TR3 - BASE STATION by FERNANDO PEREZ MONTES (PEMON)

WALKTHROUGH BY HENK ELAND

 

You start this level behind a truck. Walk around the truck and notice the shotgun shells on the ground. Don't pick them up yet. First walk a few steps further and kill the two vultures (1,2) which are attacking you. After you have shoot them, pick up the shotgun shells (1) and a small Medi pack (2). Now walk towards the building and notice the green quad bike on your left side. Walk towards the great gate on the left side of the building. Examine the wall and look for a small opening near the gate.  Crawl into it and watch out for the laser sweeper. When the sweeper goes to the other direction crawl to the opposite safe site. Let the laser sweeper get past and time you next crawl to the exit. When you have reached the exit, the gate will open and you can get out! But as soon as you stand up, the gate will close and you are closed in. Draw your weapons. Just around the there is a guard and a dog. Shoot the dog (3) and the guard (4). Pickup the card (3).  Walk to the next corner and shoot another guard (5) who is firing at you from a 'save' distance. examine the place. Notice that you need to have a card to open the door at the building on your right side. Insert the card in the card reader. The door will open. Draw you weapons and shoot the guard (6). Go into the control room and examine it. Before you leave press the button to open the gate. Now you can get you green quad bike. Get your quad bike and park it before the other door. Step off  and push the button. The door will open. Draw your weapons again and shoot the dog (6) and the guard (7).  From above you can also shoot the guard (8) on the floor. When you walk away from the door it will close behind you.  At the end of the stairs pickup some flares (4).  Examine the work floor. Notice a key which will open something but you need to find something first. A the corner you will see some MI-12 blocks. Some are moveable and some are not. Walk to the wall (near the spinning machine and the spotlight and pull the moveable block out of the corner. Now walk around the MI-12 blocks to the block which is nearest to the other wall. Pull it once and then pull it one more time away from the wall. Now go around this block again and pull the next block right in the corner. If you are looking to your right you will see at passage. Shoot the boarded-up window. Enter the passage. Then go right up the stairs...but wait! don't go up to high. At about one third of the stairs make a roll and get down the stairs as quick as you can, because a boulder is coming down the stairs! After that get up the stairs again. At the top pickup a small Medi pack (5).  Now turn around and get back down the stairs. At one moment you will see an opening in the ceiling. Climb up and pull yourself up. And the end flip the switch. Go back to the top of the stairs and notice that the door is open.  Jump and grab the ceiling. Your goal is to get across the main factory hall to the other opposite corner  (near by the left vent). In the corner there's is a passage. Push the switch. The vent on the left side will stop turning. Grab the ceiling again and move towards the fan. Go right and pickup the blue key. Turn around and shoot the boarded-up window by the stopped fan. Turn around and let Lara Hang out of the opening. Then let lose. So you will lose nothing or less energy. Now go to the switch and put the blue key in it. A fan on the ground in the main factory hall will stop turning around. Now follow the same passage as you did the first time to get to the great factory hall. Climb down the ladder and explore the factory hall. Then shoot the boarded-up window at the front of the now stopped spinning fan. Enter the passage behind the fan. Follow it. At the end of the passage shoot the boarded-up window behind the fan. Exit the passage and look around. Go left and pickup a small Medi pack (6). Press the key at the wall. It will bring light in the room. Kill the three rats (9,10,11) and the guard (12) which is running towards you. Walk to the body of the guard and pickup a blue key (7).  Explore and notice that the key lock at the end on the right side of the closed door needs a yellow key. Jump on the MI-12 blocks and walk towards the corner. You will fall down to the floor and there is another key lock which need a blue key! Insert your blue key. Get out and go back to the fan. Notice the opening in the floor. Get some air and dive into the water! Swim around and pickup the card (8) Swim back and surface. Get out and use the card into the card key lock. The door opens and follow now the passage. Stand still at the water opening. In this case you need to go exactly the right way and no waiting because then you don't have enough air. Dive into the water and continue swimming. Go two times left. Then just before the end go left and right. At the end go left and pickup the yellow key (9). Now go back right, left, right.  