the Head" fires green lasers out
of its eyes. Lara needs to dodge these blasts and shoot out the eyes between
shots. You can see when the Head is powering up for another blast so be prepared
to sidestep or flip out of the way. Use the revolver and laser scope to snipe
the
eyes to defeat this enemy. You can attack from the passage as you enter or take
cover behind the block or short walls closer to the target.


Collect the Mars Symbol after you defeat the Head then continue to the back of
the room and climb onto the raised platform. Jump up and grab the gridwork above
and pull up. Make another jump to land on top of the machinery where you can
collect Rose 5. Drop back down and head to the far side of this area and locate
the circular hatch. After you open the hatch get the Revolver ammo behind you
then drop down to the water below.

There are three underwater passages to explore. You will also want to watch out
for rats which will swarm into the passage if you get to close to certain
trigger
points along the outer wall. If rats do appear just dive into the water and stay
under until they go back into the walls. Dive in and swim through the closest
passage to get a Medkit. Now locate the tunnel in the corner and swim through
until you reach the machine room. Get the Shotgun ammo and use the crowbar to
pry
off the Valve Wheel.

Now you need to retrace your steps back to the room where you found the last
secret rose and use this wheel on the large machine. This stops the deadly
propeller blade that was blocking your path to the remaining underwater tunnel.
Go back down the hatch and dive into the water. This time you can swim through
the bottom passage. Continue forward then head left toward the small opening.
Swim through and enter a small room with a Medkit. Swim back out and follow the
metal passage until you come to another spinning propeller. Follow the current
and it will lead you to a gap in the ceiling.

Climb out of the water and turn the valve wheel in this room to stop the
propeller in the water below. Dive back in and swim back toward the propeller
and
through the small passage next to it. Swim up the sloped passage and exit the
water in the next room. Move ahead into the next area until the gate slams shut
blocking your exit. Get the Shotgun and the Shotgun ammo. Arm yourself with your
new weapon and enter the next large room.

This is the second of three boss encounters on this level. You may want to save
your game. Defeating the Gladiator requires constant evasive tactics such as
backflips and jumps to dodge his attacks. The Gladiator attacks by firing energy
bolts or by charging at Lara while swinging his deadly sword. Wait for his
charge
then sprint in the opposite direction then turn and fire. The shotgun is your
best weapon, but you need to be pretty close to use it effectively. Fire away at
the Gladiator and parts of him will break away. Dodge his attacks and keep up
your assault until he is totally destroyed. Upon his destruction two gates will
open and a window will break.


Exit this arena by using the platform, but make sure to grab the Medkit and
Shotgun ammo under this ledge on your way out. When you reach the alley ignore
the gate for now and get the Medkit from the ledge before returning to the
street. You should now be in the location where you started this level. Locate
the alley to the right and enter to get Rose 6.

Now make your way back to the cavern with the waterfall and swim through the new
passage on the left. Get the Medkit and the Venus Symbol on your way to the next
room. Things are about to get dangerous so you will want to save your game.
After
a brief movie you need to whip out your pistols and fire at Larson until he is
injured. This leads to the third boss encounter for this level.

The Gateway Guardians have two attack modes. They shoot guided bolts of fire
that
actually seek you out. If you take a direct hit you will burst into flames. If
you aren't instantly killed you can quickly run to the pool to extinguish the
flames and heal yourself. If you dodge the fire you can still take considerable
damage from the explosion when it hits any nearby surface. They Guardians will
also bite but only if you get too close so your best position for combat is
somewhere between the trees and the street lights. You can now fire at each of
the heads but only just prior to when they launch a fire attack at you. Wait for
their mouths to fill with fire and their heads to go back then fire rapidly with
your pistols. Target only one at a time and the danger will lessen with each
dead
Guardian.

When the battle is over you can collect four boxes of Shotgun ammo (two of each
kind) and a Medkit. Insert your two keys into the slots to open the Gateway and
go inside. Make a series of standing jump to each of the platforms and when you
jump onto the last one it will send you falling into the pit and the next
level...


COLLOSEUM



Continue forward through the rooms until you spot the block with the ring. Push
it into the wall as far as you can then go around the corner to find Rose 7.
Head
down the passage and a movie will show the floor start to break away. Get ready
to make a running leap over the gap to clear the lava and reach the other side.
Cautiously make your way back to the cavern with the lava and hang off the
climbable wall then climb down to the nook with the switch inside. Flip the
switch then return the way you came.

 A door is now open above allowing you to slide into a lower part of this level.
Get ready for action as soon as you reach the bottom as a lion attacks. The
Shotgun with the Wideshot ammo proves a useful weapon in this close-range
encounter. Locate and press the button on the wall to open the exit and another
lion attacks. Kill him with a few blasts from your shotgun then enter the next
area.

Climb the wall until you reach the top where you will find a pedestal with a
Gemstone Piece #1. Enter the next room and fight the Gladiator who charges from
a
newly opened door. Dodge his attacks while firing at him with your favorite
high-
powered weapon. Search the room where he entered from and get the Medkit.

Follow the ramp leading up to another level and another Gladiator. Retreat back
down the ramp and he won't give chase. You can then fire away at your leisure
with pistols or whatever you want. Head back up and take the Revolver ammo and
flip the switch on the back wall. Continue up and then turn right to continue up
another ramp where you will have to fight a Gladiator and a lion. Your Shotgun
and Wideshot ammo are a great tool for taking out two enemies at once. Search
the
room where these enemies came from to find another room. In here you will find
the Uzis and a Medkit.

Head back down one previous level and locate the large room and enter. Your goal
here is to collect the second piece of the Gemstone by navigating a tricky
puzzle
that is on a timer. As you enter, move toward the left wall and locate the rope.
Face the center of the room and pull the rope three times to raise the pedestal
on the platform above. Now jump back and angle yourself toward the the platform
to the right and make a running leap from the corner of this area.

Start running as soon as you can and make a running leap to the following
platform and then do another running leap and a grab to clear the next gap and
cling to the edge of the next platform. Pull up quickly and turn left following
the ledge as it turns back toward the center of the room. Make one last death-
defying running leap to reach the pedestal with Gemstone Piece #2. You can now
casually exit this area through the door opposite of where you entered, but a
trapdoor opens sending you down toward the rocks where you manage to grab on and
dangle above a huge pit. This triggers an encounter with Pierre who is after
your
Gemstone.


After the encounter you will want to return to the room where you just got the
second part of the Gemstone. To do this shimmy along the narrow ledge on the
wall
until you reach the larger ledge and can pull up. Locate the opening above and
grab on and pull up to reach the Gemstone room. Climb up to the upper area and
head toward the trapdoor and make a running leap over the two open trapdoors.
You
will end up in a room with Rose 8. When you are ready to leave simply fall back
through the trap door and head back toward the exit.

