HUNT
FOR THE BLUE HOPE II
Levels by
Seemeister
Walkthrough
by Phil Lambeth (using OBig's outline, which appears below, as a guide)
HUNT FOR THE BLUE HOPE
II/1
After a
brief opening flyby, surface and pull out E.
There's a closed door N that requires a key, so go S and enter a small
shopping area. Kill the dog and the goon,
then note another closed door NE that requires a key. Go to the bridge and jump into the water, pull the underwater
lever in the W wall to open a door, flip turn and swim across to the E side to
enter the open doorway in the N wall.
Turn right at the intersection and locate another underwater lever. This one is timed, however, so when you pull
it and get the cut scene showing a door opening elsewhere, wait about 30
seconds for the timer to reset and pull it again. You won't get the cut scene this time, so swim W down the long
passage, ignoring the openings to your left, and make a sharp hairpin turn to
your right at the end. Pull out and
dash forward to squeeze past the closing door.
Shoot the rat that scampers
forward to greet you.
Pick up
the bread (or large medi-pack) in the
corner next to the closed door, then approach the row of movable crates against
the N wall. Move the first crate into
the NE corner, then enter the revealed passage and pull back the next crate as
far as you can. Re-enter the passage and
pull down the wall switch. You hear the
sound of a door opening. Push the previous
crate back to its original position to get it out of the way for the moment,
and note that there's another movable crate to your left. However, you can neither push it nor pull it
from here, so return to the previous room.
Move the next two crates to the right, to reveal a second passage in the
N wall. Go inside and pull back the
movable crate as far as you can. Push it to one side and re-enter the
passage. Pick up the REVOLVER, then push the nearby crate E into the
next passage. Enter the connecting
alcove and activate the jump switch high up on the N wall. This opens the E door and also releases a rat, so kill it before moving on.
Enter the
E opening and pull down the wall switch.
There appears to be an artifact embedded in the E wall, but you'll need
a crowbar in order to pry it loose later.
Pull up into the nearby N crawl space and pick up the SILVER KEY.
Shoot a bat and return to the room with the crates. Move the crates as necessary to gain free
access to the NE passage. Pull the wall
switch back up, and the timed W door should open. If it doesn't, pull up the second wall switch in the E alcove as
well. When the door has opened, go on
through and jump into the water. Swim
back to the shopping area, pull out N (right through the wooden railing) and
return to the pier where you began the level.
Use the Silver Key in the keyhole near the N wall (the noise you hear is
the whirling fan blades in the water below).
Draw your pistols while the adjacent door slowly opens. Go on up the stairs ahead and shoot the dog.
Continue along the corridor and shoot the SAS
in the small room at the end.
Pick up
the bottle of beer (or small medi-pack)
in the SW corner next to the table.
Push the floor lever across the room to turn off the fan blades in the
water outside. Note the closed door in
the E alcove. Return to the pier, continue across to the shopping area and jump
into the canal. Swim E to the other end
and enter the N opening once again.
Turn left at the intersection and take the first left. Turn right and swim W down the long
passage. Get some air at the far
corner, then swim N along another long passage. Turn left at the first opening and enter the chamber with the
stilled fan blades. Swim down and pick
up the CROWBAR, then swim back out and
return the way you came (the other way is for later). You can fill your lungs with air in the main canal if you wish,
then return to the timed underwater lever you've already used once. Repeat the timed swim into the room with the
movable crates. Run around the crates
into the E alcove and use your crowbar to pry the first GEAR WHEEL off the wall. Re-open the timed W door by using the two
switches as you did earlier.
Swim back
E toward the underwater lever, and take the first right. Loop around in a clockwise direction until
you reach the opening with the stilled fan blades on your left. Continue N past it this time, and you'll see
a smaller set of fan blades in the alcove at the corner. Turn right and swim past the opening on your
left. Pull up into a passage and
immediately draw your pistols to kill the rat. Climb the ladder in the E wall and pull up
into a dark passage. A goon steps out from the room ahead, so kill him
and enter that room (after first noting the closed door in the alcove to your
left). Pull down the switch in the E
wall for a cut scene showing those smaller underwater blades starting to
turn. Continue S into the passage and
shoot the dog that tries to sneak up on
you from behind. Draw your pistols and
shoot that fuse box on the far wall beyond the narrow opening in the W wall
(jump up and down if need be, you'll know you've hit it when the red light goes
out), then reverse roll and use your crowbar to open the door in the E
wall. Run forward and take the second GEAR WHEEL
with your crowbar.
Leave
this area, climb back down the ladder and jump into the water. Swim forward and
turn right before you reach the spinning fan blades. Follow and swim up when you reach a second set of blades. Pull out onto the wooden ledge. There's a closed door in the W wall and a
closed grate higher up in the E wall.
Jump back into the water and swim down into the NE corner for the SHOTGUN.
There's a torch in the SE corner, but you can't pick it up yet. Go over to the NW corner and pull the
underwater lever to open the W door above.
Surface, pull out onto the ledge and enter the opened doorway. Two SAS
start shooting at you from the balcony high up in the E wall, so turn around
and deal with them. Before proceeding
through the opened doorway, jump back into the water and swim down through the
SW opening past the spinning fan blades.
Swim S along the passage, turn left at the intersection and pull up into
the passage. Climb the ladder and run
forward into the room with the wall switch.
Push it back up to drain the flooded room where you got the shotgun and
where the torch is now lying high and dry.
Return there, pick up the TORCH
and use standing jumps to get back up to the open W doorway.
Enter the
passage and note the inaccessible slope to your right. A closed door is at the top. Go past it and
turn left at the intersection. The door
at the top of the slope opens and a dog
slides down, so drop the torch, turn around and shoot it. Return to the slope, turn with your back to
it and take a back flip onto the slope.
Jump off immediately and activate the jump switch in the wall to open
the door in a passage further on.