Then two times right and surface. Pull yourself up and go downstairs again. Go right and walk to the closed door with the key lock on the right. Insert the yellow key and the closed door will open. Head up the stairs. Continue. At the end a white door will open. Enter a control room.  Before entering draw your weapons. Shoot the bad guy (13) and two guards (14,15).  pickup a small Medi Pack (10). After you have examine this room go to the next control room.  Shoot another two guards (16,17). Now look to the upper right and left corner and notice the gun turrets. Explore the main room but don't shoot at the gun turrets. You will never survive it! And you will never win also! Follow the path and press the switch in the hallway. Go outside. Look at the Antennas. Examine the area. Notice a button on the little receiver. Push it. A gate will fall down. Now you can climb on to the higher ledge. Go the MI-12 blocks and climb up. I am too late! It is a timer! Go back to the button. Watch out for the cobra! Shoot the Cobra (18), we don't have time for that.  Now do it all over again. But this time jump on the first MI-12 block. Jump on the second or pull up and then jump on the ledge. Phew! we have made it! Follow the ledge around. At the end pickup the flares (11). Jump to the other ledge and continue. Pickup the shotgun (12). After you have pickup the shotgun jump to the lower ledge and turn around. There is switch you can press. It will open the closed door. But it also release a couple of guards. Jump down and shoot 4 guards (19,20,21,22) After that enter the passage. In the room there are two Thames Warf Machines. Your goal is to move the two moveable MI-12 blocks out of the passage and get the items which are lying there. Now jump to the back of the room and study the routing of the two Thames Warf Machines. When you have time pull one of the moveable blocks out. Then jump on the blocks again and wait for the right moment to pull out the other one. Now pull to left one another time. Now you have got the last row free to move. Pickup the card (13). [WRONG. NO CARD]  If we are doing it right we can locked this machine up in the room where we just pickup the card. When all is clear, push the moveable block towards the non moveable MI-12 block at the wall. Jump on it and wait for the machines to go in to passage where you have found the card. Now jump off the block and push it towards the other moveable block. When you have done it correctly both machines are locked in. Now push the moveable yet another time, to get the entrance free. Now we push the other moveable block one more time back. When the moveable block is in the same line as the other blocks, jump on it and look at the routings of the machines. When one is turning around in the entrance where  you have found the card and the other one is on the right side of the moveable block, push it once again.  You have some free space to get the shotgun shells on your left side, without to change of being electrified. Jump on the block and make a jump to the higher ledge. Pull up and pickup the shotgun shells (14). Now we need to move tone of the moveable blocks to the other two MI-12 blocks. We are going to use 1 block, because then we have to worried just about one machine. Pull it three times, so that the machine can escape. Now time it that you can push it once.  Push it one more time, and then push it between the non-moveable blocks. Jump on it and pull the MI-12 blocks three times. This will give you some work space. Jump over it and now you need to get the moveable block in the corner,  so that you can move the other MI-12 block from it's place. Pull it once.  Now jump on it and push it once again. Follow the hidden passage. Crawl. At the end get right. Pull yourself up, but watch out for the laser sweeper. When the sweeper gets away go after it and jump over it when it return. Now duck when the next one comes. Go further.  Duck again and when Lara can't crawl any further stand up and continue walking. Here the Laser sweeper can't hit Lara. Pickup the blue key (15). Now press the button. This will stop a fire.  Turn left and pull yourself up. And the other side let yourself fall. Pickup a large Medi Pack (16). Now jump over the two fires. Go left watch out for those Laser sweeper. Time you run. Go back to the room with the two Thames Warf Machines. Study the way the Thames Warf Machine is driving. When he is going away from you, jump of the block and insert the blue key in the Key Lock. Notice that the big blue Antenna is moving. Now jump on a block again before mister Electric is electrifying you. Head back to outside. Go to the blue antenna and dive into the water. Follow it whole the way down. At the end pickup the blue key (17). Then pull the lever. This will open the gate to escape.  