The door opens as you head back up the ramp. Combine the two pieces of the
Gemstone in your inventory then insert it in the obvious slot. As the floor
starts to break away quickly do a reverse roll followed by a running leap to the
stable ledge on the opposite side of this room. Now make another running jump to
the opening across the gap then drop over the edge and shimmy around the ledge
to
the other side and drop down to go through the door below.

Use the block to reach the room above then whip out your shotgun to take care of
another Gladiator/Lion combo. A quick search of the room gets you the Colloseum
Key which you can use to open the large doors that lead to the boss. Saving your
game now would be a good idea.

The Thor Gladiator is much like the gladiators you fought in the market but much
more powerful. Since this is the final encounter before you lose all your
weapons
feel free to use Uzis and any other powerful weapons you have collected up to
this point. Make sure to take plenty of evasive action and dodge the blasts from
his mighty hammer when it strikes the ground. When he is destroyed the exit will
be revealed on the wall opposite of where you entered.


In the next room you will find a table with another Colloseum Key. Return to the
previous room and use the key on the lock to open up the next passage. Slide
down
to the cave with the strange lighting and ignore the tempting treasure for now.
Make two running leaps across the ledges to reach the crawlspace. Crawl through
into the next area to find the final secret for this location; Rose 9. Now
retrace your path back across the ledges to the Philospher's Stone and pry it
from the wall with your crowbar to end your adventures in Rome.


NAVAL BASE


Lara is after the Spear of Destiny, an ancient artifact rumored to be lying at
the bottom of the ocean inside a wrecked U-boat. Naturally others are also after
this treasure. A mafioso boss has recruited a Russian submarine admiral to take
him to the treasure, and you are going to go along for the ride.

 You being this adventure already inside the submarine base. Head down the
stairs
until you reach the door leading into the warehouse. A movie shows you the
dangers that lurk inside. Quickly run in and head to the metal lockers over to
the right. Get the Silver Key from inside the locker then run across the
warehouse to the locked door behind the stacked boxes. Use the key then head up
the stairs until you come to three windows. Blast the guards in the control room
and get the Access Card that one of them drops.


Head back downstairs and return to the locker where you found the key. Use the
Access Card on the locked door to the left. Kill the dog then continue in to
find
a ventilation shaft with a loose cover. Blast open the cover and clinb into the
shaft to get Rose 10. Return to the locker and this time use the Access Card on
the door to the right and enter.

Head up the steps to the next level where you must make several tricky jumps
while dodging the giant mechanical claw. As you enter the upper area make a
running leap and grab the container across the way. Pull up then line yourself
up
to make another running jump back to the crates just to the left of the door you
just entered. When you land on this ledge get your back against the wall and
angle yourself to the right and prepare to make a tricky running leap to the
closest section of crates. This is a very tricky jump so you may want to save.

As you land the claw is about to come crashing down. Quickly back up to the edge
so you have room to make the running leap required to clear the gap and reach
the
next section of crates. Grab on and climb up to the final stack of crates and
immediate run and leap to the exit. Grab the edge and pull up and get inside
before the claw catches up to you. Now you can press the button to open the
doors
and trigger a movie.

After the next exit has been revealed you can make a quick search of the lockers
in this control room to find a Medkit and some Uzi clips. Press the button to
open the doors and leave. Now that you are out of danger from the claw you could
take the time to explore the tops of the crates for some additional items. A
Medkit and Uzi clips are on opposite corners of the warehouse (same side as the
door you first entered). Get them if you want and head to the newly revealed
exit
when you are ready.


Follow the passage and kill the two guards who attack as you near the end. Take
the left passage and exit outside and climb the snow-covered box hanging from
the
crane. Make a running leap to the next stack of crates along the wall then climb
up the stack to locate Rose 11 on the top. Drop back down to the ground and use
that handy Access Card to enter the locked door nearby.

Enter and kill the guard taking his Silver Key. Now return to the previous
passage where you took the left turn to go outside and this time follow the
other
corridor. The locked door at the end can be opened with your new key. A movie
introduces the villains for this chapter. When it is over you can jump the gaps
to reach the ledge near the submarine. Collect the Laser Scope and Desert Eagle
ammo then drop down to the ground.

Unlock the door with your Access Card and whip out your pistols to take care of
the guard dog. The lockers in this area contain all sorts of goodies. Before
leaving you should have added; Medkit, Fuse, Uzi clips, Desert Eagle ammo, and
the coveted Desert Eagle.


Enter the shower area and locate the hatch in the right corner. A tricky swim
leads to the next secret but you can also easily drown so you may want to save.
Jump in and swim down until you reach a junction in the tunnel. Take the passage
to the right and keep swimming until you surface in a hidden room with Rose 12.
Return back through the underwater tunnel turning left this time at the same
junction and resurface in the showers.

Push the button to open the door and head outside. You are now on the other side
of the submarine near the crane. You will want to arm your Desert Eagle after
attaching the Laser Scope and get ready to pick off the two snipers who are
staked out in the windows above. Snipe them then enter the room with the machine
and insert the Fuse into the slot to turn the machine on. A door unlocks and you
quickly need to kill an attacking dog. Finally press the button in the control
booth to position the crane/box giving Lara access to the sub. Jump out to the
crate then make a running jump toward the submarine to trigger the final movie
for this level.


SUBMARINE



The bad news is that you are now captured and being held captive. The good news
is that you are very close to the first secret on this level. Locate the bars
between the bunk beds and grab the loose one to pull it free. This item makes a
suitable Crowbar so use it to pry the cover off the air duct cover and crawl
through the ventilation system until you come to a ladder. Climb the ladder and
move forward until you reach a hole in the floor then hang down into the hole
and
climb down using the footholds. At the bottom follow the tunnel to reach Rose 13
then make your way back to the top of the shaft.

Continue until you come to another hole and hang down then shimmy over to the
next ledge and climb back up. Open the vent and drop into the room below where
you can search some shelves to find a Medkit and a Battery. Climb back up and
proceed to the ladder. When you reach the top of the ladder you will overhear a
conversation between the Admiral and Sergei. Continue to the end of this tunnel
and climb down the next ladder.

 Crawl through the next shaft and open the hatch to climb down into the kitchen
area. You may want to save here. Cautiously sneak (walk) across the kitchen
toward the unsuspecting cook and whack him with the crowbar when you get behind
him. If he sees or hears you he will attack and you will take considerable
damage. Take the Bronze Key from the cook and unlock the supply room. Search the
shelves for a Silver Key and get your Pistols from the drawer. Make sure to
equip
your weapons so you can draw them for your next encounter. Use the new key on
the
next locked door to continue.

