Lara Croft: Tomb Raider Infada Power (Demo 2.0)

Level by Raidermatty

Walkthrough by DJ Full

- the last one of Walkthrough Polymerase I project
- the penultimate one before we reach 100% of WTs.
So remember this wonderful thing happened at 3:37 PM (CET), 2 Dec (2010).


GENERAL TIPS:
- prepare for backtracking for at least 45 minutes
- secrets are simply constructed, but open your mind to find them
- you can open some doors with a trigger located in completely different part of the game, so if you take a sheet of paper and note suspicious portals, it can happen you won't need this WT at all.


SHORTCUTS USED:

Moves:
RJ - runjump
JG - jump/grab
RJG - runjump/grab
RJGP - runjump/grab/pull up
JGP - jump/grab/pull up
GP - grab/pull up
SJ - slide/jump
MS - monkey swing
MR - midair roll (or "midroll")
BMR - bounce off sth with a midroll
SD - safety drop

Items:
SM - small medipack
LM - large medipack
NS - normal shells
NA - normal ammo
WA - wideshot ammo
EA - explosive ammo
UC - uzi clips
DEA - Desert Eagle Ammo
NG - normal grenades
SG - super grenades
FG - flash grenades

Flares shortcut (F) is no longer used. Didn't like it.


LEVEL 1: LONDON'S BUILDING


SCAFFOLDING
Pick up a SM from the cupboard in the NE corner and go in the nearby corridor. Press the switch and get outside to face the first Sophia's minion. To minimize damage, sprint towards the platform he's standing on and backflip on it while shooting, then get as close to the enemy as possible. Pick up some normal shells and either MS or RJGP on the other side. Pull up on the upper shelf. SECRET 1: Shatter the wall on your left. Get in the revealed corridor for a LM, some flares and 40 x MP5 NA. Green gems refill your health. If you played TR3 you know them as Save Gems - bump into the one you see in front of you and get back through the corridor on the previous shelf to find (and ignore) another crystal of this kind. Throw a wall switch and the camera gives you an angled view. Also, a trapdoor can be heard open. From the awning, RJ on the SW block and switch to manual targeting (recommended). Pull up through the open trapdoor on the yet higher shelf to kill another guy and grab some UC. SECRET 2: Jump over the S slope, curving left and press Action just before the wall to avoid bouncing off it. Land on a walkable part of the slope, losing some health (that's why you ignored the last gem), for a hidden shotgun. SJ back on the 1st enemy platform and get back on the Save Gem shelf - now you can refill your lifebar. Climb on the 2nd baddie shelf one more time and RJGP on the roof above the 2nd secret. Hop on the upper shelf and switch to auto targeting to kill a gaper. Climb the W ladder, don't pull until you shimmy left as far as you can, then pull up on the slope and grab again. Now your legs are free, so you can shimmy to the wall fragment on the left of the ladder. Pull up and BMR/GP on the painter's elevator. From here, RJ on the SW awning and get 10 x DEA from the nearby balcony. RJ back on the awning, RJ back on the painter's elevator and finally RJ on the NW ledge. From here, shatter two grates on the other side of the street, one above another. Pull a switch behind the wall to raise a door above Jean-Yves's studio exit. Remember this door - you'll need to go through it near the end of the game.

NEARLY SUICIDAL DROP
Of course, it was dmdibl who said the words "nearly suicidal drop", what made me eager to trustfully throw myself into any abyss closest to me. And it appeared it was the right one. This guy is awesome, he helped me write walkthrus more than anyone else. Big, big thanks. So, for SECRET 3, you need to face the NW bridge linking both buildings, RJ on it, SD from its E ledge, bounce off the slope, land on the other one, grab its ledge, shimmy left, land on the platform, shatter a grate blocking the way into the building and get through the crawlspace. Entering it is a little bit tricky - you need to crawl backwards as close as possible, turn around and hit Draw to move Lara inside. Collect NS, refill health with Save Gem, grab UC and some NG. Kill 2 rats in the following crawlspace and a punching guard in the corridor behind it. Go left to press a switch and get through the open door back to Jean-Yves's studio.

SCAFFOLDING 2
Climb the scaffolding back to the place where you went up the ladder from. This time shatter the E grate to get through the crawlspace.

WAREHOUSE
On the other side, follow the MS to grab some flares from the other side of the dark warehouse. SD in the hole next to them and go through the nearest corridor to fall into the water.