Proceed E down the passage. The
camera angle changes to reveal a crawl space up in the wall to your left. Pull up into it and follow to a beer in the first alcove. Continue and you'll find a GOLDEN ROSE for SECRET
#1 in the next alcove, and some shotgun
ammo beyond that.
Return to
the opening and drop back down into the passage. Retrieve your torch, then continue E (the lights in the corridor
are blinking now) until you reach the opening on your right and the camera view
returns to normal. This is where you
opened door with the jump switch, so go on through and you'll find yourself in
a familiar passage. Turn left at the
intersection and enter the room with the wall switch you used to flood and
drain the room with the torch. Continue
into the S opening and turn right. Walk
up to the wooden wall and take two steps back.
Toss the torch through the narrow opening. It'll probably come to rest near the edge atop the shelving in
the next room, but that's all right.
Exit this
area, climb back down the ladder and jump into the water. Swim W past the opening on your right, turn
left and follow the passage S until you reach the air hole in the corner, turn
left and follow E. Take the first left,
then an immediate right and continue swimming E. Turn right just before you
reach the timed underwater lever, and emerge in the canal where you can get air
if you need it. Swim E toward the
bridge and pull out N through the railing.
Run N past the pier and enter the doorway where you used the Silver
Key. Go up the stairs and enter the
room with the floor lever. Use your
crowbar to open the door in the E alcove.
Enter the bathroom and shoot the goon,
then grab the GOLDEN KEY and the bottle of beer. Go back outside to the pier, and run past it
into the shopping area. Turn left and
use the Golden Key to open the door in the NE corner. Enter the next room, and a barrel will roll toward the corner
while a harmless rat scurries away.
Pull back the crate next to the barrel.
This reveals a wall switch that opens the door in the N wall. Pick up the bottle of beer and climb the other crates for revolver ammo in the SW corner before heading up
the stairs.
As you
run up the stairs the camera angle changes.
When you reach the doorway to your right a dog
will attack, so kill it and enter the E room.
You can see on the W wall the fuse box you shot earlier from the other
side of the room. Pick up the beer in the corner, then enter the bathroom
N. Climb up onto the blue cabinet for
the UZIS. Climb back down and shoot the urinal to knock a hole in the wall
(ugh). Crawl through, turn around and
start climbing down the ladder as the camera view changes. After you've gone down two rungs, take a
rolling back flip (using grab isn't necessary) into the hidden alcove for SECRET #2, another GOLDEN
ROSE and some uzi ammo. Jump back to the ladder and climb down to
the bottom. Hit the look key to restore
camera control, then hop back and grab the edge above the water. Your feet will find another ladder, but it
suffers from a glitch. If you climb
down one rung, Lara won't shift around the corner. If you climb down two or more rungs, Lara loses her foothold and
simply hangs by her fingernails. Here's
how to do it. Climb down two rungs,
have Lara go around the corner to her right (where she'll stubbornly refuse to
continue), release and grab again immediately as she drops just a short
distance. You should now be able to
continue shifting to your right until you're over the jump switch. Release to activate the switch, and you'll
drop into some shallow water.
Swim
through the narrow opening in the N wall.
Continue N along the uneven channel (you'll notice an unusual shaking at
this point), and when you've gone about halfway look for an underwater lever
behind you and to your right. Pull it
to open the door in the N wall, flip turn and enter the passage. Take two right turns and pull up into a
passage at the end. Run forward as the
camera angle changes and be prepared to kill two bats
that flutter toward you from behind.
Then climb the S ladder and pull up into a sparse room. The wall switch is timed, so save your game
here. Pull the switch, then reverse
roll and run two steps before taking a running jump to the first slope N. Keep the jump key depressed so that you jump
off three more slopes and land on an upper floor. Without hesitating, use the sprint key to dash forward past the
closing door into a passage where you're greeted by two more bats. If
you look back through the closed door, you can see some flares to your
left. If you want them badly enough,
you'll have to reload your previous savegame, jump the slopes again and pause
for the flares, then drop back down to
repeat the timed run. (By this time you
should be able to perform it with no trouble.)
When
you're ready to proceed, head E down the passage and go up the stairs to a room
where you'll find the third GEAR WHEEL. Pick up the bread
near the SE corner, then go back down and follow the passage W until you reach
the end of a slope. Save your game
again if you want to be assured of getting the next secret. Light a flare and slide down the center of
the slope. Just before you reach the
bottom, you need to jump off so you can activate the jump switch just above the
water level. (It's very tricky, because
you slide down unusually fast.) Once
you succeed, you find yourself in the irregular channel where you pulled the
underwater lever. Swim through the open
N doorway, turn left into the short passage and squeeze through the very narrow
opening. Swim down and E, and you'll
come to the doorway that you opened by activating the jump switch just
now. Enter the alcove for SECRET #3 and
another GOLDEN ROSE.
Flip turn
and swim back the way you came. Get
some air in the hole where you pulled down the jump switch, then continue
swimming S along the tunnel until you reach the shallow pool. Go to the S wall and walk up onto the
underwater ramp. From there jump up to
grab the wall and shift to your right.
Take a rolling back flip and grab the pillar. You can shift right and around the corner, but here you'll
experience the climbing bug again. Lara
will climb up a rung or two, but no farther.
So release and grab again, then quickly shimmy to the corner before
Lara's feet can get "set."
You can then painstakingly climb up the wall. When you get there, climb the long ladder and pull up into the
bathroom. Exit S to the study and climb
up onto the E shelf for some revolver ammo. You may as well retrieve your torch while
you're up there, and throw it down to the floor below, although you don't need
it quite yet. Leave it somewhere
conspicuous, then exit W and go down the stairs to your left.
Go
outside to the shopping area and across the bridge. Turn right at Cafe de Flore and head down the alley SW. The door ahead is closed, but you can climb
right through the window to your left.