Have your guns ready as you enter the next area. Two men attack but they are
easily eliminated. The door to the left leads to a bathroom with a guard inside.
Take care of him and get the Shotgun ammo then return to the mess hall and head
to the door opposite the bathroom. Follow the passage left then right and kill
the guard in the hall. Continue to the end of this passage and go right and open
the airlock.


Climb the ladder and continue to another supply room where you will encounter
two
more guards. When they are dead you can search the crates to get a Medkit,
Aqualung, and the Shotgun. In the corner below the Medkit is also a cracked
crate. Open this crate with the crowbar and get Rose 14 from inside. Return to
the mess hall.


Head through the airlock and follow the passage until you reach the room with a
flashing light. Kill the guard on duty then climb onto the crate and jump up and
press Grab to open the hatch above you. Climb into the shaft and go through
until
you reach the second narrow gap then stand up. Jump up to the secret nook above
to get Rose 15 then return to the shaft and crawl through to the hatch at the
end. Open it and drop down into the next room.

Quickly kill the guard who enters then search the drawers to get another
Battery.
Follow the next passage until you come to a hole in the floor and climb down to
the walkway below. Shoot the guard and proceed toward the bunk area at the end
of
this passage. Collect the Medkit and the Shotgun ammo. Head back to that airlock
and open it then enter and shoot the guard. Climb up the ladder to reach the
diving area.

There are now four possible doors. Head to the left door and enter. Shoot the
sailor and get the Suit Console then return to the top of the ladder. Continue
to
the next group of doors and enter the door that's already open. Shoot another
guard then return to the final airlock and enter. Inside is the Diving Suit
which
you cannot really take but you can activate it by playing around with your
inventory.

Combine the Suit Console and Aqualung then combine this item with the two
Batteries. Now use this combined item on the diving suit to trigger the movie
that takes you to the next level.


DEEP SEA DIVING


Save your game as danger lurks ahead in this short but exciting level. You will
be attacked by mini-subs armed with rockets. You have some defensive
countermeasures as well as the ability to dodge the rocket attacks provided you
stay near the ocean floor. Also watch your breathing. Dangerous situations make
Lara breath faster using more air. This won't really become a problem until
later
in the level.

When you exit the sub head straight down then move forward until you come to two
possible direction you can take. Head to the right and continue until you reach
the wreckage and an attacking mini-sub. Move side to side as you approach the
sunken U-boat and the rockets will be unable to lock on. If you are in danger of
getting hit you can always use a Chaff Flare to temporarily distrupt the
rocket's
homing device. Make sure to stay off the walls which also slows you down making
you an easy target.


As you approach the U-boat start looking for a small underwater opening. Quickly
get inside and follow the tunnel to get Rose 16 then get ready to quickly exit
the alcove and dodge immediate attacks from the mini-sub waiting outside. You
are
fighting a strong current as you try to exit making you a slow and easy target,
so use your Chaff as necessary. Quickly go left and go through the tunnel to
reach an open area.

When you enter this new area head to the right to find more wreckage. Swim
toward
the wreckage but keep an eye on a new mini-sub entering the area. Locate the
small opening to the left as you swim over the wreckage. Swim through this tiny
gap and use Chaff to protect yourself from any incoming rockets. When you reach
the next area things are starting to get darker. Locate the small tunnel in the
round rock formation area ahead of you and swim through. Swim down and forward
then turn left and continue forward until you reach the gap in the ceiling. Now
turn right and head through the passage to the next opening slightly to your
left.

Go through this opening and turn right to locate another opening. Swim through
to
trigger a movie where Lara claims the Spear of Destiny and a cave-in damages her
diving suit. Now with a limited oxygen supply you must get Lara back to the sub
quickly and safely. Saving would be a very good idea about now.

Retrace your previous path back through the underwater cavern. Swim fast through
the larger areas and slow down going through the narrow passages. Too many
bounces off the wall will deplete your O2 supply and you will die before you
ever
make it back to the sub. As you leave the cavern use a Chaff and start taking
evasive action immediately to dodge the incoming fire from the mini-sub parked
outside. You need to get to the area just behind the mini-sub. When you reach
the
brighter area of the opening below the current will start to move you faster.
Try
to maintain control and not hit the walls.

You should be able to spot the submarine about now so head through the final
underwater opening in the rocks and get under the sub to reach the airlock. Swim
up through the hole to end the level. You can breath now.


SINKING SUBMARINE


Just when you thought it was safe to get out of the water you get back onboard
the sub only to find it is sinking. Flickering lights and dangerous power cables
are making flooded passages dangerous if not downright deadly. You may be
tempted
to use your flares in the dark passages. Make sure to keep at least two or three
back until the end of the level. Remember your pistols can be used to light-up
your immediate surroundings.

 You are greeted by Serei and his goons as you remove your diving suit. After a
brief movie your human threat is eliminiated and a new threat presents itself.
The sub is damaged and going down quickly. Climb down the ladder behind you and
get out your guns. Kill the guards next to the missiles and get the Uzi ammo and
Desert Eagle ammo they leave behind. Remember, you can't take any of this with
you after this level so you may as well use it.

Climb the ladder to the next deck and enter the corridor to the right that is on
fire. Jump the first patch of flames and enter the room on the left. Search the
shelves and get the Uzis then return to the hall and jump over the other patch
of
fire. The movie shows the next part of the passage being electrified. Jump onto
the closest table then make a series of standing jump to cross the room and
avoid
the deadly water.

Go right and enter the supply room at the end of the next passage. The sailor
has
his back turned so you have the element of surprise if you walk into the room
and
shoot first. Get his Access Card and search the shelf for a Medkit. Now retrace
your path through the mess hall and back over the fires in the first hall. Past
the fire, turn right then left and continue to the end where you can shoot the
man in the room on the right and get some Uzi clips.

Use your Access Card on the airlock. You cannot go to the right as another
flooded room with power cables makes this path quite deadly. Continue forward
and
climb the ladder. Go past the opening on the left and follow the passage around
until you reach the control room. Open the airlock on the left and enter the
dark
room. Talk with the Admiral who gives you a Silver Key that unlocks his state
room.

Return to the control room and shoot out the damaged cover on the air shaft. Get
on the table and jump to pull up into the ventilation system. Follow the duct
until you reach the trapdoor in the floor and open it to drop down into the room
below. Locate the switch high on the wall of this room and jump and grab to pull
it and turn off the electrical power. The door in this room is locked, so make
your way back to the air duct. Use your pistols to light the way if necessary.

Return to the control room and go back to the airlock to the passage that was
previously too dangerous to enter. Now you can enter and collect the Medkit,
Nitrogen Canister, and the Desert Eagle complete with extra ammo. Locate the
nearby ladder and climb down to the passage that was previously electrified. Use
the Admiral's key on the locked door and enter the state room where you will
find
a Medkit and a green Oxygen Canister in the lockers.


