Caribbean Disaster 7/8
Levels by Christian Schleicher (SilentViper)
First walkthrough by Yoav, second walkthrough by Sutekh
Caribbean Disaster 7
When the level starts,
go straight to shallow water room. Hmm, horrifying hang cage, well.. pick up ammo,
turn back and climb upper way, shoot the black clothing guy, pick up medipack
on sand and get in water, climb behind the falls and turn the valve, take deep
breath and do savegame, you're going to swim a long way, ok jump to water, swim
to hole, keep swimming, you see multicoloured ceiling, ignore it and look for
open way to corridor, swim there and you are in underwater maze. I'll try to
explain you to find the right way, swim straight to end, turn right and keep
straight, turn left and straight, left again and straight, then right and
straight until you see the exit. Get in small field, shoot two dogs, and pick
up revolver, open the gate.
Get in to big room
with generator in middle, go to brown wall direction, you can't proceed there
for the traps, so climb up hole and get down from other hole, behind those
traps, get in the room and pick up Disc, shoot the black guy and back
the same way, go to other big room side and place the Disc, when you get back
to big room, look high left, gate is open, jump and hang the wooden ledge, go
through the gate to some room that looks like deck, pick up medipack,
jump to water, swim around and pick up Battery, get back to big room and
place the Battery.
Wall show up, climb to
place with many boxes, shoot those black guys and pick up around ammo,
madipacks, uzi, revolver and key, open the gate, follow to wooden
way, jump over the hole and finish level one.
Caribbean Disaster 8
Shoot the snake, run around, you see black clothing guy disappear, nice trick,
now go behind the boxes, be careful from spike traps when you go there, open
door near the bike and pull switch, go through open gate, don't go to right way
yet, slide down to large area with boxes, shoot thoes commandos and proceed to
shallow water, swim a little and pick up key, come back to the gate and
go right way.
Jump to lake and pick
up medipack and ammo, swim to crawlspace and pick up key,
get out of the lake and use the two keys, after you open the second gate, look
up for wooden legde, jump and pull Lara to there and pick up crank
(could be bug in this place that will crashing the level to the desktop -
Yoav), get down and use the crank to open gate.
You are in coast,
shoot the commando, get in the sea and swim ander the wharf to hole, swim up
and get out, pick up key, swim to coast and use the key.
Open the gate, shoot
the commando and get down, climb again but from the right side the open gate
and pull timed switch, the faraway gate is open, run faster... and finish the
levels.
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Caribbean Disaster 7-8
Levels by Christian
Schleicher (SilentViper)
Walkthrough by Sutekh
CS = Crawlspace - MS =
Monkey Swing - L = Left - R = Right - N, S, E, W = Cardinal Points - UW =
Underwater
SJ = Standing Jump -
SJ+G = Standing Jump + Grab - RJ = Running Jump - RJ+G = Running Jump + Grab
-- Level 7 --
Enemies: Black Dressed Men,
Dogs, Mummies, Skull Head Men
Items of note: Disk,
Battery, Key
some Traps
After having escaped
many terrorists in the previous episode, you find yourself in a place that can
only be described as weird (to say the least). So looks like you're going to
have to escape this one as well.
You're standing at the
bottom of a steep slope. There's an opening to your L (S), a flooded room ahead
(W) and you can already hear a guy working out somewhere. Let's make a short
wet detour first for some goodies.
Go ahead to enter the
room, noticing the dead thing with flippers in the cage. Turn L (N) after the
entrance to pick up a 9mm clip (shotgun normal ammo) in the NE corner then walk to the opposite
corner (SW) where you'll find a .357 Drum Fastloader (revolver ammo).
Leave the room.
Turn R (S) after the
short flooded passage and climb up in the corridor above. Immediately draw your
Dual Glock (aka pistols) to dispatch the black dressed man at the other end. Once he's down,
enter the flooded cave ahead and go R (W) to pick up a small medipack behind the rusty can
then dive in the water.
There's a hole ahead
(S) but it leads to a dead end at the moment so ignore it and swim SE to the
leftmost cascade. There's an alcove behind so climb in and locate the wheel
to your R (W). Turn it to open a way in the hole below, dive, surface to take a
deep breath and swim down the hole.
Swim through the low
UW tunnel until you reach a large, high, totally flooded room. You still got a
long swim ahead so quickly swim up and 135° to the R to locate the opening at
mid-height in the SE corner. Swim through it and the UW tunnel beyond to
eventually find yourself in an underwater maze. Take a look at this map to find your way out: ahead
(E) at the first junction, R (S) at the next then L (E) and eventually L (N)
along the tunnel then the opening. Swim along the next tunnel until you can
finally surface and breath.
Enter the new area and
run R toward the SW corner to find the Colt Python (aka Revolver) there. Turn around (N), pick
it up and immediately draw your weapon to shoot down 2 dogs running at you. When
they're both dead, run to the SE corner to open the door there (hit
Action) and enter the next room.
