TOMB RAIDER WOLF 2
Levels by Jesse (SSJ6Wolf)
Authorized walkthrough by Phil Lambeth, using detailed notes provided by the builder
LEVEL 4 - Botany Lab
You begin in a surreal room reminiscent of CPU Crash. If you played Wolf 1 first (the recommended procedure for several reasons), your game clock picks up where you left off, but your secret count doesn't also carry over. To your left is an optional training area where you can learn and become used to the new moves that you didn't encounter in Wolf 1, so again it's strongly recommended that you spend some time here before moving on. Here is the pertinent section from the builder's readme file:
Lara and Luke are able to perform moves uncommon to the TR4 engine. An optional training course is provided at the beginning to learn the moves.
Crawlspace roll - When in the crawling position facing an edge, press and hold ACTION and DOWN to roll out forward.
Crawlspace jump - To cross gaps in front of a crawlspace, press and hold WALK while performing the roll described above to vault off of the wall. Hold ACTION to grab any edge on the other side.
Into crawlspace from ladder - When a crawlspace is above you while on a ladder, press WALK and DOWN to squeeze in.
Ladder to monkeyswing - At the top of a ladder, if there is a monkeyswing overhead, press WALK and JUMP (keep holding ACTION) to grab onto the bars.
Monkeyswing 180 - On a monkeyswing press UP and DOWN together to turn and face the other way.
*Ladder jump - Press JUMP and DOWN (or ROLL) to jump straight up on a ladder. Use this for climbing faster or getting above gaps.
Note: To jump off backwards with a turn in midair, use JUMP and UP together; do not use the ROLL key.
*Monkeyswing to ladder - When, at the end of a monkeyswing, there is a ladder overhead on the same edge as you, press DOWN and RIGHT to swing around and grab the ladder (keep ACTION pressed to grab).
*Ledge Jump - Press DOWN and LEFT or DOWN and RIGHT while hanging to jump up to a higher ledge (keep ACTION pressed to grab).
* = Do not hold DOWN after the move is performed or Lara will shift back and not grab anything. Conversely, holding FORWARD after the move will improve the chances that she makes contact.
Sprint jump - Press JUMP while sprinting to perform a sprint jump to cross bigger gaps. A precise approach is to stop at the edge and hop backward three times (about 2.5 tiles). Then press and hold SPRINT, UP, and JUMP at the same time; this will make the sprint jump take place at the edge. You can grab ledges as with other jumps, and follow this jump with another jump upon landing.
Diving roll - The familiar diving roll is performed here by pressing WALK and JUMP while sprinting.
Anti-Gravity pads - Anti-Gravity pads are marked with the text "stand here" and an outline of a box at the edge. Stand in the box and press ACTION to lift off. It is recommended to keep holding ACTION in each instance anti-gravity is used, to grab any ledges and to avoid bouncing off of the ceiling or walls.
Closets, shelves, and drawers - Stand in front of it and press ACTION to look for items. For closets and shelves, any items found will be placed on the floor to be picked up.
Parallel bars - Jump toward the bar and press and hold ACTION to grab on. Release ACTION to drop off the bar. Press LEFT or RIGHT to shimmy in that direction. Press DOWN to face the opposite direction. Press UP to swing foward from the bar. Grabs can be performed after swinging forward as with normal jumps.
When you feel comfortable with the new moves, leave the training area and head through the SE opening marked "level start." Take the first left for some uzi ammo and note upon turning around that access to the training area is now apparently barred. However, you can walk through the wall if you feel the need for some additional practice. Otherwise, continue E past a glass wall on your left and come to an opening that leads to a ramp. Hop up onto the ramp and walk out to the far edge. Take one step back, hop back once and from there take a running jump and grab the horizontal bar. Swing around and release to land on a long platform. Slide down the far end onto a flat area next to the N wall.
Run off the W side and you'll slide down two long slopes. At the bottom turn left and run across the bridge toward the open doorway E. Before reaching it, however, stop and look down to your left. You see an opening in the N wall and a large platform which appears to be a long way down. You can take a running jump to it, however, without losing too much health. Do so and refrain from entering the N doorway right now. Instead, go to the E edge of the platform and locate a ladder. Climb all the way down to the floor and jump over the trench to find a red-tinted set of shelves. After you search it you hear the familiar chime of SECRET #1 and a GOLDEN ROSE and two stashes of desert eagle ammo materialize behind you. Step back and pick up your prizes quickly, as a snake is slithering toward you.
After registering your first kill, slide down into the trench and go all the way to the N end where you'll see instructions to stand inside a rectangular box drawn on the floor. Do so, facing S, then press and hold down the action key. After some preliminary contortions, Lara will rise up with increasing speed to grab the bridge she left moments earlier. Pull up and now go through the open E doorway.
Turn right into the alcove and press the button to open the door. Shoot the wooden barricade and enter what looks like an elevator shaft. Press the button to your left to close the first door and open another one above you. Reverse roll and climb the ladder. Shift to your right and around the corner before you reach the opening above, then pull up into a landing. Search the SW cabinet for a small medipack, then go up the stairs to the next higher landing. (The button on the wall merely closes the door to the shaft.) Step out onto the walkway and the camera angle changes briefly. Follow the hallway around and search the first tall cabinet for some flares, and the next one for some uzi ammo. Just beyond this second cabinet, locate the hole in the duct and jump up facing E to pull down a trapdoor. Use the ladder in the S face to climb up to a crawl space. You can access the crawl space in the conventional manner, or you can accomplish the same thing more easily by pressing the walk key and the down arrow together.
Crawl forward and exit by either using the laborious method of turning around and lowering Lara down the other side, or by using the new method of pressing the action key and the down arrow together. Continue past a whirling fan to another crawl space, and follow it to the pool you saw earlier from above.
Swim to the ramp against the E wall and walk up to the ladder. Climb to the top, and here you must use the new move of pressing the walk and jump keys together to transfer Lara to the monkey bars (facing the opposite direction). Monkey swing W until you can go no further, then press the right and down arrow keys together to bring Lara to a facing ladder. Climb down as far as you can without causing Lara to dangle. Then go up two rungs and back flip, with a roll in midair, to grab the crawl space above the waterfall. Pull inside and crawl forward for SECRET #2. Pick up the small medipack, desert eagle ammo, shotgun ammo, two stashes of uzi ammo, and finally the GOLDEN ROSE, then crawl back and drop down into some shallow water. Reverse roll and walk out into the E gap. Vault up either to your right or your left, face the gap and take a standing jump to grab the overhead monkey bars. Turn W to face the waterfall and monkey swing forward until you stop, then transfer Lara to the ladder to your right as you did before.
Climb up a few rungs, then shift left and pull up into the small crawl space for some uzi ammo. Lower Lara back out of the crawl space, but do not release. Make sure her feet are "set" and not dangling, then press the jump key and the down arrow together to jump the crawl space gap and grab the ladder above. The builder calls this the "ladder jump." Climb to the top and enter the crawl space there. Crawl forward to the other end and make use of another new and nifty move. Press the action key and the down arrow together to make Lara start rolling out of the crawl space. Now press the walk key in addition to the other keys, and Lara will jump the gap and grab the facing ledge. The builder calls this the "crawl space jump." Pull up with a fancy somersault, then turn right and grab the ledge above. Don't pull up, but press the down arrow and either the right or left arrow key together to make Lara jump up. Grab the higher ledge and pull up into a small room. The builder calls this the "ledge jump."
Loop around to the right and find yourself at the edge of an opening high above the water. Hop back three times and run forward, using the sprint key, and jump at the last second to clear the wide gap and grab the N ledge. The builder calls this the "sprint jump." Pull up for a dizzying flyby that reveals the vastness of this area. Turn right, hop over the narrow trench and enter the dark woods. Go to the second tree, the one growing next to a building, and find some shotgun ammo. Go around to the S side of the nearby block and run E down the narrow alley. About halfway down, pick up the CIRCUIT BREAKER in an open area between the plants, then return to the block, pull up onto it and use the ledge jump to reach the tree branch above you. Pull up and jump SW to the branch in the adjacent tree for some uzi ammo. Return to the previous branch and run forward to the ladder in the side of the tree. Climb up into the crawl space, turn to your left and take a crawl space jump to grab the monkey bars.