Get ready for combat as you exit the state room. A pair of sailors attack and
one
drops a Bronze Key when he dies although you may need to use a flare to actually
find it. Return to the kitchen and wade through the now-safe water to get Rose
17
lying on the floor.


Return to the control room and climb back into the vent. Head back to the room
where you disabled the power earlier and use the new Bronze Key on the locked
door in this dark room. You will most likely have to use a Flare just to find
the
door. Enter the next room and search the drawers to find Rose 18.

Return through the duct back to the control room and enter the room with the
Admiral. Climb the ladder to get into the escape pod and use the Nitrogen
Canister in the left slot and the Oxygen Canister in the right to end your
underwater adventures.


GALLOWS TREE


This chapter takes us back to the teenage adventures of Lara Croft. Lara stows
away on a boat headed for a mysterious island. Her adventures will require the
use of your brain rather than combat as Lara is unarmed for these next few
levels. Your immediate goal is to locate the stolen heart from an undead
creature.

As you start make a running leap over the pit and land on the lower ledge. Jump
and grab the crack in the wall and shimmy over to the corner and go around. Drop
down and slide to a stop. Jump over to the sloped pillar and press grab as you
land so you can catch the edge as you slide off.


Drop down to the ledge below then locate the cave opening. A standing jump lands
you inside the cave where a swarm of bats attack. Run around and dodge them
until
they all fly away then get the Medkit and Rose 19. Exit the cave by hanging off
the edge and dropping to the pit below. Climb onto the low ledge and enter the
tunnel that leads to more ledges and eventually returns you to the start of this
level.

Retrace your path back to the sloped pillar but this time when you slide off and
hang, shimmy around the corner to the right. Continue to shimmy along the ledge
until you are hanging above an opening below. Release the grab and quickly press
it again to drop and grab the edge of the opening then pull up into the cave.
Crawl through to the other side and drop to the floor


Locate the vegetation growing on the ceiling and jump and grab to monkey swing
across to the ledge on the other side. Get the Medkit located to the right of
the
slope leading down then slide down to the next level. A movie triggers as Lara
approaches the fire. Locate the pillar along the wall then climb the wall behind
the pillar. Actually you just jump and grab the sloped ledge and pull up. You
will start to slide off so quickly jump to backflip to the top of the pillar
where you can get Rose 20. Drop back down to the ground and head out the exit
just past this pillar.

 You should spot another textured ceiling that you can use to continue forward
into the next passage. More startled bats attack Lara and you must run around
dodging these creatures until they eventually fly away. At the end of this
passage is a ledge you can climb up to then turn to face your next jump. Do a
standing jump to land in the well with the broken roof. It is quite easy to get
lost or drowned in this next part so you may want to save.

Take a deep breath and dive down. Continue to the first junction and go right.
Follow this passage until you reach the next junction and go right again, this
time through a very narrow gap. Continue into the larger area where you will
notice an inviting hole in the ceiling. Ignore it - there is no air up there.
Instead, turn left and follow a new tunnel until you reach a vertical shaft
leading to some much needed air. Exit the pool by swimming over to the sloped
wall and doing a backflip as you climb out.

Enter the house by crawling through the gap. Once inside you can get the Medkit
from the floor and search the drawers for a Rubber Tube. Head back to the pool
and climb onto the jetty. Run fast to avoid the attacking rats and jump to the
opposite side. More rats are waiting as you land so quickly crouch and crawl
through the gap to reach the previous area with the campfire.

If you spot a fat little creature running around make sure to keep your distance
-
 sprint if necessary. Head past the fire to the gap on the other side of this
area and quickly crawl through to reach the path on the other side. Continue to
the nook with the Pitchfork then climb up to the bridge that spans this alcove.
Once you reach the top you are out of danger from the menacing little Imp below.

Now combine your Pitchfork and Rubber Tube to make a Catapult that you can fire
at the chain on the wall just inside the blocked passage. This triggers a movie
that results in a clear path into the room with the bells. You can now pick-up
the Iron Clapper from this room then locate the hole over in the corner and drop
down. As you exit the passage you should come to a room with a piece of wood.
This is your Unlit Torch and you either carry it in your hands or you drop it
(draw weapon button). You cannot climb or shimmy with this item in your hands.


Continue along the path until you reach a ladder leading down into a hole. Throw
your stick into the hole then climb the ladder and pick up your stick at the
bottom. Follow the new passage until you come to a junction and go right. The
other direction leads to a fatal pit of spikes under a crumbling floor - trust
me! You should see a lit torch ahead. Drop your stick and go down the tunnel
where some bats flutter around briefly before leaving you alone. Carefully crawl
through the spikes to reach a Medkit and Rose 21.

Return to the torch and retrieve your stick. Stand next to the lit torch and
press Action to light your torch before moving forward and then right into a
passage leading up. Run/Sprint up this passage past the attacking bats and when
you reach the top use your torch to light the brownish roots on the ceiling.
After the fire has burned itself out you can retrieve the Heart. This triggers a
movie where Lara talks with Father Patrick about her "mistake" and what she must
now do.

Head toward the exit that Father Patrick used and get the Medkit stashed around
the corner. Slide down the slope to return to the campfire then retrace your
previous path to get to the area where you first picked up your unlit torch.
Continue forward but don't go down the hole this time. Go up the slope to the
red
door and insert the Heart in the hole next to it. This triggers a movie where
you
defeat a small horde of those fat little Imps. When you have control again, drop
into the hole to escape the two remaining Imps. Follow the passage to a bridge.
Dodge the swarming bats as you find another Medkit then cross the bridge leading
to the next level.


LABYRINTH


Head toward the bench on your left to trigger the movie. Head to the front of
the
church and locate the three stone buttons and press the middle button, then the
left, and finally the right. Watch another frightening movie then turn left to
face a giant skeleton with an even larger sword. Keep your distance so he won't
attack and carefully make your way to the door that the wraith took in the first
movie. The skeletons will disappear and reappear in new locations creating a
sort
of maze you must follow. Here is an easy (and safe) route:

 Stick to the wall with the buttons and move toward the corner. Walk between the
pair of pews to reach the pillar then go around the left side to avoid another
skeleton. Continue forward past the next pew and make a tight turn around the
end
where another skeleton is waiting. You should now be able to enter the next room
and approach the first pew. Go to the right corner and get the Bone Dust. Now
make your way back to the front of the church using the same route you took to
get here.


Use the Bone Dust and it will burst into flames and send the skeletons to their
final resting place. Now head for the opposite door. Go inside and locate the
hidden ledge. Climb up and pull the switch to open a gate back in the room where
you found the Bone Dust. Return there now and go into this new passage. Get the
Medkit then go to the hole in the far wall and press Action to get the concealed
Rose 22. Now return to the slope leading down next to where you just flipped
that
switch.