INTO THE INDUSTRIAL
Down there, throw a switch on the N. On your way to the open trapdoor on the S, pick up some NS. From the upper water room behind the trapdoor, get 2 NG. Exit of the water and drop into the next pool to find some MP5 EA on the far bank above the underwater lever. SAVE, as pulling this switch starts a timed run. You need to climb the blocks on the other side of the pool (hop sideways to land on the first one instead of pulling up) and platform to the door (jump on the far corner of the first platform to avoid flames, JG/shimmy around the next one and pull up on the corner closest to the door, then JGP through the portal) before it shuts. SAVE. Follow the corridor (the door opens behind you for later evacuation), time two flame emitters and pull up into the crawlspace. Behind it, switch to manual targeting and kill a soldier for some more DEA. Get UC from the SE corner and push the W grate 4 times to reveal the neighbouring room.

THE INDUSTRIAL
You're on a very, very high edge. If you fall into the water down there, it's game over. Starting from a gap in the railing on the SW, use the metal supports to get across the hall. Move the block N as far as you need to be able to hop from this block and grab the ledge of the next crate, high in the corner. Pull up and get some MP5 WA to claim SECRET 4. Get back towards the gap in the railing and climb down the ladder. Jump through the nearest opening into another crate storage. Shatter a dynamite stick (!) above the boxes on your left (reveals a switch in the control room on the lower floor). Refill your health with a Save Gem behind the far crates if you need to. Get back in the opening and jump on the central platform for some MP5 WA on the S crates. Get some NS from the NW corner. Through the S hole, SD on the lower floor. RJG the ledge in the NW corner and SD on yet lower floor. Get UC from behind the pillar and stand next to the ladder to activate a thug on the roof. Kill him from a safe distance and jump on his roof for DEA. Get on the neighbouring roof, go E and RJGP in the farthest right pillar. Turn right and spot some WS in the niche - hop in and grab them. Right below this alcove, there is another one - get back on the previous pillar and drop in the niche from here for a SM. Using the pillars, platform N till you can SD on the crates behind the whole set. BJ around the W pillar to land by the pipe. Pull the wall switch behind it. Jump over the pipe but don't fall in the water. BJ around the next pillar and get on a tile next to the ladder. Jump over the railing to land on the central platform. Get NS from behind the pillar in the SW corner, jump back over the last railing and climb the ladder you ignored seconds ago. From the upper floor, climb another ladder on your right to return to the roof level. Get on the closest roof and E to the flame room. Hop on the box in the NE corner and press the switch. Timed run! Ignore the flames, use the side pillars again and, from the last one, jump diagonally through the door before it shuts. Escape on the box and switch to automatic targeting.

SOME MORE PUSHABLES
Kill a dog running around your crate. Check the W passage, that one you revealed with that switch behind the pipe, and shoot another dog on your way through. In the following room, there is a slow guy to eliminate, a LM to pick up from the table in the SE corner and UC behind the N boxes. Push the block in the following passage to get to the switch. Press it and a door opens. Get back to the 1st dog room. Push a crate in the NW corner to be ambushed by a soldier lurking in the next room. This is a slow-turning, easy enemy. Move the crate E to reveal the stairs (and once S to make the way out for later backtrack). Going down them, kill a Sophia's malicious servant of a new kind. Don't get too close to him - he punches. At the bottom, move another crate S and pull it 3E. Get UC from the boxes on the other side of the room and, jumping up, shatter a NW grate from the container next to you. Hop on the moved crate, pull up into the opening and RJ curving right to GP in the crawlspace behind the no more existing grate. Follow this passage and hit (not avoid!) the laser beam to reveal a switch you may have seen through the grate behind the 1st pool area. Flames are lit so you can't go through the corridor. For now. Drop back to the moved crate room, pull the box one more time to free yourself, go upstairs and through the door on your right. Follow the corridor to watch the first cutscene. Jean-Yves phones to Lara and parla italiano.


CUTSCENE DIALOGUE

Jean:
Lara! Mi senti? Sono qui! Esattamente alla tua destra c'č un piccolo condotto d'areazione, che collega direttamente i magazzini in cui ti trovi, al mio studio. Una volta tanto le mappe d'orientamento di questi edifici servono a qualcosa. Ascoltami attentamente: trova il modo di entrare negli edifici di Sophia! Evita di gingillare pių di tanto! Ormai non manca ancora molto...