You're in the Chapel.
A large, dark green lit, high-ceilinged room. Ahead of you (S) is a generator
with an empty receptacle on its L side (E). On both sides of the room (E and W)
are two brightly lit walls and behind you, you can spot a closed door high in
the N wall.
Turn L (E), run to the
brown wall and jump into the hole before it. Run ahead into the dark to pass a
first opening then stop. Don't go to the lit passages ahead they're riddled
with boulder and spikes traps. Light a flare,
turn R (S) and look up to locate the opening in the ceiling. Turn R (W) again
and grab the climbable wall. Climb and pull up in the room above.
Turn around (E), do a
diagonal SJ over the hole and run through the corridor until you reach a hole
in the dark to your L (W). Drop, grab and climb down the wall into the room
below, landing at the other side of the traps.
Go L (E) through the
lit opening to soon find yourself standing before an on/off fire trap. Stay on the left and
wait for it to extinguish to run into the room ahead. Once there, go L (SE) and
jump over the rusty can in the dark area. Light a flare to locate the Disk to the L (N), quickly
get it then go jump over the can again to escape the mummy that's trying to
catch you. Immediately draw your weapon and dispatch the black dressed man who has come to join
the party. Once he's down for good, return to the Chapel via the room above.
Run ahead (W), cross
the room to the blue lit wall and jump in the hole before it. Run past the
crates at the other side of the room, turn L (S) and use the Disk on the computer
to open the high door in the Chapel. A dart emitter activates behind you so turn around
and stay R to run back to the Chapel, dodging the 3 newly arrived mummies on your way.
Once there, turn L (N)
and notice a wooden bridge has appeared under the now opened high door granting
access to it. Jump, grab and pull up then pass through the doorway. Run along
the corridor to reach a ledge overlooking a pool with an emerged low ledge.
First, turn L (S) and
jump over the rusty can to pick up a 9mm clip. Turn around (N - notice the ladder ahead)
and run along the ledge to the other side of the room (W). Pick up the small medipack on the floor L of the
door. The latter won't open, by the way, so ignore it as well as the mummy in
the room beyond. Now go to the ladder and climb down to the ledge below.
Turn around (S), jump
in the water and swim R (W) then R (N) to the NW corner. Turn R (E), locate the
narrow hole ahead, surface for air and save. Swim through the hole to pick up
the Battery, turn around and swim
back into the pool. This isn't that easy as Lara will probably get stuck
against the floor or the ceiling so keep swimming against the hole, changing
angle until you eventually slip through.
Take a breath if
needed then swim to the opposite corner (SE) to pick up the MP5A2 (Shotgun). Return to
the ledge and pull up out of the water, immediately drawing your weapon to deal
with the skull-head
man who
has just appeared (test your MP5A2 on him and enjoy). Pick up the .357 Drum Fastloader he left behind.
There's nothing else to do here, so return to the Chapel via the ladder and the
corridor.
Go L (E) to the
generator and use the Battery on the receptacle on its L (E) side. Look
up: the ceiling has disappeared and you can now spot 3 black dressed men on each side of the
ledge above (W, N and E). Looking L (S), you can also see a ladder with some
(harmless) steam. Go there and climb up in the room above. Draw your weapon to
get rid of those sinister guys, probably noticing during the fight that the
hole in the center is in fact an invisible floor. Once they're dead locate 2 MP5A2 they left behind. If
they're on the invisible floor, walk to them to pick them up as there are holes
toward the center.
Turn to the ladder and
notice a skull-head
man
running around in the southern part of the room. Go there and shoot him down as
well so you can quietly explore the huge room around and collect some goodies.
Climb on the crate in
the middle of the S edge of the invisible floor. Turn S toward the crate and do
a SJ+G to the higher crates ahead. Turn 45° R (SW) and do a SJ to the opening
in the crates. Pass it and pick up the Key on the floor and the Colt Python and .357 Drum Fastloader on the crate to the R
(SW). Climb on the S crate near the wall, and drop down from there to collect a
small
medipack.
Turn L (E), run to the
wall ahead (jump over the tree if needed) then turn L (N) and run past the high
crates to climb up on a lower, lighter one against the R (E) wall. Turn around
(S) and do a RJ+G to pull up on the higher crates ahead and pick up a .45 ACP Clip (uzi ammo). Walk to
the edge and do a SJ to the next crates to fetch the Ingram MAC10 (Uzis) and a large medipack. Now time to leave
the room.
Turn R (W), run off
the crates and run to the NW corner of the room (careful on that invisible
floor). Once there, turn L (S) and climb on the crate ahead then drop down to
find yourself next to a grey wrought-iron door (W) with a keyhole in the
center. Use the Key on it to open the door and enter the room beyond. Nothing
of interest here, so simply run across the room to the opposite corner (NW) and
pass through the opening.