Slide down into the bat-filled room and drop into the central hole. Do a safety
drop to the pool below then climb out to trigger another movie that shows you
the
way to proceed. Climb up until you reach the opening in the wall then follow the
passage until you arrive at a bridge with a broken railing. Aim for the broken
section and do a running leap to grab the ledge and shimmy around the corner
until you reach a ledge you can pull yourself up to. Make a running jump from
this ledge to barely reach the ledge below. Collect Rose 23 from inside the
tunnel then make a pair of running jumps to get back to the bridge.

Continue up to the top past an opening where you will find a Medkit. Now return
to the previous opening and follow the passage to the next bridge. Cross the
bridge and get the Bestiary Book then jump the gap to go through the door that
just opened. Continue forward until you reach an area with walkways along the
walls. You will have to jump and climb to reach the top but you are aided by a
ghostly white light.


Jump to the next section of walkway and follow the light until you find the
monkey bars on the ceiling. Jump and grab the bars then swing across to the far
wall with the opening. Drop and quickly grab again to catch the opening and pull
up into it. Continue to the hole in the floor and lower yourself down the shimmy
around to the other side and pull up. Continue to the end of the tunnel where
Rose 24 is waiting for you. Retrace your path back to opening and drop down to
the walkway below then make your way back to the earlier walkway just before you
used the monkey bars.

Make a standing jump from the top of the incline to grab the walkway above. Make
a running leap to reach the next section of walkway and continue to the top. Now
is a good time to save if you haven't been saving regularly all along. Go throgh
the exit and slide down the slope. At the bottom you will spot those helpful
lights and you must now follow them quickly as they will guide you out of this
area. If you ignore them or stray too far from their path you will encounter the
horrible monster that lives in the maze and ye shall surely die.

Follow the lights making standing jumps over the various pits when necessary. If
you fall into a pit you can use the lower tunnels to find your way back to the
top where the lights will be waiting for you. Continue following the lights
until
you reach the tunnel with the slope. Slide down to avoid the monster who quickly
moves in as the white lights vanish. At the bottom you can collect a Medkit then
quickly go through the iron maiden and fall down the slope to encounter Father
Patrick. He leads you into the final level of this saga.


OLD MILL


 Head left through the tunnel until you reach the pit. Jump over the pit then
head up the slope to the right. You get a nice view of the area as well as the
two Imps who come out to toss rocks at you and finally an unlit torch on a ledge
above your current location. Make a running leap toward the rope hanging above
the pit then spin to face the ledge with the torch and start swinging until you
can launch toward the platform. Press grab to cushion your landing then get the
Unlit Torch.

Head back to the beginning of this level and go in the other direction. Make a
left at the bottom of the slope and avoid the bats then light your torch with
the
one on the wall. Collect the Medkit from around the corner at the end of this
passage then make your way back to the large pit and save your game. Throw your
lit torch at the Imps so it lands on the ledge and scares them away. Jump out
and
grab the rope then spin to face the gate high above and to the right of where
you
entered this area. Swing and jump to this gate then rip one of the bars off to
make a Crowbar.


Hang off the stone ledge and drop to the ledge below and then jump over to the
ledge where you threw the burning torch. Crawl into the Imp cave and follow the
tunnel to Rose 25 at the end before returning to the ledge outside. Jump over to
the next ledge then one more jump up to the ledge where you began.

Jump back to the rope and swing to the opposite platform. Enter the tunnel and
collect the Medkit then survey the arrangement of pillars and the far ledge you
need to reach. You may want to save now. Jump to each of the pillars and
continue
to jump as your slide off the sloped tops of each one. Grab the ledge after your
final pillar jump and shimmy to the small opening on the other side of the pit.
Pull up and crawl into this new tunnel that leads to a room with a Medkit on the
floor and some Chalk that can be pried from the far wall using your crowbar.

Now retrace your path back to the beginning of this entire level and locate the
smooth section of floor just outside the tunnel. Use the Chalk to draw a symbol
on the floor and trigger a very exciting movie. Enter the nearby opening and
slide down the slope to start another movie. After you get your orders from the
demon head between the two buildings and follow the water. Jump over and
continue
toward the windmill.


Locate the second cave to the left as you exit the cave. Bats will flutter out
forcing you to run around until they leave. Enter the cave and crawl through the
gap to find a Medkit. The passage ahead bursts into flames and you have no
choice
but to "face the heat". Use a medkit to get your health to full power then run
through the fire and dive into the water to put yourself out. Climb back into
the
passage and collect Rose 26 then dive back into the water and find the safer
route out of this area.

Back outside, dive into the water near the mill and head toward the left
channel.
Take a deep breath and dive down going through the lit hole in the bottom. Watch
the water demon swimming around and learn his pattern. When he swims off to the
right you can dash forward and get the Coin. Now quickly swim to the cage
located
at the front of the mill with the demon in hot pursuit. Use the Coin on the cage
to trigger the movie where the Imps get their revenge on this demon.

Return to where you found the coin and locate the underwater entrance to the
mill. Once inside find and pull the lever five times to open the door then run
to
the end of the ledge and make a running leap and grab to catch hold of the bar.
Swing around and release at the right time to launch and land on the opposite
ledge. Jump onto the next platform off to the side of your current position then
crawl through the gap under the door. Turn toward the steep slope but don't
slide
down. Jump to grab the ledge above then pull up then turn to face another ledge
with a switch on the wall. Jump over and pull the switch to shutdown the
windmill.


You can now leave the mill through the hatch that you saw open during the movie.
Retrace your path back to the horseman's house and locate the water to the left
of the building. Jump in and swim into the tunnel that goes around to the back
of
the house. You should spot a small hole you can swim through to locate Rose 27.

Return to the main channel just past the detour to the previous rose and locate
the opening to the left. Climb up and crawl through this passage until you can
stand, then run forward making a running jump to the opposite ledge. Drop down
to
the flat lower ledge then jump across to the opposite ledge. Now make a running
jump to the roof of the horseman's house and aim for the flat area near the
window. If you land anywhere else and you will slide off so you may want to save
before jumping.

Make a standing jump to land on another flat area above the door followed by a
running jump to land near the next window. Now comes a very tricky running leap
to the high ledge on the next building. Once you make it here you can then climb
down through the hole and flip the lever on the wall to start the final movie
for
this chapter.


13th FLOOR
13th FLOOR


This final chapter is one of the hardest and introduces some new stealth tactics
that we have never seen before. Your objective is to obtain a powerful object
known as the Iris. Naturally this item is heavily guarded by all sorts of
soldiers and advanced security systems. You do have the assistance of a computer
hacker named Zip who will help guide your through this area. Good luck!