Pause for the bottle of beer,
then drop down into the room and push the floor lever. You get a cut scene of the area outdoors,
but it doesn't tell you much. Search
the footlocker against the W wall for another bottle of beer, and a goon
will come the stairs while you're leaning over. Kill him, then shoot the other goon at
the top of the stairs. Before going up
the stairs, go to the crawl space in the SE corner, right in front of a
see-through gate. Enter the crawl space
for some flares, then turn around and
jump up to activate the jump switch.
Crawl back out, and you'll see that the door in the SW corner is now
open.
Enter the
passage and find a closed door and a wall switch in a side passage to your
right. Let's save that for a little
later. There's a jump switch in the W
wall, but it's too high for you to reach.
Turn around at the jump switch and look up to see a crawl space. Jump up to grab it and pull up into it. Crawl around the corner and you'll arouse a bat. Kill
it, then lower Lara into the hole and find a GOLDEN
ROSE at the end of the passage for SECRET
#4. Pull down the nearby
wall switch to open the lattice gate.
Run N across the room and go up the stairs. Climb the crates in the SW corner for some revolver ammo.
When you start toward the N side of the room, a rat knocks over the barrel and comes toward
you. Shoot the windows N, then go out
onto the balcony and shoot the three windows across the way. Use the tightrope to walk across to the far
balcony. (You can walk right through
the near railing, but you need to jump over the far railing when you get close
to the other end. Therefore, it's
easier simply to shoot both railings before beginning your journey.) Go into the hallway and shoot out the rest
of the windows on the other side.
There's a closed door at the W end of the hallway, but you can get some shotgun ammo at the E end.
Shoot out
the next windows across the way N, where you can see a pretty woman's portrait
hanging on the wall. Take a running
jump and grab to the balcony, but be sure to shoot the railing first (as you
can't pull up through it). Run into the
next room and shoot out the W windows.
When you step out onto the balcony a dog
comes out of hiding and attacks. Shoot
the N railing, then the railing over at the next balcony N. Take a running jump and grab, and pull up
onto the N balcony. Shoot the windows
and enter the office. Pick up the uzi ammo underneath the child's portrait, then
head N and down the stairs as the camera angle changes. A goon
runs down after you when you reach the landing. Kill him and continue down the stairs, past the library to your
left where you left the torch, and back outside. Cross the bridge and turn right at the Cafe de Flore to head back
down the SW alley. Pull up through the
window again, hop down and loop around to the right to find that passage with
the wall switch that you bypassed earlier.
Pull it down now and prepare for a battle royal.
The door
to your left opens slowly and a host of enemies appears on the scene. Shoot two dogs,
then five SAS (three of whom will drop shotgun ammo, a bottle of beer and some bread). After order has been restored, run down
the parallel alley on the other side of the Cafe de Flore (where someone has
parked a bicycle) and come to a fountain square. A goon steps up to
challenge you, so kill him. If you
continue S you'll come to a dead-end square and the front door of a church, so
head to the alley SW where the camera angle changes. The W doorway is open, so enter the next room and push the crate
(the one nearest the smaller barrels) two times W to reveal a wall switch. Pull down the switch to open a door nearby,
then push the crate twice more to the W to reveal a second wall switch. Pulling this one down lowers the trap door
in the ceiling of the previous room. Go
there, climb onto the crate in the SE corner and take a running jump and grab
the edge of the hole in the ceiling.
Pull up to the second floor and search the wooden footlocker for some revolver ammo.
Shoot out the E window as well as two rats
who come to greet you.
Go down
the N hallway and pull down the wall switch to open the door. Kill the SAS inside and pick up the LASER SIGHT
that he drops. Continue down the N
hallway and into the first opening on your right. All you can do here is shoot out the window at the end of the
passage (don't go outside onto the roof yet).
Go back to the hallway, continue N
and turn into the next opening to your right, and pull open the trap
door. Turn around and hop back to
activate that jump switch that frustrated you earlier. A cut scene shows that closed W door opening
in the window hallway you visited earlier.
Exit N, use the two alleys to loop around to your right past the Cafe de
Flore, past the fountain and into the room with the crates, and pull up through
the hole in the ceiling. Go down the N
hallway, take the second right and go onto the red-tiled roof E. Combine the revolver and the laser sight and
shoot the bell on the right just above the huge clock. A flyby shows the church door opening and an
umbrella-toting parishioner coming out.
(You can also shoot the bell on the left to make it dance, but nothing
happens other than that.)
Go back,
use the passage with the jump switch to safety drop to the floor, exit and run
down the alley and across the bridge.
Veer to your right, enter the doorway, head up the stairs past the
library where you left the torch, go all the way to the end and use the outer
balconies to make your way S into the room with the portrait of the pretty
woman. Take a running jump and grab S
to the hallway with all the windows, pull up and turn right to shoot the goon guarding the open W doorway. Enter the room and pick up the COIN in the corner. You can shoot out the window, but it doesn't take you
anywhere. Go back to the windows
hallway and jump back N to the room with the portrait of the pretty woman. Use the balconies to continue jumping N to
reach the office with a portrait of a child.
Run N down the hall where the camera angle changes, and when you reach
the landing turn left into the kitchen.
Shoot the stove, which causes an outer covering to shatter and flames to
ignite. Go down to the library and
retrieve your torch, then return to the kitchen and light it.
Exit the
kitchen, go left down the stairs and continue outside, cross the bridge and
bear left to return to the fountain square.
Keep going S and loop around to the right to enter the church. You get an overhead camera shot as you
enter, but when you reach the stained glass window the camera returns to normal
and stays that way. Light the two gray
stands on either side of the stained glass window, and a cut scene shows a door
opening and torches being lighted in a passage. Drop the torch (you no longer need it) and place the Coin in the
slot in the W receptacle, and the door to your left opens. Enter the small room and pull up the trap
door in the corner. Climb down the
ladder into the passage you saw in the cut scene, and run S into the open
doorway. Push the floor lever to open a
trap door up in the church steeple.
There's nothing to do at the moment in the W room, so go back to the
ladder and climb up to the upper room.