Monkey swing forward and to your right, where the camera angle changes to show you a nearby ladder in the tree trunk. Use the right and down arrow keys to access the ladder, then climb up and use the ladder jump to clear the gap and continue upwards. The purple area overhead can be used as monkey bars, so use the walk and jump keys to transfer Lara there. Monkey swing to the W wall and release to drop down onto a wooden ledge. Take a running jump SE to the nearby branch, then face the central tree NE and take a long running jump to the purple surface just behind it for SECRET #3. Pick up the shotgun ammo and the GOLDEN ROSE, then look nearby for a small medipack, more shotgun ammo, some uzi ammo and some desert eagle ammo. Repeat your jumps back to the wooden ledge in the W wall. Walk to the N edge and take a sprint jump over the metal barrier onto the tree branch on the other side.
Hop back and grab the E edge of the branch, then shimmy to your right past the trunk and pull up into the crawl space for some flares. Back out of the crawl space and shimmy to your left until you near the trunk. Use the ledge jump to reach a flat spot on the branch above you. Pull up into the crawl space to your left for a small medipack, then return to the previous branch. Face N, slide down the end of the branch and jump off to grab the gap ahead. Shimmy to your right around the corner and pull up into the alcove. Reverse roll and take a running jump E to grab the horizontal pole. Swing around and jump off to land on a flat spot in the NE corner. Turn right and crawl S through the opening until you can stand up. Take a running jump SW to a branch in the central tree. Climb up the ladder there and start shifting left when you've cleared the shaft.
You're now in the ventilation area. You can see a bank of lasers out of the corner of your eye to your left, but don't drop down from the ladder or you'll land on a slope that will carry you down to a spike trap. Instead, continue shifting to your left and go around the corner when the lasers move away from you. Climb up to the top and transfer Lara to the monkey bars (pressing the walk and jump keys together). Monkey swing W, and you'll see another laser moving from N to S in the passage ahead. Move quickly forward when it passes by and release at the W wall to grab the ladder. Climb down a rung or two so the laser won't inflict damage on its return trip. Shift left until you reach another set of monkey bars, and transfer Lara to them by pressing the walk and jump keys together. Monkey swing E into the nearby opening, watching out for the laser, and release to grab the ladder to your right. Shift left and around the corner, and don't worry about the lasers now because the builder has somehow made Lara briefly invulnerable here. Back flip into the alcove (or get there the hard way by transferring Lara to the monkey bars above you). Head E down the ramp and pick up a large medipack just past a trap door. Then turn around and go back to the far side of the trap door, facing E. Lift it up and make sure Lara is at full health. Safety drop to a grate far below and pick up the nearby flares.
Walk around to the SE corner and place the Circuit Breaker in the receptacle. A cut scene shows an electrical current being neutralized at a barricaded anti-gravity pad elsewhere. Go around to the SW corner and push the button to open a trap door somewhere down below. Make your way carefully down to the next landing (the stairs are not reliable), and use the ladder there to reach the floor below. Wait for the lasers to pass by and press the buttons in the N and S walls, back flipping to safety each time. A trap door opens, so safety drop from the hole in the floor and search the shelves down below for the UZIS. Five or six snakes (they're tough to count while you're frantically trying to dodge them) also attack en masse as the N exit doors open, so put your new weaponry to work.
When the coast is clear, exit this building and return to the wooded area. Find some shotgun ammo near the NE corner if you didn't get it earlier. You can see that barricaded anti-gravity pad nearby, so use your pistols to shatter the wooden slats. Stand where indicated, facing E, and hold down the action key. Lara will vault up with increasing swiftness to grab a horizontal bar. Turn around to face W by pressing the down arrow. Shimmy right to the N wall and swing around (by pressing the up arrow) and release to land on the flat portion of a tree branch. Turn around to face E, hop back and slide down the branch. Grab the edge and release to land on another sloped branch below. Grab the edge and shimmy to your right and around a corner to pull up onto a flat branch. Take a running jump SE to a flat branch near the trunk of the next tree, then crawl E through the small triangular opening. On the other side, use the crawl space jump to bridge the gap and land on a branch of the next tree.
Take a standing jump SE to the adjacent branch and use the ladder in the trunk to climb above another branch to your right, then shift around the corner and release to land on that branch. Turn around and notice the fuse box over your head. Draw your pistols and jump up and down while firing, and the fuse box will shatter while a cut scene shows a door opening down below. Get down by climbing back down the ladder and taking a safety drop to the ground. Go over to the large pit at the SE corner of the woods. Standing near the W wall, hop back and grab the edge, and you'll see an opening straight ahead of you. Release to land on a stable surface in front of the opening. Crawl into the opening and turn left when you can stand up. This is the doorway you opened just now, so hop down and stand on the indicated spot in front of the mine cart.
Press the action key and you'll be taken on a brief but wild ride in the mine cart. Without warning you'll be catapulted forward, so be ready with the action key as you slide down a slope. Grab the edge, release and grab again to find a crawl space. Pull inside, and to minimize the risk of getting stuck, go to your right until you can stand up. Jump W over the triangular rock protuberance and start making your way up and around to your right until you reach a shallow subterannean pool. Locate the nearby shotgun ammo on the S ledge and the desert eagle ammo at the N end of the pool, then step up onto the SW ledge next to an irregular blue-tinted block. Push it S to free up a stream that floods the pit back in the cave area. Follow the stream back down to the crawl space and hop over the same protuberance. From here, work your way to the other side of the crawl space and drop down into the water.
Don't investigate the underwater E opening, or you'll be sucked into a fan and die. Instead, swim down to the floor and pick up the desert eagle ammo, then swim to the blue rectangular tile in the W wall. When you press the action key Lara will kick it open, so swim inside and follow the underwater tunnel W until you start bending slightly to the left. At that point swim left into a narrow cleft high up in the rock face for SECRET #4. Pick up two stashes each of uzi ammo and desert eagle ammo, some shotgun ammo and finally, the GOLDEN ROSE. Swim back out and continue W until you reach a large hole in the floor. Swim down and continue SE, pausing along the way for some shotgun ammo, and continue forward on a slight curve to your right until you reach an air hole. Pause to refill your lungs, and if you wish to pull up now into the room above and do battle with a raptor, be my guest.
Your task in this area is to locate three swipecards, and this can be done in any desired order. Here's the order suggested by the builder:
Swim back down and locate the nearby blue rectangular tile. Kick it open as you did the other one and swim into the opening. Pick up the desert eagle ammo in the NE corner, then surface and pull up onto the ledge that looks like fudge ripple ice cream. Walk up to the W end and take a running jump and grab to the opening in the wall. Pull up into the passage and watch out for the laser. Crawl forward until you reach the intersection, then stand up and turn right. Run N and jump into the water hole at the end of the passage. Swim around the office and surface at the NE corner. Pull up into the passage and follow it to the end. Pull up the trap door and climb down the ladder to a balcony guarded by a dragon. It doesn't take long for it to draw a bead on you and start spewing fire balls (but not, thankfully, those hated locusts), so quickly make your way around the room and locate three wall buttons to push. The first one is at the SW corner, on the ledge where you entered this area. The second is at ground level (safety drop after pushing the first button), behind a partially sheltering block in the E wall. The third and final one is back on the upper level, and the only way to get there is by going around behind the dragon in a clockwise direction. The dragon can still swivel around and toast you, however, so don't get complacent. Take a running jump E to the raised block in the NE corner. Grab it and pull up. Turn to your right and pull up onto the higher ledge. Turn right again and take a running jump W to the ledge behind the dragon. Take another jump to the ledge in the NW corner and push the third button. A cut scene shows a device descending from the ceiling that obliterates the dragon and allows you to pick up the SCION near the remains of its head (a brief cut scene shows a door opening elsewhere). Go back up to get the desert eagle ammo you saw in the cut scene, then get the shotgun ammo near the N wall and leave this area by going to the sloped block near the SW corner. Jump up and grab the edge, then use the ledge jump (down arrow along with the right or left arrow key) to reach the upper ledge. Make your way over to the SE corner and climb the ladder to the upper passage. Pull up and run forward to the water hole. Swim around the glass-walled office and pull up into the hole at the other end. Follow the passage past the laser trap until you reach the opening that overlooks the water-filled pit.
Jump into the water and swim into the low opening in the E wall. Surface at the nearby air hole and pull up into the room. Dispose of the raptor if you didn't do so earlier. Follow the hallway W and search the cabinet just around the corner for some flares. Go up the ramp to an intersection where you see an opening to your left, some flames straight ahead and another ramp leading upward to your right. If you start heading up the ramp you'll alert two raptors, so now is as good a time to deal with them as any. Follow the hallway up the ramp toward the flames. To your left is the door that you opened when you picked up the Scion. Go inside and alert another raptor. Kill it, then search the short cabinet S for the RED SWIPECARD, the taller NW cabinet for some desert eagle ammo and the taller cabinet near the entrance for a large medipack.