Surface. Now you can go two ways. On either side there is a pillar at one corner. Lara can stand on it and then climb up. One way leads to the beginning of the level. The other way leads to new unexplored terrain. But before we can examine the new unexplored terrain we need the quad bike! So let's get the quad bike!. The best way to do this is when you have surfaced, swim to the left corner of the wall This wall is lightener then the opposite site. Climb out and get down. Run towards your green quad bike and step on.  I guess you already know what to do next. Yep, jump the water pool. Your goal (of course) is to get to the other site. When you have reached to other side save your game. Now get of the quad bike and walk through the opened gate, towards the big crater. When you walk towards the left side you can lower yourself down into the crater. There you can pickup a Uzi machine pistols (17) and some Uzi clips (18). You get up again. Hey, notice a small entrance on your way up. Get in and crawl. Follow the small passage. At the end you can stand up. Pickup some Uzi clips (19).  Climb on the block and pickup the yellow key (20). Go back. Step on your quad bike again and jump over the crater. Then when you have made the jump, watch out for two rolling boulders, which are coming from both  sides.  Continue. You can run over a dog (23) and a guard (24). Then get out your bike again and shoot another two guards (25,26).  Now get to the place where you shot the second guard. Jump on the blocks and examine it. There is a lower path leading to another key. Pickup the blue key (21). Now climb on the block where you shoot the third guard. Pickup the small Medi pack (22).  Ok, now let's get the quad bike again and drive to the fence. Insert the yellow key in the key lock.  The gate will open. Get on the quad bike and follow the hallway. Step of the quad and get into a great storage room. When you are nearly at the back, the guard will attack you. Kill 4 guards (27,28,29,30). Get on the first MI-12 blocks when you insert the room. On top pickup a large Medi pack (23). Examine the guards and pickup some shotguns shells (24). Now get outside. There shoot the dog (31) and two more guards (32,33). Now go to the corner where the first guard appears. Flip the switch. This will open a gate. Go to the opened gate and crawl in. Shoot the boarded-up window. Climb up.  Now you are facing three laser sweepers. Jump over the first one and get into the opening on the right. Shoot the boarded-up window. Insert the blue key in the key lock.  The trapdoor will open.  Get up. Examine the room. Notice that there are three doors which needed fingerprints to get it open. The last door will open when you are near the door. In that small room there's a switch. This switch is a timed switch and will open the last door on your left when you leave the small room. Press the switch and immediately press the zero (0) in the numeric keys, start running, jump and sprint this will give time to go inside the room before it get closed. Now hit the switch again, turn around run and sprint the door in the middle on the same side of the room.  Jump on the block and pickup the card (25). Then press the switch. Turn around, run, sprint to the door on the opposite site. Be sure you stop running behind the closing door. Save your game. Now slide downwards. At the last slope, jump and grab the ceiling. You may need to practice this a little, because it's not easy. Then go to a save spot where you can let lose of the ceiling. Flip the switch and it will open the door to the outside. Now go to the closed gate which only can be opened if you insert a card. Crawl through the opening. As soon as you can stand up, draw your weapons and kill the two cobra's (34,35).  Climb on the block in front of you and pickup the card (26). Draw your weapons again and shoot another appearing cobra (36). Explore the surrounding. Pickup a small Medi Pack (27). Now go back through the crawl space to the truck. Go through the great storage room to your quad bike. Get on it and drive to the gate (by jumping over the crater again). Insert the card in the key lock and the gate will open. Examine the slope... You need to jump with the quad bike. Take a good starting point and jump over. Get out the quad bike and examine the room. Climb over the MI-12 blocks and take a look at the plane...... This will end the level. It was a very good build level, with some difficult and some easy puzzles. Thanks Pemon for this level. Hopefully you will make another one in the future.

 

End of the level.
Pickups: 27
Kills: 36
Secrets: none