Pull down the wall switch on your way out to open a gate in the wall
outside.
Leave the
church and run around to the fountain square and from there into the SW
alley. Enter the room with the crates, pull
up through the opening in the ceiling as you did earlier and shoot the W window
if you didn't do so earlier. Vault up
into the opening and step out onto the red-tiled roof. The gate across the way is now open, so go
there and enter the church. Take a
running jump NE and climb up the stained glass window. Back flip into the cramped area where you
dropped the trap door earlier, and shoot two bats
(bats in the belfry, you know). Pull up
through the opening and place your three Gear Wheels in the receptacles
SE. The clockwork mechanism starts
turning and a flyby takes you back down into the basement of the church where
you've already been once. Make your way
back down there (you can safety drop from the stained glass window) and enter
the W room where you pushed the floor lever earlier. Run down the far W passage past the opened door and you'll be
taken to the next level.
HUNT FOR THE BLUE HOPE
II/2
Be aware
of a very annoying bug in this second level that didn't exist in the
first. Whenever you die, which is much
more likely to happen in the second level than in the first, you'll crash to
the desktop and will have to start the game from scratch in order to resume
play. The same thing will happen if you
attempt to reload during the normal course of play, and in either case I found
that I actually had to reboot my computer to get the game to execute again. Try
selecting the "debug" option when you crash, and you may not have to
reboot. For these reasons I suggest that you save often, and particularly
at points in this walkthrough where I recommend that you save. And remember that even if you do die, if you
hit the reload button quickly enough you can (hopefully) avoid a crash
situation.
You begin
in a dark passage. Run forward, turn
right and stop in front of the slope to your left. You can use your pistols for the upcoming sequence, but I suggest
that you make use of your uzis to reduce your margin for error. Draw the weapons of your choice and save
your game. Step forward and slide down
the slope. The camera angle will
change, and you'll hit a second slope and change directions. At this point camera control is restored, so
be prepared on this second slope to take jumps over two spike pits. When you near the bottom of the slope, jump
off to land on the first of many sloped pillars. You'll be much too busy to count them, but they're fairly easy to
navigate. You'll be able to see two
vases in wall niches as you approach them, and these are what you need to shoot
and shatter while continuing to hop from slope to slope. When the second vase is shattered the wooden
gate in front of the escape opening is opened.
Before you reach the opening, holster your weapons so you can hit the
control key after that final jump and glide safely into the S opening. You might want to save your game after
successfully completing this sequence (and indeed, after all the tough
sequences described in this walkthrough), so you won't have to repeat it later.
In the
next room, cross the breakaway bridge W at a gallop and jump off at the very
end to grab the ledge ahead. Pull up,
turn around and shoot the bat. Wait until the first flame blower subsides,
then take a running jump SW into the opening.
Kill the scorpion in the next
opening NW before making the jump (a standing jump this time, not a running
jump) past the flame blower. Lastly,
take a standing jump W from the second opening, using grab to land safely
inside the passage. You'll hear a burst
of action music, so before stepping further inside, arm yourself with your
combined revolver and laser sight, so that when you awaken the skeleton you can shoot off its head and render it
harmless without killing it.
Go to the
S end of this passage and pull up into the crawl space on your left. Use your crowbar in the device at the end to
open the gate at the N end of the passage.
Go there and up the stairs (the gate closes behind you). When you reach the closed gate and the wall
switch, continue up the stairs and into a room where you find you have much to
do before you can progress. We'll call
this the hub room. Shoot the two scorpions,
then go back down the stairs and pull down the wall switch to open the nearby
gate. Go inside, jump over the spike
pit, pick up the bottle of beer and use
the ladder in the wall to your left to access the crawl space. Pull up inside and crawl around to your left
for the GOLDEN KEY. Go back down, jump over the spike pit and go
up the stairs to the hub room. Use the
Golden Key to open the E gate.
Enter the
passage and head down the stairs. You
hear a burst of action music about halfway down, so turn to your left at the
intersection and kill the jackal. Continue all the way down the stairs for
some shotgun ammo, then return to the N
passage. Before attempting to navigate
the lava room ahead, locate the movable block in the E wall and pull it into
the passage and enter E for a GOLDEN ROSE
and SECRET #5. Return to the ledge facing the lava pit and
save your game. Turn around, hop back
and grab the edge, and shimmy to your right along an invisible crack. When you're over the jump switch, wait until
the flames below subside, then release and activate the jump switch to open a
door above you. Quickly jump back up
and pull into the crawl space to avoid being set ablaze. Crawl forward until you can stand up, then
run forward and turn around to kill the scorpion
that was trying to sneak up on you from behind. Turn the corner and pull down the wall switch to lower the trap door
behind you.
Climb up
into the passage leading to the lava pit.
Repeat the shimmy routine, and this time pull up into the opening above
the jump switch. Pick up the SILVER KEY and pull down the wall switch to lower
a rope at the N end of the lava pit.
Shimmy back to the first ledge and pull up. Turn around and jump to the breakaway bridge. Jump the gap and leap off the far end of the
second section of breakaway bridge to grab the rope. Swing forward and release (using grab) to land inside the N opening. Two skeletons
are awakened, so run past them so they won't push you over the edge. Shoot off their heads to disorient
them. You'll also have to contend with
a bat in this passage. As you continue moving N you'll trigger
another burst of action music. Sure
enough, when you turn the corner to your left another skeleton and another bat
come out to engage you in battle.
Continue
to another lava pit. This one's a
little more complicated than the previous one, and a flyby shows you the
bridges rolling in and out like the noise makers you may remember from your
childhood birthday parties. You can
stand on the corners of the flaming pillars, so take a standing jump and grab
to the first one and pull up in a corner.
Jump to the next one NW while the flames are down, and quickly step into
a corner before the flames return. Do
the same thing with the next pillar NE.