Exit this room and turn left. Go N toward the flames (which keep you from searching the shelves) and pull down the nearby ceiling trap door. Pull up into the narrow passage and crawl through, navigating an inconvenient gap, to the other side. Release to drop down into a lower passage and crawl through to the other end. Pull up to your right (action key and up arrow only) and follow over some grated flooring to a wall button. Save your game here in preparation for a timed run.
Pushing the button extinguishes for a time the flames guarding the shelves (that you can see directly below you). Reverse roll and quickly retrace your path along the passages and crawl spaces, using the crawl space jump when you reach that inconvenient gap mentioned earlier. When you search the shelves, the GREEN SWIPECARD appears behind you, so step back and pick it up before the flames return.
Turn around, run S along the hallway and then turn left to head up the ramp where you encountered a pair of raptors earlier. Search the shelves just around the corner for some desert eagle ammo, then continue into the cave and pull up several levels until you reach a wooden crate that blocks your path. Press the action key and watch Lara kick that sucker into the water below. Don't jump in after it, but turn around and hop back. Grab the edge and shimmy laboriously to your left, around two corners, until you reach the opening in the E wall. You appear to become stuck fairly early on, but keep that left arrow key depressed and you'll eventually work your way past the problem spot. Pull up there, turn to face NW and take a running jump to the slope in the N wall. Grab it and shimmy to your left until you reach the crawl space just to the right of the waterfall. The builder points out that this is not the way he intended for you to get there. A more direct route is by taking a fairly precise running jump NE from the W ledge to grab the slope. From there, drop and grab the crack, and shimmy a bit to your right to the crawl space. Pull inside and follow the stream around to the irregular block that you pushed earlier to flood this place. Pull it back to its original position to drain the area again.
Go back down to the crawl space, lower Lara over the edge and safety drop to a slope. Slide down and grab the edge, then shimmy a little to the left (if necessary) so that you release and drop a long distance onto the wooden crate that Lara kicked down here earlier. Go to the E wall and make your way up to the opening. Now that the water is gone, the fan inside is impotent (unless you touch its blades), so jump NE onto the ledge beside it and run into the triangular opening. Jump up to grab the monkey bars, swing to the E end and press the down and right arrow keys together to transfer Lara to the facing ladder. Climb to the top and pull up into a room guarded by two raptors. After order has been restored, search the short cabinet for some uzi ammo, then the taller cabinets on the right (the one on the left appears to be empty) for the BLUE SWIPECARD.
Locate the SW passage and pull up into a dark room. Pick up the shotgun ammo and vault up onto the block. Take a running jump and grab W and pull up in front of a triangular opening that leads to the drained pit. Repeat your earlier jump and shimmy routine to the NW crawl space, pull inside and go up to the irregular block. Push it S once more to flood the area again, then return to the crawl space. Release to drop into the water, then swim W through the rectangular opening and follow to the air hole at the far end of the underwater passage. Pull up and follow the hallway up the ramp to the intersection. Enter the opening to your left that you've avoided up until now, and run down the winding ramp to a room with three receptacles for your swipecards. Use them all to open the doors in the W wall. Go inside and note three orange structures near the mine cart. Stand in front of each one and place a Golden Rose. This confers a special privilege, as you'll soon see. Now go and stand on the indicated spot and press the action key for a brief ride in the mine cart to the next level.
LEVEL 5 - Zoology Lab
If you placed all three Golden Roses before leaving Botany Lab, you'll slide down a slope and land on a grate near the ceiling of an insanely tall room. Turn around to face N, take a standing jump forward and grab the ceiling. Monkey swing a short distance to the end and press the down and right arrow keys to transfer Lara (no, the Wolf, although his friends call him Luke) to the facing ladder. Climb up to the top for SECRET #5 and pick up two loads of grenade gun ammo and then the GRENADE GUN. You would not have been able to obtain this secret and these pickups had you not located at least three of the Golden Roses in the previous level. Turn around and take a running jump and grab N to the slope. Pull up and slide down the other side into a short passage. Pull up the trap door and drop down into a hallway on the N side of that tall room.
Head E down the hallway and search the short cabinet to your left for a small medipack, the tall one to your right for the KEY TO OFFICES 1 AND 2 and some uzi ammo. Push the E wall button to open the glass door to your right. Enter and jump down a long shaft into some water as the camera angle shifts. Wade S out of the water and loop around to the right to press a wall button. The glass door up in the SW alcove opens, so hop up there and emerge on a ledge spanning that tall room where you began this level. Go all the way across to the S side, enter the hallway and turn the corner to your left. Shoot a dog and continue forward into a wide hallway with closed glass doors on either side. As you continue forward a door opens ahead and to your right, and another dog runs out to the attack.
Enter the office from which the dog came and search the tall NE cabinet for some uzi ammo, then go to the dark SW corner. With your back against the S wall, sidestep about seven times away from the corner and take a standing jump to grab the edge of a vent. Pull up into SECRET #6 and pick up some uzi ammo. Crawl forward a bit more and pick up a GOLDEN ROSE and some desert eagle ammo, then a bit further for a large medipack and some shotgun ammo. Get out of the vent, exit the office and turn right into a wider section of the hallway. Note the sloped opening in the SE corner. This is where you would have slid down to begin this level had you not located at least three Golden Roses from the previous level.
The builder warns of a possible bug, whereby the SE glass door opens if you get close to the nearby orange-bordered keyhole, allowing you to bypass virtually the entire level. However, this didn't happen to me when I played the game. At least not at first. However, when I returned here later in the level, but before getting the required key, the door did open. Turn to your left and enter the NE office. Kill two dogs and stand to the left of the computer station against the E wall for the CODE DISK. Search the short cabinet against the S wall for some shotgun ammo. Leave this room and head W down the hallway as it narrows. You'll return to the walkway spanning the tall room. Stay on the right side and run straight N to the edge. Safety drop onto a metal grate similar to the one you landed on earlier. Drop down W onto a pillar and take a standing jump and grab W to the space between the pillars. Pull up into the gap and use the crawl space jump to reach the gap in the pillars against the W wall. Pull inside for some uzi ammo, then drop down to the floor and go to the SW corner for a small medipack. Kill a dog and stay away from the nearby hole at the E wall (it's filled with deadly fluid). Get more uzi ammo at the NW corner, then turn around and notice the cliimbing surfaces on the central pillars. Practice your new moves by climbing up the first pillar and using the ladder jump to access the second pillar. Climb to the top and transfer Luke to the monkey bars. Face E and release, grab the gap and pull up into the opening for some shotgun ammo.
Drop to the floor and go over to the marked spot near the N wall. Press the action key and Luke will vault up to the same walkway mentioned in the first paragraph of this section (Zoology Lab). If you wish, you can drop down to the metal grate and take a series of running jumps with grab S for some desert eagle ammo and, further on, for some flares. However, the tasks on that side of the room are for later, so return to the N walkway. Go past the cabinets and drop down into the SE shaft. Wade out S as you did before and vault up into the SW opening. Run along the walkway all the way to the S opening. Continue to the hallway with many still-closed glass doors, locate the green-bordered keyhole between two glass doors in the N wall and use your Key to Offices 1 and 2 to open both doors. The office on the left has a short cabinet against the S wall that contains the STORAGE DUMP KEY. The office on the right has a short cabinet with desert eagle ammo and some shelves with a small medipack. You'll also find the SHOTGUN in the tall cabinet in the S alcove. Exit the offices and return W to the tall room. Go back across to the NW corner where you'll find a receptacle for the Storage Dump Key. Use it to open the glass door to your left. Head down the passage to trigger a brief flyby through the next area. Shoot the barricade, enter the alcove and turn around. Slide down the slope backwards and grab the edge.
Shimmy all the way to the left (without turning the corner). Waiit until your feet get "set," then climb all the way to the top, noting the horizontal bar to your right. Shift left around the corner and climb down three rungs. Take a rolling back flip (using only the jump and up arrow keys) and grab the horizontal bar. Shimmy to your right until you're lined up with the crawl space ahead, then swing around (up arrow) and release to grab the edge of the crawl space. Pull up inside and crawl around to your left. Get up on one knee, draw your pistols and shoot the grate. Enter the next room and stand on the indicated spot. Press the action key and Luke will be launched upward to grab the edge of a slope. Pull up and slide down the other side. Open the trap door and drop down into a small room with two wooden crates, one of which contains desert eagle ammo. Drop into the hole in the SW corner and crawl E for some flares. Turn right and crawl through, then drop down through the opening on the other side and do battle with a mutant beast (avoiding the nearby deadly green tile). Pick up the STORAGE TANK and the SW glass door opens.