Run up the ramp there
to the top where you find yourself facing a higher ramp ahead (E). Turn around
and drop down, grabbing the edge, let go then hit Action to grab the edge of
the low space below. Pull up in it and pick up the small medipack. Safety drop down to
the lower part of the ramp then go to the top again and turn E to face the
higher ledge. Do a RJ+G to pull up on it which will instantly teleport you to
the next level.
-- Level 8 --
Enemies: Snakes, SAS
Items of note: Key 1, Key
2, Crank, Key 3
some Traps - 1 Timed-Run
You're now in an
outdoor area with many plants and some crates. You can spot a quiet black
dressed man ahead in the distance, and there's a snake on your L trying to bite you. Don't try to
kill it, it's totally invincible. It's not very dangerous, though, provided you
don't get too close to it. Run ahead (S) toward the black dressed man to watch
him disappear in a funny but puzzling way then turn around and run L to the
long grass in the NW corner. Once there, look down to spot and pick up the 9mm clip, the MP5A2 then the small medipack hidden in the grass
(the really hard to spot clip is one tile away from the W wall).
Run E to the other
side of the room and through the opening behind the crates. Turn R (S) and run
past the crate, staying on the wooden platform as the floor is riddled with spikes traps. Drop down in the
hole there and run through the passage to climb up in a new dark room at the
other end.
Turn L (E) and go open
the door (hit Action) to enter a small office. Turn around after the
entrance, locate the very hard to spot switch to the L of the doorway
(SW corner) and activate it to open a door in the nearby room. Leave the office
and turn L (S) then L again (E) to pass through the newly opened door in the SE
corner.
You find yourself
standing on a wooden platform at the entrance of a huge outdoor area. There are
lots of crates ahead and an opening to the R (W). Ignore this one for now and
go ahead (S) sliding down the wooden ramp toward the crates then past them.
Draw your Colt Python and turn around (N) to shoot down 3 SAS: one on the crates to
the R (NE) and two L and R on floor level.
Once they're all down,
turn around again (S) and run to the shallow water at the end of the area. Once
there, turn L (E) and go to the deeper water. Dive and swim ahead to pick up
the 1st Key behind the algae to
the L (NE). Swim back to the shallow water, turn R (N) and run across the area
to the wooden ramp near the entrance to the R (NE).
There's a little
glitch here that will prevent Lara from properly running up the ramp and reach
the flat platform above. To solve this problem, run up the first ramp then walk
to the edge of the first flat platform. Do a SJ to the steep ramp ahead. Lara
will slide down and stop in the middle of the lower tile. Step forward once and
do another SJ to land on the flat platform near the entrance.
Turn L (W) and run
through the opening and along the corridor to reach a room with a large pool, a
ramp in the middle and a closed door with a keyhole in a recess to your L (S).
Jump in the water and swim ahead and to the L (SW) to pick up a 9mm clip and a small medipack. Turn around and swim
through the opening to your R (S) where you'll find the 2nd Key. Pick it up and
swim back to the pool. Pull up on the ramp to exit the water, turn L (S) and do
a SJ+G to pull up on the higher ledge ahead.
Run to the Keyhole and use the 1st Key on it to open the nearby
door. There's another closed door beyond so use the 2nd Key on the Keyhole
on the R (W) to open it. Run through the doorway, go R (W) and immediately stop
one tile away from the E wall. Turn around and look up to spot a ledge above. Jump, grab
and pull up then go L (N) to pick up the Crank in the small alcove. Return to the ledge and
drop down from it to the corridor below [Bug alert: if you jump
directly from the alcove to the corridor, or even look down to it, the game
will crash].
Run through the
opening at the end of the corridor to the R (S) then across the sandy area to
the Keyhole by the closed door. Use the Crank on it to open the door,
draw your Colt and wait a moment for a SAS to come. Dispatch him with two clean shots
then go through the newly opened door.
You're now on a large
beach with a closed door to your R (W) and a structure (a boat?) emerging from
the sea ahead (S). Run there but don't run up the gangway. Instead, go L of it
into the water and swim under the boat to locate a hole in the hull. Swim
through it, turn R (W) and pull up in the boat to pīck up a Key near the closed grate
door ahead. Return to the beach via the hole.
Run to the door in the
far L corner (NW) and use the Key on the Keyhole to open the door.
Immediately draw your Colt to dispatch your very last enemy: a SAS. Once he's down, go
through the doorway and locate the closed door in the distance. There's also a snake in the grass down
there, but don't mind it. Don't go down yet. Drop down from the ledge you're
on, grab the edge and shimmy to the R to pull up behind the opened door.
There's a switch there on the E wall that will start the one and only
timed-run of the whole adventure so go to it and save.
Activate the switch,
roll to turn around and run off the ledge to the area below. Quickly sprint to
the door ahead and go through it before it closes completely.
Once you've passed the
door, you'll return to the title screen, meaning you've just completed the
level as well as the adventure.