Sophia interrupts:
Un piccolo sforzo.

Jean:
E...cosa? Chi siete? Ehi Lara! Aiuto, aiuto!!


Translation

Jean:
Lara! Can you hear me? I'm here! Just on your right there is a small ventilation duct, which connects the buildings where you are directly with my studio. For once maps of orientation of these buildings are useful for something. Listen carefully: find a way to enter Sophia's buildings! Avoid fiddling too much! Now there is still a lot of work...

Sophia interrupts:
And a little effort.

Jean:
E... what? Who are you? Hey Lara! Help, help!


PUTTING THE FIRST FIRE OUT
There's a guy on the roof behind you. So keep close to the N wall while fighting a gaper, and you'll avoid bullets for now. Hide behind the pillar and press the switch to let the dog out. Shoot it, still remaining beyond the gunman's range. Don't try to climb the pillar, as there is a burning floor on its top. Pick up some NS from among the S crates. Wait for the baddy on the roof to stand behind the gap in the railing. Now kill him, find some WS on the W crate and go through the door the dog was behind.

THE STICKNESS CAGE: WATCH OUT!
If you PULL the crate in the NE corner, you'll prevent yourself from finding a secret! If you push it and release Action, you'll get thrown into the cage above you and miss a secret as well. If you push that box as far as you can WITHOUT releasing Action to find the secret - you will get it, but will be stuck as well. So leave this crate for now. Move the block from the SE corner 1W, 4N and 1W to make a gap for a cube standing in the SW corner. Move that block. Now, when all 3 crates form a line, pull the cage out of the trigger square and throw a switch behind it. The flames are gone. Now, for that dangerous secret: the stickness cage is moved away, so you can pull the 3rd block off the NE corner to reveal SECRET 5 - a room with NS, MP5 NA and a Save Gem.

PUTTING THE SECOND FIRE OUT
Grab the pickups and get back to the 1st dog room and through the 2nd dog passage into the extinguished fire room.
Now you can press the button above the no more harmful fireplace to open the door. Kill a rat behind it and climb the next ladder to get in the passage on the left, hearing an alarming sound. This is not a drill! There is a drill! Time it, as well as two more behind it, and throw a switch. It's the one you revealed in the fire crawlspace, and it makes that fire be no more. So go back all the way to that place and go through at last.

ACROSS THE FIRE
Destroy the grate at the end, switch to manual and drop into the new room. Kill 2 thugs with rapid fire and hop on the block to avoid a dog. Switch back to automatic and get rid of the four-legged aggressor. One of the opponents dropped a LM - get it, as well as some NS from behind the NW boxes. Climb the S crates to pull up on the shelf from there. Press a switch at the far end. It opens the door in the rat corridor, behind the 1st extinguished fireplace. Go there and through the portal. Behind it, grab the ceiling and swing across the burning floor, watching out for the drill. Shatter the grate on the other side and go in the crawlspace, where you need to advance 3 squares and wait for a rat to come. Shoot it and crawl till you can stand up. Follow the passage to drop in the lower one. The door opens and you can get outside again.

FUSES FROM THE OUTSIDE
Go up the ramp, on the blocks behind it, kill a gaper, RJG the MS and go across. Climb the blocks and go over the S one to find a crack in the wall. You need to refill your health. Stand in the SE corner of the ledge, face N and tap Left once or twice, so when you draw your weapon and jump sideways, you can shatter the grate during the fall. Clever guy, this builder is. Get back to the platform you jumped off, grab its ledge and shimmy to the crevice. Drop and grab the crawlspace edge. Pull up. Inside, collect SECRET 6 - some FG and a LM. Get out, swing across the gap again and get on the bridge you were swinging under seconds ago. Spot a crawlspace on the NW, with some flames behind it. Draw the shotgun, target the blockade and destroy it. You can't enter the crawlspace yet. First you need to get rid of those flames. Get on the upper bridge and find a bomb attached to the wall above the W slope. Target it with your shotgun and destroy! The flames don't exist, but before you go behind them, shatter the SW wall fragment and RJ into the revealed niche for the Fuse. Get out and climb the ladder on the E. Go through the crawlspace on the top. Pull up on the construction above it. RJ in the opening behind a crack in the block hanging low on the SW. This jump must be perfect - curve its last phase right a little bit. When you succeed, throw a switch to open a door. Drop onto a roof on the left of the no more hot crawlspace, grab the ledge and shimmy right to pull up for another Fuse. One more to go. Crawl out, hang, shimmy left to the very far end of the roof, pull up and RJM, curving right to land on the awning.