Go inside and kill a couple of Tinnos Wasps. Search the tall cabinet for the STORAGE TANK CONSOLE. The tall block to your left lowers, and the SE door also opens in the previous room. Head down the broken N stairs (there's a large medipack directly beneath them) and continue downward NE until you reach a small auditorium guarded by two dogs. Kill them and go back up the way you came (the SE exit here takes you down a ramp and back to the second level of the tall room, but there's nothing to do there now). In the room where you killed the mutant beast and picked up the Storage Tank, enter the open SE doorway (avoiding the deadly green tile). Go down the metal stairs where you found the flares earlier. You don't yet have the key for the receptacle on your right, so take a series of jumps N and pull up into the walkway on the other side.
Go around to the room with the cabinets and the SE opening, and locate the grate in the NE vent. Draw your pistols and jump up to shatter it, then pull up inside the opening. Crawl forward and to your right (E). Drop down through the opening into a small room. Pick up the uzi ammo and press the wall button to lower a block in front of a wooden crate. Return to the crawl space and crawl toward the green light. Shoot the W grate and drop down the other side. Shoot two dogs and take a look around. The wooden crate you saw in the cut scene is in the SE alcove. There's also a NE alcove with cracked flooring at the end. In the middle of the room is a large column with a push button you'll use to raise and lower two nearby blocks.
Go to the crate and pull it back onto the block you lowered earlier. Turn to your left and step back two times. Jump up and grab the vent, and pull up into the crawl space. Crawl around to the right and drop down the other side. Pick up the flares and push the crate forward, then return to the vent and go back to the push button room. Pull and push the crate three times until it comes to rest on the nearer block tile, then press the wall button to raise the crate right through the ceiling. Turn around and locate an opening near the E wall that you can use to pull up to the next higher level. The crate is right in front of you, so push it forward. Continue maneuvering the crate around the upper room until it comes to rest on the next block tile. Go back down and press the button again to lower both blocks. Now work the crate around to the NE alcove (you have to start by pushing it in the opposite direction) until it rests on the cracked flooring.
The crate breaks through the weakened floor and you fall down with it. Turn around and jump over the deadly green trench. Insert your Code Disk in the device at the SW corner to open the glass door in the N wall. Enter and run through the short passage into a room with a pool filled with deadly liquid. A brief lecture is given in a stentorian voice by someone unseen. Turn right and approach the diving suit. Combine the Storage Tank and the Storage Tank Console to form the...STORAGE TANK CONSOLE. Press the action key and watch Luke don the diving suit. Go back to the NW opening and fearlessly dive into the green goo. Voila, no dead lupine creature. Now that you're convinced it's safe, pull back out of the pool and return S to the previous room where a Tinnos Wasp awaits. Dispatch it and jump into the green trench. Swim W over the hole and allow the current to pull you to an area where the camera angle changes. Pull out W and a cut scene shows you the route back.
Search the NW shelves for SECRET #7 and a GOLDEN ROSE, together with uzi ammo, a small medipack and desert eagle ammo. Drop down into the liquid and swim down the shaft inside the tall room until you find an opening in the wall about halfway down. The current will grab you again, then swim the rest of the way up the inclined passage until you reach your starting point. Pull out and run N down the passage to the green pool. Jump in and swim to the other side. Pick up the desert eagle ammo near the N wall before locating the door in the W wall. Pull it open and swim inside. Pull out S and climb the ladder in front of you. Straight ahead is a large medipack and a sleeping dog, which sleepeth no more when you pick up the prize. Kill it, turn around and run around the grated central structure until you reach a tall cabinet. Search it for the MECHANICAL MOUSE, then go to the SE shelves for the WINDING KEY.
Go back to the ladder, climb down and jump into the green stuff. Swim back to the pool and go across to the block on the E side. Pull up onto the ledge and turn around to kill a Tinnos Wasp. Go down the SE passage and stop when you're standing on the gray tile with the mouse face. Combine the Mechanical Mouse and the Winding Key and set the finished product down at your feet. Watch it disable the spike field ahead, then run forward and pick it up when it stops. Run forward into the next room, climb up onto the central structure and jump N to the ledge. Drop down on the other side and locate some shotgun ammo in a hole. Pull out and go to the S side of the room. Go up the stairs and turn right to open the door in the SW corner.
Enter and check out the instructions on the wall. You face a puzzle whereby inner and outer doors are opened and closed by pushing buttons, and you want to make your way to the inside section. Push the button to open the first door, head down the passage (passing two inaccessible openings on your left) and open the next door. Continue until all four doors are open and you're back at the starting point. Enter the SW passage again and follow to the second door you opened. (You're facing E as you approach it, just this side of an intersection.) Close this door, go back down the passage and close all the doors you come to. When you close the last one you open the nearby door to the inner section, so head down the new passage and run a long way into a room with a mutant beast.
After you've killed it, search the tall cabinet for the VENTILATION SHAFT KEY (a block also lowers behind you), then stand on the indicated spot and press the action key to launch Luke up a steep shaft. Grab the edge at the top, pull up and slide down a long slope into a small green pool. Pull out W into the waterfall and run up the slight ramp. Walk through the water, but only a step or two (you can't see beans inside), and pick up a GOLDEN ROSE, a small medipack, desert eagle ammo and shotgun ammo for SECRET #8. Go back out to the green pool and this time pull out S. Follow the passage and open the door while two Tinnos Wasps wait patiently for the opportunity to get at you.
Head out onto a familiar walkway in the tall room and take a series of running jumps S until you reach the key receptacle on the other side. Insert the Ventilation Shaft Key to open the door to your left. Go inside and assess your next task. The button behind you in the NW wall opens the S door across the way, but only for a time. Save your game, then press the button. Reverse roll, then run forward with an S-shaped curve so that you jump off the ledge squarely facing the first pillar (otherwise, you probably won't make the grab). Pull up and take a standing jump toward the second pillar, then with one flowing continuous motion take successive running jumps (if you hesitate you're lost) off the second and third pillars. Hit the action key to glide inside the open doorway just before the door slams shut. The builder suggests a sprint jump to the first pillar, but that really isn't necessary.
As you step inside the next passage you activate a series of squishy blocks. Make your way gingerly past them, then use the crawl space at the end to drop down a fairly deep shaft, losing a little health in the process. Reverse roll and enter the next crawl space. Shoot out the grate and lower yourself down the other side into a room. Turn around quickly and kill a Tinnos Wasp, then search the nearby short cabinet for the CONTROL ROOM KEY. There are two tall cabinets in this room. One is empty, and the other contains some shotgun ammo. Open the NE door and return to a familiar hallway. Turn left (W) and follow the passage to the walkway spanning the tall room. Run down the right side and drop down onto the grate as you did earlier, then run off onto the block and drop down to the floor.
Go to the SE pool that you avoided earlier, and jump in (now that you're wearing the magical diving suit). Swim through the narrow passage into SECRET #9 and swim up the long shaft for uzi ammo, desert eagle ammo, shotgun ammo and another GOLDEN ROSE, all suspended in the green fluid. You may have to make several trips to collect all of the items, because you must be positioned perfectly to make each grab and you're likely to run out of air in the meantime. When you've got everything, swim back and pull out of the water hole. Go over to the marked spot near the N wall. Press the action key and the Wolf will vault up to a familiar hallway. Go past the cabinets and drop down into the SE shaft. Wade out S as you did before and vault up into the SW opening. Run along the walkway all the way to the S opening. Continue to the hallway where a few of the glass doors are still closed. Go to the SE corner and use the Control Room Key to open the door (that is, if you need to).
Search the shelves for the KEY TO OFFICE 3, then proceed through the E passage. In the next room, press the wall button to activate a laser which opens up an exit in the wall of the tall room. There's one more thing to do before leaving here, however. Exit this office and run diagonally across the hall to the closed door in the N wall. Use the Key to Office 3 to open it, then go inside and search the shelves for some shotgun ammo. Place three of your Golden Roses in the devices against the E wall to open the door in the N wall. Go there to find the quad bike. Grab the QUAD BIKE KEYS first, lying on the nearby platform, then mount the quad bike and drive it through the NW opening and over a deadly pool, and finally up the S ramp at full speed so you'll clear another gap. Continue driving forward to a room with a glass floor. Drive over the glass to shatter it and drop through to a room below. Continue through the NW opening and you'll find yourself in a familiar hallway. Turn left and drive the quad bike to the tall room.