Now jump to the ladder in the E wall and climb to the top. Shift left and drop down onto the stable
bridge. Hop back twice, face SE and
take a running jump with grab to glide into the opening in the E wall. Run down the passage and pick up the bottle
of beer, then continue to the end and
pull down the wall switch to open a gate outside. Return to the other end of the passage and take a running jump NW
back to the bridge.
Run along
the bridge a short distance to attract a giant flying
bug. After you kill it, go
back and jump to the ladder. With
Lara's hands at the top portion of the ladder, climb down seven rungs and take
a rolling back flip and grab to the nearest pillar (that way, you don't have to
worry about timing the flames). Pull up
in a corner and jump SW to the next pillar when the flames are down. Walk to the NW corner and take a standing
jump to the near face of the sloped pillar against the W wall. Shimmy to the right around the corner, and
release to grab an invisible crack in the pillar. Shimmy to your right until you reach a crawl space. Pull up into the crawl space and follow it
to the other end. Lower Lara down the
other side and go S up the passage as the camera angle becomes fixed. Draw weapons and shoot three jackals that come down toward you. When camera control is restored, keep those
weapons out, because two more jackals
will attack from the next room.
Pull back
the movable block in the NW corner and move it into the SE alcove. The gate to
your left opens and out comes another jackal. Follow the passage to the end and pull down
the wall switch to see a gate opening in the previous lava room. After the cut
scene, kill the scopion that's stinging
you in the heels. Go back to the NW
opening where you pulled out the movable block. Follow the passage to another movable block and push it forward
as far as you can to reveal a continuation of the passage. Go into the NW alcove for a bottle of beer, then look around to find a bunch more
movable blocks. If you smell a block
puzzle, you're right. The block you
pushed to gain access to this area is now in the way of a wall switch, so you
need to move the blocks around so you can pull it.
First,
push the opposite block once S. This will give you room to pull the first block
once S and then push it once E. Turn
left and pull down the wall switch for a cut scene showing another gate opening
in the lava room. To exit this room you
need to get the SE block out of the way.
Push the block against the W wall into the NW alcove to reveal some shotgun ammo.
Move the other blocks out of the way (I pushed them all against the W
wall) so you'll have a clear path through the SE opening. Follow the passage to an intersection where three
more jackals attack from different
directions. Follow the passage S and
enter the opening to your right (it leads to the hub room, but you're not ready
to return there quite yet, so just open the door by pulling the wall
switch). Go back along the passage,
turn right and pull up into the crawl space a short distance down to your
right. Immediately back out and drop
into the passage, as a scorpion is on its
way toward you. Draw weapons, jump up
to kill it, then pull back into the crawl space for a bottle of beer.
Return to the passage and go back to the room with all the movable
blocks. Go past it down the E passage
to the room where you pushed that very first block.
Go to
that block in the SE alcove, climb up onto it,
then pull up into the crawl space above. Follow the crawl space S, but as you near the intersection push
up to a crawl and draw weapons, as a scorpion
is coming toward you from your left.
After you kill it, continue along the crawl space until you can stand
up. Run N along the passage and use
your Silver Key in the receptacle at the end to open the door. Save your game in front of the
tightrope. Walk carefully across to the
other side. When you reach the safety
of the bridge, run forward and pull up into the N opening. Enter the next room and kill two jackals before taking the GREEN GEM from the pedestal. You will also find the BRONZE KEY
near the E wall.
Return to
the bridge and make that tightrope walk one more time. Run along the passage and use the crawl
space to return to the room where you pushed the first block. Go through the NW passage (W wall) to the
room with all the movable blocks.
Follow the SE passage to the hub room and use the Bronze Key to open the
gate in the W wall. Go down the steps
and come to a water-filled trench.
Splash along the passage and shoot a bat
when you turn the corner. A little
father along, you'll trigger a cut scene showing two crocodiles swimming toward you. Kill them, then come out into a room where the water is a little
deeper. Pull up into the dark NE
opening and turn around. Combine your revolver
and the laser sight to shoot the darker vase near the SW corner. This turns off the spikes in the upper S
opening. Follow the passage for a
bottle of beer and you'll come to a
timed wall switch. Pull it down and
hurry out to your right, taking a running jump from the opening (angled toward
your left as much as possible). There's
a raised block in the middle of the pool, so wade the remaining distance there
and pull up onto it. Quickly take a
running jump and grab S to the upper ledge before the block lowers again. Pull up and run forward to pull down the
wall switch. A trap door is lowered in
the W opening, so drop down and pull up there.
Jump into
the water and swim down the shaft. Turn
right at the bottom, grab the bottle of beer
at the end and pull down the ceiling lever.
Swim back the other way, pause for some air at the top of the shaft and
save your game. Swim back down and go S
this time. When you reach the corner
and turn right, you'll see a ceiling lever ahead. Just before you reach it you'll trigger a cut scene showing a
boulder dropping down from ahead. Hit
the look key to regain camera control, swim forward to pull down the ceiling
lever to lower a block beneath you, then flip turn and swim away from the
boulder as it drops into the hole. If
you simply flip turn when you trigger the cut scene and swim back the other way
to safety, you'll find that the boulder comes to rest at the corner and blocks
the passage, preventing you from proceeding. After the boulder is safely tucked away, continue along the
passage until you reach an open trap door leading to an immense underwater
room. Two sharks
are there to challenge you, so quickly locate the crawl space in the middle of
the E wall. The sharks will follow you
inside, so crawl forward past the point where you can stand up, before turning
around. Come up to a crouch, draw your
revolver and dispatch the sharks.
Continue N along the crawl space tunnel, but prepare yourself for the scorpion that comes out of the side tunnel to your
right. After killing it, pick up the GOLDEN ROSE for SECRET
#6.