 Talk to Zip as you proceed down the first hall then go left and shoot off the
vent cover. Start crawling through the vent and watch the movie that plays.
Continue to the end of the shaft and turn right and stay crouched to avoid the
laser moving above you. Get the Medkit and approach the hold in the bottom of
the
shaft. Lasers protect this opening so watch the laser moving overhead and when
it
goes past quickly stand and jump over the hole then crouch again and continue
forward turning left at the end.


Drop down into the next dark room and get the Medkit, Hammer, and some ammo for
the HK. Climb back in the vent and shoot off another vent cover to access a new
shaft. Drop into the new tunnel and immediately crouch to avoid the moving
laser.
Wait for the laser to move on before standings and making a run for the opening
at the end of this passage. Go around the corner and through the hatch to get
Rose 28. Now retrace your route back to the beginning of this level. If you
aren't collecting secrets then you can skip the previous two paragraphs.

Security lasers are now protecting the hall where you first started this level.
Watch their movement and learn the pattern. When the top laser is moving away
from you start to run after it and quickly duck into the alcove on the right to
avoid the bottom laser which is getting close by now. Now wait for the top laser
to go toward the ladder at the end of the hall and chase it again. Duck when it
comes back at you then move forward and climb the ladder before the bottom laser
touches you. Climb the ladder and move forward until a movie plays showing you
the Iris.

Follow the passage and collect some more ammo for the HK and continue walking
down the next passage to keep quiet. After a brief movie showing the huge guard
below you will need to approach the locked door and use the Hammer on it. If you
opted not to get the hammer earlier then you have a dangerous battle ahead of
you
so you may want to save now before reading the next section, otherwise skip to
the next paragraph.

Since you don't have the hammer you must target the lock on the door and shoot
it
off with your HK. The floor under you will collaps and send you sliding into the
room below with the armored guard. You now have 2-3 seconds to target and snipe
this guard in the head. If you miss or hit him anywhere else you are dead. His
laser weapon kills you in a single blast. After you have killed this guard you
can climb into the ventilation shaft and locate a broken grate. Drop into this
shaft and hang on while several explosions rock this area. After the second
explosion you can drop and run to the end of the passage where you will find a
ladder leading to the room above.

Regardless of how you got here, you are now in a tall room with a ladder leading
up and another security laser moving back and forth. Time your climb to avoid
contact by sticking to one side of the ladder and starting you climb as the
laser
moves off in the opposite direction. Look left at the top and shoot the shaft
cover then climb into it. Continue to the left and get more HK ammo then
continue
to the end of the vent making sure to walk to avoid making uncessary noise. You
should be able to spot the guard without being seen. A quick headshot using your
scope will silence him. If you miss you are pretty much dead as he will activate
a turret that will tear you to shreds. You may want to save before attempting
the
headshot.

Drop into the hall below and head past the vending machine. Talk to Zip who
gives
you some info on the sleeping guard ahead. Keep quiet as you sneak around the
glass wall and get the High Level Access Card from the desk. Use this card to
enter the nearby supply room behind the guard. A quick search of the shelves
will
get you a Medkit and some HK ammo. Return to the main passage to continue.

Continue to the elevator and press the button to use it. Enter and use the panel
to reach the next floor where a pair of guards can be overheard talking to your
right as you exit. Crouch down and crawl toward the triangular door to the left
and use your new access card to enter. There are two lab technicians inside who
won't bother you if you don't bother them (don't draw your weapon). Locate the
switch on the central table and press it before quietly leaving this room.

Those guards are still talking down by the crates. Use some sharpshooting skills
to take them out from a distance then head to that end and stop at the corner
leading to a right turn. Peek around the corner and get a bead on the guard then
drop him with a headshot. Continue toward the Iris which can be seen through the
structure and head through the unlocked door on the opposite side of this room.

Keep your weapon holstered in this next room and ignore the man in the radiation
suit - he just works here. Press the switch to the right to release a radiation
suit from its compartment. You aren't after the suit, but rather the Access Code
Disc that drops out with the suit. Take the disc and return to the elevator back
where you first entered this area.


Return to the main floor and creep past the still-sleeping guard. Go around the
corner to the computer terminal and use the disc to open the hatch to your
right.
Climb into this hatch and locate the pole going down to a lower level. Watch and
learn the sequence of explosions that run from the top to the bottom of this
shaft. About halfway down this shaft is a secret area. Slide down and spin
around
the pole if necessary so you can backflip into this secret nook and get Rose 29.
Time the explosions once more before grabbing the pole and sliding to the
bottom.

Crouch to continue through the low opening and you will reach a walkway
overlooking a large room. Below is a door behing guarded by one of those armored
troopers. Move quiety across the walkway until you reach the hall leading to a
room with some shelves. Search these shelves for a Medkit and a Cloth. Head to
the next walkway and quietly make your way down to the lower area.

Locate the door not being guarded and sneak over to it. Use the access card to
get inside and search the cabinet to get some Chloroform that you can combine
with the cloth for a nice stealth weapon. Grab the Medkit while you're here. The
second cabinet contains more Chloroform and another Medkit but if you take these
items one of the glass tanks holding the insects will shatter and you will take
some damage. You can easily finish this level without these two additonal items,
so only risk the cockroaches if you are after a pefect item score.

Return to the large room and cautiously sneak up to the trooper. When you are
behind him use the Chloroform-soaked cloth to put this guy to sleep. If he
detects you he will spin around and you can still shoot him but the gunfire will
attrack another trooper that you must also kill with a headshot and you won't
have the element of surprise. When the guard(s) have been eliminated use the
access card to open the door and enter.

Follow this passage and the door slams shut behind you just as another trooper
charges from the door ahead. Quickly target and take him out with a headshot
before he fires his deadly laser. Search his body for an Iris Lab Access Disc
and
don't overlook some HK ammo stashed by the door that slammed shut a moment ago.
Locate the computer terminal and use the new access disc to open the door to the
next guarded area.


You can sneak past the guard ahead by walking and hiding in the various doorways
along the way. This is highly recommended for if you do decide to shoot him you
will also have to deal with a gun turret mounted to the ceiling which can prove
quite deadly. In the next room you will find a scientist hard at work and Zip
calls to tell you NOT to kill him. Unfortunately for the scientist you are
forced
to kill him if you want the final secret for this level. Shooting the scientist
triggers a door to open back near the computer terminal and several guards come
to investigate. Let them come to you and you can easily kill them one at a time
with a headshot. After you have killed the third guard make a dash for the door
where they came from and kill the remaining guard stationed there. Take Rose 30
amd keep an eye out for one more guard who may be nearby if you opted to sneak
past him earlier.