Drive carefully to the N side and into the opening created by the laser. You don't need to use the anti-gravity pad you'll see there, as you have the quad bike. Turn left and drive up the slope you saw in the last cut scene until you hit the warp trigger that carries you to the next level.
LEVEL 6 - Leigh's Mines
Luke drops down into a hellish looking area. There's an extra set of QUAD BIKE KEYS at your feet, so pick them up and crank up the nearby quad bike. Don't turn either to your right or left, but gun your machine straight ahead to clear a couple of lava rivulets. Drive up the W ramp until you reach SECRET #10 (again, inaccessible had you not arrived at this level via the quad bike). Dismount and pick up some uzi ammo, desert eagle ammo and shotgun ammo. When you pick up the shotgun ammo, the E wall in front of you lowers. If you wish, you can go all the way back down the ramp on foot for a small medipack. When you're ready, get back on the quad bike and drive it E over the short ramp and into the opening you created. With luck you'll drop down and land on one of the two dogs awaiting you, killing it instantly. Run over the other one, then turn left and continue along the bumpy path N.
Turn right to enter the E opening in the rock wall. Drive up the steep ramp and down the other side into a well-lit area. Zig zag to the right and left and drive up the steep E slope (being careful not to drive so far that you fall into a pit). You hear the chimes of SECRET #11, so dismount and pick up the uzi ammo, the shotgun ammo and the desert eagle ammo. Get back on the quad bike, throw it into reverse (using the sprint key) and back down the slope. The area S along the tracks is for later, so drive back W up the ramp (noting for later the detonator device in front of the red wall N). You'll see a climbable wall and a monkey swing in this passage, which is what Luke would have been obliged to use had he arrived from Zoology Lab on foot, via the anti-gravity pad.
When you reach the central cave, dismount and head toward the lava trench on the S side. Take a running jump SE over the lava and go over to the right side of the steep slope. Take a few standing jumps to reach a ledge where you can pull up. Go to the E side of the ledge for some shotgun ammo, cross the metal bridge to find a covered switch for later, then return to where you pulled up. Line up with the horizontal bar, at the apex of the triangular rock jutting out from the ledge, and hop back three times. Take a sprint jump to the bar and swing around to release. You should land on a ledge at the N wall. Turn right and pull up to a higher ledge. Run forward and drop down at the other end to find yourself at the entrance of a cave. Make your way around until you're standing on a ledge overlooking the central cave (you may even be able to see the quad bike down below). Take a running jump W and pull up onto the ledge on the other side. There's a closed wooden gate to your left.
Turn to your right and grab the crack in the wall. Shimmy to your right and around two corners until you're able to pull up into a crawl space. Crawl forward until you're able to stand up next to a slope. Standing at the N end of the slope, turn around and slide down backwards. Grab the edge, then release and grab the crack in the wall immediately below. Shimmy to your right until you're over a breaktile, then release and turn about 120 degrees to your left immediately upon landing. Take a standing jump to grab the ladder in the N wall. If you're too late and fall down with the breaktile, no real harm done. Either climb down the ladder or simply walk over to pick up the nearby flares.
Jump past the flame blower into the SW alcove. Save your game in front of the timed wall switch. When you pull it a drill starts descending in the pit, an explosion ensues and you're engulfed in frames if you haven't gotten out of there by then. Pull the switch and sprint down the passage to your left until you're stopped by a wall marked "no entry." When things are quiet again, turn around and walk back along the passage. A hole has been blasted in the floor just beyond the switch. Drop down so that you slide down the slope backwards, grab the edge, pull up and backflip to a stable surface. Pull up onto the column next to you. Stand at the SE corner, facing S, and take a standing jump to grab the ceiling. Monkey swing to the opening, release and grab the edge, and pull up to the entrance of a squishy block room.
The easiest way to get past the squishy blocks is by taking a precisely timed running jump between them. Locate the W opening just beyond them and slide down into a lower room that's mercifully free of lava. Go to the N end, drop down into the hole and crawl ahead and left to pull up into a new room. Press the button SE to raise the cover protecting the switch you saw earlier. As described by the builder, this room is essentially a giant metal stairway, so use the ramps to ascend in a counterclockwise direction. Look for openings in the wall on your wall up. You'll find the first one in the N wall near the NE corner. Hop inside and follow to a room with a wall ladder. Climb to the top and transfer Luke to the monkey bars (pressing the walk and jump keys together) Monkey swing along the track until you reach the end, then release and grab the edge of a ledge. Pull up and safety drop down the other side. Pick up the DETONATOR KEY and go around NE to pull up onto a ledge. Grab the nearby shotgun ammo and drop down on the E side of the ledge.
Return through the SE opening and jump back to the ramp. Continue spiraling upward, ignoring several wall openings along the way and jumping gaps as necessary, until you reach the E opening near the very top. You can see a closed wooden gate in the distance. Hop inside this opening and make your way up to the wall switch. Pull it down to open the wooden gate, and enter to find yourself back in the central cave, with the quad bike parked nearby. Either use the quad bike to negotiate the ramp in the E opening, or practice your new moves on foot by using the climbable wall and monkey bars in the passage. On the other side, stand in front of the detonator and use the Detonator Key to lower the wall ahead.
You can see a lava room ahead, and a breaktile just beyond the opening. You need to run onto the breaktile with a sharp left turn and take a running jump to the crack in the W wall. When you've done that successfully (you should surely save your game here before making the attempt), shimmy to your right, timing your way past three intermittent flame blowers (it might also be a good idea to save your game after passing each one) until you reach another breaktile in the corner. Release, reverse roll and take a running jump to grab the ladder in the E wall. Climb up and enter the crawl space. Crawl forward, turn to your left and lower Luke over the edge. Release to drop onto a ledge. Locate the hole in the NW corner and drop down into it. Pick up the small medipack and desert eagle ammo in the cramped area below, then pull out of the hole. There's another hole near the NE corner. Drop down into it and slide down E into a room with what appears to be a central wooden floor.
Your task here is timed. As soon as you land, you activate a bank of spiraling spikes that descend from the ceiling. Quickly locate and pull down the four wall switches in this room to open the trap doors in the center of the floor. Drop down onto a slope. If you wind up sliding backwards, all well and good. Simply grab the edge at the bottom, pull up and take a rolling back flip to the facing slope. If you slide down facing forward, simply jump off to the facing slope. Slide down, grab the edge and shimmy left and around the corner until you're able to pull up onto a high ledge. To reach the floor without taking any damage, go to the other side of the ledge (past the eye-catching grappling hook tile) and take a running jump NW to the N slope. Slide back, grab the edge and shimmy to your left until you're over the crack. Release, grab the crack, and release again to land on a slope that brings you safely to the floor.
Locate an opening high up in the S wall and pull up into it. Continue forward, pull up ahead and then pull up to your left into a small room. Search the shelves in the E wall for some ROPE, then pull down the ceiling trap door in the SW corner. Pull up S into an upper room. Shoot the crate up in the SE corner to release an alien creature that will poison you in these close quarters if you allow it to get too close. Use a medipack if necessary after killing it, then pull up into the crawl space where the crate sat for the CROWBAR. Go back down through the previous room and hop down into the pit. Go to the NW ramp and take a sprint jump over the lava to the block on the other side. Pull up and run forward. Locate the ladder in the W wall, ignoring the openings on either side for the moment, and climb up into an upper passage. Run foward and into the passage to your right. Keep looping around and climb up onto the metallic block. Face the BROKEN HOOK on the end of the shaft and use the crowbar to pry it off.
Hop down and vault up onto the platform in the NW corner. Face E, standing back in the corner, and take a running jump to grab the horizontal shaft. Swing around and release to grab the crack in the E wall. Shimmy to your left and around the corner, then pull up into the crawl space for SECRET #12. Crawl forward and pick up uzi ammo, desert eagle ammo and shotgun ammo. Crawl back out, exit this room and climb down the ladder into the pit. Take a sprint jump E back across the lava, pull up and run around to the SE side of the brick structure. Look down to see a deep trench. Slide down to a level surface, turn around, hop back and grab the edge. Shimmy to your right and around the corner, and attempt to pull up into the crawl space. The builder's intent was to allow the player to follow the crawl space to a large medipack, but Luke refused to pull inside when I tried it. When I brought this to the builder's attention, he also was unable to access the crawl space. If anyone should manage to conquer this little glitch, please let either of us know. After this futile exercise, exit the trench by climbing the ladder in the N wall. Use the ladder jump (this is a little tricky, because you have to use the up arrow at the peak of the jump before Luke will grab the upper portion of the wall) to clear the gap and pull up at the top.