Crawl
back out to the water room and drop down into the water. Swim to the NE turret and locate the
underwater lever inside. Pull it, then
locate a second well-hidden underwater lever in the building near the W
wall. Swim up for some air, then dive
and swim all the way to the floor and locate the opening at the N side of the
SE column. Swim into the narrow tunnel
and pick up the SILVER KEY, then flip
turn and swim back up for air, noting the open trap door NW as you emerge from
the tunnel. Come back down and enter
that opening. Pull up into the inner
passage and shoot the bat. Go E and turn right to go through the opening. Locate the basket in the far corner and
stand next to it facing E. Hit the
crouch key and then pick up the ornate OLD KEY. Look back the way you came and see the wall
switch. Pull it for a cut scene of an
underwater gate lifting, then reverse roll and head S along the passage until
you spook a bat and reach a receptacle
for the Old Key. Insert it to open the
door to your left. Go inside and push
the floor lever. You'll hear a sound
like a toilet flushing.
Go out
and look through the window to find that you've apparently drained the area
outside. However, you've actually just
lowered the water level slightly. Follow the inner passage in a clockwise
direction and come to the water hole by which you entered. Jump into the water and swim to the open
gateway in the N wall near the NE corner.
Follow the passage and swim up the shaft. Pull out into a passage and run to the ladder W. Pull up and shoot a bat and a scorpion. Pick up the revolver
ammo in the SE corner and the bread in
the NE corner, then pull down the wall switch to lift another underwater
gate. This one is in the S wall near
the SW corner, so climb back down the ladder, jump into the water and swim
there. You find that you need to change
the water level again, so swim back to the open trap door, pull up into the
inner passage and locate the nearby floor lever. Push it back to its original position, then swim back to the SW
opening. You find that you can swim all
the way up the shaft without having to use the ladder, so pull up into the
small room and use the Silver Key in the receptacle to open the door to your
left.
Enter and
follow the passage to a T-intersection.
A harmless lizard slithers across your path. Turn left and walk toward the water as a jackal sneaks up on you from behind. Don't jump into the water, as it's
deadly. Make a banana jump S to the
ledge, and from there take a running jump S to the spike ledge while the spikes
are up. When you land, take an
immediate standing jump S to the floating ledge before the spikes return. Turn left and take a running jump E to the
taller pillar, then turn left again and take a running jump and grab to the
slightly sloped ramp above the spikes.
Pull up and turn to face the W west wall. Look up at the ceiling slightly NW. See that ivy-covered beam jutting down from the ceiling? Just to the left of it in the W wall is a
crawl space with a vase just inside.
You can barely see the top of it from where you are, but that's all you
need if you use your combined revolver and laser sight to shatter it. You'll know you've succeeded when the door
behind you opens.
Turn
around and enter the passage. Pull up
into the crawl space to your right and draw weapons to kill the scorpion that scuttles out from around the
corner. Follow the crawl space to a
green ledge outside. There's a jump
switch in the wall above you, but you can't reach it. Face SW and save your game.
You need to take a running jump with a midair curve to the right to grab
the right corner of the E face of the pillar in the S wall. It's likely to take you many, many
tries. When you succeed, pull up and
take a running jump W (without grab) to the pillar with the wall switch. Pull it down to open a door not far
away. Turn around and walk out to the
NE corner. Take a standing jump forward
and grab the ivy beneath the bridge.
Monkey swing across to the E side, turning left just before you reach
the next pillar and making a dogleg back to your right toward the jump
switch. Release directly over the jump
switch and activate it.
You hear
the sound of a rumbling boulder as you drop to the ledge below. Turn around to see that the boulder has
broken the barrier between the two spike traps. Use the crawl space to get back to the ramp above the
spikes. Take a standing jump over the
spikes and into the water. Swim down
the shaft, pull the underwater lever just above the boulder to deactivate one
set of spikes, and follow the S passage to an opening where you can pull
out. Shoot two jackals, grab the bottle of beer and take the second GREEN GEM from the pedestal. Swim back and up, and pull up on the E
side. Take a standing jump up the ramp
and enter the open doorway. Pull up to
your right into the crawl space at the end of the passage and crawl out to the
ledge overlooking the deadly pool. Run off the corner SW to land on the pillar
below. Take a running jump to the lower
pillar, face slightly NW, wait until the spikes are up and take a standing jump
forward (one step back from the edge), then an immediate running jump to the
next pillar before the spikes return.
From there, take a tricky standing jump into the NW opening, using grab
at the last instant so you won't land in the deadly water.
Follow
the passage to the water hole. Jump in
the water and swim to the immense flooded room. Locate the exit in the floor at the SE corner and continue
swimming down the passage, looping around left until you reach the shaft
leading upward. Pull out E into the
previous flooded room and wade across to the S passage where the camera angle
becomes fixed. Go back and get the shotgun ammo in the SE alcove if you didn't pick
it up earlier. Wade through the passage
until you reach the steps. Go up the
steps into the hub room and use the Green Gems in their receptacles E and
W. The door in the N wall opens and the
torches are lighted. Go up the stairs
and follow until you reach an upper area where you can hear a boulder rumbling
about. The wall switch is timed, so
save your game and pull it down.
The trick
is to time jumps along the ledges as they flicker in and out until you reach
the opposite E ledge. When you get
there, quickly draw your combined revolver and laser sight and shoot the vase
in the W opening just beneath the ledge before the timed door closes. Before starting, I suggest that you use your
combined revolver and laser sight to shatter the head of the skeleton across the way, so he won't be a problem
when you arrive. When you've
successfully completed the foregoing sequence, the SW gate opens, releasing
another skeleton, so you'll need to
navigate the ledges back across and enter the deep alcove to pull down a wall
switch. This opens the NE gate (no
skeleton this time), so hop the ledges back across and pull down the wall
switch there. This opens the NW gate,
requiring another trip across. Pull the
wall switch to open the SE gate and release another skeleton,
so go back across and pull down the final wall switch to open the door in the
middle of the E wall.
Enter,
deal with another skeleton, and go up the
stairs where the camera angle changes.