Continue through the halls to reach a series of ramps. If you had listened to
Zip
and spared the scientist's life he would have helped you open the door to get to
this area. Oh well - roses aren't cheap! Head up the ramps until you reach the
door at the top leading to the Iris control room. Enter and pull the switch on
the wall to turn off the security force field. It only stays off for a few
moments so quickly make your way back down to the bottom and enter the Iris room
to get the Iris before it comes back on. Run down the long hall to exit this
level.


ESCAPE WITH THE IRIS


Continue around the corner and enter the next room where you will stop to talk
to
Zip. He tells you to drop all your weapons in the tray so you can pass through
the X-ray scanner. You MUST do this. Go through the scanner and skip the first
box with the bomb in it and get the Medkit from the second box. Head into the
next hall and turn left. Continue forward and go right then enter the first door
that leads to an office.

 Search the cabinet and get some Chloroform, then leave the office and go right
to trigger a movie showing a guard up ahead. Quietly walk into the next office
on
the right and search the drawer to find a Cloth. Return to the hall and sneak
into the final office behind the guard and search the drawers for a Medkit.
Combine your cloth and Chloroform then sneak back into the hall and put this guy
to sleep. Enter the next office and get another bottle of Chloroform from the
cabinet then head to the third office and search the drawers to find the
Restroom
Access Card.

Return to the hall and head back to the previous hall where you can easily find
the locked door with the keypad next to it. Examine the new access card in your
inventory to get the code 8526 then use the keypad to enter this number and
press
Action once more to confirm the code. Enter the bathroom and kick open the stall
door so you can move forward enough to jump up and pull the ceiling hatch open.
Climb into the air vent and proceed to the long vertical shaft. Back over the
edge and hang then drop and grab then drop once more to safely reach the bottom
without taking any damage.


Enter the lift shaft through the small hole and climb onto the textured wall.
You
now need to do a reverse backflip so press Jump followed by Roll followed by
Grab
to backflip from the wall and grab the pole behind you. It can be hard if you
are
out of practice so you may want to save first. Slide down the pole then jump
into
the alcove to get Rose 31.

Climb back up the pole to the top of this shaft and backflip to the ledge. Now
locate the horizontal bar and take a running start to jump and swing around it.
Time your release so she lands in the alcove on the other side. Jump over to the
top of the elevator and then cross over to the far elevator car to get the HK
ammo. Open the roof hatch and drop into the car then press the button to open
the
doors.

Quietly sneak out of the elevator and press the button between the two elevators
to open the doors on the right. Enter and press the button to ride to the next
floor. Three guards are waiting for you on this floor so quickly press the
button
to try another floor. Stray gunfire damages the elevator and you start to
freefall to the ground far below. Quickly press the keypad to activate the
emergency brakes and avoid a horrible death.

Exit the car through the ceiling hatch and line up with the horizontal bar. Make
a standing jump to this bar and swing around releasing it to grab the opposite
ledge. Pull up to the ledge then climb the textured wall to the right. When you
reach the area where there is a vent to your left you need to backflip to land
on
the ledge behind you. Now you can make a running leap to reach the next bar and
swing around to launch to the opposite ledge. Jump and grab the edge of the vent
and pull into it. You may want to save here.

Drop down onto the sloped floor and immediately Jump and Grab to reach the bar
above rather than slide into the fire below. Wait for the fire to go out then
release the bar to launch toward the next and grab it. Quickly release this bar
to land on the far ledge then move away from the vent before more flames flood
the room. You can reach the opening in the wall with a standing jump and proceed
to the next area where you can exhibit your tightrope walking skills. Once
across
this obstacle you can slide down the next shaft where you can spy a guard
patrolling the next passage.


There is no way to sneak past this guard, so save your game and crawl through
the
opening into the hall. Turn and make a dash for the aquarium at the end of this
hall while the guard opens fire shattering the glass. Locate the gap on the
inside corner of the tank and crouch down then tumble forward into the hole
where
you can get Rose 32. Return to the previous hall and zigzag down the hall toward
either the left or right exit avoiding the gunfire as best you can.


Continue up the metal walkway and you will be given a clue that a sniper is
targeting you. Run forward toward the main doors to avoid his bullets and climb
the nearby ladder on the right to reach the ledge above. Head for the fire
extinguisher and if you time it just right a sniper bullet will hit the device
causing it to explode revealing a secret area with Rose 33. Of course, if you
time it wrong Lara will burst into flames herself, so be prepared to reload and
retry a few times to get the final rose for this level.

Continue around the balcony and locate the button on the far wall just past the
fire extinguisher. It opens the door and also turns off the security lasers back
at the main entrance. The sniper is still after you so quickly jump back off the
ledge and do a safety drop then run for the passage to avoid more sniper fire.
Go
down this passage until you reach the step near the end then stop short of the
lasers and a guard will enter the hall. Jump around to dodge his attacks and one
of the bullets will shatter the water tank and short-out the security system.

Press the button and a door will open. As you enter Zip will talk to you some
more. Walk over to the pair of switches and flip them both to disable the gun
turrets then quickly run down the passage and turn right to go through another
door. A trooper is chasing you so don't waste any time. Continue past the
machine
and into the storage room with a bunch of booby-trapped boxes. Jump up and grab
the hatch to open it then climb into the vent shaft. Now you can crawl around to
the other side of the protective glass and press the button to activate the
X-ray
scanner. Locate the box with the object inside then crawl back around to the
storage room and locate that same box. Open it and take the Teleporter Disc.

Now go back into the next room and locate the green console where you can use
this disc. Climb up to the central area with the big "X" and use the Iris in the
receptacle to transport Lara to another room. Quickly drop into the tunnel and
continue until you hear from Zip. Using the zoom capabilities of your headset,
watch the combination the guard uses to open the door to the security room. If
you missed it the code is 1672.

When the guard leaves you can run up to the keypad and enter the code. Duck
inside before he spots you. Inside is the switch to disable the security system.
Flip it then crawl into the vent system and follow the shaft as it leads back to
the first area where you gave up your HK weapon so you could get past the X-ray
scanner. Now that the scanner is off you can take your HK and go back through
the
scanner. Cut through the lounge to reach another passage and locate the locked
door. Shoot the fire extinguisher to blast open the door then go through to end
this level.


RED ALERT



Target the head of the armored trooper above you and dispatch him in a death
worthy of any stuntman. Make a running jump to grab the next platform and pull
up. Now head up the stairs and as you start up another set get ready to grab as
the stairs collapse and you grab onto what's left. Climb down to the bottom of
the stairs and find the alcove on the left which has Rose 34. Now jump back to
the stairs and finish your climb to the top.

 Continue forward making a standing jump to the next platform followed by a
running leap to land on the one after that. Start up the next flight of stairs
and just as you hear the explosion jump forward to land on the the ledge above.
You should be able to find a section of crumbling wall that you can kick down
revealing a narrow passage you can crawl through. A camera pans to show you a
guard above when you exit the passage. Stand under the floor above and jump up
and grab to pull it down then climb up and target the guard with your HK and
blast away until he's dead.