Make a U-turn to your left and pull up into the opening in the S wall. Step forward, pull up ahead and then up to your left as you did earlier. Turn right in the next room and pull up onto the block in the SW corner. Pull up even further N through the trap door you opened earlier. Lower Luke through the crawl space in the N wall. Turn around, side step to your right and hop into the opening and stoop down for some shotgun ammo. It's pretty hard to get out, but if you crawl back to the corner where you hopped in, Luke should barely be able to stand up in the cramped space. Hop down and walk out to the N opening. Take a jump slightly NW to return to a familiar ledge. Walk forward and stand on the edge of the grappling hook tile mentioned earlier, facing W, and combine the Broken Hook and the Rope to form the GRAPPLING HOOK. Hit the control key and Luke will toss it forward (he's a southpaw) to lower a rope from the ceilling ahead. Take a running jump and grab the rope. Swing forward and release to land on the W ledge. Step forward and take the SCION from the pedestal.
Immediately, chunks fall from the ceiling onto your head as two harpies are alerted. After they're dead, locate some shotgun ammo hidden from sight near the W wall, then safety drop from the S ledge onto a slope below. Ignore the nearby opening for the moment and go across to pull up into the opening in the N wall (standing near the right side of the opening and using only the action and up arrow keys). A teeth door activates as you pull up, so make your way past it into a bare, nondescript room. Hop up into the W alcove and pull down the wall switch. When you turn around you find that the terrain below has changed. Stand facing NE and take a running jump (using a left midair curve if necessary) to land on a platform with a golden pool. Step into the pool and use the Scion there to "charge" it in the same manner as you would fill a water skin.
Jump back to the alcove and pull the switch back up. All is as it was before. Hop down, exit this room past the teeth doors and drop down to the room below. Cross over and this time enter the S opening. Turn right and locate the scales in the corner. Empty the contents of the Charged Scion onto the scales. Immediately a stream of sand starts filling the room, causing you to rise. While you're enjoying the ride, draw weapons and deal with the alient mutant and harpy that come down to join you. When the sand stops flowing, exit via the SW opening and press the wall button to open the door to your left. You find yourself back in the central cave. Head S, locate and pick up some uzi ammo if you didn't stumble across it earlier. If by chance you didn't leave the quad bike in this area when you last used it (I didn't), go over to the opening near the middle of the E wall. Take an angled standing jump to grab the S wall, climb up and transfer Luke to the monkey swing by pressing the walk and jump keys together. Monkey swing E over the steep slope and release to slide down near the quad bike.
Mount the quad bike and drive it back W over the steep slope into the central cave. Turn right and drive carefully into the glass-paneled alley from which you just exited (via the sand pit). Take an immediate right through the opening and drive E up the rocky slope into a higher area. Continue up and turn left to ride down the slope into a more open area. This next bit is quite tricky, so you might want to save your game here. As soon as you enter this open area, you want to maneuver the quad bike onto an upper ledge that carries you into the secret area. It's tough to get on this ledge, and you can only do it from this near corner, so keep at it until you succeed. Then drive the quad bike along the ledge and turn left as you near the E wall. There's another steep slope dead ahead. Drive up its right side and mount the crest for SECRET #13. There are spike pits and other hazards down there, so drive carefully and dismount as soon as you can park on a relatively flat and open spot.
Wipe your brow and pick up the nearby uzi ammo, then hop over the spike pit and slide down N for a small medipack. Slide down even further and follow the alley S to an opening that overlooks the room you explored earlier. Jump to the ledge for some desert eagle ammo, then discover to your delight that you can walk on an invisible ceiling to the grenade gun ammo in the SE corner. Go back down the alley and up the ramp S. Use the ladder to get back to the quad bike. Drive it carefully back up the hill, through the previous area and back to the central cave. Dismount and vault up into the W tunnel next to the glass-panel opening. Walk out to the opening that overlooks the metal stair structure. Jump across to the structure and go down, jumping gaps as necessary, until you reach the opening in the W wall near the NW corner. Jump into it and light a flare if necessary to negotiate the blocks in the darkness. When you get down to the golden trench at the bottom, wade into it and recharge the Scion.
Go back out and jump to the metal stair structure. Jump E across the gap and turn left to jump into the opening in the N wall. Turn right in front of the lava pit and empty the Charged Scion into the scales in the corner. Step out onto the edge of the golden tile that has appeared at the edge of the lava pit, then take a sprint jump across the lava pit and grab the edge on the other side. Pull up and enter the NE opening. Pull up left and jump to the S ladder. Climb up, transfer Luke to the overhead monkey bars and continue until you can release onto a metallic walkway. Pry the BROKEN HOOK off the N wall and safety drop to the floor if you don't mind the loss of some health. Otherwise, take the long way down. Go back to the lava pit and use the golden monkey bars to get to the other side (you don't have room for a sprint jump here).
Return to the metal stair structure and go back W to recharge your Scion one more time. (Don't try to jump toward the W opening from above and glide down into it. You won't make it. Take the time to go down the metal stairs so you can jump up into the opening.) Return and go up the metal stairs to the very top of the structure. Jump into the W opening near the SW corner and go down to locate a set of scales in the corner. Empty your Charged Scion into the bowl and you hear the sound of the door behind you opening. Turn around and enter a huge golden room. Hop down to your right, follow the ledge and jump across E for some desert eagle ammo. Continue around the room along the ledge and pull up into the E opening.
Hop down into a small opening and look longingly at the inaccessible medipack. Go around to the NW corner, stand with your back to the slope and take a back flip to the slope. Jump off and grab the facing block. Pull up and step forward to the wall switch. Pull it down to open a set of double doors. On the way out you learn that the medipack isn't so inaccessible after all. Approach the ledge on the N side. From there you have room to pull up into the crawl space so you can get that small medipack. Reverse crawl to the N edge so you can back out again. Return to the ledge surrounding the huge room and jump across to the W side. Exit the way you came in and return to the metal stair structure. Go all the way down to the floor and locate some desert eagle ammo near a wall if you didn't find it earlier. Then drop down into the shallow hole at the S wall and crawl through to the huge golden room.
Vault up into the room and run S toward the open double doors to your right. As you enter you awaken a giant golden cat that acts suspiciously like a bull. Take advantage of its traits by enticing it to ram each of the four cat-head tiles you see spaced symmetrically about the room. When all four have been shattered without Luke being pulverized in the process, the door in the S wall opens. Go there and pull up onto the nearby block in the next room for some shotgun ammo. Look W and you can see a convenient pen for the giant golden cat. Hop down when the coast is reasonably clear and pull down the wall switch to open the gate. Go inside and grab some desert eagle ammo in the NE alcove if you dare. Dash outside while the cat is otherwise occupied inside and push up the wall switch to trap it there.
Now you can perform your tasks in this area without undue distraction. Go to the E wall and stand on the left side of the block beneath a low ceiling. Stand near the right corner, where you have more room, and pull up into the cramped space. Crawl forward to the other side and lower Luke over the edge. Pick up the ROPE in the hole, turn around and pull out S. Hop or slide down and go back to the N opening. On the far side of the pillar away from the cat pen is a crack you can reach by standing in the corner and pressing the action and up arrow keys. From there, use a ledge jump (down and left arrow keys) to reach the top of the pillar. Note the familiar grappling hook tile. Stand at its edge, facing S, and combine the Rope and the Broken Hook. Hit the action key to make Luke toss the GRAPPLING HOOK toward the center of the room. A rope drops down from the ceiling, so take a running jump to it, turn slightly left and swing forward to jump off to the shorter central pillar.
Take a running jump and grab to the taller pillar S and pull up. Step out E and jump up to grab the monkey bars. Monkey swing along the track until you reach the E end, then transfer Luke to the facing ladder (right and down arrow keys). Climb up a short distance and transfer Luke back to the monkey bars (walk and jump keys). Swing forward and release to grab the edge of the slope. Pull up and slide down to pick up the first FUSE. The trap door opens to drop you down to some tracks in a dark pit, where a menacing dog roams. Kill it, then another rises to take its place. Repeat this exercise twice, then pull up into the space to the left of the N ladder for some uzi ammo. Crawl back out and climb the ladder. Pretend that the opening above is a crawl space, and access it by dropping once Luke reaches the top, then grabbing immediately and using the crouch key to pull inside before Luke's feet have a chance to get "set."