The door ahead opens, so kill two jackals
and step forward to claim the BLUE HOPE
from the pedestal as the door closes behind you. An earthquake ensues, flooding the room and forcing you to swim
up the ceiling shaft and along the passage until you surface near a waiting
helicopter. Swim toward it and the
level ends.
*******************************************
Hunt for the Blue Hope II
Author: Seemeister
Story:
Blue Hope - 45.52 Carats, the ironically named Hope Diamond (named for its purchaser, Henry Thomas Hope) may have had a long and illustrious history before it became associated with a run of bad luck for its owners. The blue Hope was stolen, and Lara must find this famous diamond in a small italian village.
walkthru, pics and saves are available here: http://www.treditor.hu/english/hunt_for_the_blue_hope2_eng.htm
Walkthrough:
Blue Hope II-1:
These levels are not linear at all (especially the first one) so where you
direct your steps does make a difference. It happens many times you have to
return to a certain site to collect everything. Climb out of the water and head
right to the sewer. Kill the enemy and get wet. Turn right, find a lever and
pull it to open a door at the opposite end of the sewer. Swim straight find
another lever on your right again. Pull it and try to swim straight with a
right turn at the end, climb out at get behind the door with a time-lock. There
your task will be a bit of a pulling and pushing. Push right the crates on the
edge and pull the one in the space. Pull the lever behind. Pull the next crate
and pull out the next crate from the next space again so as to have a decent
grip on the Revolver.
Push the crate dividing the two spaces at the same place and pull the lever on the wall. Pull it back to its original place then. Outside the door opposite has opened. There is a crawling space to explore to get the Silver Key. Back out there pull the lever and the first one (one more time) to open the entry door. If it doesn't open, pull the one at the Key one more time. Before moving the crate, you can find in the hall 'bread' and 'beer' resembling the large and small medipack. J Swim back into the sewer, get back to the beginning of the level and open the door there. Kill the enemy above and pull the lever. Get back into the sewer and swim into the opposite direction. The propeller has stopped so pick up the Crowbar in front of it. Now swim back where the Key was and split the 1st Gear Wheel out of the wall. Swim back towards the still propeller and forward, then get out at the end of the hallway. Kill the rat, climb up the ladder, then kill the gunman and the dog. Pull the lever, which fills the room we are heading with water. Prize the door open and get the 2nd Gear Wheel out of the wall.
Heading the opposite direction we may also shoot the switchboard with our pistols through the small gap. Gat back into the water and swim right. In the hall we can catch a glimpse of the yet unreachable torch in the water. Pull a lever in the opposite corner, get out of the water and shoot fast those two gunmen, get back and pull the plug. Now you can get the torch and jump by jump reach the door that has just opened. When you get to the right slide part, pull a lever by making a jump back and forth, so now you can return to the small gap where you shot the switch. When the camera angle switches, you can get your hands on the Golden Rose in the 1st secret by pulling yourself up in the rift in the wall. Stand two steps away from the wall and throw the torch through. Now we can go way back out where we have pushed the lever that stopped the propeller. Forcing the door open we can pick up the Golden Key. Use it near the sewer. Inside pull the crate and open the door with the switch. Pick up the revolver ammo on the crates too. Head to the right space where we threw the torch, but let it lie there for later action. Go to the bathroom, shoot the wall on the right, climb down the ladder. Before that, of course, pick up the UZI on the top of the cupboard.
Climb down the ladder, pull a backward somersault with 180° turn (+END) and get another Golden Rose in the 2nd Secret. Don't jump into the water when you arrive down there, but grab the ledge and shimmy sideways towards the right pillar then pull the lever. Find the thin gap in the water, swim through and on a rock to the right pull the lever. The door has opened. Now swim right and then left. Climb the ladder after you got out and do a save before pulling the lever above. A jumping against the clock awaits but it's okay. Pull the lever, 180° turn (END), run and jump. Keep on jumping on the slopes until reaching the open door. If you want the flares, you got to make the journey one more time. Up there head right and you will be able to split the 3rd Gear Wheel out of the wall. Going back, before sliding down into the water, light a torch; in the last moment you have to jump and pull the lever that opens the door of the third secret. Swim through again the open door but head left this time, notice the small gap on the top, swim through and get another Golden Rose in the 3rd Secret.
Swim back from where you came to the great hall, there is a part you can grab just opposite the gap. Over there you can get up and climb the wall. Go right and with a twisted jump you find yourself on the pillar you came from. You can only get on if you let go of ctrl for a split second and when Lara's legs are just hanging in the air, she manages to pull up. What can you do, the ladder must have gone through a shock. Cross the bridge and head right at the building. The door is closed but you can use the window to get in. Search the crate inside for a beer. Push the lever then in the crawling space that has the torch pull the lever on the wall. Get out from there and prepare yourself for a hell of lot enemies. What I did was I ran back on the bridge to the beginning of the level and did my part with the small pistols. Beside the open door you can go up in a small gap and on the other side you can pick up the last Golden Rose in the 4th secret of the level. Pull the lever of course to get out. Behind the building at the small fountain in the right corner a door has opened. Push the crate twice, pull the lever push it twice again and the next lever will open the trap-door outside. Stand to the edge, jump, grab and pull yourself up. A receiving committee of two rats expecting you up there. Search the crate too for revolver ammo. Open the door on the hallway and inherit the Laser Sight from the gunman inside.
Shoot the glasses all the way through the next hallway and on the roof fit the revolver and the laser sight together. Shoot the bells, the church door opens and you can see a good old friend. Pull the trap door at the end of the next hallway and going down pull the lever on the wall. Go back to the place where you left the torch but go all the way up the stairs, shoot the glasses and the railings and jump where the door has opened and you can collect the Coin. Jump back and before going down the stairs, shoot the cupboard in the kitchen, which emblazes it and now you can light your torch. With your already lit torch head to the church and find the things to light. Use the coin inside. Pull the trap door and push a lever down there. Climb back and pull the lever beside the door. Go back to the place where you shot the bell, go to the roof by shooting the window. The bars are now opened on the opposite side. Get upstairs the church and climb the painting. Keep on climbing and put the 3rd Gear Wheel into it's place. The machinery starts, and downstairs where you have pushed the lever, the last door of the level opens up so you can move on to the 2nd level.