Now the intended way is to:
- climb the ladder one more time, go through the following crawlspace, pull up on the upper ledge again, RJGP on the W bridge, watch a cutscene, jump in the nearby room to throw a switch, go across the bridge of green goo to descend to the open door for some flares and SD in the lower room, grab a SMP and WS from the side blocks, throw a switch between them to make the way out, get back outside, stand on the edge of the ramp on the left of the exit, runjump SW, curving left to land on the cornice with the last fuse to collect and, finally, go back through the door that led you here.

However, another good way is to:
RJ across the street. Go up the ramp and hop on the upper one, but don't follow it yet. Runjump SW, curving left to land on the cornice with the last fuse to collect. Grab the item. You've got all of them. Go up the remaining ramps, killing a thug on your way to the bridge of green goo. Go across it to watch the second (and last) cutscene. I know I led you here from the direction that is opposite to what the author intended, but it seems this way is faster than normal one, because a descending backtrack is generally faster than an ascending one. Jump over the gap on your right (according to Lara's starting position after the camera is off) to get through the door and throw a switch. It opens the door in a place where you killed the last thug. Go behind that portal for some flares and SD in the lower room. Grab a SMP and WS from the side blocks and throw a switch between them. That makes the way out of this place, through the same door that led you here.

Independently of the path you choose, you will watch the second and last cutscene near the bridge of green goo. This time it's Lara who parla italiano.


CUTSCENE SPEECH

Lara:
Mio Dio! Cosa diavolo č questa roba? A prima apparenza, mi sembra lo stesso materiale genetico generato dai test su quelle specie di mutanti nei centri di ricerche subacquee di Sophia vicino al Tunnel della Manica. Potrebbe essere lo stesso, creato dalla mano di Rathmore e dalle altre pietre Infada. Devo saperne di pių e sopratutto devo entrare nella Leigh Corporation.

Translation

Lara:
My God! What the hell is this stuff? At first appearance, it seems to me that it's the same genetic material generated from tests on those mutant species in Sophia's research centers, underwater, near the Channel Tunnel. It can be the same, created by the Hand of Rathmore and other Infada stones. I must learn more and, above all, I must go to Leigh Corporation.


BACK INSIDE
With the fuses in your backpack, get back inside. Go up the ladder and swing across the fire pit once again. At the end of the MS, release and hold Action to grab the lower edge. Pull up and backtrack all the way to the receptacle room, behind the crawlspace of laser and fire. You visited that passage twice already, so you know where it is. Place the keys to open the door. Time a drill behind it and press a switch at the dead end of the corridor. Camera shows you where to now - back to the industrial!

THE INDUSTRIAL 2
Get on the roof and through the open portal behind it. Safety drop into the hole at the end of the corridor, enter the new room and grab some MP5 WA from behind the crates in the NW corner. Find some FG on the 2nd window frame and throw a switch on the left of the pickup. The remaining switch in the control room is released - get out of the room, climb the ladder back to the roof level and use the familiar ladder in the NW corner of the central area to move one floor higher. Go in the central control room to throw two switches at last. A key appears. RJ E and pick it up from between the steel swingies. The item is named "Aqueduct Key", and the slot for it is... ho! ho! ho! Almost at the beginning.

LARA CROFT AND THE GREAT BACKTRACK
Get to the place where you've pushed the first cage. Yes. All the way up. The first ladder is in the SW corner. Then you need to either climb the one you've already used to descend in here, or grab the hanging box and platform to the highest ledge using the metal supports. No matter how you do it, from the top you need to get back all the way through the crawlspace, flame emitters and pools, to the very first pool. Pull the underwater lever to switch the trapdoors and resurface in the first hole.

NOT THE END YET: WAREHOUSE 2
Get out of the water and into the backstreet. Put the Aqueduct Key in the slot in the S passage. Go through the door and pull 2 levers in the control panel. The left one opens the door in the industrial area, the right one spawns 2 baddies. Wait for them behind a wall...