Don't attempt to lower Luke into the hole ahead, as the fall will kill him. Instead, crawl forward and use the crawl space jump (action and down arrow key, followed by the walk key) to clear the gap and grab the far side. Pull up and slide down to the again-activated squishy blocks. Don't concern yourself with them this time. Instead, drop down W to slide into the room where you engaged the giant golden cat earlier. Go through the open S double doors and head back to the SE corner. Pull up onto the shorter striped pillar and take a rolling back flip (notwithstanding the builder's instructions, only by using the end key did this work for me) and grab the horizontal bar. Turn around to face S by pressing the down arrow, then shimmy to your left until your shoulder is against the wall of the facing slope. Don't try to shimmy too far, or Luke will lose his grip and drop to the ground. Use the up arrow to swing around, then release and use a midair curve to the left to bring Luke down onto a corner flat spot for SECRET #14.
Pick up the large medipack, the uzi ammo and the shotgun ammo, then hop down and jump once more from the striped slope to the horizontal bar. This time shimmy to the left until you're facing the ladder in the N wall (use the look key to make sure you're lined up properly), then swing forward and release to grab the wall. Climb up a bit, then shift left around four corners and climb up to a gap in the wall. You can see some uzi ammo ahead, but Luke refuses once again to pull up into the crawl space in the conventional manner. However, if you press the walk and down arrow keys together, Luke will squeeze into the space for his prize. Crawl back out, then use the ladder jump (jump and down arrow keys, remembering to use the up arrow key at the apex of the jump) to grab the upper portion of the wall. Take a back flip into the passage behind you. Turn around and run S down the passage. A boulder drops down and gives chase, so jump across the gap at the end and grab the crack. Wait a split second until the boulder is about halfway down the passage, then use the ledge jump (down and right or left arrow key) to get Luke out of its way as the boulder drops into the hole. Shimmy left around the corner and pull up into the crawl space.
Drop down the other side and jump up S. Climb the ladder in the corner to a higher ledge and hop or climb down the other side. Engage two dogs at close quarters, being mindful of the nearby lava. Take a standing jump W over the lava and be prepared to do battle with two more dogs and an alien mutant. Pick up the uzi ammo and continue W, hopping over more lava, to find some desert eagle ammo in the SW alcove. Walk slowly N and activate a squishy block. Time a jump past it and go N to find a wall switch. Pull it down to lower a trap door in the floor behind you. Drop down into the opening and step forward to pick up the second FUSE.
Drop down onto the slope below and slide to the floor of the cave where the giant golden cat remains penned. Exit through the N double doors, drop down into the shallow hole against the N wall and crawl back to the room with the metal stair structure. Spiral your way up the ramp and hop into the E opening near the top to return to the central cave. Go S and take a running jump SW over the lava. Take standing jumps up the right side of the rock face as you did earlier and pull up to reach the metal bridge. Run across it into a small room where the glass cover has risen to expose a wall button. Press it to open a wooden gate elsewhere. Go back out and take a sprint jump to the horizontal bar, starting at the apex of that triangular rock ledge. Swing around and release to land on the block against the N wall (a midair swerve to the right may be helpful). Pull up to your right and run down the alley. Drop down at the other end and enter the tunnel in the N wall.
Go around to your left, and you can see the wooden gate you just opened. Take a running jump across the gap and pull up on the other side. Enter the opening to your left and pick up the third FUSE. Turn around in these cramped quarters and locate the overhead crawl space. Jump up to grab it and pull inside for SECRET #15. Crawl forward and pick up the uzi ammo, the desert eagle ammo and the shotgun ammo. Go back out and safety drop to the floor of the central cave. Get on the quad bike and drive it E into the opening and over the slope to the adjoining room. Dismount and run S along the tracks into a room you haven't yet visited. Pick up the flares, then head W into a small room with three receptacles on the N wall. Insert your fuses here to activate one of the nearby HOVERBOARDS. Stand where indicated and press the action key to mount the hoverboard and end the level.
LEVEL 7 - The Journey
Before embarking on this level, study the builder's instructions for using the hoverboard (and by all means, make use of the handy training area):
How Level 7 Works:
In level 7 you are constantly moving forward. You do not need to use the forward key in this level, except for slowing down with the walk key.
An optional training area is available at the start to adjust to the controls.
Tap (do not hold) walk + forward to slow yourself down, but while doing so you cannot do anything except turn. You will stop at ledges, but do not stop before a pit that you must jump over. Tap forward to return to normal speed.
Press roll to turn around. It can be done while moving at normal speed, or when at a standstill.
If you hit walls (dead-on), sloped ceilings, or sloped floors on which you slide backwards, it is game over.
To get access to scattered pickups, you must slide forward down a slope to come to a stop so you can pick up the item. Picking up the item starts moving you forward again.
If you slide to a stop without any pickups present, press forward to start moving again.
Turning, rolling, crouching, sprinting, jumping, and sprint jumping are the same as before, but you cannot grab during jumps, and you cannot turn while crouching.
When approaching ledges at your height or at your hips, hold action to vault onto it.
When you've become somewhat accustomed to the unfamiliar moves on the hoverboard, move out of the training area and begin your quest. The outline that follows is the builder's suggested route. You're likely to die and have to reload many times as you make your way through this level, so if the looping background music begins to get on your nerves after a time, just rename or delete 043.wav in your audio folder.
You leave the training area via a passage marked level start. There's a glass floor protecting you from a lava pit in the next area. Turn left and jump into the middle opening, then make several jumps in succession (one across a fairly wide gap) until you slide down a slope for a small medipack. Continue E, making your way to the right, and jump two wall ledges before going up a slope against the S wall. You have to take a sprint jump to reach the next slope E, then slide down for some uzi ammo. Resume your forward progress E and jump the two blocks ahead. Jump over the lava to a large landing area and note three crawl spaces ahead. Crouch down under the one straight ahead that's on the right (although you could also use the one to the far left if you wanted to expend the necessary energy getting there), and when you emerge swerve immediately to the left so you go down the central slope to a small medipack.
When you pick it up, Luke moves forward and drops down to the glass floor. Jump over the slope ahead and slide down the other side for some uzi ammo. Luke may decide just to keep moving here, in which case just forget about the ammo. The triangular formation to the right is not important. Just angle over to your right when you've passed it and follow the rock ledge around to the left and into the NE opening. This would be an excellent place to slow down by tapping the walk and up arrow keys. Navigate the turns along the passage until you emerge in a new, lighter area. Follow the taller passage W, and make two right turns so you're headed back E. Resume normal speed when you've cleared the sand heap, so you can make a sharp jump up the the wall to your right and continue a U-turn (you can use the ramp to your right to pause and catch your breath) so you're going W along an alley.
Take another sharp jump up to your right to gain the higher ledge, then go through an opening. Don't turn left here, but rather jump straight ahead to the darker wall W. Continue forward and jump to the top of the pillar ahead, then make an immediate jump to the next pillar W, then make a sharp left turn and jump to the next column S. Continue through the opening in the S wall, slow down and make the turns through the passage. When you emerge you'll slide down to a small medipack. Continue W up the ramp, jump the block and take an immediate right, and you'll soon reach an intersection. Turn left into the opening and you'll ride down a slope toward a grouping of stone formations. Jump straight W onto on a lower ramp and follow it around to your right. When you reach the end, jump S across the gap to the facing wall. Take a sharp right and follow this wall W. Don't attempt to reach the opening you see across the way in the S wall. Instead, crouch as you approach the low ceiling and squeeze though the small space. On the other side, take a sprint jump across the wide gap to the darker passage W.
Follow the ledge around to the left and slide down for some shotgun ammo. Continue forward and to the left, and take a sprint jump across the gap. Turn right and make a tight horseshoe turn to your right and turn left to follow a ramp. Make a tight hairpin turn to the left to jump a gap up to a higher ledge, then make a quick turn to the left to enter a rocky area. Turn right and navigate between two pyamid-like formations and jump to the slope on your right so you'll slide down to a stop where you can pick up the desert eagle ammo. As you move forward, swerve to your right and duck down into the crawl space. Turn left, follow the path and turn right at the W wall. Duck down into the second crawl space, turn right just past it to a third crawl space, turn left past it and follow the ledge underneath a fourth crawl space and finally turn left to slide down a long slope N (avoid allowing Luke to slide left into the wall, where he'll find himself stuck) into a pool of water.