Blue Hope II-2:
While sliding down, pull out your pistols. Getting back the controls jump twice
to avoid the spike pits. In the lava hall jump to the slope immediately and
forward while shooting the vases in the wall spaces. Put you gun away and jump
through the open door. Run over the instable bridge and jumping just in time
will reward you with grabbing the ledge on the other side. Jump into the gaps
at the fire-breathers but shoot the scorpion before the second one. Jump
forward and shoot the skeleton while it is going down into the lava. Pulling
yourself up on the left into the crawling gap you can pull the lever by the
crowbar. Open the bars with the switch and climbing up the ladder you can pick
up the Golden Key that you will definitely use going up the stairs at the right
door. You find yourself in a lava hall. Well, here I couldn't move on for a
while. Anyways, pull the tomb from the wall on the right to get a Golden Rose
in the5th Secret. Make a backwards jump to the ledge and, though invisible it
may be, you can shimmy right behind the pillar in a wall gap. Pull the lever on
the wall that will open a door above you, but watch out for burns. In the
crawling gap you can get back to the previous venue and shimmying around you
can grab the Silver Key. Also pull the lever 'cause you get a rope after the
instable bridges. Run over the bridge and in spit of the changed camera angle
grip the rope and jump. Shoot the skeletons to the abyss, also the one that
comes later and shoot the bats also.
You arrive into another lava hall. Jump to the ladder through the pillars. Either grab only the edge of the pillars or jump exactly on their corner so your heels won't be get burned. Climb the ladder and go the bridge. Jump into the small space with a run-up using ctrl. Pull the lever. One of the bars opens. Climbing back on the bridge kill a flying bug. Go back on the ladder and jump upon the first pillar with a twisted jump and on to the one with a slope. Let yourself fall a bit there because there is also a hidden gap in the cliff wall - get into the crawling space. A herd of jackals attack you on the other side plus two more in the small hall. Pull the tomb out of the wall on the right and push it in between the two pillars opposite. Later you can use this to reach the crawling space. The bars are opened now with more jackals to come, pull a lever inside. Head to the direction you pulled the tomb out - push back the other one all the way you can. There is gonna be a bit of pushing and pulling again 'cause behind the one you have just pushed there is a lever and behind the last one on the left there is an exit. Pull the lever and return to the small crawling space. Watch out for the scorpion. Use the key and keep your balance on the rope. On the opposite side pick up the 1st Green Gem and the Bronze Key. Two jackals are guarding them. Get into the tomb-pushing hall and on the other side you arrive back to the central hall. Of course you can't avoid being attacked by jackals. In a crawling space you will come across a scorpion and a beer. I wonder how so much beer went underground.
Use your key and now you arrive to a wet part. Shoot the bats and crocs, then pull the lever behind the pillars opposite. A tomb emerges, so run fast to get upstairs for it won't stay like that forever. Get away with the spike-part by shooting the vase, then pull the lever that will trigger a trap-door open downstairs. A hard part comes now, I had to re-load a couple of times. Swim down, go right first, grab the beer and pull the lever on the ceiling. Come up for a breath of air and swim the other way now. If the camera lets you down, push the look button to gain back sight. Pull the lever on the ceiling, but maybe better to turn around before 'cause a stone will fall and go down in the pit - if you are fast enough. Succeeded? All right, keep on swimming and catch your breath on the right. Swim out to the great water hall but on the right you will find a small crawling space on the surface where you can get out and finish up the sharks. At the same place find the last Golden Rose in the 6th secret in a scorpion's companion. There is a lever just opposite on the other side of the building. Pull it and pull another one at the top of a small tower. A trap-door has opened at the bottom of the building. Grab the Silver Key swimming inside beside a gap of a pillar. Squatting down you can pick up the Old Key from a basket inside the building. Use it to open the door and pull the lever. Also find another lever on the wall and pull that one, too. One of the bars has opened on the wall outside in the water. Swimming in you can pull lever upstairs that will open another bar. In order to get up there you will have to push back the lever that controls water level.
Now you can use your keys up there and you arrive in an acid and water hall. Get to the other side and standing in front of the door up in a crawling space shoot the vase that opens the door. Pull yourself up into the crawling space and having killed the scorpion we arrive to a platform. Look up and see a lever to be pulled which is too high yet. Jump left upon a tomb which is gonna be hard: you can only make it by grabbing the right corner of its left side. Got it? Then jump onto the other tomb without grabbing and pull the lever. On the way back jump onto the plants and keep on going till you reach the lever on the wall. Just in line with the lever, shimmy a bit left in the middle. Pull the lever and you can see a rock breaking through the bars at the thorns. Go down and jump there into the water. Climbing out you will face two jackals and the 2nd Green Gem. On the way back don't forget to pull the lever that will deactivate the thorns on the right so you can climb out. Get way back to the main hall and use the Gems. We arrive into another hall. The best move you can make here is shooting the head of the skeleton coming alive with the revolver so it will be running without its head and will not see you at all. The task is as follows: pull the lever, reach the other side as fast as you can because underneath a door has opened that hides a vase to be shot, but the door will not remain open forever. If you succeed doing it, the next bar will open. Now you can take your time but you will have to visit both sides a couple of times to pull the levers behind the open bars. You don't have to bother about the rest of the skeletons: most of them will fall into the lava. If finished, the last door will open. There are two jackals to finish up and you can collect the Blue Hope you came here for. An earthquake comes and water floods the hall, so all you have to do to swim out to the chopper waiting for you and thus a great adventure ends.
Walkthrugh By OBig from TombRaider.hu
Translated By Ironman from TombRaider.hu