LARA CROFT REVERSES THE GREAT BACKTRACK
Go back in the industrial zone and enter the door on the NW of the control room with 2 switches pressed by you not so long ago.

INDUSTRIAL 3
Behind the door, there is another lever. Pull it and through the grate you can clearly see another switch reveal, and the room you can look into is that one you've revealed in the beginning of the game - the one above the Jean-Yves studio exit.

GETTING BACK ON THE SCAFFOLDING: WAREHOUSE 3
Repeat THE GREAT BACKTRACK chapter
and use the ladder in front of the exit of the pool to climb on the 1st flares platform. Swing across the room and go through the crawlspace once more.

SCAFFOLDING 3
Drop on the lower roof and RJ towards the so long awaited room with Action held. Inside, grab some DEA and press the switch. Another fire is gone. Exiting, RJ on the lowest awning, slide backwards and SD to the ground. Get back on the painter's elevator and RJ on the NW ledge. If you didn't do it when you were here for the first time - shatter the grates on the other side of the street. Now, climb the ladder next to the switch pressed once upon a time. On the top, there is a tile of the last extinguished burning floor. Catch the zipline and slide across the street.

INFILTRATING SOPHIA LEIGH CORPORATION
Before you go in, grab UC and a LM from by the exhauster on the left of the entrance. Get back in the opening and pick up some flares. Enter the crawlspace. Shimmy around the pit with some barbed wires at the bottom. Go through the next crawlspace, watch out for steam, find a SM, shimmy around another pit timing another gas water emitter and continue to the end, where you need to shatter a grate.

SOPHIA LEIGH CORPORATION
It seems to be warmer in here. Press the switch behind the plant and kill a guard in the revealed passage. Go through, into the next room. Get a SM from the SE corner, pull the crate out of the NE one and move it on a marked tile in the SW corner. One door in the corridor opens and you can grab SECRET 7 - 2 UC and the uzis. Get back to the crate room and SAVE before you enter the revealed one. In there, you need to sneak behind a guy - if he spots you, he turns on a ceiling sentry gun and you're doomed. You have to walk behind the desk and the chair, for not to touch anything, and to the corner, where a plant grows. Just like in case of the previous one, there is a switch behind it. Throw it and get out reversing the way you got in. Now the second door in the corridor is open. Kill another punching guard behind it and get SG from him. Advance, pull up in the opening and throw a switch in the following aquarium (the guy in the sentry room doesn't seem to notice you). The exit opens - go back to the crate room and downstairs. Kill a dog on your way to the next switch. Open the door and get outside.

THAT OTHER SCAFFOLDING
RJ ahead on the bridge and don't stop, as the killing machine is on the move! Hide in front of the table and pick up Warehouse Card from it. Remember the WAREHOUSE chapter? Yes. That's it. SD on the W platform, then jump on the painter's elevator. RJ on the roof with a Save Gem and refill your life. Several more drops and you can pick up some NS from next to the ramp corner at the bottom of the scaffolding. And throw the nearby switch to access another one. Kill a gaper appearing after this and go up the ramps to pull up through the hole in the NE corner. Throw a switch to open a door. Grab some UC from the top of the stairs. RJGP on the awning, RJGP on the elevator and kill a guy on the balcony. Get there and on the N awning. RJGP on the E terrace, spot a door and a nearby keyhole. Remember it. You'll be back. Now nothing can prevent you from grabbing another zipline and sliding back to the previous scaffolding.

SCAFFOLDING 4
Climb to the warehouse.

WAREHOUSE 5
Shoot a dog in the NE corner. Place Warehouse Card in the reader and get through the portal. Go across the other part of the warehouse and grab UC from next to the open door. This is the one you've opened with the last switch. From the room behind the passage, collect Service Door Key. Kill a dog attacking from behind and eliminate a slow guy in the neighbouring warehouse segment. The item you've just obtained is for the door on the top of THE OTHER SCAFFOLDING. It means... Oh no...

LARA CROFT AND YET MORE GREATER BACKTRACK
Get back through all the locations described from SCAFFOLDING 3 chapter to the very end of SOPHIA LEIGH CORPORATION part to get back on the second scaffolding.

THAT OTHER SCAFFOLDING 2
Place the key and enter the door.

SOPHIA LEIGH CORPORATION: ANOTHER SEGMENT
This will probably be in the next level.