Watch Luke being carried topsy turvy through the channel, and when you reach the end, jump the two blocks, then jump a gap onto a red surface. Swerve to the left and go down a ramp. Follow the ledge around to the right, where you see a series of blue arrows. Run dead center into the arrows, and when Luke vaults forward hit the action key so that Luke grabs the end of the pole jutting out toward him. Luke will be catapulted upward, and be prepared to make an immediate right turn when you land. Jump the short gap ahead and turn right to head down a ramp. You can hover along an invisible glass floor here, so turn right and head E toward the flame blower. Turn left just in front of the flames, then take an immediate right into the passage and follow the ledge to a slope that brings you down in front of some shotgun ammo.
While picking up the ammo, press the left arrow key so you'll be facing the right direction when you fall off the ledge. Take a sharp turn to the left immediately upon landing and note three sets of blue arrows ahead. Use either the middle set or the set on your far left, and jump to the pole as you did earlier. You'll need to adjust your trajectory in midair to land on one of the paths leading southward. If you're fortunate enough to land on the far left path, you'll be able to navigate it and slide down a short slope for some desert eagle ammo. Spikes are spiraling downward ahead, however, so quickly move forward past them and jump the gap to the middle path. Slow down here and save your game. You need to navigate your way down a steep spiraling ramp, and at the bottom run into a set of blue arrows. You'll jump toward a long pole, so grab it and save your game again. Slide down to where Luke's head is about level with the place where the wall ahead juts inward, then jump off (Luke automatically turns around in midair) and follow the path around to the left until you come to a stop in front of a large medipack.
Resume your trek up the ramp and jump the two gaps ahead, swerving slightly to the right in midair after the second jump so you'll land on a ramp that brings you down to some desert eagle ammo. You're at the crest of a steep slope, but there's a secure glass floor down below, so you don't have to jump. In fact, you can't jump, and you'll probably find yourself stuck in front of the facing slope. Just hit the roll key to get Luke moving again, and head S toward the great pyramid. Go around the pyramid to your left and you can see a pick on a flat slab. Go past it a bit, hit the roll key to turn in your tracks, and go past the slab again. Jump up into the track to your left (I found it easiest to make the jump when I was right at its edge) and make two quick left turns in succession to slide down to the shotgun ammo.
When you drop down to the glass floor, turn right and jump over the S connecting bridge. Continue clockwise around the pyramid and you'll come to another connecting bridge as you're headed W. You may want to save as you're approaching it, as this next sequence is difficult to accomplish in one attempt. Jump up onto the bridge and jump again, slightly to your right, to land on the track along the base of the pyramid. Follow to a hole where you'll drop down into a tunnel. Turn right and watch out for the flame blowers ahead. Avoid them by jumping over the first one and ducking under the second. Jump into the opening ahead and take a quick left to exit the pyramid.
Take an immediate right and then hop up to your right to a higher slope ringing the pyramid. Jump to make the right turn at the corner and you'll see the familiar set of blue arrows ahead. This is a difficult jump. If you don't make it, you'll slide down the base of the pyramid and come to a stop on the glass floor. If this happens to you, just go back a short distance, jump up and try again. However, the builder has suggested a much easier alternative to taking jumps at this and later corners. As you approach the bend to the right, simply take a sharp right and allow Luke to vault up onto the next slope. Run head-on into the blue arrows and grab the pole on the other side. Climb up the pole until you're level with the bridge, then turn so that Luke's back is to the pyramid. Back flip onto the bridge, hit the roll key to turn Luke around, and follow the bridge to a ledge in the N wall. Turn right, jump the gap, and continue following the ledge in a clockwise direction. Duck under the crawl space in the E wall, and take a sprint jump over the wide gap to the bridge.
Take an immediate right onto the bridge and follow to the pyramid. Jump left onto the slope and make another one of those difficult right turn jumps at the corner (or use the builder's easier method described above). Jump another gap, and when you reach the next bridge make a sharp left. Follow the bridge to the S wall and turn right onto the ledge. Run into the set of blue arrows and be prepared to grab the end of the pole. Luke will be catapulted up into a tunnel, so turn right when you get there, followed by another quick right. Then make two quick left turns and jump the pit right after the second one. Take a right and drop down into a lower area. You can see the now-familiar blue arrows ahead and to your right. Swerve around, jump the block and run head-on into the arrows. Grab the pole beyond and climb up until you reach a sloped outcropping to your right. Turn so that Luke's back is to this slope, then back flip onto it and you'll slide down to a large medipack.
Pick it up, then slide down and loop around to your right so that you're headed for the blue arrows once again. This time, when you grab the pole, slide all the way to the bottom. Release and immediately hit the roll key so that Luke faces W, then follow the narrow ledge to its end. Drop down onto a bridge, turn right and follow the bridge into the pyramid to end the level.
LEVEL 8: Eternal Life
After watching the extended cut scene, during which Luke awakens a winged female mutant named Sophia Leigh, followed by an extended colloquy between Sophia and Lara, turn away from Sophia's withering fire and begin preparations for your tasks in this concluding level of the series. There are three sets of scales scattered throughout this area that you may have seen in the cut scene. Since you're still carrying the Scion, your job is to charge it three times and empty its contents into the three sets of scales. Easier said than done.
The nearby small pyramid offers some shelter, but only for a short period of time. When Sophia appears to be pausing for a reload, run to the N ledge and take a sprint jump across the gap. Pull up and run to the golden pool. When you step into it to recharge your Scion, an undead dog attacks. Kill it, then jump back across. I found it necessary to use a curved sprint jump here, from the edge of the golden pool at the SE side. However, the builder suggests using the triangular ledge near the middle of this area, at the other end of the pool, as it does not require a sprint jump. Continue to the S ledge next to the wall and take a sprint jump to the other side. Pull up and kill two more undead dogs. You're safe from Sophia's bolts here if you stay behind the mound near a supine Luke. The first set of scales is also nearby, so empty your Charged Scion into it. A harpy is attracted when you do that, so kill it as well.
Make the same jumps you did earlier and recharge the Scion. Jump back to where Sophia awaits and hop up onto the smaller block near the W wall, the one with a triangular surface. Take a curved running jump to the perch against the W wall. Step up to the highest point and jump up to grab the monkey bars. Monkey swing E to the end, making sure not to miss that dogleg to your left at the beginning (Sophia won't fire at you during this time), release and grab the ledge, shimmy to the right around the corner and pull up on the right side of the ledge. Take a running jump N and grab the jutting ledge. You can see a second set of scales above you and to the left as you pull up.
Go through the crawl space ahead and use the crawl space jump at the far edge (press the action and down arrow keys to make Lara move forward, then press the walk key as well). Grab the facing ledge and pull up. Turn right. The surface slightly SE that looks like spilled guts or yesterday's spaghetti is climbable, so jump to it. Climb up, shift left and climb to the top. Transfer Lara to the monkey bars (pressing the walk and jump keys together) and monkey swing over to the second set of scales in the NW corner. Release to drop down in front of the scales, and empty the contents of your Charged Scion into it. You don't have much maneuvering room here, so walk, don't run.
A harpy is attracted, and it makes sense to safety drop to the beginning area before attempting to engage it. After the harpy is dead, go back and charge your Scion again. There's just one more set of scales to locate. Repeat your moves to the monkey bars as you did two paragraphs back, and pull up onto the same ledge. This time, turn around to face S. Take a standing jump over the slope, jump off the other side and grab the jutting ledge, pull up and locate a spaghetti-guts ladder ahead and to your left. Jump to it, then climb up and use the ladder jump (pressing the jump key and the down arrow) to gain the section above the gap. Shift to the right and around the corner, and pull up. Hop over the outcropping of rock and turn left. Take a standing jump SW into the alcove, then turn right and pull up onto the higher ledge. You're now facing the third set of scales W.
Don't try to monkey swing to the scales from here. Instead, run W along the ledge, crouch down at the end and lower Lara down the other side. Release to land on a ledge with more monkey bars overhead. Use these to monkey swing S to the end. A fixed camera angle on the way shows you what you need to do next. Press the right and down arrow keys to transfer Lara to the facing ladder. Climb up and pull up into the crawlspace. Crawl forward until Lara stands up, sidestep around so that you're facing W, and use the Charged Scion. A cut scene provides an illusory clue. Crawl back S and lower Lara over the edge. Crawl all the way down the ladder and release. Lara will drop down, bounce off a piece of rock and land safely near the first set of scales.
Jump back to where Sophia waits. She's no longer in her element, so she can now be killed in the same manner as any demigod. Two more undead dogs have shown up to protect her, so kill them one and all. Go to where Sophia fell and pick up the SCION. The area to the S has now turned to plain igneous rock as well, so sprint jump back over there. Pull up and walk toward Luke. He's brought magically to life via a trio of spinning Scions, so step forward and pick up some leftover remnants in front of the first set of scales to trigger the ending credits.