Climb up on the nearby crates to replace that HK ammo you just used on the guard
then talk with Zip who thinks you should investigate the next corridor a little
more closely. Using the infrared mode of your goggles you easily spot the series
of lasers blocking your way. Watch them to learn the pattern. It goes on-off-on
and then off for a longer duration which is when you make your move. If you
would
rather not have to keep taking the glasses off each time before advancing you do
have the option to use your scope and shoot the valve at the far end of the
passage. This will flood the corridor with steam showing you the approximate
location of the beams. Note: This is not as precise as the goggles.

Once you get through this tricky hallway you can climb some boxes around the
corner and get the Medkit from the top. Continue toward the elevator and it will
open releasing a guard. Kill him quickly then enter the car and use the panel to
go to the next floor. Watch out for another attacker as you exit the elevator.
When he is dead you can go through the blue door on the left.


You are now about to go for another rose, but if you fail the only way to try
again is to reload your game so save now. Take the HK ammo and press the button
to start the shooting range target practice. Your goal is to shoot every target
before it reaches the first white line. If even one gets past you may as well
reload unless you aren't going for secrets. When you successfully complete the
first target shoot another gallery opens. Enter and take more HK ammo and save
again before repeating the same exercise. This one is a bit harder and poison
gas
spills into the room when you are done. Quickly head up to the armory on the
left
where you can collect a Medkit, HK ammo, and Rose 35. Note: The armory is only
unlocked if you successfully complete both shooting exercises.

Now enter the right armory and get more HK ammo and the Grappling Gun from the
weapon rack. Kill the guard who shows up then approach the door to the next
area.
Search this area carefully for the Grappling Gun ammo then enter the next large
room. Walk toward the crates in the corner with your weapon drawn and when the
guard peeks out blast him. Now use your Grappling Gun and aim for the vent in
the
ceiling. The target will turn green when you are aimed correctly. Take the HK
ammo from the top crate then drop down to the next crate and jump out to the
rope
in the middle of the room.

Swing back and forth until you can launch toward the opposite wall and grab onto
the damaged section of wall. Shimmy along the damaged area until you can pull up
into the opening. Save your game before sliding down to the next passage where a
pair of Armored Troopers are already on their way. Use your HK to take them out
with headshots then continue forward and take out another guard hiding behind
some crates near the lasers.

Make your way through the lasers and get some more Grappling Gun ammo from the
crate then head back to the stairs and use the Grappling Gun on the stairs to
reach the rope above. Jump to the rope and swing to the opening on the other
side. As soon as you release the rope and land in the opening jump again to grab
the next ledge to avoid a fiery death. Crouch and roll forward to drop down on a
crate then jump to the next crate and use your HK to snipe the guard below.
Don't
miss or he will activate a ceiling turret and you will die.

Climb down the crates and pull the switch to open the door and go through. Head
to the elevator and press the button to call it. Ride to the next floor and save
your game. A pair of guards try to get the drop on Lara. Kill them swifty to
avoid lots of damage. Move on to the rope and climb it to reach the grate above.
Jump and grab to open the hatch revealing a sniper. To make things worse another
guard appears below. Kill them both then enter the new tunnel.

Continue forward toward the switch and a trapdoor opens sending you into a
tunnel
below. Head toward the vertical shaft with the ladder and drop down. Remember
this ladder - it's your final escape route. Follow the path that isn't guarded
by
lasers to reach a new vent then crawl through. Drop down onto the crate and
collect some more HK ammo and save your game.

A Cyborg arrives about now and he is very difficult to beat. You weapons are not
powerful enough to kill him so look around the room and locate the valve. Zoom
in
and shoot the valve to flood the room with water then start shooting at the
Cyborg. Take careful aim as you must hit him many times. Pretty soon his
endoskeleton will start to show and after a few more shots he will start to
spark. The electrical damage combine with the water on the floor finally
destroys
this menace but it also electrifies the water preventing you from walking on the
floor.

You now need to get to the upper walkway. From your current location locate the
low ledge concealed in the shadows. Make a running leap and angle toward the
black ledge while in the air to land the jump. Get the Grappling Gun ammo then
climb to the top of the vent and use the Grappling Gun on the ceiling. Use the
rope to swing across to the opposite opening and press the button to drain the
water from the floor.

Make your way down to the floor and get the Medkit and the Key Bit from the
Cyborg. Draining the water has also blocked your exit, so climb back to the top
and press the switch again to open the vent. This also replaces the water on the
floor so don't step in it. Enter the vent and go through until you reach the
passage that is no longer protected by lasers. Another tough encounter lies
ahead
so save your game.

The passage is riddled with machine gun fire from the helicopter as you sprint
down this passage. Stray bullets explode the canisters so keep your distance.
When you reach the next room go around the corner and enter the bar. No time for
a drink. The helicopter opens fire so take cover behind the bar and make your
way
to the end where you find a button you can press to open a door. The door seems
broke but another door has also opened back in the previous corridor so make a
dash back to that hall. Several new holes have opened up and some even contain
Medkits. Unless you fall in on accident it's not worth the effort to go for
these
on purpose.

Jump these holes and dodge the helicopter gunfire. And if that wasn't enough,
another Cyborg is chasing you. Head down the previous hall and locate the new
entrance to the right. Run down this passage to the end then go left, left, and
left a third time. You are now in a small room with a switch and you should be
able to see the Cyborg overhead. Flip the switch to seal him in the room at the
end of the hall. If for any reason the Cyborg doesn't get locked in you will
need
to reload and try again.


Leave this room and follow the passage entering the door on the left at the end.
You are now in a room filled with a green toxic gas. Your health will start to
go
down so move quickly and use medkits as necessary to keep your health at a safe
level. Move forward into the next room then go through the door on the left and
jump onto the box to pull a lever. Quickly find the small gap in the corner of
this room and crawl through to find Rose 36 - the final secret!

Head back through the door and return to the first room where guards will
attack.
They have gas masks so don't even try to fight them. Quickly go to the other
door
that is now unlocked and enter the room where you can see the Cyborg through a
glass wall. Pull the lever in this room to pump the gas from your area into the
Cyborg's room. When he goes down you can pull the lever again and quickly make
your way back to the room where you flipped the switch to trap him in the first
place.

You can now enter the room with the Cyborg and get the Key Bit. Combine these
two
items to create the Helipad Access Key. Head down the passage toward the
helicopter and turn right and quickly make your way back to the ladder next to
that vertical shaft from earlier. Climb the ladder to reach the room at the top
and use the new access card to open the door. Run through to end this level and
the game.

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